00:01:607 (1607|4,1723|4,1838|3,1953|4) - This is pretty heavy on the right hand already. Even if you're following pitch relevancy, the jack here doesn't really seem necessary in my opinion. Might be better to try this instead
https://osu.ppy.sh/ss/7027139 ☑ Cool idea. Changed (except last note)00:02:877 (2877|4,2992|2) - Might help to make this pattern for linear for the roll like this
https://osu.ppy.sh/ss/7027140 ☒ I think there is no need00:04:146 (4146|2,4261|3,4377|2,4492|3,4607|2,4723|3) - Some of the trills created like this are kind of difficult and uncomfortable to hit imo. Reason being because players tend to use different ways for playing odd numbered keys, so while a left thumb player might find this easy, a right thumb or [345] player might find it very unbalanced and right hand heavy. I'd consider something like this instead
https://osu.ppy.sh/ss/7027147 I did it differently.00:08:069 (8069|1,8069|3,8184|0,8184|2,8184|4) - It's also a pretty good idea to avoid using these kind of arrangements too often since the minitrills on the left and right hands can get a bit straining on both hands, like with 00:08:069 (8069|3,8184|4,8300|3,8415|4) - for example.
00:13:030 (13030|0) - Might have been a good idea to use this note to complete the roll like this
https://osu.ppy.sh/ss/7027171 ☒ I think there is no need00:16:953 (16953|4,17069|3,17184|4,17300|3,17415|4,17530|3,17646|4,17761|3) - One really long and unnecessary trill in my opinion. For right handed players, it'd be really straining. Might try something like this instead
https://osu.ppy.sh/ss/7027229 ☒ I understand what you want to say but this is only 130BPM and this trill sn't that hard as you think... and this pattern doesn't consist only of the selected trill. Playing it differently than the only trill.00:20:877 (20877|4,20992|3,21107|4,21223|3,21338|4) - Trills pls.
☒ I think that change there is no need00:19:838 - to 00:20:761 - Really straining on the right hand for pretty much no reason since column 1 on the left hand is left empty for the entire duration of this. Might try something like this instead
https://osu.ppy.sh/ss/7027237 I did it differently. I think that now is a little better00:23:877 (23877|1,23992|0,23992|2,24107|1) - I kind of dislike diamond patterns like this just cause of how heavy it can be for just one hand to do (assuming the player uses left thumb or [123] for 5k). Might be a better idea to use a roll instead like this
https://osu.ppy.sh/ss/7027238 ☑ I used a bit of your idea.00:25:838 (25838|4,25953|4) - Don't really see a reason for this jack, and since it's 5K, I know it's easily avoidable. Try this instead?
https://osu.ppy.sh/ss/7027242 ☒ I leave it as is. This jack is not bad, is comfortable to play and the whole is a good balanced.00:28:953 - 00:32:992 - Rip column 1. Even if you are following pitch relevancy (which I notice is a big thing for you), you still need to balance out the columns a little, even if it means breaking pitch relevancy a bit. Like, leaving a column empty for that long with no intended effect just puts a lot of strain on an already dead right hand weighted map.
If you mapping for pitch (where tone in the single sounds is very audible) you don't need look at the balance of notes00:32:069 (32069|2,32184|3,32530|1) - Shouldn't these be jumps since they're similar kind of distorted sounds like 00:31:146 (31146|2,31146|1,31261|4,31261|3,31607|2,31607|1,31723|4,31723|3) - for example?
☑ Hmm right. Fixed00:42:107 (42107|2) - I would consider extending this to 00:42:338 - for simplification reasons so that the player can release the LN on a strong beat
☒ Extending this LN isn't good idea because 00:42:107 (42107|2) - here started new similar sound. I didn't give here a LN because is quieter than earlier sound and because in this moment started repeating, similar to 00:41:761 (41761|2,41877|4) - and others part00:43:492 (43492|4) - This sound is similar to 00:42:107 (42107|2) - but a bit more clinky. Either way, I'd still consider turning this into a 1/2 LN since the sound is a bit held out for a second before cutting off.
In total... Ahh Fuck it xD I will remove previous LN :v00:47:992 (47992|0,48107|1,48223|0) - Assuming you're following that weird synth thingy similar to 00:41:184 (41184|3,41300|4) - , I think the correct snap is on the 1/8 after like this
https://osu.ppy.sh/ss/7027274 ☑ Yep. Fixed00:58:492 (58492|4,58607|3,58723|2,58838|1) - I would suggest completing the roll here like so
https://osu.ppy.sh/ss/7027277 ☑ Nice idea but I modified this.00:58:492 - In addition to the above, why not make those single notes jumps for the kicks? It doesn't really make sense to start making all the kick notes jumps only at 01:00:338 - when there's been no real transition from the music for it. I'd consider just choosing one and sticking with it.
For me its has sense because in 01: 00: 107 (60107 | 4.60223 | 3) - the sound gets increasing so to emphasize it, I gave two notes01:10:723 (70723|0,70838|1,70953|0,71069|1,71184|0,71300|1,71415|0,71530|1,71646|0,71761|1,71877|0,71992|1) - Dude, your trills. Holy shit, your trills. It's only 130 bpm, I get that, but for this long, it just wrecks your hand balance because it leans so closely to the left and the right hand is just there like, "notice me senpai"
Ssomewhere above I have written about trills. You should not only look at the section of fragment, only on the whole, because different playing only section of fragment, and different whole fragment.01:15:453 (75453|2) - I would move this to the right hand though, so that the jacks are only on the left hand for players who might use left thumb or something for column 3, in which case it'd be a bit harder to hit since it's more out of the ordinary from the right hand minitrill at 01:15:569 (75569|3,75684|4,75800|3) - 01:15:107 (75107|4,75223|3,75338|4) -
01:34:953 (94953|2,95300|2) - Similar to what I mentioned above, but this time on the right hand. Might try something like this in that case
https://osu.ppy.sh/ss/7027295 ☑ Ok changed.01:57:800 (117800|0) - Don't understand why you don't jack this like with 01:57:569 (117569|1,117684|1,117915|1) - , or use jumps for the kicks. This might work instead since the BPM isn't that much and you've already introduced similar patterns before
https://osu.ppy.sh/ss/7027302 Why? Because here 01:57:800 - is a different tone of that sound so I did it for pitch :v yep I can add here two notes but not at such an arrangement of notes 01:59:877 (119877|1,119877|3) - Would be a cool idea to turn these into LNs since their sound is more sustained that the others like this
https://osu.ppy.sh/ss/7027310 ☒ I'm not sure02:47:530 (167530|4,167530|0,167530|2,167530|3) - The first quad made sense cause it was snare + crash, but here it's just a snare, so why is it mapped using a quad when earlier at 00:17:415 (17415|3,17415|2,17415|4) - for example, you used hands?
Lol. This is a completely different situation. It shouldn't be a compare03:33:569 (213569|0,213684|0) - Idk, seeing that you haven't really used jacks in this kick kind of section, I think that this jack comes out of nowhere and disappears just as fast since you don't use them in a super consistent way, at least from what i can see.
Well, I did here jack because I had limited columns so... I couldn't do otherwise.04:02:761 - Why stop with the 1/4 stream? Obviously you have enough columns and know how to do it seeing as you added one at 03:43:261 - with LNs, so it's kind of inconsistent to start mapping a stream, and then break off with it (1/4 stream -> Just LNs + kicks?) when the music has only changed to be similar to a past section that was more densely charted (the LNs + 1/4)
Because I think that pulling this in 1/4 would be too monotonous. look 03:43:261 - 04:19:607 - I think that this is too long part for 1/4 pattering (considering that the melody constantly repeats)04:12:107 (252107|1,252569|0,252915|0,253607|0,253723|0,254069|0,254646|0,255569|0) - I'd consider switching columns with the long note and short notes here since it's harder to hit on the weaker fingers (middle or ring for example) when you have the player's strongest finger tethered down with a hold note.
hmm I will think about that.05:08:184 - Eh? Why not map the long sounds past this point? This feels like a really abrupt ending cause there wasn't really a strong note given at the very end, which is why I think it'd be better to map until 05:11:877 - when you have that ending kick to finally give a feeling of finality to the map.
Yeah.This time 05:11:877 - is good but not for ending because after kick stretches a long sound so break this sound in this time would be weird.