[Agonizing Torment]
00:11:346 (1,2) - Really not a good idea, most your rhythm before was 1/1, and then there is a 1/2 that is kinda tricky to hit, since the end of the slider 00:11:490 (2) - is really close to 00:11:346 (1) - , and people might misunderstand it.
Yeah this part was sort of weird, changed into a regular 1/2 slider00:20:015 (1,1) - Omg, this is a really bad idea, a 1/4 at 208 bpm, is pretty much consider as a stream, so you'll want to stick the note WAY closer, this jump is just WAY too insane. Also mostly because of how the sv here 00:20:015 (1) - is slow, player will totally be caught off guard from that jump.
The music before already lets the player know that this is going to be fast. The slow slider fits the guitar and the jump isn't really that hard to make. After hearing the song for the first 20 seconds the player can understand that rhythm already and predict the jump.00:20:015 (1) - Why stacking these, pretty sure you can do something more original.
Wrong timing point?By the way, so far I don't know what happen, 00:13:797 - to 00:20:015 - , but then when the voice come in 00:20:881 - +, it feel kinda messy a bit in rhythm, pattern and hitsound.
How about keep the clap only for loud drum, for example
00:22:034 (6,7) - remove the clap here, and look here 00:26:938 (5,6,7) - how the clap emphasize the loud drum. So would be cool if you keep your clap consistent on loud drum. The loud drum isn't always in the same rhythm, so even if you make the same pattern, the loud drum is not in the same position everytimes.
Yeah that sounds a bit better, I will try my best with this since I don't usually hitsound00:35:304 (3,4,5) - Would be cool if you make it consistently flow, or like consistenly unflow. Like 00:35:304 (3) - to 00:35:592 (4) - , cursor just do one movement, but 00:35:592 (4) - to 00:35:881 (5) - cursor have to do some kind of angle. Would be nice if those 2 jump could look nearly alike judging from the pattern.
I don't really understand this too well so I will just keep this how it is and just ask you later xd00:36:313 (7) - This sound doesn't fit an important sound in the song, and you are also adding a whistle which make it louder.
I don't really hear any new sound. Some small break from the song can be REALLY nice in playing as well, and player can feel it the song having a tiny break which help follow the song as well. Try removing it and listen to the rhythm. Because right now, it seem like intense part = need to have notes on all 1/2 snap (bad thinking)
This creates an awkward pause and would go against what I've been doing the whole time However I do agree that the whistle was a bit weird to put there and removed it00:37:756 (5) - ^
^00:45:544 (1,2,3) - All same drum, why this 00:45:544 (1) - have to have different spacing then this 00:45:688 (2,3) - ? Is a huge difference in gameplay.
The reason for the drums being different spacing is for variety, I could not imagine 3 notes at the same area or near each other in an "intense" part of the song and it plays best with 2 stacked and 1 being alone00:47:275 (1,2,3) - ^
^00:48:429 (5) - hmm random clap here? it have the same drum as 00:48:501 - , while no clap here. Anyway remove the clap from that note, and add it on these 2 notes 00:48:284 (3,4) - , louder drum.
Removed clap and added claps to those notes00:52:467 (1,2,3) - and 00:54:198 (1,2,3) - Same reason as 00:45:544 (1,2,3) - .
^00:55:280 (4) - Add clap, same drum as 00:55:207 (3) -
Added00:58:669 (7,8) - Why stack after a consistent jump drums! 00:58:669 (7,8) - Still the same drum as 00:58:236 (4,5,6) - . Continue the jump, don't stop the flow.
I thought it was nice at first but yeah it does feel like there's supposed to be that last jump, fixed01:36:169 (1,2,3,4,5,1) - Honnestly feel too crowded
https://puu.sh/vJg6w/0f48c99670.png, there lots of space in the editor, use it.
Spaced them so it won't feel weird. I'm surprised no one said anything about that part up until now.02:06:025 (4) - Remove the clap, clap should be here 02:06:169 (5) - , the drum here 02:05:592 (1,2,3,4,5,6) - is consistent, so keep your clap consistent as well.
I'll be honest here, I misread this and added claps to every part and now I don't know how it was before, I tried to fix it!02:21:817 (6) - Add a clap here, same loud drum as 02:21:745 (5) - .
Added clap02:25:280 - Important loud drum here, could make a nice small stream here, probably really suggest to map since is really audible and loud.
I made that part a slider to let the player know I'm still going to follow the piano at that point02:51:313 (9,1) - I don't know if you want to do this, but a hard stream and instantly a REALLY high jump right after the stream in nearly the opposite direction, might be really unconfortable to play.
Yeah this was meant to be really intense since the slow part of the song is about to show up03:01:265 (1,2) - I honestly hate these reverse slider, because they are hard to know when it end. + the drum is mostly doing double then switch to a different drum, so how about something like this
Keeping the reverse sliders, they're not that hard to know when it ends since they're equally the same ( 03:01:265 (1,2,1,2) - )https://puu.sh/vJgof/dcf50f61b1.png04:30:054 (1,2) - Really not suggest, look how it look in-game
https://puu.sh/vJgtf/7e50d0365d.png. It look like (1) is the slider. Would cause a lots of confusion.
It would if the AR was lowered which is why I increased it a while back but I'll make the slider a new combo and see if that helps04:40:727 (4) - Ghost note, remove no new sound here.
Removed, only added that for no breaks but really I didn't even want it there to begin with.