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posted

Dragontail wrote:

Kin's Normal
- At 01:11:678 move note to left a bit and change slider so that it is facing in a left slant. For flow purposes. Also change sliders after that to fit maybe? I prefer to keep my perfer pentagone
- Delete last note because that is overmap and make spinner longer how can you find this overmapped ?
[/list]

danielexus wrote:

General:
Awesome thanks!

mod:
00:21:321 (1) - this slider is almost out of the screen. This looks off-screen in the editor ye, I've already checked this one, and as long it's not offscreen in gameplay on 4:3 ; it's still okay

ShogunMoon wrote:

from Queue

[Kin's Normal]
  1. open aimod
  2. in the beggining why the volume it's not the same as meep (40%) je trouve qu'on entends pas assez les whistles sinon
  3. 00:31:882 (2,3) - this is the same vocals as 00:36:780 (4) - so maybe replace the slider 4 by 2 circles for consistency je comprends, mais je prends surtout en compte l'intensité de la musique. J'ai préféré use des sliders sur la partie calme, vu que c'est plus simple, et circle pour celle un peu plus intense
  4. 01:26:831 - you should put a note here because this note sound a bit off 01:26:678 (3) fixed
thanks for mod everyone!

_Meep_ wrote:

Kisses wrote:

g
or if kisses wants to :^)
In any case, JUST DO IT.

osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 51321
Countdown: 0
SampleSet: Normal
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
Bookmarks: 35709,42597,49331
DistanceSpacing: 1
BeatDivisor: 4
GridSize: 16
TimelineZoom: 2.3

[Metadata]
Title:Bokura wa Ima no Naka de (TV Size)
TitleUnicode:僕らは今のなかで (TV Size)
Artist:u's
ArtistUnicode:μ's
Creator:_Meep_
Version:Kin's Normal
Source:
Tags:
BeatmapID:1262084
BeatmapSetID:587139

[Difficulty]
HPDrainRate:4.2
CircleSize:3.2
OverallDifficulty:4.2
ApproachRate:5.2
SliderMultiplier:1.2
SliderTickRate:1

[Events]
//Background and Video events
Video,480,"OP.avi"
0,0,"40882007_p0.jpg",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

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posted
OOOOOPPPSSS LATE AAAH

Yasaija 714 wrote:

From Q


  • [Veyron's Master]
  1. 00:10:148 (6) - Ctrl+G is better Alright
  2. 00:11:372 (3,2) - I think that it is better not to overlap Overlapped on purpose for the visuals. Isn't this a part of the back-and-forth thing, huh?
  3. 00:23:617 (4,6) - ^
  4. 00:25:759 (3,4) - It is not a tune to put a big jump But the melody sounds really high, which really deserves a few more jumps for emphasis. At least it's louder than 00:25:913 (4,5) -
  5. 00:27:903 (2,3) - Position only Ctrl+G Well, for slider positions I cannot agree. It wouldn't flow smoothly towards the next note, like it's a bit way too sharp. So I might keep this for while to hear more opinions on this one.
    The flow also improves
  6. 00:46:576 (7,8,9) - You should adapt to the lyrics as you have ever been Okay
    This triple strokes is very strange
  7. 01:11:066 (1,2,3,4,5,6,7,8) - maybe add whistle Ehh, that sounds seriously awkward even with soft whistles or the drum ones.


1diff only

Good luck! :)
kthnx at least i fixed two stuffs xd sorry for late mod response

http://puu.sh/wmJlk/c84cb43ad4.rar
posted
And now it is finished. (no kd)

https://puu.sh/wowiO.rar

Btw, why are there still no source and tags for this set?
posted

Nardoxyribonucleic wrote:

And now it is finished. (no kd)

https://puu.sh/wowiO.rar

Btw, why are there still no source and tags for this set?
forgot to add em >///<
wanted to add after I added pkhg's diff but its not ready yet
I'll add tags in anyway and wait for him
posted
expert


00:50:709 (1,2,1) - this 1/1 is kinda hard to read, just equally space imo

01:07:393 (3,1) - center the slider tail ?

01:11:678 (1,2,3) - this angle is kinda weird imo

sometimes you nc these 00:28:515 (4,1) - vs 00:23:770 (1,2) - i think you're trying to nc the vocal but i'm not quite sure.

i don't really have much to say it's clean c: gl!
posted
m4m from my queue

/me dead*

Copy the source and tags from your expert diff into the other diffs (even the taco diff) for consistency in searching.


General
  1. The sr gap between Easy and Normal could be improved slightly. Note count seems nice and linear, so the 2 options I see at improving the gap is to decrease the cs and / or decrease the DS in easy.



Expert
I have 2 concerns for the diff in general. Hitsounding, and playability. For the most part the hitsounds are very monotonous or empty. The only sound I hear is the clap every downbeat, but there's a lot more than the beat going on that could be complimented. I'll point out some hitsound points below, but back to playability concerns. It looks like you've incorporated circular flow into the diff which helps compliment strong beats (And makes the map more playable) My concern here is that pattern at which the direction of that circular flow changes isn't consistent across the map. What I mean is 00:53:617 - the direction here switches to counter-clockwise, while the direction at 01:03:413 (2) - remains the same. This second chorus here has the same beat as the first chorus, so changing the pattern at which you switch directions could throw a player off. Generally I suggest keeping a pattern to what beats you switch the direction on, as players can use that to better follow the song and feel for upcoming notes.
  1. I suggest bumping the 40% volume up to somewhere between 60-70 as the hitsounds seem very quiet. Complimentary, bump up the 70% volume up to 90
  2. 00:12:903 (1) - I think having no hitsounds on the head here sounds monotonous, as the way it's mapped gives emphasis to the held sound here. soft-whistle sounds good here.
  3. 00:14:127 (2) - 00:17:801 (1) - 00:19:025 (2) - ^
  4. 00:21:321 (1,2,3) - I think these notes would be more interesting with hitsounds on the heads. They're strong sounds and are mapped as so, so I think hitsounding them would better emphasize them. Give soft-finish a shot.
  5. 00:22:699 (1) - Soft finish would be interesting here because this note is the 'climax' of this section of the song before it loops.
  6. 00:27:597 (1) - I think the motion here might be unexpected as you switched the direction of the circular motion every 4 bars (Bar = 4 big white ticks) but here you don't. I suggest adjusting this pattern so that the motion goes counter-clockwise as expected. https://puu.sh/yx2nT/0b3c6df5cc.jpg (AR was decreased to make the pattern more obvious)
  7. 00:36:780 (1) - I don't think there's a held sound here that is being complimented by this shape and rhythm. The slider ends on a sound stronger than the one it started on, which could throw the player off. https://puu.sh/yx2IK/ff70ecd2b8.jpg I suggest using this rhythm as the note density fits the feel, and you can use that slider shape accompanied by 1.6x sv to compliment the sound at 00:37:393 -
  8. 00:52:087 - Starting here the direction in which your notes flow feels hard to anticipate. 00:53:617 - here the direction goes counter-clockwise while at 01:03:413 - it's clockwise. I suggest keeping a pattern to when you switch the direction your notes flow in as it makes your patterns more predictable, and flips where it compliments the music.


Hard
  1. 00:50:250 (1) - I think you can remove the NC here as it wasn't needed in the Expert diff xp
  2. 00:11:525 (1,2,3) - I think this might be a bit difficult to read as there's a 1/2 stack that throw's off what the player is accompanied to. Could you replace these notes with a reverse slider?


Normal looked okay. Easy has no NCs XDDDD


gl bud
posted
hi from m4m

[General]

Expert diff metadata conflicts with everything else

[Pachiru's Easy]

combos
hitsounds

00:12:597 (16) - i would swap this for a single circle and then have a slider on the downbeat. this separates the vocals from the snare drum whilst also making the start of this section clickable
00:21:627 (31) - can be turned into two circles for emphasis and also increases note density for this short interjection
00:22:393 (32) - similar comment to 00:12:597 (16) - where you ideally want to make the start of the section clickable, especially in low diffs like this. would swap for a circle and another slider
00:25:148 (37,38,39) - ctrl + g this rhythm so the held slider matches the held vocal?
00:46:270 (63) - i would introduce an angle change since this creates a linear speeding up and slowing down which is difficult for new players to do on a mouse
00:55:301 - missing circle here? missing a note in this rhythm that you're following doesn't really make sense here, and an increased note density here is fine since this is the kiai
01:05:097 - same comment as above

[Kin's Normal]

00:22:240 (2) - since it sounds like you're trying to follow the drum fill/extended trumpet, i would actually try a rhythm like like this so it hits both, and this also acts as a less abrupt lead into the next section imo (could maybe be mapped as a stack?)
01:16:576 (1,2,3) - any reason why you don't use the same rhythm as you did 01:11:678 (1,2) - ? i actually prefer this 2nd rhythm since its more involving, but it just feels inconsistent to use two different rhythms here.

cool

[Hard]

00:11:525 (1,2,3) - i would overlap these slightly since by stacking them like this it makes them look like they are 1/4 rhythm gaps due to how you use stacks previously
00:48:260 (1) - stack xd
01:01:576 (1) - not sure about this in a hard diff since the music doesn't really change that much for an sv change as big as this, i would reduce sv here a bit
01:06:168 (4) - any reason why you use a repeat slider here and not here 00:56:372 (6) - for example when they're the same vocal rhythm? both work fine im just curious as to why they're not the same rhythm
01:07:393 (3) - move this further left to avoid a weird overlap on default skin
01:17:189 (3,4) - minor - overlap isn't equal on both sides
01:25:913 (3,4) - i think it would be cool to introduce a direction change to match the difference in drum tones maybe? idk (kinda like how you did in top diff)

you've got lots better at hards since precious wing xd

[Expert]

you can probably rename this to insane tbh

00:28:209 (3,1) - visual spacing :(
00:40:913 (1) - remove nc
00:42:903 (3,4) - this pause is really unexpected here since you don't do this anywhere else previously and there is definitely a drum beat between this gap, so i would suggest adding a circle here or turning 00:42:903 (3) - into a slider. alternatively you could keep the gap, but try and map it so it looks similar in style to 00:33:719 (1,2) - or 00:39:689 (1,2) - for example to help build consistency
00:50:097 (1) - remove nc
00:50:250 (3) - nc
00:53:464 - similar thing to 00:42:903 (3,4) -, and imo this more problematic because this is the kiai and the songs general intensity is much higher
01:00:046 (4) - ctrl + g? this angle feels really uncomfortable to play and i think a direction change to represent the vocal change here might be a cool idea

nice set gl!
posted

Log Off Now wrote:

hi from m4m

[General]

Expert diff metadata conflicts with everything else

[Hard]

00:11:525 (1,2,3) - i would overlap these slightly since by stacking them like this it makes them look like they are 1/4 rhythm gaps due to how you use stacks previously Fixed
00:48:260 (1) - stack xd Fixed
01:01:576 (1) - not sure about this in a hard diff since the music doesn't really change that much for an sv change as big as this, i would reduce sv here a bit Fixed
01:06:168 (4) - any reason why you use a repeat slider here and not here 00:56:372 (6) - for example when they're the same vocal rhythm? both work fine im just curious as to why they're not the same rhythm no reason honestly, i just did it cuz it felt natural ;/ if anyone else complains it as an actual problem maybe do it
01:07:393 (3) - move this further left to avoid a weird overlap on default skin ok... sure
01:17:189 (3,4) - minor - overlap isn't equal on both sides Fixed
01:25:913 (3,4) - i think it would be cool to introduce a direction change to match the difference in drum tones maybe? idk (kinda like how you did in top diff) eh,nah,i like it to flow nicely

you've got lots better at hards since precious wing xd

[Expert]

you can probably rename this to insane tbh

00:28:209 (3,1) - visual spacing :(Fixed
00:40:913 (1) - remove nc bpm change
00:42:903 (3,4) - this pause is really unexpected here since you don't do this anywhere else previously and there is definitely a drum beat between this gap, so i would suggest adding a circle here or turning 00:42:903 (3) - into a slider. alternatively you could keep the gap, but try and map it so it looks similar in style to 00:33:719 (1,2) - or 00:39:689 (1,2) - for example to help build consistency although many people have said this, but I still feel that I want to keep this pause here, I feel that it is natural for it to be there, therefore declined ;c
00:50:097 (1) - remove nc Fixed
00:50:250 (3) - nc Fixed
00:53:464 - similar thing to 00:42:903 (3,4) -, and imo this more problematic because this is the kiai and the songs general intensity is much higher
01:00:046 (4) - ctrl + g? this angle feels really uncomfortable to play and i think a direction change to represent the vocal change here might be a cool idea i will consider, if anyone else complains then i may change

nice set gl!

Bubblun wrote:

m4m from my queue

/me dead*

Copy the source and tags from your expert diff into the other diffs (even the taco diff) for consistency in searching.


General
  1. The sr gap between Easy and Normal could be improved slightly. Note count seems nice and linear, so the 2 options I see at improving the gap is to decrease the cs and / or decrease the DS in easy.
WILL INFROM GDERS,WAIT WHY AM I CAPSING


Expert
I have 2 concerns for the diff in general. Hitsounding, and playability. For the most part the hitsounds are very monotonous or empty. The only sound I hear is the clap every downbeat, but there's a lot more than the beat going on that could be complimented. I'll point out some hitsound points below, but back to playability concerns. It looks like you've incorporated circular flow into the diff which helps compliment strong beats (And makes the map more playable) My concern here is that pattern at which the direction of that circular flow changes isn't consistent across the map. What I mean is 00:53:617 - the direction here switches to counter-clockwise, while the direction at 01:03:413 (2) - remains the same. This second chorus here has the same beat as the first chorus, so changing the pattern at which you switch directions could throw a player off. Generally I suggest keeping a pattern to what beats you switch the direction on, as players can use that to better follow the song and feel for upcoming notes. small stuff honestly, the main point in that part is the pause,
not the flow that comes afterwards, many players wouldnt even find this to be an issue honestly,ur the first to bring it up XD im honestly not sure of this is an actual issue, so i'll wait for more opinions on it

  1. I suggest bumping the 40% volume up to somewhere between 60-70 as the hitsounds seem very quiet. Complimentary, bump up the 70% volume up to 90 bumped it up slightly
  2. 00:12:903 (1) - I think having no hitsounds on the head here sounds monotonous, as the way it's mapped gives emphasis to the held sound here. soft-whistle sounds good here.
  3. 00:14:127 (2) - 00:17:801 (1) - 00:19:025 (2) - ^ Fixed
  4. 00:21:321 (1,2,3) - I think these notes would be more interesting with hitsounds on the heads. They're strong sounds and are mapped as so, so I think hitsounding them would better emphasize them. Give soft-finish a shot. done
  5. 00:22:699 (1) - Soft finish would be interesting here because this note is the 'climax' of this section of the song before it loops. Fixed
  6. 00:27:597 (1) - I think the motion here might be unexpected as you switched the direction of the circular motion every 4 bars (Bar = 4 big white ticks) but here you don't. I suggest adjusting this pattern so that the motion goes counter-clockwise as expected. https://puu.sh/yx2nT/0b3c6df5cc.jpg (AR was decreased to make the pattern more obvious) I mean, its because its different thats why players will be able to know that a new section is coming
  7. 00:36:780 (1) - I don't think there's a held sound here that is being complimented by this shape and rhythm. The slider ends on a sound stronger than the one it started on, which could throw the player off. https://puu.sh/yx2IK/ff70ecd2b8.jpg I suggest using this rhythm as the note density fits the feel, and you can use that slider shape accompanied by 1.6x sv to compliment the sound at 00:37:393 - It's just how I want to represent this particular part, and they wont be thrown off since I'm merely repeating what I did 00:32:495 (1) -. The suggested rhythm isn't really what I was going for, so nu.
  8. 00:52:087 - Starting here the direction in which your notes flow feels hard to anticipate. 00:53:617 - here the direction goes counter-clockwise while at 01:03:413 - it's clockwise. I suggest keeping a pattern to when you switch the direction your notes flow in as it makes your patterns more predictable, and flips where it compliments the music. I think it's fine as it is, it aint unpredictable, just difficult because of the difficulty spike.


Hard
  1. 00:50:250 (1) - I think you can remove the NC here as it wasn't needed in the Expert diff xp its nced in both hard and expert lo
  2. 00:11:525 (1,2,3) - I think this might be a bit difficult to read as there's a 1/2 stack that throw's off what the player is accompanied to. Could you replace these notes with a reverse slider? i had a lot of testplayers play one that is low in dist., and they all complained it was too short lol, so i extended it ;x if anyone else talks abt this probs will fix


Normal looked okay. Easy has no NCs XDDDD

gl bud

ailv wrote:

expert


00:50:709 (1,2,1) - this 1/1 is kinda hard to read, just equally space imo Fixed

01:07:393 (3,1) - center the slider tail ? seems centered to me xd

01:11:678 (1,2,3) - this angle is kinda weird imo eeeh, will see if anyone else complains abt it

sometimes you nc these 00:28:515 (4,1) - vs 00:23:770 (1,2) - i think you're trying to nc the vocal but i'm not quite sure. good find, fixed most of the NCing,thanks

i don't really have much to say it's clean c: gl!
sorry for late reply and thanks to all~ <3
posted
yo thx for replying to my long-ass mod.

Could you color code your responses so it's easier to scan? You don't need to go back to my mod and change it, just a suggestion for the future.
posted

Bubblun wrote:

yo thx for replying to my long-ass mod.

Could you color code your responses so it's easier to scan? You don't need to go back to my mod and change it, just a suggestion for the future.
i did color code it ._. its blue
posted

Log Off Now wrote:

[Kin's Normal]

00:22:240 (2) - since it sounds like you're trying to follow the drum fill/extended trumpet, i would actually try a rhythm like like this so it hits both, and this also acts as a less abrupt lead into the next section imo (could maybe be mapped as a stack?) I'd have agree if it's a Hard, but because it's a normal, I prefer to keep the way it is to get an easier transition
01:16:576 (1,2,3) - any reason why you don't use the same rhythm as you did 01:11:678 (1,2) - ? i actually prefer this 2nd rhythm since its more involving, but it just feels inconsistent to use two different rhythms here. rhythm are the same but pattern are not

cool
no change from me sorry! but thanks for checki!ng
posted

_Meep_ wrote:

Bubblun wrote:

yo thx for replying to my long-ass mod.

Could you color code your responses so it's easier to scan? You don't need to go back to my mod and change it, just a suggestion for the future.
i did color code it ._. its blue
I mean like red = no apply, blue = appliedMakes it easier to understand where I need to improve.
posted
@Meep: Here is the Muzukashii difficulty as requested.

https://puu.sh/yTtqP.rar
posted
m4m

[General]
  1. Inconsistent tags
  2. I don't think the current diffname setting is suitable for a osu mapset lol (even with reference), you may want to find someone to confirm


[Pachiru's Easy]
  1. WHERE ARE THE NCs
  2. 00:12:597 (16) - Make this clickable? a reverse cannot emphasize the downbeat where vocal starts
  3. 00:21:321 - 00:21:627 - 00:21:934 - Can add finishes like expert diff does
  4. 00:22:699 - ^
    ....not going to mod this diff since it looks incomplete for me


[Kin's Normal]
  1. default sliderslide is too noisy and not suitable for this song lol
  2. 00:16:576 (1,2,3) - Why 00:16:423 - is not mapped when you are mapping the vocal? It doesn't sound good when the vocal is suddenly skipped
  3. 00:26:219 - ^
  4. 00:47:036 - ^
  5. 01:12:903 - should be clickable like 01:17:801


[Hard]
  1. 00:05:556 - Missing finish?
  2. 00:08:005 - ^
  3. 00:11:066 - Missing clap
  4. Section from 00:32:495 - 00:40:913 - is lacking hitsounds
  5. 00:49:944 (3,4,5,1) - The jump here is pretty large and not necessary :v

    imo the diff is still lack of hitsounds, placing claps on every 2 white ticks only is not enough, sounds such as 00:11:525 (1,2,3), 00:21:321 (1,2,3) etc. have no emphasis on hitsounds at all.


[Expert]
  1. 00:52:393 (3,4) - this jump has nothing to emphasize lul
  2. 01:04:025 (3) - curve this more for a better flow between 01:03:872 (2,3) -

    same opinion on hitsounding as hard


[Walao's Master]
  1. 00:31:117 (1,2) - can rotate this pattern for a better flow
  2. 01:28:821 - lower the volume since music fades out

    same opinion on hitsounding

map is fine, but you need to work more on hitsounding :v
Good luck~
posted
Blame meepu :v
Ps. Back soon to reply
posted

Chaoslitz wrote:

m4m

[General]
  1. Inconsistent tags
  2. I don't think the current diffname setting is suitable for a osu mapset lol (even with reference), you may want to find someone to confirm will consult others


[Hard]
  1. 00:05:556 - Missing finish? re-hitsounded, decided not to put a finish there since i dont hear any sound that would need to be emphasised
  2. 00:08:005 - ^ re-hitsounded
  3. 00:11:066 - Missing clap re-hitsounded
  4. Section from 00:32:495 - 00:40:913 - is lacking hitsounds re-hitsounded
  5. 00:49:944 (3,4,5,1) - The jump here is pretty large and not necessary :v i think its needed to emphasise the increase in intensity, and the tone of the music going higher

    imo the diff is still lack of hitsounds, placing claps on every 2 white ticks only is not enough, sounds such as 00:11:525 (1,2,3), 00:21:321 (1,2,3) etc. have no emphasis on hitsounds at all. re-hitsounded


[Expert]
  1. 00:52:393 (3,4) - this jump has nothing to emphasize lul nerfed lul
  2. 01:04:025 (3) - curve this more for a better flow between 01:03:872 (2,3) - ok lul

    same opinion on hitsounding as hard re-hitsounded

[/list]

map is fine, but you need to work more on hitsounding :v
Good luck~
re-hitsounded
xd
posted
why my diff has no combo?
posted
~Pachiru's Easy~
What!?

~Kin's Normal~
OK

~Hard~
00:05:097 - you should avoid using bass drums until this time since the music begins relaxing. you can leave ones that exists in the music
01:11:066 (1,2) - instead of bass drums, use soft-hitclap2 claps and make fade in effect (volume soft -> loud)
01:18:413 (3) - remove whistle at end
01:22:087 (4) - use soft-hitclap2 clap at begin
01:23:005 (2) - ^ at middle

~Expert~
• Stack leniency is too low, it makes pattern like 00:12:444 (1,2) , 00:16:882 (2,3,4,5) difficult to read
00:05:097 - you should avoid using bass drums until this time since the music begins relaxing. you can leave ones that exists in the music
00:05:250 (3) - add clap at begin
00:12:597 (2) - slider begin should have soft-hitclap2 sound
00:22:393 (1) - should have only soft-hitclap2 clap
00:22:469 (2,3,4) - remove hitsounds
00:52:393 (3) - this is completely hidden under slider
01:01:117 (1) - the tail should point towards next note
01:02:189 (3) - this is completely hidden under slider
01:11:066 (3,4,5,6,7,8,9,10) - instead of bass drums, use soft-hitclap2 claps and make fade in effect (volume soft -> loud)
01:18:719 (4) - remove whistle
01:22:087 (3) - use soft-hitclap2 instead of bass drum
01:23:311 (5) - ^
01:24:536 (3) - ^
01:25:454 (2) - this is completely hidden under slider

~Walao's Master~
• Add more hitfinishes, at least add them where there are cymbals in the music
• I can't hear any clap sounds, did you use wrong custom-set by mistake?
• Stack leniency is too low, patterns like 00:36:627 (2,3) became stackless
00:05:097 - you should avoid using bass drums until this time since the music begins relaxing. you can leave ones that exists in the music
01:06:168 (4) - add clap at begin
01:07:698 (5) - add calp
01:08:922 (6) - ^
01:09:689 (3) - add clap at end
01:26:449 (1) - silence end of spinner
posted

DJPop wrote:

~Pachiru's Easy~
What!?

~Kin's Normal~
OK

~Hard~
00:05:097 - you should avoid using bass drums until this time since the music begins relaxing. you can leave ones that exists in the music
01:11:066 (1,2) - instead of bass drums, use soft-hitclap2 claps and make fade in effect (volume soft -> loud)
01:18:413 (3) - remove whistle at end
01:22:087 (4) - use soft-hitclap2 clap at begin
01:23:005 (2) - ^ at middle

~Expert~
• Stack leniency is too low, it makes pattern like 00:12:444 (1,2) , 00:16:882 (2,3,4,5) difficult to read
00:05:097 - you should avoid using bass drums until this time since the music begins relaxing. you can leave ones that exists in the music
00:05:250 (3) - add clap at begin
00:12:597 (2) - slider begin should have soft-hitclap2 sound
00:22:393 (1) - should have only soft-hitclap2 clap
00:22:469 (2,3,4) - remove hitsounds
00:52:393 (3) - this is completely hidden under slider
01:01:117 (1) - the tail should point towards next note
01:02:189 (3) - this is completely hidden under slider
01:11:066 (3,4,5,6,7,8,9,10) - instead of bass drums, use soft-hitclap2 claps and make fade in effect (volume soft -> loud)
01:18:719 (4) - remove whistle
01:22:087 (3) - use soft-hitclap2 instead of bass drum
01:23:311 (5) - ^
01:24:536 (3) - ^
01:25:454 (2) - this is completely hidden under slider
aaaaaaa im sorry i lost the replies, comp crashed and i didnt want to reply to this without anything
i fixed all the hitsound stuffs, NCed the easy diff
posted
Expert

01:06:168 (3) - i would make a slider from 01:06:168 (3) - to 01:06:474 (4) - so that you have this kinda slider part because this kickslider doesnt really fit

01:17:189 (1,2,3) - make these 3 like these 01:16:576 (1,2,3) - so basically like this https://osu.ppy.sh/ss/10290264 just better disposed

00:32:495 (1) - make this slider as weird as this one 00:36:780 (1) - (cause same vocal style)

00:52:087 (1,2,3) - these are three got different spacing even tho the timing is the same, which is okay but the 3 of these 3 circles is weirdly positioned. as i played the map i didnt expected it to be there so maybe put it more to the right of the 2 maybe
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