NM!
[General check]
I suggest you add "osu!artist" to the tags, because yuki. is a featured osu!artist.
Reduce HP on Inner oni to 6.5 maybe? HP7 seems to punishing for a song with 2:30 with little breaks in density.
Shift the BG down 100 units so we all can appreciate the cute girls face?
How to change: Open the .osu (of all diffs) and change a line like this:
BeforeAfterThe spread is not in a very presentable state right now.
[Kantan]
AiMod does not complain!
===> What really bugs me about this kantan is the intensity issues in the weak kiais in relation to the non kiai parts. 00:07:904 (5,6,7,8,9,10,11,12,13) - this snippet of pre kiai has more 1/1 than the kiai itself, and the kiai should be adjusted to rectify that intensity.
I suggest you buff up the weaker kiais with longer combos and some 1/1.
Additionally, the 2nd halves of the kiais seem quite lacking in 2/1 and 1/1. please buff it somehow?
You should also make the combos in the 3rd kiai longer to give it more impact.
This Kantan has to be harder because of spread related issues.
Now some less urgent suggestions.
00:39:223 (42) - shift this one to 00:38:893 - ? Because itd make the song to pattern difference between 00:38:234 (41,42,43) - and 00:43:509 (47,48,49) - much clearer! Also it will be consistent with the adjacent patterns, and repetition is never bad in a kantan.
00:50:102 (55) - color this k to make the sound difference between this note and 00:49:772 (54) - more clear? Its similar to what you did at 00:43:509 (47,48,49) - where the color changed at the doublet to give it more impact.
00:48:783 (53) - I dont understand why this is a finisher xd
Kantan needs some work, but is fine otherwise!
[Futsuu]
AiMod doesnt complain!
Before i say anything, this futsuu is (after you bufffed the kantan that is) still a bit too hard for the kantan to catch up. D:::::::::::::::::
Theres literally too much 1/2 everywhere.
In the kiai i suggest you remove some 1/2 here and there.
In the strongest kiai is also suggest you to remove the 1/2 here and there, and also shorten the combos.
In all non kiai parts i mainly suggest you to tone down the 1/2 aswell. But still a bit more man you would nerf the kiai.
[Muzukashii]
AiMod doesnt complain!
This is also way too hard for the futsuu.
The use of 1/4 (the kdk) very much worries me, since its usual for the 1/4 to be in equal or less proportion/density as in the futsuu, as usually visible in most ranked maps nowadays.
You really used 1/4 at whatever place seemed fit, all over the map. The art of Kantan - Muzu tho is to emphasize as much as you can with a given difficulty threshold, and that threshold has just not been kept
Please uh, mono-ify those kdk triplets since they are way too hard. The maximum you would see in a regular muzukashii is a ddk or kkd, but not a kdk.
Please reduce the 1/4 density in general aswell, to match or be below the 1/2 proportion in the futsuu, so it results in a better spread.
Heres some other (mostly minor) suggestions:
// 00:30:734 (121) - move this note over to 00:30:899 - to make 00:29:003 (110,111,112,113,114,115,116,117,118,119,120,121,122,123,124,125) - these 2 patterns uniform. If the buildup is uniform with strict kat placement, i think it would be better to keep the don placement a bit strict too to just capture the feeling of a buildup properly.
00:54:058 - to 01:16:476 -
I see to what this section is mapped on just perfectly, but the sounds that are mapped to sound way too obscure to allow such quite long 1/2 and this 1/4 density. This part is quite as hard as the kiai, which it really shouldnt be. Nerf accordingly.
01:37:574 (13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38) - this part aswell is just too similar in difficulty to the kiai to make sense, i suggest you remove the 1/4 altogether?
01:42:849 (39,40,41,42,43,44,45,46,47,48,49,50,51,52,53,54) - again, make these 2 buildups the same please, for reasons already stated.
01:11:201 (327,328,329,330,331,332,333,334,335,336,337,338,339,340,341,342) - see above.
00:36:915 (151,152) - Im not quite fond of the use of finishers in this part if im honest. They build a way too confusing atmosphere in this part (especially with the cheap kdk surprise). You should ask others about it and see what they say, because they are fine as is, but still a candidate for removal i guess.
02:21:091 - The combo structure is wrong & untrue to the music from this timestamp onwards. The downbeat, on which a key melody tone lies, is not emphasized at all! You should emphasize the downbeats in any case!
02:25:047 (259,260,261,262,263,264,265,266,267,268,269,270,271,272,273,274) - and again, make those 2 combos uniform to capture the motion of a buildup.
Needs a lot of work, and also has some hidden potential.
Please do take my nerf suggestions seriously
[Oni]
Aimod doesnt Complain!
This is where the spread isnt really wrong a lot, considering you nerfed the muzukashii a bit.
The muzukashii uses some pretty normal 1/4 considering it was changed from its previous, very ridiculous state.
There are 2 major disturbances about spread and structure id have here, which are:
The last kiai is a tad too strong. This is due to the strict structure, and as a a cause of that, the strict density you hold. Even if the Muzukashii were on the heavier side after your change, itd still have quite a gap, because of the continued 1/4 barrage without any 1/1 breaks, which you should consider adding. the 2nd half of the last kiai is also a bit more problematic because its denser.
Sadly to fix this spread issue you need to tone the intensity down for this, and not keep the original structure.
I really like the structure/inverse structure of the kiai!
Do have some things to say about this though.
Also i noticed 00:54:058 - ; 00:32:959 - ; 01:46:805 - 02:07:904 - and 02:29:003 - are structurally different from each other at times.
Please make them consistent across all appearances, it would add to the already present structure of the map a lot. Maybe aswell change them to inverse colors every so often, like this diff does oftenly.
00:29:003 (178,187) - finish these notes because of cymbal sound, creates a really nice effect when paired with 00:29:992 (185,195) - these kinds of notes right before the finisher.
00:44:827 (282) - color k to emphasize the finisher sound lying here instead of ignoring it?
00:55:047 (353) - K finisher for the clap sound that echoes?
Same applies to 02:03:948 (239,248) - and 02:25:047 (425,434) -
Those are the issues i see most important right now.
Again this oni has structural and some more spread flaws, some work is needed.
[Inner Oni]
In this diff i especially see a problem that is the inconsistency of the kiais in pattern choice aswell as the wrong emphasis this pattern choice leads to.
My main problem is just the imprecision on where you put the kats in the streams.
The main intuition would be to put kats on the melody sounds, and backing them up with dons to create some difficulty, but looking at this diff, it straight up contradicts the music. So it must be changed, In the kiais atleast.
00:13:426 (57) - Stuff like this misplaced k in relation to the melody should not happen, especially when theres some combos that do it right afterwards, like
00:14:168 (64,65,66,67,68) - , it makes the kiai just confusing to listen to and im not really a fan of that.
Thats generally everything i have to say about the diff, the kats dont make sense, its too imprecise, even at points like 00:46:146 (346,347,348,349,350,351,352,353,354,355,356,357,358) - where the zip noises, nor the pitch really are represented by the kats, be it the cats coming 1 1/4 too late (at 00:46:311 - for example) or simply not appearing at all (00:46:805 - ).
I really dont like this diff in general (even tho i did at first glance when testing it) but upon closer looking into the patterns they all dont relate to the music as closely as this song kind of dictates with its jumpy melody. To make the map a little bit more interesting, try placing another kat the next 1/4 from another, to give the patterns more variety and also to indicate a stronger sound in the melody.
I really dont like to say this, but this difficulty is very due to a remap or atleast a big pattern reconfiguration.
[Something about Difficulty Spread you wanted me to talk about]
Difficulty Spread is just the relation of the difficulty of the elements that are being introduced when going from one difficulty to the next.
The Difficulty Spread should be fairly uniform across all difficulties, except between Top diff and 2nd Top diff, where a slightly Larger gap is permitted.
If you take a look across some ranked sets, you will pretty clearly see what i mean.
If the Kantan is a hard Kantan for its standards, it needs a Hardish Futsuu to keep the difficulty gap intact.
Same goes for Hardish Futsuu needing a Hardish Muzukashii etc.
To see what each difficulties standard is in each diff i really like to refer to
this Wiki Page explaining it with examples how the diff should be. (tho ill have to say that page really suggests the diffs to be harder than they should be, for example 1/4 doubles in futsuu dont make sense, so do 1/4 multicolor in muzu for the most part)
The wiki might be a bit old, but look around on ranked maps that share common qualities with your song pick.
For the Spread heres another wiki link with a nice (little bit graphical) representation of the spread
Click!I guess thatd cover it, please keep these 2 links in mind when reconsidering the difficulty elements in the diffs in accordance to spread, its really important to get that right before you do anything else ^^
[Conclusion]
This mapset needs a ton of work if im 100% honest.
Ive already said my opinions, most diffs on themselves are pretty good, but in spread they make no sense.
Hope this helped you in a way or another!
Good luck with this!