nm from my queue
like i said in my queue i focus my mods on the higher diffs, i mentioned a few things i thought were pretty glaring in normal though
Normal:00:08:258 (1) - might want to reconsider this spinner. ranking criteria says spinners under 3 beats in length are discouraged for normal maps
00:17:657 (1) - ^
00:23:269 (2,3,4) - i'm not a new player so take this with a grain of salt, but i found this part to be very difficult to read. i think that just turning 3 into a slider would go a long way to making this rhythm easier to interpret
00:33:359 (3,4,5) - i can tell you've tried to switch to the vocals but i don't think its working. firstly, consider the slider ends of 3 and 4. a vocal is put on the slider end of 3, but not on the slider end of 4. this makes this part feel like there should be a distinct vocal sound on the end of 4 when in actuality there isn't. furthermore, the actual vocals over 4 and 5 ("hea-ead") clearly prioritize 4 over 5 (since 4 is the start of the new syllable and 5 is just a continuation). but, with the current pattern you've used here, the player is expected to hit 5 after a 1/4 gap from 4, which puts strain on 5 instead of 4. it also doesn't help that 00:32:157 (1,2) only ambiguously follow the vocals (a lot of vocal beats are skipped), making it difficult for the player to anticipate 00:33:359 (3,4,5) prioritizing the vocals so stringently. i'd seriously consider reworking this part.
00:46:360 (1,2,3,4,5) - very similar to what i was explaining above
ultimately i found the rhythm choice to be beyond what players playing a 1.8 star map ought to be expected to handle
Insane:00:08:550 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1) - pay attention to the angle between these. 00:09:582 (4,1) and 00:10:173 (4,1) feel totally different because one is a sharp angle and the other is wide. decide on if you want wide angle jumps or sharp angle jumps between your jump streams and stick with it
00:29:329 (8,9,1,2,3) - the cursor movement along these 5 notes is completely wide angled. this doesn't really give a whole lot of emphasis to the downbeat at 00:29:774 (1). i'd try to make the angle between 00:29:477 (9,1,2) sharp so that 1 stands out a lot more than it currently does.
00:39:556 (1,2,3,4,5) - i don't like how the flow for this section changes for 5. what is different about 5 that warrants breaking the pattern 1 through 4 set up?
00:42:201 (3,4,5) - there's a rotation change on 5 that doesn't really make much sense to me. the only thing i can think of is the chord change but i really don't think that warrants such uncomfortable movement
00:52:297 (7) - might want to cover the snare drum sound that happens inside of this slider
00:53:775 (1,2,3,4,5,6,1,2,3,4) - movement seems really sporatic here. at 00:54:931 (5) and 00:56:692 (4) the slider body moves against how the player entered the slider. there's stuff like 00:54:363 (3) and 00:56:396 (3) where the slider body moves with how the player entered the slider. i couldn't figure out why you kept changing movement on these sliders. i'd remap this part putting more thought into flow.
01:00:863 (2) - this slider landing on a 1/12 tick is near impossible to time. remap these two sliders in an easier way for the player
01:05:609 (6,7,8,1,2) - all these big 1/2 gaps make the chorus lose a lot of intensity. i'm thinking back to the beginning where you had patterns like 00:01:435 (1,2) to go along with the guitar. wouldn't stuff like 01:07:681 (1,2) make sense to be mapped in a similar way? i'd add in some more sliders to try to keep the intensity of the map up.
Parachute's Kiss:overall i enjoyed the old map vibe that this one had but i feel like the concept could have been better executed on
notice how each iteration of this has a slightly different flow:
00:02:331 (2,3,4) - 4 breaks circular flow
00:04:722 (4,5,6) - all three notes follow circular flow
00:07:091 (4,5,6) - 6 breaks implied slider direction of 4
there's a lot in this map like this. i appreciate the symmetry, but more thought needs to be put into keeping flow consistent throughout the map
00:03:825 (1,2) and 00:06:216 (1,2) is probably the best example of this. ctrl+g on the second pattern completely changes how it plays. i can appreciate striving for variety, but consistency ought never to be sacrificed for it.
00:08:550 (1,2,3,4) - why the awkward movement to 3? also, why the overlaps? i'd sooner use a pattern more like this:
00:18:837 (4,5) - notice how different the movement is from 4 to 5 than any of the other ones? also, the overlaps are completely unnecessary. i'd redesign this pattern
00:34:077 (4,1,2,3,4,5) - this part is extremely difficult to read on account of the overlaps and completely horizontal movement. i'm not against using difficult reading as a concept in your map, but as is 90% of the map is extremely easy to read and this pattern stands out as a result. either this pattern needs to be changed to minimize the reading difficult it presents, or the rest of the map needs to be reworked to utilize difficult reading as a more central mechanic
00:45:756 (7,8,9) - cross screen wide angled jumps like this are extremely difficult to hit. what i said above applies. i'm not against the use of jumps like this, but if they are used they need to be a more central aspect of the map. they can't just appear half way through out of no where.
hopefully this helps!