m4m
[General]
There is an unrankable spread issue, it is not linear enough, you will need a difficulty of about 5* to make the spread ideal since the strongest difficulty has close to 6*, while the previous one is around 4*, leading to about 1.8* difference, when it should be kept around 1*.
Hitsounding usage is not polished, it reminds of old hitsounding, will explain in mod. Also there are no custom hitsounds added, I suggest searching a bit to make the mapset more fresh.
Background is 1000x936 which is not an ideal option, since it takes more space than it should by being stretched, and also resulting in lower quality. You should be looking for widescreen 16:9 images like, most preferably 1920x1080.
[Extra]
There are plenty of overmaps. This is mostly due to 25% speed sounding like there's a sound there, but it's actually just the previous one fading, not another drumhit/snare. And also undermaps, you need to focus on that a bit, will proceed to pinpoint most of stuff that is repeated incorrectly.
00:19:225 - to 00:37:216 - not hitsounded at all
00:19:524 (3,5) - Here it is shown the spacing that seems that will be usual. 3 and 5 could be grouped as same sounds as they are too similar, and correctly here given same spacing. As the section goes on, there are a lot of inconsistencies. 00:20:724 (3,5) - 00:21:923 (3,5) - 00:26:721 (3,5) - etc, in the rest of the section always done differently, not giving justice to the music.
00:26:721 (3,5) - Idk if planned or not, but really looks messy
https://osu.ppy.sh/ss/9166261 you could go for something like this if you insist on an overlap there. But still having a random overlap in a no overlaps structure seems out of place strongly.
Lets get hitsounds out of the way first. Firstly the simplest to understand, and easiest to fix is this: 00:39:314 (5) - why is this given a finish and a clap too. You should keep finishes for actual cymbal hits like this 00:38:415 (1) -
Second you're using claps also wrongly, claps should only be used on snares: 00:39:314 (5,5,5) - 00:38:715 (3,3,3) - these are all ending on a prominent kick or loud drumhit, which isn't a snare and shouldn't be hitsounded the way they are.
Next, whats with everything having an addition of drums?
And lastly you should use either S or D for this section, but use shift + W (aka normal sampleset) for 00:38:415 - 00:38:865 - 00:39:614 - which are kicks or loud drumhits.
If you insist on following the synth/pitched sound I suggest that you follow it throughout. 00:39:015 (4) - this for example could be made into a circle and a slider, the slider following the synth sound since 00:39:314 (5) - this slider doesn't start on a synth sound, therefore it contradicts the synth following. One more reason to follow the synth to 100% is because you used 1/4's only for them, meaning they're the main focus, and the consistent drumrolls of 1/4 are disregarded. For example this 00:40:514 (5) - follows the synth, but the drum roll / snares are ignored here consistently 00:40:739 - . This would apply to the whole section once you change one pattern. Of course to avoid too much repetitiveness you can vary the rhythm occasionally. Oh yeah, you can use whistle hitsound on those pitches/synth.
00:50:709 (3) - I don't recommend using weird slidershapes for the sound always being mapped with generic slidershape.
00:52:809 (1,2,3) - the first two notes should get bigger spacing, as such your structure suggests 00:54:007 (1,2,3) -
00:55:207 (1,2,3,4,5) - oddly out of place difficulty spike
So here comes the overmaps/undermaps issue. 00:58:280 - this is much more noticeable than 00:57:980 (4) -
00:57:980 (4) - This is the fading sound I was talking about, in 25% speed it may seem like a drumhit, but in fact, its a previous strong sound fading or such. And it is considered to be undermapped.
00:58:730 - another snare ignored etc,
01:00:379 - overmapped, 01:00:679 - not used. You will really need to take a second look.
Nextly the contrast and intensity usage is not on point. The spacing of the 1/4 doesn't change at all with the synth and the feeling that the song suggests.
01:00:004 - Here the overall feel of the song drops its intensity, feeling more chilling compared to the previous loud synth sounds. 01:00:453 (4,5,6,4,5,6,7,1) - but these streams have the same spacing as previous part
01:01:204 - here yet again
01:02:403 - this about on the same level as previous one
As the song progresses the spacing is getting bigger or keeping the same distance, but the song feels to be getting less intense.
01:04:502 (8,9,10,11,1) - this proves to be different, and you could use some increased distance from each passing note like this to show the increasement of loudness the pitch suggests
https://osu.ppy.sh/ss/9166599Same could be applied to the following section
01:07:201 - this being the strongest synth point, and lowering down as the song progresses. But the streams are here lower than its par on previous section for some reason I don't understand.
01:26:766 (3) - overmap
01:29:165 (3) - ^
01:29:389 (5) - here are happening some really loud snare hits, I see no reason to ignore them, as you fairly often use 1/4 rhythm, and this one is actually much more noticeable.
01:38:085 (5,2) - such overlaps feel out of place tbh. I know its on purpose, for variety or for grid going out of place, but it seriously isn't needed on a structure based on no overlaps.
01:40:784 (1,2) - ^, if they're not used within some system, they really stand off and feel misfit
01:47:380 (4) - using weird shapes out of the blue is really not recommended. It ruins structure of simple sliders, neither is it used to emphasize some new sound. Please refrain from using random slider shapes for the sake of variety.
01:48:280 (3) - ^
01:52:778 (1,2,3,4) - in a structure not based on partial overlaps, this feels messy and strongly out of place. Please reconsider.
Btw, same rhythm suggestions apply to the second kiai (the synth/high pitched sound).