Greetings!
every mods are highly suggested, might not nominate if it was addressed unreasonably
[General]
[Chalwa's Normal]
[Marianna's Insane]
I'm not really sure which rhythm you mostly focus on actually, it's like some hitobjects follows vocals and some follows instruments. That really makes me confused af.
And you just blatantly copy paste from first kiai to the second kiai lol. I understand that both parts are mostly the same but copy-pasting is kinda discouraged because it looks sloppy and uninteresting. It's subjective and not unrankable I know, but I don't think this is appropriate enough to push this into ranking process. Please pay more attention to the mapping.
[Lokidoki's Another]
That's all.
every mods are highly suggested, might not nominate if it was addressed unreasonably
[General]
- Widescreen support is inconsistent and your map doesn't have a storyboard, so disable it for all difficulties.
- 03:45:633 (1) - It seems like most of your difficulties have this slider as the end of the difficulty. I'd recommend to make the volume of this spinner decreased, to make the spinner corresponding to the song's intensity.
- I understand that the song's rhythm is pretty fast, but using approach rate 5 is pretty overwhelming for newbie players to play. Keep in mind that this difficulty is Easy difficulty, and the easiest difficulty of this mapset, so this difficulty must be easy enough for players to play without any unfair reading difficulty. I'd highly suggest you to change the approach rate to 4 for the most appropriate to the difficulty.
- 00:33:388 (5,1) - I think this hitobject 00:33:388 (5) - should be added a new combo instead. As I looked the new combo pattern for several times, I noticed that you will add a new combo every 8/1 measures. So adding new combo to this hitobject 00:34:612 (1) - breaks the new combo pattern here. So you might be better to remove a new combo here away and add a new combo at 00:33:388 (5) - instead, for consistency thorough your difficulty. As same as 00:35:837 (3) -, 00:38:286 (3) - and the rest of your difficulty. (Actually, there are lots of them, but I won't point them out. -_-)
- 01:16:245 to 01:26:041 -This part could literally skip to map since the other difficulties don't map this part here, mapping this part only your difficulty can be inconsistent in your mapset.
- 01:27:266 (3,4) - Using 1/2 rhythm here doesn't seem to be appropriate to your difficulty tho. Since your difficulty hasn't been introduced the 1/2 rhythm, so using 1/2 rhythm here makes nonsense and could be really hard for newbie players to play. Keep in mind that this difficulty is Easy difficulty, and the easiest difficulty of this mapset, so this difficulty must be easy enough for players to play without any unfair playability challenge. So in order to keep the 1/2 rhythm here, you could make this slider 01:27:266 (3) - become a reverse slider
- 01:45:327 (2,3) - So since the instrumental's intensity changes at 01:45:633 -, using the hitobjects in this part as if nothing happened is literally unsuitable with the instrumental's intensity. In order to improve this error, at least you could make these hitobjects consistent with the hitobjects 00:55:123 (5,1,2) -.
- 02:06:449 - It looks like you have failed to make the hitobjects represent to the song's intensity. This cymbal sound at this spot is pretty dominant and it is the beginning of the new part, being just a slider's end doesn't emphasize the song's intensity really well. It would be more suitable with the song's intensity if you make this spot as where the active hitobject starts (for your information, the active hitobjects are the hitobjects that you actually take an active part in, aka. circles and slider starts.) So in order to improve this error, I'd suggest you to change this slider 02:05:837 (4) - into a 1/1-beat long slider and a hitcircle with 1/1-beat gap between each hitobjects, that could emphasize the rhythm better.
- 02:44:408 - tbh, there is no point to skip this spot to be mapped. the intensity of this part here is really intense, and there is no discernible sound to make you not to map this particular spot. It's like you made this spot be skipped to map so it is better to emphasize the vocal at 02:44:715 (4) -, and to readjust the slider here also. But keep in mind that the intensity of this part is actually pretty high, so skipping this spot to be mapped isn't suitable with the song's intensity. I'd highly recommend you to map his spot.
- 03:04:000 (5) - It seems like that you have failed to make this hitobject follows the song's intensity, since the song's intensity here is recessive and doesn't really dominant, adding the hitobject in this recessive spot makes the hitobject really stand out unreasonably. And this cymbal sound at 03:05:225 - is pretty dominant and it is the beginning of the most intense part, being just a slider's end doesn't emphasize the song's intensity really well. It would be more suitable with the song's intensity if you make this spot as where the active hitobject starts. I'd highly recommend to change the hitobject's rhythm to make it suitable with the intensity of the song.
- 03:26:959 - The vocal sound at this spot is pretty discernible and should not be skipped, and as you mapped the spot which has the same vocal sound but on different timeline 03:31:857 (5) -, so I think this spot should have been mapped also. I'd recommend you to add a hitcircle at this spot to make the hitobject follow the vocal sound.
[Chalwa's Normal]
- I think you could adjust the difficulty settings to be harder, since the song has fast rhythm and it's Normal difficulty after all.
- 00:17:470 (1,2,3,4,5,6,1,2,3,4,5,1,2,3,4,5) - Hmm... this part is exactly same as 00:07:674 (1,2,3,4,5,1,2,3,4,5,1,2,3,4,5) - this part in terms of guitar's rhythm, so why are they mapped too much differently? For the sake of consistency, please make it the same.
- 00:27:266 (3,4,5) - I'm not really sure which sound do these hitobjects are followed, but the hitobjects don't seem to follow the vocal's rhythm at all. Keep in mind that osu! is a rhythm game, that means making the main purpose of making a map to play in osu! is to make the hitobjects in the mp corresponding to the song's rhythm, so it means that rhythm is the most prioritized aspect of the game. Making these hitobjects follow the incomprehensible rhythm in the song is inappropriate to the game's concept. Since most of the hitobjects are followed the vocal's rhythm, so I'd recommend you to make these hitobjects represent the vocal's rhythm better also, by using this pattern or you could use the same rhythm as 00:32:163 (3,4,5) - to make the hitobjects in the map corresponding to the vocal's rhythm better, as it is the main concept of the game.
- 00:39:204 (3) - I understand what you're trying to make this hitcircle follows the vocal's rhythm at here, but since the vocal's sound at here is quite recessive and it's the sound between ら and さ, It would be more suitable to the vocal if you make this spot as where the slider ends. So I'd recommend you to change the hitcircles at 00:38:898 (2,3) - to a 1/2-beat long slider in order to make the hitobject be more suitable to the vocal.
- 01:39:204 - It seems like you have failed to make the hitobject corresponding to the vocal's intensity here. You could easily notice that this vocal sound at here is pretty dominant, while the sound at 01:39:510 - doesn't really dominant and seems to be only instrumental sound. Having a slider end at the dominant sound doesn't seem to be appropriate with the vocal's intensity at all. So I'd highly recommend you to swap the rhythm 01:38:898 (3,4) - (from a 1/1-beat long slider and a circle with 1/1-beat long gap between each hitobjects, to a circle and a 1/1-beat long slider with 1/1-beat long gap between each hitobject.) to make the hitobjects follows the vocal's intensity better. As same as 01:39:817 (5,6) - which has the same issue as this issue.
- 02:43:260 (1) - I'm not pretty sure what you're trying to pull off here, but the spinner doesn't really need to be added. The spinner here seems to be added just for the sake of building up to the break time, which doesn't seem to make sense at all.
- 00:12:189 (4,5) - In my perspective, players could easily misunderstand that these hitobjects have 1/2-beat long gap between each hitobjects since the previous stacked hitobjects have 1/2-beat gap between each hitobjects, (like 00:11:653 (2,3) - ) making players gathering 100s or even a miss here. So I'd recommend to unstack these hitobjects to avoid having an unfair reading difficulty to players.
- 00:12:572 (1,3) - Since the slider 00:12:572 (1) - hasn't fully disappeared while the hitcircle 00:13:490 (3) - is appearing, it makes these hitobject overlapped to each other. It's necessary for the hitobject to be visible in gameplay, otherwise it will affect as an unfair reading difficulty to players. So I'd recommend to move the hitcircle further away to avoid making the gitobjects here ambiguous to read, which could make an unfair reading difficulty for players.
- 00:44:944 - After I carefully listened to this particular spot for several times, I noticed that this spot here literally has a drum sound. So I'd recommend to map this spot by adding a hitcircle here.
- 01:16:245 - It looks like you have failed to make the hitobjects represent to the song's intensity. This cymbal sound at this spot is pretty dominant and it is the beginning of the new part, being just a slider's end doesn't emphasize the song's intensity really well. It would be more suitable with the song's intensity if you make this spot as where the active hitobject starts. So in order to improve this, I'd suggest you to add a hitcircle here, which could emphasize the rhythm better. As same as 03:24:817 -
- 02:46:857 - Hmm.. doesn't seem to make sense here that you make the break starts here.
- 03:28:184 - It might be better if you add a hitcircle or a 1/2-beat long slider at this spot, this could represent the vocal's sound at here.
[Marianna's Insane]
I'm not really sure which rhythm you mostly focus on actually, it's like some hitobjects follows vocals and some follows instruments. That really makes me confused af.
And you just blatantly copy paste from first kiai to the second kiai lol. I understand that both parts are mostly the same but copy-pasting is kinda discouraged because it looks sloppy and uninteresting. It's subjective and not unrankable I know, but I don't think this is appropriate enough to push this into ranking process. Please pay more attention to the mapping.
[Lokidoki's Another]
- 00:33:465 (2) - After I carefully listened to this particular spot for multiple times, I noticed that there is literally no sound at here. Keep in mind that osu! is a rhythm game, that means making the main purpose of making a map to play in osu! is to make the hitobjects in the mp corresponding to the song's rhythm, so it means that rhythm is the most prioritized aspect of the game. Making these hitobjects follow the incomprehensible rhythm in the song is inappropriate to the game's concept. It's just like you are mapping this spot just for the sake of emphasizing the atmosphere of the difficulty's intensity, which doesn't seem to make sense at all. So I'd highly suggest you to delete this hitcircle, in order to avoid mapping to any discernible sound in the song, which is inappropriate to the game's concept. As same as 00:43:260 (2) -
- 00:42:419 - I noticed that most of your hitobjects are followed the vocal's rhythm, but why does this spot has been skipped from mapping? The vocal here is pretty dominant, so you shouldn't skip this spot. Consider mapping this spot by removing the reverse of the slider 00:41:959 (1) - and adding a hitcircle here or whatever, in order to represent the vocal's rhyth,.
- 02:06:449 (1) - There is literally no point in adding this slider. Even if you said "it's to emphasize the bass guitar sound here.", it's still unreasonable since this bass guitar sound stops at 02:07:368 -. It's just like you added this slider just because you want to add it, by not focusing on song's rhythm at all. So in order to improve this, I'd suggest you to change this slider to a hitcircle, that would be enough.
- 02:29:332 - While this spot literally has a sound, why this spot hasn't been mapped by a hitcircle? As same as 02:40:046 -
- 02:41:959 (1) - The song's rhythm here is pretty intense, using just a 1/1-beat long slider doesn't really seem to be suitable with the song's intensity. I'd recommend you to use consecutive 1/2-beat long sliders instead of a 1/1-beat long slider with a reverse.
- 02:45:021 (1) - Using a long buzz slider here doesn't really give much feedback for players. Try to add some movement here since the song is pretty intense here.
- 03:00:174 (1) - This new combo here doesn't really necessary here since this hitobject 03:00:327 (1) - also has new combo. -_-
- Using health point drain rate 4 here doesn't really seem to be suitable with the difficulty. I understand that it is to prevent players from failing the map, but that's also nonsense lmao. Try to increase it.
- 01:27:266 (1) - Both of the vocal's sounds at slider start and slider tail are pretty dominant. It might be better if you change this 1/2-beat long slider into 2 circles with 1/2-beat long gap between each hitcircles instead, in order to emphasize the vocal's sounds here.
- 03:03:847 (1) - It might be better if you silent the spinner end here, because it is irritating af to hear that.
That's all.