[general]
- Be sure to set timing points (mod above me said this already though lol) for each map; you can do so on the last option of the timing drop-down menu (not the big tab) at the top. You may already know this, though, so perhaps you just forgot.
- Add "Pacsu" to the tags so that the whole set appears when you type in the GD'er's name.
- Speaking of tags, you may want to add categories like "dance" or "edm" pertaining to the music, as it's empty now.
- A very, very common issue among newer mappers (I have yet to see anyone that isn't the case, including me) is that they don't use the entire playspace; you can check by CTRL+A'ing the maps (Light Insane and Pacsu's Insane). Using more of the playspace allows more variety in the location and movement of the objects, rather than remaining static. Most good maps you see will use quite a bit of the playspace for this reason, so I'd suggest making liberal usage of corners and edges (not making it forced though, of course).
- As can be seen here, neither difficulty changes the hitsound volume throughout the map. It's important to do so in order to reflect the song's intensity throughout the map--usually, kiais are usually the strongest parts of the song and sound is set to the highest there.
- Don't forget to add hitsound additions with W/E/R to emphasize certain sounds like kicks and snares. You can also use CTRL+Q/W/E/R to change the type of addition, or use SHIFT+Q/W/E/R to change the sampleset (basic sound) of the object. It's a bit confusing to explain in words, so be sure to try it out (hopefully you don't know this already lol)!
- Be sure to apply these pointers in your next maps as well!
[Light Insane]
- For a difficulty this low, I would suggest setting AR to just 8, especially because of the low BPM and object density. You can set it a tad higher (maybe 8.2 or something) because of the streams, though.
- Add some kiai sections for the choruses--they deserve to be emphasized.
- 00:08:950 (1) - Missing a red line here; the downbeat starts from here because one of the measures before was just 2 beats instead of 4.
- 00:09:430 (2) - As a general rule, sliders like these are rather ugly for two reasons. Mainly it's because it's overcurved, so the inner curve of the slider looks almost sharp--as an analogy, overcurved sliders look as if they're shriveled, so they're not used for mundane sounds. Another reason, though, is that individual sliders don't look good when diagonal, partially due to the rectangular nature of the playspace, but mainly because it's easier to see something as roughly vertical or horizontal, as it's hard to tell the exact angle of a diagonal. Tl;dr: Just don't curve sliders too much, and keep them horizontal/vertical unless it's part of a deliberate pattern or structure.
- 00:10:150 (4,5) - I'd suggest just making this a horizontal flip of 00:09:430 (2,3) since it looks pretty close to it, but it's actually rather random right now. Doing this would provide reasoning behind why it was placed.
- 00:10:870 (6) - I think your combos are screwed up due to the timing being 2 beats late as it is right now, but NC this and other objects when there's the downbeat (big white tick); you can generally tell where it is by listening to the music, but it's easy to tell from the big white tick when you correct the timing.
- 00:12:790 (3,4,6,7) - This looks very unstructured for two reasons (again); the placement's rather random and it's hart to tell the reasoning behind why it was placed specifically in this manner (for instance, you could fix this so that they are equidistant from each other), and a personal rule of mine I like to call edge overlaps; if circles close to each other on the timeline are overlapping by 1/3 or less of their area, it looks unstructured and messy due to randomly overlapping instead of being calculated. I'd advise you to avoid this in the future by spacing them out entirely or overlapping them further, unless (again) it's a part of a pattern or structure.
- 00:14:230 (8,9,1,2,3,4) - Many of your sliders are quite random and seem to be handplaced. Usually it's best to use variations of the same slider such as flips, CTRL+G's, angle rotations, polygons, and other formulas so that they are deliberately placed instead of on a whim or just because it looks good.
- 00:16:630 (4,5,6,7) - Like here, for instance; you should just make this an exact 90 degree rotation as that appears to be what you were aiming for, but was entirely handplaced (you can just use CTRL+SHIFT+R for rotations if you don't know the hotkeys, by the way).
- 00:20:230 (3,5) - An example of an edge overlap, you know what to do--I don't want to annoy you with what you know now, so just be sure to check for things like these throughout the map!
- 00:22:630 (2) - Move this to y:304 to make the square perfect.
- 00:25:750 (4,5,6,7) - Hey, this is good! Be sure to make patterns and arrangements understandable like you did here with a square rotation.
- 00:34:870 (3) - Eh, same thing as aforementioned--make it a direct horizontal flip of 00:33:910 (1) since 00:34:390 (2) is already directly on the center.
- 00:35:350 (4) - On that same line of thinking, make this a vertical flip of 00:34:390 (2).
- 00:40:630 (3) - Similarly to what I said before, make this a vertical flip of 00:40:150 (2) since it looks as that's what is intended, but it's actually not. I'll shut up about this too now since you get the picture. Px
- 00:49:270 (5) - I'd just make this a circle so you can put two 1/4 circles to add onto the beginning of the stream as you did on 00:37:990 (9,10) - for rhythmic consistency.
- 01:05:110 (3) - Okay, let's talk aesthetics again--wave sliders look best when their curves are clearly showing, but not overcurved (like I said early on). Most wave sliders look like this for this reason, so I'd advise changing it.
- 01:07:030 (1,2,3,1,2,3,4,5,6,7,8) - Very nice pattern, but my only complaint is that the angled sliders like 01:10:870 (6) isn't pointed enough to look deliberate; I'd suggest making the angle between the points just a bit smaller to show that for aesthetics.
- The rest of the map has recurring issues like this, so apply this there too--most of what I said was conceptual rather than specific. Hope this helped!
[Pacsu's Insane]
[*]OD 6 is way too low for a 4*, I'd say use something slightly higher than 7 as that is the Light Insane's difficulty.
[*]Add some kiai sections for the choruses for emphasis.
[*]00:08:950 (1) - Same thing as the light insane, be sure to add another red line here. Many of your combos are screwed up due to this (had something similar happen to me once before, it's quite annoying), so be sure to remove and add by the new downbeat when necessary.
[*]00:10:870 (7,8,1) - I'd advise you to use the same circle-circle-slider rhythm you did previously as the difference here is rather odd, and nothing in the song changes very much.
[*]00:12:310 (4) - Be sure to emphasize special sounds like the snare instead of randomly stacking or spacing.
[*]00:21:910 (1,2,3) - This would look better spaced out as you did right after on 00:22:630 (4,5,6).
[*]00:23:830 (2) - Hate to say this, but fix the blanketing. I think you missed a few throughout the map, so be sure to check over!
[*]00:30:070 (1,3) - Same thing what I said about edge overlaps in the light insane; be sure to avoid these unless they're deliberate.
[*]00:31:990 (1,2,1,2,1,2,3,4,1,2,3,4,5,6,7,8) - Combos are inconsistent--perhaps you wanted to perhaps combo by 2, then 4, then 8, but there's really no reason to and looks very inconsistent. I'd say pick one way and stick with it.
[*]00:38:830 (8) - Make this different from the previous circles such as higher spacing due to the pitch of the electronic notes being higher.
[*]00:45:430 (4) - Similar line of thinking, the vocal's suddenly rather muffled and quieter here, so do something like decreasing SV to reflect that. It's a very repetitive song, so you want to map out every different or interesting sound you get.
[*]00:50:350 (8) - Same as before, you know what I mean.
[*]00:56:470 (7,1) - Perhaps stack this since it'd better show the 1/1 gap, and it'd reflect the vocal stopping for the gap.
[*]01:05:590 (4,5,6,7) - I'd suggest making these similar in spacing and angles rather than 01:05:350 (3,4,5,6) since these are the ones that are similar in sound.
[*]01:11:590 (2,3,4) - Flows weird due to the slider pointing in a different direction from the circles unlike 01:10:150 (3,4,1) and 01:10:630 (2,3,4); fix it to be consistent with these.
[*]01:24:790 (1,2,3,4,5,6,7,8) - Your streams in this section don't look very good even though they're uniformly spaced; make them more circular and rounder as they look rather chunky. Use slider-to-stream conversion if you're not instead of DS-spacing or hand-placement, as it doesn't look like you are right now.
[*]01:35:350 (1,2,3,4,5,6,7,8) - Don't change to circles here when the electronic wubs don't stop. Be sure to keep rhythm consistent as, again, it's a repetitive song (and this is a repetitive mod lol)
[*]02:04:150 (1) - Shorten this spinner by 2 beats as the vocals change pitch there, and it's exactly 2 measures long if you do.
[*]As I said with the previous diff, many of the things I said are very conceptual, so keep them in mind for the future! Hope this helped as well.