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posted
Celsius' Hard: 00:00:753 (2,2,2) - There's no sound on these circles, There shouldn't be a clickable object here because there's no apparent sound to justify a click.

00:22:106 (1,2,3) - Why not add a steam here? It would add variety from the constant 1/2 spam, Yes its just adding more spam but It would make the map more interesting

00:26:165 (3,4) - Don't really get why the SV is different for identical sounds
00:19:106 (3,4) - ^
00:24:753 (3,4) - ^

Really nice set, I'm lovin' it

ba da ba ba ba
posted
M4M

Extra

00:07:459 (2) - either ctrl+h or ctrl+g work better imo
00:16:636 (1,2,3,4,1) - eh, I'm not sure about this spacing, imo it's too high since the moment isn't really THAT intense
00:22:283 (1,2,3,4,1) - ^
00:25:459 (1) - why wouldn't you use two sliders there instead? consistently speaking that's how it should be executed

Insane

combo colors? xd

00:08:165 (6,7) - you started following another rhythm there for some reason, even though it barely changes (you ignored the main instrument before that's why I'm complaining) so you might wanna keep it as a slider instead
00:15:577 (1,2) - this should have significantly bigger spacing than 00:14:871 (3,4,5,6) - since their emphasis is way lower
00:16:547 - undermapped
00:25:812 (2) - maybe it's just me but ctrl+g would flow a bit better there

Celsius' Hard

00:07:106 (1,2) - make them exactly parallel for better aesthetics
00:15:577 (1) - meh, I'm not so sure about the sudden increase in SV there, I know it's the moment where it gets harder but maybe you would gradually increase SV as the song builds up so that a SV change of this scale won't come off as surprising as it is rn, I'm pretty sure most people would combobreak on this one since they have no idea that it would speed up
00:25:989 (2,1) - make them interact in some way (stack, some direct connection maybe? I suggest something like this

lower diffs seem good for me, best of luck (you might wanna be consistent with the combo colors on Insane and Hard though)
posted
A queue mod!

General (All Diffs)

  1. 00:16:636 - to 00:16:900 - I'm not really sure if it was good to left this part without hitsounds since the snares in the song sounds really clear. I suggest to give claps on the notes here or give a normal sampleset instead. It also applied for 00:22:283 - to 00:22:547 - .
  2. consider to apply a same combo colors for ever diff in your mapset.

squirrelp's Tragic Dunder Mifflin Extra

  1. 00:01:811 (3) - Object's end is not snapped! (AIMod)
  2. 00:14:165 (1) - I'm not sure if ignoring the kickdrum on 00:14:518 - was a good idea. When I come into the part of the song which has kickdrums, I enjoyed it but It feels different when the kickdrum here was ignored. I know if there was a long sound here but consider about the kickdrum problem too. Things like 00:12:753 (1,2) - would be good enough.
  3. 00:16:547 (5) - I didn't hear anything that deserve a note here. consider to remove it instead. If you do this you might have to move 00:16:459 (4) - somewhere else to keep the spacing consistency.
  4. 00:26:165 (3,4,5,6) - how about rearrange the combo number like this ? the transition of 00:25:459 (1,2,3) - feels doesn't really good with that straight-back flow.

Insane


seems good

Celsius' Hard


  • Seems like you really like playing with SV here xd
  1. 00:09:930 - and 00:10:018 - Those SV change seems unnecessary since there was only a circle here.

squirrelp's Hard

  1. 00:02:517 (2) - Object's end is not snapped! (AIMod)
  2. 00:14:165 (1) - Like I mentioned on your extra diff, but I'm not too concerned about it here since it was a hard diff.
  3. 00:22:195 (3) - Yeah... like I mentioned before too but in a different part. this point has nothing that deserve a note. Consider to remove it.
  4. 00:25:459 (1) - Here you ignore the snare and seems doesn't really good since you didn't ignore it on 00:19:812 (1,2) - both have a same effect in the song (except the pitch of that long sound). And 00:25:459 (1,3,4) - this overlap looks a bit bothering imo.

Normal & Easy

  1. 00:01:811 (2) - Object's end is not snapped! (AIMod) EASY
    Seems fine. (I like how you map these ><)

ok that's all from me. GL!!!! o/
edit : if there was something that confuse you, pm me ;)
posted
I will try to point out things not mentioned above but if something is repetitive, skip it uwu.

General



  1. 00:32:165 - the last spin could finish here like Celsius' diff? or at 00:31:327 - if u wanna stop on the piano sound, just a suggestion, up to you guys.
  2. Combo Colours please, keep in mind that full white or full black are unrankable, use gray or something related, also to Ora, use the same combo colours at least for your diffs.
  3. Add your GDers to tags please.
  4. Check you Ai-Mod as previous modders said.

Normal



  1. Everything is fine, the only thing that is bothering me is 00:25:459 (1,1) - why 00:26:871 (1) - is not going to the right to use the whole screen and avoid overcharging this part of the screen.

squirrelp's Hard



  1. 00:02:871 (1,2) - I know which figure are you trying to do between 00:02:517 (2,1,2) - but is unconsistent to have less distance here while 00:00:048 (1,2) - and 00:01:459 (1,2) - have more distance, so if u wanna keep your figure, reduce the other ones.
  2. 00:03:930 (2,1) - blanket could be improved tbh
  3. 00:05:695 (1) - move closer to 00:05:518 (4,2) - to keep your 1.2x of distance, sorry for being picky ;;
  4. 00:07:106 (1,2) - this one is ok cause they are sliders, but I want to know why 00:07:459 (2,3) - is a larger transition than usual or normal? 1.60x is too much for this kind of sounds imo, keep consistency with 00:13:106 (2,3) -
  5. 00:14:165 (1,2,3,4,5,1) - keep using 1.20x for this section to mark the difference with kiai.

Celsius' Hard



  1. Call this diff Hyper or Light Insane?
    nice diff.

Insane



  1. I don't want to touch your jumps, that's why I'll suggest you to add more distance between 00:15:753 (2,3) -, it's weird that 00:14:871 (3,4,5,6) - have more distance while 00:15:930 - is the strongest sound of this section.
  2. 00:15:930 (3,4) - this jump is overdone, there isn't a strong sound that support the current distance, reduce it pls.
  3. I understand what are u following with 00:19:107 (3,4,5,6) - but 00:18:930 - isn't strong enough to be a part of the star (00:18:930 (2,3,4,5,6) -), also because the distance between 00:18:400 (1,2,3) - is the same, I have two options for you, reduce the distance of 00:18:400 (1,2) - ( not recommendable at 100% cause will affect your visual distance ), and the second option is finishing 00:18:400 (1) - at 00:18:577 -, remove 00:18:930 (2) - and add a new slider from 00:18:753 - to 00:18:930 - cause the current long slider at 00:18:400 (1) - is breaking your consistency at structure. Up to you! :3

squirrelp's Tragic Dunder Mifflin Extra



  1. OD should be something around 8 right?
  2. 00:06:930 (4) - should be a little bit up for a better visual distance between 00:05:695 (1,3,4) -
  3. 00:12:047 (3,4) - looks like if you tried to make a blanket and you failed xd, pointing out cause I got the same feeling with 00:08:871 (2,1) -, it's like, why curve if you won't put notes around it?
  4. 00:14:165 (1) - this one could be a little bit more interesting tbh, too long to be something like linear, maybe you can move the second midle point closer to the tail, just a suggestion :3
  5. 00:20:165 (2,3,4,5) - why did u reduced the distances here so sudden if you were adding jumps on previous and next patterns?
  6. 00:25:283 (6) - you can reconsider the position of this note and I'll explain you why, cymbal on 00:25:459 - is stronger than 00:25:283 - but 00:25:106 (5,6) - have more distance, also the transition between 00:25:106 (5,6,1) - feels unconfortable.
    Other than that, really nice diff, first CS7 diff that I like, good job.

That should be all, Good Luck!
posted

[Nemesis] wrote:

M4M

Extra

00:07:459 (2) - either ctrl+h or ctrl+g work better imo tried both but I still prefer this way
00:16:636 (1,2,3,4,1) - eh, I'm not sure about this spacing, imo it's too high since the moment isn't really THAT intense
00:22:283 (1,2,3,4,1) - ^ The snare rolls really seem like the high point in the song, and because of the small circle size the player isn't really moving their cursor that quickly, despite the circles being separated
00:25:459 (1) - why wouldn't you use two sliders there instead? consistently speaking that's how it should be executed The crash is something new that happens here, so I decided to highlight it

Blizs wrote:

A queue mod!

squirrelp's Tragic Dunder Mifflin Extra

  1. 00:01:811 (3) - Object's end is not snapped! (AIMod) fixed
  2. 00:14:165 (1) - I'm not sure if ignoring the kickdrum on 00:14:518 - was a good idea. When I come into the part of the song which has kickdrums, I enjoyed it but It feels different when the kickdrum here was ignored. I know if there was a long sound here but consider about the kickdrum problem too. Things like 00:12:753 (1,2) - would be good enough. My intention for this long slider was to give a dramatic effect before the intense guitar at 00:15:577 - , kind of like a "calm before the storm." I see what you're talking about though so if this doesn't work and gets more complaints I'll remove it
  3. 00:16:547 (5) - I didn't hear anything that deserve a note here. consider to remove it instead. If you do this you might have to move 00:16:459 (4) - somewhere else to keep the spacing consistency. You're right, made this into a circle
  4. 00:26:165 (3,4,5,6) - how about rearrange the combo number like this ? the transition of 00:25:459 (1,2,3) - feels doesn't really good with that straight-back flow. i think this sharp angle leads into the counter clockwise flow at 00:26:165 (3,4,5,6) - nicely

squirrelp's Hard

  1. 00:02:517 (2) - Object's end is not snapped! (AIMod) lol fixed
  2. 00:14:165 (1) - Like I mentioned on your extra diff, but I'm not too concerned about it here since it was a hard diff. same, and yeah it is a hard diff after all
  3. 00:22:195 (3) - Yeah... like I mentioned before too but in a different part. this point has nothing that deserve a note. Consider to remove it. also removed
  4. 00:25:459 (1) - Here you ignore the snare and seems doesn't really good since you didn't ignore it on 00:19:812 (1,2) - both have a same effect in the song (except the pitch of that long sound). And 00:25:459 (1,3,4) - this overlap looks a bit bothering imo. The long slider rhythm is consistent with 00:14:165 (1) - (same note in the melody) and I changed the overlap

ok that's all from me. GL!!!! o/
edit : if there was something that confuse you, pm me ;)

-Sh1n1- wrote:

I will try to point out things not mentioned above but if something is repetitive, skip it uwu.

squirrelp's Hard



  1. 00:02:871 (1,2) - I know which figure are you trying to do between 00:02:517 (2,1,2) - but is unconsistent to have less distance here while 00:00:048 (1,2) - and 00:01:459 (1,2) - have more distance, so if u wanna keep your figure, reduce the other ones. increased this one
  2. 00:03:930 (2,1) - blanket could be improved tbh doesn't matter anymore because of my change from the above mod
  3. 00:05:695 (1) - move closer to 00:05:518 (4,2) - to keep your 1.2x of distance, sorry for being picky ;; its x1.21 so there is no noticable difference
  4. 00:07:106 (1,2) - this one is ok cause they are sliders, but I want to know why 00:07:459 (2,3) - is a larger transition than usual or normal? 1.60x is too much for this kind of sounds imo, keep consistency with 00:13:106 (2,3) - its okay to break distance snap in hard diff
  5. 00:14:165 (1,2,3,4,5,1) - keep using 1.20x for this section to mark the difference with kiai. I think this one is fine because the song itself is intense here

squirrelp's Tragic Dunder Mifflin Extra



  1. OD should be something around 8 right? 9 is fine for an extreme diff, plus it works with spread
  2. 00:06:930 (4) - should be a little bit up for a better visual distance between 00:05:695 (1,3,4) - I don't think the amount of distance between those objects is noticable
  3. 00:12:047 (3,4) - looks like if you tried to make a blanket and you failed xd, pointing out cause I got the same feeling with 00:08:871 (2,1) -, it's like, why curve if you won't put notes around it? I didn't want to blanket here, I put it upwards because it flows nicely counterclockwise
  4. 00:14:165 (1) - this one could be a little bit more interesting tbh, too long to be something like linear, maybe you can move the second midle point closer to the tail, just a suggestion :3 I like the linear look here c:
  5. 00:20:165 (2,3,4,5) - why did u reduced the distances here so sudden if you were adding jumps on previous and next patterns? Agreed, spaced this more
  6. 00:25:283 (6) - you can reconsider the position of this note and I'll explain you why, cymbal on 00:25:459 - is stronger than 00:25:283 - but 00:25:106 (5,6) - have more distance, also the transition between 00:25:106 (5,6,1) - feels unconfortable. Okay, I spaced it more between 00:25:283 (6,1) -
    Other than that, really nice diff, first CS7 diff that I like, good job. Thanks! <3

That should be all, Good Luck!
Thanks modders! :)

osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 16989
Countdown: 0
SampleSet: Soft
StackLeniency: 0.2
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
DistanceSpacing: 1
BeatDivisor: 4
GridSize: 32
TimelineZoom: 3.299999

[Metadata]
Title:The Office Theme Song
TitleUnicode:The Office Theme Song
Artist:The Scrantones
ArtistUnicode:The Scrantones
Creator:Ora
Version:squirrelp's Tragic Dunder Mifflin Extra
Source:
Tags:
BeatmapID:1280557
BeatmapSetID:606113

[Difficulty]
HPDrainRate:6.5
CircleSize:7
OverallDifficulty:9
ApproachRate:9
SliderMultiplier:1.7
SliderTickRate:1

[Events]
//Background and Video events
0,0,"thumb-1920-420121.jpg",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
48,352.941176470588,4,2,1,40,1,0
48,-117.647058823529,4,2,1,40,0,0
5695,-100,4,2,2,50,0,0
15577,-83.3333333333333,4,2,1,55,0,0
16989,-83.3333333333333,4,2,1,60,0,1
28283,-83.3333333333333,4,2,1,50,0,0
31283,-83.3333333333333,4,2,1,5,0,0


[Colours]
Combo1 : 166,202,199
Combo2 : 194,175,131
Combo3 : 81,82,136

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osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 16989
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
DistanceSpacing: 1
BeatDivisor: 4
GridSize: 32
TimelineZoom: 2.1

[Metadata]
Title:The Office Theme Song
TitleUnicode:The Office Theme Song
Artist:The Scrantones
ArtistUnicode:The Scrantones
Creator:Ora
Version:squirrelp's Hard
Source:
Tags:
BeatmapID:1350489
BeatmapSetID:606113

[Difficulty]
HPDrainRate:5
CircleSize:4
OverallDifficulty:7
ApproachRate:8
SliderMultiplier:1.5
SliderTickRate:1

[Events]
//Background and Video events
0,0,"thumb-1920-420121.jpg",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

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16989,-100,4,2,1,60,0,1
28283,-100,4,2,1,50,0,0
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[Colours]
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Combo2 : 255,255,255
Combo3 : 128,128,128

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posted

[Nemesis] wrote:

M4M

Insane

combo colors? xd

00:08:165 (6,7) - you started following another rhythm there for some reason, even though it barely changes (you ignored the main instrument before that's why I'm complaining) so you might wanna keep it as a slider instead I was following piano but I think slider works better anyways
00:15:577 (1,2) - this should have significantly bigger spacing than 00:14:871 (3,4,5,6) - since their emphasis is way lower fdfd
00:16:547 - undermapped kk
00:25:812 (2) - maybe it's just me but ctrl+g would flow a bit better there hmmm i don't see it



lower diffs seem good for me, best of luck (you might wanna be consistent with the combo colors on Insane and Hard though)

-Sh1n1- wrote:

I will try to point out things not mentioned above but if something is repetitive, skip it uwu.

General



  1. 00:32:165 - the last spin could finish here like Celsius' diff? or at 00:31:327 - if u wanna stop on the piano sound, just a suggestion, up to you guys. piano looks good, fixed in celsius for consistency
  2. Combo Colours please, keep in mind that full white or full black are unrankable, use gray or something related, also to Ora, use the same combo colours at least for your diffs.
  3. Add your GDers to tags please. ddd
  4. Check you Ai-Mod as previous modders said.ye

Normal



  1. Everything is fine, the only thing that is bothering me is 00:25:459 (1,1) - why 00:26:871 (1) - is not going to the right to use the whole screen and avoid overcharging this part of the screen. works great! no more overlap
  1. I don't want to touch your jumps, that's why I'll suggest you to add more distance between 00:15:753 (2,3) -, it's weird that 00:14:871 (3,4,5,6) - have more distance while 00:15:930 - is the strongest sound of this section.
  2. 00:15:930 (3,4) - this jump is overdone, there isn't a strong sound that support the current distance, reduce it pls.
  3. I understand what are u following with 00:19:107 (3,4,5,6) - but 00:18:930 - isn't strong enough to be a part of the star (00:18:930 (2,3,4,5,6) -), also because the distance between 00:18:400 (1,2,3) - is the same, I have two options for you, reduce the distance of 00:18:400 (1,2) - ( not recommendable at 100% cause will affect your visual distance ), and the second option is finishing 00:18:400 (1) - at 00:18:577 -, remove 00:18:930 (2) - and add a new slider from 00:18:753 - to 00:18:930 - cause the current long slider at 00:18:400 (1) - is breaking your consistency at structure. Up to you! :3
fixed all in insane!


That should be all, Good Luck!
posted
NM from my queue
I'm going to let out my inner Phyllis for this


Easy

Place a circle on the white tick in between 00:18:400 (3) and 00:19:812 (1)
and on the white tick after 00:24:047 (3)

Normal

00:01:459 (1) it's a new measure but don't include the new combo as it is confusing
00:02:871 (1)^

squirrelp's Hard

00:01:106 (2) 2 circles here instead
00:21:224 (1) make this a straight slider

Celsius's light insane

00:01:106 (3) 2 circles here
00:02:518 (3) ^
00:11)165 (4) move this a bit for a star shape

Insane

00:07:106 (1,2) these are the same piano noises, why are they so different
00:22:636 (1) This is uncomfortable so either change the stream's direction or the slider's

squirrelp's Tragic Dunder Mifflin Extra

lmao the cs
00:01:106 (4) new combo and make this a perfect triangle (this applies to similar sounds)
I really like this diff, it's creative


GL on rank <3
posted
The Office is the best show >w<
Couldn't really find faults with easy

Normal:

00:02:871 (1,2) - why the overlap? could easily blanket to follow the same 00:01:812 (2) - one here.

00:23:695 (3,1) - same deal here, except if you were following the blanket-inverse blanket pattern from the line above, this overlap seems out of place

00:14:871 (2) - this break flow or being less easy to flow into would be nice as the music changes

00:06:400 (2,3) - only stack in the diff when there are overlaps like this 00:00:400 (2,3) - 00:09:224 (2,3) - 00:09:224 (2,3) -

00:13:459 (2,3) - these foreshadow a bit the change here 00:14:871 (2) - , so not following the straight pattern you use in the other patterns of three sliders. Also this section sounds distinct as well (unless i'm going crazy and it's just for me)

Hard:

00:15:224 (4,5) - maybe move these two so that the whole 4 note pattern looks more similar to this one 00:13:459 (3,4,5,6) - , just spaced more. the non-acute angle is a bit awkward

00:25:459 (1) - fix slider pls to look better xd

00:28:106 (6) - wide angle is awkward to play

Light insane:

00:03:930 (3) - this one slider is significantly different from the prior ones for what reason?

00:05:342 (4) - I think in this pattern inversing 00:04:989 (3) - both horizontally and vertically is better

00:15:577 (1) - this should be a curved slider if you were following a pattern with the reverse sliders

00:23:342 (3,3) - stack here looks nice imo

Insane:

00:04:636 (2,3) - spacing for me was a tiny bit too small considering the sv (when I played it)

00:24:753 (3,4) - adjusting this while respecting the triangle pattern so that 00:24:930 (4) - and 00:23:342 (4) - stack is a possibility

00:15:047 (4,1) - hard to read maybe overlap

Tragic Dunder Mifflin Extra:

00:07:106 (1,2) - reconsider this pattern as the sounds are the same but the rotation switches and flow breaks

00:07:106 (1,2,4) - replace 4 so that the heads of 1,2 and 4 make a nice equilateral triangle maybe

00:20:695 (4) - unexpected as this is the first stack when there were lots of overlaps used before

GLGL
posted
Hi ! :)
NM.

Tragic Dunder Mifflin Extra

00:05:342 (5) - nc ?
00:07:812 (1,2,3,4) - Maybe flip horizontally this pattern and the slider before, it actually breaks the flow and it's pretty confusing while playing
00:16:636 (1,2,3,4) - Maybe move the 3 a little higher and the 1 a little lower to make a smoother stream

Hard

00:14:871 (2,3,4,5) - Maybe make this pattern like the previous one, a higher spacing isn't needed at this place
00:16:283 (2,3,4,5) - I think this pattern is pretty hard for a hard difficulty, maybe move the 3 and the 4 a bit at left, the 3 under the slider 1 end
00:21:224 (1) - This slider seems difficult to follow for a hard difficulty
00:28:283 (1) - Too uncomfortable angle, maybe move this note over the 6

Normal

00:01:106 (3) - nc ?
00:02:518 (3) - ^
00:03:930 (3) - ^
00:01:459 (1) - remove nc ?
00:02:871 (1) - ^
00:04:283 (1) - ^

Easy

00:06:753 - Maybe add a note here ?
00:19:459 - ^
00:25:106 - ^
00:18:400 (3) - Maybe flip vertically this slider ?
00:19:812 (1) - ^

The others diffs are OK for me !
Good luck on rank ! :)
posted
Red = Not allowed/potentionaly causing DQ
Bold = Mostly important, partially subjective, address this properly
Regular = Subjective opinion, try it out but don't obey my opinion if yours is essentially different

[General]
  1. widescreen support is useless
  2. I am not that guy who checks metadata, but seems this song comes from a serial or whatever so it should be set as source. Also, consider adding some related tags.
  3. The gap between rythms in Easy and Normal diffs is too high so consider making another Normal diff with simpler rythm choices and renaming the current Normal diff to Advanced, or changing rythm choices in one or both diffs
[hitsounds]
  1. I suggest to place whistles on sounds like 00:00:048 - 00:00:224 - 00:00:400 - at the beginning
  2. 00:16:636 (1,2,3,4) - 00:22:283 (1,2,3,4) - what about setting Sampleset drum here?
  3. I suggest to add whistles on every downbeat in the kiai part, because it sounds very empty rn.
[squirrelp's Tragic Love]
  1. 00:14:165 (1) - This is the only 3/2 slider what feels weird because you actually ignore a drum sound there 00:14:518 - and also miss some piano sounds so I suggest to make this slider shorter till 00:14:518 - and place a circle on 00:14:695 - Placing a circle won't cause any problems because the same sound also was distinguished by a circle there 00:12:577 - Also you can do dis if you want to distinguish the piano sounds too (would be even better tbh): https://puu.sh/xGWYa/3c153241fd.jpg btw don't forget to remove nc from 00:14:871 (1) - because it's useless
  2. 00:18:400 (1,2) - these are the only straight sliders that are the flipped copies of each others, you did such things only for curved or anchored sliders 00:16:989 (1,2) - 00:19:812 (1,2) - All straight sliders which were placed in a row were the same 00:09:930 (1,2) - 00:04:283 (1,2) - Consider doing smth like this or whatever you want: https://puu.sh/xGXmQ/77286ad63b.jpg
[Insane]
  1. 00:27:224 (1) - an actually useless NC, it's just random, there's no reason why to keep it
  2. 00:14:165 (1) - that slider overlaps score section a lot in the 3:4 resolution. There is no reason why we should ignore this guideline tbh, so consider fixing that.
  3. 00:06:400 (3,5) - you could blanket them, would look much better.
  4. 00:11:342 (1) - consider replacing with two circles because all such sounds were clickable and were distinguished by jumps.
[Celsius' Light Insane]
  1. 00:01:106 (3) - all such sliders have straight flow to the next object, but this one has got a reverse one. Is there any real reason why it should be like this? In my opinion, there's nothing unique to make it different from other sliders.
  2. 00:13:636 - 00:15:047 - consider placing circles here to emphasis these sounds
  3. 00:16:989 (1) - That's pretty weird that such a strong sound has got a lower visual spacing than such hush sounds: 00:16:459 (2,3,4) - Consider making DS bigger or making it smaller for the triangle.
[squirrelp's Hard]
  1. 00:03:930 (2) - shouldn't this one be spaced on 0.8 ds like others?
  2. 00:05:695 (1) - consider moving to 56;311 for better blanket and better ds
  3. 00:14:871 (2,3,4,5) - I cannot catch the idea why these notes are spaced more than these 00:13:459 (3,4,5,6) - or these 00:07:812 (3,4,5,6) - Consider lowering DS
  4. 00:22:106 (2) - 00:16:636 (5) - there's actually no reason why gameplay objects should overlap with GUI objects.

[*] To be honest, kiai part looks very ugly and I don't like it. Consider remapping it.
[Normal]
  1. 00:15:577 (1,2,3) - consider replacing with such rythm https://puu.sh/xGZb7/3948bf72f6.jpg to emphasis the power of this sound 00:15:930 - and emphasis these piano sounds on 1/2 beats
  2. 00:17:695 (3) - I cannot catch the idea why you placed a 1/2 repeat slider here, is there any really important reason? Now, it seems random. If there is no reason then consider doing the same rythm as at 00:22:636 (1,2,3) - what sounds the same tbh
[Easy]
  1. 00:01:459 (1) - this NC is useless because it breaks the consistency of the whole diff, you placed NCs on every third tact in the whole diff so remove it here.
gl
posted
hi m4m with squirrelpascals

[general]
i find your diff settings spread really weird, normal is od 3 hp 3 while on hard it instantly jumps to od 7 and hp 5, and then, light insane has a od 6 while hard has od 7!
you should fix those to make the spread of settings better, maybe u could increase od and hp of normal to 4, make squirrel od 6 and celsius' 7
also why are all the HP drain rate set to 5 starting with hard? could be higher in light insane and insane.

-there is a lack on hitsounding at the beginnign till the kiai in all diffs, except for celsius' one. you might wanna take a look at his hitsounds, putting whistles to the piano at the beginning and using drum hit finish on other sounds till kiai would be good.

[easy]
ar could be 2.5 to fit better with 5 in normal

00:01:459 (1) - remove nc to follow ur comboing pattern.
00:12:400 (2,3) - the movement is quite awkward on here. u are making the player go all the way to left with (1) and then u make it the player go right with (2) and (3) but then the (3) shape is pointing left again on a very strange way. a ctrl g in (3) would fix that nice but there are another ways too.
00:15:577 (3) - sound would be better representd at this part if u replace this slider with notes, that way the kiai would be emphasized well and the strong sound wouldn't be ignored by slider reverse
00:18:400 (3,1) - 00:24:047 (3,1) - those two gaps should be mapped with hitcircles if u ask me, it is the kiai so a more dense rhythm would fit well.

nice

[normal]
00:07:106 (1,2,3) - https://osu.ppy.sh/ss/9169513 this would flow better imo, the current flow is really sharp and not smooth imo.
00:09:224 (2,1,2,3) - i'd avoid stuff like that, fix the stack and the overlap here to make the desing smoother.
00:21:930 (3,4) - adding some hitsounds here would be nice
00:26:871 (1) - i cant hear a cymbal sound here so why u added a finish at slider head?

honestly i think the spacing looks too big for a normal with 170bpm, doesn't fit well with easy.

[squirrel hard]
00:08:518 (1,2,3,4) - i can't see a good flow in this pattern and what u are trying to emphasize with it. i currently think that using more 1/1 sliders there instead of a lot of 1/2 would fit the song moment better. also the flow of it just doesn't look good to me.
00:14:871 (2,3,4,5) - is there a reason to suddenly make the spacing higher for those notes?
00:19:106 (3,4,5,6) - again, u increased spacing there where the song u are following isn't asking for any kind of higher spacing like that. and then 00:24:753 (3,4,5,6) - song is much stronger for this part and u keep those with a small spacing. you could swap the spacing from those both patterns, make it low for the first one and big for the second.
00:21:224 (1) - might be just a personal taste but don't you think it would look better if the shape were made like that https://osu.ppy.sh/ss/9169587?

[celsius light insane]
i really don't understand why u kept changing the SV on kiai from 0.8x to 1x for absolutely no musical reasons.

apart from that looks nice.

[insane]
00:19:812 (1) - would be good if the curve were made like that https://osu.ppy.sh/ss/9169647 so the transition flows better.
00:27:224 (1) - delete nc there is no reason for it.

looks ready!

[squirrel top cs 7 diff]
00:07:106 (1,2) - i don't like the way the flow goes between 1 and 2, a ctrl g in 2 would be nice but then u would have to adjust the next notes.
00:21:224 (1) - i dont think this gets a correct emphasy if 00:20:871 (5) - is a slider, especially with the same shape.

also great :3

mapset looks really cool just fix the lack of hitsounds in all diffs except for celsius and the diff settings spread, that is really bad. other than that looks great
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