[anxient's normal]
01:40:000 (1) - This slider overlaps itself in a way that makes it hard to read the path due to covering its own slider border, especially for the lowest difficulty of the mapset. I know you wanted some variation here, but I think a shape like 01:33:600 (1) - is more appropriate.
01:59:600 (2) - 02:06:000 (2) - Same issue as the above but you'd want to use a different shape.
02:20:200 (2,1) - Slider end stacks are not appropriate for this difficulty level due to the reading difficulty they add. I suggest sticking to your normal distance snap here.
[plaudible's advanced]
01:40:000 (2) - 01:41:600 (2) - Since advanced difficulties fall into the category of Normals, I'm not sure about the readability of these slider shapes. You may want to get more opinions on the rankability of these.
01:43:200 - Overall density of this section unbalances the spread due to lack of 1/1 gaps between objects and continuous chains of sliders. You'll likely need to rework the section to accommodate this, but a good place to start would be perhaps using circles on the upbeats like 01:43:600 (2) - 01:44:400 (2) - exceptions being stuff like 01:45:200 (1) - .
01:52:000 (1,2,3,4,5,1) - One 1/4 gap is already stressful enough for players at this level, 4 just seems overkill. I recommend doing a slower progression in terms of density here. Try a rhythm like this.
01:56:000 (2,3,4) - I don't changing between stack and DS was properly set up, since you didn't introduce 1/2 stacks in this difficulty. I recommend stacking all of these onto 4's position.
01:57:600 (2) - You're skipping quite a strong sound here to land on nothing. The held sound even ends at 01:58:000 - so I recommend ending this slider here.
02:02:400 (1) - I think a circle fits the snare better than a slider here - this also breaks up this long chain of 1/2.
This is both the coolest and scariest low diff I've ever modded. I recommend you get some play tests just to prove that some of your ideas actually work for this difficulty level, since slider velocity changes like this are really rare. It'd be cool to see a difficulty like this in the ranked section though, so please prove to the world that these ideas work!
[mun's hard]
01:54:800 (1) - This is so weak for an SV decrease despite this being such a prominent hold. I suggest dropping the SV here to create more contrast between this and the previous sliders.
01:58:000 (1) - An SV increase would work better here since there's a lack of contrast between this and the previous slider as is.
[mir's insane]
01:16:800 (1) - I suggest having a higher SV + circular shape to contrast with the upcoming motions at 01:17:200 (1,2) - and prepare the player for the high SV in places like 01:19:600 (1) -
01:38:800 (1) - Since when did you use elbow sliders.
01:44:400 (3,4,5,6,1) - These jumps seem fairly overkill for what you do at later parts like 01:49:200 (3,4,5,6,1) -. I recommend decreasing spacing here since these parts are similar in intensity.
01:57:600 (1) - Cute.
02:11:200 (1,2) - I think arranging sliders like this with higher SV would fit the kicks/wubs better than what you have, and also provide a nice contrast with 02:11:600 (1) -. You can handle the visuals, btw.
02:13:400 (3) - You could ctrl+g this and use it to make a triangle with 02:12:400 (1,2) -. This would result in a zigzag sort of motion rather than a curve so that the player has to go out of their way to hit this rather than along a smooth line, which fits what the wubs are doing better.
[conceptualize madness]
01:38:800 (1) - Compared to the previous sliders 01:32:400 (1) - 01:35:600 (1) - this seems like a movement difficulty spike, since the previous sliders you can play by moving in a straight line, but this one suggests that you should move in a zigzag motion. I think it would fit this section better if you use a shape that didn't deviate as much as this does from being a straight line.
01:58:000 (2) - It'd be cool if you used a straight slider or something with an otherwise shallow curve here to contrast this sound from 01:57:600 (1) -.
Nothing else to say here really. Good luck!
01:40:000 (1) - This slider overlaps itself in a way that makes it hard to read the path due to covering its own slider border, especially for the lowest difficulty of the mapset. I know you wanted some variation here, but I think a shape like 01:33:600 (1) - is more appropriate.
01:59:600 (2) - 02:06:000 (2) - Same issue as the above but you'd want to use a different shape.
02:20:200 (2,1) - Slider end stacks are not appropriate for this difficulty level due to the reading difficulty they add. I suggest sticking to your normal distance snap here.
[plaudible's advanced]
01:40:000 (2) - 01:41:600 (2) - Since advanced difficulties fall into the category of Normals, I'm not sure about the readability of these slider shapes. You may want to get more opinions on the rankability of these.
01:43:200 - Overall density of this section unbalances the spread due to lack of 1/1 gaps between objects and continuous chains of sliders. You'll likely need to rework the section to accommodate this, but a good place to start would be perhaps using circles on the upbeats like 01:43:600 (2) - 01:44:400 (2) - exceptions being stuff like 01:45:200 (1) - .
01:52:000 (1,2,3,4,5,1) - One 1/4 gap is already stressful enough for players at this level, 4 just seems overkill. I recommend doing a slower progression in terms of density here. Try a rhythm like this.
01:56:000 (2,3,4) - I don't changing between stack and DS was properly set up, since you didn't introduce 1/2 stacks in this difficulty. I recommend stacking all of these onto 4's position.
01:57:600 (2) - You're skipping quite a strong sound here to land on nothing. The held sound even ends at 01:58:000 - so I recommend ending this slider here.
02:02:400 (1) - I think a circle fits the snare better than a slider here - this also breaks up this long chain of 1/2.
This is both the coolest and scariest low diff I've ever modded. I recommend you get some play tests just to prove that some of your ideas actually work for this difficulty level, since slider velocity changes like this are really rare. It'd be cool to see a difficulty like this in the ranked section though, so please prove to the world that these ideas work!
[mun's hard]
01:54:800 (1) - This is so weak for an SV decrease despite this being such a prominent hold. I suggest dropping the SV here to create more contrast between this and the previous sliders.
01:58:000 (1) - An SV increase would work better here since there's a lack of contrast between this and the previous slider as is.
[mir's insane]
01:16:800 (1) - I suggest having a higher SV + circular shape to contrast with the upcoming motions at 01:17:200 (1,2) - and prepare the player for the high SV in places like 01:19:600 (1) -
01:38:800 (1) - Since when did you use elbow sliders.
01:44:400 (3,4,5,6,1) - These jumps seem fairly overkill for what you do at later parts like 01:49:200 (3,4,5,6,1) -. I recommend decreasing spacing here since these parts are similar in intensity.
01:57:600 (1) - Cute.
02:11:200 (1,2) - I think arranging sliders like this with higher SV would fit the kicks/wubs better than what you have, and also provide a nice contrast with 02:11:600 (1) -. You can handle the visuals, btw.
02:13:400 (3) - You could ctrl+g this and use it to make a triangle with 02:12:400 (1,2) -. This would result in a zigzag sort of motion rather than a curve so that the player has to go out of their way to hit this rather than along a smooth line, which fits what the wubs are doing better.
[conceptualize madness]
01:38:800 (1) - Compared to the previous sliders 01:32:400 (1) - 01:35:600 (1) - this seems like a movement difficulty spike, since the previous sliders you can play by moving in a straight line, but this one suggests that you should move in a zigzag motion. I think it would fit this section better if you use a shape that didn't deviate as much as this does from being a straight line.
01:58:000 (2) - It'd be cool if you used a straight slider or something with an otherwise shallow curve here to contrast this sound from 01:57:600 (1) -.
Nothing else to say here really. Good luck!