M4M
OD 9.2? That's pretty high even for this kind of a map
Since you have used slider velocities that are above and below the osu!standards editor's bounds, you should note out in the map description that you are using very fast and very slow sliders
00:32:800 (6,7,8,1,2,1,2,3,4) - I think this could've been executed much more cleanly. There is just too much getting overlapped so it starts to look a pile of objects instead of a stream. Stuff like 00:39:550 (5,6,7,8,1,2,1,2,3,4) - looks really nice since it does not try to overlapping itself too much, only what is necessary
01:12:872 (2,5) - Could be kinda nice structure wise if these would not touch each other
01:26:265 (1) - It would be kinda cool if this kind of fast (SV) buzz sliders would have their own (Possibly consistent) shape such as zig zag or other shapes formed by red anchors. Aside it looking more neat it would make it easier for the players to notice this kind of sliders out of the ordinary flow of the map
01:28:408 (2) - 01:42:122 (2) - ect. NC for the sake of the excessive SV change?
01:50:265 (1) - Imo it's kinda weird to break the combo in the middle of the build up pattern
03:13:622 (1) - I think all of the beats like this should have this 03:17:480 (2,3) - kind of fast and sorta big transition
04:07:837 - In this section generally, for example 04:10:194 - and 04:10:837 - , I don't see a reason why do you are you representing the same sounds with different hitsounds. It would definitely be better to use similar hitsounds for them
04:14:480 - 04:17:908 - and ect. These hit hats should be represented as they are still relatively strong and having them play without anything representing them feels like you'd be mapping to the drums in a DnB song and you'd just delete a beat or a reverse here and there. They would be really easy to represent by reversing that slider before them
(Also 04:14:265 (1,1) - looks structurally bit weird)
Good luck fam
OD 9.2? That's pretty high even for this kind of a map
Since you have used slider velocities that are above and below the osu!standards editor's bounds, you should note out in the map description that you are using very fast and very slow sliders
00:32:800 (6,7,8,1,2,1,2,3,4) - I think this could've been executed much more cleanly. There is just too much getting overlapped so it starts to look a pile of objects instead of a stream. Stuff like 00:39:550 (5,6,7,8,1,2,1,2,3,4) - looks really nice since it does not try to overlapping itself too much, only what is necessary
01:12:872 (2,5) - Could be kinda nice structure wise if these would not touch each other
01:26:265 (1) - It would be kinda cool if this kind of fast (SV) buzz sliders would have their own (Possibly consistent) shape such as zig zag or other shapes formed by red anchors. Aside it looking more neat it would make it easier for the players to notice this kind of sliders out of the ordinary flow of the map
01:28:408 (2) - 01:42:122 (2) - ect. NC for the sake of the excessive SV change?
01:50:265 (1) - Imo it's kinda weird to break the combo in the middle of the build up pattern
03:13:622 (1) - I think all of the beats like this should have this 03:17:480 (2,3) - kind of fast and sorta big transition
04:07:837 - In this section generally, for example 04:10:194 - and 04:10:837 - , I don't see a reason why do you are you representing the same sounds with different hitsounds. It would definitely be better to use similar hitsounds for them
04:14:480 - 04:17:908 - and ect. These hit hats should be represented as they are still relatively strong and having them play without anything representing them feels like you'd be mapping to the drums in a DnB song and you'd just delete a beat or a reverse here and there. They would be really easy to represent by reversing that slider before them
(Also 04:14:265 (1,1) - looks structurally bit weird)
Good luck fam