[Easy]Sorry I gave up my Easy =w=This diff is very problematic, since it breaks a lot of guidelines in the standard criteria, like:
Ranking Criteria wrote:
When distance snap is used, try to keep it between 0.8x and 1.2x. Values too much higher or lower may make the difference between slider velocity and spacing counterintuitive. A higher distance snap can be used to avoid overlapping, but the slider velocity should be increased if you find yourself doing this often.
Avoid overlapping circles, slider heads, and slider tails. These can be confusing for new players. 1/1 overlaps due to distance snapping should be avoided with higher spacing or slider velocity.
This is the biggest issue since it's pretty much on all the diff, also because the sv it's too slow. 0.60 it's not enough, even if it's an easy
Ranking Criteria wrote:
Avoid 1/1 sliders with multiple reverses. New players are unable to read additional reverses because they are visible for such a short amount of time.
00:08:803 (1,2) - Stuff like this is too confusing for new players, and they're very frequent in this diff
Ranking Criteria wrote:
Avoid slider-only sections. Aiming and following a lot of sliders in a row can be tiring for new players. In such cases, circles and rest moments without hitobjects to click or follow should be used.
Pretty weird I know, but that's what the ranking criteria says. This diff has too many consecutive sliders overall
Ranking Criteria wrote:
Spinner recovery time should be at least 4 beats. This is to ensure adequate time to click a hitobject following a spinner.
00:43:137 (1) - Stuff like this is unrankable, it's too sudden for new players
In the end, I hate to say this but you pretty much need to remap it. It has too many problems right now if you want it ranked
[Normal]I remapped the map such that at least the problem of variation of DS is solved.Not as flawed as Easy, but it still has a lot of problems:
Ranking Criteria wrote:
Time-distance equality should be used. Variations are acceptable if they are clearly different from spacing used for different rhythms. When hitobjects are more than 1 beat apart and have relatively high spacing on the playfield, time-distance equality doesn’t need to be as precise.
I've noticed that the distance snap is too much variable in this diff. This is a big issue
Ranking Criteria wrote:
Avoid 1/2 sliders with multiple reverses. New players are unable to read additional reverses because they are visible for such a short amount of time.
Stuff like 00:34:803 (1) - or 00:37:470 (1) - is confusing, therefore unrankable
Same issue as Easy regarding sliders and the spinner
You really need to remap this one too, since there are a lot of problems here too.
[Insane]You use too many NCs, consider reducing them. It's fine spamming them to indicate different rhythm like 00:52:803 (1,1,1) -, but stuff like 00:50:137 (1,2,1,2,1,2) - or 00:32:803 (1,1,1,1) - doesn't make a lot of sense. I'd say standard comboing with NCs starting on big white ticks is fine, there's no need for things like that.
Modified01:35:803 (1,1,1) - This rhythm is completely wrong if you listen to the song: There's a 3/4 rhythm indeed, but it's 1 beat earlier. A rhythm like
this would be more appropriate (starting from 01:35:470 - )
Modified, really great thanks for such a good opinion00:21:470 (1) - This can flow better if you curve the slider the opposite way, pointing at the stack
Modified[Extra]I don't really like the jumpstreams here. The correct way to use them usually is for emphasyzing strong sounds, but most of the time you use them there's no such sound, like 00:45:137 (1) - or 00:47:803 (1) - or 00:56:137 (1) -. I'd consider changing them
I didn't change them as I cannot put other sound effect, i Think it would be fine since there is an obvious difference00:40:803 (1,2,3,1,2) - This rhythm is pretty weird like this imo, something like
this would be better imo
Modified01:04:470 (3,4,5,6,1) - pls no ;_;. At least make them point forward like
thisModified01:34:970 (5,1,2,3) - this can work better by making (5) a kickslider and doing a 5-note stream instead of 4, like
thisModified01:44:248 (2) - Pretty weird 1/3 jump, make it continous
I Modified the previous slider to let the flow become better01:57:470 (1,2,3) - NC spam like you did with all the other diffs
Modified