Hi.
00:23:610 (1,2,1) - These jumps felt really forced. The music doesn't really call for clicks on 2 even... like i don't hear a distinct note on 2 that requires clickablilty.
00:29:257 (1,2) - ^etc... same. Why not try some hold sliders? Like try a 3/8 hold or something and create emphasis through pressure instead since that would fit the sounds a bit better imo. They don't feel like sounds you should emphasize using spacing is what i really mean.
00:43:728 (1,1) - These are a pair, so map them similarly instead? Separate 00:43:904 (1,2) - cuz right now you make it seem like theyre grouped together which isn't correct rhythmically.
00:47:610 (7) - Maybe try a wiggle slider?
00:50:434 (3) - Just ideas. Similar aesthetic to 00:51:493 (4) -
01:06:669 (1,2,3) - This arrangement really breaks flow imo xP. You have a nice up/downward movement with the previous objects and 01:06:669 (1,2) - actually flows fine, but slider 3 kills it cuz you don't have an angle shift.
01:23:610 (1,2,3,4,1,2,3,1) - Oh, this flows incredibly well though. Nice.
01:33:846 (1,2) - This stack irks me. Try shifting SV on 01:33:846 (1) - to something weird to get the stack right? I usually do that lol, random 1.159234x SV while the rest are 1.00x
01:43:375 (1,2,1,2) - Take advantage of the momentum you built up here and stack 01:44:081 (3) - on 01:43:463 (2) - 's slider-end instead. Makes the pattern more enjoyable too cuz it prompts players to play out the full path of 2>3 instead of defaulting to slider-leniency due to the tightness of the angles.
02:00:669 (4) - But 4 is the strong note... why is it mapped to a pattern that basically ignores it in terms of emphasis.
03:36:215 (4,5) - Don't break the flow on 4 and again on 5. just break it on 5 like this:
03:39:127 (5) - 03:39:656 (5) - These are a lot easier than the previous ones. maybe swap their arrangements so the sharp angles are used later to create tension.
03:43:538 (1,2,3,4,5) - This is just pretty awkward due to the angles. They aren't a consistent angle or updown / leftright movement. Also the pivot (3rd note) isn't actually emphasized which kinda throws off the movement. Rest of your arrangements are good, just this one.
03:52:362 (5) - This way plays so much better and you get that central-axis flow from 4>5>6 cuz of that symmetry which is really cool when the slider is this fast (alternator style).
04:38:421 (5) - Rotate this 180 degrees on its head and it flows so well into the next pattern.
05:03:303 (2,3,4) - This stack is pretty lame going into the next pattern. Kinda breaks the momentum for a split second, which is enough I think to throw off a player when going into the circles right after xP.
05:56:421 - Slider-art or something? Tbh the spinners are lame. Anyone can do them.
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Just some comments. You are not obligated to apply any of this advice to this current map. Maybe future endeavors, if there's some sentiment that you can agree with:
I think you really overuse structures, and that's really your weakness right now as an honestly very creative mapper. This is what I would have produced two years ago if I knew my way around the editor like now. The patterns are creative in and of themselves, but they lose their novelty after you spam the same aesthetic for 3 minutes straight.
Another issue with this copy-pasting aesthetic is that you end up mapping different sounds identically, some of which i've pointed out for you to potentially fix through using nodes or other methods to express the difference in sounds. When every slider is linear, while expressing distinctly different wub noises, the sounds themselves, (especially the rare ones that occur like once every 4/8 measures) kind of lose their uniqueness.
That being said, the map is generally very solid and I can overlook my personal grievances with the map, though I hope you would take it into consideration for future maps (I don't expect you to remap this map by any means).