From my modding queue (Sorry for the delay)
Kudosu only when helpful!
General
- Is normal-hitwhistle.wav used? My modding assistant is saying that it is unused but sometimes the modding assistant is wrong. You can delete it if it is unused.
- What about making Rain HP5 to have a difference to the Overdose? It would also mean that the easiest ctb diff in this mapset is easier to pass which is good imo.
Rain
General: There are many unnecessary inherited points which change nothing, please take a look at them and delete the unnecessary ones (one of them isn't even snapped: 01:28:804 - )
General: There are many unnecessary inherited points which change nothing, please take a look at them and delete the unnecessary ones (one of them isn't even snapped: 01:28:804 - )
- 00:05:642 (3,4) - What about buffing the distance slightly? It would lead to a more remarkable rhythm.
- 00:16:142 (9,1) - It would be better emphasizing and rhythm imo to put a soft hyperdash here.
- 00:25:517 (1,2,3) - Shouldn't be the hyper between 00:25:892 (2,3) - instead of 00:25:517 (1,2) - because of the drum sound?
- 00:34:517 (4,5) - These two sliders cause much movement considering that the part of the music is calm and these two sliders don't emphasize something special. Therefore I would reduce their movement a bit to emphasize the music better (and it would be more consistent with the rest of the pattern you used in this part because they don't force such strong movement either). Same goes for 00:39:017 (3,4) - .
- 00:52:142 (4,1) - Since there is a small lack of hypers in this 1/2 slider part I recommend to put a hyperdash here because it makes sense rhythm-wise.
- 00:59:642 (4,1) - Hyper here would match your hyper-usage of the rest of the section better.
- 01:10:329 (4,1) - No hyper here is anticlimactic because it kinda breaks the build-up of the section, therefore putting a hyper here is highly recommended.
- 01:22:610 (1,2,3,4,5,6) - and 01:34:329 (4,1,2,3,4,5) - should be more even since they represent the same sounds - the second one is somehow weird so I would use the first patterns (atleast the timing line should be the same).
- 02:00:017 (1,2,3) - I would reduce the distance between these notes a bit since I don't think that it needs to be that high here (I prefer to reduce the distance between the first two a little bit).
- 02:07:517 (5,1) - According to the ranking criteria you need to have atleast 1/2 distance between the note and the start of the spinner, so please put the start of the spinner 1/4 later.
Razor's diff where I don't understand the diffname so I write something random out of frustration
General: Unsnapped inherited points: 00:33:007 - , 01:00:850 - , 01:01:507 - and 02:10:507 - .
Also: The patterns in the first kiai are inconsistent regarding the intensity - the first half of the kiai is really hard (much antiflow patterns), while the intensity is somehow missing in the second part of the first kiai. I recommend to make them more even (I think the intensity should be somewhere between both halves).
That's all from me. Good Luck with ranking! General: Unsnapped inherited points: 00:33:007 - , 01:00:850 - , 01:01:507 - and 02:10:507 - .
Also: The patterns in the first kiai are inconsistent regarding the intensity - the first half of the kiai is really hard (much antiflow patterns), while the intensity is somehow missing in the second part of the first kiai. I recommend to make them more even (I think the intensity should be somewhere between both halves).
- 00:03:017 (3,4,5,6) - I would make the curve a bit stronger because right now it plays just odd. It would also match the movement of upcoming similar sections better.
- 00:27:017 (1,2,3) - is pretty different from 00:21:017 (1,2) - even though the music is similar. I think the sudden difficulty spike and the rhythm choice in 00:27:017 (1,2,3) - is not emphasizing the music well so I recommend to use something more similar to 00:27:017 (1,2,3) - .
- 00:42:767 (4,5,6,7,8,1) - I think the build-up stream into antiflow slider is a bit too tricky for this section because the build-up stream makes the hyperdash pretty harsh which can lead to an easy droplet miss afterwards. In a harder section of the song it would be ok but here not imo, so I would nerve the stream or make the slider not antiflow but instead flow.
- 01:31:517 (1,2) - It is pretty weird to introduce vertical sliders so late into the kiai. Since these two are the only vertical sliders in the whole kiai I recommend to change it up to something that matches the patterns you used for the rest of the kiai since the players don't expect a new pattern like this so late into the kiai (especially the second slider caught me unprepared since the stop of movement is vicious when it is unexpected).