m4m from my queue
victor's Easy00:29:377 (1,1) - make these have the same angle from the horizontal. like this:
Normal00:06:245 (2) - i dont think the beat you've chosen here deserves a clickable object, gives too much emphasis to what is an unimportant beat in the song. just doing this would improve rhythm by a long shot
look throughout the map, i think rhythm can be improved a lot here.
00:08:052 (4) - you usually want to avoid putting slider ends on these big white ticks (08:775). slider heads / circles emphasize much more than slider ends, so try to use those instead.
Advanced00:02:992 (1,2,3,4) - i have two major problems with this part. firstly, i don't understand why 00:03:353 (2) isn't a slider. it feels like you're pointlessly ignoring the sound on 03:534. secondly, i question the decision to use perfectly horizontal / vertical sliders for this. straight sliders like this often look much better when they're rotated about 10 degrees from the horizontal:
given that i don't think your map is gaining anything from the use of these horizontal / vertical sliders, i'd just rotate them those 10 degrees.
00:29:377 (1,2,1) - why is so much attention given to the red tick at 00:29:919 (2)? this part should definitely emphasize the white ticks instead of the red ticks.
ShadowX's Hard00:10:220 (1,2,3,4) - the player has to make a quick snap from 2 to 3, which puts a lot of emphasis on 3. however, 3 is probably the least important of all of these. it would make much more sense to stress the melody or stress the drums than to stress this note that contains neither. there's plenty of other times this happens e.g. 00:13:112 (1,2,3,4)). i'd look through the part before the kiai and try to make sure that your emphasis is on point.
victor's Light Insane00:09:136 (2) - its bad practice to put an important sound inside of a slider (in this case, the red tick contains a bass drum).
00:11:485 (6) - why is this a jump? no drums, so its not nearly as important as 00:11:124 (4,5). this problem arises alot (e.g. 00:13:835 (2)). i don't think the jump sections are poorly mapped, just that they emphasize all circles equally when they shouldn't.
00:13:112 (4) - nc on the downbeat
00:19:618 (1,2) - this sv change is very difficult for new players to react to. save stuff like this for insane / extra and not light insane. if you want to keep it, at least make 00:19:979 (2) - a NC.
Insane00:09:317 (2,3,4,5,6) - very little attention to movement was put into this jump section. 00:09:317 (2,3,4) all require the player to snap, and suddenly 00:09:678 (4,5,6) is a wide angle jump for seemingly no reason. stacking 5 and 6 or changing 5 and 6 to a slider would help a lot.
00:20:702 (1,2,3,4,5,6,1,2,3,4,5,6,7,8) - same deal here. the first 6 notes require easy, comfortable movement within the triangles. the next 8 are very uncomfortable to play squares. if you want to have your map use comfortable movement like triangles, fine. if you want it to have uncomfortable movement like square jumps, fine. but right now you're really inconsistent with when you make your jumps comfortable and when you make them uncomfortable, which is not a good thing.
00:23:594 (1,2,1,2,1,2,1,2,1,2,1,2,1,2) - spacing emphasis is really off here. higher spaced notes are emphasized since its much harder for the player to hit them. it would make much more sense to have the 1s spaced far away instead of the 2s, like you currently have.
00:27:570 (1,2,3,4,5,6,7,8) - this pattern utilizes a triangle, so the player will interpret this as groups of three objects (1,2,3,1,2,3). but because of the melody it makes much more sense for these to repeat every second note like you did just before (1,2,1,2,1,2).
00:35:160 (1,2,3,4,5,6,1) - this wide angle movement gives equal attention to each circle, which makes no sense. the white ticks with the melody are much more important than the reds.
all in all i think this was the worst diff of the set. focus on really thinking through how your jump sections play and how to make your jump sections reflect the song better.
ShadowX's Summer Adventure00:10:220 (1,2,3,4,5) - see above criticism on shadow x's hard, its the same idea here.
00:21:787 (1,2,3,4,5,6,7,8,1) - why stop nc on every white tick? it really helps give attention to the melody
all in all i liked the jumps in this map much better than insane. this would be a pretty good reference for working through the stuff i mentioned above.
hopefully this helps!