[summer adventures]
this diff feels really overdone to me. it's true there's a background 1/2 track, but this (to me) should not mean that you just go ham and map giant jumps and 1/2 spam everywhere. you lose a lot of ability to represent the song by doing this.
some examples of what i mean:
00:21:787 (1,2,1,2,1,2,1,2) - in the middle of this pattern, the melody type thing changes notes. but that's not represented at all since it's a 1-2 jump pattern.
00:24:678 (1,2,1,2,1,2,1,2) - same deal here, the melody has a scale going downwards but its just the same 1-2 jumps that you used earlier.
i noticed that you changed the jump spacing based on the pitch. that's fine, but to me it is not representative enough of the song, especially at this level of difficulty where you have tons of freedom as to what you can do.
the other issue is the intro, the filler rhythm like 00:09:317 (2,3,4) - kinda screws up your rhythm imo. it makes it unclear what you follow. if you used a rhythm like
https://osu.ppy.sh/ss/9009797 then it would be much more clear, since all the clicks now land on kicks in the drum line. switching between the main melody and the background 1/2 track just creates muddled rhythm that is subpar.
you could also use this technique in the kiai to try and break up the 1-2 jump sections into a more recognizable rhythm.
[insane]
this diff has same issue as the top one, except even more so.
00:09:317 (2,3,4,5,6) - stuff like this, while it looks pretty, doesn't follow the same thing as 00:11:666 (1,2,3) - this kinda thing. so you end up with this weird contrast between parts where the melody is off having 1/2 spam and tons of jumps and then the parts with the melody on are really calm tapping wise.
then the kiai comes and its just polygon generated jump patterns with little relevance to the song. like 00:21:787 (1,2,3,4,5,6,7,8) - 1234 have a held melody note, then 56 have one and 78 have one but its not differentiated at all. 00:27:570 (1,2,3,4,5,6,7,8) - same here.
the 1/2 spam also has the same issue, it seems like its just there to inflate difficulty and stuff instead of really following the important part of the song. the background track shouldn't be supporting fullscreen jumps everywhere, that just feels very overdone to me.
and then, to top things off, after making the entire thing 1/2 jumps based on the pitch, you put the highest pitch things on small spacing sliders at 00:29:377 (1,2,3,1,1,2,3) - ... >.>
[light insane]
there is some weird spacing stuff i saw here, and again some of the same issues as the top diffs.
00:03:353 (2,3) - for example, giant jump here? but theres nothing on 3 to support this. so ctrl g on 3 works better
00:04:799 (2,3) - similarly now its a tiny jump, you could ctrl g 3+4 so it looks like
https://osu.ppy.sh/ss/9009992 or something
00:05:883 (1,2,3,4,5,6,1) - this pattern doesn't really make sense with the song. first off its suddenly pretty big jumps considering that everything before it is 1/2 sliders. additionally, the song creates 2 pairs of 4 notes (00:05:883 (1,2,3,4) - 00:06:606 (5,6,1) -) but you divide it 3-3-2 instead of 4-4 which then puts 2 notes that were previously both clickable on the same slider. 00:07:329 (2) - the change in the song appears here, so this is where the next nc and pattern should start, not 00:06:967 (1) -
00:11:124 (1,2,3) - stuff like this dilutes what you're focusing on in the melody. like 00:11:666 (4,5,6,7) - very obviously follows the main synth but then you have more intense jumps on stuff that isnt in the melody at all. 00:13:654 (1,2,3,4) - same here, the biggest jumps are in a part that's completely separate from a melody.
00:28:654 (3,1) - im not really sure why you decided to put all the finishes on slider ends and then have giant jumps to fairly unimportant notes to make the next pattern. wouldn't 1/1 gaps work better..?
anyway yeah, the top diffs need a lot of work. good luck!