Hey from my queue!
Protip: Put your code in a box! >.<
If I am honest with you, most of the opinions above can be translated through to the other difficulties respectively. Although 1112's Insane was decent the mapset overall needs a significant rework and look over. There are a lot of general issues that whilst aren't directly unrankable are significant issues due to not being clearly lay out and otherwise just confusing. If you wish to have further clarification on the higher difficulties you are more than welcome to send me a mail or PM me if you find me in game. Best of luck for mapping and this set!
Protip: Put your code in a box! >.<
[General]
- Your spread requires the lowest difficulty to be below 2.00* for the spread to be rankable!
[Arow's Normal]
I'd like you to think about overall rhythm density for this map, remember you're responsibility through mapping a normal is to introduce players to slightly more complex items and rhythm patterns that are in osu!. Whilst doing this it is paramount you remember that BPM has a large role for settling players into a map. The fact this is a high BPM map means you should be using 1/1 a little bit more sparingly - giving breaks more frequently so the player can adjust and adapt to the fact that high BPM usually means more difficulty.
A few suggestions for an overall structure to the map:
I'd like you to think about overall rhythm density for this map, remember you're responsibility through mapping a normal is to introduce players to slightly more complex items and rhythm patterns that are in osu!. Whilst doing this it is paramount you remember that BPM has a large role for settling players into a map. The fact this is a high BPM map means you should be using 1/1 a little bit more sparingly - giving breaks more frequently so the player can adjust and adapt to the fact that high BPM usually means more difficulty.
A few suggestions for an overall structure to the map:
- Try and use more sliders in place of individual notes, whilst maintaining a nice balance of note to slider. It's important that you remember a succession of notes will be hard for a player to click consecutively.
- Try putting 2/1 gaps in the map more frequently, do it tastefully so that it still respects the music and vocals. This means the player has time to adjust their mouse/tablet/hands and figure out how the map works. I believe currently it's a little overwhelming.
- 00:16:898 (1,2,3,1,2,3,4) - Following the vocals is a good thing sometimes, but following it religiously will result in heavily disjointed sections of the map where it's kind of difficulty to judge when the next vocal is going to interact with the music. This makes judging notes more difficult for newer players because of the ineptitude with the game as a whole. I would try and normalise a rhythm for the player to get used to so they have an easier time hearing the rhythm rather than sightreading. This can apply to things like: 00:21:710 (1,2,1,2,3,1) , 00:28:219 (1,2,3,1,2) and 00:30:766 (3,4,5,1,2) to name a few.
- 00:25:389 (4,5) - I don't understand why the flow and motion suddenly stops at this part in particular, especially with the gradual intensity of the vocals rising for this part. Feels counter intuitive.
- 00:28:785 (2) - Personally not a fan of this curve, just a small opinion that it feels too short and jagged.
- 00:30:766 (3,4,5,1,2,3,1,2,1,2,3) - Back to this part, similar and sharing reason with the first suggestion in this list it feels odd to play, even as a more experienced player. The map is suddenly spiking up in difficulty because the vocals have become more condensed, which creates an awkward spot as the mapper. Since you're mapping vocals I can see why you've chose to map it the way you have. However, from what I can see it looks like you struggled to adapt it to a normal difficulty environment. The high speed and 1/2 just doesn't compliment the mapset very well and overall I believe you need to reassess the song structure for the normal.
- 00:34:729 (4,1,2,3,4) - You're also not following vocals consistently here which is creating an issue above, diffspiking. It seems you flow in and out of mapping vocals and choose which time the vocals sound lucrative to map and which parts aren't as exciting or as sharp in the song. It makes the player confused as to what your goal is when mapping.
- Throughout the whole kiai your map is heavily leaning over normal and is looking more like an advanced or a low star hard. I believe you should nerf a lot of parts difficulty wise and focus more on slower rhythms and more filler. I don't like to tell a mapper to use filler because it's subjective and it can limit abilities and strong points on certain people. However, I would suggest that you put an attempt into maybe skipping the less audiable and clear beats and vocals in order to achieve a more playable experience for newer players.
- 01:13:502 (1,2,3) - This part is inconsistent with the first parts here: 00:10:106 (1,2,3,4,5) and the pattern you just mapped before.
[Hard]
Pattern choices on this map are odd, I am not saying they're bad because apparently I am not allowed to because 2017 mapping and I have seen much more questionable things, however I just believe there are better ways to articulate flow and there are better ways to use different techniques to achieve similar results. 00:10:672 (4,2) - Things like this are an example of where the patterns kind of forget themselves in a way. It looks odd not to have this parallel to each other (the sliders) and kind of makes your patterns inconsistent. 00:12:370 (1,2,3,4) - This is another thing, you shouldn't be afraid to use and abuse the copy+paste features and rotate. Instead of making each curve individually you can copy over some shapes from before and it makes the map look much cleaner and crisp as a result.
Also your combos don't make much sense, as a rule of thumb and safety 99% of the time start them on downbeats (big white ticks on the timeline).
Some suggestions to your map:
Pattern choices on this map are odd, I am not saying they're bad because apparently I am not allowed to because 2017 mapping and I have seen much more questionable things, however I just believe there are better ways to articulate flow and there are better ways to use different techniques to achieve similar results. 00:10:672 (4,2) - Things like this are an example of where the patterns kind of forget themselves in a way. It looks odd not to have this parallel to each other (the sliders) and kind of makes your patterns inconsistent. 00:12:370 (1,2,3,4) - This is another thing, you shouldn't be afraid to use and abuse the copy+paste features and rotate. Instead of making each curve individually you can copy over some shapes from before and it makes the map look much cleaner and crisp as a result.
Also your combos don't make much sense, as a rule of thumb and safety 99% of the time start them on downbeats (big white ticks on the timeline).
Some suggestions to your map:
- 00:07:488 - I don't hear a sound here so I am unsure why you've ended a slider on the blue tick in this instance.
- 00:16:474 (4,5,6,1) - I can't see a transition or anything to denote the fact the song has changed drastically I think it would be a good idea to make more use of slider velocity and shape manipulation as well as distance snap changes to reflect the fact the song is transitioning from a relatively energetic pace to a more relaxed pace.
- 00:18:596 (5,6) - Ehhh~ this is where some subjective ideas come in. Opinion time, I don't like this pattern... or at least the way it's been made in this instance. Firstly, the curves are different so it kind of defeats the idea of this pattern. Secondly, they're overlapping. Don't be afraid to push out your distances on hards as long as you do it in a way that is easily understood by players who are taking that step into more difficult maps. My view in this particular pattern is it breaks flow and has no real reason to be placed there if we take into consideration the music.
- 00:21:427 (8) - The anti jump here doesn't make sense as well as the combo'ing (mentioned above). If we take into account the way you've approached mapping so far its that you're paying close attention to the distance snap and are not commonly breaking it. So why at this part is an anti-jump placed with no real indication of your motives? I feel it doesn't reflect the consistency you've made and is a detriment to the map. Also, stack it to 5
- 00:22:417 (3,4,5) - I like this, looks really nice! Good job.
- 00:31:757 (1,2,3,4) - Spacing?
- 00:39:540 (9) - I think that you can improve the aesthetics of your map if you choose to put the note in the middle of this big slider. I am meaning to make it at the pinpoint center, like in this image:
- 00:41:804 (4,5) - As mentioned before, your map will benefit a lot if you're more liberal with the copy+paste features for sliders because if they're the same I believe it would look much nicer as a result.
- 00:56:379 (6,7) - I got lost here because of the distance snap, everything is so consistent and one after the other you should keep a path that's clearly followable for the player. With the high bpm it would make sense to keep the path clear so they can anticipate each note whilst the consistency and speed of the notes provide the challenge.
- 01:01:049 (5,6,7) - Places like here would be a good place to consider adding more difficulty. Firstly because the vocals are obviously much more emphasised and the music is reaching its apex for this verse. It also has a pause straight after, which allows recovery time for players. These are things to consider in a hard still because recovery from jumps and smaller streams are a must because these concepts are only just being introduced.
- 01:03:879 (4,5) - Spacing is a bit off here.
- 01:04:729 (1,2,3,4,5,1,2,3,4) - Spacing is a lot off here.
If I am honest with you, most of the opinions above can be translated through to the other difficulties respectively. Although 1112's Insane was decent the mapset overall needs a significant rework and look over. There are a lot of general issues that whilst aren't directly unrankable are significant issues due to not being clearly lay out and otherwise just confusing. If you wish to have further clarification on the higher difficulties you are more than welcome to send me a mail or PM me if you find me in game. Best of luck for mapping and this set!