General ThingsThe mapsets base slider velocity changes are a bit odd in scaling, especially the 3 higher difficulties.
0.9 -> 1.4 -> 1.2 - > 1.8. runs quite odd as you're losing out on individual experience for each map in the set. usually this is designed with an ascending style to give each difficulty a naturally higher pacing. If this is intentional then you can ignore this bit.
Your mapsets general hp choices are pretty punishing for such a short map. Even at the lower difficulty levels.
The normal through to insane difficulties aren't designed with players in mind. This is a serious issue that needs to be sorted out. Regularly test playing your own mapping is something that's not showing with the current mapping at all.
Silver Crow's WillVery well made. No issues
IrmaAvoid too much stacking in normal difficulties. newer players will struggle with the sudden stop and go they create and it will mess with the momentum you've created in your map.
General object distance isn't static. Remember with Easy/Normal your aim is new players and not experienced players. the spikes to 1.68 and even 2x distance don't fit here as this difficulty range is designed to hone the basics and introduce more complex object rhythms.
00:00:050 (1,1,1) - Improve the opening. Your introduction should always give the player an idea of what they are in for and right now it says very wild mapping. Which is not the case for this difficulty.
Here 00:08:442 (1,2,3) - and 00:15:155 (1,2,3,4) - don't match and yet you're mapping the same sounds. It's a recurring thing in your map where your bringing the same beat in a new rhythm style each time it appears though seemingly without a good reason or intent behind it.
00:19:141 (2,3) - Simplify this here to
. It will achieve the effect the song brings.
00:20:190 (1,2,3,4,1,2,3,4,1,1) - switching to vocals will bring out this section better as right now you have the player playing to the sub-dominant sounds of the song which are hard to hear and making it feel like the mapping is off time.
00:25:225 (1) - Converting this to 2 1/2 sliders will blend right into 00:26:064 (1,2) -
00:27:323 (2,3) - Less stacking and more movement from here on out will deliver a much smoother play experience. Use stacks for moments where you want to redirect the movement of the players cursor.
00:29:421 (1) -Expand this till 00:30:050 - . Stopping the player here while the music is still going strong doesn't sync with the song well
00:30:260 (1,2,3,4) - Being a little more creative with the instruments available is possible here.
http://puu.sh/xoScG.jpg00:32:777 (3,4) - having these go in a different direction will bring the emphasis they're missing right now.
00:40:330 (1,2,1,2,1,2,1) - decreasing slider speed doesn't quite play the way you intend to. it's slowing down the map in a way that doesn't fit. Lowering volume and maintaining the speed would achieve the effect you want to create. The stacking is also breaking the movement you've created and removing much needed emphasis!
The other option here for you lies in using a sound that shows up at this time which would allow you to add some jumps into the map without it being forced. Consider this an alternative suggestion ->
http://puu.sh/xoSlZ.jpg00:43:686 (1,2,3,4) - These could then be changed to singles as well if you take ^^^ that suggestion
00:46:204 (3,4) - remove 4 and turn 3 into a single repeat
00:50:400 (1,2,3,4,1,2,1,2,1,2,1,2) - Huge potential for a spinner here
00:56:064 (2,1) - The stacking here is making this that much harder for a newer player to read or play. They'll end up rushing the end and possibly dying because of it.
TaraneeOnce again general spacing needs to be brought in line. even if this is the hard diff. the irregular spacing should show up more so in jumps and for moments of emphasis. Sparingly. You've slipped higher difficulty spacing design into a difficulty where it is meant to be introduced only lightly.
00:07:707 (5) - making this a single won't remove from it's emphasis and will give you room to work with. short sliders with this spacing will be quite difficult for players who've just gotten to playing hard. This is also a repeating element within the next 4 difficulties. saving it for later difficulties will give your spread some individuality for each map as the player climbs up.
00:08:022 (6) - this sliders end is an audible note with a lot of emphasis. a spot for the kind of jumps I mentioned earlier
00:10:120 (1,2,3,1,2,3,4,5) - Again ignoring vocals for barely audible instruments. Howcome?
00:23:546 (1,1,1) - This is the case of your bringing higher difficulty mapping into a lower difficulty. Singles will do the job just fine here.
00:26:064 (1,2,3,4) - converting this into
http://puu.sh/xoSLs.jpg is more than alright in this difficulty.
00:30:260 (1,1,1,1,1,1,1) - Spacing... They all don't require new combo as well. 1-2-3-4 will do the job better and tell the player that they are linked to the same beat.
00:33:197 (1,2,3,4,1) - This is not the rhythm here... this is
http://puu.sh/xoSQb.jpgYou haven't mapped this difficulty with balance and playability in mind for a player around hard difficulty level at all. The kiai is unbalanced and wonky to play. Not to mention overly punishing with the amount of distance changing that occurs almost too frequently.
00:56:064 (1,2,3,1,2,3,1) - clear example of this.
Cornelia00:27:323 (3,4,5) - Same rhythmic distance. completely different spacing. why?
00:28:162 (7,1,2) - Same story as earlier. Reading these as 1/2 jumps of the same distance in timing should be natural.
00:30:260 (1,1,1,1) - You seem to use this as a fill in mapping when you don't know what to map despite the song having plenty of sounds and instruments to cover. explore the song. There's more to express!
00:31:938 (1,2,3,1,2,3,1,2,3) - overmapping. fix repeating sections as well as this is far too intense for the section of the song the mapping is covering.
00:32:987 (3,1,2,3,4,1) - I've mentioned the correct form of this rhythm before. just to show you again it's
http://puu.sh/xoSQb.jpg00:46:413 (3,1,2,3,4,1) - Same as ^
Hay Lin00:07:393 (3,4,5,6,7) - you've changed from the double short slider to a full stream but it's not supported by the song. Howcome?
00:08:022 (8,9) - giving these the same circular motion leading off from the earlier stream will play better
00:11:798 - A speed up here doesn't do nearly as much as alternating the type of rhythm the player experiences would.
00:20:190 (1,2,3,4) - same thing you do from earlier difficulties. ignoring vocals when they have the focus.
00:26:064 (1,2,3,4,5,6,7,8,1) - leading the stream off from the repeater would make sense here. Right now I'm trying to figure out how you suddenly threw the player to that spot and then forced them to change direction so sharply
00:30:260 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1) - From bland repeaters to a straight up death stream with no support from the song and that clearly doesn't belong here.
Trying to avoid monotony and using overmapping to do so isn't playing out well for this example which occurs a lot in this difficulty. If the song has a repeating audio style. use more creative visual designs and explore different patterns and shapes.
Using increased spacing is no sin either, so try out more ideas instead of resorting to this sort of method to "fill the gap" of mapping you've got here
Prince PhobosThere's no punch to this difficulty. At all. You don't accurately cover the song or express the moments where the singer/instruments reach their pinnacle emphasis moments a lot of the time. the spacing is big all over which is preventing the big moments from shining to boot!
you can't have big moments without the small ones and right now this difficulty is nothing but big and wide spacing. there's little in the way of challenging technique design towards players within this skill range and the majority of the spacing shows a lot of forceful placement to meet the star rating but not the technical difficulty one would expect above 5 stars.
Expert maps are meant to be exactly that. Maps that challenge the players abilities in interesting and usually unforgiving ways both in aim, speed, tap and intensity. This map isn't doing any of that as it currently is in a way that makes it feel satisfying to play or pass.
Always assume the outsiders role and ask yourself this question: "is this a map I would play again if I played it for the first time?"
First impressions mean a lot. so put the effort in on a remap to create an instant "yes" for players that play this map!