hi this isn't serious and doesn't warrant DQ or anything, i'm just interested in your reasoning
00:01:780 - 00:09:521 - it's a little odd to me that you followed the percussion here, it's probably the most basic thing you could've done. there's nothing inherently wrong with it, it's just surprising to me
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my issue comes with the next section though
00:09:683 - 00:09:925 -
00:10:328 - 00:10:409 - 00:10:570 -
00:10:731 -
00:10:973 -
all these snare-sounding stuff are doubled, which would've been fine if not for the fact that
00:09:844 - 00:10:167 - 00:10:489 - 00:10:812 - these bass kicks have that bass line to them (i.e., there's an underlying "oopmh" or low-pitched hit if you want to call it that), which makes them stand out against those snares
however, you seem to have represented both of them in the same way, so we have things like 00:10:328 (10328|3,10328|0,10409|1,10409|2,10489|0,10489|3,10570|1,10570|2) - that seem out of place in first play because of that difference in sound quality
to support this "out of placeness" even further, the prior section (00:01:780 - 00:09:521) purely consists of doubles to those bass kicks, which already sets up expectations that a double is equivalent in sound quality/strength as those bass kicks players hear. so when you introduce the next section (00:09:521 - onwards) where there's a less bass-y kick that is doubled it just kinda doesn't mesh well. again, these aren't DQable stuff, it's just odd design choices.
these layering stuffs seem present throughout the map, so if you wanna be thorough you should look at every instance and see whether or not it's appropriate to you
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this next one is much more important
00:15:005 (15005|2,15650|1) - i just don't see how these notes deserve to be even acknowledged in play - i mean, there isn't even an existing percussion line on those two notes, and there's no piano note there either. it only gets messier when you consider the actual existing percussion lines on 00:14:844 - 00:15:086 - 00:15:489 - 00:15:570 - 00:15:731 - 00:15:892 - so players are left with hearing these sounds in play and only hitting notes where sounds are objectively weaker. this issue is compounded further by previous sections too, since you've only really followed the piano and the percussion up till that point, setting up more expectations of notes=percussion/piano, not some light-ass woosh sound. as mentioned before though, it's just an odd design choice to me.
yeah idk
our destiny
00:01:780 - 00:09:521 - it's a little odd to me that you followed the percussion here, it's probably the most basic thing you could've done. there's nothing inherently wrong with it, it's just surprising to me
_____________________________________________________________________
my issue comes with the next section though
00:09:683 - 00:09:925 -
00:10:328 - 00:10:409 - 00:10:570 -
00:10:731 -
00:10:973 -
all these snare-sounding stuff are doubled, which would've been fine if not for the fact that
00:09:844 - 00:10:167 - 00:10:489 - 00:10:812 - these bass kicks have that bass line to them (i.e., there's an underlying "oopmh" or low-pitched hit if you want to call it that), which makes them stand out against those snares
however, you seem to have represented both of them in the same way, so we have things like 00:10:328 (10328|3,10328|0,10409|1,10409|2,10489|0,10489|3,10570|1,10570|2) - that seem out of place in first play because of that difference in sound quality
to support this "out of placeness" even further, the prior section (00:01:780 - 00:09:521) purely consists of doubles to those bass kicks, which already sets up expectations that a double is equivalent in sound quality/strength as those bass kicks players hear. so when you introduce the next section (00:09:521 - onwards) where there's a less bass-y kick that is doubled it just kinda doesn't mesh well. again, these aren't DQable stuff, it's just odd design choices.
these layering stuffs seem present throughout the map, so if you wanna be thorough you should look at every instance and see whether or not it's appropriate to you
_____________________________________________________________________
this next one is much more important
00:15:005 (15005|2,15650|1) - i just don't see how these notes deserve to be even acknowledged in play - i mean, there isn't even an existing percussion line on those two notes, and there's no piano note there either. it only gets messier when you consider the actual existing percussion lines on 00:14:844 - 00:15:086 - 00:15:489 - 00:15:570 - 00:15:731 - 00:15:892 - so players are left with hearing these sounds in play and only hitting notes where sounds are objectively weaker. this issue is compounded further by previous sections too, since you've only really followed the piano and the percussion up till that point, setting up more expectations of notes=percussion/piano, not some light-ass woosh sound. as mentioned before though, it's just an odd design choice to me.
yeah idk