hi this is a bad #modreqs modthanks for the mod :d
holy the keysounding is next level, it's sounding great thank gaia for that :^)
00:05:198 (5) - place it somewhere like (480,190)? Looks ok for me
00:07:989 (4) - place it somewhere like (50,250)? in this way it creates proper emphasis for 4 and a better flow imo. looks awkward so no
00:09:908 (2) - this is an insane diff so it could and should be two circles imo, it feels much better to make the downbeat (snare) clickable like this.
00:12:698 (2) - ^
00:15:489 (2) - ^
00:18:280 (2) - ^
00:21:070 (2) - ^
00:23:861 (2) - ^ etc., i won't point out every single one of them all rejected. The one I mapped looks better. Also all circle might make some players hard to play. Plus the fact that this is a calm part justifies the reason why I apply filler rhythm here
00:10:431 (3) - i noticed that the same part of the music is a pause only here and it is not everywhere else, making it inconsistent as of now. personally i think making every one of them a pause reflects the music better, and i think that's an easy fix to do if you turn each slider into two circles as i explained above. some of them would need a bit more re-positioning tho. I don't think it impacts the gameplay overall. But I'll give it into consideration the next time It is mentioned
00:29:791 (6,7,1) - it's okay to make this a stream in an insane diff this pattern is already hard in gameplay tho
00:33:280 (6) - move this a bit to the left to create a better flow with 00:32:757 (5) sure
00:34:501 (4,5,1) - there is no reason for these to be anti-jumps? why not \:d/
00:36:245 (1,2,3,4,1,2,3,4) - i think it's better to discard this design and map the rhythm according to the piano hitsounds, there is nothing in the music that suggests this. I'm following the orchestra music background. Which you will notice on 00:39:036 (1) -
00:46:361 (2) - ctrl g? Flows pretty harsh for a calm part so no
00:48:105 (3) - make this parallel with 00:48:454 (4) for a better flow? isn't it already parallel?
00:54:733 (2,3) - the flow is two linear here compared to the rest of the map, could use a bit of repositioning
01:06:419 (4) - ctrl g? nope
01:11:826 (3,4) - ctrl g each of them? ^
01:20:896 (1,2,3,4,5) - you could make all of these as jumps since it better reflects the music and you can do it in an insane diff. also more pp but lol. or more easily you could do the thing you did for 01:32:059 (1,2,3,4,5,6) for more consistency throughout the map. No jumps here. Backtracks on a consistent spacing provides enough
01:43:222 (1,2,3,4,5,6,1,2,3,4,5) - ^ as stated above
01:33:454 (1,2,3,4,5,6) - make 1,2 and 4,5 into sliders to reflect the difference in the hitsounds as opposed to 01:32:059 (1,2,3,4,5,6) , they are not the same Would break the structure I built so no fix
01:34:850 (1,2,3,4,5,6) - ^ ^
01:54:559 - this might be better as a circle? Would make the downbeat unclickable, that raises question on the nominators
01:55:257 - ^ ^
00:14:966 (3) - this should be clickable here as it is clickable for 00:12:873 (5) and 00:18:454 (5) . make 4 a slider like 00:17:757 (3,4,5)
00:51:245 (5) - it doesn't make sense to make the snare not clickable. a relatively big jump for 00:51:419 would reflect the music better.
in general the rhythm before the kiai seems to be very confused throughout the section, it's not clear whether you're mapping to the instruments or the vocals. i would personally prefer mapping to the vocals in a hard diff, but if the rhythm could revolve more tightly around either the instruments or the vocals throughout it could be a much more fun map. everything during and after the kiai seems mostly fine though, couldn't you try the thing you did there for everything else? I was focusing on the vocals mostly, but trying to get the piano in sync as well
i don't think i have to be nitpicky about easy or normal diff though, so that's it from me for now xd
i hope you rank the set, the hitsounds are too good to be wasted.