as you requested
[general]
*might be nice to start decreasing the volume from 01:43:044 - as the song's fading slowly and the hitobjects are getting louder which is not really good
*4939524-omega+flowey bg is still in the folder? o_o
*disable widescreen support and enable countdown they're both useless at this moment
*tags are missing
[easy]
*00:16:518 (2) - you've just missed an hitwhistle at slider's tail
*01:01:991 (3,1,2) - the flow is a bit broken here as i can see why? it's because it flows a bit weird and the movement of the cursor feels a bit uncomfortable imo something like this =>
http://puu.sh/xDL4B/16babfcea2.jpg would improve the flow really much (yeah you have to re-arrange 01:04:518 (2,3) - pattern ;_;)
*01:10:202 (2,1) - tbh, i would avoid doing 2/1 stacks here as it is an easy diff and the target players might confuse it with an 1/1 stack so would be better to unstack them // 01:20:307 (2,1) - same*01:20:939 (1,2) - you started to nerf here all of by sudden but frankly, this is inconsistent to 01:00:728 (1,2) - as the song's intensity remains the same imo considering to do the same here as you did with your previous pattern // 01:31:044 (1,2) - same
[normal]
*from 00:20:307 (1) - the overlaps are a little bit crampy and with hr mod they will look even less noticeable try to make them less crampy (i mean a bit noticeable lol) // 00:45:570 - those are even almost not noticeable D:*00:11:465 (3,4) - that's pretty weird to change the rhythm as the song is still similar you didn't use 1/2 polarity on your previous patterns which makes inconsistent with the first patterns imo as the song remains the same lol would be nice to do the rhythm as you did for the first measure of song's intro
*00:14:623 (4) - missing hitwhistle on slider's head
*
01:00:097 (5) - never and EVER use something like this in E/N diffs the target players aren't familiar enough with slider with multiple repeats yet would be better to replace it with 2 1/2 sliders would be more appropiate for the diff itself (but you have to nerf this one 01:00:728 (1,2,3) - a bit to make the overall rhythm and pattern familiar to target players)*01:03:254 (1,2) - 1/2 polarity doesn't work really well here because the instruments are changing at 01:03:570 - so it's not an extension try something different here like make from this 3/4 slider an 1/1 slider for instance // 01:13:359 (1,2) - same // 01:23:465 (1,2) - etc.
[hard]
*ar8 on an hard diff? o_o it might play rough and also it's pretty higher cool it down to 7
*00:04:518 (2) - a hitwhistle on its head would be nice for the piano part // 00:14:623 (2) - same
*01:30:412 (3) - this one can use only two repeats like the previous 1/4 sliders with repeat, 01:29:781 (1,2) - the player might confuse it with an 1/4 slider with two repeats and he/she can get easily a sliderbreak (that happened to me aswell) also it is the only 1/4 slider with three repeats from 01:29:781 (1,2,3) - // 01:40:518 (3) - same
[insane]
*ar9 plays fine, but in the way how the diff was mapped, ar8.5 would be much better imo
*00:00:097 (1) - talking about intro's jumping structure, 00:00:412 (2,3) - has the spacing bigger than 00:01:044 (3,1) - and i'm asking why does 00:01:044 (3,1) - not has jump aswell the piano is still intense....well, a bit intense anyway it would worth spacing them more than putting only antijumps because:
1. it plays a little bit weird lol
2.there's no any given emphasis nor build-up effect to the piano by putting only antijump
that applies on whole 00:00:097 (1) - ~ 00:00:097 (1) - section*00:21:728 - i don't understand why you leave 1/1 gap here and on the rest of this section the music is still ongoing and on that 1/2 tick there's a pretty noticeable beat so a 1/2 circle there would be nice in order to give emphasis to that beat there's actually no reason to leave 1/1 gap // 00:31:833 - same
*00:24:728 (4,1) - you still can space them more because you'll give more emphasis and build-up effect to the instruments, even if you decreased the sv of 00:25:044 (1) - // 00:34:833 (4,1) - same
*00:25:360 (1,2) - // 00:26:623 (1,2) - // 00:27:886 (1,2,3) - etc. now seriously why do you use antijumps where the instruments are so intense? :c it plays pretty weird here as antijumping and it does not even give enough emphasis to the intense instruments consider spacing them more
*01:03:254 (1,2,3) - // 01:03:886 (1,2,3) - // 01:07:044 (1,2,3) - etc. same discussion about jumping structure it's obvious that 01:03:570 (2) - let's say is more stronger than 01:03:728 (3) - so 01:03:254 (1,2) - should be spaced more and 01:03:570 (2,3) - less because at 01:03:570 (2) - the beat is very intense and prominent and it really deserves more emphasis and build-up effect, not 01:03:728 (3) -which has less intensity *01:45:570 (1,2) - these are overlapping uuugh
http://puu.sh/xEtOK/b7cecd1c1a.jpg[determination]
*00:10:518 (2,3) - // 00:11:781 (2,3) - // 00:13:044 (2,3) - // 00:15:570 (2,3) - etc. their spacing is less than of the patterns in insane consider spacing them more*00:21:728 - // 00:31:833 - same thing as i said in insane with 1/1 gap thingy in addition stopping in the middle of the song when it is so intense can make the play pretty weird and a bit confusing imo
*00:49:360 (1,2) - the song's intensity is the same as 00:46:833 (1) - does so you have to space them like you did at 00:46:833 (1) - // 00:48:097 (1) - the song gets more intense here a little bit so this is not taken in consideration
*01:09:886 (3,4) - // 01:10:518 (3,4) - spacing them like this (that's an antijump actually) makes it to play pretty confusing and uncomfortable tbh consider spacing them more as the song is still so intense that's why it plays confusing and uncomfortable at its current state // 01:19:991 (3,4) - same // 01:20:623 (2,3) - etc.
*01:20:465 (1) - this NC isn't supposed to be here as the new stanza isn't here
i know the kiai is very intense but you have to cool down a bit the spacing seems kinda overdone imo xd
gl!