Hey, m4m from your queue!
[General]
[In Collosus]
[General]
- Your soft-sliderslide99 is unused, which goes against the ranking criteria as it states that you mustn't have any useless files in the beatmap folder.
- Likewise, the following hitsounds have a delay >5ms:
soft-hitfinish.wav
soft-hitfinish2.wav
soft-hitfinish3.wav
soft-hitfinish4.wav
This also goes against the ranking criteria, as it is important that hitsounds provide proper feedback. I would use a program like audacity to get rid of the delay.
[In Collosus]
- Combo colour 5 (the dark blue) is too dark. When using a 100% dimmed background, it blends in, causing reading difficulties.
- 00:26:110 (1,2,3,4,1) - I'd tone these jumps down a bit, considering that the music is very calm right now. Although drums do make an appearance, the overall intensity of the song isn't enough to justify this spike in difficulty. It'll also make the sudden jumps at 01:16:650 (2,3,1,2) - stand out more.
- 00:43:677 (4,1) - I would increase the distance between these two notes. (1) lands on a comparatively strong sound in the music, so it'll better represent the music that way.
- 00:50:434 (1,2) - It'll flow better if you moved (2) so that it's in the trajectory of the cursor, as it won't have to do any awkward angle changes. Perhaps an area like x80 y40 would work?
- 02:24:488 (2,1) - I would change the shape/angle/position of (1) a bit, because it is directly overlapped by (2). I highly recommend you do this because the ranking criteria states that you should avoid directly overlap slider trails, and that players may have trouble reading it. Even if they could read it, these kind of directly overlapping sliderbodies look a bit out of place and finnicky. Same applies for 02:33:137 (2,1) -
- 02:45:299 (3) - Shouldn't this slider start on the red tick after? Because that is where the guitar strum starts, and it is the stronger sound. You've done it this way with 02:45:840 (3) - and etc. so I don't see why this should be any different. Same issue applies for 02:49:623 (3) - , 02:53:948 (3) - , 02:58:272 (3) - , etc.
- 02:49:894 (1,2,3) - You know, I think it would be really cool if you kept the circular flow for these sections going one direction throughout. The music is quite repetitive here, so I don't see why you're suddenly making the cursor change direction when the song doesn't call for it - there isn't a strong sound to justify the change in circular flow. Same with 03:02:867 (1,2,3) - , 03:15:840 (1,2,3) - , 03:55:840 (1,2,3) - , 04:00:164 (1,2,3) - etc.
- 04:23:947 (1,2,3) - You should reverse the circular flow here, like you've done with 04:18:271 (1,2,3) - and 04:14:487 (1,2,3) - . The consistency is important because I thought you only reversed circular flow on the strong sound, or when the grizzly vocal kicks in, but this pattern breaks that idea. Same goes for 04:39:082 (1,2,3) - too, along with some areas in the second kiai as well. (such as 06:25:838 (1,2,3) - ).
- 05:22:460 (2,1) - Perhaps you could move (1) so that it is directly in the middle of the end and head of (2). This'll make it structurally consistent, making it look nicer.
- 06:48:540 (1,2,1) - Make it so 06:48:811 (1) - gets the most emphasis out of these notes. Right now, the most emphasised note is (2) which isn't that intuitive since it is on a comparatively weak sound. Moving (2) to an area like x356 y232 or x368 y316 should do the trick
- 09:02:861 (1) - Can we please not do this? The map goes from being a highly aim orientated map for 9 whole minutes. And then suddenly at the end, you throw in a massive 100+ note spaced deathstream. Absolutely nothing in the song foreshadows the appearance of this stream later on, so it just appears sudden and unwarranted. Either get rid of this stream, which is what I would recommend; or find places in the song where you can place difficult streams so this doesn't appear so sudden.