Hi.On the request of spboxer3.
In general, I think your skin doesn't really make a good impression. For one, the hitbursts aren't really fit for playing since they tend to do the job of obscuring the next note rather than be a natural-looking aspect of the map itself.
The pause overlay, skp button & spinner background all have different derivations, eg. Miku
I understand the overall trait in this is in the "harmony" so I suppose it is not really a problem.
I just suggest you get plainer and more consistent images if you're going to do such themes, because it's better if you don't have an element that's outstanding/or from a notable copyright eg. Miku and then have various other things mixed in.
To me, the skip button is the more glaring oddity.
I don't quite know how the cogwheel design for the hitcircle came about, though it's probably due to the BG being a train station with tracks.
But in that case, I don't understand why you didn't do the same for the spinner elements.
To be honest, your soft-hitclap is more reminisce of a place near streams/water since it has that "ripple" feeling.
Not to mention the string instrument used here is of oriental origin.
In conclusion, I suggest you re-do the hit0 ~ 300s
It is exasperating when the hit300 is the reason why my anticipation of the next approach circle is impaired.
For a map that emphasizes harmony and peace, it's not doing too well. Do something about this.
I'd suggest you have another combo color as well, maybe yellow-green for a mellow contrast with the blue.
Combo1 : 202,249,155
I don't mod Taiko maps, but
Boss Taiko Oni has it's timing section at - 00:00:186 - whereas the rest have theirs at - 00:00:192 -
Please have it the same on all difficulties.
Nothing on
Quiet.
Restful: - 00:26:212 (2,3) - Bit surprised why you decided to add slider-points since they're already too short to make any difference.
Spinboxer: - 01:39:528 (3,4,5,6,7,8,9) - Yes, this is pretty much exactly the thing that plays the worse with the hitbursts you have now.
- 01:44:579 (2,3,4,1) - Gonna tell you to be careful about this.
- 01:46:722 (1,2,3,4,1,2,3,4) - If you make sure the hitbursts are done so it's not this obscured, then this passes, but for now. No.
- 01:53:916 (4,1,2,3,4,5,6,7,8) - Feel that this whole thing is counter-effective, it just looks like a huge mess whether I see in editor or testplay it.
- 01:58:967 (1,2,3,4) - Covered up, again.
- 02:08:763 (1,2,3,4,5,6,7,8,1) - See, this pattern and arrangement isn't really flying because of the 2 sole combo colors and the hitbursts.
- 02:11:212 (1,2,3,4,5,6,7,8) - This does a worse job than above. Change this into a more intuitive jump section.
- 02:13:814 (2,3,4,5,6,7,8,1) - If you want to do something like this, then make sure - 02:13:967 (3,4) - have a new combo for easier identification.
Peaceful: - 00:44:273 (1) - Better if you reversed the position imo
- 00:49:783 (2) - This note is obscured by the previous note's hitbursts
- 01:38:457 (1,2,3) - I think this is a bit much here. I can play it, but I honestly don't think it warrants this kind of spacing.
- 01:39:069 (1,2,3) - ^
That's it.
Not really a fan of this leap in DS, but it's at least consistent.
This entire thing just mostly has needless issues arising from the skin in general, and it is annoying to mod with especially when you know these can be avoided.