[Easy]
00:29:156 (2) - maybe hitsound the end of this
02:56:305 (1) - stack under previous 1
03:07:258 (3,4) - if you could make these perpendicular that'd be pretty
03:15:353 (1) - if you could find some sort of longer-lasting custom hitsound for this it would be EPIC
Overall very beautiful and well-done. Definitely rankable and pretty close IMO
[Katsuri]
00:21:775 (1,2,3,4,5,6,7) - acceleration is a bit abrupt, maybe remove 4
00:27:251 (1,4) - the triplets don't make musical sense here
00:39:632 (4) - spacing?
00:49:870 (1,2,3) -
no in-combo jumps. This is unrankable. 00:52:013 (4,5,6) - ^
00:56:775 (6,7,8) - ^
01:58:680 (1) - looks weird
02:00:584 (2,3,4) -
no in-combo jumps02:18:448 (3,4,5) - ^
02:23:448 (5) - this set of jumps could be fixed by making this a new combo
02:31:067 (9) - the positioning of this note is wrong in so many ways I don't even know where to start
02:46:781 (1,2,3,1) - unintuitive spacing
02:53:448 (3,4) - move 4 out from under 3
03:08:686 (3,4) -^
02:57:972 (1,2,3,4) - I have to give you props this jump is actually intuitive enough to be on the border between rankable and not. I'd still suggest looking at it
03:13:210 (1,2,3,4) - ^
03:18:686 - a note here would be nice
Please match kiai times with the other difficulty. 3 minutes of no kiai at all followed by 1 minute of straight kiai with 4 fountains is not the way to go.
[Hard]
00:27:965 (3) - stack under fading 3
00:42:489 (5,6,7) - 5 and 7 cannot overlap like this, it hides the reverse arrow 2 is a bit ish here as well
01:00:108 (1,2,3) - either put hitsounds on these or put an inherit section to make them louder, it helps ramp up the excitement
01:43:918 (1,2,3) -
spacing is off, please fix.
01:47:132 (5) - this note is out of place given context, maybe remove it or put the triple a bit earlier
01:58:680 (1,2,3) - xD the expectations you've set up made it seem like 1 and 2 are a jump when they aren't. You might want to add an extra note or move them farther apart
02:01:775 (1) - stack under fading 5
02:02:251 (3) - stack under fading 6
02:14:162 (6,7,8) - move 8 so that it isn't hidden by 6
02:21:781 (5) -
no I can't allow this, sorry
02:25:591 (1,2,3,4,5) - whistles here sound weird
02:32:496 (2) - placing this in this location in a symmetry-heavy map begs the question of why it doesn't have a horizontally reflected counterpart
02:52:734 (1) - this jump feels wonky
03:12:496 (3) - stack the endpoint on the end of 2
03:13:210 (4,5,6,7) - completely defies the expectations set up by the rest of the map. It honestly feels like you just switched mappers in a random place
This map appears to focus on symmetry bolstered by building up expectations to tell players where and when they are supposed to click. That's perfectly fine but to make it work despite technical unrankability you need to focus on building those expectations up and NEVER defying them. If you can find a way to do that, this map is rankable - otherwise, you're going to need to do some serious remapping, especially Katsuri.