Heya, Ive got your PM and I have other maps infront of you in my queue - but I wanted to point a few
readability/feel-good things out.
Important! Everything I list here is only an example - these things are used throughout the map and if you fix one, then you should also fix the same thing later in the song again.
The one thing in Red is probably my most important concern about this map. That one should definitely not happen.
- 00:32:328 (5,6,7,8) - I'd highly suggest that you dont use (Triplet - Circle) as a stack, especially since you use many many lone triplets and even a 5-hit stack before that. Having that break after a triplet without any spacing can be, depending on the player, very difficult to read and an anti-fun thing to do.
- 00:43:065 (1,2,3,4,5,6,7) - If you can, space these just slightly more (even if it's only a few pixels) so that there's a noticable small gap inbetween them (some of them touch the ones below them, which doesnt look too good)
- 00:56:960 (1,2,3) - If you can, space these out. 3x 1/2 Circles stacked are pretty boring to play, as there's no movement to it. 2 hit stacks are fine (since it wouldnt be a stack otherwise, but 3 hit stacks arent really)
- 00:58:854 (4,5) - Equalizing the spacing on these kinds would be a good idea, so that the player doesnt have to suddenly
(randomly) change his/her movement speed on a pretty much straight line (because this can be pretty difficult)
- 01:06:433 (3) - How about a 4 hit Slider and a Circle for the white tick for these kinds? Adds more impact to the impactful beats and is more fun to play
- 01:32:960 (3,4,5,6) - There is no way that this spacing is justified. The music is comparably soft here, so why are there (almost) fullscreen jumps? Similar goes for the following huge jumps in that section
- 01:39:118 (2,4) - Stacking these under the Sliderhead acts as an antijump and isnt really recommended imo. Maybe you can place these on 256/316?
- 01:55:223 (2,3) - I think the DQ had something about strong beats in it. This here should be fixed. Your Slider has its head (the strong part) on the weak beat and its end (the weak part) on the strong beat, which shouldnt be the case. I mean, you even hitsounded the Sliderend with a "strong" hitsound. This happens more frequently in this bass-y section. The correct way to use it is like you did here: 02:02:644 (1,2) - for example- 02:03:907 (1,2) - meh. Symmetry aside, this plays as a bad antijump again. If you were to change the direction (like so as an random example
http://puu.sh/i8zj8/3f6ba9f7de.jpg) and not go there in a straight line, then that'd be okay. Again, changing the movement speed on a straight line is pretty difficult to perform correctly
- 02:18:749 (7,1) - To confirm the important point above, this is shitty to play
- 02:45:907 (4,5,6,7) - This is a weird thing to do. You see, 4 -> 5 has a longer break in time as 5 -> 6, so why are they spaced as if they were the same? This will probably just confuse players on when to actually hit (Since spacing should usually be in sync with the times on when to hit an object. This is how it should look:
http://puu.sh/i8zEO/d646f5eca4.jpg) 02:48:433 (4,5,6,7) - Is better, but could still be fiddled around with
- 02:56:960 (1,2) - Looks pretty weird/uglyish
- 03:05:802 (1,2) - Kinda sounds like it'd have another sound inbetween these two Sliders, acting like a triplet thing
- 03:12:118 (1,1,1) - Sounds more like
http://puu.sh/i8zOc/5f51826f2f.jpg (with increased SV if neccessary)
- 03:16:223 (2) - Has no sound
- 03:17:170 (1) - Repeat lands on an empty spot as well, the sound happens on the white tick after that. It also ends on nothing, which isnt good at all
- 03:19:696 (1,2) - These two Sliders also make little to none sense, really. It skips important beats by just ... uh. being there. Do something like this maybe:
http://puu.sh/i8A4T/b8e47a3925.jpg (This is 1/6 Snap)
- 03:22:854 (3) - The part after this one feels like it should be mapped. It even is stronger than the previous one and allows for fun repeatslider gimmick stuffs.
- 04:08:486 (6,7) - With all the previous movement in these sections, this stack seems out of place
- 04:29:802 (3,4) - 04:37:381 (3,4,5) - Antijumps again, you know what I want to say with these
- 05:12:118 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - :v I dont know, I dont really feel like this fits to the music. Out of nowhere small-spaced circles of boring-y-ness or sth D: What comes after that works much better, so why change it to something bad at first?
As an counterexample to all the bad antijumps, 04:37:696 (6,1) - is pretty good. The player can hear that the music has some kind of stop/rewind/reverse bass thing going on, so a stack/antijump is very well placed here
Small rant-y opinionReally not a fan of this yet, sorry. I wont blame the old-style-esq. of this map, but "old" is called "old" for a reason. There are new, better, innovative things out there to fiddle around with, so "old" things arent as interesting anymore (and yes, I know that the map is, in fact, old (3 years?)). The map itself is pretty straight forward with not too much variation, but that might be because that's the nature of the song (I listen to (Euphoric-)Hardstyle alot, so I can relate). It also has breaks on some of the most interesting bass-y parts, which shouldve been mapped for extra fun in my opinion.
And also, the spacing is kinda messed up. Consistency is key.