haha i haven't forgotten about this map . i promised you that i'll mod this, so let's get started .
Bold: Unrankable/must fix.
Red: You should fix it, but it's up to you.
Green: Suggestion. Feel free to ignore this if you don't like it.
Blue: Comment. I'll give you my opinion, advice, or curiosity about something.
[General]
consider adding which diff represents which so that people might not get confused over this. for example, Sunrise = Normal, Sunest = hard, etc...
add "小林美香" on the artist because this is her name in kanji, and because osu can read Japanese characters, but i'm sure you know about this .
[Sunrise]
00:00:431 (1,1) - personally, i can see these 2 wave sliders become even smoother. right now it flows awkward and it doesn't belong in with this part IMO. perhaps you can adjust these sliders so that it can give off a smooth feeling to the diff?
00:07:853 (1) - perhaps you can add a whistle at the repeat for emphasis in the guitar? i think it'll be more effective if you add a whistle here during gameplay.
00:20:224 (1) - keep the hitfinish, but replace the sample set to normal because it'll give off enough emphasis in the cymbals. the custom finish doesn't show emphasis IMO.
00:30:121 (1) - ^
00:36:307 (3,4) - i think that if you did this instead, the transition to the next note would feel a lor smoother to follow for players during gameplay IMO.
00:39:400 (2) - consider adding a drum clap at the beginning because it sounds similar to the drums in the BGM during gameplay IMO.
00:41:874 (3) - you should flip this slider vertically like this. right now the transition to the next note feels awkward to follow during gameplay.
00:46:204 (3) - for consistency with the current whistle pattern, you should add a whistle at the end of this slider. it feels as if the pattern suddenly stopped because of this note.
00:56:101 (3) - ^
01:07:235 (1) - for this one, the spinner appears too sudden for players and during the middle of the kiai. even though it's following the hold, the flow is broken during gameplay. you should map this part, but follow the vocals first, and then the BGM. it'll keep the flow steady for players during gameplay.
01:29:503 (1) - perhaps you could move this around so that it'll give off a somewhat smoother feeling to the diff? something like this is fine. if you do this, then you should do a copy+paste for (3) for a symmetric pattern IMO.
01:51:771 (1,3) - make these sliders symmetrical. right now, they look unfitting to play and it doesn't give off that smooth feeling to the diff IMO.
02:18:678 (4) - i feel that the transition feels awkward to follow as it stands, so i suggest moving this note down, slightly aligning to (3) for that smooth feeling to the diff during gameplay. it should look like this, or you can make (4) a straight slider for a symmetric pattern from (2,3). up to you.
02:22:080 (3) - add a whistle here. it feels empty without a hitsound pattern here IMO.
02:23:318 (6) - ^
02:25:173 (3) - a whistle should be added here for consistency with the current whistle pattern in this part during gameplay.
02:27:647 (2) - same as above, but at the beginning.
02:29:503 (2) - you should move this note up because the overlap from the previous (2) looks bad to look at during gameplay.
02:30:431 (4) - remove the repeat on this slider. i feel that the flow here plays inconsistently and it breaks the sense of rhythm in this quiet part.
02:39:090 - consider adding a 1/2 slider here to continue the transition so that it'll follow the drums. it feels as if the flow suddenly stopped for some odd reason IMO.
02:41:255 (1) - same as 00:20:224.
02:42:492 (3) - make the slider look like this. you just need to move the points around and voila, you got a symmetrical wave slider .
02:44:039 (4,5,6) - i'm highly suggesting a shape out of these 3 sliders, a trapezoid to be specific. that way the flow in this part is steady and easy to follow during gameplay. it looks like this and the code is in the box if you want to apply it.
02:57:028 (5) - the repeat slider in this part breaks the flow in this part because this starts at the drums and not at the vocals, so it might be a bit of a problem for players when they play this IMO. for this one, remove this slider, and add a circle in its place to follow the drums, next add a 2/1 repeat or move the 2/1 repeat up by 1/1 to where the spinner, then move the spinner up and reduce it by 1/2. i think doing this would make a lot of sense in this part IMO. if you don't understand, it should look like this.
03:09:090 (2) - what do you think of Ctrl+G on this slider? i think that it'll look fun for players to play during gameplay since it's going in a back and forth motion IMO.
03:13:729 (5) - you stopped the flow suddenly on this slider and the vocals are still going here, so add a repeat on this slider to keep the flow steady in this part during gameplay.
03:20:224 (6) - same as 00:20:224, but at the end of this slider.
03:30:740 (3) - this note sounds too loud to fit with the BGM and vocals, so add a timing point so that you can decrease the volume to 15% so that it'll fit the mood of the song and there would be no distractions in this part.
03:55:482 (1) - i think i can hear cymbals here, so add a finish at the beginning for emphasis in the cymbals in this part.
04:12:183 (4) - if you flip it the other way like this, the transition would be a lot easier to follow as it creates a path to get to from the previous slider during gameplay IMO.
[Sunset]
00:00:894 (3) - i think it'll sound more effective if you add a whistle at the beginning so that it'll go along with the BGM during gameplay in this part.
00:03:369 (3) - ^
00:05:843 (3) - ^
00:08:317 (2) - ^
00:32:595 (1) - keep your spacing consistent and the shape of the diamond pattern as well. it doesn't look nice to follow during gameplay for me. the pattern should look something like this so that the shape is easier to follow during gameplay in this part.
00:56:565 (7) - i think a stack on the end of (3) looks a lot neater and somewhat smoother to play during gameplay IMO.
01:20:688 (4) - this slider breaks the whole flow in the vocals considering that the vocals start 1/2 ahead and this is where the drums are, so for this part, you should replace this for a circle and a 1/1 slider so that it'll give off that smooth feeling to the vocals, as well is to keep the flow steady during gameplay.
01:25:637 (4) - ^
01:35:070 (3) - get rid of that red point and blanket around (1) because it'll look nicer and it should give off a smoother transition to follow during gameplay.
03:08:936 (2) - maybe you can move this to the left instead to the right for a smoother flow in the diff during gameplay?
03:14:503 (4) - same as 01:20:688.
03:46:204 (3,4,5) - you should consider on re-adjusting the position on these notes because right now, it feels a bit awkward to follow for me. something like this should work IMO.
[Void]
00:06:461 (5) - make this slider look like (3) because it'll be a symmetric pattern and it'll look smoother to follow during gameplay. you can do this, or something similar to this pattern.
00:08:162 (2,3) - it sounds unfitting to hear the whistle at (3), so move it to the end of (2) because i feel that it follows the BGM a lot better during gameplay.
00:19:296 (1) - you should add a finish here because it'll show emphasis in the cymbals in the BGM. right now it feels empty without the finish IMO.
00:20:998 (3,4,5) - to me, this rhythm doesn't fit with the vocals during gameplay. i feel that it breaks the flow if someone follows this IMO. i suggest something like this because i feel that it follows the BGM and vocals a lot smoother during gameplay.
00:31:513 (6) - stack this note on (1) because it'll keep the flow steady and it'll be easier to follow as well. right now it feels as if the flow in this part stopped so suddenly because of the stack.
00:34:142 (5) - consider removing the clap at the beginning because to me, it sounds unfitting to play when this note is hit during gameplay.
00:51:152 (1) - maybe you can replace this for a 1/2 slider because i can hear vocals at the empty 1/2 tick. i feel that if you add this, the flow would be smoother and possibly fun to follow during gameplay.
01:13:266 (5,6,7) - move these notes down, slightly aligning to the previous slider because right now, this pattern feels somewhat awkward to follow during gameplay.
01:57:956 (1) - for this one, consider adjusting this slider so that the ends don't overlap with the middle of (3). to me, something like that may bother other players IMO. something like this should work.
02:11:410 (8) - same as 00:31:513.
02:18:523 (6) - perhaps you can remove the slight overlap on (4)? players may find that distracting and it looks bad during gameplay IMO.
02:25:173 (6) - you have to be consistent in the hitsounding on this, so add a whistle at the beginning so that it'll be consistent with 02:22:699 (5) - since it follows a similar phrase in the vocals.
02:36:616 (4) - perhaps a NC here because of the change in the vocals in this part?
02:42:956 (2) - the flow from (1) feels really uncomfortable to follow for players considering that the direction (1) is taking, makes it even harder to give off that smooth feeling to the song. you should move this down, slightly aligning to the end of 910 to give off that smooth feeling and steady flow to this part of the song. it should look like this. if you do this, then it should be aligned to (5) for a symmetric pattern.
02:46:822 (3,4,5) - replace this for a 1/2 slider because i feel that the triplet doesn't fit with this part during gameplay. it breaks the flow in this part of the song during gameplay IMO.
03:01:049 (1) - ik you can make a smoother slider then this. it doesn't give off that smooth feeling to the diff at all IMO. you should make it look like this so that it'd give off a somewhat smooth feeling to the diff during gameplay IMO. if you can't do it, then the code is in the box.
03:53:472 (2) - doing a linear pattern like this feels boring to follow, so for this one, move this to the right, so that it'd form a triangular pattern. i think doing this would look fun for players to do during gameplay.
03:55:482 (1) - i highly consider that you add a finish at the beginning because not only it shows emphasis in the vocals, but i can hear the cymbals in this part of the song during gameplay.
and that's it. the map is almost ready, you just need a few more mods and i think it'll be ready to go. for now here's a star from me and GL .
Bold: Unrankable/must fix.
Red: You should fix it, but it's up to you.
Green: Suggestion. Feel free to ignore this if you don't like it.
Blue: Comment. I'll give you my opinion, advice, or curiosity about something.
[General]
consider adding which diff represents which so that people might not get confused over this. for example, Sunrise = Normal, Sunest = hard, etc...
add "小林美香" on the artist because this is her name in kanji, and because osu can read Japanese characters, but i'm sure you know about this .
[Sunrise]
00:00:431 (1,1) - personally, i can see these 2 wave sliders become even smoother. right now it flows awkward and it doesn't belong in with this part IMO. perhaps you can adjust these sliders so that it can give off a smooth feeling to the diff?
00:07:853 (1) - perhaps you can add a whistle at the repeat for emphasis in the guitar? i think it'll be more effective if you add a whistle here during gameplay.
00:20:224 (1) - keep the hitfinish, but replace the sample set to normal because it'll give off enough emphasis in the cymbals. the custom finish doesn't show emphasis IMO.
00:30:121 (1) - ^
00:36:307 (3,4) - i think that if you did this instead, the transition to the next note would feel a lor smoother to follow for players during gameplay IMO.
00:39:400 (2) - consider adding a drum clap at the beginning because it sounds similar to the drums in the BGM during gameplay IMO.
00:41:874 (3) - you should flip this slider vertically like this. right now the transition to the next note feels awkward to follow during gameplay.
00:46:204 (3) - for consistency with the current whistle pattern, you should add a whistle at the end of this slider. it feels as if the pattern suddenly stopped because of this note.
00:56:101 (3) - ^
01:07:235 (1) - for this one, the spinner appears too sudden for players and during the middle of the kiai. even though it's following the hold, the flow is broken during gameplay. you should map this part, but follow the vocals first, and then the BGM. it'll keep the flow steady for players during gameplay.
01:29:503 (1) - perhaps you could move this around so that it'll give off a somewhat smoother feeling to the diff? something like this is fine. if you do this, then you should do a copy+paste for (3) for a symmetric pattern IMO.
01:51:771 (1,3) - make these sliders symmetrical. right now, they look unfitting to play and it doesn't give off that smooth feeling to the diff IMO.
02:18:678 (4) - i feel that the transition feels awkward to follow as it stands, so i suggest moving this note down, slightly aligning to (3) for that smooth feeling to the diff during gameplay. it should look like this, or you can make (4) a straight slider for a symmetric pattern from (2,3). up to you.
02:22:080 (3) - add a whistle here. it feels empty without a hitsound pattern here IMO.
02:23:318 (6) - ^
02:25:173 (3) - a whistle should be added here for consistency with the current whistle pattern in this part during gameplay.
02:27:647 (2) - same as above, but at the beginning.
02:29:503 (2) - you should move this note up because the overlap from the previous (2) looks bad to look at during gameplay.
02:30:431 (4) - remove the repeat on this slider. i feel that the flow here plays inconsistently and it breaks the sense of rhythm in this quiet part.
02:39:090 - consider adding a 1/2 slider here to continue the transition so that it'll follow the drums. it feels as if the flow suddenly stopped for some odd reason IMO.
02:41:255 (1) - same as 00:20:224.
02:42:492 (3) - make the slider look like this. you just need to move the points around and voila, you got a symmetrical wave slider .
02:44:039 (4,5,6) - i'm highly suggesting a shape out of these 3 sliders, a trapezoid to be specific. that way the flow in this part is steady and easy to follow during gameplay. it looks like this and the code is in the box if you want to apply it.
SPOILER
02:49:606 (2) - perhaps you can blanket this note around (1) so that it'll give off a smooth feeling to the song during gameplay? it should look like this.324,244,164039,2,0,B|272:160,1,90
215,101,164657,2,0,L|119:101,1,90
64,168,165276,2,0,B|20:256,1,90
02:57:028 (5) - the repeat slider in this part breaks the flow in this part because this starts at the drums and not at the vocals, so it might be a bit of a problem for players when they play this IMO. for this one, remove this slider, and add a circle in its place to follow the drums, next add a 2/1 repeat or move the 2/1 repeat up by 1/1 to where the spinner, then move the spinner up and reduce it by 1/2. i think doing this would make a lot of sense in this part IMO. if you don't understand, it should look like this.
03:09:090 (2) - what do you think of Ctrl+G on this slider? i think that it'll look fun for players to play during gameplay since it's going in a back and forth motion IMO.
03:13:729 (5) - you stopped the flow suddenly on this slider and the vocals are still going here, so add a repeat on this slider to keep the flow steady in this part during gameplay.
03:20:224 (6) - same as 00:20:224, but at the end of this slider.
03:30:740 (3) - this note sounds too loud to fit with the BGM and vocals, so add a timing point so that you can decrease the volume to 15% so that it'll fit the mood of the song and there would be no distractions in this part.
03:55:482 (1) - i think i can hear cymbals here, so add a finish at the beginning for emphasis in the cymbals in this part.
04:12:183 (4) - if you flip it the other way like this, the transition would be a lot easier to follow as it creates a path to get to from the previous slider during gameplay IMO.
[Sunset]
00:00:894 (3) - i think it'll sound more effective if you add a whistle at the beginning so that it'll go along with the BGM during gameplay in this part.
00:03:369 (3) - ^
00:05:843 (3) - ^
00:08:317 (2) - ^
00:32:595 (1) - keep your spacing consistent and the shape of the diamond pattern as well. it doesn't look nice to follow during gameplay for me. the pattern should look something like this so that the shape is easier to follow during gameplay in this part.
00:56:565 (7) - i think a stack on the end of (3) looks a lot neater and somewhat smoother to play during gameplay IMO.
01:20:688 (4) - this slider breaks the whole flow in the vocals considering that the vocals start 1/2 ahead and this is where the drums are, so for this part, you should replace this for a circle and a 1/1 slider so that it'll give off that smooth feeling to the vocals, as well is to keep the flow steady during gameplay.
01:25:637 (4) - ^
01:35:070 (3) - get rid of that red point and blanket around (1) because it'll look nicer and it should give off a smoother transition to follow during gameplay.
03:08:936 (2) - maybe you can move this to the left instead to the right for a smoother flow in the diff during gameplay?
03:14:503 (4) - same as 01:20:688.
03:46:204 (3,4,5) - you should consider on re-adjusting the position on these notes because right now, it feels a bit awkward to follow for me. something like this should work IMO.
[Void]
00:06:461 (5) - make this slider look like (3) because it'll be a symmetric pattern and it'll look smoother to follow during gameplay. you can do this, or something similar to this pattern.
00:08:162 (2,3) - it sounds unfitting to hear the whistle at (3), so move it to the end of (2) because i feel that it follows the BGM a lot better during gameplay.
00:19:296 (1) - you should add a finish here because it'll show emphasis in the cymbals in the BGM. right now it feels empty without the finish IMO.
00:20:998 (3,4,5) - to me, this rhythm doesn't fit with the vocals during gameplay. i feel that it breaks the flow if someone follows this IMO. i suggest something like this because i feel that it follows the BGM and vocals a lot smoother during gameplay.
00:31:513 (6) - stack this note on (1) because it'll keep the flow steady and it'll be easier to follow as well. right now it feels as if the flow in this part stopped so suddenly because of the stack.
00:34:142 (5) - consider removing the clap at the beginning because to me, it sounds unfitting to play when this note is hit during gameplay.
00:51:152 (1) - maybe you can replace this for a 1/2 slider because i can hear vocals at the empty 1/2 tick. i feel that if you add this, the flow would be smoother and possibly fun to follow during gameplay.
01:13:266 (5,6,7) - move these notes down, slightly aligning to the previous slider because right now, this pattern feels somewhat awkward to follow during gameplay.
01:57:956 (1) - for this one, consider adjusting this slider so that the ends don't overlap with the middle of (3). to me, something like that may bother other players IMO. something like this should work.
02:11:410 (8) - same as 00:31:513.
02:18:523 (6) - perhaps you can remove the slight overlap on (4)? players may find that distracting and it looks bad during gameplay IMO.
02:25:173 (6) - you have to be consistent in the hitsounding on this, so add a whistle at the beginning so that it'll be consistent with 02:22:699 (5) - since it follows a similar phrase in the vocals.
02:36:616 (4) - perhaps a NC here because of the change in the vocals in this part?
02:42:956 (2) - the flow from (1) feels really uncomfortable to follow for players considering that the direction (1) is taking, makes it even harder to give off that smooth feeling to the song. you should move this down, slightly aligning to the end of 910 to give off that smooth feeling and steady flow to this part of the song. it should look like this. if you do this, then it should be aligned to (5) for a symmetric pattern.
02:46:822 (3,4,5) - replace this for a 1/2 slider because i feel that the triplet doesn't fit with this part during gameplay. it breaks the flow in this part of the song during gameplay IMO.
03:01:049 (1) - ik you can make a smoother slider then this. it doesn't give off that smooth feeling to the diff at all IMO. you should make it look like this so that it'd give off a somewhat smooth feeling to the diff during gameplay IMO. if you can't do it, then the code is in the box.
SPOILER
03:52:699 (6) - same as 01:57:956, this time, move this note up for that purpose.212,72,181049,6,0,B|284:72|260:120|236:172|324:172,1,160
03:53:472 (2) - doing a linear pattern like this feels boring to follow, so for this one, move this to the right, so that it'd form a triangular pattern. i think doing this would look fun for players to do during gameplay.
03:55:482 (1) - i highly consider that you add a finish at the beginning because not only it shows emphasis in the vocals, but i can hear the cymbals in this part of the song during gameplay.
and that's it. the map is almost ready, you just need a few more mods and i think it'll be ready to go. for now here's a star from me and GL .