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LiSA - Brave Freak Out -TV ver.-

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Total Posts
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Topic Starter
_DT3
This beatmap was submitted using in-game submission on Monday, December 25, 2017 at 12:01:48 PM

Artist: LiSA
Title: Brave Freak Out -TV ver.-
Source: クオリディア・コード
Tags: Qualidea Code OP Opening Risa Oribe Tomoya Tabuchi Koichiro Takahashi 10th Single ShogunMoon Astarte Mir LCFC LowComboFC Plaudible Lasse A_r_M_i_N Armin Kibbleru
BPM: 205
Filesize: 16704kb
Play Time: 01:27
Difficulties Available:
  1. A r M i N's Belief (5.91 stars, 405 notes)
  2. Another (5.16 stars, 380 notes)
  3. Collab Normal (2.23 stars, 185 notes)
  4. Kibb's Extra (5.86 stars, 420 notes)
  5. Lasse's Insane (4.64 stars, 372 notes)
  6. LCFC's Hyper (3.71 stars, 294 notes)
  7. Mir's Advanced (2.92 stars, 224 notes)
  8. Plaudible's Insane (4.24 stars, 323 notes)
  9. Shogun's Easy (1.69 stars, 121 notes)
Download: LiSA - Brave Freak Out -TV ver.-
Download: LiSA - Brave Freak Out -TV ver.- (no video)
Information: Scores/Beatmap Listing
---------------
Season 1: Opening | Ending
Season 2: Opening | Ending
Season 3: Opening | Ending


Easy - by ShogunMoon
Normal - by Astarte + _DT3
Hard/Advanced - by Mir | LowComboFC
Insane - by Plaudible | Lasse | _DT3
Extra - by A r M i N | Kibbleru

Deleted Expert - by Evanescent-
allein
wip
Lasse
http://puu.sh/uyIT9/8df6d25b15.zip
4.64
not having any kiai set was intentional
will probably copy over hitsounding from another diff later
Topic Starter
_DT3
Updated with Lasse's and LCFC's diffs!
Shocola
hyper and insane have no video. kds pls

xD
Topic Starter
_DT3

[-Chocola-] wrote:

hyper and insane have no video. kds pls

xD
Aaaaaa
A r M i N
gud shit man
Kibbleru
hey can u increase my diff's stack leniency? it was from lasse's diff so its really low rn

also if u want u can think of some custom diff name for my diff, up to u.
Topic Starter
_DT3

Kibbleru wrote:

hey can u increase my diff's stack leniency? it was from lasse's diff so its really low rn

also if u want u can think of some custom diff name for my diff, up to u.
Oky, gonna do with the next update
Lasse
seems like my combocolors ended up on all diffs, cute

hitsounded my diff (just copied kibb's with some changes) and fixed some things
http://puu.sh/uFlrB/11dcb40970.zip
should be my last update until this gets mods
(add a silent soft-sliderslide22.wav for me, I forgot..)
Topic Starter
_DT3
Sorry for the long wait, but I updated now!
Changed Kibbleru's Diffname No it's not referencing anything and lowered stack leniency
Added Lasse's Update and Hitsounds and updated Evanescent's Expert
Nowaie
Some irc with turtle
20.04 _DT3: Ey o/
20.05 DTM9 Nowa: aye
20.06 _DT3: Would you quickly be able to check an Extra, I am not too confident with it :c
20.08 DTM9 Nowa: Yea
20.08 DTM9 Nowa: I'll just update sofia quickly
20.08 _DT3: The Big Cat gave an update? :o
20.10 DTM9 Nowa: done
20.10 _DT3: Oky
20.10 *_DT3 is editing [https://osu.ppy.sh/b/1236254 LiSA - Brave Freak Out -TV ver.- [Extra]]
20.10 _DT3: Also after that can I do a quick IRC with you on osu!favorites lol
20.11 DTM9 Nowa: I still have an essay to do
20.11 DTM9 Nowa: so i don't really have time for mods
20.12 DTM9 Nowa: Is there something specific in the extra that'd need chacking
20.12 _DT3: Then I'll just mod it on the forum
20.13 _DT3: Just if it doesn't seem somewhat "random"
20.13 _DT3: I feel like there isn't exactly a specific style used
20.14 _DT3: (Thing is, I'm thinking of remapping it cause of that, but dunno if I should really be doing it)
20.14 DTM9 Nowa: 00:18:486 (1,3) - There is small stuff like this, where the head of 3 is kinda covered by the other slider
20.15 DTM9 Nowa: 00:34:015 - Ignored a drum beat
20.16 DTM9 Nowa: 00:33:489 (3,4,5) - The 5 here doesn't really feel like it'd represent the sound it's mapped on properly (too small spacing)
20.17 DTM9 Nowa: 00:40:841 (1,1,1) - Little bit randomly dense NCing
20.17 _DT3: Oops
20.17 _DT3: Think it will be readable though?
20.17 DTM9 Nowa: Which one?
20.18 _DT3: The triplet
20.18 _DT3: Like, it's similar to 00:38:891 (1,2,3) -
20.18 DTM9 Nowa: umh
20.18 DTM9 Nowa: Just NCing the first one should do the thing
20.18 _DT3: Oky
20.19 DTM9 Nowa: if all of them are NCd that usually implies that you changed the BSD
20.19 _DT3: Oh yeah
20.21 DTM9 Nowa: Any reasons to the smaller spacing here 00:46:543 (1,2,3) -
20.22 DTM9 Nowa: The song just seems to be hyping up so small spacing... idk
20.23 _DT3: I wanted to make the player feel the contrast to 00:46:093 (1,2,3) - which seemed notably more intense imo (but to keep it a bit harder I used linear spacing)
20.26 DTM9 Nowa: 00:48:493 (1,2,3) - I'm kinda concerned as most of the players play this kind of patterns as pretty much "hold notes" (they don't move at all) the slider leniency in the tailpoint of the slider only covers a small amount of the intital head
20.27 DTM9 Nowa: Well there isn't really anything wrong with them (so you can just go and say "oh dear, i hope an object in a game didn't hurt your feelings") so they should be just fine
20.27 _DT3: Ok
20.27 _DT3: I did test it, it seemed fine to me but I'll se what others might think
20.27 _DT3: *see
20.29 _DT3: If you hit it very close to the bottom, you might get a 100
20.30 DTM9 Nowa: Yea ik
20.30 _DT3: But if you hit it in the center it's a 300 which is what most players would do I think
20.31 DTM9 Nowa: yea
20.32 DTM9 Nowa: 00:49:543 (1) - rankable but only barely
20.33 _DT3: Ye
20.34 DTM9 Nowa: 00:59:146 (1) - I don't know how well does the curve work here as the next objects are here 00:59:596 (2,3,4) -
20.35 _DT3: I'll curve it more outwards
20.35 DTM9 Nowa: 01:00:346 (1) - The map seems to suddenly end here, maybe you could continue little bit further as a lot of the mp3 is still unused :^)
20.35 _DT3: :^
20.36 _DT3: Think the Extra is fine though?
20.36 DTM9 Nowa: yea
20.36 _DT3: O
20.38 _DT3: So, no remap? :o
20.38 DTM9 Nowa: Unless you insist to
20.39 DTM9 Nowa: not needed
20.39 _DT3: Oky
20.39 _DT3: Oh also
20.39 _DT3: Think the SV is fine?
20.40 DTM9 Nowa: Fits to an energic song
20.40 _DT3: Oky
20.41 _DT3: Thank youuuu
Kibbleru
did some changes

SPOILER
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 49919
Countdown: 0
SampleSet: Soft
StackLeniency: 0.5
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
DistanceSpacing: 0.9
BeatDivisor: 4
GridSize: 32
TimelineZoom: 2.899999

[Metadata]
Title:Brave Freak Out -TV ver.-
TitleUnicode:Brave Freak Out -TV ver.-
Artist:LiSA
ArtistUnicode:LiSA
Creator:_DT3
Version:Kibb's Belief
Source:クオリディア・コード
Tags:Qualidea Code OP Opening Risa Oribe Tomoya Tabuchi Koichiro Takahashi 10th Single
BeatmapID:1236255
BeatmapSetID:582520

[Difficulty]
HPDrainRate:7.5
CircleSize:4
OverallDifficulty:8.5
ApproachRate:9.4
SliderMultiplier:1.76
SliderTickRate:1

[Events]
//Background and Video events
0,0,"745180[2].png",0,0
Video,0,"OP video.avi"
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

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Combo2 : 130,200,230
Combo3 : 255,230,140
Combo4 : 250,190,230

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132,91,85102,2,0,L|127:178,1,88,2|0,0:0|0:0,0:0:0:0:
244,165,85402,1,8,0:0:0:0:
201,329,85552,6,0,B|207:265|207:265|238:227|238:227|244:162,1,176,2|0,0:0|0:0,0:0:0:0:
244,165,85928,1,0,0:0:0:0:
244,165,86003,1,10,0:0:0:0:
333,92,86153,1,0,0:0:0:0:
137,58,86303,2,0,P|180:54|224:47,1,88,2|0,0:0|0:0,0:0:0:0:
408,296,86603,1,8,0:0:0:0:
497,246,86753,6,0,P|432:190|348:207,1,176,2|0,0:0|0:0,0:0:0:0:
349,206,87128,1,0,0:0:0:0:
349,206,87203,1,0,0:0:0:0:
496,349,87353,1,2,0:0:0:0:
334,102,87503,1,8,0:0:0:0:
231,336,87653,1,10,0:0:0:0:
429,147,87803,1,8,0:0:0:0:
185,56,87953,6,2,B|202:122|172:187|172:187|206:163|253:165,1,220,6|0,0:2|0:0,0:1:0:0:
Topic Starter
_DT3
Updated!
Yoges
SPOILER
M4M from the queue. Only gonna mod finished/finalized diffs.

[General]
  1. Video file isn't being used for some of the diffs. Also the video quality is pretty shit. Try get someone to encode a better one for you if you don't know how. ezek and Shad0w1and are both really good at it.

[Kibb]
  1. 00:38:291 (1,2,3,4) - I don't see what would call for such intensity between the (3) and (4). I see this bit of the music as setting up the song to transition into the next calmer section by kind of resetting the energy from the last verse with the lowering muted bass tones. I think you should reflect that by creating a pattern here that uses low spacing and subtle movement to force the player to reset their momentum.
  2. 00:38:291 (1,2) - 00:38:891 (1,2) - You could solve your problems here by just going "git gud n lern 2 reed" that's up to you but I think a little consistency couldn't hurt especially with the higher tempo of the song. It gets difficult to distinguish 1/2 from 1/4 just with AR for faster songs like this. Either manual stack all the 1/2 notes in the song so they don't look the same as 1/4 notes or lower the stack latency some more till 1/2 notes don't stack.
  3. 00:46:093 (1) - 00:46:543 (1) - 00:46:993 (4) - In terms of movement you could do more to express these vocals along side following the drums. Atm like you're just flinging your mouse from side to side for this pattern which isn't enough for me. I think it would be better if you were to use this or something like it that puts emphasis on the vocal hits with repetition or something else that causes jerky momentum resets.
  4. 01:03:797 (6,1) - 01:06:348 (6,1) - Compared to other instances of this pattern these ones have lower spacing that break momentum when there isn't anything to express in the music by doing so. The second one especially.

[A r M i N]
  1. 00:00:482 (1,2,3,4,5) - I'm curios, why this rhythm? Are you trying to put emphasis on the pitch changes in the snares? If you are then could you maybe not have a slider for the (3) or do something a bit more different for (4,5) cause the pitches pair the later 2 while the first is on it's own.
  2. 00:32:739 (1) - Need more emphasis through angles for this slider cause of the vocal like you have for 00:34:840 (5,1) - . Movement between from the (4) before it into itself is too smooth.
  3. 00:38:666 (2,4) - These don't exist. And rhythm wise the transition from the stream into the 1/1 notes is more natural with 1/2 notes at the end if you delete these.
  4. 01:16:700 (5,6,7) - Why do you think that's appropriate here? What is there to express by breaking the movement from before with co-linear jumps? Only thing I can think of is vocals but if it is that then I think replacing the (5,6) with a slider would be more appropriate. Breaking movement with linear jumps is more appropriate when there's a sound on EACH object the vocals only land on the (5) and possibly the (6) if you want to map the guitar passively and express the vocals "hold" feel.

[Evanescent]
  1. 00:24:487 (1,2) - Maybe Ctrl+G these cause atm cause for these 00:24:187 (5,1,2) - the movement is like a down stroke and then a sharp jump in the general direction opposite to where you were going and then down again which doesn't really fit the music here. Stuff here should be subtle and smooth.
  2. 00:31:689 (1) - Ctrl+H would be nicer cause it's a bit more smooth, momentum from the previous objects is making the mouse want to veer off to the left and slightly downwards but to hit the (1) the player needs to move upwards at right angles to that which is a little clunky for these sounds. Ctrl+H just turns that clunkyness into a more clockwise rotational movement while still emphasizing the vocals.
  3. 00:48:193 (1,2,3,4,1) - Would be better in this kind of area of the screen cause you continue the jump pattern with the head of the stream which doesn't cause and weird deceleration that wouldn't be fit for the music.
  4. 00:58:996 (6,1) - The vocal on the (1) is really prominent you need more emphasis on that through spacing and angles. Rotated 180 and put in the lower middle of the screen is a suggestion.

[Lasse]
  1. 00:15:485 (1,2) - Unlike horizontal movement vertical movement is weird. Upwards strokes are different to downwards strokes. In general I've noticed that downwards strokes feel more powerful because with downwards strokes you're contracting your muscles. Contracting is easier than relaxing so they create different feelings that are appropriate in different scenarios. Here I think the music calls for the extra power so Ctrl+G would be better.
  2. 00:25:688 (1,2,3,1,2,3) - Repetition like this is very useful for generally expressing sounds that tend to have something that needs emphasis on each first note (Like you've done here 00:46:093 (1,2,3,1,2,3,1,2,3,1,2,3) - ) which I'm not seeing for the (1)s here. It just doesn't feel appropriate for these sounds that gradually get more intense. Rotating the second set of 3 notes 180 and scaling them up before putting them back in place would be something I think would fit better.

[Plaudible]
  1. 00:25:688 (1,2,3,4) - Those could be spaced more to reflect the build up. Bit underwhelming atm.
  2. 00:07:383 (5,1) - Maybe stack the (1) on the 5 instead? I get the movement but it's just the slider's more suited to accepting clockwise motion into it as opposed to anti-clockwise movement. Stacking just eliminates that and makes it snappy.

[LCFC]
  1. 00:07:083 (3,4) - That would be a better rhythm cause then you'd be actively mapping vocals
  2. 00:30:939 (2,3) - That's pretty easy to mistake for a 1/2 gap cause of the rhythm density in this section.
  3. 00:29:288 (1,2,3,4,5) - Ok so you've essentially switched to mapping the guitar here because it gets a bit prominent but you should stick it through with the (4) and (5) as well by continuing to map it actively. I see why you switched to the vocals again but the transition is clunky cause you're switching between 2 different elements really abruptly in the space of like 3 beats. It just more natural this way cause there's less music element transitions.

Mir's diff looks fine to me.
Topic Starter
_DT3
This is not dead x)
I'm just slow af, thanks btw! (Will get to your map tmr)
C00L
:b:iscord mod
So @_DT3 00:23:287 (1,2,3,4,1,2,3) - these don't really make sense with the others since previous ones were like small spacing transitioning to the bigger spacing, 00:28:988 (1,2,3) - you could increase spacing on stuff like this to underline the higher intensity vocals that that pattern offers, something that 00:28:688 (1,2,3) - doesnt offer. 00:31:389 (5) - I don't understand why you sometimes place the really high dominant vocals on stuff like slider ends or under stacks sometimes, but i guess thats subjective cuz you're following the drums, still really noticable whilst playing making it feel a bit underwhelming. Sliders like 00:38:891 (1) - don't require a third red anchor inbetween the top and bottom btw to work, see if you delete this https://puu.sh/xBRJy/fc5b2f29e0.png the slider will look no different. 00:48:193 (4) - spacing p low compare to stuff like 00:47:893 (2) - which doesn't have neither snare or vocal on it yet it's higher, makes the (4) not seem special or emphasised at all, even though it offers quite a lot of possible feedback. I like those sliders here 00:48:493 (1,1,1) - they're pretty cool. 00:51:794 (4,5) - Now the biggest issue is stack representation, you represent stacks as 1/2 gaps sometimes (like there) and sometimes as 1/1 gaps like 00:53:594 (2,3) - here, the stacks don't really follow any sort of pattern as to how they're placed but sometimes they are stacks and sometimes they aren't. Stuff like keeping a stack for a 1/1 gap and doing something like 01:02:597 (4,1) - this for example would make the gameplay far more readable. If not even slight differentiation amongst them would make a difference like slightly overlaping the 1/1 gap or vice versa.

it has p cool ideas the map
like 00:11:134 (1,2,3) - for example
Topic Starter
_DT3

C00L wrote:

:b:iscord mod
So @_DT3 00:23:287 (1,2,3,4,1,2,3) - these don't really make sense with the others since previous ones were like small spacing transitioning to the bigger spacing, 00:28:988 (1,2,3) - you could increase spacing on stuff like this to underline the higher intensity vocals that that pattern offers, something that 00:28:688 (1,2,3) - doesnt offer. 00:31:389 (5) - I don't understand why you sometimes place the really high dominant vocals on stuff like slider ends or under stacks sometimes, but i guess thats subjective cuz you're following the drums, still really noticable whilst playing making it feel a bit underwhelming. Sliders like 00:38:891 (1) - don't require a third red anchor inbetween the top and bottom btw to work, see if you delete this https://puu.sh/xBRJy/fc5b2f29e0.png the slider will look no different. 00:48:193 (4) - spacing p low compare to stuff like 00:47:893 (2) - which doesn't have neither snare or vocal on it yet it's higher, makes the (4) not seem special or emphasised at all, even though it offers quite a lot of possible feedback. I like those sliders here 00:48:493 (1,1,1) - they're pretty cool. 00:51:794 (4,5) - Now the biggest issue is stack representation, you represent stacks as 1/2 gaps sometimes (like there) and sometimes as 1/1 gaps like 00:53:594 (2,3) - here, the stacks don't really follow any sort of pattern as to how they're placed but sometimes they are stacks and sometimes they aren't. Stuff like keeping a stack for a 1/1 gap and doing something like 01:02:597 (4,1) - this for example would make the gameplay far more readable. If not even slight differentiation amongst them would make a difference like slightly overlaping the 1/1 gap or vice versa.

it has p cool ideas the map
like 00:11:134 (1,2,3) - for example
Thanks C00L!
To sum it all up, I changed the stack placement in the kiai to be more appropriate
00:23:287 (1,2,3,4,1,2,3) - Not really sure what you mean here, I think it's appropriate to use this pattern and spacing here since this part has only sliders and differentiates like that from the rest
00:31:389 (5) - Yeah, following drums here, following the vocals is obvious whenever it's followed though
The anchors, yeah... xd
00:48:193 (4) - I do think it's emphasized enough by the placement here, the vocal intensity is at it's lowest there hence the spacing
00:28:988 (1,2,3) - I'd rather keep the transition consistent all over since those are just lead-in vocals to the next part anyways

Also changed 00:25:688 (1,2,3,4) - after a suggestion from rizen a q p w
lcfc
shieet it's back (will reply to yoges' mod later)
MaridiuS
mod from queue

[General]
I dislike having the soft-hitclap30 or normal-hitclap30, they are far too loud compared to the songs snares, I suggest either changing them or removing the hitsound at all.
Confused to hitsounding choices, you have hitsounds on custom 30 and custom 1 to be rather similar, I suggest arranging all difficulties to be identical without excess copy pasted hitsounds. Except GD's that really have prominent different hitsounding. I noticed the similarities between kibb and armin here.

[kibb]
00:06:333 - to about 00:13:985 - The section is started with plenty of suggestions that the vocals will be the main thing followed in it 00:06:333 (1,2,1) - by making all of these as sliders, so assumed it will be based on doing that throughout the section like here 00:09:483 (3,1) -
00:07:308 (5) - overmap
00:08:133 (1,2,3) - little weird that only here the triple is curved while the rest are all straight
00:08:733 (1) - Too little spacing, it is given 0 emphasis, neither is this repeated in the section as a structure, so I recommend not doing unconventional emphasis unless a section is based on that.
00:24:787 (2) - since the 1/4 guitar or whatever it is still lingers, I suggest making this into 3/4 too, and for a reason two 3/4's and two 1/2's, a conventional patterning style musically and in osu! mapping ;d
00:26:138 (4) - this breaks the impact on the guitars that suggest an increase of intensity, I don't think you should dismiss the intensity that drastically from previous jumps, and should rather consider increasing.
00:34:240 (2,3,4) - is this done with the intention of variety, because I really prefer the guitar/drum following done earlier 00:29:889 (4,5,6) -
00:36:490 (1,2,3,4,5) - Drums or vocals, 00:36:940 (2) - as you started following vocals in the first grouping, this ends on a really important sounding vocal, therefore nullufying their intensity and abruptly switching to drums that don't have a strong first note to start its patterning. I strongly suggest either make the later slider into 2 circles, you can make the second circle a slider if you want to follow vocals.
00:56:445 (5,6,7) - i suggest lowering this spacing and make the vocals more pronounced 00:56:895 (1,2) - , lisa made my ears bleed, thanks. The guitar to me sounds chill compared to strongly impactful vocals really soon. 00:56:445 (5,6,7) - if anything compare it to 01:06:048 (4,5,6) -
00:57:796 (7) - really don't see a reason for big spacing from a 1/4 slider jump.
01:03:947 (1) - pretty chill spacing for a earbleed vocals, I like you, just wish that the rest of entire of map was even more chiller if it should stand this way ;d


[a r m i n]
00:01:213 (3,4) - Don't really like these being soft, they're clear drum hits and should also be drums or normal idk
00:01:506 (1) - this looks like it is unsnapped in the new timing line, I believe this to be unrankable.
00:06:333 - seems like you have two inhereting points here
00:06:333 (2) - I suggest giving this one more emphasis, it is really impactful compared to other cymbal/guitar sounds.
00:10:534 (3) - suggest in making this a triple, its a drum roll afteroll xd
00:19:536 (1,3,4) - a bit confused as to why are you switching from drum (questionable following) to 00:22:087 (1,3) - vocals here
00:26:288 (1,1) - pattern seems perfectly fine without these being NCed.
00:32:664 - could use this note, its a snare or something.
00:34:540 (4,5,1) - small suggestion, but giving them big spacing would be dope, since the snares are different than the rest, and it sounds louder with the guitar backing it up strongly. I'd give special notice to this.
00:35:890 (4,5) - you could make this into 4 circles since every note is either a kick or a snare, and would prepare the players for the jumps to come.
00:38:666 (2,4) - these seem to be overmapped, therefore I suggest to make the notes on white/red ticks into kickslider to follow the nature of 1/4, without feeling like overmap.
00:47:293 (1,2,3,1,2,3) - little confused to why is the intesity dropping here in the map, its lower than when it started.
00:53:144 (1) - strong guitar cymbal kick gets less spacing, and simply flow than random 00:52:994 (5) - snare, I don't suggest that.
00:54:045 (4) - not sure what is this following when the vocal hit is here 00:53:895 (3) -
00:57:045 (2) - earbleed vocals given 0 emphasis :V
00:58:396 (2) - also no need to make this 1/1 when it doesn't follow vocals, + it ends on a rather strong beat that could be made to use to emphasize the last jumps before the section ends.
00:58:621 - what is this inheriting point doing here
01:03:947 (1) - earbleed vocals again 0 emphasis ;v
01:05:147 (1) - in order to keep the cymbal guitar hits the most emphasized, you could give this an red anchor not make it go off screen with given bigger spacing.
01:06:498 (1) - impactful head and sliderend, I recommend to make it into 2 circles, otherwise I don't really understand why is it a slider, when you usually follow vocals with sliders like here 01:06:798 (2) -
01:07:023 - 01:05:823 - random inheriting points, there are even more stray green lines, revisit and delete.
01:16:850 (6) - instead of giving this low spacing (since it has a kick on it, I suggest not to) I suggest giving this one instead 01:16:550 (4) - since its just a hithat, the only exception in the jump pattern of not being a kick or snare.

[evanescent]
00:29:889 (3) - don't recommend ending it on what it ended right now at all. Sounds really important.
00:31:089 (3,4) - not realizing what is being followed here at all, I suggest following the vocal layer as it is the only one really noticeable.
00:37:090 (3,4) - everything is alternating between kicks and snares, yet you map them the same way as done earlier in the section with more chill rhythms, I suggest making more of this into circles.
00:43:017 - really loud drumhit here, please do not ignore it.
00:50:744 - sorry but I just don't the rhythm here. I'm not sure what is being followed, you're using sliders for random snares and random beats, not on prominent vocals or guitar layers. 00:51:794 (5) - example you use a slider here where the sliderend also has a prominent vocal
00:52:394 (3) - this is following a bland snare, when there are prominent vocals on its end
00:52:694 (4) - this is being a slider, when it has a strong sliderend kick
00:54:045 (4) - you can either follow this guitar here, a little noticeable or 00:54:345 - the vocals here for a slider. The problem is not that you're following snares, but that it is done inconsistently, sometimes not given snares a slider. Which becomes really confusing to what are sliders actually being used for.
00:54:645 (1) - not to mention this skipping a snare, it seems like utter chaos
00:56:895 (3) - this ending on an earbleed vocal. Etc, I will stop modding the rest since I think you got the point that I don't understand what is going on, and the problem is if I don't with looking at the map in depth, how are the players supposed to?

Anyways thanks for tricking me, dt3, GD's have nothing really special, no interesting spacing usages, aesthetical concepts, unusual rhythm usage that makes sense in a way etc. But guess I liked the song kinda xd
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