04:06:542 (3,1,2,3,1) -
doesnt flow that well but the bigger problem I have is that the emphasis is inconsistent, the first one 02:04:486 (3,1,2,3,1) - has a lot of counter flow or whatever you want to call it to emphasize the sound better. I understand that this section has different purpose compared to the first section but it'd be nicer if they get properly emphasized in correlation to the overall map
Right, the feedback I can give you on this map are following
For visual, I think you should go for less stack leniency, so circles dont move around too much, for these type of maps, visual clarity is very important, you want a clean rectangular look to them
https://imgur.com/a/bwMmK3A
Some of your streams are not really following the grid style rule, they felt to me more like 2010 2012 maps streams, they are ok to play which is why I havent point out much about your streams. but honestly it'd be nicer if you just choose to have 1 distinct style instead of mixing them up like this, since you did grid style stream sometimes, you should keep it consistent with the rest, its all over the place with some being circular(ish) some grid style, some insane, and some tech stream
For the mapping
Your map is very very inconsistent in the rhythm choice and spacing/emphasis department. you can see a lot of my posts are generally asking you to be consistent. An advice I can give is that you have to remember what you mapped before, and if you're currently mapping according to what you've set up before. This helps the map being consistent, and feels like a "whole picture" instead of disjointed parts
Example, if you choose to map out main melody, you should stick with it through the entire map. Dont think that its "boring" or "repetitive", because in actual gameplay they dont actually last that long compared to looking at them in editor. And it helps with clearer gameplay goal.
On the rhythm choice front, an advice I can give you is that you should generally aim to have a main focus alongside a sub focus. It'd play much better, feels much more full. Currently this map feels empty most of the time. I can see that when you run out of main melody to map, you kinda just gave up and put random slider/circle or straight up not map them at all.
I can offer you a sample and explain what is the difference and thought process (sort of) to give you a better idea
Im gonna give you an example for comparison
https://litter.catbox.moe/x6cgor.mp4 (current)
https://litter.catbox.moe/q4dfin.mp4 (example)
You can see the difference in feelings right, one is much more exciting, less empty feel, and you can tell the main focus is clearly main melody, the drum is just there to pad out the section. this is what I meant by main/sub focus. I choose to mainly follow melody but Im not ACTIVELY avoiding drums, I map them out if they just so happened to be there, so when main melody is not here, I can instead map drums, because I've already mapped drums before, the players wont be surprised by sudden introduction of clicking drums instead of melody when melody is not here.
I also kept the aesthetic consistent rectangular, it looks much cleaner, and the spacing is different depend on the strength of the music, so it feels tighter and more right.
I also kept the rhythm choice consistent, 01:08:702 (10) - 01:09:314 (4,5,6) - 01:10:539 (1,2,3) - , the first one did not get the repeating slider because I want to convey to the player that the difficulty is starting to go down a tiny bit, since the absolute most exciting part is over, which is the start of the kiai 01:03:804 - , this also builds back up the drop, like the difficulty rise again in exciting part 01:13:600 - thus this part feels much more important, more emphasis and feels more impact. This is a conscious decision made by a mapper to decide how they want players to feel/play the map. These 3 sliders, repeating or not have similar feel and impact to them because of the surrounding.
01:08:702 (10) - this is counter flow from a double burst 01:08:472 (8,9) - , its 180 degree counter flow, giving it a lot of impact
01:09:926 (6) - this here is 90 degree flow change, giving it less impact, but still a lot of impact because it broke the pattern of 01:09:314 (4,5) -
01:11:151 (3) - same with the one before, you can see clearly these are a set, and the main melody's sound represented by exactly these, the expectation is met
I kept all of these things consistent with my goal (represent main melody, make it hard, give impact to important things)
Overall the general advice is, if you choose something you should stick with it until the end, there are exceptions but I dont think they matters that much to you right now so I'll skip over that. Remember what difficulty/rhythm/representation/beat you used before, see if they fit into the map or not
01:35:641 (1,2,3,1,2,3,4,5,6,1,2,3) - you set it up as dense with a lot of circles in 1/8, then you suddenly slow it down with no major change to music, this is inconsistent
01:31:967 (1,2,3,4,5,6,7,8) - should be mapped as stream to keep it consistent, this here does not need that much of a decrease in difficulty or density for cooldown period
01:23:396 (4) - through this section you chose to map it slow with focus on main melody, I get that but the emphasis is wrong, the drum has higher emphasis than the main melody at 01:24:620 -
Im not gonna lie Im definitely skewed towards having these triples and they are easy to hit for me and my friends/playtesters(bias as it may be). Its not that uncommon to see these sort of bursts in high 5 star as well. if I remove them it'd just be gimping the map of a fun ""simple""(maybe) flow for me. Im just gonna close this out since Im not planning to change it or nerf it.
I'll just accept its not a simple map anymore and its sprinkled with some tech
I personally really think its fine for these sort of flow to be at this level since its high 5 star
I know that during mapping but I'd inevitably run out of space or make it extremely monotone and not dynamically fun anymore. so I used flow to compensate for the spacing.
01:04:503 (1,2,3) - this one has relatively simple and easy to read placement, plus its the introduction of this vocal + pattern combo on kiai so I want it to have larger impact
01:17:837 (1,2,3) - this one iirc I wanted to give it less spacing because its a repeat melody of the first one so it should have less impact/impact matters less. I still gave it really sharp flow change twice to compensate for it though
01:15:837 (4,5,6) - this one also has really sharp angle, general idea behind it is the same
01:07:837 (4,5,6) - this one also has sharp angle
I'd disagree since the main point of these 3 bursts are breaking flow for the suddenness of the vocal. the first 2 bursts will definitely get you used to the third burst and it'd be easy to instinctively hit the third burst I believe, it wouldnt be super noticeable that the song itself doesnt have support for the third burst due to the introduction of this suddenness and the predictability of this pattern
Im not sure since I want to contrast 00:38:003 (4,5,6) - and not to overmap this part, I put it 1/1 reverse because I want it to slow down before the speed up to build it up