err yea, literal rhythm does sounds like that, so i guess i'll change part for 01:59:254 (2,3) - 02:11:885 (2,3) - 02:18:201 (2,3) - 02:19:780 (2,3) - but simply ctrl+g feels weak tbh since my original is to make 01:59:648 - the only active for closure after slider, and adding two circle after slider kinda overshadow the emphasis both on mentioned timestamp and contrast between latter object such as 01:59:912 (5,6,7) - . so i guess i'll change the part to strengthen the adjusted rhythm.
i'll keep 02:05:570 (2,3) - as it is since variety won't hurt and this part isn't exactly the main melody
im p sure insane just forgot to adjust the HP. will change to 4.5 for now
for top diff, i kinda wanna make the HP reflect the map's difficulty progression. for slow section there's lesser object but decreased difficulty, so it's technically are easier section, but a slight slip up could bust out the HP bar with minimal recovery objects. contrary to that, chorus have many recovery window because of how dense the objects + many NCs, but a slight slip up could pretty much spell a fail gameplay because of how the chorus section are constructed. the HP are directly related to the map's concept, but not the song.
but since the expert only have 5 HP, i will readjust the top diff to 6 to not make an unnatural spread setting.