02:08:811 (1,2,3,4,5,1,2,3) - I feel like there's a missed opportunity here to build off of the rhythmic concept built up in 02:04:811 (1,2,3,4,5,1,2,3,4,5). Especially since players might be primed to play 1/1 slider -> 1/2 gap -> 1/1 slider type rhythms from the previous section, I feel like a rhythm like this might build off of your previous ideas more eloquently (in mapping terms):
https://osu.ppy.sh/ss/19154439/446e
Please ignore the placement of the objects, the timeline is the important part xd
01:51:811 (4,5,6) - I'm finding that this rhythm breaks the pattern that you've established for this section. The bread and butter of this last kiai seems to be this 1/1 slider -> 1/1 slider -> hitcircle sequence used twice in a row, so when it starts up again at 01:50:811 (1,2,3), I feel conditioned to play the next measure with the same rhythm. With the current pattern, I feel like some players may click 01:52:311 (5) too early.
My suggestion is to map it with the same rhythm as 01:50:811 (1,2,3).
01:36:311 (3,1) - Although this is a 1/1 gap, this pattern has the same spacing as 01:33:311 (3,1), 01:34:311 (3,1), and 01:35:311 (3,1) which the player is conditioned to read as a 2/1 gap. I think players will not be prepared to click 01:36:561 (1) in time.
I would suggest halving the jump distance of this pattern.
01:08:412 (1) - This isn't the most egregious slider to exist but I think that this slidershape might be too convoluted to read for the average hard diff player. There's a lot happening at the sliderbody intersection, and there's lots of red nodes that make the sliderpath a bit unclear. Especially with the slidertail so close to the intersection, I think some players will get a bit tripped up reading this slider.
I would suggest reworking the slider so that the visual density of the sliderbody intersection is less heavy.
01:58:811 (1,2,3,4) - Feel like this is a bit too underwhelming for the final kiai. With three empty 1/1 gaps there's a lot of lack of hitsound/tapping feedback. I think even if they were all mapped as 1/2 sliders the pattern would feel much more complete and representative of the intensity of the song at this point.
00:30:412 (1,2,3,4,5,1,2,3,4,5) - I feel like this rhythm does not actually exist in the song and it feels very weird tapping the rhythm
01:16:412 to 01:29:811 - I feel like this section tried to establish a very strong, intentional concept, but then deviated from it in a few places in very noticeable ways that it kinda falls apart feeling a bit awkward/unpolished.
In this section, I see a patterning concept where the entire section is mapped in a clockwise rotational diamond pattern. It starts from 01:17:335 (1,2,3,4,1,2,3,4,5,6,1,2,3), but then suddenly experiences a flow reversal for no reason. Then there's 01:21:272 (4) which seems to break out of the diamond silhouette, and same with 01:22:790 (4). And then during the speed-up it goes back to clockwise rotating diamond/square.
Disclaimer PERSONAL OPINION: I think this section would be super fire if 01:16:412 to 01:23:072 was mapped as a clockwise flow diamond which doesn't rotate, and then starting from 01:23:072 to 01:28:561, you start rotating the diamond as it has already been done. I think that something like this would make the concept look much more complete and intentional.
00:38:037 (4,5,6,7,1) - I feel like this rhythm is deceptively challenging in this section. It's one of the only patterns that gives the player a 1/2 active tapping gap before a burst.
The only other two instances are 00:43:162 (1,2,1,2,3) and 00:47:787 (3,1,2,3) but I feel like these are used to emphasize unique parts of the kiai, whereas the initial pattern mentioned falls on a "bread and butter" section of the song.
I would simplify the rhythm in that pattern to make it stand out less in a part of the song that doesn't need to be accentuated.
02:07:748 (1,2,3,4,5,6) - This is the only 6-note burst in the map. It being 6 notes isn't really the problem per se but it's the only burst that starts on a blue tick and has an even number of notes.
Is this an intentional choice? It plays very differently imo without really having any musical justification for doing so.
My suggestion would be to just delete 02:07:748 (1) and then move the burst a bit further out somewhere, hopefully keeping it more in line with the type of rhythms that a player might become accustomed to playing at this point in the map.
01:41:436 (2,1,2,3,4) & 01:42:436 (2,1,2,3,4) - Bit of a subjective thing but the 1/4 sliders before the triple stacks makes this section of the kiai feel like emphasis is being put on the wrong part of the song. It's less so the slider and moreso the fact that the rhythm is tap -> 1/4 gap -> tap -> 1/2 gap -> triple. In particular, the 1/2 gap before the triple creates a very noticeable tapping strain, especially when compared to every other triple stack following this part of the song. (except 01:44:561 (2,3,1,2,3) but this plays differently)
Compare to patterns like 01:45:561 (1,1,2,3), 01:48:061 (4,1,2,3), 01:50:561 (1,1,2,3), etc...
These later patterns all give the player a whole beat to prepare for the 240 BPM triple, whereas the two mentioned patterns do not. Since this isn't done anywhere else in the map I'd suggest reworking those two patterns to follow a more consistent rhythm with the rest of the kiai.
01:11:662 (2,3) - imo this would be nice spaced out a bit more. In this part of the song before the speedup starts happening, you've got 01:09:662 (1,2), 01:13:662 (2,3), and 01:15:662 (1,2) all being fully-spaced, so this one is just kinda the odd one out.
00:13:662 (1,2,3,4) - I feel like the spacing on this could be upped a bit. In your previous "WOOH" sound effects, you have much higher spacing (00:05:662 (1,2,3,4) and 00:09:662 (1,2,3,4)) which helps make the slow section feel a little bit more dynamic.
I feel like having the spacing as is rn, the second half of the intro feels very slightly underwhelming with how it makes the overall cursor velocity relatively static/constant.
Same as above with 00:17:662 (1,2,3,4) to a slightly less extent.
02:14:061 (1) - NC on this isn't particularly "bad" imo but it does go against the previously built up concept of NC for each 1/2 jump separated by 1/1 active click gap. At this SR it's unlikely to trip up most players but up to you if you want that to be an intentional NC design choice.
Personally feel like 02:14:061 (3) could be un-NC'ed and 02:14:311 (1) gets NC'ed.
01:53:811 (1,2,3) - Thoughts on spacing this pattern more like this: https://osu.ppy.sh/ss/19154220/e6bb
01:54:311 (3) overlap under 01:54:061 (2) is whatever but I feel like the 01:54:061 (2) slider overlap under the slidertail of 01:53:811 (1) is kinda el trollo
01:38:561 (1) - not particularly important but I feel like I naturally want to play this slider ctrl+g'ed. Thoughts?
02:08:811 (1,2,3,4,5,1,2,3) - I feel like there's a missed opportunity here to build off of the rhythmic concept built up in 02:04:811 (1,2,3,4,5,1,2,3,4,5). Especially since players might be primed to play 1/1 slider -> 1/2 gap -> 1/1 slider type rhythms from the previous section, I feel like a rhythm like this might build off of your previous ideas more eloquently (in mapping terms):
https://osu.ppy.sh/ss/19154439/446e
Please ignore the placement of the objects, the timeline is the important part xd
01:51:811 (4,5,6) - I'm finding that this rhythm breaks the pattern that you've established for this section. The bread and butter of this last kiai seems to be this 1/1 slider -> 1/1 slider -> hitcircle sequence used twice in a row, so when it starts up again at 01:50:811 (1,2,3), I feel conditioned to play the next measure with the same rhythm. With the current pattern, I feel like some players may click 01:52:311 (5) too early.
My suggestion is to map it with the same rhythm as 01:50:811 (1,2,3).
01:36:311 (3,1) - Although this is a 1/1 gap, this pattern has the same spacing as 01:33:311 (3,1), 01:34:311 (3,1), and 01:35:311 (3,1) which the player is conditioned to read as a 2/1 gap. I think players will not be prepared to click 01:36:561 (1) in time.
I would suggest halving the jump distance of this pattern.
01:08:412 (1) - This isn't the most egregious slider to exist but I think that this slidershape might be too convoluted to read for the average hard diff player. There's a lot happening at the sliderbody intersection, and there's lots of red nodes that make the sliderpath a bit unclear. Especially with the slidertail so close to the intersection, I think some players will get a bit tripped up reading this slider.
I would suggest reworking the slider so that the visual density of the sliderbody intersection is less heavy.
01:58:811 (1,2,3,4) - Feel like this is a bit too underwhelming for the final kiai. With three empty 1/1 gaps there's a lot of lack of hitsound/tapping feedback. I think even if they were all mapped as 1/2 sliders the pattern would feel much more complete and representative of the intensity of the song at this point.
00:30:412 (1,2,3,4,5,1,2,3,4,5) - I feel like this rhythm does not actually exist in the song and it feels very weird tapping the rhythm
01:16:412 to 01:29:811 - I feel like this section tried to establish a very strong, intentional concept, but then deviated from it in a few places in very noticeable ways that it kinda falls apart feeling a bit awkward/unpolished.
In this section, I see a patterning concept where the entire section is mapped in a clockwise rotational diamond pattern. It starts from 01:17:335 (1,2,3,4,1,2,3,4,5,6,1,2,3), but then suddenly experiences a flow reversal for no reason. Then there's 01:21:272 (4) which seems to break out of the diamond silhouette, and same with 01:22:790 (4). And then during the speed-up it goes back to clockwise rotating diamond/square.
Disclaimer PERSONAL OPINION: I think this section would be super fire if 01:16:412 to 01:23:072 was mapped as a clockwise flow diamond which doesn't rotate, and then starting from 01:23:072 to 01:28:561, you start rotating the diamond as it has already been done. I think that something like this would make the concept look much more complete and intentional.
00:38:037 (4,5,6,7,1) - I feel like this rhythm is deceptively challenging in this section. It's one of the only patterns that gives the player a 1/2 active tapping gap before a burst.
The only other two instances are 00:43:162 (1,2,1,2,3) and 00:47:787 (3,1,2,3) but I feel like these are used to emphasize unique parts of the kiai, whereas the initial pattern mentioned falls on a "bread and butter" section of the song.
I would simplify the rhythm in that pattern to make it stand out less in a part of the song that doesn't need to be accentuated.
02:07:748 (1,2,3,4,5,6) - This is the only 6-note burst in the map. It being 6 notes isn't really the problem per se but it's the only burst that starts on a blue tick and has an even number of notes.
Is this an intentional choice? It plays very differently imo without really having any musical justification for doing so.
My suggestion would be to just delete 02:07:748 (1) and then move the burst a bit further out somewhere, hopefully keeping it more in line with the type of rhythms that a player might become accustomed to playing at this point in the map.
01:41:436 (2,1,2,3,4) & 01:42:436 (2,1,2,3,4) - Bit of a subjective thing but the 1/4 sliders before the triple stacks makes this section of the kiai feel like emphasis is being put on the wrong part of the song. It's less so the slider and moreso the fact that the rhythm is tap -> 1/4 gap -> tap -> 1/2 gap -> triple. In particular, the 1/2 gap before the triple creates a very noticeable tapping strain, especially when compared to every other triple stack following this part of the song. (except 01:44:561 (2,3,1,2,3) but this plays differently)
Compare to patterns like 01:45:561 (1,1,2,3), 01:48:061 (4,1,2,3), 01:50:561 (1,1,2,3), etc...
These later patterns all give the player a whole beat to prepare for the 240 BPM triple, whereas the two mentioned patterns do not. Since this isn't done anywhere else in the map I'd suggest reworking those two patterns to follow a more consistent rhythm with the rest of the kiai.
01:11:662 (2,3) - imo this would be nice spaced out a bit more. In this part of the song before the speedup starts happening, you've got 01:09:662 (1,2), 01:13:662 (2,3), and 01:15:662 (1,2) all being fully-spaced, so this one is just kinda the odd one out.
00:13:662 (1,2,3,4) - I feel like the spacing on this could be upped a bit. In your previous "WOOH" sound effects, you have much higher spacing (00:05:662 (1,2,3,4) and 00:09:662 (1,2,3,4)) which helps make the slow section feel a little bit more dynamic.
I feel like having the spacing as is rn, the second half of the intro feels very slightly underwhelming with how it makes the overall cursor velocity relatively static/constant.
Same as above with 00:17:662 (1,2,3,4) to a slightly less extent.
02:14:061 (1) - NC on this isn't particularly "bad" imo but it does go against the previously built up concept of NC for each 1/2 jump separated by 1/1 active click gap. At this SR it's unlikely to trip up most players but up to you if you want that to be an intentional NC design choice.
Personally feel like 02:14:061 (3) could be un-NC'ed and 02:14:311 (1) gets NC'ed.
01:53:811 (1,2,3) - Thoughts on spacing this pattern more like this: https://osu.ppy.sh/ss/19154220/e6bb
01:54:311 (3) overlap under 01:54:061 (2) is whatever but I feel like the 01:54:061 (2) slider overlap under the slidertail of 01:53:811 (1) is kinda el trollo
01:38:561 (1) - not particularly important but I feel like I naturally want to play this slider ctrl+g'ed. Thoughts?