I value playability when making maps. Placing the quad in that area makes it too difficult and uncomfortable to hit.
I'm not saying that difficult maps are bad
This applies from 28.850 to 37.250. I'd also like to see https://quavergame.com/mapset/map/16360/mods#mod_1153 applied in this part of the music as well. There are also cases where singles should be turned into jumps, such as these two notes: (30200|3,30500|1). Please apply these changes wherever applicable.
I would suggest layering this as a hand, because both the piano melody and the piano chords land on this beat. This should be applied accordingly throughout this section.
A general suggestion I have is to make your usage of 1/6 streams consistent throughout the map. A good example of inconsistent 1/6 usage can be found at 2:16.850, where you transition from 1/6 to the light handstream you were using a few seconds earlier without any cue in the music to justify it. I'm not going to point it out when I get to it in the mods below, but it's very important so please adjust your 1/6 streams to either represent a certain motif in the music or follow an artificial pattern on your part. Whichever you choose, just be consistent with where you use 1/6 streams and it will turn out well. (You used an artifical pattern for placing 1/6 streams very well at 2:19.400 where, despite there not being much in the music to justify it, your inclusion of 1/6 streams works well because you had your own pattern for where to place them, which makes the section overall pleasing compared to if you had placed them more arbitrarily.)
When I make the map, I don't give the map a logical basis, and I try to add interesting patterns when playing suitably with the song. It's a difference in mapping style, but I definitely felt that my maps lacked consistency, so I decided to fix this.
This applies from 19.250 to 37.250. I feel that the piano is underrepresented in this section. There are a few extra notes which you could chart which would make this section better: specifically, I would like to see the piano sounds at 19.287 and 21.612 included each time they appear throughout this section. This jump at the beginning (19250|1,19250|2) could be changed to a 1/8 grace, like this: https://gyazo.com/3cf358b17aae1b0a4844f34f050bbdd3
I think adding a third LN here would give this sound more impact and make the map's flow more engaging. This applies to all subsequent appearances of this motif.
No reason for this to be a jump rather than a single.
because of the main melody
thanks for mod :D
These should be changed to quads, like you did in the map a few seconds earlier.
I value playability when making maps. Placing the quad in that area makes it too difficult and uncomfortable to hit.
I'm not saying that difficult maps are bad
These notes should be removed to improve flow, as the more heavy instrumentation doesn't come in until after these notes end.
That part is different from the same part in front, but it's not big so I think it'll be okay
Seeing as you stopped the stream to emphasize the percussion here, I would suggest removing these two notes as well.
A note should be added on 3 to make this a hand.
This applies from 28.850 to 37.250. I'd also like to see https://quavergame.com/mapset/map/16360/mods#mod_1153 applied in this part of the music as well. There are also cases where singles should be turned into jumps, such as these two notes: (30200|3,30500|1). Please apply these changes wherever applicable.
I would suggest layering this as a hand, because both the piano melody and the piano chords land on this beat. This should be applied accordingly throughout this section.
There is no additional sound in the music to justify this being a jump.
A general suggestion I have is to make your usage of 1/6 streams consistent throughout the map. A good example of inconsistent 1/6 usage can be found at 2:16.850, where you transition from 1/6 to the light handstream you were using a few seconds earlier without any cue in the music to justify it. I'm not going to point it out when I get to it in the mods below, but it's very important so please adjust your 1/6 streams to either represent a certain motif in the music or follow an artificial pattern on your part. Whichever you choose, just be consistent with where you use 1/6 streams and it will turn out well. (You used an artifical pattern for placing 1/6 streams very well at 2:19.400 where, despite there not being much in the music to justify it, your inclusion of 1/6 streams works well because you had your own pattern for where to place them, which makes the section overall pleasing compared to if you had placed them more arbitrarily.)
When I make the map, I don't give the map a logical basis, and I try to add interesting patterns when playing suitably with the song. It's a difference in mapping style, but I definitely felt that my maps lacked consistency, so I decided to fix this.
These long notes following the lead melody throughout this section could be made more pitch-relevant.
https://quavergame.com/mapset/map/16360/mods#mod_1146 applies throughought this jumpstream section as well.
actually, I don't like jump trills that end in hand, but I accept
This applies from 19.250 to 37.250. I feel that the piano is underrepresented in this section. There are a few extra notes which you could chart which would make this section better: specifically, I would like to see the piano sounds at 19.287 and 21.612 included each time they appear throughout this section. This jump at the beginning (19250|1,19250|2) could be changed to a 1/8 grace, like this: https://gyazo.com/3cf358b17aae1b0a4844f34f050bbdd3
i have already thought about that but i didn't use because i didn't feel i needed to
I don't hear any sound to justify the jump, and I think making the hand LNs similarly to my last suggestion would make this more engaging.
I think adding a third LN here would give this sound more impact and make the map's flow more engaging. This applies to all subsequent appearances of this motif.