Im gonna stop here because the song kinda loops anyways, please apply the mods I gave so far to the rest of the map too (its really not that hard to see)
The map is pretty decent and I can see the direction you wanted to take this, but I think you lack a lot of structure in the patterns. While the patterns are obviously (mostly) playable and not bad, you tend to map things very inconsistently which makes a lot of parts feel very strange. I havent seen a lot of your maps, but for stuff you map in the future I suggest you take a little more time and try to focus on how exactly you want to map certain things and try to keep it as consistent as possible (not saying you should map everything the same, but you can clearly see for a lot of parts that you kept switching the way you mapped it even tho there was really no need to)
There are snares on each of those, but the second one is louder (or higher pitched? hard to tell) so I prefer to keep the other two singles to provide emphasis to the louder snare.
At 188215 it makes more sense imo to map the jump at 188139. At this point it's just a slightly louder snare, but with this placement it's more interesting.
Guessing the 112570 comment is about the previous mod regarding 102848, so ignoring that…
There are a few places in the map where I have jump leading into a hand, e.g. 120088|1,120088|2,120164|1,120164|2,120164|4. The reason for these is because there is actually a double kick on the bass, and rather than be evil and map double hands I opted to go with a jump into hand.
At this spot you mention however, it's just a syncopated kick. There's nothing as far as I can tell that warrants making 107708 a hand.
this part again has a very strange mixture of jump/hand usage, please try to map it in a way that makes more sense (im trying but i seriously dont understand)
I've made some changes for consistency, but here's a short explanation just in case you're confused even with the changes:
From the start up to 17936 it's singles for the melody and jumps whenever the bassline of the synth changes.
From that point forward it is slow jumpstream with jumps representing the changing melody or the off-beat synth sound when the melody isn't moving.
The reason why 21126|2,21126|4,21278|1,21278|3,21430|2,21430|4 differs from the bits following 30240 is to represent the intensity of the music, as there is no pulsing off-beat synth sound the second time around.
This would make this part inconsistent with the section it's in. This section only has notes when vocals are present. The percussion on each 1/4 snap just helps inform the density of that snap, to provide "texture". I could be persuaded however to remove 75506|3,75506|4. I think there's a voice that coincides with that snare hit, but honestly it's kind of hard to tell.
The connecting note at 77936 is absent because there are no vocals at that spot. However, 78088|1,78164|2 are there because this is the transition into a streamy section, and the vocal that starts at 78012|4 is sustained but I don't want to represent it with an LN.
Looked through the chart, and for this sound there were more instances of it not having a jump than instances where the jump was present. I think it plays better without the jump, so I've removed the jump for this sound throughout the map.
+20ms offset applied, so all of the timestamps in previous mods are now off by 20ms @_@
Im gonna stop here because the song kinda loops anyways, please apply the mods I gave so far to the rest of the map too (its really not that hard to see)
The map is pretty decent and I can see the direction you wanted to take this, but I think you lack a lot of structure in the patterns. While the patterns are obviously (mostly) playable and not bad, you tend to map things very inconsistently which makes a lot of parts feel very strange. I havent seen a lot of your maps, but for stuff you map in the future I suggest you take a little more time and try to focus on how exactly you want to map certain things and try to keep it as consistent as possible (not saying you should map everything the same, but you can clearly see for a lot of parts that you kept switching the way you mapped it even tho there was really no need to)
190494 190570 190646 jumps?
There are snares on each of those, but the second one is louder (or higher pitched? hard to tell) so I prefer to keep the other two singles to provide emphasis to the louder snare.
add jump, delete 189886|2 since you mapped it as a jump before for playabilitys sake as well
Deleted 189886|2 but I'm not adding the jump, for reasons mentioned in https://quavergame.com/mapset/map/36383/mods#mod_3180
188139 188215 missing jumps
At 188215 it makes more sense imo to map the jump at 188139. At this point it's just a slightly louder snare, but with this placement it's more interesting.
same about weird jump usage as before
156317 156544 missing jumps idk
missing jump or hand or something idk
146291 146595 where jump ?!?!!?
Music drops the kick, I drop the jump
Map it something like this to eliminate that strange column2/3 jump anchor because thats incredibly hard to hit
where did the jumps go????!?!?!?!?!?
(just map them man i can hear them)
You're right, idk how I didn't hear them lol
add jump in column 4 no?
Opted to not make these jumps in https://quavergame.com/mapset/map/36383/mods#mod_3180
zzz you know what to do
Same reasoning as https://quavergame.com/mapset/map/36383/mods#mod_3187
107633 jump
107709 hand
same about 1/4s as before i guess, would also be stoopid hard if you kept them here ^^
112570 look you didnt map it here kek
Guessing the 112570 comment is about the previous mod regarding 102848, so ignoring that…
There are a few places in the map where I have jump leading into a hand, e.g. 120088|1,120088|2,120164|1,120164|2,120164|4. The reason for these is because there is actually a double kick on the bass, and rather than be evil and map double hands I opted to go with a jump into hand.
At this spot you mention however, it's just a syncopated kick. There's nothing as far as I can tell that warrants making 107708 a hand.
pretty sure you didnt map those single notes at the triples here before, so why do it now?
you already have a slider end here, but I do think it would still make sense to add a note here
this part again has a very strange mixture of jump/hand usage, please try to map it in a way that makes more sense (im trying but i seriously dont understand)
I've introduced some layers to try and make this easier to understand. In so doing, I also discovered some inconsistencies that needed fixing anyway!
From the very beginning till 48468 I dont really understand your jump/hand usage, its really strange and inconsistent pls fix ty :D
I've made some changes for consistency, but here's a short explanation just in case you're confused even with the changes:
From the start up to 17936 it's singles for the melody and jumps whenever the bassline of the synth changes.
From that point forward it is slow jumpstream with jumps representing the changing melody or the off-beat synth sound when the melody isn't moving.
The reason why 21126|2,21126|4,21278|1,21278|3,21430|2,21430|4 differs from the bits following 30240 is to represent the intensity of the music, as there is no pulsing off-beat synth sound the second time around.
should be a hand
Map this part something like this
This would make this part inconsistent with the section it's in. This section only has notes when vocals are present. The percussion on each 1/4 snap just helps inform the density of that snap, to provide "texture". I could be persuaded however to remove 75506|3,75506|4. I think there's a voice that coincides with that snare hit, but honestly it's kind of hard to tell.
The connecting note at 77936 is absent because there are no vocals at that spot. However, 78088|1,78164|2 are there because this is the transition into a streamy section, and the vocal that starts at 78012|4 is sustained but I don't want to represent it with an LN.
add jump
Looked through the chart, and for this sound there were more instances of it not having a jump than instances where the jump was present. I think it plays better without the jump, so I've removed the jump for this sound throughout the map.
jump should be moved down to 76949
add jump, delete the 1/8 burst (compare to 70646 )