#modreqs. Sorry if I'm too subjunctive or my mod helps nothing.[Blessed]- 00:32:220 (1) - Ctrl+g. Longer 1/1-beat move at 00:31:954 (4,1) will be the better preparation for the 1/2-beat jump at 00:32:753 (2,3).- 00:39:148 (2) - Considering about the vocal, ctrl+g will express better. If you do that, also move that slider to the right a bit for flow.- 00:45:941 (4) - Do you think the jump at 00:45:808 (3,4,5) feels forced since the DS at 00:45:808 (3,4) is considerably shorter than the one at 00:45:941 (4,5)? Move it to x:136 y:132.- 00:48:739 (2,3) - Is it necessary to overlap these?- 00:53:002 (2,3,4) - You should make players click on every vocal note by setting the timing placement of these like below.- 00:59:130 (1,2,3,4) - You ought to make all the sliders lasting 3/4 beat or 1/2 beat (except 00:59:929 (4) should last 1/2 beat only) to emphasise that we have ended the 1st half of the 1st medley, otherwise you won't express anything clearly and may make the players feels bored with the repetitive pattern. Look at this one 01:24:707 (1,2,3,4,5) - it's better than the old pattern at 00:59:130 (1,2,3,4).- 01:01:527 (2,3,4,5,1,2,3) - Still stick with the vocal.- 01:07:655 (1,2,3,4) - 01:34:298 (1,2) - Like one reason above.- 01:09:254 (4,5) - I don't know your intention to make it jumps so far. What do you want to emphasise at that time?- 01:22:043 (3,4) - Make only 1 slider but 2 circles here.- 01:38:294 (4) - Ctrl+g would make 01:38:294 (4,1) more suitable with the rhythm.- 01:40:959 (1,2,3,4) - Does this need to jump?- 01:48:418 (2,3,4,5) - It's like you are putting off the fire that you've created at the jump before 01:47:885 (4,5,1). This one must have the jump even longer than the previous one.- 01:50:283 (1) - Ctrl+g since the pitch of this slider and 01:50:283 (1) are opposite. Just imagine that the direction of the slider slide is also the pitch of the singer's voice, then 01:50:283 (1,2,3) will be going up, going down, and going up.- 01:59:342 (3,4) - Stick with the vocal again (make the pattern like this one 02:00:940 (1,2,3) - make the players click on every vocal note):- 02:04:404 (2,3,4) - Like above.- From 02:06:269 to 02:09:466 - Drum audio. And it's 3/4 meter, so re-hitsound it carefully.- 02:30:513 (4) - 03:19:535 (2) - Miss a clap.- From 02:39:306 to 02:50:496 - From 02:52:627 to 03:02:218 - Drum audio.- 03:13:141 (2) - Convert this slider to 2 circles. (Reason is above)- 03:20:335 (1,2,3) - Or you can make it like this (Reason ^):- From 03:23:532 to 03:26:729 - Drum audio. And it's also 3/4 meter. Remember that the hitsounding style isn't similar with 4/4 meter.- 03:40:583 - Should resume the mapping from here in order to warm up again before having the hell time from 03:43:780 or most of players will lose their combos at 03:43:780 (1,2,3,4,5,6) with three continual 225-bpm jumps and a triplet.- 04:00:299 (4,5,1,2,3,4,5) - This should be like below to emphasise that the hell time is over :3 (specifically, you can also convert the only slider in the image to 2 circles and put the clap in these, but I don't know whether it's overmapping or not):- From 04:01:364 to 04:25:343 - This period is a bit hard of hitsounding. The clap isn't just put in upbeat to be perfect and it lacks whistle/finish sound in the stresses. I will guide you a first cycle of hitsounding from 04:01:364 to 04:14:153:+ Finish sound at 04:01:364 - 04:04:562 - 04:07:759 - 04:09:357 - 04:10:956 - 04:12:554 - 04:14:153. (04:14:153 is the beginning of the second period)+ Clap sound at 04:02:164 - 04:03:229 - 04:03:762 - 04:04:295 - 04:05:361 - 04:06:427 - 04:06:959 - 04:07:492 - 04:08:558 - 04:09:091 - 04:10:157 - 04:10:689 - 04:11:755 - 04:12:288 - 04:13:354 - 04:13:620 - 04:13:887. (The one at 04:13:620 is optional)+ The second one is like the first one.- From 05:03:175 to 05:06:372 - Drum audio. My advice is in above.- 05:13:032 (1) - Ctrl+g to separate 05:13:032 (1,2) following to the rhythm.- 05:14:631 (1) - Ctrl+g for better visual pattern.[My opinion]The song is quite hard to be mapped but you've made it well imo. GL.