m4m stuff woah this is gonna contain some general stuff. I'll just go with thoughts one by one as I had by playing / watching this map in editor. Hopefully you don't mind my pseudo-philosophical wording or whatever.
Firstly, hitsounds. They're not present, but that's obviously in wip, however I want to make sure that you use more of soft sampleset, for example in this section 03:03:191 - . The sampleset for drums is very different from skin to skin, and for mine it's really obnoxious to hear them here. Soft samplesets are always soft.
00:10:392 (1,2,3,4) - for such aspiring gimmicky and technical maps, this is fully generic. You're using same spacing on all of the notes, with 00:10:735 (3,4) - these two having obviously a higher pitch, and in the map are not emphasized at all.
00:13:135 (1,2,3,4) - here it's more emphasized, but I'd prefer if you let (1,2) have very little to no spacing from each other. It gives more room for contrast.
00:19:820 (6) - and the piano part here, this one has a really loud pitch, yet given like 0 spacing.
00:23:591 (6,7) - really odd placement there, they' really close to previous circles and its 1/1, it could easily be understood as 1/2, and even if it realized that its 1/1, It feels rather obnoxious for them to be here, just you know, you see circles close and you have to force yourself to wait.
00:29:420 - ended on a fairly noticeable piano.
00:40:563 (1,3) - notice their visual distance from each other, and then look at this 00:40:563 (1,5) - . one is closer the other is distanced. In order to make it tidy, make (1,5) have same visual distance as (1,3) do. If you don't understand what that is, take a look at pishifat video about aesthetics.
00:43:820 (4,6) - more visual spacing errors, look how far they are, 00:43:991 (5,7) - these are at medium distance 00:43:477 (2,5) - while these are the closest. This is really jarring when you switch from hexagrid consistent spacing to random, unplanned visual distance.
00:44:677 (1) - suggest to make this symmetrical.
01:03:877 (1,2,3,4,5,6,7,8,9,10,11,12) - Now this really buzzed my eyes. There's no system of placement for these triples. No neat rotation, no symmetry, no consistency, it's utter chaos, and doesn't feel good for my aesthetic sensors. Like it's a steady buildup, nothing too special, which suggests a clean and planned pattern should work much better, not random placement.
https://osu.ppy.sh/ss/9177361 this is the simplest I could come up with. It's even more vexing when you see symmetry 01:07:991 (1,2,3,4) - between other objects.
01:10:734 (1,2,3,4) - this is a flawed way of grouping 4 objects, as they're all of a same sound group, same combo, placing the (4) over there feels out of place, and you should consider repatterning in order to group 4 objects together visualy. Like double symmetry, all in part of one rotation/movement, you know the stuff.
01:12:791 (5,6,7,8) - you should NC the first one, and change the placement of the pattern. Having it here overlapping with the previous one in unconsistent manner looks really odd. If you'd place on the left side, it'd feel more tidy, as more of the screen is being filled, without one side being heavily focused. Also for the love of god, please make 01:12:791 (5,7) - to be the same as 01:12:963 (6,8) - , not different rotation and spacing from two sliders.
01:13:477 - also if you plan on reversing some of my arguments by saying "but I want chaos" then this is completely contradicting with the song going more intense, while this section of the buildup has obvious symmetry, no overlaps, and intuitive placement.
01:21:706 (1,2) - starts with rotation, continues without rotation on same combo 01:22:391 (3,4) - resulting in poor grouping and uncanny visuals.
01:32:677 (1,3,5,7) - it is important to have them all spaced from each other consistently. You can take this pattern 01:32:677 (1,2) - , copy paste it, rotate it by 20 degrees or 30 or w/e, place at will. Then copy paste the 4 circles, rotate by the amount you did previously, and place it on the second pattern, if you understand the instructions, you will see how miraculously you get tidy structure.
01:18:963 - feel free to increase spacing on every following new combo, because the pitch in the background is increasing, suggesting an increase of intensity.
01:24:706 - every one of this is being ignored 01:26:077 - when the apparent snare awes my mind completely. I'd really suggest making use of this rather than the hihat here 01:25:391 (6,6) - or whatever it is following, even if consistent it doesn't mean it is right. Same goes for the entire section.
01:39:534 (1,2,3,4,5) - make use of the noticeable snares on blue ticks to make a 5stack.
01:43:649 (1,2,3,4) - by ending all of these on blue ticks, you give a lot of space to the player, and make a lot less annoying sliderbreaks.
01:45:020 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - soft hitsounds please, and the spacing is too large since the background noise doesn't exist, meaning its without a rhythm, and should be mapped peacefully. Especially since in the section you use simpler spacings and patterns without streamjumps.
02:02:849 - okay so this is utter chaos. Not sure if you're taking inspiration from a l i e n, but being without a system of visuals or flow is not the way to go unless you really know what you're doing. You're mixing simple and complex slider shapes a lot, without any meaning to them, all on same sounds. The flow is completely unintuitive, and I felt really annoyed when I played this, without my eyes being filled by some blankets, by some rotation, by some consistency. There's just free placement and chaotically placed anchors. However, as negatively as I've described the section, you actually did a good job on making those random slidershapes not look bad on their own, it looks like they drew inspiration from moderns maps, mostly camellia, mappers like probox, lasse, nathan. But they don't hold any system to it, and I'm sorry but I can't help you anymore rather than make you think how can you make this be better. Make symmetry, make use of smaller collection of sliders, don't mix it up, plan it a bit. Do some blankets, rotation, and I'm pretty sure you know what is flow, and how to incorporate it too.
02:41:249 - the kiai is not really anything spectacular for being a kiai in a camellia map. You use simply rhythms, and consistently, ending up being easier then most stuff before. You could easily make use of some 1/4 timing and making 1/4 jumps. For example
https://osu.ppy.sh/ss/9177459 making use of the snare on an active click, and doing the interactive 1/4 movement often seen, and fun to play, which would be fitting more to the nature of the map with gimmicky fast sliders, tons of streams and 1/4 usage.
02:45:963 (2,3) - 1/4 spacing and then 02:46:734 (1,2) - 1/2 spacing being lower, way too contradictive and easy to misread on both parts.
Yeah this will be mostly it, same general stuff could be applied to the second half too. I can see that you're closing in on figuring out the aesthetic concepts, hopefully this will help you plenty. Make sure to much more often rotation, it makes perfect patterns, and much easier then by human hand.
06:22:734 (1) - gj looks really nice.
https://osu.ppy.sh/s/669519 my map for m4m