Careful with certain objects arrangements that can lead to misreads, especially contextually.
For example: 01:08:460 (5,1,2) - 1 and 2 being right under the tail of 5 is already hard to read but could be acceptable on its own however, having 01:10:380 (5,6,7) - be the exact same thing visually occur right after can lead players to assume it's the same patern rhythmitically.
Distinguishing your paterns visually helps avoid these issues.
The intensity comparison has some problems, because the entire map uses similar spacing, which makes it impossible to distinguish the intensity of the music
00:01:500 - ~ 00:16:860 - vs 00:17:580 - ~ 00:48:060 -
The spacing between the intro and the verse is similar, you should change the spacing according to the intensity of the music
00:01:500 - is stronger than 00:17:580 -, so you need to increase the spacing of 00:01:500 -
Next 00:48:300 - ~ 00:54:540 -
This section is the quietest part of the whole music, so in addition to reducing the density of the rhythm, you also need to reduce the spacing to express the calmness of this piece of music
00:55:980 - 01:02:460 - the intensity of the music is higher than the previous three sections, so you need to increase the spacing or use difficult techniques on the objects to emphasize this section
Last 01:03:660 - ~ 01:34:380 -
The most intense parts of the song require a more complex rhythm and use stronger spacing to emphasize this verse, and if you understand the problem I explained above, you can see that this verse has almost the same intensity as the other verses.
Adjust the rhythm and spacing according to the different music intensity of each section, so that it can be closer to the music itself and allow players to have a better gaming experience