There are a lot of major structural flaws in this map that make this map unrankable and very unlikely for a BN to actually bother to look at your map. Firstly, this is an advanced diff and is basically like a normal diff with the density and spacing of hard diffs but much more easier compared to an actual hard diff. So although your rhythm choice may not be wrong, your choice in distance spacing, note placement in regards to player movement, and designs is very flawed.
Distance Spacing:
Distance Spacing is a very big problem in this difficulty and one of the biggest reasons why this difficulty is unrankable. In lower diffs such as Easy, Normal, Advanced, and heck even Hard most of the time, time-distance equality should be used meaning that the distance between objects on a timeline should correlate to the distance of the objects on the playfield. This makes it much easier for newer players to read and also much more intuitive. From Ranking Criteria for Easy and Normal, "Time-distance equality should be used. Variations are acceptable if they are clearly different from spacing used for different rhythms. When hit objects are more than 1 beat apart and have relatively high spacing on the playfield, time-distance equality does not need to be as precise"
Note Placement:
You should keep movement intuitive and always keep in mind that this is for newer players to play. In your map, I can see a lot of overlapping slider bodies, circle stacked under slider bodies, inconsistent stacking, and weird entry angles into sliders which are all really counter intuitive if not done right. An example of weird entry angles and how this could affect player movement can be see here -> imgur.com/a/B0nMDDz Look how the player releases the slider end at 4 and has to stop at the slider head at 5 and move again. Newer players don't know how to snap to objects properly so since the slider end of 4 doesn't flow into 5, it makes it counter intuitive. Something like this -> imgur.com/a/kjnoEnV would make more sense and be much more intuitive.
Designs:
Your designs don't have to look nice but it could be done in a way to make gameplay more intuitive. Overall, your designs are very cluttered and usually result in you having to use overlaps to move onto new chains of notes. This also goes hand to hand with note placement as the way you use sliders to change direction of movement can ultimately affect how intuitive gameplay is, which newer players can appreciate.
Unfortunately, the best way to fix these problems is by remapping this diff and not doing the mistakes again. This is going to be a lot faster and you'll be able to do something a lot better, so keep it up!
There are a lot of major structural flaws in this map that make this map unrankable and very unlikely for a BN to actually bother to look at your map. Firstly, this is an advanced diff and is basically like a normal diff with the density and spacing of hard diffs but much more easier compared to an actual hard diff. So although your rhythm choice may not be wrong, your choice in distance spacing, note placement in regards to player movement, and designs is very flawed.
Distance Spacing:
Distance Spacing is a very big problem in this difficulty and one of the biggest reasons why this difficulty is unrankable. In lower diffs such as Easy, Normal, Advanced, and heck even Hard most of the time, time-distance equality should be used meaning that the distance between objects on a timeline should correlate to the distance of the objects on the playfield. This makes it much easier for newer players to read and also much more intuitive. From Ranking Criteria for Easy and Normal, "Time-distance equality should be used. Variations are acceptable if they are clearly different from spacing used for different rhythms. When hit objects are more than 1 beat apart and have relatively high spacing on the playfield, time-distance equality does not need to be as precise"
Note Placement:
You should keep movement intuitive and always keep in mind that this is for newer players to play. In your map, I can see a lot of overlapping slider bodies, circle stacked under slider bodies, inconsistent stacking, and weird entry angles into sliders which are all really counter intuitive if not done right. An example of weird entry angles and how this could affect player movement can be see here -> imgur.com/a/B0nMDDz Look how the player releases the slider end at 4 and has to stop at the slider head at 5 and move again. Newer players don't know how to snap to objects properly so since the slider end of 4 doesn't flow into 5, it makes it counter intuitive. Something like this -> imgur.com/a/kjnoEnV would make more sense and be much more intuitive.
Designs:
Your designs don't have to look nice but it could be done in a way to make gameplay more intuitive. Overall, your designs are very cluttered and usually result in you having to use overlaps to move onto new chains of notes. This also goes hand to hand with note placement as the way you use sliders to change direction of movement can ultimately affect how intuitive gameplay is, which newer players can appreciate.
Unfortunately, the best way to fix these problems is by remapping this diff and not doing the mistakes again. This is going to be a lot faster and you'll be able to do something a lot better, so keep it up!