starting from 06:28:744 (1) - till the end, every stream object is hitsounded using a finish with no sampleset change.
i get this being the last song of the compilation and wanting to emphasize that, but i think there could be a better way to go about doing that.
right now, the hs's are just way too overkill and the no sampleset finish spam just isnt supported by the music
actual cymbals in the song where the map emphasizes flow changes or spikes in spacing like 06:42:309 (1) - 06:42:830 (1) - 06:43:352 (1) - then 06:44:917 (1) - 06:45:178 (5) - ect. will also lose impact with the current hs's
06:28:744 (1,2,3,4,5,6,7,8) - OD is not high enough and the streams aren't spaced enough to prevent the player from mashing at this BPM. If you want this part to be played as a stream, OD needs to be at least 9.3 for the player to be graded properly.
AR could be bumped as well. First half of the map, the patterns are readable and (mostly) visible with minor exceptions here and there, but it's around 03:00:874 (2,1) - Where your patterns seem to "Accidentally" start overlapping.
Some more examples:
-03:17:951 (1,1,1) -
-04:39:604 (6,2) -
-04:40:354 (3,6) -
-06:40:809 (2,3,1) -
AR 9.5 is a more balanced compromise. It's not too far off to affect how the first half of the map plays / looks and it makes the upper half feel less dense.