you should silence stuff like 00:10:354 (5) - whatnot, combining the kick in teh song at 00:10:463 - with the kick from hitsound feedback at 00:10:517 - sounds strongly like a triple which it quite isnt, and it's unnecessarily confusing
not to mention how in general you would typically not want overly strong feedback in extended slidertails like these
im not sure what to think of the song parts like 04:07:309 - where it starts off as traditional blast but the drummer timing slowly falls apart and it kind of turns gradually into a hyper blast (1/2, like how you have mapped similarly questionable part at 03:25:354 - and such)
i guess there aint good solution really, so w/e
you should increase the contrast between your two whites (well, won't be two whites anymore, but that's kind of the point)
they aren't too distinguishable from each other atm which isn't good
the general playability of this map is really lacking and i feel like hasn't been payed attention to.
i think your usage of really sharp angle turns and uncomfortable jumps dont really work here as at this bpm, you have to be a lot more careful about the playability of patterns.
for example:
01:47:963 (1) - this slider that completely breaks the flow of the stream is super uncomfortable at this bpm. additionally, the streams before are really flowy and had no uncomfortable breaks in flow, so doing this feels really inconsistent too.
as i stated in #3246247 this could be easily fixed with a simple flip
04:10:571 (1) - the stream before implies a clockwise circular flow for the slider to follow, yet the slider just goes straight up. at this bpm i would really suggest you reconsider the playability of some of your patterns.
03:04:484 - this is generally okay on lower bpms since the player has time to readjust their flow but here its just unreasonable. 03:04:484 (1,2,3,4,5,1,2,3,4,5,1,2,3) - this part is okay, but 03:05:354 (1,2,3,4,5) - this clearly breaks flow again, and given you just had 3 normal flowing bursts before, this doesn't really make any sense. try somethign like this: https://prnt.sc/ysObdhF2r2E8
03:06:550 (1,2,3,4,5,1,2,3) - the first burst is okay, but the issue lies in the fact that to play the second burst a player needs to stop their flowy aim and quickly switch to snappy aim to change direction. at this bpm this is really stupid to do and you could do something like this instead: https://prnt.sc/YklXEKGe2fOp
03:07:963 - in this section too, 03:08:397 (1,2,3,1,2,3) - this sharp jump is super uncomfortable and borderlining unplayable, not to mention the sheer spacing here i think is really unwarranted at this bpm, you could probably have more 1/2 spacing with the sliders and decrease 1/4 spacing with the bursts, becasue right now this seems just impossible to hit
there a lot of other patterns like this throughout the map which i suggest you go over and fix too.
01:47:963 (1) - there is a significant change in the music from this point on compared to the previous part of the song and i wanted to introduce something new to represent it, and flow is subjective once again :^)
04:10:571 (1) - what? idk if you've been paying attention to the map at all because if you have you'd see that i do this anti-flow thing quite often, even in the previous point you mentioned lmao, a flow change does not render the pattern unplayable, just adds a certain learning curve to get by which at this sr is pretty warranted imo
"03:05:354 (1,2,3,4,5) - this clearly breaks flow again"
honestly same arguments as previous points lol, plus if you havent noticed the flow changes every downbeat in this 03:04:484 - 03:07:093 section to stay consistent with what i've been doing
03:08:397 (1,2,3,1,2,3) - agree that this is quite uncomfortable but you gave no visual solution like you were with the previous points so idk in what way you'd like me to fix it. however this "the sheer spacing here i think is really unwarranted"... were you listening to the song at all when modding this point or not