00:30:552 (2) - there is no reason for this jump either pattern-wise or within the music. It is therefore unnecessary and it would be better for you to find a way of eliminating the jump altogether.
It's just too common i don't even know where to start. in AR9, spacing is no longer that important to read maps. And if something is readable/playable, it shouldn't be a problem. btw, in this part, the hitsounds should probably be a clap at 00:30:212 (1)'s end + a clap at 00:30:893 (1)'s beginning instead of the clap on 00:30:552 (2) - fixed00:34:132 (4,2,1,2,1) - or more specifically 00:34:302 (1,2,3,1,2,3) - this is another example of a place where the spacing change between 1,2, and 3 is completely unnecessary as well as unexpected and therefore should not be there.
00:34:302 (1) - Start from here, i'd suggest a hitsounds like o x x o x x o x o x (x=clap o=normal), it may makes more sense to your patterns (3 in a group)
keep the pattern and fix the hitsounds00:39:075 (4,1,2,3,4) - Well, the reason I am a BAT is because I have nice sense so thank you for the compliment. However, this is still something that needs to be changed before your map will be rankable.
Edit: someone has nicely pointed out that I actually linked the wrong timestamp, sorry about that! 00:39:246 (1,2,3,4) - this is the combo I am referring to.
For spacing, i suggest you to know more about AR9 trend, and how spacing changed in these years... Also the attitude is really... meh.01:40:950 (4,1,2,1,2,3,1) - There isn't any particular problem with using jumps, but they should be in places where it makes sense with the music or where you have expectations of a jump for some reason or another (usually symmetry can force jumps, etc). You tend to just put them every which where, which makes things messy and not particularly intuitive.
I agree with these part though, it's not a jumpy part (music)
fixed01:55:950 (9) - Usually if I call something messy I mean that it looks bad and you could easily improve it, rather than that its not passable.
cross sliders are common, and it don't stack with hitbursts so fine.02:03:450 (7) - I would call it more "out of the way" than an interesting jump...its kind of off in the middle of nowhere in the opposite direction that you just moved. It would make more sense if it were in the same direction.
http://puu.sh/zT16 something i may suggest, but it doesn't matter if the mapper wants to keep.
fixed02:17:086 (6,7) - I don't usually like giving mappers ideas because I feel like it inserts my mapping style into theirs. However, since you ask
this is a possible solution (although you would have to mess with 8 a bit too)
fixedI don't have a problem with your map being a jumping map, but the places where it jumps should make sense rather than just be in whatever location you decided to put a jump. Usually good ways to make your map jumpy are 1) symmetry jumps, 2) combos in "exciting" phrases of music, 3) places where the actual rate of hits already slows down some, and 4) between phrases/combos. I hope that helps.
oh dear.I just can say there are more and more interesting jumping set than you thought imo. Especially in 1), of couse the symmetry jumps are very fun to play and I love them, but another type of jumps are fun to play too.I hope you to understand only that.