ahhh what did you do
first of all fun map, but, many unreadable parts. Did you try playing this with HD? a lot of part is memorization for somebody who didn't look at the map in edit for 2 reasons:
1. Why slider tick 1? Please slider tick 2 on all three top diffs. Reason: for example on [Rin] diff all sliders starting from 01:08:470 have very confusing timing without a slidertick
01:11:470 (4,5,6,7) - part like this for example, hard to sightread what the timing of the objects is, really unclear. Even that it's consistent within itself, the player expects SV changes since they happened earlier, so all the slider timing here has to be played by-reaction and it's impossible to read understand the map timing. With slidertick it will be clear that it is 3/4 slider, right now it's like 1/1->1/2? 1/2->1/4? the slider shape doesn't really give indication of the timing there.
The sliders are ok just give it tick 2...
on [Skystar] diff, many stacks under slider bodies are impossible to read with HD and have to memorize:
00:32:395 (2) - this circle unreadable due to 00:31:720 (2)
00:32:770 (1) - this slider unreadable due to 00:32:170 (1)
00:44:620 (3) - readable by predicting from 00:44:470 (2,3,4,5) - pattern but maybe offset it a little? it's exactly under 00:44:170 (1) - right now
00:49:720 (1) - under 00:48:970 (1)
00:54:520 (1) - under 00:53:620 (1)
01:00:520 (3,4) - under 00:59:920 (3)
01:07:270 (1) - under 01:06:970 (7)
01:08:470 (1) - under 01:08:170 (1)
01:13:570 (2) - why stack like this without some stack leniency... 01:17:620 (3,4,5) - here too... 01:23:170 (2) - and here
01:25:570 (2) - and here, 01:26:020 (4) - and here
01:26:470 (1) - is under 01:25:720 (3)
01:45:270 (2) - 01:45:870 (2) - perfect stack under slider right before it...
01:47:320 (2) - 1 is less of a problem here, 2 is main problem due to slider fade timing on HD (under 01:46:870 (1) )
01:57:970 (4,6) - 4 and 6 read very weird because of 5, offset 4's position from 6 a little maybe?
02:19:720 (3) - under 02:19:270 (1)
02:24:070 (1) - with slider right before it, and 02:34:270 (2) - too, and 02:44:770 (1)
02:47:170 (1) - under 02:46:570 (1)
02:48:970 (1) - !!? the spacing from 1/6 slider... haha
02:49:870 (2) - under slider right before it, same for 02:51:070 (2) - and 02:52:720 (1) -
02:53:920 (3,4,5) - slider before it
03:00:220 (4) - under 02:59:470 (2) and 03:00:070 (3) - under 02:59:170 (1)
03:00:970 (1,2) - same
03:01:870 (2) - and 03:02:320 (4) -
03:02:770 (1) - under 03:02:020 (3) -
03:04:116 (1) - under 03:03:670 (3) -
03:11:700 (2) - slider right before it, 03:20:664 (2) - too, 03:21:223 (2) - too
03:27:101 (1) - under 03:26:516 (1) -
everything I pointed here is apparently not problem nomod since you can play with transparent skin and read approach circles, but on HD it's just not possible to sightread, since object is completely not visible.
I think if you offset the object positions (give circles that are under sliders a little stack leniency), this will play a lot better on HD, then player will be able to read the map and not have to go into edit to memorize it before playing.
btw [Rin] diff also has a little perfect-under-slider stacks, altho most of the map has ok offseting, but a few parts: 00:37:195 (2) - like this, you can kinda "guess" it from 00:37:195 (2,1) - pattern but still...