I will fill this post with a full round of modding.
I'll go mod every map in a full round. I'll start with all the CtB maps, so don't be afraid if the standard maps go left unnoticed. That will be replied to in the thread when I get the time
http://osu.ppy.sh/s/39797 - Mr. Saturn - Saturn [Fruit Overdose]
This map is a generally well-laid out map. It has some nice use of dash and hyper fruits, it's timed properly, had some good settings, and was a challenge to play. One thing that I might want to point out is the general lack of Sliders in the map. 00:24:150 and 01:03:634 are the only little places with sliders. No, there's nothing "wrong" about a lack of sliders, but having very few sliders tends to tear out the value of an SS once you get a full combo. If you add some more sliders (with some fascinating shapes) you make that SS a little more difficult to acquire, and would generally make the map more fun.
http://osu.ppy.sh/s/62679 Marilyn Manson - This is Halloween [Nightmare]
There's one very immediate and obvious factor about this map. This is the very common use of long (Maybe even pixel) jumps. I ended up holding dash for sometimes a few seconds straight. This tends to make for an exhausting map. My suggestion would be to insert more of those windy sliders and insert a few more hyperdashes to mix things up a bit! The sliders however were very good, they make getting an SS a challenge, rather than a given along with a full combo. It has good timing though and plays nice overall, though!
http://osu.ppy.sh/s/61868 Suzuki Konomi - DAYS of DASH (TV Size) [syaoran's CTB DASH Jump]
Okay.. So I downloaded this from the topic. I don't know if it saved properly into the BSS or something happened to it. It has an improper offset, but a correct BPM. I found that an offset of 7,547ms worked well for it. As soon as I put in the new offset, it feels like a fairly nice map. Seems relatively easy, got a nice feel to it and has nice sliders in there too. I had to slice off some steps to make it work though, so my thought is that there was too many steps added after the end of the timeline, causing the whole map to get shifted back in the timeline. Here's what I managed to salvage from this, if you want it:
http://is.gd/N1yjk4 Even then, there was still some notes after the song was over. You might want to take a look at the sliders in your map, because they have unsnapped ends and reverses in them. This happens when you plot out a map before timing it. Although, I do like the general layout of the map in itself. This map is nice, it just needs some tweaks and fixes here and there.
http://osu.ppy.sh/s/64967 Suzuki Konomi - DAYS of DASH (TV Size) [STAC'Rain]
There's a slight problem with the difficulty in this map. It tends to argue between being moderately difficult to very easy time-to-time. Even then, it's a quite easy for the Rain category overall. You might want to make it generally difficult all the way through, and not have one or few hard parts that make it hard alone. It's well times though, and feels generally complete for all but what I listed above.
http://osu.ppy.sh/s/57139 sphere - Non stop road (TV Size) [hich's jumpy CTB]
This map actually plays very well, and plays out the nice jump and up-beat that goes along with the map. I liked the layout, and the sliders give a nice contrast to the otherwise jumpy nature. It's well timed, has an overall difficulty, fully 100%-able too. The only concern I have is how easy an SS can be obtained after an FC, since the sliders are simple. This map, as far as I see it, is good to go. Great job!
http://osu.ppy.sh/s/57293 Hatsune Miku, Megurine Luka - Distorted Princess (Cut Ver.) [CTB Rain]
I remember this map, MeGl. I remember playing it, and watching you play it when I was new. Well, now I'm about to make a full out analasys on it. For one thing, I liked how you used the dash to let the player really feel the beat of the song. The beginning feels a slight bit repetitive. There's nothing very wrong about it being like this, but it can take away the re-playability of the map. It also feels slightly empty (When compared to the end, moreso) The AR of the map may make some jumps difficult to see, so you may need to consider that. A way you can combat that is to put a note or two to lead the player to the right path. All this doesn't affect the map getting approved though, it's well timed, well plotted out, has a nice rhythm sense to it, and plays smoothly. Good job!
**More to come**