I just slept for 12 hours after being awake for 36 I feel great
Overall:
Why is the background different for Insane rather than Hard and Normal. The blue filter on Hard and Normal isn't really working for me, and it looks a LITTLE bit like it was resized to 4:3 with a direct re-sizing tool (aka. it squished it a little bit.). Might I suggest some of these BGs?
This one?This one might get some bad rep since osu! doesn't like white backgrounds that much but it's still cool. This one? This one keeps the same color structure. Man K-Pop guys are weird lolALSO, MUSIC THEORY TIME:
For most pop songs, the snare drum goes on counts 2 and 4 of a measure. Kind of like this
The highlighted areas are where the claps should be.
Improper claps give the map the wrong feel, as well as conflicting with the player's ears as they expect claps to follow the drums.
For the beginning, you should really consider mapping it with soft hitsounds, and taking out the claps. Otherwise it's incredibly overbearing.
00:43:654 - Why is this break here? The music is still going. The best thing to do would be to map up to 00:45:741, then put a spinner ending at maybe 00:47:828. Then there can be a little break without making the player feel awkward.
Timing:
To get the metronome correct, add a timing point on MS:1915. The first few notes are pick-up notes, and in music, go before the first measure. I'd have this go earlier, but your mp3 doesn't go that far back, and people don't like negative offsets
Insane:
00:09:480 (1) - I'd suggest for this that you remove the previous slider and fill this in there. Otherwise this is really short.
00:22:785 (2,3) - It'd be much better just to use 1 anchor point rather than 2.
00:31:915 (2) - Move this to avoid overlap.
00:26:698 (1) - To fit with the structure of the words, a note should be on the red tick and the sliders should be on white ticks.
00:52:002 (3,4,5,6,7,8,9,10,11) - This doesn't really follow the words at all o-o.
01:00:350 (4) - Add NC
01:02:437 (12) - Why does this slow down?
01:08:176 (2) - This is not good at all, having an almost 3.0x jump with 1/4 division. Players are going to struggle to hit this. I'd suggest changing it to something a bit more achievable.
01:10:784 - To fill up this blank space, maybe add a 1/2 slider with a repeat here, putting a clap on the end of the slider. (aka the 2nd white tick)
01:16:785 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,9,1,2,3,4) - I'm not pointing out every single one of these in the map, but just look at this. You're making the entire thing 1/2 when the song isn't fully 1/2. I guess maybe the drums are, but the main thing people are gonna follow is the vocals. Take a look at your map and see if you can find things like this, where the beatmap seems to have no correlation with the music at all.
01:23:828 (1,1) - Remove NC
01:36:611 (1) - This can just be a slider
01:39:741 (11) - NC
Fix the stuff in the second chorus that I said to fix in the first chorus.
02:09:219 - If I were mapping this, I'd map the entire section you have as (mostly) breaks, and then put the break at the soft part you currently have mapped.
02:13:654 (1,2,3,4,5) - I wouldn't suggest just having random notes in between breaks. Players find it awkward to think their game is back starting, but it's just a little 1 combo thing.
02:58:785 (1,2,3,4,5,1,2,3,4,1,2,3,4) - It's fun to complete a shape but it's tedious to merry-go-round the shape.
03:11:567 (1) - This can easily be a slider
03:14:958 (1,2) - Same issue as before. Also apply this to every other time this happens.
03:25:654 (2,3,4) - There's no reason to have increasing spaced jumps in this part. Especially one so huge as this.
03:30:088 (3) - According to AIMod, this slider end is unsnapped. However, I was literally able to just drag it to the left of the timeline a little bit, and back to where it was, and it snapped just fine. Just something worth pointing out tho :3.
03:52:002 (2,3,4,5) - I know what you're going for but silent notes are bad. Apply this to every other time this happens too. Maybe a softer soft or something or just creative soft hitsounds, but not this.
Hard:
OH HEY LOOK THE CLAPS ARE BETTER. Still, just do a general check. If you want to make things MUCH easier on your part, make this diff have consistent claps on 2 and 4, go to grumd's hitsounds copier, and use this diff's hitsounds on every other diff. It'll make your life much easier. I'm not sure if it deletes current hitsounds tho so it might kinda suck if it doesn't. But if it does, it'll be great.
Why is the 1.5x spacing in the verse sections?
00:39:219 (1,2,3,4,5,6,7,8,9,10) - Um it might be better to tone this down since it's hard and all.
00:52:002 (3,4,5,6,7,8,9,10) - Notes going back on themselves rarely play nicely. This is no exception.
Ima just stop my mod here, because there's a crucial issue that's happening in this that I can just say here instead of making a giant-ass mod post about it.
Your hard is pretty much Insane with less SV. I'm not just talking about like patterns and stuff, but like, Insane is a huge 1/2 fest, and so is this. Sometimes, the patterns you use are scarily similar to each other. I suggest remapping this hard, I know it sucks, I know it takes a long time, but it'll be better than people complaining "Hard and Insane are pretty much the same thing." For the hard, I'd suggest looking a lot more at the melody of the song rather than making it just a 1/2 fest. There's a lot of cool things that can be done with this that are just being missed. Also, your patterns are based a lot on stacking. Which can be good at times, but too much of it is just bad.
Normal:
The claps are messed up like insane in this diff too? o-o.
ALLRIGHT VERSES TL;DR it's all 1/1. Which can be ok at times but if it's the entire thing then it's just boring. Players play maps to play maps, not be a metronome.
00:39:219 (1,2,3,4,5) - This is too much for the easiest diff. I'm cutting some slack because it's listed as "normal", but it takes a lot of rhythmic maturity to follow this pattern, which normal players wouldn't have yet.
01:36:611 (1) - WAY too fast for a normal
01:41:828 (6) - NC
01:46:002 (1) - WAAAY too fast
Also, for this diff, a lot of things that could have been said haven't been said because it'll require you to actually look at more maps and see how they're played. tl;dr, it's too hard at parts and too boring at parts. You choose to follow the hardest vocals to be explicitly followed, yet when there's calm vocals that can be followed, you choose to just 1/1 it, which bores players. Please take a look at some good normals and see how they're mapped. See what you like, see what excites you, and employ that kind of stuff into your map.
I'll say that the first few notes of the choruses made me smile because they actually fit the vocals, sounded cool, and I liked them.
lol hour long mod posts and I cut off Hard's mod.