Welcome to mapping.
Nice first map.
[General]
Try BPM 156? I don't think the 0.01 will have much of an effect.
Source? Tags?
Consider setting the background colour to black.
Needs a preview point; this can be set by scrolling to the point in the map you'd like to set as the preview point and going Timing -> Set Current Position as Preview. Make sure this is done for every difficulty.
Unnecessary timing sections:
3. Offset: 10,841ms BPM: Inhereted (0.5x)
4. Offset: 13,148ms BPM: Inhereted (0.5x)
If so much of your map is in 0.5x, consider just halving the slider velocity and then doubling BPM for the one section.
Consider using a smaller-sized grid for grid snap.
[Gorgos]
00:10:045 (3,4) - Spacing.
00:18:053 (7,1) - ^
00:25:064 (8) - New combo? (spacing too, but it's pretty evident that it's not consecutive)
00:51:099 (7) - I'd avoid concealed sliders on your easiest difficulty.
01:02:057 (2,3) - On easier difficulties, it may be better to shift this back by 1/2 to stick to 1/1 beats for as much as possible. (true for the entire map, but I'll just mention it here once)
[Harder difficulties]
I took a quick look through the other difficulties, they look alright. The main issue is the length causes long combos. To be honest, the highest difficulty is not THAT hard, so the 11m score is pretty easy to hit, which is an issue. I thought the circle size there is perfect though, any smaller and it'll be more of an annoyance to play. (Nintendo Hard rather than a fun hard). Of course, you should still check the spacing throughout.
I don't know if anyone's told you, but within the editor there's an automatic modder called AIMod that can be called upon with Ctrl-Shift-A. It's really picky with spacing and stuff though, so don't bother fixing everything.
Have a star, and good luck!

[General]
Try BPM 156? I don't think the 0.01 will have much of an effect.
Source? Tags?
Consider setting the background colour to black.
Needs a preview point; this can be set by scrolling to the point in the map you'd like to set as the preview point and going Timing -> Set Current Position as Preview. Make sure this is done for every difficulty.
Unnecessary timing sections:
3. Offset: 10,841ms BPM: Inhereted (0.5x)
4. Offset: 13,148ms BPM: Inhereted (0.5x)
If so much of your map is in 0.5x, consider just halving the slider velocity and then doubling BPM for the one section.
Consider using a smaller-sized grid for grid snap.
[Gorgos]
00:10:045 (3,4) - Spacing.
00:18:053 (7,1) - ^
00:25:064 (8) - New combo? (spacing too, but it's pretty evident that it's not consecutive)
00:51:099 (7) - I'd avoid concealed sliders on your easiest difficulty.
01:02:057 (2,3) - On easier difficulties, it may be better to shift this back by 1/2 to stick to 1/1 beats for as much as possible. (true for the entire map, but I'll just mention it here once)
[Harder difficulties]
I took a quick look through the other difficulties, they look alright. The main issue is the length causes long combos. To be honest, the highest difficulty is not THAT hard, so the 11m score is pretty easy to hit, which is an issue. I thought the circle size there is perfect though, any smaller and it'll be more of an annoyance to play. (Nintendo Hard rather than a fun hard). Of course, you should still check the spacing throughout.
I don't know if anyone's told you, but within the editor there's an automatic modder called AIMod that can be called upon with Ctrl-Shift-A. It's really picky with spacing and stuff though, so don't bother fixing everything.
Have a star, and good luck!