Beginning with replying the two disqualifying reasons. I agreed with the latter one since some other players such as Jordan and various of players reflected their opinions through reddit and disqus telling me that the last part seemed hard to understand so I realized covering a new track by hitsounding here is confusing to players and really wanted to change even before your disqualification. However, I disagree with your opinion on that part:
but please avoid covering up wrong rhythms with hitsounding in the future.
I am really sorry that you do not know how to create a new track by hitsounding, sometimes it is good and sometimes it is bad and I am sure I did quite good on parts 00:19:493 - 00:28:750 , 00:30:464 - 00:39:721 but not on 02:54:464 - 02:58:406. Thus, do not conclude creating new track is
WRONG just because you do not know how to do nor can you understand what the new tracks stand for and then just blame they are
WRONG. Many users liked my hitsound tracks, please I beg you do not use your only own standard to judge others thank you.
Additionally, I really beg to differ your first major disqualifying reason, explanation in ztrot's post expresses clearer so may you refer his post?
I will reply your 'Additional Modding' below , as they are only 'Additional Modding' please do not jump and scream when you see I rejected applying your suggestions.
The hitsound used at 01:10:407 (2) and many other places mergesa lot with the music, so it doesn't give a lot of feedback to the players either. Please try to avoid using hitsounds that sound exactly like the sound they are following (without a hitnormal), it is no big difference to having no hitsound at all.
Hello, I do not dare to bet you did not check the hitsound carefully but this mod is illegitimate. You claimed that there is no hitnormal at '01:10:407 (2) and many other places' but let us see, what is this:

Isn't it a non-silence hitnormal? And most importantly, there are two hitsounds at 01:10:407 and 'many other places' separately, and the music at those timings do only play two tracks which are bass and a similar but not exact sound to my hitwhitle, thus the hitsounds quite stand out and are not even 'no big difference to having no hitsounding at all'.
Please also consider about SB Load
I know you are not familiar to SBing but at least please may you read Kibbleru's post before posting? Overloading for only 0.3 seconds is never a problem and this is
NOT avoidable.
00:31:321 (4,1) - The movement between these slider was unintuitive for me. Since 00:30:807 (2,3,4) alternate directions, you would expect 00:31:493 (1) to go from left to right. It's also hard to read since the sliders are all overlapping, so most players (that can still pass and play the map well enough, like me) will have problems here. I'd recommend you to create a more intuitive movement here.
I did not follow your view but remapped the whole part ,start from 00:30:464 to 00:39:550. Sorry.
01:05:435 (1,2,3,4,1) - These jumps are bigger than the 1/2-jumps in your previous section, although the music tones down. Please reduce these a bit. Same applies for 01:06:807 (1,2,3,4) - of course.
Your logic of mapping is only to follow the volume to space objects but never premeditate other factors, right? Other than the volume, the sound on 01:05:435 (1,2,3,4) are brisker and the jumps are not that hard as you imagine.
01:22:064 (1,2,3,1,2,1,2,1) - The jumps are from white to red ticks here instead of from red to white ticks, which is inconsistent to other similar patterns like 01:23:950 (1,2,1,2) for example. It makes much more sense to stress the white ticks by using jumps from red to white.
The jumps are from red ticks to white ticks here instead of from white to red ticks. Radically, it is all about the feeling to a song but no common standard to judge whether the jump should begin at white tick nor should the jump begin at red tick. My view, is to begin the jump at red tick, so as your contrary view, please do not use your own view to destroy one's creation.
01:49:321 (1,2,3,4,5,6,7,8) - Here it's exactly the opposite.. You got the jumps from white to red at 01:43:835 (1,2,3,4,5) and 01:46:064 (2,3,4,5,6,7) which makes sense with the background instrument, but it should be done consistently.
Same as what I wrote on above.
02:52:064 (2,3,4) - The triplet starting at the white tick is unintuitive and random, since you didn't use it before. It would be better to get rid of the blue tick note.
How can I get rid of blue tick notes while placing triplets? Is a triplet a triplet without 3/4 blue tick note? Besides, there is no rule district mapper to use a consistent rhythm from the beginning to the end of a song, why using different rhythm to delight players is a sin?
02:58:578 (1,1,1,1) - The music calms down very much here, so the huge spacings between these sliders feel out of place. They should be smaller, more similar to 02:59:092 (1,1,1) those spacings.
You do not understand this logic perfectly. The piano sounds there sound 'random' so I placed random jumps , that is all. Piano=/= no jump.
Chloe, fanzhen and wkyik permitted me to apply mods on their difficulties, so I do now.
[fanzhen's X-Tra]
00:36:293 (2,3) - ♥
Eventually you understand how to appreciate other's creation, thank god.
01:09:550 (1,2,3,4) - It's hard to pretend that these sliders use 2.0x SV. They also seem exaggerated, since there are just equal drum sounds in the music that call or a stream rather than fast kick sliders.
It would be harder to pretend if fanzhen map streams here as this difficulty does not include any other stream and more importantly, 2.0x SV is not hard to recognize , maybe it is just due to your lack of experience on playing, other players can recognize this clearly on their first play, please ask rrtyui if you doubt.
[wkyik's Insane]
I'm just wondering why 01:07:835 (2,3) - are spaced like 1/2? You didn't do that for 01:06:464 (2,3) or 01:05:093 (2,3) so I would try something similar to that.
It is an insane and is already clear enough to let players determine whether this is a 1/1 spacing or a 1/2 spacing.
[Normal]
Well done
WOW//, but the difficulty should be renamed to Advanced. There are so many reasons that make this much more difficult than a common Normal diff.. 01:54:121 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,1) - Huge number of circles in a row combined with 1/2 and 3/2-gaps, small jumps / distance spacing changes, more or less drastical SV-changes, complicated movements, stacks under slidertails etc. It fits the spread well, since Chloe's Hard is also really difficult, but it is not suitable for a Normal difficulty.
See ztrot's post, thanks in advance.
[Easy]
In relation to the above, this should then be renamed to Normal. It's on the simple side, but it doesn't really matter. 01:08:864 (1,2,1) - Stacking those sliders' tails can easily cause misreads and it's not suitable for the lowest diff.
02:10:578 (1,2,3) - Again, confusing stacking, combined with a really sharp movement. Please find a more straigt-forward solution for both patterns, avoiding stacks and sharp movements.
See ztrot's post;
stacking is allowed in easy difficulty, especially this kind of stacking is really easy to read.
Good Luck!
You as well.