00:33:533 (1) - Too curved sliders do not represent long-lasting vocals well enough. Furthermore their curve makes flow too forceful for the player. I suggest you refrain from using them, especially in this part. (This is a subjective matter though)
00:37:304 (1) - Get rid of the 3rd red anchor. It gives a pointy part on the sexy-wannabe curve.
00:40:733 (3,4) - Nazi aesthetic thingy but beware of the overlaps that remains sometimes make.
00:48:961 (4,5,1) - Use the exact same spacing as 00:46:219 (4,5,1) - because there is nothing different in the chorus about these 2 sections. (Aside from leaving the intro, but you make up for it with the use of a slider).
00:53:761 (1,2,3,4) - (1) is less curved than (2) which is more curved than (3) which is less curved than (4). All curves are uneven. Again, this is for the aesthetics. It does not affect gameplay.
00:56:504 - Don't skip that beat. It is confusing while playing, especially when you start that slider on the red tick. That is mostly because the tension (which you do well by representing with high-ish DS) is clearly stored in the white tick.
00:58:561 (3,1) - The spacing used here does not fully justify the tension created by the change of note-usage on the electric guitar. The main reason that is an issue is because you skip 00:58:904 - Which is an important white tick that should be used to represent said change with further cursor movement.
I suggest you use this pattern. (Remove reverse point and add note at (114,110)
00:59:247 - Don't skip that for the sake of rhythmical consistency, since you make the player tap on that beat for every instance used so far.
01:00:618 (1) - Not sure if a spinner fits here. I get that there is a increasing sound on the background but compared to the beats, it's less noticeable. You can leave it be though.
01:05:933 - Vocals begin here, so should the storyboard element. (Lyrics)
01:15:704 (1,2,3) - Buff the jump a bit more. The player does not go until the end of the slider, so calculate DS by having it's middle as benchmark.
01:16:561 (1,2,3) - What does the different use of DS stand for here? Better keep DS steady for these 3 since they are exactly the same. (Just slightly lower pitch).
01:28:047 (1,2,3) - Basically on the end of the slider, in order for the stream to be completed, little to none cursor movement is required. Is that really how you want to represent such a strong electric-guitar beat?
01:39:018 - Regarding the storyboard: Instead of making a simple "Start,End" moving on the x-axis and then on the y-axis. Why not just make a "Start" When the stream starts and an "End" when the stream ends?
01:42:447 (5,6,7) - Same as the end-streams on the sliders. Such a strong point in the chorus is represented with little to none cursor movement. It's a shame, isn't it?
01:47:590 (2,3,4,5) - I suggest representing the "Con" with a slider (as you have done) as well as the "structs" with another slider. Since they are part of the same phrase. A triplet seems out of place there.
01:53:761 (5,1) - Leaving the patterns just like you begun makes more sense.
02:16:733 (1,2,3,4) - Use same spacing as02:15:361 (1,2,3,4) - Since they are the same.
02:27:704 (1,2,3,4) - Where did the claps go?
02:33:018 (3,4,5,6) - The transition is very no-user-friendly flow since the player is required to perform partly circular movement while transiting into (3), make a linear jump towards the stream by moving diagonally and then forcefully move a bit up and right in order to complete the stream. "Forcefully" is because if this was a slider, the player would have more freedom of movement, but in this case, accuracy is his best bet. Relying completely on accuracy makes the pattern hard but not fun.
02:34:904 (5,1) - Nazi imperfect blanket. (Move away from the letters on 1/8 BSD)
02:34:647 - Don't skip that since it's not only very noticeable but you have also mapped beats of the same nature before.
02:37:990 (1,2,3,4,1,2,3,4) - For god's sake use some more DS! The chorus is screaming for it!
03:10:218 (5) - Ctrl+G please.
03:12:276 (1) - Too curved slider. Yuck.
03:12:618 (2,3) - Transition is forceful (and weird) due to the flow that the slider's position creates. This is why. (Red = Broken/Bad flow)
03:26:333 (2,1) - DS usage: 2.75
03:27:704 (2,1) - DS usage: 1.5 while being the same as the one above.
04:04:047 (8,1,2,3) - You break the flow too many times and it becomes unpleasant during this pattern.
05:17:933 (6,1) - Same unpleasant flow instance. What really makes this bad is that the player is forced to follow this flow due to the existence of sliders.
05:19:476 (4) - Move this somewhere around (160,330) in order to nerf the jump into it (because it's not justified by the tension) and to buff the jump on the next slider which contains a strong beat on it's head.
05:25:304 (1,2,3) - Constant DS despite the presence of another strong beat? At least break the flow a bit.
05:46:733 (4,5) - Don't lower cursor movement here, you already do this with triplets. Buff this jump.
05:48:961 (2,1) - This is really bad. Both in terms of mapping and gameplay. You give no credit to this huge-ass white tick and treat is with a simple 1.0 DS while 05:39:361 (2,1) - here you do otherwise. Or here 05:37:818 (2,1) -. Generally these sections are treated quite differently both in terms of rhythm and spacing. I see no point in doing something like that though,
05:50:333 (2,1) - Welp, same.
05:54:790 (3,6) - No claps?
05:56:161 (4,8) - No claps?
05:56:418 (7) - This is mapping nothing. (Don't tell me it's the vocals because you have not mapped the vocals for a long time during this part of the song).
06:12:790 (6,7,8,9,10,11,1) - Strong as fuck beats and vocals, 0.7SV-Like cursor movement. Are you really supporting this? (This is one example out of many)
06:52:390 (3) - Find a way to bring out that beat. I have no suggestions that include altering your current pattern.
07:03:704 (4,1) - Look where the slider tail is facing and look where you want the player to go. The slider is not played as it is meant to be.
07:10:904 (1,2) - Nazi imperfect blanket. (Move timeline center on the note)
07:19:133 (1,2,3) - Use jumps, make a big finale. Your song deserves it.
07:21:876 (1,2,3) - Same stuff.
- What is the relation of the Asian sailor boy to the song?
- The majority of your steams could be a bit wider. I feel like you are holding the player back with such low DS in the whole of them.
Cool song and map. I feel like the storyboard could have been done a bit better. (It's really cool as it is tho )