quick check, not modding the whole map because it really doesn't feel ready, i would recommend getting more mods (I got asked by someone to check this who isn't related to the mapset, and I decided I wanted to mod because I love the song but I found a lot of issues ;w; )
Ok done, give me kudosu if you really want to but i understand if not because I modded a very small section of the map.
Crystal's Envision
Quick note: Not going into flow here due to a massive amount of note positions that need changing anyway to suit the hyper style the song suggests, but sliders such as 01:02:666 (3) - flow really badly due to a strong hyper followed by a change in direction, and so I would recommend changing sliders mapped in this way by either flipping them around, or tilting them slightly vertically so less antiflow movement is required.
Intro is fine, I like the non-use of hypers here, fits the song well. There are sections where a hyper could fit, but I would suggest leaving this, as I think this feels like a nice introduction to the song.
00:56:897 (3) - Hyper doesn't fit at all, this drum beat is far too weak to add a hyper here.
00:57:128 (4) - There is no strong sound here, why add a hyper?
00:58:051 (4) - Hyper from 3 here doesn't fit. Instead this should hyper to 1. That's where the stronger note is.
00:59:205 (1) - Why does this hyper when it's a similar sound to the note before it? It makes little sense to have a hyper here with no hyper there, but I would just recommend removing this hyper.
00:59:666 (3) - Hyper from this doesn't fit the song, however hyper to this does.
01:01:512 (3) - This hyper doesn't fit either, the drum beat is very weak here.
01:02:897 (1) - Hyper to this doesn't fit, emphasising downbeat makes little sense here considering the lack of strength in this note.
01:03:128 (2) - Drum here isn't really strong enough to suggest a hyper in my opinion, especially considering you've not made hypers on similar beats.
01:03:820 (1) - A hyper to this would fit, due to the strong high pitch guitar note here.
01:04:282 (1) - ^
01:06:936 (2) - A hyper neither to nor from this fits. I have no idea why there's a hyper to this in the first place, and from this I don't think the guitar nor drum is strong enough to put a hyper here.
01:08:205 (3) - There should really be a hyper to this, for the strong whining sound of the guitar.
01:08:436 (1) - This makes little sense as a hyper due to the guitar sound actually getting weaker here.
01:08:666 (2) - This drum is nowehere near strong enough to imply adding a hyper here.
01:09:128 (4) - ^
And so on. Basically, you need to go through the whole map again, and get rid of hypers that aren't on strong notes, and try to avoid using sliders like the section I mentioned. They're very bad for flow and make the map not fun. Try to fix general flow throughout the map too, many sections seem badly flowing. Again, these are mainly due to horizontal antiflow sliders, but try to avoid forcing the player to hold dash for long periods of time. This is boring to play and deteriorates the quality of the map.
Intro is fine, I like the non-use of hypers here, fits the song well. There are sections where a hyper could fit, but I would suggest leaving this, as I think this feels like a nice introduction to the song.
00:56:897 (3) - Hyper doesn't fit at all, this drum beat is far too weak to add a hyper here.
00:57:128 (4) - There is no strong sound here, why add a hyper?
00:58:051 (4) - Hyper from 3 here doesn't fit. Instead this should hyper to 1. That's where the stronger note is.
00:59:205 (1) - Why does this hyper when it's a similar sound to the note before it? It makes little sense to have a hyper here with no hyper there, but I would just recommend removing this hyper.
00:59:666 (3) - Hyper from this doesn't fit the song, however hyper to this does.
01:01:512 (3) - This hyper doesn't fit either, the drum beat is very weak here.
01:02:897 (1) - Hyper to this doesn't fit, emphasising downbeat makes little sense here considering the lack of strength in this note.
01:03:128 (2) - Drum here isn't really strong enough to suggest a hyper in my opinion, especially considering you've not made hypers on similar beats.
01:03:820 (1) - A hyper to this would fit, due to the strong high pitch guitar note here.
01:04:282 (1) - ^
01:06:936 (2) - A hyper neither to nor from this fits. I have no idea why there's a hyper to this in the first place, and from this I don't think the guitar nor drum is strong enough to put a hyper here.
01:08:205 (3) - There should really be a hyper to this, for the strong whining sound of the guitar.
01:08:436 (1) - This makes little sense as a hyper due to the guitar sound actually getting weaker here.
01:08:666 (2) - This drum is nowehere near strong enough to imply adding a hyper here.
01:09:128 (4) - ^
And so on. Basically, you need to go through the whole map again, and get rid of hypers that aren't on strong notes, and try to avoid using sliders like the section I mentioned. They're very bad for flow and make the map not fun. Try to fix general flow throughout the map too, many sections seem badly flowing. Again, these are mainly due to horizontal antiflow sliders, but try to avoid forcing the player to hold dash for long periods of time. This is boring to play and deteriorates the quality of the map.
Ok done, give me kudosu if you really want to but i understand if not because I modded a very small section of the map.