I'd like to state something about this map, since there are still things that, I feel, make this map unrankable.
First off, your idea of using noises produced by fire as a sliderslide is impressive, but the sound itself lacks of quality. It feels like the sound was cropped to only use the heights of the sound, ignoring the bass.
Also, the storyboard is killing my freshly upgraded computer, simply because it uses so many files to resemble the graphemes you used for the lyrics. Isn't there a simpler way of forming those? Possibly by using 1 file for one symbol? I bet you would still achieve a fire-like style through using the right utensils to draw them.
Furthermore, I'd like you to adjust the shapes of the quick sliders a little. The mere speed of those sliders in the kiais already poses an enormous difficulty spike, and to aid the player with following the slider, I don't think it is enough to keep a low tickrate. On the one hand, there are sliders that use an intuitive track, nicely playable because of their shape not being too extravagant (such as 02:20:945 (1) - because it can be played like a simple curve or 02:11:655 (1,2,3,1) - because of their cohesive flow. On the other hand, some sliders are either not using said principles and are therefore not nice to follow (examples: 02:14:752 (2) - because it breaks the priorly used clockwise oval flow very sharply; 03:44:558 (1) - because of the sudden horizontal speed increase (caused by the widescreen resolution); 02:08:558 (1) - 04:06:235 (2) - because of their numerous direction changes; 04:21:719 (1) - because it is very pointy and the individual spikes have sliderticks in them). However, the biggest problem are these sliders that overlap multiple times during the last kiai. They may look better than the others, but given the fact that there are so many tracks next to each other, it is hard to keep track of where to go next. Combined with the speed of those sliders, it creates an unpleasant experience playing these sliders. I am specifically addressing the following sliders:
05:01:977 (1) - after hitting the bottom left corner, the track of this slider suddenly becomes more horizontal, breaking the flow created by the previous notches. Possibly, if the tracks were further apart and the last bit of the slider was more vertival, it would be easier to follow. Also, making the slider overlap itself less adds to better playability.
05:08:171 (1) - The only thing confusing me is the beginning of the second half of this slider, since I think the upper left triangle leads immediately upwards and then later downwards, which obviously doesn't make sense, but it feels like that would happen when I scan the slider.
05:11:268 (1) - I somehow expect this slider to lead into the upper right corner first, since it would catch the dropoff a lot nicer combined with the previous circles. However, after following this one multiple times, I could agree with it going to the left. Instead, the problem lies within what you see when you hit the slider. there is something going around the head, and these tracks are processed prior to the part that is actually following the head. What I mean is that I see the stuff on the right side and I know how to follow it, but first I have to focus on where to go on with the left half before I can go to the bit that I have already understood. And since the left half is quite complex, this always leads to a sliderbreak or even a fail.
05:20:558 (1) - The one overlap that this slider has is ambiguous, it is not clear for me whether I need to go down first or go left first. Eradicating the overlap is the easiest and quickest solution.
Lastly, there is this one rhythmical error I find peculiar. 03:09:526 (3) - Are you sure you want to follow the lyrics here? There is this one sound at 03:09:623 - that you might want to emphatise instead.
It is debatable whether the other sliders are fine, but I feel like those are the ones you still need to put attention to in order to make this map become not redundantly difficult.
Good luck!