About the spacing, I think I need to provide all my reasons for them to show my idea in this diffculty. In fact, this difficulty is not my style but I just want to experiment some intensified jumps on this song. (to be honest, I prefer the INSANE)
00:47:640 - As the electro guitar getting louder, the song is intensified step by step and thus it reached the first climax of the song, the guitar solo. To reflect the theme "guilty", jumps are larger to emphasize the intensity and difficulty, in the way the official MV does (it contains a game called SPARK and the attack from GUILT is amplified here).
01:16:440 - Yeah the left-to-right-and-right-to-left pattern. I feel like giving it a try when I first listened to this song. Objectively, the song, especially the drums, bursts here, after a short calm part (where the GUILT stops any attack and gives its appearance), along with blame and anger. So the left-to-right pattern aims to let the player feel caught between guilt and uneasiness. In addition, this pattern originates from LP's previous song, 'Skin to Bone', where they sing
"As the starlight fades to gray, I'll be matching far away. Right to left and left to right nahhhhh..." (see
https://osu.ppy.sh/s/162800). In particular, 01:23:640 - cymbals and drums become loudest here, together with the guitar reaching its highest pitch, so I use left-to-right-and-right-to-left circles instead of sliders.
02:00:840 - Undoubtedly I follow the drums, and it feels much more awesome along with the prolonged vocal "know" and the increasingly stronger bass. I think the jumps here are not controversial.
02:20:940 - I also follow the drums here, which is getting louder and stronger, and use the increased spacing to indicate this advance in volumn. Then the jumps face a sudden stop as the instrument line meets a total silence, in contrast with the intensive jumps.
02:30:840 - You are right and I avianize the unreasonable huge jumps.
02:52:440 - Drums are emphasized and intensified here, different from 01:54:840 - , so I follow the drums totally to indicate the change and pave the way for jumps here 02:59:640 - , the silence here 03:00:840 - , and the chorus. Uncontrovertibly, jumps here 02:59:640 - are reasonable.
03:04:440 - Not only did I indicate the back and forth in cymbals and drums, but also the repeatedly changed pitch in bass line. The same goes with 03:09:240 - , 03:14:040 - and 03:18:840 - . In particular, the lyric
"there's no one else to blame" repeats once here 03:21:240 - , so in order to show the apparent anger and hatred, I put circles at the heads of previous sliders.
03:23:490 - YES I LOVE THE GUITAR HERE. Everything goes into pure anger and uneasiness, and the player SHOULD feels caught by guilt and frustration here, so again, the left-to-right-and-right-to-left jumps. And in addtion to this, the character in the MV is killed in action (K.I.A.) here by guilt and thus I want the osu players feel the pressure from pain, guilt, and death by forcing them to keep their right hands moving. What's more, everything gets weakened here 03:33:090 - since it paves the way for "THE REBORN" in MV later on. So the previous jumps are placed in contrast with this part.
04:52:440 - Why square jumps here? They are another form of back-and-forth jumps as they are placed diagonally.
04:57:240 - I find no reason for this but I think that's okay.
05:02:040 - The same as that in the previous chorus.
05:06:840 - Jumps are angrily placed here in clockwise. That's a metaphor for the inextricably guilt as the cursor finds no way out but just confined by the guilt. That's in line with the lyric,
"there's no one else to blame", as "you" is the one who makes cheating, fraud and excuse and that he should reap what he has sown and suffer from his own guilty conscience.
05:11:490 - previously mentioned.
05:35:640 - Jumps here follow the pitch of guitar.
As for the "inconsistency": I feel totally the opposite as I try to make things consistent and I don't know how come you feel the "inconsistency".
And about the hitsounding, I'll reconsider it, though I just hitsounded the map the way I used to and no one has ever find fault in it. But to be honest, I am a huge fan of default hitsounds.No, feedbacks are enough. I find some testplays from players ranking ~#1000 and few ever complains to me about the hitsound. Some even said that they are a bit noisy. On the other hand, I don't want to increase the volumn, utilize the normal hitsound, or using custom hitsounds, otherwise the hitsounds will end up covering the guitar and the original drums, or that's to say, the wrangling guest robs the place of the host. That's quite frustrating, isn't it?
tl;dr: I only changed the jumps here 02:30:840 - .
Anyway, thank you for your help and concerning!
EDIT: modificated the jumps at 03:15:240 - 05:03:240 - to improve gameplay, as is adviced by Skystar.
EDIT2: self-modding, I fixed a missing new combo in BEGINNER and a missing finish in ADVANCE.