As per your request:
[General]
Set offset to 28,273 so the metronome is on the right beat.
Source is bms... does this stand for Bemani Simulation or something? Please write the full name of the game out.
[All Maps]
01:49:948 - Start kiai here.
02:10:053 - Start kiai here.
02:30:471 - Maybe add a kiai fountain here? It'd be a neat effect.
[Beginner]
Such super-lower difficulty settings. -_-
And a way low distance snapping to boot.
There are a lot of simplified beats that you use long sliders on that I feel that you can easily follow the main melody with.It'd require a lot of remapping though, so I'll just mention this here.
00:47:121 (4) - I'd point out the kick sliders being unfriendly to newcomers, but with such a slow velocity, I think it's fine.
01:07:226 (5,6) - Although this would be problematic. Stacking a note after a slider is a pain for new players to read. I'd recommend you map something else here.
01:26:074 (1) - End this spinner at 01:27:644. It'll give more recovery time for the next notes.
02:17:592 (5) - New combo
02:23:718 (1) - End this spinner at 02:27:487 - for better recovery time.
[Standard]
00:37:697 (6,7,8,9,1) - I dunno about this stack. Even with a normal, with this OD, a player might just freak out and start clicking like mad to get through it. Hrm, you used them a lot too. :/
00:38:325 (1,2,3) - Aaah, so much staying to the beat instead of going with the syncopated melody. Makes my head spin, hehe.
Mmm, in general this is pretty dang tough as a normal. I suppose the really slow velocity helps with that though...
[Hyper]
Wow, huge difficulty jump.
As a difficulty, it's good, but if you were willing to tone it down to help bridge the gap between Standard and this, I wouldn't hate you. I think the biggest challenges in this difficulty are all the short streams used. If you can tone those down (use more kick sliders and just eighth notes to simplify the rhythms) this would be a nice transition difficulty to the harder stuff.
[miccoli's diff]
Wow, this is pretty fun~
Eh, all I've got are combo mods since there seems to be a lot of combo inconsistency.
01:23:561 (10) - New combo? If so, remove new combo at 01:24:189 (1) -
01:24:817 (11) - New combo? If so, remove new combo at 01:25:446 (1) -
01:26:074 (9) - New combo? If so, do new combo at 01:27:330 (13) -
01:36:126 (8) - New combo? This combo is running pretty long. >>
01:44:922 (10) - New combo?
02:07:383 (5) - New combo?
02:17:592 (1) - New combo? If so, remove new combo at 02:18:063 (1) -
02:20:105 (1) - Think you can put in some new combos in the middle of this? It gets pretty tough, and the HP boost would be pretty helpful.
02:27:487 (8) - New combo? If so, remove new combo at 02:28:587 (1) -
02:29:843 (14) - Add a finish?
[Another]
02:16:336 (1,2,3,4,5,6,7,8) - Argh, so hard. ;_;
I think the biggest problem is the big difficulty jump from Standard to Hyper. Hyper and miccoli's diff are fairly similar in difficulty, so maybe if you could tone down Hyper a bit, this set would be awesome.
Edit: "give difficulty jump" I can't type anymore.