Easy.
Though several parts made me feel as if the map was made on the metronome beat such as 01:02:613 (1,2,3,4), the technicals wasn't that bad! To avoid such feelings, you'll want to consider mapping to some characteristic feature of the song on your future mappings. Keep in mind that this such diff is an "Easy". Just mapping to the drums would be a hard stuff to be reflecting the song. Using some long sliders along the vocal lines would be one way to achieve it.
-- Considering the OD being the same with Normal, I recommend you to use a lower one for this.
Hard.
01:05:841 - Since the vocal exists here, a converted rhythm form of 01:05:651 (1,2) would work better along the song imo.
Insane.
Several drum beats were ignored at the middle part of the map, but I feel it to be fine since the rhythms were likely to be vocals.
00:15:050 - 00:22:645 - Ignoring this beat didn't really felt characteristic for this specific song. Since you've already expressed similar beats like 00:16:569 (4) in your map, also adding a note here would be more consistsent, and reflecting the song better.
00:54:069 (2,3,4,5,6) - I feel the formation of this pattern to be very random compared to other elements in this map. Mind polishing the placement more so it could make some minimal visual concept at least?
01:01:379 (2,3,4) - You'll need to give a better distribution on the spacing concept. While (2,3) being 1/4 and (3,4) a 1/2, the actual spacing is really similar to tell the difference of rhythms.
01:08:499 (4) - Mind making this object closer with (3)? Though the distance snapping indicates (2,3,4) to be equally a 2.10x, the visual spacings that could be seen between the tails of (2,3) differ from the spacing between the tail of (3) and (4). Making those consistent would assure a stable visual.
01:13:532 (2,3) - A little similar with above. Moving 2 grids up will work.
01:22:170 (6,7) - Try unchecking "View->Stacking". You will see these are manually stacked. No need to use such a manual stack to break the gameplay of potential hr players.
Shadowland.
00:14:575 (3) - Since the major instrument you are following starts at 00:14:670, I recommend you removing this object for better emphasis.
00:19:702 (3,4,5) - Not really a bad gimmick, but since the usage wasn't so consistent, just using as a regular triple would be better in structures.
00:38:594 (2,3) - Similar opinion with above. The concept itself isn't really bad, but if you see other similar parts of the song which are 00:40:113 (2,3) - 00:41:632 (2,3) - 00:44:670 (2,3), you were mostly using a 1/4 stack. Being consistent to that will help your structures.
00:51:790 (6,7,1) - Nearly 100% of the slider path is hidden with the circles. This hardly indicates (1) to be a slider intuitively, which I do not consider rankable.
00:56:062 (8,9,1) - Not as severe as above, but still this is way better if avoidable. This also doesn't properly indicate the sliderpath.
Popping over some unrankble gimmicks on shadowland's diff in my eyes.
If all issues are cleared, feel free to call me back. The mapset is fine enough.
Though several parts made me feel as if the map was made on the metronome beat such as 01:02:613 (1,2,3,4), the technicals wasn't that bad! To avoid such feelings, you'll want to consider mapping to some characteristic feature of the song on your future mappings. Keep in mind that this such diff is an "Easy". Just mapping to the drums would be a hard stuff to be reflecting the song. Using some long sliders along the vocal lines would be one way to achieve it.
-- Considering the OD being the same with Normal, I recommend you to use a lower one for this.
Hard.
01:05:841 - Since the vocal exists here, a converted rhythm form of 01:05:651 (1,2) would work better along the song imo.
Insane.
Several drum beats were ignored at the middle part of the map, but I feel it to be fine since the rhythms were likely to be vocals.
00:15:050 - 00:22:645 - Ignoring this beat didn't really felt characteristic for this specific song. Since you've already expressed similar beats like 00:16:569 (4) in your map, also adding a note here would be more consistsent, and reflecting the song better.
00:54:069 (2,3,4,5,6) - I feel the formation of this pattern to be very random compared to other elements in this map. Mind polishing the placement more so it could make some minimal visual concept at least?
01:01:379 (2,3,4) - You'll need to give a better distribution on the spacing concept. While (2,3) being 1/4 and (3,4) a 1/2, the actual spacing is really similar to tell the difference of rhythms.
01:08:499 (4) - Mind making this object closer with (3)? Though the distance snapping indicates (2,3,4) to be equally a 2.10x, the visual spacings that could be seen between the tails of (2,3) differ from the spacing between the tail of (3) and (4). Making those consistent would assure a stable visual.
01:13:532 (2,3) - A little similar with above. Moving 2 grids up will work.
01:22:170 (6,7) - Try unchecking "View->Stacking". You will see these are manually stacked. No need to use such a manual stack to break the gameplay of potential hr players.
Shadowland.
00:14:575 (3) - Since the major instrument you are following starts at 00:14:670, I recommend you removing this object for better emphasis.
00:19:702 (3,4,5) - Not really a bad gimmick, but since the usage wasn't so consistent, just using as a regular triple would be better in structures.
00:38:594 (2,3) - Similar opinion with above. The concept itself isn't really bad, but if you see other similar parts of the song which are 00:40:113 (2,3) - 00:41:632 (2,3) - 00:44:670 (2,3), you were mostly using a 1/4 stack. Being consistent to that will help your structures.
00:51:790 (6,7,1) - Nearly 100% of the slider path is hidden with the circles. This hardly indicates (1) to be a slider intuitively, which I do not consider rankable.
00:56:062 (8,9,1) - Not as severe as above, but still this is way better if avoidable. This also doesn't properly indicate the sliderpath.
Popping over some unrankble gimmicks on shadowland's diff in my eyes.
If all issues are cleared, feel free to call me back. The mapset is fine enough.