General feedback about maps you showed me:
Style you want to aim for: Flow-mapping and Simple-mapping
Specified categories you need help with: Spacing and Hitsounds
It seems like you haven't made many harder difficulties yet. I had a glance at your Extreme in "Teaspoon story". It appears very unstructured to me but at the same time you already tried to implement the styles you want to aim for. It lacks spacing though. A lot of the mapping on this difficulty is also not accordingly mapped to the music and feels forced, partially overmapped but that's because you placed your elements not entirely correct. My advice for that is to practise mapping harder difficulties a bit more before trying to achieve a ranked status with them.
Onto "Koiiro ni Sake" 's Normal. (Easy has glitches and inappropriate patterns that need fixing). The song is very fast paced so it's hard to create easier difficulties. Overall you managed to create a decent Normal but you focused too much on vocals. This is difficult to read as they often fall onto 1/2 beats and the stronger beats are mostly left unmapped, like the first beat of a bar http://puu.sh/t7Ofv/dd40083ec8.jpg . Try to have strong beats mapped and less of the 1/2 vocals to maintain a less confusing and more fluid gameplay.
Which leads to "STARTING NOW!" Normal. The quality compared to the other two maps has clearly improved. Stil, you left some important beats unmapped again and rather "bridged" them with sliders that follow the vocals. Easy contains too many 1/2 elements that needs to be nerfed. 01:01:773 (1) - you seem to like this slider a lot. You could make this a significant characteristic of yours. In general, all of your difficulties flow really nicely and the simple-mapping you aim for is pretty consistent.
Specified categories you need help with: Spacing and Hitsounds
It seems like you haven't made many harder difficulties yet. I had a glance at your Extreme in "Teaspoon story". It appears very unstructured to me but at the same time you already tried to implement the styles you want to aim for. It lacks spacing though. A lot of the mapping on this difficulty is also not accordingly mapped to the music and feels forced, partially overmapped but that's because you placed your elements not entirely correct. My advice for that is to practise mapping harder difficulties a bit more before trying to achieve a ranked status with them.
Onto "Koiiro ni Sake" 's Normal. (Easy has glitches and inappropriate patterns that need fixing). The song is very fast paced so it's hard to create easier difficulties. Overall you managed to create a decent Normal but you focused too much on vocals. This is difficult to read as they often fall onto 1/2 beats and the stronger beats are mostly left unmapped, like the first beat of a bar http://puu.sh/t7Ofv/dd40083ec8.jpg . Try to have strong beats mapped and less of the 1/2 vocals to maintain a less confusing and more fluid gameplay.
Which leads to "STARTING NOW!" Normal. The quality compared to the other two maps has clearly improved. Stil, you left some important beats unmapped again and rather "bridged" them with sliders that follow the vocals. Easy contains too many 1/2 elements that needs to be nerfed. 01:01:773 (1) - you seem to like this slider a lot. You could make this a significant characteristic of yours. In general, all of your difficulties flow really nicely and the simple-mapping you aim for is pretty consistent.
Advice for Easy, Normal and Hard difficulties:
Easy shows the same vocal mapping as Normal which I don't recommend. The Easy is also too dense in elements and nearly a Normal. 1/2 is a lot harder to follow for beginners than 1/1 which should be avoided. Your Easy and Normal could do with reworking the 1/2 into 1/1 to a minimum. As general mapping rule for
Easy: Use 1/2 beat mapping sparingly. Keep most of the mapping to 1/1. Only use 1/2 when it's 100% clear. Too many 1/2 make following the rhythm hard. Longer sliders, reverse sliders, 1-2 beat breaks now and again are beneficial for this difficulty level. (I recommend 2 since the BPM is high http://puu.sh/t7OPA/bc67ae2852.jpg )
Normal: Introduce 1/2s more often and mix with 1/1.
Easy: Use 1/2 beat mapping sparingly. Keep most of the mapping to 1/1. Only use 1/2 when it's 100% clear. Too many 1/2 make following the rhythm hard. Longer sliders, reverse sliders, 1-2 beat breaks now and again are beneficial for this difficulty level. (I recommend 2 since the BPM is high http://puu.sh/t7OPA/bc67ae2852.jpg )
Normal: Introduce 1/2s more often and mix with 1/1.
Your Hard is really decently mapped. You follow vocals a lot again but compared to Easy and Normal they can be handled easier. The only real issue that I found is the, now and again, inconsistent spacing. There are couple of suggestions that would improve flow and aesthetics too.
Spacing
00:15:784 (1,2,3) - A change of spacing is pointless here as there is no need for emphasis. The guitar remains the same and so do the drums. The more intense drum sound is at 00:16:773 - so a slight jump would be more reasonable at this point. Since you follow the guitar I wouldn't recommend that. Especially since its a Hard.
00:18:421 (1,2) - compared to the spacing of 00:18:916 (2,3,4) - is not consistent and should be avoided. You did this pretty often throughout the difficulty. 00:20:399 (5,6,1) - 00:23:037 (3,4,1) - 00:24:685 (3,4,1,2,3) - etc. A slight change is not emphasis, that's just messy. The vocal at 00:23:696 - is a lot higher pitched than 00:23:037 (3,4) - and could easily have more spacing http://puu.sh/t7PiP/bdb48a9acd.jpg even more since it's a new bar, which are usually also more intense.
Go through the difficulty and keep your spacing consistent. Having too many changing spacings is confusing and doesn't make sense.
00:18:421 (1,2) - compared to the spacing of 00:18:916 (2,3,4) - is not consistent and should be avoided. You did this pretty often throughout the difficulty. 00:20:399 (5,6,1) - 00:23:037 (3,4,1) - 00:24:685 (3,4,1,2,3) - etc. A slight change is not emphasis, that's just messy. The vocal at 00:23:696 - is a lot higher pitched than 00:23:037 (3,4) - and could easily have more spacing http://puu.sh/t7PiP/bdb48a9acd.jpg even more since it's a new bar, which are usually also more intense.
Go through the difficulty and keep your spacing consistent. Having too many changing spacings is confusing and doesn't make sense.
Flow, Aesthetics
00:01:938 (2,1) - Should be paralell to look aesthetically better.
00:27:158 (4) - Stacking onto 00:27:322 (5) - will make transition better which means flow will be improved. Same goes for similar ones like 01:16:938 (3,4) -
00:28:971 (1,2,3) - Unstacking those from the slider end will make gameplay more fluent. Use such stacking in higher difficulties and prioritise flow over difficulty in Hard.
00:27:158 (4) - Stacking onto 00:27:322 (5) - will make transition better which means flow will be improved. Same goes for similar ones like 01:16:938 (3,4) -
00:28:971 (1,2,3) - Unstacking those from the slider end will make gameplay more fluent. Use such stacking in higher difficulties and prioritise flow over difficulty in Hard.
And one thing about rhythm:
01:17:268 - there is an important drum sound that should be mapped since you map to insturments there
Hitsounds
Keep hitsounds consistent. Also use hitsounds in the introduction part of the song. 00:01:279 - til 00:06:553 - The strong beats on every 2nd bar should have hitsounds. You could also hitsound the sliderbody to emphasise the guitar.
Since this song consists of guitar and drums, I recommend following these accordingly. The claps are placed decently.
Whistles on 00:26:828 (2) - 1/2 beats sound off. Try using them on full beats for accents between the drums. The 3rd beat and half beat before the next measure is also a good place to add whistles. (00:35:235 (7,8) - 00:37:872 (7,8) - etc) http://puu.sh/t7Q6I/bd1d3bb5e6.jpg (Examples taken from Hard)
The volume is also too slow. The song is pretty intense and 60% makes the hitsounds blend too much with the music. Try to avoid this and increase the overall hitsounds volume to about 70-80%. Inaudible hitsound volume and lack of hitsounding can be unrankable.
Since this song consists of guitar and drums, I recommend following these accordingly. The claps are placed decently.
Whistles on 00:26:828 (2) - 1/2 beats sound off. Try using them on full beats for accents between the drums. The 3rd beat and half beat before the next measure is also a good place to add whistles. (00:35:235 (7,8) - 00:37:872 (7,8) - etc) http://puu.sh/t7Q6I/bd1d3bb5e6.jpg (Examples taken from Hard)
The volume is also too slow. The song is pretty intense and 60% makes the hitsounds blend too much with the music. Try to avoid this and increase the overall hitsounds volume to about 70-80%. Inaudible hitsound volume and lack of hitsounding can be unrankable.
Concluding advice:
My advice for you is to make harder difficulties more often to practise mapping them. Overhaul your Easy difficulty to make it beginner appropriate. Fix up the spacing in Hard and use emphasis jumps sparingly in this difficulty. Hitsound consistently and complement second beats with whistle and finish for accentuation and stronger sounds respectively.
I hope this helped you and will also help you with your future maps. If you have any upcoming questions, are unsure about something or need further help, don't hesitate to contact me via PM.