General.
-- Why is "MY SONG IS SHIT" on the tags? It really feels some inappropriate contents to be inside the tags, and if it is related with the song officially, I'd like to get some reference regarding that. Unless, removing it would work safe.
-- Dark concepted combo color along a dark BG wasn't really good enough to properly read the approach circles. Though it isn't really merging with the BG, I strongly recommend you to use an alternative for a fair gameplay.
-- Imo, the sound appears at least from 00:01:750, and the point where the spinner starts felt a lot questionable.
Exote's Normal.
Personally ar5 felt way too fast to get used at the lowest difficulty of a 240bpm song imo.
Anxient's Advanced.
00:19:500 (3,1) - 00:33:000 (3,1) - These were the jumps appearing in this diff. Would be fine as it is, but considering this is one of the difficulty consisting a mapset, you'll want to take a look at your Hard. Even the hard diff is mainly having some large spacing, you didn't used a concept of a jump at these parts. I consider these jumps in Advanced to be a difficult concept than the ones used in hard, and therefore recommend you to get rid of these jumps.
Sharkie's Expert.
Overall, I do not consider this difficulty to be readied for a rank. The map lacks proper structures or technical skills to support the mapper's ideas on expressing the song. To start with one of the beginning patterns: 00:08:000 (1,2,3,4) - the sliders has some similar angled shape, and the rhythms are 1/2 -> 1/4 reverse -> 1/2 -> 1/4 reverse. Concept so far was fine, but then not much skills were presented here to create some quality. Let me ask you some questions. 00:08:000 (1,2) - this is having a 1.26x, is this your base spacing? 00:08:250 (2,3) - You've used a jump here. In which part of the song do you wanted to express this jump concept? Is it used consistently? How did you decided the scale of this jump? 00:08:000 (1,3) - these are overlapping each other. Not directly unrankable indeed, but such placement or relationship between a shape that was intended to be similar was neither creating any extra quality. 00:08:500 (3,4) - the concept of a 1/4 after a 1/2 slider repeated, but the placement concept has changed a lot. Why did the spacing increase to 1.38x while the one you were using at 00:08:000 (1,2) was only 1.26x? (2) was heading outside of the previous slider, but why is (4) heading towards the previous slider? Was there any musical difference to use such inconsistency? Such question goes on the whole map.
00:06:000 (1,1) - I pretty much feel the overlaps being really hard to indicate the covered one as a slider.
00:15:000 (1,2,3,4,5,1) - 00:31:500 (3,4,1) - These mapping concepts you are using are not properly indicating the 1/3 rhythms. Since it is using slider leniency, it is playable. While these two were the distinctive 1/3 rhythms in this map, the way you mapped is just an ordinary slider with a spacing concept that is nothing much different from others. If there was no timeline providen, there is less way to tell this is 1/3 and it isn't good in quality.
Extreme.
00:11:250 (2,3) - 00:23:000 (1,2) - I hope the overlaps of each could be polished more. The overlaps between sliderends/sliderheads didn't really looked aesthetically pleasing, considering how you've successfully managed to do at 00:26:000 (1,2,3,4).
00:27:750 (1) - Do you think the nc is necessary? It made the slider of 00:27:500 (1) single comboed, which made some inconsistent feeling apart 00:27:000 (1,2). Also since the drum beat is pretty much consistent since 00:27:625, removing the nc of the circle would work better. I don't think it would hinder playability.
ehh was considering to pop this but I was a little late.
-- Why is "MY SONG IS SHIT" on the tags? It really feels some inappropriate contents to be inside the tags, and if it is related with the song officially, I'd like to get some reference regarding that. Unless, removing it would work safe.
-- Dark concepted combo color along a dark BG wasn't really good enough to properly read the approach circles. Though it isn't really merging with the BG, I strongly recommend you to use an alternative for a fair gameplay.
-- Imo, the sound appears at least from 00:01:750, and the point where the spinner starts felt a lot questionable.
Exote's Normal.
Personally ar5 felt way too fast to get used at the lowest difficulty of a 240bpm song imo.
Anxient's Advanced.
00:19:500 (3,1) - 00:33:000 (3,1) - These were the jumps appearing in this diff. Would be fine as it is, but considering this is one of the difficulty consisting a mapset, you'll want to take a look at your Hard. Even the hard diff is mainly having some large spacing, you didn't used a concept of a jump at these parts. I consider these jumps in Advanced to be a difficult concept than the ones used in hard, and therefore recommend you to get rid of these jumps.
Sharkie's Expert.
Overall, I do not consider this difficulty to be readied for a rank. The map lacks proper structures or technical skills to support the mapper's ideas on expressing the song. To start with one of the beginning patterns: 00:08:000 (1,2,3,4) - the sliders has some similar angled shape, and the rhythms are 1/2 -> 1/4 reverse -> 1/2 -> 1/4 reverse. Concept so far was fine, but then not much skills were presented here to create some quality. Let me ask you some questions. 00:08:000 (1,2) - this is having a 1.26x, is this your base spacing? 00:08:250 (2,3) - You've used a jump here. In which part of the song do you wanted to express this jump concept? Is it used consistently? How did you decided the scale of this jump? 00:08:000 (1,3) - these are overlapping each other. Not directly unrankable indeed, but such placement or relationship between a shape that was intended to be similar was neither creating any extra quality. 00:08:500 (3,4) - the concept of a 1/4 after a 1/2 slider repeated, but the placement concept has changed a lot. Why did the spacing increase to 1.38x while the one you were using at 00:08:000 (1,2) was only 1.26x? (2) was heading outside of the previous slider, but why is (4) heading towards the previous slider? Was there any musical difference to use such inconsistency? Such question goes on the whole map.
00:06:000 (1,1) - I pretty much feel the overlaps being really hard to indicate the covered one as a slider.
00:15:000 (1,2,3,4,5,1) - 00:31:500 (3,4,1) - These mapping concepts you are using are not properly indicating the 1/3 rhythms. Since it is using slider leniency, it is playable. While these two were the distinctive 1/3 rhythms in this map, the way you mapped is just an ordinary slider with a spacing concept that is nothing much different from others. If there was no timeline providen, there is less way to tell this is 1/3 and it isn't good in quality.
Extreme.
00:11:250 (2,3) - 00:23:000 (1,2) - I hope the overlaps of each could be polished more. The overlaps between sliderends/sliderheads didn't really looked aesthetically pleasing, considering how you've successfully managed to do at 00:26:000 (1,2,3,4).
00:27:750 (1) - Do you think the nc is necessary? It made the slider of 00:27:500 (1) single comboed, which made some inconsistent feeling apart 00:27:000 (1,2). Also since the drum beat is pretty much consistent since 00:27:625, removing the nc of the circle would work better. I don't think it would hinder playability.
ehh was considering to pop this but I was a little late.