Here from M4M
My map: https://osu.ppy.sh/s/647724
The map is way to complex for me to judge, but I will talk about it's flaws and examples of how to fix this.
Regardless of what visual style you go for, you do need one. A map needs to be cleanly structured, even if that structure is ugly (Look at HW maps, and A-L-I-E-N). A good way of explaining this, is be ugly consistently. Understand what you are making and keep it consistent. This will improve reading on the map as a whole. (I know that you are trying to make it hard to read, but do this with complex rhythm patterns and clever overlaps, not confusion and inconsistency.)
03:15:274 (1,2,3,4,5,6,7,8,9,1,2,3,4,5,6,7,1,2,3,4,5,6,7,8,9,1) - This part does this perfectly. Contrasting with the well mapped section before it, it shows off the change in the music, while still being consistent in itself. It uses blankets, triangles, and more blankets to make the objects feel like they are mapping to a song, and not randomly flung into the map with the music.
The map feels very monotonous, with little visual shift between certain parts. Maybe you could map calm parts normally and use your awesome structuring for the kiai/intense sections. This, or you could try having more or less overlaps between major song changes.
You don't seem to understand how flow works, which in itself is not too big of a deal, but you don't how spacing emphasis works across an entire map. Spacing does differ to show off general intensity, but it is not clear enough. You need contrast. Make the small spacing smaller, and the large spacing larger. In the haze of objects, a player cannot tell the difference between the objects you want to emphasize, and the ones you don't.
Examples below outline some issues with your map.
02:44:665 (7,8,1) - Also you under-map some parts. Your rhythm choice cannot ignore just major sounds like this. How it works is you map actively to the instrument you wanna follow, and cover the rest with passive notes. You may argue that mappers do this all the time, which is true, but it is to show off the low intensity of the song. This is not a calm section.
02:56:365 (1,2,3) - Make your spacing clear on object to object too. Make rules of spacing you follow for some instruments, and some for others. For a song this complex, you really are not reflecting the depths of the instrument choice with your spacing and rhythm.
03:04:465 (5) - This is not snapped to this. Interestingly, you can snap repeating sliders to whatever you want, since they are hit passivly and you don't have to worry about a thing mapping directly to the music.
My map: https://osu.ppy.sh/s/647724
The map is way to complex for me to judge, but I will talk about it's flaws and examples of how to fix this.
Regardless of what visual style you go for, you do need one. A map needs to be cleanly structured, even if that structure is ugly (Look at HW maps, and A-L-I-E-N). A good way of explaining this, is be ugly consistently. Understand what you are making and keep it consistent. This will improve reading on the map as a whole. (I know that you are trying to make it hard to read, but do this with complex rhythm patterns and clever overlaps, not confusion and inconsistency.)
03:15:274 (1,2,3,4,5,6,7,8,9,1,2,3,4,5,6,7,1,2,3,4,5,6,7,8,9,1) - This part does this perfectly. Contrasting with the well mapped section before it, it shows off the change in the music, while still being consistent in itself. It uses blankets, triangles, and more blankets to make the objects feel like they are mapping to a song, and not randomly flung into the map with the music.
The map feels very monotonous, with little visual shift between certain parts. Maybe you could map calm parts normally and use your awesome structuring for the kiai/intense sections. This, or you could try having more or less overlaps between major song changes.
You don't seem to understand how flow works, which in itself is not too big of a deal, but you don't how spacing emphasis works across an entire map. Spacing does differ to show off general intensity, but it is not clear enough. You need contrast. Make the small spacing smaller, and the large spacing larger. In the haze of objects, a player cannot tell the difference between the objects you want to emphasize, and the ones you don't.
Examples below outline some issues with your map.
02:44:665 (7,8,1) - Also you under-map some parts. Your rhythm choice cannot ignore just major sounds like this. How it works is you map actively to the instrument you wanna follow, and cover the rest with passive notes. You may argue that mappers do this all the time, which is true, but it is to show off the low intensity of the song. This is not a calm section.
02:56:365 (1,2,3) - Make your spacing clear on object to object too. Make rules of spacing you follow for some instruments, and some for others. For a song this complex, you really are not reflecting the depths of the instrument choice with your spacing and rhythm.
03:04:465 (5) - This is not snapped to this. Interestingly, you can snap repeating sliders to whatever you want, since they are hit passivly and you don't have to worry about a thing mapping directly to the music.