m4m from my queue
General
Maps don't have multiple sources because one source was there before the other, and you want to use the older one as that's had more time to spread. For this case you should keep Megaman as the source, as this is where the song being dubbed over is from. Add the JoJo stuff to the tags instead so players can still search this up through the show. (also are you sure this song came from the original Megaman? There's 9 other classic-style games in the series, so be sure to keep that in mind)
The main issue I see here is the rhythm. It looks like you know what's playable and looks good, so I wont go into those today.
Rarely do you put focus on any particular layer. Making it seem like your notes are randomly placed.
"What's a layer?"
A layer in a song is basically an instrument. Vocals can be considered one layer, the drums can be 1 layer, and guitars, bass, etc all have their own layers.
Now that you know what a layer is, I'll teach you how to map more interesting rhythm.
There's two things you need to consider when mapping rhythm;
1. You need to focus on 1 layer. You can incorporate more than 1 layer, but I'd practice finding the rhythm of one layer until you get enough practice. You're going to want to choose the layer that shows up the most. Mappers tend to map the drums in most songs as the practically makes up the beat of the song.
2. Know when to use a circle or a slider.
The basic-of-basic mapping of rhythm is 'Circle for quick-snappy sound' and 'Slider for 2 sounds: Starting on a sound stronger than the sound it ends on or of equal strength.' There's a bit more to rhythm, but this is all you need to know for now to start practicing. The reason modern mappers follow this 'rule' is because it's logical to put more effort into clicking than releasing, so taking advantage of this mappers create a more interesting rhythm.
Now that you know what to look for, I'll give you some examples from Kotowaru and Xtreme
Kotowaru00:00:030 (1,2,3,4,5) - It seems like you're focused on the Megaman bit here as there's no vocal at 00:00:170 - so we'll use that as reference.
1-4 are individual sounds of equal strength. If we follow our rule we just established, there's 2 ways I can think of mapping this that would be more interesting. You could use four circles or two 1/2 sliders. Whatever you choose to do, with this 'rule' in place, rhythm should be more understandable to listen to and play. For 5 you can move the head of the slider to 00:00:871 - and replace the upcoming circle with a 1/2 slider as well. You could use 2 circles here, but that wouldn't be as engaging to play as a mixture of sliders and circles. Variation in your rhythm keeps the player engaged
Xtreme00:20:216 (6,7) - If we listen here, it's noticeable that 6 is more obvious then 7, so how do we compliment this to create an interesting rhythm? We use a slider here because playing a slider puts more stress on the head due to the click and releases on the tail. For this case a 1/2 slider fits as to cover both sounds while keeping this in mind.
Xtreme00:43:207 (5,1,2,3,4,5,6,7) - Because you highlighted the held sound at 00:43:207 (5) - The player's focus is now drawn to this layer. The player would normally be listening to the drums going on from 00:43:207 - 00:43:067 - but because there wasn't a circle at 00:43:347 - the player is only left with the held noise there to follow. For the case that you wanted to switch the focus to this layer you should place another 1/2 slider at 00:43:768 - to stay focused on this layer. Switching between layers too fast will confuse the player and makes your map seem unorganized.
Apply this knowledge to the rest of the diffs in the set, as this seems like a big concern with the set. I would point out details, but I really see no point if a lot could be potentially redone, and no point in keeping a long mod post anyways.
gl
(Don't need to mod my map back)