From my modding queue.
Easy difficulty
Some sliders started early. This is probably an easy fix, just move them down so they land on the beat the syllable starts on. There was a really quick spinner that was too quick and hard to determine for an easy diff. A few little spacing errors that would get picked up by a nazi mod, but nothing huge. It's a good difficulty, but some variation in the hitsounds and some timing fixes could make this map even better.
Normal Difficulty
My usual advice for normal maps is that they are 3 1/2 stars to 4 stars, simply because of the difficulty jump. If this was someone's favorite song, they would want to play it from the time they start to the time they quit, and the difficulty jump here makes it hard for players to step up to. Assuming the player is at the level to play this, there are major spacing issues that when combined with the fast approach and slider speeds, make this chart hard to sightread (I failed this 3 times spite being able to do some insanes well). Lower the difficulty a bit to match the normal title, and fix some of your spacing issues. Use a finer grid level and use distance snap to resnap offsync notes.
Hard Difficulty
I can't stress how important proper spacing is with beatmaps. The hitsounds on the stacks made it hard to tell the other note even existed, and having my mouse speed changing from normal to super fast on what seemed to be a repeat of the melody is NEVER a good thing. Jumps and bad spacing are two different things, and it doesn't seem like you figured out when jumps are usually well placed.
Extreme Difficulty
Hitsounds are important because it places an impression on the player that he or she has hit that note and did not miss it. The light cymbal hitsound was too quiet, that anyone playing at a lower volume or lower quality headphones (that don't pick up everything) would be deaf to the hitsounds. The chart itself was pretty good spacing wise, some nifty jumps, but some patterns had unnecessarily hidden stacks that made this chart a devil to read.
Nice BG graphics, nice MP3 quality, and the charts got better as the difficulty rose. You don't have to listen to my advice, and I may be dead wrong, but I feel as if this needs a lot of work with spacing, hitsounds, and difficulty.
Easy difficulty
Some sliders started early. This is probably an easy fix, just move them down so they land on the beat the syllable starts on. There was a really quick spinner that was too quick and hard to determine for an easy diff. A few little spacing errors that would get picked up by a nazi mod, but nothing huge. It's a good difficulty, but some variation in the hitsounds and some timing fixes could make this map even better.
Normal Difficulty
My usual advice for normal maps is that they are 3 1/2 stars to 4 stars, simply because of the difficulty jump. If this was someone's favorite song, they would want to play it from the time they start to the time they quit, and the difficulty jump here makes it hard for players to step up to. Assuming the player is at the level to play this, there are major spacing issues that when combined with the fast approach and slider speeds, make this chart hard to sightread (I failed this 3 times spite being able to do some insanes well). Lower the difficulty a bit to match the normal title, and fix some of your spacing issues. Use a finer grid level and use distance snap to resnap offsync notes.
Hard Difficulty
I can't stress how important proper spacing is with beatmaps. The hitsounds on the stacks made it hard to tell the other note even existed, and having my mouse speed changing from normal to super fast on what seemed to be a repeat of the melody is NEVER a good thing. Jumps and bad spacing are two different things, and it doesn't seem like you figured out when jumps are usually well placed.
Extreme Difficulty
Hitsounds are important because it places an impression on the player that he or she has hit that note and did not miss it. The light cymbal hitsound was too quiet, that anyone playing at a lower volume or lower quality headphones (that don't pick up everything) would be deaf to the hitsounds. The chart itself was pretty good spacing wise, some nifty jumps, but some patterns had unnecessarily hidden stacks that made this chart a devil to read.
Nice BG graphics, nice MP3 quality, and the charts got better as the difficulty rose. You don't have to listen to my advice, and I may be dead wrong, but I feel as if this needs a lot of work with spacing, hitsounds, and difficulty.