Hi, you asked for a mod and here it is.
[General]
|The correct timing is:
BPM 160
Offset 190
This doesn't affect your map too harshly, you will just have to resnap green lines. I chose this offset to make a perfect matchup of the metronome ticks with the background music. Your timing also had the right rhythm, but the metronome did not exactly match up with the song. I'll explain this to you ingame if you don't catch my drift.
|I assume that hitsounds are yet to be added.
[Normal]
Since this is not a finished difficulty, I can only give some advice for future reference.
|00:01:439 (2) - This slider ends on an important white tick, it should rather be pronounced by a new object. See, you want to place objects so that important audio pieces are pronounced by objects and by hitsounds. Like this, only a hitsound supports the white tick. But you actually want to place an object on the tick (which would therefore start on that said tick) to optimally pronounce it. Always start an object on a major audio clue. Also, if there are objects that share the same priority in terms of hitsounds, it is helpful to place circles or to use reverse arrows on said ticks, but that will probably be too hard to understand for now. You will still learn about this.
|00:04:440 (1) - Same thing. The reverse arrow lies on the tick that is to be pronounced.
|00:07:690 (7,1) - Place new combos whenever a musical period is over (In this case 4 beats (Takte)). Thus delete the NC on 1 and add it on 7.
|00:16:690 (1,2,3) - Avoid objects being too close to one another or overlapping with each another. It doesn't look good in most of the cases.
Keep your distance snap clean.
[Hard]
The issue with pronounciation also applies to this difficulty, as well as Lunatic. I can point out a couple of objects which underlie a rule infringement.
00:01:429 (2) - ; 00:02:679 (6) - ; 00:07:179 (4) - ; 00:10:429 (4) - ; 00:10:929 (5) - ; ...
|00:19:679 - Why is there a break? The music didn't change at all. (Also applies to Lunatic.)
|00:44:429 (3,4) - Whenever you have a set of objects like this one - and this is singularly an optical issue - you may as well copy one of the sliders and paste it to where the other slider belongs. You can rotate an object by using the key combination Ctrl, Shift, R to adjust it's direction without changing the shape.
Again, check for overlaps and close-to-each-other objects like 01:00:554 (2,3) - ; 00:13:679 (1,2) - ; 02:20:054 (1,2,3) - ; ...
|02:00:929 (6) - Repeatsliders like this might be confusing, as players normally expect no more than one repeat, making sliders have 3 total timing points. More than 3 can be unpredictable and therefore harder to spot or to read.
If a part in the music is repeated, you should also repeat the structure of your map, meaning the rhythm. Use triples again where you have used them before, use sliders of the same length you used before, etc. A good example is my "Psychic"-Map, which you already know (I suppose).
|02:52:304 - Not sure if a break is optimal here.
[Lunatic]
Again: Pronounciation, Overlaps, Combos.
|00:15:179 (1) - We have already mentioned this ingame, but I haven't explained myself yet. I would recommend that you don't use a slider like this. You can still follow the piano in the background. I prefer the piano over the strings because this slider looks badly snapped and a correct snap sounds weird because of the rhythm. (Additionally, you didn't follow the strings at 00:18:179 (1,2,3,4,5,6,7) - either.)
|00:25:679 (3) - Situate this circle in the middle of the two prior sliders.
|00:48:929 (1,2,3,4,5,6,7,8,9) - Instead of constructing a rather unclean curve, place a big, round slider here and use the "convert slider to stream"-tool. You can find it under "Compose" in the top-left hand corner. You should also try to make the upcoming stream look more appealing. Check e.g. freedom dive's streams.
|00:57:179 (1,2,3,4,5,6,7,8) - When making patterns like these, try to imagine a perfect geometrical shape (pentagon in this case). You want to place the slider heads on its corners.
Another issue that I largely found in this map: Flow. Patterns like 01:26:429 (1,2,3) - simply don't flow. The first two objects do indeed, but the third definitely doesn't. Imagine a clock which either follows its natural direction (clockwise) or spins CCW (counterclockwise). You want to keep the momentum that is created by previous objects.3 does not support the direction supposed by the sliders 1 and 2. Try to make everything more fluent. And this doesn't just apply to this example.
01:40:679 (1,2,3,4,5,6,7,1) - Amazing. Looks good and keeps your cursor moving.
All in all, this is roughly what I can say about this set. You have to work on visuals and gather some more basic knowledge. I can clearly see some kind of perspective you have been following, which is definitely a step into the light. Just keep up and practice a bit. If you need some further general advice, I am more than glad to help you.
Good luck.