I agree with everything stated by Okoratu. That difficulty needs still a lot of improvement. Isn't "bad" for your first set, at all... but definitely not for a spot on the rankings.
[almost surviving]
You have a lot of inconsistencies throughout the map. I'm not talking specifically on the ones Oko has already mentioned. Spacing issues as well. He talked a lot of rhythm-wise, so here I'm to talk about spacing and jumps. Probably will give a talking about patternship as well.
Let's start with the worse things, so you can relax yourself later on.
I got bored, can't go more in-depth.
[almost surviving]
You have a lot of inconsistencies throughout the map. I'm not talking specifically on the ones Oko has already mentioned. Spacing issues as well. He talked a lot of rhythm-wise, so here I'm to talk about spacing and jumps. Probably will give a talking about patternship as well.
Let's start with the worse things, so you can relax yourself later on.
- You are using whistles on the correct spots... but they sound too loud and that gives a bad experience, as the players aren't able to listen to the music properly. The whistle isn't the best option for the kind of beat you are mapping, but you make it work. Just regulate the volume.
- 01:50:374 (1,2,3,4,5,6,1) - This really looks awful. Very bad, to be honest. Especially that (1,2,3,4), even if you used the transform slider into stream, it doesn't look like that, seems like you manually placed every note. That's not a bad idea as long as the stream is well-build around your map, but this is just disorganized. In case you want to make something creative and gimmicky, you could have done something similar to https://osu.ppy.sh/ss/3977271 that. Isn't that best option, but definitely looks better, especially with HR. Compare that with something like 01:28:431 (1,2,3,4,5,6) - , there's an enourmous difference.
- 01:26:545 (1,2,3,4,5,6,7,8) - 01:48:488 (1,2,3,4,5,6,7,8) - These patterns not only play bad due to the fact that they can be easily misread as 1/4 due to how they have been placed but also are counter-intuitive for a similar reason. If I had to compare each one, you made a lot of mistakes. You mapped them on a build-up section, when the music is getting more and more intense and the song goes on, therefore you want to increase the spacing between each note over and over instead of doing this... thing. It's also very surprising how you mapped them the same with whereas the accentuation change in the music is gigantic. You just can't compare one rhythm with the other one, it just doesn't make any sense, the final is much more stronger.
- 01:07:002 (1,2,3,4) - Oko mentioned this previously, but I want to highlight it again. The way you are mapping this is incorrect, but why? It is our personal preference? A whim? Not at all. Music is about to enter on its momentum, on the hyped thing, it's the Kiai approaching in a nutshell!! https://osu.ppy.sh/ss/3977345 this is just a reference, you can use it, if you want, but you are not forced to follow my style.
- 01:04:602 - 01:07:002 (1,2,3,4) - Lower the volume on these streams to 50%, they sound too loud in comparison to the music as a whole. But you can (optional) increase it on 01:05:974 - for that pattern up to 60%. Volume is important, you don't want to overshadow the music with the hitsounds, and vice versa, you don't want to let hitsounds become inaudible, either.
- Another thing that must be mentioned as well are anti-jumps and how inconsistent they are. They don't have a clear path nor are being justified with the music. I can give you a whole explanation if you want, but that'd be pointless, because pretty much everywhere there's a random anti-jump followed by more than one jump, and that can make players do awkward movements as well as causing them misses just for not being able to understand where should they move later on.
- Stacks are as well inconsistent. I'm talking about the back-and-forths specifically, though. Let me give you a couple of examples. 01:24:831 (5,6) - that random stack doesn't fit at all, why would you do that? It is because you think the song isn't strong enough particularly on (6)? Then what about 01:29:288 - when the music has the same intensity and rhythm and the jumps are way more bigger? What was that choice of mapping 01:29:288 (1,2,3,4) - as circles instead of sliders? Diversity? Alright, fine, we can live with that. But, boy those jumps are too different from the other section... very different in terms of placement and spacing. Regarding back-and-forths, they are inconsistent as well, especially if you place them during a jump-y section and on the end of it. You know when you place a jump, you have to move your cursor faster in order to hit the note (doesn't matter if they are small or bigger, you must be accurate in this sense), thus it puts pressure on the player that has to play the pattern. This also means you must place the following object where you think the player is going to be instead of forcing any bad movement. An example of this can be 01:41:460 (7,1) - whereas the player would expect you move where 01:41:802 (2) - is, you placed it on the other side of the map. During the Kiai, jumps and especially the emphasis of each beat is absolutely random and inconsistent.
- Regarding anti-jumps (yes, I decided to explain you): Something that I said before applies here as well. You should place them when the music isn't stressed enough therefore the intensity isn't the same as other spots where you could place normal jumps. I'm not going to go in-depth again, but a good place to put something similar to what you are doing on other spots would be 01:47:117 (1,2,3,4) - when the map could perfectly have sliders instead, but in case you want to keep the circles, reduce the distance, since you want to remark the emphasis of every change of accentuation in the music properly, make 01:47:802 - 01:48:488 - be more noticeable. But in this map they just don't fit at all with the music.
- Last but not least, the spacing of some 1/2 and 1/4 patterns feel very similar. 01:22:088 (5,1) - 01:39:917 (4,5,1) - 01:42:660 (6,1) - compare them and take your guess!
- Take a look at the intensity at the beginning of the map and compare every prominent beat. Remap that if possible, 00:28:945 (1,2) - 00:29:288 (2,3) - 00:29:631 (3,4) - 00:29:974 (4,5) - just take a look at everything and compare the beats and the hitsounds, you will notice that this happens everytime on each pattern throughout the opening.
- 00:34:431 - I want to guess that this 100% green line volume isn't intentional.
I got bored, can't go more in-depth.