General[*]Consider adding an AudioLeadIn of about 3000. Currently the map starts pretty early and this is definitely noticeable for the easier diffs since the approach circle is already half out for these notes. You can do this via manually editing the .osu files.
[*]Remove Countdown. No real need.
[*]Remove letterbox during breaks. Also no real need.
[Easy]
[*]00:15:506 (2) - Consider curving similar to 00:16:792 (4) - for a nice double blanket effect. Or you could always move 00:16:363 (3) - up a bit so that it's closer to the slider end and the start of 00:16:792 (4) -
[*]00:20:220 (1) - Sounds and feels better as a 1/1 slider and a note. Especially because the next section is 2/1 notes so having a note on 00:21:077 - makes it a nice 4 note pattern instead of 3. You can just copy 00:19:363 (7) - and mirror it (ctrl+h and ctrl+j). Make sure you NC on 00:21:077 btw.
[*]00:24:506 (1,2,3,4) - The thing about easy is patterns of 2 and 4 are really nice to play and are very natural. I recommend changing 1/2 to the slider you used in 00:27:934 (4) - and then changing 4 to two notes to compliment 00:29:649 (1,2) - . Or you can also change those to a slider as you like. But the 2 and 4 patterns really lend themselves well to easies.
[*]00:36:506 (6,1) - Could be a cleaner parallel. Also regarding 00:37:363 (1) - having 2 repeats is pretty unexpected and more importantly you cover up upbeat (big white tick on 00:38:220 - ) with a slider body. I would just separate to 1/1 sliders or notes or both.
[*]01:00:506 - 1/2 notes are too hard for an easy. You should stick to 1/1 and 2/1 at most for this diff. It's not too hard to map like this for this part too you can follow the generic drum like you did in the chorus or even map to the vocals.
[*]01:14:220 (1) - End spinner on 01:15:934 - Rule of thumb is 4/1 rest for spinners on easy so that players have enough time to recover. Basically so the next note doesn't show up while you're still spinning.
[*]01:23:649 (1) - Same comment as 00:37:363 (1)
[*]01:27:506 (6) - Consider making this 2 notes so the players have something to click on on the last note.
[Normal]
[*]Lower AR to 6 and HP to 5. 7 is more suitable for hards where there are a few more objects. HP6 is also more suitable for diffs with more objects.
[*]
Fix that :v[*]Just a general note: You have a lot of patterns throughout this difff that go kinda back towards the previous note but don't stack like 00:37:577 (5,2) - I mean if you're gonna go back you might as well stack. It looks cleaner both in game and in the editor.
[*]You should consider keeping your combos consistent for the easy/normal diffs. What I mean by this is since those are mapped with DS and simple patterns the NCs could be more straight-forward and you can do them every 8/1 (every other big white tick) Which makes it easy to keep track of the big beats too.
[*]00:03:506 (7,8) - 7 ends on the big beat which would have been the new combo. Also slider end on the big beat feels dissapointing to play. Consider
thispattern (has NC added). Also remove NC from 00:04:792 (1) - after that.
[*]00:11:434 (6,7,8) - Try to avoid stacks like this. For normal it's best to only stack when its a note followed by a slider. Also back and forth stack will not be very readable for this diff.
[*]00:21:077 (1,2,3,4,5,1,2,3,4) - I don't like this pattern mostly because you'd think you go backwards on 00:22:792 - which is the big beat but instead you go on 00:23:220 (1) - which doesn't feel as good and you don't even loop back to where you started. Consider revising this pattern. Maybe something nicer and probably not overlapping also.
[*]00:39:077 (3,4,5,6,7) - Change 6 and 7 to a 1/1 slider. Too much single tapping is not fun for this diff. Same for 00:43:792 (1,2,3,4) -
[*]00:46:149 (8) - Move to stack over 00:46:363 (1) -
[*]01:00:934 - You did something similar here in the easy. 1/2 is too hard for an easy and 1/4 is too hard for a normal lol. Also consider revising this.
[*]01:09:292 (5) - Stack over 01:09:506 (6) - instead. Not so visible as a stack in the slider end of a note. Same for 01:11:434 (1) - and anywhere else you have something like this.
[The Perfect Insider]
[*]CS5 AR8 on a HARD lol do you want people to hate your map?
AR8 is fine I'd say 7.5 is enough tbh but if this is your highest diff then 8 is ok however CS5 is gonna be way too challenging for this difficulty. Then on top of that HP8. Don't do this plz ;_; Change to 6 or 7 at absolute MOST. Not enough objects to justify high HP drain.
[*]Also seeing as this is your hardest diff consider making a lot of these 1/1 sliders into 1/2 sliders. Slider tick sounds are okay for the easier diffs as filler sounds but for the harder difficulties it's best to just map the active sounds rather than making them into slider body sounds.
[*]00:02:863 (6) - Move to x:196 y:260. Not intuitive for this difficulty to stack back to slider head. Also this way it flows up still and feels pretty good.
[*]00:12:292 (2,3,4) - Feels better as notes where the slider heads/ends would go. Tapping compliments the beat more this way.
[*]00:20:006 (6) - Delete. No sound here. You could, however, add a note on 00:20:863 - since there is a sound there.
[*]00:50:006 (1) - Delete and instead add a reverse on 00:49:577 (6) -
[*]00:59:542 (1,2,3,4,5,6,7,8,9,10) - Lol longstream. Stream actually starts on 01:00:077 - No sound on 00:59:970 - so I suggest changing this pattern to match the song better.
[*]01:09:292 (4) - Move to stack over 01:09:506 (5) - looks better plays better.
[*]01:13:149 (5,6,7,8) - What about
this?
I think it could be really interesting with more variety in the slider shapes. This goes for all the diffs. Interesting idea and nice hitsounds though.