Hey, what's up.
Your map as a whole I really like; it's structured in a way reminiscent of older mapping styles, but wrangles a few elements around in a way I wasn't expecting. I feel a little bad, actually, mapping something with as few flaws as this. That said, I do need to sing something other than praises.
Normal
01:29:920 (4,5,1,2) - First time playing through, these struck me as a little angular compared to the mix of patterns the rest of the beatmap played out. Oughtn't be too much to throw a final few curves in here and there. It's a nitpick on a grander scale, but the less problems something has, the smaller the obvious ones become.
01:32:647 (3,4) - Timing of this actually threw me off for a moment, especially because every single previous part used two sliders and I didn't expect it to hit just the offbeats. I can sort of see where that rhythm's coming from, but given the precedent of something on each beat and no more, I'd say consider what else you could do here that you'd like. Or am I going mad and people playing Normal difficulties will actually be fine? This one's a little hard to say.
Advanced
01:05:375 (1) - Right-angled sliders like this are a little weird amongst the patterns. Same issue as the angular segment in Normal, really - things constrained to a grid smack of, well, constraint. You ever played the kind of 2009 map where everything felt like it was drawing grid squares? That kind of map's style is memorably awkward. I like what you did here - 01:23:784 (3) - in contrast! See what you can do, hopefully.
01:32:648 (1,2,3) - Same issue as the offbeats in Normal, except using a circle exacerbates the issue since they're a lot more stringent on accuracy than a slider - tripping up feels bad on this one, and not so much like you're missing something that should make sense. Is that what I'm trying to get at? Yeah, you can look over and analyse something until you conclude it makes sense logically, but it all really comes down to playing it to tell you what it's like. Something like that. Either way, it's unexpected against the constant rhythm otherwise, so to avoid a nasty last-minute anything, maybe take a look at doing something here as well?
Hard
Okay! No issues with the offbeat at the end from here on, since rhythm at that pace is already set up.
00:33:329 (2,3) - I can see how you're setting up expectations for swing-time using sliders as an antepiece, but considering they're so close together and the hitsounds are soft, it doesn't strike the player well enough for them to realise what's happening properly. I'd consider employing short "hopping" sliders to chain the beats alternately (i.e. chain the end of 2 and the start of 3 with a slider, instead). They still offer a degree of cushioning but indicate much more clearly that timing has shifted. That's one idea, though, and maybe you can find another.
00:38:670 (2,3,4,5,6) - If you set up the antepiece right, this, and all following circle patterns like this should no longer be an issue, but I barely read these in time on my first runthrough, and suspect that might be a common issue.
01:09:465 (1,2,3,4,5,6,1) - Shifting back into common time could be done a little more kindly. Since the hitsounds are more pronounced now, you can afford to simply start the sequence with sliders, which let the player slide out the new rhythm and understand what's happening in time for the latter half of the build-up.
Impressionism
I have little complaint with the swing-common shifts at this level; they're telegraphed well enough for this difficulty, and a player able to tackle it will notice the shifts at a high AR like this.
00:31:284 (1,2,3) - Disconcertingly vertical and parallel. Play with these a little, maybe? They hint at flashbacks to 2009 again.
00:32:989 (2,3,4) - I feel like these are stealth sliderbreaks waiting to happen. I mean, a map you have to learn isn't necessarily bad, but it's a tricky point amongst mostly intuitive setups.
01:09:466 (1,2,3,4,5,6,7,8,9,1,2,3,4,5,6,7,8) - Nah, I just wanted to say how much I fucking love this part.
It's going great! Nothing instantly jarring, nothing lacking technique, resolve or cohesiveness. This kind of mapping style might get a little anodyne after a while of doing it, though, especially if you plan on replicating these exact shapes for future projects, so keep in mind that experimenting a little with moving this or that in future isn't bad. You seem to be doing that already, anyway, given segments in Impressionism, so hey.
Your map as a whole I really like; it's structured in a way reminiscent of older mapping styles, but wrangles a few elements around in a way I wasn't expecting. I feel a little bad, actually, mapping something with as few flaws as this. That said, I do need to sing something other than praises.
Normal
01:29:920 (4,5,1,2) - First time playing through, these struck me as a little angular compared to the mix of patterns the rest of the beatmap played out. Oughtn't be too much to throw a final few curves in here and there. It's a nitpick on a grander scale, but the less problems something has, the smaller the obvious ones become.
01:32:647 (3,4) - Timing of this actually threw me off for a moment, especially because every single previous part used two sliders and I didn't expect it to hit just the offbeats. I can sort of see where that rhythm's coming from, but given the precedent of something on each beat and no more, I'd say consider what else you could do here that you'd like. Or am I going mad and people playing Normal difficulties will actually be fine? This one's a little hard to say.
Advanced
01:05:375 (1) - Right-angled sliders like this are a little weird amongst the patterns. Same issue as the angular segment in Normal, really - things constrained to a grid smack of, well, constraint. You ever played the kind of 2009 map where everything felt like it was drawing grid squares? That kind of map's style is memorably awkward. I like what you did here - 01:23:784 (3) - in contrast! See what you can do, hopefully.
01:32:648 (1,2,3) - Same issue as the offbeats in Normal, except using a circle exacerbates the issue since they're a lot more stringent on accuracy than a slider - tripping up feels bad on this one, and not so much like you're missing something that should make sense. Is that what I'm trying to get at? Yeah, you can look over and analyse something until you conclude it makes sense logically, but it all really comes down to playing it to tell you what it's like. Something like that. Either way, it's unexpected against the constant rhythm otherwise, so to avoid a nasty last-minute anything, maybe take a look at doing something here as well?
Hard
Okay! No issues with the offbeat at the end from here on, since rhythm at that pace is already set up.
00:33:329 (2,3) - I can see how you're setting up expectations for swing-time using sliders as an antepiece, but considering they're so close together and the hitsounds are soft, it doesn't strike the player well enough for them to realise what's happening properly. I'd consider employing short "hopping" sliders to chain the beats alternately (i.e. chain the end of 2 and the start of 3 with a slider, instead). They still offer a degree of cushioning but indicate much more clearly that timing has shifted. That's one idea, though, and maybe you can find another.
00:38:670 (2,3,4,5,6) - If you set up the antepiece right, this, and all following circle patterns like this should no longer be an issue, but I barely read these in time on my first runthrough, and suspect that might be a common issue.
01:09:465 (1,2,3,4,5,6,1) - Shifting back into common time could be done a little more kindly. Since the hitsounds are more pronounced now, you can afford to simply start the sequence with sliders, which let the player slide out the new rhythm and understand what's happening in time for the latter half of the build-up.
Impressionism
I have little complaint with the swing-common shifts at this level; they're telegraphed well enough for this difficulty, and a player able to tackle it will notice the shifts at a high AR like this.
00:31:284 (1,2,3) - Disconcertingly vertical and parallel. Play with these a little, maybe? They hint at flashbacks to 2009 again.
00:32:989 (2,3,4) - I feel like these are stealth sliderbreaks waiting to happen. I mean, a map you have to learn isn't necessarily bad, but it's a tricky point amongst mostly intuitive setups.
01:09:466 (1,2,3,4,5,6,7,8,9,1,2,3,4,5,6,7,8) - Nah, I just wanted to say how much I fucking love this part.
It's going great! Nothing instantly jarring, nothing lacking technique, resolve or cohesiveness. This kind of mapping style might get a little anodyne after a while of doing it, though, especially if you plan on replicating these exact shapes for future projects, so keep in mind that experimenting a little with moving this or that in future isn't bad. You seem to be doing that already, anyway, given segments in Impressionism, so hey.