your mp3 quality is too high, it's 256kbps, but 192 is the maximum rankable except for some featured artist things
I see you want for that .1 thing for you difficulty settings, though I think od9.1 is a bit high for this type of map, especially on low bpm and makes it rather painful to play, but 8.1 might be too low so lol
01:06:563 - you might want to change sampleset everywhere to S:C1 and add a silenced soft-sliderslide.wav and a custom soft-hitclap.wav
some interesting ideas, but overall it seemed quite messy
00:06:563 (1,1,1,1,1,2) - immediately at thestart one the biggest issues is noticeable: the visuals just feel pretty random and cluttered, because everything overlaps so randomly. if you want to overlap thigs which are noticeable ingame you'd usually want some consistency behind how they overlap
compare what you have currently with something that just utilizes some stacks instead and plays pretty much the same:
http://i.imgur.com/M54g1TF.jpg00:08:018 (1,2) - another example where you could just perfectly overlap the slidertail of 2 with 1-body
http://i.imgur.com/V3rUv7P.jpgbasically happens throughout the whole map, like 00:10:563 (2,3,1,2,3,1,1) - etc.
a similar issue are seemingly random patterns like 00:09:472 (1,1,1,1) - => 00:09:654 (1,1,1) - is pretty nice, but why is 00:09:472 (1) - placed where it is right now? musically it would belong with the others (be in the same pattern), like you did on 00:06:563 (1,1,1,1) -
same thing hapeens a lot and just contributes even more to a very unstructured feeling map
00:11:654 (1,1,2,1) - this is quite awkward to play because of the linear movement together with slowdown on 00:11:654 (1,1,2) - but then speedup to hit 00:12:018 (1) - combined with rhythm changes. how about moving 00:11:654 (1) - to get something like
http://i.imgur.com/VYEwDvv.jpg ?
00:16:018 (1,2,1,2) - I think this should use a different sv from your other 1.5x patterns as the sounds are so different
also 00:16:290 (2,1) - these things are just extremely annoying to play, you got from fast slider to stop to big active 1/4 jump, sth like
http://i.imgur.com/nyG1NOk.jpg would work better and still give a fitting emphasis due to the 1s being at the end of doubles // similar for 00:26:927 (1,2,1) - etc.
00:19:563 (3) - seems to be missing some hitsound
00:22:290 (1,2) - high pitched musical pattern continues here and you spaced the last double so idk why this would be stacked
00:24:745 (1,2,3,4,5,6,7,8) - this is pretty nice. how about adding some green lines that start with lower volume and gradually increase it?
00:28:381 (1,1,1,1) - seems like you put nc spam to make the 1/3 more noticeable because that is what people often do, just doesn't work in this case cause the whole map is nc spam, main issue is the 00:28:987 (1,1) - stack as people usually dont expect stacked 1/3s in this context
00:40:745 (1,2,3,1) - this kind of movement just feels way too forced
http://i.imgur.com/KsM4VtM.jpg with the small 1/4 back and forth things out of nowhere, when you could
http://i.imgur.com/oHcYySg.jpg or something
00:54:200 (1,1,1,1) - nice, just doubt it needs nc spam
01:29:109 (6) - you could use a different shape to make this stand out more to match the weird sound, just like you did on 01:23:290 (7) -
also weird that 01:34:927 (4) - suddenly isn't a slider similar to ^
01:48:381 (1,2,3,4,5,6,7,8) - this whole thing just feels incredibly messy and 01:48:927 (4,5,6) - also kills playability. how about stacking 01:49:290 (6) - tail on 01:48:563 (2) - and moving 5 so you get
http://i.imgur.com/XaS2kwr.jpg01:54:745 (2) - why is this clickable? there's barely anything and 01:54:836 - is way stronger
http://i.imgur.com/0WRRyCN.jpg would make more sense // 01:56:018 (1,2) -
02:05:836 (8,1,2) - I recommend you enable stacking in the editor
http://i.imgur.com/UMiV2q0.jpg and it should be clear what is wrong here // 02:58:745 (4,5,6,7,8) - and more
02:07:836 (3) - simialr to the 1:56 thing and it really doesn't capture rhythm of this part well
also a thing: a lot of your 1/2 stacks feel pretty random as the second sound on them is quite strong and tend to kill moementum the part, like 02:11:836 (1,2) - whereas stacks like03:15:654 (1,2) - actually make sense
things like 02:19:290 (1,2,3,4,5,6,1,2,1,2,3,4,5,6,1,2,3,4,5,6,7,8,1,2,1) - feel incredibly cluttered, looking at how much of the playfield they use should tell you why
02:46:563 (1,1,1) - these can work, but not if you only do them once randomly, that just makes the a really annyoing thing leading to frustrating combobreaks
03:17:654 (4,5,6) - could easily be a bit more readable //03:23:472 (4,5,6) -
03:23:472 (4,5,6,7,8) - even more cluttered : /
03:30:018 (3) - pretty sure this is 1/8
04:58:563 (1) - could change spacing/patterning to make the different sounds stand out more
most of these things happen on more spots so yeah
gl with this, it could become an interesting map if you can polish up things and make if feel more structured