M4M from queue. Good map so I might not be able to say much.
Cup
00:16:114 (1,2) – For extended walks, 2x reads like a dash a little bit so try 1.8 or 1.7x instead. I might not point them all out so here's one example.
01:05:281 (8,1) - ^
NC I think you missed:
01:04:281 (5) -
Salad
00:01:281 (1,1) – I don't recommend putting dash-through patterns in Salads because players are just learning to dash and it could be confusing. Or if you do keep, put some distance reduction on the 1/1 part so it's easier to walk. This applies to all dash-through patterns used since all of them seem a bit dubious to me.
00:03:948 (4,1,2) – Doesn't the RC have rules about combining dashes of a different beatsnap if it's consecuative? I know consecuative dashes are allowed if nessecary in Salads but the 1 /2 and 1/1 dash together could be a bit difficult for newer players.
00:04:448 (2,3,1) – Make (2,3) more walkable but reducing distance slightly. It will give the player some leniancy to catch (1) and be able to catch the dash.
00:09:281 (4,1,2,1,2,1) – I can hear rhythmically why you have four consecuative dashes but structually that's more Platter. Remove the dashes between 00:09:448 (1,2) – and 00:10:448 (1,2) – so it's a paired pattern instead.
00:21:448 (1,2,3) – This can be argued as a dash into anti-flow because the player has to move the direction they came quickly to catch (3). Are you sure you don't just want to put (3) on X=0?
01:16:781 (3,4,5) – These exaggerated walks are not needed imo because the antiflow already gives a decent amount of emphasis. Perhaps put (4) on X=352
My only other comment is to make the other consecuative dash areas possibly exaggerated walks since too many dashes can easily make a Salad feel Platter-ish. It feels a little overdone to me, even if the song is high energy.
Platter
00:23:614 (6,7) – I'd reduce this to 3.2x to still give the hyper emphasis but not feel too difficult for players just starting Platters. (5,6) kinda imitates antiflow so it will also give a bit of leniacy it needs.
00:29:114 (4,1) – Try to make (1) flow more to the left. This would do better if this mimicked the flow at 00:08:114 – and the vertical catch from a hyper breaks flow because of the sudden stop to change direction.
00:33:281 (8,1) – Same as first point. I'm not gonna point out all of them but the size of the exaggerated hypers tend to be with antiflow mimicking patterns so there should be some slight leniancy.
00:40:114 (1,2,3) – Same as second point.
01:15:781 (4,5,1) – That's antiflow because the movement is too sharp from the hyper. I'd move 01:16:114 (1,2,3,4) – to X=288 and then move 01:17:114 (5) – to X=384 to fix another hyper and the ease into the kiai.
01:49:948 (2) – I'd make this flow to the right for consistency.
A lot of the hypers in the kiai seem a little high in distance that they remind me of Rains. I'd keep your hypers around 3x to 3.2x so they're balanced for the mapset.
Rain
01:35:948 (10,1) – I don't recommend doing antiflow to these patterns of 1/8ths since it's difficult to do three hyper chain directions in a row.
Otherwise, I have no comments since I can barely play the diff enough to give an opinion.
Overdose
I couldn't spot any flow issues in HT or patterns I'm entirely against, so the overdose is good. (I'm bad at overdoses over 5.8 or 6* )