I'll use the
same map that thewhitewhale linked for reference.
When I think of structure I think of
clean, interesting, and executable patterns.
'
Clean' means the pattern looks neat and consistent. This can usually be easily achieved with some copy/paste/rotate.
'
Interesting' is relative to the difficulty of the map. Below Insane you are expected to follow flow and time-distance equality but Insane/Expert allows for more creative freedom.
'
Executable' is also relative to the difficulty of the map. If you are mapping an Insane I would not expect fast or frequent fullscreen jumps while it might be fair game at Expert and above.
Take 00:28:706 - 00:51:120 for example. I can see the attempt to spice things up with patterns like 00:33:534 (2,3,4,5,6,7) and 00:36:465 (3,4,5). However a lot of your slider usage, I would consider to be 'bland' for a 5.5* map. Just off the top of my head you could possibly map 00:42:844 (1,2,3,4) like this instead:
https://osu.ppy.sh/ss/13484025/7030
Remember that slider tails are a lot more lenient as the slider ball gives some room for error, so you are able to map a bit more freely following a slider tail than if it was a hitcircle.
Also how do i know how much to tilt sliders(more important question is how, cuz im doing everything manually with no commands except copying) Im guessing x;y coordinates are in the top i need to keep an eye out?
Instead of tilting sliders by hand, I prefer to draw a fully horizontal/vertical slider and then rotate it in multiples of 15 degrees. Consistent tilting within each pattern will make one pattern stand out from another.
Also from handsomes tweet visual spacing means beautiful equally spaced sliders? Sorry i'm really bad at getting mapping stuff..
More or less. When you have a bunch of objects that are placed close to each other on the screen, have a consistent, visible 'gap' between them. It doesn't affect difficulty much as it's just a matter of fine adjustments, but it greatly improves the aesthetic 'look and feel' of the map.
Next thing i wanna ask is jumps. You can see i had/(still have) 0 creativity on designing jumps. I gotta use squares, triangles other geometric figures to make the map atleast not fully linear.
You could try a pentagon then swap some of the circles around to make a star pattern. That's the only idea I have that comes to mind right now.
Do jumps have to be spaced? I was looking at atama no taisou Nogard/0108 diffs.(Cuz i frankly love djpop/val0108 maps) And saw in atamas map that the jump spacing are not equal. Can i make 1 jump far away and the other 2 real close to make the map harder?
Depends on the diff you are mapping. At Insane and above, there is less of a need to have consistent distance snapping as the player is expected to be able to 'snap' to the next note rather than relying on the time-distance equality rule. If you make a jump at 2.20x distance, then a following jump anywhere between 2.00-2.40x may still be considered 'the same distance'. Some mappers even disregard distance snapping entirely when doing jumps.
More importantly, it also depends on the music. Jumps and antijumps each create a different type of contrast, so make sure the musical context fits whatever you're mapping.
For example 01:24:741 (1,2,3,4) - You can have smaller spacing here to lead into the spacing in the next section:
https://osu.ppy.sh/ss/13483973/d869 That will make the map 'feel' more interesting to play.
It can be daunting for a new mapper to come up with good patterns perpetually through the whole song. The ability to intuitively design clean, interesting, and executable patterns comes with experience. Build your 'vocabulary' by looking at some highly rated ranked maps and ask yourself "What makes this map good enough to be rankable?"
For structure I highly recommend looking at
Wahrheit. When it was first ranked it was the top rated map for weeks.