Hello, M4M from
my queue.
NormalAlright, I'm gonna make some general points that applies to most of the map rather than needlessly list a bunch of stuff when I can get my point across clearer like this.
First thing I want to say is
Distance Snap. Use it for the lower level difficulties. It makes it a lot easier for beginner players follow the rhythm of your map, and can overall make your map look a lot neater. Throughout your map I can see a lot of inconsistencies with distance snap, such as 01:16:056 (3,4,1,2). I'd also recommend that you use a DS that doesn't cause too many overlaps for continuous rhythms, although some overlapping for red tick rhythms is fine for a Normal.
Overlaps cause readability issues, which is of most concern in lower level difficulties, and this difficulty has a lot of unecessary and poor looking overlaps. Stuff like 00:34:056 (2,3,4) is perfectly fine, however 00:40:979 (1,2,1,2,3) and 02:36:363 (1,2,3) aren't really great. 00:43:748 (2,3) is especially bad because circle 3 is completely obstructed from view. Low level difficulties should focus on having the best readability as possible, and that means having as few overlaps as possible.
Try not to overdo your sliders. Simple curves should be constructed as simple as possible, and the best way to achieve this is with as few slider points as possible (three for a normal curve, including the head and the tail). Sliders like 00:22:517 (4) and 00:23:440 (1) can be improved if you remake these sliders with just three points so that you can take advantage of the bezier curve algorithm. Of course, if for some reason you want all of your sliders in this style, you're free to, but you should try and keep it consistent, and most people prefer the bezier curve sliders better.
00:29:902 (1) - This isn't a particularly nice look slider in my opinion, whilst I'm on this subject.
01:26:209 (2,3,4) - Blue tick rhythms aren't very intuitive for beginner players to play, and if you are going to use them (the music does use this rhythm), it's best you keep to using the sliders that you have been placing throughout this difficulty thus far (01:19:748 (1,2) these things).
01:28:979 (1,2,3,4,1,2,3,4) - Long chains of circles aren't particularly nice to play on low level difficulties in my opinion. You could break this up by mixing in some 1/1 sliders.
02:41:902 (2,3,4,5) - Combining the two previous points I mentioned, this combo here in particularly is pretty bad to play.
03:49:286 (1,2,3,4,1,2,3,4) - Stacks can be fine on low level difficulties, but I would avoid having more than two objects ontop of each other for a Normal. Three can be acceptable, but in my opinion it's best avoided if it's possible
My recommendation would be a remap whilst keeping in mind distance snapping and trying to reduce the number of overlaps. It's not uncommon for one to remap their first maps, so don't worry about that.
I have few qualms about your overall rhythm for this difficulty though, so that's a good thing.
HardComments about Distance snap apply mostly for Hard too. There is a lot more leniency about DS for Hards, but for this difficulty, stuff like 01:41:902 (5,6) is incredibly confusing to read. Inconsistencies in things like 03:38:209 (1,2,3) also make the overall aesthetics of the map look poor.
Same comment on sliders from the previous difficulty too.
00:15:132 (1,2,3,4,5,6) - You use this rhythm through this whole difficulty, and personally, I really dislike this rhythm. It is repetetive (given how much you used it), low density (making it uninteresting), and the gap between the two circles can be confusing to read and misses major beats in the song in favour of comparatively minor rhythms. The flow of the rhythm also feels incredibly jerky as the player constantly switches from hitting beats to not playing anything due to the gap in the circles. I would highly recommend you replace these rhythms with something else.
00:26:209 (1,2,3,4,5,6,1,2,3,4,5,6) - Repeating combos ontop of eachother should only be done in fairly special circumstances, and in my opinion, the music doesn't suggest doing something like this, making these combos stick out poorly.
01:13:055 (2,3,4,5) - This is confusing to read since each object is equidistant from eachother, year their timing is different. If you read the Distance snap article I linked earlier, that explains why this is bad and why you should try to avoid it.
Katastrophe00:15:132 (1,2,3,4,5,6,7,8) - Compared to Hard, this choice of rhythm is more fun and interesting to play since there is a higher density, and you're mapping more of the song, however the way that you repeated this rhythm throughout this section of the music constantly very quickly makes this rhythm feel stale. It would make your map a lot more interesting to play if you used some differernt rhythms too instead of copy-pasting the same stuff throughout. If you're going to re-use a rhythm, at least use something else inbetween first. The same applies for 00:59:439 (1,2,3,4,5,6,7,8,9,10,11,12).
00:52:055 (1,2) - This could arguably be seen as poor
polarity, which makes the timing of objects difficult to read. That video is a little outdated, but will explain things better than I could.
03:06:824 (1,2,3,4,5) - 03:07:747 (7,8,9,10,11) - These are a definite no. They're incredibly unintuitive to play because of the reading required for the stack, and the fast back-fourth motion required to hit these notes. Also, extravagant patterns aren't usually enough to break up repetivity.
Sorry that I didn't go too much into detail on the difficulties themselves, but I feel like there is so much that I could comment on that it would take an unecessarily long time to list every single thing. Don't let that discourage you from mapping though, everyone's first map isn't amazing, and I've seen a lot worse than this map. You gotta make mistakes to learn how to improve after all.
If you have any questions, you're free to post them in the reply or contact me whenever. Good luck.