[Yes!]
For easier difficulties you might want to try reducing the amount of 1/4 notes (those on blue ticks), to help new players build a sense of rhythm. Notes on blue ticks can be a bit awkward to play for new players. This might be a bit hard to do (since quite a bit of the music is on blue ticks), but do try your best.
Your map needs hitsounds. It is unrankable without them.00:34:120 (4,4) - Consider adding NC here, to shorten the length of the combos
00:51:880 - Add a note, NC on it optional
01:41:800 (1,2) - Make (2) curve around the end of (1).
01:45:400 (1) - Not really necessary for a NC here, remove it?
01:53:080 (1) - ^
02:06:760 to 02:21:160 - Combos are a bit long here, consider adding NC at 02:10:600 (6) and 02:18:280 (6)
02:23:560 (4,4,4) - Same as 00:34:120 (4,4) above
02:31:720 (4,5,6) - The overlap doesn't look particularly nice, how about this instead?
02:55:240 (1,2,3) - Having a different rhythm from the part before might throw off an inexperienced player. You might want to change it to be consistent with the rhythm provided by the previous combos.
03:04:360 (1) - Mapping to that sound in the background doesn't make it very intuitive to play, especially for new players. You can try extending the slider to the next downbeat (long white tick).
03:10:840 (1,2) - How about simplifying the rhythm to a single repeating slider?
[Probably]
Too many unnecessary finishes close together can get quite noisy and irritating. Try to use them sparingly. Use a finish only if it really suits the music and emphasizes a really strong beat.
00:08:680 (5,6) and 00:12:520 (5,6) - Consider reducing them to a single slider in each case. Also remove the finish hitsounds, as mentioned above.
00:35:200 (5,6) - Remove (6), and add a repeating arrow on (5)
00:50:560 (5) - Extend it to the downbeat
00:56:680 (5,6) and 01:00:520 (5,6) - Same as 00:08:680 (5,6) and 00:12:520 (5,6) above
01:01:480 (1,2,6,7) - Same as 00:35:200 (5,6) above
01:09:160 (3,4) - Make (4) curve nicely around the end of (3). You will have to change some of the notes after that to fit the flow better.
SPOILERBefore:After (AR lowered to see all the notes):(note the repeat on (5) stays)
01:10:840 (5) - NC here
01:25:240 (4) - Not a very good slider, the borders are somewhat obstructed. You should change this.
01:41:800 to 01:57:040 - Same changes as 00:55:720 to 01:03:280
02:20:080 (5,1) - Delete (right-click) the last node to shorten it to the white tick, and move (1) down to remove the resulting jump. You can also try for some symmetry for the slider, which is easier with less nodes.
02:37:480 - Add a note, NC optional
02:56:560 (5) - Change it to a 1/4 slider like 02:56:200 (4)
[Maybe]
Is there any rationale behind the slider shapes for long sliders such as 00:25:720 (5) and 00:28:840 (12) and 00:30:640 (5) ? If not, then you can try shaping all of them into something more visually appealing.
There are way too many hitcircles compared to sliders. Aim for a balance between the two.
02:48:880 to 02:54:760 - Nice hitsounds, but a pity they aren't around for most of the rest of the map. Hitsounds should be regularly placed to give players a sense of rhythm and not just concentrated on a part of the music.
[No.]
I'm not one to comment on this map though, I don't have enough skill to play
that insane
Still, I like the symmetry in the map.
[Overall]
AudioYour audio file is at 256 kbps, higher than the maximum allowed of 192 kbps.
Try using
this audio file instead, I made it from the one you uploaded so the timing shouldn't change.
HitsoundsYour map needs more hitsounds. They add another dimension to playing and are really fun to play if you add them properly.
KiaiWhile not a
ranking requirement, I would encourage some
kiai time. You add it the same way hitsound volumes are changed (via green inherited timing sections), under the Style tab.
[Final Words]
There's still quite a long way to go before the map is ranked, but don't give up.
All the best!