yes, and yes.

i see.

why is the offset negative, i see absolutely no need for it to be negative because musically correct would be choosing 00:02:658 - as the notes before are an Anacrusis. I encountered the same thing on https://osu.ppy.sh/b/544671 so you can see what we came up with in the end. It would just be more musically correct to not do this maybe you don't know that there're timing section bugs exsist long time ago, negative offset can avoid that 100%.

I'd also advice you to snap the preview time to either 00:01:981 - or 00:02:029 - , because the current one can confuse people because they hear nothing for half a second after choosing this song, I can see why you would choose this time, but reducing the amount of silence you get would be.... preferable. i see your point with the common sense, but i insist my choice. the very 1st part of the song is also the very important impression to every ones who would listen to the song themselves, so i usually put those epic song's preview time sections at the places which are belong to them indeed.

00:08:078 (5) - this one is pretty weird considering how it represents the vocals which start at 00:08:271 - . Splitting it up would result in this but i mainly follow electrical beats rather than vocal track, you can notice that special one if you ignore the vocal with my stuff.

00:22:207 (2) - yes i did understand the purpose of this pattern but it's more difficult to read than most things around here i believe that moving 00:22:207 (2) - so taht its end stacks with 00:21:820 (2) - or 00:22:594 (1) - whatever, same thing would make this a lot easier to read and i think it wouldn't destroy your idea with this pattern hmm, but my idea do is the one i set there which can be destroyed by changing it in your way imo.

00:25:691 (7,1) - the sudden space increase makes the low spacing to 00:26:078 (2) - feel pretty weird when playing it, one solution would be increasing space between 1 and 2, the other solution would be nerfing the 1/4 jump that sudden jump express the sudden high pitch vocal beat here.

What follows is a general comment about the next part, the same probably applies to 00:29:368 - and 04:53:755 - alike since they are the same kind of thing

Both of these parts contain elements which are rather unpleasant for players. I would recommend nerfing them, but let me explain what and why first Both are basically all 155 bpm streams with 310 bpm triplets in some places.

the 310 triplets feel. weird and combined with the cruel spacing of the 1/4 notes in this section they also feel overdone, i doubt you want to nerv them but most players who are going to play this - if not almost everyone except some people who practiced this a long time - will not be able to play constant 155 bpm 1/4 with 1/8 bursts put into them. well... i think we should get one thing clear: 155 bpm elements in this map are not streams, but only notes. so, i'll choose some of your mods to reply... consider the reply is like "nothing goes wrong here if you noticed my highlighted words before" if i don't reply your mod below. 00:30:723 (2,3,4) - things like this can be fine and ok actually since all the player has to do in order to play it correctly would be hitting 00:30:868 (3) - on time because the other 2 objects are sliders and therefore free 300 hits if you aren't retarded 00:31:110 (5,6,7) - a jump like this is probably done for emphasis but doesn't work out on a gameplay side because this section just started abruptly and 00:30:723 (2,3,4) - is not enough imo to introduce players to this kind of thing, I would either nerf the jump considerably or replace it with an 1/8 kickslider to actually introduce players to this section, this introductory thing applies until 00:42:916 - and 05:06:142 - respectively as it only makes sense to go for a more complex pattern after introducing players to the concept

but honestly i would avoid the 310 bpm triplets altogether because the space to the next object are usually requiring you to am a jump, suddenly burst and then go back to playing 155 bpm 1/4 which is uhhhhhhm jump between notes to express melody, jump near streams to low down the difficulty for players ← all sense of my patterns there. 00:32:029 (5,1) - random comment that this stack is off and makes it not look like your other 1/8 stuff and therefore even harder to read 00:32:852 (1,2,3,4,1,2,3,4,1,2,3) - i can see where you're coming from with this pattern but gameplaywise this doesn't work out as smoothly as 04:56:078 (1,2,3,4,1,2,3,4,1,2) - does, the 2nd pattern is much more player friendly for the same thing and you should either think about doing something similar to it or come up with another creative pattern which uses less sharp angles in a 155 bpm stream 00:34:207 (6,7,8) - why is 04:57:433 (6,7,8) - a jump while this is a more or less cramped pattern in the bottom right (i'm still for avoiding 1/8 triplets and using rhythms that don't rely on randomly bursting the whole section) 00:35:561 (3,4,1) - this transition plays rather meh due to the direction changes required in order to snap 3,4 and 4,1 correctly 04:58:787 (3,4,1) - 05:11:174 (3,4,1) - rely on different, arguably more intuitive movements 00:36:626 (3) - instead of forcing a more or less circular motion and then breaking this to the next object it might work better to just move it to thre right of this slider because then 00:36:626 (3,1) - wouldn't break flow as much as they do now 00:40:884 (4,1,2) - this transition is very rough, while it may be fitting it may also be very very very ... frustrating 00:41:852 (4,1,2) - tbh the direction change here is super unpleasant because depending on how you snap objects you will have to move up in order to catch this slider, then somewhat follow it's repeat down and back up and then snap back to the position you came from which is either super awkward to play

or a sliderbreak in 99999% of the cases 00:48:045 (4,1) - breaking flow in this kind of way is nooooooot that nice to play i think reducing the left/right dependency of this pattern helps in case you dunno what i mean or think i'm crazy or sth ayy 00:53:078 (2,3,4,5,6,7) - i suggest to tone this down a bit similarly to 05:16:207 (1,2,3,4,5,6,7,8,9,1) - which is followable without breaking your arm i only picked a few patterns but the same of course applies to this whole section, it can be a lot friendlier for players, it's second iteration will be in the bottom if i find other things which i haven't mentioned above yet

01:01:111 (2,3,4,5,6,7,8,9,1) - if you look at this without stacking you will notice that 01:01:497 (1) - is pretty much beneath the entire stack, moving the whole stack to the left may look a bit better (as in not hiding this circle for 80%) that effects nothing because all elements here are notes.

01:05:755 (8) - ^ doing something like the timestamp above to it may actually be consistent besides 01:05:368 (1,2) - is something like a jump upwards so doing something like this at it's end may make for a nice effect

01:01:884 (2,1,2,1,2,1,2,1,2) - this could feel a lot less sudden if you moved these down as a whole a bit regard the 1/4 sliders as notes as well.

01:24:141 (1,2,3) - doing something similar to 01:21:045 (1,2,3) - might actually feel better here and in other instances like 01:27:238 (1,2,3) - patterns like this look like something you would do and would be a lot more intuitive to play in these 2 cases people may hardly understand this, but i wanna say that combos are not spread by only distances, but also parted patterns noticed by nc, flow or even anti ds settings.

01:26:658 (1,2) - i advise to move these up to make this pattern more of a zig zag motion also as it is it is hella cramped in the bottom right of the screen

01:27:432 (3) - if you agree with my previous suggestion you could move that one to make a triangle like

01:33:626 (3,4,5,6,7) - just saying that due to stacking this breaks your perfect alignment in a straight line with 01:32:465 (1,2,3,4,1,2) -

the following probably applies to all 3 kiais 01:35:949 (1,2,1,2,1) - these and other instances don't work as well as they could because the straight line jump between 01:36:045 (2,1) - doesn't have that much changing emphasis in the song and that kind of movement is pretty much doom for your snapping

you did this consistently but cases like 01:39:820 (1,2,1,2,1) - 01:46:014 (1,2,1,2,3) - where you didn't do jumps as cruel as the previous ones ended up playing a whole lot better and were actually enjoyable.

also i don't think the difference in emphasis in the song calls for heavily snapping dependant patterns like this, something more smooth as the examples i gave you may work better and may actually be more intuitive to play i follow guitar track by NOTES. 01:46:208 (1,2,3) - speaking of this as an example that works better actually you could increase distance so that these circles don't overlap or something btw shouldn't 3 have a nc or no ok 02:51:433 (3) - probably no so whatever about nc :D this is just a tricky pattern i've set on purpose, don't be too serious... orz 01:52:497 (2,1) - doing something like this with this pattern may be more predict able since you don't have to change directions as much in order to play it 00:27:432 (9) - as i saw 01:58:787 (1) - i asked myself why you didn't nc this first one because it's the same nc as 00:25:884 (1) - , not 00:27:432 (9) - ... 02:09:239 (1,2,1,2) - well i play without colors so these surprised me but they actually make sense so \:D/

02:26:464 (1) - having a left-right kind of movement might work better? You have something similar to what i suggest in 02:29:173 (1,2,3,1) - already did a change here.

02:32:657 (1) - having this to the right of 02:32:851 (1) - might make for better or flow or something when testing that kind of suggestion i moved it to the position that 02:31:786 (2) - had lol i think that's a bit nazi...

02:38:658 (3,4,5,6,7) - if you fixed the first one you should fix this one as well just saying so nothing is forgotten lol

02:42:142 (1,1) - seriously this stop surprised me, you didn't stop once like that in the first kiai and i see no reason to stop movement here either so it's really offthrowing, the same applies to this whole kiai section they are just two kinds of spread notes' patterns, why should i set them in a same style?

02:43:110 (7,8) - if you care due to stacking these overlap while the other circles in this stream don't

03:16:594 (1) - the sound this spinner is supposed to follow - so i suspect - starts around 03:16:787 - . I would simply have it start in 03:16:303 - to follow the same sound as 03:13:110 (2) - does...? agree, start the spinner at 03:16:303 now.

03:54:916 - the whistles in this section seem rather uhh random ? not really...

Here's something i don't really like about the concept of this part:

It is supposed to be a build up, right? so why is the part starting in 04:07:303 - a whole lot easier than the part starting in 03:54:916 - ?

contrary to the previous part it doesn't use stacking circles in the same place which ends up playing easier as intended for a buildup? do you know Symphony in G major No. 94, “Surprise nvm, all patterns are in similar difficulty, don't block your eyes with those ds pls.

ok so about the last kiai: the way you use 04:28:787 (3,1,2) - in order to map guitar stuff is not really consistently hard: e.g. 04:33:240 (1,2,1,2) - is much smaller overall. the same kind of inconsistencies can be seen in your spacing for these patterns all over this kiai i should tell you that ds is the second part of these patterns, when the 1st one is their orders. how players read them effects a lot to playing. i can give same structure's stuff with different orders, that's the point of those patterns, and especially after that, all those ds problems you worried about are just little ones players cared (only when their aiming skill is "good enough", noobs can't play this map, we all know that.) actually, common maps do the exactly same stuff like mine, the difference is only how fast those objs appear, that's all.

05:16:981 - how about lowering SV since the song loses most of its instruments in that part