I'm here too, I guess, because I'm annoyed of seeing captin's diff DQ'd over and over again, so I'll just try and mod this to the best of my ability (which is insanely little, seeing as how I can't even read AR9.5). Keep in mind that these are purely suggestions, so take them with a grain of salt. Also, Kiais are fair game here, so I don't think I'll judge those seeing as how emphasis from first glance appears to be mostly fine with this.00:04:111 (1,2) - This seems a bit harsh to me. I mean, the song is still in its introduction stage and already you're making the players snap much more significantly than what they did before. If 2 was closer to 1, perhaps like here instead , the new combo afterwards could transition better into the next part in terms of overall emphasis, while keeping the intro more consistent.00:09:491 (2,3) - You seem to be mapping the 1/4s here. That's fine. However, perhaps there's a better way to make this work (other than using a 1/4 slider, which is ideally not completed for the sake of better flow), because players aren't exactly experiencing the 1/4, making it less effective as a pattern in relation to the music. Maybe, if 2 were flipped around, and moved slightly towards 3 a bit like this then the 1/4s could be played a bit better, or maybe if this was just a 1/4 triplet it would work, but that's up to you.00:31:176 (8,1) - Also, I feel as if this is too harsh considering the transition to a particularly calm part of the song. If you move 1 slightly closer (maybe 2-3 grids' worth of distance or so) to the sliderend of 8, and move 2's sliderstart accordingly, the transition becomes a bit smoother and more noticeable overall, and doesn't meld the two parts together in terms of difficulty and emphasis.00:45:850 (1,2,3,4,5,6,7,8) - The spacing in this combo overall is also quite...odd. The first three notes are fine, but the rest seem a bit too much for a bridge to the Kiai, and while this is indeed a really hard Extra, I think that having 1/4s right after a slider being this far away and having them almost completely stop is a bit too emphasis-happy for a relatively consistent part like this. Perhaps if the 1/4s were spaced out slightly farther to make less of a sudden shift of motion and move 8 accordingly somewhat like this you could keep the consistency a little more.00:47:154 (1,2,3,1,2,3) - A lack of movement which suddenly peaks in the next 2 notes, and all of the notes in this part are of similar emphasis. At least build up the DS on these 2 combos to the 2-note combo so that the emphasis becomes more consistent within the map, seeing as how you remain fairly confident with high-spacing emphasis on particular things. I mean, 00:49:600 (4,1) - is fair game since vocals reach a peak here, so perhaps consider adding more movement here?01:23:676 (1) - and 01:26:284 (1) - both seem to have very drastic SV changes. I get this, but maybe having 0.6x -> 1.3x both times is a bit too much of a change, particularly on the first one where more of the song plays out, so at the very least consider changing the first one to 0.65-0.7x.01:33:458 (5,6) - This distance change seems way too much for a low-key point in the song, and as CB said just before me, the next note feels very much like an anti-jump that shouldn't really be an anti-jump. Perhaps if this DS was reduced, the next note will be a bit more readable as a result.01:46:665 (4,5,6) - Perhaps 4 should have a slightly reduced distance towards 5 so that way the three notes can have a gradual build up of impact, because as it stands 4 has more spacing to 5 than 5 does to 6, and that doesn't seem like it works in terms of build up.01:47:154 (1,2) - Not that high-key in relation to the song, and the spacing here is very high, especially due to the fact that there is no better way to do this combo than to not bother with the slider as I mentioned earlier. This time, I'm not too sure of a way to make it better, but try something like this to bring 1 a little closer to 2 while keeping the spacing and emphasis of the new combo as it was meant to be.01:49:111 (5,6) - Again, people will not bother with the slider, and like before the 1/4 has less effect because of it. If you were to flip the slider around, adjust the position of it significantly in order to retain proper build up and relative spacing to 6. Kinda like how the last suggestion went, so no need to screenshot this, I think.01:49:763 (1,2,3) - The spacing changes in this part are significant, and like the last time a transition was mentioned, this makes it less smooth, unless people don't play the slider, but there was clearly something in the song that needed to be mapped, which you did, but let's see. Try flipping 2, move it so that the spacing for 1/4 doesn't completely overwhelm the player on such a calm part, and that should work, maybe like this but in a more refined way.02:02:480 (6,7,1) - How come 7 is very harshly positioned when compared to the next 1? Causes a dead stop and emphasis on the 1/4, and the main vocal does not really land here. The same positioning happens with 02:06:719 (1,2,3,4) - and again causes a sudden shift in motion that doesn't relate to the song that well, imo (all 5 notes within the song have around the same importance but you really only put it on 2 of them for the sake of higher spacing).02:49:763 (1,2,3,4,5,6,1,2,3) - Comparing these two combos with each other (I know I cut out the 2nd combo, but this is the important stuff), we see that the first one has far higher spacing than the second, while the song doesn't appear to have much more going on in the first combo. My suggestion here is to slightly increase the second combo's spacing to come a little closer to the first in terms of snappy motion and again allows for more consistency, but since there is clearly more in the first combo than the second and this part is still very emphasised as a whole, this is just a very minor thing.03:13:241 (1,2,3,4,5,6,7,8) - Same as the suggestion from just before the first Kiai, but the movement does clearly increase here according to the song so it's your call on whether you want to give the 1/2 doublets some movement by themselves or keep them as they are.Anyways, whatever I guess. Let's hope this doesn't get Disqualified again. Good luck with the map. This was just a basic mod from me, because I felt like it.