00:47:794 ; 00:49:425 ; 00:50:403 ; 00:52:033 ; 00:53:012 ; 00:54:642 - Remove claps here? I can hear in other moments that they obviously have snare sounds in the song but these ones that i mentioned literally has nothing which making a poor feedback and impression that you just spamming them.
And also, did actually muya- made HS for this mapset? As I see you took them from Aakki's mapset which was made by muya-, so you should add to tags muya-
(not sure if you even asked for permission, but I would like ask about this)
Timing is off. From the beginning to 00:57:414 there's an obvious offset shift around ~7ms (same thing with 02:00:025)
This would be sounds more accurate with these red lines:
33,326.086956521739,4,2,21,5,1,0
57417,326.086956521739,4,2,21,75,1,0
120033,326.086956521739,4,2,22,80,1,0
133069,326.086956521739,4,2,22,75,1,0
(ctrl+c, ctrl+v in timing setup panel)
HS
00:00:023 03:05:321 volume is too low, give the change to hear the spinner sound, use something around ~40/45%
00:35:240 unfortunately 60% is not enough for this, you could add a SV and raising up by 65-70-75% every beat
00:46:979 raise it a bit up so it can stand out from the last section
02:33:936 this volume is kinda low that i can not hear the cymbal, try to use ~60%
3/4 of the song lacks of feedback, this brings a bad demostration of the whole song and sometimes also a loose of the feeling during playbase, i will point something out:
00:57:577 (2,3) - 01:00:267 (2,3) - 01:02:794 (2,3) - 01:05:484 (2,3) - etc. add feedback and don't leave these triples so empty
00:45:022 remove whistle since most of the times it's a slider end here
02:43:637 this sound is still a high snare, remove kick and add hitclap
03:10:131 actually this is a hitclap since you are finishing the spinner on it, so prove it as such
You are missing a lot of cymbal around the whole song and it's sad don't hear them cause you are hitting them very well most of the times, consider to hit these as cymbal 01:02:631 01:18:283 01:44:370 01:48:283 01:48:936 01:52:196 01:54:479 01:54:805 01:57:414 01:59:370 02:18:283 02:22:849 02:23:175 02:26:109 02:28:718 02:31:327 02:32:631 02:41:762 02:43:066 02:49:588 02:52:196 03:00:022
02:49:425 (1) - extra + another. This slider hardly follows strong sounds. As you made on insane diff, you would move the slider to 02:49:588 so you can hit the cymbal better
Combo 1 and Combo 3 look too similar between each other, would just keep one of these two could fit better imo. Otherwise you could look for another one
then this is subjective, would you like to make the slider borders a bit darker? i think it would match better with the BG
SliderBorder : 255,0,0
Due to the song's length being 3:10 (and also drain time 2:52) you currently need a Normal diff for the spread to be rankable as listed on ranking criteria:
If the drain time of each difficulty is...
...lower than 3:30, the lowest difficulty cannot be harder than a Normal.
Your audio bitrate is unrankable because the bitrate is 320kbps, a rankable audio should be around 192kbps (this is your current audio in Spectro):
Here is a better version of the song in 192kbps (this is the audio I'm providing in Spectro):
This is the link to download the fixed audio: https://evil.s-ul.eu/e9QkJcRq
Add to tags: vocal vocalist mike shinoda brad delson joe hahn dave farrell emily armstrong colin brittain full version
Those are the name of the composers, other ranked sets of this song have this so it helps to keep it consistent.
Also you don't really specify who did the hitsounds, if it wasn't you their name should be in tags as well. If it was you, at least specify it somewhere to avoid confusion
Your BG is too big in resolution to be rankable (2666 x 1440
), here is a PNG version that fits the standard (I made it 1920 x 1080 and size 406kb)
The volumes you use for your hitsounds at the beginning (specifically at 00:36:544) are way too low, when playing you can barely hear the whistles and the hitnormal due to it being at 20%. I know you are trying to do this to fit the background music or at least that seems to be your current intention, but this affects playability as players don't recieve enough feedback because the volume is too low.
I suggest increasing the volumes of the first section by 10% each. Basically this:
Will help have more feedback when playing and it's not that big of a change. This applies for all other volumes that are kind of low (aka. 20-30-40%~)