Temporary note: If you notice a 1/20 whistle gap like 00:14:811 (2,3), this is intended because 00:14:811 (2) is used for lower diff using 1/4 snap while 00:14:831 (3) is used for higher diff using 1/5 snap.
The sounds that were supposed to be represented weren't represented well, and the odd sound were represented, making the hitsounds feel empty but loud.
00:08:106 - From here, each white ticks have kick sounds, but you didn't express anything. It feels really off so can be added kick sounds here all. Maybe you have to add one more custom file for adding this.
00:06:506 ~ 00:07:706 - Can add weak hihat sounds.(default drum-whistle things). Same as 00:32:106 -
00:33:706 - From here, unnecessary loud drum sound spamming sounds really bad. Not every section has a drum sound, so adding a drum HS to all of them made it just sound loud instead of colorful HS. I suggest replacing it into weak hitsounds like default soft-whistle for avoiding this loud HS.
Overall, I think you need lots of improvement about hitsounding .
00:08:106 - yep u'r right added claps
00:06:506 - added D:C3
00:35:706 (2) - Maybe personal but these drums are being praised when I send this map to others. Myself is also proun of this design so keep.
I'd suggest to check on the hitsounds a bit. You're using your soft-hitfinish as your drum kick where if someone were to play without beatmap hitsounds it would just be cymbals which I don't think fit the song much. Using the file I mention you as drum-hitnormal would fit best imo.
Some patterns to consider: 00:12:911 (1,2,3,4) - , 00:16:111 (1,2,3,4) - , 00:25:711 (1,2,3,4) - , 00:28:911 (1,2,3,4) -
drum-hitnormal is too light for these four zither notes strengthen.
After relistening I think the four zither sounds deserve a finish and not that unfit with cymbals. I'll close this unless other better suggestions dropped into this.
(If you are meaning moving soft-hitfinish out as a drum-hitnormal2 plz tell me and reopen this)
Yes, sorry for the missunderstanding. I meant moving the soft-hitfinish.wav to drum-hitnormal(x).wav (being x a number you'd like to use, though I'd suggest just drum-hitnormal.wav).
My biggest issue on it being there is on notes likes this 00:20:911 (1) - there's an actual cymbal sound and there's no significant other sound on the hitsounds to represent this.
Sorry for triple delete and post, my ass confused shift with alt.
Changed mention part into Drum-2 set but still a normal+finish. You won't hear anything different if custom hitsound enable but this should fix the problem mentioned.
Re-opening cuz the main issue on first post wasn't solved.
"Some patterns to consider: 00:12:911 (1,2,3,4) - , 00:16:111 (1,2,3,4) - , 00:25:711 (1,2,3,4) - , 00:28:911 (1,2,3,4) -" are still using soft-hitfinish as a drum kick, also the whole diff is
?
These four parts are already switched to drum-2 set. Yes, customly you still hear soft-hitfinish but they are already drum-hitfinish2
If you are doubting should these be Finish I tend to keep Finish since these are strong 1/1 drum+zither I want to emphasize during whole diffs and hitsounds.
not really sure how things were before but based on the current I believe gigas is half right, if player has ignore beatmap hs or override with skin sample hs enabled, they will hear the finishers in-game (IIRC you can still hear it on editor even if you activate it maybe thats why the confusion)
so there are extra finishers that shouldn't be there when default hitsound is played, which messes up the whole hs structure (that for the S:C1 sections) iirc for the drum sets the drum set should always be played regardless or set to drum so it wouldnt be finisher feedback, in other words, you should remove the finishers on S:C1 that definitely do not fit the song structure at all that are following (mostly) the higher-pitched layer like 00:22:506 (1) - 00:23:706 (1) - 00:24:106 (1) - etc as it sounds obnoxious and do not fit.
in fact the only instances of something like a cymbal crash this whole section before chorus (from 00:08:106 to 00:33:706) is 00:08:106 and 00:22:506 (1) - so they are the only ones that's actually deserving of finisher imo, all others following the higher-pitched layer should be changed.
oki zerokt is checking those overused finish simple in S:C1 part for intro and these are truely overused as zerokt said. Fixed all, only left two finish for S:C1 on 00:08:106 (1) and 00:20:906 (1).
Well what Aryssiel and I was discussion is for the D:C2 part sample use. I think under map custom hitsound he and me both think this is fine, just discussing if these custom hitsound deserves a finish setting.
I'd like to resolve since I fixed the problem zerokt mentioned but still free to reopen on the D:C2 part sample use discussing.
on this section you started following something else compared to the rest and I feel you missed a note here 00:44:411 (3) - around this time
00:44:411 (3) and 00:46:411 (6) and 00:53:611 (6) and 00:55:211 (6) - Applied a Clap!
00:57:411 (2) - This is an end of electronic synth tone and since it's a very strong ending I tend to keep this.
00:56:911 (1) - this hitsound shouldn't be the same as 00:56:511 (1) - since it's a drumkick and not a snare
At this final point I hitsounded mainly focusing on background electronic synth, and synth is strongger than drum and same. imo changing 56:911 will lead to strange inconsistency since drum is relatively unnoticed.