Let's see what you guys can come up with. I'm 100%, totally AGAINST this, as hitsounds are an imperative part of how maps work and provide reinforcement to the player as he or she plays.
Having a storyboarded hitsound removes the inherent interactivity and makes things horribly confusing. Other storyboarded sounds are (within reason) okay since they don't interrupt the flow of a player's actions.
Do note, that as a replacement for storyboarding hitsounds, you can do something similar to what i did for Noisestorm - Ignite (the notes in question are 01:25:980 (2) - and 01:28:552 (4) - , note how experimentation was done on (2)) and use clever slidertrack custom hitsounds to replace where people would normally storyboard.
Basically, most "storyboarded hitsounds" are there to consistently keep a hitsound pattern going (claps on downbeats, especially common) however the mapper decides that a slider going over the spot where there would be a clap is his best decision. Since this mapper also uses tick rate 1 (see where 2 can come in handy? val0108's got the right idea, haha), he would normally throw down his clap there with a storyboarded hit - but you can use a custom sliderslide during that quick bit to simulate a tick being there even if there's not - and as an added bonus, it even offers interactivity since if the player misses that point in time, the clap will not occur!
As such,
thoughts?
Having a storyboarded hitsound removes the inherent interactivity and makes things horribly confusing. Other storyboarded sounds are (within reason) okay since they don't interrupt the flow of a player's actions.
Do note, that as a replacement for storyboarding hitsounds, you can do something similar to what i did for Noisestorm - Ignite (the notes in question are 01:25:980 (2) - and 01:28:552 (4) - , note how experimentation was done on (2)) and use clever slidertrack custom hitsounds to replace where people would normally storyboard.
Basically, most "storyboarded hitsounds" are there to consistently keep a hitsound pattern going (claps on downbeats, especially common) however the mapper decides that a slider going over the spot where there would be a clap is his best decision. Since this mapper also uses tick rate 1 (see where 2 can come in handy? val0108's got the right idea, haha), he would normally throw down his clap there with a storyboarded hit - but you can use a custom sliderslide during that quick bit to simulate a tick being there even if there's not - and as an added bonus, it even offers interactivity since if the player misses that point in time, the clap will not occur!
As such,
Avoid using storyboarded hitsounds. They confuse the player by providing the feedback normally obtained by playing the map without any actual action on the player's part. In cases where you believe a hitsound must go where there is no note, you should re-evaluate how you are mapping - as if there is supposed to be a hitsound there, why is there no opportunity for you to put one there?
thoughts?