Hula wrote:
So, whilst I appreciate the effort that's gone into hitsounding this, like it's extremely complex and nice, the level of complexity doesn't do anything to enhance the playability. It actually reduces it, keysounding objects means that you get absolutely 0 feedback from hitting it, because your hitsound sample will match that of the sound the object's mapping, so you get no feedback on whether or not you're late or early.
Another thing is, your claps aren't loud enough/obvious enough, they match the music too well. Also, your hitfinish (bass drum) hitsound is really lacking.
01:59:834 (1) - In this section with your drum hitnormals, this is a good use of matching music and still getting feedback, it's less important for your hitnormals to stand out as much though. Though, arguably they're too similar to the actual music.
I haven't tried it, but i think increasing your clap and finish volumes will benefit the hitsounding greatly, cos you're not a composer, you're a mapper in osu! Hitsounding isn't meant to be discreet.
Your hitsounding in the kiai at 02:42:885 (1) - has decent volumes though. The start seems to suffer and the calm parts.
Just my two cents. Impressive hitsounding mind you, but remember playability.
I don't really agree with the hitsounds "matching" too much. They volume just needs to be increased, imo.