Hi.I hope you like reading.A suggestion I'd personally advise you to take is to "split" the way you hitsound, as you did with the map.
Because I feel this song does warrant this creativeness, and I feel it'd work pretty well as a whole mapset.
So now the hitsounding sort of just mimics one another, there's no distinction, nothing special about it. Idenfication is lost or severely compromised due to ..crazy levels of consistency.
I take it this is actually just the GST, and not the OST, hence the volume "suppression".
To be honest, I'd rather you wait till you can get a quality mp3 from the OST, and then use that to replace this one.
Right now, it's just so mellow and the hitsounds kind of overpower the whole thing.
It is like a tiny cake with too much icing, if you know what I mean.
So anyway, just use a lighter sense of hitsounding from the bottom up.
Not only
clever and innovativeis it thoughtful, but I think it just works better generally, for reasons I've explained above.
Normal & Hyper are fine.
Another:Pretty...tame, for an Another difficulty.
Long version:SPOILERI think it'd be best not to start off using claps for the introductory first section.
The song is rather ambient and I feel the normal-sampleset and the hitsounds are too loud and disruptive for the player to sink comfortably into the map.
If anything, you could try to lower the volume for that (constant thumping and soft-whistling is extremely taxing to bear)
My suggestion is to gradually introduce them as the map deepens.
Another thing I noticed are the repetitive rhythm of the hitsounding.
It comes off as being extremely generic and I believe you can make much better usage of each individual hitsound apart from what you currently have.
It makes it seem like that's the only thing you can do with.
I think the issue here lies that the song itself may be quite generic-sounding.
There really isn't much of a highlight about this track save for some brief sections throughout, and I think to make the hitsounding distinct enough without being disruptive is to focus on such sections and place emphasis on the strong characteristics of the track.
I do like the fact you took much consideration into this aspect, and I also realize these aren't just randomly put hitclaps, much less the normal sampleset inherited timing sections.
I just feel that while it is certainly not a terrible thing/bad attempt whatsoever, you could be a bit more experimentive, especially when using normal-samepleset.
Short version:SPOILERBasically, you have to make sure you don't give everything out to the player right from the start.
Slowly implement the hitsounding at appropriate sections, make sure they can lift the the map up and are not just concurrent with the music.
Because your map is very straightforward, you can ensure the hitsounding be spontaneous.
So the consistency I see here is really counter-productive, I actually realize it wouldn't be such a bad idea in the context of being gradual difficulty-wise, so in that respect I'd understand why the hitsounding is so completely full-blown here, but then it's not like that.
I hope I am not sounding too imposing here, but these are my impressions.
I think you'll do very well from here and certainty I don't think you're a slacker either.
THERE'S NOTHING HERE TO MODI do not have any issues with this, as with the previous difficulties.
I don't know how I should feel about this.
I'd like to say "nice attempt", but that would be off.
I do know, however, that this is a very diligent effort on your part and you should keep it up.
Give this a few more mods and I will come back to this when it is time.
That's it. You don't have to kudos if you don't want to.