09-26-2014, 05:34 AM | #61 |
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Re: Batch Review Thread v2.0
June 2014 Supplemental Ratings
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12-3-2014, 10:48 PM | #62 |
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Re: Batch Review Thread v2.0
July/August 2014
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01-14-2015, 11:09 PM | #63 |
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Re: Batch Review Thread v2.0
July/August 2014 Continued
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01-14-2015, 11:15 PM | #64 |
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Re: Batch Review Thread v2.0
Supportive Judgments for July/August 2014
Set 2 Last edited by TC_Halogen; 06-29-2018 at 07:27 PM.. |
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Re: Batch Review Thread v2.0
September/October 2014
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Re: Batch Review Thread v2.0
Supportive Judgments for September/October 2014
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10-24-2015, 09:19 PM | #67 |
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Re: Batch Review Thread v2.0
High FGO Special Batch - Phase 1
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01-26-2016, 10:09 AM | #68 |
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Re: Batch Review Thread v2.0
November/December 2014
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03-12-2016, 09:44 PM | #69 |
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Re: Batch Review Thread v2.0
High FGO Special Batch - Phase 2
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06-29-2018, 07:26 PM | #70 |
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Re: Batch Review Thread v2.0
12th Official Tournament Batch - Set 1
[7/10] A Baptist Church In Georgia {The Flashbulb} (Pizza69) - offset is solid - some PR improvements can be made overall, particularly in situations to prevent some minor pitch relevance collisions - why are the lower piano notes ignored in the earlier parts of the song but not the later ones? there’s a strange emptiness in some areas that can be alleviated by accounting for those lower notes to keep pace - 43.249: the large BPM shift two beats earlier to over 103 BPM actually makes this colored improperly, as the first note here should actually be 1/32 before the downbeat - also, the timing is a bit incorrect starting at 43.578. - 43.907: because of the improper start time/BPM change, the two notes after this 4th are colored differently when they are equidistant - they should all be the same color. - not too bad overall, but the patterning definitely irks me. FIX FROM POST #79: - PR looks improved for sure, nice work! - good job on the tempo change fixes, definitely better looking in appearance - patterning is a bit cleaner as well. - nice job on these fixes! [8/10] [8/10] A small journey that starts from a morning glow {cosMo@BousouP} (bmah) - offset appears to be slightly early (-1.405 -> -1.412) - nice PR play in the opening, a subtle but well thought out detail - 20.953: triple feels a bit out of place only because the cymbal crashes are arguably stronger accents but don’t quite receive the same respect in your layering scheme - 30.173: missing note for incoming snare, which is only important to me because I was going to suggest moving the [13] at 30.311 to a [14] as the snare is clearly audible beyond the fade to me - 37.398/37.535: I feel like these notes should be placed for the guitar, but arguable. - 38.499/38.636: regardless, these two notes are missing piano notes and should more likely be added to your current structure. - 42.145/42.696: missing triples for cymbal crashes? I can understand the omission of the first one because patterns don’t work in your favor and your accent structure makes it more worth leaving it out, but the second instance can be added without any sort of issues - 47.444/47.581: missing notes for chip melody - 1:09.531: if you’re following percussion earlier in this section, you should definitely be adding at least an 8th note here (and potentially more) - really enjoyable file, pretty tough to play through but certainly fairly accounted for FIX FROM POST #87: - offset fix applied - instances of missing notes for the most part were taken care of - other little subtleties/missing cymbal crashes throughout seem to have been picked up as well, good job - better overall, good stuff. [8.5/10] [6.5/10] Alien Lair {Shanbubula} (MarioNintendo) - sync actually needs a tiny bit of work. Some points are fine, other points are anywhere from 5-8ms off looking at waveforms; take a look at this and adjust accordingly. - 3.180: this particular bass note gets a stronger accent simply by not sharing an instrument? - 4.807: unlike earlier, this note plays with another instrument and gets no attention paid to it, which appears to be a bit more incorrect only because the immediately incoming section uses them for layering - 5.274/(etc): while the right arrow jacks are technically accurate, the left jacks are not because they’re two different tom pitches - 15.896: personal preference, but i’d change the down arrows through 16.480 to left only to keep the continuity of the snares being on up and down only. - 21.262: should be 12ths - 32.578: change to jump (makes more sense since it’s both the snares which you’re accenting with jumps + a piano both repeating their same note twice) - 33.978: ^, if you’d like. - 34.037: move down 1/64 - 40.862: based on the 8th earlier in this section and the incoming jump, layering would dictate that a jump should be here - 49.182: theoretically could be a R because the same percussion plays three times in a row, not two. - 50.584: what’s this jump for? There is a snare that is… relatively close to this, but it should be a polyrhythm that lands on an 8th like the earlier section - 56.592: got a bit of a pattern collision on the down arrow between the piano holding [23] and what seems to be the snare/kick; change the Ds to Ls after the [23] at 56.845 and you should be good to go - 57.778: change to U for the repeated piano notes - 58.710/58.943: more instances of potentially repeated piano notes? - 1:00.226/(etc): curious as to why these particular notes were omitted? - 1:02.015: see 50.584 - 1:09.793: this rhythm’s actually not quite right and actually bothered me at 100% speed despite being not too — it needs to be ever so slightly earlier. - 1:13.726: another situation where the rhythm is slightly off, but just enough to be noticed on assist tick without slowing it down - 1:13.993 to 1:27.293: your jump usage in this section is all over the place. One moment, you’re giving precedence to the kicks, another time the piano, another the bass, etc. - 1:25.893: I understand the introduction of the chip is worth accenting, but you’re giving it a somewhat boring pattern that is redundant and doesn’t really accentuate the scaling, which honestly isn’t a huge deal: the bigger issue is that the really strong pianos come in along with this chip and then you bomb the player with a glut of jumps to accentuate the piano once the chip disappears when the earlier, harder hits at the aforementioned time are just ignored. - 1:38.376: noticeable misrhythm, should be 8th-24th-24th into the 8th [DU] jump - 1:39.815: see 50.584 - 1:46.810: can add a jump here, that piano note’s got some pretty significant volume against the repeated notes - 1:49.382: misrhythm - 2:02.293: definitely not the right rhythm, listen a bit more closely - 2:23.215: etc, see 50.584 - 2:41.260: see 49.182 - 2:46.626: very bold decision to pick the counter-melody in the background here, but I like it only because of the ending with the 3/16 accents; I’d almost like if the opening notes at 2:48.026 were doubles and the percussive splashes were triples too, just because it gives more attention to that. - 2:58.915: > - this file has a LOT of mistakes - however, a lot of the mistakes are small; they just add up quickly - there is some layering/structural finesse in some parts that make this chart really memorable, but in other areas, the layering is so convoluted and it feels a bit overdone in many areas. [4.5/10] Aguazaur Destroys The Plastic World {odaxelagnia} (I like it) - offset seems fine - 1.900/2.200: missing note for a kick - 6.476: missing kick - 10.076: the rolls fade quick enough to make this constant motion feel a bit off; remove notes 4 and 8 in the 9-note burst to give it that staggered feel - 10.676 to 19.376/27.476 to 28.676: Concept is cute, but not properly executed; if you’re going to play with patterns based on the panning of the track, your notes should go towards the panning, not away from it. Mirror all the 8ths so that it’s something like [34] 4 [12] 1 [34] 4 [12] 1, etc. - 29.876/etc: the repeating notes for the vocal samples would be a nice touch, but the lyrics change and you do away with it the moment the percussion comes in. The vocals are active enough to change the layering scheme and cut out repetition, maybe that could help? - 32.127/36.927 with your current layering scheme, this should be a jump - 33.777: your patterns should be changed up to give accenting to the kicks; jumps at 33.927/34.227, remove jumps at 34.077 - 39.477/etc: smart idea to repeat the patterns here, but ill-conceived in that musically this section is quieter yet your layering has actually grown. Revise this idea by keeping the repeating patterns while reducing the layering a bit. Pay attention, because not all of these are the same: some have cymbals, others don’t — use that to your advantage for structure. - 48.177: ayy, more panning play - 49.077 to 58.678: again, you’ve got the opportunity to change up your layering scheme but you don’t really take it; this chart is pretty redundant with the jumps on 4th kicks, so you’re going to have to put more effort into changing things up a bit - 58.678 to 1:08.278: your layering scheme here is not only redundant, it reduces the effectiveness of your progression by basically using chains/repeated notes everywhere, in a situation where repeated notes was actually a part of your structure in the section before to help make things different - 1:00.978: missing jump for kick - 1:07.978: might be worthwhile to cut this roll short since it fades a bit - 1:15.328: missing jump for kick - 1:17.803: missing note; also, why do the next few notes have no layering? - to be honest, the file is just a lot more of the same and I don’t think going further is going to change the decision much. I do notice that later on, you add some triples for vocal accents which is a good touch, but a lot of the remaining file is just more of the same. Clean up the structure a bit and try to make it more interesting. - this song might need a cut, to be honest. I know it’s only 2:40, but it feels much more than that, unfortunately. [8.5/10] Aublia {onoken feat. ALIAKE} (bmah) - offset changed from -1.490 to -1.495 - 14.427: missing note for the little guitar flourish - 16.398/19.475: very noticeable missing notes here - 17.648: no accent for the guitar flourish here? - 31.302/32.456: move these two notes off of U, because the second and fourth instances of that seemingly repeated riff don’t play the first note - 49.187: I’m personally having a pretty hard time hearing this; I can hear it on a lower rate but it’s barely discernible and might be a jarring accent for something much tougher to pick up. - 50.244: missing flute note - 52.168: is this worthy of that little 64th flam accent you did earlier? Arguably a difficult sound but might still be worth looking at. - 53.225: I’d move this note to R, and then shift 53.610 to a LD jump; it carries the melody better visually while still providing the repetition on the L arrow that you wanted - 54.187: move the third note off of R, it’s just like the one at 48.225 - 59.187: feel like this should be a jump too, an opposing jump would work fine - 1:01.494: ooooo shit now we gettin’ it on, love the song change - 1:04.379/(etc): these notes, while not cymbal crashes, are pretty damn hard accents. Might be worth using triples on these in appropriate situations where the sound is not only loud, but also quite full and holds until the next note more than a beat later. - 1:07.552: jump seems a bit off, hard to tell what it’s accenting/layering on - 1:16.302: missing note - 1:28.418: might be nice to get that little guitar flourish in, no need to add layering, just a nice little spritz in this section - 1:46.831: missing 32nd note - this song fucking rocks; really happy to hear something like this in the tournament - chart is great! A couple of little tweaks to make it perfect. That second half is fantastic and shows some impressive pattern symmetry/repetition that help make the song much more intense. FIX FROM POST #87: - fixed: 31.302/32.456, 50.244, 53.225, 54.187, 59.187, 1:16.302, - 1:04.379/etc: this is FUCKING DELICIOUS NOW - 1:07.552: me not picking this up was really stupid, apologies - that midsection is even more awesome than before. [9/10] [7.5/10] AVALON {SASAKURATION} (bmah) - 56.559: a bit heavy-handed on the layering here, no? - 2:20.524/2:28.924: missing notes for hi-hats - only real grievance is that pitch relevance could have been executed a bit better, particularly in that final stream; in a situation where you’ve got a fast moving ascending/descending melody like that with jumps accenting a melody, pitch relevant jumps with the general ascending/descending motion can usually be done well. - chart’s fine. Nothing special about it, but to be fair, the song doesn’t offer too much either. Layering at the end is a strange decision, but I understand why it’s done, personally. FIX FROM POST #87: - hi-hats fixed at 2:20.524/2:28.924/etc - nothing else really modified beyond that. [7.5/10] [6/10] Beauty and the Beast {Diabolik Blaze} (Hairy Cabbage) - offset is noticeably late (switched from -0.042 to -0.032) - 42.032/(etc): these 24ths are incorrect: starts as 12th notes until 42.304, turns into 16th notes until 43.122, where the 32nds are passable - 45.441: not a 32nd burst, the snares are hard and distorted but they are individual hits and are much slower (45.441, 45.509, 45.594, 45.679, 45.747, 45.816) - 50.179: move up a 64th - 59.872: should be moved up to the nearest 32nd - 1:00.032: shouldn’t be a burst/flam or anything of the sort - 1:13.122: I like this idea; however, the earlier parts of this section don’t follow suit. Switch up your jumps to indirectly accent the change of the notes in the melody like you do here. - 1:26.486: this split-handed bit lasts for a bit too long; also, the kicks actually repeat in sets of 3, so you can play with the patterns a bit better than this (you could repeat patterns in sets of 6) - 1:35.253: same situation, percussion repeats in sets of 3 so you have two excuses to break the extended split-handed stuff here - 1:42.577 to 1:44.759: boy with a file this hard, you should be upping the layering pretty damn hard in a section like this, let’s attack the player relentlessly - 1:46.668/1:51.032/1:55.395/etc: 24th burst for hi-hat? - 1:48.713/1:48.782: missing notes - 2:01.941: missing 32nds, though these can remain omitted since they’re a lot quieter than the rest - 2:21.577: a few missing notes here, might be worth adding - 2:22.350/2:22.441: missing notes for snare (they are 12th notes, but starting on the 8th so break out them 24th snaps) - 2:22.872: missing note for snare - 2:22.350: missing note for snare - 2:23.554/2:23.827: more missing notes; check the rest of this section and make sure you’re catching everything; with as aggressive as this song and chart is, you should definitely be grabbing everything that exists in the song as much as possible - 2:24.032: technically a misrhythm; starts with four 16th notes, and on the fourth 16th note, turns into a 32nd burst - if you don’t want to use 32nd notes for the sake of differentiated patterns, 24ths are fine, but clean up the opening of it by using three 16th notes and then doing the rest of the burst that way - 2:26.622: this should be a 5-note 32nd burst, not a mini-jack; the burst following it is strange and off-rhythm if you want precision but in any case, it should be faster than 16ths - 2:27.850: check your rhythms here, not quite a straight 32nd burst and noticeably incorrect at 100% speed - 2:33.441: should be 24ths, not 16ths - 2:45.577: still 32nds, not 48ths - maybe a pattern inversion or accent or something could help here - 2:56.213: should be 16ths, and actually starts a 16th before the beat. Feel free to keep them as one-handed trills, though — I like that idea a lot. - 3:12.577: there is a repeating synth here that really should get some love (single notes will likely do fine) - 3:21.441/3:23.622: changes to 24ths here, also the jump at 3:21.782 is ghosted - 3:39.850 - see 2:56.213 - did not particularly enjoy the last minute only because while the song did tone itself down, there were opportunities missed to still keep the player engaged, imo. - this file has the potential to be a really memorable, and brutally difficult chart; you’ve got a solid foundation, but the structure has a number of misrhythms and could use some cleaning up. - beef up the layering in some areas! The song is so heavy and harsh, yet some areas have single notes/jumps and it’s just blaaaaaaaaah. [8/10] before… {yassu} (AutotelicBrown) - offset is good. - 17.194 to 30.909: I feel like the pitch relevance could be a touch better with respect to the highest note being anchored to the right arrow; it’s noticeable but I feel like some notes are not quite accounted for. Not a huge deal, though. - 32.623/39.480: feel like the last note of this trill should be moved off, since it is a different pitch to the notes before - 1:10.766: missing jump for cymbal crash? - 1:29.623: missing note for piano? - 1:32.944: move up to 1:32.909 (12th note); seems more correct and feels more natural - solid file! No major complaints overall, this is a good mid-level challenge. FIX FROM POST #88: - all suggested updates for missing notes/rhythms resolved. [8.5/10] [7*/10] Boy & Bear {Pogo} (Psychotik) - offset changed from -0.080 to -0.104, changed BPM at beat 99.75 (57.104s) to 127 BPM, changed back to 105 BPM at beat 100 (57.222s) — is this some sort of song cut error? - 19.389/etc: move to R for proper pitch relevance, a mini-jack is incorrect here - this seems to happen throughout the intro, resolve accordingly - 27.389: tough to discern, but might be a vocal note here? - 31.104: definitely a missing note for vocal here (make it a 192nd instead of a 16th to keep it consistent) - 42.544: this should be the 192nd after the 8th, not this 16th here - 44.830: ^, etc - 59.507 to 1:17.793: The mini-jack usage here is passable, but the jump usage seems a bit strange to be in that the jumps on beat 1 of each measure don’t really have anything dedicated that they’re following. - 1:17.793 to 1:36.079: on the flip side, the mini-jack usage into beat 2 (1:18.222, 1:22.793, 1:25.079) doesn’t feel as impactful. In the earlier section, you had vocals running into another type of accented vocal sample, and while it’s not the most relevant visually, it feels right on the hands. - 1:21.364/1:30.364: first time - this mini-jack is fine pattern-wise, but it should be pushed down a 32nd note; second time - there’s no mini-jack at all when you can have it for better structural consistency. - 1:44.079/1:53.222: a [24] jump is probably best here; it creates the connecting mini-jack that you’ve had for these samples throughout the earlier part of the chart and remains fairly friendly in terms of patterning. - 1:52.079: this is note-for-note exactly the same as the previous instance. Change it up. - as an easier file, I actually like this. It’s got a fairly coherent and explicit structure. However, there are some noticeable misrhythms that need to be addressed, as well as some pattern clean-up that needs to be done, before this can be considered. - conditional acceptance on 192nd note jump rhythm fixes as well as BPM/sync fixes listed above FIX FROM POST #78: - looks good from previous suggestions. Accepted. [8/10] [8*/10] carnation {aaaa} (Elekton) - offset is good - 18.238: I WANT MORE ACCENTING THESE NOTES ARE SO LOUD JEEZ FFFF - 1:51.426: this is gross; I personally feel like the 16ths are much more prominent and give separation compared to the 12ths you have earlier — as it stands, this is also a very large difficulty spike - I can’t… put my finger on it, but the layering of the calmer sections just doesn’t feel right to me, particularly from 31.551 to 41.676 and 48.051 to 58.551. It’s not criminally incorrect or anything, it just doesn’t feel right to me for some reason. - on a more positive note, I dig the repeating pattern motif at 1:10.551 and 2:07.551, though I wish it wasn’t the same note-for-note - conditional accept with that polyrhythm section removed FIX FROM POST #81: - polyrhythms triggering the conditional queue flag have been removed; file looks great! [8.5/10] [8*/10] Cest What {Terminal11} (DarkZtar) - offset changed from -0.200 to -0.224; BPM changed from 240.200 to 240.195 - 0.378/1.472 (etc): first time - arguably missing note, second time - definite missing note for bass guitar; fix as needed throughout - 24.829/etc: any 16th mini-jacks exiting onto the same hand at this tempo = nope - 35.195: I feel like the kicks probably deserve more precedence here, given your later accenting - 41.596: at 240 BPM, this 32nd is pretty tight against the previous R; switch up the pattern slightly - 1:00.674: a bit too subtle to have a mini-jack, I think - 1:09.417: should be 3/64 instead of 1/24 (only five 3/64 notes with a 16th gap into the 4th) - 1:14.330/1:22.323: could add another jump for the second part of that intrusive chime - 1:17.411: see 1:09.417 - 1:37.395: oh god what in the everloving hell is that burst - 1:54.688: this mini-jack is too tight, change up the pattern - 1:56.936: remove note - pretty tough patterns when stuff gets going. - conditional acceptance on the fixing of all mini-jacks tighter than 1/16, as well as ensuring any mini-jacks resolve on separate hands. FIX FROM POST #123: - mini-jacks all are kept to no faster than a 16th note and converge properly on opposing hands on termination - that pattern at 1:37.395 is still gross - also, for some reason I didn’t mention the pattern at 1:23.155, which is not quite as gross but still falls within that realm - 1:47.573: CONDITIONAL QUEUE - I moved this to a D to separate away from the RR mini-jack; if you’re not alright with this, apply the changes yourself and send them again - otherwise, you can just accept that one note change and not have to deal with CQ again. [8/10] [5.5/10] Chaos {Schmutz06} (Skullbac) - offset changed from 0.000 to -0.007 - in general, jump usage seems kinda arbitrary - 8.007: should be a jump? - 18.284/18.395: remove notes - 30.337: transition into this 48th burst is kinda rough - 43.266: this is pretty gross; a reminder that 135 BPM 48ths = 202.5 BPM 32nds, and by extension the start of this burst is essentially the equivalent of a 64th burst at that tempo (24th/32nd/48th all next to each other is a mini 96th note burst) - 56.895: this 48th wall goes for almost 4 seconds, and for what? All percussion disappears and the vocal doesn’t merit the wall either in this case - 1:02.007: no jump here for the snare? why not? - 1:10.007: to me, this triple somewhat proves that a lot of this chart was done at lower rates; at normal speed, this sound’s really not that much different than others, yet on lower rates it sounds substantially accented - 1:24.145: missing note for percussion - 1:25.784: reminder that his a 270 BPM 16th mini-trill on both hands - 1:26.895: 24th note mini-jack that doesn’t really accent anything and only occurs as a result of patterning - 1:30.673: shouldn’t start right here, and regardless the sound you’re following with this 48th roll is really subtle and probably isn’t worth accenting that aggressively in the first place - 1:33.340: remove this jump (or move it to [12]/[34] like you do at 1:39.562) - 1:33.821: this is another 96th burst, i.e. 64th burst at 200+ BPM - 1:34.229: see 1:30.673 - while I appreciate the attention to detail in rhythms, there is a severe lack of restraint in this chart; there are some extremely harsh bursts in points where the song is much quieter compared to earlier parts that are substantially easier to play through and the difficulty feels ridiculously forced - layering isn’t well conceived on an accented front or a direct one either; jump usage seems to be unclear and doesn’t seem to decide on following melody, percussion, or what have you - not necessarily a bad attempt, but I feel like the structure needs some more work in terms of being more clear as to what’s going on, as well as turning bursts down a bit FIX FROM POST #82 - all suggestions from previous entry were made, which is nice! File has a cleaner structure in general. - as a whole, this chart has a better structure and you’ve showcased more restraint in your structure, which is good. - however, this chart suffers from being lacking in pattern distribution simply because you’re going out of your way to try and accent every possible sound in a given sequence of samples, which forces you to utilize rolls. - try to play a bit more with your patterns while still keeping it reasonably playable, particularly in the faster bursts. Use breaks in between faster bursts to force different orientation in patterns and make your chart more interesting! - conditional queued! This has been improved a fair bit compared to before. [7*/10] [6/10] Cycles {The Flashbulb} (DDMythicalB3ast) - I will give you a pass this one time: you supplied a .mp3 file for the chart but left it specified as .ogg in your .sm file. Non-loading of a chart typically results in a 0/10 submission. - offset changed from -0.120 to -0.168 - 8.398/12.645: mini-jack is for what? - 16.760: remove jump, doesn’t quite have the punch the second time to merit a similar accent - the 32nd note swells are an interesting touch, but the patterns within them are a bit strangely composed; I think it has something to do with how the melody presents itself within the swells, but it’s not immediately clear what the relation is:
All of this is of course assuming that I’m correct about the layering structure to begin with; it’s not quite clear if that’s what’s going on in the first place. - 28.707: why is there a jump on this instance of the melody, but no others? - 33.752: same thing as 16.760, feel free to leave either the first or fourth column anchored as a mini-jack, though - 38.132: this mini-jack doesn’t have a purpose here; no melodic repetition or similar notes - 42.513: no need for this mini-jack here; in earlier instances with jumps, it’s alright because it emphasizes a loud percussive collision, here - not so much - 45.831: ^ - 55.654: move note before this off of the fourth column and move this note to the fourth column because the same note repetition seems to start here - 57.513: that same repetition as before hits max volume here before fading into another one, so the fourth column notes should extend to this point - 59.371: a similar building happens a second time; if you’re going to end this section with two repeating first column notes, then move all 8th notes before it onto the first column for continuity purposes - 1:01.628/1:03.752/: missing note for hi-hat - 1:03.287: if this 32nd note is to accommodate for that somewhat rough hi-hat, it’s in the wrong place: move it down to 1:03.420 - 1:08.597: not sure what this 32nd note follows - 1:08.929: I hear what this follows, but it’s way too subtle to be accented with that pattern; you’re creating a repetition on the second column that really doesn’t need to be there; use a single colored note instead - 1:11.185: this one is certainly more audible, but keep in mind that you’re creating a 169.5 BPM 32nd note burst into a triple for a pretty comparatively minor accent; again, a colored note might be a better idea - 1:13.132: can hear it again, but it’s again a bit too quiet for a burst like this, imo - 1:17.424: not sure about this 64th note flam, though - 1:27.247: woo, now we’re gettin’ spicy, goddamn - 1:29.371: nice little color flourish for the static there, good personal touch - 1:34.159: some color manipulation could work for these two buzzes too - 1:36.539: 48ths are incorrect here, the synth actually falls on the next 32nd note following the jump, so add one there - 1:50.344: missing note there - 2:05.344: not digging the mini-jacks there, though - some of the repeated 8th notes in here aren’t quite clear to me; others seem to follow repetition in background instrumentation, which is fine — check these out and accommodate for them accordingly. - this file’s got an interesting approach to it, but one that makes sense in a more abstract way. With some cleaning up, this could be an interesting chart for FFR. [7.5/10] Disconnected HaZaRD {DM Ashura} (DarkZtar) - offset changed from -0.009 to -0.031; BPM changed from 210.001 to 210.000 - 44.507: remove this last note from the burst, a 7-note 48th burst here works fine - 44.745: listen carefully, the vocal sample chops here (hilariously enough, I also missed this in my chart) - 45.745 to 54.888: not quite approving of the BPM remaining half cut here given that the driving kick present throughout the song is playing at the same pace as it was earlier - some parts of the large stream seem a bit lazily patterned; other parts have a nice fluency compared to the melody, though - 1:13.173 to 1:31.316: this section is really left-hand biased, which means many people are going to try and mitigate the difficulty of balance by mirroring it. Try to even out the distribution by mirroring half of the section so people can’t weasel their way out of this deceptively difficult section. - 1:33.173: YOU’RE A DICK (keep it lol) - having charted this before, I will say that I like your take in some sections — it’s a very balance oriented chart that keeps a fair attention to the music but focuses much more on pattern play. [5/10] Distorted Happiness Remix {cosMo@bousouP} (Deidara837) - offset is good - 4.160 to 18.457: because of how far in the background the amen breaks (the percussion) are, it’s a bit difficult to understand why some of the 8ths are jumps and others are not; it actually took me two passthroughs to figure out it was a direct result of layering the percussion on top of the vocal sample - 18.713: oof - 19.926: missing note - 20.500 to 36.840: another situation where it’s tough to understand why the layering is so aggressive because things that are prominent within the song aren’t quite being followed; some of the 16th notes here are ghost notes even if you’re following both the percussion and the filter sound that keeps coming and going - 36.649: three note 16th jack at 235 BPM? The sample is four notes, first off -- second off, you’re really pushing it at that tempo. Split it into two sets of two if you really want it. - 36.840 to 53.181: YEAH HEAVIER LAYERING FOR WHISPERS I LIKE THIS (it’s fine, i’m just making a silly observation); actually, the reason I’m pointing this out is because you’re missing numerous notes for percussion: 37.543, 37.798, 38.947, 40.734, 40.989, 42.138, 45.202, etc. Listen around and see if you can catch them all. - 42.840/46.415/48.202: no whisper here, remove jump - 46.160/51.266: missing jump for whispers - 1:07.926/1:08.953: some notes to be added here if you’d like, they’re not really a big deal compared to the buzz accent around though - 1:09.266: see 36.649 - 1:09.521 to 1:23.819: check through to ensure jumps for whispers are accurate, as there are things that are noticeably incorrect at 100% speed; double-check to catch any missing percussion notes as well as there are some missing ones just like the previous section - 1:09.330: see 36.649, etc - 1:26.117: one-handed 235 BPM 24th trills on each hand = 176.25 BPM 32nd note mini-trills on one hand, not the best idea… this goes on throughout the entire section and I’d personally nix those. If you want more pattern variation, use 32nd note bursts instead and you can mix things up a bit more. - 1:39.521: should not be a mini-jack - 1:44.245: 6-note anchor, for what? - 1:46.543/1:47.053: no triples for the cymbal crashes? - 1:54.840: 192nd notes don’t continue for the vocal accents? The chopped vocals are the most notable thing at this point of the song, so it definitely makes sense to accent them as well - 2:06.713 to 2:23.053: not a constant stream, unfortunately. Additionally, even if this were, 2:14.819 is a break in a constant stream - 2:28.543: see 1:39.521 - 2:29.564: see 1:26.117 - 2:36.713: etc - 2:37.734: etc - 2:38.883: mini-jack out of a triple into a 32nd roll, no bueno at 235 BPM - 2:41.436 to 2:51.649: it’s interesting that you noticed the potential for polyrhythms here, but the execution is not the best given that many notes are actually missed, and at this speed, polyrhythms make the chart exceptionally jarring - 2:49.606: not a fan, not only because it’s all jumps, but also because it creates an unintentional four note 12th jack on the up arrow - 2:51.138: likewise, also not a fan; it certainly makes sense but it’s a 6 note 16th jack at 176.25 BPM nearly 3 minutes into the song, ending in a triple that connects one of the jacks to the triple - 2:53.692: why’s the layering amplified to triples here? - 2:59.309: vocaloid plays 12th notes here - 3:00.840: while the repeating pattern motif is neat here, there’s a ton of ghost 16ths; restructure this around the repeating [12] [23] jumps - 3:09.138: again, I like the idea of the repeating patterns, but the leading jump is misplaced and likely should be put on the cymbal crash, so restructure it with the [23] jumps on the cymbals (they’re not in your case) - ending is more of the same - I can tell that there was some significant effort put into this file by some of the stylistic decisions that were made, but the detail needs work. - clean up the layering structure and make sure that you’re fully accommodating for everything you want to in a way that is reasonable. FIX FROM POST #133: - I see some minor improvements in structure, but the chart is still quite rough to get through because it feels so brutally layered in sections where it’s not extremely clear as to why (i.e. sections where there’s percussion and no whispers) - 6-note [UR] jack right at the end of the chart is pretty rude too; imagine getting through all of that only to get blocked by that jack right at the end of a song that’s encroaching 4 minutes in length - I feel that the structure needs a bit more clarity in a few areas because the pacing of it doesn’t change a whole lot despite the song changing a fair bit. [6/10] Last edited by TC_Halogen; 04-21-2019 at 12:07 PM.. |
07-1-2018, 04:51 PM | #71 |
Batch Manager
Game Manager, Song Release Coordinator
Join Date: Mar 2008
Location: USA
Age: 29
Posts: 14,863
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Re: Batch Review Thread v2.0
Early Release May 2018
Set 1 Lead Judge: DarkZtar Results for Early Release May 2018 Set 1: Rejected [5/10] Thrill Me (Kaitou Swinger's Theme) {YMCK} (Ghost_Medley) [5/10] EBONY & IVORY [Heavy] {OSTER Project} (Ghost_Medley) [2/10] Personal Discourse {Venetian Snares} (ositzxz369) [1/10] Cobra Commander {Venetian Snares} (ositzxz369) [1/10] Chainsaw Fellatio {Venetian Snares} (ositzxz369) Notes for Early Release May 2018 Set 1: [1/10] Chainsaw Fellatio {Venetian Snares} (ositzxz369) -note- I had to reprocess the mp3 to get a stable bitrate so my timings my differ from yours slightly. (offset for me is -0.065) -5.690 using hands in places of bursts that would be too fast or uncomfortable to hit normally is alright, but not after a 32nd roll where the hand forces a jack unnecessarily. You really could just represent these bursts as is. -5.878 it’s also odd that this hand is different when the bursts are the same repeated noise, and the other hands are the same. -This chart is suuuper underwhelming after you open up with a 32nd roll into hands. You really could have gone with a more active chart representing the sporadic synth. -9.065 the 4th here should be shifted a 64th earlier, the 32nd and the 16th after should be shifted a 32nd earlier. This rhythm is incorrect every single time you have it so it needs to be fixed every time it appears. -9.815 missing 4th -10.096 missing 16th -10.940 to 12.440 these entire 2 measures are completely inaccurate. -15.206 same as 9.065 (i’m not going to mention this again, just fix it every other time it appears in the chart) -17.695 this measure follows the same rhythm that 9.065 does. What you have now is incorrect. -22.940 c/p section with same errors as before -28.940 again inaccurate rhythms to the synth wobbles. -33.815 missing 4th -34.002 missing 16th -34.900 alright this is the 3rd c/p section with the same errors. I’m done, review ends here. *sigh* I’ll be frank here and say that you need to completely overhaul this. A lot of what you have rhythm wise simply… isn’t correct. Slow the song down if you need to to get a better idea of the rhythms. Also don’t resort to using c/p for short repeating sections, that makes the file get boring really fast. [1/10] Cobra Commander {Venetian Snares} (ositzxz369) -note- I had to reprocess the mp3 to get a stable bitrate so my timings my differ from yours slightly. (offset for me is -0.111) -bpm should be double than what it actually is -0.814 avoid patterning like this since it forces a 32nd mini jack where there really shouldn’t be one. -0.915 burst representation should continue up until the 8th here. -0.982 missing 32nd -1.383 missing 32nd -1.651 missing 32nd -1.785 missing 32nd -2.790 missing 4th -2.857 missing 32nd -2.924 snare hits begin on this 4th (these snares are what im basing your overall structure on so I’m assuming all the similar percussion sounds earlier are missed unintentionally, hence all the missing notes prior) -3.258 alright nvm, there’s so many missing notes at this point I won’t bother pointing them all out, just know there’s a ton of percussion you’ve missed throughout the file. -4.497 same thing as 0.814 -7.544 alternating percussion hits continue through to the 4th -8.147 again burst should continue to the 4th (there’s even a rim hit on the 4th) -8.415 more missing notes -10.022 I’m really not sure what you were going for with some of your note selection, you’ve omitted all of the louder bass kicks in favor of doing bursts (that are not even complete) -11.629 the fact that you actually acknowledge all of the percussion here makes all of the missing notes prior even more confusing -13.169 same thing as 0.814 -13.437 32nd note here sounds like it should be on the 24th before it -14.307 you’ve gotta stop shorting bursts, especially when the burst ends with a louder percussion hit. This happens many many times throughout the file. -16.182 more missing notes -17.589 the bursts were like the one thing you were representing consistently, but you’ve ignored this one -18.794 same thing as 0.814 -19.665 missing notes -20.736 trill into a jack/quad that all resolves on the same hand. Don’t do that. (why is that even a quad anyway) -21.272 lmao why is this a hand??? this is literally just a high pitch sustained synth. -21.718 more missing notes -22.276 stop with this patterning. Please -23.448 examples of bursts that are ok with being left as 4 notes since they have no loud percussion hit at their conclusion, these bursts are fine. -24.687 more missing notes -27.968 same patterning issue. Did you c/p all of these? Ending the review here, this is not close to being ready. Double the bpm, slow the song down so that you have a better idea of where all the percussion notes you’ve missed are, clean up the patterning to avoid the unnecessary jacks, and make sure your burst representation is clear and complete when the bursts end on harder percussion hits. [5/10] EBONY & IVORY [Heavy] {OSTER Project} (Ghost_Medley) -0.557, 1.263, 1.968, 2.674 change these to jumps to differentiate them from the hands at 3.380 which go to the incoming synth. -5.036 missing 16th. If you omitted this intentionally to avoid strain leading into the 48th roll then the 8th out here alone feels off. -5.154 speaking of that 48th roll, you might have to do some weird white note stuff but there’s no way this is straight 48ths. -5.674 not sure why the jump is on this 8th instead of the 4th after it. -7.438 change this jump to [14] to get rid of the jack and keep the jacks focused on the short synth rather than the bass kicks like you have later. -10.085 alright, the early jack you could have argued is going to the kicks, but this jack goes to literally nothing. Change plz. -11.408 missing jump. You’ll have to change the next few jumps to avoid multiple jacks. That setup actually works pretty well, consider removing the 16ths at 10.673, etc. -14.300 change the jump placement to [34] if you want to make this a lot more playable. Adding in a jump that forces the same hand to hit 3 notes in a row makes this pretty uncomfortable. But you could be mean and leave this as is. -16.065 kicks+synth come together on the 4ths/8th not on 16ths. I get that you put the jumps on the 16ths to accent the higher pitch bends in the synth, and it does kind of work here, but it doesn’t later so change this to make it consistent. -17.653 should be a single, and the 16th after should be a jack to be consistent with the later parts of the file -18.271 I don’t really like nitpicking with pr, but this should be changed to 2, would make the section feel more accurate since the syncopated synth here is pretty easy to distinguish. -22.771 alright you’ve got to stop putting in jacks in places they shouldn’t be when your layering scheme isn’t heavy enough to force them. -22.859 should be a single -24.359, 26.830, 27.182 what are these jumps going to? -25.594 same comment as the previous trill -27.359 and this is where the putting jumps on 16ths to accent synth pitch bends just doesn’t work, they aren’t prominent/loud enough to offset proper layering. -28.594 missing jump -30.006 shift focus and follow the xylophone sounding synth (or whatever it is) to its conclusion if you start with the 24ths. Don’t just start putting notes to it and then abruptly change to the main synth. -33.094 there aren’t any repeated synth pitches here to warrant jacks -33.712 earlier on in the chart you were ok with 48th rolls over subdivided rhythms with layering, pick one of those 2 schemes and stick with it. -34.065 just change the hand to a jump, vocal thing isn’t loud enough to warrant a hand and the forced jack is unnecessarily uncomfortable here. -34.418 Considering that there’s nothing in the music to warrant deliberate anchor usage, you have an 8 note anchor followed by another 8 note anchor followed by a 7 note anchor followed by another 7 note anchor…………………… Y I K E S -Just looking through the rest of your js yeahhhhhhhh the long anchors need to go. -39.271 ironically in one of the better places you could have a jack (to highlight the pitch of the incoming synth), you don’t have one. -39.624 man you’ve got inconsistency everywhere in this chart, earlier in this same section you have the bass kicks as jumps, now you have it as a single jack with a jump on the 4th. -39.977 missing 16th -43.771, 43.947, 44.124 should all be singles if you are doing a deliberate layering drop to focus on the single synth. -51.359 It’s a new record! (you have a 9 note anchor here) -played through the rest just to see if similar errors and inconsistencies repeat and they do. Basic chart structure is there, good ideas with some creative layering shifts and focus, but the execution is lacking. Get rid of the long anchors and fix some of the glaring inconsistencies within sections. [2/10] Personal Discourse {Venetian Snares} (ositzxz369) -note- I had to reprocess the mp3 to get a stable bitrate so my timings my differ from yours slightly. (offset for me is -0.173) -2.565-3.681 patterning should be on 2 columns since there are 2 different percussion sounds. -7.508 again as mentioned in your other files, avoid patterning that forces jacks when avoidable. -8.704 these 16ths almost sound like they should be offset 64ths. -15.083 representation for this synth should be consistent, remove this 16th. -15.243 there’s background percussion that you could work with here that runs 16ths, but I presumed you left them out on purpose -16.000 I don’t even hear the beginning of this synth sweep until 16.120, and the last 4 notes are incorrect rhythm anyway. Just take this out and focus on the percussion. -18.671 incorrect rhythms for this measure, drumroll sounds like it runs straight 32nds. -18.990 this should follow similar structure setup to 8.784. Fill in the offset 64th notes here (these percussion hits should definitely be offset 64ths) -20.286 alright, we both know this is c/p’d and not even close to what the actual rhythm is, please fix. -20.771 same thing -23.654 is this 32nd going to that weird metallic echoing noise? Cause if so it should be on the 8th before it. If not then I have no clue what this goes to. -24.532 missing 32nd -25.648 missing 32nd -26.007 several missing notes in this measure -29.834 Nope. Subdivide this into 32nds. -31.110 several missing notes in this measure -34.618 missing notes in this measure -35.894 you have a bad habit of doing the exact same patterns over and over. I dunno if its actual c/p sections or what, but please change up some of your patterning throughout your files. -36.850 again, subdivide this into 32nds to avoid the ungodly massive difficulty spike. -38.445 missing note on the 4th -39.482 this 16th should be on the 12th after it -41.634 same thing with this missing notes in this measure. Is this entire file just c/p’d sections? -42.910 yup, this whole file is c/p isn’t it -44.505 change patterning so that the roll doesn’t resolve into a trill, this puts a ton of strain on one hand unnecessarily. -45.780 missing percussion notes in this measure -46.153 these sound more like offset 64ths. -47.269, 47.588 these should be 16ths -47.694 one 24th note really doesn’t work for representing this percussion sweep. -50.246 missing notes -50.744 ??? this is straight 16th rhythm -51.063 same comment as before when you had this same offset rhythm Rest of the file has the same repeated errors so I’m ending the review here. For the love of god stop using c/p’d sections so frequently, seeing the same pattern happen over and over and over is not fun. There are some good ideas and interesting representation for some of the varying percussion elements, but this is riddled with errors as is. Subdivide all of your 64th rolls into 32nds, and slow the song down so that you can pick up on all of the percussion elements that you’ve missed. This chart has the potential to be quite good if you put the effort required into it. [5/10] Thrill Me (Kaitou Swinger's Theme) {YMCK} (Ghost_Medley) -0.809 lmao what are you smoking, this is like straight 32nds. -the fact that all the stuff after is spot on makes that intro even weirder. Ok im not totally sold on using offset 32nds instead of 12ths for normal swing cause some of these notes sound early, but the difference is minimal i guess. -15.338 alright i kind of here this 32nd going to like a vocal pitch blip at like .5x but at 1x this just sounds like a blatant ghost note, remove it. -16.669 this is definitely straight 12ths though -17.768 you are reaaaalllllyyy overthinking the rhythms. This is straight 24ths. -19.158 ok you went from layering the punchy kicks to some weird blend of additive layering (I’m assuming) to the vocals + synth overlaps? But then go back to layering the kicks at -19.782 same deal as 15.338 -28.671 k just remove all of these 32nd flams at this point. They all feel like ghost notes and drag the quality of the file down a lot. -29.817 same thing as earlier, make this straight 12ths -at this point i’m really skeptical that this file really shouldn’t be just normal 12th swing instead of weird 32nd offset swing. -30.268 places like this make me really just think the layering is almost haphazardly guessed at to be honest, 2 consecutive prominent swing hits where both the kick and synth play but you have a single on the first and a jump on the next. -playing through that earlier section at 18.428 I guess you were trying to go with jumps to the lead synth? It’s still really inconsistent throughout this section, this section needs to be re-layered. -32.039 layering for this sections seems solid though, with your focus solely on the kicks -well, mostly solid. missing jump at 33.706 -missing jump at 38.150 -48.983 missing note -49.435 same thing as earlier, make this straight 12ths -49.817 a lot of missing notes to the cymbal ride hits throughout this section. I almost thought you were intentionally leaving them out to focus on the vocals, but then you had notes going to them at 52.768 and 53.879. -58.011 don’t drop the vocal layering entirely to focus on the synth here, you’ve had the vocals as focus for a good portion of the file leading up to this. If anything you can drop them to the back and have synth layering over them, but don’t just drop representing them entirely. -64.435 missing jump -layering in general appears to get inconsistent when you try to blend more than one layering element together, there are several instances in this section and prior sections where 2 of the 3 elements between back synth, lead synth, and kick play on the same note (or even in some cases all 3 play on the same note) where you have singles. -85.094 lmao, alright I think i’ve seen enough, ending the review here. (this is straight 24ths fwiw) -You’ve got a great foundation for a cool swing file here, but the amount of ghost notes, missing notes, and inconsistent layering unfortunatly mean the file isn’t acceptable in its current state. The ideas for layering combinations are there, and a lot of the patterning is clean, but overall this chart needs work. Clean up everything I mentioned and rework some of the layering in the sections mentioned and this will get accepted easily. Set 2 Lead Judge: James May Results for Early Release May 2018 Set 2: Accepted [9/10] Chik Habit v2 {The Flashbulb} (Shxfted) [8/10] Tightwad {Nvoise} (Deamerai) [8/10] The April Sunshine Shed {The Flashbulb} (Deamerai) Conditional Queue [7/10] No Time For Sleep {Terminal 11} (Pizza69) Rejected [6/10] Alien Lair {Shnabubula} (MarioNintendo) Notes for Early Release May 2018 Set 2: [6/10] Alien Lair {Shnabubula} (MarioNintendo) NOTE: I was using Halogen's notes as a reference since this file got judged already in the Official Tournament batch -Offset should be 0.047 -With that said, you may need to fix the skeleton of the file completely once you do adjust that offset since it is off by 0.02 -1.894, 2.361, 2.828 - Jumps here since you're still showing emphasis on the piano -4.805 - Jump here due to piano accentuation -1:03.260 - Shift this down a bit, probably due to the incorrect offset which has the notes on 1:03.726 and 1:04.193 be off by a 24th. -1:05.087 - Not sure if the 24th is suppose to be on where the 4th is on 1:05.126 or you're missing a 64th on 1:05.170... -1:13.585 - Missing 16th for piano accentuation on 4 -1:19.243 - This is one of those cases where I feel the improper offset caused this to be off by a 32nd and fixing said offset and the skeleton of the file should fix this. -At this point, I'm probably going to regurgitate what Halogen is saying on his notes. I'll stop here and say this: The skeleton will need to be reworked most likely once you fixed the skeleton and then apply the fixes that are on both mine and Halogen's notes. I really want to see this file in game, I really do because I love playing this file on VGMP4. The problem I guess is that its one of those files that seem fine at first playthrough, but the more you play, the more mistakes you'll see throughout the file. It's not a bad thing, but its something that I noticed with this file. I hope you get this fixed up and see it get accepted <3 [9/10] Chik Habit v2 {The Flashbulb} (Shxfted) -This is the Chik Habit that we deserve. Definitely prefer this over the one that's currently on the game. -Sync is fine -This is probably the best Chik Habit chart that I've ever laid my hands on. Not noting any real errors in here. -My only real complaint is that in 1:26.648, you do have strong sounds for drums here that can be accentuated for a [23][14] jump trill here. It's nothing too major to note on but that's the most visible error that I saw; aside from a personal nitpick that I think the 16ths should be filled at the start of the break on 1:10.934, but as I said, personal nitpicking at this point -Good job, definitely better than the current one on FFR to be honest. [7/10] No Time For Sleep {Terminal 11} (Pizza69) -The patterns feels like how I would step this...not sure how I feel about this lmao. -Offset is good -So many BPM changes wow. It's like I'm in the tunnel scene from Willy Wonka and the Chocolate Factory with all those colorful arrows. -12.492, 14.092, 18.892, 20.492 - remove the 32nd here, the sound accentuation ends with the 16th -15.558, 21.958 - Shift this 192nd up to the 16th (or just do some BPM changing juju to make it sit on where the 16th should be :B) -25.742 - jfc that transition is memey as heck -27.342 - Should be single note -28.541 - Remove the 4th note here -44.250 & 44.300 - Should have 2 192nds here to denote start of the burst on 44.342, preferably 4 and then 3 respectively. -46.642 - No. That transition is bad. Malo. Sucio. Fix it please. -It's not a bad file, the BPM changes are interesting. But...some of these patterns are just memey as fuck lmao. When I said that the file feels like how I would step, I really do mean it lmao. And in this case, this sort of patterning doesn't work well with this file. Now, I do say that since this is a shorter file, this can sort of go through with a fine comb more thoroughly. Just that in some BPMs, the patterns you have work fine...at 300 and 600 and even parts where you had it at 1200 BPM...not so much lmao. Not a bad job, but fix through some of the transitions and patterns and I hope to play this file again :> [8/10] The April Sunshine Shed {The Flashbulb} (Deamerai) -Offset is fine -24.604, 29.403, 34.202, 39.000 - Missing a 12th here -43.699 - Shift this down to a 16th on 43.749 -1:43.586 & 1:43.886 - Interesting on how you choose to ignore those sounds on those two and not on the other stuff surrounding it... -Very minor errors, I will say to check the BPM though because it looked like the sync was drifting a bit on the second half of the file by a little a bit before snapping back on sync towards the end. Otherwise, great job. [8/10] Tightwad {Nvoise} (Deamerai) Hmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm :thinking: -Offset seems to be good -9.388 - That 8th should be on 2 -15.388 - Shift the 8 up by a 64th -56.804 - Make that 12th be a single since the sound is fading there -1:13.513 - remove the 16th here. Even though it may be right, it makes an uncomfortable transition to that 24th [14] jump anchor -1:41.888 - This 8th should be a jump -Overall, not a bad file, I am questioning on some of the hands though. Reason being is that the sounds that the hands go to gives off the same emphasis as the jumps do. Just need a tiny bit of clarification on those hands and we're good to go. And I was also worried that this file would not be able to hold up because there's already two great files for Tightwad in the Stepmania community (DTM's and Moches'), but, the file holds up against those two in that its unique and proper in its own way. Give the file a fine comb and good job n having the file in!
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Last edited by DossarLX ODI; 07-6-2018 at 06:34 PM.. |
07-19-2018, 04:49 PM | #72 |
Rhythm game specialist.
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Re: Batch Review Thread v2.0
12th Official Tournament Batch - Set 2
[7.5/10] EBONY & IVORY [Standard] {OSTER Project} (GhostMedley) - offset is good - 13.526/14.938: missing note for melody; this happens numerous times (haven’t seen the Heavy, perhaps this is a reason?) - 14.085: i’m assuming the trills are intentionally at this rhythm to being standard (24th trills at 170 is quite rough, but 9/192nd trills at 170 is quite a bit better) - 15.379: based on your layering scheme, this should be a single note - 19.615: missing note for kick - 22.791: “woo!” gotta put something here, haha - 25.379: this trill follows the same melodic element as 14.085, yet it has one less note - why? - 26.673: sounds like only a kick is here, so should likely be a single note - 30.909: missing note for kick? Again, this is perceived off of your layering/structure. - 34.438 to 42.909: patterning works well overall, but why is there an extra jump at 39.556? - 45.732 to 55.615: I -hate- this section so much, and the reason why I hate it is because I understand the execution behind it - the 6-note repetition is technically accurate on a relative level with regards to pitch relevance, but the anchor is really difficult, especially for a lower level chart… also, not liking the intentional jump omissions for the kicks because you’re representing only one of the two kicks in each repetition. - 1:02.320: not a complaint or suggestion for change, but that’s gonna piss people off a lot and there’s nothing that can be done about it; off-colored trills with minimal to no percussion = lol, good luck - 1:16.791: the melody sounds like it has some sort of call-and-response ascension/descension, but your patterns all seem to scale backward. I’d like to think you can improve the patterning here a bit. - It is to my understanding that this chart was submitted as a [Standard]/[Heavy] pairing with the [Heavy] going to another batch — I am going to recommend that this be changed to the [Heavy] and the other one be an [Oni], unless you have another chart you intend on submitting for this song. - chart is solid and has intent on what it does overall; could use a little bit of cleaning up but nothing egregiously incorrect that requires urgent fixing. [5/10] Energy Drink {Virtual Riot} (CarrotCake94) - There were two SM files for this song, so I chose the newer of the two. Please ensure that your chart has only one SM file for the future to prevent instant rejection. - offset for the file is good; however, song quality is poor (128 Kbps will do that to you) - acceptable attempt at pitch relevance in the intro - while the structure can pass as being accurate, having it entirely stream makes it seem unfocused when the synth takes some breaks (24.933, 28.683, etc). - to that above note, even if the stream were kept, there are some arguable opportunities at adding jumps to the structure to give it a bit more correspondence to the song (25.167, 28.917, etc). - another issue that this file has with regards to the heavier stream sections is that there are a lot of scaling patterns (1234 / 4321, etc). There are a lot of different pattern distributions that could be done when having a streamy structure like this. - 37.472: when you’re running a structure as streamy and redundant at this, parts like this in the music are lifesavers for keeping the player interested because they introduce very audible and fresh rhythmic variation. Take advantage of those added notes in your layering (or changed structure after this review). - 52.472: you’re correct about it being 7-note bursts; however, they start on the 16th note at 52.589, not the 4th note like you have it now. This would mean that the second burst would actually end on the jump at 53.410. Additionally, fix up that pattern — a staircase like that not only creates a mini-jack on a 16th note but also creates unnecessary strain on a hand when the pattern could be expressed a bit more smoothly. - 1:06.066: cute! Shift the [34] jump at the end to a [12] to remove the unintentional mini-jack. - 1:10.285: you open the section with a triple for that sliding bass sound but miss it here, as well as 1:15.910 (understandably omitted, if on purpose), 1:23.410, etc. - 1:15.265: this 32nd is actually a mis-rhythm, it’s only a 16th before the jump melodically (this was difficult to hear because of the audio quality). - 1:15.558: I dig this as well; these are the kinds of little nuances that will make a chart memorable, nice approach. - there are some high points in structure in this chart, particularly in the second half; however, as a whole, the file is somewhat dull and a bit on the draggy side. That’s not to say that it can’t be changed to be more effective, but patterns and structure need to be tuned up to keep the player interested. [8*/10] Entering Space {paraoka} (AutotelicBrown) - offset is good - really not a lot to say about this; very effective usage of direct layering and patterns are very well structured to keep solid pitch relevance while maintaining percussive relevance as well - 42.300: missing note for melody - 44.392 (???): also missing note for melody (??? because it’s delayed but the degree of the delay is a little tough to discern) - 47.510: same as 42.300 - 50.194: missing note? would work with 50.510 being a jump as well - 1:02.510/1:04.602 (???): etc, not repeating these - 1:19.563: should be 48ths; can pass as an intentional omission/reduction, though - chart is solid overall, however - conditional queue’ing this on a song cut. This song is horribly draggy and has no reason to be played as long as it does, and the chart’s playability suffers big time due to some clearly obvious copy/paste, either exact for extended periods or partial with lazily modified layering as necessary. You can just take the first half, or mix in the later melody modulation, whatever. FIX FROM POST #135 - song cut appropriately - accepted! [8/10] [5.5/10] Error Code {Case&Point} (rushyrulz) - offset is good - not entirely sure about the deviations in layering between straight 4th jumps and a 4th with three 8th jumps; chains are kinda cute in this instance, I don’t mind it - nice attention to PR in the bridge, but man why are you so rude with those 32nds? Poor mid-level players; at least you’re a bit more fair when it’s layered in, haha. I’d personally mirror the second instance to prevent players from trying to weasel out of either the earlier balance or the faster bursts on their stronger hand (by no means is this a required change) - 54.548: watch your patterning here; you started the section off with consistent structure that maintained the pitch relevance on the synth but you break here it and at 58.415 as well. - 1:05.798: I’m alright with wanting to have an extremely aggressive build-up in terms of layering, but the patterns probably could be a little easier to execute while keeping that layering instance. Also, that 32nd burst has a three note anchor that will prove to be a nasty difficulty spike for the likely target demographic of this chart. The burst is fine, but the patterning’s not. - 1:07.673: this drop’s pretty juicy; however, it’s very repetitive in terms of patterning. You’ve got a solid structure, and the main focus of this section is an instrument’s repetition, so feel free to move the patterns around a bit. Don’t give players the opportunity to escape from those jacks scot free. - 1:09.548: would you be opposed to making notes like this where there’s no 32nds nearby triples? They’re a pretty solid accent that would give this section a bit more of a punch. - the second bridge starting at 1:45.173 suffers from similar issues at 54.548 in terms of PR. - 2:05.563: holy shit this entry is cruel, and having the jump gluts come after is a disaster. It might be a good idea to lose that first jump. - 2:05.798: again, jump-gluts are not the best conceived here, a little too rough for the likely intended difficulty. Also has the same anchor on the 32nd stream afterward. - 2:11.174: too hard to hear whatever the three-note minijack is following; you could maintain the much more prominent repetition visually by making the jumps [34] instead; if you want actual pitch relevance in the melody, there are places where mini-jacks can be correctly placed but I’d definitely argue that this is not one of them. - same deal for the repetition at 2:18.923 - 2:26.423: on the other hand, this instance of repetition is really cool. Good incorporation of the added flam element while keeping the repeating pattern motif from earlier. - ending is more of the same juicy drop - this file has a LOT of potential; there’s a solid foundation overall but redundancy and better pattern execution will make this a file that a lot of people will either come to like, or be very afraid of. FIX FROM POST #95 - drops have better pattern distribution, which is great! - sudden difficulty spikes via jumpgluts and nasty bursts don’t seem to be present anymore. - HOWEVER: I didn’t mention this before and I’m not quite sure how I didn’t notice it, but a good majority of the bass sequences in the drops are actually only two note repeats, instead of three. The only three note repeats are things like 1:13.180/1:20.798, etc… - moved from Fixes Required -> Conditional Queue, resolved on fixing of jack consistency. A suggestion that is up to you to take: if you want to maintain the overall difficulty while handling this jack reduction, I’d like to think you could make a majority of the jacks anchored to the same hand on their exit points (DDD -> DDL, LLL -> LLD, UUU -> UUR, RRR -> RRU, etc). [7*/10] SUMMARIZED/EXPEDITED NOTES STARTED HERE - expect slightly shorter notes than normal (as much as it might not seem like it, lol) [< 8.5/10] Aggressor {S.S.H} (DarkZtar) - a solid file, but unfortunately, hi19hi19’s file was released back in April of this year and this file is way too similar to that file in game: the difficulty construction and layering are too close together for me to consider wanting to do a v2/token into the game. I know you mentioned not actually judging it or anything, but given the situation behind why this file ended up not being the one in game first, I do at least feel that you are owed a sincere and public apology. [5.5/10] Face Melter [How To Do Impossible Things] {Death Grips} (Bigknee73) - offset seems fine - given your rank, experience, overall scores, etc; I am very surprised to see a file like this - it is well beyond your skill level (assuming you’re not an alt) - continuing with that point, there’s some respectable attention to detail both with regards to layering and pitch relevance at times; if you’re not an alternate account of a well known user of sorts, kudos to you: this is leaps and bounds better than most people’s earlier submissions. - structure is coherent in most places, but some rhythms seem noticeably incorrect - the mini-jack placement in this chart seems strange at points; some are used for repeated notes on 16ths, but others seem to follow sounds that you accent with 32nd notes (or their various approximations) in other areas of the chart. - your chart’s approach compared to the song follows a lot of percussive elements for the most part and ignores lyrics throughout, which starts to cause an issue with repetition. - not a bad submission by any means; you’ve got potential as a stepartist, keep it up! [7/10] Floating Island Githrau {DanJohansen} (M0nkeyz) - offset seems fine - check your rhythms accordingly for the various blips in the intro, at least one of them was incorrect (caught 26.224, as an example) - pitch relevance can be improved in areas where jumps are used (for example: 36.081’s [24] can have more continuity by changing the next two jumps to [23][14] and the following ones to [13][24] since the [23] -> [14] -> [13] is technically accurate pitch wise). - not a fan of the earlier layering structure because it ignores a lot of prominent percussion but I understand the reasoning behind only paying attention to snares and keeping the layering tame overall - also not a fan of the ending layering, not because it’s incorrect or anything, but because it could be placed in a way that is arguably more proper by starting with what you have, then added the larger string accents, and then adding the plucks when the string accents get a bit harder at around 2:15. - if possible, please try to fix the sync without using those super high BPMs for a split-second, occasionally those can cause conversion issues and numerous headaches - all things considered, decent song and the chart is not too bad overall. [4.5/10] GABBARIFIC Single {PXLMNSTR & Azuritereaction} (Xtreme2252) - offset seems fine - chart is very uneventful and is about as cookie-cutter as can be - that being said, even in this highly stringent and relatively stringent structure there are mistakes in placement of jumps early on and triples near the middle/end with regards to your own structure (some jumps and singles represent a single sound, or even the same sound and have no differentiation in accenting, some triples are missing for gabber kicks, etc) - ending layering seems highly generalized as a result of trying to literally squish in everything as tight as possible while avoiding minijacks - song is way too short for tournament use anyway [7.5*/10] Gameshow Suitcase {Terminal11} (Pizza69) - offset seems fine - I’d fix that opening alternation to be L/D/L/D instead of D/L/D/L (a bit more accurate PR-wise) - 17.592/(etc): listen carefully to the song for bursts like this where it’s shorter than previous iterations (this one should be only four notes) - 18.392: ^, but an instance of it happening with 32nd notes - 23.592: reminder - 300 BPM mini-trill. - 35.792: this sequence is downright brutal, particularly the [14] jump, and the 48th burst at (36.992) - 45.342: instance of where a 32nd burst actually ends on swing - 54.992 to 1:06.192: Metro? Is that you? - check your jump usage and ensure that it is effective for accenting, particularly in the back half; an example here: 1:23.992, 1:24.192 and 1:24.392 are all jumps but a 16th for the same instrument at 1:24.292 is a single note — this is not the only application/example of this. - in the first half of the file, there is a rather noticeable bias of right to left rolling with regards to the faster burst patterns. - rhythms are not too bad; there are some instances of overemphasis that can be accounted for but the details are generally correct. - layering is also respectable and understandable - this file’s a tricky son of a bitch, but I like it a lot; conditional queue on a better mixing of bursts in the first half since there’s a very noticeable bias in one direction that makes the file a bit bleh to play. - I’m really excited to see you submitting content on both sides of the spectrum! Your easier file was well received and this one is definitely solid too. FIX FROM POST #96: - burst distribution appears to be a bit better than before overall. Minor fixes made to earlier errors and some notes ignored (you have the liberty to do so, of course). - accepted! [7.5/10] [8.5/10] Good L_ck, (Yo_’re F_cked) {Celldweller} (AutotelicBrown) - offset is fine - file structure makes perfect sense, rhythms are accurate - I legitimately hate this chart’s approach/structure - that being said, it makes perfect sense conceptually and you’d be hard pressed to find something incorrect with regards to detail, it’s well-polished - 192nd color usage is a nice touch [5.5/10] Hate You {Toby Fox} (boomerangbro10) - offset is way off; changed from -0.076 to -0.124 for these notes - the grace note usage in this file is well conceived, though not all instances have proper rhythms - opening structure could be a bit better in jump usage to differentiate between the actual claps and their echos, as well as the kicks that come after - looking at your first instance starting at 16.709, the first jump could stay [14], the second jump can be reduced to a single (either a 1 or a 4), and then the last note for the kick (17.441) can be a [12] jump to add a corresponding repeated tap that would follow the song more appropriately - there are some noticeable rhythmic errors as time goes on: 58.172 is a good example of 16ths in your chart that actually should be 12th notes, for one - the 24ths at 1:05.977 should be 32nds - 1:20.124: wise idea adding progression to the second repeat of the song; the structure has some errors in rhythms when following kicks and other percussion that need to be addressed - swing section at the end is solid, but again, check your rhythms and ensure you’re following everything you intend to. - 1:44.514: as an aside, this should just be regular 32nd notes - 1:53.132: incorrect rhythm, percussion plays 16th notes - file has an interesting approach and there is some potential in how it addresses things, particularly at the end, but it needs some cleaning up in structure before it can pass FIX FROM POST #105: - 25.489 should be 12ths - be mindful of your demographic: overall, your chart is fairly tame in terms of difficulty, but those mixes of noncongruent rhythms (12th notes and 16th notes, or polyrhythms) are a pretty nasty difficulty spike when they include jumps and/or split-handed patterning (58.660s); the polyrhythms at 1:12 are a fair bit easier to manage at the least - 1:49.880: missing a jump here - chart has definitely improved a fair bit; however, I have concerns about the overall difficulty balance of this given that it starts quite easy and has lulls, but opens up into a full-fledged mid-level technical chart. Consider filling things out a bit earlier and see if you can cause the difficulty to gradient upward as opposed to sky-rocketing upward. [6.5/10] [5/10] How Things Went Wrong {goreshit} (XelNya) - offset is good - i’ve judged this file before and checking those notes against this version seems to show there’s still some stuff not addressed - the use of 192nd notes mentioned in the previous judgment of this chart is something I feel should be addressed: while it is the correct rhythm, you are interspersing those notes with actual 192nd accents which convolutes the structure of a chart that has generally straight-forward rhythms outside of bursts - jump usage is really not that effective overall and some patterns are just downright brutal (11-note anchor jack on L at 41.872 is a good example) - there are still some noticeable misrhythms in bursts, and certain repeated structures in the music are not consistently approached (19.602 vs. 49.256, or 8.285 vs. 37.833) - a few minor things were changed but not enough to get this accepted [7.5/10] Lamuscore {Mekuso} (PrawnSkunk) - offset is good - patterning in the intro can be a bit tighter to stay relevant - you introduce a concept of anchoring a particular note to accent the snares, but kinda break away from it when elements come in when you can absolutely hold it together; minor thing in retrospect - double-check that you’re catching all of the percussion - caught an instance of missing notes at 1:00.618 and another obvious instance at 1:05.806 - 55.056: i’d repeat the [34] flam twice here, just to keep it accurate to the change in pitch - 56.181: this section is really neat, nice concept - 1:32.264: nope, still a 16th - 1:35.056: I hear what this follows, but I’d omit this personally; it’s really quiet compared to the rest of the sounds in this section and your structure is a bit light so this feels kinda like a harsh increase in difficulty for a moment without real reasoning why - 1:43.056: I’m fine with it here, though. - not too shabby! This is some pretty solid execution. [6.5/10] Leaf Style Super Shredder 3 {LeaF} (TheToaphster) - offset changed from 1.260 to 1.246 - double-check that the percussion instruments are followed correctly; there are both instances of extra notes and missing notes throughout the chart - 28.446: missing jump - double check your layering accordingly - 31.138: why is this not a jump? - 55.984: with your layering having jumps for all kicks, you might want to force 8th note jumps on the melody just to keep it a bit more clear between the rest of your structure (add jump at 56.792, 57.715, etc) - 1:04.177: burst can keep going here - 1:23.523: I really like this section a lot, haha - 1:49.869: jump sequence isn’t quite correct here, listen closely - not sure how I feel about the space between the two quads at the end there - lots of tiny mistakes peppered throughout the file but the structure is very clearly there in most sections; clean it up and you’re very easily good to here. FIX FROM POST #99: - percussion notes are still missing throughout and can easily be identified with some song speed reduction - most of the specific mentions were resolved aside from that - accepted! [7/10] [5.5/10] Legends Never Die {League of Legends} (Xiz) - offset is fine - repeated 16th notes for PR in the background are correct, but their placement can definitely be more correct in terms of pitch (34.316/34.531 are separate notes; the pairing at 36.459 is different than 35.174 but is the same note in the synth melody, etc) - not fond of the longer jumptrills in the song, to be honest - 1:00.352 can have a note added to it, that percussion build up is 8 notes, not 7 - jump at 1:02.602 can be removed - mini-jacks at the ending are a bit strange following the lyrics (most times, not all times) because the heavy layering puts a huge emphasis on percussion and the chart follows the background melody constantly - ending section is appropriately layered the heaviest, but the jumps could use better coordination to separate instrumental representation - it may be better advised to make the triples not have the same notes in common as the bass drum immediately before to make the separation in their structures a bit more clear (as an example: at 1:09.888, the [124] triple shares the same [12] as the kicks before it - you can make this a [134] to give that more of an impact and then change the following [12] to something else since it’s less impactful in terms of accenting) - 1:15.245: ending has three repeated jumps, but this has them just shuffled about - why? - structure feels a bit convoluted, unfortunately. [6/10] Lets Get Crunk {Gammer} (rushyrulz) - offset is fine - 2.681: these little blips have another note after the jump, a 24th after - 23.864: those 16th streams follow a synth that is barely audible and coincidentally are the highest density areas of the chart, a bit counter-intuitive - you’re more able to get away with it at 27.150 because the percussion is pretty hi-hat heavy and actually plays on all the 16th notes - 36.150: not digging the mini-jacks here personally - in the drop, the third 16th note of every 3-note repeating jack is noticeably later than the previous two, it’s actually offset a 96th note later - pay close attention to this because I was actually able to pick this up at 100% speed immediately - there are instances throughout the song, not just in 16ths but also some things you have as 8ths (particularly layered) - 48.712: these mini-jack blasts aren’t correctly placed; there are no instances of 3-note repeats - 56.400: this conflicts with your layering structure by being all jumps, as just a few second earlier you were using all single notes for these particular sound effects and there’s nothing being added in layering here or anything - 1:02.025: little blip of percussion here similar to the song’s opening - why do the three note jacks disappear in the following section? - 1:36.806: make sure you’re catching all of the notes that stand out between the sidechaining instruments here, this is an example of a missing one (1:37.275 is another) - 1:51.900: THIS is the correct way to handle the mini-jacks, by the way - 1:56.493: not three repeated notes here; this is also a rude difficulty spike - 2:11.212: this is an even ruder difficulty spike - similar errors run throughout the chart, mostly in rhythmic detail and attention to instruments. Chart’s got an interesting concept and structure that leverages some pretty neat mini-jack layering, but it’s not quite where it needs to be just yet. [FIX FROM POST #95: - these fixes in structure that you made substantially improved the chart’s appearance and playability, on top of accuracy. This chart looks loads better and feels really enjoyable to play. Accepted! [8/10] [0/10] Life Ride {Pyramyth} (Xiz) - something is wrong with your audio file; I’ve tried opening it in my media players, DDreamStudio, ArrowVortex and StepMania, and they don’t work at all. The file’s clearly there and existing at 20.x MB, but it won’t seem to process for some reason. Let me know when you resubmit this and I’ll expedite notes for you. [5/10] Lines of symmetry (InitGen) {Klosethy} - offset is fine - 25.591: I understand the reasoning behind adding jumps here, but the melody overshadows this at times to where it seems strange to add the jumps (31.045 as an example); chart might be a bit more coherent if it just stuck to simply following the more prominent percussion itself - the song lends itself to repetition and there’s not a whole lot that can be done about that - 26.443: mini-jack? - jump structure seems to be a bit inconsistent here: 21.841 and 27.295 are two examples where the musical phrase is exactly the same and is represented with different layering - 39.568: 24ths are an appropriate approximation here, but I’m just letting you know that if you are going for an exact rhythm, this is not quite correct - 40.619: cool, but what about 24.227, 29.682, 35.136 (the easiest one to do since no polyrhythms) - 42.466: an example of missing notes in a flourish, check for these - starting at 54.568, there are some mini-jack collisions as a result of layering - these would actually be acceptable but they are not done consistently and it is appears much more as an issue than a feature of the chart - double-check your rhythms, there are some noticeable misrhythms in the little synth blips that are represented by 24ths or occasional off-color notes - 1:53.204: these are just strange - 2:03.602: more instances of pattern collisions that need to be addressed - file isn’t terrible by any means, but a lot of the representations are inconsistent or unclear. Rhythms are generally ok with the exception of a few incorrect flourishes and whatnot [6/10] Mishnu {Terminal11} (Deamerai) - offset is fine - 2.336: your patterning here creates a five note jack that doesn’t seem to have much merit - 7.016: another anchor, eek - 9.296: should be 32nds instead of 24ths (make a pair of minis or just make it a burst like you have for other things) - 17.336 to 23.216: ooooof that shit’s hard, haha - 21.416: missing note - 30.446: remove this 64th; the others are fine - 1:15.596: another obvious missing note - 1:27.536: how long cen u roll niga wat (seriously though you can mix up the patterns a bit more here lol) - 1:38.096/(etc): ^; with sections like this, it might be prudent to sacrifice some accuracy for playability/enjoyment - rolls like this are just annoying to play through despite their correctness because most players are just going to jumptrill and that’s it; based off of what I’ve seen in pieces of this and your other submission, No Reply, you know how to compensate for these kinds of things. Try to be a bit more inventive by reducing the rhythms and playing a bit more aggressively with patterning. - 2:11.696: this section doesn’t do a great job following the rhythm of that instrument, add a bit more detail into it (you go the whole nine in sections outside of this, might as well do it all the way through) - 2:35.876: that is a really difficult transition to make, oof - 2:56.816: i’d honestly cut from here to the end out - it’s quite a lot of song that is quite insignificant for difficulty and it takes a bit too long to terminate being another 45 seconds of filler - jump/triple usage gets very strange at points in this chart - there are numerous missing notes that at the end of the day are generally insignificant; however, the chart, despite being fairly accurate in terms of rhythms, is a bit lacking in the way of accenting and seems to have numerous inconsistencies - additionally, there are some sections of the chart that could/should be modified to not be spammy, forward jumptrill blasts: it could be a bit more memorable with difficulty that’s not simply reliant on how well you can [12][34], haha FIX FROM POST #126 - 49.736: I don’t remember this 96th note burst, aaaaa - rhythms and structure seem improved, although I think the jump/triple usage can still be a bit more explicit at times. However... - CONDITIONAL QUEUE: While you took the note at 1:38.096 to heart, the rhythmic patterns are still hyper aggressive and heavily utilize 64ths, which gives you the choice of jumptrilling or split-jumptrilling - the concept I was hoping emphasize was that it’s alright to break up ridiculous quantizes like these and approximate so that you can leverage difficulty by patterns, since it’s less likely to be cheated. Try to tone it down a bit more so you don’t have extended sections where players will literally do nothing but hit [12][34] the entire time. [7*/10] [6.5/10] Never Looking Back {Stonebank} (Xiz) - your SM file did not have the song title, or the song artist on it; please ensure that future submissions have the song title and song artist in it to prevent immediate rejection - opening third of the song utilizes 12th/24th notes when it should just be even intervals of 16ths (every three 16th notes) - 15.892: I like this repeating pattern structure a lot, nice touch - just fix up the rhythms around it - 26.580: you may be able to change up these patterns a bit to get some more attention to the lyrics, just a thought to make this have a bit more attention to more musical elements - 40.267: mini-jack isn’t quite necessary here - 43.455: any reason why this hi-hat blast isn’t accounted for? There are others as well that are incompletely represented, or just not represented at all later in the song. - 48.845/etc: first 32nd note is a ghost and the transition into this is quite difficult because of the accidental mini-jack; this pattern can be cleaned up a bit by starting with 134 and then having that upward scaling structure that you do - 56.955: double check that you’re hitting all of the kicks - oh man this ending pops the fuck off, I like that shit a lot haha - just make sure you nail all of the kicks that are present in this ending - Clean up the rhythms and make sure your structure is sound, and send this right back in (with the proper metadata otherwise I’m going to hurt you for making me search and not fixing it) because this is a really good song with some interesting approaches. [5/10] Never Say Dump {Renard & Kommisar vs. Cardboard Box} (DDMythicalB3ast) - offset is way off: changed from -1.041 to -1.088 - 1.577: opening should be 12ths, not 16ths - 5.006: not a fan of the trilly-stream bursts, especially when you contour the bursts in a way that is much more appropriate at 1:15.536/etc - but more about that later - structure on this file is just… weird. It opens up with over-emphasized/syncopated 16th blips to draw a pace and accents the melodic riffs with their correct rhythms, but backs away when the full melody is initially introduced -- this would be fine if there wasn’t a clearly audible bass line that could also be picked up as well. - that being said, the sections where the layering is toned down are sensible, but the relevance is lazily put together and can be much more accurate in terms of pitch relevance while still being toned down (referring to 17.741 to 27.536) - 27.536 to 43.210: this is the section I have the most issues with; the jump usage is way too aggressive and is highly generalized: it would have been passable (likely still complained about but at least objectively acceptable) if it was just following the melody, but those added 16ths from the earlier section ramp the difficulty up to points where it doesn’t need to be - 43.210 to 58.883: pattern contouring here is really poor, it’s basically just pseudo-rolling for a good majority of it; it’s possible to vary up the patterns a bit more while keeping the jumps anchored for PR purposes - “break section”: I understand the purpose of the jacks, but when you’re following a melodic element like that, you’re basically looking for that repeated note and it’s simply not there - 1:14.557 to end: I understand the concept and you’ve got an interesting idea, but it’s not executed the best in the introductory part because your desire to catch the percussion early on shares a very similar structure as when you introduce the melody at 1:22.394 - removing the jumps until 1:22.394 gives you the power to have more flexibility in pitch relevance prior and also gives you the capability to have a more effective build of layering as time goes on - your runningman/anchor patterns are technically incorrect in terms of pitch relevance as the anchored note should be on the 16ths and not 4ths and 8ths - 1:34.149: desire to have good PR/patterning should not take precedence to your building structure here; put that layering in and do your best to work around it (your jumps don’t necessarily need to be perfect PR here if you’re going to focus more about the scaling of the faster melody) - structurally, I’m not a fan of this chart; however, I see the ideas that were considered and can understand them - this file needs some work regardless [7.5/10] No Reply {nvoise} (Deamerai) - offset is good - check your triple usage and ensure it’s consistent, an IDM song with this kind of structure musically gives you few opportunities to use them well and when you do, they need to count: 16.209 and 29.521 are good usages of this - 18.271: listen to situations like this where repeated percussion allows you to anchor to a particular column and extend it as much as you reasonably can, it’ll make your relevance a lot better - 23.896: watch your mini-jack usage, there are a few other instances throughout but this one is more noticeably incorrect because the subsequent mini-jack is actually correct - 25.209: a bit heavy here; accurate with your layering but the song’s quite tame despite being fast so this probably could be toned down a bit to be just a single note jack instead - 28.818: double-check that your rhythms are correct, this is one (of a few) ghost note(s) and there are some instances of missing notes as well throughout - 39.459: this buzzing sound is quite long, and I personally find this burst to be an incomplete accent of it (not to say that you should do a full 48th burst, but it might be an appropriate place to do a slower but more full burst) - 1:13.959: ow - 1:32.146: change the two note flams to three note bursts in this little section to make it a bit more accurate - 2:21.084: if we don’t have issues with permissions doing this, I’d end the song here, to be honest - this is a great chart; a lot of effort was put into making sure that the rhythms were correct - jump usage and rhythms need to be checked for fine-tuning, but this is definitely good enough as it is Supplemental Judgment from DossarLX ODI [9/10] October (Dark Autumn Remix) {DJ Cristo remixed by TC_Halogen} (TC_Halogen) - 65.53, 65.89, 66.24: These 8th notes are really quiet, maybe remove them to focus on the percussion beforehand? Same thing on 201.42 amd 201.77 - 203.02: Not sure what the purpose for this offsetted note is - At first I was going to comment about some of the heavily anchored patterning, but it's done so in a way that it emphasizes the 32nd bursts which is unique in this chart. It gets interesting later too with the jumpgluts. Last edited by TC_Halogen; 04-21-2019 at 01:38 PM.. |
08-26-2018, 07:30 PM | #73 |
Batch Manager
Game Manager, Song Release Coordinator
Join Date: Mar 2008
Location: USA
Age: 29
Posts: 14,863
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Re: Batch Review Thread v2.0
Early Release June 2018
Set 1 Lead Judge: DarkZtar Results for Early Release June 2018 Set 1: Accepted [8/10] Stress {xKore} (Skullbac) Conditional Queue [7.5*/10] Dark Chancellor's Invisible Secret Robot Castle {Kil} (kommisar) Rejected [5/10] Guitar 24 {Nvoise} (Deamerai) [5/10] Chronos {Danimal Cannon and Zef} (kommisar) [3/10] Deadman DJ {Venetian Snares} (ositzxz369) Notes for Early Release June 2018 Set 1: [5/10] Chronos {Danimal Cannon and Zef} (kommisar) -8.466 the percussion that you’re layering (up to 14.974) here is so quiet you might as well make everything singles. -15.423 I don’t really get why you intentionally left out like half of the 16ths here. The 16th jacks account for the scratchy hits, but then you have the 16ths at 16.882, 18.677, and 20.473 that I can only assume go to the background synth lead in, but the rest of the synth isn’t stepped. -31.581 jack pr isn’t correct (error is present multiple times when this motif repeats) -32.984 missing 32nd (error is present multiple times) -33.376 should be a single note -35.172 shouldn’t be a jack -37.546 12th should be moved up to the 16th before it -37.789 missing 32nd -38.125 missing 32nd -38.238 missing 32nd -38.742 repeated jack pr error, etc -39.584 missing 32nd Not gonna list more repeating errors, but know they’re there. -50.861 should be a jump -51.310 this is super neat, -66.121 earlier on in the file you prioritized the synth melody over putting jacks to the scratches. I feel like that’d work better here. -75.266 missing 32nds, the synth here is the same as the one you acknowledge with 32nds at 75.603 -78.913 missing 8th (should be a jack with the prev note) -91.854, 99.036 would be neat if you included the 12ths to the accompanying synth here. -102.813 missing 16th -124.245 change jumpjack placement to better distinguish between musical element representation since this immediately follows a 4 note jack on the 4 column. -131.426 ^ same thing -Pretty cool chart but there are some problems. A lot of stuff left out seems pretty deliberate, but some parts of the file just feel lacking or inaccurate due to the missing 32nds that you’ve used to generalize the faster synth runs. Lots of errors that repeat since you’ve utilized similar pattern structure to complement the music structure. I really love the song though so I hope you fix and resubmit this. [7.5*/10] Dark Chancellor's Invisible Secret Robot Castle {Kil} (kommisar) -0.986 first 2 jumps feel like they’re just there as density filler, take them out since the pulsing background synth doesn’t start until 1.302. -2.565 this hand should be different from the previous one -13.144 missing jump -13.618 some of the backwards pr in this section is really off putting but that’s probably just a me thing. -16.460 I don’t hear anything additional going on in the music that warrants a hand, change to a jump. -18.197 missing jump -21.512 same thing as 16.460 -23.249 missing jump -26.565 same thing as 16.460 -28.302 missing jump -I know the music repeats but you could at least vary some stuff up in the patterns between sections. -45.512 anchor should change column here to reflect pitch change. -49.407 missing 16th -56.328 missing 16th -60.433 missing 16ths in this beat -70.144 change the hand to [123] to alleviate the fast mini-jack. -86.881 hand should be different from the one before it -95.723 cp/d mirrored section so the same comments as before apply here. -104.960 I’d highly recommend for all the 16ths from here to 105.670 be taken out, the filtered percussion is so quiet there and I feel like emphasizing the louder percussion at 105.670 makes more sense -114.775, 114.881, 115.197 should all be jumps -Decent amount of changes being asked but I really like this file. Fix the stuff noted and this is good to go. [3/10] Deadman DJ {Venetian Snares} (ositzxz369) -had to reprocess the mp3 to get a stable bitrate so my timings might vary slightly from yours -double the bpm -4.952, yellow note syndrome right off the bat, not a good start -11.410 missing 32nd -12.174 surprised you didn’t fill in any of the weird synth noises here. -14.535 missing 4th -16.110 this 12th is a ghost note -16.272 trill should be straight 32nds -17.174 and 17.591 are the same sounds as 17.383 and 17.799 but these are singles? -^ also odd that you purposefully left out any background percussion acknowledgement here when you had done so previously -18.390 a lot of the generalizations you’ve done so far do work, but this does not. Having the beginning and end of the buzz shown with a note and having a random one in the middle that doesn’t really coincide with any increase in volume just feels completely off. -24.674 missing note -25.091 several missed notes in this measure -28.216 this is also straight 32nds -28.841 syncing to the vocals drifts off here -29.397 should be straight 32nds to the 4th -It really looks like you’ve over-thought several of the rhythms in the chart so far, a lot of what this chart has to offer is straight 32nds. -29.744 vocal syncing is off -there seems to be a lot of the same errors popping up so I’ll give general tips: make sure you’re paying attention to what musical elements you’ve been representing before and keep it consistent when possible. Dropping the background percussion is ok if it is a conscious choice, but when you have sections like 30.369 where you focus only on the vocals even where there is percussion going on and you had been utilizing the percussion up to that point, the shift in chart focus is very jarring. -overall syncing also feels sort of suspect, several of the rhythms that almost look dicksync’d are actually straight rhythms, while the vocal syncing at times seems to drift. -33.841 I’m also pretty sure this is straight 32nds (like they should be on the 32nds) -36.341 burst should start on the 16th -49.119 change pattern to something that isn’t a trill, this is a huge difficulty spike compared to everything else -51.063 another section where I can’t figure out what you’re doing with layering for the life of me -63.424 vocal stutters continue past the 4th -77.452 what does this jack go to? -there’s so much percussion you’ve ignored, is it all intentional? -at this point I feel like you can extrapolate most of the comments I’ve given to the rest of the file since looking over the rest of the file the same kind of problems keep popping up. -When you’re working on this remember to double the bpm and get rid of the yns first. -there’s so much stuff that is so unnecessarily colorful. Some of these percussion runs I feel you’ve offset by some weird 3/192nd or something because in some parts you put the note at the beginning of the sound and other times you put the note and the end of the sound. -This is a solid start for a good chart though, but you’ve got to have some method/consistency for your musical variable representation, this file just feels all over the place. -There is a lot of neat stuff you have going on and a lot of good base structure you can build off of, but this needs a good overhaul before it’s ready. [5/10] Guitar 24 {Nvoise} (Deamerai) -nice easy song -there’s a lot of missed guitar notes throughout the file, eg. 11.079, 15.746. -pr needs to be better for a file as easy as this -82.579 keep stepping the relevant guitar 16ths during the fade out [8/10] Stress {xKore} (Skullbac) -wtf is this song -this must have been a pain to step -65.962 some of these dick-sync’d bursts feel super off when playing this at 1x -86.534 45 secs of pretty much hitting one arrow over and over? zzzzzzzzzzzzzzzzzzzz. -and then you get past that 45 secs of filler and get to… more of the same stuff you had earlier. This song is simultaneously one of the most interesting and least interesting song choices for a file, lol. Rhythmically the song offers a ton of awkward timing patterns that you’ve capitalized on well, but like… man this song has little to offer variation or interest-holding wise. -I’m honestly not sure what to say, you’ve stepped the song well but this song is overall really really boring. But stepwise there’s not much wrong at all so guess it’s getting a thumbs up *shrug* Set 2 Lead Judge: DarkZtar Results for Early Release June 2018 Set 2: Accepted [9/10] Tunnelling {Kurorak} (PrawnSkunk & bmah) Conditional Queue [8*/10] Wanderflux {Aquellex} (kommisar) [7.5*/10] rainy beauty [Heavy] {Rabbit Bat} (bmah) [7*/10] WOW WOW 220 {paraoka} (bmah) Rejected [6/10] lightfoot {Cosmovibe} (bmah) Notes for Early Release June 2018 Set 2: [6/10] lightfoot {Cosmovibe} (bmah) -changed offset to 0.010 (this is just for my notes, your sync is probably fine) -kind of disappointing that you didn’t want to utilize the constant background piano playing 8ths to tie everything together, but not a big deal. (well you do later, but it could have been done from the start) -33.872 should be a jump -42.343 I hear the piano + flute playing together on the 4th, not on the 64th swing. (could have jumps on both like you do at 53.637) -67.755 I’m really not too sure about beefing up the layering to include the percussion here tbh. Music wise the song is exactly the same intensity as before but now you have a bunch of hands. Feels like a really odd shift. -77.284 should be a jump -overall I’m really just not feeling that layering bump at the midway point. The number of hands that the denser layering creates really feel like they don’t fit the music well. File other than that is really well made though. Consider changing it so the layering is the same throughout, with the hands being acceptable for the cymbal crashes. I think it’d fit the music much better. -I’ll go ahead and give this a 6 so you can appeal the rating if you want this reviewed by another judge, but I’m really not feeling comfortable giving this a thumbs up when the entire latter half feels super overdone considering what the song warrants imo. [7.5*/10] rainy beauty [Heavy] {Rabbit Bat} (bmah) -had to reprocess the mp3 to get a stable bitrate, changed offset to -1.865 so everything would be onsync for me. -17.600 I really feel like you should just go ahead and step the clicking sounds you ignored in favor of the woodwind focus here. Feels kinda weird when you only step them when the woodwind melody only plays 8ths and when you had stepped them prior to this. -45.104 imo should just have the roll going the same way. -57.320 missing 4th -63.570 should be a single (unless i’m completely misreading your layering scheme rn) -74.138 man not stepping anything that goes on in this bar feel super lazy. -74.592 just start the 16ths here to acknowledge the synth since you do later. -75.729 - 87.320 I’d recommend redoing the layering here. I’m guessing you were going for a mix of general layering to show the piano density and the later 16th layering to show the progression of the percussion but I don’t feel like it works well. -93.683 missing 4th -100.956 missing 4th -111.183 why shift your layering scheme from the... uh tropical beach sounding synth (idk what to call it)? -OH, does this layering go to the bass, if the layering at 75.729 also does that then I missed it there to. I’d really recommend sticking with beach synth layering till the file concludes in this section. Idk if you have like a massive subwoofer at home that makes the bass super prominent but I’d still recommend reworking some of the layering mentioned. The layering reworking for the section at 75.729 is entirely up to you, but I’d really like to see the layering at 111.183 changed to match the section that precedes it. Cq’d for the other specific errors mentioned. [9/10] Tunnelling {Kurorak} (PrawnSkunk & bmah) -Man this file has like, everything I like to see in files in general. -section beginning at 58.037: would really recommend filling in all the 8ths you intentionally left out here, this section feels like it lacks the same energy the previous and later sections have. -87.520 16th here feels like a ghost note -97.451 and 102.416 really feel like the hard percussion hits on these 32nds should be jumptrills. Edit: yeah I’m not gonna shove this into cq just for this but pleeeeaassee do this. -117.261 missing 32nd -117.520 missing 16th -this is probably the file I’ve personally enjoyed the most from all of my batch judgements to date. Nice job. [8*/10] Wanderflux {Aquellex} (kommisar) -why is there a bright bg wtfaslkdjfgadf -0.180, 0.533 kind of surprised that these (as well as other similar sounds) aren’t hands when stuff like 10.538 is, these sounds seem louder/more abrasive. -4.298 interesting that you didn’t go for any of the 16ths in here, this structure looks surprisingly tame compared to what I was expecting after seeing the song. -10.538 these hands should probably be different since the percussion sounds vary. Changing the hands will also help eliminate the 3 note chain at 10.773 that doesn’t really go to anything. If anything the 8ths should attempt to follow the pr and fall on 3 2 1 rather than the 3 4 3 you have right now. -18.067 ^ same comment here -25.420 fill in the rest of the synth that you ignored here, having nothing filled in here when the synth picks up rhythm feels super weird. -28.655 break up the 4 note chain by moving the hand at 29.008 to [234] or something. I get being forced to have 3 note jacks when your layering scheme forces you to in conjunction with maintaining pr to the synth, but 4 note jacks are avoidable. -56.871 I hear these 32nds, but don’t really hear the ones at 57.224. Nvm I kind of hear them at .5x rate, still might want to remove these 32nds because of how difficult it is to really discern what they’re going to. -61.459 change to single note (currently having this as a jump would mean you are intentionally leaving out a ton of jumps when the 16ths at 61.812 kick in, much easier to just change this to a single) -75.224 having 1 consistent anchor is fine for the punchy percussion, but the jumps should still change to show the synth pitch changes. -76.635 alright Im not sold on this section. I get what’s going on, but stepping the background synth over the more prominent high pitched clicks makes it feel like I’m playing broken stream that almost goes almost contrary to what I’m hearing. I’d highly suggest redoing this section with the 16ths focused on the more prominent clicks (eg. the sounds at 77.635), with perhaps beefed up layering to prevent the section from feeling like it lacks energy. -91.459 break up the anchors longer than 5 notes in this section. (other ex. 92.400, 94.753, etc) The long jumptrill at 102.242 is fine ofc. -109.047 could beef up the layering here by making the 16ths here and at 109.400 jumps to emphasize the percussion. Imo would be better since the percussion at synth kind of feel thrown together to make broken 16th stream. -112.812 ^ same comment about the percussion layering idea -152.635 same thing as 91.459, break up the long anchors when possible. -general note: you might want to just bump up layering in general (there’s a lot of percussion you purposely kept as singles that you could bump up to jumps) for everything other than the sections at 91.459 and 152.635, because as this stands rn those 2 sections are pretty big difficulty spikes. -cq’d mostly cause of the long anchors that can be avoided, but I’d reaaalllyyy like to see the section at 76.625 changed to what I mentioned, would be so much better imo. Consider changing the rest of the stuff I mentioned too tho. [7*/10] WOW WOW 220 {paraoka} (bmah) -not exactly 220 bpm, 0/10 literally unplayable. -23.604 change the 16th jump placement to avoid forcing the 3 note jack. (you’ll have to tweak the roll placement and maybe the ending jumps as well) -34.237 change jump to [24], I don’t hear the same repeated percussion warranting a 3 note jack like 35.464, etc. -39.144 imo get rid of the 4 note jack and stick to the 3 note jack motif you had with the repeated percussion. (the 3 note jack would start at 39.553) -shift of the 3 note jack to the lighter percussion offset on the 8th is pretty cool though later on in this section -42.961 fill in the 8th, this is weird being the only gap in the section. -48.413 the 8ths here should also be filled in since technically they are part of your layering scheme (part of the components of the jumps on the 4ths) -66.134 this 3 note 8th jack sticks out like a sore thumb in this section since you’ve patterned everything else neatly to limit the 8th jacks to 2 notes here. -73.904 no 24ths to the synth gliss? Happens again at 78.266, etc -76.903 should be a hand -77.312 should be a hand -77.585 I don’t really hear the cymbal crash on this 8th but you might want to make it a hand anyway for consistency since I do kind of hear the crash on all three 8th hits later on. -81.265, 81.674, 81.947 should be hands -85.627 same comments about the addition of hands -89.989 should be a hand -90.262 alright I think additive single element layering has failed you here, just have the main synth as jumps in this section. It transitions nicely from the long jump chain you had at 88.899 and makes a ton more sense to play since the synth melody is very easy to follow here. Layering past 98.713 feels fine since the synth melody is more disjointed. -112.481 ?? this sounds the same as the prior 2 iterations, why are these suddenly hands and a quad? Edit: listening to it over and over I guess it’s a bit louder than the other repetitions but still, just do the same jumps into the hand like you had before. -113.981 same comment about missing hands and 24ths to the synth glissandos in this section. -a lot of great stuff in here, but I feel like there’s several missed opportunities and sections that could be cleaned up a bit. Cq fixes would be adding in the missing hands and 24ths and changing up the layering in the section beginning at 89.989. Consider tidying up the rest of the things mentioned though. Set 3 Lead Judge: Goldstinger Results for Early Release June 2018 Set 3: Conditional Queue [9.0*/10] Miserable Bastard {Terminal 11} (Shxfted) [8.0*/10] Laughing Puppet {Nvoise} (Deamerai) Rejected [5/10] Chain Lightning {DanJohansen} (M0nkeyz) [0/10] Waterlily Junction {Kfaraday} (kommisar) [0/10] Marill (Gender is not a Binary) {Kfaraday} (kommisar) Notes for Early Release June 2018 Set 3: All songs pass their respectable permissions check. [5/10] Chain Lightning {DanJohansen} (M0nkeyz) >No issues found within simfile properties. >Sync is good (No changes necessary). -[00:02.970, 00:06.399] No jump love for the guitar? Did it at 00:02.113, -[00:07.791 -> 00:08.220] Steps away from the jacks in the 3rd set even though it’s the same as the previous section that does it from 00:03.506 -> 00:04.791. Does it correctly at 00:14.649 -> 00:15.077 following after, so this really sticks out. -[00:19.301] Missing jump (4th), or single if you want to translate it into something more manageable with the surrounding patterns, but 00:19.622 (16th) would also need to be changed. Happens again at 00:22.729 (4th). (Note Marker 1) -[00:24.443] Same missing (4th) jump as the previous note, but also the following (8th) 12 jump at 00:24.658 shouldn’t be there, at the very minimal, a single note if you are aiming to be technically accurate, but would stick out from the patterns before-hand. (Note Marker 1) -[00:26.158] Missing (4th) jump again, same pattern. (Note Marker 1) -[00:44.586 -> 00:45.015] This (24th) 23 trill is a little early. Should be a 16th start from the 4th note at the beginning, and then pick up to the 24th speed when the melody arrives at the 8th note. This is the same for the next 2 sections with the same patterns, located at [00:47.158 -> 00:47.586] and [00:48.015 -> 00:48.443] respectively. This melody is done correctly at [00:49.729 -> 00:50.158] later on in the song. -[00:54.015 -> 00:54.443] Same thing as the previous note. [00:54.872 -> 00:55.301] right after gets a free pass because it’s following the guitar instead of the drums, but otherwise, it’s the same pattern. -[01:04.086 -> 01:04.301] Missing guitar 16ths leading into the jump. Exists later in the song at [01:05.801 -> 01:06.015]. -[01:09.872] Either this 4th shouldn’t be here, or it should be there in every previous iteration of this pattern in the melody. -[01:10.622] You’re hurting my soul by not putting a minijack there. -[01:10.836] 16th shouldn’t be here. -[1:04.515, 1:06.229, 01:07.943, 01:11.372, 01:13.086, 01:14.801, 01:16.515] This is a weird set of 8ths, because they technically, should be 32nds, just nudged a little bit backwards. All notes in this same pattern should be 32nds as well for consistency (if missed in notes). -[01:14.051] Missed minijack again. Same as 01:10.622. -[01:14.372] Just flat out, a missing 16th. -[01:15.765] Example of if you don’t want to use a minijack, from 01:10.622, and 01:14.051. -[01:17.051] Missing 16th. -[01:44.586 -> 01:45.443] Sad that this is super broken/weirdstream, and it gets the 16ths treatment. Would be imo, a lot better of an intro to the solo section, if it used weirdstream (starts with 24ths until 01:44.801 (8th), moves to 32nds until 01:44.908 (16th), then moves to 48th cyan & 16th yellows until 01:45.193 (48th), and then 48th gallop (01:45.229, 01:45.301, 01:45.443) finishing on the 32nd from guitar is the general breakdown I got from this section, but most likely any mix would work better than 16ths, because the section is much faster than that. -[01:46.301 -> 01:47.158] Similar to the note before this one. Much faster than 16ths, feels awkward to play knowing that. -[01:51.443 -> 01:55.515] This entire section, switch it up when the pitch relevance kicks in. It’s done at [02:05.158 -> 02:09.229], which makes this section look somewhat bland. -[02:13.729 -> 02:41.158] Going to say, right out of the gate, probably would have been better to just have stepped the guitar instead of the drums here. Feels like a fair amount of empty nearing the end of the file, that can be fixed with the guitar, but the guitar is just not layered at all. *PERSONAL NOTES* Fairly fun song to play. I found the intro the most fun to play, but is suffering from some consistency in its patterns, missing notes, and some patterns are shadows of what they could possibly be in this song. I will admit, this one was a very tough one to judge. Please PLEASE, submit this again if you plan to undertake the volume of notes this song garnished. I think it would make a great addition if tinkered with, but there are too many suggestions & things needing changing for this to slide into conditional queue. [8.0*/10] Laughing Puppet {Nvoise} (Deamerai) >No issues found within simfile properties. >Sync is good (No changes necessary). (**)-[00:38.061] Probably shouldn’t be a jump, but a single to signal its similarity to the intro. It’s the same as [00:46.061] a little further on. (**)-[00:45.061] Again, probably shouldn’t be a jump. Should be a single to share similarity to the intro. Same with [01:01.061]. (**)-[01:36.061 -> 01:38.061] Oof. This part hurt to watch. Swap the left arrows to the right side and vice-versa for pitch relevance and you should be good. Just like [01:52.061 -> 01:54.061]. (**)-[02:08.061] Swap up (4th) to down arrow. *PERSONAL NOTES* A few things here and there to be tweaked, but overall, a very nice easy file. Main issues with the file is some pitch relevance in certain areas that are disregarded in other areas, and some mixing of jumps & singles where they probably shouldn’t be. Fix those, and you’re good. [0/10] Marill (Gender is not a Binary) {Kfaraday} (kommisar) >cdtitle properties found in simfile. No bn, or bg properties found in simfile. Cdtitle, background, banner, and .old files present within folder w/ file. >Username found in simfile under ‘Credit’ properties. >Sync for start of file is good. (No changes necessary.) - File contains Holds, Mines, and Rolls. Also, at 00:56.316, completely falls off-sync, and stays off-sync and incoherent for the rest of the file. [9.0*/10] Miserable Bastard {Terminal 11} (Shxfted) >No issues found within simfile properties. >Sync is good (No changes necessary). Appears to be a little forward than it should be based on the beginning, but double-checked and it’s fine. Terminal Eleven. (**)-[00:10.105, 00:16.505, 00:22.905, 00:24.105, 00:29.305, 00:30.505, 00:35.705, 00:42.105] Keeping in tradition with making the bell chimes white notes, these should all be white notes, or there should be no white notes. If only some white notes, then consistency with it should be cleaned up. (**)-[00:22.905, 00:29.305] Should be a jump to reflect the bell chimes. (**)-[00:39.309] Shouldn’t be white, just a regular color. -[00:43.042] 64th? Make the 8th slightly behind this a jump? The jack works, just tossing what I hear on 50%. -[00:53.105] Maybe jump? Not going to argue it, but feels like a jump based on the previous section. *PERSONAL NOTES* Fantastic file. Does a really good job setting the atmosphere, and hammering home the vital patterns through repeat repetition in the song. Makes it feel like a connected piece. Not much really to complain about in terms of the structure. It’s going to get a conditional queue flag, but it’s mostly to clean up the consistency of the white notes that give strength to the bell chimes in the song. Whether you want to keep white notes, get rid of them, or only convert the timestamps that I listed, is up to you. It’s fine no matter which way you go on it. Outside of that, fix the 2 singles that should be jumps at [00:22.905] and [00:29.305]. [0/10] Waterlily Junction {Kfaraday} (kommisar) >cdtitle, bn, and bg properties found in simfile. Cdtitle, background, banner, and .old files present within folder w/ file. >Subtitle of ‘Battle of the Bits Winter Chip IX (2014)’ found in simfile properties. >Sync for start of file is good. (No changes necessary.) -File contains Holds, Mines, Rolls, and Stops. Unsure if our policy is still up to date on Stops or not because DDream has become increasingly obsolete due to ArrowVortex, but it remains for Holds, Mines, and Rolls. Set 4 Lead Judge: Goldstinger Results for Early Release June 2018 Set 4: Accepted [9/10] L {Ice} (DarkZtar) [8/10] Fly of Beelzebub {DM DOKURO} (AutotelicBrown) Conditional Queue [8.5*/10] Longinus {Xi} (DarkZtar) [7.5*/10] endleSSStation {Yuuyu} (DarkZtar) [6.5*/10] hyper weaboo vodka shots (formerly Yamada Stream) {kommisar} (DarkZtar) Rejected [3/10] Force of Light v2 {FFMusicDJ & SGX} (DarkZtar) Notes for Early Release June 2018 Set 4: All files pass for Permissions check. [7.5*/10] endleSSStation {Yuuyu} (DarkZtar) >bg, banner, and cdtitle properties found in simfile. No bg, banner, or cdtitle present in folder w/ file. >sync at start of file is off by approximately 0.648 -> 0.650 (-0.022 (-0.650 overall) in ArrowVortex Music Offset). Consider adjusting. (All timestamps for this judgment are based off this Music Offset.) -[00:03.982] right [4] 4th note has no audible sound, and is placed to accent the cutoff of sound rather than a beat. For flow-sake, might be dismissed in a more stream-heavy file but going into this file, can already tell that it’s very technical heavy. Probably does more for it to be empty and put more focus on the jump 8ths around it. (**)-[00:07.232, 00:07.565](Note Marker 1) Missing 16ths considering the 16th is not missing at 00:07.899. (**)-[00:09.899] Same as above ^ (Note Marker 1) -[00:12.232](Note Marker 2) Subtle 16th, can be there, or not there, just noting. (**)-[00:21.899] Missing 16th (Note Marker 1) -[00:22.232] (Note Marker 2) -[00:23.649 -> 00:30.649] Large amount of patterns missing. Seems Aesthetically placed for buildup into next section. -[00:37.315 -> 00:38.315] First JS section starting at 00:37.315 seems like it should be starting with a 32nd roll going into a mini jumptrill rather than just basic JS. Maybe a 3412[34][12][34], or 3142[13][24][13] if you wanted it more difficult (Note Marker 3). The minijack pattern following right after is quite inaudible even at 50% speed. Would suggest removing the minijacks, keep the jumps. (**)-[00:38.315 -> 00:38.649] missing 16th notes. -[00:53.315 -> 00:53.649] (Note Marker 3). Identical pattern. (**)-[01:03.232, 01:03.565, 01:04.565, 01:05.232, 01:05.565, 01:05.899] (Note Marker 1) (**)-[01:06.253] Example of a note being placed from (Note Marker 1) but only because it shows up a little later than its brethren. (**)-[01:07.565, 01:08.565, 01:09.232, 01:09.565, 01:09.899, 01:11.232, 01:11.565, 01:12.565] (Note Marker 1) -[01:08.899, 01:12.899](Note Marker 2) (**)-[01:13.781 -> 01:14.518] Weird set of notes, so let’s break this down: Overall, everything should be nudged forward just a bit, so that the first note in front of 01:13.781 matches the wavelength, right at 01:13.816. The first 4 notes are fine. The next 4 notes should be 5 notes instead of 4. The following 6 64th notes are not in-sync properly. The sync for these 6 notes are just as weird as the previous 2 parts of this. Shouldn’t be a problem even if it’s done on 128ths. (**)-[01:17.372] Move one 96th placement ahead, to 01:17.386. (**)-[01:17.462] Move this note, and the following three notes ( 4141 pattern ) about 00:00.014 forward (one 96th placement), so that the pattern starts on 01:17.483. (**)-[01:19.150 -> 01:19.233, 01:19.483 -> 01:19.566, 01:20.566, 01:21.150 -> 01:21.233, 01:21.483 -> 01:21.566, 01:21.900, 01:22.233, 01:22.566, 01:23.150 -> 01:23.233, 01:23.483 -> 01:23.566, 01:24.566, 01:25.233, 01:25.483 -> 01:25.566, 01:25.900, 01:26.233, 01:26.566, 01:27.150 -> 01:27.233, 01:27.483 -> 01:27.566, 01:29.150 -> 01:29.233, 01:29.483 -> 01:29.566, 01:29.900, 01:30.233, 01:30.566 etc.etc. should get the pattern by now if you go through these](Note Marker 1) -[01:20.900, 01:22.900, 01:24.900, 01:26.900, 01:28.566, 01:28.900, 01:30.900 etc.etc. should get the pattern by now if you go through these](Note Marker 2) -[01:26.566, 01:30.483, 01:34.483] I’ve seen you do a really cool drum roll for this type of pattern earlier in the file, can also be used here. (**)-[01:38.650 -> 02:02.650] Tons of (Note Marker 1) and (Note Marker 2). Most likely culprit for why the stream and the jumpstream bursts in this part feel like brokenstream. -[02:05.400] Possibility for a 16th accent here from drum SFX. -[02:06.316 -> 02:06.483] Possibility for 32nds instead of 16ths. (**)-[02:24.566](Note Marker 1). Making a note of it here because it shows up differently due to how the SFX in the song work. -[02:38.316 -> 02:38.650](Note Marker 3) -[02:40.483 -> 02:40.566] missed a hot opportunity for colorized notes on these two. (**)-[02:56.566] This isn’t (Note Marker 1). Just making note of it. -[03:12.483 -> 03:12.566] same hot opportunity as 02:40.483 & 02:40.566. *PERSONAL NOTES* Beautiful song, can’t unhear the triplet pattern though, and knowing that triplet pattern is pervasive throughout the entire song when it’s not doing a drum solo or something similar, puts a huge hindrance on what the patterns could be, especially from 01:38.650 -> 02:02.650 (90bpm, 32nds section). Drum solos are exceptional, jumpgluts nearing the end take a ramp up in difficulty from patterning compared to earlier patterns which is a nice touch. No real complaints outside of the chorus/bridges of the song, drum solos are tight, experimental, and fun to hit. I think at the minimum, if the song is tweaked in the section at 01:13.781 -> 01:14.518 with the notes provided, and worked to include a less broken version of stream regarding the 1st & 2nd note markers in notes, it can become a very fun jumpglut-based file. Adding notes from Marker 1 & 2 shouldn’t have any influence on the difficulty of the file. The jumpgluts nearing the end have a tricky 3[34]4 pattern multiple times at 180bpm 16th stream speed, are hard enough. Most likely in 92-93 range in terms of AAA difficulty. [8.0/10] Fly of Beelzebub {DM DOKURO} (AutotelicBrown) >Note that Subtitle in SM file is currently set to: Terraria Calamity Mod OST (2017) >Sync is Good (No changes necessary). -[00:28.698 -> 00:29.698] Most of my notes feel like they are going to be coming from the 8th sections, mostly because it feels like a lot of the hands in the 8th section are unjustified. If the hands are really really necessary, then the first bit is that the [134] into 3 is the same as the [14] into [23] here. Suggest changing the [23] to just the up arrow, and then do hands to jumps. (Maybe [124][23][234] - - [123]?) This sort of setup going from singles to hand with jumps in between happens in a few more spots in the 8th section here. -[00:30.031] Another hand that feels out of place. The [34] 8th jump about 2 8th notes ahead has more emphasis than this hand, and comparatively to the rest of the song, that jump probably shouldn’t be a hand either. -[00:30.865, 00:31.198] Missing 8ths. (Note Marker 1) -[00:34.198, 00:34.531] (Note Marker 1). Same pattern. -[00:36.531 -> 00:36.698] Do anything here. 16th burst would be neat for an 8th section. Just an 8th? Sure. -[00:39.031 -> 00:39.365] This also is tending to happen in the 8th section primarily. The hands here need to be different from one another. The 8th minijack is justified if it means that pitch relevance is preserved. -[00:44.365] I see where you are going with these jumps, it’s probably best suited to also maintain the lower melody alongside the primary melody with the jumps. A.K.A, this here should also be a jump. -[00:47.198, 00:47.698] Same with these, makes it flow a bit better with everything else. -[00:52.031 -> 00:52.198] Downgrade the 4th note jump to single. Upgrade the 8th to a jump, or just upgrade the 8th to a jump. Both work. -[00:53.031 -> 00:53.198] Same thing above ^ -[01:01.948] Missing 16th. -Rest of the song is beautiful. No missing notes, or glaring errors in pitch, sync, or difficulty spike. *PERSONAL NOTES* Pretty Jumpstreamy song. Reminds me heavily of Final Fantasy Last Battle Festival, but a great deal shorter, with some added bursts. I feel like this would be a good edition for FMO area players that want that sort of feel, without the credit requirement. The file is very difficult-consistent. I suggest retouching the 8th section with notes provided, but definitely a good addition. [3/10] Force of Light v2 {FFMusicDJ & SGX} (DarkZtar) >No issue with SM properties or Folder contents. >sync at start of file is off by approximately 0.032 -> 0.034 (-0.032 (-0.732 overall) in ArrowVortex Music Offset). Consider adjusting. (All timestamps for this judgment are based off this Music Offset.) -The difficulty curve for this file is ridiculous. There’s 2 minutes, and 14 seconds of what feels like 25-30 difficulty range patterns, that just drop kicks you with 145bpm 16th anchor jacks, 32nd transitions, and 64th jumptrillable rolls, that are I would argue, equivalent to an 85 difficulty or higher. Feels like an easy song was planned, and then when it got to the dense part, it’s a completely different song. There’s tons of room to beef up patterns in the first half of the song that’s easy, so I’m unsure why the change in pace so far in. -[00:21.835] Right here, is when the song should have started ramping up pace to match the 2nd half of the song, rather than 2 minutes in. Tons of opportunities for broken 16th stream. -[00:53.697] Tons of missed 16ths onwards, like, almost accounting for 1/3rd of notes in this section missed. I would understand if the notes were chopped out for difficulty sake, but obviously that’s not the case with the 2nd half. -[02:15.111] Missed 16th Jump. -[02:15.525] Also Missed 16th Jump, as well as the following 16th. -[02:18.421] Missed 16th Jump. -[02:18.628 onwards] Alright, there’s a ton of missed 16th jumps in this beefed up jack anchor section. And I’m not just saying that because none of them have been placed in that specific melody, I’m saying that most 16th jumps in this entire section are extremely inconsistent. The jump at 02:15.111 can be found at 02:16.766. The jump at 02:15.525 can be found at 02:17.180, and it does this all over the place. This needs to be majorly cleaned up, and a decision has to be made on what jumps are going where. -[02:29.542] Don’t think that 32nd is supposed to be there, but alright. -[02:35.904 -> 02:36.214] Only the first 32nd note in this transition is audible. I think a mini jumpjack transition (like [23][13]) from a 16th JS burst would be more suited given the music here. -[03:11.438] 32nd here, and also at [03:12.576] -[03:18.059] ^ does this again -[03:22.507] Missing 32nd -[03:27.732] Missing 16th, is present at 03:29.387. -[03:33.163] Missing 32nd *PERSONAL NOTES* Realistically feels like a file was stepped up until 2 minutes and 14 seconds that was cut down a fair bit to be easy, but was picked back up after a while and just steamrolled to be an FGO/80-90 file. File needs a complete overhaul in decision on whether or not it wants to be an easy file, or a hard file. And if it wants to be a hard file, it needs to get a ton more consistent with how it handles its jump jacks on the second half, because that primary pattern goes on for a full minute. [9.0/10] L {Ice} (DarkZtar) >No issue with SM properties or Folder contents. >sync at start of file is off by approximately 0.332 -> 0.336 (-0.033 (-0.333 overall) in ArrowVortex Music Offset). Consider adjusting. (All timestamps for this judgment are based off this Music Offset.) -[00:14.846] A suggestion since this song is very pitch relevant heavy for a piano solo. Might work better as a 21[34] instead of a 12[34]. -[00:27.623 -> 00:27.816] should be 24ths, instead 16ths are present. -[00:48.333 -> [00:49.107] should be all 16ths, is instead 24ths. -[00:49.171] Misplaced 24th. This note is actually, surprisingly silent. The piano begins a 12th gallop with the 8th included starting at the time marker, which then translates into 24th stream. -[01:08.655 -> 01:08.849] I’ll let this one slide. It’s barely audible, and I would suggest otherwise, but it’s also a great build-up to the type of patterns to come. -[01:13.881 -> 01:14.655] what are these 32nd rolls going to? Edit: I get it now. It’s fine. -[01:16.203 -> 01:16.397, 01:16.591 -> 01:16.784] Both of these parts here sound like they should be going to 24ths instead of 16ths. -[01:22.397 -> 01:22.784] 24ths, instead of 16ths. Arguable since it’s coming out of some wacky polyrhythm patterning. -[01:23.945 -> 01:24.333] This section is wacky polyrhythm as well, but was left out. -[01:32.171] Missing 16th. -[01:43.494, 01:45.816, 01:49.687, 01:52.010] Not sure if I can get behind the placement of these 8th notes. I understand they were placed there because they were the dominant sound going into the final piano solo, but there also isn’t enough time to really give it the attention that it needs when the dominant instrument becomes the piano. I am ok with the 8ths going into it, but it’s hard for it to find a place within the solo. I say, let the piano work its magic. *PERSONAL NOTES* Definitely one of the more streamlined, fun files I’ve enjoyed playing. I can see tons of people playing this file, all the time. It gives me twister vibes. Of course, I still think it can be touched up here and there by following the proper pace of the piano in some sections, and some arrows can disappear from other sections, as it is right now, is definitely a contender for file of the year. [8.5*/10] Longinus {Xi} (DarkZtar) >No issue with SM properties or Folder contents. >sync at start of file is off by approximately 0.128 -> 0.131 (-0.037 (-0.597 overall) in ArrowVortex Music Offset). Consider adjusting. (All timestamps for this judgment are based off this Music Offset.) (**)-[00:17.719 -> 00:18.002] No, you can’t have this 32nd trill at 212bpm. Easily the hardest pattern in the file, but the difficulty curve around this trill is so vast compared to the rest of the file, that it just spoils it to be quite honest. Sounds like 24th slowing down to 16th or less. Pace it out, do what you do with grace notes, and I’m sure any pattern, even a trill if you want it to be, would be better than the 32nds here, just not this fast, please. (**)-[00:18.851] 16ths start here, not at 00:18.993 (the 4th note coming up). -[00:21.115] ^ quoting from above, like this. -[00:24.653 -> 00:25.219] Cool grace notes, I see what you did there. -[00:39.299] Missing 16th. Arguable because it eases into the following triplet section. (**)-[00:48.002] What makes this 8th jump so special? Doesn’t seem like it’s any different from any of the 8ths before it or after it, other than the transition into the complete measure. (Note Marker 1) (**)-[01:06.115] (Note Marker 1) -[01:14.323] My 2 cents, 16ths starting here, going 2-3 into the existing 16th stream. Copies the previous 2-3 going into the hand, which puts emphasis on the drums which haven’t changed while maintaining the flow of the section. Fine as it is, just my 2 cents. -[02:19.842] Opportunity for grace burst. Think it would fit the atmosphere of the piano. *PERSONAL NOTES* Few missing parts here, no real major issue with anything else besides the 32nd trill. Please, Please change it to something a bit more bearable and a bit more in-tune with the difficulty height elsewhere in the file (highest is dense JS @ 212 & dense polyJS transition @212). Other than that, fix the 8th note jumps (the hands do enough justice in those sections, I do not believe you need jumps there) and missing 16ths and this will be fine. [6.5*/10] hyper weaboo vodka shots (formerly Yamada Stream) {kommisar} (DarkZtar) >No issue with SM properties or Folder contents. >sync at start of file is off by approximately 0.054 -> 0.056 (-0.036 (-0.056 overall) in ArrowVortex Music Offset). Consider adjusting. (All timestamps for this judgment are based off this Music Offset.) (**)- something odd with the BPM in this song. I think somewhere, the song does a catchup when it goes into the main section, because when using the correct music offset in the start, the entire song gets thrown off sync right between 00:14.994 and 00:15.112 (Measures 15.88 -> 16.00). This also happens again between 01:22.370 and 1:22.605. This note is based off the current music offset for these notes, For the judgment of this file, the timestamps will use the suggested ‘start of file’ sync, and no further adjustments in sync. -[00:09.407] This 16th is technically accurate, but some of these transitions into 32nd rolls can be particularly brutal. (**)-[00:14.171 -> 00:15.112] This entire pattern happening on the right hand at this speed gives me mindblock nightmares, especially considering the pattern on the right hand immediately following after the hand into the stream. -[00:37.226 -> 00:37.697] Opted out of the 16ths here, huh? I think they would work fine. Small burst going into another section, sits in line with previous trill transitions into the stream sections. -[00:45.637] There’s a few missing 16ths in layering like this one in similar sections, merely making note of it though because it looks like you’re trying to stay away from using them as short bursts and congregating them to proper bursts, and the stream. -[00:51.342 -> [00:51.812] Does not match the previous one earlier in the file at 00:13.701 -> 00:14.171. My suggestion: drop the jump at 00:13.936 (the [14] squished between 8th jumps), add a jump to 00:14.171 (the first 4th arrow after the 8th [12] jump), and then try to get something similar going between the two 16th trills. I would say that the trill for 00:52.283 -> 00:52.754 is much better than the one at the beginning of the file, purely because the right hand doesn’t have to go through madness. (**)-[01:21.926 -> 01:22.867] Oh god left hand. I am convinced these are the hardest patterns in the file. Please at the very least, tone them down as to not be a mindblock wall? Perhaps, drop the 4th [12] jump at 01:22.161, and keep only the 4th [12] jump at the beginning of the trill? -[01:44.981 -> 01:45.452] I approve of this pattern on right hand. *PERSONAL NOTES* (**) Check Notes for BPM Fix. This file is predominantly, a speed file. At this speed, it becomes harder than current 95’s with some of the patterns that get shoved onto one hand. The overlying issue with the file by far, is the sync. To Fix Sync (Timeframes are going to change step by step. Measures are included. Sync at the beginning of the file is changed first): Set 4th note at 00:14.994 (Measure 15.88) to 280.000 bpm Set following [134] hand at 00:15.102 (Measure 16.00) to 266.500 bpm Set [24] Jump at 00:15.551 (Measure 16.50) to 255.038 bpm (default file bpm) Set 2 single 8th at 00:52.605 (Measure 55.88) to 248.000 bpm Set [124] Hand at 00:52.706 (Measure 56.00) to 255.038 bpm (default file bpm) Set 2 single 8th at 01:22.722 (Measure 87.88) to 242.000 bpm Set [124] Hand at 01:22.846 (Measure 88.00) to 255.038 bpm (default file bpm) No doubt these sync changes are going to more or less cause some weird framers within FFR when converted, but it’s more a product of the song than it is a product of the stepartist. Nonetheless, this file needs significant changes both to BPM, and addressing or fixing of 1h patterns for trills and same-suit patterns (as mentioned with the transition to the trill build-ups) before getting in.
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Last edited by DossarLX ODI; 07-30-2019 at 06:20 PM.. |
10-3-2018, 09:17 AM | #74 |
Rhythm game specialist.
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Re: Batch Review Thread v2.0
12th Official Tournament Batch - Set 3
[8/10] Old Skool {Televisor} (bmah) - offset is fine - 25.550/etc: would not mind a bit more detail with regards to these little grace notes in the bass instrument - 1:10.790: missing note for the percussive trailoff here - 1:17.990: missing note for the bass - file is generally polished and for the most part seems good in layering, though it’s quite heavy at times [6.5/10] One For All, All For One {Virtual Riot} (Xiz) - offset looks to be a tiny bit early, -0.008 seems to work best; also, what’s with the mess of BPM changes in the beginning? Opening the correct (you have two, please remove one) .mp3 as used with the SM chart leads me to finding a BPM of 145.000 with an offset of 0.038. I’ll work with your 0.000 offset for judgment, but once you apply any notes here, be sure to correct the BPMs/offsets accordingly. - 26.859 to 38.445: from this point until the build-up has finished, the patterning itself doesn’t seem that coherent; I understand the choice of rhythms/layering, but there seems to be an inordinate number of connecting/repeating notes that don’t really have any impact. - 40.721/etc: this clearly makes sense from a layering perspective; however, you’re implying a five-note bass with your patterning here instead of a xx-xx by using the up arrow as a part of your layering for the percussion (this change will be especially good for 47.548, where you actually have four repeating bass notes at 47.962) - 48.893: I would personally remove this note, but if you do decide to keep it, move it off the down arrow so that the next four notes get a bit more emphasis - 56.031: to give a bit more attention to the ascending pattern, you could switch these patterns to something like 1-2-[34]-1-2-3-[124] to much more clearly show the increasing scale (you have a five note up-down trill that kinda obscures that) - 57.893: there’s a little blip here that could make for another flam accent, if you choose - 2:11.134: aw man, with this sound effect I thought for sure you were going to do more than single notes here, liven this transition into the triplets up a bit more - 2:15.823/etc: this jump bothers me a touch when compared with the three jumps before it, all of which land on a percussive instrument. I know that the bass is all accented this way throughout the section, but I feel like it’s a bit ill-advised, especially when you later sections where you acknowledge in your layering that those faster basses are too quick to use jumps later on. Make this and 2:22.444 single notes. - pattern connections from the earlier drop apply to the last one as well, otherwise things look fine - 3:05.651: eeee, I can see why you do this, it’s just a really cruel thing to do at the end of a file of this difficulty; a compromise where the second to last jump is just a [3] instead would be really nice here - 3:18.064: remove, for consistency with your earlier section as well - this file executes reasonably well as a whole, just could use a bit more polishing; clean up your sync as well with the notes provided after applying everything else [7*/10] Outbreak {Feint} (Xiz) - offset is a touch early, changed from -0.100 to -0.110 - this opening drones on; I understand the pattern play and what you’re doing here, and it’s kinda neat, but it takes forever to get to, not the kind of thing I personally want to have to deal with in the tournament - 43.995: this introduces the percussion, and a faster bassline as well - while you could argue the BPM can stay the way it is here, it absolutely should be doubled on the chorus - this file is wild. The layering is a bit higher building things up, but the pattern structure is very harsh, certainly cementing it as the most difficult section. - it’s also very explicitly done. I can very clearly see exactly what you were going for here, and it’s done consistently throughout the chart; you definitely took care in making sure that you had a stringent motif there - this is a really tough call but I think it’s done well enough; I get a sense this is going to be the kind of file that is polarized in terms of liking and disliking, with very few people just thinking it’s “ok” by the way it’s done. - conditionally accepted on the removal of colliding mini-jacks in the buildups at 1:05.481/1:27.452, they kinda take away from the rest of the structure which kinda relies on that kind of technique to perform well. [4.5/10] Planet Of The Apes {Mindless Self Indulgence} (ohitszxz369) - offset is fine - in general, you seem to have an inclination towards using staircase-heavy patterning throughout, which makes the chart feel quite a bit longer than it is (your chart is quite short at 1:10, so when it feels draggy, that’s not a good thing). - 15.259: this is a section where proper patterning can help your chart stand out a bit more. The repetition of the word “no” here would make for acceptable repetition in your chart if not for the fact that the vocalist’s sung notes are changing. Something like R-R-UU-U for the “no” repeats would work better than R-R-RR-R. - 16.667: you also have some opportunity for playing with patterns a bit more listening to the singer again: the last four notes of this sequence are very high notes that are different than the previous ones. There are a number of things you could do here: you could play with patterns and use different hands on the higher notes than the lower ones, you could use repeated notes in your chart for the higher notes in your song, you could use a color accent (white notes) -- there are many ways to play with this. - 27.615/30.118/etc: missing notes for some drums here. - As a whole, try mixing up your patterns so that it is still consistently clear what you are trying to convey, without using the exact same thing over and over again. Copy/paste one pattern in all of the spots, and then change out specific notes by mirroring, rotating, or just arbitrarily flipping any instance of an arrow placed on one column to an arrow placed on another. - one of the things this chart suffers from is trying to accommodate for the first moment you hear a voice (attack) versus when you should accommodate for the most accented part of it (inflection). When you’re working on an easier chart and precision in vocals causes your chart to have some random instances of different rhythms, sometimes it is better for you to approximate for simplicity in playability. - using your chart as an example, you have two sections of very similar areas musically: starting at 30.274, and starting at 55.299 - you have the same structures, with one key difference: your “YES” accents are in different places. The second instance, starting at 55.299, is the arguably correct approach for both of these sections: the rhythms are easy, the patterns are approachable, and the structure is clear. If you want to avoid repetition, you could use the same rhythms but mirror the patterning. - there are some coherent ideas in this easier chart, they just need to be fleshed out to be a bit more effective. [9/10] Poison AND÷OR Affection {LeaF} (AutotelicBrown) - offset is good - 16.847: hmm, not vital but some missing notes for a pretty clear instrument there - 23.660/23.889/27.660/etc: missing notes/pitch bends for melody - 27.097/etc: speedy little flourish for a chime here if you want to spice that up a bit, not required but it does happen more than once if you’re looking for a bit more to put in there - Ireally like this chart. It flows really well, has the right amount of detail, and there’s some really memorable bits in your structure thanks to that well-placed repetition. Well done. [6/10] Pouncelciot {Venetian Snares} (ohitszxz369) - offset is good - just as a random note, how the FUCK do we go from that MSI submission to something like this? - this file, while not necessarily accepted, is miles ahead of that one. There’s really strong attention to detail and painstaking effort to make sure that things are placed properly. - with some effort, this could be a really interesting, and VERY chaotic chart - first thing’s first: I personally appreciate the attention to holding the high-pitched sound effect to a [UR] jump the whole way; it shows that you’re willing to constrain your patterns to make sure that it’s represented well. However, there are numerous instances where the [UR] jump is colliding with a mini-jack just before it and others where it’s not at all. - second, you don’t need to keep your attention to that sound specific to the [UR] jump the whole way, just keep it long enough to hold the player’s attention with that as the accent point. You could easily switch it every relevant musical phrase since there are numerous areas where that sound disappears for some other bridge or interruption. - third, in general, watch your patterning and make sure it has playability at least in mind: that mini-jack at 46.143 is not only incorrect rhythmically (should still just be 32nd notes), the jack you have in place has notes 70ms apart, which is brutally fast (14.2 notes per second, ~220ish BPM 16ths) - 49.013: unintentional 16th minijack as the result of a roll - once the saxophone comes in, there is a general increase in the number of white notes used because you’re trying to accommodate for your percussion; your drums are already being used as jumps in numerous cases and they’re essentially an area for layering -- instead, you could leverage your white notes more effectively and use them to keep accenting that sound you were using [UR] jumps for, that way they stand out amongst the chaos - this file’s not bad at all! It needs some cleaning up, but it’s got a lot of potential to be something really interesting. FIX FROM POST #131: - patterns are a bit less constrained with regards to that high pitched accent - which is good, but you’re throwing the jumps around almost a bit too frequently now, as they change multiple times within short periods. If you can constrain it to a certain pattern in a group of measures (4 measures as an example), the accent can be kept tabs on as it keeps shifting. - that nasty sequence of mini-jacks was resolved which was nice - unfortunately, where the sax comes in, it doesn’t seem like the high-pitched sound is getting focused as well as it could be. You might be able to solve this issue by doing more rhythmic approximation so that the high pitched sounds are the only white notes, though that might not be the most viable. While the chaotic nature is cool with the song, it’s definitely difficult to really parse through what the hell is going on. [6.5/10] [6.5/10] Puppy Parade [Tenkitsune’s DECONSTRUCT REMIX] {Foxsky} (James May) - offset is fine - 31.933/38.333/etc: the barking sample actually doesn’t play with the drum accent here; a jump here is fine, just don’t care minijacks as a result of those - 50.333: this transition is the literal ass staying on the same hand, ouch - 1:01.733: missing jump - 1:03.933: i’d mirror this 2/3/2 since it’s a transition into a harder section and not necessarily within it (if this was within it, then the pattern difficulty would be fair to me) - 1:04.533: earlier on, these cymbal crashes not being the most strongly accented was fine, but now that we’ve got some more layering going on here, this could give the entry into this section a bit of a bang (as it should, because the technicality/difficulty starts to really pick up around here) - 1:07.633/1:13.133/etc: some of these mini-jacks are a bit unclear. The repeated three note ones are fine outside of these, it’s just the random two note ones that are a bit “??” - 1:18.633: missing note - 1:23.333: trill here, but not earlier on? - 1:25.133: remove this note and move it up a 16th - 1:44.133: this is an example of where you need to be a bit more careful in how you accent things; adding blips for special sound effects is alright, but make sure you don’t miss primary parts of the music like this kick here as an example (or at 1:50.633) - 1:57.232: this pattern is gross, yikes - make sure all your patterns are coherent in this section, there’s some pretty nasty one-handed transitions in multiple spots - opening notes apply for the repeated song in the music, although I do question why you broke the connecting 3-note 16th collision at 2:20.133 (this is the only time you do this). - 2:32.133: not a fan of the patterning here either, although this one is a bit better than the opening instance - not much more to say, generally same stuff. Check your mini-jack placement, make sure your rhythms are proper from start to finish and in general just touch some stuff up. This is a solid and rather difficult chart, and would work well with proper care given to certain sections. [8/10] Rabbit And Warlord {Terrain Tilt} (Elekton) - offset is good - 33.051: quite noticeably not the same sound, a pair of same-hand mini-jacks would work well here me thinks - 51.105: very nice restraint here; that had potential to be very gross but you kept it simple - 1:40.872: oof, a bit of a nasty anchor there, thankfully it’s brief - 1:42.908: this pattern looks a bit weird with the sound; it doesn’t quite have an even ascension, but having a 2x/3x minijack looks visually strange. 2x/2x/1 might look a bit better visually (unless you’re doing some next level meta shit and doing 2x/3x with the “two”/”three” vocal sample that happens later then kudos you’re too good for me) - double-check that you’ve caught all of the things that you wanted with jumps in the earlier half, I think I saw two (?) instances of jumps that could be added for missing percussion [9/10] rainy beauty [Standard] {Rabbit Bat} (bmah) - offset is good - exceptionally well done mid-level file, thank you for giving the lower divisions something really awesome to play - simple, but very very effective. Kudos. [7/10] -Ricochet Love- {Waterflame} (DarkZtar) - offset changed from -0.020 to -0.034 (yer makin’ me mad with these damn offset changes Ztar, get yo’ shit together) - first note doesn’t seem to have any reason to be a triple other than the fact that it’s the first note - 21.943: only instance of a mini-jack for the kicks in this way, i’d personally break these jumps apart - 1:22.943: well damn, that section woke me up. Spicy. Such a shame it only lasts 10 seconds. - 2:13.214: another flute note is blown here, same as the previous note - 2:15.670: ^ - 2:16.579: missing a note for the flute here as well - 2:17.852: another note, this one’s lower than the previous one - 2:24.579: fairly certain there’s a note here that is one octave lower than the previous one - 2:28.397: give that bell some love! - 2:41.397/2:42.488/2:42.670: missing notes, all for the same sound you accented previously - into the second “chorus” of sorts, there are a lot of instances of background percussion missed, and in a way that’s strange because you accommodate for it properly in the first half. Many instances of five-note 16th blips should be seven in this section, although this only happens in the opening of the second active area. I can’t hear anything discernible to merit that difference. - digging the triple usage near the end, nice way to increase the layering into the climax there. - a good song and well charted in general, but it’s quite long. - also yo this is Waterflame, wat - this is a great song FIX FROM POST #123: - some missing flute notes resolved; percussion better filled out overall. [7.5/10] [6/10] Running in the 90’s {Sabrepulse} (Psychotik) - offset is fine - this chart is fine in terms of rhythm, nothing notably incorrect there - 31.975/etc: it seems like you were trying to have chaining into and out of jumps for the consecutive 8th notes melody since it seems to happen consistently at 32.308/33.640/37.638/etc - however, the structure loses effectiveness because of other instances of chaining that aren’t quite the same (34.473/35.472/35.806/etc) - even though some of these are part of the melody, they stand alone as separated, non-consecutive notes so it’s a bit harder to tell them apart - 54.626/etc: three right arrows, but only two repeated notes in the melody, so change up the jump afterward (there are numerous other instances here that could be cleaned up) - 1:21.858: your ITG tendencies are showing with that crossover accent there - the triplet section has numerous repeated notes that are unclear, and in general the repeated notes seem to kinda occur throughout - 2:21.295: wake-up-wake-wake-up-wake-yeah -> ULUULUR, fix the first note there - overall this chart’s really not that bad, it’s just got some parts that need a bit more in the way of clarity is all - like your previous submission, has more of an old-school feel to it FIX FROM POST #124: - some minor glaring issues were fixed - repeated notes seem to still be a problem in the 12th note section later in the song as well as the usage of 8th notes and repeats earlier on outside of the melody - don’t quite feel comfortable enough with this structure against the song to accept it, despite the minor improvements. [6/10] [8/10] Sayonara Cosmonaut {AAAA + Umeboshi Chazuke} (TheToaphster) - offset changed from 1.058 to 1.030 - 12.170: if all of the repeated notes are supposed to be following the lower bass instrument, make sure that you’re accommodating for it properly (jump needs to lose the down arrow at 13.370, note at 14.570 should be a jump with a L in it, etc) - 54.620: 16ths really feel like they should keep going to this point, hah - 1:49.370: this repeating jumpstream structure, yessssssss - great attention to detail with the various flams when things get a bit more intense - this is an excellent high level file; really technical very fair from start to finish and demands player attention - you will not succeed on this without being on your toes from start to finish [8/10] Snake Devil [Oni] {Scary Kids Scaring Kids} (GhostMedley) - offset is fine - structure is very explicit and generally clean - double-check all of your repeating notes (your “mini-jacks”) and make sure they’re all where you want them to be, can’t really name too many in particular but they’re typically more prevalent when during verses outside of chorus areas - chart is solid [4/10] Stingray {Foxsky} (James May) - offset is fine - 26.092: percussive note -> QUAD. overwhelmingly loud synth note that will deafen you: single note (this is just an observation, i’m half-joking lol) - the big synths don’t seem to have the right rhythm in entirety - 1:27.217/(etc): these three 16ths should be 24ths, and honestly, the lot of these synths don’t quite have the right rhythm as a whole either - 1:28.029 as an example is three 48ths, 1:40.717 is just 16ths, etc. there’s a variety of them. - 1:37.810: missing notes that could presumably be jacks - 1:48.592: why are there no jacks for these vocal samples here - 1:58.342: accidental mini-jack? - 2:01.342: similar vocal sample represented as just a trill here, which is the correct one? - 2:14.092 to 2:38.092: jack usage in this stream is inconsistent as shown by the not quite constant collisions in mini-jacks/triples and the color theory seems to have something it follows but also stems over to other things that are not quite consistent - 2:48.592 to 2:50.092: ffffffffffffffffffffffffffffffffffffff - from this point on until around 3:15.217, the jack usage gets ridiculous; mini-jacks are laced everywhere in and out of layering and the overall construction starts to not make quite as much sense as it needs to; there is certainly an opportunity to fairly lace your structure with these aggressive collisions given the repeated percussion, but this most certainly isn’t it - more similar things going to the end of the chart; it’s not really worth repeating the collisions and various pattern inconsistencies, there’s a lot of cleaning up that needs to be done [8.5*/10] That’s Gonna Be {Terminal11} (Shxfted) - offset is fine - 20.517: break these jacks up, a bit too long there for 170 BPM - 23.956/(etc): this recurring pattern essentially forces brief 32nd note jumptrilling, not a fan (i’m fine with the other version that does 1341241 though) - 1:16.325: that is going to look absolutely disgusting no matter how you swing it, holy shit - 1:17.118: tone this burst down as well - 1:26.904: etc - this file is accurate, occasionally to a fault. - conditional queued: but not to anything of your own fault — I need to get a sense of how this is going to play after it is converted. You may need to tone bits of this down, but I’ll get back to you with updated notes about it. There’s not much to point out as flawed — this chart just needs to be assessed with the game’s engine in mind due to the concept of improper/frame spacing. [6/10] The Friendly Wolf (Part 1) {Championanwar} [Xtreme2252] - offset changed from -2.130 to -2.137 - 2:17.789: pretty aggressive to use a 64th burst here when the sound fades into the soundscape and isn’t very jarring (compared to the motion, which is essentially a 276 BPM 16th jumptrill) - 2:23.006: this looks strange being that the sound isn’t fully fleshed out - 2:36.919: also looks a bit strange given other sounds are louder and not given this attention - with regards to the rhythms in the song, you have a solid structure here - the same cannot be said about the overall patterning and layering, though: there are numerous instances of unclear 16th mini-jacks (including into, out of, and within 32nd bursts), and some of the burst patterns are a little bit nasty: an early anchor around 39 seconds in on the left arrow, a strange looking one-hand-on-each-side hybrid at 1:06.810, that weird thing you’ve got going at around 2:28 as a result of not wanting to use five jumps in a row… etc. - 2:49.093 to end could probably feel a bit faster and less droned on if you added some triple accents for the loud crashes as opposed to leaving everything on jumps, where the appearance generally feels convoluted since so many things are representing doubles/jumps - on another note, I feel like this is one of the better, if not best submissions you’ve sent to FFR. It’s not quite acceptable yet, but I feel like you could make a decent debut with this file. [6/10] The Last Step {The Ghost Of 3.13} (XelNya) - offset is good - rhythms are for the most part correct - the layering in this chart is what gives me a bit of trouble; at points it’s clear, but there are some jumps that seem like they should definitely be filled in (14.674, 22.817, 23.032* [understandable if you don’t want to do that one], 35,782 [you do this a bit later at 37.496], 50.460, 1:03.317, etc). - 54.960 to 1:22.389: this takes a noticeable technical turn, and I really like it; however, the layering gets unclear at times - what’s consistently meriting your triple usage? I get a sense it’s that somewhat subtle, ambient pad that plays, but then the triples at 1:08.246/1:08.460 don’t make sense (they’re quite rough as well) - 1:14.460/1:14.674/1:19.710/1:19.924/1:20.139: surprised these aren’t colored as well (moreso the last three) - 1:22.389 to end: layering seems a bit unclear. The patterning in this section is actually solid and pays attention to really minor details, which is nice; however, the triple usage feels very strange - 2:01.603: disconnect the start/end jumps from this jack sequence, because the repeating sound doesn’t start/end at those points - the jack should start at 2:01.710 - 2:06.103: remove this jump or place it somewhere else to not imply a repeated kick (as your first jumps did) - overall, the usage of jumps/triples feels very strange and not quite discernible. The attention to detail in rhythms and patterns is nice, however. [6.5/10] Ultraviolent Junglist {Venetian Snares} (DarkZtar) - offset changed from -2.000 to -2.025 >=( - 39.337: this should come after the 4th, not the 16th - 46.050: not a fan of bursts like these for fading percussion when you compare the motion to the sound - it’s very jarring for something that, especially when compared to the meat of this chart, is generally insignificant - 1:15.975: I both love and hate this quad so much, haha - 1:19.275: definitely accurate in terms of relevance, but this pattern is brutally hard to play due to the immediate distribution on the right hand — as much as you might not want to, this pattern is gonna have to be changed/nerfed - 1:21.525: this is almost certainly going to create a nasty framer on FFR - it’s nearly a 16th mini-jack and it’s not the most merited - 1:22.125: I’m willing to let this instance pass since it’s only 4 notes, but… it’d be better if it were changed to be a bit more comfortable as well. - 1:25.725: this is a better example of good distribution + relevance, stress is not immediately placed on either hand and is distributed a bit more nicely (4 notes left/4 notes right). Distribution is everything when playing with these kinds of patterns at this speed. - 1:26.775: also a good example of how to handle longer sequences. - 2:14.925: eeeeeeeurgh. The hands are split properly but being sets of four-note jacks at 200 BPM at this speed, oof… - 2:18.975: I hate this and think it should be toned down. However, compared to 46.050, this is a better usage. Just remember what you’re doing here, though — this is essentially a 200 BPM 32nd mini-trill. 48ths might be a bit better instead of 64ths. - 2:52.575: this is where thinking of the FFR engine kinda comes in handy here - the difference between the first and last note of each four note burst is literally only 40ms — during frame fixing, this is going to be some strange looking jump flam, or a quad (one of the two); I get the idea of wanting to accentuate the separation in the buzzing, but you’re going to need to be a bit more reasonable - 3:00.975: nope; switch that second jump - 3:19.875: nine consecutive notes on the right hand in this jack sequence, mix it up a bit more - 3:28.425 to 3:29.925: this part feels ineffectively done - it’s accurate in approach, but the jumptrills are put in such a way where there’s no real gain in intensity, it’s still going to be approached as 24th note jumptrilling (and the transition into the first one is not very pleasant); you’d be better off using 32nd note bursts of increasing rigidity -- additionally, the second burst is not going to convert well for a constant buzz sound, and the tail end at 3:29.925 is actually incorrectly structured in terms of rhythm - 3:43.050: this burst is unnecessary given the sound is again, quite faded and not the most audible compared to later instances - 3:50.625: split-handed jumpjack in terms of execution, oof - 3:56.775: really really tough burst to execute coming from a three note jack on the down arrow, not to mention this sound really is just three 5/64 notes, not a seven note 48th burst - 4:10.275: after all that stuff earlier, imagine having a good run broken on this long split-handed burst… i’d personally make this a roll, heh - 4:27.075/4:27.675: stop that - 4:36.225: nasty little boo/average trap here because of the burst starting on a down arrow and having a three note jack into a quad; best solution here is to either change the quad to a triple or move the arrow right before the quad off of R - this file is definitely more tame than it used to be, it looks more playable, but it’s still a bit too over the top in terms of pattern construction and is absolutely not going to convert well once things are said and done; you’re definitely not far from getting this accepted, though [7/10] Universal Collapse {DM DOKURO} (AutotelicBrown) - offset changed from -0.030 to -0.025 - 18.025/37.225: I was fine with the layering up until here, where the triples which were accenting a prominent lead instrument swapped to something much less prominent; as it is, the layering is already quite heavy having a very direct structure - 1:06.775/etc: technically, this is overemphasized compared to the rest of your layering structure - that said it serves as a transitional accent so I’m alright with it, but just know that it’s theoretically inconsistent - 1:56.425: accurate-but-gross.png - 2:03.625: totally would not mind some repeating patterns here since the percussion has a three-note 8th sequence here; what you’ve got is not quite right in terms of patterning but the layering is ok - chart’s fine. Don’t really like it, but it’s accurate as expected - albeit a bit overdone in the earlier sections. [7.5/10] Shattered {Gurodoll} (Aquellex) - offset changed from 0.248 to 0.198 - 36.323: 16ths can continue here - 42.432: missing a note for the snare - 47.280: the first half of this burst is incorrect as the sound is not consistent (it also reduces the overall accent of the uninterrupted percussion just a beat later) - 50.280: flip the L/D here for a better visual accent since the percussion overtones a bit more harshly here - 52.888: if you’re not interested in adding the jump for the kick here due to passively accenting the snares, you could make this note a L to connect three of them in a row for better relevance - 56.475/56.867: these 16th notes are where the quieter snares are in this section, so jumps are needed to keep your structure a bit more consistent - 1:04.204: drop this note from this five note burst to differentiate between the shorter and longer buzz - 1:10.236/1:10.497: these bursts are a bit tougher to execute starting on U/D and they also follow a not as prominent sound, which is somewhat counter-intuitive - 1:11.801: a lot of missing percussion here - you could fill them in and then use what you have now as the means for some sort of additional accenting (added layering, coloring, etc) - 1:16.497: this burst feels a bit unnecessary given that there are actually other instruments playing undistorted sounds here - 1:25.367/1:35.019: later in the section, the guitar chugs + kicks are accented as jumps, you should do so here as well - 1:37.236: strange - no buzz accenting? I understand reducing the layering here because you don’t want to have a massive jumptrill and the three-note chugs make sense from the standpoint of the musical phrase, but… this looks weird, I guess. - 1:42.026 to 1:56.975: give those accented notes + snare combos some more attention by adding a bit more layering to them, it’ll make this section look and feel a lot better - 2:02.541/2:02.867: another situation where short buzzes should probably get a bit more attention by cutting the bursts a bit shorter - 2:23.802: add a bit more layering for accents because this is essentially the last climax before the song starts to wrap up. - take a good look in the back half of this chart and just make sure you pick up everything that you want to accent in the chart; what you have is fine, but I feel like it could be better. - chart’s solid overall, just a lot of tiny little things that could be cleaned up. It’s acceptable in its current state, but could be executed even more cleanly. Last edited by TC_Halogen; 04-21-2019 at 12:17 PM.. |
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