Edgewood Park :: FFR Batch Submission
ositzxz369 -
Edgewood Park -
Venetian Snares [6.25 / 10]
Aug/Sept 2022
PublicPurchasedSecretEvents
Rejected
Simfile Folder Name
Edgewood Park (ositzxz369)
Note Count
1681
Chart Length
1:45
Average NPS
16.4053
Estimated Difficulty
102.78
First Note
0:03
Ending Note Delay
0:01
Hand Bias
Framers
0 - 0
1 - 0
2 - 90
3 - 236
4 - 45
Jumps
Hands
Quads
Color Jumps
Color Hands
Color Quads
Most notes in:
1/3 of a Second
11 - 33.00 nps
0.5 Seconds
15 - 30.00 nps
1 Second
25 - 25.00 nps
2 Seconds
47 - 23.50 nps
5 Seconds
110 - 22.00 nps
10 Seconds
214 - 21.40 nps
30 Seconds
622 - 20.73 nps
1 Minute
1221 - 20.35 nps
Color Count
Largest Note Gaps
0.4s0.4s0.37s0.37s0.3s0.3s0.3s0.27s
Posted at 7:58pm on November 6th, 2023
Edgewood Park (ositzxz369) [6.5/10]
PERMS OK
SYNC OK
I won't go into fine details here as the major concerns are more of a general approach issue. I'll point out some specific elements to illustrate my point though.
This is definitely a courageous attempt and I respect that. That being said, there comes a point where when everything is layered, it's like nothing is layered and it all becomes very messy and difficult to distinguish what each jump or hand goes to (even knowing the exact scheme used). On top of that, since it aims to accurately layer a lot of stuff, there is very little space for managing the ergonomy of the patterning along with consistency in the difficulty. This could not be compared to CJ-heavy stuff like Endymion or Apologize for example where the music is straightforward and the layering is simple to follow but dense regardless.
Specific notable elements:
48.435 & 50.356 & 50.996 ...: These could easily be jumpjacks instead of hands. They mostly come after heavy kicks like 50.265 so it's a bit odd.
1:04.624-1:04.990: This interesting bit in the music for example is drowned by the heavy layering. The use of only columns 1, 2 and 3 is a good attempt to make it stand out, but it still feels like it's just some more of the infinite jumpgluts.
1:15.326: These hands are nice because there is a clear intensity spike in the song too, but they're layered the same as stuff like 48.435 or 1:35.813 which are so much softer, or even 1:37.368 (a quad no less).
1:32.877-1:33.710: These suddenly heavy drums get no layering despite being quite dominant; it would be pretty hard to layer them since everything is already jumps and hands. (Same at 1:12.490 for example)
1:25.478-1:27.124: So much is going on there that the whole section feels arbitrary. This is also probably the biggest ergonomics concern due to the 17-notes long right hand trill while the left hand does jacks that don't particularly follow anything, just the result of the layering. Another smaller example at 42.582.
Don't get me wrong, this is impressively well executed for what it goes for, but unfortunately the mixed layering of both the drums, which are already super complex and varied, And the air instruments/synths is just too blurry and sacrifices too much intuitiveness. I'm very open to further discussion on this chart though (hence appeal range).
Posted at 8:02pm on November 6th, 2023
Edgewood Park (ositzxz369) [6/10]
>Permission good (Blanket)
>Folder contents, metadata good
>Sync good
Playtest Impression, 0.8x Rate - Brutal glut stamina chart jeez. Will need to look closer
This is a pretty bold chart overall. This could probably get in with some work.
There are many points in the latter half of the chart where the layering scheme has pushed you into some notably unfriendly patterns. As a prime example, see the left hand 1:17.521 - 1:18.710.
The chart just feels overly complex. The layering is either too much or it forces you into some extremely unfriendly patterns that lead this to being a bit of an unpleasant chart to play.
For fixing this, you’ll probably have to reduce the layering structure. Consider hand bias in any glut/chordjack sections that will remain and do lots of playtests to make sure it plays reasonably well.