AEON.CRUSHER :: FFR Batch Submission
OT17 Bounty Batch
PublicTokenEvents
Rejected
Simfile Folder Name
AEON.CRUSHER (xXOpkillerXx)
Note Count
4330
Chart Length
4:01
Average NPS
18.2393
Estimated Difficulty
113.43
First Note
0:03
Ending Note Delay
0:01
Hand Bias
Framers
0 - 0
1 - 54
2 - 198
3 - 896
4 - 844
Jumps
Hands
Quads
Color Jumps
Color Hands
Color Quads
Most notes in:
1/3 of a Second
13 - 39.00 nps
0.5 Seconds
19 - 38.00 nps
1 Second
35 - 35.00 nps
2 Seconds
64 - 32.00 nps
5 Seconds
147 - 29.40 nps
10 Seconds
280 - 28.00 nps
30 Seconds
720 - 24.00 nps
1 Minute
1271 - 21.18 nps
Color Count
Largest Note Gaps
1.03s0.97s0.87s0.73s0.7s0.53s0.53s0.47s
Posted at 10:30pm on February 19th, 2024
Fixed title
A new chart file was uploaded with the following changes:
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Title changed: Aeon Crusher => AEON.CRUSHER
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Posted at 10:31pm on February 19th, 2024
Updated folder too
A new chart file was uploaded.
Posted at 1:51pm on February 27th, 2024
Approved for 110s bounty. Cleared for judgement.
Posted at 4:02pm on March 8th, 2024
AEON.CRUSHER (xXOpkillerXx) [6/10]
- Perms, metadata, sync are good
- A rare case where I could actually review this. Is this a judging miracle? Who knows... Don't get used to it though
*55.435 - Transition here from the fast roll to the handjacks is problematic for the right hand due to huge anchor on col 4. Break it (can do the minijack on col 4, and hands will be [123])
**57.281-58.204 - Need DC input on this. I find this to be pretty unreasoable for 260 BPM
**1:03.281-1:04.204 - This has some pretty yikes/unconventional transitions. It felt pretty awful to hit on any rate that I've tested. Look into avoiding doing gluts on middle columns (2&3 cols - problematic glut [23][12]) & inverse patterns ([24]134)
1:24.166 - Missing jump?
2:16.897-2:17.589 - Bit rough of a transition. Probably fine?
2:54.339-2:54.512 - I don't hear jumptrills here
2:56.647 - Ghost note?
3:17.762 - Missing note
3:20.070 - ^
3:20.358 - Pretty janky transition from the mini jumpjacks. [34][34][124] is pretty awkward
3:23.185 - Ghost note
3:23.416 - ^
*3:24.050-3:24.512 - This part is massively bait-y. Would suggest to maybe stick to only the 12ths
**3:24.050-3:27.743 - In general, this segment is reaaaaally pushing it. You need to firmly keep your control in shape to be able to perfectly pass this, but there are so many tricky transitions to hit which just makes it overly demanding both reading & controlling. Need to make it less awkward/janky to perform on
*3:38.416, 3:42.108 - Ghost notes. This also helps to slightly ease up this section. It starts to get super rough here and with a quick downtime with these notes removed, it kinda plays better
**3:43.435-3:49.897 - This part is excessively spiky. Some of the bursts are too fast and with the trill sections added on top it's a recipe to disaster, a 'mash and prey' type of deal. My honest opinion is that it plays like an extremely unpleasant bmah ending. As a start you should nerf the trills to something else, and make the 520bpm streams less aggressive to hit.
This chart's layering & structure is very solid and offers very good challenges. However there are many problematic spots in the file that excessively drag down the playability of it, ESPECIALLY at the ending.
This has strong potential to be a solid mid 110s file as long as all the spiky sections are resolved, but with the large quantity of hindrances, it doesn't quite make it to an FR status.
Note that in this bounty batch, as the judging happens live, it may take a bit before a second judge looks at the file. Please be patient. Thanks!
Posted at 7:57am on April 25th, 2024
AEON.CRUSHER (xXOpkillerXx)
- Offset's good.
26.358/26.589 - Should be jump, doesn't seem to have the same punch with the other hands.
49.897 - Feels underwhelming when you had like minijack collisions like 48.051, and this doesn't get that treatment.
*55.204 - Switch the roll direction. Not only this is so rough on the right hand after....
**57.281 - ...this also happens. This will not go through by any stretch, even though this technically makes sense. Regular jumptrilling is much, much preferable, and turning this into split jumptrills exponentially increases the strain way too much for a song of this magnitude.
*1:04.089 - Take this jump off and turn it into a single, this roll transition is not good.
**1:08.358/1:10.204 - This has the same intensity as 57.281, yet you opt for single longtrilling per 4th jump without making it into a blatant jumptrill.
1:13.589 - Why is this a quad?
*1:51.051 - This one is vastly more difficult and confusing where it turns into pseudo-quad patterns, even though this section is exactly the same as 1:48.974. You're better off following the 1:48.974 layering instead.
**2:03.974/etc. - I have more issues with this than the 51.743 handjacks, simply because it's anchored too much and having the hands more variety than just by doing [123] or [234] all the way through is a lot more interesting.
*I'd just end the chart at 2:25.897, I feel like there'll be a lot of flack for the top players to continue playing from this point onward, simply because it's more of the same or for worse, has more underlying problems with the layering in the back half.
**2:30.050-2:57.166/etc. - Another thing that I really, really disagree with is that you've dumped these ambient sounds for a break section. While it may seem like not a whole lot, it's just too much for a break and not really that discernable other than just being dumped to keep players on their toes. It's way too subtle, and having jumps on some of the more noticeable sounds don't quite have the effect of this section all that different.
*3:24.050 - Polyrhythms in this is too janky here - with the patterns already this heavy, sticking to 12ths and make them jumps is probably better.
*3:38.127 - This is inherently a big right hand bias until 3:39.166. Ease them up.
**3:43.345 - These patterns are not happening. After all the players have gone through with the carnage of the patterns up until this point, this just feels like a spit to the face with how rough and absurdly fast this is. Having to cheese this through is just not fun and you're going to have to compromise with even lesser quantizations (maybe using 36ths just for the aggressive buzz or something). For 3:48.368 it seems kinda underwhelming as well, because the error buzzing sound isn't conveyed that well for just using trills like that.
Too much of these problems really drag this down for a file that is supposed to be a challenge for the very best of players, and this is not quite there yet. For the point at 2:25.897, I do really mean it because it definitely feels like a slog to me and a couple DCs agreed to me as well. At best, if all of these problems are fixed up, it's definitely a lot more interesting file to tackle and at best it would just be under a Change Recommended flag to me, because the layering is super heavy-handed, and it could use a lighter, conventional layering approach to be able to enjoy the song more effectively. And this being the way it is, it's a very hard sell for me to accept it in this state. [4.5/10]