Decipher.003 :: FFR Batch Submission
100+ Difficulty Batch
PublicEvents
Rejected
- The sim folder name isn't as expected: "Decipher.#003 (AutotelicBrown)" vs "Decipher.003 (AutotelicBrown)"
Simfile Folder Name
Decipher.#003 (AutotelicBrown)
Note Count
4411
Chart Length
3:52
Average NPS
19.2592
Estimated Difficulty
108.22
First Note
0:03
Ending Note Delay
0:06
Hand Bias
Framers
0 - 0
1 - 2
2 - 90
3 - 557
4 - 1356
Jumps
Hands
Quads
Color Jumps
Color Hands
Color Quads
Most notes in:
1/3 of a Second
14 - 42.00 nps
0.5 Seconds
18 - 36.00 nps
1 Second
35 - 35.00 nps
2 Seconds
65 - 32.50 nps
5 Seconds
152 - 30.40 nps
10 Seconds
285 - 28.50 nps
30 Seconds
744 - 24.80 nps
1 Minute
1404 - 23.40 nps
Color Count
Largest Note Gaps
5.1s0.63s0.63s0.63s0.63s0.63s0.63s0.4s
Posted at 9:39pm on June 21st, 2021
TC_Halogen - 7/10
- offset is good
- I referenced my old notes for this and man, I was -really- harsh on this file in the past; I’m not entirely sure why when comparing the two versions and the notes in the past why I rejected this in the first place -- that being said, I do have some likely much more… valid concerns this time around ahaha
- 1.861/etc: the panned snare buzzes in the opening feel like they should probably have a break represented in the burst instead of being a continuous motion
- 50.868: I definitely don’t like this, for two reasons: obviously the minijack into the triple at 232, but it’s not the worst thing in the world given that you don’t have to sustain any of that tension through continuity after -- the other thing is that it is a left to right burst for the ENTIRE song
- 1:08.324/1:11.428/etc: players are going to be jumptrilling through this entire section and having these jump placements the way they are, while calculated to be jumptrillable, is exceptionally frustrating because there’s literally an element of luck to hit these patterns properly with FFR’s frame-based timing -- this section could be more effective reducing the bursts to 24ths (hell, maybe 28ths?) and spreading the patterns out a bit more or something along those lines
- 1:11.428: rebounding off that previous section, there are instances like this one where kicks are so dominant here over the sound you’re using to produce those bursts
- 32nd bursts into triples at 252 is ooooooooooof
- not a lot to say about this file; it’s got a solid structure overall but it drags on quite a bit
Posted at 9:39pm on June 21st, 2021
Wiosna - 7/10
1.862/3.961/etc. - feel like these bursts can be broken up to 3 note 32nd bursts instead. feels a bit too continuous as is and i don't think the roll directions evoke enough of a kinaesthetic effect given the panned buzzes. 12.206 and etc. are fine though since they're not panned and it'd be a good contrast, but i'm not too fond of them personally.
25.912/26.300 - really not a fan of these bursts because of what these bursts are going to (really soft hi-hats?), and this feels very demanding to hit given the sound present (especially chained with other rhythms). i do think that something like straight 16ths would be better, but i also understand why you did it. just... not into it. this applies to pretty much every instance of this hi-hat rhythm (including ones like 27.464).
1:06.256 - rollwall here makes sense given what you're trying to do, but this feels very homogeneous and i would prefer the rollwall broken up into 4 sets of 7 or something similar rather than sets of 8 to give the synths here a more discrete form
1:08.325 - pattern plays fine, but the synth here is quite light and i would expect either a straight stream or you following the bass kicks. this pattern feels as if you're hitting a 12th bass kick section because of the overall density of this burst and how players will hit them as mostly chords, so i feel that this burst should be changed a little to match the burst's timbre
1:09.488 - 48ths are accurate, but given how faint this is i feel that 32nds would suffice since the additional increase in difficulty is a bit much
1:11.428/1:11.527 - maybe make these doubles instead to emphasise the synth (and you can remove the 32nd gallop in the process)
1:11.687 - can probably be nerfed to 24ths or something similar because of how much softer it is compared to the sound right before it
1:17.117 - feel as if you can use something else other than 32nd rolls to express the synth here since it's so much lower compared to the sounds before it that i think stronger differentiation would be justified. this feels a bit too continuous otherwise
2:52.803 - the transition here is a bit uncomfortable to hit, not sure if it's egregious enough to be an issue but this definitely feels a bit disproportionately hard given the buzzes present
The chart drags a fair bit (because of the song), but the chart is more or less sound. There are a few bits that I feel are a bit overdone, but my main issue is that a good portion of the chart plays a lot more homogeneously than it should. I understand that a lot of the 32nd rolls change direction to capture some of the changes in buzz sounds or synths, but I don't think a visual differentiation is quite enough for most cases. I think some more kinaesthetic differentiation would go a long way for this chart in particular.
Posted at 12:25pm on November 3rd, 2021
No updates made