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Old 10-13-2011, 09:29 PM   #1
rayword45
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Default What makes a good simfile?

I've heard several different arguments, but it mainly breaks down to two major ones.

A. Simplicity (As in, only simple streams such as rolls, staircases, and opposite-arrow trills alone with 8th jumps and whatnot) General problem: It's bland and generic

B. Complexity (Candlesteps, Crossovers, Tell-jumps, Hands, Freeze-crossovers, Footswitches, etc.) General Problem: It's uncomfortable and often unnecessary

Which one is your take?
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Old 10-13-2011, 09:45 PM   #2
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Default Re: What makes a good simfile?

Here are the two most important things that constitute a good simfile

a. The song

b. The chart

as long as those are good, your simfile is good
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Old 10-13-2011, 09:50 PM   #3
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Default Re: What makes a good simfile?

1) listenable song
2) chart is thoughtfully composed, number of pointless errors minimized
3) chart is fun, generally challenging, specifically challenging or a combination of the above (basically it needs a target audience)
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Old 10-13-2011, 09:57 PM   #4
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Default Re: What makes a good simfile?

Knock and patashu got it
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Old 10-13-2011, 10:04 PM   #5
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Default Re: What makes a good simfile?

That's not exactly what I meant. Out of the two types I listed, which is generally preferred?

For example, ITG/ITG Rebirth files uses a lot of odd techniques, such as Ride The Bass, Oasis, Bloodrush, and Metallik Heart. A lot of files are more like "average" files though, like Ice Cold and July.
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Old 10-13-2011, 10:15 PM   #6
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Default Re: What makes a good simfile?

Well that depends on the audience you're aiming to impress. Are you stepping pad, keyboard, solo, etc.?

In general however, Patashu got the main things right. If you're thinking that those specific patterns you're referring to is supposed to have some sort of universal appeal, then you have to look at the broader picture. You simply can't evaluate "what makes a good simfile" by the patterns alone.
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Old 10-13-2011, 10:26 PM   #7
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Default Re: What makes a good simfile?

Ah, my mistake.

Quote:
Originally Posted by rayword45 View Post
I've heard several different arguments, but it mainly breaks down to two major ones.

A. Simplicity (As in, only simple streams such as rolls, staircases, and opposite-arrow trills alone with 8th jumps and whatnot) General problem: It's bland and generic

B. Complexity (Candlesteps, Crossovers, Tell-jumps, Hands, Freeze-crossovers, Footswitches, etc.) General Problem: It's uncomfortable and often unnecessary

Which one is your take?
A is better for random files that most people will only play once.

B is better for 'core' files to a game, because then people devote time to learning them. Think about all the tricky stuff in DDR and ITG official files, and then how straight forward everyone makes their customs.

However, if you make an entire pack themed around being complex and weird then you can use B instead of A.
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Old 10-13-2011, 10:26 PM   #8
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Default Re: What makes a good simfile?

As previously mentioned--"audience". By whom do you mean "generally preferred"? It sounds like you mentioned pad files. By the way you worded your original statement, I guess you're making this more of an open response question and I also assume you're referring to the expert charts on the songs you mentioned.

Given only choices A and B, I'll take A (simplicity) when I want a good cardio, and B (complexity) when I want to have fun with something unique or different.
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Old 10-13-2011, 10:28 PM   #9
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Default Re: What makes a good simfile?

"What makes a good simfile?"

When every note is a different color.
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Old 10-13-2011, 10:37 PM   #10
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Default Re: What makes a good simfile?

For me, it's the amount of fun I have playing the song.
Be that how much I enjoy song, or how the flow & feel of the chart is.
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Old 10-13-2011, 11:08 PM   #11
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Default Re: What makes a good simfile?

When i step I try to think of these:

1. Are the notes actually there?
2. Does the chart make sense to someone who doesn't step enough so that it doesn't come off as bad.
3. Is it reasonable for me to step the song this way due to the song? (ALA if it's a power metal song, I feel I can be very aggressive with layering. But if it's a piano song or say Manny To The Rescue soundtrack epic ish be a lot less aggressive.)
4. Would I call this fun?
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Old 10-13-2011, 11:10 PM   #12
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Default Re: What makes a good simfile?

B, most definitely. It doesn't matter how much you feel that it's unnecessary of uncomfortable, files that have a level of depth and complexity are, to me, the examples of exemplary notecharting. It might feel like an overstep or an obnoxiously overworked chart, but that same chart most likely took creativity and time to make. It might not even play well, but knowing that the author put in time to make it interesting, unique and memorable is what makes charts special. And often, those are the ones we try and master later.
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Old 10-14-2011, 12:20 AM   #13
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Default Re: What makes a good simfile?

Whatever you do, don't step nvlm-ish or put 24ths in places where there are clearly none because not a lot of people like that..
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Old 10-14-2011, 12:27 AM   #14
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Default Re: What makes a good simfile?

Well, I'd say nvlm is a really successful stepcharter. Few people have made simfiles that are more replayed than nvlm's....
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Old 10-14-2011, 12:34 AM   #15
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Default Re: What makes a good simfile?

Imo, simplicity and generic is more fun
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Old 10-14-2011, 09:08 AM   #16
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Default Re: What makes a good simfile?

Quote:
Originally Posted by icontrolyourworld View Post
Imo, simplicity and generic is more fun
that's blatantly obvious coming from you when you've assembled 3 jumpstream focused packs and you're now making a 4th

just saying LoL
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Old 10-14-2011, 09:12 AM   #17
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Default Re: What makes a good simfile?

"What makes a good simfile?"

If I were a bad simfile, I wouldn't sittin' here, discussin' it with ya, now would I?
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Old 10-14-2011, 09:43 AM   #18
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Default Re: What makes a good simfile?

Quote:
Originally Posted by ddr_f4n View Post
"What makes a good simfile?"

If I were a bad simfile, I wouldn't sittin' here, discussin' it with ya, now would I?
uh?
...

To me, there has to be a balance between simplicity and complexity. It's fun, for example, for a n00b to get a little challenge in the song he's playing and, on the opposite, to have a simple part in a hard song to let the player rest or feel like he's going to get owned in 2 seconds (which is a really awesome feeling btw ). The important is that a file is clean. It still can be hard as shit, but it's at least fair and not totally filled with unpredictable arrows to kill your AAA.
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Old 10-14-2011, 01:08 PM   #19
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Default Re: What makes a good simfile?

Is it fun?


Yes: good simfile
No: bad simfile



"Holy shit hi19hi19 that makes so much sense! Damn you're so good at this game can I be your #1 fan?"
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Old 10-14-2011, 01:12 PM   #20
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Default Re: What makes a good simfile?

Quote:
Originally Posted by hi19hi19 View Post
Is it fun?


Yes: good simfile
No: bad simfile



"Holy shit hi19hi19 that makes so much sense! Damn you're so good at this game can I be your #1 fan?"
The problem is when you try to define what is ''fun''; you start realizing everybody's criteria isn't the same.
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