<3 celldweller.
[good]
I can see 6 notes ahead at times. AR is way to slow. Try to keep it around 4 notes ahead.
ugh these silent hitsounds. You need to greatly increase the sound on these, and greatly decrease the perceived volumes. going up 5% at a time starting at 25% is barely noticeable, which is the way dynamics work.
00:54:233 (1) - remove 1st repeat, replace with oldcombo circle. 2x repeats are usually stupid and even worse when you slide over the downbeat.
01:48:229 - put a circle or slider start here. If you listen to the song, it's a 4 beat measure and a 2 measure hypermeasure. So every other measure is a new phrase in the music, which you should represent by a new combo or at the very least, putting something the player has to hit on the downbeat of the new hypermeasure.
01:52:383 (1,2,3,4) - this gives me the heebie jeebies of the parallelogram. make it a rhombus please.
01:56:767 (2) - wtf are you doing putting antijumps in normal?
01:57:459 (3) - this would be a good time to use a 3x repeat or just cut the slider in half and put down 2 of them + a circle
02:26:995 (5) - alternatively, move 1/2 earlier and slowly decrescendo into silence
02:32:533 (1) - delete
02:36:225 - map this
02:51:917 (2) - same as before, don't slide over downbeat
03:17:761 (3,2,3) - this sort of overlapping is ugly, try to avoid it
04:47:062 - just wondering why you always seem to map "best it's gonna" but leave off the "get"?
[charles]
02:34:379 - bizzare spinner
03:03:223 (2) - split into 2 sliders. The note should go 03:03:685 instead of 1/4 earlier like you have it, and it will prevent you from sliding over the downbeat (yay!)
04:41:524 - why is this silent?. It would be better to take off the repeat here and add 2 circles to make the dropped note have a pickup.
04:41:754 (3) - delete. klayton drops the beat, you should too. I know there's a bass hit there, but that's not the point.
[best]
the silent crap is horrible. I can't hear anything in the music unless I turn the volume way the fuck up.
01:11:309 (1) - hear how the bass changes notes? How about you change repeating sliders when the bass changes notes?
02:09:920 (3) - make "up your mind" on what you're mapping with this note. There wouldn't be a problem if (1) and (2) weren't upbeat sliders. Alternatively remove a repeat.
03:18:684 (6,7,8) - major stacking failure
04:41:293 (2) - bah silence. Shouldn't silence the end. If you don't want a noise there, don't map anything
04:41:985 (3) - no clap
I think this needs a lot of work, mostly because it's such a long, long song, and depending on how perfectionist you are, there's a lot of small things to be caught. I could make a pretty huge list of minor stuff, but it's better for you to go through and find those places. Mainly it's the silent hitsounds, or the very quiet sections that you probably shouldn't map because it's just so darn quiet. Also the sliding over the downbeat, which makes for a really confusing rhythm. There's a number of stacking stuff that hopefully other modders can pick up (I know I didn't catch all of them).
[good]
I can see 6 notes ahead at times. AR is way to slow. Try to keep it around 4 notes ahead.
ugh these silent hitsounds. You need to greatly increase the sound on these, and greatly decrease the perceived volumes. going up 5% at a time starting at 25% is barely noticeable, which is the way dynamics work.
00:54:233 (1) - remove 1st repeat, replace with oldcombo circle. 2x repeats are usually stupid and even worse when you slide over the downbeat.
01:48:229 - put a circle or slider start here. If you listen to the song, it's a 4 beat measure and a 2 measure hypermeasure. So every other measure is a new phrase in the music, which you should represent by a new combo or at the very least, putting something the player has to hit on the downbeat of the new hypermeasure.
01:52:383 (1,2,3,4) - this gives me the heebie jeebies of the parallelogram. make it a rhombus please.
01:56:767 (2) - wtf are you doing putting antijumps in normal?
01:57:459 (3) - this would be a good time to use a 3x repeat or just cut the slider in half and put down 2 of them + a circle
02:26:995 (5) - alternatively, move 1/2 earlier and slowly decrescendo into silence
02:32:533 (1) - delete
02:36:225 - map this
02:51:917 (2) - same as before, don't slide over downbeat
03:17:761 (3,2,3) - this sort of overlapping is ugly, try to avoid it
04:47:062 - just wondering why you always seem to map "best it's gonna" but leave off the "get"?
[charles]
02:34:379 - bizzare spinner
03:03:223 (2) - split into 2 sliders. The note should go 03:03:685 instead of 1/4 earlier like you have it, and it will prevent you from sliding over the downbeat (yay!)
04:41:524 - why is this silent?. It would be better to take off the repeat here and add 2 circles to make the dropped note have a pickup.
04:41:754 (3) - delete. klayton drops the beat, you should too. I know there's a bass hit there, but that's not the point.
[best]
the silent crap is horrible. I can't hear anything in the music unless I turn the volume way the fuck up.
01:11:309 (1) - hear how the bass changes notes? How about you change repeating sliders when the bass changes notes?
02:09:920 (3) - make "up your mind" on what you're mapping with this note. There wouldn't be a problem if (1) and (2) weren't upbeat sliders. Alternatively remove a repeat.
03:18:684 (6,7,8) - major stacking failure
04:41:293 (2) - bah silence. Shouldn't silence the end. If you don't want a noise there, don't map anything
04:41:985 (3) - no clap
I think this needs a lot of work, mostly because it's such a long, long song, and depending on how perfectionist you are, there's a lot of small things to be caught. I could make a pretty huge list of minor stuff, but it's better for you to go through and find those places. Mainly it's the silent hitsounds, or the very quiet sections that you probably shouldn't map because it's just so darn quiet. Also the sliding over the downbeat, which makes for a really confusing rhythm. There's a number of stacking stuff that hopefully other modders can pick up (I know I didn't catch all of them).