as for the storyboard I'll go to all points where the sb spikes in load and try to explain this as logically as possible :
I think Light2.png can be half the size it currently is in order to save half the load it would create when scaled up like it is, you would need to recalculate the positions where it is supposed to be at in order to perserve your effects though.
[00:24:956]
00:24:956 -
it is possible to avoid the 5.something load by using the following for YUKI1.jpg codeSprite,Background,Centre,"BG/YUKI1.jpg",320,240
F,0,11236,12151,0,1
M,0,11236,23858,320,240,320,238
S,1,11236,23858,0.64,0.68
R,1,11236,23858,0,-0.104
F,0,12151,23858,1
M,0,23858,,320,238
S,0,23858,,0.68
R,0,23858,,-0.104
F,0,23858,24956,1
basically the lowest image fades out before the last one comes in and the effect should stay the same
[00:38:401]
00:38:401 - is a bit of a different story because it layers a total of 5 full screen images
where the OCHIBA1.jpg seems to be necessary because RINNE1.jpg fades in and the effect wouldn't be the same without it being underneath so we have 2 images we need for sure
ok so after digging around in the .osb i'm pretty sure that OCHIBA1.jpg can be faded out at 38492 saving 1.33 load from 00:38:492 - to 00:38:675 -:
codeSprite,Background,Centre,"BG/OCHIBA1.jpg",320,240
F,0,26053,26099,0,0.06
M,0,26053,38492,320,240,331,252
S,1,26053,38492,0.64,0.67
R,1,26053,38492,0,0.014
F,0,26099,26145,0.122,0
F,0,26145,26693,0
F,2,26693,26785,0,1
F,0,26785,38492,1
the other images active seem to be Light2.jpg and Light3.jpg which were necessary to light OCHIBA1.jpg, whereas they also continue to light RINNE1.jpg
and lastly we have the white.jpg which is used to layer above RINNE1.jpg in order to have this whitening effect.
I don't know the images all seem necessary in order to accomplish the desired effect of one image fading into another one smoothly with that white effecrt.
The only thing i could imagine doing here would be fading out Light3.png and Light2.png while this is happening momentarily.
I also tried to fade out Light3.png and Light2.png during this but they are supposed to be fully visible in 00:38:675 - making this way to solve the layering very pretty terrible.
disregarding the white.jpg would destroy the effect
disregarding the Light2.png and Light3.png would create a very stupid effect
OCHIBA1.jpg has to be visible until RINNE1.jpg is fully visible which is 00:38:492 - so the 6.67 spike here is unavoidable without destorying the effect, all you can do to optimise this a bit is having OCHIBA1.jpg end in 00:38:492 - as the above code gives you.
[01:01:907]
01:01:907 - at this point 61907, KORONA1.jpg has faded in fully so the image underneath which is ICHIKA1.jpg can end in 61907 to not destroy that effect of fading one image into another... oh wait it already does so which images are here?
KORONA1.jpg fades in from 61815 to 61907 so the bg underneath is necessary until it has reached full visibility, but what's viisible at the same tiime from 01:01:815 - until 01:01:907 - ?
a white.jpg is visible as well just like the last image, to create the desired effect.
KORONA1.jpg fades in
KORONA1_1.jpg does the same
so there we have our 4 pictures layered which create the 5.33 load.
so what can we do in order to avoid this?
KORONA1.jpg has to fade in, white.jpg at the same time does , as well as ICHIKA1.jpg has to stay active until 01:01:907 - because otherwise the fade would be stupid.
all that's left is determining KORONA1_1 does:
KORONA1 is the original bg and KORONA1_1 is the same but with a higher saturation.
KORONA1_1 fades from 01:01:815 - until 01:01:907 - from 0 to 1 visibility, and is apparently in top of KORONA1.
Thus KORONA1 does not have to be used from 01:01:815 until 01:01:907 - :
codeSprite,Background,Centre,"BG/KORONA1.jpg",320,240
M,0,61175,73614,320,240,348,249
S,1,61175,73614,0.64,0.745
R,1,61175,73614,0,0.1
F,2,61907,61907,0,1
hooray that gets rid of the 5.36x from 01:01:815 - until 01:01:907 - without destroying the effect
from 01:01:907 - to 01:02:090 - there's KORONA1 KORONA1_1 and white.jpg and apparently a light2.png, which seems to be necessary in order to light the new pic a bit from 61907 until 73248.
you could just have the new lightning start from 01:02:090 - to avoid that 2nd spike because it's set to slowly fade in over 10 seconds starting it later won't be noticable:
hooray this spike was avoidable through a lot of reasoning without destroying the effect!
[01:24:956]
01:24:956 - Images active at thiis point Light2.png, KOTORI1.jpg, ICHIKA2.jpg starts fading here, sunlight.png starts fading here,
as far as i can see you could also start the sunlight in 01:25:322 - until like 01:25:687 - to have approximately the same effect, if you want to.
I think all 4 images are necessary in order to have the sunlight fade in with ICHIKA2.jpg, Light2.png is necessary because fading it out or just deleting it would be noticable, sunlight.png is afaik supposed to faide in together with ICHIKA2.jpg.
But if you really want to avoid this spike you can use the code beneath for sunlight.png
codeSprite,Foreground,Centre,"SB/sunlight.png",320,240
P,0,0,162037,A
F,1,85322,85687,0,1
F,0,85687,97029,1
F,2,97029,98492,1,0
F,0,98492,114407,0
S,0,99956,,0.5861916
R,0,99956,,0.1963837
M,0,99956,114590,418,190,320,240
F,0,114407,114590,0,1
F,0,114590,123370,1,0.7755616
F,2,123370,126297,0.7755616,0
If you think that destroys the effect you intended to have there, then don't do this because as far as i can tell all the mentioned images (4) appear to be necessary in order to achieve the effect the way it is all i can offer is an alternative which doesn't hit 5.36x load which does the same thing slightly different
[01:42:883]
01:42:883 - we seem to have 4 images here again as the load is 5.36x so what do we have?
white.jpg which fades in along all other images and should be kept that way
sb/light.png
sb/light3.png
and the background
all 4 layers here seem necessary since you can't omit one without destroying the effect
[01:54:407]
01:54:407 - ok we seem to have a spike to 6.7x here which results from 5 images a top one another
we have
OCHIBA2
light
sunlight
RINNE2
light2
and a bit later light3
sunglight and RINNE2 are supposed to be fading in together like the start of the kiai, though you could do something similar to it if you did the previous one
code for Sprite,Foreground,Centre,"SB/sunlight.png",320,240 F,0,114590,114773,0,1
F,0,114773,123370,1,0.7755616
light is supposed to be visible as long as OCHIBA2 is visiible, you could end it earlier, of course
codeSprite,Foreground,Centre,"SB/Light.png",320,240
P,0,0,162037,A
F,2,102791,102883,0,1
M,0,102883,,320,235
F,2,102883,113675,1,0.4739726
S,0,102883,114407,1.231452,1.336658
R,0,102883,114407,0,0.2384656
F,0,113675,114407,0.4739726,0
so doing both of these will put the load from 01:54:590 - to 01:55:322 - to 5.37.
instead of a white.jpg this time light3.png is used as a white layer above the fading in image so i can't see how 4 layers aren't necessary here
[]
in some cases 4 images seem to be necessary in order to achieve the desired effect. since the light images are used to layer additively to the backgrounds i can't see how you can optimise them further than they already are without destroying the desired effects in this storyboard as i have explained in my last point.
If you think i'm talking nonsense here please tell me, but i don't think you can do much about this sb having a few places with fancy effects and therefore a few spikes.
that's my opinion on that
If any of you have different ideas how to perserve the effects presented in here without having occasional spikes to 5.36x please step forward, i've spent about an hour looking at the sb code and this is all i can come up with
[]
About the other dq reasons:
[Easy]
I agree that resnapping all objects to 1.1x / 1.15x would be the best solution as it will be able to avoid all overlaps
when fixing this diff up i would look out for
clustered places like
00:03:370 (1,2,3,1) -
00:06:297 (1,2,1) -
01:07:761 (1,2,3,4,1) -
01:19:468 (1,2,1) -
01:37:029 (1,2,1) -
02:15:078 (1,2) -
02:26:419 (4,1,2) -
because in some of those things are especially clustered due to repeat sliders followed by even more repeat sliders , i would look out to avoid overlaps of your 2/3 sliders with other sliders at least
00:23:126 (3) - this sliderart could have been a bit more creative imo, it's the only slider of that length in the diff and you did something really really simple for it and it's proportions are a bit weird as well as the reason for it to have a bending point in 00:23:858 -
if i were you i would redraw that slidershape as smoothly as possible because the vocals don't really have stronger edges or anything idk how to explain this
[Insane]
for your insane i recommend to simply end the spinner 02:29:712 (1) - in 02:35:748 - and maybe adding a whistle on its end on all difficulties.
making the spinner in easy and normal longer is also an option but would be more tiring for players and the actual sound it follows in insane has no definite end so ending it on an actual sound is probably the best solution for this
[comobcolors]
the white combocolor is actually pretty close to pure white meaning that with most skins players use it'll create rather weird strobing during the kiai so overall i'd actually encourage you to only use 4 colors in this set and remove color 1 and 4 because removing one will result in uneven coloring between parts and i think the 4 colors you already have are sufficient if you ask me.
you can also set different colors if you want to
[]
i wish you best of luck these are my opinions on how to handle these dq reasons