Was just taking a look at some of the SVs in teleportation along with some other stuff, and I had some comments about it
Gonna stop here since I've already taken about two hours (minus some procrastinating), but yeah, I do think at the very least, you should try making the SVs a bit more averaged by using sequences between notes as opposed to going over them. Also, you need to fix that wrongly snapped note in crono's diff, and the 1/8 on the easy I talked with Rival's about, but idk, you might wanna talk to him about it too since I'm pretty sure it's supposed to be on the downbeat.
*boop v2*
[General]
SVs:
01:16:326 - So for the effect here, the speed up is kind of random and hard to read due to the fact the average SV from 01:16:326 - to 01:17:737 - is 1.05x and you tend to want to use an average of 1 since that's the easiest to read. What I would recommend is doing a stutter, where the SVs don't span multiple notes, but rather there's a sequence between each note. It'd be something like this
01:17:737 - to 01:18:796 - Ok, this is pretty messy imo. Between each set of 1/4 triplets, there's no pause in the SV for the player to differentiate the distances between each note. It's all one fluid speed up, which would be ok if the notes weren't disconnected by rhythm. What I'd suggest here is a similar stuttering effect to what I listed above, except a little stronger, like 1.5x values. As for the 1/2 spaces between the triplets, you could try something like this
01:20:208 - to 01:20:561 - , 01:23:032 - to 01:23:385 - , 01:25:855 - to 01:26:208 - , 01:28:679 - to 01:29:032 - and so on. Just using a .8x SV here feels so unfulfilling because it just turns this section into what feels like a really long slowjam. What I'd recommend is to average out the SVs in all those beats to 1x by using an SV on the 1/4 before the downbeat (where the 1x SV is at). Since all the starting SV values are .8x, you would use a 1.6x for the places at 01:20:473 - 01:23:296 - 01:26:120 - 01:28:943 - 01:31:767 - and so on. It would then make the section average to a 1x SV which is best for readability imo
01:42:796 - You could definitely make this stronger, like 1.9x or something, and then add a slower SV such as .5x at 01:42:973 - for an interesting visual. It doesn't exactly average to 1x, but I think it should be sightreadable enough.
01:41:385 - to 01:41:737 - Not really understanding the purpose of these SVs. They're just a gradual slowdown and you tend to see those only at the very end of a section when there are no notes. I'd just recommend using 1x here instead.
01:41:737 - to 01:43:149 - I would also suggest separating your kiai during this point as this is a "calm before the storm" kind of transition.
03:45:973 - to 03:47:384 - Similarly to the above.
The rest of the SVs are a repeat of what I said, so you can apply them there too. The important thing to remember is to try and avoid using SV sequences that span multiple notes and instead keep them contained between two notes while also trying to get them to average out to 1x 90% of the time.
[Easy]
00:00:091 - This whole beginning is pretty much copy pasted wtf. tbh, I think it'd be easier to follow the music if you mapped the hats like the ones at 00:00:620 - 00:01:502 - 00:02:032 - 00:02:208 - 00:02:561 - 00:03:443 - 00:04:326 - and so on since the hats are emphasized on the 3/2 beat it seems. Seriously though, don't just copy and paste all the patterns here, it leads to really bland gameplay.
00:26:914 - In this measure, I think it would be a better idea to shift the focus from the 3/2 in the background to the 1/2 synth, and make it like so https://osu.ppy.sh/ss/7426683
00:33:267 - 00:33:443 - 00:33:796 - Similar to what I said above, where the focus of the music seems to shift from the 3/2 to the synth
00:33:973 - I'm getting the feeling you also copy pasted the part here with 00:39:620 - since from what I've seen, the first two measures are the same
00:45:267 - This is where I think using 3/2 would actually be beneficial to the chart as that's where the lower sounding synth plays twice in every measure. So in this way, the note density is lowered and can gradually be built up just like what the song does.
01:19:149 - What exactly are you following here? Like, I'm really confused because you used jumps on the 2nd downbeat of every measure, but not on the 4th downbeat which is on the offbeat, and also where the snare plays again. Additionally, with the way your first few notes are set up, the player would probably assume that you're going to be following the drum, and it's like a slap to the face when they hear the kick come in at 01:20:032 - but have to play a note on the downbeat at 01:19:855 (79855|2) - instead.
01:21:620 (81620|2,81796|1) - Going off the above, you have two notes here for the snare, which only further emphasizes the focus on the drums that isn't there. You're basically tricking the player like, "Here's what I'ma follow- PSYCH"
01:24:443 (84443|2,84620|3) - This is a snare followed by a kick and im so confused because aaaa what are you following even Q_Q
01:24:796 - There's really no reason to leave this out unnecessarily. There's a kick and it's easily audible, plus it's the first downbeat of a new measure. Skipping it just leads to an awkward flow because the player's gonna be like, "y der a note at 01:24:973 (84973|1) - 4 the hihat?" :thinking:
01:27:796 (87796|0) - Similarly, move this down to 01:27:620 - for flow sake since you tend to normally use only 1/1 in this section.
01:29:914 - I mentioned above a few times when you used 1/2 for the kicks, and now when there is 1/2 kicks, you leave it out? Like, yeah, there's 1/4 at 01:30:002 - , but you can simplify it with 1/2, or even use an LN for the entire thing if that suits your fancy. It's just really hard to get a grasp of the rhythm and structure of this section because you keep changing your instrument of focus.
01:40:326 - For this measure, I think you should try something like this to better represent the drums here https://osu.ppy.sh/ss/7426833
02:07:149 - Ok, I'm going to make my point about this again. I'm pretty sure these should all just be snapped to the 1/1 downbeats as opposed to 1/16 before. What you're doing here is instead of mapping the climax of the sound where it comes in strongest, you're mapping the very beginning of where it starts, which makes it accurate, but not preferable because the player is going to count to the downbeat to press the note, and not before because they are going to expect it to come on the downbeat since the sounds are artificially made and thus cant be attributed to musician's error.
02:38:208 - This is just bordering on my opinion now, but I think it'd be way less confusing to just map the drums here as opposed to piano or synth cause the notes at places like 02:38:561 (158561|0) - look inconsistent with 02:39:973 (159973|0) - because they're the exact same note arrangement but for different sounds, so you're not really giving the player a good grasp of what you're trying to achieve here.
Anyways, I think the large problems in this diff is just the general flow since it's rather confusing for the player to figure out what exactly is being followed, which makes this more difficult than it should be imo.
[Crono's Hard] Just taking a quick look at this one, nothing too major
00:27:443 (27443|0) - Remove this? There shouldn't be an LN here since there's no synth. It's similar in rhythm to 00:25:679 (25679|3,25855|2) - . Additionally, the LN + short note creates a jump here which is the first one you've used in this entire section.
00:50:561 (50561|1,50649|3,50738|2) - I'd try rolling this in a linear way to avoid having a 3/4 pattern in column 4 with 00:50:385 (50385|3,50649|3,50914|3) - , like this https://osu.ppy.sh/ss/7427103
00:59:208 (59208|2) - I think it'd be cool to move this over to 1 to be on a separate hand, so both hands get the LN kind of movement, like this https://osu.ppy.sh/ss/7427116
01:06:002 (66002|1,66090|3) - I think it'd be a better idea to try and connect these notes as opposed to isolating them since it makes the hand movement a bit harder because the player now has to skip fingers when rolling. Try this https://osu.ppy.sh/ss/7427134
01:09:973 (69973|2,70061|3,70149|2) - I'd try to avoid turns like this since they're a bit more straining on one hand when you do that, and it tends to leave out other columns from the burst, example being col 4 in 01:08:385 - .
01:12:179 - Should be a note here for the hihat or whatever it's called I believe
01:12:885 - Similarly ^
01:14:737 (74737|1,74826|1) - This is kind of the only place you used mini jacks in this transition, and they feel really out of place because as I said, it's literally the only place in this section it's been used lol. Either make this a 1-2-34 roll or something similar, or turn 01:16:149 (76149|2,76237|1) - into a minijack too.
01:16:326 - Relates to what I mentioned about turning the direction of these streams. It's kind of like running really fast and then suddenly a wall pops up (the turn) and you slam right into, losing all your momentum (in this case, the flow). I'd try this instead, where the turns on both hands as opposed to one https://osu.ppy.sh/ss/7427196
01:17:186 (77186|0) - comparing your diff to Teleportation be like https://puu.sh/ujZTK.jpg :thinking:
01:17:737 (77737|2,77914|2) - 01:18:267 (78267|2,78443|2) - Not sure if you did this on purpose, but felt kind of off to me when playing, though that's only my opinion. I don't think it's an issue, but if you wanna try making them all shifted rolls, that could work too, like this https://osu.ppy.sh/ss/7427219
- 03:23:340 - Why is your preview point on the 1/8 before the kiai? Like, what's wrong with putting it exactly on the kiai at 03:23:384 -
SVs:
01:16:326 - So for the effect here, the speed up is kind of random and hard to read due to the fact the average SV from 01:16:326 - to 01:17:737 - is 1.05x and you tend to want to use an average of 1 since that's the easiest to read. What I would recommend is doing a stutter, where the SVs don't span multiple notes, but rather there's a sequence between each note. It'd be something like this
- 01:16:326 - 01:16:414 - 01:16:502 - 01:16:590 - 01:16:679 - 01:16:767 - 01:16:855 - 01:16:943 - 01:17:032 - 01:17:120 - 01:17:208 - 01:17:296 - 01:17:385 - 01:17:473 - 01:17:561 - 01:17:649 - 1.25x SV (any value can be used within reason, I'll use this for my example)
- 01:16:370 - 01:16:458 - 01:16:546 - 01:16:635 - 01:16:723 - 01:16:811 - 01:16:899 - 01:16:987 - 01:17:076 - 01:17:164 - 01:17:252 - 01:17:340 - 01:17:429 - 01:17:517 - 01:17:605 - 01:17:693 - Use .75x here (assuming you use the above value I mentioned; it varies depending on what the starting SV is).
- 01:17:737 - Back to 1x again here (unless you want to use an SV sequence from here to 01:17:914 - , more on that in a sec)
01:17:737 - to 01:18:796 - Ok, this is pretty messy imo. Between each set of 1/4 triplets, there's no pause in the SV for the player to differentiate the distances between each note. It's all one fluid speed up, which would be ok if the notes weren't disconnected by rhythm. What I'd suggest here is a similar stuttering effect to what I listed above, except a little stronger, like 1.5x values. As for the 1/2 spaces between the triplets, you could try something like this
- 01:17:737 - 01:17:914 - 01:18:002 - 01:18:090 - 01:18:267 - 01:18:355 - 01:18:443 - 01:18:620 - 01:18:708 - Something like .6x for example.
- 01:17:826 - 01:18:179 - 01:18:532 - 01:17:958 - 01:18:046 - 01:18:311 - 01:18:399 - 01:18:664 - 01:18:752 - If using my example above, 1.4x
- 01:18:796 - to 01:19:149 - For this, since it's the lead into a new section, you could try something like a drag and throw, where the value starts off smaller and at the very last second use a stronger SV. Value would be like 01:18:796 - .5x here and then 01:19:061 - 2.5x here. It still averages to 1x for the entire sequence.
01:20:208 - to 01:20:561 - , 01:23:032 - to 01:23:385 - , 01:25:855 - to 01:26:208 - , 01:28:679 - to 01:29:032 - and so on. Just using a .8x SV here feels so unfulfilling because it just turns this section into what feels like a really long slowjam. What I'd recommend is to average out the SVs in all those beats to 1x by using an SV on the 1/4 before the downbeat (where the 1x SV is at). Since all the starting SV values are .8x, you would use a 1.6x for the places at 01:20:473 - 01:23:296 - 01:26:120 - 01:28:943 - 01:31:767 - and so on. It would then make the section average to a 1x SV which is best for readability imo
01:42:796 - You could definitely make this stronger, like 1.9x or something, and then add a slower SV such as .5x at 01:42:973 - for an interesting visual. It doesn't exactly average to 1x, but I think it should be sightreadable enough.
01:41:385 - to 01:41:737 - Not really understanding the purpose of these SVs. They're just a gradual slowdown and you tend to see those only at the very end of a section when there are no notes. I'd just recommend using 1x here instead.
01:41:737 - to 01:43:149 - I would also suggest separating your kiai during this point as this is a "calm before the storm" kind of transition.
03:45:973 - to 03:47:384 - Similarly to the above.
The rest of the SVs are a repeat of what I said, so you can apply them there too. The important thing to remember is to try and avoid using SV sequences that span multiple notes and instead keep them contained between two notes while also trying to get them to average out to 1x 90% of the time.
[Easy]
00:00:091 - This whole beginning is pretty much copy pasted wtf. tbh, I think it'd be easier to follow the music if you mapped the hats like the ones at 00:00:620 - 00:01:502 - 00:02:032 - 00:02:208 - 00:02:561 - 00:03:443 - 00:04:326 - and so on since the hats are emphasized on the 3/2 beat it seems. Seriously though, don't just copy and paste all the patterns here, it leads to really bland gameplay.
00:26:914 - In this measure, I think it would be a better idea to shift the focus from the 3/2 in the background to the 1/2 synth, and make it like so https://osu.ppy.sh/ss/7426683
00:33:267 - 00:33:443 - 00:33:796 - Similar to what I said above, where the focus of the music seems to shift from the 3/2 to the synth
00:33:973 - I'm getting the feeling you also copy pasted the part here with 00:39:620 - since from what I've seen, the first two measures are the same
00:45:267 - This is where I think using 3/2 would actually be beneficial to the chart as that's where the lower sounding synth plays twice in every measure. So in this way, the note density is lowered and can gradually be built up just like what the song does.
01:19:149 - What exactly are you following here? Like, I'm really confused because you used jumps on the 2nd downbeat of every measure, but not on the 4th downbeat which is on the offbeat, and also where the snare plays again. Additionally, with the way your first few notes are set up, the player would probably assume that you're going to be following the drum, and it's like a slap to the face when they hear the kick come in at 01:20:032 - but have to play a note on the downbeat at 01:19:855 (79855|2) - instead.
01:21:620 (81620|2,81796|1) - Going off the above, you have two notes here for the snare, which only further emphasizes the focus on the drums that isn't there. You're basically tricking the player like, "Here's what I'ma follow- PSYCH"
01:24:443 (84443|2,84620|3) - This is a snare followed by a kick and im so confused because aaaa what are you following even Q_Q
01:24:796 - There's really no reason to leave this out unnecessarily. There's a kick and it's easily audible, plus it's the first downbeat of a new measure. Skipping it just leads to an awkward flow because the player's gonna be like, "y der a note at 01:24:973 (84973|1) - 4 the hihat?" :thinking:
01:27:796 (87796|0) - Similarly, move this down to 01:27:620 - for flow sake since you tend to normally use only 1/1 in this section.
01:29:914 - I mentioned above a few times when you used 1/2 for the kicks, and now when there is 1/2 kicks, you leave it out? Like, yeah, there's 1/4 at 01:30:002 - , but you can simplify it with 1/2, or even use an LN for the entire thing if that suits your fancy. It's just really hard to get a grasp of the rhythm and structure of this section because you keep changing your instrument of focus.
01:40:326 - For this measure, I think you should try something like this to better represent the drums here https://osu.ppy.sh/ss/7426833
02:07:149 - Ok, I'm going to make my point about this again. I'm pretty sure these should all just be snapped to the 1/1 downbeats as opposed to 1/16 before. What you're doing here is instead of mapping the climax of the sound where it comes in strongest, you're mapping the very beginning of where it starts, which makes it accurate, but not preferable because the player is going to count to the downbeat to press the note, and not before because they are going to expect it to come on the downbeat since the sounds are artificially made and thus cant be attributed to musician's error.
02:38:208 - This is just bordering on my opinion now, but I think it'd be way less confusing to just map the drums here as opposed to piano or synth cause the notes at places like 02:38:561 (158561|0) - look inconsistent with 02:39:973 (159973|0) - because they're the exact same note arrangement but for different sounds, so you're not really giving the player a good grasp of what you're trying to achieve here.
Anyways, I think the large problems in this diff is just the general flow since it's rather confusing for the player to figure out what exactly is being followed, which makes this more difficult than it should be imo.
[Crono's Hard] Just taking a quick look at this one, nothing too major
00:27:443 (27443|0) - Remove this? There shouldn't be an LN here since there's no synth. It's similar in rhythm to 00:25:679 (25679|3,25855|2) - . Additionally, the LN + short note creates a jump here which is the first one you've used in this entire section.
00:50:561 (50561|1,50649|3,50738|2) - I'd try rolling this in a linear way to avoid having a 3/4 pattern in column 4 with 00:50:385 (50385|3,50649|3,50914|3) - , like this https://osu.ppy.sh/ss/7427103
00:59:208 (59208|2) - I think it'd be cool to move this over to 1 to be on a separate hand, so both hands get the LN kind of movement, like this https://osu.ppy.sh/ss/7427116
01:06:002 (66002|1,66090|3) - I think it'd be a better idea to try and connect these notes as opposed to isolating them since it makes the hand movement a bit harder because the player now has to skip fingers when rolling. Try this https://osu.ppy.sh/ss/7427134
01:09:973 (69973|2,70061|3,70149|2) - I'd try to avoid turns like this since they're a bit more straining on one hand when you do that, and it tends to leave out other columns from the burst, example being col 4 in 01:08:385 - .
01:12:179 - Should be a note here for the hihat or whatever it's called I believe
01:12:885 - Similarly ^
01:14:737 (74737|1,74826|1) - This is kind of the only place you used mini jacks in this transition, and they feel really out of place because as I said, it's literally the only place in this section it's been used lol. Either make this a 1-2-34 roll or something similar, or turn 01:16:149 (76149|2,76237|1) - into a minijack too.
01:16:326 - Relates to what I mentioned about turning the direction of these streams. It's kind of like running really fast and then suddenly a wall pops up (the turn) and you slam right into, losing all your momentum (in this case, the flow). I'd try this instead, where the turns on both hands as opposed to one https://osu.ppy.sh/ss/7427196
01:17:186 (77186|0) - comparing your diff to Teleportation be like https://puu.sh/ujZTK.jpg :thinking:
01:17:737 (77737|2,77914|2) - 01:18:267 (78267|2,78443|2) - Not sure if you did this on purpose, but felt kind of off to me when playing, though that's only my opinion. I don't think it's an issue, but if you wanna try making them all shifted rolls, that could work too, like this https://osu.ppy.sh/ss/7427219
Gonna stop here since I've already taken about two hours (minus some procrastinating), but yeah, I do think at the very least, you should try making the SVs a bit more averaged by using sequences between notes as opposed to going over them. Also, you need to fix that wrongly snapped note in crono's diff, and the 1/8 on the easy I talked with Rival's about, but idk, you might wanna talk to him about it too since I'm pretty sure it's supposed to be on the downbeat.