Mindblowing storyboard. Color me impressed.
A few SB suggestions:
1) While it's good that the map has a BG, for the sake of thumbnail and song select, the way you have it set currently means that osu is always drawing that BG behind the storyboard, and bumping up the processor usage basically by and extra 100% for no good reason. The way around that is basically to add a line to the SB at the very beginning of the map that fades out that BG image, so that it is gone for the rest of that map. In this case, that will put pretty much your entire map below 5.0 load which would make it more or less rankable.
2) Not an SB load thing, but it'd be neat if, on some of the "special effects" layers (animated sun, stars, flowers, etc), you added some "trigger loop" effects. You could make them pulse along with the hitsounds, or have them fade in and out depending on how well the player is playing. It would give the SB just a bit of "interactivity" that would make it more unique than a video. Trigger loops are a bit confusing at first but they are extremely cool in action
edit: does the 1.png frame have to be so gigantic? Seems like you could just make it 800x600 or 640x480 and it would work the same. Ideally, actually, you could break it down into 4 pngs, one for each side, so that instead of having a transparent window you would just have the four parts of the frame... since the transparent part still has to get "drawn" by the processor.
While I'm at it, you could also crop the empty space away from flower.png, and if you want to get really nitpicky on it, you could make sq/sqb.png and sq/sqp.png 50% smaller by just drawing them as solid 45x45 squares, and then rotating them 90 degrees using the SB code... since they're going to spin anyway you know how to do that. It would make a difference, given how many of them there are
A few SB suggestions:
1) While it's good that the map has a BG, for the sake of thumbnail and song select, the way you have it set currently means that osu is always drawing that BG behind the storyboard, and bumping up the processor usage basically by and extra 100% for no good reason. The way around that is basically to add a line to the SB at the very beginning of the map that fades out that BG image, so that it is gone for the rest of that map. In this case, that will put pretty much your entire map below 5.0 load which would make it more or less rankable.
2) Not an SB load thing, but it'd be neat if, on some of the "special effects" layers (animated sun, stars, flowers, etc), you added some "trigger loop" effects. You could make them pulse along with the hitsounds, or have them fade in and out depending on how well the player is playing. It would give the SB just a bit of "interactivity" that would make it more unique than a video. Trigger loops are a bit confusing at first but they are extremely cool in action
edit: does the 1.png frame have to be so gigantic? Seems like you could just make it 800x600 or 640x480 and it would work the same. Ideally, actually, you could break it down into 4 pngs, one for each side, so that instead of having a transparent window you would just have the four parts of the frame... since the transparent part still has to get "drawn" by the processor.
While I'm at it, you could also crop the empty space away from flower.png, and if you want to get really nitpicky on it, you could make sq/sqb.png and sq/sqp.png 50% smaller by just drawing them as solid 45x45 squares, and then rotating them 90 degrees using the SB code... since they're going to spin anyway you know how to do that. It would make a difference, given how many of them there are