Hello mod from my queue
For Glory
Good luck!- 00:06:553 (1,2,3,4,1) - stacks off
- 00:21:711 - for these timing points for these longer sounds I'd personally prefer if you used BPMs that line up for the next one, makes timing more structured and less random
- 00:41:289 (1) - seems to be off from the rest of the stacks (atleast how they moved when testing ¯\_(ツ)_/¯)
- 01:10:421 - time slow downs like this, definitely (even if you are just using spinners here) Timing actually feels kinda early already at 01:10:342 - so maybe it's off for longer time even, but for the actual slow down could be smth like 187 at 01:10:342 - (not accurate if you tune the timing before due the slight thing I mentioned earlier) then 162 at 01:11:625 - and finally smth at 01:13:106 - that lines up to the next in case you wanna implement that (not like you've done so far though). Also worth mentioning that these are only relevant for the bell sound thingys you captured with your spinners and not for the other chimeys in case you decide to map them as well
- 01:21:586 (1,2,1,2,3) - I think it'd be better to just have one combo in cases like these, not like having this short of combos is really necessary (or really desirable) most of the time (well, stuff like 01:20:937 (1,2,3,4,1,2,3,4) - is obviously legit though). For even more drastic example, NCs like 01:26:126 (1,2) - (which then is different from 01:31:153 (4,5) - which is totally fine)
- 01:36:505 (1,2,1,2,3,4) - considering the rhythms (guitar) and how you've been following them, I think best option would be to 4 circles + 2 kicksliders (so that the sliders are for those 2 guitar sounds, the first guitar sound being in the blue tick) Then you can either have only one combo for them or 2 combos one beat each
- 01:52:721 (1,2,3,4,5,6,1,2,3) - preferably to one combo as well. That way the NCings would actually fall on more logical places and it'd be something like phrase/combo, creating fairly solid structure NC-wise
- 02:43:964 (1,2,3) - I'd use some other idea for the first around for this, considering this looks fairly much like what you did with 1/4 in earlier section (see for example 01:34:072 (1,2,3) - ) That being said I see what idea this is following, similarly to some after this, so dunno
- 02:54:991 (1,2,1,2) - stack. Same with 03:08:288 (2,3) - ; seems like there are fairly many stacks off, keep your eyes open for them (I'll prob skip mentioning every single one I notice). Considering how much you use patterns that utilize stack (especially with sliders) it'd be really recommendable to have clean stacks overall
- 04:15:099 (1,2,1,2) - these sounds don't really differ in any meaningful way from the sounds before this, patterned in groups of four. Why not just here as well
- 05:19:640 (4,5) - okay no need to even test, pretty clear fucked up stack right here
- 06:05:694 - why ignoring so much guitar 1/4 early on this section? It's fairly tight on actual 1/4 as well, would make for fairly good solo stuff
- 06:32:288 (2,3,4,1,2,3,1,2,3) - definitely more sliders for this, player/listener/whatnot (atleast me) was going completely according to that 1/1 instrument, going with this backgrounding chime with more interesting rhythms is fine but it's hard to catch on. You can use more circles after the first time when it's more familiar
- That being said this "solo section" in the music though PogChamp
- 07:05:694 (1,2,3) - these should actually be 1/4
- 08:15:748 (4) - now just realized, it was probably the same with earlier similar sections, why are the strong snare sounds with the kicksliders
- 09:04:937 (1,2,3,4,5) - NCing kinda bothers me but with how the transition from 1/3 to 1/4 would go I guess this logic is fine here. That being said I think 1/3 could use little spacing for some emphasis and to differentiate it more from the 1/4 (it's not bad though)