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remixed by DJ TOTTO Gt.TATSUYA - The 6th KAC DJ...

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Topic Starter
Rivals_7
This beatmap was submitted using in-game submission on Saturday, April 10, 2021 at 8:26:11 PM

Artist: remixed by DJ TOTTO Gt.TATSUYA
Title: The 6th KAC DJ TOTTO's SELECTION
Source: REFLEC BEAT 悠久のリフレシア
Tags: video game instrumental MAX MAXIMIZER RoughSketch REVET D-crew chaplet ARACHNE Disable Mark Rebellio collete -Spring- VOLZZA 2 Yukyuu no Reflesia jubeat saucer konami arcade championship
BPM: 200
Filesize: 4126kb
Play Time: 02:00
Difficulties Available:
  1. BASIC - 4Key (1.47 stars, 422 notes)
  2. HARD - 4Key (3.05 stars, 1084 notes)
  3. INFERNO - 4Key (4.98 stars, 1730 notes)
  4. MEDIUM - 4Key (2.08 stars, 688 notes)
  5. WHITE HARD - 4Key (3.94 stars, 1374 notes)
Download: remixed by DJ TOTTO Gt.TATSUYA - The 6th KAC DJ TOTTO's SELECTION
Information: Scores/Beatmap Listing
---------------
3rd installment
4th KAC | 5th KAC | 6th KAC

Chaplet | ARACHNE | Disable Mark | Rebellio


AHHHHHHHHHHHHHH | Stan_




original SVs content
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91827,-200,4,2,1,40,0,0
91955,-66.6666666666667,4,2,1,40,0,0
92019,-200,4,2,1,40,0,0
92084,-66.6666666666667,4,2,1,40,0,0
92148,-200,4,2,1,40,0,0
92212,-66.6666666666667,4,2,1,40,0,0
92340,-200,4,2,1,40,0,0
92468,-66.6666666666667,4,2,1,40,0,0
92532,-200,4,2,1,40,0,0
92596,-66.6666666666667,4,2,1,40,0,0
92660,-200,4,2,1,40,0,0
92725,-66.6666666666667,4,2,1,40,0,0
92853,-333.333333333333,4,2,1,40,0,0
92853,-100,4,2,1,40,0,0
93045,-32.258064516129,4,2,1,40,0,0
93109,-333.333333333333,4,2,1,40,0,0
93302,-32.258064516129,4,2,1,40,0,0
93366,-100,4,2,1,40,0,0
97468,-62.5,4,2,1,40,0,0
97532,-250,4,2,1,40,0,0
97596,-100,4,2,1,40,0,0
99712,-200,4,2,1,40,0,0
99968,-57.1428571428571,4,2,1,40,0,0
100032,-100,4,2,1,40,0,0
100289,-200,4,2,1,40,0,0
100481,-57.1428571428571,4,2,1,40,0,0
100545,-100,4,2,1,40,0,0
101314,-200,4,2,1,40,0,0
101507,-57.1428571428571,4,2,1,40,0,0
101571,-100,4,2,1,40,0,0
103109,-200,4,2,1,40,0,0
103302,-57.1428571428571,4,2,1,40,0,0
103366,-200,4,2,1,40,0,0
103558,-57.1428571428571,4,2,1,40,0,0
103622,-100,4,2,1,40,0,0
105417,-57.1428571428571,4,2,1,40,0,0
105545,-200,4,2,1,40,0,0
105673,-100,4,2,1,40,0,0
107212,-200,4,2,1,40,0,0
107404,-57.1428571428571,4,2,1,40,0,0
107468,-100,4,2,1,40,0,0
109007,-200,4,2,1,40,0,0
109199,-57.1428571428571,4,2,1,40,0,0
109263,-200,4,2,1,40,0,0
109455,-57.1428571428571,4,2,1,40,0,0
109648,-200,4,2,1,40,0,0
109776,-100,4,2,1,40,0,0
113366,-57.1428571428571,4,2,1,40,0,0
113494,-200,4,2,1,40,0,0
113814,-57.1428571428571,4,2,1,40,0,0
113878,-100,4,2,1,40,0,0
115930,-200,4,2,1,40,0,0
116122,-57.1428571428571,4,2,1,40,0,0
116186,-100,4,2,1,40,0,0
116955,-100,4,2,1,40,0,1
117981,-100,4,2,1,40,0,0
Litharrale
hullo nm from #requests

1|2|3|4

I removed the watermark from your bg so it's perfectly 16:9

Inferno
00:03:051 (3051|3,3051|0,4251|1,4251|3) - According to these doubles, 00:05:451 (5451|2) - This should be doubled as well because it has the......uh........d-drum sound...? Idfk what that noise is, someone hitting the side of a snare or some shit.
00:13:751 (13751|2,13851|3,13851|1,13951|0,13951|2,14051|1) - This feels like a "wave" in the song that you've nicely represented with a 1-2-2-1 pattern. It seems to repeat itself immediately after though, so consider making 00:14:251 (14251|1) - a double as well?
00:14:551 (14551|1) - Theoretically you could do the same here but I guess it just depends on how much you want to emphasize it.
00:15:351 (15351|3,15451|3,15551|3,15651|3) - This triggers me cause they're all clearly different pitches
00:15:851 (15851|1) - No comment, just saying that the SV is fine
00:19:551 (19551|2,19551|0) - This should be tripled. If it was intentional to keep it as a double, it's a weird as hell transition
00:20:451 (20451|2) - This whole jumptrill section doesn't really make sense to me. The notes all clearly different pitches and it doesn't really seem to warrant alternating doubles, I'm not saying its lazy mapping but i mean cmon. If you're trying to warn the player of the incoming 1/6 jumptrill then that's cool but you dont have to spend 5 beats doing it. A jumpstream would pitch match better.
00:21:851 (21851|3) - col 1 for better pitch + balance
00:32:852 (32852|2) - Sv changes with a bpm change in the middle? It's a bold strategy cotton, let's see if it pays off
00:49:695 (49695|3,49863|3,50031|3,50198|3,50366|3,50617|3,50869|3,51036|3) - j u i c y

00:52:712 (52712|2) -

01:04:244 (64244|0) - Why is this a double?
01:04:319 (64319|1) - Half of these are ghost notes but it plays fine at 100% so...eh?
01:14:834 (74834|1) - if you do this http://i.imgur.com/MFbunSB.png, there's an opportunity on the new slider for some cool SV
01:19:911 (79911|3) - MORE SV
01:43:366 (103366|0) - These LNs start on the 1/6 tick before it
01:55:930 (115930|0) - Why an LN instead of just mapping the stream?
01:56:955 (116955|2) - This kiai :thinking:

GL laddo
Topic Starter
Rivals_7

Litharrale wrote:

hullo nm from #requests

1|2|3|4

I removed the watermark from your bg so it's perfectly 16:9
clicky clicky


Thats not even noticeable on the "design" tab but ok lol

Inferno
00:03:051 (3051|3,3051|0,4251|1,4251|3) - According to these doubles, 00:05:451 (5451|2) - This should be doubled as well because it has the......uh........d-drum sound...? Idfk what that noise is, someone hitting the side of a snare or some shit. oke
00:13:751 (13751|2,13851|3,13851|1,13951|0,13951|2,14051|1) - This feels like a "wave" in the song that you've nicely represented with a 1-2-2-1 pattern. It seems to repeat itself immediately after though, so consider making 00:14:251 (14251|1) - a double as well? yep
00:14:551 (14551|1) - Theoretically you could do the same here but I guess it just depends on how much you want to emphasize it. pitch is going down so i dont think thats worth a highlight
00:15:351 (15351|3,15451|3,15551|3,15651|3) - This triggers me cause they're all clearly different pitches moved
00:15:851 (15851|1) - No comment, just saying that the SV is fine :3
00:19:551 (19551|2,19551|0) - This should be tripled. If it was intentional to keep it as a double, it's a weird as hell transition wups xd
00:20:451 (20451|2) - This whole jumptrill section doesn't really make sense to me. The notes all clearly different pitches and it doesn't really seem to warrant alternating doubles, I'm not saying its lazy mapping but i mean cmon. If you're trying to warn the player of the incoming 1/6 jumptrill then that's cool but you dont have to spend 5 beats doing it. A jumpstream would pitch match better. Only reducing some notes at the 2nd jumptrill section. I believe the rest is fine, there's a hearable kick on 100% playback. I use JThrill to emphasize them
00:21:851 (21851|3) - col 1 for better pitch + balance
00:32:852 (32852|2) - Sv changes with a bpm change in the middle? It's a bold strategy cotton, let's see if it pays off its actually pretty doable. well at least for me xd
00:49:695 (49695|3,49863|3,50031|3,50198|3,50366|3,50617|3,50869|3,51036|3) - j u i c y me like some anchory yes

00:52:712 (52712|2) -
brrrrrrrrrrrrrrttttt

01:04:244 (64244|0) - Why is this a double?
01:04:319 (64319|1) - Half of these are ghost notes but it plays fine at 100% so...eh? emm pretty sure thats perfectly follows thos guitar
01:14:834 (74834|1) - if you do this http://i.imgur.com/MFbunSB.png, there's an opportunity on the new slider for some cool SV dont really want to be so complicated here so.....
01:19:911 (79911|3) - MORE SV might do some stutter SVs like Evening does but eh too lazy for now. i'll do it later
01:43:366 (103366|0) - These LNs start on the 1/6 tick before it pretty sure the crash are exactly snapped. the 1/6 are the starting echo of the noise, whereas there doesnt provide strong beats.
01:55:930 (115930|0) - Why an LN instead of just mapping the stream? Foreground long noise are more louder here.
01:56:955 (116955|2) - This kiai :thinking: Climax :^)

GL laddo
no reply = applied
Thx mate :D
living yell
Heya.

Column ( 1 | 2 | 3 | 4 )

General
It feels like the offset at 00:59:296 - is kind of off, but maybe it's just me.

HARD
00:49:444 (49444|0) - this is the only diff where the LN starts later than in other diffs, mistake?


01:03:316 - Obviously missing a note.

WHITE HARD
00:05:451 - missing note probably because added one for same kind of sound 00:07:851 (7851|2,7851|3) -

00:30:651 - I think the trill should start from here.

00:37:126 - You are probably missing a note here because you added one here 00:35:785 (35785|3) - and there's an audible crash sound.

00:38:466 - Here as well. ^

00:44:165 (44165|2,44332|1,44500|3) - I would end these at blue tick.

00:44:332 - missing note?

00:44:500 - ^

00:47:265 (47265|2) - Feels like ghost note.

00:49:193 (49193|3) - Make this a LN like here 00:48:690 (48690|3) - ?

01:12:680 - missing note?

01:50:994 - Could add a note here.

INFERNO
00:26:151 - I would make the regular notes here LN


00:27:651 - Same here. ^

00:36:371 (36371|2) - Why have you added a note here but not here 00:35:031 - or 00:37:712 - etc.

00:44:165 (44165|3,44332|1,44500|2) - I would end these at blue tick like in WHITE HARD.

00:47:265 (47265|1) - This LN feels unnecessary.

01:13:142 - You could move the LN according to pitch.

Nice song pick! 🔥 Enjoyed playing Inferno.

Good luck ;)
Topic Starter
Rivals_7

Herkkupala wrote:

Heya.

Column ( 1 | 2 | 3 | 4 )

General
It feels like the offset at 00:59:296 - is kind of off, but maybe it's just me. yeah. feels just fine for me

HARD
00:49:444 (49444|0) - this is the only diff where the LN starts later than in other diffs, mistake?


01:03:316 - Obviously missing a note.

WHITE HARD
00:05:451 - missing note probably because added one for same kind of sound 00:07:851 (7851|2,7851|3) -

00:30:651 - I think the trill should start from here. emm no i think. I'm sure its started correctly

00:37:126 - You are probably missing a note here because you added one here 00:35:785 (35785|3) - and there's an audible crash sound.

00:38:466 - Here as well. ^

00:44:165 (44165|2,44332|1,44500|3) - I would end these at blue tick.

00:44:332 - missing note?

00:44:500 - ^

00:47:265 (47265|2) - Feels like ghost note. emm its still following some sound there

00:49:193 (49193|3) - Make this a LN like here 00:48:690 (48690|3) - ?

01:12:680 - missing note?

01:50:994 - Could add a note here. somewhat not balanced after testplaying so nope :c

INFERNO
00:26:151 - I would make the regular notes here LN
emm i think about it later

00:27:651 - Same here. ^ ^

00:36:371 (36371|2) - Why have you added a note here but not here 00:35:031 - or 00:37:712 - etc.

00:44:165 (44165|3,44332|1,44500|2) - I would end these at blue tick like in WHITE HARD. contradic with the SVs so.... i'll keep this

00:47:265 (47265|1) - This LN feels unnecessary.

01:13:142 - You could move the LN according to pitch.
kinda quite boring. I prefer diminish the PR for now xd

Nice song pick! 🔥 Enjoyed playing Inferno.

Good luck ;)
Thx for mod!. No reply = fix :D
Protastic101
I see SVs huehuehue

*lots of easy numbers boop*
[General]
  1. Eh, why is White Hard called the way it is? Is it the way that's named in the game or whatever? If it's not, I'd just recommend naming it "INSANE" since that actually describes the difficulty of the diff better.
  2. Might consider using OD/HP 8.5/8.5 for Inferno since there's a lot of bursty patterns so HP 8.5 helps to prevent mash passing, while OD 8.5 makes it a little harder to acc all the complex and fast stuff.
  3. Soft-hitfinish2.wav seems a bit quiet, so I found a different sample which is really similar to the one you have now but a bit louder http://puu.sh/v6cbL.wav
  4. 00:15:651 - to 00:16:851 - I don't really see a reason to cut up the kiai time like that. Sure, the measures are on the transitional side, but idk man.
  5. Modding your hitsounds and see this like, why https://osu.ppy.sh/ss/7715539
[Inferno]
Ok, so a quick note, using SVs while also dealing with BPM changes is Q_Q. I'll be rounding to the nearest hundredth.

00:15:651 - Due to the base BPM being 234, this means your SV values here aren't the actual value you were probably going for. If you want to use 0.25x while the normalizing SV is 1.17, you just multiply the normalizing SV times whatever value you're aiming for. In this case, 1.17 x 0.25 = 0.29x is the SV value at 200bpm.
00:15:651 - to 00:16:851 - I'm not really sure what the point of using 1/6 SVs here is when the notes come in every 2/3 instead. Like, the gradually increasing values such as 00:15:651 - 0.25x here and then 00:15:701 - 0.75x is ?? D: ?? My suggestion would be to just halve the values with the half half method to get the same stutter effect. Be like so (I forgot to multiply the 0.25x and 1.75x SVs by 1.17, but from here on out, everything is already equalized to work with whichever SV is used to normalize the BPM)
  1. 00:15:651 - 00:15:851 - 00:16:051 - 00:16:251 - 00:16:451 - 00:16:651 - 0.25x
  2. 00:15:751 - 00:15:951 - 00:16:151 - 00:16:351 - 00:16:551 - 00:16:751 - 1.75x
  3. 00:16:851 - 1x
Alternatively, you could use a speed up + slowdown first, like this
  1. 00:15:651 - 00:15:851 - 00:16:051 - 00:16:251 - 00:16:451 - 00:16:651 - 2.93x
  2. 00:15:701 - 00:15:901 - 00:16:101 - 00:16:301 - 00:16:501 - 00:16:701 - 0.59x. Can make the values softer if necessary since this is pretty strong (2.22x with 0.82x for example)
00:23:751 - Imo, would be nice to use a short SV sequence here. Maybe 0.7x and then a bump at 00:23:951 - with 2.81x for the clap
00:25:251 - Similarly, I'd recommend using a slow SV here and then having 00:25:551 - act as the bump. Try something like this
  1. 00:25:251 - 0.7x
  2. 00:25:551 - 2.1x
  3. 00:25:551 - 0.82x
  4. 00:25:751 - 1.87x
00:28:251 - This SV averages to 1.35x the normal SV (not taking into account the 1.17x), which is kind of meh since you're forcing the player to read at a faster than normal scroll. To remedy this, I would suggest gradually increasing the value, for something like this
  1. 00:28:251 - 1.29x
  2. 00:28:301 - 1.05x
  3. 00:28:351 - 1.4
  4. 00:28:401 - 0.94
  5. 00:28:451 - 1.4x
  6. 00:28:501 - 0.82x
  7. 00:28:551 - 1.52x
  8. 00:28:601 - 0.7x
  9. 00:28:651 - 1.64x
  10. 00:28:701 - 0.59x
  11. 00:28:751 - 1.76x
  12. 00:28:801 - 0.47x
  13. 00:28:851 - 1.17x
Or you can just do a uniform stutter, up to you.

00:32:601 - New section so new values! Now all SVs here should be multiplied by 1.31x. Anyways, concerning the SVs here, if you wanna make them average 1x, try this
  1. 00:32:601 - 00:32:852 - 00:33:103 - 00:33:271 - 00:33:438 - 2.49x
  2. 00:32:726 - 00:32:978 - 00:33:187 - 00:33:355 - 00:33:522 - 0.13x
00:33:606 - Should be 0.98x to take into account the 1.31x SV to normalize scroll speed.
00:33:690 - 1.64x ^
00:33:774 - 2.29x
00:33:857 - 2.95x ^

00:38:969 - I'd try using a more even number here (as 1.1x SV is about 0.84x), so use something like 0.98x here (0.75x base SV)
00:39:221 - Then to average it to 1, you'd use a 1.97x SV here.

00:38:634 - Might suggest adding a short SV sequence here since the intensity of the music kind of dies a bit and jumps forward at 00:38:969 -
  1. 00:38:634 - 0.79x
  2. 00:38:718 - 1.83x
  3. 00:38:802 - 0.66x
  4. 00:38:885 - 1.97x
00:42:321 - y u gotta not make it an even 1x. Anyways, I'd try to base your values off the base BPM and then multiply by 1.31x for the SV since it's easier to figure out what your original intention was. That aside, try 00:42:321 - 1.97x (1.5x base) and then 00:42:405 - 0.66x (0.5x base) to average it to 1. Though imo, I'd try and extend the SV sequence to the end of 00:42:656 - , which basically just means moving that 0.66x SV to 00:42:489 - instead.

00:42:656 - These values are killing me, god I hate BPM changes lol. 2x - 1x isn't going to average to 1x though because {[(2 x 1.31) + 1.31] / 2} / 1.31 =
1.5x average SV for this entire sequence. Solution would be like this
  1. 00:42:656 - 00:42:740 - 00:42:824 - 00:42:908 - 1.97x
  2. 00:42:698 - 00:42:782 - 00:42:866 - 00:42:950 - 0.66x
00:43:159 - Same SV sequence I mentioned above, but this time on a 1/4 unit instead of 1/8
00:43:327 - ^ . I think you kind of get the point now that 2x - 1x on a 1.31x normalizing SV doesn't average 1. While play wise, it doesn't make a huge reading difference, it does on some larger SVs like the ones I mentioned before anyways. Always good to try and keep your average SV consistent too, so the player will have an easier time reading stuff I guess.

00:44:165 - Might be a pretty cool idea here to gradually increase the strength of the SVs to represent the changing pitch, like this
  1. 00:44:165 - 1.97x
  2. 00:44:249 - 0.66x
  3. 00:44:332 - 2.1x
  4. 00:44:416 - 0.52x
  5. 00:44:500 - 2.23x
  6. 00:44:584 - 0.4x
00:49:360 - would be nice to try a speed up + slow down here since the sound loses a lot of its intensity real quick. Something like 2.1x and then 00:49:444 - at 1.05x

00:49:695 - Stuff I mentioned about equalizing SVs to 1x instead of 1.5x
00:54:053 - ^
00:54:723 - ^

00:55:394 - Just throwing it out there that it'd be pretty cool to have SVs for all these stacked notes, as in they kind of teleport into the player's field of view every time. Something like this could work
  1. 00:55:394 - 00:55:645 - 00:55:897 - 00:56:064 - 00:56:232 - 00:56:399 - 00:56:567 - 1.64x (1.25x base)
  2. 00:55:519 - 00:55:771 - 00:55:980 - 00:56:148 - 00:56:316 - 00:56:483 - 00:56:651 - 0.98x (0.75x base)
If you were to continue this pattern into 00:56:735 - 00:58:046 - 00:59:296 - , you'd need to multiply the above bases by 1.28x, 1.22x, and 1.21x respectively.

01:00:223 - Would be cool to use a short stutter effect for these, like 1.82x (1.5x base) and 01:00:243 - 0.61x (0.5x base) on the 1/16 snap above.

01:05:148 - Average SV here is equal to 1.28x because [5 + (0.75 x 7)] / 8 = 1.28x. Making it average 1 is kind of annoying because 7 is a prime number, but if you want to try it, the value at 01:05:148 - rounding to 5.9x (5 x 1.18), with 01:05:186 - becoming 0.51x [(3/7) x 1.18)]

01:09:142 - Why not add SVs for the stutter here? Could use the half half method with values like 0.71x to 1.65x.

01:09:757 - stuff I've mentioned about why 2x - 1x isn't very fun q.q
01:23:911 - ^ but now in 1/3 \o/

01:29:327 - 01:29:519 - 01:29:712 - 01:29:904 - 01:30:096 - 01:30:289 - 01:30:481 - 01:30:673 - 01:30:930 - 01:31:186 - And so on. Anyways, (1.5 + 0.75x) / 2 = 1.13x average SV and for an SV sequence that lasts 3 seconds which is kind of long, I'd say that's a bit hard for readability. I'd just recommend changing all the 0.75x into 0.5x so it's like reading a ton of stutters that average to 1x.

01:32:853 - Sad you didn't add SVs here when you could have totally done a fun speed up. Try these values?
  1. 01:32:853 - 01:33:109 - 0.3x
  2. 01:33:045 - 01:33:302 - 3.1x. This effect gives a really short and sudden stop since it's much stronger than the previous 1.5x - 0.75x stuff which I think is nice for representing the sudden loss in musical intensity right before the next section starts at 01:33:366 -
01:37:468 - Might try adding a small bump here to represent the half second of hesitation in the music. Maybe like a 1.6x and then 0.4x at 01:37:532 - , and back to 1x on the upbeat 01:37:596 -

01:39:712 - 01:41:314 - 01:42:981 - 01:43:366 - 01:45:417 - 01:49:007 - 01:49:263 - 01:52:853 - 01:53:622 - 01:55:930 - These are all opportunities to do some nice SV effects, and the great part is you don't even have to worry about multiplying the values by a normalizing SV cause it's just 1x! Fun! For real though, you could try any one of the effects I pointed out above, but with some different values instead, like bumps and half values or whatever.


Ok, going onto the actual chart itself now lol
00:06:051 - Don't think a jump is necessary here. What I assume you're following is that quiet kind of clack in the background, but it skips this beat, and instead is present at 00:06:451 - , so I would try something like this instead https://osu.ppy.sh/ss/7717884

00:11:751 - Might be a cool idea to add an LN here to represent the clap that connects the introductory section to the first kiai, like this https://osu.ppy.sh/ss/7717901

00:28:251 - I would divide these jacks into 3's instead of 2's since this is in 1/3 rhythm. I'd also try and isolate the weight of the jacks on each hand separately, like this https://osu.ppy.sh/ss/7717912

00:31:926 (31926|1) - Consider turning this into an LN and ending at 00:32:451 - for the powering down kind of sound?

00:35:450 (35450|1,35533|0,35617|1,35701|0,35785|1) - I thought this was a bit difficult to execute due to a majority of the weight being on the left hand which is kind of understandable what with the LNs on the right hand, but I think it'd be a bit more balanced to do something like this instead https://osu.ppy.sh/ss/7717931 so now both hands get the weight.

00:46:846 - Might consider trilling the 1/4 LNs since their pitch is the same and jacks would be too overkill. Sorta like this might work https://osu.ppy.sh/ss/7717939

00:55:059 (55059|1,55059|0,55142|2,55142|3,55226|0,55226|1,55310|3,55310|2) - Chartwise, these are pretty cool but since I can hear the pitch changing in the first half of this jumptrill, I thought it'd be cool to vary the kind of chord you're using to represent that shift in pitch. Something like this would work https://osu.ppy.sh/ss/7717688 . Be sure to make the hitsound of the single note clap.wav at 60% since you halved volumes and will want to keep it consistent.

01:00:455 (60455|0,60494|1,60533|0) - Pls, mercy. It's fine to break chord size consistency whenever it's due to a high snap pattern getting in the way imo, so I'd remove the note in 1. If accepted, be sure to make the soft hitfinish at 01:00:533 (60533|3) - 60% instead of 30%

01:04:922 (64922|0) - I'm pretty sure this is a ghost note. Even if it isn't, I believe that the 1/1 synth should take more priority, so I'd try something a bit like this instead with a slight overlap at 01:04:997 - for the descending pitch of the synth https://osu.ppy.sh/ss/7717958

01:18:680 (78680|1,78783|0) - Might try a control J here to avoid the 2/3 stack with 01:18:475 (78475|1,78680|1) - which doesn't look as nice imo

01:43:045 - Sounds like there's a bit of a delay from the synth here, so I might recommend adding a note in 2 for it

01:45:417 (105417|0,105417|1) - Make these 2 LNs and end at 01:45:673 - since their sound is similar to 01:41:314 (101314|0) -
01:53:622 - The sounds here are kind of sampled like 1/4 jacks, could do something cool with it like this https://osu.ppy.sh/ss/7717993

Sorry for only modding 1 diff, the SVs were a bit time consuming and it's almost 2 am here, oops
Topic Starter
Rivals_7

Protastic101 wrote:

I see SVs huehuehue ay

*lots of easy numbers boop*
[General]
  1. Eh, why is White Hard called the way it is? Is it the way that's named in the game or whatever? If it's not, I'd just recommend naming it "INSANE" since that actually describes the difficulty of the diff better. "WHITE HARD" was come from the game where this song is featured. ( https://remywiki.com/REFLEC_BEAT_Yuukyuu_no_Reflesia ) It replace "SPECIAL" which is exist in other REFLEC BEAT arcade
  2. Might consider using OD/HP 8.5/8.5 for Inferno since there's a lot of bursty patterns so HP 8.5 helps to prevent mash passing, while OD 8.5 makes it a little harder to acc all the complex and fast stuff. actually i want this to be fairly passable at least on my skill level as well. 8.3 then lol
  3. Soft-hitfinish2.wav seems a bit quiet, so I found a different sample which is really similar to the one you have now but a bit louder http://puu.sh/v6cbL.wav
  4. 00:15:651 - to 00:16:851 - I don't really see a reason to cut up the kiai time like that. Sure, the measures are on the transitional side, but idk man. that part was less intense so........
  5. Modding your hitsounds and see this like, why https://osu.ppy.sh/ss/7715539 :V
[Inferno]
Ok, so a quick note, using SVs while also dealing with BPM changes is Q_Q. I'll be rounding to the nearest hundredth.

00:15:651 - Due to the base BPM being 234, this means your SV values here aren't the actual value you were probably going for. If you want to use 0.25x while the normalizing SV is 1.17, you just multiply the normalizing SV times whatever value you're aiming for. In this case, 1.17 x 0.25 = 0.29x is the SV value at 200bpm.
00:15:651 - to 00:16:851 - I'm not really sure what the point of using 1/6 SVs here is when the notes come in every 2/3 instead. Like, the gradually increasing values such as 00:15:651 - 0.25x here and then 00:15:701 - 0.75x is ?? D: ?? My suggestion would be to just halve the values with the half half method to get the same stutter effect. Be like so (I forgot to multiply the 0.25x and 1.75x SVs by 1.17, but from here on out, everything is already equalized to work with whichever SV is used to normalize the BPM)
  1. 00:15:651 - 00:15:851 - 00:16:051 - 00:16:251 - 00:16:451 - 00:16:651 - 0.25x
  2. 00:15:751 - 00:15:951 - 00:16:151 - 00:16:351 - 00:16:551 - 00:16:751 - 1.75x
  3. 00:16:851 - 1x
Alternatively, you could use a speed up + slowdown first, like this
  1. 00:15:651 - 00:15:851 - 00:16:051 - 00:16:251 - 00:16:451 - 00:16:651 - 2.93x
  2. 00:15:701 - 00:15:901 - 00:16:101 - 00:16:301 - 00:16:501 - 00:16:701 - 0.59x. Can make the values softer if necessary since this is pretty strong (2.22x with 0.82x for example)
00:23:751 - Imo, would be nice to use a short SV sequence here. Maybe 0.7x and then a bump at 00:23:951 - with 2.81x for the clap
00:25:251 - Similarly, I'd recommend using a slow SV here and then having 00:25:551 - act as the bump. Try something like this
  1. 00:25:251 - 0.7x
  2. 00:25:551 - 2.1x okay idk why is this had the same timestamp but I assuming it was for - 00:25:501 - instead
  3. 00:25:551 - 0.82x
  4. 00:25:751 - 1.87x

00:28:251 - This SV averages to 1.35x the normal SV (not taking into account the 1.17x), which is kind of meh since you're forcing the player to read at a faster than normal scroll. To remedy this, I would suggest gradually increasing the value, for something like this
  1. 00:28:251 - 1.29x
  2. 00:28:301 - 1.05x
  3. 00:28:351 - 1.4
  4. 00:28:401 - 0.94
  5. 00:28:451 - 1.4x
  6. 00:28:501 - 0.82x
  7. 00:28:551 - 1.52x
  8. 00:28:601 - 0.7x
  9. 00:28:651 - 1.64x
  10. 00:28:701 - 0.59x
  11. 00:28:751 - 1.76x
  12. 00:28:801 - 0.47x
  13. 00:28:851 - 1.17x
Or you can just do a uniform stutter, up to you.
hmm when i applied this, feel there's like no SVs there. i'll just lowering the value of 0,9 to 0,8 then. so the stutter feel still there

00:32:601 - New section so new values! Now all SVs here should be multiplied by 1.31x. Anyways, concerning the SVs here, if you wanna make them average 1x, try this
  1. 00:32:601 - 00:32:852 - 00:33:103 - 00:33:271 - 00:33:438 - 2.49x
  2. 00:32:726 - 00:32:978 - 00:33:187 - 00:33:355 - 00:33:522 - 0.13x
00:33:606 - Should be 0.98x to take into account the 1.31x SV to normalize scroll speed.
00:33:690 - 1.64x ^
00:33:774 - 2.29x
00:33:857 - 2.95x ^

00:38:969 - I'd try using a more even number here (as 1.1x SV is about 0.84x), so use something like 0.98x here (0.75x base SV)
00:39:221 - Then to average it to 1, you'd use a 1.97x SV here.

00:38:634 - Might suggest adding a short SV sequence here since the intensity of the music kind of dies a bit and jumps forward at 00:38:969 -
  1. 00:38:634 - 0.79x
  2. 00:38:718 - 1.83x
  3. 00:38:802 - 0.66x
  4. 00:38:885 - 1.97x
00:42:321 - y u gotta not make it an even 1x. Anyways, I'd try to base your values off the base BPM and then multiply by 1.31x for the SV since it's easier to figure out what your original intention was. That aside, try 00:42:321 - 1.97x (1.5x base) and then 00:42:405 - 0.66x (0.5x base) to average it to 1. Though imo, I'd try and extend the SV sequence to the end of 00:42:656 - , which basically just means moving that 0.66x SV to 00:42:489 - instead.

00:42:656 - These values are killing me, god I hate BPM changes lol. 2x - 1x isn't going to average to 1x though because {[(2 x 1.31) + 1.31] / 2} / 1.31 =
1.5x average SV for this entire sequence. Solution would be like this
  1. 00:42:656 - 00:42:740 - 00:42:824 - 00:42:908 - 1.97x
  2. 00:42:698 - 00:42:782 - 00:42:866 - 00:42:950 - 0.66x
00:43:159 - Same SV sequence I mentioned above, but this time on a 1/4 unit instead of 1/8
00:43:327 - ^ . I think you kind of get the point now that 2x - 1x on a 1.31x normalizing SV doesn't average 1. While play wise, it doesn't make a huge reading difference, it does on some larger SVs like the ones I mentioned before anyways. Always good to try and keep your average SV consistent too, so the player will have an easier time reading stuff I guess.

00:44:165 - Might be a pretty cool idea here to gradually increase the strength of the SVs to represent the changing pitch, like this
  1. 00:44:165 - 1.97x
  2. 00:44:249 - 0.66x
  3. 00:44:332 - 2.1x
  4. 00:44:416 - 0.52x
  5. 00:44:500 - 2.23x
  6. 00:44:584 - 0.4x
00:49:360 - would be nice to try a speed up + slow down here since the sound loses a lot of its intensity real quick. Something like 2.1x and then 00:49:444 - at 1.05x

00:49:695 - Stuff I mentioned about equalizing SVs to 1x instead of 1.5x
00:54:053 - ^
00:54:723 - ^

00:55:394 - Just throwing it out there that it'd be pretty cool to have SVs for all these stacked notes, as in they kind of teleport into the player's field of view every time. Something like this could work
  1. 00:55:394 - 00:55:645 - 00:55:897 - 00:56:064 - 00:56:232 - 00:56:399 - 00:56:567 - 1.64x (1.25x base)
  2. 00:55:519 - 00:55:771 - 00:55:980 - 00:56:148 - 00:56:316 - 00:56:483 - 00:56:651 - 0.98x (0.75x base)
If you were to continue this pattern into 00:56:735 - 00:58:046 - 00:59:296 - , you'd need to multiply the above bases by 1.28x, 1.22x, and 1.21x respectively. so if I'm not misunderstood this, by say "multiplying" it means like "1.25 x 1.28 =1.6" right? then the rest is "1.25 x 1.22 = 1.5~" and "1.25 x 1.21 = 1.5~" then. i'm bad at this orz Kinda confused because your suggestion above about using 1.64, i thought it was from "1.25 x 1.31 (BPM Normalization value)" but the result is 1,6113. Though its close to 1.64. am I missing some calculations here?

01:00:223 - Would be cool to use a short stutter effect for these, like 1.82x (1.5x base) and 01:00:243 - 0.61x (0.5x base) on the 1/16 snap above.

01:05:148 - Average SV here is equal to 1.28x because [5 + (0.75 x 7)] / 8 = 1.28x. Making it average 1 is kind of annoying because 7 is a prime number, but if you want to try it, the value at 01:05:148 - rounding to 5.9x (5 x 1.18), with 01:05:186 - becoming 0.51x [(3/7) x 1.18)]

01:09:142 - Why not add SVs for the stutter here? Could use the half half method with values like 0.71x to 1.65x.

01:09:757 - stuff I've mentioned about why 2x - 1x isn't very fun q.q
01:23:911 - ^ but now in 1/3 \o/

01:29:327 - 01:29:519 - 01:29:712 - 01:29:904 - 01:30:096 - 01:30:289 - 01:30:481 - 01:30:673 - 01:30:930 - 01:31:186 - And so on. Anyways, (1.5 + 0.75x) / 2 = 1.13x average SV and for an SV sequence that lasts 3 seconds which is kind of long, I'd say that's a bit hard for readability. I'd just recommend changing all the 0.75x into 0.5x so it's like reading a ton of stutters that average to 1x.

01:32:853 - Sad you didn't add SVs here when you could have totally done a fun speed up. Try these values?
  1. 01:32:853 - 01:33:109 - 0.3x
  2. 01:33:045 - 01:33:302 - 3.1x. This effect gives a really short and sudden stop since it's much stronger than the previous 1.5x - 0.75x stuff which I think is nice for representing the sudden loss in musical intensity right before the next section starts at 01:33:366 -
01:37:468 - Might try adding a small bump here to represent the half second of hesitation in the music. Maybe like a 1.6x and then 0.4x at 01:37:532 - , and back to 1x on the upbeat 01:37:596 -

01:39:712 - 01:41:314 - 01:42:981 - 01:43:366 - 01:45:417 - 01:49:007 - 01:49:263 - 01:52:853 - 01:53:622 - 01:55:930 - These are all opportunities to do some nice SV effects, and the great part is you don't even have to worry about multiplying the values by a normalizing SV cause it's just 1x! Fun! For real though, you could try any one of the effects I pointed out above, but with some different values instead, like bumps and half values or whatever.

ET SVs Holy lol

Ok, going onto the actual chart itself now lol
00:06:051 - Don't think a jump is necessary here. What I assume you're following is that quiet kind of clack in the background, but it skips this beat, and instead is present at 00:06:451 - , so I would try something like this instead https://osu.ppy.sh/ss/7717884

00:11:751 - Might be a cool idea to add an LN here to represent the clap that connects the introductory section to the first kiai, like this https://osu.ppy.sh/ss/7717901 hmm kinda concerned with the jack placement tho. sounds really tricky since you had to jack whilst maintaining to hold an LN in the same hand

00:28:251 - I would divide these jacks into 3's instead of 2's since this is in 1/3 rhythm. I'd also try and isolate the weight of the jacks on each hand separately, like this https://osu.ppy.sh/ss/7717912

00:31:926 (31926|1) - Consider turning this into an LN and ending at 00:32:451 - for the powering down kind of sound? hmm doesnt sound to be impactful towards the latter pattern

00:35:450 (35450|1,35533|0,35617|1,35701|0,35785|1) - I thought this was a bit difficult to execute due to a majority of the weight being on the left hand which is kind of understandable what with the LNs on the right hand, but I think it'd be a bit more balanced to do something like this instead https://osu.ppy.sh/ss/7717931 so now both hands get the weight.

00:46:846 - Might consider trilling the 1/4 LNs since their pitch is the same and jacks would be too overkill. Sorta like this might work https://osu.ppy.sh/ss/7717939 Applied. but Keeping the LN at 3

00:55:059 (55059|1,55059|0,55142|2,55142|3,55226|0,55226|1,55310|3,55310|2) - Chartwise, these are pretty cool but since I can hear the pitch changing in the first half of this jumptrill, I thought it'd be cool to vary the kind of chord you're using to represent that shift in pitch. Something like this would work https://osu.ppy.sh/ss/7717688 . Be sure to make the hitsound of the single note clap.wav at 60% since you halved volumes and will want to keep it consistent. thats rather too little to notice. i'd like to keep this for now

01:00:455 (60455|0,60494|1,60533|0) - Pls, mercy. It's fine to break chord size consistency whenever it's due to a high snap pattern getting in the way imo, so I'd remove the note in 1. If accepted, be sure to make the soft hitfinish at 01:00:533 (60533|3) - 60% instead of 30%

01:04:922 (64922|0) - I'm pretty sure this is a ghost note. Even if it isn't, I believe that the 1/1 synth should take more priority, so I'd try something a bit like this instead with a slight overlap at 01:04:997 - for the descending pitch of the synth https://osu.ppy.sh/ss/7717958

01:18:680 (78680|1,78783|0) - Might try a control J here to avoid the 2/3 stack with 01:18:475 (78475|1,78680|1) - which doesn't look as nice imo

01:43:045 - Sounds like there's a bit of a delay from the synth here, so I might recommend adding a note in 2 for it

01:45:417 (105417|0,105417|1) - Make these 2 LNs and end at 01:45:673 - since their sound is similar to 01:41:314 (101314|0) - Hmm i dont think so. to me its rather similar to - 01:53:366 (113366|2,113366|1) -
01:53:622 - The sounds here are kind of sampled like 1/4 jacks, could do something cool with it like this https://osu.ppy.sh/ss/7717993 the interposing beats sounds too faint to notice imo

Sorry for only modding 1 diff, the SVs were a bit time consuming and it's almost 2 am here, oops
Thx a lot ET SVs Prot \:D/
not done with the applying yet xd. will continue later Done yay. :D No reply = fix
SVs almost all accept xD
Protastic101
00:56:735 - Ok, regarding this, I mean like, there's bpm changes, so you still use the same base SV value (in this case 1.25x if you use the one I suggested), but because the BPM is changing, the normalizing SV also changes. So previously, you would have done 1.25 x 1.31 = 1.6375 (but I round), but now that the BPM has changed to 183 at 00:56:735 - , the normalizing SV becomes 1.24x, so now all your base SV values need to be multiplied by that instead of 1.31 which was the normalizing SV on 179 bpm.
laughingcomet
Waow is me now :^) seemed like a cool song so why not.


i really want more sv's .^. so i'm gonna try and do some and see if you'll like it (below is only for INFERNO diff)
00:15:651 - ~ 00:16:851 - shoulden't the sv's be in reverse (meaning the speedup comes first since the sound is loud first and then dies down)
15651,-57.1428571428571,4,2,1,40,0,0
15751,-400,4,2,1,40,0,0
15851,-57.1428571428571,4,2,1,40,0,0
15951,-400,4,2,1,40,0,0
16051,-57.1428571428571,4,2,1,40,0,0
16151,-400,4,2,1,40,0,0
16251,-57.1428571428571,4,2,1,40,0,0
16351,-400,4,2,1,40,0,0
16451,-57.1428571428571,4,2,1,40,0,0
16551,-400,4,2,1,40,0,0
16651,-57.1428571428571,4,2,1,40,0,0
16751,-400,4,2,1,40,0,0
16851,-85.4700854700855,4,2,1,40,0,1

00:27:651 - maybe a slowjam here since the audio is faded out?
00:28:551 - ~ 00:28:851 - maybe make these more aggressive x1.8->x2
00:42:656 - ~ 00:42:992 - more "aggression"?
42656,-33.3333333333333,4,2,1,40,0,0
42698,-500,4,2,1,40,0,0
42740,-33.3333333333333,4,2,1,40,0,0
42782,-500,4,2,1,40,0,0
42824,-33.3333333333333,4,2,1,40,0,0
42866,-500,4,2,1,40,0,0
42908,-33.3333333333333,4,2,1,40,0,0
42950,-500,4,2,1,40,0,0
42992,-76.3358778625954,4,2,1,40,0,0
Please do this and i will love you even more<3
65450,307.692307692308,4,2,1,40,1,0
65450,-50,4,2,1,40,0,1
65526,-83.3333333333333,4,2,1,40,0,1
65757,-50,4,2,1,40,0,1
65834,-83.3333333333333,4,2,1,40,0,1
66065,-50,4,2,1,40,0,1
66142,-83.3333333333333,4,2,1,40,0,1
66373,-50,4,2,1,40,0,1
66450,-83.3333333333333,4,2,1,40,0,1
66680,-50,4,2,1,40,0,1
66757,-83.3333333333333,4,2,1,40,0,1
66988,-50,4,2,1,40,0,1
67065,-83.3333333333333,4,2,1,40,0,1
67296,-50,4,2,1,40,0,1
67373,-83.3333333333333,4,2,1,40,0,1
67603,-45.4545454545455,4,2,1,40,0,1
67680,-83.3333333333333,4,2,1,40,0,1
67757,-45.4545454545455,4,2,1,40,0,1
67834,-83.3333333333333,4,2,1,40,0,1
67911,-45.4545454545455,4,2,1,40,0,1
67988,-83.3333333333333,4,2,1,40,0,1
68219,-50,4,2,1,40,0,1
68296,-83.3333333333333,4,2,1,40,0,1
68526,-50,4,2,1,40,0,1
68603,-83.3333333333333,4,2,1,40,0,1
68834,-50,4,2,1,40,0,1
68911,-83.3333333333333,4,2,1,40,0,1
69142,-50,4,2,1,40,0,1
69219,-10000,4,2,1,40,0,1
69296,-50,4,2,1,40,0,1
69373,-10000,4,2,1,40,0,1
69450,-83.3333333333333,4,2,1,40,0,1
69757,-35.0877192982456,4,2,1,40,0,1
69796,-7142.85714285714,4,2,1,40,0,1
69834,-35.0877192982456,4,2,1,40,0,1
69873,-10000,4,2,1,40,0,1
69911,-35.0877192982456,4,2,1,40,0,1
69950,-10000,4,2,1,40,0,1
69988,-35.0877192982456,4,2,1,40,0,1
70026,-10000,4,2,1,40,0,1
70065,-50,4,2,1,40,0,1
70142,-83.3333333333333,4,2,1,40,0,1
70219,-50,4,2,1,40,0,1
70296,-83.3333333333333,4,2,1,40,0,1
70373,-50,4,2,1,40,0,1
70450,-83.3333333333333,4,2,1,40,0,1
70680,-50,4,2,1,40,0,1
70757,-83.3333333333333,4,2,1,40,0,1
70988,-50,4,2,1,40,0,1
71065,-83.3333333333333,4,2,1,40,0,1
71296,-45.4545454545455,4,2,1,40,0,1
71373,-83.3333333333333,4,2,1,40,0,1
71450,-45.4545454545455,4,2,1,40,0,1
71526,-83.3333333333333,4,2,1,40,0,1
71603,-33.3333333333333,4,2,1,40,0,1
71680,-83.3333333333333,4,2,1,40,0,1
71911,-50,4,2,1,40,0,1
71988,-83.3333333333333,4,2,1,40,0,1
72219,-50,4,2,1,40,0,1
72296,-83.3333333333333,4,2,1,40,0,1
72526,-45.4545454545455,4,2,1,40,0,1
72603,-83.3333333333333,4,2,1,40,0,1
72680,-45.4545454545455,4,2,1,40,0,1
72757,-83.3333333333333,4,2,1,40,0,1
72834,-33.3333333333333,4,2,1,40,0,1
72911,-83.3333333333333,4,2,1,40,0,1
73142,-50,4,2,1,40,0,1
73219,-83.3333333333333,4,2,1,40,0,1
73450,-50,4,2,1,40,0,1
73526,-83.3333333333333,4,2,1,40,0,1
73757,-50,4,2,1,40,0,1
73834,-83.3333333333333,4,2,1,40,0,1
73911,-35.0877192982456,4,2,1,40,0,1
73950,-10000,4,2,1,40,0,1
73988,-35.0877192982456,4,2,1,40,0,1
74026,-10000,4,2,1,40,0,1
74065,-83.3333333333333,4,2,1,40,0,1
74219,-35.0877192982456,4,2,1,40,0,1
74257,-10000,4,2,1,40,0,1
74296,-35.0877192982456,4,2,1,40,0,1
74334,-10000,4,2,1,40,0,1
74373,-83.3333333333333,4,2,1,40,0,1
74526,-35.0877192982456,4,2,1,40,0,1
74565,-10000,4,2,1,40,0,1
74603,-35.0877192982456,4,2,1,40,0,1
74642,-10000,4,2,1,40,0,1
74680,-55.5555555555556,4,2,1,40,0,1
74757,-200,4,2,1,40,0,1
74834,-50,4,2,1,40,0,1
74911,-200,4,2,1,40,0,1
74988,-83.3333333333333,4,2,1,40,0,1


00:01:926 - maybe add something for the buildup? (could include sv's then)
00:14:151 - missed a note?
01:15:142 - ^
Topic Starter
Rivals_7

Protastic101 wrote:

00:56:735 - Ok, regarding this, I mean like, there's bpm changes, so you still use the same base SV value (in this case 1.25x if you use the one I suggested), but because the BPM is changing, the normalizing SV also changes. So previously, you would have done 1.25 x 1.31 = 1.6375 (but I round), but now that the BPM has changed to 183 at 00:56:735 - , the normalizing SV becomes 1.24x, so now all your base SV values need to be multiplied by that instead of 1.31 which was the normalizing SV on 179 bpm.
oo okey, think i do it right. will keep this in mind for future reference. thx a lot Prot xD

laughingcomet wrote:

Waow is me now :^) seemed like a cool song so why not.


i really want more sv's .^. so i'm gonna try and do some and see if you'll like it (below is only for INFERNO diff)
00:15:651 - ~ 00:16:851 - shoulden't the sv's be in reverse (meaning the speedup comes first since the sound is loud first and then dies down)
15651,-57.1428571428571,4,2,1,40,0,0
15751,-400,4,2,1,40,0,0
15851,-57.1428571428571,4,2,1,40,0,0
15951,-400,4,2,1,40,0,0
16051,-57.1428571428571,4,2,1,40,0,0
16151,-400,4,2,1,40,0,0
16251,-57.1428571428571,4,2,1,40,0,0
16351,-400,4,2,1,40,0,0
16451,-57.1428571428571,4,2,1,40,0,0
16551,-400,4,2,1,40,0,0
16651,-57.1428571428571,4,2,1,40,0,0
16751,-400,4,2,1,40,0,0
16851,-85.4700854700855,4,2,1,40,0,1


honestly that was the original idea xd, but doesnt seem to be enough time to react properly so I prefer this one for now :u

00:27:651 - maybe a slowjam here since the audio is faded out?
00:28:551 - ~ 00:28:851 - maybe make these more aggressive x1.8->x2 ehmm no its pretty much wil make it a speed up. i want this to be all readable as much as possible
00:42:656 - ~ 00:42:992 - more "aggression"?
42656,-33.3333333333333,4,2,1,40,0,0
42698,-500,4,2,1,40,0,0
42740,-33.3333333333333,4,2,1,40,0,0
42782,-500,4,2,1,40,0,0
42824,-33.3333333333333,4,2,1,40,0,0
42866,-500,4,2,1,40,0,0
42908,-33.3333333333333,4,2,1,40,0,0
42950,-500,4,2,1,40,0,0
42992,-76.3358778625954,4,2,1,40,0,0
oh that looks pretty ok xD


Please do this and i will love you even more<3
65450,307.692307692308,4,2,1,40,1,0
65450,-50,4,2,1,40,0,1
65526,-83.3333333333333,4,2,1,40,0,1
65757,-50,4,2,1,40,0,1
65834,-83.3333333333333,4,2,1,40,0,1
66065,-50,4,2,1,40,0,1
66142,-83.3333333333333,4,2,1,40,0,1
66373,-50,4,2,1,40,0,1
66450,-83.3333333333333,4,2,1,40,0,1
66680,-50,4,2,1,40,0,1
66757,-83.3333333333333,4,2,1,40,0,1
66988,-50,4,2,1,40,0,1
67065,-83.3333333333333,4,2,1,40,0,1
67296,-50,4,2,1,40,0,1
67373,-83.3333333333333,4,2,1,40,0,1
67603,-45.4545454545455,4,2,1,40,0,1
67680,-83.3333333333333,4,2,1,40,0,1
67757,-45.4545454545455,4,2,1,40,0,1
67834,-83.3333333333333,4,2,1,40,0,1
67911,-45.4545454545455,4,2,1,40,0,1
67988,-83.3333333333333,4,2,1,40,0,1
68219,-50,4,2,1,40,0,1
68296,-83.3333333333333,4,2,1,40,0,1
68526,-50,4,2,1,40,0,1
68603,-83.3333333333333,4,2,1,40,0,1
68834,-50,4,2,1,40,0,1
68911,-83.3333333333333,4,2,1,40,0,1
69142,-50,4,2,1,40,0,1
69219,-10000,4,2,1,40,0,1
69296,-50,4,2,1,40,0,1
69373,-10000,4,2,1,40,0,1
69450,-83.3333333333333,4,2,1,40,0,1
69757,-35.0877192982456,4,2,1,40,0,1
69796,-7142.85714285714,4,2,1,40,0,1
69834,-35.0877192982456,4,2,1,40,0,1
69873,-10000,4,2,1,40,0,1
69911,-35.0877192982456,4,2,1,40,0,1
69950,-10000,4,2,1,40,0,1
69988,-35.0877192982456,4,2,1,40,0,1
70026,-10000,4,2,1,40,0,1
70065,-50,4,2,1,40,0,1
70142,-83.3333333333333,4,2,1,40,0,1
70219,-50,4,2,1,40,0,1
70296,-83.3333333333333,4,2,1,40,0,1
70373,-50,4,2,1,40,0,1
70450,-83.3333333333333,4,2,1,40,0,1
70680,-50,4,2,1,40,0,1
70757,-83.3333333333333,4,2,1,40,0,1
70988,-50,4,2,1,40,0,1
71065,-83.3333333333333,4,2,1,40,0,1
71296,-45.4545454545455,4,2,1,40,0,1
71373,-83.3333333333333,4,2,1,40,0,1
71450,-45.4545454545455,4,2,1,40,0,1
71526,-83.3333333333333,4,2,1,40,0,1
71603,-33.3333333333333,4,2,1,40,0,1
71680,-83.3333333333333,4,2,1,40,0,1
71911,-50,4,2,1,40,0,1
71988,-83.3333333333333,4,2,1,40,0,1
72219,-50,4,2,1,40,0,1
72296,-83.3333333333333,4,2,1,40,0,1
72526,-45.4545454545455,4,2,1,40,0,1
72603,-83.3333333333333,4,2,1,40,0,1
72680,-45.4545454545455,4,2,1,40,0,1
72757,-83.3333333333333,4,2,1,40,0,1
72834,-33.3333333333333,4,2,1,40,0,1
72911,-83.3333333333333,4,2,1,40,0,1
73142,-50,4,2,1,40,0,1
73219,-83.3333333333333,4,2,1,40,0,1
73450,-50,4,2,1,40,0,1
73526,-83.3333333333333,4,2,1,40,0,1
73757,-50,4,2,1,40,0,1
73834,-83.3333333333333,4,2,1,40,0,1
73911,-35.0877192982456,4,2,1,40,0,1
73950,-10000,4,2,1,40,0,1
73988,-35.0877192982456,4,2,1,40,0,1
74026,-10000,4,2,1,40,0,1
74065,-83.3333333333333,4,2,1,40,0,1
74219,-35.0877192982456,4,2,1,40,0,1
74257,-10000,4,2,1,40,0,1
74296,-35.0877192982456,4,2,1,40,0,1
74334,-10000,4,2,1,40,0,1
74373,-83.3333333333333,4,2,1,40,0,1
74526,-35.0877192982456,4,2,1,40,0,1
74565,-10000,4,2,1,40,0,1
74603,-35.0877192982456,4,2,1,40,0,1
74642,-10000,4,2,1,40,0,1
74680,-55.5555555555556,4,2,1,40,0,1
74757,-200,4,2,1,40,0,1
74834,-50,4,2,1,40,0,1
74911,-200,4,2,1,40,0,1
74988,-83.3333333333333,4,2,1,40,0,1

think i'll only apply the 73991 and onwards. and normalize those to 1,65 -> 0,71 as the stutter before. for the rest of your code, i find that they doesnt really flow with the music imo. so i think its best to keep it Un SV-ed


00:01:926 - maybe add something for the buildup? (could include sv's then) emm nope for this. want to just keep it instrument focused
00:14:151 - missed a note? so its should be triple? i dont think so for this, its already too cramped
01:15:142 - ^ no beats tho xd
Thx for da help :D
BanchoBot
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