You can add a note at the first column for follow the drum, move 40727|1 to the fourth column and move 40816|4 to the first column, at this way you are not breaking the pattern
The notes are justified, but i am concerned about notes like: 167822|2,168002|1, 168541|4,168721|3, etc. because you can do this patterns like jacks for justify the guitar at his max point, i did a suggerence here if you want to follow it and for make it more attractive at gameplay.
This part feels like it needs to be connected with more normal notes, because yea, you are following the drums like 231325|4,231415|2,231505|4, but the problem is that in patterns like 231775 the pattern changed without reason. This makes the pattern a little uncomfortable on gameplay because you are totally focused on the solo. Consider add the missing notes, not necessarily adding two notes per drums, just one on the missing parts.
You actually added notes there, without any context, delete them or…:
------- you can add notes in all the white lines, since the drum is stronger there (like 11894 and 12254 for example) omiting this 14050 kind of transition of course, your choice at this point.
Strong noice and new transition, you can add one note here for emphasize the sound, like 18541, 18900, 19439, 20876, 21415, 21775 and 22313 (Click on "Tools/Go to object" and copypaste the numbers for go to the exact point)
I forgot to mention that you can add at this kind of introductions one more note, since the cymbal is there flying and calling for help, 52134 here too and 55008
i'm leaving some of these out. if i add a note for every cymbal the map will get lost in density. the ones i've left out aren't really crashes, and blend in with the rest of the cymbals that aren't being mapped.
if you followed https://quavergame.com/mapset/map/25609/mods#mod_1685, you can move the first note at the fourth column, move the second note to the first column and add a note at 103870, at this way you are emphasizing the gallop feeling and at the same time you are varying the pattern, making the trill mirrored.
i think thats just bleed from the last cymbal. I double checked with a live video and while its probably different, there was also not a cymbal on that note.
That is why they are jumps. they dont need more emphasis. i could in fact make them hands, but i think that would be less consistent with the chart as a whole and i'd rather just keep them as jumps
the drum here is stronger than 103331 and maybe equally to 103152, you can add a note at the third column
You can follow the same example has i pointed before on https://quavergame.com/mapset/map/25609/mods#mod_1702, same pitch, same guitar.
You can add a note at the first column for follow the drum, move 40727|1 to the fourth column and move 40816|4 to the first column, at this way you are not breaking the pattern
You can swap these notes for follow the consistency and the pitch of the guitar
i understand the issue here, but i've moved other notes around to fix it.
For make more variety and follow the pitch, add a note following the cymbal of the background, on 47643 too
Same as https://quavergame.com/mapset/map/25609/mods#mod_1672, apply on 50517 too
Since you added notes as a stream on 48721, add the same amount of notes at the blue lines, ending the pattern at 52044
Keep the consistency as 48721, the pattern feels like is cutting the music with the lack of density
Add a note as a cymbal
Sound here, you can add one on second column and move 23481|2 to third column.
Start of a pattern and with cymbal, you can add one more note.
I can't anything that can justify that triple, d e l e t
from what i hear there is a faint cymbal in the background, so thats probably what it was for
The notes are justified, but i am concerned about notes like: 167822|2,168002|1, 168541|4,168721|3, etc. because you can do this patterns like jacks for justify the guitar at his max point, i did a suggerence here if you want to follow it and for make it more attractive at gameplay.
https://i.imgur.com/ttW04eh.jpg
https://i.imgur.com/ODPy4CX.jpg
at this way, you are following the pitch of the guitar, emphasizing the strongest parts of the sound.
i've changed up the section a bit. i'm keeping the section like it is, but rearranging the notes a bit.
Don't lose the focus, you are missing triples here, add one note here as you did on similar points before
Overuse of the second column, swap them
Because of cymbal, you can add a note on the first column and move 230427|1 to the fourth column
This part feels like it needs to be connected with more normal notes, because yea, you are following the drums like 231325|4,231415|2,231505|4, but the problem is that in patterns like 231775 the pattern changed without reason. This makes the pattern a little uncomfortable on gameplay because you are totally focused on the solo. Consider add the missing notes, not necessarily adding two notes per drums, just one on the missing parts.
i'm not entirely sure what you're talking about but i assume you mean the missing cymbals in this section. i've gone and added them back in.
Same as https://quavergame.com/mapset/map/25609/mods#mod_1689, apply to 136385 and 136745
Add a note, strong pitch and you are not breaking the pattern adding it, just emphasizing it
there is already a note there.
You can add there too, its the end of the introduction, let's end it with grace
https://quavergame.com/mapset/map/25609/mods#mod_1648
You actually added notes there, without any context, delete them or…:
------- you can add notes in all the white lines, since the drum is stronger there (like 11894 and 12254 for example) omiting this 14050 kind of transition of course, your choice at this point.
thats exactly why those notes are there??
Strong noice and new transition, you can add one note here for emphasize the sound, like 18541, 18900, 19439, 20876, 21415, 21775 and 22313 (Click on "Tools/Go to object" and copypaste the numbers for go to the exact point)
theres already notes there??
Since you added doubles at 22673, for emphasize the sound a little, you can convert 19798 at doubles and 22673 as triples.
please read the map comments, this was already brought up there.
I forgot to mention that you can add at this kind of introductions one more note, since the cymbal is there flying and calling for help, 52134 here too and 55008
i'm leaving some of these out. if i add a note for every cymbal the map will get lost in density. the ones i've left out aren't really crashes, and blend in with the rest of the cymbals that aren't being mapped.
You can swap this notes, it actually feels like you are reusing the columns too much
its called a trill. its supposed to use the same column.
This should be more dense, Drum, synth and cymbal, and also the sound is generally strong than the rest of the sound
The jump is already enough for this sound. having a hand would be overkill and doesn't work will the current layering scheme of the chart.
if you followed https://quavergame.com/mapset/map/25609/mods#mod_1685, you can move the first note at the fourth column, move the second note to the first column and add a note at 103870, at this way you are emphasizing the gallop feeling and at the same time you are varying the pattern, making the trill mirrored.
what?
Since you followed the drums at 127224, continue adding notes as drums here and 130637
there's already notes there for the drums. we dont need more.
Since you are following the drums on 1116, add a note here and on 2553 for follow the consistency of the pattern
thats not how the structure works, and would make the chart more inconsistent. the sounds there do not deserve to be jumps and thus are not.
Cymbal and drum (?), you can add one or two notes here, at 144110 and 146984
this is a calmer section of the song and the cymbals aren't very crashy. adding notes in for them kind of muddies up the section.
Did you forgot a note? because you are following the drums at the start of the pattern
no, there is definitely a note there.
ok i get the intention, but, as a suggerence too, you can add a note at this kind of points
there is already a not there and i dont see a reason to add more.
Same as https://quavergame.com/mapset/map/25609/mods#mod_1662, but more necessary due to the lack of order here
????
i can hear the cymbal and the drum here, add one note
i think thats just bleed from the last cymbal. I double checked with a live video and while its probably different, there was also not a cymbal on that note.
You can add a note at the third column, move 39110|3 to second, move 39200|2 to first column and move 39289|1 to the third column
i could, but there is absolutely no reason you to.
This sounds are stronger than the drums of before, you can add notes on these parts for emphasize them.
That is why they are jumps. they dont need more emphasis. i could in fact make them hands, but i think that would be less consistent with the chart as a whole and i'd rather just keep them as jumps
This pattern has the same sound as 206804, erase this notes
the sounds are different. there is a snare on those notes, the jumps are justified.
Same as https://quavergame.com/mapset/map/25609/mods#mod_1662
Swap this for emphasize the first column only for drums, also for this, you have to move 231236|1 to the second column for evade the jack
No, thats not my style.
On this sections, you can add 1 note for emphasize the drum
https://quavergame.com/mapset/map/25609/mods#mod_1648
Same as https://quavergame.com/mapset/map/25609/mods#mod_1711
theres no note here to add.
The same as https://quavergame.com/mapset/map/25609/mods#mod_1656, strong sound.
You can add one note here, 255667 and 255846 for follow the consistency of similar patterns
consistency in not having notes here.
Same as https://quavergame.com/mapset/map/25609/mods#mod_1728
Same as https://quavergame.com/mapset/map/25609/mods#mod_1656
Since you followed drums like this on 259798 and 260158, you can add one note here
theres already notes there for the durms
Same as https://quavergame.com/mapset/map/25609/mods#mod_1720
Same as https://quavergame.com/mapset/map/25609/mods#mod_1720 and also apply on 263751
Why is this different to 274888?
snare vs no snare
Here we got a snap transition, for make it more clear, you can add one note for emphasize the cymbal and make that transition more noticeable
not a fan of notes just cus its a transition
Drum, cymbal, pitch, you can add one more note on that points.
https://quavergame.com/mapset/map/25609/mods#mod_1649
Same as https://quavergame.com/mapset/map/25609/mods#mod_1724
thats not a transition
Strong drums again, add one note on every sound like this
Add one note here, 347643|3 and 347822|2, strong drum
Try to not omit these sounds, add a note here, 352852, 354289 and 355727
Why are these LNs, revert to normal notes?
Sorry, ignore this.