I've gone a step further and added extra timing points with color overrides so each of the "beats" in the sped up section are red, to represent the music better.
You're right. I've made the note changes, and I also created a timing point here with a reduced bpm so the note colors are still 1/4, since that's what it is musically (even though it might be deceiving to a player who relies on visuals).
needs some color overriding
round down timing point's time to nearest whole number to fix colors of notes
add timing point here to mark new measure
unhide lines of timing point here, remove next timing point
I've gone a step further and added extra timing points with color overrides so each of the "beats" in the sped up section are red, to represent the music better.
round time of timing point down to correct notes' snap color
I think the colors should be red, yellow, blue, yellow, red, as it seems natural to me to end on red
After addressing Storn's mod (https://quavergame.com/mapset/map/46296/mods#mod_5354) this color sequence doesn't make sense anymore. I'll try to do something similar still
these notes here actually slow down to 1/3 with the jump landing on 173158|2
You're right. I've made the note changes, and I also created a timing point here with a reduced bpm so the note colors are still 1/4, since that's what it is musically (even though it might be deceiving to a player who relies on visuals).
You should double the bpm to turn all the yellow notes here blue. It'll look more natural and feel more like the song is speeding up.