Final Hope
Riya

Created by: Darkanturian
Submitted: almost 3 years ago
Last updated: over 2 years ago
Source: Lanota
Tags:
Artcore SV
BPM: 220
Length: 1:45
Passes/Fails: 9 / 68

[4K] 31.24 - Final Battle

Accepted
Suggestion
ph03n1x
User
over 2 years ago

Consider starting the linear at x0.1 instead, the first few notes are almost unreadable due to overlapping

Denied
Suggestion
ph03n1x
User
over 2 years ago

Using consistent rolls here results in dump due to the sound not being consistent, though this might not be bad to keep

Accepted
Suggestion
ph03n1x
User
over 2 years ago

Would it be better to use single notes instead of jumps here?

Accepted
Issue
ph03n1x
User
over 2 years ago

This pattern is on the wrong beatsnap. 1/3 would snap the notes to the sound provided. Note that you will have to edit the SVs too!

Accepted
Issue
kusa
Developer
over 2 years ago

make it slowdown to a higher sv


Cxerizo
Creator
over 2 years ago

slowdown to a higher sv? what does that mean?

Cxerizo
Creator
over 2 years ago

wait no figured it out

Accepted
Issue
kusa
Developer
over 2 years ago

stutters feel "clunky"

Accepted
Issue
kusa
Developer
over 2 years ago

increase the min sv of this effect

Accepted
Issue
kusa
Developer
over 2 years ago

no svs present which is inconsistent with other occurences of this sound

Accepted
Suggestion
kusa
Developer
over 2 years ago

sounds like a slowdown would be appropriate hereq

Accepted
Issue
kusa
Developer
over 2 years ago

just use stutters

Ignored
kusa
Developer
over 2 years ago

wanted to note that I find these effects not too hard to read with default arrows, since due to the nature of the execuction of the svs the effect that should theoretically have a net change in position of 0 actually has some tiny change

this however, is not as easily seen with default bars


Cxerizo
Creator
over 2 years ago

so this isnt anything to be fixed? i noticed it a lil bit ago and thought it doesnt really matter too much

Accepted
Issue
kusa
Developer
over 2 years ago

end slowdown with higher sv

Accepted
Suggestion
kusa
Developer
over 2 years ago

slowdown sounds appropriate here

Accepted
Issue
kusa
Developer
over 2 years ago

just use stutters

Accepted
Issue
kusa
Developer
over 2 years ago

start speedup with a higher sv

Accepted
Issue
kusa
Developer
over 2 years ago

end slowdown at a higher sv

Ignored
Suggestion
kusa
Developer
over 2 years ago

the stutters look visually "clunky" to me, think it might look better if the first and second svs of the stutter effect were switched, or maybe split the duration of the component svs more evenly


Cxerizo
Creator
over 2 years ago

i was going for a clunky sorta look for this bit. just the feeling of being able to read it while its lagging is the main point of the part while still being on time

Ignored
Issue
kusa
Developer
over 2 years ago

replace with a teleport into a -x -> 0 linear sv (replace x with some number that looks nice) for a nicer looking effect and transition into the speedup

i further recommend starting the speedup with a larger number so that the start of the speedup is easier to read, with the overall transition looking like -x -> a -> 1 linear sv (x being some number and a being the sv at the start of the speedup)


Cxerizo
Creator
over 2 years ago

i'm struggling to interpret what this is saying

Ignored
Issue
kusa
Developer
over 2 years ago

measure line here shows up inside this pattern 38216|4,38216|1,38284|2,38284|4,38352|3,38420|1,38420|2,38489|4,38489|3,38557|4,38557|2,38625|2,38693|4,38693|1
due to the usage of negative sv, making it a bit unclean

the line can be hidden by placing a timing point at the time of the line, and toggling the checkbox in the timing point panel to hide the lines of that timing point, and then placing a timing point a measure later to restore the lines


Cxerizo
Creator
over 2 years ago

i'm not sure exactly what you mean by this but i think i've sorted it, please can you make sure next time i update?

Accepted
Issue
kusa
Developer
over 2 years ago

notes missing stutter effect

note that this section is normalized to 1.0x, and not 1.25x like before

Accepted
Issue
kusa
Developer
over 2 years ago

note is missing stutter effect

stutter effect is also currently normalized to 1.25x ((2 + 0.5) / 2), which may or may not be too fast

Accepted
Issue
kusa
Developer
over 2 years ago

I didn't find the beginning of this speedup terribly hard to read with default arrows, but I think it should be made easier and visually "cleaner" by increasing the starting sv

Accepted
Issue
kusa
Developer
over 2 years ago

suddenly transitions from 0.5x normalization to 1.0x normalization

also the way the stutters are done effectively reduces the time some of the notes spend on screen by about 273 ms (the length of a beat at 220 bpm), since the hitposition is effectively raised up by that amount

the note visibility problem can be avoided by having the larger SV of the stutter happen first, and then the smaller SV

Accepted
Suggestion
kusa
Developer
over 2 years ago

the slowjam is prob fine, but i think the transition into it could be made smoother by utilizing a 1 -> .05 linear slowdown from 9307 to 9852

Accepted
Issue
kusa
Developer
over 2 years ago

the slowjam is incredibly slow and is pretty much the only instance of this happening in the map, I would change this to a more sightreadable effect, such as using a still instead


Cxerizo
Creator
over 2 years ago

this is really cool and useful, thanks

Accepted
Issue
kusa
Developer
over 2 years ago

normalize to 1x sv