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
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
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
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)
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
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
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
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
Consider starting the linear at x0.1 instead, the first few notes are almost unreadable due to overlapping
Using consistent rolls here results in dump due to the sound not being consistent, though this might not be bad to keep
Would it be better to use single notes instead of jumps here?
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!
make it slowdown to a higher sv
slowdown to a higher sv? what does that mean?
wait no figured it out
stutters feel "clunky"
increase the min sv of this effect
no svs present which is inconsistent with other occurences of this sound
sounds like a slowdown would be appropriate hereq
feels like there should be svs here
just use stutters
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
so this isnt anything to be fixed? i noticed it a lil bit ago and thought it doesnt really matter too much
end slowdown with higher sv
slowdown sounds appropriate here
just use stutters
start speedup with a higher sv
end slowdown at a higher sv
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
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
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)
i'm struggling to interpret what this is saying
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
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?
notes missing stutter effect
note that this section is normalized to 1.0x, and not 1.25x like before
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
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
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
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
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
this is really cool and useful, thanks
normalize to 1x sv