About the Pack
You may wonder: What is the significance of an xmod file? An xmod file steps outside the boundaries of what a normal file is considered to be. It adds another dimension to a file that is played. Not only would the user think about what notes are coming up the screen, but also at what rate, whether they are stopping and restarting, traveling faster or slower, or even converting to mines and back. Sure, the power of xmod is a power that is widely misused, but when put into the correct hands, and used in the correct way, magical things happen.
Very magical things.
And I want such magic to be found in a pack of xmod files, ready to keep the player on his/her toes, and provide an extra thrill to SM itself.
Rules
- No joke files. Xmods are easily abused in this sense, and I want none of that here.
- The song length must be at least 1:30. Think of it as a corollary to the previous rule.
- Both pad and keyboard files are accepted. As for how to make them easily differentiable in the menu, I'm not sure yet. That will be determined as time goes on. Pad difficulties must be at most 14, heavy required, with optional lower difficulties. Keyboard must be at least 10, heavy required.
- Warps are allowed. I have nothing against SM 4.0 users, but it's just one of those things that, when done right, proves to add to an xmod file. To know how to effectively use them proves that you know your way around these kinds of files.
- Graphics are encouraged. I'm not the greatest at graphics, but these simfiles need them, and it would be easier on the graphics people if you just went the extra mile to either make your own graphics, or request some. CDtitles are required.
Guidelines
- Be creative, not crazy. When you decide to add an effect, you must ask yourself: does the song call for it? Is there a reasoning behind what you just did? Can it be learned by the user over time? There isn't sufficient reasoning behind a sudden 1000bpm change that makes the next 30 notes unreadable, nor is there behind a 10-second stop full of complete and total silence with a step a 64th note later, waiting to be hit based on reaction time alone.
- Warps are volatile. They produce some of the most dramatic effects ever seen in simfiles. When used the right way, they can introduce never-before-seen phenomena that are impossible to produce by normal means. The problem is that those same warps have also produced many a crappy file, and have the power to make a file really bad. Think very hard before you use them, and make sure that you use them correctly when you do.
- Your file will be tested on both warp creativity and step quality. I'm not looking for crazy-awesome step quality, and I know that you're probably spending your efforts on making the BPM changes awesome, but please put some effort into the steps themselves, too. After all, you're mashing keys to the steps, not the BPM changes.
Send submissions to [email protected].
Judges (Field of judging is in parentheses, xmod quality is judged by both fields)
- JS (Pad)
- [empty slot]
- [empty slot]
- [empty slot]
Graphics
- [empty slot]
- [empty slot]
- [empty slot]
PM me if you want a position, also with some previous work if I don't already know your skill level.
One final note
I know that I'm not the best simartist in the world, and that my name isn't up on the billboards of the various rhythm gaming forums, but I do know my way around xmod theory, and I have a deep appreciation of quality xmod simfiles. I hope that this pack gets off of the ground, and we need to work together to achieve this. ;D
-JS
You may wonder: What is the significance of an xmod file? An xmod file steps outside the boundaries of what a normal file is considered to be. It adds another dimension to a file that is played. Not only would the user think about what notes are coming up the screen, but also at what rate, whether they are stopping and restarting, traveling faster or slower, or even converting to mines and back. Sure, the power of xmod is a power that is widely misused, but when put into the correct hands, and used in the correct way, magical things happen.
Very magical things.
And I want such magic to be found in a pack of xmod files, ready to keep the player on his/her toes, and provide an extra thrill to SM itself.
Rules
- No joke files. Xmods are easily abused in this sense, and I want none of that here.
- The song length must be at least 1:30. Think of it as a corollary to the previous rule.
- Both pad and keyboard files are accepted. As for how to make them easily differentiable in the menu, I'm not sure yet. That will be determined as time goes on. Pad difficulties must be at most 14, heavy required, with optional lower difficulties. Keyboard must be at least 10, heavy required.
- Warps are allowed. I have nothing against SM 4.0 users, but it's just one of those things that, when done right, proves to add to an xmod file. To know how to effectively use them proves that you know your way around these kinds of files.
- Graphics are encouraged. I'm not the greatest at graphics, but these simfiles need them, and it would be easier on the graphics people if you just went the extra mile to either make your own graphics, or request some. CDtitles are required.
Guidelines
- Be creative, not crazy. When you decide to add an effect, you must ask yourself: does the song call for it? Is there a reasoning behind what you just did? Can it be learned by the user over time? There isn't sufficient reasoning behind a sudden 1000bpm change that makes the next 30 notes unreadable, nor is there behind a 10-second stop full of complete and total silence with a step a 64th note later, waiting to be hit based on reaction time alone.
- Warps are volatile. They produce some of the most dramatic effects ever seen in simfiles. When used the right way, they can introduce never-before-seen phenomena that are impossible to produce by normal means. The problem is that those same warps have also produced many a crappy file, and have the power to make a file really bad. Think very hard before you use them, and make sure that you use them correctly when you do.
- Your file will be tested on both warp creativity and step quality. I'm not looking for crazy-awesome step quality, and I know that you're probably spending your efforts on making the BPM changes awesome, but please put some effort into the steps themselves, too. After all, you're mashing keys to the steps, not the BPM changes.
Send submissions to [email protected].
Judges (Field of judging is in parentheses, xmod quality is judged by both fields)
- JS (Pad)
- [empty slot]
- [empty slot]
- [empty slot]
Graphics
- [empty slot]
- [empty slot]
- [empty slot]
PM me if you want a position, also with some previous work if I don't already know your skill level.
One final note
I know that I'm not the best simartist in the world, and that my name isn't up on the billboards of the various rhythm gaming forums, but I do know my way around xmod theory, and I have a deep appreciation of quality xmod simfiles. I hope that this pack gets off of the ground, and we need to work together to achieve this. ;D
-JS



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