Re: File review's
Quoting this review because I want to point out a few things that you should know before going out and making vast changes to your file.
Being that you're only starting with simfiling, pitch relevancy is something you shouldn't be inclined to know right away. In addition to that, pitch relevancy is and always be relative - with only four keys, the only way you will ever get proper pitch relevancy is to create a song and assign arrows to particular notes within a melody (etc). With that being said, pitch relevancy is always different based off of the player, and there's no truly perfect way to do things properly.
Typically, the best pitch relevancy is a set of patterns that can account for the a certain riff/melody without boring the player. Pattern experimentation is a huge deal, and every simfile artist has to learn how to manipulate structure in an effort to get a high level of technical correctness while still offering a high amount of replay factor. Use notes of pitch relevancy with caution - if you really aren't sure how you want to go about representing something, take a look at files from other well known simauthors on FFR or SM and see how they go about doing things.
The next thing I want to point out is the note of triples only being needed on cymbal crashes.
From my SM/FFR experience, I've that files can generally be divided into two styles -- an accent-oriented style, which captures the overall feel of the song by giving dominant song instruments more precedence, and a keysounded-style (akin to keysounded games like Pop'n/IIDX/etc.), where you chart based off of the number of coinciding sounds for a specific section. How you want to chart a specific song is entirely dependent on what it has to offer. Typically, a song that holds a fairly constant line, whether it's percussion or melodic, will not make for a great direct layering chart. In this case, saying that triples should only go on cymbal crashes is probably correct. I remember there being a fairly high amount of cymbal crashes at the end of this song, so choose your patterns carefully.
Finally, if you receive advice to change any sort of patterns without any true objective reasoning, then it typically isn't a mandatory change. Often, you'll see simfile artists get notes for moving steps in a particular section because they force unnecessary mini-jacks, or cause really uneven bursts, or, you'll see notes from people telling you to slow down/speed up patterns (trills/jacks).
In any case, a lot of people have been going around giving a ton of subjective notes for files, and while it is good to see reviews with subjective notes to nail fun factor, the game will never be fun with constraints on how you should do things.
$0.02. Let me know if you want me to take a look at this.
EDIT:
This is also entirely up to you - if you want an easier file for people to enjoy, then that is entirely up to you. Absolutely no one has the right to tell you to beef up a song if you don't want to.
Quoting this review because I want to point out a few things that you should know before going out and making vast changes to your file.
Being that you're only starting with simfiling, pitch relevancy is something you shouldn't be inclined to know right away. In addition to that, pitch relevancy is and always be relative - with only four keys, the only way you will ever get proper pitch relevancy is to create a song and assign arrows to particular notes within a melody (etc). With that being said, pitch relevancy is always different based off of the player, and there's no truly perfect way to do things properly.
Typically, the best pitch relevancy is a set of patterns that can account for the a certain riff/melody without boring the player. Pattern experimentation is a huge deal, and every simfile artist has to learn how to manipulate structure in an effort to get a high level of technical correctness while still offering a high amount of replay factor. Use notes of pitch relevancy with caution - if you really aren't sure how you want to go about representing something, take a look at files from other well known simauthors on FFR or SM and see how they go about doing things.
The next thing I want to point out is the note of triples only being needed on cymbal crashes.
From my SM/FFR experience, I've that files can generally be divided into two styles -- an accent-oriented style, which captures the overall feel of the song by giving dominant song instruments more precedence, and a keysounded-style (akin to keysounded games like Pop'n/IIDX/etc.), where you chart based off of the number of coinciding sounds for a specific section. How you want to chart a specific song is entirely dependent on what it has to offer. Typically, a song that holds a fairly constant line, whether it's percussion or melodic, will not make for a great direct layering chart. In this case, saying that triples should only go on cymbal crashes is probably correct. I remember there being a fairly high amount of cymbal crashes at the end of this song, so choose your patterns carefully.
Finally, if you receive advice to change any sort of patterns without any true objective reasoning, then it typically isn't a mandatory change. Often, you'll see simfile artists get notes for moving steps in a particular section because they force unnecessary mini-jacks, or cause really uneven bursts, or, you'll see notes from people telling you to slow down/speed up patterns (trills/jacks).
In any case, a lot of people have been going around giving a ton of subjective notes for files, and while it is good to see reviews with subjective notes to nail fun factor, the game will never be fun with constraints on how you should do things.
$0.02. Let me know if you want me to take a look at this.
EDIT:
but you shouldn't severely understep a song to make a file easy. There are plenty of songs that just plain make easier files










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