Post #101 · Posted at 2020-11-15 06:00:04pm 4.5 years ago
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After quite a while of arrows whizzing back and forth across the battleground, the adventurers finally came out on top. Satisfied with their performance in battle, they began to make their way to the next floor, seeing as there didn’t appear to be anything of interest on the floor they were on.
As they were making their way to the next floor, t7r began to think about how that battle might’ve gone had they not had the power of the arrows to guide them. You see, these adventures were quite special. They had the ability to guide themselves through any situation with the help of these “arrows.” The arrows would tell them what moves to make, or how to approach a trap, etc. They could use this power any time they’d like, just as long as they had the mana.
Mana. Oh shit.
The others turned to notice that t7r was hard in thought. When they asked him about what was on his mind, he told them that the group might run out of mana soon. What didn’t help was that the next floor featured even more traps.
“I realize that we’ve put ourselves in a bad situation,” Telperion began. “But the solution to this problem is quite simple. There’s no way to obtain more mana at the moment, but we can expect there might be later. So, until that time, we will simply have to be more effective with fewer arrows.”
Everyone agreed, though it would be a bit difficult. As they began to approach the traps, forcednature turned back to look at how the rest of the group was taking this. As his eyes fell on Kekkle, he noticed something looked a bit off. He could swear that he saw a glow in his eyes for just a split second. After that, though, he looked just as worried as the rest of the group. Perhaps it was just the lighting playing tricks on him.
They reached the new set of traps. They prepared their arrows, the ones they had left, anyway.
As they were making their way to the next floor, t7r began to think about how that battle might’ve gone had they not had the power of the arrows to guide them. You see, these adventures were quite special. They had the ability to guide themselves through any situation with the help of these “arrows.” The arrows would tell them what moves to make, or how to approach a trap, etc. They could use this power any time they’d like, just as long as they had the mana.
Mana. Oh shit.
The others turned to notice that t7r was hard in thought. When they asked him about what was on his mind, he told them that the group might run out of mana soon. What didn’t help was that the next floor featured even more traps.
“I realize that we’ve put ourselves in a bad situation,” Telperion began. “But the solution to this problem is quite simple. There’s no way to obtain more mana at the moment, but we can expect there might be later. So, until that time, we will simply have to be more effective with fewer arrows.”
Everyone agreed, though it would be a bit difficult. As they began to approach the traps, forcednature turned back to look at how the rest of the group was taking this. As his eyes fell on Kekkle, he noticed something looked a bit off. He could swear that he saw a glow in his eyes for just a split second. After that, though, he looked just as worried as the rest of the group. Perhaps it was just the lighting playing tricks on him.
They reached the new set of traps. They prepared their arrows, the ones they had left, anyway.
Floor 4 - Running Low
Main Requirement: You must submit two or more charts. The hardest chart must have less notes than the second-hardest chart. (90 EXP)
Bonus Requirement: Your second-hardest chart must have at least 100 more notes OR at least three levels lower than your hardest chart. (10 EXP)
In addition, each set of shock arrows, full or one-sided, counts as one note for this floor.
Submissions are now open for Floor 4! You all have until Sunday, November 29th at 1PM EDT/EST to submit your file for this round.
Voting starts now for Floor 3! Make sure to vote fairly and responsibly! All votes should be sent to FoRCeDNaTuRe.
FoRCeDNaTuRe will be posting the results for Floor 2 today as well. Be sure to stay tuned for that!
Also, I realize I’ve been slacking on making zips for each floor that contain all of the submissions. That being said, I should be able to create a zip for Floor 3 and have it out by the end of the day.
Feel free to ask questions about the requirements for this floor or any other contest-related questions below. Good luck, everyone!
Main Requirement: You must submit two or more charts. The hardest chart must have less notes than the second-hardest chart. (90 EXP)
Bonus Requirement: Your second-hardest chart must have at least 100 more notes OR at least three levels lower than your hardest chart. (10 EXP)
In addition, each set of shock arrows, full or one-sided, counts as one note for this floor.
Submissions are now open for Floor 4! You all have until Sunday, November 29th at 1PM EDT/EST to submit your file for this round.
Voting starts now for Floor 3! Make sure to vote fairly and responsibly! All votes should be sent to FoRCeDNaTuRe.
FoRCeDNaTuRe will be posting the results for Floor 2 today as well. Be sure to stay tuned for that!
Also, I realize I’ve been slacking on making zips for each floor that contain all of the submissions. That being said, I should be able to create a zip for Floor 3 and have it out by the end of the day.
Feel free to ask questions about the requirements for this floor or any other contest-related questions below. Good luck, everyone!
Post #102 · Posted at 2020-11-15 06:02:06pm 4.5 years ago
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Question: For the purpose of this round, do jumps count as one arrow or two arrows?
Post #103 · Posted at 2020-11-15 06:05:33pm 4.5 years ago
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Jumps just count as 1 arrow each. Don't want to make this Floor too annoying lol
Thought I'd also mention: individual mines (such as the ones used for marking footswitches or bpm changes) do not count toward the note total. Only when they are used as one-sided shock arrows or full shock arrows.
Thought I'd also mention: individual mines (such as the ones used for marking footswitches or bpm changes) do not count toward the note total. Only when they are used as one-sided shock arrows or full shock arrows.
Post #104 · Posted at 2020-11-15 06:06:56pm 4.5 years ago
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Question 2: Does the "hardest" chart go by level or by difficulty ordering? PARANOiA D-
, for example, would fit the requirement over D-
.


Post #105 · Posted at 2020-11-15 06:08:32pm 4.5 years ago
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Both, I'd say. The harder chart, for this floor, should be in the difficulty slot of higher difficulty (For example, harder chart in Expert slot, easier chart in Difficult slot)
Post #106 · Posted at 2020-11-15 06:11:29pm 4.5 years ago
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Results: Floor 2 - Around the Traps
Click here to view spreadsheet
Please correct me if there are any mistakes!
Click here to view spreadsheet
Please correct me if there are any mistakes!
Main EXP / Bonus EXP / Vote EXP
HaleyHalcyon (Jump) - +179 EXP (90+10+79)
Brother Mojo (Something Real) - +172 EXP (90+0+82)
NewbStepper (Explosive) - +168 EXP (90+10+68)
FoRCeDNaTuRe (がっつり陰キャ!?怪盗いいんちょの億劫^^;) - +160 EXP (90+0+70)
tsugaru7reveng (Initiation) - +144 EXP (90+0+54)
chewi (did not vote) (Ponyboy) - +90 EXP (90+0+0)
TonyAkita (did not fulfill Main requirement) (RG04) - +64 EXP (0+0+64)
Brother Mojo (Something Real) - +172 EXP (90+0+82)
NewbStepper (Explosive) - +168 EXP (90+10+68)
FoRCeDNaTuRe (がっつり陰キャ!?怪盗いいんちょの億劫^^;) - +160 EXP (90+0+70)
tsugaru7reveng (Initiation) - +144 EXP (90+0+54)
chewi (did not vote) (Ponyboy) - +90 EXP (90+0+0)
TonyAkita (did not fulfill Main requirement) (RG04) - +64 EXP (0+0+64)
Post #107 · Posted at 2020-11-15 06:48:42pm 4.5 years ago
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Last updated: 2020-11-15 06:48pm
Ah well, I wasn't expecting to do very well this week since shocks aren't something I use a lot of, but I guess that reflected the participation rate as well.
My thoughts on this week's files:
Generally speaking, I'm not sure if the rest of the participants agree with me on this, but I would have liked people to take advantage of the fact that the floor required one-sided shocks and made them a part of each chart's identity, rather than merely throwing them in in place of full shocks. Also, the intent of shock arrows in a continuous stream is to have one foot hit a silver panel to avoid the line of shocks rather than full out leaping over with your whole body. Two files I looked at did a good job doing that.
AW YEAH LET'S DO THIS
My thoughts on this week's files:
Generally speaking, I'm not sure if the rest of the participants agree with me on this, but I would have liked people to take advantage of the fact that the floor required one-sided shocks and made them a part of each chart's identity, rather than merely throwing them in in place of full shocks. Also, the intent of shock arrows in a continuous stream is to have one foot hit a silver panel to avoid the line of shocks rather than full out leaping over with your whole body. Two files I looked at did a good job doing that.
Explosive - ???
My own file, so you know it’s hot flaming dynamite.
Initiation – 3/10
To start off with the good, I liked the consistent theme you had in putting those one-sided shock arrow dodges with the middle two arrows. The rhythms are also on point. That said, your chart unfortunately suffers from several flow and momentum issues, making it extremely uncomfortable to play in general. At m12, I do not quite understand why there’s a large stretch into a 16th cluster but it really breaks a player’s momentum coming from what you were doing immediately before. The measure immediately after has a lower down arrow crossover after hitting 1R with your right foot, which is not only an uncomfortable movement on its own, but you threw a 16th cluster to top it off followed by shocks immediately… ouch. And it happens again on the next measure. At measure 31, you have a situation where you have your left foot on 1L and right foot on 1U, and then being forced to hit 2U with your left foot and then jump twice. Ouch. Upon entering measure 35, there’s a flow break among the 16th clusters, and because it involves the middle two arrows, it’s that much more likely to trip the player. At the slowdown, there’s also a doublestep among the freeze arrows, making it really unclear whether you’re supposed to spin or hold two arrows with one foot or switch on a freeze. And then I think you tried to implement something akin to the freeze switch section in 海神 S-
but made the transitions between the two pads incredibly wide and in a way that really breaks one’s momentum. Also, because of your rhythm choices, it’s not immediately clear that your intention is to switch feet on the freeze (as it would if you shifted the gallops 1/16 earlier). There’s another doublestep at m68, again involving the two middle arrows before going into those freeze switches again. And right before the end, you want the player to cross the center on 16ths while facing the other way, sandwiched between two stretch jumps?! That does not work well in actual gameplay. Overall, I feel like you had a few ideas but then tried to make a chart in under an hour without taking enough time to look it over afterwards. Better luck next time!
Jump – 8/10
CDP – This is an incredibly fun-looking chart with a consistent shock arrow set going to the lyric “Jump!” to force the player to hop off the side of the pad they’re on. All your movements are very fluid as always. However, I’m mildly disappointed that while you worked to meet the requirements for the theme itself, you didn’t attempt to take advantage of the fact that all of your shocks were one-sided (by putting a step on the other pad to make the player either run or jump around the middle while avoiding the traps while still timing to things in the song). You had the perfect opportunity to do so as well, when you brought the player to the center to hit single arrows on the side the shocks appeared.
EDP – I see that this has the same ordeal as CDP minus the 24th bursts.
Ponyboy – 5/10
In DDR, players are normally expected to treat shock arrows as one step with one foot on any silver panel. This chart does flow otherwise for the most part, although at m24 before the yellow and blue steps, you’d have to take another step during the shock arrow set. But wait, why are there three quads on a 12? Not a bad thing, just a questionable choice, a stretch jump might have sufficed. The choices of arrows for the yellow and blue parts could have been more interesting than this, and I’m equally confused as to why there are more down arrows than anything else (and no right arrows at all) during that part. Like Jump (see above), I haven’t seen any instance of using the trap requirement to your advantage, which could have much enhanced your file. The lack of doubles transitions also makes me wonder if you really wanted to give your chart an identity over whatever this would have been like on single.
RG04 – 4/10
Not sure if you understood the round’s requirements, but you were to use one-sided shock arrows at least 8 times throughout your chart. Also, like I wrote for the previous file, in DDR, players are normally expected to treat shock arrows as one step with one foot on any silver panel, rather than jump to avoid with both feet. Unfortunately, this automatically means that I can’t evaluate your chart on the basis of how well it worked to take advantage of the theme, as the full shocks you added in your chart serve as little more than decoration. Now, to disregard the shock arrows and to look at the rest of your chart… did you try playtesting this at all? This is not a 12. This is easily at least a middle 13, with your numerous transitions and even 3-panel stretches and your jumps, all at 200 BPM. There’s a very uncalled-for jump right at the start of m18 that reminds me of the final jump that was added as a typo in Arrabbiata D-
, and anyone who played that chart will tell you how much that jump has ruined things for them.
Something Real – 9/10
Way to go for making full difficulties! Love that gimmick too in the middle.
CDP – Almost a flawless chart; the one nitpick I have for this is at m33 where the hold and the down arrow on P2 end on the same beat and the next arrow is a 2U, meant to be hit with the left foot – it’s not clear that it should be the left foot that hits it because of the hold length before and the down arrow is closer to that arrow than the 1R which had the hold – if entered wrong, the next part is a doublestep.
EDP – A very good chart as well. The part around m30 with the traps could have been arranged a little differently since you’re facing left all the way and the first and third traps require a slight stretch with the right leg to the P1 side first while the left leg avoids a trap, which would be more comfortable if the 1R arrows were 2L instead. But at 110 BPM 8ths, it’s really not that bad to do I suppose.
がっつり陰キャ!?怪盗いいんちょの億劫^^ - 7/10
Way to go for making full difficulties! I’ll limit my review to CDP since it’s the only chart with any shock arrows at all.
CDP – Overall a solid chart but do you really need that many 24th bursts at 185 BPM on a stamina double 17 chart? They’re more of a pain to handle than on single especially during/after 16th streams that require you to transition from pad to pad. The rest of the chart is enjoyable minus those freeze arrow 8th jackhammer into forced doublesteps that are sometimes 2 panels wide. I also wish along with most of the other entries that the chart involved some taking advantage of one-sided shock arrows, instead of merely using them as decoration on one side of the pad or the other.
My own file, so you know it’s hot flaming dynamite.
Initiation – 3/10
To start off with the good, I liked the consistent theme you had in putting those one-sided shock arrow dodges with the middle two arrows. The rhythms are also on point. That said, your chart unfortunately suffers from several flow and momentum issues, making it extremely uncomfortable to play in general. At m12, I do not quite understand why there’s a large stretch into a 16th cluster but it really breaks a player’s momentum coming from what you were doing immediately before. The measure immediately after has a lower down arrow crossover after hitting 1R with your right foot, which is not only an uncomfortable movement on its own, but you threw a 16th cluster to top it off followed by shocks immediately… ouch. And it happens again on the next measure. At measure 31, you have a situation where you have your left foot on 1L and right foot on 1U, and then being forced to hit 2U with your left foot and then jump twice. Ouch. Upon entering measure 35, there’s a flow break among the 16th clusters, and because it involves the middle two arrows, it’s that much more likely to trip the player. At the slowdown, there’s also a doublestep among the freeze arrows, making it really unclear whether you’re supposed to spin or hold two arrows with one foot or switch on a freeze. And then I think you tried to implement something akin to the freeze switch section in 海神 S-

Jump – 8/10
CDP – This is an incredibly fun-looking chart with a consistent shock arrow set going to the lyric “Jump!” to force the player to hop off the side of the pad they’re on. All your movements are very fluid as always. However, I’m mildly disappointed that while you worked to meet the requirements for the theme itself, you didn’t attempt to take advantage of the fact that all of your shocks were one-sided (by putting a step on the other pad to make the player either run or jump around the middle while avoiding the traps while still timing to things in the song). You had the perfect opportunity to do so as well, when you brought the player to the center to hit single arrows on the side the shocks appeared.
EDP – I see that this has the same ordeal as CDP minus the 24th bursts.
Ponyboy – 5/10
In DDR, players are normally expected to treat shock arrows as one step with one foot on any silver panel. This chart does flow otherwise for the most part, although at m24 before the yellow and blue steps, you’d have to take another step during the shock arrow set. But wait, why are there three quads on a 12? Not a bad thing, just a questionable choice, a stretch jump might have sufficed. The choices of arrows for the yellow and blue parts could have been more interesting than this, and I’m equally confused as to why there are more down arrows than anything else (and no right arrows at all) during that part. Like Jump (see above), I haven’t seen any instance of using the trap requirement to your advantage, which could have much enhanced your file. The lack of doubles transitions also makes me wonder if you really wanted to give your chart an identity over whatever this would have been like on single.
RG04 – 4/10
Not sure if you understood the round’s requirements, but you were to use one-sided shock arrows at least 8 times throughout your chart. Also, like I wrote for the previous file, in DDR, players are normally expected to treat shock arrows as one step with one foot on any silver panel, rather than jump to avoid with both feet. Unfortunately, this automatically means that I can’t evaluate your chart on the basis of how well it worked to take advantage of the theme, as the full shocks you added in your chart serve as little more than decoration. Now, to disregard the shock arrows and to look at the rest of your chart… did you try playtesting this at all? This is not a 12. This is easily at least a middle 13, with your numerous transitions and even 3-panel stretches and your jumps, all at 200 BPM. There’s a very uncalled-for jump right at the start of m18 that reminds me of the final jump that was added as a typo in Arrabbiata D-

Something Real – 9/10
Way to go for making full difficulties! Love that gimmick too in the middle.
CDP – Almost a flawless chart; the one nitpick I have for this is at m33 where the hold and the down arrow on P2 end on the same beat and the next arrow is a 2U, meant to be hit with the left foot – it’s not clear that it should be the left foot that hits it because of the hold length before and the down arrow is closer to that arrow than the 1R which had the hold – if entered wrong, the next part is a doublestep.
EDP – A very good chart as well. The part around m30 with the traps could have been arranged a little differently since you’re facing left all the way and the first and third traps require a slight stretch with the right leg to the P1 side first while the left leg avoids a trap, which would be more comfortable if the 1R arrows were 2L instead. But at 110 BPM 8ths, it’s really not that bad to do I suppose.
がっつり陰キャ!?怪盗いいんちょの億劫^^ - 7/10
Way to go for making full difficulties! I’ll limit my review to CDP since it’s the only chart with any shock arrows at all.
CDP – Overall a solid chart but do you really need that many 24th bursts at 185 BPM on a stamina double 17 chart? They’re more of a pain to handle than on single especially during/after 16th streams that require you to transition from pad to pad. The rest of the chart is enjoyable minus those freeze arrow 8th jackhammer into forced doublesteps that are sometimes 2 panels wide. I also wish along with most of the other entries that the chart involved some taking advantage of one-sided shock arrows, instead of merely using them as decoration on one side of the pad or the other.
Quote: KexMiX
Jumps just count as 1 arrow each. Don't want to make this Floor too annoying lol
AW YEAH LET'S DO THIS

Post #108 · Posted at 2020-11-15 07:10:30pm 4.5 years ago
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Quote: NewbStepper
Initiation – 3/10
Better luck next time!
Better luck next time!
Really appreciate you going through all of that detailed technical feedback with the chart! I'll definitely take note of that m12-13 portion since I kinda do that a lot. The rest are avoidable if I review the chart again, which like you mentioned and I admit, didn't review much.
While it's too late to tweak my Floor 3 entry, it's 100% something to consider for Floor 4 and Doubles charts moving forward.
Post #109 · Posted at 2020-11-15 07:15:09pm 4.5 years ago
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My pleasure!
Post #110 · Posted at 2020-11-15 08:12:55pm 4.5 years ago
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Quote: NewbStepper
Ponyboy – 5/10
In DDR, players are normally expected to treat shock arrows as one step with one foot on any silver panel. This chart does flow otherwise for the most part, although at m24 before the yellow and blue steps, you’d have to take another step during the shock arrow set. But wait, why are there three quads on a 12?
1. this isnt ddrIn DDR, players are normally expected to treat shock arrows as one step with one foot on any silver panel. This chart does flow otherwise for the most part, although at m24 before the yellow and blue steps, you’d have to take another step during the shock arrow set. But wait, why are there three quads on a 12?
2.
Quote: the simfile description
the hands are meant to be bracketed.
Quote: NewbStepper
I’m equally confused as to why there are more down arrows than anything else (and no right arrows at all) during that part.
Why the hell not? Weird chart for a weird song.Quote: NewbStepper
I haven’t seen any instance of using the trap requirement to your advantage, which could have much enhanced your file. The lack of doubles transitions also makes me wonder if you really wanted to give your chart an identity over whatever this would have been like on single.
This is literally my second double chart in over 5 years.Post #111 · Posted at 2020-11-16 05:32:52am 4.5 years ago
Post #112 · Posted at 2020-11-16 12:00:26pm 4.5 years ago
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Ooh, this floor's requirements also feel like an excuse to do something nutty... I'm not sure quite what, yet, but I'm excited.
In the section starting in m8, a mine only a 16th after a step is very difficult to avoid in a generic "and then jump your whole body out of the way" fashion, so I wanted to read them as steps on the metal... but I tend to read those as specifically center panel steps, and 2L 1R 1U 1L (1c) 1R 2L 2U 2R (2c) has awkward flow because of the 1L 1c 1R 2L straight lateral, which doesn't give you any indication of which way to turn for the 1c 1R and leads into a 2U that you definitely want to be facing right for. If you step on the "lower" part of the center of the pad, instead, that has great flow... but as with the straight lateral, there's nothing actually telling you that's the correct place to step unless you read pretty far ahead... so they're close to working fairly well, but in practice I ended up just stepping lightly, recoiling back from the mines, and then doublestepping (since I wasn't center panel stepping, since that didn't seem to work right) to start the next set of steps with the correct foot.
Though as I said, outside of your shock placement I I thought your chart was really quite good, so I still gave you a fairly high score. Lots of fun movement at a tempo where it's comfortable to be moving that much, and some interesting and unusual patterns that I enjoyed quite a bit.
And on that note, I find it a little interesting that you specifically call out m33, I end holds at the same time as the last other-foot step through the whole chart. m28, m29, m32, m36, m37, and m52 all have holds like this, and though I understand what could make this one, specifically, more confusing... I also don't think there's anything I can do to make it less confusing except simplify the pattern so that the automatic/straightforward option is the correct one, and I want the twist there. If I made that hold any shorter, I would get confused reading it as to whether I'm supposed to hit that down arrow with my left foot or right foot, and I know a significant number of players who feel the same way about dangling holds... and I also know a significant number of players who started on PIU and would always read this as something they should continue holding... so unfortunately you're basically always going to confuse someone with your hold lengths in situations like this.
I guess I could make the down arrow a hold... but that just doesn't feel right to me, here. It's definitely something to consider in similar situations, though.
Quote: NewbStepper
Ah well, I wasn't expecting to do very well this week since shocks aren't something I use a lot of, but I guess that reflected the participation rate as well.
I felt your chart was really quite good... aside from the use of shock arrows. You described your placement as "wherever they might or might not work" and honestly there were quite a few spots they didn't really work... for example:In the section starting in m8, a mine only a 16th after a step is very difficult to avoid in a generic "and then jump your whole body out of the way" fashion, so I wanted to read them as steps on the metal... but I tend to read those as specifically center panel steps, and 2L 1R 1U 1L (1c) 1R 2L 2U 2R (2c) has awkward flow because of the 1L 1c 1R 2L straight lateral, which doesn't give you any indication of which way to turn for the 1c 1R and leads into a 2U that you definitely want to be facing right for. If you step on the "lower" part of the center of the pad, instead, that has great flow... but as with the straight lateral, there's nothing actually telling you that's the correct place to step unless you read pretty far ahead... so they're close to working fairly well, but in practice I ended up just stepping lightly, recoiling back from the mines, and then doublestepping (since I wasn't center panel stepping, since that didn't seem to work right) to start the next set of steps with the correct foot.
Though as I said, outside of your shock placement I I thought your chart was really quite good, so I still gave you a fairly high score. Lots of fun movement at a tempo where it's comfortable to be moving that much, and some interesting and unusual patterns that I enjoyed quite a bit.
Quote: NewbStepper
CDP – Almost a flawless chart; the one nitpick I have for this is at m33 where the hold and the down arrow on P2 end on the same beat and the next arrow is a 2U, meant to be hit with the left foot – it’s not clear that it should be the left foot that hits it because of the hold length before and the down arrow is closer to that arrow than the 1R which had the hold – if entered wrong, the next part is a doublestep.
Ideal hold length is always a tricky question to answer, since people will have different impulses based on where they learned to read holds. Personally, I feel like in DDR/Stepmania, holds are lenient enough that I can safely read a hold ending at the same as a step to mean that I should pick up the hold foot for the next step, while a hold ending between steps just feels confusing... and I feel like this is the sort of holds I generally see in charting as well. To contrast that, in PIU I feel that holds are strict enough that I usually won't pick up the holding foot unless the hold ended sometime before the step I'm currently hitting... and official PIU charters seem to generally agree with me on that. So I read holds differently by game... and for the same sorts of reasons, it's also difficult to predict how a player will read your steps. You can only rely on self-consistency.And on that note, I find it a little interesting that you specifically call out m33, I end holds at the same time as the last other-foot step through the whole chart. m28, m29, m32, m36, m37, and m52 all have holds like this, and though I understand what could make this one, specifically, more confusing... I also don't think there's anything I can do to make it less confusing except simplify the pattern so that the automatic/straightforward option is the correct one, and I want the twist there. If I made that hold any shorter, I would get confused reading it as to whether I'm supposed to hit that down arrow with my left foot or right foot, and I know a significant number of players who feel the same way about dangling holds... and I also know a significant number of players who started on PIU and would always read this as something they should continue holding... so unfortunately you're basically always going to confuse someone with your hold lengths in situations like this.
I guess I could make the down arrow a hold... but that just doesn't feel right to me, here. It's definitely something to consider in similar situations, though.
Quote: NewbStepper
EDP – A very good chart as well. The part around m30 with the traps could have been arranged a little differently since you’re facing left all the way and the first and third traps require a slight stretch with the right leg to the P1 side first while the left leg avoids a trap, which would be more comfortable if the 1R arrows were 2L instead. But at 110 BPM 8ths, it’s really not that bad to do I suppose.
Yeah, it's pretty slow and those big/stretchy steps were something I specifically wanted to throw at the player there, so facing left the whole time there was also a conscious choice, so the player didn't have to deal with a lot of angular motion at the same time as all this lateral motion.Post #113 · Posted at 2020-11-16 04:09:34pm 4.5 years ago
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All of what you wrote is fair and I appreciate taking your time to write that. About that last paragraph, I just find it difficult to stare one direction for too long, especially when I have to be moving the other way the other half of the time, and shock arrows only add to that kind of challenge.
Post #114 · Posted at 2020-11-18 03:15:25am 4.5 years ago
Holy shit guys I actually provided a little bit of review this time.
Main Requirement: You must submit two or more charts. The hardest chart must have less notes than the second-hardest chart. (90 EXP)
Do jumps count as 1 note or 2 notes?
Explosive
8
Felt like it had too much air time after some of the shock arrows. Also had some ambiguous foot placement on landing, especially leading up to "spin" patterns. However, it seemed well-designed otherwise.
Initiation
6
A lot of places I felt were overextended or didn't respect foot alternation, especially during left/right side transitions. How are you meant to do the gallops during holds?
Jump
N/A
Mine.
Ponyboy
8
Some creative patterning, but foot alternation was a bit fishy in some places.
RG04
10
Really nice patterning. Not complex, but doesn't have to be at that speed.
Something Real
9
I liked it, didn't have any standout places though. 16th vs 24th patterns were a bit awkward though
tl;dr dempa
6
[CDP 17] Too spammy.
[EDP 15] Not as spammy but didn't stand out as very fun to play.
8
Felt like it had too much air time after some of the shock arrows. Also had some ambiguous foot placement on landing, especially leading up to "spin" patterns. However, it seemed well-designed otherwise.
Initiation
6
A lot of places I felt were overextended or didn't respect foot alternation, especially during left/right side transitions. How are you meant to do the gallops during holds?
Jump
N/A
Mine.
Ponyboy
8
Some creative patterning, but foot alternation was a bit fishy in some places.
RG04
10
Really nice patterning. Not complex, but doesn't have to be at that speed.
Something Real
9
I liked it, didn't have any standout places though. 16th vs 24th patterns were a bit awkward though
tl;dr dempa
6
[CDP 17] Too spammy.
[EDP 15] Not as spammy but didn't stand out as very fun to play.
Quote: NewbStepper
However, I’m mildly disappointed that while you worked to meet the requirements for the theme itself, you didn’t attempt to take advantage of the fact that all of your shocks were one-sided (by putting a step on the other pad to make the player either run or jump around the middle while avoiding the traps while still timing to things in the song). You had the perfect opportunity to do so as well, when you brought the player to the center to hit single arrows on the side the shocks appeared.
I had that thought too, but I thought it would have made the chart unfairly hard, especially if it's from 1P [←→] to 2P [←→] or vice versa.Quote: KexMiX
Main Requirement: You must submit two or more charts. The hardest chart must have less notes than the second-hardest chart. (90 EXP)
Post #115 · Posted at 2020-11-18 03:25:50am 4.5 years ago
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Quote: KexMiX
Jumps just count as 1 arrow each. Don't want to make this Floor too annoying lol
Post #116 · Posted at 2020-11-18 04:19:59am 4.5 years ago
Has anybody seen some brakes lying around somewhere? I seem to have lost mine.
Teminite - Ascent
15 - 631 steps, 2 jumps, 0 mines
18 - 469 steps, 2 jumps, 37 mines (one full set of shock arrows and 29 toothy markers)
Download
No
or
this time... since the requirement is about the differences between these two charts it felt better to let them stand alone. Sorry to players that can't handle the CDP, because you're missing out on a ton of fun.
I assume I don't get extra points for having over 100 fewer steps and being 3 levels harder.
And that's just as well, because I'm not totally sure they're actually 3 levels apart... ratings are still hard. Anyway, stuff that's hard for reasons other than having a lot of steps is my jam so I went a little bit crazy. Which maybe seems inadvisable having not seen yet what people thought of Funk Assembly, but hey I think these charts are loads of fun and that's good enough for me. You're going to need long legs, fast feet and big shoes for the CDP... most of its difficulty comes in one big spike, but that spike is pretty long and very hard.
Teminite - Ascent


Download
No


I assume I don't get extra points for having over 100 fewer steps and being 3 levels harder.

Post #117 · Posted at 2020-11-18 08:34:20am 4.5 years ago
Submitted!

Title: Dat Disco Swindle (DANCERUSH Cut)
Artist: Firebeatz & Schella
BPM: 126
Length: 1′50″
Requirements
111 / 1 | The chart in the hardest slot must have fewer notes than the chart one slot down. +90EXP
111 / 100 OR2 / 3 | Your second-hardest chart must have at least 100 more notes OR be at least 3 levels lower than your hardest chart. +10EXP

Title: Dat Disco Swindle (DANCERUSH Cut)
Artist: Firebeatz & Schella
BPM: 126
Length: 1′50″
Requirements
111 / 1 | The chart in the hardest slot must have fewer notes than the chart one slot down. +90EXP
111 / 100 OR
Post #118 · Posted at 2020-11-19 10:53:44pm 4.5 years ago
[Floor 4] - Running Low

Laarbasses - Safri Duo feat. Clark Anderson
Genre: AGOGO-core
BPM: 116
Length: 1:59
S:
2 /
5 /
7 /
11 /
15
D:
3 /
6 /
9 /
10
It feels SO weird making an Expert chart that is both easier AND harder than the Heavy. Here's my attempt, I guess.
The mines in EDP go to the Honking - hence why there are none in the second half.

Laarbasses - Safri Duo feat. Clark Anderson
Genre: AGOGO-core
BPM: 116
Length: 1:59
S:





D:




It feels SO weird making an Expert chart that is both easier AND harder than the Heavy. Here's my attempt, I guess.
The mines in EDP go to the Honking - hence why there are none in the second half.
Post #119 · Posted at 2020-11-28 05:48:42pm 4.5 years ago
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