The Simfile Makers Guide To The Galaxy
------------by perKeceT-------------
table of contents:
1. intro
2. simfile theory
3. simple sims (beg. lite)
4. more difficult sims (standard)
5. complex sims (hvy oni)
6. outro
7. contact info
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1. intro
hey i mabe this guide to show how good full simfiles should be made, ones that are both challenging and enjoyable. this is not the easiest thing to do, but when done correctly great sims will be the product, the first thing i always to before i create a sim, is listen to the song for an hour or so, so that you know where every song is, and rythem change. you may think that this will make it take much longer, but it will make your simming time shorter in the long run. after you do this, get the song and an .SM file into a folder, and get ready to start simming! most people will start with beginner, i how ever do not, i start with heavy, then beginner, light, and standard. this is just my personal preferrence, you may do it however you please. here are some guide lines on the different difficulties and arrow types:
8th steps:
beginner- use only if it is an off-beat step
light- use them to break the monotony of 4ths, and to add difficulty
standard- use generously, most standard players will beable to do 8ths pretty well, just stay away from HVAM-esque death streams
heavy/oni- use as many as u feel fit, these steps are for advanced players
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16th steps:
beginner- use only in off beat situations
light- same as beginner
standard- use more often, but keep to off beat situations
heavy- use freely, try to keep it to sets of 3, 5, and 7, unless they are used for a snare roll.
oni- use as many as you want, just remember, not everyone is DukAmok
Keyboard- heres where you go crazy, let out your full out, 45-60 second 16th runs.
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2. the theory of simfile making
whether you are making pad or keyboard steps there is one thing that you need to remember: MAKE IT FUN! people play stepmania to have fun, thats the bottom line, i cant even remember how many times ive played a simfile, and about 30 seconds in, ill just quit, this shouldnt be happening. check out the winners of stepmix, they dont have 16th runs with jumps thrown in the middle, because that is not fun. you can have difficult keyboard steps without this, i would like you to download takoyaki's over the rave, simfile by otter, this is the best simfile i have ever played, it uses many 16ths, but they FIT, and check out perKeceT's (mine!) uber rave step chart, which will be exclusive to the dancing stage ultimix (check BMS for details). these steps to uber rave wrok, and they're paddable, no super runs, but good use of 16ths. keep this in mind when you are making your sims.
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3. simple sims
in this section i will tell you how to make easy, yet fun simfiles (beginner and light). the first thing you need to know is that, no matter how much you tell them, beginners will still put thy're feet back to the middle, i blame this souly on that stupid character in the BG while playing beginner. so first you will need to get a well synced .SM file, now, go to record in selection, keep the snap on 4th notes, and create a simple quarter note based chart, this is the easiest chart to make, for its the least complex. now on to light. light should just be a variation of beginner, you should also use 8th steps, to make the chart fun, yet keeping it simple. this will create fun and easy charts for people just getting into the game.
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4. more difficult sims (standard)
this section wil teach you how to create good standard charts, these charts i feel are the most important, if they are too difficult, the improving palyer will become discouraged, if they are too easy, it will take longer for the player to get to heavy. first you should create a duplicate of light, then add more steps, this is the first chart where syncing the steps is very important. so make sure to include 8ths, possibly sets of 3, will keep in fun, and keep the player moving, remember, make sure that the steps fit the music, this is very key to standard steps.
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5. complex charts (heavy, oni)
these are the charts most people play, they provide the most fun, and the most challenge. i great heavy chart will use many different elements of stepping, air, freezes, 16ths, and 8th runs. most people cant do this well so here are some good places to use these elements:
1. jumps- should be used on strong, hard beats, not to be used for parts of melodies, unless they fit well
2. freezes- these should be used for sounds that are held for a certain amount of time, freezes are especially fun when there are steps done during the hold, such as: down freeze-right, left, left, up, right-end freeze.
3. 16ths- these should be used if the beat calls for it, during a snare roll, or during a speedy melody. (refer to otter's over the rave, mentioned above)
4. 8th runs- these are konami's bread and butter (16ths being RoXor's) since paranoia max on 2nd mix, the ending 8th note run has been very popular. use it, but be sure to use it well, make sure it fits, like PSMO and HVAM
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6. outro
well that was my guide, i hope that this will help you create full simfiles, filling all 5 charts, this guide was for paddable sims, i may release a guide for keyboard sims, but probably not, because i dont make keyboard simfiles. thank ypu for taking the time to read this guide, if it helped you, share it with friends.
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7. contact info
email-
dm_perkecet@yahoo.com
AIM- anorexorcist69
Myspace- myspace.com/dm_perkecet
BMS user name- perKeceT