1 · Sections
Play and press B where each part starts. Sections are what you loop, jump between and give their own tempo.
A DAW for Beat Saber maps.
Record a map the way you'd record a track. Loop the song and play in the beats, walls, bombs and lights, a pass for each, then fix what you missed.
On the keyboard, or on a MIDI keyboard, drum pad or Launchpad. Export a map that plays, or finish it in a pro editor.
Open projectsPlay and press B where each part starts. Sections are what you loop, jump between and give their own tempo.
Play and tap F for left, J for right. Taps snap to the grid. Hold one for an arch.
Every beat already has a note. Click a cell to place your own, drag across it to aim. The rest stay automatic.
Play and hold D F G H J K as long as the wall should last. A tap makes one a beat long.
Twelve keys sit like the game's grid, Q to V. Press one while it plays to drop a bomb in that spot.
Played like an instrument, Q to T. Tap for a hit that fades, hold to keep it on. With 8 on, a hold strobes.
In Notes, press V, pick a range and swing the mouse with the song. Only the direction counts, and what comes out is playable.
Make the hardest level. The ones below come from it, the same every time. Open one and edit it to make it yours.
Hold a beat key for an arch. Or press A on Beats and drag from a note to the next on the same side.
Copy and paste for a live copy. Change the original and it follows. Drag to move it, Ctrl B to break it free.
Press U and pull through the timeline. Whatever you touch goes, in one undo.
The tempo and first beat are found for you. If the grid drifts off the hits, drag the later strip in Timing to stretch it onto them.
Taps landing late? Calibrate once per pair of headphones and every tap is moved back by that much.
↓ and ↑ play from 10% to 150%. Taps still land where they belong.
Press P any time for the map as cubes coming at you.
Any shortcut can go on a MIDI keyboard, drum pad or Launchpad, and a pad can do something else on each screen. All in Options, F1.
A zip to unpack into CustomLevels and play. Import goes the other way, from a map's zip to a project.