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Beatmap Nominator
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Oh yeah I guess I changed my mind about it / thought maybe your mind can change in the meantime, but that shouldn't keep this from getting ranked after all, sorry for that ^^;

Welp, I'll be ready whenever you are~
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Whistle Blower
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HAVOC
Map the start of the song
00:19:488 (1,2,3,4,5,6,1,2,3,4,5,6,7,1) - Okay this is hard to read, put NC here 00:19:774 (2,5,4) - and take the NC off this 00:20:631 (1) -
01:03:774 (4,5,1) - what the heck
01:04:345 (3,5,7,3,5,7) - NC these
01:24:631 (1,2,3,4,5,6) - These too to show its 1/3
01:27:488 (1,2,3,1,2,3) - what the heck
01:35:773 (4,5,1,2,3,4,5,6,7) - Thats ridiculously hard to read
01:41:488 (4) - NC for 1/3
01:44:917 (5) - NC for distance snap change
01:46:132 (6) - Here too
01:53:524 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,9,1,2,3,4,5,6,7,8) - All of this isn't snapped to the beat, its offset is wrong compared to the rest of the notes
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Winfall wrote:

HAVOC
Map the start of the song
00:19:488 (1,2,3,4,5,6,1,2,3,4,5,6,7,1) - Okay this is hard to read, put NC here 00:19:774 (2,5,4) - and take the NC off this 00:20:631 (1) -
01:03:774 (4,5,1) - what the heck
01:04:345 (3,5,7,3,5,7) - NC these
01:24:631 (1,2,3,4,5,6) - These too to show its 1/3
01:27:488 (1,2,3,1,2,3) - what the heck
01:35:773 (4,5,1,2,3,4,5,6,7) - Thats ridiculously hard to read
01:41:488 (4) - NC for 1/3
01:44:917 (5) - NC for distance snap change
01:46:132 (6) - Here too
01:53:524 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,9,1,2,3,4,5,6,7,8) - All of this isn't snapped to the beat, its offset is wrong compared to the rest of the notes


I don't understand your intentions behind any of these points as there's a clear lack of explanations following your suggestions. And just objectively viewing these changes... I disagree. Nothing adjusted :L
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recheck

STARTER
  • 00:27:488 (1,2) - The second edge is a bit too late, red node ain't on the slidertick
  • 00:10:345 (1,2,3) - 01:09:774 (1,2,3,4) - 01:28:060 (1,2,3,4) - This really shows how necessary this diff is.. In an attempt to convince you once again: There was recently that streamer called loltyler who played osu! on stream for the first time, he didn't play the tutorial at all and was able to play the bundled Normal-diffs quite well except for the fact that he didn't know that he needs to hold sliders. He didn't learn that even after playing easier diffs in the next ~60 minutes either, just by finally playing the tutorial. Point being: A slider that is just one second long isn't harder to play for beginners than a slider that is double as long, it's just a matter of whether you grasp how sliders work on a fundamental level or not, and a ridiculously easy map won't make learning that more intuitive than a regular one.
    Afaik, the lowest difficulty of almost every bundled mapset is a Normal, so it's no surprise that beginners might be overwhelmed by that. But that's why we got plenty of easier diffs on mapsets where they can actually represent aspects of the song through more than just tiny sliderwiggles. I mean wth, you've got a BEGINNER-diff in this mapset, which is obviously already perfectly fitting for beginners (and still pretty nonsensical considering the song), the lack of a way to express an even lower diff properly indicates the uselessness of it pretty well xd
    At least map the first combo differently in order to not make it obvious as fuck that it doesn't matter what you map where bc every generic rhythm and pattern fits everywhere and that you can (and do) just copypaste everything, which is not really speaking well for map-quality. But I won't break my promise of nominating this bc that would be an asshole-move, should've actually looked at it again first, my fault. Also, the other BNs that I asked half a year ago would probably veto it, but w/e.
BEGINNERBASIC
  • 00:20:917 (2,3,4) - Why are these suddenly spaced so much, you only use such high spacing for sliderchains, not for circles though
  • Generally it would be cool if you could make the visual appearance of your spacing consistent, currently half of your objects don't have followpoints in-between each other and the other half does bc at x1,02 they start to appear. Just deactivate GridSnap and fix that. At places like 00:50:345 (1,2,3) it seems like you used significantly higher spacing just to achieve symmetry, that can easily be solved more elegantly by changing the positioning of 00:48:060 (1,2,3,4) so it ends up more in the middle and placing 00:51:203 (2) on the same y-coordinate, for example.
NOVICE
  • 00:20:631 (1,2,3) - Why is this your only stack in this entire section? All other 1/2s are spaced out.
    (for clarification, I totally agree on 01:09:774 (1,2,3) being stacked bc coming out of a pause with spaced 1/2s might be hard, so this is fine, just not the other one lol)
  • 01:18:345 - 01:36:631 - These beats being empty feels awkward bc it makes your combos end on an off-beat for no apparent reason, it seems like you wanted to avoid the 1/3-rhythm but these white ticks still have regular 1/1-beats on them so I don't see how that makes sense
  • 01:46:345 (1,2,3,1,2,3,1,2,3,1,2,3,1) - .. .. .. This is the same as BASIC again.. sigh
AMATEUR
  • 00:10:917 (3,4) versus 00:09:203 (1,2,3) - I told you to polish spacing more last time, dunno if something changed but this inconsistent visual spacing here is particularly noticable, just move (4) a bit more up/right/whatever
  • 00:41:488 (1,2,3,4,5,6,7) - (4,5) being sliders doesn't make much sense to me since I don't hear any difference to the beats at (1,2,3,4) and it also completely kills differentiation for (6,7), those sliders having a red node is almost completely unnoticable when they are forming a pattern together with the previous objects
  • 00:43:488 (1,2,3) - 00:48:060 (1,2,3,4) - 01:26:917 (3,4) - 01:41:203 (7) - Remove the last reverses in order to leave some buffer like at the very first object of your map lol (especially 01:41:203 (7) - bc x2,5 holy shit)
  • 00:57:203 (1,2,3) - What about using drum-sampleset instead of soft-, the contrast of the hitsounds here is inappropriately huge imo
  • 00:59:488 (1,2) - reduce spacing to x1.2 to keep the followpoint from appearing while still avoiding the overlap
  • 01:16:631 (3,1,2,3) - Maybe space this out some more to avoid the kinda-overlap xd also maybe reconsider the NCs bc this is unusually dense as fuck
  • 01:29:203 (1,2,3) - Space these out more too to avoid this combo looking broken af
INTERMEDIATE
  • Wow, you changed one combo every now and then to insert a 1/4 and then continued to copypaste and mirror AMATEUR again.
    I feel like you don't understand what's the issue with this and just do what I tell you in order to satisfy me and get a bubble. Duplicating a map with higher difficulty-settings and inserting a 1/4 every now and then is not making a new diff. This even used to stand somewhere in the wiki at some point but I can't find it rn. People will play AMATEUR and at some point feel like "oh, I am good at this diff, time to move on the the next one!" and it's gonna be literally the same experience just with one single element added that makes it more difficult to play, even though the rest is the same. That's not how you do spread. That's why I (originally ironically) remarked that you could've saved yourself a lot of work by just mapping half as many diffs. Really, you should be intelligent enough to understand why this is utter nonsense, so I can't be bothered to explain it even more. Map a proper map or delete this diff, don't just make spread bc hurrdurr many diffs and even starrating erghblergh, that's not the point of doing spread.
    If you did this the same way with the other diffs that were identical, map them properly too. Call me back when there is no more of this nonsense left in your set so I'm not wasting my time again here. Or maybe don't. Idk, ich verlier meine Nerven hier.
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Rhythm Incarnate
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ok sorry for being uninspired and resorting to copy pasting, fixed/changed/remapped everything youve pointed out here and irc so far
sorry again, didnt mean to be this much of a trouble maker for you
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Earned 2 kudosu.
I'm like Jesus but instead of three days I need three weeks

re-re-re-check of above diffs:

BASIC
00:10:345 (1,3) - dunno why I didn't mention it before but I feel like arranging the objects in some way that breaks the triangle-structure but avoids this overlap would look cleaner, (imperfect) triangles are way less noticable than an overlap
NOVICE
01:18:345 - 01:36:631 - are still empty o:
AMATEUR
00:48:060 (1,2,3,4) - still have no buffer-gap
00:57:203 (1,2,3) - applies to all diffs but I'm pointing it out here: Why aren't you using hitnormals on the heads of those sliders / their respective objects in all other diffs? those beats are still as strong as all the others o:

moving on ᕕ( ᐛ )ᕗ

INTERMEDIATE
  • 00:10:345 (1,2,3,4,5,6,7,8) - this combo still being the same as AMATEUR and having that spacing-imbalance at 00:10:917 (3,4) that you fixed in AMATEUR is nghnghgnh lol
  • 00:36:631 (1,2,3,4,5,6,7,8) - Telling 1/4s apart from 1/2 is incredibly hard here, would strongly recommend to space the 1/4s our more like at 00:14:345 (6,7,8) - etc to make this easier to read
  • 01:44:631 (3,4,5) - beat-placement doesn't make sense to me here, you put a circle on a rather minor beat at (4) but didn't use one at 01:46:345 even tho that's clearly much stronger and starting the new section, would delete / swap (if you don't add a circle to (5) maybe NC it since it's a very different sound n all that stuff
  • 01:28:060 (1,2,3,4) - (3,4) is much closer visually than the others and doesn't have a followpoint showing up lol
  • 01:34:345 (3,4,5,1) - seems like you wanted the followpoint to be vertical but autostacking ruins this completely lol
  • 01:35:488 (3,4) - I think this is a bit too tricky for this difficulty-level, the spacing doesn't indicate the unusual rhythm of (3), and (4) being mostly hidden under (2) makes it even more surprising that you actually have to click (4) so early, would recommend using appropriate DS here, or doing it like at 01:41:203 (7) - where you just added one more reverse, idk what you like more
  • 01:54:631 (5,1) - 01:56:346 (5,1) - Are those not lining up on purpose? looks a bit broken to me
  • 01:58:917 (3) - just my taste but I feel like stacking (3) there doesn't do the strong beat justice, would come up with a different pattern for (1,2,3) to avoid that and maybe even NC (3) but that's just me
EXHAUST
  • 00:36:631 (1,2,3,4,5,6,1,2,3) - watch out for autostacks ruining the patterning here a lot lol
  • 00:44:345 - the normal-whistle seems unintentional ^^ and also appears in all of your higher diffs too
  • 00:54:060 (1,2,3,4) - followpoint between (2,3) and lewd almost-touching of (3,4) makes this look pretty imbalanced
  • 01:12:917 (4,2) - improper stack, DQ pls
  • 01:31:774 (1,2,3,1,2,3,4) - I feel like this would fit the music a lot better if the second combo wouldn't simply continue the flow but change the direction of rotation instead, basically like swapping 01:32:917 (2,4) - but in a way that isn't completely weird, maybe you can come up with something
  • 01:35:488 (3,4,5,6) - seems a bit unintuitive to fully click 1/3s here, have you thought about using a slider instead of (4,5)? but if that doesn't work for you feel free to keep it ofc, just suggesting~
  • 01:45:774 (6) - as mentioned in a different diff I'd suggest NCing this
  • 01:46:631 (1,2,3,4,5,6,7,1,2,3,4,5,6,7) - 01:50:060 (1,2,3,4,5,6,7,1,2,3,4,5,6,7) - nghhhhhhhhhhh, can you differentiate the second pair of combos in at least some way from the first? xddd also applying to INFINITE and HAVOC
  • 01:53:012 (7,1,2,3,4,5,6,7) - I feel like making (7,1) be far away from each other would help not getting a 100 on (1), like just moving the whole combo into the left half of the playfield or smth; and the opposite applies to (6,7) which would avoid a guaranteed 100 if it were spaced less, maybe placing (7) at where (1) is (and slightly adjusting bc it isn't forming a straight line rn), and maybe also NCing (7) to indicate it a bit more too :/
    last point applying to all following combos too
HAVOC
  • 01:43:203 (7,8) - these being more spaced than (5,6) seems random to me as I can't hear anything special in the music and you're not really doing a build-up either bc 01:43:345 (8,1) - is smaller again, so I think just rotating those with the same spacing as (5,6) is enough
  • 01:58:917 (1) - the NC completely destroys the aesthetic of that pattern, you didn't NC it in other diffs either when it was unfitting, why here? o:
  • 01:57:022 (2,4) - those should be snapped
    also in Leader's diff 01:57:523 (4,5) - should be snapped too
other diff(s) are fine, GDs should be fine too

yey I can get kds again bc smth was remapped lol
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Quality Assurance Team
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Asked by Bonsai about the lowest diff.

Timorisu wrote:
I watched 3 livestreams of people who had a fresh install of this game and were overwhelmed by the Easy diffs of the packaged mapsets, so I thought why not make an easier diff for completely new players, as there is always a chance that a new player will be downloading your map and play the easiest diff... hopefully. Also https://osu.ppy.sh/b/741477&m=0 lol


It is true that many mapsets' lowest diffs are actually quite hard for newbies. However, apart from being easy, beatmaps should represent a reasonable amount of beats in the music, so that they still can be beatmaps that follow the specific music. And especially with such an intense song, sparse maps like this can barely represent any aspect of the music.

If you still can represent some special beat patterns that lives inside this specific music with that amount of notes then it's probably fine. But it's almost impossible to do that with this intense & fast song. I can see that you tried to do this through some red anchors in some sliders, but they really have little to no effect at all compared to actual notes. You also didn't do that for all sliders so it's even less effective.

And if you say that you want a reeeeeeeeeeally easy diff that a newcomer can even SS, I don't think it's necessary. The difficulty for newbies mostly comes from understanding the basic rules of the game rather than note intensity. Also it's a sure thing that new players should struggle to learn the basics of the game instead of getting SS instantly. This should be done in more teaching way rather than providing huge empty spaces between every notes, which will barely tell the players anything.

Your BEGINNER diff is already far more than enough to be the lowest diff. It already has no elements even a new player would struggle because it's too dense, so I don't see a reason to make something less dense than that.

And as you stated about that Monstrata map... We already know that it was just for memes and for a large set, and not the purpose of providing really easy maps for newbies. And we know that we don't want these kind of things in ranked section anymore. And did you know that there were 2 BNs got kicked out when they qualified a set that tried to do the same thing? We don't want to repeat same mistakes from the past (ofc this map isn't that much but still).
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ah, cool, I don't need to make any huge text myself :')

Doyak wrote:
Your BEGINNER diff is already far more than enough to be the lowest diff.



From my point of view there are no reasons to keep the diff so why not removing it.
Already having 2/1 repetitive rhythms is sometimes boring in your beginner and it's already 1,2* lol. Having something even lower means reducing so much the note density that you barely perceive it as a rhythm anymore.
More like "click the circle" period, since you could as well play it without music, LOL


Just my opinion
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Rhythm Incarnate
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Bonsai wrote:
I'm like Jesus but instead of three days I need three weeks and im a magician because i just made beginner disappear

re-re-re-check of above diffs:

BASIC
00:10:345 (1,3) - dunno why I didn't mention it before but I feel like arranging the objects in some way that breaks the triangle-structure but avoids this overlap would look cleaner, (imperfect) triangles are way less noticable than an overlap
NOVICE
01:18:345 - 01:36:631 - are still empty o: yea i dont fukin know what to do with those
AMATEUR
00:48:060 (1,2,3,4) - still have no buffer-gap
00:57:203 (1,2,3) - applies to all diffs but I'm pointing it out here: Why aren't you using hitnormals on the heads of those sliders / their respective objects in all other diffs? those beats are still as strong as all the others o:

moving on ᕕ( ᐛ )ᕗ

INTERMEDIATE
  • 00:10:345 (1,2,3,4,5,6,7,8) - this combo still being the same as AMATEUR and having that spacing-imbalance at 00:10:917 (3,4) that you fixed in AMATEUR is nghnghgnh lol
  • 00:36:631 (1,2,3,4,5,6,7,8) - Telling 1/4s apart from 1/2 is incredibly hard here, would strongly recommend to space the 1/4s our more like at 00:14:345 (6,7,8) - etc to make this easier to read
  • 01:44:631 (3,4,5) - beat-placement doesn't make sense to me here, you put a circle on a rather minor beat at (4) but didn't use one at 01:46:345 even tho that's clearly much stronger and starting the new section, would delete / swap (if you don't add a circle to (5) maybe NC it since it's a very different sound n all that stuff
  • 01:28:060 (1,2,3,4) - (3,4) is much closer visually than the others and doesn't have a followpoint showing up lol
  • 01:34:345 (3,4,5,1) - seems like you wanted the followpoint to be vertical but autostacking ruins this completely lol
  • 01:35:488 (3,4) - I think this is a bit too tricky for this difficulty-level, the spacing doesn't indicate the unusual rhythm of (3), and (4) being mostly hidden under (2) makes it even more surprising that you actually have to click (4) so early, would recommend using appropriate DS here, or doing it like at 01:41:203 (7) - where you just added one more reverse, idk what you like more
  • 01:54:631 (5,1) - 01:56:346 (5,1) - Are those not lining up on purpose? looks a bit broken to me if u take 5 and ctrl+s it by 2x two times you will see it lines up p tight
  • 01:58:917 (3) - just my taste but I feel like stacking (3) there doesn't do the strong beat justice, would come up with a different pattern for (1,2,3) to avoid that and maybe even NC (3) but that's just me
EXHAUST
  • 00:36:631 (1,2,3,4,5,6,1,2,3) - watch out for autostacks ruining the patterning here a lot lol im fine with this tbh
  • 00:44:345 - the normal-whistle seems unintentional ^^ and also appears in all of your higher diffs too i still hear a whistle-like sound there idk
  • 00:54:060 (1,2,3,4) - followpoint between (2,3) and lewd almost-touching of (3,4) makes this look pretty imbalanced
  • 01:12:917 (4,2) - improper stack, DQ pls hahah i wish someone would dq this over this because thatd mean it was qualified in the first place endme
  • 01:31:774 (1,2,3,1,2,3,4) - I feel like this would fit the music a lot better if the second combo wouldn't simply continue the flow but change the direction of rotation instead, basically like swapping 01:32:917 (2,4) - but in a way that isn't completely weird, maybe you can come up with something
  • 01:35:488 (3,4,5,6) - seems a bit unintuitive to fully click 1/3s here, have you thought about using a slider instead of (4,5)? but if that doesn't work for you feel free to keep it ofc, just suggesting~
  • 01:45:774 (6) - as mentioned in a different diff I'd suggest NCing this
  • 01:46:631 (1,2,3,4,5,6,7,1,2,3,4,5,6,7) - 01:50:060 (1,2,3,4,5,6,7,1,2,3,4,5,6,7) - nghhhhhhhhhhh, can you differentiate the second pair of combos in at least some way from the first? xddd also applying to INFINITE and HAVOC
  • 01:53:012 (7,1,2,3,4,5,6,7) - I feel like making (7,1) be far away from each other would help not getting a 100 on (1), like just moving the whole combo into the left half of the playfield or smth; and the opposite applies to (6,7) which would avoid a guaranteed 100 if it were spaced less, maybe placing (7) at where (1) is (and slightly adjusting bc it isn't forming a straight line rn), and maybe also NCing (7) to indicate it a bit more too :/ id love to be able to respond to this but tbh without timestamps i have no idea what youre on about at all :l
    last point applying to all following combos too
HAVOC
  • 01:43:203 (7,8) - these being more spaced than (5,6) seems random to me as I can't hear anything special in the music and you're not really doing a build-up either bc 01:43:345 (8,1) - is smaller again, so I think just rotating those with the same spacing as (5,6) is enough
  • 01:58:917 (1) - the NC completely destroys the aesthetic of that pattern, you didn't NC it in other diffs either when it was unfitting, why here? o:
  • 01:57:022 (2,4) - those should be snapped
    also in Leader's diff 01:57:523 (4,5) - should be snapped too
other diff(s) are fine, GDs should be fine too

yey I can get kds again bc smth was remapped lol


Give me a warning next time before I see 3 posts from higher-ups and think this map can go straight to the trash anyways
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#believe

Timorisu wrote:
Give me a warning next time before I see 3 posts from higher-ups and think this map can go straight to the trash anyways
whoops sorry xd

Bonsai wrote:
I'm like Jesus but instead of three days I need three weeks and im a magician because i just made beginner disappear whoa 👀

NOVICE
01:18:345 - 01:36:631 - are still empty o: yea i dont fukin know what to do with those adding a circle like you did at the first one now is already fine, just do it at the second one too o:

INTERMEDIATE
  • 01:54:631 (5,1) - 01:56:346 (5,1) - Are those not lining up on purpose? looks a bit broken to me if u take 5 and ctrl+s it by 2x two times you will see it lines up p tight "p tight" as in not at all? lol but ok if that's the aesthetics you wanna have, go for it ^^
EXHAUST
  • 01:53:012 (7,1,2,3,4,5,6,7) - I feel like making (7,1) be far away from each other would help not getting a 100 on (1), like just moving the whole combo into the left half of the playfield or smth; and the opposite applies to (6,7) which would avoid a guaranteed 100 if it were spaced less, maybe placing (7) at where (1) is (and slightly adjusting bc it isn't forming a straight line rn), and maybe also NCing (7) to indicate it a bit more too :/ id love to be able to respond to this but tbh without timestamps i have no idea what youre on about at all :l oh I'm sorry lolz, the tl;dr is making 01:53:012 (7,1) - more spaced and 01:54:667 (6,7) - less spaced, and doing that in the following combos too


hello I have found yet another point in the ADVANCED and it's the best one, autostacking - 01:42:917 (5,6,7,8,1,2,3,4,5) - is this really what you want
oh also is 00:38:917 (1,2,3,4) - intentional because I don't think you did it anywhere else

and one last thing, in HAVOC, I just noticed how huge of a spike 01:04:060 is, does it really have to be so extreme? I mean I get that this is kinda the most intense part in the song, but holy moly look at this, that seems a bit overkill to me, boosting it by like 0,7* in four seconds :?
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8 months ago, Bonsai wrote:
Timorisu wrote:
hi and thank you but i'll take an eternity to rank this i hope you don't mind

I'm not so sure about this

seems like you were right after all lol

did a few more things over irc, here comes the bubble Image
finally

good luck! :P
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hey hey hey
ho ho ho

you'd think I'd be a guy who is very concerned about timing
yet I forgot to check it
..
there should be a timing section at 01:46:345 - changing the timing signature to 6/4
additionally, I've talked with pishifat about the issue of the 1/8-shift at the end of the song and the problem of 1/24 not being a thing, so in order to avoid the notes at 01:53:618 and 01:53:714 being technically unsnapped in HAVOC and INFINITE, we gotta add a few more timing sections there too. In the end it should look like this:
Image
(you gotta place those sections backwards so that you don't end up with a different offset due to rounding errors, just check the the offsets are 100% the same as in this image)

I'm so sorry xd

(also sorry for the triple-post lulz)
(maybe it will be a quadruple-post soon)
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nominating is a happy thing
we applied timing and played around with objects being 1ms off for a few hours

@future BNs: In the lower four diffs I think it is better to let the sliders at 01:53:202 end on the 1/8-ticks because the sliderticks are unavoidably on those 1/8-sticks too so this is a more consistent fuckup and avoids unnecessary confusion for beginners~

le quadruple-post ( ͡° ͜ʖ ͡°)
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Tempo Trainee
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Nice slideeeeer flow. :) Weell this is not a mod.

BUT HAVOC diff.
00:46:345(3) - I suggest using a bit smaller slider size.
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Quality Assurance Team
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Earned 2 kudosu.
how do you make good maps but screw up so much at the same time

havoc
01:42:631 (4) - offscreen

leader
00:40:631 (1,2,3) - needs to be 1/3
01:24:631 (1,2,3,4,5,6) - 01:41:203 (1,2,3,4,5,6) - what the fuck

infinite
00:40:631 (5) - 1 pixel offscreen bois (move stuff up or lower sv by a tiny amount)

advanced
01:53:523 (1) - seriously

amateur
00:18:345 (1) - stop

call me back!!
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