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u's - Sayounara e Sayonara! [OsuMania]

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Topic Starter
misternopal
This beatmap was submitted using in-game submission on Thursday, May 18, 2017 at 7:22:37 PM

Artist: u's
Title: Sayounara e Sayonara!
Source: Love Live! School Idol Project
Tags: さようならへさよなら ラブライブ! μ's Final song Reyzra Kousaka Honoka Nitta Emi Sonoda Umi Mimori Suzuko Minami Kotori Uchida Aya Koizumi Hanayo Kubo Yurika Hoshizora Rin Iida Riho Nishikino Maki Pile Yazawa Nico Tokui Sora Ayase Eli Nanjo Yoshino Toujou Nozomi Kusuda Aina moment ring
BPM: 130
Filesize: 28343kb
Play Time: 05:02
Difficulties Available:
  1. Hyper - 4Key (2.89 stars, 1882 notes)
  2. Reyzra's Maximum Live! - 4Key (4.3 stars, 2715 notes)
Download: u's - Sayounara e Sayonara!
Information: Scores/Beatmap Listing
---------------
don't disable the storyboard when u play it T^T

Hope you enjoy this mapset >.<)/

µ'sicforever
Farewell μ's :')
dkingo
Hi there, nm request from my queue, a roughly mod~

Approved Category is only for Marathon maps. Long maps with over 5 minutes of draining time fit the Approval category. Only then they are allowed to be single difficulty mapsets. If they are below 5 minutes of draining time, a full difficulty spread is needed and the map will have to be ranked instead. Unlucky, the draining time of this map is 4:53, really close but not enough, so you may have to make another diff for the song. :o
mod
I suggest connecting kiai times together, because those parts without kiai time are part of chorus.

00:25:376 (25376|1) - Move to col 3 for avoiding jack notes

00:29:530 (29530|0) - Move to col 4 for the same reason

00:34:145 (34145|3) - Move to col 2 ^

00:37:376 (37376|2) - Move to col 2 ^

00:39:684 (39684|2,39915|2) - Move the upper note to col 4 or the lower note to col 2 ^

00:54:915 (54915|0) - Move to col 4 ^

01:03:684 (63684|3) - Move to col 1 then 01:04:145 (64145|1) - move to col 4

01:29:761 - Add a note to col 4 for the drum?

01:41:992 (101992|1) - It's hard to play so I suggest that change it to note

02:03:222 (123222|1) - Move to col 3 for avoiding jack notes

02:06:684 (126684|1) - Move to col 4 ^

02:07:607 (127607|2) - Move to col 2 ^

02:09:453 (129453|2) - Move to col 1 ^

02:12:222 (132222|0) - Move to col 4 ^

02:17:992 (137992|1) - Move to col 1 or col 4 ^

02:32:068 (152068|1) - Move to col 4 then 02:32:530 (152530|1) - move to col 3 ^

02:35:992 (155992|2) - Move to col 1 or 4 ^

02:43:145 - Add a note or chord for the drum

03:12:222 - I think 3 notes are good enough here

03:13:376 (193376|1) - Delete this note bcs the beat isn't strong

03:43:376 (223376|1) - Move to col 3 or col 4 for avoiding jack notes

03:50:299 (230299|1) - Move to col 4 ^

04:01:838 - Since here is no any voice, I suggest deleting these notes and change 04:01:607 (241607|1,241607|3,241607|2) - to LN

04:31:145 (271145|2) - I don't know what does it follow

That's all, nice patterns btw~

Good luck with your map :D
Topic Starter
misternopal

dkingo wrote:

Hi there, nm request from my queue, a roughly mod~

Approved Category is only for Marathon maps. Long maps with over 5 minutes of draining time fit the Approval category. Only then they are allowed to be single difficulty mapsets. If they are below 5 minutes of draining time, a full difficulty spread is needed and the map will have to be ranked instead. Unlucky, the draining time of this map is 4:53, really close but not enough, so you may have to make another diff for the song. :o
mod
I suggest connecting kiai times together, because those parts without kiai time are part of chorus.

00:25:376 (25376|1) - Move to col 3 for avoiding jack notes

00:29:530 (29530|0) - Move to col 4 for the same reason

00:34:145 (34145|3) - Move to col 2 ^

00:37:376 (37376|2) - Move to col 2 ^

00:39:684 (39684|2,39915|2) - Move the upper note to col 4 or the lower note to col 2 ^

00:54:915 (54915|0) - Move to col 4 ^

01:03:684 (63684|3) - Move to col 1 then 01:04:145 (64145|1) - move to col 4

01:29:761 - Add a note to col 4 for the drum?

01:41:992 (101992|1) - It's hard to play so I suggest that change it to note

02:03:222 (123222|1) - Move to col 3 for avoiding jack notes

02:06:684 (126684|1) - Move to col 4 ^

02:07:607 (127607|2) - Move to col 2 ^

02:09:453 (129453|2) - Move to col 1 ^

02:12:222 (132222|0) - Move to col 4 ^

02:17:992 (137992|1) - Move to col 1 or col 4 ^

02:32:068 (152068|1) - Move to col 4 then 02:32:530 (152530|1) - move to col 3 ^

02:35:992 (155992|2) - Move to col 1 or 4 ^

02:43:145 - Add a note or chord for the drum

03:12:222 - I think 3 notes are good enough here

03:13:376 (193376|1) - Delete this note bcs the beat isn't strong

03:43:376 (223376|1) - Move to col 3 or col 4 for avoiding jack notes

03:50:299 (230299|1) - Move to col 4 ^

04:01:838 - Since here is no any voice, I suggest deleting these notes and change 04:01:607 (241607|1,241607|3,241607|2) - to LN

04:31:145 (271145|2) - I don't know what does it follow

That's all, nice patterns btw~

Good luck with your map :D
Thank you dkingo XD

thanks for advice... you helping me twice in my trouble jackhammer note :v

oh, dont worry about diff, GD on the road XD

Thanks a lot :)
Verniy_Chan

Hi Nopal-san

Mod Via ♡ Верный Mania Queue ♡

4K = |1|2|3|4|

(Focus : Pattern , Pitch, Hitsounds)
General
  1. Tittlenya tidak sesuai dengan officialnya, selain itu masih banyak tag yang perlu ditambahkan.
    Open Song Setup -> General :
    Tittle gak perlu spasi antara sayonara dan !.
    Sayounara e Sayonara ! -> Sayounara e Sayonara!

    Tag : copy dibawah dan paste di tag itu
    ラブライブ! Kousaka Honoka Nitta Emi Sonoda Umi Mimori Suzuko Minami Kotori Uchida Aya Koizumi Hanayo Kubo Yurika Hoshizora Rin Iida Riho Nishikino Maki Pile Yazawa Nico Tokui Sora Ayase Eli Nanjo Yoshino Toujou Nozomi Kusuda Aina
    Referensinya liat map yang ranked seperti t/427459
  2. BGmu rasionya tidak sesuai, seharusnya 1366 x 768 atau 4:3
    download BG yang saya fixed https://puu.sh/twCnM.png (sebenarnya BG rada aneh karena agak cembung dan pasti gak sesuai dengan orgininal gambarnya)
    kalau mau download juga alternatif BG ini https://puu.sh/twCxs.png
    Tinggal pilih saja antara kedua BG itu terus replace yang mana menurutmu bagus
  3. Hilangin centang Display Epilepsy warning, karena mapmu tidak ada SB yang mempunyai efek silau/bergerak ngeng~
    kalau gak tau caranya, liat di Song Setup -> Design -> Misc Toogles
Crying

OD : 8
HP : 8
  1. 00:05:058 (5058|0,5287|0,5516|0) - jack ini gak terlalu pantas untuk pitchnya, sehingga 00:05:516 (5516|0) - pindah ke |4|
  2. 00:07:348 (7348|0) - delete saja, kick hanya butuh 2 note untuk consistency. Btw ini 00:07:348 (7348|3) - LN ini dijadiin short note aja karena tidak ada suara panjang disini
  3. 00:08:992 - boleh tambah note disini untuk suara cymbal di |2|
  4. 00:12:222 - tambah note di |2| atau |3| untuk suara snare. Disini juga 00:14:992 -
  5. 00:20:068 (20068|1) - pindah ke |3|, hindari anchor di kolom 2
  6. 00:20:992 - tidak konsisten untuk 3 note disini, saran hapus 1 note. Karena disitu tidak ada suara bel atau cymbal
  7. 00:22:607 (22607|2,22722|3) - geser kekiri 2x yaitu dikolom |1| |2| buar jadi stair pattern untuk pitchnya. Dan 00:23:299 (23299|0) - pindah ke |4|
  8. 00:31:145 (31145|1,31376|1,31607|1) - kurangin jack sperti ini kecuali dalam LN Layering seperti 00:24:222 (24222|2,24453|2,26530|1,26761|1) -
  9. 00:44:761 (44761|0,44992|0,45222|0,45453|0) - luar biasa achornya, 00:45:222 (45222|0) - pindah ke |3|, 00:45:453 (45453|2,45684|1) - Ctrl+G dan 00:46:145 (46145|2,46607|0) - Ctrl+G juga
  10. 00:52:722 (52722|2,52953|0,53184|0) - Gak ada suara apa-apa disitu, mending hapus. Dan 00:52:838 - add note disitu
  11. 00:54:684 - add note untuk snare
  12. 01:00:453 (60453|3) - hapus 1 note, karena cuma synth dan tidak konsisten dengan pattern sebelumnya
  13. 01:05:068 (65068|0) - pindah ke |3| for hand balance
  14. 01:08:068 (68068|2,68299|2,68530|2,68761|2,68992|2) - luar biasa... ini karena terdapat 2 LN disitu makanya sempit penempatannya. Saran 01:08:068 (68068|1) - hapus
  15. 01:10:838 - saran pattern biar lebih nyaman jadiin stair mulai dari |1| sampai |4| dan kembali lagi dari |1| ke |4| daripada stari bolak balik,
    contoh :

    terapkan juga di bagian ini :
    02:44:992 -
    04:06:453 -
  16. 01:11:992 (71992|0,72222|1) - geser kekanan 1x biar seimbang
  17. 01:13:607 - overmapped patternnya, saran cukup 2 atau 3 saja, sama dengan ini :
    01:18:684 -
  18. 01:25:607 - sampai 01:26:530 - stair patternya sepertinya buka 1/6 snap melainkan 1/4 snap untuk suara synth/drum
  19. 01:27:684 (87684|1) - pindah ke |3|
  20. 01:29:761 - add 1 note untuk snare
  21. 01:40:838 (100838|3,100915|2,100992|1,101068|0,101145|1,101222|2) - kurang cocok 1/6 snap ini, mending jadiin LN saja
  22. 01:55:030 - gak perlu pasang note disini, mending 01:54:915 - ditambah 1 note karena pitchnya sama 01:54:453 -
  23. 01:55:376 - 01:55:376 - add note untuk suara snare/kick
  24. 02:24:222 (144222|0,144338|1,144453|0,144568|2,144684|3) - agak aneh ini patternya, jadiin stair aja langsung dan tambah extra 1 note di 02:24:684 - dan 02:24:915 - untuk suara drum
  25. 02:33:684 (153684|2,153915|2,154145|1,154838|1) - Ctrl+H, hindari achor yang mematikan ngeng...
  26. 02:51:915 - 02:52:838 - add note untuk snare, terlalu empy pattern disitu
  27. 03:05:299 (185299|2,185684|3,185684|1,185684|0) - tarik ke garis putih saja 03:05:761 - karena gak snap itu..
  28. 03:19:838 (199838|1,199895|0) - geser kekanan 1x
  29. 03:29:761 (209761|2,209876|3,209992|2,210107|1) - tidak cocok 1/4, jadiin LN please
  30. 03:43:030 (223030|0) - pindah ke |3| dan 03:43:376 (223376|2) - pindah ke |4|
  31. 04:20:068 - add note untuk cymbal
  32. 04:26:068 (266068|1,266299|1,266530|1,266761|1) - anchornya hindari yang beruntun 4 begini, sama halnya dengan ini
    04:27:915 (267915|1,268145|1,268376|1,268607|1) -
    04:34:376 (274376|1,274607|1,274838|1,275068|1,275299|1) -
    04:37:145 (277145|2,277376|2,277607|2,277838|2) -
  33. 04:30:530 (270530|3,270838|0,270838|1) - ?? tidak snap?
  34. 04:41:184 (281184|2,281299|1) - susah patternya ini, Ctrl + G aja
  35. 04:43:607 - 04:44:530 - 04:47:299 - add note, masing-masing snare
Notes : Yang perlu diperhatikan suara apa yang pantas dimap, saranku lebih fokus ke instrumen ketimbang vocal, tapi vocal gak masalah asalkan diminimalisir saja jika tidak ada instrument lain pada timing tersebut

Verniy_Chan wrote:

Score
74

(1-100)

just for fun only, don’t take it seriously
Kalau ada yang kurang jelas atau ingin ditanyakan, silahkan PM saya in-game osu!
Хорошо~ Good Luck..
Topic Starter
misternopal

Verniy_Chan wrote:

Verniy_chan Wrote

Hi Nopal-san

Mod Via ♡ Верный Mania Queue ♡

4K = |1|2|3|4|

(Focus : Pattern , Pitch, Hitsounds)
General
  1. Tittlenya tidak sesuai dengan officialnya, selain itu masih banyak tag yang perlu ditambahkan.
    Open Song Setup -> General :
    Tittle gak perlu spasi antara sayonara dan !.
    Sayounara e Sayonara ! -> Sayounara e Sayonara!

    Tag : copy dibawah dan paste di tag itu
    ラブライブ! Kousaka Honoka Nitta Emi Sonoda Umi Mimori Suzuko Minami Kotori Uchida Aya Koizumi Hanayo Kubo Yurika Hoshizora Rin Iida Riho Nishikino Maki Pile Yazawa Nico Tokui Sora Ayase Eli Nanjo Yoshino Toujou Nozomi Kusuda Aina
    Referensinya liat map yang ranked seperti t/427459
  2. BGmu rasionya tidak sesuai, seharusnya 1366 x 768 atau 4:3
    download BG yang saya fixed https://puu.sh/twCnM.png (sebenarnya BG rada aneh karena agak cembung dan pasti gak sesuai dengan orgininal gambarnya)
    kalau mau download juga alternatif BG ini https://puu.sh/twCxs.png
    Tinggal pilih saja antara kedua BG itu terus replace yang mana menurutmu bagus
  3. Hilangin centang Display Epilepsy warning, karena mapmu tidak ada SB yang mempunyai efek silau/bergerak ngeng~
    kalau gak tau caranya, liat di Song Setup -> Design -> Misc Toogles
Crying

OD : 8
HP : 8
  1. 00:05:058 (5058|0,5287|0,5516|0) - jack ini gak terlalu pantas untuk pitchnya, sehingga 00:05:516 (5516|0) - pindah ke |4|
  2. 00:07:348 (7348|0) - delete saja, kick hanya butuh 2 note untuk consistency. Btw ini 00:07:348 (7348|3) - LN ini dijadiin short note aja karena tidak ada suara panjang disini
  3. 00:08:992 - boleh tambah note disini untuk suara cymbal di |2|
  4. 00:12:222 - tambah note di |2| atau |3| untuk suara snare. Disini juga 00:14:992 -
  5. 00:20:068 (20068|1) - pindah ke |3|, hindari anchor di kolom 2
  6. 00:20:992 - tidak konsisten untuk 3 note disini, saran hapus 1 note. Karena disitu tidak ada suara bel atau cymbal
  7. 00:22:607 (22607|2,22722|3) - geser kekiri 2x yaitu dikolom |1| |2| buar jadi stair pattern untuk pitchnya. Dan 00:23:299 (23299|0) - pindah ke |4|
  8. 00:31:145 (31145|1,31376|1,31607|1) - kurangin jack sperti ini kecuali dalam LN Layering seperti 00:24:222 (24222|2,24453|2,26530|1,26761|1) -
  9. 00:44:761 (44761|0,44992|0,45222|0,45453|0) - luar biasa achornya, 00:45:222 (45222|0) - pindah ke |3|, 00:45:453 (45453|2,45684|1) - Ctrl+G dan 00:46:145 (46145|2,46607|0) - Ctrl+G juga
  10. 00:52:722 (52722|2,52953|0,53184|0) - Gak ada suara apa-apa disitu, mending hapus. Dan 00:52:838 - add note disitu
  11. 00:54:684 - add note untuk snare
  12. 01:00:453 (60453|3) - hapus 1 note, karena cuma synth dan tidak konsisten dengan pattern sebelumnya
  13. 01:05:068 (65068|0) - pindah ke |3| for hand balance
  14. 01:08:068 (68068|2,68299|2,68530|2,68761|2,68992|2) - luar biasa... ini karena terdapat 2 LN disitu makanya sempit penempatannya. Saran 01:08:068 (68068|1) - hapus
  15. 01:10:838 - saran pattern biar lebih nyaman jadiin stair mulai dari |1| sampai |4| dan kembali lagi dari |1| ke |4| daripada stari bolak balik,
    contoh :

    terapkan juga di bagian ini :
    02:44:992 -
    04:06:453 -
  16. 01:11:992 (71992|0,72222|1) - geser kekanan 1x biar seimbang
  17. 01:13:607 - overmapped patternnya, saran cukup 2 atau 3 saja, sama dengan ini :
    01:18:684 -
  18. 01:25:607 - sampai 01:26:530 - stair patternya sepertinya buka 1/6 snap melainkan 1/4 snap untuk suara synth/drum
  19. 01:27:684 (87684|1) - pindah ke |3|
  20. 01:29:761 - add 1 note untuk snare
  21. 01:40:838 (100838|3,100915|2,100992|1,101068|0,101145|1,101222|2) - kurang cocok 1/6 snap ini, mending jadiin LN saja
  22. 01:55:030 - gak perlu pasang note disini, mending 01:54:915 - ditambah 1 note karena pitchnya sama 01:54:453 -
  23. 01:55:376 - 01:55:376 - add note untuk suara snare/kick
  24. 02:24:222 (144222|0,144338|1,144453|0,144568|2,144684|3) - agak aneh ini patternya, jadiin stair aja langsung dan tambah extra 1 note di 02:24:684 - dan 02:24:915 - untuk suara drum
  25. 02:33:684 (153684|2,153915|2,154145|1,154838|1) - Ctrl+H, hindari achor yang mematikan ngeng...
  26. 02:51:915 - 02:52:838 - add note untuk snare, terlalu empy pattern disitu
  27. 03:05:299 (185299|2,185684|3,185684|1,185684|0) - tarik ke garis putih saja 03:05:761 - karena gak snap itu..
  28. 03:19:838 (199838|1,199895|0) - geser kekanan 1x
  29. 03:29:761 (209761|2,209876|3,209992|2,210107|1) - tidak cocok 1/4, jadiin LN please
  30. 03:43:030 (223030|0) - pindah ke |3| dan 03:43:376 (223376|2) - pindah ke |4|
  31. 04:20:068 - add note untuk cymbal
  32. 04:26:068 (266068|1,266299|1,266530|1,266761|1) - anchornya hindari yang beruntun 4 begini, sama halnya dengan ini
    04:27:915 (267915|1,268145|1,268376|1,268607|1) -
    04:34:376 (274376|1,274607|1,274838|1,275068|1,275299|1) -
    04:37:145 (277145|2,277376|2,277607|2,277838|2) -
  33. 04:30:530 (270530|3,270838|0,270838|1) - ?? tidak snap?
  34. 04:41:184 (281184|2,281299|1) - susah patternya ini, Ctrl + G aja
  35. 04:43:607 - 04:44:530 - 04:47:299 - add note, masing-masing snare
Notes : Yang perlu diperhatikan suara apa yang pantas dimap, saranku lebih fokus ke instrumen ketimbang vocal, tapi vocal gak masalah asalkan diminimalisir saja jika tidak ada instrument lain pada timing tersebut

Verniy_Chan wrote:

[box=Score]74

(1-100)

just for fun only, don’t take it seriously
Kalau ada yang kurang jelas atau ingin ditanyakan, silahkan PM saya in-game osu!
Хорошо~ Good Luck..
arigatou verniy_chan~ XDXD
emang kurang pengalaman deh kyknya saya :v
must be more mapping experience >:(

74... hiks T^T just kidding :v
thanks a lot :D and sorry for a bad map :'v
Topic Starter
misternopal
Updated !


  1. Crying diff change name to -> Hyper
  2. and many more :v nggak males kok... enggak :'v
status : waiting for gd

Thank you~ >.<)/
Raveille


What a genius, you managed to squeeze 5 minutes into this LOL

|1|2|3|4|

something something super hyper
oh god hitsounds please nOOOOOOO
My suggestion is you need to hitsound. It's a rule, unfortunately. Also please lower the volume (of the hitsound), it's a lil' annoying lol.
00:03:226 (3226|3,3455|3,3455|1,3455|2,3684|0) - I don't like this as there's a forced jack at 4. Would do:
- 00:03:226 (3226|3) - to 3
- 00:03:455 (3455|2) - to 1
- 00:03:684 (3684|0) - to 3
00:05:058 (5058|0,5287|1,5287|2,5287|0,5516|3) - This also applies. Find ways to not force a jack.
00:22:838 (22838|2,23299|3) - make these LNs. I don't see why not.
00:31:145 (31145|2) - remove this. it can't warrant a triple + end of LN.
00:31:838 (31838|0,32068|0,32068|3,32068|1) - again, same problems with forcing a jack.
happens a bit here so check it out.
00:36:915 (36915|1,37145|1,37376|1) - :( this is an anchor, change the notes around.
01:10:838 (70838|0,70915|1,70992|2,71068|3,71068|0,71145|1,71222|2,71299|3,71376|2,71453|1,71530|0) - I suggest you ctrl+h this pattern and 01:10:607 (70607|3) - move this note to 1
01:18:367 - these seems to be another drum note exactly here (i think)
01:22:838 (82838|0) - so I spotted this. Do not have two different hitsounds on the same note. Spread it out e.g. have a whistle on one note and a finish on the other.
01:26:184 (86184|1) - move to 4 for flow
01:55:145 (115145|3) - move to 2 for flow
01:55:145 (115145|1,115145|0,115607|1,115607|0) - also find a way to squeeze in 2 LNs for the guitar
02:31:145 (151145|2) - remove this, don't think this needs a triple LN
02:59:761 - I don't like this at all LOL. My suggestion.
03:05:761 (185761|1) - is this LN intentional for the vocal line? Because if it is it should start at 03:05:645 -
03:13:030 - wrong placement for the triple. you placed it at the vocal line when it should be at 03:13:145 -
03:38:068 (218068|3,218299|0,218415|1,218530|2) - ctrl+j this. you seemed to have gotten the guitar mixed up.
03:44:357 (224357|3) - delete this
04:06:453 - not favoring this either. here.
04:18:684 (258684|2,258684|0,258684|1,258684|3) - make this a triple. 04:17:299 (257299|0,257645|1,257992|2,258222|3) - also there's really no need for this. just make one LN individually and not extend them.
04:28:376 (268376|1) - move to 3
obvious missing drum at 04:35:645 - and 04:36:568 -
missing drum at 04:39:799 - and 04:40:030 -

Good luck with this map, just make sure to check everything cleanly. Background looks a little low in quality but I won't complain. :D
Cipse
RRM Modding Queue

I'm going to go over a few general points;

Background
The background looks stretched vertically. I'd take the BG from the current ranked set of this song, here, which has better proportions or taking a more standard Love Live BG, as the BG does not have to be specifically for this song. The BG from here is a .jpg file where your current one is .png. Since .jpg is normal for BG images, because of their smaller file size, make sure you edit the code for all the difficulties to allow it to read the .jpg file

Slider Velocity Changes
In my opinion, all the SV changes are unnecessary in this difficulty. The SR is quite low so they are quite confusing to new players and, in my opinion, quite annoying as well
The 0.95 SV changes, like at 00:08:992 - and 01:12:684 -, barely change the notes visually, which means it doesn't really give any positive effect to the player. But since the SR is so low and the SV change is not obvious, you could cause the player to consistently hit too early because they expect the notes to arrive earlier, especially since they probably won't be able to listen to hit accurately. Same applies to the 0.90 SV changes
With the SV changes starting at 03:50:530 -, they should start earlier, if they're going to remain there. 03:50:530 - should be where SV changes end, as this is the start of the new section. You should also use more uninherited timing points because the change is not very gradual, in my opinion
For the SV changes starting at 04:00:684 -, they end at the right place but you should add more timing points; again, it doesn't look very gradual in my opinion

Audio
The audio volume at all the timing points is too loud. Change it to something around 30%, which is standard for !mania maps. If it's loud because the hitsounds are soft, use a audio editing program, such as Audacity, to make them louder

Offset and BpM
There is only one timing point in this song, since it's a 130 BpM song - rather than a 130 BpM song with a 131 BpM introduction. Also, the initial timing point has the wrong offset. Do the steps in this order to minimize the time wasted on re-snapping notes:
Go into the timing point menu. You can use F6 as a shortcut to get there;
00:01:623 - change the offset to 1605, the BpM to 130 and then tick the box for "Snap objects to new timing" ;
Change the "Beat Snap Divisor" to the smallest snap that you've used in the difficulty, unless it's a triple (1/3, 1/6, etc). This is probably 1/4;
Delete the inherited timing point at 00:08:989 -;
Select all the notes, with Control+A;
Move the notes then release them on the correct snap

If you used a 1/3, 1/6, etc, snap in this, you might have to go to them and manually snap them correctly. Otherwise, all the notes and LN ends should be snapped correctly.
You'll have to manually change the remaining uninherited timing points and preview point to the correct offsets

From here onward, I'll be using the new timing points
Also, the things I'll be covering in the Note Consistency/Chord Sizes and Patterning sections are general things that should be applied to the whole map

0 1 2 3

Note Consistency and Chord Sizes
This is the number of notes that you've used for each sound in the difficulty, including sounds which you haven't mapped. Generally speaking, you should keep this consistent throughout a difficulty or, at the very least, a musical section, provided that each section is relatively long. Being inconsistent can be disorientating for the player. This is because the number of notes given to each sound is based on how strong that sound is. The stronger the sound, the more notes should be used

The main exception is if there is a burst. For example, you normally use two notes for snares but there is a snare roll. You can use single notes to represent the roll, either to stop a difficulty spike or to stop SR inflation from a chord trill
This can also apply if you're mapping sounds like vocals or an electric guitar, where you probably wouldn't map them every time they appear due to them mostly needing LNs, which is most applicable for 4K

However, there are a lot of consistency and chord size issues within this difficulty

You're mapping weak sounds with large amounts of notes. 00:01:605 (1605|2,1605|0,1605|1) -, 00:03:451 (3451|1,3451|3,3451|2) -, etc, are mapping the piano chords. However, these are quite weak sounds so using triples is overchording it. Make them doubles

Starting at 00:08:989 -, you've started using LNs for the electric guitars. Whilst they are strong sounds, you should make them single LNs, not one LN with an SN or two LNs, because you're missing out on other strong sounds because of it. The snares aren't being mapped at times, when they should be at places like 00:09:451 - and 00:10:374 -, and the same goes for the kicks, like at 00:09:912 -, 00:10:028 - and 00:10:143 -. Whilst the snares and kicks are weaker than the electric guitar, I still think you should be mapping them because they provide a stable base for any difficulty. Kicks are relatively weak sounds where snares are relatively strong so, in an easy difficulty like this, they should get one and two notes, respectively

Kicks like 00:23:758 (23758|2,23758|0,23758|1) - should not get three notes. At the most they should only have two and only with an accompanying sound

02:32:989 (152989|2,152989|1,152989|0,152989|3) - for an easy difficulty like this, quads are inappropriate, even if they are mapping strong sounds. In my opinion, this crash should only be a double. The maximum should really be a triple
The same goes to all the other quads in this difficulty; 02:36:681 (156681|3,156681|1,156681|2,156681|0) -, 02:47:758 (167758|1,167758|2,167758|0,167758|3) - and 04:18:681 (258681|2,258681|0,258681|1,258681|3) -. In my opinion, none of them are strong enough to have more than two notes

Sometimes, when you're mapping LNs with SNs, you add one more note to each chord. I would remove the extra note each time this happens, like with 01:08:066 (68066|0,68066|1,68066|3) -. The player still has to play all the notes at the same time and adding an extra note often makes it too heavy for the sounds at the time

Patterning
00:03:220 (3220|3,3451|3,3451|2) - these jacks are too quick at this difficulty when you make them like this. If you have a jack on one hand, putting a second note at the end of the jack on the same hand is much more difficult than putting the second note in another hand. The chord at 00:03:451 - should now be a double so there's enough free columns to put the note in the LH

00:07:143 (7143|0,7374|0,7374|1,7605|1) - the same goes for these jacks. As well as having the problem stated above, the jacks are in the same hand. If you need to do a jack like this in an easy difficulty, spread them out. 00:07:143 - and 00:07:605 - should be doubles and 00:07:374 - should be a single so you can easily avoid jacks. They should be avoided because jacks are used to represent repeated sounds, which these are not

To avoid clogging the columns, LNs like 00:12:220 (12220|3) - should end when the next note starts, in this case it should end at 00:12:681 -. This does not apply when there are more free columns

00:22:605 (22605|2,22720|1,22835|2) - this minitrill is snapped to 1/4. It's quite fast so avoid {x,y,x} patterns, spread the pattern out between the fingers. This should be more important now than before, since there should be a double at 00:22:374 -, for the snare, and singles at 00:23:066 - and 00:23:181 -

00:53:989 (53989|1,54220|1) - shields are not easy to play, especially at this level. Remove them

00:54:912 (54912|0,55143|0) - jacks like this are not representing a repeated sound. Remove the jack

01:25:605 (85605|0,85720|1,85951|1,86181|1,86297|0,86412|1) - especially on easier difficulties, you want to avoid patterns that are unnecessarily heavy on one hand. Here, you should move notes into the RH. Also, {3} is quite empty and should get more notes

01:29:297 (89297|2,89412|3,89528|2) - this pattern should definitely move a note to {0}. Playing these 1/4 notes in one hand is asking for too much

01:46:258 (106258|0,106489|1) - overlapping LNs are, again, too difficult. Make 01:46:258 (106258|0) - end at 01:46:489 -

_

PM me for any questions
Topic Starter
misternopal

Raveille wrote:



What a genius, you managed to squeeze 5 minutes into this LOL

|1|2|3|4|

something something super hyper
oh god hitsounds please nOOOOOOO
My suggestion is you need to hitsound. It's a rule, unfortunately. Also please lower the volume (of the hitsound), it's a lil' annoying lol.
00:03:226 (3226|3,3455|3,3455|1,3455|2,3684|0) - I don't like this as there's a forced jack at 4. Would do:
- 00:03:226 (3226|3) - to 3
- 00:03:455 (3455|2) - to 1
- 00:03:684 (3684|0) - to 3
00:05:058 (5058|0,5287|1,5287|2,5287|0,5516|3) - This also applies. Find ways to not force a jack.
00:22:838 (22838|2,23299|3) - make these LNs. I don't see why not.
00:31:145 (31145|2) - remove this. it can't warrant a triple + end of LN.
00:31:838 (31838|0,32068|0,32068|3,32068|1) - again, same problems with forcing a jack.
happens a bit here so check it out.
00:36:915 (36915|1,37145|1,37376|1) - :( this is an anchor, change the notes around.
01:10:838 (70838|0,70915|1,70992|2,71068|3,71068|0,71145|1,71222|2,71299|3,71376|2,71453|1,71530|0) - I suggest you ctrl+h this pattern and 01:10:607 (70607|3) - move this note to 1
01:18:367 - these seems to be another drum note exactly here (i think)
01:22:838 (82838|0) - so I spotted this. Do not have two different hitsounds on the same note. Spread it out e.g. have a whistle on one note and a finish on the other.
01:26:184 (86184|1) - move to 4 for flow
01:55:145 (115145|3) - move to 2 for flow
01:55:145 (115145|1,115145|0,115607|1,115607|0) - also find a way to squeeze in 2 LNs for the guitar
02:31:145 (151145|2) - remove this, don't think this needs a triple LN
02:59:761 - I don't like this at all LOL. My suggestion.
03:05:761 (185761|1) - is this LN intentional for the vocal line? Because if it is it should start at 03:05:645 -
03:13:030 - wrong placement for the triple. you placed it at the vocal line when it should be at 03:13:145 -
03:38:068 (218068|3,218299|0,218415|1,218530|2) - ctrl+j this. you seemed to have gotten the guitar mixed up.
03:44:357 (224357|3) - delete this
04:06:453 - not favoring this either. here.
04:18:684 (258684|2,258684|0,258684|1,258684|3) - make this a triple. 04:17:299 (257299|0,257645|1,257992|2,258222|3) - also there's really no need for this. just make one LN individually and not extend them.
04:28:376 (268376|1) - move to 3
obvious missing drum at 04:35:645 - and 04:36:568 -
missing drum at 04:39:799 - and 04:40:030 -

Good luck with this map, just make sure to check everything cleanly. Background looks a little low in quality but I won't complain. :D
oh shiet... i have too much critical hit in this map :'v
Thank you for your mod Raveille XD
i have to see the detail of the song MORE :'D
thanks a lot~ XD
Topic Starter
misternopal

Cipse wrote:

RRM Modding Queue
Cipse wrote
I'm going to go over a few general points;

Background
The background looks stretched vertically. I'd take the BG from the current ranked set of this song, here, which has better proportions or taking a more standard Love Live BG, as the BG does not have to be specifically for this song. The BG from here is a .jpg file where your current one is .png. Since .jpg is normal for BG images, because of their smaller file size, make sure you edit the code for all the difficulties to allow it to read the .jpg file

Slider Velocity Changes
In my opinion, all the SV changes are unnecessary in this difficulty. The SR is quite low so they are quite confusing to new players and, in my opinion, quite annoying as well
The 0.95 SV changes, like at 00:08:992 - and 01:12:684 -, barely change the notes visually, which means it doesn't really give any positive effect to the player. But since the SR is so low and the SV change is not obvious, you could cause the player to consistently hit too early because they expect the notes to arrive earlier, especially since they probably won't be able to listen to hit accurately. Same applies to the 0.90 SV changes
With the SV changes starting at 03:50:530 -, they should start earlier, if they're going to remain there. 03:50:530 - should be where SV changes end, as this is the start of the new section. You should also use more uninherited timing points because the change is not very gradual, in my opinion
For the SV changes starting at 04:00:684 -, they end at the right place but you should add more timing points; again, it doesn't look very gradual in my opinion

Audio
The audio volume at all the timing points is too loud. Change it to something around 30%, which is standard for !mania maps. If it's loud because the hitsounds are soft, use a audio editing program, such as Audacity, to make them louder

Offset and BpM
There is only one timing point in this song, since it's a 130 BpM song - rather than a 130 BpM song with a 131 BpM introduction. Also, the initial timing point has the wrong offset. Do the steps in this order to minimize the time wasted on re-snapping notes:
Go into the timing point menu. You can use F6 as a shortcut to get there;
00:01:623 - change the offset to 1605, the BpM to 130 and then tick the box for "Snap objects to new timing" ;
Change the "Beat Snap Divisor" to the smallest snap that you've used in the difficulty, unless it's a triple (1/3, 1/6, etc). This is probably 1/4;
Delete the inherited timing point at 00:08:989 -;
Select all the notes, with Control+A;
Move the notes then release them on the correct snap

If you used a 1/3, 1/6, etc, snap in this, you might have to go to them and manually snap them correctly. Otherwise, all the notes and LN ends should be snapped correctly.
You'll have to manually change the remaining uninherited timing points and preview point to the correct offsets

From here onward, I'll be using the new timing points
Also, the things I'll be covering in the Note Consistency/Chord Sizes and Patterning sections are general things that should be applied to the whole map

0 1 2 3

Note Consistency and Chord Sizes
This is the number of notes that you've used for each sound in the difficulty, including sounds which you haven't mapped. Generally speaking, you should keep this consistent throughout a difficulty or, at the very least, a musical section, provided that each section is relatively long. Being inconsistent can be disorientating for the player. This is because the number of notes given to each sound is based on how strong that sound is. The stronger the sound, the more notes should be used

The main exception is if there is a burst. For example, you normally use two notes for snares but there is a snare roll. You can use single notes to represent the roll, either to stop a difficulty spike or to stop SR inflation from a chord trill
This can also apply if you're mapping sounds like vocals or an electric guitar, where you probably wouldn't map them every time they appear due to them mostly needing LNs, which is most applicable for 4K

However, there are a lot of consistency and chord size issues within this difficulty

You're mapping weak sounds with large amounts of notes. 00:01:605 (1605|2,1605|0,1605|1) -, 00:03:451 (3451|1,3451|3,3451|2) -, etc, are mapping the piano chords. However, these are quite weak sounds so using triples is overchording it. Make them doubles

Starting at 00:08:989 -, you've started using LNs for the electric guitars. Whilst they are strong sounds, you should make them single LNs, not one LN with an SN or two LNs, because you're missing out on other strong sounds because of it. The snares aren't being mapped at times, when they should be at places like 00:09:451 - and 00:10:374 -, and the same goes for the kicks, like at 00:09:912 -, 00:10:028 - and 00:10:143 -. Whilst the snares and kicks are weaker than the electric guitar, I still think you should be mapping them because they provide a stable base for any difficulty. Kicks are relatively weak sounds where snares are relatively strong so, in an easy difficulty like this, they should get one and two notes, respectively

Kicks like 00:23:758 (23758|2,23758|0,23758|1) - should not get three notes. At the most they should only have two and only with an accompanying sound

02:32:989 (152989|2,152989|1,152989|0,152989|3) - for an easy difficulty like this, quads are inappropriate, even if they are mapping strong sounds. In my opinion, this crash should only be a double. The maximum should really be a triple
The same goes to all the other quads in this difficulty; 02:36:681 (156681|3,156681|1,156681|2,156681|0) -, 02:47:758 (167758|1,167758|2,167758|0,167758|3) - and 04:18:681 (258681|2,258681|0,258681|1,258681|3) -. In my opinion, none of them are strong enough to have more than two notes

Sometimes, when you're mapping LNs with SNs, you add one more note to each chord. I would remove the extra note each time this happens, like with 01:08:066 (68066|0,68066|1,68066|3) -. The player still has to play all the notes at the same time and adding an extra note often makes it too heavy for the sounds at the time

Patterning
00:03:220 (3220|3,3451|3,3451|2) - these jacks are too quick at this difficulty when you make them like this. If you have a jack on one hand, putting a second note at the end of the jack on the same hand is much more difficult than putting the second note in another hand. The chord at 00:03:451 - should now be a double so there's enough free columns to put the note in the LH

00:07:143 (7143|0,7374|0,7374|1,7605|1) - the same goes for these jacks. As well as having the problem stated above, the jacks are in the same hand. If you need to do a jack like this in an easy difficulty, spread them out. 00:07:143 - and 00:07:605 - should be doubles and 00:07:374 - should be a single so you can easily avoid jacks. They should be avoided because jacks are used to represent repeated sounds, which these are not

To avoid clogging the columns, LNs like 00:12:220 (12220|3) - should end when the next note starts, in this case it should end at 00:12:681 -. This does not apply when there are more free columns

00:22:605 (22605|2,22720|1,22835|2) - this minitrill is snapped to 1/4. It's quite fast so avoid {x,y,x} patterns, spread the pattern out between the fingers. This should be more important now than before, since there should be a double at 00:22:374 -, for the snare, and singles at 00:23:066 - and 00:23:181 -

00:53:989 (53989|1,54220|1) - shields are not easy to play, especially at this level. Remove them

00:54:912 (54912|0,55143|0) - jacks like this are not representing a repeated sound. Remove the jack

01:25:605 (85605|0,85720|1,85951|1,86181|1,86297|0,86412|1) - especially on easier difficulties, you want to avoid patterns that are unnecessarily heavy on one hand. Here, you should move notes into the RH. Also, {3} is quite empty and should get more notes

01:29:297 (89297|2,89412|3,89528|2) - this pattern should definitely move a note to {0}. Playing these 1/4 notes in one hand is asking for too much

01:46:258 (106258|0,106489|1) - overlapping LNs are, again, too difficult. Make 01:46:258 (106258|0) - end at 01:46:489 -

_

PM me for any questions

Thank you for the mod cipse~ XD
more critical hit for me :'v
i'll check it... thank you~ ^-^
Reyzra
nih pal dah kelar GD ane, sisa HS nya aja lagi lol

click here :v

Tambahan dari ane, offset ama timing merahmu ada 2, cba ikutin timing merah di diff ane, itu udah ane bnerin, samakan aja dgn diff ane

gudluck pal lol
Verniy_Chan
Reyzra Ngeng...
Topic Starter
misternopal

Reyzra wrote:

nih pal dah kelar GD ane, sisa HS nya aja lagi lol

click here :v

Tambahan dari ane, offset ama timing merahmu ada 2, cba ikutin timing merah di diff ane, itu udah ane bnerin, samakan aja dgn diff ane

gudluck pal lol
Thanks Reyzra :)

Verniy_Chan wrote:

Reyzra Ngeng...
Reyzra

Verniy_Chan wrote:

Reyzra Ngeng...
wut ver? stalking ane ya :v

btw, pal keknya diff ane msh pke general/metadata setting km yg dlu, klo metadatanya editkan sama dgn diffmu yg kek mod verniy ucapkan
Topic Starter
misternopal
Updated!


  1. Add Reyzra's Maximum Live
  2. And video from here
akuma123
Team Love Deluxe Mania Queue



This is the mod that you asked for in our queue, Let's start with this :D

Columns = (1/2/3/4)

Hyper
00:01:606 - It seems that the intro doesnt follow the pitch so well, re arrange that section to something like this https://osu.ppy.sh/ss/7202067
00:03:452 - Continuing with the intro https://osu.ppy.sh/ss/7202075
00:05:298 - And finally this https://osu.ppy.sh/ss/7202081 , now with that the intro should be better
00:07:836 - I think this section will be better like this https://osu.ppy.sh/ss/7202277, the trill in the 3 firsts notes (1 note per hand) feels better for the drums, and a double note for that deep sound (kinda like a drum), and in the stream the first note was moved from (3) to (1) because it follows better the ptich that way.

I dont like the way that you used the long notes from here to the end of the song because they are not consistent at all. To make this easier i will tell you some of the sections i dont like and why.

00:18:221 - Suddenly you just stopped the long notes, the music keep going exactly the same you cant just change the way you put notes on the section so suddenly without any reason. I highly recommend you to keep the long notes till 00:25:606
00:27:452 - 00:31:144 - You suddenly stopped with the long notes when crearly the piano is still going. Then again suddenly you put long notes for the piano on 00:42:221 only for 4 notes and again stopped. there is actually no reason to do that, in this case i think it will be better if all that section (00:27:452 - 00:52:375) does not have any long note, i mean its a pretty calm section so it will be better without the long notes.
00:59:759 - Again, it will be better if you keep the long notes till 01:09:913 . Starting for 01:04:375 should be similar to 01:08:067.

there are more section but i think that with those 3 examples you can get my point. Well, lets continue.

00:53:990 - Im pretty sure that there should only be 1 long note, maybe you get confused by the sound of the drum but the piano does not stop.
00:55:836 - The long note should start here, not in 00:56:067.
00:56:990 - I think there is no reason to make that long note longer that the other ones from the same section.
And like i say you, keep putting long notes till 01:09:913.

01:21:452 - Why triples? its not a loud sound, not at all xD, definitely it will be better if you keep the long notes for all that section (01:11:759 - 01:41:298)

01:42:913 - Move that note from (2) to (3), because of the pitch and the hand balance.
01:43:490 - The long notes should follow the pitch of the guitar, maybe like this will be better (ignore the single notes, i erase some of them and the ones that left are still random xD) https://osu.ppy.sh/ss/7207704
01:45:913 - https://osu.ppy.sh/ss/7207876
01:49:375 - https://osu.ppy.sh/ss/7207919
02:26:298 - Same as 00:53:990
02:44:990 - That section is so hard for a map that almost dont have any 1/4 stream, maybe you should ignore the drums for that burst in order to make it easier.
04:22:144 - A lot of doubles in this part does not have any sense, i recommend you to keep all with single notes, add some streams for the drums and put triples on the snare, that will be good. And also there is no need to have long notes till 04:40:375.

I think those are most of the problems in this diff, and because the song is kinda repetitive some of these mistakes repeats on other sections.
This diff needs a bit more of work, but i think it could be a good map. Feel free to talk to me in game if you have any doubt or if you want any other suggestions. :D
Reyzra's Maximum Live!
00:38:990 - Seems that you forgot a note for the snare xD
00:45:913 - I really dont think that those long notes are necessary.
04:20:759 - The burst should start here.

The rest of the diff seems to be fine, good job :D

And that is all, good luck with your mapset :) .
Topic Starter
misternopal

akuma123 wrote:

Team Love Deluxe Mania Queue



This is the mod that you asked for in our queue, Let's start with this :D

Columns = (1/2/3/4)

Hyper
00:01:606 - It seems that the intro doesnt follow the pitch so well, re arrange that section to something like this https://osu.ppy.sh/ss/7202067
00:03:452 - Continuing with the intro https://osu.ppy.sh/ss/7202075
00:05:298 - And finally this https://osu.ppy.sh/ss/7202081 , now with that the intro should be better
00:07:836 - I think this section will be better like this https://osu.ppy.sh/ss/7202277, the trill in the 3 firsts notes (1 note per hand) feels better for the drums, and a double note for that deep sound (kinda like a drum), and in the stream the first note was moved from (3) to (1) because it follows better the ptich that way.

I dont like the way that you used the long notes from here to the end of the song because they are not consistent at all. To make this easier i will tell you some of the sections i dont like and why.

00:18:221 - Suddenly you just stopped the long notes, the music keep going exactly the same you cant just change the way you put notes on the section so suddenly without any reason. I highly recommend you to keep the long notes till 00:25:606
00:27:452 - 00:31:144 - You suddenly stopped with the long notes when crearly the piano is still going. Then again suddenly you put long notes for the piano on 00:42:221 only for 4 notes and again stopped. there is actually no reason to do that, in this case i think it will be better if all that section (00:27:452 - 00:52:375) does not have any long note, i mean its a pretty calm section so it will be better without the long notes.
00:59:759 - Again, it will be better if you keep the long notes till 01:09:913 . Starting for 01:04:375 should be similar to 01:08:067.

there are more section but i think that with those 3 examples you can get my point. Well, lets continue.

00:53:990 - Im pretty sure that there should only be 1 long note, maybe you get confused by the sound of the drum but the piano does not stop.
00:55:836 - The long note should start here, not in 00:56:067.
00:56:990 - I think there is no reason to make that long note longer that the other ones from the same section.
And like i say you, keep putting long notes till 01:09:913.

01:21:452 - Why triples? its not a loud sound, not at all xD, definitely it will be better if you keep the long notes for all that section (01:11:759 - 01:41:298)

01:42:913 - Move that note from (2) to (3), because of the pitch and the hand balance.
01:43:490 - The long notes should follow the pitch of the guitar, maybe like this will be better (ignore the single notes, i erase some of them and the ones that left are still random xD) https://osu.ppy.sh/ss/7207704
01:45:913 - https://osu.ppy.sh/ss/7207876
01:49:375 - https://osu.ppy.sh/ss/7207919
02:26:298 - Same as 00:53:990
02:44:990 - That section is so hard for a map that almost dont have any 1/4 stream, maybe you should ignore the drums for that burst in order to make it easier.
04:22:144 - A lot of doubles in this part does not have any sense, i recommend you to keep all with single notes, add some streams for the drums and put triples on the snare, that will be good. And also there is no need to have long notes till 04:40:375.

I think those are most of the problems in this diff, and because the song is kinda repetitive some of these mistakes repeats on other sections.
This diff needs a bit more of work, but i think it could be a good map. Feel free to talk to me in game if you have any doubt or if you want any other suggestions. :D
Reyzra's Maximum Live!
00:38:990 - Seems that you forgot a note for the snare xD
00:45:913 - I really dont think that those long notes are necessary.
04:20:759 - The burst should start here.

The rest of the diff seems to be fine, good job :D

And that is all, good luck with your mapset :) .
Thank you akuma123 :)
will be check soon (busy irl)
thanks a lot :oops:
Hestia-
hihi
[Reyzra's Maximum Live!]
04:06:452 (246452|0,246481|1,246509|2,246538|3,246567|0,246596|1,246625|2,246654|3,246682|0,246711|1,246740|2,246769|3,246798|0,246827|1,246856|2,246884|3,246913|0,246942|1,246971|2,247000|3,247029|0,247057|1,247086|2,247115|3) - Delete, Make 24th note burst instead
04:21:019 (261019|1,261048|3,261077|2,261106|0,261134|1,261163|3,261192|2,261221|0,261250|1,261279|3,261307|2,261336|0,261365|1,261394|3,261423|2,261452|0,261481|1,261509|2,261538|3,261567|0,261596|1,261625|2,261654|3,261682|0,261711|1,261740|2,261769|3,261798|0,261827|1,261856|2,261884|3) - Delete, Make 24th note burst instead
Bursts are too fast, use purple line :v
it doesn't fit with rest of map. it would be ok if rest was harder too
[Hyper]
01:10:606 (70606|0) - Remove
01:10:375 - Add 1
drums
it's kinda weird how in some places these things arn't mapped at all and some have them :v
either have 1/8th notes in all these places or don't
01:14:529 (74529|2) - Remove
01:14:644 - Add 3
01:14:759 - Add 1
01:20:182 - Add 3
01:20:298 - Add 2
01:21:913 (81913|0) - Remove
01:21:798 - Add 1
01:22:144 - Add 2
01:22:259 (82259|1) - Remove
01:41:990 - 01:55:836 - drums
02:48:682 - 03:12:913 - drums
and others
idk maybe I'm crazy
02:44:529 - Add 3
Topic Starter
misternopal

Hestia- wrote:

hihi
[Reyzra's Maximum Live!]
04:06:452 (246452|0,246481|1,246509|2,246538|3,246567|0,246596|1,246625|2,246654|3,246682|0,246711|1,246740|2,246769|3,246798|0,246827|1,246856|2,246884|3,246913|0,246942|1,246971|2,247000|3,247029|0,247057|1,247086|2,247115|3) - Delete, Make 24th note burst instead
04:21:019 (261019|1,261048|3,261077|2,261106|0,261134|1,261163|3,261192|2,261221|0,261250|1,261279|3,261307|2,261336|0,261365|1,261394|3,261423|2,261452|0,261481|1,261509|2,261538|3,261567|0,261596|1,261625|2,261654|3,261682|0,261711|1,261740|2,261769|3,261798|0,261827|1,261856|2,261884|3) - Delete, Make 24th note burst instead
Bursts are too fast, use purple line :v
it doesn't fit with rest of map. it would be ok if rest was harder too
[Hyper]
01:10:606 (70606|0) - Remove
01:10:375 - Add 1
drums
it's kinda weird how in some places these things arn't mapped at all and some have them :v
either have 1/8th notes in all these places or don't
01:14:529 (74529|2) - Remove
01:14:644 - Add 3
01:14:759 - Add 1
01:20:182 - Add 3
01:20:298 - Add 2
01:21:913 (81913|0) - Remove
01:21:798 - Add 1
01:22:144 - Add 2
01:22:259 (82259|1) - Remove
01:41:990 - 01:55:836 - drums
02:48:682 - 03:12:913 - drums
and others
idk maybe I'm crazy
02:44:529 - Add 3
Thank you Hestia- >//<
i'll check it later o.o)
thank you~ XD

short holiday in graveyard :v
Topic Starter
misternopal
Okay... vacation in the grraveyard is over :v

Updated !


- delete video
- add storyboard
- add hitsound to reyzra's max live! (by Reyzra)
- Hyper diff in progress of hitsound
- change bg



please mod my map T^T
show more
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