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Yousei Teikoku - Destrudo [Osu|Taiko]

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KanaRin
Okay.

General

  1. We have some tags conflict here, better to unify again?
Oni

  1. 00:59:265 (1) - Missed finisher here?
  2. 01:02:098 (17) - Delete this note? as I can see you also choose to not add note at 01:04:765 - , it sounds better and also fits well by following vocal.
  3. 01:07:098 (49) - Delete this note again, that's too compressed with soft background music. I will say better to delete this note.
  4. 01:09:765 (64) - . 01:17:765 (119) - . 01:20:432 (134) - 01:23:098 (151) - 01:25:765 (167) ^ same reason.
  5. The second and the last kiai have the same part like ^ , so better to do the same if you agree.
  6. 02:45:598 (4) - sounds weird imo , better not to use 1/4 here , I will suggest the following
  7. 02:48:682 (16,17) - ^ Same reason, better to delete it.
  8. 02:56:598 (5) - Since you're following bass drum here, don fits better. Or you can add some extra kat like 03:00:265 (17,18,19) -
  9. 03:05:098 (4) - kat by background drums.
  10. That's it. Very nice.
Will check the Muzu' and Futsuu later.
Topic Starter
lolcubes

KanaRin wrote:

Okay.

General

  1. We have some tags conflict here, better to unify again? I think I fixed this now. :3
Oni

  1. 00:59:265 (1) - Missed finisher here? Fixed.
  2. 01:02:098 (17) - Delete this note? as I can see you also choose to not add note at 01:04:765 - , it sounds better and also fits well by following vocal. I want to keep. The mapping style used was more focused on the drums than anything else, so almost all drum hits were mapped while some of the vocals were missed.
  3. 01:07:098 (49) - Delete this note again, that's too compressed with soft background music. I will say better to delete this note.
  4. 01:09:765 (64) - . 01:17:765 (119) - . 01:20:432 (134) - 01:23:098 (151) - 01:25:765 (167) ^ same reason.
  5. The second and the last kiai have the same part like ^ , so better to do the same if you agree. You do have a point here, but there is actually a beat here. Making it into a don would probably fit better, but Haruka and me chose to do this for variety.
    Btw, 2nd kiai was entirely made by Haruka, and the 3rd kiai was a combination. For now I will keep but there is a good chance I might remove them if I somehow have a chat with Haruka.
  6. 02:45:598 (4) - sounds weird imo , better not to use 1/4 here , I will suggest the following They are actually mapped to that "ts" sound in the music, which is 1/4 here. I thought they would sound really weird if they were kats (because kats would kinda fit the mapping style used), so I used dons. While this is a calm part, it's still rhythmically active, so I think it would be a shame not to map that.
  7. 02:48:682 (16,17) - ^ Same reason, better to delete it.
  8. 02:56:598 (5) - Since you're following bass drum here, don fits better. Or you can add some extra kat like 03:00:265 (17,18,19) - I did something else instead. This is actually Haruka's part so I only went by her mapping logic here. From what I could see she used kats for nonfinish downbeats here and to bring slight intensity and then she used kats on the red ticks to "reset" back to dons on the downbeat. I just applied that logic here so it's not as empty.
  9. 03:05:098 (4) - kat by background drums. Agreed.
  10. That's it. Very nice.
Will check the Muzu' and Futsuu later.
Thank you. :3
Fixed some things and applied some suggestions.

BTW, both muzukashii and futsuu are on the harder side, because I want them to be maps where people can learn to play Oni/Muzukashii. :3
jonathanlfj
i was gonna wait for 2kd
but

\:D/

Black is suggestion
Blue is highly recommended
Red is unrankable

[General]
add “黑神” to tags as it is Kurokami in Japanese
cool sb effect u got there, also why dont u used the scene with the curtains as your default background? Would look more "rich" to me xD

[Easy]
00:03:265 (1,2) - maybe a curve on these two so you get a nice blanket for 00:05:598 (1)
00:50:598 (3) - try to get rid of the stack with 00:48:598 (1), maybe a setup like 01:37:932 (1,2,3)
01:54:599 (4) - i think the spacing change is too sudden here, for beginners its easy to misread this as a 3/4 spacing simply because 01:54:599 (4) is traveling away from 01:55:266 (1) (though i have to say the music is pretty obvious here at indicating 1/1). Try to use 1.0x overall
02:56:598 (1,1) - move them 1 grid away from each other respectively, so you get a smoother spacing here
03:09:599 (2) - this overlaps the hp bar under default skin since the circles are quite large, should move it down a grid or 2
03:24:599 (1) - use new slider algorithm here?

[Normal]
01:11:765 (2,4) - a bit nazi but it would be cool if these two had identical shapes (ctrl cv power)
02:19:265 (1) - maybe do a curve on this slider, it is not perfectly symmetrical with respect to 02:20:265 (2) anyways
02:35:764 (3) - might want to use new slider algorithm
02:52:932 (1) - maybe a clap on the spinner end here

[Hard]
unsnapped objects from 03:11:930 (5) until 03:30:430 (2), make sure to resnap them
00:53:432 (2,3) - feels more natural to play for me if you ctrl+g this
01:46:265 (2) - start the NC here to keep consistent with 01:40:932 (1), or vice versa
02:05:765 (1,2,3) - flow fees a bit unnatural here, try something like this: 02:45:932 (3,4) - woudl be cool if you can curve/space then so the sliders dont touch each other. same to 02:51:265 (3,4)
03:21:432 - i'd use a 1/4 kick slider here and replace 03:21:597 (4) with it, since the 1/4 drums are pretty evident in the music and it feels a bit weird skipping over it

[Light Insane]
00:39:432 (6,7) - not perfectly stacked
01:11:265 (1,2) - 1 beizer and 1 new algorithm slider...might want to make it consistent here
01:26:932 (1) - since this is still considered an insane maybe use a small stream here, there are streams later so this can prepare the player for it
01:37:932 (1,2) - ctrl + r here gives a better flow onto 01:38:265 (3) imo
02:53:932 (3) - im actually finding this sv change difficult to read; although you colour haxd to make it more obvious, but the music just doesnt ask for such a drastic doubling of sv here, imo. Just pointing it out, up to you if you decide to change it or not
03:43:098 (2) - the angle here is a tad bit difficult to maneuver with a mouse (for me atleast), maybe raise this up a bit to get a smaller angle

[Insane]
im pretty sure you used HP6 to prevent star rating from breaking, but i seriously think HP7 suits the difficulty better here. Up to you
00:16:099 (5) - maybe a NC here to distinguish the triangle better from the square
00:29:265 (6) - dat stack ><
01:05:099 (11,12,13) - stack welp (and 01:05:765 (1,2,3))
01:25:265 (3) - i'd make this horizontally paralleled to 01:25:598 (4), plays better imo (and fix stack xD)
02:03:265 (3) - the partial stack here is actually bothering me alot, how bout a setup like this (lowered the AR so you can see): the end of 02:03:265 (3) is on 02:04:265 (7) for this setup
02:31:765 (1) - try starting this with a triplet, plays better for me since you make a clicking action when the drums at 02:31:932 hits
02:52:599 (1) - would be cool if you perfectly centered this
03:39:265 (5) - i thought i was done, but then i saw this gigantic out of screen slider and i was like oh no ><

Yeahh cool stuff too bad i dunno how to mod taiko
Have a starr and good luck~
Frostmourne
#yolo
Topic Starter
lolcubes

jonathanlfj wrote:

i was gonna wait for 2kd
but

\:D/ ╭( ・ㅂ・)و

Black is suggestion
Blue is highly recommended
Red is unrankable

[General]
add “黑神” to tags as it is Kurokami in Japanese Done.
cool sb effect u got there, also why dont u used the scene with the curtains as your default background? Would look more "rich" to me xD Originally it was like that, but it lacked contrast. :3

[Easy]
00:03:265 (1,2) - maybe a curve on these two so you get a nice blanket for 00:05:598 (1) Curved (2). Didn't want to curve (1) because it has nothing to blanket on, plus the sliders are really short, wouldn't really be necessary imo.
00:50:598 (3) - try to get rid of the stack with 00:48:598 (1), maybe a setup like 01:37:932 (1,2,3) Moved accordingly.
01:54:599 (4) - i think the spacing change is too sudden here, for beginners its easy to misread this as a 3/4 spacing simply because 01:54:599 (4) is traveling away from 01:55:266 (1) (though i have to say the music is pretty obvious here at indicating 1/1). Try to use 1.0x overall I would disagree it's misleading, but I have changed this in a better way anyway.
02:56:598 (1,1) - move them 1 grid away from each other respectively, so you get a smoother spacing here Why not.
03:09:599 (2) - this overlaps the hp bar under default skin since the circles are quite large, should move it down a grid or 2 Moved about 20 seconds of the whole map 4 grids down.
03:24:599 (1) - use new slider algorithm here? Sure.

[Normal]
01:11:765 (2,4) - a bit nazi but it would be cool if these two had identical shapes (ctrl cv power) Sure.
02:19:265 (1) - maybe do a curve on this slider, it is not perfectly symmetrical with respect to 02:20:265 (2) anyways No, the logic of the slow SV parts are linear sliders and color change. The exception was beginning of this diff (and now the beginning of easy) due to the slider length and pattern combinations.
02:35:764 (3) - might want to use new slider algorithm Sure.
02:52:932 (1) - maybe a clap on the spinner end here No thanks, if it was soft end, I would agree, I just want a default normal hit here.

[Hard]
unsnapped objects from 03:11:930 (5) until 03:30:430 (2), make sure to resnap them Ooops, fixed.
00:53:432 (2,3) - feels more natural to play for me if you ctrl+g this The flow wouldn't be like I want it if I do this, the movement required would be too sharp (test with doubletime and you'll see :p).
01:46:265 (2) - start the NC here to keep consistent with 01:40:932 (1), or vice versa Done, nice.
02:05:765 (1,2,3) - flow fees a bit unnatural here, try something like this: That was the idea actually. I want to separate these two parts, the more active part end and the more calm part begins. While I didn't do this everywhere, you will notice it was mostly for moments like this (and I mean specifically for this place in a chorus, any of them).
02:45:932 (3,4) - woudl be cool if you can curve/space then so the sliders dont touch each other. same to 02:51:265 (3,4) As explained in the normal diff, slowed parts mean linear sliders, sorry. :p
03:21:432 - i'd use a 1/4 kick slider here and replace 03:21:597 (4) with it, since the 1/4 drums are pretty evident in the music and it feels a bit weird skipping over it Well, every chorus was done this way to reduce the difficulty (there is light insane for this), however I did what you said here just for some variety. The pattern I had here sucked anyway so I felt like changing it haha.

[Light Insane]
00:39:432 (6,7) - not perfectly stacked lol. ok :D
01:11:265 (1,2) - 1 beizer and 1 new algorithm slider...might want to make it consistent here Considering how the bezier is almost completely overlapped, I don't think it makes any difference, really. :p Currently they are positioned (start-end) like I want them to be, changing the 2nd slider would most likely require repositioning a lot of things.
01:26:932 (1) - since this is still considered an insane maybe use a small stream here, there are streams later so this can prepare the player for it Sure.
01:37:932 (1,2) - ctrl + r here gives a better flow onto 01:38:265 (3) imo Repositioned them a little instead. This direction is what I wanted because despite having a rough flow entrance, the flow is actually better than the other way, because of other objects. When you are playing thsi with doubletime, it's fairly noticeable, the simplicity of movement I mean.
02:53:932 (3) - im actually finding this sv change difficult to read; although you colour haxd to make it more obvious, but the music just doesnt ask for such a drastic doubling of sv here, imo. Just pointing it out, up to you if you decide to change it or not It is actually consistent to all other diffs. The only difference is that I used sliders because I used more advanced rhythms, which are circles in the Insane. The way people read sliders today might be the cause of the this, however this is still a 2011 map submitted in 2012, so I would like to keep for nostalgia's sake haha.
03:43:098 (2) - the angle here is a tad bit difficult to maneuver with a mouse (for me atleast), maybe raise this up a bit to get a smaller angle This is actually intentional. Sadly I can't have what I did in the Insane else it would be a bit hard, but this was the general spacing that was used there. :p

[Insane]
im pretty sure you used HP6 to prevent star rating from breaking, but i seriously think HP7 suits the difficulty better here. Up to you Actually, partially true. I am using HP6 because when you have constant bashing of notes with some streams around, higher HP will not work as intended. HP6+ HR makes this quite fun, while HP7+ HR makes it a little frustrating, for those people who miss about 2-3 notes occasionally. Since this is a rhythm game where HP only brings artificial difficulty, it's not required here because the map isn't that easy (not that it's hard for most of us today anyway haha).
00:16:099 (5) - maybe a NC here to distinguish the triangle better from the square No thanks, I have a distinct way of comboing things, sometimes I make a mistake but this was intended.
00:29:265 (6) - dat stack >< Ok,ok, I usually don't really care much about things like this anyway haha.
01:05:099 (11,12,13) - stack welp (and 01:05:765 (1,2,3)) Yeah, ok. BTW, stacks like this only appear misaligned in edit mode, in play mode a proper stack gets made because of the distance from the stacked objects (which is quite small).
01:25:265 (3) - i'd make this horizontally paralleled to 01:25:598 (4), plays better imo (and fix stack xD) Fixed stack.
02:03:265 (3) - the partial stack here is actually bothering me alot, how bout a setup like this (lowered the AR so you can see): the end of 02:03:265 (3) is on 02:04:265 (7) for this setup I see what you're trying to do here, but I focused on gameplay first. Your suggestion is valid, however I would have to remap this whole area because the "anchor points" are always existing objects, and that would get broken here (not for this object, but for the next ones).
02:31:765 (1) - try starting this with a triplet, plays better for me since you make a clicking action when the drums at 02:31:932 hits It doesn't work well. Luckily hold sliders can be pressed wrong, but not circles. The rhythm isn't exactly that expected here, especially considering it's mapped like this because of the spinner, the spinner would create confusion is what I am trying to say, and I don't want to remove the spinner.
02:52:599 (1) - would be cool if you perfectly centered this Sure.
03:39:265 (5) - i thought i was done, but then i saw this gigantic out of screen slider and i was like oh no >< Holy shit. Widescreen sucks. :D

Yeahh cool stuff too bad i dunno how to mod taiko
Have a starr and good luck~
Thank you, applied most of it!
Dat slider...
xBadSeed
Great Map i hope it gets ranked
KanaRin
Continue to mod: (don't kds)


[Muzukashii]

  1. 00:24:598 (93) - How about add a finish here?
  2. 00:32:598 (126) - ^
  3. 00:40:598 (160) - 00:45:932 (188) - 01:03:265 (270) - 01:13:931 (330) - 01:29:931 (420) - 01:35:265 (447) - 01:52:598 (534) -
    02:03:264 (596) - 02:35:265 (763) - 02:40:599 (791) -
    those notes are reasonable to add finishes, especially the Kiai-time, it can be more powerful and fit better with background drums.
  4. 01:48:932 (515) - better to add a kat here, we can hear the small-drum easily. It is not so hard, I think.
  5. 01:08:098 (300) - For that parts(3 kiai time), they are nearly all the same as Oni. I don't really suggest you to do this
    because that is a bit too hard as a Muzukashii. (180bpm with no break)

    Better to delete some notes in order to have a break, for examples:
    1. delete 01:08:098 (300) - , 01:18:765 (360) - something more like that.
    2. for the last kiai, delete 03:15:098 (943) - ,03:25:765 (1006) - , 03:26:765 (1012) - .
Futsuu looks nice, but better not to map that hard next time ..
Call me back
Topic Starter
lolcubes

KanaRin wrote:

Continue to mod: (don't kds)


[Muzukashii]

  1. 00:24:598 (93) - How about add a finish here? Sure
  2. 00:32:598 (126) - ^ I think it would be a bit too intense, this part is rather calm. I just think it's not necessary, despite the cymbal crash in the music.
  3. 00:40:598 (160) - 00:45:932 (188) - 01:03:265 (270) - 01:13:931 (330) - 01:29:931 (420) - 01:35:265 (447) - 01:52:598 (534) -
    02:03:264 (596) - 02:35:265 (763) - 02:40:599 (791) -
    those notes are reasonable to add finishes, especially the Kiai-time, it can be more powerful and fit better with background drums. Sure, okay. I have added some, but not all. It's hard to say which ones, but to keep consistency with your first suggestion, I have used that suggested structure instead of this one. To make kiai more powerful, I have added a few finishes there as well.
  4. 01:48:932 (515) - better to add a kat here, we can hear the small-drum easily. It is not so hard, I think. Made it consistent to the first and 3rd occurence instead.
  5. 01:08:098 (300) - For that parts(3 kiai time), they are nearly all the same as Oni. I don't really suggest you to do this
    because that is a bit too hard as a Muzukashii. (180bpm with no break)

    Better to delete some notes in order to have a break, for examples:
    1. delete 01:08:098 (300) - , 01:18:765 (360) - something more like that.
    2. for the last kiai, delete 03:15:098 (943) - ,03:25:765 (1006) - , 03:26:765 (1012) - .
    I have re-arranged most of the kiai (also goes for first and 2nd). It looks like my original idea was to keep rhythm and style consistency with the Oni diff, however I can see that it's not working that well over here. I have introduced a lot more breaks, punctuations and more simple rhythms (which don't dodge the downbeats anymore).
List of additional changes:
- 2nd verse had most of the offbeat patterns re-arranged to focus more on the main rhythm instead of just simple drums (minor changes, but too many to write down, it's quite obvious if you just let it autoplay though :3)
- 02:17:598 - Around this area, I have removed a couple of notes and added different notes just so the rhythm is more stable.
- 02:40:099 (769,770,771,772,773,774,775) - Made the pattern symmetrical (so the Finisher is easier to read), which means I have removed a kat, also modified some of the longer patterns in this whole section slightly so it's more simple.
- As mentioned before, the kiai sections have been re-arranged slightly to reduce the overall difficulty of the sections but to keep the progressive difficulty, which is what I am trying to do here. This also means the rhythms have been slightly simplified and less varied patterns were used (mostly single colored ones due to high bpm and note density).

Total notes removed: Around 40.

KanaRin wrote:

Futsuu looks nice, but better not to map that hard next time ..
Call me back
Thank you for the mod. :3

Fun fact: Muzukashii has 316 more notes than Futsuu, and Oni has 316 more notes than Muzukashii.
KanaRin
Very nice!

Here we go :)
Topic Starter
lolcubes
Thanks Kana. \:D/
Frostmourne
As I told you :> (Copied from p/1696705 1 year ago lol)

General
dem osu for those unsnapped objects :< also

I'm curious if it is missing or it's already properly done but a bug.

Easy
HP-1 could be nice since the Normal diff also has the same HP. I strongly suggest on this diff because there are some parts (about 1/2 sliders) that can slip beginners a bit so applying HP on this instead of Normal diff sounds better for me.
02:34:764 (4) - Unsnapped
02:38:764 (2) - Unsnapped
On these points, I need to confirm if they are intentional since I see consistency in them.
01:04:598 (3) - clap tail
01:15:265 (3) - ^
and they will apply with the next 2 choruses altogether. Clap on such points maintain the sound on such parts quite well so it would be nice if you apply on them.

Normal
Is it your intention that you have a reserved break before the spinner on 02:27:265 ?
Because it is done only this diff so I'm not sure if it's intentional.
00:20:932 (4) - clap head
00:25:932 (3) - clap tail
01:15:265 (3) - could be clap tail according to this one 01:04:598 (3) -
02:04:599 (3) - clap tail
02:34:764 (5) - Unsnapped
02:35:764 (3) - Unsnapped
02:36:764 (4) - Unsnapped
03:20:599 (3) - clap

Hard
Holy crap, so many unsnapped objects lol , check AIMod :)
02:15:932 (1,2,3) - I strongly disagree for this one. It's really unnoticeable from my opinion. Players could be used to a variety of spacing changes on this chorus so it can be confusing for many players especially in this Hard diff. I suggest you make this as a anti-jump like 01:49:265 (1,2,3) -
I didn't mention 00:59:932 (1,2,3) - because you have time to prepare to concentrate them on empty 1 beat gap between this and 00:59:265 (5) -
but the one I mentioned above doesn't have this kind of gap.
03:26:432 (7,1) - I also highly suggest swap these notes. Just my personal preference though. No exact reason as to why it's better but the movement from (6) feels easier and more comfortable to go upward instead of downward with this current pattern.

Light Insane
Check unsnapped objects 8-)
03:42:932 (1,2,3) - might be a bit combobreaker lol, just mentioning :lol:

Insane
Maybe HP+1 to apply with the spread
:oops:

call me maybe!
Topic Starter
lolcubes

Frostmourne wrote:

As I told you :> (Copied from http://osu.ppy.sh/forum/p/1696705 1 year ago lol) ╭( ・ㅂ・)و

General
dem osu for those unsnapped objects :< also What is wrong with my editor, I always get them completely at random haha.

I'm curious if it is missing or it's already properly done but a bug. This is a bug. It's because it's an animation which is triggered by that filename (cause you need filename0.png, filename1.png, etc).

Easy
HP-1 could be nice since the Normal diff also has the same HP. I strongly suggest on this diff because there are some parts (about 1/2 sliders) that can slip beginners a bit so applying HP on this instead of Normal diff sounds better for me. Sure.
02:34:764 (4) - Unsnapped
02:38:764 (2) - Unsnapped Fixed.
On these points, I need to confirm if they are intentional since I see consistency in them.
01:04:598 (3) - clap tail
01:15:265 (3) - ^ This is actually intentional. I couldn't place claps on the other objects on those locations because I simply can't haha. Just so I keep some rhythm consistency.
and they will apply with the next 2 choruses altogether. Clap on such points maintain the sound on such parts quite well so it would be nice if you apply on them.

Normal
Is it your intention that you have a reserved break before the spinner on 02:27:265 ?
Because it is done only this diff so I'm not sure if it's intentional. This can't be changed, because breaks are affected by AR. The AR is pretty low so the fade in time is pretty big.
00:20:932 (4) - clap head
00:25:932 (3) - clap tail Fixed both.
01:15:265 (3) - could be clap tail according to this one 01:04:598 (3) -
02:04:599 (3) - clap tail I prefer not to. I was grouping up measures here, 2+2 with claps on the first small tick, and without it. ^
02:34:764 (5) - Unsnapped
02:35:764 (3) - Unsnapped
02:36:764 (4) - Unsnapped Fixed all.
03:20:599 (3) - clap Nah, same reason as the above.

Hard
Holy crap, so many unsnapped objects lol , check AIMod :)
02:15:932 (1,2,3) - I strongly disagree for this one. It's really unnoticeable from my opinion. Players could be used to a variety of spacing changes on this chorus so it can be confusing for many players especially in this Hard diff. I suggest you make this as a anti-jump like 01:49:265 (1,2,3) -
I didn't mention 00:59:932 (1,2,3) - because you have time to prepare to concentrate them on empty 1 beat gap between this and 00:59:265 (5) -
but the one I mentioned above doesn't have this kind of gap. Not sure what you mean. They are both mapped in the same way except the next object is not stacked. This is because it is white which means a slowdown in the calm part. The only thing I can do to make it more similar is to actually increase spacing to 1.70x instead of 1.6x but I think it would be flow breaking and possibly even worse, since the movement required is a bit sharp.
The antijump at that part was because there is nothing in the music between those notes which is not the case here, because the music flows. The gap at the third part you mentioned is because I just didn't use an antijump, and I could. From my perspective, 1st and 3rd thing you point out here are same things mapped in a different way, while the 2nd thing is completely new, despite having the same rhythm.
Let me know if you have any other suggestions regarding this, because I think it's pretty okay as it is. :3

03:26:432 (7,1) - I also highly suggest swap these notes. Just my personal preference though. No exact reason as to why it's better but the movement from (6) feels easier and more comfortable to go upward instead of downward with this current pattern. Same thing in the end, but I like this, so why not.

Light Insane
Check unsnapped objects 8-) FFFFFFFFFFFFFFFFFFFFFFf
03:42:932 (1,2,3) - might be a bit combobreaker lol, just mentioning :lol: Totally. ;D I'll see what I can do haha. Should be much less combo breaking now, but the patterns changed around here.

Insane
Maybe HP+1 to apply with the spread Nah. Hp6+ HR is pretty balanced, HP7+ HR here is trash.
:oops:

call me maybe!
Hi maybe!
Thanks man, much appreciated!
╭( ・ㅂ・)و
Frostmourne
Alrightttttttttt!!!!
Topic Starter
lolcubes
╭( ・ㅂ・)و <3
Andrea
Well, we talked a bit on IRC about some stuff but everything seems fine and perfect, time to go for me!

SPOILER
16:27 lolcubes: bubbled \:D/
16:28 lolcubes: :D
16:28 lolcubes: 8 diffs haha
16:29 lolcubes: hehe
16:32 Andrea: can you link me
16:32 Andrea: I'm so lazy
16:33 *lolcubes is listening to [http://osu.ppy.sh/b/238215 Yousei Teikoku - Destrudo]
16:33 lolcubes: haha
16:33 Andrea: ok xD
16:33 lolcubes: btw
16:33 lolcubes: taiko diffs
16:33 lolcubes: futsuu has 784 notes
16:33 lolcubes: muzukashii has 1100
16:33 lolcubes: oni has 1416
16:33 Andrea: my god
16:33 Andrea: great spread
16:33 lolcubes: each diff has exactly 316 notes between
16:33 lolcubes: xD
16:33 Andrea: o_o
16:34 Andrea: are you a wizard or something
16:34 lolcubes: what's more fun is
16:34 lolcubes: it's pure coincidence hahaha
16:34 Andrea: xDDDDD
16:36 Andrea: http://puu.sh/4KOAo.png
16:36 Andrea: ehm... what's this D:
16:36 lolcubes: its a bug with aimod
16:36 lolcubes: it's how animations work
16:36 lolcubes: you have for example
16:36 lolcubes: file0.png, file1.png, file2.png
16:37 lolcubes: and to call an animation of those 3 files you call it by putting file.png
16:37 lolcubes: :D
16:37 Andrea: oh got it
16:37 lolcubes: also for letterbox in taiko, it's impossible to remove cause it's an old .osu file xD
16:37 Andrea: oh dang xD
16:37 lolcubes: http://puu.sh/4KOdo/78651d2ee5.png
16:37 Andrea: woah :D
16:38 Andrea: why that leniency on taikos btw o.o
16:40 lolcubes: because when you choose a skin from skin menu
16:40 lolcubes: all the notes are offscreen if you dont lower it
16:40 lolcubes: :D
16:40 Andrea: oh yeah that's true xD
16:40 lolcubes: doesn't affect gameplay .p
16:42 Andrea: last spinner is different on purpose between easy/normal and hard/light insane/insane?
16:42 lolcubes: yeah
16:42 lolcubes: the map is too long ootherwise
16:42 lolcubes: easy diff for 4 mins of the same boring rhythm is a bit meh :D
16:43 lolcubes: originally all diffs ended there because insane was going over the score cap
16:43 lolcubes: but since the score cap was removed
16:43 Andrea: oh I understand
16:43 lolcubes: i mapped it until the end because taiko diffs are mapped until the end
16:43 Andrea: well, I can't find anything else haha
16:44 lolcubes: :D
16:44 Andrea: gonna post this log anyways and rank, are you ready?
16:44 lolcubes: 2 years of mapping and selfmodding + having help from good people hehe
16:44 lolcubes: sure!
16:44 Andrea: \:D/
16:44 lolcubes: \:D/
16:44 lolcubes: ╭( ・ㅂ・)و

Ranked~
happy623
gratz! 0口0!
Topic Starter
lolcubes
Thanks guys!

:D
NewRulerNA
;)
gratz
GoldenWolf
gratz cube \:D/
Oyatsu
Gratz!! lol :D
alacat
/o/cubes!! grats :>
Kite
Wow
TKS
╭(・ㅂ・)و
bossandy
Congratulations cubes :3
Pagliaccio
Congratz <3
UnderminE
oh damn finally, gratz :D/
Chewin
oooh you did it ahah xD
Gratz lolcubes <3
Topic Starter
lolcubes
Thanks man <3

Your stars from nearly 2 years ago didn't go to waste after all hahah.

And thanks everyone. :3
This has been a really long trip from WiP to Ranked haha.
jonathanlfj
yayy grats cubes~
Satellite

jonathanlfj wrote:

yayy grats cubes~
Gratz :D
Natsu
Congratz :3
Furawa
さすが我が盟友
Rakuen
Grats!

2 years old map and nice song >.o /
Kyouren
Gratz!!! Haruka and lolcubes!!!
Topic Starter
lolcubes

Furawa wrote:

さすが我が盟友
<3
laura selena
cool
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