Hello !
Thanks for modding and your star !DenoisoGoiso wrote:
Meh... lols. ur meip ez zoopported he D: secret :> First mod!
i like teh song
ok let's go[General]i can't fix now, i have problems with notepad D:
- AiBAT/AiMod Problem detected
You forgot, [Rz & CB's Hyper don't have a countdown. try to active it for keep the spread difficulty with the consistency how like in it.AIBat v3.1 wrote:
General and Metadata
Inconsistency in Countdown:
- [Another] : 1
- [Beginner] : 1
- [Ex's Taiko Muzukashii] : 0
- [Ex's Taiko Oni] : 0
- [Rz & CB's Hyper] : 0
- [Standard] : 1--------------------------------------- Audio Lead-In bit lols, try to add some that which is less than the minimum of 2000 ms.AIBat v3.1 wrote:
Audio Lead-In
There is only 1666 ms of audio lead-in, which is less than the minimum of 2000 ms.
- Ranking Criteria
- Great. but please reduce the sample >w<
[Beginner]I know this is a really weird diff, but still readable imo thanks to the Polarity used. I used (i think) good polarities for this diff, but the song is really hard to map if you dont follow beats and drums. Because you see that all whistles are snapped to red ticks. I agree, it's difficult to play red tick as a beginner player, but if you can respect polarities and make something consitent, it is more natural to play.
- Any feedback/greetings and General
- Please AR-2, cuz it so fast with the diff spread but not the faster AR following the slider velocity like an crazy, try to keep the consistency. Why this diff should have 1/2 slider? that was really hard for beginner player, althrough with the consistency playing doesn't good. (look at taiko.) but not only the 1/2 slider too but the enjoyed pattern that should be explain, like enjoyed part : 01:49:665 (1,2,1,2,1,2,3,1,2) - this one makes slider leniency more crazy through movement always following the music is like. but i've have problem, inconsistency part, imo louder should be harder than lower, like 00:44:332 to 00:54:999 but i don't suggest you to change it but this is just my oppinion through. rhythm is just weird like 00:31:332 (1,2,3) - well, who can hear the sound? it just like following the drum not the pitches one. Ok, right here you shape patterns wave slider leniency that would be niiiiiiiiiiiiiceeeeeeeeeeeeeeeeeeeeeeee at here, So that slider have 1 red point and 4 white point, but right here if that wave slider leniency is unnecessary though, like 01:28:332 (1) - like an nazi 1/2.5 wave slider leniency :> . So my oppinion just try the better-est one that really interesting at you.
It is intentional, i dont want to use default whistles because i follow the beats, not the rest. (same as other diffs)
- Hitsounding
- 00:12:332 (4,5,6,7,1,2,3) - where is the hitsounds? D: i suggest you to put the whistles around here instead
- Placements/Patterning
- 00:16:999 (3,1) - Placement/shapping flow about (3) to (1) bit weird like dropoff through. try some like linear style to fairing the shape flow like this=> Done.
00:05:499 (2) - *Such an nazi* like how these point have 2 point to curving the slider for and slider art then this have 1 point to curving 2nd the slider how it's like... not fair though with the leniency :> flow moving cursor at slider like an mistake, so inconsistency! so make it the 1st and 2nd curving (the slider) at least have 2 point to curving the slider perfectly.=> Done.
00:26:332 (1) - try consistency like flow moving to a linear flow?? => i dont really want a linear flow here...
00:35:999 (4) - This pattern really unnecessaryyyyyyyy with the shape wave slider leniency through it's inconsistency shape with 1/1 beat (shaping like wave slider leniency it's so hard to make it, because that.) => hmm changed.
00:44:332 (1) - *naziiiiiiiiiiiiiiiiiiiiiiiiiiii* :O move the 2nd point to 244,116 for keep the shape zig-zag perfectly. Done.
00:46:999 (1) - ah maaaannnn same suggestion like 00:35:999 (4) - => changed.
01:14:332 (2) - ah maaaannnn this is too far D: => DS = 1.00x, i didnt use lower or higher than this DS on this diff...
01:22:332 (1,2) - Hmmmm... not sure if this is nazi :/ => i'm a nazi mapper
01:54:499 (2) - try to stack with 01:51:665 (2) - if that was repeating stack, if you do. i already tried it (when i was mapping), but i can't i'm a baka mapper.
- Timing problems
- grreat
- Rhythms
- 00:06:499 (3,1) - right there you have and unfair beats (really empty) i don't like this rhythm pattern because so empty 00:06:999 to 00:08:332 how like it's bit make a lazy for me for an bit powerfull sound right here that you don't map it, beats really mistake. let me see, if someone else will tells me the same thing
- Comboing
- 00:41:665 (1) - unecessary new combo that should be four combos, so delete it for keep the consistency with comboing (rhythm changing just for an higher than four combos/five combos if that really following the music.) i prefer to keep a combo here, because, there will be just one combo for this kiai part.
Woa, very play-able 1/2 slider. next, Standard.[Standard]
- Any feedback/greetings and General
- HARDS BLANKET OMG AND 1/2 SLIDERRRRRRRRR owo pls reduce the ar-3 and this diff is like not rankable how it's like ranked. 00:30:665 (2,3,1) - ok, you're using 1/2 circle instead, looks like weird if this ranked. loool 01:43:999 (6,1,2,3) - SERIOUSLY??????? AT STANDARD?????
- it is not a normal. It is normal+ or Hard -
- Diffspread.jpg (because of Hyper)
- People told me that this diff looks hard for normal players, but is easy anyway.
- Hitsounding
- wow
- Placements
- 00:12:332 (1) - *nazi* it's not parallel-d with the end circle and first/head circle => Fixed.
00:38:999 (1,2,1,2) - oh maaaaaaaan spacing please =>1.1 is intentional to introduce the fast sliders on the kiai part.
00:53:999 (1) - you don't have distance spacing here cuz it's ruin cursor moving always inconsistency with it nah it's not fair with the before. Not really.
00:56:332 (1) - stack perfectly? ok seems weird lols it is already.
- Timing problems
- nothing to see!
- Rhythms
- Rhythm is good :3
- Comboing
- 00:10:999 (1) - remove this combo one because make the two combos is so not many try to remove it to keep the comboing consistency amount.
00:18:999 (1) - Same suggestion as above.
both fixed
I want to testplaying hyper gj
Hyper:
The replay
This one is so hard, !FLOW JUMPS ARE NOT PLAYABLE AT HARD and DO NOT USE MANY STREAM! but really fun diff ;D
Hyper does not really mean hard x) it is not a hard. I told to rezoons (the collab mapper) to map this diff as a Hard+ Insane-, for a better difficulty curve with Another. I understand what you think about it. But it is not really an unrankable issue, if you look at this map http://osu.ppy.sh/s/44967 or http://osu.ppy.sh/s/41933 you will see what i want to tell you.
i'm not really skilled modding at another D: but it's so streaaaaaaaamy.
Anyway, good luck.