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Suzuki Konomi n' Kiba of Akiba - Watashi ga Motenai no wa Do

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Zare
All right then, I'll focus on Insane mainly and wiill not go into detail as in pointing out every issue. I also won't waste time being nice or whitewashing anything, so don't get offended, I'm here to help.

First of all, your background is ugly. Basically it makes me want to delete the map before even playing it. You can search on wallbase.cc, other wallpaper website or even google pictures to find something which actually looks like a wallpaper fitting for a Background.
For example, you could use this as BG, it's already resized and ready to use. (There might be better ones but this won't make people run away at least. Also you could play around with fitting Combo Colours for this.)

[Insane]
  1. Not really sure about the offset, it currently gives some weird drum snaps sometimes, you should have that rechecked.
  2. I'd rather you put OD8 on this. Seems more fitting to the challenge the speed and spacing of the map induces.
  3. 00:06:955 (2) - This should be less curved to emphasize the flow
  4. 00:06:505 (1,1) - this is pretty horrible spacing wise. You're in the jump movement of the 1/4 sliders and then are suddenly forced to stop. whyyyy? bring some motion into this like the music suggests
  5. 00:08:905 (1,2) - okay see. The usage of such so called extended sldier is controversial anyway, some like the idea to emphasize that a sound in the music lasts longer than just 1/2, but since it doesn't really end on a note in the music it's often called overmapping. Personally I don't use them often, if not never, but I can accept other's using them. But if you decide to do it like here it makes me sick when you don't do it constantly. A map has to have some kind of structure to be predictable and that means that if several sounds are basically the same in the music, the idea which is used to visualize them in the map should also stay the same.
    I'm referring to 00:11:305 - , 00:12:355 - being mapped completely different. You should stick to your extended sliders here to make the map more consistent, so it actually makes sense with the music.
  6. 00:08:755 (3,1) - make this a proper blanket please or shape it differently so people realize a blanket wasn't the intention.
  7. 00:12:355 (5) - this slider hurts me especially. Idk how much about mapping theory you know so let me just explain this. A slider has a start and an end, obviously. These look the same but don't feel the same when playing. The sliderhead (or start) requires an active click by the player. Thus it has an additional impact the slidertail (or end) does not have, since the tail does not require any input from the player. Only because of this it can be disregarded like that and the extended slider which you used earlier can work. But that also means that it's important that in order to follow a rhythm properly you need to have the sliderhead, the stronger part of the slider, on the stronger beat in the music. In this case tho, the slider starts on a rather weak sound and ends on a strong sound starting a new phrase of the melody. it would be more fitting to use a circle for the linked time and start a slider, as I said earlier already, on 00:12:505 -.
  8. 00:13:255 (1,2,3,4,5,6,1) - your rhythm is pretty messed up here. Well actually it's the song which is messed up but bleh it your job to follow the song so do that. I recommend to work with sldiers because of their leniency to make up for the weird snapping
  9. 00:13:855 (1,2,1,2,3,1,2,1) - this is nonsense. While I do understand your jumps, you should make the spacing consistent and make the circles correlate with each other somehow. You can be like Skystar and add typical antijumps like that (3 and 5 are stacked):
    You could also make a simpler patterns using sliders (1 and 3 are stacked, 2 and 5 are stacked):
    These are very spontaneous ideas and you can change them in whatever way you want, but you shoukd make sure your objects work with each other somehow and do not feel random and out of place
  10. 00:15:130 (1) - instead of this spinner it would feel better to have the suspense rising by using a cool stream, you can make it start with low spacing and make it go higher constantly to fit the songs 1/4
  11. 00:18:655 (1,2,3) - Just explain to me why, this isn't necessarily bad but I wonder why you did it this way
  12. 00:20:155 (3) - sliders like this are pretty flowbreaking. You can see it yourself, follow the movement of the cursor when it transitions into this sldier. the movement will break, going up right instead of straight up/slightly left which the previous circle lead you into. kinda hard to explain, I'll elaborate when you have issues understanding.
  13. 00:20:830 (6) - this circle is overmapped, I don't see a reason to add it here either
  14. 00:23:605 (2) - this is the same as 00:12:355 (5). In fact, you should keep in mind that mostly, usually, in many cases, not every time but very often, sliders should not start on red ticks and end on white ones, because white ticks which signalize the main beat of a song are usually stronger than red ones.
    Exceptions are strong lyrics on red ticks like those you have in the intro for this song.
  15. 00:25:255 (1,1,1,1) - I understand your idea, but pleeeeaase, don't do this. Considering your previous triplet this is waaayy too misleading and will make players break a lot. How about a pattern which looks more like that (I deleted the NCs so you can see the order properly):
  16. 00:29:755 (3) - reduce the curve from this slider, it looks messy
  17. 00:30:430 (6) - overmapped again
  18. 00:31:555 (4) - same as 00:23:605 (2). In this case your slider is actually correct according to ticks, but the dominant vocals on 00:31:705 - demand a sldierhead there, so replace this one with a circle.
  19. 00:33:055 (1,2,1,2,3,1,2) - similar to 00:13:855 (1,2,1,2,3,1,2,1)
  20. 00:34:755 (1,2,3,4,5,6,7,1) - This is hard to sightread since there were no 1/3 before. I suggest you start this with a reversed 1/3 sldier and then use circles, like that:
    That way it would be easier to grasp for players
  21. 00:45:355 (4) - this looks very cramped, reduce the curve?
  22. 00:48:805 (2,3,4,5,6,7) - the correct way of mapping this would be to add a 1/6 slider after each triplet to fit the drums, you can disregard it thou if you feel like it would be too complicated, also
  23. 00:49:480 - you should add a circle here :p
    The whole thing starting on 00:48:805 would look like that then:
  24. 00:53:155 (7) - the slider not fitting issue again
  25. 00:56:005 (2) - ^
  26. 00:57:505 (2) - ^
  27. 00:58:555 (3) - ^
  28. 01:02:905 (1) - this long sldier should start on the downbeat, the big white tick 1/2 afetr this, try it and listen, it fits the vocals better
  29. 01:24:055 (3,4,1) - yeah I know, intended, but this antijump is a little mean I'd say, consider changing this for the sake of readabilty.

    That's the main points about the mapping itself. Let me take a quick look at the NCs as well since they seemed really inconsistent at parts.
  30. 00:02:755 (1) - I'd remove this New Combo, the object still is a part of the first "scream" and feels like it belongs to the first 2 sliders. Instead, you should add a NC at 00:03:205 (5) - since the new phrase is starting here.
  31. 00:03:655 (1) - after that you should get rid of this NC as well
  32. 00:07:255 (1) - this NC makes no sense to me, delete?
  33. 00:08:455 (1) - ^
  34. 00:09:655 (1) - ^
  35. 00:11:305 (6) - here you should add an NC to stay consistent with your previous patterns, e.g. 00:07:705 (1) - and 00:08:905 (1) -
  36. 00:12:505 - if you followed my advice earlier and have a sldier here now, it needs a NC as well.
  37. 00:12:805 (1) - if the above thing is applied, delete this NC
  38. 00:13:855 (1,2,1,2,3,1,2,1) - up to you but I don't feel like these NCs are necessary at all, except for the first one of course.
  39. 00:25:255 (1,1,1,1,1) - I sure hope you changed this, if you did, there's no need to have spacing changing implying NCs here, remove them
  40. 00:32:755 (1) - Are you just being nice here, giving the player a HP boost midstream? beware, if he misses this note it will be even worse for him, so this is kinda a double-edged sword. I'd just recommend to delete it.
  41. 00:33:055 (1,2,1,2,3,1,2) - same thing as 00:13:855 (1,2,1,2,3,1,2,1)
  42. 00:41:905 (1) - remove NC?
  43. 00:56:905 (8) - add NC and delete at 00:57:355 (1), makes more sense that way
  44. 00:58:855 (1) - was this intended? If yes, why?, if no, delete it?
  45. 01:06:655 (1,2,1,2,1,2,3,4,1) - I would like you to reduce the amount of NCs here a little, they don't make reading the pattern easier
  46. 01:09:505 (1) - this and every sldier like this in that section should not have a NC imo, it's just too much with it
  47. 01:20:755 (1) - delete NC?
  48. 01:21:955 (1,2) - put NC on 2 instead of 1 right here
  49. 01:23:755 (1) - why this NC? delete


Okay, I can't be arsed to check the hitsounds, I've got school tomorrow. Sorry.
Topic Starter
happy623

Zarerion wrote:

All right then, I'll focus on Insane mainly and wiill not go into detail as in pointing out every issue. I also won't waste time being nice or whitewashing anything, so don't get offended, I'm here to help.

First of all, your background is ugly. Basically it makes me want to delete the map before even playing it. You can search on wallbase.cc, other wallpaper website or even google pictures to find something which actually looks like a wallpaper fitting for a Background.
For example, you could use this as BG, it's already resized and ready to use. (There might be better ones but this won't make people run away at least. Also you could play around with fitting Combo Colours for this.)
thanks for your kindness, but I want to keep the current one since it matches with the anime ;w;

[Insane]
  1. Not really sure about the offset, it currently gives some weird drum snaps sometimes, you should have that rechecked. yea, I found someone to check for me
  2. I'd rather you put OD8 on this. Seems more fitting to the challenge the speed and spacing of the map induces. I really dont want to be too hard so I chose OD7
  3. 00:06:955 (2) - This should be less curved to emphasize the flow done
  4. 00:06:505 (1,1) - this is pretty horrible spacing wise. You're in the jump movement of the 1/4 sliders and then are suddenly forced to stop. whyyyy? bring some motion into this like the music suggests well, I changed to a long slider
  5. 00:08:905 (1,2) - okay see. The usage of such so called extended sldier is controversial anyway, some like the idea to emphasize that a sound in the music lasts longer than just 1/2, but since it doesn't really end on a note in the music it's often called overmapping. Personally I don't use them often, if not never, but I can accept other's using them. But if you decide to do it like here it makes me sick when you don't do it constantly. A map has to have some kind of structure to be predictable and that means that if several sounds are basically the same in the music, the idea which is used to visualize them in the map should also stay the same.
    I'm referring to 00:11:305 - , 00:12:355 - being mapped completely different. You should stick to your extended sliders here to make the map more consistent, so it actually makes sense with the music. Thinking of your idea, I used a note instead, I hope now one is okay
  6. 00:08:755 (3,1) - make this a proper blanket please or shape it differently so people realize a blanket wasn't the intention. made a blanket
  7. 00:12:355 (5) - this slider hurts me especially. Idk how much about mapping theory you know so let me just explain this. A slider has a start and an end, obviously. These look the same but don't feel the same when playing. The sliderhead (or start) requires an active click by the player. Thus it has an additional impact the slidertail (or end) does not have, since the tail does not require any input from the player. Only because of this it can be disregarded like that and the extended slider which you used earlier can work. But that also means that it's important that in order to follow a rhythm properly you need to have the sliderhead, the stronger part of the slider, on the stronger beat in the music. In this case tho, the slider starts on a rather weak sound and ends on a strong sound starting a new phrase of the melody. it would be more fitting to use a circle for the linked time and start a slider, as I said earlier already, on 00:12:505 -. I added a circle
  8. 00:13:255 (1,2,3,4,5,6,1) - your rhythm is pretty messed up here. Well actually it's the song which is messed up but bleh it your job to follow the song so do that. I recommend to work with sldiers because of their leniency to make up for the weird snapping Your idea is nice but I choose to follow the drums here
  9. 00:13:855 (1,2,1,2,3,1,2,1) - this is nonsense. While I do understand your jumps, you should make the spacing consistent and make the circles correlate with each other somehow. You can be like Skystar and add typical antijumps like that (3 and 5 are stacked): I changed to a readable jump here
    You could also make a simpler patterns using sliders (1 and 3 are stacked, 2 and 5 are stacked):
    These are very spontaneous ideas and you can change them in whatever way you want, but you shoukd make sure your objects work with each other somehow and do not feel random and out of place
  10. 00:15:130 (1) - instead of this spinner it would feel better to have the suspense rising by using a cool stream, you can make it start with low spacing and make it go higher constantly to fit the songs 1/4 nice, take this
  11. 00:18:655 (1,2,3) - Just explain to me why, this isn't necessarily bad but I wonder why you did it this way because I think its follow the vocal and want to try something rare
  12. 00:20:155 (3) - sliders like this are pretty flowbreaking. You can see it yourself, follow the movement of the cursor when it transitions into this sldier. the movement will break, going up right instead of straight up/slightly left which the previous circle lead you into. kinda hard to explain, I'll elaborate when you have issues understanding. I curved less
  13. 00:20:830 (6) - this circle is overmapped, I don't see a reason to add it here either removed
  14. 00:23:605 (2) - this is the same as 00:12:355 (5). In fact, you should keep in mind that mostly, usually, in many cases, not every time but very often, sliders should not start on red ticks and end on white ones, because white ticks which signalize the main beat of a song are usually stronger than red ones.
    Exceptions are strong lyrics on red ticks like those you have in the intro for this song. okay!
  15. 00:25:255 (1,1,1,1) - I understand your idea, but pleeeeaase, don't do this. Considering your previous triplet this is waaayy too misleading and will make players break a lot. How about a pattern which looks more like that (I deleted the NCs so you can see the order properly): fixed with something similar
  16. 00:29:755 (3) - reduce the curve from this slider, it looks messy yea, fixed
  17. 00:30:430 (6) - overmapped again ;w; thanks for noticing, deleted
  18. 00:31:555 (4) - same as 00:23:605 (2). In this case your slider is actually correct according to ticks, but the dominant vocals on 00:31:705 - demand a sldierhead there, so replace this one with a circle. hmm, I want to follow the vocal here, so I prefer keeping this, sorry
  19. 00:33:055 (1,2,1,2,3,1,2) - similar to 00:13:855 (1,2,1,2,3,1,2,1) changed to other jumps
  20. 00:34:755 (1,2,3,4,5,6,7,1) - This is hard to sightread since there were no 1/3 before. I suggest you start this with a reversed 1/3 sldier and then use circles, like that: okay :D
    That way it would be easier to grasp for players
  21. 00:45:355 (4) - this looks very cramped, reduce the curve? sure
  22. 00:48:805 (2,3,4,5,6,7) - the correct way of mapping this would be to add a 1/6 slider after each triplet to fit the drums, you can disregard it thou if you feel like it would be too complicated, also well, seems too hard to read, I try to keep it
  23. 00:49:480 - you should add a circle here :p added!
    The whole thing starting on 00:48:805 would look like that then:
  24. 00:53:155 (7) - the slider not fitting issue again
  25. 00:56:005 (2) - ^
  26. 00:57:505 (2) - ^
  27. 00:58:555 (3) - ^ all fixed to them
  28. 01:02:905 (1) - this long sldier should start on the downbeat, the big white tick 1/2 afetr this, try it and listen, it fits the vocals better I try to start on the big white tick now, to keep the 1/2 beat
  29. 01:24:055 (3,4,1) - yeah I know, intended, but this antijump is a little mean I'd say, consider changing this for the sake of readabilty.I think the now one is okay ;w; with the NC here and it appear late so it wont affect so much

    That's the main points about the mapping itself. Let me take a quick look at the NCs as well since they seemed really inconsistent at parts.
  30. 00:02:755 (1) - I'd remove this New Combo, the object still is a part of the first "scream" and feels like it belongs to the first 2 sliders. Instead, you should add a NC at 00:03:205 (5) - since the new phrase is starting here.
  31. 00:03:655 (1) - after that you should get rid of this NC as well done for these 2
  32. 00:07:255 (1) - this NC makes no sense to me, delete? I NCed here because of readability in jumps so keep these 3
  33. 00:08:455 (1) - ^
  34. 00:09:655 (1) - ^
  35. 00:11:305 (6) - here you should add an NC to stay consistent with your previous patterns, e.g. 00:07:705 (1) - and 00:08:905 (1) - fixed
  36. 00:12:505 - if you followed my advice earlier and have a sldier here now, it needs a NC as well. kk
  37. 00:12:805 (1) - if the above thing is applied, delete this NC
  38. 00:13:855 (1,2,1,2,3,1,2,1) - up to you but I don't feel like these NCs are necessary at all, except for the first one of course. I keep these or it will be toooo hard to read
  39. 00:25:255 (1,1,1,1,1) - I sure hope you changed this, if you did, there's no need to have spacing changing implying NCs here, remove them yea removed
  40. 00:32:755 (1) - Are you just being nice here, giving the player a HP boost midstream? beware, if he misses this note it will be even worse for him, so this is kinda a double-edged sword. I'd just recommend to delete it. okay :D
  41. 00:33:055 (1,2,1,2,3,1,2) - same thing as 00:13:855 (1,2,1,2,3,1,2,1) same as them
  42. 00:41:905 (1) - remove NC? I prefer remove NC in 00:41:155 (1) -
  43. 00:56:905 (8) - add NC and delete at 00:57:355 (1), makes more sense that way ya
  44. 00:58:855 (1) - was this intended? If yes, why?, if no, delete it? deleted
  45. 01:06:655 (1,2,1,2,1,2,3,4,1) - I would like you to reduce the amount of NCs here a little, they don't make reading the pattern easier removed NC in 01:07:255
  46. 01:09:505 (1) - this and every sldier like this in that section should not have a NC imo, it's just too much with it applied to them
  47. 01:20:755 (1) - delete NC? nah, I want to keep this for noticing 1/4 sliders
  48. 01:21:955 (1,2) - put NC on 2 instead of 1 right here okay
  49. 01:23:755 (1) - why this NC? delete removed


Okay, I can't be arsed to check the hitsounds, I've got school tomorrow. Sorry.
thanks for you long and helpful mod a lot!, applied many things and appreciate your great effort! xD
Zare
Oh hey, a proper answer, that's almost as rare as the mods themselves. Thanks for taking your time and considering my opinion :3

Good luck with the set, then o/
Topic Starter
happy623

Zarerion wrote:

Oh hey, a proper answer, that's almost as rare as the mods themselves. Thanks for taking your time and considering my opinion :3

Good luck with the set, then o/
thanks =w=/ <333
captin1
hi timing request

try offset 1850 (-5)? seemed a little more solid to me.

good luck!
Topic Starter
happy623

captin1 wrote:

hi timing request

try offset 1850 (-5)? seemed a little more solid to me.

good luck!

fixed <3 thanks a lot!
Vyander
to be honest this map would be excellent with a skin or something special when you get some combo hahaha, hope this map gets approved soon ><
Topic Starter
happy623

Baltis Baltus wrote:

to be honest this map would be excellent with a skin or something special when you get some combo hahaha, hope this map gets approved soon ><
hmmmmmmmmmm, okay I will consider it xD thanks!
Cristian
Why you ask for more mods when this map is ready for rank, is just the tittle error what it need to fix...
:u
Topic Starter
happy623

Cristian wrote:

Why you ask for more mods when this map is ready for rank, is just the tittle error what it need to fix...
:u
well i didnt ask for any mods xD
TKS
devs, please don't forget about this mapset... :(
Topic Starter
happy623

TKSalt wrote:

devs, please don't forget about this mapset... :(

:(
astelios
Hey awesome map man!
Dont worry, best maps r in Beatmap Graveyard
And dont worry, awful maps will be instant ranked
Yami-kun_old_1
Amazing map! Deserves to be ranked ;)
tuwari
nice map!
Darksonic
So.. bubble is popped and it wasn't restored anymore, you won't rank this map? it's really good and fun!
Andrea
I suppose the long artist and title issue didn't get fixed yet.
Topic Starter
happy623
:(
TKS
unhappy623 ;_;
Darksonic

TKS wrote:

unhappy623 ;_;
lol
Rizia
welcome back
Foreverends
肯rank未呀diuuuuuuuuuuuuuuuuuuuuuuuu ;_;
Myxo
Mod

Taking this out for now. I have to redo the mod completely, due to changes in Easy before fixing my mod, that make all the suggestions practically useless. The rest of the mod was basically minor, so I'm going to repost it in my full mod, coming soon.
Topic Starter
happy623
thanks desperate, I will reply it when I have time again!
TKS
Taiko diffs are already Taiko'd but fixed some patterns by myself.

Oni and Muzukashii:
00:50:000 ~ 00:51:800 - changed to better one.
and resnapped all notes in both diffs.

also, changed diffname from Muzu to Muzukashii because Muzu is actually unnecessary diffname.

http://puu.sh/b7LKu/2bdeec719c.rar
Myxo
I think a Taiko BAT should recheck this anyways, since it's been Taiko'd about a year ago.
Topic Starter
happy623
updated TKS's diffs :D
mintong89
Don't worry, Taiko diff are still fun to play :3

However just one thing at Muzukashii:
01:08:450 - I think you should add a note at here to fit with vocal and drum.
Zare
@Potential Ranking BAT:
Keep in mind that this map will have to wait until September 2nd to be ranked, because another mapset of the same song has just been ranked.

*QUALIFIED
Myxo

Zare wrote:

@Potential Ranking BAT:
Keep in mind that this map will have to wait until September 2nd to be ranked, because another mapset of the same song has just been ranked.

*QUALIFIED
Don't worry, it will need some time until I'll be willing to bubble it. :3
TKS

mintong89 wrote:

Don't worry, Taiko diff are still fun to play :3

However just one thing at Muzukashii:
01:08:450 - I think you should add a note at here to fit with vocal and drum.
i want to keep such K K pattern. also, that would be kinda hard pattern for Muzukashii when i added something there because of high bpm.
thanks!

too much BAT on here. :roll:
riffy

TKS wrote:

too much BAT on here. :roll:
Helped with the rhythm on the Easy diff. Added a few spinners, changed a lot of patterns to follow rhythm and use polarity at the same time. Also dropped OD to 1 since some 3/2s are still there. I am pretty sure that the Easy should be fine now!

Didn't save the log, and most of the suggestions were given by sending an .osu file with changes with some explanations.
Topic Starter
happy623
thanks bakari \o/!!!
irc log pr
16:08 -Bakari-: I might help you with E/N diffs since I have a loootof experince with them
16:09 -Bakari-: but I'd leave higher diffs up to people, who are more gamiliar with high bpm
16:09 happy623: okk
16:09 happy623: idk if I need a remap for Easy diff ;w;
16:13 -Bakari-: ohhh, I see
16:13 -Bakari-: the problem is the changeable rhythm, right?
16:13 happy623: yeaa
16:17 -Bakari-: Okay, what do we have?
16:17 -Bakari-: We have 3/2 and 1/2 patterns
16:17 -Bakari-: and they both are really tricky due to high BPM
16:23 -Bakari-: okay, I have an idea
16:23 -Bakari-: http://puu.sh/bbc3t.txt
16:24 happy623: hmm
16:25 happy623: 00:08:000 (2) - but the main beat is here ;w;
16:26 -Bakari-: http://puu.sh/bbcac.jpg
16:26 happy623: 00:08:150 - *
16:27 -Bakari-: yeah, I got your point, but you could just stack it and blame it on polarity
16:30 happy623: ;w;
16:31 happy623: not understand Dxx
16:31 happy623: sry
16:31 -Bakari-: you know what's polarity, right?
16:31 happy623: yeaa
16:31 -Bakari-: them, we can use it to make thi diff more playable
16:34 -Bakari-: okaaaay
16:34 -Bakari-: http://puu.sh/bbctL.txt
16:34 -Bakari-: that's what I've got
16:34 -Bakari-: simple 1/1 and 1/2 practically everywhere, where it was possible
16:35 -Bakari-: just tested it with OD 10 and it was quite playable
16:36 happy623: Dx
16:37 happy623: 00:45:050 (3) - but i stiiill think it would confuse players at here
16:38 -Bakari-: whoops
16:38 -Bakari-: http://puu.sh/bbcD7.jpg
16:38 happy623: okaay its niice
16:39 -Bakari-: it looks reeeeeally ugly now, since I've messed up most of your cute patterns
16:39 happy623: xD
16:39 -Bakari-: but the rhythm feels better to me
16:39 happy623: yea it really does, thanks sensei ><
16:40 -Bakari-: so, if you are fine with the new rhythm, you can try to clean it up :)
16:40 happy623: sure
16:40 happy623: also I decided to map a light-insane too orz
16:40 happy623: I am not really rush in ranking
16:40 happy623: ;w;
16:41 -Bakari-: well, it's up to you, but please, discuss it with Desperate-kun to make sure that it is okay
16:41 -Bakari-: he was going to bubble it eventually
16:42 happy623: okay
16:43 -Bakari-: try to do somethig about the normal diff, too. It also could use some work with polarity, I guess
16:44 happy623: I know someone who map much normal diff, I will ask them too o/
16:45 -Bakari-: good idea
16:45 -Bakari-: I guess we can raise quality of the mapset higher before it gets qualified :)
16:46 happy623: thanks prprprrpr
16:47 -Bakari-: leaving two stars in the beatmap's thread, just in case if you ever need them :P
16:47 *happy623 hugs Bakari-sensei
16:48 -Bakari-: don't know if I should post something in the thread or not, tho
16:48 happy623: post it <3
16:49 -Bakari-: ooh, and don'
16:49 -Bakari-: don't forget to
16:49 -Bakari-: drop OD to 1
16:50 happy623: on Easy?
16:50 -Bakari-: yeah
16:50 happy623: okay
Myxo
... Thank you.
Seriously, you could have checked my mod of the Easy before you did the irc with Bakari.
Well, that means I'll have to redo the complete mod for Easy as well.

EDIT: Talked about it with bakari. it seems fine now.
After you finished the Light Insane, search for some mods, and then call me.
Topic Starter
happy623
thanks a lot guys ;w;
Ulysses
I could check when you done a new insane diff.
Asagi
I miss Wanwan </3 :(
Topic Starter
happy623

Asagi wrote:

I miss Wanwan </3 :(
a year </3 :(
PatZar
Oni and Muzukashii's TK's
add 1 kat here? 01:24:850 -

fast rank oneone11
NO KD
Rizia
[Extra]
00:12:725 (2) - remove這個 4連不好受
00:34:750 - 應該係咁?(參考hard)

00:35:262 (6,7) - 6: drum-clap 7: drum-finish
00:39:650 (2) - 應該停在00:39:900 -

[Insane]
00:12:875 (2) - 換成兩個circle也行
00:20:450 (3,4) - stack在一起 為免誤讀
00:34:750 (1,2) - 跟extra一樣
00:43:550 (1,2) - 跟前面1和2一樣都折返
00:56:375 (4) - 也是換成兩個circle也行
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