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Halozy - Genryuu Kaiko

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Phos-
Hi, mod here~ If it's not very useful, then it's because this map is pretty much ready for re-rank.

[Higan Torrent]
  1. 00:27:110 (2,1) - The end of slider (2) should be blanketed a bit better.
  2. 00:52:255 (3,1) - tbh, I found this jump a bit confusing, especially from how you've spaced most of the other notes in this series of patterns.
  3. 01:59:277 (14,15) - imo the flow is a bit bad, you're following the stream like you usually would, and then suddenly you have to curve 90° in order to get a 300 on the slider. It would play better if you fixed this.
  4. 03:06:128 (2,1) - Personally, I don't like how these sliders are nearly touching. I don't like how it looks, and it's inconsistent; a larger portion is overlapped where the slider-ends are, if you look closely.
  5. 03:13:064 (1) - You should adjust this slider so that the first red slider node is at 03:13:758 -. This way, the slider-ball and the players cursor will change direction on the beat, making the slider feel better rhythm wise.
  6. 04:25:116 (16,1) -Like I said for 01:59:277 (14,15) -, flow is bad because the cursor has to make a sharp turn, and at speeds like this, it won't play well.
Well that's it from me. This map is very unique, creative, and well done. It uses streams in a way where it is very hard, but at the same time they go with the music and are very enjoyable to play. I think this deserves to be re-ranked, so I shot a star :3

Good luck!
Jenny
Since everybody seems to want me to make a statement on this map, here it goes:

As always, I feel HW is doing a decent job at identifying at which parts in the song they need to stress the music (speaking pressurewise) - however, as also happens a lot, this stressing and pressuring of the song and map appears to mostly happen due to one thing: (theoretically) large spacing.

I'll now attempt to go over the issues I have with this map - mind you, this is not a full post or an actual mod, it's merely brushing over the reoccuring and elemental issues that I see within this (and other) map(-s) and deem to be necessary to address.


spacing / leniency issues



Now, spacing is important, very important even, but there's issues that come with this: firstly, a lot of it is very inconsistent and secondly, it is very deceptive - not deceptive in terms of "oh this is a combobreak" but deceptive as in, it looks like more than it is. A lot of this is due to slider leniency not being used "correctly" (just respecting the fact that a player will leave a slider early/not follow it far along it's way if they can do so unpunished) a lot of the time, which I find to be really sad because it ends up in the map being played entirely differently from how it is actually mapped.

A few examples of this would be 02:39:769 (1,2,3,4,5,6,7,8) - / 02:41:157 (1,2,3,4,5,6,7,8) - and a lot of similar patterns and passages throughout the map that really end up taxing and costing it for me. Mind you, this is me, and I'm just trying to make you see my points - therefore, adding a few boxes below this to compare what these patterns in question are actually mapped/presumably intended to be played as (green) versus how they are presumably going to be played in a more realistically efficient way, which is what high rank players - the main audience of this map - are going to do, most likely (red/orange) vs the extreme example of snapping (black).



Demonstrations of slider leniency resulting in very different playing angles than what the map's aesthetics suggest:





osu!hitobject usage / active-passive hitsounding



A lot of times within this map, specifically at the start, you end up with sliders starting on a weak beat (clap, something in the background) and ending in something that is much more pressured in song and hitsounding, a main beat so to speak. Examples for this would be 00:14:452 (2) - / 00:17:226 (2) - and many others. This is fairly inconsistent with how osu!objects (in this case, sliders) play and it sends mixed signals to the player, and to those who actually wish to click to the main rhythms of the song, it's fairly offputting - you want to try and pressure/click the same beats that you put strong hitsounds on, otherwise it will confuse those who want to go with what is in the main layer. There are a lot of occurances of this throughout the map and I (and others) would not mind helping out in spotting and working around them if you would so want to do that. This is not so much a personal thing because it's actually directly related to the song and hitsounding, so it's something that should definitely be considered.


Also, similarly to this, you have a lot of sliders start and end on the same type of beat - you see, this makes sense from a standpoint of "yeah, a slider covers two hitsounds and since these two sounds are part of the same object, they belong together", but sadly that is not how it's played and executed. A slider is clicked once, that's it - only the first beat gets an active bit of emphasis, and you should try to work around this, from a gameplay related standpoint. Examples for this would be 00:03:006 (1) - / 00:05:781 (2) - / 00:07:168 (1) - (though this one not as much since it starts a new soundpattern) / 00:08:555 (1) - (actually worse since at 00:09:076, the traditional patterning of this part of the song is broken and this beat is much more high-pitched and put in the foreground than the previous ones) / 00:11:330 (1) - and many more thereafter. Again, you'd get help with this and any other part about this map if you so chose to work on and around it.


I'm not going to go down on everything just now since I would like to have the mapper reply first and see whether they're willing to work on it on a larger scale, but in any case, I'm open for conversation and counselling about all types of issues that might or might not be coming up, be they related to reranking, the map in general or anything really.

No, this is not a flame, this is criticism aimed at improving this specific map's quality and making it the best it could be rather than leaving it as a rather unpolished draft of it's actual potential. Please do not take this the wrong way - thank you.


For further elaboration on these issues and more, feel free to PM me or visit this thread: t/239778/
Lally
oh well not my kind of map but nice ending o3o have a star
Xantaria
Jenny deserves more Kudosu. Probably like 200+ ... just for that single post ofc.
Topic Starter
Hollow Wings
wow, too much mod words, and i don't think i care this map that much like u guys did here now... lol, just give simple reply here as well:

just mention what i've changed here, don't mind plz. if i don't reply ones of ur mods, that means my reply will be always like "reject coz i think the current stuff is totally ok to the song, me and rc, and also in my mind, ur suggestion is not better than my work done there.".

to tess
1. reason to change diff name: avoid some unnecessary guess to so called "related to mapper" against rc.
2. 00:25:203 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15) - i totally agree and u r absolutely good modder to me, changed.
3. i suggest u use my map's custom combo color.
to appleeaterx
1. all hs works r done in a general system, it's perfect to me now.
to 384059043
1. all rejected.
to Fluttershy03
1. this reply is to all osu users: when jumps' big enough, there's no flow anymore.
2. this reply is to all osu users: sharp turning in stream can be appeared at any note, and all of them can play well and fit the music by different sense.
3. all rejected.
to Jenny
1. i will never agree that various patterns can be regarded as the only high quality, so i will never change my mind to do the opposite in this map.
2. all rejected, for now.

right or wrong, use rc to tell me.

good or bad, choose by urself, i don't care.

let's see if the maps' dead coz more like "i don't like this map" than "it against the rules". maybe to me, a map fit rc will never get ranked.

next time will be my last time to check this map, i'll try my luck to ask some bat to take care of this.

thx for modding!
fanzhen0019
爷爷啊 不知道说啥了不过这还真是你的作风

uh, take my word for it. once HW believes her mind in her brain, no one is able to destroy it.
another concept i want to state is, whatever players behave DO make no sense to mappers. mappers will never give up just because you said a word "NO". you can vote 1, delete the map or tell others the map is bad, but these things you have done will not stop these shit maps appearing again and again.

oh btw what i typed above is not useful for HW.



HW you monster
Loctav
The sole fact that you disregard the issues filed by the Quality Assurance Team as "this is just an opinion" makes me believe, that you forgot most portions of the very nice conversation we two once had.

You may think that "everyone has a different opinion", this is totally fine. But please consider, osu! is an online-game, moderated and maintained by the osu! staff. A "ranked beatmap" is no more and no less than a beatmap that is considered as "good to go by the osu!staff and therefore labeled as official osu! beatmap, granting it full online features and being counted into our official ranking algorithms". The QAT belongs to this staff. The QAT is entitled to decide, whether or not a beatmap should or should not be part of the "official osu! beatmaps". You are free to decide on your own, if you want to join these bunch of "official beatmaps" or not. But if you want to join them, you must meet our very subjective criteria of what is good and what not.
The QAT is entitled by the higher osu! staff to decide on their very own degree on that.

You all take this entire "joining the ranks of osu!'s official beatmap roster" for granted, even tho it's a privilege. It is fairly easy to join if you please the simple quality standards we hold up here, but you also risk to not join this ranks if you overdo it (according to this Disqualification post, this is the case).

As MilhioreF said, you are still free to map and do whatever you want. Poop all the circles across the playfield, go for it! But if we do not want this beatmaps to count into our official ranking algorithms, because we consider them as not "good enough", you have to deal with it.

You can stop arguing about what is subjective, what is objective, what is intersubjective and what would the map may look like if mapped by sprosive. That doesn't really matter at all. The Ranking Criteria itself is a formal guideline of "fundamental rules" that MUST be hold in in all circumstances. Everything else is on a "case by case" basis. This does NOT MEAN that mapping must ONLY obey the RC and nothing else. You still must map reasonable.

I looked on this map - and top tier players may like it, but as TicClick stated, this is NOT what we expect to join our official osu! rankings yet. It is unpolished, it is overdone, the music is not complimenting the map sufficiently (no one said, it must be a 1:1 copy of the music, but the degree it is syncing and pleasing the music is subpar).

And Hollow Wings, we discussed that already. You seem to forget partially that this is a game, after all. And I do not know who you let testplay, but I suggest you to find more testplayers, especially ones that do not run around your skirt and yell "oooh, HW-sama, you do so great", because that's how many people here talk. They lack of serious criticism.

If you fail to map beatmaps reasonably and stop trying to squeeze an abomination chimera of the big black, freedom dive and strange program on a 173bpm e-guitaresque song, where every normal person would use like 45% of the sum of all hitobjects used here instead, please do not try to get them approved - or at least don't be so pissed and butthurt about it, if you can not make it into the "Official osu! beatmaps".

If you continue to ignore this advise, this beatmap will be nuked. I won't repeat myself again.

Locked for now. PM me if you want to reply to this.

And please stop using "coz" "u" and "plz". Your English is already very difficult to read. Using fancy, pseudo-fluent abbreviations makes it look stupid. Just an advise from friend to friend :C
Loctav
Unlocked upon request by Hollow Wings. Let's see how it goes. I wish you good luck, HW! Please keep my words in mind that are written before.
Len
wo
Akiyama Mizuki
Wow.
DoKito
oooh, HW-sama, you do so great
Mwallx
oooh, HW-sama, you did so great :O
Bladesu
ihopethisgetsrankedsoicanplaythisonhalftime.
DeletedUser_4329079
Yay
Chaoslitz
nice
meii18
o/ nice buddy
OMG 400th post of mine xD !
Kurano
nice map , and finally hope it can be ranked
HW加油
Birdy
Just.
GAMI
gambatte HW :D
Nyxa

RMaltsaar wrote:

ihopethisgetsrankedsoicanplaythisonhalftime.
Gogogogogogo
Hemmi
Please HW, don't let this map be graved, do it for the top 1%'s sake :(
iiyo
If you rank this and the CTB mapset at the same time... oh my god it will be so perfect, https://osu.ppy.sh/s/253969

ctb mapset is already bubble tho D:
BoberOfDarkness

Storm- wrote:

If you rank this and the CTB mapset at the same time... oh my god it will be so perfect, https://osu.ppy.sh/s/253969

ctb mapset is already bubble tho D:
Qualified*

I hope that your map will be too soon!
Athrun
hope!!
Hisoka
This Beatmap is SO great :D Even if I cant play it above 75% :D
murasakikana
我不会mod,我的想法你看看就好。

我一直认为你是一个“灵魂型”mapper因为,你有时候能把一首歌的aura给弄到map中去。这一点不得不服。
但是这一次,我觉得还是有些过火了。

在整体上,还是一如既往的灵魂风格,特别是最后的长滑条,很有小町武弄镰刀的架势
以及大跳,恩?我也不知道那是什么似乎是大型圆周式连打?总之,看着auto打,或者看那几个顶尖玩家的replay十分感动。

我前面说了我不会mod,但是根据我学到的知识,以及玩这个游戏体会到的,我觉得那个173大跳(?)稍稍修改一下,最大的问题也就解决了。
下面是真正的建议


173大跳,其实在osu中并不存在。那肯定是把这一串当连打来打。但是根本不存在这样的连打:
1. 右手移动时,顺时针比逆时针要顺畅。可以看到map中逆时针占多数。
2. 玩家在处理这样的情形时,它是可以预读到第5个note的。移动应该是1-->5这样。(但是不是弹道运动)因此移动速度符合拾取运动规律,
note间距应是:0----0.15~0.2-----0.5-----0.8~0.85----1。每0.25下note很容易在第二个就miss。
3. 弧度问题。手部做圆周运动虽容易,而且镰刀弧线圆形也更酷,但是你也为玩家想想吧,1----5读图方式注定运动曲线越直越好。我觉得,稍微摆一个镰刀弧线就行了。不用太直也别太弯。

完了 :)
Saoji

Loctav wrote:

Unlocked upon request by Hollow Wings. Let's see how it goes. I wish you good luck, HW! Please keep my words in mind that are written before.
It seems that "osu!" doesn't want this map, but the community wants it... so what now?
Anxient

Yales wrote:

Loctav wrote:

Unlocked upon request by Hollow Wings. Let's see how it goes. I wish you good luck, HW! Please keep my words in mind that are written before.
It seems that "osu!" doesn't want this map, but the community wants it... so what now?
then potato. .-. that's what happens. well, unless HW revives this map, this isn't going anywhere .-.
Artorias_DELETED


go rank!
Depths
I hope this mod helps, I really enjoy this map and hope to see it revived

Higan Torrent

Make the OD, 9 (6.7 star map), with the amount of streams and the star difficulty I think OD9 would be best fit for this.

00:23:469 (1) - overlay on top of 00:22:949 (1) - its flow better.

00:31:879 (14) - remove this note and make 00:31:966 (15) - repeat so that you have more flow and preps you for 00:32:139 (1) -

00:37:428 (14) - ^ same as before, for consistency and flow .

00:52:949 (1) - repeat slider feels a bit out of place, and you dont seem to use it again in this section, so also feels a bit inconsistent. it follows the rhythm but plays inconsistently.

01:01:966 (1,2,3,4,5) - random burst here, not really following anything.

01:07:862 (2) - place under tail of 01:06:821 (1) - to emphasize it?

01:14:278 (1) - no need for NC here, these are readable without it.
01:14:972 (1) - ^
01:15:665 (1) - ^^

01:22:081 (1,2,3,4,5,6,7,8) - I feel like you could make this flow better, I would say stack the head of 6 with the head of 3, then move 7-8 so 8 is stacked with 01:21:475 (10) - http://puu.sh/gF2r2/3d9df02c07.jpg

01:35:954 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15) - you do this later on as well, as I mentioned there, it feels really forced to play and mapped more for the difficulty factor.

02:40:463 (5,6,7,8) - make this mirror 02:39:769 (1,2,3,4) -

02:42:544 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15) - I believe you're mapping to the vocal here? maybe make the stream look more like this http://puu.sh/gEU6J/4e5c474d6a.jpg ? the arch at 8 shows the rise in the pitch of the vocal.

02:51:908 (7,8) - ctl+g to make it the same as 02:50:868 (1,2,3,4) - there is really no justification to make it different than before.

from here 02:53:642 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15) - to 02:57:631 (15) - it doesn't flow properly to me, seems mapped for difficulty more. the motion of reaching back feels forced.

02:59:191 (1) - to 03:18:613 (3) - I feel like mapping the flute is more important here.

03:00:579 (2) - blanket the tail here.

03:06:128 (2) - ^^

03:41:331 (4,5,6,7,8,9) - I hear what your mapping to, and you start the stream a bit late start here 03:41:157 (3) - because I hear it starting on the blue tic after 03:41:157 (3) - so I would add a note at 03:41:243 .

03:43:584 (1,2,3) - 03:43:931 (4,5,6) - switch the position of these so put 03:43:584 (1,2,3) - where 03:43:931 (4,5,6) is and so forth, I didnt feel much flow between 03:43:584 (1,2,3) and 03:43:931 (4,5,6). compared to the inconsistent spacing of 03:44:451 (9) - to 03:44:625 (10) - so by doing it adds consistent spacing.
Another thing 03:43:584 (1,2,3,4,5,6) - stresses a syllable and 03:44:278 (7,8,9,10,11,12) - stresses another.

03:46:359 (1,2,3,4,5,6,7,8) - ok here the spacing is weird and I feel like you could map it more like this http://puu.sh/gEYKv/83ebae817d.jpg I mapped it like this http://puu.sh/gEYMw/96d017404a.jpg the circular flow between 4 5 and 1 is extremely nice to play and looks good imo

03:58:845 (1,2,3,4,5,6,7,8) - the spacing throughout here is really inconsistent, make the change in spacing more consistent.

04:03:006 (1,2,3,4,5,6,7,8) - increase the spacing here, I feel like you're under stressing this part when it should be the climax.

04:17:920 (13,14,15) - I have no problem with the stack, but when you do it feels inconsistent, you do it on 13 here 04:17:920 (13,14,15) - the you do it here at the NC , which is kinda weird, so more it to here 04:19:307 (13) - to keep it consistent.

04:25:203 (1) - the position here after 04:25:116 (16) - feels really bad, you could make this flow better.

04:57:110 (1,2) - ctl+g both of these, circular flow.
Topic Starter
Hollow Wings
revived.

murasakikana wrote:

我不会mod,我的想法你看看就好。

我一直认为你是一个“灵魂型”mapper因为,你有时候能把一首歌的aura给弄到map中去。这一点不得不服。
但是这一次,我觉得还是有些过火了。

在整体上,还是一如既往的灵魂风格,特别是最后的长滑条,很有小町武弄镰刀的架势
以及大跳,恩?我也不知道那是什么似乎是大型圆周式连打?总之,看着auto打,或者看那几个顶尖玩家的replay十分感动。

我前面说了我不会mod,但是根据我学到的知识,以及玩这个游戏体会到的,我觉得那个173大跳(?)稍稍修改一下,最大的问题也就解决了。
下面是真正的建议


173大跳,其实在osu中并不存在。那肯定是把这一串当连打来打。但是根本不存在这样的连打:
←已经展现在你眼前的东西,你居然说不存在?这是我对你这个post所有想说的话。

1. 右手移动时,顺时针比逆时针要顺畅。可以看到map中逆时针占多数。
2. 玩家在处理这样的情形时,它是可以预读到第5个note的。移动应该是1-->5这样。(但是不是弹道运动)因此移动速度符合拾取运动规律,
note间距应是:0----0.15~0.2-----0.5-----0.8~0.85----1。每0.25下note很容易在第二个就miss。
3. 弧度问题。手部做圆周运动虽容易,而且镰刀弧线圆形也更酷,但是你也为玩家想想吧,1----5读图方式注定运动曲线越直越好。我觉得,稍微摆一个镰刀弧线就行了。不用太直也别太弯。

完了 :)

Its Depths wrote:

I hope this mod helps, I really enjoy this map and hope to see it revived

Higan Torrent

Make the OD, 9 (6.7 star map), with the amount of streams and the star difficulty I think OD9 would be best fit for this. od9 is too high for a bpm173 map imo. this is not as heated as some crazy beat songs with heavy drum or base track in it, so od8 can be the best.

00:23:469 (1) - overlay on top of 00:22:949 (1) - its flow better. thou it's a good idea, organizations locked stuffs' places, and current version is fine as well, so let it be like this.

00:31:879 (14) - remove this note and make 00:31:966 (15) - repeat so that you have more flow and preps you for 00:32:139 (1) - i don't agree with this with both rhythm level and even with my original hs tracks' settings. main beat in the song itself is at 00:31:791 (13) - , if there's a repeating slider, then it should be started there imo. but i wanna just keep those tapping objs for consistent of rhythm style to players, and hs system's already completed, so i think this can be kept.

00:37:428 (14) - ^ same as before, for consistency and flow . ^

00:52:949 (1) - repeat slider feels a bit out of place, and you dont seem to use it again in this section, so also feels a bit inconsistent. it follows the rhythm but plays inconsistently. i know it's not as the previous one following the vocal track as well, but it's also some kind of way expressing the base track. and indeed i set nearly all of objs following the drum and base, leaving vocal with free style.

01:01:966 (1,2,3,4,5) - random burst here, not really following anything. right, changed rhythm and composing here. i think i heard things wrong when i map this part before.

01:07:862 (2) - place under tail of 01:06:821 (1) - to emphasize it? current version can emphasize it better imo.

01:14:278 (1) - no need for NC here, these are readable without it. well, i think they're necessary, for they're not that long sliders and stacked end to head.
01:14:972 (1) - ^
01:15:665 (1) - ^^

01:22:081 (1,2,3,4,5,6,7,8) - I feel like you could make this flow better, I would say stack the head of 6 with the head of 3, then move 7-8 so 8 is stacked with 01:21:475 (10) - http://puu.sh/gF2r2/3d9df02c07.jpg i've thought about that part a lot as well, but at last i choose not change here. for i lower ds at 01:22:602 (4,5) - with less emotion in vocal, which current version with stack stuff can express much more.

01:35:954 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15) - you do this later on as well, as I mentioned there, it feels really forced to play and mapped more for the difficulty factor. no, it's not. it's just common pattern.

02:40:463 (5,6,7,8) - make this mirror 02:39:769 (1,2,3,4) - nope. i hate symm and regular structure. i'll use or not use those kind of patterns on purpose, here i choose no. (thou i mapped symm style maps as well, some kind of being on purpose, too.

02:42:544 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15) - I believe you're mapping to the vocal here? maybe make the stream look more like this http://puu.sh/gEU6J/4e5c474d6a.jpg ? the arch at 8 shows the rise in the pitch of the vocal. yeah they're expressing vocal in some kind of level, but here i just wanna them in fluent line, like what i did at 02:43:931 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15) - and the previous kiai.

02:51:908 (7,8) - ctl+g to make it the same as 02:50:868 (1,2,3,4) - there is really no justification to make it different than before. haha nope for the emotion shifting in vocal.

from here 02:53:642 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15) - to 02:57:631 (15) - it doesn't flow properly to me, seems mapped for difficulty more. the motion of reaching back feels forced. believe it or not, if i changed in another style with those streams, the whole pattern will be more difficult to play. reaching back of that jumping can help you read and aim the different streams better than some fluent flow style or shorter ds jump here. you can try it and maybe the good ones in your mind by yourself in testing, if you are able to do that.

02:59:191 (1) - to 03:18:613 (3) - I feel like mapping the flute is more important here. too quiet this part is, so i don't think setting too much tapping objs here's a good idea.

03:00:579 (2) - blanket the tail here. sure, changed.

03:06:128 (2) - ^^ i'll skip this with locked organization.

03:41:331 (4,5,6,7,8,9) - I hear what your mapping to, and you start the stream a bit late start here 03:41:157 (3) - because I hear it starting on the blue tic after 03:41:157 (3) - so I would add a note at 03:41:243 . i think that beat's too quiet to be heard, thou it really exists. this part i wanna mainly follow those drum track because it's so special, missing this one can be still fine.

03:43:584 (1,2,3) - 03:43:931 (4,5,6) - switch the position of these so put 03:43:584 (1,2,3) - where 03:43:931 (4,5,6) is and so forth, I didnt feel much flow between 03:43:584 (1,2,3) and 03:43:931 (4,5,6). compared to the inconsistent spacing of 03:44:451 (9) - to 03:44:625 (10) - so by doing it adds consistent spacing.
Another thing 03:43:584 (1,2,3,4,5,6) - stresses a syllable and 03:44:278 (7,8,9,10,11,12) - stresses another. lol, this kiai is nearly full screen jumpings, so there's no flow anymore. so i just put stuffs where they can be easily read and aimed, you can take those patterns really easy imo.

03:46:359 (1,2,3,4,5,6,7,8) - ok here the spacing is weird and I feel like you could map it more like this http://puu.sh/gEYKv/83ebae817d.jpg I mapped it like this http://puu.sh/gEYMw/96d017404a.jpg the circular flow between 4 5 and 1 is extremely nice to play and looks good imo sry but they are just patterns. your style is good in that way, i'm sure, but i'll insist what i've done here.

03:58:845 (1,2,3,4,5,6,7,8) - the spacing throughout here is really inconsistent, make the change in spacing more consistent. i won't set consistent spacing when they're following inconsistent song track.

04:03:006 (1,2,3,4,5,6,7,8) - increase the spacing here, I feel like you're under stressing this part when it should be the climax. the current stream style is the perfect one i wanna express the music here.

04:17:920 (13,14,15) - I have no problem with the stack, but when you do it feels inconsistent, you do it on 13 here 04:17:920 (13,14,15) - the you do it here at the NC , which is kinda weird, so more it to here 04:19:307 (13) - to keep it consistent. same as above 2.

04:25:203 (1) - the position here after 04:25:116 (16) - feels really bad, you could make this flow better. i agree, changed the whole pattern.

04:57:110 (1,2) - ctl+g both of these, circular flow. nope, fluent flow's not good here.
discussed with loctav, reduced some messed up patterns.

thanks for modding!
Irreversible
Alright, after modding this map, I believe this is ready again.

We fixed:
  1. Messed up repeater
  2. Inaudible hitsounds
  3. Several things concerning the flow
Good luck!
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