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Halozy - Kanshou no Matenrou [CatchTheBeat]

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Len
ok finally congratz ?
Krfawy
After so many changes it should be fine for me to qualify it since the bubble-counter was reseted.

The playground should be fine (even for our... ehm... precious... QATs) and the density of notes is totally rankable according to the similar usage of objects in the map made by Hollow Wings. #QualifyHighQualityMaps2015 #Krfawy4QAT2015

EDIT: Wrong icon, it should have a flame instead of a heart. ._.
Asfand
congrats!!
Time-
wow congratulation :)
Len

Krfawy wrote:

#QualifyHighQualityMaps2015 #Krfawy4QAT2015

LMAO



2nd BN is mania BN, 3rd BN is std BN lol
Spectator

General

  1. Difficulty Spread : ☑
  2. Unsnapped objects : ☑
  3. Audio bitrate over 192 kbps : ☑
  4. Metadata Issues : Would be great to have 'Touhou project' in the tag
  5. Timeline Issues : ☑
  6. Combo Colors : ☑
  7. Unused hitsounds : ☑
  8. Hitsounds Issues : Overall hitsounds are lack of quality imo, should be better by receiving some more mods & suggestions and tips
  9. Inaudible hitsounds : Check my suggestions below


Cosmic Mind

  1. 00:47:533 (2,3,4,5,6,7) - Expecting a little more space between 2 and 3. you may move 3~7 to a bit right to make the flow better
  2. 01:11:468 (3,4) - Do you mind moving 3 to the left slightly? (probably around x:243 would be great). It improves the movement here a lot
  3. 01:16:386 (1,2,3) - The flow here is quite awkward. Would be better to have hdash between 1 and 2 as well (try this)
  4. 01:22:124 (6,7,8) - This is something really unrankable imo
  5. 01:22:943 (1,1,1) - I'd say these sliders are just unacceptable. At least there should be hdashes between them. Plus, it's better to make the jumps in 1/4 like this pic instead of 1/8
  6. 01:27:206 (3,4) - Anti-flow which isn't really fun to play with. I'd redesign this part, or at least reduce the distance between them
  7. 01:46:222 (1) - This should be more horizontal as there's a strong hdash right before the slider. Otherwise it'll obscure the movement
  8. 01:52:288 (3) - Just optional, but i'd put a bit more space between 2 and 3. It's kinda plain imo
  9. 02:06:878 (5) - This is quite unexpected and too left-sided. I'd move it to the right slightly
  10. 02:09:501 (1,2) - I may say that this is what we call anti-flow. How about doing this instead? or just getting rid of jump would be great as well
  11. 02:25:238 (5,6,7,8,1,2,3,4) - I don't understand the flow here actually. If you'd like to keep 1/4s, would be better of to make them more horizontal like this pic(also it's recommended to have hdashes between them)
  12. 02:26:222 (1,2,3,4) - If you're fixed above one. Ctrl+h these sliders and try move them to about x:470
  13. 02:26:878 (1,2,3,4,5,6,7,8,9,10,11,12,1) - I'd make these notes into just one repeating slider as there're some intense 1/4 jumps before this 1/8. This kind of 1/8 notes would make the game even harder
  14. 02:29:173 (1) - It seems to be just random NC. Please remove it
  15. 02:52:779 (4,5,1) - This part is pretty easy to make a miss, meaning it's pretty random and unexpected. I'd just convert 4,5 into single slider and place it like this
  16. 02:54:747 (2,3,4,5,6,7) - Why suddenly the distances are getting lower? Would be better if you just make this part normal like the other parts.
  17. 02:55:730 (1,2,3,4) - This kind of jumps, so-called anti-flow hdash jumps, are highly recommended to be removed as they're literally too hard to get & break the flow at all. I'd move 4 to the left side (about x:52?) and remap 5 and 6
  18. 02:57:370 (2,3) - The jump here is pretty rough.. at least there should be a hdash between 2 and 3.
  19. 02:58:353 (5,6) - I'd make the distance here more exciting as well.
  20. 03:09:501 (1,2) - These sliders are literally inaudible which can cause dq. Please upper the volume here
  21. 03:14:747 (1,2) - ^
  22. 03:29:009 (2,3) - Inaudible as well. Making them at least to be 30% is recommended
  23. 03:30:648 (3,1) - I'd say that the movement here is broken as you'd need to stop the catcher at 03:30:730 - and then the rough 1/8 notes come right after that moment. I'd add hdash for the better flow
  24. 03:32:287 (1) - How about moving this to the left slightly? It'd help flow be better
  25. 03:49:418 (8,1) - This, is really hard as it's lack of hdash between 8 and 1. Also the 1/4 sliders kinda make no sense just like 02:25:238 (5,6,7,8,1,2,3,4) -
  26. 03:51:222 (6,1) - Expecting a hdash between 6 and 1(or even, you can just remove the space between them). Otherwise it feels pretty random and will force the movement
  27. 04:00:812 (3,4) - The edge jump here is pretty unacceptable as it comes after the hdash which is anti-flow. You'd better reduce the distance for a bit
  28. 04:21:960 (1,1) - 1/16 long jump. This is just unacceptable imo orz
  29. 04:22:288 (1,2,3,4) - and again, these sliders should be audible otherwise it's unrankable
  30. 04:43:189 (4,1) - They shouldn't be place at the same spot. Again, It's highly recommended to add a hdash between them.
  31. 05:05:566 - It's the beginning of the most intense part of the map(and song). How about adding a kiai here as well?
  32. 05:07:206 (2) - Could you please move slider's head to a bit left? It flows quite ugly imo
  33. 05:09:337 (1,2,3) - The jump between 1 and 2 is literally blinded. Mind holding 2~3 and moving them to about x:292? It'd make the flow better
  34. 05:11:140 (2,3) - This is really tough to do actually. I'd make (2) more vertical-shaped and add a hdash between 2 and 3
Deif
Hi Razor Sharp! The QAT decided to DQ your beatmap over the following reasons:

Overmapping (and some other timeline errors):
  1. 00:32:779 (1) - until 00:40:566 (8) - Definitely not justified. The background noise makes a fade-in, but that's just a flutter and not a constant 1/4 stream.
  2. 00:59:008 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - I can understand this one, since the 1/4 notes can be heard. Slightly overdone, but okay.
  3. 01:14:746 (1) - until 01:22:452 (8) - The fade-in appears here as well, so it can lead to misunderstandings. The first part of the stream is overdone, since you can still hear the clear "X X X XXX X X" rhythm of the drums. I'd vow for using something similar for that part, and not the constant 1/4. However, from 01:21:304 (1) - on, there's an audible constant stream. In that case, it's okay to keep it.
  4. 02:22:943 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,1,2,3,4) - This one looks safe as well. However, I'd start the 1/8 notes at 02:26:713 - already, since that's where the rhythm change happens.
  5. 03:50:648 (4,1,2,3,4,5,6,1) - It's strange that you didn't use 1/8s for that part :p
  6. 04:13:107 (1) - until 04:20:894 (8) - It's the same "fade-in" sound that appeared in other patterns. In this case the 1/4 stream is only audible from 04:18:353 (1) - on, so the notes before this part need to be cropped.
Hitsounds can still be improved:
  1. 01:56:877 - until 02:06:877 - That section needs definitely to be lowered, or at least use lower hitsounds. The melody is quite calm, so it doesn't need such strong hitsounds.
  2. 01:23:927 (1,2) - 03:09:501 (1,2) - 03:14:747 (1,2) - 03:28:517 (1,2,3) - 04:22:288 (1,2,3,4) - Those sliders are not audible at all. You'll need to raise the volume slightly.
  3. 05:31:796 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,1,2,3,4,5,6,7,8,1,2,3) - Apart of the fact that those notes are (borderline) inaudible, I would've added the default S-whistle to some of them to emphasize them
Inappropriate usage of some structures:
  1. 01:02:615 (5) - This slider doesn't flow quite well to the next one. I'd rather keep it as a single note (makes even more sense than having a 3/4 slider).
  2. 01:22:615 (1,1,1,1) - Flow-breaker sliders, which are also rather hard to catch. Reduce the distance between them, or try to create something else with single notes that can flow better than that. Kick-sliders are the quickest effective option, but they don't always work.
  3. 02:27:335 (12,1) - Quite uncorfotable transition. A 1/8 HDash followed by some more zig-zag'd HDashes isn't recommendable.
  4. 02:57:376 (2,3) - Such dash is not suitable after having the previous HDash (anti-flow jump). Try to reduce it.
  5. 03:14:753 (1,2) - That jump doesn't flow well (moreover using that 1/4 HDash), which makes the transition (1,2) a real pain. Try something else there.
  6. 04:01:966 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1) - Unacceptable 1/8 sliders. Just see how the ryuuta moves while catching them. Totally unnatural 8,90x and 11,20x jumps.
  7. 04:21:966 (1,1) - 29,52x wtf. Just no...
  8. 04:33:435 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1) - Just as a reference, those 1/8 jumps were okayish compared to the others.
  9. 04:43:271 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1) - And those ones look much better and flow well.
Since most of them should be remade I ommited some of the potential flow-breakers, which were placed in some 1/4 streams. Get a BN to take a look at them after fixing the overmapping issue.

Additional modding:
  1. Offset: Sounds better to add +6 to it (1310). It sounds slightly early in its current state.
  2. 00:19:665 (1) - Even though the distance spinner-note is rankable, I'd let that spinner end at 00:21:959 - . Due to the high AR (and relatively high BPM) and also the shape of the spinner, it's rather hard to get those first notes while sightreading.
  3. 00:45:812 (10) - Sounds more reasonable to put the HDash 1/4 later, where the main beat occurs. You can achieve that by placing this note near (9), instead of the next slider.
  4. 01:10:156 (3,4,5,1) - This zig-zag isn't quite comfortable to play. I'd try moving (4) a few grids to the right, at about x:240.
  5. 01:13:927 (3,4,5) - Rather tricky dash structure, not recommendable at all. Also, place (4) near (3) instead of near (5).
  6. 01:29:829 (4) - It's a pity that this slider has a repetition. The stanza change suggest to make a bigger distance for the last 2 notes, so I'd suggest to remove that repetition and add a note at 01:30:484 - somewhere further to create a better effect.
  7. 04:49:172 (7) - Something similar happened to this slider ^
  8. 01:32:943 (1) - A jump can be added there. It'd fit quite well to the melody.
  9. 02:54:753 (2,3,4,5,6,7) - Something like that would fit better for a calm part, but not there. Try to make something more interesting.
[]

I feel like the map has great potential, but it wasn't ready to be qualified yet. From now on, the BNG will handle the ranking process once more. Good luck!

###0

@Spectator: Make a quick reply after this post, so I can give you a kds!
Bathory Witch
Lol gj Krfawy! Zawsze wiedziałem że ludzie mogą na tobie polegać. :D
BoberOfDarkness

Bathory Witch wrote:

Lol gj Krfawy! Zawsze wiedziałem że ludzie mogą na tobie polegać. :D


Agree!
Topic Starter
Razor Sharp
Sad it got DQ :(
Wellwell, nothing else to do than work hard!
MBomb

Deif wrote:

Hi Razor Sharp! The QAT decided to DQ your beatmap over the following reasons:

Inappropriate usage of some structures:
  1. 04:01:966 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1) - Unacceptable 1/8 sliders. Just see how the ryuuta moves while catching them. Totally unnatural 8,90x and 11,20x jumps.
  2. 04:21:966 (1,1) - 29,52x wtf. Just no...
I told you to look through the map and get rid of sections like this with really high distance snap ;w;
Good luck with rerank, I'd be fine to do a recheck again in the future if needed but for now I think it'd make more sense to get mods from others first, my mod was too recent to have much new information.
Topic Starter
Razor Sharp

Deif wrote:

Hi Razor Sharp! The QAT decided to DQ your beatmap over the following reasons:

Overmapping (and some other timeline errors):
  1. 00:32:779 (1) - until 00:40:566 (8) - Definitely not justified. The background noise makes a fade-in, but that's just a flutter and not a constant 1/4 stream.
  2. 00:59:008 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - I can understand this one, since the 1/4 notes can be heard. Slightly overdone, but okay.
  3. 01:14:746 (1) - until 01:22:452 (8) - The fade-in appears here as well, so it can lead to misunderstandings. The first part of the stream is overdone, since you can still hear the clear "X X X XXX X X" rhythm of the drums. I'd vow for using something similar for that part, and not the constant 1/4. However, from 01:21:304 (1) - on, there's an audible constant stream. In that case, it's okay to keep it.
  4. 02:22:943 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,1,2,3,4) - This one looks safe as well. However, I'd start the 1/8 notes at 02:26:713 - already, since that's where the rhythm change happens.
  5. 03:50:648 (4,1,2,3,4,5,6,1) - It's strange that you didn't use 1/8s for that part :p
  6. 04:13:107 (1) - until 04:20:894 (8) - It's the same "fade-in" sound that appeared in other patterns. In this case the 1/4 stream is only audible from 04:18:353 (1) - on, so the notes before this part need to be cropped.
Hitsounds can still be improved:
  1. 01:56:877 - until 02:06:877 - That section needs definitely to be lowered, or at least use lower hitsounds. The melody is quite calm, so it doesn't need such strong hitsounds. - Lowered it. Should be ok now!
  2. 01:23:927 (1,2) - 03:09:501 (1,2) - 03:14:747 (1,2) - 03:28:517 (1,2,3) - 04:22:288 (1,2,3,4) - Those sliders are not audible at all. You'll need to raise the volume slightly. - Raised to 30%!
  3. 05:31:796 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,1,2,3,4,5,6,7,8,1,2,3) - Apart of the fact that those notes are (borderline) inaudible, I would've added the default S-whistle to some of them to emphasize them - Fixed!
Inappropriate usage of some structures:
  1. 01:02:615 (5) - This slider doesn't flow quite well to the next one. I'd rather keep it as a single note (makes even more sense than having a 3/4 slider). - Fixed!
  2. 01:22:615 (1,1,1,1) - Flow-breaker sliders, which are also rather hard to catch. Reduce the distance between them, or try to create something else with single notes that can flow better than that. Kick-sliders are the quickest effective option, but they don't always work. - Kept it 1/8, but reduced distance!
  3. 02:27:335 (12,1) - Quite uncorfotable transition. A 1/8 HDash followed by some more zig-zag'd HDashes isn't recommendable.
  4. 02:57:376 (2,3) - Such dash is not suitable after having the previous HDash (anti-flow jump). Try to reduce it. - Fixed!
  5. 03:14:753 (1,2) - That jump doesn't flow well (moreover using that 1/4 HDash), which makes the transition (1,2) a real pain. Try something else there. - Fixed!
  6. 04:01:966 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1) - Unacceptable 1/8 sliders. Just see how the ryuuta moves while catching them. Totally unnatural 8,90x and 11,20x jumps.
  7. 04:21:966 (1,1) - 29,52x wtf. Just no... - Removed last note on the cluster, so its a 1/8 jump. SHould be ok.
  8. 04:33:435 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1) - Just as a reference, those 1/8 jumps were okayish compared to the others. - The power of a curve!
  9. 04:43:271 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1) - And those ones look much better and flow well. - \o/
Since most of them should be remade I ommited some of the potential flow-breakers, which were placed in some 1/4 streams. Get a BN to take a look at them after fixing the overmapping issue.

I feel like the map has great potential, but it wasn't ready to be qualified yet. From now on, the BNG will handle the ranking process once more. Good luck!

###0
What i didnt answer is something i want to disqust with you further ingame if thats ok. Will not apply mods until then.
iiyo
storm-'s sexy lewd mod
SPOILER
just kidding i am awful

i think 6.5 star is insanely high for this map, it's mostly hyper jumps and abuse of the star system maybe you could lower it a bit to maybe 6 or 5.8
i think this map is legitly just free pp but i know that's not your intention but i feel like it abuses the pp system slightly.

there is no quality key parts in this map that makes it stand out from the rest, you need to make a part in this map that is interesting and unique like a left right part or some crazy stream, a good example is clsw's xi map, where at the very end theres a crazy left right stream or his neu map with the deathstream at the end, when I play this map I want to feel this map and when i think of it i want to think of that part, aka if i played razor sharp's halozy map there is a crazy fun left right pattern in the middle! and the jumps and streams are nice! not just stream and jumps and somewhat interesting jumps. that is what being a quality mapper is all about, now try to make a interesting part that differs from the rest of a map aka a challenge part, you're not going to offer up a fc on this map just for fun. Good luck!

Interesting parts that stand out, (lacking the main feature of the map)

03:54:419 (5,1,2,3,4) - this is cool
04:07:861 (1,2,1,2,1,2,1,2,1) - this is also cool because it flows really nice and goes into a jump as the same as 03:54:419 (5,1,2,3,4) -
the entire end of this map is sooooo nice, i loved it.


03:52:123 (1) - the intro to this part up until 04:01:632 (2) - feels the same as the chorus of 01:25:238 (1) - and 02:28:189 (1) -

you need to make each kai time interesting and not feel like the same


00:43:025 (3,4,5,1) - this feels better with jump like a intro into a difficult song
00:53:435 (8,9) - this looked funny, change it a bit i think
01:06:386 (4,5,6) - why not reverse slider
01:16:386 (1,2,3) - holy macaroni this looks insanely hard to hit (troll part)
01:35:402 (5,6,7,8) - this stream looks weird perhaps make the jump to the right side and add more curve to it
02:17:042 (3,1) - add jump increase distance https://osu.ppy.sh/ss/3183758
02:20:812 (3,4,5) - un-needed pattern
02:50:320 (3,4,1) - this jump and hyper looks forced
03:40:976 (4,1) - same as 02:17:042 (3,1) -
04:00:812 (3,4) - this looks forced
04:13:107 (1) - wasted deathstream, you could of done something really interesting with this something not to crazy but make it interesting enough to differ from the rest of the map

The ending to this song is sick and way different from the rest of the map the jumps are juicy and flow really nice, plus the curved mini streams are a +

I think to make that "interesting part" i was talking about you could take advantage of that deathstream at 04:13:107 (1) -

i'm sure i missed some of the forced jumps in this map but go over a careful check and make sure there isn't any jumps like the ones i said in my mod
Spectator

Deif wrote:

@Spectator: Make a quick reply after this post, so I can give you a kds!
Here it is!

Good luck with the map, Razor
Len
zz
Kurokami
Again a bubble and qualify w/o checking anything. This way, even a 1 day old map can be ranked immediately. *facepalm*
Topic Starter
Razor Sharp

Spectator wrote:

Deif wrote:

@Spectator: Make a quick reply after this post, so I can give you a kds!
Here it is!

Good luck with the map, Razor
Thanks you! I will call you back later if you dont mind, to do a recheck or a remod (mostly cause your mods is so good)

Kurokami wrote:

Again a bubble and qualify w/o checking anything. This way, even a 1 day old map can be ranked immediately. *facepalm*
They actually checked (Kyo atleast). But ill make sure that everyone checks next time! Again, thanks for all the help, and i might call you back later for a mod and/or recheck!
Topic Starter
Razor Sharp
Just for everyones info!

As storm said, this map is very easy, despite its star rating.
Much of the map will be much different when i apply deif, spec and storms mod!
This will be a map, worth the pp, worth the star rating, and worth trying.

Thanks to everyone who have supported me, and will support me later on!

It is time, to get working.

(GAVE SPECTATOR KDS CAUSE HE POSTED MOD BEFORE DQ! DEIF TOLD HIM TO POST ANOTHER POST TO GET THE KDS!)
Krfawy

BoberOfDarkness wrote:

Bathory Witch wrote:

Lol gj Krfawy! Zawsze wiedziałem że ludzie mogą na tobie polegać. :D
Agree!
Can you just die, please? o3o

Kurokami, pls. Do you really think I don't check maps before qualifying/bubbling?
Akasha-
sorry for the troubles ...
I will becareful next time ...
Im so sorry about this! And i will help you on fixing the map, good luck
Topic Starter
Razor Sharp

Kuo Kyoka wrote:

sorry for the troubles ...
I will becareful next time ...
Im so sorry about this! And i will help you on fixing the map, good luck
Thanks, and dw ^^
Topic Starter
Razor Sharp
After i have finally managed to understand this, i am ready to apply mod!

Deif wrote:

Hi Razor Sharp! The QAT decided to DQ your beatmap over the following reasons:

Overmapping (and some other timeline errors):
  1. 00:32:779 (1) - until 00:40:566 (8) - Definitely not justified. The background noise makes a fade-in, but that's just a flutter and not a constant 1/4 stream. - FOund out the stream starts from 00:34:091 (1) actually. So fixed that!
  2. 00:59:008 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - I can understand this one, since the 1/4 notes can be heard. Slightly overdone, but okay. - Guess its ok then?
  3. 01:14:746 (1) - until 01:22:452 (8) - The fade-in appears here as well, so it can lead to misunderstandings. The first part of the stream is overdone, since you can still hear the clear "X X X XXX X X" rhythm of the drums. I'd vow for using something similar for that part, and not the constant 1/4. However, from 01:21:304 (1) - on, there's an audible constant stream. In that case, it's okay to keep it. - Stream sound starts from 01:16:386 (1) as i can here, so will fix it up to this point!
  4. 02:22:943 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,1,2,3,4) - This one looks safe as well. However, I'd start the 1/8 notes at 02:26:713 - already, since that's where the rhythm change happens. - Fixed!
  5. 03:50:648 (4,1,2,3,4,5,6,1) - It's strange that you didn't use 1/8s for that part :p - ^
  6. 04:13:107 (1) - until 04:20:894 (8) - It's the same "fade-in" sound that appeared in other patterns. In this case the 1/4 stream is only audible from 04:18:353 (1) - on, so the notes before this part need to be cropped. - Starts on 04:14:418 (1) , so will keep stream from there. Else, changed.
Inappropriate usage of some structures:
  1. 02:27:335 (12,1) - Quite uncorfotable transition. A 1/8 HDash followed by some more zig-zag'd HDashes isn't recommendable. - Should be fine now!
  2. 04:01:966 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1) - Unacceptable 1/8 sliders. Just see how the ryuuta moves while catching them. Totally unnatural 8,90x and 11,20x jumps. - Changed it!
Since most of them should be remade I ommited some of the potential flow-breakers, which were placed in some 1/4 streams. Get a BN to take a look at them after fixing the overmapping issue.
All issues you mentioned fixed! Now ready to apply mods! Will do it like:
Spec
Deif
Storm
Due to who posted first.
Topic Starter
Razor Sharp

Spectator wrote:

General

  1. Difficulty Spread : ☑
  2. Unsnapped objects : ☑
  3. Audio bitrate over 192 kbps : ☑
  4. Metadata Issues : Would be great to have 'Touhou project' in the tag - Fixed!
  5. Timeline Issues : ☑
  6. Combo Colors : ☑
  7. Unused hitsounds : ☑
  8. Hitsounds Issues : Overall hitsounds are lack of quality imo, should be better by receiving some more mods & suggestions and tips - Will do!
  9. Inaudible hitsounds : Check my suggestions below - I think Deif mentioned them all, but will do!


Cosmic Mind

  1. 00:47:533 (2,3,4,5,6,7) - Expecting a little more space between 2 and 3. you may move 3~7 to a bit right to make the flow better - Fixed!
  2. 01:11:468 (3,4) - Do you mind moving 3 to the left slightly? (probably around x:243 would be great). It improves the movement here a lot - Fixed!
  3. 01:16:386 (1,2,3) - The flow here is quite awkward. Would be better to have hdash between 1 and 2 as well (try this) - Fixed!
  4. 01:22:124 (6,7,8) - This is something really unrankable imo - No its not. It is a sipmle left right pattern, followed by another doublet to the right. Deif did not mention it. Therefor, i will not change this.
  5. 01:22:943 (1,1,1) - I'd say these sliders are just unacceptable. At least there should be hdashes between them. Plus, it's better to make the jumps in 1/4 like this pic instead of 1/8 - Changed this when applying the DQ reason mod. Its perfectly fine now!
  6. 01:27:206 (3,4) - Anti-flow which isn't really fun to play with. I'd redesign this part, or at least reduce the distance between them - Fixed!
  7. 01:46:222 (1) - This should be more horizontal as there's a strong hdash right before the slider. Otherwise it'll obscure the movement - Fixed!
  8. 01:52:288 (3) - Just optional, but i'd put a bit more space between 2 and 3. It's kinda plain imo - Fixed!
  9. 02:06:878 (5) - This is quite unexpected and too left-sided. I'd move it to the right slightly - Fixed!
  10. 02:09:501 (1,2) - I may say that this is what we call anti-flow. How about doing this instead? or just getting rid of jump would be great as well - Fixed to what you suggested!
  11. 02:25:238 (5,6,7,8,1,2,3,4) - I don't understand the flow here actually. If you'd like to keep 1/4s, would be better of to make them more horizontal like this pic(also it's recommended to have hdashes between them) - Fixed!
  12. 02:26:222 (1,2,3,4) - If you're fixed above one. Ctrl+h these sliders and try move them to about x:470 - Changed these during Deif's DQ reasons.
  13. 02:26:878 (1,2,3,4,5,6,7,8,9,10,11,12,1) - I'd make these notes into just one repeating slider as there're some intense 1/4 jumps before this 1/8. This kind of 1/8 notes would make the game even harder - Wont change it, as the 1/4 part is not as intense anymore.
  14. 02:29:173 (1) - It seems to be just random NC. Please remove it - Fixed!
  15. 02:52:779 (4,5,1) - This part is pretty easy to make a miss, meaning it's pretty random and unexpected. I'd just convert 4,5 into single slider and place it like this - Fixed!
  16. 02:54:747 (2,3,4,5,6,7) - Why suddenly the distances are getting lower? Would be better if you just make this part normal like the other parts. - Fixed!
  17. 02:55:730 (1,2,3,4) - This kind of jumps, so-called anti-flow hdash jumps, are highly recommended to be removed as they're literally too hard to get & break the flow at all. I'd move 4 to the left side (about x:52?) and remap 5 and 6 - Fixed!
  18. 02:57:370 (2,3) - The jump here is pretty rough.. at least there should be a hdash between 2 and 3. - Fixed!
  19. 02:58:353 (5,6) - I'd make the distance here more exciting as well. - Fixed!
  20. 03:09:501 (1,2) - These sliders are literally inaudible which can cause dq. Please upper the volume here - Fixed!
  21. 03:14:747 (1,2) - ^ - Fixed!
  22. 03:29:009 (2,3) - Inaudible as well. Making them at least to be 30% is recommended - Fixed!
  23. 03:30:648 (3,1) - I'd say that the movement here is broken as you'd need to stop the catcher at 03:30:730 - and then the rough 1/8 notes come right after that moment. I'd add hdash for the better flow - Fixed!
  24. 03:32:287 (1) - How about moving this to the left slightly? It'd help flow be better - Fixed!
  25. 03:49:418 (8,1) - This, is really hard as it's lack of hdash between 8 and 1. Also the 1/4 sliders kinda make no sense just like 02:25:238 (5,6,7,8,1,2,3,4) - - Fixed!
  26. 03:51:222 (6,1) - Expecting a hdash between 6 and 1(or even, you can just remove the space between them). Otherwise it feels pretty random and will force the movement - Error, 6 and 1 not found?
  27. 04:00:812 (3,4) - The edge jump here is pretty unacceptable as it comes after the hdash which is anti-flow. You'd better reduce the distance for a bit- I actually increased the distance, as i find it quite interesting. Is not hyper!
  28. 04:21:960 (1,1) - 1/16 long jump. This is just unacceptable imo orz - Fixed on Deif DQ post!
  29. 04:22:288 (1,2,3,4) - and again, these sliders should be audible otherwise it's unrankable - Fixed!
  30. 04:43:189 (4,1) - They shouldn't be place at the same spot. Again, It's highly recommended to add a hdash between them. - Fixed!
  31. 05:05:566 - It's the beginning of the most intense part of the map(and song). How about adding a kiai here as well? - Fixed!
  32. 05:07:206 (2) - Could you please move slider's head to a bit left? It flows quite ugly imo - Fixed!
  33. 05:09:337 (1,2,3) - The jump between 1 and 2 is literally blinded. Mind holding 2~3 and moving them to about x:292? It'd make the flow better - Fixed!
  34. 05:11:140 (2,3) - This is really tough to do actually. I'd make (2) more vertical-shaped and add a hdash between 2 and 3 - Fixed!
Thanks for the mod Spec! Really helpfull!
Topic Starter
Razor Sharp

Deif wrote:

Additional modding:
  1. Offset: Sounds better to add +6 to it (1310). It sounds slightly early in its current state. - Fixed!
  2. 00:19:665 (1) - Even though the distance spinner-note is rankable, I'd let that spinner end at 00:21:959 - . Due to the high AR (and relatively high BPM) and also the shape of the spinner, it's rather hard to get those first notes while sightreading. - A player usually do follow the spinner notes, and since this spinner got a pattern that follows until the first note, i would preffer to keep this.
  3. 00:45:812 (10) - Sounds more reasonable to put the HDash 1/4 later, where the main beat occurs. You can achieve that by placing this note near (9), instead of the next slider. - Fixed!
  4. 01:10:156 (3,4,5,1) - This zig-zag isn't quite comfortable to play. I'd try moving (4) a few grids to the right, at about x:240. - Fixed!
  5. 01:13:927 (3,4,5) - Rather tricky dash structure, not recommendable at all. Also, place (4) near (3) instead of near (5). - Fixed!
  6. 01:29:829 (4) - It's a pity that this slider has a repetition. The stanza change suggest to make a bigger distance for the last 2 notes, so I'd suggest to remove that repetition and add a note at 01:30:484 - somewhere further to create a better effect. - Fixed!
  7. 04:49:172 (7) - Something similar happened to this slider ^ - Fixed!
  8. 01:32:943 (1) - A jump can be added there. It'd fit quite well to the melody. - Fixed!
  9. 02:54:753 (2,3,4,5,6,7) - Something like that would fit better for a calm part, but not there. Try to make something more interesting. - Fixed!
[]

I feel like the map has great potential, but it wasn't ready to be qualified yet. From now on, the BNG will handle the ranking process once more. Good luck!
Thanks for the mod deif!
Topic Starter
Razor Sharp

Storm- wrote:

storm-'s sexy lewd mod
SPOILER
just kidding i am awful

i think 6.5 star is insanely high for this map, it's mostly hyper jumps and abuse of the star system maybe you could lower it a bit to maybe 6 or 5.8
i think this map is legitly just free pp but i know that's not your intention but i feel like it abuses the pp system slightly. - I might have. Well then, lets make it worth the pp and star rating!

there is no quality key parts in this map that makes it stand out from the rest, you need to make a part in this map that is interesting and unique like a left right part or some crazy stream, a good example is clsw's xi map, where at the very end theres a crazy left right stream or his neu map with the deathstream at the end, when I play this map I want to feel this map and when i think of it i want to think of that part, aka if i played razor sharp's halozy map there is a crazy fun left right pattern in the middle! and the jumps and streams are nice! not just stream and jumps and somewhat interesting jumps. that is what being a quality mapper is all about, now try to make a interesting part that differs from the rest of a map aka a challenge part, you're not going to offer up a fc on this map just for fun. Good luck! - Let me see what i can do. Thanks!

Interesting parts that stand out, (lacking the main feature of the map)

03:54:419 (5,1,2,3,4) - this is cool - Thanks!
04:07:861 (1,2,1,2,1,2,1,2,1) - this is also cool because it flows really nice and goes into a jump as the same as 03:54:419 (5,1,2,3,4) -
the entire end of this map is sooooo nice, i loved it. - Thank you!


03:52:123 (1) - the intro to this part up until 04:01:632 (2) - feels the same as the chorus of 01:25:238 (1) - and 02:28:189 (1) -

you need to make each kai time interesting and not feel like the same - Should be ok now!


00:43:025 (3,4,5,1) - this feels better with jump like a intro into a difficult song - Fixed!
00:53:435 (8,9) - this looked funny, change it a bit i think - Fixed!
01:06:386 (4,5,6) - why not reverse slider - Fixed!
01:16:386 (1,2,3) - holy macaroni this looks insanely hard to hit (troll part) - Fixed!
01:35:402 (5,6,7,8) - this stream looks weird perhaps make the jump to the right side and add more curve to it - Fixed!
02:17:042 (3,1) - add jump increase distance https://osu.ppy.sh/ss/3183758 - Fixed!
02:20:812 (3,4,5) - un-needed pattern - Fixed!
02:50:320 (3,4,1) - this jump and hyper looks forced - Fixed!
03:40:976 (4,1) - same as 02:17:042 (3,1) - - Fixed!
04:00:812 (3,4) - this looks forced - Fixed!
04:13:107 (1) - wasted deathstream, you could of done something really interesting with this something not to crazy but make it interesting enough to differ from the rest of the map - Fixed!

The ending to this song is sick and way different from the rest of the map the jumps are juicy and flow really nice, plus the curved mini streams are a + - THANKS!!!!!

I think to make that "interesting part" i was talking about you could take advantage of that deathstream at 04:13:107 (1) - - Fixed!

i'm sure i missed some of the forced jumps in this map but go over a careful check and make sure there isn't any jumps like the ones i said in my mod - Fixed!
Thanks for the mod!
DeletedUser_500696
free mod, my suggestions/opinion


  • General (not really just listing my complaints)

  1. Hypers everywhere! I think it's fine to use hypers to emphasize certain parts, but I think you use them so much that whole sections are emphasized where they shouldn't be. For example, 01:31:801 (1,2,3,4) - this rhythm appears later in the song but you already turn each 1/4 into big jumps. This makes the later parts where you use this pattern again seem boring, so I would save it for the last part. Instead make more use of difficult non-hypers, or make the size of these jumps smaller and change up the size of jumps as the song progresses.
  2. I won't mod the ending, but just ask yourself: Is the song really this intense at the end, compared to earlier sections? Does it really stand out the most?

  • Cosmic Mind

  1. 03:54:424 (5,1,2,3,4) - These sliders should be 1/4, or change them into jumps. They feel out of place.
    02:30:818 (1,2,3,4) - ^
  2. 00:41:637 (1) - Why 1/16 notes here? A spinner at 00:41:801 could emphasize this sound more effectively.
  3. 02:49:178 (3) - Use this saxophone more in your mapping, atm it just feels like an unremarkable back and forth solo section. Consider adding in some more 1/8 mini streams when the sax is playing a long note, which could be emphasized by using sliders only during the silence. When the sax plays a single 1/4 note add a jump then, but as it is now this section is jumpy everywhere so the sax doesn't really stand out.

Don't really know what else to say, hope you can rank this map again! :)
Kyuare
Fun map, but many flow errors and we regret the absence of shape in streams, the map in general is too heterogeneous in terms of difficulty:
sometimes the intensity of jumps and streams is high, sometimes low:

Cosmic Mind
00:22:949 (5,6,7) - end by decreasing the distance, for the flow (00:23:277 (7) - x:384)
00:24:424 (4,5,6) - ^ (00:24:752 (6) - x:80)
00:28:687 (8) - x:400 is better
00:33:113 (2) - x: 160
00:33:932 (6,1) - I don't think jump is needed here (https://osu.ppy.sh/ss/3191980)
00:43:769 (3,4,5,6,7) - ( https://osu.ppy.sh/ss/3191989)
01:30:490 (5) - x: 112
01:35:736 (1) - For sliders like this, https://osu.ppy.sh/ss/3192000 => https://osu.ppy.sh/ss/3192005
01:33:441 (3,4) - Ctrl + H the 4; fix 01:33:932 (5) - to x:192 if you want
01:35:408 (5,6,7,8) - make this more accentuated flow (https://osu.ppy.sh/ss/3192011)
01:46:228 (1) - Weird for me, start from x: 256 (https://osu.ppy.sh/ss/3192029)
02:28:195 (1) - x: 432 please
02:29:506 (1) - x: 208
02:39:998 (1,2,3) - Too static, here we would like something a little "jumpy" (https://osu.ppy.sh/ss/3192084)
02:46:228 (2,1) - hmmm, jump please
02:56:555 (4) - x: 288
03:04:260 (3) - moar brutality (https://osu.ppy.sh/ss/3192103)
03:10:490 (2,3,4) - MOAR 03:10:654 (3) - x: 224
03:15:080 (2,1) - Weird, (https://osu.ppy.sh/ss/3192120)
03:33:769 (2) - Ctrl + H
03:58:359 (5) - x: 256
04:13:113 (1,2) - why a jump ? ( https://osu.ppy.sh/ss/3192150)
04:15:244 (3,4,5,6) - for streams like this, I advise you to give more shape by decreasing the distance gradually
like this: (https://osu.ppy.sh/ss/3192172) or in my style:( https://osu.ppy.sh/ss/3192179)
Seph
non CtB BNs can qualify now? didnt know
Topic Starter
Razor Sharp
For everyone that have told me that storm said to bring it down some stars.
After i changed things a little, i told him to try the map. And he says its ok now.
Even tho storm have no right to bubble or qualify this map, he is still a player that knows how a map should be.

Seph wrote:

non CtB BNs can qualify now? didnt know
Aparently.
No offense, but too say all CtB BN's is somewhat lazy too..
Akasha-

Seph wrote:

non CtB BNs can qualify now? didnt know
so ... give me a explaintion that non-Ctb BNs cant qualify the map?

As long as you have experiences and check the map well so the things will be fine
I have a little experiences about ctb and little std too, i cant say its good but its enough for me to do the bubble check

Im sorry that my skill not enough for this situlations, Im so sorry to Kurokami for this trouble, i have recheck the map but i just CANT find any problems, the map seems well to me, hitsound fine, i not sure about 1/8 jumps but seems you agreed with that so i will too

For sure: I was check the map! after this map, i wont do ctb's mod check for a long time
Kurokami

Seph wrote:

non CtB BNs can qualify now? didnt know
There is no such a thing as CtB BN in the first place. Only BN exist and every member can qualify whatever he/she want. And imo, this is a good thing, just needs some cleaning.

Kuo Kyoka wrote:

Im so sorry to Kurokami for this trouble
It doesn't matter to me so you shouldn't feel guilty either.

i have recheck the map but i just CANT find any problems, the map seems well to me, hitsound fine, i not sure about 1/8 jumps but seems you agreed with that so i will too
Well, yeah. More or less. The problem wasn't with those jumps but more like the unnecessary difficulty in them. The flow there is nice but requires a really good timing and thats why I was unsure there. Experienced players can play those just fine though.

For sure: I was check the map! after this map, i wont do ctb's mod check for a long time
I don't mind if you do just be a bit more careful imo. Especially when its about a map for approval. Start at the beginning, even if you won't bubble or qualify CtB maps, your mods will be helpful to us. There are many map out there which needs to be checked. :P But its up to you, but if you still want to help us and need some help or advice, feel free to poke me (I'm bad as well :P). :3
Akasha-
Thanks for your tips Kurokami
I feel a bit better for now

I will try my best on recheck this map
Topic Starter
Razor Sharp

-Kurisu- wrote:

free mod, my suggestions/opinion


  • General (not really just listing my complaints)

  1. Hypers everywhere! I think it's fine to use hypers to emphasize certain parts, but I think you use them so much that whole sections are emphasized where they shouldn't be. For example, 01:31:801 (1,2,3,4) - this rhythm appears later in the song but you already turn each 1/4 into big jumps. This makes the later parts where you use this pattern again seem boring, so I would save it for the last part. Instead make more use of difficult non-hypers, or make the size of these jumps smaller and change up the size of jumps as the song progresses. - If its those one the vocals in particular (like those you mentioned), i will see what i can do.
  2. I won't mod the ending, but just ask yourself: Is the song really this intense at the end, compared to earlier sections? Does it really stand out the most? - I think so myself, yes.

  • Cosmic Mind

  1. 03:54:424 (5,1,2,3,4) - These sliders should be 1/4, or change them into jumps. They feel out of place. - I think these fits very well. Due to how the vocals are. So i wont change it.
    02:30:818 (1,2,3,4) - ^ - ^
  2. 00:41:637 (1) - Why 1/16 notes here? A spinner at 00:41:801 could emphasize this sound more effectively. - No, i personally like this more.
  3. 02:49:178 (3) - Use this saxophone more in your mapping, atm it just feels like an unremarkable back and forth solo section. Consider adding in some more 1/8 mini streams when the sax is playing a long note, which could be emphasized by using sliders only during the silence. When the sax plays a single 1/4 note add a jump then, but as it is now this section is jumpy everywhere so the sax doesn't really stand out. - Changes some stuff around!

Don't really know what else to say, hope you can rank this map again! :)
Thanks for the mod! Will do my best to rank it! :D
Topic Starter
Razor Sharp

Kyuare wrote:

Fun map, but many flow errors and we regret the absence of shape in streams, the map in general is too heterogeneous in terms of difficulty:
sometimes the intensity of jumps and streams is high, sometimes low:

Cosmic Mind
00:22:949 (5,6,7) - end by decreasing the distance, for the flow (00:23:277 (7) - x:384) - No, i like this as it is at the moment.
00:24:424 (4,5,6) - ^ (00:24:752 (6) - x:80) - ^
00:28:687 (8) - x:400 is better - No, i want to keep this hyper here.
00:33:113 (2) - x: 160 - No. I want to keep this as it is for now.
00:33:932 (6,1) - I don't think jump is needed here (https://osu.ppy.sh/ss/3191980) - Why not? I wont change this, as i feel it emphatises for the stream.
00:43:769 (3,4,5,6,7) - ( https://osu.ppy.sh/ss/3191989) - ???
01:30:490 (5) - x: 112 - I think this is ok.
01:35:736 (1) - For sliders like this, https://osu.ppy.sh/ss/3192000 => https://osu.ppy.sh/ss/3192005 - Nononono. It will destroy the moment :c
01:33:441 (3,4) - Ctrl + H the 4; fix 01:33:932 (5) - to x:192 if you want - Fixed!
01:35:408 (5,6,7,8) - make this more accentuated flow (https://osu.ppy.sh/ss/3192011) - Fixed!
01:46:228 (1) - Weird for me, start from x: 256 (https://osu.ppy.sh/ss/3192029) - No, this is ok.
02:28:195 (1) - x: 432 please - Preffer to keep this.
02:29:506 (1) - x: 208 - ^
02:39:998 (1,2,3) - Too static, here we would like something a little "jumpy" (https://osu.ppy.sh/ss/3192084) - Fixed my own way!
02:46:228 (2,1) - hmmm, jump please - Fixed!
02:56:555 (4) - x: 288 - I want to keep this!
03:04:260 (3) - moar brutality (https://osu.ppy.sh/ss/3192103) - Fixed!
03:10:490 (2,3,4) - MOAR 03:10:654 (3) - x: 224 - Fixed!
03:15:080 (2,1) - Weird, (https://osu.ppy.sh/ss/3192120) - I do not find this weird at all. Wont change.
03:33:769 (2) - Ctrl + H - Fixed!
03:58:359 (5) - x: 256 - Fixed!
04:13:113 (1,2) - why a jump ? ( https://osu.ppy.sh/ss/3192150) - I feel it fits there.
04:15:244 (3,4,5,6) - for streams like this, I advise you to give more shape by decreasing the distance gradually
like this: (https://osu.ppy.sh/ss/3192172) or in my style:( https://osu.ppy.sh/ss/3192179) - TBH, i like these types of streams. So i will not change that D:
Thanks for the mod!
BoberOfDarkness
o/

Cosmic Mind
01:28:359 - maybe use other time-line like 1/2 reverse slider and note at 01:28:852 -
02:26:719 (4,5,6,7,1,2,3,4,5,6,7,8,9,10,11,12,1) - add shape pls :)

03:30:818 (1,2,3,4,5,6,7,8) - add shape (try something like that https://osu.ppy.sh/ss/3198753)

03:50:654 (4,5,6,7,1,2,3,4,5,6,7,8,9,10,11,12,1) - add shape and maybe use so load hitsounds q.q

04:02:170 (6,7,8) - try x:504 for 6, x:488 for 7 and x:452 for 8

04:02:580 (8) - try x:164 to make stream look better

04:33:441 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - damn, you forgot to add some shapes to those streams

04:43:932 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - make this similar to this 04:43:277 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - because those looks nicer and are more fun to play

Thanks all from me, better catch star
re:rank pls
Topic Starter
Razor Sharp

BoberOfDarkness wrote:

o/

Cosmic Mind
01:28:359 - maybe use other time-line like 1/2 reverse slider and note at 01:28:852 - - No, it will destroy the flow.
02:26:719 (4,5,6,7,1,2,3,4,5,6,7,8,9,10,11,12,1) - add shape pls :) - I like this as it is quite well. So wont change.

03:30:818 (1,2,3,4,5,6,7,8) - add shape (try something like that https://osu.ppy.sh/ss/3198753) - ???

03:50:654 (4,5,6,7,1,2,3,4,5,6,7,8,9,10,11,12,1) - add shape and maybe use so load hitsounds q.q - Same as the last.

04:02:170 (6,7,8) - try x:504 for 6, x:488 for 7 and x:452 for 8 - It will destroy the flow for the next one D:

04:02:580 (8) - try x:164 to make stream look better - Fixed!

04:33:441 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - damn, you forgot to add some shapes to those streams - The stream is curved. Thats what i intended it too.

04:43:932 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - make this similar to this 04:43:277 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - because those looks nicer and are more fun to play - Fixed!

Thanks all from me, better catch star -Thanks!
re:rank pls - Will do!
Thanks for the mod!
Seph

Kurokami wrote:

There is no such a thing as CtB BN in the first place. Only BN exist and every member can qualify whatever he/she want. And imo, this is a good thing, just needs some cleaning.
Wow, thats probably the shittiest excuse I ever heard. You know the problem with non CtB ppl handling CtB maps? Hint: wink wink nudge nudge, this map. Save us the trouble of getting disappointed pls.

Although I like the map, hopefully it gets approved again soon, its nice to finally see something new.
Topic Starter
Razor Sharp

Seph wrote:

Kurokami wrote:

There is no such a thing as CtB BN in the first place. Only BN exist and every member can qualify whatever he/she want. And imo, this is a good thing, just needs some cleaning.
Wow, thats probably the shittiest excuse I ever heard. You know the problem with non CtB ppl handling CtB maps? Hint: wink wink nudge nudge, this map. Save us the trouble of getting disappointed pls.

Although I like the map, hopefully it gets approved again soon, its nice to finally see something new.
Will do my best to re-approve
Kurokami

Seph wrote:

Kurokami wrote:

There is no such a thing as CtB BN in the first place. Only BN exist and every member can qualify whatever he/she want. And imo, this is a good thing, just needs some cleaning.
Wow, thats probably the shittiest excuse I ever heard. You know the problem with non CtB ppl handling CtB maps? Hint: wink wink nudge nudge, this map. Save us the trouble of getting disappointed pls.

Although I like the map, hopefully it gets approved again soon, its nice to finally see something new.
It wasn't an excuse and I'm fully aware the problems of this system. But this won't change and even if you don't want to, you will need to accept it sooner or later. Instead of being against it, help the ppl who wants to mod CtB because currently that is the only way to bring the best out of this system.
Topic Starter
Razor Sharp

Kurokami wrote:

It wasn't an excuse and I'm fully aware the problems of this system. But this won't change and even if you don't want to, you will need to accept it sooner or later. Instead of being against it, help the ppl who wants to mod CtB because currently that is the only way to bring the best out of this system.
Kurokami niceguy \o
And Kuro, i am going to do my best to teach Kuo to mod ctb (as he requested himself). But you are free to join in! I know you have more experience than me. And i cant mod platter or lower ;-;
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