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Roses Epicurean - Yoru no Kodomo tachi

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Yuii-
HELLOW.

Requested by ErunamoJAZZ.

[Inyus' Easy]

  1. 00:04:734 (3) - Para poder seguir con el ritmo constante del vocal, preferiría ver esto como un slider. Además que acompañaría mejor con el ritmo de la canción y, si te parece bien, podrías terminarlo en 00:05:256 - para así poder remarcar bien el beat audible en ese punto + el cambio de una nueva sección en el vocal.
[EruJAZZ's Normal]

  1. 00:12:561 (4,5,1) - El ritmo actual puede llegar a ser un tanto complejo para los jugadores nuevos considerando que es una Normal. Para reducir un poco la dificultad y seguís los patrones que usás a lo largo del mapa te voy a recomendar que reemplaces estos 3 por un slider con reverse.
  2. 00:35:256 (5) - Si te das cuenta, y esto lo considero como una preferencia mía, cada cierta cantidad de beats dejás un tick en el medio para dejar un "break" antes de pasar de nota. En lo que respecta, esto no debería ser una excepción, sobre todo considerando que venís mappeando constantemente desde hace bastante. Como el beat audible en 00:35:778 - es el mismo que ignorás de vez en cuando mi recomendación sería que borres el reverse y re-armes el patrón para que no quede como tal.
[Railgun's Hard]

This difficulty needs a lot of improvement, from all points of mapping, blankets, hitsounding, stacks, etc. etc. I'm stating some things in order to improve the map overall but that won't leave it as something perfect, take note!

  1. 00:51:691 - Unnecessary green line.
  2. 00:29:778 - 00:30:561 - This Kiai Time and 00:31:865 - 00:32:648 - that one are completely unnecessary and there's no need to do them so. I personally agree with the first Kiai you established but that would cause an inconstency with the other difficulties, so why would you bother for such thing?
  3. 00:44:387 - And this Kiai is very random, where did you get it?
  4. 00:05:778 (3) - Check stacks, please. Whilst you are stacking some notes, you are omitting other ones, why would you do that?
  5. 00:10:995 (1,2) - I don't get the point on making an anti-jump here. The music doesn't support it at all nor there's a reason to do so. This will only add an unnecessary difficulty to the map overall that could be perfectly improved by changing this pattern. Additionally, you have to take into account that this is the ONLY section throughout the map in which you do this same thing.
  6. 00:38:126 (3,4,5,6) - 00:42:300 (1,2,3,4) - Sections like these ones could be improved in order to balance this difficulty with the Normal and not make a big gap between them. I'd make these patterns are circles, into something more calmer and cleaner.
  7. 00:51:691 (1) - The spinner should end where the last beat is at 00:54:169 - .
PS: Yeah, the claps, as Erunamo stated, are quite random as there are similar beats throughout the song that are being ignored, so that would leave the map into something really badly hitsounded.

[Insane]

  1. 00:51:691 - Unnecessary green line.
  2. 00:08:908 (5,6,1) - ¿Puedo recomendarte cambiar estas 3 notas por un slider para que acompañen mejor el factor ritmo-vocal-beat?
  3. 00:13:082 (5,1) - Personalmente creo que esto puede ser mejorado. Empecemos por el punto en que el beat audible en 00:13:343 - es casi inaudible y considerando que 00:13:082 (5) - no está siendo TAN marcado (ya que mantiene un ds similar al usado durante el pattern actual) yo haría dos cosas: la primera opción sería remover (1) para así poder marcar bien al vocal y el golpe fuerte. En base a esto, también aumentaría el spacing entre 4>5. La segunda opción sería hacer (5,1) un slider completo, para que no se pierda nada de la canción.
  4. 00:51:691 (1) - Mejor terminar el spinner en 00:54:169 - ? Es decir, ahí es donde está el sonido final de la canción.
[Shiro's Hollow]

  1. 00:16:213 (5) - NC here, maybe? In order to avoid unnecessary huge combos and to emphasise the accentuation change in the music.
  2. 00:27:429 (8,1) - 00:27:691 (1,2) - I will let you find out this by yourself, muahahah!
  3. 00:51:952 (1) - The spinner should end where the last beat is at 00:54:169 - .
Call me back in a couple of days woop woop.
Topic Starter
CodeS

Yuii- wrote:

HELLOW.

Requested by ErunamoJAZZ.



[Insane]

  1. 00:51:691 - Unnecessary green line. ups, reduced vol in this one
  2. 00:08:908 (5,6,1) - ¿Puedo recomendarte cambiar estas 3 notas por un slider para que acompañen mejor el factor ritmo-vocal-beat? Ya lo intente, y no me gusta ni Flow ni Ritmo, se que se puede usar de énfasis ya que esta 00:09:169 (6) - no es tan fuerte, pero prefiero que el pattern sea constante y manteniendo al jugador en movimiento que intentar poner énfasis en cada segmento que se pueda solamente porque la voz "se escucha mas fuerte de lo normal", el mapa ya tiene suficiente brincos de modo de énfasis mas adelante.
  3. 00:13:082 (5,1) - Personalmente creo que esto puede ser mejorado. Empecemos por el punto en que el beat audible en 00:13:343 - es casi inaudible y considerando que 00:13:082 (5) - no está siendo TAN marcado (ya que mantiene un ds similar al usado durante el pattern actual) yo haría dos cosas: la primera opción sería remover (1) para así poder marcar bien al vocal y el golpe fuerte. En base a esto, también aumentaría el spacing entre 4>5. La segunda opción sería hacer (5,1) un slider completo, para que no se pierda nada de la canción. Elimine el beat casi no audible y aumente un poco el SV a la nota en 00:13:082 (5) -
  4. 00:51:691 (1) - Mejor terminar el spinner en 00:54:169 - ? Es decir, ahí es donde está el sonido final de la canción. Listo


Call me back in a couple of days woop woop.

Gracias, Ahi te llamo cuando Railgun haya aplicado fixes a su diff.

Updating Shiro's diff too, she is not changing anything besides the Spinner
ErunamoJAZZ

Yuii- wrote:

HELLOW.

Requested by ErunamoJAZZ. :3

[EruJAZZ's Normal]

  1. 00:12:561 (4,5,1) - El ritmo actual puede llegar a ser un tanto complejo para los jugadores nuevos considerando que es una Normal. Para reducir un poco la dificultad y seguís los patrones que usás a lo largo del mapa te voy a recomendar que reemplaces estos 3 por un slider con reverse.
    mm... aunque tienes razón es que es donde más circilos seguidos hay, no creo que sea complicado para un lvl normal especialmente por el bpm que tiene la canción. Por otro lado, la sugerencia del slider no me agrada para nada, porque terminaría en el beat principal del siguiente compas... así que, not changed.
  2. 00:35:256 (5) - Si te das cuenta, y esto lo considero como una preferencia mía, cada cierta cantidad de beats dejás un tick en el medio para dejar un "break" antes de pasar de nota. En lo que respecta, esto no debería ser una excepción, sobre todo considerando que venís mappeando constantemente desde hace bastante. Como el beat audible en 00:35:778 - es el mismo que ignorás de vez en cuando mi recomendación sería que borres el reverse y re-armes el patrón para que no quede como tal.
    Prefiero el slider, hace una especie de transición de la parte con muchas notas, hacia la parte más lenta. Not changed.
^^
Eni

Yuii- wrote:

[Railgun's Hard]

This difficulty needs a lot of improvement, from all points of mapping, blankets, hitsounding, stacks, etc. etc. I'm stating some things in order to improve the map overall but that won't leave it as something perfect, take note!

  1. 00:51:691 - Unnecessary green line. This makes absolutely no difference to the player. I removed it anyway, but why would the ranking criteria have such a thing...
  2. 00:29:778 - 00:30:561 - This Kiai Time and 00:31:865 - 00:32:648 - that one are completely unnecessary and there's no need to do them so. I personally agree with the first Kiai you established but that would cause an inconstency with the other difficulties, so why would you bother for such thing? Changed, although I wish the map had at least 1 kiai.
  3. 00:44:387 - And this Kiai is very random, where did you get it? Done
  4. 00:05:778 (3) - Check stacks, please. Whilst you are stacking some notes, you are omitting other ones, why would you do that? Using a pattern similar to CodeS' here, so no change. I'm omitting others because I'm following a pattern. See 00:13:082 (1,3) -.
  5. 00:10:995 (1,2) - I don't get the point on making an anti-jump here. The music doesn't support it at all nor there's a reason to do so. This will only add an unnecessary difficulty to the map overall that could be perfectly improved by changing this pattern. Additionally, you have to take into account that this is the ONLY section throughout the map in which you do this same thing.
  6. 00:38:126 (3,4,5,6) - 00:42:300 (1,2,3,4) - Sections like these ones could be improved in order to balance this difficulty with the Normal and not make a big gap between them. I'd make these patterns are circles, into something more calmer and cleaner. No change, since I don't see anything wrong with this. IMO it's easier than the other parts of the map.
  7. 00:51:691 (1) - The spinner should end where the last beat is at 00:54:169 - . Very faint but it's there, so done.
PS: Yeah, the claps, as Erunamo stated, are quite random as there are similar beats throughout the song that are being ignored, so that would leave the map into something really badly hitsounded. Where? I follow a pattern, so no change.
Thanks for mod
https://0paste.tk/7751.txt
Eni

ErunamoJAZZ wrote:

[Hard]
  1. 00:08:908 (1) - improve blanket pls. already blanket...
  2. 00:13:082 (1) - not perfect blanket
  3. 00:14:126 (3) - blanket with 00:15:169 (1) - ?
  4. 00:34:995 (1) - improve blanket pls http://puu.sh/jfB15/17f650ba14.jpg
  5. 00:50:126 (6) - what do you think abot a Ctrl+G here?: http://puu.sh/jfB8b/e65908f20f.jpg I tried Ctrl+G but I want to keep it consistent with my other patterns; jump feels like too much here.
  6. 00:19:865 (5) - 00:21:952 (6) - 00:24:039 (3) - 00:27:169 (2) - 00:29:256 (2) - 00:31:343 (2) - claps listen strange imo :/ Replaced with whistles
Thanks for mod
Update https://0paste.tk/7753.txt
Topic Starter
CodeS
Updated
Yuii-
Quick recheck~

[EruJAZZ's Normal]

00:12:039 (2,3,4,5,1) - Sé lo que dije y leí lo que respondiste, peeero es que... giudospsiginsgndis. No sé, yo removería (3) y (5), sobre todo considerando el hecho que estás ignorando bastantes beats en ticks rojos durante todo el mapa.

00:48:039 - ¿Seguro que no vas a agregar nada acá?

[Railgun's Hard]

00:34:995 - The NCs in this parts are rather questionable. For example, NC'ing 00:36:039 (1) - was a bad idea, especially since there's no thing to highlight in here. Same goes to 00:47:517 (1) - .

Try to get more mods! At least 2 more to improve some minor things~

[Insane]

Considerá reducir el HP a "6,5" para que pueda haber una mejor distribución entre las dificultades, especialmente porque la dificultad de Shiro tiene el mismo stat actual.

00:24:300 (4,3) - Raro que estés stackeando estas notas cuando en el anterior y siguiente pattern, no lo hacés. Sé que es algo menor, pero definitivamente puede quedar más limpio!

-------------------------------------------

Call me back after some mods ~
Topic Starter
CodeS

Yuii- wrote:

[Insane]

Considerá reducir el HP a "6,5" para que pueda haber una mejor distribución entre las dificultades, especialmente porque la dificultad de Shiro tiene el mismo stat actual. Hecho

00:24:300 (4,3) - Raro que estés stackeando estas notas cuando en el anterior y siguiente pattern, no lo hacés. Sé que es algo menor, pero definitivamente puede quedar más limpio! uh what?, no tiene absolutamente nada de Malo y sigue el flow, juega bien y mantiene el ritmo. No cambiado

-------------------------------------------
Pereira006
Hi, my name is Pereira006, nice meet you guys orz

[General]

Hitsound:

  1. 00:10:995 - All diff's this whistle should be change to Finish, is really good hear IMO
  2. 00:27:691 - ^ same
  3. 00:44:387 - ^ same
[Inyus' Easy]

Hitsound:

  1. 00:29:256 (2) - missing add whistle, I can see you wanna consistency with other diff's
[EruJazz's Normal]

Gameplay:

  1. 00:05:256 (4) - missing NC, because you keep NC every 1/1, so if you wanna keep consistency, this need NC, not matter you see number are short or whatever
  2. 00:15:952 (3) - (not important, just suggestion) as play, this made me feel little poor, would be good flow if you move to x:24 y:224 exampel this pic http://puu.sh/jAge7/df3847fc61.jpg
[Railgun's Hard]

Gameplay:

just saying, you NC is bit random, i will put only important you need fix NC, they are

  1. 00:16:734 (1) - remove NC
  2. 00:17:256 (3) - NC
  3. 00:18:300 (1) - remove NC
  4. 00:19:343 (3) - NC
  5. 00:20:387 (1) - remove NC
  6. 00:21:430 (5) - NC
  7. 00:22:474 (1) - remove NC
  8. 00:24:561 (1) - remove NC
  9. 00:25:604 (3) - NC
  10. 00:26:648 (1) - remove NC
  11. 00:28:734 (1) - remove NC
  12. 00:30:821 (1) - remove NC
  13. 00:32:908 (1) - remove NC
  14. 00:33:952 (3) - NC
  15. 00:34:995 (1) - remove NC
  16. 00:37:082 (1) - remove NC
  17. 00:38:126 (3) - NC
  18. 00:39:169 (1) - remove NC
  19. 00:43:343 (1) - remove NC
  20. 00:47:517 (1) - remove NC
Everthing this NC are really important to fix, just saying NC is more important follow music or rhythm than put random if jump, stream, etc..., you style NC is just random and very inconsistency

now quality.

  1. 00:14:126 (3) - this blanket with 00:15:169 (1), is poor, should be improve more example this http://puu.sh/jAhxz/808452fe78.jpg
  2. 00:21:952 (2) - in begin, you don't wanna stack with 00:20:648 (6) ? because you do stack almost everthing and this not?
this mapping quality is good expect NC, if you fix everthing NC but if you don't fix everthing NC, pls change you style NC with consistency. just try follow music
[Insane]

Gameplay:

  1. 00:04:734 (5) - just saying, the music is change, no NC ?
[Shiro's Hollow]

Gameplay:

  1. 00:17:256 (9) - isn't should be NC ? you keep nc every 1/1
[]
look good for me
ask me in in-game if you don't understand my english or whatever and I will explain better
good luck
ErunamoJAZZ

Yuii- wrote:

Quick recheck~

[EruJAZZ's Normal]

00:12:039 (2,3,4,5,1) - Sé lo que dije y leí lo que respondiste, peeero es que... giudospsiginsgndis. No sé, yo removería (3) y (5), sobre todo considerando el hecho que estás ignorando bastantes beats en ticks rojos durante todo el mapa. Yuii, sin cambios :P

00:48:039 - ¿Seguro que no vas a agregar nada acá? Por el spread, mejor no, además queda bien ya que va con la voz.

Pereira006 wrote:

Hi, my name is Pereira006, nice meet you guys orz ola pereira o/


[EruJazz's Normal]

Gameplay:

  1. 00:05:256 (4) - missing NC, because you keep NC every 1/1, so if you wanna keep consistency, this need NC, not matter you see number are short or whatever you are right
  2. 00:15:952 (3) - (not important, just suggestion) as play, this made me feel little poor, would be good flow if you move to x:24 y:224 exampel this pic http://puu.sh/jAge7/df3847fc61.jpg mm.. oks
http://puu.sh/jAPDV/fbb94408a3.zip Thanks :)
Topic Starter
CodeS
We are back
ErunamoJAZZ
Welcome o.o7
HappyRocket88

ErunamoJAZZ wrote:

Welcome back.
Pereira006
:OOOOOO
Topic Starter
CodeS
Updated Railgun diff with some fixes to incos / blankets and NC.

Diff it's pretty much ready
HappyRocket88
ErunamoJAZZ is moe


[ General]
  1. Inconsistency in Unicode title and tags with Railgun's Hard.
  2. Please, all diffs must end at the same spot. I guess as Inyuschan ended her diff is fine for the rest of the diffs, which means here 00:54:169 .

    Ranking Criteria wrote:

    Your difficulties should all end at the same spot. Having a fully-mapped Normal/Hard and a half-mapped Easy just looks sloppy/lazy. A full Easy may look boring to you, but not to a player that can't handle the harder difficulties.
[ Inyus' Easy]
  1. Check AiMod. There are some warnings that you should take a look.
[ EruJazz's Normal]
  1. HP -1 Se que esto va en tus preferencias, pero creo que está demasiado alto considerando la diferencia entre la Easy (2) y la Hard(5.8)
[ Railgun's Hard]
IMPORTANT :idea:
  1. Fix your tags and Unicode title.
  2. HP +0.2 only for the sake of not having decimals numbers. In this way you'll have consitency the way the HP increases in the mapset, like this hard (6), Insane (6.5) and Hollow (7).
  3. Thus, what would it be so relevant to set it over 5.8? Same with the OD and the AR, -0.2 does it make any difference by setting them on 7.2 and 6.2 respectively I think it would be better to have rounded numbers but it's just my preference.
[]
SUGGESTIONS
  1. 00:05:517 (2) This circles plays a bit awkward because is directly stacked over the slider's head. It would be better if you'd have unstacked them and place it here 184|352 to improve the readability.
  2. 00:25:604 (1,2) This mini jump is making an uncomfortable flow because you force players to click this object when this 00:25:604 (1) slider's end suggests the note will be next to it. It would flow way better if you'd have done ctrl + G here 00:26:126 (2) as well as you did here 00:44:387 (1,2)
  3. 00:37:082 (3,4) Just a mini visual suggestion here to improve the flow between those two sliders.
  4. 00:51:169 (2) This pattern doesn't flow bad, but I think it would make more sense if you lead players to follow better the spinner by doing ctrl + G on that object.
  5. This spinner MUST end here 00:54:169 as long as the other diffs do
[ Insane]
IMPORTANT :!:
  1. OD. +0.1 cuz why not? 7.4 looks kinda weird imo.
[]
SUGGESTIONS
  1. 00:12:039 (1) Este NC aquí juega un poco raro considerando la manera como manejas el NC en los patrones anteriores. Sería mejor que quitaras el nuevo combo por consistencia.
  2. 00:30:300 (2,3) El flujo de aquí es un poquito raro porque el DS es inconsistente y la próxima nota está indirectamente debajo del slider. Sería mejor que movieras el slider de tal manera que evitaras ese intentional unstack.
  3. 00:38:126 (5,6) Arregla este blanket aquí. Realmente se veo feito estos dos sliders ubicados de esta manera.
[ Shiro's Hollow]
  1. 00:33:952 (1) Remove NC here just as well as you did in the beginning with this pattern 00:15:169 (1,2,3,4,5,6,7,8,9,10,11,12,13,14)
  2. 00:26:387 (4,5,6,7,8) This pattern was rather confused because the distance among them was really inconsistent from 5 -> 6 and the jump pf 6 -> 7. It would be better if you tried out to have a cleaner pattern here.
[]
Call me back _:3_<_
Topic Starter
CodeS

HappyRocket88 wrote:

ErunamoJAZZ is moe


[ General]
  1. Inconsistency in Unicode title and tags with Railgun's Hard.
  2. Please, all diffs must end at the same spot. I guess as Inyuschan ended her diff is fine for the rest of the diffs, which means here 00:54:169 .

    Ranking Criteria wrote:

    Your difficulties should all end at the same spot. Having a fully-mapped Normal/Hard and a half-mapped Easy just looks sloppy/lazy. A full Easy may look boring to you, but not to a player that can't handle the harder difficulties.
Fixed



[ Railgun's Hard]
IMPORTANT :idea:
  1. Fix your tags and Unicode title. Fixed
  2. HP +0.2 only for the sake of not having decimals numbers. In this way you'll have consitency the way the HP increases in the mapset, like this hard (6), Insane (6.5) and Hollow (7).
  3. Thus, what would it be so relevant to set it over 5.8? Same with the OD and the AR, -0.2 does it make any difference by setting them on 7.2 and 6.2 respectively I think it would be better to have rounded numbers but it's just my preference.
[] Already spoke about this Online.


SUGGESTIONS
  1. 00:05:517 (2) This circles plays a bit awkward because is directly stacked over the slider's head. It would be better if you'd have unstacked them and place it here 184|352 to improve the readability. Unstacked looks horrible tho, and not really improves it mostly because the AR, I get your point, but, with this BPM and this AR, a stacked note like this shouldnt be a problem for the target player of this diff
  2. 00:25:604 (1,2) This mini jump is making an uncomfortable flow because you force players to click this object when this 00:25:604 (1) slider's end suggests the note will be next to it. It would flow way better if you'd have done ctrl + G here 00:26:126 (2) as well as you did here 00:44:387 (1,2) Fixed
  3. 00:37:082 (3,4) Just a mini visual suggestion here to improve the flow between those two sliders.
    ^
    Fixed
    Rejected, I feel this looks more boring compared to the current pattern which makes the player be a bit more interactive with the flow, if that makes sense... it makes the player have more movement instead of a boring follow it.
  4. 00:51:169 (2) This pattern doesn't flow bad, but I think it would make more sense if you lead players to follow better the spinner by doing ctrl + G on that object. Done
  5. This spinner MUST end here 00:54:169 as long as the other diffs do Done
[ Insane]
IMPORTANT :!:
  1. OD. +0.1 cuz why not? 7.4 looks kinda weird imo.
[]
SUGGESTIONS
  1. 00:12:039 (1) Este NC aquí juega un poco raro considerando la manera como manejas el NC en los patrones anteriores. Sería mejor que quitaras el nuevo combo por consistencia. Done
  2. 00:30:300 (2,3) El flujo de aquí es un poquito raro porque el DS es inconsistente y la próxima nota está indirectamente debajo del slider. Sería mejor que movieras el slider de tal manera que evitaras ese intentional unstack. No, eso remueve la idea de como quiero que este pattern entero se juegue teniendo un poco de concordancia entre las estrellas anteriores, ademas, es una Insane, no siempre tiene que tener el DS consistente (se tiene que respetar en su mayoria, si, pero se puede usar algo de libertad)
  3. 00:38:126 (5,6) Arregla este blanket aquí. Realmente se veo feito estos dos sliders ubicados de esta manera. Mejorado
[]
Call me back _:3_<_

As a Note, Im taking care of Railgun diff bcs he has been offline for several months now.


Gracias por el mod, me contactare con los demas para que chequen las cosas
Shiro

HappyRocket88 wrote:

[ Shiro's Hollow]
  1. 00:33:952 (1) Remove NC here just as well as you did in the beginning with this pattern 00:15:169 (1,2,3,4,5,6,7,8,9,10,11,12,13,14) good catch
  2. 00:26:387 (4,5,6,7,8) This pattern was rather confused because the distance among them was really inconsistent from 5 -> 6 and the jump pf 6 -> 7. It would be better if you tried out to have a cleaner pattern here.
The spacing follows the singer, so it's not much of a problem. Besides, the large spacing and AR 8.5 make this perfectly readable.
Thanks for the mod!
ErunamoJAZZ
About the HP in my diff... this song is very short, i think its not a issue, but i have not problem, Normal will be HP 4.
BUT!, in this case, I think Easy will be HP 3 too.

Codes, no vale la pena subir todo un archivo para modificar un stat, podrías hacerlo por mi pls?, y gracias :)

[little check to hard]
00:51:169 (2) - This feels very away in relation to patterns before. Do Ctrl+G, then use DS to 1.5, and apply Ctrl+G again pls.
Topic Starter
CodeS
Updated Eru and Shiro's diff
Nyukai
I think I fixed my stuff, should be fine now, the mapper already updated my diff because it was only moving one circle.
HappyRocket88
(ノ・ω・)ノ
Topic Starter
CodeS
Hype Hype
ErunamoJAZZ
yey! thanks n.n
Monstrata
Not much to say really!

[Shiro's Hollow]

* AR 8 fits a lot better than 8.5 I don't think jump distance should justify using a higher AR because there are plenty maps that are both higher bpm and use larger jumps, that play a lot better with AR 8. AR is very closely related with BPM because it determines how dense the screen will be given a certain amount of time. AR 8.5 is too high for 115 BPM :P.


[Insane]

AR 7 or 7.5. This is 115 BPM xP.

[Railgun's Hard]

AR 6.5 or 7. (Depending on how Insane's AR is changed. 7 if Insane is 7.5 etc...)

[EruJazz's Normal]

AR 4 or 4.5. // Same reasons as Easy, because the lower bpm means there are already less objects on the screen per minute. You can use a lower AR. Otherwise AR 5 on a 115 bpm Normal will feel like an AR 6 /6.5 on a 180 bpm Normal due to BPM.

[Inyu's Easy]

AR 2.5 or something. AR 3 is too high imo. I mean, considering that most 180 bpm+ maps use AR 3 for their Easies. A good example being Blue Zenith.

(Personally, i would have gone with 2/4/6/7/8 but ehh, i think these values are good too).
ErunamoJAZZ
Okay. Im agree. 4.5 will be better.

Codes, could you fix it for me?, thanks.
Nyukai
I agree too, I'm ok with AR 2.5 :3
Topic Starter
CodeS
Updated to:

Easy 2.5
Normal 4.5
Hard 6.5
Insane 7.5



Shiro's stays the same on the mapper request
Topic Starter
CodeS
Added Railgun to the tags
Monstrata
Alright, everything looks good to me, Qualified! Good job everyone :D.


Also, Shiro's Hollow looks like a DT pp farmfest xD.
Topic Starter
CodeS
Ayy Lmao.

Here we go

Thanks Monstrata :3
ErunamoJAZZ
Thank you n.n
CSLM
ah lmao
gratz~ ^3^
Shiro

monstrata wrote:

Alright, everything looks good to me, Qualified! Good job everyone :D.


Also, Shiro's Hollow looks like a DT pp farmfest xD.
Don't expect it to give that much pp in DT, it's easy as hell
Zare
"The Childrens That Lurks In The Dark" correct grammar/spelling
"children" is already plural, so don't add an s to it. singular is "child". Also if it's supposed to be plural, don't add an s to "lurks", you only do that for singuar cases.
Correct versions are "The Children That Lurk In The Dark" or "The Child That Lurks In The Dark"

On another note, where is this track from, since it doesn't have a source?
Topic Starter
CodeS
Dude Nice
Natsu
Hasta ahora me doy cuenta que hay otro mapper de C.A. :D , congratz!
Topic Starter
CodeS

Natsu wrote:

Hasta ahora me doy cuenta que hay otro mapper de C.A. :D , congratz!

C.A.?
Natsu

CodeS wrote:

Natsu wrote:

Hasta ahora me doy cuenta que hay otro mapper de C.A. :D , congratz!

C.A.?
centro américa xD
denikec
This was probably the most disturbing thing i've ever played. Good one tho.
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