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Hitoshi Sakimoto - Isekai Ivalice

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emilia

_vanity wrote:

[Emillia's Peninsula]
  1. 00:00:967 (1,2) - Small detail, but if you're going to be doing this, fix the first part of (1) to blanket around the slider end of (2). lz
  2. 00:02:473 (6) - Trying moving this, so that it lines up with 00:01:971 (4,5) nicely. ^
  3. 00:11:678 (3,4) - The flow between both of these is a little harsh. Tilting (3) more toward the right can improve this. kick played as hitcircle*
  4. 00:29:084 (1,2) - Stack these. why
  5. 00:35:778 (5,6) - This doesn't have very good flow. (6) shouldn't be placed so far away, considering its rhythm gap. Placing this somewhere near x: 248 y: 324 might be better. *
  6. 00:30:925 (7,1) - Fix your spacing. Check your spacing for the rest of the map. *
bless up no change
Topic Starter
Izzywing

_vanity wrote:

M4M from #modreqs.
[Normal]
  1. 00:24:064 (3,4,1) - This might cause some reading issues for newer players. Overlaps and stacks don't work very well in this case, even though you are using proper distance spacing. Trying moving (1) away from the slider end of (3). Fair point, but I believe this to be fine. Had my scrubby friend playtest it and he could read it, so I don't see why a typical Normal player couldn't.
[Hard]
  1. 00:10:507 (4,1) - Create a stack? Stacking this would break the structure of the pattern.
  2. 00:14:524 (4,5) - Try replacing both of these with a 1/2 slider. Why o_o
  3. 00:28:583 (6,7) - ^ Again, not sure why :/
  4. 00:37:118 (1,3) - For the sake of readability, avoid stacking sliders like this. It's a hard, I expect players of this skill level to be able to read this pattern.
[Insane]
  1. 00:04:817 (4) - You can try moving this somewhere towards the left, instead stacking it over the head of 00:03:980. prefer how it is now, it's pretty readable
  2. 00:06:323 (4,5) - Stack these? They are intentionally unstacked to differentiate them from triplets to make the map more readable
  3. 00:08:164 (2,3,4,5,6) - This pattern has a very awkward flow. Perhaps do something that doesn't overlap as dramatically. It's linear flow combined with anti-flow for emphasis, and it's a readable pattern with this AR. unchanged.
  4. 00:23:980 (5,1) - You could probably make this a bit neater. how? it's the same DS lol
  5. 00:24:900 (6) - Try bringing this down to the right a bit. Good idea, fixed this pattern up a bit.
  6. 00:34:523 (2,3) - This can also be a lot more neat. Same DS so it can't really be any neater unless I make it straight up, which looks bad
  7. 00:36:615 (4,5) - Stack for better emphasis. It's pretty much stacked at is, making it a perfect stack doesnt really emphasize this any more than it does now
  8. 00:38:958 (4,1) - This is quite a sharp movement. Try placing this slider a bit higher. Flows fine and moving this breaks structure
  9. 00:42:473 (2,3,1) - Another triple that could use some work. It helps to construct this type of pattern horizontally, then rotate it however you want with the rotate tool, that way things line up pretty nicely. Fixed this one
  10. 00:54:524 (2,3) - Stack these. Same as before.
Thanks for the mod, I know I rejected a lot but I hope my reasons made sense.
Zeonive
nice map, just a quick note about the hitsounds: claps are hitsounds that should be placed on the off-beat and not everywhere (?) even if the instrumentals kinda sounds like a clap it's still confusing to play with those hitsounds
Topic Starter
Izzywing

IntranetzFan01 wrote:

nice map, just a quick note about the hitsounds: claps are hitsounds that should be placed on the off-beat and not everywhere (?) even if the instrumentals kinda sounds like a clap it's still confusing to play with those hitsounds
Thanks! About hitsounds, there aren't really like obvious claps in this song like there are in other songs (like a typical 1/4 map with claps in th 2nd and 4th white tick) so I did something different here and put a softer clap hitsound everytime there is a clap in the music. It's not everywhere (altho it does feel like that in the lower diffs cos most of the mapped notes happen to fall on claps), but it's more obvious in the higher diffs that there aren't claps on every note.

this map definitely sounds worse with custom hitsounds off lol
intiaz
ok this map is short thank god

Emelia's Peninsula:
00:02:389 - straight this circle a little more
00:29:084 - have this touch the following slider
00:30:925 - replace this by making this slider with a reverse arrow

Insane:
00:06:322 - let this touch the following slider
00:14:356 - ^
00:22:389 - ^
00:34:523 - straighten 2 and 3 up a bit a little more

Hard:
nothing wrong with this one c:

Normal:
00:02:305 - try not to do stacks in a normal diff
00:03:812 - ^
00:07:828 - ^
00:10:339 - ^
00:12:347 - ^
00:30:423 - ^
00:33:937 - ^
00:36:950 - ^
00:37:954 - ^
00:42:473 - ^
00:44:481 - ^
00:46:490 - ^
00:47:996 - ^
00:54:523 - ^
00:56:029 - ^
00:58:540 - ^ (wow, the stacks were pretty much the only thing wrong with this diff o_o)

Easy:
nothing wrong with this one either, nice job!

and that's it! this mod will either be helpful or garbage! 8-)
Topic Starter
Izzywing

Nyantiaz wrote:

ok this map is short thank god

Insane:
00:06:322 - let this touch the following slider
00:14:356 - ^
00:22:389 - ^
You mean stack them? Nah, I didn't because I wanted there to be an obvious difference between triplets and 1/2 stacks to make the map more readable
00:34:523 - straighten 2 and 3 up a bit a little more they are straight, the distance between them is exactly the same, I didn't want them going straight up

Hard:
nothing wrong with this one c:

and that's it! this mod will either be helpful or garbage! 8-)
No changes on Normal because stacks are fine

Thanks for the check :)
Zero__wind
M4M from my queue, sorry for the delay

Red: unrankable issues
Purple: highly recommend to fix

General
try swapping your combo color 3 and 4, so that the two blue colors can be seperated
preview point unsnapped, reset it to 16950 in all diffs

Easy
00:17:033 (1,1) - this can be confusing in an Easy diff, recommended to rework this pattern to ged rid of the stack
00:27:076 (1,1) - you probably want them stacked

Normal
00:42:641 (3) - should clap on all 3 beats I guess
00:52:515 - personally, I'd like to see a circle here to build a better rhythm

Hard
00:03:980 (3,1) - can have a blanket here
00:21:051 (1,2,3) - maybe it's only me but this pattern doesn't look so neat
00:38:122 (3) - recommended to move out a little bit instead of completely stacking with 00:37:118 (1) - considering this is only a Hard diff
00:42:808 (5,6) - missing clap?

Insane
00:28:917 (4) - doesn't flow really good here, maybe move to the left, or move up, like 00:29:419 (2) -
00:36:280 (2) - minor, but I think moving it to (276,32) will make the pattern flow more naturally
00:42:640 (1,2) - how come on 1/4? they should be 1/3 beats just like the other parts

Emillia's Peninsula
00:02:975 (1,2) - maybe a blanket here?
00:06:824 (1) - leaving a downbeat on a slider end feels weird, maybe use triple instead?
00:24:230 (7,9) - maybe blanket
00:27:410 (2) - moving it left to around (196,148) should make 00:27:075 (1,2,3,4) - flow better imo
00:30:925 (7,1) - I'm afraid this jump is too big compared with the other patterns
not much to mention, just some 1/6 jumps seems too big

that's all for me
good luck
Topic Starter
Izzywing

Zero__wind wrote:

M4M from my queue, sorry for the delay

Red: unrankable issues
Purple: highly recommend to fix

General
try swapping your combo color 3 and 4, so that the two blue colors can be seperated Fixed
preview point unsnapped, reset it to 16950 in all diffs Fixed, but I don't think unsnapped preview point is unrankable

Easy
00:17:033 (1,1) - this can be confusing in an Easy diff, recommended to rework this pattern to ged rid of the stack There is plenty of time for the player to react, the stack doesn't really affect the readability here
00:27:076 (1,1) - you probably want them stacked Fixed, thanks

Normal
00:42:641 (3) - should clap on all 3 beats I guess Fixed
00:52:515 - personally, I'd like to see a circle here to build a better rhythm I had nerfed this earlier, but yeah you're right. Fixed.

Hard
00:03:980 (3,1) - can have a blanket here Sure
00:21:051 (1,2,3) - maybe it's only me but this pattern doesn't look so neat Its the same slider rotated 120 degrees overlapped with itself. It can't be any neater.
00:38:122 (3) - recommended to move out a little bit instead of completely stacking with 00:37:118 (1) - considering this is only a Hard diff You aren't first to say this so done.
00:42:808 (5,6) - missing clap? Yes

Insane
00:28:917 (4) - doesn't flow really good here, maybe move to the left, or move up, like 00:29:419 (2) - Adjusted I didn't move it near 2 because 2 has a clap so the spacing is big, 4 does not have a clap so the spacing is smaller
00:36:280 (2) - minor, but I think moving it to (276,32) will make the pattern flow more naturally Done
00:42:640 (1,2) - how come on 1/4? they should be 1/3 beats just like the other parts No, I am following the main melody here, if you listen closely the main melody is in 1/4, mapping it to 1/3 would follow the drums but this particular section of the map you can tell that I"m following the flute (i think its flute lol) so 1/3 wouldn't make sense


that's all for me
good luck
Thanks for the mod :)
Okoayu
Unsnapped preview points are not unrankable in in most cases more useful than acurrately snapped ones
are you sure you don't want yeahyeahyeahhh combocolors they look so similar LOL
may i note that i find the name Hobbes2 weird, like "yeah im the 2nd guy who had this idea" or something

lool
[Colours]
Combo1 : 17,254,176
Combo2 : 173,255,95
Combo3 : 255,88,100
Combo4 : 255,94,55

[estellia-]
00:06:322 (5) - doesnt seem to have supporting drumroll or melodic triple so a different rhythm would fit better?
00:11:845 (4,5) - i think this should have more spacing to highlight 5 further
00:20:464 - i believe this is the first time you leave this kind of thing out, is that on purpose?
wait 00:28:079 (5,6) - nvm idk what's going on
00:27:075 (1,2,3,4) - after doing 00:19:042 (1,2,3,4,5,6,7) - this seems kinda odd because the pattern is used for the same kind of thing but one instance
00:36:448 - i feel like this worth mapping out at the very least because the melody is so
00:31:427 (3,4) - this looks like it's left over from fixing mods or something you never do anything similar to this in the rest of the map lol
00:42:975 (7) - is this supposed to follow melody? i think then it'd need to do something dumb like http://puu.sh/r5zeM/4edfbc685f.jpg
00:48:331 (7) - mapping this out feels not really representative i suggest making 00:48:163 (6,7) - just a slider because that could feel more accurate

[insane]
00:42:640 (1,2) - should be sth like http://puu.sh/r5A2R/bb652ecfda.jpg if you want a more passive rhythm http://puu.sh/r5A9L/2a24dc49f6.jpg could work
i think this map's only problem is that it mixes layers of the song into circle only patterns to a point where some of them don't really feeel representive
00:08:164 (2) - 00:08:666 (5,6) - 00:16:197 (2,5,6) - 00:32:432 (3,5,6) - don't follow main rhtyhtm the same way 00:11:008 (1,2,3,4,5,6) - all do because you mix the melody and the drum layer together into circles so that some feel like you're clicking to the drums mainly and at other times it's just like yeah im clicking ~something~
your kiai does a great job at following mainly the melody incomparison to that
00:01:469 (3) - 00:05:486 (3) - 00:09:503 (3,1) - 00:17:033 (1,2) - and what ever i missed are the places i kinda find underwhelming, would refer to 00:57:202 (1,2,1) - for rhythm

[hard]
basically suffering a bit from the same problem if you agree with changing the thing in insane it would be worth to visit
00:01:804 (2) - 00:05:821 (2) - 00:20:716 (7,8) - 00:28:750 (7,8) - and such

[normal]
00:18:373 (2,3) - i feel like these could be consistent with 00:02:306 (2,3) -
00:22:389 - why is this missing, it's actually offputting that it is
00:23:895 - same
00:24:064 (3,1) - would unstack since not showing that the slider has a head can potentially throw people off

[easy]
00:02:474 (3) - the way you use these seems really inconsequent like why do 00:22:557 (2,2) - get 2 and the next thing just one ?
other than that it's probably as straightforward of a diff as it can get

not really sure if you want to mod back for this but the song is p cool so here's that
Topic Starter
Izzywing

Okorin wrote:

Unsnapped preview points are not unrankable in in most cases more useful than acurrately snapped ones Yeah I remember seeing like charles445 saying this somewhere which is why I remember it lol
are you sure you don't want yeahyeahyeahhh combocolors they look so similar LOL lol I'm trash at combo colors because I'm color blind, I'll take a look at yours and use them if they're good
may i note that i find the name Hobbes2 weird, like "yeah im the 2nd guy who had this idea" or something I have the story on my userpage, basically I used to go on this place called Pokemon Online, and I wanted 'Hobbes' but it was taken. So I used Hobbes1 instead for a few months before I forgot the password, and rebranded myself as Hobbes2. I've used the name since.

lool
[Colours]
Combo1 : 17,254,176
Combo2 : 173,255,95
Combo3 : 255,88,100
Combo4 : 255,94,55

Might be biased by my inability to see color like a normal human, but these are harder to see on the BG than the ones I'm using right now so I'll keep them.

[insane]
00:42:640 (1,2) - should be sth like http://puu.sh/r5A2R/bb652ecfda.jpg if you want a more passive rhythm http://puu.sh/r5A9L/2a24dc49f6.jpg could workI love you so much for this suggestion omg

i think this map's only problem is that it mixes layers of the song into circle only patterns to a point where some of them don't really feeel representive

00:08:164 (2) - 00:08:666 (5,6) - 00:16:197 (2,5,6) - 00:32:432 (3,5,6) - don't follow main rhtyhtm the same way 00:11:008 (1,2,3,4,5,6) - all do because you mix the melody and the drum layer together into circles so that some feel like you're clicking to the drums mainly and at other times it's just like yeah im clicking ~something~

your kiai does a great job at following mainly the melody incomparison to that
00:01:469 (3) - 00:05:486 (3) - 00:09:503 (3,1) - 00:17:033 (1,2) - and what ever i missed are the places i kinda find underwhelming, would refer to 00:57:202 (1,2,1) - for rhythm

Fixed everything, we discussed a bit in irc regarding some clarifications on what Okorin meant, extremely extremely helpful mod.

[hard]
basically suffering a bit from the same problem if you agree with changing the thing in insane it would be worth to visit
00:01:804 (2) - 00:05:821 (2) - 00:20:716 (7,8) - 00:28:750 (7,8) - and such

Done.

[normal]
00:18:373 (2,3) - i feel like these could be consistent with 00:02:306 (2,3) - Done!
00:22:389 - why is this missing, it's actually offputting that it is
00:23:895 - same Fixed both of these
00:24:064 (3,1) - would unstack since not showing that the slider has a head can potentially throw people off YOu aren't the first to say this, fixed

[easy]
00:02:474 (3) - the way you use these seems really inconsequent like why do 00:22:557 (2,2) - get 2 and the next thing just one ?
other than that it's probably as straightforward of a diff as it can get

Kinda confused here, I'll try to clarify with this you later.

Okay, so regarding this concern, I think it's fine (it might not be, but here's what I think)

I basically used 2/3 whenever I felt it either matched the main melody or when the drums were very active, which you'll notice, Also, if in cases that you point out as questionable, I tried to be consistent accross the measures; so like 00:21:051 (1,2,1,2) have the same rhythm, and then it switches on 00:25:068 (1,2) - with the following being all hit circles due to the intensity of the main melody there.

I removed the 2/3 slider at 00:38:623 (2) - because it wasn't consistent. I also removed the one at 00:46:657 (2) - for the same reason. Should be better now.


not really sure if you want to mod back for this but the song is p cool so here's that
Don't worry, I'll mod back :P
CaffeAmericano
Emilia

  • 00:14:523 (5,6,7,1,2,3) - Not a big fan of difficulty spike here. It seems inconsistent with similar sound at 00:06:824 (1,2,3,4) -. I guess jump DS is similar, but clicking density is. I think it fits the music well, but consider making difficulty similar :3

    00:27:075 - I think drum beat here is similar to above, and music is more intense. However, because of lower clicking density, this feels much easier than 00:14:523 (5,6,7,1,2,3) -. I know you are following different instrument… but doesn’t feel right to me ><

    00:17:033 (1) - I wish the sound at 00:17:033 (1) - was given more emphasis. I think you made it stand out pretty well, but this sound is like no other sound in first 16 second of the song.

    00:33:100 (1) - ^

    00:19:042 (1,2,3,4,5,6) - I’m not sure what sound you’re following here. Regardless, I think the brass (?) instrument at 00:19:544 (4,5,6) - are distinctive, so maybe they should be more distinguishable from 00:19:042 (1,2,3) - . NC with flow break would be my suggestion

    00:45:151 (1) - I love this emphasis

    I’m bit grumpy that some of the jumps before the kiai seem to take emphasis away from the most intense part of the music, but maybe I’m missing your intention :3 I think this diff is very well done.

Insane

  • 00:11:177 (2,5) - Reducing the overlapping surface area will be visually more consistent with 00:11:344 (3,6) - 00:11:008 (1,4) - . I think it would be even better to make 00:11:344 (3,6) - 00:11:008 (1,4) - overlap more :3

    00:24:063 (1,1) - Nazi in me doesn’t like ( http://puu.sh/r6FOd/737f4953cf.jpg)
Hard

  • 00:24:900 (5,1) - Nazi here, but your intention here isn’t clear to me. Consider moving 00:25:068 (1) - lower to make it more distinct or higher (so 00:24:900 (5,1) - both have same y coordinate).

    00:37:118 (1,3) - Consider making same shape and stacking perfectly or making them more distinct by reducing overlapping area. I personally think you should do the latter :3
Normal

  • 00:18:373 (2,3) - stacked, 00:50:507 (2,3) - not stacked. Same sound xD
That's it from my end. I didn't find anything on easy. Good luck >xD
Topic Starter
Izzywing

CaffeAmericano wrote:

Insane

  • 00:11:177 (2,5) - Reducing the overlapping surface area will be visually more consistent with 00:11:344 (3,6) - 00:11:008 (1,4) - . I think it would be even better to make 00:11:344 (3,6) - 00:11:008 (1,4) - overlap more :3

    00:24:063 (1,1) - Nazi in me doesn’t like ( http://puu.sh/r6FOd/737f4953cf.jpg)
Hard

  • 00:24:900 (5,1) - Nazi here, but your intention here isn’t clear to me. Consider moving 00:25:068 (1) - lower to make it more distinct or higher (so 00:24:900 (5,1) - both have same y coordinate).

    00:37:118 (1,3) - Consider making same shape and stacking perfectly or making them more distinct by reducing overlapping area. I personally think you should do the latter :3
Normal

  • 00:18:373 (2,3) - stacked, 00:50:507 (2,3) - not stacked. Same sound xD
Meh, this feels more like nazi consistency as opposed to something that absolutely needs to be consistent, and I quite like the pattern that the one at 50 seconds makes so unchanged :P

That's it from my end. I didn't find anything on easy. Good luck >xD
No response = fixed. Thanks for the mod and star :)
Stamby
Hi, mod as requested!

General

Very good maps overall, I couldn't find many issues :P

00:59:210 (1) - I would make this spinner start on 01:01:218 - and map the part between those times

Easy

00:13:018 (1,2) - I suggest making these shapes more "open" for a better flow

00:15:026 (1) - Find another shape for this slider that's not the same used on 00:11:009 (1)

00:21:051 (1) - Curve and/or make it diagonal for a more varied look

00:35:109 (1) - Move the red dot more to the centre of this slider

00:41:135 (1) - Try moving this slider on another spot that isn't the same as for 00:37:117 (1)

00:45:152 (1) - Same as earlier with the red dot in the middle

Normal

Why is the AR 4.2 and not 4? ;P

00:04:984 (1) - Make it slightly less curved for a better flow

00:13:018 (1,2) - Same as above, also change the shape on 00:13:520 (2) - for more variety in the map

00:14:022 (3) - I think a straight shape on this slider would look nicer

00:17:034 (1) - Move the red dot more on the middle for better aesthetics. Same for 00:27:076 (1) - and 00:27:578 (2) -

00:39:126 (1,2,3,4) - Change the pattern so it doesn't repeat the one on 00:35:110 (1,2,3,4) -.

Hard

I would lower the AR on this diff so that more items can be seen while it's playing, it would also account for the difficulty spread. Try AR 7

00:01:971 (1) - Remove NC bc not downbeat

00:02:305 - Personally I would add a double at the end of this slider and remove 00:02:474 (2) to match the song more accurately

00:18:540 - Add a note here

00:19:712 (4) - Change this slider for a triple (3 circles) or a small slider with a reverse arrow as in this picture: https://osu.ppy.sh/ss/6073385. Adjust spacing when it's done

00:21:050 (1,2,3) - Adjust the shapes on this pattern so it doesn't overlap the slider ends for the sliders in between

00:38:122 (3) - Try to move this slider on another spot that's not the same as in 00:37:118 (1) for more variety in the map

00:42:473 - Similarly as earlier, add two circles at the end of the slider, then remove 00:42:641 (4)

00:54:607 - Add a circle here

Insane

I suggest to delete the NCs that aren't set on the downbeats as in 00:07:996 (1) - 00:12:014 (1) - 00:16:029 (1) - and on

00:09:502 (2) - Flip upside down for a more varied pattern

00:12:014 (1,2,3) - This pattern can be misleading since I would think I have to click 00:12:516 (3) right after 00:12:014 (1) while it's not like that. Try moving 00:12:516 (3) on another place

00:15:361 (3) - Move this note to another spot that's not the same as in 00:15:026 (1) -. It could look like this: https://osu.ppy.sh/ss/6073591

00:19:210 (2,3,4,5,6) - Try remapping this part with a less repetitive appearance. Same counts for 00:30:424 (2,3,4) -, 00:31:093 (1,2,3) -, 00:43:310 (2,3,4,5) - and 00:51:177 (1,2,3,4,5,6) -. Avoid going too often on the same spots.

00:59:209 (1) - Stacked note feels hard to predict. Move it around the part that's shown in this pic: https://osu.ppy.sh/ss/6073636



That's all for this mod. Good luck ranking it :D

Cya

PS: Sorry that I forgot to review the GD kek (I think it's rankable, though)
Topic Starter
Izzywing

Stamby wrote:

Hi, mod as requested!

General

Very good maps overall, I couldn't find many issues :P That's good to hear :)

00:59:210 (1) - I would make this spinner start on 01:01:218 - and map the part between those times Nah, I prefer on my diffs where I start the spinner, so that it covers a measure

Easy

00:13:018 (1,2) - I suggest making these shapes more "open" for a better flow Not sure what you mean but I made an adjustment.

00:15:026 (1) - Find another shape for this slider that's not the same used on 00:11:009 (1) Gave it a very slight curve

00:21:051 (1) - Curve and/or make it diagonal for a more varied look Nah I want it parallel with 00:23:060 (1) - and I don't want to tilt this shape

00:35:109 (1) - Move the red dot more to the centre of this slider Since the song is 1/3, I put the elbow 1/3 off the way into the slider

00:41:135 (1) - Try moving this slider on another spot that isn't the same as for 00:37:117 (1) It's not in the same spot but its in general vicinity which is OK I think.

00:45:152 (1) - Same as earlier with the red dot in the middle I meant to have that elbow 2/3 through the slider but I goofed, fixed, so just not in the way you meant it :P


Normal

Why is the AR 4.2 and not 4? ;P The industry standard is 4, but this diff is a bit more dense than a typical normal due to to curve requirements, so the AR is slightly higher to compensate

00:04:984 (1) - Make it slightly less curved for a better flow Sure

00:13:018 (1,2) - Same as above, also change the shape on 00:13:520 (2) - for more variety in the map These two are okay, the are intentionally patterned like big humps and the flow is fine.

00:14:022 (3) - I think a straight shape on this slider would look nicer I disagree

00:17:034 (1) - Move the red dot more on the middle for better aesthetics. Same for 00:27:076 (1) - and 00:27:578 (2) - As before, I wanted these sliders' bends to be 1/3 or 2/3 the way through the slider to match the song. Consider it style if you want :P

00:39:126 (1,2,3,4) - Change the pattern so it doesn't repeat the one on 00:35:110 (1,2,3,4) -. Good idea, changed it up a bit.

Hard

I would lower the AR on this diff so that more items can be seen while it's playing, it would also account for the difficulty spread. Try AR 7 It used to be 7 but I changed to 7.5 after feedback from playtesting, both my own and from friends. I think the spread is fine even with the ARs, and that's just due to my rhythm selection for these diffs (opting to go for 3x, even 4x single tappiing in the Hard, etc)

00:01:971 (1) - Remove NC bc not downbeat Fixed

00:02:305 - Personally I would add a double at the end of this slider and remove 00:02:474 (2) to match the song more accurately I didn't want triplets this early in the map

00:18:540 - Add a note here Great idea, fixed

00:19:712 (4) - Change this slider for a triple (3 circles) or a small slider with a reverse arrow as in this picture: https://osu.ppy.sh/ss/6073385. Adjust spacing when it's done I value mapping to the powerful main claps here over mapping triplets in this section, which you notice throughout the kiai

00:21:050 (1,2,3) - Adjust the shapes on this pattern so it doesn't overlap the slider ends for the sliders in between I expect a Hard player to be able to read this.

00:38:122 (3) - Try to move this slider on another spot that's not the same as in 00:37:118 (1) for more variety in the map That's just the pattern, it's intentional

00:42:473 - Similarly as earlier, add two circles at the end of the slider, then remove 00:42:641 (4) I really considered this change, but just playing the map with the change I don't really think it's better than what I had before so I'll just keep what I had before.

00:54:607 - Add a circle here There's no sound there.

Insane

I suggest to delete the NCs that aren't set on the downbeats as in 00:07:996 (1) - 00:12:014 (1) - 00:16:029 (1) - and on Fixed the consistency of my combos, I want 2 per downbeat because otherwise the combos would stretch too long, and also I like the clap patterns being their own combo and this does that well.

00:09:502 (2) - Flip upside down for a more varied pattern I actually think not flipping it upside makes it more varied of a pattern because flipping up side down is what you would usually do

00:12:014 (1,2,3) - This pattern can be misleading since I would think I have to click 00:12:516 (3) right after 00:12:014 (1) while it's not like that. Try moving 00:12:516 (3) on another place Nobody had trouble reading this when playtesting so I think it's ok :P

00:15:361 (3) - Move this note to another spot that's not the same as in 00:15:026 (1) -. It could look like this: https://osu.ppy.sh/ss/6073591 Why? I guess your solution isn't bad but my implementation isn't bad either

00:19:210 (2,3,4,5,6) - Try remapping this part with a less repetitive appearance. Same counts for 00:30:424 (2,3,4) -, 00:31:093 (1,2,3) -, 00:43:310 (2,3,4,5) - and 00:51:177 (1,2,3,4,5,6) -. Avoid going too often on the same spots. But like...why? That's kinda one of the repeating patterns of the map; stacking and overlapping, so if I remapped this it would be changing the map drastically.

00:59:209 (1) - Stacked note feels hard to predict. Move it around the part that's shown in this pic: https://osu.ppy.sh/ss/6073636 Meh, it's an Insane; I expect players to be able to read this kinda stuff. Also the stack is for emphasis as it's the last note, but it's softer so spacing it out doesn't really fit.


That's all for this mod. Good luck ranking it :D

Cya

PS: Sorry that I forgot to review the GD kek (I think it's rankable, though)
Thanks so much for the mod :)

EDIT - cleaned up some aesthetics on my own by adding slight curves to some of the sliders in the Insane to give the map a more consistent feel in terms of visuals.
Plaudible
bubble when

okarin senpai
Topic Starter
Izzywing

Plaudible wrote:

bubble when

okarin senpai
gotta make sure the mapset is perfecto before that has a chance of happening :^)

thanks for the stars, man, appreciate it a lot

EDIT - more aesthetics changes from self-modding throughout the set. I think my diffs are ready now.
emilia
sry im too lazy to respond to mods but i accepted a lot of things
osu file format v14

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AudioLeadIn: 0
PreviewTime: 16908
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
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LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
DistanceSpacing: 0.5
BeatDivisor: 6
GridSize: 4
TimelineZoom: 1

[Metadata]
Title:Isekai Ivariisu
TitleUnicode:異世界イヴァリース
Artist:Hitoshi Sakimoto
ArtistUnicode:崎元 仁
Creator:Hobbes2
Version:Emillia's Peninsula
Source:ファイナルファンタジータクティクスアドバンス
Tags:Different World Ivalice Final Fantasy Tactics Advance Fainaru Fantajii Takutikusu Adobansu SQUARE ENIX スクウェア・エニックス Soundtrack overworld theme game boy map [ Emillia ]
BeatmapID:1067478
BeatmapSetID:500371

[Difficulty]
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CircleSize:3.8
OverallDifficulty:8
ApproachRate:9
SliderMultiplier:2.59999990463257
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256,192,60213,12,0,65234,0:0:0:0:

Bakari wrote:

omf hi bakari a cute
[Peninsula]
  1. 00:25:067 (1,2) - minor - feels a bit out of your patterning as you don't normally use these overlaps. Probably you should move (2) up a bit. nah, there are these: 00:00:967 (1,2) - 00:01:971 (4,6) - 00:04:481 (4,1) - 00:07:494 (5,8) - 00:12:013 (5,7) - 00:13:017 (1,2) - 00:15:527 (4,6) - , something more obvious would be like 00:21:050 (1,2) - , so i'm keeping this

    Simple, yet pretty neat.
ty ;w;

CaffeAmericano wrote:

Emilia

  • 00:14:523 (5,6,7,1,2,3) - Not a big fan of difficulty spike here. It seems inconsistent with similar sound at 00:06:824 (1,2,3,4) -. I guess jump DS is similar, but clicking density is. I think it fits the music well, but consider making difficulty similar :3 i think i tried to fix this, good suggestion tbh

    00:27:075 - I think drum beat here is similar to above, and music is more intense. However, because of lower clicking density, this feels much easier than 00:14:523 (5,6,7,1,2,3) -. I know you are following different instrument… but doesn’t feel right to me >< yea fix in prev mod ty

    00:17:033 (1) - I wish the sound at 00:17:033 (1) - was given more emphasis. I think you made it stand out pretty well, but this sound is like no other sound in first 16 second of the song. well idk if i'm not given a suggestion i can't really think of something to emphasise it better other than changing the slider shape

    00:33:100 (1) - ^ ^

    00:19:042 (1,2,3,4,5,6) - I’m not sure what sound you’re following here. Regardless, I think the brass (?) instrument at 00:19:544 (4,5,6) - are distinctive, so maybe they should be more distinguishable from 00:19:042 (1,2,3) - . NC with flow break would be my suggestion yea fixed in my own way, it didnt use to be like that though, so nice catch!

    00:45:151 (1) - I love this emphasis perhaps its the hitsounds, mb i'll get hobbes to check

    I’m bit grumpy that some of the jumps before the kiai seem to take emphasis away from the most intense part of the music, but maybe I’m missing your intention :3 I think this diff is very well done. totally see where you're coming from, i might just make the jumps at the kiai more intense then, ty for good mod!

Okorin wrote:

[estellia-]
00:06:322 (5) - doesnt seem to have supporting drumroll or melodic triple so a different rhythm would fit better? ok
00:11:845 (4,5) - i think this should have more spacing to highlight 5 further ok
00:20:464 - i believe this is the first time you leave this kind of thing out, is that on purpose?
wait 00:28:079 (5,6) - nvm idk what's going on uhh?
00:27:075 (1,2,3,4) - after doing 00:19:042 (1,2,3,4,5,6,7) - this seems kinda odd because the pattern is used for the same kind of thing but one instance
00:36:448 - i feel like this worth mapping out at the very least because the melody is so ok
00:31:427 (3,4) - this looks like it's left over from fixing mods or something you never do anything similar to this in the rest of the map lol ok
00:42:975 (7) - is this supposed to follow melody? i think then it'd need to do something dumb like http://puu.sh/r5zeM/4edfbc685f.jpg no i like what i have
00:48:331 (7) - mapping this out feels not really representative i suggest making 00:48:163 (6,7) - just a slider because that could feel more accurate no, not representative of music imo

Nyantiaz wrote:

Emelia's Peninsula:
00:02:389 - straight this circle a little more the distance is the same, doesn't matter to me
00:29:084 - have this touch the following slider its touching, stacking is pointless
00:30:925 - replace this by making this slider with a reverse arrow prefer this

Zero__wind wrote:

Emillia's Peninsula
00:02:975 (1,2) - maybe a blanket here? how do u blanket a straight slider with a circle ???
00:06:824 (1) - leaving a downbeat on a slider end feels weird, maybe use triple instead? broken to kick and hitcircle
00:24:230 (7,9) - maybe blanket no, looks odd to me, and blanket is needless
00:27:410 (2) - moving it left to around (196,148) should make 00:27:075 (1,2,3,4) - flow better imo fixed my own way
00:30:925 (7,1) - I'm afraid this jump is too big compared with the other patterns tried to adjust
not much to mention, just some 1/6 jumps seems too big singletap bpm is actually just ~89
ffs
Topic Starter
Izzywing
fixing hitsounds then updating. Thanks!
riffy
Oh, look, that Bakari dude isn't actually dead yet.

Back to my old modding template because I'm short of time.

[General]
  1. The game is often shortened to "FFTA", perhaps we could use it as a tag.
[Easy]
  1. I am not exactly sure of 1/3 gaps after sliders as the 1/3 beats in general are somewhat complex it can be very tricky for bginners.
  2. 00:16:531 (2,1) - minor - the flow here feels really weird, even though beginners don't really rely on flow making things more intuitively-playable is always a good idea. try this
  3. 00:35:109 (1) - snapping this to 1/6 doesn't seem like a good idea at all.Just make it a regular 1/1 slider, it should sound a lot better and feel way more playable.

    I am not entirely sure on how I feel about the 1/3 beats in a difficulty called Easy, apart from that it was neat.
[Normal]
  1. Approch Rate 5 seems to fit somewhat better. I guess it just makes the whole 1/3 patterns thingy feel less agressive and more readable. Give it a try and see what it does!
[Hard]
  1. 00:37:118 (1,3) - minor - try unstacking these, as this would actually help to make this pattern more readable.

    Impressive!
[Insane]
  1. 00:09:502 (2,1) - the stack here feels a bit forced, I'd rather unstack these two and place a jump in-between.
    Note: 00:13:520 (2,1) - 00:17:536 (2,1) - 00:48:665 (8,1) - same here and so on. I just feel like giving these patterns more movement is a good idea.
  2. 00:33:100 (1) - minor - as the sliders following this one do not use any extreme curves you might wanna make this one straight as well.

    Not much to comment on, well-though.
[Peninsula]
  1. 00:25:067 (1,2) - minor - feels a bit out of your patterning as you don't normally use these overlaps. Probably you should move (2) up a bit.

    Simple, yet pretty neat.
The only thing that bothers me is the E/N gap and the way these diffs are mapped. I would probably recommend to simplify Easy and add an in-between diff, or make Easy harder, rename it to Normal and then call Normal an Advanced. So, the way difficulties are played matches with their naming a lot better. Apart from that there really aren't too many things to mention, awesome job!

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~`

Best of luck!
Topic Starter
Izzywing

Bakari wrote:

Oh, look, that Bakari dude isn't actually dead yet.

Back to my old modding template because I'm short of time.

[General]
  1. The game is often shortened to "FFTA", perhaps we could use it as a tag. Great point.
[Easy]
  1. I am not exactly sure of 1/3 gaps after sliders as the 1/3 beats in general are somewhat complex it can be very tricky for bginners. Hm, fair point, but I do think this is fine. Aside from the fact that it's necessary for the curve imo, 1/3 gaps aren't too weird, and after the first one I think the rhythm becomes very obvious and easy to follow, even for an Easy player.
  2. 00:16:531 (2,1) - minor - the flow here feels really weird, even though beginners don't really rely on flow making things more intuitively-playable is always a good idea. try this Fixed!
  3. 00:35:109 (1) - snapping this to 1/6 doesn't seem like a good idea at all.Just make it a regular 1/1 slider, it should sound a lot better and feel way more playable. That was a mistake lol fixed

    I am not entirely sure on how I feel about the 1/3 beats in a difficulty called Easy, apart from that it was neat.
[Normal]
  1. Approch Rate 5 seems to fit somewhat better. I guess it just makes the whole 1/3 patterns thingy feel less agressive and more readable. Give it a try and see what it does! I think AR5 is a bit too much but I do think the current AR is too low so I made it 4.5
[Hard]
  1. 00:37:118 (1,3) - minor - try unstacking these, as this would actually help to make this pattern more readable. [b]This pattern should be fine. Just based on the pattern's flow, the sliders lead into themselves, making reading 3 not as hard as it might have been because the cursor is naturally moving in that direction. I do expect a Hard player to be able to read this.

    Impressive!
[Insane]
  1. 00:09:502 (2,1) - the stack here feels a bit forced, I'd rather unstack these two and place a jump in-between. Meh, I tried some positions but I don't really like any of them; I'm stuck in the corner here and I try to make the best of it by using two places at once (hence the stack), and the movement fits the music so it should be fine.
    Note: 00:13:520 (2,1) - 00:17:536 (2,1) - 00:48:665 (8,1) - same here and so on. I just feel like giving these patterns more movement is a good idea. When I hear the music, I just can't feel any movement after the second slider into the stacked hit circle; it just doesn't fit to me. Emillia made the opposite choice, which is equally respectable, but it's just what I hear from the music and I don't really know how to explain it more than that :v
  2. 00:33:100 (1) - minor - as the sliders following this one do not use any extreme curves you might wanna make this one straight as well. I wouldn't really consider this an extreme curve to be honest. It might be a little out of place but I don't want to change it because I love this pattern. If I absolutely must, because of structure and all I suppose I could, but I would much prefer not to.

    Not much to comment on, well-though.
Best of luck!
Thanks so much Bakari!

In regards to the curve, here are my thoughts;

While buffing the Easy to a Normal and making the Normal called Advanced would technically work, my method is equally valid I think. The Easy, while it does have some 1/3 gaps which might feel out of place, this song is very each to keep the rhythm on due to its marching style, so I think after just one 1/3 gap at the beginning the player will have the gap down for the rest of the song. So I don't think it's a big concern for Easy players and whether they can complete the diff or not.

The normal itself was made intended to be a normal; it might be a bit harder due to regular Normals due to density and rhythm, but as before this song follows a continuous rhythm, one that players of this level should be able to follow. A normal is the gap between an Easy and a Hard, and this diff does just that.

EDIT - Map on hold til' Emillia responds to mods C:
Topic Starter
Izzywing
Updated map, see above for Emilia's mod responses. Also fixed a couple of hitsounds on his diff.

Buffed OD of the Insane to 7.3, after playing with it a bit I believe this to be the perfect number. It's also a better halfway point between the Hard and Peninsula.
emilia
bub pls
ZekeyHache


Hi! \:D/

[General]
  1. soft-hitfinish has some delay, pls use this one, I got rid of the delay myself~
    lol those bg names :v
[Easy]
  1. 00:09:001 (1,2) - Is this something you would do? lol
  2. 00:41:135 (1,2,1) - Center this pattern so it's 100% symmetric
[Normal]
  1. 00:19:043 (1,2) - I hear that blanket screaming for help~
  2. 00:51:679 (2) - Since you already cramped objects before the previous slider, doing this kind of overlap makes the whole patter look bad~
  3. 00:52:180 (1) - Why did you add nc here?
[Hard]
  1. 00:55:696 (2) - I recommend you to curve this slider a bit so it looks/feels more connected to the previous one, like this~
[Insane]
  1. 00:01:971 (1) - This beat feels as intense as the previous white ticks, having it stacked kinda makes it less important, it would be cool if you unstack it so it's emphasized better~
  2. Same goes for 00:05:987 (1) - 00:10:004 (1) - 00:14:022 (1) - 00:18:038 (1) - 00:22:055 (1) - 00:26:072 (1) - 00:58:205 (1) -
[Emilia's Peninsula]
  1. I share the same opinion as Bakari on this one (about that overlap he mentioned)~
I don't think the spread is bad, call me back when you're ready~
Topic Starter
Izzywing

ezek wrote:



Hi! \:D/

[General]
  1. soft-hitfinish has some delay, pls use this one, I got rid of the delay myself~ Good catch, fixed
    lol those bg names :v hehe xd
[Easy]
  1. 00:09:001 (1,2) - Is this something you would do? lol These shapes don't really need to be approach circle blanketed because they look nice even if it isn't, you get this cool wavy shaped empty space between the sliders regardless of where they're placed, so its ok if they don't technically "blanket"
  2. 00:41:135 (1,2,1) - Center this pattern so it's 100% symmetric done
[Normal]
  1. 00:19:043 (1,2) - I hear that blanket screaming for help~ fixed lol
  2. 00:51:679 (2) - Since you already cramped objects before the previous slider, doing this kind of overlap makes the whole patter look bad~ Fixed
  3. 00:52:180 (1) - Why did you add nc here? Fixed
[Hard]
  1. 00:55:696 (2) - I recommend you to curve this slider a bit so it looks/feels more connected to the previous one, like this~
It's a nice idea but I think what I have is also ok, and I prefer it as is. That being said, I did make the y values the same for both of these so it looks neater.

[Insane]
  1. 00:01:971 (1) - This beat feels as intense as the previous white ticks, having it stacked kinda makes it less important, it would be cool if you unstack it so it's emphasized better~
  2. Same goes for 00:05:987 (1) - 00:10:004 (1) - 00:14:022 (1) - 00:18:038 (1) - 00:22:055 (1) - 00:26:072 (1) - 00:58:205 (1) -
I fixed for all of the ones starting on 00:18:038 (1), because before that it just feels flat to me and I don't really feel any movement. However, I do agree now that after the one that I linked, the energy of the song is more (due to the addition of the background brams) so the movement is justified for those.

I don't think the spread is bad, call me back when you're ready~
Thanks ezek!

Scroll up to see Emillia's response to the point you had for his diff as I think it's a very fair defense.
ZekeyHache
I live near a peninsula~
emilia
found a lot of momentum break issues, remade some bits
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 16908
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
DistanceSpacing: 0.5
BeatDivisor: 6
GridSize: 4
TimelineZoom: 1

[Metadata]
Title:Isekai Ivariisu
TitleUnicode:異世界イヴァリース
Artist:Hitoshi Sakimoto
ArtistUnicode:崎元 仁
Creator:Hobbes2
Version:Emillia's Peninsula
Source:ファイナルファンタジータクティクスアドバンス
Tags:FFTA Different World Ivalice Final Fantasy Tactics Advance Fainaru Fantajii Takutikusu Adobansu SQUARE ENIX スクウェア・エニックス Soundtrack overworld theme game boy map [ Emillia ]
BeatmapID:1067478
BeatmapSetID:500371

[Difficulty]
HPDrainRate:6
CircleSize:3.8
OverallDifficulty:8
ApproachRate:9
SliderMultiplier:2.59999990463257
SliderTickRate:1

[Events]
//Background and Video events
0,0,"coolbackgroundezek.jpg",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

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Okoayu
Gonna check this next, make sure everything's up to date
Topic Starter
Izzywing
Self popped bubble to update emillia's diff.

Went through everything I could one last time, no changes to any of my diffs since ezek's bubble.

Everything should be fully updated.
ZekeyHache
I found out that I actually live on a peninsula..
Doyak
Oh maybe I don't need here now, if Okorin would qualify it?
Topic Starter
Izzywing

Doyak wrote:

Oh maybe I don't need here now, if Okorin would qualify it?
I guess so. Just waiting on him to check it :P
emilia

Doyak wrote:

Oh maybe I don't need here now, if Okorin would qualify it?
if you want you can qualify it

oko isnt here atm
Topic Starter
Izzywing

[ Emillia ] wrote:

Doyak wrote:

Oh maybe I don't need here now, if Okorin would qualify it?
if you want you can qualify it

oko isnt here atm
he might just be busy or something, give him the benefit of the doubt

I waited 2 months for clifford, I can wait a bit longer for this if I need to
Okoayu
emilia
00:52:180 (7,8) - 00:52:682 (10,11) - i still believe sliders fit the song better, you're combing two layers and for 00:51:176 (1,2,3,4,5,6) - drums feel intuitive and due to that 00:52:180 (7,8,9,10,11,12) - feels like you're hitting air
similar reasoning applies to 00:48:163 (6,7) - but with the main reasoning that this lacks instruments

insane
00:59:209 (1) - even if this is fading out it somehow feels better spaced out

hard
00:30:590 (4,1,2,3,4) - why is this suddenly less dense
00:37:118 (1,3) - can you custom stack these so that there's less chance that the placement ends up being confusing for hard players

easy
00:18:541 (3) - shouldnt this get a 2/3 slider like 00:02:474 (3) - idk i thought that repeats ??
Topic Starter
Izzywing

Okorin wrote:

insane
00:59:209 (1) - even if this is fading out it somehow feels better spaced out Alright, redid this pattern

hard
00:30:590 (4,1,2,3,4) - why is this suddenly less dense
00:37:118 (1,3) - can you custom stack these so that there's less chance that the placement ends up being confusing for hard players [b]rip i really think the player should be able to read this but I did what you suggested. Put it where 00:36:951 (6) - is to be exact.


easy
00:18:541 (3) - shouldnt this get a 2/3 slider like 00:02:474 (3) - idk i thought that repeats ?? tbh 00:02:473 (3) - is the one that didnt really make sense so i just made that one a hit circle instead also, 00:08:498 - shoulda been a 2/3 slider to match 00:24:566 (2) - rechecked map again and after these 2 changes the 2/3 usage should be good.
updated
emilia

Okorin wrote:

emilia
00:52:180 (7,8) - 00:52:682 (10,11) - i still believe sliders fit the song better, you're combing two layers and for 00:51:176 (1,2,3,4,5,6) - drums feel intuitive and due to that 00:52:180 (7,8,9,10,11,12) - feels like you're hitting air accept second but not first bc im trying to maintain a bit of the momentum from the kick
similar reasoning applies to 00:48:163 (6,7) - but with the main reasoning that this lacks instruments accept too
hypu
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 16908
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
DistanceSpacing: 0.5
BeatDivisor: 6
GridSize: 4
TimelineZoom: 1

[Metadata]
Title:Isekai Ivariisu
TitleUnicode:異世界イヴァリース
Artist:Hitoshi Sakimoto
ArtistUnicode:崎元 仁
Creator:Hobbes2
Version:Emillia's Peninsula
Source:ファイナルファンタジータクティクスアドバンス
Tags:FFTA Different World Ivalice Final Fantasy Tactics Advance Fainaru Fantajii Takutikusu Adobansu SQUARE ENIX スクウェア・エニックス Soundtrack overworld theme game boy map [ Emillia ]
BeatmapID:1067478
BeatmapSetID:500371

[Difficulty]
HPDrainRate:6
CircleSize:3.8
OverallDifficulty:8
ApproachRate:9
SliderMultiplier:2.59999990463257
SliderTickRate:1

[Events]
//Background and Video events
0,0,"coolbackgroundezek.jpg",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

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379,384,24230,1,0,0:0:0:0:
450,163,24397,1,8,0:0:0:0:
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206,302,25569,2,0,P|249:237|209:136,1,173.333326975505,8|0,0:0|0:0,0:0:0:0:
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182,136,26071,1,8,0:0:0:0:
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303,292,26741,1,8,0:0:0:0:
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225,367,27075,5,10,0:0:0:0:
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387,307,27410,1,8,0:0:0:0:
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393,150,27745,1,8,0:0:0:0:
247,240,27912,1,8,0:0:0:0:
512,194,28079,2,0,B|401:182|401:182|437:199|459:231,1,173.333326975505,8|8,0:0|0:0,0:0:0:0:
328,350,28582,2,0,P|285:296|325:192,1,173.333326975505,8|0,0:0|0:0,0:0:0:0:
409,328,29084,5,10,0:0:0:0:
394,317,29586,2,0,P|284:332|215:357,1,173.333326975505,8|0,0:0|0:0,0:0:0:0:
209,337,30004,1,0,0:0:0:0:
193,321,30088,2,0,P|94:320|56:242,1,173.333326975505,8|8,0:0|0:0,0:0:0:0:
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344,360,31259,1,8,0:0:0:0:
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101,144,32013,1,8,0:0:0:0:
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313,203,42138,1,8,0:0:0:0:
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355,308,44314,1,0,0:0:0:0:
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234,339,46992,1,8,0:0:0:0:
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260,166,47494,1,8,0:0:0:0:
12,120,47661,1,8,0:0:0:0:
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303,325,49669,2,0,P|345:372|445:353,1,173.333326975505,8|0,0:0|0:0,0:0:0:0:
206,255,50172,2,0,B|141:249|141:249|112:257|112:257|19:250,1,173.333326975505,8|8,0:0|0:0,0:0:0:0:
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408,344,53686,2,0,P|371:281|274:302,1,173.333326975505,8|0,0:0|0:0,0:0:0:0:
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3,253,54690,1,8,0:0:0:0:
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141,142,55192,1,10,0:0:0:0:
0,326,55360,1,8,0:0:0:0:
200,356,55527,1,8,0:0:0:0:
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192,228,56113,1,8,0:0:0:0:
203,209,56197,2,0,P|201:158|169:113,1,86.6666634877523,8|0,0:0|0:0,0:0:0:0:
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277,132,56699,2,0,P|284:70|386:39,1,173.333326975505,8|0,0:0|0:0,0:0:0:0:
501,212,57201,6,0,B|432:204|432:204|395:213|395:213|305:205,1,173.333326975505,10|0,0:0|0:0,0:0:0:0:
426,381,57703,2,0,B|504:339|504:339|421:261,1,173.333326975505,8|0,0:0|0:0,0:0:0:0:
421,287,58121,1,0,0:0:0:0:
400,293,58205,1,8,0:0:0:0:
162,54,58540,1,8,0:0:0:0:
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162,54,58707,1,8,0:0:0:0:
202,245,58874,1,8,0:0:0:0:
19,157,59042,1,8,0:0:0:0:
248,99,59209,6,8,P|265:46|283:6,2,86.6666634877523,10|8|8,0:0|0:0|0:0,0:0:0:0:
125,192,59711,2,8,P|108:139|90:99,2,86.6666634877523
256,192,60213,12,0,65234,0:0:0:0:
Topic Starter
Izzywing
Updated!

EDIT - accidentally deleted the bg lol fixed

EDIT 2 - fixed hitsounds in emillia diff
Okoayu
Ivariisu should be Ivalice, like the Ivalice in the gameeeee
Topic Starter
Izzywing
Put Ivalice in the title and moved Ivariisu to tags.

EDIT - and finally, fixed a blanket 00:17:033 (1,2) - here that I just noticed apparently c:
Okoayu
ZekeyHache
I've never played a Final Fantasy game~ This song brings me back memories when I used to play Runescape back then around 2008-2012
Ah.. yeah, qualified :v
Nwolf
omg I'm so sad I didn't know of this set earlier ;_;

congratz tho, happy to see this song on osu!
_DT3
Gratz Hobbes!
Bonsai
gz on your first qualified mapset, very beautiful :D
Hikona
Good luck for rank!
Topic Starter
Izzywing
Ahh, it actually happened, thank you guys so much and thank you to Emillia for his wonderful diff!
CookieBite
omg congraz :)
Underforest
congratz to your first ranked map
clifford when
Doyak
Oh, gratz!
Thanks for reducing my to-do list xD
intiaz
congrats!
shenwyatt

ezek wrote:

I've never played a Final Fantasy game~ This song brings me back memories when I used to play Runescape back then around 2008-2012
Ah.. yeah, qualified :v
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