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sakuzyo - Senkyou Ranbu

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Yuii-
Placeholder

Doing

Easy

  1. 01:58:202 (3) - Off-screen object.
  2. 02:19:536 (5) - I believe you could have placed an NC here.
  3. 02:30:202 (1,1) - Recovery time might not be enough, I'm not really sure about it, but based on the 1500 ms rule for 150 BPM, I'd finish it on 02:32:424 - .
  4. 03:02:202 - 03:15:536 - This section is rather boring and very simple. Mostly Ctrl+J'd patterns focused on the center of the playfield. There's barely any movement and more than 50% of the screen is not being used for 15 whole seconds. I'd strongly recommend you guys separate things a tad so it doesn't look so clunky.
Normal

  1. 00:56:869 (2,3) - As you haven't used a single 1/1 stack so far, maybe spreading them out would be a better idea. Generic triangle can work!! 02:47:091 (1,2) - Well, actually, here's the another one. Still, I don't think it's the best idea considering you are only using it twice throughout the map.
  2. 01:09:313 (2) - Mostly visual, but moving the tail to the left just a little bit would look nicer, that way the flow looks more intuitive towards (3).
  3. 02:03:536 (6) - Shouldn't an NC be here?
  4. 03:17:536 (3,6,3) - Not really liking the fact that you are emphasising downbeats with the repeat arrow. Personally, I think they should really be clickable instead of not giving them any kind of action at all. They are not even placed in the tail where the action would be releasing the button... it's right in the middle of both, so it doesn't make too much sense.
Hard

  1. 00:26:647 (1,1) - These NCs might not be necessary, it's clearly audible that they are gonna be 1/3s anyway. Same goes for 00:33:313 (1,1) - and the rest!
  2. 01:44:424 (2) - Extremely nazi, but for visuals if this slidershape would be pointing to the other way, would look better.
  3. 02:00:647 (2,3) - I would've expected more emphasis here like you did with the rest of the map.
  4. 03:37:313 (1) - Considering the kind of difficulty you are mapping and how you are doing it, splitting this slider into two different circles seems more fitting.
Insane

  1. 00:52:202 (11,12,13,1) - and so on. The 1/6s mentioned are completely unpredictable and kind of unwanted for people who'll most likely play this difficulty. I do believe that making them as a slider would help a lot. Not all of them, though, only referring to those that are right after a 1/4 stream, because there's no way to tell they are 1/6s on an Insane-type of difficulty. So, patterns like 00:32:276 (2,3,4) - could be "okayish" because there's a small break in between.
  2. 02:38:647 (6,7) - Spacing is quite brutal here considering there's no real emphasis in the bgm. Something similar happens to 02:52:870 (6,7) - (actually it's the same scenario). Lowering the spacing here would be much nicer.
  3. 03:28:869 (1,2,3,4) - And last but not least, reducing the spacing here a bit more so it doesn't look like a 1/2 pattern would also be nice. Actually, I read it as a 1/2 pattern, so I thought it would be nice to just let you know haha!
Extra

It's easily passable for those wondering!

Mostly a personal comment, but I do think you could work on your NCs till the very end of the intro. Stuff such as 00:43:313 (9) - could be NC'd to provide an easier readability to the 1/6 patterns. So there's an actual way of differentiating them not only by a few pixels, but also by the combos.

  1. 01:33:202 (9,1,2) - Must point these out. I really, really wasn't expecting that. Throughout the whole section, you are mapping the doubles before the slider and this just caught me off-guard. Isn't there a way of replacing 01:33:202 (9) - ? I was thinking about making 01:32:869 (8) - 1/4 and then adding another 1/4 slider on 01:33:091 - . What do you think?
  2. 02:12:313 (8,1) - Spacing here goes crazy compared to the other 1/4 patterns. I really thought it was a 1/2 at a first glance. Making (7) a 1/4 slider could help out a bit so there's a really short break with no clickable action in-between.
  3. 02:19:092 (12) - Also, adding an NC there would be cool, for the sake of the doubles.
  4. 02:26:647 (1) - Repeat arrow can be hella hard to read with some skins, especially if you don't hit 300 on 02:24:869 (1) - . Would move 02:26:647 (1) - some pixels below just to make sure it's 100% rankable.
This difficulty is hella good, excellent job.

[]

Amazing set, good job everyone. I do think there are some "must-change" stuff that should be... changed, so feel free to ask me any questions if you can't comprehend something that I said!

Call me back!
Topic Starter
ktgster
Yuii-

Yuii- wrote:

Placeholder

Doing

Easy

  1. 01:58:202 (3) - Off-screen object.
  2. 02:19:536 (5) - I believe you could have placed an NC here. - not adding to stay consistent with previous NC styles plus I am avoiding 1 note NC's in easier difficulties
  3. 02:30:202 (1,1) - Recovery time might not be enough, I'm not really sure about it, but based on the 1500 ms rule for 150 BPM, I'd finish it on 02:32:424 - .
  4. 03:02:202 - 03:15:536 - This section is rather boring and very simple. Mostly Ctrl+J'd patterns focused on the center of the playfield. There's barely any movement and more than 50% of the screen is not being used for 15 whole seconds. I'd strongly recommend you guys separate things a tad so it doesn't look so clunky. - changed a few note positions around
Normal

  1. 00:56:869 (2,3) - As you haven't used a single 1/1 stack so far, maybe spreading them out would be a better idea. Generic triangle can work!! 02:47:091 (1,2) - Well, actually, here's the another one. Still, I don't think it's the best idea considering you are only using it twice throughout the map.
  2. 01:09:313 (2) - Mostly visual, but moving the tail to the left just a little bit would look nicer, that way the flow looks more intuitive towards (3). - used a curve instead, I don't think moving the tail would look any better
  3. 02:03:536 (6) - Shouldn't an NC be here? - same as Easy, I am avoiding one object NC's
  4. 03:17:536 (3,6,3) - Not really liking the fact that you are emphasising downbeats with the repeat arrow. Personally, I think they should really be clickable instead of not giving them any kind of action at all. They are not even placed in the tail where the action would be releasing the button... it's right in the middle of both, so it doesn't make too much sense. - changed to a more intuitive rhythm
Insane

  1. 00:52:202 (11,12,13,1) - and so on. The 1/6s mentioned are completely unpredictable and kind of unwanted for people who'll most likely play this difficulty. I do believe that making them as a slider would help a lot. Not all of them, though, only referring to those that are right after a 1/4 stream, because there's no way to tell they are 1/6s on an Insane-type of difficulty. So, patterns like 00:32:276 (2,3,4) - could be "okayish" because there's a small break in between.
  2. 02:38:647 (6,7) - Spacing is quite brutal here considering there's no real emphasis in the bgm. Something similar happens to 02:52:870 (6,7) - (actually it's the same scenario). Lowering the spacing here would be much nicer. - Lowered spacing, but due to the structure, I really cannot go much lower than this
  3. 03:28:869 (1,2,3,4) - And last but not least, reducing the spacing here a bit more so it doesn't look like a 1/2 pattern would also be nice. Actually, I read it as a 1/2 pattern, so I thought it would be nice to just let you know haha! - Considering that a rhythm similar to this was played before and the constant 1/4's, I don't think it would have the general player playing this misread as a 1/2
Extra

It's easily passable for those wondering!

Mostly a personal comment, but I do think you could work on your NCs till the very end of the intro. Stuff such as 00:43:313 (9) - could be NC'd to provide an easier readability to the 1/6 patterns. So there's an actual way of differentiating them not only by a few pixels, but also by the combos.

  1. 01:33:202 (9,1,2) - Must point these out. I really, really wasn't expecting that. Throughout the whole section, you are mapping the doubles before the slider and this just caught me off-guard. Isn't there a way of replacing 01:33:202 (9) - ? I was thinking about making 01:32:869 (8) - 1/4 and then adding another 1/4 slider on 01:33:091 - . What do you think? - just stacked on 9. It's the most fitting way
  2. 02:12:313 (8,1) - Spacing here goes crazy compared to the other 1/4 patterns. I really thought it was a 1/2 at a first glance. Making (7) a 1/4 slider could help out a bit so there's a really short break with no clickable action in-between. - lowered spacing
  3. 02:19:092 (12) - Also, adding an NC there would be cool, for the sake of the doubles.
  4. 02:26:647 (1) - Repeat arrow can be hella hard to read with some skins, especially if you don't hit 300 on 02:24:869 (1) - . Would move 02:26:647 (1) - some pixels below just to make sure it's 100% rankable. - moved a few objects
This difficulty is hella good, excellent job.

[]

Amazing set, good job everyone. I do think there are some "must-change" stuff that should be... changed, so feel free to ask me any questions if you can't comprehend something that I said!

Call me back!
Nerova Riuz GX
you called me so i skipped my class for it

Yuii- wrote:

Hard

  1. 00:26:647 (1,1) - These NCs might not be necessary, it's clearly audible that they are gonna be 1/3s anyway. Same goes for 00:33:313 (1,1) - and the rest! I don't really want to change this - I'm used to put some extra notes for 1/3 or 1/6 notes on my map. they are mostly marked by specified combo colors but since I didn't want to ruin the colors I put NCs instead. so yea, I tend to keep them.
  2. 01:44:424 (2) - Extremely nazi, but for visuals if this slidershape would be pointing to the other way, would look better. did something here, should be much better than you saw before
  3. 02:00:647 (2,3) - I would've expected more emphasis here like you did with the rest of the map. uhh...i don't really feel like doing it cuz i stopped using extended sliders from here...umm
  4. 03:37:313 (1) - Considering the kind of difficulty you are mapping and how you are doing it, splitting this slider into two different circles seems more fitting. Well, same to 00:34:202 (1) - 00:41:313 (1) - 00:48:424 (1) - I used 1/2 slider. in my opinion there's no reason for me to change it when it might break the consistency and increase the complexity at the same time
thanks!

http://puu.sh/rrE7n/160aad9449.rar
Lasse
How about putting some ar around 8.7 on extra?
seemed nicer to me after trying both and I think it fits the style of the map quite well
except if you wanted to go full "non decimal" for your settings there, but insane using current settings doesn't make it look like that lol
Topic Starter
ktgster

Lasse wrote:

How about putting some ar around 8.7 on extra?
seemed nicer to me after trying both and I think it fits the style of the map quite well
except if you wanted to go full "non decimal" for your settings there, but insane using current settings doesn't make it look like that lol
There are a few patterns more suited to AR 9. The map was also designed with AR 9 in mind and lowering it even by a bit would affect how one plays the map overall.
Stjpa
Any metadata source?

[E]
  1. 00:37:758 (3) - What exactly in this circle for? I can just asume that it's a little buid-up for the sound on 00:38:202 (1) as you did before too, but then 00:39:536 here should be a circle too.
  2. 01:20:869 (1,2,3) - Is this not a 120° pattern on purpose? (1,2) is a normal blanket but (2,3) is not any similar. So rotating every slider by 120° might be cooler actually.
  3. 02:03:536 (1) - Why not just using the same slider as 01:11:980 (4) - here? Both parts having different patterns would be a little confusing imo.
  4. 02:35:536 (3) - CTRL + H for aesthetics?
  5. 02:46:202 (2,3,4) - CTRL + G'ing the rhythm makes more sense has sliderhead and tail have a "bump" sound on them, so they would get a pretty good emphasis if they were two circles. And right now the current circles have a proper melody on them that would justify a slider way more than two circles.
  6. 03:02:202 - It's really weird that this whole part has a different rhythm (and also a pretty inaudible imo) when the both same parts had a rhythm that actually folllowed the music properly.
[N]
  1. 00:39:535 (3) - I personally dislike that it's a circle when it more feels like that those circles have the purpose of emphasizing the drum of 00:39:980 (4,5,6).
  2. 00:47:536 (5,7,1) - Well they are barely noticable but these overlaps make it look really untidy. :<
  3. 01:33:980 (5,6) - Maybe use a 1/2 slider instead of two circles? The beat on (6) is really quiet so it doesn't deserve a clickable object.
  4. 02:51:536 (1,2,3,4,5) - What's the purpose of the flow here? The whole map had a flow that was pretty good and understandable but this one looks so odd and not really fitting in the maps concept.
[H]
  1. 00:25:758 (1,1,1,1) - Is the NC spam really needed? I think one NC is quite enough for the placer to understand that the rhythm here is a little bit different. Like, maybe only NC the first two, but the other are pretty unneeded imo. Same goes for other patterns that have a NC spam.
  2. 00:28:869 (4) - Can you please make the downbeat clickable? The song is extremely loud so ignoring it when you made the other ones clickable is really weird. :(
  3. 00:31:980 (3,4,5) - Stacking them for a build-up is really meh. Like, 00:29:758 (1,2,3) - has nothing to emphasize but is harder because of the movement, and it should actually be vice versa. So maybe just remove the stack to at least make it the same difficulty?
  4. 01:13:758 (1,1) - and so on have the strong drum sound on the slidertail, thus the sliders afterwards are clickable on a beat that is way quieter than the one of the previous slider tail.
  5. 02:09:869 (4,4) - etc aren't really fitting. In the first two measures and the objects before they appear you mapped really heavy on the drum, and since those I pointed out and the similar ones don't have a drum sound on them it feels too weird and might throw off players.
  6. 02:10:202 (5,6) - Following your patterning; Shouldn't they be slider since there are no drum sounds on the second circle? I'm comparing it with 02:15:536 (1,2). And they are also missing a NC I guess.
  7. 02:31:091 (2) - I can't really hear anything on that white tick, having something on the red tick afterwards or just a completely different slider that covers those sounds better would be more appropriate.
[I]
  1. 00:12:647 (4,5,6) - Is there anything special you wanna emphasize with this triplet? Because you mapped the previous two triplets with two 1/4 repeats, so if there's no special reason you could make an A B A scheme here to prevent literally nothing. Kek.
  2. 00:16:424 (11,1) - Personally I highly dislike 1/8 gaps, even tho the second object is still a slider. 1/8 is just a very little time frame so it's pretty easy to break on it, and in this case the second sliderhead is almost completely hidden which makes it pretty hard to read, especially for a 4* diff.
  3. 00:19:536 (6,7,8,9) -The sounds fit way more to a back n forth pattern. Like, (6,8) and (7,9) have the same sounds, so mapping them spaced except (8,9) when they have completely different sounds is kinda counter-intuitive.
  4. 00:47:980 (5,6,7) - Might wanna custom stack to for consistency?
  5. 03:24:870 (9,1) - This pretty much reads like a 1/2 pattern, especially because (1) is so much far more away from (9) compared to 03:22:758 (4,5) - for example. Everything in this diff was readable but this one is a little bit too hard for that difficulty level if you ask me.
[E]
  1. 00:36:758 (3,1) - Lowering the distance here to make it visually different than 00:36:424 (1,2) - would be neat.
  2. 00:44:647 (1) - What exactly is this NC for? There's no downbeat or a rhythm change or anything like that.
  3. 02:20:869 (5) - I like how you mapped this easier than in the Insane diff. You use a 1/2 slider here when Insane has two circles. Same for the other slider.
Call me re-check when done
Nerova Riuz GX

Stjpa wrote:

[H]
  1. 00:25:758 (1,1,1,1) - Is the NC spam really needed? I think one NC is quite enough for the placer to understand that the rhythm here is a little bit different. Like, maybe only NC the first two, but the other are pretty unneeded imo. Same goes for other patterns that have a NC spam. I personally prefer adding them since I don't have any specific combo color for 1/3s because of the consistency between diffs.
  2. 00:28:869 (4) - Can you please make the downbeat clickable? The song is extremely loud so ignoring it when you made the other ones clickable is really weird. :( cranberry cake
  3. 00:31:980 (3,4,5) - Stacking them for a build-up is really meh. Like, 00:29:758 (1,2,3) - has nothing to emphasize but is harder because of the movement, and it should actually be vice versa. So maybe just remove the stack to at least make it the same difficulty? it should be fine after the change above.
  4. 01:13:758 (1,1) - and so on have the strong drum sound on the slidertail, thus the sliders afterwards are clickable on a beat that is way quieter than the one of the previous slider tail. there are snare-like samples on every even white ticks around the part, it's the main reason. I placed 1/2 + 3/4 slider here at first, but I changed them - placing a slidertail on red tick (e.g. 01:13:980 - ) is pretty useless, AND starting the second slider on a white tick can improve the smoothness on gameplay. it's horrible if you have to keep switching between white, red, and blue ticks in a hard diff.
  5. 02:09:869 (4,4) - etc aren't really fitting. In the first two measures and the objects before they appear you mapped really heavy on the drum, and since those I pointed out and the similar ones don't have a drum sound on them it feels too weird and might throw off players. I think the opinion is a little bit biased - it spent too much words on describing "drums." I didn't ignore the drums here. Instead, I would like to bring the whole point here to those stringed instruments, the main rhythm which push it to the climax. it's also an element that cannot be ignored, isn't it? (if you want to know something more about this part you can take a look at my reply on Xilver's mod. p/5463613)
  6. 02:10:202 (5,6) - Following your patterning; Shouldn't they be slider since there are no drum sounds on the second circle? I'm comparing it with 02:15:536 (1,2). And they are also missing a NC I guess. same above. but NC missing is yes, fixed.
  7. 02:31:091 (2) - I can't really hear anything on that white tick, having something on the red tick afterwards or just a completely different slider that covers those sounds better would be more appropriate. i want to slightly increase the density - idk how the hell should i explain this more but welp. at least I can tell you that this idea came from 02:26:647 (1,2) - and I feel it fits to me.
thanks.

http://puu.sh/rxlEX/402c6f4984.rar
Topic Starter
ktgster
Stjpa

Stjpa wrote:

Any metadata source? - currently having Kwan check that.

[E]
[*] 03:02:202 - It's really weird that this whole part has a different rhythm (and also a pretty inaudible imo) when the both same parts had a rhythm that actually folllowed the music properly. - I think its fine. It is just a more challenging rhythm to play than the beginning and it does follow the song.[/list]

[N]
  1. 00:39:535 (3) - I personally dislike that it's a circle when it more feels like that those circles have the purpose of emphasizing the drum of 00:39:980 (4,5,6). - I've done this with several other iterations earlier in the map and I think it fits fine due to the direction change from 3 to 4
  2. 01:33:980 (5,6) - Maybe use a 1/2 slider instead of two circles? The beat on (6) is really quiet so it doesn't deserve a clickable object. - removed 2 circles instead
[I]
  1. 00:12:647 (4,5,6) - Is there anything special you wanna emphasize with this triplet? Because you mapped the previous two triplets with two 1/4 repeats, so if there's no special reason you could make an A B A scheme here to prevent literally nothing. Kek. - changed the last slider to a triple instead
  2. 00:16:424 (11,1) - Personally I highly dislike 1/8 gaps, even tho the second object is still a slider. 1/8 is just a very little time frame so it's pretty easy to break on it, and in this case the second sliderhead is almost completely hidden which makes it pretty hard to read, especially for a 4* diff. - the default skin actually has the arrows overlapped with the sliderstart making it easily seeable. Changed to a 1/4 gap now
  3. 00:19:536 (6,7,8,9) -The sounds fit way more to a back n forth pattern. Like, (6,8) and (7,9) have the same sounds, so mapping them spaced except (8,9) when they have completely different sounds is kinda counter-intuitive. - used a zigzag instead. Don't really like the stack
  4. 00:47:980 (5,6,7) - Might wanna custom stack to for consistency? - these are custom stacked
[E]
  1. 00:36:758 (3,1) - Lowering the distance here to make it visually different than 00:36:424 (1,2) - would be neat. - changed to a previous pattern to be consistent.
Call me re-check when done

Everything else is changed or modified.
sahuang
when top diff is not even ar8
Nao Tomori
plz dont put ar8 on the top diff
Nerova Riuz GX
does the map even look more compatible with AR8 lulz.
Topic Starter
ktgster
Metadata sources:

https://soundcloud.com/sakuzyo/a90ekahlrhaj
http://diverse.jp/dvsp-0097/

Confirmed with alacat for the title and KwaN with everything else.
Stjpa
bub
Sies
sakuzyo senkyou iloveyou~ gratzz... :)
Spaghetti
watashi senkyou rabu alacat desu
Battle
well looks like i don't need to check on this map anymore lmao
fartownik
The offset seems early

10-15ms early
BounceBabe
The hitsounds are partially inaudible and there is massive NC spam on the Hard difficulty for no reason 00:47:091 (1,1,1,1) - 00:52:424 (1,1,1,1,1,1,1,1,1,1,1,1,1) - etc. Wrong NC placement on Extra and Insane as well, namely 00:16:869 (1,2,5,1) - etc on I 03:13:536 (5,6,7,8,9,10,11,1,2,1,2,1) - etc on E. Hitsound volume should be upped by at least 15-20% too for it to be audible and rankable.
Nerova Riuz GX
massive NC spam for no reason...
What can I say to this when the reason is so obvious...

/me feels frustrated
Topic Starter
ktgster

BounceBabe wrote:

The hitsounds are partially inaudible and there is massive NC spam on the Hard difficulty for no reason 00:47:091 (1,1,1,1) - 00:52:424 (1,1,1,1,1,1,1,1,1,1,1,1,1) - etc. Wrong NC placement on Extra and Insane as well, namely 00:16:869 (1,2,5,1) - etc on I 03:13:536 (5,6,7,8,9,10,11,1,2,1,2,1) - etc on E. Hitsound volume should be upped by at least 15-20% too for it to be audible and rankable.
The NCing at the intro is based more on readability on snaps rather than by structure. Please tell me what is wrong with the NCing on the Extra and Insane. You state no reason to change other than that it is wrong. The hitsounding I feel is not as quiet as you imagine considering that there was a lack of mention of quiet hitsounds overall during the modding process. They are fine as they are.

fartownik wrote:

The offset seems early

10-15ms early
Considering the map style, offset checks based on plays aren't that reliable, but I'll check with others.
DeletedUser_1574070
If u and BNs who passed this don't know what that bg means for many other countries except Japan, you are ignorant.

If u and BNs who passed this know what that bg means and make ranked, this means u still believe Nazism.

If u don't care 'bout it, I won't say more because there are other maps with the war-criminal-bgs but I strongly suggest to change bg even tho I'm not a BN since I don't want these cases get increased.

gl
fartownik

ktgster wrote:

Considering the map style, offset checks based on plays aren't that reliable, but I'll check with others.
It's not only based on plays, just check in the editor. I just felt like it was too fast and then went to check in the editor and I was not wrong.
Bonsai
About the offset, it really depends on where in the song you're listening, most sounds have very different attack points so it's hard to say what offset would be most accurate; For example the offset is already a tiiiny bit too late for most beats in the section from 01:27:984 on, while other sections could use around +5ms,..
It's pretty hard to say, but just moving the general offset around won't change much about the general accuracy, if you really wanna improve it you'd have to get seperate offsets for individual sections, but idk if that would really be worth it :/

@Kloyd: How is anyone supposed to know anything about old foreign flags just by being BN? If you have an issue with this, explain it, and let civilized discussion happen, but don't flame around, this helps nobody.
Stjpa

Kloyd wrote:

If u and BNs who passed this don't know what that bg means for many other countries except Japan, you are ignorant.
I'm sorry that I don't google every BG? Instead of bringing a comment that doesn't help at all you could at least explain what's wrong about it. Not everyone knows the history about your country as you, buddy.
Dailycare

Stjpa wrote:

I'm sorry that I don't google every BG? Instead of bringing a comment that doesn't help at all you could at least explain what's wrong about it. Not everyone knows the history about your country as you, buddy.
https://www.washingtonpost.com/news/wor ... oblem-too/
DeletedUser_1574070

Stjpa wrote:

Kloyd wrote:

If u and BNs who passed this don't know what that bg means for many other countries except Japan, you are ignorant.
I'm sorry that I don't google every BG? Instead of bringing a comment that doesn't help at all you could at least explain what's wrong about it. Not everyone knows the history about your country as you, buddy.
Oh I am so sorry letting you know this is about nazism as I mentioned above. I thought that nazism is common sense so I said that rude, sorry bro!

I hope u to read the whole thing, not just a line u think its rude... sry anyway
Makeli
The Japanese SDF uses a variation of the Rising Sun Flag and the service branches also use a variation of that flag. The only branch not using a variation of that flag is the Japanese Air Self-Defense Force.
Weber
grats sikk map
Sonnyc
Next bg : Nazi flag
Cellina
you really should change bg lol
IamKwaN
As per your request.
Topic Starter
ktgster
All it takes is one BG and you have something that could be some insane drama.

Changed the following:
  1. BG
  2. Louder hitsound on drum-hitfinish3
  3. Offset adjustment
  4. Other things I probably forgot
I'll leave this down for the night if anyone wants to add on some improvements or so.
m i l r
NICE CHOOSE
Enon
people need to know the history that happend in the world about 70 years ago. people could think its just happen passed in past. but, it must not be forgotten, never.

i don't understand how sacrifice of million could be forgotten.

oh yeah, even if it would be a troll in this thread, I had to say it.
greatz good luck anyway.

+ it's not about only our country.
BOUYAAA
I don't really understand the drama about the BG as it was more related to war and the japanese army in general than ww2 anyways. Was fitting the song well imo.

That being said I really like the map, especially the EX diff.
Spaghetti
1870
ReFaller
What a fast bubble XD
Stjpa
definitely a circlejerk
Liiraye
so the bg was fine? what happened

nvm
Akiyama Mizuki

Stjpa wrote:

definitely a circlejerk
d
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