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Halozy - Shining / STREAM

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Topic Starter
Yohanes

10nya wrote:

DT PP
Hi 10nya!!!
UndeadCapulet
at your req: actually at my req xd

4min

  1. 00:23:403 - poor blue tick is sad you ignored it, at least make 00:23:306 (5) - a 1/4 slider ;;
  2. 00:39:758 (3,4,5) - every rhythm following this has a lot of vocal emphasis, but this doesnt at all, maybe change these into a 1/1 slider followed by a circle
  3. 01:10:919 (4,1) - this is the only time in this area where you use a simple oval motion instead of having the player change direction to hit the next slider, and it sticks out a lot, think you should rework this part so it plays more like 01:04:726 (4,1) -
  4. 01:16:145 (6) - this circle seems weird since it's interrupting the 01:15:564 (5) - hold, i feel like either a 1/1 gap between 01:15:564 (5,1) - is better, or mapping the 01:16:242 (7) - beat as well (since it exists and you mapped quiet triplet beats already)
  5. i think 01:17:887 (1) - should be stacked under 01:17:209 (2) - 's tail instead of 01:18:080 (2) - , so that the cursor starts moving again when the kiai starts, it'll be more impactful that way (same for all similar kiai starts)
  6. a lot of your rhythming during the 01:55:048 (1) - section is literally mapped to nothing and seems like awkward filler imo, but i guess most of it's okay. i do have big issue with 02:00:467 (1) - , it seems super random and should just be a 1/2 rhythm imo
  7. lol did you really map 03:07:048 (1) - but didn't map the strong 1/8 drum rhythms early, you're silly
  8. cool use of breaks at 03:12:467 - :>
nice usage of 3/4 sliders, refreshing to see them actually show off rhythms instead of paint over them

---
Topic Starter
Yohanes

UndeadCapulet wrote:

at your req: actually at my req xd

4min

  1. 00:23:403 - poor blue tick is sad you ignored it, at least make 00:23:306 (5) - a 1/4 slider ;; Sure, changed into 1/4 slider
  2. 00:39:758 (3,4,5) - every rhythm following this has a lot of vocal emphasis, but this doesnt at all, maybe change these into a 1/1 slider followed by a circle ok
  3. 01:10:919 (4,1) - this is the only time in this area where you use a simple oval motion instead of having the player change direction to hit the next slider, and it sticks out a lot, think you should rework this part so it plays more like 01:04:726 (4,1) - Actually, it's not the only time, the part before second kiai basically have the same flow as this one. I can even say that every part like this flows similarly so there're no need to change it
  4. 01:16:145 (6) - this circle seems weird since it's interrupting the 01:15:564 (5) - hold, i feel like either a 1/1 gap between 01:15:564 (5,1) - is better, or mapping the 01:16:242 (7) - beat as well (since it exists and you mapped quiet triplet beats already) I personally think that that's alright as it is. but I would love to hear more opinion about this and decide later
  5. i think 01:17:887 (1) - should be stacked under 01:17:209 (2) - 's tail instead of 01:18:080 (2) - , so that the cursor starts moving again when the kiai starts, it'll be more impactful that way (same for all similar kiai starts) i definetly thought about that, but for some reason that I can't remember I decided not to do that (I think because I couldn't get the jump as I like form behind the slider). I used it a lot in my newer map tho lol
  6. a lot of your rhythming during the 01:55:048 (1) - section is literally mapped to nothing and seems like awkward filler imo, but i guess most of it's okay. i do have big issue with 02:00:467 (1) - , it seems super random and should just be a 1/2 rhythm imo I put 1/4 there to somewhat emphasize the rhythm in the background and the vocal. And since it's the beginning (?) of a new verse, putting a diferent kind of pattern would make the part stand out more
  7. lol did you really map 03:07:048 (1) - but didn't map the strong 1/8 drum rhythms early, you're silly This one has strong guitar sound on the background and the music is really intense. While the other, really doesn't have any other instrument (except the 1/8 itself) to support the dense rhythm
  8. cool use of breaks at 03:12:467 - :> :3
nice usage of 3/4 sliders, refreshing to see them actually show off rhythms instead of paint over them yeaa

---
Thank you UndeadCapulet!
riffy
Sponsored by lack of sleep and Doritos.

[General]
  1. Colours 3 and 4 are quite similar. Arrange them in a different way, so that they wouldn't appear one right after another? This would make it look a bit more interesting, which is important for such a long song.
[Stella's Normal]
  1. Try lower AR like 4 or 4,5. Making it slightly friendlier towards beginners sounds like a good idea to me.
  2. 00:23:887 (3) - how about using a 1/1 slider here, this would help to avoid the 3/2 gap, which might be quite tricky for beginners.
  3. 00:43:822 (3,4) - the transition from long slider to 1/1 circles feels quite unnatural and too sudden to me. Perhaps, replacing these two with a slider would fit slightly better with the patterning you use.
    Note: 00:56:209 (3,4) - same here, I think it's just because you map such a strong beat as 00:56:016 - with a slidertail, that the following beats have circles on though they feel quite weak and it confuses me a bit. A slider would solve this problem.
  4. 01:24:080 (1,2) - the vocals peak at both points of the slider, hence, using circles would make more sense. This way, each beat would be emphasized equally well with a clickable object.
  5. 03:01:822 (1,2) - stack here feels quite out of your style since you don't normally use them. Perhaps, it would be a good idea to either get rid of this one or start introducing more awe progress through the difficulty.

    Neat. Not much to mention here.
[Hard]
  1. 01:09:758 (4) - minor - keeping it straight would be a better idea for the consistency with the previous ones and for better appearance of the slider.
  2. 01:16:338 (1,2) - minor - are mods on blanket sliders still a thing? I feel uneasy getting kudosus when I suggest something like this.
  3. 01:20:403 (4,5) - you had - 01:17:887 (1,2,3,4) - stacked, perhaps, it's a good idea to stack these two as well as to give some emphasis to the beats here.
  4. 01:42:564 - whopps, that beat here is left out. try to add an extra repeat to (4) and move 5 closer or just insert a circle? It is not the best soluton either way, but it is definitely required as the music clearly has a beat there.
    Note: 04:01:629 (4,5) - same?
  5. 01:56:209 (3,4) - I am sorry, but I really fail to understand what these two are intended to represent. Perhaps, it would be a better option to take them out since Hard still requires quite an obviios or at least easy to trace rhythm.
  6. I have a feeling I have already seen 02:24:468 (1,2,3,4) - this part. If you do not feel like mapping it again and prefer to stick to copy pasting, perhaps, it should not have been mapped on the first place? I understand that the song is long but making players repeat the same patterns over and over does not add any entertaining value to it. I would opt for variety instead of copy pasting.
  7. 03:09:371 (1) - there are two individual beats and they should be represented with two circles. This way it would work in a better way, letting players feel both beats.

    The copypastde thing made me feel quite disappointed. Apart from that it was quite alright.
[Lunatic]
  1. 00:40:338 (5,6) - it is (5) that actually needs a jump, as (5) has the clap sound and feels stronger. (6) can only echo the jump as to keep flow natural as it is relatively weak. Why not try something like this?
  2. 00:47:113 (2,3) - and here we have a jump on clap missing. Same happens with stuff like 00:53:306 (2,3) - whick kind of gives a feeling of inconsistency. It happens a few more times with things like 00:54:080 (2,3,4) - and I understand that you intend to show and stress the vocals. Yet, you could try to combine vocals and drum based jumps. So, the stuff based on vocals would utilize bigger spacing values and clap-based jumps would use lower DS. This way the whole patterning would feel a bit more ineresting and song would be represented in an interesting way.
  3. 01:15:564 (5) - I have no idea why you decided to curve it like this, but I love it.
  4. 02:02:403 (3,1) - same thing that happened with Hard, I really do not see any musical reason for these objects to be here.

    It is the jumpy stuff that makes me feel uneasy, apart from that it is a solid difficulty. I like what you have here though I feel like it could be better.
That's an okayish set, not much to point out, though copypasted patterns and lack of jum emphasis were quite noticeable.

~~~~~~~~~~~~~~~~~~~~~~~~~~

Best of luck!
Topic Starter
Yohanes

Bakari wrote:

Sponsored by lack of sleep and Doritos.

[General]
  1. Colours 3 and 4 are quite similar. Arrange them in a different way, so that they wouldn't appear one right after another? This would make it look a bit more interesting, which is important for such a long song. I would like to keep it because --> p/4308436


[Hard]
  1. 01:09:758 (4) - minor - keeping it straight would be a better idea for the consistency with the previous ones and for better appearance of the slider. for some reason I like it cure a little bit more
  2. 01:16:338 (1,2) - minor - are mods on blanket sliders still a thing? I feel uneasy getting kudosus when I suggest something like this. lol
  3. 01:20:403 (4,5) - you had - 01:17:887 (1,2,3,4) - stacked, perhaps, it's a good idea to stack these two as well as to give some emphasis to the beats here. The property of the vocal is different. 01:20:403 (4,5) - has a "swinging" kinda vocal on it, while 01:17:887 (1,2,3,4) - have the strong sound on every white tick. That's why I mapped it differently
  4. 01:42:564 - whopps, that beat here is left out. try to add an extra repeat to (4) and move 5 closer or just insert a circle? It is not the best soluton either way, but it is definitely required as the music clearly has a beat there. Uh no. I'd rater undermapped blue tick to put a jumps towards the next pattern
    Note: 04:01:629 (4,5) - same?
  5. 01:56:209 (3,4) - I am sorry, but I really fail to understand what these two are intended to represent. Perhaps, it would be a better option to take them out since Hard still requires quite an obviios or at least easy to trace rhythm. I'll figure what I'll do to this later. no change for now (most certainly I will change it)
  6. I have a feeling I have already seen 02:24:468 (1,2,3,4) - this part. If you do not feel like mapping it again and prefer to stick to copy pasting, perhaps, it should not have been mapped on the first place? I understand that the song is long but making players repeat the same patterns over and over does not add any entertaining value to it. I would opt for variety instead of copy pasting. lol I curve the slider a little bit to make it less obvious that I copy pasting
  7. 03:09:371 (1) - there are two individual beats and they should be represented with two circles. This way it would work in a better way, letting players feel both beats. ok

    The copypastde thing made me feel quite disappointed. Apart from that it was quite alright.
[Lunatic]
  1. 00:40:338 (5,6) - it is (5) that actually needs a jump, as (5) has the clap sound and feels stronger. (6) can only echo the jump as to keep flow natural as it is relatively weak. Why not try something like this? Spiced things up a little bit here, hopefully that will be enough emphasis since I don't want to compeletly change the pattern
  2. 00:47:113 (2,3) - and here we have a jump on clap missing. Same happens with stuff like 00:53:306 (2,3) - whick kind of gives a feeling of inconsistency. It happens a few more times with things like 00:54:080 (2,3,4) - and I understand that you intend to show and stress the vocals. Yet, you could try to combine vocals and drum based jumps. So, the stuff based on vocals would utilize bigger spacing values and clap-based jumps would use lower DS. This way the whole patterning would feel a bit more ineresting and song would be represented in an interesting way. Actually, -Nya- also mentioned this in her mods several weeks ago. Then I decided to give it a shot and try to change the pattern based on the drums
  3. 01:15:564 (5) - I have no idea why you decided to curve it like this, but I love it. me too
  4. 02:02:403 (3,1) - same thing that happened with Hard, I really do not see any musical reason for these objects to be here. Since I'm not sure what would I do to change it, I'll leave it blank for now

    It is the jumpy stuff that makes me feel uneasy, apart from that it is a solid difficulty. I like what you have here though I feel like it could be better.
That's an okayish set, not much to point out, though copypasted patterns and lack of jum emphasis were quite noticeable.

~~~~~~~~~~~~~~~~~~~~~~~~~~

Best of luck!
Thanks a lot Bakari! :D

Updated because it will goes to graveyard if I'm not
smallboat
[Stella's Normal]

Fine

[Hard]

00:18:661 (5) - This clap sounds like not so obviously, try to turn up the volume? (Lunatic too)
00:19:822 (3) - Maybe can stack it completely?

[Lunatic]

02:56:597 (3,6) - Maybe can stack it better make hit it easily.
03:17:113 (1) - Forgot too add whistle? Sounds like this music voice a bit heavy (Hard too)
03:29:500 (1) - The same as above
Topic Starter
Yohanes

smallboat wrote:

[Hard]

00:18:661 (5) - This clap sounds like not so obviously, try to turn up the volume? (Lunatic too) ok
00:19:822 (3) - Maybe can stack it completely? sure

[Lunatic]

02:56:597 (3,6) - Maybe can stack it better make hit it easily. Probably not. I would like to keep the blanket on 02:55:822 (1,3) - and the spacing between 02:54:855 (1,2,3) - . In addition, they're not noticeable in gameplay so it's fine
03:17:113 (1) - Forgot too add whistle? Sounds like this music voice a bit heavy (Hard too) ok
03:29:500 (1) - The same as above
Thanks smallboat!
I will call you back once Stella has replied to Bakari's mod
Mirash
wooo :)
Topic Starter
Yohanes
Since I didn't get a reply form Stella, I'll be the one who make changes
I hope he/she don't mind

Bakari wrote:

Sponsored by lack of sleep and Doritos.
[Stella's Normal]
  1. Try lower AR like 4 or 4,5. Making it slightly friendlier towards beginners sounds like a good idea to me. alright
  2. 00:23:887 (3) - how about using a 1/1 slider here, this would help to avoid the 3/2 gap, which might be quite tricky for beginners. yea I think that's better
  3. 00:43:822 (3,4) - the transition from long slider to 1/1 circles feels quite unnatural and too sudden to me. Perhaps, replacing these two with a slider would fit slightly better with the patterning you use.
    Note: 00:56:209 (3,4) - same here, I think it's just because you map such a strong beat as 00:56:016 - with a slidertail, that the following beats have circles on though they feel quite weak and it confuses me a bit. A slider would solve this problem. Yeah, I changed both of those to make it more consistent with the other similar pattern like this as well
  4. 01:24:080 (1,2) - the vocals peak at both points of the slider, hence, using circles would make more sense. This way, each beat would be emphasized equally well with a clickable object. I think this one is fine, slider also works well here imo because it also complement the vocal by following it troughout the slide body
  5. 03:01:822 (1,2) - stack here feels quite out of your style since you don't normally use them. Perhaps, it would be a good idea to either get rid of this one or start introducing more awe progress through the difficulty. I think I can understand why he/she make a stack here. This rhythm 03:01:822 (1,2) - started with lower notes sound, which is the only time you hear troughout the song, so the purpose to put stack here is to make it stand out from the others.

    Neat. Not much to mention here.
Thanks Bakari
@Stella If you have any objections with my changes, please contact me

Edit : Stella allowed me to make changes to his / her diff, so we're ready :)
smallboat
Thank your cooperation :)

And I look for while around and nothing to say that.

So let it
Bubbled :idea:
Topic Starter
Yohanes
Thank you bigboat :D

EDIT: Just got metadata clarification from Kwan, gonna add few more to tags by the next update
Pentori
hey
[General]
why dont u fade out ur mp3. u have like 25 seconds of nothing

[Stella's Normal]
check ur break times a lot of them end a lot earlier than they should http://puu.sh/tPpqj/210cef9254.jpg
01:30:274 (1,2) - ds
03:07:822 - dont think the clap fits. it deviates from ur hitsounding structure
03:09:758 - the three sounds on 03:09:371 (3) - are the same here, so removing the clap would b better

[Hard]
00:15:371 (4) - there's no need to do this here, obvious triple on 00:15:855 - u can use
00:51:177 (4,1) - drum roll starts on red 00:51:371 - this is the same as 02:07:242 (6)
01:02:790 (2) - remove clap
01:03:564 (4) - you probably should end this on the blue tick to utilise more 1/4 rhythms for better spread
01:07:242 (1,4) - i would try avoid the stack here, with the way auto stacking works it makes 01:06:274 (4,1) - look terrible
01:09:758 (4) - just put a triplet on 01:09:951 - instead of making up rhythms
01:14:016 (4,5,1) - equal visual distance? looks off rn http://puu.sh/tPr1M/6350971dff.jpg
01:23:693 (4) - strong downbeat on slider end :/
01:30:274 (1) - perhaps u could balance the densities more by making this 2 circles instead. stuff like 01:36:467 (1,2,3,4) - is a lot harder to tap than 01:30:274 (1,2)
01:55:629 (2) - 02:01:822 (2) - not entirely convinced that these work - they repeat on nothing
02:25:629 (4) - drum roll starts on red tick
03:02:693 - clap here is really awkward since there are no snares to hitsound too
03:04:338 (2,3,4) - red tick triplet would be better 03:04:532
03:05:500 (3) - remove claps, or achieve some sort of consistency with 03:02:403 (3) - as they are the same sounds/pattern
03:06:274 (1,2) - these are kinda overmapped but they sorta work with the guitar. however, giving them claps was an awful idea as there are no drums here. u should just remove all the claps except for
03:07:048 - 03:07:822 - suddenly you start hitsounding every white tick, while your previous hitsound structure had claps every 2nd beat
03:09:758 - 03:10:532 - dont need the claps

[Lunatic]
00:25:532 (2,3,4,5) - could try nc'ing all these. picking up on the rhythm change is really hard if you haven't played the map before. nc'ing makes people pay more attention
00:44:597 (3,4,5) - cant really agree with these. generally if you want to overmap triplets for emphasis, you have the strongest beat on the bottom, this is just doing the opposite :(
00:51:177 (5,6,7) - ^ since this is the highest diff, why not use the 1/8 from 00:51:371 - ?
01:02:790 (2) - dont need clap
01:28:726 (1,2) - symmetry?
02:01:822 (2) - doesn't necessarily reverse on anything
02:01:822 (2,3) - can you fit this so it looks better with the stack? looks off in gameplay http://puu.sh/tPuKl/2d2f82bfab.jpg
02:39:951 (8,2,4) - stacking these makes the stream look really ugly http://puu.sh/tPuPr/2f3e35cb21.jpg
03:02:693 (6) - shouldn't hitsound ghost notes ;w;
03:05:500 (4) - ^
03:06:274 - tone down the amount of claps here, its way to overpowering

best of luck! unfortunately there are some things i don't agree with :cc
Topic Starter
Yohanes

Pentori wrote:

hey
[General]
why dont u fade out ur mp3. u have like 25 seconds of nothing I'd rather not edit the music unless I really had to

[Hard]
00:15:371 (4) - there's no need to do this here, obvious triple on 00:15:855 - u can use
00:51:177 (4,1) - drum roll starts on red 00:51:371 - this is the same as 02:07:242 (6) I mapped it that way in order to emphasize the next 1/1 slider, and those reverse slider is used to emphasize the claps and the build up melody toward there
01:02:790 (2) - remove clap
01:03:564 (4) - you probably should end this on the blue tick to utilise more 1/4 rhythms for better spread I prefer to put jump towards the next pattern because that will give more impact in real gameplay imo
01:07:242 (1,4) - i would try avoid the stack here, with the way auto stacking works it makes 01:06:274 (4,1) - look terrible
01:09:758 (4) - just put a triplet on 01:09:951 - instead of making up rhythms same as before
01:14:016 (4,5,1) - equal visual distance? looks off rn http://puu.sh/tPr1M/6350971dff.jpg
01:23:693 (4) - strong downbeat on slider end :/
01:30:274 (1) - perhaps u could balance the densities more by making this 2 circles instead. stuff like 01:36:467 (1,2,3,4) - is a lot harder to tap than 01:30:274 (1,2) i changed the rhythm on 01:23:693 - into 2 circle and a slider instead, I think that's a good compromise
01:55:629 (2) - 02:01:822 (2) - not entirely convinced that these work - they repeat on nothing I honestly don't like putting long slider on this diff, so I put a reverse instead
02:25:629 (4) - drum roll starts on red tick same here too
03:02:693 - clap here is really awkward since there are no snares to hitsound too
03:04:338 (2,3,4) - red tick triplet would be better 03:04:532 same here, triplet to emphasize clap & build up + jump to emphasize cymbal
03:05:500 (3) - remove claps, or achieve some sort of consistency with 03:02:403 (3) - as they are the same sounds/pattern
03:06:274 (1,2) - these are kinda overmapped but they sorta work with the guitar. however, giving them claps was an awful idea as there are no drums here. u should just remove all the claps except for I'll make them consistent with Lunatic diff
03:07:048 - 03:07:822 - suddenly you start hitsounding every white tick, while your previous hitsound structure had claps every 2nd beat
03:09:758 - 03:10:532 - dont need the claps

[Lunatic]
00:25:532 (2,3,4,5) - could try nc'ing all these. picking up on the rhythm change is really hard if you haven't played the map before. nc'ing makes people pay more attention alright, I'll put NCs for now
00:44:597 (3,4,5) - cant really agree with these. generally if you want to overmap triplets for emphasis, you have the strongest beat on the bottom, this is just doing the opposite :( I want to emphasize the vocal actually, not the drum. So in this case, this kind of overmap is fine imo
00:51:177 (5,6,7) - ^ since this is the highest diff, why not use the 1/8 from 00:51:371 - ? I can't really make it work to be honest, besides I don't really like it
01:02:790 (2) - dont need clap
01:28:726 (1,2) - symmetry? no lol
02:01:822 (2) - doesn't necessarily reverse on anything True, but I don't really want to put another long slider here without some kind of variation.
02:01:822 (2,3) - can you fit this so it looks better with the stack? looks off in gameplay http://puu.sh/tPuKl/2d2f82bfab.jpg
02:39:951 (8,2,4) - stacking these makes the stream look really ugly http://puu.sh/tPuPr/2f3e35cb21.jpg
03:02:693 (6) - shouldn't hitsound ghost notes ;w;
03:05:500 (4) - ^
03:06:274 - tone down the amount of claps here, its way to overpowering

best of luck! unfortunately there are some things i don't agree with :cc
Else are fixed, Thank you Pentori! :D
Topic Starter
Yohanes
All fixed from Pentori's mod on Stella's diff. I forgot that I supposed to check mods on Stella's diff as well

Updated!
smallboat
Rebubbled
Topic Starter
Yohanes
thanks again smallboat!
Chaoslitz
[General]
  1. Source should be 東方神霊廟 ~ Ten Desires. We should specify the accurate name of game instead of the whole series (For example like https://osu.ppy.sh/b/991229, https://osu.ppy.sh/s/436799 etc.), so remove the one in tag and add 東方project
[Stella's Normal]
  1. 01:55:048 (1,2,1,2,1,1) - In my opinion this section lacks of hitsounds, try adding whistles to those slider heads for a better feedback
  2. 03:18:661 (1,2,3,4) - 03:24:855 (1,2,3,4) - 03:31:048 (1,2,3,4,5) - ^
[Hard]
  1. 03:12:467 - 03:24:855 - The vocal and drums are really strong which I think it shouldn't be skipped (same as in lunatic)
[Lunatic]
  1. 02:01:822 (2) - I don't understand why you used a reversed slider when there is no sound in 02:02:790, you can follow 01:55:629 (2) instead
  2. 03:07:048 (1) - It is unnecessary to overmap 1/8 when there is no clear sound, 1/4 should be enough

Call me back
Topic Starter
Yohanes

Chaoslitz wrote:

[General]
  1. Source should be 東方神霊廟 ~ Ten Desires. We should specify the accurate name of game instead of the whole series (For example like https://osu.ppy.sh/b/991229, https://osu.ppy.sh/s/436799 etc.), so remove the one in tag and add 東方project Few months ago Kwan told me that using either one as a source is Okay, in fact there're many maps that still using 東方project as a source. fyr= https://puu.sh/uRrAO/9c2e5f3f67.png But okay, I'll change it
[Stella's Normal]
  1. 01:55:048 (1,2,1,2,1,1) - In my opinion this section lacks of hitsounds, try adding whistles to those slider heads for a better feedback
  2. 03:18:661 (1,2,3,4) - 03:24:855 (1,2,3,4) - 03:31:048 (1,2,3,4,5) - ^ Added some whistle in Stella's stead. I try to keep it low profile & uniform with Stella's hitsounding
[Hard]
  1. 03:12:467 - 03:24:855 - The vocal and drums are really strong which I think it shouldn't be skipped (same as in lunatic) I want to highlight this break section on the song, also I want to keep it uniform with 03:18:661 - which is similar but doesn't have the drum and vocal
[Lunatic]
  1. 02:01:822 (2) - I don't understand why you used a reversed slider when there is no sound in 02:02:790, you can follow 01:55:629 (2) instead ok, fixed on hard too
  2. 03:07:048 (1) - It is unnecessary to overmap 1/8 when there is no clear sound, 1/4 should be enough This section has a distinct high pitched guitar sound that only appears once throughout this song. Also, the sound there is also continuous, there're no definite answer whether it is 1/4, 1/6, 1/8 or so on. 1/4 will makes it sounds too empty to my taste, so thats that. I still think that the overmap is properly used there

Call me back
Thank you Chaos! :D
Karen
isn't 東方project a valid source for all touhou songs?
Chaoslitz
I didn't say it is invalid but it is better to provide a more accurate source (regard to post p/5303637), which can't tell if it is an unrankable issue or not, so I popped it to prevent any issues after pushing it forward.

[Lunatic]
  1. 03:07:048 (1) - Then can you remove whistles and leave 03:07:048 - 03:07:242? only white and red tick have clear sounds so placing whistles in every reverse do not sound good
Topic Starter
Yohanes
ok
Chaoslitz
Rebubbled, you can call smallboat back to qualify :3 (don't forget the 24hrs rule)
Topic Starter
Yohanes
Thank you Chaos!
smallboat
Confirm pass 24hr rule in there, let it Qualified
Topic Starter
Yohanes
thankssssssssssssssssssssss!
Delis
why nobody congratulates this =(


oh it is because too old


congratz
Topic Starter
Yohanes

Delis wrote:

why nobody congratulates this =(


oh it is because too old


congratz
Time change

Thanks!!
Enon
You are god
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