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Pogo - Data & Picard

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HootOwlStar
[normal]
  1. 00:36:264 (3) - would recommend to remove the circle since it will bring a greater emphasis to 00:36:514 (1) -
  2. 00:53:514 (3) - 00:55:514 (3) - it could act as an inconsistency to the rhythm that is applied in the section from 00:36:514 - to 00:40:514 - + the current rhythm applied neglects the snare beats in the slider ticks. consider to split the sliders into 1/1 followed with circles instead. same applied to the part in the end.
  3. 00:59:514 (1) - suggest to split the slider into 1/1 followed by a circle, in order to differentiate the glitch sound and the start of the vocals
  4. 01:13:514 (1) - accidental nc + 01:34:014 (1,2) - would suggest to swap the combos
  5. 03:08:264 - the ending point should be 1/2 beat earlier to land on the last keyboard note, which is at 03:08:264 - . same as in hard and insane
[hard]
  1. doesn't really agree with your combo pattern which is based on vocal sentences, since sometimes the combos are too long, and there would be times when perspectives to differ each sentence out among the players are different. consider to arrange up your combos and follow the combo pattern based on beat count, as implemented in other difficulties.
  2. 02:04:514 (1,2,3) - 02:06:514 (5,6,7) - distance-time should be followed, considering that the 1/4 jump pattern is implemented soon after 02:03:514 (10,11) - in which confusion will be caused
  3. 02:41:014 (2,3) - maybe avoid the pattern to provide players a better reading?
  4. 03:07:514 (5) - as in normal
[insane]
  1. 01:12:514 (1,2,3) - maybe this first introduction of 1/4 jump will be assumed as a diff spike? idk mayb merge 01:13:014 (3,4) - up becoming a slider as an early introduction
  2. 01:40:264 (5) - would be cool if the note is differentiated by a stand-alone circle from the consecutive 1/4s before to emphasize the sudden halt
  3. 02:15:889 - undermapped + 02:42:389 (6) - overmapped
.
Bonsai

HootOwlStar wrote:

[hard]
  1. doesn't really agree with your combo pattern which is based on vocal sentences, since sometimes the combos are too long, and there would be times when perspectives to differ each sentence out among the players are different. consider to arrange up your combos and follow the combo pattern based on beat count, as implemented in other difficulties. The vocal phrases always align almost exactly with the downbeats except that they are mostly one beat earlier, which i sbeing evend out since the following phrase most like starts one phrase earlier too. High-number-combos like the one at 02:08:014 would still have 14 hitobjects if I NC'd it by downbeats (altho I noticed rn that I could just put additional NCs at 02:11:560 and similar spots so I did that, also I forgot one at 02:46:514 -). tl;dr: It makes barely any difference.
  2. 02:04:514 (1,2,3) - 02:06:514 (5,6,7) - distance-time should be followed, considering that the 1/4 jump pattern is implemented soon after 02:03:514 (10,11) - in which confusion will be caused I don't see how this would be confusing just bc a previous 1/4 has been spaced, this sorta pattern has already been used at 01:48:514 (3,4,5) -(which is also the same lyrics) so it shouldn't be surprising or anything
  3. 02:41:014 (2,3) - maybe avoid the pattern to provide players a better reading? This is much easier to read ingame than it seems in the editor, and this diff has quite many tricky 'gimmicks' anyways so I think that's a reasonable thing to do
  4. 03:07:514 (5) - as in normal Slidertails don't need to be mapped to an active beat when the sliderbody itself is representing a sound, which is the case here, most of the 'background-noise' (in particular that one noise that sounds almost like the drum-sliderslide lol) is still continuing and then ends where the slider ends
Thanks for the mod even tho I didn't fix anything from it, made me pay more attention to other stuff ^^
LMT

Bonsai wrote:

LMT wrote:

caps madness from the guy with an username all in caps.
lowercase calmness from the guy with an username all in caps.
Topic Starter
BOUYAAA

Bonsai wrote:

classic Bonsai, always denying everything :P

HootOwlStar wrote:

[normal]
  1. 00:36:264 (3) - would recommend to remove the circle since it will bring a greater emphasis to 00:36:514 (1) - I kinda want to have continuity here it just sounds right to me
  2. 00:53:514 (3) - 00:55:514 (3) - it could act as an inconsistency to the rhythm that is applied in the section from 00:36:514 - to 00:40:514 - + the current rhythm applied neglects the snare beats in the slider ticks. consider to split the sliders into 1/1 followed with circles instead. same applied to the part in the end. Cmon it's pretty obvious what i'm doing here. Snares and other instruments are ignored to give full emphasis on vocals.
  3. 00:59:514 (1) - suggest to split the slider into 1/1 followed by a circle, in order to differentiate the glitch sound and the start of the vocals I wasn't trying to represent the glitch sound with my mapping but rather continue to emphasize long vocals with long sliders
  4. 01:13:514 (1) - accidental nc + 01:34:014 (1,2) - would suggest to swap the combos Did first but didn't do 2nd because the repeat is stronger than the red tick just after
  5. 03:08:264 - the ending point should be 1/2 beat earlier to land on the last keyboard note, which is at 03:08:264 - . same as in hard and insane I think we both try to stop the slider with the vocals here. makes more sense following that than the very faint piano imo
[insane]
  1. 01:12:514 (1,2,3) - maybe this first introduction of 1/4 jump will be assumed as a diff spike? idk mayb merge 01:13:014 (3,4) - up becoming a slider as an early introduction No that's a very common pattern for an insane
  2. 01:40:264 (5) - would be cool if the note is differentiated by a stand-alone circle from the consecutive 1/4s before to emphasize the sudden halt seems good
  3. 02:15:889 - undermapped mapping every sound is not an obligation. I tried doing something though and it sounded really awkward to me + 02:42:389 (6) - overmapped did
.
Seijiro
as requested

General


  1. this may sound dumb, but there were some troubles with file names starting with numbers or non-standard characters, so just to be sure: maybe rename your bg to "bg" or something not with numbers? xD
  2. add "Weightless" in tags? (the name of the album this song is from) (from your third metadata link in desc)

________________



Insane


  1. 00:12:514 - 00:18:514 - idk, I may be imposing my vision here, but this intro is a bit too dense, since you followed more background music than things I can hear in foreground: for example 00:12:514 (1) - would be cool with just a circle, stacked on 00:13:014 (2) - 's head, or for 00:15:514 - I would probably try to focus a bit more on vocals and do something like this
  2. 00:25:514 (4,5,6,1) - why the sudden increase in spacing? I could understand it for 00:26:264 (6) - since it seems to be a strong vocal, but the rest ?.?
  3. 00:28:014 (4) - I suggested something similar in my first point: what do you think about a stacked circle on 00:28:514 (1) - instead? It creates a nice contrast with the next section in the song, so it feels less "spammy" with all that 1/2 stuff
  4. 00:35:014 (2) - curving this a little like this is a no-go? /w\
    The straight shape just felt a bit off in the whole combo (you have just curved sliders + 00:32:514 (1,2) - is a similar concept and uses curved stuff too)
  5. 00:46:014 (5,6) - this is more of a personal flow I think, so it might not be of your linking, but if you shift these a bit to the bottom, like this, you create a "hopping" feeling that fits well with the song imo.
    Perfect back and forths should be reserved for really strong parts, since they are indeed the movements with the highest amount of emphasis
  6. 01:05:014 (3,4,5) - minor once again, but what do you think of moving this stack to x311 y267?
    This suggestion is based on some flow analysis I do in my head but don't really change much. It's just a matter of feeling so feel free to ignore it if you don't like it
  7. 01:19:014 (2,3) - this stack seems to be quite inconsistent with the rest: all of the other patterns on this sort of rhythm were like 01:20:014 (5,6) - (spread instead of stacked). Is there a way to spread these two too?
  8. 01:18:514 (1,2,3,4,5,6,1,2,3) - just noticed, but at times your structures are just... going poof. With that I mean that I personally can't find a solid base as to why those objects are placed exactly like that and with those shapes
  9. 01:27:514 (1) - x20 y90?
  10. 01:22:014 (1) - you probably don't need this NC
    Same goes for 01:23:514 (1) - 01:25:514 (1) - 01:27:514 (1) - 01:29:514 (1) - imo. This part just starts using smaller combos for... what reason? x)
  11. 01:40:264 (5) - just to be sure, can you make the distance before this circle a bit smaller than the one after it?
    While it is true we have approach circles to read the pattern, I believe it might be confusing to have two different snaps with same visual spacing, above all if we notice how you play around with spacing in this part
  12. 01:46:514 (1) - imo a circle would fit better to express that vocal :p
  13. 02:20:514 - this kiai has no punch at all, even if it is stronger than the part before it.
    Maybe increase SV, or at least increase spacing for at least 02:20:514 (1,2,3,4) - to give the "punch" feeling
  14. 02:48:014 (6,7) - what do you think about a ctrl G? The beat on 6 is the same as for 02:47:014 (2) - , but 2 had a pretty big jump on it to match the emphasis while 6 doesn't
  15. 03:05:014 (2) - maybe move to x339 y215 (to keep the curve for 03:04:514 (1,2,3) - clean) and then ctrl G (to match 00:56:514 (1,2,3) - from the intro) ?
Some of the changes I suggested were on things appearing just once, like the short combos part, 01:19:014 (2,3) - or 00:46:014 (5,6) - etc... So the main reason for those is just consistency more than anything

________________



Bonsai's Hard


  1. 01:08:514 (2,3,4) - please enable stacking in editor and manual stack these xD
    01:10:514 (6,7) - 01:24:514 (2,3) - etc...
  2. 02:01:764 (5,6,7,8) - considering the calm part and the general note density, what do you think about a circle + repeat slider instead? It should be easier and less stressful in this part imo
    02:17:764 (4,5,6,7) - etc...
  3. well, I'm obviously not at the right level to comment about this with certainty, but wouldn't it be hard to read 02:04:514 (1,2,3) - and 02:05:264 (3,4) - as different snaps? The visual spacing is the same...
  4. 02:25:514 (5,6,7,1,2) - this might be hard to interpret too in gameplay. My concern is more about the logic someone may use for this, rather than the pattern itself.
    As an experienced player I have no troubles memorizing and recognizing the concept for 02:26:389 (6,7) - or any other pattern, but I believe that what matters here is how often you visually change things. Changing too often the only reference (visual spacing_ the player has might be a bit too harsh yet imo
  5. 02:43:014 (1,2,3,4,5,6) - a bit hard to read too if you ask me ^_^"
If you can get a testplay from... let's say, a 300k player, we can actually confirm my doubts (or not)

________________



Normal


  1. it would be nice to keep things consistent between 00:15:014 (1,2) - and 00:12:514 (1,2) - , so what do you think about deleting 00:12:514 (1) - and using a circle at 00:13:014 - ?
  2. 00:53:514 (3,1) - I'd either delete 1 and make 3 longer, or reduce 3 to just a 1/1 slider.
    The fact you skip 00:54:014 - (a strong, drum beat) and map 00:54:264 - (a background beat? Not sure) is a bit contradictory to me x)
  3. 00:59:514 (1) - you don't need this NC :p
    You technically can do that since there is a strong vocal on the slider, but shortening so much combos on lower diffs is just... a cluster if you ask me xD
    (your combos are generally at least 4 beats long too)

________________



Let me know~
Bonsai

MrSergio wrote:

General


  1. this may sound dumb, but there were some troubles with file names starting with numbers or non-standard characters, so just to be sure: maybe rename your bg to "bg" or something not with numbers? xD not my place to answer but I think what you're thinking of is the fact that when you had an mp3 starting with a number it fucked up a lot of things, but that got fixed by automatically converting those filenames to 'audio', and afaik nothing else is like that ^^

________________



Bonsai's Hard


  1. 01:08:514 (2,3,4) - please enable stacking in editor and manual stack these xD
    01:10:514 (6,7) - 01:24:514 (2,3) - etc... yeah those are on purpose, firstly because I actually like how those look, secondly because they differentiate the different time-gaps since 3/4 is only used in these patterns and they're all stacking like this :P
  2. 02:01:764 (5,6,7,8) - considering the calm part and the general note density, what do you think about a circle + repeat slider instead? It should be easier and less stressful in this part imo I see but I find every way of using a slider here very weird though because they'd either give wrong emphasis or play very awkwardly, and I think this is totally okay since everything around it is not dense at all so ya.. (also I guess it would take away the possibility to make 02:18:514 (8,1,2) - even less intense lol)
    02:17:764 (4,5,6,7) - etc...
  3. well, I'm obviously not at the right level to comment about this with certainty, but wouldn't it be hard to read 02:04:514 (1,2,3) - and 02:05:264 (3,4) - as different snaps? The visual spacing is the same... Hard-players aren't 100% relying on visual spacing anymore though, they mostly know of jumps and antijumps already, the used rhythm/objects should make this very intuitive since reading it any other way would make for the weirdest rhythm ever, and I already start using 'confusing' spacing at 00:20:014 (3,4,1) - which even my sucky #230k-testplayer got right so ya xd
  4. 02:25:514 (5,6,7,1,2) - this might be hard to interpret too in gameplay. My concern is more about the logic someone may use for this, rather than the pattern itself.
    As an experienced player I have no troubles memorizing and recognizing the concept for 02:26:389 (6,7) - or any other pattern, but I believe that what matters here is how often you visually change things. Changing too often the only reference (visual spacing_ the player has might be a bit too harsh yet imo again I think this is not misleading at all bc of the rhythmic context, it starts with the harder 3/4-rhythm while the following rhythm isn't visible at all so that by itself shouldn't be a problem since it occurred like that before, and the following rhythm is as basic as it can get so I don't see that being an issue
  5. 02:43:014 (1,2,3,4,5,6) - a bit hard to read too if you ask me ^_^" welp, can't say much about this other than that I think if a player can read the parts where I switch between 1/4- and 1/2-stacks then they can read this too lol, that's just simply the reading-skill required by the targeted audience of the overall diff
If you can get a testplay from... let's say, a 300k player, we can actually confirm my doubts (or not) wasn't successful at getting anybody so far except a #200k who sucked at the entire map, will try again tmrw lol
/red
Topic Starter
BOUYAAA

MrSergio wrote:

as requested B)

General


  1. this may sound dumb, but there were some troubles with file names starting with numbers or non-standard characters, so just to be sure: maybe rename your bg to "bg" or something not with numbers? xD ye
  2. add "Weightless" in tags? (the name of the album this song is from) (from your third metadata link in desc) ofc

________________



Insane


  1. 00:12:514 - 00:18:514 - idk, I may be imposing my vision here, but this intro is a bit too dense, since you followed more background music than things I can hear in foreground: for example 00:12:514 (1) - would be cool with just a circle, stacked on 00:13:014 (2) - 's head, or for 00:15:514 - I would probably try to focus a bit more on vocals and do something like this ok so i tried many things and i really don't feel comfortable undermapping the intro right now. I tried changign stuff my way in many places and removing things feels super awkward because there are beats i miss that i deem important (most of the 1/2 filler rythm). When putting it into contrast with the part that is following everything gets really imbalanced density wise. Imo the intro works as is, it's slower and way less intense than the rest of the map
  2. 00:25:514 (4,5,6,1) - why the sudden increase in spacing? I could understand it for 00:26:264 (6) - since it seems to be a strong vocal, but the rest ?.? Someone suggested i put jumps here i think because of the bass sounds which i thought made sense. anyways i reduced it a bit so that it's not as extreme anymore
  3. 00:28:014 (4) - I suggested something similar in my first point: what do you think about a stacked circle on 00:28:514 (1) - instead? It creates a nice contrast with the next section in the song, so it feels less "spammy" with all that 1/2 stuff I don't really like that as it would ignore the strength of the downbeat completely
  4. 00:35:014 (2) - curving this a little like this is a no-go? /w\ I guess this is just a matter of preference , I absolutely love combinations of straight sliders and curved sliders with opposite angles. I think the parallelism with 00:33:514 (3) - works very well too
    The straight shape just felt a bit off in the whole combo (you have just curved sliders + 00:32:514 (1,2) - is a similar concept and uses curved stuff too)
  5. 00:46:014 (5,6) - this is more of a personal flow I think, so it might not be of your linking, but if you shift these a bit to the bottom, like this, you create a "hopping" feeling that fits well with the song imo. Your patterns creates weird interactions with other objects (overlaps) but it gave me ideas
    Perfect back and forths should be reserved for really strong parts, since they are indeed the movements with the highest amount of emphasis i do not 100% agree with that as jumps with small angles are usually easy to play compared to obtuse angles.
  6. 01:05:014 (3,4,5) - minor once again, but what do you think of moving this stack to x311 y267? Do you not think the equilateral triangle formed by the triple and the 2 other circles looks better? I also think speed is easier to manage with the current spacing considering the next slider is already pretty far away
    This suggestion is based on some flow analysis I do in my head but don't really change much. It's just a matter of feeling so feel free to ignore it if you don't like it
  7. 01:19:014 (2,3) - this stack seems to be quite inconsistent with the rest: all of the other patterns on this sort of rhythm were like 01:20:014 (5,6) - (spread instead of stacked). Is there a way to spread these two too? there is
  8. 01:18:514 (1,2,3,4,5,6,1,2,3) - just noticed, but at times your structures are just... going poof. With that I mean that I personally can't find a solid base as to why those objects are placed exactly like that and with those shapes so uh, i don't really know what you call "good" structure but i'll try to explain. 01:18:514 (1,2,3,4) - equal spacing between each other 01:19:514 (4,5,6) - same 01:20:514 (1,2,3) - same the rest are just combinations of slidershapes and angles i like. Idk if you care about that but i usually don't form patterns with too much symmetry in mind. Hence why i sometimes do the srtaight slider curved slider thing you mentionned earlier. Imo it gives my map a bit more personality than just copypasting patterns i see in other maps
  9. 01:27:514 (1) - x20 y90? agreed what am i doing
  10. 01:22:014 (1) - you probably don't need this NC alright
    Same goes for 01:23:514 (1) - 01:25:514 (1) - 01:27:514 (1) - 01:29:514 (1) - imo. This part just starts using smaller combos for... what reason? x) i just left the starship one as i think the song justifies it. also goes well with the change of direction idk
  11. 01:40:264 (5) - just to be sure, can you make the distance before this circle a bit smaller than the one after it?
    While it is true we have approach circles to read the pattern, I believe it might be confusing to have two different snaps with same visual spacing, above all if we notice how you play around with spacing in this part I'm actually gonna go futher than that and argue that this will never be confusing in game as the whole part uses those 1/4 sliders so people know what's gonna happen. 01:39:264 (5,1) - 01:39:014 (4,5) - they're gonna be aware of what is gonna be happening i'm sure. also the clicking pattern is very intuitive so no worries i'd say
  12. 01:46:514 (1) - imo a circle would fit better to express that vocal :p LOCK
  13. 02:20:514 - this kiai has no punch at all, even if it is stronger than the part before it.
    Maybe increase SV, or at least increase spacing for at least 02:20:514 (1,2,3,4) - to give the "punch" feeling ur right, remapped something
  14. 02:48:014 (6,7) - what do you think about a ctrl G? The beat on 6 is the same as for 02:47:014 (2) - , but 2 had a pretty big jump on it to match the emphasis while 6 doesn't idk having the 2 snares in the same place pleases me xd
  15. 03:05:014 (2) - maybe move to x339 y215 (to keep the curve for 03:04:514 (1,2,3) - clean) and then ctrl G (to match 00:56:514 (1,2,3) - from the intro) ? eh i don't really want the exact same pattern as the one in the beginning. The concept stays the same so i'd say it's fine that way?
Some of the changes I suggested were on things appearing just once, like the short combos part, 01:19:014 (2,3) - or 00:46:014 (5,6) - etc... So the main reason for those is just consistency more than anything

________________




________________



Normal


  1. it would be nice to keep things consistent between 00:15:014 (1,2) - and 00:12:514 (1,2) - , so what do you think about deleting 00:12:514 (1) - and using a circle at 00:13:014 - ? eeeeeh i don't like the idea. for it to be 100% consistent i'd have to map 00:12:514 - with a sliderend too. I don't really think consistency matters here
  2. 00:53:514 (3,1) - I'd either delete 1 and make 3 longer, or reduce 3 to just a 1/1 slider.
    The fact you skip 00:54:014 - (a strong, drum beat) and map 00:54:264 - (a background beat? Not sure) is a bit contradictory to me x) the complete reasoning is : Vocal is more important than everythign else here. Random beat is mapped because it's the downbeat and thus the strongest beat of the measure. Also there is conviniently no vocals there xd
  3. 00:59:514 (1) - you don't need this NC :p deleted this nc and the one at the end
    You technically can do that since there is a strong vocal on the slider, but shortening so much combos on lower diffs is just... a cluster if you ask me xD
    (your combos are generally at least 4 beats long too)

________________



Let me know~
I'll wait for bonsai to do his thing before updating and let you know

Thanks for the mod!

Little update : We were looking for people to testplay bonsai's diff. I asked a 150k player to test it and he went through without any problems.

Big update : I asked 2 people to testplay Bonsai's diff :

1st person was a 400k player https://osu.ppy.sh/u/5020020
I thought he did well on the map , not too many fuck ups and managed the hard parts pretty well. Acc is kind of on the lower side but he missed at some point and had trouble getting back into the rythm. Graph doesn't show but he wasn't even close to failing.

https://puu.sh/vonTP/1d5d50a7c7.jpg

2nd person was a 200k player https://osu.ppy.sh/u/8532687

He overall did very well on the map, even on the harder parts. One or two fuckups but that is to be expected, i think the graph speaks for itself :

https://puu.sh/vonUm/b4c52c38e3.jpg

Everythign was first try, none of them retried

#osu is useful sometimes 👀


UPDATE : since i didn't read your post here is a more specific answer




well, I'm obviously not at the right level to comment about this with certainty, but wouldn't it be hard to read 02:04:514 (1,2,3) - and 02:05:264 (3,4) - as different snaps? The visual spacing is the same... these did not cause issues to any of the players
02:25:514 (5,6,7,1,2) - this might be hard to interpret too in gameplay. My concern is more about the logic someone may use for this, rather than the pattern itself.
As an experienced player I have no troubles memorizing and recognizing the concept for 02:26:389 (6,7) - or any other pattern, but I believe that what matters here is how often you visually change things. Changing too often the only reference (visual spacing_ the player has might be a bit too harsh yet imo 400k had a bit more trouble keeping track of them but at his level of play it's to be expected that such patterns may cause low acc, a retry would do imo
02:43:014 (1,2,3,4,5,6) - a bit hard to read too if you ask me ^_^" these did not cause issues to any of the players
Seijiro

:thonkin:

Jokes aside, I'm actually really happy that you were able to get someone to testplay it.
With that said, I honestly don't have much to say against it. Take your bubble
Topic Starter
BOUYAAA
Thanks you very much Sergio!
Bonsai
yo buja if you don't mind I'd like to do one teeny-tiny change at 02:50:014 (4,5,6) from this to this bc I realized that it looked kinda bad imo lol

http://puu.sh/vuuLQ/0023dc3adb.osu

senk

911th post yey
Topic Starter
BOUYAAA
self popping because bonsai is a TOAD
Lasse
can you put tags for all diffs in the same order, this is tilting lol

00:24:514 (1) - shouldnt this have softw ?

01:32:514 - this section feels quite empty hitsound wise

insane
ar seemed quite high considering most of the map is slow jumps
8.5 or 8.7 would fit that better and still be alright for
00:12:514 - conflicting timing lines, green line should be S:C1
01:37:264 (1,2,1,2,1,2) - don't think this needs nc spam cause the whole part uses such normal comboing
01:41:139 (4,1) - 01:45:389 (5,6) - I think these two could be reduced a bit, they felt like too huge spikes in difficulty compared to others
02:34:764 (2,3,4) - would make sense to space cause you did that for similar vocals. or also stack 02:35:514 (5,6,7) - cause music is getting much less intense.

bonsai
00:36:764 (1) - cute
01:41:014 (3,4,7) - bit random reading difficulty spike considering you never do anything similar

normal
00:17:514 (1) - http://lasse.s-ul.eu/LBX4R3Cf.jpg fix your curve lol
00:35:514 (2,3,1,2) - looks bad cause noticeably broken spacing

bonsai's change after the bubble is really minor so I should be fine to qualify right away
Bonsai

BOUYAAA wrote:

bonsai is a TOAD


Lasse wrote:

bonsai
00:36:764 (1) - cute nya~
01:41:014 (3,4,7) - bit random reading difficulty spike considering you never do anything similar I don't think so at all bc firstly it's not really that confusing as (3) has faded out quite long before (7) appears, and the whole diff is filled with stuff that is tricky to read so it fits well imo xd
oh also added drum-whistles to all white ticks in the section where you said it feels empty
Topic Starter
BOUYAAA

Lasse wrote:

can you put tags for all diffs in the same order, this is tilting lol

00:24:514 (1) - shouldnt this have softw ? I put softwhistle on every vocal

01:32:514 - this section feels quite empty hitsound wise did alot of stuff

insane
ar seemed quite high considering most of the map is slow jumps
8.5 or 8.7 would fit that better and still be alright for i disagree ar9 is perfectly fine in this scenario especially considering the dense part in the middle
00:12:514 - conflicting timing lines, green line should be S:C1 e
01:37:264 (1,2,1,2,1,2) - don't think this needs nc spam cause the whole part uses such normal comboing tru
01:41:139 (4,1) - 01:45:389 (5,6) - I think these two could be reduced a bit, they felt like too huge spikes in difficulty compared to others nerfed them a little so that they are more in line with the rest
02:34:764 (2,3,4) - would make sense to space cause you did that for similar vocals. or also stack 02:35:514 (5,6,7) - cause music is getting much less intense. i spaced and nerfed spacing on 2nd one, completely stackign felt a bit off but current spacing is aonly for aesthetics really

normal
00:17:514 (1) - http://lasse.s-ul.eu/LBX4R3Cf.jpg fix your curve lol e
00:35:514 (2,3,1,2) - looks bad cause noticeably broken spacing yea woops

bonsai's change after the bubble is really minor so I should be fine to qualify right away
Thanks Lasse!
Lasse
changes look fine to me, will qualify tomorrow cause I already qualified a map today
Lasse
qualified
Bonsai

Lasse wrote:

qualified
that's an interesting twist
Renumi

Bonsai wrote:

Lasse wrote:

qualified
that's an interesting twist
Myxo
Fascinating song choice, congratz! :D
Mitkoff
Oh it's qualified. :)
Nice nice, time to practice fl... hehe
Congratz!
Exote
cool stuff B)
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