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LukHash - WHEN AN ANGEL DIES

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Topic Starter
Namki
This beatmap was submitted using in-game submission on 15 августа 2017 г. at 19:44:41

Artist: LukHash
Title: WHEN AN ANGEL DIES
Source: osu!
Tags: featured artist dead pixels electronic dark Sieg
BPM: 151
Filesize: 4999kb
Play Time: 02:08
Difficulties Available:
  1. Advanced (2,26 stars, 210 notes)
  2. Normal (1,77 stars, 159 notes)
  3. Solitude (3,36 stars, 266 notes)
Download: LukHash - WHEN AN ANGEL DIES
Information: Scores/Beatmap Listing
---------------
Hard (solitude) and hitsounds by зига
Net0
#modreqs

[Normal]
  1. There are 8 sections in the chorus, that followed the two different ways of spacing the 1/1 circles, either spaced or stacked. I couldn’t really get what was the overall choice of when you decided to space them or to stack them. First 2 measures were spaced and then stack happened here 00:34:652 (3,4) - . Indeed 4 is not as emphatic as 3 in terms of beat, and the choice to make them stacked is really reasonable, but the same happened here in the song 00:37:831 (3,4) - and they were spaced. In contrast, two sounds with the same intensity 00:43:394 (2,3) - were stacked, giving emphasis to the first 00:43:394 (2) - and none to 00:43:791 (3) - , and finally, in this case here 00:46:573 (2,3) - 00:46:970 (3) - was the major sound that stood more, and it was stacked while the whole emphasis was put in 00:46:573 (2) - .
[Advanced]
  1. The sound here is probably one of the most important in this measure 00:25:116 - to be mapped passively is probably not the best call. The rhythm here 00:24:718 (2,3,4) - should be as intense or even a bit more compared to the previous pattern 00:21:539 (2,3,4) - .
  2. Your chorus started by NC every two measures 00:26:705 (1,2,3,4,5,6,7,8) - , but for here 00:33:063 (1,2,3,4,1,2,3) - as well as here 00:42:599 (1,2,3,4,5,1,2,3) - you broke that. Is there any specific reason to do that? If not, consider fixing it. The combos should be somewhat a bit more consistent if the song is not changing itself.

Really nice song choice. The difficulties are really polished, skin and hitsounding fits very well with the song. I won't mod Sieg mainly because it's good enough and because he never complied his part of a m4m deal I made with him :(
Good luck with this mapset o/
schoolboy
bg sucks tbh

normal
00:10:016 (4) - 2 circles are better since sounds are different from 00:09:222 (3) -
00:26:308 (4,1) - better unstack cuz rip emphasis
00:29:884 (1,2,3) - flow is kinda meh
00:49:751 (2,3,4,5) - maybe u could try to build a square?
01:20:546 (2) - better to use this rhytm, cuz 01:20:745 (2) - is a downbeat and should be clickable https://puu.sh/wxDz4/c20ff2ab40.png
01:23:725 (2) - same
and there are also some other moments, pls check them out

not normal
ncs in the beginning are weird tbh.. stick to every odd downbeat or smth
00:03:261 (2,4) - eks dee
00:17:169 (6) - just a cricle is much better
00:20:347 (1) - i feel like slider works much better (you did this in the normal btw)
00:34:652 (1) - delete nc
00:44:188 (1) - ^
00:47:367 (1) - ^
00:48:957 (3) - add nc
00:50:546 (1) - delete nc
01:28:692 (4,1) - swap ncs here for consistency 01:28:692 (4,1) - wat is this spacing by the wayy
01:35:844 (1) - delete nc
01:42:798 (3,1) - better unstack cuz no emphasis
01:43:791 (1) - delete nc?
02:06:837 (4) - nc
Topic Starter
Namki

Net0 wrote:

#modreqs

[Normal]
  1. There are 8 sections in the chorus, that followed the two different ways of spacing the 1/1 circles, either spaced or stacked. I couldn’t really get what was the overall choice of when you decided to space them or to stack them. First 2 measures were spaced and then stack happened here 00:34:652 (3,4) - . Indeed 4 is not as emphatic as 3 in terms of beat, and the choice to make them stacked is really reasonable, but the same happened here in the song 00:37:831 (3,4) - and they were spaced. In contrast, two sounds with the same intensity 00:43:394 (2,3) - were stacked, giving emphasis to the first 00:43:394 (2) - and none to 00:43:791 (3) - , and finally, in this case here 00:46:573 (2,3) - 00:46:970 (3) - was the major sound that stood more, and it was stacked while the whole emphasis was put in 00:46:573 (2) - .
I've got. Well, there wasn't really an "idea" under placing circles either stacked or spaced, I just made it as I made it lol, nothing special. But I think I have to give it more sense, you're right here.
[Advanced]
  1. The sound here is probably one of the most important in this measure 00:25:116 - to be mapped passively is probably not the best call. The rhythm here 00:24:718 (2,3,4) - should be as intense or even a bit more compared to the previous pattern 00:21:539 (2,3,4) - . you're right
  2. Your chorus started by NC every two measures 00:26:705 (1,2,3,4,5,6,7,8) - , but for here 00:33:063 (1,2,3,4,1,2,3) - as well as here 00:42:599 (1,2,3,4,5,1,2,3) - you broke that. Is there any specific reason to do that? If not, consider fixing it. The combos should be somewhat a bit more consistent if the song is not changing itself. yup

Really nice song choice. The difficulties are really polished, skin and hitsounding fits very well with the song. I won't mod Sieg mainly because it's good enough and because he never complied his part of a m4m deal I made with him :(
Good luck with this mapset o/
big thanks!
Topic Starter
Namki

Komore wrote:

bg sucks tbh

normal
00:10:016 (4) - 2 circles are better since sounds are different from 00:09:222 (3) - i don't think it's a big deal as sounds there are pretty similar to each other
00:26:308 (4,1) - better unstack cuz rip emphasis ye
00:29:884 (1,2,3) - flow is kinda meh it's fine like I am introducing such flow along the entire diff
00:49:751 (2,3,4,5) - maybe u could try to build a square? o, great idea
01:20:546 (2) - better to use this rhytm, cuz 01:20:745 (2) - is a downbeat and should be clickable https://puu.sh/wxDz4/c20ff2ab40.png don't want to use 1/2 here, and I belive it's fine to undermap a bit since it's a Normal and I see no other solutions to make this pattern without using 1/2
01:23:725 (2) - same
and there are also some other moments, pls check them out ^

not normal
ncs in the beginning are weird tbh.. stick to every odd downbeat or smth fixed yup
00:03:261 (2,4) - eks dee stop right there, idc bout these blankets lol
00:17:169 (6) - just a cricle is much better and why? idk really, that continious sound is pretty fine for a slider
00:20:347 (1) - i feel like slider works much better (you did this in the normal btw) ye
00:34:652 (1) - delete nc
00:44:188 (1) - ^
00:47:367 (1) - ^
00:48:957 (3) - add nc
00:50:546 (1) - delete nc
01:28:692 (4,1) - swap ncs here for consistency 01:28:692 (4,1) - wat is this spacing by the wayy yup.
01:35:844 (1) - delete nc
01:42:798 (3,1) - better unstack cuz no emphasis
01:43:791 (1) - delete nc?
02:06:837 (4) - nc
thankies
meii18
caught my attention

[general]
*Sieg is missing in tags at Sieg's Hard
*followpoint.png isn't used
*disable widescreen support since there's no any sb nor video

[normal]
*00:01:275 (1,2,3,1,2,3,1,2,3,4,1,2,3,4,1,2,3,4) - talking about these on the first part you stacked the notes but in the second one you didn't which makes a little bit unconsistent imo maybe unstack them for consistency plus you have to do with 00:14:784 (1,2) - too because then it would become the only stacked notes at the beginning of the song
*00:56:904 (1,2,1,2,1,2,1,2,1,2,1,2,1,2,1) - don't you think that these sliders does not even follow the song? i feel they're undermapped plus i don't hear any of baaam-baaam-baaam and so on i mostly hear aaaaa and so on i think you should reconsider this part since it looks undermapped
*01:55:712 (1,2) - to be honest i'm not a huge fan of this flow because it feels a bit forced imo 01:56:506 (2) - can be placed like this http://puu.sh/wynMg/f0763d6fe5.jpg ( i know i curved it too ) for a better flow

[advanced]
*00:24:321 - maybe add a note here? i know that you wanted to leave this 2/1 gap empty for the sake of giving a little break for players but putting that note there for representing the slider's tail let's say wouldn't hurt since it sounds a little empty imo
*00:41:804 (7) - this slider touches the scoring section https://puu.sh/wyofE/5c699a5040.jpg seems like you have to move it down in order to avoid that "collission"
*00:56:904 (1,2,1,2,1,2,1,2,1,2) - same as I said in Normal with undermapped thingy
*01:03:261 (1) - this one touches the hp bar ouch
*01:34:255 (1) - previously you followed the strongest beat like you did at 01:32:665 (2,3,4) - and then suddenly you switched to pam pam PAM pam and you slightly ignore the strongest beat here and it sounds kinda weird i know you wanted to follow that pam pam PAM pam but it sounds inconsistent tbh so a rhythm like this one https://puu.sh/wyoPZ/f112468340.jpg would be the best choice imo

[sieg's hard]
<3
*talking about NCs they're too long which is kinda disturbs me imo you can add NCs on 00:28:294 (7,8) - // 00:31:473 (6,7) - and so on for instance so the comboing structure won't be so long anymore
*00:20:347 (6) - seems like you changed the sv here but you forgot to add a nc here in order to be read properly by the players that its SV got changed // 00:21:539 (7) - same applies here too
*00:44:188 (7,8,9) - i don't know why did you decrease the spacing here since the music kicks in here and needs more emphasis imo i would prefer to space them more in order to give more emphasis because the song kicks in as i can see especially on 00:44:586 (9) -
really nice difficulty!

talking about the spread between Advanced and Hard, i'm afraid that there's something wrong because seems like Sieg's Hard is really really dense imo because of 00:24:718 (1,2,3,4,5,6,7) - and on other parts like this one and also the last kiai uses bigger spacing as i can see so i would prefer to decrease the note density in Hard if possible. other than that it's a neat map i cannot find many stuff
gl! take my star as well
Topic Starter
Namki

ByBy wrote:

[normal]
*00:01:275 (1,2,3,1,2,3,1,2,3,4,1,2,3,4,1,2,3,4) - talking about these on the first part you stacked the notes but in the second one you didn't which makes a little bit unconsistent imo maybe unstack them for consistency plus you have to do with 00:14:784 (1,2) - too because then it would become the only stacked notes at the beginning of the song yup
*00:56:904 (1,2,1,2,1,2,1,2,1,2,1,2,1,2,1) - don't you think that these sliders does not even follow the song? i feel they're undermapped plus i don't hear any of baaam-baaam-baaam and so on i mostly hear aaaaa and so on i think you should reconsider this part since it looks undermapped well, vocals get a bit denser every new measure and also 01:04:056 - a violin appears, 01:12:003 - the same. S I think it's fine, will look futher to this section
*01:55:712 (1,2) - to be honest i'm not a huge fan of this flow because it feels a bit forced imo 01:56:506 (2) - can be placed like this http://puu.sh/wynMg/f0763d6fe5.jpg ( i know i curved it too ) for a better flow idk, like I am using such flow throught the diff

[advanced]
*00:24:321 - maybe add a note here? i know that you wanted to leave this 2/1 gap empty for the sake of giving a little break for players but putting that note there for representing the slider's tail let's say wouldn't hurt since it sounds a little empty imo there's no such prominent sound under so I'll keep as it is now
*00:41:804 (7) - this slider touches the scoring section https://puu.sh/wyofE/5c699a5040.jpg seems like you have to move it down in order to avoid that "collission" fixed
*00:56:904 (1,2,1,2,1,2,1,2,1,2) - same as I said in Normal with undermapped thingy idk really about rhythm there, such small density rhythm looks pretty fittable
*01:03:261 (1) - this one touches the hp bar ouch
*01:34:255 (1) - previously you followed the strongest beat like you did at 01:32:665 (2,3,4) - and then suddenly you switched to pam pam PAM pam and you slightly ignore the strongest beat here and it sounds kinda weird i know you wanted to follow that pam pam PAM pam but it sounds inconsistent tbh so a rhythm like this one https://puu.sh/wyoPZ/f112468340.jpg would be the best choice imo switched because snares were introduced
I believe that spread is fine enough as Sieg doesn't use pretty THAT much denser patterns, if I'm not mistaken there's no even a lot of difficult 1/4 patterns in his diff.

upd.
since Sieg is in hospital he said to accept mods for him as well
'bout NCs — idk but they ain't seem that long to me so far, drain isn't big as well and patterns aren't complicated, too.
regarding the entire NCing for this diff idk if it'd a right choise to put NC here 00:20:347 - but well it seems pretty solid to me so changed it, yup
00:44:188 (7,8,9) - that's the moment that I am concered about, too. Changed it on my own way.

спасибо!
riffy
henlo!

i realized it's in english halfway through the mod, sorry

general
  1. the bg itself fits the song, yet there's blood and stuff. might be sort of inappropriate for a game with 12+ age restriction. if you have any other bg in mind, might wanna try it.
  2. since you only use two colours and you have a skin, you might as well skin sliderbody. here, try this
    [Colours]
    Combo1 : 153,0,0
    Combo2 : 222,222,222
    SliderBody : 222,222,222
    SliderTrackOverride : 153,0,0
  3. i'm fairly sure that you should cut the mp3 as the large portion (>20% of the file) is unused
normal
  1. 00:08:427 (1,2) - i'd keep stacking those 1/1 circles for the intro part. this makes the whole intro slightly easier and matches more with the feel of the music.
    note: 00:12:400 (2,3) - that'd apply here and so on for the rest of the intro section
  2. 00:35:447 (5,1) - this may appear as a slider with two repeats. I'd test it for readability or kept it for the second kiai when players will get the idea of the rhythm and patterning better.

    good stuff
advanced
  1. 00:34:652 (5) - this is basically a 1 clickable object over 3 ticks of timeline, which is a much less denser rhythm than the one used in normal. additionally the rhythm itself is sort of asking for more dense patterns as it sounds pretty intense tl;dr add a circle instead of the reverse
    note: 00:44:188 (6) - 01:47:765 (3) - 01:55:712 (1) - same.

    it's all cool.
hard
  1. 00:24:718 (1,2,3,4,5,6,7) - this is a pretty intense pattern for this part. i'd use stacked 1/2 doubles to decrease the difficulty spike.

    aesthetics of sliders like 01:52:731 (2) - 01:56:904 (5) - is something that i just don't really get. it sort of works, but an extra look wouldn't hurt.
i generally find the visuals sort of unpolished in patterns like 01:44:983 (7) -or 02:06:043 (3) - @hard and patterns like 00:35:447 (5,1) - which may appear a bit misleading for beginners @normal. though it also sort of works with the mood feel of the track, so i guess that was an intentional thing. so yeah, take an extra look at that stuff, go through the difficulties one more time and get back to me
Topic Starter
Namki

Bakari wrote:

henlo!

i realized it's in english halfway through the mod, sorry

general
  1. the bg itself fits the song, yet there's blood and stuff. might be sort of inappropriate for a game with 12+ age restriction. if you have any other bg in mind, might wanna try it. idk really, gotta talk with Sieg
  2. since you only use two colours and you have a skin, you might as well skin sliderbody. here, try this
    [Colours]
    Combo1 : 153,0,0
    Combo2 : 222,222,222
    SliderBody : 222,222,222
    SliderTrackOverride : 153,0,0
    wop, looks fantastic
  3. i'm fairly sure that you should cut the mp3 as the large portion (>20% of the file) is unused I see
normal
  1. 00:08:427 (1,2) - i'd keep stacking those 1/1 circles for the intro part. this makes the whole intro slightly easier and matches more with the feel of the music. yup, consistency is a fine thing here
    note: 00:12:400 (2,3) - that'd apply here and so on for the rest of the intro section
  2. 00:35:447 (5,1) - this may appear as a slider with two repeats. I'd test it for readability or kept it for the second kiai when players will get the idea of the rhythm and patterning better. not pretty agree. look, that's the main idea for the pattering 00:29:884 (1,2) - uncomfortable movements and because it's a small 1/2 slider player does not have to move their cursor a lot. Here as well 00:30:678 (2,3) - , and 00:39:420 (1,2,3) - . it was intentionally made as I am kinda bored of straightforward low diffs. And I don't think it's such a big deal to have a bit "complex" and kind of "hard-to-read" Normal for sure. Like c'mon, players enjoy this sort of stuff, I believe. Oh, and this pattern 00:24:718 (2,3) - is just telling that I'm not gonna use two reveses.

    good stuff
advanced
  1. 00:34:652 (5) - this is basically a 1 clickable object over 3 ticks of timeline, which is a much less denser rhythm than the one used in normal. additionally the rhythm itself is sort of asking for more dense patterns as it sounds pretty intense tl;dr add a circle instead of the reverse
    note: 00:44:188 (6) - 01:47:765 (3) - 01:55:712 (1) - same.

    oh, you want me to make rhythm a bit more densier? I'm totally fine with it, spread would be better in such case.

    it's all cool.
i generally find the visuals sort of unpolished in patterns like 01:44:983 (7) -or 02:06:043 (3) - @hard and patterns like 00:35:447 (5,1) - which may appear a bit misleading for beginners @normal. though it also sort of works with the mood feel of the track, so i guess that was an intentional thing. so yeah, take an extra look at that stuff, go through the difficulties one more time and get back to me
okay, now I am waiting for Sieg

thanks, Bakari

edit: timing was off because of cropping, fixed that
riffy
are you guys alive?
Topic Starter
Namki
Sieg hasn't come online for few weeks so idk, he said he has pretty bad health so it's possible he's in hospital rn
maybe if he doesn't come till sunday I'll apply myself

edit.
I nerfed 00:24:754 (1,2,3,4,5) - since I feel like it's pretty complex pattern for the intro even though intensity rises.
According to slidershapes: these red anchor curves go kinda consistent and the only thing I do not agree with is 01:45:019 (7) - this slider's sliderend, pretty rough. The rest slidershapes should fit the Sieg's idea.
riffy
Here, have a bubble because you guys are awesome.

Bubbled!
Monstrata
followpoint.png is unused btw.

Also are you sure you want the preffered skin to be "Default" and not "User's preference"?
Topic Starter
Namki
deleted the followpoint file but idk about this Preffered Skin thingie since Sieg has set this and I think he wanted to use this "Default"
edt. well, changed
thanks~
Monstrata
Repaired~
Natsu
General

  1. the spacing, patterns and aim in the hard diff feels too much for a hard diff 00:38:661 (9,10,11,1) - 01:49:589 (2,3,4,5,6,7) - 02:06:476 (4,5,6,7,8,9,10) - , I'd rename it to Insane or a custom diff name or nerf those patterns, you also can rename the advanced to hard. (Ask to other BNs if you want to be sure)
  2. Weird BG dimensions
Hard

  1. with the current spacing and patterns the AR feels really slow, AR 8 would improve the gameplay
  2. 00:35:880 (8,1,2,3) - weird spacing, according to the music 1 should have the bigger spacing, but in the map 3 is the one with the bigger spacing
  3. 01:00:118 (3) - add NC it's really hard to recover HP at this part, specially with HR
  4. 01:35:483 (5) - feels super weird to click, since there is not a clear beat, I mean is not like 01:35:086 (4,6) - where you can clearly hear the beat, I strongly recomend to make 01:35:086 (4,5) - a single slider or just remove 5. 01:38:264 (3,4) - same
  5. 01:18:397 - all this section don't have HS, atleast you could use some drum sampleset at some objects
Advanced

  1. OD is really low compared to the AR and also is low compared to the top diff, OD 5 fits best
Normal

  1. 01:35:881 (1,2) - is this supposed to be a blanket? because it looks like one, but super off
Topic Starter
Namki
since Sieg hasn't come online for the month I'll reply myself.

Natsu wrote:

General

  1. the spacing, patterns and aim in the hard diff feels too much for a hard diff 00:38:661 (9,10,11,1) - 01:49:589 (2,3,4,5,6,7) - 02:06:476 (4,5,6,7,8,9,10) - , I'd rename it to Insane or a custom diff name or nerf those patterns, you also can rename the advanced to hard. (Ask to other BNs if you want to be sure) new name for sure
  2. Weird BG dimensions I don't think 16px makes any difference in that case
Hard

  1. with the current spacing and patterns the AR feels really slow, AR 8 would improve the gameplay ar8 looks better,ye
  2. 00:35:880 (8,1,2,3) - weird spacing, according to the music 1 should have the bigger spacing, but in the map 3 is the one with the bigger spacing made other spacing
  3. 01:00:118 (3) - add NC it's really hard to recover HP at this part, specially with HR reconsidered NC there
  4. 01:35:483 (5) - feels super weird to click, since there is not a clear beat, I mean is not like 01:35:086 (4,6) - where you can clearly hear the beat, I strongly recomend to make 01:35:086 (4,5) - a single slider or just remove 5. 01:38:264 (3,4) - same yup
  5. 01:18:397 - all this section don't have HS, atleast you could use some drum sampleset at some objects did the hitsounds
Advanced

  1. OD is really low compared to the AR and also is low compared to the top diff, OD 5 fits best
    OD must be more fitting and linear there
Normal

  1. 01:35:881 (1,2) - is this supposed to be a blanket? because it looks like one, but super off
    it's the blanket, yes. fixd
Natsu
~

ooo
2017-08-15 18:30 Natsu: yo
2017-08-15 18:30 Namki: hello
2017-08-15 18:30 Natsu: I think there are wrong sampleset at sieg's diff
2017-08-15 18:30 Namki: possible
2017-08-15 18:30 Natsu: like it is using default sampleset
2017-08-15 18:32 Namki: oh
2017-08-15 18:32 Namki: wait, how did it happen
2017-08-15 18:32 Namki: strange thing
2017-08-15 18:33 Natsu: 01:45:416 (5,6,7) - 01:54:158 (4,5,6) - spacing is off, because of the stack leniency in advanced
2017-08-15 18:33 Natsu: 00:45:019 (2,3) - blanket off in advanced too
2017-08-15 18:35 Natsu: 00:15:616 (3) - touching the HP bar in normal
2017-08-15 18:36 Natsu: 01:57:338 (3) - same
2017-08-15 18:38 Natsu: sieg's 02:08:463 (12) - missing NC? the other diffs have one there
2017-08-15 18:39 Namki: honestly idk but nc seems solid there
2017-08-15 18:39 Namki: also
2017-08-15 18:39 Namki: increased volume a bit
2017-08-15 18:40 Namki: it was 15%
2017-08-15 18:40 Namki: somehow
2017-08-15 18:40 Natsu: kk
2017-08-15 18:42 Namki: yup
2017-08-15 18:42 Namki: done
2017-08-15 18:43 Natsu: i fixed the bg resolution for u https://imgur-archive.ppy.sh/h0QGBtA.jpg
2017-08-15 18:43 Natsu: because some people complain about it LOL
2017-08-15 18:43 Namki: meh
2017-08-15 18:43 Namki: thank you
2017-08-15 18:44 Natsu: better safe than sorry~
2017-08-15 18:44 Natsu: anyways let me know when u ready
2017-08-15 18:45 Namki: that's all
2017-08-15 18:45 Natsu: yup
2017-08-15 18:48 Natsu: ready=
2017-08-15 18:48 Natsu: ?
2017-08-15 18:49 Namki: yea
2017-08-15 18:49 Natsu: ACTION is editing [https://osu.ppy.sh/b/1344674 LukHash - WHEN AN ANGEL DIES [Normal]]
2017-08-15 18:50 Natsu: oh btw u have a metadata source?
2017-08-15 18:50 Namki: well
2017-08-15 18:50 Namki: I have took the .osz file from the official site
2017-08-15 18:50 Namki: isn't that enough?
2017-08-15 18:51 Namki: like
2017-08-15 18:51 Namki: from that fa section
2017-08-15 18:51 Natsu: ahh kk
2017-08-15 18:51 Namki: btw, it's better safe than sorry so http://lukhash.com/#!discography.html
2017-08-15 18:52 Namki: dead pixels album
Topic Starter
Namki
:)
tatemae
ура
meii18
!
Shmiklak
Гц.
btw:
When skinning gameplay elements, complete sets of elements must be skinned. For instance, if you skin hitcircles, you must include a hitcircle.png, hitcircleoverlay.png, approachcircle.png, and a slider border color (this can be done by adding the line SliderBorder: 255,255,255 (using RGB values) under the [Colours] section of each .osu file). The same logic applies to hitbursts, cursors, numbers, and anything else of this nature. If you didn't intend to skin an element in the set, then using the templateskin's version is okay. Setting a SkinPreference is also acceptable (e.g. forcing the default skin).
I don't really understand how it works, since Sieg's map https://osu.ppy.sh/b/1079972 has got lighting, but according to this https://osu.ppy.sh/help/wiki/Ranking_Cr ... _Set_List/ it also should have a lot of things:

But as we may see, the set is ranked. Now let's move to this set. Namki has got custom hitcircles, so shouldn't he also add all these things?:

I might be wrong because I amn't well experienced in maps with skins, so can someone tell me if I'm wrong? If I amn't I think we need fixing these things. o btw, namki also has got lighting.png
Topic Starter
Namki
look, Sieg wanted to skin hitcircle so according to the RC he has to use hitcircle.png, hitcirleoverlay.png, approachcircle.png and this border color thingie in .osu file, so he uses it.
There's no hitbursts, cursors or other skinnable elements, so using templateskin's version is okay as it's said in the RC
also I don't know about these sliderstartcircle.png and sliderendcircleoverlay(-n).png as hitcircle.png and hitcirleoverlay.png both set to the sliderstart and sliderend.

edit: isn't it a draft? https://osu.ppy.sh/forum/t/602559 it's not a RC yet
schoolboy
8-)
Shmiklak
oh shit, I thought the link which this draft provides is in work already. I'm sorry for such shit. Grats again my little kurwo~
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