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Harada Hitomi, Mizuhashi Kaori, Katori Hidemi, Isomura Tomom

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Topic Starter
MagicDragon
This beatmap was submitted using in-game submission on Friday, October 27, 2017 at 17:37:15

Artist: Harada Hitomi, Mizuhashi Kaori, Katori Hidemi, Isomura Tomomi
Title: Hare Tokidoki Egao
Source: バカとテストと召喚獣
Tags: Baka to Test to Shoukanjuu ED end TV size
BPM: 132
Filesize: 3777kb
Play Time: 01:28
Difficulties Available:
  1. Easy (1.38 stars, 92 notes)
  2. Futari Hard (2.55 stars, 187 notes)
  3. Normal (1.99 stars, 146 notes)
  4. Strawberry Kisses V3 (3.48 stars, 248 notes)
  5. Strawberry Kisses (3.67 stars, 251 notes)
Download: Harada Hitomi, Mizuhashi Kaori, Katori Hidemi, Isomura Tomomi - Hare Tokidoki Egao
Information: Scores/Beatmap Listing
---------------
easy: just needs hitsounds and possible aesthetic changes
normal: just needs hitsounds and possible aesthetic changes
futari hard: finished it
strawberry kisses: remapped the remap

Putting this map aside for now because i'm not satisfied with it but I can't find the energy to remap it yet again.

In 2011 I had my first introduction to Rhythm games through the Tap Tap series on my mp3 player. Around that time, I also started my first serious journey into the Anime fandom. One show that I particularly enjoyed at the time, Baka to Test to Shokanjuu had music that really stood out to me. The songs had a fun energy to them, the kind of music that I would want to play in a rhythm game. Though I searched for games that had those songs, I couldn't find any that satisfied me. There were no true anime-temed hames, the ones that did exist had subpar-at-best beatmaps, and I didn't think to look up PC rhythm games. Eventually I fell into the traps of other games and rhythm gaming lost its appeal.
In 2013 or 2014, I saw someone playing osu! and decided to make an account. However, other things got in the way of gaming and I never got the chance to play. It wasn't until the infamous 800 PP Cookiezi Freedom Dive play that I remembered the existance of my osu! account and started playing. Because of my history with rhythm games and anime, I always had an interest in mapping. After finally getting around to watching the Baka Test OVA, my love for the music of this series was rekindled. I decided I wanted to make a beatmap for one of the more straightforward songs from the series - the alternate ending theme to the first season, this song. I hope with this beatmap I can give someone the same sense of joy I found in watching this cute high-school romantic comedy.

Thanks to:
MrSergio for advice on variety in patterning and rhythms.
Naotoshi for pointing out inconsistencies and poor rhythm choices.
Hobbes2 for advice on emphasis, playfield usage, visauls, and all sorts of other helpful things, as well as mods that helped refine ideas on the Easy, Normal and Strawberry Kisses.
Irohas for helping polish the Normal and giving additional ideas for a remap of Strawberry Kisses.
Kisses for specific ideas on making rhythm and flow more apropriate on the Normal.
ByBy for another mod on Strawberry Kisses that gave me new ideas and solidified the ones I already had.
Reynolduh for helping clean up silly mistakes on the Hard

Mod count:
Easy: 1 neutral post, 1 mod
Normal: 3 mods
Hard: nothing yet :(
Strawberry Kisses: 2 mods, 3 general advice advice
Total Modders: 3 mod, 3 general advice-givers

changelog:
10 Aug 2017 - Strawberry Kisses uploaded
11 Aug 2017 - Rhythms in Strawberry Kisses verse section modified to be more interesting to play. Part of Hard added.
12 Aug 2017 - Easy and Normal added. Rest of Hard added.
18 Aug 2017 - Rhythms in Strawberry Kisses Kiai section changed to match vocals better (was mapped to a combination of vocals and precussion, which didn't properly convey the spirit of the music). Remapping of Hard begun.
21 Aug 2017 - Uploaded version of Strawberry Kisses with modified Kiai section involving variable SV with title "Brainstorm: Kiai" in order to collect mods. Added combobreak.wav
22 Aug 2017 - Polished Normal and Strawberry Kisses, prepared for first remap of Strawberry Kisses
23 Aug 2017 - Minor remaps of Strawberry Kisses to accomidate SV changes, uploaded as v1 and v2 in order to keep both versions active during the WIP. Added (TV size) to the title.
26 Aug 2017 - Made additional temorary changes to Strawberry Kisses in order to better outline concepts for movement in the continued remapping process.
8 Sept 2017 - Remapped Hard in its entirity. Made minor changes to object choices in Strawberry Kisses, changing some sliders into burst streams to match short drum rolls where apropriate. Fixed some sliders that glitched out in Strawberry Kisses and Normal.
9 Sept 2017 - Fixed a few additional circles that had gotten misplaced in the timeline.
11 Sept 2017 - Implemented the first batch of changes from Hobbes' and Kisses' mods, with plans to update the rest later in the day.
14 Sept 2017 - Updated Metadata. Deleted the original "Strawberry Kisses" and deleted the v2 from "Strawberry Kisses v2." Deleted "ignore this pls."
15 Sept 2017 - finished the rework of Strawberry Kisses and uploaded it to "Strawberry Kisses V3," keeping the previous version as reference.
21 Sept 2017 - fixed minor aesthetic issues in the kiai and outro.
23 Sept 2017 - added a preview point (?) and fixed some objects that had gotten messed up in the Hard.
Irohas
strawberry kisses
  1. better to have a bigger sv imo ): since its not an hard i suppose
  2. 00:23:783 (4,6) - that overlap looks not good visually imo
  3. 00:31:738 (6) - nccc
  4. mmh, i guess it needs some works in spacing, flow and aesthetics imo
normal
  1. 00:15:374 (1,2,3,4,5) - that rhythm is so huge for this kind of part imo
  2. 00:22:647 (1,2,3,4,5,6) - same works here
  3. 00:33:329 (1,2) - what about fill the break between both
  4. 00:35:147 (2,1) - same here
  5. 01:11:510 (6,7) - spacing
  6. 01:11:738 (7,8) - ^
  7. 01:15:374 (2) - you should stop in the white tick just before
[]
i guess ez is not necessary, otherwise glglgl!!
Topic Starter
MagicDragon
accepted
denied didn't deny anything
complicated

Irohas wrote:

strawberry kisses
  1. better to have a bigger sv imo ): since its not an hard i suppose since the song is mostly calm, i want to keep a kind of low SV, but I agree the value I have it at is too low. I am going to increase it in the near future, but not with this edit. see my response to the other general comment for more info
  2. 00:23:783 (4,6) - that overlap looks not good visually imo it also doesn't quite fit with the way i made other objects work, so changed. that set of objects may be completely rearranged later tho
  3. 00:31:738 (6) - nccc oops, forgot to do that. fixed.
  4. mmh, i guess it needs some works in spacing, flow and aesthetics imo because of all the various concerns you've raised and my own qualms with the map i'm going to be discussing a number of of these with hobbes2 in depth over the next few weeks. because the SV changes required one level of remapping and there are other concerns in addition to that, i'm temporarily keeping it as it is as i'm not prepared to make the major remaps, but i will make other changes to these things you mentioned at a later point, once i've worked out exactly what that will look like. advice such as disliking the circle overlap you mentioned above are going to go into the final remap. basically, consider these blue suggestions "accepted, but with a postponed upload date"
normal
  1. 00:15:374 (1,2,3,4,5) - that rhythm is so huge for this kind of part imo simplified rhythm here
  2. 00:22:647 (1,2,3,4,5,6) - same works here simplified rhythm here too
  3. 00:33:329 (1,2) - what about fill the break between both i had to rearrange some things but it worked
  4. 00:35:147 (2,1) - same here see above
  5. 01:11:510 (6,7) - spacing i had one type of spacing in my mind when i made this, but i realized your suggestion makes the transition look more natural for new players so i changed a few spacing patterns around the kiai
  6. 01:11:738 (7,8) - ^ see above
  7. 01:15:374 (2) - you should stop in the white tick just before changed that and made next object a short reversing slider. i may change it agian later or may keep it the same, going to see
I decided to delete the brainstorm:kiai difficulty because there are multiple remaps in store for the current version of Strawberrry Kisses to get it to a good point. the vision for the map may change by then, so i don't want to hold on to something that may be useless.

i guess ez is not necessary, otherwise glglgl!!
Not able to edit the map right now but I listened to the song and think I remember the things you posted about (half-beat sliders in the normal and circles overlapping slider bodies in strawberries diff.) I'll come back and edit the post with my changes once I get home. got home and applied mod

Thx for modding <3
Izzywing
phd in mentoring

meme
bold text is paraphrased from an audio recording of the live-mod and normal text is in-game chat log
text here will focus on hobbes' advice and only bring up magicdragon's responses when they're directly relavent to something in the chat log. magicdragon, who is the one writing up this summary, will post a response with a more detailed summary of what he said and did in response to hobbes' mod

22:04 MagicDragon: why tf does blackpink pretend to be a KPop group when they're an American hiphop group that sometimes sings in korean
22:04 Hobbes2: LUL
22:11 MagicDragon: wanna do a thing
22:13 Hobbes2: ya in a few minutes
22:13 MagicDragon: i also wanna finish watching the next episode of Hero Aca so yeah maybe 10-ish minutes/
22:14 Hobbes2: mmk
22:24 MagicDragon: aight I'm back
22:25 Hobbes2: mk
call starts, hobbes fails to plug in microphone
22:28 MagicDragon: i dont know if ur talking or not but i cant hear anything
22:28 Hobbes2: gg
hobbes plugs in mic, call resumes with a testplay

22:31 Hobbes2: 00:02:192 (5) -
22:31 Hobbes2: 00:05:829 (5) -
22:31 Hobbes2: 00:03:101 -
h: the intention here (with the linked sliders) was clear, but the slider should be held longer to reflect the longer held sound

22:31 Hobbes2: `00:03:556 (1,2,3,4,1) -
h: the increased spacing with increased pitch is cool here. i'll bring this up later

22:32 Hobbes2: 00:08:101 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) -
h: i like how when the music changes from repeating the same note to changing notes, you go from back and forth to a different jump layout

22:32 Hobbes2: 00:14:465 (5,6) -
22:33 Hobbes2: 00:13:783 (2,3,4) -
h: this I don't like because you're mapping the (less important) drum sounds with circles and the (more important) melody with sliders, which contradicts how you mapped things earlier.
md: I had wanted to map the drums but the thing you pointed out makes more sense, i should prioritize clicking the instrumental melody like I did earlier in the section

22:33 Hobbes2: 00:14:919 (6) -
22:34 Hobbes2: 00:14:919 -
h: this particular slider covers a 1/4 drum rhythm, if you want to do some fun stuff with drums while clicking melody you could make that a 1/4 slider

22:35 Hobbes2: 00:15:374 (1,2,3,4,5,6,7,8,9) -
22:35 Hobbes2: 00:15:374 (1) -
h: this section feels like it is too intense. it feels similarly intense to the previous section, but it is a really calm part of the music.
22:36 Hobbes2: 00:16:965 (6,7) -
22:37 Hobbes2: 00:15:374 (1,2) -
22:37 Hobbes2: 00:17:874 (9) -
h: for example, these jumps in particular feel very intense for no reason whatsoever

22:38 Hobbes2: 00:21:738 (8) -
22:38 Hobbes2: 00:03:556 (1,2,3,4) -
h: the instrumental part here has something similar to the increased-pitch theme in the second link I mentioned earlier. you could consider having a callback to that part, with apropriately changed intensity

22:38 Hobbes2: 00:23:329 (2,3,4,5) -
h: maybe too many circles in a row - in the previous section you only had a couple of circles in a row and having this star jump pattern for something with the same intensity feels out of place

22:39 Hobbes2: 00:24:238 (6,2) -
22:39 Hobbes2: 00:19:010 (1,2,4) -
h: the first linked overlap is different from the overlaps you've used in the rest of the map. you should make it like the overlaps you used in the rest of the map, such as the second linked overlap

22:40 Hobbes2: 00:26:738 (1) -
h: incorrect NC

22:41 Hobbes2: 00:28:101 (1,2,3,4) -
h: again, you could use a callback to that "building spacing to go with increasing instrumental pitch" thing earlier

22:42 Hobbes2: 00:29:919 -
h: the section here feels like it's a buildup, but the intensity in terms of gameplay drops off at the beginning, which contradicts the music

md: i drastically changed the rhythm choice in the verse section from an earlier version. the original verse rhythm for the insane was more like this part of the hard difficulty:
22:43 MagicDragon: 00:08:101 (1,2,3,4,5,6) -

md: i did want to build up the intensity through the bridge, as I did in this section. that said the base intensity from where i build up is a bit too low, so i should increase intensity
22:44 MagicDragon: 00:37:192 (1,2,3,1,2,3,4) -

22:46 Hobbes2: 00:33:329 (1,2,3) -
22:46 Hobbes2: 00:35:147 (1,2,3) -
h: the spacing between these two rhythms is different even though the intensity is the same. you should change that.

22:47 Hobbes2: 00:42:647 (1,2,3,4) -
22:48 Hobbes2: 00:40:829 (1,2,3,4) -
h: you clearly wanted this to be the peak of the buildup here but it isn't spaced quite enough to give that oomf that it needs

22:48 Hobbes2: 00:42:419 (8,3) -
h: this overlap looks bad and is inconsistent with your previous design choices

22:49 Hobbes2: 00:43:783 (1,2,1) -
h: i'm curious if you could explain the logic behind your placement here with the different spacing for the 1/4 gap

22:51 Hobbes2: 00:43:101 (3,1) -
h: again, this is an inconsistent overlap

h: kiai time? kiai time.

h: general note about kiai is that sometimes there are 1/4 rhythms in the drum that you could use. there's nothing *wrong* with mapping to the vocals only, but it would add a bit of variety

22:54 Hobbes2: 00:44:465 (1,3) -
22:54 Hobbes2: 00:44:919 (2,4) -
h: the shapes of the sliders, compared between the two links, is visually inconsistent. you should make the shape of those two sets of sliders, as well as the visual spacing between (1,2) and (3,4) to be the same

22:54 Hobbes2: 00:45:829 (4,1) -
h: another specific example where the blanket is off and the visual spacing is inconsistent

22:55 Hobbes2: 9055624
22:55 Hobbes2: https://osu.ppy.sh/ss/9055624
h: multiple amounts of curve in sliders in the same section looks bad, even in sliders that are of different lengths. sliders should have the same amount of curve in similar sections

22:55 Hobbes2: 00:45:829 (4,1) -
22:56 Hobbes2: https://osu.ppy.sh/ss/9055630
this is one example of having different curve when you shouldn't. also the short slider blanket is off. basically make the long slider like it's blanketing an invisible object

22:57 Hobbes2: 00:46:965 (2,3) -
22:57 Hobbes2: 00:50:601 (2,3) -
22:57 Hobbes2: 00:54:238 (2,3) -
h: these are incorrectly stacked, you look like you're trying to do a perfect stack but they're slightly off.

22:58 Hobbes2: 00:50:829 (3,4,5) -
h: this could be a callback to that "increasing pitch" thing mentioned a couple times earlier"

22:58 Hobbes2: 00:56:056 (3,5) -
22:58 Hobbes2: 00:55:374 (1,3) -
h: blankets are off here

22:59 Hobbes2: 00:55:374 (1,2,3,4,5,6,1,2) -
h: this pattern, in general, is pretty messy and doesn't follow your other visual design choices

22:59 Hobbes2: 00:57:931 (1) -
23:00 Hobbes2: 00:58:329 (1) -
h: snapping is just off

23:00 Hobbes2: 00:58:329 (1,2,3) -
h: this looks like it's supposed to be a triangle, but it's uneven

23:00 Hobbes2: 00:59:010 (1,2,3,4) -
23:01 Hobbes2: 00:59:010 (1,3) -
23:03 Hobbes2: https://osu.ppy.sh/ss/9055658
23:03 Hobbes2: https://osu.ppy.sh/ss/9055660
h: the visual spacing here is uneven. first screenshot is my fix, second screenshot is what's mapped. to get this right, i blanketed 1 and 3 at a 30 degree angle, then copy-pasted 2 and 4, flipped it vertically, changed the rotation and lined it up so it looked like "the same pattern but prettier and more consistent."

23:04 Hobbes2: 00:44:465 (1,2,3,4) -
h: another place earlier in the kiai where you can improve visuals

23:05 Hobbes2: 01:12:419 (1,2) -
h: this really should be spaced out more, it feels underwhelming

23:06 Hobbes2: 01:13:556 (1,2,3) -
23:06 Hobbes2: 01:14:465 (2,3) -
23:06 Hobbes2: http://osu.ppy.sh/ss/9055668
h: this set of sliders looks meh. you should change the slider designs so that they're more like this. i would do a symmetry thing but that doesn't fit with what you've done with the rest of the map

23:07 Hobbes2: 01:16:851 -
23:07 Hobbes2: 01:21:397 (3) -
23:07 Hobbes2: 01:22:079 (5) -
h: snapping errors again. also there's a nc missing somewhere in the last measure or two

23:08 Hobbes2: 00:14:465 (5,6) -
23:08 Hobbes2: 01:20:715 -
h:you contradict on how you map these things at the beginning and end

h: moving on to the easy

23:13 Hobbes2: 00:18:101 (1,2,3,4,5) -
h: rhythm choice here is... interesting because you use circles to map a bunch of the vocals and then a long slider to map a bunch of vocals together

23:14 Hobbes2: 00:31:738 (4,5,6,1) -
23:14 Hobbes2: http://puu.sh/xvWU5/6bf6ceb81a.jpg
h: the use of 1/2 rhythms here is kind of sketchy here because sliders that are half a beat long on Easies can be kind of iffy. you can use beat-and-a-half gaps though because those are readable.

h: here is an example of how to use red tick rhythms while still keeping away from 1/2 sliders
23:15 *Hobbes2 is editing [https://osu.ppy.sh/b/1247290 NICO Touches the Walls - Hologram [Easy]]
23:16 Hobbes2: 00:24:612 (1) -
23:16 Hobbes2: 00:27:376 (1,2) -
23:16 Hobbes2: 01:05:899 (1,2,3) -
23:17 Hobbes2: 01:07:190 (3,4,1,2,3) -
h: this is one of my easies, it uses red ticks but doesn't use 1/2 sliders. follow that idea. side note, i sometimes use 3/2 rhythm gaps in this which is kind of bad, but it's not a huge huge issue

h: moving on to the normal

23:18 Hobbes2: 00:13:101 (4,5,6,7,1,2,3,4,5) -
h:your chains of rhythm (with half-beat gaps) are kind of long, you should aim to have more whole-beat gaps in between objects to give newer players a chance to "recover," as it were

23:18 Hobbes2: 00:16:283 (2,3) -
h: putting a circle under a slider tail with only a half-beat gap is not rankable in a normal difficulty

23:18 Hobbes2: 00:16:283 (2,4) -
h: be careful about putting sliders with different amount of curve close to each other as it often ends up looking silly

23:19 Hobbes2: 00:23:556 (2,3) -
h: again the unrankable slider body circle thing

23:19 Hobbes2: 00:33:329 (1,2) -
h: this is a good example of sliders with different curve because the volume of the vocals is different

23:19 Hobbes2: 00:48:101 (1,2,3,4,5,6,7,8,9) -
h: another example of too many objects placed close together

23:21 *Hobbes2 is listening to [https://osu.ppy.sh/b/1252031 Junpei Fujita - Deadlock]
h: this is a map demonstrating how to not chain too many objects together in a row

23:22 *Hobbes2 is listening to [https://osu.ppy.sh/b/1270443 samfree - Chicken's Theme]
h: this is another example of an easy GD I was involved in making with my roommate :)
_handholding
quick mod for normal since I saw in in mentorship program

00:12:419 (2,3,4) - The flow of these objects is quite harsh and uncomfortable, I would suggest using a more smoother and less abrupt cursor path

00:14:010 (5,6,7) - because the sounds at 00:14:465 (6,7) - are different to 00:14:010 (5) - it'd be more well received to have different rhythm for the 2. One way you could do this is to turn 00:14:010 (5) - into a circle 00:16:965 (3) -

from my experience players have trouble playing objects stacked on slider tails in lower diffs. Such as 00:16:965 (3) - and 00:24:238 (3) - etc

~
Topic Starter
MagicDragon
ok i updated it daddy

bold = said this in our call as part of the mod response
not bold = saying this in response to the mod afterwards

Hobbes2 wrote:

phd in mentoring

meme
bold text is paraphrased from an audio recording of the live-mod and normal text is in-game chat log
text here will focus on hobbes' advice and only bring up magicdragon's responses when they're directly relavent to something in the chat log. magicdragon, who is the one writing up this summary, will post a response with a more detailed summary of what he said and did in response to hobbes' mod

22:04 MagicDragon: why tf does blackpink pretend to be a KPop group when they're an American hiphop group that sometimes sings in korean
22:04 Hobbes2: LUL
22:11 MagicDragon: wanna do a thing
22:13 Hobbes2: ya in a few minutes
22:13 MagicDragon: i also wanna finish watching the next episode of Hero Aca so yeah maybe 10-ish minutes/
22:14 Hobbes2: mmk
22:24 MagicDragon: aight I'm back
22:25 Hobbes2: mk
call starts, hobbes fails to plug in microphone
22:28 MagicDragon: i dont know if ur talking or not but i cant hear anything
22:28 Hobbes2: gg
hobbes plugs in mic, call resumes with a testplay

22:31 Hobbes2: 00:02:192 (5) -
22:31 Hobbes2: 00:05:829 (5) -
22:31 Hobbes2: 00:03:101 -
h: the intention here (with the linked sliders) was clear, but the slider should be held longer to reflect the longer held sound
Changed this, rearranged some stuff to do it.

22:31 Hobbes2: `00:03:556 (1,2,3,4,1) -
h: the increased spacing with increased pitch is cool here. i'll bring this up later
md: cool thx

22:32 Hobbes2: 00:08:101 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) -
h: i like how when the music changes from repeating the same note to changing notes, you go from back and forth to a different jump layout
md: cool thx

22:32 Hobbes2: 00:14:465 (5,6) -
22:33 Hobbes2: 00:13:783 (2,3,4) -
h: this I don't like because you're mapping the (less important) drum sounds with circles and the (more important) melody with sliders, which contradicts how you mapped things earlier.
md: I had wanted to map the drums but the thing you pointed out makes more sense, i should prioritize clicking the instrumental melody like I did earlier in the section

22:33 Hobbes2: 00:14:919 (6) -
22:34 Hobbes2: 00:14:919 -
h: this particular slider covers a 1/4 drum rhythm, if you want to do some fun stuff with drums while clicking melody you could make that a 1/4 slider
i did that. i also implemented the increasing spacing thing mentioned a couple times in the mod.

22:35 Hobbes2: 00:15:374 (1,2,3,4,5,6,7,8,9) -
22:35 Hobbes2: 00:15:374 (1) -
h: this section feels like it is too intense. it feels similarly intense to the previous section, but it is a really calm part of the music.
22:36 Hobbes2: 00:16:965 (6,7) -
22:37 Hobbes2: 00:15:374 (1,2) -
22:37 Hobbes2: 00:17:874 (9) -
h: for example, these jumps in particular feel very intense for no reason whatsoever
reduced the spacing in the verse section

22:38 Hobbes2: 00:21:738 (8) -
22:38 Hobbes2: 00:03:556 (1,2,3,4) -
h: the instrumental part here has something similar to the increased-pitch theme in the second link I mentioned earlier. you could consider having a callback to that part, with apropriately changed intensity
yes

22:38 Hobbes2: 00:23:329 (2,3,4,5) -
h: maybe too many circles in a row - in the previous section you only had a couple of circles in a row and having this star jump pattern for something with the same intensity feels out of place
simplified two of the 5 circles into a slider and placed things more apropriately

22:39 Hobbes2: 00:24:238 (6,2) -
22:39 Hobbes2: 00:19:010 (1,2,4) -
h: the first linked overlap is different from the overlaps you've used in the rest of the map. you should make it like the overlaps you used in the rest of the map, such as the second linked overlap
that was unintentional, fixed

22:40 Hobbes2: 00:26:738 (1) -
h: incorrect NC
yeah you're right fixed

22:41 Hobbes2: 00:28:101 (1,2,3,4) -
h: again, you could use a callback to that "building spacing to go with increasing instrumental pitch" thing earlier
i decided to use this in a number of places, some i have mentioned in the replys, others i have not.

22:42 Hobbes2: 00:29:919 -
h: the section here feels like it's a buildup, but the intensity in terms of gameplay drops off at the beginning, which contradicts the music
added filler rhythm, rearranged objects to better fit flow and aesthetic concepts used in other parts of the map.

md: i drastically changed the rhythm choice in the verse section from an earlier version. the original verse rhythm for the insane was more like this part of the hard difficulty:
22:43 MagicDragon: 00:08:101 (1,2,3,4,5,6) -

md: i did want to build up the intensity through the bridge, as I did in this section. that said the base intensity from where i build up is a bit too low, so i should increase intensity
22:44 MagicDragon: 00:37:192 (1,2,3,1,2,3,4) -

22:46 Hobbes2: 00:33:329 (1,2,3) -
22:46 Hobbes2: 00:35:147 (1,2,3) -
h: the spacing between these two rhythms is different even though the intensity is the same. you should change that.

22:47 Hobbes2: 00:42:647 (1,2,3,4) -
22:48 Hobbes2: 00:40:829 (1,2,3,4) -
h: you clearly wanted this to be the peak of the buildup here but it isn't spaced quite enough to give that oomf that it needs
increased spacing

22:48 Hobbes2: 00:42:419 (8,3) -
h: this overlap looks bad and is inconsistent with your previous design choices

22:49 Hobbes2: 00:43:783 (1,2,1) -
h: i'm curious if you could explain the logic behind your placement here with the different spacing for the 1/4 gap
i wanted the gap from the slow slider to the circle to the fast slider to be increasing so as to accelerate through the triple onto the fast slider. I toned it down just a bit so the effect is more subtle

22:51 Hobbes2: 00:43:101 (3,1) -
h: again, this is an inconsistent overlap
fixed so that they don't overlap.

h: kiai time? kiai time.

h: general note about kiai is that sometimes there are 1/4 rhythms in the drum that you could use. there's nothing *wrong* with mapping to the vocals only, but it would add a bit of variety

22:54 Hobbes2: 00:44:465 (1,3) -
22:54 Hobbes2: 00:44:919 (2,4) -
h: the shapes of the sliders, compared between the two links, is visually inconsistent. you should make the shape of those two sets of sliders, as well as the visual spacing between (1,2) and (3,4) to be the same
Reworked the visuals and structure of this entire section.

22:54 Hobbes2: 00:45:829 (4,1) -
h: another specific example where the blanket is off and the visual spacing is inconsistent
Reworked the visuals and structure of this entire section.

22:55 Hobbes2: 9055624
22:55 Hobbes2: https://osu.ppy.sh/ss/9055624
h: multiple amounts of curve in sliders in the same section looks bad, even in sliders that are of different lengths. sliders should have the same amount of curve in similar sections
22:55 Hobbes2: 00:45:829 (4,1) -
22:56 Hobbes2: https://osu.ppy.sh/ss/9055630
this is one example of having different curve when you shouldn't. also the short slider blanket is off. basically make the long slider like it's blanketing an invisible object
Reworked the visuals and structure of this entire section.

22:57 Hobbes2: 00:46:965 (2,3) -
22:57 Hobbes2: 00:50:601 (2,3) -
22:57 Hobbes2: 00:54:238 (2,3) -
h: these are incorrectly stacked, you look like you're trying to do a perfect stack but they're slightly off.
Removed some of those to replace them with the "increasing pitch, increasing spacing" meme, and fixed the others

22:58 Hobbes2: 00:50:829 (3,4,5) -
h: this could be a callback to that "increasing pitch" thing mentioned a couple times earlier"
replaced that and the other part of the chorus with the same sounds, with that theme.

22:58 Hobbes2: 00:56:056 (3,5) -
22:58 Hobbes2: 00:55:374 (1,3) -
h: blankets are off here
reworked the object placement in this entire section

22:59 Hobbes2: 00:55:374 (1,2,3,4,5,6,1,2) -
h: this pattern, in general, is pretty messy and doesn't follow your other visual design choices
reworked the object placement so it's more consistent

22:59 Hobbes2: 00:57:931 (1) -
23:00 Hobbes2: 00:58:329 (1) -
h: snapping is just off
fixed snapping

23:00 Hobbes2: 00:58:329 (1,2,3) -
h: this looks like it's supposed to be a triangle, but it's uneven
made it back into a triangle

23:00 Hobbes2: 00:59:010 (1,2,3,4) -
23:01 Hobbes2: 00:59:010 (1,3) -
23:03 Hobbes2: https://osu.ppy.sh/ss/9055658
23:03 Hobbes2: https://osu.ppy.sh/ss/9055660
h: the visual spacing here is uneven. first screenshot is my fix, second screenshot is what's mapped. to get this right, i blanketed 1 and 3 at a 30 degree angle, then copy-pasted 2 and 4, flipped it vertically, changed the rotation and lined it up so it looked like "the same pattern but prettier and more consistent."
i believe it should be fixed now. i used the same spacing for all instances of that rhythm in the kiai (4 total)

23:04 Hobbes2: 00:44:465 (1,2,3,4) -
h: another place earlier in the kiai where you can improve visuals

23:05 Hobbes2: 01:12:419 (1,2) -
h: this really should be spaced out more, it feels underwhelming
increased spacing for that part

23:06 Hobbes2: 01:13:556 (1,2,3) -
23:06 Hobbes2: 01:14:465 (2,3) -
23:06 Hobbes2: http://osu.ppy.sh/ss/9055668
h: this set of sliders looks meh. you should change the slider designs so that they're more like this. i would do a symmetry thing but that doesn't fit with what you've done with the rest of the map
i rearranged all 3 of them so they have more visually similar spacing

23:07 Hobbes2: 01:16:851 -
23:07 Hobbes2: 01:21:397 (3) -
23:07 Hobbes2: 01:22:079 (5) -
h: snapping errors again. also there's a nc missing somewhere in the last measure or two
md: snapping fixed and NC added.

23:08 Hobbes2: 00:14:465 (5,6) -
23:08 Hobbes2: 01:20:715 -
h:you contradict on how you map these things at the beginning and end
updated how i do things so the melody is clickable and the drums are mapped passively through slider tails in both sections.

h: moving on to the easy

23:13 Hobbes2: 00:18:101 (1,2,3,4,5) -
h: rhythm choice here is... interesting because you use circles to map a bunch of the vocals and then a long slider to map a bunch of vocals together
changed the rhythm so that it better reflects where the held sounds are in this and a few other places, also I added a few extra circles to make clickable rhythms more clear. rearranged a bunch of objects in the beginning section to accomidate these changes.

23:14 Hobbes2: 00:31:738 (4,5,6,1) -
23:14 Hobbes2: http://puu.sh/xvWU5/6bf6ceb81a.jpg
h: the use of 1/2 rhythms here is kind of sketchy here because sliders that are half a beat long on Easies can be kind of iffy. you can use beat-and-a-half sliders though because those are readable.
i changed this part and 1 or 2 more 1/2 beat sliders in the bridge section. since this is lower-ish bpm, i think newer players can still somewhat read 1/2 beat sliders when it's fairly obvious they're meant to be really short sliders - the guideline for easy the specifies a cutoff of no lower than 1/2 at 180bpm. i only will use them for the kiai, and only when i can't find a way of simplifying the rhythm that satisfies me outside of using non-repeated half-beat sliders surrounded by other easier-to-read rhythms.

h: here is an example of how to use red tick rhythms while still keeping away from 1/2 sliders
23:15 *Hobbes2 is editing [https://osu.ppy.sh/b/1247290 NICO Touches the Walls - Hologram [Easy]]
23:16 Hobbes2: 00:24:612 (1) -
23:16 Hobbes2: 00:27:376 (1,2) -
23:16 Hobbes2: 01:05:899 (1,2,3) -
23:17 Hobbes2: 01:07:190 (3,4,1,2,3) -
h: this is one of my easies, it uses red ticks but doesn't use 1/2 sliders. follow that idea. side note, i sometimes use 3/2 rhythm gaps in this which is kind of bad, but it's not a huge huge issue
md:cool examples

h: moving on to the normal

23:18 Hobbes2: 00:13:101 (4,5,6,7,1,2,3,4,5) -
h:your chains of rhythm (with half-beat gaps) are kind of long, you should aim to have more whole-beat gaps in between objects to give newer players a chance to "recover," as it were
md: the reason i initially did this was because it reflects what i like playing when i play normals with +HDDTHR, but i see why this would be a problem now that you point it out i changed 5 into a circle so there's a whole beat gap after it. there's technically a drum where the tail would go but it's a weak sound so i'm willing to ignore it in the map.

23:18 Hobbes2: 00:16:283 (2,3) -
h: putting a circle under a slider tail with only a half-beat gap is not rankable in a normal difficulty
md: i should probably change that then. i' stacked them on the head of the next slider rather than the tail of the previous slider the same as how i did in other places

23:18 Hobbes2: 00:16:283 (2,4) -
h: be careful about putting sliders with different amount of curve close to each other as it often ends up looking silly
md: changing that sounds like a good idea yes

23:19 Hobbes2: 00:23:556 (2,3) -
h: again the unrankable slider body circle thing
md: i did the same thing as the previous one

23:19 Hobbes2: 00:33:329 (1,2) -
h: this is a good example of sliders with different curve because the volume of the vocals is different
md:thanks

23:19 Hobbes2: 00:48:101 (1,2,3,4,5,6,7,8,9) -
h: another example of too many objects placed close together\
i changed a slider into 2 circles in order to give clicking emphasis and break up the patternthere are other places where there are long chains of rhythm that I decided to break up. I decided to leave some of the longer chains of rhythm in the kiai (only changed one there) to keep relative intensity consistent. i reorganized objects a bit to fit this remapping.

23:21 *Hobbes2 is listening to [https://osu.ppy.sh/b/1252031 Junpei Fujita - Deadlock]
h: this is a map demonstrating how to not chain too many objects together in a row
md:wow you are right there are a bunch of rhythm gaps there

23:22 *Hobbes2 is listening to [https://osu.ppy.sh/b/1270443 samfree - Chicken's Theme]
h: this is another example of an easy GD I was involved in making with my roommate :)
md:that certainly is a beatmap

Kisses wrote:

quick mod for normal since I saw in in mentorship program

00:12:419 (2,3,4) - The flow of these objects is quite harsh and uncomfortable, I would suggest using a more smoother and less abrupt cursor path
i toned down the flow on those objects just a little bit so it's more comfortable to play. i want it to be slightly harsh in order to emphasize that sound, but it was too much the way it was.

00:14:010 (5,6,7) - because the sounds at 00:14:465 (6,7) - are different to 00:14:010 (5) - it'd be more well received to have different rhythm for the 2. One way you could do this is to turn 00:14:010 (5) - into a circle 00:16:965 (3) -
i was going to change this a different way after hobbes' mos, but the way you came up with is better imo than the way i had first came up with so i'm using your way instead.

from my experience players have trouble playing objects stacked on slider tails in lower diffs. Such as 00:16:965 (3) - and 00:24:238 (3) - etc changed those, stacked them on the heads instead the same way i did for a few other sounds.

~
thx
meii18
from my q

first, the offset is pretty late as the song starts on 00:00:357 - to be honest so you have to move all the inherited points, together with the offset, with -472 ms in that way you will hear how the hitobjects follow the song more accurately
second, talking about metadata the artist is supposed to be 原田ひとみ 、水橋かおり 、加藤英美里 、磯村知美 and romanji will be Harada Hitomi, Mizuhashi Kaori, Katori Hidemi, Isomura Tomomi because we can't put the whole artist as it isn't enough place so we put only character voices' names putting only one character's voice's name and etc. is wrong as it isn't stated to the official source http://bakatest.com/1st/staffcast/index.html in addition, you should remove (tv size) from title field as it is not stated in official source

remove enable countdown option as it is useless nowadays and widescreen support as there's not any SB nor video in addition set the preview point as it is missing

now, it's time to talk about the map. will mod only the highest diff so i will explain you what you should know if you wish to push this for rank

[strawberry kisses]
let's talk about aesthetics first.
What aesthetics means?
Aesthetics means the overall placement of the hitobjects and the "creation" of different types of flow: circular, sharp, triangular flow (triangle pattern) etc.


there are some issues regarding aesthetics so let's give some examples:
*00:17:874 (9,10) - this one is overall good visually speaking but speaking about flow, it "brokes" a little bit so here you can ctrl+G 00:18:556 (10) - for a better flow
*00:19:465 (2,3,4,5) - this doesn't look really pleasing, both aesthetically and visually speaking because 00:20:147 (4) - overlaps with 00:19:465 (2) - which doesn't look really cool doing something like this => http://puu.sh/xyOEX/bb725072ac.jpg would apparently look much better visually and aesthetically speaking
*00:23:556 (3) - this one could be stacked with 00:22:647 (1) - 's head as it would be visible in gameplay field
*00:42:647 (1,2,3) - this pattern formed by 3 1/4 kicksliders can be improved to be honest because the placement of 00:43:101 (3) - was likely made randomly which doesn't look really nice visually and aesthetically speaking plus the flow is a little bit....weird overall the whole pattern can re-arranged like in this picture => http://puu.sh/xyOSy/aaa422cf36.jpg
*00:49:465 (5) - isn't stacked properly with 00:49:919 (1) - 's tail
*00:58:329 (1,2,3) - this one looks so cool just move 00:58:783 (3) - to 349|319 as it overlaps with 00:58:556 (2) - 's tail

now let's go to rhythm.
What rhythm means?
Rhythms represents when the hitobjects are placed to follow the music (drums, piano, vocals etc.)


there are issues regarding rhythm too so let's see which one of them is:
*00:08:101 (1,2,3,4,1,2,3,4,1,2,3,4) - to be honest, having some sliders here (2 notes + slider for instance) would be good to follow the song more accurately instead of circle spam and constant stacking as this is a calm map, not a wub-wub map
*00:14:919 (6) - with the left side of the headphones you hear only "pam-pam-PAM-pam" but when you put the right side of the headphones you'll actually hear "pam-pam-PARAM-pam" so there are triplets in the music background (the drums) what should you do here in this case? you have to replace this 1/2 slider with triplets as there are triplets in music background and it wouldn't be really nice to ignore them
*00:21:738 (8) - on the slider's head the vocal stops so you have to follow the instruments (snares here) temporaly here but this 1/1 slider does not fit the snares because it sounds like "pam-pam-PAM" not "pam-PAAM" so something like this => http://puu.sh/xyPCb/16453a634a.jpg would follow the snares more accurately
*00:58:329 (1) - this one must be on 1/4
*01:16:851 - missing 1/4 note as these drums represents the triplets

there are more issues regarding rhythm but for now i gave examples of where you had problems with rhythm

let's move on to spacing
What spacing means?
Spacing (known as distance snap) represent the change of hitobjects' distance in order to give build-up to the intense part of the music or to decrease it when the song is more tranquil


let's see where we can depistate spacing issues:
*00:03:556 (1,2) - would space them more as the song gets more intense (a little bit, not similar to 00:04:010 (3,4) - )
*00:10:829 (1,2,3) - spacing between (3) - and (4) - should be bigger than (1) - and (2) - as the instruments get more intense on 00:11:283 (3) - so the distance between (1) - and (2) - should be decreased and space (3) - and (4) - more
*00:27:647 (5,6) - you should space them more as the vocals get more intense here and they need some build-up effect
*00:29:238 (5,1,2,3) - here we will talk about hit momentum it's pretty clearly that after aiming (5) - it would be pretty hard to aim properly the triplets due to high spacing you have just to decrease the distance between 00:29:238 (5,1,2,3) - so the triplets would be easily aimed
*00:30:829 (3,4,5) - same as above seems like the vocals are more intense here than i expected...well, a little bit more
*00:44:465 (1,2,3,4) - unjustified jumps. i know the song is more intense here but putting jumps so randomly isn't a good idea to be honest just space them according to the music's intensity // 00:44:465 (1,2,3,4) - same goes here and so on across both of first and second kiai

now, to NCs!
What about NCs?
NC (New Combo) is an option where you select a hitobject ( (9) - let's say ) and then it resets to 1. it has the role to emphasize the new stanza of every section of the song


there are few NC inconsistencies:
*00:17:192 (7) - // 00:20:829 (6) - // 00:39:010 (4) - // 00:42:192 (6) - // 01:11:965 (7) - and so on - put NC where i mentioned as you put NCs every after two beats as i can see

hitsounds are missing so i'll skip it the set looks promising but still needs more room for improvement
gl!
Topic Starter
MagicDragon
i havent pushed the updates to the site yet because i'm working on some other parts of the beatmap (i have like 3 mods, 2 are pretty big) but i will edit this post when i post the new changes so you know when i actually put the updates in the beatmap

Updated

response

ByBy wrote:

from my q

first, the offset is pretty late as the song starts on 00:00:357 - to be honest so you have to move all the inherited points, together with the offset, with -472 ms in that way you will hear how the hitobjects follow the song more accurately
i think i timed it right earlier and then slightly changed the timing by accident with my scroll wheel - that would also explain some other problems i had earlier. fixed the timing and put the timing point before the mp3 start.
second, talking about metadata the artist is supposed to be 原田ひとみ 、水橋かおり 、加藤英美里 、磯村知美 and romanji will be Harada Hitomi, Mizuhashi Kaori, Katori Hidemi, Isomura Tomomi because we can't put the whole artist as it isn't enough place so we put only character voices' names putting only one character's voice's name and etc. is wrong as it isn't stated to the official source http://bakatest.com/1st/staffcast/index.html in addition, you should remove (tv size) from title field as it is not stated in official source
i went with data from a wiki, but since you used the official website that looks like better metadata, changed to that instead.
remove enable countdown option as it is useless nowadays and widescreen support as there's not any SB nor video in addition set the preview point as it is missing
ok that sounds good

now, it's time to talk about the map. will mod only the highest diff so i will explain you what you should know if you wish to push this for rank

[strawberry kisses]
let's talk about aesthetics first.
What aesthetics means?
Aesthetics means the overall placement of the hitobjects and the "creation" of different types of flow: circular, sharp, triangular flow (triangle pattern) etc.


there are some issues regarding aesthetics so let's give some examples:
*00:17:874 (9,10) - this one is overall good visually speaking but speaking about flow, it "brokes" a little bit so here you can ctrl+G 00:18:556 (10) - for a better flow
for this section I wanted to break the flow when the singer stops singing and I go to emphasizing the instrumentals instead. it doesn't happen too often but that's why i do that, i'll try to make it more clear once i finish my other reworks
*00:19:465 (2,3,4,5) - this doesn't look really pleasing, both aesthetically and visually speaking because 00:20:147 (4) - overlaps with 00:19:465 (2) - which doesn't look really cool doing something like this => http://puu.sh/xyOEX/bb725072ac.jpg would apparently look much better visually and aesthetically speaking
i agree, that does look better.
*00:23:556 (3) - this one could be stacked with 00:22:647 (1) - 's head as it would be visible in gameplay field
i am changing the entire rhythm for this part, and there's going to be a slider on 00:23:554 (3) that is going to be in a different place from 00:22:645 (1) instead of overlapping
*00:42:647 (1,2,3) - this pattern formed by 3 1/4 kicksliders can be improved to be honest because the placement of 00:43:101 (3) - was likely made randomly which doesn't look really nice visually and aesthetically speaking plus the flow is a little bit....weird overall the whole pattern can re-arranged like in this picture => http://puu.sh/xyOSy/aaa422cf36.jpg
i'm going to do something similar to that as part of rearranging that section for part of the buildup
*00:49:465 (5) - isn't stacked properly with 00:49:919 (1) - 's tail
fixed the stack
*00:58:329 (1,2,3) - this one looks so cool just move 00:58:783 (3) - to 349|319 as it overlaps with 00:58:556 (2) - 's tail
i spaced them out a bit more so that there's no overlap

now let's go to rhythm.
What rhythm means?
Rhythms represents when the hitobjects are placed to follow the music (drums, piano, vocals etc.)


there are issues regarding rhythm too so let's see which one of them is:
*00:08:101 (1,2,3,4,1,2,3,4,1,2,3,4) - to be honest, having some sliders here (2 notes + slider for instance) would be good to follow the song more accurately instead of circle spam and constant stacking as this is a calm map, not a wub-wub map
i understand what you're saying, but i wanted to emphasize the rhythmic similairity to 00:10:827 (1,2,3,4) while emphasizing that the combo i linked changes the note instead of staying the same
*00:14:919 (6) - with the left side of the headphones you hear only "pam-pam-PAM-pam" but when you put the right side of the headphones you'll actually hear "pam-pam-PARAM-pam" so there are triplets in the music background (the drums) what should you do here in this case? you have to replace this 1/2 slider with triplets as there are triplets in music background and it wouldn't be really nice to ignore them
i was changing some of the rhythms around this part for another mod anyway, so i'm changing the 00:14:463 (5,6) rhythm to this so you can click the melody and the drum plays on the slider tail
*00:21:738 (8) - on the slider's head the vocal stops so you have to follow the instruments (snares here) temporaly here but this 1/1 slider does not fit the snares because it sounds like "pam-pam-PAM" not "pam-PAAM" so something like this => http://puu.sh/xyPCb/16453a634a.jpg would follow the snares more accurately
i think it also fits how i was using rhythm earlier in the section, so yes, changed.
*00:58:329 (1) - this one must be on 1/4
lol, yeah that's pretty messed up, i moved my offset by accident and somehow that messed up some sliders. totally not supposed to be that way. fixed that
*01:16:851 - missing 1/4 note as these drums represents the triplets
that's a good idea - that triple is pretty distinct-sounding

there are more issues regarding rhythm but for now i gave examples of where you had problems with rhythm

let's move on to spacing
What spacing means?
Spacing (known as distance snap) represent the change of hitobjects' distance in order to give build-up to the intense part of the music or to decrease it when the song is more tranquil


let's see where we can depistate spacing issues:
*00:03:556 (1,2) - would space them more as the song gets more intense (a little bit, not similar to 00:04:010 (3,4) - )
i wanted to space them out as the pitch of the music got higher but i see the spacing between the later objects is way too much because of how calm the section is. i made the increase in spacing less dramatic.
*00:10:829 (1,2,3) - spacing between (3) - and (4) - should be bigger than (1) - and (2) - as the instruments get more intense on 00:11:283 (3) - so the distance between (1) - and (2) - should be decreased and space (3) - and (4) - more
i was doing something like that in a far earlier version but forgot to change it as i remapped, fixed.
*00:27:647 (5,6) - you should space them more as the vocals get more intense here and they need some build-up effect
i changed the rhythm here to go with a different mod and that rhythm change means i can also make the spacing more intense like you said.
*00:29:238 (5,1,2,3) - here we will talk about hit momentum it's pretty clearly that after aiming (5) - it would be pretty hard to aim properly the triplets due to high spacing you have just to decrease the distance between 00:29:238 (5,1,2,3) - so the triplets would be easily aimed
*00:30:829 (3,4,5) - same as above seems like the vocals are more intense here than i expected...well, a little bit more
*00:44:465 (1,2,3,4) - unjustified jumps. i know the song is more intense here but putting jumps so randomly isn't a good idea to be honest just space them according to the music's intensity // 00:44:465 (1,2,3,4) - same goes here and so on across both of first and second kiai
i'll reduce the spacing on the sounds that have instruments but no vocals. i am rearranging a lot of the sliders in this part for aesthetic reasons, so i'll keep in mind keeping the spacing down a bit more when i do that.

now, to NCs!
What about NCs?
NC (New Combo) is an option where you select a hitobject ( (9) - let's say ) and then it resets to 1. it has the role to emphasize the new stanza of every section of the song

there are few NC inconsistencies:
*00:17:192 (7) - // 00:20:829 (6) - // 00:39:010 (4) - // 00:42:192 (6) - // 01:11:965 (7) - and so on - put NC where i mentioned as you put NCs every after two beats as i can see
went through, fixed what you said and a few more NCs. i may add a few more to show 1/1 rhythms or SV things but for now it should be consistent

hitsounds are missing so i'll skip it the set looks promising but still needs more room for improvement
lol yeah hitsounding is important. i'll find some custom hitsounds because i don't want to just use the defaults and i'll put them in when i next update.
gl!

thanks <3
coke bottle
hihi from m4m

General
Maybe set a preview point for your level? like somewhere b4 the kiai would be nice




Futari's Hard
00:42:421 (2) - not snapped
00:11:738 - NC
01:08:783 (2) - x233 y275
maybe add a circle 01:24:465 - the put spinner to 01:24:579 - and spinner end at 01:28:101 - cause a spinner starting does not really have a proper feedback thing to emphasize the note and would sync better or something


ok mod done lmao
Topic Starter
MagicDragon

Reynolduh wrote:

hihi from m4m

General
Maybe set a preview point for your level? like somewhere b4 the kiai would be nice

i thought i did that but i guess not whoops. fixed for all diffs

Futari's Hard
00:42:421 (2) - not snapped
oops fixed

00:11:738 - NC
you're right

01:08:783 (2) - x233 y275
idk how this happened but i fixed it

maybe add a circle 01:24:465 - the put spinner to 01:24:579 - and spinner end at 01:28:101 - cause a spinner starting does not really have a proper feedback thing to emphasize the note and would sync better or something

i might change this when i get home from work (it'll be more complicated than the other fixes because of the 2-object overlap thing i did with this diff)

ok mod done lmao
cool thanks
Topic Starter
MagicDragon
oh fuck i though ti chianged the metadat but its the same what do i do

edit: wait nevermind it's the changed metadata lol
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