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toby fox - sans. [Osu|CatchTheBeat]

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Nowaie
Heya, you can thank ezek since he showed this set to me

General

Having custom hitsounds for sliderticks is usually considered a bad thing but having a loud sound that emphasizes the middle of a slider is extremely irritating for anyone who is playing as there is something that you bring up as important enough to be hitsounded but not important enough to be mapped and after considerting that you are using the exactly same hitsound for beats that are mapped normally, i can not see anything about these hitsounds that would make the map better in any way. After inspecting the map for a while i can see that your map is mostly following the synthesizer through rhythm choice so i think it would be much, much better to emphasize that you are indeed focusing on those and just leave out the hitsounds completely (and possibly changing the slider tick rate to 1 to support this) as bringing up stuff you do not really follow when they are not supported by the basic rhythm in any of the difficulties above easy

Tags : sans the skeleton frisk character i really don't see a point in these tags. They do not really connect to the song itself and do not really help anyone to find this song (they'd basically search for sans or undertale which are already covered), sans_the_skeleton with the underscores would be sorta fine as it would be the name of the character but frisk or character don't really make sense. Though you might want to add some tags : radiation as that is one of the aliases toby uses (and most of the ranked undertale maps have it in the tags), chiptune the "real" genre of the song and soundtrack as some people search for that instead of "OST"


Easy

Having ~1.5x DS battles with the general idea that the speed the players move from object to another would match the speed of sliders to create mapping that is really easy and simple to follow which is kinda what easy difficulties should be about.

00:15:000 (1,2,3) - Aesthetically speaking it'd look nicer if the sliders would both be equally far from the hitcircle

00:37:500 (1,2,3) - This is quite a sharp angle which kinda makes the pattern look quite tightly placed. Imo a more "perfect triangle like" pattern would work better https://puu.sh/xuTuo/b69db9551f.png


Normal

I do not know have you noticed this but some of your stacks make the spacing really inconsistent. You can compare the highest spacing i found against the lowest 00:05:625 (1,2) - 00:20:625 (1,2) -. I would not be too concerned about the stacks that are increasing the spacing as they mostly feel exactly the same as any other stack but i would be concerned about the ones that notably decrease the spacing as they create overlaps 00:09:375 (1,2) - 00:11:250 (1,2) - that you are most likely trying to avoid with the high DS in general

00:18:750 (1,3) - 00:27:187 (3,5,6) - I don't really feel this kind of small and possibly unintentional overlapping is good for the structure either


Advanced

Since you are mapping an advanced (which is supposed to have aspects from normal and hard level difficulties) that has relatively similar rhythm when compared to the normal, you could spice up the rhythm by adding a bit more clickables here and there to match the synthesizer such as mapping this 00:07:968 - kind of beats or making a triple 00:18:281 (3,4) - here

00:00:937 (3,4,1,2) - and 00:05:625 (1,2) - are quite different from any other pattern in the whole difficulty as they have extremely loose flow. Most of the time your mapping makes great and sense-making patterns but i just do not think these two are really on that level. By loose flow i mean stuff like all of the objects in this 00:00:937 (3,4,1,2) - pattern try to create their own circular flow while all of the other objects fail to follow that. If you don't know what i mean i can visualize it for ya, just ask me

00:20:390 - 00:42:890 - Add a hitcircle for the consistency with literally any other pattern in the difficulty 00:12:187 (3,4) - for ex.

00:43:125 (4) - NC?


Hard

OD 7 is pretty high generally for hard difficulties, would recommend 6 or 6.5 (preferably 6). AR feels a bit high aswell and i would use 7.5 or 7 for hard difficulties generally. Right now it looks more like a low end insane rather than a hard diff stat wise

The rhythm feels really awkward for a hard. I thought the highest difficulty would generally use nearly everything the song offers to create an enjoyable experience. Imo currently this is really lacking on the "using everything" part time to time as stuff such as 00:04:218 - this kind of stuff happens constantly where you pretty much ignore a really strong beat (well not exactly ignoring but not giving it appropriate emphasis through rhythm choice) while you have mapped many many similar beats 00:04:453 (2) -pretty much "normally"

Since this is a hard you could consider stuff like spacing emphasis or atleast spacing stuff so it'd follow the song. 00:08:906 (1,2,3,4,5,6) - I'd say this is the clearest pattern/melody that could use it. Simply the synthesizer changes on the 4 into much higher pitched notes when compared to the two first notes so you can basically divide that one pattern into two sections that are actually following different type of things 00:08:906 (1,2) - 00:09:375 (3,4,5,6) - (included 3 in the second synths as it's a strong beat). Considering that i do not thing it's a good idea to use similar spacing for those two nor is it a good idea that they are in the same pattern. For example i would use this https://puu.sh/xvqtU/35e417c898.png kind of patterning to show off the change of strength and beat pattern through spacing and patterning, Though i'd be more than happy if you would come up with your own pattern but that is there as an example

Continuing on ^ 00:12:890 (4,1,2,3,4,1,2,3,4,1) - for example here it makes more sense already but start the bigger spacing from this 00:13:359 (2) - as it is the first notably higher note. Also it would be consistent with other similar beats spacing wise (The 3 and 4 for example 00:13:359 (2,3,4) - )

00:19:687 (4,5) - Sorta appropriate 1/16 usage, good job fam. It doesn't feel painful to play even on DT

00:44:300 (1,2,3) - I just feel like the spacing gets too high here considering you most of the time use spacing that is barely above 2x but here it gets nearly up to 3x. Yeah it might be the final pattern but the melody does not change like that but rather stays relatively similar to any other part of the song

[]

I think this should be pretty much ready to go but i'd highly recommend considering making the rhythm bit harder on the advanced and on the hard as it would make the spread make more sense overall and make the difficulties actually stand a bit better for the difficulty level you are portraying through the name choice

Other than that, best of luck to you!
Topic Starter
-Keitaro

DTM9 Nowa wrote:

Heya, you can thank ezek since he showed this set to me thanks ezek

General

Having custom hitsounds for sliderticks is usually considered a bad thing but having a loud sound that emphasizes the middle of a slider is extremely irritating for anyone who is playing as there is something that you bring up as important enough to be hitsounded but not important enough to be mapped and after considerting that you are using the exactly same hitsound for beats that are mapped normally, i can not see anything about these hitsounds that would make the map better in any way. After inspecting the map for a while i can see that your map is mostly following the synthesizer through rhythm choice so i think it would be much, much better to emphasize that you are indeed focusing on those and just leave out the hitsounds completely (and possibly changing the slider tick rate to 1 to support this) as bringing up stuff you do not really follow when they are not supported by the basic rhythm in any of the difficulties above easy

I don't really sure to agree with this, since I'm (mostly) following the stronger sound here, so I create a slider instead of a 1/2 slider and a circle or a circle instead to use the basic rhythm. Also I've seen a map with a hitsound in the middle of the slider like this.

Tags : sans the skeleton frisk character i really don't see a point in these tags. They do not really connect to the song itself and do not really help anyone to find this song (they'd basically search for sans or undertale which are already covered), sans_the_skeleton with the underscores would be sorta fine as it would be the name of the character but frisk or character don't really make sense. Though you might want to add some tags : radiation as that is one of the aliases toby uses (and most of the ranked undertale maps have it in the tags), chiptune the "real" genre of the song and soundtrack as some people search for that instead of "OST"

It was taken from the taiko set but ok then removed and added.

Easy

Having ~1.5x DS battles with the general idea that the speed the players move from object to another would match the speed of sliders to create mapping that is really easy and simple to follow which is kinda what easy difficulties should be about. I'll change to 1.3x I guess

00:15:000 (1,2,3) - Aesthetically speaking it'd look nicer if the sliders would both be equally far from the hitcircle

00:37:500 (1,2,3) - This is quite a sharp angle which kinda makes the pattern look quite tightly placed. Imo a more "perfect triangle like" pattern would work better https://puu.sh/xuTuo/b69db9551f.png
fixed all.

Normal

I do not know have you noticed this but some of your stacks make the spacing really inconsistent. You can compare the highest spacing i found against the lowest 00:05:625 (1,2) - 00:20:625 (1,2) -. I would not be too concerned about the stacks that are increasing the spacing as they mostly feel exactly the same as any other stack but i would be concerned about the ones that notably decrease the spacing as they create overlaps 00:09:375 (1,2) - 00:11:250 (1,2) - that you are most likely trying to avoid with the high DS in general fixed the one with overlap

00:18:750 (1,3) - 00:27:187 (3,5,6) - I don't really feel this kind of small and possibly unintentional overlapping is good for the structure either oops, fixed.


Advanced

Since you are mapping an advanced (which is supposed to have aspects from normal and hard level difficulties) that has relatively similar rhythm when compared to the normal, you could spice up the rhythm by adding a bit more clickables here and there to match the synthesizer such as mapping this 00:07:968 - kind of beats or making a triple 00:18:281 (3,4) - here changed that part and some other part

00:00:937 (3,4,1,2) - and 00:05:625 (1,2) - are quite different from any other pattern in the whole difficulty as they have extremely loose flow. Most of the time your mapping makes great and sense-making patterns but i just do not think these two are really on that level. By loose flow i mean stuff like all of the objects in this 00:00:937 (3,4,1,2) - pattern try to create their own circular flow while all of the other objects fail to follow that. If you don't know what i mean i can visualize it for ya, just ask me had no idea about it, any exmaple plz? tbh I was trying to make the beat simple there

00:20:390 - 00:42:890 - Add a hitcircle for the consistency with literally any other pattern in the difficulty 00:12:187 (3,4) - for ex. sure

00:43:125 (4) - NC? oops


Hard

OD 7 is pretty high generally for hard difficulties, would recommend 6 or 6.5 (preferably 6). AR feels a bit high aswell and i would use 7.5 or 7 for hard difficulties generally. Right now it looks more like a low end insane rather than a hard diff stat wise lmao ok fixed

The rhythm feels really awkward for a hard. I thought the highest difficulty would generally use nearly everything the song offers to create an enjoyable experience. Imo currently this is really lacking on the "using everything" part time to time as stuff such as 00:04:218 - this kind of stuff happens constantly where you pretty much ignore a really strong beat (well not exactly ignoring but not giving it appropriate emphasis through rhythm choice) while you have mapped many many similar beats 00:04:453 (2) -pretty much "normally"

Since this is a hard you could consider stuff like spacing emphasis or atleast spacing stuff so it'd follow the song. 00:08:906 (1,2,3,4,5,6) - I'd say this is the clearest pattern/melody that could use it. Simply the synthesizer changes on the 4 into much higher pitched notes when compared to the two first notes so you can basically divide that one pattern into two sections that are actually following different type of things 00:08:906 (1,2) - 00:09:375 (3,4,5,6) - (included 3 in the second synths as it's a strong beat). Considering that i do not thing it's a good idea to use similar spacing for those two nor is it a good idea that they are in the same pattern. For example i would use this https://puu.sh/xvqtU/35e417c898.png kind of patterning to show off the change of strength and beat pattern through spacing and patterning, Though i'd be more than happy if you would come up with your own pattern but that is there as an example

Continuing on ^ 00:12:890 (4,1,2,3,4,1,2,3,4,1) - for example here it makes more sense already but start the bigger spacing from this 00:13:359 (2) - as it is the first notably higher note. Also it would be consistent with other similar beats spacing wise (The 3 and 4 for example 00:13:359 (2,3,4) - )
Rearranged based on your explaination.

00:19:687 (4,5) - Sorta appropriate 1/16 usage, good job fam. It doesn't feel painful to play even on DT Thanks~

00:44:300 (1,2,3) - I just feel like the spacing gets too high here considering you most of the time use spacing that is barely above 2x but here it gets nearly up to 3x. Yeah it might be the final pattern but the melody does not change like that but rather stays relatively similar to any other part of the song
Fixed

[]

I think this should be pretty much ready to go but i'd highly recommend considering making the rhythm bit harder on the advanced and on the hard as it would make the spread make more sense overall and make the difficulties actually stand a bit better for the difficulty level you are portraying through the name choice

Other than that, best of luck to you!
Thanks for the mod~
Nowaie

Error- wrote:

DTM9 Nowa wrote:

00:00:937 (3,4,1,2) - and 00:05:625 (1,2) - are quite different from any other pattern in the whole difficulty as they have extremely loose flow. Most of the time your mapping makes great and sense-making patterns but i just do not think these two are really on that level. By loose flow i mean stuff like all of the objects in this 00:00:937 (3,4,1,2) - pattern try to create their own circular flow while all of the other objects fail to follow that. If you don't know what i mean i can visualize it for ya, just ask me had no idea about it, any exmaple plz? tbh I was trying to make the beat simple there
Most of the time your mapping forms clear patterns 00:11:250 (1,2,3) - or have flow that is pretty much as good as it gets 00:28:828 (3,4) - (Visualized) but on those two patterns neither of the two points really happen. Them not exactly begin a pattern is much easier to understand but the flow may be a bit harder thing, on the first pattern i mentioned 00:00:937 (3,4,1,2) - i feel the objects are all trying to create their own flow, 00:01:875 (1) - begin most blatant in this, through the sliderbodies. After more closely inspecting this 00:00:937 (3,4,2) - these three feel like they are "connected" by the way they are placed and what kind of movement you are forming with the object placement but you have completely left 00:01:875 (1) - out from that idea as it's trying to be in that same curve as the other objects but the result is much closer to this https://puu.sh/xwaID/48bb3a608e.png, 00:05:625 (1,2) - has a somewhat similar issue but it's not as visible https://puu.sh/xwaRy/bfb6533154.png. It's most of the time better to make that kind of patterns really polished in that way or completely scrap the idea of the flow continuing like that.
Topic Starter
-Keitaro
Will work on it this friday, school's killing me ;w;
Topic Starter
-Keitaro

DTM9 Nowa wrote:

Most of the time your mapping forms clear patterns 00:11:250 (1,2,3) - or have flow that is pretty much as good as it gets 00:28:828 (3,4) - (Visualized) but on those two patterns neither of the two points really happen. Them not exactly begin a pattern is much easier to understand but the flow may be a bit harder thing, on the first pattern i mentioned 00:00:937 (3,4,1,2) - i feel the objects are all trying to create their own flow, 00:01:875 (1) - begin most blatant in this, through the sliderbodies. After more closely inspecting this 00:00:937 (3,4,2) - these three feel like they are "connected" by the way they are placed and what kind of movement you are forming with the object placement but you have completely left 00:01:875 (1) - out from that idea as it's trying to be in that same curve as the other objects but the result is much closer to this https://puu.sh/xwaID/48bb3a608e.png, 00:05:625 (1,2) - has a somewhat similar issue but it's not as visible https://puu.sh/xwaRy/bfb6533154.png. It's most of the time better to make that kind of patterns really polished in that way or completely scrap the idea of the flow continuing like that.
ok I get this stuff
edit up 00:05:625 (1) - so it looks better
change most of things in 00:00:937 (3,4,1) - so it flows better.

oh I haven't answer this
The rhythm feels really awkward for a hard. I thought the highest difficulty would generally use nearly everything the song offers to create an enjoyable experience. Imo currently this is really lacking on the "using everything" part time to time as stuff such as 00:04:218 - this kind of stuff happens constantly where you pretty much ignore a really strong beat (well not exactly ignoring but not giving it appropriate emphasis through rhythm choice) while you have mapped many many similar beats 00:04:453 (2) -pretty much "normally"
just to make sure I also map the background bass so it kinda match with something like 00:03:750 (1) - imo and I don't really sure to make 00:04:218 - clickable as it feels awkward when it comes to playing as it almost the same as others before like 00:00:937 (4) - 00:01:875 (1) - ...etc.
MBomb
some hitsound changes with az

osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 22500
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
DistanceSpacing: 1.2
BeatDivisor: 4
GridSize: 8
TimelineZoom: 3.699999

[Metadata]
Title:sans.
TitleUnicode:sans.
Artist:toby fox
ArtistUnicode:toby fox
Creator:Error-
Version:MBomb's Platter
Source:UNDERTALE
Tags:OST megalovania sans the skeleton magic bomb mbomb radiation chiptune
BeatmapID:1287353
BeatmapSetID:584575

[Difficulty]
HPDrainRate:5
CircleSize:3.5
OverallDifficulty:7.4
ApproachRate:7.4
SliderMultiplier:2
SliderTickRate:2

[Events]
//Background and Video events
0,0,"bg.jpg",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
0,468.75,4,2,1,65,1,0
45000,-100,4,2,1,25,0,0


[Colours]
Combo1 : 18,124,255
Combo2 : 255,255,255

[HitObjects]
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292,192,42656,2,0,L|420:192,1,100
192,192,43125,5,2,0:0:0:0:
496,192,43359,2,0,P|480:144|416:120,2,100,2|2|0,0:0|0:0|0:0,0:0:0:0:
288,192,44062,1,2,0:0:0:0:
496,192,44296,1,0,0:0:0:0:
376,192,44531,1,2,0:0:0:0:
168,192,44765,1,0,0:0:0:0:
480,192,45000,5,4,0:0:0:0:
280,192,45468,2,0,L|280:88,1,100
416,192,45937,1,2,0:0:0:0:
216,192,46406,2,0,L|216:88,1,100
352,192,46875,5,2,0:0:0:0:
152,192,47343,1,0,0:0:0:0:
384,192,47812,1,2,0:0:0:0:
184,192,48280,1,0,0:0:0:0:
ZekeyHache
hello again~ ezek rechecking~

[General]
  1. There's a higher quality image provided by the artist you linked in the description, here it is.
  2. You can use a custom diffname for your Hard if you want, as long as it is related to the song ofc~
[Easy]
  1. 00:20:156 (2,3) - 00:31:875 (3,4) - blankets that can be improved
[Normal]
  1. 00:20:625 (1,2) - Your spacing is 1.6x and here you're using 1.45x, which makes an overlap~ seems the stacking is causing it, so you should disable distance snap and use the correct spacing manually~ be sure to check
  2. 00:30:703 (2,3) - 00:35:625 (1,2) - 00:39:375 (1,2) - kinda the same, they're not overlapping but they just look too close
  3. 00:31:875 (1,2) - these ones are the opposite, you need to reduce that spacing a little~ don't forget to recheck distance everywhere after making this kind of movements~
  4. 00:05:625 (1,2) - whoa, this is already a small jump ._.
Well, have a second look by yourself, just look at the spacing object by object if you see a suspicious spacing at first glance~ It's okay if the spacing is a bit off in many notes as long as you can't actually notice~

[Advanced]
  1. 00:00:703 (2,3) - 00:27:187 (3,4) - blankets
  2. 00:05:625 (1) - check the normal diff, it's using a denser rhythm than this, you should either use a lighter rhythm on normal or at least make this one the same as in normal cuz this diff is supposed to be tougher
  3. 00:18:281 (3,4,5) - having this 1/4 triplet here would make this part of the mas just as dense as the hard diff, I believe it's okay to use that 1/4, but it would be better as a stack rather than a stream form to make more contrast with the Hard~
  4. 00:40:781 (3,4,5) - you know
[Hard]
  1. 00:10:781 (5,1) - 00:27:187 (4,5) - blankets
Nice overall, I'm just not a fan of the Hard diff's design somehow. I would like to hear Monstrata's opinion before I deem the map worthy of nomination, just to be sure that this is okay because even bns need second opinions sometimes, you know. He gave a star icon to this map after all~ We're close, boi!
Topic Starter
-Keitaro

ezek wrote:

hello again~ ezek rechecking~

[General]
  1. There's a higher quality image provided by the artist you linked in the description, here it is. skeleton boi.png
  2. You can use a custom diffname for your Hard if you want, as long as it is related to the song ofc~ have no idea about it rip
[Easy]
  1. 00:20:156 (2,3) - 00:31:875 (3,4) - blankets that can be improved
[Normal]
  1. 00:20:625 (1,2) - Your spacing is 1.6x and here you're using 1.45x, which makes an overlap~ seems the stacking is causing it, so you should disable distance snap and use the correct spacing manually~ be sure to check
  2. 00:30:703 (2,3) - 00:35:625 (1,2) - 00:39:375 (1,2) - kinda the same, they're not overlapping but they just look too close
  3. 00:31:875 (1,2) - these ones are the opposite, you need to reduce that spacing a little~ don't forget to recheck distance everywhere after making this kind of movements~
  4. 00:05:625 (1,2) - whoa, this is already a small jump ._.
Well, have a second look by yourself, just look at the spacing object by object if you see a suspicious spacing at first glance~ It's okay if the spacing is a bit off in many notes as long as you can't actually notice~ boop I just realize this lol. Fixed all, hopefully it doesn't really a big prob now

[Advanced]
  1. 00:00:703 (2,3) - 00:27:187 (3,4) - blankets
  2. 00:05:625 (1) - check the normal diff, it's using a denser rhythm than this, you should either use a lighter rhythm on normal or at least make this one the same as in normal cuz this diff is supposed to be tougher follow normal and 2nd part
  3. 00:18:281 (3,4,5) - having this 1/4 triplet here would make this part of the mas just as dense as the hard diff, I believe it's okay to use that 1/4, but it would be better as a stack rather than a stream form to make more contrast with the Hard~
  4. 00:40:781 (3,4,5) - you know i know
[Hard]
  1. 00:10:781 (5,1) - 00:27:187 (4,5) - blankets :eyes:
Nice overall, I'm just not a fan of the Hard diff's design somehow. I would like to hear Monstrata's opinion before I deem the map worthy of nomination, just to be sure that this is okay because even bns need second opinions sometimes, you know. He gave a star icon to this map after all~ We're close, boi! Is this about the first triangle pattern lol, but yea, I would like to hear Monstrata suggestion too.
applied all
im bad at blankets
WAIT I ACCIDENTALLY GIVE KUDOS
FML will ask a mod to deny
or I guess BN's can deny kudos, right?

- Magic Bomb - wrote:

some hitsound changes with az

osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 22500
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
DistanceSpacing: 1.2
BeatDivisor: 4
GridSize: 8
TimelineZoom: 3.699999

[Metadata]
Title:sans.
TitleUnicode:sans.
Artist:toby fox
ArtistUnicode:toby fox
Creator:Error-
Version:MBomb's Platter
Source:UNDERTALE
Tags:OST megalovania sans the skeleton magic bomb mbomb radiation chiptune
BeatmapID:1287353
BeatmapSetID:584575

[Difficulty]
HPDrainRate:5
CircleSize:3.5
OverallDifficulty:7.4
ApproachRate:7.4
SliderMultiplier:2
SliderTickRate:2

[Events]
//Background and Video events
0,0,"bg.jpg",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
0,468.75,4,2,1,65,1,0
45000,-100,4,2,1,25,0,0


[Colours]
Combo1 : 18,124,255
Combo2 : 255,255,255

[HitObjects]
16,192,0,5,8,0:0:0:0:
352,192,468,2,0,L|216:192,1,100,2|0,0:0|0:0,0:0:0:0:
464,192,937,1,2,0:0:0:0:
240,192,1406,2,0,L|120:192,1,100
272,192,1875,5,2,0:0:0:0:
72,192,2109,2,0,L|192:192,1,100
304,192,2578,1,2,0:0:0:0:
192,192,2812,1,0,0:0:0:0:
320,192,3046,2,0,L|424:192,2,100,2|0|2,0:0|0:0|0:0,0:0:0:0:
16,192,3750,5,8,0:0:0:0:
280,192,4218,2,0,L|384:192,1,100,2|0,0:0|0:0,0:0:0:0:
176,192,4687,1,2,0:0:0:0:
400,192,5156,2,0,L|264:192,1,100
168,192,5625,5,2,0:0:0:0:
288,192,5859,1,0,0:0:0:0:
88,192,6093,1,0,0:0:0:0:
392,192,6328,2,0,L|496:192,2,100,2|0|0,0:0|0:0|0:0,0:0:0:0:
184,192,7031,2,0,L|64:192,1,100,2|0,0:0|0:0,0:0:0:0:
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160,192,11718,2,0,L|40:192,1,100,2|0,0:0|0:0,0:0:0:0:
280,192,12187,1,2,0:0:0:0:
480,192,12656,2,0,L|336:192,1,100
176,192,13125,5,2,0:0:0:0:
480,192,13359,2,0,P|432:136|400:128,2,100,2|0|2,0:0|0:0|0:0,0:0:0:0:
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336,192,18281,2,0,L|408:192,2,50,2|0|2,0:0|0:0|0:0,0:0:0:0:
24,192,18750,5,8,0:0:0:0:
224,192,19218,2,0,L|104:192,1,100,2|0,0:0|0:0,0:0:0:0:
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344,192,21562,1,2,0:0:0:0:
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228,192,22031,1,2,0:0:0:0:
20,192,22265,1,0,0:0:0:0:
336,192,22500,5,12,0:0:0:0:
64,192,22968,2,0,P|16:160|32:128,1,100,2|0,0:0|0:0,0:0:0:0:
232,192,23437,1,2,0:0:0:0:
432,192,23906,2,0,P|496:152|480:120,1,100
360,192,24375,5,2,0:0:0:0:
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152,192,31875,5,2,0:0:0:0:
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40,192,33515,1,2,0:0:0:0:
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80,192,34218,2,0,L|208:192,1,100,2|0,0:0|0:0,0:0:0:0:
392,192,34687,1,2,0:0:0:0:
180,192,35156,2,0,L|292:192,1,100
88,192,35625,5,2,0:0:0:0:
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408,192,37031,2,0,L|296:192,1,100,2|0,0:0|0:0,0:0:0:0:
8,192,37500,5,8,0:0:0:0:
304,192,37968,2,0,L|424:192,1,100,2|0,0:0|0:0,0:0:0:0:
192,192,38437,1,2,0:0:0:0:
376,192,38906,2,0,L|248:192,1,100
472,192,39375,5,2,0:0:0:0:
168,192,39609,2,0,L|40:192,1,100,2|0,0:0|0:0,0:0:0:0:
272,192,40078,2,0,L|384:192,2,100,2|0|0,0:0|0:0|0:0,0:0:0:0:
160,192,40781,2,0,L|96:192,2,50,2|0|0,0:0|0:0|0:0,0:0:0:0:
464,192,41250,5,8,0:0:0:0:
192,192,41718,2,0,L|320:192,1,100,2|0,0:0|0:0,0:0:0:0:
88,192,42187,1,2,0:0:0:0:
292,192,42656,2,0,L|420:192,1,100
192,192,43125,5,2,0:0:0:0:
496,192,43359,2,0,P|480:144|416:120,2,100,2|2|0,0:0|0:0|0:0,0:0:0:0:
288,192,44062,1,2,0:0:0:0:
496,192,44296,1,0,0:0:0:0:
376,192,44531,1,2,0:0:0:0:
168,192,44765,1,0,0:0:0:0:
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216,192,46406,2,0,L|216:88,1,100
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152,192,47343,1,0,0:0:0:0:
384,192,47812,1,2,0:0:0:0:
184,192,48280,1,0,0:0:0:0:
updated. owo
ZekeyHache
well, the kudos is actually fine~ it's valid since there's a diff that wasn't here the first time I came lol (just be sure to not do it a third time 👀)
also, if you're just gonna apply everything in a mod and don't give any comments, I suggest to not quote the mod cuz you're just taking unnecessary space 👀
Topic Starter
-Keitaro

ezek wrote:

well, the kudos is actually fine~ it's valid since there's a diff that wasn't here the first time I came lol (just be sure to not do it a third time 👀)
also, if you're just gonna apply everything in a mod and don't give any comments, I suggest to not quote the mod cuz you're just taking unnecessary space 👀
Was about to edit but forgot
Edited with comments.
Funny how forum shows 1 edit only even I did 2 edits
Uta
rank thisssss fastttttttttttttttttttttttttttttttttt
Electoz
Requested like half a month ago

[Easy]

  1. 00:25:781 (4,1) - DS
[Normal]

  1. 00:23:437 (3,1) - 00:30:937 (3,1) - DS
  2. 00:22:500 (1) - Fix sliderend pls
  3. 00:28:125 (4) - NC
  4. 00:13:125 (1,2,3,4) - This has the same rhythm as 00:09:375 (1,2,3,4) but the song is not, so a different set of rhythms should be used in order to differentiate the whole measure 00:13:125 from 00:09:375 .
  5. 00:31:875 (1,2,3,4) - 00:35:625 (1,2,3) - Same as above, though I wouldn't call leaving 00:37:265 empty as a differentiation.
[Advanced]

  1. 00:02:578 (2,3) - DS
  2. 00:20:390 (4,2) - An untidy overlap, like overlaps are fine but it looks untidy/stand out when you don't usually do them anywhere else.
[Hard]

  1. 00:09:843 (3,4) - 1.4 spacing doesn't seem intentional.
  2. 00:01:875 (1,2,3) - 00:24:375 (1,2,3,4) - And I don't get why you handled spacings differently considering the rhythms are the same.
  3. 00:09:375 (1,2,3,4) - 00:31:875 (1,2,3,4) - Same as above.
  4. 00:13:125 (1,2,3,4,1,2,3,4) - 00:35:625 (1,2,1,2,1,2,1,2) - Would be nice if you can have a more consistent idea on these patterns when the rhythms are the same, referring to the way you grouped up objects with combos and patterns (aka the first one you grouped the rhythm with 4 objects and the latter with 2 which idk why)
  5. 00:19:453 (3,4) - 00:41:953 (2,3) - Inconsistent spacings?
  6. 00:43:125 (1,2,3,4,5,1,2,3) - Comboing aside, I don't get what's your idea on the pattern, the whole thing gave me the impression that objects are randomly placed (I'm telling you to at least try making patterns like 00:13:125 (1,2,3,4,1,2,3,4) - 00:35:625 (1,2,1,2,1,2,1,2) which are more visually obvious) , also:
    1. 00:20:859 (2,3,4) - Okay so you intended to group these sounds together as 3 objects but you didn't do the same at the end? And both places are like spaced in an entirely different way 00:43:359 (2,3,4) -
    2. 00:42:656 (4,3) - Overlap should be cleaned up.
    3. 00:44:062 (5,1) - Swap NC.
[MBomb's Platter]

  1. 00:10:546 (4) - 00:33:046 (4,5) - The song is looped two times but this is the only instance where your rhythms are different between these two loops lol in case you care
  2. 00:32:109 (2,3) - Would be nice if you can differentiate these two considering the rhythms on these sliders are not quite the same. Using 2 circles instead of 00:32:578 (3) or some changes in the flow like what you did with 00:10:078 (3) could also work.
aaa not interested + there's like 2-3 BNs already looking at this set so I don't think I have to involve in nomination process so there's that
good luck~
Topic Starter
-Keitaro

Electoz wrote:

Requested like half a month ago

[Hard]

  1. 00:09:843 (3,4) - 1.4 spacing doesn't seem intentional.
  2. 00:01:875 (1,2,3) - 00:24:375 (1,2,3,4) - And I don't get why you handled spacings differently considering the rhythms are the same. I tried to make the 2nd part harder than the first part becouse people will already know what will the rhythm be, so people can already adjust with the spacing for the 2nd part jumps stuffs.
  3. 00:09:375 (1,2,3,4) - 00:31:875 (1,2,3,4) - Same as above. ^
  4. 00:13:125 (1,2,3,4,1,2,3,4) - 00:35:625 (1,2,1,2,1,2,1,2) - Would be nice if you can have a more consistent idea on these patterns when the rhythms are the same, referring to the way you grouped up objects with combos and patterns (aka the first one you grouped the rhythm with 4 objects and the latter with 2 which idk why) I don't really sure this is a big issue imo, since its kinda boring to have the same idea of the jump so I create a variation for it.
  5. 00:19:453 (3,4) - 00:41:953 (2,3) - Inconsistent spacings?
  6. 00:43:125 (1,2,3,4,5,1,2,3) - Comboing aside, I don't get what's your idea on the pattern, the whole thing gave me the impression that objects are randomly placed (I'm telling you to at least try making patterns like 00:13:125 (1,2,3,4,1,2,3,4) - 00:35:625 (1,2,1,2,1,2,1,2) which are more visually obvious) , also:
    1. 00:20:859 (2,3,4) - Okay so you intended to group these sounds together as 3 objects but you didn't do the same at the end? And both places are like spaced in an entirely different way 00:43:359 (2,3,4) -
    2. 00:42:656 (4,3) - Overlap should be cleaned up.
    3. 00:44:062 (5,1) - Swap NC.
    okay then I would use the same as 00:20:625 (1,2,3,4,1,2,3,4) - except different spacing.
aaa not interested + there's like 2-3 BNs already looking at this set so I don't think I have to involve in nomination process so there's that
good luck~
thanks for dropping by~
MBomb

Electoz wrote:

[MBomb's Platter]

  1. 00:10:546 (4) - 00:33:046 (4,5) - The song is looped two times but this is the only instance where your rhythms are different between these two loops lol in case you care - Essentially the same the second doesn't have a direction change and because of how sliders work, I couldn't have a reverse slider that doesn't change direction.
  2. 00:32:109 (2,3) - Would be nice if you can differentiate these two considering the rhythms on these sliders are not quite the same. Using 2 circles instead of 00:32:578 (3) or some changes in the flow like what you did with 00:10:078 (3) could also work. - I feel like the current flow change is enough to distinguish them.
aaa not interested + there's like 2-3 BNs already looking at this set so I don't think I have to involve in nomination process so there's that
good luck~
Thanks for the check!
Topic Starter
-Keitaro
Hello, someone's here? 👀
(is AZ already contact you MBomb?)
ZekeyHache

Error- wrote:

Hello, someone's here? 👀
yes, your mom

[Hard]
  1. 00:10:781 (5,1) - This blankets is very off, you can stop at the blue tick between the two objects to use the approach circle as reference to make it better, like this.
Let's have a look at your answer to Electoz~
Error- wrote:
Electoz wrote:
  1. 00:01:875 (1,2,3) - 00:24:375 (1,2,3,4) - And I don't get why you handled spacings differently considering the rhythms are the same. I tried to make the 2nd part harder than the first part becouse people will already know what will the rhythm be, so people can already adjust with the spacing for the 2nd part jumps stuffs.
  2. 00:09:375 (1,2,3,4) - 00:31:875 (1,2,3,4) - Same as above. ^
Both points are pretty much the same. First you map a rhythm without jumps and then you do jumps on the next time the rhythm happens. This creates variety in the map, which should be good; however, I don't think making this variety in this song. You see, the song's intensity and pace is the same all the time and there's nothing that could feel like burst of intensity that supports such change. So I highly suggest to be consistent. I'd go for making them all jumps since you already have an advanced diff and there shouldn't be a problem with the spread because of the normal diff.

Then we have this
Error- wrote:
Electoz wrote:
  1. 00:13:125 (1,2,3,4,1,2,3,4) - 00:35:625 (1,2,1,2,1,2,1,2) - Would be nice if you can have a more consistent idea on these patterns when the rhythms are the same, referring to the way you grouped up objects with combos and patterns (aka the first one you grouped the rhythm with 4 objects and the latter with 2 which idk why) I don't really sure this is a big issue imo, since its kinda boring to have the same idea of the jump so I create a variation for it.

This point seems to be valid as well~ You should at least be consistent with the combos. The first pattern looks weird compared to the second one. The second one is very pretty and organized while the other has different combos and the spacing is different, so you should at least go with a similar pattern/concept on the first one if you don't wanna do the same pattern.

Electoz may be a catch only BN at the moment, but he also has the skills of a standard BN~
Topic Starter
-Keitaro

ezek wrote:

[Hard]

Error- wrote:
Electoz wrote:
  1. 00:13:125 (1,2,3,4,1,2,3,4) - 00:35:625 (1,2,1,2,1,2,1,2) - Would be nice if you can have a more consistent idea on these patterns when the rhythms are the same, referring to the way you grouped up objects with combos and patterns (aka the first one you grouped the rhythm with 4 objects and the latter with 2 which idk why) I don't really sure this is a big issue imo, since its kinda boring to have the same idea of the jump so I create a variation for it.

This point seems to be valid as well~ You should at least be consistent with the combos. The first pattern looks weird compared to the second one. The second one is very pretty and organized while the other has different combos and the spacing is different, so you should at least go with a similar pattern/concept on the first one if you don't wanna do the same pattern. okay I decided to do the same with a lil bit change, but their pattern should looks the same~

Electoz may be a catch only BN at the moment, but he also has the skills of a standard BN~ Electoz std BN when
ok then, I apply all so yea, updated~
Bonsai
wouldn't call this chiptune tbh
Topic Starter
-Keitaro

Bonsai wrote:

wouldn't call this chiptune tbh
i don't even know why did I add that tags

Will fix after exams
Monstrata


Fix and this gets ranked probably. (I completely forgot and no one remembered to remember to remember to remember me :( :( :()
Topic Starter
-Keitaro

Monstrata wrote:



Fix and this gets ranked probably. (I completely forgot and no one remembered to remember to remember to remember me :( :( :()
oops fixed
Monstrata
oops bubbled
Fragmented
here comes the hype :3

IM SO PROUD OF YOU ERROR
Uta

Monstrata wrote:

oops bubbled
oopsssssss gratsz
Topic Starter
-Keitaro
isn't it too early to hype?

Btw thanks Monstrata for the bub.
Absolute Zero
ZekeyHache
niceu
Hythes
Well Done boiiss
Kyouren
Congratulations for your first ranked map, Error :D
Topic Starter
-Keitaro
Thanks everyone <3
Uta
hoyll shit. congrats ma dude
- Frontier -
congrats man
blobdash
oh boi, finally!
gz dude!
Shortthu
gratz OwOb
-NanoRIPE-
omg grats!
Ascendance
mbomb's platter:

  1. 00:13:125 (1,2) -
  2. 00:43:125 (1,2) -

Ranking Criteria wrote:

Basic hyperdashes (1/1, 1/2) may begin to appear, but must not be used in conjunction with each other. Platters should serve as an introduction to hyperdashing, meaning strong hypers (e.g. with a distance snap of 1.5x above the trigger distance) and hypers combined with antiflow patterns must not be used.
The second one is maybe excusable since there's a little bit of a vertical leadin, but the first one is too much.

Good luck!
MBomb
both are very weak, no antiflow on either, even by the strictest of standards, there is adequete vertical lead-in on both but even without that, direction changes are not strong by any means, no change needed.
Ascendance
The RC says nothing about them being strong or weak, but rather that in all cases it is not allowed. The first one definitely does not have enough, even by that standard though.
MBomb

Ascendance wrote:

The RC says nothing about them being strong or weak, but rather that in all cases it is not allowed. The first one definitely does not have enough, even by that standard though.
it says antiflow is not allowed
antiflow is a strong direction change or velocity change
how does the strength not matter what.
Fragmented
AYYYY CONGRATS ON RANKED MA BOI
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