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Lin-G - I Want You [CatchTheBeat|Taiko]

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Topic Starter
rew0825

Deif wrote:

Hi! The QAT decided to DQ your beatmap over the following reasons:

Incorrect beat placements in [Platter]:
  1. 00:08:888 (1) - Why does this slider end now in that blue tick? It's not fitting at all (moreover with the current clap hitsound). Make it finish at 00:09:317 - . ohhh Green line not snap TwT
  2. 01:07:817 (3) - The end of that slider is not correctly snapped. Make it at 01:08:031 - . Same Green line not snap TwT
As an additional modding:
  1. 01:19:174 (1) - and 01:20:888 (1) - Cup: Apply Ctrl-G to smooth those movements and improve the flow. Fixed
  2. 00:15:745 (1) - Rain: You missed the Clap at the end of the slider. Fixed
[]
I'll poke the Taiko QATs as well. Some issues in the other diffs have been discussed as well.

From now on, the BNG will handle the beatmap and its ranking process. Good luck!

###0
Thank you :cry:
OnosakiHito
Hi guys. Since the map has been DQ'd, let me say something about the Taikos as well before it's too late:

  1. Audio is too quiet considering taiko as loud and powerfull instrument. At some parts it goes down to 40%. Try to use 80% through the whole map.
  2. Muzukashii provides too less breaks. For example from 00:34:174 to 01:17:459 the diff continues for 42 seconds, which is really too much. To have an idea of how you could fix this, just look at the parts from 00:07:174 to 00:20:888 . We have two kinds of breaks which are placed in an even way. Pretty nice if you ask me. If you could acchieve something similar in upcoming parts, that would be nice. In this way, kiai could be kept withou breaks. But as it stands now, it would probably just lead to another DQ. Maybe give me two or three specific examples:
    00:24:317 - Such notes could be deleted. It follows a similar system you had previously. In upcoming stanza this might be a bit harder since it might requier a little pattern restruction.
    00:37:174 - Such notes on stretched vocals can be removed, since they do not represent the vocal anymore.
    00:40:388 or 00:41:245 - could be deleted as well, even though they follow the vocals, having none here is no problem after all, since rythm / stanza wise it is absolutely fine and doesn't feel / sound weird because of this.
    00:44:888 - To give the kiai a possible bigger impact, maybe something like this or that could be used. But it's up to you. Those are just quick ideas of mine. Would probably need more rethinking.
  3. Futsuu has actually a similar problem like Muzukashii. Should provide some rest moments at certain places.

Overall diffs are fine. But above said reasons should be applied.
ZiRoX
Checking this~

[General]
  1. I think you should increase soft-hitnormal volume a bit, while playing it's barely audible. Examples of this are the repeat on 00:10:602 (1) - (60% volume section) and 01:07:174 (3,4) - (80% volume section).
[Cup]
  1. 00:50:031 (3) - I think you can move this to x:320 to make this have a bit more movement, considering this is the Kiai Time
  2. 00:51:745 (1,2,3) - This can also have a bit more movement. Put (2) on x:176 and (3) on x:96
  3. 01:20:888 (1) - The distance to this note is too large, IMO. I'd Ctrl+G this and move it to x:384.
[Salad]
  1. 00:14:031 (4,1,2,3) - I'd move this to x:272 so the jump to the first note is a bit nicer
  2. 00:18:959 (4) - Maybe reduce the distance 1 or 2 grid spaces?
  3. 00:20:031 (2,3) - Move (2) to x:368 and (3) to x:432 so it's a bit easier to catch.
  4. 00:23:459 (4,5) - You can Ctrl+H (4) and move (5) to x:176 so it has a bit more movement.
  5. 01:11:031 (2,3) - Move to x:368, since there's a movement to the left on the last part of the previous slider, this jump might be a bit hard for this level.
  6. 01:32:888 (1,2,3,4) - These 1/1 circles are a nice chance to add a bit more distance, and even some dashes.
  7. 01:37:817 (1,2,3) - These movement is a bit hard, because they're 3 1/2 jumps in a row throwed in suddenly, so reduce distance a bit.
[Platter]
  1. Considering this is a low BPM song, I think AR/OD 7.5 will fit better.
  2. 00:07:388 (2,3) - This jump is too sudden and quite large, so it's better to reduce it. Move (2) to x:336, (3) to x:208 and 00:08:245 (4) - to x:288
  3. 00:25:388 (2,3,4) - Try this:
  4. 00:45:316 (2,3,1) - You can make this pre-Kiai part a bit more interesting by adding a hyperdash. Move (2) to x:304 so the jump from previous note isn't that hard, then move 00:45:745 (3) - to x:96 to create the hyperdash and move 00:46:388 (1) - to x:336 so the jump from previous note isn't hard.
  5. 01:11:245 (3,4) - Don't troll that much with the droplets, so reduce the SV a bit
  6. 01:17:459 (1) - Ctrl+H and move to x:160 to create a bit more movement
  7. 01:29:459 (1) - Ctrl+H to create more movement.
[Rain]
  1. Same, you could also go for AR/OD 8.5 here.
  2. 00:07:924 (4,5) - Move (4) to x:336 and (5) to x:416 so this pattern doesn't require dashing the first time the players is confronted to it.
  3. 00:12:317 (1,2,3,4,5,1,2,3,4,5,6) - I think this pattern also plays good without hyperdashes, which would fit with the calm atmosphere of the song. Try the following placement:
  4. 00:41:888 (1,2,3,4,5) - I think reducing distance on this part will make this feel better, the hyperdash, specially, feels a bit forced to me. Move 00:42:531 (2,3,4) - to x:352 and 00:42:959 (5) - to x:128.
  5. 00:48:745 (2) - Move to x:336 so it's easier to catch after the 1/4 hyperdash.
  6. 01:15:638 (8,1,2) - I'd prefer if you made this movement easier, to make a good contrast between Kiai Time and this calmer part. I suggest the following placement for 01:15:745 (1,2,3,4) - :
  7. 01:24:959 (2,3,4,5,6,7,8,9) - I'd prefer you use simpler and easier patterns here, again, to keep the contrast with Kiai Time parts. Try the following placement:
[]
Disclaimer: I don't map nor mod taiko.

On my first approach to taiko modding (I really don't know anything about taiko, I just play a bit, so I won't feel bad if you end up denying everything), because I'd like to learn, I'll mainly sugest places where you can remove notes, to comply with Ono's suggestions:

[Futsuu]
  1. 00:09:317 (4) - Possible site to remove note
  2. 00:13:602 (11) - ^
  3. 00:22:817 (27) - ^
  4. 00:24:317 (30) - This note could be placed on 00:24:745 - , to emphasize vocals.
  5. 00:26:245 (34) - Possible site to remove note
  6. 00:29:674 (42) - ^
  7. 00:37:174 (54) - ^
  8. 00:40:388 (60) - ^
  9. 00:43:388 (67) - ^
  10. 01:12:531 (126) - ^
  11. 01:16:603 (138,139,140,141,142,143,144,145,146,147,148,149,150,151,152,153,154,155,156,157,158,159,160,161) - The first note of all these triplets can be removed. One good option would be to remove the first note from the triplets on the first half, and keep them on the second one.
[Oni]
Even before Onosaki's post, I thought the Oni had a note density that was waaaaaaaaaaaaaay larger than that of the Muzukashii, so I thought of suggesting to remove some notes, specially some 1/4s. Now that he has said to add some breaks on Futsuu and Muzu, maybe nerfing the Oni a bit will help to keep a good spread. I want to repeat, though, that I've never mapped nor modded Taiko, so this is all instinct.
  1. 00:15:209 (37,39) - Possible notes to remove
  2. 00:16:495 (44,46) - ^
  3. 00:23:567 (76,78) - ^
  4. 00:25:495 (88) - ^
  5. 00:35:566 (138) - ^
  6. 00:37:281 (147) - ^
Topic Starter
rew0825

OnosakiHito wrote:

Hi guys. Since the map has been DQ'd, let me say something about the Taikos as well before it's too late:

  1. Audio is too quiet considering taiko as loud and powerfull instrument. At some parts it goes down to 40%. Try to use 80% through the whole map. Ohhh..Fixed but i will try to 40% > 60% , 60% > 70%
  2. Muzukashii provides too less breaks. For example from 00:34:174 to 01:17:459 the diff continues for 42 seconds, which is really too much. To have an idea of how you could fix this, just look at the parts from 00:07:174 to 00:20:888 . We have two kinds of breaks which are placed in an even way. Pretty nice if you ask me. If you could acchieve something similar in upcoming parts, that would be nice. In this way, kiai could be kept withou breaks. But as it stands now, it would probably just lead to another DQ. Maybe give me two or three specific examples:
    00:24:317 - Such notes could be deleted. It follows a similar system you had previously. In upcoming stanza this might be a bit harder since it might requier a little pattern restruction.
    00:37:174 - Such notes on stretched vocals can be removed, since they do not represent the vocal anymore.
    00:40:388 or 00:41:245 - could be deleted as well, even though they follow the vocals, having none here is no problem after all, since rythm / stanza wise it is absolutely fine and doesn't feel / sound weird because of this.
    00:44:888 - To give the kiai a possible bigger impact, maybe something like this or that could be used. But it's up to you. Those are just quick ideas of mine. Would probably need more rethinking.
  3. Futsuu has actually a similar problem like Muzukashii. Should provide some rest moments at certain places.
Look Fixed All

Overall diffs are fine. But above said reasons should be applied. ok
Thank you :)

ZiRoX wrote:

Checking this~

[General]
  1. I think you should increase soft-hitnormal volume a bit, while playing it's barely audible. Examples of this are the repeat on 00:10:602 (1) - (60% volume section) and 01:07:174 (3,4) - (80% volume section).
[Cup]
  1. 00:50:031 (3) - I think you can move this to x:320 to make this have a bit more movement, considering this is the Kiai Time
  2. 00:51:745 (1,2,3) - This can also have a bit more movement. Put (2) on x:176 and (3) on x:96
  3. 01:20:888 (1) - The distance to this note is too large, IMO. I'd Ctrl+G this and move it to x:384.
[Salad]
  1. 00:14:031 (4,1,2,3) - I'd move this to x:272 so the jump to the first note is a bit nicer
  2. 00:18:959 (4) - Maybe reduce the distance 1 or 2 grid spaces?
  3. 00:20:031 (2,3) - Move (2) to x:368 and (3) to x:432 so it's a bit easier to catch.
  4. 00:23:459 (4,5) - You can Ctrl+H (4) and move (5) to x:176 so it has a bit more movement.
  5. 01:11:031 (2,3) - Move to x:368, since there's a movement to the left on the last part of the previous slider, this jump might be a bit hard for this level.
  6. 01:32:888 (1,2,3,4) - These 1/1 circles are a nice chance to add a bit more distance, and even some dashes.
  7. 01:37:817 (1,2,3) - These movement is a bit hard, because they're 3 1/2 jumps in a row throwed in suddenly, so reduce distance a bit.
[Platter]
  1. Considering this is a low BPM song, I think AR/OD 7.5 will fit better.
  2. 00:07:388 (2,3) - This jump is too sudden and quite large, so it's better to reduce it. Move (2) to x:336, (3) to x:208 and 00:08:245 (4) - to x:288
  3. 00:25:388 (2,3,4) - Try this:
  4. 00:45:316 (2,3,1) - You can make this pre-Kiai part a bit more interesting by adding a hyperdash. Move (2) to x:304 so the jump from previous note isn't that hard, then move 00:45:745 (3) - to x:96 to create the hyperdash and move 00:46:388 (1) - to x:336 so the jump from previous note isn't hard.
  5. 01:11:245 (3,4) - Don't troll that much with the droplets, so reduce the SV a bit
  6. 01:17:459 (1) - Ctrl+H and move to x:160 to create a bit more movement
  7. 01:29:459 (1) - Ctrl+H to create more movement.
[Rain]
  1. Same, you could also go for AR/OD 8.5 here.
  2. 00:07:924 (4,5) - Move (4) to x:336 and (5) to x:416 so this pattern doesn't require dashing the first time the players is confronted to it.
  3. 00:12:317 (1,2,3,4,5,1,2,3,4,5,6) - I think this pattern also plays good without hyperdashes, which would fit with the calm atmosphere of the song. Try the following placement:
  4. 00:41:888 (1,2,3,4,5) - I think reducing distance on this part will make this feel better, the hyperdash, specially, feels a bit forced to me. Move 00:42:531 (2,3,4) - to x:352 and 00:42:959 (5) - to x:128.
  5. 00:48:745 (2) - Move to x:336 so it's easier to catch after the 1/4 hyperdash.
  6. 01:15:638 (8,1,2) - I'd prefer if you made this movement easier, to make a good contrast between Kiai Time and this calmer part. I suggest the following placement for 01:15:745 (1,2,3,4) - :
  7. 01:24:959 (2,3,4,5,6,7,8,9) - I'd prefer you use simpler and easier patterns here, again, to keep the contrast with Kiai Time parts. Try the following placement:
[]
Disclaimer: I don't map nor mod taiko.

On my first approach to taiko modding (I really don't know anything about taiko, I just play a bit, so I won't feel bad if you end up denying everything), because I'd like to learn, I'll mainly sugest places where you can remove notes, to comply with Ono's suggestions:

[Futsuu]
  1. 00:09:317 (4) - Possible site to remove note
  2. 00:13:602 (11) - ^
  3. 00:22:817 (27) - ^
  4. 00:24:317 (30) - This note could be placed on 00:24:745 - , to emphasize vocals.
  5. 00:26:245 (34) - Possible site to remove note
  6. 00:29:674 (42) - ^
  7. 00:37:174 (54) - ^
  8. 00:40:388 (60) - ^
  9. 00:43:388 (67) - ^
  10. 01:12:531 (126) - ^
  11. 01:16:603 (138,139,140,141,142,143,144,145,146,147,148,149,150,151,152,153,154,155,156,157,158,159,160,161) - The first note of all these triplets can be removed. One good option would be to remove the first note from the triplets on the first half, and keep them on the second one.
[Oni]
Even before Onosaki's post, I thought the Oni had a note density that was waaaaaaaaaaaaaay larger than that of the Muzukashii, so I thought of suggesting to remove some notes, specially some 1/4s. Now that he has said to add some breaks on Futsuu and Muzu, maybe nerfing the Oni a bit will help to keep a good spread. I want to repeat, though, that I've never mapped nor modded Taiko, so this is all instinct.
  1. 00:15:209 (37,39) - Possible notes to remove
  2. 00:16:495 (44,46) - ^
  3. 00:23:567 (76,78) - ^
  4. 00:25:495 (88) - ^
  5. 00:35:566 (138) - ^
  6. 00:37:281 (147) - ^
So long mod @_@ look i have to change on your mod in a lot :D , Thank you :)
Kurokami
I tried to degrease the note density in Muzukashii before qualifying but it looks like it is still too much. o.o
-Sh1n1-
u.u Don't give up, hope to see this mapset ranked again *-*/ GL
- Frontier -
he doesn't have a time to ranked it again except Saturday and Sunday if it possible to ranked it in 2 days
I hope this map will ranked again ;(
(Bad Eng lol)
PatZar
lol, i want to give you a drum soon
Topic Starter
rew0825
Back !!! TwT
Skeuddy
Hi, Rew, from my queue

Kantan
  • All good
Futsuu
  1. 00:11:888 (12) - k
Muzukashii
  1. 01:03:424 (148) - d
  2. 01:06:852 (160) - k
Oni
  1. 00:10:495 (19) - k
  2. 00:17:352 (50) - ^
  3. 01:15:531 (293) - ^
  4. 00:27:638 (92) - d
  5. 00:35:031 - Some note
  6. 01:16:174 - ^
  7. 01:17:888 - ^
  8. 01:19:602 - ^
  9. 01:21:317 - ^
  10. 01:23:031 - ^

It's finished. Bye
Topic Starter
rew0825

Skeuddy wrote:

Hi, Rew, from my queue

Futsuu
  1. 00:11:888 (12) - k Fixed
Oni
  1. 01:15:531 (293) - ^ Fixed

It's finished. Bye
other is not have in this not change , Thank you :)
tasuke912
Hello. from my queue.
[ Kantan]
  1. HP should be 5.0 or higher. 2.0 is too easy to pass.
  2. OD3.0 is better. Guidelines for Taiko Game Mode
  3. 00:43:174 (43) - could be moved to 00:42:959 to follow the vocal, also for better consistency with 00:36:102 (36,39) - .
[ Futsuu]
  1. HP: same as Kantan. / OD: 4.0 is better.
  2. 00:41:888 - why don't you add d here? d would fit to vocal imo.
  3. 00:48:316 (85,86,87,88,89) - I'm worried that this pattern is too easier than 01:02:031 (107,108,109,110,111,112,113) - . i recommend to add K on 00:48:745.
  4. 00:52:174 add K. ^
[ Muzukashii]
  1. HP/OD: 5.0 is better.
  2. 00:41:888 - add d? same as Futsuu.
  3. 01:01:495 (141) - move to 1tick right to follow the vocal and kick? i think dotted eighth note is bit weird rhythm here.
  4. 01:03:102 (146,147,148,149) - consider to delete like this 1/4 notes, bcz this pattern is too abrupt and hard for Muzu players. i suggerst triple pattern like this.
  5. 01:06:531 (158,159,160,161) -, 01:09:959 (170,171,172,173) -, ^
[ Oni]
  1. seems fine.
  2. 00:40:174 - add k? clap sounds here.
That's all. Good Luck! :)
ZiRoX
Ooooh~ A comeback! Please address my mod properly, currently I don't know if you have checked it or not.
Topic Starter
rew0825

tasuke912 wrote:

Hello. from my queue.
[ Kantan]
  1. HP should be 5.0 or higher. 2.0 is too easy to pass.
  2. OD3.0 is better. Guidelines for Taiko Game Mode
  3. 00:43:174 (43) - could be moved to 00:42:959 to follow the vocal, also for better consistency with 00:36:102 (36,39) - .
[ Futsuu]
  1. HP: same as Kantan. / OD: 4.0 is better.
  2. 00:41:888 - why don't you add d here? d would fit to vocal imo.
  3. 00:48:316 (85,86,87,88,89) - I'm worried that this pattern is too easier than 01:02:031 (107,108,109,110,111,112,113) - . i recommend to add K on 00:48:745.
  4. 00:52:174 add K. ^
[ Muzukashii]
  1. HP/OD: 5.0 is better.
  2. 00:41:888 - add d? same as Futsuu.
  3. 01:01:495 (141) - move to 1tick right to follow the vocal and kick? i think dotted eighth note is bit weird rhythm here.
  4. 01:03:102 (146,147,148,149) - consider to delete like this 1/4 notes, bcz this pattern is too abrupt and hard for Muzu players. i suggerst triple pattern like this.
  5. 01:06:531 (158,159,160,161) -, 01:09:959 (170,171,172,173) -, ^
[ Oni]
  1. seems fine.
  2. 00:40:174 - add k? clap sounds here.
That's all. Good Luck! :)
Change all of that //HP and OD +1 all diff (taiko)
Topic Starter
rew0825

ZiRoX wrote:

Checking this~

[General]
  1. I think you should increase soft-hitnormal volume a bit, while playing it's barely audible. Examples of this are the repeat on 00:10:602 (1) - (60% volume section) and 01:07:174 (3,4) - (80% volume section).
[Cup]
  1. 00:50:031 (3) - I think you can move this to x:320 to make this have a bit more movement, considering this is the Kiai Time Fixed
  2. 00:51:745 (1,2,3) - This can also have a bit more movement. Put (2) on x:176 and (3) on x:96 Fixed
  3. 01:20:888 (1) - The distance to this note is too large, IMO. I'd Ctrl+G this and move it to x:384. Fixed
[Salad]
  1. 00:14:031 (4,1,2,3) - I'd move this to x:272 so the jump to the first note is a bit nicer Fixed
  2. 00:18:959 (4) - Maybe reduce the distance 1 or 2 grid spaces? Fixed
  3. 00:20:031 (2,3) - Move (2) to x:368 and (3) to x:432 so it's a bit easier to catch. Fixed
  4. 00:23:459 (4,5) - You can Ctrl+H (4) and move (5) to x:176 so it has a bit more movement. Fixed
  5. 01:11:031 (2,3) - Move to x:368, since there's a movement to the left on the last part of the previous slider, this jump might be a bit hard for this level. Fixed
  6. 01:32:888 (1,2,3,4) - These 1/1 circles are a nice chance to add a bit more distance, and even some dashes. Fixed
  7. 01:37:817 (1,2,3) - These movement is a bit hard, because they're 3 1/2 jumps in a row throwed in suddenly, so reduce distance a bit. Fixed
[Platter]
  1. Considering this is a low BPM song, I think AR/OD 7.5 will fit better. I'm change to 7.8
  2. 00:07:388 (2,3) - This jump is too sudden and quite large, so it's better to reduce it. Move (2) to x:336, (3) to x:208 and 00:08:245 (4) - to x:288 Fixed
  3. 00:25:388 (2,3,4) - Try this: Fixed
  4. 00:45:316 (2,3,1) - You can make this pre-Kiai part a bit more interesting by adding a hyperdash. Move (2) to x:304 so the jump from previous note isn't that hard, then move 00:45:745 (3) - to x:96 to create the hyperdash and move 00:46:388 (1) - to x:336 so the jump from previous note isn't hard. Fixed
  5. 01:11:245 (3,4) - Don't troll that much with the droplets, so reduce the SV a bit Fixed
  6. 01:17:459 (1) - Ctrl+H and move to x:160 to create a bit more movement Fixed
  7. 01:29:459 (1) - Ctrl+H to create more movement. Fixed
[Rain]
  1. Same, you could also go for AR/OD 8.5 here. Umm...not change
  2. 00:07:924 (4,5) - Move (4) to x:336 and (5) to x:416 so this pattern doesn't require dashing the first time the players is confronted to it. Fixed
  3. 00:12:317 (1,2,3,4,5,1,2,3,4,5,6) - I think this pattern also plays good without hyperdashes, which would fit with the calm atmosphere of the song. Try the following placement: Umm..no
  4. 00:41:888 (1,2,3,4,5) - I think reducing distance on this part will make this feel better, the hyperdash, specially, feels a bit forced to me. Move 00:42:531 (2,3,4) - to x:352 and 00:42:959 (5) - to x:128. Fixed
  5. 00:48:745 (2) - Move to x:336 so it's easier to catch after the 1/4 hyperdash. Fixed
  6. 01:15:638 (8,1,2) - I'd prefer if you made this movement easier, to make a good contrast between Kiai Time and this calmer part. I suggest the following placement for 01:15:745 (1,2,3,4) - :
  7. 01:24:959 (2,3,4,5,6,7,8,9) - I'd prefer you use simpler and easier patterns here, again, to keep the contrast with Kiai Time parts. Try the following placement: Fixed
[]
Disclaimer: I don't map nor mod taiko.

On my first approach to taiko modding (I really don't know anything about taiko, I just play a bit, so I won't feel bad if you end up denying everything), because I'd like to learn, I'll mainly sugest places where you can remove notes, to comply with Ono's suggestions:

[Futsuu]
  1. 00:09:317 (4) - Possible site to remove note Fixed
  2. 00:13:602 (11) - ^ Fixed
  3. 00:22:817 (27) - ^ Fixed
  4. 00:24:317 (30) - This note could be placed on 00:24:745 - , to emphasize vocals. Fixed
  5. 00:26:245 (34) - Possible site to remove note Fixed
  6. 00:29:674 (42) - ^ Fixed
  7. 00:37:174 (54) - ^ Fixed
  8. 00:40:388 (60) - ^ Fixed
  9. 00:43:388 (67) - ^ Fixed
  10. 01:12:531 (126) - ^ Fixed
  11. 01:16:603 (138,139,140,141,142,143,144,145,146,147,148,149,150,151,152,153,154,155,156,157,158,159,160,161) - The first note of all these triplets can be removed. One good option would be to remove the first note from the triplets on the first half, and keep them on the second one. Fixed
[Oni]
Even before Onosaki's post, I thought the Oni had a note density that was waaaaaaaaaaaaaay larger than that of the Muzukashii, so I thought of suggesting to remove some notes, specially some 1/4s. Now that he has said to add some breaks on Futsuu and Muzu, maybe nerfing the Oni a bit will help to keep a good spread. I want to repeat, though, that I've never mapped nor modded Taiko, so this is all instinct.
  1. 00:15:209 (37,39) - Possible notes to remove Fixed
  2. 00:16:495 (44,46) - ^ Fixed
  3. 00:23:567 (76,78) - ^ Fixed
  4. 00:25:495 (88) - ^ Fixed
  5. 00:35:566 (138) - ^ Fixed
  6. 00:37:281 (147) - ^ Nope
Thank you :)
roufou
I'm pissed that this map isn't ranked cause it is actually good unlike diamond smile and hades:the end
autofanboy
I wonder if you wish to continue with this
bank78952
m4m pls
นะ :v
[oni]
00:08:888 (11) - d
00:09:531 (13,14) - ctrl+g
00:12:102 (28,29) - ^
00:22:388 (72) - k
00:32:031 (115) - k
00:36:317 (135) - ลบ
00:36:531 (136,137) - ctrl+g
00:39:959 (151) - k
01:40:388 (454) - k
ติ๊ก widescreen support ออก
จะให้ mod อีก pm เฟสมานะเออ :V
Topic Starter
rew0825

bank78952 wrote:

m4m pls
นะ :v
[oni]
00:08:888 (11) - d ok
00:09:531 (13,14) - ctrl+g no
00:12:102 (28,29) - ^ no
00:22:388 (72) - k no
00:32:031 (115) - k ok
00:36:317 (135) - ลบ ok
00:36:531 (136,137) - ctrl+g ok
00:39:959 (151) - k no
01:40:388 (454) - k no
ติ๊ก widescreen support ออก ok
จะให้ mod อีก pm เฟสมานะเออ :V
เหอะ....
SYAHME
When will this re-qualified?
NeTRare
can this map revive pls ?
BanchoBot
This modding thread has been migrated to the new "modding discussions" system. Please make sure to re-post any existing (and unresolved) efforts to the new system as required.
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