forum

Black Sun Empire - Dawn Of A Dark Day (Receptor Remix)

posted
Total Posts
53
Topic Starter
Natteke
This beatmap was submitted using in-game submission on December-17-13 at 06:43:44

Artist: Black Sun Empire
Title: Dawn Of A Dark Day (Receptor Remix)
Tags: drum and bass dnb
BPM: 172
Filesize: 10309kb
Play Time: 06:34
Difficulties Available:
  1. Marathon (5 stars, 1203 notes)
Download: Black Sun Empire - Dawn Of A Dark Day (Receptor Remix)
Information: Scores/Beatmap Listing
---------------
we emerge
as they fade away
STORYBOARD BY THE GREAT DAMNAE!!!!!!!!!!!!!!!!!!!!!!!!!!
Ulysses
:> First
Pump_old_1

nold_1702 wrote:

:> First
Not
Topic Starter
Natteke

nold_1702 wrote:

:> First
map the part man D:
Damnae
I finished the storyboard: http://puu.sh/5Jc3s.zip.
Just add this to what I already gave you.

While making it I noticed a few things, so...

04:04:085 - sound like a circle is missing here?
04:50:218 - you should add kiai to this part like you did for 04:05:567 -
05:28:242 (2) - since the storyboard use the claps hitsounds to do something, I noticed some where missing from this point to the end

sgl source code
var beat_duration = 22312 - 21963;

var time_sb_zero = -13;
var time_intro = 1381;
var time_part1 = 22312;
var time_part2 = 44637;
var time_part3 = 66963;
var time_part3_end = 108823;
var time_part4 = 111614;
var time_part4_spin1_start = 122777;
var time_part4_spin1_end = 124521;
var time_part4_spin2_start = 133939;
var time_part4_spin2_end = 135684;
var time_part4_spin3_start = 139521;
var time_part4_spin3_end = 140916;
var time_part4_spin4_start = 145102;
var time_part4_spin4_end = 146846;
var time_part4_spin5_start = 147893;
var time_part4_spin5_end = 148416;
var time_part4_spin6_start = 156265;
var time_part4_spin6_end = 157486;
var time_part4_spin7_start = 159056;
var time_part4_spin7_end = 160277;
var time_part4_spin8_start = 161846;
var time_part4_spin8_end = 163067;
var time_part4_spin9_start = 164637;
var time_part4_spin9_end = 165858;
var time_part5 = 167428;
var time_part6 = 178591;
var time_part7 = 223242;
var time_part7b = 228823;
var time_part7c = 234405;
var time_part7d = 239986;
var time_part7e = 242777;
var time_part7f = 244085;
var time_kiai1 = 245567;
var time_kiai1_end = 267195;
var time_part_8 = 267893;
var time_kiai2 = 290218;
var time_kiai2_end = 311149;
var time_part_9 = 312544;
var time_part_10 = 357195;
var time_end = 379521;
var time_scoreboard = 396265;

// --- BACKGROUND

var bg_height = 768.0;
var widescreen_scale = 1024.0 / 1366.0;
var sb_scale = 480.0 / bg_height;

var bg = new Sprite("bg.png", Background, Centre);
bg.scale(sb_scale);
bg.fade(time_sb_zero, 0);

// --- BLACK SUN

var bs1 = new Sprite("bs1.png", Foreground, Centre);
var bs2 = new Sprite("bs2.png", Foreground, Centre);
var bs3 = new Sprite("bs3.png", Foreground, Centre);

bs1.scale(sb_scale);
bs2.scale(sb_scale);
bs3.scale(sb_scale * 2);

bs1.fade(0);
bs2.fade(0);
bs3.fade(0);

bs1.moveX(320);
bs2.moveX(320);
bs3.moveX(320);
bs1.moveY(240);
bs2.moveY(240);
bs3.moveY(240);

bs1.rotate(time_sb_zero, time_scoreboard, 0, 200);
bs2.rotate(time_sb_zero, time_scoreboard, 0, -250);
bs3.rotate(time_sb_zero, time_scoreboard, 0, -50);

bs1.additive(time_sb_zero, time_scoreboard);
bs2.additive(time_sb_zero, time_scoreboard);
bs3.additive(time_sb_zero, time_scoreboard);

// --- CIRCLES

var a = new Sprite("a.png", Foreground, Centre);
var b = new Sprite("b.png", Foreground, Centre);
var c = new Sprite("c.png", Foreground, Centre);

a.scale(sb_scale);
b.scale(sb_scale);
c.scale(sb_scale);

a.fade(0);
b.fade(0);
c.fade(0);

a.moveX(320);
b.moveX(320);
c.moveX(320);
a.moveY(240);
b.moveY(240);
c.moveY(240);

a.additive(time_sb_zero, time_scoreboard);
b.additive(time_sb_zero, time_scoreboard);
c.additive(time_sb_zero, time_scoreboard);

function make_bump(a,b,c, time, duration, opacity0, opacity1, instant) {
var blue = 22312 - 22224;

var ta = time;
var tb = time;
var tc = time;

if (instant) {
tb = tb + blue / 2;
tc = tc + blue;
duration = duration - blue;

} else {
ta = ta - blue * 2;
tb = tb - blue;
}


a.fade(1, ta, ta + duration, opacity0, opacity1);
b.fade(1, tb, tb + duration, opacity0, opacity1);
c.fade(1, tc, tc + duration, opacity0, opacity1);
}

function make_bumps(a,b,c, time_start, time_end, duration, opacity0, opacity1, instant) {
var t = time_start;
while (t < time_end) {
var d = duration;
if (t + d > time_end) {
d = t - time_end;
}

make_bump(a,b,c, t, duration, opacity0, opacity1, instant);
t = t + duration;
}
}

function spin(a,b,c, time_start, time_end, type, from, to) {
var deg_to_rad = 3.14 / 180;
var angle = 90 * deg_to_rad;
a.rotate(type, time_start, time_end, angle * from, angle * to);
b.rotate(type, time_start, time_end, - angle * from, - angle * to);
c.rotate(type, time_start, time_end, angle * from, angle * to);
}

function spinbump(a,b,c, time_start, time_end, type, from, to, opacity0, opacity1, instant) {
make_bump(a,b,c, time_start, time_end - time_start, opacity0, opacity1, instant);
spin(a,b,c, time_start, time_end, type, from, to);
}

function shake(a,b,c, time, duration, amplitude, times) {
var x = 320;
var y = 240;

var i = 0;
while (i < times) {
var t = time + duration * i;

a.moveY(t, t + duration, y + amplitude, y - amplitude);
a.moveY(t + duration, y);

b.moveY(t, t + duration, y - amplitude, y + amplitude);
b.moveY(t + duration, y);

c.moveY(t, t + duration, y + amplitude, y - amplitude);
c.moveY(t + duration, y);

i = i + 1;
}
}

function wave(a,b,c, time, duration, amplitude, times) {
var x = 320;
var y = 240;

var i = 0;
while (i < times) {
var t = time + duration * i;

a.moveX(t, t + duration / 2, x - amplitude * 0.5, x + amplitude * 0.5);
a.moveX(t + duration / 2, t + duration, x + amplitude * 0.5, x);

b.moveX(t, t + duration / 2, x - amplitude, x + amplitude);
b.moveX(t + duration / 2, t + duration, x + amplitude, x);

c.moveX(t, t + duration / 2, x + amplitude, x - amplitude);
c.moveX(t + duration / 2, t + duration, x - amplitude, x);

i = i + 1;
}
}

function glow(a,b,c, time_start, time_end) {
var blue = 22312 - 22224;

a.color(1, time_start, time_end, 255, 255, 255, 200, 200, 255);
a.color(time_end, time_end + blue * 4, 200, 200, 255, 255, 255, 255);
b.color(1, time_start, time_end, 255, 255, 255, 200, 200, 255);
b.color(time_end, time_end + blue * 4, 200, 200, 255, 255, 255, 255);
c.color(1, time_start, time_end, 255, 255, 255, 200, 200, 255);
c.color(time_end, time_end + blue * 4, 200, 200, 255, 255, 255, 255);
}

function scalebump(a, b, c, trigger_name, start_time, end_time, duration, base_scale) {
a.startTriggerLoop(trigger_name, start_time, end_time);
a.scale(1, 0, duration, base_scale * 0.90, base_scale);
a.endLoop();
b.startTriggerLoop(trigger_name, start_time, end_time);
b.scale(1, 0, duration, base_scale * 1.10, base_scale);
b.endLoop();
c.startTriggerLoop(trigger_name, start_time, end_time);
c.scale(1, 0, duration, base_scale * 2 * 1.05, base_scale * 2);
c.endLoop();
}

var bump_offset = - beat_duration * 4;
var bump_duration = beat_duration * 8;

// intro / part 1 / 2 / 3

make_bumps(a,b,c, time_intro, time_part1 + bump_offset, bump_duration, 0.3, 0.1, false);
make_bumps(a,b,c, time_part1 + bump_offset, time_part2 + bump_offset, bump_duration, 0.5, 0.2, false);

spin(a,b,c, time_part2, time_part3, 2, 0, 1);
make_bumps(a,b,c, time_part2 + bump_offset, time_part3 + bump_offset, bump_duration, 0.5, 0.3, false);

spin(a,b,c, time_part3, time_part4, 0, 1, 10);
make_bumps(a,b,c, time_part3 + bump_offset, time_part4 + bump_offset * 3, bump_duration, 1, 0.6, false);

make_bump(a,b,c, time_part3_end, time_part4 - time_part3_end, 0.6, 0, false);

// part 4

var shake_amplitude = 8;

spinbump(a,b,c, time_part4_spin1_start, time_part4_spin1_end, 0, 0, 1, 0.8, 0.2, true);
spinbump(a,b,c, time_part4_spin2_start, time_part4_spin2_end, 0, 1, 2, 0.8, 0.2, true);
spinbump(a,b,c, time_part4_spin3_start, time_part4_spin3_end, 0, 2, 3, 0.8, 0.2, true);
spinbump(a,b,c, time_part4_spin4_start, time_part4_spin4_end, 0, 3, 4, 0.8, 0.2, true);
spinbump(a,b,c, time_part4_spin5_start, time_part4_spin5_end, 0, 4, 5, 0.8, 0.2, true);
spinbump(a,b,c, time_part4_spin6_start, time_part4_spin6_end, 0, 5, 6, 0.8, 0.2, true);
spinbump(a,b,c, time_part4_spin7_start, time_part4_spin7_end, 0, 6, 7, 0.8, 0.2, true);
spinbump(a,b,c, time_part4_spin8_start, time_part4_spin8_end, 0, 7, 8, 0.8, 0.2, true);
spinbump(a,b,c, time_part4_spin9_start, time_part4_spin9_end, 0, 8, 9, 0.8, 0.2, true);

shake(a,b,c, 128358, beat_duration / 8, shake_amplitude, 2);
shake(a,b,c, 128881, beat_duration / 8, shake_amplitude / 2, 2);
shake(a,b,c, 129405, beat_duration / 8, shake_amplitude / 4, 2);

// part 5 / 6

spin(a,b,c, time_part5, time_part6, 2, 9, 10);
spin(a,b,c, time_part6, time_part7, 0, 10, 20);

shake(a,b,c, 180684, beat_duration / 4, shake_amplitude / 4, 7);
shake(a,b,c, 183474, beat_duration / 2, shake_amplitude / 4, 3);
shake(a,b,c, 186265, beat_duration / 4, shake_amplitude / 4, 7);
shake(a,b,c, 189056, beat_duration, shake_amplitude / 4, 2);
shake(a,b,c, 191846, beat_duration / 4, shake_amplitude / 4, 7);
shake(a,b,c, 194637, beat_duration / 2, shake_amplitude / 4, 3);
shake(a,b,c, 197428, beat_duration / 4, shake_amplitude / 4, 7);
shake(a,b,c, 197428, beat_duration / 4, shake_amplitude / 4, 7);
shake(a,b,c, 200218, beat_duration, shake_amplitude / 4, 2);
shake(a,b,c, 206323, beat_duration / 2, shake_amplitude / 4, 1);
shake(a,b,c, 211381, beat_duration / 2, shake_amplitude / 4, 3);
shake(a,b,c, 217486, beat_duration / 2, shake_amplitude / 4, 1);

// part 7

spin(a,b,c, time_part7c, time_part7f, 2, 20, 29);

make_bumps(a,b,c, time_part7, time_part7b, beat_duration * 4, 0.8, 0, true);
make_bumps(a,b,c, time_part7b, time_part7c, beat_duration * 2, 0.5, 0.1, true);
make_bumps(a,b,c, time_part7c, time_part7d, beat_duration, 0.4, 0.2, true);
make_bumps(a,b,c, time_part7d, time_part7e, beat_duration / 2, 0.4, 0.3, true);
make_bumps(a,b,c, time_part7e, time_part7f, beat_duration / 4, 0.5, 0.4, true);
make_bump(a,b,c, time_part7f, beat_duration / 4, 0.4, 0, true);

shake(a,b,c, 230916, beat_duration / 8, shake_amplitude / 4, 14);
shake(a,b,c, 231614, beat_duration / 8, shake_amplitude / 6, 14);
shake(a,b,c, 232312, beat_duration / 8, shake_amplitude / 8, 14);
shake(a,b,c, 233707, beat_duration / 8, shake_amplitude / 6, 14);
shake(a,b,c, 242777, beat_duration / 4, shake_amplitude / 8, 17);

// kiai 1

function kiai(a,b,c, bs1,bs2,bs3, start_time, end_time) {
var beat_duration = 22312 - 21963;
var offset = start_time - 245567;

var time_kiai1_start = 245567 + offset;
var time_kiai1_end = 250102 + offset;
var time_kiai2_start = 251149 + offset;
var time_kiai2_end = 256381 + offset;
var time_kiai3_start = 256730 + offset;
var time_kiai3_end = 261439 + offset;
var time_kiai4_start = 262312 + offset;
var time_kiai4_end = 267195 + offset;

if (time_kiai4_end > end_time) {
time_kiai4_end = end_time;
}

// black sun

make_bump(bs1,bs2,bs3, time_kiai1_start, time_kiai1_end - time_kiai1_start, 0, 1, true);
make_bump(bs1,bs2,bs3, time_kiai1_end, time_kiai2_start - time_kiai1_end, 0.2, 0, true);
make_bump(bs1,bs2,bs3, time_kiai2_start, time_kiai2_end - time_kiai2_start, 0, 1, true);
make_bump(bs1,bs2,bs3, time_kiai2_end, time_kiai3_start - time_kiai2_end, 0.2, 0, true);
make_bump(bs1,bs2,bs3, time_kiai3_start, time_kiai3_end - time_kiai3_start, 0, 1, true);

bs1.startTriggerLoop(HitSoundClap, start_time, end_time);
bs2.startTriggerLoop(HitSoundClap, start_time, end_time);
bs3.startTriggerLoop(HitSoundClap, start_time, end_time);
shake(bs1,bs2,bs3, 0, beat_duration / 4, 4, 2);
bs1.endLoop();
bs2.endLoop();
bs3.endLoop();

// circles

make_bump(a,b,c, time_kiai1_start, time_kiai1_end - time_kiai1_start, 0.3, 0.4, false);
make_bump(a,b,c, time_kiai2_start, time_kiai2_end - time_kiai2_start, 0.3, 0.4, false);
make_bump(a,b,c, time_kiai3_start, time_kiai3_end - time_kiai3_start, 0.3, 0.4, false);

spin(a,b,c, time_kiai1_start, time_kiai1_end, 2, 29, 50);
spin(a,b,c, time_kiai1_end, time_kiai2_start, 0, 50, 49);
spin(a,b,c, time_kiai2_start, time_kiai2_end, 2, 49, 70);
spin(a,b,c, time_kiai2_end, time_kiai3_start, 0, 70, 69);
spin(a,b,c, time_kiai3_start, time_kiai3_end, 2, 69, 90);
spin(a,b,c, time_kiai3_end, time_kiai4_start, 0, 90, 89);
spin(a,b,c, time_kiai4_start, time_kiai4_end, 2, 89, 120);

spin(a,b,c, time_kiai4_end, time_kiai4_end + beat_duration / 4, 1, 120, 29);

glow(a,b,c, time_kiai1_start, time_kiai1_end);
glow(a,b,c, time_kiai2_start, time_kiai2_end);
glow(a,b,c, time_kiai3_start, time_kiai3_end);
glow(a,b,c, time_kiai4_start, time_kiai4_end);

make_bump(a,b,c, time_kiai4_end, beat_duration / 4, 0.4, 0, true);

a.startTriggerLoop(HitSoundFinish, start_time, end_time);
b.startTriggerLoop(HitSoundFinish, start_time, end_time);
c.startTriggerLoop(HitSoundFinish, start_time, end_time);
wave(a,b,c, 0, beat_duration * 8, 16, 1);
a.endLoop();
b.endLoop();
c.endLoop();
}

kiai(a,b,c, bs1,bs2,bs3, time_kiai1, time_kiai1_end);

// part 8

scalebump(bs1,bs2,bs3, HitSoundClap, time_part_8, time_kiai2, beat_duration, sb_scale);

make_bump(bs1,bs2,bs3, 288823, time_kiai2 - 288823, 1, 0, true);

// kiai 2

kiai(a,b,c, bs1,bs2,bs3, time_kiai2, time_kiai2_end);

// part 9

scalebump(bs1,bs2,bs3, HitSoundClap, time_part_9, time_part_10, beat_duration, sb_scale);

// part 10

var part10_eigth = (time_end - time_part_10) / 8.0;
scalebump(bs1,bs2,bs3, HitSoundClap, time_part_10, time_part_10 + part10_eigth, beat_duration, sb_scale * 0.90);
scalebump(bs1,bs2,bs3, HitSoundClap, time_part_10 + part10_eigth, time_part_10 + part10_eigth * 2, beat_duration, sb_scale * 0.85);
scalebump(bs1,bs2,bs3, HitSoundClap, time_part_10 + part10_eigth * 2, time_part_10 + part10_eigth * 3, beat_duration, sb_scale * 0.80);
scalebump(bs1,bs2,bs3, HitSoundClap, time_part_10 + part10_eigth * 3, time_part_10 + part10_eigth * 4, beat_duration, sb_scale * 0.75);
scalebump(bs1,bs2,bs3, HitSoundClap, time_part_10 + part10_eigth * 4, time_part_10 + part10_eigth * 5, beat_duration, sb_scale * 0.70);
scalebump(bs1,bs2,bs3, HitSoundClap, time_part_10 + part10_eigth * 5, time_part_10 + part10_eigth * 6, beat_duration, sb_scale * 0.65);
scalebump(bs1,bs2,bs3, HitSoundClap, time_part_10 + part10_eigth * 6, time_part_10 + part10_eigth * 7, beat_duration, sb_scale * 0.60);
scalebump(bs1,bs2,bs3, HitSoundClap, time_part_10 + part10_eigth * 7, time_end, beat_duration, sb_scale * 0.55);

shake(bs1,bs2,bs3, 364870, beat_duration / 4, shake_amplitude / 4, 7);
shake(bs1,bs2,bs3, 365567, beat_duration / 4, shake_amplitude / 4, 7);
shake(bs1,bs2,bs3, 365567, beat_duration / 2, shake_amplitude / 4, 5);

// end

make_bump(bs1,bs2,bs3, time_end, time_scoreboard - time_end, 1, 0, true);
Kyubey
Damnae, you are god.
pregnant_man
have my babies, Damnae
хере ви гоу.
предложения, офк.
00:22:486 (1,3) - нравится как тут звучат драм клэпы
01:46:730 (4) - нормал финиш
01:48:823 (1) - ну ты понял
01:49:521 (4) - и тут нормал финиш
^все на белые тики, офк
02:30:335 (3) - на конец слайдера софтовый вистл очень круто звучит
02:48:649 (4) - эта секция звучит очень тихо, знаю почему, но лучше сделать немного громче
02:56:149 (2) - замени вистл на белом тике на нормалвистл и тут 02:56:498 (3) - тут оба
03:31:381 (3) - финиш бы на белый тик
03:42:544 (3,4) - а тут на красных два софтовых финиша
04:22:137 (7) - софтовый финиш тут тоже можно влепить
04:33:300 (7) - и тут
тут кстати можно сделать как ты сделал позже, а именно, клэпами
04:47:428 (1) - а тут финиш как по мне лучше заменить на драмфиниш
05:19:433 (1) - может лучше заменить это на триплет и серкл? Мне не очень нравится что тут пропущен ббт
05:37:312 (2,3,1) - этот стак выглядит страшно, кинь слайдер на x: 184 y: 232 или что-то вроде этого
05:38:009 (2) - софт финиш на белый тик
вроде все что зацепилось, удачи с картой
Damnae

EvilElvisV2 wrote:

have my babies, Damnae

sorry :D
pregnant_man
:(
Asphyxia
Hello hello hello ! You requested a mod

General thoughts:

  1. No tags? :---(
  2. Check your AiMod, it says that you have unsnapped things
  3. 04:16:730 - Has 2 timing points, make sure to remove one of them.
These are suggestions, feel free to ignore them

Nsane:

  1. 00:29:114 (8,1) - Ugly overlap, it even showed while playing. I recommend to make a blanket between them
  2. 01:14:288 (2) - Consider unstacking this, feels kinda weird because you don't normally use stacked notes and last time you did was 01:08:358 (1) - here so players can confuse that the note will be 1/4 late
  3. 01:13:416 (5) - Ups forgot this :o ^
  4. 02:50:044 (9) - Maybe stack it with 02:50:218 (1) - ? It plays better for me :p
  5. 03:02:079 (2) - Distance pls
  6. 03:50:218 (3) - A finish here sounds nice, what do you think?
  7. 04:10:277 (1) - Might be my personal preference but what do you think lowering the velo to 1.0x because the music does a bit down also (?) and it would be fun to play imo
  8. 04:18:474 (2,3) - Ughhh I was so sure this started 1/4 later, maybe CTRL + G and then 04:19:172 (4) - CTRL + G this too?
  9. 04:49:870 (19) - Kinda long combo here, maybe NC 04:48:823 (7) - here?
  10. 04:51:527 (1) - Maybe do a correct blanket?
  11. 06:19:695 (1) - Maybe start this 1/4 earlier?
GL and have my star :3
Topic Starter
Natteke
fixed most of the stuff from Elvis and Asphyxia's mods, thanks a lot!
Frostmourne
My mod: This must be approved quickly.

Damnae x Natteke xoxoxoxoxox
Topic Starter
Natteke
I'm trying as hard as I can
Yales
Really good map. *_*
Awesome storyboard. *_*

03:32:602 (3) - I would put this at x:148 y:237 (to keep the coming up of the triangle more constant). It doesnt really change the gameplay.
04:27:893 (1) - I would add a kiai time just on this note for the cheer up haha
03:54:579 - I would add a note like this http://puu.sh/5MTfq.jpg or something.
03:58:591 (1,2) - The blanket between those notes is a bit awkward.. Maybe a slider instead of a single note for (1).
05:10:189 (3) - http://puu.sh/5MTIR.jpg ? :o
Good job :cry:
Topic Starter
Natteke
fixed first 2, thanks Yales!
happy30
02:02:777 (1) - 02:13:939 (1) - Can you change this into a regular slow slider? ._. This is not allowed anymore.
03:08:358 (1,2,3,4,5) - Increase distance snap on these strong beats? :)
05:19:434 (7) - make prev/next equal
05:30:596 (1) - feel unsure about the rhythm here, I think this slider should start 1/4 later and make a triplet here or so.

edit: BUBBLE #1
Topic Starter
Natteke
Scorpiour
Hi there~~mod for request

red - must be fixed
blue - highly recommend to consider
black - only suggestions


[Nsane]
  1. 00:34:172 - i'd like to add a note here with finish to make the transition more smooth.
  2. 05:57:893 (3,4,5,6,7) - around here, i'd like to reduce the volume gradually, eg, 5% or 8% each combo until 06:04:870 (6) - .
  3. 06:04:870 (6) - NC?
Incredible excellent!
Topic Starter
Natteke
done!
Scorpiour
Bubble #2~~!!
Garven
Not much to pick at here.

You're going to have to rename the difficulty to Marathon, sorry.

04:58:591 (12) - Maybe add the whistle to the slider body?
05:22:835 (6,7,8) - For some reason these didn't really read as 1/4 sliders to me. I'm used to you going to .5x speed during subdued parts like this, so I'd expect 1/4 sliders like this to be a lot closer together. Also after a lot of spacing like with 05:21:265 (2,3) - doesn't help either.
05:39:056 (1,2,3) - Move these down and right 2-3 grids to adjust for stacking. Looks odd after your manual stack at 05:37:312 (2,3,1) - otherwise

Amazing work as always.
Topic Starter
Natteke
done and done and done!
Garven
ZOMFG THIS FUKIN TRACK IS SO SICK FUAAARRRKKKK.mp3
Lust
CONGRATULATIONS
pregnant_man
now it's closer, huh?
congrats
Scorpiour
Best of 2013 !!
Secretpipe
Best approved map 2013 :D
Kyouren
Gratzz!! Damne and Natteke!!^^
Topic Starter
Natteke
dayum, thanks garven!
Aqo

Garven wrote:

You're going to have to rename the difficulty to Marathon
Never got the point of this

You can already tell how long a map is from the time which already displayed on your screen a million times

grats Natteke
Asphyxia
Graz!
happy30
GZ
Irreversible
gz
Kodora
gz
Lach
Nice drain time, lol.
TicClick
вау
Reiji-RJ
Oh yeah, gratz!
Leader
Awesome!
Strawberry
graz Natteke :3
GladiOol
natteke = god
Bearizm
Best beatmap 2013 period. osu! auto got 99.94% LOL
Quilt
no breaktime huehue
gratz
Koiyuki

Garven wrote:

You're going to have to rename the difficulty to Marathon, sorry.
This makes no sense.
Marathon just means how long the map is but doesn't show the difficulty of the map.
Marathon doesn't show how difficult the map is.
and 6min is marathon, 18min is marathon, who knows what the marathon means......

otherwise, gratz! the map is awesome.
pregnant_man
Marathonsane
Nattethon
Nattethonsane
Alumetorz
Foreign Beggars should have been added to the tags D:

anyways, congrats to approval :D
P A N
lol 6.00 drain time
what happen if it 5.59?
anyway gratz XD
izzydemon
02:09:405 (3) - auto gets a 100, have fun
Topic Starter
Natteke
you're a billionth person to point that out, have fun
Lust

[Minakami Yuki] wrote:

Garven wrote:

You're going to have to rename the difficulty to Marathon, sorry.
This makes no sense.
Marathon just means how long the map is but doesn't show the difficulty of the map.
Marathon doesn't show how difficult the map is.
and 6min is marathon, 18min is marathon, who knows what the marathon means......

otherwise, gratz! the map is awesome.
for a single diff beatmap to be put to pending, it has to be named Marathon. I do agree though, some distinction should be allowed
Ultimate
Farking awesome everything!!
Epic song, Epic map and sex SB <3
show more
Please sign in to reply.

New reply