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t+pazolite - cheatreal

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Raiku
I will be looking at this with caren tonight, its about time I got round to doing this, I feel like this is a big thing for CRN so I will rank this when he gets online!
Enon

Raiku wrote:

I will be looking at this with caren tonight, its about time I got round to doing this, I feel like this is a big thing for CRN so I will rank this when he gets online!
yayy
Oracle
........i prefer the state without that new diff
rip never ranked
Enon
.
rEdo

caren_sk wrote:

CRN's Nomal : me
Is that on purpose, or is it supposed to be "Normal", but you misspelled it?
Topic Starter
caren_sk
omg...tired...thx!!
Kodora
Testplay + IRC mod o/

I also completely disagree with Ora. This diff is very well-made and good enough to feed spread.

Go CRN!!

SPOILER
02:14 Kodora: crn <3
02:14 caren_sk: hi!!
02:14 Kodora: wanna IRCmod for your nomal diff
02:14 caren_sk: ok sure thx!!
02:14 Kodora: cuz it's generally fine
02:14 Kodora: oh yeah <3
02:16 Kodora: okk let's start
02:16 *Kodora is editing [http://osu.ppy.sh/b/564287 t+pazolite - Cheatreal [Normal]]
02:17 caren_sk: ok
02:17 Kodora: disable letterbox during breaks, same as in other diffs
02:17 Kodora: background looks ugly with letterboxes on
02:18 caren_sk: ok, all off
02:18 Kodora: Diff is generally fine and well-designed, but technically due to some pretty big jumps, fast 1/4 sliders, SV changes and insane-ish patterns it's technically plays like a soft Hard diff. Consider rename it to Hard?
02:18 Kodora: it's fine to keep it as additional hard diff
02:19 caren_sk: ok ,good explain !!
02:19 caren_sk: rename hard
02:19 Kodora: <3
02:19 Kodora: AR5 feels quite low and doesn't works well with your patterns, making them extremely hard to read. Increase AR by two ticks (AR 7), that's would solve problems with readability.
02:20 caren_sk: AR7 ok!!
02:21 Kodora: HP Drain 3 is also works more Normal-ish and makes diff extremely easy to pass. Raise it by two ticks to make it more challenging, please.
02:23 caren_sk: +2 !!
02:24 Kodora: [list][*]00:03:691 (5,6) - Make tail of the first slider and next note go with Normal sampleset instead.
02:25 caren_sk: ok
02:25 caren_sk: 00:03:691 (5) - nomal hit sound
02:26 Kodora: 00:15:541 (6,7,8) - This is extremely tricky to read, especially with your AR choice.
02:27 Kodora: 00:15:541 (6,7) - just stack them together
02:27 Kodora: with head of new slider
02:27 caren_sk: AR7~
02:28 caren_sk: 00:15:691 (1) - add nc ?
02:28 Kodora: I'd add
02:28 Kodora: 00:24:091 (1) - remove finish from head & add whistle
02:29 Kodora: (basically what I did on Normal)
02:29 Kodora: 00:27:691 (4) - clap on repeat
02:29 caren_sk: ok
02:29 Kodora: 00:28:591 (5) - missed clap
02:30 Kodora: 00:33:691 (1) - same as above, remove finish & add whistle
02:30 Kodora: 00:37:891 (3,4) - can you please space them a little bit closer?
02:31 Kodora: it's kind of harsh jump appers here
02:31 Kodora: while rest of diff isn't jumpy at all
02:31 Kodora: 00:38:191 (5) - remove clap
02:32 caren_sk: ok
02:34 Kodora: 00:56:491 (3,4) - unstack it a little bit from head
02:34 caren_sk: ok
02:34 Kodora: https://osu.ppy.sh/ss/2363430
02:35 Kodora: 01:15:691 (4,5) - same, would be better to unstack it a bit to avoid problems with ranking..
02:36 caren_sk: wow
02:36 Kodora: yeah, hidden stuff might be questionable for BATs >_>
02:38 Kodora: 01:32:491 (3) - missed clap on tail
02:38 Kodora: 01:33:691 (5) - NC pls <3
02:38 Kodora: 01:48:091 (1) - finish on head
02:39 caren_sk: ok !! a lot missed XD
02:41 Kodora: 02:06:091 (1) - I'd unstack this one also
02:41 Kodora: 02:31:291 (1,2) - can you please replace this section with 1/1 sliders?
02:42 Kodora: buz two 2/1 one sounds pretty bland d:
02:43 caren_sk: 02:31:291 (1,2) -
02:43 caren_sk: change~!
02:43 caren_sk: return and cicle ×2 !
02:43 caren_sk: https://osu.ppy.sh/ss/2363454
02:44 caren_sk: http://puu.sh/dBEr0/d40ec38370.jpg
02:44 Kodora: good too :3
02:45 Kodora: 02:47:491 (7) - clap on head
02:45 Kodora: 02:52:891 (5,6) - remove claps fgrom heads
02:45 Kodora: and add claps to tails
02:47 Kodora: 02:54:091 (1,1) - two spinners doesn't fit here well :<
02:48 Kodora: and you covered strong beats using it
02:48 Kodora: http://puu.sh/dBEGl/826dccfda5.jpg try to use 2/1 slider + note instead of first one
02:48 Kodora: 02:55:291 (1) - and map this one using 1/1 pls
02:53 caren_sk: ok add note
02:55 Kodora: 03:43:291 (1) - finish to head
02:55 caren_sk: ojk
02:55 caren_sk: omg
02:55 caren_sk: ok
02:55 Kodora: 04:00:991 (4,1) - this may be unstacked too since it's just a copy of previous pattern
02:56 Kodora: that's all /o/
02:56 Kodora: very nice hard diff <3
02:57 caren_sk: !!
02:57 caren_sk: thx!!kodoraa!!!
02:58 Kodora: <33
02:59 caren_sk: want to give you kudosu !
02:59 Kodora: ok >w<
Topic Starter
caren_sk
thx kodora !!
Topic Starter
caren_sk
everyone thx !!

Satellite
irc on hard diff
13:58 *caren_sk is listening to [http://osu.ppy.sh/b/564287 t+pazolite - Cheatreal]
13:59 caren_sk: hardがわからないので
13:59 caren_sk: 感想もいただけたら・・・
14:00 Satellite: 00:16:291 (3,4) -
14:00 caren_sk: こういった譜面でいいのか不安w
14:00 Satellite: 流石に近すぎるから3を
14:00 Satellite: x164 y60あたりに
14:00 Satellite: 持ってこよう
14:01 caren_sk: かしこ!
14:01 Satellite: 00:21:391 (5) -
14:01 Satellite: これもDSがいきなり小さくなってるからやりづらいと思います
14:01 Satellite: 00:23:791 (6) - ここと同じようなパターンを使用するのであれば
14:01 Satellite: DS1.3くらいで配置したほうがよさそうに思えました
14:02 caren_sk: ok !
14:02 Satellite: あとこちらのHardはバランス的には
14:02 Satellite: HP4 OD5でいいんじゃないかな
14:02 caren_sk: ok!!
14:03 Satellite: 00:27:391 (3) - ここも他のパターンに比べたら
14:03 Satellite: 飛びすぎだから
14:03 Satellite: x408 y80二移動して
14:03 Satellite: 終点のgridを
14:03 Satellite: x456 y64にして
14:03 Satellite: 三角形意識してみるのはどう?
14:04 Satellite: http://puu.sh/dBXak/ff95e046b3.jpg
14:05 Satellite: 00:32:941 (6) - ここは意図的にジャンプをいれてるならまだいいけど
14:05 caren_sk: ok!!
14:05 Satellite: 普通にDS1.6でspacing広げてあげるだけでも難易度向上には十分だと思う
14:05 Satellite: http://puu.sh/dBXeE/c08f61c9c5.jpg
14:06 Satellite: 00:34:291 (2,3,4,5,6,7) - かなりわかりづらい
14:06 Satellite: 00:34:291 (2,3) - これだけでも両方1/2 sliderに変更して
14:07 Satellite: 00:29:491 (3,4,5,6,7,8) - こことパターンあわせたほうがいい
14:07 Satellite: DSも同じようにね
14:08 caren_sk: ok !!
14:08 Satellite: 00:37:141 (4,1) - スライダー真下にスタックは避けた方が好ましい
14:08 caren_sk: !!
14:09 caren_sk: そうなのかw
14:09 Satellite: 1個ならいいけど
14:09 Satellite: 連続はやめておいたほうがいいかも
14:09 caren_sk: 了解ですー
14:09 Satellite: 00:56:491 (3,4) - 音に合ってない
14:09 caren_sk: プレイのしやすさ的な理由?
14:09 Satellite: そうそう
14:09 Satellite: これが難しめのHardならいいかもしれないけど
14:09 Satellite: spreadのためのHardでしょ?
14:10 Satellite: Normalとのバランスも考えないと作った意味がなくなってしまう
14:10 Satellite: http://puu.sh/dBXqv/8e30645bb3.jpg
14:10 Satellite: 00:56:491 (3) - ここね
14:10 caren_sk: 了解です!
14:10 caren_sk: 00:56:341 (3) -
14:10 caren_sk: add cicle どうですか?
14:10 Satellite: 00:57:691 (1) - スライダーにあたってるから1grid下げて
14:10 Satellite: いらないねえ
14:11 caren_sk: ok-
14:11 Satellite: というかまず
14:11 caren_sk: 了解です!
14:11 Satellite: 00:55:891 (2) - ここが音にあってなかったw
14:11 Satellite: http://puu.sh/dBXvX/c19f52e798.jpg
14:11 Satellite: こんな感じで音拾ってみて
14:12 caren_sk: あー
14:12 caren_sk: たしかにそうだw
14:12 caren_sk: 配置とあわせて変更します
14:12 Satellite: 01:04:591 (4) - whistle抜け?
14:13 Satellite: 01:06:541 (4) - わかりづらいからds通り置くかremove
14:13 caren_sk: nuke
14:13 caren_sk: remove
14:13 Satellite: 01:09:091 (3) - ここも先ほどと同じように音取りが間違ってる
14:13 caren_sk: ok
14:13 Satellite: 01:10:891 (3) - 近いかも
14:13 Satellite: 0.8から2.3にds変動は凄いやりづらいかも
14:14 Satellite: 01:10:891 (3,4) - このあたり調整が必要
14:14 caren_sk: ok~!
14:14 Satellite: 01:16:291 (6,7) - これも凄いわかりづらいけど
14:14 Satellite: どうしてもおきたい場合はNcいれておくといいかも。できれば配置変えたほうが好ましいけど
14:15 Satellite: 01:20:491 (3) - これも近すぎてわかりづらいかも・・・
14:16 caren_sk: ok~!
14:16 caren_sk: hardって意識して作らないと難しいw
14:16 Satellite: 01:57:091 (5,6) - これも結構読みづらいからsliderに変更したほうがいいかもね・・・
14:17 Satellite: っていうかほぼDS一定でいいレベルがHardだよ!
14:17 Satellite: 02:01:141 (4) - overlapだから消すか違った配置考えたほうがいいかも
14:17 Satellite: 02:06:091 (1) - これは避けた方がいい
14:18 caren_sk: おk~!
14:19 Satellite: 02:50:041 (2) - これはremoveでいいとおもう
14:20 Satellite: 03:09:241 (5) - これも消そう
14:20 Satellite: 03:24:091 (1) - これだけ形違うけどいい?w
14:20 Satellite: 03:25:891 (4) - これ反転させてもってこればいいと思う
14:21 caren_sk: うそんw
14:21 caren_sk: あw はい!
14:21 Satellite: あと最後のサビはコピペで作ってあるから
14:21 Satellite: 同じように直しておいてね
Topic Starter
caren_sk
thx Satellite!!
Hyperspace
Hi~ mod request from #modreqs (http://puu.sh/dC23q.jpg)

[KRN's Hard]

01:33:391 (2) - The absence of the best part of the music, the fast part, never ignore the fast part of the music because that make the beatmap a little bit boring (even in a Hard difficult) try to do something like this:


03:59:191 (6) - Change this slider, sounds very strange (suggestion: you can change this part for a star pattern!)

04:00:391 (2) - ^

04:10:891 (5) - You can change this part like this, its sound better imo, it's all up for you if you want to change it or not.


[Hard]

01:06:091 (3) - Try to do something like this, its sounds better


01:33:691 (1) - How i said in KRN's hard, never ignore the fast part of the music!! try to do something like this to do it a little bit more hard:


01:46:891 (3) - Try to change that boring slider for this:


03:04:291 (6) - Try to do this, sounds better


I guess that's all, nice beatmap caren_sk

Good luck with this and Star!
Topic Starter
caren_sk
thx modding!!

Hakard wrote:

Hi~ mod request from #modreqs (http://puu.sh/dC23q.jpg)

[KRN's Hard]

01:33:391 (2) - The absence of the best part of the music, the fast part, never ignore the fast part of the music because that make the beatmap a little bit boring (even in a Hard difficult) try to do something like this:
not change

03:59:191 (6) - Change this slider, sounds very strange (suggestion: you can change this part for a star pattern!)
not change

04:00:391 (2) - ^
not change

04:10:891 (5) - You can change this part like this, its sound better imo, it's all up for you if you want to change it or not.
not change

[Hard]

01:06:091 (3) - Try to do something like this, its sounds better
fixed

01:33:691 (1) - How i said in KRN's hard, never ignore the fast part of the music!! try to do something like this to do it a little bit more hard:
not change

01:46:891 (3) - Try to change that boring slider for this:
not change

03:04:291 (6) - Try to do this, sounds better
not change

I guess that's all, nice beatmap caren_sk
Good luck with this and Star!
thx modding !!
i think CRN'shard is more hard too
,but need low diff for ranked diff spread
Cherry Blossom

  • Hard has an issue, spacing is inconsistent in some sections. There are antijumps or closer objects not intuitive to play, and that's really weird.
  1. 00:14:791 (4) - to make this pattern more readable, it should be better if you make a triangle like this
  2. 00:22:291 (3,4,5) - to make this pattern more readable, you should make these objects more distant from each other, because of the AR and the stacked objects.
  3. 00:25:291 (3) - here, spacing is inconsistent, you should make an equal distance between 00:25:291 (3,4) - and 00:24:991 (2,3) - (prev/next), and fix the symmetry after doing that.
  4. 00:30:091 (5) - fix the inconsistent spacing with 00:28:891 (1,2) - , you don't really have a reason to suddenly change spacing here, so make the spacing consistent. same as 00:29:491 (3,4) -
  5. 00:37:141 (4,1) - this is too close from the previous objects (the slider), Plus, the spacing is inconsistent here, and as i said above, that's really weird, so increase the distance between these objects to be consistent.
  6. 00:50:491 (1,2,3) - same as here, the spacing is inconsistent, you should make an equilateral triangle between these sliders with a consistent spacing.
  7. 00:55:891 (6,7) - this jump is not expected because of 00:52:891 (1,2,3,4,5) - which have a lower spacing, and this is really misleading, the AR can't really help to read so, it should be better if you increase the distance between 1/1s on this pattern to make the 1/2s more readable.
  8. 00:57:391 (9,1) - this antijump is weird to play, it should be more confortable to play if you increase the distance between these objects.
  9. 00:59:191 (2,3) - same as here, make an equal distance between these objects, just see
  10. 01:00:091 (1,2,3) - same scenario as ^, make something like ^. because it could be confusing with 1/2, Plus increase the distance between these objects
  11. 01:01:291 (3,4) - increase the distance between these objects, because it could be confusing with 1/2
  12. 01:07:291 (1,2,3) - same scenario concerning equal distance.
  13. 01:09:091 (3,4) - this jump is not easlly expected because of the 1/1s you used before, so i recommend to dicrease the distance between these objects.
  14. 01:12:691 (2) - same scenario concerning equal distance.
  15. 01:29:491 (2,3) - this antijump is really weird too, you follow the same sound and there is no reason to add an antijump here. so make the spacing consistent for this pattern.
  16. 01:31:291 (1,2,3) - same scenario concerning equal distance.
  17. 01:34:291 (3,4) - ^
  18. 01:39:691 (4,5) - this is misleading too, the player don't expect an antijump here, it should be better if there is more distance between these objects to make the 1/1 more readable.
  19. 01:43:891 (2,3) - same as ^
  20. 01:49:291 (3,4) - and here too ^
  21. 01:44:491 (3,4,1) - same scenario concerning equal distance.
  22. 01:54:691 (4,1) - ^
  23. 02:38:491 (1,2,3) - ^
  24. 02:40:291 (6,7,1) - ^
  25. 02:41:491 (2,3,4) - ^
  26. 03:02:491 (2,3) - again here, the 1/1 is not expectable here, so you should make these objects more distant from each other.
  27. 03:34:891 (4,5) - and here ^
  28. 03:44:491 (3,4) - ^
  29. 03:48:691 (2,3) - ^
  30. 03:49:891 (4,1) - ^
  31. 03:39:691 (3,4,1) - same scenario concerning equal distance.
  32. 03:41:491 (2,3) - ^
  33. 04:10:891 (2) - NC here to show spacing change.
This really needs more mods and improvement, spacing is wrong and that make this diff not intuitive, comfortable to play. Spacing must be mostly consistent. I know what Oracle feels...
Raiku
im glad i waited, thanks cherry blossom, could i talk to you before i rank this?
Topic Starter
caren_sk
THX MODDING AGAIN !!
sorry to trouble Cherry Blossom and Oracle.
i have never edit hard,,,

Cherry Blossom wrote:


  • Hard has an issue, spacing is inconsistent in some sections. There are antijumps or closer objects not intuitive to play, and that's really weird.
  1. 00:14:791 (4) - to make this pattern more readable, it should be better if you make a triangle like this
    fixed
  2. 00:22:291 (3,4,5) - to make this pattern more readable, you should make these objects more distant from each other, because of the AR and the stacked objects.
    fixed
  3. 00:25:291 (3) - here, spacing is inconsistent, you should make an equal distance between 00:25:291 (3,4) - and 00:24:991 (2,3) - (prev/next), and fix the symmetry after doing that.
    fixed
  4. 00:30:091 (5) - fix the inconsistent spacing with 00:28:891 (1,2) - , you don't really have a reason to suddenly change spacing here, so make the spacing consistent. same as 00:29:491 (3,4) -
    fixed spacing 1.4
  5. 00:37:141 (4,1) - this is too close from the previous objects (the slider), Plus, the spacing is inconsistent here, and as i said above, that's really weird, so increase the distance between these objects to be consistent.
    fixed
  6. 00:50:491 (1,2,3) - same as here, the spacing is inconsistent, you should make an equilateral triangle between these sliders with a consistent spacing.
    fixed
  7. 00:55:891 (6,7) - this jump is not expected because of 00:52:891 (1,2,3,4,5) - which have a lower spacing, and this is really misleading, the AR can't really help to read so, it should be better if you increase the distance between 1/1s on this pattern to make the 1/2s more readable.
    fixed, another Pattern
  8. 00:57:391 (9,1) - this antijump is weird to play, it should be more confortable to play if you increase the distance between these objects.
    fixed, another Pattern
  9. 00:59:191 (2,3) - same as here, make an equal distance between these objects, just see
    fixed
  10. 01:00:091 (1,2,3) - same scenario as ^, make something like ^. because it could be confusing with 1/2, Plus increase the distance between these objects
    fixed
  11. 01:01:291 (3,4) - increase the distance between these objects, because it could be confusing with 1/2
    fixed
  12. 01:07:291 (1,2,3) - same scenario concerning equal distance.
    fixed
  13. 01:09:091 (3,4) - this jump is not easlly expected because of the 1/1s you used before, so i recommend to dicrease the distance between these objects.
    fixed
  14. 01:12:691 (2) - same scenario concerning equal distance.
    fixed
  15. 01:29:491 (2,3) - this antijump is really weird too, you follow the same sound and there is no reason to add an antijump here. so make the spacing consistent for this pattern.
    change another Pattern
  16. 01:31:291 (1,2,3) - same scenario concerning equal distance.
    change another Pattern
  17. 01:34:291 (3,4) - ^
    change another Pattern
  18. 01:39:691 (4,5) - this is misleading too, the player don't expect an antijump here, it should be better if there is more distance between these objects to make the 1/1 more readable.
    change another Pattern

  19. 01:43:891 (2,3) - same as ^
    fixed
  20. 01:49:291 (3,4) - and here too ^
    fixed
  21. 01:44:491 (3,4,1) - same scenario concerning equal distance.
    fixed
  22. 01:54:691 (4,1) - ^
    change another Pattern

  23. 02:38:491 (1,2,3) - ^
    fixed
  24. 02:40:291 (6,7,1) - ^
    fixed
  25. 02:41:491 (2,3,4) - ^
    fixed
  26. 03:02:491 (2,3) - again here, the 1/1 is not expectable here, so you should make these objects more distant from each other.
    fixed
  27. 03:34:891 (4,5) - and here ^
    fixed
  28. 03:44:491 (3,4) - ^
    fixed
  29. 03:48:691 (2,3) - ^
    fixed
  30. 03:49:891 (4,1) - ^
    fixed
  31. 03:39:691 (3,4,1) - same scenario concerning equal distance.
    fixed
  32. 03:41:491 (2,3) - ^
    fixed
  33. 04:10:891 (2) - NC here to show spacing change.
    fixed
This really needs more mods and improvement, spacing is wrong and that make this diff not intuitive, comfortable to play. Spacing must be mostly consistent. I know what Oracle feels...
12Jan21
Cool song and beatmap too. :)
Amidakuji
what about ar 9.4 on RLC's extra?
xLolicore-
I sense this is a Christmas gift to us o:
Enon
caren chan Kawai xP
Xilver15
.
69653863
wlovesmack it hard
Rumia-
hype!! go caren !
Topic Starter
caren_sk
everyone thx~

i cant edit hard diff, so need more mod and hook up every mapper/modder
Enon
:c:
Aka
୧། ☉ ౪ ☉ །୨
Topic Starter
caren_sk
୧། ☉ ౪ ☉ །୨
ErunamoJAZZ

caren_sk wrote:

everyone thx~

i cant edit hard diff, so need more mod and hook up every mapper/modder
haaaaai!! (soon)
Axarious

General
  1. *insertnamehere is listening to t+pazolite - breaking the lawreal
Hard
  1. 00:15:091 (5) - Maybe move to x:75 y:266 and 00:15:691 (1,4) - to x:145 y:142 for a equilateral triangle?
  2. 00:38:191 (4) - Link Maybe this for suspense/emphasis?
  3. 00:57:391 (9) - Move to y:218 for a nice blanket (will require moving (8) down) or move to y:214 to fix distance snap?
  4. 01:01:291 (3) - Maybe put a node in the center for variety?
  5. 01:06:691 (4) - The reverse should be on 01:06:841 - here instead, not the blue tick imo. Also gives more time to transfer into the slider speed below/be more aware of the appearing slider ticks.
  6. 01:15:391 (3) - Move to x:192 y:270? Probably fine with the change in the music.
  7. Kiai time looks wonderful.
  8. 02:40:291 (6,7) - Two sliders here instead? Reflects 02:45:091 (7,8) - this sound too.
  9. 02:54:691 (8) - Link Maybe reverse slider on 02:54:541 - the red tick for a slight speed up into the next 1/2 continuous section?
  10. 03:12:091 (9) - Maybe NC for emphasis before the spinner and break?
  11. 04:11:191 (2,3,4) - Link Maybe a slider finish for the sounds on the red ticks?
Secretpipe
The filter is annoying indeed
ErunamoJAZZ
Hello Caren-san!

[Hard]
  1. 00:00:091 (1,2) - for consistency with (3,4), i think you will make a bit curved:
    SPOILER
    and
  2. 00:59:941 (4) - the shape looks like previous stacks where notes are to 1/1. My recommendation is to spacing and not stack:

    (also, the jump feel wrong, bc music is not intense here xD)
  3. 01:06:691 (4) - :!: same Axarious mod.
  4. 01:09:691 (4) - okay, this jump feel wrong, bc note looks like a 1/1 note, but is 1/2!. Be careful. This is a "hard for noobs", so, notes should not be misleading.
    (spaced to 1.0x)
  5. 01:11:341 (8) - The spacing between 01:10:291 (6,7) - is 0.8x. if you want this feel like a jump, 0.8x*2= 1.6x. ie:
    01:11:341 (8) -
  6. 01:13:741 (4) - same here.
  7. 01:16:291 (1) - mm... im not sure about it... is difficult to read, i will try make a recommendation:
    SPOILER
    1) Change the NC to 01:15:691 (1) - and 01:16:891 (1) -
    2) Move 01:16:141 (2,3) - (spacing between [1,2,3] to 2.0x, and spacing between [3,4] to 1.6x)

  8. 01:23:641 (5) - imo, i feel like this is not very intense music yet. So, my recommendation is not jump yet:
  9. 01:26:041 (2) - btw, jump feels fine here ;)
  10. 02:40:291 (6,7) - mmm.... why not try it? :P
  11. 02:42:391 (3) - may be?:
  12. 02:47:191 (6) - may be some like:
  13. 02:57:091 (3,4) - I think stack (and jump) is bad idea here. If you spacing to 1.1x, feels better.:
  14. 03:06:691 (2,3) - ^ Same here:
  15. 02:59:191 (3,4) - this will be a bit intense for a non-kiai section, imo. Maybe you will consider some like:
  16. 03:08:791 (3,4) - ^ Same here:
  17. 04:12:091 (1) - i think you will spacing to 2.0x here. (Plus: this make "stack" with 04:08:491 (1) - tail wwwww)
Hitsounds
00:27:991 - clap in arrow?
00:34:591 - clap?
00:36:991 - soft whistle?
01:16:291 (3) - remove clap, dont feel good. (just normal sample is fine, imo)
01:27:691 (3) - remove clap in tail. Consistensy with 01:26:791 - .
01:40:591 (5) - clap dont feel good, imo. change to soft whistle http://puu.sh/dLlP8/572f7ca946.jpg
01:44:791 - ^ (in arrow)
01:45:391 (4) - ^
01:47:791 (4) - ^
01:52:591 - ^ (in arrow)



["Nazi" Stuffs]
Normal:
  1. 02:57:691 (1) - arrow is overlapped.
Hard:
  1. 01:02:491 (1) - Stack is not "purrrfect" xD
  2. 02:06:841 (4) - blanket?
  3. 04:02:041 (4) - ^
Karen's Hard:
LOL, maaaaany tail stacks. Disable grid snap and fix with keyboardArrows
  1. 00:09:541 (4) - stack.
  2. 00:39:691 - Start break here??
  3. 00:51:541 (4) - stack
  4. 00:52:741 (9) - stack
  5. 00:53:341 (2) - stack
  6. 00:54:091 (5,6) - stack (with 00:53:491 (3) - tail)
  7. 00:55:141 (10) - 00:55:891 (4) - stack
  8. 00:59:041 (2) - stack
  9. 00:59:941 (3) -
  10. 01:01:141 (4) -
  11. 01:03:541 (4) -
  12. 01:10:741 (4) -
  13. 01:11:941 (8) - WAAAAAA NICE!!!, this not ^^!!!, and many afer this :3
  14. 01:55:741 (2) -
  15. 01:56:941 (6) -
  16. 01:58:741 (4) -
  17. 02:06:391 (5) -
  18. 02:13:141 (4) -
  19. 02:31:591 (2) - improve blanker? http://puu.sh/dLov8/3341816b8c.jpg
  20. 03:31:141 (8) - stack
  21. 03:51:541 (5) -
  22. 03:56:341 (4) -
  23. 03:56:941 (6) -
  24. 04:05:641 (3) -
  25. 04:07:441 (1) -
  26. 04:07:891 (3) - stack tail with 04:06:991 (7) -

Oracle:
  1. 00:03:691 (1) - stack
  2. 01:47:341 (3) - stack
  3. 01:51:691 (1) - stack with 01:50:791 (2) -
  4. 02:08:116 (4,5) -
  5. 03:01:741 (4) -
  6. 03:06:541 (3) - stack with 03:05:491 (4) -
  7. 03:42:541 (3) -
RLC:
(this is what I saw at a glance. Because of the speed, otherwise not noticed)
  1. 00:21:991 (2) - stack with 00:20:491 (1) -
  2. 00:32:341 (8) - with 00:30:841 (4) - and 00:33:541 (4) -
  3. 01:31:516 (4) - with 01:30:091 (1) -
  4. 01:57:091 (1) - with 01:58:291 (4) -
Extra:
>AR10
>no stacks (?)

xD!


-------------

I'm very happy with Hards... both are very nice. 8-)
jodmangel
Not sure if this has been adressed: I think the name of the song should be "cheatreal" instead of "Cheatreal": The official site lists it with a small c.
Topic Starter
caren_sk
rename

sorry, im busy(yoga work shop, roadbike.cycling etc,,,)

upload at 2015!
go for ranked at 2015 !

thanks for everyone's cheer up
happy new nya!
Ciyus Miapah
ggwp new year new ranked maps pls
Enon
Happy New Year caren XD
Oracle

caren_sk wrote:

rename

sorry, im busy(yoga work shop, roadbike.cycling etc,,,)

upload at 2015!
go for ranked at 2015 !

thanks for everyone's cheer up
happy new nya!
best map 2015 then
w
Secretpipe
What a mess , this wont be the best map of 2014 ;;
Topic Starter
caren_sk

Secretpipe wrote:

What a mess , this wont be the best map of 2014 ;;
want too XD
Garr
Lets have a peaceful ranking and enjoy the map!
Vone
Isnt something wrong with offset on this mapset? Shouldnt it be around 0? Or maybe 10?
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