Awesome song and very well done map
Thanks! Glad you like it-[Gabri]- wrote:
Awesome song and very well done map
HabiHolic wrote:
M4M from #modreqs~
[Beginner]
00:26:174 (1) - My suggestion, but why not replace them with normal hit sound? I want to keep the hitsound pattern as consistent as possible throughout the diffs. No change here
00:32:719 (2) - 00:30:537 (1) - What is the shape of the match and in parallel? Fixed shape to make it exactly fitting
00:49:083 (2) - suggestion ctrl + g Great! Works really well
02:04:356 (1) - why new combo? remove nc~ OK, I guess it works either way
03:09:810 (4) - NC? No change. I want to keep the line in one combo like I did before.
[Advanced]
00:07:083 (6) - NC OK
00:11:446 (6) - ^ OK
00:14:719 (4) - suggestion ctrl + g Nice Idea! Also applied to the later part!
01:01:628 (3) - spacing? Fixed
01:49:628 (2) - Hmm ... I think we need to slightly widen the distance Fixed
01:53:446 (1) - soft finish? I don't want to use soft finish for the calm part of this song. I'll keep it consistent across all difficulties.
[Challenging]
00:18:946 - add note? I can't since I follow the vocals with this combo.
02:14:856 (5) - suggestion ctrl + g I'd like to keep a symmetrical pattern here.
02:46:356 (3) - NC I don't see why? I think this combo is matching the build-up quite nicely
Good Map~ star +1~
Unfortunately, no. The storyboard doesn't have anything that is as strong as kiai fountains, not even a white flash all over the screen. There's just animation, and this is why I suggested (and I am gonna do this again) adding a couple of fountains. Please.p3n wrote:
I usually try to avoid the small KIAI breaks but the one in the middle of the long 1st KIAI works really well with the triplet leading into the repeat. I don't want to add fountain spam on the lyric parts tho...I think the SB does a better job at being awesome without extra fountains.
Of course it is oneTicClick wrote:
P.S. This is not even a mod post, but I think I should end it here, because I don't feel like writing something that is, in my opinion, might be silly.
TicClick wrote:
ok here is my fast review of a single diff
[Challenging]The storyboard doesn't have anything that is as strong as kiai fountains, not even a white flash all over the screen. There's just animation, and this is why I suggested (and I am gonna do this again) adding a couple of fountains. Please. ok, I added the fountains for the chorus and the doubled dubstep part
- 00:08:719 (1) - finish/whistle? ok added a soft whistle
- 00:13:356 (2) - it should be a triplet it should be, yes. Anyway if you analyze the vocals here you'll see that the "you" is not very clear on the red or blue tick, instead it is somewhat stretched across. I think covering this part with the 1/4 into 1/2 slider is easier to get right when first playing this map and if the player doesn't know the song at all. It doesn't feel too out of place to bother me
- 00:39:810 (3,4) - they should be placed further from each other and the previous note, just like you did with 02:28:083 (2,1) and 01:05:037 (7,1) for a better flow
- 00:44:174 (3,4) -
- 00:47:992 (1) -
- 00:52:901 (3,4) - (ok you got this, please fix all the similar moments)
for the above: I tried increasing the spacing for this pattern a bit. I don't feel like making it too jumpy benefits the flow of this part (because of the stacks and the accelerated movement for the later combos).- 01:11:719 (6) - make this a triplet and start spinner 1/4th beat later yep, works better
Sprite,Foreground,TopCentre,"SB\l_red.png",320,100use Loop instead to minimize osb
L,40628,21
F,2,0,545,1,0
F,0,545,1636,0
Sprite,Foreground,TopCentre,"SB\l_red.png",320,100
L,129265,4
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Sprite,Foreground,TopCentre,"SB\l_red.png",320,100
L,145356,10
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Sprite,Foreground,TopCentre,"SB\l_red.png",320,100
L,199083,4
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L,215174,10
F,2,0,545,1,0
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Sprite,Foreground,TopCentre,"SB\l_red.png",320,100^ use that loop to for purple, blu, green, yellow, orange. i try as i can become like
L,40628,21
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[Events]
//Background and Video events
//Storyboard Layer 0 (Background)
Sprite,Background,Centre,"BG1.jpg",320,240
S,0,0,,0.625
F,2,3810,4356,0,1
F,0,30537,36946,1,0.35
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F,2,39128,39265,0,1
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F,0,82492,82628,0,0.5
F,0,89446,91083,0.5,0.2
F,2,91083,91628,0.2,1
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F,2,213537,213810,0.35,1
F,0,233446,234537,1,0
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
Sprite,Foreground,Centre,"SB\warning.png",320,240
S,0,0,,0.5
F,0,0,537,0,1
F,0,2992,3537,1,0
Sprite,Foreground,TopCentre,"SB\b_purple.png",320,1
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F,2,125992,126810,0.7,0
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Sprite,Foreground,TopCentre,"SB\b_darkblu.png",320,70
L,40356,8
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Sprite,Foreground,TopCentre,"SB\b_green.png",320,208
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Sprite,Foreground,TopCentre,"SB\b_yellow.png",320,277
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Sprite,Foreground,TopCentre,"SB\b_orange.png",320,346
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Sprite,Foreground,TopCentre,"SB\b_red.png",320,415
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Sprite,Foreground,TopCentre,"SB\l_purple.png",320,50
T,HitSoundFinish,4356,36946
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T,HitSoundFinish,39265,73628
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T,HitSoundFinish,91628,109083
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T,HitSoundFinish,126537,141265
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T,HitSoundFinish,143992,161446
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T,HitSoundFinish,178901,191992
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T,HitSoundFinish,196356,209992
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T,HitSoundFinish,213810,231265
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T,HitSoundFinish,39265,73628
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T,HitSoundFinish,126537,141265
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T,HitSoundFinish,143992,161446
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T,HitSoundFinish,178901,191992
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T,HitSoundFinish,196356,209992
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T,HitSoundFinish,213810,231265
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Sprite,Foreground,TopCentre,"SB\l_green.png",320,70
T,HitSoundFinish,4356,36946
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T,HitSoundFinish,39265,73628
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T,HitSoundFinish,91628,109083
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T,HitSoundFinish,126537,141265
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T,HitSoundFinish,178901,191992
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T,HitSoundFinish,196356,209992
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T,HitSoundFinish,213810,231265
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T,HitSoundFinish,4356,36946
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T,HitSoundFinish,39265,73628
F,1,0,1090,1,0
T,HitSoundFinish,91628,109083
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T,HitSoundFinish,126537,141265
F,1,0,1090,1,0
T,HitSoundFinish,143992,161446
F,1,0,1090,1,0
T,HitSoundFinish,178901,191992
F,1,0,1090,1,0
T,HitSoundFinish,196356,209992
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Sprite,Foreground,TopCentre,"SB\l_orange.png",320,100
T,HitSoundFinish,4356,36946
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T,HitSoundFinish,39265,73628
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T,HitSoundFinish,126537,141265
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T,HitSoundFinish,178901,191992
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Sprite,Foreground,TopCentre,"SB\l_red.png",320,100
T,HitSoundFinish,4356,36946
F,0,0,1090,0.7,0
T,HitSoundFinish,39265,73628
F,1,0,1090,1,0
T,HitSoundFinish,91628,109083
F,1,0,1090,1,0
T,HitSoundFinish,126537,141265
F,1,0,1090,1,0
T,HitSoundFinish,143992,161446
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T,HitSoundFinish,178901,191992
F,1,0,1090,1,0
T,HitSoundFinish,196356,209992
F,1,0,1090,1,0
T,HitSoundFinish,213810,231265
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F,2,0,545,1,0
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//Storyboard Sound Samples
Xinely wrote:
ohai p3n, m4m here :3
General
imo this map have less hitsound, try use this whistle http://puu.sh/4aT7g.wav ?
this is minor about SB,i saw /CODE/
I will ask CnF if he wants to change anything in the SB or not. Don't want to decide this for myself because the SB is working properly and I will only update the SB if CnF decides to make changes to it
Beginner
00:09:810 (2) - have spacing issue here (0,86x) fixed...even if it is not noticable in playmode (CS3 is very forgiving if you map with grid snapping)
00:32:719 (2) - move to 256,324 for make blanket? can't do that without messing up the symmetry pattern here. It is a nice idea though...I might try this if someone else complains about the long sliders
01:11:992 (1) - add finish? oops, missed that one
01:27:265 (1) - keep use 1,20x as previous like 01:25:083 (3) - good spot! seems I messed up the spacing when I rearranged some patterns here
01:34:356 (4) - end in 01:34:901 - , due a drum in that time this combo is intended to be vocal follow and it matches the vocals right now
01:51:265 (3,1) - nazi, you can make this stack perfectly ok
01:59:992 (3) - spacing issue (0,86x) here not noticable in playmode, fixed anyway
02:25:628 (3) - ^ ^
02:33:810 (2) - ctrl+G? imo have better flow yes
02:41:446 (1) - use 0,8x? due i saw when 1/1 you use 0,8 at spacing and 1/2 use 1,2 wow. How did this happen? How could I miss THAT? Thanks for pointing it out!
02:45:810 (1) - keep use 1,20x as previous 02:43:628 (3) - fixed
02:54:537 (1) - spacing issue (0,86x) here not noticable in playmode but fixed anyway
03:01:083 (3) - ^ ^
Advanced
00:08:174 (3) - nazi, better use 1,00x as previous ok
00:14:719 (4,6) - make them stacked perfectly, i know just different 1 coordinate but i try see in testplay it's not stacked with perfect yes, fixed the stack
00:17:174 - add note here? ok
00:28:083 - ^ ok
00:40:356 (4) - make symmetrical? http://puu.sh/4b8uA.jpg no, I want this slider to flow into the circle and form a curve with it
00:58:628 (5) - spacing inconsistecy 0,94x here. imo try put in 388,132 for flow fixed spacing but kept the flow as it was
01:03:265 (1) - ^ (1,07x) oops
01:22:628 (1) - try use drum finish? I don't want to overdo it here. The soft whistle works pretty well imo
01:41:174 (2) - spacing 0,93x? imo just use 1,00 better ok
01:46:628 (4) - try use sampleset drum only? hmmm I tried but I can't see why it should fit better than the normal set
01:51:537 (1) - try keep consistency 1,00x? since no reason why inconsistency spacing imo fixed
02:32:719 (1,2) - stack with 02:30:537 (1) - more neat imo right, stacked properly
03:10:628 (2) - spacing 0,94x here fixed
03:14:174 (5) - so nazi, just NC to keep consistency /runs it is consistent with the part before the previous KIAI and a NC here doesn't really fit imo, because the vocals are from the same line and the beat pauses slightly before the buildup right before the KIAI. That is why I kept the downbeat inside this combo.
03:20:446 (5) - no need use finish imo. just use in 03:20:719 - ok
03:31:628 (5) - nazi, NC for consistency same reason as 2 above
Challenging
00:23:992 (1) - try this http://puu.sh/4baBg.jpg ? that would work as well but I don't want to use circles on the 1/6 parts. I want to keep this map simple and accessible and that is why I used the 2x repeat slider here
00:25:628 (5,1) - try http://puu.sh/4baGK.jpg? since imo kinda weird skip vocal in red tick vocals are not exactly on the red tick but are stretched out between red and blue. I think this slider does a good job of capturing the vocals without adding unnecessary complexity
00:50:992 (1,1,1) - imo no need NC since the spacing is same the NC here is for the map-theme and not spacings
01:08:446 (1,1,1) - same ^
01:52:083 (8,9) - imo this is kinda weird rhythm , try http://puu.sh/4baS0.jpg ? I tried something similar but added the same star-pattern I used in the break part of the chorus. Hope this is better as before
02:04:356 (5) - NC due SV change? yes. This was a NC before but I changed it a few mods earlier. You are the 3rd person that prefers the NC here so I will put it back
nice diff <3 Thanks
Nice song, starred and Good Luck <3
Konei wrote:
[Challenging]
- 01:52:083 (8) - This Slider doesn't really make much sense to me, there is no prominent tone on the blue tick but a rather strong one on the white, there is a tone on the blue tick aswell, but the main beat is on the white one so I'd advise to shorten it by 1/4 or do something so you get the tone on the white tick aswell. Changed it. I made a pattern similar to the symmetrical star pattern for the chorus breaks. I hope this works the way I intended because it is slightly more jumpy than everything else in the calm part
- 01:56:856 (8) - I'd remove those drum sounds, they are inconsistent, to sudden and unfiting the music. I added them on the previous part as well to make it more consistent
- 02:01:219 (7,8) - Hm, you use them here aswell. If that's so, you should add them on this part ( 01:52:083 (8) - ) aswell, to keep consistency. exactly
- 02:04:356 (5) - SV change could be more clear if you added a NC, not needed tho since the notes before are circles, but you might consider. already fixed with previous mod
- 02:10:628 (7) - I'd remove this finish, the music is not strong enough to bear the enduring tone and also it seems spammed with the following finish on the downbeat which will have a better emphasis if you removed this finish. If you remove it, remove it on the similar parts aswell. ok...it was a nice addition but a bit too loud. I can't do anything that fits with the standard hitsounds tho (and I don't want to add custom hitsounds)
- 02:15:265 (6) - Your previous combos were all starting on the downbeat, why is this not? because of the pause. The NC has to start with the actual vocals to make this small break work
- 02:21:674 - Don't really feel good ignoring this heavy beat, it's as strong as the one before so you could consider making 4 a Slider that ends here. yes and no. This part was really tricky to map "right". I wanted to follow the vocals and include the baseline at the same time. The problem with the vocals is, they start between the blue and the red tick so I couldn't map them with a seperate note. I had to use a slider to fade the baseline and the beginning of the lyrics or otherwise the beatpattern would be really confusing for people who don't know this song or haven't played this map a few times before. I really want to keep this map playable and enjoyable on the first play (without mods ). This right here is the best solution I could come up with that still keeps all my intentions and only drops one beat in a triplet.
- 02:25:083 (4) - You could move this a bit to blanket 1 with it, would look more structured. but you wouldn't notice this in playmode. Still changed because it spreads the increasing jump distances a bit more evenly.
- 02:29:446 (4) - Same but with 2.
- 02:58:628 (1) - You could either try to make this shape more special to give it a creative touch, or at least make it a bit more curvy, it's strange to look at at the moment. it is only a 1/2 slider with a speed up that was slowly introduced by the previous kicksliders. I don't think making a special shape will work here. It is a tricky part on the first play and I don't want to make it any harder. I changed the shape only a bit to make a better curve from the previous to the following combo.
Thanks for your star! Glad you like this map.Kyocciola wrote:
1 star for you, really a good map
Can't be true...Distance is not even 2 years oldPrivatHansi1 wrote:
I t hink i just saw the best SB i've ever seen since 2 years ago oO <3<3 Card N'FoRcE <3<3
Thanks for the mod and the suggestions, Nyquill!Nyquill wrote:
[challenging]Everything else is fine just these suggestions.
- eh, your spacing kind of feels like it doesn't support the SV well, and the movement is jerky as a consequence. If you ever map a song like this again, I suggest either mapping more beats to keep the cursor moving or use a lower SV. I know what you mean. I tried to keep this map as easy and accessable as possible without making it too boring. It still is a rather hard map with the jumps and the 1/4 slider patterns but it should be easy to read and all the 1/4 "streams" are compressed to further enhance that aspect. I hope I could somehow make that compromise work here...
- man you have the double snare at 01:11:719 (6) but you made it play with one tap. Would be much better emphasis (and 20% cooler) if you made them two notes. I know I know! I changed this into 3 notes after a mod suggestion and it just didn't feel right... Then I realized that this whole combo is following the "wub wub" and not the drums. I totally agree with your point and it really would be nice to map at least the double tap but it would also break the pattern. I just tested it with two circles and somehow it feels like it is breaking the follow of this combo
- 00:30:537 (1,1,1,1) - if it were me, I would raise the sv slower because by the third slider, you can no longer play the entire slider as a hold and it doesn't feel as good going into the next slider. Same with the next sequence. But this is okay since its pretty much a little more zig zag motion which the player will get used to after the first time. YES! Finally someone who notices the zigzag pattern I wanted to achieve here! I think the SV change here is not too harsh and with the OD and CS settings I've yet to see someone fail these
- 00:54:265 (6) - feels really weird that you're lowering spacing going into a downbeat. I suggest evening out the spacing Fixed. The jump is going into a compressed stream, that is why I broke the jump pattern before the downbeat. I increased it by 50% but kept it a bit lower than the previous jump just to make the "stop" not too sudden because that would be much worse for the flow imo
- 01:38:174 (1) - ^ Hmm here the jump pattern actually fits the vocals imo. It shouldn't extend into the next combo because it is only the two notes and everything else is spaced at regular settings
- 02:21:674 - not gonna map the double snare again? ;_; I don't even know why I mapped this note at all because this combo is a strict vocal follow...I guess to keep the rhythm more consistent?
- 02:26:174 (1,2,1,2,1,2) - in this sequence, it kind of feels like every 2nd slider in the combo is meant to be a seperate idea. Would have been so much cooler if you made some variation in pattern for the second slider of each combo to fit the music. It is fine now, so just a suggestion. I tried something but somehow it feels weird to have all the other slider streams for this part of every KIAI in two 4-slider groups and this one in four 2-slider groups
- 02:28:901 (3) - again feels very weird that you're lowering spacing going into a downbeat. New combo should be here as well on the downbeat.. I fixed the spacing into the compressed stream to match all the reaccuring patterns like this onw. But...the NC is on the downbeat at 02:28:356 (1) -
- 02:54:810 (2,1,2,1,2,1,2,1) - oooh this right here was very cool ♥
- 03:44:719 (1,2,3) - lowered spacing again. Fixed this similar to 00:54:265 (6) - because here the jump would lead into another compressed stream and that just feels like hitting a wall for me
This is what i did while i was making the storyboard, but somehow it didn't work properly here.Xinely wrote:
General
this is minor about SB,i sawSprite,Foreground,TopCentre,"SB\l_red.png",320,100use Loop instead to minimize osb
L,40628,21
F,2,0,545,1,0
F,0,545,1636,0
Sprite,Foreground,TopCentre,"SB\l_red.png",320,100
L,129265,4
F,2,0,545,1,0
F,0,545,3272,0
Sprite,Foreground,TopCentre,"SB\l_red.png",320,100
L,145356,10
F,2,0,545,1,0
F,0,545,1636,0
Sprite,Foreground,TopCentre,"SB\l_red.png",320,100
L,199083,4
F,2,0,545,1,0
F,0,545,3272,0
Sprite,Foreground,TopCentre,"SB\l_red.png",320,100
L,215174,10
F,2,0,545,1,0
F,0,545,1636,0Sprite,Foreground,TopCentre,"SB\l_red.png",320,100^ use that loop to for purple, blu, green, yellow, orange.
L,40628,21
F,2,0,545,1,0
F,0,545,1636,0
L,129265,4
F,2,0,545,1,0
F,0,545,3272,0
L,145356,10
F,2,0,545,1,0
F,0,545,1636,0
L,199083,4
F,2,0,545,1,0
F,0,545,3272,0
L,215174,10
F,2,0,545,1,0
F,0,545,1636,0
;_______; I loved those two finishes...p3n wrote:
02:10:628 (7) - I'd remove this finish, the music is not strong enough to bear the enduring tone and also it seems spammed with the following finish on the downbeat which will have a better emphasis if you removed this finish. If you remove it, remove it on the similar parts aswell. ok...it was a nice addition but a bit too loud. I can't do anything that fits with the standard hitsounds tho (and I don't want to add custom hitsounds)
...let's pretend they died in an accident ;_;7Card N'FoRcE wrote:
;_______; I loved those two finishes...