Please remove NeLiME from tags )v
Kurokami wrote:
Mod requested. o/
[Overdose]
Why HP is lower than Rain? And why 5? At least use 6 please. fixed
00:08:257 (1,2) - How should I move here? Its really hard to catch (2) after all those HDashes. I suggest you to move it a bit closer. Ok, its not that hard. not changed
01:18:907 (2,3) - How? I can't reach it. It around 2 of 10 when I catched (3). changed other way
CLSW wrote:
[Overdose]
01:09:157 (4,1) - 점프 간격이 지나치게 넓어서 초견에서 보고 반응하기가 힘듭니다. 조금 줄여주세요. 고침
01:46:057 (3,4,5) - ^ 딱히 문제 없다고 봄
updated some partsSey wrote:
[Kuzino's Overdose]
- HP5? This clearly doesn't work here. Use this as reference: t/151744&start=0. Talk with ursa about a better spread! 5-6-7-5-8 spread isn't working! changed
- The hitsounds from the beginning of the song until 00:06:007 - sound kinda loud to me, they distracted me from the song a lot. Maybe lower the volume at least a bit. ^
- What I really don't understand is that you use vertical sliders or stacks after HDashes. It feels just awkward to brake your Ryuuta all in a sudden after a HDash movement, but I guess it is your style. Examples of these are the following: 00:26:107 (7,1,2) - , 00:39:157 (1,1,2) - , 00:51:157 (7,1,2) - , and so on and so on... It's just not my personal preference to do something like this.not changed
- 00:17:257 (1,2) - This Dash is a pain to play after the previous HDash. It is barely catchable. Consider reducing the distance here and make this more fluid to play. ^
- 00:38:257 (1,2,1,2,1,2,1) - Mh, I do get your point here but on the following sliders are no beats actually: 00:38:482 (2) - , 00:38:782 (2) - , 00:39:082 (2) - . What does it exactly follow? not changed
- 01:17:257 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17) - Kinda easy stream for a Deluze. Consider adding a Dash or HDash at 01:17:820 (16,17) - since there is a Cymbal sound that leads into a new rhythm. Could really be a bit more surprising. The same counts for the streams afterwards that end on a Cymbal. Sometimes I really miss how you didn't even try to emphasize your own hitsounds. changed
added note 01:08:220 (17) -Nazalion wrote:
[Overdose]
from 01:18:007 until 01:26:707 why u not following the beat in the song (Please Remap this part) If someone else points this out again, I will fix it
01:02:107 (4) - just move a little again to the right and this pattern will regen Hypdash not changed
01:08:257 - im recommend you to make some nicely Hyp Dash in this epic part ^
01:51:757 (9) - ctrl+g for ending ^
01:51:832 - Please , i beg u to erasing this spinner because it didnt match with song well ^
ZHSteven wrote:
[Kuzino]
he told me that this map consists of a lot of stream problem, so firstly I will focus on them.
- 00:19:957 (1,2,1,2,3) - nothing wrong here, but I prefer to vertical it more, since it is after a long spinner. fixed
- 00:37:657 (5,6,7,8,9,10,11,12) - a gap between 8 and 9?
- 00:38:257 (1,2,1,2,1,2,1) - maybe reduce the spacing here. now the spacing is too high to make people actually know what you are going to express. I prefer a x1.80 for each of the slider. fixed
- 01:05:857 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,9,10,11,12,13) - keep the jumping spacing constant.i mean, 01:06:082 (4,5) - and 01:06:682 (4,5) - also, I prefer a spacing of x1.75 for these jump. you dont need to make it too much since you want to emphasize hyperdash. not changed
- 01:07:695 (3,4,5,6,7,8,9,10,11,12,13,14,15,16) - not know what you are doing here, especially 01:07:957 (10) - this note. it will be helpful if you can give an explaination for this stream. changed
- 01:17:257 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,1) - in fact it will be no problem if your stream is all like this X_X
- 01:50:557 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,9) - maybe internal spacing is too much(i mean, spacing in 1234 etc), i prefer x0.8, and by that you can increase your external spacing. not changed
other suggestions:
your global spacing is too high in my opinion, lower down your performance of hyperdashes in this map. consider to decrease it in your further map.
also, for a successful hyperdash map, the rate of hyperdash and normal jump is a very important thing. hypyering every jump is really a bad idea, because there is no difference between jumps already, and you will lose the beauty of varies spacing jump. hope you can think about it.
- 00:01:058 (1,2,3,4,1,2,1,2) - Although I know it is your style but, really, really you can reduce 1 or 2 jump into normal jump. hyper all of them is nonsense for me fixed
- 00:07:657 (3) - ugly in playyard.. consider making it right vertical. ^
- 00:21:307 (5,1) - this 3 beat should be a series of jump according to your previous pattern. ^
- 00:22:957 (4,5,6) - strange pause. suggestion below:
^- 00:31:357 (3,4,5) - again strange pause. try moving (4) to x=240 ^
- 00:39:457 (1) - start from here, please add your hyperdash in a pattern, like hitsound. do not randomly use them.
e.g. if you use hyperdash here, 00:39:757 (3,4,5) - make sure there is same reaction here 00:42:157 (3,4,5,6) -
I have a feeling that your hyperdash pattern is really random, which will make the whole map random, although they are good if looking separately. Please try to think a perfect pattern for hyperdash.I'll do that next time
Thank you!Spectator wrote:
Kuzino's Overdose
- 00:01:058 - 볼륨이 너무 큰거같네요. 40% 정도로 줄이는게 좋을듯 고침
- 00:06:157 - 위에꺼 줄이셨으면 여기도 줄여주세요 ^
- 00:17:257 (1,2) - (1) 하고 (2) 사이에 하이퍼대시 추가해주세요. (2)를 x:224 정도로 옮기면 될듯 ^
- 00:25:207 (2) - x:193 ^
- 00:26:407 (2,3) - (2)하고 (3) 사이에 하이퍼가 있으면 훨씬 플레이하기 편할거같네요. (2)를 x:70 정도로 옮겨주세요. ^
- 01:00:457 (1) - x:288 어떤가요? 딱히 안그래도 될거같음
- 01:44:257 (5) - Ctrl+G 하는게 나을거같네요. 고침
- 01:48:757 (4,5,6) - 하이퍼 다음에 바로 칼점이라 너무 어렵네요.. (4)하고 (6)을 오른쪽으로 두 그리드 정도만 옮겨주세요. 고침
- 01:51:757 (9) - x:24 정도로 옮기고 normal-finish 추가하는건 어떨까요? normal-finish 추가하실거면 60% 정도로 하시면 될거같아요 힛사만 추가함
Spectator wrote:
Gerenal
- Widescreen Support : You don't need this since there's no SB in this map, disable it yap
- Combo Color : How about 255,128,0 for the second color? It seems better to me
- Timing Point : imo 01:31:357 is not a necessary, so you can delete it easilyit's already placed as reset timeline for that part & it's already putted since the first time i map this map X_X
- Audio File : What's sdsd.wav in your mapset? I guess you can delete this one too unless you have some special reason about it *done
- Kiai Time : Second Kiai time should start at 01:32:557 ,like Kuzino did in his diff*i prefer my current kiai set X_X
Platter
- 00:05:257 (1,2) - Clap hitsounds make no sense here, consider deleting themdone
- 00:06:757 (5) - Add NCdone
- 00:07:657 (8,9) - Same as abovedone
- 00:11:707 - Why not adding a breaktimes here like you did in Rain diff?
- 00:22:807 - It seems like you just forgot to add whistle here, please add it :3done
- 00:38:257 (5) - NC?done
- 01:08:707 (3) - How about moving this to x:107?*moved into x = 32
- 01:19:957 (6,7) - Kinda unexpected jump here.. At least consider moving (6) to about x:62done
- 01:51:157 (7,8,9) - If this diff got ranked with these jumps, I'm sure that almost everyone will make a miss here and rate 1 star, It'd be nice if you move (8) to x:278*fixed
Rain
- 00:05:257 (1,3) - I think these claps make no sense, how about deleting them.done
- 00:18:007 (2,4,6,8) - you can delete these notes, to follow the rhythm more.*i want to make it a bit crowded to makes this part more nicer to play
- 00:22:357 (6) - x:220 for ideal positionshortjump flow , sorry X_X
- 01:08:857 (1) - you don't need NC heredone
- 01:09:607 (6) - add NCdone
- 01:10:882 - delete whistle, it doesn't really match with the songdone
- 01:14:407 (6) - delete whistle on head and reversedone
- 01:14:857 - add whistledone
- 01:22:657 - Why not add normal-finish sound here?done
- 01:25:057 - Same as abovedone
- 01:33:457 (1,2) - the distance between (1) and (2) is way too far, how about creating a new HDash between them? I suggest you to move (1) to about x:16done
- 01:34:657 (4) - You can easily add a Hdash bettwen (3) and (4). Moving (3) to x:376 would be nicedone
- 01:50:557 (1,2) - This is really tricky. Consider adding a HDash between (1) and (2)I'll keep it like that to make the last part can be nicer
Deluze
*remapped the part
- I think the diff name should be renamed to 'OverdoZe', the diff is way too easy to name it 'DeluZe'actually the original diff for this one are overdose , but i named this one as deluge to make a gap for the disspread , so maybe i'll talk to the other CtB BAT's for this name diff
- 00:03:307 (4,1) - The jump between (4) and (1) is pretty hard. Since this is relaxing part, how about reducing the distance here? *short jump flow so no changes X_X
- 00:14:257 (5) - NC done
- 00:15:157 (7) - how about this? It fits better with the vocal sound here too i'm intent to make it like that X_X
- 00:18:607 (6,1) - It'd be nicer if you have hdash between (6) and (1). Please select (1)~(8) at once and move them to x:186 *changed
- 00:29:107 (5) - x:264 for the ideal position? nope , i'm intent to keep the original position to make the hyperdash can be catched well.
- 00:32:257 (1,2) - Add whistlesdone
- 00:37:657 (5) - Having 20 fruits at one combo is way too much, please add NC done
- 00:43:057 (6) - NCdone
- 00:50:257 (9) - add NC here and remove one on 00:50:407 (1)done
- 00:53:107 - whistle heredone
- 00:53:557 - ^done
- 00:53:857 - remove whistledone
- 01:00:457 (4,5) - (5)'s head should be here, like this picture*
- 01:11:257 (2,3) - how about this? Expecting a jump between (2) and (3)*
- 01:12:757 (9) - add NCdone
- 01:14:407 (6) - NCdone
- 01:21:157 - Add a greenline with 100% volume here.done
- 01:21:607 (5,6) - add whistlesdone
- 01:22:657 - Add normal-finish here (not normal2-finish)done
- 01:25:657 - delete whistledone
- 01:25:957 (1,2,3,4) - add whistlesdone
- 01:27:382 (7) - how about deleting this note?*i need to put that beat for impact jump
- 01:50:257 (5,1) - It feels like way too rough here, consider adding a HDash between (5) and (1)
hope it is helpful
Thank you!Genocide wrote:
[Kuzino's Deluge]
umm using Soft hit sound kinda ugly for me , use Drum is better imo
00:01:207 (2) - 432 not changed
00:01:507 (4) - 56 for better flow ^
00:01:657 (1) - 320 ^
00:29:557 (5) - use 1/6 slider changed
00:37:207 (2) - 480 notchanged
00:37:507 (4) - 152 for consistent with 00:01:207 (2) - 432 ^
00:45:457 (1) - 512 plox ^
00:55:357 (2) - kinda weird for me move to 232/272? for flow ^
01:02:857 (1,2,3,4,5,6,7,8) - you can use 1/6 beat snap for interest pattern changed
01:12:457 (1,2,3,4,5,6,7,8) - same as above ^ ^
Sey wrote:
I am so glad that you decided to revive this difficulty.
Main problems come with Salad and Platter, Rain and Overdose are both awesome.
[General][Salad]
- Remove Kuzino from tags, feel free to add his diff on the beatmap description though.
applied all the changes
- I would want to see a few more dashes in this difficulty since it lacks of them in its current state. More to that in my mod below.
- 00:08:107 (3,1) - For a Salad please avoid using 1/4 distance between note and spinner, this might be a little too tricky for a newbie. Suggesting to simply erase (3).
- 00:18:757 (4,5) - Potential spot for a dash as some sort of final emphasis of the whole pattern.
- 00:24:607 (5,1) - Might be potential enough for another dash for emphasis repetition of the same rhythm.
- 00:29:407 (7,1) - ^Here as well especially due to the very strong cymbal.
- 00:39:157 (4,1) - I am very surprised this is not a dash, the change of rhythm is so drastic. Please emphasize this better.
- I find it a little disappointing that you can FC the section from 00:39:457 - until 00:58:357 - without any dashes, please consider adding more dashes on strong spots such as 00:42:757 (5,6) - , 00:47:407 (3,4) - ,00:48:757 (6,1) - , 00:52:207 (3,4) - , and so on...
- The Kiai is easier than the rest of the difficulty sometimes, consider adding dashes on the following places: 01:02:707 (3,4) - (careful here due to 1/4), 01:04:957 (6,7) - , 01:07:357 (2,3) - , 01:12:157 (7,1) - , 01:14:557 (7,1) - , 01:16:807 (8,9) - (careful again due to 1/4).
- 01:27:157 (7,8) - Potentially enough to add another dash here due to cymbal.
[Platter]Remapping all the part that mentioned in the list
- 00:38:857 (2) - Move this to around x488 to create a Hyper, this plays much better with the current rhythm.
- For the part from 00:38:257 - until 00:57:457 - : It is very troublesome that you barely used any hypers in it and when you used them they appear sorta random tbh. What I do not is only suggest to remove certain hypers and add new hypers somewhere else instead. Have a list:
Hyper suggestions
- 00:52:807 (4,5) - This hyper is pretty random, it follows nothing that really stands out. Please erase it completely.
- 00:56:257 (1,2) - ^
- 00:41:557 (7,1) - Add Hyper, optionally add a note at 00:41:707 - if you prefer 1/2 hypers.
- 00:43:657 (5,1) - ^
- 00:46:207 (6,7) - ^ or 00:46:357 (7,1) - ^
- 00:48:757 (6,1) - ^
- 00:51:157 (7,1) - ^, 00:53:257 (5,1) - ^
- 00:55:807 (6,7) - ^ or 00:55:957 (7,1) - ^
- 00:57:157 (3) - Do the following here instead: https://osu.ppy.sh/ss/4763148
[Rain]
- 00:20:407 (3) - Same as I mentioned in Overdose.no changes on this one,x-x
[Overdose]
- 00:22:657 (1) - Move this a bit more to the left, the current spacing is pretty high and it does not suit this part very well to have such a surprising movement.done
- 00:36:307 (2,3) - The distance between these two notes is a bit tricky after the previous movement, make sure to decrease distance a bit moredone.
Call me back when everything is applied.
- AiBAT points out unsnapped green lines, now I do know they normally follow 1/12 ticks and the tool does not detect them. But to be on the safer side, please go through this again by yourself and just see if everything looks proper snapped to you:
- 00:13:957 (4,1) - Remove this hyper since the stronger beats are pretty much over at 00:13:957 - already. Make sure the distance between 00:13:957 (4,1) - is easy to catch.remapped
- 00:18:607 (6,1) - You might wanna think not having a hyper here, the stream-spinner-stream pattern is pretty tough already.Don't get me wrong, it plays awesome. But having another hyper leading into that pattern is just too much.I'm sorry , because I wanted to introduce swift pattern to make the overdose diff more hyped to play, so i keep this part,But I remake this part 00:18:007 (2,3,4,5,6) - for lessing the weight for catching the stream pattern
- 00:20:407 (1) - This beat is barely audible, consider not mapping it at all.same as above too, I rather keep this part
Ok with that out of the way, let's get the mod started.Sey wrote:
To the next BN/QAT: Please check 01:50:557 (1,2,3,4,5,6) - in the Overdose and decide whether you define this stream as overmapping or not. It does not follow the 1/6 rhythm constantly, however it goes very well along with the streams before and after. I personally think a slider instead would destroy the whole pattern. - I personally think this would work better as a slider, as someone quite heavily against this kind of additional notes. Whilst I can kinda understand why you think it'd destroy the pattern, it can still be made to play nicely.
Also please see the timeline at 01:08:332 (2,3,4) - and make sure you agree with the 1/4 mapping or not, maybe it sounds slightly off. In the rain ursa mapped this on 1/2 ticks, the mapper decided to keep it for now because the overdose is supposed to follow a different style than the other difficulties, but I would appreciate someone to check this once more. - These sound a lot better on the 1/6 ticks here, with 2 on 1/6, 3 on 2/3, and 4 on 1/6 of the next bar.
- Magic Bomb - wrote:
Ok, before I start, comments on the things Sey said.Ok with that out of the way, let's get the mod started.Sey wrote:
To the next BN/QAT: Please check 01:50:557 (1,2,3,4,5,6) - in the Overdose and decide whether you define this stream as overmapping or not. It does not follow the 1/6 rhythm constantly, however it goes very well along with the streams before and after. I personally think a slider instead would destroy the whole pattern. - I personally think this would work better as a slider, as someone quite heavily against this kind of additional notes. Whilst I can kinda understand why you think it'd destroy the pattern, it can still be made to play nicely.
Also please see the timeline at 01:08:332 (2,3,4) - and make sure you agree with the 1/4 mapping or not, maybe it sounds slightly off. In the rain ursa mapped this on 1/2 ticks, the mapper decided to keep it for now because the overdose is supposed to follow a different style than the other difficulties, but I would appreciate someone to check this once more. - These sound a lot better on the 1/6 ticks here, with 2 on 1/6, 3 on 2/3, and 4 on 1/6 of the next bar.
[Salad]
00:02:857 (5) - I feel like this sound is too weak for the distance it gives currently, it's quite a weak sound, yet this movement is quited difficult without dashing. Try x:288, maybe?well, it had same like the previous position , but changed
00:07:057 (3) - Same as above, try x:296.^same
00:07:957 (2) - This sound really isn't strong enough for a dash in my opinion, maybe x:280 would be better.well i move to x=344 instead
00:19:057 (5) - A slightly easier dash, maybe? Some salad players may have trouble getting this how it is now, try x:160 instead.done
00:29:857 (1) - x:360 would be nice, as a slightly stronger dash could help in emphasising how strong this sound is.well i think it's too much, because i testplay to catch with/withoud dash, kinda far for salad diff x-x
00:39:457 (1) - This dash feels way too hard for a salad, even I nearly missed it on my first playthrough. Try x:56 instead, a lot more comfortable for a salad player.yap, after some try, i feels it's a strong dash, rebalanced with the next pattern
00:43:507 (8,9) - Compared to the last notes, these ones are quite a bit weaker, so a smaller distance could better emphasise that. x:200 would work nicely.well i do some balancing position on these parts
00:52:657 (4) - Dash to this feels a tiny bit too difficult, maybe reduce it slightly to make it easier for salad players? Something like x:64 would work well.moved to x=72 instead
00:57:307 (4) - Feels a bit weird to have such a strong note on a sliderend, but that might just be me... either way, a dash to this would be nice for consistency with the previous patterns. Try ctrl+g and then x:168, could play well.i moved 00:58:057 (6) - to x=216 instead for making it consistent
00:58:657 (1) - x:240, to make these movements slightly easier for a salad player.x=256 instead, to make it fit the changes above
01:05:857 (1,2,3,4) - These could be a bit too hard for a salad player, as this patterning is quite difficult. Make them slightly more vertical for easier play.i do some changes here
01:17:257 (11) - A dash to this would be nice for consistency with your dash patterns earlier. Maybe do x:88.done
01:40:957 (4,5) - A dash to 4 would really be nice, considering the pitch there, and the dashes you did earlier had them to this sound. You could Ctrl+H 4,5 and then move it to x:32, this would make the patterns nice to play whilst making this dashfixed.
01:42:157 (1) - Dash to this would be nice to emphasise the kiai well.i do some changes here & gives a small dash effect to this part
01:45:757 (6,7) - Again, dash to match earlier patterns, try x:496, and then move 01:46:207 (8,9) - to x:136 to make sure this dash isn't too hard for a salad player.do some fix here
01:50:557 (1) - x:240 would make the dash nice to play, as it currently isn't really necessary to dash to this.
01:51:757 (5) - Hmm, maybe x:448 to make a more obvious dash.i move it to x= 440 because i do some balancing position on the previous pattern
[Platter]
00:05:857 (3) - This note really doesn't sound that strong, are you sure about having a HDash to it?yap, i want to keep it
00:13:657 (2) - Hmm, I think for consistency with the other notes like this, you should have a dash to this too. Try x:424?done
00:38:257 (1) - Could try a HDash to this for the strong beat, you even added a finish here.this part should be better now
00:42:757 (3) - Feels a bit of a waste to have such a strong beat on a slider end, maybe try splitting this into two circles and have a dash to the second circle?changed
00:44:707 (2) - Dash to this feels a little too harsh, maybe reduce it to like x:216 to make it easier for a platter player.done
00:47:557 (3) - Same as earlier, such a strong note as a slider end feels weird.done
00:59:707 (6) - Distance to this feels a tiny bit too strong, x:72 would be better.done
01:47:857 (3) - Again, jump to this feels quite strong for a non-HDash on a salad, maybe try something closer to x:208.well i confused about this part on salad or platter, but i noticed something on this part, so i had a bit distance on some jump
There's quite a few sections like 00:42:757 (3) - , could you try going through and changing them all up, if you agree with that point?^
[Rain]
There are breaks in this diffculty, but not in any others, get rid of the ones here?
00:25:207 (1) - The jump to this feels a tiny bit too strong, maybe reduce to like x:352 to make flow more comfortable.i moved the end 00:24:757 (4) - slider instead , but it works to reduce the strong jump
00:59:257 (5) - I think the sound on this head is strong enough for a HDash too, maybe do x:328?done
01:46:207 (6) - HDash to this would be nice too, for the stronger sound here, and consistency with the other kiai.in the past, i'm avoiding overmapping with reducing hyper, but i guess it's ok now.
01:47:407 (2) - Very difficult flow to this right now, decreasing the distance to something like x:400 makes the movement a lot more comfortable.fixed
[Overdoze]
Look at stuff covered by what Sey said.
00:02:557 (5,6,7,8) - I feel like because of the strength of the hyper to this, the flow to the next slider is very difficult to hit, especially considering this is the intro. Try something like x:292.fixed
00:16:057 (3) - Make a HDash to this at x:168, for consistency with previous patterns?ok
01:03:907 (3) - This note feels a bit too far out from the rest of this section right now, try x:352 instead?yap
01:24:457 (1) - This feels far too difficult to hit because of how precise you have to be for this jump, try reducing the distance slightly, something like x:420 feels a lot better.fixed
Really good overdose overall, I love the style.
That should be it, done
Deif wrote:
There are some unused hitsounds in your folder like "soft-hitclap.wav" and "normal-hitnormal1.wav". Anyway "normal-hitnormal1.wav" should've been written like "normal-hitnormal.wav" to get it detected by a N:C1 section. done, I relaized & forgot to delete the unused hitsounds before x-x
Also, you'll have to consider looking for a better alternative for that "normal-hitnormal2.wav". The current hitsound has a lenght of ~28ms, but the minimum required according to the ranking criteria is 100ms to prevent issues with soundcards.currently i want to change , but i want to find the 100ms hitsounds first
[OverdoZe][Platter]
- Have you considered increasing the AR/OD for this diff? The beatmap was made before the decimal values in the difficulty settings were introduced, but you have the possibility now to change that if you want. Around 9,4 would go along well with your diff. done
- 00:01:058 - You used different hitsound samples and volumes in this exact point. They have to use the same value in both cases. Fixed
- 00:03:007 (2) - If possible, move that slider a bit away from the left border of the screen. With the current hyperdash, the catcher will mostly hit the wall and lose stability to face the next patterns.fixed
- 00:19:207 (1,1) - The distance spinner-note is definitely too short. There's almost no reaction time if you just leave 1/4 distance between them so better to make that spinner shorter, probably just until 00:19:807 - . Also if you hear carefully, the 1/8s shall start at 00:19:957 - instead to go along with the music. Kurokami mention this part before, & I had idea to put beat in that part instead of spinner
- 00:29:557 (3) - Same as in the previous mentioned pattern, this should go more to the right to ensure a fully possible movement of the catcher. In this case the hyperdash is not as strong as in the previous one, but it happens as well.fixed
- 00:53:557 (3) - Again another one.fixed
- 01:00:457 (4,5,6) - I wonder if you'd rather follow the main instrument instead of the drum in the background, as you did in Platter and Rain. If that's the case, you'll need to make the slider (5) finish at 01:00:682 - instead. For (6) the current position is not that appropriate and shall be moved to 01:00:907 - . I also don't understand why you mapped (4,5) as note+slider since 01:00:532 - isn't even a strong beat. Better make it just as a single slider that starts at 01:00:457 - .remapped this part, i hope the flow works good now
- 01:04:057 (4,5,6) - This pattern is bugging me as well. The double hyperdash and the last note at the border of the screen definitely make the catcher loses stability. Try to move them more to the left to prevent this.2 years ago It's still works well, but I should change. I don't want my maps become a refference if there's another map who could use for simmilar bug jump.
- 01:19:207 (3) - 01:25:057 (5) - 01:36:907 (2) - fixed
- 01:51:757 (7) - Consider adding a new combo for this note to prevent a big amount of fruits in the plate with the upcoming spinner.done
- 00:01:058 - Again different hitsound samples and volumes were used for 2 different timing sections in the same ms. You'll need to fix it.done
Had some discussion with ursa as a final recheck, I think it is time :>