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Thriving Ivory - Flowers for a Ghost

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Total Posts
14
Topic Starter
luxoDeh
This beatmap was submitted using in-game submission on gioved? 5 novembre 2015 at 03:07:48

Artist: Thriving Ivory
Title: Flowers for a Ghost
BPM: 82
Filesize: 5922kb
Play Time: 04:06
Difficulties Available:
  1. Hard (2,28 stars, 336 notes)
  2. Normal (1,6 stars, 239 notes)
Download: Thriving Ivory - Flowers for a Ghost
Information: Scores/Beatmap Listing
---------------
I'm only human...
Speed of Snail
Your mod as requested.

NORMAL

01:12:542 - (2) Try moving this slider slightly to the right.

01:37:786 - (1) Re angle this slider so that it aims for towards the head of 2, if you have to move it lower to compensate for distance snap

02:12:908 - (1) Try moving this slider slightly left

Very solid normal, only had a couple things to pick at GJ.

HARD

Miscellaneous - AR feels high, Try moving it down to 7.

00:06:323 - (1-3,1-3) for both these combos, I dislike bouncing back to the slider head on such a low difficulty, I'd recommend offsetting the 3rd combo note to make it more similar to a triangle jump.

00:20:225 - (4) This slider has a point that's off grid, not a big deal but I'd consider revising.

01:44:372 - (3) Try moving this slider upwards.

02:39:616 - (2) Try moving this slider left to allow more circular cursor movement

03:04:860 - (1) Again slider with points off-grid, IDK that this is necessary to change but I'd recommend it

The hard is quite nice, except for that one pattern at the start, and a couple minor flow bugs, but that's imo. GJ so far, GL getting this ranked
Mira-san
Mira's Freelance Modding

Kekeorino.


Normal

  1. 01:12:542 (2,3,1) - I suggest making these straight. ^^
  2. 03:42:177 - Refer to my suggestion on your BRAIDO - Flyers map regarding tick samples: p/4029242
  3. 04:06:323 - Reduce volume to 5% maybe? Heheh.

Hard

  1. 01:31:933 (2,3) - I believe you can try to improve this pattern.
  2. 01:59:006 (3) - Change this to a 1/2 slider. A 3/4 slider doesn't follow anything kek.
  3. 02:57:542 (3,4) - Make these straight.
  4. 03:04:860 (1,2) - I'd suggest blanketing (2).
  5. 03:17:664 (3) - Move to x:256?

Sorry, this is all I can find ;w;. The song reminds me of Apologize by Justin Timberlake though. ^^ ;)
Good luck!
DahplA
Hi, DahplA here posting from Jloughman14's and DahplA's Modding team. This is a response in regards to this request. Please be sure to vote here on how helpful our mod was.

General
  1. Offset: 452
Hard
  1. Maybe use lower AR? Like 7 or 7.5
  2. 00:31:933 (4) - Not stacked properly
  3. 00:47:299 (1) - Improve blanket
  4. 02:10:713 (3) - Move up
Normal
  1. I think the HP drain should go down to about 2 or 2.5 because there are a lot of blank spaces

Such a slow song...
Topic Starter
luxoDeh

TheOnlyLeon wrote:

Your mod as requested.

NORMAL

01:12:542 - (2) Try moving this slider slightly to the right. ok

01:37:786 - (1) Re angle this slider so that it aims for towards the head of 2, if you have to move it lower to compensate for distance snap ok

02:12:908 - (1) Try moving this slider slightly left I can't, it's quite fine anyway

Very solid normal, only had a couple things to pick at GJ.

HARD

Miscellaneous - AR feels high, Try moving it down to 7.

00:06:323 - (1-3,1-3) for both these combos, I dislike bouncing back to the slider head on such a low difficulty, I'd recommend offsetting the 3rd combo note to make it more similar to a triangle jump. hm.. no change

00:20:225 - (4) This slider has a point that's off grid, not a big deal but I'd consider revising. no, it's not a problem, I checked

01:44:372 - (3) Try moving this slider upwards. no

02:39:616 - (2) Try moving this slider left to allow more circular cursor movement ok

03:04:860 - (1) Again slider with points off-grid, IDK that this is necessary to change but I'd recommend it same as before

The hard is quite nice, except for that one pattern at the start, and a couple minor flow bugs, but that's imo. GJ so far, GL getting this ranked

Mira-san wrote:

Mira's Freelance Modding

Kekeorino.


Normal

  1. 01:12:542 (2,3,1) - I suggest making these straight. ^^ ok
  2. 03:42:177 - Refer to my suggestion on your BRAIDO - Flyers map regarding tick samples: p/4029242 I'll see
  3. 04:06:323 - Reduce volume to 5% maybe? Heheh.

Hard

  1. 01:31:933 (2,3) - I believe you can try to improve this pattern. why? I wanted to do that wave pattern, it's ok to me
  2. 01:59:006 (3) - Change this to a 1/2 slider. A 3/4 slider doesn't follow anything kek. yes
  3. 02:57:542 (3,4) - Make these straight. ok
  4. 03:04:860 (1,2) - I'd suggest blanketing (2). ok
  5. 03:17:664 (3) - Move to x:256? ok

Sorry, this is all I can find ;w;. The song reminds me of Apologize by Justin Timberlake though. ^^ ;)
Good luck!

DahplA wrote:

Hi, DahplA here posting from Jloughman14's and DahplA's Modding team. This is a response in regards to this request. Please be sure to vote here on how helpful our mod was.

General
  1. Offset: 452
Hard
  1. Maybe use lower AR? Like 7 or 7.5
  2. 00:31:933 (4) - Not stacked properly fixed
  3. 00:47:299 (1) - Improve blanket ok
  4. 02:10:713 (3) - Move up no because of spacing
Normal
  1. I think the HP drain should go down to about 2 or 2.5 because there are a lot of blank spaces

Such a slow song...
Thank you for modding :)
Chaoslitz


[General]
  1. Combo 3 not really matching the background, try this instead?

    R: 105 G:241 B:190
[Normal]
  1. 01:38:518 (2) - Try a normal curve slider? Red point in this slider make players to have sharp turn movement which is hard to play
  2. 02:18:030 (1) - Place sround x:100|y:340? Which is easier for player to hit the slider instead of making quick upward movement
  3. 03:53:884 (4) - Downbeat in 03:54:616 is strong, which I think is not suitable to end slider in here, try use a note in downbeat to emphasis it and then shorten the slider 03:53:884 (4) to 1/2
[Hard]
  1. 00:24:616 (2,3) - Why this is the only part different from others like 00:18:762 (2,3) and 00:30:469 (2,3)
  2. 03:36:323 (7) - Try to add clap in slider tail, Hitsound in whole combo sounds better then the current one, thus you added in Normal diff too.

Nice song
and nice map ;)
Topic Starter
luxoDeh

Chaoslitz wrote:



[General]
  1. Combo 3 not really matching the background, try this instead? ok

    R: 105 G:241 B:190
[Normal]
  1. 01:38:518 (2) - Try a normal curve slider? Red point in this slider make players to have sharp turn movement which is hard to play ok
  2. 02:18:030 (1) - Place sround x:100|y:340? Which is easier for player to hit the slider instead of making quick upward movement ok
  3. 03:53:884 (4) - Downbeat in 03:54:616 is strong, which I think is not suitable to end slider in here, try use a note in downbeat to emphasis it and then shorten the slider 03:53:884 (4) to 1/2 fixed
[Hard]
  1. 00:24:616 (2,3) - Why this is the only part different from others like 00:18:762 (2,3) and 00:30:469 (2,3) why not?
  2. 03:36:323 (7) - Try to add clap in slider tail, Hitsound in whole combo sounds better then the current one, thus you added in Normal diff too. done

Nice song
and nice map ;)
Thank you :)
Kazuya
Hi

[Hard]

CS to 4
AR to 7, because this song is not fast, and this objects is not dense.

00:03:396 (1,2) - Uhm... No beats, overmapped. Delete, and put circle here: 00:03:396 - Also. Put pause to all empty parts.
00:09:250 (1,2) - ^ Same as and fix all similar empty parts.
01:35:408 (3) - Delete circle, because no stronger beat here.
02:26:628 (6) - ^
02:45:469 (2,3,4) - No beat here: 02:46:567 - I think, my suggestion better here: http://imagerz.com/QBUSUEtvAwMMXwlNRAVR It's follow the vocal.

[Normal]

Put pause to all empty parts (If possible), or change HP to 2, because this song is slow, and it's easiest difficulty.

It's ok! Really.

Good luck
hahahaha
coua
NM from Chobo's Modding Queue

Normal
Flawless.

Hard
CS feels too small for this diff
AR feels too fast for this diff

00:25:347 (3) - this jump to the next note feels out of place
02:45:469 (2,3,4) - no beats here; overmapped

thats it! good luck :)
Gabie
Hi hi, from my queue

  • General Changes
  1. *IMPORTANT* Change the offset of the first timing section to 460
  2. *IMPORTANT* Create a NEW timing section with the same bpm, but with 35590 offset (so it should begin at 00:35:590). Make sure the volume is at 60%!
  3. *IMPORTANT* After those two^ are done, go to the Timing menu at the top left of the editor and click Resnap All Notes. A dialog box should pop up, click yes.
  • Hard difficulty
  1. CS should be 4. Not really an essential change, but it is highly recommendable since that's the CS most Hard/Insane/Extra difficulty maps tend to have
  2. AR should be 7. I believe AR 8 is a bit too fast for players with less experience, and Hard diffs tend to be at AR7! Besides, this song has an extremely low BPM value, which goes well with lower AR.
  3. 00:05:591 (2) - Delete this note, there is no sound in the music to back it up which makes it an annoyingly hard note to tap correctly for players who tend to play Hard maps!
  4. 00:11:445 (2) - ^
  5. 00:17:299 (2) - ^
  6. 00:23:152 (2) - ^
  7. 00:28:996 (2) - ^
    Besies that, the map feels very comfortable!
  • Normal difficulty
  1. AR should be 5. Right now it feels a little too slow for a Normal difficulty!
    This is a very good Normal map! Well done!
Mira-san
SGL code for those who want it LOL.
Simple codes. Fade in and Fade out + loop only
//SB for luxoDeh's map: Thriving Ivory - Flowers for a Ghost
//By Mira-san | SGL # of lines: 244 lines
var B = new Sprite ("SB/B.jpg");
B.scale (0,260000, 0.626,0.626);
B.fade (-3000,1191,1,0);
B.fade (144927,149728,0,1);
B.fade (152655,170216,1,0);
B.fade (240460,253492-8000,0,1);
B.fade (253492-8000,253492,1,1);
var lyr1 = new Sprite ("SB/1.png");
var lyr1a = new Sprite ("SB/1a.png");
var lyr1b = new Sprite ("SB/1b.png");
var lyr1ba = new Sprite ("SB/1ba.png");
var lyr1c = new Sprite ("SB/1c.png");
var lyr1ca = new Sprite ("SB/1ca.png");
var lyr2 = new Sprite ("SB/2.png");
var lyr2a = new Sprite ("SB/2a.png");
var lyr2b = new Sprite ("SB/2b.png");
var lyr2c = new Sprite ("SB/2c.png");
var lyr2d = new Sprite ("SB/2d.png");
var lyr2e = new Sprite ("SB/2e.png");
var lyr3 = new Sprite ("SB/3.png");
var lyr3aa = new Sprite ("SB/3aa.png");
var lyr3b = new Sprite ("SB/3b.png");
var lyr3ba = new Sprite ("SB/3ba.png");
var lyr3c = new Sprite ("SB/3c.png");
var lyr3ca = new Sprite ("SB/3ca.png");
var lyr3d = new Sprite ("SB/3d.png");
var lyr3da = new Sprite ("SB/3da.png");
var lyr3e = new Sprite ("SB/3e.png");
var lyr4 = new Sprite ("SB/4.png");
var lyr4aa = new Sprite ("SB/4aa.png");
var lyr4b = new Sprite ("SB/4b.png");
var lyr4ba = new Sprite ("SB/4ba.png");
var lyr4c = new Sprite ("SB/4c.png");
var lyr4ca = new Sprite ("SB/4ca.png");
var lyr4d = new Sprite ("SB/4d.png");
var lyr4da = new Sprite ("SB/4da.png");
var lyr4e = new Sprite ("SB/4e.png");
var lyr4ea = new Sprite ("SB/4ea.png");
var lyr4eb = new Sprite ("SB/4eb.png");
var lyr4f = new Sprite ("SB/4f.png");
var lyr5a = new Sprite ("SB/5a.png");
var lyr5b = new Sprite ("SB/5b.png");
var lyr5c = new Sprite ("SB/5c.png");

lyr1.scale (0,250000,0.8,0.8);
lyr1.move (0,250000,475,80,475,80);
lyr1.fade (0,11801,0,0);
lyr1.fade (11801,11801+500,0,1);
lyr1.fade (16191,16191+500,1,0);
lyr1a.scale (0,250000,0.8,0.8);
lyr1a.move (0,250000,475,80,475,80);
lyr1a.fade (0,0,0,0);
lyr1a.fade (17655,17655+500,0,1);
lyr1a.fade (22045,22045+500,1,0);
lyr1b.scale (0,250000,0.8,0.8);
lyr1b.move (0,250000,475,80,475,80);
lyr1b.fade (23408,23408+500,0,1);
lyr1b.fade (25700,26069+100,1,0);
lyr1ba.scale (0,250000,0.8,0.8);
lyr1ba.move (0,250000,475,80,475,80);
lyr1ba.fade (26252,26252+500,0,1);
lyr1ba.fade (27899,27899+500,1,0);
lyr1c.scale (0,250000,0.8,0.8);
lyr1c.move (0,250000,475,80,475,80);
lyr1c.fade (29362,29362+500,0,1);
lyr1c.fade (31557,31923,1,0);
lyr1ca.scale (0,250000,0.8,0.8);
lyr1ca.move (0,250000,475,80,475,80);
lyr1ca.fade (32106,32106+500,0,1);
lyr1ca.fade (33330,33320+500,1,0);
lyr2.scale (0,250000,0.8,0.8);
lyr2.move (0,250000,475,80,475,80);
lyr2.fade (46923,46923+500,0,1);
lyr2.fade (50947,50947+500,1,0);
lyr2a.scale (0,250000,0.8,0.8);
lyr2a.move (0,250000,475,80,475,80);
lyr2a.fade (52777,52777+500,0,1);
lyr2a.fade (56801,56801+500,1,0);
lyr2b.scale (0,250000,0.8,0.8);
lyr2b.move (0,250000,475,80,475,80);
lyr2b.fade (58264,58264+500,0,1);
lyr2b.fade (62255,62255+500,1,0);
lyr2c.scale (0,250000,0.8,0.8);
lyr2c.move (0,250000,475,80,475,80);
lyr2c.fade (64118,64118+500,0,1);
lyr2c.fade (68142,68142+500,1,0);
lyr2d.scale (0,250000,0.8,0.8);
lyr2d.move (0,250000,475,80,475,80);
lyr2d.fade (69240,69240+500,0,1);
lyr2d.fade (70703,70703+500,1,0);
lyr2d.fade (72533,72533+500,0,1);
lyr2d.fade (73630,73630+500,1,0);
lyr2e.scale (0,250000,0.8,0.8);
lyr2e.move (0,250000,475,80,475,80);
lyr2e.fade (77289,77289+500,0,1);
lyr2e.fade (79850,79850+500,1,0);
lyr3.scale (0,250000,0.8,0.8);
lyr3.move (0,250000,475,80,475,80);
lyr3.fade (90460,90460+500,0,1);
lyr3.fade (92289,92289+500,1,0);
lyr3aa.scale (0,250000,0.8,0.8);
lyr3aa.move (0,250000,475,80,475,80);
lyr3aa.fade (93020,93020+500,0,1);
lyr3aa.fade (94667,94667+500,1,0);
lyr3b.scale (0,250000,0.8,0.8);
lyr3b.move (0,250000,475,80,475,80);
lyr3b.fade (97045,97045+500,0,1);
lyr3b.fade (100338,100338+500,1,0);
lyr3ba.scale (0,250000,0.8,0.8);
lyr3ba.move (0,250000,475,80,475,80);
lyr3ba.fade (100703,100703+500,0,1);
lyr3ba.fade (102167,102167+500,1,0);
lyr3c.scale (0,250000,0.8,0.8);
lyr3c.move (0,250000,475,80,475,80);
lyr3c.fade (102533,102533+500,0,1);
lyr3c.fade (104728,104728+500,1,0);
lyr3ca.scale (0,250000,0.8,0.8);
lyr3ca.move (0,250000,475,80,475,80);
lyr3ca.fade (105460,105460+500,0,1);
lyr3ca.fade (107289,107289+500,1,0);
lyr3d.scale (0,250000,0.8,0.8);
lyr3d.move (0,250000,475,80,475,80);
lyr3d.fade (108386,108386+500,0,1);
lyr3d.fade (110581,110581+500,1,0);
lyr3da.scale (0,250000,0.8,0.8);
lyr3da.move (0,250000,475,80,475,80);
lyr3da.fade (111313,111313+500,0,1);
lyr3da.fade (113142,113142+500,1,0);
lyr3e.scale (0,250000,0.8,0.8);
lyr3e.move (0,250000,475,80,475,80);
lyr3e.fade (113508,113508+500,0,1);
lyr3e.fade (113508+700,113508+1000,1,0);
lyr4.scale (0,250000,0.8,0.8);
lyr4.move (0,250000,475,80,475,80);
lyr4.fade (114606,114606+500,0,1);
lyr4.fade (116435,116435+500,1,0);
lyr4aa.scale (0,250000,0.8,0.8);
lyr4aa.move (0,250000,475,80,475,80);
lyr4aa.fade (116801,116801+500,0,1);
lyr4aa.fade (118264,118264+500,1,0);
lyr4b.scale (0,250000,0.8,0.8);
lyr4b.move (0,250000,475,80,475,80);
lyr4b.fade (120094,120094+500,0,1);
lyr4b.fade (122289,122289+500,1,0);
lyr4ba.scale (0,250000,0.8,0.8);
lyr4ba.move (0,250000,475,80,475,80);
lyr4ba.fade (100703,100703+500,0,1);
lyr4ba.fade (102167,102167+500,1,0);
lyr4c.scale (0,250000,0.8,0.8);
lyr4c.move (0,250000,475,80,475,80);
lyr4c.fade (125947,125947+500,0,1);
lyr4c.fade (128508,128508+500,1,0);
lyr4ca.scale (0,250000,0.8,0.8);
lyr4ca.move (0,250000,475,80,475,80);
lyr4ca.fade (128642,128642+500,0,1);
lyr4ca.fade (131069,131069+500,1,0);
lyr4d.scale (0,250000,0.8,0.8);
lyr4d.move (0,250000,475,80,475,80);
lyr4d.fade (131801,131801+500,0,1);
lyr4d.fade (134362,134362+500,1,0);
lyr4da.scale (0,250000,0.8,0.8);
lyr4da.move (0,250000,475,80,475,80);
lyr4da.fade (134728,134728+500,0,1);
lyr4da.fade (136557,136557+500,1,0);
lyr4e.scale (0,250000,0.8,0.8);
lyr4e.move (0,250000,475,80,475,80);
lyr4e.fade (136923,136923+500,0,1);
lyr4e.fade (138386,138386+500,1,0);
lyr4ea.scale (0,250000,0.8,0.8);
lyr4ea.move (0,250000,475,80,475,80);
lyr4ea.fade (139484,139484+500,0,1);
lyr4ea.fade (140947,140947+500,1,0);
lyr4eb.scale (0,250000,0.8,0.8);
lyr4eb.move (0,250000,475,80,475,80);
lyr4eb.fade (143142,143142+500,0,1);
lyr4eb.fade (144240,144240+500,1,0);
lyr4f.scale (0,250000,0.8,0.8);
lyr4f.move (0,250000,475,80,475,80);
lyr4f.fade (144606,144606+500,0,1);
lyr4f.fade (146435,146435+500,1,0);
var c=0;
var d=1;
while (c <= 3 && d<=3) {
lyr5a.scale (0,250000,0.8,0.8);
lyr5a.move (0,250000,475,80,475,80);
lyr5b.scale (0,250000,0.8,0.8);
lyr5b.move (0,250000,475,80,475,80);
lyr5a.scale (0,250000,0.8,0.8);
lyr5a.move (0,250000,475,80,475,80);
lyr5c.scale (0,250000,0.8,0.8);
lyr5c.move (0,250000,475,80,475,80);
lyr5a.fade(157777+11707*c,157777+11707*c+500,0,1);
lyr5a.fade(161801+11707*c,161801+11707*c+500,1,0);
lyr5b.fade(163630+11707*c,163630+11707*c+500,0,1);
lyr5b.fade(168368+11707*c,168368+11707*c+500,1,0);
c++;
d++;
}
var W = new Sprite ("SB/Brighter.jpg");
W.scale (0,260000,0.625,0.625);
W.fade (0,1191,0,0);
W.fade (1191,1191+750,0.5,0);
W.fade (2655,2655+750,0.5,0);
W.fade (7045,7045+750,0.5,0);
W.fade (7045+1464,7045+1464+750,0.5,0);
W.fade (12899,12899+750,0.5,0);
W.fade (12899+1464,12899+1464+750,0.5,0);
W.fade (18752,18752+750,0.5,0);
W.fade (18752+1464,18752+1464+750,0.5,0);
W.fade (24606,24606+750,0.5,0);
W.fade (24606+1464,24606+1464+750,0.5,0);
W.fade (30460,30460+750,0.5,0);
W.fade (30460+1464,30460+1464+750,0.5,0);
W.fade (91191,91191+750,0.5,0);
var a = 1;
while (a <= 97) {
W.fade(170216-731+731*a,170216+731*a,0.6,0);
a++;
}
var b = 1;
while (b <= 10) {
W.fade(91191-5854+5854*b,91191+5854*b-5000,0.6,0);
b++;
}
while (c <= 3 && d<=3) {
lyr5a.scale (0,250000,0.8,0.8);
lyr5a.move (0,250000,475,80,475,80);
lyr5b.scale (0,250000,0.8,0.8);
lyr5b.move (0,250000,475,80,475,80);
lyr5a.scale (0,250000,0.8,0.8);
lyr5a.move (0,250000,475,80,475,80);
lyr5a.fade(157777+11707*c,157777+11707*c+500,0,1);
lyr5a.fade(161801+11707*c,161801+11707*c+500,1,0);
lyr5b.fade(163630+11707*c,163630+11707*c+500,0,1);
lyr5b.fade(168368+11607*c,168368+11607*c+200,1,0);
c++;
d++;
}
lyr5c.scale (0,250000,0.8,0.8);
lyr5c.move (0,250000,475,80,475,80);
lyr5c.fade (191435,191435+500,0,1);
lyr5c.fade (192899,192899+500,1,0);
lyr5c.fade (192899+500,192899+1000,0,1);
lyr5c.fade (196923,196923+500,1,0);
Topic Starter
luxoDeh
Thank you Mira-san for the great storyboard :D
DragonSlayer96



Storyboard
now all of these are just me being finicky about lyrics appearing and fading to give better visual appeal to the beatmap.

1a should start to fade out at around 00:21:496 -
1b should be fully fade in around 00:23:325 -
1ba should be fully faded in by 00:26:435 -
1ca should be fully faded in by 00:32:289 - and start fading out at 00:33:020 -
2 should be fully faded in by 00:47:106 -
2a should be fully faded in by 00:52:960 -
2c should be fully faded in by 01:04:484 - and start fading out at 01:07:777 -
2e should be fully faded in by 01:17:655 -
3 should be fully faded in by 01:30:825 -
3aa should be fully faded in by 01:33:020 -
3b should be fully faded i by 01:37:411 -

and so on and so forth. just make sure that the lyrics are fully faded in by the time the lyrics are said and that they are fading out when the lyrics are over (looks sloppy if you have lyrics coming in after a word or two or three have been said or long after they finished the last word)

I would change all of the blue lyrics to another color due to the fact that they are hard to read due to the background color or just contrast them more. I honestly did not know that there were lyrics until the purple ones hit with the start of the 3 set.

normal
add a note at 01:06:679 - and at 01:07:411 - to follow the buildup you have going on the normal
02:38:508 (1,1) - though i do not mind them, why do you have them bend like that? if you are going off of the vocals, only 02:41:435 (1) - has some type of change to it, not 02:38:508 (1) -

hope this helps
pishifat
hard
ar7 seems more fitting. sv and object density are super low
00:03:387 (1,2) - tbh these patterns probably aren't gonna pass qualification since uh clicking on silence is not a thing. the best you could do is like 2/1 sliders with lower sv since ending sliders on nothing is more accepted
00:35:582 (1,2,3,4,5,1,2,3,4,5) - not understanding why you start mapping the 1/4 thing then choose to ignore it afterwards. it's like you hadnt decided on what rhythm to use initially then decided on more 1/1 and 1/2 based stuff later. using something more related to the rest of the map is sense
01:53:692 (4) - uh that white tick drum sounds pretty gross when ignored. prior to this you also never really prioritzed vocals so doing that and ignoring the loud af drum thing is super awkward
03:12:899 (5,6,1) - using like 2 1/4 sliders (similar to 03:35:582 (5,6,7,8) - the idea here) fits pretty well. as just a triple it doesn't really express the unique musical thing and just seems like the other triples used everywhere else
i cry when i see extended sliders over loud af stuff like 01:56:070 (3) - 02:19:485 (3) - 03:09:241 (3) - 03:18:021 (4) - and downbeats placed on slidertails like 01:09:972 (4) - 01:36:314 (5) - 02:11:436 (4) - 03:21:680 (5) - just saying

normal
holy shit i didnt like the downbeat sliderends on hard but this is like next-level-ignoring-downbeats
01:03:752 (2) - if you're gonna use a complex slidershaep on a diff like this, placing a circle immediately after it is probably a bad idea. either using a more linear slidershape or deleting this circle would most likely be fine
01:53:508 (2,3,1) - using a 1/4 slider with such a low sv isn't the best idea. it's kinda impossible to see how long you really need to hold the slider so like using 1/2 may be the next best choice
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