forum

supercell - The Bravery

posted
Total Posts
75
show more
Topic Starter
Monstrata

Hollow Wings wrote:

m4m

Depravity

  1. 00:16:135 (2,3,4,5,6,7) - these jumps can be larger to follow the guitar. Okay. remapped this part. bigger jumps!
  2. 01:24:231 (7,8) - ctrl+g. jump at 01:24:072 (6,7) - 's too large, and after u change this, 01:24:389 (8,1) - 's jump can emphasis the downbeat better. Okay I like this!
  3. 02:30:263 (5) - soft-hitclap sample on its head should be better than drum-hitclap here. Fixed.
  4. 02:35:500 (6,1) - this jump's too large as well imo. melody shifted into quiet part at note 6, so i think it's unnecessary to do that. players also can get a bit confused while playing this, just shorter the ds with whatever you like way here. I get your point. Ctrl G'ed the sliders. I still want a bit of a jump though for emphasis on 02:36:612 (3)
  5. 03:35:500 (2,3,4,5,6) - these jumps should be larger for the heated guitar track part. Changed the pattern.
  6. 03:51:691 (4) - ctrl+g to shorter the jump's ds fitting the song better, flow's ok after changing as well. Okay.
  7. 03:53:754 (4,5,6) - change these order in to 6,5,4. these jumps' ds r not small, players may get confused with similar ds and different gap at 03:53:437 (3,4) - in current composing. Okay I agree. Changed.
  8. 05:11:850 (1,2) - hmm, larger this jump as well if possible, here's vocal's really strong and need to express that not only with ds which getting larger. I thought the increasing DS was a nice way to build tension here... I ended up increasing the DS here though.
  9. welll... idk what do you feel from this song. to me, some part's ds controlling can be better, like part from 03:35:183 (1) - with solo guitar track, is in really high tension, and should not have shorter ds than the part from 03:55:659 (1) - which's more quiet... i won't disagree with your way to express the music, i'm just subjectively judging your map - technically, it's fine thou. just saying your next theme of mapping need to focus is ds controlling...
    ah, also, you missed some of 1/4 beats which i felt is a pity, for example, the one at 00:45:024 (6,1) - . there's a lot, add some if you care :3 I added a triplet where you mentioned. I kind of prefer jumps to triplets, but another BN also mentioned that there were not enough triplets. I've added a few more that i feel would actually work.
supercell pro~



good luck.
Thank you for the mod ^^. I will pay more attention to DS control on future maps :3.
HabiHolic
Fixed small hitsound suggust. no problem~ good job!

Bubbled #1
Topic Starter
Monstrata
owo Thanks again Habi!!

Not just first bubble for this map, but first bubble ever xD.



Hype is real now!!! Lets gooo~
Ciyus Miapah
hi from my lazy MQ

00:14:389 (7,2) - need overlap fix or move up little bit and why 2 didnt stacked with 7?
00:37:564 (1) - why use 1/8 repeat sliders? looks awkward in slow part
00:41:056 (5) - change to circle better (up to you)
00:46:770 (2,3,4) - maybe the flow like this http://puu.sh/g92PM/b908655757.jpg (i said the flow not circle placement must be like that)
00:46:770 (2) - move up little bit
00:50:580 (1,2,3,4) - need to follow vocal like your previous pattern (like make some reverse slider pattern there)
01:01:850 (2,3) - need slider here, i know you're following guitar pattern
01:13:119 (1,2,3,4,5,6,7,8) - some ambigous slider here but idk i cant read pattern in here (make circle + slider pattern here so its not like a slider spam)
01:23:754 (3,4,5,6) - triplets in 01:23:754 - please
01:37:723 (3) - i prefer to make this slider 1/2 beat, after that you can use circle for 01:38:040 -
01:44:231 (5) - clap in arrow? (looks you're using drum custom sampleset, change it to normal sample set in that arrow)
01:59:786 (7,1) - this flow D: (maybe you need to use same distance for that thing)
02:01:850 (3) - use 1/4 repeat slider (since your previous pattern looks following Drum pattern)
02:02:802 (6) - huh?? (Unrankable because it has 20% volume in clickable objects consider to make it louder or change pattern there)
02:19:786 (3) - lol (reshape slider pls)
02:30:263 (5,1,2) - looks its like your triplet slider swapped (triplet slider should put in 02:30:580 - and NC it)
03:17:881 (2) - if your purpose blanket this slider just blanket it perfectly
03:21:373 (1,2,3,4,5,6,7,8,1,2,3,4) - i prefer make some slider pattern here, looks unfamiliar if you make singletap section here)
03:35:183 - you're doing good at this part, nice one
04:41:215 (1) - im sure this one is combo breaker in first try
04:44:865 (3,4) - you to put slider 4 in 04:45:342 - (since your prev pattern was follow instumental there)
05:15:500 (4,5) - atleast keep this slider clearly visible (increase visibility and some flow because distance in 05:15:818 (5,6) - is slightly different without some additional strong beats there)
05:33:278 (1,2,1,2,1,2,1,2,1,2,1,2) - dat 12 12 12 12 12 (looks colorful lol)
you're doing good at ending!

okay see ya later, good luck!

edit: wow bubbled for approved map? looks too fast but idk
Topic Starter
Monstrata

Fort wrote:

hi from my lazy MQ

00:14:389 (7,2) - need overlap fix or move up little bit and why 2 didnt stacked with 7? This is very minor, will fix with next bubble pop.
00:37:564 (1) - why use 1/8 repeat sliders? looks awkward in slow part This is fine.
00:41:056 (5) - change to circle better (up to you) It's fine imo.
00:46:770 (2,3,4) - maybe the flow like this http://puu.sh/g92PM/b908655757.jpg (i said the flow not circle placement must be like that) I used that exact same pattern before lol. Changed to current one though because I didn't like the huge jump created with 4 where it was.
00:46:770 (2) - move up little bit
00:50:580 (1,2,3,4) - need to follow vocal like your previous pattern (like make some reverse slider pattern there) Also fine imo...
01:01:850 (2,3) - need slider here, i know you're following guitar pattern Yep, i'm following guitar pattern. There are two notes here if you listen closely, which is why 2 circles and not a slider.
01:13:119 (1,2,3,4,5,6,7,8) - some ambigous slider here but idk i cant read pattern in here (make circle + slider pattern here so its not like a slider spam) I prefer this. Slider spam to build up to single-tap spam after.
01:23:754 (3,4,5,6) - triplets in 01:23:754 - please I really have to disagree here. Triplets are better where they are.
01:37:723 (3) - i prefer to make this slider 1/2 beat, after that you can use circle for 01:38:040 - Too many 1/2 sliders xD I thought 1/1 slider fit well here with the held vocals so why not have some more variety. I use this same pattern elsewhere on my map too so i'm keeping for consistency.
01:44:231 (5) - clap in arrow? (looks you're using drum custom sampleset, change it to normal sample set in that arrow) Good find. Will add clap on next update.
01:59:786 (7,1) - this flow D: (maybe you need to use same distance for that thing) This pattern plays fine imo. It's just back/forth jumps that are shifted diagonally.
02:01:850 (3) - use 1/4 repeat slider (since your previous pattern looks following Drum pattern) This is fine imo~
02:02:802 (6) - huh?? (Unrankable because it has 20% volume in clickable objects consider to make it louder or change pattern there) Pretty sure 20% volume isn't unrankable. "Lowering the volume of a few notes to provide a dampened effect is usually fine," Confirmed that this is rankable. Ranking criteria only says the hitsound must be audible. Didn't specify what % and this is currently audible.
02:19:786 (3) - lol (reshape slider pls) Why :S. It looks fine now D:. J shape. This poor slider, been the subject of like 4 mods now lol. I'm pretty sure this is fine...
02:30:263 (5,1,2) - looks its like your triplet slider swapped (triplet slider should put in 02:30:580 - and NC it) No, this is the right way. 1/4 repeat slider is where it should be.
03:17:881 (2) - if your purpose blanket this slider just blanket it perfectly I'm actually blanketing 5, not the slider, but I really don't think this matters much.
03:21:373 (1,2,3,4,5,6,7,8,1,2,3,4) - i prefer make some slider pattern here, looks unfamiliar if you make singletap section here) I like this pattern, it fits with the song here, and what i'm trying to get is a sort of "climbing" motion with the jumps progressing further up the screen as you play.
03:35:183 - you're doing good at this part, nice one Arigatou~
04:41:215 (1) - im sure this one is combo breaker in first try Yes. Play my map some more :3. No actually though, I think the reduced spacing from the previous slider along with the music's slow-down should provide adequate queue that there will be a SV change coming up too. Also the slider tick helps~
04:44:865 (3,4) - you to put slider 4 in 04:45:342 - (since your prev pattern was follow instumental there) I switch to vocals here, because it's more important now.
05:15:500 (4,5) - atleast keep this slider clearly visible (increase visibility and some flow because distance in 05:15:818 (5,6) - is slightly different without some additional strong beats there) This is visible enough imo. 50% of the slider head can be seen. If a future BN brings this up though, it's an easy fix.
05:33:278 (1,2,1,2,1,2,1,2,1,2,1,2) - dat 12 12 12 12 12 (looks colorful lol) Thats the plan :D.
you're doing good at ending!

okay see ya later, good luck!

edit: wow bubbled for approved map? looks too fast but idk
Thanks for the mod~. Sorry that I rejected a lot, but please know that I really considered everything you pointed out and I hope I gave an adequate reply for why I am not changing what you brought up. I know you mapped a TV-size version for this song, so I felt I should at least consider everything thoroughly.


For next BN:

Two very minor changes I would like to make (if bubble pop).

1. 00:14:389 (7,2)Fix the stack here.

2. 01:44:231 (5) Add a (normal) clap here.
Anxient
remember on how I test played this map and failed near the end? Yea I found the map extremely enjoyable. Starr'd!
also found it really sad that 99.9% of the stars in here are yours ;A;
Aka
sorry, but this is non-go for now cause the timing is kinda wrong. it is hurrying at the beginning and a bit late in the middle/end.
i tried to find something better and this is what i got:

it might be not the best one so i'd recommend to poke someone really experienced to get you new timing

and in addition:
・00:37:566 (1) - 02:02:802 (6) - 03:31:691 (5) - i dont like the word "overmapping" but this is gonna be called like that. there is nothing what would fit 1/8 sliders, consider mapping them with regular 1/4, please
・02:58:754 (2) - 05:03:199 (2) - no reason for the triplets here. there are no sounds on blue ticks D:
・00:38:358 (4,5,6,7,8) - 00:43:437 (5,1,2,3) - these parts were pretty weird to click. i bet you know about downbeats? if not, then red ticks are always weaker than whites and downbeat, biggest white tick, is the strongest beat. you may say that these sliders are following vocals, but move these structures 1/2 earlier and hear that they are still into the vocals. consider moving these sliders 1/2 earlier, so they will start from white one. (00:40:104 (1,2,3,4,5,1,2) - this part was good since it represents those nicely hearable guitar sounds)


all in all i would highly recommend you to get more mods, more quality mods from experienced people. this is not ready for approval yet, from quality side, there is a lot of unpolished and somehow random and not neat patterns and jumps. try to focus more on visually connected pattern, nice looking patterns and make some consistency in spacing. i undesrstand that this is a kind of extra diff but the spacing is really random sometimes. poke me ingame if you have any questions or whatever. good luck!
Sharkie

I like it :3
Topic Starter
Monstrata

Aka wrote:

sorry, but this is non-go for now cause the timing is kinda wrong. it is hurrying at the beginning and a bit late in the middle/end.
i tried to find something better and this is what i got:

it might be not the best one so i'd recommend to poke someone really experienced to get you new timing

and in addition:
・00:37:566 (1) - 02:02:802 (6) - 03:31:691 (5) - i dont like the word "overmapping" but this is gonna be called like that. there is nothing what would fit 1/8 sliders, consider mapping them with regular 1/4, please Okay, enough people mentioned them. I've changed them to 1/4 for now since still want to have that "hold" effect.
・02:58:754 (2) - 05:03:199 (2) - no reason for the triplets here. there are no sounds on blue ticks D: I really think these are fine. Will see if someone else mentions them though. Imo they fit well when you play.
・00:38:358 (4,5,6,7,8) - 00:43:437 (5,1,2,3) - these parts were pretty weird to click. i bet you know about downbeats? if not, then red ticks are always weaker than whites and downbeat, biggest white tick, is the strongest beat. you may say that these sliders are following vocals, but move these structures 1/2 earlier and hear that they are still into the vocals. consider moving these sliders 1/2 earlier, so they will start from white one. Nice. Yea, moved 1/2 earlier and fixed the pattern to compensate.(00:40:104 (1,2,3,4,5,1,2) - this part was good since it represents those nicely hearable guitar sounds)


all in all i would highly recommend you to get more mods, more quality mods from experienced people. this is not ready for approval yet, from quality side, there is a lot of unpolished and somehow random and not neat patterns and jumps. try to focus more on visually connected pattern, nice looking patterns and make some consistency in spacing. i undesrstand that this is a kind of extra diff but the spacing is really random sometimes. poke me ingame if you have any questions or whatever. good luck!
No worries~ I know which patterns you might be referring to. Thanks for the mod. I'm unsure about the timing though... it's mainly because my current timing was confirmed by pishifat (according to Pho) so .____."
Topic Starter
Monstrata

Anxient wrote:

remember on how I test played this map and failed near the end? Yea I found the map extremely enjoyable. Starr'd!
also found it really sad that 99.9% of the stars in here are yours ;A;
Thanks dude :3
Aka
so you said that timing should be okay since it was confirmed by pishi (?) but:

from the very first guitar sounds, 00:01:215 (2) - 00:04:707 (4) - 00:09:786 (4) - 00:11:532 (1) - are pretty off; starting from there 00:12:008 (1) - objects are really late; 00:25:977 (2,3) - 00:26:612 (1,2,3) - are hurrying; starting from there 00:27:405 (1) - are late, 00:28:675 (1) - its reeeeeeeally hearable there and on each slider; 02:59:151 (5,6,7) - 03:00:104 (3,4,5) - late, etc. i hear that they are really off the beats.


regarding "randomness":

・a pretty stange feeling these cominations 00:31:215 (1,2,3,4,5,6) - 00:32:485 (1,2,3,4,5,6) - 00:34:707 (7,8,1,2,3,4,5) - 00:36:453 (6,7,8,9,10,11) - are providing. what i mean:
00:31:215 (1,2,3,4,5,6) - there you have a tiny spacing and pretty clamped pattern; 00:32:485 (1,2,3,4,5,6) - there you are using bigger spacing; 00:35:024 (1,2,3,4,5) - again you started using less big spacing; 00:36:135 (5,6,7,8,9,10,11) - sudden jump with no emphasizes in music/vocals/.
・00:53:913 (7,8) - yeah, blanket and stuff, but you just had a bigger spaced sliders 00:53:278 (5,6,7) - , this 00:53:913 (7,8) - just feels not and looks after that pattern not good at aaaaall. (5) has dissapeared long time ago, you dont need to place like EVERYTHING on the place where previous objects were. (it conserns not only this part, but youve been using such system through all your diff. mostly these stacks with previousl objects are causing visually not neat patterns to appear, it gives a feeling that map is not that neat but using the same placements for objects, which sometimes, again are visually and aesthetically are not that cute) sometimes it doesnt work, doesnt feel right, its the case of this part. you can try to make the (7,8) make visually spaced almost same like your previous pattern
and continue (9,10...) a bit down, since spacing after (8) will be awkwardly huge
・00:45:183 (1,3) - why overlap >_>
・01:54:707 (5,2) - again the overlap ): just sttttoooooooooooop stacking 01:54:389 (3,2) - objects. stop, please xD seriously, it doesnt look neat nor in editor, neither during the gameplay. and this stuff happens laaaaater a again and again sometimes later in your diff
・01:01:691 (1,2,3,4,5,6,7) - i can see that cute figure you made here, but again, the spacing, it gives a huge gap or how to call that between the spacing youve been using before. its suddenly bigger with no actual reson given from music. i would recommend you to give this pattern a bit less big spacing, make it stay like that, just move circles a bit closer to each other
・01:02:961 (1,2,3) - again that sudden jump. the jump is supposed to be between these 01:02:802 (7,1) - two objects. there 01:02:961 (1) - you have a hardest beat, so its the most emphasized place here, so it would be logical to emphasize it with bigger spacing too, not those (2,3) guys. and next you have a huge (3,4) jump again. make it a bit less spaced, please. less noticeable, less big spaced
・02:42:643 (4,7) - not really an ISSUE, but neat blanket there wouldnt hurt xD
・01:29:310 (5,1) - these just visually doesnt match at all.. aaagh, well, for future i would recommend you using less variable shapes of sliders, i mean, sharp straight and softly curved ones just doesnt look good near each other in a "monotonous", repeating, simple part like this. it conserns this part as well 01:30:897 (1,2,3,4,5,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5) - . you used like 3 types of shapes in 5 seconds, where music has only 1 .."appearence" im not sure this word suits here, but just if you started using softly shaped slider, continue using them for this kind of part; when you hear a change is music, like slowdown or continuous screaming, or some REALLY noticeable, then yes, you can emphasize it with another shape and it would look cool
00:18:199 (7,1,2,3,4) - 00:28:675 (1,2,3,4) - conserns these guys at the beginning as well
・02:31:532 (6,1,2,3) - another case of ~randomly~ looking patterns. you are making an awkward break 02:31:532 (6,1) - here, so you are breaking a chain of pattern and start new one: 02:31:850 (1,2) - . 02:32:326 (2,3,4,5) - now you are doing it again, you just left the little piece of slider and circle and invented a new pattern and lalalala conitnued it. DONT leave small pieces like these 02:31:850 (1,2) - the way for you made this pattern is supposed to mean that there is going to be a decent continuation of it, but you are breaking it and leaving it alone in the upper corner without any mmm "connections". 02:31:850 (1,2,3,4) - this doesnt look like a single part, like a connected pattern. this 02:32:485 (3,4,5,6,7,8,1,2,3,4,5,6,1,2,3) - does.
・01:48:675 (1,2,3,4,5,6) - about visual spacing. 01:48:675 (1,2) - looks placed close to each other, 01:49:310 (3,4,5,6) - spaced much bigger.. . . you can achieve that "visually spaced" good looking patterns by:
SPOILER
simply looking here

then here

see the difference? i bet yeah, lol. so just make the spacing visually same like between those circles.
a lot of stuff like this are in your diff later. and its caused by the stacks youve been using, as i explained you above
・sliders like these 00:37:564 (1) - 02:02:802 (6) - are actually has no sence since in my opinion, since there you have those sounds for which you placed 1/2 patterns later, and in addition it just plays awkward, holding a silent slider here just feels not good. in second case, the triplet would fit much better, since this is what music gives you
・01:56:135 (6,1) - talking about the flow.. i could only suggest/recommend you to pay more attention at how your objects will flow by the shape of one:
SPOILER
01:56:294 (1) -
so this slider is supposed to flow like this. now look from where you are starting the slider, where the starting line shows?

somewhere here D:. imagine like your slider continues the movement by this shape

and now back to your placement. its supposed to flow like this
[spoilerbox]
if you wanted it flow smooth, then do it by slider shape. there are 2 variants:
1
rotating it a bit to left
2
placing it a bit to left
・02:42:485 (3,4) - flow, again



im a bit tired so not sure i can deal the rest of track now but actually i think the stuff pointed out above should help you to visually and aesthetically improve your map.
as i wrote earlier, you better search for more experienced mods, that amount which you have now is not really enough for a 6min map. you need more eyes, more opinions, more suggestions to come and improve the diff.
you can also say "pfffft lolno its ready already i dont want more mods" and ask HabiHolic to rebubble your map. or ask her to rebubble when you get enough mods and consider it ready then.
cause well, atm i am not feeling comfortable to set any icon to this map due to the quality. hope you understand. good luck! :|
pishifat
i said to go with the current timing cuz it probably won't get any better. still though, aka is right, and unless you find someone who's willing to time a 6 minute song by each individual drum hit, you're screwed

all supercell songs (that i've heard at anyway) are like this one with slightly out of sync drums. TicClick explains this here. he says there are two options: timing with red lines or getting a better mp3. by finding a better mp3, i assume he means editing the mp3 manually so drums are in sync, as was done for that map here.

timing with red lines, if done right, will be super uncomfortable to play due to drum hits being inconsistent everywhere, so that's not really the best way to go about fixing this song. also just becuase the song is barely off, it doesn't mean there should be barely any timing points. offset resets are useless when drums are early/late/in time within 2 seconds of each hit. that would just make the drums variable around a different offset (which was why the tv size courage didn't use this timing, but instead an mp3 with re-synced percussion

anyway back to this map. because the song was pretty much the same as those other maps, it's probably not going to benefit from red lines. feel free to try, but unless you're editing the mp3 or making the map unplayable, timing will never be perfect. it's still definitely possible to get it ranked with this kind of nonsense timing though, like this, so go for it if you think it's okay. if you really wanted to get it right tho, finding someone else to fix the song is the best choice. people will probably disagree with me on that, but it's what i'd say works

tl;dr don't map supercell marathons
Topic Starter
Monstrata

Aka wrote:

so you said that timing should be okay since it was confirmed by pishi (?) but:

from the very first guitar sounds, 00:01:215 (2) - 00:04:707 (4) - 00:09:786 (4) - 00:11:532 (1) - are pretty off; starting from there 00:12:008 (1) - objects are really late; 00:25:977 (2,3) - 00:26:612 (1,2,3) - are hurrying; starting from there 00:27:405 (1) - are late, 00:28:675 (1) - its reeeeeeeally hearable there and on each slider; 02:59:151 (5,6,7) - 03:00:104 (3,4,5) - late, etc. i hear that they are really off the beats.

I'll try and find someone to recheck the mp3...

regarding "randomness":

・a pretty stange feeling these cominations 00:31:215 (1,2,3,4,5,6) - 00:32:485 (1,2,3,4,5,6) - 00:34:707 (7,8,1,2,3,4,5) - 00:36:453 (6,7,8,9,10,11) - are providing. what i mean:
00:31:215 (1,2,3,4,5,6) - there you have a tiny spacing and pretty clamped pattern; 00:32:485 (1,2,3,4,5,6) - there you are using bigger spacing; The spacing isn't significantly bigger than the previous pattern. The main change here is a shift from a clamped triangular pattern to a more open pattern. I reduced the spacing between the sliders a bit to make the pattern less spread out. 00:35:024 (1,2,3,4,5) - again you started using less big spacing; Okay this part I agree. Shifted the motes around a bit. I prefer bigger spacing since it's more congruent with my (new) previous patterns. 00:36:135 (5,6,7,8,9,10,11) - sudden jump with no emphasizes in music/vocals/. Fixed this with previous~
・00:53:913 (7,8) - yeah, blanket and stuff, but you just had a bigger spaced sliders 00:53:278 (5,6,7) - , this 00:53:913 (7,8) - just feels not and looks after that pattern not good at aaaaall. (5) has dissapeared long time ago, you dont need to place like EVERYTHING on the place where previous objects were. (it conserns not only this part, but youve been using such system through all your diff. mostly these stacks with previousl objects are causing visually not neat patterns to appear, it gives a feeling that map is not that neat but using the same placements for objects, which sometimes, again are visually and aesthetically are not that cute) sometimes it doesnt work, doesnt feel right, its the case of this part. you can try to make the (7,8) make visually spaced almost same like your previous pattern I remapped this pattern. I like the way the circles stack with patterns later on, and how the same location continues on... But i'll agree it doesn't work in this case because of the spacing. I will have to go back and look over similar cases where I place objects ontop of previous objects to make sure that they still work. I personally like this pattern, but ya, i'll double check to make sure theyre functional. But if they are, i'm keeping. It lends a kind of cohesiveness to the map, because I don't use a lot of symmetry so my patterns seem to occur at different sections of the screen. The placement of these notes ontop of previous notes gives the patterns a logical reason to *be* at that particular area of the screen rather than seemingly random.
and continue (9,10...) a bit down, since spacing after (8) will be awkwardly huge
・00:45:183 (1,3) - why overlap >_> Kay took it out. I thought the overlap was fine but meh~ it works just as well without the overlap so why not.
・01:54:707 (5,2) - again the overlap ): just sttttoooooooooooop stacking 01:54:389 (3,2) - objects. stop, please xD seriously, it doesnt look neat nor in editor, neither during the gameplay. and this stuff happens laaaaater a again and again sometimes later in your diff Remapped the pattern, but kept the stack~ I really have to disagree about this stacking system not looking neat.
・01:01:691 (1,2,3,4,5,6,7) - i can see that cute figure you made here, but again, the spacing, it gives a huge gap or how to call that between the spacing youve been using before. its suddenly bigger with no actual reson given from music. i would recommend you to give this pattern a bit less big spacing, make it stay like that, just move circles a bit closer to each other I changed the location of 2 So the jump there isn't as big, kept the rest of the pattern tho. However, I fixed up the combo right before this section so now the spacing doesn't seem as large compared to the patterns before.
・01:02:961 (1,2,3) - again that sudden jump. the jump is supposed to be between these 01:02:802 (7,1) - two objects. there 01:02:961 (1) - you have a hardest beat, so its the most emphasized place here, so it would be logical to emphasize it with bigger spacing too, not those (2,3) guys. and next you have a huge (3,4) jump again. make it a bit less spaced, please. less noticeable, less big spaced Okay, I shifted the jump to 7, 1.
・02:42:643 (4,7) - not really an ISSUE, but neat blanket there wouldnt hurt xD Ehh... I'll think of another work around... Keeping for now since it's not that important. Slider 7 is also blanketing another circle (more important beat than the slider imo) maybe ill make slider 4 straight.
・01:29:310 (5,1) - these just visually doesnt match at all.. aaagh, well, for future i would recommend you using less variable shapes of sliders, i mean, sharp straight and softly curved ones just doesnt look good near each other in a "monotonous", repeating, simple part like this. it conserns this part as well 01:30:897 (1,2,3,4,5,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5) - . you used like 3 types of shapes in 5 seconds, where music has only 1 .."appearence" im not sure this word suits here, but just if you started using softly shaped slider, continue using them for this kind of part; when you hear a change is music, like slowdown or continuous screaming, or some REALLY noticeable, then yes, you can emphasize it with another shape and it would look cool Disagree :P. I find maps with simple straight/curved sliders kinda lame. Different shapes create variety in, as you said, an otherwise "monotonous, repeating, simple part". This is purely visual anyways. You wouldn't play these sliders any different than straight/curved sliders, so this is just a matter of aesthetics which differs from person to person. Not gonna bother changing anything.
00:18:199 (7,1,2,3,4) - Okay, I changed up this pattern a bit and got rid of the overlap. 00:28:675 (1,2,3,4) - I don't see anything wrong with this one. The way this pattern plays out is fine. Same with spacing, the jumps make sense.conserns these guys at the beginning as well
・02:31:532 (6,1,2,3) - another case of ~randomly~ looking patterns. you are making an awkward break 02:31:532 (6,1) - here, so you are breaking a chain of pattern and start new one: 02:31:850 (1,2) - . 02:32:326 (2,3,4,5) - now you are doing it again, you just left the little piece of slider and circle and invented a new pattern and lalalala conitnued it. DONT leave small pieces like these 02:31:850 (1,2) - the way for you made this pattern is supposed to mean that there is going to be a decent continuation of it, but you are breaking it and leaving it alone in the upper corner without any mmm "connections". 02:31:850 (1,2,3,4) - this doesnt look like a single part, like a connected pattern. this 02:32:485 (3,4,5,6,7,8,1,2,3,4,5,6,1,2,3) - does. Fixed this up slightly. I made 6 a slider rather than a circle, so that eliminated the awkward break. Repositioned the pattern that followed. I think the repeat slider is fine though. Yes, it isn't really congruent with the other rhythm I use, but this pattern occurs after this particular melody finishes, so asa player, this rhythmic change wouldn't be as noticeable. Like, if I used this pattern in the beginning, and then shift to the normal rhythm, then you wonder why I used 1/2 repeat to begin with, but since it's at the end, (there are no other instances of this melody) this is fine. A much better example is 02:06:453 - 02:16:294 - . You'll notice I use 4 1/1 sliders, then a 1/2, then a circle. But for the final pattern even though it's the same melody I changed it to 4 1/1 sliders and then a 1/2 repeat.
・01:48:675 (1,2,3,4,5,6) - about visual spacing. 01:48:675 (1,2) - looks placed close to each other, 01:49:310 (3,4,5,6) - spaced much bigger.. . . you can achieve that "visually spaced" good looking patterns by: I'm not too concerned about this honestly. Yes, there is a difference in terms of visual spacing but I don't see how this makes the pattern any less readable/playable. Besides, as a player you'll be cutting the corners on the sliders anyways. Again, a difference in aesthetics. This pattern plays perfectly fine when you testplay, it just seems like one of those issues that only pop up when slowly going through editor, like imperfect stacks, blankets etc... It's perfectly functional, so i'm keeping, but I hope I explained my reasoning clearly.
SPOILER
simply looking here

then here

see the difference? i bet yeah, lol. so just make the spacing visually same like between those circles.
a lot of stuff like this are in your diff later. and its caused by the stacks youve been using, as i explained you above
・sliders like these 00:37:564 (1) - 02:02:802 (6) - are actually has no sence since in my opinion, since there you have those sounds for which you placed 1/2 patterns later, and in addition it just plays awkward, holding a silent slider here just feels not good. in second case, the triplet would fit much better, since this is what music gives you Yea I finally thought of what to do with them, after removing the 1/8 repeats. First one, I changed to triplets like you said. The others (there were two others you didn't mention, which i've now changed) I made into 1/1 sliders since the final Kiai used that and not repeats.
・01:56:135 (6,1) - talking about the flow.. i could only suggest/recommend you to pay more attention at how your objects will flow by the shape of one: Ugh... I don't judge flow based on the shape of the object... I judge the flow by how you would play it. Also, I really like patterns with slightly deviating flow paths. That is to say, even though the flow tells the player to go a certain direction, the slider "shifts" this direction slightly. Taken from City Streets, Asphyxia's Insane. The blue is where the flow would tell the player to go, (considering this pattern comes right after a linear back/forth jump). The player wants to go in a certain direction but the slider shape says otherwise. Honestly though, I don't see a lot of people following sliders completely to begin with. I don't think many people can even have their cursor follow the exact center of the sliders without cutting corners and using slider leniency. Perhaps this may be an issue if my map were CS 6/7 where you can't afford to cut corners :P
SPOILER
01:56:294 (1) -
so this slider is supposed to flow like this. now look from where you are starting the slider, where the starting line shows?

somewhere here D:. imagine like your slider continues the movement by this shape

and now back to your placement. its supposed to flow like this
[spoilerbox]
if you wanted it flow smooth, then do it by slider shape. there are 2 variants:
1
rotating it a bit to left
2
placing it a bit to left
・02:42:485 (3,4) - flow, again This pattern flowed perfectly fine when testplaying. Actually, this pattern plays better if you cut the corner on 4, or play it as a straight slider even... moving downward to 5 rather than keeping to the center, but i'm sure most if not all plays who can pass this map already have that kind of mindset. This is how I see it. I really think for patterns like this, the flow should be analyzed first based on how someone would play this... Not just by how it looks visually.



im a bit tired so not sure i can deal the rest of track now but actually i think the stuff pointed out above should help you to visually and aesthetically improve your map.
as i wrote earlier, you better search for more experienced mods, that amount which you have now is not really enough for a 6min map. you need more eyes, more opinions, more suggestions to come and improve the diff.
you can also say "pfffft lolno its ready already i dont want more mods" and ask HabiHolic to rebubble your map. or ask her to rebubble when you get enough mods and consider it ready then.
cause well, atm i am not feeling comfortable to set any icon to this map due to the quality. hope you understand. good luck! :|
Thanks for a more detailed mod xD. Sorry I couldn't agree with you in some cases. I think your idea of aesthetic and mine are just different. I'll get maybe one or two more mods on this map, and a proper first-hand timing check to make sure. I hope i've adequately explained why I've disagreed with you in some cases, but yes, please let me know if you need more clarification too xD.
Topic Starter
Monstrata

pishifat wrote:

i said to go with the current timing cuz it probably won't get any better. still though, aka is right, and unless you find someone who's willing to time a 6 minute song by each individual drum hit, you're screwed

all supercell songs (that i've heard at anyway) are like this one with slightly out of sync drums. TicClick explains this here. he says there are two options: timing with red lines or getting a better mp3. by finding a better mp3, i assume he means editing the mp3 manually so drums are in sync, as was done for that map here.

timing with red lines, if done right, will be super uncomfortable to play due to drum hits being inconsistent everywhere, so that's not really the best way to go about fixing this song. also just becuase the song is barely off, it doesn't mean there should be barely any timing points. offset resets are useless when drums are early/late/in time within 2 seconds of each hit. that would just make the drums variable around a different offset (which was why the tv size courage didn't use this timing, but instead an mp3 with re-synced percussion

anyway back to this map. because the song was pretty much the same as those other maps, it's probably not going to benefit from red lines. feel free to try, but unless you're editing the mp3 or making the map unplayable, timing will never be perfect. it's still definitely possible to get it ranked with this kind of nonsense timing though, like this, so go for it if you think it's okay. if you really wanted to get it right tho, finding someone else to fix the song is the best choice. people will probably disagree with me on that, but it's what i'd say works

tl;dr don't map supercell marathons
Ahh... I see. LOL Good thing I only have like 20 objects on my other supercell map. Whelp, time to pick another song haha~. Maybe it's best if I keep with OD 7 then. I was considering raising to OD 7.5/8 but with these slight deviations... ya better not. I certainly have no clue how to fix the mp3, and even if I had a fixed mp3, (as with the Courage map) fixing the mp3 just makes it sound weird at certain sections. I'm going to keep the mp3 as is then. Thanks for the insight!!
Snaggletooth
M4M

First mod for approval-map


About your Combo-Color
  • I would really concider changing the first and perhaps the second combo-color
    to something darker/lighter. They are really hard to read right now and imo the excuse that
    this is for approval wont really help here. I also read in an earlier mod that you wont change colors
    and that the BG may eventually change; I would suggest you do that.
  1. 00:29:151 (3,4) - Follow Vocals
    1. The part from 00:27:405 to 00:36:929 is mapped on guitar and thats okay. What I
      would have done instead is map partly on Vocals an guitar. The reson behind this suggestion is, that
      in this particular part the voice is the most prevelant sound. I understand you are mapping Drums/guitars
      but adding a few 1/1 sliders to accentuate the vocals will give the player a little moment to breath and
      will also break this repetetive mapping pattern of yours. I suggest you do this here:
    2. 00:29:151
    3. 00:32:326
    4. 00:32:961
      Example

      +hist ctrl+g on 00:33:596 (5)
    5. 00:50:104
    6. 00:52:643
    7. 02:18:992
  2. 01:37:088 Not following guitars/beat
    1. 01:37:088 (7,1) this should be one slider. Having it split like this is not beneficial for
      your map as it is not following the beat correctly, or at least not in a noticable correct way.
      This can become confusing and even a combo-breaker because
      you dont get what you obviously expect and what should be there
      which is a 1/1 slider.
  3. 03:55:977 (2,3,4) - Map drums
    1. This beat is diffrent from the usual beat in this song and that should be accentuated since
      this is the bridge and a somewhat signifficant (imo) part of the map. Instead of
      using tripplets and adding an artificial beat you should use sliders to make it
      more hearable.
    2. 03:55:977
    3. 03:57:246
    4. 03:58:516
  4. From 05:38:516 till End
    1. Nice attemt for slider-art but it dosn't really fit. And the spinner at the end dosn't either. It
      seems very forced and kind of weird while playing. I really suggest you this:
    2. Instead of using slider art, use a spinner from 05:38:516 to 05:48:675 with a silent end.
      This will finish the map nicely. Of course, if you dont want the map to end there, then you can map the
      strings afterwards like you did right in the beginning but I really wouldn't leave it as it is right now.

I hope this mod was helpful to you. I really tried to only pick up problems that would acctually
increase the quality of the map once fixed. Good luck mate~
Aka
yeah, i understad everything, dw o/
this is just my view of the quality term, i tried x)
Topic Starter
Monstrata

Snaggletooth wrote:

M4M

First mod for approval-map


About your Combo-Color
  • I would really concider changing the first and perhaps the second combo-color
    to something darker/lighter. They are really hard to read right now and imo the excuse that
    this is for approval wont really help here. I also read in an earlier mod that you wont change colors
    and that the BG may eventually change; I would suggest you do that. I think at this point, i'm satisfied with the background/diffname/combo colors. But I think I might change one of the darker shades of blue to a pale yellow color instead...
  1. 00:29:151 (3,4) - Follow Vocals
    1. The part from 00:27:405 to 00:36:929 is mapped on guitar and thats okay. What I
      would have done instead is map partly on Vocals an guitar. The reson behind this suggestion is, that
      in this particular part the voice is the most prevelant sound. I understand you are mapping Drums/guitars
      but adding a few 1/1 sliders to accentuate the vocals will give the player a little moment to breath and
      will also break this repetetive mapping pattern of yours. I suggest you do this here:
    2. 00:29:151 Okay, i tried that, but imo mine is currently better. The 1/2 slider maps the vocals as well as the guitar, and the circle that follows also maps to the vocals, while blending into the guitar part with the circles that follow after.
    3. 00:32:326 Fine imo.
    4. 00:32:961 Reworked this pattern a bit.
      Example

      +hist ctrl+g on 00:33:596 (5)
    5. 00:50:104 The beat on the next measure is quite important, I want to map it rather than have the player simply drag through it without clicking.
    6. 00:52:643 ^ The triplet here was suggested by a few BN's so I think it might be better to keep them.
    7. 02:18:992It's fine~
  2. 01:37:088 Not following guitars/beat
    1. 01:37:088 (7,1) this should be one slider. Having it split like this is not beneficial for
      your map as it is not following the beat correctly, or at least not in a noticable correct way.
      This can become confusing and even a combo-breaker because
      you dont get what you obviously expect and what should be there
      which is a 1/1 slider. I tried using a 1/1 slider here at one point, but the problem with this too, is that the vocals at 01:37:246 - are completely omitted. There is nothing for the player to click.
  3. 03:55:977 (2,3,4) - Map drums
    1. This beat is diffrent from the usual beat in this song and that should be accentuated since
      this is the bridge and a somewhat signifficant (imo) part of the map. Instead of
      using tripplets and adding an artificial beat you should use sliders to make it
      more hearable. Hmm... idk... I don't think this is an artificial beat, that would imply the drum beats are 1/2 beats no? The drum beat is on the blue tick, hence the triplet, rather than elongating the slider and having the slider-end map to a drum beat.
    2. 03:55:977 ^
    3. 03:57:246 Nice. Yea, this one should be a slider, since there are only two drumbeats beginning on the blue tick. Fixed.
    4. 03:58:516 This one's fine.
  4. From 05:38:516 till End
    1. Nice attemt for slider-art but it dosn't really fit. And the spinner at the end dosn't either. It
      seems very forced and kind of weird while playing. I really suggest you this:
    2. Instead of using slider art, use a spinner from 05:38:516 to 05:48:675 with a silent end.
      This will finish the map nicely. Of course, if you dont want the map to end there, then you can map the
      strings afterwards like you did right in the beginning but I really wouldn't leave it as it is right now. The sliders fit imo. This melody is heard a lot throughout the song, so I'm using long sliders at the end for some more variety in rhythm. I used to have a spinner of the exact length going through, but it was brought up that a spinner that long would require rpm over 400 to even pass, and after a 6 minute song with no breaks, that's just not a good idea lol.

I hope this mod was helpful to you. I really tried to only pick up problems that would acctually
increase the quality of the map once fixed. Good luck mate~
Thanks for the mod :D.
Pho
These walls of text tho O_O

Sorry that i couldn't help out with the timing properly, but I think pishi and Aka explained it thoroughly already.
I still wish GL for this set /o/
captin1
I think aka had the right idea with the timing, the intro guitar part should be separated from when the drum comes in. the mild variances may sound a bit annoying when you're at 25% playback in the editor, but they really don't make much difference when you're playing, and that's what matters most tbh (coming from experience of playing this through twice with hr). people who won't know the difference won't notice it, and people who will tend to play based off of their hitsounds anyways, so keeping the timing steady is a much better choice.

something like

I think works well, moves the overall offset back but does the initial timing that aka gave

if you do this, you'll need to check the "Omit first bar line" in the timing panel for the second point.

also add koeda to tags, since she sang this.

just some initial things, let me know when it's all worked out from here like resnapping and such (i'll poke pishi so he checks out what i've said here)

no kd for now
Topic Starter
Monstrata

captin1 wrote:

I think aka had the right idea with the timing, the intro guitar part should be separated from when the drum comes in. the mild variances may sound a bit annoying when you're at 25% playback in the editor, but they really don't make much difference when you're playing, and that's what matters most tbh (coming from experience of playing this through twice with hr). people who won't know the difference won't notice it, and people who will tend to play based off of their hitsounds anyways, so keeping the timing steady is a much better choice.

something like

I think works well, moves the overall offset back but does the initial timing that aka gave

if you do this, you'll need to check the "Omit first bar line" in the timing panel for the second point.

also add koeda to tags, since she sang this.

just some initial things, let me know when it's all worked out from here like resnapping and such (i'll poke pishi so he checks out what i've said here)

no kd for now
Alright, I've added the red lines. The song's overall offset (after the 3rd red line) shifted backward 6 ms though... I don't know if this was intentional or not since you said it would "move the overall offset back". It's an easy fix if this wasn't intended though;

Added koeda too, thx :3
Ciyus Miapah
i agree with aka, sometimes this map feels good in gameplay, sometimes not. just it~

good luck with your map!
HabiHolic
Ok! rebubbled #1
Pereira006
[Depravity]

Gameplay:

  1. 00:33:590 (5) - I see you style, you change NC is 1/1 cuz rhythm is change, so if this rhythm is change should be NC ? look like is inconsistency from you style
  2. 00:36:129 (5) - ^ same
  3. 00:38:828 (9) - ^ same
  4. 01:01:685 (1) - remove NC, in 00:47:716 you style is change so now you make long NC is 1/2 right ? so this should remove
  5. 01:06:764 (1) - ^ same
  6. 02:22:796 (5) - same happened in 00:33:590 (5)
  7. 02:32:955 (5) - missing NC
  8. 03:32:161 (6) - need NC you can see the first kiai in 02:03:272 (1), so look like is inconsistency your style
  9. 03:52:002 (5) - nc
  10. 05:08:352 (5) - ^ same
  11. 05:15:812 (5) - ^ same
  12. 05:18:352 (6) - ^same
  13. 05:21:367 (8) - same happened in 03:32:161 (6)
  14. 00:51:526 (5,6,7) - can you move little down because this is touching skin default HP
  15. 02:01:367 (1) - (nazi) this need 1 grid up to perfect align with 02:01:049 (7,8,9,10)
  16. 04:11:844 (3) - dunno why this is 1.30 but 04:10:891 at 04:23:589 all objects is 1.51 expect this note, fix spacing to be consistency with this part?
[]
I'm very impressive, the gameplay (flow, spacing etc...) is very good, I just find problem NCs (I check all) from your style make sure they are consistency or I m wrong and hitsound is actually good.
Well done, call me back so i will bubbled #2 is only problem NC
Topic Starter
Monstrata

Pereira006 wrote:

[Depravity]

Gameplay:

  1. 00:33:590 (5) - I see you style, you change NC is 1/1 cuz rhythm is change, so if this rhythm is change should be NC ? look like is inconsistency from you style Okay, added NC
  2. 00:36:129 (5) - ^ same ^
  3. 00:38:828 (9) - ^ same ^
  4. 01:01:685 (1) - remove NC, in 00:47:716 you style is change so now you make long NC is 1/2 right ? so this should remove Okay
  5. 01:06:764 (1) - ^ same Okay, sure. I thought the combo was a bit long so I NC'ed here, removed NC.
  6. 02:22:796 (5) - same happened in 00:33:590 (5) Okay!
  7. 02:32:955 (5) - missing NC Added
  8. 03:32:161 (6) - need NC you can see the first kiai in 02:03:272 (1), so look like is inconsistency your style Fixed
  9. 03:52:002 (5) - nc K
  10. 05:08:352 (5) - ^ same I think you meant 05:08:034 (4) - . Added~
  11. 05:15:812 (5) - ^ same This one too, I think you meant 05:15:494 (4) - . It made more sense to add the NC here instead.
  12. 05:18:352 (6) - ^same This one as well, I NC'ed at 05:18:034 (5) - Since it also plays well with the parallel sliders. please recheck, thanks~
  13. 05:21:367 (8) - same happened in 03:32:161 (6) Fixed
  14. 00:51:526 (5,6,7) - can you move little down because this is touching skin default HP Okay fixed. Lowered the whole pattern down slightly.
  15. 02:01:367 (1) - (nazi) this need 1 grid up to perfect align with 02:01:049 (7,8,9,10) Haha. Okay fixed~
  16. 04:11:844 (3) - dunno why this is 1.30 but 04:10:891 at 04:23:589 all objects is 1.51 expect this note, fix spacing to be consistency with this part? Fixed spacing, thanks!
[]
I'm very impressive, the gameplay (flow, spacing etc...) is very good, I just find problem NCs (I check all) from your style make sure they are consistency or I m wrong and hitsound is actually good.
Well done, call me back so i will bubbled #2 is only problem NC
Thank you so much!! ^^.
Pereira006

monstrata wrote:

  1. 05:08:352 (5) - ^ same I think you meant 05:08:034 (4) - . Added~
  2. 05:15:812 (5) - ^ same This one too, I think you meant 05:15:494 (4) - . It made more sense to add the NC here instead.
  3. 05:18:352 (6) - ^same This one as well, I NC'ed at 05:18:034 (5) - Since it also plays well with the parallel sliders. please recheck, thanks~
Thank you so much!! ^^.
we talk in-game, yeah is "slider Earlier" kill me pls

this mapset, I m very impressive, everthing look good, is ready to go

Bubble #2
Alarido
Everything checked. Habemus Bubble #3 !
pishifat

Alarido wrote:

Bubble #3 !
what
Alarido

pishifat wrote:

Alarido wrote:

Bubble #3 !
what
Well, it didn't work 'coz it was in WIP forums, but Lust moved to Pending and I'm gonna try now....

HABEMUS...
Topic Starter
Monstrata
OMGGG <3

First Ranked ^___^ Thank you everyone :D :D

Well, Qualified for now, hopefully no troubles <3
guineaQ
Congratulations on Approval.
Pereira006

Alarido wrote:

Everything checked. Habemus Bubble #3 !
LOOOOOOOOOOOOOOOOOOOOL

sooo, woow that so fast, congtraz :D
ac8129464363
grats.
Shadw
congrats on the qualification man!!! <3
Gaia
L O L Kinshara/Knotts our plan failed ;-;


grats :p
Ichigaki
Bubble #3 LOL
HabiHolic
Gratz!!
Henri
od7
silmarilen

Sotajumala wrote:

od7
:(
Flask
Yes!!!!!!!!!!!!!
Pho
oh neat, you made it, congratz! :3
Zetera
Congratulations. c:
WOOB22
congrats but i thaught the source is suppose to be "マギ -The Labyrinth of Magic MAGI-" according to [url=http://anipo.jp/anime/マギ%20-The%20labyrinth%20of%20magic%20MAGI-.html]official website[/url]? someone tell me why is it just "マギ" plz?
Topic Starter
Monstrata

WOOB22 wrote:

congrats but i thaught the source is suppose to be "マギ -The Labyrinth of Magic MAGI-" according to [url=http://anipo.jp/anime/マギ%20-The%20labyrinth%20of%20magic%20MAGI-.html]official website[/url]? someone tell me why is it just "マギ" plz?
I think マギsuffices. Also, the tv-size versions of other Magi-related maps have slightly different sources too.

Does this even require an unrank to fix?



Also: If this does get unranked for a more legitimate reason, I think raising the OD to 8 wouldn't hurt.
Cyllinus
00:40:097 (1) - is the drum sample supposed to be here?
Topic Starter
Monstrata

WOOB22 wrote:

congrats but i thaught the source is suppose to be "マギ -The Labyrinth of Magic MAGI-" according to [url=http://anipo.jp/anime/マギ%20-The%20labyrinth%20of%20magic%20MAGI-.html]official website[/url]? someone tell me why is it just "マギ" plz?
So I tried translating the site using what japanese I know... and your site links another more "official site"...

This seems way more legit... lol

I'm honestly not sure where to find the "correct" source, but considering the fact that the site is named "Project Magi", and that they use マギfollowed by the season name in subtext, I think マギis alright. Hope this is a better answer.


Drum sample is there for a reason, yes. inb4 unranked for using drum sample instead of normal :cry:



Thanks everyone for the support~ I'm gonna hold my breath for another 6 days until this passes through the qualification process. First beat map and all~ xD
WOOB22
ya sorry source is good http://www.project-magi.com/sp/blu-ray_dvd/index.html
i just thaught because season 2 using "kingdom of magic" i thaught same with season 1 :(
good that source is right! congrats on your first ranked :)
Topic Starter
Monstrata
WOOOO Made it past Qualified :DD


Thanks again everyone, my first ranked map~ Hopefully more to come :D :D :D
Anxient
late congrats >w<
Modem
Congrats~!
Alarido
Good to remember the light* work done and its fruits (:

*(light as opposed to darkness, not as opposed to heavy/hard)
Topic Starter
Monstrata
Ahh, the start of my mapping career xD.
Please sign in to reply.

New reply