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NAMCO - RUN!RUN!RUN!

posted
Total Posts
51
Topic Starter
Doyak
This beatmap was submitted using in-game submission on 2016년 5월 3일 화요일 at 오전 4:05:15

Artist: NAMCO
Title: RUN!RUN!RUN!
Source: 風のクロノア2~世界が望んだ忘れもの~
Tags: HabiHolic Natsu Nozhomi Katsuro Tajima Klonoa2: Lunatea's Veil Kaze no Kuronoa Sekai ga Nozonda Wasuremono Jungle Slider Playstation
BPM: 180
Filesize: 1849kb
Play Time: 00:53
Difficulties Available:
  1. Habi's Easy (1.62 stars, 80 notes)
  2. Natsu's Hard (3.31 stars, 173 notes)
  3. Normal (2.19 stars, 114 notes)
  4. Noz's Insane (4.37 stars, 279 notes)
  5. Water Board (5.27 stars, 323 notes)
Download: NAMCO - RUN!RUN!RUN!
Information: Scores/Beatmap Listing
---------------
#Project Klonoa 2
Ranked #9
osu! needs more Klonoa!
Habi's Easy by HabiHolic
Normal by me
Natsu's Hard by Natsu
Noz's Insane by Nozhomi
Water Board by me

-rage
First
7ambda
I noticed you brought this back.
Topic Starter
Doyak

F1r3tar wrote:

I noticed you brought this back.
lol yeah I'm gonna work on this. Wait for this to be ranked :D
-rage
00:20:491 (2,3,4,5,6,7,8,9,10,11,12,13,1,2,3,4,5,6,7,8,9,10,11,12,13,1) - RIP MY HAND
Nozhomi
Did something shit (I hope it's not for real) : http://puu.sh/nElVB/88b0033663.osu
(Can you do hs for me ? >< )
Topic Starter
Doyak

Nozhomi wrote:

Did something shit (I hope it's not for real) : http://puu.sh/nElVB/88b0033663.osu
(Can you do hs for me ? >< )
Sure, but after I got all GDs and finish all diffs (this would take some time, so please wait. I won't throw this away, so don't worry xD)

I guess we can go with 5 diffs, looks possible enough :D
HabiHolic
E a s y

Habi's Easy
osu file format v14

[General]
AudioFilename: 124_-_run!_run!_run!.mp3
AudioLeadIn: 1700
PreviewTime: 241
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
DistanceSpacing: 1
BeatDivisor: 4
GridSize: 4
TimelineZoom: 2.1

[Metadata]
Title:RUN!RUN!RUN!
TitleUnicode:RUN!RUN!RUN!
Artist:NAMCO
ArtistUnicode:NAMCO
Creator:Doyak
Version:Habi's Easy
Source:風のクロノア2~世界が望んだ忘れもの~
Tags:Katsuro Tajima Klonoa2: Lunatea's Veil
BeatmapID:0
BeatmapSetID:323751

[Difficulty]
HPDrainRate:2
CircleSize:3
OverallDifficulty:2
ApproachRate:3
SliderMultiplier:0.899999999999999
SliderTickRate:1

[Events]
//Background and Video events
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//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

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Natsu
yoooooo

btw, why no one mapped the 1/3s at 00:50:668 (5) - and 00:23:991 (5) - your current rhythm seems really weird >: (if you both don't map it atleast use 1/2 slider, because 1/2s circles are a bit confused to play, specially if you are following the melody of the song

Nozhomi:

  1. 00:04:991 (3,4,5,6,7,8,9,10) - this rhythm is super weird, follow the song melody that is what players will follow, yeah there is a tiny drum sound at 00:04:991 (3) - but clicking it just ruin the whole melody of 00:05:074 (4,5,6,7,8,9,10) - just use Doyak's rhythm, since he did follow the music correctly
  2. 00:16:491 (2,3) - this sounds so bad, since again you aren't following the melody of the song correctly, if you notice the beats that needs click actions are 00:16:657 - and 00:16:991 - is weird because you followed the same part correctly at 00:14:991 (1,2,3) -
  3. 00:31:666 (3,4,5,6,7,8,9,10) - same as 00:04:991 -
  4. 00:43:167 (2,3) - same as 00:16:491 -
    others seems fine here, but both rhythms need to be changed tho, for 00:16:491 you could map the triplets as circles :p
Doyak:

  1. 00:29:167 map the triplet here, sounds so empty and super weird :(
  2. 00:21:824 (2,3,4,5,6,7) - yeah straight triplets are cool, but all this part 00:20:491 (2,3,4,5,6,7,8,9,10,11,12,13,1,2,3,4,5,6,7) - is full of straight streams, which make the map a bit old feeling, I'd suggest to use some curve triplets to bring some smooth feeling when playing, instead of going in straight directions all the time.
    00:47:167 (2,3,4,5,6,7,8,9,10,11,12,13,1,2,3,4,5,6,7) - same
Hard diff:

!
osu file format v14

[General]
AudioFilename: 124_-_run!_run!_run!.mp3
AudioLeadIn: 1700
PreviewTime: 241
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
Bookmarks: 23657,50667
DistanceSpacing: 1.3
BeatDivisor: 4
GridSize: 4
TimelineZoom: 2.1

[Metadata]
Title:RUN!RUN!RUN!
TitleUnicode:RUN!RUN!RUN!
Artist:NAMCO
ArtistUnicode:NAMCO
Creator:Doyak
Version:Natsu's Hard
Source:
Tags:Katsuro Tajima Klonoa2: Lunatea's Veil
BeatmapID:0
BeatmapSetID:-1

[Difficulty]
HPDrainRate:5
CircleSize:4
OverallDifficulty:6.5
ApproachRate:7.5
SliderMultiplier:1.4
SliderTickRate:1

[Events]
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//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

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Topic Starter
Doyak
^ I got a BN mod already xD

Will update your diff and mod soon, when I get the time.
Topic Starter
Doyak

Natsu wrote:

yoooooo

btw, why no one mapped the 1/3s at 00:50:668 (5) - and 00:23:991 (5) - your current rhythm seems really weird >: (if you both don't map it atleast use 1/2 slider, because 1/2s circles are a bit confused to play, specially if you are following the melody of the song Yeah it conflicts with the 1/3 melody, but I think it's fine as I changed to drum following from there, as you can see it on 00:24:324 (1,2,3,4,1) - . If I follow the 1/3 melody there it conflicts with the drums instead.

Doyak:

  1. 00:29:167 map the triplet here, sounds so empty and super weird :( Not entire triplet but I filled 1/2s out
  2. 00:21:824 (2,3,4,5,6,7) - yeah straight triplets are cool, but all this part 00:20:491 (2,3,4,5,6,7,8,9,10,11,12,13,1,2,3,4,5,6,7) - is full of straight streams, which make the map a bit old feeling, I'd suggest to use some curve triplets to bring some smooth feeling when playing, instead of going in straight directions all the time. Ok so I made a concept here: first 3-3-7 for straight, and second 3-3-7 for curve. How is it now?
    00:47:167 (2,3,4,5,6,7,8,9,10,11,12,13,1,2,3,4,5,6,7) - same
Affirmation
오늘도 저는 버스 못타서 웁니다...
Nozhomi
@Natsu

I agree about 00:04:991 (3,4,5,6,7,8,9,10) - this rhythm, I fixed it, but I can't agree for 00:16:491 (2,3) - . For me it don't sounds bad, since it follow correctly the 1/4 sound, and 00:14:991 (1,2,3) - is way different since it's more a continue sound with no 1/4. And use triplet would do the diff too much like Doyak diff imo.

Thx~

Insane
osu file format v14

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Title:RUN!RUN!RUN!
TitleUnicode:RUN!RUN!RUN!
Artist:NAMCO
ArtistUnicode:NAMCO
Creator:Doyak
Version:Noz's Insane
Source:風のクロノア2~世界が望んだ忘れもの~
Tags:Katsuro Tajima Klonoa2: Lunatea's Veil
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208,132,45834,2,0,L|208:84,2,42.5,0|0|0,0:0|0:0|0:0,0:0:0:0:
132,236,46167,1,0,0:0:0:0:
28,164,46334,5,10,0:0:0:0:
16,292,46500,1,10,0:0:0:0:
132,236,46667,2,0,P|172:226|214:235,1,85,10|2,0:0|0:0,0:0:0:0:
332,284,47000,5,2,0:0:0:0:
416,188,47167,2,0,L|464:156,2,42.5,8|0|2,0:0|0:0|0:0,0:0:0:0:
320,104,47500,2,0,L|336:52,2,42.5,8|0|2,0:0|0:0|0:0,0:0:0:0:
192,104,47834,1,8,0:0:0:0:
184,84,47917,1,0,0:0:0:0:
180,64,48000,1,2,0:0:0:0:
172,44,48084,1,0,0:0:0:0:
160,64,48167,1,8,0:0:0:0:
152,84,48250,1,0,0:0:0:0:
144,104,48334,5,2,0:0:0:0:
52,192,48500,2,0,L|0:192,2,42.5,8|0|2,0:0|0:0|0:0,0:0:0:0:
144,280,48834,2,0,L|101:322,2,42.5,8|0|2,0:0|0:0|0:0,0:0:0:0:
256,192,49167,1,8,0:0:0:0:
272,180,49250,1,0,0:0:0:0:
292,172,49334,1,2,0:0:0:0:
312,168,49417,1,0,0:0:0:0:
332,172,49500,1,8,0:0:0:0:
352,180,49584,1,0,0:0:0:0:
368,192,49667,5,2,0:0:0:0:
472,264,49834,1,10,0:0:0:0:
342,325,50000,1,10,0:0:0:0:
212,264,50167,2,0,P|167:195|202:122,1,170,10|8,0:0|0:0,0:0:0:0:
308,48,50667,1,2,0:0:0:0:
336,172,50834,1,8,0:0:0:0:
202,122,51000,5,10,0:0:0:0:
96,192,51167,2,0,L|36:192,2,42.5,0|0|0,0:0|0:0|0:0,0:0:0:0:
192,276,51500,1,0,0:0:0:0:
320,276,51667,1,10,0:0:0:0:
416,192,51834,2,0,L|472:192,2,42.5,0|0|10,0:0|0:0|0:0,0:0:0:0:
320,108,52167,1,10,0:0:0:0:
192,108,52334,5,10,0:0:0:0:
96,192,52500,2,0,L|40:192,2,42.5,0|0|0,0:0|0:0|0:0,0:0:0:0:
196,312,52834,1,0,0:0:0:0:
256,172,53000,1,10,0:0:0:0:
316,312,53167,1,10,0:0:0:0:
416,192,53334,1,10,0:0:0:0:
256,52,53500,1,2,0:0:0:0:
Moa

m4m req in game

[general]
태그에 겟난매퍼 이름써주셈
와이드 스크린 서포트 켜져있는거 꺼주세용
http://puu.sh/ob0rp/190a02c4b2.png

[Habi's Easy]
00:20:324 (1,2) - 이건 블랭킷 많이 뒤틀린거같네용
00:22:991 (1) - 여기리듬 http://puu.sh/ob0od/d160704885.jpg 이슬라 사용어떰?
00:33:667 (1,2) - ^
00:37:667 (1,2) - ^ 이건 블랭킷인가

넘 무난해서 잡을게없네용 굿맵

[Normal]
00:16:324 (4,5,6) - 이부분도 00:14:991 (1,2,3,4) - 여기리듬과 같게하면 어떨까요? 00:17:323 - 여기나오는 소리가 아까워서그럼.. 그리고 00:22:323 (5,6,1) - 여기는 똑같이 매핑햇더라구용
00:43:667 (6) - ^

[Natsu's hard]
good map

[Noz's insane]
00:03:323 (2,3) - this jump will be more distance than 00:02:991 (1,2) - this?
00:04:657 (2,3) - not jump timing but so far

[막난]
00:00:491 (2,3,4,5,6,7,8,9,10,11,12,1,2,3,4,5,6,7) - 3연타당 한개씩 뉴콤 붙여주는건 어떨까요?
00:04:824 (3) - 여길 슬라로 하기보단 여길슬라로하고 저부분은 서클로하는게 나을듯 00:09:991 (2) - 여기처럼
00:27:167 (2,3,4,5,6,7,8,9,10,11,12,1,2,3,4,5,6,7) - ^
00:31:500 (3) - 여길 슬라로 하기보단 여길슬라로하고 저부분은 서클로하는게 나을듯 00:09:991 (2) - 여기처럼

몰라 잡을게없음님아;
Topic Starter
Doyak

Moa wrote:


m4m req in game

[general]
태그에 겟난매퍼 이름써주셈
와이드 스크린 서포트 켜져있는거 꺼주세용
http://puu.sh/ob0rp/190a02c4b2.png 다 고침 | Natsu why was your diff missing source LOL

[Normal]
00:16:324 (4,5,6) - 이부분도 00:14:991 (1,2,3,4) - 여기리듬과 같게하면 어떨까요? 00:17:323 - 여기나오는 소리가 아까워서그럼.. 그리고 00:22:323 (5,6,1) - 여기는 똑같이 매핑햇더라구용 설명충 등장! 일단 00:16:323 - 를 기점으로 해서 전과 후가 악기부터 달라지고요, 00:17:490 - 한 자리를 비워놓음으로써 00:17:657 (1,2,3,4,5,6,7) - 이 패턴이 이전에서 연결되는 패턴이 아니라 독특한 별개의 패턴이라는 걸 강조해줄 수 있기 때문에 지금의 리듬을 사용했습니다. 또한 00:22:324 (5,6,1) - 와의 차이점은, 이쪽은 00:20:324 (1,2,3) - 여기와 00:21:657 (4,5,6) - 여기의 악기/리듬 구성이 거의 같기 때문에 굳이 다른 리듬을 사용할 필요가 없다고 보았습니다. 아래도 마찬가지
00:43:667 (6) - ^

[막난]
00:00:491 (2,3,4,5,6,7,8,9,10,11,12,1,2,3,4,5,6,7) - 3연타당 한개씩 뉴콤 붙여주는건 어떨까요? 저 뉴콤 스팸하는 거 안 좋아해요... 아래도 마찬가지
00:04:824 (3) - 여길 슬라로 하기보단 여길슬라로하고 저부분은 서클로하는게 나을듯 00:09:991 (2) - 여기처럼 여길이 어딘진 모르겠는데 00:05:074 (4,5,6,7,8,9,10,1) - 의 연타가 표현하는 소리가 00:04:991 - 에는 없기 때문에 이쪽이 클릭이 되는 게 적절치 않다고 봤습니다. 뒤쪽의 00:10:324 (3,4,5,6,7,8,9) - 와의 차이점은 이쪽은 반대로 저 연타가 표현하는 소리가 00:10:907 - 에는 없고 00:10:324 - 부터 시작하기 때문에 거기서부터 연타가 시작되는 게 맞습니다. 아래도 마찬가지
00:27:167 (2,3,4,5,6,7,8,9,10,11,12,1,2,3,4,5,6,7) - ^
00:31:500 (3) - 여길 슬라로 하기보단 여길슬라로하고 저부분은 서클로하는게 나을듯 00:09:991 (2) - 여기처럼

몰라 잡을게없음님아;
모딩 ㄳㄳ
Dailycare
Doyak asked me for mod, but....

[Noz's Insane]
*00:10:324 (3) - Why did you use DS 1.5? You used 1.6 at 00:37:000 (3) - . How about rotating (2) anticlockwise slightly?
*00:23:157 (2,3) - imo, it would be better to make the distance as 00:49:834 (2,3) -
*00:26:324 (4) - 00:53:000 (4) - What about NCs here?

four other diffs are fine for me
님 세 줄로 늘었어요!
Topic Starter
Doyak
Changed mp3 file name. Please redownload!
Lanturn
Did some BN modding.. by BN modding, I mean fixed a few errors that doesn't involve the actual map itself. (Mp3 file name, timing issue, combocolor stuff, and whatnot)

SPOILER
22:54 Lanturn: you're missing the romanization of the japanese title in the tags
22:55 Doyak: Oh does this have a japanese title?
22:55 Lanturn: Kaze no Klonoa 2: Sekai ga Nozonda Wasuremono according to google XD
22:55 Lanturn: so you can add whatever you want out of that into the tags
22:55 Doyak: Ah lol I forgot that
22:57 Lanturn: 00:23:991 (5,6) - you could go 1/3 if you want :P
22:57 Lanturn: in waterboard
22:58 Lanturn: and 00:50:667 (5,6) -
22:58 Doyak: I know that, but I decided to just follow the drums from there
22:58 Doyak: as a sudden 1/3 might be confusing
22:58 Lanturn: maybe lol
22:58 Doyak: Natsu did point that out already, but both me and Nozhomi decided to not follow 1/3
22:59 Lanturn: Just gonna say though I agree with what you did that the ending you have might be a little underwhelming compared to the Hard/Insane.
22:59 Lanturn: becauseeee yeah, people like to map to everything~
22:59 Lanturn: lol
22:59 Doyak: Oh that's true
23:00 Doyak: but I hope people wouldn't complain of the spread only because of that
23:00 Lanturn: yeah lol
23:00 Doyak: as it's just 2 parts and that's what I want to map there
23:01 Doyak: My diff was done first so if it matters it's Noz and Natsu's fault D:
23:01 Lanturn: To be honest though, I think there's a big gap density wise between your normal and natsu's hard
23:01 Lanturn: his hard is pretty hard XD
23:02 Lanturn: it probably won't be an issue, but yeah
23:02 Doyak: Yeah it should be fine
23:02 Doyak: It's not like he used streams or anything
23:02 Lanturn: The main issue from me is that he only uses 1/2s and I think only one 1/1 slider lol
23:02 Doyak: just filling most 1/2s out and some 1/4 reverse sliders
23:03 Lanturn: It's because your song does 360bpm drums lol
23:03 Doyak: lol
23:04 Doyak: Do you think the bpm actually has to be 360?
23:04 Lanturn: eh, I remember a song getting DQ'd for being 100bpm instead of 200
23:04 Lanturn: but the opposite is never true
23:04 Doyak: The drums are kinda like 360, but the base piano is like 180
23:04 Doyak: is it piano, idk lol
23:05 Lanturn: yeah. It'll probably be fine as is
23:06 Doyak: The tags should be fine for now
23:06 Lanturn: cool
23:09 Lanturn: you could add playstation to the tags as well
23:09 Doyak: oh lol, never thought about that
23:09 Lanturn: haha yeah
23:09 Doyak: Maybe the stage name too xD
23:09 Lanturn: yeah that's work
23:09 Lanturn: that'd*
23:10 Doyak: I actually did that on the PATH~ one
23:10 Lanturn: Also, your artist on the goddess claire one is in katakana while your NAMCO in Run run run is just romanised
23:12 Doyak: Oh true lol
23:12 Doyak: gonna change that too
23:14 Lanturn: http://puu.sh/ocLXw.png
23:14 Lanturn: idk anymore
23:14 Lanturn: Do those decimals even matter or do they just round off?
23:15 Doyak: oh geez LOL
23:15 Doyak: That sometimes conflicts
23:15 Doyak: with green lines
23:15 Lanturn: probably should fix that then
23:15 Doyak: so idk, imma just fix it
23:15 Lanturn: cool
23:15 Doyak: Actually this can be easily fixed if peppy would try to fix that
23:15 Lanturn: any reason why natsu used different colors? lol
23:16 Doyak: because decimal offset is totally useles
23:16 Lanturn: they're all just darker versions
23:16 Lanturn: yeah it is
23:16 Lanturn: lol
23:16 Doyak: Wow really
23:16 Doyak: idk why Natsu's diff makes some troubles
23:16 Lanturn: haha
23:16 Lanturn: blame Natsu
23:16 Doyak: Only his diff didn't contatin the source too
23:16 Lanturn: lol
23:17 Doyak: idk why even that happened lol
23:18 Lanturn: uh.. Trying to remember what else a BN has to check for.. been forever loll
23:19 Lanturn: oh uh. Change the number at the start of the audio because conflicts can occur
23:20 Lanturn: change the file name to like runrunrun.mp3
23:20 Doyak: http://puu.sh/ocMdE/5a8a5bd2f6.jpg
23:20 Lanturn: haha
23:20 Doyak: Oh alright
23:21 Lanturn: idk, thats about it. lemme bubble your m... wait
23:21 Lanturn: I can't
23:21 Lanturn: **********
23:21 Doyak: LOOOOOL xD

Blame Natsu <3
Sc4v4ng3r
As requested in-game.

[General]
  1. No issues.
[Habi's Easy]
  1. 00:12:324 (1) - Why not try to make this slider's tail clickable? As on 00:39:000 (1,2) - , the song has been repeated, which means that these 2 belong to the same synth. So therefore it technically should be the same rhythm, or emphasizing on the same thing - in this case the snares should be clickable for all similar rhythms. And adding on, all other similar rhythms made the downbeat snares like this one clickable, which leaves this one out, and that makes the rhythm inconsistent.
  2. That's the only thing I could find here, good job :D
[Normal]
  1. 00:19:324 (6,7,1) - I'm being quite nitpicky here, but maybe you could move (7) a little bit more closer to the right, so that the distance from (1) and (6) can be increased just a tad bit due to distance snap.(While of course, maintaining the slider blanket) It just feels unnatural to leave these 2 notes too close to each other when all others aren't.
  2. 00:47:667 (2,4,5) - All this time you were mixing in some curve sliders into consecutive straight sliders for more intuitive play, so I think this doens't quite fit in with other flows. At least try to curve one of these sliders to give more variety in the shapes of sliders in this combo.
  3. Good difficulty as always :D
[Natsu's Hard]
  1. 00:13:823 (2) - I understand you don't want to use too much 1/4 kick sliders, but since the pitch and the strength here is similar like 00:12:490 (2) - , why not try to use an 1/4 kick slider instead of an 1/2 slider? If you are doing this, make sure you are applying it for 00:45:834 (2) - .
  2. 00:25:491 (3,1) - Try to unstack these 2 circles, as they are quite strong with the snares in the background, and to keep the movement consistent with the next same movement that is made at 00:52:168 (3,1) - . It may not apply for all players, but some players might get confused as the movements are different when the song got basically repeated.
[Noz's Insane]
  1. 00:07:491 (3,4,5) - When compared to 00:34:167 (3,4,5) - , these has significantly higher distance when they are of the same(by that I mean, literally the same) synth and rhythm. Since these 2 parts are just repitition of the same song, why not make the distance between these notes the same like you did in 00:34:167 (3,4,5) - ?
  2. 00:23:991 (5,6) - I think it is fine to make these a 1/3 repeated slider like Hard did, as the 1/1 slider before gives ample time for players to prepare. Besides, since Hard 'introduced' the 1/3 repeated slider, it should be fine to add the 1/3 slider here for a better spread. If you are applying this, make sure to make it consistent for 00:50:667 (5,6) - these as well.
[Water Board]
  1. 00:10:324 (3,4,5,6,7,8,9) - I'm not too sure if this is going to help out the overall flow, but I think curving the stream here at least just by a bit could really carry on the curvy motion the players had on 00:09:657 (1,2) - . I would go for this, where the stream gets blanketed on (1).
  2. Ahh how to mod extras ;-;
Overall a good map, guess I'm gonna see this getting ranked soon.
GL!
Froskya
Hi! M4M~ :)

General

  1. 00:27:001 - set preview here on all diffs

Habi's Easy

  1. 00:00:324 (1,2,3) - maybe inside out this sliders?
  2. 00:03:657 (3) - set dot on slider in x:220 y:208
  3. 00:06:991 (3) - set a little up about previous slider
  4. 00:18:324 (2) - set on x:140 y:348

Normal

  1. 00:02:157 (4) - delete
  2. 00:06:991 (4,5) - maybe hard pattern?
  3. 00:33:667 (4,5) - ^
  4. 00:16:824 (5) - delete
  5. 00:22:324 (5,6,1,2,3,1) - hard pattern. try delete some circles
  6. 00:42:334 (2,3,4,5,6) - ^
  7. 00:25:657 (4) - delete
  8. 00:25:324 (3) - continue slider to ^
  9. 00:44:667 (2,3,4,5) - delete circles and continue sliders to deleted circles
  10. 00:50:667 (3,1) - ^
  11. 00:26:657 (6) - delete or set circle on start of slider

Natsu's Hard

  1. 00:17:657 (1) - delete and continue reverse slider
  2. 00:22:991 (1) - ^
  3. 00:44:334 (1) - ^
  4. 00:49:668 (1) - ^

Other diffs are perfect. Good Luck for rank!~ ;) :) :D 8-) :P
Mint
M4M
[Easy]
  1. 00:24:324 (3) - This is definitely leading into a new section, perhaps add an NC? This would keep the consistency with your NC pattern spam lol.
[Hard]
  1. 00:00:824 (3,4,5,1) - (3) offbeat, and (5,1) stacked. Generally, offbeat sliders should be fine - but try to avoid them. I found it a pity than (5,1) is stacked though. Both are notes, while 1 is the downbeat... it kinda takes away the emphasis away >_> What you could do is add a note on (3) instead and shift the rest 1/2 tick further, would solve both problems. // rip emphasis at 00:12:824 (3,1) - 00:18:157 (3,1) - as well, but you do that more often in your maps :c
  2. 00:02:157 (3) - Definitely don't recommend putting an offbeat slider here though, that sound is so loud <_<

[Insane]
  1. 00:17:157 (4,5,6,7,8,9,1) - Quite strange and random to use this kind of spacing, while every other stream is reasonably spaced. Some nearly identical parts even use larger spacing 00:43:834 (4,5,6,7,8,9,1) -. You didn't do this anywhere else either <_<
  2. 00:34:667 (6,1,2) - While I like the idea of this pattern, it's still a bit strange as the actual pattern starts before the new measure. Maybe something to keep in mind for future maps.

[Expert]
  1. Already told most of my suggestions/opinion a while ago when you asked me for a testplay. The rest is a bit more nitpicky and gameplay related.
  2. 00:23:491 (4) - Bit nazi, but would ease out the curve here a bit. After some rather large jumps - and large jumps after this as well, the enormous curve was a bit off-putting especially at the border of the playfield :c http://puu.sh/ooi6Y/c5132d51b0.jpg - // 00:50:167 (4) -
  3. 00:23:991 (5,6,1) - Felt a bit large during gameplay. Even though absolute distance compared to 00:50:667 (5,6,1) - isn't that much of a difference, it's still quite noticeable when playing. Mind making it a bit more consistent?
Not much to say really... well call me whenever <_<
Topic Starter
Doyak
Thanks all of you! I'll probably answer tomorrow... if possible. I'm in the middle of the midterm period though.
Topic Starter
Doyak

[Sc4v4ng3r] wrote:

As requested in-game.

[General]
  1. No issues.
[Normal]
  1. 00:19:324 (6,7,1) - I'm being quite nitpicky here, but maybe you could move (7) a little bit more closer to the right, so that the distance from (1) and (6) can be increased just a tad bit due to distance snap.(While of course, maintaining the slider blanket) It just feels unnatural to leave these 2 notes too close to each other when all others aren't. Sure
  2. 00:47:667 (2,4,5) - All this time you were mixing in some curve sliders into consecutive straight sliders for more intuitive play, so I think this doens't quite fit in with other flows. At least try to curve one of these sliders to give more variety in the shapes of sliders in this combo. Oh but I'm fine with the current pattern, and it's a little variety with 00:21:657 (4,5) -
  3. Good difficulty as always :D
[Water Board]
  1. 00:10:324 (3,4,5,6,7,8,9) - I'm not too sure if this is going to help out the overall flow, but I think curving the stream here at least just by a bit could really carry on the curvy motion the players had on 00:09:657 (1,2) - . I would go for this, where the stream gets blanketed on (1). Nice idea! applied.
  2. Ahh how to mod extras ;-;
Overall a good map, guess I'm gonna see this getting ranked soon.
GL!

Revialink wrote:

Hi! M4M~ :)

General

  1. 00:27:001 - set preview here on all diffs No need to do that lol, this song is just a loop so there's no reason to put the preview point on the 2nd loop.

Normal

  1. 00:02:157 (4) - delete The pattern needs variety, and the music actually gets intense on 00:02:157 (4,5) - here, so why not
  2. 00:06:991 (4,5) - maybe hard pattern? Using some consecutive 1/2s on 180bpm isn't that hard for a Normal. And I even got a bit of concern that Hard is a bit too hard than Normal, so I shouldn't nerf this diff anymore.
  3. 00:33:667 (4,5) - ^ Same
  4. 00:16:824 (5) - delete Why? If you mean it's hard, this diff should be hard that much.
  5. 00:22:324 (5,6,1,2,3,1) - hard pattern. try delete some circles Not that hard
  6. 00:42:334 (2,3,4,5,6) - ^ ^
  7. 00:25:657 (4) - delete
  8. 00:25:324 (3) - continue slider to ^ Again, this is not hard at all. Also I'm not gonna ignore that large drum sound.
  9. 00:44:667 (2,3,4,5) - delete circles and continue sliders to deleted circles Please, this is not an Easy diff
  10. 00:50:667 (3,1) - ^ ^
  11. 00:26:657 (6) - delete or set circle on start of slider No reason to do that

Other diffs are perfect. Good Luck for rank!~ ;) :) :D 8-) :P
When you mod afterwards, try to give the mapper some proper reasons for your suggestions. Just "delete" or "continue slider" lacks logic, and they'll most likely deny the suggestions as it's just what they wanted to map.

I know you thought this diff is a bit hard for a Normal. In this case, it's better to tell the mapper to 'nerf the difficulty' rather than just 'delete this and that', because this is their map and they'll nerf it in their own way if they agree with it.

Anyway, this Normal's difficulty is just enough and I don't think it needs to be nerfed. If I nerf this, there will be too much gap with Hard.

appleeaterx wrote:

M4M
[Expert]
  1. Already told most of my suggestions/opinion a while ago when you asked me for a testplay. The rest is a bit more nitpicky and gameplay related.
  2. 00:23:491 (4) - Bit nazi, but would ease out the curve here a bit. After some rather large jumps - and large jumps after this as well, the enormous curve was a bit off-putting especially at the border of the playfield :c http://puu.sh/ooi6Y/c5132d51b0.jpg - // 00:50:167 (4) - Hmmmmmm but I don't want to break the blanket. If I try to maintain the blanket I should move 00:23:157 (2) - away from the slider too, which I don't want as well. Will consider your opinion though
  3. 00:23:991 (5,6,1) - Felt a bit large during gameplay. Even though absolute distance compared to 00:50:667 (5,6,1) - isn't that much of a difference, it's still quite noticeable when playing. Mind making it a bit more consistent? Did that a little.
Not much to say really... well call me whenever <_<
Thanks all of you for the mods!

Hey all GDers, come and answer to those mods already lol
Cellina
모딩할게없어요
모딩할게없다고요
i cant mod this map cuz this map is too perfect xD
just ill shoot my wonderful star to doyak
k
kk
thats it
no mods
xDDDDDDDD
edit, @Nozhomi can you avoid overlap like 00:03:990 (5,1) - ? cuz it looks bit weird in my eye ;w;
Natsu

[Sc4v4ng3r] wrote:

[Natsu's Hard]
  1. 00:13:823 (2) - I understand you don't want to use too much 1/4 kick sliders, but since the pitch and the strength here is similar like 00:12:490 (2) - , why not try to use an 1/4 kick slider instead of an 1/2 slider? If you are doing this, make sure you are applying it for 00:45:834 (2) - . I believe the 1/2s are enough for this diff, didn't wanted to put many 1/4s, because the rhythm would become so similar to the next diff
  2. 00:25:491 (3,1) - Try to unstack these 2 circles, as they are quite strong with the snares in the background, and to keep the movement consistent with the next same movement that is made at 00:52:168 (3,1) - . It may not apply for all players, but some players might get confused as the movements are different when the song got basically repeated. fixed this

Revialink wrote:

Natsu's Hard

  1. 00:17:657 (1) - delete and continue reverse slider every circle after the repeat is a downbeat, 00:44:334 (1) - so my way make more sense, atleast for a hard diff, btw try to explain why you want me to make the change. >:
  2. 00:22:991 (1) - ^
  3. 00:44:334 (1) - ^
  4. 00:49:668 (1) - ^

appleeaterx wrote:

[Hard]
  1. 00:00:824 (3,4,5,1) - (3) offbeat, and (5,1) stacked. Generally, offbeat sliders should be fine - but try to avoid them. I found it a pity than (5,1) is stacked though. Both are notes, while 1 is the downbeat... it kinda takes away the emphasis away >_> What you could do is add a note on (3) instead and shift the rest 1/2 tick further, would solve both problems. // rip emphasis at 00:12:824 (3,1) - 00:18:157 (3,1) - as well, but you do that more often in your maps :c 00:00:824 (3,4,2) - The offbeat sliders are placed in this map, where there are triplets in the music, as a way to bring emphasis to the 3 sounds in the music, I keeped for now, if you still want me to change them, I can, but still think they are fine (5,1) fixed this
  2. 00:02:157 (3) - Definitely don't recommend putting an offbeat slider here though, that sound is so loud <_< well I told you why i decide to use this rhythm at this places, was for cover the triple sound in the music, just like using a 00:00:491 (2) - 1/4 repat slider, but instead i used a 1/2, anyways if you feel strong about them, let me know and I'll do something
!
osu file format v14

[General]
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AudioLeadIn: 1700
PreviewTime: 241
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
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LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
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DistanceSpacing: 1.3
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GridSize: 4
TimelineZoom: 2.1

[Metadata]
Title:RUN!RUN!RUN!
TitleUnicode:RUN!RUN!RUN!
Artist:NAMCO
ArtistUnicode:ナムコ
Creator:Doyak
Version:Natsu's Hard
Source:風のクロノア2~世界が望んだ忘れもの~
Tags:HabiHolic Natsu Nozhomi Katsuro Tajima Klonoa2: Lunatea's Veil Kaze no Kuronoa Sekai ga Nozonda Wasuremono Jungle Slider Playstation
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Nozhomi
Wow time to subscribe to topic XD

Moa wrote:



[Noz's insane]
00:03:323 (2,3) - this jump will be more distance than 00:02:991 (1,2) - this? - It's basically for symmetry here, and a slider is easier to link from a higher spacing than a circle so should be fine.
00:04:657 (2,3) - not jump timing but so far - Reduce to 1.90x.

Dailycare wrote:

Doyak asked me for mod, but....

[Noz's Insane]
*00:10:324 (3) - Why did you use DS 1.5? You used 1.6 at 00:37:000 (3) - . How about rotating (2) anticlockwise slightly? - Fix
*00:23:157 (2,3) - imo, it would be better to make the distance as 00:49:834 (2,3) - - Fix
*00:26:324 (4) - 00:53:000 (4) - What about NCs here? - No reason to do so, and would be inconsistent with other diffs.

[Sc4v4ng3r] wrote:

[Noz's Insane]
  1. 00:07:491 (3,4,5) - When compared to 00:34:167 (3,4,5) - , these has significantly higher distance when they are of the same(by that I mean, literally the same) synth and rhythm. Since these 2 parts are just repitition of the same song, why not make the distance between these notes the same like you did in 00:34:167 (3,4,5) - ? - Fix
  2. 00:23:991 (5,6) - I think it is fine to make these a 1/3 repeated slider like Hard did, as the 1/1 slider before gives ample time for players to prepare. Besides, since Hard 'introduced' the 1/3 repeated slider, it should be fine to add the 1/3 slider here for a better spread. If you are applying this, make sure to make it consistent for 00:50:667 (5,6) - these as well. - I totally dislike how sounds this 1/3 uhhhhhhhhhhhhhh so no sorry.

appleeaterx wrote:

[Insane]
  1. 00:17:157 (4,5,6,7,8,9,1) - Quite strange and random to use this kind of spacing, while every other stream is reasonably spaced. Some nearly identical parts even use larger spacing 00:43:834 (4,5,6,7,8,9,1) -. You didn't do this anywhere else either <_< - Fix
  2. 00:34:667 (6,1,2) - While I like the idea of this pattern, it's still a bit strange as the actual pattern starts before the new measure. Maybe something to keep in mind for future maps. - Yeah I agree on this point but it works soooo I'll keep it.
Thx everyone~

420diffswag
osu file format v14

[General]
AudioFilename: run!_run!_run!.mp3
AudioLeadIn: 1700
PreviewTime: 241
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
DistanceSpacing: 1.5
BeatDivisor: 4
GridSize: 4
TimelineZoom: 2.1

[Metadata]
Title:RUN!RUN!RUN!
TitleUnicode:RUN!RUN!RUN!
Artist:NAMCO
ArtistUnicode:ナムコ
Creator:Doyak
Version:Noz's Insane
Source:風のクロノア2~世界が望んだ忘れもの~
Tags:HabiHolic Natsu Nozhomi Katsuro Tajima Klonoa2: Lunatea's Veil Kaze no Kuronoa Sekai ga Nozonda Wasuremono Jungle Slider Playstation
BeatmapID:925835
BeatmapSetID:323751

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OverallDifficulty:7.9
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360,344,44834,1,0,0:0:0:0:
248,288,45000,5,10,0:0:0:0:
324,184,45167,2,0,L|324:136,2,42.5,0|0|0,0:0|0:0|0:0,0:0:0:0:
248,288,45500,1,0,0:0:0:0:
132,236,45667,5,10,0:0:0:0:
208,132,45834,2,0,L|208:84,2,42.5,0|0|0,0:0|0:0|0:0,0:0:0:0:
132,236,46167,1,0,0:0:0:0:
28,164,46334,5,10,0:0:0:0:
16,292,46500,1,10,0:0:0:0:
132,236,46667,2,0,P|172:226|214:235,1,85,10|2,0:0|0:0,0:0:0:0:
332,284,47000,5,2,0:0:0:0:
416,188,47167,2,0,L|464:156,2,42.5,8|0|2,0:0|0:0|0:0,0:0:0:0:
320,104,47500,2,0,L|336:52,2,42.5,8|0|2,0:0|0:0|0:0,0:0:0:0:
192,104,47834,1,8,0:0:0:0:
184,84,47917,1,0,0:0:0:0:
180,64,48000,1,2,0:0:0:0:
172,44,48084,1,0,0:0:0:0:
160,64,48167,1,8,0:0:0:0:
152,84,48250,1,0,0:0:0:0:
144,104,48334,5,2,0:0:0:0:
52,192,48500,2,0,L|0:192,2,42.5,8|0|2,0:0|0:0|0:0,0:0:0:0:
144,280,48834,2,0,L|101:322,2,42.5,8|0|2,0:0|0:0|0:0,0:0:0:0:
256,192,49167,1,8,0:0:0:0:
272,180,49250,1,0,0:0:0:0:
292,172,49334,1,2,0:0:0:0:
312,168,49417,1,0,0:0:0:0:
332,172,49500,1,8,0:0:0:0:
352,180,49584,1,0,0:0:0:0:
368,192,49667,5,2,0:0:0:0:
472,264,49834,1,10,0:0:0:0:
342,325,50000,1,10,0:0:0:0:
212,264,50167,2,0,P|167:195|202:122,1,170,10|8,0:0|0:0,0:0:0:0:
308,48,50667,1,2,0:0:0:0:
336,172,50834,1,8,0:0:0:0:
202,122,51000,5,10,0:0:0:0:
96,192,51167,2,0,L|36:192,2,42.5,0|0|0,0:0|0:0|0:0,0:0:0:0:
192,276,51500,1,0,0:0:0:0:
320,276,51667,1,10,0:0:0:0:
416,192,51834,2,0,L|472:192,2,42.5,0|0|10,0:0|0:0|0:0,0:0:0:0:
320,108,52167,1,10,0:0:0:0:
192,108,52334,5,10,0:0:0:0:
96,192,52500,2,0,L|40:192,2,42.5,0|0|0,0:0|0:0|0:0,0:0:0:0:
196,312,52834,1,0,0:0:0:0:
256,172,53000,1,10,0:0:0:0:
316,312,53167,1,10,0:0:0:0:
416,192,53334,1,10,0:0:0:0:
256,52,53500,1,2,0:0:0:0:
Akiyama Mizuki
easy
별로 잡을 덴 없네요

normal
00:42:334 (2,3) - 의 리듬을 따라가서 00:43:500 (5) - 삭제요 좀 길게 붙어 있는 감이 없잖아 있어서요

hard
00:12:323 ~ 00:14:657 - in this part the only triplet you followed is 00:12:491 (2) - so just delete this or map others too
00:19:157 (2) - ^
00:25:824 (2) - ^
00:39:168 (2) - ^

insane
damn this is nice

extra
전체적으로 BD가 떠오르는 좋은 맵이네요
HappyRocket88
Klonoa?

<33333333333333333
Monstrata
Waterboard

00:07:657 (6,7) - See if you can emphasize these notes more somehow. Maybe kicksliders or something? So they are distinct from 5.
00:53:500 (5) - Lower spacing maybe? The sound is quite different, so a different spacing would fit better. try 246||235

Noz's Insane

00:47:834 (4,5,6,7,8,9,1) - Ehh, I dislike this pattern because the turn goes on a blue tick which doesn't snap to anything strong in the music... Can you do something else? xP

Habi's Insane

00:20:324 (1,2) - Fix this blanket please :D

Cool set. I assume you have metadata checked out? Call me back anyways :D
Topic Starter
Doyak

Monstrata wrote:

Habi's Insane
The easiest Insane ever LOL

jk gonna reply today xD
Monstrata
Oh LOL
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