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ClariS - Connect -TV MIX-

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BeatofIke
You have a lot of unsnapped green timing sections and you have unused hitsound files such as soft-hitwhistle5.wav and
soft-sliderslide5.wav. Please fix.

I will do a full mod later o3o
Topic Starter
ecdonald

BeatofIke wrote:

You have a lot of unsnapped green timing sections and you have unused hitsound files such as soft-hitwhistle5.wav and
soft-sliderslide5.wav. Please fix.

I will do a full mod later o3o
oooh I'm sorry :o fixed, and thanks alot for the star, too :)
BeatofIke
No kudosu for this post since you already give me kudosu on my last post...
Anyways, here is my mod post. Enjoy ^-^


[General]
  1. These hitsounds are not used in the map: soft-hitwhistle5.wav and soft-sliderslide5.wav.
[Easy]
  1. You have unsnapped green timing sections at 00:44:559 - 00:45:218 - 01:27:733.
  2. 00:38:400 (4,1) - 01:20:400 (4,1) - Very minor, but the spacing is different here o3o.
[Normal]
  1. You have an unsnapped green timing section at 00:44:659.
  2. 00:04:628 (6) - Probably should add a new combo here to avoid large combos.
  3. 00:05:314 (7,8,9) - I think adding a hitcircle first before these sliders will fit this rhythm better. You did it at 01:11:142 (1,2,3).
  4. 01:19:371 (2) - This slider is touching HP bar. Please move the slider down.
[Advanced]
  1. 00:00:685 (1,2) - Maybe make these sliders straight/or slightly curved. The next notes you used afterwards are straight, so I was thinking maybe make these sliders straight too XD
  2. 01:13:542 (3) - This slider is not exactly symmetrical. Try this code below:
    Code
    320,168,73542,2,0,P|256:132|192:168,1,154.000004699707,2|2,0:0|0:0,0:0:0:0:
  3. 01:17:485 (1,2,3,4,5) - These circles would be easier to read if it was a perfect star shape. Try this code and see if you like it (you might need to adjust spacing with the next notes afterwards):
    Code
    256,56,77485,5,2,1:2:0:0:
    320,100,77657,1,2,0:2:0:0:
    294,172,77828,1,2,1:2:0:0:
    218,168,78000,1,2,3:2:0:0:
    192,100,78171,1,4,1:1:0:0:
  4. 01:18:685 (1,2,3,1,2,3) - These are also not symmetrical to each other. Should be an easy fix. You can use the code if you like, but it's really easy fix:
    Code
    194,308,78685,5,2,0:0:0:0:
    256,264,78857,1,2,0:0:0:0:
    318,308,79028,1,2,0:0:0:0:
    318,140,79371,5,2,0:0:0:0:
    256,184,79543,1,2,0:0:0:0:
    194,140,79714,1,2,3:2:0:0:
    256,8,80057,5,4,1:2:0:0:
    256,184,80400,1,4,1:2:0:0:
    256,360,80742,1,4,1:1:0:0:
[Hard]
  1. 00:01:371 (3) - Maybe add a new combo here o3o
[Insane]
  1. 00:32:228 (2) - This slider is toughing HP bar. Very minor fix.
[Another]
  1. You have unsnapped green timing sections at 00:23:301 and 00:44:659.

I could pass your Extreme difficulty , so I skipped that difficulty. Have a star icon ~
Topic Starter
ecdonald

BeatofIke wrote:

No kudosu for this post since you already give me kudosu on my last post...
Anyways, here is my mod post. Enjoy ^-^


[General]
  1. These hitsounds are not used in the map: soft-hitwhistle5.wav and soft-sliderslide5.wav.
[Easy]
  1. You have unsnapped green timing sections at 00:44:559 - 00:45:218 - 01:27:733.
  2. 00:38:400 (4,1) - 01:20:400 (4,1) - Very minor, but the spacing is different here o3o.
[Normal]
  1. You have an unsnapped green timing section at 00:44:659.
  2. 00:04:628 (6) - Probably should add a new combo here to avoid large combos.
  3. 00:05:314 (7,8,9) - I think adding a hitcircle first before these sliders will fit this rhythm better. You did it at 01:11:142 (1,2,3).
  4. 01:19:371 (2) - This slider is touching HP bar. Please move the slider down.
[Advanced]
  1. 00:00:685 (1,2) - Maybe make these sliders straight/or slightly curved. The next notes you used afterwards are straight, so I was thinking maybe make these sliders straight too XD
  2. 01:13:542 (3) - This slider is not exactly symmetrical. Try this code below:
    Code
    320,168,73542,2,0,P|256:132|192:168,1,154.000004699707,2|2,0:0|0:0,0:0:0:0:
  3. 01:17:485 (1,2,3,4,5) - These circles would be easier to read if it was a perfect star shape. Try this code and see if you like it (you might need to adjust spacing with the next notes afterwards):
    Code
    256,56,77485,5,2,1:2:0:0:
    320,100,77657,1,2,0:2:0:0:
    294,172,77828,1,2,1:2:0:0:
    218,168,78000,1,2,3:2:0:0:
    192,100,78171,1,4,1:1:0:0:
  4. 01:18:685 (1,2,3,1,2,3) - These are also not symmetrical to each other. Should be an easy fix. You can use the code if you like, but it's really easy fix:
    Code
    194,308,78685,5,2,0:0:0:0:
    256,264,78857,1,2,0:0:0:0:
    318,308,79028,1,2,0:0:0:0:
    318,140,79371,5,2,0:0:0:0:
    256,184,79543,1,2,0:0:0:0:
    194,140,79714,1,2,3:2:0:0:
    256,8,80057,5,4,1:2:0:0:
    256,184,80400,1,4,1:2:0:0:
    256,360,80742,1,4,1:1:0:0:
[Hard]
  1. 00:01:371 (3) - Maybe add a new combo here o3o
[Insane]
  1. 00:32:228 (2) - This slider is toughing HP bar. Very minor fix.
[Another]
  1. You have unsnapped green timing sections at 00:23:301 and 00:44:659.

I could pass your Extreme difficulty , so I skipped that difficulty. Have a star icon ~
All fixed! thank you very much! :)
BeatofIke
Short recheck www.

[Advanced]
  1. 01:18:000 (4) - Move at 218|272. I noticed that it wasn't a perfect star because of this circle XD
Topic Starter
ecdonald

BeatofIke wrote:

Short recheck www.

[Advanced]
  1. 01:18:000 (4) - Move at 218|272. I noticed that it wasn't a perfect star because of this circle XD
wow, fixed, thanks! :D
BeatofIke
Looks good now. Mapset bubbled~
Topic Starter
ecdonald
Thank you! :)
Pereira006
[Easy]

Gameplay:

  1. 00:58:971 (3) - You missing NC here becasuse you put NC every 4/1, example 00:45:257 (1,2,1,2), so in 00:58:971 (3) - is missing NC
  2. 01:16:800 (1,2,3,4) - my bigger worry, this notes is way too much to click with this higher BPM, I prefer this could reduce rhythm, try add long slider or something also in 01:16:800 (1) - could remove NC

[Normal]

Hitsound:

  1. 00:23:314 (1) - the begin, isn't should be finish ? I see you easy diff easy is finish also advance is finish too

Gameplay:

  1. 00:38:228 (4,5) - Inconsistency spacing
  2. 00:58:285 (4,5,1) - You style, You could put NC on (4) and remove NC in (1), same thing parts on 00:47:314 (1,2,3), listen song and vocal, they are repeat.
  3. 01:11:142 (1,2,3) - this look ugly on gameplay when I test play, this should be nice if clean overlap and change placements
  4. 01:15:257 (5) - I feel this could NC, the vocal is same thing on 01:09:771 (1)

[advanced]

Hitsound:

  1. 00:23:314 (1) - should finish, same happen on diff normal

Gameplay:

  1. 00:16:285 (4) - missing NC, same you did NC on 00:13:542 (1)
  2. 00:38:914 (7) - weird follow becuase whole parts you follow only vocal, but this slider I don't feel very well to follow instrumental or melody. try this rhythm http://puu.sh/mmsQj/f0f2b02c12.jpg or use you own rhythm, this slider is just don't well something
  3. 00:47:828 (5,1) - Inconsistency spacing

[Insane]

hitsound:

  1. 00:23:314 (1) - missing add finish on begin

[Another]

Hitsound:

  • 00:23:314 (1) - missing add finish on begin
[]
All diff's is pretty good, flow, etc.. but my bigger worry is hitsound. I don't know you make different hitsound and huge inconsistency, example on easy 00:23:314 (1) - on begin is finish but Normal, other diff's is clap why ? another example on Hard 00:13:371 (4) - is Normal sampleset but other diff's is clap. I can see is huge inconsistency of you style. I do like if you make consistency all diff's the only I like hitsound diff is Insane. Diffs play is good but Hitsound huge different and inconsistency is make me don't feel ready to put icon qualify I'm sorry
Any question or you don't understand my english ask me in in-game, so we can talk and stuffs
Call me when you done
Topic Starter
ecdonald

Pereira006 wrote:

SPOILER

Pereira006 wrote:

[Easy]

Gameplay:

  1. 00:58:971 (3) - You missing NC here becasuse you put NC every 4/1, example 00:45:257 (1,2,1,2), so in 00:58:971 (3) - is missing NC
  2. 01:16:800 (1,2,3,4) - my bigger worry, this notes is way too much to click with this higher BPM, I prefer this could reduce rhythm, try add long slider or something also in 01:16:800 (1) - could remove NC

[Normal]

Hitsound:

  1. 00:23:314 (1) - the begin, isn't should be finish ? I see you easy diff easy is finish also advance is finish too

Gameplay:

  1. 00:38:228 (4,5) - Inconsistency spacing
  2. 00:58:285 (4,5,1) - You style, You could put NC on (4) and remove NC in (1), same thing parts on 00:47:314 (1,2,3), listen song and vocal, they are repeat.
  3. 01:11:142 (1,2,3) - this look ugly on gameplay when I test play, this should be nice if clean overlap and change placements
  4. 01:15:257 (5) - I feel this could NC, the vocal is same thing on 01:09:771 (1)

[advanced]

Hitsound:

  1. 00:23:314 (1) - should finish, same happen on diff normal

Gameplay:

  1. 00:16:285 (4) - missing NC, same you did NC on 00:13:542 (1)
  2. 00:38:914 (7) - weird follow becuase whole parts you follow only vocal, but this slider I don't feel very well to follow instrumental or melody. try this rhythm http://puu.sh/mmsQj/f0f2b02c12.jpg or use you own rhythm, this slider is just don't well something
  3. 00:47:828 (5,1) - Inconsistency spacing

[Insane]

hitsound:

  1. 00:23:314 (1) - missing add finish on begin

[Another]

Hitsound:

  • 00:23:314 (1) - missing add finish on begin
[]
All diff's is pretty good, flow, etc.. but my bigger worry is hitsound. I don't know you make different hitsound and huge inconsistency, example on easy 00:23:314 (1) - on begin is finish but Normal, other diff's is clap why ? another example on Hard 00:13:371 (4) - is Normal sampleset but other diff's is clap. I can see is huge inconsistency of you style. I do like if you make consistency all diff's the only I like hitsound diff is Insane. Diffs play is good but Hitsound huge different and inconsistency is make me don't feel ready to put icon qualify I'm sorry
Any question or you don't understand my english ask me in in-game, so we can talk and stuffs
Call me when you done

Thank you for modding!
all fixed and I adjusted all diffs’ hitsounds.
(In hitsounds), Advanced, Hard and Another are almost same as Insane, Easy is now consistent and Nomarl follows vocal properly. only Extreme I left it a bit special, but imo I think it follows drum and vocal properly and will give players flesh feeling.
Thank you :)
Pereira006
the hitsound got huge change all diff's expect Extreme. Will give rebubble because is huge change anyway NEXT bn: all diff is consistency expect Extreme, The mapper wanna hitsound different on Extreme.

rebubble

good luck!
Topic Starter
ecdonald
Thank you! :D
Topic Starter
ecdonald
I remaked Extreme's hitsound and added some hitsound files :)

so please redownload if you download this map before 2016/1/10 ;)
BeatofIke
No kudosu, but at 01:29:142 - You have an inaudible whistle on this note/start of slider o3o
I will double-check the hitsounds later (I'm lazy right now www)
Topic Starter
ecdonald

BeatofIke wrote:

No kudosu, but at 01:29:142 - You have an inaudible whistle on this note/start of slider o3o
I will double-check the hitsounds later (I'm lazy right now www)
wow :o fixed! thanks :)
BeatofIke
Okay, the hitsounds are good at the lower difficulties. On Extreme difficulty however, I feel that the claps are over emphasized at the kiai/chorus section. Other than that, good hitsounding =w=b

Again, no kudosu for this post!
Topic Starter
ecdonald

BeatofIke wrote:

Okay, the hitsounds are good at the lower difficulties. On Extreme difficulty however, I feel that the claps are over emphasized at the kiai/chorus section. Other than that, good hitsounding =w=b

Again, no kudosu for this post!
I deleted hitsound files of Extreme's, and now Extreme's hitsounds of kiai section are same to the lower difficulties :) thank you! :D
BeatofIke
Everything sounds good now. Bubble icon is repaired ^-^.
がんばって~
Topic Starter
ecdonald
Thank you! :)
ありがとう<3
Pereira006
We change Combo color and fix NC on Normal.

Let's try!

Qualify
DahplA
...?
Akiyama Mizuki
wb ecdonald
Blooming Lily
XD
Yohanes
On Extreme
00:21:085 (1,2,3,4,5,1) - Don't you guys think that this spacing is a little bit too .... extreme?

EDIT :
Also, It would be better if you could switch this rhythm 01:23:485 (3,4) -
Switching them wouldn't do any damage since the vocal's strong "part" is on the downbeats, I can even say that switching them will make it sound & play more pleasing. Plus, all the *I think* necessary beat would be highlighted. Anyway, just minor details
UndeadCapulet
00:00:685 (1,2,3,4) - these are clearly not snapped properly...
Okoratu
undeadcapulet, do you have an alternative that works out in terms of gameplay?

5% feedback on the last slider seems fishy

[Extreme]
01:09:771 - you follow vocals, right? I'm kinda surprised that you didn't go for http://puu.sh/mBBla/6e0085eefb.jpg and left that vocal on a sliderend
01:11:142 (6,1) - in terms of making sense with vocals (which this jump pattern is for) swapping New Combos on these notes would make sense..? I mean your mapping is mostly focused on vocals, at least the jumps are so your comboing should reflect that?
Overall your comboing in the kiai seems pretty messy, at least i can't make much sense of it in combination with your patterns, maybe i'm dumb and you can explain
01:10:285 (3,4,5) - throws any kind of emphasis on vocals out of the window by being equidistant, the pattern works though my complaint is that the only focus on 01:10:800 (5) - is a slight direction change
01:15:428 - i know that this is done for the pattern but the way this contrasts the HUGE spacing on 01:16:628 (6) - felt really weird, how about giving this one more space something like http://puu.sh/mBBHp/b243243e0f.jpg where 01:15:428 (1) - has way more space would work better for movement throughout 01:15:942 (2,3,4,5,6) - imo
01:20:057 (1) - could use more spacing from 9 to highlight that finish more, implementing this wouldn't hurt your flipped pattern either i think
01:22:114 (1,2) - feels rather excessive, but i guess the reason for this is clear, just saying
01:24:342 (1,2,3,4) - you never did this before, it's a new and rather unnecessary element in your diff in my opinion, I think it'd be better if you either did extended sliders for vocals more often or not at all, or at least nerf spacing between them
00:25:542 (4,5) - uhh shouldn't the jump be from 00:25:714 (5,1) - ?_?
00:34:285 (1) - could be highlighted further with more spacing
00:43:800 (4) - you skipped most of the faint triplets in this part so playing one at the end of it makes it feel out of place o:
01:29:142 - i'd recommend 20% or 25% volume so you can year that you're indeed hitting something, adding a whistle in addition to that might also be cool

This plays much better than I expected it to, which is nice.
UndeadCapulet
[TimingPoints]
646,338.983050847458,4,2,1,50,1,0
1371,342.857142857143,4,2,1,25,1,0
or just use two sliders like captin's set

right now 00:01:200 (4) - is a whole yellow tick off
Bonsai

UndeadCapulet wrote:

[TimingPoints]
646,338.983050847458,4,2,1,50,1,0
1371,342.857142857143,4,2,1,25,1,0
or just use two sliders like captin's set

right now 00:01:200 (4) - is a whole yellow tick off
Confirming this, all of the first four notes are way off, + the offset is kinda late for the rest too, I'd go with -8ms (following UndeadCapulet's point resulting in this)
Irreversible
Seems like there is a valid discussion ongoing. Unranking it, to fix mentioned matters up.

There are also some concerns which come from my side:

[Extreme]

I really think this diff is just way too exaggerated for what the song actually offers. The jumps are escalated way too drastic and it simply doesn't fit the song, does it? The Another is just perfect for this song, and I personally don't see the need of this Extreme because 01:12:171 (1,2,3) - for real?

That's my opinion, let's see what others think.
Monstrata
Jumps are definitely really big, but I think they are excusable on the Kiai. I felt 00:20:571 (1,1,2,3,4,5,1) - was really exaggerated though because the drums aren't actually that prominent. They also end on a weak note, and it shows because you map that slider with a slow SV, so there isn't really a need for such a large jump pattern there. I would nerf this, but the Kiai I think it's okay.
Topic Starter
ecdonald

UndeadCapulet wrote:

00:00:685 (1,2,3,4) - these are clearly not snapped properly...

[TimingPoints]
646,338.983050847458,4,2,1,50,1,0
1371,342.857142857143,4,2,1,25,1,0
or just use two sliders like captin's set

right now 00:01:200 (4) - is a whole yellow tick off

Bonsai wrote:

UndeadCapulet wrote:

[TimingPoints]
646,338.983050847458,4,2,1,50,1,0
1371,342.857142857143,4,2,1,25,1,0
or just use two sliders like captin's set

right now 00:01:200 (4) - is a whole yellow tick off
Confirming this, all of the first four notes are way off, + the offset is kinda late for the rest too, I'd go with -8ms (following UndeadCapulet's point resulting in this)
ok, I'll change it.
and I have a lot of green lines, so I'm wondering if there has a way to change the green line to follow the new offset together at once :o it seems very inefficient that to change the green line one by one


Yohanes wrote:

On Extreme
00:21:085 (1,2,3,4,5,1) - Don't you guys think that this spacing is a little bit too .... extreme?

EDIT :
Also, It would be better if you could switch this rhythm 01:23:485 (3,4) -
Switching them wouldn't do any damage since the vocal's strong "part" is on the downbeats, I can even say that switching them will make it sound & play more pleasing. Plus, all the *I think* necessary beat would be highlighted. Anyway, just minor details

Monstrata wrote:

Jumps are definitely really big, but I think they are excusable on the Kiai. I felt 00:20:571 (1,1,2,3,4,5,1) - was really exaggerated though because the drums aren't actually that prominent. They also end on a weak note, and it shows because you map that slider with a slow SV, so there isn't really a need for such a large jump pattern there. I would nerf this, but the Kiai I think it's okay.
okay I remaked new easier pattern of 00:21:085 (1,2,3,4,5,1) and changed the rhythm 01:23:485 (3,4) -

Irreversible wrote:

Seems like there is a valid discussion ongoing. Unranking it, to fix mentioned matters up.

There are also some concerns which come from my side:

[Extreme]

I really think this diff is just way too exaggerated for what the song actually offers. The jumps are escalated way too drastic and it simply doesn't fit the song, does it? The Another is just perfect for this song, and I personally don't see the need of this Extreme because 01:12:171 (1,2,3) - for real?

That's my opinion, let's see what others think.
ok, changed into the smaller jumps

Okoratu wrote:

5% feedback on the last slider seems fishy

ok changed this in all diffs

[Extreme]
01:09:771 - you follow vocals, right? I'm kinda surprised that you didn't go for http://puu.sh/mBBla/6e0085eefb.jpg and left that vocal on a sliderend
01:11:142 (6,1) - in terms of making sense with vocals (which this jump pattern is for) swapping New Combos on these notes would make sense..? I mean your mapping is mostly focused on vocals, at least the jumps are so your comboing should reflect that?
Overall your comboing in the kiai seems pretty messy, at least i can't make much sense of it in combination with your patterns, maybe i'm dumb and you can explain

acctually I made Extreme not only to follow vocal and but also to follow instrumental melody (this would hear easily by using https://www.youtube.com/watch?v=ziz_NVUaYws&feature=youtu.be&t=65)
for example the comboing of 01:12:685 (1) - ~ 01:15:257 (5) - purely follows the inst part, but it is true that this style would sounds like a bit chaos...fmm since now I prefer the vocal&inst style and imo this style doesn't breaks the song's offers but I agree with that the reverse slider seems weird so I changed to this http://puu.sh/mClL1/9bfc6a8c22.png

and the new combo 01:11:142 (6,1) follows the inst part too, but the positioning follows vocal so I changed NC to 01:11:142 (1) -


01:10:285 (3,4,5) - throws any kind of emphasis on vocals out of the window by being equidistant, the pattern works though my complaint is that the only focus on 01:10:800 (5) - is a slight direction change

this part of vocal is gentle for me and the part of vocal 01:11:142 (1) - ~ 01:11:828 (5) - is has a little like edge so I made this no-jump position and direction change of last note in order to connect the next edge-jumping position. I think it is ok and keep for now because this positioning reason is sufficiently objective imo, but I'd change if there has more complaint for this.

01:15:428 - i know that this is done for the pattern but the way this contrasts the HUGE spacing on 01:16:628 (6) - felt really weird, how about giving this one more space something like http://puu.sh/mBBHp/b243243e0f.jpg where 01:15:428 (1) - has way more space would work better for movement throughout 01:15:942 (2,3,4,5,6) - imo

ok, increased the spacing following the spacing of 01:16:628 (6) -

01:20:057 (1) - could use more spacing from 9 to highlight that finish more, implementing this wouldn't hurt your flipped pattern either i think
ok, fixed

01:22:114 (1,2) - feels rather excessive, but i guess the reason for this is clear, just saying
umm, now I'd keep since I prefer the jump following the big musical pitch rising of vocal

01:24:342 (1,2,3,4) - you never did this before, it's a new and rather unnecessary element in your diff in my opinion, I think it'd be better if you either did extended sliders for vocals more often or not at all, or at least nerf spacing between them
fmm, I felt the vocal is especially outstretched and i think it's ok for using 3/4 sliders in the Expert difficulty even if a bit suddenly, so I'd mainly keep by reducing the spacing to 2.00x

00:25:542 (4,5) - uhh shouldn't the jump be from 00:25:714 (5,1) - ?_?
okay fixed

00:34:285 (1) - could be highlighted further with more spacing
that's nice idea, but I think it's better keeping the spacing and alternate by changing the direction of this note so I changed the direction making triangle with 00:33:942 (3,4,1) -

00:43:800 (4) - you skipped most of the faint triplets in this part so playing one at the end of it makes it feel out of place o:
ok, changed 1/2 circle

01:29:142 - i'd recommend 20% or 25% volume so you can year that you're indeed hitting something, adding a whistle in addition to that might also be cool
ok fixed
This plays much better than I expected it to, which is nice.
sorry for my bad english, thank you so much everyone for the advices :)
UndeadCapulet

ecdonald wrote:

and I have a lot of green lines, so I'm wondering if there has a way to change the green line to follow the new offset together at once :o it seems very inefficient that to change the green line one by one
select all the timing points with ctrl+a, then change the offset
Topic Starter
ecdonald

UndeadCapulet wrote:

ecdonald wrote:

and I have a lot of green lines, so I'm wondering if there has a way to change the green line to follow the new offset together at once :o it seems very inefficient that to change the green line one by one
select all the timing points with ctrl+a, then change the offset
oh, that's really easy, thanks!
Topic Starter
ecdonald
I tried to change the offset to Bonsai's and moved all notes and green sections by -8ms to snap following new red line, but it happened to make 1ms gap randomly between green section's timing and the notes' timing :o (for example the kiai section has 1ms gap between the note and then doesn't snap)

is this a bug? I tried to find solution but only got exhaustion :(
Monstrata

ecdonald wrote:

I tried to change the offset to Bonsai's and moved all notes and green sections by -8ms to snap following new red line, but it happened to make 1ms gap randomly between green section's timing and the notes' timing :o (for example the kiai section has 1ms gap between the note and then doesn't snap)

is this a bug? I tried to find solution but only got exhaustion :(
It sometimes happens, it really depends on your BPM and how osu rounds to the nearest ms. I've experienced this anyways. My solution was just to move them in groups. like select 5-10 green lines and move them ?? ms, then select another 5-10. etc...
Topic Starter
ecdonald

Monstrata wrote:

ecdonald wrote:

I tried to change the offset to Bonsai's and moved all notes and green sections by -8ms to snap following new red line, but it happened to make 1ms gap randomly between green section's timing and the notes' timing :o (for example the kiai section has 1ms gap between the note and then doesn't snap)

is this a bug? I tried to find solution but only got exhaustion :(
It sometimes happens, it really depends on your BPM and how osu rounds to the nearest ms. I've experienced this anyways. My solution was just to move them in groups. like select 5-10 green lines and move them ?? ms, then select another 5-10. etc...
oh, now I get it :) I'm very grateful!
Topic Starter
ecdonald
I completed fixing the timing issues, so now got moved Pending for requalify ;)
Topic Starter
ecdonald
I remaked some patterns of Extreme to make easier/better looking and adjusted more the timing of Easy.

note for modders XD

Easy

00:00:646 (1) - i made this sliderend on 13/12 line because this line 00:01:352 is most close point to second redline 00:01:363. I tried to place this on the former white line, but the hitsound is too early to the song.
i think this 13/12 sliderend absolutely easy for beginner and make the natural feeling.
Lily Bread
r.i.p..
Topic Starter
ecdonald
:o :o :o
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