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antiPLUR - Speed of Link

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Monstrata
Spread between Extra and Extreme is too big. Extra is going at 1,000,000 m/s but Extreme is going 100,000,000 which is 100 times the Extra! Consider reducing the speed of Extreme to about 25,000,000 m/3 and decreasing SW's speed to 100,000,000 for a better spread!

logs
25:60 ktgster: mod my map
25:61 monstrata: ok
Hpocks
So is this going for rank?
riktoi
as requested in... #modhelp ???

[Normal]

00:09:106 (3,4) - make these a mirror of 00:07:282 (1,2) - but face upwards, I think it fits the beat better

01:22:064 (3) - you might need to do something else here since you can't snap the slider properly on the other side of the red point.

[Advanced]

01:18:439 (1,2,4,5) - the melody changes a bit here so you could unstack these

[Hard]

00:13:553 - this break is pretty awkward, you could just add 1 more hitcircle here

01:24:630 (3) - try making this into a reverse slider instead

[Insane]

nothing, really

[Extra]

00:46:510 (1,2,3) - this could be curved like 00:44:685 (1,2,3,1,2,3) - (unless you are going for something else here)

[N/A's Extreme]

01:57:881 (1) - (decided to only link one hitcircle as the stream is very long) there could be small jumps or kicksliders inbetween here to not just make it a boring "death"stream (tis my opiniooon)

[SW's ULTRA MEGA EXTREME FINALE V2.0]

00:18:457 (5,6,7,8,1,2,3,4,5,6,7,8) - I think the spacing is a bit too low for the feel of this part

[Any Direction]

2fast4me (didn't really find anything to note about)

good luck and hope this helps even a bit
Osuology
[N'A's Extreme]
00:10:931 (1,2,3,1,2,3,1,2,3,1,2,3) - ok hard to play
01:33:472 (3,4,5,6,7) - I think it's badly placed.
Shift a little to the right please?

[SW Ultra Extreme]
Ok the sliders are not nice the 1/4 sliders in the beginning they just aren't nice. The short ones, repeating are fine.
00:40:352 (2,3) - Why this jump?
01:12:395 (2,3) - DAT JUMP WTH IS IT EVEN POSSIBLE

[whatever last diff is]
00:49:246 (1,2,3,4,5,6,7,8,9,10,1,2) - why change DS?

NO KDS PLEASE
Lama Poluna
you're the best
Nerova Riuz GX

riktoi wrote:

as requested in... #modhelp ???
[N/A's Extreme]

01:57:881 (1) - (decided to only link one hitcircle as the stream is very long) there could be small jumps or kicksliders inbetween here to not just make it a boring "death"stream (tis my opiniooon) it's like not that useful because your cursor will keep moving after this note :p

Osuology wrote:

[N'A's Extreme]
00:10:931 (1,2,3,1,2,3,1,2,3,1,2,3) - ok hard to play nah they are not, simple jumps, and ds is good also for those slider jumps later
01:33:472 (3,4,5,6,7) - I think it's badly placed.
Shift a little to the right please? replaced, it might be better now

NO KDS PLEASE
new diff
http://puu.sh/kzyg0/526816e354.rar

why im at the other side of earth
Crimmi
Don't know how to tackle this shit so here goes nothin'.

General (Metadata, Timing, etc.)


_________________________________________________________



  1. Clear.

450.000m/s Insane



  1. 00:54:492 (4) - Perhaps apply Ctrl+G for flow, it plays a bit better imo too.

1.000.000m/s Extra



  1. 01:21:403 (2) - Sliderend is unsnapped, don't know why autoMod is saying that, but double check it. (And no, it can't be the timing otherwise it would've been visible in the other difficulties, silly.)

May Arceus have mercy upon thy fingers who ever plays this map.
-Visceral-
[SW Ultra Extreme]
Ok the sliders are not nice the 1/4 sliders in the beginning they just aren't nice. The short ones, repeating are fine. They just aren't nice is a really bad reason, sorry.
00:40:352 (2,3) - Why this jump? It's the same spacing as the other jumps lol
01:12:395 (2,3) - DAT JUMP WTH IS IT EVEN POSSIBLE It's easy compared to the rest of the song lmfao

Nothing changed from the other mod either.
Topic Starter
ktgster
riktoi

riktoi wrote:

as requested in... #modhelp ???

[Normal]

00:09:106 (3,4) - make these a mirror of 00:07:282 (1,2) - but face upwards, I think it fits the beat better - and 00:10:018 (4,1) - wouldn't be played well enough due to it curving downwards instead

01:22:064 (3) - you might need to do something else here since you can't snap the slider properly on the other side of the red point. - oh it's snapped, I assure you

[Advanced]

01:18:439 (1,2,4,5) - the melody changes a bit here so you could unstack these - to keep consistency with the rest of this section, unstacking these would be conflicting. Besides the change in melody is a drop down so stacking these is actually better instead

[Hard]

00:13:553 - this break is pretty awkward, you could just add 1 more hitcircle here - added

01:24:630 (3) - try making this into a reverse slider instead - it is accenting the hold note instead. Plus this is consistent with the others

[Insane]

nothing, really

[Extra]

00:46:510 (1,2,3) - this could be curved like 00:44:685 (1,2,3,1,2,3) - (unless you are going for something else here) - it's a bit different here, doing a copy-paste wouldn't work effectively

[Any Direction]

2fast4me (didn't really find anything to note about)

good luck and hope this helps even a bit

Osuology

Osuology wrote:

[whatever last diff is]
00:49:246 (1,2,3,4,5,6,7,8,9,10,1,2) - why change DS? - wrong timestamp maybe? There is no change in DS and if you're refering to the 0.49x - 0.52x part, that's just due to editor error which happens all the time

NO KDS PLEASE

Crimmi

Crimmi wrote:

Don't know how to tackle this shit so here goes nothin'.

General (Metadata, Timing, etc.)


_________________________________________________________



  1. Clear.

450.000m/s Insane



  1. 00:54:492 (4) - Perhaps apply Ctrl+G for flow, it plays a bit better imo too. - did a pattern change instead since I didn't like it

1.000.000m/s Extra



  1. 01:21:403 (2) - Sliderend is unsnapped, don't know why autoMod is saying that, but double check it. (And no, it can't be the timing otherwise it would've been visible in the other difficulties, silly.) - idk fixed maybe?

May Arceus have mercy upon thy fingers who ever plays this map.
ComfyWolf
Thank you very much ktgster for letting me SB this crazy fuckshit :)

It doesn't work in stable folks, I don't know why. I'll be making a post about it soon, and hopefully I can get it fixed up. :/
ComfyWolf


K folks, here's the issue; the reason why the storyboard will not load for stable users is because right now square brackets in diff names prevent the reading of storyboards, and this problem has been fixed in cuttingedge. Ktgster would like to keep the diff names as is because square brackets represent vectors, so to keep everyone happy we have decided to keep the storyboard, and until the fix transfers from cuttingedge to stable, only users using the cuttingedge stream will be able to see the storyboard.

Sorry for any inconveniences... :/
UndeadCapulet
From my queue:

Any Direction

00:45:369 (4) - I think it would be better to start the 1/3 stream here, since it's when the 1/3 actually starts up. The 00:45:483 (5,1) - jump might also cause the player to read the stream as 1/4, though maybe I'm just bad at reading 1/3 streams. (Similar suggestions for the other 1/3 streams)
01:15:246 (1) - Should be 1/3 snap. Or just 1/2, but not 1/4. Same for 01:18:439 (1) - .
01:20:834 (5,6) - I think 01:21:062 (7,1) - would be a better place for a jump.
01:22:836 (5) - Should be 1/4 snap.
01:30:103 (1,2,3,4,5) - How about making all of these kick sliders? Also applies to 01:36:840 (1,2,3,4,5) - .
01:37:261 (1) - I think it'd be better to just have a circle on the finishing white tick, it'd provide better feedback and make for a better snap into the next stream. Right now this repeat kind of clashes with the rest of the kiai where sliders would only ever repeat twice instead of three times, people might try to break off and aim for the next stream early. Or just in general, breaking off of this tail for a 1/2 jump feels really weak, basically all the 1/2 in this map is clickable. Same applies for 01:38:945 (1) - .
01:39:787 (1,2,3,4,5,6) - Well this is really weird, you completely switched the way you emphasized the instrumental. I appreciate you trying to keep things diverse, but 01:38:103 (1,2,3,4,5,6,7,8,9) - is just overall more fitting, and the player will expect it more anyway since the map's structure uses repeated rhythms.

---

SW's Ultra Extreme

Are 00:14:352 (1,2,3,4) - really necessary? It kinda kills the emphasis of the "real" beginning of the song (00:14:580 (1) - ). If you really want to keep these, could you just stack them all onto 00:14:580 (1) - , so there isn't so much motion and the drums get their chance to actually feel powerful?
00:17:773 (3,4,5) - As cool as this is, it kinda clashes with how you map these drums later on. Either mix this in as a similar pattern at points like 00:21:422 (3,4,5,6) - or cut in entirely and use 1/2 circle jumps like all the later patterns.
00:21:878 (1,2) - Should probably just make this a single repeated slider, or as a stream, instead of continuing 1/2 clicking out of 00:21:422 (3,4,5,6) - . Everything will feel better this way imo.
00:45:597 (1) - Make this a 1/3 repeat as well? It's just as audible as the later ones. Applies to all similar patterns.
01:05:211 (3,4,5,6) - It'd be nice if you structured this so the horizontal brushing motion of 01:03:843 (1,2,3,4,1,2) - is kept up. Right now the diagonal motion is a little intrusive.
01:18:439 (1,2,3,4) - and 01:19:352 (1,2,3,4,5,6) - should probably be the same rhythm.
01:22:064 (1,2,3,4) - Might not want these to all be circles when the bpm changes so much.
01:37:577 (3,4,5,6,7,8,9) - I really dislike this arrangement, it's never happened before, it never happens again, and it's really hard to predict. I get you've sorta worked yourself into a corner, but there are better things you can do than this. Perhaps try this arrangement. This actually fixes another point I was going to bring up, which is:
01:38:103 (1,2,3,4,5,6,7) - Going off of looks, this angle seems rather sharp going into the stream compared to the rest of the map.
01:50:735 (1,2,3,4) - I don't think starting the BPM decline with a stream is a very good idea, try a repeat slider here instead.

---

N/A's Extreme

00:15:150 (4,5,6) - Curving these circles so they follow along the curve of the sliderbody would look and play much nicer. Applies to all triplets into curved sliders.
00:25:983 (3) - Move this down by 00:25:527 (1) - 's head instead, the 00:25:983 (3,4,5,6) - jump is really small and unrewarding when compared to earlier arrangements.
00:51:527 (5) - NC to be consistent with 00:55:176 (1) - . Also applies to00:53:352 (5) - .
01:24:314 (4,5,6) - Maybe curve this like so. I don't think the current snappy motion is a good way to introduce people to the 285bpm streaming.

---

Extra

00:56:088 (3,4,5,1) - Try this arrangement, I think it's cleaner.
01:15:246 (4) - Should be 1/3 snap. Same for 01:18:439 (1) - .

---
Yeah, that's about all I can take of this song..
Good luck with your nightmare set! Hope I helped!
Nerova Riuz GX

UndeadCapulet wrote:

From my queue:

N/A's Extreme

00:15:150 (4,5,6) - Curving these circles so they follow along the curve of the sliderbody would look and play much nicer. Applies to all triplets into curved sliders. k
00:25:983 (3) - Move this down by 00:25:527 (1) - 's head instead, the 00:25:983 (3,4,5,6) - jump is really small and unrewarding when compared to earlier arrangements. Well it looks like smaller but actually it's not on DS, but i make it a little bit longer (YES, just a LITTLE BIT). btw move it on that slider's head is obviously too far.
00:51:527 (5) - NC to be consistent with 00:55:176 (1) - . Also applies to00:53:352 (5) - . My fault, i won't add those NCs but I'll delete that strange specific NC you mentioned.
01:24:314 (4,5,6) - Maybe curve this like so. I don't think the current snappy motion is a good way to introduce people to the 285bpm streaming. i don't think so. It can still be played well no matter how fast it is, also i tend to use straight lines on most triples with sliders. Your curve set is a good one but i think it might be not that good when you're going to move from 01:24:419 (6) - to 01:24:630 (1) - , and this is a bigger issue imo.

---
Yeah, that's about all I can take of this song..
Good luck with your nightmare set! Hope I helped!
http://puu.sh/kHDoQ/2e9bda7ad1.rar
Side
Hi here's a thing :v

SPOILER
Nice timeline scroll speed :^)


Normal

Consider OD2.5. BPM changes might throw some players off since they're not all sliders on that end section.

01:03:843 (3,4,5,6) - 4 spaced at 1.1x. Change to consistent 1.0x for this.

01:41:840 (4) - Snapped to blue tick? Pretty sure this should be white tick. Also center between the two notes so it's consistent 1.0x spacing too.


Advanced

00:38:756 (3) - Normal sample soft addition and clap on slider end like 00:36:931 (3) -

00:39:668 (6) - Same as above on slider end.

No real issues.


Hard

00:36:931 (3,4,5) - Maybe minor but Consider shifting these slightly to the right so it looks cleaner like so. Basically 3 at x:256 y:28, 4 at x:332 y:52, 5 at x:373 y:121.

No real issues. 2s stacks might be a bit challenging imo because players at this level will likely be alternating and the spacing change while moving over to the next note might come out late. I don't think this is bad however. Always good to teach newer players slightly harder patterns.


Insane

01:16:615 (1) - 01:18:211 (6) - I feel like 2's stack like at 01:17:071 (4,5) - into a DS jump snap like 01:17:299 (6) - feels pretty awkward to play at this difficulty. The way I feel the hand flows here is a jump into a stop (2's stack) into a jump with flow (slider). I hope that made sense but what basicaly what I mean is it's a bit unconfortable to play for this difficulty because of the stack into the slider possibly causing reading concerns. I think unstacking the 2nd note would make it flow and read better. But I mean this isn't wrong I just feel it might be too challenging idk. For example if the pattern started like 01:18:439 (1,2,3,4,5,6) - Then it could help with getting familiar with this pattern.

01:22:817 (4) - Maybe separate to 2 sliders? 1st one ending at 01:23:134 - 2nd one starting at 01:23:346 - I mean you already have a 1/2 slider transition with 01:22:501 (3) - so it would make sense and follow the vocals saying "sound???????" "something???" "sonic???" idk.

01:56:939 (1,2,3,4) - I like this :3 but too bad this is the only place there was a jump pattern like this :( Could have been fun for parts like 01:43:156 (1,2,3,4,5,6) -


Extra

No issues. I had to warm up like hell to single tap and burst 220 but you just reminded me I still can't single tap 285 so thanks. Thanks a lot ;A;
But seriously didn't see anything I disliked. Read well, high BPM flow maps are always really nice at this diff because players don't have to worry about unexpected jumps and can focus on accuracy and bursting high BPM and BPM changes. Very nice!!


N/A's Extreme (plz use Nerova's or NRG's yo. Hell even GX's)

Raise OD to 8.5. It's Extreme and reduces notelock possibility. Also more pp

Also this is where I had to start playtesting using relax. I don't iz haz sped of leenk ;_;

01:01:904 - Add note. Emptiness would be fine if you had it here too. 01:08:404 (1,2,3,4) - The note could be added at x:148 y:360 to compliment 01:01:448 (2) - and sit nicely betwen between 01:01:106 (1,3) - Plus the jump is expected cuz downbeat.

01:03:729 - Add note. It could be at x:488 y:224 if you want a pretty big jump and to mirror 01:02:931 (1,2) - somewhat or x:480 y:240 so the circular windup for the jump feels more natural. I couyld see skipping this note though.

01:07:492 (1,2,3) - Use 1.3x spacing for consistency. Easily do this by moving 2 to x:398 y:188 or 189. You can also add a note at 01:08:290 - probably stacked over 2. Flows nicely :3

01:11:027 - If you did choose to add a note at 01:03:729 - You should also add one here. Probably at x:360 y:160.

01:20:321 (1) - SUCH a missed opportunity. I see 1.0x spaced 8-note streams into 1/8 kick sliders like this and this and this and this :v (I'm sure you can do something much better than this)

01:31:366 (1,2) - Flow here is meh. Should mirror each other but not the way they look at the moment. Consider revising this.

02:05:480 (1,2,3,4) - Use .2x spacing to keep the consistent .1x space reduction. Also looks better.


SW's Ultra Extreme

00:07:282 - 00:14:352 - Map this plz :(

00:14:352 (1,2,3,4) - I bet it won't looks as nice if you do map the first part (which you really should :( )

00:18:001 (5) - This is fine but I would wanna emphasize 00:18:115 - drum with another 1/4 slider instead. Would probably not be too hard to change either since the spacing from this to the stream is short and you could add a note there and make it a jump. But as I said it's fine this way too.

00:20:966 (1,2,3,4,5,6) - Could polygon and get the same effect but cleaner.

00:57:457 (1,2,3,4) - This non-stack looks nice in game :3

01:22:064 (1,2,3,4,1) - Feels so empty for this diff. Maybe make them 1/2 sliders with decreasing DS each? Then maybe make 01:22:923 (1) - a .5x slider that drops off right next to 01:23:788 (1) - and bam speed change. Sounds nice :3

01:11:483 (2,4) - 01:12:395 (2,4) - Unstack would flow better. Also you can probably make 01:11:597 (3) - parallel 01:10:685 (3) - but that's minor and does not impact gameplay.

01:47:051 (4,5,6) - Center around 3 like you did with 01:45:998 (3,4,5,6) - Looks nicer flows slightly better.


Any Direction (RIP both hands x_x)

00:09:562 (5,6,7,8) - 00:10:474 (5,6,7,8) - Should probably shift flow at 5 more consistently. For example the previous 2 combos go up down up down but these go up down up down up then down down down if that make sense which results in weird flow especially leading into a jump into the next combo. I suggest making 5-8 flow circularly if you wanna go for that effect. Basically starting at 5 it would all flow circularly so it's consistent with a 4-4 pattern. God I hate trying to explain this cuz I don't think I'm making sense. Anyway something like this (bad example) or keep the up/down pattern but make it slightly different.

00:50:159 (1,2,1,2,1,2,1,2) - Holy 260 bpm CS5 3.0x jumps x_x

01:01:905 (2) - Use 2.0x spacing to be consistent with 01:01:677 (2) - And I say this cuz thats what these two do 01:01:106 (1,2,1,2) -

01:07:036 (1,2,1,2) - Maybe lower to 3.0x spacing? I don't know how this plays toi better players but I sure can't do this with relax x_x

01:42:209 (6) - Stack after 3.0x jump x_x. Consider moving to x:80 y:64 so it keeps the .5x spacing increase pattern going, keeps the zig zag pattern going, makes a nice line and keeps the 2.0 spacing into the next note :3

01:45:472 (7) - Missing clap


Damn my wrists started hurting just listening to that song ;_;
But it's a really fun set and nice song :)


Hope this helps. Good luck! :)
Topic Starter
ktgster
UndeadCapulet

UndeadCapulet wrote:

From my queue:

Any Direction

00:45:369 (4) - I think it would be better to start the 1/3 stream here, since it's when the 1/3 actually starts up. The 00:45:483 (5,1) - jump might also cause the player to read the stream as 1/4, though maybe I'm just bad at reading 1/3 streams. (Similar suggestions for the other 1/3 streams) - changed to repeat slider
01:15:246 (1) - Should be 1/3 snap. Or just 1/2, but not 1/4. Same for 01:18:439 (1) - actually 1/4 that lasts 4 ticks long instead of 5, doing a change wouldn't do well with playability
01:20:834 (5,6) - I think 01:21:062 (7,1) - would be a better place for a jump. - fixed
01:22:836 (5) - Should be 1/4 snap. - nah, just broken snap
01:30:103 (1,2,3,4,5) - How about making all of these kick sliders? Also applies to 01:36:840 (1,2,3,4,5) - it wouldn't be consistent with the stream switching to kickslider.
01:37:261 (1) - I think it'd be better to just have a circle on the finishing white tick, it'd provide better feedback and make for a better snap into the next stream. Right now this repeat kind of clashes with the rest of the kiai where sliders would only ever repeat twice instead of three times, people might try to break off and aim for the next stream early. Or just in general, breaking off of this tail for a 1/2 jump feels really weak, basically all the 1/2 in this map is clickable. Same applies for 01:38:945 (1) - ehh, I'll change for testing purposes
01:39:787 (1,2,3,4,5,6) - Well this is really weird, you completely switched the way you emphasized the instrumental. I appreciate you trying to keep things diverse, but 01:38:103 (1,2,3,4,5,6,7,8,9) - is just overall more fitting, and the player will expect it more anyway since the map's structure uses repeated rhythms. - it wouldn't fit due to a new set of 1/4's being played in that part

Extra

00:56:088 (3,4,5,1) - Try this arrangement, I think it's cleaner. - it wouldn't look well with the stack on circle 3 and 4 due to a slider appearing underneath. I think this looks better overall
01:15:246 (4) - Should be 1/3 snap. Same for 01:18:439 (1) - 01:18:439 (1) is actually 1/4 instead. As said before, 01:15:246 (4) is 1/4 that ends early.

Side

Side wrote:

Hi here's a thing :v

Nice timeline scroll speed :^)


Normal

Consider OD2.5. BPM changes might throw some players off since they're not all sliders on that end section. - alright

01:03:843 (3,4,5,6) - 4 spaced at 1.1x. Change to consistent 1.0x for this. - dumb mistake... fixed

01:41:840 (4) - Snapped to blue tick? Pretty sure this should be white tick. Also center between the two notes so it's consistent 1.0x spacing too. - lel rip me


Advanced

00:38:756 (3) - Normal sample soft addition and clap on slider end like 00:36:931 (3) - k fixed

00:39:668 (6) - Same as above on slider end.

No real issues.


Hard

00:36:931 (3,4,5) - Maybe minor but Consider shifting these slightly to the right so it looks cleaner like so. Basically 3 at x:256 y:28, 4 at x:332 y:52, 5 at x:373 y:121. - k done somewhat

No real issues. 2s stacks might be a bit challenging imo because players at this level will likely be alternating and the spacing change while moving over to the next note might come out late. I don't think this is bad however. Always good to teach newer players slightly harder patterns.


Insane

01:16:615 (1) - 01:18:211 (6) - I feel like 2's stack like at 01:17:071 (4,5) - into a DS jump snap like 01:17:299 (6) - feels pretty awkward to play at this difficulty. The way I feel the hand flows here is a jump into a stop (2's stack) into a jump with flow (slider). I hope that made sense but what basicaly what I mean is it's a bit unconfortable to play for this difficulty because of the stack into the slider possibly causing reading concerns. I think unstacking the 2nd note would make it flow and read better. But I mean this isn't wrong I just feel it might be too challenging idk. For example if the pattern started like 01:18:439 (1,2,3,4,5,6) - Then it could help with getting familiar with this pattern. - changed some things I guess

01:22:817 (4) - Maybe separate to 2 sliders? 1st one ending at 01:23:134 - 2nd one starting at 01:23:346 - I mean you already have a 1/2 slider transition with 01:22:501 (3) - so it would make sense and follow the vocals saying "sound???????" "something???" "sonic???" idk. - except "sound" is on a blue tick. Also this slider is following the 1/4 and not really the vocals

01:56:939 (1,2,3,4) - I like this :3 but too bad this is the only place there was a jump pattern like this :( Could have been fun for parts like 01:43:156 (1,2,3,4,5,6) - these have to be jumps due to 4 strong sounds being played per slider and it shows emphasis too


Extra

No issues. I had to warm up like hell to single tap and burst 220 but you just reminded me I still can't single tap 285 so thanks. Thanks a lot ;A;
But seriously didn't see anything I disliked. Read well, high BPM flow maps are always really nice at this diff because players don't have to worry about unexpected jumps and can focus on accuracy and bursting high BPM and BPM changes. Very nice!! - yay

Any Direction (RIP both hands x_x)

00:09:562 (5,6,7,8) - 00:10:474 (5,6,7,8) - Should probably shift flow at 5 more consistently. For example the previous 2 combos go up down up down but these go up down up down up then down down down if that make sense which results in weird flow especially leading into a jump into the next combo. I suggest making 5-8 flow circularly if you wanna go for that effect. Basically starting at 5 it would all flow circularly so it's consistent with a 4-4 pattern. God I hate trying to explain this cuz I don't think I'm making sense. Anyway something like this (bad example) or keep the up/down pattern but make it slightly different. - used cross jumps instead for easier snapping

00:50:159 (1,2,1,2,1,2,1,2) - Holy 260 bpm CS5 3.0x jumps x_x - lol, pretty fine when the next set of jumps are more ridiculous

01:01:905 (2) - Use 2.0x spacing to be consistent with 01:01:677 (2) - And I say this cuz thats what these two do 01:01:106 (1,2,1,2) - except that there is a pretty significant sound on the 1 and that is why the 2 is emphasized to crazy spacing

01:07:036 (1,2,1,2) - Maybe lower to 3.0x spacing? I don't know how this plays toi better players but I sure can't do this with relax x_x - kk nerfed a bit, RIP 0.04 stars

01:42:209 (6) - Stack after 3.0x jump x_x. Consider moving to x:80 y:64 so it keeps the .5x spacing increase pattern going, keeps the zig zag pattern going, makes a nice line and keeps the 2.0 spacing into the next note :3 - uhh is this the wrong timestamp?

01:45:472 (7) - Missing clap - added


Damn my wrists started hurting just listening to that song ;_;
But it's a really fun set and nice song :)


Hope this helps. Good luck! :) - thanks
P o M u T a
small things.

[Easy]
  1. 00:45:141 (2) - (x:350 y:266) so, (1,2,3) flow is straight seems good.
[Normal]
  1. 01:31:998 (2) - maybe hitsound forget? sampleset:normal additions:soft
  2. 01:38:735 (4) - ^
  3. 01:45:472 (4) - ^
[Insane]
  1. 01:02:931 (5) - add NC. because your pattern.
[N/A's Extreme]
  1. 01:22:923 (1) - nothing accent this time. so, you should move this note 01:22:817 - . best fit.
i can say only add nc. good luck.
-Visceral-

UndeadCapulet wrote:

From my queue:

SW's Ultra Extreme

Are 00:14:352 (1,2,3,4) - really necessary? It kinda kills the emphasis of the "real" beginning of the song (00:14:580 (1) - ). If you really want to keep these, could you just stack them all onto 00:14:580 (1) - , so there isn't so much motion and the drums get their chance to actually feel powerful?
00:17:773 (3,4,5) - As cool as this is, it kinda clashes with how you map these drums later on. Either mix this in as a similar pattern at points like 00:21:422 (3,4,5,6) - or cut in entirely and use 1/2 circle jumps like all the later patterns.
00:21:878 (1,2) - Should probably just make this a single repeated slider, or as a stream, instead of continuing 1/2 clicking out of 00:21:422 (3,4,5,6) - . Everything will feel better this way imo.
00:45:597 (1) - Make this a 1/3 repeat as well? It's just as audible as the later ones. Applies to all similar patterns. Not hearing it : /
01:05:211 (3,4,5,6) - It'd be nice if you structured this so the horizontal brushing motion of 01:03:843 (1,2,3,4,1,2) - is kept up. Right now the diagonal motion is a little intrusive.
01:18:439 (1,2,3,4) - and 01:19:352 (1,2,3,4,5,6) - should probably be the same rhythm. I think its fine how it is really
01:22:064 (1,2,3,4) - Might not want these to all be circles when the bpm changes so much.
01:37:577 (3,4,5,6,7,8,9) - I really dislike this arrangement, it's never happened before, it never happens again, and it's really hard to predict. I get you've sorta worked yourself into a corner, but there are better things you can do than this. Perhaps try this arrangement. This actually fixes another point I was going to bring up, which is:
01:38:103 (1,2,3,4,5,6,7) - Going off of looks, this angle seems rather sharp going into the stream compared to the rest of the map. I feel it plays fine
01:50:735 (1,2,3,4) - I don't think starting the BPM decline with a stream is a very good idea, try a repeat slider here instead.
SW's Ultra Extreme

00:07:282 - 00:14:352 - Map this plz :( I really dont want to honestly, but I will if I need to for sure

00:14:352 (1,2,3,4) - I bet it won't looks as nice if you do map the first part (which you really should :( )

00:18:001 (5) - This is fine but I would wanna emphasize 00:18:115 - drum with another 1/4 slider instead. Would probably not be too hard to change either since the spacing from this to the stream is short and you could add a note there and make it a jump. But as I said it's fine this way too.

00:20:966 (1,2,3,4,5,6) - Could polygon and get the same effect but cleaner. Mm I think its alright

00:57:457 (1,2,3,4) - This non-stack looks nice in game :3

01:22:064 (1,2,3,4,1) - Feels so empty for this diff. Maybe make them 1/2 sliders with decreasing DS each? Then maybe make 01:22:923 (1) - a .5x slider that drops off right next to 01:23:788 (1) - and bam speed change. Sounds nice :3 In this part I feel less = more. Builds up some uh, "what's to come" feeling from the player

01:11:483 (2,4) - 01:12:395 (2,4) - Unstack would flow better. Also you can probably make 01:11:597 (3) - parallel 01:10:685 (3) - but that's minor and does not impact gameplay. It flows better as it is now tbh

01:47:051 (4,5,6) - Center around 3 like you did with 01:45:998 (3,4,5,6) - Looks nicer flows slightly better. It's literally copy pasted and rotated so it already is

SPOILER
osu file format v14

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Tags:smoothie world Nerova Riuz GX
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35,210,125076,1,0,3:2:0:0:
34,200,125143,1,0,0:2:0:0:
33,189,125211,2,0,L|32:110,3,50.1232620358868,0|0|0|0,1:2|0:2|3:2|0:2,0:0:0:0:
127,95,125480,1,8,1:2:0:0:
128,85,125547,1,0,0:2:0:0:
129,75,125615,1,0,0:0:0:0:
130,65,125683,1,0,0:2:0:0:
131,54,125751,2,0,L|132:-25,3,50.8067659053198,0|0|0|0,1:2|0:2|3:2|0:2,0:0:0:0:
strickluke
First mod! Sorry if I do something dumb or wrong

Key:
Aesthetic or personal preference, not too important.
Moderately important, you decide (obviously).
Important, change this now!

Normal
Only thought it was weird when you started doing this. Maybe change the beginning to look like the rest of the map
Advanced
01:25:051 (2,3,4) - Maybe change this to look more like 01:31:787 (2,3,4) -
Hard
01:32:209 (1) - Slider reverse spam looks weird to me, little detail though
Extra
00:13:667 (1,2,3,4,5,6) - This is pretty different from the other patterns in this section, maybe change it?
N/A's Extreme
This doesn't start where everyone else started, otherwise good
Any Direction
01:30:945 (3) - missing hitsound in this area?
Consider changing CS to ~4.5

nerf or die

Wish I was good enough to help you more, but that's all I have for now. :)
Good Luck on Ranking it!
Rohit6
Lost my irc log because osu! crashed...
I'll just mention stuff i pointed out anyways

[box=299 792 458m/s [Any Direction:1337]]]
00:07:852 (6,7) - No problem here it just looks meh in terms of aesthetics
00:36:474 - I just found it weird that the 3->4 jumpsit increase in a disorderly manner from 1.4> 2.35>2.65
00:43:317 (9) - Increasing ds would be overkill but it would really suit the pace there
[box=200 000 000m/s [SW's Ultra Extreme:1337]]]
00:18:115 (6,1) - DS isnt consistent with the rest of the jumps in the section even though the music doesnt change
01:38:735 (8) - Missed a clap
01:45:472 (8) - ^
[box=100 000 000m/s [N/A's Extreme:1337]]]
Hi testplay hl xdd
Nothing inconsistent tbh
The od seems kinda low for a 6* map
Maybe make it 8.5
[box=1 000 000m/s [Extra:1337]]]
All clear
[box=450 000m/s [Insane:1337]]]
01:16:843 (3,6) - Looks out of place since everything else is parallel
01:56:939 (1,2,3,4) - Can be cleaner
[box=70 220m/s [Hard:1337]]]
00:18:685 (2,3,4) - Everything else is spaced a bit out and only this one is stacked,i guess its because you ran out of space
01:35:577 (1,2) - Why not make them parallel or atleast make their shapes the same
[box=2 885m/s [Advanced:1337]]]
Nothing here as well
[box=0.00275m/s [Normal:1337]]]
Nothing here
The spinner ending is debatable,but you can keep it on hold until you can get some confirmation
Topic Starter
ktgster
Applied all from P o M u T a's mod.

strickluke (no kds due to lack of lines that supported the map in some way)
SPOILER

strickluke wrote:

First mod! Sorry if I do something dumb or wrong

Key:
Aesthetic or personal preference, not too important.
Moderately important, you decide (obviously).
Important, change this now!

Normal
Only thought it was weird when you started doing this. Maybe change the beginning to look like the rest of the map - it's fine, this is a normal so a simple pattern to start off the map would be better for newbies and alike
Advanced
01:25:051 (2,3,4) - Maybe change this to look more like 01:31:787 (2,3,4) - its a pointless change and changing it requires me to do some unnecessary changes
Hard
01:32:209 (1) - Slider reverse spam looks weird to me, little detail though - made it straight
Extra
00:13:667 (1,2,3,4,5,6) - This is pretty different from the other patterns in this section, maybe change it? - the techno sounds are playing those 1/2's hence why it is mapped differently
Any Direction
01:30:945 (3) - missing hitsound in this area? - added
Consider changing CS to ~4.5 - no

nerf or die

Wish I was good enough to help you more, but that's all I have for now. :)
Good Luck on Ranking it!

Rohit6
SPOILER

Rohit6 wrote:

Lost my irc log because osu! crashed...
I'll just mention stuff i pointed out anyways

[box=299 792 458m/s [Any Direction:1337]]]
00:07:852 (6,7) - No problem here it just looks meh in terms of aesthetics - the slider pointing more upwards is due to the ascent of the map.
00:36:474 - I just found it weird that the 3->4 jumpsit increase in a disorderly manner from 1.4> 2.35>2.65 - idk
00:43:317 (9) - Increasing ds would be overkill but it would really suit the pace there - the increase in sound doesn't sound much and shouldn't increase the D.S, it is also kept for consistency

[box=450 000m/s [Insane:1337]]]
01:16:843 (3,6) - Looks out of place since everything else is parallel - fixed in IRC
01:56:939 (1,2,3,4) - Can be cleaner - kept due to the snares
[box=70 220m/s [Hard:1337]]]
00:18:685 (2,3,4) - Everything else is spaced a bit out and only this one is stacked,i guess its because you ran out of space - fixed
01:35:577 (1,2) - Why not make them parallel or atleast make their shapes the same - a better flow into the slider
The spinner ending is debatable,but you can keep it on hold until you can get some confirmation
zzzzzzz 2many boxes.
Rickput
any direction
00:42:860 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16) - the song is actually on a 1/6th beat stream, but the map is 1/4th. Due to the speed of the song already, I'm not going to recommend switching to a 1/6th note stream, but maybe a 1/3rd stream / reverse sliders or 1/6th reverse sliders.

that's all I can find that's noticeable, everything else checks out here.
side note: the storyboard made it really difficult to mod this. It hurts my eyes and I love it.
Spaghetti
Finally decided to mod this lol
jk i cant mod have a star
ComfyWolf

Rickput wrote:

the storyboard made it really difficult to mod this. It hurts my eyes and I love it.
;)
Nerova Riuz GX

Side wrote:

Hi here's a thing :v
SPOILER
N/A's Extreme (plz use Nerova's or NRG's yo. Hell even GX's)
That name comes for reason actually, kek
Raise OD to 8.5. It's Extreme and reduces notelock possibility. Also more pp
k raised and wtf is that more pp
Also this is where I had to start playtesting using relax. I don't iz haz sped of leenk ;_;
you can get the speed of link if you go to play The Legend of Zelda
01:01:904 - Add note. Emptiness would be fine if you had it here too. 01:08:404 (1,2,3,4) - The note could be added at x:148 y:360 to compliment 01:01:448 (2) - and sit nicely betwen between 01:01:106 (1,3) - Plus the jump is expected cuz downbeat.
i added some empty for small break times, and that jump is not really necessary because the whole part is based on stable 1.3x DS :V
01:03:729 - Add note. It could be at x:488 y:224 if you want a pretty big jump and to mirror 01:02:931 (1,2) - somewhat or x:480 y:240 so the circular windup for the jump feels more natural. I couyld see skipping this note though.
same tbh
01:07:492 (1,2,3) - Use 1.3x spacing for consistency. Easily do this by moving 2 to x:398 y:188 or 189. You can also add a note at 01:08:290 - probably stacked over 2. Flows nicely :3
dam i fuked up this shit note
01:11:027 - If you did choose to add a note at 01:03:729 - You should also add one here. Probably at x:360 y:160.
same tbh
01:20:321 (1) - SUCH a missed opportunity. I see 1.0x spaced 8-note streams into 1/8 kick sliders like this and this and this and this :v (I'm sure you can do something much better than this)
yeah i can do more things here, but i thought this might be the most played diff because of that sr. add those notes are another good choice but that makes less ppl can play this map until the real kiai because they don't have that much stamina on singletapping (like myself). that's also why i added a break after that spinner. imo that won't ruin those fun in this diff. (and i did expect there will be tons of mods on this)
01:31:366 (1,2) - Flow here is meh. Should mirror each other but not the way they look at the moment. Consider revising this.
it plays gud and it's pretty common :V
02:05:480 (1,2,3,4) - Use .2x spacing to keep the consistent .1x space reduction. Also looks better. k changed their spacing

P o M u T a wrote:

[N/A's Extreme]
  1. 01:22:923 (1) - nothing accent this time. so, you should move this note 01:22:817 - . best fit.
    i didn't add any note on 01:22:923 - ......or just because i can't understand what did you mean.

strickluke wrote:

N/A's Extreme
This doesn't start where everyone else started, otherwise good
............what should be started and where should i start? i don't get it.

Rohit6 wrote:

[box=100 000 000m/s [N/A's Extreme:1337]]]
Hi testplay hl xdd
Nothing inconsistent tbh
The od seems kinda low for a 6* map
Maybe make it 8.5
kek let's testplay for this new 8.5 od version
thanks for your help

http://puu.sh/kSnCu/efe4fca4e8.rar
......i think that use .rar for sending modded diff is much more convenient, if you need me to post the code directly then just tell me
antiPLUR
I have no idea what any of you are talking about, but thanks for listening to my song!
Shoegazer

antiPLUR wrote:

I have no idea what any of you are talking about, but thanks for listening to my song!
whoa
ComfyWolf

antiPLUR wrote:

I have no idea what any of you are talking about, but thanks for listening to my song!

WAIT WHAT?!
Spaghetti

antiPLUR wrote:

I have no idea what any of you are talking about, but thanks for listening to my song!
lol nice

shot more stars, rank this bitch
Arphimigon
No fun allowed squad!


I honestly expected an 8 star diff.
Also epic SB, nice job Comfy.

[General]
On the easier three diffs, I'd end the spinner at 02:05:887 - I know the sound ends where you did, but it "feels" like it ends on the red tick. I put it on the red and it sounds much better to me.

[Any Direction]
00:13:553 (7,1) - There should be a jump here, for consistency with the last jumps.
01:37:261 (1,2) - This is just me, but I don't think any of the notes hidden next to these sliders are obvious enough. I'd add a tad more spacing to make them a bit more obvious, because at the spacing they are now I'd barely see them and just continue the hold.

[N/A's Extreme]
00:33:738 (1,2,3,4) - This part here would look cleaner if 34 was a straight line, as of now slider 4 doesn't point at note 3 directly.
00:43:088 (2,1) - That is one meaaaaaaaan 1/4 snap. But the pattern fits, however this may cause some concern due to the timeframe to hit the slider being less than the OD given, accompanied by jump (what I'm saying is *combobreak express*) so how about changing 00:43:317 (1) - into 5 notes, and keeping the other sliders? I think it fits, not sure if you do.
01:04:755 (1,2,3) - I feel like there is a slider/hold every time the pitch changes, so here it would cool to have four 1/2 sliders, one tap per pitch change, and an extra because well... it fits nicer as a transition back to the higher pitch after it.

[S/W's Ultra]
00:29:176 (1,2,3,4,5,6,7,8) - Due to stacking direction, hitting that stack after the last three notes sucks. There's more spacing than intended and you kinda have to move back on yourself. I'd manually stack this, or make it into a slightly spaced stream going left, but auto-stacking ruins it.
02:02:838 (1,2,3,4,5,6,7,8,9) - Nazi thing but the slider isn't in the line made here *runs*

[Extra]
00:28:720 (3,4,5,6,1) - Something like this was on the ultra, the stacking direction here makes the jump to slider 1 seem harder than it should be imo. I'd make it so the notes stack towards that slider, even by a little spacing.
00:42:860 (5) - NC perhaps?
01:30:419 (6,1) - y u no jump on strong downbeat ;-; (and the other case of this in the kiai, 01:30:419 (6,1) - )

[Insane]
Best diff of the set so far imo, I really like this. Pretty much perfect how it is.
00:42:860 (7) - Same as extra *runs* (I honestly think there should be NC here also since there is like, 5% drain taken off which is countered by the NC)

[Hard]
00:11:387 (3,4) - Same thing as Any Direction, these notes would be better if they were clearer to see, a bit more in the open. Since there are holds before, you can abuse that leniency they have to make the notes more in the clear, easier to see.
01:25:472 (1) - Now you aren't adding notes on the strong beats after the holds? I'm confused by this D:

[Advanced]
Nothing to say here.

[Normal]
Nothing here either.

One of the best mapsets I've pretty much ever seen. Sad I didn't ask to possibly join in earlier, I'd love to see this progress further.
Good job all of ya.
Nerova Riuz GX

Arphimigon wrote:

[N/A's Extreme]
00:33:738 (1,2,3,4) - This part here would look cleaner if 34 was a straight line, as of now slider 4 doesn't point at note 3 directly.
00:43:088 (2,1) - That is one meaaaaaaaan 1/4 snap. But the pattern fits, however this may cause some concern due to the timeframe to hit the slider being less than the OD given, accompanied by jump (what I'm saying is *combobreak express*) so how about changing 00:43:317 (1) - into 5 notes, and keeping the other sliders? I think it fits, not sure if you do.
01:04:755 (1,2,3) - I feel like there is a slider/hold every time the pitch changes, so here it would cool to have four 1/2 sliders, one tap per pitch change, and an extra because well... it fits nicer as a transition back to the higher pitch after it.
solved in pm
http://puu.sh/l3eHK/39192e82a7.rar

log
22:46 Arphimigon: pm
22:46 Nerova Riuz GX: umm
22:46 Arphimigon: whic
22:46 Arphimigon: bittt
22:47 Nerova Riuz GX: the 2nd and the 3rd
22:47 Arphimigon: 00:43:088 (2,1) -
22:47 Arphimigon: Basically what I was saying is
22:47 Arphimigon: You know how you get like 60ms time frame on OD8?
22:48 Nerova Riuz GX: oh well i understand that now
22:48 Nerova Riuz GX: is 8.5 ok
22:48 Arphimigon: no w8
22:48 Arphimigon: well basically yeah, you HAVE to get a 300 on that slider, and since it is a jump, and a 1/4 snap, and its lower time frame than basically most ODs, its a bad idea
22:48 Arphimigon: blah
22:48 Arphimigon: 8.5 could work, but the snap itself is kinda bad
22:49 Arphimigon: Forced to hit within a 300 time frame or lose combo
22:49 Nerova Riuz GX: i did 8 > 8.5 on the last update
22:49 Arphimigon: So ye i said to replace that with a stream
22:49 Nerova Riuz GX: or just make it closer
22:49 Nerova Riuz GX: :P
22:50 Arphimigon: Thats reasonable
22:50 Arphimigon: (sucks though)
22:50 Arphimigon: 3rd poinnt lemme see
22:50 Arphimigon: 01:04:755 (1,2,3) - this?
22:50 Nerova Riuz GX: yes
22:50 Arphimigon: idk i wouldve just liked to have four 1/2 sliders
22:50 Arphimigon: nothing big
22:51 Nerova Riuz GX: four of them?
22:51 Arphimigon: Thats fine how it is
22:51 Arphimigon: ya
22:51 Arphimigon: [http://osu.ppy.sh/ss/3889459 idk]
22:51 Nerova Riuz GX: though i don't want to make 1/2 spam but now im not sure about that tbh
22:52 Arphimigon: its fine though how it is
22:52 Arphimigon: mostly the hold i was worried about
22:52 Arphimigon: because it messes with the timeframe system
22:53 Arphimigon: Thats why hold sliders are kinda bad at high bpm
22:53 Arphimigon: (esp ones above 1/4)
22:53 Nerova Riuz GX: everything related to that is fked up when i start to face it on h8
22:53 Nerova Riuz GX: and now i have to deal with it again
22:53 Nerova Riuz GX: oh my
22:55 Nerova Riuz GX: [http://puu.sh/l3e9Q/39eaf99240.jpg k i think this is enough]
22:55 Arphimigon: that should be fine
22:55 Arphimigon: the leniency means there is barely any snap there
22:55 Arphimigon: ez
22:56 Nerova Riuz GX: that reverse slider at the first one should be parallel with the next slider so maybe i won't change that
22:56 Nerova Riuz GX: but if i got sth more about it then it should be changed, kek
22:56 Arphimigon: well
22:56 Arphimigon: you could always change both
22:57 Arphimigon: its only like 2/3 degreeas
22:57 Arphimigon: tbh as long as the hold is fixed, its all good
22:58 Nerova Riuz GX: 3>4 is just a minor problem, it's ok on gameplay, i only care about how it looks to most of the ppl
22:59 Nerova Riuz GX: so when i get over 2 of them i'll change that because it's not good for sure
23:00 Nerova Riuz GX: after that hold fixed, i think the readability on singletaps are also solved, woohoo
23:00 Arphimigon: nice
23:00 Nerova Riuz GX: thx
Topic Starter
ktgster
Rickput

Rickput wrote:

00:42:860 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16) - the song is actually on a 1/6th beat stream, but the map is 1/4th. Due to the speed of the song already, I'm not going to recommend switching to a 1/6th note stream, but maybe a 1/3rd stream / reverse sliders or 1/6th reverse sliders. - fixed

that's all I can find that's noticeable, everything else checks out here.
side note: the storyboard made it really difficult to mod this. It hurts my eyes and I love it.

Arphimigon

Arphimigon wrote:

No fun allowed squad!


I honestly expected an 8 star diff. - pls, this is the most underated map as of right now
Also epic SB, nice job Comfy.

[General]
On the easier three diffs, I'd end the spinner at 02:05:887 - I know the sound ends where you did, but it "feels" like it ends on the red tick. I put it on the red and it sounds much better to me. - screw it, ended it on the white tick

[Any Direction]
00:13:553 (7,1) - There should be a jump here, for consistency with the last jumps. - added
01:37:261 (1,2) - This is just me, but I don't think any of the notes hidden next to these sliders are obvious enough. I'd add a tad more spacing to make them a bit more obvious, because at the spacing they are now I'd barely see them and just continue the hold. - fixed

[Extra]
00:28:720 (3,4,5,6,1) - Something like this was on the ultra, the stacking direction here makes the jump to slider 1 seem harder than it should be imo. I'd make it so the notes stack towards that slider, even by a little spacing. - changed the pattern a bit
00:42:860 (5) - NC perhaps? - don't really like lone objects with their own NC
01:30:419 (6,1) - y u no jump on strong downbeat ;-; (and the other case of this in the kiai, 01:30:419 (6,1) - ) - uhh those are the same parts? Anyways, fixed

[Insane]
Best diff of the set so far imo, I really like this. Pretty much perfect how it is.
00:42:860 (7) - Same as extra *runs* (I honestly think there should be NC here also since there is like, 5% drain taken off which is countered by the NC) - ya y not

[Hard]
00:11:387 (3,4) - Same thing as Any Direction, these notes would be better if they were clearer to see, a bit more in the open. Since there are holds before, you can abuse that leniency they have to make the notes more in the clear, easier to see. - fixed
01:25:472 (1) - Now you aren't adding notes on the strong beats after the holds? I'm confused by this D: - I want the players to get used to the bpm change.

[Advanced]
Nothing to say here.

[Normal]
Nothing here either.

One of the best mapsets I've pretty much ever seen. Sad I didn't ask to possibly join in earlier, I'd love to see this progress further. - woah
Good job all of ya.

antiPLUR wrote:

I have no idea what any of you are talking about, but thanks for listening to my song!
Hi :)
Kyubey
Make all your (GDs can be changed too but not that needed) diffs end on the same point, it will add more consistency to the mapset.
[last diff]
I'm sorry but I'm totally against jumps in the quiet part. This part is pretty calm compared to others and you made jumps there more harsh than in other parts.
[storyboard]
AGB and OGB has the different scale and position, is that on purpose? I think it will look better if you make the scales same, now it looks like you just missed that.
my eyes hurted after looking at that storyboard, maybe show some mercy to players and delete it?
ComfyWolf

Kyubey wrote:

Make all your (GDs can be changed too but not that needed) diffs end on the same point, it will add more consistency to the mapset.
[last diff]
I'm sorry but I'm totally against jumps in the quiet part. This part is pretty calm compared to others and you made jumps there more harsh than in other parts.
[storyboard]
AGB and OGB has the different scale and position, is that on purpose? I think it will look better if you make the scales same, now it looks like you just missed that.
my eyes hurted after looking at that storyboard, maybe show some mercy to players and delete it?
Recently an update to osu screwed the proportion up for those two images (they were the same). I thought the unwanted changes fit better with the new changes ktgster brought to the map itself so I didn't think to change it. If you think it's in best interest to change it, please do let me know :D .

As for deletion, I feel that if a player is having trouble playing with the SB on, they can dim/disable it; I can play just fine with it on, and so can many of my friends who normally play with no SBs what so ever.
Kyubey
Actually people that play normals don't always know that they can disable or dim the SB.

About proportions: I understand your position and can see some charm in the broken SB, so I won't insist to change it.

Whatever, let's try. Bubbled.
ComfyWolf

Kyubey wrote:

Actually people that play normals don't always know that they can disable or dim the SB.

About proportions: I understand your position and can see some charm in the broken SB, so I won't insist to change it.

Whatever, let's try. Bubbled.
Heyo \o/
Nathan
comfywolf was added to tags
gogo
Nerova Riuz GX
Is this a dream or something
Charles445
Hi.

[1 000 000 ms]
01:21:860 (5) - Yep.
Asphyxia
Requested disqualification, there's an unsnapped note.
Akiyama Mizuki
....and AIMod doesn't even notify this unsnapping? what
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