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toby fox - Death by Glamour

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Total Posts
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Topic Starter
Flowey
This beatmap was submitted using in-game submission on Tuesday, May 17, 2016 at 8:18:10 AM

Artist: toby fox
Title: Death by Glamour
Source: UNDERTALE
Tags: Mettaton Radiation Chiptune EX OST
BPM: 148
Filesize: 7945kb
Play Time: 02:12
Difficulties Available:
  1. BlueberrySansy's Mettaton EXtra (4.6 stars, 642 notes)
  2. Hard (2.98 stars, 366 notes)
  3. Insane (3.87 stars, 465 notes)
  4. Normal (1.9 stars, 194 notes)
  5. OH YES (5.13 stars, 543 notes)
Download: toby fox - Death by Glamour
Information: Scores/Beatmap Listing
---------------
Mettaton.

The storyboard is ABSOLUTELY BEAUTIFUL.
This map contains Undertale spoilers!


[Guest Difficulties]
BlueberrySansy's Mettaton EXtra: p/5126975



[Storyboard Code]
I ported the old storyboard from SGL to osbpy. Here is the newest storyboard code:
storyboard.py
from osbpy import *
from math import *

beat = 405
start = 113
end = 133085

#Ratings Chart

ratingLeft = 50
ratingBottom = 200
ratingBorder = 2

def makeRatingGraph(layer, startRating, endRating):
ratingGraph = []
for i in range(8):
graphLine = osbject("sb/white_square.png", layer, "CentreLeft", ratingLeft + i * 21, ratingBottom)
graphLine.color(0, start, end, 255, 0, 255, 255, 0, 255)
ratingGraph.append(graphLine)


ratingBar = osbject("sb/white_square.png", layer, "CentreLeft", ratingLeft, ratingBottom - startRating)
ratingBar.color(0, start, end, 0, 255, 255, 0, 255, 255)
ratingBar.vecscale(0, start, end, 160, 1.2, 160, 1.2)

ratingDiff = endRating - startRating

prevRating = startRating
for t in range(start, 132579, beat//2):
currentRating = int(startRating + ratingDiff * (t-start)/(end - start))

if currentRating != prevRating:
ratingBar.moveY(0, t, t, ratingBottom - currentRating, ratingBottom - currentRating)
prevRating = currentRating

ratings = [randint(0, currentRating) for i in range(9)]

for i in range(8):
thisRating = ratings[i]
nextRating = ratings[i+1]

dx = 21
dy = nextRating - thisRating

length = sqrt(dx * dx + dy * dy)
angle = -atan2(dy, dx)

ratingGraph[i].moveY(0, t, t, ratingBottom - thisRating, ratingBottom - ratings[i])
ratingGraph[i].rotate(0, t, t, angle, angle)
ratingGraph[i].vecscale(0, t, t, length, 2, length, 2)




makeRatingGraph("Pass", 30, 70)
makeRatingGraph("Fail", 10, 40)

goalRatingBar = osbject("sb/white_square.png", "Foreground", "CentreLeft", ratingLeft, ratingBottom - 74)
goalRatingBar.color(0, start, end, 255, 255, 0, 255, 255, 0)
goalRatingBar.vecscale(0, start, end, 160, 1.2, 160, 1.2)

rating_yAxis = osbject("sb/white_square.png", "Foreground", "BottomCentre", ratingLeft, ratingBottom)
rating_yAxis.vecscale(0, start, end, 2, 92, 2, 92)
rating_xAxis = osbject("sb/white_square.png", "Foreground", "CentreLeft", ratingLeft, ratingBottom)
rating_xAxis.vecscale(0, start, end, 161, 2, 161, 2)

ratingText = osbject("sb/ratings.png", "Foreground", "BottomCentre", ratingLeft + 80, ratingBottom - 90)
ratingText.loop(start, (end-start)//(beat * 2) + 1)
ratingText.vecscale(17, 0, beat, 1.05, 1, 1, 1.1, True)
ratingText.vecscale(17, beat, 2*beat, 1, 1.1, 1.05, 1, True)
ratingText.moveY(17, 0, beat, ratingBottom-90, ratingBottom-92, True)
ratingText.moveY(17, beat, 2*beat, ratingBottom-92, ratingBottom-90, True)

ratingPassText = osbject("sb/combo.png", "Foreground", "TopCentre", ratingLeft + 80, ratingBottom + 5)
ratingPassText.trigger("Passing", start, end)
ratingPassText.fade(2, 0, 2*beat, 1, 0, True)


ratingFailText = osbject("sb/disappoint.png", "Foreground", "TopCentre", ratingLeft + 80, ratingBottom + 5)
ratingFailText.trigger("Failing", start, end)
ratingFailText.fade(2, 0, 2*beat, 1, 0, True)

#Mettaton

leg0L = osbject("sb/leg0.png", "Foreground", "CentreLeft", 320, 240)
leg0R = osbject("sb/leg0.png", "Foreground", "CentreRight", 320, 240)

leg1L = osbject("sb/leg1.png", "Foreground", "TopCentre", 320, 240)
leg1R = osbject("sb/leg1.png", "Foreground", "TopCentre", 320, 240)

leg2L = osbject("sb/leg2.png", "Foreground", "TopLeft", 320, 240)
leg2R = osbject("sb/leg2.png", "Foreground", "TopRight", 320, 240)

leg3L = osbject("sb/leg3.png", "Foreground", "TopLeft", 320, 240)
leg3R = osbject("sb/leg3.png", "Foreground", "TopRight", 320, 240)

leg4L = osbject("sb/leg4.png", "Foreground", "TopLeft", 320, 240)
leg4R = osbject("sb/leg4.png", "Foreground", "TopRight", 320, 240)

legsL = [leg0L, leg1L, leg2L, leg3L, leg4L]
legsR = [leg0R, leg1R, leg2R, leg3R, leg4R]

armsR = [0, 0, 0, 0, 0, 0, 0]
armsL = [0, 0, 0, 0, 0, 0, 0]
for i in [0, 1, 3, 4, 6]:
armsL[i] = osbject("sb/arm" + str(i) + ".png", "Foreground", "Centre", 320, 240)
armsR[i] = osbject("sb/arm" + str(i) + ".png", "Foreground", "Centre", 320, 240)

body = osbject("sb/body.png", "Foreground", "Centre", 320, 240)

armsL[5] = osbject("sb/arm5.png", "Foreground", "Centre", 320, 240)
armsR[5] = osbject("sb/arm5.png", "Foreground", "Centre", 320, 240)

heads = []
for i in range(12):
heads.append(osbject("sb/head" + str(i) + ".png", "Foreground", "Centre", 320, 240))

armsL[2] = osbject("sb/arm2.png", "Foreground", "Centre", 320, 240)
armsR[2] = osbject("sb/arm2.png", "Foreground", "Centre", 320, 240)

legsL_Active = [True for i in range(5)]
legsR_Active = [True for i in range(5)]
armsL_Active = [True for i in range(7)]
armsR_Active = [True for i in range(7)]
heads_Active = [True for i in range(12)]

legsL_Times = [[0] for i in range(5)]
legsR_Times = [[0] for i in range(5)]
armsL_Times = [[0] for i in range(7)]
armsR_Times = [[0] for i in range(7)]
heads_Times = [[0] for i in range(12)]

for s in legsR + armsR:
s.para(0, start, end, "H")


def ellipseMovement(sprite, x, y, dx, dy):
sprite.loop(start, (end-start)//beat)
sprite.moveX(17, 0, beat//2, x + dx, x - dx, True)
sprite.moveX(17, beat//2, beat, x - dx, x + dx, True)

sprite.loop(start + beat//4, (end-start)//beat)
sprite.moveY(17, 0, beat//2, y + dy, y - dy, True)
sprite.moveY(17, beat//2, beat, y - dy, y + dy, True)

def refresh(sprites, flags, times, activeSprite, t):
for i in range(len(sprites)):
if i == activeSprite and not flags[i]:
times[i].append(t)
flags[i] = True
elif i != activeSprite and flags[i]:
times[i].append(t)
flags[i] = False

def generatePoses(sprites, times):
for i in range(len(times)):
L = times[i]
for j in range(len(L) - 1):
if j % 2 == 0:
sprites[i].fade(0, L[j], L[j+1], 1, 1)
else:
sprites[i].fade(0, L[j], L[j+1], 0, 0)

if len(L) % 2 == 0:
sprites[i].fade(0, L[-1], 131463, 0, 0)
else:
sprites[i].fade(0, L[-1], 131463, 1, 1)

def makeStar(t, side):
star = osbject("sb/star.png", "Foreground", "Centre", 0, 0)
delay = randint(0, 100)
life = randint(1000, 2000)
xDist = randint(120, 500)
yDist = randint(150, 480)
startAng = radians(randint(0, 360))
size = 0.01 * randint(50, 125)
t0 = t + delay

g = randint(0, 255)
b = randint(168, 255)

star.para(0, t0, t0 + life, "A");
if side:
star.moveX(0, t0, t0 + life, 650, 640 - xDist)
star.rotate(0, t0, t0+life, startAng, startAng + 2 * pi)
else:
star.moveX(0, t0, t0 + life, -10, xDist)
star.rotate(0, t0, t0+life, startAng, startAng - 2 * pi)

star.moveY(4, t0, t0 + 0.75*life, 490, 490 - yDist)
star.moveY(3, t0 + 0.75*life, t0 + life, 490 - yDist, 490 - 0.88888888 * yDist)
star.fade(2, t0, t0 + life, 1, 0)
star.scale(1, t0, t0 + life, 0.4, size)
star.color(1, t0, t0 + life, 255, 255, 255, 255, g, b)

def makeStar2(t, x, xEasing):
star = osbject("sb/star.png", "Foreground", "Centre", 0, 0)
delay = randint(0, 100)
life = randint(1000, 2000)
xDist = randint(-200, 200)
yDist = randint(150, 480)
startAng = radians(randint(0, 360))
size = 0.01 * randint(50, 125)
t0 = t + delay

g = randint(0, 255)
b = randint(168, 255)

star.para(0, t0, t0 + life, "A");

star.moveX(xEasing, t0, t0 + life, x, x + xDist)
if xDist < 0:
star.rotate(0, t0, t0+life, startAng, startAng + 2 * pi)
else:
star.rotate(0, t0, t0+life, startAng, startAng - 2 * pi)

star.moveY(4, t0, t0 + 0.75*life, 490, 490 - yDist)
star.moveY(3, t0 + 0.75*life, t0 + life, 490 - yDist, 490 - 0.88888888 * yDist)
star.fade(2, t0, t0 + life, 1, 0)
star.scale(1, t0, t0 + life, 0.4, size)
star.color(1, t0, t0 + life, 255, 255, 255, 255, g, b)




legOffsetX = [-7, 12, -8, -6, -2]
legOffsetY = [42, 31, 32, 28, 24]

armOffsetX = [34, 68, 40, 52, 70, 58, 30]
armOffsetY = [34, 22, -38, -54, -8, 12, -82]

#Movement
ellipseMovement(body, 320, 240, 2, 3)

for s in heads:
ellipseMovement(s, 317, 180, 3, -1)

for i in range(5):
ellipseMovement(legsL[i], 320 + legOffsetX[i], 240 + legOffsetY[i], 1, 1)
ellipseMovement(legsR[i], 320 - legOffsetX[i], 240 + legOffsetY[i], 1, 1)

for i in range(7):
ellipseMovement(armsL[i], 320 + armOffsetX[i], 240 + armOffsetY[i], 2, 3)
ellipseMovement(armsR[i], 320 - armOffsetX[i], 240 + armOffsetY[i], 2, 3)

legLWavePeriod = 2962
legRWavePeriod = 3252
legsL[0].loop(start, (end-start)//legLWavePeriod + 1)
legsL[0].rotate(17, 0, legLWavePeriod//2, radians(5), radians(-20), True)
legsL[0].rotate(17, legLWavePeriod//2, legLWavePeriod, radians(-20), radians(5), True)

legsR[0].loop(start, (end-start)//legRWavePeriod + 1)
legsR[0].rotate(17, 0, legRWavePeriod//2, radians(-5), radians(20), True)
legsR[0].rotate(17, legRWavePeriod//2, legRWavePeriod, radians(20), radians(-5), True)

legsL[3].loop(start, (end-start)//legLWavePeriod + 1)
legsL[3].rotate(17, 0, legLWavePeriod//2, radians(5), radians(-20), True)
legsL[3].rotate(17, legLWavePeriod//2, legLWavePeriod, radians(-20), radians(5), True)

legsR[3].loop(start, (end-start)//legRWavePeriod + 1)
legsR[3].rotate(17, 0, legRWavePeriod//2, radians(-5), radians(20), True)
legsR[3].rotate(17, legRWavePeriod//2, legRWavePeriod, radians(20), radians(-5), True)

for i in range(1, 5):
legsL[i].loop(start, (end-start)//legLWavePeriod + 1)
legsL[i].vecscale(17, 0, legLWavePeriod//2, 1, 1, 1, 1.1, True)
legsL[i].vecscale(17, legLWavePeriod//2, legLWavePeriod, 1, 1.1, 1, 1, True)

legsR[i].loop(start, (end-start)//legRWavePeriod + 1)
legsR[i].vecscale(17, 0, legRWavePeriod//2, 1, 1, 1, 1.1, True)
legsR[i].vecscale(17, legRWavePeriod//2, legRWavePeriod, 1, 1.1, 1, 1, True)


# Poses
activeHead = 1
activeLegL = 2
activeLegR = 2
activeArmL = 1
activeArmR = 1

refresh(heads, heads_Active, heads_Times, activeHead, start)
refresh(legsL, legsL_Active, legsL_Times, activeLegL, start)
refresh(legsR, legsR_Active, legsR_Times, activeLegR, start)
refresh(armsL, armsL_Active, armsL_Times, activeArmL, start)
refresh(armsR, armsR_Active, armsR_Times, activeArmR, start)

poseChangeTimes = []
for i in range(6599, 90923, beat):
poseChangeTimes.append(i)

for i in range(90923, 116869, beat//4):
poseChangeTimes.append(i)

for i in range(116869, 131464, beat):
poseChangeTimes.append(i)


for t in poseChangeTimes:
if t == poseChangeTimes[-1]:
activeHead = 7
activeLegL = 2
activeLegR = 2
activeArmL = 6
activeArmR = 4
else:
activeHead = (activeHead + randint(1, 11)) % 12
activeLegL = (activeLegL + randint(1, 4)) % 5
activeLegR = (activeLegR + randint(1, 4)) % 5
activeArmL = (activeArmL + randint(1, 6)) % 7
activeArmR = (activeArmR + randint(1, 6)) % 7

refresh(heads, heads_Active, heads_Times, activeHead, t)
refresh(legsL, legsL_Active, legsL_Times, activeLegL, t)
refresh(legsR, legsR_Active, legsR_Times, activeLegR, t)
refresh(armsL, armsL_Active, armsL_Times, activeArmL, t)
refresh(armsR, armsR_Active, armsR_Times, activeArmR, t)

generatePoses(heads, heads_Times)
generatePoses(legsL, legsL_Times)
generatePoses(legsR, legsR_Times)
generatePoses(armsL, armsL_Times)
generatePoses(armsR, armsR_Times)

#Special Effects

counter = 0
for t in range(90963, 131464, beat//2):
flip = counter % 2 == 0
posX = 500 + 100*sin(radians(t)*0.36) if flip else 140 - 100*sin(radians(t)*0.36)
light = osbject("sb/light.png", "Foreground", "TopCentre", posX, -20)
light.para(0, t, t + 4*beat, "A")

if counter % 4 < 2 :
light.color(0, t, t+4*beat, 255, 115, 201, 255, 115, 201)
else:
light.color(0, t, t+4*beat, 255, 183, 247, 255, 183, 247)

sign = 1 if flip else -1
light.rotate(0, t, t+4*beat, radians(-sign * 45), radians(sign * 90))
light.scale(0, t, t + beat//2, 0, 1)
light.scale(0, t+3.5*beat, t+4*beat, 1, 0);
light.fade(0, t, t+beat, 0, 1)
light.fade(0, t+3*beat, t+4*beat, 1, 0)
counter += 1

bottomLight = osbject("sb/light2.png", "Background", "BottomCentre", 320, 480)
bottomLight.para(0, 89302, end, "A")
bottomLight.color(0, 89302, end, 194, 0, 128, 194, 0, 128)
bottomLight.fade(0, 89302, 90923, 0, 0.5)
bottomLight.loop(90923, (116869-90923)//beat + 1)
bottomLight.fade(0, 0, beat, 1, 0.5, True)


for t in range(90923, 116869 - beat, beat):
for i in range(50):
makeStar(t, True)
makeStar(t, False)

for i in range(30):
for j in [0, 160, 320, 480, 640]:
for k in [0, 2]:
makeStar2(116869, j, k);

removeBackground = osbject("undertale.png", "Background", "Centre", 320, 240)

undertale = osbject("undertale.png", "Foreground", "Centre", 320, 240)
undertale.fade(0, 0, start, 1, 1)
undertale.fade(0, start, start+beat, 1, 0)
undertale.fade(0, 132680, 134713, 1, 1)

osbject.end("redacted")

osbpy.py
from random import randint
import os
import pylab as plt
import math
import numpy as np
from scipy.io import wavfile

layers = ["Background","Fail","Pass","Foreground"]
origins = ["TopLeft","TopCentre","TopRight","CentreLeft","Centre","CentreRight","BottomLeft","BottomCentre","BottomRight"]
spect = []

def sinus(har, radius, sinheight):
x1 = np.linspace(0, sinheight, har)
y1 = np.sin(x1)
sinus = plt.plot(x1, y1, 'bo')
ysinus = sinus[0].get_ydata()*radius
return ysinus

def gencircle(r, n):
for i in range(len(r)):
for j in range(n[i]):
yield r[i], j*(2 * np.pi / n[i])

def circle(har, radius):
circle = []
xcircle = {}
ycircle = {}
for r, t in gencircle([2*radius], [har]):
circle += plt.plot(r * np.cos(t), r * np.sin(t), 'bo')
for index, val in enumerate(circle):
xcircle[index] = val.get_xdata()
ycircle[index] = val.get_ydata()
return ycircle, xcircle

def check_easing(es):
if es not in range(35):
return True
else:
return False

class osbject:
back_obj = []
fail_obj = []
pass_obj = []
fore_obj = []
obj_layers = {"Background" : back_obj, "Fail" : fail_obj, "Pass" : pass_obj, "Foreground" : fore_obj}

def __init__(self, path, layer, origin, posX, posY, framecount=None, framerate=None, loop=None):
osbject.obj_layers[layer].append(self)
valid = True
errors = []
self.props = []

if type(path) is not str:
errors.append("Invalid Path! ")
valid = False
if layer not in layers:
errors.append("Invalid Layer! ")
valid = False
if origin not in origins:
errors.append("Invalid Origin! ")
valid = False
try:
posX = int(posX)
posY = int(posY)
except:
errors.append("Invalid Position! ")
valid = False
if framecount is not None and framerate is not None and loop is not None:
if not isinstance(framecount, int) or not isinstance(framerate, int):
errors.append("Invalid Frame count or Frame rate! ")
valid = False
if loop not in ["LoopForever","LoopOnce"]:
errors.append("Invalid Type! ")
valid = False
if valid:
self.props.append("Animation,%s,%s,%s,%s,%s,%s,%s,%s" % (layer, origin, path, posX, posY, framecount, framerate, loop))
else:
self.props = errors
else:
if valid:
self.props.append("Sprite,%s,%s,\"%s\",%s,%s" % (layer, origin, path, posX, posY))
else:
self.props = errors

def fade(self, easing,startTime,endTime,startFade,endFade,loop = False):
valid = True
errors = ""
if check_easing(easing):
errors.append("Invalid Easing! ")
valid = False
try:
startTime = int(startTime)
endTime = int(endTime)
except:
errors.append("Invalid Time! ")
valid = False
try:
startFade = float(startFade)
endFade = float(endFade)
except:
errors.append("Invalid Fade! ")
valid = False
if valid:
if loop:
self.props.append("\n F,%s,%s,%s,%s,%s" % (easing, startTime, endTime, startFade, endFade))
else:
self.props.append("\n F,%s,%s,%s,%s,%s" % (easing, startTime, endTime, startFade, endFade))
else:
self.props.append("\n" + "".join(errors))

def move(self, easing,startTime,endTime,startmoveX,startmoveY,endmoveX,endmoveY,loop = False):
valid = True
errors = ""
if check_easing(easing):
errors.append("Invalid Easing! ")
valid = False
try:
startTime = int(startTime)
endTime = int(endTime)
except:
errors.append("Invalid Time! ")
valid = False
if not isinstance(startmoveX, int) or not isinstance(startmoveY, int) or not isinstance(endmoveX, int) or not isinstance(endmoveY, int):
errors.append("Invalid Move! ")
valid = False
if valid:
if loop:
self.props.append("\n M,%s,%s,%s,%s,%s,%s,%s" % (easing, startTime, endTime, startmoveX, startmoveY, endmoveX, endmoveY))
else:
self.props.append("\n M,%s,%s,%s,%s,%s,%s,%s" % (easing, startTime, endTime, startmoveX, startmoveY, endmoveX, endmoveY))
else:
self.props.append("\n" + "".join(errors))

def moveX(self, easing,startTime,endTime,startmoveX,endmoveX,loop = False):
valid = True
errors = ""
if check_easing(easing):
errors.append("Invalid Easing! ")
valid = False
try:
startTime = int(startTime)
endTime = int(endTime)
startmoveX = int(startmoveX)
endmoveX = int(endmoveX)
except:
errors.append("Invalid Arguments! ")
valid = False
if valid:
if loop:
self.props.append("\n MX,%s,%s,%s,%s,%s" % (easing, startTime, endTime, startmoveX, endmoveX))
else:
self.props.append("\n MX,%s,%s,%s,%s,%s" % (easing, startTime, endTime, startmoveX, endmoveX))
else:
self.props.append("\n" + "".join(errors))

def moveY(self, easing,startTime,endTime,startmoveY,endmoveY,loop = False):
valid = True
errors = ""
if check_easing(easing):
errors.append("Invalid Easing! ")
valid = False
try:
startTime = int(startTime)
endTime = int(endTime)
startmoveY = int(startmoveY)
endmoveY = int(endmoveY)
except:
errors.append("Invalid Arguments! ")
valid = False
if valid:
if loop:
self.props.append("\n MY,%s,%s,%s,%s,%s" % (easing, startTime, endTime, startmoveY, endmoveY))
else:
self.props.append("\n MY,%s,%s,%s,%s,%s" % (easing, startTime, endTime, startmoveY, endmoveY))
else:
self.props.append("\n" + "".join(errors))

def scale(self, easing,startTime,endTime,startScale,endScale,loop = False):
valid = True
errors = ""
if check_easing(easing):
errors.append("Invalid Easing! ")
valid = False
try:
startTime = int(startTime)
endTime = int(endTime)
startScale = float(startScale)
endScale = float(endScale)
except:
errors.append("Invalid Arguments! ")
valid = False
if valid:
if loop:
self.props.append("\n S,%s,%s,%s,%s,%s" % (easing, startTime, endTime, startScale, endScale))
else:
self.props.append("\n S,%s,%s,%s,%s,%s" % (easing, startTime, endTime, startScale, endScale))
else:
self.props.append("\n" + "".join(errors))

def vecscale(self, easing,startTime,endTime,startscaleX,startscaleY,endscaleX,endscaleY,loop = False):
valid = True
errors = ""
if check_easing(easing):
errors.append("Invalid Easing! ")
valid = False
if check_easing(easing):
errors.append("Invalid Easing! ")
valid = False
try:
startTime = int(startTime)
endTime = int(endTime)
startscaleX = float(startscaleX)
endscaleX = float(endscaleX)
startscaleY = float(startscaleY)
endscaleY = float(endscaleY)
except:
errors.append("Invalid Arguments! ")
valid = False
if valid:
if loop:
self.props.append("\n V,%s,%s,%s,%s,%s,%s,%s" % (easing, startTime, endTime, startscaleX, startscaleY, endscaleX, endscaleY))
else:
self.props.append("\n V,%s,%s,%s,%s,%s,%s,%s" % (easing, startTime, endTime, startscaleX, startscaleY, endscaleX, endscaleY))
else:
self.props.append("\n" + "".join(errors))

def rotate(self, easing,startTime,endTime,startRotate,endRotate,loop = False):
valid = True
errors = ""
if check_easing(easing):
errors.append("Invalid Easing! ")
valid = False
try:
startTime = int(startTime)
endTime = int(endTime)
startRotate = float(startRotate)
endRotate = float(endRotate)
except:
errors.append("Invalid Arguments! ")
valid = False
if valid:
if loop:
self.props.append("\n R,%s,%s,%s,%s,%s" % (easing, startTime, endTime, startRotate, endRotate))
else:
self.props.append("\n R,%s,%s,%s,%s,%s" % (easing, startTime, endTime, startRotate, endRotate))
else:
self.props.append("\n" + "".join(errors))

def color(self, easing,startTime,endTime,startR,startG,startB,endR,endG,endB,loop = False):
valid = True
errors = ""
if check_easing(easing):
errors.append("Invalid Easing! ")
valid = False
try:
startTime = int(startTime)
endTime = int(endTime)
startR = int(startR)
startG = int(startG)
startB = int(startB)
endR = int(endR)
endG = int(endG)
endB = int(endB)
except:
errors.append("Invalid Arguments! ")
valid = False
if valid:
if loop:
self.props.append("\n C,%s,%s,%s,%s,%s,%s,%s,%s,%s" % (easing, startTime, endTime, startR, startG, startB, endR, endG, endB))
else:
self.props.append("\n C,%s,%s,%s,%s,%s,%s,%s,%s,%s" % (easing, startTime, endTime, startR, startG, startB, endR, endG, endB))
else:
self.props.append("\n" + "".join(errors))

def para(self, easing,startTime,endTime,parameter):
valid = True
errors = ""
if check_easing(easing):
errors.append("Invalid Easing! ")
valid = False
try:
startTime = int(startTime)
endTime = int(endTime)
except:
errors.append("Invalid Arguments! ")
valid = False
if parameter not in ["H", "V", "A"]:
errors.append("Invalid Parameter!")
valid = False
if valid:
self.props.append("\n P,%s,%s,%s,%s" % (easing, startTime, endTime, parameter))
else:
self.props.append("\n" + "".join(errors))

def loop(self, startTime,loopCount):
valid = True
errors = ""
try:
startTime = int(startTime)
loopCount = int(loopCount)
except:
errors.append("Invalid Arguments! ")
valid = False
if valid:
self.props.append("\n L,%s,%s" % (startTime, loopCount))
else:
self.props.append("\n" + "".join(errors))

def trigger(self, trigger, startTime, endTime):
valid = True
errors = ""
if type(trigger) is not str:
errors.append("Invalid Trigger!")
valid = False
try:
startTime = int(startTime)
endTime = int(endTime)
except:
errors.append("Invalid Arguments! ")
valid = False
if valid:
self.props.append("\n T,%s,%s,%s" % (trigger,startTime, endTime))
else:
self.props.append("\n" + "".join(errors))

@classmethod
def end(cl,osbfile):
if os.path.isfile(osbfile):
os.remove(osbfile)
with open(osbfile, "a") as text:
text.write("[Events]\n//Background and Video events\n//Storyboard Layer 0 (Background)\n")

for val in cl.back_obj:
text.write("%s\n" % "".join(val.props))

text.write("//Storyboard Layer 1 (Fail)\n")
for val in cl.fail_obj:
text.write("%s\n" % "".join(val.props))

text.write("//Storyboard Layer 2 (Pass)\n")
for val in cl.pass_obj:
text.write("%s\n" % "".join(val.props))

text.write("//Storyboard Layer 3 (Foreground)\n")
for val in cl.fore_obj:
text.write("%s\n" % "".join(val.props))

text.write("//Storyboard Sound Samples")

def spectrum(wav_file,mi,mx,har,start,end,posX,posY,layer,origin,gap=0,arrange="",radius=30,sinheight=6.1):
frame_rate, snd = wavfile.read(wav_file)
sound_info = snd[:,0]
spectrum, freqs, t, im = plt.specgram(sound_info,NFFT=1024,Fs=frame_rate,noverlap=5,mode='magnitude')
n = 0
rotation = 6.2831
sinpos = {}
cirpos = {}
if arrange is "sinus":
sinpos = sinus(har,radius,sinheight)
for i in range(har):
cirpos[i] = 0
elif arrange is "circle":
gap = 0
sinpos, cirpos = circle(har,radius)
rotation /= har
else:
for i in range(har):
sinpos[i] = 0
for i in range(har):
cirpos[i] = 0
maximum = plt.amax(spectrum)
minimum = plt.amin(spectrum)
position = 0
while n < har:
lastval = ((spectrum[n][0]-minimum)/(maximum - minimum))*(mx-mi)+mi
lastval = math.ceil(lastval*1000)/1000
lasttime = int(round(t[0]*1000))
spect.append(osbject("bar.png",layer,origin,posX+position*gap+int(round(float(cirpos[n]))),posY+int(round(float(sinpos[n])))))
position += 1
if arrange is "circle":
spect[n].rotate(0,start,start,math.ceil((1.5707+n*rotation)*1000)/1000,math.ceil((1.5707+n*rotation)*1000)/1000)
for index,power in enumerate(spectrum[n]):
power = ((power-minimum)/(maximum - minimum))*(mx-mi)+mi
power = math.ceil(power*1000)/1000
if power == lastval or int(round(t[index]*1000)) < start or int(round(t[index]*1000)) > end or index % 2 is not 0:
lasttime = int(round(t[index]*1000))
continue
else:
spect[n].vecscale(0,lasttime,int(round(t[index]*1000)),1,lastval,1,power)
lastval = power
lasttime = int(round(t[index]*1000))
n += 1

SGF - Old Storyboard (Kept in case someone wants an example of SGL)
var pi = 3.1415926;
var deg2Rad = pi / 180;

var beat = 405;
var start = 113;
var end = 133085;


var leg4L = new Sprite("sb/leg4.png", Foreground, CentreRight);
var leg4R = new Sprite("sb/leg4.png", Foreground, CentreLeft); leg4R.flipH(0, end);

var leg1L = new Sprite("sb/leg1.png");
var leg1R = new Sprite("sb/leg1.png"); leg1R.flipH(0, end);

var leg2L = new Sprite("sb/leg2.png", Foreground, TopRight);
var leg2R = new Sprite("sb/leg2.png", Foreground, TopLeft); leg2R.flipH(0, end);

var leg3L = new Sprite("sb/leg3.png");
var leg3R = new Sprite("sb/leg3.png"); leg3R.flipH(0, end);

var leg5L = new Sprite("sb/leg5.png");
var leg5R = new Sprite("sb/leg5.png"); leg5R.flipH(0, end);

var arm1L = new Sprite("sb/arm1.png");
var arm1R = new Sprite("sb/arm1.png"); arm1R.flipH(0, end);

var arm2L = new Sprite("sb/arm2.png");
var arm2R = new Sprite("sb/arm2.png"); arm2R.flipH(0, end);

var arm3L = new Sprite("sb/arm3.png");
var arm3R = new Sprite("sb/arm3.png"); arm3R.flipH(0, end);

var arm4L = new Sprite("sb/arm4.png");
var arm4R = new Sprite("sb/arm4.png"); arm4R.flipH(0, end);

var arm6L = new Sprite("sb/arm6.png");
var arm6R = new Sprite("sb/arm6.png"); arm6R.flipH(0, end);

var body = new Sprite("sb/body.png");

var head1 = new Sprite("sb/head1.png");
var head2 = new Sprite("sb/head2.png");
var head3 = new Sprite("sb/head3.png");
var head4 = new Sprite("sb/head4.png");
var head5 = new Sprite("sb/head5.png");
var head6 = new Sprite("sb/head6.png");

var arm5L = new Sprite("sb/arm5.png");
var arm5R = new Sprite("sb/arm5.png"); arm5R.flipH(0, end);

var arm7L = new Sprite("sb/arm7.png");
var arm7R = new Sprite("sb/arm7.png"); arm7R.flipH(0, end);

var light2 = new Sprite("sb/light2.png", Background, BottomCentre);
light2.move(89302, 320, 480);
light2.additive(89302, end + beat);
light2.color(89302, 194, 0, 128);
light2.fade(89302, 90923, 0, 0.5);
//light2.fade(90923, 90923 + beat, 1, 0.5);


function mainCircleHelper(obj, x, y, dx, dy, startTime, t, i) {
if (i % 4 == 0) {
obj.moveX(17, startTime + t * i, startTime + t * (i+2), x + dx, x - dx);
}
else if (i % 4 == 1) {
obj.moveY(17, startTime + t * i, startTime + t * (i+2), y + dy, y - dy);
}
else if (i % 4 == 2) {
obj.moveX(17, startTime + t * i, startTime + t * (i+2), x - dx, x + dx);
}
else {
obj.moveY(17, startTime + t * i, startTime + t * (i+2), y - dy, y + dy);
}
}

function rotateHelper(obj, start, end, startTime, t, i) {
if (i % 4 == 0) {
obj.rotate(17, startTime + t * i, startTime + t * (i+3), start, end);
}
else if (i % 4 == 3) {
obj.rotate(17, startTime + t * i, startTime + t * (i+1), end, start);
}
}

function hide(obj, t) {
obj.fade(t, 0);
}
function show(obj, t) {
obj.fade(t, 1);
}
function makeStar(t, side) {
var star = new Sprite("sb/star.png");
var delay = rand(0, 100);
var life = rand(1000, 2000);
var xDist = rand(120, 500);
var yDist = rand(150, 480);
var startAng = rand(0, 360) * 3.1415926 / 180;
var size = 0.01*rand(50, 125);
var t0 = t + delay;

var g = rand(0, 255);
var b = rand(168, 255);

star.additive(t0, t0 + life);
if (side) {
star.moveX(t0, t0 + life, 650, 640 - xDist);
star.rotate(t0, t0+life, startAng, startAng + 3.1415926 * 2);
}
else {
star.moveX(t0, t0 + life, -10, xDist);
star.rotate(t0, t0+life, startAng, startAng - 3.1415926 * 2);
}
star.moveY(4, t0, t0 + 0.75*life, 490, 490 - yDist);
star.moveY(3, t0 + 0.75*life, t0 + life, 490 - yDist, 490 - 0.88888888*yDist);
star.fade(2, t0, t0 + life, 1, 0);
star.scale(1, t0, t0+life, 0.4, size);
star.color(1, t0, t0+life, 255, 255, 255, 255, g, b);
}

function makeStar2(t, x, xEasing) {
var star = new Sprite("sb/star.png");
var delay = rand(0, 100);
var life = rand(1000, 2000);
var xDist = rand(-200, 200);
var yDist = rand(150, 480);
var startAng = rand(0, 360) * 3.1415926 / 180;
var size = 0.01*rand(50, 125);
var t0 = t + delay;

var g = rand(0, 255);
var b = rand(168, 255);

star.additive(t0, t0 + life);

star.moveX(xEasing, t0, t0 + life, x, x + xDist);
if (xDist < 0) {
star.rotate(t0, t0+life, startAng, startAng + 3.1415926 * 2);
}
else {
star.rotate(t0, t0+life, startAng, startAng - 3.1415926 * 2);
}

star.moveY(4, t0, t0 + 0.75*life, 490, 490 - yDist);
star.moveY(3, t0 + 0.75*life, t0 + life, 490 - yDist, 490 - 0.88888888*yDist);
star.fade(2, t0, t0 + life, 1, 0);
star.scale(1, t0, t0+life, 0.4, size);
star.color(1, t0, t0+life, 255, 255, 255, 255, g, b);
}

var mainX = 323;
var mainY = 240;

var arm1X = 25;
var arm1Y = -70;

var arm2X = 29;
var arm2Y = 25;

var arm3X = 90;
var arm3Y = -10;

var arm4X = 60;
var arm4Y = -50;

var arm5X = 40;
var arm5Y = -40;

var arm6X = 60;
var arm6Y = 20;

var arm7X = 60;
var arm7Y = 10;

var leg1X = 44;
var leg1Y = 304;

var leg2X = -3;
var leg2Y = 260;

var leg3X = 12;
var leg3Y = 335;

var leg4X = -6;
var leg4Y = 270;

var leg5X = 44;
var leg5Y = 300;

var refreshArmL = true;
var refreshArmR = true;
var refreshHead = true;
var refreshLegL = true;
var refreshLegR = true;

var activeArmL = 6;
var activeArmR = 6;
var activeHead = 1;
var activeLegL = 1;
var activeLegR = 1;

var headX = -3;
var headY = -60;

var dt = beat * 0.25;
for (var i = 0; i <= (end - start)/dt; i++) {
mainCircleHelper(body, mainX, mainY, 2, 3, start, dt, i);

var time = start + i * dt;

if (time >= 6194 && time <= 131261) {
if (i % 4 == 0 || (time >= 90923 && time <= 116869)) {
activeArmL = (activeArmL - 1 + rand(1, 6)) % 7 + 1;
activeArmR = (activeArmR - 1 + rand(1, 6)) % 7 + 1;
activeHead = (activeHead - 1 + rand(1, 5)) % 6 + 1;
activeLegL = (activeLegL - 1 + rand(1, 4)) % 5 + 1;
activeLegR = (activeLegR - 1 + rand(1, 4)) % 5 + 1;

refreshArmL = true;
refreshArmR = true;
refreshHead = true;
refreshLegL = true;
refreshLegR = true;
}
}
else if (time >= 131261 && time <= 131667) {
if (i % 4 == 0) {
activeArmL = 6;
activeArmR = 1;
activeHead = 2;
activeLegL = 1;
activeLegR = 1;

refreshArmL = true;
refreshArmR = true;
refreshHead = true;
refreshLegL = true;
refreshLegR = true;
}
}

if (time >= 90822 && time < 131464) {
if (i%4 == 0) {
if (time <= 116869) {
light2.fade(time, time + beat, 1, 0.5);

if (time <= 116667) {
for (var j = 0; j < 30; j++) {
makeStar(time, true);
makeStar(time, false);
}
}
else {
for (var j = 0; j < 50; j++) {
var xEasing = 0;
if (j < 25) {
xEasing = 2;
}
makeStar2(time, 0, xEasing);
makeStar2(time, 160, xEasing);
makeStar2(time, 320, xEasing);
makeStar2(time, 480, xEasing);
makeStar2(time, 640, xEasing);
}
}
}

var light = new Sprite("sb/light.png", Foreground, TopCentre);
light.additive(time, time + 4*beat);
if (i%8 == 0) {
light.color(time, 255, 115, 201);
}
else {
light.color(time, 255, 183, 247);
}
light.move(time, 500 + 100*sin(time*deg2Rad*0.36), -20);
light.rotate(time, time + 4*beat, -45 * deg2Rad, 90 * deg2Rad);
light.scale(time, time + 2*dt, 0, 1);
light.scale(time+4*beat-2*dt, time+4*beat, 1, 0);
light.fade(time, time + beat, 0, 1);
light.fade(time + beat * 3, time + beat * 4, 1, 0);

}
if (i%4 == 2) {
var light = new Sprite("sb/light.png", Foreground, TopCentre);
light.additive(time, time + 4*beat);
light.flipH(time, time + 4*beat);
if (i%8 == 2) {
light.color(time, 255, 115, 201);
}
else {
light.color(time, 255, 183, 247);
}
light.move(time, 140 - 100*sin(time*deg2Rad*0.36), -20);
light.rotate(time, time + 4*beat, 45 * deg2Rad, -90 * deg2Rad);
light.scale(time, time + 2*dt, 0, 1);
light.scale(time+4*beat-2*dt, time+4*beat, 1, 0);
light.fade(time, time + beat, 0, 1);
light.fade(time + beat * 3, time + beat * 4, 1, 0);
}
}

if (activeArmL == 1) {
mainCircleHelper(arm1L, mainX - arm1X, mainY + arm1Y, 2, 3, start, dt, i);
if (refreshArmL) {
show(arm1L, time);
hide(arm2L, time);
hide(arm3L, time);
hide(arm4L, time);
hide(arm5L, time);
hide(arm6L, time);
hide(arm7L, time);
refreshArmL = false;
}
}
else if (activeArmL == 2) {
mainCircleHelper(arm2L, mainX - arm2X, mainY + arm2Y, 2, 3, start, dt, i);
if (refreshArmL) {
hide(arm1L, time);
show(arm2L, time);
hide(arm3L, time);
hide(arm4L, time);
hide(arm5L, time);
hide(arm6L, time);
hide(arm7L, time);
refreshArmL = false;
}
}
else if (activeArmL == 3) {
mainCircleHelper(arm3L, mainX - arm3X, mainY + arm3Y, 2, 3, start, dt, i);
if (refreshArmL) {
hide(arm1L, time);
hide(arm2L, time);
show(arm3L, time);
hide(arm4L, time);
hide(arm5L, time);
hide(arm6L, time);
hide(arm7L, time);
refreshArmL = false;
}
}
else if (activeArmL == 4) {
mainCircleHelper(arm4L, mainX - arm4X, mainY + arm4Y, 2, 3, start, dt, i);
if (refreshArmL) {
hide(arm1L, time);
hide(arm2L, time);
hide(arm3L, time);
show(arm4L, time);
hide(arm5L, time);
hide(arm6L, time);
hide(arm7L, time);
refreshArmL = false;
}
}
else if (activeArmL == 5) {
mainCircleHelper(arm5L, mainX - arm5X, mainY + arm5Y, 2, 3, start, dt, i);
if (refreshArmL) {
hide(arm1L, time);
hide(arm2L, time);
hide(arm3L, time);
hide(arm4L, time);
show(arm5L, time);
hide(arm6L, time);
hide(arm7L, time);
refreshArmL = false;
}
}
else if (activeArmL == 6) {
mainCircleHelper(arm6L, mainX - arm6X, mainY + arm6Y, 2, 3, start, dt, i);
if (refreshArmL) {
hide(arm1L, time);
hide(arm2L, time);
hide(arm3L, time);
hide(arm4L, time);
hide(arm5L, time);
show(arm6L, time);
hide(arm7L, time);
refreshArmL = false;
}
}
else {
mainCircleHelper(arm7L, mainX - arm7X, mainY + arm7Y, 2, 3, start, dt, i);
if (refreshArmL) {
hide(arm1L, time);
hide(arm2L, time);
hide(arm3L, time);
hide(arm4L, time);
hide(arm5L, time);
hide(arm6L, time);
show(arm7L, time);
refreshArmL = false;
}
}

if (activeArmR == 1) {
mainCircleHelper(arm1R, mainX + arm1X, mainY + arm1Y, 2, 3, start, dt, i);
if (refreshArmR) {
show(arm1R, time);
hide(arm2R, time);
hide(arm3R, time);
hide(arm4R, time);
hide(arm5R, time);
hide(arm6R, time);
hide(arm7R, time);
refreshArmR = false;
}
}
else if (activeArmR == 2) {
mainCircleHelper(arm2R, mainX + arm2X, mainY + arm2Y, 2, 3, start, dt, i);
if (refreshArmR) {
hide(arm1R, time);
show(arm2R, time);
hide(arm3R, time);
hide(arm4R, time);
hide(arm5R, time);
hide(arm6R, time);
hide(arm7R, time);
refreshArmR = false;
}
}
else if (activeArmR == 3) {
mainCircleHelper(arm3R, mainX + arm3X, mainY + arm3Y, 2, 3, start, dt, i);
if (refreshArmR) {
hide(arm1R, time);
hide(arm2R, time);
show(arm3R, time);
hide(arm4R, time);
hide(arm5R, time);
hide(arm6R, time);
hide(arm7R, time);
refreshArmR = false;
}
}
else if (activeArmR == 4) {
mainCircleHelper(arm4R, mainX + arm4X, mainY + arm4Y, 2, 3, start, dt, i);
if (refreshArmR) {
hide(arm1R, time);
hide(arm2R, time);
hide(arm3R, time);
show(arm4R, time);
hide(arm5R, time);
hide(arm6R, time);
hide(arm7R, time);
refreshArmR = false;
}
}
else if (activeArmR == 5) {
mainCircleHelper(arm5R, mainX + arm5X, mainY + arm5Y, 2, 3, start, dt, i);
if (refreshArmR) {
hide(arm1R, time);
hide(arm2R, time);
hide(arm3R, time);
hide(arm4R, time);
show(arm5R, time);
hide(arm6R, time);
hide(arm7R, time);
refreshArmR = false;
}
}
else if (activeArmR == 6) {
mainCircleHelper(arm6R, mainX + arm6X, mainY + arm6Y, 2, 3, start, dt, i);
if (refreshArmR) {
hide(arm1R, time);
hide(arm2R, time);
hide(arm3R, time);
hide(arm4R, time);
hide(arm5R, time);
show(arm6R, time);
hide(arm7R, time);
refreshArmR = false;
}
}
else {
mainCircleHelper(arm7R, mainX + arm7X, mainY + arm7Y, 2, 3, start, dt, i);
if (refreshArmR) {
hide(arm1R, time);
hide(arm2R, time);
hide(arm3R, time);
hide(arm4R, time);
hide(arm5R, time);
hide(arm6R, time);
show(arm7R, time);
refreshArmR = false;
}
}

if (activeHead == 1) {
mainCircleHelper(head1, mainX + headX, mainY + headY, 3, -1, start, dt, i);
if (refreshHead) {
show(head1, time);
hide(head2, time);
hide(head3, time);
hide(head4, time);
hide(head5, time);
hide(head6, time);
refreshHead = false;
}
}
else if (activeHead == 2) {
mainCircleHelper(head2, mainX + headX, mainY + headY, 3, -1, start, dt, i);
if (refreshHead) {
hide(head1, time);
show(head2, time);
hide(head3, time);
hide(head4, time);
hide(head5, time);
hide(head6, time);
refreshHead = false;
}
}
else if (activeHead == 3) {
mainCircleHelper(head3, mainX + headX, mainY + headY, 3, -1, start, dt, i);
if (refreshHead) {
hide(head1, time);
hide(head2, time);
show(head3, time);
hide(head4, time);
hide(head5, time);
hide(head6, time);
refreshHead = false;
}
}
else if (activeHead == 4) {
mainCircleHelper(head4, mainX + headX, mainY + headY, 3, -1, start, dt, i);
if (refreshHead) {
hide(head1, time);
hide(head2, time);
hide(head3, time);
show(head4, time);
hide(head5, time);
hide(head6, time);
refreshHead = false;
}
}
else if (activeHead == 5) {
mainCircleHelper(head5, mainX + headX, mainY + headY, 3, -1, start, dt, i);
if (refreshHead) {
hide(head1, time);
hide(head2, time);
hide(head3, time);
hide(head4, time);
show(head5, time);
hide(head6, time);
refreshHead = false;
}
}
else {
mainCircleHelper(head6, mainX + headX, mainY + headY, 3, -1, start, dt, i);
if (refreshHead) {
hide(head1, time);
hide(head2, time);
hide(head3, time);
hide(head4, time);
hide(head5, time);
show(head6, time);
refreshHead = false;
}
}

if (activeLegL == 1) {
mainCircleHelper(leg1L, 320 - leg1X, leg1Y, 1, 1, start, dt, i);
if (refreshLegL) {
show(leg1L, time);
hide(leg2L, time);
hide(leg3L, time);
hide(leg4L, time);
hide(leg5L, time);
refreshLegL = false;
}
}
else if (activeLegL == 2) {
mainCircleHelper(leg2L, mainX - leg2X, leg2Y, 1, 1, start, dt, i);
rotateHelper(leg2L, -5 * deg2Rad, 5 * deg2Rad, start, dt, i);
if (refreshLegL) {
show(leg2L, time);
hide(leg1L, time);
hide(leg3L, time);
hide(leg4L, time);
hide(leg5L, time);
refreshLegL = false;
}
}
else if (activeLegL == 3) {
mainCircleHelper(leg3L, 320 - leg3X, leg3Y, 1, 1, start, dt, i);
if (refreshLegL) {
show(leg3L, time);
hide(leg2L, time);
hide(leg1L, time);
hide(leg4L, time);
hide(leg5L, time);
refreshLegL = false;
}
}
else if (activeLegL == 4) {
mainCircleHelper(leg4L, mainX - leg4X, leg4Y, 1, 1, start, dt, i);
rotateHelper(leg4L, -5 * deg2Rad, 5 * deg2Rad, start, dt, i);
if (refreshLegL) {
show(leg4L, time);
hide(leg2L, time);
hide(leg3L, time);
hide(leg1L, time);
hide(leg5L, time);
refreshLegL = false;
}
}
else {
mainCircleHelper(leg5L, 320 - leg5X, leg5Y, 1, 1, start, dt, i);
if (refreshLegL) {
show(leg5L, time);
hide(leg2L, time);
hide(leg3L, time);
hide(leg4L, time);
hide(leg1L, time);
refreshLegL = false;
}
}


if (activeLegR == 1) {
mainCircleHelper(leg1R, 320 + leg1X, leg1Y, 1, 1, start, dt, i);
if (refreshLegR) {
show(leg1R, time);
hide(leg2R, time);
hide(leg3R, time);
hide(leg4R, time);
hide(leg5R, time);
refreshLegR = false;
}
}
else if (activeLegR == 2) {
mainCircleHelper(leg2R, mainX + leg2X, leg2Y, 1, 1, start, dt, i);
rotateHelper(leg2R, 5 * deg2Rad, -5 * deg2Rad, start, dt, i);
if (refreshLegR) {
show(leg2R, time);
hide(leg1R, time);
hide(leg3R, time);
hide(leg4R, time);
hide(leg5R, time);
refreshLegR = false;
}
}
else if (activeLegR == 3) {
mainCircleHelper(leg3R, 320 + leg3X, leg3Y, 1, 1, start, dt, i);
if (refreshLegR) {
show(leg3R, time);
hide(leg2R, time);
hide(leg1R, time);
hide(leg4R, time);
hide(leg5R, time);
refreshLegR = false;
}
}
else if (activeLegR == 4) {
mainCircleHelper(leg4R, mainX + leg4X, leg4Y, 1, 1, start, dt, i);
rotateHelper(leg4R, 5 * deg2Rad, -5 * deg2Rad, start, dt, i);
if (refreshLegR) {
show(leg4R, time);
hide(leg2R, time);
hide(leg3R, time);
hide(leg1R, time);
hide(leg5R, time);
refreshLegR = false;
}
}
else {
mainCircleHelper(leg5R, 320 + leg5X, leg5Y, 1, 1, start, dt, i);
if (refreshLegR) {
show(leg5R, time);
hide(leg2R, time);
hide(leg3R, time);
hide(leg4R, time);
hide(leg1R, time);
refreshLegR = false;
}
}
}


var removeBackground = new Sprite("undertale.png", Background, Centre);

var undertale = new Sprite("undertale.png");
undertale.fade(-1000, 0, 1, 1);
undertale.fade(0, start + beat, 1, 0);
undertale.fade(132680, end + 2*beat, 1, 1);
Kana chan_old
the 5.3 diff

00:08:221 (8) - new combo
00:09:335 (12) - this isn't curved the same as the other previous sliders
00:14:200 (4) - seriously? stack this on top of 5
00:16:531 - put a note here
00:17:444 (4) - stack on 5
00:25:653 (8) - move on top of 1 of next combo
00:26:869 (3,4,5) - hard to read; change this please
00:36:903 (4) - i don't think this is rankable
00:39:031 (3,4) - learn distance snapping please
01:00:112 (1,2,3,4,5,6,7) - too hard to read
01:11:464 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,1,2,1,2,3,4,1,2,3,4,1,2,1,2,1,2,1,2) - nice copypaste
01:24:437 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,1,2,1,2,3,4,1,2,3) - nice copypaste
02:05:079 (8) - new combo
Topic Starter
Flowey

Kana chan wrote:

the 5.3 diff

00:08:221 (8) - new combo
Fixed

00:09:335 (12) - this isn't curved the same as the other previous sliders
It's longer so that it would match the music. Unless you're talking about something else.

00:14:200 (4) - seriously? stack this on top of 5
Changed

00:16:531 - put a note here
Changed previous circle to a slider that covers this

00:17:444 (4) - stack on 5
Changed

00:25:653 (8) - move on top of 1 of next combo
Changed

00:26:869 (3,4,5) - hard to read; change this please
Kept the same for now, will change if other people have the same problem.

00:36:903 (4) - i don't think this is rankable
I've definitely played maps where this was a thing. I'll change this if someone else mentions it too.

00:39:031 (3,4) - learn distance snapping please
I don't really understand what you mean by this. For now, I've moved them closer together, but please be more specific in the future, because "learn distance snapping please" doesn't tell me much about how I should improve the map. Thanks for understanding.

01:00:112 (1,2,3,4,5,6,7) - too hard to read
Adjusted

01:11:464 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,1,2,1,2,3,4,1,2,3,4,1,2,1,2,1,2,1,2) - nice copypaste
Thanks! I'm glad you enjoyed it.

01:24:437 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,1,2,1,2,3,4,1,2,3) - nice copypaste
Thanks! (Unfortunately, I'll be making these less copypaste-like.)

02:05:079 (8) - new combo
Changed
Thanks for modding!
flake
I'm going to make this very short, but i'll do my best to mod it :)
i'll edit this by tomorrow (11:23 PM here, sheesh)

General
Since your song is very upbeat, I'd recommend that you lessen the volume of the other parts of the song. A good kiai could come with a good surprise, which is why audio editing can support the song.
EDIT: Audio Editing was a bad name. I meant audio control, it's where you did the 60% volume. When the other parts are not kiai, I recommend you change their audio level to 40& or lower :)
Also, add Normal and Easy. There are many Undertale fans in osu!, and of course they'd love to play almost all their undertale songs. I'm not a fan, but I like their songs, and of course Toby Fox's.

Hard
for Hard, I recommend you make less streams, try finding a part where you can just follow the beat, and change the pattern into the beat.
EDIT: Streams and Stacks are both commonly mistaken, but my definition of Stacks (what you just did in Hard) is Stacked Streams. It's where you basically pile a bunch of circles in one area, but call it stacks. Save time :)

#OH YES
It isn't really needing of modding despite the fact it has been modded.
00:11:464 (8) - new combo :D
EDIT: I know it's pretty hard to change and reset your combo colors, since you're trying to make the combo colors go along with the music and the sb. It's a great method, worth it, but it's tiring. Good thing you were able to accomplish it :D
00:48:761 (10) - make this the new combo and change the 00:49:167 (1) - into a normal circle

Once you're done doing the Normal and Hard, I'll check here :) Since this song is very catchy and unique it's obviously hard to resist that tune. If I were to make a map with this song, I probably won't have a map that would just follow the beat :o
Topic Starter
Flowey

crystalinfusion wrote:

I'm going to make this very short, but i'll do my best to mod it :)
i'll edit this by tomorrow (11:23 PM here, sheesh)

General
Since your song is very upbeat, I'd recommend that you lessen the volume of the other parts of the song. A good kiai could come with a good surprise, which is why audio editing can support the song.
EDIT: Audio Editing was a bad name. I meant audio control, it's where you did the 60% volume. When the other parts are not kiai, I recommend you change their audio level to 40& or lower :)
Unfortunately, I'm not very good at audio editing. :|
Ah, I know what you mean now. Yep, I'll change the hitsound volumes. :)

Also, add Normal and Easy. There are many Undertale fans in osu!, and of course they'd love to play almost all their undertale songs. I'm not a fan, but I like their songs, and of course Toby Fox's.
I'm pretty terrible at mapping easy maps, and they always end up too hard. I'll try to get a GD once this gets closer to being ranked.

Hard
for Hard, I recommend you make less streams, try finding a part where you can just follow the beat, and change the pattern into the beat.
EDIT: Streams and Stacks are both commonly mistaken, but my definition of Stacks (what you just did in Hard) is Stacked Streams. It's where you basically pile a bunch of circles in one area, but call it stacks. Save time :)
I don't remember adding any in hard, but I made some part of it easier though. At least I think I did. I'm pretty terrible at judging the difficulty of easier maps.
For now I'll keep it as is. I might try to make a normal version at some point to make up for this.

#OH YES
It isn't really needing of modding despite the fact it has been modded.
00:11:464 (8) - new combo :D
Man, whenever I miss a new combo, I have to reset all of the combo colors of everything after it...
Fixed


00:48:761 (10) - make this the new combo and change the 00:49:167 (1) - into a normal circle
00:49:167 (1) is already a normal circle, but I'll move the slider under it if more people mistake it for a slider.
Thanks for modding! I'll update this post when you edit yours. Updated!
SadBoi42
Thanks for modding my map :D p/5036164#p5036164

FIRST USE CTRL+Scroll TO DECREASE THE SIZE OF THE IMAGES!!!


U will see some big images so be careful! | OOOOOOOOOOHHHHHHHHHHHHH YEEEEEEEEESSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS
00:00:113 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,1,1,2) - Circle 16 of them and then use the 17th as the middle of them like this:
00:36:599 (3,4) - this is not rankable, so scale the second one or move it :3
00:38:221 (4,5) - ^
00:53:626 (1,2,3,4,5) - scale them, that the jumps get bigger, thats actually kinda funny to play :)
01:00:112 (1,2,3,4,5,6,7,8,9) - ^
01:32:140 (1,2,3,4,5,6,7) - ^
01:38:626 (1,2,3,4,5,6,7) - ^
01:45:112 (1,2,3,4,5,6,7) - ^
01:07:410 (1,2,1,2) - change them to 2 sliders, that plays pretty well, i just tried it out :o
01:37:612 (1,2,1) - make them look like this if you want, its my personal preference cx :

01:50:585 (2,3,1) - same here :3

Im sorry for the images :/

Insane
00:00:113 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,1,1,2) - Circle 16 of them and then use the 17th as the middle of them too
01:00:112 (1,2,3,4,5,6,7,8,9) - this seems kinda lame, make a crazy petton out of it! :D
01:06:599 (1,1) - this doesnt look good, if the sliders are stacked a little, thats my personal preference:


-


01:19:572 (1,1,1,1) - this also looks kinda lame, here is my preference again :o :

01:38:626 (1,3,5) - this is not rankable too, scale it a little x3
02:05:079 (8) - new combo :(
02:06:599 (1,3) - still scale it a little :P

Hard
Its fine, i couldn't find any mistakes :D

I can see this map ranked! :D
Topic Starter
Flowey

girleyz-desu wrote:

Thanks for modding my map :D p/5036164#p5036164

FIRST USE CTRL+Scroll TO DECREASE THE SIZE OF THE IMAGES!!!


U will see some big images so be careful! | OOOOOOOOOOHHHHHHHHHHHHH YEEEEEEEEESSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS
00:00:113 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,1,1,2) - Circle 16 of them and then use the 17th as the middle of them like this:
Changed to something like that.

00:36:599 (3,4) - this is not rankable, so scale the second one or move it :3 Moved
00:38:221 (4,5) - ^ Moved

00:53:626 (1,2,3,4,5) - scale them, that the jumps get bigger, thats actually kinda funny to play :)
01:00:112 (1,2,3,4,5,6,7,8,9) - ^
I'm a bit hesitant about making the map more difficult. Changed a little bit.

01:32:140 (1,2,3,4,5,6,7) - ^
01:38:626 (1,2,3,4,5,6,7) - ^
01:45:112 (1,2,3,4,5,6,7) - ^
I'll leave this part as is for now, but if more people want it to be harder, I'll change it.

01:07:410 (1,2,1,2) - change them to 2 sliders, that plays pretty well, i just tried it out :o
Left as is, but I will most likely remap this part in the future.

01:37:612 (1,2,1) - make them look like this if you want, its my personal preference cx :

01:50:585 (2,3,1) - same here :3
That looks a lot better than what I have!

Im sorry for the images :/
The images are really helpful. :)

Insane
00:00:113 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,1,1,2) - Circle 16 of them and then use the 17th as the middle of them too
Done
01:00:112 (1,2,3,4,5,6,7,8,9) - this seems kinda lame, make a crazy petton out of it! :D
Done
01:06:599 (1,1) - this doesnt look good, if the sliders are stacked a little, thats my personal preference:

-

Changed
01:19:572 (1,1,1,1) - this also looks kinda lame, here is my preference again :o :

Changed

01:38:626 (1,3,5) - this is not rankable too, scale it a little x3
Changed

02:05:079 (8) - new combo :(
Done

02:06:599 (1,3) - still scale it a little :P
Changed

Hard
Its fine, i couldn't find any mistakes :D

I can see this map ranked! :D
Thanks for the mod!
Vivyanne
as promised

mettateton

only hardest diff yeyey

higher up the od to at least 8, i get that you wanna compensate the double connections between sliders, but od8 will help too

overall I had trouble reading the map due to odd timing and sometimes important beats being left out, or overall inconsistency
00:23:930 (8,9,10,11,12,1) - idk what this is but playing this is awkward and I can't seem to acc it due to the weird timing, please reconsider the pattern

00:33:356 (3,4) - weird connection, check it again

00:40:653 (1,2,3,4,5,6,7,8,9) - unreadable, straight up unreadable, same goes for 00:53:626 (1,2,3,4,5,6,7,8,9) - . I'd advice rotating each time by 10 degrees or scaling to make everything nicer to play and more readable

01:01:734 (1,2,1,2,1,2) - these clearly should be 5taps, you're skipping a beat each time at the end. Maybe a solution would be to place a circle a bit like this (also relook the symmetry with this one :( )

01:04:572 (1,2,3,4,1) - if this could be done the entire time in the song, that'd be great, since now in the kiai some important beats are skipped, making everything harder for no real reason, I mean on positions like 01:11:058 (1,2,1) - these.
^after doing such a 5tap thing, you can also just mix up the jump patterns a bit, squares the whole time can get boring very easily

01:17:748 (2,1) - not combo, but flow breaker, if you're doing this, let this jump too

01:34:471 (4) - crtl+g? makes the pattern more clear, 01:36:092 (2) - same here and at all the same situations

01:33:153 (6,7) - nopenope shouldn't be stacked, impossible to have flow like this. just make em jump
Extra note for the 7: having a different shape of slider would make it easier to read, thus better to play

01:32:140 (1,2,3,4,5) - I'd rotate the sliders, after two came up, by 5-10 degrees, so that it looks better and plays better, since reading will be less harder. Maybe increasing spacing a bit would be fun too

01:57:275 (3,5) - sliders like these need a new NC for readability and playability, I promise it makes it more enjoyable to play

02:11:464 (1,2) - not a double, I'm sure of it!

these are the stuff you have to change whatsoever, due to more players struggling at this. most shouldn't be taken into consideration but straight up fixed, it's for the sake of the map! ;w;

also, add spoiler warning in map desc for the storyboard, this form of mettaton is kinda a suprise yaknow
Topic Starter
Flowey

HighTec wrote:

as promised

mettateton

only hardest diff yeyey

higher up the od to at least 8, i get that you wanna compensate the double connections between sliders, but od8 will help too
Done

overall I had trouble reading the map due to odd timing and sometimes important beats being left out, or overall inconsistency
00:23:930 (8,9,10,11,12,1) - idk what this is but playing this is awkward and I can't seem to acc it due to the weird timing, please reconsider the pattern
It's supposed to match the percussion that starts in this section, but I'll change it if more people have problems with it.

00:33:356 (3,4) - weird connection, check it again
Switched the two sliders.

00:40:653 (1,2,3,4,5,6,7,8,9) - unreadable, straight up unreadable, same goes for 00:53:626 (1,2,3,4,5,6,7,8,9) - . I'd advice rotating each time by 10 degrees or scaling to make everything nicer to play and more readable
Removed most of the overlapping.

01:01:734 (1,2,1,2,1,2) - these clearly should be 5taps, you're skipping a beat each time at the end. Maybe a solution would be to place a circle a bit like this (also relook the symmetry with this one :( )
I'm only hearing groups of 4 notes in the melody though.

01:04:572 (1,2,3,4,1) - if this could be done the entire time in the song, that'd be great, since now in the kiai some important beats are skipped, making everything harder for no real reason, I mean on positions like 01:11:058 (1,2,1) - these.
^after doing such a 5tap thing, you can also just mix up the jump patterns a bit, squares the whole time can get boring very easily
Rearranged that entire section again.

01:17:748 (2,1) - not combo, but flow breaker, if you're doing this, let this jump too
Rearranged that entire section again.

01:34:471 (4) - crtl+g? makes the pattern more clear, 01:36:092 (2) - same here and at all the same situations
Done

01:33:153 (6,7) - nopenope shouldn't be stacked, impossible to have flow like this. just make em jump
Extra note for the 7: having a different shape of slider would make it easier to read, thus better to play
Remapped these sliders.

01:32:140 (1,2,3,4,5) - I'd rotate the sliders, after two came up, by 5-10 degrees, so that it looks better and plays better, since reading will be less harder. Maybe increasing spacing a bit would be fun too
Hmm... That's a wonderful idea!

01:57:275 (3,5) - sliders like these need a new NC for readability and playability, I promise it makes it more enjoyable to play
Added tons of NCs.

02:11:464 (1,2) - not a double, I'm sure of it!
I definitely hear a double playing in the melody.

these are the stuff you have to change whatsoever, due to more players struggling at this. most shouldn't be taken into consideration but straight up fixed, it's for the sake of the map! ;w;

also, add spoiler warning in map desc for the storyboard, this form of mettaton is kinda a suprise yaknow
Forgot about that.
Thanks for modding!
Troll
From my queue, thanks for modding first :D

First of all, the 'oh yes' whistle sound is pretty excessively used, and its super annoying. :P It'd be fine if you used it less.

Also, I think the map might have been changed since I started modding.

00:25:856 (1,2,3) - This is hard to play and harder to read

00:36:599 (3,4) - A little better than what you had before, but still pretty hard to read. The starts are still too close together.

00:38:221 (4,5) - Same here

00:41:058 (3,4,5,6,7) - I might just be bad, but this was really hard to read, I wouldn't have the whole section overlap itself too much. Something more like what you have after 00:47:140 (1) is better I think.

00:55:653 (1,3) - You aren't supposed to stack on repeat arrows

01:03:964 (1,2,3,1,2,3,4,1) - Pretty hard lol. These are effectively 296 bpm jumps :o

01:04:977 (1,2,3,4) - The pace changes a bit too suddenly here. I suggest a slider to lead into it right after your super fast jumps.

01:31:329 (1,1) - I'm 99% sure these are unrankable, same with 01:44:302 (1,1)

01:34:167 (3,4,5) - All of these are pretty impossible to read. If you want to keep their shape, I would Ctrl+G the second slider for sure.

01:49:977 (2) - Make this symmetrical
paste this in your .osu: 336,128,109977,2,0,B|320:104|288:96|288:56|336:88|336:88|384:56|384:96|352:104|336:128,1,200,4|0,0:0|0:0,0:0:0:0:
or here's a picture:

02:01:937 (2) - stack with 02:00:822 (2) or 02:01:227 (1) for the blanket

02:08:626 (2) - blanket?

02:10:653 (1) - I would make the stream change direction after this note

Nice storyboard btw :)
Jonarwhal
M4M as requested~ I'll shoot a star for the sb.

*** means unrankable.
* means strongly suggested.

Generally~
  1. ***You must make a Normal. You probably are making a Normal now, but please upload it soon.
  2. Imo, the bg is a bit empty. Player who disable the sb won't have much to look at.
  3. *Raise the SL on every diff. It would make a lot of stacks easier to read.
Difficulty~
  1. 01:03:964 (1,2,3,1,2,3,4) - In Hard, the player must tap all of these, but in Insane, it's a reverse slider. I think it should be the other way around.
  2. Hard seems to have more SV changes than Insane, which also strange. Also, OH YES has even less SV changes.
Hard~
  1. *Raise both the HP and OD to 6. 2 is too small for Hard.
  2. Also, lower the AR to 7. 8 May be surprising.
  3. 00:07:612 (5) - Ctrl+g and resnap. This is for flow.
  4. 00:09:335 (9,1,2,3) - I'm not sure if this overlap is intentional or not. It looks messy either way though.
  5. 00:10:856 (5) - same as 00:07:612 (5) - here.
  6. 00:11:667 (7) - Ctrl+h and readjust. It improves flow and imo looks better.
  7. 00:23:930 (5) - This is soooo close to overlapping 00:24:640 (7) - this. Move it farther away.
  8. *00:25:653 (10,1) - Jump is huge.
  9. *00:26:869 (3,4) - Spacing is confusing. It looks the same as it is 00:26:464 (2,3) - here, but the movement is twice as fast. Move (4) closer.
  10. 00:28:795 (5,1,2) - Overlap again. I'll stop mentioning this now. *Look for this and fix it as much as possible.
  11. 00:28:795 (5,1) - Spacing can make the player think that these is more time in between them than there really is. Remember to stick with DS and you can avoid these problems a lot.
  12. 00:35:788 (1) - You should probably stack this because you use stacks quite often, and it will probably be what the player is expecting.
  13. 00:37:815 (2,3) - Fix blankets.
  14. *00:58:491 (1,2,3,4,5,1,2,3,4,5,6,7,1,1,1,2,3,1,2,3,4,5,6,7,8,1,2,3,4,1,2,3,4,1,2,3,4) - Way too many straight sliders all next to each other. Add some curves in some places in this area.
  15. 01:02:140 - Add something here.
  16. 01:02:950 - ^
  17. 01:03:761 - ^ If you do ,then also add then in Insane and OH YES.
  18. 01:09:031 (3) - NC because of the change in SV. I could be wrong.
  19. 01:10:653 (3) - ^
  20. 01:15:518 (3) - ^
  21. 01:17:140 (4) - ^
  22. 01:22:004 (3) - ^, etc. I won't mention all of these. Just add a NC wherever you change SV, or remove the SV changes.
  23. 01:35:585 (6,7) - Fix blanket.
  24. 01:44:606 (3,4) - ^
  25. 02:08:626 (6,7) - ^
  26. I couldn't find anything after that~
Insane
  1. Fix the blankets, NC changes, and overlaps I mentioned in Hard.
  2. 00:17:950 (6) - Stack with 00:16:734 (2) - this maybe.
  3. 01:30:923 - Imo, 2x is too high for the whole kiai. I can understand using 2x for parts of it, but not the whole thing.
  4. 01:34:167 (3) - These hearts may be hard to read, consider changing.
OH YES
The name is a bit... excessive... this doesn't affect anything and you don't have to change it though...
Other than that, I can't really play this and give you a good mod. Srry.
Generally though, apply the same ideas I mentioned in other difficulties.
Topic Starter
Flowey

Troll wrote:

From my queue, thanks for modding first :D

First of all, the 'oh yes' whistle sound is pretty excessively used, and its super annoying. :P It'd be fine if you used it less.
I only use it once per map now.

Also, I think the map might have been changed since I started modding.

00:25:856 (1,2,3) - This is hard to play and harder to read
Changed to a stack of 3s.

00:36:599 (3,4) - A little better than what you had before, but still pretty hard to read. The starts are still too close together.
00:38:221 (4,5) - Same here
Moved both a bit further away from each other.

00:41:058 (3,4,5,6,7) - I might just be bad, but this was really hard to read, I wouldn't have the whole section overlap itself too much. Something more like what you have after 00:47:140 (1) is better I think.
Decreased overlap.

00:55:653 (1,3) - You aren't supposed to stack on repeat arrows
Fixed.

01:03:964 (1,2,3,1,2,3,4,1) - Pretty hard lol. These are effectively 296 bpm jumps :o
Decreased jump lengths.

01:04:977 (1,2,3,4) - The pace changes a bit too suddenly here. I suggest a slider to lead into it right after your super fast jumps.
Remapped section again.

01:31:329 (1,1) - I'm 99% sure these are unrankable, same with 01:44:302 (1,1)
But MTT though... adjusted slightly.

01:34:167 (3,4,5) - All of these are pretty impossible to read. If you want to keep their shape, I would Ctrl+G the second slider for sure.
I think that already changed in a previous mod. I'll probably change these if the problem remains.

01:49:977 (2) - Make this symmetrical
paste this in your .osu: 336,128,109977,2,0,B|320:104|288:96|288:56|336:88|336:88|384:56|384:96|352:104|336:128,1,200,4|0,0:0|0:0,0:0:0:0:
or here's a picture:
Thanks for the slider!

02:01:937 (2) - stack with 02:00:822 (2) or 02:01:227 (1) for the blanket
Done.

02:08:626 (2) - blanket?
Done.

02:10:653 (1) - I would make the stream change direction after this note
Changed.

Nice storyboard btw :)

jonawaga wrote:

M4M as requested~ I'll shoot a star for the sb.

*** means unrankable.
* means strongly suggested.

Generally~
  1. ***You must make a Normal. You probably are making a Normal now, but please upload it soon. I will get to it soon.
  2. Imo, the bg is a bit empty. Player who disable the sb won't have much to look at. Not too much I can do about this. I think a lot of people who disable storyboards play with near 100% background dim anyways, so I don't think this is too big of a deal.
  3. *Raise the SL on every diff. It would make a lot of stacks easier to read. Done.
Difficulty~
  1. 01:03:964 (1,2,3,1,2,3,4) - In Hard, the player must tap all of these, but in Insane, it's a reverse slider. I think it should be the other way around. They are reverse sliders now.
  2. Hard seems to have more SV changes than Insane, which also strange. Also, OH YES has even less SV changes. Kept roughly the same for now, but I'll keep this in mind when I'm remapping portions of the map in the future.
Hard~
  1. *Raise both the HP and OD to 6. 2 is too small for Hard. Done.
  2. Also, lower the AR to 7. 8 May be surprising. Done.
  3. 00:07:612 (5) - Ctrl+g and resnap. This is for flow. Done.
  4. 00:09:335 (9,1,2,3) - I'm not sure if this overlap is intentional or not. It looks messy either way though. Fixed.
  5. 00:10:856 (5) - same as 00:07:612 (5) - here. Fixed.
  6. 00:11:667 (7) - Ctrl+h and readjust. It improves flow and imo looks better. I did Ctrl+g instead.
  7. 00:23:930 (5) - This is soooo close to overlapping 00:24:640 (7) - this. Move it farther away. Done.
  8. *00:25:653 (10,1) - Jump is huge. Made jump smaller.
  9. *00:26:869 (3,4) - Spacing is confusing. It looks the same as it is 00:26:464 (2,3) - here, but the movement is twice as fast. Move (4) closer. Adjusted spacing in this part.
  10. 00:28:795 (5,1,2) - Overlap again. I'll stop mentioning this now. *Look for this and fix it as much as possible. Fixed.
  11. 00:28:795 (5,1) - Spacing can make the player think that these is more time in between them than there really is. Remember to stick with DS and you can avoid these problems a lot. I'll keep this in mind for the future.
  12. 00:35:788 (1) - You should probably stack this because you use stacks quite often, and it will probably be what the player is expecting. Done. (I think?)
  13. 00:37:815 (2,3) - Fix blankets. Fixed
  14. *00:58:491 (1,2,3,4,5,1,2,3,4,5,6,7,1,1,1,2,3,1,2,3,4,5,6,7,8,1,2,3,4,1,2,3,4,1,2,3,4) - Way too many straight sliders all next to each other. Add some curves in some places in this area. Remapped the straight sliders at the end.
  15. 01:02:140 - Add something here.
  16. 01:02:950 - ^
  17. 01:03:761 - ^ If you do ,then also add then in Insane and OH YES. Added a clap in those places.
  18. 01:09:031 (3) - NC because of the change in SV. I could be wrong.
  19. 01:10:653 (3) - ^
  20. 01:15:518 (3) - ^
  21. 01:17:140 (4) - ^
  22. 01:22:004 (3) - ^, etc. I won't mention all of these. Just add a NC wherever you change SV, or remove the SV changes. Done.
  23. 01:35:585 (6,7) - Fix blanket. Done
  24. 01:44:606 (3,4) - ^
  25. 02:08:626 (6,7) - ^
  26. I couldn't find anything after that~
Insane
  1. Fix the blankets, NC changes, and overlaps I mentioned in Hard. In progress, but will fix as I notice them.
  2. 00:17:950 (6) - Stack with 00:16:734 (2) - this maybe. Done
  3. 01:30:923 - Imo, 2x is too high for the whole kiai. I can understand using 2x for parts of it, but not the whole thing. Decreased slider speed in some sections.
  4. 01:34:167 (3) - These hearts may be hard to read, consider changing. Kept for now, but will change when I make a more readable heart.
OH YES
The name is a bit... excessive... this doesn't affect anything and you don't have to change it though...
Other than that, I can't really play this and give you a good mod. Srry.
Generally though, apply the same ideas I mentioned in other difficulties.
Thanks for the mods!
BigEarsMau
Hi Nephroid!
M4M from my queue
Like I said in my rules, I can't mod Extra

Get ready for a wall of text :3

[Metadata]
  1. Toby Fox's name must be written in lowercase letters into "toby fox". Check out the ranked Undertale maps if you don't believe me.
  2. The source, "Undertale", must written in all caps into "UNDERTALE"
  3. Add "chiptune", "radiation", "EX" and "OST" into the tags
[Normal]
  1. Open AIMod and tick the "Check distance snap" box. There are a lot of problems in there
  2. I don't know if this is your intention or not, but the diff looks like it's mapped back in 2009. Intended or not, try to decrease the use of 1/4 beats (blue ticks) in Normal diffs since they are unrankable and newer players will have trouble with them (in fact, 1/4 beats are never used in Normal diffs these days). Try to follow the basic rhythm of the song instead. Use 1/1 (white ticks) and 1/2 (red ticks) beats at your advantage.You can check out the wiki page for more info
  3. Also, use consistent spacing. Your DS is all over the place. 1.1x or 1.2x is enough
  4. 00:00:923 (2) - Like I said before, 1/4 ticks can't be used in Normal. Make this longer until 00:01:734
  5. 00:01:937 (3) - Make this a circle and move it to 00:02:140
  6. 00:02:545 (4) - Make this longer until 00:02:950
  7. 00:04:166 (2) - Make this longer until 00:04:977
  8. 00:05:180 (3) - Make this a circle and move it to 00:05:383
  9. 00:07:409 (2) - Make this longer until 00:08:221
  10. 00:09:031 (5) - Make this longer until 00:09:437
  11. 00:10:652 (2) - Make this longer until 00:11:464
  12. 00:12:274 (5) - Make this longer until 00:12:680
  13. 00:22:410 (3) - Yea this is unrankable. Make this a 1/2 slider instead
  14. 00:26:869 (2) - Make this longer until 00:27:680
  15. 00:28:491 (6) - Make this longer until 00:28:896
  16. 00:30:112 (2) - Make this longer until 00:30:923
  17. 00:31:734 (6) - Despite being in a blue tick, I guess this is fine since it fits with the melody and ends in a red tick
  18. 00:34:977 (6) - Make this longer until 00:35:383
  19. 00:37:612 (4) - Stack this under 00:37:410 (3)
  20. 00:42:275 (5) - Unrankable and doesn't fit with the rhythm. Try something else that fits the rhythm
  21. 00:48:761 (7) - ^
  22. 00:55:248 (7) - ^
  23. 01:02:545 (1,1,1) - ^
  24. 01:22:815 (4,5) -
  25. 01:04:977 (1,2,3,4,5,1,2) - This surely will mess up newer players. Snap the endslider to the white tick like this
  26. 01:11:464 (1,2,3) - ^
  27. 01:14:707 (1,2) - ^
  28. 01:17:950 (1,2,3) - ^
  29. 01:21:194 (1) - ^
  30. 01:24:437 (1,2) - ^
  31. 01:27:680 (7,8) - ^
  32. 01:32:545 (3) - ^
  33. 01:39:031 (5) - ^
  34. 01:45:518 (3) - ^
  35. 01:52:004 (5) -
  36. 01:29:302 (1,2,3,4) - This will trouble new players. Change these into sliders instead
  37. 01:30:923 - Unrankable due to timing speed. Revert it back to x1.00
  38. 01:38:119 (3) - Stack under 01:38:018 (2)
  39. 01:51:092 (3) - Stack under 01:50:991 (2)
  40. 01:56:869 (1,2,3,4,5,6,7,8,9,1,2,3,4,5,6,7,8,9,1,2,3,4,5,6,1,2,3,4,5,6,7,1,2,3,4,5) - Oh my love, please fix all this, BN King, forbids your map to be ranked
[Hard]
  1. Don't use stack leniency 3. Use 7 instead

    Other than that, I guess this diff is fine
[Insane]
  1. Fine too I guess

However, despite that I love 2009-styled mapping, I can say this map's mapping style is a bit unusual. Try to be inspired by other people's map first and then create your own style

Hope this helps
Good luck in being ranked :)
Topic Starter
Flowey

BigEarsMau wrote:

Hi Nephroid!
M4M from my queue
Like I said in my rules, I can't mod Extra

Get ready for a wall of text :3

[Metadata]
  1. Toby Fox's name must be written in lowercase letters into "toby fox". Check out the ranked Undertale maps if you don't believe me.
  2. The source, "Undertale", must written in all caps into "UNDERTALE"
  3. Add "chiptune", "radiation", "EX" and "OST" into the tags
Updated all the metatdata.

[Normal]
  1. Open AIMod and tick the "Check distance snap" box. There are a lot of problems in there
  2. I don't know if this is your intention or not, but the diff looks like it's mapped back in 2009. Intended or not, try to decrease the use of 1/4 beats (blue ticks) in Normal diffs since they are unrankable and newer players will have trouble with them (in fact, 1/4 beats are never used in Normal diffs these days). Try to follow the basic rhythm of the song instead. Use 1/1 (white ticks) and 1/2 (red ticks) beats at your advantage.You can check out the wiki page for more info Wait, what? There's a page like that on the wiki?
  3. Also, use consistent spacing. Your DS is all over the place. 1.1x or 1.2x is enough
  4. 00:00:923 (2) - Like I said before, 1/4 ticks can't be used in Normal. Make this longer until 00:01:734
  5. 00:01:937 (3) - Make this a circle and move it to 00:02:140
  6. 00:02:545 (4) - Make this longer until 00:02:950
  7. 00:04:166 (2) - Make this longer until 00:04:977
  8. 00:05:180 (3) - Make this a circle and move it to 00:05:383
  9. 00:07:409 (2) - Make this longer until 00:08:221
  10. 00:09:031 (5) - Make this longer until 00:09:437
  11. 00:10:652 (2) - Make this longer until 00:11:464
  12. 00:12:274 (5) - Make this longer until 00:12:680
  13. 00:22:410 (3) - Yea this is unrankable. Make this a 1/2 slider instead
  14. 00:26:869 (2) - Make this longer until 00:27:680
  15. 00:28:491 (6) - Make this longer until 00:28:896
  16. 00:30:112 (2) - Make this longer until 00:30:923
  17. 00:31:734 (6) - Despite being in a blue tick, I guess this is fine since it fits with the melody and ends in a red tick
  18. 00:34:977 (6) - Make this longer until 00:35:383
  19. 00:37:612 (4) - Stack this under 00:37:410 (3)
  20. 00:42:275 (5) - Unrankable and doesn't fit with the rhythm. Try something else that fits the rhythm
  21. 00:48:761 (7) - ^
  22. 00:55:248 (7) - ^
  23. 01:02:545 (1,1,1) - ^
  24. 01:22:815 (4,5) -
  25. 01:04:977 (1,2,3,4,5,1,2) - This surely will mess up newer players. Snap the endslider to the white tick like this
  26. 01:11:464 (1,2,3) - ^
  27. 01:14:707 (1,2) - ^
  28. 01:17:950 (1,2,3) - ^
  29. 01:21:194 (1) - ^
  30. 01:24:437 (1,2) - ^
  31. 01:27:680 (7,8) - ^
  32. 01:32:545 (3) - ^
  33. 01:39:031 (5) - ^
  34. 01:45:518 (3) - ^
  35. 01:52:004 (5) -
  36. 01:29:302 (1,2,3,4) - This will trouble new players. Change these into sliders instead
  37. 01:30:923 - Unrankable due to timing speed. Revert it back to x1.00
  38. 01:38:119 (3) - Stack under 01:38:018 (2)
  39. 01:51:092 (3) - Stack under 01:50:991 (2)
  40. 01:56:869 (1,2,3,4,5,6,7,8,9,1,2,3,4,5,6,7,8,9,1,2,3,4,5,6,1,2,3,4,5,6,7,1,2,3,4,5) - Oh my love, please fix all this, BN King, forbids your map to be ranked
Welp, I guess it's clear that I've never seen a normal difficulty map before. I'll be remapping the entire thing.

[Hard]
  1. Don't use stack leniency 3. Use 7 instead
    Done

    Other than that, I guess this diff is fine
[Insane]
  1. Fine too I guess

However, despite that I love 2009-styled mapping, I can say this map's mapping style is a bit unusual. Try to be inspired by other people's map first and then create your own style

Hope this helps
Good luck in being ranked :)
Thanks for modding!
Kana chan_old
hitsounds why
DaxMasterix
Hi! M4M From my Queue!
  1. You surely will need an Easy :3
  2. I didn't understand your ComboColours pattern in all the mapset
Normal:
  1. 00:04:167 (2) - Remove the hitsound since you don't use one in 00:00:923 (2) -
  2. 00:13:085 (1) - This can be a problem in your easiest diff
  3. 00:16:329 (1) - same
  4. 00:19:572 (1) - Same, a new player won't know how play those sliders
  5. 00:22:815 (1) - Yep
  6. 01:59:910 (4) - Ghost note
  7. 02:03:153 (4) - Same
  8. 02:06:396 (4) - Yep
  9. The diff is good but is a way harder, You abuse of 1/2 streams what is bad in the easiest diff, try to nerf the difficulty or make an easy
Hard:
  1. 00:00:113 (1,2,3,4,5,6,7,8,1,2,3,4,5,1) - It would be better if you make a consistency in the Distance
  2. 00:20:687 (5) - This is pretty unnecesary, you can do it a little better
  3. 00:25:653 (10,1,2,1) - This transition is soo hard to being a "hard" ironically, don't do this
  4. 00:38:525 (4,1) - I think both objects are so closed
  5. 01:01:734 (7,8,1,2,1,2,1,2,3,1,2,3,4,5,1,2,3,4,1,2,1,2,1,2,1,2,1,2,3,4,1,2,3,4,1,2,1,2,1,2,3,1,2,1,2,3,4,1,2,3,4,1,2,1,2,1,2,1,2,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,5,6) - Just the S.V, is weird to play with those Slider changes since, it's just a hard, IMO, It would better if you make some pattern without the unnecesary S.V changed on them
  6. 02:03:761 (2,3,4) - It would better if you follow the original rythm, instead of that weird machine sound.
  7. 02:11:869 (6,7,8,9,10) - Maybe more moves than a Straight line
Insane:
  1. 00:00:113 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1) - This is more easy than hard, and normal maybe
  2. 00:25:653 (5,1,2,3) - This transition still so hard, don't make a 1/8 jump
  3. 01:34:167 (3) - Oh men, this is unrankeable as hell
  4. 01:35:788 (1) - yep 110% sure
  5. 01:38:119 (2) - Too, a Slider cannot start where ends, or ends where it start, well you know the point
  6. 01:40:653 (3) - 4 sure
  7. 01:42:275 (1) - 4 norte (sure in spanish is a folk-way to say south, norte is north in spanish IT'S JUST A PRANK BRO)
  8. 01:47:140 (3) - YTEP
  9. 01:48:761 (1) - this too
  10. 01:49:572 (1,2) - too much hearts
  11. 01:53:626 (3) - Is funny how a heart pattern can "break" your heart after rank, (If you know what I mean)
  12. 01:55:248 (1) - This I don't know.. maybe if you.. no. It's unrankeable
  13. 01:56:869 (1,2) - Wow don't make that streams jumps so suddenly, the same with the next ones
  14. 02:03:660 (2,3,4,5,6,7,1,2,3,4,5,6,7) - BN cans blame you for this, cause Overmapping
OOOOOOOOOOHHHHHHHHHHHHH YEEEEEEEEESSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS
  1. I don't have points to say in this diff, but not in a good way, since IMO the map is overabussed of difficulty, my experience tell me that diffs like this never get ranked, or maybe, get ranked and after heart-broked by a QAT, just telling you, if you really want to rank this you should remove unnecesary diff points like the next ones
  2. 00:19:572 (1,2,3,4,5,6,7,8,9,10,11,12,1,2,3,4,5,6,7,8,9,10,11,12,1,2,3,4,5,6,7,8,9,10,11,12,1,2,3,4) - This isn't hard but is a creative-killer, since you just stack them, is pretty boring for experienced players
  3. 00:25:653 (8,1,2,3) - You know why, it's a 5,78x Jump.
  4. 00:38:829 (1,2,3) - Stream jump
  5. 00:51:802 (1,2,3,4) - Same
  6. 00:54:031 (3,4,6,7) - More unnecesary jumpstream
  7. 01:00:518 (3,4,6,7) - same
  8. 01:03:964 (1,2,3) - yep
  9. 01:04:572 (1,2,3,4,1) - 4 sure, Sorry If I'm a little rought, but It's if you want to rank this, if not, ignore this
  10. 01:09:842 (1,2,3,1,2,3,1,2,3,4,1) - This too
  11. 01:16:532 (2,3,1,1,2,3,4,1) - yep
  12. 01:22:815 (1,2,3,1,2,3,1,2,3,4,1) - yep
  13. The Chorus - This part looks good but in a way of Slider-art, not in a way of rankeable way
Okay That's all! Hope you undertand me when I say, is good, but too far way to rank, make and easy, nerf OH YES and it will be ready to rank (not really but you understand me)
Good luck!
Topic Starter
Flowey

DaxMasterix wrote:

Hi! M4M From my Queue!
  1. You surely will need an Easy :3
  2. I didn't understand your ComboColours pattern in all the mapset They're supposed to match the storyboard. For normal, I still have to do them, but I want to check over the NCs before I start setting the colors.
Normal:
  1. 00:04:167 (2) - Remove the hitsound since you don't use one in 00:00:923 (2) - But I do use one there?
  2. 00:13:085 (1) - This can be a problem in your easiest diff Will keep for now, but I'll change it if more people complain.
  3. 00:16:329 (1) - same
  4. 00:19:572 (1) - Same, a new player won't know how play those sliders
  5. 00:22:815 (1) - Yep
  6. 01:59:910 (4) - Ghost note Removed
  7. 02:03:153 (4) - Same Removed
  8. 02:06:396 (4) - Yep Removed
  9. The diff is good but is a way harder, You abuse of 1/2 streams what is bad in the easiest diff, try to nerf the difficulty or make an easy I will probably end up making an easy.
Hard:
  1. 00:00:113 (1,2,3,4,5,6,7,8,1,2,3,4,5,1) - It would be better if you make a consistency in the Distance Kept stacking, but distance snapped jumps.
  2. 00:20:687 (5) - This is pretty unnecesary, you can do it a little better Kept for now.
  3. 00:25:653 (10,1,2,1) - This transition is soo hard to being a "hard" ironically, don't do this Removed the jumps
  4. 00:38:525 (4,1) - I think both objects are so closed Distance snapped second object.
  5. 01:01:734 (7,8,1,2,1,2,1,2,3,1,2,3,4,5,1,2,3,4,1,2,1,2,1,2,1,2,1,2,3,4,1,2,3,4,1,2,1,2,1,2,3,1,2,1,2,3,4,1,2,3,4,1,2,1,2,1,2,1,2,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,5,6) - Just the S.V, is weird to play with those Slider changes since, it's just a hard, IMO, It would better if you make some pattern without the unnecesary S.V changed on them I will remap this section.
  6. 02:03:761 (2,3,4) - It would better if you follow the original rythm, instead of that weird machine sound. Changed.
  7. 02:11:869 (6,7,8,9,10) - Maybe more moves than a Straight line I don't really see a problem with this.
Insane:
  1. 00:00:113 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1) - This is more easy than hard, and normal maybe I will keep this for now. I think it sets up an interesting difficulty spike.
  2. 00:25:653 (5,1,2,3) - This transition still so hard, don't make a 1/8 jump Removed the jump.
  3. 01:34:167 (3) - Oh men, this is unrankeable as hell I will work on the sliders here.
  4. 01:35:788 (1) - yep 110% sure
  5. 01:38:119 (2) - Too, a Slider cannot start where ends, or ends where it start, well you know the point
  6. 01:40:653 (3) - 4 sure
  7. 01:42:275 (1) - 4 norte (sure in spanish is a folk-way to say south, norte is north in spanish IT'S JUST A PRANK BRO)
  8. 01:47:140 (3) - YTEP
  9. 01:48:761 (1) - this too
  10. 01:49:572 (1,2) - too much hearts
  11. 01:53:626 (3) - Is funny how a heart pattern can "break" your heart after rank, (If you know what I mean)
  12. 01:55:248 (1) - This I don't know.. maybe if you.. no. It's unrankeable
  13. 01:56:869 (1,2) - Wow don't make that streams jumps so suddenly, the same with the next ones Removed fast jumps.
  14. 02:03:660 (2,3,4,5,6,7,1,2,3,4,5,6,7) - BN cans blame you for this, cause Overmapping Will change if that happens.
OOOOOOOOOOHHHHHHHHHHHHH YEEEEEEEEESSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS
  1. I don't have points to say in this diff, but not in a good way, since IMO the map is overabussed of difficulty, my experience tell me that diffs like this never get ranked, or maybe, get ranked and after heart-broked by a QAT, just telling you, if you really want to rank this you should remove unnecesary diff points like the next ones I would like to have an extra-level difficulty. If it comes to it, I will make an easy, but I don't want to make this difficulty easier, because there are already other difficulties that cater towards less experienced players.
  2. 00:19:572 (1,2,3,4,5,6,7,8,9,10,11,12,1,2,3,4,5,6,7,8,9,10,11,12,1,2,3,4,5,6,7,8,9,10,11,12,1,2,3,4) - This isn't hard but is a creative-killer, since you just stack them, is pretty boring for experienced players Kept for now. I think the rhythm here makes up for the lack of creative shape.
  3. 00:25:653 (8,1,2,3) - You know why, it's a 5,78x Jump. Changed
  4. 00:38:829 (1,2,3) - Stream jump I will keep all of the jumps for now.
  5. 00:51:802 (1,2,3,4) - Same
  6. 00:54:031 (3,4,6,7) - More unnecesary jumpstream
  7. 01:00:518 (3,4,6,7) - same
  8. 01:03:964 (1,2,3) - yep
  9. 01:04:572 (1,2,3,4,1) - 4 sure, Sorry If I'm a little rought, but It's if you want to rank this, if not, ignore this
  10. 01:09:842 (1,2,3,1,2,3,1,2,3,4,1) - This too
  11. 01:16:532 (2,3,1,1,2,3,4,1) - yep
  12. 01:22:815 (1,2,3,1,2,3,1,2,3,4,1) - yep
  13. The Chorus - This part looks good but in a way of Slider-art, not in a way of rankeable way Why not? I don't want to remove all of the sliders, if that's what your suggesting.
Okay That's all! Hope you undertand me when I say, is good, but too far way to rank, make and easy, nerf OH YES and it will be ready to rank (not really but you understand me)
Good luck!
Thanks for modding!
TheLeviathan
From my Mod Q


EXTRA

00:24:437 (1,2,3,4,5,6,7,8) - the hitsound volume increasing gap is waaaaaaaaaay too high. If you want such an effect, increase volume by 7% each inherited point, otherwise last two 80% and 100% just blowing your brain, and then suddenly silent and calm hitsounds

00:48:761 (10) - NC here till 00:50:788 (4) - here, and another NC here, it will fit better. Much more better, try it
00:55:248 (10) - ^
00:57:275 (4,5,6) - nothing wrong with these sliders, just a personal, for me it would look nice if you would angle each slider a bit - like http://prntscr.com/axyd21
I don't know if someone suggested this before o no, but 01:01:734 (1,2,3) - and following similar patterns, consider switching 1 and 3. http://prntscr.com/axyeo3 i it looks so much better

01:17:343 (2,2) - stack them carefully
02:09:842 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - slightly spacing issues in these space streams, like 3-4 is more spaced then 4-5 and it's visible to aye, recheck them, or just use DS on when you making them


INSANE

00:08:221 (8) - NC ?
00:11:464 (8) - ^
And same thing with hitsounding volume

00:42:275 (10) - NC
00:48:761 (10) - ^
01:16:633 (2) - this 3/4 jump doesn't fit into this difficulty of 3.76* imo, i recommend to stack it with begining of 01:16:734 (3)
01:31:329 (1,1) - stack them carefully
01:34:167 (3,1) - i don't know if those are acceptable for ranking. Sliders don't have any visual mark or call it whatever to guess from first time in which dirrection it will go - clockwise or counter. So you have to find BN to find out if this is acceptable
01:38:119 (2) - basicaly same thing
01:40:653 (3,1) - ^
I well not mention following ups too
02:07:308 (4) - not sure about this jump too on this diff


HARD

00:36:599 (3,4) - i thing you could make them to not overlap
01:34:167 (3,5) - stack them carefully



I guess that's it good luck
Topic Starter
Flowey

TheLeviathan wrote:

From my Mod Q


EXTRA

00:24:437 (1,2,3,4,5,6,7,8) - the hitsound volume increasing gap is waaaaaaaaaay too high. If you want such an effect, increase volume by 7% each inherited point, otherwise last two 80% and 100% just blowing your brain, and then suddenly silent and calm hitsounds Done!

00:48:761 (10) - NC here till 00:50:788 (4) - here, and another NC here, it will fit better. Much more better, try it Done!
00:55:248 (10) - ^
00:57:275 (4,5,6) - nothing wrong with these sliders, just a personal, for me it would look nice if you would angle each slider a bit - like http://prntscr.com/axyd21 I turned it into a triangle.
I don't know if someone suggested this before o no, but 01:01:734 (1,2,3) - and following similar patterns, consider switching 1 and 3. http://prntscr.com/axyeo3 i it looks so much better The two small sliders are meant to match the melody, so I'll be keeping this as is for now.

01:17:343 (2,2) - stack them carefully Adjusted.
02:09:842 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - slightly spacing issues in these space streams, like 3-4 is more spaced then 4-5 and it's visible to aye, recheck them, or just use DS on when you making them Snapped with DS.


INSANE

00:08:221 (8) - NC ? Done!
00:11:464 (8) - ^
And same thing with hitsounding volume Done!

00:42:275 (10) - NC Done!
00:48:761 (10) - ^
01:16:633 (2) - this 3/4 jump doesn't fit into this difficulty of 3.76* imo, i recommend to stack it with begining of 01:16:734 (3) Distance snapped now.
01:31:329 (1,1) - stack them carefully I think they're already stacked. (?)
01:34:167 (3,1) - i don't know if those are acceptable for ranking. Sliders don't have any visual mark or call it whatever to guess from first time in which dirrection it will go - clockwise or counter. So you have to find BN to find out if this is acceptable Currently working on a better slider.
01:38:119 (2) - basicaly same thing
01:40:653 (3,1) - ^
I well not mention following ups too
02:07:308 (4) - not sure about this jump too on this diff Oops, that slider was reversed for some reason.


HARD

00:36:599 (3,4) - i thing you could make them to not overlap Kept for now for spacing.
01:34:167 (3,5) - stack them carefully I think they're already stacked (?)



I guess that's it good luck
Thanks for modding!
Jonarwhal
No KD. I already modded this so no KD. ;)
I'll mod Normal now that it's up.
***=Unrankable
*=Strongly suggested.

Normal
  1. ***Check the DS in AiMod. Normal's must follow this. Always.
  2. 00:00:113 - from here to 00:06:194 - here, take out all of the whistles. They're unnecessary.
  3. *00:19:572 (1) - Shape is readable, but not for Normal's players.
  4. *00:22:815 (1) - ^
  5. *00:25:653 (4,5,6) - The three claps don't sound nice together. Generally, claps are used to emphasize downbeats, and shouldn't be used on red ticks.
  6. *00:25:653 - From here onward is a spike in difficulty. There's a lot of 1/2 tapping that should probably be converted into sliders. For example, 00:28:085 - here, I would use this rhythm. To give you an idea, if you have a combo that is higher than 8, then you need to make circles into sliders to reduce the difficulty.
  7. 00:28:491 (5,1) - Fix blanket.
  8. 00:39:031 (1,2,3) - I dislike the flow. Here are a few suggestions: ss1 ss2 ss3
  9. 00:47:140 (5) - Stack.
  10. 00:46:329 (4,5,6,7) - Fix blankets.
  11. 00:52:815 - I dislike the flow. Here are a few suggestions: ss1 ss2
  12. 00:56:869 (1,2,3,4,5,6,7) - Fix blankets.
  13. 01:11:058 (4,1) - ^
  14. 01:13:085 (1,2) - ^
  15. The rest I just found blankets.
Normal NCs
  1. Apply this after the other box.
  2. NCs can be used for fun and to indicate switches in SV in Hard, but in Normal, it is probably best to use them every 1 or 2 measures. 2 measure works best here, but that's just my opinion.
  3. 00:48:761 - NC
  4. 00:50:383 - no NC
  5. 00:52:004 - NC
  6. 00:55:248 - NC
  7. 00:56:869 - no NC
  8. 00:58:491 - NC
  9. 01:01:734 - NC or 01:01:734 (1,1,1,1) - remove all of these NCs
  10. 01:04:977 - From here to 01:30:923 - here, you do every measure instead of every 2 measures, which will confuse tag-coop Normal players. Remove every other combo to fix it.
Good Luck again~!! :D
Topic Starter
Flowey
Thanks for a 2nd mod!

jonawaga wrote:

No KD. I already modded this so no KD. ;)
I'll mod Normal now that it's up.
***=Unrankable
*=Strongly suggested.

Normal
  1. ***Check the DS in AiMod. Normal's must follow this. Always. Done. (But for some reason, AiMod complains even though I had DS turned on for the entire map...)
  2. 00:00:113 - from here to 00:06:194 - here, take out all of the whistles. They're unnecessary. Oops, that wasn't supposed to be there. Fixed.
  3. *00:19:572 (1) - Shape is readable, but not for Normal's players. Removed slider touching itself.
  4. *00:22:815 (1) - ^ Removed slider touching itself.
  5. *00:25:653 (4,5,6) - The three claps don't sound nice together. Generally, claps are used to emphasize downbeats, and shouldn't be used on red ticks. Removed the first clap. I kept the one on the red tick because there's a clap in the actual music.
  6. *00:25:653 - From here onward is a spike in difficulty. There's a lot of 1/2 tapping that should probably be converted into sliders. For example, 00:28:085 - here, I would use this rhythm. To give you an idea, if you have a combo that is higher than 8, then you need to make circles into sliders to reduce the difficulty. Removed most of the 1/2 tapping.
  7. 00:28:491 (5,1) - Fix blanket. I fixed some, but I think most of the blankets are fine. That, and/or DS makes blankets impossible sometimes.
  8. 00:39:031 (1,2,3) - I dislike the flow. Here are a few suggestions: ss1 ss2 ss3 Done!
  9. 00:47:140 (5) - Stack. Fixed.
  10. 00:46:329 (4,5,6,7) - Fix blankets.
  11. 00:52:815 - I dislike the flow. Here are a few suggestions: ss1 ss2 Done!
  12. 00:56:869 (1,2,3,4,5,6,7) - Fix blankets.
  13. 01:11:058 (4,1) - ^
  14. 01:13:085 (1,2) - ^
  15. The rest I just found blankets.
Normal NCs
  1. Apply this after the other box.
  2. NCs can be used for fun and to indicate switches in SV in Hard, but in Normal, it is probably best to use them every 1 or 2 measures. 2 measure works best here, but that's just my opinion.
  3. 00:48:761 - NC
  4. 00:50:383 - no NC I tried doing this, but then AiMod started complaining about distances, so I kept the NCs the same in this section.
  5. 00:52:004 - NC
  6. 00:55:248 - NC
  7. 00:56:869 - no NC
  8. 00:58:491 - NC
  9. 01:01:734 - NC or 01:01:734 (1,1,1,1) - remove all of these NCs Done
  10. 01:04:977 - From here to 01:30:923 - here, you do every measure instead of every 2 measures, which will confuse tag-coop Normal players. Remove every other combo to fix it. Fixed.
Good Luck again~!! :D Thanks again for the mod!
Kujinn
Hi Hi!

Extra
00:19:572 (1,2,3,4,5,6,7,8,9,10,11,12,1,2,3,4,5,6,7,8,9,10,11,12,1,2,3,4,5,6,7,8,9,10,11,12) - I find this part to be too simple, you can do something a lot more fun with it.
01:03:964 (1,2,3) - That triple is a little too spaced don't you think?
01:23:626 (1,2) - When I was actually playing, I mistaken this for another triple (Might just be me). Maybe a slider is better suited
01:30:923 (1,1,1,1,2,3,4,5,6,7,1,2,3,4,5,1,2,1,2,3,1,2,3,1,2,1,1,2,3,4,5,6,7,1,2,3,4,5,1,2,1,2,3,1,2,1,1,1,1,2,3,4,5,6,7,1,2,3,4,5,1,2,1,2,3,1,2,1,2,3,1,1,2,3,4,5,6,7,1,2,3,4,5,1,2,1,2,3,4,5) - I personally find this fun to play, and slider art very creative, but I really don't think this is rankable. (From what I know anyway, I could be wrong).
02:09:842 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - I know its a low bpm stream, but don't you think its a little too spaced?

Insane
00:08:221 (1,2) - Maybe its better if its not stacked, I've mistaken it for a double tap
00:25:653 (5,1,2,3) - A second repeat slider or maybe just a longer one of 5 would probably be better. Its hard to hit the triple accurately after it ends.
01:16:633 (2) - Too hard to hit
01:38:626 (1,2,3,4,5,6,7) - Don't think this is rankable, also its quite dificult to hit those notes.
01:43:491 (2) - Ctrl G maybe? I find it better to play this way
01:43:491 (2) - ^

It's a really good diff overall, Nothing really stood out too much other than the above.

Good luck with your map ^^
Topic Starter
Flowey

Panda King wrote:

Hi Hi!

Extra
00:19:572 (1,2,3,4,5,6,7,8,9,10,11,12,1,2,3,4,5,6,7,8,9,10,11,12,1,2,3,4,5,6,7,8,9,10,11,12) - I find this part to be too simple, you can do something a lot more fun with it. Noted. Will change in the future.
01:03:964 (1,2,3) - That triple is a little too spaced don't you think? Reduced spacing.
01:23:626 (1,2) - When I was actually playing, I mistaken this for another triple (Might just be me). Maybe a slider is better suited
01:30:923 (1,1,1,1,2,3,4,5,6,7,1,2,3,4,5,1,2,1,2,3,1,2,3,1,2,1,1,2,3,4,5,6,7,1,2,3,4,5,1,2,1,2,3,1,2,1,1,1,1,2,3,4,5,6,7,1,2,3,4,5,1,2,1,2,3,1,2,1,2,3,1,1,2,3,4,5,6,7,1,2,3,4,5,1,2,1,2,3,4,5) - I personally find this fun to play, and slider art very creative, but I really don't think this is rankable. (From what I know anyway, I could be wrong). Here is the only list of "unrankable" techniques that I could find: https://osu.ppy.sh/wiki/Unrankable_Techniques. What part of this is unrankable?
02:09:842 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - I know its a low bpm stream, but don't you think its a little too spaced? Reduced spacing.

Insane
00:08:221 (1,2) - Maybe its better if its not stacked, I've mistaken it for a double tap Keeping for now. Will change if this becomes a problem.
00:25:653 (5,1,2,3) - A second repeat slider or maybe just a longer one of 5 would probably be better. Its hard to hit the triple accurately after it ends. Changed
01:16:633 (2) - Too hard to hit Adjusted a bit
01:38:626 (1,2,3,4,5,6,7) - Don't think this is rankable, also its quite dificult to hit those notes. I will point to this again: https://osu.ppy.sh/wiki/Unrankable_Techniques
01:43:491 (2) - Ctrl G maybe? I find it better to play this way Done!
01:43:491 (2) - ^ Done!

It's a really good diff overall, Nothing really stood out too much other than the above.

Good luck with your map ^^
Thanks for modding!
-[ Prxzm ]-
PLEASE FOR THE LOVE OF GOD REMOVE comboburst.wav AND normal-hitwhistle.wav PLEASE!!!


kds please <3

Full-Spread Mod
OOOOOOOOOOHHHHHHHHHHHHH YEEEEEEEEESSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS
Song Setup - Unrankable title. Change title to something less obnoxious.
00:00:113 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - Remap to better fit the tune. This is Extra diff, not Hard.
00:54:031 (3,4) - Inconsistent spacing. Stack these or reduce the spacing between them.
00:54:538 (6) - Don't stack this note under the 5. Either move it to the other side or move it slightly higher than the 5 (moving it slightly higher would flow with the above change).
00:54:538 (6,7) - Inconsistent spacing. Stack these or reduce the spacing between them.
01:00:518 (3,4) - Same here.
01:01:025 (6,7) - Your map is very inconsistent. You suddenly decided to stack right here but didn't stack the ones before.
01:04:572 (1,2,3,4) - Don't make these jumps. Make them a stream.
01:04:572 (1) - Kiai time should start here.
01:11:058 (1,2,3,4) - Don't make these jumps. Make them a stream.
01:17:545 (1,2,3,4) - Same here.
01:24:031 (1,2,3,4) - Bring these closer together.
01:29:302 (1) - Kiai end.
90923,-50,4,2,1,80,0,1 - Remove Kiai time.
01:38:119 (1) - Unrankable slder. Shouldn't curve back into itself like that. Remap the slider shape.
01:51:092 (1) - Same here.
01:56:869 (1) - Kiai start.
02:09:842 (1) - Kiai end.


INSANE
Song Setup - Unrankable stack leniency. Change stack leniency to be between 3 and 9. (It is recommended that you never touch stack leniency).
00:16:633 (2) - You're missing a strong note on the blue tick and not being consistent with the rest of the map. Consider placing a circle right before the slider.
00:29:910 (2,3,4,5,1,2) - Bad stacking throughout this entire area.
00:30:417 (4) - Consider moving this over slightly to the left for the above change.
00:31:126 (2) - Consider moving this over slightly to the right for the above change.
00:58:998 (2) - Bad stacking. Consider moving slightly in front of the slider.
01:04:977 (1) - Kiai time should start here.
01:04:572 (1,1,2,3,1,2,3,1,1,1,1,1,2,3,1,2,3,1,1,1,1,1,2,3,1,2,3,1,1,1,1,1,2,3,1,2,3,1,2,3,4,5,1,2,3,1,2,3,1,1,1,1,1,2,3,1,2,3,1,1,1,1,1,2,3,1,2,3,1,1,1,1,1,2,3,1,2,3) - Remap this. This is Insane difficulty, this section should not be so easy. Consider mapping the background.
01:29:099 (3) - Kiai time should end here.
90923,-50,4,2,1,80,0,1 Remove this Kiai point.
01:56:869 (1) - Kiai time should start here.
01:56:869 (1,2,3,4,5,1,2,3,4,1,2,3,4,5,1,2,3,4,1,2,3,4,5,6,7,1,2,3,4,5,6,7,8,1,2,3,4,5,1,2,3,4) - Same as the above section. This should be much harder since this is Insane difficulty. Remap the section.
02:09:842 (1) - Kiai time should end here.
02:09:842 (1,1) - Remap this into a stream. This is Insane difficulty, not Hard.
02:10:653 (1,1) - Awkward jump. Consider moving the circle behind the slider (the direction the slider ends).


HARD
00:00:113 (1,2,3,4,5,6,7,8,1,2,3,4,5) - Why do you map this with the beat in Hard difficulty but not with Insane or Extra difficulty? Consider remapping Insane and Extra's introduction to fit the song like this does.
00:18:153 (6) - New Combo.
00:20:687 (5) - Consider removing one reverse tick and adding a circle to the end. If you go through with this change, make the circle a New Combo.
00:21:396 (6) - If you don't go through with the change, make this a New Combo.
00:59:403 (4,5) - Inconsistent spacing. Consider flipping the slider around.
01:01:734 (7,8,1,2,1,2) - Obnoxious jumps for Hard difficulty. Consider flipping the sliders around.
01:04:572 (1) - Kiai start.
01:29:302 (2) - Kiai end.
90923,-100,4,2,1,80,0,1 - Remove Kiai time.
01:35:383 (5,6) - Swap these notes around.
01:56:464 (9,10) - Swap these notes around.
01:56:869 (1) - Kiai start.
01:57:984 (4) - Move this closer to the previous slider. 1/4 jumps should not exist in Hard difficulty.
02:09:842 (1) - Kiai end.


NORMAL
00:26:869 (2,3,4) - Remove the circle.
00:28:085 (3) - Change slider start to a circle.
00:30:112 (2,3,4,5) - Same here.
00:33:356 (2,3,4,5) - Same here.
00:37:410 (3,4,5,6,7,1) - Consider remapping this part to fit the song better.
01:13:085 (4,5,6) - Flow issue. Consider moving the circles between the sliders.
01:04:572 (4) - Kiai start.
01:29:302 (1) - Kiai end.
90923,-100,4,2,1,80,0,1 - Remove Kiai time.
01:56:869 (1) - Kiai start.
02:09:842 (1) - Kiai end.
Topic Starter
Flowey

-[ Snowflake ]- wrote:

PLEASE FOR THE LOVE OF GOD REMOVE comboburst.wav AND normal-hitwhistle.wav PLEASE!!!
Ok, I'll remove the comboburst. The hit whistle is staying.

kds please <3

Full-Spread Mod
OOOOOOOOOOHHHHHHHHHHHHH YEEEEEEEEESSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS
Song Setup - Unrankable title. Change title to something less obnoxious. I will change this if it is actually a problem, but keeping for now.
00:00:113 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - Remap to better fit the tune. This is Extra diff, not Hard. I think this is fine. I want to emphasize the base rhythm here, and I also want to set up a small difficulty spike between this and the next section.
00:54:031 (3,4) - Inconsistent spacing. Stack these or reduce the spacing between them. This is intended.
00:54:538 (6) - Don't stack this note under the 5. Either move it to the other side or move it slightly higher than the 5 (moving it slightly higher would flow with the above change). This is also intended.
00:54:538 (6,7) - Inconsistent spacing. Stack these or reduce the spacing between them.
01:00:518 (3,4) - Same here.
01:01:025 (6,7) - Your map is very inconsistent. You suddenly decided to stack right here but didn't stack the ones before. I consider a map inconsistent when the same parts of the music are mapped with different rhythms. In my opinion, changing the pattern without changing the rhythm makes the map less repetitive.
01:04:572 (1,2,3,4) - Don't make these jumps. Make them a stream. Changed.
01:04:572 (1) - Kiai time should start here. I disagree.
01:11:058 (1,2,3,4) - Don't make these jumps. Make them a stream. Changed
01:17:545 (1,2,3,4) - Same here. Changed
01:24:031 (1,2,3,4) - Bring these closer together.
01:29:302 (1) - Kiai end.
90923,-50,4,2,1,80,0,1 - Remove Kiai time.
01:38:119 (1) - Unrankable slder. Shouldn't curve back into itself like that. Remap the slider shape. Please tell me, which of the unrankable techniques does this slider fall under? If you think this is a "Burai Slider," here is part of the description from the wiki: "On the contrary, if you do a similar pattern but leave it as a slight angle it is rankable."
01:51:092 (1) - Same here.
01:56:869 (1) - Kiai start.
02:09:842 (1) - Kiai end.


INSANE
Song Setup - Unrankable stack leniency. Change stack leniency to be between 3 and 9. (It is recommended that you never touch stack leniency). Fixed. It must have reset itself at some point, because I'm sure I already did this though...
00:16:633 (2) - You're missing a strong note on the blue tick and not being consistent with the rest of the map. Consider placing a circle right before the slider. There is no note on the blue tick though.
00:29:910 (2,3,4,5,1,2) - Bad stacking throughout this entire area. I will change this if it becomes a problem. Keeping for now.
00:30:417 (4) - Consider moving this over slightly to the left for the above change.
00:31:126 (2) - Consider moving this over slightly to the right for the above change.
00:58:998 (2) - Bad stacking. Consider moving slightly in front of the slider.
01:04:977 (1) - Kiai time should start here. I still disagree about kiai the times.
01:04:572 (1,1,2,3,1,2,3,1,1,1,1,1,2,3,1,2,3,1,1,1,1,1,2,3,1,2,3,1,1,1,1,1,2,3,1,2,3,1,2,3,4,5,1,2,3,1,2,3,1,1,1,1,1,2,3,1,2,3,1,1,1,1,1,2,3,1,2,3,1,1,1,1,1,2,3,1,2,3) - Remap this. This is Insane difficulty, this section should not be so easy. Consider mapping the background. Keeping for now. If more people think it's too easy, I will change it.
01:29:099 (3) - Kiai time should end here.
90923,-50,4,2,1,80,0,1 Remove this Kiai point.
01:56:869 (1) - Kiai time should start here.
01:56:869 (1,2,3,4,5,1,2,3,4,1,2,3,4,5,1,2,3,4,1,2,3,4,5,6,7,1,2,3,4,5,6,7,8,1,2,3,4,5,1,2,3,4) - Same as the above section. This should be much harder since this is Insane difficulty. Remap the section.
02:09:842 (1) - Kiai time should end here.
02:09:842 (1,1) - Remap this into a stream. This is Insane difficulty, not Hard. Changed
02:10:653 (1,1) - Awkward jump. Consider moving the circle behind the slider (the direction the slider ends).


HARD
00:00:113 (1,2,3,4,5,6,7,8,1,2,3,4,5) - Why do you map this with the beat in Hard difficulty but not with Insane or Extra difficulty? Consider remapping Insane and Extra's introduction to fit the song like this does. Because this is the melody.
00:18:153 (6) - New Combo. Changed.
00:20:687 (5) - Consider removing one reverse tick and adding a circle to the end. If you go through with this change, make the circle a New Combo. Done.
00:21:396 (6) - If you don't go through with the change, make this a New Combo.
00:59:403 (4,5) - Inconsistent spacing. Consider flipping the slider around. Done
01:01:734 (7,8,1,2,1,2) - Obnoxious jumps for Hard difficulty. Consider flipping the sliders around. Done
01:04:572 (1) - Kiai start.
01:29:302 (2) - Kiai end.
90923,-100,4,2,1,80,0,1 - Remove Kiai time.
01:35:383 (5,6) - Swap these notes around. Done
01:56:464 (9,10) - Swap these notes around. Done
01:56:869 (1) - Kiai start.
01:57:984 (4) - Move this closer to the previous slider. 1/4 jumps should not exist in Hard difficulty.
02:09:842 (1) - Kiai end.


NORMAL
00:26:869 (2,3,4) - Remove the circle. Done
00:28:085 (3) - Change slider start to a circle. Done
00:30:112 (2,3,4,5) - Same here. Done
00:33:356 (2,3,4,5) - Same here. Done
00:37:410 (3,4,5,6,7,1) - Consider remapping this part to fit the song better. Slightly changed.
01:13:085 (4,5,6) - Flow issue. Consider moving the circles between the sliders. Changed.
01:04:572 (4) - Kiai start.
01:29:302 (1) - Kiai end.
90923,-100,4,2,1,80,0,1 - Remove Kiai time.
01:56:869 (1) - Kiai start.
02:09:842 (1) - Kiai end.
Thanks for modding all the difficulties!
-[ Prxzm ]-
HARD
00:00:113 (1,2,3,4,5,6,7,8,1,2,3,4,5) - Why do you map this with the beat in Hard difficulty but not with Insane or Extra difficulty? Consider remapping Insane and Extra's introduction to fit the song like this does. Because this is the melody. I know this is the melody, that's why I'm asking why isn't it mapped in Insane and Extra?

Nephroid wrote:

Thanks for modding all the difficulties!
No problem :3 Full-Spread mods are my forte.
Topic Starter
Flowey

-[ Snowflake ]- wrote:

I know this is the melody, that's why I'm asking why isn't it mapped in Insane and Extra?
In my opinion, following the melody is easier than following a different rhythm. That might just be me though. I'll change it if more people bring it up.
Vivyanne
not meant to flame you but i dont think the difficulty oh yes is rankable with that name (^:

because its too long!
BlueberrySansy
Hello!

Nice storyboard to give this map a star.

BlueberrySansy to OOOOOOOOOOOOOOOOOOOH YESSSSSSSSSSSSSSSSSS: screw slider speedups and spaced streams, I have a sucky acc

I've been wondering: May I GD? I love this song so much I wanna map it :)
Topic Starter
Flowey

BlueberrySansy wrote:

Hello!

Nice storyboard to give this map a star.

BlueberrySansy to OOOOOOOOOOOOOOOOOOOH YESSSSSSSSSSSSSSSSSS: screw slider speedups and spaced streams, I have a sucky acc

I've been wondering: May I GD? I love this song so much I wanna map it :)
Yeah, go for it!
BlueberrySansy

Nephroid wrote:

BlueberrySansy wrote:

I've been wondering: May I GD? I love this song so much I wanna map it :)
Yeah, go for it!
Woo, it's done!

BlueberrySansy's Mettaton EXtra
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 113
Countdown: 0
SampleSet: Soft
StackLeniency: 0.3
Mode: 0
LetterboxInBreaks: 0
EpilepsyWarning: 1
WidescreenStoryboard: 1

[Editor]
Bookmarks: 129842
DistanceSpacing: 0.75
BeatDivisor: 1
GridSize: 8
TimelineZoom: 2.7

[Metadata]
Title:Death by Glamour
TitleUnicode:Death by Glamour
Artist:toby fox
ArtistUnicode:toby fox
Creator:Nephroid
Version:BlueberrySansy's Mettaton EXtra
Source:UNDERTALE
Tags:Mettaton Radiation Chiptune EX OST
BeatmapID:0
BeatmapSetID:-1

[Difficulty]
HPDrainRate:9
CircleSize:4
OverallDifficulty:9
ApproachRate:9.4
SliderMultiplier:2
SliderTickRate:1

[Events]
//Background and Video events
0,0,"undertale.png",0,0
//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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116869,-100,4,2,1,60,0,0
132275,-133.333333333333,4,2,1,60,0,0


[Colours]
Combo1 : 255,217,0
Combo2 : 192,192,192
Combo3 : 128,128,128
Combo4 : 255,128,192
Combo5 : 255,0,128
Combo6 : 255,128,192

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193,266,106734,2,0,P|299:216|247:112,1,200,8|0,0:0|0:0,0:0:0:0:
138,23,107140,6,0,P|32:73|84:177,1,200,2|0,0:0|0:0,0:0:0:0:
28,364,107545,1,8,0:0:0:0:
272,153,107748,1,0,0:0:0:0:
320,208,107849,1,0,0:0:0:0:
320,280,107950,2,0,L|272:376,1,100
230,287,108153,2,0,L|134:239,1,100
216,188,108356,2,0,L|311:7,1,200,8|0,0:0|0:0,0:0:0:0:
510,182,108761,6,0,L|415:363,1,200,2|0,0:0|0:0,0:0:0:0:
142,339,109167,1,8,0:0:0:0:
173,52,109369,1,0,0:0:0:0:
248,56,109471,1,0,0:0:0:0:
288,120,109572,2,0,P|320:144|328:240,1,100
251,195,109775,2,0,P|227:227|131:235,1,100
166,161,109977,2,0,P|96:168|55:57,1,200,8|0,0:0|0:0,0:0:0:0:
251,287,110383,6,0,P|321:280|362:391,1,200,2|0,0:0|0:0,0:0:0:0:
411,54,110788,1,8,0:0:0:0:
104,187,110991,1,0,0:0:0:0:
80,256,111092,1,0,0:0:0:0:
120,320,111194,2,0,L|216:240,1,100
334,136,111396,2,0,L|238:216,1,100
276,288,111599,2,0,P|176:264|192:152,1,200,8|0,0:0|0:0,0:0:0:0:
389,28,112004,6,0,P|489:52|473:164,1,200,2|0,0:0|0:0,0:0:0:0:
486,377,112410,1,8,0:0:0:0:
281,127,112612,1,0,0:0:0:0:
248,112,112714,1,0,0:0:0:0:
216,96,112815,2,0,L|148:62,1,50
160,160,113018,2,0,L|126:228,1,50
234,185,113221,2,0,P|304:103|264:27,1,200,8|0,0:0|0:0,0:0:0:0:
101,229,113626,6,0,P|31:311|71:387,1,200,2|0,0:0|0:0,0:0:0:0:
342,341,114031,1,8,0:0:0:0:
309,32,114234,1,0,0:0:0:0:
239,58,114335,1,0,0:0:0:0:
211,128,114437,2,0,P|182:173|178:224,1,100
270,202,114640,2,0,P|315:231|366:235,1,100
351,152,114842,2,0,P|406:104|329:5,1,200,8|0,0:0|0:0,0:0:0:0:
161,232,115248,6,0,P|106:280|183:379,2,200,2|0|2,0:0|0:0|0:0,0:0:0:0:
228,309,115856,1,0,0:0:0:0:
312,379,116058,2,0,P|367:331|290:232,2,200,2|0|2,0:0|0:0|0:0,0:0:0:0:
236,62,116667,1,0,0:0:0:0:
99,193,116869,5,4,2:1:0:0:
238,336,117072,1,8,0:0:0:0:
264,304,117173,1,0,0:0:0:0:
285,272,117275,1,2,0:0:0:0:
443,55,117477,1,8,0:0:0:0:
422,86,117579,1,0,0:0:0:0:
400,120,117680,2,0,L|352:184,1,50,2|0,0:0|0:0,0:0:0:0:
257,128,117883,2,0,L|321:176,1,50,8|0,0:0|0:0,0:0:0:0:
267,279,118085,2,0,L|315:215,1,50,2|0,0:0|0:0,0:0:0:0:
424,265,118288,2,0,L|360:217,1,50,8|0,0:0|0:0,0:0:0:0:
352,216,118491,5,2,0:0:0:0:
88,55,118694,1,8,0:0:0:0:
107,86,118795,1,0,0:0:0:0:
128,116,118896,1,2,0:0:0:0:
111,359,119099,1,8,0:0:0:0:
115,319,119200,1,0,0:0:0:0:
118,284,119302,2,0,P|123:252|150:239,1,50,2|0,0:0|0:0,0:0:0:0:
144,168,119504,2,0,P|176:173|189:200,1,50,8|0,0:0|0:0,0:0:0:0:
259,195,119707,2,0,P|254:227|227:240,1,50,2|0,0:0|0:0,0:0:0:0:
233,315,119910,2,0,P|201:310|188:283,1,50,8|0,0:0|0:0,0:0:0:0:
164,270,120112,5,6,0:0:0:0:
265,54,120315,1,8,0:0:0:0:
280,88,120417,1,0,0:0:0:0:
296,121,120518,1,2,0:0:0:0:
481,170,120721,1,8,0:0:0:0:
444,179,120822,1,0,0:0:0:0:
407,188,120923,2,0,L|328:207,1,50,2|0,0:0|0:0,0:0:0:0:
208,229,121126,2,0,L|287:210,1,50,8|0,0:0|0:0,0:0:0:0:
329,308,121329,2,0,L|310:229,1,50,2|0,0:0|0:0,0:0:0:0:
288,109,121532,2,0,L|307:188,1,50,8|0,0:0|0:0,0:0:0:0:
309,193,121734,5,2,0:0:0:0:
35,342,121937,1,8,0:0:0:0:
61,315,122038,1,0,0:0:0:0:
87,288,122140,1,2,0:0:0:0:
35,42,122342,1,8,0:0:0:0:
61,69,122443,1,0,0:0:0:0:
87,96,122545,2,0,P|142:84|156:109,1,50,2|0,0:0|0:0,0:0:0:0:
93,215,122748,2,0,P|38:227|24:202,1,50,8|0,0:0|0:0,0:0:0:0:
35,161,122950,2,0,P|23:106|48:92,1,50,2|0,0:0|0:0,0:0:0:0:
154,155,123153,2,0,P|166:210|141:224,1,50,8|0,0:0|0:0,0:0:0:0:
176,318,123356,6,0,P|164:263|189:249,1,50,6|0,0:0|0:0,0:0:0:0:
239,249,123558,1,8,0:0:0:0:
265,222,123660,1,0,0:0:0:0:
265,184,123761,1,2,0:0:0:0:
238,157,123862,1,0,0:0:0:0:
200,157,123964,1,8,0:0:0:0:
173,130,124065,1,0,0:0:0:0:
173,92,124167,1,2,0:0:0:0:
199,65,124268,1,0,0:0:0:0:
236,65,124369,1,8,0:0:0:0:
262,91,124471,1,0,0:0:0:0:
288,117,124572,1,2,0:0:0:0:
325,117,124673,1,0,0:0:0:0:
351,90,124775,1,8,0:0:0:0:
388,90,124876,1,0,0:0:0:0:
414,116,124977,5,2,0:0:0:0:
414,153,125079,1,0,0:0:0:0:
387,179,125180,1,8,0:0:0:0:
349,179,125281,1,0,0:0:0:0:
322,205,125383,1,2,0:0:0:0:
322,242,125484,1,0,0:0:0:0:
295,268,125585,1,8,0:0:0:0:
257,268,125687,1,0,0:0:0:0:
230,241,125788,2,0,L|170:275,1,50,2|0,0:0|0:0,0:0:0:0:
282,143,125991,2,0,L|342:109,1,50,8|0,0:0|0:0,0:0:0:0:
180,147,126194,2,0,L|120:181,1,50,2|0,0:0|0:0,0:0:0:0:
231,51,126396,2,0,L|291:17,1,50,8|0,0:0|0:0,0:0:0:0:
122,62,126599,5,4,0:0:0:0:
259,324,126802,1,8,0:0:0:0:
259,286,126903,1,0,0:0:0:0:
259,248,127004,2,0,L|258:168,1,50,2|0,0:0|0:0,0:0:0:0:
257,73,127207,2,0,L|256:153,1,50,8|0,0:0|0:0,0:0:0:0:
320,160,127410,5,2,0:0:0:0:
293,186,127511,1,0,0:0:0:0:
257,196,127612,1,8,0:0:0:0:
220,185,127714,1,0,0:0:0:0:
193,158,127815,1,2,0:0:0:0:
155,158,127917,1,0,0:0:0:0:
128,184,128018,1,8,0:0:0:0:
128,221,128119,1,0,0:0:0:0:
154,247,128221,1,2,0:0:0:0:
191,247,128322,1,0,0:0:0:0:
217,273,128423,1,8,0:0:0:0:
216,309,128525,1,0,0:0:0:0:
242,335,128626,5,2,0:0:0:0:
279,335,128727,1,0,0:0:0:0:
305,308,128829,1,8,0:0:0:0:
305,270,128930,1,0,0:0:0:0:
331,243,129031,2,0,L|394:285,1,50,2|0,0:0|0:0,0:0:0:0:
359,156,129234,2,0,L|296:114,1,50,8|0,0:0|0:0,0:0:0:0:
219,171,129437,2,0,L|282:213,1,50,2|0,0:0|0:0,0:0:0:0:
247,84,129640,2,0,L|184:42,1,50,8|0,0:0|0:0,0:0:0:0:
132,128,129842,6,0,L|66:174,2,50,2|0|0,0:0|0:0|0:0,0:0:0:0:
132,165,130146,1,0,0:0:0:0:
158,191,130248,1,2,0:0:0:0:
195,191,130349,1,0,0:0:0:0:
221,164,130450,1,0,0:0:0:0:
258,164,130552,1,0,0:0:0:0:
284,190,130653,1,2,0:0:0:0:
284,227,130754,1,0,0:0:0:0:
257,253,130856,1,0,0:0:0:0:
219,253,130957,1,0,0:0:0:0:
192,279,131058,1,2,0:0:0:0:
192,316,131160,1,0,0:0:0:0:
218,342,131261,1,0,0:0:0:0:
255,342,131362,1,0,0:0:0:0:
280,312,131464,2,0,L|344:256,2,50,2|0|0,0:0|0:0|0:0,0:0:0:0:
124,269,131869,5,2,0:0:0:0:
166,109,132072,1,0,0:0:0:0:
327,145,132275,2,0,P|322:198|278:229,2,75.0000028610231,2|0|4,0:0|0:0|3:0,0:0:0:0:

But that's not all! Here are the other reccommended hitsounds for my difficulty! Download it right here!
Lince Cosmico_old
LOL please dont mess up with the diff name x'D
BlueberrySansy

Nephroid wrote:

If "OOOOOOOOOOHHHHHHHHHHHHH YEEEEEEEEESSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS" is actually a problem, I'll shorten it.
I think I highly recommend you to shorten it.

I don't wanna get silenced for spam when I bring that up :o
Vanillas
Hi~ From my queue~

Amazing storyboard!!

[Normal]
  1. 00:56:869 (1,2) - missing hitsound here?
  2. 01:37:612 (1,2,3) - using a slidder to replace circles here. Hard for normal player
[Hard]
  1. 00:26:869 (3,4) - the stack here seems not good
  2. 00:36:599 (3,4) - ^
  3. 01:45:112 (4,5,6,7) - using DS here, I mean you should make 6 and 7 closer.
  4. 01:50:788 (2,3,4) - 01:52:004 (5,6,7) - ^
[Insane]
  1. Try to use full screen in Insane diff. Now you only use part of them.(Ctrl + A to check)
  2. 00:18:153 (2,3) - blanket
  3. 00:31:734 (4,5) - move them a little far away from each other.
  4. 00:36:599 (3,4) - ^
  5. 00:32:545 (1,1,2) - blanket
  6. 00:50:281 (1,2) - actually you miss a note between 1 and 2. what about using 1/8 and put a repeater here?
  7. 00:56:768 (1,2) - ^
  8. 01:05:687 add a note here?
  9. 01:12:173 ^
  10. 01:17:545 (5,1) - stack here not looking good.
[BlueberrySansy's Mettaton EXtra]
  1. Hp -> 8?
  2. 00:16:531 (2,3,4) - Ctrl + G on (2) and (4) ? It's not flow at the moment.
  3. 00:26:058 (1) - fix the slidder to make good-looking with 00:25:653 (1,2,3,4) -
  4. 00:52:004 (1) - move it to X:190 Y: 166?
    not much to say, amazing rhythm after test play!
So sorry for short mod here... I've tried my best but did not find many...

Good luck ~ :)
_handholding
hi m4m

  • Normal
  1. 01:37:612 (1,2,3,4,5,6,7,8,9,1) - Massive trains like these should have their note density reduce, it is supposed to be the easiest diff in the set and it should be comfortable for beginners.
    I dont know how to go about modding this sorry :/
  • Hard
  1. 00:00:113 (1,2,3,4,5) - Stacking notes of different spacing is really really hard to read
  2. 00:25:653 (1,2,3,4) - claps are too loud. Get ird of them or reduce volume
  3. 00:25:248 (4,1) - increase spacing
  4. 00:26:869 (3,4) - the is an awkward pattern to play for 1/4 spacing imo
  5. 00:30:112 (3,4) - ^
  6. 01:01:734 (7,8,1,2,1) - I'd get rid of the SV changes as the music seems to be the same intensity for each slider
  7. 02:11:464 (3) - NC
  • Insane
  1. 00:16:329 (1,2) - I would stack these objects given that they are 1/1 spaced
  2. 00:25:653 (5,1) - this is hard to read
  3. 00:27:173 (4,5) - these are 1/4 but are the same spacing as 00:27:477 (5,1,2) when they are 1/2 a beat apart. Having spacings like these makes rhythms hard to read
  4. 00:32:748 (1) - delete NC
  5. 01:38:626 (1,2) - could be blanketed better
  6. 02:04:977 - have the stream start here on the downbeat
  7. 02:09:842 (1) - I dont see a reason to have a stream, there isnt a sound on the blue ticks
  1. 01:34:977 - for patterns like this beat should be clickable imho
  2. 01:38:119 (1) - Having the slider go back on itself seems to jack up the fluid flow same as 01:51:092 (1) -
  3. 01:45:112 (1) - I'd prevent this underlap at all costs
  4. 02:04:977 (6) - same as Insane
  5. 02:09:842 (1) - same as Insane
I had trouble modding this sorry >< GL!
Topic Starter
Flowey

BlueberrySansy wrote:

I don't wanna get silenced for spam when I bring that up :o Oh that's actually a thing? I guess I'll shorten it

Vanillas wrote:

Hi~ From my queue~

Amazing storyboard!! :)

[Normal]
  1. 00:56:869 (1,2) - missing hitsound here? That's intended.
  2. 01:37:612 (1,2,3) - using a slidder to replace circles here. Hard for normal player Done.
[Hard]
  1. 00:26:869 (3,4) - the stack here seems not good
  2. 00:36:599 (3,4) - ^ I will change this when I think of a better pattern.
  3. 01:45:112 (4,5,6,7) - using DS here, I mean you should make 6 and 7 closer. I increased spacing between 4, 5, and 6 to emphasize that the gap between 6 and 7 is shorter instead.
  4. 01:50:788 (2,3,4) - 01:52:004 (5,6,7) - ^
[Insane]
  1. Try to use full screen in Insane diff. Now you only use part of them.(Ctrl + A to check) I think I cover most of the screen.
  2. 00:18:153 (2,3) - blanket They're already blanketed.
  3. 00:31:734 (4,5) - move them a little far away from each other. The stacking is intentional.
  4. 00:36:599 (3,4) - ^
  5. 00:32:545 (1,1,2) - blanket They're already blanketed.
  6. 00:50:281 (1,2) - actually you miss a note between 1 and 2. what about using 1/8 and put a repeater here?
  7. 00:56:768 (1,2) - ^I'm not quite sure I understand what you mean here. I don't think I'm missing any notes.
  8. 01:05:687 add a note here? Keeping this as is, but I added notes to some similar parts.
  9. 01:12:173 ^
  10. 01:17:545 (5,1) - stack here not looking good. Changed.
So sorry for short mod here... I've tried my best but did not find many...

Good luck ~ :)

Kisses wrote:

hi m4m

  • Normal
  1. 01:37:612 (1,2,3,4,5,6,7,8,9,1) - Massive trains like these should have their note density reduce, it is supposed to be the easiest diff in the set and it should be comfortable for beginners. I applied the change in Vanilla's mod, so it should be better now.
    I dont know how to go about modding this sorry :/
  • Hard
  1. 00:00:113 (1,2,3,4,5) - Stacking notes of different spacing is really really hard to read Remapped.
  2. 00:25:653 (1,2,3,4) - claps are too loud. Get ird of them or reduce volume Fixed. (I thought I changed that already... I guess the timing sections didn't carry over to this difficulty.)
  3. 00:25:248 (4,1) - increase spacing Adjusted.
  4. 00:26:869 (3,4) - the is an awkward pattern to play for 1/4 spacing imo
  5. 00:30:112 (3,4) - ^ Will change when I think of a better pattern
  6. 01:01:734 (7,8,1,2,1) - I'd get rid of the SV changes as the music seems to be the same intensity for each slider Kept for now because I like the buildup right before a new section.
  7. 02:11:464 (3) - NC Fixed.
  • Insane
  1. 00:16:329 (1,2) - I would stack these objects given that they are 1/1 spaced Done
  2. 00:25:653 (5,1) - this is hard to read Unstacked sliders.
  3. 00:27:173 (4,5) - these are 1/4 but are the same spacing as 00:27:477 (5,1,2) when they are 1/2 a beat apart. Having spacings like these makes rhythms hard to read I don't think it'll be too much of a problem for players.
  4. 00:32:748 (1) - delete NC Keeping for now.
  5. 01:38:626 (1,2) - could be blanketed better Adjusted
  6. 02:04:977 - have the stream start here on the downbeat
  7. 02:09:842 (1) - I dont see a reason to have a stream, there isnt a sound on the blue ticks The stream is supposed to match that electronic sounding percussion here.
  1. 01:34:977 - for patterns like this beat should be clickable imho I don't quite understand what you mean by clickable.
  2. 01:38:119 (1) - Having the slider go back on itself seems to jack up the fluid flow same as 01:51:092 (1) - Keeping for now. (They're supposed to be high heels.)
  3. 01:45:112 (1) - I'd prevent this underlap at all costs Made the overlap less messy.
  4. 02:04:977 (6) - same as Insane
  5. 02:09:842 (1) - same as Insane
I had trouble modding this sorry >< GL!
Thanks for the mods!
BlueberrySansy

Vanillas wrote:

[BlueberrySansy's Mettaton EXtra]
  1. Hp -> 8? Hey, that's what I thought, too! Fixed~!
  2. 00:16:531 (2,3,4) - Ctrl + G on (2) and (4) ? It's not flow at the moment. Well, I don't know if I could do that, But I can reposition it to keep the flow of the triangle.
  3. 00:26:058 (1) - fix the slidder to make good-looking with 00:25:653 (1,2,3,4) - Nah, I think I could keep that for now, it's fine
  4. 00:52:004 (1) - move it to X:190 Y: 166? Hm, I guess it looks better that way... Fixed~
    not much to say, amazing rhythm after test play! Oh! Thanks! :)
So sorry for short mod here... I've tried my best but did not find many...

Good luck ~ :)
Thanks for modding!

BlueberrySansy's Mettaton EXtra *UPDATED*
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 113
Countdown: 0
SampleSet: Soft
StackLeniency: 0.3
Mode: 0
LetterboxInBreaks: 0
EpilepsyWarning: 1
WidescreenStoryboard: 1

[Editor]
Bookmarks: 129842
DistanceSpacing: 0.75
BeatDivisor: 1
GridSize: 8
TimelineZoom: 2.7

[Metadata]
Title:Death by Glamour
TitleUnicode:Death by Glamour
Artist:toby fox
ArtistUnicode:toby fox
Creator:Nephroid
Version:BlueberrySansy's Mettaton EXtra
Source:UNDERTALE
Tags:Mettaton Radiation Chiptune EX OST
BeatmapID:977567
BeatmapSetID:440803

[Difficulty]
HPDrainRate:8
CircleSize:4
OverallDifficulty:9
ApproachRate:9.4
SliderMultiplier:2
SliderTickRate:1

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

[TimingPoints]
113,405.405405405405,4,2,2,25,1,0
19572,-100,4,2,2,35,0,0
21194,-100,4,2,2,45,0,0
24437,-100,4,2,2,60,0,0
24842,-100,4,2,2,67,0,0
25248,-100,4,2,2,74,0,0
25653,-100,4,2,2,81,0,0
26261,-100,4,2,2,30,0,0
38829,-100,4,2,2,40,0,0
62545,-80,4,2,2,60,0,0
63356,-66.6666666666667,4,2,2,80,0,0
63964,-66.6666666666667,4,2,2,100,0,0
64572,-66.6666666666667,4,2,2,50,0,0
89302,-66.6666666666667,4,1,1,100,0,0
89504,-66.6666666666667,4,2,2,60,0,0
90923,-50,4,2,3,80,0,1
93254,-100,4,2,3,80,0,1
93761,-50,4,2,3,80,0,1
99741,-100,4,2,3,80,0,1
100248,-50,4,2,3,80,0,1
106227,-100,4,2,3,80,0,1
106734,-50,4,2,3,80,0,1
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265,222,123660,1,0,0:0:0:0:
265,184,123761,1,2,0:0:0:0:
238,157,123862,1,0,0:0:0:0:
200,157,123964,1,8,0:0:0:0:
173,130,124065,1,0,0:0:0:0:
173,92,124167,1,2,0:0:0:0:
199,65,124268,1,0,0:0:0:0:
236,65,124369,1,8,0:0:0:0:
262,91,124471,1,0,0:0:0:0:
288,117,124572,1,2,0:0:0:0:
325,117,124673,1,0,0:0:0:0:
351,90,124775,1,8,0:0:0:0:
388,90,124876,1,0,0:0:0:0:
414,116,124977,5,2,0:0:0:0:
414,153,125079,1,0,0:0:0:0:
387,179,125180,1,8,0:0:0:0:
349,179,125281,1,0,0:0:0:0:
322,205,125383,1,2,0:0:0:0:
322,242,125484,1,0,0:0:0:0:
295,268,125585,1,8,0:0:0:0:
257,268,125687,1,0,0:0:0:0:
230,241,125788,2,0,L|170:275,1,50,2|0,0:0|0:0,0:0:0:0:
282,143,125991,2,0,L|342:109,1,50,8|0,0:0|0:0,0:0:0:0:
180,147,126194,2,0,L|120:181,1,50,2|0,0:0|0:0,0:0:0:0:
231,51,126396,2,0,L|291:17,1,50,8|0,0:0|0:0,0:0:0:0:
122,62,126599,5,4,0:0:0:0:
259,324,126802,1,8,0:0:0:0:
259,286,126903,1,0,0:0:0:0:
259,248,127004,2,0,L|258:168,1,50,2|0,0:0|0:0,0:0:0:0:
257,73,127207,2,0,L|256:153,1,50,8|0,0:0|0:0,0:0:0:0:
320,160,127410,5,2,0:0:0:0:
293,186,127511,1,0,0:0:0:0:
257,196,127612,1,8,0:0:0:0:
220,185,127714,1,0,0:0:0:0:
193,158,127815,1,2,0:0:0:0:
155,158,127917,1,0,0:0:0:0:
128,184,128018,1,8,0:0:0:0:
128,221,128119,1,0,0:0:0:0:
154,247,128221,1,2,0:0:0:0:
191,247,128322,1,0,0:0:0:0:
217,273,128423,1,8,0:0:0:0:
216,309,128525,1,0,0:0:0:0:
242,335,128626,5,2,0:0:0:0:
279,335,128727,1,0,0:0:0:0:
305,308,128829,1,8,0:0:0:0:
305,270,128930,1,0,0:0:0:0:
331,243,129031,2,0,L|394:285,1,50,2|0,0:0|0:0,0:0:0:0:
359,156,129234,2,0,L|296:114,1,50,8|0,0:0|0:0,0:0:0:0:
219,171,129437,2,0,L|282:213,1,50,2|0,0:0|0:0,0:0:0:0:
247,84,129640,2,0,L|184:42,1,50,8|0,0:0|0:0,0:0:0:0:
132,128,129842,6,0,L|66:174,2,50,2|0|0,0:0|0:0|0:0,0:0:0:0:
132,165,130146,1,0,0:0:0:0:
158,191,130248,1,2,0:0:0:0:
195,191,130349,1,0,0:0:0:0:
221,164,130450,1,0,0:0:0:0:
258,164,130552,1,0,0:0:0:0:
284,190,130653,1,2,0:0:0:0:
284,227,130754,1,0,0:0:0:0:
257,253,130856,1,0,0:0:0:0:
219,253,130957,1,0,0:0:0:0:
192,279,131058,1,2,0:0:0:0:
192,316,131160,1,0,0:0:0:0:
218,342,131261,1,0,0:0:0:0:
255,342,131362,1,0,0:0:0:0:
280,312,131464,2,0,L|344:256,2,50,2|0|0,0:0|0:0|0:0,0:0:0:0:
124,269,131869,5,2,0:0:0:0:
166,109,132072,1,0,0:0:0:0:
327,145,132275,2,0,P|322:198|278:229,2,75.0000028610231,2|0|4,0:0|0:0|3:0,0:0:0:0:

Oh, don't forget the hitsounds! Here!
BlueberrySansy
- WARNING -
IF YOU HEAR SOUND "OH YES" IN HIGHEST DIFF, PREPARE TO HOLDING SLIDERS DANCE, DARLING!
Broccoly
oh no..............................................
SadBoi42
Hey nephroid!
As i can see, u are far with ur map being ranked
OMEGA GOOD JOB :333
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