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M2U - Myosotis [CatchTheBeat]

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Ascendance

WildOne94 wrote:

Hey there O/
Part of a m4m (Sorry later than I said I would do it).

Ascendance's Platter
Was a little confused why you didn't follow the drums in the kiai part. It's going to make it harder to follow the hitsounds imo. Style I guess idk

00:09:017 (3,4) - I find it really weird why you would just to use circle notes here of all places. I would have thought a slider would have been far more better to fit with the vocals of the song. Would glide and feel so much nicer. Just felt odd as circle notes. (also confused why (3) wasn't the one that was NC'ed) Did it for the individual piano notes, fixed the NCs though, idk why that was done lol

00:23:172 (7,1) - Shouldn't this be the jump due to the drum sound ? Instead of 00:23:267 (1,2) - I made the emphasis between the phrases of piano notes, rather than the drum noises here

00:29:172 (6,1) - Same here. ^ ^

00:41:829 (4,1) - Quite an intense jump here for such a quiet part. I bet if (4) was to be move left more it would be a hyper. So try reduce distance between (4) and (1) to not make it as intense. done

00:51:392 (2,3) - Maybe make (3) more of a vertical slider ? I kept droplet missing here. It seemed fine for 00:50:079 (2,3) - fixed it

00:53:267 (3,4) - Seemed off that these were not mirrored correctly and had different slants in play so perhaps keep the same slant and just mirror (3) as (4)? Not sure what you meant here so I just fixed things myself

01:10:142 (4,1) - Weird how all previous jumps were hypers but one of the most intense build ones was hardly a jump. I would recommend a jump here or maybe even a hyper. 01:11:173 (8,1) - should be a bigger jump too but only a tiny more since it is a 1/4 jump. Made it bigger but not a hyper.

01:11:829 (7,1) - ^ Hyper ? ^

01:13:517 (1,2) - Dude it's so weird how far you put this and from the previous suggestions it's hard to believe this is a hyper :(. It's one of the least interesting parts and it's hypered WAY too big. At least decrease the hyper distance please :(. ok :d

01:21:392 (3,1) - Well if a 1/3rd hyper jump is not allowed the this surely is not allowed :(. whoops lol

01:26:642 (6,1) - It felt a bit stacked to me in play. Perhaps move a little left and move some other notes around too so you can keep the hyper ? yup

01:29:642 (5) - This could be dragged back to the red tick on the timeline to get that drumbeat sound. Then could jump here as it feels too stacked in play again. Nah, I want to emphasize the extended note, but I unstacked it

01:32:642 (1) - Bit unexpected. perhaps slant up more horizontally ? Curved it a bit but I think it's mostly ok

01:37:142 (1) - ^ This one has enough leniency imo

01:52:329 (4,1) - (1) was hard to try maintain catching the droplets so perhaps curve it more? okay

01:57:017 (3,4) - These hypers again UUUGH ;w;... It's one of the quietest violin parts ever and yet big jump from one side of the map to the other :(. Please please reduce. Reduced!

02:01:517 (1,1,1,1) - Maybe a bit too repetitive ? If no change then at least fix the NC's as you change it here for some reason. Should be 1,2 1,2. The song is repetitive here, so I like it like this. The NC's are fine too :D

02:07:329 (3,1) - I understand the hyper but it's too big again. Try move (1) to x:320 sure
Will reply to JBH's when I get a chance

edit: nice penta post
xi-False

Deif wrote:

Aye aye. Also added the 1st background since there's way too many Deemo-related ones already, and I personally liked that one.
Of course you would, Nigga u basic Just kidding
also participate in the aspire contest so i can beat you ;)
Ascendance

JBHyperion wrote:

I can check this now right

General Comments:

  1. Song Folder: No issues
  2. Song Setup: Are you me? Those are some edgy decimals right there (^:
  3. Metadata: No issues
  4. Timing: No issues
  5. Hitsounds: 01:00:767 (2) - Shouldn't this be a double whistle for consistency with 00:48:767 (2) - ? Or vice versa (I hate normal whistles lol)
  6. AImod: No issues

Difficulty-Specific Comments:

Ascendance's Platter
  1. 00:13:704 (1,1) - Slightly awkward spinner to note transition, the spinner is very dense on the left hand side but the next note is far to the right. I'd try to make this more comfortable moving the first note to the left slightly, since 00:19:517 (1,2) - is already quite tight for a walkable spacing anyway sure
  2. 00:20:642 (5,1) - Your first hyperdash and it's an antiflowing one ;w; As an introduction to the particular flow and feeling of a hdash transition, it would be better to offer the player more leniency by making a natural flow insteadmade it curvy
  3. 00:23:267 (1,2) - 00:24:016 (1,2) - Wouldn't it be better to swap NC on each of these so that the fruit clear effect emphasises the last note in the stream, rather than the one preceding it? It probably would be better, but I'm using the NCs as compensation for the strong sounds instead of making dashes to them.
  4. 00:25:517 (1,2) - Quite a tricky return movement after hyperdash. Putting (1) at x-416 maintains the hdash and creates a more lenient spacing agreed, changed it
  5. 00:26:079 (3,4,5) - Why reverse rhythm parity here? The strong drum and piano sounds are on slidertails, so you're unable to emphasise them properly. Placing circle first then the two sliders would play much better I think it was only the case with 3. I tried rearranging stuff though, so hopefully the rhythm is more accurately represented now.
  6. 00:33:392 (2,3,4,5) - Feels quite cramped up against the left wall, consider creating more of a curve to provide more movement spectator style
  7. 00:41:829 (4,1) - Very sharp 1/2 spacing after direction change, consider reducing this a little - moving (1) to the left also brings the tail away from the wall slightlysure
  8. 01:02:829 (4,1) - Compared to 01:03:392 (2,1) - this is quite weak and so having a third hdash is unnecessary imo. I'd keep this one as a regular dash to offer the latter two more emphasis an hdash, no more.
  9. 01:04:892 (2,3) - 01:05:642 (4,1) - As above, these aren't strong enough to warrant hypers imo, considering this is only a buildup to the kiai it feels overdone to have so many in a short space of time Didn't change the first one, (strong bass hitsound reinforcement), but I fixed the second.
  10. 01:07:329 (8,1) - Hyper against the screen border creates an uncomfortable flowstop, and again with 01:08:079 (4,5) - 01:09:392 (2,3) - I feel is unnecessary due to the low strength of this sound. If 01:09:767 (3,4) - were moved to the left, 01:10:142 (4,1) - would create a much more worthy hyper transition due to the building up effect produced by the stream Adjusted things a bit differently
  11. 01:13:142 (4,1) - Again, this is a low pitch, weak sound, I don't feel a hyper is necessary here It is low pitch, but I don't find it weak. I did water down the distance, however.
  12. 01:24:298 (2) - Nice idea, but a little awkward for this level of difficulty I feel as it indicates ambiguous usage of dash. Slightly lowering SV and/or spacing would clear this up readability-wise more tilt
  13. 01:31:892 (1,2) - Quite a harsh regular spacing after hyper, consider reducing spacing or moving 01:31:892 (1,2,3,4) - left slightly to make this more comfortable Dropped spacing, so it's kinda walkable but most people won't walk it anyways lul
  14. 01:57:767 (4) - Why does this have a hyper when 01:56:829 (2,3) - does not for a stronger sound? oops
  15. 02:01:142 (4,1,1,1,1) - Really don't know what so many hypers are doing here, the only especially strong sound is 02:02:267 (1) - and the latter two in particular have only average-strength piano sounds with no vocal. You've gone through the intense kiai, so it's time to turn down the intensity - consider that there are more hypers in the Platter's post-kiai section than the Rain's fixed in previous mod

Good luck! (:
The kiai having more hypers than the rain is an obvious style thing :p The entirety of the rain, including the kiai, is harder than this, it's just a matter of the choice in emphasis. I did tone down the hyper usage and reduced some distances of the hypers that remained, but yeaaa you know me

@Deif You'll need to replace my background since if I had redownloaded the set, I would have lost the changes of the previous mod.

osu file format v14

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AudioLeadIn: 0
PreviewTime: 43517
Countdown: 0
SampleSet: Soft
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Mode: 2
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[Editor]
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[Metadata]
Title:Myosotis
TitleUnicode:Myosotis
Artist:M2U & NICODE feat. Guriri & Lucy
ArtistUnicode:M2U & NICODE feat. Guriri & Lucy
Creator:Deif
Version:Ascendance's Platter
Source:Deemo
Tags:rayark Mobile collection Vol. 2 Ascendance
BeatmapID:1000293
BeatmapSetID:460422

[Difficulty]
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OverallDifficulty:7.8
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144,176,55048,1,2,1:3:0:0:
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384,144,56267,2,0,P|400:208|288:304,1,202.499996995926,8|2,1:3|0:0,0:0:0:0:
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88,152,58892,2,0,L|168:144,1,67.499998998642,2|2,0:0|0:3,0:0:0:0:
416,32,59267,1,8,1:3:0:0:
448,112,59454,1,0,0:0:0:0:
448,192,59642,1,2,0:0:0:0:
400,272,59829,1,2,0:0:0:0:
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144,208,62079,1,4,0:3:0:0:
416,192,62267,2,0,L|272:128,1,134.999997997284,8|2,1:3|0:0,0:0:0:0:
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160,144,63767,5,8,1:3:0:0:
114,191,63954,1,0,0:0:0:0:
118,257,64142,1,2,0:3:0:0:
168,300,64329,1,2,0:0:0:0:
464,288,64517,6,0,L|496:208,1,67.499998998642,6|0,1:3|0:0,0:0:0:0:
400,208,64892,2,0,L|384:112,1,67.499998998642,2|2,0:0|0:0,0:0:0:0:
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248,80,65642,2,0,L|328:56,1,67.499998998642,4|2,1:2|0:0,0:0:0:0:
480,48,66017,5,6,1:0:0:0:
496,136,66204,1,2,0:0:0:0:
464,224,66392,1,4,1:2:0:0:
416,288,66579,1,2,0:0:0:0:
160,304,66767,1,2,1:0:0:0:
128,224,66954,1,2,0:0:0:0:
176,144,67142,1,4,1:3:0:0:
296,128,67329,1,2,0:0:0:0:
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160,136,67704,1,2,0:0:0:0:
40,208,67892,1,2,1:0:0:0:
40,320,68079,1,2,0:1:0:0:
416,304,68267,1,4,1:2:0:0:
464,224,68454,1,2,0:0:0:0:
416,144,68642,1,4,1:3:0:0:
336,128,68829,1,2,0:0:0:0:
64,128,69017,6,0,L|-32:128,1,67.499998998642,4|4,1:2|3:0,0:0:0:0:
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304,48,70142,2,0,L|224:48,1,67.499998998642,2|4,1:3|3:0,0:0:0:0:
384,320,70517,5,6,1:2:0:0:
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436,279,70704,1,4,1:3:0:0:
450,248,70798,1,0,1:0:0:0:
454,215,70892,1,8,1:3:0:0:
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431,152,71079,1,4,1:3:0:0:
400,128,71173,1,0,1:0:0:0:
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259,113,71360,1,0,1:0:0:0:
241,141,71454,1,12,1:3:0:0:
237,174,71548,1,0,1:0:0:0:
248,205,71642,1,8,1:0:0:0:
271,229,71735,1,0,0:0:0:0:
303,239,71829,1,0,0:0:0:0:
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272,264,74267,2,0,L|232:128,1,134.999997997284,8|4,1:3|0:0,0:0:0:0:
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256,192,75392,12,0,77642,0:0:0:0:
152,48,78017,6,0,P|120:112|168:152,1,134.999992847443,4|0,1:3|0:0,0:0:0:0:
496,240,78767,5,10,1:0:0:0:
352,240,79142,2,0,L|184:240,2,134.999992847443,2|8|2,1:1|0:3|1:0,0:0:0:0:
248,176,79892,6,0,L|376:176,1,89.9999952316285,10|8,1:0|1:0,0:0:0:0:
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320,48,81767,6,0,L|464:64,2,134.999997997284,10|4|0,1:0|1:2|0:0,0:0:0:0:
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176,72,82610,2,0,L|176:176,1,67.499998998642,2|10,0:0|1:0,0:0:0:0:
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240,48,84298,2,0,L|288:104,1,67.499998998642,12|0,1:2|0:0,0:0:0:0:
120,48,84579,2,0,L|8:48,2,89.9999952316285,2|10|2,1:0|1:0|1:0,0:0:0:0:
384,64,85142,6,0,P|464:104|472:232,1,202.499996995926,0|2,1:0|0:1,0:0:0:0:
336,232,85704,1,4,3:0:0:0:
480,184,85892,6,0,L|464:312,1,89.9999952316285,10|8,1:0|1:0,0:0:0:0:
352,320,86267,1,10,1:0:0:0:
312,288,86360,1,8,1:3:0:0:
312,248,86454,1,8,1:0:0:0:
352,208,86548,1,8,3:0:0:0:
400,192,86642,2,0,P|464:128|368:80,1,202.499996995926,2|0,1:0|0:0,0:0:0:0:
376,72,87017,6,0,L|312:72,1,44.9999976158143,4|0,3:0|0:0,0:0:0:0:
32,64,87392,1,2,1:0:0:0:
176,80,87579,2,0,L|160:216,1,134.999997997284,2|8,1:0|1:0,0:0:0:0:
32,128,87954,2,0,L|48:288,1,134.999997997284,6|0,1:2|0:0,0:0:0:0:
400,256,88329,5,2,1:0:0:0:
192,256,88704,2,0,L|80:256,2,89.9999952316285,10|0|0,1:0|0:0|1:0,0:0:0:0:
368,256,89267,2,0,L|416:256,1,44.9999976158143,10|0,1:0|0:0,0:0:0:0:
368,256,89454,2,0,L|320:256,1,44.9999976158143,2|0,1:0|0:0,0:0:0:0:
368,256,89642,2,0,P|416:208|400:128,1,134.999992847443,4|0,1:2|0:0,0:0:0:0:
376,144,90017,6,0,L|312:128,1,44.9999976158143,4|0,3:0|0:0,0:0:0:0:
240,80,90392,1,4,3:0:0:0:
368,48,90579,1,0,0:0:0:0:
96,32,90767,5,10,1:0:0:0:
64,96,90860,1,0,0:0:0:0:
80,160,90954,1,2,1:0:0:0:
184,208,91142,2,0,L|352:208,2,134.999992847443,0|2|2,1:0|1:0|1:0,0:0:0:0:
480,176,91892,5,10,1:0:0:0:
360,112,92079,1,8,1:0:0:0:
456,176,92267,1,10,1:0:0:0:
336,112,92454,1,8,1:0:0:0:
48,80,92642,6,0,P|144:64|272:144,1,202.499996995926,2|0,1:2|0:0,0:0:0:0:
176,144,93017,2,0,L|96:160,2,67.4999964237214,4|0|0,3:0|0:0|0:0,0:0:0:0:
464,96,93767,5,10,1:0:0:0:
496,160,93860,1,2,1:0:0:0:
480,224,93954,1,0,1:0:0:0:
416,256,94048,1,2,1:0:0:0:
352,256,94142,2,0,L|192:256,1,134.999997997284,4|10,1:2|1:0,0:0:0:0:
384,160,94704,6,0,L|264:160,2,89.9999952316285,10|2|0,1:0|1:0|1:0,0:0:0:0:
72,80,95267,2,0,P|24:136|72:192,1,134.999992847443,10|2,1:0|1:0,0:0:0:0:
136,224,95829,1,4,1:2:0:0:
472,240,96017,5,4,3:0:0:0:
272,232,96298,1,12,1:2:0:0:
384,232,96579,1,2,1:0:0:0:
480,232,96767,2,0,L|390:232,1,89.9999952316285,8|2,1:0|1:0,0:0:0:0:
32,240,97142,6,0,P|80:176|208:152,1,202.499996995926,0|2,1:0|1:0,0:0:0:0:
48,96,97704,1,2,1:0:0:0:
344,32,97892,6,0,L|464:48,1,89.9999952316285,10|8,1:0|1:0,0:0:0:0:
328,112,98267,2,0,L|448:128,1,89.9999952316285,10|8,1:0|1:0,0:0:0:0:
56,192,98642,6,0,P|16:248|128:304,1,202.499996995926,2|0,1:0|0:0,0:0:0:0:
120,312,99017,2,0,L|208:160,1,157.49999165535,4|0,3:0|0:0,0:0:0:0:
152,168,99767,6,0,L|128:112,1,44.9999976158143,8|0,1:0|0:0,0:0:0:0:
216,88,99954,2,0,L|256:40,1,44.9999976158143,2|0,1:0|0:0,0:0:0:0:
296,48,100142,5,2,1:0:0:0:
352,88,100235,1,0,1:0:0:0:
352,136,100329,1,8,1:0:0:0:
304,173,100423,1,8,3:0:0:0:
216,216,100517,5,2,1:0:0:0:
488,120,100704,2,0,P|504:208|424:304,1,202.499996995926,4|0,1:2|0:0,0:0:0:0:
392,312,101079,1,0,1:0:0:0:
256,192,101267,12,4,102017,1:2:0:0:
360,192,102392,5,8,0:0:0:0:
256,160,102673,2,0,L|200:152,1,33.749999499321,8|4,0:0|3:0,0:0:0:0:
448,72,103142,1,6,1:2:0:0:
144,72,103517,5,4,1:2:0:0:
320,112,103892,2,0,P|352:168|272:280,1,202.499996995926,2|0,0:0|0:0,0:0:0:0:
200,288,104642,1,2,0:0:0:0:
384,232,105017,6,0,L|400:88,1,134.999997997284,4|0,1:2|0:0,0:0:0:0:
264,80,105579,2,0,L|208:80,1,33.749999499321,2|2,0:0|0:0,0:0:0:0:
264,80,105767,2,0,L|400:80,1,134.999997997284,4|2,1:2|0:0,0:0:0:0:
96,80,106517,6,0,P|64:152|88:216,1,134.999997997284,4|2,1:2|0:0,0:0:0:0:
224,304,107267,2,0,P|248:240|200:176,1,134.999997997284,4|0,1:2|0:0,0:0:0:0:
144,152,107829,1,2,0:0:0:0:
408,136,108017,6,0,P|464:120|504:48,2,134.999997997284,4|8|4,1:2|1:2|1:2,0:0:0:0:
288,136,109142,1,8,1:2:0:0:
496,216,109517,6,0,P|440:256|320:240,1,168.749997496605,4|0,1:0|0:0,0:0:0:0:
312,248,110079,1,2,0:0:0:0:
280,240,110173,1,2,0:0:0:0:
248,232,110267,6,0,L|160:216,1,67.499998998642,2|4,0:0|1:3,0:0:0:0:
304,144,110642,2,0,L|328:64,1,67.499998998642,8|4,1:0|3:0,0:0:0:0:
24,48,111017,5,6,1:3:0:0:
128,120,111204,1,2,0:0:0:0:
24,160,111392,1,8,1:0:0:0:
128,240,111579,1,2,0:0:0:0:
392,240,111767,5,2,0:1:0:0:
496,160,111954,1,4,3:0:0:0:
392,120,112142,1,10,1:0:0:0:
496,48,112329,1,2,0:0:0:0:
168,40,112517,6,0,P|120:112|184:184,1,168.749997496605,6|0,1:3|0:0,0:0:0:0:
208,192,113079,1,2,0:0:0:0:
256,216,113173,1,2,0:0:0:0:
288,232,113267,6,0,P|320:304|264:336,1,134.999997997284,2|8,0:1|1:0,0:0:0:0:
192,336,113829,1,2,1:0:0:0:
304,256,114017,6,0,L|320:168,1,67.499998998642,6|2,1:3|0:1,0:0:0:0:
208,192,114392,2,0,L|200:104,1,67.499998998642,8|2,1:0|0:1,0:0:0:0:
328,88,114767,2,0,L|416:72,1,67.499998998642,2|4,0:1|3:0,0:0:0:0:
328,88,115142,5,10,1:0:0:0:
307,114,115235,1,8,3:0:0:0:
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318,177,115423,1,0,1:0:0:0:
352,192,115517,6,0,L|464:216,1,101.249998497963,6|0,1:3|0:0,0:0:0:0:
416,216,115892,1,10,1:0:0:0:
384,224,115985,1,0,0:0:0:0:
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320,240,116173,1,0,0:0:0:0:
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232,176,116829,1,0,1:0:0:0:
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240,280,119642,2,0,L|168:224,1,67.499998998642,2|0,0:0|0:0,0:0:0:0:
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216,248,121142,2,0,L|200:320,1,67.499998998642,2|2,0:0|0:0,0:0:0:0:
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432,96,123017,6,0,L|504:104,3,67.499998998642,6|2|2|0,1:0|0:0|0:0|0:0,0:0:0:0:
112,88,123767,6,0,L|40:96,3,67.499998998642,6|2|2|2,1:3|0:0|0:0|0:0,0:0:0:0:
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488,192,126017,6,0,L|344:208,1,134.999997997284,4|2,1:0|0:0,0:0:0:0:
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24,240,127329,1,0,0:0:0:0:
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Topic Starter
Deif
I used the same name on the new background picture so it shouldn't cause any problem. Updated!
Absolute Zero
Metadata: All good.
Hitsounds (Folder): looks good
Hitsounds: Only a comment.
AIMod: Nothing.
01:08:642 - Change this to a whistle to keep consistency--3 finishes in a row sounds a bit weird with the context.

[Cup]
Overall: Nice cup! You handled the bass drop section well without going insane on the density. I liked how you kept it interesting while not being too harsh on the player.
01:28:517 (1,2,3) - The more natural tendency of the catcher here would probably be to move right from 01:28:517 (1) instead of left, so if you could mirror 01:28:704 (2,3) to the other side of (1), that might make the movement a little easier for players. If you take this suggestion, this also implies restructuring 01:30:017 (1,2) (sharp antiflow) as a result. This is such a dense section that it's important to simplify it for a cup.
01:36:954 (3) - Extend this slider to 01:37:235 instead of 01:37:142? I don't exactly hear such a strong sound in the melody at 01:37:142 but the next synth drop does start at the first time mentioned.
01:59:267 (1,1) - Correct me if I'm wrong, but it appears that you're following the voice here. I don't hear the slider tail of 01:59:267 (1), so it would be best to make it a 1/1 slider instead. (Naturally, you'd have to remove 02:00:017 (1)).

[Salad]
Overall: Again, nice salad. Some dashes weren't as apparent as they could be, but I understand that increasing them would make the map uncomfortable to play due to either causing sudden jolts in the player's movement or being a strong dash.
00:21:579 (2,3) - I understand the reason behind adding a dash here, but I would make it more apparent because it could be mistaken as a walkable distance.
00:42:767 (2,1) - Don't you want to increase distancing here? The movement introduces a completely new section which I think is important to emphasize.
01:11:642 (5,1) - Unexpected dash here that functions almost like a borderline dash. I would suggest either lowering or increasing the distance, although in the context it would probably make more sense to increase it.

[Ascendance's Platter]
Overall: I think it's essentially ready, although I do disagree with some of the more denser hyper usage near the preview point.
00:39:767 (2) - I notice you map every vocal at 00:33:392 (2,3,4,5), but then you don't map 00:39:954. Make this a 1/2 repeat slider.
00:51:767 (3,1) - Move 00:52:517 (1) to around x=208, perhaps. This both takes the player out of the edge of the playing field and creates a simpler, smoother flow.
00:52:892 (2,3) - I don't actually believe a hyper is really necessary here. The music doesn't have a downbeat strong enough or change drastic enough to really imply a hyper. To simplify this section a bit, you might remove this hyper.
01:07:892 (3,4) - Consider moving 01:08:079 (4) to x=160 to make it so the catcher's momentum is preserved with the dash.
01:32:454 (4,1) - Don't you think this jump is a little sharp, considering that it's followed by an immediate SV increase in the opposite direction? I would at least lower the distance slightly, moving (1) away from the wall.
01:57:017 (3,4) - Not exactly sure if this got changed or my osu! is being annoying, but I still think this distance is way too large of a hyperdash in terms of context. I would move 01:57:767 (4) to x=352 or x=360.
01:59:642 (4,1) - Flip (4) on its head and slant it the same amount as 02:00:017 (1). The voice pitch increases much more drastically at 02:01:517 (1,2), but this distance is much higher.
02:03:017 (1,1) - I think this movement is too complicated. I wouldn't usually have an issue with this except that 02:03:017 (1) end with the player going to the right, then dashing cross-screen to the left. This is a more difficult maneuver for players of this skill level. I would suggest Ctrl+Ging 02:03:017 (1) so that the momentum of the player is already left when they dash.

[Rain]
Overall: Intense rain, but the flow is nice. I like the unconventional(?) rain spacings throughout the more difficult sections.
00:23:642 (5,6) - I'm not sure if the song really calls for a sharp 1/4 back-forth. I would simply the pattern into a more linear fashion, Ctrl+Ging one of the sliders and moving it slightly.
01:23:829 (6,1) - Perhaps you want to lower the distance here. Instead, I would move (6) more to the left to accent 01:24:017 (1,2) more as well.
01:31:329 (6,7) - This movement is a little awkward as it requires a sharp movement from the spacing in 01:31:142 (4,5).
01:55:235 - Make 01:55:142 (4) a 1/2 slider to hit all the notes in the melody.
01:56:173 - Same as 01:55:235. Add a hitcircle here to follow all notes of the melody. (Sorry I didn't catch these two earlier...)


[Overdose]
Overall: I like the overdose on this difficulty because of the challenge in spacing while still playing smoothly. The only thing I would be careful of is (especially the beginning) making jumps that are much farther than the music calls for. Otherwise, nice mapping.
00:01:517 (1,2) - Are you sure you want to start the song off with a dash in the opposite direction? I think you should give the player a little slack here.
00:51:767 (3,4) - The vocals are still really high in pitch here, so I don't see the problem with moving 00:52:142 (4,5) to the left to create an antiflow dash from 00:51:767 (3). (Maybe (4) to x=160 and (5) to x=304). Additionally, this preserves a forced opposite movement to 00:52:517 (1) to start the new phrase.
01:27:767 (4,5) - Kind of a strange distance due to the sharp antiflow as well as the high SV. I would at least lower the distance for players to about x=320.
01:57:579 (2) - I don't think this should be a 1/4 slider. I would just make it a hitcircle to follow the music more closely, as well as mimicking 01:57:767 (3,4).
Topic Starter
Deif
Absolute Zero
Metadata: All good.
Hitsounds (Folder): looks good
Hitsounds: Only a comment.
AIMod: Nothing.
01:08:642 - Change this to a whistle to keep consistency--3 finishes in a row sounds a bit weird with the context. (Done in all difficulties)

[Cup]
Overall: Nice cup! You handled the bass drop section well without going insane on the density. I liked how you kept it interesting while not being too harsh on the player.
01:28:517 (1,2,3) - The more natural tendency of the catcher here would probably be to move right from 01:28:517 (1) instead of left, so if you could mirror 01:28:704 (2,3) to the other side of (1), that might make the movement a little easier for players. If you take this suggestion, this also implies restructuring 01:30:017 (1,2) (sharp antiflow) as a result. This is such a dense section that it's important to simplify it for a cup. (Done, I think)
01:36:954 (3) - Extend this slider to 01:37:235 instead of 01:37:142? I don't exactly hear such a strong sound in the melody at 01:37:142 but the next synth drop does start at the first time mentioned. (I'd rather keep the current length of that slider to keep a simplier rhythm on this difficulty. There's a rather weak beat on 01:37:142 - where the 5-plet starts so I guessed it could work this way too)
01:59:267 (1,1) - Correct me if I'm wrong, but it appears that you're following the voice here. I don't hear the slider tail of 01:59:267 (1), so it would be best to make it a 1/1 slider instead. (Naturally, you'd have to remove 02:00:017 (1)). (Alright)

[Salad]
Overall: Again, nice salad. Some dashes weren't as apparent as they could be, but I understand that increasing them would make the map uncomfortable to play due to either causing sudden jolts in the player's movement or being a strong dash.
00:21:579 (2,3) - I understand the reason behind adding a dash here, but I would make it more apparent because it could be mistaken as a walkable distance. (Done)
00:42:767 (2,1) - Don't you want to increase distancing here? The movement introduces a completely new section which I think is important to emphasize. (Increased)
01:11:642 (5,1) - Unexpected dash here that functions almost like a borderline dash. I would suggest either lowering or increasing the distance, although in the context it would probably make more sense to increase it. (Reduced a bit, don't want to overload that part too much)

[Rain]
Overall: Intense rain, but the flow is nice. I like the unconventional(?) rain spacings throughout the more difficult sections.
00:23:642 (5,6) - I'm not sure if the song really calls for a sharp 1/4 back-forth. I would simply the pattern into a more linear fashion, Ctrl+Ging one of the sliders and moving it slightly. (It rather fits well imho. I've tried your alternative, but I'd rather keep mine to keep an optimal flow. Decreased the distance between both sliders slightly nevertheless to make the transition softer)
01:23:829 (6,1) - Perhaps you want to lower the distance here. Instead, I would move (6) more to the left to accent 01:24:017 (1,2) more as well. (The problem is that (1) is already at the hdash trigger distance. Tried your second suggestion and moved (6) a bit more to the left)
01:31:329 (6,7) - This movement is a little awkward as it requires a sharp movement from the spacing in 01:31:142 (4,5). (Alright, tried to soften this transition but keeping its original intentions. Also modified a similar pattern that comes afterwards)
01:55:235 - Make 01:55:142 (4) a 1/2 slider to hit all the notes in the melody. (Had to remove the dashy element, but I hope it works anyway)
01:56:173 - Same as 01:55:235. Add a hitcircle here to follow all notes of the melody. (Sorry I didn't catch these two earlier...) (Added)


[Overdose]
Overall: I like the overdose on this difficulty because of the challenge in spacing while still playing smoothly. The only thing I would be careful of is (especially the beginning) making jumps that are much farther than the music calls for. Otherwise, nice mapping.
00:01:517 (1,2) - Are you sure you want to start the song off with a dash in the opposite direction? I think you should give the player a little slack here. (Tried to make the transition more obvious by moving the beginning of the 1st slider)
00:51:767 (3,4) - The vocals are still really high in pitch here, so I don't see the problem with moving 00:52:142 (4,5) to the left to create an antiflow dash from 00:51:767 (3). (Maybe (4) to x=160 and (5) to x=304). Additionally, this preserves a forced opposite movement to 00:52:517 (1) to start the new phrase. (Whoa... (4) in that position is rather extreme, so I tried to make a softer version of your suggestion, also in the next similar pattern)
01:27:767 (4,5) - Kind of a strange distance due to the sharp antiflow as well as the high SV. I would at least lower the distance for players to about x=320. (Gotcha)
01:57:579 (2) - I don't think this should be a 1/4 slider. I would just make it a hitcircle to follow the music more closely, as well as mimicking 01:57:767 (3,4). (Done. Had to change some distances to fit better with the new structure)
Unexpected mod, but quite a helpful one. Thanks! I'll fix the suggestions on Ascendance's diff if there's no answer in a few days. Already PM'd him a few days ago though *sigh*
Ascendance
ask and ye shall receive, i'll be here soon
Ascendance
fixed everything except the hyperdash at 00:52:892 (2,3) - (hyperdash seems fine to me) and 01:32:454 (4,1) - (I think that the unique noise deserves something a bit more intense)

Thanks!

osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 43517
Countdown: 0
SampleSet: Soft
StackLeniency: 1
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
DistanceSpacing: 1
BeatDivisor: 4
GridSize: 8
TimelineZoom: 2

[Metadata]
Title:Myosotis
TitleUnicode:Myosotis
Artist:M2U & NICODE feat. Guriri & Lucy
ArtistUnicode:M2U & NICODE feat. Guriri & Lucy
Creator:Deif
Version:Ascendance's Platter
Source:Deemo
Tags:rayark Mobile collection Vol. 2 Ascendance
BeatmapID:1000293
BeatmapSetID:460422

[Difficulty]
HPDrainRate:5
CircleSize:3.2
OverallDifficulty:7.8
ApproachRate:7.8
SliderMultiplier:1.79999990463257
SliderTickRate:1

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240,48,84298,2,0,L|288:104,1,67.499998998642,12|0,1:2|0:0,0:0:0:0:
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312,288,86360,1,8,1:3:0:0:
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336,112,92454,1,8,1:0:0:0:
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416,256,94048,1,2,1:0:0:0:
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272,232,96298,1,12,1:2:0:0:
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480,232,96767,2,0,L|390:232,1,89.9999952316285,8|2,1:0|1:0,0:0:0:0:
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344,32,97892,6,0,L|464:48,1,89.9999952316285,10|8,1:0|1:0,0:0:0:0:
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216,216,100517,5,2,1:0:0:0:
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256,192,101267,12,4,102017,1:2:0:0:
360,192,102392,5,8,0:0:0:0:
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144,72,103517,5,4,1:2:0:0:
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384,232,105017,6,0,L|400:88,1,134.999997997284,4|0,1:2|0:0,0:0:0:0:
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280,240,110173,1,2,0:0:0:0:
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256,216,113173,1,2,0:0:0:0:
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318,177,115423,1,0,1:0:0:0:
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216,248,121142,2,0,L|200:320,1,67.499998998642,2|2,0:0|0:0,0:0:0:0:
488,264,121517,6,0,L|416:272,3,67.499998998642,6|2|2|0,1:0|0:0|0:0|0:0,0:0:0:0:
296,200,122267,6,0,L|228:207,3,67.499998998642,6|2|2|0,1:0|0:0|0:0|0:0,0:0:0:0:
432,96,123017,6,0,L|504:104,3,67.499998998642,6|2|2|0,1:0|0:0|0:0|0:0,0:0:0:0:
112,88,123767,6,0,L|40:96,3,67.499998998642,6|2|2|2,1:3|0:0|0:0|0:0,0:0:0:0:
304,200,124517,6,0,L|512:160,1,202.499996995926,4|2,1:0|0:0,0:0:0:0:
384,112,125267,2,0,L|240:96,1,134.999997997284,8|2,1:3|0:0,0:0:0:0:
488,192,126017,6,0,L|344:208,1,134.999997997284,4|2,1:0|0:0,0:0:0:0:
24,256,126767,2,0,L|184:240,1,134.999997997284,8|4,1:3|0:0,0:0:0:0:
24,240,127329,1,0,0:0:0:0:
320,184,127517,5,4,1:0:0:0:
256,192,128267,12,4,130517,0:0:0:0:
Absolute Zero
Metadata: Maybe add "Lv11" (Difficulty ingame), Magnolia (Described as M2U as "Magnolia's Second Story"), forget-me-not(?) (Myosotis as a plant and meaning? Iffy...), dubstep (genre)
Hitsounds (Folder): No inconsistencies.
Hitsounds:
00:01:517 - Whistle here to be consistent with places like 00:04:517.
00:02:267 - Remove whistle from here.
00:41:267 - Whistle+Finish? Similar to 00:40:892 where you're hitting a strong voice note.
01:08:079 - What is this following? (Sorry if it's following something, I just can't hear anything in particular that's consistent, so I would remove it if it's there for compliment).
01:29:642 - Add a whistle to complete following the high synths.
01:33:017 - Add a clap here(?)
01:57:767 - Finish here to follow the other violin hit as well.
AIMod: All good.


[Cup]
Overall: Couldn't really find anything that was actually important or at least intersubjective. Pretty much good to go in my eyes.

[Salad]
Overall: Yeah, good salad. Last mod I just pointed out the most prevalent ones, so I think it's pretty polished at this point.
00:48:767 (2,3) - More distance increasing. It's the start of a new phrase and the voice kind of "resets" itself--I would make this a dash instead.
01:25:892 (2,3) - Uncomfortable due to the sudden 1/2 movement. This could appear to be a walk, but actually the distance is deceptively high. Lower distancing.
02:02:079 (4,5) - I feel like the curve is still a little unnatural for salad players. You might as well count the directional change as an indicator for phrasing.

[Ascendance's Platter]
Overall: Discussed with both you and Kurokami about this diff and now that I see more of the reasoning, I think it's okay. Here's really small things.
00:10:517 (1) - Looking back at this, I find it strange that this is the only 1/2 movement in the intro, considering the slider end doesn't exactly hit anything important. Make this a 1/1 slider instead.
01:26:642 (6,1) - This could use a little more movement. Maybe move (1) to x=352.

[Rain]
Overall: As I said before, I don't want to touch too much because of the wub wub wub section. I honestly like the different spacing.
01:37:329 (3,4) - I would move the positioning of (4) to where 01:37:235 (2) is. This is because an unexpected distance change without any indicator at a 1/4 timeline snap happens.
01:40:235 (3,4,5) - I think the two hypers here are uncomfortable to hit because of the controlled movement required in the map. I would remove 01:40:235 (3,4) hyper completely and simplify the movement to the catcher moving left.

[Overdose]
Overall: Just change these and the difficulty should be fine otherwise.
00:09:017 (3,4) - Make this a 1/1 slider starting on 00:09:017. You follow the voice at 00:04:517 (1), so why not here?
01:47:079 (2) - Make this slider face rightwards instead so that the movement is smoother and more effectively leads into the higher pitch. You might as well Ctrl+G it as that preserves the hyper that accents the note.

Hope this was in the slightest bit helpful--I think it's pretty much there so I don't have much to say. (Inb4 i'm bad)
No kds.
Topic Starter
Deif
Absolute Zero
Metadata: Maybe add "Lv11" (Difficulty ingame), Magnolia (Described as M2U as "Magnolia's Second Story"), forget-me-not(?) (Myosotis as a plant and meaning? Iffy...), dubstep (genre) (Lv11 is sorta irrelevant, but added the other ones you suggested)
Hitsounds (Folder): No inconsistencies.
Hitsounds:
00:01:517 - Whistle here to be consistent with places like 00:04:517.
00:02:267 - Remove whistle from here.
00:41:267 - Whistle+Finish? Similar to 00:40:892 where you're hitting a strong voice note. (In this one got to change the samplesound so it'd make more sense)
01:08:079 - What is this following? (Sorry if it's following something, I just can't hear anything in particular that's consistent, so I would remove it if it's there for compliment).
01:29:642 - Add a whistle to complete following the high synths.
01:33:017 - Add a clap here(?)
01:57:767 - Finish here to follow the other violin hit as well. (All of them sounded nice)
AIMod: All good.


[Cup]
Overall: Couldn't really find anything that was actually important or at least intersubjective. Pretty much good to go in my eyes.

[Salad]
Overall: Yeah, good salad. Last mod I just pointed out the most prevalent ones, so I think it's pretty polished at this point.
00:48:767 (2,3) - More distance increasing. It's the start of a new phrase and the voice kind of "resets" itself--I would make this a dash instead. (Increased distances)
01:25:892 (2,3) - Uncomfortable due to the sudden 1/2 movement. This could appear to be a walk, but actually the distance is deceptively high. Lower distancing. (Done it in similar patterns as well)
02:02:079 (4,5) - I feel like the curve is still a little unnatural for salad players. You might as well count the directional change as an indicator for phrasing. (Changed the disposition of the following notes to make a more "natural" curve)

[Ascendance's Platter]
Overall: Discussed with both you and Kurokami about this diff and now that I see more of the reasoning, I think it's okay. Here's really small things.
00:10:517 (1) - Looking back at this, I find it strange that this is the only 1/2 movement in the intro, considering the slider end doesn't exactly hit anything important. Make this a 1/1 slider instead. (Done. Tried to keep the original slider direction though)
01:26:642 (6,1) - This could use a little more movement. Maybe move (1) to x=352. (Looks good)

[Rain]
Overall: As I said before, I don't want to touch too much because of the wub wub wub section. I honestly like the different spacing.
01:37:329 (3,4) - I would move the positioning of (4) to where 01:37:235 (2) is. This is because an unexpected distance change without any indicator at a 1/4 timeline snap happens. (Fiiiineee... I've been trying to avoid it, but you guys insisted too much)
01:40:235 (3,4,5) - I think the two hypers here are uncomfortable to hit because of the controlled movement required in the map. I would remove 01:40:235 (3,4) hyper completely and simplify the movement to the catcher moving left. (Instead of that, I softened the distances between the double notes to make that movement less control-required)

[Overdose]
Overall: Just change these and the difficulty should be fine otherwise.
00:09:017 (3,4) - Make this a 1/1 slider starting on 00:09:017. You follow the voice at 00:04:517 (1), so why not here? (The section is following the piano. On those 1/1 sliders like the example you mentioned, there was no sound to map, but I'd rather keep those sliders as 1/2 instead because of that reason)
01:47:079 (2) - Make this slider face rightwards instead so that the movement is smoother and more effectively leads into the higher pitch. You might as well Ctrl+G it as that preserves the hyper that accents the note. (Done)

Hope this was in the slightest bit helpful--I think it's pretty much there so I don't have much to say. (Inb4 i'm bad)
No kds.
aye aye, finally applied!
Absolute Zero
Looks good to me!

kek

Bubbled!



There were no memes, how disappointing.

Great song tho
Ascendance
owo
BoberOfDarkness

Absolute Zero wrote:

There were no memes, how disappointing.

memes are evil
MBomb
<insert funny comment here>

[Salad]

00:29:267 (3) - Feels a bit difficult for a non-dash but feels like it should be easier for consistency with earlier jumps to notes of the same type. Try x:256.
00:48:767 (2) - Distance to this feels a bit strong for a non-dash too, and a dash to the next note would be nice for the bar change and so emphasis on that. Maybe move this to x:240?
01:00:767 (2) - ^, pretty sure this is symmetrical so try like x:272.
01:27:954 (4) - Dash to this would be nice, try x:288 and then curve it a bit more to the left to avoid the movement afterwards being too difficult.

[Platter]

For Deif: Can I ask for your opinion here (I know it's your own mapset but yeah lmao) 01:27:392 (2,3) - The antiflow here after the HDash seems a bit strong, but feels fine to me, but I'm not sure because it could possibly be too hard, I'd like your opinion on it.
01:36:017 (1) - Strength of this HDash is a bit too strong for a platter, especially considering it's followed by antiflow, reduce it to x:440 please.
This platter is fine, and plays well, but I'd just like you to look through, with the following quote from the RC in mind:
"Strong hypers (e.g. 1.5x above the trigger distance) and hypers combined with antiflow patterns must not be used". Whilst the antiflow patterns for the most part aren't strong enough to be against the RC, there are definitely quite a few HDashes which have 1.5x the trigger distance, including the one I pointed out earlier. Just look through and try to reduce HDash strengths all around.

[Rain]

00:40:892 (2) - Maybe a bit far for antiflow after a HDash, I'd try a very slight reduction like x:400.
00:54:017 (1,2) - Whilst this is actually quite far away from the wall, the shape of the slider and strength of the HDash still makes it feel slightly forced against the wall, at least to me, try moving this section very slightly to the left, like x:464.

[Overdose]

01:34:329 (4) - It'd require quite a bit of movement of later notes, but I think a dash to this for the pitch of the sound here and the strength would be nice, it seems pretty noticable whilst playing to me.

Alright, done. Call me back.
Topic Starter
Deif
- Magic Bomb -
<insert funny comment here> (:thinking:)

[Salad]

00:29:267 (3) - Feels a bit difficult for a non-dash but feels like it should be easier for consistency with earlier jumps to notes of the same type. Try x:256. (Done)
00:48:767 (2) - Distance to this feels a bit strong for a non-dash too, and a dash to the next note would be nice for the bar change and so emphasis on that. Maybe move this to x:240? (n-th time this gets changed ;__;)
01:00:767 (2) - ^, pretty sure this is symmetrical so try like x:272. (Done)
01:27:954 (4) - Dash to this would be nice, try x:288 and then curve it a bit more to the left to avoid the movement afterwards being too difficult. (Done)

[Platter]

For Deif: Can I ask for your opinion here (I know it's your own mapset but yeah lmao) 01:27:392 (2,3) - The antiflow here after the HDash seems a bit strong, but feels fine to me, but I'm not sure because it could possibly be too hard, I'd like your opinion on it. (I'd say it's still acceptable, even for this kind of difficulty. There's a quite normal distance after the hyper, even though there's a direction change there. In any case, and to reduce that possible issue I've moved the beginning of (3) a bit more to the left but not that much to try and keep the intentions of the mapper)
01:36:017 (1) - Strength of this HDash is a bit too strong for a platter, especially considering it's followed by antiflow, reduce it to x:440 please. (Agreed on this one, reduced the intensity of the hyper)
This platter is fine, and plays well, but I'd just like you to look through, with the following quote from the RC in mind:
"Strong hypers (e.g. 1.5x above the trigger distance) and hypers combined with antiflow patterns must not be used". Whilst the antiflow patterns for the most part aren't strong enough to be against the RC, there are definitely quite a few HDashes which have 1.5x the trigger distance, including the one I pointed out earlier. Just look through and try to reduce HDash strengths all around. (Took a look at the whole mapset to check out the distances of the hypers. Most of them were placed with an appropriate distance/strength, though I reduced slightly the following ones to be on the safe spot: 01:18:017 (1,1) - 01:20:267 (2,1) - 01:22:892 (4,1,1) - 01:34:704 (1,2) - 01:36:767 (4,1) - . For other jumps the good flow was enough reason not to touch them)

[Rain]

00:40:892 (2) - Maybe a bit far for antiflow after a HDash, I'd try a very slight reduction like x:400. (Reduced this one, but also moved the next (3) more to the left to compensate the lower distance)
00:54:017 (1,2) - Whilst this is actually quite far away from the wall, the shape of the slider and strength of the HDash still makes it feel slightly forced against the wall, at least to me, try moving this section very slightly to the left, like x:464. (Done)

[Overdose]

01:34:329 (4) - It'd require quite a bit of movement of later notes, but I think a dash to this for the pitch of the sound here and the strength would be nice, it seems pretty noticable whilst playing to me. (Added a hyper instead. The back and forth movement of the previous structure is rather sharp, so a conditioned movement by a hyper could make this part easier to play)

Alright, done. Call me back.

Apart of the mentioned changes, got a little conversation about the metadata in Discord with KwaN and we've agreed to change the Artist to simply "M2U" as of: http://media.vgm.io/albums/44/53144/53144-1453390046.jpg and because of that, the rest was moved into Tags.

Further references: http://deemo.wikia.com/wiki/Myosotis or https://i.ytimg.com/vi/0CaP5YW1fRc/maxresdefault.jpg
Absolute Zero
Looked at MB's changes and I don't have any objections that call for changes.

<disappointing meme here about BN circlejerk>


Rebub sure

This will look better later when I have access to a computer


Pls no kudosu
MBomb
Looking good.

Qualified <3

Note to people checking the map: Difficulty spread is slightly higher than average, so if certain patterns do seem a tiny bit hard for the difficulty, feel free to comment on them, but this seems fine to me as it fits the spread well.
Riari
placeholder
Battle
Drum whistle doesn't exactly fit everything that you put it on lol

There's songs that you can kinda cover up the fact that the hitsounds isn't the same as one in the song, but this isn't one of those songs, it's pretty quiet so it's very noticeable that the sounds don't match.
Irreversible
Congratz, and sorry for letting my mapset die.
Hunter Howl
oh crap you ninja'd mine.

oh well, gratz Deif
Kyouren
When osu!standard and taiko is ranked hue

Gratzz :3
Ascendance
We made it!
Topic Starter
Deif
It survived the week! \:D/
ZiRoX
Grats Deif
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