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posted
This beatmap was submitted using in-game submission on Wednesday, September 13, 2017 at 6:27:44 PM

Artist: F-777
Title: Airborne Robots
Source: Geometry Dash Meltdown
Tags: electronic breakbeat Jesse Valentine fast ludicrous speed
BPM: 200
Filesize: 7635kb
Play Time: 04:25
Difficulties Available:
  1. AIRBORNE - 4Key (5.19 stars, 3814 notes)
  2. HD - 4Key (2.71 stars, 1824 notes)
  3. MX - 4Key (3.27 stars, 2531 notes)
  4. NM - 4Key (1.7 stars, 1021 notes)
  5. SC - 4Key (3.6 stars, 3124 notes)
  6. SHD - 4Key (4.67 stars, 3729 notes)


Download: F-777 - Airborne Robots
Information: Scores/Beatmap Listing
---------------

jacks, speed, some lns
Status:
by juankristal
by Kawawa
by Kawawa
by juankristal
4 1/2 mins of fast :o

Difficulty Spread

  1. NM: A map that should be accessible to most, if not all, players, even though it's quite fast. No surprises here, only notes.
  2. HD: A step up from NM, this map is faster and brings with it some 1/2 jacks, as well as some denser layering.
  3. MX: The patterns here become much more challenging, with broken 1/4 streams and quick bursts.
  4. SC: MX too easy for you? Then this is what you're looking for. The bursts get a bit denser here, and you can definitely start to feel the speed.
  5. SHD: Now we're in dangerous territory. With long sections of 1/6 streams as well as a few 1/8 bursts, this is for players who want a true challenge.
  6. AIRBORNE: Good luck.
Mod stuff
Ready for mods! Also ready for BN check!
*More hitsounds added 05/17 re-dl pls*

NM: 100% Mods: 8
HD: 100% Mods: 10
MX: 100% Mods: 14
SC: 100% Mods: 13
SHD: 100% Mods: 13
AIRBORNE: 100% Mods: 18
And many, many self mods. Plus I probably lost count somewhere ;w;

Note:The new SHD diff is the old SC, and the new SC is the old MX. The new MX was added as a good transition from HD to SC (the old MX), as some of the streams in the old MX were a bit too challenging coming from HD. As for mod count, the respective maps kept their mod counts through the name change. The new MX is a nerfed version of the old MX, so I kept the same mod count from there.

Old stuff:

After discussing with BNs about the status of my map, I've fixed some things:
-No longer do maps have copy pasta patterns for similar sounding parts of the song (they're a bit different now)
-I smoothed out the difficulty curve, SC now being 4.6* and AIRBORNE being 5.3*
-Ther's less SR inflation on the drumroll/buildup before the chorus
-Introduced consistency on AIRBORNE with kicks and snares
-LNs on SC became slightly easier
Feeling good about these fixes.
The Grand List of Awesome Modders (Thank you so much!)
  1. SUPER_Samurai_
  2. Julie
  3. - Ly0572 -
  4. juankristal (x4)
  5. Kawawa (x2)
  6. Hydria
  7. LastExceed
  8. Alsty-
  9. Protastic101 (x3)
  10. Raediaufar
  11. ExNeri
  12. Davin Fortune
  13. Cokiiplay
  14. JztCallMeRon
  15. chistoefur
  16. jakads
  17. Janko
  18. CommandoBlack
  19. REUSE-ABLE
  20. Abraxos
  21. snoverpk
  22. Shoegazer
  23. Mage
  24. ​​​[​ Gyuso​ ]


Check out F-777 - Space Battle by LastExceed!

Thanks for playing!
posted
FIRST!! XD

#modreqs

General
Metadata is incomplete, source is Ludicrous Speed and THIS IS NOT DUBSTEP. XD (change the tags in every diff)
NM
00:09:849 (9849|0) - problem with consistency (see 3rd suggestion)
00:19:749 (19749|2) - y so much sliders? :( turn into notes, sliders might be hard for beginners cuz they mess up when trying to let go at the end of a slider :p this isnt stepmania lmaoo
00:29:799 (29799|3) - oh god. Do I really need to explain this now? *sigh* well k

You understand how the music is layered into melody, and the bass in the background right?
When mapping, you need to be consistent with either the melody or the bass you're mapping. Here you just switch over like that. It's a nice effect, but sadly not rankable.

00:48:549 (48549|3) - same as above lol, you cant start out mapping the melody and just change y'know
00:57:099 (57099|2) - nyeh, idk. a lotta sliders there. might be confusing.
01:06:699 (66699|2) - do i even need to say it anymore
01:21:249 (81249|2) - when will you learn

OK, i'm just gonna stop mentioning where the consistency is inconsistent. you should know yourself lmao :p

01:26:349 (86349|1) - slider should end on the white "line"
01:27:549 (87549|1) - ^
01:28:149 (88149|2) - same problem with sliders.

OK, just remove all 1/4 or 1/2 sliders and turn them into notes im not gonna list all of them here lmao

Sorry, I got to stop modding here. By no means does this mean it's bad though! This diff is too "StepMania"-y, you know? the 1/2 sliders, inconsistency with melody patterns... I don't know if your map will get ranked if it is like that, I mean might as well give it a try right? :p

no but your beatmap will appeal to a larger audience if you fix these issues in the entirety of your map.


Uh... yeah so I think you know what the problem is. If it is your first map, don't worry. You'll get better. :P

TL;DR

Remove 1/2 sliders, might be awkward for beginners and experienced players, also very easy to mess up there
LEARN CONSISTENCY. Your map'll play way nicer when that's done.

Sorry, but this map is further unmoddable at this state. After you've fixed these, write me a message! :D
posted
hi~



1|2|3|4

nm
00:24:249 (24249|3) - make this an Ln , ends here 00:24:549 -
00:29:049 (29049|0) - ^^ ends here 00:29:349 -
00:33:849 (33849|0) - ^^ ^^ ^ 00:34:149 -
00:38:649 - make it double
01:06:849 (66849|0,66999|1) - move 1 col. to the right
01:07:299 (67299|2) - delete
01:25:749 - add note here
01:26:199 - here also
01:26:949 - ^
01:27:399 - ^
01:27:849 - make it double
01:28:299 (88299|1) - delete
01:28:599 (88599|0,88749|1,88899|2,89199|1,89349|3,89499|2,89649|1,89799|0,89949|1) - oh shiiip i thought ur following the drum?
---
hd
00:14:499 (14499|3) - delete
00:57:849 (57849|3) - should extend up to the next white line i guess
00:57:849 (57849|3) - ^
01:05:049 (65049|0) - ^
02:05:049 - from here, i suggest= http://puu.sh/qi5he/aefccb962c.png
02:06:249 (126249|0) - extend to the next white line then add to 3 or 4
add hitsounds to all diff
posted

- Ly0572 - wrote:

hi~



1|2|3|4

nm
00:24:249 (24249|3) - make this an Ln , ends here 00:24:549 - Had these before, don't know why I took them out. Same for next two
00:29:049 (29049|0) - ^^ ends here 00:29:349 -
00:33:849 (33849|0) - ^^ ^^ ^ 00:34:149 -
00:38:649 - make it double good idea
01:06:849 (66849|0,66999|1) - move 1 col. to the right got it
01:07:299 (67299|2) - delete actually gonna keep this, I hear a synth here so I feel I should map it
01:25:749 - add note here Great idea! I knew these sections were missing something.
01:26:199 - here also
01:26:949 - ^
01:27:399 - ^
01:27:849 - make it double had to move it to the left, but it worked out
01:28:299 (88299|1) - delete keeping, it goes with the melody
01:28:599 (88599|0,88749|1,88899|2,89199|1,89349|3,89499|2,89649|1,89799|0,89949|1) - oh shiiip i thought ur following the drum? If I followed the drums here, the map would be too monotonous and boring, so hopefully by adding back the 1/1 ln it will be less deceiving :o
---
hd
00:14:499 (14499|3) - delete seems fine to me, removing it would interrupt the flow x.x
00:57:849 (57849|3) - should extend up to the next white line i guess ok
00:57:849 (57849|3) - ^
01:05:049 (65049|0) - ^
02:05:049 - from here, i suggest= http://puu.sh/qi5he/aefccb962c.png adds a bit of emphasis, I like it.
02:06:249 (126249|0) - extend to the next white line then add to 3 or 4I'll have to think about this one, not quite sure if this section is good or not, but I'm not quite ready to make changes, either.
add hitsounds to all diff
Yeah, more hitsounds will be added later (probably) x.x

Thanks for the mod, it really helped me flesh out NM and HD. :)
posted


Sorry took me a while, because convention and stuff got me so tired and lazy xD
[NM]

01:50:499 (110499|3,111549|2,111849|3,112149|2) - Try to make like some previous pattern, at least one note on the left hands, since now is too right handed.

02:13:599 (133599|1) - Delete this notes. This pattern is starting to be quite hard for Normal player, mostly this is 200 bpm, is going to be quite fast for many normal player. Also this part is like a lots harder then HD due to less break even if the rhythm is consistenly hit.

02:23:199 (143199|1) - ^ Same reason, pretty sure youu can leave this one blank/break, so player can also feel the continue sound at 02:23:049 - .

03:07:149 (187149|3) - This part is pretty cool, nothing wrong with it, but instead of making like 8 keys trill, how about 4k? Since on each new bit white line, you can actually hear like a new section. So player can actually feel some pattern change (So that mean it go 1/4/1/4/2/3/2/3/1/4/1/4/2/3/2/3). Hope you understand xD.

03:36:999 (216999|2) - I honestly like the way you match those instrument on normal, really feels the instrument/sound your matching while playing, but for this part. This sound is way louder 03:36:849 - and kinda cover up the bass a lots. So it might make this 03:36:999 (216999|2) - a bit akward to play for some normal players.

03:46:149 (226149|2,226449|2) - Try not to jack this, since for me, your matching 2 different stuff here.
[HD]

00:14:499 (14499|3,14649|2,14799|1,14949|0) - maybe try another pattern so this doesn't look like a stairs that start at 00:14:499 - . So that is a completly new pattern starting at a new stanza at 00:14:649 - , just like you did on your NM, SC and AIRBORNE, so player can feel the difference between pattern.

00:36:699 (36699|0,36999|1) - jack this and move this 00:37:299 (37299|0) - a bit, just like you did here 00:35:499 (35499|0,35799|0) - , 00:34:299 (34299|3,34599|3) - , 00:37:899 (37899|0,38199|0) - .

02:39:699 (159699|3,159849|2,159999|1,160149|0) - same reason as 00:14:499 -
[MX]

00:19:599 (19599|1) - Remove, keep the normal note consistent, since for the sound you match a normal note, you didn't map it everytime, except on some 1/1.
^ And if I'm not wrong, your putting note only when there is a 1/1 LN, which make it kinda consistent in play, but not really consistent for the instrument your matching for. So I probably highly suggest to remove those notes, except here 00:23:049 - +, since player can mainly focus that instrument you map with normal notes.

00:24:399 - ^

00:29:199 - How about removing one notes here. I pretty sure your matching that synth sound so it make triple notes, but there is none (or really low) at 00:29:199 - , is nice to keep consistent, but the song is a bit different at the beginning due to the cymbal probably.

00:43:149 (43149|1,43299|0) - How about make it 1|2 instead of 2|1, so that 00:43:299 (43299|0) - doesn't feel like is part of this 00:43:449 (43449|3,43599|0,43749|3,43899|0) - trill.

A suggestion if there is modification later, since now is really consistent and don't want you to remap everything, but...
00:48:399 (48399|0,48474|1,48549|0,48624|1,48699|0) - Your having a bunch of trill like that (probably because lack of space) or you dont want to jack with the next notes and you want some kind of triplet that follow, instead of example (1->4, 2->3, etc)
To be honest, I feel like some jack here could match the song. Example, if you move this 00:48:699 (48699|0) - to the 3rd column (so now is the same column as 00:48:849 (48849|2) - , which make a kinda of 1/4 jack), the synth pitch for both note is nearly the same, mostly here 00:51:099 - and here 00:51:249 - , I feel is more clear.

00:52:449 (52449|1) - Move it to the 1st or 2nd column, seriously, the drum here is pretty cool, but your making a trill 00:52:299 (52299|2,52374|3,52449|2,52524|3,52599|2) - , and the drum doesn't really go that way ;w;. Like 00:52:299 - , 00:52:449 - and 00:52:599 - aren't the same sound.

02:18:249 - Missing a normal note here for the bass, just like you did at 02:17:049 - and 02:19:449 - .

02:28:299 (148299|3,148374|2,148449|3,148524|2,148599|1,148599|3) - Wouldn't it be better to make these trill in the left side like 02:25:899 - , since the pattern before is this trill 02:27:099 - , and it totally sound like a different part.

02:33:099 (153099|3,153174|2,153249|3,153324|2) - ^
[SC]

00:09:849 (9849|1,9849|0,9899|2,9949|3) - wouldn't it be better to do this? http://puu.sh/qCocB/e0da07ea7f.png so the left hand can still start the triplet consistently and follow the the next beat.

00:14:499 (14499|3,14549|2,14599|1) - ctrl+h here, so player can actually feel the difference at 00:14:649 - .

00:54:549 - and 00:55:749 - Add one more notes, since you usually put 3 notes for this drum. You'll have to change a bit the pattern a bit I guess, is the only 2 part that have 2 notes and this one too 01:02:949 - , but this one is because of that small LN, so no choice.

01:07:599 - + Those 1/8 LN, I find them inconsistent with AIRBORNE, not sure if your trying to make it harder on SC or easier, but since your matching the same sound, you should at least make it the same length. If you were trying to make it easier so the player have more recovery time to tap the next LN on the same keys, it might as well seem harder for some people, since the LN are shorter so you have to unhold faster (it actually depend on player).

01:27:399 - missing a note on the 3rd column?

01:31:749 - Same reason as 00:54:549 - and 00:55:749 -, should be 3 notes for this drum, and is not suppose to be exactly the same as 01:31:449 - . Just like you did here for example 01:35:349 - .

02:08:649 - Add a note for the bass to keep it consistent with this 02:09:849 - for example.

02:18:249 - Missing a normal note here for the bass, just like you did at 02:17:049 - and 02:19:449 - .

02:28:299 (148299|3,148374|2,148449|3,148524|2,148599|1,148599|3) - Wouldn't it be better to make these trill in the left side like 02:25:899 - , since the pattern before is this trill 02:27:099 - , and it totally sound like a different part.

02:33:099 (153099|3,153174|2,153249|3,153324|2) - ^

02:34:299 - Add a note on the last column to keep it consistent with 02:34:599 (154599|0,154599|3,154599|2,154899|1,154899|0,154899|3) - , since the instrument is consistent here :D.

03:56:949 - Same reason as 01:31:749 -
[AIRBORNE]

00:56:649 - Add another note for the drum + new section? Feel like 1 notes is a bit too easy to play (even if adding another notes, would make it quite easy for people at this level), but mostly to emphasize the new section and new instrument in play.

01:08:499 (68499|3) - , 01:09:699 (69699|0) - , 01:10:899 (70899|3) - how about make these LN 1/2 long, so it get a different feeling then those 1/4 short LN + just like you did here 01:06:699 (66699|2) - , pitch should be similar.
01:13:299 (73299|3) - , 01:14:499 (74499|0) - , 01:15:699 (75699|3) - ^

03:08:349 - shouldn't it have a jack notes with 03:08:499 (188499|0) - , just like you did at 03:07:149 (187149|0,187299|0) - , 03:05:949 (185949|3,186099|3) - , etc
I didn't mention much on the 2nd kiai since don't want to make you re-read same point, you probably already know if you fix something, you should know where else to fix, I just point out the one that might be easy to miss xD.
To be honest, I really like how you kept your stuff consistent, you know what you were doing, a great map with a great song :D!! Really cool song :D! *props!*
posted
Going to do a quick AIRBORNE mod here whilst you finish applying Julie's mod then I'll come back and mod the rest

1/2/3/4

Because of the work needed in this diff I've provided a helpful .osu file that you can look at to help understand the mod, download it here and go to File -> Open Song Folder and place it in there, once done, exit out of the editor and then go back in and go File -> Open Difficulty -> For Reference to see the suggestions alongside your map (Also remember to remove the diff before uploading so that it doesn't show up)

AIRBORNE
First place to start: 00:09:849 - until 00:19:449 - these legit look like guitar hero patterns man, and the amount of trilling required for this just makes this whole intro feel horrible and uncomfortable, definitely with the staircase patterns. I'll take some images of what I have suggested, the whole pattern can be found in the .osu file (pics go left -> right, up -> down)




00:43:449 - until 00:45:849 - I think having continuous hands here seems a bit too much, I'd recommend removing a note from anything that doesn't follow that high synth, so it should look something like this:



00:47:049 - until 00:48:249 - big problem here is fluctuating density. you have something that's played as a 1/6 jumptrill and then changing to a 1/4 jumptrill so you have to do this weird 1/5 JS which makes no sense at all, I'd recommend either switch it all to the 1/8 JS or the 1/8 wall (since you did 1/8 JS later on, that's probably the best to do here for consistency.) also the hand at 00:48:249 - is prob best as just a jump

00:50:499 (50499|2,50574|2,50799|2,50874|2,51249|3,51324|3) - try and keep jacks balanced between two hands

00:52:149 - this part looks painful as fuck might wanna remove some notes like:

00:56:799 - you could change this to something like this but it's mainly a suggestion

00:58:899 (58899|2,58974|2,59199|1,59274|1) - could flip these jacks around so they're in opposite columns

01:01:749 - change to something like this for consistency with the other part and playability

01:03:699 (63699|3,63774|3,63999|1,64074|1) - should prob flip these jacks over as well

01:15:999 - something like this feels better for how the music sounds imo

01:18:849 (78849|2,78924|2,79299|1,79374|1) - could swap these two around

01:31:899 (91899|2,91974|0,91974|1,92049|2,92124|0,92124|1) - not balanced with the previous patterns, ctrl-H, same 01:41:499 (101499|1,101574|3,101574|2,101649|1,101724|3,101724|2) -

01:56:649 - until 02:00:399 - I feel like this can be SUPER mindblocky and not comfortable at all but idk what to suggest to change, the .osu has a slight adjustment but idk if it solves the problem or just makes it worse

02:25:899 (145899|0,145974|1,146049|0,146124|1,146199|0) - you prob don't want to make any of the patterns in this calm section OH trills

02:35:049 - see 00:09:849 - and then reread through the mod from there (hint: the .osu has the edited notes in place if you don't remember what the suggestions were like)


send me a PM once you're finished with this and I'll go through the other diffs.
posted

Julie wrote:



Sorry took me a while, because convention and stuff got me so tired and lazy xD
[NM]

01:50:499 (110499|3,111549|2,111849|3,112149|2) - Try to make like some previous pattern, at least one note on the left hands, since now is too right handed. Alright, moved this over and did the same in the next part

02:13:599 (133599|1) - Delete this notes. This pattern is starting to be quite hard for Normal player, mostly this is 200 bpm, is going to be quite fast for many normal player. Also this part is like a lots harder then HD due to less break even if the rhythm is consistenly hit. Ok

02:23:199 (143199|1) - ^ Same reason, pretty sure youu can leave this one blank/break, so player can also feel the continue sound at 02:23:049 - .

03:07:149 (187149|3) - This part is pretty cool, nothing wrong with it, but instead of making like 8 keys trill, how about 4k? Since on each new bit white line, you can actually hear like a new section. So player can actually feel some pattern change (So that mean it go 1/4/1/4/2/3/2/3/1/4/1/4/2/3/2/3). Hope you understand xD. I see what you mean, good idea

03:36:999 (216999|2) - I honestly like the way you match those instrument on normal, really feels the instrument/sound your matching while playing, but for this part. This sound is way louder 03:36:849 - and kinda cover up the bass a lots. So it might make this 03:36:999 (216999|2) - a bit akward to play for some normal players. Added LN at 03:36:849 and removed the note at 03:36:999 , thanks

03:46:149 (226149|2,226449|2) - Try not to jack this, since for me, your matching 2 different stuff here. fixed
[HD]

00:14:499 (14499|3,14649|2,14799|1,14949|0) - maybe try another pattern so this doesn't look like a stairs that start at 00:14:499 - . So that is a completly new pattern starting at a new stanza at 00:14:649 - , just like you did on your NM, SC and AIRBORNE, so player can feel the difference between pattern. I moved the first note to column 2.

00:36:699 (36699|0,36999|1) - jack this and move this 00:37:299 (37299|0) - a bit, just like you did here 00:35:499 (35499|0,35799|0) - , 00:34:299 (34299|3,34599|3) - , 00:37:899 (37899|0,38199|0) - . Nice catch

02:39:699 (159699|3,159849|2,159999|1,160149|0) - same reason as 00:14:499 -
[MX]

00:19:599 (19599|1) - Remove, keep the normal note consistent, since for the sound you match a normal note, you didn't map it everytime, except on some 1/1.
^ And if I'm not wrong, your putting note only when there is a 1/1 LN, which make it kinda consistent in play, but not really consistent for the instrument your matching for. So I probably highly suggest to remove those notes, except here 00:23:049 - +, since player can mainly focus that instrument you map with normal notes. Yeah, I was wondering about that when mapping. I guess I'll take those out then, good call

00:24:399 - ^

00:29:199 - How about removing one notes here. I pretty sure your matching that synth sound so it make triple notes, but there is none (or really low) at 00:29:199 - , is nice to keep consistent, but the song is a bit different at the beginning due to the cymbal probably. That's fair, going over it again I can't really hear that synth so I took it down to one

00:43:149 (43149|1,43299|0) - How about make it 1|2 instead of 2|1, so that 00:43:299 (43299|0) - doesn't feel like is part of this 00:43:449 (43449|3,43599|0,43749|3,43899|0) - trill. fixed

A suggestion if there is modification later, since now is really consistent and don't want you to remap everything, but...
00:48:399 (48399|0,48474|1,48549|0,48624|1,48699|0) - Your having a bunch of trill like that (probably because lack of space) or you dont want to jack with the next notes and you want some kind of triplet that follow, instead of example (1->4, 2->3, etc)
To be honest, I feel like some jack here could match the song. Example, if you move this 00:48:699 (48699|0) - to the 3rd column (so now is the same column as 00:48:849 (48849|2) - , which make a kinda of 1/4 jack), the synth pitch for both note is nearly the same, mostly here 00:51:099 - and here 00:51:249 - , I feel is more clear. I like the idea, and remapping isn't really an issue. I removed most of those trills where I could.

00:52:449 (52449|1) - Move it to the 1st or 2nd column, seriously, the drum here is pretty cool, but your making a trill 00:52:299 (52299|2,52374|3,52449|2,52524|3,52599|2) - , and the drum doesn't really go that way ;w;. Like 00:52:299 - , 00:52:449 - and 00:52:599 - aren't the same sound. Moved to first col, and did the same once more elsewhere

02:18:249 - Missing a normal note here for the bass, just like you did at 02:17:049 - and 02:19:449 - . fixed here and once before too

02:28:299 (148299|3,148374|2,148449|3,148524|2,148599|1,148599|3) - Wouldn't it be better to make these trill in the left side like 02:25:899 - , since the pattern before is this trill 02:27:099 - , and it totally sound like a different part. Fair point

02:33:099 (153099|3,153174|2,153249|3,153324|2) - ^
[SC]

00:09:849 (9849|1,9849|0,9899|2,9949|3) - wouldn't it be better to do this? http://puu.sh/qCocB/e0da07ea7f.png so the left hand can still start the triplet consistently and follow the the next beat. Easy fix, thanks

00:14:499 (14499|3,14549|2,14599|1) - ctrl+h here, so player can actually feel the difference at 00:14:649 - . Good idea

00:54:549 - and 00:55:749 - Add one more notes, since you usually put 3 notes for this drum. You'll have to change a bit the pattern a bit I guess, is the only 2 part that have 2 notes and this one too 01:02:949 - , but this one is because of that small LN, so no choice. Yeah a bit of rearranging, but that's ok. fixed

01:07:599 - + Those 1/8 LN, I find them inconsistent with AIRBORNE, not sure if your trying to make it harder on SC or easier, but since your matching the same sound, you should at least make it the same length. If you were trying to make it easier so the player have more recovery time to tap the next LN on the same keys, it might as well seem harder for some people, since the LN are shorter so you have to unhold faster (it actually depend on player). Don't know how that slipped by me, fixed

01:27:399 - missing a note on the 3rd column? Yeah :o

01:31:749 - Same reason as 00:54:549 - and 00:55:749 -, should be 3 notes for this drum, and is not suppose to be exactly the same as 01:31:449 - . Just like you did here for example 01:35:349 - . Whoops, fixed

02:08:649 - Add a note for the bass to keep it consistent with this 02:09:849 - for example.

02:18:249 - Missing a normal note here for the bass, just like you did at 02:17:049 - and 02:19:449 - . done

02:28:299 (148299|3,148374|2,148449|3,148524|2,148599|1,148599|3) - Wouldn't it be better to make these trill in the left side like 02:25:899 - , since the pattern before is this trill 02:27:099 - , and it totally sound like a different part. Just like in MX, yeah. I'll probably have to fix that in AIRBORNE as well x.x

02:33:099 (153099|3,153174|2,153249|3,153324|2) - ^

02:34:299 - Add a note on the last column to keep it consistent with 02:34:599 (154599|0,154599|3,154599|2,154899|1,154899|0,154899|3) - , since the instrument is consistent here :D. nice catch

03:56:949 - Same reason as 01:31:749 -
[AIRBORNE]

00:56:649 - Add another note for the drum + new section? Feel like 1 notes is a bit too easy to play (even if adding another notes, would make it quite easy for people at this level), but mostly to emphasize the new section and new instrument in play. Good idea

01:08:499 (68499|3) - , 01:09:699 (69699|0) - , 01:10:899 (70899|3) - how about make these LN 1/2 long, so it get a different feeling then those 1/4 short LN + just like you did here 01:06:699 (66699|2) - , pitch should be similar. Alright, that works
01:13:299 (73299|3) - , 01:14:499 (74499|0) - , 01:15:699 (75699|3) - ^

03:08:349 - shouldn't it have a jack notes with 03:08:499 (188499|0) - , just like you did at 03:07:149 (187149|0,187299|0) - , 03:05:949 (185949|3,186099|3) - , etc Yeah it should, fixed
I didn't mention much on the 2nd kiai since don't want to make you re-read same point, you probably already know if you fix something, you should know where else to fix, I just point out the one that might be easy to miss xD.
To be honest, I really like how you kept your stuff consistent, you know what you were doing, a great map with a great song :D!! Really cool song :D! *props!*
Thanks for taking the time to mod this map! It was really in-depth and helped out a ton, especially where I was inconsistent with myself. And I went through and checked everything on the second kiai, so we're good there.

Also, thanks for the star! :)
posted

Hydria wrote:

Going to do a quick AIRBORNE mod here whilst you finish applying Julie's mod then I'll come back and mod the rest

1/2/3/4

Because of the work needed in this diff I've provided a helpful .osu file that you can look at to help understand the mod, download it here and go to File -> Open Song Folder and place it in there, once done, exit out of the editor and then go back in and go File -> Open Difficulty -> For Reference to see the suggestions alongside your map (Also remember to remove the diff before uploading so that it doesn't show up)

AIRBORNE
First place to start: 00:09:849 - until 00:19:449 - these legit look like guitar hero patterns man, and the amount of trilling required for this just makes this whole intro feel horrible and uncomfortable, definitely with the staircase patterns. I'll take some images of what I have suggested, the whole pattern can be found in the .osu file (pics go left -> right, up -> down) Yeah I was definitely unsure of that pattern, you have a great replacement there though. tytyty




00:43:449 - until 00:45:849 - I think having continuous hands here seems a bit too much, I'd recommend removing a note from anything that doesn't follow that high synth, so it should look something like this: Ok, good idea


00:47:049 - until 00:48:249 - big problem here is fluctuating density. you have something that's played as a 1/6 jumptrill and then changing to a 1/4 jumptrill so you have to do this weird 1/5 JS which makes no sense at all, I'd recommend either switch it all to the 1/8 JS or the 1/8 wall (since you did 1/8 JS later on, that's probably the best to do here for consistency.) also the hand at 00:48:249 - is prob best as just a jump 1/8th jumptrill seems a bit brutal, I'll just change it to the 1/6th I have later on :o

00:50:499 (50499|2,50574|2,50799|2,50874|2,51249|3,51324|3) - try and keep jacks balanced between two hands got it

00:52:149 - this part looks painful as fuck might wanna remove some notes like: certainly less painful, applied


00:56:799 - you could change this to something like this but it's mainly a suggestion I think for now I'll keep it how it is, since there's no change in pitch between the notes, however if others point it out as well maybe I'll change it


00:58:899 (58899|2,58974|2,59199|1,59274|1) - could flip these jacks around so they're in opposite columns ok

01:01:749 - change to something like this for consistency with the other part and playability alrighty


01:03:699 (63699|3,63774|3,63999|1,64074|1) - should prob flip these jacks over as well got it

01:15:999 - something like this feels better for how the music sounds imo Changed it to this, however I kept a note on the fourth column at 01:16:149 just for the drum in the bg. Let me know if I should change that, I feel it's inconsistent otherwise


01:18:849 (78849|2,78924|2,79299|1,79374|1) - could swap these two around sure

01:31:899 (91899|2,91974|0,91974|1,92049|2,92124|0,92124|1) - not balanced with the previous patterns, ctrl-H, same 01:41:499 (101499|1,101574|3,101574|2,101649|1,101724|3,101724|2) - good catch, fixed

01:56:649 - until 02:00:399 - I feel like this can be SUPER mindblocky and not comfortable at all but idk what to suggest to change, the .osu has a slight adjustment but idk if it solves the problem or just makes it worse Essentially, I had 13,24,13,24 for the entire time. I think changing the pattern like what you've done is a much better idea, as it does make it less mindblocky. Thanks for the fix.

02:25:899 (145899|0,145974|1,146049|0,146124|1,146199|0) - you prob don't want to make any of the patterns in this calm section OH trills Alright, changed 'em up

02:35:049 - see 00:09:849 - and then reread through the mod from there (hint: the .osu has the edited notes in place if you don't remember what the suggestions were like)


send me a PM once you're finished with this and I'll go through the other diffs.
Hey, thanks for the mod. Means a lot, and now I think AIRBORNE's in a much better position since I've fixed those GH patterns :o
posted
ok here's the rest of the mod weeeeeeeeee

SC
going to do the same thing I did for airborne and include a .osu file here to help you with all the mod changes

00:09:849 - until 00:19:449 - these beginning patterns again should be similar to airborne but a lot more rolly [see the .osu for details] (this should definitely be kept open for pattern changes because these aren't really optimal patterns but they're better than what's currently there)

00:48:699 (48699|0,48849|2) - ctrl-G these two notes for two better patterns

00:49:899 (49899|3) - move to 2 for same reason

00:51:699 (51699|2,51849|2,51849|3,51999|3,52074|2,52149|3,52224|2) - this feels like too much left hand biased, maybe move 00:51:999 (51999|3) - to 2

00:54:399 (54399|0) - suggesting moving that to 2 just for my own preference ¯\_(ツ)_/¯

00:56:049 (56049|0) - move that to 3 to stop 00:55:824 (55824|1,55899|0,56049|0,56124|1) -

00:59:499 (59499|0) - move to 3 to stop thing above again

01:03:099 (63099|0) - move to 3 to stop left hand bias and then move 01:03:249 (63249|2) - to 1

01:04:299 (64299|3) - move to 2

01:17:199 (77199|0,77274|1,77349|0,77424|1,77499|0) - invert this pattern so it's going like this since I feel the OH trills in this section feel fitting compared to anywhere else


01:17:949 (77949|3) - move to 3 to avoid the 4 column bias

01:18:099 (78099|0,78174|1,78249|2) - ctrl-H for upcoming pattern suggestion

01:18:399 (78399|2,78474|1,78549|2,78549|3,78624|1,78699|2) - ctrl-h and then move it all over one column to the right (see previous OH trill comment)

01:18:849 (78849|2) - move to 2 to avoid 3rd column bias

01:19:449 (79449|0,79449|1,79599|0,79674|2,79749|1,79749|3,79749|0,79824|2,79899|0) - might need to rearrange this [see the .osu for details]

move 01:20:499 (80499|2) - to 2 and then move 01:20:574 (80574|1) - to 4 to avoid 3rd column bias

01:20:799 (80799|0) - move to 2 it just looks better

01:21:999 (81999|1,82074|0,82149|1,82149|2,82149|3,82224|0,82299|1,82449|2,82524|3,82599|1,82599|2) - I'd prob just ctrl-H this entire thing it seems less painful for the right hand that way

01:22:899 (82899|2) - if statement above followed move this to 1 for comfort

01:23:199 - can change this into another OH trill pattern as shown in .osu

01:24:399 (84399|0,84474|1,84549|0,84624|1,84699|0) - invert this

01:24:999 (84999|3) - move to 1 for comfort

01:29:499 (89499|1,89574|0,89649|1,89724|2,89799|1) - might want to avoid this S pattern by moving 01:29:649 (89649|1) - to 4 and then moving 01:29:949 (89949|3) - to 3

01:32:349 (92349|2) - move to 2 for comfort

01:36:099 (96099|2) - that 2nd column is looking a little empty

01:39:249 (99249|2,99549|0) - same suggestion as before

01:56:799 - to 02:06:249 - go look at the airborne mod [or .osu file] for this

02:26:049 (146049|0) - move to 3 because I don't think this section needs any OH trills and then move 02:26:349 (146349|2) - to 2

02:27:174 (147174|3) - move to 2 because ^

02:28:299 - ok I mean if you sure you want OH trills I'll prob stop pointing them out and then just change them in the .osu

02:29:574 (149574|1,149574|2,149724|1,149724|2) - might want to move these over 1 column right and move 02:29:649 (149649|0,149799|3) - to 2 for a more comfortable pattern

02:35:049 - stuff repeats from here [changes are in the .osu file]
MX
ok this one shouldn't require a .osu file

00:13:599 (13599|2) - move to 2 to make this 4th bar unique

00:18:849 (18849|1) - move to 3 because ^

00:32:199 (32199|2,32349|2,32499|2,32649|1,32799|1,32949|1) - prob want to avoid triple 1/2 jacks on this diff, same 00:33:399 (33399|1,33549|1,33699|1,33999|3,34149|3,34299|3) - 00:35:199 (35199|2,35349|2,35499|2) - 00:38:349 (38349|2,38499|2,38649|2) -

00:43:449 (43449|3,43599|0,43749|3,43899|0,44049|2,44199|1,44349|2,44499|1) - maybe turn these into 1/2 jumpjack patterns shown below:


00:48:549 (48549|2,48699|2,48849|2,48999|2,49149|2) - eeeeeeeeeeeeeeeeee 00:48:849 (48849|2) - move that to 1

01:00:474 (60474|2,60624|2,60849|2,60999|2,61149|2,61374|2) - that just seems a little bit too dense for the 3rd column, maybe more a few notes around

01:03:099 (63099|2,63249|2,63399|2,63549|2) - you really like this 3rd column lmao

01:07:749 - if you're doing continuous 1/2 jacks like this, it's prob best to have all the other notes on one hand, like moving 01:07:974 (67974|1,68124|1) - to 3 and moving 01:09:174 (69174|2,69324|2) - to 2 etc...

the following are comfort suggestions
01:09:174 (69174|2,69324|2) - move over 1 left and then move 01:17:349 (77349|2) - to 4

01:17:949 (77949|3) - move to 3

01:18:249 (78249|2,78399|2,78549|2,78699|2,78849|2,78999|2,79149|2) - wew lad

01:20:649 (80649|2) - move to 4

01:22:749 (82749|1,82899|2) - move to 1

01:24:249 (84249|2) - move to 4

01:24:699 (84699|3) - move to 2 to avoid 01:24:549 (84549|3,84699|3,84849|3,84999|3,85149|3) -

01:25:149 (85149|3) - move to 3 also

in this section (01:27:849 - to 01:47:049 - ) it's probably best not to have the 1/4 notes for anything that doesn't have a strong beat (aka 01:28:374 (88374|2,88524|2) - these are not fine but 01:31:899 (91899|2,91974|3,92049|2,92124|3,92199|2) - these are fine) I might come back and just do a quick mod for these 20 sec once everything else is done if it needs it

02:11:049 (131049|3) - might wanna move that to 1

02:25:899 (145899|0,145974|1,146049|0,146124|1,146199|0) - these should DEFINITELY NOT be OH trills for this section, not for an MX anyway, just make these and subsequent similar patterns just normal streams like


02:35:049 - mod repeats from here once more, just add like 2:25:200 to the timestamps
HD
these will prob all be comfort suggestions
00:00:249 (249|1) - move to 1

00:13:599 (13599|2) - move to 2
00:18:849 (18849|1) - move to 3

01:17:499 (77499|2) - move to either 1 or 2

01:18:624 (78624|1) - move to 4

01:21:099 (81099|1) - move to 4

01:24:474 (84474|2,84549|1,84624|2,84699|1) - might want to avoid trills in this diff

02:35:049 - put a note on 1

02:38:799 (158799|2) - move to 2
02:44:049 (164049|1) - move to 3

03:49:674 (229674|2,229749|1,229824|2,229899|1) - there's that trill again


there we go, after 2 hours, all done now, good luck with this mapset man, I really want to see this ranked :D
posted
Gyuso's Chex Modding!


Thank you for req!

1ㅣ2ㅣ3ㅣ4


mod!
[General]
  1. all diff, WideScreen support off.


[MX]
  1. 00:38:649 - add to 4, symbal sound.
  2. 01:15:999 - add to 2
  3. 01:30:099 (90099|3) - move to 3
  4. 01:36:099 (96099|2) - move to 2 in this part, it has same problem as mentioned above 01:43:299 (103299|2) - here and 01:44:499 (104499|3) -
    jack is not good pattern
  5. 02:06:099 - add to 1, bass sound
  6. 03:03:849 - add to 1
  7. Too many pattern is repeated. To change a little spare Recommended.


[SC]
  1. 00:09:849 - ~ 00:19:449 - what the .. i think not good pattern.. remap very hard and boring
  2. Sorry. I'll not mod this diff because there's too many problems in the diff.


Examine other maps for reference and try to make one

Sorry for short mod .. Good luck !
posted

Hydria wrote:

ok here's the rest of the mod weeeeeeeeee

SC
going to do the same thing I did for airborne and include a .osu file here to help you with all the mod changes sweeet, ty

00:09:849 - until 00:19:449 - these beginning patterns again should be similar to airborne but a lot more rolly [see the .osu for details] (this should definitely be kept open for pattern changes because these aren't really optimal patterns but they're better than what's currently there) I like what you have in the edit file, thanks for suggestion

00:48:699 (48699|0,48849|2) - ctrl-G these two notes for two better patterns alrighty

00:49:899 (49899|3) - move to 2 for same reason

00:51:699 (51699|2,51849|2,51849|3,51999|3,52074|2,52149|3,52224|2) - this feels like too much left hand biased, maybe move 00:51:999 (51999|3) - to 2 That's pretty fair

00:54:399 (54399|0) - suggesting moving that to 2 just for my own preference ¯\_(ツ)_/¯ following because the pitch changes between the two

00:56:049 (56049|0) - move that to 3 to stop 00:55:824 (55824|1,55899|0,56049|0,56124|1) - understandable, fixed

00:59:499 (59499|0) - move to 3 to stop thing above again moving 00:59:649 - to 3 instead for consistency, still the right idea

01:03:099 (63099|0) - move to 3 to stop left hand bias and then move 01:03:249 (63249|2) - to 1 applied

01:04:299 (64299|3) - move to 2 sure

01:17:199 (77199|0,77274|1,77349|0,77424|1,77499|0) - invert this pattern so it's going like this since I feel the OH trills in this section feel fitting compared to anywhere else You're right, makes it consistent with 01:21:999 (81999|2,82074|3,82149|2,82224|3,82299|2) - good call



01:17:949 (77949|3) - move to 3 to avoid the 4 column bias k

01:18:099 (78099|0,78174|1,78249|2) - ctrl-H for upcoming pattern suggestion alright

01:18:399 (78399|2,78474|1,78549|2,78549|3,78624|1,78699|2) - ctrl-h and then move it all over one column to the right (see previous OH trill comment) okiedoke

01:18:849 (78849|2) - move to 2 to avoid 3rd column bias i need to pay more attention to column bias when mapping :o fixed

01:19:449 (79449|0,79449|1,79599|0,79674|2,79749|1,79749|3,79749|0,79824|2,79899|0) - might need to rearrange this [see the .osu for details] Looks good

move 01:20:499 (80499|2) - to 2 and then move 01:20:574 (80574|1) - to 4 to avoid 3rd column bias I think it cancels out with 01:20:049 (80049|3) - so for now I'll keep this

01:20:799 (80799|0) - move to 2 it just looks better can't argue with you there

01:21:999 (81999|1,82074|0,82149|1,82149|2,82149|3,82224|0,82299|1,82449|2,82524|3,82599|1,82599|2) - I'd prob just ctrl-H this entire thing it seems less painful for the right hand that way I can see what you mean, coming off of the 3,4,3

01:22:899 (82899|2) - if statement above followed move this to 1 for comfort okie

01:23:199 - can change this into another OH trill pattern as shown in .osu yep

01:24:399 (84399|0,84474|1,84549|0,84624|1,84699|0) - invert this fixed

01:24:999 (84999|3) - move to 1 for comfort ok yeah, I like that better

01:29:499 (89499|1,89574|0,89649|1,89724|2,89799|1) - might want to avoid this S pattern by moving 01:29:649 (89649|1) - to 4 and then moving 01:29:949 (89949|3) - to 3 ok, this feels better. changed

01:32:349 (92349|2) - move to 2 for comfort k

01:36:099 (96099|2) - that 2nd column is looking a little empty I was testing you :o

01:39:249 (99249|2,99549|0) - same suggestion as before

01:56:799 - to 02:06:249 - go look at the airborne mod [or .osu file] for this wheeee fixed

02:26:049 (146049|0) - move to 3 because I don't think this section needs any OH trills and then move 02:26:349 (146349|2) - to 2 I'm actually gonna keep the OH trills here, I feel it follows the music a bit better

02:27:174 (147174|3) - move to 2 because ^

02:28:299 - ok I mean if you sure you want OH trills I'll prob stop pointing them out and then just change them in the .osu I do want them :v

02:29:574 (149574|1,149574|2,149724|1,149724|2) - might want to move these over 1 column right and move 02:29:649 (149649|0,149799|3) - to 2 for a more comfortable pattern good idea

02:35:049 - stuff repeats from here [changes are in the .osu file]
MX
ok this one shouldn't require a .osu file

00:13:599 (13599|2) - move to 2 to make this 4th bar unique alrighty

00:18:849 (18849|1) - move to 3 because ^

00:32:199 (32199|2,32349|2,32499|2,32649|1,32799|1,32949|1) - prob want to avoid triple 1/2 jacks on this diff, same 00:33:399 (33399|1,33549|1,33699|1,33999|3,34149|3,34299|3) - 00:35:199 (35199|2,35349|2,35499|2) - 00:38:349 (38349|2,38499|2,38649|2) - yeah, overlooked that. good catch

00:43:449 (43449|3,43599|0,43749|3,43899|0,44049|2,44199|1,44349|2,44499|1) - maybe turn these into 1/2 jumpjack patterns shown below: good idea, was looking a bit thin


00:48:549 (48549|2,48699|2,48849|2,48999|2,49149|2) - eeeeeeeeeeeeeeeeee aaaaaaaaaaaa 00:48:849 (48849|2) - move that to 1 ok

01:00:474 (60474|2,60624|2,60849|2,60999|2,61149|2,61374|2) - that just seems a little bit too dense for the 3rd column, maybe more a few notes around

01:03:099 (63099|2,63249|2,63399|2,63549|2) - you really like this 3rd column lmao ehehe...

01:07:749 - if you're doing continuous 1/2 jacks like this, it's prob best to have all the other notes on one hand, like moving 01:07:974 (67974|1,68124|1) - to 3 and moving 01:09:174 (69174|2,69324|2) - to 2 etc... very good idea, I'll change that

the following are comfort suggestions no response = fixed x.x
01:09:174 (69174|2,69324|2) - move over 1 left and then move 01:17:349 (77349|2) - to 4

01:17:949 (77949|3) - move to 3

01:18:249 (78249|2,78399|2,78549|2,78699|2,78849|2,78999|2,79149|2) - wew lad

01:20:649 (80649|2) - move to 4

01:22:749 (82749|1,82899|2) - move to 1

01:24:249 (84249|2) - move to 4

01:24:699 (84699|3) - move to 2 to avoid 01:24:549 (84549|3,84699|3,84849|3,84999|3,85149|3) -

01:25:149 (85149|3) - move to 3 also

in this section (01:27:849 - to 01:47:049 - ) it's probably best not to have the 1/4 notes for anything that doesn't have a strong beat (aka 01:28:374 (88374|2,88524|2) - these are not fine but 01:31:899 (91899|2,91974|3,92049|2,92124|3,92199|2) - these are fine) I might come back and just do a quick mod for these 20 sec once everything else is done if it needs it nah i went though and removed those offending 1/4th notes, it does make sense especially on MX.

02:11:049 (131049|3) - might wanna move that to 1

02:25:899 (145899|0,145974|1,146049|0,146124|1,146199|0) - these should DEFINITELY NOT be OH trills for this section, not for an MX anyway, just make these and subsequent similar patterns just normal streams like understandable. changed 'em up


02:35:049 - mod repeats from here once more, just add like 2:25:200 to the timestamps
HD
these will prob all be comfort suggestions same thing as MX, no response means I accepted it
00:00:249 (249|1) - move to 1

00:13:599 (13599|2) - move to 2
00:18:849 (18849|1) - move to 3

01:17:499 (77499|2) - move to either 1 or 2

01:18:624 (78624|1) - move to 4

01:21:099 (81099|1) - move to 4

01:24:474 (84474|2,84549|1,84624|2,84699|1) - might want to avoid trills in this diff

02:35:049 - put a note on 1

02:38:799 (158799|2) - move to 2
02:44:049 (164049|1) - move to 3

03:49:674 (229674|2,229749|1,229824|2,229899|1) - there's that trill again


there we go, after 2 hours, all done now, good luck with this mapset man, I really want to see this ranked :D
Phew. Thanks a ton for going over these diffs. You brought a lot of good points to my attention and I'm excited to see this map improve over time.

Also, thanks for the star! Keeps me motivated :)
posted

[ Gyuso ] wrote:

Gyuso's Chex Modding!


Thank you for req!

1ㅣ2ㅣ3ㅣ4


mod!
[General]
  1. all diff, WideScreen support off. Good catch :o


[MX]
  1. 00:38:649 - add to 4, symbal sound. Alright, that's fair
  2. 01:15:999 - add to 2 can't, cause then I'd have to add one to 01:16:149 , and also there's a note on 2 just before... would be too much
  3. 01:30:099 (90099|3) - move to 3 fixed by a previous mod iirc
  4. 01:36:099 (96099|2) - move to 2 in this part, it has same problem as mentioned above 01:43:299 (103299|2) - here and 01:44:499 (104499|3) -
    jack is not good pattern same as before
  5. 02:06:099 - add to 1, bass sound good idea!
  6. 03:03:849 - add to 1 alrighty
  7. Too many pattern is repeated. To change a little spare Recommended.


[SC]
  1. 00:09:849 - ~ 00:19:449 - what the .. i think not good pattern.. remap very hard and boring
  2. Sorry. I'll not mod this diff because there's too many problems in the diff.


Examine other maps for reference and try to make one

Sorry for short mod .. Good luck !
Thanks for the mod! I think adding a bit to MX made it play a little nicer. :)

And about SC, I think the problems were addressed after I applied the mods beforehand, so if you want to take a look at it again, that'd be cool. But no worries, just modding MX was fine! :D
posted

SUPER_Samurai_ wrote:

FIRST!! XD

#modreqs

General
Metadata is incomplete, source is Ludicrous Speed and THIS IS NOT DUBSTEP. XD (change the tags in every diff) got it
NM
00:09:849 (9849|0) - problem with consistency (see 3rd suggestion)
00:19:749 (19749|2) - y so much sliders? :( turn into notes, sliders might be hard for beginners cuz they mess up when trying to let go at the end of a slider :p this isnt stepmania lmaoo point taken, removed many of the smaller sliders
00:29:799 (29799|3) - oh god. Do I really need to explain this now? *sigh* well k

You understand how the music is layered into melody, and the bass in the background right?
When mapping, you need to be consistent with either the melody or the bass you're mapping. Here you just switch over like that. It's a nice effect, but sadly not rankable.

Alrighty, I tried to go through and keep this consistent. Thanks for pointing this out though

00:48:549 (48549|3) - same as above lol, you cant start out mapping the melody and just change y'know
00:57:099 (57099|2) - nyeh, idk. a lotta sliders there. might be confusing.
01:06:699 (66699|2) - do i even need to say it anymore
01:21:249 (81249|2) - when will you learn

OK, i'm just gonna stop mentioning where the consistency is inconsistent. you should know yourself lmao :p

01:26:349 (86349|1) - slider should end on the white "line" that's fair for NM
01:27:549 (87549|1) - ^
01:28:149 (88149|2) - same problem with sliders.

OK, just remove all 1/4 or 1/2 sliders and turn them into notes im not gonna list all of them here lmao yeah, as much as i could

Sorry, I got to stop modding here. By no means does this mean it's bad though! This diff is too "StepMania"-y, you know? the 1/2 sliders, inconsistency with melody patterns... I don't know if your map will get ranked if it is like that, I mean might as well give it a try right? :p

no but your beatmap will appeal to a larger audience if you fix these issues in the entirety of your map.


Uh... yeah so I think you know what the problem is. If it is your first map, don't worry. You'll get better. :P

TL;DR

Remove 1/2 sliders, might be awkward for beginners and experienced players, also very easy to mess up there
LEARN CONSISTENCY. Your map'll play way nicer when that's done.

Sorry, but this map is further unmoddable at this state. After you've fixed these, write me a message! :D
I applied the selected mods pretty much right after you posted, however I refrained from replying as I assumed you would edit this post to continue your mod at a later time. I'm writing this just to let others know that these mods have been applied.

Thanks for the mod!
posted
Love this so much, best of luck with this :3
posted
F-777 HYPE!
Full-M4M rolling in!
Note: I will only mod the first half of the song because after that it repeats so you can apply the same mods for the other half
Columns: 0|1|2|3
General
Hitsounds are missing (also you should decrease the HS volume, 50 at max)
NM
At first I wanted to remind you of the "high pitch right, low pitch left" rule, but I quickly figured out that its impossible to do on this song...
00:09:849 -> 00:19:449 - This doesn't fit the music at all in my opinion (its on beat but thats it). Consider reworking this (do something with sliders)
00:38:649 -> 01:25:449 - shuffle this part. the pattern is way too simple and repitive, you should switch to either a pattern that involves all 4 columns at once (instead of switching between pairs), and maybe increase the note density a little (make use of doubles).
00:48:249 (48249|0) - slider or double in here, maybe both
00:50:649 (50649|1) - ^
00:52:374 & 00:52:524 - pay attention to the drums, I wouldn't ignore this
00:53:049 (53049|3) - slider or double
00:53:274 - maybe add a note in here?
00:55:449 (55449|2) - slider or double
same stuff appears again and again in the following parts, won't mention it again to save time.
01:08:499 - add col3
01:09:699 - add col1
01:10:899 - add col0
01:13:299 - add col1 or 2
01:14:499 - add col1 or 3
01:15:699 - add col0
01:17:049 -> 01:25:449 - this part should be a bit different than before, but dunno how tbh. Try sth with sliders
02:27:849 - slider or double in here
02:30:249 - ^
02:32:649 - ^
02:33:849 - ^
02:35:049 - ^
from this point nothing new appears, so the mods above should suffice
HD
00:29:049 - add col0
00:43:449 -> 00:45:849 - use a double trill here, because the map becoming easier when the music accelerates makes no sense lol
00:44:499 (44499|3,44649|3) - In case you ignored the mod above, get rid of this jack because its unnecessary
00:52:149 (52149|3,52149|0,52374|3,52524|3,52599|1,52599|2,52749|3,52749|0) - this seems a bit hard for this diff, rearrange
01:01:749 (61749|2,61749|3,61974|3,62124|3,62199|1,62199|2,62349|0,62349|3) - ^
01:06:249 - add col3, because this time the drums dont pause
01:07:449 - add col0 because last time you did too
01:08:349 (68349|2,68499|2) - rearrange, also make second note slider
01:09:699 (69699|0) - slider
01:10:899 (70899|2) - slider
01:11:349 (71349|3) - move to col1
01:13:299 (73299|2) - slider
01:14:049 (74049|3,74199|3) - rearrange
01:14:499 (74499|0) - slider
01:15:849 (75849|3,75999|0,76149|3,76299|0,76449|2,76599|1,76749|2,76899|1) - doubles
01:19:599 (79599|0,79674|2,79749|1,79824|3) - too hard, rearrange
01:36:249 (96249|3,96399|0,96549|3,96699|0,96849|2,96999|1,97149|2,97299|1) - doubles
01:45:849 (105849|2,105999|1,106149|2,106299|1,106449|3,106599|0,106749|3,106899|0) - doubles
01:47:049 (107049|2,107349|1,107499|0,107949|0,108099|1,108399|0,108699|1,108849|0,109149|0) - move 1 col to the right
01:47:799 (107799|2) - move to col0
01:48:999 (108999|3) - move to col0
01:50:349 (110349|0) - move to col1
01:51:549 (111549|2) - move to col0
01:51:849 -> 01:56:649 - same again
02:06:249 -> 02:24:249 - undermapped, add more notes
02:33:849 (153849|1,153999|2,154149|1,154299|2,154449|1,154599|2,154749|1,154899|2) - instead of 12121212 do 12031203
rest of the map is repeating, therefore not modding
MX
00:19:449 -> 00:29:049 - you can add notes next to 1/1 sliders (eg 00:19:449 (19449|3)) so the tapping speed stays at 1/2 all the time
01:19:149 (79149|3) - move to col2
01:28:749 (88749|1,88899|2) - ctrl+h (try to avoid unnecessary jacks, not gonna mention them all)
01:31:899 (91899|2,91974|3,92049|2,92124|3,92199|2) - no 1 handed trills, rearrange
01:41:499 (101499|1,101574|0,101649|1,101724|0,101799|1) - ^
01:47:049 -> 01:56:649 - same as HD, also you can place notes next to 1/1 sliders again
02:10:374 (130374|0,130449|1,130524|0) - uuuh this is nasty, try to rearrange
02:19:974 (139974|0,140049|1,140124|0) - ^
02:25:449 -> 02:33:849 - the stairs in this part make no sense to me
...blablabla repeat bla not modding any further blabla...
SC
00:09:849 -> 00:19:449 - a bit hard for SC
00:19:449 (19449|3) - again, you can place notes next to 1/1 sliders to keep the tapping speed unchanged
00:43:449 -> 00:45:849 - also make use of 03 12 pattern in these parts
00:48:999 - again, you can reduce jacks (not going to point them all out)
01:07:974 (67974|1,68124|1) - move to col2
01:07:749 (67749|1,67974|1,68124|1,68349|1,68649|2,68949|2,69174|2,69324|2,69549|2,69849|1,70149|1,70749|1,71049|2,71349|2) - ctrl+h (same for following part)
01:21:249 - a bit hard to read
01:47:049 -> 01:56:649 - remove all single notes that cause doubles
02:10:149 - hard to read, but I guess its unpreventable in here
...bla...
AIRBORNE
Couldn't find much to change, it's already quite good
00:02:649 (2649|3) - remove
00:05:049 (5049|2) - ^
00:07:449 (7449|1) - ^
00:56:799 - definitely not a PP farming map xD
02:14:649 -> 02:15:849 - you can involve sliders here
...


And that's it! I feel a little ashamed that you had to do so much more than me, so how about a GD? let me know what you think
posted

LastExceed wrote:

F-777 HYPE!
Full-M4M rolling in! Woohoo!
Note: I will only mod the first half of the song because after that it repeats so you can apply the same mods for the other half Cool, cool
Columns: 0|1|2|3
General
Hitsounds are missing (also you should decrease the HS volume, 50 at max) Decreased volume, and maybe I'll add in one or two claps/finishes, but I'm not one for the default hitsounds that much.
NM
At first I wanted to remind you of the "high pitch right, low pitch left" rule, but I quickly figured out that its impossible to do on this song...
00:09:849 -> 00:19:449 - This doesn't fit the music at all in my opinion (its on beat but thats it). Consider reworking this (do something with sliders) Maybe, something like at 01:56:649 (116649|0) - ? But, I feel that the current pattern has the urgency that the map needs and is still playable, the LNs would be for something softer and smoother, y'know. This section was tough to map in general, but for now I think I'll keep it the way it is
00:38:649 -> 01:25:449 - shuffle this part. the pattern is way too simple and repitive, you should switch to either a pattern that involves all 4 columns at once (instead of switching between pairs), and maybe increase the note density a little (make use of doubles). Well, I ended up flipping the last part so that it's not the exact same pattern, but I don't want this part to be thaaaat hard - the drums should be where the difficulty kicks in.
00:48:249 (48249|0) - slider or double in here, maybe both Alright, added a note on 4
00:50:649 (50649|1) - ^ I'm ignoring the synth right there for this diff, I feel like focusing on too many things at once is a bad idea x.x
00:52:374 & 00:52:524 - pay attention to the drums, I wouldn't ignore this Same reasoning as above, and plus, these drums are offbeat so it would be difficult for me to map something a NM player could easily read and such
00:53:049 (53049|3) - slider or double
00:53:274 - maybe add a note in here? I feel like representing the synth here when we haven't before isn't a consistent approach
00:55:449 (55449|2) - slider or double
same stuff appears again and again in the following parts, won't mention it again to save time.
01:08:499 - add col3 regardless of what I said about consistency, this is a good idea... added in. But, I added in col 1. Applied the following unless noted otherwise
01:09:699 - add col1
01:10:899 - add col0 col. 2
01:13:299 - add col1 or 2
01:14:499 - add col1 or 3
01:15:699 - add col0 col. 2, the roll up to the kicks feels better than otherwise.
01:17:049 -> 01:25:449 - this part should be a bit different than before, but dunno how tbh. Try sth with sliders I think it's fine, since we're following the idea of ignoring the synth it's not terribly important.
02:27:849 - slider or double in here slider here, good idea.
02:30:249 - ^
02:32:649 - ^
02:33:849 - ^
02:35:049 - ^
from this point nothing new appears, so the mods above should suffice alrighty, HD next
HD
00:29:049 - add col0 For the kick, good idea
00:43:449 -> 00:45:849 - use a double trill here, because the map becoming easier when the music accelerates makes no sense lol alright, fixed that up
00:44:499 (44499|3,44649|3) - In case you ignored the mod above, get rid of this jack because its unnecessary x.x
00:52:149 (52149|3,52149|0,52374|3,52524|3,52599|1,52599|2,52749|3,52749|0) - this seems a bit hard for this diff, rearrange fixed
01:01:749 (61749|2,61749|3,61974|3,62124|3,62199|1,62199|2,62349|0,62349|3) - ^
01:06:249 - add col3, because this time the drums dont pause fair enough
01:07:449 - add col0 because last time you did too good call
01:08:349 (68349|2,68499|2) - rearrange, also make second note slider don't know how that got by me, and slider there is a good idea, now that I think about it more.
01:09:699 (69699|0) - slider
01:10:899 (70899|2) - slider
01:11:349 (71349|3) - move to col1 alrighty
01:13:299 (73299|2) - slider
01:14:049 (74049|3,74199|3) - rearrange
01:14:499 (74499|0) - slider
01:15:849 (75849|3,75999|0,76149|3,76299|0,76449|2,76599|1,76749|2,76899|1) - doubles After some serious thought, I went ahead and made this section jumps, just because they are heavy beats and this way they are consistent with what comes later.
01:19:599 (79599|0,79674|2,79749|1,79824|3) - too hard, rearrange swapped second and third notes x.x
01:36:249 (96249|3,96399|0,96549|3,96699|0,96849|2,96999|1,97149|2,97299|1) - doubles Same as before
01:45:849 (105849|2,105999|1,106149|2,106299|1,106449|3,106599|0,106749|3,106899|0) - doubles This is the part that convinced me to have these as jumps, since this is the end of the kiai and it's fairly intense, it makes sense to have jumps here. To be consistent, I added these jumps to the previous remarks you made.
01:47:049 (107049|2,107349|1,107499|0,107949|0,108099|1,108399|0,108699|1,108849|0,109149|0) - move 1 col to the right Alright, to be pitch consistent I changed this here, and elsewhere.
01:47:799 (107799|2) - move to col0
01:48:999 (108999|3) - move to col0
01:50:349 (110349|0) - move to col1
01:51:549 (111549|2) - move to col0
01:51:849 -> 01:56:649 - same again
02:06:249 -> 02:24:249 - undermapped, add more notes Alright, got it
02:33:849 (153849|1,153999|2,154149|1,154299|2,154449|1,154599|2,154749|1,154899|2) - instead of 12121212 do 12031203 Instead, I went and made them jumps to retain consistency with the others like this.
rest of the map is repeating, therefore not modding
MX
00:19:449 -> 00:29:049 - you can add notes next to 1/1 sliders (eg 00:19:449 (19449|3)) so the tapping speed stays at 1/2 all the time I actually had that before, but it didn't play as nicely, so I ended up removing them.
01:19:149 (79149|3) - move to col2 I could take out all the triple 1/2s but I feel like this flows better with this here, and plus, the rest of the map has places just as tough as this one
01:28:749 (88749|1,88899|2) - ctrl+h (try to avoid unnecessary jacks, not gonna mention them all) I wouldn't call them unnecessary, just a bit of a challenge :D
01:31:899 (91899|2,91974|3,92049|2,92124|3,92199|2) - no 1 handed trills, rearrange I think the OH trills are fine here, around 4 stars you start seeing things like this and it fits the map.
01:41:499 (101499|1,101574|0,101649|1,101724|0,101799|1) - ^
01:47:049 -> 01:56:649 - same as HD, also you can place notes next to 1/1 sliders again Doesn't play as well
02:10:374 (130374|0,130449|1,130524|0) - uuuh this is nasty, try to rearrange I would, however it seems like there's not a better way to do this, and I do want to represent the notes here. Unless there's a better suggestion I think they'll stay... for now
02:19:974 (139974|0,140049|1,140124|0) - ^
02:25:449 -> 02:33:849 - the stairs in this part make no sense to me ??? So then what should I do, have more OH trills? :P
...blablabla repeat bla not modding any further blabla...
SC
00:09:849 -> 00:19:449 - a bit hard for SC I think it's ok for a 5* diff
00:19:449 (19449|3) - again, you can place notes next to 1/1 sliders to keep the tapping speed unchanged I'll do what I did in AIRBORNE, then
00:43:449 -> 00:45:849 - also make use of 03 12 pattern in these parts I think how it is right now is fine, dealing with 3 types of patterns over 4 sections is tough to balance x.x
00:48:999 - again, you can reduce jacks (not going to point them all out) Even moreso in SC, this is a challenging diff and jacks deserve to be here.
01:07:974 (67974|1,68124|1) - move to col2 Meh, mindblocky OH trills are ok
01:07:749 (67749|1,67974|1,68124|1,68349|1,68649|2,68949|2,69174|2,69324|2,69549|2,69849|1,70149|1,70749|1,71049|2,71349|2) - ctrl+h (same for following part) I think having the trills start 0,1,0,1,0 then 0,2,0,2,0 is fine, and the second to last note is closer in pitch to the notes before than the note after, making it closer to the left than the right... if that makes sense.
01:21:249 - a bit hard to read
01:47:049 -> 01:56:649 - remove all single notes that cause doubles So what I did here was have the synth play on one column for 8 notes, and the LNs around that. Having doubles is just part of the pattern, and I think it is justifiable here. Also, going to change the first section like this to be closer to this one.
02:10:149 - hard to read, but I guess its unpreventable in here eheh yeah...
...bla...
AIRBORNE
Couldn't find much to change, it's already quite good aw, thanks
00:02:649 (2649|3) - remove fiine :o
00:05:049 (5049|2) - ^
00:07:449 (7449|1) - ^
00:56:799 - definitely not a PP farming map xD nope, not at all
02:14:649 -> 02:15:849 - you can involve sliders here Rather just keep it as hands, LNs are already commonplace here and it feels like it flows better
...


And that's it! I feel a little ashamed that you had to do so much more than me, so how about a GD? let me know what you think
Ooh, that was fun. Hey, and don't worry about the workload, I wouldn't mod if I didn't enjoy it :P

Thanks for the super mod! I think I'll pass on the GD for this map, seeing as it's this far already - maybe in a future mapset I'll hit you up? :)
posted
Well this is one hella nice song. Funny thing is I just finished modding another F-777 map. Anyways, I tend to focus in modding the lower difficulties, so I most likely won't get to SC or AIRBORNE as they're out of my modding comfort zone and I'm too lazy to do a full mod *am shameless kds farmer*

Also, yay! Another American mapper o/

Column 1|2|3|4

*plop*
[General]
  1. You're most likely going to need a difficulty between SC and AIRBORNE because the difficulty gap is too high. Take for example this map https://osu.ppy.sh/b/624725 which was asked to make a 5* difficulty between the 4* and 6* one due to a large difficulty gap. The same will probably apply here. Might wanna hit up Exceed for that GD he offered you.
  2. For SC, I'd suggest using a slightly lower OD, maybe ~8.7 due to note:LN ratio. I feel like 9 is just for maps with only ~100 LNs or so and rest is rice.
  3. Dear god, not OD 10 for AIRBORNE XD Anyways, similar to what I said above, you only see OD 10 used for maps with no LNs, and even then it's very rare. Take https://osu.ppy.sh/b/579709 for example. No LNs, still uses OD 9. https://osu.ppy.sh/b/1001677 too, 0 LNs, used OD 8.5 (though it's a bit easier). I'd recommend using OD 9.5 at the highest, more recommendable ~9.2 though.


[NM]00:20:499 (20499|0) and 00:25:299 (25299|0) - I'd consider making notes like these 1/2 LNs because they're still part of the synth like 00:21:699 (21699|2,22899|3) so it helps to transition into the 1/2 short notes in the beginning of the next measure I guess?
00:48:249 (48249|0) - Why not consider turning one of these notes into a 1/1 LN due to the strong synth on the downbeat of measures like this and 01:00:249 - 01:05:049
01:06:249 (66249|0) - It'd feel a little more natural to end this at 01:06:549 which is when the bass synth stops playing and all you can hear are the fast 1/4 beeps for the LNs.
01:11:649 (71649|2) - It also feels a bit more natural to start this at 01:11:574 which encompasses the glissando into 01:11:649
01:26:199 (86199|0,86349|1) - Try control J here so that these two notes will be the opposite of 01:25:749 (85749|2,85899|3) similar to what you did at 01:26:949
01:33:699 (93699|0) - Make this an LN like I said before just because it's part of the synths that you mapped with LNs.
01:36:249 - Add an LN here and end at 01:37:149 so it's similar to the LNs like 01:30:099 (90099|2,91299|3) because it feels strange if you leave out the LN here since the player is accustomed to that kind of structure in this section by now.
02:06:249 (126249|0,126549|0) - I'd try avoiding jacks now because imo, they don't look at nice unless the pitch is the same (pr), and they come as a surprise because most players at this level aren't used to seeing or playing jacks like this. Consider moving 02:06:549 (126549|0) to 4 then.
02:26:649 (146649|0) and 02:29:049 (149049|1) - and etc. Anyways, I'd consider making these LNs into short notes because then the LNs like 02:27:849 (147849|1) are much more accented due to the lack of LNs in the section.
04:23:049 (263049|3) - Since this is the same pitch as 04:22:749 (262749|2) , consider moving this to 2 to follow pitch relevancy
04:23:949 (263949|2,264249|0) - ^^
04:25:449 (265449|2,265449|1) - I'd suggest making this a {14} double instead since it avoids a jack with 04:25:149 (265149|1) and has a bit more of a final feel to it imo (kind of like you're encompassing all the notes in the song with that final chord).

[HD]00:31:449 (31449|0) - Remove this note. It belongs to the background synth and not the melody one like at 00:31:599 (31599|1,31749|2,31899|3) . To add to that, you didn't map the same sound at 00:32:049 which will be confusing because players won't know what instrument they should be listening out for and playing to.
00:52:374 (52374|1,52524|1) - I highly suggest moving these notes so that they're not jacked because the rhythm here is tricky since it's rare to play 2 notes 1/2 beat apart on a 1/4 tick. It'll be easier to read if they're in separate columns.
00:53:274 (53274|1) - I'd consider making the 1/4 LNs like this short notes in this difficulty because players at this level aren't the best at figuring out which LNs to treat as short notes and which ones they should hold down, and it's also very fast due to the BPM, which makes it even more difficult to read.
01:11:499 (71499|3) - This is a ghost note because the synth doesn't roll into 01:11:649 , it's more of a very short glissando that starts at 01:11:574 instead. Like the notes at 00:52:374 (52374|1,52524|1)
02:06:099 - Consider adding a note here for the kick because you mapped to the synths and drums in this measure. If accepted, you could probably have the note at 2 and move 02:06:249 (126249|1) to 4.
03:42:249 - I didn't mention it the last time these appeared, but I think that the 5 note bursts like 03:42:399 (222399|0,222474|1,222549|2,222624|3,222699|2) might be too difficult for this BPM and difficulty. I would stick to 3 note bursts instead, so like removing 03:42:624 (222624|3,222699|2) or 03:43:824 (223824|1,223899|2) to reduce the bursts to 3 notes long. It still makes sense for the music, and is slightly easier for players at this level who aren't used to 200 bpm streams.
What I noticed about this difficulty is that it feels like an in between of HD and MX, since it utilizes some patterns mainly seen in MX (1/4 LNs, broken burst streams at high bpm, but light LN usage during calmer parts without a 1/1 beat to back it up, etc). Another thing is the kick-snare chord layering. Since kicks are normally weaker sounding than snares, they're layered with less notes, but in this difficulty, you treat them the same, which would be fine in MX, but in HD, I'm highly recommend differentiating between kick and snare. Example being 04:00:249 (240249|3,240249|1) which is a kick but uses two notes, and 04:00:549 (240549|2,240549|0) which is a snare that is louder than the previous sound, but utilizes the same amount of notes as the previous kick.

[MX]00:29:049 - The chords here become a little confusing to read due to the fast 1/2 jacks like 00:29:349 (29349|2,29499|2) or 00:29:949 (29949|2,30099|2) . My suggestion is instead of using double stairs like at 00:30:399 , you just use a mini chord trill like so or at 00:31:449
00:45:849 - This trill is kind of difficult to execute properly, due to both the bpm of this song and the fact that the trills are split into 2's, when most people would count in 4's. My suggestion is to change this to a stair pattern or roll like so or
00:48:999 - You know the chord layering I mentioned in HD? I would highly suggest lowering it for this difficult to 1 note = kick, 2 notes = snare because you're just now introducing a higher chord layer when that should have been done in a lower difficulty without the 1/4 bursts around the notes to help players ease into this difficulty. <- makes no sense, wtf am I writing. What I mean is in this diff, you should use singles = kick, doubles = snare so that it's easier to read the bursts surrounding the notes. Then, you can introduce the 1/4 bursts with doubles and triples.
01:07:899 (67899|0,68049|0) - I understand that the reason why you have these anchors is for the synth in the background, but the anchors make this section far too difficult to read the bursts properly. I highly recommend you forego the pitch relevancy here and instead move this to another column like 2 to relieve some of the stress on the left middle finger.
01:27:849 - Where did the bursts go? This section of the music is the exact same as 00:48:249 except instead of the 1/4 synths, it's replaced by 1/4 hihats or shakers (whatever instrument that is). It feels strange since the intensity of the music at 01:27:849 feels about equal to the one at 00:48:249 .
01:31:899 (91899|2,91974|3,92049|2,92124|3) - Going off the above, remove these notes if you aren't going to map the rest of the 1/4 bursts in this section.
01:41:499 (101499|1,101574|0,101649|1,101724|0) - Gaben, stahp
02:25:449 - Consistency, if you're going to map the 1/4 shakers here, you should map them in the last section I mentioned, otherwise the player won't be expecting the bursts since they'll have concluded you ignore those sounds in this difficulty.
Basically, everything past here is just a copy paste of the beginning, so whatever I said here applies there too.


One thing I notice about this map is that it's repetitive in that it reuses the same set of notes in the same columns over and over, which isn't a bad thing, except it looks like you copy pasted parts from the beginning into the end without switching up the note distribution which leads to some boring and repetitive game play. Consider switching some of the note placements around.
posted

Protastic101 wrote:

Well this is one hella nice song. Funny thing is I just finished modding another F-777 map.
Yeah, mine, and that's no coincidence :P curiossity and I picked songs from the same album (F-777 - Ludicrous Speed) and our mapsets are quite similar too (eg mapping style, diff names, general dtructure ect) which is why we decided to do a full-M4M :P so yeah, F-777 hype train is still boarding,come and join the madness :D
posted

Protastic101 wrote:

Well this is one hella nice song. Funny thing is I just finished modding another F-777 map. Anyways, I tend to focus in modding the lower difficulties, so I most likely won't get to SC or AIRBORNE as they're out of my modding comfort zone and I'm too lazy to do a full mod *am shameless kds farmer*

Also, yay! Another American mapper o/ \o

Column 1|2|3|4

*plop*
[General]
  1. You're most likely going to need a difficulty between SC and AIRBORNE because the difficulty gap is too high. Take for example this map https://osu.ppy.sh/b/624725 which was asked to make a 5* difficulty between the 4* and 6* one due to a large difficulty gap. The same will probably apply here. Might wanna hit up Exceed for that GD he offered you. https://osu.ppy.sh/b/421066&m=3 Whereas Aiae has a 2*+ difference between SHD and SC. But, my map isn't even close to that; SC is a 4.97* and AIRBORNE is 6.21*, making them only 1.2-ish stars apart. SC is essentially a 5* map, and because of that I think it should be fine.
  2. For SC, I'd suggest using a slightly lower OD, maybe ~8.7 due to note:LN ratio. I feel like 9 is just for maps with only ~100 LNs or so and rest is rice. Yeah, that's fair. Noted.
  3. Dear god, not OD 10 for AIRBORNE XD Anyways, similar to what I said above, you only see OD 10 used for maps with no LNs, and even then it's very rare. Take https://osu.ppy.sh/b/579709 for example. No LNs, still uses OD 9. https://osu.ppy.sh/b/1001677 too, 0 LNs, used OD 8.5 (though it's a bit easier). I'd recommend using OD 9.5 at the highest, more recommendable ~9.2 though. ehehe yeah, good idea. OD 10 might be a bit too much. I'll tone it down, then.


[NM]00:20:499 (20499|0) and 00:25:299 (25299|0) - I'd consider making notes like these 1/2 LNs because they're still part of the synth like 00:21:699 (21699|2,22899|3) so it helps to transition into the 1/2 short notes in the beginning of the next measure I guess? Makes sense, but I made them 1/1 LNs instead, just for consistency with the previous two siders
00:48:249 (48249|0) - Why not consider turning one of these notes into a 1/1 LN due to the strong synth on the downbeat of measures like this and 01:00:249 - 01:05:049 That's a good idea, fixed
01:06:249 (66249|0) - It'd feel a little more natural to end this at 01:06:549 which is when the bass synth stops playing and all you can hear are the fast 1/4 beeps for the LNs. I think leaving it how it is might be better, since the player doesn't need to worry about letting it go at the right point, they just hold until they press a different note. Also, the beeping that starts where you indicated isn't a clean stop, as it kind of extends the bass synth.
01:11:649 (71649|2) - It also feels a bit more natural to start this at 01:11:574 which encompasses the glissando into 01:11:649 Alright, sounds good.
01:26:199 (86199|0,86349|1) - Try control J here so that these two notes will be the opposite of 01:25:749 (85749|2,85899|3) similar to what you did at 01:26:949 Ok, but instead I'm going to switch the ones at 01:25:749 (85749|3,85899|2) - just because then I avoid a jack at 01:26:349 (86349|1,86649|0)
01:33:699 (93699|0) - Make this an LN like I said before just because it's part of the synths that you mapped with LNs. K
01:36:249 - Add an LN here and end at 01:37:149 so it's similar to the LNs like 01:30:099 (90099|2,91299|3) because it feels strange if you leave out the LN here since the player is accustomed to that kind of structure in this section by now. I would, but I feel like it's more important to emphasize the drums here, and doing both isn't the best idea for NM... so for now, I'm keeping it how it is
02:06:249 (126249|0,126549|0) - I'd try avoiding jacks now because imo, they don't look at nice unless the pitch is the same (pr), and they come as a surprise because most players at this level aren't used to seeing or playing jacks like this. Consider moving 02:06:549 (126549|0) to 4 then. Alright, that's fair. I'll change it
02:26:649 (146649|0) and 02:29:049 (149049|1) - and etc. Anyways, I'd consider making these LNs into short notes because then the LNs like 02:27:849 (147849|1) are much more accented due to the lack of LNs in the section. I can hear what you're talking about, sounds good.
04:23:049 (263049|3) - Since this is the same pitch as 04:22:749 (262749|2) , consider moving this to 2 to follow pitch relevancy okey
04:23:949 (263949|2,264249|0) - ^^
04:25:449 (265449|2,265449|1) - I'd suggest making this a {14} double instead since it avoids a jack with 04:25:149 (265149|1) and has a bit more of a final feel to it imo (kind of like you're encompassing all the notes in the song with that final chord). I like that alot, changed

[HD]00:31:449 (31449|0) - Remove this note. It belongs to the background synth and not the melody one like at 00:31:599 (31599|1,31749|2,31899|3) . To add to that, you didn't map the same sound at 00:32:049 which will be confusing because players won't know what instrument they should be listening out for and playing to. The thing about this note is, I can definitely hear a note here which is part of the notes 00:31:599 (31599|1,31749|2,31899|3) - It sounds like a 1-2-3-4 pattern, not just 3. So mapping this note makes sense to me, while mapping a note 00:32:049 doesn't because it's the synth, like you said.
00:52:374 (52374|1,52524|1) - I highly suggest moving these notes so that they're not jacked because the rhythm here is tricky since it's rare to play 2 notes 1/2 beat apart on a 1/4 tick. It'll be easier to read if they're in separate columns. Okiedoke
00:53:274 (53274|1) - I'd consider making the 1/4 LNs like this short notes in this difficulty because players at this level aren't the best at figuring out which LNs to treat as short notes and which ones they should hold down, and it's also very fast due to the BPM, which makes it even more difficult to read.
01:11:499 (71499|3) - This is a ghost note because the synth doesn't roll into 01:11:649 , it's more of a very short glissando that starts at 01:11:574 instead. Like the notes at 00:52:374 (52374|1,52524|1) I understand your point. Having the 1/4 LNs was a mistake in the first place, so good call.
02:06:099 - Consider adding a note here for the kick because you mapped to the synths and drums in this measure. If accepted, you could probably have the note at 2 and move 02:06:249 (126249|1) to 4. Hmmm, ok, I guess that works. I'd be worried about the 1/2 reverse shield on the LN beforehand, but I don't think it's that big of a deal. Changed
03:42:249 - I didn't mention it the last time these appeared, but I think that the 5 note bursts like 03:42:399 (222399|0,222474|1,222549|2,222624|3,222699|2) might be too difficult for this BPM and difficulty. I would stick to 3 note bursts instead, so like removing 03:42:624 (222624|3,222699|2) or 03:43:824 (223824|1,223899|2) to reduce the bursts to 3 notes long. It still makes sense for the music, and is slightly easier for players at this level who aren't used to 200 bpm streams. I feel like having it only be 3 notes long doesn't quite make sense for the music, because you stop playing a certain instrument but it continues to play in the background. I understand what you mean, though. So I think I'll end up making the bust more 'rolly', instead of having the 3,4,3 at 03:42:549 (222549|2,222624|3,222699|2) - I'll make it 3,4,1. That's just an example, I'll go through the rest of the bursty part and fix those up. But, having only 3 in a row might be a bit too little.

What I noticed about this difficulty is that it feels like an in between of HD and MX, since it utilizes some patterns mainly seen in MX (1/4 LNs, broken burst streams at high bpm, but light LN usage during calmer parts without a 1/1 beat to back it up, etc). Another thing is the kick-snare chord layering. Since kicks are normally weaker sounding than snares, they're layered with less notes, but in this difficulty, you treat them the same, which would be fine in MX, but in HD, I'm highly recommend differentiating between kick and snare. Example being 04:00:249 (240249|3,240249|1) which is a kick but uses two notes, and 04:00:549 (240549|2,240549|0) which is a snare that is louder than the previous sound, but utilizes the same amount of notes as the previous kick. My only issue with this is being able to differentiate between the simple synth/soft hats in the background, and the kicks and snares in the foreground. I'd rather not use hands to signify the kick&snare, but having the normal kick be the same as a soft hat feels cheap. So, I think for now how it is is fine, as the kicks are closer to the kick/snare than the soft hats, but if this issue does come up again in the future I might revise my ideas. Good input nonetheless, thanks.

[MX]00:29:049 - The chords here become a little confusing to read due to the fast 1/2 jacks like 00:29:349 (29349|2,29499|2) or 00:29:949 (29949|2,30099|2) . My suggestion is instead of using double stairs like at 00:30:399 , you just use a mini chord trill like so or at 00:31:449 I like the idea of these mini jump trills, it makes it easier to play/read and also differentiates this diff from SC. Thanks!
00:45:849 - This trill is kind of difficult to execute properly, due to both the bpm of this song and the fact that the trills are split into 2's, when most people would count in 4's. My suggestion is to change this to a stair pattern or roll like so or I understand the thought behind this, but having it as stairs would push it further towards HD which isn't where I want it to be - it should be its own diff, and I think the trills right now help it do so. Maybe I'll break them up into two trills each part, but stairs are probably out of the question
00:48:999 - You know the chord layering I mentioned in HD? I would highly suggest lowering it for this difficult to 1 note = kick, 2 notes = snare because you're just now introducing a higher chord layer when that should have been done in a lower difficulty without the 1/4 bursts around the notes to help players ease into this difficulty. <- makes no sense, wtf am I writing. What I mean is in this diff, you should use singles = kick, doubles = snare so that it's easier to read the bursts surrounding the notes. Then, you can introduce the 1/4 bursts with doubles and triples. It's a good point, but like I said in HD, if the kick becomes only one note then it just becomes part of the burst around it. So, having both kicks and kick/snares stand out from the bursty part, I think, adds more structure to the song.
01:07:899 (67899|0,68049|0) - I understand that the reason why you have these anchors is for the synth in the background, but the anchors make this section far too difficult to read the bursts properly. I highly recommend you forego the pitch relevancy here and instead move this to another column like 2 to relieve some of the stress on the left middle finger. Y'know, that's a great idea. It helps a ton with readability, thanks!
01:27:849 - Where did the bursts go? This section of the music is the exact same as 00:48:249 except instead of the 1/4 synths, it's replaced by 1/4 hihats or shakers (whatever instrument that is). It feels strange since the intensity of the music at 01:27:849 feels about equal to the one at 00:48:249 . So, back in a previous mod I ended up removing those burst patterns, and keeping only the ones you mention below. This was because the synth now goes back to the melody, and the hihats in the background are fairly difficult to hear here; whereas before, the synth that caused the bursts was very up front and evident.
01:31:899 (91899|2,91974|3,92049|2,92124|3) - Going off the above, remove these notes if you aren't going to map the rest of the 1/4 bursts in this section. These notes, however, have a stronger beat than the hihats in the rest of the section, and so I think they should be mapped. Trust me, I'd like to have the burst go for the whole time, but that's what SC and AIRBORNE are for. In MX it should just be for a short while, I think.
01:41:499 (101499|1,101574|0,101649|1,101724|0) - Gaben, stahp Gaben? :v
02:25:449 - Consistency, if you're going to map the 1/4 shakers here, you should map them in the last section I mentioned, otherwise the player won't be expecting the bursts since they'll have concluded you ignore those sounds in this difficulty. Well, now it's about relativity, since here the hihats are much easier to hear with the music much quieter, whereas before they were too quiet in the overall noise of the song. I could change this later, if it becomes an issue, but for now I think it's best how it is.
Basically, everything past here is just a copy paste of the beginning, so whatever I said here applies there too. Okey


One thing I notice about this map is that it's repetitive in that it reuses the same set of notes in the same columns over and over, which isn't a bad thing, except it looks like you copy pasted parts from the beginning into the end without switching up the note distribution which leads to some boring and repetitive game play. Consider switching some of the note placements around.
Hey, thanks for the mod! I think a lot of your points were useful, and really helped to flesh out these diffs. I'll probably go thorough and fix up some things regarding the patterning being similar over the entire map, make some patterns different than others.

And don't worry about mapping these three diffs only, any help I can get is greatly appreciated. :)
posted
SC
Particulars:

00:19:149 (19149|2,19199|3,19249|2,19299|1,19349|0,19399|1) -
02:44:349 (164349|1,164399|0,164449|3,164499|2,164549|0,164599|1) -
Increase the difficulty

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03:03:099 (183099|3,183099|2,183399|3,183399|2) -
Add a note in the middle

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At the same time add a note

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Ctrl+H

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Move right one line

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01:36:249 (96249|2,96249|3,96399|0,96399|3,96399|2,96549|0,96549|1,96699|3,96699|0,96699|1,96849|2,96849|3,96999|0,96999|3,96999|2,97149|0,97149|1,97299|3,97299|0,97299|1) -
01:45:849 (105849|3,105849|2,105999|3,105999|2,105999|0,106149|0,106149|1,106299|3,106299|0,106299|1,106449|3,106449|2,106599|3,106599|2,106599|0,106749|0,106749|1,106899|3,106899|0,106899|1) -
02:10:599 (130599|2,130674|2) -
02:14:649 (134649|0,134649|1,134799|0,134799|1,134799|3,134949|2,134949|3,135099|0,135099|3,135099|2,135249|1,135249|0,135399|0,135399|1,135399|3,135549|3,135549|2,135699|0,135699|3,135699|2) -
02:24:249 (144249|0,144249|1,144399|0,144399|1,144399|3,144549|2,144549|3,144699|0,144699|3,144699|2,144849|1,144849|0,144999|0,144999|1,144999|3,145149|3,145149|2,145299|0,145299|3,145299|2) -
02:29:049 (149049|0,149049|1,149199|1,149349|3,149349|2,149349|0,149499|0,149574|3,149574|2,149649|1,149724|3,149724|2,149799|1,149799|0,149949|3,149949|0,149949|1,150099|2,150174|1) -
02:33:849 (153849|2,153849|3,153999|2,154149|0,154149|1,154299|3,154299|1,154299|0,154449|3,154449|2,154599|3,154599|2,154599|0,154749|0,154749|1,154899|3,154899|0,154899|1) -
03:21:849 (201849|1,201999|2,202074|0,202149|2,202224|0,202299|2,202449|3,202524|1,202599|3,202637|0,202749|1,202899|2) -
03:31:449 (211449|3,211449|2,211599|1,211674|3,211749|0,211749|2,211749|1,211824|3,211899|1,211974|3,211974|2,212049|0,212124|3,212124|2,212199|1,212199|0,212237|3,212349|1,212349|0,212349|2,212499|2) -
03:36:774 (216774|1,216849|2) -
03:41:049 (221049|1,221049|2,221199|2,221199|3,221274|0,221349|2,221349|1,221424|0,221499|2,221499|3,221649|3,221649|0,221724|1,221799|3,221799|2,221837|0,221949|1,221949|2,222099|2,222099|3) -
04:01:449 (241449|2,241449|3,241599|3,241599|2,241599|0,241749|0,241749|1,241899|3,241899|1,241899|0,242049|2,242049|3,242199|3,242199|2,242199|0,242349|0,242349|1,242499|3,242499|1,242499|0) -
04:11:049 (251049|1,251049|3,251199|0,251199|1,251199|3,251349|0,251349|2,251499|0,251499|2,251499|3,251649|3,251649|1,251799|0,251799|1,251799|3,251949|0,251949|2,252099|0,252099|2,252099|3) -
Remake

01:31:899 (91899|0,91974|1,91974|3,92049|2,92124|3,92124|1,92199|2,92199|0) -
01:41:499 (101499|3,101574|2,101574|0,101649|1,101724|0,101724|2,101799|1,101799|3) -
03:57:099 (237099|3,237174|0,237174|2,237249|1,237324|0,237324|2,237399|1,237399|3) -
04:06:699 (246699|0,246774|3,246774|1,246849|2,246924|1,246924|3,246999|0,246999|2) -
Try this https://osu.ppy.sh/ss/6048763

02:06:549 (126549|0,126549|3,126549|2,126699|1,126699|2,126774|0,126849|3,126849|2,126924|0,126999|1,126999|2) -
02:07:749 (127749|2,127749|1,127749|3,127899|2,127899|1,127974|3,128049|1,128049|0,128124|3,128199|1,128199|2) -
02:08:949 (128949|0,128949|2,128949|3,129099|2,129099|1,129174|0,129249|1,129249|0,129324|2,129399|3,129399|1) -
02:10:149 (130149|0,130149|1,130149|3,130299|1,130299|2,130374|3,130374|0,130449|1,130524|3,130524|0) -
02:11:349 (131349|2,131349|0,131349|3,131499|2,131499|1,131574|3,131649|1,131649|0,131724|3,131799|1,131799|2) -
02:12:549 (132549|0,132549|3,132549|1,132699|0,132699|2,132774|1,132849|2,132849|3,132924|1,132999|2,132999|0) -
02:13:749 (133749|1,133749|2,133749|3,133899|0,133899|2,133974|3,134049|2,134049|1,134124|3,134199|0,134199|2) -
02:16:149 (136149|2,136149|3,136149|0,136299|1,136299|2,136374|0,136449|2,136449|3,136524|0,136599|1,136599|2) -
02:17:349 (137349|2,137349|1,137349|3,137499|2,137499|1,137574|3,137649|1,137649|0,137724|3,137799|1,137799|2) -
02:18:549 (138549|0,138549|2,138549|3,138699|2,138699|1,138774|0,138849|1,138849|0,138924|2,138999|3,138999|1) -
02:19:749 (139749|0,139749|3,139749|1,139899|1,139899|2,139974|3,139974|0,140049|1,140124|3,140124|0,140199|2) -
02:20:949 (140949|2,140949|0,140949|3,141099|2,141099|1,141174|3,141249|1,141249|0,141324|3,141399|1,141399|2) -
02:22:149 (142149|0,142149|3,142149|1,142299|0,142299|2,142374|1,142449|2,142449|3,142524|1,142599|2,142599|0) -
02:23:349 (143349|1,143349|3,143349|2,143499|2,143499|0,143574|3,143649|2,143649|1,143724|3,143799|0,143799|2) -
Before you structure too difficult https://osu.ppy.sh/ss/6048777

Major:

01:56:799 (116799|2,116799|0,116949|3,116949|1,117099|0,117099|2,117249|1,117249|3,117399|2,117399|1,117549|3,117549|0,117699|1,117699|2,117849|0,117849|3,117999|2,117999|0,118149|3,118149|2,118299|0,118299|1,118449|2,118449|3,118599|1,118599|0,118749|2,118749|1,118899|0,118899|3,119049|1,119049|2,119199|3,119199|0,119349|2,119349|1,119499|0,119499|2,119649|1,119649|3,119799|2,119799|1,119949|3,119949|0,120099|1,120099|3,120249|0,120249|2,120399|3,120399|0,120549|1,120549|2,120699|3,120699|1,120849|2,120849|0,120999|1,120999|3,121074|2,121149|1,121149|3,121299|0,121299|2,121449|3,121449|1,121599|2,121599|0,121749|3,121749|1,121899|0,121899|2,122049|1,122049|3,122199|2,122199|1,122349|3,122349|0,122499|1,122499|2,122649|0,122649|3,122799|2,122799|0,122949|3,122949|2,123099|0,123099|1,123249|2,123249|3,123399|1,123399|0,123549|2,123549|1,123699|0,123699|2,123849|1,123849|3,123999|0,123999|2,124149|3,124149|1,124299|1,124299|3,124449|0,124449|2,124599|1,124749|2,124749|3,124899|0,124899|1,125049|3,125049|2,125199|1,125199|3,125199|2,125349|1,125349|0,125499|2,125499|1,125499|0,125649|3,125649|2,125799|1,125799|3,125799|2,125949|0,125949|1,126099|2,126099|1,126099|0) -
01:17:049 (77049|2,77049|3,77199|1,77274|0,77349|1,77349|2,77349|3,77424|0,77499|1,77649|3,77724|2,77799|1,77799|3,77949|0,77949|1,77949|3,78099|3,78174|2,78249|0,78249|1,78399|2,78474|3,78549|2,78549|0,78549|1,78624|3,78699|2,78849|1,78924|0,78999|2,78999|3,79149|2,79149|3,79149|0,79299|1,79374|2,79449|3,79449|0,79599|1,79674|0,79749|2,79749|3,79749|1,79824|0,79899|1,80049|3,80124|1,80199|3,80199|2,80349|0,80349|3,80349|2,80499|2,80574|1,80649|0,80649|2,80799|1,80874|3,80949|0,80949|1,80949|2,81024|3,81099|2,81174|0,81174|1,81249|3,81249|2,81324|1,81399|3,81399|0,81549|0,81549|1,81549|2,81699|1,81699|2,81774|3,81849|2,81849|0,81999|1,82074|0,82149|2,82149|3,82149|1,82224|0,82299|1,82449|2,82524|3,82599|1,82599|2,82749|1,82749|2,82749|3,82899|0,82974|1,83049|2,83049|3,83199|2,83274|3,83349|0,83349|1,83349|2,83424|3,83499|2,83649|3,83724|1,83799|3,83799|2,83949|0,83949|3,83949|2,84099|2,84174|1,84249|2,84249|0,84399|1,84474|0,84549|1,84549|2,84549|3,84624|0,84699|1,84849|3,84924|2,84999|0,84999|1,85149|3,85149|1,85149|0,85299|1,85374|2) -
03:42:249 (222249|1,222249|0,222399|2,222474|3,222549|0,222549|1,222549|2,222624|3,222699|2,222849|0,222924|1,222999|0,222999|2,223149|0,223149|2,223149|3,223299|0,223374|1,223449|2,223449|3,223599|1,223674|0,223749|2,223749|3,223749|1,223824|0,223899|1,224049|2,224124|3,224199|0,224199|1,224349|3,224349|0,224349|1,224499|2,224574|1,224649|3,224649|2,224799|3,224874|1,224949|0,224949|3,224949|2,225024|1,225099|3,225249|0,225324|2,225399|1,225399|0,225549|0,225549|3,225549|1,225699|1,225774|2,225849|1,225849|3,225999|3,226074|0,226149|2,226149|3,226149|1,226224|0,226299|1,226374|2,226374|3,226449|1,226449|0,226524|2,226599|3,226599|0,226749|1,226749|2,226749|3,226899|1,226899|2,226974|0,227049|3,227049|1,227199|2,227274|3,227349|1,227349|2,227349|0,227424|3,227499|2,227649|1,227724|0,227799|2,227799|1,227949|0,227949|1,227949|2,228099|3,228174|2,228249|0,228249|1,228399|1,228474|0,228549|1,228549|2,228549|3,228624|0,228699|1,228849|0,228924|2,228999|1,228999|0,229149|0,229149|3,229149|1,229299|1,229374|2,229449|3,229449|1,229599|2,229674|3,229749|0,229749|1,229749|2,229824|3,229899|2,230049|0,230124|1,230199|2,230199|0,230349|3,230349|2,230349|0,230499|2,230574|1) -
Remake

Extra:
Hitsound not enough, you're just a few positions beatmap adds Hitsound
If you use a copy, please Changing the track, make your beatmap more playable
MX
00:45:849 (45849|2,45924|1,45999|2,46074|1,46149|3,46224|0,46299|3,46374|0,46449|2,46524|1,46599|2,46674|1,46749|3,46824|0,46899|3,46974|0,47049|3,47124|1,47199|3,47274|1,47349|2,47424|0,47499|2,47574|0,47649|3,47724|1,47799|3,47874|1,47949|2,48024|0,48099|2,48174|0) -
03:11:049 (191049|3,191124|0,191199|3,191274|0,191349|2,191424|1,191499|2,191574|1,191649|3,191724|0,191799|3,191874|0,191949|2,192024|1,192099|2,192174|1,192249|3,192324|2,192399|3,192474|2,192549|0,192624|1,192699|0,192774|1,192849|3,192924|2,192999|3,193074|2,193149|0,193224|1,193299|0,193374|1) -
I suggest you use the stairs here
Extra
I detailed mod only one difficulty, I found that I do not like it

Your beatmap use too much copy, make these mistakes multiples growth, I saw these three hardest difficulty and found that they are made of a basic model laid
I want to tell you: The difficulty of a beatmap want to increase or decrease, not directly increase or decrease based on the note in the original, but to re-design of a pavement style
This can make every difficulty you have beatmap playability, that you design only: After playing the hardest difficulty, in front of almost can know what style

And you use too long even play a single finger, I'm not saying this formation was difficult to play, but it just does not make sense to destroy your finger
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