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Omoi - Snow Drive(01.23)

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SnowNiNo_
obviously i win XD
*me runs
Shad0w1and
...
Feb
if raikozens diff stays the way it is, you will have a horrible spread, with the gders listed.
Vivyanne
the race of ranking highest starrating map is on

literally
burstlimit2
How are you planning to ranks this? It is overmapped as hell
Like seriously, for example 03:26:811 and until the end are just a bunch of notes placed randomly cross the screen lol
Nickoloui
Have a star ~
Alyseka
Just a few passing comments for top diff. If useless don't kds.

Firstly, AR 9.8? Why not just 10? If anything, it would help readability.

00:39:735 (8,1,2) - That's a rather sharp turn. I don't think the music calls for it either. A smaller curve, like the ones before this one, would fit better.

01:31:766 (1,2,3,4) - These notes shouldn't be here. The stream starts at 01:32:034 (5) -

And now the spacing.

On the first chorus it isn't awful, but on the second and the last it starts to get a bit hectic. You could argue that the music calls for the spacing but idk. I would get A LOT more opinions on the final few sections by top players. The spacing will most likely need to be toned down quite a bit, because as much as cross-screen jumps are fun , they are terrible for playability.

Also, why no sliders from 03:56:409 (1) - onwards? If you want to make one last final jump section, make it the last 8 notes or something.

Enough rambling from a player who can't play the map, gl with mapset.
SadBoi42
Arieeru called, he wanted his map back... pls at least use own ideas -.-
WORSTPOLACKEU

[Haruka-Chan] wrote:

Arieeru called, he wanted his map back... pls at least use own ideas -.-
What the fuck do you even mean
jeanbernard8865

WORSTPOLACKEU wrote:

[Haruka-Chan] wrote:

Arieeru called, he wanted his map back... pls at least use own ideas -.-
What the fuck do you even mean
Probably saw the beginning and nothing else, or can't make the difference between taking inspiration from rhythm and straight out copy-pasting patterns ( which isn't even a bad thing to begin with as long as it's done reasonably, and Kroytz was more than reasonable in taking ideas from arieeru ). Also obviously wasn't there during the 8+ hours stream he spent making the map.
Anxient
god save us all

im not touching the other diffs. i have ptsd now

Everlasting Memories
00:03:408 (1) - why NC fam
00:25:358 (1,3) - blanket lol
00:27:233 (1,2) - i seriously thing ctrl+g this would play better, since you already had this sort of 00:26:429 (1,2,1,2,1,2) - flow. 00:27:500 (1) - also helps with flow break on here?
00:43:572 (1) - 00:43:706 - :C dont ignore this
00:45:715 (1) - this one as well. maybe do dis? http://puu.sh/rkYEE/304a07a488.jpg
00:49:331 (4,5) - ctrl g. coz 00:49:465 - part of the song is more emphasized (drum kick), so i think a more contrast(I CANT ENGLISH) jump is more appropriate
01:00:447 (1) - why NC tho
01:01:384 (5) - NC? coz new section? also to indicate sudden slowdown
01:12:768 (3,5,6,7,8) - youre not gonna antijump this? ;p
01:18:393 (3,4,5,6) - http://puu.sh/rkYNY/c9b7de6e94.jpg imo this is more memorable coz it looks neater and seems super fast.
01:23:215 (1,2,1,2,1,2,1,2) - surprised you didnt go for skystar jumps (ladder jumps, see kneesocks)
01:35:000 (1) - here comes that bad idea oshit wadddup http://puu.sh/rkZ1O/c30cb7a671.jpg
01:35:804 (1) - i suggest ctrl g coz imo it plays alot better (more circle flow). also improves impact for the next note. i hope you understand what i mean
01:37:545 (2,3,4,5,6) - try to make this more similar to the star of david. by that i mean make it more neater .
https://upload.wikimedia.org/wikipedia/commons/thumb/4/49/Star_of_David.svg/2000px-Star_of_David.svg.png
01:44:643 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6) - stab me with a spoon but some jumps here seem placed at random. or just plain messy, or i dont know how jumps are placed anymore.
01:59:643 (1) - ctrl g? seems to play better imo. to fix the spacing problem, 01:59:911 (2) - try placing (2) http://puu.sh/rkZpt/f68eccfa8e.jpg
02:09:822 (5,6,7,8) - if this is gonna stay as an antijump, i hope you fixed the problem i mentioned earlier in this mod. of course, making this a back and forth is also an option.
02:25:358 (1) - i suggest scaling this down to a 1/2 coz 02:25:491 - theres a beat here that you ignored :c
02:31:786 (1,2,3,4,5,6,7,8,9,10,11,12) - see if NCing 02:32:054 (4,7,10) - helps with visuals? http://puu.sh/rkZxK/bf78a5770b.jpg
02:33:393 (9) - surprised you didnt NC this
02:33:929 (1,1) - fIX STACKK
02:43:572 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6) - prETTY
02:56:161 (5,6) - i think making a jump instead of 1/4 sliders would be better since the 1/4s in here arent that hearable (to me). maybe something like this? http://puu.sh/rkZEK/a71786f099.jpg
03:47:121 - wow you play screenjumps but not this poor beat? ;c just put them on top itll be fiiinehttp://puu.sh/rkZJe/d4757eef56.jpg
03:55:358 (1,2,3,4,5,6,7,8,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,5,6,7,8) - crescendo says hi
04:00:715 (1) - make this note more notable pls lol. make it louder?

ekS DEE
phaZ

AyanokoRin wrote:

Probably saw the beginning and nothing else, or can't make the difference between taking inspiration from rhythm and straight out copy-pasting patterns ( which isn't even a bad thing to begin with as long as it's done reasonably, and Kroytz was more than reasonable in taking ideas from arieeru ). Also obviously wasn't there during the 8+ hours stream he spent making the map.
nah, the beginning is hilariously similiar, it really feels like its been stolen. if arieeru doesnt like it, it'd recommend to change it tbh.
Zyl
Try again bud!

Ok...
This have TOO MUCH unrankable things considering that have too much diffs.

Let's point out some things (Everlasting one):
1- Your "Crazy jumps", some of them touch the HP bar and taking in mind that they doesn't have emphasis at all!, if you try to make a 8* diff at least do it good!.
2- Slider velocities?, Seriously? on a 0.50x of velocity and taking in mind that we are talink about ¡¡2,30!! of permanent SV and 240 of BPM.
3- 9.8 of AR...
4- Do you want that players touch your Unrankable jumps with 4,3 of CS?.
5- You doesn't Testplayed your map because LOTS of objects of the mapset touche the HP bar.
6- THERE'S NO EMPHASIS!, you putted all like random and it doesn't feel like to take some time on it, mapping takes time dude!.
7- Some things doesn't read good at all like 0.50x sliders, what you was thinking when you do that kind of patterns.
8- ALL it's like a Copy+Paste from the Arieeru map, men be original, if you are going to take ideas don't take all the diff.
9- Random jumps just for increase the difficulty of the diff, men this is really horrible, try to ask to an Experienced pleayer if you can't test it ¬¬.
10- All screen jumps (Jumpscares Ba dum pss) that doesn't go with the song.
11- The point of make a diff harder is make it passable and not D-ble (D-ble: Mostly of the players obtain D)
12- Random triplets.
13- You add a break when isn't necessary (01:53:215 (1) - ) but when you need to add it (02:16:116 (3) - ) you doesn't add it!.

I will pass of this, good night and i know that maybe you are gonna hate me but i don't care.
Topic Starter
Kroytz

Zyl wrote:

Try again bud!

Ok...
This have TOO MUCH unrankable things considering that have too much diffs.

Let's point out some things (Everlasting one):
1- Your "Crazy jumps", some of them touch the HP bar and taking in mind that they doesn't have emphasis at all!, if you try to make a 8* diff at least do it good!. This is why we have a modding process :33
2- Slider velocities?, Seriously? on a 0.50x of velocity and taking in mind that we are talink about ¡¡2,30!! of permanent SV and 240 of BPM. SV doesn't really matter too much.. 2.30 was intentional because idea to have long sliders. High sv generally equates to higher spacing. The two go hand in hand.
3- 9.8 of AR... could easily be 10 but I like 9.8
4- Do you want that players touch your Unrankable jumps with 4,3 of CS?. Most of my maps tend to be 4.2, 4.3 or 4.5 lol x3
5- You doesn't Testplayed your map because LOTS of objects of the mapset touche the HP bar. There is nothing wrong about this lol. Especially for a challenger diff, you can really expect the corners to get hit.
6- THERE'S NO EMPHASIS!, you putted all like random and it doesn't feel like to take some time on it, mapping takes time dude!. Maybe point them out?
7- Some things doesn't read good at all like 0.50x sliders, what you was thinking when you do that kind of patterns. ?
8- ALL it's like a Copy+Paste from the Arieeru map, men be original, if you are going to take ideas don't take all the diff. Some stuff is inspired but a good majority of this map is mine -.-
9- Random jumps just for increase the difficulty of the diff, men this is really horrible, try to ask to an Experienced pleayer if you can't test it ¬¬. I have already! It's passable for sure lol. Remember what kind of difficulty this is and what its intended audience is! Don't call them random when they are jump patterns to follow vocals. As for the kiai they are placed to provide flow with a few patterns mended in. The structural layout and idea for this diff is for 1/2 circles. There are easier diffs if this diff isn't for you~
10- All screen jumps (Jumpscares Ba dum pss) that doesn't go with the song. see above~
11- The point of make a diff harder is make it passable and not D-ble (D-ble: Mostly of the players obtain D) Most players who I've asked for this get around C and B. This is an 8.4* diff you seriously can't expect it to be easily passable/FC'able with high acc. Take into consideration of the spread as a whole before judging a single difficulty. As you climb through the diffs you'll find this diff isn't very exaggerated but singling this diff out is a bit unfair to the easier diffs.
12- Random triplets. a (1/2) ri (1/2) ga (1/2) tou-- (triplets) because she holds it. Former triplets are actually in the song however.
13- You add a break when isn't necessary (01:53:215 (1) - ) but when you need to add it (02:16:116 (3) - ) you doesn't add it!. Well, that depends on how you interpret the song! Look at many of the GD's they do the same xD

I will pass of this, good night and i know that maybe you are gonna hate me but i don't care. Thank you for bringing these points up! I hope to have passed some insight to you~
Topic Starter
Kroytz

Anxient wrote:

god save us all

im not touching the other diffs. i have ptsd now

Everlasting Memories
00:03:408 (1) - why NC fam whoops fixed.
00:25:358 (1,3) - blanket lol lol ok
00:27:233 (1,2) - i seriously thing ctrl+g this would play better, since you already had this sort of 00:26:429 (1,2,1,2,1,2) - flow. 00:27:500 (1) - also helps with flow break on here? hmm maybe? I like the way mines plays out too, but having two flow breaks is a bit odd as well. I changed it to yours because there will be more emphasis on the (1).
00:43:572 (1) - 00:43:706 - :C dont ignore this okay I fixed.
00:45:715 (1) - this one as well. maybe do dis? http://puu.sh/rkYEE/304a07a488.jpg yes, did something similar.
00:49:331 (4,5) - ctrl g. coz 00:49:465 - part of the song is more emphasized (drum kick), so i think a more contrast(I CANT ENGLISH) jump is more appropriate the circles are for the vocals, they are patterned to create flow~
01:00:447 (1) - why NC tho it was to seperate spacing differences in the stream but I do think without the NC it looks better.
01:01:384 (5) - NC? coz new section? also to indicate sudden slowdown doesn't need NC because the combo it's a part of is seperate SV already.
01:12:768 (3,5,6,7,8) - youre not gonna antijump this? ;p don't think so cuz the pitch gets lower here, it's also on an uneven measure so.
01:18:393 (3,4,5,6) - http://puu.sh/rkYNY/c9b7de6e94.jpg imo this is more memorable coz it looks neater and seems super fast. your idea is okay too, I'll stick to mine for stylistic purposes.
01:23:215 (1,2,1,2,1,2,1,2) - surprised you didnt go for skystar jumps (ladder jumps, see kneesocks)
01:35:000 (1) - here comes that bad idea oshit wadddup http://puu.sh/rkZ1O/c30cb7a671.jpg k..
01:35:804 (1) - i suggest ctrl g coz imo it plays alot better (more circle flow). also improves impact for the next note. i hope you understand what i mean I think I do but I also think mines has the correct-er flow lol
01:37:545 (2,3,4,5,6) - try to make this more similar to the star of david. by that i mean make it more neater . I can't really do that... but I made the (2) a bit more angular place. just a few pixels.
01:44:643 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6) - stab me with a spoon but some jumps here seem placed at random. or just plain messy, or i dont know how jumps are placed anymore. Well, every combo starts small and goes into bigger spacing while constantly getting bigger altogether.
01:59:643 (1) - ctrl g? seems to play better imo. to fix the spacing problem, 01:59:911 (2) - try placing (2) http://puu.sh/rkZpt/f68eccfa8e.jpg I'll disagree with this because I don't like how it looks nor plays. Mines flows pretty well already.
02:09:822 (5,6,7,8) - if this is gonna stay as an antijump, i hope you fixed the problem i mentioned earlier in this mod. of course, making this a back and forth is also an option. this tiny inconsistency does make your previous suggestion more valid for me so I might consider changing that in the future but my thing with the previous still holds true that the pitch is different compared to this where her lyrics are more consistently 1/2.
02:25:358 (1) - i suggest scaling this down to a 1/2 coz 02:25:491 - theres a beat here that you ignored :c This was a stylistic choice :c
02:31:786 (1,2,3,4,5,6,7,8,9,10,11,12) - see if NCing 02:32:054 (4,7,10) - helps with visuals? http://puu.sh/rkZxK/bf78a5770b.jpg it doesnt ._.
02:33:393 (9) - surprised you didnt NC this to me it would look a bit weird.
02:33:929 (1,1) - fIX STACKK lOol OOKKK
02:43:572 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6) - prETTY thANK YOU
02:56:161 (5,6) - i think making a jump instead of 1/4 sliders would be better since the 1/4s in here arent that hearable (to me). maybe something like this? http://puu.sh/rkZEK/a71786f099.jpg they are there to follow the change in synth-pitch.
03:47:121 - wow you play screenjumps but not this poor beat? ;c just put them on top itll be fiiinehttp://puu.sh/rkZJe/d4757eef56.jpg no.. :[
03:55:358 (1,2,3,4,5,6,7,8,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,5,6,7,8) - crescendo says hi Hi!
04:00:715 (1) - make this note more notable pls lol. make it louder? I'm unsure about this but maybe?

ekS DEE
Thank you Anxient!
xLolicore-
Streams are beautifully brutal I gotta admit then again it's you LMAO <3 blankets kill me tho
Everlasting Memories


00:02:872 (1) - fix pls

01:42:099 (4) - That's the circle in question, fix blanket pls
01:43:572 (1) - Ctrl + G'd the slider and I noticed this

Move that slider a bit to the right or smth, 01:45:045 (4) is also right under the slider so you might wanna move that too along with the slider.

01:48:393 (3) - blanket problem again, idk if tiny spaces are allowed DDDX
01:49:465 (5) - This too

Uh that's just some but you said that there's no problems on your end so idk anymore :((
Akali
toastin in a future drama bread

so much xi still unranked smh

Ex

00:03:944 (1,2,3) - this sv change is super pointless, notes seem to have equal strength especially that 1-2 is increasing (or the same idk) looks weird too on (3)

00:18:393 (5,6) - not sure what happened here, some weird snapping issues? pretty sure it's just 1/2 rhythm on these, would use 1/4 sliders for better rhythmical flow or 1/8 if you feel fancy

00:21:072 (1,2) - will only say this once, these don't look good without red dot in the middle, especially if they are used just to add variety in the common and basic parts of the song, but I know you like these so w/e

00:45:715 (1) - people don't care about this, but if you decide to leave strong sound (clap) not clickable, I would expect you want the player to at least move through the slider end, right now they will leave the slider in half and jump to 00:46:116 (2) - would rearrange. Especially I don't really like 00:46:384 (3,4) - this is sort of weird to have little cursor movement when vocal synth is strong and selective.

00:46:786 (1,2) - herre is sort of better because movement isn't that sharp

00:48:527 (1,2,3) - this makes more sense but still don't like use of 1/6 in 1/2 / 1/4 song, 1/4 sliders are way better and keep the rhythmical flow consistent

00:54:554 (2,3,4) - more clickables here, feels weak + 00:54:956 (3,4) - 1/2 stack introduced seems super random

00:56:965 - would leave vocal synthesiser mapping and focus on guitar transition here, overtakes

01:01:384 (1,2) - fair enough sv change but blanket ugh

01:10:090 (1) - don't like the direction considering the sv change + sharpness of previous jumps, would follow the notes mroe naturally, sv change will be impactful enough

01:29:375 (4) - 256:351~ (follow line after 01:29:108 (3) - 8) )

01:35:000 (1,2,3,4,5) - pause seems way better idea tension wise, + these sliders look super 1/4, nice to have some cool pacing/reading change for trolling purposes, but on feint hihats? meeeh. Might play fine though, if testers don't complain, w/e

01:48:929 (1,2,3) - super noodle movement here, you exit (1) in the middle of it and do weird arc through (2) into (3), rearrange to something sharp and consistent with the map

02:04:197 (2,3,4,5) - again don't like these little movements

02:05:000 (1,2,3) - make 1 two notes and start (2) and (3) on proper ticks, this is wrong in every universe

02:10:893 (3,4) - eww

02:12:902 (3,4) - this just feels so weak

02:27:366 (5,6) - sort of random isn't it, you could put those everywhere if you place it here, there is a ghost note but not sure if worth it, compared to strong and obvious stacks like 02:19:733 (8,9,10,11) -

02:33:929 (1,2) - again not a big fan, you will probably deny this considering it's an elaborate and thought out ruse

03:27:902 (2,3) - pointless

03:41:027 (3,4) -

03:47:188 (4,5,6) - could map as well stacks here, a bit less feint

03:48:259 (2,3) - again, especially that there is a stronger 1/4 sounds on 03:48:192 -

03:59:375 (4) - no reason for slowdown

Rakozen

00:25:090 (3) - dość mocne, dwie nutki, nie ma się co pieścić ( 00:33:661 (4,5) - ! to samo)

00:34:331 (2) - 186:147 follow line ładnie przechodzi

00:56:831 (2,3) - zrób te gitary/bas

02:11:295 (1) - ??

02:13:438 (3,4) - jak na extreme, stack z niczego, sa ghost notes ale nie wiem po co je mapować akurat tutaj skoro generalnie sa ignorowane

02:18:527 (1,2) - parujesz stopa+werbel, potem 02:18:929 (1,2,1,2) - jakos dziwnie z hihatami, zignorowalbym je i zrobil same sekwencje werbel stopa

02:53:616 (2,3) - bez sensu

03:04:331 (3,4) -

03:05:000 (1,2) - tym bardziej bez sensu the 1/4 triple na ghost notes jeśli ignorujecie wyrażne i dość ważne 1/2

03:27:902 (2,3) -

03:28:974 (2,3) -

03:31:116 (2,3) -

03:40:759 (3,4,5,6) - jak juz to caly stream z tego

03:45:045 (2,3) -

03:47:188 (2,1) - a tu nie ma

Everlasting meme

getting tired, might check this again some other time

00:05:551 (3) - make sliderbody's axis follow the followline

00:18:393 (1,2) - no idea why 1/6

00:48:527 (1,2,3) -

00:56:429 (1,2) - follow line makes

01:02:590 (5) - not following the line makes them look weird, dunno why

01:13:572 (1,2) - again

01:20:268 (3,4,5) - a bit nicer

01:36:741 (4,5,6) - ignoring so many rhythms for the sake of vocal synthesiser and adding triples on ghostnotes, again I think this is a bad idea

02:11:161 (4) - rotate 30cw cause follow line

03:05:804 (6) - again a bit of rotation fix, 03:05:000 (1,3) - have common line, (6) looks off

03:06:474 (3,4) - zz




I don't really like the random use of triples throughout these diffs when ignoring them for the most part, doesn't seem very well structured rhythmically except one part when there are more obvious and mapped consistently. Don't think this song ever call for this intensity as well, (all that's building up for me is annoyance) but that's subjective so whatever. It's well made in general so good luck
phaZ
am i the only one who thinks the high ds fit? almost throughout the whole song there is that deep bass + very high and loud octaved synth, which feels super powerful/strong to me. ;_;

anyway here are some suggestions for highest diff:

  1. 01:22:143 (1,2,3,4) - how about going after the synth rhythm here (slider+circle+slider+circle..), instead of kind of trying to grasp the vocals with four 1/2-sliders :D?
  2. 01:52:277 (2,3,4,5,6,7,8,1) - these jumps could be more emphazised imo.they either feel to easy or the previous "random jumps" at 01:48:929 (1,2,3,4) - 01:50:536 (3,4,5,6) - are too hard
  3. 02:10:358 (1,2,3,4) - again going for the synth rhythm instead here
  4. 02:32:858 - here aswell should not ignore the synth rhythm (kind of like regou did it maybe)
  5. 03:50:000 (1,2,3,4,5,6,1) - make this rhythm similiar to 03:45:715 (1,2,3,4,1) - (the other time this is in this kiai)
    also apart from the spacing this rhythm actually is easier than the flow-jumps like 01:38:616 (2,3,4,5,6) - at the earlier kiais. i think you should put these jumps at the end where the melody shifts to a higher mode. and the easier rhythm to the previous kiai times.
Sulfur
Hello there, short mod:

[BHR's Normal]
  1. 01:31:920 (1) - Feels like its too close to the 01:31:786 (1) - and theres not enough time to move from note to the centre of spinner: gonna be much better if you move spinner to 01:32:054 - (also match with drum section)
  2. 01:31:920 (1,1) - these spinners is too close to each other, move 01:34:063 (1) - to 01:34:197
  3. 03:24:420 (1) - move it to 03:24:554 - same reasoning as above
  4. 03:40:090 (4,1) - something like this would fit much better
Zyl

Kroytz wrote:

Zyl wrote:

Try again bud!

Ok...
This have TOO MUCH unrankable things considering that have too much diffs.

Let's point out some things (Everlasting one):
1- Your "Crazy jumps", some of them touch the HP bar and taking in mind that they doesn't have emphasis at all!, if you try to make a 8* diff at least do it good!. This is why we have a modding process :33 I don't think that you need that "modding process" cuz you ranked 2 maps ¬¬T
2- Slider velocities?, Seriously? on a 0.50x of velocity and taking in mind that we are talink about ¡¡2,30!! of permanent SV and 240 of BPM. SV doesn't really matter too much.. 2.30 was intentional because idea to have long sliders. High sv generally equates to higher spacing. The two go hand in hand. Try to test it and you will see what's wrong there
3- 9.8 of AR... could easily be 10 but I like 9.8 It plays horrible 9,7 or 9,6 it's better
4- Do you want that players touch your Unrankable jumps with 4,3 of CS?. Most of my maps tend to be 4.2, 4.3 or 4.5 lol x3
5- You doesn't Testplayed your map because LOTS of objects of the mapset touche the HP bar. There is nothing wrong about this lol. Especially for a challenger diff, you can really expect the corners to get hit. Check at the Ranking Criteria and don't put stupid pretexts
6- THERE'S NO EMPHASIS!, you putted all like random and it doesn't feel like to take some time on it, mapping takes time dude!. Maybe point them out? Search it by yourself ;9, "you are experienced"
7- Some things doesn't read good at all like 0.50x sliders, what you was thinking when you do that kind of patterns. ?
8- ALL it's like a Copy+Paste from the Arieeru map, men be original, if you are going to take ideas don't take all the diff. Some stuff is inspired but a good majority of this map is mine -.- It doesn't feel like it, try to be creative
9- Random jumps just for increase the difficulty of the diff, men this is really horrible, try to ask to an Experienced player if you can't test it ¬¬. I have already! It's passable for sure lol. Remember what kind of difficulty this is and what its intended audience is! Don't call them random when they are jump patterns to follow vocalsmen they are random, you don't know what Emphasis is. As for the kiai they are placed to provide flow with a few patterns mended in. The song isn't really that storng for that jumps ¬¬ The structural layout and idea for this diff is for 1/2 circles. There are easier diffs if this diff isn't for you~ Isn't for you too because you only pay Extras and Insanes badass
10- All screen jumps (Jumpscares Ba dum pss) that doesn't go with the song. see above~
11- The point of make a diff harder is make it passable and not D-ble (D-ble: Mostly of the players obtain D) Most players who I've asked for this get around C and B. This is an 8.4* diff you seriously can't expect it to be easily passable/FC'able with high acc. Take into consideration of the spread as a whole before judging a single difficulty. As you climb through the diffs you'll find this diff isn't very exaggerated but singling this diff out is a bit unfair to the easier diffs. I'm judging a diff that it's Unrankable dude ;9, if you want a mod don't say that is "unfain because i'm mentioning really good tips.
12- Random triplets. a (1/2) ri (1/2) ga (1/2) tou-- (triplets) because she holds it. Former triplets are actually in the song however. Nope they are not, try to use 25% of Playback Ratio and check it again
13- You add a break when isn't necessary (01:53:215 (1) - ) but when you need to add it (02:16:116 (3) - ) you doesn't add it!. Well, that depends on how you interpret the song! Look at many of the GD's they do the same xD <I respect this

I will pass of this, good night and i know that maybe you are gonna hate me but i don't care. Thank you for bringing these points up! I hope to have passed some insight to you~
if you are rally lazy like me you will put things like those xDD, however happy unranking
3312
tfw you guys shat out more good maps/diffs faster than me taking a shit
since i cant play nino's expert ~ everlasting memeries,just gonna mod them from the looks + abit of playtest in editor + some intensity check
[Normie]
00:41:429 (2) - since 00:40:358 (1) - is straight,why not make this one straight too?
00:44:643 (1,2) - you could make a blanket here
01:45:447 (2,3) - a bit too close? or 01:46:250 (3,4) - a bit too far?
02:41:161 (4,1) - kind of too close to each other
03:45:715 (1,2) - why does 03:46:786 (2) - have 5 anchor points instead of 3 like 03:45:715 (1) - ?
03:54:554 (4) - if you want to make an S-shaped/wave slider,this one looks weird
[Hard]
02:14:375 (3,4) - a bit too far? 02:14:643 (4,5,6) - has closer distances
03:01:116 (2,3) - could be better imo (not really symmetrical)
03:58:840 (2,3) - too near
03:59:375 (4,1) - too far?
[pkk]
01:33:929 (1,2) - feels weird to play
01:44:108 (3,4) - a bit too far from the others? (01:43:572 (1,2,3) - )
02:05:402 (2,3) - why not make this a triplet?
02:08:483 (3,4,5) - inconsistent spacing?
02:43:036 (3,4,5) - feels weird playing this after a normal flow
02:47:858 (1,2,3) - imo this feels better because it follows the song's flow idk
03:54:956 (3) - inconsistent? (should be like 03:52:947 (1,2,3,4) - imo)
[rumi]
00:29:643 (1,2) - make it like this? idk
00:37:947 (3,4,5,6,1) - something something tldr unreadable (?)
00:57:500 (1,2,3,4) - pls fix symmetrism
00:57:902 (4,4,4) - why 1/1 sliders? the song clearly wants 1/2
01:15:045 (4,5) - feels weird to play since the distance is too near after a jump
01:33:929 (1,2) - wtf? maybe do this or this
01:52:947 (5,6,7,8,1) - curve it a little bit
01:45:313 (4,1,2,3) - NC should start at 01:45:313 (4) - not 01:45:447 (1) - same goes for 01:46:116 (4,1,2,3) - , 01:46:920 (4,1,2,3) - , and 01:47:724 (4,1) -
02:08:750 (5) - nc?
02:28:304 (4,5) - imo this plays better
02:29:643 (3,4) - this plays really weird especially because 02:28:572 (1,2) - is together (use this maybe?)
02:32:321 (9) - NC,this stream is too long for a 5.4*
03:00:179 (9) - move this abit to the left so it align with the stream,and NC
02:37:545 (2,3) - only use patterns like this if you're going to do 03:04:465 (3,4) - or if the songs rhythm is pretty "tame", tldr it feels weird to play that pattern because its 1/2
03:55:358 (1,2,3) - jump could be better since its kind of the "loudest" or "intense" part of the song
[moph]
some of the patterns in the intense parts are "weird?" (idk how to say it,but its like 03:02:858 (1,2,3,4) - , 00:24:822 (5,6) - )
(thats actually the only problem imo)
[nino]
00:50:134 (2) - why not 1/2 sliders?
02:06:965 (1,1) - doesn't feel really good to aim after those 1/3's
04:00:715 - maybe you should just end it here like the other diffs? idk
[extrememe]
00:50:402 (3) - 1/1 slider on 1/2 part? y?
bla bla bla something like that ^ in which prob it'll get rejected
01:25:625 (1,2) - should be the same as 01:26:161 (1,2) - since the rhythm is the same (according to my only-left-earphone-working-headphones-idk)
02:02:188 (2) - put on middle?
02:15:715 (1) - ok this is just weird
02:17:858 (1,2) - same
03:08:215 (1,2,3,4,5,6,7,8) - should be abit more spaced? idk since this part is pretty intense
03:24:286 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16) - same
03:43:304 (1,1) - blanket?
[raiko's tragic memeing]
00:42:500 (1,2) - feels a bit "unsymmetrical"
ok im not even gonna bother to put the "1/1 slider on 1/2" anymore since its prob gonna get rejected LMAO but 00:50:402 (3) -
00:51:875 (3,4) - why the sudden change in jump spacing? theres nothing that increase the intensity here
00:54:018 (3,4) - same
01:02:858 (1,2) - fix placement
01:37:143 (1) - wrong red anchor placement (maybe?)
02:12:500 (1,2,3,4,1) - ??? wat (big jumps pretty low intensity)
tl;dr most of these are "theres too much big jumps at low intensity"
03:49:197 (3,4) - this jump is a bit underwhelming,since the song is at its maximum intensity
[everlasting memeries]
fuck you
tl;dr
no
3312

[Haruka-Chan] wrote:

Arieeru called, he wanted his map back... pls at least use own ideas -.-
are patterns copyrighted now? /s
but seriously,mappers can choose any ideas/pattern they want,as long as it doesnt break any rules (except if you literally just copied the diff and just changed it with ctrl+h LMAO)
jeanbernard8865

3312 wrote:

[Haruka-Chan] wrote:

Arieeru called, he wanted his map back... pls at least use own ideas -.-
are patterns copyrighted now? /s
but seriously,mappers can choose any ideas/pattern they want,as long as it doesnt break any rules (except if you literally just copied the diff and just changed it with ctrl+h LMAO)
THIS

Finally someone gets it

thank you so much
Ashton
IRC mod from #modreqs

woo
[19:36] *** Now talking to Kroytz
[19:36] <Kroytz> I would prefer forum since IRC to me always feels rushed and uh, yeah
[19:36] Kroytz is https://osu.ppy.sh/u/2339768@*
[19:36] Kroytz on #osu #announce #modhelp #modreqs #spanish
[19:36] Kroytz using cho.ppy.sh osu!Bancho
[19:36] <Kroytz> but if not, then yeah I could IRC
[19:36] <Kroytz> m'kay
[19:37] <Kroytz> the last diff as well but you don't need to do that one since I know many other people will do it regardless
[19:37] <Kroytz> so hard and extreme yes
[19:37] <Kroytz> yes
[19:38] <Kroytz> can start Hard and Extreme since it'd be pretty easy to go through before that last diff
[19:38] <Kroytz> I took a few inspirations from Arieeru's diff but the majority of my diff is mine
[19:38] <Kroytz> i dont copy paste steal
[19:38] <Kroytz> never
[19:38] <Whirl> thats good
[19:38] <Whirl> okay lets start
[19:40] <Whirl> 00:14:375 (2,3,4,1) - I honestly don't see any other place you put this in your map, and in it's self it's quite an akward pattern aesthetically
[19:41] <Kroytz> is it bad?
[19:41] <Whirl> yea kind of
[19:41] <Whirl> it looks akward
[19:41] <Kroytz> 00:14:643 (3) - could be a repeat slider and (4) could be circle
[19:42] <Kroytz> it does look a bit funny
[19:42] <Whirl> the diff is okay
[19:42] <Whirl> that pattern isn't
[19:42] <Whirl> yea I prefer the reverse slider
[19:42] <Kroytz> yeah
[19:43] <Whirl> 00:16:250 (2) - so like right here, I know it's a circular curve but it's pretty intense, as your making the player follow a weird flow path
[19:44] <Whirl> sorry I'm bad at explainging things, basically don't make the slider point down, but make it point up for a more natural movement
[19:44] <Whirl> idk
[19:45] <Whirl> 00:33:795 (7) - I think you should put this on the ANCHOR of the next slider
[19:45] <Whirl> 00:38:616 (2,3,4) - I guess this flows fine, but honestly looks aesthetically weird
[19:45] <Whirl> but if you don't care about aesthetics much I guess you can keep it
[19:46] <Kroytz> don't think I can really change 00:16:250 (2,3) - the flow isn't super bad really seeing as how there is a 1/2 pause to readjust
[19:47] <Whirl> 01:23:081 - there is a small beat here, but it's super tiny I guess you don't really need to have a note here
[19:47] <Whirl> oh wait
[19:47] <Whirl> nvm
[19:47] <Kroytz> and i also did try to make something work for 00:14:643 (3) - but um.. idk couldn't really find a solution to that cuz remapping distance snaps = remapping pretty much everything thereafter.
[19:48] <Whirl> 01:26:161 (4,5,6) - blanket and fix the triangle 01:26:697 (6,7,8) - here if you do decide to fix the blanket
[19:48] <Kroytz> I think doing the reverse+circle would be another way to go about it but both are acceptable is what im saying
[19:48] <Whirl> wait
[19:48] <Whirl> so are you re-mapping?
[19:49] <Kroytz> 00:33:795 (7,1) - I fixed these
[19:49] <Whirl> okay good
[19:49] <Kroytz> I didn't remap for that awkward part you mentioned cuz it's not a huge concern xp
[19:49] <Kroytz> it's like, an alternative way of looking at the same thing
[19:49] <Kroytz> imo
[19:50] <Kroytz> 01:22:679 (7) - this pause after is because of vocal
[19:50] <Whirl> yea
[19:50] <Kroytz> and this 00:38:616 (2,3,4) - might look a bit funny but yknow, I do try a lot of variety lol
[19:50] <Whirl> I just figuered so
[19:51] <Whirl> tbh
[19:51] <Whirl> I cna't find much with the hard
[19:51] <Whirl> anything big anyways
[19:51] <Whirl> just mostly aesthetics to be honest
[19:51] <Whirl> 03:22:679 (3,4) - this angle is quite edgy, weird flow tbh
[19:51] <Kroytz> this is legit like my first hard map Ive ever made lol
[19:52] <Kroytz> was difficult to map x-x
[19:52] <Whirl> well I can tell you put a lot of effort in it xd
[19:53] <Kroytz> xD I tried to!
[19:53] <Whirl> 03:51:608 (6,7) - make these the same shape
[19:53] <Whirl> or at least
[19:53] <Whirl> curve them less
[19:53] <Whirl> 03:52:143 (1,2) - here you overlapped but 03:52:947 (3,4) - here you didnt even though it's the same vocals
[19:53] <Kroytz> moved that anchor on both by literally 2 pixels
[19:54] <Whirl> oh thats the end
[19:54] <Whirl> like I said if we took away some aesthetical problems
[19:54] <Whirl> I can't really find anything big about this
[19:54] <Whirl> okay
[19:54] <Whirl> I"m starting on the extreme
[19:54] <Kroytz> m'kay!
[19:55] <Whirl> 00:05:015 - in my optinon this should be a clickable beat
[19:55] <Whirl> and again 00:03:944 (1,2,3) - you have this weird pattern
[19:55] <Whirl> overlap*, but then again I guess it's alright
[19:56] <Whirl> 00:29:107 (1,2) - this would be better if these were seperated
[19:57] <Whirl> 00:59:911 (3) - nc here to keep consistant with your other nc
[19:57] <Kroytz> oh tru
[19:58] <Whirl> 01:25:358 (1,2,1,2,1,2,1,2) - make each jump slightly rise in distance
[19:58] <Whirl> I just htink it would look cool
[19:58] <Kroytz> well yeah those things are the inspire things by arieeru
[19:58] <Kroytz> i do that in the harder diff too
[19:58] <Kroytz> someone else mentioned the same thing
[19:58] <Kroytz> and I think it does good too if it is spaced as a pattern
[19:59] <Kroytz> but then it feels too intense imo
[19:59] <Whirl> well the jumps beforehand were way more intense
[19:59] <Whirl> they were like full out spaced
[19:59] <Kroytz> well, maybe not 'that' intense as I think
[19:59] <Kroytz> hm
[19:59] <Whirl> well it's your choice
[19:59] <Kroytz> how bout this
[19:59] <Kroytz> if more people I find tell me the same things
[19:59] <Kroytz> i'll change it
[19:59] <Whirl> sure
[20:00] <Kroytz> because while I do like how I have it, I think having character to your map is important too
[20:00] <Kroytz> xp
[20:02] <Whirl> 02:54:286 (1,2,3) - why not here you use that overlapping pattern thing you did with 00:03:944 (1,2,3) - this and 02:25:358 (1,2,3) - this
[20:03] <Kroytz> it's almost the same really
[20:03] <Kroytz> didn't even notice lol
[20:03] <Kroytz> hm lemme see
[20:03] <Whirl> yea but it stacks rather then overlaps
[20:03] <Kroytz> 02:56:027 (2) - doesn't get a proper overlap
[20:03] <Whirl> ah alright
[20:04] <Kroytz> yeah cuz it'll look like this http://puu.sh/rmLWf/2e708a54af.jpg
[20:04] <Kroytz> and that looks really awkward
[20:04] <Kroytz> as an overlap
[20:04] <Whirl> well your other ones look akward also
[20:04] <Whirl> but do as you wish owo
[20:04] <Kroytz> xD
[20:04] <Whirl> okay
[20:04] <Whirl> now to your hardest diff
[20:05] <Whirl> jk
[20:05] <Whirl> I can't mod 8*
[20:05] <Kroytz> oh boy
[20:05] <Whirl> okay well i'll post this on thread for kudo
[20:05] <Kroytz> oh okay
[20:05] <Kroytz> m'kay
[20:05] <Kroytz> thank you again for your time!
[20:05] <Kroytz> :D
[20:06] <Whirl> yw
Foxy Grandpa
ayy lets try this

Maybe this can be the 8* that people don't bitch about getting ranked :^)


A couple things over IRC for the last diff

lgoz
016-09-23 23:20 FoxyGrandpa: ayylmao
2016-09-23 23:21 FoxyGrandpa: 00:15:715 (5) -
2016-09-23 23:21 FoxyGrandpa: this is like a sorta vocal change
2016-09-23 23:22 FoxyGrandpa: so nc
2016-09-23 23:22 Kroytz: no because there's a star pattern >>;
2016-09-23 23:22 FoxyGrandpa: but
2016-09-23 23:22 FoxyGrandpa: but
2016-09-23 23:22 FoxyGrandpa: fair enough
2016-09-23 23:25 FoxyGrandpa: okay so like
2016-09-23 23:25 FoxyGrandpa: 00:15:715 (5) -
2016-09-23 23:25 FoxyGrandpa: oops
2016-09-23 23:25 FoxyGrandpa: lo
2016-09-23 23:25 FoxyGrandpa: 00:51:072 (1,2,3,4,5,6,7,8) -
2016-09-23 23:25 FoxyGrandpa: the stacking here
2016-09-23 23:26 FoxyGrandpa: it kinda like, i guess kills the mommentum that the player builds up from doing te previous jumps without any sort of real vocal change
2016-09-23 23:27 Kroytz: hm
2016-09-23 23:28 Kroytz: I do it that way
2016-09-23 23:28 Kroytz: I remember why and its because her vocals are really pronounced there
2016-09-23 23:28 Kroytz: if you hear 00:48:929 (1,2,3,4,5,6,7,8) -
2016-09-23 23:29 Kroytz: it's sorta pronounced but not as much as where you linked it
2016-09-23 23:29 FoxyGrandpa: hold on let me try to come up with something i have in mind
2016-09-23 23:31 FoxyGrandpa: theres also the synth notes on 00:51:072 (1,2) -
2016-09-23 23:31 FoxyGrandpa: that stand out quite a bit
2016-09-23 23:31 Kroytz: I mean, I guess but I was following the vocals lol
2016-09-23 23:31 FoxyGrandpa: something like this 01:10:358 (1,2,3,4,5,6,7,8) -
2016-09-23 23:32 Kroytz: it stands out a lot imo
2016-09-23 23:32 Kroytz: those lyrics kinda go: mejaa- sukeeru
2016-09-23 23:32 Kroytz: versus ha-ji-me-te
2016-09-23 23:32 Kroytz: er bo-ku-wa-ha-ji-me-te
2016-09-23 23:33 Kroytz: 01:14:643 (1,2,3,4,5,6,7,8) -
2016-09-23 23:33 Kroytz: would be a better argument for what I did earlier
2016-09-23 23:34 FoxyGrandpa: o i didnt even get there yet lo
2016-09-23 23:34 Kroytz: but even for this, it's not a bad idea to deviate patterns a bit
2016-09-23 23:34 FoxyGrandpa: the stacks aren't really consistant is i guess what im trying to say
2016-09-23 23:35 Kroytz: I suppose not
2016-09-23 23:35 Kroytz: in some eyes it's considered a 'weak' decision, to me, thats just how I interpreted that particular spot
2016-09-23 23:36 FoxyGrandpa: ya i feel u, i've kinda done the same thing but it's just best to have conisistancy with some patterns like that, since that one just sorta kills mommentum you built up with some of the previous jumps
2016-09-23 23:37 Kroytz: best I can say is, I'll consider it xp
2016-09-23 23:37 FoxyGrandpa: alright, fair enough haha
2016-09-23 23:37 FoxyGrandpa: moving on
2016-09-23 23:40 FoxyGrandpa: 01:23:215 (1,2,1,2,1,2,1,2) -
2016-09-23 23:40 FoxyGrandpa: wait
2016-09-23 23:40 FoxyGrandpa: ignore that
2016-09-23 23:40 FoxyGrandpa: i didn't see the part after .-.
2016-09-23 23:43 FoxyGrandpa: but speaking about the part after 01:25:358 (1,2,1,2,1,2,1,2,1,2) - , theres a pretty big change in pitch in the vocals
2016-09-23 23:44 FoxyGrandpa: for 01:25:358 (1,2,1,2,1,2) - i was thinking like http://puu.sh/rlX33/ce51f570e5.jpg
2016-09-23 23:45 Kroytz: hm not a bad suggestion
2016-09-23 23:45 Kroytz: I kinda like that actually
2016-09-23 23:45 FoxyGrandpa: \o/
2016-09-23 23:46 Kroytz: wondering how these would change tho 01:26:161 (1,2,1,2) -
2016-09-23 23:46 Kroytz: because the first pair completes the measure like the former combo at 01:23:215 (1,2,1,2,1,2,1,2) -
2016-09-23 23:46 Kroytz: but the vocal changes there
2016-09-23 23:46 FoxyGrandpa: http://puu.sh/rlX85/5fda4a159e.jpg
2016-09-23 23:46 FoxyGrandpa: something like that
2016-09-23 23:46 Kroytz: might have to make as slider
2016-09-23 23:46 Kroytz: there would be a small inconsistency if it was a slider tho
2016-09-23 23:47 FoxyGrandpa: ya :///
2016-09-23 23:47 FoxyGrandpa: i agree with the slider tho since it is sort of a held vocal compared to the others
2016-09-23 23:49 FoxyGrandpa: 01:40:090 (5,1) - nazi overlap thing
2016-09-23 23:50 Kroytz: pretty much all intentional
2016-09-23 23:50 FoxyGrandpa: : c
2016-09-23 23:50 FoxyGrandpa: triggered
2016-09-23 23:50 Kroytz: for the idea of how this diff is made
2016-09-23 23:50 Kroytz: overlaps are inescapable
2016-09-23 23:50 FoxyGrandpa: deep
2016-09-23 23:50 Kroytz: trust me, I tried to limit overlaps
2016-09-23 23:51 FoxyGrandpa: 01:44:108 (3,4,5,6,7,8,9,10) - for intensity purposes i would space this a bit, i just don't know about playablity / restrucuring the blanket if you space it :/
2016-09-23 23:53 FoxyGrandpa: 02:22:143 (1,2,1,2,1,2,1,2,1,2) - same thing as the other time this pops up
2016-09-23 23:55 Kroytz: it's a bit hard to mod this I think lol
2016-09-23 23:56 FoxyGrandpa: ya
2016-09-23 23:56 FoxyGrandpa: :c
2016-09-23 23:56 FoxyGrandpa: 02:33:393 (9) -
2016-09-23 23:56 FoxyGrandpa: nc cause pitch
2016-09-23 23:56 Kroytz: i did stream the mapping for this for like 10 hours straight or something legit giving my input on everything I placed xD
2016-09-23 23:56 Kroytz: spacing out that stream would be too much
2016-09-23 23:56 Kroytz: it'll give less emphasis to this as well 03:51:608 (3,4,5,6,7,8,9,10,1) -
2016-09-23 23:56 Kroytz: which is the climaxing chorus
2016-09-23 23:57 FoxyGrandpa: oya
2016-09-23 23:57 Kroytz: I didn't NC the sliders cuz it looks kinda weird tbh
2016-09-23 23:57 Kroytz: 02:31:786 (1,2,3,4,5,6,7,8,9,10,11,12) - = measure
2016-09-23 23:57 Kroytz: 02:32:858 (1,2,3,4,5,6,7,8,9,10,11,12) - = measure
2016-09-23 23:57 FoxyGrandpa: O I DIDNT EVEN SEE THE DB
2016-09-23 23:57 FoxyGrandpa: kms
2016-09-24 00:00 FoxyGrandpa: i guess thats really it honestly like, along with me being trash at modding this is pretty structurally solid / diff spike at the end actually makes sense.
2016-09-24 00:01 Kroytz: haha xD
2016-09-24 00:01 Kroytz: you'd probably have an easier time modding the other diffs you mentioned
2016-09-24 00:01 Kroytz: save this log and attach it to your other mod post when you do it
2016-09-24 00:01 Kroytz: so I can give you KD at once instead of you posting twice
2016-09-24 00:01 FoxyGrandpa: \o/
2016-09-24 00:02 Kroytz: ty foxy~
2016-09-24 00:02 FoxyGrandpa: yaya np

  • [Raikozen]
  1. 00:14:108 (3,3) - Overlap the tail of 00:15:179 (3) - with the head of 00:14:108 (3) -
  2. 00:58:304 (1) - Eh not too sure about having an SV change here, since previously this length of slider was potrayed as a kickslider, this also applies to 00:59:375 (1) - of course
  3. 02:12:500 (1,2,3,4) - Bit of a drastic jump in spacing without much change in the vocals / song
  4. 02:38:215 (1,2,1,2,1,2,1,2) - I played around with this part a bit since the snares are a bit lacking imo. I think something like this could work aswell
  5. 04:00:715 (2) - I mean like, why not just NC this cause its the last note and emphasis and all XP
Okay im gonna come back and edit this for a mod for pkks and ninos diff.

I like this a lot, good luck kroytz!
Yauxo
Why does every third mapset I see have a "Tragic Love Extra". Can we please stop the tragic loves ;w;
Foxy Grandpa

Wivaiien wrote:

Why does every third mapset I see have a "Tragic Love Extra". Can we please stop the tragic loves ;w;
It's beggining to get a little...

Tragic if you ask me


kds please
Topic Starter
Kroytz
Lolicore
Fixed all the blankets where I saw them.

Akali

Akali wrote:

toastin in a future drama bread

so much xi still unranked smh

Ex

00:03:944 (1,2,3) - this sv change is super pointless, notes seem to have equal strength especially that 1-2 is increasing (or the same idk) looks weird too on (3) I do it for aesthetics really.

00:18:393 (5,6) - not sure what happened here, some weird snapping issues? pretty sure it's just 1/2 rhythm on these, would use 1/4 sliders for better rhythmical flow or 1/8 if you feel fancy whoops thanks for the find. snapped properly now but I use 1/6 because 1/4 is too long imo.

00:21:072 (1,2) - will only say this once, these don't look good without red dot in the middle, especially if they are used just to add variety in the common and basic parts of the song, but I know you like these so w/e I really just like the variety so that's why I use those kind of sliders a bit, tho I can agree with you that having the anchor in the center looks better. sometimes I want a straight angle but not a super curvy 45 degree angle so I split it that way. maybe not the best visually but it has its intentions xp

00:45:715 (1) - people don't care about this, but if you decide to leave strong sound (clap) not clickable, I would expect you want the player to at least move through the slider end, right now they will leave the slider in half and jump to 00:46:116 (2) - would rearrange. Especially I don't really like 00:46:384 (3,4) - this is sort of weird to have little cursor movement when vocal synth is strong and selective. those were intentional because I wanted the player to snap to vocal which also explains why I had the next section a bit closer to that. her vocal goes down a bit so that's why the spacing is that way.

00:46:786 (1,2) - herre is sort of better because movement isn't that sharp

00:48:527 (1,2,3) - this makes more sense but still don't like use of 1/6 in 1/2 / 1/4 song, 1/4 sliders are way better and keep the rhythmical flow consistent

00:54:554 (2,3,4) - more clickables here, feels weak + 00:54:956 (3,4) - 1/2 stack introduced seems super random it's because her last vocal is on the red tick which doesn't happen often in the lyrical parts. I could triple it to elongate it but that'd be even more random. It's also faded intensity so there shouldn't be anything big in spacing either. What I'm saying is it just feels fine lol

00:56:965 - would leave vocal synthesiser mapping and focus on guitar transition here, overtakes I don't know how I missed this but this is very true, yes. I fixed this to add beats.

01:01:384 (1,2) - fair enough sv change but blanket ugh I tried to fix ><

01:10:090 (1) - don't like the direction considering the sv change + sharpness of previous jumps, would follow the notes mroe naturally, sv change will be impactful enough Well, I tried to fix the flow a bit and changed the circle placement so it feels a bit more natural. hopefully it plays better now.

01:29:375 (4) - 256:351~ (follow line after 01:29:108 (3) - 8) ) fixed~

01:35:000 (1,2,3,4,5) - pause seems way better idea tension wise, + these sliders look super 1/4, nice to have some cool pacing/reading change for trolling purposes, but on feint hihats? meeeh. Might play fine though, if testers don't complain, w/e yeah, nobody has said anything about this being bad so far, I just wanted to try for a different idea than the predictable pause.

01:48:929 (1,2,3) - super noodle movement here, you exit (1) in the middle of it and do weird arc through (2) into (3), rearrange to something sharp and consistent with the map I was moreso looking into the relationship between the 3 objects since there's this triangle enclosed idea going on, but if more people think it's not good maybe I'll fix. doesn't feel bad imo tho xp

02:04:197 (2,3,4,5) - again don't like these little movements

02:05:000 (1,2,3) - make 1 two notes and start (2) and (3) on proper ticks, this is wrong in every universe ah this is so true, fixed now.

02:10:893 (3,4) - eww

02:12:902 (3,4) - this just feels so weak idk i just interpreted the music as going down cuz the vocals were ending but eh

02:27:366 (5,6) - sort of random isn't it, you could put those everywhere if you place it here, there is a ghost note but not sure if worth it, compared to strong and obvious stacks like 02:19:733 (8,9,10,11) - it's because here long vocal starts on the red tick, it's also before the next measure so theoretically it makes sense regardless.

02:33:929 (1,2) - again not a big fan, you will probably deny this considering it's an elaborate and thought out ruse Kroytz <exposed>

03:27:902 (2,3) - pointless

03:41:027 (3,4) - triples on red ticks never have to be pointless. this one he vocal starts on red-end / blue-beginning so triple makes good use to follow it.

03:47:188 (4,5,6) - could map as well stacks here, a bit less feint I actually really like how I flowed this

03:48:259 (2,3) - again, especially that there is a stronger 1/4 sounds on 03:48:192 -

03:59:375 (4) - no reason for slowdown except for my stylistic decision to slow it down, but I think it could be a crescendo too as I did in the last diff. slowdown is also viable. idk.

Everlasting meme

getting tired, might check this again some other time

00:05:551 (3) - make sliderbody's axis follow the followline you must have good eyes. Fixed.

00:18:393 (1,2) - no idea why 1/6 same reason as before, 1/4 feels too long

00:48:527 (1,2,3) -

00:56:429 (1,2) - follow line makes I actually wanted this to be centered on the playfield despite it not following the line.

01:02:590 (5) - not following the line makes them look weird, dunno why odd angles I guess

01:13:572 (1,2) - again not sure if it's supposed to be ctrl-g'd or not but maybe

01:20:268 (3,4,5) - a bit nicer

01:36:741 (4,5,6) - ignoring so many rhythms for the sake of vocal synthesiser and adding triples on ghostnotes, again I think this is a bad idea I fixed these ones, had to do a bit of remapping but I think it's fine.

02:11:161 (4) - rotate 30cw cause follow line no follow line on NC tho

03:05:804 (6) - again a bit of rotation fix, 03:05:000 (1,3) - have common line, (6) looks off yeah, some lines can't be followed and sometimes it'd feel weird to have everything perfectly linear too.

03:06:474 (3,4) - zz audible


I don't really like the random use of triples throughout these diffs when ignoring them for the most part, doesn't seem very well structured rhythmically except one part when there are more obvious and mapped consistently. Don't think this song ever call for this intensity as well, (all that's building up for me is annoyance) but that's subjective so whatever. It's well made in general so good luck[ Just know that the song is pretty drowned on every 1/2 (so some red triples can be viable since the noises are drowned out in such a weird way, synths kappa). Other times the vocals start on red/blue so in order to capture those you'd have to triple. Drums don't particulary hit 1/4's but other instruments linger there.
Thank you for the mod Akali!

phaZ

phaZ wrote:

am i the only one who thinks the high ds fit? almost throughout the whole song there is that deep bass + very high and loud octaved synth, which feels super powerful/strong to me. ;_;

anyway here are some suggestions for highest diff:

  1. 01:22:143 (1,2,3,4) - how about going after the synth rhythm here (slider+circle+slider+circle..), instead of kind of trying to grasp the vocals with four 1/2-sliders :D? I can swear I hear the vocals on every other 1/2? besides, I like the lessening of intensity for the long vocal with these sliders.
  2. 01:52:277 (2,3,4,5,6,7,8,1) - these jumps could be more emphazised imo.they either feel to easy or the previous "random jumps" at 01:48:929 (1,2,3,4) - 01:50:536 (3,4,5,6) - are too hard mm, I moved some by a few pixels, nothing that changed tho but I think this is fine?
  3. 02:10:358 (1,2,3,4) - again going for the synth rhythm instead here
  4. 02:32:858 - here aswell should not ignore the synth rhythm (kind of like regou did it maybe) yeah for this, I followed the constant 1/4's instead, I think both are viable decisions I just preferred to keep it basic with 1/4s
  5. 03:50:000 (1,2,3,4,5,6,1) - make this rhythm similiar to 03:45:715 (1,2,3,4,1) - (the other time this is in this kiai) if I did that it'd make the other part not stand out.
    also apart from the spacing this rhythm actually is easier than the flow-jumps like 01:38:616 (2,3,4,5,6) - at the earlier kiais. i think you should put these jumps at the end where the melody shifts to a higher mode. and the easier rhythm to the previous kiai times. If more people point this out, I might consider changing, yes.
[/quote]

3312

3312 wrote:

tfw you guys shat out more good maps/diffs faster than me taking a shit
since i cant play nino's expert ~ everlasting memeries,just gonna mod them from the looks + abit of playtest in editor + some intensity check

[Hard]
02:14:375 (3,4) - a bit too far? 02:14:643 (4,5,6) - has closer distances the (4) gets a bit more emphasis in spacing for the claps later. even so, the spacing is very easy to hit since they make as a triangle.
03:01:116 (2,3) - could be better imo (not really symmetrical) I guess..
03:58:840 (2,3) - too near don't think so
03:59:375 (4,1) - too far? last note~

[extrememe]
00:50:402 (3) - 1/1 slider on 1/2 part? y? because of the held vocal. I could also try a triple with 1/2 slider but I thought the vocal was much better singling out.
01:25:625 (1,2) - should be the same as 01:26:161 (1,2) - since the rhythm is the same (according to my only-left-earphone-working-headphones-idk) there's a slightly stronger vocal in those two beats.
02:02:188 (2) - put on middle? I had made as triangle with the heads.
02:15:715 (1) - ok this is just weird
02:17:858 (1,2) - same they are both there to create emphasis on the lonely drum ^^;
03:08:215 (1,2,3,4,5,6,7,8) - should be abit more spaced? idk since this part is pretty intense it's consistently more spaced than the other streams. so ye
03:24:286 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16) - same same
03:43:304 (1,1) - blanket? yes I fixed this.

Thank you all for the mods :33

Also Yauxo (or anyone for that matter), if y'wanna suggest a diff name for Raikozen's then by all means go ahead (since my lack of creativity hinders memorable diff names lul)
Battle
numbers

3312 wrote:

tfw you guys shat out more good maps/diffs faster than me taking a shit
since i cant play nino's expert ~ everlasting memeries,just gonna mod them from the looks + abit of playtest in editor + some intensity check
[Normie]
00:41:429 (2) - since 00:40:358 (1) - is straight,why not make this one straight too?
00:44:643 (1,2) - you could make a blanket here
01:45:447 (2,3) - a bit too close? or 01:46:250 (3,4) - a bit too far? naw it's ds'ddd
02:41:161 (4,1) - kind of too close to each other ^, it looks p fine imo

s

Su1fu7 wrote:

Hello there, short mod:
[notice][BHR's Normal]
[list]
[*] 01:31:920 (1) - Feels like its too close to the 01:31:786 (1) - and theres not enough time to move from note to the centre of spinner: gonna be much better if you move spinner to 01:32:054 - (also match with drum section) It matches vocals, there's enough time imo to go from the right, which is somewhat in the center to the middle, the hp isn't too rough so it's not like players have to spin TOO much to pass it
[*] 01:31:920 (1,1) - these spinners is too close to each other, move 01:34:063 (1) - to 01:34:197 These spinners are fine, there's no really hard rules on spinners besides recovery time, since people are already spinning, it's not exactly had to keep spinning

.
osu file format v14

[General]
AudioFilename: Snow Drive.mp3
AudioLeadIn: 0
PreviewTime: 95717
Countdown: 0
SampleSet: Normal
StackLeniency: 0.5
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
Bookmarks: 162480
DistanceSpacing: 1.1
BeatDivisor: 2
GridSize: 4
TimelineZoom: 1.399999

[Metadata]
Title:Snow Drive
TitleUnicode:Snow Drive
Artist:Omoi
ArtistUnicode:Omoi
Creator:Kroytz
Version:BHR's Normal
Source:
Tags:vocaloid hatsune miku k2pudding Battle HappyRocket88 pkk moph snownino_ Rumia Raikozen
BeatmapID:1083051
BeatmapSetID:478405

[Difficulty]
HPDrainRate:4
CircleSize:3
OverallDifficulty:4
ApproachRate:4
SliderMultiplier:0.799999999999999
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//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

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ill call rocket lol
Weber
IMO this set needs more easier diffs. Yes, technically you covered the spread correctly but it feels as though there are too few options for beginner/regular players compared to the vast variety you offer to expert players for... some reason?

Feels as though you are trying to rank this with the absolute bare minimum ranking requirements for the purpose of ranking a shitload of really hard maps :/
HappyRocket88
Fixed everything from mods! Thank you very much!

Kroytz, please use this code instead of the one Battle provided since I copied and pasted the changes he made. >u<

NANI
osu file format v14

[General]
AudioFilename: Snow Drive.mp3
AudioLeadIn: 0
PreviewTime: 95717
Countdown: 0
SampleSet: Soft
StackLeniency: 0.5
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LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
Bookmarks: 162480
DistanceSpacing: 1.1
BeatDivisor: 2
GridSize: 4
TimelineZoom: 1.399999

[Metadata]
Title:Snow Drive
TitleUnicode:Snow Drive
Artist:Omoi
ArtistUnicode:Omoi
Creator:Kroytz
Version:BHR's Normal
Source:
Tags:vocaloid hatsune miku k2pudding Battle HappyRocket88 pkk moph snownino_ Rumia Raikozen
BeatmapID:1083051
BeatmapSetID:478405

[Difficulty]
HPDrainRate:4
CircleSize:3
OverallDifficulty:4
ApproachRate:4
SliderMultiplier:0.799999999999999
SliderTickRate:1

[Events]
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//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

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204,352,166786,6,0,P|236:348|280:316,2,79.9999999999999,0|8|0,0:0|0:0|0:0,0:0:0:0:
124,312,167590,1,8,0:0:0:0:
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60,104,168661,1,8,0:0:0:0:
144,128,168929,6,0,B|180:140|180:140|224:124,1,79.9999999999999,0|8,0:0|0:0,0:0:0:0:
260,48,169465,2,0,B|224:36|224:36|180:52,1,79.9999999999999,0|8,0:0|0:0,0:0:0:0:
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188,52,170804,1,8,0:0:0:0:
272,72,171072,6,0,B|296:72|296:72|308:80|320:76|320:76|332:84|348:80|348:80|380:140|380:140|328:200|328:200|288:168|232:184,1,320,0|4,3:0|0:0,0:0:0:0:
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232,184,181786,2,0,B|288:128|288:128|376:116,1,160,0|0,0:0|0:0,0:0:0:0:
456,136,182590,1,8,0:0:0:0:
404,208,182858,6,0,P|380:264|408:328,2,120,0|0|8,0:0|0:0|0:0,0:0:0:0:
468,268,183929,2,0,B|403:255|403:255|352:284|296:264,1,160,0|0,0:0|0:0,0:0:0:0:
236,224,184733,1,8,0:0:0:0:
160,180,185000,6,0,P|108:212|88:272,2,120,4|0|8,0:0|0:0|0:0,0:0:0:0:
176,268,186072,2,0,P|140:336|88:352,2,120,0|0|8,0:0|0:0|0:0,0:0:0:0:
160,180,187143,6,0,P|192:250|284:265,3,160,0|0|0|0,3:0|3:0|3:0|3:0,0:0:0:0:
103,350,189286,5,4,0:0:0:0:
140,360,197858,6,0,B|192:316|164:252|164:252|138:185|194:139,1,240,0|0,0:0|0:0,0:0:0:0:
242,213,198929,2,0,P|293:235|303:157,1,160,0|0,0:0|0:0,0:0:0:0:
162,261,200000,6,0,P|252:329|369:301,1,240,0|0,0:0|0:0,0:0:0:0:
325,224,201072,2,0,P|273:246|245:167,1,160,0|0,0:0|0:0,0:0:0:0:
256,192,202143,12,0,204286,0:0:0:0:
256,192,204420,12,0,205625,0:0:0:0:
207,116,206429,22,0,B|254:183|254:183|300:109,1,160,4|0,0:0|0:0,0:0:0:0:
352,49,207233,1,8,0:0:0:0:
380,132,207500,2,0,L|295:276,1,160,0|0,0:0|0:0,0:0:0:0:
252,344,208304,1,8,0:0:0:0:
180,296,208572,6,0,P|132:284|68:316,2,120,0|0|8,0:0|0:0|0:0,0:0:0:0:
136,372,209643,2,0,B|120:316|120:316|128:272|128:272|112:212,1,160,0|8,0:0|0:0,0:0:0:0:
72,140,210447,1,8,0:0:0:0:
152,104,210715,6,0,B|212:60|256:112|256:112|304:156|376:112,1,240,4|8,0:0|0:0,0:0:0:0:
312,48,211786,2,0,B|279:114|337:149|337:149|390:192|354:263,1,240,0|8,0:0|0:0,0:0:0:0:
312,336,212858,6,0,B|364:312|364:312|428:332,2,120,0|0|8,0:0|0:0|0:0,0:0:0:0:
228,368,213929,2,0,P|164:384|144:244,1,240,0|0,0:0|3:0,0:0:0:0:
208,204,215000,6,0,B|244:176|244:132|244:132|244:44,1,160,4|0,0:0|0:0,0:0:0:0:
164,96,215804,2,0,B|164:128|164:128|160:160|92:156|91:132|91:132|92:96,1,160,8|8,0:0|0:0,0:0:0:0:
44,24,216608,2,0,B|8:52|8:96|8:96|8:184,1,160,0|0,0:0|0:0,0:0:0:0:
68,236,217411,2,0,B|92:272|84:312|84:312|124:296|160:324,1,160,8|8,0:0|0:0,0:0:0:0:
236,368,218215,6,0,B|276:384|276:384|320:372,1,79.9999999999999,0|8,0:0|0:0,0:0:0:0:
356,300,218750,2,0,B|316:284|316:284|272:296,1,79.9999999999999,0|8,0:0|0:0,0:0:0:0:
236,368,219286,2,0,P|196:300|228:228,1,160,4|0,0:0|0:0,0:0:0:0:
303,190,220090,1,8,0:0:0:0:
380,240,220358,6,0,P|384:140|304:200,1,240,0|8,0:0|0:0,0:0:0:0:
300,280,221429,2,0,B|324:313|324:313|372:332,1,79.9999999999999,0|8,0:0|0:0,0:0:0:0:
440,292,221965,2,0,P|488:288|528:308,1,79.9999999999999,0|8,0:0|0:0,0:0:0:0:
472,376,222500,6,0,B|471:328|447:303|447:303|471:264|460:224|460:224|492:184|472:136,1,240,0|0,2:0|3:0,0:0:0:0:
392,168,223572,6,0,P|319:154|292:68,1,160,4|0,0:0|0:0,0:0:0:0:
340,8,224375,1,8,0:0:0:0:
368,92,224643,2,0,L|300:244,1,160,0|0,0:0|0:0,0:0:0:0:
256,312,225447,1,8,0:0:0:0:
208,240,225715,6,0,B|172:192|172:192|112:176,2,120,0|0|8,0:0|0:0|0:0,0:0:0:0:
126,276,226786,2,0,B|139:309|182:333|182:333|231:334|264:305,1,160,0|8,0:0|0:0,0:0:0:0:
331,265,227590,1,8,0:0:0:0:
399,210,227858,6,0,P|417:261|351:351,1,160,4|0,0:0|0:0,0:0:0:0:
331,265,228661,1,8,0:0:0:0:
315,178,228929,2,0,B|330:146|330:146|371:121,1,79.9999999999999,0|8,0:0|0:0,0:0:0:0:
318,49,229465,2,0,B|287:66|287:66|239:63,1,79.9999999999999,0|8,0:0|0:0,0:0:0:0:
158,38,230000,6,0,P|103:28|40:72,2,120,0|0|8,0:0|0:0|0:0,0:0:0:0:
116,115,231072,2,0,P|151:201|201:107,1,240,0|0,0:0|0:0,0:0:0:0:
158,38,232143,6,0,P|211:85|301:62,1,160,4|0,0:0|0:0,0:0:0:0:
370,25,232947,2,0,B|411:18|411:18|446:37|446:37|467:71|467:71|458:119,1,160,8|8,0:0|0:0,0:0:0:0:
423,188,233750,2,0,B|404:240|404:240|385:300|436:343,1,160,0|0,0:0|0:0,0:0:0:0:
485,268,234554,2,0,B|437:251|404:272|404:272|360:300|323:259,1,160,8|8,0:0|0:0,0:0:0:0:
285,200,235358,6,0,P|242:137|158:137,1,160,0|0,0:0|0:0,0:0:0:0:
201,213,236161,1,8,0:0:0:0:
255,283,236429,2,0,B|292:290|292:290|341:273,2,79.9999999999999,4|8|0,0:0|0:0|0:0,0:0:0:0:
285,200,237233,1,8,0:0:0:0:
373,201,237500,6,0,P|404:230|417:279,2,79.9999999999999,0|8|0,0:0|0:0|0:0,0:0:0:0:
285,200,238304,1,8,0:0:0:0:
255,283,238572,1,8,0:0:0:0:
300,358,238840,1,8,0:0:0:0:
387,351,239108,1,8,0:0:0:0:
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256,192,239643,12,4,240715,0:0:0:0:
Ayyri
Yo, just wanted to give my two cents here.

Set does seem a bit top heavy, but there is a linear fashion to the harder difficulties. Just be careful about the density of each difficulty.

Also, @Zyl when you say "unrankable" jumps, please point some out. Because unless the jump goes off screen, or the rhythm is unsnapped, I don't see how it would be unrankable. Please be a bit more specific about these things, since they are otherwise considered to just flow badly, rather than be unrankable. Another thing is that if a very small portion of an object is touching the HP bar, it should be fine. This is only a problem if it's more than just a object's border that is touching the HP bar, which would make it a clear obstruction to the player, which would be readily noticeable in play.

Sorry to call you out like this, but it just seems really rude to blatantly say these things, but not be able to provide examples or accurate evidence about these things along with what you are saying, since having something be unrankable is a pretty serious concern for the map's rankability.
Izzywing
6- THERE'S NO EMPHASIS!, you putted all like random and it doesn't feel like to take some time on it, mapping takes time dude!. Maybe point them out? Search it by yourself ;9, "you are experienced"
This is an extremely disrespectful way to mod, telling people to search for mistakes themselves is really pointless. What's the point of modding at all then? "Hey man your map has a lot of mistakes but you can find them yourself."
Topic Starter
Kroytz
@Ayyri set is a bit top heavy but there are very few ways to make easier diffs that don't mimic each other. What I mean is, this is a pretty long song at 224 bpm, mostly 1/2 spammy with a few 1/4 parts. The only thing that'd probably separate easier diffs from each other would be distance snapping or harder patterns but at the core, they'd be too identical. I tried to be VERY LENIENT on my <Hard> difficulty and even then the SR is pretty high for what it is. It plays pretty easily, no doubt about that tho. And coming from <Easy> diff is a fair jump. ^^

If I can make a suggestion to @pkk, maybe tone down (or eliminate) some streams from your diff so that going from Hard -> Insane isn't a big jump? Introducing long 224 bpm streams is a bit killer to a player moving from Hard to Insane. That's all I can really point out about the lower end difficulties.

Updated Normal~
Ayyri

Kroytz wrote:

@Ayyri set is a bit top heavy but there are very few ways to make easier diffs that don't mimic each other. What I mean is, this is a pretty long song at 224 bpm, mostly 1/2 spammy with a few 1/4 parts. The only thing that'd probably separate easier diffs from each other would be distance snapping or harder patterns but at the core, they'd be too identical. I tried to be VERY LENIENT on my <Hard> difficulty and even then the SR is pretty high for what it is. It plays pretty easily, no doubt about that tho. And coming from <Easy> diff is a fair jump. ^^
Yeah, that's understandable. I wasn't saying the spread is bad or anything, I just wanted to address it since I have seen many people questioning the spread of this mapset. And I think that the spread does an alright job for the song that is given.
Battle
it's worth pointing out that overlapping with the hp bar is in no way unrankable so like lol, the only completely unrankable (relevant to what's being talking about) thing is just out-of-screen hit objects, which are none
Ayyri

Battle wrote:

it's worth pointing out that overlapping with the hp bar is in no way unrankable so like lol, the only completely unrankable (relevant to what's being talking about) thing is just out-of-screen hit objects, which are none
It actually depends on the extent that the object is overlapping the HP bar. That's why I gave the example that I did. Since many people will point out an object that's like one pixel over the HP bar, and that is actually completely fine. But if it's something more like the majority or entire slider tail that is on the HP bar, you might want to fix that. :v
Battle
hmm really? cuz from what I've seen people who've stated that it's not explicitly unrankable have said they can just turn hp bar off anyways lol
Izzywing

Battle wrote:

hmm really? cuz from what I've seen people who've stated that it's not explicitly unrankable have said they can just turn hp bar off anyways lol
This argument's kinda bleh, like that's like saying its ok to have stupid combo colors (like 255,255,255) because you can just turn em off anyway

EDIT - I'm pretty sure objects under the HP bar aren't unrankble, but you should strive to avoid placing them there. From watching Kroytz' stream I know it's his style to use the entire map, even the area under the hp bar (he once went on like a 15 min tangent about how mappers dont utilize the entire screen lol)
Topic Starter
Kroytz
They are not 100% flat out unrankable for combo colors and placing objects where skin elements are, but simply guidelines. If you can avoid them (such as combo colors to change from full white or black to a shade of gray), then try to. With object placement, sometimes like for me, it's in my style to make use of the entirety of the playfield which includes corners. Why? Because this is how I enjoy mapping: utilizing all the space that's available for me. From what various nominators have told me is that within justification they are not something to ever DQ for.
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