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CustomiZ - COOLEST

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Deppyforce

TaMul wrote:

Deppyforce wrote:

[extra]
01:14:231 (2,4,5,6) - g. http://puu.sh/sKoL7/bf7b8dba2b.jpg u should try blanket the first circle instead in this case that maybe you check stacking option. In my editor..
yeah it looks fine in your editor but it'll look like my pic when you actually play the map :/
change stack leniency maybe?
Topic Starter
GugUCorn

Deppyforce wrote:

yeah it looks fine in your editor but it'll look like my pic when you actually play the map :/
change stack leniency maybe?
yup, already changed it to 4. :)
HabiHolic
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Title:COOLEST
TitleUnicode:COOLEST
Artist:CustomiZ
ArtistUnicode:カスタマイZ
Creator:TaMul
Version:Habi's Hard
Source:坂本ですが?
Tags:Left HabiHolic [ kuro usagi ] Sakamoto Desu Ga? op opening tv size
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Left

MugiwaraSekai wrote:

#modreqs

left
  1. 00:12:316 (5,1) - what about increasing a little bit more spacing to show the emphisize ? vocal isn't changing, so this spacing
  2. 00:13:593 (1) - this slider end needs to be muted according to 00:15:827 (1) - using soft sampleset instead
  3. 00:17:104 (3) - circles would fit better than slider since there are loud drums on it and I think circles would emphasize better themrip i'm using symmetry pattern here
  4. 01:13:274 (1,2,3,4,5) - a "straight" stream would be better visually I think well now is ok
  5. 01:18:221 - there is nothing above as 01:17:582 -, 01:16:944 -; I think it's better to make them consistent, or maybe try to map 01:17:582 - and 01:16:944 - song is obviously different there, and i had some intentions.
that's all for me good luck!
thx for mod!

kul
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 53167
Countdown: 0
SampleSet: Normal
StackLeniency: 0.5
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
Bookmarks: 49050,63731,78412,94050,94688,95007,99156,99795,100114,104263,104901,105220,109369,110007,110326
DistanceSpacing: 0.5
BeatDivisor: 4
GridSize: 8
TimelineZoom: 2.5

[Metadata]
Title:COOLEST
TitleUnicode:COOLEST
Artist:CustomiZ
ArtistUnicode:カスタマイZ
Creator:TaMul
Version:Left's Insane
Source:坂本ですが?
Tags:Left HabiHolic [ kuro usagi ] Sakamoto Desu Ga? op opening tv size
BeatmapID:1033314
BeatmapSetID:483166

[Difficulty]
HPDrainRate:6.5
CircleSize:3.8
OverallDifficulty:8
ApproachRate:9
SliderMultiplier:1.78
SliderTickRate:2

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

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332,282,53167,5,8,0:0:0:0:
329,269,53247,1,8,0:0:0:0:
326,257,53327,1,8,0:0:0:0:
323,244,53407,1,8,0:0:0:0:
320,232,53487,6,0,P|405:200|517:250,1,204.700003904343,6|12,0:0|0:0,0:0:0:0:
316,354,53965,1,2,0:0:0:0:
223,292,54125,2,0,L|115:279,1,102.350001952171,4|2,0:0|0:0,0:0:0:0:
51,163,54444,2,0,P|101:142|163:151,1,102.350001952171,12|0,0:0|0:0,0:0:0:0:
306,192,54763,5,6,0:0:0:0:
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188,91,55242,2,0,L|206:192,1,102.350001952171,2|4,0:0|0:0,0:0:0:0:
284,356,55561,1,2,0:0:0:0:
395,238,55721,1,12,0:0:0:0:
380,337,55880,1,0,0:0:0:0:
306,192,56040,6,0,P|301:139|308:112,1,80.0999975555421,6|2,0:0|0:0,0:0:0:0:
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266,164,58354,1,8,0:0:0:0:
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266,164,58513,1,8,0:0:0:0:
266,164,58593,5,6,0:0:0:0:
270,271,58752,1,0,0:0:0:0:
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194,297,59231,1,4,0:0:0:0:
194,297,59391,1,2,0:0:0:0:
266,164,59550,2,0,L|259:45,1,102.350001952171,12|0,0:0|0:0,0:0:0:0:
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446,238,60029,2,0,P|382:236|343:211,1,102.350001952171,2|12,0:0|0:0,0:0:0:0:
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387,262,62104,6,0,P|358:197|362:257,1,200.250007638932,12|0,0:0|2:0,0:0:0:0:
391,340,62423,5,2,0:0:0:0:
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390,253,63300,1,8,0:0:0:0:
347,241,63380,1,2,0:0:0:0:
195,117,63540,1,8,0:0:0:0:
199,143,63620,1,8,0:0:0:0:
201,169,63699,6,0,P|275:93|239:-12,1,204.700003904343,6|12,0:0|0:0,0:0:0:0:
102,145,64178,1,2,0:0:0:0:
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291,201,64657,2,0,B|250:168|250:168|168:169,1,102.350001952171,12|0,0:0|0:0,0:0:0:0:
368,273,64976,5,6,0:0:0:0:
427,112,65135,1,2,0:0:0:0:
459,211,65295,1,12,0:0:0:0:
327,103,65455,2,0,P|268:84|202:97,1,102.350001952171,2|4,0:0|0:0,0:0:0:0:
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320,316,66891,6,0,P|339:281|331:227,1,80.0999975555421,2|2,0:0|0:0,0:0:0:0:
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200,237,68167,5,10,0:0:0:0:
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145,298,68327,1,8,0:0:0:0:
102,304,68407,1,8,0:0:0:0:
63,293,68487,5,8,0:0:0:0:
66,276,68566,1,8,0:0:0:0:
70,259,68646,1,4,0:0:0:0:
75,243,68726,1,4,0:0:0:0:
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201,152,69284,5,2,0:0:0:0:
285,86,69444,2,0,P|325:65|383:67,1,102.350001952171,4|2,0:0|0:0,0:0:0:0:
302,189,69763,1,12,0:0:0:0:
201,152,69923,1,0,0:0:0:0:
156,268,70082,5,6,0:0:0:0:
306,220,70242,1,2,0:0:0:0:
185,115,70401,1,12,0:0:0:0:
156,268,70561,2,0,P|208:284|296:282,1,102.350001952171,2|4,0:0|0:0,0:0:0:0:
429,252,70880,1,2,0:0:0:0:
429,252,71040,2,0,B|434:304|434:304|411:354,1,102.350001952171,12|0,0:0|0:0,0:0:0:0:
366,197,71359,6,0,P|412:169|458:180,1,80.0999975555421,2|2,0:0|0:0,0:0:0:0:
293,164,71678,6,0,P|373:100|470:98,1,200.250007638932,12|0,0:0|2:0,0:0:0:0:
436,170,71997,6,0,P|394:198|357:194,1,80.0999975555421,2|2,0:0|0:0,0:0:0:0:
249,78,72316,6,0,B|293:163|293:163|250:293,1,200.250007638932,12|0,0:0|2:0,0:0:0:0:
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266,114,73513,1,4,0:0:0:0:
279,73,73593,1,4,0:0:0:0:
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257,163,74550,1,4,0:0:0:0:
257,163,74710,1,2,0:0:0:0:
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304,258,75189,6,0,L|170:242,1,102.350001952171,6|0,0:0|0:0,0:0:0:0:
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102,264,75987,1,2,0:0:0:0:
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137,210,79657,1,6,0:0:0:0:
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238,111,80774,2,0,P|242:89|248:60,2,51.1750009760857,2|2|8,0:0|0:0|0:0,0:0:0:0:
69,240,81093,1,2,0:0:0:0:
66,215,81173,1,2,0:0:0:0:
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388,72,82848,5,8,0:0:0:0:
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405,255,84125,5,6,0:0:0:0:
259,320,84284,1,8,0:0:0:0:
259,320,84364,1,8,0:0:0:0:
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188,144,84604,5,6,0:0:0:0:
338,280,84763,1,8,0:0:0:0:
338,280,84843,1,8,0:0:0:0:
338,280,84923,1,8,0:0:0:0:
174,280,85082,1,2,0:0:0:0:
324,144,85242,1,6,0:0:0:0:
255,297,85401,5,8,0:0:0:0:
188,144,85561,1,8,0:0:0:0:
342,238,85721,1,10,0:0:0:0:
170,238,85880,1,8,0:0:0:0:
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300,51,86997,1,6,0:0:0:0:
357,282,87157,1,2,0:0:0:0:
Topic Starter
GugUCorn

Irohas wrote:

#modreqs

coolest
  1. 00:21:252 (3) - I think it's better to map those drums after since it's the higher diff imo it maybe cause of sound, "hey!"
  2. 00:26:997 (2,1) - spacing too huge compared to 00:26:359 (7,1,1,2,1,2) - i'll consider it.
  3. 00:52:050 (4,1) - not really a good flow imo, it forced the player to make an awkward movement pass
[]
that's all for me good luck!

Deppyforce wrote:

[coolest]
00:18:380 (5,6,7) - 5 ->6 should be smaller spaced than 6->7 tbh cuz its stronger not bad consider it
00:33:699 (4,5,6) - try ctrl+g rhythm to follow vocals good! fixed
00:49:417 - missed 1/4 snare here, if u intended to make this part a jump i highly recommend u change 00:49:338 (3) - to kickslider instead of just circle fixed
01:03:460 - theres literally no sound here zzz agree but no change
fixed by me cause of long absent [ kuro usagi]
thanks mod!
Saileach
OH YEAH YEAH
Song and map is HYPE, gl, take my stars
Topic Starter
GugUCorn

- Rain - wrote:

OH YEAH YEAH
Song and map is HYPE, gl, take my stars
lol 5 stars..Thanks a lot! :D :)
Monstrata
Sorry, super late lol.

COOLEST

00:23:167 (2,3,4) - Don't do spaced triplets here, the 1/4 is barely even audible. It really sounds overmapped imo tbh xP
00:34:338 (1,2,3,4,5,6) - Really unsure what rhythm you are following here. I think vocal is best tbh, since 00:33:221 (1,2,3,4,5,6) - follow the vocal rhythm really well.
00:52:449 (2,3) - Better to just stack. The custom stack isn't necessary and the angle isn't actually good imo.

Extra

00:15:348 (2,3) - Ctrl+G sounds better in terms of rhythm. Make the snare on 00:15:508 - clickable.
00:59:550 (3,4) - This deserves a larger jump imo. No emphasis onto 4 ;c
01:16:784 (3,1,2,1) - You should NC them based on SV change and use a custom NC rhythm here.
01:17:104 (1,1) - I wouldn't recommend using a full overlap here tho. Since 01:16:784 (1,1) - are rotated, you can do the same for these two sliders instead of stacking.
01:26:199 (5) - NC here and remove on 01:26:358 (1) - imo. Changing NC's in between a stream like this looks really ugly D:

[]

Other diffs look good! Do you have metadata btw?
Topic Starter
GugUCorn

Monstrata wrote:

Sorry, super late lol.

COOLEST

00:23:167 (2,3,4) - Don't do spaced triplets here, the 1/4 is barely even audible. It really sounds overmapped imo tbh xP i see. removed (3) note.
00:34:338 (1,2,3,4,5,6) - Really unsure what rhythm you are following here. I think vocal is best tbh, since 00:33:221 (1,2,3,4,5,6) - follow the vocal rhythm really well. fixed with followed vocal
00:52:449 (2,3) - Better to just stack. The custom stack isn't necessary and the angle isn't actually good imo. agreed, fixed

Extra

00:15:348 (2,3) - Ctrl+G sounds better in terms of rhythm. Make the snare on 00:15:508 - clickable. fixed ctrlG and snare
00:59:550 (3,4) - This deserves a larger jump imo. No emphasis onto 4 ;c i think it is not big jump. its distance is 1.02x
01:16:784 (3,1,2,1) - You should NC them based on SV change and use a custom NC rhythm here. fixed
01:17:104 (1,1) - I wouldn't recommend using a full overlap here tho. Since 01:16:784 (1,1) - are rotated, you can do the same for these two sliders instead of stacking. fixed to this. https://puu.sh/tvaUr/256198c67a.png
01:26:199 (5) - NC here and remove on 01:26:358 (1) - imo. Changing NC's in between a stream like this looks really ugly D: fixed


Other diffs look good! Do you have metadata btw?
Thanks for mod! :D
about kuro usagi's diff, Caused of absent fixed by me.

and I don't know your meaning about metadata. is it wrong about its metadata?
+edit. I found some metadata of this song from Venix. p/5566974
here is medata link. http://www.shi-no-kakaku.com/2016/04/cu ... su-ga.html
i don't know sure.. :?
Monstrata
Nono, just wondering if you have an official source for your metadata, like link to discography or something.

If you don't I can find official source too.
Left
이거 왜 매냐태고 랭맵 다 있는데 메타를 아무도 제시안했는지ㅋㅋㅋ
Topic Starter
GugUCorn

Left wrote:

이거 왜 매냐태고 랭맵 다 있는데 메타를 아무도 제시안했는지ㅋㅋㅋ
어 그러고보니까 그러네요ㅋㅋㅋ
Monstrata
Metadata seems fine. Checked myself. Alright then, bubbled!
Topic Starter
GugUCorn

Monstrata wrote:

Metadata seems fine. Checked myself. Alright then, bubbled!
lol thanks, monstar!
F D Flourite
bubble check. Something needs a deeper consideration imo.

Red -- Directly relate to bubble pop
Bold -- Highly relate to bubble pop or should be carefully concerned
normal -- Suggestions or personal opinions

[General]
  1. normal-slidertick25.wav is unused. Delete it.
  2. normal-hitfinish.wav has a delay of more than 5ms. Here is the fixed version: Download
  3. The video is in Korean, while I'm sure that the original video is in Japanese. So I would prefer a video with Japanese lyrics or with no lyric.
[Extra]
  • Slidertick hitsounds are not used properly in this diff and COOLEST K. USAGI, especially (and mostly) on 3/4 sliders

    Guideline wrote:

    Slider tick hitsounds are discouraged. If you want to use them, then make sure that their volume is balanced (i.e. notably quieter than regular hitsounds). A very loud slider tick, especially when only used once or twice, would be extremely jarring.
    Take 01:05:933 (5,1,2) - in Extra as an example. Their lengths are the same, so players would expect them sharing the same rhythm at the first time. But they are not, which is even acceptable because due to the slidertick on 01:06:252 (1) - , this pattern could be somewhat readable. However, players will hear a loud clap hitsound on the slidertick of 01:06:252 (1) - , which is extremely confusing. It could mislead players that they've hit a 1/2 slider, which lead to a bad gameplay experience.

    Even if such patterns may be considered readable and playable, switching track in such pattern is still confusing. Obviously you are trying to follow the drum at the red tick (01:06:412 - ), but still the slidertail of 3/4 slider is snapped to the fade-out of vocal. Such variation of music track in such a short period of time could be extremely distracting tbh.

    What's worse, your map is lack of consistency on such patterns. I know 01:06:252 (1) - slidertick on this slider is trying to follow the second whistle on this music section. But among all other similar music sections, patterns are not similar in rhythm. ( 00:56:040 (7,1,2) - ) In this case, slidertick hitsounds on 3/4 sliders seems really disorganized.
And, I don't like 3/4 sliders sharing the same length as 1/2 sliders, please reconsider such patterns in Extra. You may slightly extend the length of 3/4 sliders to make such patterns more clearly. (COOLEST doesn't have this problem I guess)

After finishing all, you may call me back.
Topic Starter
GugUCorn

F D Flourite wrote:

bubble check. Something needs a deeper consideration imo.

Red -- Directly relate to bubble pop
Bold -- Highly relate to bubble pop or should be carefully concerned
normal -- Suggestions or personal opinions

[General]
  1. normal-slidertick25.wav is unused. Delete it. fixed
  2. normal-hitfinish.wav has a delay of more than 5ms. Here is the fixed version: Download thanks, fixed
  3. The video is in Korean, while I'm sure that the original video is in Japanese. So I would prefer a video with Japanese lyrics or with no lyric. I knew that. it's just little consideration for my country.
[Extra]
  • Slidertick hitsounds are not used properly in this diff and COOLEST K. USAGI, especially (and mostly) on 3/4 sliders I try to realize drum cover by using hitsound. but i couldn't use drum hitsound on middle of slider for realizing drum cover. I used many slidertick hitsounds on Easy and Normal Diff. but In Hard, Insane and Extra Diff, It doesn't have necessity that Adding lots of slidertick hitsound on slider. because In Easy and Normal Diff, there are lots of slider, but In other diff(Hard,Insane,Extra..), they have lots of circle note than slider. so I used slidertick hitsounds on necessary part. besides, I naturally used it harmoniously.

    Guideline wrote:

    Slider tick hitsounds are discouraged. If you want to use them, then make sure that their volume is balanced (i.e. notably quieter than regular hitsounds). A very loud slider tick, especially when only used once or twice, would be extremely jarring.
    Take 01:05:933 (5,1,2) - in Extra as an example. Their lengths are the same, so players would expect them sharing the same rhythm at the first time. But they are not, which is even acceptable because due to the slidertick on 01:06:252 (1) - , this pattern could be somewhat readable. However, players will hear a loud clap hitsound on the slidertick of 01:06:252 (1) - , which is extremely confusing. It could mislead players that they've hit a 1/2 slider, which lead to a bad gameplay experience.

    Even if such patterns may be considered readable and playable, switching track in such pattern is still confusing. Obviously you are trying to follow the drum at the red tick (01:06:412 - ), but still the slidertail of 3/4 slider is snapped to the fade-out of vocal. Such variation of music track in such a short period of time could be extremely distracting tbh.

    What's worse, your map is lack of consistency on such patterns. I know 01:06:252 (1) - slidertick on this slider is trying to follow the second whistle on this music section. But among all other similar music sections, patterns are not similar in rhythm. ( 00:56:040 (7,1,2) - ) In this case, slidertick hitsounds on 3/4 sliders seems really disorganized.
And, I don't like 3/4 sliders sharing the same length as 1/2 sliders, please reconsider such patterns in Extra. You may slightly extend the length of 3/4 sliders to make such patterns more clearly. (COOLEST doesn't have this problem I guess)

ah, I understand your opinion. cause of using slidertick hitsound on 3/4 slider, some player may have problem to reading. so i changed pattern about 3/4 sliders like this but i didn't change 3/4 slider to 1/2 slider.

After finishing all, you may call me back.
Thanks! ;)
F D Flourite
Rechecked. fixed some 3/4 rhythm in Extra and a slider in Normal. And remove useless characters in tag

To following modders:
there are still 3/4 sliders with slidertick hitsounds in COOLEST K. USAGI diff, but these sliders are mostly readable and playable. Even in rhythm, they could be understood as following both tracks and keeping hitsound consistency imo. So I decide to let it pass.

Rebubble~
-NanoRIPE-
omg hype!
Luel Roseline
비기: 하트랭크
대기탑니다
Sonnyc
General.
프리뷰 지점이 애매하게 빨라보이는데, 00:52:848 등 조금 더 늦게 설정해주시는 것은 어떤가요?

Easy.
00:04:976 (1) - 해당 난이도 유일의 1/2 슬라이더인데, 이지 난이도에서 이러한 짧은 슬라이더의 사용은 초보자들에게 권장되지 않습니다. 박자를 00:05:135 에서 시작하고 00:05:933 에서 끝나는 긴 슬라이더로 바꾸는 등 박자에 변화를 주어보세요.
00:10:401 (3,4) - (2,3)에 3/2 박자 텀 이후에 1/1 노트 2개를 두기에는 조금 이지에 비해 까다로운 면이 커보이네요. (3,4)를 슬라이더로 바꾸는건 어떨까요?
00:39:763 (1,2,3) - 3 연속 서클에 조금 부담이 느껴지는데 조금 쉬운 박자로 바꿔보실 수 있나요?

Normal.
00:32:742 (3,1) - 여기만 스택 내에 콤보가 섞여있는데, 하나의 색으로 통일 가능하신가요?
01:23:806 (1,2) - 음악상 (2)부터 콤보 가는게 악기랑 맞아보이네요.

Extra.
00:11:359 ~ 00:21:492 - 이 구간은 음악의 초반에서 아직 그 강도(?)가 약한 지점으로 보는데 혹은 적어도 뒤의 강렬한 음악 구간들보다는 약해보이는데 사용하신 점프라던가 간격 설정이 거의 키아이 점프급이네요 ㅇㅅㅇ 이 구간은 훨씬 강도 약한 점프들로 이루어지는게 음악과 맞지 않을까 싶네요.
00:38:806 (1) - 인게임으로 보시면 우선 틱이 안보이는 속도이고, 모양도 이전의 00:38:167 (5,6)와 동일해서 감속이 이루어진 3/4라는게 잘 드러나지 않네요. 속도를 조금 높혀서 틱이 보이게 하시고, 모양도 조금 다르게 쓰면 좋을듯 하네요.
00:41:359 (1,2) - 슬라 속도가 여기서 상당히 폭주하고 있는데, 음악에 비해 이정도 속도의 1/4 슬라이더를 사용하는 것은 조금 심히 과장된 느낌이네요.
01:21:572 (1,2,3,4) - 이 구간은 슬라 속도가 약해진 음악에 비해 다소 빨라보이네요.

Usagi.
00:07:130 (4,5) - 00:09:205 (5,6) - 잘 이해가 가지 않는 간격 불일치네요. 시각적인 효과를 누리는 것도 아니고, 음악과 잘 맞는 느낌도 아니라서 이전 연타와 일정한 간격을 사용해주세요.
00:21:412 - 00:34:577 - 음악상 박자가 존재하는데 3/4 슬라이더로 처리하는 것은 음악 표현에 적합하지 않아보이네요.
00:26:359 (7,1,2,1,1,2,1,2) - 3/4 슬라 이후 1/2 슬라들이 등장하고 있는데, 매번 사용된 슬라 모양이나 간격이나 다 일정하지 않아서 통일된 느낌은 들지 않네요.
00:35:295 (5,6) - 간격이 갑자기 감소했는데 음악상 큰 변동이 없어서 어색해보이네요.
전반적으로, 아직 랭크되기에는 충분하지 못한 퀄리티로 보이네요. 개별적인 흐름과 모양 자체는 괜찮아 보입니다만 그것들이 서로 기술적으로 호응해서 완결된 패턴을 형성하는데에 있어서 부족함이 많이 느껴졌습니다. 하드 정도 난이도에서 이러한 퀄리티라면 어찌어찌 넘어가드릴만 하겠지만 플레이어층의 관심이 많이 쏠리는 최상위 난이도라는 특성을 감안할 떄, 제 입장에서는 더 높은 퀄리티가 필요해보이네요.

현 최상위 난이도를 제거하시면 리버블 달아드릴 의향이 있습니다만, 그런게 아니라면 현 비트맵 디자인에 동의할 수 있는 BN 2명을 추가적으로 찾으셔야 할 것 같네요. 나머지 난이도들은 좋게 봤습니다.

Popping over questionable quality of the highest diff.
Topic Starter
GugUCorn

Sonnyc wrote:

General.
프리뷰 지점이 애매하게 빨라보이는데, 00:52:848 등 조금 더 늦게 설정해주시는 것은 어떤가요? fixed

Easy.
00:04:976 (1) - 해당 난이도 유일의 1/2 슬라이더인데, 이지 난이도에서 이러한 짧은 슬라이더의 사용은 초보자들에게 권장되지 않습니다. 박자를 00:05:135 에서 시작하고 00:05:933 에서 끝나는 긴 슬라이더로 바꾸는 등 박자에 변화를 주어보세요. fixed
00:10:401 (3,4) - (2,3)에 3/2 박자 텀 이후에 1/1 노트 2개를 두기에는 조금 이지에 비해 까다로운 면이 커보이네요. (3,4)를 슬라이더로 바꾸는건 어떨까요? fixed
00:39:763 (1,2,3) - 3 연속 서클에 조금 부담이 느껴지는데 조금 쉬운 박자로 바꿔보실 수 있나요? 슬라이드하고 서클노트로 바꿔봤어요

Normal.
00:32:742 (3,1) - 여기만 스택 내에 콤보가 섞여있는데, 하나의 색으로 통일 가능하신가요? fixed
01:23:806 (1,2) - 음악상 (2)부터 콤보 가는게 악기랑 맞아보이네요. fixed

Extra.
00:11:359 ~ 00:21:492 - 이 구간은 음악의 초반에서 아직 그 강도(?)가 약한 지점으로 보는데 혹은 적어도 뒤의 강렬한 음악 구간들보다는 약해보이는데 사용하신 점프라던가 간격 설정이 거의 키아이 점프급이네요 ㅇㅅㅇ 이 구간은 훨씬 강도 약한 점프들로 이루어지는게 음악과 맞지 않을까 싶네요. 음..그래서 나름 고쳐봤는데..나아졌을련지 모르겠네요..
00:38:806 (1) - 인게임으로 보시면 우선 틱이 안보이는 속도이고, 모양도 이전의 00:38:167 (5,6)와 동일해서 감속이 이루어진 3/4라는게 잘 드러나지 않네요. 속도를 조금 높혀서 틱이 보이게 하시고, 모양도 조금 다르게 쓰면 좋을듯 하네요. 일부러 변속시킨걸 빠르게하면 차이가 없어져버려서 빠르게보다 느리게 0.5x로 바꿔봤습니다. 플레이해봤을때도 큰 문제는 잘 안 보이던데..
00:41:359 (1,2) - 슬라 속도가 여기서 상당히 폭주하고 있는데, 음악에 비해 이정도 속도의 1/4 슬라이더를 사용하는 것은 조금 심히 과장된 느낌이네요. https://osu.ppy.sh/b/1055880 이 난이도를 보고 만들긴했는데, 문제되면 고칠까요?
01:21:572 (1,2,3,4) - 이 구간은 슬라 속도가 약해진 음악에 비해 다소 빨라보이네요. 변속으로 줄여봤습니다

전반적으로, 아직 랭크되기에는 충분하지 못한 퀄리티로 보이네요. 개별적인 흐름과 모양 자체는 괜찮아 보입니다만 그것들이 서로 기술적으로 호응해서 완결된 패턴을 형성하는데에 있어서 부족함이 많이 느껴졌습니다. 하드 정도 난이도에서 이러한 퀄리티라면 어찌어찌 넘어가드릴만 하겠지만 플레이어층의 관심이 많이 쏠리는 최상위 난이도라는 특성을 감안할 떄, 제 입장에서는 더 높은 퀄리티가 필요해보이네요.

현 최상위 난이도를 제거하시면 리버블 달아드릴 의향이 있습니다만, 그런게 아니라면 현 비트맵 디자인에 동의할 수 있는 BN 2명을 추가적으로 찾으셔야 할 것 같네요. 나머지 난이도들은 좋게 봤습니다.

Popping over questionable quality of the highest diff.
모딩감사합니다! :D
그리고 쿠로 우사기 겟난 지웠습니다 :o
Sonnyc
Nominated.
Left
흠... 몬스트라타나 플로라이트 리버블은 언제...
F D Flourite
RIP Usagi diff~

Rechecked. Fixed some sliders in Extra.

Have fun~

EDIT: in case anyone need metadata information: http://www.kingrecords.co.jp/cs/g/gKICM-1671/ or http://www.tbs.co.jp/anime/sakamoto/cd/
Saileach
Ive been following this set for months, i love it, CONGRATS!
Luel Roseline
왁!! 비기:첫랭의 축복이!
Weber
cool

COOLER

COOLEST
Shiny-
ooo finally first std coolest, congrats!
Mint
gratz!
Kyouren
Gratzz! :3
Yuii-
Greetings, even yet and once more!

You know, I was looking through the map and I must admit, you have a very interesting mapping style. I do actually like some of the flows you managed to create here and there, it was really solid. Although there are some things I will like to discuss with you, if you do not mind. These are very specific things that I believe are worth fixing in the highest difficulty.

  1. 00:04:976 (1,2,3,4) - To begin with, I don't think these share the same intensity musically speaking, yet you are mapping them like if they were. There it also seems to be a rhythm mistake with the way notes are being considered as 'clickable', for instance 00:05:774 - this isn't being clickable while it's a very noticeable sound and 00:05:295 - is a circle as of right now. This is absolutely weird because this rhythm isn't following what it really should. http://i.imgur.com/rJzMHQV.jpg something like this would work much better because you have two guitar sounds (first one from 00:05:135 - to 00:05:295 - ; the second one from 00:05:455 - to 00:05:614 - ) and then three drum hits at 00:05:774 - , 00:05:933 - and 00:06:093 - .
  2. 00:08:487 (1,2,3) - Spacing these out would be way easier to hit than your current pattern. Players have to speed up on 00:08:167 (1,2,3,4,1) - and then decrease their spead on 00:08:487 (1,2,3) - even though the music actually is getting more intense. For example, http://i.imgur.com/9FUZZJv.jpg could work a bit better without creating any awkward angles from (3) to 00:08:965 (1) - . This way you are keeping the spacing in a more balanced way.
  3. 00:12:795 (2,3) - I am really not getting what these are following exactly. 00:12:955 - that is being mapped as the slidertail, yet it's being hitsounded with a finish, that means you want to emphasise the hit. Not only that, but vocals also seem not to match with your current rhythm. I believe Ctrl+G'ing these objects would actually improve a lot in terms of rhythm. Same would apply to 00:15:348 (2,3) - , by the way; vocals start on 00:15:508 - and not before + you also have the finish hitsound in there!
  4. 00:17:582 (6) - This slider stands out in the map way too much, its shape is something that it only is seen once in the entire difficulty, something more 'seen' (or, "generic") would have fit way more.
  5. 00:19:018 (1,2,3,1,2,3,1,2,3) - The patterning here is interesting visually speaking, but it fails its job at following the music properly. Not to mention the fact that you are randomly swapping from vocal mapping to drum mapping, which I am leaving aside. The major issue here is how you grouped this pattern into a group of 3 objects each... why? There is no real reason for you to do such pattern change in the map because the music simply does not support it at all. Also, let me mention that the music doesn't get any intense. Snapping these groups isn't an easy task, you have to do slight movements on each and then accelerate and decrease the speed again from pattern to pattern, it's hard to comprehend how it truly works without a lot of mapping experience. Let me suggest you a different rhythm that feels like the music is being different but it's not so reliable on clickable objects.
  6. 00:23:088 (2) - I cannot hear anything, unfortunately. This is definitely overmapped.
  7. 00:21:572 (1,2) - A slider would fit vocals the most. Are you following the guitar, right? If anything, I would increase the spacing a little bit more, you are underemphasising it a bit if that's the case.
  8. 00:26:997 (3,1) - and 00:27:955 (4,5) - after patterns like 00:24:763 (3,1) - and 00:26:359 (1,2) - it's most likely for players to believe this is an actual 3/4 pattern rathen than a 1/2 jump. Leaving the visual aspect aside, musically speaking, you are not giving a proper emphasis to the notes that should be truly emphasised. Why is 00:26:997 (3,1) - getting less spacing than 00:27:316 (1,2) - ? The same applies to 00:27:955 (4,5,6) - ; but in this case, the vocals reach its peak, at 00:28:274 - so spacing-wise there seems to be a mistake.
  9. 00:29:231 (1,3,4,5) - Could have made a blanket pattern here. Seems like you ran out of space or something, though, because the amount of spacing given to 00:29:550 (2,3) - is not enough compared to everything else.
  10. 00:31:784 - to 00:39:125 - Now this is the part where things start getting a little bit out of hands. This is supposed to be the calmest section in the entire song, yet it doesn't look as calm as people may think. It is equally spaced as everything else on the map, yet both vocals and instruments are pretty low here. You will most likely want to focus on a more structured-type of section where the spacing gets considerably lower as well as the amount of objects for the sake of the song. A lower slider velocity can help a lot too. You have patterns such as 00:33:380 (1,2,3,4) - which are actually cool, with a relatively low spacing and a clear rhythm, but that's just it... everything else is as intense as the rest of the map. Try following the vocals only here, with a slower SV and more space-focused.
  11. 00:36:252 (1,2,3) - Also, please, don't spam finish hitsounds on such a section, it is quite of annoying for the players.
  12. 00:43:274 (1,2,3,1,2,3) - Once again, the patterning isn't appropriate for the music. 00:43:593 (2) - is losing too much emphasis while it seems 00:43:912 (1) - is super important, when it actually is not. Mind trying a rhythm like http://i.imgur.com/1q7LTxy.jpg for example?
  13. 00:49:258 - Volume is too loud, I would decrease it to make it sound like 00:09:444 - .
  14. 00:52:050 - Please, do remove the finish from the tail, it is too spammy.
  15. As for the Kiai, I am only going to mention one simple thing because it is the same amount of mistakes I mentioned above over and over again. For example, regarding emphasis 01:06:252 (1,2,3) - why is (2) getting such protagonism while (3) is so low? You properly made it 01:06:891 (1,2,3) - and on a lot of other spots, but you failed there :(
  16. 01:11:678 (1) - This is something you really want to avoid. Not only because it's extremely inconsistent with the mapset, but the fact that you are placing an SV change for only one slider in such an intense part ruins the momentum as a whole. If you are going to keep this, you should introduce it in other sections on the Kiai and not only there because it seems like it was a mistake.
[]

I feel like you could work more on the mapset, or in the highest difficulty, at least. You have some cool patterns, visually speaking, but you fail when it comes to properly follow the music, highlighting what truly is important as well as what instrument to follow. You sure can make improvements here, I know you can... it will not be easy and it will probably take you some time, but trust me when I say you will thank yourself later for spending more time in the Editor.

As a personal advice, you should also work around streamshapes. Some just look kind of awkward, it would be nice if you could get some help with these as they might not be easy to make at the beginning.

Please, do reply to this mod properly. I will make sure to keep track of the map in case you need further assistance as well as giving other BNs the 'okay' to push this map forward again.

Best of lucks with further processing~
Cellina
축하한다고 리플달러 왔더니 엄청 긴 양의 모딩을 보았습니다
Left
바보바보바보
Topic Starter
GugUCorn

Yuii- wrote:

Greetings, even yet and once more!

You know, I was looking through the map and I must admit, you have a very interesting mapping style. I do actually like some of the flows you managed to create here and there, it was really solid. Although there are some things I will like to discuss with you, if you do not mind. These are very specific things that I believe are worth fixing in the highest difficulty.

  1. 00:04:976 (1,2,3,4) - To begin with, I don't think these share the same intensity musically speaking, yet you are mapping them like if they were. There it also seems to be a rhythm mistake with the way notes are being considered as 'clickable', for instance 00:05:774 - this isn't being clickable while it's a very noticeable sound and 00:05:295 - is a circle as of right now. This is absolutely weird because this rhythm isn't following what it really should. http://i.imgur.com/rJzMHQV.jpg something like this would work much better because you have two guitar sounds (first one from 00:05:135 - to 00:05:295 - ; the second one from 00:05:455 - to 00:05:614 - ) and then three drum hits at 00:05:774 - , 00:05:933 - and 00:06:093 - .
    oh, rhythm you said is not bad. But In my case, Initially, it was appropriate to make it seem like this. and there are two kick sound on 00:05:135, 00:05:455. I probably expressed it by using 1/2 slider. and for emphasizing drum snap sound, I used jump pattern by using circle notes like 00:05:933 (5,6,1). suggested your opinion's rhythm is good but imo my rhythm is not bad maybe
  2. 00:08:487 (1,2,3) - Spacing these out would be way easier to hit than your current pattern. Players have to speed up on 00:08:167 (1,2,3,4,1) - and then decrease their spead on 00:08:487 (1,2,3) - even though the music actually is getting more intense. For example, http://i.imgur.com/9FUZZJv.jpg could work a bit better without creating any awkward angles from (3) to 00:08:965 (1) - . This way you are keeping the spacing in a more balanced way.
    certainly..not bad. I was little hard to mapping this part..
  3. 00:12:795 (2,3) - I am really not getting what these are following exactly. 00:12:955 - that is being mapped as the slidertail, yet it's being hitsounded with a finish, that means you want to emphasise the hit. Not only that, but vocals also seem not to match with your current rhythm. I believe Ctrl+G'ing these objects would actually improve a lot in terms of rhythm. Same would apply to 00:15:348 (2,3) - , by the way; vocals start on 00:15:508 - and not before + you also have the finish hitsound in there! disagreed, first of all, 00:12:795 (2) is straight from 00:12:476 (1) to (2). just no reason. just i want to use that pattern. and reason about using finish is expressed by using drum hit-hat sound.
  4. 00:17:582 (6) - This slider stands out in the map way too much, its shape is something that it only is seen once in the entire difficulty, something more 'seen' (or, "generic") would have fit way more.
    that's just my mapping style..
  5. 00:19:018 (1,2,3,1,2,3,1,2,3) - The patterning here is interesting visually speaking, but it fails its job at following the music properly. Not to mention the fact that you are randomly swapping from vocal mapping to drum mapping, which I am leaving aside. The major issue here is how you grouped this pattern into a group of 3 objects each... why? There is no real reason for you to do such pattern change in the map because the music simply does not support it at all. Also, let me mention that the music doesn't get any intense. Snapping these groups isn't an easy task, you have to do slight movements on each and then accelerate and decrease the speed again from pattern to pattern, it's hard to comprehend how it truly works without a lot of mapping experience. Let me suggest you a different rhythm that feels like the music is being different but it's not so reliable on clickable objects.
    maybe you can heard piano sound. I mapped this part by piano sound. it is following not vocal but music. and I said this word on above, and i used my mapping style by grouping.
  6. 00:23:088 (2) - I cannot hear anything, unfortunately. This is definitely overmapped. maybe i followed vocal sound.
  7. 00:21:572 (1,2) - A slider would fit vocals the most. Are you following the guitar, right? If anything, I would increase the spacing a little bit more, you are underemphasising it a bit if that's the case. yes, i followed the guitar. This part is start of next vocal and imo it doesnt't need to add more spacing.
  8. 00:26:997 (3,1) - and 00:27:955 (4,5) - after patterns like 00:24:763 (3,1) - and 00:26:359 (1,2) - it's most likely for players to believe this is an actual 3/4 pattern rathen than a 1/2 jump. Leaving the visual aspect aside, musically speaking, you are not giving a proper emphasis to the notes that should be truly emphasised. Why is 00:26:997 (3,1) - getting less spacing than 00:27:316 (1,2) - ? The same applies to 00:27:955 (4,5,6) - ; but in this case, the vocals reach its peak, at 00:28:274 - so spacing-wise there seems to be a mistake.
    About 00:24:763 (3) , It lead to not completed moving but stopped on middle moving. and i lead distinction from 3/4 slider and 1/2 slider. And about 00:26:997 (3,3) , that have big tone. so I used jump pattern.
  9. 00:29:231 (1,3,4,5) - Could have made a blanket pattern here. Seems like you ran out of space or something, though, because the amount of spacing given to 00:29:550 (2,3) - is not enough compared to everything else. there is jump pattern next. so it doesn't need to give more spacing. well..anyway, if i give blanket pattern to it, it doesn't have difference because of difference of distance is just 0.3x(1.08x ->1.35x).
  10. 00:31:784 - to 00:39:125 - Now this is the part where things start getting a little bit out of hands. This is supposed to be the calmest section in the entire song, yet it doesn't look as calm as people may think. It is equally spaced as everything else on the map, yet both vocals and instruments are pretty low here. You will most likely want to focus on a more structured-type of section where the spacing gets considerably lower as well as the amount of objects for the sake of the song. A lower slider velocity can help a lot too. You have patterns such as 00:33:380 (1,2,3,4) - which are actually cool, with a relatively low spacing and a clear rhythm, but that's just it... everything else is as intense as the rest of the map. Try following the vocals only here, with a slower SV and more space-focused.
    I tried to make calm down this part by using long slider. but In extra diff, I can't calm down this part anymore. just i'm used long slider and simple pattern.
  11. 00:36:252 (1,2,3) - Also, please, don't spam finish hitsounds on such a section, it is quite of annoying for the players. no, it really need. as you know, there are not only cymbals sound but also i made it like drum cover by using hitsound.
  12. 00:43:274 (1,2,3,1,2,3) - Once again, the patterning isn't appropriate for the music. 00:43:593 (2) - is losing too much emphasis while it seems 00:43:912 (1) - is super important, when it actually is not. Mind trying a rhythm like http://i.imgur.com/1q7LTxy.jpg for example? I almost mapped by drum sound of music. and it's just my mapping style
  13. 00:49:258 - Volume is too loud, I would decrease it to make it sound like 00:09:444 - . there are snap sound on music. 00:09:444 is use of tom.
  14. 00:52:050 - Please, do remove the finish from the tail, it is too spammy. same. there are cymbals sound
  15. As for the Kiai, I am only going to mention one simple thing because it is the same amount of mistakes I mentioned above over and over again. For example, regarding emphasis 01:06:252 (1,2,3) - why is (2) getting such protagonism while (3) is so low? You properly made it 01:06:891 (1,2,3) - and on a lot of other spots, but you failed there :(
    i don't understand meaning of 'protagonism'. imo It is not emphasis by using long jump. By using low spacing after long spacing, it maybe gives another emphasis.
  16. 01:11:678 (1) - This is something you really want to avoid. Not only because it's extremely inconsistent with the mapset, but the fact that you are placing an SV change for only one slider in such an intense part ruins the momentum as a whole. If you are going to keep this, you should introduce it in other sections on the Kiai and not only there because it seems like it was a mistake.
    that reason is difference of tone. so i used SV changing and for revealing 3/4 slider, i used hook slider.
[]

I feel like you could work more on the mapset, or in the highest difficulty, at least. You have some cool patterns, visually speaking, but you fail when it comes to properly follow the music, highlighting what truly is important as well as what instrument to follow. You sure can make improvements here, I know you can... it will not be easy and it will probably take you some time, but trust me when I say you will thank yourself later for spending more time in the Editor.

As a personal advice, you should also work around streamshapes. Some just look kind of awkward, it would be nice if you could get some help with these as they might not be easy to make at the beginning.

Please, do reply to this mod properly. I will make sure to keep track of the map in case you need further assistance as well as giving other BNs the 'okay' to push this map forward again.

Best of lucks with further processing~
first of all, i commented my opinion as using by poor english skill. I don't know you can understand my word.
anyway..thanks for looking my poor diff..
Enon
Yuii 바보
HabiHolic
ㅊㅋ합니다!
Seijiro


That's not "cool" :roll:

As far as I can tell, that's just a random pseudo insult you could avoid (or at least explain why Yuii is being a stupid here).
This goes for Enon too <.<


____________________________




Mind if I try explaining some things too?

Extra


  1. 00:04:976 (1,2,3,4) - Here you lack what I call "contrast".
    Contrast is simply making something stand out more by using an opposite. In this case, you have a lot of 1/2 beats which completely cover up the nice 1/1 rhythm you have on drums.
    Here's a suggestion... but leaving 00:05:295 - this empty you create contrast with the other beats, so the player will focus more on those (and this is good since those are far more important beats in the song)
  2. 00:09:923 (1) - same concept here: 00:10:002 - this beat just makes everything the same, but 00:10:082 - should be emphasized more. Example
  3. 00:10:721 (1,1) - this spacing is really short. I mention this now because I know what's ahead: you keep changing the spacing for your 1/4 and 1/2 snaps a lot, which then becomes confusing (sometimes you have large 1/4 after sliders, while some other times you have really short 1/2 which are really similar to 1/4). Maybe try this? It's just to make the jump larger and not make it to be confused with a 1/4 snap later on.
  4. 00:19:657 (1,2,3,1,2,3) - you ignore your own mapping style here, since you were mapping vocals just before (00:11:040 (1,1,2,3,4,5,1,2,3,4,5,1,2,3,4,5,1,2,3,1,2,3,1,2,3,4,5,6,1,2,3,4,5,1) - ) and the way you switch to the background instruments is really random.
    You should try to change instruments when your current instrument matches the rhythm of the other instrument.
    As it is now 00:19:497 - this one is on vocals and would need a big spacing as you did for 00:15:827 (1,2) - , while from 00:19:657 - you switch to drums.
    As you can see, the vocal starts its rhythm on the red tick while the drum starts on the white tick. This inconsistency is what makes this switch so bad imo, so you should still stick to vocals.
  5. I get the feeling that triplets like 00:22:449 - 00:23:726 - are coming a bit out of nowhere, since again vocals don't really help to follow that, but I guess we can consider it as a minor thing
  6. Take 00:25:242 (2,3) - for a moment, and compare the visual spacing of this one with 00:24:763 (3,1) - or with 00:23:806 (4,1) - . I'm obviously not asking for a perfect calculation of spacing between objects, but this makes it really awkward: you put more spacing between 1/4 and less spacing between 1/2. That's not cool (and doesn't make that much sense either).
    Unfortunately I can't make an example here, since you'd need to move a lot of stuff to keep a good flow, but I hope you get my point
  7. 00:26:359 (1,2,3,1) - I'm so sad... vocals in this song are like... Merilin Monroe acting in a film, they are really important and beautiful to follow, yet you decide to ignore them.
    I mean, this might be personal rhythm choice, but 00:26:997 (3,1) - should have a similar rhythm to 00:26:359 (1,2) - imo, since you hear how the vocals play, right?
  8. 00:27:635 (3,4,5,6,7) - same could be applied for these I suppose, although it is a bit different
  9. 00:33:699 (3,4) - this makes up for what I call "song expression".
    Idk if we hear the same, but 3 and 4 have really different pitches. In particular 4 has a higher pitch which would make me think that you should put more spacing, like this or something similar, idk. Structure would need some improvements too
  10. 00:33:699 (3,4,1,2,3,4,5) - btw, for this whole part you seem to ignore the song again, since you switched to drums or whatever instrument that is, while vocals are still strong and carry the main melody.
  11. 00:38:806 (1) - I honestly have no idea why you used such a slow SV out of nowhere. Isn't this beat identical to 00:38:167 (5,6) - ?
    I can understand there is a long vocal, but in that case why not a 1/1 slider?
  12. 00:43:593 (2,3,1,2,3) - again, you were following vocals until now and you suddenly decide not to anymore. That is a bad way to switch to background instruments, zzz. Just a suggestion, but you can do much more
  13. 00:54:604 (4,5,1) - again one of those triplets that sort of ruin the flow. Just 2 circles would help keep the energy from the kiai better , trust me
  14. in kiai time I don't have much I can point out in specific, but I can look more at structure and tell you that you need quite some work on it.
    What I mean is "why is each object of your patterns in the place you put them?"
    For example, take 01:03:699 (1,2,3,4) - , what is the meaning of this pattern? Does it follow a concept in specific I missed? Do you formed a sort of geometrical figure I can't see?
    It's a matter of using similar concepts for all your patterns, and in this case, it seems like you don't have references to other patterns.
    If you link me one pattern which is similar to this one we could understand each other better probably.
  15. 01:06:252 (1,2,3,1,2,3) - same happens here: these triangular jumps seem a bit random to me.
    Since both combos are a similar rhythm, shouldn't you use a more similar way to represent them and not just... rotating the whole thing and changing the jumps based on... idk on what?
  16. 01:11:359 (3,1,1,2) - I mentioned this identical thing before already: 01:11:359 (3,1) - and 01:11:997 (1,2) - should be using a similar pattern due to their similar rhythm in the song
  17. 01:16:465 (1,2,1,1,2,1) - so many NCs out of nowhere D:
  18. 01:21:572 (1,2,3,4) - talking about structure again: you could have used a concept you used before and re-worked it for this part, instead you just went ahead and used random jumps, convinced that the player will read them just because it is an Extra :/
    That's not how it works, you should give them a meaning and by meaning I mean you should take example from your other patterns and do similar concepts.
    Unfortunately I can't give you an example, since there are too many. It's up to you to decide the meaning here.
  19. 01:23:327 (4,5,6,1) - I testplayed this and it is really awkward: you should use just one circle instead. 01:23:327 (4,5) - 1/1 slider works better
  20. 01:26:199 (1,2,3,4,5,6) - I can agree that you have a downbeat on 3, but in gameplay I don't see the timeline, I can't tell where the downbeat is exactly. That's why this pattern doesn't look so great, because when I play it I just see a random curve and some random spacing increase.
    Your other stream parts where more constant, like 01:20:614 (2,3,4,5,6) - 01:12:635 (1,2,3,4,1,2,3,4,1,2,3,4) - (in this case you used a NC for example, which is cool) 00:58:274 (6,7,8,9,1) - and so on
  21. I find AR9.5 to be a bit too much of a spike in difficulty considering the map is just 5.4* and that the Insane is AR9.
    How about AR9.2/9.3 ? (I'd honestly keep it at 9, but oh well..)

________________




As Yuii- said, I believe this mapset has still room for improvement, above all in the structure's depart.
I could bring up some more examples regarding structure, but in the end it is just a matter of asking yourself "why is this object here" and trying to reply to that. If you can reply to that your structure is probably good, although I believe you wouldn't be able to bring up that many reasons as to why 00:12:476 (1,2,3,4,5) - 00:33:380 (1,2,3,4,1,2,3,4,5) - (and others) are like that.

Good luck and let me know if you need additional details of what I tried explaining.
Natsu
바보 mmm is more like silly, btw yui and enon are friends (i think) so isn't an insult

btw why kuro's diff got removed :(
Seijiro
oh, my bad then (or rather, #blameGoogleTranslate)
Left


and why u think it's to yuii... i'm friend with Cellina
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