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GRANRODEO - Can Do (TV Size)

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Topic Starter
Monstrata
This beatmap was submitted using in-game submission on October 6, 2016 at 9:26:46 PM

Artist: GRANRODEO
Title: Can Do (TV Size)
Source: 黒子のバスケ
Tags: kuroko no basuke basket the basketball which plays akashi midorima kise aomine murasakibara kagami season one opening theme
BPM: 200
Filesize: 5700kb
Play Time: 01:29
Difficulties Available:
  1. Easy (1.56 stars, 120 notes)
  2. Extra: Akashi (4.92 stars, 402 notes)
  3. Extra: Aomine (5.96 stars, 396 notes)
  4. Extra: Kagami (6.77 stars, 450 notes)
  5. Extra: Kise (6.19 stars, 384 notes)
  6. Extra: Kuroko (5.33 stars, 371 notes)
  7. Extra: Midorima (6.24 stars, 396 notes)
  8. Extra: Murasakibara (5.57 stars, 366 notes)
  9. Hard (3.21 stars, 284 notes)
  10. Insane (4.28 stars, 309 notes)
  11. Normal (2.14 stars, 164 notes)
Download: GRANRODEO - Can Do (TV Size)
Information: Scores/Beatmap Listing
---------------
Extra: Kagami mapped and hitsounded by Kagami
Extra: Midorima mapped and hitsounded by Midorima
Extra: Kise mapped and hitsounded by Kise
Extra: Aomine mapped and hitsounded by Aomine
Extra: Murasakibara mapped and hitsounded by Murasakibara
Extra: Kuroko mapped and hitsounded by Kuroko
Extra: Akashi mapped and hitsounded by Akashi
Insane mapped and hitsounded by Monstrata
Hard mapped and hitsounded by Monstrata
Normal mapped and hitsounded by Monstrata
Easy mapped and hitsounded by Monstrata


Check out the difficulty guide if you want to know the ideas behind each difficulty!


Difficulty Guide!!
Akashi's Extra

Akashi is known for being able to anklebreak players using his "Emperor's Eye". Mimicking this "anklebreaking" playstyle, I used angles, flows, and spacings in a way to create flowbreaks, snappy movements, SV changes, and anti-jumps. The AR is extremely high to give players as little reaction time as possible, as this is another feature of the Emperor's Eye. Lastly, Akashi is a perfectionist, so HP 10 is selected to force the player to make as few mistakes as possible if they wish to even pass the map.

Kuroko's Extra

Kuroko is known for being the phantom 6th member of the Generation of Miracles. His signature style is misdirection, and being really difficult to follow due to his lack of presence. This map reflects that: patterns all set up to be a reading challenge. The AR is lower in order to enhance this effect by causing more objects to clutter the screen, making it harder for the player to focus on what they need to hit first.

Murasakibara's Extra

Murasakibara is known for both his size, and his defensive and checking abilities. It's obvious, the intention of using CS 2. The idea of counterclock-wise-only flow came from Murasakibara's "Thor's Hammer" dunk, where he spins + dunks, but also from the idea that mouse-drift occurs when using counter-clockwise flow. Mouse-drift is really difficult to overcome, and it acts like a kind of hindrance that the mouse player constantly has to battle against, whether through pausing to reposition, or playing with an awkward wrist angle. Mouse-drift is being used here to create a difficulty element that causes the player to have to defend against it.

Aomine's Extra

Aomine is known for being really fast. He is also very difficult to follow, but due to his speed, rather than misdirection (Kuroko) or anklebreaking movement (Akashi). As such, the map features a lot of kicksliders and really fast sliders that pose a difficulty both in their speed, and their ability to be followed. The AR is high to complement this mapping style. There's also a cool interaction between Aomine and Kise's diff's. Since Kise is especially known for copying Aomine's style, there are some structural similarities between this diff and Kise's diff. (Some of the patterns here have been symmetrized on Kise's diff, 00:29:737 (1,2,3,4,5,6,7,8) - for example).

Kise's Extra

Kise is known for being a copycat. This difficulty used many copy-pasted themes, and has a constant symmetrical structure. All around, Kise is the most "normal" of all the GoM members, and as a result, this Extra is probably the least gimmicky. Mappers will relate to this difficulty well though, because every pattern in this difficulty has been constructed through some sort of copy-paste technique. There are also similarities between this difficulty and Murasakibara's, Aomine's, and Midorima's, though Aomine's was the diff I took the most structures from. See if you can find some similarities! (I picked those 3, because Kise copied the abilities of those 3 players).

Midorima's Extra

Midorima is known for his aim. Specifically, however, he is known for his ability to land 3-pointer shots from incredibly large distances, even from the other side of the court, with perfect accuracy. CS 6 is used to establish this aim-gimmick. OD 10 is also used to force players to be as accurate as possible. Map-wise, this difficulty is set up to feature many cross-screen movements. The diff uses rhythmically sound undermapping in order to allow for these large 1/1 gaps. Because players have more time between jumps (1/1, rather than 1/2) they have more time to travel and aim, however, the small CS, high OD, and large distances still make these transitions very challenging to catch.

Kagami's Extra

Kagami is known for his jumping ability. As such, this map utilizes many jumps. Due to his ability to dunk from the free-throw line, and his incredible height and dunking powers, the map also features extremely large jumps, with the final jump sequence in the Kiai being the largest possible jump in the game. The angles, and movements are set up in a way to help this jump be possible, and this reflects the team-work and support that finally allows Kagami to enter the Direct Drive Zone.
Sonnyc
Next BN exam?
Topic Starter
Monstrata
Yes. Please, I'd like to get 50 free mods on this map when I finish <3.
Nathan
cool ideas
melloe
kuroko is awesome

what does "anklebreak" mean?
Topic Starter
Monstrata

Forlornly wrote:

kuroko is awesome

what does "anklebreak" mean?
Anklebreaking is when you move in a way that the player is unprepared for. It's an unexpected movement that occurs when the player is expecting something else entirely. Instinctively players will go in the direction of the ball, but anklebreaking occurs when a player is committing to another direction. Done well, this causes the player to fall since they suddenly have to extend say leftward to keep check even though their body is leaning rightward expecting a rightward movement.

In terms of mapping, Akashi and Kuroko both operate under a theme of "misdirection". Kuroko uses overlaps and confusing arrangements whereas Akashi's patterns will appear perfectly readable but extremely hard to track and react to. Adding to the theme will be a lot of flow-breaking patterns. Akashi also has basically a dual personality so I'm probably going to play on that and introduce super fast and super slow sliders.
Topic Starter
Monstrata
Uploaded a draft of the Akashi diff. Warning: Very Gimmicky.
Voor
Oh god I love this.
Frim4503
looking forward to see this complete
i think this will be a great map :)

good luck monstrata
*shoot
Sotarks
i want a Astormant extra too pls
sahuang
WoW
Would be great if this can be ranked later :)
Dashie
monstrata i love you for this <3
Myxo
This concept is pretty great, best of luck with this!
DeletedUser_6709840
This is amazing
Topic Starter
Monstrata
The seven difficulties are now finished!

Time to map in the remaining E/N/H/I to fill the spread.
Sotarks
thanks mr monstrata
Kalibe

Sotarks wrote:

thanks mr monstrata
Kibbleru
cool concept

are these diff names okay though?
Topic Starter
Monstrata
I'll rename them to like Kuroko's Extra / Midorima's Extra etc...
Kibbleru
LOL, i guess that could work
Kibbleru
any1 else NOT surprised that the jumps diff ended up being the highest one
Xilver15
.
VINXIS
dam ths is gud
Owens
Man you have so much imagination ! That's incredible, best mapper. Good luck ranking this !
Btw, maybe you can rename diffs for, Aomine's Speed, Midorima's aim etc.. just an idea
Mordred
Is the Kuroku diff actually rankable with all those overlaps? Really curious if this is allowed
Topic Starter
Monstrata
Mapset done! Just hitsounds left. I guess I can start getting mods now.
Frim4503
just suggestion.
maybe for E-N-H-I diff, you can use bg that featuring all chara in extra diff.
kunka
Hi
From your Q.
General

  1. Add tags: "opening"
  2. BG: Size is not fixed. Please revise it.
  3. Offset: (Personal opinion) In the case of me, I move 00:00:637 - to 00:00:937 - . and I delete the 00:04:237 - . This is because it can keep 4beats by carrying it out.
Murasakibara's Extra

  1. 00:22:087 (7,8,9) - You pick up a guitar sound in 00:21:337 (1,2,3,4) - . So, 3notes has a sense of incongruity here. I recommend that I switch to 1/1 slider to match a guitar sound in the same way.
  2. 00:56:887 (4) - I recommend 2circle. 00:56:737 (3) - and the pronunciation of the 00:56:887 (4) - are the same and think that 3 circles are suitable most.
  3. 01:14:587 (3,4) - Because the 01:14:737 - is a strong snare sound, I recommend ctrl+G.
Kuroko's Extra

  1. 00:00:637 (1,2,3,4,1,2,3,1,2,1,2,1,2) - wwww
  2. 00:04:237 (1,2,3) - I recommend that I shift in the same way as 00:01:237 (4,1,2,3,1,2,1,2,1,2) - a little. http://puu.sh/r53xd.jpg
  3. 00:12:937 (1,2) - 00:14:737 (3,4) - ^
  4. 00:22:087 (7,8,9) - It's the same as Murasakibara's Extra.
  5. 00:41:737 (1,2) - I can't recommend the placement that the end-point of the slider is hard to judge personally.
  6. 00:42:937 (1,2) - ^
  7. 01:02:737 (1) - ^ Furthermore, there is it until a change of the SV...Because it is difficult to play very much, I recommend move.
  8. 01:26:137 (1,2) - ^

    This diff is constructed by hard overlap and low AR. It is map which it is hard to playing by synergy very much. I recommend a change to the placement that a slider end-point can judge as much as possible.
Akashi's Extra

  1. 00:34:987 (3,4,5,6) - I don't understand a reason using the different distance. I think that this becomes the factor of the confusion.

    It's too original map.
    Because it is snapping which I can't judge, I cannot suggest it. sorry.
Insane

  1. 00:01:837 (1) - Why is it a reverse slider? And it is an unnatural blank 00:02:287 (2) - . I think that 1/2 slider is enough.
  2. 00:03:037 (1) - ^
  3. 00:05:287 - I don't feel the need of the blank. I recommend the addition of the circle.
  4. 00:12:187 - 00:16:387 - ^
  5. 00:48:637 (4) - I recommend a circle in the same way as 00:43:837 (3) -
  6. 01:18:337 (4,5) - I recommend 1/2 slider. It matches it as 01:18:637 (6) - and a pair of the vocal follow. In addition, I think that I can break off congested area of objects of the 01:17:737 (1,2,3,4,5,6) -
Hard

  1. 00:21:337 (1,1) - stack miss?
  2. 01:12:937 (1) - Would you widen little a bit distance? like this 01:11:737 (1) -
  3. 01:15:337 (1) - I don't feel need of stack. Would you move it?
Normal

  1. 00:21:937 (4,5) - Rhythm is artificiality. Because the 00:22:087 - is a strong sound, it is good for the start of the slider. http://puu.sh/r55UI.jpg
  2. 00:59:137 (2,4) - The 00:58:537 (1,3) - is a main vocal. and The 00:59:137 (2,4) - is a chorus. So, I recommend different rhythm. Would you change to 1/2 reverse slider? It can pick up a snare sound of 00:59:287 - and the 01:00:487 - http://puu.sh/r564O.jpg
Easy

  1. 00:00:637 (1,2,3,4,1,2) - The rhythm is strange. I recommend a shift of 1/2s. http://puu.sh/r56it.jpg This links the suggestion of the offset of the General.
  2. 00:29:737 (1) - out-of-the-box ww
I can't suggest the diff of the high degree of very difficulty. sorry and gl ;)
Shunao
Yay Kuroko No Basket is back! :)
Kalibe
lets do this lol

General*

- some bgs have wrong resolution, you should check it and make 1366x768 like in other diffs.
- hmm you have in tags basuke, the basketball and kuroko no . You should probably also add basket imo.
- dunno if i'm right, but i checked some webs of cd for this song and i didn't see any (TV Size) thing in title, so maybe add it in tags?

[Easy]

- 00:29:737 (1) - Not really a fan of using many repeaters in a row in Easy diffs though.. like u could just remove two repeaters and start next 3/2 slider here 00:31:087 - :c
- 01:13:687 (2,3) - Overall i have no problem with this pattern, but it could be flows better i guess. Maybe give a chance to this example? https://osu.ppy.sh/ss/6053046
- 01:22:537 (1,2,3,4,1,2,3) - triggered! http://puu.sh/r5tc0/39edb0b4b5.jpg

[Normal]

- wow i don't really like rhythm at start tbh xd.. soo
* 00:00:637 (1,2) - > 00:01:837 (3,4) - sounds literally the same, so i guess using two 1/2 sliders or 1 + 1/2 with repeater will be good option, for that one i prefer using second option 1 + 1/2 repeater feels better.
* 00:03:037 (1) - repeater is pretty loud and would be really cool to hit that one too, so 00:03:037 (1) - removing this and adding 00:03:037 - circle and next 1/2 slider?
- 00:05:137 (4,5) - 00:20:737 (2,3) - check spacings xd
- 00:16:837 (4,5) - Well.. i see here u changed rhythm consistency, but u didn't want to have it consistent in the whole part? i would just ctrl g this, but it's up to you.
- 01:16:087 (2,3) - you sure u don't want to blanket those? https://osu.ppy.sh/ss/6053168
- 01:21:337 (1) - no NC no NC no NC, u NC'ed every second downbeat -> second downbeat is here 01:22:537 (1) - xd

[Hard]

- 00:19:687 (5) - Why u don't extend slider to 1/1 to fit with guitar sound, like u did here 00:22:087 (4) - ?
- 00:34:237 (4) - Minor, but how about rearraging slider by using Ctrl J + Ctrl G -> https://osu.ppy.sh/ss/6053255 then flow from 00:34:237 (4,1) - will be convenient w
- 00:41:437 (5,2) - stackkk
- 01:02:737 (1) - I don't really think that NC is really nessesary, even if it changes SV, you did NC before 01:02:137 (1) - at the same place, so i think that one should be enough ><
- 01:23:737 (1,2,3) - maybe instead of three 1/2 stack, try to move (1) on 148/46 cause vocal starts here 01:23:887 (2) - and having separated vocals / drums sounds emphasis is neat :3

[Insane]

* od 8 in 4.28 diff is :S // I would just reduce it to 7.5 =w=

- 01:12:937 (1,3) - reep stack again
- 01:26:737 (3) - maybe add nc cause snaps changing, you did it in Hard so try here too?
- well good diff lol

[Akashi]

- uhh this will be hard to mod, feel free to deny all suggestions lol -> ok let's NC modding

- hp 10 is really deadly, even if it's specially.. i'd recommend to use hp 8 or 8.5 at least thou.
- 00:18:037 (3,4) - polarity sucks here so much zzz... how about nc (4) to avoid mass confusion?
- 00:21:937 (5) - same thing about ncing this to keep 1 - 2 - 3 - 4 circle pattern.
- 00:31:087 (7) - NC for downbeat.
- 00:34:837 (2,3,4,5,6,7) - what's going on with the spacing? which one got emphasis and which not, this is really weird actually xd
- 00:38:437 (2) - I personally prefer to ctrl H slider. Because i see alternation between sliders 00:37:387 (3,7) - 00:37:687 (5,1) - with exactly the same direction, so that one should be ctrl h'ed to keep commutativity.
- 00:45:487 (2,3) - can't really understand why you decide to map 1/4 when there aren't any sounds on blue ticks lol. Normal 1/2 snap is fine too ;w;

[Kuroko]

- from personal suggestions 00:15:787 (3) - i would stack this not on head, but on tail of 00:15:937 (4) - plays funnier and it's still kinda misdirection
- 00:19:387 (3,4) - why spacing so low here, even if specially that's not ok ;w; // give it a try and move 00:19:537 (4) - on 407/113 ?
- 00:30:637 (1) - why is this nc'ed when this 00:30:187 (3) - isn't? :S

[Murasakibara]

- 00:28:237 (4) - super cool if you make parallel to 00:28:537 (1) - and on the occasion do blanket with 00:28:987 (2) - https://osu.ppy.sh/ss/6053851
- 01:02:737 (1,1) - reep stack v2
- 01:26:437 (3,3) - can you avoid overlap, it kinda bugs me a little :v
- probably my fav one lol

[Aomine]

- 00:10:087 (6) - 00:19:687 (6) - well.. i'd nc that cuz many reasons like sv changing, long route and etc.
- 00:17:737 (1) - how about ctrl g, flow feels better from 00:17:437 (6) - if you try it!
- 00:25:237 (2,3,4,5,6) - ??? dunno what are you trying to map, but rhythm here sounds like before 00:24:037 (2,3,4) - so i'm confused now : S
- 00:30:187 (3,5,7) - NC for SV changing? !!!!
- 01:03:337 (1,3) - stack v3
- 01:19:387 (3,4) - not a fan how's flow going here, i would do something like this: https://osu.ppy.sh/ss/6054022
- 01:20:137 (1) -> 01:22:462 (2) - sik
- also higher ar will be great for high-speed mapzzzz 9.3 ~ 9.5 -> awesome! // ofc if it's specially then ok.

[Kise]

- 00:13:237 (3) - idk i'll just move up that circle a bit to give the image of symmetry structure.
- 00:36:787 (6,6) - i got triggered when i saw this aka reep stack v4 xd
- 01:02:737 (4) - NC?
- 01:26:737 (3) - ^ due to snapping changes?

[Midorima]

- small cs, my eternal enemy
- 00:13:687 (5,6) - hmm.. everywhere u used constant 0.9 ds in all types of jumps, but here u decide to make 1.5... can you make it consistent or is it specially? : S
- 00:28:537 (4) - forgot to NC that one.
- 00:30:637 (3) - also if you nc this, it will makes more sense to get 1 - 2 // 1 - 2 sliders -> 1 - 2 circles.
- 01:27:337 (1) - please use only circle here, cause now slider end don't fit pretty well with song, even if you silenced it thou..

[Kagami]

- 00:42:787 (6) - i personally really want to stack this on 00:42:637 (5) - due to vocal emphasis.
- except that i didn't find something that it needs to be mention.

that's all from me, hope i helped with something and good lukk !
Illyasviel
Kagami's Extra


  1. Fix HP
  2. 00:04:987 (5) - Drum whistle not needed, as drums itself start from 00:05:737 - onwards and besides a guitar riff, there is no drum noise backing the drum whistle
  3. Increase hs volume to 75% here 00:46:087 (5) -
  4. I don't like this 01:21:337 (1,2,3,1,2) - Because the 1/2 drum pattern ends here 01:21:487 (2) - yet 01:21:637 (3) - that is not part of the same pattern (sound wise), is mapped in accordance with the drum pattern before instead of the vocals from here 01:21:937 (1,2) -
Lami
M4M

  • Easy
  1. 01:04:087 (2,3,4) - hmm.. circle + 1/2 slider * 2
    it more fit on music maybe.

    Normal
  2. 01:07:837 (5) - 1/2 slider? for express drum

    Hard
  3. 00:19:687 (5) - ctrl+G? more fluid flow with (3)

    Insane
  4. 00:24:637 (3) - 1/2 slider? beat is still continue..
  5. 01:02:137 (1) - slow sv...?

    Akashi's Extra
  6. 01:12:337 (1) - remove NC? little NC spam.
  7. 01:26:137 (1,2,3,1,2,3,1) - imo, it's so evil partten, consider with overall diff.

    Kuroko's Extra
  8. 00:35:437 (1) - remove NC?
  9. 00:41:737 (1,2) - it's little unreadable in first play.
    player can get "this is slider" from only music.
    maybe, just read it one circle at first time.
  10. 01:02:137 (8) - NC? you prefer NC in here, as from other diffs

    Murasakibara's Extra
  11. 00:08:137 (1,2,3,4) - consider to reduce jump
    because it's bigger than 00:09:487 (2,3,4,5,6) - , even if they have relax beat.
  12. 01:00:937 (1,2,3,4,5) - more good choice if you use circle jump here.
    because it may be warm-up for kiai-time.
    since it have enough big cs, player can enjoy in here, if use some circle jump.

    Aomine's Extra
  13. 00:10:537 (1,1) - increase 1/4 length? because other partten used 1/4 rhythm gap..
  14. 00:27:937 (4,5) - how about - http://puu.sh/r6s5V.jpg
  15. 00:35:137 (4,5,6,7) - how about (2) - http://puu.sh/r6sah.jpg
  16. 01:03:637 (2,3) - little independent feeling with others.
    other partten almost linked 1/4 gap.
    but not here, despite of we saw kiai-firework lately.

    Kise's Extra
  17. 00:13:837 (7) - i think it's better choice for expressing symmetrical, if it moved to center.

    Midorima's Extra
  18. AR10? player can feel so hard acc in low AR.
  19. 00:21:337 (1) - move to left a little,
    kinda seem like too much DS in here, even if they have bulid down distance.
  20. 01:27:337 (1) - hmm.. just one circle?

    Kagami's Extra
  21. 00:04:237 - hitsound enough work as well in here? - http://puu.sh/r6swf.png
  22. 00:17:887 (2) - about x236 y134?
  23. more natural flow and can express emphasis on (3)
  24. 00:22:087 (7) - consider to NC??
    better for visual (divide partten), emphasis finish..
  25. 00:39:937 (5) - NC??
  26. 01:20:137 (1,2,3,4,5,6,7,8) - just suggestion
    consider to use horizontal placement, instead of current.
    because this section already enough to have vertical jump.
nowdays, we need new creative chellenge.
CaffeAmericano
Hello from your queue

Kagami

  • 00:00:637 (1) - I think it would be nice touch to distinguish this slider from 00:01:537 (6,3,6) - just cause it sounds different in music. I mean you used different angle, but that’s too subtle imo

    00:04:237 - Volume doesn’t match between red and green line

    00:21:937 (6,7,8,9) - I think slider would reflect the music better since ½ guitar stops here, and you’ve been mapping to guitar in the preceding part ( 00:20:137 (1,2,3,4,5,6,7,8,1,2,3,4,5) - )

    00:24:937 (1,2) - 00:27:337 (1,2) - Is it intentional that one is perfectly stacked while other is not?

    00:39:487 (2,4) - Aren’t these sound little too faint to have similar DS with nearby notes with white tick? Same thought on Midoima, Kise, Aomine, etc


    00:43:837 (5) - All the extended sliders you use seem to emphasize a distinct sound (e.g. 00:41:437 (6) - 00:45:787 (4) - vocal, 01:02:737 (1) - Guitar). Except 00:43:837 (5) -. Not sure what this emphasizes
Midorima

  • How about cs 6 :^)
Aomine

  • This diff has a lot of kick slider tails snapped to blue ticks with very faint/no sound. I guess that’s fine since that’s the “gimmick” of this diff and it’s done consistently. But I’m little grumpy that actual 1/4 beats like 00:26:962 - 00:27:262 - are ignored.
Murasakibara

  • 00:58:537 (1,2,3,1,2,3,1,2,3,1,2,3) - consider rotating sliders (individually) clockwise to make the flow at 01:00:637 (3,1) - little more natural.

    00:11:737 - 00:31:537 - 00:38:137 - 00:39:337 - Imo, I think these are the only four locations that arguably breaks the rotational/circular flow. Consider making the flow more circular :3 I think it would be cool to add breaks in flow where there’s a big change in music, but I guess it depends on how strongly you want to the theme of each difficulties
Kuroko

  • 00:46:987 (3,1) - Reverse arrow hidden. Maybe it’s fine since they are two beats apart? But I thought I’d point this out since ar is low
Akashi

  • 00:01:837 (1) - Is it just me or is there NC here without change in combo color ?~? ( http://osu.ppy.sh/ss/6063783 )
    00:06:937 (1) - This slider shape looks weird to me

    00:21:337 (1,2,3,4) - I feel like this should be distinguished more from 00:20:137 (1,2,3,4,1,2,3,4) - than just larger DS

    00:46:087 (1) - slow slider made more obvious than just NC would be helpful for players especially with high ar on this diff
Insane

  • I’d love to see more 1/4 rhythm clicking on this diff for a better spread.

    00:46:087 (4) - Consider making flow break stronger
Set has really nice idea. Good luck!
Rizen
I'm no metadata specialist, but I found some links regarding it

The GRANDRODEO official website does not have "(TV Size)" in the title of their Can Do song, however this version is probably the full version

However, the Kuroko no Basuke Original Soundtrack does have "(TV Size)" in the title

The back of the album for this original soundtrack seems to list "(TV Size)" too as evident here:

Topic Starter
Monstrata
Thanks for metadata!. Yep, GRANRODEO's official album doesn't have a tv-size version of this song, but the tv-size version is included in the Kuroko no Basuke OST.
Pentori
m4m

[General]
just make sure those BG's have the correct dimensions when you get around to it
this song uses an anacrusis where the downbeat (00:00:937 - ) lands after the music starts so you only really need one timing point at -263 and everything should work out. you might want to fix combo's too after this change

[Easy]
00:00:637 (1) - this feels all offset because the downbeats are actually on 00:00:937 . if you shifted forward 00:00:637 (1,2,3,4,1,2) - by a 1/1 beat and worked out something else with 00:04:237 (3) - it'd play a whole lot better
01:26:137 (3,4) - small spacing error

[Normal]
00:00:637 (1,2,3,4,1) - eh this all feels offset too because something like 00:03:337 - should be clicked. maybe you can work something out
00:04:237 (3,4,5) - aaaa spacing errors if u want to keep the stack with 00:03:037 (1,4) - u could just move 00:04:237 (3) - down and adjust blanket
00:42:187 (2,3) - 3/2 gap is quite awkward here especially when the vocals offer beats on the 1/1 (noobs click vocals), why not avoid it by making 00:42:637 (3) - a 1/2 reverse and moving it to 00:42:487
00:44:587 (2,3) - ^ same story here. in this instance you could make 00:44:587 (2) - a 1/1 slider
00:47:437 (3) - and yeah
01:25:537 (2,3) - blanket could use some work

[Hard]
00:08:737 (3,4,5,1) - with stacking enabled this looks like a wonky triangle. maybe u can try make this look better
00:21:637 (2,4) - nazi stack
00:39:637 (2,3) - needs a bit more curve on the blanket

[Insane]
dont u think OD 7 is better here for spread and star rating
01:23:137 (3,4) - ctrl g this maybe for circular flow
01:26:737 (3) - nc for polarity changes

ok let the games begin
[Akashi's Extra]
rip hp 10. you basically made this map impossible to HR
00:05:137 - 00:31:837 - 00:32:137 - unused timing points
aimod has a cry when you have stack leniency 2. better to change it to 3, it doesn't affect anything
00:01:837 (1) - lol what how is this nc the same colour
00:14:437 (2,3,4) - how come you did nothing theme related here? i could easily see this decreasing in sv
00:18:037 (3,4) - kinda awkward how 00:18:187 - was ignored bcos the pattern looks like kick + circle eg. 00:16:987 (3,4)
00:21:487 (2) - make this a kick slider for that trill in the melody?

[Kuroko's Extra]
so these nc's help with readability. i guess it goes against the theme, but it makes it more playable
> stack leniency 3
00:16:987 (3,4) - you probably need nc on 00:17:137 (4) - so the player can tell which beat is the slider through sliderslide colour
00:21:487 (2,3,4) - manual stack on 00:20:737 (5) - for that extra misdirekshun
00:41:737 (1,2) - this type of thing was literally on the bn exam LOL. at least nc 00:42:187 (2) - so you have some argument toward its readability
00:43:387 (2) - ^
01:04:237 (5) - nc
01:24:037 (3) - ^

[Murasakibara's Extra]
this diff doesn't really have a gimmick so hp 0 is unwarranted. maybe like 6 or 7
00:19:687 (5,3) - stack
00:29:737 (1,2,3,4,1,2,3) - why dont u nc spam here? you did it in hard where 00:30:187 (3) - and 00:31:087 (3) - were ncs
01:21:337 (1,2) - hm idk about this spacing because 01:21:337 (1) - should be the beat with highest intensity. maybe you could stack 01:21:487 (2,4)
01:26:737 (1,2,3) - quite awkward to change polarity using the same patterns, especially since the player has to click the 1/3s where other diffs only click the white ticks. i still can hear 1/3s drums here, so why not map the 1/3 all the way?

[Aomine's Extra]
00:22:087 - 00:22:537 - unused points
00:10:087 (6) - nc for this monstrosity of an sv
00:16:237 (6) - you originally had 2 kick sliders representing this and replacing it with a longer slider without a clear change in the music felt kinda eh.. the change at 00:18:787 (1) - makes sense because of the held guitar but elsewhere it doesn't really
00:19:687 (6) - nc
00:25:237 (2,3,4,5,6,7) - isn't there a constant guitar strum? why does this deserve a pattern like this when others dont?
01:03:337 (1,3) - stack

[Kise's Extra]
00:10:087 (6) - the extended slider is kinda awkward here because of the huge distance that looks like 1/2. why not just make 00:10:087 (6) - a 1/1 and manipulate sv to look identical to 00:10:537 (1) . in this way you get more symmetry and the drum on 00:10:387 - is used in your rhythms
01:26:437 (2) - ctrl g this? the sliders on the left side slide upwards and the right side slides downward so it'd be good to follow this theme
01:26:737 (3) - i'd also nc this because polarity

[Midorima's Extra]
use a low hp setting. not 0
00:19:537 (4) - nc?
00:25:237 (2,3,4,5,6,7) - similar to what i said in aomine's extra, the guitar is constantly playing but u only chose to make it harder here because there are no vocals here. honestly you could just map 1/1 here to stay consistent with stuff like 00:22:537 (1,2,3,4)
00:36:937 (1,2) - mm with similar reasoning to above why not just make these 1/2 sliders. you follow the guitar in all these sections 00:34:537 (1,2,3,4,5,6,7,8) - with constant 1/2 but then switching to 1/1 for vocals is really controversial
00:50:737 (3,1) - this looks like its going to the next object bcos of follow point but theres a hidden stack :v. since 00:51:337 (1,2) - is a 3/2 gap why not swap ncs. also consider 00:53:737 (1,2)

[Kagami's Extra]
hp 7
00:13:837 (7) - perhaps you could change the pattern to represent this high pitch guitar, given that you represented the pitch dropping with 00:14:437 (2,3,4,5,6,7)
00:51:037 - pretty loud sound on this beat i reckon you should include it. all other diffs did
01:21:637 (3,1) - making the movement to the corner of the screen feels really awkward because of the sharp angle and direction of movement. perhaps you could move 01:21:937 (1,2) - in line with 01:21:487 (2) - for a nicer angle
01:26:737 (1) - nc

wish you the best with this set!
Topic Starter
Monstrata

kunka wrote:

Hi
From your Q.
General

  1. Add tags: "opening" Sure!
  2. BG: Size is not fixed. Please revise it. I will try, but they are all below 1366x768 so they should be fine.
  3. Offset: (Personal opinion) In the case of me, I move 00:00:637 - to 00:00:937 - . and I delete the 00:04:237 - . This is because it can keep 4beats by carrying it out. There is a 5/4 time signature here though.
Murasakibara's Extra

  1. 00:22:087 (7,8,9) - You pick up a guitar sound in 00:21:337 (1,2,3,4) - . So, 3notes has a sense of incongruity here. I recommend that I switch to 1/1 slider to match a guitar sound in the same way. I want to map the vocals too.
  2. 00:56:887 (4) - I recommend 2circle. 00:56:737 (3) - and the pronunciation of the 00:56:887 (4) - are the same and think that 3 circles are suitable most. Hmm sure!
  3. 01:14:587 (3,4) - Because the 01:14:737 - is a strong snare sound, I recommend ctrl+G True. Fixed this another way to keep the flow..
Kuroko's Extra

  1. 00:00:637 (1,2,3,4,1,2,3,1,2,1,2,1,2) - wwww
  2. 00:04:237 (1,2,3) - I recommend that I shift in the same way as 00:01:237 (4,1,2,3,1,2,1,2,1,2) - a little. I want the full overlap. It makes it so the player can't be completely sure if the slider is 1/2 or 1/1 (but they are all 1/2 so its not tricky). http://puu.sh/r53xd.jpg
  3. 00:12:937 (1,2) - 00:14:737 (3,4) - ^
  4. 00:22:087 (7,8,9) - It's the same as Murasakibara's Extra. Also keeping, same reason.
  5. 00:41:737 (1,2) - I can't recommend the placement that the end-point of the slider is hard to judge personally. Altered it a bit
  6. 00:42:937 (1,2) - ^ ^
  7. 01:02:737 (1) - ^ Furthermore, there is it until a change of the SV...Because it is difficult to play very much, I recommend move. This is fine.
  8. 01:26:137 (1,2) - ^ Same, it's hard to read yes, but once you know how it plays, its rather intuitive.

    This diff is constructed by hard overlap and low AR. It is map which it is hard to playing by synergy very much. I recommend a change to the placement that a slider end-point can judge as much as possible.
Akashi's Extra

  1. 00:34:987 (3,4,5,6) - I don't understand a reason using the different distance. I think that this becomes the factor of the confusion. This is for beat-pairing structures.

    It's too original map.
    Because it is snapping which I can't judge, I cannot suggest it. sorry.
Insane

  1. 00:01:837 (1) - Why is it a reverse slider? And it is an unnatural blank 00:02:287 (2) - . I think that 1/2 slider is enough. 1/2 repeat is fine...
  2. 00:03:037 (1) - ^ ^
  3. 00:05:287 - I don't feel the need of the blank. I recommend the addition of the circle. Theres nothing on the red tick though.
  4. 00:12:187 - 00:16:387 - ^ ^... Using 1/1 gaps is a good thing.
  5. 00:48:637 (4) - I recommend a circle in the same way as 00:43:837 (3) - Good point. Fixed.
  6. 01:18:337 (4,5) - I recommend 1/2 slider. It matches it as 01:18:637 (6) - and a pair of the vocal follow. In addition, I think that I can break off congested area of objects of the 01:17:737 (1,2,3,4,5,6) - Circles are there for drums since drums are every 1/2 beat there.
Hard

  1. 00:21:337 (1,1) - stack miss? Fixed
  2. 01:12:937 (1) - Would you widen little a bit distance? like this 01:11:737 (1) - I think this is fine... The spacing is all the same anyways.
  3. 01:15:337 (1) - I don't feel need of stack. Would you move it? I think the stack plays well.
Normal

  1. 00:21:937 (4,5) - Rhythm is artificiality. Because the 00:22:087 - is a strong sound, it is good for the start of the slider. Same reason as earlier. Vocal + drum here.http://puu.sh/r55UI.jpg
  2. 00:59:137 (2,4) - The 00:58:537 (1,3) - is a main vocal. and The 00:59:137 (2,4) - is a chorus. So, I recommend different rhythm. Would you change to 1/2 reverse slider? It can pick up a snare sound of 00:59:287 - and the 01:00:487 -I want to keep symmetry here. http://puu.sh/r564O.jpg
Easy

  1. 00:00:637 (1,2,3,4,1,2) - The rhythm is strange. I recommend a shift of 1/2s. http://puu.sh/r56it.jpg This links the suggestion of the offset of the General. Ehh... idk. I think rhy thm is perfectly fine here...
  2. 00:29:737 (1) - out-of-the-box ww Yes :D
I can't suggest the diff of the high degree of very difficulty. sorry and gl ;)
Thanks for the mod!!
Yuii-
That symmetrical map is almost perfect. It was a very well executed style. Reminds me of some guy you know :^)

Looking forward to see what will be the final version of the extras!
Topic Starter
Monstrata

Kalibe wrote:

lets do this lol

General*

- some bgs have wrong resolution, you should check it and make 1366x768 like in other diffs. As long as they are below 1366 x 768 its fine.
- hmm you have in tags basuke, the basketball and kuroko no . You should probably also add basket imo. Yea.
- dunno if i'm right, but i checked some webs of cd for this song and i didn't see any (TV Size) thing in title, so maybe add it in tags? It's on the OST.

[Easy]

- 00:29:737 (1) - Not really a fan of using many repeaters in a row in Easy diffs though.. like u could just remove two repeaters and start next 3/2 slider here 00:31:087 - :c I love this xD.
- 01:13:687 (2,3) - Overall i have no problem with this pattern, but it could be flows better i guess. Maybe give a chance to this example? I like mine better. Tbh with 1/1 gaps like this, flow becomes more of a visual thing than a playability thing.https://osu.ppy.sh/ss/6053046
- 01:22:537 (1,2,3,4,1,2,3) - triggered! Made it perfectly symmetrical.http://puu.sh/r5tc0/39edb0b4b5.jpg

[Normal]

- wow i don't really like rhythm at start tbh xd.. soo
* 00:00:637 (1,2) - > 00:01:837 (3,4) - sounds literally the same, so i guess using two 1/2 sliders or 1 + 1/2 with repeater will be good option, for that one i prefer using second option 1 + 1/2 repeater feels better. I don;t want to use 1/2 sliders yet. And i think the rhythm is really intuitive already....
* 00:03:037 (1) - repeater is pretty loud and would be really cool to hit that one too, so 00:03:037 (1) - removing this and adding 00:03:037 - circle and next 1/2 slider? It's not any louder imo...
- 00:05:137 (4,5) - 00:20:737 (2,3) - check spacings xd Fixed.
- 00:16:837 (4,5) - Well.. i see here u changed rhythm consistency, but u didn't want to have it consistent in the whole part? i would just ctrl g this, but it's up to you. I want to highlight the guitar here.
- 01:16:087 (2,3) - you sure u don't want to blanket those? I don't really like wave slider blankets xP.https://osu.ppy.sh/ss/6053168
- 01:21:337 (1) - no NC no NC no NC, u NC'ed every second downbeat -> second downbeat is here 01:22:537 (1) - xd Emphatic reasons.

[Hard]

- 00:19:687 (5) - Why u don't extend slider to 1/1 to fit with guitar sound, like u did here 00:22:087 (4) - ? This was mainly to give some room for me to transition to a different area on the map. 1/2 fits here, as does 1/1, so I took the opportunity to transition to the left side of the screen.
- 00:34:237 (4) - Minor, but how about rearraging slider by using Ctrl J + Ctrl G -> https://osu.ppy.sh/ss/6053255 then flow from 00:34:237 (4,1) - will be convenient w It's pretty cool, but I prefer the angle on mine better. It's a bit sharper.
- 00:41:437 (5,2) - stackkk Fixed
- 01:02:737 (1) - I don't really think that NC is really nessesary, even if it changes SV, you did NC before 01:02:137 (1) - at the same place, so i think that one should be enough >< Keeping it because the guitar sound is still really different from the notes before, and after.
- 01:23:737 (1,2,3) - maybe instead of three 1/2 stack, try to move (1) on 148/46 cause vocal starts here 01:23:887 (2) - and having separated vocals / drums sounds emphasis is neat :3 Oh, good idea.

[Insane]

* od 8 in 4.28 diff is :S // I would just reduce it to 7.5 =w=

- 01:12:937 (1,3) - reep stack again Fixed
- 01:26:737 (3) - maybe add nc cause snaps changing, you did it in Hard so try here too? Hmm... I think people playing on this level can differentiate between 1/3 and 1/2. I mainly did that on Hard for a visual cue. I'll fix on Insane too since it's a lower diff. But i'm going to keep on higher diffs even if it looks inconsistent.
- well good diff lol

[Akashi]

- uhh this will be hard to mod, feel free to deny all suggestions lol -> ok let's NC modding

- hp 10 is really deadly, even if it's specially.. i'd recommend to use hp 8 or 8.5 at least thou. Well, the idea is that the map should be as unforgiving as possible since Akashi is kind of this "perfect" guy who has to win and be the best at everything so losing is not an option. Basically I'm forcing players to keep their combo and not to break if they want to pass.
- 00:18:037 (3,4) - polarity sucks here so much zzz... how about nc (4) to avoid mass confusion?It's just a kickslider. It should feel like a 1/1 gap. I just wanted an anti-jump here.Silencing the ends though.
- 00:21:937 (5) - same thing about ncing this to keep 1 - 2 - 3 - 4 circle pattern. Ahhh my bad, fixed.
- 00:31:087 (7) - NC for downbeat. Fixed, but did a different NC rhythm (3/2 instead)
- 00:34:837 (2,3,4,5,6,7) - what's going on with the spacing? which one got emphasis and which not, this is really weird actually xd This one's not so much spacing as beat-pairing. Also it plays pretty well since the anti-jumps are in the same direction as the pairs, so you get this snappy feeling from having to play this really wide and short angled jump.
- 00:38:437 (2) - I personally prefer to ctrl H slider. Because i see alternation between sliders 00:37:387 (3,7) - 00:37:687 (5,1) - with exactly the same direction, so that one should be ctrl h'ed to keep commutativity. Normally i'd agree. I think the parallels are slightly more difficult to follow since they give a poorer angle for 3>4 (everything is going left > right instead of lr / rl/ lr which gives players more breathing room through movement and angle changes).
- 00:45:487 (2,3) - can't really understand why you decide to map 1/4 when there aren't any sounds on blue ticks lol. Normal 1/2 snap is fine too ;w; It's really to set up the 3rd slider being much slower. Also these just function as kicksliders so you'd just click.I silenced the slider-ends though.

[Kuroko]

- from personal suggestions 00:15:787 (3) - i would stack this not on head, but on tail of 00:15:937 (4) - plays funnier and it's still kinda misdirection I want the flow to be going left/right even though the sliders are pointing downward and whatnot.
- 00:19:387 (3,4) - why spacing so low here, even if specially that's not ok ;w; // give it a try and move 00:19:537 (4) - on 407/113 ? It plays really well imo. The spacing is low to make it unseeming that the next note should be there, but once you've played it, it's pretty intuitive since it puts pressure onto 00:19:687 (5) - through the jump/anti-jump distinction.
- 00:30:637 (1) - why is this nc'ed when this 00:30:187 (3) - isn't? :S Wops. Removed all NC's since NC"ing isn't necessary here.

[Murasakibara]

- 00:28:237 (4) - super cool if you make parallel to 00:28:537 (1) - and on the occasion do blanket with 00:28:987 (2) - I think parallel would hurt the flow though.https://osu.ppy.sh/ss/6053851
- 01:02:737 (1,1) - reep stack v2 Fixed
- 01:26:437 (3,3) - can you avoid overlap, it kinda bugs me a little :v Tried. I think the flow just works really well so let me keep lol.
- probably my fav one lol

[Aomine]

- 00:10:087 (6) - 00:19:687 (6) - well.. i'd nc that cuz many reasons like sv changing, long route and etc. Sure.
- 00:17:737 (1) - how about ctrl g, flow feels better from 00:17:437 (6) - if you try it! Cool.
- 00:25:237 (2,3,4,5,6) - ??? dunno what are you trying to map, but rhythm here sounds like before 00:24:037 (2,3,4) - so i'm confused now : S Going for the guitar 1/2 emphasis .
- 00:30:187 (3,5,7) - NC for SV changing? !!!! Nah, not necessary here. it's obvious that they are the same rhythm. Usually you NC SV changes if the player won't be prepared for the different length, but here its obvious.
- 01:03:337 (1,3) - stack v3 Fixed.
- 01:19:387 (3,4) - not a fan how's flow going here, i would do something like this: https://osu.ppy.sh/ss/6054022 I prefer mine. I like the flow here actually xD. Replace them with circles and you will see I think.
- 01:20:137 (1) -> 01:22:462 (2) - sik
- also higher ar will be great for high-speed mapzzzz 9.3 ~ 9.5 -> awesome! // ofc if it's specially then ok. Very true. Fixed.

[Kise]

- 00:13:237 (3) - idk i'll just move up that circle a bit to give the image of symmetry structure. I think its up sufficiently. I also want a triangle sturcture here.
- 00:36:787 (6,6) - i got triggered when i saw this aka reep stack v4 xd Fixed.
- 01:02:737 (4) - NC? Yes.
- 01:26:737 (3) - ^ due to snapping changes? Here, sure. Not for snapping changes, but because it looks nicer xD.

[Midorima]

- small cs, my eternal enemy
- 00:13:687 (5,6) - hmm.. everywhere u used constant 0.9 ds in all types of jumps, but here u decide to make 1.5... can you make it consistent or is it specially? : S It's for structure,...
- 00:28:537 (4) - forgot to NC that one. Fixed.
- 00:30:637 (3) - also if you nc this, it will makes more sense to get 1 - 2 // 1 - 2 sliders -> 1 - 2 circles. I want to keep this as is. Looks nicer.
- 01:27:337 (1) - please use only circle here, cause now slider end don't fit pretty well with song, even if you silenced it thou.. Fixed by making them all circles. I didnt like the kicksliders anyways.

[Kagami]

- 00:42:787 (6) - i personally really want to stack this on 00:42:637 (5) - due to vocal emphasis. I really dislike 1/2 stacks xP.
- except that i didn't find something that it needs to be mention.

that's all from me, hope i helped with something and good lukk !
Thanks for the mod!!
Topic Starter
Monstrata

[XV] wrote:

Kagami's Extra


  1. Fix HP Yea
  2. 00:04:987 (5) - Drum whistle not needed, as drums itself start from 00:05:737 - onwards and besides a guitar riff, there is no drum noise backing the drum whistle Changed to drum-hitnormal. I think there's still a sound, but its realy feint.
  3. Increase hs volume to 75% here 00:46:087 (5) - 65%
  4. I don't like this 01:21:337 (1,2,3,1,2) - Because the 1/2 drum pattern ends here 01:21:487 (2) - yet 01:21:637 (3) - that is not part of the same pattern (sound wise), is mapped in accordance with the drum pattern before instead of the vocals from here 01:21:937 (1,2) - It's there for the vocals. I made the spacing lower and the angle much wider to show the difference.
Thanks for the mod!!
Topic Starter
Monstrata

Lami wrote:

M4M

  • Easy
  1. 01:04:087 (2,3,4) - hmm.. circle + 1/2 slider * 2 I think making 01:05:287 - clickable is a better rhythm choice.
    it more fit on music maybe.

    Normal
  2. 01:07:837 (5) - 1/2 slider? for express drum I think it might be too inconsistent with the rest of the rhythm... Players won't expect it but hmm let me rthink about this more

    Hard
  3. 00:19:687 (5) - ctrl+G? more fluid flow with (3) I want the jump for emphasis onto 5 and the cymbal.

    Insane
  4. 00:24:637 (3) - 1/2 slider? beat is still continue.. I want to give a 1/1 gap here so I can transition to another section of the screen.
  5. 01:02:137 (1) - slow sv...? Slow SV is on 01:02:737 (1) -

    Akashi's Extra
  6. 01:12:337 (1) - remove NC? little NC spam. It's to show distinction between the 1/4 repeats and 1/4 stream.
  7. 01:26:137 (1,2,3,1,2,3,1) - imo, it's so evil partten, consider with overall diff. Yes! But I think it's still playable since the 1/3's are actually pretty close together.

    Kuroko's Extra
  8. 00:35:437 (1) - remove NC? Okay.
  9. 00:41:737 (1,2) - it's little unreadable in first play. Yea, It's really hard to read on first play, but I think with a reading map like this, not everything should be sightreadable anyways xD. If you can read everything on first play then I think the reading map wasn't successful enough in confusing the player (or the player is just too good xD).
    player can get "this is slider" from only music.
    maybe, just read it one circle at first time.
  10. 01:02:137 (8) - NC? you prefer NC in here, as from other diffs Here I want to keep for symmetry

    Murasakibara's Extra
  11. 00:08:137 (1,2,3,4) - consider to reduce jump Good point. Fixed.
    because it's bigger than 00:09:487 (2,3,4,5,6) - , even if they have relax beat.
  12. 01:00:937 (1,2,3,4,5) - more good choice if you use circle jump here. Made the jumps bigger.
    because it may be warm-up for kiai-time.
    since it have enough big cs, player can enjoy in here, if use some circle jump.

    Aomine's Extra
  13. 00:10:537 (1,1) - increase 1/4 length? because other partten used 1/4 rhythm gap.. i think 1/2 is fine, since those 1/4 sliders play like kicksliders so the rhythm is still 1/2.
  14. 00:27:937 (4,5) - how about - http://puu.sh/r6s5V.jpg Fixed, Did something different.
  15. 00:35:137 (4,5,6,7) - how about (2) - http://puu.sh/r6sah.jpg I think it makes too big of a spacing change between these 4 circles. I want to keep spacing more similar/
  16. 01:03:637 (2,3) - little independent feeling with others. Same as earlier, I think its fine since this is largely 1/4 kickslider usage.
    other partten almost linked 1/4 gap.
    but not here, despite of we saw kiai-firework lately.

    Kise's Extra
  17. 00:13:837 (7) - i think it's better choice for expressing symmetrical, if it moved to center. Yea I agree. Fixed.

    Midorima's Extra
  18. AR10? player can feel so hard acc in low AR. Increased AR a bit, but I want AR 10 to be for Akashi's diff.
  19. 00:21:337 (1) - move to left a little, I think the DS is fine.
    kinda seem like too much DS in here, even if they have bulid down distance.
  20. 01:27:337 (1) - hmm.. just one circle? Okay!

    Kagami's Extra
  21. 00:04:237 - hitsound enough work as well in here? - http://puu.sh/r6swf.png Wops, fixed.
  22. 00:17:887 (2) - about x236 y134? oh, thats pretty cool actually. Placed it in a similar coordinate.
  23. more natural flow and can express emphasis on (3)
  24. 00:22:087 (7) - consider to NC?? I think its fine to keep it like this.
    better for visual (divide partten), emphasis finish..
  25. 00:39:937 (5) - NC?? I think its better to keep it as is, since the pattern is really dependent on their positions, and its a symmetrical jump pattern..
  26. 01:20:137 (1,2,3,4,5,6,7,8) - just suggestion Yea, I agree. Remapped the last jump section.
    consider to use horizontal placement, instead of current.
    because this section already enough to have vertical jump.
nowdays, we need new creative chellenge.
Thanks for the mod!!!
Topic Starter
Monstrata

CaffeAmericano wrote:

Hello from your queue

Kagami

  • 00:00:637 (1) - I think it would be nice touch to distinguish this slider from 00:01:537 (6,3,6) - just cause it sounds different in music. I mean you used different angle, but that’s too subtle imo Good idea.

    00:04:237 - Volume doesn’t match between red and green line Fixed.

    00:21:937 (6,7,8,9) - I think slider would reflect the music better since ½ guitar stops here, and you’ve been mapping to guitar in the preceding part ( 00:20:137 (1,2,3,4,5,6,7,8,1,2,3,4,5) - ) I want to follow the vocals too and extend the 1/2 rhythm.

    00:24:937 (1,2) - 00:27:337 (1,2) - Is it intentional that one is perfectly stacked while other is not? Yea, intentional.

    00:39:487 (2,4) - Aren’t these sound little too faint to have similar DS with nearby notes with white tick? Same thought on Midoima, Kise, Aomine, etc Nah, I think theyre distinguishable.


    00:43:837 (5) - All the extended sliders you use seem to emphasize a distinct sound (e.g. 00:41:437 (6) - 00:45:787 (4) - vocal, 01:02:737 (1) - Guitar). Except 00:43:837 (5) -. Not sure what this emphasizes Fixed.
Midorima

  • How about cs 6 :^)
Aomine

  • This diff has a lot of kick slider tails snapped to blue ticks with very faint/no sound. I guess that’s fine since that’s the “gimmick” of this diff and it’s done consistently. But I’m little grumpy that actual 1/4 beats like 00:26:962 - 00:27:262 - are ignored Ehhh, idn about mapping them here... They are so feint lol. But they don't really work with the rhythms I've presented..
Murasakibara

  • 00:58:537 (1,2,3,1,2,3,1,2,3,1,2,3) - consider rotating sliders (individually) clockwise to make the flow at 01:00:637 (3,1) - little more natural. Its already quite natural..

    00:11:737 - 00:31:537 - 00:38:137 - 00:39:337 - Imo, I think these are the only four locations that arguably breaks the rotational/circular flow. Consider making the flow more circular :3 I think it would be cool to add breaks in flow where there’s a big change in music, but I guess it depends on how strongly you want to the theme of each difficulties Fixed the last two. The first two are fine imo.
Kuroko

  • 00:46:987 (3,1) - Reverse arrow hidden. Maybe it’s fine since they are two beats apart? But I thought I’d point this out since ar is low Yea, 2 beats is a lot of time.
Akashi

  • 00:01:837 (1) - Is it just me or is there NC here without change in combo color ?~? ( http://osu.ppy.sh/ss/6063783 ) Fixed xD.
    00:06:937 (1) - This slider shape looks weird to me Fixed.

    00:21:337 (1,2,3,4) - I feel like this should be distinguished more from 00:20:137 (1,2,3,4,1,2,3,4) - than just larger DS I think larger DS is sufficient...

    00:46:087 (1) - slow slider made more obvious than just NC would be helpful for players especially with high ar on this diff I think it's fine. It's definitely hard to check the first time, but it fits the note being played here.
Insane

  • I’d love to see more 1/4 rhythm clicking on this diff for a better spread. The song doesn't actually use a lot of 1/4 rhythm. Much of the spread comes from spacing and gimmicky-ness tbh. But I think they should be sufficient.

    00:46:087 (4) - Consider making flow break stronger It's good enough imo.
Set has really nice idea. Good luck!
Thanks for the mod!!
Topic Starter
Monstrata

Pentori wrote:

m4m

[General]
just make sure those BG's have the correct dimensions when you get around to it
this song uses an anacrusis where the downbeat (00:00:937 - ) lands after the music starts so you only really need one timing point at -263 and everything should work out. you might want to fix combo's too after this change It's not an anacrusis tho. There's a 5/4 time-signature change near the intro. If it were anacrusis, my NC pattern would look really messed up relative to the song.

[Easy]
00:00:637 (1) - this feels all offset because the downbeats are actually on 00:00:937 . if you shifted forward 00:00:637 (1,2,3,4,1,2) - by a 1/1 beat and worked out something else with 00:04:237 (3) - it'd play a whole lot better It's better like this. The downbeat is where it's supposed to be.
01:26:137 (3,4) - small spacing error Fixed

[Normal]
00:00:637 (1,2,3,4,1) - eh this all feels offset too because something like 00:03:337 - should be clicked. maybe you can work something out I don't see why that needs to be clickable. It's the same sound as everything else xP. Also yea, this isn't anacrusis so xp.
00:04:237 (3,4,5) - aaaa spacing errors if u want to keep the stack with 00:03:037 (1,4) - u could just move 00:04:237 (3) - down and adjust blanket Fixed.
00:42:187 (2,3) - 3/2 gap is quite awkward here especially when the vocals offer beats on the 1/1 (noobs click vocals), why not avoid it by making 00:42:637 (3) - a 1/2 reverse and moving it to 00:42:487 Using more 1/1 rhythms here would make the section too dense imo. This is a calmer section of the song compared to the verse or chorus.
00:44:587 (2,3) - ^ same story here. in this instance you could make 00:44:587 (2) - a 1/1 slider ^
00:47:437 (3) - and yeah
01:25:537 (2,3) - blanket could use some work Fixed.

[Hard]
00:08:737 (3,4,5,1) - with stacking enabled this looks like a wonky triangle. maybe u can try make this look better Good eye. Fixed.
00:21:637 (2,4) - nazi stack Fixed
00:39:637 (2,3) - needs a bit more curve on the blanket Fixed

[Insane]
dont u think OD 7 is better here for spread and star rating Mmm. Maybe 7.5 But i think OD 8 also fits. I've used OD 8 on a lot of my 4 star insanes.
01:23:137 (3,4) - ctrl g this maybe for circular flow I want to transition from clockwise to counterclock
01:26:737 (3) - nc for polarity changes Fixed. Snapping changes tho, not polarity xD.

ok let the games begin
[Akashi's Extra]
rip hp 10. you basically made this map impossible to HR Wait, wat? xD HP 10 on HR would still be HP 10 xD.
00:05:137 - 00:31:837 - 00:32:137 - unused timing points Fixed all. Well, they might become used when I copy hitsounds but i'll do that later.
aimod has a cry when you have stack leniency 2. better to change it to 3, it doesn't affect anything Stack 2 works better tho ;c
00:01:837 (1) - lol what how is this nc the same colour Fixed. Actually though, i figured out a way to do that without editing notepad. But its still unrankable so rip.
00:14:437 (2,3,4) - how come you did nothing theme related here? i could easily see this decreasing in sv Damn, good idea.
00:18:037 (3,4) - kinda awkward how 00:18:187 - was ignored bcos the pattern looks like kick + circle eg. 00:16:987 (3,4) Wanted to go for an anti-jump here. The kickslider gives a bit of a distinction at least.
00:21:487 (2) - make this a kick slider for that trill in the melody? Prefer not to. It's inconsistent with the pattern :P.

[Kuroko's Extra]
so these nc's help with readability. i guess it goes against the theme, but it makes it more playable
> stack leniency 3 Nah
00:16:987 (3,4) - you probably need nc on 00:17:137 (4) - so the player can tell which beat is the slider through sliderslide colour I think that'd make it readable though.
00:21:487 (2,3,4) - manual stack on 00:20:737 (5) - for that extra misdirekshun I think this is enough tbh lol. There's already enough going on with the recurring circle locations here that I think changing up the stacks will just make it uncomfortable.
00:41:737 (1,2) - this type of thing was literally on the bn exam LOL. at least nc 00:42:187 (2) - so you have some argument toward its readability This is fine though. It's hard to read the first time, but I don't ave an argument towards its readability because I wasn't intending for it to be readable the first time anyways. It's very straightforward on a second run though and I'm pretty sure very few people are going to sightread this map anyways so I'm not building the patterns with sight-readability in mind.
00:43:387 (2) - ^
01:04:237 (5) - nc
01:24:037 (3) - ^ Gonna have to say no to all xP. The map is supposed to be really difficult to read, and messing up NC rhythm just to make it easier to read seems counterintuitive to the map's intention.

[Murasakibara's Extra]
this diff doesn't really have a gimmick so hp 0 is unwarranted. maybe like 6 or 7 Fixed
00:19:687 (5,3) - stack Fixed
00:29:737 (1,2,3,4,1,2,3) - why dont u nc spam here? you did it in hard where 00:30:187 (3) - and 00:31:087 (3) - were ncs Changed up the NC rhythm here.
01:21:337 (1,2) - hm idk about this spacing because 01:21:337 (1) - should be the beat with highest intensity. maybe you could stack 01:21:487 (2,4) Hmm Okay I can fix it here since the previous jump patterns all used the same spacing structure.
01:26:737 (1,2,3) - quite awkward to change polarity using the same patterns, especially since the player has to click the 1/3s where other diffs only click the white ticks. i still can hear 1/3s drums here, so why not map the 1/3 all the way? I think it's 1/4's actually. There's no polarity shift btw... its a shift of snapping from 1/3 to 1/4 but players can usually identify these changes pretty well.

[Aomine's Extra]
00:22:087 - 00:22:537 - unused points Fixed
00:10:087 (6) - nc for this monstrosity of an sv Sure
00:16:237 (6) - you originally had 2 kick sliders representing this and replacing it with a longer slider without a clear change in the music felt kinda eh.. the change at 00:18:787 (1) - makes sense because of the held guitar but elsewhere it doesn't really I want to give a different rhythm here and integrate some 3/4 sliders
00:19:687 (6) - nc k
00:25:237 (2,3,4,5,6,7) - isn't there a constant guitar strum? why does this deserve a pattern like this when others dont? I do this when there are no vocals to follow, 00:22:537 (1,2) - for example, also uses the same rhythm, but vocals jump back in earlier.
01:03:337 (1,3) - stack Fixed

[Kise's Extra]
00:10:087 (6) - the extended slider is kinda awkward here because of the huge distance that looks like 1/2. why not just make 00:10:087 (6) - a 1/1 and manipulate sv to look identical to 00:10:537 (1) . in this way you get more symmetry and the drum on 00:10:387 - is used in your rhythms I just made it 1/1 instead using a high SV.
01:26:437 (2) - ctrl g this? the sliders on the left side slide upwards and the right side slides downward so it'd be good to follow this theme Good idea.
01:26:737 (3) - i'd also nc this because polarity NC'ing cuz it looks nice, but not for polarity reasons xD.

[Midorima's Extra]
use a low hp setting. not 0 Yea, I set them to 0 for testing.
00:19:537 (4) - nc? Doesn't fit.
00:25:237 (2,3,4,5,6,7) - similar to what i said in aomine's extra, the guitar is constantly playing but u only chose to make it harder here because there are no vocals here. honestly you could just map 1/1 here to stay consistent with stuff like 00:22:537 (1,2,3,4) Vocals take precedence here.
00:36:937 (1,2) - mm with similar reasoning to above why not just make these 1/2 sliders. you follow the guitar in all these sections 00:34:537 I think 1/1 circles provide more of an aiming challenge. With sliders, you get a lot more grace in terms of slider-head leniency. This is OD 10 for a reason though xD.(1,2,3,4,5,6,7,8) - with constant 1/2 but then switching to 1/1 for vocals is really controversial The spacing is really obvious though. Usually stuff like this is controversial when spacing doesn't suggest a different rhythm, but if you consider both cases, it's obvious what's being followed.
00:50:737 (3,1) - this looks like its going to the next object bcos of follow point but theres a hidden stack :v. since 00:51:337 (1,2) - is a 3/2 gap why not swap ncs. also consider 00:53:737 (1,2) That stack is totally readable though,... xP also, NC's are done to downbeat.

[Kagami's Extra]
hp 7 Yea
00:13:837 (7) - perhaps you could change the pattern to represent this high pitch guitar, given that you represented the pitch dropping with 00:14:437 (2,3,4,5,6,7) Mmmm tempting, but I think what I have is fine too.
00:51:037 - pretty loud sound on this beat i reckon you should include it. all other diffs did Well, on this diff I want to emphasize the vocals here. Using a slider makes the click on 3 less emphatic since you have to move after clicking, and I'd like a pause there.
01:21:637 (3,1) - making the movement to the corner of the screen feels really awkward because of the sharp angle and direction of movement. perhaps you could move 01:21:937 (1,2) - in line with 01:21:487 (2) - for a nicer angle Well, I redid the jumps from Lami's mod, so I think this might be invalid now. Well, I didn't have a problem with this to begin with, but I think the angle is a bit better now anyways since i'm using a slightly more diagonzl jump pattern instead of a vertical one.
01:26:737 (1) - nc Well, I guess since I ended up NC'ing all of them on all diffs, i'll do that here too lol.

wish you the best with this set!
Thanks for the mod!!!
Rizen
that pentapost ahaha
pishifat
SPOILER
2016-09-11 21:49 Monstrata: ACTION is editing [https://osu.ppy.sh/b/1062394 GRANRODEO - Can Do (TV Size) [Kagami's Extra]]
2016-09-11 21:49 pishifat: 00:00:637 (1) - is a pick up beat
2016-09-11 21:49 pishifat: idk name
2016-09-11 21:50 pishifat: downbeat is the 2
2016-09-11 21:50 Monstrata: anacrusis? it is?
2016-09-11 21:50 pishifat: yes
2016-09-11 21:50 pishifat: and all ur diffs map it gross
2016-09-11 21:50 pishifat: like they map it according to the gross metronome
2016-09-11 21:50 Monstrata: wait actually?!
2016-09-11 21:50 pishifat: !!!!
2016-09-11 21:50 Monstrata: it sounds just fine like uh
2016-09-11 21:51 Monstrata: is it actually?! waa
2016-09-11 21:51 Monstrata: 00:04:237 - i thought this was 5/4
2016-09-11 21:51 Monstrata: its like 5, 4, 3, 2, 1 like, in terms of pitch
2016-09-11 21:51 pishifat: 00:13:837 (7) - whats this then
2016-09-11 21:52 pishifat: u got it right when the drums came in
2016-09-11 21:52 Monstrata: hmm
2016-09-11 21:52 Monstrata: but thats different i think
2016-09-11 21:53 pishifat: wa
2016-09-11 21:53 pishifat: its repeating the same guitar thing when drums come in after your 5/4
2016-09-11 21:53 pishifat: like the entire phrase thingy
2016-09-11 21:54 pishifat: not seeing how it could be different
2016-09-11 21:54 Monstrata: 00:01:837 - but this sounds like a downbeat idk xd
2016-09-11 21:54 Monstrata: 00:04:237 (1,2,3,4,5,6,7) - and this sounds like a set of 5 white ticks
2016-09-11 21:54 Monstrata: mmm
2016-09-11 21:55 pishifat: so are u saying when the drums come in
2016-09-11 21:55 pishifat: drums are 4/4 and guitar is 4/4 1 beat behind it with a 5/4 later
2016-09-11 21:55 Monstrata: yep
2016-09-11 21:56 pishifat: music doesnt do that pls
2016-09-11 21:56 Monstrata: it doesn't? i thought there was some term for that xd like a polarity shift but with a measure
2016-09-11 21:57 pishifat: if it does exist
2016-09-11 21:57 pishifat: this isnt it
2016-09-11 21:58 Monstrata: thats so weird i can't actually like
2016-09-11 21:58 Monstrata: see it lol
2016-09-11 21:58 Monstrata: like the rhythm makes perfect sense for me xd
2016-09-11 21:59 pishifat: welp
2016-09-11 21:59 pishifat: Good luck!
2016-09-11 22:00 Monstrata: r i p xdd
2016-09-11 22:04 Monstrata: oh
2016-09-11 22:04 Monstrata: zzzzzzzzzz
2016-09-11 22:04 pishifat: ozu
2016-09-11 22:04 Monstrata: rhythm sounds completely different on right sight
2016-09-11 22:04 Monstrata: side*
2016-09-11 22:04 Monstrata: k i hear it now zzzzz
2016-09-11 22:04 Monstrata: whelp time to remap i guess lmao
2016-09-11 22:05 pishifat: G
2016-09-11 22:05 pishifat: that seems like it could be a problem
2016-09-11 22:05 Monstrata: its almost never a problem xd
2016-09-11 22:05 pishifat: almost :(
2016-09-11 22:06 Monstrata: i only remember it being a problem on
2016-09-11 22:06 Monstrata: ACTION is editing [https://osu.ppy.sh/b/513847 Wakeshima Kanon - world's end, girl's rondo [Insane]]
2016-09-11 22:06 Monstrata: 01:08:987 -
2016-09-11 22:06 Monstrata: was like "why are you putting jumps here, theres nothing???"
2016-09-11 22:06 pishifat: ror too
2016-09-11 22:07 pishifat: 1234
2016-09-11 22:07 pishifat: this also could explain
2016-09-11 22:07 pishifat: why ur hitsounds are so weird here
2016-09-11 22:07 Monstrata: oooh
2016-09-11 22:07 Monstrata: right
2016-09-11 22:08 Monstrata: yea that too
2016-09-11 22:08 pishifat: so many finishes going through right channel
2016-09-11 22:08 Monstrata: zzz maybe i should switch back to mono
2016-09-11 22:08 Monstrata: im so used to listening to these songs on stereo
2016-09-11 22:08 pishifat: lol
2016-09-11 22:08 Monstrata: that like listening on mono makes them sound so weird lol
2016-09-11 22:44 Monstrata: whelp, finished remapping lol. some of them i could just shift them 1 beat down, others, full remap rip me lol
2016-09-11 22:45 pishifat: g
2016-09-11 22:48 pishifat: what's your response gonna be for the
2016-09-11 22:48 pishifat: bleu guy diff
2016-09-11 22:48 pishifat: when people say its all overmapped
2016-09-11 22:50 Monstrata: i silenced all the slider-ends for the overmapped kicksliders so in terms of hitsound response, they'll sound like normal circles. in terms of them being overmapped, the increased SV fits the theme of using really fast sliders. also, the kicksliders are positioned in a way where you can also just aim at the head and still reliably get 300's
2016-09-11 22:50 Monstrata: well, thats like the tldr i guess lol
2016-09-11 22:51 pishifat: so ur silencing ends
2016-09-11 22:52 Monstrata: well, using soft normals so theyre not as apparent
2016-09-11 22:52 Monstrata: since im not actively trying to map those blue tcks
2016-09-11 22:52 pishifat: oh
2016-09-11 22:52 pishifat: i didnt even notice they were soft lol
2016-09-11 22:53 pishifat: all sound so loud still
2016-09-11 22:53 Monstrata: ah really
2016-09-11 22:54 pishifat: really really
2016-09-11 22:55 Monstrata: hmm
2016-09-11 22:55 pishifat: if you want to do the least work to make them quieter
2016-09-11 22:55 Monstrata: using soft-sampleset is the solution most ppl give for silencing slider-ends though, like 3/4 sliders etc...
2016-09-11 22:55 Monstrata: ok
2016-09-11 22:55 pishifat: different number sampleset
2016-09-11 22:55 pishifat: with lower volume softhitnormal
2016-09-11 22:57 Monstrata: o good idea
2016-09-11 22:57 Monstrata: yea. spamming green lines for sliderends is so annoying,
2016-09-11 22:57 pishifat: very
2016-09-11 22:59 pishifat: the low extra
2016-09-11 22:59 pishifat: very same
2016-09-11 22:59 pishifat: 00:21:337 (1,2,1,2,1,2,1,2) - on green
2016-09-11 22:59 pishifat: too many different things mapped as same thing
2016-09-11 23:00 pishifat: 00:41:737 (1) - 01:02:737 (1,1) - dont actually know if these are ok
2016-09-11 23:00 pishifat: ^onkuroko
2016-09-11 23:00 pishifat: 00:52:687 (2,3,4,5,6,7) - on low extra same
2016-09-11 23:00 pishifat: thats what i had written down from going through diffs
2016-09-11 23:02 Monstrata: low extra diff, i'll just fix those
2016-09-11 23:03 Monstrata: they were kinda done for the sake of being gimmicky anyways. didnt fit as well as the others
2016-09-11 23:03 pishifat: good plan
2016-09-11 23:03 pishifat: thing about overmappewd sliderends on this diff too
2016-09-11 23:03 pishifat: in case that wasnt clear
2016-09-11 23:05 Monstrata: ah right
2016-09-11 23:06 Monstrata: Kuroko overlaps uh, i think theyre readable second time. sightreadable, maybe not
2016-09-11 23:06 Monstrata: u think its fine, or should i still do a manual overlap?
2016-09-11 23:06 Monstrata: the whole diff is designed to be a reading challenge so idk if sightreadability should be factored in
2016-09-11 23:08 pishifat: those were only places i thought were actually unfair to read
2016-09-11 23:08 pishifat: cuz no other places with direct overlap after 1/2 beat
2016-09-11 23:08 pishifat: so i vote anything else
2016-09-11 23:08 pishifat: manual overlap seems too easy tho
2016-09-11 23:09 Monstrata: okay
2016-09-11 23:11 Monstrata: 01:02:737 (1,1) - On kuroko i think this should be fine tho just because theres nothing else on the screen
2016-09-11 23:11 pishifat: having 3 sliders does make it easier to guess there's another one too
2016-09-11 23:11 Monstrata: fixed the other one though. but here, i think people shoule be able to catch it
2016-09-11 23:12 Monstrata: well, theres a 3/2 gap between the first and second
2016-09-11 23:12 Monstrata: so its really just 2 sliders i think
2016-09-11 23:13 pishifat: either way
2016-09-11 23:13 pishifat: i think it makes it easier to predict
2016-09-11 23:13 pishifat: so its gud
2016-09-11 23:15 Monstrata: kk
2016-09-11 23:27 Monstrata: okay updated
2016-09-11 23:27 Monstrata: what do you think of HP 10 on Akashi's Extra btw
2016-09-11 23:27 pishifat: can i pass it
2016-09-11 23:28 Monstrata: i wanted to make it so it was basically an SD mod play
2016-09-11 23:28 Monstrata: yea its passable if you fc
2016-09-11 23:28 pishifat: lol
2016-09-11 23:28 Monstrata: well
2016-09-11 23:28 Monstrata: you can make some mistakes too
2016-09-11 23:28 pishifat: i think hp is dumb
2016-09-11 23:28 Monstrata: hp is very dumb xd
2016-09-11 23:29 Monstrata: wait hang on i messed something up on Kuroko's extra
2016-09-11 23:29 Monstrata: omg lmao
2016-09-11 23:29 pishifat: got 3/4 through
2016-09-11 23:30 pishifat: hp10 isnt that bad
2016-09-11 23:30 Monstrata: yea, Kite told me NC density is a really big factor too
2016-09-11 23:31 Monstrata: like, assuming HP 10 if you NC every note in a 10 second map, and put a 10 second spinner at the end, auto can't pass, but with no NC's auto has over 50% health or something
2016-09-11 23:32 Monstrata: wait lemme see if i still have the log haha
2016-09-11 23:32 Monstrata: feel like im misquoting
2016-09-11 23:32 Monstrata: something
2016-09-11 23:32 Monstrata: important
2016-09-11 23:32 Monstrata: lol
2016-09-11 23:32 Monstrata: anyways updated~
2016-09-11 23:34 Monstrata: http://puu.sh/r8oSh.txt
2016-09-11 23:34 Monstrata: Auto is a he
2016-09-11 23:34 pishifat: april fools day disagrees
2016-09-11 23:35 Monstrata: o
2016-09-11 23:35 Monstrata: looool
2016-09-11 23:35 Monstrata: drunken pippi (y)
2016-09-11 23:39 pishifat: did you end up changing to mono
2016-09-11 23:39 pishifat: cuz hitsounding comment from earlier
2016-09-11 23:40 pishifat: .
2016-09-11 23:40 Monstrata: OH
2016-09-11 23:40 Monstrata: the finishes?
2016-09-11 23:40 pishifat: ye a
2016-09-11 23:40 Monstrata: aaaah
2016-09-11 23:40 Monstrata: is it just kiai section?
2016-09-11 23:41 pishifat: the everywhere
2016-09-11 23:41 Monstrata: gimme like 2 places
2016-09-11 23:41 pishifat: 00:31:087 (3) - 00:40:387 (8) -
2016-09-11 23:41 Monstrata: tbh i suck at hearing cymbals idk why lmao
2016-09-11 23:42 Monstrata: oh hmm first one do you think i should switch to cymbal and not use those drum hitsounds then?
2016-09-11 23:43 pishifat: id do that ya
2016-09-11 23:43 pishifat: i am no monstrata tho
2016-09-12 00:17 Monstrata: okay
2016-09-12 00:17 Monstrata: fixed
2016-09-12 00:17 Monstrata: ended up doing all the hitsounds manually zzzz
2016-09-12 00:17 Monstrata: times like this where i regret mapping 11 difficulties
2016-09-12 00:17 pishifat: dam
2016-09-12 00:18 Monstrata: i spammed banchobot with timestamps and went from there lol
2016-09-12 00:26 pishifat: 00:21:337 (1,2,1,2,1,2,1,2) - on green
2016-09-12 00:26 pishifat: u didnt do anything about it
2016-09-12 00:28 Monstrata: oh. mmm i think it fits the pattern pretty well, like first its inward beatpairing, then it goes outward beatpairing. i wanna keep it
2016-09-12 00:28 Monstrata: oh
2016-09-12 00:28 Monstrata: for softer hitnormal
2016-09-12 00:28 Monstrata: lemme change it to DC:2 tho
2016-09-12 00:29 pishifat: as a pattern it makes sense
2016-09-12 00:29 pishifat: music just doesnt do that tho
2016-09-12 00:29 pishifat: 00:21:937 (1,2,1,2) - so different
2016-09-12 00:30 Monstrata: oh
2016-09-12 00:30 Monstrata: okay
2016-09-12 00:30 Monstrata: i can change the second 4 kicksliders
2016-09-12 00:30 Monstrata: lemme keep first 4
2016-09-12 00:30 pishifat: (whats a kickslider)
2016-09-12 00:30 pishifat: idk if you're using it as 1/4 slider or repeating thing
2016-09-12 00:34 Monstrata: http://puu.sh/r8r04.jpg
2016-09-12 00:34 Monstrata: this ok?
2016-09-12 00:34 Monstrata: and i've always thought 1/4 sliders = kicksliders anr 1/4 repeats = 1/4 repeat sliders
2016-09-12 00:34 Monstrata: LOL
2016-09-12 00:34 pishifat: better
2016-09-12 00:35 Monstrata: kk
2016-09-12 00:36 Monstrata: update?
2016-09-12 00:37 pishifat: do
2016-09-12 00:38 Monstrata: done

appleeaterx again????
Battle
but metadata isn't supposed to get kds z
pkhg
cant read kuroko with ar8 pls fix
Mint
appleeaterx again????
Kumiho
time to go for fc then become unable to once it gets ranked xdd
Mazziv
yes.
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