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Himeringo - World Lampshade

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Vell
mod
00:20:513 (2) - stack with the sliderend of 00:20:979 (4) - might flow better

00:27:274 (3) - the spacing is oddly high probably because you want to emphasize the kick on 00:27:197 (2) - but I think replacing 00:27:197 (2,3) - with a 1/4 slider would do the job as well

01:05:280 - why does a triple start here when the tingling sound you emphasized previously many times starts here 01:05:435 - ? delete 01:05:358 - and turn 01:05:435 (4) - into a triple

01:23:466 (2) - let it end on the kick and guitar note like you did with 01:22:534 (2,3) - ?

02:21:601 (1,2) - same issue as 00:27:197 (2,3)

02:43:674 - maybe put a 1/2 slider here instead of the repeat to follow the guitar?

02:53:000 (5) - 02:55:643 (5) - 02:57:974 (5) - 03:00:461 (5) - NC on these to stay consistent with the NCs on 02:48:026 - 02:50:513 -

sorry a bit short, very interesting map though. The overmapping does feel natural when playing but some streams seemed to be too overspaced and felt kinda forced instead of being supported by the song.
Topic Starter
-sandAI

Vell wrote:

mod
00:20:513 (2) - stack with the sliderend of 00:20:979 (4) - might flow better consistent with first one, felt good to me so ill keep it

00:27:274 (3) - the spacing is oddly high probably because you want to emphasize the kick on 00:27:197 (2) - but I think replacing 00:27:197 (2,3) - with a 1/4 slider would do the job as well

01:05:280 - why does a triple start here when the tingling sound you emphasized previously many times starts here 01:05:435 - ? delete 01:05:358 - and turn 01:05:435 (4) - into a triple Good catch

01:23:466 (2) - let it end on the kick and guitar note like you did with 01:22:534 (2,3) - ? ?

02:21:601 (1,2) - same issue as 00:27:197 (2,3)

02:43:674 - maybe put a 1/2 slider here instead of the repeat to follow the guitar? to me the guitar goes owowoeoeoeeowww so i did the repeat slider.. I don't use enough of those anyways so lol

02:53:000 (5) - 02:55:643 (5) - 02:57:974 (5) - 03:00:461 (5) - NC on these to stay consistent with the NCs on 02:48:026 - 02:50:513 -

sorry a bit short, very interesting map though. The overmapping does feel natural when playing but some streams seemed to be too overspaced and felt kinda forced instead of being supported by the song. It might just be me but when I map i try to follow the personality of the map as close as possible and I end up making the difference between low impact and high impact parts of the map super big in terms of spacing.
Ty for mod bae
Lama Poluna
nice sb :3
PAJWOJ
m4m
map
00:10:099 (1,4) - that overlaps a bit
00:15:073 (1,2,1,2) - i would keep this as one combo not split it
00:17:871 (2,3) - sudden change of ds might disract some players
00:25:021 (1,2,1,2) - same as above above
00:34:347 (3,4,5,1) - you could move the notes a bit further to the front of the slider so it kind of blankets
00:41:497 (2,4,5,6) - i would stack this tbh
00:43:363 (4,3) - stack maybe
01:23:000 (3,2) - maybe stack this
there are lots of weird (to me) stacks like those above, i'll stop mentioning them (do whatever you want, but i guess this was intentional)
01:48:959 (1,2,3,4,1,2,3,4) - this looks really weird, probably plays well (even though it's hard) but i would change it so it's easier
01:50:590 (5,3) - stack
01:52:067 (1,3) - you might want to stack the end and the circle too
02:24:399 (1,2,3,4,5,6,7,8,9) - i like things like this overall but it doesn't fit imo, change the small sliders to circles
02:34:658 (2,3) - 02:35:435 (1,2) - another sudden ds change
03:16:005 (3,4,5,6,7,8,9,10) - why is this not spaced equally
03:30:306 (5,8) - stack
03:58:285 (5,1) - stack
04:18:492 (7,1) - overlap

i love the song the map the sb aaaaaaaaaa gl gl gl gl
Topic Starter
-sandAI

PajWoj wrote:

m4m
map
00:10:099 (1,4) - that overlaps a bit Fixed :D
00:15:073 (1,2,1,2) - i would keep this as one combo not split it
00:17:871 (2,3) - sudden change of ds might disract some players
00:25:021 (1,2,1,2) - same as above above
00:34:347 (3,4,5,1) - you could move the notes a bit further to the front of the slider so it kind of blankets Fixed!
00:41:497 (2,4,5,6) - i would stack this tbh
00:43:363 (4,3) - stack maybe
01:23:000 (3,2) - maybe stack this
there are lots of weird (to me) stacks like those above, i'll stop mentioning them (do whatever you want, but i guess this was intentional)
01:48:959 (1,2,3,4,1,2,3,4) - this looks really weird, probably plays well (even though it's hard) but i would change it so it's easier
01:50:590 (5,3) - stack
01:52:067 (1,3) - you might want to stack the end and the circle too
02:24:399 (1,2,3,4,5,6,7,8,9) - i like things like this overall but it doesn't fit imo, change the small sliders to circles I'll avoid the meta for now, I think it fits so I'll keep it for now.
02:34:658 (2,3) - 02:35:435 (1,2) - another sudden ds change
03:16:005 (3,4,5,6,7,8,9,10) - why is this not spaced equally Hype buildup, its a pretty small change too so I'll keep this here
03:30:306 (5,8) - stack
03:58:285 (5,1) - stack
04:18:492 (7,1) - overlap Fixed!

i love the song the map the sb aaaaaaaaaa gl gl gl gl TY :D

My stacks were made the way they are because I initially mapped this with a stack leniency of 2, so I wanted to avoid perfect stacking (kinda dumb on my part but its too much work to change now.)
Mismagius
im not really going to mod but this is really well done lol
Topic Starter
-sandAI

Blue Dragon wrote:

im not really going to mod but this is really well done lol
ty lol, i wasn't really expecting a mod I was just wondering how it looked to different mappers
Halfslashed
M4M

[Rose-Colored Glasses]
SPOILER
00:18:492 (5) - Your other sliders like this usually have the ends overlapping, and they all represent the same sound.

00:21:446 (5,6) - These map the same sounds as 00:11:497 (5,6) - but have completely different shapes, so i'm curious as to why. Throughout this first intro section you clearly associate most of your shapes with certain sounds from what I can see.

00:27:197 (2,3,4,1) - If you're into this sort of thing, you can make a blanket here.

00:27:974 (7,1) - In context, this emphasis doesn't make much sense since right before you have 00:27:352 (4,1) - which is mapping the 1/4 slider to the guitar, while here the 1/4 slider is before the guitar. Either are valid, you should pick one though.

00:30:928 (6) - Another instance of this. The meaning of this slider is ambiguous since it is repeated here 00:32:482 (1) - for a different sound. This is repeated throughout so it may be intentional, but I can't tell what sound it's supposed to represent.

00:34:503 (5,6,7) - Not liking your emphasis here. 00:34:503 (5,6) - to me sounds like it should be bigger than 00:34:658 (6,7). Be mindful that you don't disrupt the jump on 00:34:814 (7,1).

00:51:757 (1,2,3,4,5,1) - Blanket is off.

01:08:233 (1,2,3,4) - I get the feeling that visual distance could be more consistent here. Also check your slider angles 01:08:233 (1,4).

01:09:477 (5,1) - Looks like an unintentional overlap.

01:13:207 (4,5) - Which visual concept are you using in this section? This type of overlap, 01:09:632 (6,2) -, 01:10:720 (6,2) - , 01:11:964 (7,2)- ? You should be consistent with them.

01:16:005 (1,2) - Not sure if I understand the reason for the flow break here.

01:35:591 (1,3) - Unintentional overlap.

01:37:767 (1,2,3) - Can't say i feel the impact of the vocals with the way you have it mapped. I feel like 01:38:389 should be clickable at the least.

01:38:700 (2,3) - Could also be changed to having 01:39:010 - mapped as well and all of them with extended sliders. That's my interpretation though, so feel free to ignore this.

01:39:321 (3) - Make sure the end is silenced here.

01:48:959 (1,2,3,4,1,2,3,4) - Nope, nothing wrong here. I just wanted to point it out because it's cool.

01:58:907 (1,2,3,4,1,2,3,4,1) - Yeah, this plays fine, but compared to what you did above it provides a different emphasis concept than you used before, so i highly recommend you change it.

02:53:000 (5) - Looks like you forgot an NC.

03:08:544 (1,2,1,2) - For a song with no previous 1/3, this isn't the greatest idea. It's passable, but it'd be nice if you had a repeat for 03:08:544 (1,2) - and then your current pattern. To me this also makes sense intensity wise, since the second set is stronger. http://puu.sh/sPzMq/e992c81e61.jpg

03:13:518 (4,5,6,7,1) - No spacing increase? These drums sound more audible.

03:15:694 (1,2) - Can't say i understand your emphasis here.

03:16:005 (3,4,5,6,7,8,9,10) - Overdone compared to previous spacings in this section without substantial enough changes in the song to me.

03:47:404 (2,3) - Blanket is off.

04:37:456 (1,2,3,1,2,3) - Can't say I understand the difference in visuals compared to what you're mapping.

04:43:674 (1) - I'm not entirely sure on the rankability of this slider. RC states: "Additionally, the slider borders must never be covered up from the slider being packed in too tightly." under the clause " Every slider must have a clear and visible path to follow from start to end". Here is a rankable alternative (No, it's not polished, i'm just trying to give you an idea of what you can do to fix your current slider): http://puu.sh/sPAyt/a7bc133f19.jpg

04:49:269 (1,3,5) - I recommend having 1/4 sliders start on these sounds to give better emphasis, since your current rhythm ignores these.

04:53:466 (1) - Here's how you can improve this slider: Make sure the loop has a teardrop shape, and align the two red nodes of the heart better. Example of what I mean: http://puu.sh/sPBi8/12c0048e74.jpg Notice how I have a straight slider on the top red node that should bisect the heart. Then from there, you should get the bottom red node to align as closely as possible with the slider tail. Note, I'm just giving you a rough idea, these aren't polished measurements and in my illustration i messed up your shape, but it's possible to implement this and get the same shape you have.

Overall, the main issue I saw was your visual concepts. It's fine to use overlaps, but you should be consistent on which ones you're using in a given section. Same goes for your slider shapes, it should be clear what each shape means. Map isn't bad though.

Good luck!
Topic Starter
-sandAI

Halfslashed wrote:

M4M

Fixed
Fixed but in a different way
Commentary, not fixed

[Rose-Colored Glasses]
SPOILER
00:18:492 (5) - Your other sliders like this usually have the ends overlapping, and they all represent the same sound.

00:21:446 (5,6) - These map the same sounds as 00:11:497 (5,6) - but have completely different shapes, so i'm curious as to why. Throughout this first intro section you clearly associate most of your shapes with certain sounds from what I can see. I went for more of a similar rhythm instead of shape, just for some variety, I'll change this though cuz i think it looks gross

00:27:197 (2,3,4,1) - If you're into this sort of thing, you can make a blanket here.

00:27:974 (7,1) - In context, this emphasis doesn't make much sense since right before you have 00:27:352 (4,1) - which is mapping the 1/4 slider to the guitar, while here the 1/4 slider is before the guitar. Either are valid, you should pick one though.

00:30:928 (6) - Another instance of this. The meaning of this slider is ambiguous since it is repeated here 00:32:482 (1) - for a different sound. This is repeated throughout so it may be intentional, but I can't tell what sound it's supposed to represent. I remapped this part

00:34:503 (5,6,7) - Not liking your emphasis here. 00:34:503 (5,6) - to me sounds like it should be bigger than 00:34:658 (6,7). Be mindful that you don't disrupt the jump on 00:34:814 (7,1). Remapped

00:51:757 (1,2,3,4,5,1) - Blanket is off. c00l

01:08:233 (1,2,3,4) - I get the feeling that visual distance could be more consistent here. Also check your slider angles 01:08:233 (1,4).

01:09:477 (5,1) - Looks like an unintentional overlap. o0ps

01:13:207 (4,5) - Which visual concept are you using in this section? This type of overlap, 01:09:632 (6,2) -, 01:10:720 (6,2) - , 01:11:964 (7,2)- ? You should be consistent with them. remapped

01:16:005 (1,2) - Not sure if I understand the reason for the flow break here.

01:35:591 (1,3) - Unintentional overlap. fuk

01:37:767 (1,2,3) - Can't say i feel the impact of the vocals with the way you have it mapped. I feel like 01:38:389 should be clickable at the least.

01:38:700 (2,3) - Could also be changed to having 01:39:010 - mapped as well and all of them with extended sliders. That's my interpretation though, so feel free to ignore this.

01:39:321 (3) - Make sure the end is silenced here. :ok_hand:

01:48:959 (1,2,3,4,1,2,3,4) - Nope, nothing wrong here. I just wanted to point it out because it's cool.

01:58:907 (1,2,3,4,1,2,3,4,1) - Yeah, this plays fine, but compared to what you did above it provides a different emphasis concept than you used before, so i highly recommend you change it.

02:53:000 (5) - Looks like you forgot an NC.

03:08:544 (1,2,1,2) - For a song with no previous 1/3, this isn't the greatest idea. It's passable, but it'd be nice if you had a repeat for 03:08:544 (1,2) - and then your current pattern. To me this also makes sense intensity wise, since the second set is stronger. http://puu.sh/sPzMq/e992c81e61.jpg If it were less than 5.5* then maybe, it is a rhythm game so instead of giving an odd rhythm an easy hit, I made it at least a little harder, you can still spam it and hit it so its ok :3

03:13:518 (4,5,6,7,1) - No spacing increase? These drums sound more audible. I increased spacing on snares, not kicks

03:15:694 (1,2) - Can't say i understand your emphasis here.

03:16:005 (3,4,5,6,7,8,9,10) - Overdone compared to previous spacings in this section without substantial enough changes in the song to me. people interpret maps differently, I increased spacing because the song is getting more hyped

03:47:404 (2,3) - Blanket is off.

04:37:456 (1,2,3,1,2,3) - Can't say I understand the difference in visuals compared to what you're mapping. changed i think?

04:43:674 (1) - I'm not entirely sure on the rankability of this slider. RC states: "Additionally, the slider borders must never be covered up from the slider being packed in too tightly." under the clause " Every slider must have a clear and visible path to follow from start to end". Here is a rankable alternative (No, it's not polished, i'm just trying to give you an idea of what you can do to fix your current slider): http://puu.sh/sPAyt/a7bc133f19.jpg Fixed. thanks

04:49:269 (1,3,5) - I recommend having 1/4 sliders start on these sounds to give better emphasis, since your current rhythm ignores these. I think ill keep it for now, but I see your point..

04:53:466 (1) - Here's how you can improve this slider: Make sure the loop has a teardrop shape, and align the two red nodes of the heart better. Example of what I mean: http://puu.sh/sPBi8/12c0048e74.jpg Notice how I have a straight slider on the top red node that should bisect the heart. Then from there, you should get the bottom red node to align as closely as possible with the slider tail. Note, I'm just giving you a rough idea, these aren't polished measurements and in my illustration i messed up your shape, but it's possible to implement this and get the same shape you have. maybe.. seems like a lot of work xd


Overall, the main issue I saw was your visual concepts. It's fine to use overlaps, but you should be consistent on which ones you're using in a given section. Same goes for your slider shapes, it should be clear what each shape means. Map isn't bad though.

Good luck!
thanks mang, why cant I give u kudosu
Dashyy-
hi!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! m4m

rose:

00:30:617 (3,4,5,6) - imo this doesn't fit the music that well. there's nothing in the song that signifies such a jump and it feels way to intense. 00:31:860 (2,3,4,5) - this pattern plays and sound a lot better imo.
00:34:036 (1,2) - you could map the cymbal/triangle/w/e that sound is like even tho its quiet
00:34:036 (1) - if you dont, could you at least emphasize this slider a bit more with spacing
00:36:834 (2,3,4,5,6,7,1,2,3,1) - switching concepts like that makes the map messy imo. if u have a reasong could u explain
00:40:720 (5) - ugly slider :////////
00:44:140 (3,4,5,6) - i kinda get why you didn't map the quieter triangle sounds, but this one is pretty obvious. mapping this would improve the general flow of the
map.
01:02:948 (3) - ctrl+g slider for flow
01:07:611 (2) - don't get why there's a reverse overlapping slider. if the song repeats itself it would work but it just doesn't look right here.
01:18:648 (3) - put this on top of 01:19:269 (2) -
01:30:617 (5) - because you made the rest of the section use appropriate flow, this doesn't work. breaking certain rules that you have created in sectiosn
makes that map play bad and look bad.
01:48:959 (1,2,3,4,1,2,3,4) - i don't hear any sort of change in music here that would signify a flow change in the stream. changing flow in streams only work
when there is a strong sound supporting it. 01:58:907 (1,2,3,4,1,2,3,4) - this works since there is a strong sound starting on 01:59:218 (1) - .
02:02:016 (1,2,3,4,5,6,7,8,1,2,3,4,5,6) - 02:03:259 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - these also work

02:26:575 - to 02:43:985 - is my biggest concern with the map. you never keep with a certain concept of the map and it just looks messy. at least with
the previous section, you tried to keep with the concepts. but now you're all over the place with this one.

03:08:544 (1,2,1,2) - this 1/3 section is really sudden. i would suggest using reverse sliders for better readability
03:18:491 (1,2,1,2) - fukcing notepad won't let me do carrots so just see above
03:43:985 - this section feels really intense for such a calm section. would suggest nerfing this part a bit
04:20:979 (1) - flip this vertically for flow and a e s t h e t i c s
04:33:104 (5) - maybe make this slider straight?
04:42:275 (7,1) - this jump needs a huge nerf. i know its a strong beat but i don't think a 1/4 jump can be that big.
04:46:005 (1) - i suggest moving this slider since it could mess up the players momentum
04:53:466 (1) - what is wrong with that heart

nice blanketing
Topic Starter
-sandAI

Dashyy- wrote:

hi!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! m4m

Changed
Changed in a different way

rose:

00:30:617 (3,4,5,6) - imo this doesn't fit the music that well. there's nothing in the song that signifies such a jump and it feels way to intense. 00:31:860 fixed intensnsisty(2,3,4,5) - this pattern plays and sound a lot better imo.
00:36:834 (2,3,4,5,6,7,1,2,3,1) - switching concepts like that makes the map messy imo. if u have a reasong could u explain If you played the map before I remapped this whole section it was just triplets so I tried to have the same audio rhythm in the hitsounding while introducing different ways to map those sounds to add variety
00:44:140 (3,4,5,6) - i kinda get why you didn't map the quieter triangle sounds, but this one is pretty obvious. mapping this would improve the general flow of the changed flow
map.

01:07:611 (2) - don't get why there's a reverse overlapping slider. if the song repeats itself it would work but it just doesn't look right here. ye i changed it somehow
01:18:648 (3) - put this on top of 01:19:269 (2) - ye
02:26:575 - to 02:43:985 - is my biggest concern with the map. you never keep with a certain concept of the map and it just looks messy. at least with
the previous section, you tried to keep with the concepts. but now you're all over the place with this one. the song changes so does my mapping
03:08:544 (1,2,1,2) - this 1/3 section is really sudden. i would suggest using reverse sliders for better readability kinda changed
03:18:491 (1,2,1,2) - fukcing notepad won't let me do carrots so just see above
04:33:104 (5) - maybe make this slider straight? blanketed lol
04:53:466 (1) - what is wrong with that heart ?

nice blanketing
ty for mod u actually changed the map kinda drastically which is rly nice :D
vekt0r
Hi, m4m:

rose colored glasses
(Lul I can barely pass this bc 30k scrub who can’t stream)
00:26:264 (3) - NC; it’s also an SV change, but I would recommend either way
00:28:518 (6) - Remove 6 and create a large jump from 5 to 1, also helps with emphasis (1/4 slider on 5 works too)
There’s a strong beat on 00:30:461 - and it repeats every 2 measures in this section, but it’s only made clickable once (00:39:943 (1,2) -). Personally I would recommend making all of them clickable, but if you don’t want to, at least keep it consistent and change this one
00:44:295 (4,5,6) - The other places that you didn’t map the jingling sound with 1/4 I can understand, but you should here
00:48:648 (1,2,3) - pls offset these by 4/4; that way it’s easier to tell when they are
01:01:860 (4,5,6) - uneven, but in any case I would prefer a jump rather than a triple for the two drums
01:23:933 (1) - This sliderend is way too strong, make clickable
01:52:689 (3) - idk why but this one is especially hard to see
02:24:710 (2,4,6,8) - imo these are better when ctrl-g’d and moved up
02:34:658 (2,3,4) - based on the rest, 3 and 4 should be together instead
03:08:648 (2,2) - these look like 1/4 sliders after a 1/2 gap; ctrl-g these
03:18:596 (2,2) - these are better, but still
03:32:793 (1,2,1,2,1,2) - make ds difference between these pairs much larger because intensity decreases quickly
03:44:917 (1,2) - stack these
03:54:554 (2,3,4,5) - 2 is below the others, also offset these too
04:44:762 (1) - why no circle on the end

In general, also with notes after 3/4 sliders, most of them are spaced, so be more intentional with the ones that aren't
Also i think 01:23:000 (3,2) - are the only ones in the map that directly overlap, while all other parallel sliders partially overlap.

Good luck, this map is fun to play :)
Halfslashed
Merry Christmas
It's not offscreen in 4:3

Replace the second to last line of the .osu with this:
0,239,293466,6,0,B|63:233|107:187|107:187|116:134|106:45|14:73|-21:142|57:185|107:187|107:187|153:139|175:55|175:55|206:123|212:187|176:241|112:281|112:281|136:349|203:316|280:406|335:283|452:300|452:300|456:182|565:181|552:59|458:-24|381:71|381:71|261:35|235:179|316:216|349:227|349:227|300:264|236:267,1,1955.70000298416,4|0,0:1|0:0,0:0:0:0:
Topic Starter
-sandAI

vekt0r wrote:

Hi, m4m:

rose colored glasses
(Lul I can barely pass this bc 30k scrub who can’t stream)
00:44:295 (4,5,6) - The other places that you didn’t map the jingling sound with 1/4 I can understand, but you should here I'm really not sure what I wan't to do here, I added the jumps initially because of the hype building going into the next section, but I feel like there could be something to add jinglinging
03:54:554 (2,3,4,5) - 2 is below the others, also offset these too turn off stacking, they are all overlapped, the 2 is below because stack leniency moves it away from the sliderend of 1

In general, also with notes after 3/4 sliders, most of them are spaced, so be more intentional with the ones that aren't
Also i think 01:23:000 (3,2) - are the only ones in the map that directly overlap, while all other parallel sliders partially overlap. Fixed some of these, I checked for section consistency and fixed the ones that were inconsistent

Good luck, this map is fun to play :)
Thanks for mod!
Lasse
I wanted to map the Ayaponzu version of this at some point lol

since I got asked for an opinion on some visual things/design choices
and I can agree some things leave some kind of messy impression for example due to slider usage
most of this will be pretty subjective, but since I guess that is what you expect anyways
whole post ended up quite messy cause I thought about so many things at once, should still be understandable

things below are all examples and happen pretty much throughout the whole map

there is often something that makes shapes and visuals feel pretty forced, like looking at
02:04:503 (1,3) - yeah they fit each other, but even my slider shape standards 1 looks pretty strange here, also the fact that visuals distance between them might be equal, it being so low also makes for the "forced" thing when you could have something like http://i.imgur.com/LRkBhU6.jpg which follow a similar concept
also lots of small but noticable things that make for messy seeming visuals, like "almost same but not same" sliders 02:06:057 (6,7) - where you would be better off copy paste rotating one of them instead of apparently making both by hand
02:11:187 (5,6) - this one for example is actually kinda neat, though on the edge of being too close
or something like 03:16:627 (1,2,3) - or 03:24:554 (2,4) - where sliders don't really work with each other if you look at their shapes making them feel so different when the music is still pretty "same"

or things like 01:59:529 (1,2) - where the shapes seem so random cause they don't really work with each other, because it's like "why would the end of 1 curve like that, it doesn't help the visuals movement and doesn't align with anything" when you could just http://i.imgur.com/Eo5uZxq.jpg

seems like you often try too hard to force blankets on things, especially if you use such different visual spacing for them right after each other that looks weird.
for example 03:34:036 (1,2) - 03:34:658 (3,4) - 03:36:212 (1,2) - is http://i.imgur.com/9vZ2zVK.jpg now compare that to something like http://i.imgur.com/bwkqJXh.jpg

03:36:834 (3,4,5,6) - this thing looks so much like my early mapping lol. also diagonal sliders (when not part of something like a rotational pattern) tend to look "bad" as they usually don't fit with surrounding visuals

sliders like 04:08:233 (7) - shape itself looks forced, angle doesn't match anything. you could just have it a flipped copy of 04:07:611 (4) -
03:05:124 (6) - would be another one that just looks really out of place with its surroundings

02:06:990 (1,2,3,4,5,6,7,8) - just look at this whole thing http://i.imgur.com/60HgTuo.jpg using so many shapes/angles that don't even interact with each other is what leads to messy/random feeling visuals
or 02:49:269 (1,2,3,4,5) - where visuals are really uneven http://i.imgur.com/xQ909PR.jpg when you compare it to some similar idea http://i.imgur.com/ebh8dTU.jpg

one thing I'd really suggest: lower the ar heavily and look at the map again, that should make all the visual inconsistencies much clearer (also try disabling "hit animations" in the editor if you didn'r already)

02:24:399 (1,2,3,4,5,6,7,8,9) - that's a nice pattern/idea!

could really work on more equal/balanced/consistent visuals, with things like matching angles/shapes and all,. actually a lot of this reminds me of some or my early mapping (like the forced and uneven shapes/visuals) lol. I'd also suggest you to take some time to analyze maps that utilize "weird" shapes well and see how they make it work. basically somehow make them feel like they have a purpose/match with your overall map design/design of certain section (like using different visual ideas for musically different parts and all). and also just get more experience as it will get better if you keep analyzing things, get feedback etc.


Hard to write about this as it's more about getting more experience in using these things and developing some sort of "sense" for it, but as stated above, analyzing how it's done on other maps will be really helpful.

you also might want to be more consistent with how you space your overlaps and maybe even space them more ( second thing is heavily subjective again though)

summary: get more experience/analyze maps and try to make object placement/slider shapes/movement etc. feel like it has some "purpose" - question yourself things like "why is it placed like that" "why this shape" etc.


hope you can go over this with an open mind and get something out of it. feel free to try contacting me if you have questions



btw there should really be something done about optimizing storyboard/reducing sb load, you usually don't want to see something like http://i.imgur.com/vG8UIHZ.jpg for several seconds. I can't even see why it would be so high at most points, but I also don't have much sb experience
Topic Starter
-sandAI
Lasse

Lasse wrote:

I wanted to map the Ayaponzu version of this at some point lol

since I got asked for an opinion on some visual things/design choices
and I can agree some things leave some kind of messy impression for example due to slider usage
most of this will be pretty subjective, but since I guess that is what you expect anyways
whole post ended up quite messy cause I thought about so many things at once, should still be understandable

things below are all examples and happen pretty much throughout the whole map

there is often something that makes shapes and visuals feel pretty forced, like looking at
02:04:503 (1,3) - yeah they fit each other, but even my slider shape standards 1 looks pretty strange here, also the fact that visuals distance between them might be equal, it being so low also makes for the "forced" thing when you could have something like http://i.imgur.com/LRkBhU6.jpg which follow a similar concept
also lots of small but noticable things that make for messy seeming visuals, like "almost same but not same" sliders 02:06:057 (6,7) - where you would be better off copy paste rotating one of them instead of apparently making both by hand
02:11:187 (5,6) - this one for example is actually kinda neat, though on the edge of being too close
or something like 03:16:627 (1,2,3) - or 03:24:554 (2,4) - where sliders don't really work with each other if you look at their shapes making them feel so different when the music is still pretty "same"

or things like 01:59:529 (1,2) - where the shapes seem so random cause they don't really work with each other, because it's like "why would the end of 1 curve like that, it doesn't help the visuals movement and doesn't align with anything" when you could just http://i.imgur.com/Eo5uZxq.jpg

seems like you often try too hard to force blankets on things, especially if you use such different visual spacing for them right after each other that looks weird.
for example 03:34:036 (1,2) - 03:34:658 (3,4) - 03:36:212 (1,2) - is http://i.imgur.com/9vZ2zVK.jpg now compare that to something like http://i.imgur.com/bwkqJXh.jpg

03:36:834 (3,4,5,6) - this thing looks so much like my early mapping lol. also diagonal sliders (when not part of something like a rotational pattern) tend to look "bad" as they usually don't fit with surrounding visuals

sliders like 04:08:233 (7) - shape itself looks forced, angle doesn't match anything. you could just have it a flipped copy of 04:07:611 (4) -
03:05:124 (6) - would be another one that just looks really out of place with its surroundings

02:06:990 (1,2,3,4,5,6,7,8) - just look at this whole thing http://i.imgur.com/60HgTuo.jpg using so many shapes/angles that don't even interact with each other is what leads to messy/random feeling visuals
or 02:49:269 (1,2,3,4,5) - where visuals are really uneven http://i.imgur.com/xQ909PR.jpg when you compare it to some similar idea http://i.imgur.com/ebh8dTU.jpg

one thing I'd really suggest: lower the ar heavily and look at the map again, that should make all the visual inconsistencies much clearer (also try disabling "hit animations" in the editor if you didn'r already)

02:24:399 (1,2,3,4,5,6,7,8,9) - that's a nice pattern/idea!

could really work on more equal/balanced/consistent visuals, with things like matching angles/shapes and all,. actually a lot of this reminds me of some or my early mapping (like the forced and uneven shapes/visuals) lol. I'd also suggest you to take some time to analyze maps that utilize "weird" shapes well and see how they make it work. basically somehow make them feel like they have a purpose/match with your overall map design/design of certain section (like using different visual ideas for musically different parts and all). and also just get more experience as it will get better if you keep analyzing things, get feedback etc.


Hard to write about this as it's more about getting more experience in using these things and developing some sort of "sense" for it, but as stated above, analyzing how it's done on other maps will be really helpful.

you also might want to be more consistent with how you space your overlaps and maybe even space them more ( second thing is heavily subjective again though)

summary: get more experience/analyze maps and try to make object placement/slider shapes/movement etc. feel like it has some "purpose" - question yourself things like "why is it placed like that" "why this shape" etc.


hope you can go over this with an open mind and get something out of it. feel free to try contacting me if you have questions



btw there should really be something done about optimizing storyboard/reducing sb load, you usually don't want to see something like http://i.imgur.com/vG8UIHZ.jpg for several seconds. I can't even see why it would be so high at most points, but I also don't have much sb experience


Thanks a bunch! I'll get back to this map after some time and clean it up a bit, I'll also try to fix whatever storyboarding issue there is cuz I'm not sure why the load is so high either :/
Alpe
Nice map good luck!
Spork Lover
Mod post in ~2 hours stay tuned xd

My freakin' mod post crashed 3 minutes into the map aaaaaaaaaaaaaaa

ok 1 sec zzz


Ok there we go LOL, that took longer than expected zzz xd

Bn practice mod, so the more elaborate the feedback, the more I'll improve :D Thanks in advance <3

Color coding:
Color coding
Unrankable if unchanged
Normal Suggestion/Comment
Strong Suggestion

General


- In terms of aesthetics, the overall picture I get is that it's a little unpolished at times. It's not something I'm gonna touch upon too much, but when looking at something like 03:09:632 (2,3,1) - for example, the visual distance is off, and this happens quite often, which is probably the vibe Lasse got from how I saw him phrase his mod 4 months ago xd https://osu.ppy.sh/ss/7787736 <-- that's your idea https://osu.ppy.sh/ss/7787741 and this is the "polished" version. Just PM me if you want more opinions on aesthetics later, since I'm not gonna touch upon it too much here (even when I normally do), 'cause it'd fill a lot of spots in the mod :3

Examples where the aesthetics are a little weird visually:
03:48:337 (1,2,3,4,1) - compared to the visuals on 03:49:891 (2,3,4) -

03:54:554 (2,3,4,5) - stack thing xd (not really in regards to the visual equality thing, just wanted to point it out.

04:06:368 (7,1,4) - 7 and 4 compared with 1.

- In terms of flow, it's pretty good, but there are segments, where mouse players will struggle quite hard, since "clockwise movement" is a thing that especially messes up mouse players if used for an excessive amount of time. An example is a part like 03:34:036 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,1,2,1,2,1,2,3,4,5) - where it goes on for a liiittle too long imo you could stop it at 03:36:523 (2) - already with an idea like https://osu.ppy.sh/ss/7787621 and then make some of the other stuff go counter-clockwise after etc etc. This use of clockwise movement doesn't seem intentional which is why I mention it, and it happens a fair bit throughout the map, so I'd highly consider looking into that and reworking a few patterns according to this, since it'd highly increase the enjoyability of certain patterns (rotation changes on strong points = <3 to play)

- If you have questions about the flow things or the aesthetics, just poke me about it later, we can discuss it in a voice chat or something (I also need some ideas for the colorhax thing you mentioned in my mod (;

- You can find a 1920x1080 BG if you want, if it doesn't mess with the storyboard of course :D

- Unrankable storyboard stuff (modding assistance says they are unused):
sb\Light.png
sb\pat.png
sb\sekcs.jpg
sb\star.png


- There's also apparently a "Stop- Stalking What" SB file that's duplicated (; You're funneh. I don't see it anywhere tho (modding assistant op?), so if it's an intentional easter egg, go for it lul

- Audio kbps, hitsound delay and gameplay stats are fine :D

Things I didn't look into: Metadata

Rose-Colored Glasses


I don't understand Japanese, so I assume the diff name is dope af w/ the song xd


00:03:259 (1) - The spinner could start all the way from 00:02:015 - due to the song. (and since the HP is 6, I dooon't think it'll mess up HR players (maybe)) ;_;

00:21:446 (5) - This kickslider, just like 00:11:497 (5) - feel a little excessive for a non-peak section, considering you don't do that type of stuff later in the verses/riffs. If you wanna use them still, I'd advice making the map use them more frequently, since players won't remember that they're consistent throughout.

00:33:881 (1,2,3) - Doing it like https://osu.ppy.sh/ss/7787664 this <--- flows a lot better.

00:38:700 (1,2,3,4) - I like the aesthetics you provide here. Abuse it as much as possible to make the map look cleaner :D

00:55:798 (2,3,4,5,1,2,3,4,5,6,7,8,1) - One of the best transitions in the map, really nice

00:59:373 (1,2,3,1) - This rotational flow is quite jarring, and can prove problematic if the long (1) follows that rotational movement still. Making it go clockwise instead will help a lot here to get back on track: https://osu.ppy.sh/ss/7787802 You'll realize it very fast when playing through it. :)

01:19:425 (3,4) - Maybe NC on first note due to 01:18:803 (1,1) - ?

01:39:321 (3,1) - deceiving 3/4 gap, i'd make the sliderend overlap probably due to 01:37:767 (1,2) - being 1/1 gap.

01:42:119 (7,1) - https://osu.ppy.sh/ss/7787818 ? (I stacked the slider start on (3) later) It also does the slider aesthetic with 01:43:363 (5) - , making it look super nice with your other aesthetics.

NC'ing is a little odd in the first chorus, since the spacing is higher, but the HP recovery is lower. I'd probably consider making it "Normal" if you get me for that reason alone. (Or at least NC 01:48:959 (7) - , since it's a stream and you NC "normally" on the streams xd

01:53:311 (1) - another example where the NC'ing is a little weird xd

02:03:725 (7,8,1,2,3) - yum <3

02:05:902 (5) - and 02:15:694 (3) - same thing as earlier, since I find it to be a little excessive for no reason lol

02:14:762 (5,1) - NC switch, since 5 is the strong point? I'd also rework the pattern and rhythm a bit, since the 5 and 6 being a kickslider is overmapped compared to the rest of the song. (02:14:451 (1,2,3,4) - These could be kicksliders instead. Here's my idea for ya :) https://osu.ppy.sh/ss/7787859 (This is also abiding to that "distance equally" thing I talked about in "general" :D)

02:20:668 (1) - unintentional NC?

02:24:399 (1,2,3,4,5,6,7,8,9,1) - Really nice pattern idea here!! Only concern is how 02:25:331 (5,9) - and 02:24:865 (3,7) - are not visually equal.

02:34:658 (2,3,4,5,6,7,1,2,3,4,1,2,3) - Emphasis is used in a jarring way here, since on stuff like 02:35:590 (2) - , there beat is stronger, which in turn allows for 02:35:435 (1,2) - to have the jump, and 02:35:590 (2,3) - to have the stack (I'd also revert NC'ing according to this) Again, just poke me for more opinions later :3

02:50:047 (4) - One of the very few times where the beat on the slider end is stronger than what you click. I'd consider reverting the rhythm on 02:49:891 (3,4) - to account for this.

02:55:643 (5,6,7,8,9,10) - Because of the amount of clockwise movement before this part, it feels quite weird to play. I'd consider something like: https://osu.ppy.sh/ss/7787900 (The long slider is switching the movement too)

03:08:959 (2,3) - I'd actually NC all of these, since the 03:08:544 (1) - passive rhythm on this isn't really there for long.

03:18:907 (2,3) - You could technically do it here too, but yeah. If you want, the first part on 3:08 could be two 1/3 reverses, and then this 6 1/3 notes? that way the pattern is introduced better.

03:22:845 (1,2) - I'd revert rhythm since the vocals are quite strong on the 1.

03:25:332 (5,6,1) - Pretty jarring pattern considering that it's linear and this high spacing. (6,1 is also lower spacing than 5,6, while the song is representing the opposite. On 03:27:819 (6,7,1) - , the pattern is sharp, so maybe do a compromise here?

03:31:238 (1) - Unintentional NC? You don't do 1,1 patterns like this consistently :3

03:43:674 (2,1) - I feel like spacing this a little more would be good (also for the visual equality)

04:13:595 (6,7,8,1) - Stream's a tiny bit off curve wise here: https://osu.ppy.sh/ss/7787946 (I also changed the direction of the slider to improve the rotation stuff)

04:20:358 (7,8,9,10,11,1) - Spacing is high, but there's no back n' forth nor rotation changes, which makes this pattern feel really hard to play. ctrl+g'ing 04:21:291 (11) - could be a start.

04:23:389 (4,5,7,8,1) - changed those a bit: https://osu.ppy.sh/ss/7787956 (rotational movement yadda yadda xd)

04:38:544 (7,8,1,2,3) - This one's good because you place the 2,3 on the counter-clockwise side of (1), making the flow change. The stream also looks good here.

04:42:741 (5,6,3,4) - pretty meh overlaps. You did a yummy one on 02:03:725 (7,8,1,2,3) - , maybe use that again?

04:43:674 (1) - It would be really cool if the slider could blanket all the notes somehow. :D

04:49:579 (5,6,1) - another good use of rotation changing

04:53:466 (1) - top part of this slider looks a little weird (the hole) https://osu.ppy.sh/ss/7787982

Overall, very cool mapping concepts, yet some of the movement/aesthetics are a little chaotic/jarring at times. Just poke me if you want some opinions later, since I like what you're trying to do here! :)

Good luck with your map :D If I become BN, I'll give this map a looksie later
Topic Starter
-sandAI
If the original comment isnt in the reply it means I fixed it

Spork

Spork Lover wrote:

General


Examples where the aesthetics are a little weird visually:
03:48:337 (1,2,3,4,1) - compared to the visuals on 03:49:891 (2,3,4) - hmm, the only difference really is the rhythm composition, I kept slider shapes simple and related to each-other so what might throw it off is the two circles, but I used it for a transition back into higher SV

03:54:554 (2,3,4,5) - stack thing xd (not really in regards to the visual equality thing, just wanted to point it out. idk how to fix this but its bugging me too, because i dont want to mess up my stacking consistencies

04:06:368 (7,1,4) - 7 and 4 compared with 1. can you explain further? just via pm's i guess works out

- Unrankable storyboard stuff (modding assistance says they are unused):
sb\Light.png
sb\pat.png
sb\sekcs.jpg
sb\star.png
I'm redoing the SB, so i'll be using all these sb elements

- There's also apparently a "Stop- Stalking What" SB file that's duplicated (; You're funneh. I don't see it anywhere tho (modding assistant op?), so if it's an intentional easter egg, go for it lul uhhhhhhhh when was this even here????????????? fixed but srsly wat the fuk

Things I didn't look into: Metadata

Rose-Colored Glasses


I don't understand Japanese, so I assume the diff name is dope af w/ the song xd

00:21:446 (5) - This kickslider, just like 00:11:497 (5) - feel a little excessive for a non-peak section, considering you don't do that type of stuff later in the verses/riffs. If you wanna use them still, I'd advice making the map use them more frequently, since players won't remember that they're consistent throughout. I'm not sure how I'll change this but I see your point, I'll think of something to replace them later cuz im dead

02:05:902 (5) - and 02:15:694 (3) - same thing as earlier, since I find it to be a little excessive for no reason lol refer to top

02:14:762 (5,1) - NC switch, since 5 is the strong point? I'd also rework the pattern and rhythm a bit, since the 5 and 6 being a kickslider is overmapped compared to the rest of the song. (02:14:451 (1,2,3,4) - These could be kicksliders instead. Here's my idea for ya :) https://osu.ppy.sh/ss/7787859 (This is also abiding to that "distance equally" thing I talked about in "general" :D) I'm not sure what you mean with the rhythm, I tried to keep the base of the clicking part to the music, but the kick sliders were there to make the audio part sound more like a complete stream, but NC was fixed.

02:34:658 (2,3,4,5,6,7,1,2,3,4,1,2,3) - Emphasis is used in a jarring way here, since on stuff like 02:35:590 (2) - , there beat is stronger, which in turn allows for 02:35:435 (1,2) - to have the jump, and 02:35:590 (2,3) - to have the stack (I'd also revert NC'ing according to this) Again, just poke me for more opinions later :3 I remapped this sorta..? I'll pm you later if i need to remap it again

02:55:643 (5,6,7,8,9,10) - Because of the amount of clockwise movement before this part, it feels quite weird to play. I'd consider something like: https://osu.ppy.sh/ss/7787900 (The long slider is switching the movement too) besides the first combo of the section, the flow isn't as circular as most of the map may be so having a separate flow would match what I have

03:08:959 (2,3) - I'd actually NC all of these, since the 03:08:544 (1) - passive rhythm on this isn't really there for long. I wouldn't just so that way its a bit cleaner and also the fact that for a 5.9* im sure it's definitely readable for the players.

03:18:907 (2,3) - You could technically do it here too, but yeah. If you want, the first part on 3:08 could be two 1/3 reverses, and then this 6 1/3 notes? that way the pattern is introduced better. ^

03:43:674 (2,1) - I feel like spacing this a little more would be good (also for the visual equality) I'm not sure what you mean, I'm pretty confident that each slider stack is equal (I'm pretty sure I copy pasted 4 months ago :O)

04:43:674 (1) - It would be really cool if the slider could blanket all the notes somehow. :D i remapped it so it cant really do that anymore D:

Overall, very cool mapping concepts, yet some of the movement/aesthetics are a little chaotic/jarring at times. Just poke me if you want some opinions later, since I like what you're trying to do here! :) thanks! will do. I know the map was pretty chaotic and still is because I tried to keep as much of the map as possible from 4 months ago before I remapped it LOL

Good luck with your map :D If I become BN, I'll give this map a looksie later

GL on your BN test :D and ty for mod :O
Topic Starter
-sandAI
zzzzzzzzzzzzzz
Spork Lover

-Vanilla wrote:

zzzzzzzzzzzzzz
xD Glad I could help, just poke me if you need something :3

(The 7,1,4 thing is due to the (1) iirc that is visually closer to 7 than 4 is in regards to the slider border. If they were the same visual spacing from each other, it'd look a tad better (It's pretty small things, and was just one of the example things :3))

(i'm not on osu atm, so I can't send screenshot, just pm me when you see me online :D)
[Nemesis]
M4M'ing.

(keep in mind that the map is pretty much perfect at this point imo, so most of the mod is just netpicking, soz)

01:12:275 (1,2,3,4) - increase the spacings between 1,3 and 2,4
01:49:269 (5) - NC, it's really really REALLY hard to read
01:59:218 (5) - NC again, fit them all into a single curve? it's uncomfortable to play as it is right now
02:03:881 (1) - see? you've done it here already, inconsistency is another reason to give the previous ones the NC's
02:24:399 (1,2,3,4,5,6,7,8,9) - so simple yet so damn good.
03:07:922 (1,2,3,4,5,6,7,8,1) - why does the spacing increase with no distinguishable change in the music?
03:08:855 (1,2,3) - and 03:15:539 (6,7,1) - are inconsistent
04:17:871 (7) - NC
04:23:156 (1,2,3,4,5,6,7,8) - out of all the streams in the map, this one flows and looks the worst, also decrease the spacing between 4 and 5.
04:53:466 (1) - awww, a heartie slider c:

that's all from me, solid map over there

gl
Sidetail
hey sekcs.jpg

mostly nickpick sth like hs since you seem to base 100% hs from song which leads some objects (such as streams) to have bare minimum hs which is odd.

[sb]
00:48:648 (1) - would be nice if lower part of sprites were also there at pitch place scene and fade away when bg is present. current looks bit weird since its missing from my perspective

[general]
perhaps check hitsound cuz some parts have double kicks while some of them have one per downbeat to downbeat portion
for example 00:11:964 (7) - sliderend has missing a kick (whistle) since there is obvious double kicks in the song and previous notes such as 00:10:720 (3) - & - 00:11:031 (4,5) - is using one which is good.
- 00:52:067 (5,1) - personally, i would add clap on these two as well cuz they are some what weird when snares disappear for moment
- 02:09:788 (1,1) - not sure why these needed NC, they dont contribute as reading aid or particular aesthetic wise
- 02:19:736 (1,1) - ^ (etc)
- 03:01:083 (8,9) - perhaps you can use 03:01:394 (10,11) - as template so that pairs dont have different ds?
- 03:13:518 (4,5,6,7,1) - things like this should really be expressed without #5. obvious single clickable -> triple gives much more clear emphasis regarding song and... you did it here 03:15:383 (5,6,7,1) -
- 03:18:803 (1,2,3,1) - err.. not even whistle? while 03:08:855 (1,2,3,1) - does .-.
- 03:28:751 (4,5,6,7,1) - would be nice if you can include some kick hs or similar since it feels really bare without anything on it (music has tom drums so you should atleast express that)
- 03:43:985 (1) - start with kick sounds much better.. (addition - auto w/ whistle). have a listen to current one including next few notes and change to this cuz this itself being snare seems ok but including next new notes of hs doesnt seem to fit
- 04:53:466 (1) - sliderslide is really taking away the good feeling of finale (really out of context since song is now done and now i hear this loud drrrrrrrrrrrrrrrrr)
- 04:59:839 (1) - also silence this spinner end as well :l

really nicely mapped, literally nitpicking. try those things above and if there is improvement ill ask kibb to have a look or sth

good luck!
Topic Starter
-sandAI

Sidetail wrote:

hey sekcs.jpg
if its not there then fixed

[general]

- 02:09:788 (1,1) - not sure why these needed NC, they dont contribute as reading aid or particular aesthetic wise I would be fine with changing it but i dont see the harm in it right now
- 02:19:736 (1,1) - ^ (etc)

- 03:43:985 (1) - start with kick sounds much better.. (addition - auto w/ whistle). have a listen to current one including next few notes and change to this cuz this itself being snare seems ok but including next new notes of hs doesnt seem to fit I hear the snare where i started it .-.

really nicely mapped, literally nitpicking. try those things above and if there is improvement ill ask kibb to have a look or sth thank and nice song choice on the queue :ok_hand:

good luck!
Aeril
mod cuz y not

00:10:099 (1,2,3) - the uneven spacing here between the blanket and the note kinda triggers me
00:17:560 (1,3) - can these 2 sliders have the same angle like remove 00:17:560 (1) - and 00:18:026 (3) - copy this and ctrl h
00:28:518 (6) - no note here in the music xd
00:27:508 (1,2,3,4,5,6,7,1,2,3,4,5,6) - feels under hitsounded a bit idk, maybe change 00:28:129 (1,2,3,4,5) - this to a quiet default drum hitsound
00:38:078 (3,4,5,6,7) - dont really like these 5 note streams like this because its a pretty calm part and so a pretty contrastively low intensity would be nice instead of a similar one. also you really arent consistent with thist instrument because sometimes u skip it and other times u dont.
also would be a good idea to lower spacing a bit.
nothing really else to mention much in these parts because what im suggesting is basically another way to say, it kinda needs to be remapped a bit. imo theres not enough contrast between intense parts and calm parts. theres kinda just big jumps and then even bigger jumps right now.
02:02:560 (8,1) - recommend against switching stream changes as this one has change on the beat while 02:03:803 (8,1) - this one has the change after the beat.
02:22:922 (6) - same here as before, no note really here and the hitsound thing
02:56:109 (7,8) - kinda weird having the jumps between the same notes instead of different notes
03:47:871 (4,5) - visually identical 1/4 and 1/2 03:48:337 (1,2) - is really ehh
Topic Starter
-sandAI

Aeril wrote:

hi ty for mod i fixed a few things tytytytyty
why cant i give u kds lol
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