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Aimer - Stars in the rain

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Topic Starter
William K

Rizen wrote:

I have the version from 10 days ago so some points may be invalid :<

your combo colours are a bit too similar to each other (dark blue with indigo, light blue with lilac). I would try to differentiate between the colours a bit more so the player can tell it's a new combo easier (e.g. make thee darker combo colours darker or the lighter combo colours lighter) Hmm... Actually those combo colours are clearly noticeable imo, and they fits the background. But if I make the color ligher from the light colours, they won't fit the background. Good as they're now :3

Easy
  1. 00:22:630 (5,1) - the sliders are overlapping, making it rather unattractive... try moving 00:24:169 (6) - a little bit lower so you can readjust 00:24:938 (1) - to stop the overlap Okie, but I moved 00:21:861 (4,5) - instead of (6)
  2. 01:54:936 (4,5) - I would stick with the guitar tbh, as you have decided to map them all in this section (01:51:090 (1) - to 02:26:474 (5) - ) True, Fixed.
  3. 03:49:551 (3) - this slider doesn't start on a significant beat in the music (the guitar sound is actually on the 1/4 tick before it) Okay, Fixed.
  4. 04:01:857 (3,4) - try making these symmetrical for aesthetics ;_; Okay, Fixed~
  5. 04:05:703 (8) - perhaps a finish at this slider head for the cymbals (every other difficulty has it) Missed. Fixed~
Normal
  1. 00:47:246 (2) - I think a 1/2 slider then circle will fit here better than an extended slider. The vocals end on the red tick, and there is a tsss sound there Yeah, Agreed.
  2. 02:12:628 (1) - the slider end shouldn't really be hitsounded tbh, there's no sound in the music at this tick There is, try 25% sound and take off the hitsound. You'll hear the same sound.
  3. 02:03:974 (2) - sounds a little overmapped to me (no sound at this tick). The vocals sound like they start on the 1/3rd ticks There is, I dunno what sound is that xD Im bad at instruments but there is. And I'm not following to the vocals, but the unknown sound and drums.
  4. 02:43:397 (1) - I don't hear a sound on the slider end so I don't think a drum whistle fits ;_; Okie~
  5. 03:03:205 (4) - something minor, but try moving this so it looks like this. imo looks better and plays better Hmm... I like the linear one better than the other, they looked pretty nice in aesthetics and plays good.
  6. 03:41:859 (1,2,3,4,5,6,1,2,3,4,5,6,7,8) - could hitsound the guitar sounds with soft whistles No, it'll result in an inconsistency between difficulty, since i don't hitsound any of the guitar from the beginning until the end.
  7. 04:06:280 - consider adding a circle here, pretty audible drums here No, I wanted to emphasize the vocals only there.
Hard
  1. 00:36:092 (5,6,7) - try copy and pasting 00:35:515 (4) - , rotate 180deg and replace 00:36:092 (5) - with it. That way, you can space out the circles at 00:36:669 (6,7) - . for exmple Okay, Applied~.
  2. 00:40:322 (1,2) - a bit too close to each other imo ;c Yeah, fixed.
  3. 00:46:476 (1,2) - I would space these out a little bit more since the distance can still be confused with a distance-emphasised 1/4 circle Emphasized 00:47:246 (2) - with CTRL+G-ing.
  4. 01:29:361 (6) - moving this to x:331 y:169 feels smoother imo But 6 is pointed by the slider, I think the flow's fine ;3
  5. 02:15:705 (1) - may play smoother/look better if it's curved like this I think a curve flow won't flow better here xd will stick to my straight one.
  6. 02:42:628 (6) - perhaps nudge this a little bit to the upper left for tidiness Okie~
  7. 02:43:205 (7) - try moving this to x:467 y:257, plays bit smoother imo No, xD I won't create a jump here.
  8. 02:51:474 (5,6,7) - this plays rather weirdly imo since from 02:47:820 (4) - you have had rotational circular flow and then this suddenly ends it. I think it would be nicer if you simply rotate the flow in the other direction. for example, ctrl+g 02:52:243 (7) - and move 02:52:628 (1) - closer to somewhere like x:227 y:198 Fixed, by CTRL+J-ing. :3
  9. 04:01:088 (3) - the flow is rather sharp here. you can try doing curvature like you did at 03:57:241 (1,2,3) - like this. Different to 04:12:626 (1,2,3) - as the circle in this pattern is offsetted to the right, creating an ACW motion The sharp flow is for a emphasis, so they're fine. But I moved the circle a bit to the right.
Forever
  1. 00:17:630 - perhaps a whistle here for the cymbals bsssh sound. Same at 00:23:784 - , 00:29:938 - , etc. Sure.
  2. 00:18:015 (7) - clap Oh right.
  3. 00:30:323 (7) - imo, this circle/beat should be distance emphasised over 00:30:515 (8) - as the beat is more prominent. perhaps try moving to somewhere like x:166 y:221. May apply to 01:15:515 (5) - too Did the first one, but not the second one. The second one is inteded to follow the vocals. And the vocals volume is pretty much the same each other. :3
  4. 00:42:630 (6,7) - !!! it's very hard to read this as 1/3, since you've recently stacked a circle on a slider head at 00:41:476 (3,4) - . what I mean is that the player may read the stack as 1/2 and click mistimed. But even if we click by 1/2, we'll get a perfect score due to the low OD. Will keep it first.
  5. 02:43:974 (2) - I don't hear anything on this tick so I don't think the circle is very appropriate (or I may have awful headphones). Or at least remove the hitsound as you're creating rhythm that's not in the music and that's a no no ;_; ;w; I'm pretty confident that there's a sound there lol. Hear it again xD
  6. 03:56:088 (7,8) - I would try avoid that overlap and make things neater if possible Okayy~
good luck!
Thanks for the mods! :3
Naxess
Greetings, you requested.

Funnily enough I was actually looking at this map earlier...


  • [General]
  1. I'd say this is good. Could otherwise fill out the tags with the related people's names, in their own language, if it's not too much trouble. So for example Kenji Tamai would be "玉井健二".

    [Hard]
  2. 00:40:322 - I'm assuming you missed this finish or whatnot. Seems to occur repeatedly across this section, 00:42:246 - 00:45:322 - also seems questionable in comparison to 00:39:169 - , etc. Consider checking your map for finish hitsounds again, I see them basically all over. Look at 01:33:784 - , for instance.
  3. 01:28:784 (5,6,1) - Don't see why the flow needs to be awkward here. Might as well move 01:29:553 (1) - down and linear with (5) and (6), 01:30:322 (2) - up and then lastly line up 01:30:322 (2,3,4) - with consistent spacing as well.
  4. 01:36:284 (2,3) - Perhaps these can be spaced similarly to 01:32:438 (7,1) - for accenting (3) further in accordance with the cymbal. Compare it to 03:14:743 (2,3) - for instance.
  5. 02:24:936 (1,2) - I doubt clicking three times in a row like this will emphasize the snare at 02:25:128 (2) - well. In my opinion the vocal at 02:25:320 - is more important if you're looking for a pause at 02:25:513 - . Whenever a slider ends on a strong sound of some instrument it's usually because the mapper would change instrumental priority, and this conflicts that idea as it is.
  6. 02:32:628 (5,6,7,8,1) - This feels unusually awkward flow-wise. Is this intentional? The rest of this section seems rather tame in comparison.
  7. 03:15:513 (4,5,6,7) - Sounds like the wrong beats are being emphasized here. It may just personal, but if I were to map this rhythm it'd look something like this. Skipping those snares with the way they've been followed previously looks a bit odd.
  8. 03:38:205 (7,8) - Could swap these to have each impact land on the drum sounds. I don't think placing circles where there otherwise wouldn't be much emphasis placed makes much sense. It may also hurt the overall accentuation consistency in the map.
  9. 03:58:011 (3) - Careful with the health bar here. Consider moving it down a bit. Same goes for 04:36:472 (7) - .
  10. 04:42:241 (6,7) - I would have spaced these further in consistency with 04:40:126 (8,1) - 04:40:703 (2,3) - 04:41:472 (4,5) - 04:43:011 (8,1) - .

    [Forever]
    I know you've got a lot of mods on these two difficulties, but I feel like I need to address some things on this one in specific. The rhythm and spacing seems a bit questionable. Near the end the flow also becomes rather unintuitive, but whether that is intentional or not is a bit hard to tell.

  11. 00:14:938 (7,8) - To be honest I don't like this rhythm choice. It makes the previous 1/2 sliders stand out a lot less in comparison, yet it's possible to simply map it like 00:13:399 (3) - , as a 1/1 slider and circle, since it's basically the same type of vocal.
  12. 00:18:784 (1,2,3) - On the other hand, this rhythm is the same as previous, yet because of this I feel like it's missing that the vocals are different here. In this case I would think something like this would work.
  13. 00:24:938 (1,2,3) - I don't quite see the reason behind making the flow awkward here. What is it trying to emphasize? If there's a concept behind it, perhaps it should be made more apparent somehow.
  14. 00:34:169 (1,2) - Again, no need to make the 1/2 sliders so common. Try utilizing the scarcity principle in order to accent the notes in reflection to the song. Try a 1/1 slider here instead, in order to make 00:34:746 (2,3,4,5) - comparatively more dense in accordance with the song.
  15. 00:42:887 (7) - Wouldn't this end on 1/3 as well? That's what I hear at least.
  16. 00:44:169 - Like mentioned earlier, ending sliders on strong sounds is mostly just used to change instrument, but the problem is that nothing is stronger on 00:44:361 - than it is on 00:44:169 - , or am I wrong? I'd suggest you use something like you did at 00:37:246 (1,2,3,4) - instead, introducing the measure with a 1/1 slider for consistency with how other rhythms have worked throughout the map.
  17. 01:32:630 (1,3) - If you'd like you could try making (1) and (3) parallel as well. Then flipping it again to make (5), etc. just a minor suggestion though.
  18. 01:36:092 (2,3) - I think you should space these further. That snare and finish stand out a lot in the song but it's currently just another note in the map. Could space them like this, for example.
  19. 01:59:166 (6,7,8,1,2) - Having all these be 1/2 will make it seem like they're supposed to be monotonous or similar. Doesn't exactly accentuate the song very well, considering that 02:00:320 (1,2) - sound different from the rest. In order to emphasize this, make 01:59:551 (7,8) - a 1/1 slider and circle.
  20. 02:05:128 (5,6) - Would've swapped for consistency with 02:08:205 (5,6) - , but also other similar rhythms such as 02:06:282 (8,1) - or 02:09:359 (8,1) - . Similarly at 04:23:588 (5,6) - in comparison with 02:57:051 (4,5,6) - etc.
  21. Similarly to Hard, this difficulty is also missing a few potential places for hitsounding such as here. If you feel that the finishes are too repetitive you could always add another sampleset with a different one and then match this with the music at relevant parts.
  22. 04:32:241 (4,5,6,7) - Compared to the other notes in this section, these are very close together. Especially when considering that snares were often accented through spacing during these sections, yet the distance between 04:32:241 (4,5) - is less. Might want to move them slightly, for example stacking the tail of 04:32:434 (5) - with the head of 04:31:857 (3) - and then moving 04:32:818 (6) - near the tail of 04:31:857 (3) - whilst avoiding too visible overlaps.
  23. And lastly speaking of spacing, and like mentioned earlier as well, try spacing out 04:40:703 (2,3) - to be further away from each other than 04:40:318 (1,2) - .

    In summary: Yes, you can place notes on places where a faint sound is heard, and yes you can make patterns out of the placements of said notes, but don't forget to emphasize things consistently and meaningfully while doing so.
Going to wait a week or two until I actually nominate anything, but I'll be sure to come by and see how things have gone by then. My only major concern is for the way Forever handles it's gameplay aspects, which you can see in the mod. Good luck!
Topic Starter
William K

Naxess wrote:

Greetings, you requested.

Funnily enough I was actually looking at this map earlier... xD


  • [General]
  1. I'd say this is good. Could otherwise fill out the tags with the related people's names, in their own language, if it's not too much trouble. So for example Kenji Tamai would be "玉井健二". Okay, I'll add.

    [Hard]
  2. 00:40:322 - I'm assuming you missed this finish or whatnot. Seems to occur repeatedly across this section, 00:42:246 - 00:45:322 - also seems questionable in comparison to 00:39:169 - , etc. Consider checking your map for finish hitsounds again, I see them basically all over. Look at 01:33:784 - , for instance. Yeah, I'll check the hitsounding again.
  3. 01:28:784 (5,6,1) - Don't see why the flow needs to be awkward here. Might as well move 01:29:553 (1) - down and linear with (5) and (6), 01:30:322 (2) - up and then lastly line up 01:30:322 (2,3,4) - with consistent spacing as well. Actually I don't find it awkward, but the modder last time also mention it, changed.
  4. 01:36:284 (2,3) - Perhaps these can be spaced similarly to 01:32:438 (7,1) - for accenting (3) further in accordance with the cymbal. Compare it to 03:14:743 (2,3) - for instance. Right, I missed the cymbals there. Fixed~
  5. 02:24:936 (1,2) - I doubt clicking three times in a row like this will emphasize the snare at 02:25:128 (2) - well. In my opinion the vocal at 02:25:320 - is more important if you're looking for a pause at 02:25:513 - . Whenever a slider ends on a strong sound of some instrument it's usually because the mapper would change instrumental priority, and this conflicts that idea as it is. Actually, I didn't want to emphasize the vocals there, but the drums at 02:25:128 - as clicking 3 times will be some pressure for hard players. And for 02:25:705 - I was emphasizing the guitars, same as 02:26:474 - . I added 02:25:513 - a note so it's not like im emphasizing vocals.
  6. 02:32:628 (5,6,7,8,1) - This feels unusually awkward flow-wise. Is this intentional? The rest of this section seems rather tame in comparison. Actually, there're many patterns like 02:33:013 (6,7) - for example : 02:29:936 (5,6) - . I made that pattern as it nicely emphasizes the drums at 02:33:397 - . But I change 02:32:628 (5,6) - anyway, for a smoother flow.
  7. 03:15:513 (4,5,6,7) - Sounds like the wrong beats are being emphasized here. It may just personal, but if I were to map this rhythm it'd look something like this. Skipping those snares with the way they've been followed previously looks a bit odd. Agreed, changed the rhythm in another way so that it's rich in sounds. The last one seems to be too easy compared to 04:40:318 (1,2,3,4,5,6,7,8) - which are 1/4 kick slider spams.
  8. 03:38:205 (7,8) - Could swap these to have each impact land on the drum sounds. I don't think placing circles where there otherwise wouldn't be much emphasis placed makes much sense. It may also hurt the overall accentuation consistency in the map. True, Fixed this.
  9. 03:58:011 (3) - Careful with the health bar here. Consider moving it down a bit. Same goes for 04:36:472 (7) - . Okie~ Done.
  10. 04:42:241 (6,7) - I would have spaced these further in consistency with 04:40:126 (8,1) - 04:40:703 (2,3) - 04:41:472 (4,5) - 04:43:011 (8,1) - . Okay, remade some sliders.

    [Forever]
    I know you've got a lot of mods on these two difficulties, but I feel like I need to address some things on this one in specific. The rhythm and spacing seems a bit questionable. Near the end the flow also becomes rather unintuitive, but whether that is intentional or not is a bit hard to tell.

  11. 00:14:938 (7,8) - To be honest I don't like this rhythm choice. It makes the previous 1/2 sliders stand out a lot less in comparison, yet it's possible to simply map it like 00:13:399 (3) - , as a 1/1 slider and circle, since it's basically the same type of vocal. Hmm, okay. For consistency too, changed.
  12. 00:18:784 (1,2,3) - On the other hand, this rhythm is the same as previous, yet because of this I feel like it's missing that the vocals are different here. In this case I would think something like this would work. Okay, done~
  13. 00:24:938 (1,2,3) - I don't quite see the reason behind making the flow awkward here. What is it trying to emphasize? If there's a concept behind it, perhaps it should be made more apparent somehow. Alright~ Fixed.
  14. 00:34:169 (1,2) - Again, no need to make the 1/2 sliders so common. Try utilizing the scarcity principle in order to accent the notes in reflection to the song. Try a 1/1 slider here instead, in order to make 00:34:746 (2,3,4,5) - comparatively more dense in accordance with the song. I tried making 00:34:361 (2) - a 1/1, but it doesn't really fit the map imo. 00:34:553 - Even if that instrument a small sounded one, I feel like not mapping it there won't fit.
  15. 00:42:887 (7) - Wouldn't this end on 1/3 as well? That's what I hear at least. Right, I'm wrong here.
  16. 00:44:169 - Like mentioned earlier, ending sliders on strong sounds is mostly just used to change instrument, but the problem is that nothing is stronger on 00:44:361 - than it is on 00:44:169 - , or am I wrong? I'd suggest you use something like you did at 00:37:246 (1,2,3,4) - instead, introducing the measure with a 1/1 slider for consistency with how other rhythms have worked throughout the map. Okie~ Changed.
  17. 01:32:630 (1,3) - If you'd like you could try making (1) and (3) parallel as well. Then flipping it again to make (5), etc. just a minor suggestion though. Okay~
  18. 01:36:092 (2,3) - I think you should space these further. That snare and finish stand out a lot in the song but it's currently just another note in the map. Could space them like this, for example. True, Fixed.
  19. 01:59:166 (6,7,8,1,2) - Having all these be 1/2 will make it seem like they're supposed to be monotonous or similar. Doesn't exactly accentuate the song very well, considering that 02:00:320 (1,2) - sound different from the rest. In order to emphasize this, make 01:59:551 (7,8) - a 1/1 slider and circle. The rhythm at 01:59:551 (7,8) - has already fit the map nicely, since there's no vocals there. I chose to map all the instruments. But if I make 01:59:551 (7,8) - 1/1 + circle, would be pretty questionable, what did i map to and i follow.
  20. 02:05:128 (5,6) - Would've swapped for consistency with 02:08:205 (5,6) - , but also other similar rhythms such as 02:06:282 (8,1) - or 02:09:359 (8,1) - . Similarly at 04:23:588 (5,6) - in comparison with 02:57:051 (4,5,6) - etc. Yeah, agreed here. fixed.
  21. Similarly to Hard, this difficulty is also missing a few potential places for hitsounding such as here. If you feel that the finishes are too repetitive you could always add another sampleset with a different one and then match this with the music at relevant parts. I think the finishes from drum sampleset fits the music nicely, in case of repetitive. can't be helped, the music itself is repetitive :3
  22. 04:32:241 (4,5,6,7) - Compared to the other notes in this section, these are very close together. Especially when considering that snares were often accented through spacing during these sections, yet the distance between 04:32:241 (4,5) - is less. Might want to move them slightly, for example stacking the tail of 04:32:434 (5) - with the head of 04:31:857 (3) - and then moving 04:32:818 (6) - near the tail of 04:31:857 (3) - whilst avoiding too visible overlaps. Okay, Fixed. Emphasized 04:32:434 (5) - with spacing, and 04:33:395 (8) - with flowbreak.
  23. And lastly speaking of spacing, and like mentioned earlier as well, try spacing out 04:40:703 (2,3) - to be further away from each other than 04:40:318 (1,2) - . True, I'll mod it myself more :3

    In summary: Yes, you can place notes on places where a faint sound is heard, and yes you can make patterns out of the placements of said notes, but don't forget to emphasize things consistently and meaningfully while doing so.
Going to wait a week or two until I actually nominate anything, but I'll be sure to come by and see how things have gone by then. My only major concern is for the way Forever handles it's gameplay aspects, which you can see in the mod. Good luck!
Thanks Naxess for the mod :3 I'll update after my selfmod.
Topic Starter
William K
Okie, my selfmod's done :3
Cerulean Veyron
I can give you a little hand for this~ ;p

[- - Hard - -]
  1. 00:23:207 (4,5) - 00:39:553 (5,1) - I guess the jump in-between these notes are probably a little too big, you know. The song quite took the emphasis more than these two, so I would probably recommend reducing in distance spacings especially the second part where you follow the vocals for the angles and most of all. It's literally fine in structure though, but the big spacing kinda makes me wonder...
  2. 01:14:169 (1,2) - Almost the same thing as above, but just after another drop of the kiai time which has a suitable jump before this. Since you've used 1.5x on many parts of the chorus, I think you should do the same here for a better consistency. It would appear something alike this one for sure, and it's alright! It won't hurt the structure and flow at least if you give it a try.
  3. 01:34:169 (4,5) - Since the flowing is getting more linear and straight-through, it'd look "too" solid in gameplay. So let's say, these two sliders. Why not try a little bit of a curved-down on slider (4)? With that way, the cursor movement will directly flow onto slider (5) much smoother, and greater for sure. It also improves some aesthetics in my opinion~
  4. 02:16:474 (3) - 02:19:551 (3) - 02:22:628 (3) - Speaking about hitsounding, I'm not really an expert of it. But from what I can hear in these three parts of the song track, there's a little hi-hat sounding that kinda deserves being audible. So maybe adding a Drum-addition whistles on the slider heads in order to follow those would work? Who knows if it would be the best thing to fill up good hitsounds for the quiet/calm parts.

[- - Forever - -]
  1. 00:20:323 (6,7,8,9) - Well, this is something that almost bother me somehow. There's a stack on slider (6) and (8), and the manual one is the other, It's quite a little need of readability in my point of view. So either unstack and overlap the slider tail not over (8)'s head which gives similarity like the other two, or stack slider (7) and (9) alongside with slider (8) and (6).
  2. 00:34:169 (1,2) - By hearing through the rhythm composition, there's a little bit of good density on the red tick. So instead of holding it out from a slider, it would be great if that tick were to be clickable. You may want to Ctrl + G for a better rhythm on timeline which will follow the strings (and maybe the hi-hats, not sure..) much more cleaner and softer. Watch over the patterning and distance spacing, if applying this!
  3. 01:05:707 (3,4) - I wouldn't call this as a jump though, but an increased-spacing. There's literally nothing in a big impact over this part to amplify, so why a stack on the previous slider head? It'd be best if you'd do the usual way for the balanced 1/4 notes like every parts rather than a "stack that makes the distance spacing bigger".
  4. 01:21:669 (5) - Not a big issue here, more like a personal suggestion. It's probably the same thing on Hard for curving a slider, but maybe you can do a smaller curve in here in case you dislike smooth flows or structure. That, at least, would make aesthetics look best of it~
  5. 02:01:090 (3,4) - Therefore, this is the only stack I found major. The other stacks I've noticed are also the same as here, but this one's the most that caught my attention. Maybe you could... stack as usual? Sorry if this were to be fixed too minor, or not important or what so. Just trying to tell you about it...
  6. 02:53:397 (3,4) - I assume the distance spacing here is significantly too short, while the song track really deserves something bigger than this. Unlike 01:14:938 (3,4) - or 04:19:549 (3,4) - . I'd recommend a little consistency over this, stacking shouldn't always be necessarily implemented in every track. Other subjectives might also be a big issue, so try to look out for it.

Aimer... ;D
Good Luck, William K!
Topic Starter
William K

Cerulean Veyron wrote:

I can give you a little hand for this~ ;p Thank you :3

[- - Hard - -]
  1. 00:23:207 (4,5) - 00:39:553 (5,1) - I guess the jump in-between these notes are probably a little too big, you know. The song quite took the emphasis more than these two, so I would probably recommend reducing in distance spacings especially the second part where you follow the vocals for the angles and most of all. It's literally fine in structure though, but the big spacing kinda makes me wonder... Okie, I nerfed 00:23:784 (5) - but not for 00:39:553 (5,1) - . 00:39:553 (5,1) - fits the diff and make players prepare for the jumps given in Kiais, and actually its not that big :3 My friend testplayed it for me too.
  2. 01:14:169 (1,2) - Almost the same thing as above, but just after another drop of the kiai time which has a suitable jump before this. Since you've used 1.5x on many parts of the chorus, I think you should do the same here for a better consistency. It would appear something alike this one for sure, and it's alright! It won't hurt the structure and flow at least if you give it a try. Hmm I like your suggestion but I'm afraid I can't change the emphasis for 01:14:938 (2) - . You can find some emphasizing consistency through out the first kiai. As you see, the emphasis at 00:51:861 (6) - 00:54:938 (7) - 00:58:015 (6) - 01:04:169 (6) - etc is consistent and it's also for preparing the emphasis later on too.
  3. 01:34:169 (4,5) - Since the flowing is getting more linear and straight-through, it'd look "too" solid in gameplay. So let's say, these two sliders. Why not try a little bit of a curved-down on slider (4)? With that way, the cursor movement will directly flow onto slider (5) much smoother, and greater for sure. It also improves some aesthetics in my opinion~ Oh sure, I like the flow.
  4. 02:16:474 (3) - 02:19:551 (3) - 02:22:628 (3) - Speaking about hitsounding, I'm not really an expert of it. But from what I can hear in these three parts of the song track, there's a little hi-hat sounding that kinda deserves being audible. So maybe adding a Drum-addition whistles on the slider heads in order to follow those would work? Who knows if it would be the best thing to fill up good hitsounds for the quiet/calm parts. Yeah it'd work, but the kicks are complex enough. So I think I won't add anything more. :3 Will ask for more opinions though

[- - Forever - -]
  1. 00:20:323 (6,7,8,9) - Well, this is something that almost bother me somehow. There's a stack on slider (6) and (8), and the manual one is the other, It's quite a little need of readability in my point of view. So either unstack and overlap the slider tail not over (8)'s head which gives similarity like the other two, or stack slider (7) and (9) alongside with slider (8) and (6). Nope here, I wanted to make 00:20:707 (7,9) - something like 100% not diagonal straight (omg how can i say this) If I stack 00:20:707 (7,9) - the up and down would be unbalanced. And for the readability, they're nice enough from the gameplay imo, the sliders are clear.
  2. 00:34:169 (1,2) - By hearing through the rhythm composition, there's a little bit of good density on the red tick. So instead of holding it out from a slider, it would be great if that tick were to be clickable. You may want to Ctrl + G for a better rhythm on timeline which will follow the strings (and maybe the hi-hats, not sure..) much more cleaner and softer. Watch over the patterning and distance spacing, if applying this! Actually, the instrument at 00:34:553 - is not the main focus of my rhythming system, the main one is 00:34:169 - and 00:34:361 - which is getting higher. That's why I made them 2 clickable.
  3. 01:05:707 (3,4) - I wouldn't call this as a jump though, but an increased-spacing. There's literally nothing in a big impact over this part to amplify, so why a stack on the previous slider head? It'd be best if you'd do the usual way for the balanced 1/4 notes like every parts rather than a "stack that makes the distance spacing bigger". But it does flow nicely xd, changed anyway~
  4. 01:21:669 (5) - Not a big issue here, more like a personal suggestion. It's probably the same thing on Hard for curving a slider, but maybe you can do a smaller curve in here in case you dislike smooth flows or structure. That, at least, would make aesthetics look best of it~ I don't really like a slight curve slider xd Sorry. I only do slight curved for special cases.
  5. 02:01:090 (3,4) - Therefore, this is the only stack I found major. The other stacks I've noticed are also the same as here, but this one's the most that caught my attention. Maybe you could... stack as usual? Sorry if this were to be fixed too minor, or not important or what so. Just trying to tell you about it... xd may I know why? Because I see the others stacks the same as this. Is it the curve? I curved it more then :3
  6. 02:53:397 (3,4) - I assume the distance spacing here is significantly too short, while the song track really deserves something bigger than this. Unlike 01:14:938 (3,4) - or 04:19:549 (3,4) - . I'd recommend a little consistency over this, stacking shouldn't always be necessarily implemented in every track. Other subjectives might also be a big issue, so try to look out for it. Okie, I fixed this.

Aimer... ;D <3 Aimer
Good Luck, William K!


Thanks Cerulean for Mod :3
Xiaolin
Q.

General

  1. I don't understand why would you put a new timing point at 01:51:090 and 03:54:166. At the first timing point, it looks like an extra, because it doesn't reset anything, like downbeat, it's the same. The second timing point, is it there for the kiai? You could've used an inherited point instead, because as I mentioned before, this timing point doesn't reset anything as well.
Easy

  1. 00:18:784 (1,2) - Why don't you make (2) a curvy slider like (1) so they both can look at the same? Because like these two notes in here 00:21:861 (4,5) they both have the same shape. So I thought it would be nice if you made both (1) and (2) have the same structure. Ex
  2. 01:07:630 (8) - It would be nice if you stacked this note with 01:06:092 (6) instead of making them overlap. Because here at 01:03:015 (2,4) and 01:09:169 (2,4) the two notes are stacked, so it's kinda of weird to suddenly make an overlap here instead of stacking them.
  3. 01:57:243 (1,2) - Just like the first point.
  4. 01:57:243 (1,3) - Just like the second point, stack (3) with (1)'s end.
  5. 02:24:936 (4) - The second red tick in this slider looks rougher than the first red tick, it makes the slider looks a bit awkward. Maybe try this?
  6. 03:48:013 (1,2) - I don't like how (1)'s end is touching (2)'s border, it looks weird. Looking at the entire map, these two notes are the only ones which look like this, so it'd be surprised to suddenly see two notes placed like this. Move (2) to x:o y:152 to avoid this awkward overlap with (1).
  7. 03:58:780 (7,8) - Pretty much also from the first point, why don't you make these two sliders have the same shape?
  8. 03:59:549 (8) and 04:01:472 (2) are overlapping, please avoid it. :c
  9. Nice diff, just pointed out overlaps to make this diff more neat.
Normal

  1. 01:04:938 (1) - Ctrl+H+G? Because the current flow with this slider and the next note is a bit off.
  2. 04:37:241 (1,2,3,4) - I can't say I'm okay with this.. First, the distance between (2) and (3,4) is too close, so I'm guessing you forgot to use DS here. Second, it's weird how (2) is more curvier than (4) it makes the flow here weird. If I were you, I would make (1) and (2) parallel to make this pattern look more neat. Ex
Forever

  1. 00:42:630 (6) - I would ctrl+J this slider to fix the flow movement with 00:41:669
  2. 01:01:669 - I would add a note here to emphasize the vocals here. And it's because it's awkward to end this non-stop clicking circles and sliders here at 01:01:476. Like, I feel like players expect to click something on 01:01:669.
  3. 02:40:128 - ^
  4. 03:37:243 - You're missing a slight drum sound here, and it'd be nice if this entire part is emphasized by the drums in the background. How about this rhythm?

Nice set, good luck. \ o /
Topic Starter
William K

Lapis Aoki wrote:

Q.

General

  1. I don't understand why would you put a new timing point at 01:51:090 and 03:54:166. At the first timing point, it looks like an extra, because it doesn't reset anything, like downbeat, it's the same. The second timing point, is it there for the kiai? You could've used an inherited point instead, because as I mentioned before, this timing point doesn't reset anything as well. Nope, if you take a closer look, it has their offsets are different. I made it since they felt off without it.
Easy

  1. 00:18:784 (1,2) - Why don't you make (2) a curvy slider like (1) so they both can look at the same? Because like these two notes in here 00:21:861 (4,5) they both have the same shape. So I thought it would be nice if you made both (1) and (2) have the same structure. Ex Okay~
  2. 01:07:630 (8) - It would be nice if you stacked this note with 01:06:092 (6) instead of making them overlap. Because here at 01:03:015 (2,4) and 01:09:169 (2,4) the two notes are stacked, so it's kinda of weird to suddenly make an overlap here instead of stacking them. Okay, Fixed.
  3. 01:57:243 (1,2) - Just like the first point. Okay.
  4. 01:57:243 (1,3) - Just like the second point, stack (3) with (1)'s end. I'm afraid I can't here, if I stack 01:57:243 (1,3) - the spacing would be inconsistent. And the overlap isn't visible in the gameplay. So it's fine.
  5. 02:24:936 (4) - The second red tick in this slider looks rougher than the first red tick, it makes the slider looks a bit awkward. Maybe try this? Okay, Fixed.
  6. 03:48:013 (1,2) - I don't like how (1)'s end is touching (2)'s border, it looks weird. Looking at the entire map, these two notes are the only ones which look like this, so it'd be surprised to suddenly see two notes placed like this. Move (2) to x:o y:152 to avoid this awkward overlap with (1). Okay, I fixed the shape instead.
  7. 03:58:780 (7,8) - Pretty much also from the first point, why don't you make these two sliders have the same shape? Okay~ Fixed.
  8. 03:59:549 (8) and 04:01:472 (2) are overlapping, please avoid it. :c Okay, Fixed.
  9. Nice diff, just pointed out overlaps to make this diff more neat.
Normal

  1. 01:04:938 (1) - Ctrl+H+G? Because the current flow with this slider and the next note is a bit off. Sure, Fixed.
  2. 04:37:241 (1,2,3,4) - I can't say I'm okay with this.. First, the distance between (2) and (3,4) is too close, so I'm guessing you forgot to use DS here. Second, it's weird how (2) is more curvier than (4) it makes the flow here weird. If I were you, I would make (1) and (2) parallel to make this pattern look more neat. Ex Yeah, true. Fixed.
Forever

  1. 00:42:630 (6) - I would ctrl+J this slider to fix the flow movement with 00:41:669 Nope, actually I like the current one on how the slider end point towards the next slider, so no change here.
  2. 01:01:669 - I would add a note here to emphasize the vocals here. And it's because it's awkward to end this non-stop clicking circles and sliders here at 01:01:476. Like, I feel like players expect to click something on 01:01:669. Nope, I wanted to emphasize the drums. It'd be awkward to the rhythm if I add a note there.
  3. 02:40:128 - ^
  4. 03:37:243 - You're missing a slight drum sound here, and it'd be nice if this entire part is emphasized by the drums in the background. How about this rhythm? I wanted to emphasize the guitars, but I don't know if it's really okay, or not. But I asked a BN and he/she said that it's fine... So no change for now.

Nice set, good luck. \ o /
:3 Thanks for your mod~
Garden
no kd cuz i modded sth before

Easy

01:56:405 (5,1) - can't say flow is important in easies but this is against your overall smooth visual in this difficulty, also 01:57:174 (1,3) - overlap is not that obvious but can be avoided. solution mayb

03:42:559 - to 03:52:559 - mute volume in this section cuz it's really quiet, also add some whistles or sth mayb? same to normal

Normal

00:36:600 - 02:15:059 - well I think adding a note for the drum won't make it much more intense here

01:17:946 (2) - a bit overlapping with hp bar, just move 01:17:177 (1,2) - down the two

01:55:444 (2) - 02:44:097 (2) - same

03:51:405 (7) - u might wanna keep 1/2 gap rhythm consistency here but the music doesn't support the note, I would suggest sth like https://puu.sh/tP646/69a528056c.png or simply delete it


Forever

02:17:944 (7,8) - what about rearrange spacing this way https://osu.ppy.sh/ss/7240592 better for emphasize

02:33:713 (8,1) - visual spacing feels inconsistent with previous patterns

03:34:482 - drumfinish?

03:41:213 (7,8,1) - the pattern is even easier than the hard diff :?

04:41:019 - add finish as well?

04:42:942 (3,4) - maybe buff their spacing cuz sounds are relatively stronger
Topic Starter
William K

Garden wrote:

no kd cuz i modded sth before

Easy

01:56:405 (5,1) - can't say flow is important in easies but this is against your overall smooth visual in this difficulty, also 01:57:174 (1,3) - overlap is not that obvious but can be avoided. solution mayb Yeah, true. Fixed.

03:42:559 - to 03:52:559 - mute volume in this section cuz it's really quiet, also add some whistles or sth mayb? same to normal Yeah, added. Whistle pattern is same as the intro.

Normal

00:36:600 - 02:15:059 - well I think adding a note for the drum won't make it much more intense here Actually it sure makes the part more intense, added anyways. Added other parts too.

01:17:946 (2) - a bit overlapping with hp bar, just move 01:17:177 (1,2) - down the two Okay~

01:55:444 (2) - 02:44:097 (2) - same Fixed~

03:51:405 (7) - u might wanna keep 1/2 gap rhythm consistency here but the music doesn't support the note, I would suggest sth like https://puu.sh/tP646/69a528056c.png or simply delete it Changed into something similar.


Forever

02:17:944 (7,8) - what about rearrange spacing this way https://osu.ppy.sh/ss/7240592 better for emphasize Nope here, I wanted to emphasize the 1/3 vocals at 02:18:200 (8) - more since Aimer seems like emphasizing the vocals too.

02:33:713 (8,1) - visual spacing feels inconsistent with previous patterns Okay~

03:34:482 - drumfinish? Added.

03:41:213 (7,8,1) - the pattern is even easier than the hard diff :? Lol true Fixed.

04:41:019 - add finish as well? Sure.

04:42:942 (3,4) - maybe buff their spacing cuz sounds are relatively stronger Okay~
Thanks Garden for the mod :3
Naxess
Alright, so now that the notes seem to snap to the timeline, and gameplay elements in the top diff is better, I'm going to just quickly address my other concern and check on hitsounding. After that it should be good to go.


  • [Forever]
    Hit Objects
  1. 00:14:292 (5) - 00:17:369 (5) - 00:26:600 (5) - In my opinion you should remove some of these circles in order to convey the intensity of this part, and also to make the guitar stand out a bit more. There's barely any noticeable sound on these blue ticks anyway, so it's not like the song is supporting them. By providing pauses like these, it will also make the rhythm much less monotonous, not only clicking or holding, in a way that it reflects what the song is doing. The following points are extensions of this. If you have any specific reasoning for keeping these I'd like you to explain it thoroughly, and to which way not applying it would improve the quality of your beatmap, since it's not something I agree with at the moment.
    1. 00:21:023 (8) - 00:33:330 (8) - Similarly to above, and in order to maintain consistency, this could be turned into a single circle instead of a slider, bringing a pause between it and 00:21:407 (9) - , and in turn accenting the lower pitch at 00:21:407 - and 00:21:600 - as a lead-in to 00:21:792 (1) - . On the latter example it would also emphasize the snare much better, but you may be prioritizing the vocals, so this last one is optional due to it's vocal difference in comparison with the former.
    2. 00:29:292 (4,5) - Try allowing the blue tick at 00:29:677 - to be empty in terms of rhythm, if possible, in consistency with the other pauses that we're implementing. Could remove the circle and move the slider to where it was.
    3. We'd do this all the way up until 00:37:177 - , where the second phase is initiated, and where 1/4 are much more supported by the song. In the end this would also bring a noticeable contrast between the two parts in accordance with their respective musical intensities.
    4. Don't worry about the distance spacing too much. Because 00:13:907 (4,5) - is already far enough apart, the player should be able to recognize the way the flow moves in other parts like 00:16:984 (4,5) - and 00:26:215 (4,5) - , and be able to predict the pause due to it being consistent in accordance to the song.
    5. 01:51:021 - Around here the intensity has already risen quite a bit, and it's also musically different, having drums playing in the background and all, so in my opinion it would be fine if you only apply this to the intro of the song. So basically - this part, on the other hand, is fine as is.
  2. 02:18:136 - Considering that drums are playing here, it may cause players to click too early on 02:18:200 (8) - , even if it's following vocals. Also only happens once in the map as far as I can see, and it's not like players are going to click 1/12 late here because the vocals differed a little. Looks a bit risky is all, but as long as you're fine with it. Otherwise it's always possible to simplify, should you feel the need. I'm fine with it either way.

    Hitsounds
  3. 00:21:215 - 00:21:600 - Not quite sure where you're getting these drum-kicks from, but as long as they're intentional...
  4. 00:13:907 - 00:26:215 - Song doesn't sound different so I see no point in having feedback different either.
  5. 00:30:446 - This drum-whistle is a bit out of pattern here. Consider moving it to 00:31:600 - , where one is currently missing, instead.
  6. 00:40:830 - Some more missing drum-whistles.
  7. 01:01:215 - Sounds like a clap would be appropriate here.
  8. 01:21:215 - Don't quite see where this came from, no pattern around here, nor the music, is suggesting this.
  9. 01:36:792 - In the song this sounds pretty much the same as 01:37:369 - , so I'd have made this a clap.
  10. 01:57:751 - 02:00:828 - Guess you missed another drum-whistle here? Refer to 02:10:059 - 02:13:136 -
  11. 02:24:482 - Remove this, not supported and over-hitsounding here is a bit uncalled for since there are places around here where they actually fit.
  12. 02:25:444 - Might want to replace this whistle with a finish.
  13. 02:42:174 - Not sure if you meant to move the one on 02:41:982 - to here instead, but having one here would be appropriate either way.
  14. 02:43:905 - This seems to appear out of nowhere, there are no other whistles in the kiais. You probably confused it with the calmer sections.
  15. 03:02:944 - Could always have both finish and clap on this otherwise.
  16. 03:06:021 - According to what you did at 01:27:561 - , this would have a drum-finish.
  17. 03:15:444 - Some more inconsistencies here, replace this clap with a drum-finish as well.
  18. 03:22:174 - Again, not quite sure what you're doing with your drum-finishes sometimes, they seem to be placed too far ahead of where the actual drum-kick is sometimes 03:22:367 -
  19. 03:25:444 - 03:25:828 - 04:06:019 - Add drum-finish
  20. 03:27:174 - 04:10:826 - Replace with clap
  21. 01:12:369 (5) - Compare hitsounds on this with hitsounds on 04:16:980 (5) -
  22. 04:29:865 - Clap?
  23. 04:33:326 - 04:39:480 - Seems like cymbal crashes are going off all over around here, so could reflect that by at least matching the ones that land on beats.
Might want to apply the hitsounds to the other difficulties as well, and confirm that they've been applied if you're using a hitsound copier.

Let me know when you're ready.
Topic Starter
William K

Naxess wrote:

Alright, so now that the notes seem to snap to the timeline, and gameplay elements in the top diff is better, I'm going to just quickly address my other concern and check on hitsounding. After that it should be good to go.


  • [Forever]
    Hit Objects
  1. 00:14:292 (5) - 00:17:369 (5) - 00:26:600 (5) - In my opinion you should remove some of these circles in order to convey the intensity of this part, and also to make the guitar stand out a bit more. There's barely any noticeable sound on these blue ticks anyway, so it's not like the song is supporting them. By providing pauses like these, it will also make the rhythm much less monotonous, not only clicking or holding, in a way that it reflects what the song is doing. The following points are extensions of this. If you have any specific reasoning for keeping these I'd like you to explain it thoroughly, and to which way not applying it would improve the quality of your beatmap, since it's not something I agree with at the moment. Okay, I get the point now. But, I decide not to delete them, but to remap them, being a long slider to follow the guitars better. I tried deleting the note, but it doesn't really suit my taste of rhythm, so I hope this is fine). I remapped all the way, until the kiai to stay consistent too. Like 00:19:484 - until 00:21:023 - . I have them follow the guitars & also the 1/1 made them less dense on rhythming.
    1. 00:21:023 (8) - 00:33:330 (8) - Similarly to above, and in order to maintain consistency, this could be turned into a single circle instead of a slider, bringing a pause between it and 00:21:407 (9) - , and in turn accenting the lower pitch at 00:21:407 - and 00:21:600 - as a lead-in to 00:21:792 (1) - . On the latter example it would also emphasize the snare much better, but you may be prioritizing the vocals, so this last one is optional due to it's vocal difference in comparison with the former. About 00:21:215 (7) - There isn't vocal nor drums, so I'm gonna make it a 1/2 reversed slider. But I fixed 00:33:330 (7) - since there're vocals.
    2. 00:29:292 (4,5) - Try allowing the blue tick at 00:29:677 - to be empty in terms of rhythm, if possible, in consistency with the other pauses that we're implementing. Could remove the circle and move the slider to where it was. Pretty much the same as ^, I made the slider 1/1 to follow the guitars instead of making a stop. And I'm afraid I can't make the blue tick empty in terms of rhythm, because as you see the guitars stops at 00:29:677 .
    3. We'd do this all the way up until 00:37:177 - , where the second phase is initiated, and where 1/4 are much more supported by the song. In the end this would also bring a noticeable contrast between the two parts in accordance with their respective musical intensities. Okay~
    4. Don't worry about the distance spacing too much. Because 00:13:907 (4,5) - is already far enough apart, the player should be able to recognize the way the flow moves in other parts like 00:16:984 (4,5) - and 00:26:215 (4,5) - , and be able to predict the pause due to it being consistent in accordance to the song. Yeah. :3
    5. 01:51:021 - Around here the intensity has already risen quite a bit, and it's also musically different, having drums playing in the background and all, so in my opinion it would be fine if you only apply this to the intro of the song. So basically - this part, on the other hand, is fine as is. Yeah, they're more intense now. Filled with more drums etc.
  2. 02:18:136 - Considering that drums are playing here, it may cause players to click too early on 02:18:200 (8) - , even if it's following vocals. Also only happens once in the map as far as I can see, and it's not like players are going to click 1/12 late here because the vocals differed a little. Looks a bit risky is all, but as long as you're fine with it. Otherwise it's always possible to simplify, should you feel the need. I'm fine with it either way. Maybe it won't hurt to simplify lol. Simplified to 1/4.

    Hitsounds
  3. 00:21:215 - 00:21:600 - Not quite sure where you're getting these drum-kicks from, but as long as they're intentional... There're a slight kick sound in the music if you hear it clearer. Oops there's one more at 01:59:674 - @_@
  4. 00:13:907 - 00:26:215 - Song doesn't sound different so I see no point in having feedback different either. Okay, Fixed.
  5. 00:30:446 - This drum-whistle is a bit out of pattern here. Consider moving it to 00:31:600 - , where one is currently missing, instead. Yeah, Fixed.
  6. 00:40:830 - Some more missing drum-whistles. Okay~
  7. 01:01:215 - Sounds like a clap would be appropriate here. True, Added.
  8. 01:21:215 - Don't quite see where this came from, no pattern around here, nor the music, is suggesting this. Deleted.
  9. 01:36:792 - In the song this sounds pretty much the same as 01:37:369 - , so I'd have made this a clap. True.
  10. 01:57:751 - 02:00:828 - Guess you missed another drum-whistle here? Refer to 02:10:059 - 02:13:136 - Fixed.
  11. 02:24:482 - Remove this, not supported and over-hitsounding here is a bit uncalled for since there are places around here where they actually fit. Okay, removed.
  12. 02:25:444 - Might want to replace this whistle with a finish. Okay~
  13. 02:42:174 - Not sure if you meant to move the one on 02:41:982 - to here instead, but having one here would be appropriate either way. Yea, misplaced.
  14. 02:43:905 - This seems to appear out of nowhere, there are no other whistles in the kiais. You probably confused it with the calmer sections. Okay, removed.
  15. 03:02:944 - Could always have both finish and clap on this otherwise. Okie~
  16. 03:06:021 - According to what you did at 01:27:561 - , this would have a drum-finish. Seems that there's no kick on both, deleted the finish at 01:27:561 (4) - instead of adding.
  17. 03:15:444 - Some more inconsistencies here, replace this clap with a drum-finish as well. Okay~
  18. 03:22:174 - Again, not quite sure what you're doing with your drum-finishes sometimes, they seem to be placed too far ahead of where the actual drum-kick is sometimes 03:22:367 - Yeah, is this the effect of hitsound copier @_@
  19. 03:25:444 - 03:25:828 - 04:06:019 - Add drum-finish Okay, added.
  20. 03:27:174 - 04:10:826 - Replace with clap Yeah, fixed.
  21. 01:12:369 (5) - Compare hitsounds on this with hitsounds on 04:16:980 (5) - Added on both sides.
  22. 04:29:865 - Clap? Sure.
  23. 04:33:326 - 04:39:480 - Seems like cymbal crashes are going off all over around here, so could reflect that by at least matching the ones that land on beats.
Might want to apply the hitsounds to the other difficulties as well, and confirm that they've been applied if you're using a hitsound copier.

Let me know when you're ready.
Self changes:

  1. 00:23:138 (4) - For decreasing the density of rhythm so that it's less dense from 00:24:100 (1,2,3) - , I made 00:23:138 (4) - a 1/1 slider. Also, another reason is for following the guitars for consistency.
  2. 00:34:292 (2) - Same reasoning ^
  3. 04:42:557 (1,2,3,4,1) - Made this a star, maybe it could reflect the song a bit.
I wonder where'd my clap go @_@ Thanks Naxess for the awesome mods :3
Naxess
So we unified the three uninherited timing sections into a single one instead, along with some changes to what is currently the pattern at 00:33:330 (7,8,1,2) - .
Topic Starter
William K
Thanks Naxess! :3
Garden
00:27:177 - clap is missing in forever diff
Topic Starter
William K

Garden wrote:

00:27:177 - clap is missing in forever diff Fixed :3
Garden
fine
Topic Starter
William K
Thanks Garden! :3
Sonnyc
grats
Topic Starter
William K

Sonnyc wrote:

grats
Thanks Sonnyc :3
Pentori
wow nice work
gratz!
Maxus
more aimer pls
Topic Starter
William K

Pentori wrote:

wow nice work
gratz!
Thanks Pentori :3

Maxus wrote:

more aimer pls
Aimer, air more albums pls
Venix
haha, you was in my queue I turning on forum to make a mod and I seen map is qualified, gratz!
-NanoRIPE-
Nais
Grats broh!
Lonesome Dreams_old
congratz~
Amiichii
Wogh Gratz ET
Kyouren
Gratzz for your first ranked map :3
SeaRasp
Yey Gratzz ! ;^)
Shiranai
Yay congrats, akhirnya first ranked map :)
Agatsu
grats will!
Topic Starter
William K

Venix wrote:

haha, you was in my queue I turning on forum to make a mod and I seen map is qualified, gratz!
Thanks :3

-NanoRIPE- wrote:

Nais
Grats broh!
Thanks NanoRipe >w<

Lonesome Dreams wrote:

congratz~
Thanks :3

Amiichii wrote:

Wogh Gratz ET
owo Thanks~

KittyAdventure wrote:

Gratzz for your first ranked map :3
Thanks Kitty :3

SeaRasp wrote:

Yey Gratzz ! ;^)
Thanks SeaRasp ;^)

Mako Sakata wrote:

Yay congrats, akhirnya first ranked map :)
:D Thanks Mako~

Agatsu wrote:

grats will!
Thanks Agatsu :3
Zallies
:D

you isreal
teach me

btw nice mapping, also first ranked map 8-)
Congrats! even you didnt say to me, you have a ranked map. but cool though
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