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Hatsuki Yura - Salamandra no Odoriko

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BounceBabe

minimum rankable hitsound length is 100ms to avoid conflicts with the sound card.

normal-hitclap.wav 93.79ms
normal-hitwhistle.wav 74.83ms

Salamandra

03:24:737 (3) - offscreen on 4:3 ratio.

00:55:682 (6,1) - sv decrease is not noticeable even through nc indication. slider length is the same visually. 00:56:627 (1) - is not a clickslider anymore like the rest so it will cause a slider break. i suggest to remove the sv change or place a circle on each end since it will follow the vocals just as good. but since the slider ball area is within range and you used the same decrease on the following patterns, it should be ok..

00:58:753 (1,2,3) - half and fourth tick difference. makes it slightly unreadable due to the fact that you used so many jumps, spacing changes and sv changes. stacking 2 onto the end of 1 should be a good way to fix this easily. same 02:04:895 (1,2) - 03:12:926 (1,2) -

00:00:761 (3,1) - 00:01:824 (3,1) - 00:02:651 (3,1) - 00:03:714 (3,1) - 00:04:422 (3,1) - same visual spacing for 1/2 and 1/4 elements which is rather confusing. given the fact you used this a lot it should be alright to do, just keep it in mind

^ 00:55:446 (5,6) - 00:56:863 (1,2) - whereas this kind of visual spacing similarity is harder . easiest way to fix this is probably moving 00:55:446 (5,6) - farther apart from each other

00:14:501 (1,1,1) - 01:20:643 (1,1,1) - 03:34:816 (1,1,1) - unncecessary nc spam, rhythm and spacing are the some, remove them. do the same on similar ones


01:28:045 (4,5,6,7,8) - several instruments at this point is a bad idea since one can hardly discern which element belongs to what. first of all, nc 01:28:045 (4) - since you split vocal and instruments. secondly, 01:28:635 (8) - should be here 01:28:674 - , lastly, http://puu.sh/t0Twd/eff515b209.jpg would be the best and most reasonable option to map this. easier to discern the rhythm and is appropriately mapped. dont recommend using 1/12 though, its very hard to play and map. maybe you can solve this differently.

01:40:328 (3) - nc, 01:47:415 (7,1) - nc swap

01:49:777 (1,2,3,4,5,6,7,1) - hitbursts and circles cover the following slider up too much for it to be visible. fix this http://puu.sh/t0TBC/96623e761b.jpg

01:58:281 (1,2,3) - spacing should be consistent

03:37:386 (1,2,1) - remove nc, slider would be better to play since it has a bpm change at the end. recommend consistent placement / spacing to for readability http://puu.sh/t0TRa/787d550bb7.jpg
Topic Starter
Sakurauchi Riko

BounceBabe wrote:


minimum rankable hitsound length is 100ms to avoid conflicts with the sound card.

normal-hitclap.wav 93.79ms
normal-hitwhistle.wav 74.83ms will fix but dunno how to yet

Salamandra

03:24:737 (3) - offscreen on 4:3 ratio. wth, fixed

00:55:682 (6,1) - sv decrease is not noticeable even through nc indication. slider length is the same visually. 00:56:627 (1) - is not a clickslider anymore like the rest so it will cause a slider break. i suggest to remove the sv change or place a circle on each end since it will follow the vocals just as good. but since the slider ball area is within range and you used the same decrease on the following patterns, it should be ok.. i already had many testplayers and i didnt see anyone missreading it cause of the slider velocity decrease after the stream. and that is the point: the long stream before the slider which gets sv decreased is always after the long stream and really consistent. The long stream already slows you down in cursor movement so you wouldnt expect a fast slider like the other (+ you could tell from the music that it gets slow and after that fast for emphasis). that means technically you can say that 00:56:627 (1) - has absolutely nothing to do with 00:55:446 (5,6) - because they have a completely different function. lastly I cant really remember some of my testplayers (including myself) missing there or getting a 100 at the slow slider, even if they'd get a 100 they wont do that again because the player recognizes the consistency in the music and so in the map. I hope you got my explanation and i hope i got your comment right xD

00:58:753 (1,2,3) - half and fourth tick difference. makes it slightly unreadable due to the fact that you used so many jumps, spacing changes and sv changes. stacking 2 onto the end of 1 should be a good way to fix this easily. same 02:04:895 (1,2) - 03:12:926 (1,2) - it is hard to read, yes. But since it is a slow section with not many objects (compared to the other things in kiai i consider it as slow) i'd not say it is really hard to read. furthermore the stacking pattern 00:58:753 (1,2) - is unique and indicates only that part of the music. im not a fan of stacking 00:58:753 (1,2) - because it just looks ugly and persoanlly makes me a ready issue. Maybe i should NC 00:59:226 (2) - to indicate the rhythm change, that might be a bit clearer for the player, so ill just do that for now

00:00:761 (3,1) - 00:01:824 (3,1) - 00:02:651 (3,1) - 00:03:714 (3,1) - 00:04:422 (3,1) - same visual spacing for 1/2 and 1/4 elements which is rather confusing. given the fact you used this a lot it should be alright to do, just keep it in mind urgh... i see the issue. hope its not gonna be a problem cuz that'd basically mean remap xD

^ 00:55:446 (5,6) - 00:56:863 (1,2) - whereas this kind of visual spacing similarity is harder . easiest way to fix this is probably moving 00:55:446 (5,6) - farther apart from each other decreased ds at spots like 00:56:863 (1,2) - to make better visually difference.

00:14:501 (1,1,1) - 01:20:643 (1,1,1) - 03:34:816 (1,1,1) - unncecessary nc spam, rhythm and spacing are the some, remove them. do the same on similar ones change


01:28:045 (4,5,6,7,8) - several instruments at this point is a bad idea since one can hardly discern which element belongs to what. first of all, nc 01:28:045 (4) - since you split vocal and instruments. secondly, 01:28:635 (8) - should be here 01:28:674 - , lastly, http://puu.sh/t0Twd/eff515b209.jpg would be the best and most reasonable option to map this. easier to discern the rhythm and is appropriately mapped. dont recommend using 1/12 though, its very hard to play and map. maybe you can solve this differently. i dont think that at 01:28:241 - is any sound. would be strange either because it'd be the only 1/12 part. apart from that i changed it to your rhythm

01:40:328 (3) - nc, 01:47:415 (7,1) - nc swap i have NC at 01:47:651 (1) - for vocal oo makes more sense to me idk. first NC added

01:49:777 (1,2,3,4,5,6,7,1) - hitbursts and circles cover the following slider up too much for it to be visible. fix this http://puu.sh/t0TBC/96623e761b.jpg did it

01:58:281 (1,2,3) - spacing should be consistent the sound and the voice gets louder at 01:58:753 (3) - . i even indicated it with hitsound and volume change. this means it should get emphasized with DS increase imo

03:37:386 (1,2,1) - remove nc, slider would be better to play since it has a bpm change at the end. recommend consistent placement / spacing to for readability http://puu.sh/t0TRa/787d550bb7.jpg ok change
thanks for mod! much appreciation:)
MrKosiej
Coming from Black Vultures Modding Queue


Salamandra

[General]
This is very well mapped and fun to play. The CS is a bit smaller than usuall CS 4 which makes it more challanging to play along with the high HP.
Map reflects the song in a nice way with a really fun emphasize.

[AiMOD]
IDK why, but its says you need a normal/ easy diff for your mapset xd

[Mod]
00:00:171 (1,2) - I have very good eye for those. Correct the blanket :P
00:32:060 (4,5) - ^
00:33:005 (7,1) - i mean, those are barely noticeable but if you want to be perfect...
00:57:178 (2,3,4) - move slightly down
01:52:848 (2,3) - just correct xd
01:56:627 (2,3) - ^
02:53:084 (4,6) - ^ with tail
02:56:863 (1,1) -

00:09:619 (1,1) - how about removing that overlapse by moving it to the left a bt

00:10:919 (2,2) - i'd stack
02:33:950 (7,3) - you were stacking stuff like that before, why not now :v?
02:52:021 (5,2) - stack?
03:15:525 (1,1) - stack tails

00:51:352 (2,3) - line, "2" feels out of place

01:09:147 (1,2) - that ain't perfectly parrallel
01:30:289 (2,3) - same (change slightly the angle of second slider)
I'm not saying everything should be perfectly parrallerl, it just feels better for me here. And i think you wanted it to be parrallel
01:58:281 (1,2) - Is it actually intentional xd? besides that i'd move "2" a bit higher to be equaly between other sliders
01:58:045 (6,3) - and those are too close, move "3" to the left a bit

02:27:100 (4,5) - make it the same angle as 02:26:037 (2) -

03:10:407 (2,3,4,5,6) - feels, uhm, weird, i'd make it a signle shaped stream

[Summary]
Ok, i think that's it from me. Good job with mapping this, it was a very nice experience trying it out ^^
Good luck with the project!
Cheers
Topic Starter
Sakurauchi Riko

MrKOSIEJ wrote:

Coming from Black Vultures Modding Queue


Salamandra

[General]
This is very well mapped and fun to play. The CS is a bit smaller than usuall CS 4 which makes it more challanging to play along with the high HP.
Map reflects the song in a nice way with a really fun emphasize.

[AiMOD]
IDK why, but its says you need a normal/ easy diff for your mapset xd please tell me whyyyyy, ahhhhhhhhhhhh what have i done to aimod xD

[Mod]
00:00:171 (1,2) - I have very good eye for those. Correct the blanket :P
00:32:060 (4,5) - ^
00:33:005 (7,1) - i mean, those are barely noticeable but if you want to be perfect...
00:57:178 (2,3,4) - move slightly down
01:52:848 (2,3) - just correct xd
01:56:627 (2,3) - ^
02:53:084 (4,6) - ^ with tail
02:56:863 (1,1) - fixed all blanket/stacking stuff. i was actually pretty messy with my blankets i have to admit xD

00:09:619 (1,1) - how about removing that overlapse by moving it to the left a bt yes

00:10:919 (2,2) - i'd stack did
02:33:950 (7,3) - you were stacking stuff like that before, why not now :v? i think its harder to read if i stack them (it already is the hardest part in the map imo) and personally i like the aesthetic with the overlap. you can also argue that the one pattern has nothing to do with the outher pattern (02:34:186 (1,2,3,4,5,6,7) - and 02:33:241 (1,2,3,4,5,6,7) - ) and so you dont make them relating to each other with a stack, rather seperate them with an overlap
02:52:021 (5,2) - stack?
03:15:525 (1,1) - stack tails noth yes

00:51:352 (2,3) - line, "2" feels out of place

01:09:147 (1,2) - that ain't perfectly parrallel
01:30:289 (2,3) - same (change slightly the angle of second slider)
I'm not saying everything should be perfectly parrallerl, it just feels better for me here. And i think you wanted it to be parrallel
01:58:281 (1,2) - Is it actually intentional xd? besides that i'd move "2" a bit higher to be equaly between other sliders no they r not intentional xd fixed them all you mentioned
01:58:045 (6,3) - and those are too close, move "3" to the left a bit omg, yes ofc

02:27:100 (4,5) - make it the same angle as 02:26:037 (2) - tried to fix, hope i got you right

03:10:407 (2,3,4,5,6) - feels, uhm, weird, i'd make it a signle shaped stream think its personal preference, its a clear shape with not a hard angle so it is very easy to follow (like the other streams are also easy to follow).

[Summary]
Ok, i think that's it from me. Good job with mapping this, it was a very nice experience trying it out ^^
Good luck with the project!
Cheers
Thank you for your mod, nice polishing overall!:) j much appreciation
MrKosiej

MrKOSIEJ wrote:

00:51:352 (2,3) - line, "2" feels out of place
Please, it's the only thing i really want you to correct XD
line like that https://osu.ppy.sh/ss/6907979
or in some other way, it looks So Out Of Place
Topic Starter
Sakurauchi Riko

MrKOSIEJ wrote:

MrKOSIEJ wrote:

00:51:352 (2,3) - line, "2" feels out of place
Please, it's the only thing i really want you to correct XD
line like that https://osu.ppy.sh/ss/6907979
or in some other way, it looks So Out Of Place
Oh shiiiit, forgot to replay that one, I already fixed it in some way. I made the other similar slider also with that red anchor+sharp angle ( http://puu.sh/t2vNV/0570183a83.jpg ) and 00:51:194 (1,2,4,5) - has similar angle from the slider to the next circle. It looks now consistent and like an actual pattern now, so it should be fine :D
Alpe
hi from my mod queue

[General]
Add source if there is one
Enable widescreen support
Since you copy and pasted whole parts of the song you have to check the copied places too! For example (Advanced) -> 00:14:344 (1,2,3,4) to 01:20:485 (1,2,3,4)
Never use 5% volume on a timing point. I know you want to mute the sound of the slider ends but it sounds better if you can hear them -> Rhythm.

[Normal]
Dont do too many new combos in Normal difficulties.

[Advanced]
00:21:903 (3) - Remove the second red dot.
03:02:060 (2) - Do 2 circles.

[Hard]
00:14:344 (1,2,3,4) - People think this is a 1/4 stream because the whole song was already 1/4 and these circles overlap. You should just changed 1 2 and 3 into a reverse slider. For better reading and comfort.
00:37:257 (4,5,6,7) - This part is way too hard. Do it like thishttp://puu.sh/t2ZF9/cef3727cea.jpg
01:04:422 (1,2,3) - Just do 2 reverse sliders so the player doesnt have to click on 1/3 notes like this http://puu.sh/t2ZJk/e89d282de9.jpg

[Salamandre]
00:08:320 (3) - Remove combo (its a mistake)
00:17:178 (4) - Add combo
00:15:289 - 00:30:407 Incorrect new combos. Check them out!
General -> You have to decide between (every second white tick new combo) or (every fourth white tick new combo) even in Expert levels!
02:58:871 (2,4) - Really bad readable!

Thats it! I like your map really much and it shouldnt be a problem to rank this!
Good luck.
Lokidoki
M4M from my queue

[Hard]

00:07:021 (5,6) - Questionable flow choice, I don't like how it overlaps and plays.

00:25:682 (3,4) - Pretty bad anti-flow.

00:29:580 (3) - Make it into 1/8 reverse slider.

00:47:415 (1,5) - Bad overlap.

01:13:635 (6) - It would look better if it was just a straight slider.

02:29:816 (2,3) - Bad flow again.

02:31:706 (2,3,4) - Looks bad.

03:04:659 (6,7) - Bad flow.

Good luck!
Topic Starter
Sakurauchi Riko
Azulae

Azulae wrote:

hi from my mod queue

[General]
Add source if there is one
Enable widescreen support
Since you copy and pasted whole parts of the song you have to check the copied places too! For example (Advanced) -> 00:14:344 (1,2,3,4) to 01:20:485 (1,2,3,4)
Never use 5% volume on a timing point. I know you want to mute the sound of the slider ends but it sounds better if you can hear them -> Rhythm.

[Normal]
Dont do too many new combos in Normal difficulties. tried to make every 2nd downbeat a NC as I have experienced that in normals a lot

[Advanced]
00:21:903 (3) - Remove the second red dot. nooo that is my sliderart :c
03:02:060 (2) - Do 2 circles. 03:02:060 (2) - represents a different sound in the music and 03:02:533 (3,4) - represents only the vocal. If i would change the first thing to 2 circles, nothing would be seperated and everything would be in common. that is boring imo so i represent different sounds with different rhythms to make even an advanced a little bit exciting

[Hard]
00:14:344 (1,2,3,4) - People think this is a 1/4 stream because the whole song was already 1/4 and these circles overlap. You should just changed 1 2 and 3 into a reverse slider. For better reading and comfort. did it
00:37:257 (4,5,6,7) - This part is way too hard. Do it like thishttp://puu.sh/t2ZF9/cef3727cea.jpg changed
01:04:422 (1,2,3) - Just do 2 reverse sliders so the player doesnt have to click on 1/3 notes like this http://puu.sh/t2ZJk/e89d282de9.jpg i already did that kind of pattern in advanced, to make it a bit harder for the spread i want to make more sounds clickable, it is an Hard after all. furthermore it is a really intense section so i dont think that is inappropriate, especially because of the difficulty spread.

[Salamandre]
00:08:320 (3) - Remove combo (its a mistake) yes
00:17:178 (4) - Add combo ok
00:15:289 - 00:30:407 Incorrect new combos. Check them out! tried to fix, im bad at nc's.....
General -> You have to decide between (every second white tick new combo) or (every fourth white tick new combo) even in Expert levels!
02:58:871 (2,4) - Really bad readable! will consider your comment here for future mods if they say the same

Thats it! I like your map really much and it shouldnt be a problem to rank this! yay:3
Good luck.
thank you for your mod! much appreciation

Lokidoki

Lokidoki wrote:

M4M from my queue

[Hard]

00:07:021 (5,6) - Questionable flow choice, I don't like how it overlaps and plays. 00:07:257 (6) - should be the "drop-in" so it needs to be a sudden flow change before but flowing perfectly into the new section. thats what i did and i think that represents the song the best, 00:07:257 (6) - is emphasized because its different sound (emphasized with the sudden flow change). the overlap is personal preference, i like that kind of aesthetic a lot.

00:25:682 (3,4) - Pretty bad anti-flow. it is most likely for aesthetic/patterning, the flow isnt the worst since the sliderpath at least tends in the direction of the next object so there should be no issue following this pattern

00:29:580 (3) - Make it into 1/8 reverse slider. it is a Hard difficulty so you should still keep the rhythm clear and easy to read. currently the objects are on the most noticeable sounds in the music which is most appropiate in Hard diff imo. for more advanced rhythm/snapping there is Insane and Expert

00:47:415 (1,5) - Bad overlap. yes change

01:13:635 (6) - It would look better if it was just a straight slider. i consider this as a personal preference

02:29:816 (2,3) - Bad flow again. changeee

02:31:706 (2,3,4) - Looks bad. ok

03:04:659 (6,7) - Bad flow. 03:04:659 (6,7) - this is a standard pattern you see in almost every map

Good luck!
thanks for your mod
kodokawai
Hi from my queu!

EASY

I think AR 4 looks better then 3. In this part 02:38:911 (1,2,3,4) - how I think you do accent on music but this part need accent on voice of singer.
If I think right this 02:39:856 (3,4) - must be on left red ticks,like this https://osu.ppy.sh/ss/6916428
This song need accent on voice in general.

ADVANCED

When I start play first minute I can't understand rhytm.How I say early song need accent on voice because music
supplement voice.In your mapping I hear mix with voice mapp and music mapp.
Chek distance in AIMod.

HARD

I am bad in mapping,but....you don't try do step of time scale 1/6?




In general your mapping is pretty good.I can't find any mistakes in this.


P.S:Hope this song will be ranked.Because now I realy like this song.
Topic Starter
Sakurauchi Riko

kodokawai wrote:

Hi from my queu!

EASY

I think AR 4 looks better then 3. changed to ar4 for now, makes also more sense for spread so yeah In this part 02:38:911 (1,2,3,4) - how I think you do accent on music but this part need accent on voice of singer. 02:39:383 (2,4) - these are really important sounds (also marked with a finish hitsound) and i want to emphasize them rather than the vocal. furthermore i ignored the vocals in that section and focused on the beat.
If I think right this 02:39:856 (3,4) - must be on left red ticks,like this https://osu.ppy.sh/ss/6916428 same reasong as above, listen to the finish sounds at 02:39:383 (2,4) -
This song need accent on voice in general. it is really hard for low difficulties to map vocals, epsecially in this song because she sings very quick. For newer players its also better to have simple rhythm provided from the music (because the rhythm from the music is usually more simple than vocal rhythm)

ADVANCED

When I start play first minute I can't understand rhytm.How I say early song need accent on voice because music
supplement voice.In your mapping I hear mix with voice mapp and music mapp. yes that is true because i try to emphasize the vocal at the kiai times and the rest i emphasize specific beats provided from the song. This is consistent all over the map and mapset so there should be no problem
Chek distance in AIMod. did, but i keep 01:04:422 (4,5,6) - more spaced because of readability

HARD

I am bad in mapping,but....you don't try do step of time scale 1/6? you mean to use 1/6's in Hard? I firstly mapped it like that but it feels really bad. and 1/6's in lower diffs isnt recommended anyway. if you dont mean that i dont understand you ;_;




In general your mapping is pretty good.I can't find any mistakes in this.


P.S:Hope this song will be ranked.Because now I realy like this song. yayc:
Thanks for mod :3
x incoming
General
  1. Your hard difficulties are very challenging at 02:12:454 and I would consider making them smoother and easier to play, especially since not in Kiai time
  2. I mentioned a lot of snapping, make sure all notes are if I miss some
Advanced
  1. 00:47:415 (1,2,3,4,5) - Do what you did here instead 00:47:415 (1,2,3,4,5) so much smoother
  2. 00:57:808 (3) - You map cymbal to slider every time except here
  3. 01:13:871 (1) - I think here is fine though to follow pattern
  4. 01:53:556 (1,2,3,4,5) - I think you should copy before again like here 01:51:667 (1,2,3,4)
  5. 02:03:950 (3) - Slider instead again
  6. 02:13:163 (2) - This section is really hard, notes aren't snapped
Hard
  1. 01:35:485 - I really don't like the blue ticks all of a sudden, don't know how to fix it though apart from ignoring guitar altogether
  2. 02:13:241 (3) - This section is ridiculously hard for this difficulty. Is that on purpose? I just don't think any player at 3-4* can pass that
Salamandra
  1. 00:14:501 (2,3) - Snap notes to left tick on 1/16, I think it sounds perfect
  2. 00:58:753 (1,1) - Spacing between these two is very close but not at 00:59:226 (1,2) even though there is smaller gap here
  3. 01:14:580 (3) - 01:16:470 (4) - No repeat slider here again?
  4. 01:20:643 (2,3) - Snap notes to left tick on 1/16 again
  5. 02:13:556 (2,3,5,6) - Snap notes
  6. 02:16:233 (1) - I think the guitar here is more important and should be mapped over piano like here 02:13:163 (3) , because it gets confusing when you expect another reverse slider like before
  7. 02:58:753 (1) - Spacing is not consistent with 02:57:808 (1,2,3)
  8. 03:19:226 (2,3) - Snap again
  9. 03:28:753 (3) - 03:30:643 (3) - Cmon I want those repeat sliders again!
  10. 03:33:714 (1,2,3) - Spacing if this isn't intentional from you
nika mika
Hi! From my queue...well that was about 30 days ago or so
sorry for being sooooo late :P
as requested the salamandra diff only.
[Salamandra]
rhythm:
I don't quite understand those streams either short 1/6s (e.g. 00:47:887 (4,5) - ) or something like this 00:43:635 (1,2,3,4,5,6,7) -
some tracks (00:48:832 (3,4,5,6) - ) do use 1/6 rhythms but they are too hard to hear clearly. some of them (00:47:887 (4,5,6,7) - 00:55:210 (2,3,4,5) - )are just cases of overmapping. since you are using ar9.2 so this is still playable.. but i don't like this rhythm you implemented. also those 1/6s and this 00:43:635 (1,2,3,4,5,6,7) - 1/8 stream can cause problems to players aiming for a 5.2* map because they are somewhat hard to distinguish.
just map a 1/4 spam they are so rhythmical and pp-ful yas
and lots of beats are neglected or put in the slider end while many notes are put in time points where no vocals are heard. (02:36:903 - 02:35:722 - ) i don't know if that is meant to be or for patterns...
patterns:
00:21:903 (4) - combine this and the next combo with ds snap but not the 00:21:667 (3)
00:33:950 (2,3) - blanket
01:04:422 (1,2,3,1,2,3) - if 132 132 1 then this is perfect... personal opinion
01:13:635 (6) - https://osu.ppy.sh/ss/6921557
since this map is full of minor jumps with high speed sliders so
02:37:493 (4) - this jump is a bit unexpected as no sounds indicating. similar problems occurs at 02:35:604 (3) - 01:18:123 (3) - 01:26:627 (3) - (for this i recommend you stack 2 with 3) 01:46:470 (3) - 02:39:383 (3) - and some others. also for difficulty balance concerns.
hitsounds:
nothing to say but this part 03:35:446 (5) - 03:37:622 (4) - should be soft

beautiful map and song
rank it plz
Topic Starter
Sakurauchi Riko

Toehoe wrote:

General
  1. Your hard difficulties are very challenging at 02:12:454 and I would consider making them smoother and easier to play, especially since not in Kiai time as i said below non-kiai parts have sometimes the difficult spike. and i need a suggestion for better rhythm because i cant find an other
  2. I mentioned a lot of snapping, make sure all notes are if I miss some
Advanced
  1. 00:47:415 (1,2,3,4,5) - Do what you did here instead 00:47:415 (1,2,3,4,5) so much smoother i cant just do that because 00:46:470 (4) - is different from 00:47:887 (2) - . the sound and even the vocal is way faster at 00:47:887 (2) -
  2. 00:57:808 (3) - You map cymbal to slider every time except here so i guess 1/2 slider at 00:57:808 - ? hope so
  3. 01:13:871 (1) - I think here is fine though to follow pattern
  4. 01:53:556 (1,2,3,4,5) - I think you should copy before again like here 01:51:667 (1,2,3,4) same as above
  5. 02:03:950 (3) - Slider instead again yes
  6. 02:13:163 (2) - This section is really hard, notes aren't snapped huh they are
Hard
  1. 01:35:485 - I really don't like the blue ticks all of a sudden, don't know how to fix it though apart from ignoring guitar altogether yes but i think ignoring would sound even more weird
  2. 02:13:241 (3) - This section is ridiculously hard for this difficulty. Is that on purpose? I just don't think any player at 3-4* can pass that well i map what the song provides. kiai or chorus parts are not to be meant to be the hardest part. I actually have no other possibility how to map this part (like that it is harder than advanced) as long as you dont suggest me a new rhythm there. because i cant find any other possibility ...
Salamandra
  1. 00:14:501 (2,3) - Snap notes to left tick on 1/16, I think it sounds perfect im pretty sure they are 1/3 snap
  2. 00:58:753 (1,1) - Spacing between these two is very close but not at 00:59:226 (1,2) even though there is smaller gap here this is intentional to emphasize 00:59:226 (1) - with sudden cursor movement stop
  3. 01:14:580 (3) - 01:16:470 (4) - No repeat slider here again? reasoning at the end
  4. 01:20:643 (2,3) - Snap notes to left tick on 1/16 again same
  5. 02:13:556 (2,3,5,6) - Snap notes i map the sound at the 1/3 ticks though
  6. 02:16:233 (1) - I think the guitar here is more important and should be mapped over piano like here 02:13:163 (3) , because it gets confusing when you expect another reverse slider like before that would cause inconsistency (02:14:344 (1,2) - is consistent) which i strongly dislike
  7. 02:58:753 (1) - Spacing is not consistent with 02:57:808 (1,2,3) fixed
  8. 03:19:226 (2,3) - Snap again
  9. 03:28:753 (3) - 03:30:643 (3) - Cmon I want those repeat sliders again! i only uses reverse at spots like 03:22:966 (3) - (i had some issues with them which are fixed now, so every similar sound should be represented with that reverse)
  10. 03:33:714 (1,2,3) - Spacing if this isn't intentional from you
this's for aesthetic purposes
Thanks for mod!! much appreciation:)

nika mika wrote:

Hi! From my queue...well that was about 30 days ago or so
sorry for being sooooo late :P
as requested the salamandra diff only.
[Salamandra]
rhythm:
I don't quite understand those streams either short 1/6s (e.g. 00:47:887 (4,5) - ) or something like this 00:43:635 (1,2,3,4,5,6,7) -
some tracks (00:48:832 (3,4,5,6) - ) do use 1/6 rhythms but they are too hard to hear clearly. some of them (00:47:887 (4,5,6,7) - 00:55:210 (2,3,4,5) - )are just cases of overmapping. since you are using ar9.2 so this is still playable.. but i don't like this rhythm you implemented. also those 1/6s and this 00:43:635 (1,2,3,4,5,6,7) - 1/8 stream can cause problems to players aiming for a 5.2* map because they are somewhat hard to distinguish. 00:47:887 (4,5,6,7) - are for the vocals but as a similar sound of 00:48:832 (3,4,5,6) - appears i mapped the vocals as doubles because they represent the similar sound better than sliderhead+tail. all the 1/6's in the kiai are representing that similar sound that appears even if they are barely hearable they are still there and i see no reason not to map them if they are noticeable. furthermore it is a more exciting rhythm. why did i choose 1/6? basically 1/4 is too slow and 1/4 represents other things in the song. 1/8 are 1) too hard to hit 2) look rather overmapped. Id not consider anything overmapped in this diff because every object has a relation to the music (if the objects stands alone or in a group of a stream, either way they represent smth in the music - so it is actually there) overmapping is a very subjective thing anyway.
just map a 1/4 spam they are so rhythmical and pp-ful yas
and lots of beats are neglected or put in the slider end while many notes are put in time points where no vocals are heard. (02:36:903 - 02:35:722 - ) i don't know if that is meant to be or for patterns... because vocals are only in the kiai top priority number 1! non-kiai parts i map the simple rhythm which is the most noticeable one and even if i miss vocals or fundamental white tick beats to represent it, that is the concept of the map: in the kiai the vocal is very very strong, so i map them, in non kiai parts they are less strong, so i map the beat
patterns:
00:21:903 (4) - combine this and the next combo with ds snap but not the 00:21:667 (3) but the sounds that i represent with 00:22:021 (1,2,3,4,5,6) - starts at 00:22:021 - so it would make more sense to me to emphasize the beginning of the sounds with a DS increase
00:33:950 (2,3) - blanket dunno what to blanket there. the circle is stacked and the slider is just for whatever reason like that
01:04:422 (1,2,3,1,2,3) - if 132 132 1 then this is perfect... personal opinion i guess you mean coordinates? if so idk which note because 132 132 is so far away from the pattern oo......
01:13:635 (6) - https://osu.ppy.sh/ss/6921557
since this map is full of minor jumps with high speed sliders so i like yurrent more cuz aesthetic:(
02:37:493 (4) - this jump is a bit unexpected as no sounds indicating. similar problems occurs at 02:35:604 (3) - 01:18:123 (3) - 01:26:627 (3) - (for this i recommend you stack 2 with 3) 01:46:470 (3) - 02:39:383 (3) - and some others. also for difficulty balance concerns. basically the whole map is built up with slider+circle -> jump to next slider if you look carefully. I definetly need to consider this if someone says the same
hitsounds:
nothing to say but this part 03:35:446 (5) - 03:37:622 (4) - should be soft sounds better

beautiful map and song
rank it plz
Thank you for your mod <3
nika mika

Phyloukz wrote:

01:04:422 (1,2,3,1,2,3) - if 132 132 1 then this is perfect... personal opinion i guess you mean coordinates? if so idk which note because 132 132 is so far away from the pattern oo......
ehhh i mean the order, with no coordinates changing just the order
Topic Starter
Sakurauchi Riko

nika mika wrote:

Phyloukz wrote:

01:04:422 (1,2,3,1,2,3) - if 132 132 1 then this is perfect... personal opinion i guess you mean coordinates? if so idk which note because 132 132 is so far away from the pattern oo......
ehhh i mean the order, with no coordinates changing just the order
aayyy, i see but i think they are fine how they are tho
thanks for making me that thing clear!
vrnl
mod from q
not good at low difs so doing the extra

wow cute voice and cute bg, nice song choice /w/
fun map to play, but i feel like the spacing on these jumps throughout 01:10:092 (1,2,3) - is tough to play but thats probably because i just suck v~v

01:05:604 (1) - id do this as a 2 in the combo and make this a nc 01:05:840 (1) - since that sound is unique
01:28:045 (1,2,3) - this was awkward for me to read, i think this feels better and fits the music better
02:09:619 (2) - nc here maybeee e e
02:11:745 (1,2) - same thing here with what i said first
03:19:777 (1,2) - ^^ ((also this is just my way of doing this, u can keep it the way u like, this is just preference))
03:34:068 (2) - think this is too close, have it stack on this maybe 03:34:816 (2) - then stack this 03:34:422 (3) - on 03:36:088 (1) -
03:37:386 (2,3) - think these could be stacked on the slider instead of being off it

sry for short mod, very well made map imo : )
Topic Starter
Sakurauchi Riko

cute boy wrote:

mod from q
not good at low difs so doing the extra

wow cute voice and cute bg, nice song choice /w/
fun map to play, but i feel like the spacing on these jumps throughout 01:10:092 (1,2,3) - is tough to play but thats probably because i just suck v~v they have kind of awkward movement tho (the map itself is based on cursor movement control since it is alternate-ish) but it is still acceptable in theory

01:05:604 (1) - id do this as a 2 in the combo and make this a nc 01:05:840 (1) - since that sound is unique makes sense, changed
01:28:045 (1,2,3) - this was awkward for me to read, i think this feels better and fits the music better this is like the 5th suggestion for this part, and they were all different!!! i think i have to wait for someone really experienced looking for it....
02:09:619 (2) - nc here maybeee e e woops fixed
02:11:745 (1,2) - same thing here with what i said first
03:19:777 (1,2) - ^^ ((also this is just my way of doing this, u can keep it the way u like, this is just preference))
03:34:068 (2) - think this is too close, have it stack on this maybe 03:34:816 (2) - then stack this 03:34:422 (3) - on 03:36:088 (1) - yeaa this also doesnt fit the intensity and the strength of the sounds tho... so i made higher DS, should be fine now
03:37:386 (2,3) - think these could be stacked on the slider instead of being off it i agree with that

sry for short mod, very well made map imo : ) yayc:
thank you for your mod!! much appreciation:)
Izzywing
m4m from my q :p

nice song! very catchy

[Hard]

00:04:895 (3,4) - Maybe center 4 so its in the middle of 3? looks a bit lopsided

00:37:493 (5) - I'm finding double reverse sliders to be frustrating to read; this map is double bpm style so its like making a double reverse 1/2 slider

00:58:281 (6,1) - flow here is a but uncomfortable compared to usual

01:24:619 (5,6,1) - this rhythm is already pretty tough for a hard, and its made even more difficult by the bad flow

01:26:627 - I think this vocal should be clickable

01:28:989 (1,2) - line these up?

02:26:037 (2,3,1) - this is really hard for this level of difficulty (switching momentum in 1/4 rhythm, going from spaced to stacked like that is hard to read and play)

This diff is really good.

[Normal]

One problem I see is that normals usually have a DS of between .8 and 1.3, this way the distance between notes follows the slider velocity well. When you use DS 1.7 it's kinda jarring because the SV is low but the distance between objects is much higher. So you're constantly changing speeds on you cursor.

00:06:312 (2,3) - Blanket looks messed up here

00:08:084 (2,3,1) - make a perfect triangle out of these? 1 actually looks like its about to touch 2

00:44:580 (2,1,2) - not a fan of the flow here, I think you should angle 1 differently - http://osu.ppy.sh/ss/6954736

01:26:155 (2,3) - Haven't really mentioned this a lot but you use a lot of patterns like these where the circle following a slider doesn't follow the slider's implied flow and I'm not sure that's a good idea for this diff. At first I kinda shrugged it off as just a few but this is everywhere.

01:43:163 (2,3) - kind of hard to read this as a 3/4 gap, would just make it a 1/1 gap by making the slider start on 01:43:635 -

02:29:462 (1,2) - I'd change this pattern, the flow is pretty bad

I recommend thinking about the flow thing I talked about (implied sliderflow vs actual placement) and the slidervelocity vs Distance snap thing.

I'm super tired so I'll end mod here. Feel free to mod only a couple of diffs on my set.
Topic Starter
Sakurauchi Riko

Hobbes2 wrote:

m4m from my q :p trying to do my part in next 24-48h

nice song! very catchy

[Hard]

00:04:895 (3,4) - Maybe center 4 so its in the middle of 3? looks a bit lopsided that would cause DS inconsitency which i strongly dislike

00:37:493 (5) - I'm finding double reverse sliders to be frustrating to read; this map is double bpm style so its like making a double reverse 1/2 slider i see no other possibility except maiing 1/4 circles stacked on top of a slider. but that might be too hard for hard. every pattern with sliders there is hard to read too. i will consider this note for future mods

00:58:281 (6,1) - flow here is a but uncomfortable compared to usual this's more for aesthetic and its not like it is impossible to follow. furthermore you can argue that 00:58:753 (1) - (which is the strongest sound in ther msuic basically) gets empahsized with that flow interruption. reconsidering aswell if someone mentions this too, then ill change

01:24:619 (5,6,1) - this rhythm is already pretty tough for a hard, and its made even more difficult by the bad flow did flow better

01:26:627 - I think this vocal should be clickable i think so too but the problem i see is that this is the only spot that would be different and not consisternt. 01:26:155 (3,4) - this gets repeated over and over again and i imagine that it will feel kind of awkward if that suddenly changes and right after that it gets back to the usual rhythm... so idk

01:28:989 (1,2) - line these up? i dont really have a good reasoning to disagree with that except that i just like the aesthetic. but a cursor movement that goes constantly down/right is not really pleasant so i put 01:29:344 (2) - a little bit up to make it a bit more pleasant

02:26:037 (2,3,1) - this is really hard for this level of difficulty (switching momentum in 1/4 rhythm, going from spaced to stacked like that is hard to read and play) stacked circles

This diff is really good.

[Normal]

One problem I see is that normals usually have a DS of between .8 and 1.3, this way the distance between notes follows the slider velocity well. When you use DS 1.7 it's kinda jarring because the SV is low but the distance between objects is much higher. So you're constantly changing speeds on you cursor. well 1.3 would mean constant overlaps which is ugly af. idk as long as it is well playable i see no problem

00:06:312 (2,3) - Blanket looks messed up here yes

00:08:084 (2,3,1) - make a perfect triangle out of these? 1 actually looks like its about to touch 2 ok

00:44:580 (2,1,2) - not a fan of the flow here, I think you should angle 1 differently - http://osu.ppy.sh/ss/6954736 change

01:26:155 (2,3) - Haven't really mentioned this a lot but you use a lot of patterns like these where the circle following a slider doesn't follow the slider's implied flow and I'm not sure that's a good idea for this diff. At first I kinda shrugged it off as just a few but this is everywhere. i really do n ot think that this is an issue. at the most spots (including this u mentioned) the theoretical flow is missleading, yes. but the player moves practically 100% exact the slidershape. So what really matters is where the flow comes from and not where the slidershape is exactling leading to. also you cant make everytime perfect flow (slidershape right to the next object 100% of time). this is no issue, im pretty sure

01:43:163 (2,3) - kind of hard to read this as a 3/4 gap, would just make it a 1/1 gap by making the slider start on 01:43:635 - true, change

02:29:462 (1,2) - I'd change this pattern, the flow is pretty bad ok changed direction of the slidershape so it flows bit better

I recommend thinking about the flow thing I talked about (implied sliderflow vs actual placement) and the slidervelocity vs Distance snap thing.

I'm super tired so I'll end mod here. Feel free to mod only a couple of diffs on my set.
thank you for mod!
Yoges
[Normal]
  1. Just general comments because I feel you can't really fix this with a mod, you'd need a complete remap. The rhythm is fine but this difficulty is just suffering from a general lack of quality.
  2. Raising the SV and DS a little wouldn't hurt. Atm the map feels really dense and lacking in mouse movement.
  3. Your use of aesthetics could be a lot better as well. Some advise I'd give for sliders is to just stick to simple shapes (Straights, "C" shapes "L" shapes, "N/Z" shapes "S" shapes). Don't do stuff like 00:30:407 (1) - 00:52:139 (3) - 00:43:635 (1) - Those first two sliders especially, they're too short to make anything interesting with. You're also using blankets as a crutch throughout the diff which is not going to work well with a song that has dense rhythms like this.

[Advanced]
  1. 00:28:989 (2) - Try something like this for this section. (Same for anywhere else with this rhythm)
  2. 00:32:060 - That should be mapped
  3. 00:36:548 (2) - Turn that into a 1/2 slider instead of a note it follows the rhythm better. (Same anywhere else as well)
  4. 00:39:619 (4,1) - Put the note on 00:39:619 - and the slider on 00:39:856 - it's a better rhythm. (Same anywhere else)
  5. 00:47:887 (2) - Just turn that into a 1/2 slider. There's no prominent change in the instruments to start following them over the vocals.
  6. 00:58:281 (4) - Make that a 1/2 slider (Same anywhere else)
  7. 02:13:163 (2,3) - The prominent sounds are on the 1/1s but the slider heads are on the 1/2s. Just do this or this.
  8. 02:15:407 (3,4) - If you're going to map these 1/4 sounds as clicks you need to do the same for all the others. Either that or don't make them clickable at all and just have a long slider. Your rhythm filtering is terrible here. (Same for all of this section)

[Advanced]
  1. 00:06:194 - There's no instrument sound there (Same anywhere else)
  2. 00:21:903 (3,4) - That would be a lot better if the slider just started on the 1/1 imo.
  3. 00:52:139 (5) - Both sounds on this slider should be clickable imo. Suits the kiai better.
  4. 01:04:422 (1,2,3,4) - You're much better off using 2 repeat sliders here, the spacing can easily make the player think the sliders are 1/2 notes. Aswell as that the rhythm doesn't suit the music much. (Same anywhere else)
  5. 01:28:045 (3) - Yeah see much better!
  6. 02:12:454 - A rhythm like this is better here, the note stack thing will only work on 02:17:178 (1,2,3,4,5,6) - because the guitar sound match it there.
  7. 02:20:013 - You could do a much better job by following the violin better in this section.

[Lizard]
  1. 00:14:344 (1,2,3) - They will read as 1/2 notes first time around just replace them with a repeat slider. (Same elsewhere)
  2. 02:13:399 (1,2,3,4,5,6) - You'd want to have at least 2 or 3 of those sounds be a slider or a repeat slider so that the player will know the rest of the notes are 1/3 and not 1/2.
  3. 02:43:635 (1,2,3,4) - Again like you're not switch polarity properly. You haven't done so for the whole map. Introduce the 1/3 rhythm to the player first with something like a repeat don't just throw them into it. (Same elsewhere)
Topic Starter
Sakurauchi Riko

Yoges wrote:

[Normal]
  1. Just general comments because I feel you can't really fix this with a mod, you'd need a complete remap. The rhythm is fine but this difficulty is just suffering from a general lack of quality.
  2. Raising the SV and DS a little wouldn't hurt. Atm the map feels really dense and lacking in mouse movement.
  3. Your use of aesthetics could be a lot better as well. Some advise I'd give for sliders is to just stick to simple shapes (Straights, "C" shapes "L" shapes, "N/Z" shapes "S" shapes). Don't do stuff like 00:30:407 (1) - 00:52:139 (3) - 00:43:635 (1) - Those first two sliders especially, they're too short to make anything interesting with. You're also using blankets as a crutch throughout the diff which is not going to work well with a song that has dense rhythms like this. aesthetics are fine (now even better vuz higher sv). normal has now 1.2sv and 1.4ds which should be fine now

[Advanced]
  1. 00:28:989 (2) - Try something like this for this section. (Same for anywhere else with this rhythm) why? it is ok how it is, the important sounds get represented and i actually like it more if in an advanced the player has to click different rhythm (on blue tick e.g.)
  2. 00:32:060 - That should be mapped ok
  3. 00:36:548 (2) - Turn that into a 1/2 slider instead of a note it follows the rhythm better. (Same anywhere else as well) ok
  4. 00:39:619 (4,1) - Put the note on 00:39:619 - and the slider on 00:39:856 - it's a better rhythm. (Same anywhere else)
  5. 00:47:887 (2) - Just turn that into a 1/2 slider. There's no prominent change in the instruments to start following them over the vocals. ofc there is?
  6. 00:58:281 (4) - Make that a 1/2 slider (Same anywhere else) i dont like the sliderspam. 00:58:281 (4) - is also different and stronger than the other sounds so its approprite for it to be unique (and the 1/1 break right after it gives emphasis too)
  7. 02:13:163 (2,3) - The prominent sounds are on the 1/1s but the slider heads are on the 1/2s. Just do this or this. true, took the first
  8. 02:15:407 (3,4) - If you're going to map these 1/4 sounds as clicks you need to do the same for all the others. Either that or don't make them clickable at all and just have a long slider. Your rhythm filtering is terrible here. (Same for all of this section) ty for the note

[Advanced] i guess you mean hard?
  1. 00:06:194 - There's no instrument sound there (Same anywhere else) ofc there is, and it represents the sound there too at 100% if you dont want to hear it
  2. 00:21:903 (3,4) - That would be a lot better if the slider just started on the 1/1 imo. the music doesnt provide that.
  3. 00:52:139 (5) - Both sounds on this slider should be clickable imo. Suits the kiai better. will cosnider this opinion on later mods
  4. 01:04:422 (1,2,3,4) - You're much better off using 2 repeat sliders here, the spacing can easily make the player think the sliders are 1/2 notes. Aswell as that the rhythm doesn't suit the music much. (Same anywhere else) ok as i heard that before i change
  5. 01:28:045 (3) - Yeah see much better! but thats because the sound starts at the white tick, the spot before it does at the blue tick... i cant help it >.<
  6. 02:12:454 - A rhythm like this is better here, the note stack thing will only work on 02:17:178 (1,2,3,4,5,6) - because the guitar sound match it there. ok took that pattern
  7. 02:20:013 - You could do a much better job by following the violin better in this section. i want 02:20:013 (1,2) - to be consistent

[Lizard] lol
  1. 00:14:344 (1,2,3) - They will read as 1/2 notes first time around just replace them with a repeat slider. (Same elsewhere) this is the highest diff and the sounds are soooo strong. i want all of them clickable. furthermore the DS is unique for that pattern and consistent so will keep
  2. 02:13:399 (1,2,3,4,5,6) - You'd want to have at least 2 or 3 of those sounds be a slider or a repeat slider so that the player will know the rest of the notes are 1/3 and not 1/2. same here, the DS is not like the DS for 1/2
  3. 02:43:635 (1,2,3,4) - Again like you're not switch polarity properly. You haven't done so for the whole map. Introduce the 1/3 rhythm to the player first with something like a repeat don't just throw them into it. (Same elsewhere) those are pretty much similar to 01:04:422 (1,2,3,1,2,3,1) - and the spike of the music. idk why you have a problem with that tbh (becuase at end of kiai i made it with even more DS and you didnt complain). also testplayers that played it for first time have actually read 00:14:344 (1,2,3) - correctly and even hit this part you mentioned here. and again, it is the highest difficulty and it requires the most skill.
thank you for your mod! was really helpful and made me to fix my normal diff which was obviously neccessary. much appreciation
Chatree
From your req ( ^ = same as above, Imo = In my opinion)

General

  1. No problem sweetheart

Normal

  1. 00:31:115 - add circle Imo
  2. 01:26:863 (3) - stack into 01:27:100 (1) would be nice Imo
  3. 01:32:533 (4,1) - ^
  4. 01:37:257 - add circle Imo

Advanced

  1. 00:07:021 - add circle here would be nice Imo
  2. 00:12:218 - ^
  3. 00:47:178 - ^
  4. 01:18:359 - ^
  5. 01:53:320 - ^
  6. 03:01:352 - ^
  7. 03:11:982 (3,4) - make sliders would be nice
  8. 03:24:974 - add circle here would be nice Imo
  9. 03:32:533 - ^

Hard

  1. 02:52:493 - add circle here would be nice Imo
  2. 03:00:052 - ^
  3. 03:09:501 - ^
  4. 03:37:386 (7) - too far, make it closer a bit
This diff is like light Insane coz you include most of kick slider inside, but no problem for me hehe

Salamandra

  1. 00:47:887 (4,5,6,7) - change to sliders would be nice Imo (coz too hard for me :D )
  2. 01:05:210 (3,1) - too far, make it closer little bit
  3. 01:11:982 (4) - change to two sliders would be nice Imo
  4. 01:54:029 (4,5,6,7) - change to sliders too would be nice Imo
  5. 03:02:060 (4,5,6,7) - ^

P.S #1 Her vocal so beautiful like your map
P.S #2 I Hope this ranked soon
WITH LOVE
Topic Starter
Sakurauchi Riko

KrastrovLap wrote:

From your req ( ^ = same as above, Imo = In my opinion)

General

  1. No problem sweetheart

Normal

  1. 00:31:115 - add circle Imo not loud enough i think, itd be too much (its already too hard....)
  2. 01:26:863 (3) - stack into 01:27:100 (1) would be nice Imo didnt use stacks at all... so it might be sudden if theres a random stack, will still consider tho
  3. 01:32:533 (4,1) - ^ will change if smb says the same, also for above
  4. 01:37:257 - add circle Imo reasoning as above

Advanced

  1. 00:07:021 - add circle here would be nice Imo yes
  2. 00:12:218 - ^ dont map the rhythm, its way too quiet for low difficulty imo
  3. 00:47:178 - ^ same
  4. 01:18:359 - ^ basically same + heres the emphasis on vocal. i did put a circle there on hard but that is for difficulty increase
  5. 01:53:320 - ^
  6. 03:01:352 - ^ same for those
  7. 03:11:982 (3,4) - make sliders would be nice change for 03:11:982 - because it is consistent with other kiais now. for the 2nd idk yet io wanna keep because it'd be slider spam and the it'd cause emphasis loss for 03:12:926 (1) -
  8. 03:24:974 - add circle here would be nice Imo same reasoning is above
  9. 03:32:533 - ^

Hard

  1. 02:52:493 - add circle here would be nice Imo i dont map blue tick rhythm in that section. when i use blue ticks it is because of the vocals (which are important for this mapset). at that spot theres a sound but no vocal, so i dont wanna map it
  2. 03:00:052 - ^ i hear no vocal there so i dont wanna map it
  3. 03:09:501 - ^ i agree with that, because the vocal overlaps that beatl, changed for every kiai
  4. 03:37:386 (7) - too far, make it closer a bit changed to 1.8x
This diff is like light Insane coz you include most of kick slider inside, but no problem for me hehe

Salamandra

  1. 00:47:887 (4,5,6,7) - change to sliders would be nice Imo (coz too hard for me :D ) the idea is that the sound at that spot is similar to 00:48:832 (3,4,5,6) - so i put circles instead of sliders to make them relating to each other (and without the sound and just the vocal i use the 1/6 sliders)
  2. 01:05:210 (3,1) - too far, make it closer little bit changed
  3. 01:11:982 (4) - change to two sliders would be nice Imo i feel like the sound which the slider represents is expiring and the reverses fit that the best. if i put 2 1/2 sliders then the emphasis from 01:11:982 - would get back at 01:12:218 - (where the 2nd 1/2 slider would be) and i dont want to double emphasize that part because it is, as i already said, "expiring" sound.
  4. 01:54:029 (4,5,6,7) - change to sliders too would be nice Imo same reasoning as above
  5. 03:02:060 (4,5,6,7) - ^

P.S #1 Her vocal so beautiful like your map
P.S #2 I Hope this ranked soon
WITH LOVE
Thank you very much for your mod!! much appreciation:)
Plush
[Normal]
Hmm I'm quite confused, why does the kiai have fewer note density? 00:51:194 - 01:06:312
Diff nerf sample?
3/4 sliders are hard to read at this diff! It's up to you to change it though!
  1. 00:01:824 (3) delete this and make 00:01:115 (2) reverse sliders
  2. 00:03:005 (2,3) - ^
  3. 00:08:084 (2) - change to circle and move to white tick
  4. 00:09:974 (2) - ^
  5. 00:16:233 (3) - Longer by 1 tick? Also delete 00:16:942 (4)
  6. 00:18:123 (2,3) - ^ also delete 00:18:832 (3)
  7. 00:20:013 (2,3) - ^
  8. 00:23:320 (2) - shorten by a tick and move the start to white
  9. 00:25:682 (3) - change to circle
  10. 00:29:580 (3) - i suggest removing, can be too silent though, but the start point at 00:29:580 is just too weak imo
  11. 00:37:493 (3) - shorten by a tick and move the start to white
  12. 00:38:202 (1) - remove reverse and move to right by 2 ticks
  13. 00:40:328 (1) - ^
  14. 00:45:525 (1) - remove reverse and move 00:46:233 (2) to the white tick replacing the slider end
  15. 01:06:312 (1,2,3) - doesn't follow the original pattern? you were doing reverse slider first?
    I think you have similar patterns to the end of the map. Sorry if it (probably) changes the vision of your map :/ but in my opinion people who play normals probably can't play a lot of 3/4 sliders, and I suggest mapping more to the white tick and rarely use blue on clickable stuffs? well it's just my opinion though.

[Advanced]
  1. 00:47:887 (2) - please don't make this different than this 00:47:415 (1) - 00:47:887 (2) can use straight sliders
  2. 01:14:816 (3,4) - 01:07:257 (3,4) - make slider 1 tick longer and delete the circle?
  3. 01:54:029 (2) - same as 00:47:887 (2)
Note
Hmm I think I get the rhythm you're mapping now after looking at three diffs. From what I know, this rhythm is going to be hard to play especially for new players... The difficulty here comes from the use of blue ticks... From now I'll just mod the non-rhythm part

[Hard]
  1. 01:43:635 (5) - change to 1/3 reverse once slider, two reverses are a bad idea somehow?
  2. 02:25:328 (3,4) - the players can't differentiate between these two circles and a kickslider, just make it further away from each other
[Salamandra]
P.S. I don't alternate
CS 4.2?
  1. 00:22:251 (2,3,4,5,6) - tbh this pattern is too hard , I think this is more playable https://osu.ppy.sh/ss/6998343
  2. 00:25:086 (2,1) - the next slider was hard to see, move 00:25:676 (1) down
  3. 00:37:015 (1,2,3,4,5,6) - 5 was hard to see, and you're doing 254bpm singletaps here so please avoid this :/ I think this is better https://osu.ppy.sh/ss/6998370
  4. 00:44:338 (1,2,3,4,5,6,7,8) - same as 00:37:015 (1,2,3,4,5,6) and 00:22:251 (2,3,4,5,6)
  5. 00:47:887 (4,5,6,7) - use sliders to express this? 00:47:966 (5,7) - nothing here
  6. 01:02:533 (1) - shouldn't sv be low here?
  7. 01:28:045 (1,2,3,4,5) - how does someone read this? ;w; delete 01:28:281 (2,4) and make 01:28:045 (1) and 01:28:753 (3) end at the tick
  8. 01:43:163 (1,2,3,4,5,6,1) - the note 6 is hard to click, move it up and make 01:43:871 (5,1) a straight line
  9. 01:54:029 (4,5,6,7) - same as above 00:47:887 (4,5,6,7)
  10. 02:34:422 (3,4,5,6,7) - change this shape?
  11. 02:33:950 (7) - use a slider here? i didn't expect the change to 1/2
  12. 02:42:808 (1,2,3,4,5,6,1) - 02:58:753 (1,2,3,4,5,6,7) - same as above, patterns like this are hard for singletapping mouse players (uh, well, or just for me. lol)
  13. 03:02:060 (4,5,6,7) - same as above 00:47:887 (4,5,6,7)
I hope this mod helps your map!
Topic Starter
Sakurauchi Riko

Garryanderson wrote:

[Normal]
Hmm I'm quite confused, why does the kiai have fewer note density? 00:51:194 - 01:06:312 i dont want to messy sliderspam and why not? why has everything to be so strict in such minor things. whats bad about changing rhythm or density it just gives a boring diff a bit more variety......
Diff nerf sample?
3/4 sliders are hard to read at this diff! It's up to you to change it though!
  1. 00:01:824 (3) delete this and make 00:01:115 (2) reverse sliders
  2. 00:03:005 (2,3) - ^
  3. 00:08:084 (2) - change to circle and move to white tick
  4. 00:09:974 (2) - ^
  5. 00:16:233 (3) - Longer by 1 tick? Also delete 00:16:942 (4)
  6. 00:18:123 (2,3) - ^ also delete 00:18:832 (3)
  7. 00:20:013 (2,3) - ^
  8. 00:23:320 (2) - shorten by a tick and move the start to white
  9. 00:25:682 (3) - change to circle
  10. 00:29:580 (3) - i suggest removing, can be too silent though, but the start point at 00:29:580 is just too weak imo
  11. 00:37:493 (3) - shorten by a tick and move the start to white
  12. 00:38:202 (1) - remove reverse and move to right by 2 ticks
  13. 00:40:328 (1) - ^
  14. 00:45:525 (1) - remove reverse and move 00:46:233 (2) to the white tick replacing the slider end
  15. 01:06:312 (1,2,3) - doesn't follow the original pattern? you were doing reverse slider first?
    I think you have similar patterns to the end of the map. Sorry if it (probably) changes the vision of your map :/ but in my opinion people who play normals probably can't play a lot of 3/4 sliders, and I suggest mapping more to the white tick and rarely use blue on clickable stuffs? well it's just my opinion though.
i think normal players rather are able to play rhythms on blue tick than playing a completely offbeat map (when you listen to the song the rhythm at the blue tick is overriding the standard 1/1 1/2 beat. for me it makes no sense mapping a quiet rhythm which gets overrode by a 1000 times louder rhythm. (furthermore through the whole mapset the blue tick rhythm gets mapped so yeah..) i appreciate your advice for a solution but i think i cant really nerf the diff if i want to map this rhythm...

[Advanced]
  1. 00:47:887 (2) - please don't make this different than this 00:47:415 (1) - 00:47:887 (2) can use straight sliders 00:47:887 (2) - is a special sound which should get emphasized or at least seperated from the other objects.
  2. 01:14:816 (3,4) - 01:07:257 (3,4) - make slider 1 tick longer and delete the circle? 01:15:171 (4) - is stronger than e.g. 01:17:060 - so i put a circle there to emphasize. this is consistent all over the map
  3. 01:54:029 (2) - same as 00:47:887 (2) rerasoning as above
Note
Hmm I think I get the rhythm you're mapping now after looking at three diffs. From what I know, this rhythm is going to be hard to play especially for new players... The difficulty here comes from the use of blue ticks... From now I'll just mod the non-rhythm part refering to what i wrote in the box of "Diff nerf sample"

[Hard]
  1. 01:43:635 (5) - change to 1/3 reverse once slider, two reverses are a bad idea somehow? if i split it up (which was my first version, it got changed due to mods) people saying its too hard and too sudden... so idk.. i guess i try to get more opinions on this
  2. 02:25:328 (3,4) - the players can't differentiate between these two circles and a kickslider, just make it further away from each other i just stack it now... the idea was to make this for emphasis (since those sounds are stronger) but i just tsacked them for now
[Salamandra]
P.S. I don't alternate
CS 4.2? cs4.4 deal? xD i want it to be challenging tho and i like the look of smaller circles in general... so yeah this is personal preference
  1. 00:22:251 (2,3,4,5,6) - tbh this pattern is too hard , I think this is more playable https://osu.ppy.sh/ss/6998343 well... the whole map is rather alternate friendly and so is the current pattern... your suggestion is not very comfortable to alternate
  2. 00:25:086 (2,1) - the next slider was hard to see, move 00:25:676 (1) down removed overlap
  3. 00:37:015 (1,2,3,4,5,6) - 5 was hard to see, and you're doing 254bpm singletaps here so please avoid this :/ I think this is better https://osu.ppy.sh/ss/6998370 i put the stack leniency to 7 so it is stacked now and better readable, should be fine that way
  4. 00:44:338 (1,2,3,4,5,6,7,8) - same as 00:37:015 (1,2,3,4,5,6) and 00:22:251 (2,3,4,5,6) solved also with stack leniency
  5. 00:47:887 (4,5,6,7) - use sliders to express this? 00:47:966 (5,7) - nothing here the 2nd circles is to represent the vocal there and why i didnt use sliders there is because theres a similar sound to 00:48:832 (3,4,5,6) - which got represented with circles, so i use circles there too.
  6. 01:02:533 (1) - shouldn't sv be low here? in my very first version of this diff i had sv decrease there and it interrupted the flow of the song sooooooo awkwardly. trust me, fast sliders fit better xD
  7. 01:28:045 (1,2,3,4,5) - how does someone read this? ;w; delete 01:28:281 (2,4) and make 01:28:045 (1) and 01:28:753 (3) end at the tick im counting... 6!!!! the 6th different solution somebody gives me for that part! oh man.. idk i leave this for someone really experienced tho (i personally have no trouble reading this and somne other testplayers neither but apparently people are having trouble with this, and so do i with mapping it...
  8. 01:43:163 (1,2,3,4,5,6,1) - the note 6 is hard to click, move it up and make 01:43:871 (5,1) a straight line i agree but i want to keep the aesthetic there as a perfect circle
  9. 01:54:029 (4,5,6,7) - same as above 00:47:887 (4,5,6,7) also same
  10. 02:34:422 (3,4,5,6,7) - change this shape? maybe... will consider
  11. 02:33:950 (7) - use a slider here? i didn't expect the change to 1/2 the DS should indicate it very well and in fact those 2 patterns are even more seperated with the overlap. should be no issue imo
  12. 02:42:808 (1,2,3,4,5,6,1) - 02:58:753 (1,2,3,4,5,6,7) - same as above, patterns like this are hard for singletapping mouse players (uh, well, or just for me. lol) well yeah.... sadly i cant help that:( the map is based on alternating (and wtf u are singletapping 256bpm? what wrong with you xD i cant even do 230 properly) and so theres no reason to change that
  13. 03:02:060 (4,5,6,7) - same as above 00:47:887 (4,5,6,7) yep
I hope this mod helps your map!
thanks a lot for your mod!!:)
30201102
[General]
  1. You may need another diff between Hard and Salamandra for a linear spread
  2. The custom hitsound is WAY too quiet. Even when I have effect volume at 100 I can barely hear it over the music. Osu is a rhythm game and players need audible hitsounds for feedback. The intro and outro hitsound volume should not be louder than the chorus volume.
[Salamandra]
  1. Overall my biggest issue with this difficult is the use of 1/6 in chorus when the music doesn't suggest it
  2. 00:45:525 (1,2) - for example here, delete the notes and play the music at 25%. There are no strong musical elements that suggest a 1/6 rhythm, which results in players just spamming the notes and getting 100s
  3. Patterns such as 03:14:108 (1,2,3) - and 00:50:249 (1,2) - should really be 1/4 (as suggested in the accompaniment), as the 1/6 emphasizes an unpleasant "forced" quality in the vocal line (as if the singer is being punched in the stomach in each note). The way to make it work in 1/6 would be to have the slider tail much quiter than the slider head. However, due to the custom hitsound, the head is already very quiet making any difference between the 2 hard to tell.
  4. Even worse is places like 00:47:887 (4,5,6,7) - and 01:54:029 (4,5,6,7) - where the vocal and bg both suggest a 1/4 timing, which results hitting the 2nd note in each group late
  5. However, streams like 00:54:974 (1,2,3,4,5) - and 02:01:115 (1,2,3,4,5) - are ok, because the spacing prepares the player for the faster stream. However, you should know that the trill which they are mapped to are not strictly in 1/6 time, and fall somewhere between 1/6 and 1/8. Of course, this would be impossible to play so 1/6 is ok in this case
  6. 03:11:352 (2,3) - this pattern (also seen 03:12:296 (2,3) ) where 2 1/6 sliders are right next to each other should basically never exist. In 1/6 time, the main pulse of the beat appears every 3 notes and the weakest pulse is on the 3rd note. In this pattern, the second slider has the weakest pulse (3) on it's head and the strongest pulse (1) on its tail. The only time this pattern works is if it appears consistently throughout the map, which it doesn't (it's only on the 3rd chorus). I suggest placing a note in between the 2 (ie, swapping the rhythmic positions of 03:12:454 (3) - and 03:12:611 (4)), that is, if you must use 1/6 at all. This is another location where the use of 1/6 timing is unwarranted, as there is nothing in the music to suggest it which makes it feel very overmapped.
  7. Basically what I'm saying is that apart from the streams, you can make the chorus 1/4 instead of 1/6 and still have it play the same, it will just be more similar to the verses rather than it's own thing which doesn't really make sense.
Topic Starter
Sakurauchi Riko

30201102 wrote:

[General]
  1. You may need another diff between Hard and Salamandra for a linear spread
  2. The custom hitsound is WAY too quiet. Even when I have effect volume at 100 I can barely hear it over the music. Osu is a rhythm game and players need audible hitsounds for feedback. The intro and outro hitsound volume should not be louder than the chorus volume. now they r too loud i think xd
[Salamandra]
  1. Overall my biggest issue with this difficult is the use of 1/6 in chorus when the music doesn't suggest it the music doesnt, you are right. but the vocal
  2. 00:45:525 (1,2) - for example here, delete the notes and play the music at 25%. There are no strong musical elements that suggest a 1/6 rhythm, which results in players just spamming the notes and getting 100s
  3. Patterns such as 03:14:108 (1,2,3) - and 00:50:249 (1,2) - should really be 1/4 (as suggested in the accompaniment), as the 1/6 emphasizes an unpleasant "forced" quality in the vocal line (as if the singer is being punched in the stomach in each note) wtf!?. The way to make it work in 1/6 would be to have the slider tail much quiter than the slider head. However, due to the custom hitsound, the head is already very quiet making any difference between the 2 hard to tell. i could live with silencing the sliderends, not sure if i wanna do that for the other 1/6's
  4. Even worse is places like 00:47:887 (4,5,6,7) - and 01:54:029 (4,5,6,7) - where the vocal and bg both suggest a 1/4 timing, which results hitting the 2nd note in each group late you dont because the 1/6 snapping already got introduced before with the sliders so the player knows how to hit them (every testplayer did basically)
  5. However, streams like 00:54:974 (1,2,3,4,5) - and 02:01:115 (1,2,3,4,5) - are ok, because the spacing prepares the player for the faster stream. However, you should know that the trill which they are mapped to are not strictly in 1/6 time, and fall somewhere between 1/6 and 1/8. Of course, this would be impossible to play so 1/6 is ok in this case this is what i mean down below with focusing on the feeling and on 100% speed, not 25%. because the sound + the vocal arent strict beats placed on 1/6 1/8 or whatever. unfortunate that this is exactly what i want to emphasize
  6. 03:11:352 (2,3) - this pattern (also seen 03:12:296 (2,3) ) where 2 1/6 sliders are right next to each other should basically never exist. In 1/6 time, the main pulse of the beat appears every 3 notes and the weakest pulse is on the 3rd note. In this pattern, the second slider has the weakest pulse (3) on it's head and the strongest pulse (1) on its tail. The only time this pattern works is if it appears consistently throughout the map, which it doesn't (it's only on the 3rd chorus). I suggest placing a note in between the 2 (ie, swapping the rhythmic positions of 03:12:454 (3) - and 03:12:611 (4)), that is, if you must use 1/6 at all. This is another location where the use of 1/6 timing is unwarranted, as there is nothing in the music to suggest it which makes it feel very overmapped. adjusted 3rd kiai to 1st and 2nd, actually theres no reaosn to map 3rd kiai differently, fixed
  7. Basically what I'm saying is that apart from the streams, you can make the chorus 1/4 instead of 1/6 and still have it play the same, it will just be more similar to the verses rather than it's own thing which doesn't really make sense. no it would never play the same, the 1/6 sliders represent the vocal with the fast syllables, 1/4 slider would never give the same feeling like 1/6 do. did you notice that the kiai times have the focus on vocal? and that the 1/6 sliders are only appearing in kiai? its not about putting the song at 25% speed and noticing that objects are not on a beat or strong vocal. its about playing the map and playing the fast syllables (as this is the special thing about this song, and since its the special thing that makes the song kinda unique compared to others i definetly want to emphasize this).
ok, thank you for your mod! i appreciate it
Jonarwhal
Hey there! This is from my queue!
[General]
  1. The minimum length of a hitsound is 100ms, but you have 2 hitsounds that are less than that
    normal-hitclap.wav 93.79ms
    normal-hitwhistle.wav 74.83ms
    Please lengthen these hitsounds accordingly.
  2. You should definitely get another difficulty to justify the gap between Hard and Salamandra. Salamandra is much harder than Hard.
[Normal]
  1. CS 2.8 or greater to prevent the weird overlaps.
  2. 00:20:013 (2,3) - / 01:26:155 (2,3) - This rhythm is a little strange because the vocals are stronger than the guitar here. I recommend you arrange it like this (with a whistle on 3):
  3. 00:21:903 (2,1) - why the DS change here?
  4. 00:54:974 (1,2) - ^
  5. 01:58:281 (3) - / 03:09:147 (1) - These sliders look squished, or too narrow. Consider opening them up a bit because it makes the aesthetics and flow better.
  6. 03:18:596 (1) - This shape is hard to read for a Normal player.
[Advanced]
  1. 00:28:517 (1) - This is a poor use of extended sliders. There is a clear beat 00:28:753 - here, but you missed it and instead you mapped a non-existent sound 00:28:871 - here. I recommend you end the slider 00:28:753 - here.
[Hard]
  1. 00:03:950 (1,2) - Same as Advanced, these don't make good extended sliders. If you don't know what that is, then just ask :3
  2. 00:07:257 (6) - ^
  3. 00:11:509 (1,2) - ^... oh no it's distracting me...
  4. fix those...
Best of Luck with this!!
Topic Starter
Sakurauchi Riko

Jonawaga wrote:

Hey there! This is from my queue!
[General]
  1. The minimum length of a hitsound is 100ms, but you have 2 hitsounds that are less than that
    normal-hitclap.wav 93.79ms
    normal-hitwhistle.wav 74.83ms
    Please lengthen these hitsounds accordingly. yes just need to know how, i dont edit anything
  2. You should definitely get another difficulty to justify the gap between Hard and Salamandra. Salamandra is much harder than Hard.
[Normal]
  1. CS 2.8 or greater to prevent the weird overlaps. there shouldnt be any unintended overlaps
  2. 00:20:013 (2,3) - / 01:26:155 (2,3) - This rhythm is a little strange because the vocals are stronger than the guitar here. I recommend you arrange it like this (with a whistle on 3): yes change
  3. 00:21:903 (2,1) - why the DS change here?
  4. 00:54:974 (1,2) - ^ fix both
  5. 01:58:281 (3) - / 03:09:147 (1) - These sliders look squished, or too narrow. Consider opening them up a bit because it makes the aesthetics and flow better. oki wided them up
  6. 03:18:596 (1) - This shape is hard to read for a Normal player. did different sliderart (was shit slider anyways lol)
[Advanced]
  1. 00:28:517 (1) - This is a poor use of extended sliders. There is a clear beat 00:28:753 - here, but you missed it and instead you mapped a non-existent sound 00:28:871 - here. I recommend you end the slider 00:28:753 - here. i see, changed that spots
[Hard]
  1. 00:03:950 (1,2) - Same as Advanced, these don't make good extended sliders. If you don't know what that is, then just ask :3
  2. 00:07:257 (6) - ^
  3. 00:11:509 (1,2) - ^... oh no it's distracting me... idk about these tbh, i never do mention these sounds in first place, i think i rather wanna emphasize the strong sounds there (to force the rhythm a bit more since i use it in every diff) instead of mapping the tiny sounds nobody notices while playing. will consider anyways if someone says same
  4. fix those...
Best of Luck with this!!
thank you for mod!!:3
Graffin
nm from my queue
green = suggestions/nitpicking
blue = random comments
red = must fix

Salamandra

  • 00:07:257 (1) - important sound ignored here? maybe slider could end on red tick
    01:20:958 (4) - i dont like this slider shape xd
pretty much nothing to point out, map is good like this, gl on ranking! sorry for short mod xd
Topic Starter
Sakurauchi Riko

Graffin wrote:

nm from my queue
green = suggestions/nitpicking
blue = random comments
red = must fix

Salamandra

  • 00:07:257 (1) - important sound ignored here? maybe slider could end on red tick i want full emphasis for 00:07:257 -
    01:20:958 (4) - i dont like this slider shape xd me neither dw
pretty much nothing to point out, map is good like this, gl on ranking! sorry for short mod xd
since i didnt change anything its not worth any kudo, sorry:( but i appreciate your stay here and that you looked at my map! :D
KappaPraise
Hi, Insane

Insane
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 111531
Countdown: 0
SampleSet: Normal
StackLeniency: 0.3
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
Bookmarks: 41761,45289,53100,147588,153257,155147,160816,164596,172155,175935,179714
DistanceSpacing: 1.2
BeatDivisor: 4
GridSize: 16
TimelineZoom: 2.500005

[Metadata]
Title:Salamandra no Odoriko
TitleUnicode:サラマンドラの踊り子
Artist:Hatsuki Yura
ArtistUnicode:葉月ゆら
Creator:Phyloukz
Version:Hmm...
Source:
Tags:Dancer of Saramandora Drop 清風明月 seifuu meigetsu GothikaIII 竜と炎の物語 ~Dragon and Flame Story~ ryuu to honou no monogatari c85
BeatmapID:0
BeatmapSetID:-1

[Difficulty]
HPDrainRate:6.2
CircleSize:4.3
OverallDifficulty:7.5
ApproachRate:9
SliderMultiplier:2.2
SliderTickRate:1

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

[TimingPoints]
171,472.44094488189,4,1,0,60,1,0
171,-125,4,1,0,60,0,0
7257,-187.679245283019,4,1,0,60,0,0
7730,-111.111111111111,4,1,0,60,0,0
15289,-125,4,1,0,60,0,0
28517,-100,4,1,0,60,0,0
28989,-44.5,4,1,0,60,0,0
29580,-125,4,1,0,60,0,0
30407,-111.111111111111,4,1,0,60,0,0
45525,-100,4,1,0,60,0,1
62533,-175.438596491228,4,1,0,60,0,1
63478,-100,4,1,0,60,0,1
64422,-140.857142857143,4,1,0,60,0,1
65367,-100,4,1,0,60,0,0
66312,-111.111111111111,4,1,0,60,0,0
81430,-125,4,1,0,60,0,0
96548,-111.111111111111,4,1,0,60,0,0
111667,-100,4,1,0,60,0,1
128674,-175.438596491228,4,1,0,60,0,1
129619,-100,4,1,0,60,0,1
130564,-142.857142857143,4,1,0,60,0,1
132454,-125,4,1,0,60,0,0
140013,-111.111111111111,4,1,0,60,0,0
147572,-111.111111111111,4,1,0,60,0,0
164580,-125,4,1,0,60,0,0
172139,-111.111111111111,4,1,0,60,0,0
179698,-100,4,1,0,60,0,1
196706,-166.666666666667,4,1,0,60,0,1
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111,238,171430,2,0,L|154:233,1,44
234,158,171667,1,0,0:0:0:0:
130,41,171903,1,0,0:0:0:0:
130,41,172021,1,0,0:0:0:0:
130,41,172139,6,0,L|120:139,1,98.9999969787599
111,238,172493,1,0,0:0:0:0:
111,238,172611,2,0,L|209:228,1,98.9999969787599
406,227,173084,6,0,L|402:277,1,49.4999984893799
303,167,173320,2,0,L|307:216,1,49.4999984893799
391,58,173556,2,0,L|293:68,1,98.9999969787599
216,133,174029,6,0,P|194:90|196:41,1,98.9999969787599
292,68,174383,1,0,0:0:0:0:
292,68,174501,2,0,P|314:111|312:160,1,98.9999969787599
127,163,174974,5,0,0:0:0:0:
311,160,175210,1,0,0:0:0:0:
311,160,175328,1,0,0:0:0:0:
311,160,175446,1,0,0:0:0:0:
146,240,175682,1,0,0:0:0:0:
226,34,175919,6,0,L|216:132,1,98.9999969787599
54,70,176391,1,0,0:0:0:0:
54,70,176509,1,0,0:0:0:0:
54,70,176627,1,0,0:0:0:0:
215,132,176863,6,0,L|205:230,1,98.9999969787599
43,168,177335,1,0,0:0:0:0:
43,168,177453,1,0,0:0:0:0:
43,168,177571,1,0,0:0:0:0:
204,230,177808,6,0,B|194:345|194:345|161:318,2,148.49999546814
57,179,178753,5,0,0:0:0:0:
57,179,178871,1,0,0:0:0:0:
57,179,178989,2,0,L|106:184,1,49.4999984893799
158,250,179226,2,0,L|203:229,1,49.4999984893799
279,264,179462,2,0,L|307:223,1,49.4999984893799
378,106,179698,6,0,L|389:215,1,110
478,151,180052,1,0,0:0:0:0:
466,260,180171,2,0,L|455:369,1,110
279,203,180643,6,0,L|274:149,1,55
389,215,180879,2,0,L|384:270,1,55
180,301,181115,2,0,L|169:192,1,110
378,138,181588,6,0,P|327:157|273:148,1,110
318,47,181942,1,0,0:0:0:0:
381,155,182060,2,0,P|329:173|276:164,1,110
153,41,182533,6,0,L|207:36,1,55
88,130,182769,2,0,L|34:125,1,55
197,141,183005,2,0,P|205:194|188:246,1,110
33,124,183478,5,0,0:0:0:0:
22,234,183596,1,0,0:0:0:0:
33,124,183714,6,0,L|38:69,1,55
73,210,183950,5,0,0:0:0:0:
173,165,184068,1,0,0:0:0:0:
72,211,184186,6,0,L|21:233,1,55
128,132,184422,6,0,L|172:164,1,55
214,99,184659,2,0,L|258:131,1,55
300,67,184895,2,0,L|388:131,1,110
443,333,185367,5,0,0:0:0:0:
333,321,185485,1,0,0:0:0:0:
448,278,185604,2,0,L|442:332,1,55
223,309,185840,2,0,P|205:257|214:204,1,110
377,128,186312,6,0,L|431:134,1,55
366,238,186548,2,0,L|312:244,1,55
205,98,186785,2,0,P|223:150|214:203,1,110
62,333,187257,6,0,L|51:224,1,110
276,287,187730,2,0,P|224:305|171:296,1,110
152,115,188202,6,0,P|194:151|213:202,1,110
50,127,188674,2,0,P|60:72|94:31,1,110
290,28,189147,6,0,L|301:137,1,110
312,246,189501,1,0,0:0:0:0:
407,203,189619,2,0,L|418:94,1,110
200,91,190092,1,0,0:0:0:0:
312,246,190328,5,0,0:0:0:0:
301,137,190446,1,0,0:0:0:0:
213,202,190564,1,0,0:0:0:0:
411,290,190800,1,0,0:0:0:0:
224,311,191037,6,0,L|213:202,1,110
290,28,191509,1,0,0:0:0:0:
301,137,191627,1,0,0:0:0:0:
202,93,191745,1,0,0:0:0:0:
390,73,191982,6,0,L|401:182,1,110
323,355,192454,1,0,0:0:0:0:
311,246,192572,1,0,0:0:0:0:
411,290,192690,1,0,0:0:0:0:
224,311,192926,6,0,L|115:300,1,110
311,246,193399,2,0,L|202:235,1,110
91,222,193753,1,0,0:0:0:0:
83,205,193871,1,0,0:0:0:0:
75,188,193989,1,0,0:0:0:0:
68,171,194108,6,0,L|122:165,1,55
221,70,194344,2,0,L|167:64,1,55
266,170,194580,2,0,L|320:164,1,55
420,44,194816,6,0,P|438:96|429:149,1,110
266,170,195289,1,0,0:0:0:0:
266,170,195407,1,0,0:0:0:0:
266,170,195525,1,0,0:0:0:0:
432,44,195761,6,0,P|450:96|441:149,1,110
320,163,196233,1,0,0:0:0:0:
320,163,196351,1,0,0:0:0:0:
320,163,196469,1,0,0:0:0:0:
443,43,196706,6,0,P|459:139|393:218,1,197.99999395752
262,271,197651,6,0,L|371:282,1,110
424,344,198005,2,0,L|315:355,1,110
246,342,198359,1,0,0:0:0:0:
245,90,198596,6,0,L|288:94,1,25.6666658833822
190,151,198753,2,0,L|233:155,1,25.6666658833822
135,209,198911,2,0,L|178:213,1,25.6666658833822
66,219,199068,6,0,L|22:223,1,25.6666658833822
121,280,199225,2,0,L|77:284,1,25.6666658833822
176,338,199383,2,0,L|132:342,1,25.6666658833822
246,342,199541,5,0,0:0:0:0:
246,342,200485,6,0,L|344:332,1,98.9999969787599
384,240,200840,1,0,0:0:0:0:
285,229,200958,2,0,L|235:223,1,49.4999984893799
342,148,201194,2,0,L|391:142,1,49.4999984893799
243,137,201430,6,0,P|212:98|201:48,1,98.9999969787599
300,56,201785,1,0,0:0:0:0:
342,148,201903,2,0,L|336:197,1,49.4999984893799
237,247,202139,2,0,L|208:287,1,49.4999984893799
105,150,202375,6,0,L|115:248,1,98.9999969787599
208,287,202730,1,0,0:0:0:0:
218,188,202848,2,0,L|223:138,1,49.4999984893799
145,59,203084,2,0,L|95:53,1,49.4999984893799
263,48,203320,6,0,L|361:58,1,98.9999969787599
441,115,203674,1,0,0:0:0:0:
360,172,203793,2,0,L|310:177,1,49.4999984893799
451,213,204029,2,0,L|500:218,1,49.4999984893799
354,300,204265,6,0,P|304:248|310:176,1,148.49999546814
386,219,204737,2,0,P|313:213|259:268,1,148.49999546814
200,344,205210,2,0,L|190:246,1,98.9999969787599
125,188,205564,1,0,0:0:0:0:
125,188,205682,2,0,L|115:286,1,98.9999969787599
242,177,206155,5,0,0:0:0:0:
242,177,206273,1,0,0:0:0:0:
242,177,206391,1,0,0:0:0:0:
83,120,206627,1,0,0:0:0:0:
114,286,206863,1,0,0:0:0:0:
179,102,207100,5,0,0:0:0:0:
50,212,207336,1,0,0:0:0:0:
209,268,207572,1,0,0:0:0:0:
179,102,207808,1,0,0:0:0:0:
179,102,207926,1,0,0:0:0:0:
179,102,208045,6,0,L|277:92,1,98.9999969787599
375,101,208399,1,0,0:0:0:0:
317,181,208517,2,0,L|267:186,1,49.4999984893799
374,100,208753,2,0,L|423:105,1,49.4999984893799
426,269,208989,6,0,L|328:279,1,98.9999969787599
228,289,209344,1,0,0:0:0:0:
170,208,209462,2,0,L|175:158,1,49.4999984893799
267,98,209698,2,0,L|272:147,1,49.4999984893799
168,86,209934,6,0,P|186:41|224:10,1,98.9999969787599
323,20,210289,1,0,0:0:0:0:
363,110,210407,2,0,L|368:159,1,49.4999984893799
282,245,210643,2,0,L|232:250,1,49.4999984893799
368,159,210879,6,0,L|378:257,1,98.9999969787599
337,347,211233,1,0,0:0:0:0:
238,337,211352,2,0,L|188:331,1,49.4999984893799
148,241,211588,2,0,L|107:212,1,49.4999984893799
138,92,211824,6,0,L|148:241,1,148.49999546814
68,169,212296,2,0,L|216:159,1,148.49999546814
303,181,212769,2,0,P|280:224|238:247,1,98.9999969787599
216,159,213123,2,0,P|239:115|281:92,1,98.9999969787599
379,102,213478,1,0,0:0:0:0:
319,285,213714,6,0,B|210:275|210:275|245:239,2,148.49999546814
379,102,214659,6,0,L|376:70,1,32.99999899292
466,175,214816,6,0,L|468:143,1,32.99999899292
377,247,214974,6,0,L|374:215,1,32.99999899292
467,287,215131,5,0,0:0:0:0:
295,49,215604,5,0,0:0:0:0:
295,49,215761,2,0,L|288:128,1,65.9999979858399
213,137,216076,2,0,L|207:71,2,65.9999979858399
144,177,216548,2,0,L|126:113,2,65.9999979858399
90,236,217021,1,0,0:0:0:0:
304,224,217375,6,0,L|353:219,2,49.4999984893799
256,192,217730,12,0,219383,0:0:0:0:
Topic Starter
Sakurauchi Riko
updated
Sharu
hi mod from my queue, lol i'm really late
General
I think that you use too many type of slider shape, for your future map try re-use the same slider shapes many time
Normal
  1. 00:21:903 (2) - you should finish this slider on the red tick
  2. 00:24:737 (1,2) - reverse
  3. 00:29:580 (3) - reverse on this tick maybe ? 00:29:816 -
  4. 01:35:722 (3) - ^
  5. 01:15:761 (1,2) - blanket?
  6. 03:37:386 (1) - little reverse on this 1/3 tic ? 03:37:543 -

Advenced
  1. 00:00:171 (1,2) - reverse?
  2. 00:15:289 (1,2) - maybe something like this should fit better http://puu.sh/tnh7B/19c0ce799a.jpg
  3. 00:25:446 (2,3,4,1) - you should do the same here :00:17:887 (3,4,5,6,1) -
  4. 00:30:052 (4) - i think that if you place a circle instead it would be better to mark the transition between the two part of the song
  5. 01:36:194 (4) - ^
  6. 02:15:052 (2,3,4,5,6) - here the song on the white tics should be emphasize so you should put sliderstart on the white tics, like you did there 02:17:178 (3,4,5,6,1) -
  7. 02:22:611 (2,3,4,5,6) - same here

Hard
  1. 00:04:895 (3,4) - bad overlap i think
  2. 00:18:478 (5,6,1) - distance snap too hard for a hard diff i think
  3. 00:21:903 (3,4) - you should delete 00:21:903 (3) - and place 00:22:021 (4) - on the whit tic
  4. 00:22:021 (4) - finish the slider on the red tic
  5. 00:26:037 (4,5,1) - reduce distance snap maybe
    [*00:27:572 (3,4) - bad overlap put the sliderend away from the slider tail
  6. 01:11:037 (3,4) -^ i'll note copy past the same kind of overlap
  7. 01:13:163 (5,6) - something like this http://puu.sh/tniJS/f3c6f59a82.jpg should fit better because the big sound is on the white tic here 01:13:399 -
  8. 03:27:336 (5,6) - ^

WISP's Insane
  1. 00:03:359 (2,3) - ctrl h?
  2. 00:42:690 (3,4,5) - bad overlap
  3. 00:49:304 (1,2,1,1,2,1) - maybe too hard for an insane
  4. 00:57:336 (2,3,4,1,2,3,4,1) - space more these because bad overlap
  5. 00:59:698 (4) - nothing here
  6. 01:01:115 (2,3,4,1) - space more or less because bad overlap
  7. 01:02:059 (2,3,4,1) - ^
    well it's the same things on the other part

Salamandra
  1. 00:09:974 (2,2) - stack
  2. 00:11:863 (2,5) - ^
  3. 00:22:848 (1,2) - you should finish you slider on the red tic and delete the (2)
  4. 00:43:635 (1,2,3,4,5,6,7) - why stopping the steam there? you should continue it
  5. 01:49:777 (1,2,3,4,5,6,7) - ^
  6. 00:45:525 - 01:51:667 - 02:59:698 - you shouldn't use 1/6 for the kiai, because there is no 1/6 sounds in it...
  7. 01:28:281 (2,3,4,5) - too complicated and overmap
  8. 02:13:694 (3,1) - stack
  9. 02:21:588 (4) - this sound is not 1/6, it's on the blue tic
  10. 02:25:367 (4) - same
  11. 1/6 in this diff is too abusive, you shouldn't use it that much, most of the time it's overmap

Good set, GL for ranking !
Misure
hihi mod request from WISP :3
[Salamandra]
  1. 00:05:840 - NC? also it's sso gentle this part which couldn't perform rhythm swift properly, maybe things like https://osu.ppy.sh/ss/7072401
    https://osu.ppy.sh/ss/7072404
    or something better
  2. 00:12:454 (4) - missed NC
  3. 00:14:344 (1,2,3,4) - NCed for everyone would be cool and easier to read since it's the first 1/3 comes
  4. 00:47:415 (1,1,4) - and etc. drum at tail louder than clap on head really sounds noisy and sudden
  5. 00:59:934 (3) - missed NC
  6. 01:05:210 (3,1,2) - this flow seems breaking the momentum of going out
  7. I think 1/6 in kiai parts are overmapped, at least use 1/4
  8. 01:51:430 (3,1,2) - distance burst is so sudden here, which 01:51:667 (1) - 243|107 or something better
  9. besides you could focus more on consistency for distance of some stuffs
[WISP's Insane]
  1. 00:03:478 (3,1) - keep farther? since there's a rhythm change
  2. 00:05:840 (1,2,3) - ^
  3. 00:20:958 (1,2,3) - same flow for them here seems not fun :(
  4. 00:26:155 - is so weak that 00:26:037 (2,3) - to be a slider may be better imo
  5. 00:28:517 (1,1,1) - keeping farther have a better effect of this pattern imo, like 168|140
  6. 00:30:052 (4) - remove the reverse better since it may need a pause here
  7. 00:35:131 (3) - the vocal is strong so it could be farther from the slider
  8. 00:36:076 (1) - start at a new place better imo
  9. 00:37:493 - this point should be emphasized, at least not stack will show it better, cautz it emphasize 5 instead 6 for now
  10. 00:45:997 (3,1) - keep the distance like 00:47:887 (3,1) - better
  11. since other parts are similar so that will be all (well I'm lazy xd)
Good luck! :)
Topic Starter
Sakurauchi Riko

[ Sharuresu ] wrote:

hi mod from my queue, lol i'm really late
General
I think that you use too many type of slider shape, for your future map try re-use the same slider shapes many time i think a good amount of variety is nice and exciting to watch (i rather see people complaining about same sliderarts than variety oo)
Normal
  1. 00:21:903 (2) - you should finish this slider on the red tick fix
  2. 00:24:737 (1,2) - reverse think its ok to have downbeat different from other (and i had revewrse right before so uhh...)
  3. 00:29:580 (3) - reverse on this tick maybe ? 00:29:816 -
  4. 01:35:722 (3) - ^ i use short reverses only for vocal so it would make not much sense for me to make this reverse
  5. 01:15:761 (1,2) - blanket? yea sure
  6. 03:37:386 (1) - little reverse on this 1/3 tic ? 03:37:543 - i think its not possible because of timing points

Advenced
  1. 00:00:171 (1,2) - reverse? i want 00:00:171 (1) - be different (so not in the same slider as the other sounds) because its the first finish sound of the song (and the section)
  2. 00:15:289 (1,2) - maybe something like this should fit better http://puu.sh/tnh7B/19c0ce799a.jpg sounds better
  3. 00:25:446 (2,3,4,1) - you should do the same here :00:17:887 (3,4,5,6,1) - makes sense
  4. 00:30:052 (4) - i think that if you place a circle instead it would be better to mark the transition between the two part of the song
  5. 01:36:194 (4) - ^ i want to emaphsize 00:30:407 (1) - even more with the extended slider so this soudn gets kinda "executed"
  6. 02:15:052 (2,3,4,5,6) - here the song on the white tics should be emphasize so you should put sliderstart on the white tics, like you did there 02:17:178 (3,4,5,6,1) - really good point, i tried to change it (think i got it right now)
  7. 02:22:611 (2,3,4,5,6) - same here

Hard
  1. 00:04:895 (3,4) - bad overlap i think sliderpaths are clear enough for hard and it is structured/blanket'd so its matter of style
  2. 00:18:478 (5,6,1) - distance snap too hard for a hard diff i think might be yea, but it has same DS like others so idk.... will consider
  3. 00:21:903 (3,4) - you should delete 00:21:903 (3) - and place 00:22:021 (4) - on the whit tic well the sound actually starts at 00:22:021 - iwant to represent with the slider so...
  4. 00:22:021 (4) - finish the slider on the red tic yes
  5. 00:26:037 (4,5,1) - reduce distance snap maybe reasoning as aobve
    [*00:27:572 (3,4) - bad overlap put the sliderend away from the slider tail also reasoning above
  6. 01:11:037 (3,4) -^ i'll note copy past the same kind of overlap
  7. 01:13:163 (5,6) - something like this http://puu.sh/tniJS/f3c6f59a82.jpg should fit better because the big sound is on the white tic here 01:13:399 - but my focus is the sound on the red tick all the time like e.g. it is similar to the sound at 01:14:816 - 01:15:171 -
  8. 03:27:336 (5,6) - ^

Salamandra
  1. 00:09:974 (2,2) - stack
  2. 00:11:863 (2,5) - ^ fix
  3. 00:22:848 (1,2) - you should finish you slider on the red tic and delete the (2)
  4. 00:43:635 (1,2,3,4,5,6,7) - why stopping the steam there? you should continue it
  5. 01:49:777 (1,2,3,4,5,6,7) - ^ vocal ends there and starts 1/2 later on the slider also for emphasize at 00:44:344 (1) - for the vocal
  6. 00:45:525 - 01:51:667 - 02:59:698 - you shouldn't use 1/6 for the kiai, because there is no 1/6 sounds in it... please read earlier replies if you want a reason. i just say... vocal. flow. feeling. ........
  7. 01:28:281 (2,3,4,5) - too complicated and overmap yes i will need help on how to map this part, nobody can give me proper solution
  8. 02:13:694 (3,1) - stack fix
  9. 02:21:588 (4) - this sound is not 1/6, it's on the blue tic pretty sure its on 1/3 beat, its 50/50 what people say lmao
  10. 02:25:367 (4) - same
  11. 1/6 in this diff is too abusive, you shouldn't use it that much, most of the time it's overmap it is consistent and only used in kiai foe emphasis feeling vocal blabla everything i already said 100 times in this thread xD

Good set, GL for ranking !
Thank you for mod!! Was really helpful:)

Misure wrote:

hihi mod request from WISP :3
[Salamandra]
  1. 00:05:840 - NC? also it's sso gentle this part which couldn't perform rhythm swift properly, maybe things like https://osu.ppy.sh/ss/7072401
    https://osu.ppy.sh/ss/7072404
    or something better
  2. 00:12:454 (4) - missed NC
  3. 00:14:344 (1,2,3,4) - NCed for everyone would be cool and easier to read since it's the first 1/3 comes had it before but poeple complain
  4. 00:47:415 (1,1,4) - and etc. drum at tail louder than clap on head really sounds noisy and sudden ill reduce that cutsomt hs later
  5. 00:59:934 (3) - missed NC
  6. 01:05:210 (3,1,2) - this flow seems breaking the momentum of going out
  7. I think 1/6 in kiai parts are overmapped, at least use 1/4
  8. 01:51:430 (3,1,2) - distance burst is so sudden here, which 01:51:667 (1) - 243|107 or something better adjusted tiny bit
  9. besides you could focus more on consistency for distance of some stuffs you didnt mentiuon a single DS problem tho... :/ the diff is pretty consistent id say
fix all NC
Good luck! :)
Thanks for your mod!
Halfslashed
NM from queue.

Salamandra
00:05:840 (1) - This map plays as double bpm, so this is the equivalent of a double repeating 1/2 slider. These are inherently unintuitive to play, due to repeats being very hard to read at the same pace as circles, and throwing one in like this just doesn't make any sense. By the way, I noticed you do use these for specific sounds, but since they're not common enough to be predictable, I don't agree with your usage of them.
00:13:163 (3,1) - Not sure what kind of effect you were going for here, but if you wanted a sort of "pull" effect from the slider movement, currently 3 is not far enough away from 1 that the player has to "pull" back to hit the next note.
00:21:903 (4,1) - Personally I think stacking provides a better effect here because of how the strings interrupt the vocals, but that's not a concept you use in this map.
00:22:257 (2,3,4,5,6) - I think for emphasis purposes, it makes sense for the stream to change direction on 3 as well as 5. It's strong enough to deserve a direction change and will makes the direction change on 5 feel more intuitive
00:30:643 (2) - Doesn't make sense for this to be 1/2. You're following vocals, so why isn't the slider end of this clickable? If you also care, there is a pretty strong drum there too.
00:32:296 (1) - I'd recommend a 1/4 slider and a circle here instead, since the next set of vocals interrupt the previous ones.
00:33:241 (1,2) - Pretty strong vocals here, why aren't they all clickable?
00:35:604 (3) - Another place it would make sense for the slider end to be clickable. If this is supposed to be part of a less intense section, I can't say it's easy to tell due to all of the surrounding 1/4 rhythms.
00:36:548 (2,3) - Why not try a 1/4 slider here instead?
00:41:627 (5,2) - Sloppy. Use the overlap you normally do here.
00:45:525 - Not gonna be too specific on this, but this kiai is pretty underwhelming in terms of intensity. Here you're using much lower 1/4 spacing than you've used in the map up to this point, as well as lower rhythm density, but there are clearly rhythms to map to.
01:02:533 (1) - Relates to the above. I get the vocal is powerful, but this just does not fit the feeling of the section.

Not much point in modding the rest since this is very consistent in it's concepts and execution, so things I mentioned here can be applied to the rest of the map. I actually like the concepts you've put forth, but rhythm and spacing are all over the place to the point where I can't tell what parts are supposed to be intense and what parts aren't.

Good song choice, btw. I do love Hatsuki Yura.

Good luck!
Alpe
I like WISP's Insane

btw can you reduce the volume of [soft-hitwhistle.wav]
Topic Starter
Sakurauchi Riko

Halfslashed wrote:

NM from queue.

Salamandra
00:05:840 (1) - This map plays as double bpm, so this is the equivalent of a double repeating 1/2 slider. These are inherently unintuitive to play, due to repeats being very hard to read at the same pace as circles, and throwing one in like this just doesn't make any sense. By the way, I noticed you do use these for specific sounds, but since they're not common enough to be predictable, I don't agree with your usage of them. you are nott he first one who says this, so i split this slider up to 2 1/4 sliders
00:13:163 (3,1) - Not sure what kind of effect you were going for here, but if you wanted a sort of "pull" effect from the slider movement, currently 3 is not far enough away from 1 that the player has to "pull" back to hit the next note. in first place this was just for aesthetics, i put them a bit farther away but i want to keep the overlap
00:21:903 (4,1) - Personally I think stacking provides a better effect here because of how the strings interrupt the vocals, but that's not a concept you use in this map. yeah isee what you mean, i would change it but i dont use stacks anywhere so it would look random....
00:22:257 (2,3,4,5,6) - I think for emphasis purposes, it makes sense for the stream to change direction on 3 as well as 5. It's strong enough to deserve a direction change and will makes the direction change on 5 feel more intuitive but it isnt as strong as 5, 5 is way stronger (also with the hitsound) and i feel like if i make another direction change it would be too hard to hit (its already very hard to hit tbh...)
00:30:643 (2) - Doesn't make sense for this to be 1/2. You're following vocals, so why isn't the slider end of this clickable? If you also care, there is a pretty strong drum there too. good point
00:32:296 (1) - I'd recommend a 1/4 slider and a circle here instead, since the next set of vocals interrupt the previous ones. yes
00:33:241 (1,2) - Pretty strong vocals here, why aren't they all clickable? here i think that the reverse slider fits the vocal most. and theres actually a "fading" sound in the msuic that the slider represents too
00:35:604 (3) - Another place it would make sense for the slider end to be clickable. If this is supposed to be part of a less intense section, I can't say it's easy to tell due to all of the surrounding 1/4 rhythms. changed
00:36:548 (2,3) - Why not try a 1/4 slider here instead? i think sliders are rather to emphasize the vocals and since heres no vocal i just make it "neutral" with simple spaced circles
00:41:627 (5,2) - Sloppy. Use the overlap you normally do here. i like the stop of movement there, think its pretty appropriate
00:45:525 - Not gonna be too specific on this, but this kiai is pretty underwhelming in terms of intensity. Here you're using much lower 1/4 spacing than you've used in the map up to this point, as well as lower rhythm density, but there are clearly rhythms to map to. but i use 1/6 rhythms isntz that a higher rhythms density? and the kiai has the vocals as priority as they are pretty catchy here
01:02:533 (1) - Relates to the above. I get the vocal is powerful, but this just does not fit the feeling of the section. this is personal preference ithink. for me it fits the best because i listen to the vocal the most and other people might not (?)... idk i tihnk thats a matter of style, mapping the vocal and mapping the rhythm are 2 different ways to represent a song

Not much point in modding the rest since this is very consistent in it's concepts and execution, so things I mentioned here can be applied to the rest of the map. I actually like the concepts you've put forth, but rhythm and spacing are all over the place to the point where I can't tell what parts are supposed to be intense and what parts aren't.

Good song choice, btw. I do love Hatsuki Yura.

Good luck!
Thank you for mod!! much appreciation and sorry that i took so long i was busy with my other Hatsuki Yura song ><

Azulae wrote:

I like WISP's Insane

btw can you reduce the volume of [soft-hitwhistle.wav]
will do!
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