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Kugimiya Rie & Kitamura Eri - Holy Night

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Topic Starter
CodeS
This map has been deleted on the request of its creator. It is no longer available.
Pentori
i did some light hitsounding for now
osu file format v14

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[Editor]
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DistanceSpacing: 1.4
BeatDivisor: 4
GridSize: 32
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[Metadata]
Title:Holy Night
TitleUnicode:Holy Night
Artist:Kugimiya Rie & Kitamura Eri
ArtistUnicode:Kugimiya Rie & Kitamura Eri
Creator:Katyusha
Version:Pentori's Hard
Source:とらドラ!
Tags:Toradora Tiger Dragon Aisaka Taiga Kushieda Minori Kawashima Ami Kugimiya Rie Horie Yui Kitamura Eri codes
BeatmapID:0
BeatmapSetID:-1

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Topic Starter
CodeS
Updated with Pentori's diff <3 <3

Now gotta wait for oko
Topic Starter
CodeS
Updated with Oko's diff!

Updated every diff with Pentori's hitsounds, we are ready for mods!
HappyRocket88

Katyusha wrote:

we are ready for mods!

oko's Normal

Comment: Hellow! Didn't find anything worth or unrankable to point out actually since the mapping style is quite neat and polished. Good job! Some few suggestions which you're free to deny >w<
  1. While I know HP4 is actually acceptable for normal difficulties, I think it's a little bit high for the mapset knowing it will be played as the lowest diff and beginners will approach this as the starting diff. Therefore, I think I would be better reducing it to 3 to allow them to recover nicely of the drain the difficulty shows. :D
  2. 00:55:078 (3,4) - Is the 0.1x difference of distance intentional? It doesn't really affect gameplay but It wouldn't hurt no one to have over 1.0x as you've done with the rest of the objects. :)
  3. 00:27:806 (4) - NC maybe? o: I mean, in this way it'll be consistent to the way you handled the new combos along the mapset. For example, just as well as you did here 01:09:260 (1) -
  4. If you agreed with the previous suggestion, consider applying the same here 01:35:442 (3) - :3
  5. 00:58:351 (3) - NC here too. If this was intentional, I'd like to know why breaking up the NC pattern here was needed. :o The reason I say that it's because while listening to the song, 00:58:351 (3) - this beat has the a switch of vocals which makes it different from 00:56:169 (1) - despite they all made part of the slow segment of the track. Hence, adding NC there would fit much better in terms of highlighting the changes of the overall song.
  6. 00:47:442 (1,2) - From all the nice transitions you've made out there, I think this one compromise a bit the intuitive flow on the segment. The way I see things, the motion this pattern creates is a little bit forced compared with the way players might need to move their cursor to follow correctly this slider-wave 00:48:260 (2) - just after holding the 00:47:442 (1) - flow of this slider. Thus, it would be more perceptive if this slider 00:48:260 (2) - followed up the motion this slider suggests 00:47:442 (1) - . For instance, they can be put like this:

Pentori's Hard

Comment: Woah! This difficulty played really well! Quite organized flow and intuitive motion you've created out there. >u<)/ Just nazi concepts since this is more than ready holy jesus. x.x
  1. 01:24:533 (1,2,3,4) - I actually liked the two stack idea you decided to map here but I think this part has somewhat potential in comparison with the previous parts. Therefore, It think it would be more fun if we could make something different to keep the nice transitions you've built up till here. What about making these as a star flow instead? o:
  2. 01:01:897 - I know you were followings the vocals here, aside from being consistent with this section 00:13:897 -, but frankly speaking it felt somewhat empty to skip this beat. The main reason resides on thanks to the arrangement of the instruments, the segment from 01:01:624 - to 01:02:715 - because strongly prominent to the song and I don't think omitting that beat is a good idea. Hence, I do believe adding a note there would avoid that awkward empty moment that this pattern creates here and leads to a perceptive flow instead as well as you've done on the overall difficulty. :) what do you think? o:
  3. 00:20:169 (2) - Shouldn't here have clap instead of whistle? I mean it doesn't sound bad but talking from hitsound-feedback it created a very weird and noisy emphasis which the song itself doesn't even suggests. :o
  4. Why these patterns 00:44:715 (3,1) - 01:29:988 (3,4,1) - have jumps when the there are other patterns which are way stronger but keep the default DS among them? I mean, it doesn't flow bad but speaking from a consistent and an emphasis perspective, it felt a bit to have only those as the hardest part of the difficulty. :(
[]
That should be all! Good luck with the set and happy early Christmas! (ノ・ω・)ノ
Topic Starter
CodeS
Thanks Happy, also you didn't quote the IRC mod you did to my diff, but thanks <3
Pentori

HappyRocket88 wrote:

Katyusha wrote:

we are ready for mods!

Pentori's Hard

Comment: Woah! This difficulty played really well! Quite organized flow and intuitive motion you've created out there. >u<)/ Just nazi concepts since this is more than ready holy jesus. x.x
  1. 01:24:533 (1,2,3,4) - I actually liked the two stack idea you decided to map here but I think this part has somewhat potential in comparison with the previous parts. Therefore, It think it would be more fun if we could make something different to keep the nice transitions you've built up till here. What about making these as a star flow instead? o: i can't make a star with 6 objects :( i want to keep 01:25:624 (5) - stacked, plus having 6 spaced circles might be a bit difficult D:
  2. 01:01:897 - I know you were followings the vocals here, aside from being consistent with this section 00:13:897 -, but frankly speaking it felt somewhat empty to skip this beat. The main reason resides on thanks to the arrangement of the instruments, the segment from 01:01:624 - to 01:02:715 - because strongly prominent to the song and I don't think omitting that beat is a good idea. Hence, I do believe adding a note there would avoid that awkward empty moment that this pattern creates here and leads to a perceptive flow instead as well as you've done on the overall difficulty. :) what do you think? o: i agree!
  3. 00:20:169 (2) - Shouldn't here have clap instead of whistle? I mean it doesn't sound bad but talking from hitsound-feedback it created a very weird and noisy emphasis which the song itself doesn't even suggests. :o im actually hitsounding to the bells here, not sure why its a water drop sound tho D:
  4. Why these patterns 00:44:715 (3,1) - 01:29:988 (3,4,1) - have jumps when the there are other patterns which are way stronger but keep the default DS among them? I mean, it doesn't flow bad but speaking from a consistent and an emphasis perspective, it felt a bit to have only those as the hardest part of the difficulty. :( these aren't technically jumps since they use slider leniency, you can pretty much play the slider without moving your cursor
[]
That should be all! Good luck with the set and happy early Christmas! (ノ・ω・)ノ
thanks!

@Katyusha i hitsounded with default hitsounds in mind so i changed my samplesets to default. but if u still want to use those custom sounds feel free to stick with what you have
SPOILER
osu file format v14

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[Editor]
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[Metadata]
Title:Holy Night
TitleUnicode:Holy Night
Artist:Kugimiya Rie & Kitamura Eri
ArtistUnicode:Kugimiya Rie & Kitamura Eri
Creator:Katyusha
Version:Pentori's Hard
Source:とらドラ!
Tags:Toradora Tiger Dragon Aisaka Taiga Kushieda Minori Kawashima Ami Kugimiya Rie Horie Yui Kitamura Eri codes
BeatmapID:1124222
BeatmapSetID:528781

[Difficulty]
HPDrainRate:5
CircleSize:4
OverallDifficulty:5
ApproachRate:6.5
SliderMultiplier:1.3
SliderTickRate:1

[Events]
//Background and Video events
0,0,"bg.jpg",0,0
//Break Periods
2,28006,35558
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
5988,545.454545454546,4,2,0,40,1,0
36533,-90.9090909090909,4,2,0,50,0,0
53988,-100,4,2,0,40,0,0
62715,-90.9090909090909,4,2,0,50,0,0
73078,-90.9090909090909,4,2,0,40,0,0
73624,-83.3333333333333,4,2,0,70,0,1
91078,-83.3333333333333,4,2,0,60,0,0


[Colours]
Combo1 : 32,14,250
Combo2 : 58,67,139
Combo3 : 145,53,247

[HitObjects]
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Topic Starter
CodeS
Updated
pkhg
[General]
  1. Unused hitsounds:
    soft-hitclap.wav
    01:35:578 (1) - muting the spinner would be cool
    no me gusto mucho el soft whistle. es algo molesto si se repite tanto xd
[Realization]
  1. yo le pondria hp6 para mantener el bien el spread ademas de que la diff no es muy densa
  2. 00:21:533 (1) - mueve el spinner un poco mas adelate y pon un circulo aca. queda mejor asi imo ya que le das mas enfasis a la voz con algo clickeable
  3. 00:27:806 - 00:36:533 - hitsounds pls
  4. 01:35:442 (1) - podrias moverlo a 272|116 asi quedaria justo entre el 4 y el 5
  5. 00:53:169 (5) - podrias mapear eso :p
  6. 00:08:988 (1) - 00:17:716 (1) - 00:48:533 (1) - 00:57:260 (1) - 01:13:078 (1) - 01:26:988 (1) - yo quitaria el nc de aca ya que rompe el pattern que sigues
  7. 00:19:215 (1) - se ve mas bonito asi http://puu.sh/sqOhp/433525ba7f.jpg te dejo el slider aqui abajo por si acaso
    56,248,19078,6,0,B|92:298|149:286|175:256|175:256|201:225|258:213|295:264,1,280,0|2,0:0|0:0,0:0:0:0:
  8. 01:02:442 (5,6,1) - queda bien stackeado en 127|193
  9. 01:13:488 - no me gusto mucho que ignoraras ese beat
[Pentori's Hard]
  1. 00:53:715 (5) - add a drum finish. sounds cool along with the normal hitnormal
  2. 01:11:169 (1,2) - the stack kills the emphasis that 2 should have cuz strong vocals. also i thing u should nc 2 instead
[oko's Normal]
  1. 00:11:442 (3,1) - spacing
  2. 00:17:988 (3,1) - ^
  3. 00:19:078 (1,2) - could've been cool if they were symmetric, like
    49,309,19078,6,0,B|25:243|55:128|113:236|155:86|108:19,1,320,0|2,0:0|0:0,0:0:0:0:
  4. 00:55:078 (3,4) - 01:19:079 (3,1) - spacing
  5. 01:35:442 (3) - 309|304 for symmetry?
no le veo mucho que cambiar, suerte!
Topic Starter
CodeS

pkhg wrote:

[General]
  1. Unused hitsounds:
    soft-hitclap.wav already deleted it

    01:35:578 (1) - muting the spinner would be Up to every mapper
[Realization]
  1. yo le pondria hp6 para mantener el bien el spread ademas de que la diff no es muy densa Cambiado
  2. 00:21:533 (1) - mueve el spinner un poco mas adelate y pon un circulo aca. queda mejor asi imo ya que le das mas enfasis a la voz con algo clickeable
  3. 00:27:806 - 00:36:533 - hitsounds pls agregados
  4. 01:35:442 (1) - podrias moverlo a 272|116 asi quedaria justo entre el 4 y el 5 Listo
  5. 00:53:169 (5) - podrias mapear eso :p Nope, claramente estoy siguiendo la voz aca
  6. 00:08:988 (1) - 00:17:716 (1) - 00:48:533 (1) - 00:57:260 (1) - 01:13:078 (1) - 01:26:988 (1) - yo quitaria el nc de aca ya que rompe el pattern que sigues Listo
  7. 00:19:215 (1) - se ve mas bonito asi http://puu.sh/sqOhp/433525ba7f.jpg te dejo el slider aqui abajo por si acaso Updated
    56,248,19078,6,0,B|92:298|149:286|175:256|175:256|201:225|258:213|295:264,1,280,0|2,0:0|0:0,0:0:0:0:
  8. 01:02:442 (5,6,1) - queda bien stackeado en 127|193 Estoy seguro de que no es con estas coordinadas
  9. 01:13:488 - no me gusto mucho que ignoraras ese beat dale
*


Gracias por el mod
Lumael

BOLD means: highly questionable/unrankeable
not BOLD means: it's only a suggestion/comment, whether you may or may not apply
[General]
  1. You could perhaps add a new combo color to match the redish tone of the girl's costume.
  2. GDer names missing on the tags!
[Realization]
  1. 00:14:169 (1,3) - Just to make it clear, the NC swap here is for patterning purposes or a mistake?
  2. 00:27:806 (1) - Since this is a strong downbeat, I would recommend giving some emphasis by increasing the spacing to the prev. note, what about? It's not needed but since you added jumps to a few other strong spots through the rest of the song, I think here would fit just as good.
  3. 00:52:897 (4) - Why don't you subistitute this 1/1 slider for a 1/2 with a reverse (suggestion) to cover the beat on the offbeat there 00:53:169 - ? Since you followed all the audible sounds until this point of the song, I think it'd be nice to keep this road here as well... :3.
  4. 01:00:260 (4) - A placement more to the bottom, like this would improve a lot the flow without ruining the pattern!
  5. 01:21:260 (1) - I reckon this beat deserves just as much emphasis as 01:20:715 (1) - , it'd be cool if you increased the spacing a bit there too.
[Pentori's Hard]
  1. Very neat difficulty!
[oko's Normal]
  1. 00:49:624 (1,3) - Minor: What about making both parallel?
  2. Fine!
Good Luck! Very clean mapset, ready for nomination
Topic Starter
CodeS

Lumael wrote:


BOLD means: highly questionable/unrankeable
not BOLD means: it's only a suggestion/comment, whether you may or may not apply
[General]
  1. You could perhaps add a new combo color to match the redish tone of the girl's costume. Mmm, I'm worried that it will blend too much with the background but added.
  2. GDer names missing on the tags! fixed
[Realization]
  1. 00:14:169 (1,3) - Just to make it clear, the NC swap here is for patterning purposes or a mistake? Emphasis on voice pitch and pattern (jumps)
  2. 00:27:806 (1) - Since this is a strong downbeat, I would recommend giving some emphasis by increasing the spacing to the prev. note, what about? It's not needed but since you added jumps to a few other strong spots through the rest of the song, I think here would fit just as good. I don't want to go too hard on players who just went thro a double set of triples and are just starting the song , this is still a soft insane, so I don't want to go overdone with it, I think the change from triple to long slider should be enough to make the emphasis
  3. 00:52:897 (4) - Why don't you subistitute this 1/1 slider for a 1/2 with a reverse (suggestion) to cover the beat on the offbeat there 00:53:169 - ? Since you followed all the audible sounds until this point of the song, I think it'd be nice to keep this road here as well... :3. Changed
  4. 01:00:260 (4) - A placement more to the bottom, like this would improve a lot the flow without ruining the pattern! Fixed
  5. 01:21:260 (1) - I reckon this beat deserves just as much emphasis as 01:20:715 (1) - , it'd be cool if you increased the spacing a bit there too. Yes, but that would make the transition to the stream more awkward and I want to keep it as how it is current for pattern reason.
Updated

Thanks for mod!
Okoratu
oh god i'll hitsound my diff on my own when applying mods that one clack sound hurts my ears lol
Eni
[General]
  1. Preview point would be better at 00:05:306 - or 01:12:806 - imo because 00:53:988 - is a build-up part of the song and doesn't really feel like the song as a whole.
[oko's Normal]
  1. 00:10:351 (1,2,3) - Could look better if you remapped this part. Doesn't really fit well with the rest of the map imo. I also suggest decreasing the vertical distance at 00:12:533 (1,2,3,4) - and increasing the horizontal distance similar to 01:20:169 (1,2,3) - to make it easier for new players (i.e. mouse users) to play since I know from experience that a lot of vertical movement is a pain.
  2. 00:59:988 - My sanity would be cured if 01:01:078 (2) - wasn't so close to 00:59:442 (4) -. Here's a potential solution:


    ~
  3. 01:35:442 (3) - Feels off going down then up then back down again here. Try moving the circle to the right more to offset its vertical displacement, or maybe even put it in the first quadrant.
[Pentori's Hard]
  1. Plays fine to me.
[Realization]
  1. 00:09:260 (5) - Since you're increasing the displacement at 00:08:988 (4) - you should also do it in a similar fashion for slider 5. Since it's a triangle, you need to displace both the x and y components, so move slider 5 down a bit. I suggest x:390 y:64 for 00:08:988 (4) - and x:320 y:180 for 00:09:260 (5) -, like so:


    ~
  2. 00:17:716 (4,5) - Similar to above, I recommend x:348 y:197 for 00:17:716 (4) - and x:280 y:80 for 00:17:988 (5) -.
  3. 00:21:806 (1) - Spinner here feels forced (especially since the hold starts at 00:21:533 -). No need to add a second spinner since there's already one at the end.
  4. 00:41:988 (1,2,3) - Similar to above, you should account for both horizontal and vertical displacement to maximize playability. I suggest x:392 y:260 for 00:41:988 (1) -, x:302 y:100 for 00:42:260 (2) -, and x:212 y:264 for 00:42:533 (3) -.
  5. 00:48:533 (1,2) - Again here. Increasing the displacement makes it easier to read imo, especially if the player is using the default skin. Try x:64 y:192 for 00:48:533 (1) - and x:64 y:356 for 00:48:806 (2) -.
  6. 00:53:442 - This is a pretty big beat so I'd personally remove the repeat from 00:52:897 (4) - and make a triplet at 00:53:442 -, similar to what you did at 00:26:715 (1,2,3) - and 00:27:260 (4,5,6) -.
  7. 01:01:624 (3,5,6,1) - I don't think these should be placed on top of each other. A perfect fit imo would be just below the slider 3 and a bit to the right, so it makes the form of a triangle when the player plays it. Plus, it's easier to read and more enjoyable to play. The coordinates I used are x:148 y:348 for 01:02:442 (5,6,1) -. Be sure to move the other objects accordingly.


    ~
  8. 01:13:488 (8,1) - 1/4 jump here is too big and doesn't really match the rest of the song. IMO a safe jump would be if you Ctrl+J'd 01:13:624 (1) -. It's not too small but also not too big.
  9. 01:35:169 (6,1) - Since this is the end of the song I feel like there should be more pizzazz to the ending than just going in another triangle. Try spicing things up with x:168 y:336 for 01:35:169 (6) - and x:36 y:132 for 01:35:442 (1) - instead.
Good luck!
Topic Starter
CodeS

Project Railgun wrote:

[General]
  1. Preview point would be better at 00:05:306 - or 01:12:806 - imo because 00:53:988 - is a build-up part of the song and doesn't really feel like the song as a whole. Done
[Realization]
  1. 00:09:260 (5) - Since you're increasing the displacement at 00:08:988 (4) - you should also do it in a similar fashion for slider 5. Since it's a triangle, you need to displace both the x and y components, so move slider 5 down a bit. I suggest x:390 y:64 for 00:08:988 (4) - and x:320 y:180 for 00:09:260 (5) -, like so:



    No, this is a big unnecesary change, it plays fine at it is



    ~
  2. 00:17:716 (4,5) - Similar to above, I recommend x:348 y:197 for 00:17:716 (4) - and x:280 y:80 for 00:17:988 (5) -. No, same reason as before, pattern is already intuitive enough

  3. 00:21:806 (1) - Spinner here feels forced (especially since the hold starts at 00:21:533 -). No need to add a second spinner since there's already one at the end. No, it fits with the voice.

  4. 00:41:988 (1,2,3) - Similar to above, you should account for both horizontal and vertical displacement to maximize playability. I suggest x:392 y:260 for 00:41:988 (1) -, x:302 y:100 for 00:42:260 (2) -, and x:212 y:264 for 00:42:533 (3) -. No
  5. 00:48:533 (1,2) - Again here. Increasing the displacement makes it easier to read imo, especially if the player is using the default skin. Try x:64 y:192 for 00:48:533 (1) - and x:64 y:356 for 00:48:806 (2) -. No[/b]
  6. 00:53:442 - This is a pretty big beat so I'd personally remove the repeat from 00:52:897 (4) - and make a triplet at 00:53:442 -, similar to what you did at 00:26:715 (1,2,3) - and 00:27:260 (4,5,6) -. No

  7. 01:01:624 (3,5,6,1) - I don't think these should be placed on top of each other. A perfect fit imo would be just below the slider 3 and a bit to the right, so it makes the form of a triangle when the player plays it. Plus, it's easier to read and more enjoyable to play. The coordinates I used are x:148 y:348 for 01:02:442 (5,6,1) -. Be sure to move the other objects accordingly. They are already fine as it is, current pattern plays well with the flow.


    ~
  8. 01:13:488 (8,1) - 1/4 jump here is too big and doesn't really match the rest of the song. IMO a safe jump would be if you Ctrl+J'd 01:13:624 (1) -. It's not too small but also not too big. Is not at all, the 2 notes giving direction to the slider should build momentum enough
  9. 01:35:169 (6,1) - Since this is the end of the song I feel like there should be more pizzazz to the ending than just going in another triangle. Try spicing things up with x:168 y:336 for 01:35:169 (6) - and x:36 y:132 for 01:35:442 (1) - instead. No, current pattern is fine and is already making emphasis enough with the jump
Good luck!
Thanks for the mod.

Okorin wrote:

oh god i'll hitsound my diff on my own when applying mods that one clack sound hurts my ears lol
Delete and redownload the beatmap
Yuii-
Hello there!

May you give a proper response to why you are declining some things, Katyusha? Saying "No." does not contribute at all to the modder who helped you with your map.

Good luck with further processing.
Topic Starter
CodeS

Yuii- wrote:

Hello there!

May you give a proper response to why you are declining some things, Katyusha? Saying "No." does not contribute at all to the modder who helped you with your map.

Good luck with further processing.
Sure! =)

Things I said only "No":

Project Railgun wrote:

[General]

[*]00:41:988 (1,2,3) - Similar to above, you should account for both horizontal and vertical displacement to maximize playability. I suggest x:392 y:260 for 00:41:988 (1) -, x:302 y:100 for 00:42:260 (2) -, and x:212 y:264 for 00:42:533 (3) -. No, same reason as before, I found your suggestions changes to be kinda unnecesary as the current pattern already plays fine and also, when I tried your coordinates, I got a too sharp for my tastes pattern. "

[*]00:48:533 (1,2) - Again here. Increasing the displacement makes it easier to read imo, especially if the player is using the default skin. Try x:64 y:192 for 00:48:533 (1) - and x:64 y:356 for 00:48:806 (2) -. No, the constant current pattern movement fits with the constant voice and same - sound happening in the background[/b]

[*]00:53:442 - This is a pretty big beat so I'd personally remove the repeat from 00:52:897 (4) - and make a triplet at 00:53:442 -, similar to what you did at 00:26:715 (1,2,3) - and 00:27:260 (4,5,6) -. No, I very like the suggestion I got from a mod before, where I can focus on the 00:53:169 - with the repeat and the way it directs the flow.
Overall the changes Railgun proposed was about changing the structure of the triangle jumps which I find to be enjoyable to play and on spot with the constant - same~ish sound that they are sitting on, I wasn't trying to be rude, just that these suggestion were similar to one I explain in a point before so I tho that a "No" was enough.


-------------------------

Redownload map, I deleted the hitfinish I forgot to delete before
Pentori
@pkhg
muted the spinner and added the hitsound, im not too worried about not emphasising the vocal there because i want to keep movement minimal before kiai
thanks
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 5306
Countdown: 0
SampleSet: Soft
StackLeniency: 0.5
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
Bookmarks: 73624,91078
DistanceSpacing: 1.4
BeatDivisor: 4
GridSize: 32
TimelineZoom: 1.700001

[Metadata]
Title:Holy Night
TitleUnicode:Holy Night
Artist:Kugimiya Rie & Kitamura Eri
ArtistUnicode:Kugimiya Rie & Kitamura Eri
Creator:Katyusha
Version:Pentori's Hard
Source:とらドラ!
Tags:Toradora Tiger Dragon Aisaka Taiga Kushieda Minori Kawashima Ami Kugimiya Rie Horie Yui Kitamura Eri codes pentori okorin
BeatmapID:1124222
BeatmapSetID:528781

[Difficulty]
HPDrainRate:5
CircleSize:4
OverallDifficulty:5
ApproachRate:6.5
SliderMultiplier:1.3
SliderTickRate:1

[Events]
//Background and Video events
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//Break Periods
2,28006,35558
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//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

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Topic Starter
CodeS
Updated
Worldwide
Realization

Make the hitsound louder to about 50% for first section.
00:26:715 (1,2,3,4,5,6) - Better as returning sliders (if that's what you call them?)
01:12:533 (1,2,3,4,5,6,7,8) - Why are are the notes getting further apart? Change it to all of them having the same distance in between.

Good luck
Topic Starter
CodeS

donkat wrote:

Realization

Make the hitsound louder to about 50% for first section. Not to 50, but did increase the vol !

00:26:715 (1,2,3,4,5,6) - Better as returning sliders (if that's what you call them?) The triples are more functional because they fit with the base sound drum, a reverse here would be boring.

01:12:533 (1,2,3,4,5,6,7,8) - Why are are the notes getting further apart? Change it to all of them having the same distance in between. Because here 01:13:078 (5,6,7,8) - You have besides the drums which 01:12:533 (1,2,3,4) - are using as base, the voice, and here 01:13:488 (8,1) - you have a MASSIVE beat on 01:13:624 (1) - :D that's why it has an increment!

Good luck

Thanks!
smau5
Hey

M4M from my queue :)

oko's Normal
  1. 00:48:260 (2,3) - - this part change the pattern to something like this http://i.imgur.com/exw7exr.png feels better
  2. that's it xd

Pentori's Hard
  1. 00:36:260 (1) - add a circle here
  2. 00:21:124 (2) - add circle here to make it a triple
  3. 00:37:351 (2,3) - i think is better to make it a circle then a slider
  4. 00:39:533 (2,3) - same
  5. 00:42:806 (4,1) - stack them and change shape
  6. 01:14:715 (3,4) - - make it slider then circle because the slider ends in a snare (strong beat) and it's pretty weird, i would not recomend it.
  7. 01:21:806 (4,5) - - make it a slider
  8. 01:23:442 (3,4) - same as above slider then circle
  9. 01:32:715 (5) - make it 2 circles so it repeats this 01:31:624 (2,3) - better rhythm

Realization
  1. 00:48:260 (4) - how about making this a slider, something like this http://i.imgur.com/V3fZhds.png i feel like this goes better with the music, it's not the same as this part 00:40:897 (1,2,3,4,1,2,3) -
  2. 01:08:169 (4) - make it 2 circles , because its not a strong beat as these two 01:07:624 (3) - 01:08:715 (6) -
  3. 01:13:488 (8,1) - i think this is too spaced lol

    Overall i think this is a really good Diff :) 10/10

That's it good luck and have fun. :)
CuteFunnyCat
Hi im here from the mod que.

Normal Difficulty:

Spacing Issues:
00:07:078 (2,1) - Spacing difference.
00:11:442 (3,1) - ^
00:38:169 (3,1) - ^

Overlap issues:
00:13:624 (3,1) - Overlap.

This is all for my mod i could not find more issues.
Naxess
From the chirstmas queue


  • [General]
  1. Tags
    1. 橋本 由香利 岡田 麿里 (Yukari Hashimoto and Mari Okada)
    2. ending ed
    3. christmas
    [Oko's Normal]

  2. 00:20:715 - Considering that 00:22:897 - exists, and these parts are consecutive, I'd think a circle would fit in between 00:19:078 (1,1) - . Similarly to how 01:31:078 (1,2,1) - was done, for example.

  3. 01:21:260 (3) - Since most things are placed with middle as center, this looks a bit odd. I'm assuming you meant to have it centered horizontally like 01:20:169 (1) - ? It would provide some more symmetry either way.

  4. 01:35:442 (3) - I noticed you NCed the note before the spinner at 01:09:260 (1) - , so I'm wondering why these are done differently. If you decide to NC 01:35:442 (3) - , consider doing the same for 00:27:806 (4) - .

  5. 00:53:715 - Could add a clap and drum addition like pentori did, in order to reflect the drum sound.

    [Pentori's Hard]

  6. 00:11:715 (2) - I don't really agree with this overmapping. There are still clear cues in the song which can be used to avoid such measures. In this case 00:11:442 - could be made into a slider, both for the sake of filling the gap as well as accenting the vocal. Mapping to things that don't exist in the song the map is reflecting would be quite ironic, would it not be? Try something like this, for instance.

  7. 00:48:260 - Just wanted to point out that the rhythm could be arranged in a way which places emphasis on this tick in accordance to the vocals. I'd say this is quite relevant considering that most of the map is prioritizing vocals. How about something like this?

  8. 01:04:078 - Personally I'd have placed a normal sampleset on these, as to reflect that these are different from other sounds.

  9. 01:04:351 - 00:53:715 - I'd say these sound quite similar. How about adding a clap and drum addition? Same goes for the others.

  10. 00:35:033 - Is this post-break time intended?

    [Realization]

  11. 00:19:078 (1,2) - The empty space between these notes seems pretty strange considering that 00:20:715 (2) - is either mapped to the faint background sounds or the vocals' in-take of breath. I'd recommend you to place a circle at 00:20:442 - to fill this gap.

  12. 00:36:397 (4) - Consider removing this circle, as it isn't mapped to an impact at the moment. Having a triple before 00:36:533 (1) - would work just as well in my opinion, and this would also follow the song better. Same goes for 01:22:215 (4) - .

  13. 00:53:715 - To reflect the drum sound, a clap and drum addition could be added. Pentori did this as well.

  14. 01:26:988 (2,3,4) - Since you have this tripple here, how about adding one at 01:30:260 - as well? 01:30:260 (4,5) - Stack these and add another circle at 01:30:397 - to make it a tripple. The star pattern will still be there because of 01:29:169 (5) - , and the jump will also still be there because of 01:30:806 (6,1) - .

  15. Speaking of that part, consider swapping the NC of 01:29:169 (5,1) - in order to follow the vocals and to make the star pattern more visible.

  16. 01:34:215 - Overmapping some places and then undermapping others just for the sake of more progression would go against what the song is suggesting. I'd highly suggest you to keep rhythm concepts consistent throughout the whole map. As such, consider adding a circle here to cover this sound, as has been done previously in the map.
Good luck!
Topic Starter
CodeS

smau5 wrote:

Hey

M4M from my queue :)

Realization
  1. 00:48:260 (4) - how about making this a slider, something like this http://i.imgur.com/V3fZhds.png i feel like this goes better with the music, it's not the same as this part 00:40:897 (1,2,3,4,1,2,3) - While the pattern looks the same, the only similarity they have is the shape, second is more spaced and they're based on how constant the voice / beats are in these parts, so no change.
  2. 01:08:169 (4) - make it 2 circles , because its not a strong beat as these two 01:07:624 (3) - 01:08:715 (6) - No, they're almost the same intensity and wanna keep consistency here because the base sound I'm using for them is actually constant..
  3. 01:13:488 (8,1) - i think this is too spaced lol Nerfed!

    Overall i think this is a really good Diff :) 10/10

That's it good luck and have fun. :)
Thanks!

Give me some days and I will mod your map back without a doubt !

Naxess wrote:

From the chirstmas queue


  • [General]
  1. Tags
    1. 橋本 由香利 岡田 麿里 (Yukari Hashimoto and Mari Okada)
    2. ending ed
    3. christmas
    Nice! added!


    [Realization]

  2. 00:19:078 (1,2) - The empty space between these notes seems pretty strange considering that 00:20:715 (2) - is either mapped to the faint background sounds or the vocals' in-take of breath. I'd recommend you to place a circle at 00:20:442 - to fill this gap. Nope, there's just not enough emphasis or any beat present (and I don't consider the voice going "down" to be enough) a circle here would almost be "overmapping"

  3. 00:36:397 (4) - Consider removing this circle, as it isn't mapped to an impact at the moment. Having a triple before 00:36:533 (1) - would work just as well in my opinion, and this would also follow the song better. Same goes for 01:22:215 (4) - . Done

  4. 00:53:715 - To reflect the drum sound, a clap and drum addition could be added. Pentori did this as well. Done

  5. 01:26:988 (2,3,4) - Since you have this tripple here, how about adding one at 01:30:260 - as well? 01:30:260 (4,5) - Stack these and add another circle at 01:30:397 - to make it a tripple. The star pattern will still be there because of 01:29:169 (5) - , and the jump will also still be there because of 01:30:806 (6,1) - .
    Nope, I don't want triples in this part because the voice is already consistent and the beats I'm using for the jumps are making emphasis enough with the jumps, if I were to map the base sound you want me to map, this entire part 01:29:169 (5,1,2,3,4,5,6) - would be a super ugly stream because the base sound you're suggesting is more than a "triple" and is really, really continuous here, that's why I did the jumps.
  6. Speaking of that part, consider swapping the NC of 01:29:169 (5,1) - in order to follow the vocals and to make the star pattern more visible.

    Nope, I'm follow the music stanza, There's no NC on a red tick in the entire map (or nor that I know of)
  7. 01:34:215 - Overmapping some places and then undermapping others just for the sake of more progression would go against what the song is suggesting. I'd highly suggest you to keep rhythm concepts consistent throughout the whole map. As such, consider adding a circle here to cover this sound, as has been done previously in the map. "has been done previously in the map" well, this entire ending is very different to what the rest of the map is based on, and, if I were to map EVERY SOUND, the map would have several long streams that would make it horrendous to play, and would fit an higher diff if it existed, remember, this is a soft insane. added the circle
Good luck!
Thanks for the mod!
KantanDez
from my queue w

[to all diffs]
00:27:806 - you should increase the volume here, it feels wierd

[oko's Normal]
00:27:806 (4) - move this to the right side a bit to somehow indicate that it sounds different from the last 2 sliders(and also for a better shakey flow) and NC it because its a strong point of emphasis
01:08:715 (3) - i find this more fitting than a curve (only my opinion though)

[pentori's hard]
00:11:715 (2) - i test played this part and it felt wierd cuz there was no sound nor instrument for a hit circle, maybe you could use another pattern like 00:10:351 (1) as a 1/2 slider pointing to bottom right then add a 1/1 slider with reverse then just adjust 00:12:533 (1) 's position
01:13:078 (5) - make this a slider for the vocals because the vocals strongly suppresses the instrumentals

[Realization]
01:13:078 (5) - NC here since it has a strong point of emphasis and the stream changed its pattern from here
01:21:806 (1,2,3) - use a slider instead of a triplet since the vocal is a lot stronger than the instrument used at that part, and because you've been following vocals most of the time

done w
good luck with ranking w
Okoratu
I'm halfway through answering stuff i'll post an update in here when im done
Pentori

smau5 wrote:

Pentori's Hard
  1. 00:36:260 (1) - add a circle here not really a fan of that cos i want to enter with the instruments
  2. 00:21:124 (2) - add circle here to make it a triple ok
  3. 00:37:351 (2,3) - i think is better to make it a circle then a slider vocal
  4. 00:39:533 (2,3) - same ^
  5. 00:42:806 (4,1) - stack them and change shape why?
  6. 01:14:715 (3,4) - - make it slider then circle because the slider ends in a snare (strong beat) and it's pretty weird, i would not recomend it. following vocals, the drums r mostly the same throughout the song so i dont want it to be too boring
  7. 01:21:806 (4,5) - - make it a slider ^
  8. 01:23:442 (3,4) - same as above slider then circle ^
  9. 01:32:715 (5) - make it 2 circles so it repeats this 01:31:624 (2,3) - better rhythm dont see why

Naxess wrote:

[Pentori's Hard]


[*]00:11:715 (2) - I don't really agree with this overmapping. There are still clear cues in the song which can be used to avoid such measures. In this case 00:11:442 - could be made into a slider, both for the sake of filling the gap as well as accenting the vocal. Mapping to things that don't exist in the song the map is reflecting would be quite ironic, would it not be? Try something like this, for instance. totally agree here


[*]00:48:260 - Just wanted to point out that the rhythm could be arranged in a way which places emphasis on this tick in accordance to the vocals. I'd say this is quite relevant considering that most of the map is prioritizing vocals. How about something like this? i find 00:48:533 - stronger, plus i like this pattern


[*]01:04:078 - Personally I'd have placed a normal sampleset on these, as to reflect that these are different from other sounds. wasn't really paying much attention to that sound, i'd rather just let it be in the background of the music since i didnt always follow it 01:10:624


[*]01:04:351 - 00:53:715 - I'd say these sound quite similar. How about adding a clap and drum addition? Same goes for the others. ok that works


[*]00:35:033 - Is this post-break time intended? isnt there for me, just osu being buggy

KantanDez wrote:

[pentori's hard]
00:11:715 (2) - i test played this part and it felt wierd cuz there was no sound nor instrument for a hit circle, maybe you could use another pattern like 00:10:351 (1) as a 1/2 slider pointing to bottom right then add a 1/1 slider with reverse then just adjust 00:12:533 (1) 's position
01:13:078 (5) - make this a slider for the vocals because the vocals strongly suppresses the instrumentals yea fixed from naxess
thanks everyone
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Artist:Kugimiya Rie & Kitamura Eri
ArtistUnicode:Kugimiya Rie & Kitamura Eri
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Source:とらドラ!
Tags:Toradora Tiger Dragon Aisaka Taiga Kushieda Minori Kawashima Ami Kugimiya Rie Horie Yui Kitamura Eri codes pentori okorin 橋本 由香利 岡田 麿里 ending ed christmas
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157,355,55078,2,0,P|104:368|42:317,1,130,0|0,0:0|1:0,0:0:0:0:
114,157,56169,6,0,L|107:75,1,65
165,20,56715,2,0,P|210:9|250:21,1,65,2|0,0:0|0:0,0:0:0:0:
273,90,57260,2,0,P|318:101|391:48,1,130,0|0,0:0|1:0,0:0:0:0:
445,127,58078,1,0,0:0:0:0:
395,203,58351,6,0,P|389:246|407:289,1,65
302,304,58897,2,0,P|307:272|301:240,1,65,2|0,0:0|0:0,0:0:0:0:
227,187,59442,2,0,B|176:192|176:192|149:185|149:185|81:192,1,130,0|0,1:0|0:0,0:0:0:0:
15,228,60260,1,0,0:0:0:0:
23,135,60533,5,0,0:0:0:0:
137,276,61078,1,2,0:0:0:0:
203,107,61624,1,0,1:0:0:0:
270,168,61897,1,0,0:0:0:0:
354,134,62169,2,0,L|364:60,1,65
350,25,62578,1,0,0:0:0:0:
350,25,62715,6,0,P|317:10|267:14,1,71.5000021820069,4|0,0:0|0:0,0:0:0:0:
206,75,63260,2,0,B|138:53|138:95|57:71,1,143.000004364014,2|0,1:2|0:0,0:0:0:0:
13,159,64078,1,0,0:0:0:0:
106,194,64351,2,0,P|115:246|93:289,1,71.5000021820069,4|0,1:3|0:0,0:0:0:0:
28,321,64897,6,0,P|107:299|173:344,1,143.000004364014,0|2,0:0|1:2,0:0:0:0:
248,369,65715,1,0,0:0:0:0:
317,297,65988,2,0,L|313:218,1,71.5000021820069
408,194,66533,2,0,L|404:265,1,71.5000021820069,4|0,1:3|0:0,0:0:0:0:
340,131,67078,6,0,P|407:100|481:137,1,143.000004364014,0|2,0:0|1:2,0:0:0:0:
492,220,67897,1,0,0:0:0:0:
403,265,68169,2,0,P|369:269|329:255,1,71.5000021820069
258,191,68715,2,0,P|224:187|184:201,1,71.5000021820069,4|0,1:3|0:0,0:0:0:0:
133,281,69260,6,0,L|144:123,1,143.000004364014,0|2,0:0|1:2,0:0:0:0:
82,58,70078,1,0,0:0:0:0:
82,58,70351,2,0,P|171:41|223:77,1,143.000004364014,0|4,0:0|1:3,0:0:0:0:
276,142,71169,5,0,0:0:0:0:
276,142,71442,2,0,P|365:159|417:123,1,143.000004364014,0|0,0:0|1:0,0:0:0:0:
462,217,72260,1,0,0:0:0:0:
410,302,72533,2,0,L|374:296,3,35.7500010910034,0|0|0|0,1:0|1:0|1:0|1:0,1:0:0:0:
330,273,73078,2,0,L|294:279,3,35.7500010910034,0|0|0|0,1:0|1:0|1:0|1:0,1:0:0:0:
240,289,73624,6,0,P|228:248|246:193,1,77.999997619629,4|0,0:0|0:0,0:0:0:0:
332,166,74169,2,0,P|344:125|326:70,1,77.999997619629,0|0,1:0|0:0,0:0:0:0:
244,33,74715,1,2,0:0:0:0:
164,107,74988,2,0,L|86:99,1,77.999997619629,0|0,0:0|1:0,0:0:0:0:
20,185,75532,1,0,0:0:0:0:
92,267,75806,5,2,0:0:0:0:
92,267,76078,1,0,0:0:0:0:
190,220,76351,1,0,1:0:0:0:
190,220,76623,1,0,0:0:0:0:
264,300,76897,2,0,P|320:305|363:277,1,77.999997619629,2|0,0:0|0:0,0:0:0:0:
423,223,77442,1,0,1:0:0:0:
316,187,77715,1,0,0:0:0:0:
339,297,77988,6,0,L|334:378,1,77.999997619629,2|0,0:0|0:0,0:0:0:0:
446,333,78533,1,0,1:0:0:0:
423,223,78806,1,0,0:0:0:0:
504,150,79078,2,0,P|509:107|494:67,1,77.999997619629,2|0,0:0|0:0,0:0:0:0:
402,21,79624,2,0,L|308:31,1,77.999997619629,0|0,1:0|0:0,0:0:0:0:
271,124,80169,6,0,B|177:114|177:114|114:144,1,155.999995239258,2|2,0:0|1:2,0:0:0:0:
90,245,80988,1,0,0:0:0:0:
14,164,81260,2,0,P|12:121|30:78,1,77.999997619629,2|0,0:0|1:0,0:0:0:0:
118,32,81806,1,0,0:0:0:0:
199,103,82078,1,0,1:0:0:0:
290,42,82351,6,0,P|336:32|388:56,1,77.999997619629,4|0,0:0|0:0,0:0:0:0:
435,123,82897,2,0,L|433:213,1,77.999997619629,0|0,1:0|0:0,0:0:0:0:
511,276,83442,1,2,0:0:0:0:
423,341,83715,2,0,P|381:343|341:325,1,77.999997619629,0|0,0:0|1:0,0:0:0:0:
321,223,84260,1,0,0:0:0:0:
213,250,84533,5,2,0:0:0:0:
213,250,84806,1,0,0:0:0:0:
240,357,85078,1,0,1:0:0:0:
240,357,85351,1,0,0:0:0:0:
348,330,85624,2,0,B|389:313|424:321|424:321|470:346|511:332,1,155.999995239258,2|2,0:0|1:2,0:0:0:0:
482,227,86442,1,0,0:0:0:0:
499,118,86715,6,0,B|446:105|446:105|340:120,1,155.999995239258,2|0,0:0|1:0,0:0:0:0:
238,138,87533,1,0,0:0:0:0:
238,138,87806,2,0,P|225:86|235:54,1,77.999997619629
346,119,88351,2,0,P|358:155|353:193,1,77.999997619629,0|0,1:0|0:0,0:0:0:0:
315,233,88760,1,0,0:0:0:0:
315,233,88897,6,0,L|143:221,1,155.999995239258,2|0,0:0|1:0,0:0:0:0:
127,326,89715,1,0,0:0:0:0:
127,326,89988,2,0,P|167:343|207:338,1,77.999997619629
53,247,90533,2,0,P|18:273|2:310,1,77.999997619629,0|0,1:0|0:0,0:0:0:0:
159,222,91078,6,0,P|153:178|129:146,1,77.999997619629,4|0,0:0|0:0,0:0:0:0:
27,127,91624,1,0,1:0:0:0:
101,46,91897,1,0,0:0:0:0:
208,69,92169,2,0,P|264:67|299:46,1,77.999997619629,2|0,0:0|0:0,0:0:0:0:
352,157,92715,2,0,P|315:143|276:146,1,77.999997619629,0|0,1:0|0:0,0:0:0:0:
187,209,93260,6,0,L|180:376,1,155.999995239258,4|0,0:0|1:0,0:0:0:0:
84,312,94078,1,0,0:0:0:0:
84,312,94215,1,0,0:0:0:0:
84,312,94351,2,0,P|41:306|-1:322,1,77.999997619629,2|0,0:0|0:0,0:0:0:0:
33,209,94897,2,0,P|70:219|108:213,1,77.999997619629,0|0,1:0|0:0,0:0:0:0:
180,130,95442,5,4,0:0:0:0:
256,192,95578,12,0,97624,0:0:0:0:
UndeadCapulet

general

pretty much every diff uses really dark combo colours. these are, well, ugly imo, but they also aren't very festive, and can be hard to read with higher background dim settings. pentori's colours are fine, tho they dont rly match the bg well

think you should extend the kiai up to 01:35:442 - , that section is still just as intense as the rest of the kiai imo

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realizaton

not rly part of the mod but i find it funny that you use like 7 different waveslider designs throughout this diff

did this diff rly need cs4.5, all it did was make you keep all your circles closer to the centre of the screen

  1. 00:14:169 (1,3) - swap nc, it doesnt make much sense to so heavily focus on vocal lines when you didnt use that nc pattern at 00:07:351 (2,3,1) - , or at 00:10:078 (6,1) - , or at 00:16:078 (4,5,1) - , etc.
  2. 00:27:260 (4,5,6,1) - continuously moving in a straight line here makes this downbeat feel really weak, especially after you had lots of direction changes in 00:25:624 (3,4,1,2,3,4,5,6) - , i think you should rearrange so 00:27:806 (1) - is somewhere a lot more to the left of the screen
  3. 00:36:533 (1,2) - these slider designs are rly scrunched up, and i dont rly think they fit into your visual style in this map
  4. 01:02:442 (5,6,1) - that 6 beat is only following vocals and nothing else, but then the 1 slider skips over a strong vocal beat, this rhythm is really weird
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oko

think it'd be better if you halved your combocount, esp when you have very visual-based patterns like 00:19:078 (1,1) - and 01:31:078 (1,2,1,2) - the nc's breaking them up is undesirable

can you sneak me into the bn test

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Topic Starter
CodeS

KantanDez wrote:

from my queue w

[to all diffs]
00:27:806 - you should increase the volume here, it feels wierd Up to everyone to do this change if they want
[Realization]
01:13:078 (5) - NC here since it has a strong point of emphasis and the stream changed its pattern from here Done
01:21:806 (1,2,3) - use a slider instead of a triplet since the vocal is a lot stronger than the instrument used at that part, and because you've been following vocals most of the time Nope, I want to make emphasis on the vibration of not only the bgm, but also the "saa"
done w
good luck with ranking w

Thanks!


UndeadCapulet wrote:


general


think you should extend the kiai up to 01:35:442 - , that section is still just as intense as the rest of the kiai imo Spread Nope, is not part of the main chorus, is part of the outro.

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realizaton

not rly part of the mod but i find it funny that you use like 7 different waveslider designs throughout this diff There's nothing wrong with it.

did this diff rly need cs4.5, all it did was make you keep all your circles closer to the centre of the screen Spread

  1. 00:14:169 (1,3) - swap nc, it doesnt make much sense to so heavily focus on vocal lines when you didnt use that nc pattern at 00:07:351 (2,3,1) - , or at 00:10:078 (6,1) - , or at 00:16:078 (4,5,1) - , etc. I want to make emphasis on the jump by adding a NC here, not only that, but this is a start of a music section, this is another yeah 00:14:715 (3) - but I preffer it at 00:14:169 (1) - seeing the pattern
  2. 00:27:260 (4,5,6,1) - continuously moving in a straight line here makes this downbeat feel really weak, especially after you had lots of direction changes in 00:25:624 (3,4,1,2,3,4,5,6) - , i think you should rearrange so 00:27:806 (1) - is somewhere a lot more to the left of the screen Nope, the movement between 00:25:624 (3,4) - is very linear too, so this pattern 00:26:715 (1,2,3,4,5,6) - being linear makes sense too, also, different intensity
  3. 00:36:533 (1,2) - these slider designs are rly scrunched up, and i dont rly think they fit into your visual style in this map changed
  4. 01:02:442 (5,6,1) - that 6 beat is only following vocals and nothing else, but then the 1 slider skips over a strong vocal beat, this rhythm is really weird I'm using the vibration of the voice for the triple and making emphasis to the strong beat with the big slider, I believe is fine
---

Thanks for the mod!
Topic Starter
CodeS
Xmas is over =(

Still, will see if I can push this forward
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