forum

Hatsune Miku - With a Dance Number

posted
Total Posts
224
show more
Topic Starter
val0108

Katsu-nyan wrote:

star for u, my kitty :3

/me pats~♥
(◞≼◉ื≽◟゜;益;◞≼◉ื≽◟)
Gonzvlo
[General]
  1. About the Epilepsy Warining: Letting it slide because you can press "Retry" and it won't appear anymore is not the way to handle it. When you're multiplaying you can't "retry" and then play again. Increase Audio-Lead in to "3 seconds", that should be enough. (Players won't die because they will wait 3 seconds...)
  2. About the SB: Yeah, the SB "fits" the song, but I'm afraid that it might affect the "gameplay" which is not good at all... There is already enough drama about this issue so we don't want people complaining about the SB when this gets approved.
    I'm not asking to remove the SB but... Perhaps reducing the "scale rate" or the times the pulse happens? Maybe use a smoother blur?
  3. Combo Colurs: White gets too "brighty" during kiai, combined with the SB it's really annoying. Try using light-grey or another colour. This green would fit perfectly the map, consider using it.
  4. Custom Hitsounds: The size of "normal-hitfinish2" is way to large for a custom-hitsounds, use this the re-encoded version, please. (Don't forget to remove the older version)
[0108 style]
  1. You should capitalize "style"
  2. Some repeat-arrows are getting hidden by the previous hitbursts, which is unrankable. Even if this map is going for approval, stuff like this can't be approved. Remember that the "approval state" will only let you exceed the time, score, "difficulty" limit.

    However, The ones that need to be changed are marked in bold,there are some of them that are intuitive enough so you can get away with those. Nvm, spoke to Derek about this again, apparently you can get away with some hidden slider-paths but not with repeat-arrows, you'll have to fix them. Don't worry, it's not a big deal... unstacking those sliders should be enough:

    1. 00:49:848 (1) - ^
    2. 00:56:335 (1) - ^
    3. 01:22:281 (1) - ^
    4. 01:25:727 (2) - This one is not intuitive at all, moving it away should fix the problem.
    5. 02:48:024 (1) - Same as before
    6. 03:38:497 (1) - ^
  1. 01:35:659 (1,2) - As a minor suggestion, consider using a reverse-selection for these sliders. It might be a bit hard to distinguish which one goes first.
  2. 02:18:024 - Breaks like this one are too short that the play-warning arrows start appearing while you're still hitting the last circle. Simply removing the break might cause some problems due to the HP Drain Rate. The only solution I can come up with, is using a slider, try something like this, it fits perfectly the music.
  3. 02:39:713 (5,6,7,8) - This is a no no (6),(7),(8) are under/behind (5), making (6) completely hidden and (7)&(8) partially hidden. Move this somewhere else please.
    Note: This Screenshot was taken using "mmsliders" with "peppysliders" the objects cannot be seen at all.
Call me back when you're done o/
Topic Starter
val0108

Gonzvlo wrote:

[General]
  1. About the Epilepsy Warining: Letting it slide because you can press "Retry" and it won't appear anymore is not the way to handle it. When you're multiplaying you can't "retry" and then play again. Increase Audio-Lead in to "3 seconds", that should be enough. (Players won't die because they will wait 3 seconds...)3 seconds is really long :< I put 1.53 seconds
  2. About the SB: Yeah, the SB "fits" the song, but I'm afraid that it might affect the "gameplay" which is not good at all... There is already enough drama about this issue so we don't want people complaining about the SB when this gets approved.Reduced 50%
    I'm not asking to remove the SB but... Perhaps reducing the "scale rate" or the times the pulse happens? Maybe use a smoother blur?
  3. Combo Colurs: White gets too "brighty" during kiai, combined with the SB it's really annoying. Try using light-grey or another colour. This green would fit perfectly the map, consider using it.no
  4. Custom Hitsounds: The size of "normal-hitfinish2" is way to large for a custom-hitsounds, use this the re-encoded version, please. (Don't forget to remove the older version)
oh!!thank you very much :D fixed

[0108 style]
  1. You should capitalize "style"keep "0108 style"
  2. Some repeat-arrows are getting hidden by the previous hitbursts, which is unrankable. Even if this map is going for approval, stuff like this can't be approved. Remember that the "approval state" will only let you exceed the time, score, "difficulty" limit.

    However, The ones that need to be changed are marked in bold,there are some of them that are intuitive enough so you can get away with those. Nvm, spoke to Derek about this again, apparently you can get away with some hidden slider-paths but not with repeat-arrows, you'll have to fix them. Don't worry, it's not a big deal... unstacking those sliders should be enough:

    1. 00:49:848 (1) - ^
    2. 00:56:335 (1) - ^
    3. 01:22:281 (1) - ^
    4. 01:25:727 (2) - This one is not intuitive at all, moving it away should fix the problem.fixed
    5. 02:48:024 (1) - Same as before
    6. 03:38:497 (1) - ^
  1. 01:35:659 (1,2) - As a minor suggestion, consider using a reverse-selection for these sliders. It might be a bit hard to distinguish which one goes first.It is a good method to push without moving a cursor when I push here
  2. 02:18:024 - Breaks like this one are too short that the play-warning arrows start appearing while you're still hitting the last circle. Simply removing the break might cause some problems due to the HP Drain Rate. The only solution I can come up with, is using a slider, try something like this, it fits perfectly the music.Remove break
  3. 02:39:713 (5,6,7,8) - This is a no no (6),(7),(8) are under/behind (5), making (6) completely hidden and (7)&(8) partially hidden. Move this somewhere else please.why not?this is a stack part.put away
    Note: This Screenshot was taken using "mmsliders" with "peppysliders" the objects cannot be seen at all.
Call me back when you're done o/
ok.thank you
Shiirn
discussed with gonzvlo about sb, any more complains from people that matter after this post will result in removing the sb entirely since people obviously don't like it
Topic Starter
val0108

Shiirn wrote:

discussed with gonzvlo about sb, any more complains from people that matter after this post will result in removing the sb entirely since people obviously don't like it
The person playing in this will delete SB and BG.Even if a pulse is weak.
Shiirn
the sb isn't for the people with enough inhumane skill to play it, it's for everyone else.
Gonzvlo

Gonzvlo wrote:

...
However, The ones that need to be changed are marked in bold, there are some of them that are intuitive enough so you can get away with those. Nvm, spoke to Derek about this again, apparently you can get away with some hidden slider-paths but not with repeat-arrows, you'll have to fix them. Don't worry, it's not a big deal... unstacking those sliders should be enough:

  1. 00:49:848 (1) - You missed this one. Suggestion: I moved the previous objects some grids up, creating a nice formation and avoiding hidden arrows.
  2. 00:56:335 (1) - Same as before, Suggestion: Instead of stacking this slider with the previous object, try stacking it with the next one.
  3. 01:22:281 (1) - This one is fixed already
  4. 01:25:727 (2) - This one is fixed already, too.
  5. 02:48:024 (1) - Same as before. Suggestion: Move the previous circle some grids "up" and "right", this way you'll create the same shape but as you can see it looks rotated, and you'll fix the hidden arrows of course~
  6. 03:38:497 (1) - ^. Suggestion: I couldn't come up with anything but moving the slider itself.


  1. 01:44:781 (5) - *NEW*: This repeat arrow will be partially hidden when the previous hitburst appear, It's still visible tho. My point is that this can be easily improved to avoid getting your bubble pop'd again. Perhaps modify the slider a bit? all you need to do is move the last control point some grids up.
  2. 02:49:646 (1) - *NEW*: Half of the slider-path is completely covered by the previous hit-burst, making the "crumped" part impossible to see. The easiest solution is modifying the slider-path, try something like this. (I used Grid Level: 4 to achieve that shape, this is the code if you want it)
    Code
    16,304,169646,6,2,B|8:268|8:268|-12:256|-12:256|0:224|0:224|-24:216|-24:216|8:172|8:172|-28:148|-28:148|20:116|20:116|-4:80|-4:80,1,320
  1. 02:39:713 (5,6,7,8) - This is a no no (6),(7),(8) are under/behind (5), making (6) completely hidden and (7)&(8) partially hidden. Move this somewhere else please.

    This pattern doesn't have any changes, you showed me a SS in the chat where you stacked all the objects, I said "That might work". Okay, let me give you a way better solution that I'm pretty sure you will agree with. All you need to do is: Modify the slider-body a bit and then move the direction of the stack 1 grid.
I think you missed the last part or I wasn't too clear, sorry I'll stop using "strike". Anyhow, you need to fix the other ones too... I attached a screenshot of a possible solution to every slider with hidden arrows.

Everything else seems fine, make sure you fix everything this time and call me back~

EDIT: Why did you move this back to WiP?
Topic Starter
val0108

Gonzvlo wrote:

Gonzvlo wrote:

...
However, The ones that need to be changed are marked in bold, there are some of them that are intuitive enough so you can get away with those. Nvm, spoke to Derek about this again, apparently you can get away with some hidden slider-paths but not with repeat-arrows, you'll have to fix them. Don't worry, it's not a big deal... unstacking those sliders should be enough:

  1. 00:49:848 (1) - You missed this one. Suggestion: I moved the previous objects some grids up, creating a nice formation and avoiding hidden arrows.
  2. 00:56:335 (1) - Same as before, Suggestion: Instead of stacking this slider with the previous object, try stacking it with the next one.
  3. 01:22:281 (1) - This one is fixed already
  4. 01:25:727 (2) - This one is fixed already, too.
  5. 02:48:024 (1) - Same as before. Suggestion: Move the previous circle some grids "up" and "right", this way you'll create the same shape but as you can see it looks rotated, and you'll fix the hidden arrows of course~
  6. 03:38:497 (1) - ^. Suggestion: I couldn't come up with anything but moving the slider itself.
ALL DONE!

  1. 01:44:781 (5) - *NEW*: This repeat arrow will be partially hidden when the previous hitburst appear, It's still visible tho. My point is that this can be easily improved to avoid getting your bubble pop'd again. Perhaps modify the slider a bit? all you need to do is move the last control point some grids up.done!
  2. 02:49:646 (1) - *NEW*: Half of the slider-path is completely covered by the previous hit-burst, making the "crumped" part impossible to see. The easiest solution is modifying the slider-path, try something like this. (I used Grid Level: 4 to achieve that shape, this is the code if you want it)thank you done!
    Code
    16,304,169646,6,2,B|8:268|8:268|-12:256|-12:256|0:224|0:224|-24:216|-24:216|8:172|8:172|-28:148|-28:148|20:116|20:116|-4:80|-4:80,1,320
  1. 02:39:713 (5,6,7,8) - This is a no no (6),(7),(8) are under/behind (5), making (6) completely hidden and (7)&(8) partially hidden. Move this somewhere else please.done!

    This pattern doesn't have any changes, you showed me a SS in the chat where you stacked all the objects, I said "That might work". Okay, let me give you a way better solution that I'm pretty sure you will agree with. All you need to do is: Modify the slider-body a bit and then move the direction of the stack 1 grid.
I think you missed the last part or I wasn't too clear, sorry I'll stop using "strike". Anyhow, you need to fix the other ones too... I attached a screenshot of a possible solution to every slider with hidden arrows.

Everything else seems fine, make sure you fix everything this time and call me back~

EDIT: Why did you move this back to WiP?this is a 1 difficulty.And I change some.When you give a Rebubble,I'll ask BAT and move it towards pend
Reaper
;)
ooooooops
S T A R~ :)
Gonzvlo

Gonzvlo wrote:

  1. 01:22:281 (1) - This one is fixed already
    You changed this one to it's old form, fix it again please :<. Remember that the slider must be unstacked to avoid getting the arrows hidden by the hit-bursts Fixed~
  1. 01:25:727 (2) - This one is fixed already, too.
    I'm not sure of what you did here, I doesn't seem intuitive at all. Perhaps, remove the 2nd slider, add a repeat to the 1st one and then add a circle? (Example)
    I guess it's alright if you want to keep this one~
EDIT:

Okay, the map seems solid now.

Bubble #1.

EDIT2:

The SB seems acceptable for me, I could be tweaked a bit more tho. Anyhow, get that stuff sorted out~
Topic Starter
val0108

Gonzvlo wrote:

Gonzvlo wrote:

  1. 01:22:281 (1) - This one is fixed already
    You changed this one to it's old form, fix it again please :<. Remember that the slider must be unstacked to avoid getting the arrows hidden by the hit-bursts Fixed~
  1. 01:25:727 (2) - This one is fixed already, too.
    I'm not sure of what you did here, I doesn't seem intuitive at all. Perhaps, remove the 2nd slider, add a repeat to the 1st one and then add a circle? (Example)
    I guess it's alright if you want to keep this one~
EDIT:

Okay, the map seems solid now.

Bubble #1.
thank you!!
James2250
I am fine with everything while looking through the map however I still think the sb pulsing during the kiai is too much (even if it has been turned down from before)

All the other minor sb effects work well but it is hard enough to focus on the map during kiai 'without' the pulsing being there. I just think it will cause too much drama with players and doesn't add enough to the map to justify it being there.

(Only my opinion, if you disagree that's fine but I wont give it another bubble with it like that)

EDIT:
Looks like this problem was caused by a mix up when resubmitting
So need to re-check again tomorrow ~
Mystgun
star.
Equivalent_old
I saw quite an effort you give for this map :)

Here is my mod, I hope this should help you in getting it approved.

Timing:
Your offset is wrong, change it to 794. I know that you put -16 offset as there was inherited time at 794. It is fine to overlapped the inherited time and unherited time. If you doubt about it, ask Derekku.

Quoted from Derekku's word when he mod DM Ashura deltaMAX
*BPM was incorrect the last time I modded this. It's correct now, but it's on the wrong tick (thus making the metronome wrong). Thus, move the first uninherited section to 315 (it's fine that it's overlapping the inherited section for 0.5x slider velocity)
Where the first offset was -8 if i'm not wrong.

SB:
Sprite,Background,Centre,"sb\blur.jpg",320,240
L,1605,1
F,0,0,203,0.25,0
L,2213,1
F,0,0,203,0.25,0
L,2821,1
F,0,0,203,0.25,0
L,2213,1
F,0,0,203,0.25,0
L,3429,1
F,0,0,203,0.25,0
L,4240,4
F,0,0,203,0.25,0
L,5456,1
F,0,0,203,0.25,0
L,6065,1
F,0,0,203,0.25,0
L,6673,1
F,0,0,203,0.25,0
L,7484,3
F,0,0,203,0.25,0
L,8092,4
F,0,0,608,0.4,0
L,10727,3
F,0,0,203,0.4,0
L,11335,4
F,0,0,608,0.4,0
L,13970,3
F,0,0,203,0.4,0
L,14781,6
F,0,0,406,0.5,0
L,17213,3
F,0,0,203,0.5,0

In the code above, 2213 coded twice. Delete the the duplicate. And some thought here, fade effect before 8092 is weak/not even noticable, seem like it doesn't even exist. 0.3 is reasonable.

Sprite,Background,Centre,"sb\blur2.jpg",320,240
L,49848,7
F,0,0,50,0.6,0.2

Reduce the loop to 6 and make the last pulse to 0.2,0. This will become 6 loop+1 so the blurring effect didnt overlapped with this: I hope you understand what I mean here
 L,50254,4
F,0,0,406,0.3,0

The blurring effect from 49848 make it look ugly

Sprite,Background,Centre,"sb\blur2.jpg",320,240
L,51673,4
F,0,0,50,0.6,0.2
Will be overlapping with:
 L,51875,8
F,0,0,406,0.3,0

Same explanation reduce 1 loop so it become 3+1, the blurring effect make it look ugly. The whole map afterward have the blurring effect as well until kiai time

Sprite,Background,Centre,"sb\blur2.jpg",320,240
L,205929,28
F,0,0,406,0.5,0.1
S,0,0,406,1.02,1.005
Sprite,Background,Centre,"sb\blur2.jpg",320,240
L,95659,13
F,0,0,812,0.6,0.2
S,0,0,812,1.05,1
Sprite,Background,Centre,"sb\blur2.jpg",320,240
L,218902,28
F,0,0,406,0.6,0.2
S,0,0,406,1.025,1.01

Comparing this 3 setup, I saw the third setup for pulsing in kiai time is way more eye freindly. The second setup is way too disturbing for gameplay. The first setup seem to be too slow. Use the third setup for the whole kiai time pulses

Combo color:

I really disagree you using red and white for combo color 1 and combo color 3. You may disagree with me, but here is some explanation:

red
white
brown
Background color

Can you see the white color clearly on this white background? Or you have to focus enough to see it clearly? It quite hard to focus on the white color and red color on terquois background color when it come to kiai time, most reason why they delete the background was this color combination make it hard to see especially during kiai time where it become brighter than usual. I highly suggest you change the combo color, especially the white color.

The time I downloaded this map is July 26th, 18:00 GMT+8 Which should be recently. Goodluck getting this approved

Edit: fixing some error/typos
Topic Starter
val0108

Equivalent wrote:

I saw quite an effort you give for this map :)

Here is my mod, I hope this should help you in getting it approved.

Timing:
Your offset is wrong, change it to 794. I know that you put -16 offset as there was inherited time at 794. It is fine to overlapped the inherited time and unherited time. If you doubt about it, ask Derekku. ok

Quoted from Derekku's word when he mod DM Ashura deltaMAX
*BPM was incorrect the last time I modded this. It's correct now, but it's on the wrong tick (thus making the metronome wrong). Thus, move the first uninherited section to 315 (it's fine that it's overlapping the inherited section for 0.5x slider velocity)
Where the first offset was -8 if i'm not wrong.

SB:
Sprite,Background,Centre,"sb\blur.jpg",320,240
L,1605,1
F,0,0,203,0.25,0
L,2213,1
F,0,0,203,0.25,0
L,2821,1
F,0,0,203,0.25,0
L,2213,1
F,0,0,203,0.25,0
L,3429,1
F,0,0,203,0.25,0
L,4240,4
F,0,0,203,0.25,0
L,5456,1
F,0,0,203,0.25,0
L,6065,1
F,0,0,203,0.25,0
L,6673,1
F,0,0,203,0.25,0
L,7484,3
F,0,0,203,0.25,0
L,8092,4
F,0,0,608,0.4,0
L,10727,3
F,0,0,203,0.4,0
L,11335,4
F,0,0,608,0.4,0
L,13970,3
F,0,0,203,0.4,0
L,14781,6
F,0,0,406,0.5,0
L,17213,3
F,0,0,203,0.5,0

In the code above, 2123 coded twice. Delete the the duplicate. And some thought here, fade effect before 8092 is weak/not even noticable, seem like it doesn't even exist. 0.3 is reasonable.

Sprite,Background,Centre,"sb\blur2.jpg",320,240
L,49848,7
F,0,0,50,0.6,0.2

Reduce the loop to 6 and make the last pulse to 0.2,0. This will become 6 loop+1 so the blurring effect didnt overlapped with this: I hope you understand what I mean here
 L,50254,4
F,0,0,406,0.3,0

The blurring effect from 49484 make it look ugly

Sprite,Background,Centre,"sb\blur2.jpg",320,240
L,51673,4
F,0,0,50,0.6,0.2
Will be overlapping with:
 L,51875,8
F,0,0,406,0.3,0

Same explanation reduce 1 loo so it become 3+1, the blurring effect make it look ugly. The whole map afterward have the blurring effect as well until kiai time

Sprite,Background,Centre,"sb\blur2.jpg",320,240
L,205929,28
F,0,0,406,0.5,0.1
S,0,0,406,1.02,1.005
Sprite,Background,Centre,"sb\blur2.jpg",320,240
L,95659,13
F,0,0,812,0.6,0.2
S,0,0,812,1.05,1
Sprite,Background,Centre,"sb\blur2.jpg",320,240
L,218902,28
F,0,0,406,0.6,0.2
S,0,0,406,1.025,1.01

Comparing this 3 setup, I saw the third setup for pulsing in kiai time is way more eye freindly. The second setup is way too disturbing for gameplay. The first setup seem to be too slow. Use the third setup for the whole kiai time pulses

Combo color:

I really disagree you using red and white for combo color 1 and combo color 3. You may disagree with me, but here is some explanation:

red
white
brown
Background color

Can you see the white color clearly on this white background? Or you have to focus enough to see it clearly? It quite hard to focus on the white color and red color on terquois background color when it come to kiai time, most reason why they delete the background was this color combination make it hard to see especially during kiai time where it become brighter than usual. I highly suggest you change the combo color, especially the white color.

The time I downloaded this map is July 26th, 18:00 GMT+8 Which should be recently. Goodluck getting this approved

Edit: fixing some error/typos
thank you
Shiirn

Equivalent wrote:

SPOILER
I saw quite an effort you give for this map :)

Here is my mod, I hope this should help you in getting it approved.

Timing:
Your offset is wrong, change it to 794. I know that you put -16 offset as there was inherited time at 794. It is fine to overlapped the inherited time and unherited time. If you doubt about it, ask Derekku.

Quoted from Derekku's word when he mod DM Ashura deltaMAX
*BPM was incorrect the last time I modded this. It's correct now, but it's on the wrong tick (thus making the metronome wrong). Thus, move the first uninherited section to 315 (it's fine that it's overlapping the inherited section for 0.5x slider velocity)
Where the first offset was -8 if i'm not wrong.

SB:
Sprite,Background,Centre,"sb\blur.jpg",320,240
L,1605,1
F,0,0,203,0.25,0
L,2213,1
F,0,0,203,0.25,0
L,2821,1
F,0,0,203,0.25,0
L,2213,1
F,0,0,203,0.25,0
L,3429,1
F,0,0,203,0.25,0
L,4240,4
F,0,0,203,0.25,0
L,5456,1
F,0,0,203,0.25,0
L,6065,1
F,0,0,203,0.25,0
L,6673,1
F,0,0,203,0.25,0
L,7484,3
F,0,0,203,0.25,0
L,8092,4
F,0,0,608,0.4,0
L,10727,3
F,0,0,203,0.4,0
L,11335,4
F,0,0,608,0.4,0
L,13970,3
F,0,0,203,0.4,0
L,14781,6
F,0,0,406,0.5,0
L,17213,3
F,0,0,203,0.5,0

In the code above, 2213 coded twice. Delete the the duplicate. And some thought here, fade effect before 8092 is weak/not even noticable, seem like it doesn't even exist. 0.3 is reasonable.

Sprite,Background,Centre,"sb\blur2.jpg",320,240
L,49848,7
F,0,0,50,0.6,0.2

Reduce the loop to 6 and make the last pulse to 0.2,0. This will become 6 loop+1 so the blurring effect didnt overlapped with this: I hope you understand what I mean here
 L,50254,4
F,0,0,406,0.3,0

The blurring effect from 49848 make it look ugly

Sprite,Background,Centre,"sb\blur2.jpg",320,240
L,51673,4
F,0,0,50,0.6,0.2
Will be overlapping with:
 L,51875,8
F,0,0,406,0.3,0

Same explanation reduce 1 loop so it become 3+1, the blurring effect make it look ugly. The whole map afterward have the blurring effect as well until kiai time

Sprite,Background,Centre,"sb\blur2.jpg",320,240
L,205929,28
F,0,0,406,0.5,0.1
S,0,0,406,1.02,1.005
Sprite,Background,Centre,"sb\blur2.jpg",320,240
L,95659,13
F,0,0,812,0.6,0.2
S,0,0,812,1.05,1
Sprite,Background,Centre,"sb\blur2.jpg",320,240
L,218902,28
F,0,0,406,0.6,0.2
S,0,0,406,1.025,1.01

Comparing this 3 setup, I saw the third setup for pulsing in kiai time is way more eye freindly. The second setup is way too disturbing for gameplay. The first setup seem to be too slow. Use the third setup for the whole kiai time pulses

Combo color:

I really disagree you using red and white for combo color 1 and combo color 3. You may disagree with me, but here is some explanation:

red
white
brown
Background color

Can you see the white color clearly on this white background? Or you have to focus enough to see it clearly? It quite hard to focus on the white color and red color on terquois background color when it come to kiai time, most reason why they delete the background was this color combination make it hard to see especially during kiai time where it become brighter than usual. I highly suggest you change the combo color, especially the white color.

The time I downloaded this map is July 26th, 18:00 GMT+8 Which should be recently. Goodluck getting this approved

Edit: fixing some error/typos
wasted your time.
Remove SB entirely, i don't want it here if it's going to make everyone moan like a beraggled zombie. I've heard enough people complain that obviously everyone agrees, never mind the very loud complaints.
Apparently people are a hell of a lot more vocal about liking something when it's about to be removed

All pulses changed to the absolute minimum and all blurs made less intrusive. If you have any problem with this storyboard as of now, I highly suggest you seek medical attention and/or kill yourself.

Download: Hatsune Miku - With a Dance Number (val0108).osb
Equivalent_old
Just a small fixes since I forgot to mention in my mod earlier:

at timing 794:
delete the inherited time (green line). Than change the unherited time (redline) to the setup of inherited time which is SC:1, vol 30%. This will be pointed out by the BAT that check your map anyway. The SB is fine as it now, good job Shiirn in making this SB!! Still, I hate those white combo color >.>

No need kudos for this post.
LightoHK
Omg o_o

Star ! :)
Shana
It's really good song to me , i wanna get #1 if this is go to approved..
Kodoshi
how could i forget to star this map? just wonderful (what's wrong with this message limit? nvm)
friendok
good map deserves to be ranked eventually..

i enjoyed playing it :3 even though i can barely read it
James2250
@ Equivalent the timing point was changed away from that because of the last mod post and it should still be fine where it is right now

Seeing as there were only some minor sb fixes done by Shiirn to make the sb slightly less harsh while playing and no other mapset changes I don't see a problem giving the second bubble here after Gonz's one.

Bubble #2~
Equivalent_old

James2250 wrote:

@ Equivalent the timing point was changed away from that because of the last mod post and it should still be fine where it is right now

Seeing as there were only some minor sb fixes done by Shiirn to make the sb slightly less harsh while playing and no other mapset changes I don't see a problem giving the second bubble here after Gonz's one.

Bubble #2~

@James2250, I see. I do know some will say negative offset is still fine as long it on the downbeat. But for me who is more to technical than art, what wrong is still wrong. I be waiting for this to get approved <3
Topic Starter
val0108

James2250 wrote:

@ Equivalent the timing point was changed away from that because of the last mod post and it should still be fine where it is right now

Seeing as there were only some minor sb fixes done by Shiirn to make the sb slightly less harsh while playing and no other mapset changes I don't see a problem giving the second bubble here after Gonz's one.

Bubble #2~
thank you!
Garven
Think of it as a pickup measure for an unvoiced part, Equiv. . :P

Anyway:


Map still looks good no matter how many times I see it, though the SB toning makes me a little sad. Oh well - it IS easier on the eyes this way. Another val masterpiece enters the stage!
Topic Starter
val0108

Garven wrote:

Think of it as a pickup measure for an unvoiced part, Equiv. . :P

Anyway:


Map still looks good no matter how many times I see it, though the SB toning makes me a little sad. Oh well - it IS easier on the eyes this way. Another val masterpiece enters the stage!
thank you very much!!

and thank you All!!

Let's enjoy dance number.
My first APP map.
Faust
Quite literally said "Holy f**k" outloud in class while browsing osu! forums and saw this on ranked, haha.

I'm impressed with the way you mapped this, in all it's glorious expression.

Congratulations.
Waryas
This is probably one of the best map i've ever played on osu! and i'm not exagerating.
Gratz val!!!
pieguyn
I saw this was approved and almost had a heart attack o.o

おめでとう~ :)
James2250
Ended up getting approved faster than I expected

Congrats on your first approved map :D
Luna

pieguy1372 wrote:

I saw this was approved and almost had a heart attack o.o

おめでとう~ :)
Curisu
hentai mapper 0108 \(^o^)/~

200th post lol
Equivalent_old

Garven wrote:

Think of it as a pickup measure for an unvoiced part, Equiv. . :P

Anyway:


Map still looks good no matter how many times I see it, though the SB toning makes me a little sad. Oh well - it IS easier on the eyes this way. Another val masterpiece enters the stage!
Not really sure what you mean? ~.~ .But congratz on this getting approved. I never expected it going approved quite fast
Backfire
...Deja Vu.
hoLysoup
awesome
Hika
what the fuck how did this get approved

/me dies

this insanity D:
winber1
omg yes... <3

congratz! :3
kurohana
finally >.< congratz , this map is great!
Mitiai
Congrats. Cookie 100% o.o
show more
Please sign in to reply.

New reply