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Topic Starter
DeRandom Otaku

- G I D Z - wrote:

meme4meme

General
  1. Custom hitsounds? :<

    DeRandom Otaku wrote:

    no custom hs pls pl spl pll splslpls[/Quote]

Marathon
  1. 00:04:944 - Feels like smth missing without downbeat mapped :< no beat/vocal at all tho
  2. 00:15:278 (4) - I think u could move this up more to emphasize snare drum and also 00:15:610 - has a strong sound so I think there should be a larger jump The downbeat is already emphasized by larger spacing than the previous notes already
  3. 01:20:278 (3,4,5,6) - These should be in drum additions but idk about ur hitsounding so meh my hitsounding is different a bit lo
  4. 01:51:611 (1) - May use a more unique shape to emphasize that guitar sound imo Sure
  5. 02:51:610 (3) - This curve can be improved imo http://puu.sh/sv5J3/ee4dd8989f.jpg ok
  6. 03:42:277 - No sliders? :< if u listen closely , the sounds in the songs are random , they are not snapped to any 1/4 , 1/6 etc so mapping that rhythm would be awkward to play
  7. 04:32:944 - No squares=No memories ;-; i hate squares
  8. 04:50:277 - I missed the 3.0 SV sliders already Kappa lol
  9. 05:52:277 (3,6) - U might wanna NC these to emphasize that they are not split in rhythm ok
  10. 05:54:944 (3,6) - ^ ^
  11. I just feel like u can express the song with spacing more, cuz spacing is almost the same for every part and it might get boring overtime :<
For 3 digit rank players like u , it will ofcourse sound easy/boring lol
Cerulean Veyron
a light mod, u asked for it klol c;

[- - Marathon - -]
  1. 00:18:278 (1,2,3,4,5,6) - There's just some issuing this patterning, and maybe consistency. Awhile the first two circles stacked together and the other is spaced out for note density. As I say, you could hear the song track sounding up it's homorhythm in the whole track. So making the patterns and note density different to each other isn't very well-balanced and consistent. It ruins a lot of the emphasis in my opinion, I would literally suggest reconsider the stacking or spacing.
  2. 00:48:278 (5,7) - Until here, many overlaps I've seen on the set was really okay and sufficient by gameplay. But this one, slider (7)'s tail and circle (5) kinda overlaps a little more awkward than the rest of the overlaps used. The patterning and structure on this part is great, but the overlap kinda spoils up at some point. At least try to continue those triangle-alike formation or maybe spacing it a little more away from circle (5).
  3. 01:44:777 - I do feel something here that this tick really deserve a circle. Not just to complete the stream or some rhythm reasons, but to follow the fading in electric guitar string on the primary song track. With that, it'd sound more amplifying along with the emphasis with the notes and the song track. Circles shouldn't only be added on beats, various tendencies can always be a priority when things comes up with putting up circles~
  4. 04:14:277 (1) - Never knew this is the only 1/1 slider over all this kiai part and the rest are just 3/4 sliders and a circle just next to it for the drumline track or edited vocals, like 04:19:610 (1,2) - and 04:22:277 (1,2) -. I guess there's some little inconsistency here for sure. Either you redo this slider to 3/4 slider and a circle after it, or redo the 3/4 sliders into this kind. It's all up to you.
  5. 05:24:444 (3,4,5) - The density looks pretty much opposite than the current one by the pitch of the song track to be honest. Could've looked better if the distance spacing were swapped in-between the circles, (3)&(4) and (4)&(5). Over 05:24:444 (3,4) - , you could hear the vocals escalates up to 05:24:610 (4,5) - where it finally compressed as usual. Then it repeats itself again on the next new track, which that part emphasizes much greater than this pattern. I highly recommend it for note density and the rest of the subjects.

Is that... MIIRO?!?!?!?!
/me copyrights
Topic Starter
DeRandom Otaku

Cerulean Veyron wrote:

a light mod, u asked for it klol c;

[- - Marathon - -]
  1. 00:18:278 (1,2,3,4,5,6) - There's just some issuing this patterning, and maybe consistency. Awhile the first two circles stacked together and the other is spaced out for note density. As I say, you could hear the song track sounding up it's homorhythm in the whole track. So making the patterns and note density different to each other isn't very well-balanced and consistent. It ruins a lot of the emphasis in my opinion, I would literally suggest reconsider the stacking or spacing. well i have done that on purpose since i can clearly hear intenser melody sound at 6 than at 3 therefor its not stacked
  2. 00:48:278 (5,7) - Until here, many overlaps I've seen on the set was really okay and sufficient by gameplay. But this one, slider (7)'s tail and circle (5) kinda overlaps a little more awkward than the rest of the overlaps used. The patterning and structure on this part is great, but the overlap kinda spoils up at some point. At least try to continue those triangle-alike formation or maybe spacing it a little more away from circle (5).
  3. 01:44:777 - I do feel something here that this tick really deserve a circle. Not just to complete the stream or some rhythm reasons, but to follow the fading in electric guitar string on the primary song track. With that, it'd sound more amplifying along with the emphasis with the notes and the song track. Circles shouldn't only be added on beats, various tendencies can always be a priority when things comes up with putting up circles~
  4. 04:14:277 (1) - Never knew this is the only 1/1 slider over all this kiai part and the rest are just 3/4 sliders and a circle just next to it for the drumline track or edited vocals, like 04:19:610 (1,2) - and 04:22:277 (1,2) -. I guess there's some little inconsistency here for sure. Either you redo this slider to 3/4 slider and a circle after it, or redo the 3/4 sliders into this kind. It's all up to you. its actually because the end of first slider has no vocal , i mean there is no vocal at the white tick on which the first slider ends while in the case of next two sliders there is a vocal on the latter white ticks thats why they are 3/4 followed by a circle to emphasize the vocals
  5. 05:24:444 (3,4,5) - The density looks pretty much opposite than the current one by the pitch of the song track to be honest. Could've looked better if the distance spacing were swapped in-between the circles, (3)&(4) and (4)&(5). Over 05:24:444 (3,4) - , you could hear the vocals escalates up to 05:24:610 (4,5) - where it finally compressed as usual. Then it repeats itself again on the next new track, which that part emphasizes much greater than this pattern. I highly recommend it for note density and the rest of the subjects. i dont really get u here owo i mean 4 and 5 have emphasized sounds and they are already spaced out more .. or?

Is that... MIIRO?!?!?!?!
/me copyrights
Thanks CV!!1!
no reply means fixed
-Nya-
Heya~ NM from my queue. Hopefully this mod will be helpful >.<

Marathon:
  1. 00:12:778 (4,1,2) –Perhaps make the spacings here equal. The reason why I say this is because it would be nice if the spacing here: 00:12:944 (1) – was a bit bigger to emphasize that change in the music.
  2. 00:26:277 –I wish this beat was mapped out because it’s so noticeable, but a long slider won’t hurt I guess.
  3. 00:28:445 (4) –I suggest placing this circle like this. It’ll look neater.
    Place it so that it looks as if it’s part of that stream.
  4. 00:27:694 (2) –I’m not sure if it’s a good idea to hide this slider behind all these circles: 00:27:361 (5,6,7) – In the editor it’s hard to notice the slider.
  5. 00:37:278 (3,5) –It’ll be cool if you emphasize this more by increasing the spacing of them a bit. Since they have strong hitsounds on them it would be a good idea to make their spacing a bit different as well. I even think this spacing can be increased a bit: 00:37:945 (7) – Also move the tail of 00:37:945 (7) – a bit to the right for better flow.
  6. 00:40:611 (8) –Increase spacing a bit to emphasize that clap
  7. 00:51:445 (8) –Perhaps stack this circle on the head of 00:50:610 (5) – You’ll then also create a nice linear pattern with 00:50:944 (6,7) –
  8. 01:20:360 –While listening to this tick at 25% I couln’t hear a beat in the background. Consider removing the note here.
  9. 01:20:778 (8) –I don’t think it’s necessary to space this circle out so much since the beat here isn’t that strong/important.
  10. 01:29:861 (4,5,3) –Slight overlaps like this don’t look that good. I suggest trying to avoid it.
  11. 01:44:610 (5,6) –This is a crazy jump. Highly reconsider this since the other patterns in this song wasn’t nearly that difficult like this one.
  12. 02:19:110 (6,1) –This blanket can be fixed.
  13. 02:25:610 (6) –Since the finish here is so strong you can try emphasizing it more by increasing the distance. Keeping the distance same as the rest don’t really fit imo since the finish makes the note stand out more.
  14. 02:27:610 (1,2,3) –This pattern is not consistent with this one: 02:28:944 (1,2,3) – but they both follow the same music rhythm. Rather keep the spacing the same for all these similar patterns.
  15. 04:12:944 (1,2,3,4) –The placement of these sliders are a bit frustrating since they overlap the stream so much making it hard to see the sliders properly. You probably won’t fix it now, but perhaps keep it in mind for future sets.
  16. 04:51:610 (1,2,3) –Make the spacings here consistent. I think 04:52:277 (3) – is a bit too close to 04:51:944 (2) –
  17. 05:39:610 (1,2,3,4) –Increase the spacings here to be consistent with other similar patterns’ spacing. 05:42:277 (1,2,3,4,1,2,3,4) –
  18. 05:52:610 (1) –This new combo is unnecessary imo
  19. 05:55:277 (1) -^
  20. 06:45:985 (3,5) –Blanket, lol
  21. 07:14:610 (1,2,3) –The spacing here isn’t consistent with 07:11:610 (1,2,3) – Try to keep spacings like these consistent.
  22. 07:34:610 (1,2,3,4) –Big spacing difference. Perhaps reconsider placing (3) and (4) a bit further away from each other.
  23. 07:35:610 (1,1) –You can perfect the stack here.

Great map~ Can’t wait to see this ranked.
Good Luck :D
Topic Starter
DeRandom Otaku

-Nya- wrote:

Heya~ NM from my queue. Hopefully this mod will be helpful >.<

Marathon:
  1. 00:12:778 (4,1,2) –Perhaps make the spacings here equal. The reason why I say this is because it would be nice if the spacing here: 00:12:944 (1) – was a bit bigger to emphasize that change in the music. i actually did this like this since song is gradually catching intensity therefor spacing gradually increases idk how to properly explain this in english ww
  2. 00:26:277 –I wish this beat was mapped out because it’s so noticeable, but a long slider won’t hurt I guess. i prefer the rhythm like this is :
  3. 00:28:445 (4) –I suggest placing this circle like this. It’ll look neater. Cool, Fixed
    Place it so that it looks as if it’s part of that stream.
  4. 00:27:694 (2) –I’m not sure if it’s a good idea to hide this slider behind all these circles: 00:27:361 (5,6,7) – In the editor it’s hard to notice the slider. it went fine in testplays and no one ever pointed that out till now so it should be fine
  5. 00:37:278 (3,5) –It’ll be cool if you emphasize this more by increasing the spacing of them a bit. Since they have strong hitsounds on them it would be a good idea to make their spacing a bit different as well. I even think this spacing can be increased a bit: 00:37:945 (7) – Also move the tail of 00:37:945 (7) – a bit to the right for better flow. i will think about it Moved the slider end to right tho
  6. 00:40:611 (8) –Increase spacing a bit to emphasize that clap i kept spacing similar mostly in this whole section even for claps
  7. 00:51:445 (8) –Perhaps stack this circle on the head of 00:50:610 (5) – You’ll then also create a nice linear pattern with 00:50:944 (6,7) – The non-stack was intended actually
  8. 01:20:360 –While listening to this tick at 25% I couln’t hear a beat in the background. Consider removing the note here. imo it should be fine since its really hard to notice it being overmapped because of those drums but i will see what others think about it
  9. 01:20:778 (8) –I don’t think it’s necessary to space this circle out so much since the beat here isn’t that strong/important. The beat actually is quite strong as u can hear the really emphasized "Tai" vocal in the song
  10. 01:29:861 (4,5,3) –Slight overlaps like this don’t look that good. I suggest trying to avoid it. the overlap itself is not noticeable in gameplay also the three sliders make a nice pattern so yea
  11. 01:44:610 (5,6) –This is a crazy jump. Highly reconsider this since the other patterns in this song wasn’t nearly that difficult like this one. Yea correct , did something
  12. 02:19:110 (6,1) –This blanket can be fixed. Fixed
  13. 02:25:610 (6) –Since the finish here is so strong you can try emphasizing it more by increasing the distance. Keeping the distance same as the rest don’t really fit imo since the finish makes the note stand out more. yea fixed
  14. 02:27:610 (1,2,3) –This pattern is not consistent with this one: 02:28:944 (1,2,3) – but they both follow the same music rhythm. Rather keep the spacing the same for all these similar patterns. They play totally fine , dont really have to worry about the spacing between this so much , its an extra difficulty after all
  15. 04:12:944 (1,2,3,4) –The placement of these sliders are a bit frustrating since they overlap the stream so much making it hard to see the sliders properly. You probably won’t fix it now, but perhaps keep it in mind for future sets. with hit animation turned on , it looks neat to me also for music like this , sliders and flows like these play the best
  16. 04:51:610 (1,2,3) –Make the spacings here consistent. I think 04:52:277 (3) – is a bit too close to 04:51:944 (2) – owo all 3 of them are already 1.2x apart
  17. 05:39:610 (1,2,3,4) –Increase the spacings here to be consistent with other similar patterns’ spacing. 05:42:277 (1,2,3,4,1,2,3,4) – The newer song that started here is quite faint here so lower spacing fits imo
  18. 05:52:610 (1) –This new combo is unnecessary imo
  19. 05:55:277 (1) -^ Fixed both
  20. 06:45:985 (3,5) –Blanket, lol fixed xd
  21. 07:14:610 (1,2,3) –The spacing here isn’t consistent with 07:11:610 (1,2,3) – Try to keep spacings like these consistent. Fixed
  22. 07:34:610 (1,2,3,4) –Big spacing difference. Perhaps reconsider placing (3) and (4) a bit further away from each other. The sounds get fainter here after each triple so yea
  23. 07:35:610 (1,1) –You can perfect the stack here. Fixed

Great map~ Can’t wait to see this ranked.
Good Luck :D
Thank you very much for the mod and star! <33
Wishkey
Yow!

Marathon
  1. 00:12:944 (1,2) - drum addition whistles would sound cool on these for the start of the drum kicking in
  2. 00:34:945 (5) - would control + h here, makes the flow change feel a bit more natural into the next combo
  3. 00:37:945 (7) - this felt a bit off, maybe move the tail a bit more to the left to match this movement 00:37:445 (4,5) -
  4. 00:57:278 (2) - would angle this down a bit, full horizontal looks a bit out of place since all your other 1/2s have that angle during this section and it might help with the flow a bit
  5. 01:16:110 (3) - stack with 01:14:945 (4) - instead? vocals are a lot more powerfull here while the other instruments kinda remain same so making this a bit harder wouldnt hurt imo
  6. 01:20:777 (8) - damn spacing toghether with that angle was a bit unexpected compared to the rest of this section, maybe reduce it a bit by placing it at the tail of 01:21:610 (3) -
  7. 01:27:777 (2) - move to the inwards of (6) instead? high point is the (5) and then it decreases agaoin so making that the biggest ds sounds better imo
  8. 01:46:111 (6,1,2) - really sharp angle kinda felt a bit out of place with how flowy the rest is during this section, maybe place 6 more along the line of 64/320 for a better leadin to the stream
  9. 02:37:944 (8) - clap on head? kinda feel that deserves something more then the rest since that sound is a lot stronger and it'd follow your clap pattern
  10. 04:53:610 (9,10,11,12) -,04:54:943 (9) - kinda wish the stuff like this stood out more like flow change or having the sharp turn be on 04:54:943 (9) - instead of (7) since that loud finish just sits kinda there in the stream atm
  11. 05:37:777 (4,5,6) - why not reduce the ds here a bit since the vocals are still in the weak part
  12. 07:10:985 (4) - move a bit right under for equal star ds or just redo the pattern with control+shift+d
  13. 07:33:485 (5) - stack under tail of 07:31:610 (1) - ? you got the whole y axis symmetry going on and this is like the only note thats not on it, dunno would be nicer imo if it was on that axis aswell
sick map, gl!
Topic Starter
DeRandom Otaku

Wishkey wrote:

Yow!

Marathon
  1. 00:12:944 (1,2) - drum addition whistles would sound cool on these for the start of the drum kicking in
  2. 00:34:945 (5) - would control + h here, makes the flow change feel a bit more natural into the next combo i prefer the way it is
  3. 00:37:945 (7) - this felt a bit off, maybe move the tail a bit more to the left to match this movement 00:37:445 (4,5) -
  4. 00:57:278 (2) - would angle this down a bit, full horizontal looks a bit out of place since all your other 1/2s have that angle during this section and it might help with the flow a bit linear slider plays cool also
  5. 01:16:110 (3) - stack with 01:14:945 (4) - instead? vocals are a lot more powerfull here while the other instruments kinda remain same so making this a bit harder wouldnt hurt imo umm no , i like the pattern i have right now more
  6. 01:20:777 (8) - damn spacing toghether with that angle was a bit unexpected compared to the rest of this section, maybe reduce it a bit by placing it at the tail of 01:21:610 (3) -
  7. 01:27:777 (2) - move to the inwards of (6) instead? high point is the (5) and then it decreases agaoin so making that the biggest ds sounds better imo um no , the way it gradually increases spacing matches the pitch of song more
  8. 01:46:111 (6,1,2) - really sharp angle kinda felt a bit out of place with how flowy the rest is during this section, maybe place 6 more along the line of 64/320 for a better leadin to the stream its totally cool, easily playuable and was never pointed out before
  9. 02:37:944 (8) - clap on head? kinda feel that deserves something more then the rest since that sound is a lot stronger and it'd follow your clap pattern
  10. 04:53:610 (9,10,11,12) -,04:54:943 (9) - kinda wish the stuff like this stood out more like flow change or having the sharp turn be on 04:54:943 (9) - instead of (7) since that loud finish just sits kinda there in the stream atm will do smthng about thi s later
  11. 05:37:777 (4,5,6) - why not reduce the ds here a bit since the vocals are still in the weak part will do smthng here if someone else complains
  12. 07:10:985 (4) - move a bit right under for equal star ds or just redo the pattern with control+shift+d
  13. 07:33:485 (5) - stack under tail of 07:31:610 (1) - ? you got the whole y axis symmetry going on and this is like the only note thats not on it, dunno would be nicer imo if it was on that axis aswell
sick map, gl!
no reply means fixed
ty!
sahuang
m4m

[General]

  • Consider higher cs, I strongly feel the map is not suitable for cs3.5 when playing, maybe 3.7-4 is better.
    Also I would suggest AR9.4-9.5 since most parts are actually 180BPM not 240.

[Insert a better diff name]
  1. 00:02:277 - silence slider end?
  2. 00:50:611 (5,6,8) - seems too crowded here with these objects, try stack 00:50:361 (2,6) - instead?
  3. 01:12:611 (5) - i'd prefer NC here as 01:12:611 (5) - .
  4. 01:26:611 (2,5) - overlap is unnecessary.
  5. 01:27:611 (1,2,3) - distance here is really bad imo, a very strong vocal appears 01:27:944 - so i think 01:27:777 (2,3) - should be much larger than current one.
    01:27:611 (1,2) - on the other hand should only be sth like 01:28:278 (4,5) - .
  6. 01:49:445 (3,4) - ds is a bit too big.
  7. 02:21:610 (8) - NC for emphasis?
  8. 03:52:944 - to 04:12:110 - this part is way too undermapped. If you look at hw's map it's much more intense, there are a lot of drums where you should map.
    Leave hw's map aside,just talking about this diff, 04:12:944 - to 04:24:944 - the kiai is much harder than before, the streams/spacing/kick sliders are very hard. I think difficulty spread needs more consideration.Even U.N.I.T.E.D is mapped with small spacings like 04:37:277 (5,6,7) - ,i just feel brain power is mapped too intensive for 180bpm.
  9. 04:17:777 (8,9,10,11,12,13) - shape is weird.
  10. 05:10:944 (3,1) - overlap
  11. 06:14:110 - make it clickable?
    240bpm freedom dive is cancer...i think it could be easier, current sv is too big imo and the part is really hard.

My personal opinion: I dont really like the balance of difficulty for 180bpm/240bpm songs. Some parts suddenly become very hard with big jumps while some other songs are undermapped. I think you can keep the mapping consistency of each song similar.
I also don't like some songs turned into 180bpm...ruined lol

Good luck~~
Topic Starter
DeRandom Otaku
Ty for the mod sahuang ~ Will apply and edit this post as a reply as soon as i can
Made a new post instead
Topic Starter
DeRandom Otaku

sahuang wrote:

m4m

[General]

  • Consider higher cs, I strongly feel the map is not suitable for cs3.5 when playing, maybe 3.7-4 is better.
    Also I would suggest AR9.4-9.5 since most parts are actually 180BPM not 240.

[Insert a better diff name]
  1. 00:02:277 - silence slider end? Spinner* xd btw i guess 30% sounds more better for that "osu!" vocal , also having a green line before red line will totally ruin the timeline for some reason
  2. 00:50:611 (5,6,8) - seems too crowded here with these objects, try stack 00:50:361 (2,6) - instead? gonna keep since it looks fine ,moving this will require me to move a few notes ahead aswell so yea
  3. 01:12:611 (5) - i'd prefer NC here as 01:12:611 (5) - . D: u linked the same time stamps twice
  4. 01:26:611 (2,5) - overlap is unnecessary. doesnt look bad to me eh
  5. 01:27:611 (1,2,3) - distance here is really bad imo, a very strong vocal appears 01:27:944 - so i think 01:27:777 (2,3) - should be much larger than current one.
    01:27:611 (1,2) - on the other hand should only be sth like 01:28:278 (4,5) - . Did something
  6. 01:49:445 (3,4) - ds is a bit too big. if others say about it too,i will change
  7. 02:21:610 (8) - NC for emphasis? sure
  8. 03:52:944 - to 04:12:110 - this part is way too undermapped. If you look at hw's map it's much more intense, there are a lot of drums where you should map.
    Leave hw's map aside,just talking about this diff, 04:12:944 - to 04:24:944 - the kiai is much harder than before, the streams/spacing/kick sliders are very hard. I think difficulty spread needs more consideration.Even U.N.I.T.E.D is mapped with small spacings like 04:37:277 (5,6,7) - ,i just feel brain power is mapped too intensive for 180bpm. Ofcourse if u consider about HW's map its much more intense but my concept is not same as her, even tho i like her style . The pitch at 03:52:944 - is very low and song is really calm and skipping drums there is not really a bad thing , however it gets intense at brainpower part since the pitch gets twice or maybe more than twice as strong as before
  9. 04:17:777 (8,9,10,11,12,13) - shape is weird. it looks ok to me but i will do smthng about it later if pointed again xd
  10. 05:10:944 (3,1) - overlap intentional tbh
  11. 06:14:110 - make it clickable? aaa yes makes sense but i wanna keep that pattern ,, ff ... i will leave this for now aswell xd
    240bpm freedom dive is cancer...i think it could be easier, current sv is too big imo and the part is really hard. Tbh its not really as cancereous as people say it is , It not dense at all since i used sliders more than circles for most parts , spacing is'nt high also , its much lower than spacing of 180 bpm parts ~ you can pass it even by hitting half the notes because of the low HP .. PS i dont think that transition from everyything will freeze to freedom dive is bad either since ewf already has alot of jumps and death streams

My personal opinion: I dont really like the balance of difficulty for 180bpm/240bpm songs. Some parts suddenly become very hard with big jumps while some other songs are undermapped. I think you can keep the mapping consistency of each song similar.
I also don't like some songs turned into 180bpm...ruined lol

Good luck~~
Thanks alot~
Xinely
from queue

Marathon :
- 00:04:944 - why skip this? if you say due you follow vocal then 00:04:278 (2) - what is this following for?
- 00:10:945 (4) - at least use higher spacing like move to 48,168 to consistent with previous sliders
- 00:17:445 (2) - 192,208 for better blanket xd
- 00:18:778 (3) - i dont think stack works with nice
- 00:26:277 - altho you follow the instrument, i think this drum is strong and should be mapped as well
- 00:30:111 (9) - why soft default clap here?
- 00:36:945 (1) - feel weird to see normal spacing on downbeat when you do random jump for prev sliders
- 00:40:611 (8) - you can make 3/4 slider and a circle for downbeat. it always need clickable object uwu
- 00:43:278 (4) - same as above
- 00:49:610 - you need to map this imo, both drum and vocal are strong :(
- 00:51:445 (8) - maybe move to 88,108 so the jump isnt that far (since idk why jump here) and further spacing to emphasis the jump for cymbal on next slider's head
- 01:16:445 (4,1) - maybe stack them tail to make neater design
- 01:33:278 (2) - 512,232? it deserves for jump imo
- 01:46:278 (1) - add soft addition and finish
- 01:48:945 (1) - 01:47:610 - ^
- 02:05:945 (7,8,9,10) - pls they break the flow so much, move them to right side instead of left again 8(
- 02:18:777 (4) - why not make the jump higher than 2 and 3 when the music support for it?
- 02:23:860 (2) - overmap. hear the vocal it isnt 1/4 but more like 1/6 at 02:23:833 -
- 02:56:277 (4) - nc?
- 03:35:610 (7) - nc?
- 04:13:444 (3) - the music sounds more like 1/8 04:13:485 - instead of 1/2
- 07:16:610 (1) - also questionable snap here. the first tail somehow true with 1/3 but the next sound is 07:16:735 - 1/2 meh.. idk but i prefer use 1/4 here since it more accurate for me

basically somehow this map isnt really satisfy so much example 05:18:277 - when there are much 1/4 possible to map but the part feels like undermapped (for me) and random jumps i cant understand why like 06:36:485 (5) - 06:44:485 (5) -

ok good luck for the map ~
Topic Starter
DeRandom Otaku

Xinely wrote:

from queue

Marathon :
- 00:04:944 - why skip this? if you say due you follow vocal then 00:04:278 (2) - what is this following for? Doesnt really sound map worthy to me
- 00:10:945 (4) - at least use higher spacing like move to 48,168 to consistent with previous sliders ok
- 00:17:445 (2) - 192,208 for better blanket xd ok
- 00:18:778 (3) - i dont think stack works with nice Did a jump
- 00:26:277 - altho you follow the instrument, i think this drum is strong and should be mapped as well zzz i wanna keep the pattern so badly lo
- 00:30:111 (9) - why soft default clap here? for the snare
- 00:36:945 (1) - feel weird to see normal spacing on downbeat when you do random jump for prev sliders i never emphasized most of the downbeats in this part so its fine , intentional , yea
- 00:40:611 (8) - you can make 3/4 slider and a circle for downbeat. it always need clickable object uwu ye but 1/1 does play more pleasantly and i dont emphasize kicks in this section
- 00:43:278 (4) - same as above
- 00:49:610 - you need to map this imo, both drum and vocal are strong :( u might have not noticed but i started following the other instrument here idk how its called but yea
- 00:51:445 (8) - maybe move to 88,108 so the jump isnt that far (since idk why jump here) and further spacing to emphasis the jump for cymbal on next slider's head did it but used a bit different co ordinates
- 01:16:445 (4,1) - maybe stack them tail to make neater design intentional overlap but well stack looked nicer so ok
- 01:33:278 (2) - 512,232? it deserves for jump imo right
- 01:46:278 (1) - add soft addition and finish yes
- 01:48:945 (1) - 01:47:610 - ^
- 02:05:945 (7,8,9,10) - pls they break the flow so much, move them to right side instead of left again 8( Fixed
- 02:18:777 (4) - why not make the jump higher than 2 and 3 when the music support for it? well idk the symmetry jump pattern plays nicely so keep for now
- 02:23:860 (2) - overmap. hear the vocal it isnt 1/4 but more like 1/6 at 02:23:833 - 1/4 is ok , its much better for playability and stacking 2 on 1/6th tick would ofcourse sound weird as hell zzz
- 02:56:277 (4) - nc? zz
- 03:35:610 (7) - nc? not necessary tbh
- 04:13:444 (3) - the music sounds more like 1/8 04:13:485 - instead of 1/2 pretty sure the cymbals land on 1/2's
- 07:16:610 (1) - also questionable snap here. the first tail somehow true with 1/3 but the next sound is 07:16:735 - 1/2 meh.. idk but i prefer use 1/4 here since it more accurate for me 1/3 is more perfect , try listening to 25%

basically somehow this map isnt really satisfy so much example 05:18:277 - when there are much 1/4 possible to map but the part feels like undermapped (for me) and random jumps i cant understand why like 06:36:485 (5) - 06:44:485 (5) - zzz even BNs having trouble understanding my concept ;;

ok good luck for the map ~
Thanks alot!
Raging Bull
I'm sad no K-on song or Marisa. :( Still some memories were had.
3mplify
- 01:22:945 (3,4,5,6,1,2,3,4) - maybe i'm noob (yes i'm noob), but i played map more than 40 times and passed this moment only 3 or 4 times (Why not to make like in a 01:12:278 (1,2,3,4,5,6,7,8) ) (ok, i played map today and passed this stream 1st try. sry, it's playable and ok, but i still don't like how it looks like)
- 01:20:778 (8) - i think this note should be start of the next combo (listen vocal line)
- 03:09:652 (1) - i hate this spinner! everytime i play, i can't get 300 :( If it's not a parody to this, make it playable pls
- 04:55:610 (1,2) - lots of reserves sliders are becoming annoying, maybe change to slider jumps like in original Big Black?
- 06:03:860 - 06:18:110 - too many sliders, would be better if you change ones to singletap
- Change 06:18:235 (3,4,5,1,2) to one stream, give 06:19:110 (3,4,5,6,7,8,9,10) more space and make typical image material deathstream
- 06:23:110 (3,4,5,1) - this moment sounds bad. Try to make 06:23:110 (3) longer to 06:23:485,delete 06:23:485 (4,5,1) and make triple on 06:23:610.
- 06:30:610 (1,2,3,4) - i think this seems much better
- 06:32:610 (1,2,3,4) - same
- And as i think freedom dive part has lack of streams (one more 240 deathstream will be cool i think)

Hope my modding wasn't totally useless. Map is rly nice. gl
Topic Starter
DeRandom Otaku

3mplifee wrote:

- 01:22:945 (3,4,5,6,1,2,3,4) - maybe i'm noob (yes i'm noob), but i played map more than 40 times and passed this moment only 3 or 4 times (Why not to make like in a 01:12:278 (1,2,3,4,5,6,7,8) ) (ok, i played map today and passed this stream 1st try. sry, it's playable and ok, but i still don't like how it looks like) its fine to me
- 01:20:778 (8) - i think this note should be start of the next combo (listen vocal line) vocals dont matter to me , i nc after every downbeat
- 03:09:652 (1) - i hate this spinner! everytime i play, i can't get 300 :( If it's not a parody to this, make it playable pls i was gonna change it anyway so used a circle instead
- 04:55:610 (1,2) - lots of reserves sliders are becoming annoying, maybe change to slider jumps like in original Big Black? changed to kicksliders
- 06:03:860 - 06:18:110 - too many sliders, would be better if you change ones to singletap zz no pls
- Change 06:18:235 (3,4,5,1,2) to one stream, give 06:19:110 (3,4,5,6,7,8,9,10) more space and make typical image material deathstream no this is not the old image material where emphasis plays no role
- 06:23:110 (3,4,5,1) - this moment sounds bad. Try to make 06:23:110 (3) longer to 06:23:485,delete 06:23:485 (4,5,1) and make triple on 06:23:610. wtf i think ur on drugs
- 06:30:610 (1,2,3,4) - i think this seems much better no that would be too undermapped
- And as i think freedom dive part has lack of streams (one more 240 deathstream will be cool i think) people are already complaining about the difficulty spike lo pls

Hope my modding wasn't totally useless. Map is rly nice. gl
ty
Naxess
Greetings, I am here by request.

I don't think this is quite ready yet, and could use more mods, but I'm not going to just ignore it because of this. I'm going to attempt to tell you why, by modding it.


  • [General]
  1. There's no need to call it "Marathon" specifically, but obviously up to you.
  2. Not going to include the video? If it's encoded properly it shouldn't be too large in file size.

    [Marathon]
  3. 00:04:777 - The pitch changes here, so musically you could place a note as polarity to 00:05:111 (1) - .
  4. Looks like hitsounds are quite shallow here in the beginning, perhaps you could expand upon it by getting some weak snare-like hitsound for 00:04:277 - 00:05:610 - 00:06:944 - etc. Also the hitsounds here are extremely quiet. I would recommend you increase their volume for this part.
  5. 00:13:945 (6,7) - I'd also think the heads of these should be hitsounded for appropriate feedback, in accordance with the song. At least silence the ends.
  6. 00:14:778 (2,3) - This spacing is really far, and I can't hear anything so distinct in the music for this to reflect. Refer to the analogous measure, 00:20:111 (2,3) - .
  7. 00:15:610 - 00:16:110 - 00:16:610 - Covering these sounds with some hitsound would be appropriate, right? Anyway, you get the idea, I think hitsounding could use some work.
  8. 00:18:778 (3) - This is more emphasized in the song than the head of 00:18:945 (4) - so might as well swap them.
  9. 00:24:278 (3) - To be honest I feel like this can be emphasized more. Clearly the pitch changes here, but there's nothing really accenting this in the song considering that all the other notes here have the same spacing and rhythm anyway. Compare it to 00:24:278 (3,4) - , for example. Could try reducing the distance between 00:24:278 (3,4) - to make it bigger in comparison.
  10. 00:26:611 (2,3) - Spacing here could also be increased. Look at something else like 00:20:278 (3,4) - , where there's a simple clap rather than a cymbal crash.
  11. 00:35:611 (1,2,3,4) - The variation between this and 00:36:945 (1,2,3,4,5,6) - is not good. They both sound very similar but one is clearly stronger than the other in the map. There's also no reason to have such large spacing between 00:37:278 (3,4) - when not even 00:37:778 (6,7) - is further.
  12. 00:42:611 (2,4) - Aesthetically this looks pretty strange due to the curves contradicting each other. There are other examples of places where aesthetics can be more structued and following some kind of concept, but how the map looks is the least of your worries as it is.
  13. 00:44:611 (4,5,1) - Avoid transitioning into a strong beat by using the same type of note. At the moment it's almost as if (1) would be the same as (4) and (5), due to the player moving and clicking identically to anything else before it.
  14. 01:14:945 (4,5,6,7,8) - Instead of following the regular 1/2 jump spam pattern I feel like this section could try something more elaborate by following the 1/3 vocals instead, but up to you obviously.
  15. 01:29:611 (3,4,5) - This stream is out of pattern. The previous two triples, 01:24:445 (4,5,6) - and 01:28:445 (5,6,7) - , were actually following a pattern and were predictable and recognizable, even though they aren't mapped to any specific impact in the song. This isn't the case for these, so I'd suggest you simply do not have a 1/4 note after this slider.
  16. 02:32:444 (7,8) - There's pretty clear overmapping on some parts. I wouldn't suggest you to overmap like this, since you're meant to reflect the song, not add on to it. In this case you could just make 02:32:277 - a 1/2 slider and remove the two circles currently stacked on 02:32:610 (7) - .
  17. 02:51:610 - 02:56:944 - Could increase the volume of these whistles to make these sounds stand out a bit more, either that or remove some unnecessary ones. Similarly in the following section as well, make stronger sounds louder or different in comparison. The heads of 03:07:610 (1,2) - are clearly stronger than their tails, for example. I doubt having whistles on all notes would appropriately reflect any of this.

    This is how I would start modding it anyway. Many of the things mentioned also apply to other parts of the map. I think you could really pay more attention to spacing consistency and the way the map is emphasized as well as hitsounded. There's a lot more I'd mention near the end of the map, the way aesthetics, and overall consistency with intensity, is lacking, but for now I think you should focus on improving the first half.
That's why I'll stop here. If you need help with anything specific or have any questions, don't be afraid to ask. Although I would suggest you to get more mods while you work on improving this. Could try making the unique concept for each song more apparent (for example by not including the same concept for one song as other songs, in order to make the way a song is mapped stand out more, 05:10:277 (1,2,3) - 00:32:945 (1,2,3,4) - 04:37:277 (5,6,7) - 04:32:944 (1,2,3,4) - 02:14:277 (1,2,3,4) - 07:39:610 (1,2,3,4,1,2,3,4) - 05:44:944 (1,2,3,4) - 07:27:985 (4,5,6,1,2,3,4,5,6,7,8,1,2,3,4,1,2,3,4,5,6,1,2,3,4,5,1,2) - ), perhaps expand upon it, or maybe imitate the style and appearance in which they were actually mapped, as way to convey the theme of memories, similarly to how Exile- did their Megamix set, but those are just ideas. Good luck!
Topic Starter
DeRandom Otaku

Naxess wrote:

Greetings, I am here by request.

I don't think this is quite ready yet, and could use more mods, but I'm not going to just ignore it because of this. I'm going to attempt to tell you why, by modding it.


  • [General]
  1. There's no need to call it "Marathon" specifically, but obviously up to you. i m still thinking about a good diff name zzzz
  2. Not going to include the video? If it's encoded properly it shouldn't be too large in file size. tbh i would rather not add it since 99.9% ppl are gonna click the "dl without vid" buttong

    [Marathon]
  3. 00:04:777 - The pitch changes here, so musically you could place a note as polarity to 00:05:111 (1) - . ye
  4. Looks like hitsounds are quite shallow here in the beginning, perhaps you could expand upon it by getting some weak snare-like hitsound for 00:04:277 - 00:05:610 - 00:06:944 - etc. Also the hitsounds here are extremely quiet. I would recommend you increase their volume for this part. those are'nt snares tbh those are just really weak hi-hat sounds and i m not gonna hs them since i m only trying to emphasize the piano sound thats mostly on downbeats and the vocals
  5. 00:13:945 (6,7) - I'd also think the heads of these should be hitsounded for appropriate feedback, in accordance with the song. At least silence the ends. my hitsounding is noob but ok i hs'd them
  6. 00:14:778 (2,3) - This spacing is really far, and I can't hear anything so distinct in the music for this to reflect. Refer to the analogous measure, 00:20:111 (2,3) - . really tho you are only looking at it in the editor , play-wise its not even close to "big" and the next one you point out is like that because of structure
  7. 00:15:610 - 00:16:110 - 00:16:610 - Covering these sounds with some hitsound would be appropriate, right? Anyway, you get the idea, I think hitsounding could use some work. well i said before i did very simple hs in this map what i m really trying to hs in snares,kicks and the whistles(ye the osu! whistle hitsounds that are added in the song)
  8. 00:18:778 (3) - This is more emphasized in the song than the head of 00:18:945 (4) - so might as well swap them. yea i know and i dont think theres big difference between 1.42x and 1.5x also ~ doing this for nice symmetry visuals shouldnt be a big deal
  9. 00:24:278 (3) - To be honest I feel like this can be emphasized more. Clearly the pitch changes here, but there's nothing really accenting this in the song considering that all the other notes here have the same spacing and rhythm anyway. Compare it to 00:24:278 (3,4) - , for example. Could try reducing the distance between 00:24:278 (3,4) - to make it bigger in comparison. well if u notice carefully you wont see 4 circles in a row in the whole section and if u dont count the four circle thing , you wont find "Circles" with so large spacing therefor compared to those points its emphasized alot already
  10. 00:26:611 (2,3) - Spacing here could also be increased. Look at something else like 00:20:278 (3,4) - , where there's a simple clap rather than a cymbal crash. true , fixed
  11. 00:35:611 (1,2,3,4) - The variation between this and 00:36:945 (1,2,3,4,5,6) - is not good. They both sound very similar but one is clearly stronger than the other in the map. There's also no reason to have such large spacing between 00:37:278 (3,4) - when not even 00:37:778 (6,7) - is further. well guess what i have seen hundreds of ranked maps using circles in less intense part just to make them interesting and i m doing just that
  12. 00:42:611 (2,4) - Aesthetically this looks pretty strange due to the curves contradicting each other. There are other examples of places where aesthetics can be more structued and following some kind of concept, but how the map looks is the least of your worries as it is. not changing tbh since i made it like this on purpose as i like this kinda patterns aswell and i make alot like these in most of gds tho i tried doing three more patterns but this is the one i liked the most
  13. 00:44:611 (4,5,1) - Avoid transitioning into a strong beat by using the same type of note. At the moment it's almost as if (1) would be the same as (4) and (5), due to the player moving and clicking identically to anything else before it. this might sound like a strong beat to you since theres a high pitch kick there but you forgot that i m emphasizing vocals in this part only
  14. 01:14:945 (4,5,6,7,8) - Instead of following the regular 1/2 jump spam pattern I feel like this section could try something more elaborate by following the 1/3 vocals instead, but up to you obviously. could be good to do so but it will make this part a bit "technical" compared to others and since the map is full of just 1/2,1/4 rhythms having 1/2 rhythm here aswell is best for playability
  15. 01:29:611 (3,4,5) - This stream is out of pattern. The previous two triples, 01:24:445 (4,5,6) - and 01:28:445 (5,6,7) - , were actually following a pattern and were predictable and recognizable, even though they aren't mapped to any specific impact in the song. This isn't the case for these, so I'd suggest you simply do not have a 1/4 note after this slider. nothing wrong with having triple after slider at all .. i have done this in many ranked maps of mine and no body ever said a word about it
  16. 02:32:444 (7,8) - There's pretty clear overmapping on some parts. I wouldn't suggest you to overmap like this, since you're meant to reflect the song, not add on to it. In this case you could just make 02:32:277 - a 1/2 slider and remove the two circles currently stacked on 02:32:610 (7) - . i m gonna leave it as it is for now and wait for more opinions as i DO think its fine currently since theres alot of glitchy sounds going on the background and it doesnt feel overmapped to me at all unless i listen to it at 25% playback
  17. 02:51:610 - 02:56:944 - Could increase the volume of these whistles to make these sounds stand out a bit more, either that or remove some unnecessary ones. Similarly in the following section as well, make stronger sounds louder or different in comparison. The heads of 03:07:610 (1,2) - are clearly stronger than their tails, for example. I doubt having whistles on all notes would appropriately reflect any of this. i changed the hs for louder sounds and kept the whistles on the rest

    This is how I would start modding it anyway. Many of the things mentioned also apply to other parts of the map. I think you could really pay more attention to spacing consistency and the way the map is emphasized as well as hitsounded. There's a lot more I'd mention near the end of the map, the way aesthetics, and overall consistency with intensity, is lacking, but for now I think you should focus on improving the first half.
That's why I'll stop here. If you need help with anything specific or have any questions, don't be afraid to ask. Although I would suggest you to get more mods while you work on improving this. Could try making the unique concept for each song more apparent (for example by not including the same concept for one song as other songs, in order to make the way a song is mapped stand out more, 05:10:277 (1,2,3) - 00:32:945 (1,2,3,4) - 04:37:277 (5,6,7) - 04:32:944 (1,2,3,4) - 02:14:277 (1,2,3,4) - 07:39:610 (1,2,3,4,1,2,3,4) - 05:44:944 (1,2,3,4) - 07:27:985 (4,5,6,1,2,3,4,5,6,7,8,1,2,3,4,1,2,3,4,5,6,1,2,3,4,5,1,2) - ), perhaps expand upon it, or maybe imitate the style and appearance in which they were actually mapped, as way to convey the theme of memories, similarly to how Exile- did their Megamix set, but those are just ideas. Good luck! you really shouldnt compare Exile's set to mine actually. Thats exile and this is me , i have different concepts than others and i make maps according to my mapping style not according to other's concepts or other's mapping style.
Thank you very much for the mod. i had a logic behind everything i mapped here and i think it was kinda hard for you to understand so i tried to explain them as best as i could. Ty again
Monstrata

Marathon


  1. 00:18:778 (3,4) - Ctrl+G'ing this rhythm sounds better. You get to emphasize the bass hold on 00:18:777 - with a slider.
  2. 00:29:945 (8,9) - This transition, musically, is quite awkward. I wouldn't recommend putting a jump here xP. Nothing to do with your mapping, more that the song here just fades out poorly and creates this quiet crossfade between songs.
  3. 00:37:278 (3,4) - Odd that you put a jump here but not 00:37:778 (6,7) - . I think the grid style mapping could be better here.
  4. 00:45:111 (2,3,4) - This triplet felt unnecessary. You're spamming 1/2 so switching to triplets is not a good deviation if you switch back to 1/2
  5. 01:15:111 (5,6) - 1/2 slider since you've been following vocal rhythm with those sliders earlier (as well as later).
  6. 01:23:194 (6,2) - Really really don't recommend doing a stack like that ;c. It is really hard to read, and the stacking mechanic makes the second stream look a bit broken in visual spacing.
  7. 02:19:610 (1,2,3) - This could be a really interesting visual pattern if you made better use of the blanket potential of slider 1.
  8. 02:25:610 (6) - NC for emphasis and pattern distinction.
  9. 02:37:444 (5,6,7,8,1) - Theres a lot of really interesting doublet rhythms you can use here. A bit disappointed you went with such a generic rhythm. This compilation celebrates a lot of different songs and rhythms so try and reflect that by picking some more unique rhythm choices when given that chance.
  10. 04:02:110 (4) - I don't think the overlap is necessary here. You already use a lot of stacks later and reuse that same slider/end location with objects coming afterwards. Try making a triangle and position it at like 280||292. It gives a nicer angle going into the next slider imo.
  11. 04:06:277 (1,2) - This is a really weird arrangement... doesn't seem consistent at all with your usual aesthetics.
  12. 04:20:444 (6,7) - I would recommend stacking it for visual consistency with 04:20:194 (4,5) - 04:22:944 (4,5,6,7) -
  13. 06:11:360 (4,5) - I don't think this needs such a big jump. It's not really that strong imo.
  14. 06:35:860 (2,3) - These circles follow really different layers. One is vocal, one is instrumental. It is confusing imo and more the song's fault lol. Recommend simple 1/2 slider to follow main melody and lead into vocals better.
  15. 06:38:985 (2,4) - Not really a fan of using two differnent slider shapes when using slider-head stack patterns like this. it seems really inconsistent visually.
  16. 07:10:860 (3,4) - This should not be the biggest jump imo. Emphasize 07:11:110 (5,7) - .
  17. 07:38:610 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - The 1/4's are really quiet if audible at all. Use 1/4 repeats instead or something xP. This just feels really forced.
  18. 07:42:610 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1) - ^Same. Or ask SakiZ to make these louder lol
.
Naxess
Returning to clarify my points.

DeRandom Otaku wrote:

Naxess wrote:

Greetings, I am here by request.

I don't think this is quite ready yet, and could use more mods, but I'm not going to just ignore it because of this. I'm going to attempt to tell you why, by modding it.


  • [Marathon]
  1. 00:14:778 (2,3) - This spacing is really far, and I can't hear anything so distinct in the music for this to reflect. Refer to the analogous measure, 00:20:111 (2,3) - . really tho you are only looking at it in the editor , play-wise its not even close to "big" and the next one you point out is like that because of structure In gameplay these actually do play quite differently, and by your response it seems like you looked at the spacing of each one individually, rather than comparing them. If this is caused by your structure, then perhaps reconsidering said structure would be a good idea, in order to reflect the song appropriately.
  2. 00:15:610 - 00:16:110 - 00:16:610 - Covering these sounds with some hitsound would be appropriate, right? Anyway, you get the idea, I think hitsounding could use some work. well i said before i did very simple hs in this map what i m really trying to hs in snares,kicks and the whistles(ye the osu! whistle hitsounds that are added in the song) You may be aiming for something simple, but keep in mind that you're working with a huge compilation of what this community has been working on for years. Not putting the effort to actually make your hitsounding elaborate is kind of disrespectful. You are aiming to make this of the highest achievable quality, right? Just because you're not emphasizing something doesn't mean it shouldn't provide feedback.
  3. 00:18:778 (3) - This is more emphasized in the song than the head of 00:18:945 (4) - so might as well swap them. yea i know and i dont think theres big difference between 1.42x and 1.5x also ~ doing this for nice symmetry visuals shouldnt be a big deal I think you misunderstood, I am talking about rhythm, not placement. Refer to Monstrata's mod.
  4. 00:24:278 (3) - To be honest I feel like this can be emphasized more. Clearly the pitch changes here, but there's nothing really accenting this in the song considering that all the other notes here have the same spacing and rhythm anyway. Compare it to 00:24:278 (3,4) - , for example. Could try reducing the distance between 00:24:278 (3,4) - to make it bigger in comparison. well if u notice carefully you wont see 4 circles in a row in the whole section and if u dont count the four circle thing , you wont find "Circles" with so large spacing therefor compared to those points its emphasized alot already This is not about general emphasis, but about emphasis of an exact point in time. In this case 00:24:111 (2,3) - are less spaced than 00:24:278 (3,4) - , despite what the song is doing at 00:24:277 - . I just feel like this specific note can be accentuated more in comparison to the ones around it.
  5. 00:35:611 (1,2,3,4) - The variation between this and 00:36:945 (1,2,3,4,5,6) - is not good. They both sound very similar but one is clearly stronger than the other in the map. There's also no reason to have such large spacing between 00:37:278 (3,4) - when not even 00:37:778 (6,7) - is further. well guess what i have seen hundreds of ranked maps using circles in less intense part just to make them interesting and i m doing just that To be honest, this argument is completely fallacious. Just because some other mapper has decided to do this and managed to get away with it, does not mean you should be able to do it any more easily. One bad thing does not make another bad thing any more justified. You tell me not to compare your map to other mappers' styles, but you do it yourself all over in the mod reply. Consider replying to these with your own reasoning, rather than comparing it to what other mappers have done for other songs.
  6. 00:44:611 (4,5,1) - Avoid transitioning into a strong beat by using the same type of note. At the moment it's almost as if (1) would be the same as (4) and (5), due to the player moving and clicking identically to anything else before it. this might sound like a strong beat to you since theres a high pitch kick there but you forgot that i m emphasizing vocals in this part only There's actually a vocal on 00:44:944 - as well, so I don't really see your point. On another note, 00:44:945 (1,2) - having this spacing be larger than 00:44:778 (5,1) - makes it badly accentuated in comparison as well. Again, if your pattern does not reflect the song, then I would suggest you reconsider it. No point in having things look good if they barely relate to the song at hand.
  7. 01:14:945 (4,5,6,7,8) - Instead of following the regular 1/2 jump spam pattern I feel like this section could try something more elaborate by following the 1/3 vocals instead, but up to you obviously. could be good to do so but it will make this part a bit "technical" compared to others and since the map is full of just 1/2,1/4 rhythms having 1/2 rhythm here aswell is best for playability I think you should consider more of how you're making elements of the song stand out, rather than the playability of said results. Like Monstrata mentioned above, try picking some more unique rhythms when possible, as way to make each individual song of the compilation stand out more in the map, as if they're actually different songs and not just a giant generic pattern of beats placed to the bpm for the sake of making it easier to play.
  8. 01:29:611 (3,4,5) - This stream is out of pattern. The previous two triples, 01:24:445 (4,5,6) - and 01:28:445 (5,6,7) - , were actually following a pattern and were predictable and recognizable, even though they aren't mapped to any specific impact in the song. This isn't the case for these, so I'd suggest you simply do not have a 1/4 note after this slider. nothing wrong with having triple after slider at all .. i have done this in many ranked maps of mine and no body ever said a word about it Like mentioned earlier, this argument is fallacious. Just because it's been done elsewhere does not make another case any more justified. I'd recommend you tell the modder why you think what you think, by explaining your reasoning constructively. In what way does not changing this benefit the map? In what way does mentioned notes convey what the song is doing?
  9. 02:32:444 (7,8) - There's pretty clear overmapping on some parts. I wouldn't suggest you to overmap like this, since you're meant to reflect the song, not add on to it. In this case you could just make 02:32:277 - a 1/2 slider and remove the two circles currently stacked on 02:32:610 (7) - . i m gonna leave it as it is for now and wait for more opinions as i DO think its fine currently since theres alot of glitchy sounds going on the background and it doesnt feel overmapped to me at all unless i listen to it at 25% playback If you can hear it at 25%, then you know exactly what these "glitchy sounds" are doing, and overmapping for the sake of reflecting this makes no sense when they're clearly not like that in the song. Wouldn't it be better if you actually conveyed the song's core through your map, rather than intentionally making people question it? At the moment it's only like this because of the pattern you enforced through 02:31:860 (2,3) - and 02:32:110 (4,5,6) - , which the suggestion can solve.

    This is how I would start modding it anyway. Many of the things mentioned also apply to other parts of the map. I think you could really pay more attention to spacing consistency and the way the map is emphasized as well as hitsounded. There's a lot more I'd mention near the end of the map, the way aesthetics, and overall consistency with intensity, is lacking, but for now I think you should focus on improving the first half.
That's why I'll stop here. If you need help with anything specific or have any questions, don't be afraid to ask. Although I would suggest you to get more mods while you work on improving this. Could try making the unique concept for each song more apparent (for example by not including the same concept for one song as other songs, in order to make the way a song is mapped stand out more, 05:10:277 (1,2,3) - 00:32:945 (1,2,3,4) - 04:37:277 (5,6,7) - 04:32:944 (1,2,3,4) - 02:14:277 (1,2,3,4) - 07:39:610 (1,2,3,4,1,2,3,4) - 05:44:944 (1,2,3,4) - 07:27:985 (4,5,6,1,2,3,4,5,6,7,8,1,2,3,4,1,2,3,4,5,6,1,2,3,4,5,1,2) - ), perhaps expand upon it, or maybe imitate the style and appearance in which they were actually mapped, as way to convey the theme of memories, similarly to how Exile- did their Megamix set, but those are just ideas. Good luck! you really shouldnt compare Exile's set to mine actually. Thats exile and this is me , i have different concepts than others and i make maps according to my mapping style not according to other's concepts or other's mapping style. I'm afraid you misunderstood. The focus here isn't that I'm making a comparison, it's that there are more possible ideas for reflecting the song's very theme. My point is that many parts of the map have strong similarities with other parts of the map, in which the song is literally not even the same. I just feel that you can try bringing more of a contrast between each song of this compilation in accordance to this, by, instead of simplifying things to be so generic, making each song it's own unique map. Show the players what you're capable of as a mapper.
Thank you very much for the mod. i had a logic behind everything i mapped here and i think it was kinda hard for you to understand so i tried to explain them as best as i could. Ty again
Just to make things clear, should I feel it not ready, I am going to veto this mapset, in order for further potential discussion to come to fruition. I believe I have made my points quite clear throughout the 1/3 of the map that was modded. The other 2/3 have very similar issues, thus why I suggested you gather more mods before pushing this mapset further through the ranking process. We're all trying to help you make this map the very best it can be, before reaching the ranked section. Once again, if you have any questions or concerns, feel free to contact me. Good luck!
Topic Starter
DeRandom Otaku

Monstrata wrote:

Marathon


  1. 00:18:778 (3,4) - Ctrl+G'ing this rhythm sounds better. You get to emphasize the bass hold on 00:18:777 - with a slider. right , done
  2. 00:29:945 (8,9) - This transition, musically, is quite awkward. I wouldn't recommend putting a jump here xP. Nothing to do with your mapping, more that the song here just fades out poorly and creates this quiet crossfade between songs. for me jump feels better because of the snares but maybe its just our way of emphasizing are a bit different?
  3. 00:37:278 (3,4) - Odd that you put a jump here but not 00:37:778 (6,7) - . I think the grid style mapping could be better here. that jump was actually just there was for patterning , not to emphasize anything but i applied your suggestion, neat pattern , ty
  4. 00:45:111 (2,3,4) - This triplet felt unnecessary. You're spamming 1/2 so switching to triplets is not a good deviation if you switch back to 1/2 well for this little part , i change instrument to those hi-hats in the background as those sound more emphasized in the song to me and its consistent right now with 00:39:778 (2,3,4) - 00:50:278 (1,2,3,4) - etc
  5. 01:15:111 (5,6) - 1/2 slider since you've been following vocal rhythm with those sliders earlier (as well as later). imo the circles do play a bit more better because the "kaminiiiiiiiii" vocal here is pretty intense so having a slider only feels a bit less emphasized
  6. 01:23:194 (6,2) - Really really don't recommend doing a stack like that ;c. It is really hard to read, and the stacking mechanic makes the second stream look a bit broken in visual spacing. the visuals DO look broken but they are hardly notice-able in gameplay, no testplayers had trouble reading it so far so i m gonna keep for now. Still considering about this
  7. 02:19:610 (1,2,3) - This could be a really interesting visual pattern if you made better use of the blanket potential of slider 1. sure
  8. 02:25:610 (6) - NC for emphasis and pattern distinction. there was an nc there before but modders didnt like it so i removed it xd. added again
  9. 02:37:444 (5,6,7,8,1) - Theres a lot of really interesting doublet rhythms you can use here. A bit disappointed you went with such a generic rhythm. This compilation celebrates a lot of different songs and rhythms so try and reflect that by picking some more unique rhythm choices when given that chance. did something
  10. 04:02:110 (4) - I don't think the overlap is necessary here. You already use a lot of stacks later and reuse that same slider/end location with objects coming afterwards. Try making a triangle and position it at like 280||292. It gives a nicer angle going into the next slider imo. applied your suggestion since i was already thinking of a pattern to do here
  11. 04:06:277 (1,2) - This is a really weird arrangement... doesn't seem consistent at all with your usual aesthetics. changed it
  12. 04:20:444 (6,7) - I would recommend stacking it for visual consistency with 04:20:194 (4,5) - 04:22:944 (4,5,6,7) - fixed
  13. 06:11:360 (4,5) - I don't think this needs such a big jump. It's not really that strong imo. right
  14. 06:35:860 (2,3) - These circles follow really different layers. One is vocal, one is instrumental. It is confusing imo and more the song's fault lol. Recommend simple 1/2 slider to follow main melody and lead into vocals better. maybe you misheard the song but both circles follow vocals , first one is for "me" and second one is for "ni" . and fyi i have only prioritized vocals here in the whole section . i m not trying to follow the highscore glitchy sounds tho
  15. 06:38:985 (2,4) - Not really a fan of using two differnent slider shapes when using slider-head stack patterns like this. it seems really inconsistent visually. different shapes because both are supporting very different vocals
  16. 07:10:860 (3,4) - This should not be the biggest jump imo. Emphasize 07:11:110 (5,7) - . well if u see around this whole freedom dive section ,i have never used these many '1/2' 'circles' in a row so yea it already emphasizes those sounds like that . also they say its fine to sometime not be consistent and its ok to not emphasize sometime just for cute visuals xd
  17. 07:38:610 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - The 1/4's are really quiet if audible at all. Use 1/4 repeats instead or something xP. This just feels really forced. song intensity is at a really high level here tho so i think denser rhythm works better
  18. 07:42:610 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1) - ^Same. Or ask SakiZ to make these louder lol ^
.
thanks a lot!

DeRandom Otaku wrote:

Naxess wrote:

Greetings, I am here by request.

I don't think this is quite ready yet, and could use more mods, but I'm not going to just ignore it because of this. I'm going to attempt to tell you why, by modding it.


  • [Marathon]
  1. 00:14:778 (2,3) - This spacing is really far, and I can't hear anything so distinct in the music for this to reflect. Refer to the analogous measure, 00:20:111 (2,3) - . really tho you are only looking at it in the editor , play-wise its not even close to "big" and the next one you point out is like that because of structure In gameplay these actually do play quite differently, and by your response it seems like you looked at the spacing of each one individually, rather than comparing them. If this is caused by your structure, then perhaps reconsidering said structure would be a good idea, in order to reflect the song appropriately. Still keeping it because of the same reason
  2. 00:15:610 - 00:16:110 - 00:16:610 - Covering these sounds with some hitsound would be appropriate, right? Anyway, you get the idea, I think hitsounding could use some work. well i said before i did very simple hs in this map what i m really trying to hs in snares,kicks and the whistles(ye the osu! whistle hitsounds that are added in the song) You may be aiming for something simple, but keep in mind that you're working with a huge compilation of what this community has been working on for years. Not putting the effort to actually make your hitsounding elaborate is kind of disrespectful. You are aiming to make this of the highest achievable quality, right? Just because you're not emphasizing something doesn't mean it shouldn't provide feedback. well ,re considered about it and yes . added hs for thos in the latter patterns as well
  3. 00:18:778 (3) - This is more emphasized in the song than the head of 00:18:945 (4) - so might as well swap them. yea i know and i dont think theres big difference between 1.42x and 1.5x also ~ doing this for nice symmetry visuals shouldnt be a big deal I think you misunderstood, I am talking about rhythm, not placement. Refer to Monstrata's mod. yes , didnt understand properly. fixed now
  4. 00:24:278 (3) - To be honest I feel like this can be emphasized more. Clearly the pitch changes here, but there's nothing really accenting this in the song considering that all the other notes here have the same spacing and rhythm anyway. Compare it to 00:24:278 (3,4) - , for example. Could try reducing the distance between 00:24:278 (3,4) - to make it bigger in comparison. well if u notice carefully you wont see 4 circles in a row in the whole section and if u dont count the four circle thing , you wont find "Circles" with so large spacing therefor compared to those points its emphasized alot already This is not about general emphasis, but about emphasis of an exact point in time. In this case 00:24:111 (2,3) - are less spaced than 00:24:278 (3,4) - , despite what the song is doing at 00:24:277 - . I just feel like this specific note can be accentuated more in comparison to the ones around it. yea spaced that one more now
  5. 00:35:611 (1,2,3,4) - The variation between this and 00:36:945 (1,2,3,4,5,6) - is not good. They both sound very similar but one is clearly stronger than the other in the map. There's also no reason to have such large spacing between 00:37:278 (3,4) - when not even 00:37:778 (6,7) - is further. well guess what i have seen hundreds of ranked maps using circles in less intense part just to make them interesting and i m doing just that To be honest, this argument is completely fallacious. Just because some other mapper has decided to do this and managed to get away with it, does not mean you should be able to do it any more easily. One bad thing does not make another bad thing any more justified. You tell me not to compare your map to other mappers' styles, but you do it yourself all over in the mod reply. Consider replying to these with your own reasoning, rather than comparing it to what other mappers have done for other songs. i have done something about it from monstrata's mod
  6. 00:44:611 (4,5,1) - Avoid transitioning into a strong beat by using the same type of note. At the moment it's almost as if (1) would be the same as (4) and (5), due to the player moving and clicking identically to anything else before it. this might sound like a strong beat to you since theres a high pitch kick there but you forgot that i m emphasizing vocals in this part only There's actually a vocal on 00:44:944 - as well, so I don't really see your point. On another note, 00:44:945 (1,2) - having this spacing be larger than 00:44:778 (5,1) - makes it badly accentuated in comparison as well. Again, if your pattern does not reflect the song, then I would suggest you reconsider it. No point in having things look good if they barely relate to the song at hand. well did something now . theres a jump for 1 now
  7. 01:14:945 (4,5,6,7,8) - Instead of following the regular 1/2 jump spam pattern I feel like this section could try something more elaborate by following the 1/3 vocals instead, but up to you obviously. could be good to do so but it will make this part a bit "technical" compared to others and since the map is full of just 1/2,1/4 rhythms having 1/2 rhythm here aswell is best for playability I think you should consider more of how you're making elements of the song stand out, rather than the playability of said results. Like Monstrata mentioned above, try picking some more unique rhythms when possible, as way to make each individual song of the compilation stand out more in the map, as if they're actually different songs and not just a giant generic pattern of beats placed to the bpm for the sake of making it easier to play. well i have stated that reason before because i have experienced greater problems that this in my other map that was pop and the vocals had rhythm that varies from 1/4 and 1/3 , and the road to getting it qualified actually taught me alot about using better rhythms about gameplay and thats why the rhythm here i used DOES to me sound better so i m gonna keep
  8. 01:29:611 (3,4,5) - This stream is out of pattern. The previous two triples, 01:24:445 (4,5,6) - and 01:28:445 (5,6,7) - , were actually following a pattern and were predictable and recognizable, even though they aren't mapped to any specific impact in the song. This isn't the case for these, so I'd suggest you simply do not have a 1/4 note after this slider. nothing wrong with having triple after slider at all .. i have done this in many ranked maps of mine and no body ever said a word about it Like mentioned earlier, this argument is fallacious. Just because it's been done elsewhere does not make another case any more justified. I'd recommend you tell the modder why you think what you think, by explaining your reasoning constructively. In what way does not changing this benefit the map? In what way does mentioned notes convey what the song is doing? i m still keeping that as theres still nothing wrong with having 2 circles in the end of sliders.
  9. 02:32:444 (7,8) - There's pretty clear overmapping on some parts. I wouldn't suggest you to overmap like this, since you're meant to reflect the song, not add on to it. In this case you could just make 02:32:277 - a 1/2 slider and remove the two circles currently stacked on 02:32:610 (7) - . i m gonna leave it as it is for now and wait for more opinions as i DO think its fine currently since theres alot of glitchy sounds going on the background and it doesnt feel overmapped to me at all unless i listen to it at 25% playback If you can hear it at 25%, then you know exactly what these "glitchy sounds" are doing, and overmapping for the sake of reflecting this makes no sense when they're clearly not like that in the song. Wouldn't it be better if you actually conveyed the song's core through your map, rather than intentionally making people question it? At the moment it's only like this because of the pattern you enforced through 02:31:860 (2,3) - and 02:32:110 (4,5,6) - , which the suggestion can solve. well , deleted that circle should b e good now

    This is how I would start modding it anyway. Many of the things mentioned also apply to other parts of the map. I think you could really pay more attention to spacing consistency and the way the map is emphasized as well as hitsounded. There's a lot more I'd mention near the end of the map, the way aesthetics, and overall consistency with intensity, is lacking, but for now I think you should focus on improving the first half.
That's why I'll stop here. If you need help with anything specific or have any questions, don't be afraid to ask. Although I would suggest you to get more mods while you work on improving this. Could try making the unique concept for each song more apparent (for example by not including the same concept for one song as other songs, in order to make the way a song is mapped stand out more, 05:10:277 (1,2,3) - 00:32:945 (1,2,3,4) - 04:37:277 (5,6,7) - 04:32:944 (1,2,3,4) - 02:14:277 (1,2,3,4) - 07:39:610 (1,2,3,4,1,2,3,4) - 05:44:944 (1,2,3,4) - 07:27:985 (4,5,6,1,2,3,4,5,6,7,8,1,2,3,4,1,2,3,4,5,6,1,2,3,4,5,1,2) - ), perhaps expand upon it, or maybe imitate the style and appearance in which they were actually mapped, as way to convey the theme of memories, similarly to how Exile- did their Megamix set, but those are just ideas. Good luck! you really shouldnt compare Exile's set to mine actually. Thats exile and this is me , i have different concepts than others and i make maps according to my mapping style not according to other's concepts or other's mapping style. I'm afraid you misunderstood. The focus here isn't that I'm making a comparison, it's that there are more possible ideas for reflecting the song's very theme. My point is that many parts of the map have strong similarities with other parts of the map, in which the song is literally not even the same. I just feel that you can try bringing more of a contrast between each song of this compilation in accordance to this, by, instead of simplifying things to be so generic, making each song it's own unique map. Show the players what you're capable of as a mapper.
Thank you very much for the mod. i had a logic behind everything i mapped here and i think it was kinda hard for you to understand so i tried to explain them as best as i could. Ty again

Just to make things clear, should I feel it not ready, I am going to veto this mapset, in order for further potential discussion to come to fruition. I believe I have made my points quite clear throughout the 1/3 of the map that was modded. The other 2/3 have very similar issues, thus why I suggested you gather more mods before pushing this mapset further through the ranking process. We're all trying to help you make this map the very best it can be, before reaching the ranked section. Once again, if you have any questions or concerns, feel free to contact me. Good luck!
Thank you a lot for re checking
alacat
hi~

[General]
  1. Please delete .osb file
  2. Tags : "Compilation Various Artists" good for searching
[Marathon]
  1. 01:11:945 (5,6) - How about making these kick-sliders like this ? It would be better for flow.
  2. 01:23:278 (1) - I think the new combo is not necessary Because you didn't add it on stream at 01:12:611 (5) -
  3. 01:24:945 (1) - add a finish to the head of the slider to follow the crash cymbal in the music ?
  4. 01:26:278 (1) - ,01:30:278 (1) - ,01:31:611 (1) - ^ same
  5. 01:33:278 (2) - I feel this sound is strong, prefer to add a finish instead a whistle
  6. 01:51:611 (1) - ^ same
  7. 03:10:277 (1) - It's a bit loud for this music, It's enough to use a whistle
  8. 07:07:610 - I felt like something was missing onlast kiai time, Please add more hitsounds (whistle or finish) for the climax from here.
You should consider about hitsounds again, mapset is good! call me back~
Topic Starter
DeRandom Otaku
Fixed all. Thanks!
gonna call you back after sb is done
alacat
Recheck

Storyboard images must not exceed a width of 1920 pixels and a height of 1200 pixels. Please resize these
{sb\title\4.png} (2500x200)
{sb\title\7.png} (2500x200)
{sb\title\8.png} (2500x200)
{sb\title\9.png} (2500x200)
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{sb\title\14.png} (2500x200)
{sb\title\15.png} (2500x200)
{sb\title\16.png} (2500x200)
{sb\title\17.png} (4000x200)
{sb\title\18.png} (2500x200)
{sb\title\19.png} (2500x200)
{sb\title\20.png} (2500x200)
{sb\title\21.png} (2500x200)
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Topic Starter
DeRandom Otaku
Fixed all
alacat
#1
meii18
idk what actually happened here o_o

Hokichi

ByBy wrote:

idk what actually happened here o_o

Sunlight Magic xd
Kaitjuh
add Hokichi to the tags before its too late xd
Topic Starter
DeRandom Otaku
i swear to god i added him in tags before bubble
Kaitjuh
nominators can still qualify after the creator pops bubble so its ok :p
Topic Starter
DeRandom Otaku
i know lo but its weird how its not in tags anymore ..
alacat
fixed unsnapped objects

Rebubbled. #1
I Must Decrease


Lasse

06:22:610 (1,2,3) - :thinking:

you might want to enable stacking in the editor, the thing xexxar posted seems to be only one of many, also happens in spots like 02:23:444 (7,1,2,3) - where it's even more noticeable http://lasse.s-ul.eu/bzBIGEdM

there also seems to be a distinct lack of hitsounding with spots like 06:25:860 (2,3,4,5,6,7,8,9,10,1,2,3,4,5,6) - 06:33:610 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1) - not being hitsounded at all, it's all just soft hitnormals for the whole stream
probably more of these

after looking a bit more at this I'll pop it for now. the wrongly snapped slider is reason enough and I also feel the hitsounding is really lacking, examples are above and other spots like 06:19:110 (3,4,5,6,7,8,9,10) - where you have drumroll stream only being hitsounded with soft-hitnormals and nothing else
also I feel like the map really lacks some contrast between parts/songs, but that's not the point of this post at all
Topic Starter
DeRandom Otaku
fixed the unsnapped sliders , some un-intentially rip'd stacks and hs

i will update when i have a better connection
Vivyanne
06:22:922 (2) - i believe u meant to place this on the white tick lo
Topic Starter
DeRandom Otaku
ye it was fixed i just did'nt update cuz bad internet

Updated now~
Karen
Happy Memories
  1. why do you use default hitsounds for ALL songs, too lazy?
  2. 00:26:110 (1) - slider+circle like 00:28:777 (1,2) - this? ignoring 00:26:277 - this beat sounds not cool
  3. 01:14:110 (1,2) - why not just copy 01:13:444 (2,3) - this pattern for consistency?
  4. 01:23:194 (6,7,8,9) - this is just nooo :( why should it be so hard after such a long simple part
  5. 01:50:277 - how about 1/2 slider here, i think a slider fits the heavy beat more
  6. 02:48:610 - whistle
  7. 05:29:027 - can you find a better bg for this song
  8. 05:52:277 (3,4,5,6,7,8) - 05:54:944 (3,4,5,6,7,8) - are you sure, rensap please xd
  9. 06:25:860 - hitsound? also 06:26:110 (3,4,5,6) - this needs hitsounds too imo
  10. 06:27:110 (3,4,5,6) - ^
  11. 07:43:672 - the sb elements are covered by the spinner :thinking: hard to see
  12. map is simple but fine, but the hitsounds in most parts don't fit with the music at all, default hitsounds are great but not always great for all songs
gl
Topic Starter
DeRandom Otaku

Karen wrote:

Happy Memories
  1. why do you use default hitsounds for ALL songs, too lazy?
  2. 00:26:110 (1) - slider+circle like 00:28:777 (1,2) - this? ignoring 00:26:277 - this beat sounds not cool in first case 00:29:110 - has a really loud sound thats why i wanted to make it clickable thats why the previous slider is 1/2 . also 00:26:277 - this beat is not a part of melody, its just a kick and i dont emphasize stuff like this
  3. 01:14:110 (1,2) - why not just copy 01:13:444 (2,3) - this pattern for consistency? i wanna have different placement for 3 tho ..
  4. 01:23:194 (6,7,8,9) - this is just nooo :( why should it be so hard after such a long simple part its fine lol no one complained about it so far and i think its easy to hit in gameplay , it just looks a bit weird in editor
  5. 01:50:277 - how about 1/2 slider here, i think a slider fits the heavy beat more u mean 1/4? i did
  6. 02:48:610 - whistle yes
  7. 05:29:027 - can you find a better bg for this song i told hokichii lo but he no agrees :<
  8. 05:52:277 (3,4,5,6,7,8) - 05:54:944 (3,4,5,6,7,8) - are you sure, rensap please xd how did they get unsnapped like that lo
  9. 06:25:860 - hitsound? also 06:26:110 (3,4,5,6) - this needs hitsounds too imo
  10. 06:27:110 (3,4,5,6) - ^
  11. 07:43:672 - the sb elements are covered by the spinner :thinking: hard to see will leave this for hokichi
  12. map is simple but fine, but the hitsounds in most parts don't fit with the music at all, default hitsounds are great but not always great for all songs
gl
I will change hitsounding so yea no reply for hs mods
ty
Hokichi

DeRandom Otaku wrote:

Karen wrote:

Happy Memories
[list]
[*]05:29:027 - can you find a better bg for this song i told hokichii lo but he no agrees :< // Because I'm not a fan of Lemur
[*]07:43:672 - the sb elements are covered by the spinner :thinking: hard to see will leave this for hokichi // There's no better place for this. Please suggest another timestamp.
ty
Thanks for mod

Please remind me if there's a mod next time xD
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