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Qrispy Joybox - sorairo concerto

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I feel like you could shorten sliders like 00:29:455 (5) by 1 tick to increase the hitwindow and make it easier on the player. For 00:20:069 (2) it's kind of inevitable i guess but you could also change it into a 1/8 slider (with increased SV for visual reasons) to increase the hitwindow, I don't think ppl would notice the difference in game really.

Since I know you're a big fan of consistency did you intentional make the red point of 00:39:946 (1) in a different position to 00:28:167 (1) ?

edit: insane diff w
A r M i N

MrSergio wrote:

OMG, am I done already... ?
No man Kisses has got your back
Topic Starter
Seijiro
replied to both suggestions in-game and no change
kwk
Shouldn't romanization be sorairo concerto
Topic Starter
Seijiro
oh, that looks like a good source. I just couldn't get a hold of a romanization on the other site so rip.
Changed and updated
Rizen
don't kd if not helpful

Easy
  1. 00:01:480 (2) - tbh, I think this would represent the music better if it was a circle then 3/1 slider starting on the large white tick because the xylophones are in sets of 4
  2. 00:23:566 - would of been better imo to map the drums at this time since they are rather prominent. However, that would affect a large chunk of your diff and you made it consistent so can change or notice
  3. 00:45:652 (2) - the red tick at 00:45:836 - is more prominent than the current white tick. Consider moving the slider over by 1/2, ending on that red tick. applies to upcoming ones too
Normal
  1. 00:52:277 (4,5) - chosen not to be edgy with this as you have done at 00:46:388 (4,5) - , 00:49:333 (4,5) - ?
  2. 01:23:382 (2,3) - copy and paste 01:20:437 (2,3) - and use this rotated instead? i know this is pretty stupid, but could help a little bit with consistency
Hard
  1. 00:06:633 (2,3) - not a fan of this tbh, 00:06:817 - is a pretty significant beat. also because it's kinda the only time you don't follow it compared to 00:09:210 (1,2,3,1) - which follows that drum
  2. 00:31:480 (4,5) - looks so much like you wanted to blanket this .-.
  3. 00:37:554 (2,3) - increase spacing? you kinda did in the same instance before at 00:25:774 (2,3) - compared to (00:22:829 (2,3) - , 00:28:719 (2,3) - )
Insane
  1. 00:01:848 (1,2,3,4) - instead of such static spacing, perhaps you can use more dynamic spacing as you have done at 00:00:376 (1,2,3,4,1) - ? maybe same at 00:03:320 (1,2,3,4,5) -
  2. 00:27:983 (6,1) - move a little lower so that circle is completely on that slider path?
  3. 00:41:050 (4,5) - reduce spacing? I don't quite see a reason why to increase it here compared to (00:35:161 (4,5) - 00:38:106 (4,5) - )
  4. 00:46:572 (1,2,3) - not sure how fussy you are with patterns but this isn't straight, the centre circle is slightly bulging.
  5. 00:56:510 (1,2,3,4,5,6,7,1,2,3,4,5,6,7,1,2,3,4,5,6,7,1,2,3,4,5) - it would really enhance the experience of this diff if you position these patterns relative to which side of the speaker the plucking string instruments are being played through (left, right, left, right). Need stereo headphones to listen
  6. 01:08:658 (4,5) - would be better to space these more than 01:08:290 (2) - since it's a lot more significant than previous circle 3. compared to 01:20:437 (4,5) -
good luck!
Topic Starter
Seijiro

Rizen wrote:

don't kd if not helpful

Easy
  1. 00:01:480 (2) - tbh, I think this would represent the music better if it was a circle then 3/1 slider starting on the large white tick because the xylophones are in sets of 4
    my idea here was actually the same as of what you suggest. Since that xylophone plays as you heard, I thought of using the same concpet for them all, hence no one of them gets a click (otherwise I'd need a click on all of them)
  2. 00:23:566 - would of been better imo to map the drums at this time since they are rather prominent. However, that would affect a large chunk of your diff and you made it consistent so can change or notice
    I seriously tried to incorporate those beats too, but it was too hard for the average difficulty of this diff :/
  3. 00:45:652 (2) - the red tick at 00:45:836 - is more prominent than the current white tick. Consider moving the slider over by 1/2, ending on that red tick. applies to upcoming ones too
    I wanted to avoid the strange 3/2 gap tho, that's why it ended up like this. On higher diffs you'll notice how my simplification was made. Still, I tried to make it intuitive but I'll try asking more people about this to be sure
Normal
  1. 00:52:277 (4,5) - chosen not to be edgy with this as you have done at 00:46:388 (4,5) - , 00:49:333 (4,5) - ?
    you catch me here off-guard. Not sure... aren't they all the same there? @.@
  2. 01:23:382 (2,3) - copy and paste 01:20:437 (2,3) - and use this rotated instead? i know this is pretty stupid, but could help a little bit with consistency
    aren't these the same? .-. I didn't copy/pasted them, but I believe I managed to make them almost identical anyway
Hard
  1. 00:06:633 (2,3) - not a fan of this tbh, 00:06:817 - is a pretty significant beat. also because it's kinda the only time you don't follow it compared to 00:09:210 (1,2,3,1) - which follows that drum
    explained this a couple of times. This part is more of a transition, so I didn't make it the same as the rest. I believe the focus of the pattern is pretty clear in gameplay here
  2. 00:31:480 (4,5) - looks so much like you wanted to blanket this .-.
    I didn't, but let's say I did anyway :p
  3. 00:37:554 (2,3) - increase spacing? you kinda did in the same instance before at 00:25:774 (2,3) - compared to (00:22:829 (2,3) - , 00:28:719 (2,3) - )
    it's already a lot imo lol
Insane
  1. 00:01:848 (1,2,3,4) - instead of such static spacing, perhaps you can use more dynamic spacing as you have done at 00:00:376 (1,2,3,4,1) - ? maybe same at 00:03:320 (1,2,3,4,5) -
    the whole theme of the map is a "fanfare" and as such I tried to maintain order whenever possible.
    For how dumb it may sound, the intro is using varied spacing as to mean "they are gathering, but they still are disorganized to start the song" while the contant spacing refers to the fact they finally managed to make a line and start it x)
  2. 00:27:983 (6,1) - move a little lower so that circle is completely on that slider path? lmao
  3. 00:41:050 (4,5) - reduce spacing? I don't quite see a reason why to increase it here compared to (00:35:161 (4,5) - 00:38:106 (4,5) - )
    yep, nice catch
  4. 00:46:572 (1,2,3) - not sure how fussy you are with patterns but this isn't straight, the centre circle is slightly bulging.
    ye, although tiny, I noticed this even during gameplay, so better fix it for all three of them
  5. 00:56:510 (1,2,3,4,5,6,7,1,2,3,4,5,6,7,1,2,3,4,5,6,7,1,2,3,4,5) - it would really enhance the experience of this diff if you position these patterns relative to which side of the speaker the plucking string instruments are being played through (left, right, left, right). Need stereo headphones to listen
    oh, why not. Didn't notice tbh lol
  6. 01:08:658 (4,5) - would be better to space these more than 01:08:290 (2) - since it's a lot more significant than previous circle 3. compared to 01:20:437 (4,5) -
    here I use a little of field emphasis to create a strong enough one on this circle. Also, the pattern was meant like that to slow down the pace in a subtle manner, which is what it does currently, so better leave it like that :p
good luck!
Thanks a lot for the mod, and sorry for the late reply =w="
Nao Tomori
as requested
[general]
check these out, might be cuz i have like 4 random unfinished diffs by u on my copy of the set

Unused hitsounds:
drum-hitfinish3.wav
LR_Sleigh Bell.wav
soft-hitwhistle3.wav
water thing.wav

soft-hitwhistle3 also has a delay if you actually use that one


[easy]
00:00:376 (1) - weird to me that you used repeat slider here and never again in this section, instead using slider bumps

00:06:265 (1) - something something multiple repeat sliders are discouraged in low diffs because of the small amount of time the player has to see the repeat arrow

00:12:155 (1,2) - this kind of thing also might be weird for players since there was just a repeat arrow going up wards and now they're going in the opposite direction again.
also compare this visual spacing with 00:15:099 (1,2) - shouldnt it be a bit more similar?

00:23:382 - should there be an additional 1/2 slider here? seems to fit since it's similar sound to 00:22:829 (2) -

00:46:940 - please at least add one object here, ignoring this is really lame imo.

tbh this diff feels a bit too easy considering that your normal has very very heavy 1/2 gap use and this one has comparatively little 1/1 gap use and instead has a lot of very large gaps

[normal]
00:03:320 (1,2) - and 00:04:793 (5,6) - aren't these the same sound? i think it should be mapped the same way.

01:27:247 (3,1) - stack these o.o

[hard]
00:05:897 - you followed this sound later, why not here too? (00:09:026 (7) - )

00:07:922 (2,3,4,5) - ahh this is so hard.. tbh i recommend removing them all cuz mixing stack like this is not concept that should be introduced in hard diff imo.

00:33:136 (3) - i think these would look better as straight since you are using a straight line pattern

00:37:554 (2,3) - imo spacing should be bigger on 2 since it's the higher note, creates variation

00:43:259 (4,1) - why nt just continue the buzz slider until 1? there isn't really a distinct sound on 1 imo

01:00:928 (1,2,3,4,5) - i dont think the complete pattern change here is good cuz the song is still repeating the phrase from the last 4 measures.

01:02:952 (3,4,1) - can you fill this in with slider ends lol the drop in object density here feels very out of place considering you use filler slider ends on the same instrument at 01:04:056 (2,3,4) - 1 beat later.

regarding the ending i advise just making them all 1/4 sliders to avoid confusing noob hard players, even if 1/6th is correct snapping i think simplifying it is better here.

01:28:167 - how come there's a gap here? all other ones are filled in with slider ends

[insane]
00:01:848 (1,2) - regarding pitch relevance this shouldnt be stacked because it isn't the same note

00:04:056 - imo should fill in the red ticks with slider ends here

00:08:658 (5) - this note being clickable isn't that good imo cuz it is only part of the trombone countermelody and is a pretty quiet sound. imo a slider end would be better here. same at 00:09:026 (7) -

00:11:971 (8,2) - pixel overlap plz fix

00:17:308 (3,4,1) - feels like 3 should have drastically bigger spacing than 4 1 cuz those are on quiet bell sounds and 3 is on a loud ass trombone thing

00:20:621 (1) - same here this one felt very overspaced in gameplay to me

00:20:989 (1,2,3,4) - this is such a pain in the ass to play x.x also 3 has an undue amount of emphasis due to the spacing change at that wide angle i think

00:27:063 (2,3) - this one is different cuz it isn't in a line pattern and is a more comfortable movement

00:57:616 (7) - would be kinda cool if the 7 was a bigger spacing imo, like spacing equal to the next pattern cuz it's the same note as the entire next pattern

01:02:768 (3) - end missing normal sampleset?

01:03:688 (1) - end should have a finish to follow along with the trombone like 01:04:425 (3,4) - do

01:25:222 (4,5) - this looks nice but isn't that fitting cuz you are following a different layer as 01:23:198 (3,4) - so imo it should be a different pattern.

01:37:737 (2) - needs a nerf imo. this is really hard.
bubble chicken's theme that shit is amazing mapping
Topic Starter
Seijiro

Naotoshi wrote:

as requested
[general]
check these out, might be cuz i have like 4 random unfinished diffs by u on my copy of the set

Unused hitsounds:
drum-hitfinish3.wav
LR_Sleigh Bell.wav
soft-hitwhistle3.wav
water thing.wav

soft-hitwhistle3 also has a delay if you actually use that one yeah, that was a lot of attempts to find something cool,
but in the end I removed everything



[easy]
00:00:376 (1) - weird to me that you used repeat slider here and never again in this section, instead using slider bumps
removed

00:06:265 (1) - something something multiple repeat sliders are discouraged in low diffs because of the small amount of time the player has to see the repeat arrow
had a testplay on them and it was fine (pretty fresh player. Too bad I couldn't get a replay because he never managed to finish the map =w=')

00:12:155 (1,2) - this kind of thing also might be weird for players since there was just a repeat arrow going up wards and now they're going in the opposite direction again.
also compare this visual spacing with 00:15:099 (1,2) - shouldnt it be a bit more similar?
managed something

00:23:382 - should there be an additional 1/2 slider here? seems to fit since it's similar sound to 00:22:829 (2) -
tried, but it is too misleading imo. My testplayer didn't have problems either with it

00:46:940 - please at least add one object here, ignoring this is really lame imo.
the general style of this diff doesn't hint to anything of that sort tho. Doing a faster rhythm here in the calm part seems un-intuitive to me

tbh this diff feels a bit too easy considering that your normal has very very heavy 1/2 gap use and this one has comparatively little 1/1 gap use and instead has a lot of very large gaps
tbh... I'm using what the song provides me, I can't really do much if there are a shitton of 3/2 gaps.
My testplayer also showed me that as an entry level for total beginners this is quite fitting: he couldn't finish it, but he told me that it was a nice challenge, which made me think that it was in his possibilities with a little more training.
Pretty sure I don't use that many 1/2 in a row on the Normal either, so it should be fine spread-wise


[normal]
00:03:320 (1,2) - and 00:04:793 (5,6) - aren't these the same sound? i think it should be mapped the same way.
they have a different pitch, hence I wanted to convey that throw movement. Quality-wise those beats don't seem quote the same to me, but it must be because I listened to this too much

01:27:247 (3,1) - stack these o.o
misclicked there

[hard]
00:05:897 - you followed this sound later, why not here too? (00:09:026 (7) - )
because the section before that beat is the intro and it's calm. While it may be true I used similar sounds later on,
it is also true I had more intensity in those cases. What's more, 00:06:265 (1,2,3,4,1) - this pattern introduces a new concept which I'd like the player to understand, so I had to also keep it simple


00:07:922 (2,3,4,5) - ahh this is so hard.. tbh i recommend removing them all cuz mixing stack like this is not concept that should be introduced in hard diff imo.
but besides that this map doesn't have anything else .-.
I could manage to do something, but ugh... do I have to? Heh... whatever... rip edginess


00:33:136 (3) - i think these would look better as straight since you are using a straight line pattern
the whole pattern was made with the idea of using curved sliders this time tho, to spice things. I won't redo three patterns because of this tbh...

00:37:554 (2,3) - imo spacing should be bigger on 2 since it's the higher note, creates variation
why not

00:43:259 (4,1) - why nt just continue the buzz slider until 1? there isn't really a distinct sound on 1 imo
without the click on 1 the click on 2 loses emphasis. Also, if you want me to extend the buzz slider till there it means there is a beat, so :p

01:00:928 (1,2,3,4,5) - i dont think the complete pattern change here is good cuz the song is still repeating the phrase from the last 4 measures.
it's clearly a different sort of rhythm tho and works as transition for the kiai

01:02:952 (3,4,1) - can you fill this in with slider ends lol the drop in object density here feels very out of place considering you use filler slider ends on the same instrument at 01:04:056 (2,3,4) - 1 beat later.
this was mostly as variation and to compensate for the drop in rhythm happening at 01:09:210 (3) - .
I didn't have many occasions for variation and this one works pretty well focused on drums imo (it is a sort of build up 01:02:952 (3,4,1,2,3,4) - : circles > straight sliders > curved sliders, to show the change in intensity expressed through alteration of the movement (I assume straight movements are easier, hence why the last ones are curved))


regarding the ending i advise just making them all 1/4 sliders to avoid confusing noob hard players, even if 1/6th is correct snapping i think simplifying it is better here.
they won't count them, nor notice any particular difference since they will have to hold for the same amount of time in both cases, so I believe it is more appropriate to actually use them instead of simplifying here

01:28:167 - how come there's a gap here? all other ones are filled in with slider ends
one of the few variation chances, also used to not make 01:31:296 (4) - the break here stand out too much.

[insane]
00:01:848 (1,2) - regarding pitch relevance this shouldnt be stacked because it isn't the same note
what I went for here is the connection with movement between 2,3,4 and not really pitch relevance

00:04:056 - imo should fill in the red ticks with slider ends here
let's make it my own interpretation, along with the stack from above ^

00:08:658 (5) - this note being clickable isn't that good imo cuz it is only part of the trombone countermelody and is a pretty quiet sound. imo a slider end would be better here. same at 00:09:026 (7) -
that double click on the same spot gives me the right movement to put emphasis on 6 properly tho

00:11:971 (8,2) - pixel overlap plz fix
too lazy xd (it actually ruins my constant DS, so I'd rather not)

00:17:308 (3,4,1) - feels like 3 should have drastically bigger spacing than 4 1 cuz those are on quiet bell sounds and 3 is on a loud ass trombone thing
it's the same concept used at the start of the map on those stacks you commented on. I go for that movement between 3,4,1. I prefer the stretch feeling which I use quite a few times in the map. The large spacing between 3,4 here is not for emphasis on 4,
but rather for the movement between them (you can call it a virtual slider if you want, but with the speed that changes based on the length of the jump)


00:20:621 (1) - same here this one felt very overspaced in gameplay to me
ok, rotated 180 degrees

00:20:989 (1,2,3,4) - this is such a pain in the ass to play x.x also 3 has an undue amount of emphasis due to the spacing change at that wide angle i think
that it is a pain it's something I know and it's intentional for the map's theme (a fanfare). That 3 doesn't seem to have anything in particular to me tho

00:27:063 (2,3) - this one is different cuz it isn't in a line pattern and is a more comfortable movement
I wanted to go upwards, but I didn't have the space to do so, obviously. I would rather keep it as it is tbh it's not a big deal imo

00:57:616 (7) - would be kinda cool if the 7 was a bigger spacing imo, like spacing equal to the next pattern cuz it's the same note as the entire next pattern
that looks bad to me tho

01:02:768 (3) - end missing normal sampleset?
ye

01:03:688 (1) - end should have a finish to follow along with the trombone like 01:04:425 (3,4) - do
that sounds bad to me lol

01:25:222 (4,5) - this looks nice but isn't that fitting cuz you are following a different layer as 01:23:198 (3,4) - so imo it should be a different pattern.
it's not like the layer used before is playing here, right? It shouldn't be ambiguous so that's fine

01:37:737 (2) - needs a nerf imo. this is really hard.
zzz. It wasn't that hard imo and it was the last beat...
bubble chicken's theme that shit is amazing mapping
Reply: is this a threatening? xd
I was actually sure my "request" was classified as a meme among the memes floating into #modhelp lol.
Thanks for the quick look :3
Nao Tomori

MrSergio wrote:

Naotoshi wrote:

as requested
[general]
check these out, might be cuz i have like 4 random unfinished diffs by u on my copy of the set

Unused hitsounds:
drum-hitfinish3.wav
LR_Sleigh Bell.wav
soft-hitwhistle3.wav
water thing.wav

soft-hitwhistle3 also has a delay if you actually use that one yeah, that was a lot of attempts to find something cool,
but in the end I removed everything



[easy]
00:00:376 (1) - weird to me that you used repeat slider here and never again in this section, instead using slider bumps
removed

00:06:265 (1) - something something multiple repeat sliders are discouraged in low diffs because of the small amount of time the player has to see the repeat arrow
had a testplay on them and it was fine (pretty fresh player. Too bad I couldn't get a replay because he never managed to finish the map =w=')

00:12:155 (1,2) - this kind of thing also might be weird for players since there was just a repeat arrow going up wards and now they're going in the opposite direction again.
also compare this visual spacing with 00:15:099 (1,2) - shouldnt it be a bit more similar?
managed something

00:23:382 - should there be an additional 1/2 slider here? seems to fit since it's similar sound to 00:22:829 (2) -
tried, but it is too misleading imo. My testplayer didn't have problems either with it

00:46:940 - please at least add one object here, ignoring this is really lame imo.
the general style of this diff doesn't hint to anything of that sort tho. Doing a faster rhythm here in the calm part seems un-intuitive to me

tbh this diff feels a bit too easy considering that your normal has very very heavy 1/2 gap use and this one has comparatively little 1/1 gap use and instead has a lot of very large gaps
tbh... I'm using what the song provides me, I can't really do much if there are a shitton of 3/2 gaps.
My testplayer also showed me that as an entry level for total beginners this is quite fitting: he couldn't finish it, but he told me that it was a nice challenge, which made me think that it was in his possibilities with a little more training.
Pretty sure I don't use that many 1/2 in a row on the Normal either, so it should be fine spread-wise

regarding spread: you have extended use of 1/2 gaps like https://osu.ppy.sh/ss/8056113 in the normal whereas the same section in the easy has something along these lines: http://puu.sh/vMiid/8f3ee38996.jpg which is why i suggested to add in the 1/2 sliders, to 00:23:382 - for example it would create a 1/1 gap which is more reasonable to have than a 5/2 one when the next diff up has constant 1/2 gaps. this is a necessary change in my opinion. gaps like 00:46:940 - are way too big considering that the normal has a 1/1 gap there but the easy has a 3/1 gap.

[normal]
00:03:320 (1,2) - and 00:04:793 (5,6) - aren't these the same sound? i think it should be mapped the same way.
they have a different pitch, hence I wanted to convey that throw movement. Quality-wise those beats don't seem quote the same to me, but it must be because I listened to this too much

01:27:247 (3,1) - stack these o.o
misclicked there

[hard]
00:05:897 - you followed this sound later, why not here too? (00:09:026 (7) - )
because the section before that beat is the intro and it's calm. While it may be true I used similar sounds later on,
it is also true I had more intensity in those cases. What's more, 00:06:265 (1,2,3,4,1) - this pattern introduces a new concept which I'd like the player to understand, so I had to also keep it simple

o

00:07:922 (2,3,4,5) - ahh this is so hard.. tbh i recommend removing them all cuz mixing stack like this is not concept that should be introduced in hard diff imo.
but besides that this map doesn't have anything else .-.
I could manage to do something, but ugh... do I have to? Heh... whatever... rip edginess

yolo hard players look at approach circles anyway

00:33:136 (3) - i think these would look better as straight since you are using a straight line pattern
the whole pattern was made with the idea of using curved sliders this time tho, to spice things. I won't redo three patterns because of this tbh...
http://puu.sh/vMiCx/ba850be0d8.jpg this doesn't look better?

00:37:554 (2,3) - imo spacing should be bigger on 2 since it's the higher note, creates variation
why not

00:43:259 (4,1) - why nt just continue the buzz slider until 1? there isn't really a distinct sound on 1 imo
without the click on 1 the click on 2 loses emphasis. Also, if you want me to extend the buzz slider till there it means there is a beat, so :p
extend the buzz slider there for buffering purposes, not because there's a beat there...

01:00:928 (1,2,3,4,5) - i dont think the complete pattern change here is good cuz the song is still repeating the phrase from the last 4 measures.
it's clearly a different sort of rhythm tho and works as transition for the kiai
strongly disagree, in the insane you mapped it as the same pattern as well, because it's the same phrase in the song. mapping it entirely differently here is pretty inconsistent and should be changed.
01:02:952 (3,4,1) - can you fill this in with slider ends lol the drop in object density here feels very out of place considering you use filler slider ends on the same instrument at 01:04:056 (2,3,4) - 1 beat later.
this was mostly as variation and to compensate for the drop in rhythm happening at 01:09:210 (3) - .
I didn't have many occasions for variation and this one works pretty well focused on drums imo (it is a sort of build up 01:02:952 (3,4,1,2,3,4) - : circles > straight sliders > curved sliders, to show the change in intensity expressed through alteration of the movement (I assume straight movements are easier, hence why the last ones are curved))


regarding the ending i advise just making them all 1/4 sliders to avoid confusing noob hard players, even if 1/6th is correct snapping i think simplifying it is better here.
they won't count them, nor notice any particular difference since they will have to hold for the same amount of time in both cases, so I believe it is more appropriate to actually use them instead of simplifying here

01:28:167 - how come there's a gap here? all other ones are filled in with slider ends
one of the few variation chances, also used to not make 01:31:296 (4) - the break here stand out too much.

[insane]
00:01:848 (1,2) - regarding pitch relevance this shouldnt be stacked because it isn't the same note
what I went for here is the connection with movement between 2,3,4 and not really pitch relevance

00:04:056 - imo should fill in the red ticks with slider ends here
let's make it my own interpretation, along with the stack from above ^

00:08:658 (5) - this note being clickable isn't that good imo cuz it is only part of the trombone countermelody and is a pretty quiet sound. imo a slider end would be better here. same at 00:09:026 (7) -
that double click on the same spot gives me the right movement to put emphasis on 6 properly tho
https://osu.ppy.sh/ss/8056180 a setup like this allows you to still have pressure onto the head of 6 but also follows the trombone a bit better imo.
00:11:971 (8,2) - pixel overlap plz fix
too lazy xd (it actually ruins my constant DS, so I'd rather not)
raise the ds then
00:17:308 (3,4,1) - feels like 3 should have drastically bigger spacing than 4 1 cuz those are on quiet bell sounds and 3 is on a loud ass trombone thing
it's the same concept used at the start of the map on those stacks you commented on. I go for that movement between 3,4,1. I prefer the stretch feeling which I use quite a few times in the map. The large spacing between 3,4 here is not for emphasis on 4,
but rather for the movement between them (you can call it a virtual slider if you want, but with the speed that changes based on the length of the jump)

it still feels overspaced to me. if you were going for a slider esque effect why not use a spacing more similar to the actual size of a slider?

00:20:621 (1) - same here this one felt very overspaced in gameplay to me
ok, rotated 180 degrees

00:20:989 (1,2,3,4) - this is such a pain in the ass to play x.x also 3 has an undue amount of emphasis due to the spacing change at that wide angle i think
that it is a pain it's something I know and it's intentional for the map's theme (a fanfare). That 3 doesn't seem to have anything in particular to me tho

00:27:063 (2,3) - this one is different cuz it isn't in a line pattern and is a more comfortable movement
I wanted to go upwards, but I didn't have the space to do so, obviously. I would rather keep it as it is tbh it's not a big deal imo
imo it does not make sense to use wide angles on all of these except one. i'd suggest moving this one around a bit, maybe sending it from left to right on the bottom part of the screen.
00:57:616 (7) - would be kinda cool if the 7 was a bigger spacing imo, like spacing equal to the next pattern cuz it's the same note as the entire next pattern
that looks bad to me tho

01:02:768 (3) - end missing normal sampleset?
ye

01:03:688 (1) - end should have a finish to follow along with the trombone like 01:04:425 (3,4) - do
that sounds bad to me lol

01:25:222 (4,5) - this looks nice but isn't that fitting cuz you are following a different layer as 01:23:198 (3,4) - so imo it should be a different pattern.
it's not like the layer used before is playing here, right? It shouldn't be ambiguous so that's fine
well, yeah, the layer used before isn't playing here so the pattern should not be the same >.> but probably fine.
01:37:737 (2) - needs a nerf imo. this is really hard.
zzz. It wasn't that hard imo and it was the last beat...
bubble chicken's theme that shit is amazing mapping
Reply: is this a threatening? xd
dw, i would not expect that map in return for a bubble on this since... that map is dumb. and this one isn't that dumb.
I was actually sure my "request" was classified as a meme among the memes floating into #modhelp lol.
Thanks for the quick look :3
i never meme.
Crimmi

kwk wrote:

Shouldn't romanization be sorairo concerto
The romanization is only for the mobile verisons of REFLEC BEAT, but it appeared on REFLEC BEAT limelight first, so "Sorairo concerto" is correct too.

Source is here: https://remywiki.com/Sorairo_concerto.
Topic Starter
Seijiro

Naotoshi wrote:

[easy]
regarding spread: you have extended use of 1/2 gaps like https://osu.ppy.sh/ss/8056113 in the normal whereas the same section in the easy has something along these lines: http://puu.sh/vMiid/8f3ee38996.jpg which is why i suggested to add in the 1/2 sliders, to 00:23:382 - for example it would create a 1/1 gap which is more reasonable to have than a 5/2 one when the next diff up has constant 1/2 gaps. this is a necessary change in my opinion. gaps like 00:46:940 - are way too big considering that the normal has a 1/1 gap there but the easy has a 3/1 gap.
II took a bit of time and analyzed each diff...
Easy:
  1. main rhythm is 3/2 beats, this is due to how the song is tho. Later in the map it becomes 1/1 as you can see'
  2. the even number of repeats on sliders add a challenge (which my testplayer didn't mind at all)
Normal:
  1. main rhythm is 1/1 with usually 1/2 snaps between sliders where I had the 3/2 slider repeats on Easy
  2. max 2 1/2 clicks in a row, you usually have a 1/1 rest with a slider body or just a break
  3. intro and outro have 1/1 stacks. Everything else uses only 1/2 stacks (this should be easier to distinguish them apart imo, since intro and outro are relatively calmer, hence the bigger snap)
Hard:
  1. main rhythm is 1/2 with the insertion of 1/4 snaps after slider tails
  2. it brings a more difficult challenge by mixing 1/2 and 1/1 stacks more frequently
  3. starts providing jumps of various lengths
  4. on average, the 1/2 click chains become double as longer
Insane:
  1. main rhythm is 1/2 with plenty of short streams where possible
  2. slider jumps come into play to add more difficulty
  3. apart from stacks, spacing starts providing more reading challenges too
Now... I'm not sure what exactly the problem is, but imo the spread is perfectly fine.
Take any rhythm of the song and you'll see how it gradually increases in difficulty as we go upwards:
taking 00:44:731 - ...
3/2 + 2/1 (Easy)
1/1r + 1/2 (Normal)
mainly 1/2 + a slider (Hard)
mainly 1/2 + a slider + reading challenge (Insane)
I hope this makes a good comparison now for this problem

00:07:922 (2,3,4,5) - yolo hard players look at approach circles anyway
it got changed

00:33:136 (3) - http://puu.sh/vMiCx/ba850be0d8.jpg this doesn't look better?
nope, because my pattern was focused on 00:33:136 (3,1) - being both curved, as opposed to 00:20:989 (1,2,3,4,5,1) - being all straight

00:43:259 (4,1) - extend the buzz slider there for buffering purposes, not because there's a beat there...
my previous reply was implying that there IS a beat there. Listen to the drum in background (you also didn't point this out on Insane, I wonder why :roll: )

01:00:928 (1,2,3,4,5) - strongly disagree, in the insane you mapped it as the same pattern as well, because it's the same phrase in the song. mapping it entirely differently here is pretty inconsistent and should be changed.
I'd like to complain about two things:
- consistency is not everything, but aside from that, the rhythms in this section follow a 4 stanzas base, in which the last one is made as a transition for the next, that's why I used a different one here
- you might be considering something wrong on the insane, because 01:00:928 (1,2,3,4,5,1,2,3,4) - is not the same as 00:59:455 (1,2,3,4,5,6,7) - at all. Half of it is totally different, proving my point of "the forth stanza of the section makes up for the transition between sections" I mentioned above


00:08:658 (5) - https://osu.ppy.sh/ss/8056180 a setup like this allows you to still have pressure onto the head of 6 but also follows the trombone a bit better imo.
it might be, but that sounds like a totally different interpretation from mine. Your screen also shows me that you missed the general slider concept I have for my map here, because I never used that slightly curved shape anywhere.
Also, don't forget what I said in my first reply in the Easy: taken a certain rhythm you'll be able to see how it increases in difficulty across the whole spread. In this case I do what you suggest in the Hard (after your first post) (this is also one of the reasons I actually chnged the stacked beats into a slider on Hard)


00:11:971 (8,2) - raise the ds then
can we not argue about useless details? =w=
If I raise DS it won't be similar to the rest anymore: 00:15:099 (1,2,3,4) - 00:20:989 (1,2,3,4) - (since this is more intense in the song,
it has a slightly bigger DS, hence the DS you want me to change wouldn't make sense in that regard) 01:11:050 (1,2,3,4) -


00:17:308 (3,4,1) - it still feels overspaced to me. if you were going for a slider esque effect why not use a spacing more similar to the actual size of a slider?
because if I use the same spacing a slider would occupy it would be the same as a slider? That would make the circle usage totally useless and I could have just used a slider, but a slider would be too slow to get the "stretch" effect and changing just one SV here is out of question

00:27:063 (2,3) - imo it does not make sense to use wide angles on all of these except one. i'd suggest moving this one around a bit, maybe sending it from left to right on the bottom part of the screen.
well, consistency is not everything and tbh, one mistake in the whole map doesn't sound like a big deal at all to me.
You're probably pointing this out on this map because consistency was made really clear, but I believe that some variety doesn't ruin the experience at all.
We're not doing a test with this map, where I have to avoid any possible error lol. (i would really start raiding every map that gets into qualified and has this sort of problem if this is the case).
tl;dr mistakes are fine if they don't turn the map into a blob


I'll skip last reply to reply, since it seems we agreed on it

I hope this makes things more clear.


Crimmi wrote:

kwk wrote:

Shouldn't romanization be sorairo concerto
The romanization is only for the mobile verisons of REFLEC BEAT, but it appeared on REFLEC BEAT limelight first, so "Sorairo concerto" is correct too.

Source is here: https://remywiki.com/Sorairo_concerto.
I guess we can keep it as it is then, since both are technically fine (is that wiki even an official source? o.O)
Nao Tomori
random stuffs sometimes makes the map better. but this is a high level technique so someone don't understand or don't agree with.

bubble chicken's theme
Sonnyc
(Insane) 00:59:089 (7) - Object is unsnapped.

Easy.
Seems like this diff was intentionally designed to be edgy, and your intentions were delivered properly. Uh.... it feels less appropriate to be something beginner-friendly imo. Things like various sv could be fine imo since they are done in a logical way while following the song. The stuff that bothered me as an "easy" difficulty was some generic spacings for long termed rhythms being way too far. 00:00:376 (1,2) - spacings like this was fine because they are actually close enough despite they are 1.6x. The ones I'm concerned are stuff like 00:04:793 (3,1) - 00:22:829 (2,3) - 00:25:774 (2,3) - 00:28:719 (2,3) - etc. While there is enough time between objects, the actual spacings are also pretty wide which requires sudden aim ability for players which I felt less appropriate as an easy. If this kind of things could be more closer than now such as 00:40:498 (2,3), it would work fine enough imo.

Normal.
00:16:204 (4,7) - Mind using a parallel concept on these sliders? Using a different slider concept at a short period of time felt to be less organized.

Insane.
00:00:376 (1,2,3,4) - vs. 00:01:848 (1,2,3,4) - The first 1/1 placements are having a gradually decreasing spacing concept while the second 1/1 placements were having a consistent spacing concept. Since the songs pretty sound the similar each for me, can I ask why you've applied such a different spacing concept for those parts? If you were intending a variation, those felt something way different if you ask me.
00:21:173 (2,3) - 00:24:118 (2,3) - Compare these with the spacings you were using at (2,3,4,5). The difference caused a redundant follow point which wasn't being done at 00:27:063 (2,3,4,5) - etc.
01:37:185 (1,2,3,4,1) - Since I didn't really saw this being adressed from other modders, what do you think about the visual aspects of this stream pattern? Techincally this is something like a pentagon in an extremely closs spacing but in reality, it just looks something really squeezed which has got a vague shape. Also the approach circles went kinda chaotic around this due to the spacings being close. Readable as a 1/4 enough, but I think scaling up by a little to at least contain some visual concept on these objects would feel better imo.Since I'm not really familiar with this kind of stuffs, I'd like to hear your opinion too.

So yeah, feel free to contact the previous BN for a rebubble once issues are all addressed.
Doyak
Quick look at Easy diff,

1.6x DS is indeed a large spacing. You know, we have a guideline for Easy diff which says,

SRC/Easy wrote:

When distance snap is used, try to keep it between 0.8x and 1.2x. Values too much higher or lower may make the difference between slider velocity and spacing counterintuitive. A higher distance snap can be used to avoid overlapping, but the slider velocity should be increased if you find yourself doing this often.
And this is exactly the case. The spacing should be very close to 1.0x on Easy diffs because that's how you make new players move the cursor naturally in consistent speed, and therefore making them easier to read. Especially when you have 3/2 gaps, you shouldn't make players go across the screen because it's no longer able to be read by distance - rather, that feels like an irrelevant note.

Also if you need to use 1/2 sliders, imo using them on 00:23:382 - 00:26:326 - and so on is better, as both sounds on 00:23:382 - 00:23:566 - are quite important while 00:23:014 - is not that strong.
Topic Starter
Seijiro

Sonnyc wrote:

(Insane) 00:59:089 (7) - Object is unsnapped. just kill me please. I keep missing this stuff and for some reason it keeps appearing on my maps aaaaaa

Easy.
Seems like this diff was intentionally designed to be edgy, and your intentions were delivered properly. Uh.... it feels less appropriate to be something beginner-friendly imo. Things like various sv could be fine imo since they are done in a logical way while following the song. The stuff that bothered me as an "easy" difficulty was some generic spacings for long termed rhythms being way too far. 00:00:376 (1,2) - spacings like this was fine because they are actually close enough despite they are 1.6x. The ones I'm concerned are stuff like 00:04:793 (3,1) - 00:22:829 (2,3) - 00:25:774 (2,3) - 00:28:719 (2,3) - etc. While there is enough time between objects, the actual spacings are also pretty wide which requires sudden aim ability for players which I felt less appropriate as an easy. If this kind of things could be more closer than now such as 00:40:498 (2,3), it would work fine enough imo.

You brought up a fantastic point and I've been looking for testplays in the last days to prove my points here.
Now, I didn't get THAT many, but I was able to ask a totally new player and a #1kk+ player (+ another player around #700k) to playtest this diff:
First replay by https://osu.ppy.sh/u/10286634 (8pp (#1,685,453))
Second replay by https://osu.ppy.sh/u/10004788 (34pp (#1,159,736))
Third replay by https://osu.ppy.sh/u/9902156 (117pp (#749,752))

Now... after looking at all those three replays I came to the conclusion that those spacing issues are irrelevant: the pause between those objects pointed out are simply too big, so they naturally go right away on the next object without problems.
Also, the first replay clearly shows how hard the diff is for new players: the guy almost failed to the end because he was probably tired, but overall he survived. This was also my aim: making the diff passable, yet somewhat challenging for new players.
The second replay is actually pretty good and shows that with just a few tens of pp players can already start reading approach circles properly, which therefore makes the #1,200,000 rank already too high for this diff.

Not sure these are valid points, but I thought of how players would interpret this in gameplay and it turns out it works.
Regardless of static values I prefer going for the player perception in the lower diffs.
The edgy side of these diffs was introducing concepts that usually appear only in higher diffs: SV changes, DS changes and overall a more complex rhythm to make sure players start with a certain mindset their osu!career.
This may sound presumptuous, but it was my aim and my way to be "edgy" on lower diffs

Few comments too:





Forgot to screen the third testplayer, but he said it was too slow, so I guess it doesn't matter that much seeing he is #700k in rank lol


Normal.
00:16:204 (4,7) - Mind using a parallel concept on these sliders? Using a different slider concept at a short period of time felt to be less organized.

wait wait.... aren't those already parallel? o.O
I swear those sliders are one the copy of the other lol


Insane.
00:00:376 (1,2,3,4) - vs. 00:01:848 (1,2,3,4) - The first 1/1 placements are having a gradually decreasing spacing concept while the second 1/1 placements were having a consistent spacing concept. Since the songs pretty sound the similar each for me, can I ask why you've applied such a different spacing concept for those parts? If you were intending a variation, those felt something way different if you ask me.
heh, Nao brought this up too, although it felt like decreasing spacing to me there. In fact, even the second combo is technically a spacing decrease, but expressed through downwards movement.
I can see how the reasoning may not be clear enough, so I will do both yours and my vision here, therefore we should be both happy right?


00:21:173 (2,3) - 00:24:118 (2,3) - Compare these with the spacings you were using at (2,3,4,5). The difference caused a redundant follow point which wasn't being done at 00:27:063 (2,3,4,5) - etc.
lol, follow points have never been in my priority list. I tried moving that combo to the left to make the new follow point appear, but I'm not sure that's what you meant

01:37:185 (1,2,3,4,1) - Since I didn't really saw this being adressed from other modders, what do you think about the visual aspects of this stream pattern? Techincally this is something like a pentagon in an extremely closs spacing but in reality, it just looks something really squeezed which has got a vague shape. Also the approach circles went kinda chaotic around this due to the spacings being close. Readable as a 1/4 enough, but I think scaling up by a little to at least contain some visual concept on these objects would feel better imo.Since I'm not really familiar with this kind of stuffs, I'd like to hear your opinion too.
it uses the pattern concept used for 00:56:510 (1,2,3,4,5,6,7) - and similar ones.
The reason for that spacing is to emphasize the gingles playing on that particular part, which is something no other streamy part had in this last section of the song. I also used it as a mean to create the jump on the last object, in order to make it feel more... punchy.
Imagine like a fusion between the concepts of 00:56:510 (1,2,3,4,5,6,7) - (it takes the star figure from this), 01:30:560 (3,4,5,6,7) - the general idea that it should be a non-stacked stream for the section and 01:31:296 (8,9,10,11) - partly the stack concept used on that particular gingle sound, which is different than the rest.
The flow that the pattern creates is purely personal choice I guess


So yeah, feel free to contact the previous BN for a rebubble once issues are all addressed.
Thanks a bunch for letting me notice that unsnapped thing. I have no clue why these things keep happening on my maps...

Doyak wrote:

Quick look at Easy diff,

1.6x DS is indeed a large spacing. You know, we have a guideline for Easy diff which says,

SRC/Easy wrote:

When distance snap is used, try to keep it between 0.8x and 1.2x. Values too much higher or lower may make the difference between slider velocity and spacing counterintuitive. A higher distance snap can be used to avoid overlapping, but the slider velocity should be increased if you find yourself doing this often.
And this is exactly the case. The spacing should be very close to 1.0x on Easy diffs because that's how you make new players move the cursor naturally in consistent speed, and therefore making them easier to read. Especially when you have 3/2 gaps, you shouldn't make players go across the screen because it's no longer able to be read by distance - rather, that feels like an irrelevant note.

Check the replays above for more. I also added my reasoning

Also if you need to use 1/2 sliders, imo using them on 00:23:382 - 00:26:326 - and so on is better, as both sounds on 00:23:382 - 00:23:566 - are quite important while 00:23:014 - is not that strong.
If you consider drums to be strong, sure, but my focus across the whole spread was on flute where possible.
The original pattern didn't even use a circle for 00:23:566 - , it was empty. I added those circles with Nao's mod.
I personally still don't like that beat there in the least, but as you can see from all the testplays I can actually keep it since it is not that disturbing.
To put it in a different way:
take the whole combo and you'll notice that the first long slider always follows the flute. Therefore the second slider also follows the flute to make it intuitive, but what you ask me to do is switching instrument midway because drum is a naturally stronger instrument.
That may work really well on higher diffs, but on lower diffs I prefer keeping one instrument for an entire rhythm/combo whenever possible.
The last beat of the combo is there to just say "here the combo and the rhythm ends, time to switch to a new rhythm"
By instead using the slider on drums this idea is vague and players may think "we switched instrument during the combo already so I am expecting the whole combo to go on and on because we keep changing instruments, right?" Well, that's something I definitely want to avoid:
whatever is not unambiguous is not good.
I try to cut out any possible misleading reasoning along the way, that's why I consider my maps to be intuitive even by using this many variations even on lower diffs

Thanks guys for your time, I hope this helped to define better the objectives of my map here
Net0
I remember testing this a while ago, really edgy. GL Sergio o/
Nao Tomori
quick rebubble while doyak isn't looking
peaceGiant
Easy
• 00:01:480 (2) - Why? The smartest rhythm choice would be to put that on the white tick, there isn't any difference between 00:00:376 (1) - and 00:01:480 (2) - so treating them the same is best.
• 00:13:811 (2) - Differentiate, New players might expect another repeat on 00:13:811 (2) - because of 00:12:155 (1) - . (00:15:099 (1,2) - like these!)
• 00:23:382 - Put a 1/2 slider here, Watching the replays, players expected to hit the circle on this time stamp, and you can't blame them because they are associating that the circle falls on the first sound they hear, imo you should change this.
• 00:31:480 (2) - This slider is like a meh transition, i do get it, it is an easy just, idk, doesn't really follow something.
Easy
osu file format v14

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Topic Starter
Seijiro

peaceGiant wrote:

Easy
• 00:01:480 (2) - Why? The smartest rhythm choice would be to put that on the white tick, there isn't any difference between 00:00:376 (1) - and 00:01:480 (2) - so treating them the same is best.
fair point, consider it changed into 2 similar sliders of 3/1 each
• 00:13:811 (2) - Differentiate, New players might expect another repeat on 00:13:811 (2) - because of 00:12:155 (1) - . (00:15:099 (1,2) - like these!)
as I told you in PM, these actually give plenty of time to the player to read it so there shouldn't be a problem (heck, if they can't manage this much I wonder what would they do on higher levels. It's ok to simplify, but let's not bring it too down lol)
• 00:23:382 - Put a 1/2 slider here, Watching the replays, players expected to hit the circle on this time stamp, and you can't blame them because they are associating that the circle falls on the first sound they hear, imo you should change this.
ok, to be fair, this part tilts me like crazy and I believe this is not the optimal way to deal with it, hence why I will rearrange this whole part most likely
• 00:31:480 (2) - This slider is like a meh transition, i do get it, it is an easy just, idk, doesn't really follow something. discussed through PM.
It might change once I give this diff an overhaul
Thanks a lot for the unexpected mod!

EDIT: tbh, that Easy looks way better than my edgy stuff and since I'd rather not have this pending forever due to my stubbornness in keeping a certain mapping ideal, better switch to yours. Welcome aboard!

EDIT2: revoked kd since we ended up deleting my diff, which means no progress at all
peaceGiant
Easy Updated
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Update Log
• Added some sense into the outro, follow's the concept now better.
• Improved some blankets, should be better.
• Refined some slider shapes.
= To discuss
• 01:10:130 (3) - I was wondering if i should make this a 1/2 with a circle, But imo it's too dense of a rhythm (Causing the diff to bump up in sr to Normal)
• 01:12:707 (2) - Moved this a bit, i think its fine.
• Also Hitsound it please thank you

MrSergio wrote:

EDIT: tbh, that Easy looks way better than my edgy stuff and since I'd rather not have this pending forever due to my stubbornness in keeping a certain mapping ideal, better switch to yours. Welcome aboard! Thanks! Glad to be here!

EDIT2: revoked kd since we ended up deleting my diff, which means no progress at all. Hehe...
Topic Starter
Seijiro
updated.

In the process I also removed your fifth combo color because it was unrankably similar to the third one (and they clashed for some reason during the map, so I had like the same color twice in a row LOL)
In case you want to add another color make sure to not make it blend with another one, or at least avoid putting blending ones near each other
Yamicchi
just some small stuff I found on Easy
• 00:50:621 (3) - this slider touched the HP bar. Consider lowering it a bit
• 00:29:823 (1) - is the sliderbody's whistle intentional?
• 00:32:768 - Ok at this section you used slider like 00:34:609 (3) - this to express a total different sound from 00:35:161 (4) - (3 is a chain including 00:34:425 - while 4 has just 2 beats.) I would love to hear some explanation of you about it
• 00:54:670 (2) - Would be great if you extend it so it ends on 00:55:406 - because it sounds so much better
• 01:30:191 (3,4) - Why not the same pattern as 01:27:247 (3,4) - ? I think having consistent pattern for 2 measures is better than changing
• 01:36:081 (3,4) - Same thing comparing to 01:33:136 (3,4) -

Ok :3 saw Sergio req, thought I could help him out a bit. Good luck \o/
peaceGiant

Yamicchi wrote:

just some small stuff I found on Easy
• 00:50:621 (3) - this slider touched the HP bar. Consider lowering it a bit It's not like i didn't know the problem, its more like, its a guideline heh... Fixed
• 00:29:823 (1) - is the sliderbody's whistle intentional? I'll as Sergio, he does hs stuff
• 00:32:768 - Ok at this section you used slider like 00:34:609 (3) - this to express a total different sound from 00:35:161 (4) - (3 is a chain including 00:34:425 - while 4 has just 2 beats.) I would love to hear some explanation of you about it
Simple Explanation - This is an easy, but lets go in depth
00:34:425 - This is a continuation of 00:34:056 (2) - making for a 1/1 slider, hence rhythm would be to dense, I do not implement such sliders, and plus that sound is too weak to represent a dominant sound (sound which is worth making active click) , Simple difficulties need to focus on what is strong in the song to click, is it worthy of a circle, or should we ignore that sound. The sound that was a quote on quote chain doesn't represent what i'm following, hence i map accordingly! Nothing difficult to understand imo
• 00:54:670 (2) - Would be great if you extend it so it ends on 00:55:406 - because it sounds so much better Yes
• 01:30:191 (3,4) - Why not the same pattern as 01:27:247 (3,4) - ? I think having consistent pattern for 2 measures is better than changing
I honestly don't know how to explain this, it just sounds rhythmically correct, no?
• 01:36:081 (3,4) - Same thing comparing to 01:33:136 (3,4) -
^


Ok :3 saw Sergio req, thought I could help him out a bit. Good luck \o/ Thank you very very much, PM me if you have anything to further discuss.
Fixed NC's bcuz mine were too good for ranking cirteria
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356,200,26326,2,0,L|348:155,1,45,4|0,0:0|1:0,0:0:0:0:
422,103,26879,6,0,P|344:66|266:114,1,180,4|2,1:0|0:0,0:0:0:0:
247,246,28167,1,2,0:0:0:0:
348,155,28719,2,0,L|355:199,1,45,0|2,0:0|0:0,0:0:0:0:
445,208,29271,2,0,L|452:252,1,45,4|0,0:0|1:0,0:0:0:0:
507,323,29823,6,2,B|464:327|464:327|424:349|424:349|369:352,3,135,0|0|0|0,0:1|0:1|0:1|0:2,0:0:0:0:
305,298,31848,2,0,L|159:304,1,135,0|2,0:2|0:1,0:0:0:0:
91,259,32768,6,0,B|63:174|63:174|84:80,1,180,4|2,0:0|0:0,0:0:0:0:
203,25,34056,1,2,0:0:0:0:
162,154,34609,2,0,L|181:204,1,45,0|2,0:0|0:0,0:0:0:0:
266,175,35161,2,0,L|327:199,1,45,4|0,0:0|1:0,0:0:0:0:
375,123,35713,6,0,P|403:208|345:281,1,180,4|2,1:0|0:0,0:0:0:0:
220,294,37001,1,2,0:0:0:0:
307,191,37553,2,0,L|266:175,1,45,2|0,0:0|0:0,0:0:0:0:
179,201,38106,2,0,L|137:184,1,45,4|0,0:0|1:0,0:0:0:0:
58,141,38658,6,0,P|52:219|134:271,1,180,4|2,0:1|0:0,0:0:0:0:
258,310,39946,1,2,0:0:0:0:
179,201,40498,2,0,L|137:184,1,45,0|0,0:0|0:0,0:0:0:0:
180,105,41050,2,0,L|173:60,1,45,4|0,0:0|1:0,0:0:0:0:
253,18,41602,6,0,B|260:67|260:67|290:94|290:94|297:151,3,135,4|0|0|2,0:1|0:0|0:0|0:1,0:0:0:0:
360,201,43627,2,0,L|376:335,1,135,0|0,3:0|0:0,0:0:0:0:
266,256,44731,6,0,P|153:254|192:305,2,242.999992584229,2|2|2,0:0|0:0|0:0,0:0:0:0:
392,152,47676,2,0,P|505:150|466:201,2,242.999992584229,2|2|2,0:0|0:0|0:0,0:0:0:0:
248,76,50621,2,0,P|135:74|174:125,2,242.999992584229,2|2|2,0:0|0:0|0:0,0:0:0:0:
181,220,53566,6,0,L|56:242,1,121.499996292114,2|2,0:0|0:0,0:0:0:0:
149,324,54670,2,0,L|317:294,1,161.999995056153,2|0,0:0|0:0,0:0:0:0:
215,31,56510,38,0,B|167:135|167:135|219:227,1,216,0|2,0:0|0:0,0:0:0:0:
296,225,57983,2,0,B|345:136|345:136|297:32,1,216,0|2,0:0|0:0,0:0:0:0:
215,31,59455,6,0,P|175:140|219:227,1,216,0|2,0:0|0:0,0:0:0:0:
296,225,60928,2,0,P|406:243|427:306,1,180,0|2,0:0|0:0,0:0:0:0:
340,301,62216,22,0,B|298:300|298:300|253:317|253:317|193:316,3,135,0|0|0|0,1:0|1:0|1:0|1:0,0:0:0:0:
127,208,64425,2,0,L|234:210,1,90,4|4,0:1|0:1,0:0:0:0:
274,140,65161,38,0,B|269:93|269:93|240:63|240:63|234:9,3,135,0|0|0|0,1:2|1:0|1:0|1:0,0:0:0:0:
357,74,67369,2,0,L|368:180,1,90,4|2,0:1|0:0,0:0:0:0:
431,226,68106,22,0,P|478:278|353:293,1,270,2|0,1:2|1:0,0:0:0:0:
366,163,69762,1,0,1:0:0:0:
293,216,70130,2,0,L|144:223,1,135,0|4,1:0|0:1,0:0:0:0:
95,158,71050,6,0,P|71:200|213:295,1,270,2|0,1:2|1:0,0:0:0:0:
222,161,72707,1,2,1:2:0:0:
293,216,73075,2,0,L|158:222,1,135,2|2,1:2|0:0,0:0:0:0:
124,138,73995,22,0,B|174:135|174:135|207:115|207:115|256:113,3,135,0|0|0|0,1:0|1:0|1:0|1:0,0:0:0:0:
131,53,76204,2,0,L|36:55,1,90,4|4,0:1|0:1,0:0:0:0:
36,144,76940,38,0,B|43:190|43:190|76:218|76:218|86:277,3,135,0|0|0|0,1:2|1:0|1:0|1:0,0:0:0:0:
197,334,79149,2,0,L|183:226,1,90,4|4,0:1|0:1,0:0:0:0:
226,164,79885,22,0,P|351:148|315:220,1,270,2|0,1:2|1:0,0:0:0:0:
185,244,81541,1,0,1:0:0:0:
146,325,81909,2,0,L|298:331,1,135,0|4,1:0|0:1,0:0:0:0:
370,333,82829,6,0,P|429:348|379:240,1,270,2|0,1:2|1:0,0:0:0:0:
280,330,84486,1,2,1:2:0:0:
242,247,84854,2,0,L|244:186,1,45,2|0,1:2|1:2,0:0:0:0:
96,97,85774,38,0,L|77:193,1,90,4|0,0:0|0:0,0:0:0:0:
146,244,86510,2,0,L|165:148,1,90,0|0,0:0|0:0,0:0:0:0:
224,89,87247,2,0,P|269:82|316:100,2,90,0|0|0,0:0|0:0|0:0,0:0:0:0:
163,155,88351,1,0,0:0:0:0:
78,185,88719,6,0,L|96:97,1,90
163,155,89455,2,0,L|146:244,1,90,0|0,0:0|0:0,0:0:0:0:
208,308,90191,2,0,P|247:332|299:330,2,90
146,243,91296,1,0,0:0:0:0:
163,155,91664,6,0,L|181:67,1,90
270,54,92400,2,0,L|252:142,1,90
301,218,93136,2,0,L|403:217,2,90
232,276,94241,1,0,0:0:0:0:
314,311,94609,22,0,L|416:310,2,90
232,276,95713,1,0,0:0:0:0:
146,243,96081,2,0,L|44:242,2,90
197,169,97185,1,0,0:0:0:0:
143,96,97553,38,0,L|90:95,1,45
• Edit : Fixed Another slider touching HP bar, Discussed about the outro and changed some stuff with yami and yea! (sergio HS)
Yamicchi
Eh still haven't got my kudos lul
Topic Starter
Seijiro
fixed the slider body, it should have been a normal whistle but hitsound copier derped
Updated
Nao Tomori
add peacegiant to tags and i can bub

also use ar4, od3, hp3 since having same settings as normal is weird
Topic Starter
Seijiro
z
Nao Tomori
rebubble
pishifat
00:29:823 (1) - finish like 00:41:602 (1) -
easy's missing body whistle on that second one too

big mod
tatatat

pishifat wrote:

00:29:823 (1) - finish like 00:41:602 (1) -
easy's missing body whistle on that second one too

big mod
wew
Topic Starter
Seijiro
is the site trolling me or am I just blind that I can't see the usual email notification =w=

Fixed those two hitsounds, pishi
pishifat
ok
Grrum
Congratulations!
Pachiru
Finally, congratz to you and PieceGiant :)
peaceGiant

Pachiru wrote:

Finally, congratz to you and PieceGiant :)
You just made my day :D , and thanks!
Pachiru
Holy f I'm so sorry, idk why I thought it was "Piece"... forgive me plsssss ;w;
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