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Puppet - Answers Feat. Koo

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HML
mod
Overall
Make HP higher, like HP6 or maybe even HP6.5. Too easy to pass things you should fail.
AR is better set at 9.6 imo. With 128 1/4, it's easier to read and keeps it less crammed.

-DTM9 Nowa
00:22:016 (1) - I think this plays/sounds better without this note. The sound is very small, and not really noticeable.
00:22:251 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3) - I don't like how you change the spacing because the song doesn't really change pitch as drastically or frequently as you change DS.

00:51:430 (2) - This is mapped to nothing. There is no sound on this tick.
00:54:829 (3,4) - ^ If you're mapping to the reverb here, I think you should make a single 1/2 repeat because it takes away from the emphasis of the vocals at 00:55:532 (2,3) -

01:04:438 (1,2,3,4,1,2,3,4,1,2,3,4) - I think this looks ugly and could be made better/
01:14:165 (6) - This is overmapped. I think you're mapping to the start of the vocal, but you should map to the strong part of the vocals, and NOT the start-up. It makes it easier to read and acc.

01:22:954 (4,1,2) - Make this a lot lower spaced. The song doesn't change, so the pattern shouldn't this early. It also takes emphasis away from 01:23:422 (2,3) - by making the rest of the pattern more spaced than the rest like it.

01:30:219 (2,3,4,5) - I recommend switching these to sliders. It's hard to read the change from 1/2 to 1/4. It will conflict with your alternating pattern, but that's a simple fix!

01:34:907 (2,3,4) - This is odd here. It's the only part like it in this section and feels out of place.
04:18:852 (2,1) - Tiny overlap that triggers me
04:22:719 (3,4) - These feel really close compared to the rest of the section.
04:34:790 (2,3,4,5,1) - It would be super cool if you decreased the spacing each note to fit with the song fading.

-- Yoshimaro -
01:44:751 (1) - These sliders are ugly
01:58:813 (1,2,1) - This transitions akwardly imo. The bent flow feels really forced.
02:10:063 (1,2,1,2,3,4) - This feels super forced and uncofortable to play.
02:31:040 (2,3,4) - I think you should map to the background noise here
03:14:751 (1,2,1,2,3) - I think this could be a better pattern that plays better.
03:26:235 (2,3) - Fix overlap. Maybe by having 03:26:469 (1,2,3) - Blanket 03:26:235 (2) - ?
03:59:047 (2) - Overmapped slider end. Make a normal note, no reason for it to be a 1/4 slider.
04:00:219 (2,3,4,5) - Swap these out for sliders because it's hard to read from the 1/2 gap to the 1/4. Easy fix for the alternating patterns.
04:13:461 (1,2) - Do something like THIS. It looks better and is easier to play.
Delis
[General]
can I have the source of metadata?
clip the unnecessary blank on GLOW.PNG like https://puu.sh/u5Fmb/a8bb6e9b36.png I'm not sure if it's actually not blank, but it's not really noticeable so.

[wut do i do]
a break is good for mouse players and somebody like me who can't keep playing minutes because of eyes. 03:07:368 (1) - is one of removable ones as you keep making sliderarts in the section so spinner is out of place a bit.
00:27:876 (1,2,3,4,1,2,3,4) - I don't really get why you suddenly made a linear circles back here, this feels ruining the flow which made by circlar ones. https://osu.ppy.sh/ss/7337974 something like this one should play better isn't it?
00:31:626 (1,2,3,4,1,2,3,4) - the music goes strongest in the section but the pattern isn't, zig-zag pattern must be nicer to express how the music plays and more variety on patterns.
00:44:516 (4) - minor stuff, but I really prefer this to be linear with 00:43:813 (1,2,3) - so it'll look pretty nice.
00:51:313 (1,2,3) - you could consider to remove triplets because it's overmapped while the song is calm obviously. a 1/4 slider like you did in this section should be fitting better. 01:14:047 (5,6,1) - this one too, in the honest I don't think "a triplet" is too weak to follow the vocals here.
02:05:376 - maybe decrease the volume into around 40%, it's currently too loud even though the song is very quiet.
02:10:532 (1,2,3,4) - this has too much weirdness in flow, the jump between 02:10:063 (1,2,1) - is really huge even though 1/4s are incoming, and after all, the 1/4s themselves are also really hard to tap. https://osu.ppy.sh/ss/7338028 this one is simply more playable while the pattern itself is almost the same.
02:14:165 (2,1,2,3,4) - same as above, they are really strange in playing. (ok won't mention now so find it yourself by testplays. the 3rd kiai is really good example as you mapped it nicely.)
02:26:235 - the volume decreasing isn't fitting because the music doesn't really have a structure that it fits, not like 02:03:735 - imo.
02:52:251 - lovely ones! I really like them!
03:33:266 (1) - the flow is forced because of 03:32:797 (1,2) -, maybe you could give a try to map a triangle with them, or 03:33:032 (2) - move this up to map a jump like 03:30:922 (1,2,1) - this one which flows very nice.
04:14:751 (1,2,3) - in my opinion you don't really need to map kinda large jump when there's only one circle between sliders, placing them at x1.2 could be considered for best in the section. https://osu.ppy.sh/ss/7338074 I hope you'll see how it looks nice while plays much better as well. so making the parts to be "slider jump mapping" is an idea what I got here.
04:35:376 - same as 02:05:376 -

beautiful map with the sliderarts and SB! a few things that I wanna give you opinion about SB, is you could've made the bubbles shaking like actual bubble does. and better avoid SB load rate over 5x I felt lagging while playing SB on, a little. idk how to solve it but 7x is too much lol.
Topic Starter
Yoshimaro

Neoskylove wrote:

K m4m

[What can we do?]
i think you should emphasize 00:22:954 - 00:23:891 - 00:24:594 - ....etc. Don't make jump just at downbeat. looks not so good foe music.
00:48:969 - How about add a circle here instead of slidertail? could be much better to play.
00:51:313 (1,2,3) - make consistency DS since it's 1/4 beats.
00:55:297 (1) - I think you should emphasize here. But you make really low DS , make some big DS with avoiding overlap. like 00:55:766 (3,1) -
01:00:688 - why this is slicertail? ooks weird.
01:27:641 (4,3) - avoid overlap
01:30:571 (5,1) - really hard to read this, players will not think this could be 1/4 beats since you didn't express about that.
01:44:282 (1,2,1,2) - I can't sure players can read it. as I sait it ^ haven't seen anyone misread it yet, but i've definitely seen people miss it c:
01:48:032 (1,2,3,4) - really hard beats, you can make jumps. both Nowa and I are consistent in mapping these parts to the melody, although i agree that they're really hard beats, jumps would spike the SR much more than necessary in my section
01:51:782 (1,2,3,4) - 01:53:657 (1,2,3,4) - 01:55:532 (1,2,3,4) - ....^ ^^ eek sry :c
02:00:219 (3) - could be hard to read, it's stacked with sliderbody, I can';t sure players can read this well. ill keep in mind as we continue
02:05:376 (1,1,1) - How about make Antijump here? could be match with music like stacked notes? i suppose that would fit in the sense of negative space being used to emphasis heavy beats but when i mapped it i felt like they were strong enough to warrant cursor movement
02:07:719 (3,4) - flow looks really Hard tor me, imo. it is if you actually follow the entire slider, but it's not supposed to be played like that. if you play it by just hitting the slider start then it makes much more sense and is easier to land. in that entire section i've only seen breaks on the circles, not the sliders. i think in general, this section sliders are easier than the previous section
02:15:102 (2,4) - blanket oh woops, i actually didn't mean for blanket here but i moved 02:15:336 (3) - to make it seem like i did c:
03:42:172 (1,2) - make same slidershape someone earlier suggested that i should have that element stand out because it was much higher pitched, which makes sense to me (they were the same slider originally)
04:18:032 - should be clickable, looks strong beat, make consistancy with collab mappers.
04:59:751 (1) - really weird pattern imo. you didn't used this slider style, It could be bad for concept?
GL
thank neoskylove c: none of that was really a rejected mod as much as stuff to keep in mind, good post ill be referring back to this probably in the future

HML wrote:

Overall
Make HP higher, like HP6 or maybe even HP6.5. Too easy to pass things you should fail. not going higher than HP6
AR is better set at 9.6 imo. With 128 1/4, it's easier to read and keeps it less crammed. not going higher than AR9.5, i think this is fast enough to remove the clutter but slow enough to synthesize the aesthetic impact

-- Yoshimaro -
01:44:751 (1) - These sliders are ugly define ugly
01:58:813 (1,2,1) - This transitions akwardly imo. The bent flow feels really forced. not really any harder to land than any of the others and the flow is unique because the melody synth follows a different pattern of notes
02:10:063 (1,2,1,2,3,4) - This feels super forced and uncofortable to play. it sets the vibe for the section, and difficult and uncomfortable are 2 different things
02:31:040 (2,3,4) - I think you should map to the background noise here it's not possible to map that noise without ruining the progressive beat, it's a background noise for a reason
03:14:751 (1,2,1,2,3) - I think this could be a better pattern that plays better. wow insightful and helpful suggestion! and no, 03:15:219 (1) - gets spacing emphasis because of the faded synth
03:26:235 (2,3) - Fix overlap. Maybe by having 03:26:469 (1,2,3) - Blanket 03:26:235 (2) - ? it wasn't really noticeable during play before and since i just raised AR it's even less noticeable
03:59:047 (2) - Overmapped slider end. Make a normal note, no reason for it to be a 1/4 slider. 03:59:047 - white noise music element gets dragged emphasis
04:00:219 (2,3,4,5) - Swap these out for sliders because it's hard to read from the 1/2 gap to the 1/4. Easy fix for the alternating patterns. i started out the exact same way nowa did in the beginning of the map here: 01:29:751 - , it's not different and not difficult to read. and im not sure what nowa will say but the reason there is no 1/4 rhythm expressed before this is because there is no 1/4 rhythm to be mapped lol
04:13:461 (1,2) - Do something like THIS. It looks better and is easier to play. k
thank hml

Delis wrote:

[General]
can I have the source of metadata? sure, https://www.youtube.com/watch?v=sGdDpMYS7sA , https://soundcloud.com/puppet/answers-feat-koo , https://soundcloud.com/monstercat/puppet-answers
clip the unnecessary blank on GLOW.PNG like https://puu.sh/u5Fmb/a8bb6e9b36.png I'm not sure if it's actually not blank, but it's not really noticeable so. vanilla wya

[wut do i do]
a break is good for mouse players and somebody like me who can't keep playing minutes because of eyes. 03:07:368 (1) - is one of removable ones as you keep making sliderarts in the section so spinner is out of place a bit. keep making more sliderart? ok ill make a conch shell c:
00:27:876 (1,2,3,4,1,2,3,4) - I don't really get why you suddenly made a linear circles back here, this feels ruining the flow which made by circlar ones. https://osu.ppy.sh/ss/7337974 something like this one should play better isn't it?
00:31:626 (1,2,3,4,1,2,3,4) - the music goes strongest in the section but the pattern isn't, zig-zag pattern must be nicer to express how the music plays and more variety on patterns.
00:44:516 (4) - minor stuff, but I really prefer this to be linear with 00:43:813 (1,2,3) - so it'll look pretty nice.
00:51:313 (1,2,3) - you could consider to remove triplets because it's overmapped while the song is calm obviously. a 1/4 slider like you did in this section should be fitting better. 01:14:047 (5,6,1) - this one too, in the honest I don't think "a triplet" is too weak to follow the vocals here.
02:05:376 - maybe decrease the volume into around 40%, it's currently too loud even though the song is very quiet. lowered to 60% there is a loud staccato element there but i suppose it's not 100% loud lol
02:10:532 (1,2,3,4) - this has too much weirdness in flow, the jump between 02:10:063 (1,2,1) - is really huge even though 1/4s are incoming, and after all, the 1/4s themselves are also really hard to tap. https://osu.ppy.sh/ss/7338028 this one is simply more playable while the pattern itself is almost the same. while i agree with your suggestion, i mapped the same intensity in the first section as well, just a different pattern type. 02:10:532 (1) - gets its own spacing and direction emphasis because its a huge beat. i tried your suggestion and i thought it would be a nice way to introduce a newer type of pattern but it felt cramped all in that one corner, and in the end, the emphasis is in the right place. it's emphatically consistent with the first kiai section, just different in shape
02:14:165 (2,1,2,3,4) - same as above, they are really strange in playing. (ok won't mention now so find it yourself by testplays. the 3rd kiai is really good example as you mapped it nicely.) i think this is the most technically challenging portion of the map, so i will be keeping this in mind for testplays for sure
02:26:235 - the volume decreasing isn't fitting because the music doesn't really have a structure that it fits, not like 02:03:735 - imo. hmm i suppose so
02:52:251 - lovely ones! I really like them! weeee c:
03:33:266 (1) - the flow is forced because of 03:32:797 (1,2) -, maybe you could give a try to map a triangle with them, or 03:33:032 (2) - move this up to map a jump like 03:30:922 (1,2,1) - this one which flows very nice. mmm i think im missing something but those are structured the exact same, back and forth circles with the 3rd being a slider in outwards direction, no?
04:14:751 (1,2,3) - in my opinion you don't really need to map kinda large jump when there's only one circle between sliders, placing them at x1.2 could be considered for best in the section. https://osu.ppy.sh/ss/7338074 I hope you'll see how it looks nice while plays much better as well. so making the parts to be "slider jump mapping" is an idea what I got here.
04:35:376 - same as 02:05:376 -

beautiful map with the sliderarts and SB! a few things that I wanna give you opinion about SB, is you could've made the bubbles shaking like actual bubble does. and better avoid SB load rate over 5x I felt lagging while playing SB on, a little. idk how to solve it but 7x is too much lol. PREACH THAT SHIT HOMIE LOL
thank delis c:

P.S. VANILLA THE SB LOAD IS 10.84X WTF HAHAHA I CAN'T EVEN PLAY MY OWN MAP
AltMirrorBell
holy shit this map is NICE
Topic Starter
Yoshimaro

CSGA-DarkArchon wrote:

holy shit this map is NICE
c: big thank on behalf of us both
Nowaie
I hate school and i'm in a bad mood, sorry if i unjustifically deny your suggestion(s)

Neoskylove wrote:

K m4m

[What can we do?]
i think you should emphasize 00:22:954 - 00:23:891 - 00:24:594 - ....etc. Don't make jump just at downbeat. looks not so good foe music. The start is pretty much just repeating the same note for about 30 seconds so there isn't really anything to be emphasized over something else. Though i think a solid 30 second 1/2 stream style spam would be reaaaaally boring. Though i do think my way of doing it is after all working little bit better since it's dividing those few notable changes between two notes like here 00:31:391 (4,1) - and here 00:35:141 (4,1) - for example
00:48:969 - How about add a circle here instead of slidertail? could be much better to play. I prefer to follow the vocals and it's kinda on the grey area as is it better to map that under a sildertail (with the hold effect i in the first point want from that) or a clickable. It covers the "falling" quite well imo right now :/
00:51:313 (1,2,3) - make consistency DS since it's 1/4 beats. Consistant with what? I personally think that change isn't hard to react to at all if that is the case
00:55:297 (1) - I think you should emphasize here. But you make really low DS , make some big DS with avoiding overlap. like 00:55:766 (3,1) - Yeaaaaaaaaaaaah... fix'd
01:00:688 - why this is slicertail? ooks weird. The gasp?
01:27:641 (4,3) - avoid overlap Stacked them
01:30:571 (5,1) - really hard to read this, players will not think this could be 1/4 beats since you didn't express about that Will make it more clear
04:18:032 - should be clickable, looks strong beat, make consistancy with collab mappers. Yeah didn't think about that. I need some time to change these
04:59:751 (1) - really weird pattern imo. you didn't used this slider style, It could be bad for concept? I personally like that kind of sliders :<
GL

HML wrote:

-DTM9 Nowa
00:22:016 (1) - I think this plays/sounds better without this note. The sound is very small, and not really noticeable. tbh it doesn't really hurt to be mapped since it's still audible
00:22:251 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3) - I don't like how you change the spacing because the song doesn't really change pitch as drastically or frequently as you change DS. Yeah but following the music as closely as you can on parts like that is fckin boring to me and probably to the players. I'm planning on making some changes to it when i find a good way to execute it (See the response to Delis)

00:51:430 (2) - This is mapped to nothing. There is no sound on this tick. Overmapping is not always a bad choice. Imo it works there quite well since the vocal theoretically starts from the blue tick
00:54:829 (3,4) - ^ If you're mapping to the reverb here, I think you should make a single 1/2 repeat because it takes away from the emphasis of the vocals at 00:55:532 (2,3) - wat

01:04:438 (1,2,3,4,1,2,3,4,1,2,3,4) - I think this looks ugly and could be made better/ Thanks for the suggestion captain positive
01:14:165 (6) - This is overmapped. I think you're mapping to the start of the vocal, but you should map to the strong part of the vocals, and NOT the start-up. It makes it easier to read and acc. Why can't i map the "start of the vocals"? I don't see anything wrong with that and it works quite well for that pattern. Plus there is not a specific "strong part" in the vocal since it's one of those less powerful ones

01:22:954 (4,1,2) - Make this a lot lower spaced. The song doesn't change, so the pattern shouldn't this early. It also takes emphasis away from 01:23:422 (2,3) - by making the rest of the pattern more spaced than the rest like it. Done (i guess?)

01:30:219 (2,3,4,5) - I recommend switching these to sliders. It's hard to read the change from 1/2 to 1/4. It will conflict with your alternating pattern, but that's a simple fix! I don't think making them sliders is the best possible way to do it. I think i found a good way to represent the change

01:34:907 (2,3,4) - This is odd here. It's the only part like it in this section and feels out of place. Blame the vocals lol
04:18:852 (2,1) - Tiny overlap that triggers me It's barely visible =_= w/e since it's so small
04:22:719 (3,4) - These feel really close compared to the rest of the section. Yeah i agree, I'll have to remap some of the kiai anyway so that should get fixed with it
04:34:790 (2,3,4,5,1) - It would be super cool if you decreased the spacing each note to fit with the song fading. That was the original idea, maybe can try it again

Delis wrote:

[General]
[wut do i do]
00:27:876 (1,2,3,4,1,2,3,4) - I don't really get why you suddenly made a linear circles back here, this feels ruining the flow which made by circlar ones. https://osu.ppy.sh/ss/7337974 something like this one should play better isn't it? The section here is made in two similar patterns, two similar patterns and so on. The flow isn't really the
00:31:626 (1,2,3,4,1,2,3,4) - the music goes strongest in the section but the pattern isn't, zig-zag pattern must be nicer to express how the music plays and more variety on patterns. The music goes strongest over the two patterns 00:31:626 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - here. I don't want to represent any sort of difficult movement yet since the beat is so simple thus the mapping should represent it
00:44:516 (4) - minor stuff, but I really prefer this to be linear with 00:43:813 (1,2,3) - so it'll look pretty nice. Sure i can try that
00:51:313 (1,2,3) - you could consider to remove triplets because it's overmapped while the song is calm obviously. a 1/4 slider like you did in this section should be fitting better. 01:14:047 (5,6,1) - this one too, in the honest I don't think "a triplet" is too weak to follow the vocals here. I may do this in the future but the main reason i do not want to do anything like this to the triplet since the vocal starts from the blue tick instead of the red or white. And since i focus on the vocals i'd rather follow the vocals as closely as possible
04:14:751 (1,2,3) - in my opinion you don't really need to map kinda large jump when there's only one circle between sliders, placing them at x1.2 could be considered for best in the section. https://osu.ppy.sh/ss/7338074 I hope you'll see how it looks nice while plays much better as well. so making the parts to be "slider jump mapping" is an idea what I got here. My section is so much less difficult than yoshi's that i literally cant do this, sorry :< Also the high spacing is the theme for the song and the map
04:35:376 - same as 02:05:376 - I guess yoshi can fix this for me aswell since he already did it by himself
Thanks a lot for modding, yoshi hmu ingame for stuff
Topic Starter
Yoshimaro
alrighty updated and uploaded (and fixed hitsounds again), thank mods and ready for new mods c:

just a quick note to any incoming modders, Vanilla may fix up the storyboard some more during this session of mods and if i upload it then nothing in the map has changed, only the storyboard so dont worry and just mod it regularly
Topic Starter
Yoshimaro
ok updated SB thank vanilla daddei
Naxess
Greetings

I have to say, this theme is pretty cool; complemented by fitting slider art and everything.


  • [General]
  1. Title would be shorter if you used the artist's own metadata, "Answers Feat. Koo". Either way works, though. Going to guess you prefer the current one?
  2. Since there's neither any drum timingsection nor drum samplesets applied, drum-sliderslide.wav is currently unused. Unless you're planning to use it, consider removing it.

    [Storyboard]
  3. The letters of the name sprites seem a bit aliased, and are also not cut too well in terms of transparency. I would fix that for you, but might be easier to simply recreate them yourself, with anti-aliasing before applying a shadow, since you have the font and everything.
  4. 00:21:547 - The transition from here to 00:22:016 - is very sudden, could fade it in partially instead of fully. It's also a bit odd that the bright background would appear this early, wouldn't bw or lessat be more fitting here?
  5. Song sounds the same at 02:27:876 - and 04:57:876 - , so would probably be a good idea to have the effect appear on both parts. A storyboard is usually still a reflection of the song, after all.
  6. 03:52:251 - Could start pulsing the background similarly to what was done in kiai, and then gradually increase intensity with time until 03:59:751 - .
  7. 05:22:251 - Transitioning into bw and then slowly fading to black throughout this outro, kind of like 00:00:000 - to 00:14:751 - was done, is another alternative, in case you'd be willing to fill in this section.

    [What Do We Do?]
    DTM9 Nowa
  8. 00:48:501 (1) - Considering that the constant 1/2 rhythm is still going, I'd have covered 00:48:969 - with a circle. The second vocal impact would also be reflected this way.
  9. 00:55:532 (2,3) - These are different sounds, unlike 00:54:829 (3,4) - , so could optionally have 00:55:766 (3) - be a circle stacked on 00:56:001 (1) - , for example like this. Would accent the vocal pretty well, in my opinion.
  10. 01:03:501 (1,2,3,4) - Shouldn't their distance between each other be like 01:04:438 (1,2,3,4,1,2,3,4,1,2,3,4) - ? I hear no change in pitch or anything around here. If anything they'd be done in groups of two, as was done with 00:41:001 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - .
  11. 01:07:251 - This section apparently has less circles than that of 00:44:751 - . Compare parts like 00:46:626 (1,2,3,4,1) - 00:50:610 (1,2,3,1) - to 01:07:954 (3,1,2,3,4) - 01:12:172 (1,2,3,4) - . Preferably similar parts in the song would use similar principles for rhythmical density.
    1. 01:09:360 (3) - 01:09:829 (4) - Turn (3) into two circles and (4) into the same thing as 01:00:454 (4,5) - . Then move the NC from 01:08:422 (1) - to 01:09:360 - , in consistency with parts like 00:45:688 - 00:46:626 - or 00:49:672 - 00:50:610 - .
    2. 01:12:172 (1,3) - Similar stuff applies here and so on, you get the idea.
  12. 01:15:454 - Since this is a lengthened sound, could try a 1/2 repeat slider followed by a circle.
  13. 01:16:391 (3,4,5) - There's also something different about the echos this time around. 01:16:626 - 01:17:094 - 01:17:563 - have a notably higher pitch here, so could try adapting patterns to that.
  14. 01:19:204 (4,5) - There are still regular echos here like there were at 01:07:954 (3,1,2) - , but this time 01:20:376 - is changing pitch, so could try something like you did at 01:02:329 (1,2) - , or this.
  15. 01:20:376 (1,2,3,4,1,2,3,4) - Again, try keeping the spacing of these in groups of two. The pitch doesn't change until 01:22:251 - . Gradually changing the spacing wouldn't really give the same effect. On the other hand, there is a slight build-down here I suppose, so could justify it either way.
  16. 01:22:251 (1,2,3,4,1) - Should probably avoid having that (1) in the same pattern as the other combo. In comparison to the grouping concept the map started with and has been enforcing ever since, this looks a bit random. I'd recommend you keep 01:23:188 (1,2) - together and spaced slightly from 01:22:954 (4) - . Could space 01:23:422 (2,3) - to reflect the vocals.
  17. 01:29:516 - Might be able to move around the placements here in order to fill this with a 1/4 slider instead of a tail. Otherwise this is also possible, even if it's head is overlapped.
  18. 04:14:751 - Probably a good idea to look into what was said in the other kiai, as much of it has to do with consistency between the two and their enormous difference in difficulty. Try discussing this with each other and finding some compromise, the difference is a bit too much at the moment for being the same sections in the song, difficulty-wise.
  19. Speaking of inconsistencies, 04:56:821 (6,1) - is sort of how things would look if you balance it between kiais, even if there's no other disconnect like this in this specific kiai.

    - Yoshimaro -
  20. 01:48:383 (4,1) - So I had Spork Lover test play the map and give some opinions. We agreed that the disconnects and jumps between the spaced streams is a rather major problem. It's spiking the difficulty quite a lot in this kiai, yet with the second kiai spiking at completely different places. Things like 01:54:008 (4,1) - 01:55:883 (4,1) - are way further spaced than the same kind of patterns in the other kiai, 04:22:133 (6,1) - 04:24:008 (6,1) - . I would highly recommend you find a compromise to balance this appropriately between the two. Currently one is rather smooth and the other is very disconnected, which is a bit odd since they're the same sections in the song.
  21. 01:45:102 (2) - I'm fine with using these as a stepping stone for rhythm, but at least try not spacing them too much. They're still relatively weak in comparison to other sounds. Thinking perhaps something like 01:48:501 (1,2) - would be more appropriate. At most something like this, try not going above 3 follow points from the previous slider when working with these.
  22. 01:47:915 (2,1,2,3,4) - Also when initating streams with them, keep them relatively close to the start of the stream, don't do stuff like 01:57:290 (2,1) - , where it's even flowing in the wrong direction. No need to change it too much, something simple like changing 01:53:540 (2) - to this would be fine. Other than that, you'd also want this to be relatively consistent with the other kiai in terms of difficulty, ofc. Alternatively, 04:26:938 (1,2,3,4,5,6) - is how you'd avoid having a circle there in the first place.
  23. 02:27:993 - Also perhaps the spinner should be the same in both, 04:57:993 - ? Spinners are usually pretty recognizable so would be a good idea to keep the two parts similar, with or without spinners.
  24. 02:33:383 (4,1) - The intensity hasn't quite reduced this much here to be this much smaller. At least have it be a small disconnect if anything, it is still a prominent beat, after all. Same goes for the others.
  25. From 03:52:251 - to 03:57:641 - , while there is somewhat of a buildup, I don't think it's as intense as what is being expressed here. The beginning looks fine, but the other end of the buildup would probably look more like this, than this. Adjust 03:57:876 (1,2,1,2) - accordingly ofc.
  26. 04:06:782 (2,3) - Seems a bit anti-climactic that this part is less difficult than other parts like 04:07:719 (2,3,4,5) - and 04:03:969 (2,3,4,5) - . They all have emphasis on white-blue-blue anyway, so I don't see why this would be a special case.
I'll return later and see how things have been going.
Will still want to check through hitsounds, as well, but for now focus on getting the difficulty spike inconsistencies in the kiais sorted.
Nowaie

Naxess wrote:

Greetings

I have to say, this theme is pretty cool; complemented by fitting slider art and everything.


  • DTM9 Nowa
  1. 00:48:501 (1) - Considering that the constant 1/2 rhythm is still going, I'd have covered 00:48:969 - with a circle. The second vocal impact would also be reflected this way. Done
  2. 00:55:532 (2,3) - These are different sounds, unlike 00:54:829 (3,4) - , so could optionally have 00:55:766 (3) - be a circle stacked on 00:56:001 (1) - , for example like this. Would accent the vocal pretty well, in my opinion. I guess that kinda fits
  3. 01:03:501 (1,2,3,4) - Shouldn't their distance between each other be like 01:04:438 (1,2,3,4,1,2,3,4,1,2,3,4) - ? I hear no change in pitch or anything around here. If anything they'd be done in groups of two, as was done with 00:41:001 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - OH YEAH i'm dumb, fixed
  4. 01:07:251 - This section apparently has less circles than that of 00:44:751 - . Compare parts like 00:46:626 (1,2,3,4,1) - 00:50:610 (1,2,3,1) - to 01:07:954 (3,1,2,3,4) - 01:12:172 (1,2,3,4) - . Preferably similar parts in the song would use similar principles for rhythmical density.
    1. 01:09:360 (3) - 01:09:829 (4) - Turn (3) into two circles and (4) into the same thing as 01:00:454 (4,5) - . Then move the NC from 01:08:422 (1) - to 01:09:360 - , in consistency with parts like 00:45:688 - 00:46:626 - or 00:49:672 - 00:50:610 - .
    2. 01:12:172 (1,3) - Similar stuff applies here and so on, you get the idea.
    This is caused by the fact that the vocals nor the echoes are not similar as in the first part, whenever the echoes are too long to reasonably follow i put more circles to represent the 1/2 beat and whenever there are no vocals i put more circles to represent the 1/2 beat. I can always (try to) justify something specific but it's kinda hard to say anything on this sparse suggestion. I did do some changes for the ones you mentioned

  5. 01:15:454 - Since this is a lengthened sound, could try a 1/2 repeat slider followed by a circle. Alrighty
  6. 01:16:391 (3,4,5) - There's also something different about the echos this time around. 01:16:626 - 01:17:094 - 01:17:563 - have a notably higher pitch here, so could try adapting patterns to that. Of course that is true but the sliders currently focus on the repeats of the echoes which start from where the sliders start from
  7. 01:19:204 (4,5) - There are still regular echos here like there were at 01:07:954 (3,1,2) - , but this time 01:20:376 - is changing pitch, so could try something like you did at 01:02:329 (1,2) - , or this. I'm not 100% sure what do you mean by this, could you try to explain little bit more

    E: this 01:19:204 (4) - is not part of the echoing if you meant that it should be changed
  8. 01:20:376 (1,2,3,4,1,2,3,4) - Again, try keeping the spacing of these in groups of two. The pitch doesn't change until 01:22:251 - . Gradually changing the spacing wouldn't really give the same effect. On the other hand, there is a slight build-down here I suppose, so could justify it either way. I'll try something else, also the pitch does change on both of these 01:21:313 (1,1) - points
  9. 01:22:251 (1,2,3,4,1) - Should probably avoid having that (1) in the same pattern as the other combo. In comparison to the grouping concept the map started with and has been enforcing ever since, this looks a bit random. I'd recommend you keep 01:23:188 (1,2) - together and spaced slightly from 01:22:954 (4) - . Could space 01:23:422 (2,3) - to reflect the vocals. I reworked the pattern already but stuff should be emphasized by the spacing TO the object most of the time and imo the "what" sound after the longer silence needs to be emphasized much over the do
  10. 01:29:516 - Might be able to move around the placements here in order to fill this with a 1/4 slider instead of a tail. Otherwise this is also possible, even if it's head is overlapped. Cool idea, moved around stuff instead of stacking though
  11. 04:14:751 - Probably a good idea to look into what was said in the other kiai, as much of it has to do with consistency between the two and their enormous difference in difficulty. Try discussing this with each other and finding some compromise, the difference is a bit too much at the moment for being the same sections in the song, difficulty-wise. Seaking of inconsistencies, 04:56:821 (6,1) - is sort of how things would look if you balance it between kiais, even if there's no other disconnect like this in this specific kiai.I kinda knew this was bound to happen eventually even after reworking the kiais (trust me they were much more inconsistant before that), i will do some spacing buffs here and there while still trying to keep my mapping style relatively the same as they are now. The huge differenct between the kiais has happened because we are two different mappers, we think differently, we map differently (we aren't too experienced either so... xd). I prioritize flow and general structure over most of the things when it comes to patterning and yoshi is more of a fan of technical mapping
I'll return later and see how things have been going.
Will still want to check through hitsounds, as well, but for now focus on getting the difficulty spike inconsistencies in the kiais sorted.
Thanks for modding, update soon™
Topic Starter
Yoshimaro
Just leaving a note here, I'm not ignoring the naxess mod I just need some extra time to apply since I'm reworking a lot of my kiai (also I'm on spring break weeee) so it might be a bit (rn I just have 1 more kiai section to fix), thank
Spork Lover
Oh yeah btw Yoshi/DTM9, considering that I testplayed it pre-naxess' mod, feel free to give me a poke if you wanna see me play through it and give some opinions after the update :) (Just PM me in-game or something :D)
Rieri
random mod, just a couple of things that came to mind

hi
  1. 01:34:907 (2,3,4) - the only part you chose to map with a different rhythm while the others you just mapped with circles or 1/4 sliders. fix the inconsistency here
  2. the second set of kiais starting from 04:14:751 - seems very underwhelming compared to the set of kiais before. the second set contains good flow and good momentum fittingly to the song. the first kiai however, contains too many flow breaks, lot of sharp movements where i think the flow should move like water just like the theme of the bg and sb. second kiai seems way too forced with the anti flow everywhere, it seems way too hard compared to the second kiai.
  3. 00:22:251 (1,2,3,4) - so the circles starting from here, how is the spacing organized? it seems to just gradually increase and decrease but im not sure what the point of it is.

sb
  1. I think using in or inquad for the bubbles will make the effect better, cuz bubbles dont rise at a constant speed ususally. it gradually gets faster. just a suggestion
  2. 01:43:344 - maybe starting from here somewhere add a rush of bubbles rising up? it would look cool and would fit well for the transition to kiai imo something like this
  3. 04:35:376 (1,2,1,2,3,1) - add highlight for this?

gl
Topic Starter
Yoshimaro

ProEzreal wrote:

random mod, just a couple of things that came to mind hi there c:

hi
  1. the second set of kiais starting from 04:14:751 - seems very underwhelming compared to the set of kiais before. the second set contains good flow and good momentum fittingly to the song. the first kiai however, contains too many flow breaks, lot of sharp movements where i think the flow should move like water just like the theme of the bg and sb. second kiai seems way too forced with the anti flow everywhere, it seems way too hard compared to the second kiai. yeah i've been spending about a week since i came back from spring break on naxess's mod (which pretty much just went more into detail on exactly what you just wrote here...) it's much more manageable with way less sharp flow breaks, ill try and update it again some time tonight, im really close

gl big thank!
Topic Starter
Yoshimaro
Just as a preface to the response to this mod, I just want to say thank you for not flaming the shit out of me for waiting LITERALLY an entire month to do this, i spent the last 3 weeks figuring out how to fix 02:07:251 - 02:27:876 - . Also, huge thanks for taking my BN mod virginity. it was very, VERY, long and drawn out, but the end result was enjoyable =v=

on a side note, i had a draft written up like 3 weeks ago of every point made except for the first 2 and im salty that i cant find the draft now o well ill just rewrite it all lmfao

Naxess wrote:

Greetings

I have to say, this theme is pretty cool; complemented by fitting slider art and everything. big thank c:


  • [General]
  1. Title would be shorter if you used the artist's own metadata, "Answers Feat. Koo". Either way works, though. Going to guess you prefer the current one? no actually im going to switch this this because it's nicer to look at
  2. Since there's neither any drum timingsection nor drum samplesets applied, drum-sliderslide.wav is currently unused. Unless you're planning to use it, consider removing it. gottem

    [Storyboard]
  3. The letters of the name sprites seem a bit aliased, and are also not cut too well in terms of transparency. I would fix that for you, but might be easier to simply recreate them yourself, with anti-aliasing before applying a shadow, since you have the font and everything. actually haha, i made these lol, ill fix them and put them in when -Vanilla updates the SB

    [What Do We Do?]
    - Yoshimaro -
  4. 01:48:383 (4,1) - So I had Spork Lover test play the map and give some opinions. We agreed that the disconnects and jumps between the spaced streams is a rather major problem. It's spiking the difficulty quite a lot in this kiai, yet with the second kiai spiking at completely different places. Things like 01:54:008 (4,1) - 01:55:883 (4,1) - are way further spaced than the same kind of patterns in the other kiai, 04:22:133 (6,1) - 04:24:008 (6,1) - . I would highly recommend you find a compromise to balance this appropriately between the two. Currently one is rather smooth and the other is very disconnected, which is a bit odd since they're the same sections in the song. Now that I have actually gone and heavily remapped it, I couldn't agree more tbh. the jumps were honestly violent before, so yeah 100% agree
  5. 01:45:102 (2) - I'm fine with using these as a stepping stone for rhythm, but at least try not spacing them too much. They're still relatively weak in comparison to other sounds. Thinking perhaps something like 01:48:501 (1,2) - would be more appropriate. At most something like this, try not going above 3 follow points from the previous slider when working with these. this is the only thing in this mod that i will contend with. I had a very lengthy discussion with melloe on slider types affecting emphasis and flow and this is basically what we both came to realize:

    01:45:688 (1,2) - sliders like this leading into notes behind it are harder to hit because the flow at the tip of the slider is sharper, so there is more of a need to focus on where to direct your cursor next... However, 01:46:626 (1,2) - sliders like these that lead naturally, using the curvature of the slider, into the next note require much less attention on where to aim next, because the flow of the slider is more (blatantly) indicative of where the next note will be. as such, for slider -> note combinations such as 01:45:688 (1,2) - , i have gone and nerfed the note after the slider. however, for slider -> note combinations such as 01:46:626 (1,2) - , i have chosen to to nerf them very minimally.
  6. 01:47:915 (2,1,2,3,4) - Also when initating streams with them, keep them relatively close to the start of the stream, don't do stuff like 01:57:290 (2,1) - , where it's even flowing in the wrong direction. No need to change it too much, something simple like changing 01:53:540 (2) - to this would be fine. Other than that, you'd also want this to be relatively consistent with the other kiai in terms of difficulty, ofc. Alternatively, 04:26:938 (1,2,3,4,5,6) - is how you'd avoid having a circle there in the first place. Nowa and i both have anti directional starts to our streams but for basically all of mine i fixed. just to clarify 01:48:032 (1,2,3,4,1) - , i used this because i need to to begin the clockwise counter clockwise clockwise counter clockwise every 2/1 for this section.
  7. 02:27:993 - Also perhaps the spinner should be the same in both, 04:57:993 - ? Spinners are usually pretty recognizable so would be a good idea to keep the two parts similar, with or without spinners. this was really nothing more than an interpretational thing, which i let nowa have full control over. i've discussed it with nowa but neither of us see a huge necessity for that
  8. 02:33:383 (4,1) - The intensity hasn't quite reduced this much here to be this much smaller. At least have it be a small disconnect if anything, it is still a prominent beat, after all. Same goes for the others. agreed, buffed
  9. From 03:52:251 - to 03:57:641 - , while there is somewhat of a buildup, I don't think it's as intense as what is being expressed here. The beginning looks fine, but the other end of the buildup would probably look more like this, than this. Adjust 03:57:876 (1,2,1,2) - accordingly ofc. agreed, nerfed
  10. 04:06:782 (2,3) - Seems a bit anti-climactic that this part is less difficult than other parts like 04:07:719 (2,3,4,5) - and 04:03:969 (2,3,4,5) - . They all have emphasis on white-blue-blue anyway, so I don't see why this would be a special case. agreed fixed
I'll return later and see how things have been going.
Will still want to check through hitsounds, as well, but for now focus on getting the difficulty spike inconsistencies in the kiais sorted.
Map dropped from 5.95* to 5.73* and went up hecka in quality imo, that was the most grueling mod i've ever applied LOL. again, huge huge thanks for waiting sooo long, nowa finished his part so long ago, so i apologize to nowa and vanilla for such a long wait too haha, mb mb mb plz forgib... ill update -Vanilla storyboard again when he has finished it

ok finally lets get moving on this again
Spork Lover
Mod eks dee :3

I'm here to help out cleaning out a few things from back when I testplayed the map pre-Naxess' mod, and I can already say at first glance that the map is a lot most clean and evenly distributed than before, which is a joy to see :)

Testplay I did after a small warm-up with HD https://osu.ppy.sh/ss/7970719

The map is really fun, with only a few parts that can feel jarring/unfair. I'll get to those points in my mod :)

We mod:

Nova:

00:14:751 (1) - Sound progression on spinner? The song increases a little bit in volume, so I feel that the spinner should do the same to an excessive degree.

00:48:969 (2,3) - this compared to 01:00:454 (4,5) - makes the player think that 1:00 is a 1/1 break and not 1/2 which you're doing here. i'd make the 4,5 on 1:00 less spaced, or make the pattern more quirky. A quirky suggestion would be something like https://osu.ppy.sh/ss/7970801 where the 5-slider is on the spot where the (4) was previously :)

01:04:204 (4,1) - compare this to the slow section and you'll realize that you're emphasizing in two completely different ways - I'd probably space the 4,1 parts of the more intense section more. https://osu.ppy.sh/ss/7970813 This or a little more is fine.

01:09:829 (3,4,5) - not as problematic here, but if you do the quirky thing or space stuff differently, you could do the same here.

01:16:626 - I wouldn't ignore this, since the vocal sound on 01:16:391 (3) - isn't even being emphasized by this sadly xd

01:23:188 (1,2) - intensity doesn't really increase, so this is a little weird as a snappy jump. something linear would be more suitable I think: https://osu.ppy.sh/ss/7970831

01:34:438 (1) - I'd place this a little more up since this is the first introduction to a disconnect/bend during the map. https://osu.ppy.sh/ss/7970848 If you dislike the overlap, you can curve the stream instead or rotate the slider in some way :3

04:33:032 (3,4) - rhythm should be swapped here 'cause you mostly follow the (3) when you do patterns like this (and the sound is also quite strong compared to 04:33:149 - which I feel should maybe be a slider end instead xd

04:36:782 (1) - I would find it really cool if you did 1/8 sliders with ascending SV or something, that would make that build-up a lot more fun than just making a buzz slider (or jumps like before xd) https://osu.ppy.sh/ss/7970964 random super unpolished idea, but for consistency's sake jumps are probably better.

05:15:688 (1,2,3) - Spacing feels a little odd momentum wise. random idea that makes the momentum between 1,2 better: https://osu.ppy.sh/ss/7970980

Yoshi:
03:01:626 (1,1) - Those two shapes don't really synergize well imo in terms of paralell slider borders and stuff :^)
03:12:876 - Very minor, but some mappers like to add emphasis to turns on sliderart too, which is definitely a possibility here :)
03:41:001 - I wouldn't ignore this, the downbeat sliderend earlier on 03:35:141 (1) - for example makes a lot more sense 'cause the sound on the red tick is stronger than the downbeat there (vocals) It's especially important since you actually do that on 03:44:516 (2,1) -
03:50:141 (2) - You do sharp sliders on higher notes/more jarring sounds, so maybe make this slider sharp too?

04:06:782 (2,3) - copy-paste is your friend (small but noticeable) xd https://osu.ppy.sh/ss/7970913
04:11:001 (1) - Might be the end of the disconnect train, but I wouldn't ignore it here imo https://osu.ppy.sh/ss/7970920


That's what I got for now :3 Just poke me if you have any questions, gl guys :))
Topic Starter
Yoshimaro

Spork Lover wrote:

Mod eks dee :3

I'm here to help out cleaning out a few things from back when I testplayed the map pre-Naxess' mod, and I can already say at first glance that the map is a lot most clean and evenly distributed than before, which is a joy to see :)

Testplay I did after a small warm-up with HD https://osu.ppy.sh/ss/7970719 jeeez, nice lol

The map is really fun, with only a few parts that can feel jarring/unfair. I'll get to those points in my mod :)

We mod:
Yoshi:
03:01:626 (1,1) - Those two shapes don't really synergize well imo in terms of paralell slider borders and stuff :^)
03:12:876 - Very minor, but some mappers like to add emphasis to turns on sliderart too, which is definitely a possibility here :) the shape of the slider ended up slightly altered but it should still be pretty obvious what it is considering the context given by 02:52:251 (1) - , so i applied, i wanted to avoid this before because i didnt want to be constrained to keeping the flow changes consistent throughout the slider, but you're right. 03:12:876 - is a really good spot to add this feature
03:41:001 - I wouldn't ignore this, the downbeat sliderend earlier on 03:35:141 (1) - for example makes a lot more sense 'cause the sound on the red tick is stronger than the downbeat there (vocals) It's especially important since you actually do that on 03:44:516 (2,1) - i have it set up from 03:14:751 - 03:37:016 - that the beep noise gets the attention. 03:40:766 - by this point, it should be intuitive to the player that im emphasizing the beeps (or maybe im fuckng dumb ill ask some people after i post the mod and clean it up in another post if necessary). also, 03:44:516 (2,1) - is like that because i need it to refresh the sections rhythm again. if you refer to 03:21:547 (1,2,3) - and 03:36:547 (1,2,3) - , i had to do the same thing in order to repeat the rhythm (imo this is justified, readable, and warranted). while i agree with you that the vocals and the beat occur on the downbeat in a more emphatic manner than the rest, i think it would actually be more jarring and thematically inconsistent with what i have established up until that point
03:50:141 (2) - You do sharp sliders on higher notes/more jarring sounds, so maybe make this slider sharp too? yes i agree

04:06:782 (2,3) - copy-paste is your friend (small but noticeable) xd https://osu.ppy.sh/ss/7970913 LOOL i had to fix it somehow, it just happened to flow nicely hahaha
04:11:001 (1) - Might be the end of the disconnect train, but I wouldn't ignore it here imo https://osu.ppy.sh/ss/7970920 sure, although imo it flows nicer in the opposite direction since that is what is dictated by the slant of 04:10:532 (2,3,4,5) -


That's what I got for now :3 Just poke me if you have any questions, gl guys :))
big thank spork lover!
Nowaie

Spork Lover wrote:

Novva:

00:14:751 (1) - Sound progression on spinner? The song increases a little bit in volume, so I feel that the spinner should do the same to an excessive degree. I'm not really the one deciding on the sound levels and stuff .-.

00:48:969 (2,3) - this compared to 01:00:454 (4,5) - makes the player think that 1:00 is a 1/1 break and not 1/2 which you're doing here. i'd make the 4,5 on 1:00 less spaced, or make the pattern more quirky. A quirky suggestion would be something like https://osu.ppy.sh/ss/7970801 where the 5-slider is on the spot where the (4) was previously :) Only changing 00:48:969 (2,3) - to be kinda different since i like the current way 1/4s are

01:04:204 (4,1) - compare this to the slow section and you'll realize that you're emphasizing in two completely different ways - I'd probably space the 4,1 parts of the more intense section more. https://osu.ppy.sh/ss/7970813 This or a little more is fine. The beats are all the same... no matter the way other objects have been emphasized they do not need that kind of emphasis with the exception of 01:06:313 (1) - where the beats change the tone

01:09:829 (3,4,5) - not as problematic here, but if you do the quirky thing or space stuff differently, you could do the same here. I guess this got solved with the other problem lol

01:16:626 - I wouldn't ignore this, since the vocal sound on 01:16:391 (3) - isn't even being emphasized by this sadly xd All of the holds start from the lowest point of the hold. Here they create this kind of back and forth movement to represent the repetitive sounds which imo represents the song much better than other ways of representing the beat

01:23:188 (1,2) - intensity doesn't really increase, so this is a little weird as a snappy jump. something linear would be more suitable I think: https://osu.ppy.sh/ss/7970831 Fixed

01:34:438 (1) - I'd place this a little more up since this is the first introduction to a disconnect/bend during the map. https://osu.ppy.sh/ss/7970848 If you dislike the overlap, you can curve the stream instead or rotate the slider in some way :3 I'll introduce the players to the style on the prior pattern but i do lower this one aswell to achieve that linear ascending in the space

04:33:032 (3,4) - rhythm should be swapped here 'cause you mostly follow the (3) when you do patterns like this (and the sound is also quite strong compared to 04:33:149 - which I feel should maybe be a slider end instead xd If the hold starts on 04:33:149 - there is no reason to not have it mapped

04:36:782 (1) - I would find it really cool if you did 1/8 sliders with ascending SV or something, that would make that build-up a lot more fun than just making a buzz slider (or jumps like before xd) https://osu.ppy.sh/ss/7970964 random super unpolished idea, but for consistency's sake jumps are probably better. D O N E

05:15:688 (1,2,3) - Spacing feels a little odd momentum wise. random idea that makes the momentum between 1,2 better: https://osu.ppy.sh/ss/7970980 Changed it up a bit by my way

That's what I got for now :3 Just poke me if you have any questions, gl guys :))
Thanks for the mod fam, kinda tired so if you feel i denied something that should've been implemented let me know
-sandAI
thanks naxess for ur sb points i fixed a few
Topic Starter
Yoshimaro
uploaded updated w/e we did the thing wooo

also @naxess i fixed the images with the awkward transparency and what not, they should be good now
Spork Lover
No worries nova - most things are just random suggestions that I came across, and I might have overlooked stuff when I wrote it, so ye : ok_hand: :3
_Meep_
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Topic Starter
Yoshimaro

_Meep_ wrote:

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