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Primary - Perfect Lie [OsuMania]

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Topic Starter
dkingo

Rivals_7 wrote:

1234
[NM]

00:30:738 (30738|3,31071|2,31404|3) - can you uh avoid this kind of thing in NM tier. three of them are double too so its kinda tempting Rearranged

00:50:904 (50904|2,50904|1,51071|0) - move doubles to left, move the single note to 3. therefor avoid - 00:50:571 (50571|2,50738|3,50904|2,51071|3) -
should be applicable if you see anything similar Yea I get this one, but for the balance I will keep some of them

[Lie]

00:41:071 (41071|3) - why is this LN ending different with the other diff Opps... Fixed

rest is ok
Thank you!
Rivals_7
re
Topic Starter
dkingo

Rivals_7 wrote:

re
Thank you!
Asherz007
Pop for silent storyboard hitsounds in Easy and Normal (still, probably)
(Why are there storyboarded hitsounds anyway?)

In Easy:

Stuff like this shouldn't really be there since they don't produce any noise (effectively breaking rc on having audible feedback).

[General]
1-2ms delays on guitar hitsounds (I think?) Fine, but could be removed.

Time to have a little mini-rant at why doubling up hitsounds isn't a good idea. Essentially, it's a matter of trying not to make it all too overpowering in general, which the hitnormal in particular at 140% is, in my opinion. It also makes copying the volume across extremely difficult for the lower difficulties, hence why some sounds have entered the storyboard, which is highly discouraged due to sounding extremely similar to hitsound feedback when actually hitting a note. Ideally, delete everything in the storyboard since that makes life considerably easier. (Pretty sure you've been recommended to do this already, but whatever.)

Now for a mini-mini-rant on why I hate hitsound importing. Put simply, you can only put one on each note. Affects the easier diffs more, but you'd struggle again to accurately apply/copy the hitsounds. (Personally, I find it much quicker to use the "wcf" method and import for keysounds only. If you've got time I'd suggest trying to rehitsound with "wcf", since it will mean that you don't need to use the storyboard at all.)

I've noticed that the samples themselves are actually quite quiet, so you can increase the sample volume manually by using something like Audacity since they occasionally blend in a little bit too much for me, particularly guitar and hitfinish.

Perhaps another hitsound imbalance since the hitnormal (at 100%) appears to be louder/more audible than the hitfinish (at 50% because why?).

And of course, there are still a few hitsound inconsistencies about. The likelihood is I won't be able to catch them all so best that you look through those again. (Like for 00:53:071 between Easy and the others)

Etsu's Easy
Amongst all the imports...


Speaking of that part...
  1. 00:42:904 - feels a little counterintuitive to not have a note here when there's 00:42:238 (42238|1,42571|0), since they're following the 1/2 movement here. If it's not there because you don't want it to be too dense, I'd think about removing 00:42:404 (42404|2) as well since the sound present here is not particularly loud at all.
  2. 01:04:238 (64238|1,64738|2,65404|3) - Not really a fan of this since it essentially goes against the current layering that you have present throughout the difficulty. (Not really helped by the fact that the guitar hitsounds are still in the storyboard here.)

Collab Normal
  1. 00:01:405 (1405|2) - I'd recommended making this a double, more for progression and consistency than anything. (Plus there's a hitsound in the storyboard that would make more sense to be in the playfield instead)
  2. 00:02:071 (2071|0,3404|3,4738|2) etc - Not sure why these don't have C on them, to be honest. Seems like that would make a little more sense.
  3. 00:41:738 (41738|3) - Would've thought a double for the crash here would've been a nice idea... if you wanted to do that, shorten 00:41:071 (41071|2) by 1/2 beat.
  4. 01:06:071 (66071|3,67404|2,68738|0) etc - no snares here either?

Lie
  1. 00:11:904 (11904|3) - might want to move one col left so there isn't a double jack (there isn't one anywhere else in the map from the double to the triple so I feel like it's an odd one out.)
  2. 00:22:738 (22738|0) - What exactly is this following? Nearest thing I could find was the bass, but that ends at 00:23:738.
  3. 00:34:904 (34904|3) - Feel like your layering broke down a little bit here. Should this be a double?
  4. 00:40:238 (40238|3) - ^
  5. 00:40:404 (40404|0) - not imported... wut
  6. 00:41:738 (41738|2) - see Normal
  7. 00:48:238 (48238|1,48238|3) - having these not imported hitsounds is made even weirder since the timing point volume (which these take) is 100%, while the imports are at 70%, so they sound way louder than they should.
  8. 01:13:238 (73238|3,73321|2) - Missing hitsounds?

Just as a clarification, this isn't really a veto, more unrankable issue with a mini-lecture, but it would be nice to get those hitsounds sorted out.

PM me somewhere if there's anything you don't understand here/need more explanations for.
Etsu

Asherz007 wrote:

Pop for silent storyboard hitsounds in Easy and Normal (still, probably)
(Why are there storyboarded hitsounds anyway?)

In Easy:

Stuff like this shouldn't really be there since they don't produce any noise (effectively breaking rc on having audible feedback). //fixed

[General]
1-2ms delays on guitar hitsounds (I think?) Fine, but could be removed.

Time to have a little mini-rant at why doubling up hitsounds isn't a good idea. Essentially, it's a matter of trying not to make it all too overpowering in general, which the hitnormal in particular at 140% is, in my opinion. It also makes copying the volume across extremely difficult for the lower difficulties, hence why some sounds have entered the storyboard, which is highly discouraged due to sounding extremely similar to hitsound feedback when actually hitting a note. Ideally, delete everything in the storyboard since that makes life considerably easier. (Pretty sure you've been recommended to do this already, but whatever.)

Now for a mini-mini-rant on why I hate hitsound importing. Put simply, you can only put one on each note. Affects the easier diffs more, but you'd struggle again to accurately apply/copy the hitsounds. (Personally, I find it much quicker to use the "wcf" method and import for keysounds only. If you've got time I'd suggest trying to rehitsound with "wcf", since it will mean that you don't need to use the storyboard at all.)

I've noticed that the samples themselves are actually quite quiet, so you can increase the sample volume manually by using something like Audacity since they occasionally blend in a little bit too much for me, particularly guitar and hitfinish.

Perhaps another hitsound imbalance since the hitnormal (at 100%) appears to be louder/more audible than the hitfinish (at 50% because why?).

And of course, there are still a few hitsound inconsistencies about. The likelihood is I won't be able to catch them all so best that you look through those again. (Like for 00:53:071 between Easy and the others)

Etsu's Easy
Amongst all the imports...


Speaking of that part...
  1. 00:42:904 - feels a little counterintuitive to not have a note here when there's 00:42:238 (42238|1,42571|0), since they're following the 1/2 movement here. If it's not there because you don't want it to be too dense, I'd think about removing 00:42:404 (42404|2) as well since the sound present here is not particularly loud at all. //okay you're right I'll follow the 1/2, and delete 00:43:071 - since is dense also change pattern 00:43:404 - same in parte similars.
  2. 01:04:238 (64238|1,64738|2,65404|3) - Not really a fan of this since it essentially goes against the current layering that you have present throughout the difficulty. (Not really helped by the fact that the guitar hitsounds are still in the storyboard here.) //oh yep some asked me same so change notes to 1/2 drum and LN for guitar.

PM me somewhere if there's anything you don't understand here/need more explanations for.
thanks Asherz :D

Updated: http://puu.sh/ya13U/344d0023e6.osu
Topic Starter
dkingo

Asherz007 wrote:

Pop for silent storyboard hitsounds in Easy and Normal (still, probably)
(Why are there storyboarded hitsounds anyway?)

In Easy:

Stuff like this shouldn't really be there since they don't produce any noise (effectively breaking rc on having audible feedback). Removed those empty SBHS

[General]
1-2ms delays on guitar hitsounds (I think?) Fine, but could be removed. Well it doesn't really matter that much

Time to have a little mini-rant at why doubling up hitsounds isn't a good idea. Essentially, it's a matter of trying not to make it all too overpowering in general, which the hitnormal in particular at 140% is, in my opinion. It also makes copying the volume across extremely difficult for the lower difficulties, hence why some sounds have entered the storyboard, which is highly discouraged due to sounding extremely similar to hitsound feedback when actually hitting a note. Ideally, delete everything in the storyboard since that makes life considerably easier. (Pretty sure you've been recommended to do this already, but whatever.) Removed some SBHS on low diffs, but some of them are necessary so I'll keep them

Now for a mini-mini-rant on why I hate hitsound importing. Put simply, you can only put one on each note. Affects the easier diffs more, but you'd struggle again to accurately apply/copy the hitsounds. (Personally, I find it much quicker to use the "wcf" method and import for keysounds only. If you've got time I'd suggest trying to rehitsound with "wcf", since it will mean that you don't need to use the storyboard at all.) Hitsounds are practically copied /fixed, so I can't find any reason for rehitsound by anonther method, just for changing the way they display?

I've noticed that the samples themselves are actually quite quiet, so you can increase the sample volume manually by using something like Audacity since they occasionally blend in a little bit too much for me, particularly guitar and hitfinish.

Perhaps another hitsound imbalance since the hitnormal (at 100%) appears to be louder/more audible than the hitfinish (at 50% because why?). Alright I decreased volume of hitnormal, it should be suitable now

And of course, there are still a few hitsound inconsistencies about. The likelihood is I won't be able to catch them all so best that you look through those again. (Like for 00:53:071 between Easy and the others) Fixed and fixed a few others as well

Etsu's Easy
Amongst all the imports...


Speaking of that part...
  1. 00:42:904 - feels a little counterintuitive to not have a note here when there's 00:42:238 (42238|1,42571|0), since they're following the 1/2 movement here. If it's not there because you don't want it to be too dense, I'd think about removing 00:42:404 (42404|2) as well since the sound present here is not particularly loud at all.
  2. 01:04:238 (64238|1,64738|2,65404|3) - Not really a fan of this since it essentially goes against the current layering that you have present throughout the difficulty. (Not really helped by the fact that the guitar hitsounds are still in the storyboard here.)

Collab Normal
  1. 00:01:405 (1405|2) - I'd recommended making this a double, more for progression and consistency than anything. (Plus there's a hitsound in the storyboard that would make more sense to be in the playfield instead) Done as you said, but I'll put hitwhistle on the board
  2. 00:02:071 (2071|0,3404|3,4738|2) etc - Not sure why these don't have C on them, to be honest. Seems like that would make a little more sense. Added... That was a mistake
  3. 00:41:738 (41738|3) - Would've thought a double for the crash here would've been a nice idea... if you wanted to do that, shorten 00:41:071 (41071|2) by 1/2 beat. 1/2 jack will be too hard for Normal
  4. 01:06:071 (66071|3,67404|2,68738|0) etc - no snares here either? Added as well

Lie
  1. 00:11:904 (11904|3) - might want to move one col left so there isn't a double jack (there isn't one anywhere else in the map from the double to the triple so I feel like it's an odd one out.) Moved
  2. 00:22:738 (22738|0) - What exactly is this following? Nearest thing I could find was the bass, but that ends at 00:23:738. Shortened it to where you mentioned
  3. 00:34:904 (34904|3) - Feel like your layering broke down a little bit here. Should this be a double?
  4. 00:40:238 (40238|3) - ^
  5. 00:40:404 (40404|0) - not imported... wut I don't like stacking too many notes with LN, so no changes here
  6. 00:41:738 (41738|2) - see Normal Will add this one
  7. 00:48:238 (48238|1,48238|3) - having these not imported hitsounds is made even weirder since the timing point volume (which these take) is 100%, while the imports are at 70%, so they sound way louder than they should. Adjusted to 70%
  8. 01:13:238 (73238|3,73321|2) - Missing hitsounds? Added

Just as a clarification, this isn't really a veto, more unrankable issue with a mini-lecture, but it would be nice to get those hitsounds sorted out.

PM me somewhere if there's anything you don't understand here/need more explanations for.
Thank you very much 007, hope I can get rebubble asap :)
Asherz007
Oh we're still here

400th post weeeeeeeeee

140% hitwhistle still feels op imo

Just other small changes, most of it appears to be ok now.

Etsu's Easy
  1. 00:53:071 (53071|2) - A bit bizarre to import the hitnormal...
  2. 01:05:404 - There's a few guitar hitsounds that were left on the storyboard unintentionally after redoing this bit, so you might want to remove those 4 sb sounds.

Collab Normal
  1. 00:33:404 - How come you're suddenly using triples for a short time here? Don't usually see triples in Normal diffs.
  2. 00:39:738 (39738|1) - Why 70% rather than 50?
  3. 01:06:071 (66071|3) - just gonna mention these snares are at a different volume compared to 00:02:071 (2071|0): intentional?

Lie
  1. 00:42:404 (42404|1,42571|2,42571|3,42738|1,42738|0,42904|1,42904|0,43071|3,43071|2,43238|0,43321|2,43404|3,43404|1) - missing hitsounds?
  2. 01:13:238 (73238|3,73321|2) - different volume to others like 00:00:571 (571|1,655|2), that intentional?

You should've called me back to check a little earlier lol, I had no idea you'd updated this nearly a week ago xd
Topic Starter
dkingo

Asherz007 wrote:

Oh we're still here

400th post weeeeeeeeee

140% hitwhistle still feels op imo

Just other small changes, most of it appears to be ok now.

Etsu's Easy
  1. 00:53:071 (53071|2) - A bit bizarre to import the hitnormal... Removed
  2. 01:05:404 - There's a few guitar hitsounds that were left on the storyboard unintentionally after redoing this bit, so you might want to remove those 4 sb sounds. Removed as well

Collab Normal
  1. 00:33:404 - How come you're suddenly using triples for a short time here? Don't usually see triples in Normal diffs. Well I'll remove them
  2. 00:39:738 (39738|1) - Why 70% rather than 50? Adjusted
  3. 01:06:071 (66071|3) - just gonna mention these snares are at a different volume compared to 00:02:071 (2071|0): intentional? Yea they both should be 70% but I made the intro with wfc

Lie
  1. 00:42:404 (42404|1,42571|2,42571|3,42738|1,42738|0,42904|1,42904|0,43071|3,43071|2,43238|0,43321|2,43404|3,43404|1) - missing hitsounds? wtf
  2. 01:13:238 (73238|3,73321|2) - different volume to others like 00:00:571 (571|1,655|2), that intentional? Same problem as Normal

You should've called me back to check a little earlier lol, I had no idea you'd updated this nearly a week ago xd
Thanks, will reply you soon xD
Asherz007
Still uncertain about these storyboard samples, but ultimately your choice now.

In my folder, there's an extra hitsound called "Whistle.wav" which appears to be unused as far as I can see.

Dunno whether my osu clients messing about with me, so I'll just highlight what I see.

[Etsu's Easy]
00:44:071 - missing hitfinish

[Collab Normal]
00:02:071 (2071|0,3404|3) - missing hitclaps
00:35:738 - missing hitfinish

[Lie]
00:42:738 - missing hitfinish
00:53:571 (53571|0,53571|3) - volumes on these are slightly different (200% total rather than 140%)

Why can't I spot all of these at the same time ._.

Fingers crossed...
Topic Starter
dkingo

Asherz007 wrote:

Still uncertain about these storyboard samples, but ultimately your choice now. I can't find any problem from storyboard samples so far

In my folder, there's an extra hitsound called "Whistle.wav" which appears to be unused as far as I can see.

Dunno whether my osu clients messing about with me, so I'll just highlight what I see.

[Etsu's Easy]
00:44:071 - missing hitfinish

[Collab Normal]
00:02:071 (2071|0,3404|3) - missing hitclaps
00:35:738 - missing hitfinish

[Lie]
00:42:738 - missing hitfinish
00:53:571 (53571|0,53571|3) - volumes on these are slightly different (200% total rather than 140%)

Why can't I spot all of these at the same time ._.

Fingers crossed...
All fixed!
Protastic101
double hitsounds suck and they're inconsistent all over across diffs so I just redid them to use editor whistle/clap/finishes instead so life is good also i used a different snare cause the one you have is really quiet and kind of low quality https://puu.sh/yr0MN.zip
Topic Starter
dkingo

Protastic101 wrote:

double hitsounds suck and they're inconsistent all over across diffs so I just redid them to use editor whistle/clap/finishes instead so life is good also i used a different snare cause the one you have is really quiet and kind of low quality https://puu.sh/yr0MN.zip
Thanks a lot for your work shippy! I'll try it soon

Btw I didn't know that double hs is a bad thing..
Asherz007
Quick hitsound recheck then since that's all I need to do I guess.

Hitsounds themselves are fine...

Something that concerns Easy and Normal:
In the guitar sections, there are particular places where the guitar hitsound is storyboarded, like at 00:02:904. I'd rather these hitsounds be in play compared to the wcf stuff since I believe they're more important towards the thing that you're focusing on. (Plus they sound too similar to other hitsounds to be in the storyboard, but I've already gone on about that I believe.)

That should do it.

Funny how two identical charts have different SR tho lmao
Delete the hitsound diff once you're done, obviously.
Topic Starter
dkingo

Asherz007 wrote:

Quick hitsound recheck then since that's all I need to do I guess.

Hitsounds themselves are fine...

Something that concerns Easy and Normal:
In the guitar sections, there are particular places where the guitar hitsound is storyboarded, like at 00:02:904. I'd rather these hitsounds be in play compared to the wcf stuff since I believe they're more important towards the thing that you're focusing on. (Plus they sound too similar to other hitsounds to be in the storyboard, but I've already gone on about that I believe.)

That should do it.

Funny how two identical charts have different SR tho lmao
Delete the hitsound diff once you're done, obviously.
I fixed some in EZ diff but will keep NM as it was, because W will disappear if I put guitar HS on the stage, it's really weird to hear and play
Asherz007

dkingo wrote:

I fixed some in EZ diff but will keep NM as it was, because W will disappear if I put guitar HS on the stage, it's really weird to hear and play
I thought the whole idea in the NM was just to have the hitclaps audible in those sections alongside the guitar (thus removing W in those sections outright) and just have the guitar in EZ?

00:06:071 - guitar disappeared in EZ
00:09:904 - guitar disappeared in normal and lie
01:07:404 - space for guitar in NM

(Section after kiai in EZ still has some guitar in sb)
Topic Starter
dkingo

Asherz007 wrote:

dkingo wrote:

I fixed some in EZ diff but will keep NM as it was, because W will disappear if I put guitar HS on the stage, it's really weird to hear and play
I thought the whole idea in the NM was just to have the hitclaps audible in those sections alongside the guitar (thus removing W in those sections outright) and just have the guitar in EZ? Sounds ok, will adjust them

00:06:071 - guitar disappeared in EZ
00:09:904 - guitar disappeared in normal and lie
01:07:404 - space for guitar in NM

(Section after kiai in EZ still has some guitar in sb)
All fixed!
Asherz007
Who knew hitsounds could cause so much trouble?
Topic Starter
dkingo

Asherz007 wrote:

Who knew hitsounds could cause so much trouble?
Dam that's why I hate mapping, and thank you for the assistance :)
Etsu
important thing is that it has solution so ganbare ;)
Rivals_7
surprise

[Lie]

00:10:904 (10904|0) - suppose to be C isnt it?

00:11:738 (11738|2) - missing W?
kind of odd since both this and the outro are the same musical instrument
shall be consistent with the other diff

00:32:738 -

probably better to dictate the drum. might chang the position of - 00:33:738 (33738|2,33904|1,34071|2) - after it

01:03:904 (63904|2,64071|3,64238|2,64404|3) - not a fan of this due to uneven trill movement and the transition to mini-roll (- 01:04:571 (64571|0,64654|1,64738|2) - ) is kind of eh too. make - 01:04:238 (64238|0,64238|2,64404|3,64404|1) - a usual 12|34 pattern

01:07:988 (67988|1) - apparently this isn't exist on - 00:03:988 -

01:13:321 (73321|2) - similar

01:14:738 (74738|1,74904|1) - inconsistent with - 00:10:738 (10738|2,10904|1,10904|0) -

[collab]

01:04:571 (64571|3,64654|0,64738|1) - i would say that never alternate on NM tier try http://puu.sh/yGiIu/867359f7a2.jpg

[Etsu]

00:00:571 (571|0) - 00:43:238 (43238|3) - Personally, Mini-LN, especially on EZ, are like the most difficult thing to be precisely hitted with. i would like to see it on SN

01:05:404 (65404|3,65404|0) - This is a complete copy paste from the beginning. this is highly discouraged as it is decrease the replay value. simply put, boring. They should be differenced somehow

spread covered by maxus, hitsound with ash so good gracious my life
keysound smh
Topic Starter
dkingo

Rivals_7 wrote:

surprise Mother Lover

[Lie]

00:10:904 (10904|0) - suppose to be C isnt it? Yea

00:11:738 (11738|2) - missing W? There's C on the left
kind of odd since both this and the outro are the same musical instrument
shall be consistent with the other diff The downer one is a bit louder than the upper one

00:32:738 -

probably better to dictate the drum. might chang the position of - 00:33:738 (33738|2,33904|1,34071|2) - after it Ok

01:03:904 (63904|2,64071|3,64238|2,64404|3) - not a fan of this due to uneven trill movement and the transition to mini-roll (- 01:04:571 (64571|0,64654|1,64738|2) - ) is kind of eh too. make - 01:04:238 (64238|0,64238|2,64404|3,64404|1) - a usual 12|34 pattern Rearranged a bit

01:07:988 (67988|1) - apparently this isn't exist on - 00:03:988 -

01:13:321 (73321|2) - similar

01:14:738 (74738|1,74904|1) - inconsistent with - 00:10:738 (10738|2,10904|1,10904|0) -

[collab]

01:04:571 (64571|3,64654|0,64738|1) - i would say that never alternate on NM tier try http://puu.sh/yGiIu/867359f7a2.jpg Rearranged a bit by your way, should be better now

[Etsu]

00:00:571 (571|0) - 00:43:238 (43238|3) - Personally, Mini-LN, especially on EZ, are like the most difficult thing to be precisely hitted with. i would like to see it on SN

01:05:404 (65404|3,65404|0) - This is a complete copy paste from the beginning. this is highly discouraged as it is decrease the replay value. simply put, boring. They should be differenced somehow

spread covered by maxus, hitsound with ash so good gracious my life
keysound smh
Thank you, let's wait for Etsu's feedback
Etsu

Rivals_7 wrote:

surprise

[Etsu]

00:00:571 (571|0) - 00:43:238 (43238|3) - Personally, Mini-LN, especially on EZ, are like the most difficult thing to be precisely hitted with. i would like to see it on SN //it seems to me fine LN this could cover the drums roll that I hear very clear with note is kinda feel strange, it might even be interesting for the new players to learn to capture that mini LN and I do not think there would be any problem with this set imo.

01:05:404 (65404|3,65404|0) - This is a complete copy paste from the beginning. this is highly discouraged as it is decrease the replay value. simply put, boring. They should be differenced somehow //You are right I had not reviewed it so change pattern.

spread covered by maxus, hitsound with ash so good gracious my life
keysound smh
Thanks rivals :D

updated easy:
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 44071
Countdown: 0
SampleSet: Normal
StackLeniency: 0.7
Mode: 3
LetterboxInBreaks: 0
SpecialStyle: 0
WidescreenStoryboard: 0

[Editor]
Bookmarks: 1405,12071,22738,33404,38738,45571,48238,54738,56238,58904
DistanceSpacing: 0.9
BeatDivisor: 2
GridSize: 16
TimelineZoom: 1

[Metadata]
Title:Perfect Lie
TitleUnicode:Perfect Lie
Artist:Primary
ArtistUnicode:Primary
Creator:dkingo
Version:Etsu's Easy
Source:
Tags:each yuiko ゆいこんぬ DustMoon Etsu
BeatmapID:1222664
BeatmapSetID:572856

[Difficulty]
HPDrainRate:7
CircleSize:4
OverallDifficulty:6
ApproachRate:5
SliderMultiplier:1.4
SliderTickRate:1

[Events]
//Background and Video events
0,0,"27649291_p0.jpg",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
1405,333.333333333333,4,1,1,50,1,0
44071,-100,4,1,1,50,0,1
65404,-100,4,1,1,50,0,0


[HitObjects]
64,192,571,128,8,738:0:0:0:0:
320,192,738,1,8,0:0:0:0:
448,192,905,1,2,0:0:0:0:
192,192,1071,1,2,0:0:0:0:
320,192,1238,1,2,0:0:0:0:
64,192,1405,1,6,0:0:0:0:
448,192,1405,128,0,1904:0:0:0:70:SCG_F5s.wav
320,192,1904,128,0,2404:0:0:0:70:SCG_E5s.wav
64,192,2404,128,0,2904:0:0:0:70:SCG_C5s.wav
192,192,2904,128,2,3404:0:0:0:70:SCG_F5s.wav
448,192,3404,1,0,0:0:0:70:SCG_E5s.wav
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Rivals_7
00:10:904 (10904|0) - collab diff still W smh. when i talk about HS, you should take consideration to the others
Topic Starter
dkingo

Rivals_7 wrote:

00:10:904 (10904|0) - collab diff still W smh. when i talk about HS, you should take consideration to the others Fixed this and some others
Rivals_7

dkingo wrote:

Rivals_7 wrote:

00:10:904 (10904|0) - collab diff still W smh. when i talk about HS, you should take consideration to the others Fixed this and some others
Topic Starter
dkingo

Rivals_7 wrote:

fixed :o
Rivals_7
a
Topic Starter
dkingo
:o
Shima Rin
Gratz on your first!
Topic Starter
dkingo

Tofu1222 wrote:

Gratz on your first!
Thx Tofu!
Etsu
gratz for you first qualified :)
Himari Kino
Gj <3
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