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Giga - -BWW SCREAM-

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Topic Starter
Arutsuki

TheKingHenry wrote:

Hello mod from my queue~
General
  1. add some tags? tbh I have no idea what to put or where to find it, even the ranked set of this doenst have any besides the GDers
Easy
  1. 00:18:941 (3,1) - these could definitely be made to look better together (smoother mostly) tried something
  2. 00:26:607 (2,3,1) - why not blanket 00:26:607 (2,3) - better and triangle with 00:27:941 (1) - also could make the curve on 00:27:941 (1) - little further because atm it's blanket with 00:27:274 (3) - is kinda opening from the half-way on. Also for the other half of that slider, the curve should be stronger, blanket between 00:27:941 (1,2) - doesn't work (look at the approach circle) not really sure what you meant by the triangle but I fixed the blankets
  3. 00:32:607 (2,2) - fix stack fixed
  4. 00:35:941 (3,4) - kinda don't like how this looks. The visual distance is way lower than usual, even tho the DS is still bout the same. Also is the overlap with 00:35:941 (3,1) - necessary? Even stacking it would be cooler imo fixed I hope :v
  5. 00:53:274 (3,4) - same thing about visual distance as above I think it looks fine here but I'll see what others say
  6. 00:58:274 (2,1) - I guess the overlap works then since you repeated it. It's not as random anymore here it wasnt really intended but I couldnt see a way to make it play and look nice with having them stacked T-T

Hard
  1. AiMod says kiai times are toggled on for less than 15 seconds, which in itself isn't really that big of a problem, but it didn't say it on the lower diffs, thus they didn't have those. Please keep the kiai times identical between the diffs (if it doesn't cause some major random shit to happen, that is) that short kiai was meant to emphasize a sound that stood out above all, but in lower diffs it cant really be emphasized through gameplay since it's 1/3, so putting kiai would feel to empty imo
  2. 00:19:274 - why not map the sound here (white tick too). Also then needs arranging the pattern so that you can map smth here ¯\_(ツ)_/¯ I don't think that sound is that important, plus the focus was mostly piano so I decided to skip it
  3. 00:23:774 (4,6) - this overlap doesn't look too good even if intended, it's already as if they are almost stacked, should just do it I like how these look tho :< imo it's better than any stack
  4. 00:32:607 (3,2) - stack these as well? that one was more intended for reading, and also cuz the two 1/2 sliders would be way too close imo
  5. 00:36:441 (2,4) - and these. Okay, I see you are repeating it again, but overlaps this small and executed like this just don't look good here compared to what stacking them in these situations would be like that one actually wasnt intended :v my bad
  6. 00:37:607 (5,6) - anotha blanket. As usual, check this diff as well fixed
  7. 00:48:941 (5,6,1) - now this kind of execution of overlap can work :D
  8. 00:51:441 (4,2) - overlap these so that the distance is like between 00:51:107 (3,4) - for a lot better look that's a neat idea
  9. 00:56:274 (6,7,1) - either stack them all (which due the stacking thing between 00:56:274 (6,7) - wouldn't kinda work the wanted way) or have the gradually go to some direction as if with low DS. That kind of overlap would work here. Just have it so small that the way 00:56:274 (6,7) - are currently doesn't change that much fixed
  10. uuh a lot of same stuff again incoming about these overlaps and such. Just keep them all consistent in what you do will do!

Extra
  1. AiMod: objects not snapped at 00:56:274 (3) - 01:17:107 (2) - and object off-screen at 00:56:274 (3) - (lol) fixx
  2. 00:01:441 (3,4) - silence some sliderends, doesn't sound too good
  3. 00:10:941 (5) - NC? didnt NC that one since it's all part of the same stream, the two before were just to not have followpoints on steramjumps lol
  4. 00:14:274 (3,2) - fix stack done
  5. 00:23:274 (3,5) - NC due the patterning (3 should be NCd anyways tbh). And then also NC 00:23:607 (7) - good idea
  6. 00:30:607 (1,2,3,4) - these are actually 1/8 if you wanna kickslider them or smth oh shit you're right, done
  7. 00:34:274 (5,6,7) - kinda noted that on the earlies ones too, but curving triples too much makes them look bad I like how these look
  8. 00:37:024 (3,4,5,1) - doesn't look good
  9. Kinda feel like kiai time was rhythmically overmapped at places but watever mind pointing out some of those places? :<
  10. 01:06:274 (3) - NC done
  11. 01:16:607 (5) - ^ ^
Good luck!
Thanks a lot!
Winnie
Hello from modding queue



[Extra]
I'd work on adding more variations to your volume. There are some places that can utilize it and really add a number of effects that will enhance playing.
Colors also don't seem like they match in a way. One is bright colors the other one is dark. Not much of a scenario going on.
00:01:441 (1) - You can NC here for new sounds since sounds is matching according to 00:02:607 (1) -
00:03:108 (4) - I don't believe this is necessary, it's just another single note that seems to have no impact. Creating just 3 note rhythms are a lot better to start off. So I would change 00:02:941 (3) - to suit your purposes better as well as the song
00:04:774 (1) - This can be a NC since it's independent by itself plus to really help out for that pause
00:05:524 (1) - I don't believe this slider is what's best suited here. Since you already mapped those xylophone type keys it's best to also map out the key one at 00:05:607 -Even though I do see you going for that electronic sound it's a lot better to roll with doubles into patterns with these types of rhythm. So I would suggest doing a rhythm like this: http://puu.sh/vSurJ/b8920931dd.jpg You can listen it slowly and tell me how you feel
00:14:607 (1,2) - Even though I do like this. Having a 3/4 rhythm thats as widely spaced as 00:14:274 (3,4) - doesn't really seem like it's intuitive so early to start out. Especially on a mellow part of the song
00:19:107 (1) - I'd turn the sliderend of this into a note. Even though I love where this is taking place. It fits better to have keysounds like that be on a clickable like 00:18:607 (1,1) -
00:21:107 (6) - This I believe is where NC should start for the piano and the next NC should be here to change accordingly to the new music sounds 00:21:941 (5) -
00:24:274 (3) - This doesn't have to be so widely spaced. Even something like this is quite effective http://puu.sh/vSuVt/7fce8526fa.jpg Since it's more attuned with your mapping of the previous sections
00:26:274 (6) - Could be a hidden note. With the combo colors you have plain white like this you won't be able to see the number correctly and correlate which direction it's going in
00:26:774 (1,1,1,1) - Doesn't have to be all NC since 00:26:107 (5) - gives a clue as to what could be played
00:28:774 (1) - NC so it makes players react a little cleaner. To give them a sign of a change in playing
00:32:607 (4) - I'd extend this slider and make it a 3/4. Rolls off a lot better than having a gap like that since it feels strange to play
00:34:941 (2) - Not mapping out the piano? I'd put a note at 00:34:857 - to add more flare to those piano keys
00:36:607 (1) - Idk what this might be for. Can you please explain. Since sliderend doesn't end on anything of key use
00:36:691 (2) - Very noticeable key sound here but it's just being bypassed by the slider. Adding it in would make 00:37:107 (4,5,1) - stand out more
00:37:607 (3) - Ends on such a strong beat. This slider just takes up so much. Especially if this is an extra. Adding more things is helpful
00:39:941 (1,2) - This may confuse people since they'll just thing of these as regular hold sliders since there was no indication in your mapping that gives signs of it being a continuous repeat like this. Also since spacing is equivilent to 00:38:607 (1,2) - 00:39:274 (3,4) - but is played different from one another
Bringing them closer would help you out
00:40:941 (8) - key sound skipped again over a slider
00:46:107 (5) - NC for the wubs
00:47:941 (1) - Ctrl+G is better this stops players movement so much moving into 00:48:107 (2) - Since it's a strong sound having it that way or spacing it out is the ideal way to approach it since it's not the same exact sound as one another
00:55:274 (4) - Ends on a beat that could be stretched out like http://puu.sh/vSvsB/c9fd9ccdf2.jpg Having (5) singular note wouldn't do what is already part of your kiai any justice especially since you mapped almost identical sound on a beat at 00:56:857 (6) -
00:57:941 (4,5,6) - Instead of this type of rhythm with so much gaps with these single notes how about http://puu.sh/vSvzZ/992c4de7d4.jpg Flows together quite nicely
Adding Hitsounds would really make it stand out more.

[Hard]
00:25:107 (1,2) - Ew Overlaps
00:29:274 (4) - Can space this out more to the right. Even though DS is perfect the tiny gap almost making it an overlap may be called out a lot. Can you agree that this is a lot cleaner? http://puu.sh/vSvGn/a77d709a16.jpg
00:31:274 (1,2,3,4,5) - I'd be careful I haven't heard of streams like this on a hard diff before or maybe that's just me but I wouldn't advice it and just do sliders. My modders intuition tells me so
00:34:607 (5) - NC for strong chord
00:41:191 - I'd add a note here too, since you mapped out 00:41:774 (2,3,4) - Plays in accordance to one another otherwise one side would be lacking while the other part had all of it
00:43:941 (1) - Bring out another rhythm idea for you. Since strong beats like these 00:44:607 - are being glossed over. Something like this would help you out more http://puu.sh/vSvQH/1c071372f0.jpg without having to pause and skip those beats. Maps out all the little sounds as well as the big ones
00:45:274 (1) - Same as ^ can be instated here
00:49:274 (1,2,3) - I'd also be careful for 3/4 rhythms like these as well. It's not common most are done like this because of beginner players inability to hit them.
00:58:607 - You paused to skip an important beat. I'd definitely map that out before backlash comes on you for it
01:03:274 (3,1) - I see why those beats are skipped. I think it has to do with you trying to map out the sound to (1) or things like that. You can bring what I had above previously an apply the concept here http://puu.sh/vSvZK/1d5cb1c1ab.jpg

Your easy diff seems fine so I'll leave what I modded above to you. Keep up the good work


Always be positive, and stay humble. Keep the driving force of osu! this way
Sometimes motivational words no matter how small can push a person's spirit to new heights
Topic Starter
Arutsuki

Kocari wrote:

Hello from modding queue



[Extra]
I'd work on adding more variations to your volume. There are some places that can utilize it and really add a number of effects that will enhance playing. I'll be hitsounding this soon so I'll keep that in mind!
Colors also don't seem like they match in a way. One is bright colors the other one is dark. Not much of a scenario going on. gonna try to find a bg that supports more colours, hard to find one that fits really good with the song tho :<
00:01:441 (1) - You can NC here for new sounds since sounds is matching according to 00:02:607 (1) - hmm I dont like spamming too many NCs but I'll keep your idea and see if anyone mentions it in another mod
00:03:108 (4) - I don't believe this is necessary, it's just another single note that seems to have no impact. Creating just 3 note rhythms are a lot better to start off. So I would change 00:02:941 (3) - to suit your purposes better as well as the song hmm not really sure what you mean by 3 note rhythms but changing 3 into a slider wouldnt work imo cuz 1,2 and 3,4 were the same pair of sounds so I mapped them the same
00:04:774 (1) - This can be a NC since it's independent by itself plus to really help out for that pause it's the same kind of thing as 00:02:107 (3) - , I think it should be grouped with the two sliders before so the NC isnt necessary imo
00:05:524 (1) - I don't believe this slider is what's best suited here. Since you already mapped those xylophone type keys it's best to also map out the key one at 00:05:607 -Even though I do see you going for that electronic sound it's a lot better to roll with doubles into patterns with these types of rhythm. So I would suggest doing a rhythm like this: http://puu.sh/vSurJ/b8920931dd.jpg You can listen it slowly and tell me how you feel the electronic sound stands out by a lot imo which is the reason I mapped to it, plus I think it works nicely as a transittion to the 1/2s
00:14:607 (1,2) - Even though I do like this. Having a 3/4 rhythm thats as widely spaced as 00:14:274 (3,4) - doesn't really seem like it's intuitive so early to start out. Especially on a mellow part of the song it's not really supposed to represent a 3/4 rhythm, it's just an extended slider to emphasize the held piano sound, and I think it works well since it's the same shape as 00:11:941 (1) - to make it kind of recognizable
00:19:107 (1) - I'd turn the sliderend of this into a note. Even though I love where this is taking place. It fits better to have keysounds like that be on a clickable like 00:18:607 (1,1) - but I dont hear any keysound or a beat at its sliderend :< the piano sounds like 1/3 with the last note held,
which is how I mapped it as well

00:21:107 (6) - This I believe is where NC should start for the piano and the next NC should be here to change accordingly to the new music sounds 00:21:941 (5) - I see your point but I think it's still more natural to put NCs on a downbeat, and in this case, 00:20:441 (4,5,6) - these three feel like gradually increasing buildup for the next set of keysounds, which start here 00:21:274 (1) - might just be me tho
00:24:274 (3) - This doesn't have to be so widely spaced. Even something like this is quite effective http://puu.sh/vSuVt/7fce8526fa.jpg Since it's more attuned with your mapping of the previous sections that would work nicely if (3) wasnt such a strong beat, trying to get my spacing emphasis accurate
00:26:274 (6) - Could be a hidden note. With the combo colors you have plain white like this you won't be able to see the number correctly and correlate which direction it's going in I dont think you need to see the number fully to recognize which objects appears first and where the sliderhead is unless you're using default skin for playing as well D:
00:26:774 (1,1,1,1) - Doesn't have to be all NC since 00:26:107 (5) - gives a clue as to what could be played true, removed
00:28:774 (1) - NC so it makes players react a little cleaner. To give them a sign of a change in playing hmm I think it should be readable either way but I'll see if other mods complain about it
00:32:607 (4) - I'd extend this slider and make it a 3/4. Rolls off a lot better than having a gap like that since it feels strange to play done
00:34:941 (2) - Not mapping out the piano? I'd put a note at 00:34:857 - to add more flare to those piano keys good idea!
00:36:607 (1) - Idk what this might be for. Can you please explain. Since sliderend doesn't end on anything of key use oh you're right,
I moved it to the blue tick and made it a triplet with (6) now, hope that sounds better

00:36:691 (2) - Very noticeable key sound here but it's just being bypassed by the slider. Adding it in would make 00:37:107 (4,5,1) - stand out more I see what you mean, but since the slider doesnt end on a strong background beat it would feel really weird to start an odd numbered stream from it imo
00:37:607 (3) - Ends on such a strong beat. This slider just takes up so much. Especially if this is an extra. Adding more things is helpful true, added a note on the beat
00:39:941 (1,2) - This may confuse people since they'll just thing of these as regular hold sliders since there was no indication in your mapping that gives signs of it being a continuous repeat like this. Also since spacing is equivilent to 00:38:607 (1,2) - 00:39:274 (3,4) - but is played different from one another
Bringing them closer would help you out I think them being same spacing as the 1/2 jumps actually helps recognising them, and same with this 00:35:441 (5,6) - since that could be taken as an indication
00:40:941 (8) - key sound skipped again over a slider I think it works nicely here since the burst starts off with a strong beat, it wouldnt feel as strong if it started one tick before it
00:46:107 (5) - NC for the wubs done
00:47:941 (1) - Ctrl+G is better this stops players movement so much moving into 00:48:107 (2) - Since it's a strong sound having it that way or spacing it out is the ideal way to approach it since it's not the same exact sound as one another the way I hear it, 00:47:774 (8,1) - are the same sounds but decreasing in volume so I used the same shape and overlapped it a tiny bit under the first one. that also works for emphasis of 00:48:107 (2) - since it goes from movement - to no movement - to movement again into (2)
00:55:274 (4) - Ends on a beat that could be stretched out like http://puu.sh/vSvsB/c9fd9ccdf2.jpg Having (5) singular note wouldn't do what is already part of your kiai any justice especially since you mapped almost identical sound on a beat at 00:56:857 (6) - true, fixed
00:57:941 (4,5,6) - Instead of this type of rhythm with so much gaps with these single notes how about http://puu.sh/vSvzZ/992c4de7d4.jpg Flows together quite nicely I'll keep that in mind for if other mods mention it. My intention for that extended slider was to give 00:58:274 (5,6) - emphasis right before the gap to 00:58:774 (1) - , which feels pretty nice imo and complements the song in a way
Adding Hitsounds would really make it stand out more. will do!

[Hard]
00:25:107 (1,2) - Ew Overlaps :<<
00:29:274 (4) - Can space this out more to the right. Even though DS is perfect the tiny gap almost making it an overlap may be called out a lot. Can you agree that this is a lot cleaner? http://puu.sh/vSvGn/a77d709a16.jpg fixeed
00:31:274 (1,2,3,4,5) - I'd be careful I haven't heard of streams like this on a hard diff before or maybe that's just me but I wouldn't advice it and just do sliders. My modders intuition tells me so I think bursts on Hards are fine as long as you don't go over 5 notes, but I've seen it called out once already so if it appears again I'll remove it
00:34:607 (5) - NC for strong chord hmm that would mean doing the same for 00:33:941 (3,7) - for the sake of consistency, and I think it would be better to not have so many NCs
00:41:191 - I'd add a note here too, since you mapped out 00:41:774 (2,3,4) - Plays in accordance to one another otherwise one side would be lacking while the other part had all of it the triplet that I mapped seemed more intense than that tiny piano sound before tho
00:43:941 (1) - Bring out another rhythm idea for you. Since strong beats like these 00:44:607 - are being glossed over. Something like this would help you out more http://puu.sh/vSvQH/1c071372f0.jpg without having to pause and skip those beats. Maps out all the little sounds as well as the big ones I get your point but it's really not a tense part compared to what's about to come in the kiai, so I dont wanna have a rhythm that dense,
I'll keep it in mind for future mods tho

00:45:274 (1) - Same as ^ can be instated here
00:49:274 (1,2,3) - I'd also be careful for 3/4 rhythms like these as well. It's not common most are done like this because of beginner players inability to hit them. I think these are perfectly fine for players of this level, again tho I'll keep it in mind
00:58:607 - You paused to skip an important beat. I'd definitely map that out before backlash comes on you for it same reason as why I did this gap in Extra: I followed the melody rather than the beat, so when the melody stops like that all of the sudden - like cuts out - I emphasized that through doing the same with the gap
01:03:274 (3,1) - I see why those beats are skipped. I think it has to do with you trying to map out the sound to (1) or things like that. You can bring what I had above previously an apply the concept here http://puu.sh/vSvZK/1d5cb1c1ab.jpg that repeat slider actually works well but I'll leave the gap again for the same reasons as aboce

Your easy diff seems fine so I'll leave what I modded above to you. Keep up the good work


Always be positive, and stay humble. Keep the driving force of osu! this way
Sometimes motivational words no matter how small can push a person's spirit to new heights
Thank you! will update tomorrow since being able to send this reply is my current wifi's peak :v

also I love the art from that banner..
Yamicchi
M4m from Queue
[Extra]
• 00:10:274 (1,2,3,4) - I see you're doing quite a build-up but the pitch is going on from 00:10:607 - not 00:10:274 - here so the spacing should be kept the same with 00:09:941 (1,2,3,4) -
• 00:22:274 (8) - this is a bit off if you intend to organize 00:21:107 (6,2,4,8) - these better because they looks messy
• 00:22:941 (2) - You could do something better than skipping the big drum on 00:23:117 - and I think it's a better place to cut the vocal too if you're following them
• 00:26:774 (2,3,4) - NC for 1/6 maybe?
• 00:28:607 - did you intend to skip it?
• 00:29:941 (1) - this is highly recommended to be fixed. The vocal, the intensity, everything is going on consistently, the only thing that is not is the flow. Overlapping it with 4 shut the flow cruelly and it might confused players too
• 00:30:649 - not sure if mapping this is a good idea because the 1/8 rhythm starts 00:30:691 - here
• 00:47:941 (1) - Same as mentioned in before. Overlapping like this is not wrong but it's like the last choice to make when the others are impossible. I would suggest keeping the flow with low spacing (but not this low)
• 00:57:274 (1) - a bit adjustment would be nice http://puu.sh/vUQrb/38a188959e.jpg
• 00:58:607 - another missing beat? :D
• 01:06:607 (1,1,1) - It's 1/3 and players haven't seen it before in a map, so why not just simple circles to simplify the pattern a bit?
• 01:13:191 (2) - It's weird that the next slider is in the opposite direction to where this slider is pointing to?
[Insane]
• 00:04:107 (4) - Lately I could tell the difference between 00:01:441 (3) - and 00:00:608 (1,2) - because they seem to be different sounds, but why not here? I mean you literally made them the same, I couldn't tell the difference anymore
• 00:15:107 (3) - 00:39:941 (1) - Shouldn't these stacked?
• 00:23:274 (3,4,5) - You should probably making them straight
• 00:44:607 - 00:45:941 - ok you're following the rhythm but skipping the snares are not recommended.
• 00:46:107 (1,1,1) - 3 different sound but you're making them the same spacing with NCs? This doesn't make any sense to me
• 00:55:941 (1,2,3,4) - compare to 01:01:274 (1,2) - can ask I you why :d?
[Hard]
• 00:35:941 (1) - this is only time when you map 1/4 while there are a lot of 1/4 in the section. I don't recommend this since it would break the consistent in the section a lot. Just simplify the pattern then it will be ok
• 00:48:107 (2) - X282 Y270 is the perfect place for the red anchor
• 00:56:274 (1) - NC is not really necessary
• 01:01:274 (5) - and then it's necessary here
[Normal]
• 00:01:441 (1,1) - You're overusing NC for unnecessary thing. I would say removing their NC is the best idea. The less NC the better the Normal diff can be, because the diff is for new players, which really need something to guide them on your flow, which is why long combos are recommended imo.
• 00:09:941 (1) - Not a symmetrical slider, you see it?
[Easy]
• 00:01:441 (2,3) - Same sound, so why not same shape?

Not much I can find
Good luck
Darkaster

Yamicchi wrote:

M4m from Queue

[Normal]
• 00:01:441 (1,1) - You're overusing NC for unnecessary thing. I would say removing their NC is the best idea. The less NC the better the Normal diff can be, because the diff is for new players, which really need something to guide them on your flow, which is why long combos are recommended imo. Got it. Will remove some more NC
• 00:09:941 (1) - Not a symmetrical slider, you see it? Yeah, I have some trouble making long sliders symmetrical. I tried to fix it, hopefully it's "more" symmetrical now

Not much I can find
Good luck
Thanks for modding! :)

19/05/2017
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 43274
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
DistanceSpacing: 1
BeatDivisor: 4
GridSize: 32
TimelineZoom: 3.099999

[Metadata]
Title:-BWW SCREAM-
TitleUnicode:-BWW SCREAM-
Artist:Giga
ArtistUnicode:れをる
Creator:Arutsuki
Version:BlanKo's Normal
Source:
Tags:BlanKo Kujinn
BeatmapID:1265151
BeatmapSetID:573263

[Difficulty]
HPDrainRate:4
CircleSize:3.5
OverallDifficulty:4
ApproachRate:5
SliderMultiplier:1
SliderTickRate:1

[Events]
//Background and Video events
0,0,"Konachan.com - 238188 sample.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]
608,333.333333333333,4,2,0,70,1,0
46607,-100,4,2,0,70,0,1
65274,-100,4,2,0,70,0,0


[Colours]
Combo1 : 0,77,255
Combo2 : 58,58,58
Combo3 : 233,233,233

[HitObjects]
101,66,608,6,0,L|106:126,1,50
144,147,941,2,0,L|138:204,1,50
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410,154,3774,1,0,0:0:0:0:
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136,244,5941,6,0,L|148:381,1,100,0|0,2:0|2:0,2:0:0:0:
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62,259,9941,2,0,B|158:325|267:202|362:273,1,300
434,321,11274,1,0,0:0:0:0:
427,122,11941,6,0,L|291:133,1,100
294,168,12441,2,0,P|303:215|367:237,1,100
395,234,12941,1,0,0:0:0:0:
481,283,13274,1,0,0:0:0:0:
401,338,13607,1,0,0:0:0:0:
401,338,13774,2,0,L|296:328,1,100
251,325,14274,1,0,0:0:0:0:
158,288,14607,6,0,P|147:232|180:181,1,100
204,164,15107,2,0,L|88:174,1,100
54,180,15607,1,0,0:0:0:0:
33,80,15941,2,0,L|154:69,1,100
182,66,16441,2,0,P|243:72|284:114,1,100
302,135,16941,1,0,0:0:0:0:
299,234,17274,6,0,L|417:244,1,100
423,286,17774,2,0,P|398:324|344:340,1,100
298,329,18274,1,0,0:0:0:0:
201,354,18607,1,0,0:0:0:0:
115,303,18941,1,0,0:0:0:0:
115,303,19107,2,0,P|90:248|100:188,1,100
101,160,19607,1,0,0:0:0:0:
163,79,19941,6,0,L|279:89,1,100
293,126,20441,2,0,P|309:184|355:223,1,100
384,221,20941,1,0,0:0:0:0:
457,151,21274,2,0,L|447:38,2,100
499,241,22274,1,0,0:0:0:0:
424,307,22607,6,0,L|293:318,1,100
284,346,23107,2,0,L|172:346,1,100
134,349,23607,1,0,0:0:0:0:
68,270,23941,2,0,P|90:211|63:160,1,100
35,152,24441,2,0,L|149:141,1,100
184,137,24941,1,0,0:0:0:0:
278,170,25274,5,0,0:0:0:0:
368,127,25607,1,0,0:0:0:0:
368,127,25774,2,0,P|375:207|356:236,1,100
336,260,26274,1,0,0:0:0:0:
249,309,26607,1,0,0:0:0:0:
152,278,26941,2,0,P|100:267|29:299,2,100
248,310,27941,6,0,L|259:181,1,100
249,160,28441,2,0,P|297:192|352:191,1,100
385,178,28941,1,0,0:0:0:0:
326,96,29274,1,0,0:0:0:0:
237,58,29607,1,0,0:0:0:0:
237,58,29774,2,0,L|120:68,1,100
87,73,30274,1,0,0:0:0:0:
52,164,30607,6,0,P|97:194|156:184,1,100
179,159,31107,2,0,L|189:273,1,100
192,308,31607,1,0,0:0:0:0:
279,351,31941,1,0,0:0:0:0:
416,291,32441,2,0,L|473:296,1,50
279,351,33274,6,0,L|289:238,1,100
229,169,33941,1,0,0:0:0:0:
182,257,34274,2,0,L|119:262,1,50
98,298,34607,2,0,P|130:338|185:353,1,100
279,351,35274,6,0,L|362:343,1,50
377,333,35607,2,0,L|429:336,2,50
177,312,36607,5,0,0:0:0:0:
78,195,37107,2,0,L|7:188,2,50
126,205,37607,1,0,0:0:0:0:
247,116,38107,6,0,L|307:109,2,50
210,150,38607,2,0,L|219:254,1,100
295,313,39274,1,0,0:0:0:0:
365,241,39607,2,0,P|360:208|367:179,1,50
399,157,39941,2,0,L|288:153,1,100
203,121,40607,6,0,L|90:132,1,100
1,141,41274,1,0,0:0:0:0:
127,295,41941,1,0,0:0:0:0:
325,314,42607,6,0,B|306:253|306:253|320:171|320:171|303:105,1,200
114,64,43941,6,0,L|131:259,1,150
133,262,44607,1,0,0:0:0:0:
325,314,45274,2,0,L|307:118,1,150
306,116,45940,1,0,0:0:0:0:
106,124,46607,6,0,P|147:149|202:138,1,100
220,97,47107,2,0,L|210:209,1,100
207,246,47607,1,0,0:0:0:0:
209,346,47941,2,0,P|271:356|318:341,1,100
373,270,48607,2,0,L|381:165,1,100
440,89,49274,6,0,P|391:71|328:87,1,100
306,110,49774,1,0,0:0:0:0:
249,248,50274,1,0,0:0:0:0:
166,304,50607,2,0,P|148:255|164:192,1,100
174,162,51107,1,0,0:0:0:0:
306,110,51607,1,0,0:0:0:0:
380,176,51941,6,0,L|389:289,1,100
426,308,52441,2,0,L|434:188,1,100
438,158,52941,1,0,0:0:0:0:
494,76,53274,6,0,P|446:62|364:86,1,100
306,110,53941,2,0,P|256:116|209:102,1,100
114,69,54607,2,0,L|103:184,1,100
82,213,55107,1,0,0:0:0:0:
82,213,55274,2,0,P|131:205|175:227,1,100
215,319,55941,5,0,0:0:0:0:
309,285,56274,1,0,0:0:0:0:
309,285,56441,2,0,L|409:275,1,100
458,270,56941,1,0,0:0:0:0:
474,171,57274,6,0,P|437:148|362:158,1,100
357,192,57774,2,0,L|347:83,1,100
341,42,58274,1,0,0:0:0:0:
258,98,58607,1,0,0:0:0:0:
175,154,58941,2,0,L|61:163,2,100
263,200,59941,6,0,P|263:256|228:309,1,100,0|0,2:0|2:0,2:0:0:0:
200,319,60441,1,0,0:0:0:0:
200,319,60607,2,0,L|299:327,1,100
389,283,61274,2,0,L|396:182,1,100
417,138,61774,2,0,P|373:163|319:164,1,100
278,145,62274,1,0,0:0:0:0:
182,114,62607,6,0,P|129:102|66:121,1,100
50,147,63107,2,0,P|78:196|139:210,1,100
166,209,63607,1,0,0:0:0:0:
264,229,63941,1,0,0:0:0:0:
198,304,64274,1,0,0:0:0:0:
288,345,64607,2,0,P|347:342|390:317,1,100
450,250,65274,6,0,B|390:161|390:161|303:130|303:130|245:39,1,300
174,105,66607,6,0,L|189:320,1,200
279,345,67607,1,0,0:0:0:0:
356,281,67941,2,0,L|360:229,1,50
401,202,68274,2,0,L|396:152,1,50
387,102,68607,2,0,L|246:112,1,100
210,174,69274,2,0,B|188:217|188:217|61:262,1,150
81,299,69941,2,0,L|69:166,1,100
125,116,70607,6,0,P|164:86|245:82,2,100
208,171,71607,1,0,0:0:0:0:
174,265,71941,2,0,B|250:265|250:265|317:226|317:226|384:226,1,200
393,321,72941,5,0,0:0:0:0:
453,241,73274,1,0,0:0:0:0:
448,141,73607,2,0,L|380:135,1,50
350,146,73941,2,0,B|320:160|320:160|239:160,1,100
159,124,74607,2,0,L|168:36,2,66.6666666666667
96,278,75607,5,0,0:0:0:0:
184,324,75941,2,0,L|284:315,1,100
338,231,76607,2,0,L|398:236,2,50
288,225,77107,2,0,L|220:230,1,50,0|0,3:0|3:0,3:0:0:0:
Topic Starter
Arutsuki

Yamicchi wrote:

M4m from Queue
[Extra]
• 00:10:274 (1,2,3,4) - I see you're doing quite a build-up but the pitch is going on from 00:10:607 - not 00:10:274 - here so the spacing should be kept the same with 00:09:941 (1,2,3,4) - I moved it a bit closer but I really wanna keep that jump :<
• 00:22:274 (8) - this is a bit off if you intend to organize 00:21:107 (6,2,4,8) - these better because they looks messy done
• 00:22:941 (2) - You could do something better than skipping the big drum on 00:23:117 - and I think it's a better place to cut the vocal too if you're following them that was skipped on purpose and I dont think the vocal ends on there so I'll keep it extended for now unless someone else complains about it in the future
• 00:26:774 (2,3,4) - NC for 1/6 maybe? changed that from kocari's mod since 00:26:107 (5) - indicates what's gonna be used, as well as the spacing
• 00:28:607 - did you intend to skip it? yepp
• 00:29:941 (1) - this is highly recommended to be fixed. The vocal, the intensity, everything is going on consistently, the only thing that is not is the flow. Overlapping it with 4 shut the flow cruelly and it might confused players too I did that consistently in the map for sounds that seem to have the same intensity or pitch, and it really feels like the intensity here goes down only till 00:29:774 (4) - , then it's the same at 00:29:941 (1) - and goes back up again
• 00:30:649 - not sure if mapping this is a good idea because the 1/8 rhythm starts 00:30:691 - here I think it's better to keep even if it misses one sound cuz it's better than starting the stream with one circle and then having two 1/8 sliders, seems too random imo
• 00:47:941 (1) - Same as mentioned in before. Overlapping like this is not wrong but it's like the last choice to make when the others are impossible. I would suggest keeping the flow with low spacing (but not this low) same explanation as above too
• 00:57:274 (1) - a bit adjustment would be nice http://puu.sh/vUQrb/38a188959e.jpg good idea!
• 00:58:607 - another missing beat? :D another missing beat on purpose :D
• 01:06:607 (1,1,1) - It's 1/3 and players haven't seen it before in a map, so why not just simple circles to simplify the pattern a bit? I think circles wouldnt fit those sounds at all, plus the sliders help in terms of accuracy cuz even if they cant sightread the 1/3 they'll still most likely hit them with 300s
• 01:13:191 (2) - It's weird that the next slider is in the opposite direction to where this slider is pointing to? oh boy now I dont know if it looks better to point it in the direction or keep it in the opposite cuz both look cool.. I'll change it for now tho

[Hard]
• 00:35:941 (1) - this is only time when you map 1/4 while there are a lot of 1/4 in the section. I don't recommend this since it would break the consistent in the section a lot. Just simplify the pattern then it will be ok I mapped the one that stood out the most, there's one like that over here as well 00:41:274 (1) - but I kept that a normal slider or that build up effect
• 00:48:107 (2) - X282 Y270 is the perfect place for the red anchor done
• 00:56:274 (1) - NC is not really necessary oops forgot to remove from copypasting the overlap
• 01:01:274 (5) - and then it's necessary here fixed

[Easy]
• 00:01:441 (2,3) - Same sound, so why not same shape? it has different pitch tho :< and I was generally trying to have a theme of these kinda return sliders with one red point

Not much I can find
Good luck
thanks for modding!
7ambda
how does bg relate to the song? it looks like it doesn't
Topic Starter
Arutsuki

F1r3tar wrote:

how does bg relate to the song? it looks like it doesn't
It doesn't really but I have no idea where the song is from or any of that so dunno where to find a "relative" bg.. hope this one works better tho :vv
Underdogs
oyl

so gonna mod on a subjective side, coz everything is pretty much okay

Easy
  1. 00:02:607 (3) - so maybe make this two circles. It's visually unappealing when 00:01:441 (2,3) - is not the same shape
  2. 00:04:107 (2,3) - ^
  3. 00:23:941 (2) - This is aesthetically pleasing, but prioritizing flow here would work much more better as an Easy. Maybe rotate this slider to face 00:25:274 (1) -
  4. 00:26:607 (2,1) - at first glance we don't have to say that the overlap here needs to be removed
  5. 00:31:941 (1,2) - maybe it's just me, or the note density here is halted at a sudden pace. Music is pretty much stopped at 00:31:941 (1) - . But I suggest adding a slider on 00:32:607 (2) - instead
  6. 00:58:274 (2,1) - Maybe you didn't know timeline overlap. But if you do, then It'll make my explaining easier concerning these two notes. But this is minor and happens on a lot of Easy diff, so feel free to ignore
  7. 01:07:941 (3,1) - I don't think an obvious copy paste would work here. A curved slider would reflect the wubs better than the current slider
  8. 01:15:941 (1) - Drag this down (to x:288 y:348)

Hard
http://puu.sh/vXQv8/d97bfca0a1.osr (testplay)
  1. 00:15:107 (2,3) - Can you avoid overlap like this? Of course it's blanket towards 00:15:107 (2) - , but the slider on the next one that flows into 00:15:107 (2) - would play rather awkwardly. Making a mirrored slider would be visually better.
  2. 00:19:274 - You missed a strong downbeat and a noticeable piano here. I'd map this tbh.
  3. 00:23:774 (4,6) - up to you to stack this, unstacking would mean giving players the ability to read the next circle that would land on the same place. Stacking would mean giving aesthetic value on the section, but at the cost of sightreading. I'd pick the second one imo
  4. 00:25:107 (1,2) - same reason as 00:15:107 (2,3) -
  5. 00:32:607 (3,1) - ^ (also stack 00:32:607 (3,2) - )
  6. 00:39:941 (1,4) - What i meant by stacking or not, But this this I recommend not stacking so maybe reject this mod
  7. 00:41:274 (1,1) - Timeline overlap
  8. 00:54:607 (1,3) - Overlap as well
  9. 00:58:607 - strong drum here i suggest mapping here
  10. 01:03:941 - ^
  11. 01:05:274 (9) - I suggest NCing here since it's the end of a kiai and the number kept increasing above 10
  12. 01:13:274 (1,4) - Overlaps as well
  13. 01:17:107 (6) - Maybe space this a bit more. since it's a last note and all \:d/
Kyuukai
ay m4m

Easy
00:39:941 (3,4) - AIMod problem

Normal
00:57:274 (1,2) - you could do this 00:55:107 (4,5) - instead, since it's the same sound
01:01:774 (5,6) - ^
01:10:607 (1,2) - fix the blanket

Hard
00:09:941 (1,2,1,2) - way too spaced for a Hard diff, lower the distance
00:10:607 (1,2,3,4,5,6) - I don't think hard players can read this, they're not used to play streams, so a 1/4 slider reverse into a stream is too hard for them xd
00:11:607 (1,1) - too spaced, it has nearly the same distance gap as 00:16:607 (6,7) - even tho it has a 1/4 tick break
00:26:607 (1,2,3) - Hard players are not used to play this
00:30:607 (1,2,1) - too spaced for a Hard diff
00:30:941 (2,1,2,3,4) - same problem as listed above
00:43:274 (1,2,1) - spacing problem again
00:53:774 (3,4,5) - Hard players are not used to this
00:54:274 (6,1) - This is a good distance gap for 1/4 reverse into slider
01:10:274 (4,1) - distance gap problem
01:12:607 (1,2,3,4,5) - Too hard for a hard diff
This diff is more a Light Insane diff than a Hard diff tbh

Insane
00:11:191 (10,1) - Distance is too high I guess, if you want to make a jump into the slider, replace thoses 00:11:108 (9,10) - by a 1/4 slider
00:38:441 (4,1) - increase the spacing to emphasize the nc
00:46:107 (1,2,3) - NCs are not needed here
01:01:274 (1,2,3,4,5,6) - why are you not doing the same as you did there 00:55:941 (1,2,3,4) -

Extra
00:47:941 (1) - CTRL+G, fits better to the music since the sound here is "lowering"
01:02:274 (3) - CTRL+G flows better
01:02:941 (2,5) - Stack problem

Gl for ranking it xdd
Topic Starter
Arutsuki

Winter Story wrote:

oyl

so gonna mod on a subjective side, coz everything is pretty much okay \:D/

Easy
  1. 00:02:607 (3) - so maybe make this two circles. It's visually unappealing when 00:01:441 (2,3) - is not the same shape dunno about making them circles but I changed the shape to match the previous two
  2. 00:04:107 (2,3) - ^
  3. 00:23:941 (2) - This is aesthetically pleasing, but prioritizing flow here would work much more better as an Easy. Maybe rotate this slider to face 00:25:274 (1) - it flows good either way imo gameplay wise
  4. 00:26:607 (2,1) - at first glance we don't have to say that the overlap here needs to be removed they don't overlap tho..
  5. 00:31:941 (1,2) - maybe it's just me, or the note density here is halted at a sudden pace. Music is pretty much stopped at 00:31:941 (1) - . But I suggest adding a slider on 00:32:607 (2) - instead I think it works well for the stop, but I'll keep the slider in mind if anyone else mentions it
  6. 00:58:274 (2,1) - Maybe you didn't know timeline overlap. But if you do, then It'll make my explaining easier concerning these two notes. But this is minor and happens on a lot of Easy diff, so feel free to ignore no idea why "timeline" since they overlap on the playfield @-@ but anyway, they overlap because I couldnt find a way to make it flow and look good while keeping DS and having the two stacked
  7. 01:07:941 (3,1) - I don't think an obvious copy paste would work here. A curved slider would reflect the wubs better than the current slider you're right but I really like the effect it gives as is, I'll keep this in mind
  8. 01:15:941 (1) - Drag this down (to x:288 y:348) why tho

Hard
http://puu.sh/vXQv8/d97bfca0a1.osr (testplay) o:
  1. 00:15:107 (2,3) - Can you avoid overlap like this? Of course it's blanket towards 00:15:107 (2) - , but the slider on the next one that flows into 00:15:107 (2) - would play rather awkwardly. Making a mirrored slider would be visually better. I like the way it works in terms of both visuals and flow, so I prefer to keep them
  2. 00:19:274 - You missed a strong downbeat and a noticeable piano here. I'd map this tbh. there's neither a downbeat nor a keysound there tho, which is why I left it out in the first place
  3. 00:23:774 (4,6) - up to you to stack this, unstacking would mean giving players the ability to read the next circle that would land on the same place. Stacking would mean giving aesthetic value on the section, but at the cost of sightreading. I'd pick the second one imo they aren't actually stacked, it's an overlap
  4. 00:25:107 (1,2) - same reason as 00:15:107 (2,3) -
  5. 00:32:607 (3,1) - ^ (also stack 00:32:607 (3,2) - ) stacking those would make 00:33:274 (1,2) - uncomfortably close
  6. 00:39:941 (1,4) - What i meant by stacking or not, But this this I recommend not stacking so maybe reject this mod
  7. 00:41:274 (1,1) - Timeline overlap intended
  8. 00:54:607 (1,3) - Overlap as well
  9. 00:58:607 - strong drum here i suggest mapping here explained a lot of times before, it's skipped on purpose since the main focus is the melody, which seems to just suddenly stop
  10. 01:03:941 - ^
  11. 01:05:274 (9) - I suggest NCing here since it's the end of a kiai and the number kept increasing above 10 dont think it's necessary but I'll keep it in mind if more people say
  12. 01:13:274 (1,4) - Overlaps as well
  13. 01:17:107 (6) - Maybe space this a bit more. since it's a last note and all \:d/ it's already double the spacing of 01:16:607 (4,5) -
    :<


Kyuukai wrote:

ay m4m

Easy
00:39:941 (3,4) - AIMod problem even if it breaks the ds I really hope it's still fine cuz having them the same place fails to represent the sound completely


Hard
00:09:941 (1,2,1,2) - way too spaced for a Hard diff, lower the distance already mentioned a ton before so fixed
00:10:607 (1,2,3,4,5,6) - I don't think hard players can read this, they're not used to play streams, so a 1/4 slider reverse into a stream is too hard for them xd most of them can play that no problem tho, just look at the sightread play Winter Story linked
00:11:607 (1,1) - too spaced, it has nearly the same distance gap as 00:16:607 (6,7) - even tho it has a 1/4 tick break I think it's fine since small spacing emphasis is encouraged on hards
00:26:607 (1,2,3) - Hard players are not used to play this same as above
00:30:607 (1,2,1) - too spaced for a Hard diff not really this time
00:30:941 (2,1,2,3,4) - same problem as listed above same response as above
00:43:274 (1,2,1) - spacing problem again ^
00:53:774 (3,4,5) - Hard players are not used to this ^
00:54:274 (6,1) - This is a good distance gap for 1/4 reverse into slider that's where it actually fits since it emphasizes the strong sound via movement
01:10:274 (4,1) - distance gap problem shortened the slider by a tick :v
01:12:607 (1,2,3,4,5) - Too hard for a hard diff not really
This diff is more a Light Insane diff than a Hard diff tbh


Extra
00:47:941 (1) - CTRL+G, fits better to the music since the sound here is "lowering" not really since you click the head of the slider and don't follow it's path
01:02:274 (3) - CTRL+G flows better that flows terrible wtf
01:02:941 (2,5) - Stack problem not supposed to stack

Gl for ranking it xdd
thanks for modding~
Darkaster

Kyuukai wrote:

ay m4m

Normal
00:57:274 (1,2) - you could do this 00:55:107 (4,5) - instead, since it's the same sound Nah, I didn't want it to be the same as the previous objects. It would be kinda boring in my opinion to play the same rhythm 3 times. Instead, I used 2 times the same rhythm 00:54:607 (3,4,5) - , 00:55:941 (1,2,3,4) - and changed it here 00:57:274 (1,2,3)
01:01:774 (5,6) - ^ This was an exception. Since this section of the song was about to end, I decided to only change the rhythm once 00:59:941 (1,2,3)
01:10:607 (1,2) - fix the blanket I'll wait for blanketing feedback


Gl for ranking it xdd
Thanks for modding! :D

No change Aru!
7ambda

Arutsuki wrote:

It doesn't really but I have no idea where the song is from or any of that so dunno where to find a "relative" bg.. hope this one works better tho :vv
yeah, that's a whole lot better
Affirmation
Q

[Extra]
00:14:607 (1,2) - hard to read 1/4
00:28:607 - where is beat
01:13:232 - I think it is unnecessary beat

GL
Topic Starter
Arutsuki

Neoskylove wrote:

Q

[Extra]
00:14:607 (1,2) - hard to read 1/4 just a regular extended slider, nothing hard to read
00:28:607 - where is beat no beat mapped :v
01:13:232 - I think it is unnecessary beat not really, you can hear it if you listen to the song closely

GL

tyty
Owens
Hi, from my queue !

[Hard]
00:10:607 (1) - I think you should place it as an equilateral triangle with 00:09:941 (1) - and 00:10:274 (2) - , like this. It still gets the same DS, but looks better imo. (Btw i think this pattern is a bit too hard)
00:15:107 (2) - this blanket can be easily improved
00:30:607 (1,2,1) - isn't this too hard ?
00:31:941 (6) - I'll suggest you to map the other voice, with sliders. This one you mapped is a bit confusing imo, i had to listen like 3-4 times to understand why you did this xD
00:39:774 (4) - maybe you should stack this one with the end of 00:38:941 (2) - ?
00:49:274 (1) - i get you prefer place objects next to each other instead of stacking it, but here it feels very weird for me
01:17:274 - You should put something here imo xD

Damn, was hard to find theses... The diff looks really cool, good job !

[Kujinn's Insane]
00:02:607 (1) - I don't like that this beat isn't clickable, i think it should be. You made every similar song clickable, why not this one ?
00:06:941 (4,1) - This is exactly the same sounds as 00:06:274 (2,3) - , this shouldn't be more spaced
00:08:607 (1,2,3,4,1,2,3,4) - I don't understand this jump structure at all. Is there even a structure or it is just randomly placed ? Some structure has to get an inconsistant DS, but here, it just feels random to me
00:10:607 (3) - + 00:10:941 (7) - NC ?
00:19:941 (1) - Fix Blanket
00:20:774 (3,4,1) - That flows terrible imo :/
00:21:941 (1) - Why skip this triple ? Even in hard diff, this isn't skiped :p
00:23:274 (3,4,5) - Isnt it more rounded than 00:23:441 (5,6,7) - ?
00:32:941 (3,4,5,6) - I think it's way too hard for an insane diff, and it's a lot harder than everything you did before
00:38:607 (1) - I don't like how this shape flows with previous pattern, idk how to say, it looks "broken" (lol wtf im saying). I think you can improve it
00:56:607 (5) - Maybe blanket this with 00:56:440 (4) - ?
00:59:274 (4) - NC ?
01:02:441 (6) - try to place it to X=138 Y=312
01:03:524 (6) - This definitly should be clickable
01:03:524 (6) - X=336 Y=16
01:14:274 (5) - Ctrl+G, fit way better with the song and looks better imo
01:16:607 (3) - NC ?

Cool diff, was fun to play it :D (https://osu.ppy.sh/ss/8209332)

[Extra]
00:10:941 (5) - I think you should NC this
00:17:774 (3,4,5) - I suggest you to use the same DS you used here 00:17:107 (9,10,1) -
00:19:441 (1,2,4) - I know you usually don't stack but, here that feels weird (again xD)
00:26:774 (2,3,4,5) - Daaamn, this is painfull dude, i don't think it's a good idea D:
00:30:941 (5,6,7,8) - theses 4 notes should have the same spacing, and then getting more (or less) spaced here 00:31:274 (1,2,3,4) - . Thats what you almost did but 00:30:857 (4,5,6,7,8) - have not the same spacing tho
00:43:274 (1,2,3,4) - This is ok but you should have increase the spacing here 00:43:607 (5,6,7,8) - Something like this
00:47:941 (1) - I don't like how it's placed
01:01:941 (1) - ^
01:09:274 (5) - fix blanket

Hell yeaaah, i love this one, this is sick !

[General]
I didn't really find issues on Easy and Normal diffs, and since i'm bad at low SR mapping, i can't suggest anything. The whole map looks really good i love it. Good luck ranking this man !
Atsuro
Hello from Mexico


Extra
  1. 00:05:107 (6) - Don't see the reason for this being a 1/6 repeat, it doesn't represent a sound on the song so just adding a 1/4 slider would do the same. Also, these 00:04:774 (5,1) - are not stacked 8^)
  2. 00:11:107 - Pretty sure this is an unrankable issue (i'd need some confirmation), using volume low to the point of it not being audible gives no feedback to the player and is just annoying to play. Also, the song doesn't reduce it's volume or changes itself to warrant lowering the volume until this one 00:11:274 (1) -
  3. Actually, the inaudibility is a problem on the whole map, the hitsound samples you use in some notes blend in way too much with the song so the feedback given to the player on the clickable notes is null. Note that only the clickable notes need to be audible, slider ends are another thing.
  4. 00:19:107 (1) - Since you are following the piano on this pattern i'd suggest making this slider end clickable, make it shorter and add a circle.
  5. 00:26:774 (2,3,4) - I'm pretty sure there isn't a 1/6 sound here, if anything it sounds like 1/8 but it's just a buzzing sound tbh.
  6. 00:28:607 - You're skipping a rather important beat here, i see what you're going for here but you've been mapping that section up until this point following this kind of sounds and you suddenly decide to ignore this one. Pattern suggestion https://osu.ppy.sh/ss/8215258
  7. 00:54:274 (1,2,1,2,1) - The circular flow with the big jump in the middle seems a bit forced, especially the movement from the last circle to the slider since it's a pretty sharp turn. I found that something like this https://osu.ppy.sh/ss/8215183 flows more natural.
  8. 01:01:774 (4,1) - This plays kind of weird since you break the cool flow you had going on here while the song doesn't imply that (it keeps the rhythm consistent). The other instances where you use this pattern it works since the song either lowers the pitch of the sound (like here 00:47:774 (8,1) - ) or it changes itself.
Insane
  1. 00:54:274 (4,5) - It makes me sad that you ignore this really intense 1/4 rhythm and just map it with jumps D^8 https://osu.ppy.sh/ss/8215300 How about this to "kind of" map it?
  2. 00:46:107 (1,1,1) - Why do u people like to new combo spam when only one is enough lol it looks ugly, not really a suggestion but aaa
  3. 00:47:191 (4) - Not mapping a triple here does a better job of emphasizing both synth notes since normally the most emphasized note of a triple is the last one. So yeah, consider deleting this one.
  4. 00:48:107 (2) - You're skipping a drum beat on the white tick while the blue one is mute, make the slider end on the previous one plz
  5. 01:09:941 (1,2) - Use a 1/4 slider here since the 1/4 thingie doesnt start until circle 3?
    There are some weird overmapped triples (like 00:25:107 (1,2) - ) but they're at least consistent so yeah they'll get a pass
    Simple yet effective
Hard
  1. 00:19:274 - This skipped downbeat feels weird, i know that you want to emphasize the higher pitched piano on note 5 but this throws off-rhythm some players of these difficulties and imo it's better to keep this on beat here. I'd just make a 1/2 slider
The diff gap between normal hard feels a bit big tbh. The hard has a lot of elements that belongs to an insane which is fine, since the insane has some extra elements, but the normal also needs some bumping up on it's difficulty to match that difficulty increase from hard and insane.
Osuology
sorry I'm late, from my queue Huge Mod Incoming!!!

I'm modding the extra because I feel like it so ye

[Extra]
00:04:107 (3,4) - Why do these two not overlap? The previous pattern involving these kind of sliders did have one, and I can see no reason behind bringing some chaos and tension into your map by not following patterns.

00:06:607 (3,4) - Switching circular flow direction? The situation in the song here might be involving tension as we slowly go towards the release of energy but there's two problems that would become obvious because of this decision: 1. The pairs of sliders have comfortable circular flow, even though tension is changing throughout every beat. 2. Some of this buildup section doesn't show any flow changes and as a result, the flow changes slowly become something that doesn't matter and doesn't change the tension of your map at all because it seems random. If you want to fix this, read on further before you fix it because it might be a waste of your time to fix this.

00:07:607 (2,3,5,6) - Could make these back and forths so that the later pattern that is back and forths fits in, but then again, we're trying to involve tension during this section, so honestly it's best the way it is.

00:11:941 (1) - You should honestly put a timing section here to reset where the measures are and stuff, it makes more sense according to how the song goes as well.

00:14:107 (6,7,8) - Here is yet another contradiction in flow, yet it works because it leads up to the start of a new measure, which is structural.

00:14:607 (1,2) - This flow pattern is nothing like the first one you did involving this slider.

I'm going to assume from this point that you intended to focus the map on aesthetics rather than flow from this point onwards. Though you could've involved both together, it's not necessarily wrong to prioritize certain mapping concepts over others. I don't think you could fix the entire problem anyway without redesigning the map as a whole, which would be a waste of a good map that I believe is rankable.

00:17:941 (5,6,7,8,1) - This pattern is not really seen in the map, and there's no reason to involve any tension at this moment in the song. Try using a pattern you use in this section right here.

00:30:607 (1,2,3,5,6,7) - Here at the 5-6-7 the same sound can be heard so why not use the 1/8 sliders?

00:33:274 (1) - You kinda make the section here active by putting a lot of hitcircles and big distances which is not really accurate to the song considering the energy really drops here in the song. Filling some of them in with sliders and reducing some of the distances would help a lot.

00:47:607 (7,8,1,2) - The expectation here would be that this is a back and forth pattern since that is something you've used a ton in this map, however it's not exactly that. It's confusing to read and stands out as a strange pattern.

01:06:607 (1,1,1) - Kinda difficult to read as 1/3 when the only thing that's different is the NCs and those haven't been associated with 1/3. There's really only one way that you could make this easier to read and that would be by changing the spacing between them. Tbh you could proly leave it as is as well.

Also, stack leniency is unrankable if below 3, so put it up to 3 if you intend to rank this.

Don't worry about the wall of text, the map is still pretty good, and a lot better than a lot of maps.

[Kuujinn Insane]
00:46:107 (1,1,1) - Is this merely for the transition into the drop or do you have some other reason?

Unfortunately there's a little bit of a big problem regarding structure in this diff. The drop is not much more difficult than a section in the beginning and as a result, the structure is comprimised. The drop is nothing special compared to that one section (00:22:607 (1) - )

Also stack leniency has to be at least 3 to be able to rank this.

[Hard]
Nothing much to see here.

Below here we start to have some miniscule spread problems, considering how much 1/4 is used in the hard, normal should have some 1/2 and it does. But the easy contains no 1/2 as far as I saw, which is the problem. There's a harsh difference between the easy and normal in this case, and even at this BPM of 180, it would not be crazy to put some occasional 1/2 in the easy.

Good luck with this map!
Topic Starter
Arutsuki

Owens wrote:

Hi, from my queue !

[Hard]
00:10:607 (1) - I think you should place it as an equilateral triangle with 00:09:941 (1) - and 00:10:274 (2) - , like this. It still gets the same DS, but looks better imo. (Btw i think this pattern is a bit too hard) fixed
00:15:107 (2) - this blanket can be easily improved fixed
00:30:607 (1,2,1) - isn't this too hard ? everyone keeps saying this :< I dont think so since all you gotta do is hold the sliderhead, no movement needed within each slider so it kinda works like 1/2 sliders
00:31:941 (6) - I'll suggest you to map the other voice, with sliders. This one you mapped is a bit confusing imo, i had to listen like 3-4 times to understand why you did this xD I mapped it cuz it stood out, the other voice is almost unnoticable right there imo
00:39:774 (4) - maybe you should stack this one with the end of 00:38:941 (2) - ? that actually does look better o:
00:49:274 (1) - i get you prefer place objects next to each other instead of stacking it, but here it feels very weird for me I like that overlap :<
01:17:274 - You should put something here imo xD some ppl metioned before, fixed now

Damn, was hard to find theses... The diff looks really cool, good job ! thanks!

[Extra]
00:10:941 (5) - I think you should NC this the 2 before were NCd cuz they were seperated streams, this is still a part of the same stream so I kept it without nc
00:17:774 (3,4,5) - I suggest you to use the same DS you used here 00:17:107 (9,10,1) - hmm it felt like the 2nd one is less pitched but might just be me
00:19:441 (1,2,4) - I know you usually don't stack but, here that feels weird (again xD) :< I like how it looks
00:26:774 (2,3,4,5) - Daaamn, this is painfull dude, i don't think it's a good idea D: I'm just following the music tho D:
00:30:941 (5,6,7,8) - theses 4 notes should have the same spacing, and then getting more (or less) spaced here 00:31:274 (1,2,3,4) - . Thats what you almost did but 00:30:857 (4,5,6,7,8) - have not the same spacing tho made them gradually lower the spacing since that's what the music does kinda
00:43:274 (1,2,3,4) - This is ok but you should have increase the spacing here 00:43:607 (5,6,7,8) - Something like this same as above, it gets gradually lower to match the sound it follows
00:47:941 (1) - I don't like how it's placed it's to represent the same sound just pitched a bit lower
01:01:941 (1) - ^
01:09:274 (5) - fix blanket done

Hell yeaaah, i love this one, this is sick !

[General]
I didn't really find issues on Easy and Normal diffs, and since i'm bad at low SR mapping, i can't suggest anything. The whole map looks really good i love it. Good luck ranking this man ! thanks a lot!

Atsuro wrote:

Hello from Mexico


Extra
  1. 00:05:107 (6) - Don't see the reason for this being a 1/6 repeat, it doesn't represent a sound on the song so just adding a 1/4 slider would do the same. Also, these 00:04:774 (5,1) - are not stacked 8^) I think a kickslider wouldnt represent the sound too well, sounds like a short buzz fits better, and fixed the stack
  2. 00:11:107 - Pretty sure this is an unrankable issue (i'd need some confirmation), using volume low to the point of it not being audible gives no feedback to the player and is just annoying to play. Also, the song doesn't reduce it's volume or changes itself to warrant lowering the volume until this one 00:11:274 (1) - the music kinda seems to slowly disappear (?) I thought the volume would make a cool effect to complement that but I upped the overal volume of that decrease
  3. Actually, the inaudibility is a problem on the whole map, the hitsound samples you use in some notes blend in way too much with the song so the feedback given to the player on the clickable notes is null. Note that only the clickable notes need to be audible, slider ends are another thing. still trying to work out good hitsounds to use it's a pain in the a
  4. 00:19:107 (1) - Since you are following the piano on this pattern i'd suggest making this slider end clickable, make it shorter and add a circle. but I dont hear any piano on the sliderend as much as I try
  5. 00:26:774 (2,3,4) - I'm pretty sure there isn't a 1/6 sound here, if anything it sounds like 1/8 but it's just a buzzing sound tbh. it's the same sound as 00:26:107 (5) - , just higher pitched
  6. 00:28:607 - You're skipping a rather important beat here, i see what you're going for here but you've been mapping that section up until this point following this kind of sounds and you suddenly decide to ignore this one. Pattern suggestion https://osu.ppy.sh/ss/8215258 the whole rest of the section there was more than one sound playing, plus the main focus was on the vocals. when they stopped here so suddenly, only the bg beat followed and it kinda felt as the music stopping for that one moment, so I did the same on the playfield. (I should just keep this as a copy paste reply)
  7. 00:54:274 (1,2,1,2,1) - The circular flow with the big jump in the middle seems a bit forced, especially the movement from the last circle to the slider since it's a pretty sharp turn. I found that something like this https://osu.ppy.sh/ss/8215183 flows more natural. in relation with 00:53:941 (6,7,8) - , that would flow pretty bad imo, wide angles + streamjumps doesnt sound too good :<
  8. 01:01:774 (4,1) - This plays kind of weird since you break the cool flow you had going on here while the song doesn't imply that (it keeps the rhythm consistent). The other instances where you use this pattern it works since the song either lowers the pitch of the sound (like here 00:47:774 (8,1) - ) or it changes itself. this is the same as the other instance you linked tho, same sound with lower pitch + it works as a nice transsition to the next set of sounds
Hard
  1. 00:19:274 - This skipped downbeat feels weird, i know that you want to emphasize the higher pitched piano on note 5 but this throws off-rhythm some players of these difficulties and imo it's better to keep this on beat here. I'd just make a 1/2 slider I'll see if more people mention it but I'd really like to keep it cuz of the said emphasis, I saw some 3* players sightread this with no problem
The diff gap between normal hard feels a bit big tbh. The hard has a lot of elements that belongs to an insane which is fine, since the insane has some extra elements, but the normal also needs some bumping up on it's difficulty to match that difficulty increase from hard and insane.

Osuology wrote:

sorry I'm late, from my queue Huge Mod Incoming!!! woah nelly

I'm modding the extra because I feel like it so ye

[Extra]
00:04:107 (3,4) - Why do these two not overlap? The previous pattern involving these kind of sliders did have one, and I can see no reason behind bringing some chaos and tension into your map by not following patterns. I think it works since the sound is going higher pitched so spacing is going higher too, plus the slider shape is the exact same so it shouldnt be chaotic

00:06:607 (3,4) - Switching circular flow direction? The situation in the song here might be involving tension as we slowly go towards the release of energy but there's two problems that would become obvious because of this decision: 1. The pairs of sliders have comfortable circular flow, even though tension is changing throughout every beat. 2. Some of this buildup section doesn't show any flow changes and as a result, the flow changes slowly become something that doesn't matter and doesn't change the tension of your map at all because it seems random. If you want to fix this, read on further before you fix it because it might be a waste of your time to fix this. I'd say the tension is still the same, it only starts getting more intense where the jumps start imo. For flow, I dont think it really matters here in particular, I just changed it cuz that felt more comfortable than doing the same movement over and over to me. Also object placement wouldn't really be ideal if the sliders kept the same flow forever

00:07:607 (2,3,5,6) - Could make these back and forths so that the later pattern that is back and forths fits in, but then again, we're trying to involve tension during this section, so honestly it's best the way it is. also keeping it cuz they're the same exact sounds, doesnt really feel like too much movement should be involved

00:11:941 (1) - You should honestly put a timing section here to reset where the measures are and stuff, it makes more sense according to how the song goes as well. done!

00:14:107 (6,7,8) - Here is yet another contradiction in flow, yet it works because it leads up to the start of a new measure, which is structural. as mentioned above, flow doesnt always have to be circular to play good

00:14:607 (1,2) - This flow pattern is nothing like the first one you did involving this slider. the sliderend is put in a place where the player can just ignore it and move from the slider at the red anchor, and in that area of the playfield I dont think it would work well to put the circle like I did previousy

I'm going to assume from this point that you intended to focus the map on aesthetics rather than flow from this point onwards. Though you could've involved both together, it's not necessarily wrong to prioritize certain mapping concepts over others. I don't think you could fix the entire problem anyway without redesigning the map as a whole, which would be a waste of a good map that I believe is rankable. Flow is actually always my main intention,
seems I've been doing it wrong by what you're saying :< I think it flows good for the reasons I stated above


00:17:941 (5,6,7,8,1) - This pattern is not really seen in the map, and there's no reason to involve any tension at this moment in the song. Try using a pattern you use in this section right here. it's mapped according to the song, the piano stands out there and so do the objects accordingly,
it would feel dumb to me to ignore such a sound and only map the background beat


00:30:607 (1,2,3,5,6,7) - Here at the 5-6-7 the same sound can be heard so why not use the 1/8 sliders? Try slowing the song down and listen carefully, the first 3 sliders are where the sound actually does cover the 1/8 rhythm. Past that point despite it being the same sound, it covers only the 1/4 ticks

00:33:274 (1) - You kinda make the section here active by putting a lot of hitcircles and big distances which is not really accurate to the song considering the energy really drops here in the song. Filling some of them in with sliders and reducing some of the distances would help a lot. I'll keep this in mind, though I really don't think the spacing is too big relative to the other parts of the song. Also this section differs a lot in terms of rhythm density, it's pretty much just simple 1/2s with 1/4 bursts all the way through.

00:47:607 (7,8,1,2) - The expectation here would be that this is a back and forth pattern since that is something you've used a ton in this map, however it's not exactly that. It's confusing to read and stands out as a strange pattern. It's easily readable imo, and it's there to reflect what the music is doing, 00:47:774 (8,1) - these are the same sounds with (1) being pitched a bit lower, plus it emphasizes 00:48:107 (2) - via movement

01:06:607 (1,1,1) - Kinda difficult to read as 1/3 when the only thing that's different is the NCs and those haven't been associated with 1/3. There's really only one way that you could make this easier to read and that would be by changing the spacing between them. Tbh you could proly leave it as is as well. lowering the spacing wouldnt represent the sound too well, and it would make it look even messier than it is rn

Also, stack leniency is unrankable if below 3, so put it up to 3 if you intend to rank this. 0.2 is rankable tho

Don't worry about the wall of text, the map is still pretty good, and a lot better than a lot of maps. :> thanks!

[Hard]
Nothing much to see here.

Below here we start to have some miniscule spread problems, considering how much 1/4 is used in the hard, normal should have some 1/2 and it does. But the easy contains no 1/2 as far as I saw, which is the problem. There's a harsh difference between the easy and normal in this case, and even at this BPM of 180, it would not be crazy to put some occasional 1/2 in the easy. I'll leave it be for now since nobody else mentioned this, if more people agree on it i'll change it

Good luck with this map!
thanks for modding!
7ambda
[Easy]
  1. 00:05:274 (3) - 00:05:107 sounds like it should be prioritized over 00:05:274, since 00:05:274 only sounds like a continuation of 00:05:107.



  2. 01:17:274 (3) - sounds more unique than the rest of the combo, so NC. it would also keep your combos more consistent with the section after the kiai
[Normal]
  1. 00:32:441 (5) - Ending on the highest pitch sounds weird since it's passive. It'd be more preferable if you added a repeat so that the slidertail lands on the same sound that you started the slider with. also, equal rhythm gaps
[Hard]
  1. 00:56:440 (4) - why do you have this pointing away from (5)? i know it's only slight, but it would look better if it overlapped the same way as 00:55:941 (1,2)
[Insane]
  1. 01:05:274 (1) - would better follow the music if you extended to red or blue tick
Darkaster

F1r3tar wrote:

[Normal]
  1. 00:32:441 (5) - Ending on the highest pitch sounds weird since it's passive. It'd be more preferable if you added a repeat so that the slidertail lands on the same sound that you started the slider with. also, equal rhythm gaps ? Link doesn't seem to work for me!
Topic Starter
Arutsuki

F1r3tar wrote:

[Easy]
  1. 00:05:274 (3) - 00:05:107 sounds like it should be prioritized over 00:05:274, since 00:05:274 only sounds like a continuation of 00:05:107.


    you're right, that actually fits pretty well, but then I have no idea how to arrange that rhythm on the playfield without remapping the whole thing
  2. 01:17:274 (3) - sounds more unique than the rest of the combo, so NC. it would also keep your combos more consistent with the section after the kiai
done!

[Hard]
  1. 00:56:440 (4) - why do you have this pointing away from (5)? i know it's only slight, but it would look better if it overlapped the same way as 00:55:941 (1,2) it's the same with 00:56:107 (2) - pointing away from (3), and it's done to keep the direction of where the player moves,
    which is done consistently in the map:00:31:941 (6,7) - 01:01:274 (1,2,3,4,5) -
thanks for modding!
7ambda

BlanKo wrote:

Link doesn't seem to work for me!


if that doesn't display, use this Imgur link
Kujinn
Sorry took so long. I accidentally closed tab on chrome and didn't know how to bring it back lol. Apparently all I needed to do was Ctrl-Shift-T -__-

No reply means applied :3

Kyuukai wrote:

All applied ~
Insane
00:11:191 (10,1) - Distance is too high I guess, if you want to make a jump into the slider, replace thoses 00:11:108 (9,10) - by a 1/4 slider
00:38:441 (4,1) - increase the spacing to emphasize the nc
00:46:107 (1,2,3) - NCs are not needed here
01:01:274 (1,2,3,4,5,6) - why are you not doing the same as you did there 00:55:941 (1,2,3,4) -

Owens wrote:

[Kujinn's Insane]
00:02:607 (1) - I don't like that this beat isn't clickable, i think it should be. You made every similar song clickable, why not this one ? I don't think it needs to be.
00:06:941 (4,1) - This is exactly the same sounds as 00:06:274 (2,3) - , this shouldn't be more spaced
00:08:607 (1,2,3,4,1,2,3,4) - I don't understand this jump structure at all. Is there even a structure or it is just randomly placed ? Some structure has to get an inconsistant DS, but here, it just feels random to me well, its supposed to be a rotating star like pattern with increase size after new combo, but some things just aren't that obvious. I'll consider fixing it.
00:10:607 (3) - + 00:10:941 (7) - NC ? why?
00:19:941 (1) - Fix Blanket
00:20:774 (3,4,1) - That flows terrible imo :/ fixed slightly
00:21:941 (1) - Why skip this triple ? Even in hard diff, this isn't skiped :p
00:23:274 (3,4,5) - Isnt it more rounded than 00:23:441 (5,6,7) - ?
00:32:941 (3,4,5,6) - I think it's way too hard for an insane diff, and it's a lot harder than everything you did before
00:38:607 (1) - I don't like how this shape flows with previous pattern, idk how to say, it looks "broken" (lol wtf im saying). I think you can improve it
00:56:607 (5) - Maybe blanket this with 00:56:440 (4) - ? think it plays better if I don't
00:59:274 (4) - NC ?
01:02:441 (6) - try to place it to X=138 Y=312
01:03:524 (6) - This definitly should be clickable i dunno, I find its best represented the way it is.
01:03:524 (6) - X=336 Y=16
01:14:274 (5) - Ctrl+G, fit way better with the song and looks better imo
01:16:607 (3) - NC ?

Cool diff, was fun to play it :D (https://osu.ppy.sh/ss/8209332) Thanks!

Atsuro wrote:

All Applied

Insane
  1. 00:54:274 (4,5) - It makes me sad that you ignore this really intense 1/4 rhythm and just map it with jumps D^8 https://osu.ppy.sh/ss/8215300 How about this to "kind of" map it?
  2. 00:46:107 (1,1,1) - Why do u people like to new combo spam when only one is enough lol it looks ugly, not really a suggestion but aaa
  3. 00:47:191 (4) - Not mapping a triple here does a better job of emphasizing both synth notes since normally the most emphasized note of a triple is the last one. So yeah, consider deleting this one.
  4. 00:48:107 (2) - You're skipping a drum beat on the white tick while the blue one is mute, make the slider end on the previous one plz
  5. 01:09:941 (1,2) - Use a 1/4 slider here since the 1/4 thingie doesnt start until circle 3?
    There are some weird overmapped triples (like 00:25:107 (1,2) - ) but they're at least consistent so yeah they'll get a pass
    Simple yet effective

Osuology wrote:

[Kuujinn Insane]
00:46:107 (1,1,1) - Is this merely for the transition into the drop or do you have some other reason?

Unfortunately there's a little bit of a big problem regarding structure in this diff. The drop is not much more difficult than a section in the beginning and as a result, the structure is comprimised. The drop is nothing special compared to that one section (00:22:607 (1) - )

Also stack leniency has to be at least 3 to be able to rank this.

Made a few adjustments to intensity to try and improve this.

F1r3tar wrote:

[Insane]
  1. 01:05:274 (1) - would better follow the music if you extended to red or blue tick
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osu file format v14

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TitleUnicode:-BWW SCREAM-
Artist:Giga
ArtistUnicode:れをる
Creator:Arutsuki
Version:Kujinn's Insane
Source:
Tags:BlanKo Kujinn
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Darkaster

F1r3tar wrote:

BlanKo wrote:

Link doesn't seem to work for me!


if that doesn't display, use this Imgur link
Thanks for modding and replying back. I don't think it sounds weird in my opinion and I actually like how it sounds. I'll wait for some feedback about it.

Aru, no change!
Akitoshi
from q

Easy
  1. 00:30:607 (3) - NC here for measure consistency with 00:22:607 (1,2) -
  2. 00:27:274 (3,1,2,3) - would you mind to move these to the right for avoiding almost-touching sliders on 00:26:607 (2,1) - ?
  3. 00:39:274 (2,4) - ok i get it how you removed DS for the instrument's pitch but hey why not creating squares instead for not breaking DS as it's still low diff? Try moving 00:39:941 (3) - to 87|218 and 00:40:607 (4) - to 207|367 for ez square structure
  4. 00:47:607 (2,1) - uhh since you did back-and forth for several times already (i.e 00:43:941 (1,1) - 00:27:941 (1,3) - etc) why not stack them as well?
BlanKo's Normal
  1. 00:00:608 (1,2) - between 00:03:274 (1,2) - this should be same object pattern for consistency uwu
  2. 00:09:274 (2) - try 2 circles since there's a looong slider incoming on 00:09:941 (3) -
  3. 00:51:941 (1,2,3) - this overlaps for normal is kinda meh, this will be kinda personal but I'll put upward 00:51:607 (6) - then I'll put this 00:51:941 (1,2,3) - like this
  4. 01:01:274 (4,5,6) - isn't should be same rhythm with 00:59:941 (1,2,3) - ? The instruments here sounds almost same tbh
  5. 01:09:274 (7) - NC here already cuz it's 2 measures alreadyyyyy
  6. 01:11:941 (3) - unsnapped by 1 or 2ms lmao, just drag a bit with ur mouse then it's gonna b ok
Hard
  1. 00:10:940 (2,3,4,5,6,1) - this is really questionable for hard tbh...as it's huge spike from normal diff in terms of density. Recommended to be nerfed on those 1/4 spams or I would at least unstack the 00:11:607 (1) - for less confusing
  2. 00:45:274 (1,2) - people would think it's 1/2 rhythm, would u mind to move 00:45:774 (2) - further away from 00:45:274 (1) - ?
  3. 00:47:941 (1,2) - would manual stack like 00:31:941 (6,7) - for some higher pitch stuffs on 00:48:107 (2) -
Kujinn's Insane
  1. 00:10:607 (3) - NC for indicating circles?
  2. 00:37:607 (1) - why not 1/6 for brr sound? or 1/8 idk, as 00:42:607 (1) - is 1/8
  3. 00:48:607 (4) - uhh triples instead? u just skipped strong sound on 00:48:691 -
  4. 01:02:107 (6) - circles + 1/2 slider works better to make the clap on 01:02:274 - clickableeeee
im lazy for extra (told you on queue for dont expect to mod all diffs) xddd sorry
goodluck!

edit : also look AiMod for Kujinn's diff
Darkaster

Akitoshi wrote:

from q

BlanKo's Normal
  1. 00:00:608 (1,2) - between 00:03:274 (1,2) - this should be same object pattern for consistency uwu Fixed
  2. 00:09:274 (2) - try 2 circles since there's a looong slider incoming on 00:09:941 (3) - But why 2 circles?
  3. 00:51:941 (1,2,3) - this overlaps for normal is kinda meh, this will be kinda personal but I'll put upward 00:51:607 (6) - then I'll put this 00:51:941 (1,2,3) - like this Fixed
  4. 01:01:274 (4,5,6) - isn't should be same rhythm with 00:59:941 (1,2,3) - ? The instruments here sounds almost same tbh Fixed
  5. 01:09:274 (7) - NC here already cuz it's 2 measures alreadyyyyy Fixed
  6. 01:11:941 (3) - unsnapped by 1 or 2ms lmao, just drag a bit with ur mouse then it's gonna b ok Fixed
Thanks for modding! :)

13/06/2017
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 43274
Countdown: 0
SampleSet: Normal
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
DistanceSpacing: 1.1
BeatDivisor: 4
GridSize: 32
TimelineZoom: 3.099999

[Metadata]
Title:-BWW SCREAM-
TitleUnicode:-BWW SCREAM-
Artist:Giga
ArtistUnicode:れをる
Creator:Arutsuki
Version:BlanKo's Normal
Source:
Tags:BlanKo Kujinn
BeatmapID:1265151
BeatmapSetID:573263

[Difficulty]
HPDrainRate:4
CircleSize:3.5
OverallDifficulty:4
ApproachRate:5
SliderMultiplier:1
SliderTickRate:1

[Events]
//Background and Video events
0,0,"51103549_p0.png",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

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42607,-100,4,1,1,70,0,0
46607,-100,4,1,1,70,0,1
65274,-100,4,1,1,70,0,0


[Colours]
Combo1 : 197,124,124
Combo2 : 139,124,154
Combo3 : 192,192,192
Combo4 : 157,68,238
Combo5 : 194,90,187
Combo6 : 64,55,217

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290,226,77107,2,0,L|222:231,1,50,8|4,0:0|0:0,0:0:0:0:
-Kazuto
Placeholder mod w
-Mo-
A bit late but here you go

General
- 00:11:941 - Kujinn's Insane is missing a red timing point here.
- Also any particular reason why Kujinn's has different combo colours to all of the other difficulties?
- Kiais are inconsistent between Arutsuki's diffs, Easy doesn't have the extra kiai bursts at the end.
Unused Hitsounds
normal-hitclap2.wav
normal-hitclap3.wav
normal-hitfinish2.wav
normal-hitnormal2.wav
normal-hitwhistle2.wav
normal-hitwhistle3.wav

Easy looks clean.

BlanKo's Normal
- Watch that the Unicode artist is fixed when you go to update this diff.
- 00:26:607 (5) - I don't know what happened here but for some reason the hitsounds on this note are completely silent. I guess just delete it and replace it.
- 00:53:771 - It feels suitable to place a circle here in my opinion to match the 1/2 rhythm in the song and since this part feels relatively too calm in terms of rhythm density.
- 00:54:607 - I think the NC was supposed to be here, which would mean
- 00:51:940 - 00:55:940 - Removing the NC from these notes.

Hard
- I'm not too sure about the use of 5-note steams in this diff, since it kind of increases the difficulty jump between Normal and Hard by quite a bit, and 5-note streams are very high level in themselves in terms of a Hard difficulty.
- 00:15:107 (2,3) - I don't really think overlapping the slider tail by this much is a good idea, since it looks a bit weird and can affect reading. If you want to keep the flow then increasing the spacing a little bit for these beats will probably work. This applies to quite a few other places in this difficulty too. - 00:58:774 (4) - 01:04:107 (4) - I think puting an NC on these would be a good idea so it's easier to recognise the gap in the rhythm.

Kujinn's Insane looks clean, just check the stuff I mentioned in general.

Extra
- 00:05:274 (1,1,1) - 00:18:607 (1,1,1) - This current spacing doesn't really show that these are 1/4 apart very well when placed in the middle of a 1/2 section, since this sort of pattern is most commonly used for 1/2 timing. I would suggest using a different pattern with smaller spacing between the heads and tails.
- 00:26:774 (2,3,4) - This is the only 1/6 stream in the map, so I don't think it's worth using it since it just feel like a really random difficulty spike that most players will miss on. I would stick to mapping the 1/6 to a reverse slider.
- 00:39:941 (1,2) - I don't think this jump between the 1/3 sliders is necessary since it adds too much pressure without there being a need according to the music.
- 00:53:941 (6,7,8) - I would probably place this triple around (330, 180) so that the jump from this into the jump stream 00:54:274 (1,2,1,2) is less harsh and gives some more control back to the player.
- 01:09:274 (5) - This should probably be NC'd for the downbeat and the slight change in the music.
Gloria Guard
Hello From my queue.

[General]

The check timing point :P

You must be the change Artist name to キガ not れおる


[Easy]

■ 00:05:274 (3) - I don't understand this slider rhythm. because you already to made the same rhythms 00:02:607 (3) before. I think you have to consistecy the rhythms.
■ 00:53:274 (3,4,1) - The patterns is make sense really bad. I think you try to make some symmetry and more improve clean shape is better.
■ 01:05:274 (1) - This is note don't need to normal custom sound here. I recommend to put the soft custom sound here.


[Blanko's Normal]

Good, i guess zz


[Hard]

■ 00:24:440 (6,7) - Why did you choose this rhythm? these notes do not have a clear rhythm also Suddenly reduced rhythms have a negative effect on the player. and You've already created a smooth 1/2 rhythms before. Then I think it is right to create a consistent rhythm.
■ 00:30:940 (2) - The slider head missing clap and 00:31:607 (5) this slider too.
■ 00:50:274 (4,5) - Why you make the low spacing this part. You should be consistent to note spacing.
■ 01:05:940 (1,2) - Why you used the other spacing? You already to make the other spacing 01:05:274 (1,1) here. also i think don't need NCs this slider. because it's really small speed SV and I don't thinking this slider reading is so hard. and The player can fully understand this slider speed difference.
■ 01:09:274 (7) - Add NC this slider.


[Kujinn's Insane]

■ 00:05:107 (2,3) - There is a normal 2/1 rhythm here. 00:05:107 - 00:05:274 and 00:05:441 - 00:05:607 here. I think it is better to make the rhythm accurate for the player. because In order not to confuse the player
■ 00:10:941 (7) - You have to put NC this note. The player can recognize stream distance changes then


[Extra]

■ 00:10:941 (5) - I recomeend this note put NC. because The distance of the stream has increased. If you put NC here, The players read this stream distance change

Good Luck.
Topic Starter
Arutsuki

Akitoshi wrote:

from q

Easy
  1. 00:30:607 (3) - NC here for measure consistency with 00:22:607 (1,2) - done
  2. 00:27:274 (3,1,2,3) - would you mind to move these to the right for avoiding almost-touching sliders on 00:26:607 (2,1) - ? I'll keep them unless someone else points them out, but it's either this or bad blankets so it's gonna get shit at anyway :<
  3. 00:39:274 (2,4) - ok i get it how you removed DS for the instrument's pitch but hey why not creating squares instead for not breaking DS as it's still low diff? Try moving 00:39:941 (3) - to 87|218 and 00:40:607 (4) - to 207|367 for ez square structure I get why ds would be a problem but nobody is gonna misread an overlap like that, plus the square would ruin the symmetry this section has :v
  4. 00:47:607 (2,1) - uhh since you did back-and forth for several times already (i.e 00:43:941 (1,1) - 00:27:941 (1,3) - etc) why not stack them as well? fixed
Hard
  1. 00:10:940 (2,3,4,5,6,1) - this is really questionable for hard tbh...as it's huge spike from normal diff in terms of density. Recommended to be nerfed on those 1/4 spams or I would at least unstack the 00:11:607 (1) - for less confusing the song doesn't really support a higher density normal, and here it fits really well I think. I'd change the last 3 notes into a return slider or something if necessary, but I can't arrange it to fit good visually
  2. 00:45:274 (1,2) - people would think it's 1/2 rhythm, would u mind to move 00:45:774 (2) - further away from 00:45:274 (1) - ? the rhythm is already introduced with 00:43:940 (1,2) - , plus it's a slider so no 100s from misreading it
  3. 00:47:941 (1,2) - would manual stack like 00:31:941 (6,7) - for some higher pitch stuffs on 00:48:107 (2) - hmm the movement kinda already emphasizes that pitch, the lower sound has no movement but when you click the higher sound, you gotta move again
im lazy for extra (told you on queue for dont expect to mod all diffs) xddd sorry
goodluck! thankyoiou!

edit : also look AiMod for Kujinn's diff

-Mo- wrote:

A bit late but here you go

General
- 00:11:941 - Kujinn's Insane is missing a red timing point here. fixed
- Also any particular reason why Kujinn's has different combo colours to all of the other difficulties? o snap I forgot
- Kiais are inconsistent between Arutsuki's diffs, Easy doesn't have the extra kiai bursts at the end. Is it necessary on the easy? it doesn't have nearly as many notes there so it seems kinda pointless to put kiai for those bursts.
Unused Hitsounds
normal-hitclap2.wav
normal-hitclap3.wav
normal-hitfinish2.wav
normal-hitnormal2.wav
normal-hitwhistle2.wav
normal-hitwhistle3.wav will remove

Easy looks clean. looks slik8

Hard
- I'm not too sure about the use of 5-note steams in this diff, since it kind of increases the difficulty jump between Normal and Hard by quite a bit, and 5-note streams are very high level in themselves in terms of a Hard difficulty. I've seen a few people on that level play it and they handled it just fine :< I'd change it just for the difficulty jump, but I don't really know how to change/arrange everything without making it look ugly and messy.
- 00:15:107 (2,3) - I don't really think overlapping the slider tail by this much is a good idea, since it looks a bit weird and can affect reading. If you want to keep the flow then increasing the spacing a little bit for these beats will probably work. This applies to quite a few other places in this difficulty too. Same as above, seen people handle it without a problem so reading shouldn't be a concern there, plus it's consistent across the diff
- 00:58:774 (4) - 01:04:107 (4) - I think puting an NC on these would be a good idea so it's easier to recognise the gap in the rhythm. good idea, done

Extra
- 00:05:274 (1,1,1) - 00:18:607 (1,1,1) - This current spacing doesn't really show that these are 1/4 apart very well when placed in the middle of a 1/2 section, since this sort of pattern is most commonly used for 1/2 timing. I would suggest using a different pattern with smaller spacing between the heads and tails. I'll change it if more people mention the spacing, but I think the NCs should be enough to indicate a rhythm change
- 00:26:774 (2,3,4) - This is the only 1/6 stream in the map, so I don't think it's worth using it since it just feel like a really random difficulty spike that most players will miss on. I would stick to mapping the 1/6 to a reverse slider. I thought the "spike" would fit since it's the same sound as 00:26:107 (5) - but with a lot higher pitch which stands out
- 00:39:941 (1,2) - I don't think this jump between the 1/3 sliders is necessary since it adds too much pressure without there being a need according to the music. there's no real change in music but I think it flows more naturally like this than having to stop for a whole beat, I decreased the spacing a bit tho
- 00:53:941 (6,7,8) - I would probably place this triple around (330, 180) so that the jump from this into the jump stream 00:54:274 (1,2,1,2) is less harsh and gives some more control back to the player. done!
- 01:09:274 (5) - This should probably be NC'd for the downbeat and the slight change in the music. done as well!

Gloria Guard wrote:

Hello From my queue.

[General]

The check timing point :P

You must be the change Artist name to キガ not れおる I'll change it, but not sure since the ranked set on this has れおる


[Easy]

■ 00:05:274 (3) - I don't understand this slider rhythm. because you already to made the same rhythms 00:02:607 (3) before. I think you have to consistecy the rhythms. I wanna cover the more important sounds, and making it a reverse to cover all of them would mess up the arrangement
■ 00:53:274 (3,4,1) - The patterns is make sense really bad. I think you try to make some symmetry and more improve clean shape is better. I like it visually better than making them symmetric :< they work the same way
■ 01:05:274 (1) - This is note don't need to normal custom sound here. I recommend to put the soft custom sound here.


[Hard]

■ 00:24:440 (6,7) - Why did you choose this rhythm? these notes do not have a clear rhythm also Suddenly reduced rhythms have a negative effect on the player. and You've already created a smooth 1/2 rhythms before. Then I think it is right to create a consistent rhythm. these are consistent through the diff tho, same vocals get those same circles, plus it's better than endlessly spamming 1/2 sliders
■ 00:30:940 (2) - The slider head missing clap and 00:31:607 (5) this slider too. didn't put bg beat hitsounds on those cuz I wanna emphasize the vocal stream
■ 00:50:274 (4,5) - Why you make the low spacing this part. You should be consistent to note spacing. the sound goes to a lower pitch than the rest, also it's not really all that different
■ 01:05:940 (1,2) - Why you used the other spacing? You already to make the other spacing 01:05:274 (1,1) here. also i think don't need NCs this slider. because it's really small speed SV and I don't thinking this slider reading is so hard. and The player can fully understand this slider speed difference. I don't really understand what you mean with the spacing sorry
■ 01:09:274 (7) - Add NC this slider. done


[Extra]

■ 00:10:941 (5) - I recomeend this note put NC. because The distance of the stream has increased. If you put NC here, The players read this stream distance change it's easy enough to read as it is now I think

Good Luck.
thanks for modding!
Darkaster

-Mo- wrote:

BlanKo's Normal
- Watch that the Unicode artist is fixed when you go to update this diff.
- 00:26:607 (5) - I don't know what happened here but for some reason the hitsounds on this note are completely silent. I guess just delete it and replace it.
- 00:53:771 - It feels suitable to place a circle here in my opinion to match the 1/2 rhythm in the song and since this part feels relatively too calm in terms of rhythm density.
- 00:54:607 - I think the NC was supposed to be here, which would mean
- 00:51:940 - 00:55:940 - Removing the NC from these notes.
Fixed everything, thanks for modding! :)

16/06/2017
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 43274
Countdown: 0
SampleSet: Normal
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
DistanceSpacing: 1.1
BeatDivisor: 4
GridSize: 32
TimelineZoom: 3.099999

[Metadata]
Title:-BWW SCREAM-
TitleUnicode:-BWW SCREAM-
Artist:Giga
ArtistUnicode:れをる
Creator:Arutsuki
Version:BlanKo's Normal
Source:
Tags:BlanKo Kujinn
BeatmapID:1265151
BeatmapSetID:573263

[Difficulty]
HPDrainRate:4
CircleSize:3.5
OverallDifficulty:4
ApproachRate:5
SliderMultiplier:1
SliderTickRate:1

[Events]
//Background and Video events
0,0,"51103549_p0.png",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
608,333.333333333333,4,2,0,70,1,0
5941,-100,4,1,1,70,0,0
10941,-100,4,1,1,65,0,0
11024,-100,4,1,1,60,0,0
11107,-100,4,1,1,55,0,0
11191,-100,4,1,1,50,0,0
11274,-100,4,1,1,100,0,0
11607,-100,4,1,1,70,0,0
11941,333.333333333333,4,1,1,70,1,0
33274,-100,4,2,1,90,0,0
42607,-100,4,1,1,70,0,0
46607,-100,4,1,1,70,0,1
65274,-100,4,1,1,70,0,0


[Colours]
Combo1 : 197,124,124
Combo2 : 139,124,154
Combo3 : 192,192,192
Combo4 : 157,68,238
Combo5 : 194,90,187
Combo6 : 64,55,217

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Kujinn

Gloria Guard wrote:

[Kujinn's Insane]

■ 00:05:107 (2,3) - There is a normal 2/1 rhythm here. 00:05:107 - 00:05:274 and 00:05:441 - 00:05:607 here. I think it is better to make the rhythm accurate for the player. because In order not to confuse the player I wouldn't say this rhythm is inaccurate, but more simplified I guess.
The main sounds are on 00:05:274 - 00:05:524 - 00:05:774 - , so representing it with a repeat slider would be more effective at least in my opinion.

■ 00:10:941 (7) - You have to put NC this note. The player can recognize stream distance changes then yep
Thanks!

Also, @Arutsuki, I would also suggest to change Artist name to キガ since its the Japanese spelling for Giga.

pandas
osu file format v14

[General]
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AudioLeadIn: 0
PreviewTime: 43274
Countdown: 0
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[Metadata]
Title:-BWW SCREAM-
TitleUnicode:-BWW SCREAM-
Artist:Giga
ArtistUnicode:れをる
Creator:Arutsuki
Version:Kujinn's Insane
Source:
Tags:BlanKo Kujinn
BeatmapID:1289725
BeatmapSetID:573263

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Shunao
ok let's go

nm from Queue

[Easy]
  1. 00:02:607 (3) - lower it for that the player have a fluid movement and more readable to follow
  2. 00:15:440 - 00:15:774 - 00:16:107 - why don't you map these strong sounds? I suggest this to more represent the music http://i.imgur.com/ECSpDxS.jpg?1
  3. 00:39:274 (2,4) - can you stack them, the overlap is not beautiful..
  4. 00:47:940 (3,1) - I would have make the opposite if you want to follow music even better. try this http://i.imgur.com/1sPBDn6.jpg?1
  5. 00:58:274 (2,1) - bad overlap
  6. 01:10:607 (3) - a slider renverse should be better http://i.imgur.com/2cpd8yY.jpg?1
[BlanKo's Normal]
  1. 00:05:107 (5,3) - stack them
  2. 00:15:940 (4) - it should be here 00:15:774 - to emphasis the continuity of strong sounds here 00:15:107 - and 00:15:440
  3. 00:17:107 - add a note like i said ^
  4. 00:21:274 (4) - it should be sliders 1/2 for emphasis the piano
  5. 00:41:774 - a 1/2 slider should be better
[Hard]
  1. 00:05:274 (2,1) - you can high the DS a little more, there is a other rythm
  2. 00:17:441 (1,2) - there is no reason to change ds
  3. 00:31:607 (5) - the red anchor should be better in the middle imo
  4. 01:01:941 (5,6) - stack them
  5. 01:09:940 (2,3,4,5) - it's not necessary to change ds
  6. 01:10:607 (1,2,3,4,5) - you can make some jumps more intense, don't you think?
sorry it's a little mod because it's the night so i'm going to bed lul (i wanted to finish the mod :p)

good luck!
Darkaster

ShogunMoon wrote:

[BlanKo's Normal]
  1. 00:05:107 (5,3) - stack them Fixed
  2. 00:15:940 (4) - it should be here 00:15:774 - to emphasis the continuity of strong sounds here 00:15:107 - and 00:15:440 I'm repeating the same pattern throughout this section of the song. Changing it would confuse new players.
  3. 00:17:107 - add a note like i said ^
  4. 00:21:274 (4) - it should be sliders 1/2 for emphasis the piano I think this 1/1 reverse slider works tho.
  5. 00:41:774 - a 1/2 slider should be better Maybe, I'll wait for some more feedback!
Thanks for modding!

19/06/2017
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 43274
Countdown: 0
SampleSet: Normal
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
DistanceSpacing: 1.1
BeatDivisor: 4
GridSize: 32
TimelineZoom: 3.099999

[Metadata]
Title:-BWW SCREAM-
TitleUnicode:-BWW SCREAM-
Artist:Giga
ArtistUnicode:れをる
Creator:Arutsuki
Version:BlanKo's Normal
Source:
Tags:BlanKo Kujinn
BeatmapID:1265151
BeatmapSetID:573263

[Difficulty]
HPDrainRate:4
CircleSize:3.5
OverallDifficulty:4
ApproachRate:5
SliderMultiplier:1
SliderTickRate:1

[Events]
//Background and Video events
0,0,"51103549_p0.png",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
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5941,-100,4,1,1,70,0,0
10941,-100,4,1,1,65,0,0
11024,-100,4,1,1,60,0,0
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11607,-100,4,1,1,70,0,0
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33274,-100,4,2,1,90,0,0
42607,-100,4,1,1,70,0,0
46607,-100,4,1,1,70,0,1
65274,-100,4,1,1,70,0,0


[Colours]
Combo1 : 197,124,124
Combo2 : 139,124,154
Combo3 : 192,192,192
Combo4 : 157,68,238
Combo5 : 194,90,187
Combo6 : 64,55,217

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Topic Starter
Arutsuki

ShogunMoon wrote:

ok let's go

nm from Queue

[Easy]
  1. 00:02:607 (3) - lower it for that the player have a fluid movement and more readable to follow done!
  2. 00:15:440 - 00:15:774 - 00:16:107 - why don't you map these strong sounds? I suggest this to more represent the music http://i.imgur.com/ECSpDxS.jpg?1 wouldnt that make the rhythm too dense tho? the piano does stand out but I chose the background beat here for the sake of making it easier
  3. 00:39:274 (2,4) - can you stack them, the overlap is not beautiful.. I think it is beautiful :<
  4. 00:47:940 (3,1) - I would have make the opposite if you want to follow music even better. try this http://i.imgur.com/1sPBDn6.jpg?1 same as before, I dont want the rhythm to be that dense everywhere, only some parts that feel like they need more movement
  5. 00:58:274 (2,1) - bad overlap I dont really know how to arrange it to keep the playability and stack at the same time, and I preferred how it plays against just a tiny overlap
  6. 01:10:607 (3) - a slider renverse should be better http://i.imgur.com/2cpd8yY.jpg?1 now its the opposite, a lot of clearly hearable sounds means I made the rhythm more dense, to follow the sounds better
[Hard]
  1. 00:05:274 (2,1) - you can high the DS a little more, there is a other rythm not sure what you mean
  2. 00:17:441 (1,2) - there is no reason to change ds fixed
  3. 00:31:607 (5) - the red anchor should be better in the middle imo I like that place for it tho, its consistent with these sliders throughout the map
  4. 01:01:941 (5,6) - stack them I like those overlaps tho :<
  5. 01:09:940 (2,3,4,5) - it's not necessary to change ds actually is here cuz higher pitched sound
  6. 01:10:607 (1,2,3,4,5) - you can make some jumps more intense, don't you think? they already are more spaced than the rest tho
sorry it's a little mod because it's the night so i'm going to bed lul (i wanted to finish the mod :p)

good luck!
thanks for modding!
BanchoBot
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