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*namirin - Mawaru Sora Usagi [OsuMania]

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SurfChu85

Asherz007 wrote:

"G#5S.wav" is unused, delete pls done

Do ensure that there's as little delay on the hitsounds as possible, as I do believe some of them are cutting it close.

So, uh, you have a .osb for storyboarded hitsounds and there's still storyboarded samples in the top diff... idk man, you're confusing me lol. If they're just going to be in all of the diffs, you can move them to the .osb. will tell ron

Okay, aside from that, I still have a fair few hitsound concerns. I'll try to catch as much as I can, but I'm human so bear with me if I don't find everything. I'll use the top diff as my reference point, else I'd be here forever.

To the hitsounder
Anything you don't understand/need more examples, feel free to ask.

Storyboarded hitsounds that increase the volume
Example: 00:17:162

Okay, so the issue I have here is essentially you're increasing the volume of a certain pitch, which is generally fine. However, in this circumstance, my concern is when the player misses the sound is played anyway, which ultimately doesn't provide correct feedback to the player. So the general solution to this would be to remove the sounds from the storyboard and increase the hitsound volume of the note in play since that is possible if that was the intention in the first place of having that particular pitch be significantly louder.

Higher-pitched sounds
Example: 02:23:162 (143162|0)

Higher pitches naturally come out a little quieter than other pitches, so these have a much higher tendency to blend into the audio. A simple solution is to just increase the volume for these hitsounds.

Pitch clashes
Example: 01:23:912 (83912|1) with the storyboarded hitsound

So essentially because of being so close together, these two notes are close to being dissonant, which isn't that nice on the ears. In addition to that, one of them shouldn't be there in the first place (I assume someone thought the chord change was in a different place to where it actually is. So going from the pattern I think I see, the storyboarded hitsounds are in fact correct and should replace the ones that are in play.

Inconsistent storyboarded hitsounds
Example: 01:01:662 compared to, say, 00:59:662.

A smaller issue, but I thought I'd bring this up generally because I don't know whether you want the bass to repeat every 4/1 or 2/1. Personally, I'd go with 2/1, but it's ultimately up to you, as long as some consistent pattern throughout this section is established. (It's probably also ok to remove these ones altogether if you so choose to do so)

Hitsound volume in general
Example: basically the kiais, especially after 02:09:162.

So, because everything here is at a flat combined volume of 62%, you're ignoring the musical intensity of the song. Fine when the audio is relatively quiet, but when the song gets naturally louder because it builds up etc., you'll find the hitsounds blend in a lot more. The idea of hitsounds, keep in mind, is to provide audible feedback, so if they're not doing that, then there's not really much point to it. My suggestion for this one would be to have another listen through to check whether they do blend a little too much, and increase the hitsound volume for those notes. This is by far the trickiest one to solve (something about subjectivity), but I believe that this will be an issue during louder sections of the song.

It might actually help given the volume balance to reduce the volume of the audio itself since I feel the keysounds are still going to be drowned out at the increased volume (I'm still struggling to hear the keysounds even with the audio at 50% and effects at 100%.)

Hitsound inaccuracies
Just a few things here that aren't actually accurate to the audio for some reason. Pointing them all out because I'm not sure whether it was intentional (more likely not though).

  1. 01:53:412 (113412|2,113912|3) - G#4 -> F#4
  2. 01:55:412 (115412|1,115912|1) - G#3 -> G#4/D#4
  3. 01:56:412 (116412|4,116912|4) - A#3 -> A#4/F4
  4. 01:57:412 (117412|5,117912|5) - G#4 -> F#4
  5. 01:59:412 (119412|0,119912|0) - G#3 -> G#4/D#4
  6. 02:00:412 (120412|5,120912|5) - A#3 -> A#4/F4... you get the idea.
  7. 02:21:662 - probably need an A#7 somewhere in this chord.
  8. 02:33:162 (153162|3) - A#6 -> F#5
  9. 02:33:662 (153662|2,153912|2) - Are these meant to be on the same octave? Like C7 and C#7?
  10. 02:34:162 (154162|0,154162|1) - G#5+F4 -> F4+F5
  11. 02:34:412 (154412|2) - I see what you're trying for here, but the sound in the audio is more or less inaudible, so I'd go for A#5 here again.
  12. 02:35:162 (155162|6) - G#5 -> G#6(?)
  13. 02:35:412 (155412|3) - D#7 -> C#7
  14. 02:35:662 (155662|0) - C#7 -> D#7
  15. 02:36:162 (156162|1) - G#6 -> A#6
...you know, that final LN section is completely confusing me now, so I have no idea what you were trying to do. Do make sure that dissonances don't appear.

Hitsound prioritisation on the lower diffs don't seem to have gone so well. Ideally the hitsounds should be inline with what you're following (in this case the bass line). Might sound a little weird otherwise if the player misses on the highlighted notes.
Okay, hopefully, my brain's still intact to look at the charts...

1|2|3|4|5|6|7

Easy
Just a couple of small things. (Might want to buff OD to 7 since there's not really much point with 6 'cus no LNs essentially)

  1. 01:18:662 (78662|2,78662|5,80162|2,80162|5) - Doesn't make much sense for these to be in the same columns imo. Could change that but perhaps not overly critical. moved the two LN's at cols 1 and 4,
  2. 02:45:162 (165162|6,165162|2,165674|6,165674|2,166187|5,166187|1,166700|4,166700|2,167213|1,167213|5) - Not quite sure why you've opted to go back to 1/1 doubles rather than continuing the 1/2 stream here. Mind providing some explanation? i put my focus on those backing tones,
    which i felt was stronger for some reason, changed it to the 1/2 stream

Usagi desu
  1. 00:57:662 - Okay, so remember what I was saying about shortening those LNs by 1/2? Well, basically that bass note repeats during the LN as it stands (hence the note in the storyboard). Whether you want to keep it as it is for aesthetics at this stage is up to you. i see what you mean now
  2. 01:14:662 (74662|5) - Feels a little strange imo to cut these short by 1/4 if there's no shield. Again up to you, but you could extend these by 1/4. (I would likely definitely do this for 01:16:162 (76162|2,76662|6) for some sort of non-shielded fill-in sort of thing.) done
  3. 02:09:162 - I actually have a mild concern about true difficulty progression between this and the Normal diff (because SR never works). Compared to the Normal diff, this is significantly harder in terms of both reading and playing (more than what's generally accepted I feel). Particularly in the second half of this section, I feel the large step up is a little unfair. I would strongly urge you to buff the Normal here, especially since the Normal at this point is just the Easy but everything's a 1/1 LN. working on this now
  4. 02:25:599 (145599|2) - I'd make this 1/16 shorter and start 02:25:912 (145912|1) earlier to split them evenly across the extra 1/8 you have here, because having them lightly swung kinda goes against the generally smooth section here I feel. done

So yeah, general pop for an unused hitsound, but I feel like the hitsounds, in general, are in a little bit of a disarray. Not to say that it's been done poorly, just that there are plenty of minor things about that I think the map would benefit greatly from being fixed.

So there ya go. My thoughts on things. Let me know what happens whenever my brain's finished reconstructing itself.
I'll wait for be waiting on ron's input on this, thanks. I might not be able to update this for another few days since tourney stuff, but will try to keep this updated.
Koibenii

Asherz007 wrote:

"G#5S.wav" is unused, delete pls

Do ensure that there's as little delay on the hitsounds as possible, as I do believe some of them are cutting it close.

So, uh, you have a .osb for storyboarded hitsounds and there's still storyboarded samples in the top diff... idk man, you're confusing me lol. If they're just going to be in all of the diffs, you can move them to the .osb.

Okay, aside from that, I still have a fair few hitsound concerns. I'll try to catch as much as I can, but I'm human so bear with me if I don't find everything. I'll use the top diff as my reference point, else I'd be here forever.

To the hitsounder
Anything you don't understand/need more examples, feel free to ask.

Storyboarded hitsounds that increase the volume
Example: 00:17:162

Okay, so the issue I have here is essentially you're increasing the volume of a certain pitch, which is generally fine. However, in this circumstance, my concern is when the player misses the sound is played anyway, which ultimately doesn't provide correct feedback to the player. So the general solution to this would be to remove the sounds from the storyboard and increase the hitsound volume of the note in play since that is possible if that was the intention in the first place of having that particular pitch be significantly louder.

what? I thought i removed them since the last update. anyways fixed. also switched the positions of the lower pitch and the higher pitch, so that the result is that the higher pitches are in the sb and the lower pitches are in play.

Higher-pitched sounds
Example: 02:23:162 (143162|0)

Higher pitches naturally come out a little quieter than other pitches, so these have a much higher tendency to blend into the audio. A simple solution is to just increase the volume for these hitsounds.

okay will try to fix.

Pitch clashes
Example: 01:23:912 (83912|1) with the storyboarded hitsound

So essentially because of being so close together, these two notes are close to being dissonant, which isn't that nice on the ears. In addition to that, one of them shouldn't be there in the first place (I assume someone thought the chord change was in a different place to where it actually is. So going from the pattern I think I see, the storyboarded hitsounds are in fact correct and should replace the ones that are in play.

okay fixed.

Inconsistent storyboarded hitsounds
Example: 01:01:662 compared to, say, 00:59:662.

A smaller issue, but I thought I'd bring this up generally because I don't know whether you want the bass to repeat every 4/1 or 2/1. Personally, I'd go with 2/1, but it's ultimately up to you, as long as some consistent pattern throughout this section is established. (It's probably also ok to remove these ones altogether if you so choose to do so)

okay, for the section of 00:57:162 to 01:13:162 i would like to establish that the pattern of the bass repeats every 1/1, 3/1 and 4/1, (e.g. 01:01:662 (61662|2) and 01:01:912 (61912|4) has the C#3 and transitions into F3 at 01:02:162 , in which prot have suggested me to amplify the previous chord progression, which the bass repeats every 1/1 and 4/1 (e.g. 00:41:912 (41912|4) - has C#3 which transitions into F#3 at 00:42:162 so I dont think there has to be any changes in this section. I would also like to ask for a deeper explanation if I understood it incorrectly.

Hitsound volume in general
Example: basically the kiais, especially after 02:09:162.

So, because everything here is at a flat combined volume of 62%, you're ignoring the musical intensity of the song. Fine when the audio is relatively quiet, but when the song gets naturally louder because it builds up etc., you'll find the hitsounds blend in a lot more. The idea of hitsounds, keep in mind, is to provide audible feedback, so if they're not doing that, then there's not really much point to it. My suggestion for this one would be to have another listen through to check whether they do blend a little too much, and increase the hitsound volume for those notes. This is by far the trickiest one to solve (something about subjectivity), but I believe that this will be an issue during louder sections of the song.

It might actually help given the volume balance to reduce the volume of the audio itself since I feel the keysounds are still going to be drowned out at the increased volume (I'm still struggling to hear the keysounds even with the audio at 50% and effects at 100%.)

would like to try reducing the volume of the audio itself.

Hitsound inaccuracies
Just a few things here that aren't actually accurate to the audio for some reason. Pointing them all out because I'm not sure whether it was intentional (more likely not though).

  1. 01:53:412 (113412|2,113912|3) - G#4 -> F#4 fixed
  2. 01:55:412 (115412|1,115912|1) - G#3 -> G#4/D#4 fixed
  3. 01:56:412 (116412|4,116912|4) - A#3 -> A#4/F4 fixed
  4. 01:57:412 (117412|5,117912|5) - G#4 -> F#4 fixed
  5. 01:59:412 (119412|0,119912|0) - G#3 -> G#4/D#4 fixed
  6. 02:00:412 (120412|5,120912|5) - A#3 -> A#4/F4... you get the idea.
  7. 02:21:662 - probably need an A#7 somewhere in this chord. fixed
  8. 02:33:162 (153162|3) - A#6 -> F#5 fixed
  9. 02:33:662 (153662|2,153912|2) - Are these meant to be on the same octave? Like C7 and C#7? yup
  10. 02:34:162 (154162|0,154162|1) - G#5+F4 -> F4+F5 fixed
  11. 02:34:412 (154412|2) - I see what you're trying for here, but the sound in the audio is more or less inaudible, so I'd go for A#5 here again. fixed
  12. 02:35:162 (155162|6) - G#5 -> G#6(?) fixed
  13. 02:35:412 (155412|3) - D#7 -> C#7 fixed
  14. 02:35:662 (155662|0) - C#7 -> D#7 fixed
  15. 02:36:162 (156162|1) - G#6 -> A#6
fixed
...you know, that final LN section is completely confusing me now, so I have no idea what you were trying to do. Do make sure that dissonances don't appear.

Hitsound prioritisation on the lower diffs don't seem to have gone so well. Ideally the hitsounds should be inline with what you're following (in this case the bass line). Might sound a little weird otherwise if the player misses on the highlighted notes.
Okay, hopefully, my brain's still intact to look at the charts...

1|2|3|4|5|6|7

Easy
Just a couple of small things. (Might want to buff OD to 7 since there's not really much point with 6 'cus no LNs essentially)

  1. 01:18:662 (78662|2,78662|5,80162|2,80162|5) - Doesn't make much sense for these to be in the same columns imo. Could change that but perhaps not overly critical.
  2. 02:45:162 (165162|6,165162|2,165674|6,165674|2,166187|5,166187|1,166700|4,166700|2,167213|1,167213|5) - Not quite sure why you've opted to go back to 1/1 doubles rather than continuing the 1/2 stream here. Mind providing some explanation?

Usagi desu
  1. 00:57:662 - Okay, so remember what I was saying about shortening those LNs by 1/2? Well, basically that bass note repeats during the LN as it stands (hence the note in the storyboard). Whether you want to keep it as it is for aesthetics at this stage is up to you.
  2. 01:14:662 (74662|5) - Feels a little strange imo to cut these short by 1/4 if there's no shield. Again up to you, but you could extend these by 1/4. (I would likely definitely do this for 01:16:162 (76162|2,76662|6) for some sort of non-shielded fill-in sort of thing.)
  3. 02:09:162 - I actually have a mild concern about true difficulty progression between this and the Normal diff (because SR never works). Compared to the Normal diff, this is significantly harder in terms of both reading and playing (more than what's generally accepted I feel). Particularly in the second half of this section, I feel the large step up is a little unfair. I would strongly urge you to buff the Normal here, especially since the Normal at this point is just the Easy but everything's a 1/1 LN.
  4. 02:25:599 (145599|2) - I'd make this 1/16 shorter and start 02:25:912 (145912|1) earlier to split them evenly across the extra 1/8 you have here, because having them lightly swung kinda goes against the generally smooth section here I feel.

So yeah, general pop for an unused hitsound, but I feel like the hitsounds, in general, are in a little bit of a disarray. Not to say that it's been done poorly, just that there are plenty of minor things about that I think the map would benefit greatly from being fixed.

So there ya go. My thoughts on things. Let me know what happens whenever my brain's finished reconstructing itself.
hmm okay my brain's drained out as well from the stuff i thought i had previously removed/adjusted. I haven't got to the part of increasing the hitsound volume of the higher-pitched notes because of camouflaging with the bg music. i'll try to talk with surf if decreasing the volume of the audio itself is okay with him. I also didn't touch the .osb because it might wreck the storyboard samples across all diffs. will be waiting for an advice on how to transfer/move sb sounds to the diffs itself and deleting the .osb or whatsoever wouldn't damage the adjusted diffs.

Update: http://puu.sh/zfMP6/cbfe2756a0.rar
Protastic101
[Sky Rabbit (for Ron)]
01:01:726 - Should have a C#3 in the storyboard
01:03:726 - 01:05:726 - 01:07:726 - 01:09:726 - 01:11:726 - Actually, I'm not sure now if this is done intentionally, but they're all missing the storyboard sample to have that AAB type pitch like you see in the beginning of this section at 00:57:226 -

01:56:226 - 02:00:226 - 02:04:226 - 02:08:226 - Missing A#3 at 62%. It completes the chord progression of F#3 -> C#3 -> G#3

02:25:226 (145226|4,145226|1,145226|5) - The sound begins at 02:25:163 - so I'd shorten all the LNs before it to end there. Applies for all diffs where applicable.

02:49:034 (169034|2) - I thought I already reviewed this before but seems not :psy: Anyways, this should be D#7


[Normal]
00:25:976 - to 00:33:226 - Rip col 7 and 6. I know you're trying to be accurate to pitch, but I think it's fine to displace one of those triplets a few columns to the right to avoid having those columns empty for so long (col 7 goes empty even longer)


[Easy]
00:24:226 - to 00:36:726 - I like where the symmetry is going but you can't just leave a column empty for this long cause the mapper essentially becomes 6k for 12 seconds which I don't think is the experience the player is really wanting if they're choosing to play a 7K map.
00:45:476 - to 00:57:476 - ^

01:21:226 - For this kiai, I think it might be nice to separate out the notes that are on the second downbeat like at 01:22:226 (82226|1,84226|2,86226|1,88226|0,90226|1) - from the rest of the notes by putting a few columns of space in between them all so it seems like the player is using another hand to play the note similar to how they'd play this with the left hand on an actual piano. Something like this https://osu.ppy.sh/ss/10504709

02:25:226 (145226|4,145226|0) - Snap as mentioned in the top diff

02:45:226 - Bruh, the snaps lmfao
Topic Starter
SurfChu85

Protastic101 wrote:

No Reply = APPLIED

[Sky Rabbit (for Ron)]
01:01:726 - Should have a C#3 in the storyboard
01:03:726 - 01:05:726 - 01:07:726 - 01:09:726 - 01:11:726 - Actually, I'm not sure now if this is done intentionally, but they're all missing the storyboard sample to have that AAB type pitch like you see in the beginning of this section at 00:57:226 -

01:56:226 - 02:00:226 - 02:04:226 - 02:08:226 - Missing A#3 at 62%. It completes the chord progression of F#3 -> C#3 -> G#3

02:25:226 (145226|4,145226|1,145226|5) - The sound begins at 02:25:163 - so I'd shorten all the LNs before it to end there. Applies for all diffs where applicable. fixed this part

02:49:034 (169034|2) - I thought I already reviewed this before but seems not :psy: Anyways, this should be D#7


[Normal]
00:25:976 - to 00:33:226 - Rip col 7 and 6. I know you're trying to be accurate to pitch, but I think it's fine to displace one of those triplets a few columns to the right to avoid having those columns empty for so long (col 7 goes empty even longer)

[Easy]
00:24:226 - to 00:36:726 - I like where the symmetry is going but you can't just leave a column empty for this long cause the mapper essentially becomes 6k for 12 seconds which I don't think is the experience the player is really wanting if they're choosing to play a 7K map.
00:45:476 - to 00:57:476 - ^

01:21:226 - For this kiai, I think it might be nice to separate out the notes that are on the second downbeat like at 01:22:226 (82226|1,84226|2,86226|1,88226|0,90226|1) - from the rest of the notes by putting a few columns of space in between them all so it seems like the player is using another hand to play the note similar to how they'd play this with the left hand on an actual piano. Something like this https://osu.ppy.sh/ss/10504709 discussed this over at discord, basically, what'll happen here is that this should be applied for the whole of the first kiai until the calm section,
then i'll stick to the concept applied prior to this mod on the second kiai (at 01:53:226 - ) as things are a bit more intense here in comparison to the previous section


02:25:226 (145226|4,145226|0) - Snap as mentioned in the top diff

02:45:226 - Bruh, the snaps lmfao dafuq, how did i miss this?
waiting for one of my charts to be graved to update this lol, should be up by tuesday or wednesday
Koibenii

Protastic101 wrote:

[Sky Rabbit (for Ron)]
01:01:726 - Should have a C#3 in the storyboard applied
01:03:726 - 01:05:726 - 01:07:726 - 01:09:726 - 01:11:726 - Actually, I'm not sure now if this is done intentionally, but they're all missing the storyboard sample to have that AAB type pitch like you see in the beginning of this section at 00:57:226 - wow i thought i had applied it before but anyways fixed.

01:56:226 - 02:00:226 - 02:04:226 - 02:08:226 - Missing A#3 at 62%. It completes the chord progression of F#3 -> C#3 -> G#3 applied

02:25:226 (145226|4,145226|1,145226|5) - The sound begins at 02:25:163 - so I'd shorten all the LNs before it to end there. Applies for all diffs where applicable.

02:49:034 (169034|2) - I thought I already reviewed this before but seems not :psy: Anyways, this should be D#7 applied
yaaaaaaaaassssssss finally.

update: http://puu.sh/zOnMx/a95b17ceb3.osz
Protastic101
We fixed some SB hs snaps because they were re^10, otherwise everything's good to go. Good luck with qualify
Topic Starter
SurfChu85
oh my

EDIT: hi page 4
Garalulu
Congratz
Everything seems guuud
Topic Starter
SurfChu85
OH MY AAAAAAAAAA THANKS!!!
Nitrous
Grats!
Maxus
Hello, Congrats for Qualify, but i believe there's couple issue regarding timing that i think need to be adressed first here. This mainly for highest diff, but try to also adjust things for lower diff as well.

02:44:226 - This need additional red line here cause the note is noticeably too late around this part, try use 128 bpm here, and go back to 120 bpm for 02:44:976 -

02:45:224 - The BPM here isn't 117 BPM, it's actually 123 BPM, otherwise the notes are too late around this part.

02:46:249 - Should have new red line at 120 BPM, here you can hear that the note are also quite too late here.

02:47:211 (167211|1,167452|2,167694|3,167936|4) - 4 notes here are very off with the piano, you can hear that the notes are actually far earlier than the piano. I believe the red line are supposed to be at 02:47:261 - (+50ms) , the notes are much more aligned with the piano.

02:48:464 (168464|6,168500|5) - The snap here are actually very off with the piano too, to the point there isn't any instrument playing when the grace sound comes out. I believe these 2 snaps are supposed to be at 02:48:500 - and 02:48:536 - instead.

02:48:749 (168749|4) - Should be at 1/16 at 02:48:785 - , this one also quite off.

02:48:999 (168999|3,169034|2) - should be 1/12 at 02:49:011 - and 02:49:058 -

I'm quite sure these are the main one that's really off, but if you felt it's correct, please provide the explanation about it.
Anyway it's really great LN map, really enjoying this one, good luck!
Topic Starter
SurfChu85

Maxus wrote:

Hello, Congrats for Qualify, but i believe there's couple issue regarding timing that i think need to be adressed first here. This mainly for highest diff, but try to also adjust things for lower diff as well.

02:44:226 - This need additional red line here cause the note is noticeably too late around this part, try use 128 bpm here, and go back to 120 bpm for 02:44:976 -

02:45:224 - The BPM here isn't 117 BPM, it's actually 123 BPM, otherwise the notes are too late around this part.

02:46:249 - Should have new red line at 120 BPM, here you can hear that the note are also quite too late here.

02:47:211 (167211|1,167452|2,167694|3,167936|4) - 4 notes here are very off with the piano, you can hear that the notes are actually far earlier than the piano. I believe the red line are supposed to be at 02:47:261 - (+50ms) , the notes are much more aligned with the piano.

02:48:464 (168464|6,168500|5) - The snap here are actually very off with the piano too, to the point there isn't any instrument playing when the grace sound comes out. I believe these 2 snaps are supposed to be at 02:48:500 - and 02:48:536 - instead.

02:48:749 (168749|4) - Should be at 1/16 at 02:48:785 - , this one also quite off.

02:48:999 (168999|3,169034|2) - should be 1/12 at 02:49:011 - and 02:49:058 -

I'm quite sure these are the main one that's really off, but if you felt it's correct, please provide the explanation about it.
Anyway it's really great LN map, really enjoying this one, good luck!
seems like everything in here's reasonable enough, i'll immediately call someone for a temporary dq to get this fixed, thanks!
Asherz007
woosh
Topic Starter
SurfChu85
should be fixed on the most recent update, now for the wait
Garalulu
new
Maxus
There isn't any qualify icon :o?
Kawawa
I was playing but really does not sync with the song much.
you have snapped LNs without multi BPM but It would not matter If you snapped them more exactly.
Therefore I think It needs to be exact for them. some notes were obviously out on the section of sounds even If considered the ringing sound.
so maybe It's done over 30-40 ms nearly.

It's an example. 02:24:726 - this sound is close to 02:24:684 - 1/12.
also 01:52:476 - 01:52:726 - 01:52:976 - 01:53:226 - 01:53:476 - 01:53:726 - 01:53:976 - Those sounds are same. should be snapped at under 30-40 ms.
like 01:52:444 - 01:52:694 - 01:52:944 - 01:53:194 - 01:53:444 - 01:53:694 - 01:53:944 - (1/8).

If you want to keep them as 1/4 regular rhythm for the main white timing line,
you could get better results by adding some red lines in advance when It feels delayed. because It's regularly 30-40ms off on some part.
If you accept this problem, I think I can post them in detail. anyway it would be nice to consider it again. all up to you
Protastic101
tfw forgot heart icon before going to bed, and probs post a broken heart icon in like an hour :blobsweats:
Protastic101
Ok yeah let's fix this.
win50117
I like this song, and this beatmap is very interesting!
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