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Linked Horizon - Shinzou o Sasageyo! [TV Size]

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Monstrata

Hobbes2 wrote:

Hey there, my backspace and p keys randomly don't work so forgive me for any errors.

[Easy]

00:06:560 (1,2) - This blanket looks super lazy, do this - https://osu.ppy.sh/ss/7717198
^Now use that thickness for the rest of these, things like 00:09:560 (1,2) - 00:17:810 (3,1), etc. If you get this to be a uniform thickness (something like the left half of 00:12:560 (1,2) - but be sure to fix that blanket too lol) Fixed this and many others. I was just eyeballing honestly, in an effort to speedmap xD.

I know you're fully aware of the whole "consistent visual spacing" aesthetic concept, basically that. tl;dr fix blanket kds pls

00:15:560 (4) - NC should be here, right? yes
00:32:810 (4,5) - use this spacing for 00:31:685 (2,1) - too? symmetry would look cool here if you could pull it offFixed.

Your typical easy diff i guess. The blanket fix thing is more than just "fix blanket" as I think the inconsistent gaps caused by the messed up blankets actually are a big detriment to the map's overall aesthetics.

[Normal]

00:27:372 (6,1) - fix stack k
01:00:560 (1) - huge spike in density right before the kiai, best to keep this stuff in the kiai during the high energy sections imo. id nerf this pattern. Yea, I nerfed it slightly so the density isn't as high.
01:04:122 - wouldnt skip the vocal, its pretty important in the music. idk what hes saying exactly but whatever sounds like "sa ge yo" should all be clickable. its what a new player would hear the most when playing the song.
01:05:622 - ^and etc. I had to make a choice between emphasizing "sa SA ge YO" so i emphasized "sa" instead with rhythms. mapping to both causes the density to become too high imo.

good!

[Hard]

This diff could have had active 1/4 in it, consider the abundance in the insane. Insane has long 1/4 streams but this diff just has like a kickslider and some reverse sliders. Added another Insane

00:03:747 (2,3) - bit confused as to why these get this big spacing but then 00:04:497 (4) - is small again when they're all the same in the music. Fixed.

00:06:372 - should be clickable, based on this entire red tick rhythm that is setup in this and the last measure. maybe make 00:05:997 - a kickslider until 00:06:278 - and then make 00:06:372 - a circle? I prefer keeping this as a repeat and putting pressure onto white tick.

00:15:560 (1,2,3,4) - why'd you switch to 1/2 sliders here like this instead of continuing a vocal focused rhythm? it might be ok but i cant tell why you did it I really like how the 1/2 consistent rhythm helps build into the singletap jumps. i think following vocals here is another alternative, but it wont set up the single taps as well.
00:29:060 (1,2,3,4) - is clearly more intense than 00:17:060 (1,2,3,4,5,6) - in the music but that isnt represented in the gameplay. In fact, 00:17:060 (1,2,3,4,5,6) - feels pretty overmapped now that I think about it, better to make that 4 1/2 sliders instead/ The 1/2 support is weaker here so no 1/2, but i made the jumps a lot bigger and introduced sharper angles instead.
01:13:122 - feel like this should be mapped in someone since its the ending of the vocal that is clicked on 01:12:560 - I don't really like mapping it, 3/2 gap feels underwhelming, 2/1 is more suspenseful and feels like a pause rather than just a rhythm gap.

[Insane]

fix these stacks
00:05:153 (2,3) -
00:16:122 (3,4,5) -
00:38:622 (4,5,1) -
01:05:810 (5,1) -
01:11:810 (1,3,4,5,6,1) - Fixed all

00:09:185 (4) - pretty intense sounds here so a reverse slider is underwhelming. why not em all clickable with a triplet? Agreed
00:14:810 (3,4) - my only possible explanation for you switching to white tick 1/2 sliders is to follow that piano sound that's introduced in the background? Even if you are following that, the piano has a sound on 00:15:091 - so regardless the rhythm seems incorrect here
00:17:060 (1,2,3,4) - silence tails? you did it here 00:29:060 (1,2) - Fixed all
00:41:716 (4) - dont silence this? seems to be a remnant of copied hitsounds Fix
00:48:185 (4) - remove clap from tail? not sure what that's for k
00:53:060 (5) - NCk
00:56:060 (1) - there's an audible drum on the red tick of this slider. Consider splitting this into circle+1/2 slider. I think following it causes the rhythm to stop emphasizing the long vocal sounds
01:09:372 (4) - fits better as 2 circles due to the intensity of the music? triplet would be better here imo. or otherwise, space the kickslider out more. i think slider is better. imo 2 circles dont fit better.
01:13:122 - Similar thing as the hard, id map this since its the finishing of the vocal started on 01:12:560 Same reasoning as hard
01:20:060 (1) - unsnapped tail Fix



[titan]

fix these stacks
00:10:872 (4,5,1) -
01:01:216 (4,1) - ya

00:09:560 (8) - NC should be here, same with 00:15:560 (7) - ya
01:05:622 (5) - unsnapped tailk
00:11:247 - vocal in the middle of this slider, would be better to map it instead of ignoring it using 1/1 for diversity here
00:25:778 (6) - overmapped? seems like an unnecessary burst anyway i think its fine as a reply to the first 5-plet
00:41:341 - silence tail?k
00:56:247 - would definitely map this drum here. similar to how haruto does it. i prefer not to for the held vocal.
01:11:060 (1,2,3) - not really a fan of this, the emphasis should be on 01:11:060 (1), but it's 01:11:247 (2,3) - that gives the straight when playing becuase of the super awkward angle you have to make to reach it while then flowing into 01:11:435 (4) - Fixed by redoing this section after a lot of testplays
01:14:997 - should be clickable, yeah? It's the high pitched "ahh" vocal sound that's been clickable pretty much everywhere else. Same for 01:16:310 (5) -disagree, i think its fine not to make that clickable.

Overall you've got some fun maps, and im very jealous of your motivation. Good luck!
Thank you Hobbes2~

Bubblun wrote:

From #modreqs

Titan
01:05:622 (5) - Unsnapped object Fix
00:05:060 (1,2,3,4) - The rhythm here is incorrect. The emphasis is only on 2 and 4. Replacing 3 with a circle shows better contrast. I think the current rhythm works fine, though i reworked an earlier rhythm so it probably sets this rhythm up better.
01:10:872 (4) - There's nothing supporting the increase of distance here. Vocal pitch

Insane
00:33:091 - Unused line
00:33:466 - ^ Fixed this and others
01:20:060 (1) - Unsnapped Fixed

Hard
01:10:310 (3,4,5,6,1,2) - You see how the pattern doesn't complete a full circle before switching directions? This will tire out the player, and I don't see any reasons to keep a pattern like this in. Simple fix would be to bring 01:11:435 (2) - lower so it's under 1 and adjust 01:11:810 (1,2) - so they go clockwise as well. I don't think it needs to go a full circle... this is more like two S curves and it plays fine imo.

Normal
00:11:621 (4) - Unsnapped note Fix
01:09:560 (1,2,1) - There's no feedback on the ends of these sliders, yet there's an audible sound on each one. Changed some hitsounding

Easy
On the sliders that last 2 1/2 full ticks have a tick that is easily heard in some parts. I don't know if this will pose problems for the player, but definitely something to keep in mind in case this is brought up again. Ended up fixing them from P A N's mod with this in mind
Thank you for the mod Bubblun~

Kaifin wrote:

zoom

Easy

  1. hp/od 2? Fixed
  2. 00:29:060 (1) - no NC for consistency ya
  3. 00:51:560 - i feel like if i was a noob, i'd definitely click the slider ends rather than the slider ends in this segment, think this could very easily be confusing despite the patterning and the distance between the notes, your thoughts? I agree. Remapped these sliders.
  4. 01:02:060 (4) - NC this for consistency with 00:44:060 (1) and also to avoid the combo getting too long on Easy? yea

    i think a lot of this blanketing could normally be confusing for new player, since there is equal distance between the slider head and the slider end in the case of every blanket. This is quite blatant in patterns like this 00:29:810 (3,1), but i'm not sure if because it's so well structured that it's readable, however for this low of Easy I figured i'd at least point out my perspective on it Fixed them. honestly it was pretty rushed by me since i eyeballed instead of using AR etc... like i always do. speedmapping rip xD

Normal

  1. 00:02:060 (3,4) - this blanket is the tiniest bit off, i figured i'd point it out since all your other ones are perfect
  2. 00:11:621 (4) - object's end is not snapped! fix
  3. 00:24:560 (1,2) - ^
  4. 00:38:060 (5) - i can understand if you don't want to NC here to make 00:41:060 - stand out more, but i think it would look nice + be a much smaller combo then the current 8 it runs to, your choice though since its a constant pattern i just think it looks better with NC reworked nc
  5. 01:23:060 (1,2) - ^

Hard

  1. consider HP raise? 4 seems low but i could be wrong, i see that it follows metadata spread yea
  2. 00:38:810 (1) - no NC, since you don't NC 00:41:810 (3) - which i would argue has even more emphasis with the patterning + sound, despite the raised vocal on this note okay
  3. 00:45:560 (1) - ctrl G for better flow for Hard player? then there would be cool vocal distinction if you kept the same flow at 00:47:060 I like the flowbreak for vocal distinction instead.
  4. 00:48:560 (1,2,3,4) - wat happened to your grid fix blanket
  5. 00:59:810 (4,1) - these aren't stacked
  6. 01:06:560 (1,4) - same here fixed all above
  7. 01:13:497 (2) - do you think this might be a little bit confusing, seeing as every other repeat slider until here has been a triple? I think this is fine, since any other method of mapping 7 note streams in Hard will either be too dense or even more dubious.

    grid, check for stack bug? unless its just cause of grid map

i agree with hobbes about making something in hard 1/4 clickable Added another diff, I guess that helps.

Insane

  1. 01:20:060 (1) - this object's end is not snapped! yea
  2. 00:53:060 (5) - will suggest NC here in this diff as well, even though i understand why its not NC'd i just think it would look nicer fixed

    not much, a lot of your stacks are bugged which will most likely get spammed i think in mods fixed them all


purposely unsnapped slider end

  1. title ya
  2. hp ya
  3. 00:33:185 (1) - i understand the idea of this flow, but i really don't like how its executed, ctrl ging this or finding another work around that emphasizes the sound using the same concept but in a better way would be preferable to this awkward looking ugly pattern of the 2 sliders agreed. redid this pattern.
  4. 00:41:435 (1,1) - are these necessary to NC? i think you could at least remove on 00:41:435 (1) - despite SVs its readable without the spam i think their good for emphasis.


    how much pp for adamqs dt?
Thanks Kaifin!!

P A N wrote:

[General]
  1. spinner at the end to make the full score varied? It doesn't relaly fit imo and feels kinda forced.
  2. is the 80% volume on kiai a bit too loud? :( try listening it with default skin Fixed.
[Titan]
  1. 00:13:122 - could add triple here o.o Mmm... I think its fine not to map them since the rhythms i use here work just as well. They are a bit simpler, but quite consistent in emphasizing the triplets at the beginning of each measure
  2. 00:14:622 - ^^
  3. 00:27:747 (2,3,4,5,6,7,8) - you could increase the spacing per each circle here to follow the song. like http://puu.sh/v6sJp/674cf614af.jpg I really like this jump haha. I think theres not really an intensity increase throughout the jumps so using that spacing fro the start is fine.
  4. 00:33:185 (1) - you could make this SV slower than 00:32:810 (1) I feel like it follows the song better. Fixed this another way.
  5. 00:38:060 (1,2,3) - I'm expecting to see these spacing bigger because it's still similar with 00:36:560 (1,2,3,4,5,6,7,8) . the one you did on 00:33:560 (1,2,3,4,5,6,7,8,1,2,3) is pretty cool. Agreed. made the jumps bigger.
  6. 00:52:310 (3,3) - jump on these instead because of the cymbal? like you did on 00:56:622 (2,3) and insane diff. it expressing the song well imo. Fixed. I actually wanted to keep, but Yuii convinced me haha.
  7. 00:56:810 (3) - make this tail clickable? the rhythm is unique here so I think it's fine if you ruin your consistency. I prefer to keep this and focus on emphasizing the long vocals.
  8. 01:18:372 (1,3,1,3) - you could decrease the SV bit by bit per each, it follows the songs better imo its definitely a good idea, but I think the sv decrease is a bit weird considering the next section is a lot more intense so I would prefer to keep the SV. I arranged the pattern to do downward visually to express the tone shift, i hope thats adequate haha..
[Insane]
  1. 00:28:872 (6) - stack on next (2) instead to give impact to next cymbal note and avoid overlapped? Fixed this another way to avoid overlap
  2. 00:48:185 (4) - I think make this SV more than previous one is unnecessary ;w; i kinda like it for the buildup into the next section
  3. 01:20:060 (1) - unsnapped.Fix
[Hard]
  1. 00:38:810 (1) - you didn't add NC on the similar part so maybe remove this NC to make it consistent.
  2. 01:01:310 (3) - NC this? or remove NC on 01:02:810 (1)
  3. 01:11:810 (1) - eeeee remove NC? Fixed all~
[Normal]
  1. 00:30:560 - suggesting rhythm http://puu.sh/v6yKC/c67ef4ab1b.jpg so all part will have different rhythm. I don't really like having a clickable circle after a repeat, its hard to read imo for a Normal
  2. 01:00:560 (1,2,3,4,1,2,3,4,1) - this part is pretty dense compared to the rest part of the diff xd Made it sparser
  3. 00:11:621 (4) - unsnapped. Fix
[Easy]
  1. 00:27:560 (1) - inconsistent NC with 00:15:560 (4) . you could remove it tho to keep consistent of every 2 stanza NC. Fix
  2. 01:14:060 - I think rhythm on this part is very hard to catch for beginner, I want to suggest you this spam red rhythm, it's easier to follow but might ignore some strong beat. oh wow, this is a great alternative. Remapped the whole second kiai using variations of this rhythm, thanks!
Good luck woohoo
Thanks P A N~

Kuron-kun wrote:



bold = highly recommended
red = unrankable

General

  1. Not sure if it's just me but after 01:20:060 - the map sounds really loud with the normal-hitnormal sampleset. I know that the song gets stronger but instead of increasing 10%, I guess 5% would be better. Yep, reduced volume. Honestly, i forgot to fix this on the hitsound diff so every time i recopied hitsounds the volumes unfixed themselves lool.

Normal

01:03:185 (4) - Instead of a slider, wouldn't you think 2 circles would me much better to emphasize this section? It's the section exactly before the kiai is starting and, thus, it's really strong, so adding 2 circles would be better and wouldn't be that hard to new players. I don't think two circles fit that well. it's a bit too dense too imo.

01:04:310 (2,3) - This is the only pattern on the entire kiai where you used 2 sliders and didn't left the last red tick empty, therefore, it's a bit inconsistent, whereas the whole difficulty itself is really consistent. To make it more consistent you can either add 1/2 sliders here → 01:06:185 (3,3) - or simply replace (3) with a circle on the first pattern. You're fix. Fixed this rhythm.

Couldn't find anything more than that, this difficulty is really consistent and well made.

Hard

00:17:060 (1,2,3,4,5,6,7) - This pattern is really beautiful but, as I could see, the jumps were made to emphasize the strong beats (and you emphasized them really well) but you left (7), which is the strongest of them, stacked on (6). My suggestion would be to increase the DS between (6) and (7). Maybe something like this would be more appropriate, but I'm not sure whether you would like my suggestion or not. Ahh, good point. Fixed this.

00:32:060 (1,2) - Make this blanket softer to fit better with (2)!!!!! ya

00:35:810 - Wouldn't you rather keep the SV at 0,75x instead of decreasing it? It might confuse some players because the gap between 0,65x and 1,0x is quite big. Plus, I don't really see why decreasing it since the song gets stronger there. :c A mistake on my part while copying slider velocities.

00:51:185 (4) - Basically same suggestion as I mentioned on Normal, but not on the kiai. Adding 2 circles would be better to emphasize the song instead of a 1/2 slider. This is not a but thing but, in my opinion, would make much more sense! Imo, two circles is yea, too dense and not necessary here too.

Light Insane

00:27:560 (1,2,3,4,5,6,7,8) - Nice :OO ty!

00:44:247 (2,3,4) - This might be too big for a Light Insane, specially considering the spread between this difficulty and Hard. It has almost the same DS as Insane. My suggestion would be to stack 00:44:622 (4) - to (7) or (4) from the previous combo. It wouldn't decrease the DS a lot and wouldn't break the pattern. Comparing this to the rest of the jumps, I completly agree. Remapped the jumps here to something smaller.

01:19:778 (8,9,1) - It might be just me but the transition here confused me a bit while I was testplaying (maybe I'm just too bad to play it). I literally clicked (1) after (7) and it might confuse some players as well. Maybe moving (1) to x:160 y:128 would make it flow much better than its current state. Agreed. Applied your suggestion.

Insane

00:50:997 (2,4) - Considering that the last jump was really big, this one is really small, even for 1/4 sliders, don't you think? Moving these two to x:456 y:48 would be much better, in my opinion! This is nice! Fixed your way

Amazing how this is really harder than Light Insane and, still, the star rating is almost the same :O Thanks ^^

rank today
Thanks Kuron-kun~

Krfawy wrote:

Hello Monstrakeks, a mod in Polish as requested! \o3o/

General
  1. I am afraid that the soft-hitfinish2 hitsound is too jarring when used with 70-75% volume and I would like to ask you to lower the volume to 60% for those particular sounds. I think it fits fine, though we did reduce volume so that might have solved this issue.
  2. 01:02:060 (4) - (From this point until the end of the map) Those custom claps combined with the default kicks don't sound very appealing to me because once again the volume is terrifyingly loud. If I were you, I would try to use the default normal whistles on moments like 01:09:935 - this or 01:10:685 - and this 01:11:060 (3) - and on the whole sliderbody and so on. Obviously that is just my opinion but that would be delightful if you could ask other people if the actual hitsounding is too jarring for them too. ;3 Yea, we reduced volume, and I removed a few extra hit-normals that didnt need to be hit-normals;
Easy
  1. I think that would be nicer to use values 2-3 for the OD setting and not 4, especially for the fact that would make a nicer OD gap between this diff and Normal. And maybe 2-2.5 for HP setting? Fixed.
  2. 00:29:060 (1,2,3) - I recommend you put a slider first and then two circles because of two reasons. Firstly, after those 3/2 sliders that might be an introduction back to the regular rhythm so that would be easier to start with a slider. Secondly, you can hear more drums appearing during the slider's moment and I believe that would be proper to emphasize the more sounds with the circles. I kinda disagree here. The circles fit better imo since the first two crashes are more staccato in nature, whereas the 3rd crash accomapnies a held vocal and instrument sound which is why i used a slider instead. This rhythm is similar to what I used in earlier sections too.
  3. 01:15:560 (3) - I am not 100% sure but is this sound intended here or did you want to use the normal whistle here? Fixed.
Normal
  1. The difficulty is really cool but the longer note chains might be a bit hardcore to read them with just AR5. Please, consider using values between 5.5-6.0. o/ Increased ti AR 5.5, though I might reduce to 5 again since I reduced the density of some of these note chains like you said.
Highest difficulties
  1. I literally can't see any reason why the highest difficulties, starting from Insane, have such low HP settings. Now, I would like you to do some testing and use HP9 in the highest difficulty before you change anything else, save and check my first play (that can be downloaded *HERE*) on it with the HP changed. Let me say that when I noticed the HP3 setting on the Titan diff while browsing the diffs I wore a long face, didn't even check what was inside the actual map but changed the setting to 9, saved, went out from the editor and played the map. I am a noob with an incredibly broken mouse and I still managed to clear the map without any real problems. If something is supposed to be very hard in the first place, why is the HP drain so forgiving and tolerant? The diff is supposed to be challenging for people with 5K rank when that is not for a typical Krfawy that can't play. Yes, I see the point where the HR (and DT/NC) might be troublesome, but the purpose of using HR (and DT/NC) is to make something even more challenging and I don't think that HR (and DT/NC) would make it that serious and demanding as it should. >:C Also, the only people that would complain about the map being unplayable with very high settings would be regular noobs (10 plays since the registration phase) or farmers (Daidai Genome, Koigokoro and Jamaican Love with DT on their best performances and not even able to pass Made of Fire without using mods). So why would we even care about them in the first place? \o3o/ Yep, I fixed the HP and stuff, thanks!
The set seems really approachable and entertaining. I couldn't find anything else but I think the maps certainly are high quality. Good job guys and good luck with the qualification process! o3o/
Thanks Krfawy~

iYiyo wrote:

Hello~


  • [General]
  1. Settings seem to be not polished? HP 3 & 5 for highest difficulties doesn't really fit imo. Suggestion:
  2. Titan: HP 5 / Why such high AR? O.o
  3. Haruto's: HP 6 / Why such high AR? O.o
  4. Insane: Since it has more streams than light insane I'd say to increase HP to 6 aswell.
  5. Normal: I'd increase OD to 5 so the spread between ENH is smoother. Fixed them all~

    [Titan]
  6. 00:00:560 - 00:03:560 - Right now you're going from 70% to 75% but the music get wat stronger than just a 5% imo. Also 00:02:060 - get a bit stronger aswell so maybe you'd want to add another green line here. My suggestion: 00:00:560 -> 40% 00:02:060 -> 50% Fixed
  7. 00:16:122 (3,4,5) - Aswell as this triplet, I expected triplets aswell 00:13:122 - & 00:14:622 -. Imo it'd play better if you add them~ I think its fine not to, the rhythms I picked here fit just as well, and I emphasize the triplets on the beginning of the measure more consistently.
  8. 00:17:435 - Tbh I don't really get the idea of changing SV and Volumen with all these green line over this stream D: Like.. They shouldn't have same volume? O.o I think they're fine.
  9. 00:20:060 (2) - 00:23:060 (2) - Idk if I'm missing something but these should have NC instead? Its better to NC the red tick before in these cases due to vocal syncopation onto the red tick.
  10. 00:19:872 - Also this part here should be a triplet imo. It has same music-intensity as 00:21:372 (7,8,1) - for a triplet so yeah. Mmm... idk I prefer my rhythm honestly.
  11. 00:22:122 (3,3) - Stack both tails? They are for different patterns. blame hex grid mapping, linear sliders are naturally longer than curved ones, so they cant stack ;c. I usually avoid using patterns like this but the flow is really nice, and theres plenty of time between patterns so this is only visible (barely at that) in editor and not gameplay.
  12. 00:32:810 (1,1) - Why the NC? Both have 0,6x so they feel a bit like nc spam. Removed nc
  13. 00:38:810 (1,2) - Tbh I expected these to be similar as 00:32:810 (1,1) -. They play the same part in the music, but with the only difference that is has different vocals. However I can't really tell if you're following vocals or instrument xd I think theyre fine. and following instruments xD.
  14. 00:42:185 (1) - Ctrl+F? Okno, However since this is the last difficulty I don't really like the idea to not map this stream. I mean it's more recognizable than other triplest you already mapped :d Ehh idk i think the stream isnt necessary here. It sounds more like an intense and held sound.
  15. 00:59:060 (1,2,3) - Since you're following vocals here I'd make these into a 1/1 sliders. That would ruin the star pattern so idk if you'd like to do it xd Actually i switch to piano here.
  16. 01:02:435 (1,1,1) - imo the SV change isn't that clear when playing so the NC looks a bit of nc spam tbh :s I'd just make the normal NC. Would look ok because of the symmetry of sliders. NC helps with emphasis too.
  17. 01:20:247 (2,1) - stack? Fixed


    [Insane]
  18. 00:59:622 (2,3) - nazi stack? Fix
  19. 00:55:122 (2,3) - I feel like this DS is way too high compared from previous notes. Maybe something like this would help? I really love this flow. I think the jump is fine since its the strongest note in the section.https://puu.sh/v6UOs/ee2299a618.jpg

    [Light Insane]
  20. 00:47:060 (1,2) - Given the complexity of the whole diff, I think making these into a 1/1 slider would play better + it'd follow vocals better imo. Agreed. fixed
  21. 01:16:685 (5,3) - nazi stack Fix

    Imo this diff isn't that different from Insane. Yeah, Insane has more jumps and streams, but still this diff have some that maybe would be better if you nerf them. The gap from Hard to Light Insane still remains imo.
  22. 00:24:185 (4,5,6,7,1) - Apart from 01:13:497 (2,3,4,5,6,7,1) - this stream (which imo fits good for the kiai section), this one is the only one you use for the whole diff. Therefore it feels like it's alone + doesn't really support the actual gameplay (Saying that you want to differentiate it from Insane diff). Why not adding reverse sliders for this?
  23. 00:44:060 (1,2,3,4,5) - These jumps was the other part that also called my attention. Right now the DS here is waay higher than others in the kiai. I think that if you want to have a better gap between diffs, you should nerf these jumps since the music isn't that strong in order to support high DS for 00:44:060 (1,2,3,4,5) - and not 00:42:560 (1,2,3,4,5,6,7,8) - . (In insane you have same DS for all this part. maybe you'd want to do similar with Light Insane)

    Yea, taking a closer look, I compeltely agree. Nerfed the jumps by a fair margin.

    [Normal]
  24. 00:27:372 (6,1) - nazi stack Fixed!

ENH looks fine imo + other modders + Krfawy already pointed some stuff that would cover most of the map I guess. Yep, thanks for the feedback!

Okay that's all from me. Hope it helps you Monstrata & Haruto o/
Thanks iYiyo~
Topic Starter
Monstrata

m3gB3g wrote:

~hI
Light Insane

00:03:560 (1) - maybe Reverse? This circle have strong and long sound. Not sure what you mean, but no reverse
00:06:560 (1,2) - make triple? Circle put here 00:06:653 - Nah, makes the rhythm too dense for this diff
00:18:560 (1) - ^ ^
00:09:185 (5,6,7,1) - make it stream ? Circle put there - 00:09:466 - ^
00:19:872 (5) - ^ ^
00:10:872 (1) - if u make stream , Big White tick here is no empty now ^
00:12:466 - Put circle? ^
00:27:466 (6) - here u didnt miss it
00:35:060 (1,2,3,4) - i think this deserve more spacing True. Remapped the jumps here since they didnt seem big enough
00:36:560 (1,2,3,4) - ^ Fixed here too
00:38:060 (1,2,3,4) - ^ here is fine
01:05:435 (3,4) - ^ Good point fixed here/
00:39:747 (2) - Stack him with 00:40:497 (6) - I don't think the stack looks good, but i redid this pattern so maybe it fixes?
01:14:153 - miss circle Same
HYPE
Thanks for the mod m3gB3g, generally I only denied the 1/4 concerns because this difficulty isn't trying to be super dense like the higher diffs. It's meant to be rhythmically simpler so it can balance the spread between Hard and Insane.
Syph
just a minor thing I noticed while playing (Titan diff)

00:54:560 (1,2,3) - 2 into 3 doesn't seem emphasized properly like the rest (00:53:622 (2,3) - 00:56:622 (2,3) - ), I guess an easy fix would be ctrl+g on 00:55:310 (3) - ?

cool map though, good luck with ranking
jas

Shumpei wrote:

Topic Starter
Monstrata

Syph wrote:

just a minor thing I noticed while playing (Titan diff)

00:54:560 (1,2,3) - 2 into 3 doesn't seem emphasized properly like the rest (00:53:622 (2,3) - 00:56:622 (2,3) - ), I guess an easy fix would be ctrl+g on 00:55:310 (3) - ?

cool map though, good luck with ranking
I tried using a visual flowbreak there instead. as you can see 2>3 doesn't appear to flow that well. and the curve of 3 doesn't match 2. I think this is appropriate as an alternative, when the rhythm is really simple. But let me know what you think ;o. Trying for some variety here since everything being jumps can get a bti boring.
Syph

Monstrata wrote:

Syph wrote:

just a minor thing I noticed while playing (Titan diff)

00:54:560 (1,2,3) - 2 into 3 doesn't seem emphasized properly like the rest (00:53:622 (2,3) - 00:56:622 (2,3) - ), I guess an easy fix would be ctrl+g on 00:55:310 (3) - ?

cool map though, good luck with ranking
I tried using a visual flowbreak there instead. as you can see 2>3 doesn't appear to flow that well. and the curve of 3 doesn't match 2. I think this is appropriate as an alternative, when the rhythm is really simple. But let me know what you think ;o. Trying for some variety here since everything being jumps can get a bti boring.
it does work yeah, though I think 2 > 3 actually does flow well so maybe try something else either way. I do think changing it to make it similar like the other two would make it more fun, you can't really call stuff like this jumps anyway as it's practically 0 spacing, especially what you currently have on 00:54:560 (2,3) - .
just my opinion though, I was just curious since before updating 00:53:622 (2,3) - was similar to 00:54:560 (2,3) - so ya

e: also maybe consider lowering the ar? I think 9,3 would be fine in all honesty, 9,5 seems a bit high and makes it way too easy
Topic Starter
Monstrata
Will keep it in mind, thanks for the feedback!

About the AR thing, I'll reduce it to AR 9.3 actually, since my other alternator style maps all use 9.3 too and people havent complained there. Thanks!
Doormat
32 hours and still not bubbled yet smh

on a more serious note a couple things i noticed in the easier diffs

[General]
  1. mentioned this to you the other day, but afaik hiroyuki sawano actually isn't involved with the opening. although i know he's the composer for AoT, Revo is the one that composed this song, so it'd probably be more appropriate to have Revo has a tag instead
[Easy]
  1. 00:30:560 (1) - i think changing the slider into a 1/1 repeat instead of using 2/1 slider is more appropriate, for consistency of clap usage since the clap sound on 00:30:935 - is ignored when it's not ignored anywhere else throughout this section
[Normal]
  1. 01:24:372 (1,2) - this is minor, but have you considered changing this into circles like 01:18:372 (1,2,3,4,5) - ? i feel like it gives more emphasis over sliders
[Light Insane]
  1. 00:07:872 (5,1) - shouldn't there be a note on the blue tick in between these notes? it was used in the Hard and in all subsequent diffs after this one, so it just seems kind of odd to omit it here
  2. 00:51:560 (1,3) - i get that these are supposed to be blanketing each other but could you do something about this holy
  3. 01:13:497 (2,3,4,5,6,7,1) - stream here is kind of long for Light Insane. maybe try something like this to bridge the gap between Hard and Insane?
  4. 01:23:247 (2,3,4,5,6,7,1,2,3,4,5,6,7,8,9,1) - i'd try and remove some of the 1/4s here, the jump in note density at this section from Hard to Light Insane seems kind of intense as it is right now
k that's all. i'd take a look at the higher diffs as well but i have to focus on my studies; already spent more time than i originally anticipated
Topic Starter
Monstrata

Doormat wrote:

32 hours and still not bubbled yet smh

on a more serious note a couple things i noticed in the easier diffs

[General]
  1. mentioned this to you the other day, but afaik hiroyuki sawano actually isn't involved with the opening. although i know he's the composer for AoT, Revo is the one that composed this song, so it'd probably be more appropriate to have Revo has a tag instead
Alright

[Easy]
  1. 00:30:560 (1) - i think changing the slider into a 1/1 repeat instead of using 2/1 slider is more appropriate, for consistency of clap usage since the clap sound on 00:30:935 - is ignored when it's not ignored anywhere else throughout this section
Good idea

[Normal]
  1. 01:24:372 (1,2) - this is minor, but have you considered changing this into circles like 01:18:372 (1,2,3,4,5) - ? i feel like it gives more emphasis over sliders
I tried that, b ut I wasnt satisfied with how it would cause the end to be two circles. it just felt off for me. I only did that for other sections since the 1/2 slider flows into the next measure well, but here its the end of the song so its weird.

[Light Insane]
  1. 00:07:872 (5,1) - shouldn't there be a note on the blue tick in between these notes? it was used in the Hard and in all subsequent diffs after this one, so it just seems kind of odd to omit it here Added
  2. 00:51:560 (1,3) - i get that these are supposed to be blanketing each other but could you do something about Oh, yea, noticed that in gameplay but forgot to fix lol.this holy
  3. 01:13:497 (2,3,4,5,6,7,1) - stream here is kind of long for Light Insane. maybe try something like this to bridge the gap between Hard and Insane? Hmm... I personally think the stream is okay, b ut then again your suggestion fits my pattern pretty well so i'll implement it.
  4. 01:23:247 (2,3,4,5,6,7,1,2,3,4,5,6,7,8,9,1) - i'd try and remove some of the 1/4s here, the jump in note density at this section from Hard to Light Insane seems kind of intense as it is right now Yea agreed.
k that's all. i'd take a look at the higher diffs as well but i have to focus on my studies; already spent more time than i originally anticipated
Thanks Doormat!
ktgster
Just a few things before Monstrata-san gets his bubble.

[Titan]

00:13:122 - 00:16:310 - bit strange to see only vertical and horizontal sliders. Seems a bit off as most of what you use were diagonal and curved sliders.
00:11:060 (1) - this slider skips over a vocal note. Most of how you map in this section mapped the vocals when there were no drums to map. Skipping this is pretty strange and the previous insanes mapped the vocal note too.
01:13:310 (1,2) - mind spacing this bigger for clarity?
Topic Starter
Monstrata

ktgster wrote:

Just a few things before Monstrata-san gets his bubble.

[Titan]

00:13:122 - 00:16:310 - bit strange to see only vertical and horizontal sliders. Seems a bit off as most of what you use were diagonal and curved sliders. I made some cool sliders here cuz yea, too many perfectly horizontal ones.
00:11:060 (1) - this slider skips over a vocal note. Most of how you map in this section mapped the vocals when there were no drums to map. Skipping this is pretty strange and the previous insanes mapped the vocal note too. Okay, this has been pointed out a few times, I'll fix it then.
01:13:310 (1,2) - mind spacing this bigger for clarity? I think its fine. No one's really had trouble reading it from testplays since the stream circles appear in time for players to recognize this is now 1/2 and not 1/4. Also the small spacing into the stream is nice for acceleration imo.
Thanks ktg
Garden
irc'ed
2017-04-03 13:01 Garden: didn't expect it's an alternating style map at first lol https://osu.ppy.sh/ss/7726804
2017-04-03 13:01 Monstrata: wheww nice
2017-04-03 13:02 Monstrata: ah, since you testplayed
2017-04-03 13:02 Garden: m?
2017-04-03 13:02 Monstrata: 00:50:810 (5,6,7,8) - did you play this with circular flow, or is it more like kicksliders
2017-04-03 13:02 Monstrata: 01:13:310 (1,2,3,4,5,6,7,1) - also, was this hard to read?
2017-04-03 13:04 Garden: more like kicksliders cuz its hard to rotate cursor that fast
2017-04-03 13:04 Monstrata: ah
2017-04-03 13:04 Monstrata: ok
2017-04-03 13:04 Garden: but still need to do the circular flow to avoid 100s on slider tails
2017-04-03 13:04 Monstrata: yep
2017-04-03 13:04 Monstrata: ill redo the pattern then
2017-04-03 13:05 Garden: second one is fine to read
2017-04-03 13:05 Monstrata: okay sweet :D
2017-04-03 13:05 Monstrata: ill redo that earlier pattern cuz i had a suspicion ppl wouldn't do circular flow
2017-04-03 13:06 Garden: lo
2017-04-03 13:06 Garden: ill start to check from ez
2017-04-03 13:06 Monstrata: okay ^^
2017-04-03 13:12 Garden: hard 00:03:372 (5,1,2) - spacing contrast is kinda big :?
2017-04-03 13:12 Garden: while imo 00:03:560 (1) - should be emphasized more
2017-04-03 13:14 Garden: 00:03:747 (2,3,4,1,2,3) - maybe try same movement on those finishes, sth like https://osu.ppy.sh/ss/7726969
2017-04-03 13:14 Monstrata: ah true
2017-04-03 13:14 Monstrata: fixed the jump
2017-04-03 13:14 Monstrata: for those
2017-04-03 13:14 Monstrata: I did a jump on high note, and regular spacing for lower note
2017-04-03 13:15 Monstrata: 00:04:122 (3) - high 00:04:497 (4) - low 00:04:872 (1) - high 00:05:247 (2) - low etc.
2017-04-03 13:15 Garden: o isee
2017-04-03 13:17 Garden: after going through the whole diff i found 00:17:060 (1,2,3,4,5,6) - is the hardest pattern to play
2017-04-03 13:17 Monstrata: fixed the thing on extra~
2017-04-03 13:17 Monstrata: oh
2017-04-03 13:18 Garden: but it's only buildup here
2017-04-03 13:18 Garden: mayb too hard
2017-04-03 13:18 Monstrata: if i made 00:17:810 (5,6) - a slider instead
2017-04-03 13:18 Monstrata: would that be enough?
2017-04-03 13:19 Monstrata: http://puu.sh/v7BhV.jpg
2017-04-03 13:19 Garden: what about 00:17:060 (1,2,3,4) - instead
2017-04-03 13:19 Garden: you have 2 claps on 56
2017-04-03 13:19 Garden: somehow stronger
2017-04-03 13:20 Garden: could have higher sv than 00:16:685 (4) - for the variation
2017-04-03 13:21 Monstrata: mm i like the jumps there tho lol. single tapping into sliders feels more enjoyable imo
2017-04-03 13:22 Garden: m its ok
2017-04-03 13:22 Garden: 5,6 slider then
2017-04-03 13:23 Garden: and what about lowering ar a bit
2017-04-03 13:23 Garden: 5.5->8->8.5 thinking
2017-04-03 13:24 Monstrata: 5>7.5>8.5?
2017-04-03 13:24 Monstrata: Normal might be a bit high with 5.5 tbh
2017-04-03 13:24 Garden: ye thats better, patterns in hard are ok to read with 7.5 imo
2017-04-03 13:25 Monstrata: okay!
2017-04-03 13:26 Garden: 00:06:372 (9) - this will trigger those who play with key overlay on lol
2017-04-03 13:26 Garden: under 4:3 resolution
2017-04-03 13:26 Monstrata: wait on Hard?
2017-04-03 13:26 Garden: light insane
2017-04-03 13:27 Monstrata: oh lol
2017-04-03 13:27 Garden: can move patterns from 00:04:403 (4) - left a bit
2017-04-03 13:27 Monstrata: ehh its fine xD
2017-04-03 13:27 Garden: wont hurt imo
2017-04-03 13:27 Monstrata: 00:05:997 (7,8,9,1,2,3) - they are connected tho
2017-04-03 13:27 Monstrata: 7 and 3
2017-04-03 13:28 Garden: mm
2017-04-03 13:28 Garden: ok
2017-04-03 13:29 Garden: 00:06:278 (8,9) - blanket is off a bit with stackingg
2017-04-03 13:30 Garden: 00:52:310 (3,1) - isnt it a bit weird
2017-04-03 13:30 Garden: saying aesthetic
2017-04-03 13:30 Garden: a mayb subjective here
2017-04-03 13:32 Monstrata: true
2017-04-03 13:33 Monstrata: fixed the blanket thing
2017-04-03 13:33 Monstrata: and ill change the slider design
2017-04-03 13:33 Garden: 01:12:185 (5) - can convert into 2 circles you have a strong sound at tail
2017-04-03 13:33 Garden: to increase rhythm density
2017-04-03 13:33 Garden: its now same as hard
2017-04-03 13:33 Garden: and a lot easier than insane
2017-04-03 13:38 Monstrata: okay
2017-04-03 13:38 Monstrata: made it a jump
2017-04-03 13:38 Monstrata: also fixed the other thing you mentioned about sliders
2017-04-03 13:45 Garden: insane 01:14:997 (4,2) - could just blanket them it won't hurt to increase a little spacing at this point
2017-04-03 13:46 Garden: 00:53:810 (3,4,5,1) - same blanket thing with stack
2017-04-03 13:47 Garden: and 00:02:997 (4,2) - the overlap too ^^
2017-04-03 13:47 Monstrata: fixed both
2017-04-03 13:48 Monstrata: eh that last overlap i think its fine
2017-04-03 13:48 Monstrata: realy hard to fix without redoing the pattern xP
2017-04-03 13:49 Garden: okay thats not a big deal
2017-04-03 13:50 Garden: 00:42:560 (1,2,3,4,5) - you can build up the spacing gradually, the 1/2 jumps spacing suddenly increase here
2017-04-03 13:51 Garden: or do you regard 00:41:060 (1,2,3,4,5,6,7) - as a buildup
2017-04-03 13:51 Monstrata: mmm
2017-04-03 13:51 Monstrata: i dont think a build up is necessary there
2017-04-03 13:51 Monstrata: the song doesn't build up in the jump section, like i dont hear an increase in intensity
2017-04-03 13:52 Monstrata: its like, whole section is intense haha
2017-04-03 13:55 Garden: 01:25:872 (8,9) - maybe change into a kick slider jump like light insane
2017-04-03 13:55 Garden: 01:25:872 - a different note
2017-04-03 13:56 Garden: 00:05:810 (1,2,3,4,5,6,7,8,1) - same here tbh but the notes are fading out here so the rhythm pattern is ok imo
2017-04-03 13:57 Monstrata: the stream thing, i think is fine as an alternative rhythm
2017-04-03 13:57 Monstrata: without comparing it to other diffs, cuz here its just a different interpretation
2017-04-03 13:58 Monstrata: same with the other stream, i think its fine too
2017-04-03 13:59 Garden: oki then
2017-04-03 13:59 Garden: how should we handle Haruto's diff?
2017-04-03 13:59 Garden: forum post or sth?
2017-04-03 14:00 Monstrata: nah
2017-04-03 14:00 Monstrata: i can apply for him
2017-04-03 14:14 Garden: 00:05:247 (1,2,3) - maybe https://osu.ppy.sh/ss/7727139 rhythm pattern is better to distinguish 00:05:247 - 00:05:622 - from 00:05:435 -
2017-04-03 14:14 Garden: haruto's
2017-04-03 14:16 Garden: mm spacing for 00:34:497 (6,7) - is quite different from the rest 1/2s in the section :?
2017-04-03 14:16 Monstrata: mmm
2017-04-03 14:17 Monstrata: i think the single tap is better
2017-04-03 14:17 Monstrata: for setting up the stream too
2017-04-03 14:18 Monstrata: i use that rhythm for my Insane cuz its easier, but imo the kickslider approach is more interesting xD
2017-04-03 14:18 Monstrata: ill fix the jump
2017-04-03 14:18 Garden: well just different concepts on placing rhythm
2017-04-03 14:18 Garden: i can accept
2017-04-03 14:19 Garden: 01:13:310 (1,2) - with current stack leniency this is a bit hard to sightread imo
2017-04-03 14:19 Garden: dunno if it's intentional but i dont see the reason to make it unintuitive
2017-04-03 14:21 Garden: nothing else from me for this diff, update and i'll check new titan dif :)
2017-04-03 14:22 Monstrata: will NC'ing help?
2017-04-03 14:22 Monstrata: color change
2017-04-03 14:22 Garden: hmm
2017-04-03 14:22 Garden: it can help some
2017-04-03 14:23 Garden: if you don't want to touch the pattern this can be the best solution
2017-04-03 14:23 Monstrata: yea. cuz imo sightreading it might be hard to see at first, but it'll be fine after second play cuz you will know the rhythm
2017-04-03 14:23 Monstrata: and its the same rhythm as other diffs
2017-04-03 14:24 Garden: yea just do the nc and its fine!
2017-04-03 14:25 Monstrata: kk updated~
2017-04-03 14:29 Garden: 00:10:122 (3,5) - really minor but its triggering me a bit lol
2017-04-03 14:29 Garden: 00:10:872 (5,6,1,2) - rotate a bit mayb
2017-04-03 14:31 Monstrata: hm
2017-04-03 14:31 Monstrata: yea sure
2017-04-03 14:31 Monstrata: fixed it
2017-04-03 14:32 Garden: 00:44:247 (2) - ctrlg may play better from my side
2017-04-03 14:34 Monstrata: actually
2017-04-03 14:34 Monstrata: ill just do this
2017-04-03 14:34 Monstrata: http://puu.sh/v7E67.jpg
2017-04-03 14:34 Monstrata: makes the flow simpler
2017-04-03 14:35 Garden: thats good actually so u can have enough space to leave 00:44:435 (3,3,4) - untouched as well xD
2017-04-03 14:35 Monstrata: yep
2017-04-03 14:40 Garden: kk
2017-04-03 14:40 Garden: update
2017-04-03 14:41 Monstrata: 00:56:060 - made a change here so check that too i guess
2017-04-03 14:41 Monstrata: made the rhythm slightly denser cuz of the drums
2017-04-03 14:42 Monstrata: kk updated
2017-04-03 14:42 Garden: o that looks good
2017-04-03 14:42 Monstrata: sweet :D
2017-04-03 14:45 Garden: 00:44:435 (3,3,4) - hey u didnt leave them untouched but anyway its barely noticeable with the high approaching rate
2017-04-03 14:46 Garden: rechecking other difs now
2017-04-03 14:47 Monstrata: oh
2017-04-03 14:47 Monstrata: mm lemme see if i can fix that
2017-04-03 14:48 Monstrata: http://puu.sh/v7EAP.jpg
2017-04-03 14:48 Monstrata: kinda hard to see, but i stacked them like that
2017-04-03 14:49 Garden: looks fine !
2017-04-03 14:49 Monstrata: sweet
2017-04-03 14:57 Garden: before you update titan diff
2017-04-03 14:57 Garden: higher od hp?
2017-04-03 14:58 Monstrata: mmm
2017-04-03 14:58 Monstrata: i prefer current settings
2017-04-03 14:58 Monstrata: high OD isnt good for alternator maps
2017-04-03 15:00 Garden: m ok respect ur choice
2017-04-03 15:00 Garden: update and ill bubble
2017-04-03 15:01 Monstrata: sweet
2017-04-03 15:01 Monstrata: updated~
bubbled!
Doormat
soon tm
Sotarks
24h left for Gero to summon!
P A N
I'm waiting for this!
_Meep_

P A N wrote:

I'm waiting for this!
Lilyanna
Woah nice new record that fast :p gl
Xinely
soon tm
SnowNiNo_
gotta go fast
Log Off Now
When we all come together, we can achieve great things...
Lunicia
its been like two days jesus christ
Kibbleru
hp3
hp3
hp3
hp3
hp3
hp3
hp3
hp3
XD
Topic Starter
Monstrata
Get it, cuz 3 = triangle? HAHAHA
Net0
"dedicate all your hearts" I really didn't get the point of it. Is it some sort of reference to the anime?
Topic Starter
Monstrata
That's the song title's english translation :D.
Net0

Monstrata wrote:

That's the song title's english translation :D.
I did some research here and I'm pretty sure that you add a "all" that's not part of the translation. You could use "Dedicate your heart" or "Devote your heart", but "all your hearts" doesn't seem to be a good translation. Even tho there's no singular/plural on the title, when you add " all " you're changing the meaning since "Dedicate your hearts" and "Dedicate all your hearts" are slightlly different. But it's not like this should stop you from ranking. Just adding this info here in case you want to add a more appropriate title translation. :D
Doormat
okay, just running through double checking metadata, because apparently を can be transliterated as either 'o' or 'wo' and i'm not sure which of the two is correct. apparently wo is more commonly used in songs, but it'd probably be better to double check with a native speaker. sorry for the trouble monstrata i was 99% sure that the metadata i provided was right /w\
Rumia-
oh no D:
im very late fot the mods wtf im very sorry ;;;

p/4977700 fro clarifications yo its correct
native speaker also have troubles doin metadata for osu xd
Doormat

MoeMoeKyunNN wrote:

oh no D:
im very late fot the mods wtf im very sorry ;;;

p/4977700 fro clarifications yo its correct
native speaker also have troubles doin metadata for osu xd
oh so i was right? hell yea

carry on then zzzz
Topic Starter
Monstrata
@Net0. Yea, there are other translations, its why I added "heart" as well, so ppl can search dedicate all your hearts, or dedicate your heart.

@Doormat. Yes, its o. I confirmed the modified hepburn approach with KSHR some time ago for my Ame, Kimi o Tsurete map.

@MoeMoeKyunNN. No worries, i have another map for you to check if you dont mind~ I'll forum pm you.
Topic Starter
Monstrata
1. Romanization for the title
The method of romanization used in osu! is the modified Hepburn, in which Japanese characters with 2 readings such as は / を / へare romanized as their actual pronunciations. Therefore "雨、キミを連れて" is romanized into "Ame, Kimi o Tsurete". In conclusion, your current romanized title is fine unless there is official information that says it's incorrect.

- KSHR
Xinnoh
is it fine if the top diff goes outside the boundary like this?
Topic Starter
Monstrata
Yes, as long as it's not offscreen.

Offscreen = offscreen in gameplay, not editor, since the boundaries of editor are actually smaller than the boundaries of the actual gameplay screen. You can double check on 800x600 resolution (smallest resolution) if it's not offscreen on that resolution then it won't be offscreen on any resolution (except 5:4, but that one doesn't count).
riffy
While it is true I have to tell you that having a 5:4 display makes me a very sad player.

Good luck with the map, though!
Topic Starter
Monstrata
Pretty sure at least half of the maps on osu are offscreen on 5:4 since even stuff thats inside the editor's grid is offscreen on 5:4. Rip Bakari ;c

Thanks for the encouragement ^^ The set will be qualified probably tomorrow.
Yohanes

Bakari wrote:

While it is true I have to tell you that having a 5:4 display makes me a very sad player.

Good luck with the map, though!
thats a pretty old school stuff you have there
-Sh1n1-

Monstrata wrote:

The set will be qualified probably tomorrow.
go go bro
Gero


~ Qualified ~
Winnie
First to say I was here after qualified easy boys but I'm not a mapper
Aurele
4 days ago

bye
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