Thank you Hobbes2~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 for the mod Bubblun~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
Thanks Kaifin!!Kaifin wrote:
zoomEasy
- hp/od 2? Fixed
- 00:29:060 (1) - no NC for consistency ya
- 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.
- 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 xDNormal
- 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
SPOILERFix- 00:11:621 (4) - object's end is not snapped! fix
- 00:24:560 (1,2) - ^
- 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
- 01:23:060 (1,2) - ^
Hard
- consider HP raise? 4 seems low but i could be wrong, i see that it follows metadata spread yea
- 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
- 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.
- 00:48:560 (1,2,3,4) - wat happened to your grid fix blanket
- 00:59:810 (4,1) - these aren't stacked
- 01:06:560 (1,4) - same here fixed all above
- 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
- 01:20:060 (1) - this object's end is not snapped! yea
- 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 allpurposely unsnapped slider end
- title ya
- hp ya
- 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.
- 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 P A N~P A N wrote:
[General][Titan]
- spinner at the end to make the full score varied? It doesn't relaly fit imo and feels kinda forced.
- is the 80% volume on kiai a bit too loud? try listening it with default skin Fixed.
[Insane]
- 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
- 00:14:622 - ^^
- 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.
- 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.
- 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.
- 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.
- 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.
- 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..
[Hard]
- 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
- 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
- 01:20:060 (1) - unsnapped.Fix
[Normal]
- 00:38:810 (1) - you didn't add NC on the similar part so maybe remove this NC to make it consistent.
- 01:01:310 (3) - NC this? or remove NC on 01:02:810 (1)
- 01:11:810 (1) - eeeee remove NC? Fixed all~
[Easy]
- 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
- 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
- 00:11:621 (4) - unsnapped. Fix
Good luck woohoo
- 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
- 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!
Thanks Kuron-kun~Kuron-kun wrote:
♥
bold = highly recommended
red = unrankableGeneral
- 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 Krfawy~Krfawy wrote:
Hello Monstrakeks, a modin Polishas requested! \o3o/
GeneralEasy
- 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.
- 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;
Normal
- 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.
- 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.
- 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.
Highest difficulties
- 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.
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/
- 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!
Thanks iYiyo~iYiyo wrote:
Hello~
[General]
- Settings seem to be not polished? HP 3 & 5 for highest difficulties doesn't really fit imo. Suggestion:
- Titan: HP 5 / Why such high AR? O.o
- Haruto's: HP 6 / Why such high AR? O.o
- Insane: Since it has more streams than light insane I'd say to increase HP to 6 aswell.
- Normal: I'd increase OD to 5 so the spread between ENH is smoother. Fixed them all~
[Titan]- 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
- 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.
- 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.
- 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.
- 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.
- 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.
- 00:32:810 (1,1) - Why the NC? Both have 0,6x so they feel a bit like nc spam. Removed nc
- 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.
- 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.
- 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.
- 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.
- 01:20:247 (2,1) - stack? Fixed
[Insane]- 00:59:622 (2,3) - nazi stack? Fix
- 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]- 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
- 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.- 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?
- 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]- 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/