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Leaf - The Complications Of Breathing Underwater

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Topic Starter
Stick2Glue
This beatmap was submitted using in-game submission on Monday, February 05, 2018 at 11:03:45 AM

Artist: Leaf
Title: The Complications Of Breathing Underwater
Tags: leaf trip hop
BPM: 170
Filesize: 5824kb
Play Time: 03:09
Difficulties Available:
  1. Advanced Fidelity (2.56 stars, 255 notes)
  2. High Fidelity (3.5 stars, 406 notes)
  3. Normal Fidelity (1.44 stars, 170 notes)
Download: Leaf - The Complications Of Breathing Underwater
Information: Scores/Beatmap Listing
---------------
Normal Fidelity - 100% done, 100% hitsounded (Edit: Currently remapping)
Advanced Fidelity - 100% done, 100% hitsounded (Edit: Currently remapping)
High Fidelity - 100% done, 100% hitsounded (Mod only this diff for now)

Ready for mods

Mod pls i'll paypal you a kilogram of copper wiring

Thx
LimePixel
Hi :)
NM request from my queue. Hope it helps

Normal Fidelity
In general, the timing points are kinda off. Why do you have 2? Remove the first one at 00:00:000

00:34:074 (1,2,3,4,5,1,2,1) - This part is more difficult than the next set of objects further on. Also starting from 00:36:897 (1), the hitcircles are only placed on white ticks. I suggest removing 00:34:603 (2,4,2) these hitcircles, or adding more hitcircles in the next part.

00:40:427 (3) - curve to the left instead of the right for better flow or make it straight

01:41:838 (1,2,3) - Delete these and repeat the rhythm before and after this part that you made. Examples: 01:39:015 (1,2,3,4) or 01:44:662 (1,2,3,4,5)

02:22:956 (3,3) - For future reference, put sliderheads on strong sounds and slider ends on weak sounds. In this example they work ok but keep this in mind

03:02:662 (4) - Because 03:01:250 (2,3) these 2 go against the flow of the next object, try doing that with #4 as well. Make the angle towards right instead of left

High Fidelity
Again, 2 timing points, first one should be deleted

Here 00:13:250 (4), 00:16:074 (4) and many other places try repeating the slider. So that way you're not undermapping, because there's a distinct sound at the end. Or instead of repeating try adding a hitcircle 1 full beat after each end of the mentioned sliders

From 00:25:603 until 00:33:368 there are unnecessary break times. Just a suggestion though

02:30:544 (3) - Slider shape seems odd. Tweak it a bit? It's just out of place

Here 02:33:015 (1,2) and all other places where this happens, try adding a hitcircle after each slider, again, 1 beat from their end

Overall good diffs. If this mod isn't helpful, you can ignore it :) Good luck!
elena2705
Hi~
I think song a little boring, so you should try to correct it. If you create interesting beatmap, your song will be more exellent :)
Your map needs lots of corrections, so I can't tell you all mistakes :(

The first thing is colours. Add another colours, i think these colours should be good, but think about it :oops:


The second thing, you should do, is delete first two timing points. Map don't need it)

Open ai mod and try to correct all warnings)

Try to arrange circles and sliders more beautifully and more logically. You can make a few jumps (if don't know this word, look in osu wiki), because this is normal, but do not get carried away.

Listen music more carrefully.

Normal

It's too easy for normal, so try too make it more complicated.
Sliders should not be so strange, but i think in this song you need to complicated sliders. So try to do it more beautiful. For this do it make them symmetrical. For example,


When begin kiai, you can use yellow and red colours, but if it's not kiai only blue and purple.
When kiai, song more loud, so i think you should use not soft, but normal sounds. And 30% of volume. In this sond clap sound is very bad. You can try to add your own sounds. For example, sound of bells.
Don't use in this diff strange short sliders.

00:24:544 - delete slider, but 00:24:897 (4) - add circle ( to emphasize the sound);
00:25:603 (1) - do sound on 20%, 00:31:250 (1) - 59% and here do the end of this slider: finish and whistle. Delete in this interval all another sounds;
00:35:662 - delete circle, 00:36:721 - also;
00:37:427 (2) - add circle;
00:38:309 (4) - do reversible slider, 00:39:015 (5) - end of this slider;
00:39:015 (5), 00:41:838 (5), 00:44:662 (5), 00:44:662 (5) - before the yellow reduce these;
00:43:250 (3) - do reversible slider;
00:44:133 (4) - short slider;
00:46:780 (1) - here you can change colour on blue;
00:51:015 (1,2,1,2,1) - correct it (more beautiful);
01:10:780 (1,1,1,1) - delete these all!
01:34:956 (2) -
01:37:780 (3) - add circle;
01:38:309 (5) - add slider and delete circle, end in the next yellow;
01:38:838 (6) - add circle;
01:40:603 (3) -
Ok. I thing, then you should continue by yourself. Because if i continue, i will create this song :D

High Fidelity

Why begin is the same???
01:40:603 (2) - move it more closer to previos one, so that rhyphm can be understandably;
02:00:897 (3) - slider, 02:01:250 - end of slider;
02:00:721 (2,3) - this copy in 02:03:544 - , 02:06:368 - ;
02:09:191 (2,3,4,5) - here 4 circle;
02:17:838 (3) - make it more beautiful;
02:33:015 (1) - devide in many sliders and the next too;
dekete spibbers and do circles

01:07:956 (1) - end this first part, there are not need sliders;
00:27:721 (1) - add circle, 00:28:427 (2) - add circle;
And the same here 00:28:427 (2)

This diff is more more more excellent than 'normal'!

If you don't agree with my remarks, it's ok ;) So reply me, please)

This song is not usual for osu, so it will be difficult to rank it... But i think, if you will work hard you will do it! ;) ;) ;)
Topic Starter
Stick2Glue

LimePixel wrote:

Hi :)
NM request from my queue. Hope it helps

Normal Fidelity
In general, the timing points are kinda off. Why do you have 2? Remove the first one at 00:00:000

00:34:074 (1,2,3,4,5,1,2,1) - This part is more difficult than the next set of objects further on. Also starting from 00:36:897 (1), the hitcircles are only placed on white ticks. I suggest removing 00:34:603 (2,4,2) these hitcircles, or adding more hitcircles in the next part.I removed 4, the 2's I think should stay to introduce the difference in spacing between the 1/2 and 1/1. If it's pointed out again I'll consider omitting it though

00:40:427 (3) - curve to the left instead of the right for better flow or make it straight made it straight

01:41:838 (1,2,3) - Delete these and repeat the rhythm before and after this part that you made. Examples: 01:39:015 (1,2,3,4) or 01:44:662 (1,2,3,4,5)wtf did i do, thanks for pointing that out

02:22:956 (3,3) - For future reference, put sliderheads on strong sounds and slider ends on weak sounds. In this example they work ok but keep this in mind

03:02:662 (4) - Because 03:01:250 (2,3) these 2 go against the flow of the next object, try doing that with #4 as well. Make the angle towards right instead of left

High Fidelity
Again, 2 timing points, first one should be deleted

Here 00:13:250 (4), 00:16:074 (4) and many other places try repeating the slider. So that way you're not undermapping, because there's a distinct sound at the end. Or instead of repeating try adding a hitcircle 1 full beat after each end of the mentioned sliders Did the latter

From 00:25:603 until 00:33:368 there are unnecessary break times. Just a suggestion though

02:30:544 (3) - Slider shape seems odd. Tweak it a bit? It's just out of place

Here 02:33:015 (1,2) and all other places where this happens, try adding a hitcircle after each slider, again, 1 beat from their end

Overall good diffs. If this mod isn't helpful, you can ignore it :) Good luck!
Thanks for the mod!
Topic Starter
Stick2Glue

elena2705 wrote:

Hi~
I think song a little boring, so you should try to correct it. If you create interesting beatmap, your song will be more exellent :)
Your map needs lots of corrections, so I can't tell you all mistakes :(

The first thing is colours. Add another colours, i think these colours should be good, but think about it :oops:
yeah, using four shades of blue wasn't a good choice in retrospect :p

The second thing, you should do, is delete first two timing points. Map don't need it)

Open ai mod and try to correct all warnings)

Try to arrange circles and sliders more beautifully and more logically. You can make a few jumps (if don't know this word, look in osu wiki), because this is normal, but do not get carried away.

Listen music more carrefully.

Normal

It's too easy for normal, so try too make it more complicated.I've seen easier ranked normals
Sliders should not be so strange, but i think in this song you need to complicated sliders. So try to do it more beautiful. For this do it make them symmetrical. For example, IMO the sliders as they are now are still playable, if they still get pointed out I'll reshape them


When begin kiai, you can use yellow and red colours, but if it's not kiai only blue and purple.
When kiai, song more loud, so i think you should use not soft, but normal sounds. And 30% of volume. In this sond clap sound is very bad. You can try to add your own sounds. For example, sound of bells.time to steal a bell hitsound then hehehe
Don't use in this diff strange short sliders.

00:24:544 - delete slider, but 00:24:897 (4) - add circle ( to emphasize the sound);
00:25:603 (1) - do sound on 20%, 00:31:250 (1) - 59% and here do the end of this slider: finish and whistle. Delete in this interval all another sounds;done
00:35:662 - delete circle, 00:36:721 - also;deleted the first one cuz too hard, the second one I retain so that any other similar intervals after that aren't a novelty to players
00:37:427 (2) - add circle;done
00:38:309 (4) - do reversible slider, 00:39:015 (5) - end of this slider;can't see how it fits
00:39:015 (5), 00:41:838 (5), 00:44:662 (5), 00:44:662 (5) - before the yellow reduce these;
00:43:250 (3) - do reversible slider;
00:44:133 (4) - short slider;looks good
00:46:780 (1) - here you can change colour on blue;
00:51:015 (1,2,1,2,1) - correct it (more beautiful);
01:10:780 (1,1,1,1) - delete these all!added a spinner, otherwise there'll be a 20 second breat
01:34:956 (2) - looks complicated
01:37:780 (3) - add circle;
01:38:309 (5) - add slider and delete circle, end in the next yellow;
01:38:838 (6) - add circle;
01:40:603 (3) -
Ok. I thing, then you should continue by yourself. Because if i continue, i will create this song :D

High Fidelity

Why begin is the same???
01:40:603 (2) - move it more closer to previos one, so that rhyphm can be understandably;fixed
02:00:897 (3) - slider, 02:01:250 - end of slider;
02:00:721 (2,3) - this copy in 02:03:544 - , 02:06:368 - ;
02:09:191 (2,3,4,5) - here 4 circle;no sound to support the extra (or my earphones are badly damaged)
02:17:838 (3) - make it more beautiful;done
02:33:015 (1) - devide in many sliders and the next too;
dekete spibbers and do circleslack of clicking reflects the fact that the song is about to end

01:07:956 (1) - end this first part, there are not need sliders;
00:27:721 (1) - add circle, 00:28:427 (2) - add circle;
And the same here 00:28:427 (2)

This diff is more more more excellent than 'normal'!

If you don't agree with my remarks, it's ok ;) So reply me, please)

This song is not usual for osu, so it will be difficult to rank it... But i think, if you will work hard you will do it! ;) ;) ;)
Cheers for the mod! (I had never thought of using shades of different colours for some reason, thanks for pointing that out)
CucumberCuc
Hi

Check AiMod

[Normal]
Remove first and second red TP
00:24:897 (5,1) are close, do far
00:31:250 (1,2) ^
00:34:780 (3) not good blanket
00:35:838 (4,1) far
00:37:603 (3,4) ^
00:39:015 (6) end on previous white tick
00:41:838 (2) ^
00:41:838 (2,1) far
00:44:133 (4) maybe remove slider and put circle on white tick?
00:44:662 (5) like for 00:39:015 (6)
01:00:191 (2,3) far
01:05:838 (2,3) ^
01:45:368 (2,3) are close
02:17:309 (3,4) far
03:01:250 (2,3) far
03:08:309 (4) maybe move start to next white tick?

[Advance]
slightly check Distance Snap
02:32:662 - here 2 Timing Sections
00:52:427 (1) end slider move up for better flow
01:33:368 (1,2) are close
01:36:721 (2,3,4) overlap
02:03:015 (2) like for 00:52:427 (1)
02:14:662 (4) move up (distance)
02:16:074 (2) ^
Topic Starter
Stick2Glue

CucumberCuc wrote:

Hi

Check AiMod

[Normal]
Remove first and second red TP Done
00:24:897 (5,1) are close, do far All these are already distance-snapped so that's as close as they can get (this will go to the rest)
00:31:250 (1,2) ^
00:34:780 (3) not good blanket Well I fixed the slider shape
00:35:838 (4,1) far
00:37:603 (3,4) ^
00:39:015 (6) end on previous white tick There's a prominent sound where it end, but if this turns out to be a real issue I'll correct it
00:41:838 (2) ^
00:41:838 (2,1) far
00:44:133 (4) maybe remove slider and put circle on white tick? Very strong sound where it starts as of now
00:44:662 (5) like for 00:39:015 (6) Ditto
01:00:191 (2,3) far
01:05:838 (2,3) ^
01:45:368 (2,3) are close
02:17:309 (3,4) far
03:01:250 (2,3) far
03:08:309 (4) maybe move start to next white tick? Fixed

[Advance]
slightly check Distance Snap
02:32:662 - here 2 Timing Sections Fixed
00:52:427 (1) end slider move up for better flow
01:33:368 (1,2) are close
01:36:721 (2,3,4) overlap Oh deary me, fixed
02:03:015 (2) like for 00:52:427 (1) Fixed
02:14:662 (4) move up (distance) Done, looks better
02:16:074 (2) ^ [color=#0000FF]Aight/color]
Thanks for the mod~
mindmaster107
From my queue
M4M: https://osu.ppy.sh/s/710913

Link to the ranking criteria for reference: https://osu.ppy.sh/help/wiki/Ranking_Criteria/osu!

[Normal]
If your objects overlap at 1/1 spacing, you should rethink your slider velocity. Lower slider velocity base to something high enough to work. This is done under the timing menu.

"Time-distance equality should be used. Variations are acceptable if they are clearly different from spacing used for different rhythms. When hit objects are more than 1 beat apart and have relatively high spacing on the playfield, time-distance equality does not need to be as precise." - Ranking Criteria. This means you should never use spacing emphasis on normals. While this is listed under guidelines, keep in mind that for the ranking criteria, breaking guidelines are strictly unrankable, unless you can provide a very clear reason to why folowing it would be detrimental.

While it is a guideline that 1.3x DS is acceptable, I would advise to lower to between 0.8x and 1.2x, as this is your lowest difficulty. If you are using a normal diff for lowest, you need to follow most conventions that easy diffs use.

00:25:603 (1,1,1) - "Use straightforward and easily understandable slider shapes. New players may not understand how to follow more complex shapes." - Ranking criteria. Overlapping bodies like 00:31:250 (1) is clearly over the line. The remaining two look strange compared to the rest of the map.

"Try to spread your hit object placement evenly across the playfield. Cluttering hit objects in one section of the screen for no reason will make them stand out unnecessarily." - Ranking criteria.
As the suggestions I provided above require re-mapping to fix, keep this in mind. The playfield is alot larger than you are currently using.

[Advanced]
As your map seems to be a lower difficulty advanced, keep in mind you need to use alot of techniques normal maps do.
Use distance snap.
Confusing patterns, where they overlap shouldn't be allowed. eg 01:03:721 (1,2,3)

[Hard]
At this level, stacking (at least very close) 1/1 spacings is not very readable. Map for your target audience, and space these gaps.


00:13:250 (4) - This slider's end has a noticable sound. It should be mapped differently from the previous objects. Also sliders should have equal or weaker sounds on the tails, so your rhythm choice is wrong too.
00:14:309 (1,2) - I would move the objects further apart for visuals. Try and keep everything the same visual distance apart for easy visuals.
00:20:309 (2,3,4) - Patterns shouldn't change so drastically if the song doesn't change at all. Small variations are ok, but suddenly overlaps is not anywhere near minor.
00:24:544 (4) - There is a noticable sound at 00:24:897 , which you cut through. FYI slider corners are not a valid method for emphasis.
00:41:838 (4) - Please don't use random anchors for slider shape variety.
00:44:133 (2) - Sound in the middle of the slider got ignored. Please cover all significant sounds.
00:55:603 (1,2) - This is not easy to read as a 1/2 spacing. space it normally.
01:47:485 (1,2,3,4,1) - Slight overlaps don't look appealing. Maybe space wider.
02:09:191 (2) - Please don't ignore downbeats. They are very important. (Downbeats are very special sounds, commonly found on big white ticks)
02:10:427 (2,3,4) - This is a hard diff. These patterns are not easily readable.
Topic Starter
Stick2Glue

mindmaster107 wrote:

From my queue
M4M: https://osu.ppy.sh/s/710913

Link to the ranking criteria for reference: https://osu.ppy.sh/help/wiki/Ranking_Criteria/osu!

[Normal]
If your objects overlap at 1/1 spacing, you should rethink your slider velocity. Lower slider velocity base to something high enough to work. This is done under the timing menu.

"Time-distance equality should be used. Variations are acceptable if they are clearly different from spacing used for different rhythms. When hit objects are more than 1 beat apart and have relatively high spacing on the playfield, time-distance equality does not need to be as precise." - Ranking Criteria. This means you should never use spacing emphasis on normals. While this is listed under guidelines, keep in mind that for the ranking criteria, breaking guidelines are strictly unrankable, unless you can provide a very clear reason to why folowing it would be detrimental.

While it is a guideline that 1.3x DS is acceptable, I would advise to lower to between 0.8x and 1.2x, as this is your lowest difficulty. If you are using a normal diff for lowest, you need to follow most conventions that easy diffs use. Says here my DS is 1.2x

00:25:603 (1,1,1) - "Use straightforward and easily understandable slider shapes. New players may not understand how to follow more complex shapes." - Ranking criteria. Overlapping bodies like 00:31:250 (1) is clearly over the line. The remaining two look strange compared to the rest of the map.

"Try to spread your hit object placement evenly across the playfield. Cluttering hit objects in one section of the screen for no reason will make them stand out unnecessarily." - Ranking criteria.
As the suggestions I provided above require re-mapping to fix, keep this in mind. The playfield is alot larger than you are currently using.

[Advanced]
As your map seems to be a lower difficulty advanced, keep in mind you need to use alot of techniques normal maps do.
Use distance snap.
Confusing patterns, where they overlap shouldn't be allowed. eg 01:03:721 (1,2,3) Fixed

[Hard]
At this level, stacking (at least very close) 1/1 spacings is not very readable. Map for your target audience, and space these gaps.

spaced out the entire map by 1.1x and increased the SV to make up for it. Hopefully I won't get jailed for such a solution

00:13:250 (4) - This slider's end has a noticable sound. It should be mapped differently from the previous objects. Also sliders should have equal or weaker sounds on the tails, so your rhythm choice is wrong too. Remapped the sliders and changed the rhythm
00:14:309 (1,2) - I would move the objects further apart for visuals. Try and keep everything the same visual distance apart for easy visuals. Increased the spacing slightly, ctrl-g the sliders mentioned as well
00:20:309 (2,3,4) - Patterns shouldn't change so drastically if the song doesn't change at all. Small variations are ok, but suddenly overlaps is not anywhere near minor. Fixed
00:24:544 (4) - There is a noticable sound at 00:24:897 , which you cut through. FYI slider corners are not a valid method for emphasis. Sounded better in my head, fixed
00:41:838 (4) - Please don't use random anchors for slider shape variety. Changed to normal curved slider
00:44:133 (2) - Sound in the middle of the slider got ignored. Please cover all significant sounds. The sound I'm mapping stands out a lot more
00:55:603 (1,2) - This is not easy to read as a 1/2 spacing. space it normally. Done
01:47:485 (1,2,3,4,1) - Slight overlaps don't look appealing. Maybe space wider. Unless my CS is bugged, those hitcircles don't overlap each other
02:09:191 (2) - Please don't ignore downbeats. They are very important. (Downbeats are very special sounds, commonly found on big white ticks)
02:10:427 (2,3,4) - This is a hard diff. These patterns are not easily readable.IMO the ar9 might be enough to compensate for that. If it becomes that big of an issue later I'll fix it
Since the advanced and the normal mods require a complete remap, I won't be replying to those in a few days.
Thanks for the mod!
lit120
[general]
  1. note that the map isn't ready to rank yet, due to not to map until 80% duration at least from the mp3, as what the Ranking Criteria said so
  2. the diff name for Normal and Advanced aren't allowed to have such custom names around, except for the highest diff
[high fidelity]
  1. 00:48:544 (1) - it's ok for not NCing this. as a player who have encountered this before, it's actually readable and playable without an NC provided there. or rather not, u can remove an NC here 00:48:191 (1) -
  2. 00:57:015 (2,3,4) - different timing, yet the spacing is kinda difficult for some players to time it there
  3. 01:57:191 (4,1) - uh, it's not even recommended to have something like this based on (4)'s direction of slider. try to aim (4)'s tail to below for better flow
  4. 02:55:250 - vs 02:33:015 - same rhythm, but see the difference between these 2 timelines here. first one is not boring to play with due to no reverses, but the second one has a lot of reverses, which is why some players might find it "too easy" or "too boring" to play that. u can try to make a different rhythm in inconsistently or making it consistent for better from the first point there
[advanced]
  1. 00:23:133 (2,3,4) - uhh, why ending it to blue tick on these sliders...? shouldn't they be at white tick usually for a right timing? same goes to 00:12:544 (3) - 00:21:015 (3) - 00:27:721 (1) - 00:30:544 (1) - etc
  2. 00:33:368 (1,2,1) - here's the correct rhythm and avoid doing that for amateur players https://osu.ppy.sh/ss/10170313
  3. 00:34:780 (3,4,5) - some players might think of this as 1/4 note, judging by the spacing there with a rhythm choice. u can always spaced it out just a bit to avoid that confusion. should work at 00:44:133 (2,3,1) - 00:46:780 (1,2) - etc
  4. 02:32:662 - vs 02:55:250 - same case as i have provided from above
[normal]
  1. important note that every Normal and Easy must be mapped with DS on and must be in a constant spacing all the time for newbies to play with. example: starting with 1.2x DS means every note must be in 1.2x DS (applies to 02:22:074 (2,3,4) - 02:29:838 (1,2,3) - 02:38:309 (1,1) - etc)
  2. 02:32:662 - vs 02:55:250 - same case as i have provided from above, but that first point is kinda like "Easy" diff for me tbh
i don't think i wanna point out way too much for ya, since u're kinda still new in mapping a bit i guess...?

gl!
Topic Starter
Stick2Glue

lit120 wrote:

[general]
  1. note that the map isn't ready to rank yet, due to not to map until 80% duration at least from the mp3, as what the Ranking Criteria said so
  2. the diff name for Normal and Advanced aren't allowed to have such custom names around, except for the highest diff
just curious, how did Sebu's Polygon mapset get ranked with all those diff names? Is it because the gradual increases in difficulty with each diff name are more apparent with such names?

[high fidelity]
  1. 00:48:544 (1) - it's ok for not NCing this. as a player who have encountered this before, it's actually readable and playable without an NC provided there. or rather not, u can remove an NC here 00:48:191 (1) - remove the second NC you mentioned
  2. 00:57:015 (2,3,4) - different timing, yet the spacing is kinda difficult for some players to time it there moved 3 some spaces above
  3. 01:57:191 (4,1) - uh, it's not even recommended to have something like this based on (4)'s direction of slider. try to aim (4)'s tail to below for better flow fixed
  4. 02:55:250 - vs 02:33:015 - same rhythm, but see the difference between these 2 timelines here. first one is not boring to play with due to no reverses, but the second one has a lot of reverses, which is why some players might find it "too easy" or "too boring" to play that. u can try to make a different rhythm in inconsistently or making it consistent for better from the first point there my intention here is to give a bit of a breather
[advanced]
  1. 00:23:133 (2,3,4) - uhh, why ending it to blue tick on these sliders...? shouldn't they be at white tick usually for a right timing? same goes to 00:12:544 (3) - 00:21:015 (3) - 00:27:721 (1) - 00:30:544 (1) - etc that was a mistake on my part, a single 0.5x screwed it up
  2. 00:33:368 (1,2,1) - here's the correct rhythm and avoid doing that for amateur players https://osu.ppy.sh/ss/10170313 fixed
  3. 00:34:780 (3,4,5) - some players might think of this as 1/4 note, judging by the spacing there with a rhythm choice. u can always spaced it out just a bit to avoid that confusion. should work at 00:44:133 (2,3,1) - 00:46:780 (1,2) - etc spaced it a bit
  4. 02:32:662 - vs 02:55:250 - same case as i have provided from above same explanation
[normal]
  1. important note that every Normal and Easy must be mapped with DS on and must be in a constant spacing all the time for newbies to play with. example: starting with 1.2x DS means every note must be in 1.2x DS (applies to 02:22:074 (2,3,4) - 02:29:838 (1,2,3) - 02:38:309 (1,1) - etc) only the last example you gave me I had to change, the first two, in my laptop anyway, were perfectly distance snapped
  2. 02:32:662 - vs 02:55:250 - same case as i have provided from above, but that first point is kinda like "Easy" diff for me tbh
i don't think i wanna point out way too much for ya, since u're kinda still new in mapping a bit i guess...? you got that right

gl!
Thanks!
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