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Nanahira - Monosugoi Space Shuttle de Koishi ga Monosugoi Ut

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Summerleopard
I wonder if this map is only be one diff or two diff. It can be something harder than expected from you. But,all the best with this Marathon :)
Topic Starter
JBHyperion

SangKrazF1nal3 wrote:

I wonder if this map is only be one diff or two diff. It can be something harder than expected from you. But,all the best with this Marathon :)
I honestly don't know if I can stand to map this song again LOL

probably just the one diff for this set
tatatat
hi!! I HAVE COME TO BLESS THE MAP WITH MY POWERFUL SUPER BODY THINGY WITH CATGIRL LOVE!!!! <3 yassu- !!! yessss I PRAY FOR THIS MAPS RANKING, THANK THE QAT GOD SHIMA YES FOR THE POWERFUL RANK.
Ascendance
[
General
]

  1. Difficulty Spread : Okay
  2. Background Size : Okay
  3. Unsnapped objects : Okay
  4. Audio bitrate over 192 kbps : Okay
  5. Metadata Issues : Koishi dies a painful death
  6. Timeline Issues : Okay
  7. Combo Colors : The light green kinda sticks out against your other colors, maybe consider a red for the explody boye in the bg
  8. Unused Hitsounds : Okay
  9. Hitsounds Issues : soft-hitfinish6 comes up with delay but it's not
  10. Unused Files / Other : this makes me sad

[
burn this moment into the retina of my eye
]

General



  1. 00:25:796 (1,2,3,4,5,6,7,8) - I know what you were going for, but this just plays like a standstill. You know me, I like my streams e x t r a c u r v y
  2. 01:09:639 (15,1,2) - Dunno but like the high density makes this really aids to play for some reason
  3. 01:18:939 (3,4) - Pretty spaced imo, I'd reduce here or make it an HDash for sure, had a pretty easy time not making it through the whole 4 notes without dropping one
  4. 01:20:654 - RUNNING IN THE 90S
  5. In this part at 02:59:911 (4,5) - , is there any reason why the HDash isn't to 5? The strong bass and downbeat is there. 03:01:111 (3,4,5) - Could all be hypers or strong dashes as well for that cymbal. The emphasis just feels wrong when playing
  6. 03:03:854 (2) - Sounds more like 1/4 to meeee
  7. 03:07:282 (1,2,3,4,5,6,7,8,9,10,11,12,13) - The strong noises of these 1/8 really drown out the BG, I'd lower their volume a bit. Same goes for the next sets as well
  8. 03:37:111 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - big hecking angery here, where's the aesthetic :< If you want a stream like this, you could just do a double S-Shaped stream and it would look much cleaner and less jagged
  9. 03:48:768 - maybe 5% lower on the hitsounds in the kiais here, kind of hard to hear the music
  10. 04:07:625 (1,2,3,4) - Normally I'd have no problem with a pattern like this but you're introducing it 4 minutes into a pretty decently hard marathon so I think the best bet is to just not do it tbh. Like, the sounds they're on aren't extraordinary to begin with so I don't think it's a huge loss, but in the future I'd suggest introducing something like this when someone doesn't have an FC B)
  11. 04:08:311 (3,4,5,6,7,8) - Some tilt on these would be really nice, feels pretty uncomfortable to tapdash it all rn
  12. 04:19:282 (2,3) - Pretty far, hdahs this or reduce it!
  13. 04:20:825 (4,5) - same here as well
  14. 04:30:425 (4,5) - yea
  15. 05:13:454 (3,4) - and same idk man the ending just gets really big spacing and they're really really far
  16. 05:14:996 (4,1) - Left tilt into right movement into different snapped hdash you might as well just kill me now. If you tilt the stuff like 05:14:482 (1,2,3,4) - and make it a bit simpler to play I don't think it would be this bad but rn it's sad

Cool
Topic Starter
JBHyperion

Ascendance wrote:

[
General
]

  1. Difficulty Spread : Okay
  2. Background Size : Okay
  3. Unsnapped objects : Okay
  4. Audio bitrate over 192 kbps : Okay
  5. Metadata Issues : Koishi dies a painful death
  6. Timeline Issues : Okay
  7. Combo Colors : The light green kinda sticks out against your other colors, maybe consider a red for the explody boye in the bg I tried more of an electric blue thing for now, if that's still lacking I will go for that jazzy pink sure
  8. Unused Hitsounds : Okay
  9. Hitsounds Issues : soft-hitfinish6 comes up with delay but it's not
  10. Unused Files / Other : this makes me sad


[
burn this moment into the retina of my eye
]

General



  1. 00:25:796 (1,2,3,4,5,6,7,8) - I know what you were going for, but this just plays like a standstill. You know me, I like my streams e x t r a c u r v y Gave it some extra bend, so it actually looks like a curve now and everything
  2. 01:09:639 (15,1,2) - Dunno but like the high density makes this really aids to play for some reason I don't find this too bad personally, though I did try to make the 1/8 hyper as weak as possible so maybe this reduces the aids factor a little
  3. 01:18:939 (3,4) - Pretty spaced imo, I'd reduce here or make it an HDash for sure, had a pretty easy time not making it through the whole 4 notes without dropping one Moved (3) right a bit, less distance and it looks more linear now also
  4. 01:20:654 - RUNNING IN THE 90S This has to be intentional, it's the perfect level of meme for a monosugoi song lol
  5. In this part at 02:59:911 (4,5) - , is there any reason why the HDash isn't to 5? The strong bass and downbeat is there. 03:01:111 (3,4,5) - Could all be hypers or strong dashes as well for that cymbal. The emphasis just feels wrong when playing I'm trying to emphasize that high pitch synth sound that decays over (6,7,8) rather than the drums here
  6. 03:03:854 (2) - Sounds more like 1/4 to meeee Cucked by SV
  7. 03:07:282 (1,2,3,4,5,6,7,8,9,10,11,12,13) - The strong noises of these 1/8 really drown out the BG, I'd lower their volume a bit. Same goes for the next sets as well Sure, took them down 20% or so throughout for better hs/bg balance
  8. 03:37:111 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - big hecking angery here, where's the aesthetic :< If you want a stream like this, you could just do a double S-Shaped stream and it would look much cleaner and less jagged THIS WAS A FAILED EXPERIMENT
  9. 03:48:768 - maybe 5% lower on the hitsounds in the kiais here, kind of hard to hear the music Done for all except the drum buildy-uppy parts since I want extra oomph there
  10. 04:07:625 (1,2,3,4) - Normally I'd have no problem with a pattern like this but you're introducing it 4 minutes into a pretty decently hard marathon so I think the best bet is to just not do it tbh. Like, the sounds they're on aren't extraordinary to begin with so I don't think it's a huge loss, but in the future I'd suggest introducing something like this when someone doesn't have an FC B) Yeah this was unnecessarily troll, I opted for a more subdued pattern here and now the SR is 6.66 hahsahshasashaaa kill me
  11. 04:08:311 (3,4,5,6,7,8) - Some tilt on these would be really nice, feels pretty uncomfortable to tapdash it all rn I really like the tapdash here, it's a cool climax to the solo section and emphasises the drums in a way that isn't really done elsewhere. Would prefer to keep for now at least
  12. 04:19:282 (2,3) - Pretty far, hdahs this or reduce it! Fuck you antiflow nobody likes you anyway
  13. 04:20:825 (4,5) - same here as well
  14. 04:30:425 (4,5) - yea
  15. 05:13:454 (3,4) - and same idk man the ending just gets really big spacing and they're really really far Nerfed some of the consecutive strong dash stuff a bit
  16. 05:14:996 (4,1) - Left tilt into right movement into different snapped hdash you might as well just kill me now. If you tilt the stuff like 05:14:482 (1,2,3,4) - and make it a bit simpler to play I don't think it would be this bad but rn it's sad Couldn't find a way to keep the tap->variable snap hypers without it playing like ass, so just opted to make (4) horizontal for better flow


Cool

Thanks for the mod! (:
Tyrell
Not modding v2... disgusting.

Amourous Interstellar Conflagration
[*] 01:19:282 (1) - i feel like this circle should be moved a bit closer to 01:19:111 (4) - for more leniency. Right now it plays a bit weird to catch imo
[*] 03:37:454 (1) - this being a standstill 1/16 here feels out of nowhere and isnt easy to expect. i would make this have some movement to the right shaped like a curved slider

I would say more but playing this map without HD for testing makes it so hard for me to tell what is good/bad flow or my incompetence at playing No Mod. Wasnt much of a help but the map seemed good. Only some streamy bits seemed weird but like i said, without knowing if my skill is the problem, i wont include those in the mod. Good luck with this set.
Magic Girl
something ice creeeeeeeeeeeeaaaaaaaaaaam

[du du du du du du du dudu duuuu duuu duuu duuuuu]

  1. 00:17:568 (1) - First time playing this the slider was really off-putting compared to the previous and latter 1/1 sliders because of the extra curve to it, maybe reduce the curve to make it more comfortable and consistent? Unless it's intentional I could only really get used to it after a few tries.
  2. 00:34:539 (4,1) - Close these in a little? Personally when I play through it it's very difficult and uncomfortable to maintain a combo on with it being a regular quick jump followed by consecutive hypers.
  3. 01:02:654 (5,1) - Dunno if this is intended or if its my editor testing lag, or lack of ability but suddenly cutting a hyper here after consecutive hypers is somewhat uncomfortable, and inconsistent with the parts before and after, consider bringing them closer to one another or hyper up to you.
  4. 01:19:111 (4,1) - Please god close these in the amount of times I was on FC and the miss because of (1) is ridiculous.
  5. 01:30:939 (3,4,5,6) - Perhaps bring (3,4) closer to (5,6), the jump between the two feels a bit stronger than needed to me.
  6. 01:39:854 (1) - Maybe change these to a regular single note wider spaced pattern? I honestly expected that when I was playing this section because of the increase and strength in vocals.
  7. 02:41:568 (1) - Just nitpicking here but any reason this is a repeat 1/2 slider instead of just a 1/1 curved slider? I feel like a 1/1 would emphasize the beat there more.
  8. This is hard to mod
  9. 03:00:254 (6,7,8) - Might be my lack of frame rate here but maybe move these a bit closer to one another? The transition in spacing threw me off when I played.
  10. 03:01:625 (6,7,8) - ^
  11. 03:55:025 (5,6) - Maybe move (6) closer to (5)? Say, x:332?
  12. 03:55:282 (7,8) - Bls Hyper. Bls.
  13. I can't be bothered playing the drummy bang bang nanahira just talking and not singing part at the time I am modding this so SKIP
  14. 05:43:625 (9) - I feel like you should Ctrl-H this and throw it on the other side of (8) because there isn't really another instance you make use of this after or before, and it throws the flow off somewhat.
Overall I think it's a good map but I'm biased what do I know xd

yay for modding woo gl ranking and finding others to some buy ice cream
Topic Starter
JBHyperion

Tyrell wrote:

Not modding v2... disgusting.

Amourous Interstellar Conflagration
[*] 01:19:282 (1) - i feel like this circle should be moved a bit closer to 01:19:111 (4) - for more leniency. Right now it plays a bit weird to catch imo Whoops this was a hyper but I broke it with the last mod, fixed
[*] 03:37:454 (1) - this being a standstill 1/16 here feels out of nowhere and isnt easy to expect. i would make this have some movement to the right shaped like a curved slider This is meant to be hyperwalked and the single motion of tap + stop is easier to play for me at least, than following a curve. I also wanted to keep this as a buzz slider since the synth sound intensity has peaked here, rather than still increasing as it was in the previous stream

I would say more but playing this map without HD for testing makes it so hard for me to tell what is good/bad flow or my incompetence at playing No Mod. Wasnt much of a help but the map seemed good. Only some streamy bits seemed weird but like i said, without knowing if my skill is the problem, i wont include those in the mod. Good luck with this set.

- Magic Girl - wrote:

something ice creeeeeeeeeeeeaaaaaaaaaaam

[du du du du du du du dudu duuuu duuu duuu duuuuu]

  1. 00:17:568 (1) - First time playing this the slider was really off-putting compared to the previous and latter 1/1 sliders because of the extra curve to it, maybe reduce the curve to make it more comfortable and consistent? Unless it's intentional I could only really get used to it after a few tries. It was intentional but since it's so early on, sure I reduced it a little bit
  2. 00:34:539 (4,1) - Close these in a little? Personally when I play through it it's very difficult and uncomfortable to maintain a combo on with it being a regular quick jump followed by consecutive hypers. Nerfed it a smidge
  3. 01:02:654 (5,1) - Dunno if this is intended or if its my editor testing lag, or lack of ability but suddenly cutting a hyper here after consecutive hypers is somewhat uncomfortable, and inconsistent with the parts before and after, consider bringing them closer to one another or hyper up to you. The no hyper here sells the reduced intensity of the synth, but sure I reduced the 1/4 jumps a little for playability
  4. 01:19:111 (4,1) - Please god close these in the amount of times I was on FC and the miss because of (1) is ridiculous. Fixed in previous mod
  5. 01:30:939 (3,4,5,6) - Perhaps bring (3,4) closer to (5,6), the jump between the two feels a bit stronger than needed to me. Sure
  6. 01:39:854 (1) - Maybe change these to a regular single note wider spaced pattern? I honestly expected that when I was playing this section because of the increase and strength in vocals. Increased SV here a bit for more spacing
  7. 02:41:568 (1) - Just nitpicking here but any reason this is a repeat 1/2 slider instead of just a 1/1 curved slider? I feel like a 1/1 would emphasize the beat there more. Think I was trying to cover vocals but I realise now they're an unsnappable mess and I should ignore them. It's a 1/1 slider now
  8. This is hard to mod This was hard to map
  9. 03:00:254 (6,7,8) - Might be my lack of frame rate here but maybe move these a bit closer to one another? The transition in spacing threw me off when I played. Alrighty
  10. 03:01:625 (6,7,8) - ^ Same
  11. 03:55:025 (5,6) - Maybe move (6) closer to (5)? Say, x:332? Yuck what was this uneven spacing, fixed
  12. 03:55:282 (7,8) - Bls Hyper. Bls. ok
  13. I can't be bothered playing the drummy bang bang nanahira just talking and not singing part at the time I am modding this so SKIP ok
  14. 05:43:625 (9) - I feel like you should Ctrl-H this and throw it on the other side of (8) because there isn't really another instance you make use of this after or before, and it throws the flow off somewhat. Fair dos
Overall I think it's a good map but I'm biased what do I know xd

yay for modding woo gl ranking and finding others to some buy ice cream
Thanks for the mods! (:
Bunnrei
creepy freudian anime waifus


[its halozy so its cool]
00:25:111 (4,5) - make this a dash for momentum
00:39:168 (4,1) - unintentional non-hyper? if intentional maybe nerf
00:41:568 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16) - increase distance from previous object for a dash (also find a way to make 00:42:082 (13,15) - stand out i guess)
01:20:654 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - this seems too spaced out for a cooldown part
01:44:311 (4) - make this just a non-repeating slider and a circle and put that circle somewhere between x:296 and x:364 (the middle seems fine) for more movement
01:44:654 (5,6,7) - should be a four-note stream (i know that parts of the map are undermapped but this seems fitting)
01:58:282 (6) - either make it farther or closer (x:344 or x:400), it seems odd in its current placement
02:28:196 (3) - make this a 1/2 slider followed by a circle? to follow both vocal and music
02:29:225 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - same as earlier cooldown
03:16:796 (7) - move a bit farther

i like this second chorus better than the first, maybe map the first based on this second one?

03:29:225 (4,1) - another might-be-unintentional thing
03:59:396 (1,2,3,4,5,6,7,8) - make this curve more inwards? might reduce chance of missing i think
05:21:854 (5,6,1) - make (6,1) a bigger distance than (5,6) (i know they technically are like that but its not very obvious)
05:56:996 (7,8) - increase spacing

i didnt really like the first two minutes or so (it didnt look good compared to the rest of the map) but most of the map is gud so u good nanahira is gud too !!!1!
Topic Starter
JBHyperion

-Plus- wrote:

creepy freudian anime waifus

[its halozy so its cool]
00:25:111 (4,5) - make this a dash for momentum Added a little more, rip pointless blanket tho
00:39:168 (4,1) - unintentional non-hyper? if intentional maybe nerf Oops, fixed hyper
00:41:568 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16) - increase distance from previous object for a dash (also find a way to make 00:42:082 (13,15) - stand out i guess) Added distance and removed a couple of 1/8 circles to emphasise the 1/4 better
01:20:654 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - this seems too spaced out for a cooldown part Reduced the first 3 sets to a walk, kept spacing on the last one for emphasis back into the verse though
01:44:311 (4) - make this just a non-repeating slider and a circle and put that circle somewhere between x:296 and x:364 (the middle seems fine) for more movement Okie smokes
01:44:654 (5,6,7) - should be a four-note stream (i know that parts of the map are undermapped but this seems fitting) Hmk, gave it a kick drum whistle
01:58:282 (6) - either make it farther or closer (x:344 or x:400), it seems odd in its current placement Yeah this was weirdly close, fixed
02:28:196 (3) - make this a 1/2 slider followed by a circle? to follow both vocal and music Ok
02:29:225 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - same as earlier cooldown Ye did the same but flipperino'd
03:16:796 (7) - move a bit farther Yes boss

i like this second chorus better than the first, maybe map the first based on this second one? Hmm, I thought I did map them pretty similar, only in the second chorus I made buzzy synth sounds like 01:58:711 (8) - into streams instead of sliders, e.g. 03:07:282 (1,2,3,4,5,6,7,8,9,10,11,12,13) - and generally the second chorus used more antiflow structures. I feel the current arrangement gives a nice step up in difficulty and variety so I'll try to keep it

03:29:225 (4,1) - another might-be-unintentional thing Ye fixed that same as before
03:59:396 (1,2,3,4,5,6,7,8) - make this curve more inwards? might reduce chance of missing i think Clarified about this in PM, made this appreciably more curvy and less overshoot-able
05:21:854 (5,6,1) - make (6,1) a bigger distance than (5,6) (i know they technically are like that but its not very obvious) ok but muh aesthetic ;w;
05:56:996 (7,8) - increase spacing Did the thing

i didnt really like the first two minutes or so (it didnt look good compared to the rest of the map) but most of the map is gud so u good nanahira is gud too !!!1! I will try to sex it up a bit
Thanks for the mod! Tell me when you finish your map of this so I can suffer again (:
Sorceress
I don't even want a catch specific editor anymore, I just want to be able to playtest without being forced in to windowed mode...
[
Amourous Interstellar Conflagration
]
  1. 00:16:882 (3,4) - Walking across these is just a little too fast requiring a brief stopping movement to comfortably catch. Would recommend just a slight bit more tilt on these sliders, namely (4) to better match the catchers walk speed
  2. 01:24:768 (1) - Any reason you didn't use a 1/2 slider and went for the lone note instead? Don't really see this sort of timeline gap used elsewhere in the map
  3. 01:25:454 (3,4,5,6) - This plays as a series of back to back direction change dashes which whilst the sounds support it, it still feels a little too intense for this part of the song. I'd suggest reducing the distance between (3) and (4) a little more or removing some part of this back and forth
  4. 01:49:111 (4,5) - You use pretty consistent spacing between the notes of whatever this propa sick sound is apart from here where it's just a walk instead of a dash. Consider moving 01:49:282 (5) - to x:152
  5. 02:10:711 (5,6) - This can be a bit tricky to catch after the hyper from 02:10:539 (4) - . I'd recommend moving these about 20 units closer
  6. 02:56:654 (1,2) - There's a little more variety used this time round here but I would have expected to see this timelining repeated again at 02:58:025 - but there's a 3/4 repeating slider like used earlier in the map at 01:48:082 - instead. Catches me out a bit and personally I prefer the repeating slider approach
  7. 03:24:596 (4,5) - Transitioning in to this jump is rather unpleasant. 03:24:082 (1,2,3,4) - Pretty much requires holding dash down which makes timing the movement across 03:24:425 (3,4,5) - quite tricky, you don't want to go too fast for (3,4) but you need to still make the jump of (4,5). I think nerfing the distance between 03:24:596 (4,5) - to around 1.52x DS is a good solution here
  8. 04:08:654 (5) - You madman, it's easy to get caught out on this sort of stream pattern when it appears so infrequently in a map (04:08:654 (5) - , 04:28:711 (2) - and 05:14:654 (2) - ). I'd recommend making this and the later two mentioned fully horizontal like earlier at 02:28:025 (2) - so there's more leniency in how a player can play this. Either holding dash which is usually a little uncomfortable but works or tap dashing but having a bit more room for error.
  9. 04:30:425 (4,5) - Same as earlier about the awkward transition in to this
  10. 05:59:225 (1) - Haha oh god. Do please consider ending this 1/2 a beat earlier so players have more time to react to 06:03:511 (1) - . Players have already suffered enough if they made it to the end of a Nanahira marathon, they don't need to miss the very last note because they were going for a big spin at the end of the map

No real issues apart from the artist... call me back
Topic Starter
JBHyperion

Sorcerer wrote:

I don't even want a catch specific editor anymore, I just want to be able to playtest without being forced in to windowed mode... F
[
Amourous Interstellar Conflagration
]
  1. 00:16:882 (3,4) - Walking across these is just a little too fast requiring a brief stopping movement to comfortably catch. Would recommend just a slight bit more tilt on these sliders, namely (4) to better match the catchers walk speed Did the thing
  2. 01:24:768 (1) - Any reason you didn't use a 1/2 slider and went for the lone note instead? Don't really see this sort of timeline gap used elsewhere in the map I think I wanted to give this first note in the verse some extra emphasis by isolating it, but yeah it's annoyingly inconsistent so I just made it a 1/2 slider as you suggested
  3. 01:25:454 (3,4,5,6) - This plays as a series of back to back direction change dashes which whilst the sounds support it, it still feels a little too intense for this part of the song. I'd suggest reducing the distance between (3) and (4) a little more or removing some part of this back and forth Removed the direction changes for a smoother flow
  4. 01:49:111 (4,5) - You use pretty consistent spacing between the notes of whatever this propa sick sound is apart from here where it's just a walk instead of a dash. Consider moving 01:49:282 (5) - to x:152 Whoopise, made this a streamed dash
  5. 02:10:711 (5,6) - This can be a bit tricky to catch after the hyper from 02:10:539 (4) - . I'd recommend moving these about 20 units closer Didn't quite do 20px, but its reduced a decent amount
  6. 02:56:654 (1,2) - There's a little more variety used this time round here but I would have expected to see this timelining repeated again at 02:58:025 - but there's a 3/4 repeating slider like used earlier in the map at 01:48:082 - instead. Catches me out a bit and personally I prefer the repeating slider approach Had to shuffle some stuff around but I guess it's alright
  7. 03:24:596 (4,5) - Transitioning in to this jump is rather unpleasant. 03:24:082 (1,2,3,4) - Pretty much requires holding dash down which makes timing the movement across 03:24:425 (3,4,5) - quite tricky, you don't want to go too fast for (3,4) but you need to still make the jump of (4,5). I think nerfing the distance between 03:24:596 (4,5) - to around 1.52x DS is a good solution here Gonna try 1.6x, this is still a kiai climax and I want it to be emphasised properly
  8. 04:08:654 (5) - You madman, it's easy to get caught out on this sort of stream pattern when it appears so infrequently in a map (04:08:654 (5) - , 04:28:711 (2) - and 05:14:654 (2) - ). I'd recommend making this and the later two mentioned fully horizontal like earlier at 02:28:025 (2) - so there's more leniency in how a player can play this. Either holding dash which is usually a little uncomfortable but works or tap dashing but having a bit more room for error. If you really think it's not expectable enough the fair enough, but let it be known I find these much less interesting :<
  9. 04:30:425 (4,5) - Same as earlier about the awkward transition in to this Same fix
  10. 05:59:225 (1) - Haha oh god. Do please consider ending this 1/2 a beat earlier so players have more time to react to 06:03:511 (1) - . Players have already suffered enough if they made it to the end of a Nanahira marathon, they don't need to miss the very last note because they were going for a big spin at the end of the map Meh, the banana formation was centred and the note was centred but it doesn't really make anything worse so sure why not

No real issues apart from the artist... call me back Nice
Thanks for the mod! (:
Sorceress
Nyanyahira

Lexii
ooOOOOooOOoOooooooOOOOOO
Bunnrei
if this gets ranked within this month i will legally change my name to koishi fucking komeiji
Topic Starter
JBHyperion

-Plus- wrote:

if this gets ranked within this month i will legally change my name to koishi fucking komeiji
please make this a reality
zigizigiefe
if this gets ranked i'll map sdvx version of this with even more pp patterns
MBomb
@Chara change your name anyway

[Copyright Claim]

00:30:254 (2) - Quite a strong vocal to not have any sort of dash to, maybe increase it slightly to make a dash to it for that.
00:33:082 (4) - This is actually only very slight, but it's still noticable whilst playing that the curve here is slowing down, whereas speeding up fits both the music and flow better due to the strong drum beat on 5.
01:59:739 (7) - Note doesn't really seem strong enough for a HDash to it, it's also quite inconsistent with previous HDash usage.
02:07:968 (6) - Jump to this feels a little strong after the HDash for me, try reducing it slightly.

Call me back.
Topic Starter
JBHyperion
@MBomb: fixed all, #2 was intended to be a linear triple so I just made distances equal

Thanks for the suggestions!
MBomb
good map but- MODEM TALKING
MODERN WALKING IN THE STREETS
NEW DESIRE
TAKE ME HIGHER
LIFT ME HIGHER WITH YOUR SPEED
I NEED FIRE

GET THE SATELITE
IF YOU WANNA SEE ME
TALKING ON THE NET
I KNOW THE WAY YOU LIKE IT
GET YOUR CREDIT CARD
CAUSE I NEED NO MONEY
ALL I WANNA GET
IS
YOU
BABY

RUNNING IN THE 90S
IS A NEW WAY I LIKE TO BE
I'M JUST
RUNNING IN THE 90S
COME ON BABY RUN TO ME
WE ARE
RUNNING IN THE 90S
IS THE NEW WAY TO SET ME FREE
I'M JUST
RUNNING IN THE 90S
YES I WANNA KNOW
YES I WANNA SEE
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