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Kola Kid - press start [CatchTheBeat]

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Poii

Sinnoh wrote:

no one can speedrank their first set
i can
Topic Starter
Dapulezatos

Sinnoh wrote:

no kudosu
how is it possible to mess up hitsounds that much

Salad
00:04:800 (1,2,3,4) - nerf a bit so it's more walkable
00:33:000 (5,6,1,2,3) - ^
00:07:200 (3,4) - This is not clear if it's dash or walk, change distance
00:12:900 (5,6,7) - Decrease 5,6 and increase 6,7 for spacing contrast on different parts.
00:13:800 (7,1,2) - ^ but just decrease
00:22:800 (6,1) - Increase spacing here, 00:23:100 (1,2) - looks like it could be a walk, but it requires a dash. Increase so it's clear player has to dash
00:29:550 (5,6) - ^
00:24:000 (2) - This follows bass but nothing else follows bass, change so it's following other sounds

Platter
00:08:400 (7,1,2) - Doesn't really fit for first hyper
00:20:100 (4,1) - This needs a hyper on strong sound
00:24:600 (4,5) - ^ and remove hyper at 00:25:800 (2,3) -
00:33:600 (3,4) - The hyper here is emphasising the head of the slider, but the tail is on a downbeat that should have been the hyper imo
um not really sure what to say tbh, it's not that I cant find anything I'm just not sure what to say

Skycreeper- wrote:

Updated :)

How to speed rank plz
no one can speedrank their first set
Updated. Lol PoPoii xd
-Hex-
Damn. Sorry for late reply.

Sinnoh wrote:

q m4m

Hex's Cup
00:20:400 (1,2) - Compare this to 00:25:200 (1,2,3,4,1) - . The two are exactly the same for the melody you follow, but are mapped completely different. Yep. Changed
00:27:600 (1) - Why not use 2/1 sliders, apply this to 00:22:800 (1) - after the one above is applied That's fine I guess, If I did that probably I have to applied to next note as well.
Thanks for the mod !

Cup desu.
osu file format v14

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AudioLeadIn: 0
PreviewTime: 1200
Countdown: 0
SampleSet: None
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[Editor]
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BeatDivisor: 2
GridSize: 16
TimelineZoom: 2.5

[Metadata]
Title:press start
TitleUnicode:press start
Artist:Kola Kid
ArtistUnicode:Kola Kid
Creator:Skycreeper-
Version:-Hex-'s Cup
Source:
Tags:Bitpop Electro 8bit 8-bit breakcore bubblegumbass chiptune trap CASH MACHINE GO! -Hex- Mbomb Cera- Kith190 PoPoii -wwwww
BeatmapID:1324963
BeatmapSetID:626831

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Topic Starter
Dapulezatos
Placed on "Pending Beatmaps". Good Luck all :D
Faputa

From Poii,

[Kantan]
00:16:500 (18,19,20) - This breaks the structure of the map actually, consider placing these throughout the map, or just no.
00:36:600 (42,43,44) - move the whole thing to 00:36:000-
00:37:800 - then add a note here if you apply

[Poii’s Futsuu]
00:13:500 (5) - move to 00:13:350-
00:14:700 (9) - move to 00:14:550-
00:18:300 (18) - move to 00:18:150-
00:19:500 (22) - move to 00:19:350-

[Poii's Muzukashii]
Tag conflict.
00:11:250 (41,42,43) - kkd for better representation of the sound
00:16:050 (61,62,63) - kkd.

[_yu68's Oni]
00:39:600 (253) - Since the previous three diffs have a D here, you may need to negotiate on this section to make the taiko set in a better spread.


That’s all! I am trying hard to learn modding CTB, so maybe next time xD.
Good luck with the mapset!
Poii

jack1817 wrote:


From Poii,


[Poii’s Futsuu]
00:13:500 (5) - move to 00:13:350-
00:14:700 (9) - move to 00:14:550-
00:18:300 (18) - move to 00:18:150-
00:19:500 (22) - move to 00:19:350- Ky ky xD

[Poii's Muzukashii]
Tag conflict. Sky pls fix this, the other diff still using "kith" and my diff is not, demn its look like i hate him xD
00:11:250 (41,42,43) - kkd for better representation of the sound
00:16:050 (61,62,63) - kkd.my pattern still good tho, nvm not change this part :3


That’s all! I am trying hard to learn modding CTB, so maybe next time xD.
Good luck with the mapset!
pusuh
osu file format v14

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Title:press start
TitleUnicode:press start
Artist:Kola Kid
ArtistUnicode:Kola Kid
Creator:Skycreeper-
Version:Poii's Futsuu
Source:
Tags:Bitpop Electro 8bit 8-bit breakcore bubblegumbass chiptune trap CASH MACHINE GO! -Hex- Mbomb Cera- PoPoii -wwwww _yu68
BeatmapID:1351578
BeatmapSetID:626831

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Topic Starter
Dapulezatos
Updated
_yu68

jack1817 wrote:

[_yu68's Oni]
00:39:600 (253) - Since the previous three diffs have a D here, you may need to negotiate on this section to make the taiko set in a better spread. :arrow: The sound isn't very strong so I think it doesn't need finisher. There is no need to use a finisher to make thorough the spread.
Thank you for modding!
Jemzuu
hallo from Q

[Hex]
hexy map

[Salad]
00:05:400 (3) - better if not stacked imo looks more neat if you'll follow the spacing like 00:04:500 (7,2) - move to x336
00:06:300 (1) - move this 1 grid to the right it'd better if it has the same x as 3
00:33:000 (5,6,1,2,3) - increase the spacing of these notes a bit? i mean it kinna gives a good ending if slightly increased spacing ye xd
00:38:550 (3) - slightly move this a bit more to the right spacing is too short imo so that spacing would be consistent with 00:36:900 (5,1) -

[Platter]
00:10:200 (5,6) - adjust spacing mayb like the spacing of 00:11:250 (2,3,4) - for consistency perhaps
00:13:800 (2) - idk but i would make this hdash like what u did on 00:18:150 (7,8) - just a suggestion tho xd
00:19:800 (3) - i would just make this a repeat slider insted and move it to x112
00:22:350 (5) - why the flow break here? it's the kiai should not break flow D: i mean i would suggest to ctrl h this and slightly adjust space after like x320 so that it would look like what u did on 00:27:900 (1,2,3,4,5) - looks better for me xd
00:22:800 (6) - i would make this part here play like 00:27:000 (5,6) - i mean why not make this a hyper as well. plays better imo. ctrl h would do the help c:
00:24:600 (4) - make this hdash? x96
00:27:900 (1) - increase spacing a bit for this note it kinna feel awkward after just coming from a hyper with that spacing so mayb dont break the flow here yea x256 mayb
00:29:100 (3,4,5) - the spacing here is quite uncomfortable imo i would move 3 to x256 and 5 to x288 so that there will be a hyper for 4 much better imo dont move it it kinna suits as for the ending for the kiai as well imo
00:30:600 (1) - spacing is a bit too close with 2 would move to x320 for spacing balance
00:36:300 (4) - NC this perhaps since u did on 00:07:350 (1) - for consistency tho xd
00:35:100 (1) - remove NC for this no need imo so that it would be consistent with 00:37:200 (1) -

[Cera]
00:24:300 (1,3) - i would ctrl g not a gud choice to break flow here
00:24:600 (1) - this too and id move it the same x as 00:24:300 (1) -
00:24:900 (1,3) - ctrl g this too pls
guud work here

[wwwww]
00:12:150 (2) - hmm idk but there's just something that doesnt fit here.. maybe try something like this? flow feels betterr here imo
00:12:750 - missing note? i would place it beside the opposite side of the 1/2 slider if u would ask me and then ctrl g 00:12:900 (5) - ye something like this maybe
00:13:200 (1) - x104 y 56 pls ;dd
00:14:250 - i would not stack this part it doesnt play gud for me ;c make it look like my aesthetic tnx didnt move 4 btw up to u if u want to make it a hyper as well xd
well mapped as always

[mBOMB]
explosiooon! bomb me pls

kool map kool mapper kood luck
hope it helps xd~
Topic Starter
Dapulezatos

AJamez wrote:

hallo from Q

[Hex]
hexy map OwO

[Salad]
00:05:400 (3) - better if not stacked imo looks more neat if you'll follow the spacing like 00:04:500 (7,2) - move to x336 Ye, ok :o
00:06:300 (1) - move this 1 grid to the right it'd better if it has the same x as 3 I guess I'll move it 1 grid. But I think it didn't change anything xd
00:33:000 (5,6,1,2,3) - increase the spacing of these notes a bit? i mean it kinna gives a good ending if slightly increased spacing ye xd Keep this one :/
00:38:550 (3) - slightly move this a bit more to the right spacing is too short imo so that spacing would be consistent with 00:36:900 (5,1) - Oh well, I'm not aware for this one xD

[Platter]
00:10:200 (5,6) - adjust spacing mayb like the spacing of 00:11:250 (2,3,4) - for consistency perhaps Ok. It's a high pitch sound. So it would be ok if I increase the distance
00:13:800 (2) - idk but i would make this hdash like what u did on 00:18:150 (7,8) - just a suggestion tho xd Not so high pitch one. So keep this :c
00:19:800 (3) - i would just make this a repeat slider insted and move it to x112 the (4) is not a hitsound. It's real from the song. And it seems suitable with that dash.
00:22:350 (5) - why the flow break here? it's the kiai should not break flow D: i mean i would suggest to ctrl h this and slightly adjust space after like x320 so that it would look like what u did on 00:27:900 (1,2,3,4,5) - looks better for me xd Ah, I didn't know if I'm not allowed to break the flow at the middle of kiai. Changed :D
00:22:800 (6) - i would make this part here play like 00:27:000 (5,6) - i mean why not make this a hyper as well. plays better imo. ctrl h would do the help c: Ok :D
00:24:600 (4) - make this hdash? x96 Good One :D
00:27:900 (1) - increase spacing a bit for this note it kinna feel awkward after just coming from a hyper with that spacing so mayb dont break the flow here yea x256 mayb Sure >.>
00:29:100 (3,4,5) - the spacing here is quite uncomfortable imo i would move 3 to x256 and 5 to x288 so that there will be a hyper for 4 much better imo dont move it it kinna suits as for the ending for the kiai as well imo As you wish
00:30:600 (1) - spacing is a bit too close with 2 would move to x320 for spacing balance Pushed out!
00:36:300 (4) - NC this perhaps since u did on 00:07:350 (1) - for consistency tho xd Ok owo
00:35:100 (1) - remove NC for this no need imo so that it would be consistent with 00:37:200 (1) - Ting nong. Yey

[mBOMB]
explosiooon! bomb me pls I'll send you a bunch of fireworks instead xD

kool map kool mapper kood luck
hope it helps xd~
Thanks for modding. Really helpful :D
Push For Rank. I'll try >:D
-Hex-
Did some improvements on my diff.

Cup
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Artist:Kola Kid
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Version:-Hex-'s Cup
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Tags:Bitpop Electro 8bit 8-bit breakcore bubblegumbass chiptune trap CASH MACHINE GO! -Hex- Mbomb Cera- PoPoii -wwwww _yu68
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Topic Starter
Dapulezatos
Ok. Updated
Poii
BN check when xD ctbnya
Dea ex machina

AJamez wrote:

[wwwww]
00:12:150 (2) - hmm idk but there's just something that doesnt fit here.. maybe try something like this? flow feels betterr here imo i don't like this suggestion at all, i like the flow as it is here
00:12:750 - missing note? i would place it beside the opposite side of the 1/2 slider if u would ask me and then ctrl g 00:12:900 (5) - ye something like this maybe i didn't place a note there on purpose, to give more emphasis on 00:12:900 (4) -
00:13:200 (1) - x104 y 56 pls ;dd sure i guess, it was too close to the wall
00:14:250 - i would not stack this part it doesnt play gud for me ;c make it look like my aesthetic tnx didnt move 4 btw up to u if u want to make it a hyper as well xd just moved (3) and(4)
well mapped as always ty!!!

Sinnoh wrote:

no one can speedrank their first set
i did lol

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@skycreeper: make sure you fix the tag conflict within the set
Topic Starter
Dapulezatos
Updated!

-wwwww wrote:

@skycreeper: make sure you fix the tag conflict within the set
I did. Lol
Sanyi


From my modding queue

Kudosu only when helpful!

General
  1. According to my modding assistant normal-hitfinish.wav is unused. Since the modding assistant detects sometimes wrongly hitsounds as unused I'd suggest you to check if that's true or not. When it's true please delete that file.
  2. The HP spread of the mapset is weird (look at Rain-Fii-MBomb: 6-7-6). What about 2/3/4/5/6/7 or something similar?
  3. Fii's and MBomb's diffs are playing better with higher AR imo (something like 9.2 for Fii and 9.4-9.5 for MBomb). It would be also better for the mapset spread.
  4. I think the difficulty spike between Platter and Rain is very high. I would buff the Platter or make a Light Rain to have a better spread.
-Hex-'s Cup
  1. 00:01:200 (1,2) - I can understand this mapping choice after listening to the music at 25% speed but when I play the map normally I expect a note at 00:01:800 - (I asked Sinnoh and Benny- about their opinion and they also said that 00:01:800 - should be mapped). I think making a slider from 00:01:800 - to 00:02:100 - is the best way to fulfill the expectations of the players while not abandoning your emphasizing decision. It is also odd rhythm-wise since you've got nowhere else a 3/1 break in the entire map. Same goes for 00:30:000 (1,2) - .
  2. 00:04:500 (2,3) - I think this gap should be a bit bigger since 00:04:800 (3) - is a pretty remarkable part of the music.
  3. 00:10:950 (1,2) - These are the only two objects in the entire map where no movement is in between them, but the music gives no reason for doing something special like that here. Therefore I would add some movement here.
  4. 00:22:800 (1) - Putting this on the right side instead of the left would be more interesting rhythm-wise but it is not necessary, just optional.
  5. 00:24:000 (3,4) - I think the spacing should be equal to 00:23:400 (2,3) - since it is the same pitch.
  6. 00:27:600 (1,2,3,4) - The spacing is questionable. I think a similar spacing as 00:22:800 (1,2,3,4) - is better because you followed the pitch better at this section.
  7. 00:33:600 (1,2,3,4) - It is inconsistent with 00:04:800 (3) - and as long as there is no change in the music I think you should make them even (00:04:800 (3) - was pretty nice since the slider made the four notes feel like a union which is representing the music very well). I don't think that wanting to create variety is reasonable because this part comes exactly twice in the song so it is definitively not too repetitive in my eyes.
Salad
  1. 00:05:700 (4) - Making this a slider is questionable in my eyes since it would emphasize the music better if you make it a single note and starting of with a slider at 00:06:000 - .
  2. 00:15:450 (4,1) - Maybe increasing the spacing to make it a jump is better?
  3. The whole kiai seems to be inconsistent for me. Example: Starting of with a 1/2 reverse slider (00:20:400 (1) - ) is fine, but you leave out the sound at 00:20:850 - with your reverse slider, then you put a single not on 00:21:000 (2) - which was the start for the reverse slider beforehand and then you start a new reverse slider at 00:21:300 (3) - which is rhythm-wise completely inconsistent with the first reverse slider. I would suggest more something like this: *click*. Hex did structure his kiai well so you can also look at his diff for a good example.
  4. 00:31:500 (3) - The jump this slider creates is pretty weird, I think making this slider going straight to the right flows better.
  5. 00:32:400 - is not emphasized well since it is the middle of the slider. I would split up 00:32:100 (4) - into a single not and a normal slider to emphasize 00:32:400 - better.
  6. Making 00:33:000 (5,6) - the same movement as 00:33:600 (1,2,3,4) - is odd emphasizing-wise. I would make 00:33:000 (5,6) - a slider instead.
  7. 00:34:500 (4) - Same as 00:05:700 (4) - .
Platter

Sorry I don't know what to say about this diff - the spacing and the hyperdash usage don't follow a concept in my eyes. Feel free to catch me ingame to explain me your main concept behind this diff so that I can make some useful suggestions.[/list]
Rain

Rain is a quite similar case to Platter - we can talk about it ingame if you want to. Let me give some examples this time:
  1. 00:10:200 (6,7) - Why is this a hyperdash when 00:10:650 (7) - is no strong sound at all?
  2. 00:19:800 (5,6) - Again: Why is this a hyperdash? And why didn't you put 00:20:100 (6) - at 00:20:250? This sound is way more noticeable imo.
  3. The hyperdash usage in the kiai is not consistent at all (don't get me wrong when I doubt some hyperdashes - I don't think that you used too many (the amount could be even a bit higher for my taste), but I question how you used them).
Fii's Overdose
  1. 00:32:100 (4,1) - that feels underemphasized and is inconsistent with 00:03:300 (4,1) - since you have no movement change like you have in the first part, so I think there should be some change of movement for emphasizing and consistency.
  2. 00:07:500 (3,4,5) - feels underemphasized because it follows the previous flow but these notes have pretty remarkable sounds, so I expected a change of the flow here (doesn't have to be super remarkable but atleast something would be nice). Same goes for 00:36:300 (3,4,5) - .
The kiai is really good imo but I don't really understand the concept of the part before the kiai (00:10:800 - to 00:20:250 - ).
MBomb's Platter MBomb's Game Over
  1. 00:07:350 (2,3) - why is here no hyperdash but at 00:36:150 (2,3) - ? I think they should be even.
  2. 00:16:800 (1,2,3) - I think it is ok to change it up here to have some variety but this pattern is way harder than 00:12:000 (1,2,3) - imo (maybe it's just me idk). I think the difficulty of the patterns should be more equal considering they represent the same sounds.
The best diff in my opinion, it is very well made.
I had a headache while modding so I wasn't 100% motivated, hopefully my mod is still helpful :(

Good Luck with ranking! :D
Topic Starter
Dapulezatos

Sanyi wrote:



From my modding queue

Kudosu only when helpful!

General
  1. According to my modding assistant normal-hitfinish.wav is unused. Since the modding assistant detects sometimes wrongly hitsounds as unused I'd suggest you to check if that's true or not. When it's true please delete that file. Ok. Just realized it
  2. The HP spread of the mapset is weird (look at Rain-Fii-MBomb: 6-7-6). What about 2/3/4/5/6/7 or something similar? Let me talk to Mbomb and Fii. But I think you're right about the spread
  3. Fii's and MBomb's diffs are playing better with higher AR imo (something like 9.2 for Fii and 9.4-9.5 for MBomb). It would be also better for the mapset spread. Same answer with previous answer
  4. I think the difficulty spike between Platter and Rain is very high. I would buff the Platter or make a Light Rain to have a better spread. Let me think about it
Salad
  1. 00:05:700 (4) - Making this a slider is questionable in my eyes since it would emphasize the music better if you make it a single note and starting of with a slider at 00:06:000 - .
  2. 00:15:450 (4,1) - Maybe increasing the spacing to make it a jump is better?
  3. The whole kiai seems to be inconsistent for me. Example: Starting of with a 1/2 reverse slider (00:20:400 (1) - ) is fine, but you leave out the sound at 00:20:850 - with your reverse slider, then you put a single not on 00:21:000 (2) - which was the start for the reverse slider beforehand and then you start a new reverse slider at 00:21:300 (3) - which is rhythm-wise completely inconsistent with the first reverse slider. I would suggest more something like this: *click*. Hex did structure his kiai well so you can also look at his diff for a good example.
  4. 00:31:500 (3) - The jump this slider creates is pretty weird, I think making this slider going straight to the right flows better.
  5. 00:32:400 - is not emphasized well since it is the middle of the slider. I would split up 00:32:100 (4) - into a single not and a normal slider to emphasize 00:32:400 - better.
  6. Making 00:33:000 (5,6) - the same movement as 00:33:600 (1,2,3,4) - is odd emphasizing-wise. I would make 00:33:000 (5,6) - a slider instead.
  7. 00:34:500 (4) - Same as 00:05:700 (4) - .
All applied
Platter

Sorry I don't know what to say about this diff - the spacing and the hyperdash usage don't follow a concept in my eyes. Feel free to catch me ingame to explain me your main concept behind this diff so that I can make some useful suggestions. :(
Rain

Rain is a quite similar case to Platter - we can talk about it ingame if you want to. Ok, let's do it later Let me give some examples this time:
  1. 00:10:200 (6,7) - Why is this a hyperdash when 00:10:650 (7) - is no strong sound at all?
  2. 00:19:800 (5,6) - Again: Why is this a hyperdash? And why didn't you put 00:20:100 (6) - at 00:20:250? This sound is way more noticeable imo.
  3. The hyperdash usage in the kiai is not consistent at all (don't get me wrong when I doubt some hyperdashes - I don't think that you used too many (the amount could be even a bit higher for my taste), but I question how you used them).

I had a headache while modding so I wasn't 100% motivated, hopefully my mod is still helpful :(

Good Luck with ranking! :D
Dea ex machina

Sanyi wrote:

Fii's Overdose
  1. 00:32:100 (4,1) - that feels underemphasized and is inconsistent with 00:03:300 (4,1) - since you have no movement change like you have in the first part, so I think there should be some change of movement for emphasizing and consistency. fixed!
  2. 00:07:500 (3,4,5) - feels underemphasized because it follows the previous flow but these notes have pretty remarkable sounds, so I expected a change of the flow here (doesn't have to be super remarkable but atleast something would be nice). Same goes for 00:36:300 (3,4,5) - . didn't wanna break the flow patterns i made but moved the notes you mentioned a bit further away
@skycreeper: i updated the ar to 9.2 and the hp to 6
updated
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 1200
Countdown: 0
SampleSet: None
StackLeniency: 1
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
DistanceSpacing: 1
BeatDivisor: 4
GridSize: 8
TimelineZoom: 1.9

[Metadata]
Title:press start
TitleUnicode:press start
Artist:Kola Kid
ArtistUnicode:Kola Kid
Creator:Skycreeper-
Version:Fii's Overdose
Source:
Tags:Bitpop Electro 8bit 8-bit breakcore bubblegumbass chiptune trap CASH MACHINE GO! -Hex- Mbomb PoPoii -wwwww _yu68
BeatmapID:1376541
BeatmapSetID:626831

[Difficulty]
HPDrainRate:6
CircleSize:4
OverallDifficulty:9.2
ApproachRate:9.2
SliderMultiplier:1.75
SliderTickRate:2

[Events]
//Background and Video events
0,0,"78.jpg",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
1200,300.0003003003,4,3,1,40,1,0
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20400,-100,4,1,1,50,0,1
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MBomb

Sanyi wrote:



From my modding queue

Kudosu only when helpful!

General
  1. The HP spread of the mapset is weird (look at Rain-Fii-MBomb: 6-7-6). What about 2/3/4/5/6/7 or something similar? - Not really a fan of HP7 on this just because that leads to missing one reverse stair basically an instafail.
  2. Fii's and MBomb's diffs are playing better with higher AR imo (something like 9.2 for Fii and 9.4-9.5 for MBomb). It would be also better for the mapset spread. - Increased AR slightly.

MBomb's Platter MBomb's Game Over
  1. 00:07:350 (2,3) - why is here no hyperdash but at 00:36:150 (2,3) - ? I think they should be even. - Added.
  2. 00:16:800 (1,2,3) - I think it is ok to change it up here to have some variety but this pattern is way harder than 00:12:000 (1,2,3) - imo (maybe it's just me idk). I think the difficulty of the patterns should be more equal considering they represent the same sounds. - I think it's a nice way to buildup the intensity quickly.
The best diff in my opinion, it is very well made.
I had a headache while modding so I wasn't 100% motivated, hopefully my mod is still helpful :(

Good Luck with ranking! :D
Thanks for the mod!

osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 1200
Countdown: 0
SampleSet: None
StackLeniency: 1
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
DistanceSpacing: 1
BeatDivisor: 4
GridSize: 8
TimelineZoom: 1.9

[Metadata]
Title:press start
TitleUnicode:press start
Artist:Kola Kid
ArtistUnicode:Kola Kid
Creator:Skycreeper-
Version:MBomb's Game Over
Source:
Tags:Bitpop Electro 8bit 8-bit breakcore bubblegumbass chiptune trap CASH MACHINE GO! -Hex- Mbomb PoPoii -wwwww _yu68
BeatmapID:1373554
BeatmapSetID:626831

[Difficulty]
HPDrainRate:6
CircleSize:4.5
OverallDifficulty:9.4
ApproachRate:9.4
SliderMultiplier:1.8
SliderTickRate:2

[Events]
//Background and Video events
0,0,"78.jpg",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
1200,300.0003003003,4,3,1,40,1,0
10800,-100,4,3,1,45,0,0
20400,-100,4,1,1,50,0,1
30000,-100,4,3,1,35,0,0


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Topic Starter
Dapulezatos
Updated :3
Will contact Sanyi Soon about my rain and platter.
-Hex-
[Cup]
  1. 00:04:500 (2,3) - I have made them different between them. As (2) are high pitched sound with (1) and also (3) are also slightly lower than (2). I'd like to keep as how it is.
  2. 00:10:950 (1,2) - Spaced them but not that much. That's really intentional because both of them are same and the gap between them is short.
Update
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Tags:Bitpop Electro 8bit 8-bit breakcore bubblegumbass chiptune trap CASH MACHINE GO! -Hex- Mbomb PoPoii -wwwww _yu68
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JierYagtama
aight boi guna pay ya bak and custom hs oWo

Platter
00:08:700 (1,2) - I think this is a bit too hard for a platter dont you think? maybe reduce the distance a little bit here for a more platter friendly diff here

cant really say anything that much in this diff gj
Rain
00:11:850 (4) - hmmm this kind of a bit too hard to catch tbh maybe move this to x:95 for better flow here
00:12:150 (5) - and move this to x:223 to adjust a little bit on what i said earlier (and if you took the route i suggested)
00:13:800 (2) - is it me or im just too noob to play the map but i kinda think this is a little bit to hard to catch as a h-dash also
suggesting to make this a side dash instead and move it to x:432
00:39:600 (7) - hmmm yea also having difficulties catching this maybe move it a little on x:272 aaaa


so far i dont really have that much to say on the map or im just not that used to 200 bpm taps or smth like that cos im a nub at ctb lol

I kinda think the diffs are polished enuf to push for ranking
gl bud
Topic Starter
Dapulezatos

JeirYagtama wrote:

aight boi guna pay ya bak and custom hs oWo

Platter
00:08:700 (1,2) - I think this is a bit too hard for a platter dont you think? maybe reduce the distance a little bit here for a more platter friendly diff here

cant really say anything that much in this diff gj
Rain
00:11:850 (4) - hmmm this kind of a bit too hard to catch tbh maybe move this to x:95 for better flow here
00:12:150 (5) - and move this to x:223 to adjust a little bit on what i said earlier (and if you took the route i suggested)
00:13:800 (2) - is it me or im just too noob to play the map but i kinda think this is a little bit to hard to catch as a h-dash also
suggesting to make this a side dash instead and move it to x:432
00:39:600 (7) - hmmm yea also having difficulties catching this maybe move it a little on x:272 aaaa


so far i dont really have that much to say on the map or im just not that used to 200 bpm taps or smth like that cos im a nub at ctb lol

I kinda think the diffs are polished enuf to push for ranking
gl bud
Ok kind of feedback. I'll apply at new platter and Rain :3
Professor Gila
baaaaaaaa ex member modding q aja minta request ini wkwkkwkw

kalau aku jadi kau, aku akan / if you were me, i'd like to:


seCangkir bUah :)P
-00:07:500 (5) - ini geserin aja ke kanan sampai X:192 biar dekat sama 00:08:400 (1)

-00:10:950 (1,2) - sama kayak di atas, tapi ke X:272 biar dekat sama 00:10:500 (5) dan 00:12:000 (3)

-00:14:100 (3) - ini geser ke kiri hingga X:336

-00:23:400 (2,4) - geser ke kiri hingga X:256?

-00:28:200 (2) - ini geser ke kanan hingga X:144

makan SALAD buah biar sehat...
-00:10:200 (5) - ini deketin aja dengan geserin ke kanan hingga X:240

-00:13:050 (6) - buseeet kejauhan (buat aku wkwkkwk), geser ini ke kiri hingga X:336

-00:14:250 (3) - ini geser aja ke kanan hingga X:256

-00:16:950 (3) - hiiiiiiii antiflow wkkwkwkwk, balikin ini pilihan dengan ctrl + g

-00:17:850 (5) - ini sama kayak si 00:13:050 (6)

-00:18:600 (1) - sama juga kayak di atas wkkwkw

PLAT nomor TERbaik adalah.... B 171 OM, P 3 JU, BH 535 AK, dst...
-00:07:050 (3) - aaaaaaaahhhh jangan antiflow lagiiii wkwkkwkw, ctrl + g ini dah

-00:09:300 (3) - ini juga sama wkkwkw

-00:11:250 (2) - sama juga iniiiiiii

-00:13:050 (6) - ini mau dibikin hyper atau kagak ini? kalau kagak, ya geserin aja ini ke X:192 biar makin dekat sama akhir slider 00:12:600 (5) | kalau bikin, geser 00:13:050 (6,1) ke kiri hingga X:80

-00:14:250 (3,4) - sama kayak di atas, kalau bikin hyper, geser 00:14:250 (3,4) ke kanan hingga X:416, kalau tidak, ya geser 00:14:250 (3) ke X:288

-00:15:450 (6,1) - ini geser ke kanan hingga X:128 dong wkkwkw

-00:16:950 (4) - jangan antiflow lagiiiiii wkawkawkkaw, ctrl + g ini dah

-00:17:850 (6) - geser aja ini ke X:368?

brrrrrrR mAIN hujan hujanan, gak bagus coi...
-00:20:400 (1,2) - ini jarak antara dua slider ini dibikin jauh biar ada hyper dua duanya | sarannya itu geser 00:20:400 (1) ke X:128, dan 00:20:850 (2) ke X:384

-00:23:100 (1) - ini geser aja ke kiri (ke X:112) biar dibikin hyper

-00:25:500 (1) - ini geser ke kanan (ke X:352) biar dibikin hyper di situ sama di 00:25:350 (8)

-00:29:550 (5) - bikin combo baru disini wkwkkw

Hello overdose o.o
-00:02:100 (6) - reverse the selection by ctrl + g this :3

-00:02:850 (2) - make a hyper on this part by dragging it to X:376

-00:05:100 (2) - drag this to the left to make a hyper here...

-00:29:700 (1) - hmmm just drag this to the right to make it a hyper to jump

hmm there doesn't seem too much i can mod on this diff so i only can assure the rest is fine :D

His Magic Bomb had caused the "pp farmer" game over, so does their efforts over | Who's afraid of the BIG BLACK DIFF?!?!?!?!?
-00:06:600 (3) - let's make this hyper by dragging this far to the right

-00:16:950 (2) - aahh no, not this antiflow + hyper ;w; | just drag this to the right (to X:424), then reverse the selection by ctrl + g

-00:19:350 (2) - maybe you'd like to ctrl + g this, then drag this to the right (to X:432)

That's all i can mod :) :) :)

P.S.: all the box titles i wrote is just a joke, so don't take them seriously :D

P.P.S.: buat sky, sekarang giliran kau buat mod map aku wkwkkw (kau kemarin minta M4M apa NM? aku kurang tau karena post di mod q kemarin itu kurang jelas | kau cuma ketik "MM" doang wkkwkw)
-Hex-
  1. 00:07:500 (5) - Ane geser 1 grid ke kanan. (5) itu high pitched sound, kalau pake spacenya segitu gak emphasize itu note.
  2. 00:10:950 (1,2) - (1) ini high pitched sound juga, jadi kasih jarak.
  3. 00:14:100 (3) - Geser 1 grid ke kiri.
  4. 00:23:400 (2,4) - Gap note itu bener-bener jauh, kalau kasih spacing yang pendek jadi gak emphasize dan juga ini pitchnya tinggi. Jadi ane keep.
  5. 00:28:200 (2) - Sama kayak diatas.
Thanks for the suggestions !!

Update
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Topic Starter
Dapulezatos

Professor Gila wrote:

baaaaaaaa ex member modding q aja minta request ini wkwkkwkw

kalau aku jadi kau, aku akan / if you were me, i'd like to:

makan SALAD buah biar sehat...
-00:10:200 (5) - ini deketin aja dengan geserin ke kanan hingga X:240 Yooo

-00:13:050 (6) - buseeet kejauhan (buat aku wkwkkwk), geser ini ke kiri hingga X:336 Considering. Soalnya High pitch tone

-00:14:250 (3) - ini geser aja ke kanan hingga X:256 ^

-00:16:950 (3) - hiiiiiiii antiflow wkkwkwkwk, balikin ini pilihan dengan ctrl + g Ye

-00:17:850 (5) - ini sama kayak si 00:13:050 (6) Nada tinggi. Ane pertimbangkan nanti

-00:18:600 (1) - sama juga kayak di atas wkkwkw ^

PLAT nomor TERbaik adalah.... B 171 OM, P 3 JU, BH 535 AK, dst...
-00:07:050 (3) - aaaaaaaahhhh jangan antiflow lagiiii wkwkkwkw, ctrl + g ini dah Oyi

-00:09:300 (3) - ini juga sama wkkwkw Waduh

-00:11:250 (2) - sama juga iniiiiiii Wokee gann

-00:13:050 (6) - ini mau dibikin hyper atau kagak ini? kalau kagak, ya geserin aja ini ke X:192 biar makin dekat sama akhir slider 00:12:600 (5) | kalau bikin, geser 00:13:050 (6,1) ke kiri hingga X:80 Hyper

-00:14:250 (3,4) - sama kayak di atas, kalau bikin hyper, geser 00:14:250 (3,4) ke kanan hingga X:416, kalau tidak, ya geser 00:14:250 (3) ke X:288 ^

-00:15:450 (6,1) - ini geser ke kanan hingga X:128 dong wkkwkw Wkwkwk Ok

-00:16:950 (4) - jangan antiflow lagiiiiii wkawkawkkaw, ctrl + g ini dah Oyi oyi

-00:17:850 (6) - geser aja ini ke X:368? Digeser sedikit. Biar ena

brrrrrrR mAIN hujan hujanan, gak bagus coi...
-00:20:400 (1,2) - ini jarak antara dua slider ini dibikin jauh biar ada hyper dua duanya | sarannya itu geser 00:20:400 (1) ke X:128, dan 00:20:850 (2) ke X:384 Ok

-00:23:100 (1) - ini geser aja ke kiri (ke X:112) biar dibikin hyper Oyi

-00:25:500 (1) - ini geser ke kanan (ke X:352) biar dibikin hyper di situ sama di 00:25:350 (8) Tapi ini gak terlalu tinggi nadanya. Jadi nggak deh

-00:29:550 (5) - bikin combo baru disini wkwkkw Ok ok

That's all i can mod :) :) :)

P.S.: all the box titles i wrote is just a joke, so don't take them seriously :D We know :3

P.P.S.: buat sky, sekarang giliran kau buat mod map aku wkwkkw (kau kemarin minta M4M apa NM? aku kurang tau karena post di mod q kemarin itu kurang jelas | kau cuma ketik "MM" doang wkkwkw) Sebenernya ane minta NM sih. Cuman typo waktu itu. Tapi ntar ane mod deh "Anu" Hitam Rock vernya xd
Professor Gila
Wadooooo tyop wakkwkakw

Btw jangan lupa baca box "I have a reason why i make hypers on sliders on overdose diff" di trit map itu
MBomb

Professor Gila wrote:

baaaaaaaa ex member modding q aja minta request ini wkwkkwkw

His Magic Bomb had caused the "pp farmer" game over, so does their efforts over | Who's afraid of the BIG BLACK DIFF?!?!?!?!?
-00:06:600 (3) - let's make this hyper by dragging this far to the right - I think it's fine as a normal dash, the pitch isn't that strong here.

-00:16:950 (2) - aahh no, not this antiflow + hyper ;w; | just drag this to the right (to X:424), then reverse the selection by ctrl + g - Not really a fan of that, I like this reverse stair pattern as I feel it matches the "upbeat" nature of this section to have quick direction changes like that.

-00:19:350 (2) - maybe you'd like to ctrl + g this, then drag this to the right (to X:432) - Same as above.

That's all i can mod :) :) :)

P.S.: all the box titles i wrote is just a joke, so don't take them seriously :D
Thanks for the mod!
-Keitaro
I can't mod ctb and taiko so i'll check for some hitsound issues

[Salad]
imo its kinda inconsistent, di awal clap ada di 2/1 sedangkan di 00:07:950 - ada hitsound di 1/2, suaranya jadi rada aneh imo, mending clapnya di 00:07:800 (5) - .
00:06:600 (1) - add clap di head
00:20:100 (5) - missing clap
00:32:100 (2) - remove clap
00:32:400 (3) - add clap di head
00:34:800 (6) - add clap di head
00:36:750 (6) - same as above.

[Platter and Rain]
same as above, its pretty inconsistent.
copy from Mbomb's or Fii's diff please (or copy from Salad diff after you fix stuffs.)

Overall its better to copy from MBomb's or Fii's diff imo.

no kds
-rage
requested by skycreeper and hex.

[hex's cup]
  1. 00:02:400 (3) - feels rather boring to have a long slider like that at the beginning of the diff, could be seperated into 2 sliders?
  2. 00:04:800 (3) - too difficult for a cup? just wondering really, feels like theres too much movement considering how long the slider is and how long it repeats for.
  3. 00:10:800 - feels very off to have a small break like that...you could definitely put a note on the big white tic just to make the rhythm consistent.
  4. 00:20:400 (1,2,3,4) - could have more varitey of sliders rather than just plain vertical ones.
  5. 00:22:800 (1,2,3,4) - why have so little note on the kiai? you could've mapped this is the beginning or something, i feel like it doesn't fit rhythmcly wise and it doesn't really emphasize the kiai part and it's way too overlly simple and easy, even for beginner players... same for 00:27:600 -
  6. 00:29:400 (4,1) - tail of 4 feels a little too stacked to 1, could increase distance a little bit.
[salad]
  1. 00:12:600 (5,6) - don't know if it's just me or the distances in paterns like these feel very far, could reduce distance a little bit in paterns like this to not make it look like it's a super far jump.
  2. 00:16:950 (3,4) - tail of 3 and start of 4 are too stacked, could increase distance.
  3. 00:21:600 (3) - well, this note hits the wall, could maybe move a little more away from it, just minor suggestion really.
  4. 00:38:550 (4,5,6,7) - feels like all these notes are too far from eachother, could reduce distance.
[platter]
  1. 00:07:500 (1,2,3,4,5,6,7) - this could have more movement, so maybe increase distance a little bit between each note but keep the nice arc.
  2. 00:15:000 (5,6,1) - feels a little too overmapped, could have a better rhythm choice here.
[Rain]
  1. 00:03:150 (3) - this doesn't call for a longer slider, you can hear a beat on 00:03:300 - but it's covered by the slider, could add circles instead of a long slider.
  2. 00:04:800 (4,5,6) - since it's a harder difficulty, you could replace these circles with sliders instead to increase difficulty just a little bit, for a rain these paterns feels very underwhelming.
  3. 00:05:700 (7,1) - end of 7 should be Hyper Dashed.
  4. 00:12:450 (4) - same as first point.
  5. 00:14:400 (5,6,7) - notes are a little too far from each other, could increase distance a little bit to have HDashes or reduce distance to be easier to hit.
  6. 00:17:250 (5) - same as first point.
  7. 00:29:550 (1,2,3,4,5,6) - there shouldn't be any reason why this stream is seperated into 2, it doesn't really rit with the rhythm.
  8. 00:30:600 (3) - same as first point.
  9. 00:31:650 (6,7) - too stacked, increase distance.
  10. 00:33:600 (4,5,6) - same thing as my second point, feels too underwhelming for a rain.
  11. 00:37:200 (7,8,9) - ^
[fii's overdose]
  1. 00:07:200 (1,2,3,4) - hmm (1,2) have a different sound than (3,4) so it doesn't really make sense rhythmcly wise to have this arc like that while you could emphasize (3,4) because they have the louder noise.
  2. 00:13:800 (3,4,5,6) - this arc could have way more movement considering the music is starting to build up, and all the notes start to have more density, so it doesn't feel right to have a sudden stop of movement. i know this is probably just a mapping style but i feel like having more movement would make everything more equal and still emphasize the music
[MBomb's overdose]
00:16:800 (1,2) - this really ruins the fun of everything. First of all it feels like there's such a difficulty gap between this diff and the last diff and when you go and play it, you just get this super fast reverse stair patern in your face. Should consider making more fluid movement here considering how hard this difficulty is, i really dont think the reverse stairs work. Also from what i'm seeing in the auto-play everything seems to be flowing really well, except the point that i mentioned. so yeah i can't really play this but this is the only major thing i noticed. also fuck mapping on x axis only xd

---------------------

Really nice set, seems like platter and rain could use some more work but i would love to see this ranked!
-Hex-
  1. 00:02:400 (3) - I need more opinions.
  2. 00:04:800 (3) - I think that's okay, it's just back and forth movement. It should be easy to catch and also to emphasize the repeat sound.
  3. 00:22:800 (1,2,3,4) - Need more opinions.
  4. 00:29:400 (4,1) - The gap isn't big and it plays nicely for me.
Updetto
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 1200
Countdown: 0
SampleSet: None
StackLeniency: 1
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
DistanceSpacing: 0.5
BeatDivisor: 2
GridSize: 16
TimelineZoom: 2.5

[Metadata]
Title:press start
TitleUnicode:press start
Artist:Kola Kid
ArtistUnicode:Kola Kid
Creator:Skycreeper-
Version:-Hex-'s Cup
Source:
Tags:Bitpop Electro 8bit 8-bit breakcore bubblegumbass chiptune trap CASH MACHINE GO! -Hex- Mbomb PoPoii -wwwww _yu68
BeatmapID:1324963
BeatmapSetID:626831

[Difficulty]
HPDrainRate:3
CircleSize:2.5
OverallDifficulty:6
ApproachRate:6
SliderMultiplier:1
SliderTickRate:1

[Events]
//Background and Video events
0,0,"78.jpg",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
1200,300.0003003003,4,3,1,35,1,0
10800,-100,4,3,1,45,0,0
20400,-100,4,3,1,50,0,1
30000,-100,4,3,1,35,0,0


[Colours]
Combo1 : 255,255,0
Combo2 : 0,145,0
Combo3 : 0,223,223

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Thank you !!
Sanyi


NO KUDOSU! Recheck on Skycreeper's new diffs

By the way: My modding assistant says that normal-hitfinish.wav is unused. Sometimes the modding assistant is wrong so, so please check if that hitsound is used on any diff or not and if not please delete it.

Salad
  1. I didn't noticed that while playing, but for the sake of consistency: Why aren't the shapes of 00:01:200 (1,2) - and 00:30:000 (1,2) - not exactly the same? I would just copy and paste one slider.
  2. 00:03:600 (3,1,2,3,4,5) - As it is right now it can be a bit confusing since when i play it my brain divides the patterns in two groups: 00:03:600 (3) - and 00:04:500 (1,2,3,4,5) - . That's confusing since song-wise it would make more sense if the second group of notes starts at 00:04:800 (2) - instead of 00:04:500 (1) - . The pattern you used is fine but i would work on the distances to make it better: I would move 00:04:500 (1) - , 00:05:100 (3) - and 00:05:700 (5) - to x:416, 00:04:800 (2) - and 00:05:400 (4) - to x:272 to make the emphasizing better (it gets also clearer when to dash and when not). Same goes for 00:32:400 (3,1,2,3,4,5) - .
  3. 00:17:400 (4,5,6) - and 00:18:600 (1,2,3) - are inconsistent because they don't provide the same flow. Please fix that.
  4. Even though you improved the rhythm compared to your old Salad it is still inconsistent. I would make 00:20:400 (1,2,3,4,1,2,3,4,5,6) - and 00:25:200 (1,2,3,4,5,6,1,2,3,4,5) - similar patterns.
  5. 00:29:850 (6) - I would remove that note because it is too dense otherwise.
  6. 00:32:100 (2) - This should be on the right side of 00:31:500 (1) - to keep consistency with 00:02:700 (1,2) - (I know that you are running out of space in the editor but you can maybe do it when you applied my previous point).
  7. 00:34:500 (5,6) - Is bad flow imo and inconsistent with 00:05:700 (5,6) - , so please make it similar to 00:05:700 (5,6) - .
  8. 00:39:600 (7) - I would extend this to a slider ending at 00:39:900 - to emphasize the music better.

As discussed I will do the rest after you fixed the hypers in Platter.
Topic Starter
Dapulezatos

Sanyi wrote:



NO KUDOSU! Recheck on Skycreeper's new diffs

By the way: My modding assistant says that normal-hitfinish.wav is unused. Sometimes the modding assistant is wrong so, so please check if that hitsound is used on any diff or not and if not please delete it.

Salad
  1. I didn't noticed that while playing, but for the sake of consistency: Why aren't the shapes of 00:01:200 (1,2) - and 00:30:000 (1,2) - not exactly the same? I would just copy and paste one slider. Ehh It's already same '-' ?. Ye maybe the curve is slightly different. But it's ok I think.
  2. 00:03:600 (3,1,2,3,4,5) - As it is right now it can be a bit confusing since when i play it my brain divides the patterns in two groups: 00:03:600 (3) - and 00:04:500 (1,2,3,4,5) - . That's confusing since song-wise it would make more sense if the second group of notes starts at 00:04:800 (2) - instead of 00:04:500 (1) - . The pattern you used is fine but i would work on the distances to make it better: I would move 00:04:500 (1) - , 00:05:100 (3) - and 00:05:700 (5) - to x:416, 00:04:800 (2) - and 00:05:400 (4) - to x:272 to make the emphasizing better (it gets also clearer when to dash and when not). Same goes for 00:32:400 (3,1,2,3,4,5) - . Fixed
  3. 00:17:400 (4,5,6) - and 00:18:600 (1,2,3) - are inconsistent because they don't provide the same flow. Please fix that. Ups, my bad
  4. Even though you improved the rhythm compared to your old Salad it is still inconsistent. I would make 00:20:400 (1,2,3,4,1,2,3,4,5,6) - and 00:25:200 (1,2,3,4,5,6,1,2,3,4,5) - similar patterns. Fine :3
  5. 00:29:850 (6) - I would remove that note because it is too dense otherwise.Ok because it's a lower diff. I'll do it
  6. 00:32:100 (2) - This should be on the right side of 00:31:500 (1) - to keep consistency with 00:02:700 (1,2) - (I know that you are running out of space in the editor but you can maybe do it when you applied my previous point). Sure
  7. 00:34:500 (5,6) - Is bad flow imo and inconsistent with 00:05:700 (5,6) - , so please make it similar to 00:05:700 (5,6) - . Ahh sorry ;w;
  8. 00:39:600 (7) - I would extend this to a slider ending at 00:39:900 - to emphasize the music better. No. According to other diff. It always ends in 00:39:600 - . But yet, it doesn't sound good imo if you extend it to 00:39:900 - (I tried this already so ye).

As discussed I will do the rest after you fixed the hypers in Platter. I'm on it. Thanks :D Love you
By the way. Sorry I didn't write a response on Lulu's mod. I was in bad condition so I forgot to do it. But, I already applied some from your mods. Thanks for mod <3
Protonori
From my modding queue~
These are mostly suggestions, so feel free to ignore them.

[Kantan]
Is it just me, or does Kantan have 2.35 slider velocity? Maybe change it to 1.4, like the other taiko diffs.

00:09:600 (10) - Use k instead?
00:29:400 - Add a d to make the pattern length match 00:22:800?
00:38:400 (45) - Change to k?

[Poii's Futsuu]
00:13:050 (4) - Change to d, since the pitch is slightly different from the previous note?
00:14:250 (8) - ^
00:17:850 (17) - ^
00:19:050 (21) - ^
00:39:000 (2,3) - Switch to d k to emphasize last note?

[Poii's Muzukashii]
00:03:000 (10) - Change to k, to emphasize the dons at 00:02:850 and 00:03:300?
00:13:350 (50,51) - Reverse pattern? I think it sounds better.
00:14:550 (55,56) - ^
00:18:150 (70,71) - ^
00:19:350 (75,76) - ^
00:38:550 (36,37,38,39) - Reverse notes? (k=d, d=k). I think it sounds better + emphasizes last note.

[_yu68's Oni]
00:27:000 (173) - Use k instead?
00:39:150 (251) - Change to d? 00:39:000 and 00:39:300 have a higher pitch, so I think this works well.

Good luck with ranking this! :)
Topic Starter
Dapulezatos

Protonori wrote:

From my modding queue~
These are mostly suggestions, so feel free to ignore them.

[Kantan]
Is it just me, or does Kantan have 2.35 slider velocity? Maybe change it to 1.4, like the other taiko diffs. Ups, I didn't know if it will affect the gameplay. Sorry :D

00:09:600 (10) - Use k instead? Sound Good
00:29:400 - Add a d to make the pattern length match 00:22:800? Aaa I forgot sorry ;w;
00:38:400 (45) - Change to k? Not very high pitch tone. So sorry :'(

Good luck with ranking this! :) Thanks <3
Poii

Protonori wrote:

From my modding queue~
These are mostly suggestions, so feel free to ignore them.

[Poii's Futsuu]
00:13:050 (4) - Change to d, since the pitch is slightly different from the previous note? i use same color in muzu so i keep this, also the pitch isnt differ at all, and this is a low diff and i want to make it playable for new player, i try to avoid kd dk 1/4 doublet
00:14:250 (8) - ^
00:17:850 (17) - ^
00:19:050 (21) - ^
00:39:000 (2,3) - Switch to d k to emphasize last note? 3 to k

[Poii's Muzukashii]
00:03:000 (10) - Change to k, to emphasize the dons at 00:02:850 and 00:03:300? good, lets try
00:13:350 (50,51) - Reverse pattern? I think it sounds better. aah no, bcus the flow
00:14:550 (55,56) - ^
00:18:150 (70,71) - ^
00:19:350 (75,76) - ^
00:38:550 (36,37,38,39) - Reverse notes? (k=d, d=k). I think it sounds better + emphasizes last note.the last doublet is quite same , i keep that

Good luck with ranking this! :)

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Gordon123
when rank ?
Poii

Gordon123 wrote:

when rank ?
MBomb

lulu lemon wrote:

requested by skycreeper and hex.

[MBomb's overdose]
00:16:800 (1,2) - this really ruins the fun of everything. First of all it feels like there's such a difficulty gap between this diff and the last diff and when you go and play it, you just get this super fast reverse stair patern in your face. Should consider making more fluid movement here considering how hard this difficulty is, i really dont think the reverse stairs work. Also from what i'm seeing in the auto-play everything seems to be flowing really well, except the point that i mentioned. so yeah i can't really play this but this is the only major thing i noticed. also fuck mapping on x axis only xd - I feel like it's fine with the general progression of the difficulty, and it feels fun to play to me so I'm leaving it like this.

---------------------

Really nice set, seems like platter and rain could use some more work but i would love to see this ranked!
_yu68

Protonori wrote:

[_yu68's Oni]
00:27:000 (173) - Use k instead? :arrow: I thought that I don't have to change since there is no high drum sound like as other k in this part.
00:39:150 (251) - Change to d? 00:39:000 and 00:39:300 have a higher pitch, so I think this works well. :arrow: applied :3
Thank you for modding <3
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