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posted
Responding to M4M (thank Sanyi)

[General]
  1. there is a pretty big diff spike between fii's overdose and MBombs game over. consider adding a bridging diff or buffing fii's overdose a bit and nerfing Game over a bit.


[Cup]
  1. 00:06:600 (2,3) - would preffer a bit lower spacing between these two. maybe 0.64x
  2. 00:08:400 (3) - could consider tilting this a bit vertical. 00:07:050 (4,1,2,3) - can get a bit tight to catch with all the movement.
  3. 00:10:800 (1) - feels a lot stronger than 00:11:100 (2) - but got same spacing. would reduce distance between these two a bit.
  4. 00:13:200 (1) - would preffer to have this over towards 4. music pitch starts low on 00:12:600 (4) - goes up to 00:12:900 (5) - and down to 00:13:200 (1) - again.
[Salad]
Using around 1.6x for your dash spacing is not that good. on this high bpm song it can make dashes unclear to read. I would use somewhere between 1.7x and 1.8x as dash distance to have a clear dash spacing and would keep walk spacing under 1.4x to make walks clear too.
i assumed places like 00:01:800 (2,3) - 00:03:300 (5,1) - 00:03:900 (2,3) - 00:06:000 (1,2) - was ment as dashes
  1. 00:06:600 (2) - would tilt this a bit more vertical. Having this rapid direction change after the dash seems a bit harsh.

Not that much else to say tbh. The biggest issue is unclear spacing. would try to make those dashes and walks a bit more distinguishable from eachother.

[Platter]
  1. 00:02:700 (4,5,6) - not that clear to me why you increase spacing so drastically for 5 and 6 compared to the repeat. would use 1x spacing between these notes instead.
  2. 00:03:600 (1,2,3) - would reduce spacing between 1 and 2 so you can make 3 stand more out as a dash.
  3. 00:21:900 (2,3,4) - would use same spacing for all three sliders.
  4. 00:23:100 (2,3,4,5,6,7,1,2,3) - spacing implies 00:23:550 (5) - is more significant than 00:24:000 (1) - would reduce 00:23:400 (4,5) - a bit.
  5. 00:26:700 (2,3,4) - same spacing for all three again.
  6. 00:27:900 (2,3,4,5,6,7,1,2,3) - same spacing inconsistency as 00:23:100 (2,3,4,5,6,7,1,2,3) -
    okay sidenote about kiai. i find your rapid transition between following a 1/2 rhythm (00:21:600 (1,2,3,4) - ) and a 3/4 rhythm (00:23:100 (2,3,4,5,6,7,1,2,3) - ) a bit confusing. cant you use a mostly 1/2 for first half and mostly 3/4 for 2nd half of the kiai?
  7. 00:31:500 (4,5,6) - nice callback to 00:02:700 (4,5,6) - but also too high spacing for 5 and 6 here too imo.
  8. 00:32:400 (1,2,3) - same with this and 00:03:600 (1,2,3) - again

[Rain]
  1. 00:01:950 (3,4) - creates and almost but not quite hold dash pattern. can you either buff spacing between head and tail of 4 or move 4 a bit closer to 3 so its a bit more forgiving.
  2. 00:25:200 - copypasta of the first half of kiai is a bit too booring isnt it? why not focus on curve movement for one half and line movement for the second? did that make sense? >.<

[Overdose]
Not much to say tbh.

[Game Over]
Good top diff but too far out from diff spread imo.
posted
  1. 00:06:600 (2,3) - 0.96x instead
  2. 00:08:400 (3) - I think that's okay, still easy to catch.
  3. 00:13:200 (1) - I'd prefer celerih's rhythm suggestion. Sorry :c


Thanks!

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Tags:Bitpop Electro 8bit 8-bit breakcore bubblegumbass chiptune trap CASH MACHINE GO! -Hex- Mbomb -wwwww Sanyi Magic Bomb Fii Kaitlin
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posted

Divine Cake wrote:

Responding to M4M (thank Sanyi)
[General]
  1. there is a pretty big diff spike between fii's overdose and MBombs game over. consider adding a bridging diff or buffing fii's overdose a bit and nerfing Game over a bit. Let me discuss it first

[Salad]
Using around 1.6x for your dash spacing is not that good. on this high bpm song it can make dashes unclear to read. I would use somewhere between 1.7x and 1.8x as dash distance to have a clear dash spacing and would keep walk spacing under 1.4x to make walks clear too.
i assumed places like 00:01:800 (2,3) - 00:03:300 (5,1) - 00:03:900 (2,3) - 00:06:000 (1,2) - was ment as dashes Applied
  1. 00:06:600 (2) - would tilt this a bit more vertical. Having this rapid direction change after the dash seems a bit harsh. Ok

Not that much else to say tbh. The biggest issue is unclear spacing. would try to make those dashes and walks a bit more distinguishable from eachother.
Fixed
[Platter]
  1. 00:02:700 (4,5,6) - not that clear to me why you increase spacing so drastically for 5 and 6 compared to the repeat. would use 1x spacing between these notes instead. Ye sure
  2. 00:03:600 (1,2,3) - would reduce spacing between 1 and 2 so you can make 3 stand more out as a dash. Ok
  3. 00:21:900 (2,3,4) - would use same spacing for all three sliders. Sip
  4. 00:23:100 (2,3,4,5,6,7,1,2,3) - spacing implies 00:23:550 (5) - is more significant than 00:24:000 (1) - would reduce 00:23:400 (4,5) - a bit. Yeah sure
  5. 00:26:700 (2,3,4) - same spacing for all three again. ;w;
  6. 00:27:900 (2,3,4,5,6,7,1,2,3) - same spacing inconsistency as 00:23:100 (2,3,4,5,6,7,1,2,3) - Fixed
    okay sidenote about kiai. i find your rapid transition between following a 1/2 rhythm (00:21:600 (1,2,3,4) - ) and a 3/4 rhythm (00:23:100 (2,3,4,5,6,7,1,2,3) - ) a bit confusing. cant you use a mostly 1/2 for first half and mostly 3/4 for 2nd half of the kiai? I think 1/2 is already good enough imo. They had same rythm. So that's why I made a copy from the first half for the second half one.
  7. 00:31:500 (4,5,6) - nice callback to 00:02:700 (4,5,6) - but also too high spacing for 5 and 6 here too imo. Fixed.
  8. 00:32:400 (1,2,3) - same with this and 00:03:600 (1,2,3) - again Noticed that.


Thanks for modding!
posted

Divine Cake wrote:

Responding to M4M (thank Sanyi) yw

[Rain]
  1. 00:01:950 (3,4) - creates and almost but not quite hold dash pattern. can you either buff spacing between head and tail of 4 or move 4 a bit closer to 3 so its a bit more forgiving. Asked other people for their opinion and they think it is fine, may change it if anyone else thinks the distance is meh
  2. 00:25:200 - copypasta of the first half of kiai is a bit too booring isnt it? why not focus on curve movement for one half and line movement for the second? did that make sense? >.< RRREEEEEEEEEEEEE (not exactly doing what you suggested since a style change is too much in my opinion but will still work on it)
Will send the updated diff to Dapu as soon as I reworked the last part!

Thanks for modding!

EDIT: Sent the updated diff to Dapu, I made some small adjustments on my own as well.
posted

Professor Gila wrote:

-00:02:100 (6) - reverse the selection by ctrl + g this :3 I intended for this to be a regular dash

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

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

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

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

lulu lemon wrote:

[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. you're right, fixed this
  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 fixed

[-naniwa-] wrote:

Fii's Overdose



00:13:050 - 00:15:450 (5) - 00:17:850 - 00:21:525 (7) - 00:25:125 - 00:27:525 (7) - 00:27:525 (7) - 00:29:925 - no sound effects ?
00:30:300 (2,3,4,5,6) - increase a little bit distance to left
i feel more fun when i play this diff

fixed all!
thanks for the mods :)

@Dapuluous, make sure to remove mbomb from tags

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Tags:Bitpop Electro 8bit 8-bit breakcore bubblegumbass chiptune trap CASH MACHINE GO! -Hex- Mbomb -wwwww Sanyi Magic Bomb Fii Kaitlin
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posted
Ok updated.
posted
Ok updated. Double posted because of lagging.
posted
Hellooooooooooo~

Here from sd_orchard! Thanks again for submitting your map to our queue :)

[
General
]

  1. Difficulty Spread : Okay
  2. Background Size : Okay
  3. Unsnapped objects : Okay
  4. Audio bitrate over 192 kbps : Okay
  5. Metadata Issues : Source please!
  6. Timeline Issues : Okay
  7. Combo Colors : You could add a 4th red color, that would be nice <:
  8. Unused Hitsounds : Okay
  9. Hitsounds Issues : soft-hitnormal should definitely be removed, it's making things like 00:13:050 - completely inaudible, which is unrankable.
  10. Unused Files / Other : Okay
[
Hex's Cup
]

General



  1. 00:08:400 (3,1,2,3,4,1,2) - This is a lot of left rights for a new player, try to change up the pattern here to make it something a bit easier!
  2. really nice difficulty!
[
Salad
]

General



  1. 00:01:800 (2,3) - Not sure there's need for a dash here, try reducing this!
  2. 00:03:900 (2,3) - I'd remove the dash here and maybe add a dash between 00:04:500 (3,1) - instead.
  3. 00:04:800 (1,2,3,4) - Maybe reducing the distance of these to walks would be nicer, this pattern is pretty challenging
  4. 00:06:000 (1,2) - remove dash! the pitch is pretty low so i don't think it needs one.
  5. 00:12:900 (6,1) - I'd reduce the distance here, the movement is pretty big coming out of the dash between 00:12:600 (5,6) - .
  6. 00:20:400 (4) - Needs an NC
  7. Imo you should go through the kiai and maybe reduce some density here. For example, you could turn things like 00:20:400 (4,5) - into a 1/1 slider etc etc. The gap between cup and salad is a bit big so try to compare to his rhythms!
  8. 00:32:700 (2,3) - Odd flow, slider is point right but flow goes left here
[
Platter
]

General



  1. 00:10:500 (7,1) - was this meant to be a hyperdash? if so, please increase the distance, if not, then this is way too big and needs a reduction
  2. 00:18:450 (2,3) - Antiflow in platters is unrankable, please fix this by making 3 face to the left! Remember to fix the patterns afterwards to accommodate for this.
  3. 00:22:500 (4,1) - No HDash here? You did it for previous beat like this
  4. 00:27:300 (4,1) - Same
  5. 00:39:300 (7,8) - Could use a slight reduction
[
Sanyi's Rain
]

General



  1. 00:07:350 - Missing a pretty important beat here imo, add a circle for it!
  2. 00:20:550 (2,6) - could both be moved to x:192 and x:328 respectively, the current pattern is really shallow
  3. 00:25:200 (1,2,3,4,5,6,7,8) - copypaste makes me angry :\
  4. 00:36:150 - add a circle!
  5. pretty good overall but i'll punch you if you copypaste again
[
Fii's Overdose
]

General



  1. 00:03:300 (4) - Sliderend on an important sound makes me sad here :< You could definitely make this a 1/2 slider and have an HDash to 00:03:600 - .
  2. 00:05:700 (4) - Yeah same
  3. The above applies to every similar thing in the whole map pleeeeease fix it!
  4. 00:11:250 (3) - This could be a 1/4 slider considering you made it one for the sound at 00:11:100 (2) - (this happens again somewhere that i forgot so do it there too please uwu)
  5. 00:12:300 (3) - Missing a sound at 00:12:450 -, I'd make this whole thing 2 1/2 sliders since skipping 00:12:750 - feels kinda odd to me
  6. 00:13:950 (4,5) - 5 is a pretty impactful sound, how about an hdash?
  7. 00:15:300 - meme skip imo, low sound + wewwwwwww there could use a circle!
  8. pretty nitpicky but hopefully you can apply the stuff I bolded

Nice set, you can call me back!
posted
Fixed. Thanks Ascendance!

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]
Bookmarks: 14100
DistanceSpacing: 0.6
BeatDivisor: 2
GridSize: 16
TimelineZoom: 1.3

[Metadata]
Title:press start
TitleUnicode:press start
Artist:Kola Kid
ArtistUnicode:Kola Kid
Creator:Dapuluous
Version:Hex's Cup
Source:
Tags:Bitpop Electro 8bit 8-bit breakcore bubblegumbass chiptune trap CASH MACHINE GO! -Hex- -wwwww Sanyi Fii Kaitlin
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


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posted

Ascendance wrote:

Hellooooooooooo~

Here from sd_orchard! Thanks again for submitting your map to our queue :)Your welcome, and thank you too <3

[
General
]

  1. Difficulty Spread : Okay
  2. Background Size : Okay
  3. Unsnapped objects : Okay
  4. Audio bitrate over 192 kbps : Okay
  5. Metadata Issues : Source please! https://kolakid.bandcamp.com/album/cash-machine-go
  6. Timeline Issues : Okay
  7. Combo Colors : You could add a 4th red color, that would be nice <: Added
  8. Unused Hitsounds : Okay
  9. Hitsounds Issues : soft-hitnormal should definitely be removed, it's making things like 00:13:050 - completely inaudible, which is unrankable. Deleted
  10. Unused Files / Other : Okay
[
Salad
]

General



  1. 00:01:800 (2,3) - Not sure there's need for a dash here, try reducing this! Well since it's not a high one. Then ok
  2. 00:03:900 (2,3) - I'd remove the dash here and maybe add a dash between 00:04:500 (3,1) - instead. I'm not sure about adding dash between 00:04:500 (3,1) - . The rythm isn't that high so dash wouldn't fit the rythm. Maybe you mentioned the 00:03:900 (2,3) - ?
  3. 00:04:800 (1,2,3,4) - Maybe reducing the distance of these to walks would be nicer, this pattern is pretty challenging But 00:07:500 (1) - rythm is rather high that's why I put dash ;w;
  4. 00:06:000 (1,2) - remove dash! the pitch is pretty low so i don't think it needs one. Sure
  5. 00:12:900 (6,1) - I'd reduce the distance here, the movement is pretty big coming out of the dash between 00:12:600 (5,6) - . But it's walkable :o. And I put 1.20x spacing which I applied to most of pattern that are walkable.
  6. 00:20:400 (4) - Needs an NC Ups I forgot ;w;
  7. Imo you should go through the kiai and maybe reduce some density here. For example, you could turn things like 00:20:400 (4,5) - into a 1/1 slider etc etc. The gap between cup and salad is a bit big so try to compare to his rhythms! Made some changes to the kiai according to the mods.
  8. 00:32:700 (2,3) - Odd flow, slider is point right but flow goes left here Fixed
[
Platter
]

General



  1. 00:10:500 (7,1) - was this meant to be a hyperdash? if so, please increase the distance, if not, then this is way too big and needs a reduction Reduced.
  2. 00:18:450 (2,3) - Antiflow in platters is unrankable, please fix this by making 3 face to the left! Remember to fix the patterns afterwards to accommodate for this. Ok
  3. 00:22:500 (4,1) - No HDash here? You did it for previous beat like this Oh sorry.
  4. 00:27:300 (4,1) - Same Did the same for consistency
  5. 00:39:300 (7,8) - Could use a slight reduction Sure

Nice set, you can call me back! Sure, I'll call you back when it's done <3
posted
[quote="Ascendance"]

[
Sanyi's Rain
]

General



  1. 00:07:350 - Missing a pretty important beat here imo, add a circle for it! I only wanted to put notes on the main melody, so I'd rather not break consistency here. If you really want it to be added I won't hold the set back though.
  2. 00:20:550 (2,6) - could both be moved to x:192 and x:328 respectively, the current pattern is really shallow The whole kiai is meant to have no normal dash due to it's special sound, if I would apply your suggestion that would be ruined. I moved them a tiny bit though.
  3. 00:25:200 (1,2,3,4,5,6,7,8) - copypaste makes me angry :\ Okay sir!
  4. 00:36:150 - add a circle! Same answer obviously
  5. pretty good overall but i'll punch you if you copypaste again dude don't wait just do it
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posted
Hello! From my queue some years ago Sorry
I think the set is okay by now and ready for rank, so just a little things here
Platter
  1. 00:15:300 - no note can be heard except for background fx. if you still follow the melody, (6) should be on 00:15:450
  2. 00:20:100 - no note can be heard here, instead I think (6) should be on 00:20:250 -
  3. 00:39:600 (8) - NC here like the other diffs (Same for your Salad)
Fii's Overdose
  1. 00:01:500 (2,3,4,5) - crop them all, ctrl+h and move to x:264 would reflect the note change a little?
  2. 00:03:300 (4) - I think this should be more movement here, make it more horizontal and move the patterns after along
  3. 00:07:350 (2) - no important note can be heard here, remove? I suggest this
  4. 00:24:300 (2,3) - I think this plays better tho
  5. 00:28:800 (1) - NC here and remove NC on 00:29:700 (5) -
  6. 00:34:500 (4) - same as 00:03:300 (4)

Cup, Salad and Rain seems fine
Hope this helps :)
GL!
posted

Ascendance wrote:

Fii's Overdose


General



  1. 00:03:300 (4) - Sliderend on an important sound makes me sad here :< You could definitely make this a 1/2 slider and have an HDash to 00:03:600 - .
  2. 00:05:700 (4) - Yeah same
  3. The above applies to every similar thing in the whole map pleeeeease fix it! done
  4. 00:11:250 (3) - This could be a 1/4 slider considering you made it one for the sound at 00:11:100 (2) - (this happens again somewhere that i forgot so do it there too please uwu) cant agree here, if i do this the entire section will need a rework and i think the buffered noise here is fine for this diff :(
  5. 00:12:300 (3) - Missing a sound at 00:12:450 -, I'd make this whole thing 2 1/2 sliders since skipping 00:12:750 - feels kinda odd to me okie dokie
  6. 00:13:950 (4,5) - 5 is a pretty impactful sound, how about an hdash? doesnt really fit with the rest of the patterns imo
  7. 00:15:300 - meme skip imo, low sound + wewwwwwww there could use a circle! its my style and i really like it :(
  8. pretty nitpicky but hopefully you can apply the stuff I bolded

Nice set, you can call me back!
thx desu

-Luminate wrote:

Fii's Overdose
  1. 00:01:500 (2,3,4,5) - crop them all, ctrl+h and move to x:264 would reflect the note change a little? there was a specific movement i had in mind here and id like to keep it this way
  2. 00:03:300 (4) - I think this should be more movement here, make it more horizontal and move the patterns after along diagonal sliders work better imo
  3. 00:07:350 (2) - no important note can be heard here, remove? I suggest this (2) sounds pretty important to me lol
  4. 00:24:300 (2,3) - I think this plays better tho ok~
  5. 00:28:800 (1) - NC here and remove NC on 00:29:700 (5) - oops, yep fixed!
  6. 00:34:500 (4) - same as 00:03:300 (4)
thanks!

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posted

-Luminate wrote:

Hello! From my queue some years ago Sorry Lol. It's ok
I think the set is okay by now and ready for rank, so just a little things here
Platter
  1. 00:15:300 - no note can be heard except for background fx. if you still follow the melody, (6) should be on 00:15:450 Oh ok. It sounds good.
  2. 00:20:100 - no note can be heard here, instead I think (6) should be on 00:20:250 - You can hear "dor" sound at 00:20:100 - . And the reason why I don't put any circle or slider at 00:20:250 - to give player a breathe room before they're going through the kiai part.
  3. 00:39:600 (8) - NC here like the other diffs (Same for your Salad) Ok. Hehe~

Cup, Salad and Rain seems fine
Hope this helps :)
GL!
Thanks for modding.
posted

-wwwww wrote:

Ascendance wrote:

Fii's Overdose


General



  1. 00:11:250 (3) - This could be a 1/4 slider considering you made it one for the sound at 00:11:100 (2) - (this happens again somewhere that i forgot so do it there too please uwu) cant agree here, if i do this the entire section will need a rework and i think the buffered noise here is fine for this diff :(
  2. 00:15:300 - meme skip imo, low sound + wewwwwwww there could use a circle! its my style and i really like it :(

Nice set, you can call me back!
have to disagree with the reasoning here for these two points, the bolded point breaks consistency with the same exact sound, so if you wanted to make it 1/4 + circle then you should change it in the other places instead of changing these to double 1/4

the second point is like... it's a really strong sound so please add it, you've been using circles for the stuff around it but not the most impactful sound of that section. :P

After these are either accepted or more appropriate replies are made, call me back
posted
applied i guess

osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 1200
Countdown: 0
SampleSet: Normal
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:Dapuluous
Version:Fii's Overdose
Source:
Tags:Bitpop Electro 8bit 8-bit breakcore bubblegumbass chiptune trap CASH MACHINE GO! -Hex- -wwwww Sanyi Fii Kaitlin
BeatmapID:1376541
BeatmapSetID:626831

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

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posted
After accidentally destroying mapper spirit, the set looks fine.
posted
Here we go bois.
posted
Hello Hello! I'm finally here from the sd_orchard queue. Sorry for that but Holidays happened!

Ran through metadata with people ( it was a spooky ride ) but now its confirmed on my end too! Can never be too sure

General
  • Theres a pretty uneven way HS are used from cup/salad and then platter and up. Not gonna pop yet cause I'd like to see your own opinion, and also clear away some wonky stuff i have in mind that would be better talked about in IRC
Hex's Cup
  1. 00:07:200 - Consider adding a circle here, since theres similar synth here that was mapped in this pattern
  2. 00:10:050 (3) - Kinda underwhelming to have this be fully vertical, offering no horizontal movement. Executing a similar movement with 00:06:600 (2,3,4) - would play nice to be honest
  3. 00:24:900 - I'd reckon theres a clap missing here
  4. 00:29:400 (4) - Might be personal taste but I Believe having this as a fully horizontal slider could add some intensity to finish off the kiai
Salad
  1. 00:02:400 (3,4) - I dont think rhythm presented here really corresponds with the prominent synth. Consider trying this out instead. This places more emphasis on the stronger synth rather than ovelapping it with weaker beats getting mapped. Ticker starts on 00:02:400 -
  2. 00:23:550 (6,1,2,1) - I find this a bit too tame to be in the middle of the kiai, even if you wanted to go for the waker movements, theres no reason to reduce density as well
  3. 00:21:000 (3,1,2) - 00:25:800 (3,1,2) - Comparing these two I find the contrast in spacing too noticable even though the sound is consistent
Platter
  1. 00:05:700 (4,1) - This is pretty weak of a transition imo, having it be linear doesnt help either, Having 00:05:700 (4,1) - this be a direction change would emphasize it quite well
  2. 00:10:500 (7) - Consider having this be a 1/2 slider instead, since its pretty similar of a sound like 00:10:800 (1) - and connect them with a HDash to signal the stanza change, would work expeptionally well, pattern right now feels really underwhelming
  3. 00:22:950 - Drum sampleset outta nowhere here, is this intentional? I doubt it is. Please investigate
  4. 00:34:500 (4,1) - Similar point as 00:05:700 (4,1) - Since this part is copied and the issue is retained
Sanyi's Rain
  1. 00:07:350 - 00:36:150 - These bad boys could be mapped for the extra density here, would also make rhythm more interesting
  2. 00:22:950 (2) - Again kinda random drum sampleset

Pretty cute diff
Fii's Overdose
  1. 00:28:650 - Kinda random soft sampleset here, Shouldnt be intentional
  2. 00:03:000 (3,4) - Isnt this a bit too much? Comparing it to 00:31:650 (2,3,4) - its little bro here, even if the former wanted to be a stronger counterpart, the difference is too noticable imo

That's it! Cute diff as well!

And that's a wrap, apply these and call me back over the HS issue I wanted to discuss!
posted
  1. 00:07:200 - No it's not. If you meant this one : 00:06:750 (3) - yea I mapped that sound cuz it has high pitch sounds. While this one : 00:07:200 - its lower than this one : 00:07:050 (4) - that's why I don't map it. Also, it adds a small break. I want to keep like that.
  2. 00:29:400 (4) - Curved a bit.

Thanks!

osu file format v14

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[Metadata]
Title:press start
TitleUnicode:press start
Artist:Kola Kid
ArtistUnicode:Kola Kid
Creator:Dapuluous
Version:Hex's Cup
Source:
Tags:Bitpop Electro 8bit 8-bit breakcore bubblegumbass chiptune trap CASH MACHINE GO! -Hex- -wwwww Sanyi Fii Kaitlin
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BeatmapSetID:626831

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