This map has been deleted on the request of its creator. It is no longer available.
just posting xiumin's pic (:Lapis Aoki wrote:
WHAT DID YOU DO
i'll grave this and then delete it like nothing happenedTae wrote:
but not as wet as this map makes me
zrhuetgzigtuizgtjazekfgzejkrfvazetuizeutgzeitfzusdyhtfgsehxcheqsxdgshdcgds SUGA POUT I NEEDLapis Aoki wrote:
- Frontier - wrote:
no[General][Easy]
- just think that "-" might unnecessary for this.
- Wave hitsounds with possible delay > 5ms: soft-hitclap2.wav
- Map spread is really triggered me. xD Gap between Normal and Downpour is really far. ;w;
[Normal]
- Tick out widescreen. Sure.
- 00:32:550 (1,2,3) - just curious why you mapped differently from 00:28:968 (1,2) since they have almost the same rhythm. Because vocals.
- 01:09:266 (1) - why nc xdxd Oops, fxied.
- 01:54:490 (5) - maybe you could delete this, just like you did before at 01:40:161 and the others. It uses a lot of 1/1 here imo. The do sound here imo sounds strong to be skippable. Also, I didn't add notes on the previous parts because vocals were paused.
- 01:54:938 (1,2,3,1,2,3) - you did 1/1 notes before but now no 1/1? since they have almost the same rhythm but you mapped differently. For the sake of diversity.
nice ioi diff Thanks
- Tick out widescreen. Fixed.
- why you locked all notes xd Maybe it was a mistake idk
- 00:07:027 (3,4,1) - I think you could make something not just stack to make the map not boring af. Just like hard, I used stacks on this part, I don't want to change it.
- 00:08:594 (2,3,4) - ^ ^
- lazy
good luck
Thank you two for modding!LittleEndu wrote:
The modEasy:
Circle to slider ratio too small. Against guidelines: Avoid slider-only sections. I've talked about this with a BN, and this isn't really an issue.
Nothing really to add. Happy to mod again when you fix this.
Normal:
00:27:176 (3) - Ends on strong sound (start of vocals). Needs to be a clickable hitobject. There's alsoa strong piano sound, I wanted to emphasise that,not the vocals, same with every object like this that has a strong beat before it.
00:28:072 (5) - This too but isn't as important as it also starts with vocals.
00:41:505 (2) - Same problem. Needs to be clickable.
01:10:162 (5) - Same.
01:11:953 (1) - You get the idea. Find others like this.
02:23:594 (1,2,3), 02:25:385 (5,6) - Against guidelines: Avoid overlapping circles, [...]. [...] avoid switching between 1/1 and 1/2 stacks repeatedly. I'm pretty sure that this is fine though?
02:54:042 (5,6) - Don't switch from following to stacking. Either make a new combo here or move 4 and 5 so they are both following. I stacked these two because it's the start of drums, also, not sure if an NC is needed..
Downpour:
00:00:311 (1,2,3,4,5,6,7) - Please no linear patterns like this. Very difficult to follow at this rank. IMO, they fit perfectly.
00:03:445 (10) - No sound for reverse arrow (as in there's nothing in the music suggesting it should be like this)? Three node circle slider might be better. There's a piano sound if you listen clearly.
00:46:206 (9) - It starts 1/16 later? I do feel like it's fine but if somebody else finds this problematic you should move this or combine it with hitobject at 8 I don't know,I'll wait until I get more suggestions on this.
02:05:684 (1) - Ends on strong sound (Piano note). Is very similar to 02:06:580 (2,3) so should be changed. I don't understand what you're trying to say here..
02:25:609 (6) - Move this further out to emphasize. Otherwise the emphasis falls on 7. I'd like to keep the distance here.
02:54:042 (5,6) - No reason to put these two in the stack when 7, 8 are the same and everything from 4 to 12 should have the same emphasis. 7 and 8 sound the same, that's why they're both stacked.03:06:579 (1) - End the spinner where there's currently next hitobject. I think it's better to emphasise a stro.ng sound here since it's the hardest diff
- Choose one: https://youtu.be/oJZ0_MrdSFM?t=12s
I personally like something like this: https://puu.sh/woqMv/c576ea8133.png
03:45:982 (1) - Same as 00:03:445 (10) Same reason.
Thank you ^^gary00737 wrote:
from my Qi have nothing can mod
Downpour
03:20:684 (7) - i think if you delete this note , you can prominent 03:20:908 (1) - Sure, fixed. :3
this map too good for me
Overall Difficulty / HP Drain Rate should be between 1 and 3.Change your OD xd
-Mo- wrote:
General
- soft-hitclap2.wav has a >5ms delay at the start of the file. I clipped it for you here. Thank you very much! <3
- It may be worth using a silent file to replace the slider-slide since this calm song would suit better with silent sliders. Forgot to add it. xP
Downpour
- 00:18:445 - You could map this vocal beat here by turning the slider into a reverse slider. I re-adjusted it differently because there's a part that starts at 1/16.
- 00:32:549 - Were you supposed to continue prioritising the piano over the vocals for this combo? I've seen you map for the vocals in the other sections before this when they came up and it becomes inconsistent here. He starts singing continuously from this part, so basically this slider is more-like preparing for that part.
- 00:39:266 (4,1) - You might as well avoid this overlap by moving the 4 to the right by a couple of units.
- 00:44:639 - You could continue mapping the guitar by placing a circle here.
- 00:46:430 - Similar to before, you could map this vocal beat with a reverse arrow.
- 00:54:042 (1,2) - You could start increasing the spacing between these notes to highlight the louder string instruments that start playing here. I don't really plan on increasing spacings in this map.
- 01:03:445 (2) - I'd probably NC this since this is the first note after the silence and there is an SV change on the slider after this.
- 01:15:535 (1) - You could split this into 2 1/4 sliders to map the vocals more accurately. It doesn't really make sense to start prioritising the held piano note all of a sudden when you've been mapping for vocals.
- 01:27:624 - The vocal note actually lands on this red tick rather than the yellow. I understand that this might make playing the next note that starts on yellow kind of difficult, but I'd say it's important to try and map to the music accurately since there isn't anything significant on the yellow tick for it to be mapped on its own. Perhaps try chaining sliders together? - 03:10:162 - AIMod is angry about this unsnapped kiai end.
- 03:13:743 - Is it really worth placing a break here? I think it would be worth it to continue mapping especially since the music still continues on at a decent intensity. After that high note and the long pause, the music becomes more softer, I think a break here fits perfectly because of that. Also,players could warm up a bit.
- 03:44:863 - Maybe consider moving the slider to start here since this is where (my) percieved impact of the sound is at. Maybe also consider removing 03:45:199 (3) because of the awkward rhythming here. Re-adjusted this. Ended the slider at 03:44:863 - and added a circle at the yellow tick because of the "ko" sound.
Mini Gaunt wrote:
EasyOverall Difficulty / HP Drain Rate should be between 1 and 3.Change your OD xd
00:24:714 (4) - This is an unexpected rhythm and should be mapped differently for new players. It was like that at first because he sang at the red tick after (3), so I wanted to make a pause there, and add (4). I added a red tick, should be good now.
00:28:968 (1,2,1,2,3,1,2,1,1,2,1,2,1,2,1,2,1,2,3,4,1,2,3,1) - Find a way to use more circles, as someone already pointed out, avoid slider only sections, and this is almost half a minute of sliders only I used sliders here only because first at the beginning he started singing continously, adding circles would be harder for players at that part, after that, there're some long sounds, so I used sliders to emphasise that. And from what I've heard, using slider only sections aren't really an issue.
01:14:639 (3) - Why is this slider different from the ones in the rest of the section? I don't understand what you're trying to say here, there're also straight sliders like this in the section. Also, I think a straight slider is perfect to emphasise the violin + long note.
01:53:147 (3,4,5,1) - Make it flow better here, more in a circle IMO it's fine.
02:11:057 (2,3,4,1) - Same here ^
02:16:430 (1,2) - This slider should flow into (2) There's a pause at the slider end, and a finish at (2), in my opinion they don't really have to flow smoothly.
02:23:594 (1,2) - Fix the flow here as well Fine IMO.
02:24:042 (2) - Also don't use more than one reverse on this slider, it is confusing to new players, find a different way to map that
02:33:445 (4,1,2) - Make this flow better -
03:33:445 (3,1) - This should flow better as well -NormalI would recommend a larger CS for this diff, 3 or 3.5 is better Going to keep CS for spread.
00:11:057 (1,2) - This looks messy, make (1) flow to (2) better
00:17:997 (5) - Exactly what I said in Easy as well, this kind of rhythm starting on a blue tick in unexpected and should be mapped a different way I really don't see how's this unexpected, I emphasised the beginning of the vocals.
01:33:445 (1,2,3) - This is a really cool use of slidershapes uwu
02:01:878 (7,1) - You should make (7) flow better into (1) and don't overlap the circle with the slider body of (1) I like it like this though.
02:24:490 (3,4,5,6) - This is a little confusing for new players, you switch between 1/1 and 1/2 stacks and it might throw off a lot of people Might change if more people complained.DownpourFrom AIMod: 03:10:162 - Kiai time is not snapped!
00:02:997 (8) - NC
00:58:296 (2,3) - This might make people think that this is a 1/2 stack like all the others before it even though it is a 1/4 stack I don't know, there's a sound at 1/8. I'll consider this later.
01:29:191 (5,6,1) - This looks weird What's weird about it though? IMO looks fine.
02:28:520 (4) - NC
02:54:042 (5) - NC
Didn't fix NCs because I want to keep NCs on every downbeat.
Cool song!
Good luck with the mapset!
No reply = fixedbob80905 wrote:
Hey m4m request here
Modding Easy difficultyHere's that spicy mod.Easy
- I also think that the hitsounds come just a bit early, try listening to the first 3 hitsounds at 25% speed. They're fine now.
- 00:12:400 (2) - Personal pet peeve, but you should aim this slider so that the tail lies in a direction that goes directly towards the next object, which in my mind is a little more important for the easiest difficulty. Like this.
- 00:24:713 (4) - This is difficult. There is no indication that there is an extra time interval here, which may be difficult for beginners to recognize just by looking at the approach circle. So maybe make circle 3 a slider head which ends at the time of circle 4? I recommend either extending the distance 4 is away from 3 or making 3 a slider that ends at 4, because circle 4 is likely going to be difficult to hit. Explained this in the previous mod.
- 00:36:132 (1,2) - Why don't you horizontally invert these? You can create circular flow if you do so. then move the next slider a bit to the right, and bam, you've got something spicy. Like this. (also moving the next slider to the right more makes the next slider a bit closer, which I think is better because before it was a little too far for my sense of "easy." There's a pause in between, so IMO I don't think a circular flow would fit.
- 00:57:624 (1) - I think this is a little short in terms of time. His vocals pause at 1/8, but I don't want to use 1/8 since it could be a bit complicated for easy players, ending at the white tick would make it weirder.
- 03:20:460 (3) - I think this is a better way to come back from the break, although it may be a little too difficult for easy, maybe consider it? Yep, todifficult for easy.
Here's a screenshot: https://osu.ppy.sh/ss/8439065- 03:44:863 (2,1) - I think these are off in terms of time, Here's my timeline. Will consider this.
Thanks for the mod!MagicDragon wrote:
hi
this is going to be hard because looking at your map style and your ranked maps you are probably better than me at mappingdownpourobject spacing: i think maybe trying to put stacks where the same note repeats would be a good idea (except for triples, because spacing triples here would be too intense)
00:14:639 (1,2,3) - good
02:29:639 (7,8) - also good
most places are good, actually, but a few should change...
00:11:505 (2,3) - i think its more apropriate to not stack them but space them out like the others, because the note changes I think it's better to keep a stack here, I personally like it when I stack a low beat with a strong beat in pianos.
00:47:326 (2,3) - same here ^
01:07:251 (6,7) - same here ^
01:09:042 (2,3) - this is the same note so it should be stacked (3) starts with a long note, I think it's better not to stack.
01:24:266 (4,5) - here it should be spaced Sure.
01:35:908 (4,5) - both changes note and has loud drum sound, should be spaced out Fixed.
02:54:042 (5,6) - maybe space these out like the rest of the drum sounds Because this is the beginning of the drums and it's repetitive, a stack would be perfect here.
03:01:878 (5,6) - slightly different notes, so they should be spaced Fixed.
those are all the ones i noticed that i thought should be changed
there are some that can sort of break this pattern and are good for specific reasons
00:17:997 (6,1) - this has same vocal sound but different piano so you could do it either way
01:48:669 (2,3) - since it's a long time between the notes it's fine to stack these even though they are different notes There's a pause in between, so a stack is good.
02:23:594 (1,2,3,4,5) - this is ok for me becasue it's the same drum sound and a long time between each note I personally like it too~
03:13:744 (1) - why a break after here? i think you could map that part because the rest of the map isn't super intense and doesn't need a break right there. A small warm up would be nice.
i really like you use of sv change here 01:00:759 (1) and on the kiai
sorry i couldn't do more, i like doing really in-depth mods but this is a really good map and there wasn't much i could see that needed improving. i guess that's a good thing though
Thank you for modding!ARenaissance wrote:
M4M time, let's do this.
Link to my map for your convenience: https://osu.ppy.sh/s/527546
[Downpour]
00:07:923 (2) - I don't really like this choice: the slider tail is on a pretty strong sound compared to the slider head.
00:54:042 - I would do something to mark the change in the song's tonality here. It largely gets louder, and yet the SV stays the same, the hitsound volume stays the same, and the distance snapping emphasis doesn't change. I think it's fine..
01:27:176 - This rhythm seems more appropriate, and more intuitive (barring the slider tail of (4)): I only ended (3) at the red tick. If you hear clearly, the ge sound (which starts at (4)) starts at the yellow tick.
02:05:236 (6,1) - Slight overlap is kinda ugly. I would either add more overlap or pull it back.
02:21:803 (6) - I'd put some sort of his sound on this, like a finish or a whistle at least. In fact, the kiai section sounds like it could use a few more soft whistles in places, like 02:28:072 (3) 02:29:863 (8) etc. I think a drum itself is fine.
03:44:639 (2,3,1) - I think it'd actually be worth it to change the timing to get these notes precisely where you want them to be, or being more precise under distance snap. Rhythm game and all, you want to be exact.
[Normal]
02:23:594 (1,2,3,4,5,6) - This is a dubious pattern because stacks like this are very ambiguous to new players. I would suggest remapping these so that they don't stack. According to SRC: Stacks are acceptable, but avoid switching between 1/1 and 1/2 stacks repeatedly. This may cause reading issues for new players, since two different rhythms are visually the same.
Aside from that minor qualm, my biggest issue with this difficulty is the several strings of notes that are separated by 1/4 gaps. Things like 02:04:788 (5,6,1,2,3,4,5,6,1,2,3,4,1,2,3,4,5,6,1,2) and 02:34:341 (1,2,3,4,5,6,7,8,1,2,3) seem a bit too excessive and tiring for newer players. Find some places to break these strings up if they get too long. I think this part is fine as it is, it mainly follows vocals. Might consider changing this if there're more complaints about this.
[Easy]
00:05:236 (2,1) - I know there's no way to blanket these, but I think you could make the head of (1) equidistant from the slider head and slider tail of (2) for aesthetics purposes. There are similar spots where I have the same comment that I won't mention.
02:28:968 (3,4) - Sorry for being a perfectionist, but these objects aren't congruent. You can easily get the same shape for (4) by copying (3), rotating 180 degrees, then ctrl+g-ing.
03:31:206 (3,1) - Sorry again for perfectionism, but this is an imperfect blanket.
________________
Good map and good luck!
no reply = fixedgottagof4ast wrote:
poor attempt at m4mEasy
00:09:266 (3) - what is this sliderhead placed on, it feels like it's mapped to nothing This slider is to emphasise the fading sound.
02:33:445 (4) - Wouldn't this be better as a 1/2 slider beacause you still catch the vocal on the red tick that way I think it'd be better if I just emphasised the finish here.Normal
00:44:415 (3) - imo you shouldn't map this note as right after it you have another guitar sound that is even louder but doesn't get mapped at all, So you could go full vocals and completely ignore the guitar which may work better than this Huh? But the previous guitar is mapped? There's a note on it..
01:09:713 (4) - not a big fan of this slider as tail is more prominent than the sliderhead I don't really see the problem here though.
02:54:042 (5,6,7,8,9,1) - Would try to symplify this rhythm some more as it's quite dense for a 1.66 star diff and this ar also makes that they are almost all on the screen at once Well, I mean if drums weren't like this.. might consider changing if someone else pointed it out.
Would also say something about other chains of objects but ARenaissance alreasy pointed that out and I agrre with himdownpour
00:03:445 (10) - Feels like 1/8 slider and a circle would fit better as the sliderend currently is really loud
also is that a piano sound on the 1/16 tick? lol
00:46:206 (10) - 1/4 instead of 1/2 would make it end on the vocal instead of nothing The first slider is to emphasise the loud vocal, and a reverse was to switch to the low vocal.
01:29:191 (5) - The rhythm here would be better handled like, so the slider starts where the guitar starts This is fine.
02:17:326 (2,3) - Why not map this the same as 01:48:669 (2,3) -, as stacking these also feels better Because there're drums after this.
02:41:281 (10,1) - Why does the kiai stop between these 2? For the a e s t h e t i c s
03:13:744 (1) - I could kind of understand not mapping this on the lower diffs for a break but I don't see why you wouldn't here as there are still vocals and instruemntals going on I think it'd be better to add a break after a high note since the song becomes more calmer.
Combining my bad modding skills on enh spread and on low bpm you get this q_q, if you could point out some things on my map then that would be enough
Link: https://osu.ppy.sh/s/623776
Sorry this took so long before I posted it
Gl with the map
no reply = fixedBakari wrote:
henlo!
GeneralEasy
- 03:42:400 - the green line here contradicts the red one on the same point. The volume level and sampleset differ. Just remove the green one as it doesn't really do anything?
- 00:07:475 (1,2,3) - this part sounds off in the easiest difficulty and even in the harder ones, probably it's more about the timing rather than snapping, so an extra check could help. In my opinion this sounds fine to me. Maybe because I skipped the sound before it sounds off?
Normal
- With the existing timing and speed of the song I would lower Overall Difficulty and Approach Rate to 2.
- 01:27:848 (2) - probably should be snapped on the white tick on 01:28:072 - as to match the music better. I hear the vocals starting at the blue tick.. well, actually 1/8. But I snapped this to white tick and it sounded off as that "ge" sound is being ignored. It doesn't really have to be on 1.8 since this is Easy, it could work on a 1/4 too. So, I'm keeping it.
- 02:24:042 (2) - I would rather use a single long slider with sharp angles to make the thing easier to read. As beginners will not expect a second reverse to show up.
- 02:32:102 (2) - this one feels extra for the easiest difficulty. The song has just some weak instruments here, that we can skip.
Pretty cool.Downpour
- 01:51:356 (1,2) - these 1/4 sliders are fine, though I feel like a lot of those can be replaced with 1/2 snapped circles to slightly reduce the density of the non-kiai parts. This would make the kiai stand out more.
- 03:25:833 (3,4,5) - this probably needs to be tested for playability to make sure players are comfortable with reading this in a dense pattern. I guess I'll just change it since I realized that this is pretty complicated for normal players...
- 03:35:012 (7) - this circle doesn't seem to be following any strong beat. So, removing that would actually emphasise the stronger sounds around it and reduce the stress on players.
I'd slightly tone down the long and dense patterns in the non-kiai parts, but apart from that it is pretty nice.An extra check for the timings wouldn't hurt, but apart from that I like just about everything. So yeah, get back to me later, please.
- 03:12:624 (3) - sounds just a bit too early. Probably just something with the timing, or even just my ears. Probably your ears.. xP
- 03:41:505 (6,7,8,9,1) - minor - Ctrl+Shift+D should help you to create a better polygonal pattern (star) as the current one seems a bit uneven.
I like the way it works wit hthe song.
edit1: sj is duplicated in the tags
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