forum

Thaehan - Saiyajin

posted
Total Posts
49
show more
Topic Starter
Grrum

Nostalgic wrote:

almost forgot about the m4m, my bad

ex
  1. 00:02:069 (5,6) - avoidable overlap. -- what's wrong with the overlap? The aesthetics are fine to me
  2. 00:06:736 (1) - I don't think increasing sv here is really necessary, its not an wubby map after all. But if you do insist, you should increase the sv of 00:10:069 (4) - as well logically. -- There is a decreasing pitch on that note which makes it feel special in the song, so I think a SV change highlights that. Additionally, it doesn't really play differently than normal SV due to its shape, so I like that it is only for flare. The note you mentioned doesn't have that musical aspect to it
  3. 00:28:653 (5) - it doesn't make sense to ignore the 1/8 electronic sounds. -- It makes sense to me. I'm following the melody here, and the melody stops, so I don't really want to do much. Transitioning to very fast notes would require a lot of mental focus out of the player, and I don't want to map for that audience.
  4. 00:50:069 (1,2,3,4,1,2) - the spacing needs more exaggeration. However, 00:55:486 // I am confused why you choose not to map the exact same electronic sounds here. -- I don't really want this pattern to be hard because I don't think this is all that intense in the song. Why do you want the spacing to be bigger though? Explaining your feelings on this might indicate some underlying issue that I can address in a different way that is more in line with the goals I have of this pattern.
  5. 01:10:069 (3,4,5,6) - square flow u sure? -- yep

ins
  1. 00:02:069 (5,6,7,8) - Spacing the kicks out makes perfect sense, and players at this level can certainly handle this. -- I don't want this part of the song to be too strong so that I can have nicer pacing as the song goes on.
  2. 00:11:403 (1,2,3,4,5) - 135° // 00:12:069 (1,2,3,4,5) - 180° What make the difference? -- The instrument changes on that new combo, so I think a change in flow/aesthetics contrasts the two sounds
  3. nothing more to add here. This diff is extremely similar to the extra. So i guess what i mention in extra is still relevant here
Thanks for the mod.
Izzywing
hi

[advanced]

I think there's a spread issue between the novice and advanced, and its mostly because advanced just uses a ton of 1/2 rhythm. It doesn't show in the star rating due to your slider velocity and DS choices but this map is quite harder than the novice. Consider nerfing the lengthier chains of 1/2 rhythm (such as 00:05:403 (1,2,3,4,1) - ) into simpler rhythms in order to balance the spread. The map itself is fine as a standalone to be fair.

[hard]

00:02:736 (1) - consider a longer slider here? the extended synth sound gets no representation in the map as it is
00:57:069 (4,5) - doing something to differentiate this with 00:56:069 (1,2,3) - in terms of rhythm would be nice. Consider making 00:57:069 (4) - into two circles.
00:57:736 (1) - consider making 00:57:986 - this blue tick clickable by shortening this by one reverse and adding a circle

nice and clean DS'd hard diff

[light insane]

00:03:069 (2,5) - why not stack? this would not be a reading issue
00:15:403 (4,5) - space these visually like you do with the other 1/2 patterns, such as 00:16:069 (1,3) - ?
00:34:069 - you could put a slider here like you do in some of the other diffs
00:44:069 (1) - you can extend this by one repeat, light insane players are capable of landing that quite easily. You would have to move it closer to the next object though.
00:48:569 (2,4) - Like before, you can stack this. Same where applicable
00:57:736 (1) - see my suggestion in the hard diff (if you didnt apply it there reconsider it here, considering the difficulty increase)

A quick note, for all of these patterns 00:10:736 (1,2,3,1,2,3,1,2,3,4,5,1,2,3,4,5), why not have the first two have the active triplets and the second two have the reverse slider? in all instances musically the first two are more intense (see 00:11:069 (3,3) - vs 00:12:403 (3,4,5) - for a quick example) and representing this via gameplay would be nice.

[Insane]

00:12:402 (3,4,5) - similar to the note in the hard, consider nerfing this to just a repeat slider (keep the circle on 00:12:736 (1) - ) to show the decrease in intensity in the music. Applies wherever applicable.
01:00:736 (4) - i see you tried to shape this like 01:00:069 (1) - but its off a bit, so it makes 4 have some weird slider uncanny valley to it lol

kinda tired of this song atm so ill mod the top diff after you respond to these (want to make sure the spread concerns on the low diff are addressed before we continue)

Be sure to respond to all mods before calling me back, I think this set is pretty good for someone with no ranked maps.
Kujinn
m4m ~ sorry its late

didn't mod hard or light insane cause they honestly look perfect to me

[insane]
  1. 00:05:069 (5) - Why not just copy 00:04:736 (4) - and ctrl h?
  2. 00:17:403 (1,5) - stack on slider head??
  3. 00:23:236 (5,1,2) - this straight pattern doesn't play nicely, maybe place 00:23:403 (1) - around x62 y150 and 00:23:569 (2) - around x7 y46.
  4. 00:56:069 (1,2,3) - you can definitely make this look better
  5. 01:21:236 (6,1) - kinda of a weird angle, I would ctrl g would fix it, but 01:21:402 (1,2,3,4) - will be a problem.

[Super Saiyan]
  1. 00:02:069 (5,6,7,8) - pattern more playable if placed like this http://prntscr.com/hi33xl
  2. 00:28:069 (1,2,3) - could do something similar to 00:16:069 (1,2,3,4) -
  3. 00:39:069 (3,4,5) - I think you should gradually increase spacing.
  4. 01:02:569 (1,2,3,4,5) - Doesn't play nicely. Placing 01:02:903 (4) - behind the triple, maybe around x287 y234 and placing 01:03:069 (5) - around x117 y 135 should fix it

Mostly aesthetics but I think this set is pretty much ready~

GL!
MaestroSplinter
Hey, sorry to be late :?

Light Insane
General
It's pretty clean but for some reason 00:03:903 (5) - this type of pattern that do you have all over the diff its a little bit akward, i would prefer to all stacke each other but that's just a preference
Stack stuff
00:00:236 (2) - stack to slider
00:08:069 (1) - stack to the next (1) slider
01:09:403 (1) - i would stack this to the previous (2) note
01:17:069 (5) -stack this one at (1) slider

Hard
This one is pretty good, i couldn't find any issues on it

Good luck o/
Topic Starter
Grrum

Hobbes2 wrote:

hi

[advanced]

I think there's a spread issue between the novice and advanced, and its mostly because advanced just uses a ton of 1/2 rhythm. It doesn't show in the star rating due to your slider velocity and DS choices but this map is quite harder than the novice. Consider nerfing the lengthier chains of 1/2 rhythm (such as 00:05:403 (1,2,3,4,1) - ) into simpler rhythms in order to balance the spread. The map itself is fine as a standalone to be fair. – Agreed. I made it so that 3 is the max slider chain of ½ sliders. I did not feel that the ½ circles at were too much, so I left those in. If you still need me to nerf the rhythms, please let me know, preferably in game so I can get a good understanding of what to shoot for. Also, I change the Normal to make it a bit weaker on nenonat's suggestion.

[hard]

00:02:736 (1) - consider a longer slider here? the extended synth sound gets no representation in the map as it is – I prefer not to because then 00:03:236 – feels unnatural with or without a circle/slider end, but if I have to let me know.
00:57:069 (4,5) - doing something to differentiate this with 00:56:069 (1,2,3) - in terms of rhythm would be nice. Consider making 00:57:069 (4) - into two circles. – okay
00:57:736 (1) - consider making 00:57:986 - this blue tick clickable by shortening this by one reverse and adding a circle – didn't like it in this difficulty because rhythm was too hard.

nice and clean DS'd hard diff – this is one the fastest/least modded/lowest effort maps I've made :D

[light insane]

00:03:069 (2,5) - why not stack? this would not be a reading issue – I made the AR bigger, so yeah no it seems good to stack.
00:15:403 (4,5) - space these visually like you do with the other 1/2 patterns, such as 00:16:069 (1,3) - ? – I found a way to do it
00:34:069 - you could put a slider here like you do in some of the other diffs – no. The transition from 00:33:903 (3) – would be too weird.
00:44:069 (1) - you can extend this by one repeat, light insane players are capable of landing that quite easily. You would have to move it closer to the next object though. – okay
00:48:569 (2,4) - Like before, you can stack this. Same where applicable – this one is fine.
00:57:736 (1) - see my suggestion in the hard diff (if you didnt apply it there reconsider it here, considering the difficulty increase) – applied in this difficulty

A quick note, for all of these patterns 00:10:736 (1,2,3,1,2,3,1,2,3,4,5,1,2,3,4,5), why not have the first two have the active triplets and the second two have the reverse slider? in all instances musically the first two are more intense (see 00:11:069 (3,3) - vs 00:12:403 (3,4,5) - for a quick example) and representing this via gameplay would be nice. – This is a surprising case where we just have different interpretations of the song. I think the second two measures at 00:12:069 (1) – have a much stronger instrument than the first two measures at 00:10:736 (1) - , so they deserve the stronger rhythms, which feels like better pacing anyway.

[Insane]

00:12:402 (3,4,5) - similar to the note in the hard, consider nerfing this to just a repeat slider (keep the circle on 00:12:736 (1) - ) to show the decrease in intensity in the music. Applies wherever applicable. – ^
01:00:736 (4) - i see you tried to shape this like 01:00:069 (1) - but its off a bit, so it makes 4 have some weird slider uncanny valley to it lol – I understand your view, but I'm okay with how it currently is. If I have to remap the combo, let me know and I'll change it right away.

kinda tired of this song atm so ill mod the top diff after you respond to these (want to make sure the spread concerns on the low diff are addressed before we continue)

Be sure to respond to all mods before calling me back, I think this set is pretty good for someone with no ranked maps. – Here is my salt

Thanks for the mod, look forward to your continuation of it.

Kujinn wrote:

m4m ~ sorry its late

didn't mod hard or light insane cause they honestly look perfect to me

[insane]
  1. 00:05:069 (5) - Why not just copy 00:04:736 (4) - and ctrl h? – ??? It is
  2. 00:17:403 (1,5) - stack on slider head?? – Don't need to, objects have faded
  3. 00:23:236 (5,1,2) - this straight pattern doesn't play nicely, maybe place 00:23:403 (1) - around x62 y150 and 00:23:569 (2) - around x7 y46. – Addressed this differently.
  4. 00:56:069 (1,2,3) - you can definitely make this look better – How? Looks fine to me. What's wrong with it?
  5. 01:21:236 (6,1) - kinda of a weird angle, I would ctrl g would fix it, but 01:21:402 (1,2,3,4) - will be a problem. – Wierd angle is intentional to emphasize that note. I think it plays nicely.

[Super Saiyan]
  1. 00:02:069 (5,6,7,8) - pattern more playable if placed like this http://prntscr.com/hi33xlThis is not helpful feedback. I can map a map, and I feel like I know what I'm doing here. What I don't know is how you feel about the pattern. What is wrong with the current pattern that made you feel negatively about it? Explain how you feel about that, and then I can identify any underlying issues that would allow me to improve your play experience while still accomplishing the goals of this pattern.
  2. 00:28:069 (1,2,3) - could do something similar to 00:16:069 (1,2,3,4) - ???? I really don't understand what you want of this pattern/suggestion. They are currently being similar. What's the negative play experience that I can make better for you?
  3. 00:39:069 (3,4,5) - I think you should gradually increase spacing. – Nice
  4. 01:02:569 (1,2,3,4,5) - Doesn't play nicely. Placing 01:02:903 (4) - behind the triple, maybe around x287 y234 and placing 01:03:069 (5) - around x117 y 135 should fix it – What about the pattern makes it not play nicely? Imo, my pattern plays nicer than your suggestion.

Mostly aesthetics but I think this set is pretty much ready~ – yay! Sorry I sound a bit stand-off-ish in my response

GL! – Thanks for the mod!
@MaestroSplinter: Fixed some but not all of the stacks because of readability. Thanks for the mod!
DeRandom Otaku
Get Hobbes to bubble and call me then ig

Picked your map from my queue btw
Izzywing
hi, sorry for being so slow -_-

[topdiff]

00:18:736 (1) - spacing here feels underwhelming considering the intensity
01:01:236 (1,2,3,1,2,3,1,2,3,1,2,3) - i think this would play better if the movement from triplet to triplet flowed better, for example if you did a setup where you went from 01:01:236 (1,2,3) - to 01:02:236 (1,2,3) - to 01:02:569 (1,2,3), etc, it would play much nicer
01:25:069 (3) - i think this spacing is a bit excessive for what the music provides

im okay with what you did for the spread thing and the responses to the other diffs so call me after this
Topic Starter
Grrum

Hobbes2 wrote:

hi, sorry for being so slow -_- -- It's been a long wait, but it's been worth it

[topdiff]

00:18:736 (1) - spacing here feels underwhelming considering the intensity -- agreed, good suggestion
01:01:236 (1,2,3,1,2,3,1,2,3,1,2,3) - i think this would play better if the movement from triplet to triplet flowed better, for example if you did a setup where you went from 01:01:236 (1,2,3) - to 01:02:236 (1,2,3) - to 01:02:569 (1,2,3), etc, it would play much nicer -- One of the goals I had for this pattern was to make 01:02:569 (1,2,3) - feel different from the other triples since the melody takes a different tone there. I also think this is a pretty subjective issue since any permutation of flows have similar movements. So I kind of like the way I grouped them a bit more since it makes subtle changes where the pitch changes at 01:01:903 (1) - and 01:02:569 (1) - .
01:25:069 (3) - i think this spacing is a bit excessive for what the music provides -- I'm curious why you feel that way since I see a few things besides the spacing that might cause it to feel too intense. The spacing is the same as 01:24:236 (2,3) - , and I think the intensities of these two patterns are close. Perhaps I've become a bit too habituated to this spacing, but when testing it at 2.7 spacing it felt a bit low. I nerfed the spacing a tiny bit anyway, though.

im okay with what you did for the spread thing and the responses to the other diffs so call me after this -- super hype! Thank you so much!

DeRandom Otaku wrote:

Get Hobbes to bubble and call me then ig

Picked your map from my queue btw
I am very excited!
Izzywing
d
Assuming non-GT, I will use both characters maximum levels of power for this battle. Pre Crisis Superman vs SS3 Goku post Buu timeskip. I don't really need to explain how powerful Superman is, even mentioning that Superman was unable to beat Flash in a footrace.

So I will focus on Goku. I want to start out by saying, no one knows exactly how powerful SS3 Goku is, as power levels stop being officially tracked after the Frieza saga, where Goku is stated to have a PL of 150 million. If you want my opinion on how I think his power scales up till the end of GT, you need only look at my sig. I will not attempt to use my fanmade power levels in a matchup like this though.

First, I think it's important to define what a power level is. An ordinary human has a power level of 5. It takes 27 PSI to crack open a human skull. In the first episode of Dragonball, Goku has a power level of 10. In that episode he is hit by a car and shot in the head by Bulma. Even a shot from a 9mm gun is over 30,000 PSI. Goku did not even bleed from that shot. The difference of 5 to 10 is a LOT more than double. This trend continues when Master Roshi blows up the moon with a power level of 140. The moon is about an 83rd of the weight of the Earth in mass. That's over 150 sextillion pounds worth of mass destroyed in a single shot. That is less than Pre Crisis Superman has been shown to lift with 1 arm, when he lifted 4 septillion pounds. Even so, it's an important thing to note.

It appears power levels do not scale linearly. It seems that each power level is more significant than the previous. If this pattern continues indefinitely, it's possible Goku is stronger than, or at least as strong as Pre Crisis Superman as early as the first episode of Dragonball z with his power level of over 950. During his fight with Vegeta, Vegeta threatens to blow up the Earth with a power level of 18,000. Some think that is a bluff, I think that would be out of character with Vegeta's personality, but that's another debate entirely.

Anywho, with the way power levels increase in DBZ, by the end of the Frieza saga Goku was likely capable of mass destruction on a galactic scale. Which brings me to my next point. Some will call this next point non-canon in the extreme as this is a movie reference. If you wish to do that, that's your choice. I do believe the movies follow the same "rules" as the anime/manga though. There is actually one power level stated to be higher than SS Frieza saga Goku. According to V-Jump magazing, LSS Broly has a power level of 1.4 billion.

Broly destroys the entire South Galaxy in his movie. That's a rather misleading term though, and probably doesn't mean what you think it does. In real life, a galaxy is 50-100 billion planets. There are about 600 sextillion planets in the observable universe. The South Galaxy in DBZ is not a typical real life galaxy, it is one quarter of the universe. So assuming our universes are the same size, Broly destroyed about 150 sextillion planets in one blast. I believe it's been shown that at higher super saiyan forms, possibly as early as FPSS, Goku is stronger than Broly. As a super saiyan 3, Goku is certainly more powerful than Broly, and super saiyan 3s have been shown to be able to break the laws of reality. So it's likely that SS3 Goku could destroy the universe, maybe even reality itself.

Now to cover speed, this is a fun one. On foot Superman cannot reach lightspeed. The Flash was shown to be faster than Superman in a footrace, as mentioned above. If the Flash ever reaches lightspeed he joins with the speedforce, which he clearly didn't in that race. So he didn't need to even reach lightspeed to beat Superman. Superman appears to be able to fly faster than lightspeed though, as traversing our solar system in a few minutes would require a little more than lightspeed, since the distance from the Earth to the Sun is 7 light minutes.

How fast is Goku though? Well, there's only two good events that you can use to measure speed in DBZ. One is the kamehameha wave from Cooler's Revenge. In about 10 seconds, Goku's kamehameha wave reached from the Earth to the Sun, making it about 50 times faster than the speed of light. Therefore, anyone that can dodge SS1 Goku's kamehameha wave, or even see it, has to be at least 50 times faster than the speed of light. Why is seeing it important? In DBZ, there are many times that the characters move faster than other characters can see. So basically, any villain post SS1 that can keep up with Goku can move at least 50 times faster than lightspeed.

The other case is a little more extreme though. When Vegeta uses The Final Flash against Cell. It's clearly shown that his blast leaves our solar system and explodes on a far away planet/star. The closest planet to our solar system is 10.5 lightyears away. That's 31556926 light seconds. It got there in only 20 seconds, therefore The Final Flash moves at least 1577846.3 times faster than lightspeed. And that was just ascended Super Saiyan Vegeta. Keep in mind perfect Cell saw this attack coming, yet is unable to see SS2 Gohan's movements. And SS3 Goku is obviously far stronger and faster. I don't think Goku would even need to transform to beat Pre Crisis Superman. He could likely kill him with a single finger. To put another nail in the coffin though, let's talk about fighting skills.

Goku is a world champion martial artist that continuously trains to better himself. Many times he has fought evenly with beings of similar or greater power. There is a time when Pre Crisis Superman loses his powers. During this time he has a boxing match with Muhammad Ali. Superman loses without landing a single blow, due to his lack of fighting skill. He has been trained in martial arts by Batman, but he is no world class fighter. Superman is also not used to actually fighting an equal or more powerful opponent at faster than light speeds.

If Goku's power level increases at the same rate till the end of DBGT as it does till the end of the Frieza saga, as a SS4 Goku would have a PL of roughly 939 Quinoctogintillion. For reference that is a 260 digit number. A PL of 14,600 is required to destroy an earth sized planet. There are about 2 nonillion earths worth of mass in the universe. That means SS4 Goku can destroy the universe about 32 Octosexagintillion times over. There's a reason they made Goku a god at the end of GT.
DeRandom Otaku
Popping for unsnapped objects in normal and hard
[General]
  1. OD of hard and light insane is same, change hard's to 6 and light insane's to 7 for a proper balance
  2. Same with HP, Prolly change light insane's to 5.5
  3. Could also add stuff like 'db dbz' in tags because they are short for dragon ball and dragon ball z
[Easy]
  1. 00:10:736 (1) - Looks a bit too curved tbh ,prolly uncurve it a bit,its also gonna make a proper blanket around 00:10:069 (4) -
  2. 01:25:403 (5) - Could definitely NC this in all difficulties to emphasize it as the last note
[Normal]
  1. 00:05:403 (1,2) - 00:06:069 (3,4) - Song is exactly the same so you should rather change 00:06:069 (3,4) - these to slider and circle since doing two sliders instead of 00:05:403 (1,2) - might make the part too dense
  2. 00:16:069 (1,2,3,4) - Same and same for the ones in kiai
  3. 01:07:735 (4) - Unsnapped
[Hard]
  1. 01:23:735 (3) - Unsnapped
  2. 00:34:069 - You had this mapped in normal and easy but not in this difficulty, doesn't make much sense spread wise, You could atleast put a circle on 00:34:736 -
  3. 01:01:236 (3) - NC
[Light Insane]
  1. 00:34:069 - Same as hard
  2. 00:48:569 (2,4) - 00:53:902 (2,4) - One of these is auto stacked and one is manually stacked, be consistent with these
[Insane]
  1. 01:08:069 - 01:18:736 - SV changes could be more drastic than 00:06:736 - 00:17:403 - Because the song at 01:08:069 - is more intense or you could nerf SV changes in the less intense part. Same thing for ex
  2. 01:22:403 (5,6,1,2) - Plays weirdly to be honest, The movement between 01:22:569 (6,1,2) - is pretty much linear which feels really unnatural to play especially when it comes to hitting 01:22:736 (1) - this note in gameplay
Get a Rebub and call me for qualify
Topic Starter
Grrum

DeRandom Otaku wrote:

Popping for unsnapped objects in normal and hard
[General]
  1. OD of hard and light insane is same, change hard's to 6 and light insane's to 7 for a proper balance – yes
  2. Same with HP, Prolly change light insane's to 5.5 – yes
  3. Could also add stuff like 'db dbz' in tags because they are short for dragon ball and dragon ball z – good idea
[Easy]
  1. 00:10:736 (1) - Looks a bit too curved tbh ,prolly uncurve it a bit,its also gonna make a proper blanket around 00:10:069 (4) - – copied the other slider shapes which I'm pretty sure makes it a good curvature now
  2. 01:25:403 (5) - Could definitely NC this in all difficulties to emphasize it as the last note – I prefer not to because that makes a single note be a different combo which looks weird that it's all by itself.
[Normal]
  1. 00:05:403 (1,2) - 00:06:069 (3,4) - Song is exactly the same so you should rather change 00:06:069 (3,4) - these to slider and circle since doing two sliders instead of 00:05:403 (1,2) - might make the part too dense – seems good
  2. 00:16:069 (1,2,3,4) - Same and same for the ones in kiai – alright
  3. 01:07:735 (4) – Unsnappedfixed
[Hard]
  1. 01:23:735 (3) – Unsnappedfixed
  2. 00:34:069 - You had this mapped in normal and easy but not in this difficulty, doesn't make much sense spread wise, You could atleast put a circle on 00:34:736 - – One of the goals of this rhythm is to emphasize the melody note at 00:33:986 - . If I take your suggestion and emphasize the note at 00:34:736 - , I have three stressed ¼ notes all in a row. This is really hard/weird to transition from the melody to the fade-out synthesizer in only ¼ note of time, and so it feels too challenging for this difficulty (well really, I think making such a drastic transition is bad gameplay almost anywhere). I feel like I'm forced to either map the melody or the fade-out, but not both, and so I choose the melody. I'll note that a normal triple does not create the gameplay experience I want. A normal triple's middle note is not stressed at all. It's really just sandwiched in between other strong circles. But I really want to stress this second ¼ note at 00:33:986 – which a ¼ slider does. This decision goes against a unified mapset, but I prefer having good difficulties over good sets. Try putting that into a 500 character modding v2 comment.
  3. 01:01:236 (3) – NC – yes
[Light Insane]
  1. 00:34:069 - Same as hard – ^
  2. 00:48:569 (2,4) - 00:53:902 (2,4) - One of these is auto stacked and one is manually stacked, be consistent with these – good eye, fixed
[Insane]
  1. 01:08:069 - 01:18:736 - SV changes could be more drastic than 00:06:736 - 00:17:403 - Because the song at 01:08:069 - is more intense or you could nerf SV changes in the less intense part. Same thing for ex – There's a bad argument for not making this change, but I think I should just take your advice
  2. 01:22:403 (5,6,1,2) - Plays weirdly to be honest, The movement between 01:22:569 (6,1,2) - is pretty much linear which feels really unnatural to play especially when it comes to hitting 01:22:736 (1) - this note in gameplay – I think most alternating maps which require you to jump on a ¼ note plays weirdly. Are these bad patterns then? What I'm trying to get at is the experience that causes you discomfort is the exact experience that is pretty fun to others. So I do think the linear pattern has a strong appeal, but perhaps not in this map since I really don't develop this concept. One day though I'll revisit this linear golden ratio technique.
Get a Rebub and call me for qualify -- Thank you so much for the mod! Will get right on that!
Izzywing
My bad on the unsnaps, rebub
DeRandom Otaku
Qualified
Pachiru
Congratz pinataman!
Syns_old_1
Rookie
Sotarks
Gratzzzz
ego_17
scouters exploading!
tatemae
owo
finally!
gratz <3
Topic Starter
Grrum
Woooo, ranked!

Thanks everyone for the support

Special thanks to Joey, Guinea, and Rizen for all their help through the years.

Special thanks to Hobbes and DRO for the nominations.

And finally a special thanks to Sins for keeping it cool.
Syns_old_1

pinataman wrote:

And finally a special thanks to Sins for keeping it cool.
:p
Please sign in to reply.

New reply