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Xesi x Masew x Nhatnguyen - Tuy Am

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Kirylln
that girl is way too happy for this song

cries
01:31:427 (1) - is this a mistake, i mean the music doesn't change, not that significantly i think
01:34:649 (1,2,3,4,5) - 01:41:092 (1,2,3,4,5) - 01:47:535 (1,2,3,4,5) - 01:53:977 (1,2,3,4,5) - would be better to have some kind of concept that seperates the vocal in (1) from the instrument, it just feels weird and empty being as it is right now since vocal is the only thing there, the others are fine tho since the drum leads in the instrument thingy quite smoothly. I'd recommend a 1/8 slider for the vocal, or maybe space it out a little
02:36:058 (2) - 02:36:461 (4) - mute tho? thats what the music is suggesting for me
02:39:884 (6) - nc? to make it consistent with other similar syths
02:37:971 (2) - either this is overmapped or im deaf... or maybe this crappy song's just fucking up itself over:dab:

in
aimod
00:41:092 (1,2,3,4) - sth like this would work better imo
01:30:219 (1,2,3,4,1,2,3,4) - not rlly a fan of this kind of grouping since it is obvious that the music doesnt support it, but it works i guess...kinda
why is this diff better?:thonkang:
hi
Topic Starter
Yamicchi

Kirylln wrote:

that girl is way too happy for this song

cries
01:31:427 (1) - is this a mistake, i mean the music doesn't change, not that significantly i think yea it's a mistake lol
01:34:649 (1,2,3,4,5) - 01:41:092 (1,2,3,4,5) - 01:47:535 (1,2,3,4,5) - 01:53:977 (1,2,3,4,5) - would be better to have some kind of concept that seperates the vocal in (1) from the instrument, it just feels weird and empty being as it is right now since vocal is the only thing there, the others are fine tho since the drum leads in the instrument thingy quite smoothly. I'd recommend a 1/8 slider for the vocal, or maybe space it out a little changed stuffs
02:36:058 (2) - 02:36:461 (4) - mute tho? thats what the music is suggesting for me kay
02:39:884 (6) - nc? to make it consistent with other similar syths done
02:37:971 (2) - either this is overmapped or im deaf... or maybe this crappy song's just fucking up itself over:dab: it's easier to tab though, so why not

in
aimod sax ???
00:41:092 (1,2,3,4) - sth like this would work better imo nah, keeping the same pattern with the previous 4
01:30:219 (1,2,3,4,1,2,3,4) - not rlly a fan of this kind of grouping since it is obvious that the music doesnt support it, but it works i guess...kinda i'm a fan owo
why is this diff better?:thonkang: no idea tbh
hi
MaridiuS
Lets mod.

[Desperate Tears]
  1. So I'll start with some patterning and aesthetics on the start of the map. There doesn't seem to be any planned visual spacing present within the section. New patterns are connecting in different ways. That doesn't lead to the patterns feeling like they're a part of the same section. For example 00:29:011 (1,2,3) - look how close visually the objects are here (3 and 2 are both equally spaced from 1 at a set low distance) while in here 00:30:622 (1,2) - 1 and 2 have bigger distance, while 00:31:427 (3) - is close to (1), much closer than (2) to (1). By having a section based on one visual distance all the parts will feel like a part of that same section.
  2. 00:32:233 (1,2,3) - More examples; medium spacing: 00:33:843 (1,2) - very low visual spacing with soon 00:34:649 (3) - bigger to follow. Usually you'd want to keep close objects at same visual distance within a section. If you agree it is up to you to readjust the pattern to all fit within same visual spacing; quick idea https://osu.ppy.sh/ss/9393676
  3. 00:35:454 (1,2,3,1,2,3,4) - this patterning here bugs me a bit more, in a different way; 00:36:259 (3) - by placing it here https://osu.ppy.sh/ss/9393602 right in the middle of the two sliders, it feels like it connects, filling the gap between them. That way 3 objects currently visible will be spaced from each other visually like you did (or I think should) in the rest of the section. It should be done rather than having a seemingly unpleasant overlap on a style not based on overlaps.
  4. 00:37:870 (3) - this one feels out of place, as there is no visual connection between it and (2), resulting in empty placing imo. By doing something like this https://osu.ppy.sh/ss/9393627 it will be close visually to both sliders, and make a more filled up pattern. Of course all adjustments are of your choice.
  5. 00:34:649 (3,4,5,6) - I haven't really seen such usage in the map. And I would advise not doing this on a slower part, since it looks really odd. What's more, the violin isn't changing it's intensity that drastically to call for reduced spacing on each subsequent circle. I saw it mentioned before in the thread too, but musically I don't think it's justified for this much difference.
  6. 00:31:427 (3,4,1) - Don't see any real need for big 1/4 spacing. It could get confusing with 00:32:233 (1,2) - being very similarly spaced. Also the section is really calm, so overlapped stuff should fit better imo.
  7. 00:40:488 (2,2,2) - Like you made a triangle here, good call would be to make it here too 00:40:689 (1,1,1) - .
  8. 00:48:340 (1) - https://osu.ppy.sh/ss/9393711 placing it here would make it feel more spaceyyy. Between 3 notes it is a good idea to make them all spaced from each other if the first 2 are spaced. That way it gives off a better feeling of jumps / movement, and also imo aesthetics.
  9. 00:51:763 (2) - this seems to be mapped like 00:46:326 (4,5) - kick stacks, and I don't think it's a good idea to make vastly different notes mapped the same way. Also why is (2) even a circle, making (1) a slider should fit your map following vocals much more idk.
  10. 01:25:186 (5) - With it being as it is right now, very close to 01:25:790 (2) - it ruins the high visual spacing you're trying to achieve with 120 degree sliders in the subsequent pattern. https://osu.ppy.sh/ss/9393756 placing it here should work wonders.
  11. 01:30:219 (1,2,1,2,1,2,1,2) - for this kind of placement, I'd suggest lower SV, about 1.8x since it is not going leniently and feels really uncomfortable having to ignore the pathing of the sliders. Either make the sv lower, or make the sliders lead to the others with their path. Also check 02:18:541 (1,2,3,4,5,6) below in mod before editing this.
  12. 01:34:246 (7) - Okay so there seems to be some inconsistencies relating this particular sound. Sometimes it is not even a slider, 01:37:467 (7) - sometimes a slow slider and sometimes 01:42:300 (6) - a 1/2 fast slider. If it were me, I would settle with it only being a circle, in order to make it much different than 01:35:253 (4) - 01:41:696 (4) - and other 1/2 sliders. By it being a circle, you will have space to work with unusual rhythm like 01:36:058 - this drum hit, and follow them without having to exit a slider. And another reason for making it a circle is because the following section has added hithats on regular 1/2 intervals, meaning they end on a hithat, while these end on nothing (mostly), so as a form of differentiation and intensity adjustment, I'd say once more insist you to go for circles here 8-)
  13. 01:39:481 (3) - Any reason why is this particular note the only 1/4 slider? I don't see this sound being that much different than the others in this combo for it only to be a 1/4 slider.
  14. 01:46:326 (1,2,3,4,5) - I feel like you're trying to follow the a bit more messed up 1/4's in the song compared to others, but this pattern is much too unusual for a bit messed up. You can do like https://osu.ppy.sh/ss/9393986 S or Z stuff, which suits the 5stacks within the section much more. I don't think making it different as much as you did suits the song or the section tbh.
  15. 01:50:353 (1,2) - Don't understand at all why are these 1/4's, in the song it sounds just like pure hithats.
  16. 01:57:199 (8,9,10) - It is given the same spacing and placement like kicks 01:38:071 (1,2,3) - . Further more, I don't see it valid for 1/4 hithats to be this spaced tbh.
  17. 02:12:098 - In the map you always tend to go for different patterning and different shapes within one section on same sounds; like you did on this section 01:20:555 - so copy pasting stuff here doesn't feel like it's a part of this map. I suggest remap and think of new patterns on this particular section.
  18. 02:18:541 (1,2,3,4,5,6) - jumps are bigger 02:20:152 (1,2,3,4,5,6) - these two than the ones before the start of first chorus, but... 02:21:763 (1,2,3,4,1,2,3,4,1) - SV is lower on sliders even though you did everything you could before to make it more intense than the part before first kiai, bigger SV means more intense, so its contradictory at this moment. This'd be another argument to lower the SV on first part to 1.8x like I mentioned before.
  19. 02:26:394 (2,3,4,5,6) - I'm against going for such overlap heavy pattern when the rest of the patterns don't even have overlaps (mostly). It doesn't feel like a part of the same section.
  20. 02:43:709 (2,3,4) - You've used plenty of spaced 3 stacks for different sounds, so I don't think it also fits here. My idea https://osu.ppy.sh/ss/9394136 ; because like this, you will have a bit uncomfy flow coming from (1), but still comfy since it's not spaced and just feels good idk.
  21. 02:44:112 (5,3) - This overlap, please.
  22. 02:25:790 (5) - Listen, I get the consistency of every new section starting with (5) not being a slider. But that kinda ruins the contrast a bit, since the same is done on less intense sections like 01:33:441 - . And I mentioned stuff about it how it should be just circles in that section. If you follow my advice then, for this kiai, the last one (since there are no hithats) it would be nice for every (5) to be made as 02:35:454 (1) - 02:41:897 (1) - etc. By dong that we get 3 parts, one which is the least intense with circles only on those sounds, second that has hithats on regular 1/2 intervals so its 1/2 sliders, and the third kiai which is the most intense having 3/4 sliders.
[Insane]
01:34:246 (7) - Again with this particular sound usage. In the first kiai it is done very arbitrarily. Sometimes being a circle, sometimes 1/2 sometimes 1/1. In the second and third kiai it is done consistently so I'd say adjust that in the first kiai to be all the same (preferably circles?). Of course I'm refering to idle ones without irregular rhythm 1/2 after them.

Anyways the other difficulties have appealing aesthetics to me, top diff could also use some little work on more important parts related to aesthetics by putting into mind what I mentioned, but it is on a decent level so fairly fixable. Get some more mods, and I'll recheck back eventually, and also nitpick what's left from those mods on lower difficulties.
Topic Starter
Yamicchi

MaridiuS wrote:

Lets mod.

[Desperate Tears]
  1. So I'll start with some patterning and aesthetics on the start of the map. There doesn't seem to be any planned visual spacing present within the section. New patterns are connecting in different ways. That doesn't lead to the patterns feeling like they're a part of the same section. For example 00:29:011 (1,2,3) - look how close visually the objects are here (3 and 2 are both equally spaced from 1 at a set low distance) while in here 00:30:622 (1,2) - 1 and 2 have bigger distance, while 00:31:427 (3) - is close to (1), much closer than (2) to (1). By having a section based on one visual distance all the parts will feel like a part of that same section. a bit adjustment
  2. 00:32:233 (1,2,3) - More examples; medium spacing: 00:33:843 (1,2) - very low visual spacing with soon 00:34:649 (3) - bigger to follow. Usually you'd want to keep close objects at same visual distance within a section. If you agree it is up to you to readjust the pattern to all fit within same visual spacing; quick idea https://osu.ppy.sh/ss/9393676
  3. 00:35:454 (1,2,3,1,2,3,4) - this patterning here bugs me a bit more, in a different way; 00:36:259 (3) - by placing it here https://osu.ppy.sh/ss/9393602 right in the middle of the two sliders, it feels like it connects, filling the gap between them. That way 3 objects currently visible will be spaced from each other visually like you did (or I think should) in the rest of the section. It should be done rather than having a seemingly unpleasant overlap on a style not based on overlaps. till now I don't see a problem with it tbh.
  4. 00:37:870 (3) - this one feels out of place, as there is no visual connection between it and (2), resulting in empty placing imo. By doing something like this https://osu.ppy.sh/ss/9393627 it will be close visually to both sliders, and make a more filled up pattern. Of course all adjustments are of your choice. I don't see much necessity in moving it there or anywhere else. As it flows fine, there's not much a problem about it.
  5. 00:34:649 (3,4,5,6) - I haven't really seen such usage in the map. And I would advise not doing this on a slower part, since it looks really odd. What's more, the violin isn't changing it's intensity that drastically to call for reduced spacing on each subsequent circle. I saw it mentioned before in the thread too, but musically I don't think it's justified for this much difference. for the entire section that's like the only place where pitch decrease gradually like that if you listen to the section carefully, and that's enough for me to make it a bit unique
  6. 00:31:427 (3,4,1) - Don't see any real need for big 1/4 spacing. It could get confusing with 00:32:233 (1,2) - being very similarly spaced. Also the section is really calm, so overlapped stuff should fit better imo. k
  7. 00:40:488 (2,2,2) - Like you made a triangle here, good call would be to make it here too 00:40:689 (1,1,1) - . done
  8. 00:48:340 (1) - https://osu.ppy.sh/ss/9393711 placing it here would make it feel more spaceyyy. Between 3 notes it is a good idea to make them all spaced from each other if the first 2 are spaced. That way it gives off a better feeling of jumps / movement, and also imo aesthetics. it doesn't change much so it's a no this time
  9. 00:51:763 (2) - this seems to be mapped like 00:46:326 (4,5) - kick stacks, and I don't think it's a good idea to make vastly different notes mapped the same way. Also why is (2) even a circle, making (1) a slider should fit your map following vocals much more idk. k
  10. 01:25:186 (5) - With it being as it is right now, very close to 01:25:790 (2) - it ruins the high visual spacing you're trying to achieve with 120 degree sliders in the subsequent pattern. https://osu.ppy.sh/ss/9393756 placing it here should work wonders. fixed
  11. 01:30:219 (1,2,1,2,1,2,1,2) - for this kind of placement, I'd suggest lower SV, about 1.8x since it is not going leniently and feels really uncomfortable having to ignore the pathing of the sliders. Either make the sv lower, or make the sliders lead to the others with their path. Also check 02:18:541 (1,2,3,4,5,6) below in mod before editing this. f
  12. 01:34:246 (7) - Okay so there seems to be some inconsistencies relating this particular sound. Sometimes it is not even a slider, 01:37:467 (7) - sometimes a slow slider and sometimes 01:42:300 (6) - a 1/2 fast slider. If it were me, I would settle with it only being a circle, in order to make it much different than 01:35:253 (4) - 01:41:696 (4) - and other 1/2 sliders. By it being a circle, you will have space to work with unusual rhythm like 01:36:058 - this drum hit, and follow them without having to exit a slider. And another reason for making it a circle is because the following section has added hithats on regular 1/2 intervals, meaning they end on a hithat, while these end on nothing (mostly), so as a form of differentiation and intensity adjustment, I'd say once more insist you to go for circles here 8-) 01:34:246 (7) - no vocal. 01:35:857 (6) - drum at sliderend, also the sliderstart is still part of 01:35:253 (4,6) - pattern, that's why it's a 1/2 fast slider. 01:37:467 (7) - sliderend remains vocal.
  13. 01:39:481 (3) - Any reason why is this particular note the only 1/4 slider? I don't see this sound being that much different than the others in this combo for it only to be a 1/4 slider. f
  14. 01:46:326 (1,2,3,4,5) - I feel like you're trying to follow the a bit more messed up 1/4's in the song compared to others, but this pattern is much too unusual for a bit messed up. You can do like https://osu.ppy.sh/ss/9393986 S or Z stuff, which suits the 5stacks within the section much more. I don't think making it different as much as you did suits the song or the section tbh. done
  15. 01:50:353 (1,2) - Don't understand at all why are these 1/4's, in the song it sounds just like pure hithats.
  16. 01:57:199 (8,9,10) - It is given the same spacing and placement like kicks 01:38:071 (1,2,3) - . Further more, I don't see it valid for 1/4 hithats to be this spaced tbh.
  17. 02:12:098 - In the map you always tend to go for different patterning and different shapes within one section on same sounds; like you did on this section 01:20:555 - so copy pasting stuff here doesn't feel like it's a part of this map. I suggest remap and think of new patterns on this particular section.
  18. 02:18:541 (1,2,3,4,5,6) - jumps are bigger 02:20:152 (1,2,3,4,5,6) - these two than the ones before the start of first chorus, but... 02:21:763 (1,2,3,4,1,2,3,4,1) - SV is lower on sliders even though you did everything you could before to make it more intense than the part before first kiai, bigger SV means more intense, so its contradictory at this moment. This'd be another argument to lower the SV on first part to 1.8x like I mentioned before.
  19. 02:26:394 (2,3,4,5,6) - I'm against going for such overlap heavy pattern when the rest of the patterns don't even have overlaps (mostly). It doesn't feel like a part of the same section.
  20. 02:43:709 (2,3,4) - You've used plenty of spaced 3 stacks for different sounds, so I don't think it also fits here. My idea https://osu.ppy.sh/ss/9394136 ; because like this, you will have a bit uncomfy flow coming from (1), but still comfy since it's not spaced and just feels good idk. I think it's fine
  21. 02:44:112 (5,3) - This overlap, please.
  22. 02:25:790 (5) - Listen, I get the consistency of every new section starting with (5) not being a slider. But that kinda ruins the contrast a bit, since the same is done on less intense sections like 01:33:441 - . And I mentioned stuff about it how it should be just circles in that section. If you follow my advice then, for this kiai, the last one (since there are no hithats) it would be nice for every (5) to be made as 02:35:454 (1) - 02:41:897 (1) - etc. By dong that we get 3 parts, one which is the least intense with circles only on those sounds, second that has hithats on regular 1/2 intervals so its 1/2 sliders, and the third kiai which is the most intense having 3/4 sliders. well I'll think about it but for now I don't wanna change them
[Insane]
01:34:246 (7) - Again with this particular sound usage. In the first kiai it is done very arbitrarily. Sometimes being a circle, sometimes 1/2 sometimes 1/1. In the second and third kiai it is done consistently so I'd say adjust that in the first kiai to be all the same (preferably circles?). Of course I'm refering to idle ones without irregular rhythm 1/2 after them.

Anyways the other difficulties have appealing aesthetics to me, top diff could also use some little work on more important parts related to aesthetics by putting into mind what I mentioned, but it is on a decent level so fairly fixable. Get some more mods, and I'll recheck back eventually, and also nitpick what's left from those mods on lower difficulties.
Thanks for the mod, sorry late reply was too busy on sth else uwu
Pandano
Done irc (tbh first time doing irc lol)
16:30 Yamicchi: how tf can I rank my Tuy Am now
16:30 Pandano: ez
16:30 Pandano: ask vinhcutelc
16:31 Yamicchi: :^)
16:31 Pandano: lol
16:32 Yamicchi: I should ask MaridiuS again
16:32 Yamicchi: but he's tough af
16:33 Pandano: MaridiuS?
16:33 Pandano: a BN?
16:33 Yamicchi: ye
16:35 Pandano: let me testplay
16:35 Pandano: been long
16:36 Yamicchi: go go
16:36 Pandano: I got B
16:36 Pandano: lol
16:39 Yamicchi: damn your tapping skill is lit
16:39 Pandano: lol
16:39 Pandano: got B
16:39 Pandano: noob
16:39 Pandano: 02:30:622 (1) - 8 nốt này
16:39 Pandano: why tho?
16:39 Yamicchi: pro
16:40 Yamicchi: i don't really know
16:40 Yamicchi: it's bad right?
16:40 Pandano: yea it feels like
16:40 Pandano: it gonna rekt me
16:40 Pandano: lol
16:40 Yamicchi: what the fuck
16:40 Yamicchi: you fully x300 it
16:40 Yamicchi: lie
16:41 Pandano: ever heard of spamming
16:41 Pandano: looool
16:41 Pandano: or just lucky
16:41 Yamicchi: ye
16:42 Pandano: From 01:07:669 (1) - : I really miss your ngũ giác structure
16:43 Pandano: like earlier versions
16:43 Pandano: I testplayed your map like 20 times or so
16:43 Pandano: cause 1) it's better than vinhcutelc
16:43 Pandano: 2) I love that part TwT
16:45 Yamicchi: ye I miss it too
16:45 Yamicchi: but it's confused in emphasis
16:46 Pandano: I see
16:46 Pandano: like the (5) note should be emphasized, right?
16:46 Pandano: yea I can't argue with that either
16:47 Yamicchi: yep
16:48 Pandano: 01:40:286 (2) - SV. Don't tell me that the SV change is not significant TwT
16:49 Pandano: 01:41:696 (4) - and why not 2 1/4 sliders?
16:51 Pandano: 01:45:924 (3) - I think this should be blanketed by 01:46:326 (1,2,3,4,5) - for emphasis and a e s t h e t i c s
16:51 Yamicchi: 01:40:286 (2) - ye SV, but not necessary NC
16:51 Yamicchi: 01:41:696 (4) - why should it be?
16:51 Yamicchi: 01:45:924 (3) - a, stacked to 01:46:729 (5) - instead
16:52 Pandano: yea could work
16:53 Pandano: 01:41:696 - umm sounds with same strength on head and tail, perhaps?
16:57 Yamicchi: I'm representing a different sound there
16:57 Yamicchi: so it's not actually the same strength
16:59 Pandano: okay
17:00 Pandano: 02:48:239 (4,1) - it's funny how you're trying to make a 298 BPM jump here
17:01 Pandano: ofc it's possible for high rankers
17:01 Yamicchi: it's a bad idea overall isn't it
17:01 Pandano: i can't remember if I hit that one earlier in my testplay
17:01 Pandano: not really a bad idea since it's top diff
17:02 Pandano: so up to you then
17:02 Pandano: lol
17:02 Yamicchi: fixed
17:03 Pandano: that's all from me then
17:03 Pandano: small shitmod as always
17:03 Pandano: :<
17:03 Yamicchi: post for kds
17:03 Pandano: umm
17:03 Pandano: I never done irc
17:03 Pandano: don't know how
17:03 Yamicchi: so it feels like I'm still active with this set lul :^)
17:03 Pandano: lol
17:04 Yamicchi: type "/savelog'
17:04 Yamicchi: "/savelog"
Smug Nanachi
mod nào :3
mapper chuyên nghiệp có khác nhỉ? tính ổn định cao :) pattern ổn, có thể rank đc đấy
t k mod đc mấy cái diff < 3*, thông cảm :(

Insane
01:08:474 (5) - sao k stack tiếp? k có thay đổi âm mà? âm khác với 01:10:085 (5) và 01:11:695 (5) thì k nên để chung pattern. m nghĩ stack tiếp tốt hơn
01:13:306 (5,6) - âm ở đây lớn hơn 01:10:085 (5,6) thì để snap lớn hơn đi
01:19:748 (5,6) - ^
01:26:595 (4,5,6) - để thành quadra đi như cái Desparate Tears, hoặc 2 slider 1/4 +1 note, t thấy pattern này k ổn lắm
01:46:326 (1,2,3,4) - ^
01:49:548 (1,2,3,4) - ^
01:52:870 (2,3,4) - ^
01:55:991 (1,2,3,4) - ^
01:30:219 (1,2,3,4,1,2,3,4) - stream nên giống cái này 02:21:763 (1,2,3,4,1,2,3,4)
Desperate Tears
00:51:561 (1,2,3) - sao cái này khác 00:45:118 (1,2) ? cùng sound mà
01:07:669 (1,2,3,4,5) - chỗ này intensity giảm sao spacing note cuối tăng?
01:21:763 (4,5) - đoạn này làm 4 cái 1/8 slider cho chất
01:23:373 (4,5) - ^
01:24:984 (4,5) - ^
01:26:595 (4,5) - ^
02:13:306 (4,5) - ^
02:14:917 (4,5) - ^
02:16:528 (4,5) - ^
02:18:139 (4,5) - ^
01:48:139 (4) - 2 note sẽ tốt hơn
01:57:400 (10) - thêm 1 lần reverse nữa chắc ổn hơn, cho nó đủ âm, nếu cần thì để nó gần slider hơn
02:49:951 (1,2,3,4) + 02:50:353 (1,2,3,4) - 2 cái tream overlap, khó đọc
Topic Starter
Yamicchi

Smug Nanachi wrote:

mod nào :3
mapper chuyên nghiệp có khác nhỉ? tính ổn định cao :) pattern ổn, có thể rank đc đấy
t k mod đc mấy cái diff < 3*, thông cảm :(

Insane
01:08:474 (5) - sao k stack tiếp? k có thay đổi âm mà? âm khác với 01:10:085 (5) và 01:11:695 (5) thì k nên để chung pattern. m nghĩ stack tiếp tốt hơn để nhấn âm á. Stack tiếp thì cái pattern nó ngang phè không có điểm nhấn
01:13:306 (5,6) - âm ở đây lớn hơn 01:10:085 (5,6) thì để snap lớn hơn đi asymmetry
01:19:748 (5,6) - ^
01:26:595 (4,5,6) - để thành quadra đi như cái Desparate Tears, hoặc 2 slider 1/4 +1 note, t thấy pattern này k ổn lắm cố tình dùng slider cho 2 nốt cuối để thoải mái hơn tí về spacing để mà nhấn âm 01:26:998 (1) - :v tại vì là insane nên có nhiều khả năng bị giới hạn, kh như top diff
01:46:326 (1,2,3,4) - ^
01:49:548 (1,2,3,4) - ^
01:52:870 (2,3,4) - ^
01:55:991 (1,2,3,4) - ^
01:30:219 (1,2,3,4,1,2,3,4) - stream nên giống cái này 02:21:763 (1,2,3,4,1,2,3,4) - không nhất thiết phải giống đâu ông
Desperate Tears
00:51:561 (1,2,3) - sao cái này khác 00:45:118 (1,2) ? cùng sound mà thật ra thì nó khác nhau về intensity và cả về material, với lại có ai bắt lỗi thì cũng là minor issues nên không sao
01:07:669 (1,2,3,4,5) - chỗ này intensity giảm sao spacing note cuối tăng? không nói về material ở đây mà là consistency với 01:14:917 (5) - Hai chỗ này giống nhau nhưng cơ bản là beat đầu buildup hơi yếu nên khó nghe thôi
01:21:763 (4,5) - đoạn này làm 4 cái 1/8 slider cho chất thế thì là overmap rồi ông ạ :)
01:23:373 (4,5) - ^
01:24:984 (4,5) - ^
01:26:595 (4,5) - ^
02:13:306 (4,5) - ^
02:14:917 (4,5) - ^
02:16:528 (4,5) - ^
02:18:139 (4,5) - ^
01:48:139 (4) - 2 note sẽ tốt hơn đã fix cùng với 1 nùi khác :v
01:57:400 (10) - thêm 1 lần reverse nữa chắc ổn hơn, cho nó đủ âm, nếu cần thì để nó gần slider hơn ngta nghe đc 1/8 beat là được rồi,
để cái gap cuối 1/4 cho nó dễ ăn, chứ 1/8 gắt quá

02:49:951 (1,2,3,4) + 02:50:353 (1,2,3,4) - 2 cái tream overlap, khó đọc thật ra tui thấy cũng chẳng khó mấy
Cảm ơn ông nhé :3 sửa được kha khá thứ
Smug Nanachi
Yami ei~
Ông còn nhận GD k, tôi cũng muốn thử sức phát. :)
- Frontier -
masew ok

[General]
  1. After I played a mapset with nightcore mod for several times, I noticed that the nightcore tempo doesn't relevant to the song at all. In order to improve this, move the uninherited line to 00:03:239 - to make the nightcore tempo corresponding to the music.
  2. "asuka" is actually an unimportant tag to add, since "asuka" is actually in "Asuka_-".
  3. 00:25:790 (1) - spinner at here in Asuka_-'s Hard, Insane and Desperate Tears seems to be nonsense since this isn't represent anything in the song. so remove this spinner might be good.
[Desperate Tears]
  1. 01:30:219 (1,2,3,4,1,2,3,4) - after i tesplayed many times in this part, i've noticed that the slider head and slider tail has barely overlapped to each other. meaning if players click only at the slider head of these hitobjects, players will gather 100s instead of 300s, which is unjustified for players and giving playability problem to players. in order to improve this, i'd recommend to make these sliders shorter by decreasing the slider velocity multiplier here. so players can be freely click the slider head of these hotobjects without bewaring of getting 100s on particularly sliders.
  2. 02:12:098 (1,2,3) - the hitobjects here seems to flow pretty unnatural. you could notice that the sliders' paths are going leftwards, but since the next hitobjects are at the right side, players will have to move back to the right side again, which makes the movement here becoming unnaturally and really gives unjustified difficulty spike in this part. i know it's okay to do this, but since there are no apparent sound among 02:12:098 (1,2,3) -, so making them flowing unnaturally is quite inappropriate here. consider making them flow more natural.
  3. 02:48:340 (1) - after i tesplayed several times in this part, i think that it is pretty tough to see where the slider 02:48:340 (1) - starts. that's because the stream hitcircles 02:47:535 (1,2,3,4,1,2,3,4) - is overlapping this part a lot, it makes the slider 02:48:340 (1) - become pretty hard to see. so i'd recommend to move this slider further to make it easier to read.
[Insane]
  1. 02:38:273 (5) - This hitobject could add new combo here for the transition in spacing changes. As same as 02:47:937 (5) -, 02:50:353 (5) -

[Asuka_-'s Hard]
  1. 00:53:172 (1,2) - I understand what you're trying to represent the xylophone sound my making them buzz sliders, but there isn't spammed sound at 00:53:172 (1,2) - at all, and using buzz sliders here doesn't really fit with the song's intensity here. so i'd recommend using a long slider might represent the song better.
  2. 01:10:890 (3) - it might be better to add new combo here since this spot here is where the new stanza begins.
  3. 01:33:441 (1,2,3) - Because the previous hitobjects are spaced with 1/2-beat gaps in among them, making these hitobjects here stacked like the previous hitobjects might cause players become misunderstanding that these hitobjects 01:33:441 (1,2,3) - also spaced with 1/2-beat gaps also, gathering 100s instead of 300s which is unjustified for players. so i'd recommend to make them manually stacked here or using 1/4-beat buzz slider here might work as well.
  4. 02:24:179 (5) - this could add new combo because the transition from circles to sliders.
[Normal]
  1. widescreen support doesn't seem necessary in this map since this map has not used any storyboard. consider untick the widescreen support here.
  2. 02:18:541 (1,2,3,4,5,6) - This part has exactly same vocals and instrumentals rhythm as 01:26:998 (1,2,3,4,5,6) -, but why are they mapped differently? consider making them the same for consistency thorough your difficulty.
[Easy]
  1. widescreen support doesn't seem necessary in this map since this map has not used any storyboard. consider untick the widescreen support here.
That's all! Call me back.
Topic Starter
Yamicchi

- Frontier - wrote:

masew ok

[General]
  1. After I played a mapset with nightcore mod for several times, I noticed that the nightcore tempo doesn't relevant to the song at all. In order to improve this, move the uninherited line to 00:03:239 - to make the nightcore tempo corresponding to the music. done
  2. "asuka" is actually an unimportant tag to add, since "asuka" is actually in "Asuka_-". it actually IS important, as it helps me to search for Asuka_- maps in case I forgot the _- after that though.
  3. 00:25:790 (1) - spinner at here in Asuka_-'s Hard, Insane and Desperate Tears seems to be nonsense since this isn't represent anything in the song. so remove this spinner might be good. It's to avoid people who randomly got #1 score and be there forever without any way to get over them,
    because there's just no spinner. Funny example here https://osu.ppy.sh/s/206284
[Desperate Tears]
  1. 01:30:219 (1,2,3,4,1,2,3,4) - after i tesplayed many times in this part, i've noticed that the slider head and slider tail has barely overlapped to each other. meaning if players click only at the slider head of these hitobjects, players will gather 100s instead of 300s, which is unjustified for players and giving playability problem to players. in order to improve this, i'd recommend to make these sliders shorter by decreasing the slider velocity multiplier here. so players can be freely click the slider head of these hotobjects without bewaring of getting 100s on particularly sliders. lowering the SV would kill the emphasis for such strong section, which is why I ctrl+g all of them, which is a bit harder but it feels more natural and would reduce the chance of getting 100x too.
  2. 02:12:098 (1,2,3) - the hitobjects here seems to flow pretty unnatural. you could notice that the sliders' paths are going leftwards, but since the next hitobjects are at the right side, players will have to move back to the right side again, which makes the movement here becoming unnaturally and really gives unjustified difficulty spike in this part. i know it's okay to do this, but since there are no apparent sound among 02:12:098 (1,2,3) -, so making them flowing unnaturally is quite inappropriate here. consider making them flow more natural. more natural now owo
  3. 02:48:340 (1) - after i tesplayed several times in this part, i think that it is pretty tough to see where the slider 02:48:340 (1) - starts. that's because the stream hitcircles 02:47:535 (1,2,3,4,1,2,3,4) - is overlapping this part a lot, it makes the slider 02:48:340 (1) - become pretty hard to see. so i'd recommend to move this slider further to make it easier to read. done
[Insane]
  1. 02:38:273 (5) - This hitobject could add new combo here for the transition in spacing changes. As same as 02:47:937 (5) -, 02:50:353 (5) - all done
[Normal]
  1. widescreen support doesn't seem necessary in this map since this map has not used any storyboard. consider untick the widescreen support here.
  2. 02:18:541 (1,2,3,4,5,6) - This part has exactly same vocals and instrumentals rhythm as 01:26:998 (1,2,3,4,5,6) -, but why are they mapped differently? consider making them the same for consistency thorough your difficulty. just put some variety for it and thought it would be less boring.
    Fixed
[Easy]
  1. widescreen support doesn't seem necessary in this map since this map has not used any storyboard. consider untick the widescreen support here.
That's all! Call me back.
<3 <3
- Frontier -
I'm sorry but I have some arguments to your dissident reply to my mod.

Yamicchi wrote:

  1. "asuka" is actually an unimportant tag to add, since "asuka" is actually in "Asuka_-". it actually IS important, as it helps me to search for Asuka_- maps in case I forgot the _- after that though.
If you actually find a plain normal text "Asuka" without adding "_-" after "Asuka" like, https://osu.ppy.sh/p/beatmaplist?q=asuka in the beatmap listing, as a consequence, you could literally notice that there is no map really relevant to Asuka_- at all. Nevertheless if you find "Asuka_-" https://osu.ppy.sh/p/beatmaplist?q=asuk ... 0&g=0&la=0 in the beatmap listing, as a result, you will totally see all of Asuka_-'s ranked maps and any maps related to him/her.

Further more, in case if you literally forgot to add "_-" after "Asuka", then it's literally YOUR fault that you've forgot Asuka_-.

Yamicchi wrote:

  1. 00:25:790 (1) - spinner at here in Asuka_-'s Hard, Insane and Desperate Tears seems to be nonsense since this isn't represent anything in the song. so remove this spinner might be good. It's to avoid people who randomly got #1 score and be there forever without any way to get over them,
    because there's just no spinner. Funny example here https://osu.ppy.sh/s/206284
To be honest, the reason that you are debating with me doesn't still really make sense here in my perspective. This spinner is just existed at that spot for the sake of making the scoreboard have more multifarious. Keep in mind that osu! is a rhythm game, that means making the main purpose of making a map to play in osu! is to make the hitobjects in the mp corresponding to the song's rhythm, so it means that rhythm is the most prioritized aspect of the game. Using the spinner here which doesn't have any relation to any indiscernible sound in the song is inappropriate to the game's concept.

In addition, using a spinner at here doesn't literally help the scoreboard becoming more divergence at all. Assuming what will happen if they are two players who make the score exactly the same, and even the score what they have got from this spinner is also the same. As a result, their score will be the same and that occurrence will still be unchanged as the example what you've linked in your reply to my mod. https://osu.ppy.sh/s/206284

In conclusion, I'll still highly recommend you to remove the spinner at this spot since it doesn't apparently represent any particular part/sound of the song, which is a straightforward intent of breaking the main purpose of mapping, which is to make the hitobjects in the map corresponding to the song's rhythm. So make sure you're mapping on a proper song's rhythm, which makes it become comprehensible to understand for the players.

That's actually all for my arguments to your mod. The other dissident replies to my mod seems to be understandable for me and I really okay with that.
If you still have any arguments on my arguments to your replies to my mod, feel free to debate me. If it's reasonable enough in my perspective, I might understand your arguments and help you pushing this forward by nominating your map. If not, then :3c
Just a little arguments to your dissident replies, but I hope you could understand it because I try to make it as reasonable as possible for you to understand my arguments.
Topic Starter
Yamicchi
Fair enough uwu fixed.
Also Asuka's diff is not applied yet, just so you know.
- Frontier -
uwu
Asuka_-
aaaaaa sorry for late lol

@- Frontier -
all fixed!
should be fine now pobably

thanks~

code
osu file format v14

[General]
AudioFilename: tuy am.mp3
AudioLeadIn: 0
PreviewTime: 144183
Countdown: 0
SampleSet: Soft
StackLeniency: 0.4
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
Bookmarks: 3243,16129,29015,54787,67673,106330,132102,157874
DistanceSpacing: 1.45
BeatDivisor: 4
GridSize: 4
TimelineZoom: 1.9

[Metadata]
Title:Tuy Am
TitleUnicode:Túy Âm
Artist:Xesi x Masew x Nhatnguyen
ArtistUnicode:Xesi x Masew x Nhatnguyen
Creator:Yamicchi
Version:Asuka_-'s Hard
Source:
Tags:edm future bass vietnamese vpop nhật nguyễn sad drunk Asuka_-
BeatmapID:1421586
BeatmapSetID:668236

[Difficulty]
HPDrainRate:5
CircleSize:3.8
OverallDifficulty:6
ApproachRate:8.1
SliderMultiplier:1.4
SliderTickRate:1

[Events]
//Background and Video events
0,0,"bg.jpg",0,0
//Break Periods
2,54983,66874
2,119412,131364
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

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168642,-100,4,2,1,5,0,1
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170755,-100,4,2,1,80,0,0


[Colours]
Combo1 : 155,138,238
Combo2 : 243,73,90
Combo3 : 84,167,235
Combo4 : 238,189,145

[HitObjects]
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QuiTong
wym by 'id jump n yell like a gurl'
r u n0t a gallll l0l
anw im liking dis in h0pe it'll b rank3d in n0 tim3 3v3n th0 i cant play std XD
co len em iu
- Frontier -
.
Topic Starter
Yamicchi
self pop this cuz I haven't updated Asuka's diff yet lmao
- Frontier -
AAAAAA I MADE A MISTAKE AGAIN TWT
Asuka_-
>w<
Asaiga
co len em iu wwwwwwwwweww
Oyatsu
I have just found out this. This would be the best Vietnamese map till now. Go go ! :D
Asaiga
oya back when
Plaudible
wow another great yamicchichichi map o//

normal
  1. 01:26:998 (1) - could you maybe use some more 1/2 here for a better buildup into the chorus
  2. 01:36:662 (1) - these 3/4 reverse sliders in the chorus feel outta place at times tbh, even if the vocals are in place to make it work most of the rhythm's follow the synth, it'd be better to stick to that imo
  3. 01:38:273 (4,5) - why isn't this a 3/4 reverse though like 01:51:159 (4) - ? :(
  4. could add a note at 01:39:681 - to compensate if you change ^ to keep things dense here.
  5. same things for 01:49:548 (1) - and such, honestly imo you should stick with using 1/2 unless the drums suggest 3/4 like at 01:51:159 (4) - , the usage right now feels pretty random of both and drawing some consistent line like this would be spicy
  6. 01:59:212 (8) - NC?
  7. rest looks good :D
asuka hard
  1. 00:25:790 (1) - seems yamicchi ended up removing the spinners in top 2 diffs, having yours be the only one with one here feels awkward :<
  2. 01:21:763 (4,1) - probs should ctrl+g this reverse, on the last tick, it ends away from the circle: http://puu.sh/zEL2i/67a9da689f.jpg due to it being 2 reverses, so you should ctrl+g to make this a little easier to hit so i just realized this is something through every reverse in the map like this, if it's not a pain to change i'd still suggest fixing these since going backwards from the direction of the kickslider is very counter-intuitive. you do it correctly at 02:33:843 (4,5) -
  3. 02:44:112 (8,2) - might be a little obstructive for the reverse, maybe doing an overlap like 00:38:675 (3,4,5) - could be more fitting
  4. 02:42:702 (3), 02:47:535 (1) - why just 1 reverse here? o-o make it 2 like you have been imo
insane
  1. 01:32:635 (1) - i wanna argue with you a bit on the high sv on here and in top diff, for how calm this part is before the chorus and in contrast to the speed of the buildup at 01:31:024 (1,2,3,4) - this feels almost on par with those in velocity. it feels a bit overdone for this section. i like the idea of the second one slowing down from the first, but maybe do like 1.00x and 0.75x or 0.5x perhaps
  2. 02:36:662 (5,6,7,8) - vv awkward flow tbh :(
tearz
  1. same spiel on the sv thing
  2. 01:58:407 (5,6,7,8) - dont you feel like these are a bit overemphasized? :T maybe something like http://puu.sh/zEM4h/8144e70e9a.jpg would be nice
vv nice yam yam call me back
_DT3
I was the one that suggested adding "Asuka" to the tags and I would like to actually counter Frontier's arguments

- Frontier - wrote:

Yamicchi wrote:

  1. "asuka" is actually an unimportant tag to add, since "asuka" is actually in "Asuka_-". it actually IS important, as it helps me to search for Asuka_- maps in case I forgot the _- after that though.
If you actually find a plain normal text "Asuka" without adding "_-" after "Asuka" like, https://osu.ppy.sh/p/beatmaplist?q=asuka in the beatmap listing, as a consequence, you could literally notice that there is no map really relevant to Asuka_- at all. Nevertheless if you find "Asuka_-" https://osu.ppy.sh/p/beatmaplist?q=asuk ... 0&g=0&la=0 in the beatmap listing, as a result, you will totally see all of Asuka_-'s ranked maps and any maps related to him/her. While it may be true that the tag "Asuka" doesn't necessarily find related maps to the GDer, this doesn't really matter too much as the only point of adding this tag in the first case is to help search for the map, especially in-game. It's related to the map (in this case the mapper) so keeping the tag would be justified.

Further more, in case if you literally forgot to add "_-" after "Asuka", then it's literally YOUR fault that you've forgot Asuka_-. So? This isn't really a counter-argument because this is not about who's fault it is for not typing in the _-, it's about if it help searching for the map, and it kind of does.
It doesn't hurt to keep the tag so why remove it if it only adds positive things ¯\_(ツ)_/¯
Also Yamii here we go finally
Topic Starter
Yamicchi

Plaudible wrote:

wow another great yamicchichichi map o//

normal
  1. 01:26:998 (1) - could you maybe use some more 1/2 here for a better buildup into the chorus it sounds weird, but at least it sounds stronger, hmm ye I'm with ya
  2. 01:36:662 (1) - these 3/4 reverse sliders in the chorus feel outta place at times tbh, even if the vocals are in place to make it work most of the rhythm's follow the synth, it'd be better to stick to that imo they might seem off, but I'm not really sure what else to follow except for the vocal that stands out most and the other 5-note stream which is impossible to find a good way to follow. Also there're some other 3/4 sliders that follow the instrument,
    I wanna use the vocal 3/4 regularly so players won't be confused about the slider length, whether what beat would it be, when 3/4 instrument sliders come.
  3. 01:38:273 (4,5) - why isn't this a 3/4 reverse though like 01:51:159 (4) - ? :( oops my bad uwu
  4. could add a note at 01:39:681 - to compensate if you change ^ to keep things dense here. oh ye accidentally fixed
  5. same things for 01:49:548 (1) - and such, honestly imo you should stick with using 1/2 unless the drums suggest 3/4 like at 01:51:159 (4) - , the usage right now feels pretty random of both and drawing some consistent line like this would be spicy as explained earlier so xd
  6. 01:59:212 (8) - NC? okey dokey
  7. rest looks good :D
asuka hard
  1. 00:25:790 (1) - seems yamicchi ended up removing the spinners in top 2 diffs, having yours be the only one with one here feels awkward :< my bad uwu
insane
  1. 01:32:635 (1) - i wanna argue with you a bit on the high sv on here and in top diff, for how calm this part is before the chorus and in contrast to the speed of the buildup at 01:31:024 (1,2,3,4) - this feels almost on par with those in velocity. it feels a bit overdone for this section. i like the idea of the second one slowing down from the first, but maybe do like 1.00x and 0.75x or 0.5x perhaps decreased to 1.0x and 0.5x, second kiai is different so gonna keep it then
  2. 02:36:662 (5,6,7,8) - vv awkward flow tbh :( uwu it flows totally ok (not to say it flows really good imo) and I believe the pattern emphasized (8) just fine tho.
tearz
  1. same spiel on the sv thing
  2. 01:58:407 (5,6,7,8) - dont you feel like these are a bit overemphasized? :T maybe something like http://puu.sh/zEM4h/8144e70e9a.jpg would be nice as you wish~
vv nice yam yam call me back
Thank you sir Plau >w<
Asuka_-

Plaudible wrote:

asuka hard
  1. 00:25:790 (1) - seems yamicchi ended up removing the spinners in top 2 diffs, having yours be the only one with one here feels awkward :< ye fixed
  2. 01:21:763 (4,1) - probs should ctrl+g this reverse, on the last tick, it ends away from the circle: http://puu.sh/zEL2i/67a9da689f.jpg due to it being 2 reverses, so you should ctrl+g to make this a little easier to hit so i just realized this is something through every reverse in the map like this, if it's not a pain to change i'd still suggest fixing these since going backwards from the direction of the kickslider is very counter-intuitive. you do it correctly at 02:33:843 (4,5) -
    these kicksliders stop flow to emphasize "next jumps".
    double kick sliders sections are exception, i used Disatance Snap correcty to emphasize "the sliders' flow".
    i used same logic on ranked one.
    https://osu.ppy.sh/s/614419
    so i think it's fine >w<
  3. 02:44:112 (8,2) - might be a little obstructive for the reverse, maybe doing an overlap like 00:38:675 (3,4,5) - could be more fitting oh nice
  4. 02:42:702 (3), 02:47:535 (1) - why just 1 reverse here? o-o make it 2 like you have been imo good
thanks~!!!
code
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Title:Tuy Am
TitleUnicode:Túy Âm
Artist:Xesi x Masew x Nhatnguyen
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Creator:Yamicchi
Version:Asuka_-'s Hard
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352,287,146998,2,0,P|312:289|245:291,1,83.9999974365235,0|0,3:0|0:0,0:0:0:0:
154,290,147400,1,8,0:1:0:0:
154,290,147602,1,0,0:0:0:0:
52,340,147803,2,0,P|48:299|39:225,1,83.9999974365235,2|0,0:0|0:0,0:0:0:0:
29,143,148206,5,0,3:0:0:0:
137,176,148407,2,0,P|142:121|121:76,2,83.9999974365235,0|0|0,0:0|0:0|0:0,0:0:0:0:
29,143,149011,1,8,0:1:0:0:
151,334,149414,5,0,3:0:0:0:
51,279,149615,2,0,P|34:325|49:377,2,83.9999974365235,0|0|0,0:0|0:0|0:0,0:0:0:0:
151,334,150219,2,0,L|244:331,1,83.9999974365235,0|0,3:0|0:0,0:0:0:0:
340,374,150622,2,0,P|352:360|363:336,3,41.9999987182618,8|0|0|0,0:1|0:0|0:0|0:0,0:0:0:0:
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427,211,151427,5,0,3:0:0:0:
478,110,151628,2,0,P|442:97|380:115,2,83.9999974365235,0|0|0,0:0|0:0|0:0,0:0:0:0:
427,211,152232,1,8,0:1:0:0:
204,203,152635,5,0,0:0:0:0:
163,309,152836,2,0,P|197:320|251:303,2,83.9999974365235,0|0|0,0:0|0:0|0:0,0:0:0:0:
204,203,153441,2,0,L|206:109,1,83.9999974365235,0|0,3:0|0:0,0:0:0:0:
271,26,153843,2,0,L|325:20,3,41.9999987182618,8|0|0|0,0:1|0:0|0:0|0:0,0:0:0:0:
351,62,154246,2,0,L|401:67,3,41.9999987182618,4|0|0|0,0:0|0:0|0:0|0:0,0:0:0:0:
438,99,154649,5,0,3:0:0:0:
357,179,154850,2,0,P|358:219|368:284,2,83.9999974365235,0|0|0,0:0|0:0|0:0,0:0:0:0:
438,99,155454,1,8,0:1:0:0:
213,62,155857,5,0,0:0:0:0:
127,136,156058,2,0,P|115:171|113:233,2,83.9999974365235,2|0|2,0:0|0:0|0:0,0:0:0:0:
213,62,156662,2,0,L|302:71,1,83.9999974365235,0|2,0:0|0:0,0:0:0:0:
273,181,157065,2,0,P|364:173|450:156,1,167.999994873047,2|2,0:0|0:0,0:0:0:0:
412,290,157669,1,2,0:0:0:0:
412,290,157870,5,0,3:0:0:0:
321,316,158071,2,0,P|316:300|317:282,5,35,0|0|0|0|0|0,0:0|0:0|0:0|0:0|0:0|0:0,0:0:0:0:
340,344,158675,1,8,0:1:0:0:
165,270,159078,1,0,3:0:0:0:
82,318,159280,6,0,P|74:269|72:233,1,70,0|0,0:0|0:0,0:0:0:0:
70,154,159682,2,0,P|52:154|20:171,5,35,0|0|0|0|0|0,0:0|0:0|3:0|0:0|0:0|0:0,0:0:0:0:
104,168,160286,1,8,0:1:0:0:
191,132,160488,1,0,0:0:0:0:
191,132,160588,1,0,0:0:0:0:
191,132,160689,1,4,0:0:0:0:
295,289,161092,5,0,3:0:0:0:
378,333,161292,2,0,P|388:300|380:250,2,70,0|0|0,0:0|0:0|0:0,0:0:0:0:
295,289,161897,1,8,0:1:0:0:
416,143,162300,5,0,3:0:0:0:
416,143,162501,1,0,3:0:0:0:
329,106,162702,2,0,P|322:123|322:150,3,35,0|0|0|0,0:0|0:0|0:0|0:0,0:0:0:0:
341,181,163104,2,0,P|348:201|339:235,3,35,0|0|0|0,3:0|0:0|0:0|0:0,0:0:0:0:
316,251,163508,1,8,0:1:0:0:
236,204,163709,1,0,0:0:0:0:
236,204,163810,1,0,0:0:0:0:
236,204,163910,1,8,0:1:0:0:
148,162,164112,1,2,0:0:0:0:
58,189,164313,5,0,3:0:0:0:
155,221,164514,2,0,P|160:182|145:130,2,70,0|0|0,0:0|0:0|0:0,0:0:0:0:
58,189,165118,1,8,0:1:0:0:
182,47,165520,5,0,3:0:0:0:
93,80,165722,2,0,P|87:31|97:4,2,70,0|0|0,0:0|0:0|0:0,0:0:0:0:
182,47,166326,1,0,3:0:0:0:
268,85,166528,1,0,0:0:0:0:
357,55,166729,2,0,P|354:82|348:149,2,70,8|0|4,0:1|0:0|0:0,0:0:0:0:
507,158,167534,6,0,P|506:184|503:200,3,35,0|0|0|0,3:0|0:0|0:0|0:0,0:0:0:0:
472,228,167936,2,0,P|467:243|468:280,3,35,0|0|0|0,0:0|0:0|0:0|0:0,0:0:0:0:
491,302,168340,1,8,0:1:0:0:
396,138,168743,1,0,3:0:0:0:
396,138,168944,1,0,3:0:0:0:
321,80,169145,5,0,0:0:0:0:
321,80,169347,1,0,0:0:0:0:
240,129,169548,1,0,0:0:0:0:
240,129,169749,1,0,0:0:0:0:
151,96,169951,2,0,P|144:118|146:148,3,35,0|0|0|0,0:0|0:0|0:0|0:0,0:0:0:0:
163,172,170353,2,0,P|169:191|166:226,3,35,0|0|0|0,0:0|0:0|0:0|0:0,0:0:0:0:
147,248,170756,5,4,0:3:0:0:
Topic Starter
Yamicchi
Ok updated and we're ready!
Edit: Thanks Turtle I guess I should add it in the tag anyway, if you're still not okay with it please lemme know Frontier uwu
- Frontier -

Yamicchi wrote:

if you're still not okay with it please lemme know Frontier uwu
idc =3=
Topic Starter
Yamicchi

- Frontier - wrote:

idc =3=
Why am I feeling like my girlfriend is mad at me for some reason...
- Frontier -
ok. if you think "asuka" is reasonable to be added in tags, then i'll recommend to add "ssuka" "aduka" "asika" "asula" "asuks" "asuka_" because players could make a typo here.

just kidding here. do whatever you want
Topic Starter
Yamicchi
Removed "Asuka" from tag because I don't wanna cause any trouble =w= updated and everything is ready
Plaudible
alright, all setty spaghetti :D
Pandano
6 months ago, I tried to stop u. It never worked :> congrats
_DT3
Gratz Yami!!!
WSTKuokuVN
Nice!
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