forum

AAAA - Hoshi o Kakeru Adventure ~ we are forever friends! ~

posted
Total Posts
31
show more
Topic Starter
Battle
DJ L

DJ Lucky wrote:

M4M - Idk what I am getting myself into modding a 7* but i'll try lol
https://osu.ppy.sh/s/675527 this map is what I wanted mod whenever u are free same artist name so got the maps mix up
https://osu.ppy.sh/s/647962 this is what I want mod :lol:

  • Imagined Voyage
  1. 00:58:925 (12) - I think this would be better at X:269 Y361
  2. 02:21:559 (5,6) - I was wondering why the stack here? the other times you stack was during stuff like this 02:19:215 (4,5) - so I think this can be confusing for the player (just me maybe) I guess it's more on 4 so i moved 5 over there, stack is for the electronic sound, also for 1/4 and 1/2 sliders especially with the OD it's more noticeable which one's which cuz of the approach circles
  3. 02:58:521 (6) - since this is on a high note like here 02:58:655 (7) - this should atleast have higher spacing than it currently does - Maybe X: 426 Y:98
    (adjustments will be needed probably) 6 kinda just acts as a way to help "build up" the the highest not 7, 5 had high spacing since I wanted to separate the two electronic kinda phrases of music from each other since both had their own small intensity build ups
  4. 03:27:211 (3) - this note isn't much different from than this 03:27:619 (3) - so it shouldn't have higher spacing than 03:26:940 (1,2) -
    Basically just lower the spacing so it would be equal to 03:26:940 (1,2) - slightly adjusted stuff
  5. Imo being that 03:33:863 (1) - is a strong note, I say move this 03:33:727 (3) - down to something like X: 31 Y: 159 (Adjustment may be needed) that way (1) will have more spacing well, slightly changed, not to where you suggested cuz that's like really awk movement wise but i moved the 1/4 slider away a bit and slightly moved 3
  6. 03:41:174 - You most likely know this but it is a sound here but I see why you would ignore it if ya did know ya i kinda want the piano kinda thing to be emphasized
  7. 04:36:053 (4) - maybe bring this down a bit to X:206 Y:190 (It ain't much so kind of minor) since I feel the spacing is a bit high as is (just me so it could be fine) it's kinda the most faced paced part of the song so it becomes a lot more intense in terms of movement and spacing overall
This mod probably wasn't helpful but I did my best at it as a newbie modder

Awesome map and GL :)

S

Senery wrote:

Hi! M4M

My map: https://osu.ppy.sh/s/559641

[Imagined Voyage]
  1. 00:21:349 (2) - this sounds better if they were circles because of the equal loudness of the sliderhead and slidertail im following the sounds like the stuff on 3 and 4's slider head so ye, since that sound is only on the white tick it's a slider
  2. 00:30:012 (6,7,8,9) - i suggest putting this part like so: https://puu.sh/xSlbJ/7fb02509c9.png because of the stronger sound on the red ticks of (7) and (9) mm that's a lot more dense than i want it to be, it's only 1/4 repeats without any other 1/4 sliders since i want it to be fairly calm here
  3. 01:02:675 (5,6,8) - this overlap looks pretty bad imo intentional tbh, plus it's not like you really even see it for a long time during gameplay lol
  4. 01:58:523 (7,8,9,10,11,12,13,1) - this looks pretty bad aswell a lot of overlapping circles well 01:58:523 (7,10) - is intentional and 01:58:657 (8,11) - is another thing where you only see it for about a fraction of a second, so its nbd imo
  5. 02:14:661 (4,5,6) - this turn in the streams looks messy I think it looks kinda cute tbh, the slightly sharp shape looks nice
  6. 02:16:202 (4,5) - i suggest making (4) slider stream because of the dubble PEW sound on both the red tick and blue tick i thought about mapping the pew pew with just circles but it didn't rly go well with the pattern i had planned so instead it just goes along with the snaking down slider pattern here
  7. 02:17:340 (5,6,2) - stack? naw
  8. 03:37:479 (2) - maybe a slider here instead of a circle? I also thought about doing that but then that kinda leaves the downbeat unclickable (sure you could have a blue tick ending slider for 2 but I didn't want that) so I just decided to undermap it
  9. 03:38:679 (6) - same point as #6 make this a slider stream for the dubble PEW sound kinda same, at this point i've committed myself to the sliders so might as well keep going with it lol
thats it for my mod, hope my suggestions will help

Good luck!

a
kanor
M4M from Q :)
I have no maps now so post my friend's map: https://osu.ppy.sh/s/637454
[Imagined Voyage]
00:48:747 - different volume between red lines and green lines
02:33:756 - ^

00:21:670 (3,4) - how about ctrl+G the ryhthm?cuz you use it at 05:31:650 (3,4) - which can be more consistent imo
00:34:735 (5,9) - deeply recommend to make parallel with 00:33:808 (1) - for you make it at 00:34:271 (3,7)
00:50:086 (10,11) - cuz you used the same spacing at 00:56:180 (6,1) - it would be better if we can try to make them looks different ?
01:01:604 (1,5,6,8,3) - stack it would be more clean imo
01:06:559 (6,2) - ^
01:58:925 (10,11,12,13) - looks wired...how about make it like a square?
02:08:568 (3,6,9) - if they are NCed, the pattern here would be more clean to read imo
02:19:684 (1,3,7,8,2) - overlaps here maybe a little not neccessary?
04:35:520 (7,1) - hard to distinguish with 1/2 jump imo

cant defeat a 7.53* diff... anyway GL ! :)
_handholding

Hi
  1. hp 5 would match better imho given the song length and long combos
  2. 00:56:247 (1) - Why the NC? I can't see a particular reason as to why you broke your current NC pattern here and it kinda skews the hp drain of it all
  3. 01:25:309 (2) - This is really obscured by 01:24:907 (9) as it doesn't fade out in time and it isn't really necessary since your map doesn't have forced stacks like these
  4. 01:10:175 (1,2,3) - because of the low spacing in this entire section this doesn't come off as 1/4 spaced to me. I think it would be more ideal to space them more like 01:12:854 (3,4,5)
  5. 01:41:782 (8,9,10,11,12,13,14,15) - what do you think about using a stream that progressively builds up in spacing? It would match the song a lot better imo as the build up in spacing would match the build up in volume
  6. 02:32:742 (2,3,4,5,6,7,8,9,10,11,12,13,14,15) - same as earlier for intensity reasons
  7. 02:16:604 (1) to 02:33:755 (1) - The NC lengths halve in this section, again, i just wanted to know your reasoning behind it. I guess this would go for some of the later parts of the map too. I'm guessing it's the whole "NC for emphasis kinda" and the NCs give more hp than the hard part soooo i guess it makes more sense than i orginally thought.
  8. 04:31:586 (2,3) - this spacing here seems a tad too high relative to all the other similar patterns, reduce? https://osu.ppy.sh/ss/9283174
  9. 04:51:653 (11,12,13) - imho circles would be a much better fit here. The stream change and because the drum roll is surrounded by kick sliders 04:51:120 (5,6) - and 04:52:053 (1,2,3) - it kinda eliminates the contrast
  10. 05:01:786 (1) - ok now i know this isn't necessary, make stream combos 8 circles long
  11. 05:22:586 (1) - i agree this is cute

    nice 6* map
[]disclaimer, this mod is bad
Topic Starter
Battle
k

kanor wrote:

M4M from Q :)
I have no maps now so post my friend's map: https://osu.ppy.sh/s/637454
[Imagined Voyage]
00:48:747 - different volume between red lines and green lines
02:33:756 - ^

00:21:670 (3,4) - how about ctrl+G the ryhthm?cuz you use it at 05:31:650 (3,4) - which can be more consistent imo
00:34:735 (5,9) - deeply recommend to make parallel with 00:33:808 (1) - for you make it at 00:34:271 (3,7) it's progressively tilting more,
if the music had allowed it 00:35:972 (10,11) - would have been a slider equally as sharp angled since the sliders were progressively getting somewhat more chaotic looking as it went on, either way, parallel isn't good since a new visual thrown in fits the blaring alarm in the music

00:50:086 (10,11) - cuz you used the same spacing at 00:56:180 (6,1) - it would be better if we can try to make them looks different ? It's easy to notice with the ar and od from plays i've seen from top players (target demographic)
01:01:604 (1,5,6,8,3) - stack it would be more clean imo first slider way too far to matter, the stacked circles and slider are intentional so no
01:06:559 (6,2) - ^
01:58:925 (10,11,12,13) - looks wired...how about make it like a square?
02:08:568 (3,6,9) - if they are NCed, the pattern here would be more clean to read imo repeat slider already introduced the 1/3 rhythms so that's kinda on them if they don't pick up on it
02:19:684 (1,3,7,8,2) - overlaps here maybe a little not neccessary? too far away with the ar and od the way it is to really matter tbh
04:35:520 (7,1) - hard to distinguish with 1/2 jump imo

cant defeat a 7.53* diff... anyway GL ! :)

K

Kisses wrote:

Hi
  1. hp 5 would match better imho given the song length and long combos
  2. 00:56:247 (1) - Why the NC? I can't see a particular reason as to why you broke your current NC pattern here and it kinda skews the hp drain of it all
  3. 01:25:309 (2) - This is really obscured by 01:24:907 (9) as it doesn't fade out in time and it isn't really necessary since your map doesn't have forced stacks like these
  4. 01:10:175 (1,2,3) - because of the low spacing in this entire section this doesn't come off as 1/4 spaced to me. I think it would be more ideal to space them more like 01:12:854 (3,4,5) stacked instead
  5. 01:41:782 (8,9,10,11,12,13,14,15) - what do you think about using a stream that progressively builds up in spacing? It would match the song a lot better imo as the build up in spacing would match the build up in volume
  6. 02:32:742 (2,3,4,5,6,7,8,9,10,11,12,13,14,15) - same as earlier for intensity reasons it kinda already does this, but I made the last 5 notes bigger like I did for your previous section
  7. 02:16:604 (1) to 02:33:755 (1) - The NC lengths halve in this section, again, i just wanted to know your reasoning behind it. I guess this would go for some of the later parts of the map too. I'm guessing it's the whole "NC for emphasis kinda" and the NCs give more hp than the hard part soooo i guess it makes more sense than i orginally thought. tbh it's more of a "it literally separates the two kiais" than anything from the rest of the map, along with the two kiais the spacing is boosted and it changes to NCs every downbeat, that's kind of literally it lol
  8. 04:31:586 (2,3) - this spacing here seems a tad too high relative to all the other similar patterns, reduce? https://osu.ppy.sh/ss/9283174 mm i'm kind of trimming down some of the 1/4 stuff so ya i kinda just removed the 1/4 here lol
  9. 04:51:653 (11,12,13) - imho circles would be a much better fit here. The stream change and because the drum roll is surrounded by kick sliders 04:51:120 (5,6) - and 04:52:053 (1,2,3) - it kinda eliminates the contrast tru, but the way the kicksliders are set up, it starts build up to the really big jump for 04:52:053 (1,2,3) - which is what I mainly want to emphasize here, and it does a pretty good job of kind of easing players into the basically cross screen jump that's about to happen since they're already "warmed up" due to the increased spacing
  10. 05:01:786 (1) - ok now i know this isn't necessary, make stream combos 8 circles long idk the colorfulness of it is p cute lol
  11. 05:22:586 (1) - i agree this is cute d

    nice 6* map
[]disclaimer, this mod is bad
Ascendance
hey let me ctb i stole your bokutachi stuff remember me
Topic Starter
Battle
lol sure but timing is being fixed so just fyi, ur basically fine with finding ctb ppl to mod anyways if u mean ctb for this set so it's w/e lol
Ascendance

Battle wrote:

lol sure but timing is being fixed so just fyi, ur basically fine with finding ctb ppl to mod anyways if u mean ctb for this set so it's w/e lol
if you can give me like a week to a week and a half and don't mind slowing down a potential speedrank for ctb i'm in
Topic Starter
Battle
lol sure i don't rank things fast
Ascendance
ctb
Topic Starter
Battle
rip ctb
Izzywing
hi

00:51:288 (3,4,5,6,7) - the rhythm is weird here, something that makes more sense with the melody would probably be better? not sure why you switched to drums http://puu.sh/zryCn/37150d39a9.jpg
00:53:967 (6,7,8) - this is kinda weird, I would expect since you mapped the triplet here that the red tick clap would get some sort of emphasis, but its on a slider tail
00:58:788 (11,12,13,14) - feels kinda overspaced, music drops all the instruments but the chiptune
01:00:797 - no clap here in the music
01:05:886 (1,2,3,4,5,6,7,8) - you could pattern these as groups of three to match the drums (as indicated by your hitsounds), instead of just one blob of 1/4 sliders
01:24:971 (10,2) - is this overlap planned? feels out of place
01:48:476 (11,12) - not really a fan of these being 1/4 sliders, circles fit more imo. music isn't really supporting it that well
02:21:824 (7) - would probably make this the 1/2 slider for melody purposes, forcing a clickable downbeat just feels weird, lets 02:22:092 - this also be clickable
02:25:172 (1,2,3,4) - i love hitsounds as much as the next guy but this is honestly kinda disgusting, the feedback is super jarring honestly lol. would probably do something else that isn't having a super loud hitsound in the middle of a one half slider
02:46:914 (1,2,3,1,2,3,1,2,1,2) - you haven't really done jumps like this a lot, so having them for this rather soft part of the music is kinda meh
03:07:885 (5,6,7,8,9,10) - make this harder, the music is quite intense and feels climactic but this feels lame
03:26:115 (1,2,3,1,2,3,1,2,3,1,2,3,1,2,1,2,1,2,3,1,2,3,1,2,3,1,2,3,1,2,1,2,1,2,3,1,2,3,1,2,3,1,2,3,1,2,1,2,1,2,3,1,2,3,1,2,3) - battle what have you done
03:58:362 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,1) - this kinda is weird, the drums have really strong triplet stuff, so some spaced triplet into 1/4 patterns would be cool, you know like cross screen triplets pretty much
04:36:562 (7,1) - rhythm,,,, melody extended but u do a stack onto a downbeat clickable bro wtf

overall fine, do consider making the rhythm more consistent with the melody, feels like u randomly switch to white tick stuff when the rhythm is doing more offbeat things

also wtf was that jump pattern dude bro it literallya dded .5 stars to the star rating cmon man
Topic Starter
Battle
h2

Hobbes2 wrote:

hi

00:51:288 (3,4,5,6,7) - the rhythm is weird here, something that makes more sense with the melody would probably be better? not sure why you switched to drums http://puu.sh/zryCn/37150d39a9.jpg k
00:53:967 (6,7,8) - this is kinda weird, I would expect since you mapped the triplet here that the red tick clap would get some sort of emphasis, but its on a slider tail I don't rly find it odd since i do a similar thing for 00:53:431 (3) - , the thing is the hs is doing w/e foxy wanted while I was following mostly the high pitched stuff so while it doesn't really end up meshing too well together it works fine enough, I was follow the high pitched stuff in this case while he was doing the drum stuff in the bg
00:58:788 (11,12,13,14) - feels kinda overspaced, music drops all the instruments but the chiptune
01:00:797 - no clap here in the music I'd like to think of him as doing it as additive hitsounds
01:05:886 (1,2,3,4,5,6,7,8) - you could pattern these as groups of three to match the drums (as indicated by your hitsounds), instead of just one blob of 1/4 sliders see, like this is kinda just another awk thing that happens when hs aren't done by the same person, while I get what u mean, the blob of 1/4 sliders is supposed act as a contrasting element for when the music shifts from a pretty intense build up to kinda just a not intense 1/4 sequence.
In this case, the 1/4 blob is obviously for the more intense part while i chose to make the other part fairly linear in contrast

01:24:971 (10,2) - is this overlap planned? feels out of place not rly a big deal but moved it anyways
01:48:476 (11,12) - not really a fan of these being 1/4 sliders, circles fit more imo. music isn't really supporting it that well
02:21:824 (7) - would probably make this the 1/2 slider for melody purposes, forcing a clickable downbeat just feels weird, lets 02:22:092 - this also be clickable
02:25:172 (1,2,3,4) - i love hitsounds as much as the next guy but this is honestly kinda disgusting, the feedback is super jarring honestly lol. would probably do something else that isn't having a super loud hitsound in the middle of a one half slider asked foxy so he'll do it probs
02:46:914 (1,2,3,1,2,3,1,2,1,2) - you haven't really done jumps like this a lot, so having them for this rather soft part of the music is kinda meh kinda did something to adjust it more to the build up but it's still jumps, it's not rly weird to play from all the testplays i've seen and it's not like they're uncalled for
03:07:885 (5,6,7,8,9,10) - make this harder, the music is quite intense and feels climactic but this feels lame bigger, spacing, kept 9,10,1 stilll fairly close since it serves as a transition from the intense to the calm part
03:26:115 (1,2,3,1,2,3,1,2,3,1,2,3,1,2,1,2,1,2,3,1,2,3,1,2,3,1,2,3,1,2,1,2,1,2,3,1,2,3,1,2,3,1,2,3,1,2,1,2,1,2,3,1,2,3,1,2,3) - battle what have you done
03:58:362 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,1) - this kinda is weird, the drums have really strong triplet stuff, so some spaced triplet into 1/4 patterns would be cool, you know like cross screen triplets pretty much i blame the hs but changed it anyways even though I was going for the chiptune bg thing >>
04:36:562 (7,1) - rhythm,,,, melody extended but u do a stack onto a downbeat clickable bro wtf

overall fine, do consider making the rhythm more consistent with the melody, feels like u randomly switch to white tick stuff when the rhythm is doing more offbeat things

also wtf was that jump pattern dude bro it literallya dded .5 stars to the star rating cmon man

a
Foxy Grandpa

Hobbes2 wrote:

hi

02:25:172 (1,2,3,4) - i love hitsounds as much as the next guy but this is honestly kinda disgusting, the feedback is super jarring honestly lol. would probably do something else that isn't having a super loud hitsound in the middle of a one half slider Eeeeeeeee, they were there to keep the 2 and 4 on the snare going but i'll remove them
Izzywing
edit - uhh ignore this for now ill edit it
Izzywing
we are forever friends
Delis
ok having the quietest hitsound as finish is definitely not a great idea but ok

- 01:26:244 (7) - I think this slider shouldn't flow up because it's a bit too hard to hold a proper movement due to the patterns. https://delisha.s-ul.eu/gtJ0jvJO is what id do but this still does better as the slider isn't connected to 01:25:708 (4) - which is probably the reason of this plays stiff imo
- 01:58:922 (10,11,12,13) - if it could share the center position with 01:58:252 (4,5,6,7,8,9) - the whole pattern will look much neater. for what exactly i meant, 01:59:458 (1) - isn't on the center of the first square atm (tbh it should be) x204 y167 is like where the center is, then move the second square to fit to it. since having a new combo on each square is quite common for me but you just keep the consistent nc system it would be much nicer if they're visually organized https://delisha.s-ul.eu/nyGQOw43
- 02:08:029 - I feel like they're kinda overspaced for a 1/3 part, plus kind of incosnstent. I dont really care whether or not you're using distance snap for 1/4 streams since that doesn't really appeal in gameplay, but 1/3, kinda noticeable while playing imo idk consistently using x2.3 ds until the longer one seems very cool to me. and since 02:12:516 (2) - is an overmapped note you could remove it as this requires unasked finger control, plus skystar-ish rhythm which the 1/4 slider 02:12:583 (2) - goes on 1/4 earlier tick plays best in my opinion here, idk if u like it or not https://delisha.s-ul.eu/XykqCuCU but this quite helped me getting used to the 1/4 rhythm from the 1/3 section much smoother
- 02:21:422 (4,5) - not rhythmical argue, but this is kinda unexpected lol. the AR is pretty high already yet you mixed all 1/4 stuff into similar appearance such as 02:20:217 (4,5,6) - and 02:24:369 (3,4,5,6) - thus 1/2 stack is kinda frustrating when it comes out of nowhere. although 04:36:162 (4,5) - was fine as is probably because the jump pattern is expanded more, much easier to read somehow. 02:21:422 (4,5) - shouldn't really be close to both 02:21:154 (2) - and 02:21:824 (1) - so might need to move them too
- 03:44:032 (3,4) - the spacing from 03:43:496 (2) - is way too small after the long streams, people tend to lack of reading/finger control after it so possibly causes a misreading. https://delisha.s-ul.eu/TsAjhQbg would be enough
- 03:51:866 (11) - would remove this, spaced 1/4 all of sudden from the calm part is kinda weird to see especially when you will keep doing the same after this part where the sliders have different speed
- 04:20:595 (2,3) - how tf this is spaced more than 04:23:647 (1,2) -, plus the rhythm there is a bit off from the melody line, something two doubles ish rhythm would be nicer and won't need to look like 2 1/2 sliders https://delisha.s-ul.eu/bklDowlH
- 04:28:158 (5,6) - you simply should just copy 04:27:087 (1,2) - again because this isn't looking so great like the other one
- 05:09:051 (2,3,4) - spacing
- 05:33:272 - delete this inherited line XD is off 4ms
this looks lacking of visuality compared to the other 2 maps i modded before, its not like i care much but what just happened
---
i dont know if nobody didn't open this on ma, uhc etc but theres a bunch of flaws in hitsound files and something i dont know in hitsounding itself
SPOILER
- normal-sliderslide11.wav
- normal-sliderslide6.wav
- soft-sliderslide4.wav
- normal-sliderslide10.wav
- soft-hitwhistle4.wav
- normal-sliderslide3.wav
- normal-hitnormal10.wav
- soft-sliderslide22.wav

plus soft-hitfinish4.WAV, uhc didn't tell this but you haven't never used custom slot 4 first of all.

Wave hitsounds with possible delay > 5ms:
- normal-hitfinish6.wav
- soft-hitfinish11.wav

even if theres a bit of sound in the beginning of them they're as equivalent as inaudible thats why ma judged it this way

conflicted timing lines
00:31:308 (volume level) (custom set number)
00:48:744 (custom set number)
02:33:741 (volume level) (custom set number)
03:08:420 (volume level) (custom set number)
03:34:791 (custom set number)
04:04:247 (custom set number)
04:09:645 (custom set number)
04:19:974 (custom set number)
04:21:217 (custom set number)
04:23:647 (custom set number)

they aren't unrankable, but you should make sure because i dont know which one you wanted to use for these points
overall you should consider hitsounding additionally to triplets - reproducing the music with hitsounds is okay, very common, but the rhythm of the map is based on the melody, where you didn't follow with the hitsounds so the triplets are a bit unintuitive to play as it is. reworking of it will take much so probs take a note for next time, catching all the hi-hats generally doesnt work better than focusing on the melody instead
01:05:284 (9) - hs
02:24:904 - sliderslide techniques such as this don't help anything with it because it's simply inaudible unless you play the map without music. should replace with something actually useful, as they're set in custom slot 21 it seems having some meaning idk
Topic Starter
Battle
D

Delis wrote:

ok having the quietest hitsound as finish is definitely not a great idea but ok

- 01:26:244 (7) - I think this slider shouldn't flow up because it's a bit too hard to hold a proper movement due to the patterns. https://delisha.s-ul.eu/gtJ0jvJO is what id do but this still does better as the slider isn't connected to 01:25:708 (4) - which is probably the reason of this plays stiff imo
- 01:58:922 (10,11,12,13) - if it could share the center position with 01:58:252 (4,5,6,7,8,9) - the whole pattern will look much neater. for what exactly i meant, 01:59:458 (1) - isn't on the center of the first square atm (tbh it should be) x204 y167 is like where the center is, then move the second square to fit to it. since having a new combo on each square is quite common for me but you just keep the consistent nc system it would be much nicer if they're visually organized https://delisha.s-ul.eu/nyGQOw43
- 02:08:029 - I feel like they're kinda overspaced for a 1/3 part, plus kind of incosnstent. I dont really care whether or not you're using distance snap for 1/4 streams since that doesn't really appeal in gameplay, but 1/3, kinda noticeable while playing imo idk consistently using x2.3 ds until the longer one seems very cool to me. and since 02:12:516 (2) - is an overmapped note you could remove it as this requires unasked finger control, plus skystar-ish rhythm which the 1/4 slider 02:12:583 (2) - goes on 1/4 earlier tick plays best in my opinion here, idk if u like it or not https://delisha.s-ul.eu/XykqCuCU but this quite helped me getting used to the 1/4 rhythm from the 1/3 section much smoother
- 02:21:422 (4,5) - not rhythmical argue, but this is kinda unexpected lol. the AR is pretty high already yet you mixed all 1/4 stuff into similar appearance such as 02:20:217 (4,5,6) - and 02:24:369 (3,4,5,6) - thus 1/2 stack is kinda frustrating when it comes out of nowhere. although 04:36:162 (4,5) - was fine as is probably because the jump pattern is expanded more, much easier to read somehow. 02:21:422 (4,5) - shouldn't really be close to both 02:21:154 (2) - and 02:21:824 (1) - so might need to move them too Expanded the jump a bit so it's not all squished together, for the 1/2, I checked the map to make sure that yeah, every instance of 1/2 stacks like that come after a circle, so for the most part all instances of stacked 1/2 should be readable, i've had quite a few testplays so i don't think the intended audience is going to really mess up on the reading of this cuz like u said that ar is pretty highhh
- 03:44:032 (3,4) - the spacing from 03:43:496 (2) - is way too small after the long streams, people tend to lack of reading/finger control after it so possibly causes a misreading. https://delisha.s-ul.eu/TsAjhQbg would be enough
- 03:51:866 (11) - would remove this, spaced 1/4 all of sudden from the calm part is kinda weird to see especially when you will keep doing the same after this part where the sliders have different speed
- 04:20:595 (2,3) - how tf this is spaced more than 04:23:647 (1,2) -, plus the rhythm there is a bit off from the melody line, something two doubles ish rhythm would be nicer and won't need to look like 2 1/2 sliders https://delisha.s-ul.eu/bklDowlH
- 04:28:158 (5,6) - you simply should just copy 04:27:087 (1,2) - again because this isn't looking so great like the other one
- 05:09:051 (2,3,4) - spacing
- 05:33:272 - delete this inherited line XD is off 4ms
this looks lacking of visuality compared to the other 2 maps i modded before, its not like i care much but what just happened
---

fixed all that stuff, hs will be done by foxy soonnn anyways the non-replies are basically the stuff i just outright did, but then the green is partially done but it has a lengthy explanation kinda lol
Izzywing
my bad on the hitsound stuff not sure how I never saw that since im pretty sure I checked MA lol
Foxy Grandpa
holy fuck im retarded

going to fix all that stuff and redo all the hi-hat sounds from finishes to whistles

why the fuck did i use so many fucking samples aaAAAA
Foxy Grandpa
Hopefully everything should be fixed, got rid of all the unused hitsounds, went back and redid all the hihat sounds, removed all the non-looping sliderslide sounds and yea
Delis
such an effort sorry for making u do this
Foxy Grandpa


me rn
Ascendance
ctb
Izzywing
good music
Psychozis
One of the best maps i'v seen so far.
I am not good enough to pass it but i did try it on relax and it was so fun.
Overall Great Music and A Great map. :) :)
Please sign in to reply.

New reply