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

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Total Posts
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Topic Starter
Battle
This beatmap was submitted using in-game submission on Monday, April 9, 2018 at 9:10:56 PM

Artist: AAAA
Title: Hoshi o Kakeru Adventure ~ we are forever friends! ~ [Long ver.]
Source: BMS
Tags: groundbreaking BOFU2015 of fighters 大血戦 ULTIMATE foxygrandpa
BPM: 187
Filesize: 24589kb
Play Time: 05:55
Difficulties Available:
  1. Imagined Voyage (7.38 stars, 1684 notes)
Download: AAAA - Hoshi o Kakeru Adventure ~ we are forever friends! ~ [Long ver.]
Information: Scores/Beatmap Listing
---------------
already logged the metadata in the metadata server so ye

hs by fg
Axarious
irc
19:04 Battle: r u free to testplay something
19:04 Axarious: sure
19:04 *Battle is listening to [https://osu.ppy.sh/b/1432943 AAAA - Hoshi wo Kakeru Adventure ~ we are forever friends! ~ [Long ver.]]
19:11 Battle: wtf
19:11 Axarious: offset is wrong for the speedup
19:11 Axarious: needs -8 or something
19:11 Battle: hm
19:11 Battle: which one
19:11 Axarious: the one where i hit a lot of 100s early
19:12 Axarious: 04:31:396 -
19:12 Battle: alright
19:12 Axarious: other notes
19:12 Axarious: 02:08:032 (1,2,3,4) -
19:12 Axarious: difficult to read
19:12 Axarious: first 1/3 of the map but it's kinda spaced
19:13 Battle: should I do a slider
19:13 Axarious: maybe 02:08:300 - here
19:13 Battle: to introduce the rhythm instead
19:13 Axarious: 1/3 reverse slider for a section maybe
19:13 Axarious: or replace the two circles with a slider
19:13 Axarious: eh maybe not the replacement, awkward rhythm that way
19:14 Axarious: 02:12:229 (14,1,2,3) - i think 2,3 could be closer to the tail of 1
19:14 Battle: aight
19:14 Axarious: since you go from 1/3 (larger spacing) into 1/4 which should be smaller spacing?
19:15 Battle: ok
19:15 Battle: uh
19:16 Battle: 1/4 would technically be smaller
19:16 Battle: if that was a question for the 1/3 or 1/4
19:16 Axarious: should be smaller but you increase the ds when you go from 1/3 to 1/4
19:16 Battle: i'll shorten it for that instance
19:16 Battle: moved closer to tail
19:16 Axarious: mm just that combo
19:17 Axarious: 03:34:813 (1) -
19:17 Axarious: don't know if tick rate 0.5 or 1/2 bpm is rankable
19:17 Axarious: but i'd recommend either for this slider :|
19:18 Battle: both are unrankable
19:18 Battle: rip
19:18 Axarious: rip...
19:18 Axarious: can't defeat sliderbreak
19:18 Battle: you're the only person i asked who testplayed and didn't break
19:18 Battle: you're the only person who passed for that matter lol
19:18 Axarious: i use NF for testplays lul
19:19 Battle: i mean you didn't drop to 0 at any point so
19:19 Battle: :ok_hand:
19:19 Axarious: :thinking:
19:19 Axarious: 03:57:280 (7,8,9,10,11) - kinda
19:19 Axarious: kinda spaced for the 1/4 gap
19:19 Axarious: could lead to 100s
19:19 Axarious: there was a section of that rhythm earlier that ifound awkward
19:19 Battle: k nerfed spacing a bit
19:20 Battle: i feel like ur talking about 02:44:764 (1,2,3,4,5,6,7) - lol
19:20 Battle: cuz i honestly don't know what to really do here lol
19:20 Axarious: nah i think that was ok
19:20 Battle: oh
19:20 Battle: i just realized i can just use 1/4 sliders if anything for that
19:20 Battle: not going to since no one has really been like ew about it yet
19:20 Axarious: i think it fit nicely
19:21 Axarious: o maybe it was this? 03:10:642 (1,2,3) -
19:21 Axarious: except it's 1/3
19:21 Axarious: i think 03:11:011 (2) - this was really awkward to play
19:21 Axarious: the ones on both purple ticks
19:21 Battle: oh
19:21 Battle: mk that would make sense lol
19:21 Axarious: i.e. 03:14:237 - loud note here
19:21 Axarious: but you click on the drum 03:14:329 -
19:22 Axarious: i think esp like 03:19:490 (1,2,3) -
19:22 Axarious: :thinking:
19:22 Battle: ya i get what ur sayin
19:22 Battle: i was kinda debating on how to map this part
19:22 Axarious: i get the rhythm but
19:22 Battle: no other testplayer was rly saying anything about them so i just assumed they cool
19:23 Axarious: awkward to play that rhythm lol
19:23 Battle: i can change it to be white tick dominant ofc
19:23 Axarious: mm that'd make more sense to me, it's playable as is but
19:23 Axarious: :think:
19:24 Battle: mk
19:24 Battle: ill change em
19:24 Axarious: 04:39:396 (4,5,6) -
19:24 Axarious: i think this was the most awk section to play
19:24 Axarious: also sounds like missing note here 04:39:330 -
19:25 Axarious: hard to tell betweel 1/2 spacing and 1/4 spacing between the sliders
19:25 Battle: i abuse slider leniency
19:25 Battle: a lot
19:25 Battle: lol
19:26 Axarious: http://cdn.shigetora.pw/i/ospwlzo.png
19:26 Axarious: even with slider leniency it's kinda weird spacing
19:26 Battle: does [https://i.imgur.com/j50ghRi.jpg this] look a bit more comfortable
19:26 Battle: mm tru
19:27 Axarious: yea i guess so
19:27 Axarious: 04:46:863 (3,4) - guh
19:27 Battle: same
19:27 Axarious: i guess that's ok but
19:28 Axarious: eHehHHh
19:28 Battle: cuz there's a random ass double there
19:28 Battle: and i honestly
19:28 Battle: don't know why its there
19:28 Axarious: LOl
19:28 Battle: there's like no other way to map it without you like noticeably saying
19:28 Battle: wasn't there something there
19:28 Battle: for like
19:28 Battle: WHATEVER REASON
19:29 Axarious: maybe http://cdn.shigetora.pw/i/joejqza.png
19:29 Axarious: not sure :|
19:29 Axarious: or maybe increase spacing between 04:46:596 (2) - and 04:46:863 (3,4) -
19:30 Battle: mk
19:31 Axarious: i think the image would be better but
19:31 Axarious: er
19:31 Battle: should be far enough to not mistake for a triple
19:31 Battle: https://i.imgur.com/jRaGuBY.jpg
19:31 Axarious: since idk if increasing spacing will do anything lul
19:31 Battle: that's tru
19:31 Battle: but idk
19:31 Axarious: o well
19:31 Battle: it's easier to see as a double especially w/ like the slightly offset thing
19:31 Axarious: oh true
19:31 Axarious: i guess its ok
19:31 Axarious: i don't think it's a break point
19:31 Axarious: people will just play it and move on
19:31 Axarious: 05:01:530 (2,1) -
19:32 Axarious: i think this is a little far for the reverse slider -> stream
19:32 Axarious: 05:05:130 (1,2) - maybe 1/4 slider here instead
19:32 Battle: hmm
19:32 Axarious: 05:03:663 (5,6) - 05:04:196 (5,6) -
19:32 Battle: [https://i.imgur.com/fLVrNLn.jpg how about that]
19:32 Axarious: since you do these two pairs
19:33 Axarious: yea that's bettter
19:33 Axarious: 05:07:663 (1,2,3) - same idea earlier :eyes:
19:34 Axarious: 05:12:996 (1,2,3,4) - i think these really snappy 1/3 are a bit awkward
19:34 Axarious: since it's cooldown section i feel li ke should be more flow/circular placed
19:34 Axarious: 05:20:996 (3,4,5,6) - wat
19:35 Battle: i honestly
19:35 Battle: can't tell
19:35 Battle: with my ears
19:35 Battle: what is even going on there
19:35 Axarious: well the entire section is 1/3
19:35 Axarious: should be consistent lol
19:36 Battle: it kinda just sounds like sound to me tbh
19:36 Battle: i trust ur ears are better than mine tho
19:36 Axarious: actually i haven't been able to hear out of my left ear for a month now
19:36 Axarious: eeeeeeeeee
19:37 Battle: its ok ill keep assuming ur hearing is better than mine
19:37 Axarious: LOL ok
19:37 Axarious: 05:22:063 (3,4,5,6,7,8) -
19:37 Axarious: i think this is a little spaced but
19:37 Axarious: :|
19:37 Axarious: and 05:22:596 (1) -
19:37 Axarious: that's ugly for a star.
19:37 Battle: pls
19:37 Axarious: its so nasty
19:37 Axarious: jesus
19:38 Battle: i took it from another one of my maps and i had to rotate it to fit
19:38 Battle: so it was in the entirely wrong direction
19:38 Battle: lmfaooo
19:38 Axarious: lemme make it for u
19:38 Battle: i s2g it looks good in a different angle
19:38 Battle: https://i.imgur.com/W95Zim7.jpg
19:38 Battle: it's cute here
19:38 Battle: like
19:38 Axarious: NO
19:38 Axarious: LOOKS BAD
19:39 Battle: PLS
19:39 Axarious: hold on.
19:39 Battle: IT'S CUTE I SWEAR
19:39 Axarious: no
19:39 Battle: CRYING
19:39 Battle: :GUN:
19:40 Battle: on a more related note the stream is now [https://i.imgur.com/WEGwxba.png this] spaced
19:40 Axarious: oo that's ok
19:41 Battle: r u making a sharp start
19:41 Battle: star
19:42 Axarious: yes.
19:43 Battle: cool
19:43 Battle: so being the only person to finish the map how did it feel overall lol
19:44 Axarious: felt ok :eyes:
19:44 Battle: :eyes:
19:46 Axarious: is this website censored
19:46 Axarious: http://cdn.shigetora.pw/o/ivtykuw.osu
19:46 Battle: no
19:46 Battle: o
19:46 Battle: u kinda need to like
19:46 Battle: delete everything but the slider
19:47 Battle: cuz i made all the changes for all that other stuff
19:47 Axarious: o
19:47 Axarious: you can load in the map
19:47 Battle: o
19:47 Battle: u rite
19:47 Axarious: and then just copy paste the slider from one diff to the other
19:47 Battle: next level thinking
19:47 Axarious: was unaware that AAAA made this song
19:48 Battle: i tried getting the timing from some random mania map
19:48 Battle: but it was wrong
19:48 Battle: so i had to time it
19:48 Battle: :gun:
19:48 Axarious: oh
19:48 Axarious: i think metadata is aaaa
19:48 Axarious: not AAAA
19:48 Battle: naw
19:48 Battle: it's AAAA for overseas
19:48 Battle: it's a weird thing
19:48 Axarious: o ok
19:48 Battle: but he stated how he wanted it in twitter
19:48 Battle: along w/ the title
19:48 Axarious: mm sounds good
19:48 Battle: since usually with our conventions we romanize the star to *
19:50 Battle: anyways thx for the star
19:50 Battle: did it feel like a 7* map cuz usually my maps don't feel their sr lol
19:50 Axarious: yes
19:50 Battle: at least that's what i hear
19:50 Axarious: sr doesn't really mean anything
19:51 Axarious: map is a map
19:51 Battle: ye
19:51 Battle: it's a nice visual indicator tho
19:51 Axarious: sometimes :^)
19:51 Axarious: not unless you crazy SV
19:51 Battle: tru
19:52 Battle: got this aaaa song and another im tryna rank rn
19:53 Battle: btw u can always post in thread for kds d
19:53 Axarious: wait there's one more thing
19:53 Axarious: that i can't find
19:53 Axarious: reeee
19:53 Axarious: oh well
19:54 Battle: cant find = not important :thinking:
19:54 Axarious: it wAS
19:54 Axarious: but i lsot it...
19:54 Axarious: AHA
19:54 Axarious: 04:43:663 (4,5) -
19:54 Axarious: not a big deal but
19:54 Axarious: meh i guess its ok since you use the rhythm 4 measures earlier
19:56 Battle: wh
19:57 Axarious: ok gonna post lul
Topic Starter
Battle
reserved for tp logs or w/e

log w/ zain
2017-10-06 14:36 Battle: yo do u take testplay requests lol
2017-10-06 14:36 Zain Sugieres: uh
2017-10-06 14:36 Zain Sugieres: i can testpaly
2017-10-06 14:36 Battle: ACTION is listening to [https://osu.ppy.sh/b/1432943 AAAA - Hoshi wo Kakeru Adventure ~ we are forever friends! ~ [Long ver.]]
2017-10-06 14:37 Zain Sugieres: im just not warmed up so i hope its not 8*
2017-10-06 14:40 Zain Sugieres: lol
2017-10-06 14:40 Zain Sugieres: those jumps
2017-10-06 14:41 Zain Sugieres: didnt expect that
2017-10-06 14:41 Battle: lol
2017-10-06 14:41 Battle: that was like the most explosive part of the song
2017-10-06 14:41 Battle: well any comments on the stuff before those jumps?
2017-10-06 14:42 Zain Sugieres: hmm
2017-10-06 14:42 Zain Sugieres: the beginning is nice
2017-10-06 14:42 Zain Sugieres: but its weird u put the focus on the background beat
2017-10-06 14:42 Zain Sugieres: bc its pretty straight forward
2017-10-06 14:42 Battle: hmm
2017-10-06 14:42 Battle: what do u mean by the bg beat
2017-10-06 14:42 Zain Sugieres: there was one part i thought would make a really cool technical part
2017-10-06 14:42 Zain Sugieres: but then it would probably not fit the rest of the map
2017-10-06 14:43 Battle: idk my maps are pretty plain and simple lol
2017-10-06 14:44 Zain Sugieres: ok i dont even know what part it was now
2017-10-06 14:44 Zain Sugieres: lol
2017-10-06 14:47 Zain Sugieres: idk
2017-10-06 14:47 Zain Sugieres: the jumps
2017-10-06 14:47 Zain Sugieres: feel
2017-10-06 14:47 Zain Sugieres: weird
2017-10-06 14:47 Battle: i'll c
2017-10-06 14:47 Battle: i'll probs change them so the flow doesn't shift directions
2017-10-06 14:49 Zain Sugieres: but tbh nice map

log w/ fiery
2017-10-05 16:13 Battle: r u free 2 tp
2017-10-05 16:13 fieryrage: Y3ea
2017-10-05 16:13 Battle: ACTION is listening to [https://osu.ppy.sh/b/1432943 AAAA - Hoshi wo Kakeru Adventure ~ we are forever friends! ~ [Long ver.]]
2017-10-05 16:14 Battle: no hs sry
2017-10-05 16:14 fieryrage: thats fine
2017-10-05 16:19 fieryrage: im not warmed up at all lo l
2017-10-05 16:19 Battle: well
2017-10-05 16:19 Battle: u went p far
2017-10-05 16:20 fieryrage: ya i cant stream well either
2017-10-05 16:20 fieryrage: it was fine tho
2017-10-05 16:20 Battle: mk
2017-10-05 16:20 fieryrage: i felt like stuff could be buffed before the huge jump section though
2017-10-05 16:20 fieryrage: to lead up to it better
2017-10-05 16:20 fieryrage: otherwise its good
2017-10-05 16:20 Battle: mkk

tp from axarious, mlaw, fiery, zain sugieres, idke, gidz
GIDZ
iirc
22:58 *Battle is listening to [https://osu.ppy.sh/b/1432943 AAAA - Hoshi wo Kakeru Adventure ~ we are forever friends! ~ [Long ver.]]
22:58 Battle: hopefully
22:58 Battle: the jumps play better lol
22:58 - G I D Z -: k
23:01 - G I D Z -: that was unexpected
23:02 Battle: lol
23:07 - G I D Z -: my hand just gets colder instead
23:07 - G I D Z -: sad
23:07 Battle: well the jump section looked like it went well-ish lol
23:07 - G I D Z -: hmm
23:08 - G I D Z -: the flow is a bit off imo
23:09 Battle: i'll try smoothing it out more
23:09 - G I D Z -: 02:25:175 - I think starting from here it feels a bit inconsistent suddenly following the background music
23:09 - G I D Z -: well idk
23:09 - G I D Z -: it just felt a little weird with the transition
23:10 - G I D Z -: 02:32:742 (2,3,4) - this flow is rly off for me
23:11 - G I D Z -: cuz u stacked 02:32:742 (2,3) - which stops momentum in gameplay and then the huge stream
23:11 Battle: [https://imgur-archive.ppy.sh/HxvGKrJ.png less momentum stop?]
23:11 - G I D Z -: I think u could move the stream down tbh
23:12 - G I D Z -: 02:32:810 (3,4) - the distance seems rly far even in editor
23:12 - G I D Z -: the slider is linient but not that linient lol
23:12 Battle: mk
23:12 Battle: for when u said the inconsistent thing
23:12 Battle: i don't really know where it is
23:13 - G I D Z -: uh
23:13 Battle: im p sure im following the main sound for it
23:13 - G I D Z -: for the first part of the kiai u never followed any electronic sounds
23:14 - G I D Z -: and then the second half follows all of it
23:15 - G I D Z -: 02:16:604 - This part is following mostly percussions
23:15 Battle: it's more of a mix
23:15 - G I D Z -: 02:25:175 - Then u suddenly decide to folow the electronic sounds here when u havent previously
23:15 - G I D Z -: hm
23:16 - G I D Z -: Like 02:23:032 (1,2,3,4,5,6) - has rly clear electronic sounds to follow but not emphasized
23:16 Battle: combo @ 02:23:970 - leads into the electronic section
23:17 Battle: but the sounds for 02:23:032 (1,2,3,4,5,6) - have a very building up motion with the electronic sounds
23:17 Battle: which is kinda given off by the zig-zagy patterns
23:17 - G I D Z -: well fair enough
23:17 - G I D Z -: it just felt weird for me xd
23:17 Battle: also i tried making it so the percussion and electronic noises are like kinda balanced
23:17 Battle: since like it's kinda awk just having just precussion or just electronic noises
23:18 Battle: since if u miss either one it's p noticeable
23:18 - G I D Z -: its ok
23:18 - G I D Z -: I think its just the style
23:18 - G I D Z -: so Im fine with it
23:19 Battle: aight
23:19 Battle: anything else seem off?
23:19 - G I D Z -: 02:49:320 (4,5,6,7) - This curve angle is rly sharp imo
23:19 - G I D Z -: not good for flow
23:20 - G I D Z -: cuz momentum is kinda ruined around 02:49:320 (4,5,6) -
23:20 - G I D Z -: especially at 220bpm
23:20 - G I D Z -: 221*
23:21 Battle: hm
23:21 Battle: well i don't know exactly how to fix that cuz I don't really map streams lol
23:22 - G I D Z -: just make it flow in 1 direction is fine imo
23:22 - G I D Z -: especially if u're not sure of wat u're doing lol
23:22 Battle: tru
23:22 Battle: but it's fun to experiment lol
23:22 - G I D Z -: I guess
23:22 Battle: u never improve if u never try something
23:22 - G I D Z -: but the flow just feels awkward
23:23 Battle: i shifted the stream down a little for the post 5 part so it might flow better
23:23 - G I D Z -: fair
23:23 Battle: also it's kinda hard to judge
23:23 Battle: since things awk for one person may not be awk for another
23:23 - G I D Z -: yea
23:24 Battle: which is kinda why I'm compromising w/ a lot of like high level players
23:24 - G I D Z -: im probably not the one LOL
23:24 Battle: ur high enough imo lol
23:24 - G I D Z -: havent played proper osu in like a week
23:24 - G I D Z -: and cold
23:24 - G I D Z -: gg
23:25 Battle: g
23:25 Battle: anyways thx
23:25 Battle: feel free to post in thread if u want kds
23:25 - G I D Z -: 03:28:433 (2) - This could move to the left a bit imo
23:26 - G I D Z -: im not finished LUL
23:26 Battle: o
23:26 Battle: lol
23:26 Battle: i kinda restructed the jumps again
23:26 Battle: lmfao
23:26 - G I D Z -: it feels kinda random for me but idk
23:26 - G I D Z -: ik its going in a triangle
23:27 Battle: it'd probably help if i uploaded what i've done to the jumps lol
23:27 Battle: probs should update it real quick lol
23:27 - G I D Z -: distance are sometimes uncomfortable like 03:31:148 (3,1) - 03:32:506 (2,1) -
23:28 - G I D Z -: lol
23:28 Battle: kk
23:28 - G I D Z -: its just cuz its 221bpm players dun have the time to figure out the pattern unless retry\
23:29 Battle: i don't think anyone is going to be fcing this first try lol
23:29 Battle: (the map)
23:29 - G I D Z -: 03:31:555 (3,1,2) - angle ;w;
23:29 Battle: jump-wise axarious kinda just did everything up until like the stream at the end lol
23:30 - G I D Z -: O
23:30 - G I D Z -: I SUK
23:30 - G I D Z -: SAD
23:30 Battle: axarious was probs the closest to get an fc out of all the people i asked
23:30 - G I D Z -: im not surprised
23:30 - G I D Z -: xd
23:31 Battle: the jumps before changed flow a lot so
23:31 Battle: that was pretty impressive lol
23:32 - G I D Z -: k den
23:33 - G I D Z -: I guess the rest is fine
23:33 Battle: mkk

edit: posting log again for my kds
Chanyah
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)
  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)
  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) -
  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
  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
  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)
This mod probably wasn't helpful but I did my best at it as a newbie modder

Awesome map and GL :)
Senery
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
  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)
  3. 01:02:675 (5,6,8) - this overlap looks pretty bad imo
  4. 01:58:523 (7,8,9,10,11,12,13,1) - this looks pretty bad aswell a lot of overlapping circles
  5. 02:14:661 (4,5,6) - this turn in the streams looks messy
  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
  7. 02:17:340 (5,6,2) - stack?
  8. 03:37:479 (2) - maybe a slider here instead of a circle?
  9. 03:38:679 (6) - same point as #6 make this a slider stream for the dubble PEW sound
thats it for my mod, hope my suggestions will help

Good luck!
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. :) :)
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