forum

Chelsy - I will

posted
Total Posts
131
show more
Topic Starter
Uta

lit120 wrote:

bubble soon?

before that...

[blizs]
  1. 00:13:820 (2) - ini off pixel 1 dari 00:12:808 (5) - . geserkan (2) ke x:336 aja Fixed this for blizs
  2. 01:07:415 (1,2) - ni blanketnya bisa diperbaikan lagi I will let blizs handle this
[h]
  1. coba bedakan hitsound yg kamu pake dari normal yg kamu buat. beda dan aneh kan? ga gitu konsisten sih :eyes:
  2. 00:53:932 (1,3) - woah hati2 kalau ga mau ada overlap. biasanya ku pake segitiga aja atau mainkan sudut derajat aja biar aman woahhh hati hati
  3. 01:36:404 (4,2) - stack ini bisa diperbaikan shrug
  4. 01:42:471 (1,3) - ane sarankan stack aja sih yaaa bagus sih, cuma slider leniency nya ga enak banget kalo di stack
[n]
  1. 00:59:325 (1,4) - sdikit saran utk map slanjutnya darimu nanti: jangan pernah copy paste ke slider yg sama jika ada bagian yg tidak pas utk ini saran
thankssssss
Topic Starter
Uta
Fixed blizs's diff 01:07:415 (1,2) this is not a blanket anymore. he is to shy to post in thread, kawaii blizs (moe confirmed)

fixed some green lines and hitsound at normal diff also, kiss how can you said that the normal diff is ok when 01:26:292 (1) - have like 1.5x spacing lmao (thats me being stupid when i mapped it, i thought it was a hard diff)
Blizs
@lit120 : I've changed the blanket into something else :3

hs mod on normal diff with Uta
HS Mod
13:55 Uta: blizs ada satu mod tuh di diff mu
14:59 Uta: i fixed some for you
14:59 Uta: tapi blanket gw ga bisa
14:59 Uta: kek
15:01 Blizs: https://pastebin.com/raw/31QWANsd
15:01 Blizs: ane ubah bukan pake blanket
15:02 Uta: hehe, blizs ga mau nge post di thread xd
15:02 Uta: ok
15:02 Blizs: :U
15:02 Blizs: nanti ane post
15:02 Uta: ga usah
15:02 Uta: gw aja yg kasih tau
15:02 Blizs: btw ane mau diskusi soal hitsound di diff lu
15:02 Uta: okay
15:02 Uta: normal jelek apa ga
15:03 Blizs: normalnya udah bagus kok
15:03 Blizs: cuman mau ngefix masalah hitsound aja sedikit
15:03 Uta: bukan
15:03 Uta: hs normal
15:03 Uta: okay
15:03 Blizs: btw sebelum fix hs
15:04 Blizs: 00:21:574 (5) - this slider doesn't refer to anything in the song
15:04 Uta: hmm hard?
15:04 Uta: normal?
15:04 *Blizs is editing [https://osu.ppy.sh/b/1446001 Chelsy - I will [Normal]]
15:04 Uta: normal?
15:04 Blizs: iye
15:05 Blizs: itu ane editing normal
15:05 Uta: iya tau sih
15:05 Uta: liat
15:05 Uta: umm
15:05 Uta: so
15:05 Uta: snake?
15:05 Blizs: bukan
15:05 Blizs: itu reverse pointnya lo
15:05 Uta: normal reverse?
15:05 Blizs: nggak ada apa" di lagu
15:05 Blizs: jadi kerasa kurang pas
15:06 Uta: well from now on, for normal diff, there is just going to be subjective things thats not really a major problem
15:07 Uta: actually
15:07 Uta: 00:22:247 -
15:07 Uta: ada small snare
15:07 Uta: i think its fine :v
15:08 Uta: also, can we do this hs quick
15:08 Uta: besok ada ulangan harus bangun jam 4 an :v
15:08 Blizs: ok then xd
15:09 Uta: ulangannya ppkn lagi
15:09 Uta: hadeh
15:09 Blizs: 01:10:112 - this point doesn't deserve a volume decrease
15:09 Blizs: just remove this green line
15:10 Blizs: also the same for 01:15:505 -
15:11 Uta: done
15:11 Blizs: 00:57:978 (1,2) - clap sounds too loud for this song
15:12 Uta: yeeeeeeee siul aja kk
15:12 Blizs: nono
15:12 Blizs: I suggest to use normal sampleset
15:12 Blizs: and remove the clap
15:12 Blizs: it would fit better for the song
15:13 Uta: it is normal sampleset atm
15:13 Uta: done
15:14 Blizs: 00:59:325 (1) - soft finish without normal sampleset fould be nice for this slider's head
15:14 Blizs: just like 01:04:719 (1) -
15:16 Uta: done, both is soft now
15:16 Blizs: 01:20:224 (4) - well, letting this big effect part without hs feels so awkward
15:16 Blizs: I suggest to put finish here
15:17 Uta: rame banget
15:17 Uta: 01:20:898 -
15:17 Uta: itu juga finish di head
15:17 Blizs: iya gpp
15:18 Blizs: both have cymbal in the song
15:18 Uta: i dont like it tho
15:18 Blizs: don't worry, it's not yet overused
15:18 Uta: i dont like it tho
15:18 Uta: can we just add siul
15:18 Uta: d
15:19 Blizs: but the effect is too big ;w;
15:19 Uta: i dont like it
15:19 Blizs: ok I'll give it to you
15:19 Uta: baka>
15:19 Uta: weeb
15:19 Blizs: since it's your diff at all
15:19 Uta: yeee
15:19 Uta: xd
15:20 Uta: for me cymbal on 01:20:224 - dont really give feedback
15:20 Uta: lmao
15:20 Uta: thanks for reminding hs tho
15:20 Blizs: 01:24:943 (5,6,1) - Normal diff really deserve a consistent spacing. This part is not consistent
15:21 Uta: wtf
15:22 Uta: when i was mapping it, i thought it was a hard diff
15:22 Blizs: lel
15:22 Uta: how can kisses missed this
15:22 Uta: xd
15:22 Uta: blizs bn plz
15:22 Blizs: huehue
15:22 Uta: ok is it done
15:23 Blizs: 01:28:989 (4) - remove the normal sampleset on the slider tail
15:23 Uta: me tired, me need sleep :(
15:23 Blizs: just a little more :3
15:23 Uta: okay
15:24 Blizs: 01:35:056 (6) - remove the normal sampleset on the head and put it on the tail instead
15:24 Blizs: let the head only have soft whistle
15:24 Uta: yes
15:25 Uta: #blizsbn2017
15:25 Uta: he can rank my shitty mapset later
15:25 Uta: hueheuheuheuhe
15:25 Blizs: huehuehuehuehue
15:25 Blizs: ok one last thing
15:25 Blizs: remove the green line on 01:26:292 - and 00:24:269 -
15:25 Blizs: they have no use at all

edit :

Uta wrote:

Fixed blizs's diff 01:07:415 (1,2) this is not a blanket anymore. he is to shy to post in thread, kawaii blizs (moe confirmed)
huehuehue
Topic Starter
Uta
veri nas
_handholding
did quite a few rechecks and ircs

gl ~
Topic Starter
Uta

Kisses wrote:

did quite a few rechecks and ircs

gl ~
hell yeah
Surono
ta reng iki
-Keitaro
dem sirrr spidreng inc smh
Topic Starter
Uta
lol, its just a bubble tho
Blizs
Ulululululuululululululu
Shurelia
what
Topic Starter
Uta
can you guys stop shitposting xd
Shurelia
few concerns (no kd)

[general]
  1. the first thing that concern me quite a lot is the HS works on "Hard" diff (and somehow it's the only diff that have different HS work). It's just random whistles and also the usage of HS volume is random too. Sometimes it's just suddenly went quiet without any real reason , sometimes it got louder for some reasons. Therefore before you're going to push this map further. I'm gonna offer you to letting me do the HS works. If you feel you can trust me on doing this then feel free to hit me up anytim. I willingly to do this for you because I love this song and you asked me about my opinion on this map quite a lot while you're making this. (PS* : HS works on the other diffs are just "okay" but I definetly can do something better.)
  2. not something THAT bad but fixable is the "アオハライド" in the tags. There's no need to add the an exact same thing from source/artist to the tags since it wont't do anything therefore you can just remove "アオハライド" from the tags.
  3. Not something major too but you can actually make the BPM counter start at 00:02:696 - instead 0 offset since based on what you can hear from it, the actual song is started at 00:02:696 - instead 0. So doing this would be a nice touch to the map.
  4. also telling the song whether this is an OP or ED or an insert song would be nice tho.

Alright, let's see about the map.
[nm]
  1. Alright, for a good normal diff, it shouldn't have something like this : https://shurelia.s-ul.eu/RtnMuJIb.png , in AImod at all. If the object is too close but you don't know how to handle it. You can just stack it. And for the objects that are placed too far you can adjust it to something better. So this will be your first task. Unless you actually intended to making some "jumps" tho but it's a super rare case
  2. Based on the guideline : https://osu.ppy.sh/help/wiki/Ranking_Criteria/osu!, The Approach Rate should be between 4 and 6 while Overall Difficulty / HP Drain Rate should be between 3 and 5. In this diff you setted up your HP with only 2 and AR being only 3. This is not something unrankable but I'm calling it a "wasted potential" since you're not using that you actually able to use. I really recommend to going for AR 4.5 with 3 HP drain rate for a better spread on the map.
  3. 00:43:146 (4,1,2) - these actually could have a better structure on it by creating something like : https://shurelia.s-ul.eu/3iN6Kmwx.png , it'll make things looks cleaner and pretty while not changing the gameplay too much.
  4. 00:45:168 (3) - you can also connect this slider with 00:43:146 (4,2) - so it can create a nice triangle looking pattern from it. https://shurelia.s-ul.eu/SaTOFDIF.png
  5. 00:48:539 (5,6,7) - same issue like above, you can try to connect 7 with both 5 and 6 into a nice triangle. https://shurelia.s-ul.eu/M5BRIoSj.png
  6. 00:50:562 (8,2) - unless you have a good reasoning for doing something like this. An overlap like this could actually break your structure since it seems for me it's something not intended yet it's actually fixable.
  7. 00:52:584 (3,4,5) - I see you're trying to creating a good triangle at here but seems you kinda missed it. Just adjust 5 a bit upward and you'll be able to fix it
  8. 00:56:629 (7,8,1,2) - this can be a good example for your other structure fixes
  9. 00:53:932 (5,6) - Maybe you should place 6 elsewhere . Since for me it's like you're just out of space and the decided to place 6 at there and make 6 feels like out of nowhere creating a super sharp flow without any good support from the song. Maybe you should adjust 5 shape into something else so it can also being connected to 6.
  10. 00:59:325 (1,3) - No idea why you didn't create an exact same slider since it make things awkward for me. Just do the normal copy pasted one and then mirror it.
  11. 01:02:022 (4) - personally I kinda don't like to doing something like this, while you can actually place this slider on elsewhere and create a better looking pattern.
  12. 01:01:685 - Why you suddenly leaving this empty while you did map 01:00:337 - ? , It also have a pretty strong vocal that you can place a circle with.
  13. 01:02:022 (4,5) - This kind of flow is too sharp for a normal diff (and also DS issue). I know the section is going to change but giving a 180 degree of flow direction change is too much for a normal.
  14. 01:02:022 (4,5,6) - again, you can try to create a better structure with these , https://shurelia.s-ul.eu/Pstssy40.png , mind the blanket tho!
  15. 01:07:078 - same issue with you suddenly decided to not map this one while you did map 01:05:730 - despite both are in same section and same vocal's strenght.
  16. 01:19:550 (3,4) - I fee like 01:19:887 - should be something that you click since it's this short section only focused on the vocal and it contains 3 parts that i feel it's something need to be clicked. Maybe try to do something like https://shurelia.s-ul.eu/xbxbXpp0.png , with these you can make all the strong vocals click able while also following the guitar play with the slider.
  17. 01:23:258 - same issue, you got this.
  18. 01:24:943 (5,2) - an unintended overlap also it's actually doesn't looks good at all. Try to create something like : https://shurelia.s-ul.eu/DLn3Q5mC.png
  19. 01:32:696 (2) - Small DS issue that didn't get detected by AImod means you need to re-check all of your DS placement at this diff.
  20. 01:36:741 - Another issue with your sudden empty rhythm despite you did map every vocal right before this object. Try placing a circle at here and it'll be better.
  21. 01:44:831 (4,5,6,1) - it's quite a mess actually 4 is overlapping with 1 without any intent and 5 and 6 aren't really looks pretty and also a sudden DS increase to 1. You can try to fix these by creating something like : https://shurelia.s-ul.eu/XHTSV5Dl.png , but honestly you can do a better slider for thgis one.


[h]
  1. Based on Guideline, The AR should be 6-8 and OD should be around 5-7 while yours have AR 5.5 and OD 4.5 means you can actually increase it to the range of the guidelines.
  2. Again, the main concern about your diff are its structure and some rhythms. Something like 00:04:719 (5,6,1,2) - are actually can be connected on each other by creating something like https://shurelia.s-ul.eu/jBSEea8v.png , it looks much better right?
  3. 00:07:921 (5) - A sudden overmap like this while it's still the beginning on the map and no real sound to support it isn't really something encouraging to play with. It sounds out of place since the song is still on super calm mode. Try to remove it
  4. 00:10:112 (4,1) - Maybe you can try to make these two looks same since it's placed close on each other and seems that you're trying to mirror it.
  5. 00:12:808 (3) - Instead of extending this one to emphasize thing while the actual sound ends at 00:13:146 - maybe you should just give a small jump / sharp flow to 1 instead. It'll make things better both gameplay and rhythm sides.
  6. 00:21:573 - As you can listen it have a very strong sound at the end of a section means it should be something to be clicked . Try to make 3 as a normal 1/2 and add a circle at here and maybe you can add a jump if you want.
  7. 00:28:988 (5,6,1,2) - Another structure issue that can be fixed easily!
  8. 00:33:033 (2,3) - Instead of doing something like this maybe you should place 3 under 2 to make a better flow instead giving sudden super sharp turn like this
  9. 00:44:157 - should be mapped since the guitar is still playing at here.
  10. 00:45:168 (4) - since you're doing many triplets like 00:46:853 (2,3,4) - after this slider maybe you can make a proper introduction for the players by changing it rhythms into 1/4s too. https://shurelia.s-ul.eu/WLnEYzzb.png
  11. 00:48:539 (1,2,3) - Another structure issue.
  12. 00:50:898 (5,6,1,2,3,4) - Somehow you suddenly to not unstack the triplets while you did some right before these and I still don't get the proper reason for it.
  13. 00:56:629 (1,2,3,4) - At here you actually have a potential to make a great jumps plays by increasing the DS on every circles since the song sounds like one. You should try it!
  14. 00:55:955 (1,2) - another one, Try to stack it instead.
  15. 00:58:314 (2,2) - Same as above, instead of making an awkward overlaps, you can just stack it or make a good trinagle from these
  16. 01:05:393 (2,3,4,5,6,7) - No idea about sudden circle spams while you didn't do one on 01:03:370 (3,4,5) - . 01:06:067 (4) - Chnage this into a 1/2 slider and you'll make a better click plays.
  17. 01:19:550 (3,4,5) - same issue like normal diff and same suggestion on rhythms. Try that one!
  18. and so on
Basically this diffs are still quite lacking of many good points despite it's actually have many potentials for it! Try to review your map many-many times and ask for people opinions about it. You can also try to ask someone's experienced like BNs and QATs for more knowledge. And of course, you're free to ask me whenever I'm free!

I'm waiting for your response.
Topic Starter
Uta

Shurelia wrote:

few concerns (no kd)

[general]
  1. the first thing that concern me quite a lot is the HS works on "Hard" diff (and somehow it's the only diff that have different HS work). It's just random whistles and also the usage of HS volume is random too. Sometimes it's just suddenly went quiet without any real reason , sometimes it got louder for some reasons. Therefore before you're going to push this map further. I'm gonna offer you to letting me do the HS works. If you feel you can trust me on doing this then feel free to hit me up anytim. I willingly to do this for you because I love this song and you asked me about my opinion on this map quite a lot while you're making this. (PS* : HS works on the other diffs are just "okay" but I definetly can do something better.)
  2. not something THAT bad but fixable is the "アオハライド" in the tags. There's no need to add the an exact same thing from source/artist to the tags since it wont't do anything therefore you can just remove "アオハライド" from the tags.
  3. Not something major too but you can actually make the BPM counter start at 00:02:696 - instead 0 offset since based on what you can hear from it, the actual song is started at 00:02:696 - instead 0. So doing this would be a nice touch to the map. meh i guess this is a no
  4. also telling the song whether this is an OP or ED or an insert song would be nice tho. ed

Alright, let's see about the map.
[nm]
  1. Alright, for a good normal diff, it shouldn't have something like this : https://shurelia.s-ul.eu/RtnMuJIb.png , in AImod at all. If the object is too close but you don't know how to handle it. You can just stack it. And for the objects that are placed too far you can adjust it to something better. So this will be your first task. Unless you actually intended to making some "jumps" tho but it's a super rare case fixed all except 00:33:034 (5,6) - ussually in normal you can ignore ds rules if it has a 2/1 gap since the DS is so shit with that. its fine as long as you give the player the time to read the next object
  2. Based on the guideline : https://osu.ppy.sh/help/wiki/Ranking_Criteria/osu!, The Approach Rate should be between 4 and 6 while Overall Difficulty / HP Drain Rate should be between 3 and 5. In this diff you setted up your HP with only 2 and AR being only 3. This is not something unrankable but I'm calling it a "wasted potential" since you're not using that you actually able to use. I really recommend to going for AR 4.5 with 3 HP drain rate for a better spread on the map. will rethink about this
  3. 00:43:146 (4,1,2) - these actually could have a better structure on it by creating something like : https://shurelia.s-ul.eu/3iN6Kmwx.png , it'll make things looks cleaner and pretty while not changing the gameplay too much.
  4. 00:45:168 (3) - you can also connect this slider with 00:43:146 (4,2) - so it can create a nice triangle looking pattern from it. https://shurelia.s-ul.eu/SaTOFDIF.png
  5. 00:48:539 (5,6,7) - same issue like above, you can try to connect 7 with both 5 and 6 into a nice triangle. https://shurelia.s-ul.eu/M5BRIoSj.png
  6. 00:50:562 (8,2) - unless you have a good reasoning for doing something like this. An overlap like this could actually break your structure since it seems for me it's something not intended yet it's actually fixable. still overlaps, but polished a bit
  7. 00:52:584 (3,4,5) - I see you're trying to creating a good triangle at here but seems you kinda missed it. Just adjust 5 a bit upward and you'll be able to fix it
  8. 00:56:629 (7,8,1,2) - this can be a good example for your other structure fixes
  9. 00:53:932 (5,6) - Maybe you should place 6 elsewhere . Since for me it's like you're just out of space and the decided to place 6 at there and make 6 feels like out of nowhere creating a super sharp flow without any good support from the song. Maybe you should adjust 5 shape into something else so it can also being connected to 6. changed to something
  10. 00:59:325 (1,3) - No idea why you didn't create an exact same slider since it make things awkward for me. Just do the normal copy pasted one and then mirror it. mirrored
  11. 01:02:022 (4) - personally I kinda don't like to doing something like this, while you can actually place this slider on elsewhere and create a better looking pattern.
  12. 01:01:685 - Why you suddenly leaving this empty while you did map 01:00:337 - ? , It also have a pretty strong vocal that you can place a circle with. okay i leave this to emphasis since i left something like this at the same sound same as hard diff
  13. 01:02:022 (4,5) - This kind of flow is too sharp for a normal diff (and also DS issue). I know the section is going to change but giving a 180 degree of flow direction change is too much for a normal. changed to something else
  14. 01:02:022 (4,5,6) - again, you can try to create a better structure with these , https://shurelia.s-ul.eu/Pstssy40.png , mind the blanket tho!
  15. 01:07:078 - same issue with you suddenly decided to not map this one while you did map 01:05:730 - despite both are in same section and same vocal's strenght. not the blanket
  16. 01:19:550 (3,4) - I fee like 01:19:887 - should be something that you click since it's this short section only focused on the vocal and it contains 3 parts that i feel it's something need to be clicked. Maybe try to do something like https://shurelia.s-ul.eu/xbxbXpp0.png , with these you can make all the strong vocals click able while also following the guitar play with the slider.
  17. 01:23:258 - same issue, you got this.
  18. 01:24:943 (5,2) - an unintended overlap also it's actually doesn't looks good at all. Try to create something like : https://shurelia.s-ul.eu/DLn3Q5mC.png
  19. 01:32:696 (2) - Small DS issue that didn't get detected by AImod means you need to re-check all of your DS placement at this diff.
  20. 01:36:741 - Another issue with your sudden empty rhythm despite you did map every vocal right before this object. Try placing a circle at here and it'll be better.
  21. 01:44:831 (4,5,6,1) - it's quite a mess actually 4 is overlapping with 1 without any intent and 5 and 6 aren't really looks pretty and also a sudden DS increase to 1. You can try to fix these by creating something like : https://shurelia.s-ul.eu/XHTSV5Dl.png , but honestly you can do a better slider for thgis one.


[h]
  1. Based on Guideline, The AR should be 6-8 and OD should be around 5-7 while yours have AR 5.5 and OD 4.5 means you can actually increase it to the range of the guidelines.
  2. Again, the main concern about your diff are its structure and some rhythms. Something like 00:04:719 (5,6,1,2) - are actually can be connected on each other by creating something like https://shurelia.s-ul.eu/jBSEea8v.png , it looks much better right?
  3. 00:07:921 (5) - A sudden overmap like this while it's still the beginning on the map and no real sound to support it isn't really something encouraging to play with. It sounds out of place since the song is still on super calm mode. Try to remove it
  4. 00:10:112 (4,1) - Maybe you can try to make these two looks same since it's placed close on each other and seems that you're trying to mirror it.
  5. 00:12:808 (3) - Instead of extending this one to emphasize thing while the actual sound ends at 00:13:146 - maybe you should just give a small jump / sharp flow to 1 instead. It'll make things better both gameplay and rhythm sides.
  6. 00:21:573 - As you can listen it have a very strong sound at the end of a section means it should be something to be clicked . Try to make 3 as a normal 1/2 and add a circle at here and maybe you can add a jump if you want.
  7. 00:28:988 (5,6,1,2) - Another structure issue that can be fixed easily!
  8. 00:33:033 (2,3) - Instead of doing something like this maybe you should place 3 under 2 to make a better flow instead giving sudden super sharp turn like this
  9. 00:44:157 - should be mapped since the guitar is still playing at here.
  10. 00:45:168 (4) - since you're doing many triplets like 00:46:853 (2,3,4) - after this slider maybe you can make a proper introduction for the players by changing it rhythms into 1/4s too. https://shurelia.s-ul.eu/WLnEYzzb.png
  11. 00:48:539 (1,2,3) - Another structure issue.
  12. 00:50:898 (5,6,1,2,3,4) - Somehow you suddenly to not unstack the triplets while you did some right before these and I still don't get the proper reason for it. hmm intense before the kiai
  13. 00:56:629 (1,2,3,4) - At here you actually have a potential to make a great jumps plays by increasing the DS on every circles since the song sounds like one. You should try it! the DS here is fine i want to create a great anti jump at 00:58:314 (2) -
  14. 00:55:955 (1,2) - another one, Try to stack it instead.
  15. 00:58:314 (2,2) - Same as above, instead of making an awkward overlaps, you can just stack it or make a good trinagle from these
  16. 01:05:393 (2,3,4,5,6,7) - No idea about sudden circle spams while you didn't do one on 01:03:370 (3,4,5) - . 01:06:067 (4) - Chnage this into a 1/2 slider and you'll make a better click plays.
  17. 01:19:550 (3,4,5) - same issue like normal diff and same suggestion on rhythms. Try that one! not agree
  18. and so on
Basically this diffs are still quite lacking of many good points despite it's actually have many potentials for it! Try to review your map many-many times and ask for people opinions about it. You can also try to ask someone's experienced like BNs and QATs for more knowledge. And of course, you're free to ask me whenever I'm free!

I'm waiting for your response.
The rest is actually a bit fixed. poke me if i missed something. but i guess i did it all or probably didnt accept your suggestion
William K
Hello, I have a few concerns about the Hard diff before this's rebubbled. Please reply my mod with a solid reason, instead of a "meh no", and reply each of them please. I'll appreciate that.

First of all, what's that "my waifu bes waifu" in tags lol, please delete it. And the offset's a bit too fast too, I recommend offset 28. And add +28 for the other greenlines too.

[Hard]
I use the current offset of 0, so if you agree with the offset change, change it after the mod.
  1. 00:10:112 (1) - An unintentional new combo? It's inconsistent with the others.
  2. 00:11:797 (2) - The note here is spaced here less when the one before, at 00:09:101 (2) -, has the same spacing as the others of 1.20x. And the aesthetics doesn't seem too appealing too, it seems crowded. I recommend keeping a consistent spacing too since it's still the intro.
  3. 00:17:191 (2) - Same as the one above, it has a spacing of 1.10x. When it doesn't seem to have much change in gameplay, I'll just mention this to be safe. And, also the one at 00:20:898 (3) - . If you reject this mod, please explain why you made the spacing smaller, or bigger.
  4. 00:25:617 (3,1,2) - This's inconsistent with the others. You didn't do this kind of stacking, a double stack under the slider head, anywhere else from the beginning until the end. Please move 00:26:966 (1,2) - somewhere else.
  5. 00:28:988 (5,6,1,2,3,4) - I feel the lack of difference between the vocals here, and with the instruments too due to the single notes spam (00:28:988 (5) - being a single note same as the other vocals 00:29:325 (6,1,2,3,4) - ). Moreover, it's still calm, a circle spam wouldn't fit so much here. While making 00:28:988 (5) - unclickable doesn't seem to fit the instrument there, how about making it a 1/2 slider instead? The vocal at 00:29:325 - isn't so strong too so it should be fine for it to be the slider-end.
  6. 00:57:977 (1) - While the instrument here is stronger than the one before, you can probably put just a bit more emphasis to differenciate the instruments with each other. And just a personal opinion, you can do something cooler here rather than just stacking the note under the other over and over along the difficulty.
  7. 01:05:393 (2,3,4,5,6,7) - I kinda disagree with the sudden jump here, it's pretty sudden out of nowhere, and secondly it's inconsistent with the others, with all the vocals being clickable when the others doesn't seem so spammy. For instance, 01:00:674 (3,4,5) - you kept the circle and slider here balanced so that it won't be so stressful. You should change 01:05:393 (2,3,4,5,6,7) - so that it's consistent with the others.

    And lastly, from 01:00:337 - to 01:10:112 - . This part's rhythm seem monotonous. I can only hear a repetitive 1/2s everywhere when the vocals change everywhere. The repetitive 1/2s doesn't really give differences between the instruments and vocals too, so the focus here is pretty vague itself. You should make the focus clearer here. For example, making some of them 1/1s to focus on vocals more, etc. Something like 01:26:292 - would be pretty nice.

And there're some minor blankets off, you should check those lol. Best of luck~
Topic Starter
Uta

William K wrote:

Hello, I have a few concerns about the Hard diff before this's rebubbled. Please reply my mod with a solid reason, instead of a "meh no", and reply each of them please. I'll appreciate that.

First of all, what's that "my waifu bes waifu" in tags lol, please delete it. And the offset's a bit too fast too, I recommend offset 28. And add +28 for the other greenlines too.

[Hard]
I use the current offset of 0, so if you agree with the offset change, change it after the mod.
  1. 00:10:112 (1) - An unintentional new combo? It's inconsistent with the others. my fault
  2. 00:11:797 (2) - The note here is spaced here less when the one before, at 00:09:101 (2) -, has the same spacing as the others of 1.20x. And the aesthetics doesn't seem too appealing too, it seems crowded. I recommend keeping a consistent spacing too since it's still the intro.
  3. 00:17:191 (2) - Same as the one above, it has a spacing of 1.10x. When it doesn't seem to have much change in gameplay, I'll just mention this to be safe. And, also the one at 00:20:898 (3) - . If you reject this mod, please explain why you made the spacing smaller, or bigger. accepted everything except the last one. i just use slider leniency there also its visually the same
  4. 00:25:617 (3,1,2) - This's inconsistent with the others. You didn't do this kind of stacking, a double stack under the slider head, anywhere else from the beginning until the end. Please move 00:26:966 (1,2) - somewhere else.
  5. 00:28:988 (5,6,1,2,3,4) - I feel the lack of difference between the vocals here, and with the instruments too due to the single notes spam (00:28:988 (5) - being a single note same as the other vocals 00:29:325 (6,1,2,3,4) - ). Moreover, it's still calm, a circle spam wouldn't fit so much here. While making 00:28:988 (5) - unclickable doesn't seem to fit the instrument there, how about making it a 1/2 slider instead? The vocal at 00:29:325 - isn't so strong too so it should be fine for it to be the slider-end. imo i always emphasize object like these to click. ussually the double stack object. its everywhere so why not
  6. 00:57:977 (1) - While the instrument here is stronger than the one before, you can probably put just a bit more emphasis to differenciate the instruments with each other. And just a personal opinion, you can do something cooler here rather than just stacking the note under the other over and over along the difficulty.
  7. 01:05:393 (2,3,4,5,6,7) - I kinda disagree with the sudden jump here, it's pretty sudden out of nowhere, and secondly it's inconsistent with the others, with all the vocals being clickable when the others doesn't seem so spammy. For instance, 01:00:674 (3,4,5) - you kept the circle and slider here balanced so that it won't be so stressful. You should change 01:05:393 (2,3,4,5,6,7) - so that it's consistent with the others. reconsidered. will stay for my structure for now
    And lastly, from 01:00:337 - to 01:10:112 - . This part's rhythm seem monotonous. I can only hear a repetitive 1/2s everywhere when the vocals change everywhere. The repetitive 1/2s doesn't really give differences between the instruments and vocals too, so the focus here is pretty vague itself. You should make the focus clearer here. For example, making some of them 1/1s to focus on vocals more, etc. Something like 01:26:292 - would be pretty nice. added one 1/1 slider

And there're some minor blankets off, you should check those lol. Best of luck~
other then that is fixed, oh yeah kinda disagree on offset too
Kibbleru
umm tell me when uve sorted out shurelia's concerns and such
Kibbleru
k lets take a proper look this time

fant
pretty good

hard
00:09:101 (2,3,4) - cud make a better triangle here
00:19:887 (2,3) - tbh i would rotate it slightly, just so its not perfectly horizontal
00:24:269 (1,2,3) - consider silencing these ends
00:35:056 (1,2,3) - ^
00:50:898 (5,6,1) - i would lower the spacing for triplets, otherwise its kinda hard, try 0.5 ish
00:52:247 (2,3,4) - ^

normal
00:16:179 (1) - remove nc, inconsistent
Shortthu
hi, sorry for late mod :p
General
  1. Hitsound sample 20 seems legit

Normal
  1. 00:15:168 (3,4) - the flow isn't look good here, you can make 00:15:505 (4) - straight and 00:15:168 (3,4) - have a straight flow
  2. 00:17:865 (3,1) - check DS
  3. 00:50:562 (8,2) - I'd avoid overlapping like this in normal diff because the hit300s or something will cover the 00:52:247 (2) - a little bit
  4. 01:07:415 (5,6,7) - player will misread with this flow I think because 01:07:415 (5) - and 01:08:764 (7) - have a very good flow but 01:07:415 (5,6) - not.
  5. 01:17:528 (2) - why put the reverse arrow in the downbeat? That downbeat have stronger sound than the sliderhead lol. I'd place a circle at 01:17:528 - and make a 1/1 slider at 01:18:202 -
  6. 01:39:101 (2) - like before
  7. 01:24:943 (5,1) - hmm fix blanket?

Hard
  1. 00:50:898 (5,6,1) - 00:52:247 (2,3,4) - Any reason for not stacking here? You stacked other 1/4 section but not here
  2. 01:21:910 (2) - why not use the same rhythm with the first kiai? 01:22:247 - have a stronger sound than 01:21:910 -
  3. 01:25:617 (5,6,1) - blanket looks off with stack
  4. 01:44:494 (3) - the overlap here feel unclean, if you don't wanna move it far because rhythm you can just make 01:43:820 (2) - reverse and place a note at 01:44:831 -

Blizs
  1. 00:31:011 (3,4) - I think the slider would fit. Example: 00:38:426 (3) -
  2. 00:59:325 (1,2) - You can extend 00:59:325 (1) - to 01:00:000 - , and place a circle at 01:00:337 - to make a better rhythm because the vocal at 01:00:337 - sound stronger than 01:00:000 - . Same goes to another kiai and other parts after
  3. 01:31:685 - you could end kiai here like other diffs, the music is pretty calm here
good luck~
Topic Starter
Uta

Kibbleru wrote:

k lets take a proper look this time

fant
pretty good

hard
00:09:101 (2,3,4) - cud make a better triangle here
00:19:887 (2,3) - tbh i would rotate it slightly, just so its not perfectly horizontal
00:24:269 (1,2,3) - consider silencing these ends
00:35:056 (1,2,3) - ^
00:50:898 (5,6,1) - i would lower the spacing for triplets, otherwise its kinda hard, try 0.5 ish
00:52:247 (2,3,4) - ^

normal
00:16:179 (1) - remove nc, inconsistent
Applied all

Shortthu wrote:

hi, sorry for late mod :p
General
  1. Hitsound sample 20 seems legit

Normal
  1. 00:15:168 (3,4) - the flow isn't look good here, you can make 00:15:505 (4) - straight and 00:15:168 (3,4) - have a straight flow straight, kinda
  2. 00:17:865 (3,1) - check DS whats the problem?
  3. 00:50:562 (8,2) - I'd avoid overlapping like this in normal diff because the hit300s or something will cover the 00:52:247 (2) - a little bit many complain about this. i did some overlaps
  4. 01:07:415 (5,6,7) - player will misread with this flow I think because 01:07:415 (5) - and 01:08:764 (7) - have a very good flow but 01:07:415 (5,6) - not. triangles
  5. 01:17:528 (2) - why put the reverse arrow in the downbeat? That downbeat have stronger sound than the sliderhead lol. I'd place a circle at 01:17:528 - and make a 1/1 slider at 01:18:202 - ill rather having a calming map especially in normal
  6. 01:39:101 (2) - like before ^
  7. 01:24:943 (5,1) - hmm fix blanket? fixed

Hard
  1. 00:50:898 (5,6,1) - 00:52:247 (2,3,4) - Any reason for not stacking here? You stacked other 1/4 section but not here almost kiai, reduced to 0.5x
  2. 01:21:910 (2) - why not use the same rhythm with the first kiai? 01:22:247 - have a stronger sound than 01:21:910 - reconsidered, well when the song does A, Ii choose to dovariety here
  3. 01:25:617 (5,6,1) - blanket looks off with stack woops
  4. 01:44:494 (3) - the overlap here feel unclean, if you don't wanna move it far because rhythm you can just make 01:43:820 (2) - reverse and place a note at 01:44:831 - id love some slider like this
Thanks!
Blizs

Shortthu wrote:

hi, sorry for late mod :p
Blizs
  1. 00:31:011 (3,4) - I think the slider would fit. Example: 00:38:426 (3) - they aren't that similar so we don't really need to put a similar pattern here. And also I don't want to destroy the pentagon circle pattern here so I'll keep mine.
  2. 00:59:325 (1,2) - You can extend 00:59:325 (1) - to 01:00:000 - , and place a circle at 01:00:337 - to make a better rhythm because the vocal at 01:00:337 - sound stronger than 01:00:000 - . Same goes to another kiai and other parts after. I think it's fine. Even if I didn't give a click for the vocal there, I still give a click for the vocal emphasis on the next white tick which has a stronger sound than it. Besides, those slider usages are intentional. I express the long vocal with 3/4 slider continued with that 1/2 slider because of the vocal pitch change on the white tick.
  3. 01:31:685 - you could end kiai here like other diffs, the music is pretty calm here Well, yeah, everyone have a different opinion about kiai end. And I think it's fine to be different since it's a GD diff
good luck~
sorry no fix ;w;
but thanks for the mod anyway ><
Topic Starter
Uta

Kibbleru wrote:

umm tell me when uve sorted out shurelia's concerns and such
fk i kds this by accident. bn deny plz
Kibbleru
get a rebubble cuz quite alot of stuf were changed
Shurelia
@kibb naah, he didn't but i'll recheck by myself then


[nm]
  1. 00:21:573 - reduce the volume to around 20-25% cause currently it's too dominating since the sudden fade out from the music
  2. 00:59:325 (1) - clear cymbal sound can be heard at the head so might want to add a finish at here
  3. 01:06:067 (3) - use normal sample set on the head for consitencies
  4. 01:08:764 (7) - the normal sample on both the repeat and the tail are pretty meeh to me, migh want to just throw it.
  5. 01:20:224 (4) - should use normal sample (the drum sound thingy) instead to emphasize the drum on the BG more.
  6. 01:46:516 - dunno why you suddenly increasing the volume at here while the song is actually fading out


[h]
  1. huge improvement, i see. Great job
  2. basically every HS suggestion that i made on normal diff should be applied on other diffs in this set
  3. 00:55:955 (1,4,2) - might want to clean this up to improve the prettiness of this map
  4. 00:59:325 (1) - missing finish, (basically same like normal diff)
  5. no idea why this diff doesn't use any kind of drum sound like the other diffs actually.

@Beatmap Nominator, can you ask the mapper to properly fix the HS on hard diff? It's basically just some whistles spam without any actual works at all. Maybe he can just copy-pasted the HS from F Ant's diff (and some suggestions of mine) and things should be all good from me. I'd veto this set until the hard diff is actually fixed if I'm a BN myself.
Topic Starter
Uta
aight. ill talk with shure about the hs on hard diff
Shiranai
To Uta, can I do the hitsound on normal and hard diff?
Topic Starter
Uta

Shiranai wrote:

To Uta, can I do the hitsound on normal and hard diff?
halo kak! ummz, boleh aja sih. yg normal
_handholding
ok just to be clear this would need quite a bit of work before I consider rebubbling. After looking back over the set I think it could and should do with a bit of improvement before being pushed, this is mostly directed towards the hard diff. Also I'll only be modding the hard for now since that's where most of the work is required

Hard
AR 4.5/5 would be much better.

00:42:471 (3,1) - Stacks on tails are generally weird. When listening to the song, there doesn't seem to be any special reason for this other than "i felt like it". This is the only place you stack on the tail as well, so yh

00:45:168 (4) - try this rhythm https://i.imgur.com/XU2gfkX.png

00:50:898 (5,6,1,2,3,4) - These are the only spaced triplets in the map. A bit unfitting imo that you have spaced triplets in the verse when you have non kiai

A lot of your strong beats aren't really emphasised and there are some minor beats that are for example 01:04:044 (4,5) - 01:07:078 (7) - etc. I wouldn't have mind so much but there are really strong beats that you don't give extra spacing towards or a change of direction so there isn't really any emphasis on those beats when playing along, eg 01:10:112 (1) - 01:20:898 (1) - etc.

01:05:393 (2,3,4,5,6,7) - This is hardest part in the map and the pattern feels quite random. You've used all circles which can be quite hard in itself because of all the clickable objects but you've used really high spacing for them all too. It's really overkill.

I would like to see some consistency in for parts of the song that are similar, such as 01:06:067 (4,5,6,7) - and 01:24:943 (3,4,5,6) - .00:59:325 (1,2,3) - and 01:20:898 (1,2,3) -

01:32:696 (3,4) - and 01:34:044 (6,1) - Use triplets here like you did for 00:50:898 (5) -

01:45:168 (1,2,1) - in the map all your 1/4 spacing overlapped so no one is going to expect these to be double reverse sliders. Also players at this level may not even have the skill to snap between spaced 1/4 snaps
[]
@Shurelia I read the first part of your mod where you talked about difficulty settings and started suggesting some for the diffs. You based your suggestions most on the guidelines; the guidelines are mostly built around 180 bpm and where normal is the 2nd diff in the spread. This isn't the case here since it's half bpm and the normal is the lowest diff. The AR you're suggesting would make it so only 2 objects are on screen at one time maximum which isn't necessary, a lower AR than specified in the guidelines would make it much more beginner friendly. I'll also look through the rest of your mod and see what stuff I strongly agree with and try to reinforce it.

Thank you for taking the time to mod the set ~(you sure you don't want kds??)
[]
w ~
lit120
agreed on shu's mod, concerning about the hitsounds from Hard diff, as i have mentioned it before from my mod

u can call me for hitsound work on it or shurelia

or just copy paste it from f ant's. his hitsound work sounds fine tbh
Shurelia
mfw so many people offering HS works for this map yet Uta didn't take any of them.
_handholding
I think he said he was going to take Shiranai's offer. I could be wrong though, my Indonesian is limited to kalok, woakwoakwoak, and kontol
Niva
Hello there (*^-^) I was being asked to take a look at this map earlier in-game, so here you go :

[General]

  1. Regarding the main issue which has been around for a while, I do think that you're already having a pattern in your hitsounding here (you placed every whistles wherever the vocals were on), which is good as a basis already. What I haven't seen being mentioned though is that by doing so actually you're reducing the emphasis of the vocals instead of emphasizing it more. Take a look at 00:37:752 (1,2,3) for example, in which you have a whistle on every part of these objects : not every part of the vocals here is worth emphasizing for sure, and simply by removing the whistles on (1) and (2)'s end - leaving the whistles only on where the vocals are being strong - you can get a hitsounding pattern that blends in much better with the song already~
  2. Not a major issue but I don't really think that "Hard" would be a fitting difficulty name there considering that your Hard is made of mostly consistent spacing equivalent to many Normal diffs out there with occasional jumps and triples - I do think that renaming it into "Advanced" as being done in this map would fit the difficulty better, but this is your call ofc (:
[Normal]

  1. 00:15:168 (3,4) - Hmm, why not make them straight to each other for aesthetics? xD
  2. 00:21:574 (5) - While the slider's shape is completely usable, I don't really think that suddenly introducing a slider with a very jagged/linear W-shaped curve would be fitting to the flow and the song here as there's no part of the song that supports this shape. In many ways a slider that flows in more naturally would be better to accompany the calm flow here, for example something like this that you've done before in 00:34:382 (6,1) - :
  3. 00:23:595 (6) - In case you're doing the shape above here's a good, quick fix in order to get the spacing to your (6) be corrected :
  4. 00:28:314 (5) - Put in ~x:256 instead for balance? Also if you do this :
  5. 00:28:989 (6) - Would be nice imo if you can space this out from the next (1)'s end a bit so that this part here doesn't feel too cramped. Yes I know that the spacing won't be equal anymore here, but the difference is so tiny to the point of it being barely noticeable (1.2x -> 1.215x) so I would recommend to space this more personally~
  6. 00:44:494 (1) - Hmm, why the New Combo? I can very much envision a NC here in the higher diff(s) in order to emphasize the switch to guitar but in Normal I think it's better to aim for combo length consistency here as your objects' placements don't really reflect any change o.o
  7. 00:49:213 (6) - Would be much better to play (and visually as well) imo if you simply aim for a perfect blanket here instead of forcing this to have a similar curvature with (5)
  8. 00:50:561 (8,1) - The flow here is not the most comfortable to play as basically you're forcing Normal diff players to take a sudden sharp turn by your (1). It would be much better though if you can simply made the turn more progressive to let the flow build up more naturally, for example :
  9. 00:56:629 (7) - New Combo should be here instead of 00:57:978 (1) - (as everywhere else you're restarting your combo every 2 downbeats)
  10. 01:06:067 (3,4) - I'm quite sure that these two shouldn't be left unhitsounded - at the very least there should be a whistle here as well somewhere, preferably on both slider's end to accompany the high-pitched vocals
  11. 01:14:831 (7,2) - Again, you can simply move these two to the center (~x:256) for better aesthetics. Also I don't think there should be any particualr reason not to stack them both though o.o
  12. 01:19:550 (3,4) - Check your spacing here, these two are very noticeably being closer to each other compared to your other 1/2s
  13. 01:22:247 (3) - I don't really think it's wise to force (3)'s into an under-curved slider like that simply to let it be fitting to your next (4) spacing-wise... Perhaps try a slider wave instead here? It gives more or less the same effect but it feels way less forced visually :
  14. 01:39:101 (2) - Check the blanket here once more, as it's currently very noticeably uneven
[Hard]

  1. 00:01:348 (1,2,1) - Although there's a clear slider velocity change here, the way you're positioning these three gives a really vague impression whether you're (1) trying to put out an accelerating spacing here or (2) trying to make these three equally spaced. I think it's better to make these three equally spaced, or (if you're going for the accelerated spacing one) space these three out more so that the players can clearly see the accelerated spacing you're using here (:
  2. 00:20:898 (3) - I don't really think the repeat here is a good idea as the most prominent part actually goes on 00:21:573 - (the downbeat). Personally I'd remove the repeat here and add up a jump here so that the sound 00:21:573 - can be better emphasized as following :
  3. 00:21:573 (4) - In case you're doing the above suggestion, the New Combo should be here actually (not on 00:23:595 (1) - )
  4. 00:23:595 (1) - Move this upwards to ~x:240 y:193 perhaps? I don't really think there's something from the song that fits the stack here, imo it would be much better if you're keeping a movement through (1,2,3) to get in sync with the song's flow
  5. 00:26:966 (1,2) - Again, there's nothing from the song that warrants a sudden cease in flow here. You can try something like this though for example :
  6. 00:29:662 (1,2,3,4,5,6) - Hmm, is this spacing intentional? I don't really think there's a reason to reduce the spacing here though o.o
  7. 00:43:820 (1) - Yet again here, the stack creates a sudden cease in flow which doesn't really fit with the song's beats and rhythms. You can simply move this to ~x:225 y:95 though for example (to create a diamond pattern) and then move the next (2) - just the next (2), not including the (3) - to ~x:24 y:272 to create a more lively flow and pattern here though xD
  8. 00:54:606 (2) - CTRL + G this slider to create a neat circular flow around (1,2,3) here perhaps?
  9. 00:55:955 (1) - Change this into a 3/4 slider in order to emphasize the build-up? Also
  10. 00:56:629 (1,2,3,4,1,2) - I think the jump here can be made more prominent though - right now the direction of your jumps are quite random, which don't really add up well to the build-up section. Personally I'd apply a back-and-forth jump here though, as it's a lot more organized than your current jump and it fits up really well with the build-up before the pause :
  11. 01:04:044 (4,5,1) - Personally I'd space these three away more from (3) to make it much less clustered - don't worry about the small jump that will happen though, the jump's perfectly fine and fitting :3
  12. 01:05:393 (2,3,4,5,6,7,1) - Hmm, I don't really get the idea behind this pattern orz - you should really consider turning these seven into a hexagon though, as it gives a clearer sense of pattern while not too deviating away from your current notes' positioning :
  13. 01:19:550 (3,4,5,1) - The jump here, if any, should be on (5) -> (1) actually (not on (3) -> (4)) as 01:20:898 (1) - (the downbeat) is actually the one worth emphasizing
  14. 01:27:640 (3) - Hmm, why the overlap? This overlap is really visible (and aesthetically unsettling) in play mode imo - you can simply turn this into a jump like this though :
  15. 01:28:314 (4,1) - ...which can the be followed with something like this (the (4)'s end is stacked to (2) by the way) :
  16. 01:37:078 (1,2,3,1,2,3) - The antijump on both (2) -> (3) don't really fit with the flow imo... Consider spacing the (3) out more perhaps?
[F Ant's Promise]

  1. Consider using AR7.5 to give player better readability and to give the map better AR progression (4.5 -> 6 -> 7.5) perhaps?
  2. Also consider using Tick Rate 2 if you mayl, as the note density here is better represented with Tick Rate 2 rather than 1 in my opinion~
  1. 00:05:393 (1) - Should've a whistle as well I believe, as your similar-sounding 00:16:179 (1) already have a whistle of its own
  2. 00:26:966 (1,2,3) - Small suggestion here but I personally don't think reducing the spacing on (2,3) to normal is a good idea here (as your previous jump on the blue (3) -> (1) gives a fantastic flow already there), so I think arranging these three into a constant small jump is a much better way to preserve the player's momentum as following :
  3. 00:29:325 (5) - Minor stuff here but it's not perfectly stacked to your previous (2) in its current state
  4. 00:37:752 (1,2,3,4) - - Another small suggestion here, I think it would be fancy if you can turn (3) out into two circles and then create an accelerated spacing pattern between the five circles. This helps to hinder you from using a jump between (3) -> (4) though, as (although it's playable as is) it doesn't feel right though because if you want to put out a single jump here it should be from (4) -> (1) instead ._.
  5. 00:45:674 (6) - Putting (6) this way works better imo because it gives a good parallel impression with your previous (4)'s direction :
  6. 00:53:932 (1,2,3) - Small stuff here but please really do consider adding a slight curve either by a clockwise/counter-clockwise direction here, as by doing it the flow from (3) -> (4) would be greatly improved
  7. 01:04:044 (5,6) - Switch these two's position? Yes, I very much understand what you're trying to do here but but by switching these two up you'll get a very natural circular flow here :
  8. 01:19:550 (4) - Umm, this should be placed lower compared to (3)'s end (in ~y:105 for example) in order to perfect the descending pattern I suppose...
  9. 01:43:146 (2,3,4) - Consider moving these three more to the bottom-right here as - due to the stacking's nature - with your current arrangement (2) will overlap (1)'s end in a way that ruins the visuals here
  10. 01:46:516 (1) - Considering the song's volume dynamics, I think you can apply a gradual volume increase here as well on the slider's body (leave the volume on the slider's start and end as is, by the way) - this is especially impactful if you're using the Tick Rate 2 that I mentioned above
There you go - I try not to focus on the hitsounding here as I see that you'll going to rework it soon. Basically I do agree with many voices here that the lower diffs could be improved more before being nominated - if you're lazy to fix the hitsound (and if Blizs don't mind) though you can simply copy the hitsounds from Blizs' diff using the Hitsound Copier (http://osu.ppy.sh/forum/t/353638/) to your lower diffs though hehe (*^-^)

Best of luck, I hope this helps~
Topic Starter
Uta
ill leave the hs on shurelia for now
Shurelia
since the mapper asked : https://shurelia.s-ul.eu/ILxosm5u.rar

basically using F Ant's HS idea but with some improvements
Topic Starter
Uta
alright. hitsound updated.
-Keitaro

Kisses wrote:

and kontol
Uta what have you done
Blizs
pls don't change my hitsound :(

ok you can change it xd
but there's something I want to do with it

  1. 01:00:674 (3) - remove drum addition and the finish on the head and leave a normal sampleset instead. Just like 01:06:067 (3) - . And Also give whistle on the tail
  2. 01:27:640 (3) - Give whistle on the tail
Shurelia
alright, everything's ok from my side.
After Uta replied to Blizs' suggestion. @BN feel free to proceed.
lit120

Error- wrote:

Kisses wrote:

and kontol
Uta what have you done
what did u teach him boi? :eyes:
_handholding
:thonk:
show more
Please sign in to reply.

New reply