Applied some suggestions Of Larto(es) concerning my sliders in Brave Eagle... making the slider velocity change even easier to read/predict :3. Also made some changes to harmonize the notes more with both vocals and music.
Jebok wrote:
Oh, I love this song! What a great tune !! Oh goody goody goody a detailed mod! I love you sooo much~ !!! *sings a love song under balcony*
Baby EagleSPOILER00:02:453 (3) - A very bad symmetry here, and it shows like hell, make it symmetrical?Had absolutely no intentions to make it symmetrical obviously lol, but rounded it up a bit.
01:00:718 (6) - y:151 Nnope ! Messes up with the spacing. Spacing is more important.
01:17:577 (3) - y: 339 Fair enough!
01:38:404 (5) - I think the beginning of this slider should be in the shadow of (1)? Do the placing so that it does, should create a square rotated 45 degrees as of shape. Fixed
01:49:561 (4) - It's a bit oddly spaced, so how about just changing the shape of it so that it fits on the left side of the screen, I would do a slider which curves. I think it's fixed... lol!
01:56:751 (3) - Should be y:315 Indeed
02:45:346 (4) - Same Y as (2) please? Sure!
Regular EagleSPOILERQuite generally what I don't like is the two small combos like at 00:30:470 or 00:46:338. I think combining them together is better..? I like them like that. They fit.
00:38:404 (1,3) - Make them at the same Y as the previous (3)? It's 196. Then (3) will be the shadow of the previous (3) as well. Fixed~.
01:36:420 (1,2) - This might be too hard for a reasonably new person to catch, maybe different snapping? I didn't understand this part quite well... but I'm interested so providing further explanations would be welcome~.
01:39:892 - This is the only difficulty which has new combo here I think, check, if so, put it 1/1 later. Woopsie, fixed ~
02:17:082 (4) - Make this slider symmetrical (the ending note is 2grids too low)Fixed~
02:20:057 (2,3,4,5) - Move 8grids down Fixed~
02:26:007 (5) - 3 to the right, so its right under the end of (4)To the left now since I moved 4 lol... Fixed~
Brave EagleSPOILERSlider symmetry is what i would say first, but it looks like non-symmetricy here is on purpose so...
00:00:718 (1,2,...) - Have a look below, don't know if you'd like it but I gave it a shot
Absolutely fantastic idea! Replicated as in screenshot!
00:11:131 (9) - I would say snap with (8), or do some spacing which allows the two to not touch or by their very edge, such as x1?Gnh... I'm usualy NOT GOOD AT ALL with overlapping sliders, but I tried to fix it~ See if it's nice or not.
00:15:594 (9) - Make it so that its on the same Y as (6) I don't really like the idea but I tried something else~
00:19:065 (8) - I would again say to snap them together or the other thing. That managed too look actually VERY nice !~~
00:37:164 (2,3) - Put them horizontally, so that they aren't in the shadow of the previous notes? Meh, It's just like that in the editor mind you, but fixed.
00:44:106 (9) - Try to put in symmetry with (8) but also put the beginning of the slider in the shadow of (6)? Extremely difficult to do, so I gave up, but made things look a tad better.
01:03:693 (9) - Reverse selection and distance snap? Hmm ok~
02:17:330 (4,5) - I think they should be going like the direction of the slider was, so on the same diagonal lane / pretty much making it a reflection of (1) and the beginning of slider note (2) Fixed~
Almighty EagleSPOILER00:13:611 (4) - Same Y as (1)? Meh...
01:12:123 (3) - Doesn't look too nice as diagonal, maybe end it on the same vertical lane as it started? I think it looks ok actually. It seems to follow the diagonal way of the slider(4) and (5). Making it on the same Y would kill that effect.
01:26:007 (5) - No new combo Agreed, Fixed~
01:57:495 (1) - No new combo
01:57:743 - New combo Fixed~
01:58:982 - No new combo, as i don't think you need to split it into 3 combos, 2 is fine. Fixed~
02:23:404 (6,7) - I think it should be stacked, but I see what you done there so...Exactly
02:45:346 (1,2,3,...) - Make it more symmetrical if possible; Make (2) same Y as (3), (4) same Y as (1) etc etc.Made the arrangement slightly cleaner
THANK YOU SO MUCH !!!!!!!!!!!!!
Hmmm Ar8 ok that's n- WHAT OD+1 ?! CRUEL CRUEL CRUEL ! lollFaust wrote:
Update.
- Switched to AR8, OD+1
- Made an adjustment to a slider.
theowest wrote:
General
- bg.jpg is 1024x765, which differs from the recommended size of 1024x768 Stretched... quality loss isn't really noticeable by eye anyway.
- Missing Skin Files: reversearrow.png and scorebar-bg.png scorebar-bg is there already... o.O. Added reversearrow
- Inconsistency in Kiai Times: - [Almighty Eagle [Faust]] : Kiai #3: Starts on 02:15:594, ends on 03:02:949, it should end on 03:03:197. Fixed~
- Inconsistency in PreviewTime: The taiko difficulties have 24519, instead of 24520 as the others. Well this is weird... when I stop my cursor at the white tick, it's also different. The offset however is the same in all diffs. Fixed through .osu~
- Inconsistency in LetterboxInBreaks: The taiko difficulties have letterboxinbreaks checked. Fixed~
- Consider having custom hitsounds, it would sound much better and the current volume is also a bit too high. Try lowering it by 5-10% Now if you don't want to use any other hitsounds, try making the sliderslide silent. The clap should sound something like someone getting hit in the face, try to listen to that in the song. Would fit perfectly. Alright, I lowered the volume of the hitsounds to what I think is the maximum I can go without the song overwhelming them. Don't get too many hopes though... you quickly lose the track of hitsounds and they sound too quiet, so I could maybe lower the volume by 2~3% most of the time, but that's the maximum really. I honestly hate silent hitsounds, but I did decrease the sliderslide to a barely audible level, which sounds better yes! As for the hitsounds in general, I'll check my hitsound folder if I can find something interesting. Thanks for the suggestion.
- If you ever want to use claps, make sure they're only on these Will check that out
- Whistles should only be placed on the red ones. ^
- Trust me with the hitsounds, okay? It's my awesome osu! talent. haha I will I will !!
Baby Eagle
All fixed~
- 00:16:586 (4) - Remove finish
- 00:32:453 - Remove finish, everything in this beatmap seem to sound better without that finish. Will sound better however if you lower the volume. finishes only fits in certain places in this beatmap, like 00:40:387 - here for example
- 00:56:255 - ^
- 01:04:189 - ^
- 03:03:197 - this end is pretty silent, try making it silent, not loud with that finish.
Regular Eagle
- 00:16:586 - Oh no. Remove that finish for me dear. *run in headlights*~
- 00:24:520 (8) - for some reason, this fist so good. compared to every other finish. lesson learned, only use finishes in these ways.
- 00:32:453 - remove finish
- 00:48:321 - remove finish
- 00:56:255 - ^
- 01:04:189 - ^
- 01:20:057 - ^ So I heard you hated Finnish in school ~
- 01:26:503 - this doesn't look good. it ALWAYS looks better spreaded out when it comes to these things
- 01:27:495 - ^
- 01:51:792 - remove finish
- 02:23:528 - ^
- 02:30:470 - ^
- 02:35:429 - ^
- 02:36:420 - ^
- 02:43:363 - ^
- 02:44:354 - ^
- 02:55:263 - ^ Aaaaaaaaaaaaaaaall fixed~
- 03:03:197 - this end is pretty silent, try making it silent, not loud with that finish. Yeah my endings are ridiculously loud lol... fixed~
Brave Eagle
The rest is all fixed. I noticed your modding was about technical stuff that I can't seem to remember doing everytime D:... and all about hitsounds mostly on my difficulties, which is quite encouraging ! It means I map satisfyingly . I will do my best to surpass myself on mapping and I'll be careful with hitsounds from now on lol.
- 00:07:908 (3) - Is there a reason for this slider not being perfectly snapped to the grid in the middle? Yes, lazyness.
- 00:16:090 - Many 1/8s can create a very loud noise, please lower the volume, especially for these. Right! ~
- 00:19:065 - I guess this is okay after all, but I wouldn't recommend it. It looks better overlapped than hugged closely
- 00:32:453 - Remove finish Ok ~
- 00:38:404 (1) - Unsnapped spinner (end). Oh my... how embarassing :S ~
- 00:48:321 - Remove finish ~
- 00:56:255 - ^ ~
- 01:03:693 - As mentioned before ~
- 01:10:139 (1) - Unsnapped spinner (end).
- 01:20:057 - Remove finish
- 01:26:007 (1) - Unsnapped spinner (end).
- 01:35:925 - Remove finish
- 01:51:792 - ^
- 02:16:090 (2) - Put a new combo on this note so the previous spinner ends properly.
- 02:23:528 - Remove finish
- 02:31:958 (2) - Put a new combo on this note so the previous spinner ends properly.
- 02:35:429 - Remove finish
- 02:36:420 - ^
- 02:39:396 - ^
- 02:43:363 - ^
- 02:44:354 - ^
- 02:46:834 - As mentioned before
- 02:53:280 - Remove finish
- 02:54:272 - Remove finish
- 02:55:263 - ^
- 03:00:222 - Remove nc
- 03:01:214 - Remove finish
- 03:02:701 - As mentioned before
- 03:03:197 - this end is pretty silent, try making it silent, not loud with that finish.
Seeing a lot of geometric shapes this early on in forms of notes makes me view your mapping future very bright. <3 Yayy ~ <3 I hope so!
I hope I didn't forget anything. Thank you so much!
That was FAST ! Thank you very much .[Te][Amo] wrote:
Hi MathiasXII
GeneralEasy
- Inconsistency in Kia Times
- [Almighty Eagle [Faust]] :
Kiai #1: Starts on 00:40:387, ends on 00:56:255
Kiai #2: Starts on 01:27:991, ends on 01:43:858
Kiai #3: Starts on 02:15:594, ends on 03:03:197
- [Baby Eagle] :
Kiai #1: Starts on 00:40:387, ends on 00:56:255
Kiai #2: Starts on 01:27:991, ends on 01:43:858
Kiai #3: Starts on 02:15:594, ends on 03:03:197
- [Brave Eagle] :
Kiai #1: Starts on 00:40:387, ends on 00:56:007 Fixed~
Kiai #2: Starts on 01:27:991, ends on 01:43:858
Kiai #3: Starts on 02:15:594, ends on 03:03:197
- [Regular Eagle] :
Kiai #1: Starts on 00:40:387, ends on 00:56:255
Kiai #2: Starts on 01:27:991, ends on 01:43:858
Kiai #3: Starts on 02:15:594, ends on 03:03:197
- [Taiko Challenging [Xgor]] :
Kiai #1: Starts on 00:40:387, ends on 00:56:255
Kiai #2: Starts on 01:27:990, ends on 01:43:858
Kiai #3: Starts on 02:15:594, ends on 03:03:197
- [Taiko Standard [Xgor]] :
Kiai #1: Starts on 00:40:387, ends on 00:56:255
Kiai #2: Starts on 01:27:990, ends on 01:43:858 These present a weird issue actually. It is how they are snapped on the timeline EXCLUSIVELY in these difficulties! I will manually change it in the editor, but I'm afraid it's gonna show up as not snapped by the BAT AIMod lol!
Kiai #3: Starts on 02:15:594, ends on 03:03:197Regular Eagle
- 00:11:131 (4) - Remove whistle, if you dont wan't to hear that annoying song in the slider I would never have noticed that detail lol. Thanks~
- 00:30:470 (3) - Add clap at the end for beign consistent
- 00:32:949 (1) - Add clap These two notes are intentionally not clapping =/.
- 00:48:321 (1) - Add finish at the begin Hmmm someone told me to do otherwise so it will stay as is.
- 00:58:734 (4) - Remove whistle at the begin, its sounds betterNice! I agree .
- 01:38:404 (5) - Move the tail of the slider 1 grid to the right Ewww lol!!! Fixed~
Brave Eagle
- 01:19:065 (2) - Add clap at the end and in the next note 01:19:561 (3) Haha that sounds amusing!
- 02:23:528 (5) - Add finish Same as in Baby Eagle ~ :3
- 02:48:817 (4) - Add clap for being consistent
- 02:50:801 (7) - ^
- 02:56:751 (4) - ^
- 02:58:735 (7) - ^ All Fixed.
Almighty Eagle [Faust]
- 00:10:635 (1) - Add NC
- 00:18:569 (1) - ^ Fixed... rearranged my combos as well!
- 00:31:462 (7) - Add clap at the end and add clap in the net note 00:31:958 (8)
- 01:14:104 (x) - Unsnapped inherited section Thanks
- 01:22:536 (1) - Add NC It follows the same patern as everything else before
- 02:38:652 (4) - Add clapDone~
Love the song and the hitsounds really match whit the song
- Yo can remove [Faust] At the end of the name of the DiffLoL many people told me to do so. Okay okay I will :3 for a final time!
Good Luck ! and Star!
[Colours]
Combo1 : 0,105,255
Combo2 : 221,4,221
Combo3 : 226,226,5
Combo4 : 4,210,210
SliderBorder : 255,255,255
[Colours]
Combo1 : 0,105,255
Combo2 : 221,4,221
Combo3 : 226,226,5
Combo4 : 4,210,210
SliderBorder : 255,255,255
Alright I won't give you any Kudosu but I would still like to thank you to help me get some attention on this map. Very appreciated .Xgor wrote:
Talked with Garven and he wanted me to these things.
[Almighty Eagle]
01:13:115 (5) - Hidden repeat. Fixed and made some iffy patters easier~!
[Taiko Standard]
01:15:594 (5) - Add clap Fixed
[Taiko Challenging]
00:21:792 (6) - Add clap Fixed
Don't kd me. kd Garven whenever he decides to mod this.
Thank you Garven ! This mod was VERY helpful . However, there are some details that I couldn't understand or that were a tad too vague. I would appreciate if we could elaborate on those details either in this thread, by pm or in game chat.Garven wrote:
Ahoy! Xgor showed me this lovely set a while ago and I'm finally getting to this because I'm sloooow zzz Haha no problem! Thank you to take time to check my map .
[Baby Eagle]
The start has some complex rhythms here that really don't fit the style that an Easy difficulty should have. I do get your point. I put something a tad easier.
00:13:611 (1,2,3,4,1) - The flow here feels really... unnatural. You move back and forth on phrases that really don't feel like they should be moving like that. If I was following the lyrics/phrases here, It'd be on 1/2 (red) ticks, which I would really rather not do on an Easy difficulty. So I tried to compensate in some other way. I did try to change it a tad bit though.
00:19:561 (3) - Remove whistle on sliderslide. Sounds like D: Removed~
00:40:883 (1) - Way too soon after a spinner for this level of difficulty I kinda had it coming huh? Okay rearranged.
00:50:305 (3) - Remove whistle on sliderslide. Removed
00:58:734 (4) - ^ etc. There's a bunch if you care. I THINK I fixed em all ~.
00:56:255 (5,1) - Another weird flow spot. Felt better moving to the upper right corner Really ? oh. Okay I flipped the thing until the slider .
01:12:619 (1) - Too soon after spinner
01:28:487 (1) - ^
02:31:958 (1) - ^ Yup, fixed.
02:50:801 (4,1) - Didn't feel like a good spot for a jump considering 02:46:338 (5,6) - That jump was NOT intentional ! :O Fixed that!
[Regular Eagle]
Same commentary on the whistle on sliderslide usage. Supposed to be all fixed.
00:06:420 (3,1,2,3) - This looks horribly misaligned Agreed, fixed~
02:16:090 (1) - Too soon after a spinner for a Normal. I am aware of this and this is a major problem itself, as I don't know how to fill that space else way than with a spinner and a note right after. I tried everything really. What I did right now is that I shorten the slider 1 white tick and added a note after so it AT LEAST doesn't start with a triplet, but that's the best of what I feel I can do :S.
02:46:338 (3) - This 4-hit slider kind of came out of nowhere. Might be best to keep it at 3 by this point in the map. Not a bad idea. Fixed~
02:58:735 (7,1) - Didn't feel like a good place for a jump No more jump~
[Brave Eagle]
Same commentary on the whistle on sliderslide usage. Fixed
00:25:511 (3,4,5) - I'm... not really understanding -why- you have these speed ups and slowdowns. The intensity of the song isn't really changing much at all beyond the addition of the synth for the chorus. Alright, so here's the thing. I had MANY MANY MANY testers on this difficulty because I know that these kind of sliders are uncommonly used and when they are, they often feel out of place. I got the same feedback from 7 out of the 9 testers "It does surprise a bit at first, but it is actually quite enjoyable and DOES fit with the music while not being overused and challenging at the same time. It does make this map fun." I think the problem is when you overanalyse what integrates this part in the music itself. The way I see it is like the "swoosh" feelings there was in the song in those parts, which I think are not overused as well and do fit with the song. I am perfectly aware than some people may not like this (the 2 other testers lol), but I will take my chance on this.
00:46:090 (5,6,7) - Kinda ugly overlap I have no idea what else to do there. I know the overlap is ugly, but I like how that loop part plays.
01:25:015 (3,4) - Really didn't like this spacing here. What? but it's the same spacing than everywhere else... (0.53)
01:12:619 (1) - And yet there aren't any slowdowns during this portion. It plays much better at a consistent speed. ^ as it's been told before, I am very well aware some people not be fan of the idea, but I do want to take my chance on this.
[Almighty Eagle]
00:21:792 (4,5,6) - Erm, this doesn't really read well at all.
00:22:536 (6,7) - ^
00:29:478 (3,4) - Hrm. There's a ton of these. They aren't very good points for jumps imo as they don't really accentuate anything strong in the music and thus don't have a good feel as a point for a jump.
00:46:834 (3,4) - And the problem arises when you have the same spacing but different rhythm. When you get caught up in the dance-like flow, this change ripped me out of the immersion from the map and made me realize I'm playing a game again. The problem is that some of the jumps feel great while others feel forced. Try to give this a critical look and see what points of the music that you're emphasizing and see if it's worth justifying the use of a jump.
Around 2:30 it felt like there were a lot of holes in your clap usage.
So basically, all of mods in this difficulty is about the jumps. I did change a lot of things on Faust's difficulty in the past (such as the spacing to make it a lot more stable and predictable), but I kept ALL of his jumps intact in his mapping because I like so much how it plays. Is it a problem though?
You also mention that some parts are good but some other parts feel off. I will, of course, try to give it a careful critical look about it, but as you probably know yourself, mapping a song often renders some details invisible or unperceivable just because you had your face in your beatmap for so long. I would like if you could elaborate your point here and help me out pointing at least some clue as to what you perceive as acceptable jumps/feel and what is not. So unless I have some kind of clue, it would be no surprise if nothing changes much.
Hmmm an anti jump... Maybe I did it wrong. I probably like got from a 1.5 speed to a 1 and forgot to switch it back to it's original spacing. Woops! lolGarven wrote:
That's fine - I was modding really late and needed to sleep. q: I'll see if I can catch you in-game or flesh out a more detail mod later on. To be honest, as long as you're able to justify why placements are the way they are, I am perfectly fine. A lot of these mods are just the "first take" reactions. The speed changes did play fine despite me not liking them, so as you say, there isn't a pressing need to change them.
That .5x anti jump in Brave was kinda eh though. It broke the dance-like feel to me to finish the phrase with a note so close.
That's the general gist of what I was pointing out, but if you want more specifics I'll do so when I get some time.
No worries... I guess we were suppose to meet up but we never seem to connect at the same time so I guess this is the best way hehe.Garven wrote:
Sorry for taking so long to get back to this.
Things like the 1/4 rhythm jumps that seem to have pretty much no musical backing and no real visual prompt to show that a jump is in the works such as 00:21:792 (4,5) - keep leaving me confused and frustrated. They are very quick movements that don't feel as if they are interpreting anything in the music nor what is presented in the map's flow at those particular points. If anything, the best point to perform the jumps would probably be on the final portion of the measure (blue tick) as used previously. Jumping on the red tick tends to feel early musically and tends to not be framed very well in the patterns that are presented.
I think those are the only things really bugging me about the map. Everything else feels fine - it's just those particular jumps that leave me a dour dove instead of an elated eagle.
I appologize for the redundant modding subjects.Garven wrote:
[Baby]
00:08:652 (1,3) - If you can, try to avoid overlaps like this. The way your map is constructed, these give a feeling of it being unpolished.
00:36:420 (1) - Kind of a lonely combo here
01:35:925 (4,2) - overlap
01:38:404 (5,1) - ^
All made sense... fixed!
[Regular]
02:15:594 (1) - Really soon after a spinner for a Normal. Try to give more recovery time (2 beats is usually good for this level of difficulty)
*sigh* I removed the slider, hoping it will solve the problem. Replaced with two notes.
[Brave]
This plays much much better. Nice.
Just give a hard listen for when slider tracks give sound like at 01:26:007 (5,6) - and a few spots where the whistle was applied possibly by accident. lol wrong difficulty... I can't believe after all the filtering I did there's STILL some sliders that had whistling in them. Okay I got through the WHOLE time line of notes clicking every single sliderspace to check if there was whistling. I removed them all. as for the hard listen, wha ?!
Saturos-fangirl wrote:
Alright! Before going through any of this modding, I have to express that I am very disappointed that such mod is posted AFTER it has been bubbled.
I would then like to give advice on modding from this point as for this to not happen with someone else :
When you see a map is bubbled, play close attentions to details that are problematic to ranking... as anything related to "note placements", "cleanyness of the map", "acceptable sliders" and "playability", as being bubbled, are all matters that are CONFIRMED being out of the way.
So unless the detail concerns rankability issues beyond a bubbled map, I'd invite you to post it more as a feedback than a modding itself... as the process of bubbling is very long for most of mappers and getting this kind of modding right after can be frustrating.
That said, don't be surprised if I reject most (if not all) of your modding here. I will transfer to Xgor what modding he needs to do.
[Baby]
00:54:272 (5) - the red follow points make this slider jerky at parts. Try moving the other follow points around until the curve looks more smooth: http://puu.sh/166f5 I think this is okay.
02:27:991 (2,3,4) - stacks are difficult for beginners as it doesn't tend to occur to them that the next note could be where they already clicked. Please unstack. The "stacking" is not covering any notes in gameplay, and hence, through playtests with easy players, was not a problem. Will stay like this.
02:56:255 - insert a note here to eliminate the 1.5 beat space, which can also be confusing for beginners I have left plenty of time spacing to hit this note... I do agree that it may be confusing at first, but not impossible or out of context at all. Will stay.
[Regular]
02:56:255 - still feels like there should be a note here. It feels like you were intentionally trying to change things, but in actuality it's disrupting the flow of your map Nope. I like it like this better to be honest.
[T Standard]
First impression is that I can play the hard side of taiko normal and I failed this my initial playthrough. Some of the issues:
00:40:883 (2,3,4,5,6) - streams of 5, mixed type
00:43:362 (3,4,5) vs 00:47:329 (3,4,5) - giving the same pattern different notes each time (variety is good, but consistency helps players pass in the face of other difficulties)
00:50:056 (6) - gaps in the music that end on red ticks even though there is an obvious beat on the white ticks
00:56:255 (1,2,3,4) - the 3,4 part of this pattern especially is difficult, its not overly difficult picking it up when I'm on top of things, but since your entire map is filled with this kind of thing, by the time I get here I'd have to take like 3 seconds to recalibrate and get my shit together before I could handle this pattern
01:51:544 (5,1) - having a finish of the same color at the end of the stream is a bit wonky '~'
02:31:957 (2,3,4,5,6) - just saying, this is a good example of a stream of 5 that isn't overly difficult: it follows an easy visual pattern
02:41:875 (8,9,10,11) - sets of 2 are also somewhat difficult but moreso if you mix types like this
Note: you don't have to change ALL of these. Having a few areas that are hard is a good thing...having the entire map being a hard area is not
[Brave]
01:35:429 (9) - this note is in a kind of odd location with respect to the flow of the map. You might want to move these notes out a bit like this: http://puu.sh/166UQ It is still okay as it is right now. Will not do anything.
[T Challenging]
00:41:627 (6,8) - finishes on the offbeats? I have no idea what part of the music this is supposed to go to
00:45:594 (6,8) - ^
you can just assume that for all remaining iterations of this pattern
[Almighty]
Initial impression: oh god there are whistles EVERYWHERE so?
No seriously, it sounds bad. Either reduce the number of soft whistles or reduce the total hitvolume so they aren't so obnoxious I don't think they are anywhere near obnoxious or annoying. You're either using a skin with custom soft hitsounds or having a sound card/speakers where the hitsounds sounds louder than usual... but I got through many many playtest to put the hitsounds in a pefect volume... so will not change. Sorry.
Also somewhat overmapped; up to you if you want to do anything about the triplets taking over your map though I guess.Whoever knows me knows that I am 100% against any form of overmapping... and this difficulty being under my supervision, any overmapped part were removed already. If the triplets are there, it's because it matches a part in the song. I'd invite you to listen to the song sounds carefully without hitnotes (outside Osu!) and with hit notes... Triplets are there in both case.
May you mod my beatmap sooner next time, I will be more open to modding about such astethic details. Thank you for your understanding.
As for now, will take this modding as a feedback and will take them in consideration in another beatmap .
Yes ! Your much needed support was productive indeed lol.Emaal wrote:
well that was productive.maal wrote:
Underneath my skin there's a negro
Anyways, showing support, I'm glad you're mapping this.
Anyways, congratulations man!