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Ricky Murray - Capture the Flash

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Topic Starter
Teara
This beatmap was submitted using in-game submission on Monday, January 06, 2014 at 7:24:20 AM

Artist: Ricky Murray
Title: Capture the Flash
Source: Newgrounds
Tags: Murray Minecraft
BPM: 120
Filesize: 1444kb
Play Time: 01:03
Difficulties Available:
  1. Easy (2.31 stars, 55 notes)
  2. Hard (4.86 stars, 167 notes)
  3. Normal (4.22 stars, 115 notes)
Download: Ricky Murray - Capture the Flash
Information: Scores/Beatmap Listing
---------------
All done.
Tari
Hi Teara, I wanted to look at this because the song is quite interesting

Here a check~


General Stuff
[General]

  1. You should remove the countdown in easy as well, because the other diffs don't have it

Easy Diff
[Easy]

  1. 00:20:500 (2) - Spacing is a little bit off here, maybe you should move it up to fix this? and make sure you check the spacing of the following note if you change this
  2. 00:19:500 (1) - You didn't add whistle for a long time, and following your pattern I think whistle to the end of here would be a good idea, to remain consistent I suppose
  3. 00:22:250 (1) - and I don't like the idea of the slider starting in red tick either, its totally off beat, and I don't think the intention in easy diff is to show the unimportant beats, Try this : http://puu.sh/3iS0z.jpg
  4. 00:27:500 (1,2) - I don't understand the reason why you add whistle here, in fact I don't really understand your whistle patterning at all, but I guess I'll try my best to see through this, but I guess you only need to remove whistle at note 2
  5. 00:35:500 (1,2,3,4) - ^
  6. 00:37:750 (4) - Why clap here? , I think whistle is better and makes more sense with your previous section
  7. 00:34:000 (2) - Again whistle should be here, so its consistent with your previous section really
  8. 00:34:250 (3,4) - I would rather you not curve these, it offers little to no change in gameplay and just looks bad (really you don't have long enough sliders to make nice curves lol)
  9. 00:41:500 (4) - Making the two previous sliders the same makes sense, because there identical in the music too, but this one not so much, I think it will be rhythmically better if you replace it with two circles instead?
  10. 00:49:500 (4,1,2,3,4,5) - ^ if you did the above, I would strongly advise you to change this too,
  11. 00:51:500 (1) - Why do you suddenly do these sliders, when you put 5 circles to emphasize some of the other parts?
    Err, very linear style , but I guess that should be it

Normal Diff
[Normal]

  1. 00:06:000 (1,2,3,4,5,6) - This could be alot more symmetrical lol, and you have the room to do so , so yeah you should really really make it symmetrical
  2. 00:54:750 (2,3,4,5,6) - ^ this for sure can be symmetrical or was it intentional?
  3. 00:15:000 (4) - Whistle here for consistency to the last section
  4. 00:12:875 (4) - I would rather you curve this more , so it can look more like the other sliders , It would also look a little bit more beautiful if you do so
  5. 00:27:750 (2) - Same thing said in easy, you don't need the whistle here really
  6. 00:35:750 (2) - ^
  7. 00:34:000 (2) - Missed a whistle here again, as explained already in easy
  8. 00:34:250 (3,4) - It would make much more sense if you made note 3 blanket note 4 , like you did in previous sections to remain constant in placement and pattern
  9. 00:42:000 (5) - I almost forget , you might want to add a whistle to the start of this in all diffs,
  10. 00:49:500 (4) - You missed whistle in the end of the slider I believe
  11. 00:51:500 (1) - Well you can keep the sliders in easy diff, but in normal I don't really like them ( I am being serious this time)

Hard Diff
[Hard]

  • Apply the hitsound suggestions on easy/normal to here to , self-explanatory
  1. 00:16:000 (1,2) - You should make the curve hard, to something like this, to make this part more interesting , Example here : http://puu.sh/3iUs0.jpg
  2. 00:17:000 - Perhaps add a note here and put it to the center, it would fit with your jumps imo ><
  3. 00:23:250 (3) - I guess a better pattern can be done here, Here what I came up with : http://puu.sh/3iUab.jpg
  4. 00:48:500 (2,3) - I think this is a way too big of a jump , especially for a hard diff, yeah its readable and stuff but its still too much considering the spacing here lol
  5. 00:52:750 (2,3,4) - Form a triangle with these 3 notes? something like this : http://puu.sh/3iUiQ.jpg

Wish you luck :3 , its a nice map
Topic Starter
Teara
Thanks for the mod.

I applied most of them.

Apart from some hitsound suggestions.
rezoons
Hi :),

Mod from my queue:

Feeling when i played the map:
Easy: Maybe you should reajust the map with a higher DS or use a higer SV. Because the notes are too close to each others imo espcially in some part like 00:54:750 (2,3,4,5,6) which, combined to the low AR, make appear a lot of approach circle close to each other, and it might confused the begginers.
Normal: Nothing peculiar to say. Maybe you could try to do some pattern when you have a lot of notes in a row like at....
Hard: Good.

Mod:

Well, my mod is mostly pattern suggestions and some nazi things since your map is short and hasn't any big flaw.

[Easy]
  1. 00:16:000 (1,2,1,2,1) - They are all in the same direction. Maybe you could do something more original than this. An example would be like this:
    It's an original shape ^^
  2. 00:24:000 (4) - If i follow the music maybe you should put an NC here instead of 00:25:500 (1).
  3. 00:40:250 (1,2,3) - The problem here is that you use a lot of 1/2 and it constrained you for making pattern. For example, here you can easily delete 1 and reduce 2 and 3 to notes and you'll still follow the music. But if you do that you'll have more liberty to do some sort of patten. And this reamrk apply in a lot of part in the map.
  4. 00:40:500 (2,3,4) - The end of 2 is at the same high at the beggining of 3 so the end of 3 should be at the same high as 4.
  5. 00:46:000 (1) - The spinner seems useless when it is the same length as some of your sliders like 00:38:000 (1). Maybe you should replace it by a slider.
  6. 00:51:500 (1,2,3,4,1) - It's nearly symmetrical. Maybe you could make it symmetrical.
[Normal]
  1. 00:14:500 (3,6) - They are nearly symmertical but not completly.
  2. 00:16:000 (1,2) - Usually jumps aren't really allowed in Normal.
    If you want to keep it in the middle do somthing like this for 00:12:875 (4,1,2,3).
    Then, by symmetry, 00:16:000 (1) will be close enough to the center to allow you to put your slider at the center without making a jump.
  3. 00:18:500 (3) - The jump is even higher here XD.
  4. 00:20:500 (3) - ^
  5. 00:21:750 (2,1) - Why not:
  6. 00:33:500 (1) - Move it to x=232 y=108 for a better blanket.
  7. 00:46:250 (1) - This spinner is even smaller than 00:38:000 (1). In this case put a spinner instead of 00:38:000 (1) and a slider instead of 00:46:250 (1).
  8. 00:55:250 (2,4) - Not symmetrical.
  9. 01:03:500 (6) - Move it to x=456 y=140?
[Hard]
  1. Just an idea like another. At the start, the music is more and more intense so maybe you could use an increasing DS. It's kinda wierd to have highly spaced note like at 00:00:000 (1,2,3,4) when the music is really quiet imo.
  2. 00:04:000 (1,2,3,4,5,6) - Here is an idea of pattern which came to my mind. It's not even a jump, because if the 3/4 the DS is respected.
    (Yes, i love triangles XD)
  3. 00:14:000 (1) - Maybe move it to x=152 y=332.
  4. 00:26:250 (4,5) - Not symmetrical.
  5. 00:46:250 (1) - Same remark as before. Small spinner here but big slider at 00:38:000 (1).
  6. 00:52:750 (2,3,4) - Maybe you could make them symmetrical in order to keep the symmetry of 00:50:250 (1,2,3,4,1).
  7. 00:59:375 (6,7) - These two notes are a little bit too loud.
~Good Luck~
Jinxy
[Normal]
00:00:875 (4) - I can't really hear anything that this is mapped to, and the blue tick seems to be quite jarring to play since the previous beats were all 1/2.
00:04:875 (4) - Same as above. It's especially weird due to 00:03:000 (5) - which is on a red tick, so the player has to change his clicking pace to something he can't really hear that well in the first place. The distance spacing may be obvious, but for a Normal-diff player, it sounds and plays quite oddly, I feel.
00:15:500 (6) - You should copy (3) and use reverse-selection, so it's symmetrical.
00:42:000 (5) - This slider blanket looks pretty bad, especially compared to the previous few I've seen in the difficulty. The slider end is too far. Using the slider ball ring as a guide should make this one quite easy to readjust, I feel.
00:44:000 (2) - On the contrary, the slider end is just a little bit too close. Probably because of Grid 3.
00:51:000 (5) - Move 1 grid right, it's not symmetrical to (3).

Yeah, that's about it.
P A N
hi Teara m4m

[Easy]
  1. 00:25:500 (2,3,4,5) - what about this pattern
  2. when the beginner play 00:44:000 (2) they will look follow the slider-ball until end so they don't have so much time to notice what is head/tail so they will press the tail slider of 00:46:000 instead.
  3. 00:40:500 - hmm I don't want to ruin your pattern/rhythm but maybe try this? it's fit the song and more easy than the current one.
  4. 00:49:000 (3) - maybe move to 128|160 to symmetry with the previous (1)?
  5. 00:53:500 - maybe try this? I think it's more fit the song.
[Normal]
  1. hmm hard to play with DT and HD mods
  2. 00:08:875 (4) - make it blanket with the previous (3)?
  3. 00:12:875 (4) - make it blanket with next (1)?
  4. 00:26:000 (2) - distance error, move it 1 grid right and move 00:26:250 (3) to 92|160 for perfect symmetry.
  5. 00:40:250 (1,2,3,4) - make them curve?
  6. 01:00:875 (4) - make it blanket with the previous (2)?
[Hard]
  1. 00:17:000 / 00:21:000 - add note with the lower volume?
  2. 00:36:000 (4) - make the slider stack like this?
  3. 00:31:250 (3) - move to 256|348 to make its tail perfect stack with the previous (6).
that's all good luck ><
Topic Starter
Teara

P A N wrote:

hi Teara m4m

[Easy]
  1. 00:25:500 (2,3,4,5) - what about this pattern
  2. when the beginner play 00:44:000 (2) they will look follow the slider-ball until end so they don't have so much time to notice what is head/tail so they will press the tail slider of 00:46:000 instead.
  3. 00:40:500 - hmm I don't want to ruin your pattern/rhythm but maybe try this? it's fit the song and more easy than the current one.
  4. 00:49:000 (3) - maybe move to 128|160 to symmetry with the previous (1)?
  5. 00:53:500 - maybe try this? I think it's more fit the song.
[Normal]
  1. hmm hard to play with DT and HD mods
  2. 00:08:875 (4) - make it blanket with the previous (3)?
  3. 00:12:875 (4) - make it blanket with next (1)?
  4. 00:26:000 (2) - distance error, move it 1 grid right and move 00:26:250 (3) to 92|160 for perfect symmetry.
  5. 00:40:250 (1,2,3,4) - make them curve?
  6. 01:00:875 (4) - make it blanket with the previous (2)?
[Hard]
  1. 00:17:000 / 00:21:000 - add note with the lower volume?
  2. 00:36:000 (4) - make the slider stack like this?
  3. 00:31:250 (3) - move to 256|348 to make its tail perfect stack with the previous (6).
that's all good luck ><
Applied all.

Thanks.
Sekai
oh hey Teara :3 mod4mod here >w<


Easy:
  1. 00:17:500 (1) - this finish sounds a bit too loud imo, how about making it lower a bit?
  2. 00:19:500 (1) - ^
  3. 00:21:500 (1) - ^
  4. 00:21:500 (1,2) - how about making this slider like this http://puu.sh/3ml6r.jpg (atm the 2nd slider is out of the grid lines)
  5. 00:23:250 (2) - just like i said on here 00:17:500 (1) -
  6. 00:24:000 (1,2) - switch the nc the places of this nc really don't fit imo
  7. 00:30:000 (1) - switch the whistle with a finish on the head and at the end of the slider, i'm hearing finish there not whistle ><
  8. 00:36:000 (3) - I think this slider would fit with map more if it's made like this http://puu.sh/3mlKX.jpg
  9. 00:45:750 (x) - you ignored the beat here and it would fit more if you added a note here
  10. 00:52:750 (2,3,4) - I think this a bit too hard for easy diff...Maybe switch those three notes with 1/1 slider that it would fit there

Normal:
  1. 00:03:000 (5) - adding a whistle sound so fitting o.o why not add it?
  2. 00:30:000 (1) - add a finish on the head, just like i said on easy diff
  3. 00:38:000 (1) - ^
  4. 00:44:000 (2) - use grid level 4 and move this slider to x:364 y:164 so it'll stuck under the other slider
  5. 00:54:000 (1) - ^ use grid level 4 and move this slider to x:256 y:140 so the reverse arrow can be stucked under the last note
  6. 00:56:000 (1,2) - it'll be better if you switch this 2 notes with 1/2 sliders so it'll sound and plays better, since this is normal
  7. 01:02:000 (1,2,3,4,5,6) - I suggest you to remove these notes/sliders and add a spinner here insteade, start at 01:02:000 end at 01:03:750

Hard:
  1. 00:03:000 (5) - add a whistle on the head of this slider, just as i said on normal diff
  2. 00:15:000 (4) - add a whistle here so it'll follow your whistle patterns
  3. 00:17:000 (3) - ^
  4. 00:31:250 (3) - move this slider 1 grid down with grid level 4 ><
  5. 00:38:000 (3) - switch the whistle on the start of the slider with a finish
  6. 01:02:000 (1,2,3,4,5,6,7,8) - same as i said on normal diffs switch those notes with a spinner


That's all i can find, nice map and song Teara good job >< good luck

And yeah here's my map: http://osu.ppy.sh/s/98117 for mod4mod :3
Chloe
hi there~

Just some suggestions, not necessary. : )


[General]
  1. fine.
[Easy]
  1. HP&OD-1?
  2. placement and rythem is fine.
[Normal]
  1. 00:49:500 (4,1,2,3,4,5) - why not make a hexagon here


[Hard]
  1. 00:07:500 (6) - encase 00:07:250 (5) - ?
  2. 00:16:500 (2) - ctrl g?
  3. 00:23:875 (5) - clap? and I think I don't need to point out all the clap I suggested to add :D
  4. 00:37:750 (1,2) - place like 00:35:750 (2,3,4) -
  5. 00:38:000 (3) - end in 00:39:500 and also 00:39:875 (4,5) - move to 00:39:625 (4) - , add 00:40:000 (6) - with normal hit
  6. 00:56:000 (1) - stack with 00:56:250 (2) - or not stack it will be better flow imo
  7. 01:03:000 (5,7) - x 328 y288 01:02:250 (2,4) - x184 y288 and put 01:03:750 (8) - to the centre
placement is clean, Good luck to your map <3.
HelloSCV
maybe M4M

General

  1. is Title right? i searched this on youtube but song is differnet :/
  1. and i think Ricky Murray is artist name check here

Easy

00:12:000 (3) - NC
00:22:500 (1,2) - http://puu.sh/3o1HN.jpg isn't it better?
00:30:000 (1) - clap or finish on end
00:51:500 (1) - clap on start

Normal

00:30:000 (1) - clap on end
00:42:000 (5) - NC + 00:43:250 (1) - delte NC + 00:44:000 (2) - add NC
00:49:500 (4) - this can cause confusing to players since this is Normal diff imo
00:56:500 (3,4) - this really looks like 1/1 beat please keep DS ;_; ( and of course 01:00:500 (3,4) - here too )

Hard

00:25:875 (2) - missed clap?
00:27:500 (1) - hmm why used clap here? since you added finish 00:19:500 (1) - on here, finish is much better imo
00:27:750 (2) - clap
00:31:250 (3) - need clap or finish + try ctrl G, it fits well with play i guess
00:35:750 (2) - clap
00:44:000 (3) - clap on end
01:03:000 (5) - i highly recommend add NC on here because rhythmm changes little bit and sudden big jump on there + and i think this rule stil available http://puu.sh/3o1de.png

i'm not sure if those HSs are purpsed lol

good luck~
Topic Starter
Teara
Done most of the suggestions of the top 3 mods.
Sieg
Hello, from #modreqs

Easy:
:\ it seems you was little lazy doing this diff. orz
You should start this like others diff on 0
00:08:000 (1,2,1,2) - i know this is easy but you even use 1\2 here so you can feel this spot with more notes\sliders, beginner players also love to play :3
00:46:000 (3) - according your NC this should be one?
00:56:000 (1) - this spinner a bit too long, considering fact that active play time around 50 sec, 8 sec spinner is too long

Normal:
00:25:500 (1,2,3) - arc this? http://puu.sh/3SHm6.jpg
00:46:000 (1) - try finish instead of clap
00:58:750 (4,5) - try this flow http://puu.sh/3SHuW.jpg
01:03:000 (4,5,6) - flow breaks pretty hard here. http://puu.sh/3SHoE.jpg

Hard:
1.15x DS between 1\4 looks not very clean here :\ not a big deal but 0.8 DS is much better for 1\4
00:23:750 (4,5,6) - you can do something like http://puu.sh/3SHDI.jpg that looks and plays much better imo
00:30:000 (7) - whistle
00:41:875 (5) - remove this one, this note only confuses players in this pattern
00:42:000 (5) - and make this something like http://puu.sh/3SHJl.jpg
00:59:375 (6) - NC here will help read\remember different spacing here
01:00:875 (4) - ^

Good Luck! :3
HabiHolic
Hi M4M~

Look good job map~ here is mod all suggestion~

[Easy]

good map very fun~

00:33:500 (1,2) - swap NC?
00:53:500 (1) - Delete NC Here There is no need to go into a particularly

[Normal]

00:02:250 (2,3,4) - same suggestion Reference photo http://osu.ppy.sh/ss/1230436
00:25:500 (1) - I think 00:24:000 (4) - this is good blanket Reference photo http://osu.ppy.sh/ss/1230441

[Hard]

00:07:500 (6) - blanket? http://osu.ppy.sh/ss/1230443
00:16:500 (2) - Ctrl + G bad flow and high jump
00:23:250 (3) - hmm patten flow? Ctrl + G
00:51:500 (1) - Rhythm and pattern suggestions If you want to try to change once http://osu.ppy.sh/ss/1230453

good job map~ Star~

Good Luck~
Topic Starter
Teara

HabiHolic wrote:

Hi M4M~

Look good job map~ here is mod all suggestion~

[Easy]

good map very fun~

00:33:500 (1,2) - swap NC?
00:53:500 (1) - Delete NC Here There is no need to go into a particularly

[Normal]

00:02:250 (2,3,4) - same suggestion Reference photo http://osu.ppy.sh/ss/1230436
00:25:500 (1) - I think 00:24:000 (4) - this is good blanket Reference photo http://osu.ppy.sh/ss/1230441

[Hard]

00:07:500 (6) - blanket? http://osu.ppy.sh/ss/1230443
00:16:500 (2) - Ctrl + G bad flow and high jump
00:23:250 (3) - hmm patten flow? Ctrl + G
00:51:500 (1) - Rhythm and pattern suggestions If you want to try to change once http://osu.ppy.sh/ss/1230453

good job map~ Star~

Good Luck~
Did most of them, thanks!

And thanks for star :3
RatedNC17
Hello~ :D (From your queue)

[Easy]
Spacing seems a bit far for a easy difficulty. Maybe use a distance snap of 1.0?
00:27:500 (1) - not sure if it was on purpose but missing finish hitsound
00:28:000 (3) - remove finish at slider start
00:35:500 (1) - Finish
just hit sound suggestion. placement is easy to follow and read

[Normal]
How about replace the soft finish sounds to normal finish sounds from 00:08:000 to 00:16:000
00:08:875 (4) - move this to 00:08:750
00:12:875 (4) - move this to 00:12:750
00:38:000 (1) - slider feels too long. Like this?

[Hard]
00:38:000 (1) - same suggestion as normal
00:58:000 (1,2,3,4) - these are placed strangely. doesn't look nice either :(

This is a pretty nice nice map. Short and fun to play. 8-)
Hinsvar
Yo; modding here~

*Bolded = Unrankable or strongly suggested; red = Highly suggested or questionable (still weaker than the bolded ones); black = Minor suggestions/rants; blue = Notes/advices to avoid/fix repeated problems. Also note that hitsound suggestions on a diff may apply on similar parts of the song and the other diffs of the mapset.

>Easy
  1. Uh, since this is a 120 BPM Easy diff, don't you think there's a lot of 1/2 gap between objects? This might be a little too intense for the players that are supposed to play this. For example, 00:22:500 (1,2,3,1) and 00:48:000 (1,2,3,4,1,2). Just saying my opinions.
  2. You might want to play with the drum sampleset a lot here. There are many places where the sample is supported, like 00:16:500 (2) and 00:18:500 (2), where a drum finish on the head and a normal drum hitsound on the tail will go along with the instrument here better than simply using soft hitsounds.
  3. 00:08:000 (1) - A drum finish fits the instrument here better than a soft clap, IMO. Using a soft clap just doesn't reflect the instrument here nicely. (Applies for all objects up to 00:16:000.)
  4. 00:23:500 - A clap from the normal sampleset will be better than a soft finish here, because the instrument doesn't seem to be too heavy and has an "echoing" effect, but instead it sounds "splashing", and we usually add claps to emphasize instruments that sound like that. (This suggestion applies to similar parts; I think you know where are they~)
  5. 00:44:000 (2) - I sure hope this won't contradict my opinion at the beginning of this diff's mod, but it will be more accurate to the song while still keeping the difficulty (kinda) if the rhythm is like this (with a clap at 00:44:500 and 00:45:500, then a whistle at 00:44:750).
  6. 00:50:000 - A whistle will be wonderful to follow the instrument here. Don't you think so?
  7. 00:50:750 (2,1) - Move (2) to (144,288) and (1) to (32,160), then move the node on (1)'s tail to (160,48) to make a better flow? This will break the symmetry of 00:51:500 (1,2,3) though.
  8. 00:55:000 (1,2,1) - IMO, this is kinda messy because the objects are too close to each other to the point of almost touching each other. I recommend something like this, but in the end, it's up to you.
>Normal
  1. Uh, sorry, but don't you think there are too many jumps here? Remember, this is a Normal diff, and because of that, there should be no jumps anywhere in the diff, with very little exceptions. I'd let jumps pass (although rarely) if it can make the flow when playing better, if they're not made for cosmetic/aesthetic reasons, and if they're not ridiculously hard, but it looks like all the jumps here are just to make symmetrical patterns...
  2. Same problem about 1/2s from Easy: I think you're using them too much here and it makes this diff a little too hard. Heck, with all the jumps, you can call this a Hard diff and I would still believe that this is a Hard instead of a Normal. Sorry if they came out as rude words for you (never meant to lol), but I think this can be really easier~
  3. 00:56:875 (4) - I think it's kinda difficult to read this slider because it's 3/4 beats apart from the previous object, and it is stacked. It's a little hard to read 3/4s in general, so unstacking this slider will be better.
  4. 01:00:875 (4) - ^
  5. 01:03:750 - Add a whistle to emphasize the instrument (and also to emphasize that it's the end of the map)? It somehow feels nicer that way; can't really explain it.
>Hard
  1. Umm, this Hard diff feels like an Insane, looking from the difficulty setting and the patterns that you use here... I think you might as well rename all the diffs to "Normal - Hard - Insane" at this point, if I have to be blunt (sorry, didn't mean to be rude again lol). I mean, there are a lot of big jumps (those that are over 2.5x in a 120 BPM 2.0 SV diff), and the diff seems to be pretty intense in general. Again, just saying what I want to say.
  2. 00:17:750 (2,3,4,5) - Make them look like this for a better flow?
  3. 00:42:000 (6,1) - I feel that the jump here is too big and also a little too sudden. Also, it has a weird flow. To fix the weird flow, at least, just use a vertically-flipped (6) to replace (1)?
  4. 00:52:000 - Uh, missing a whistle here?
  5. 00:58:000 (1,2,3,4,5,6,7) - These notes look randomly placed and also not too comfortable to play. Consider making some patterns and make them look more aesthetically pleasing?
  6. 01:00:000 (1,2,3) - ^. You can try to make a perfect triangle out of these circles, instead.
  7. 01:03:750 (4) - Same as Normal.
A good mapset, actually. The one thing I'm worried the most is the difficulty spread, though.

Good luck on the way 8-)
Topic Starter
Teara

RatedNC17 wrote:

Hello~ :D (From your queue)

[Easy]
Spacing seems a bit far for a easy difficulty. Maybe use a distance snap of 1.0?
00:27:500 (1) - not sure if it was on purpose but missing finish hitsound
00:28:000 (3) - remove finish at slider start
00:35:500 (1) - Finish
just hit sound suggestion. placement is easy to follow and read

[Normal]
How about replace the soft finish sounds to normal finish sounds from 00:08:000 to 00:16:000
00:08:875 (4) - move this to 00:08:750
00:12:875 (4) - move this to 00:12:750
00:38:000 (1) - slider feels too long. Like this?

[Hard]
00:38:000 (1) - same suggestion as normal
00:58:000 (1,2,3,4) - these are placed strangely. doesn't look nice either :(

This is a pretty nice nice map. Short and fun to play. 8-)
Thanks for the mod, but I didn't do any of them =) I feel they are fine as currently.
BanchoBot
This modding thread has been migrated to the new "modding discussions" system. Please make sure to re-post any existing (and unresolved) efforts to the new system as required.
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