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Wisp X - Temple of Time (Wisp X Remix) [Osu|OsuMania]

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Total Posts
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Topic Starter
Crypthesis
This beatmap was submitted using in-game submission on Sunday, October 1, 2017 at 1:57:45 PM

Artist: Wisp X
Title: Temple of Time (Wisp X Remix)
Source: Maplestory
Tags: fruity fruityenloops tp tp618 botan memory lane road of oblivion regrets electronic
BPM: 108
Filesize: 3913kb
Play Time: 02:20
Difficulties Available:
  1. Botan's Easy (1.14 stars, 104 notes)
  2. Fruity's EZ - 4Key (1.31 stars, 360 notes)
  3. Fruity's NM - 4Key (1.67 stars, 502 notes)
  4. Maplestory is an anime (2.94 stars, 63 notes)
  5. Normal (1.91 stars, 205 notes)
  6. TP's Hyper (3.17 stars, 362 notes)
Download: Wisp X - Temple of Time (Wisp X Remix)
Information: Scores/Beatmap Listing
---------------
owo


t his mapset is graveyarded. i'd like to thank all the gders (Botan and TP and Fruity) and all the modders. this mapset has been a huge learning experience for me, specifically learning more about how to map the lower difficulties. thanks






Difficulty List
Fruity's EZ (FruityEnLoops)
Fruity's NM (FruityEnLoops)
Botan's Easy (Botan)
Normal (me)
Maplestory is an anime (me)
TP618's Hyper (TP618) - not finished yet
PotatoJet
Sorry for late mod, I was in a tournament

where is TP618's Hyper?

Botan's Easy
I really like this difficulty! No complaints/suggestions here :) Good job Botan!

Normal
00:01:374 (1,2) not entirely sure what I would change this with but this doesn't look good visually.
00:02:222 (2,1) move (2)'s sliderend 2 boxes on the grid to the left. May seem unnecessary but the slider end isn't lined up with (1) or curving to (1).
00:05:021 (1) ok there was time between (2) and (1) so I don't think they should be that close
00:07:117 (1,2) move (1)'s slider end up 2 boxes on the grid so it's lined up with (2). You were trying to do that but it's not right and kinda uncomfortable to newer players.
00:08:167 (2,1) Technically nothing wrong with the jump from (2) to (1) but maybe change (1) to a regular slider but like the first slider where when the sound changes it goes down one or two boxes on the grid.


This diff overall feels like a Normal but some stuff needs to be fixed (Ask other modders, because I have so many mod reqs right now and I'm trying to help everyone fast as possible).

Reboot
Check with other people, I don't mod light insanes or insanes.

TP618's Hyper
where is this diff?

Gl with rank! :)
Senery
Hello! from my queue

[Botan's Easy]
  1. 00:28:363 (2) - align this better, its a bit off
[Normal]
  1. 00:00:000 (1,2) - maybe use some nice slider art here?
  2. 00:17:777 (1,2) - blanket these, would look a bit better
  3. 00:20:000 (3,1) - ^
  4. 00:28:333 (3,1) - ^
  5. 01:04:444 (1,2) - ctrl+g these, imo that sounds better (redo the placement thogh)
  6. 01:13:888 (1,2) - ^
  7. 01:24:444 (1,2) - use the same slider here, (2) is sticking out even though there is no sound change
  8. 01:48:888 (1,2) - move (2) up a bit so it blankets (1), right now it looks a bit messy
  9. 02:06:666 (4,1) - overlaps a bit
  10. 02:07:777 (1,2) - blanket these
  11. 02:07:777 (1,2) - stack these
[Reboot]
  1. For the beginning maybe lower the sound a bit for the clap
  2. 00:24:444 (3,1) - use the same sliders here
  3. 00:33:055 (2,1) - stack these
  4. 00:42:777 (2,3,4) - place these like so: https://puu.sh/x2c1j/f15b97f9d1.png looks better to me
  5. 00:44:444 (1,3) - stack these
  6. 00:49:444 (2,4) - ^
  7. 00:57:777 (1,3) - ^
  8. 01:01:388 (4,1) - ^
  9. 01:17:500 (1) - this slider ends on a strong beat
  10. 01:20:000 (1,3,1) - stack these
  11. 01:25:555 (3,1) - ^
  12. 01:59:444 (5,1) - ^
  13. 01:59:722 (6,2) - ^
  14. 02:02:222 (1,5) - ^
  15. 02:20:000 (1,2,3,4) - (4) is further from the rest, maybe place it like so: https://puu.sh/x2caR/272fbfaf1e.png (How you want to do that is: copy (1,2) and paste, ctrl+shift+s, type in 1.25x and select "Selection centre")
that's hope it help, good luck
Topic Starter
Crypthesis

PotatoJet wrote:

Sorry for late mod, I was in a tournament np :p

PotatoJet
where is TP618's Hyper? he's still working on it :/

Botan's Easy
I really like this difficulty! No complaints/suggestions here :) Good job Botan!

Normal
00:01:374 (1,2) not entirely sure what I would change this with but this doesn't look good visually. Copy-pasted first slider.
00:02:222 (2,1) move (2)'s sliderend 2 boxes on the grid to the left. May seem unnecessary but the slider end isn't lined up with (1) or curving to (1). Unnecessary because it's not a curve anymore :/
00:05:021 (1) ok there was time between (2) and (1) so I don't think they should be that close I think it's fine. 1/1 spaces are spaced like that in rest of the level.
00:07:117 (1,2) move (1)'s slider end up 2 boxes on the grid so it's lined up with (2). You were trying to do that but it's not right and kinda uncomfortable to newer players. Wait... what grid size? And I just Ctrl+Ged.
00:08:167 (2,1) Technicall y nothing wrong with the jump from (2) to (1) but maybe change (1) to a regular slider but like the first slider where when the sound changes it goes down one or two boxes on the grid. Sure.


This diff overall feels like a Normal but some stuff needs to be fixed (Ask other modders, because I have so many mod reqs right now and I'm trying to help everyone fast as possible).

Reboot
Check with other people, I don't mod light insanes or insanes. D: it's a hard

TP618's Hyper
where is this diff?

Gl with rank! :) thanks!

Senery
Hello! from my queue

Botan's Easy

00:28:363 (2) - align this better, its a bit off


Normal

00:00:000 (1,2) - maybe use some nice slider art here? I suck at slider art.
00:17:777 (1,2) - blanket these, would look a bit better Blanketed sliderend.
00:20:000 (3,1) - ^ Okay.
00:28:333 (3,1) - ^ Okay.
01:04:444 (1,2) - ctrl+g these, imo that sounds better (redo the placement thogh) Sure.
01:13:888 (1,2) - ^ Okay. (sliderhead is covered rn idk why)
01:24:444 (1,2) - use the same slider here, (2) is sticking out even though there is no sound change Accident probably /shrug
01:48:888 (1,2) - move (2) up a bit so it blankets (1), right now it looks a bit messy Okay.
02:06:666 (4,1) - overlaps a bit Okay
02:07:777 (1,2) - blanket these Blanket AND stack? I just blanketed.
02:07:777 (1,2) - stack these


Reboot

For the beginning maybe lower the sound a bit for the clap I didn't use clap.Lowered hitsounds tho.
00:24:444 (3,1) - use the same sliders here Okay.
00:33:055 (2,1) - stack these Okay.
00:42:777 (2,3,4) - place these like so: https://puu.sh/x2c1j/f15b97f9d1.png looks better to me I never knew you could blanket like that...
00:44:444 (1,3) - stack these Okay.
00:49:444 (2,4) - ^ ^
00:57:777 (1,3) - ^ ^
01:01:388 (4,1) - ^ ^
01:17:500 (1) - this slider ends on a strong beat I'd say the red tick deserves more emphasis.
01:20:000 (1,3,1) - stack these .
01:25:555 (3,1) - ^ I did...
01:59:444 (5,1) - ^ Okay.
01:59:722 (6,2) - ^ Stacked sliderend.
02:02:222 (1,5) - ^ Okay
02:20:000 (1,2,3,4) - (4) is further from the rest, maybe place it like so: https://puu.sh/x2caR/272fbfaf1e.png (How you want to do that is: copy (1,2) and paste, ctrl+shift+s, type in 1.25x and select "Selection centre") Just hand-did them. (I'm lazy)


that's hope it help, good luck Helped a lot! thanks :D

Thanks guys!
Botan

Senery wrote:

Hello! from my queue

[Botan's Easy]
  1. 00:28:363 (2) - align this better, its a bit off Done.
SPOILER
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 26111
Countdown: 1
SampleSet: Soft
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
Bookmarks: 146666
DistanceSpacing: 1.1
BeatDivisor: 4
GridSize: 8
TimelineZoom: 1

[Metadata]
Title:Temple of Time (Wisp X Remix)
TitleUnicode:Temple of Time (Wisp X Remix)
Artist:Wisp X
ArtistUnicode:Wisp X
Creator:Crypthesis
Version:Botan's Easy
Source:Maplestory
Tags:luminous
BeatmapID:1374994
BeatmapSetID:647682

[Difficulty]
HPDrainRate:2
CircleSize:2.8
OverallDifficulty:2
ApproachRate:2
SliderMultiplier:0.85
SliderTickRate:1

[Events]
//Background and Video events
0,0,"sh1.jpg",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
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8918,-100,4,2,0,40,0,0
9057,-100,4,2,0,70,0,0
17807,-100,4,2,0,40,0,0
17946,-100,4,2,0,70,0,0
26696,-100,4,2,0,50,0,1
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80030,-100,4,2,0,50,0,1
80168,-100,4,2,0,80,0,1
97807,-100,4,2,0,50,0,1
97946,-100,4,2,0,80,0,1
115585,-100,4,2,0,50,0,0
115724,-100,4,2,0,70,0,0


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blobdash
From your queue!


[General]

- Offset is wrong. Offset on ALL diffs should be 34.
- Hitsounds are too low compared too the intensity of the kiai. During kiai, use 100% hitsound volume (your mp3 has a high volume, so compensate)
- Use custom colors.
- Disable Countdown and Widescreen support for all diffs. (Widescreen Support is for storyboards)

[Reboot]

You could do something really cool with combo colors since this song has very clear low parts and high parts : use dark and grey combo colours for slow and colourfull colors for intense parts. Takes some time to do, but looks cool!
00:09:756 (2,1) - fix overlap
00:30:034 (3) - end it on the white tick, sounds horribly wrong
00:38:922 (3) - make this slider only repeat once and add a circle
00:56:422 (4,1) - fix overlap
01:00:034 (1,3) - fix overlap
01:09:756 (3,2) - fix overlap
01:33:367 (3) - looks ugly
01:55:589 (5) - split this slider into 2 sliders, to avoid making things boring
02:11:145 (1,2,1,2,1,2,3,4) - make that ladder a little bit more perfect and geometrical
02:24:478 (1) - use a spinner instead

[Normal]

I won't mod this diff pointing out particular objects because to me you need to remap.
Use more complex rythms (faster rythms, like the type of rythm you used in [Reboot]) with closer distance snap (here you really used a too big snapping distance, and the diff really lacks design).

[Botan's Easy]

- Fix offset (see General)
- Use combo colors
00:25:585 (4,1) - fix blanket
00:44:474 (1,1) - add a break

Not something you wanted, but the map is short and I wanted to map some mania so there you go. If you don't want to add them in the set please at least link them in the map description :)
Topic Starter
Crypthesis

FruityEnLoops wrote:

From your queue!


[General]

- Offset is wrong. Offset on ALL diffs should be 34.
- Hitsounds are too low compared too the intensity of the kiai. During kiai, use 100% hitsound volume (your mp3 has a high volume, so compensate)
- Use custom colors.
- Disable Countdown and Widescreen support for all diffs. (Widescreen Support is for storyboards)

[Reboot]

You could do something really cool with combo colors since this song has very clear low parts and high parts : use dark and grey combo colours for slow and colourfull colors for intense parts. Takes some time to do, but looks cool!
00:09:756 (2,1) - fix overlap not sure what you mean by this, but I just stacked them.
00:30:034 (3) - end it on the white tick, sounds horribly wrong sure
00:38:922 (3) - make this slider only repeat once and add a circle sure
00:56:422 (4,1) - fix overlap fixed
01:00:034 (1,3) - fix overlap stacked
01:09:756 (3,2) - fix overlap fixed
01:33:367 (3) - looks ugly blanketed
01:55:589 (5) - split this slider into 2 sliders, to avoid making things boring okay
02:11:145 (1,2,1,2,1,2,3,4) - make that ladder a little bit more perfect and geometrical sure, but I still want it to have a slight angle change
02:24:478 (1) - use a spinner instead na :p

[Normal]

I won't mod this diff pointing out particular objects because to me you need to remap.
Use more complex rythms (faster rythms, like the type of rythm you used in [Reboot]) with closer distance snap (here you really used a too big snapping distance, and the diff really lacks design).

okay ;-;
[Botan's Easy]

- Fix offset (see General)
- Use combo colors
00:25:585 (4,1) - fix blanket
00:44:474 (1,1) - add a break

Not something you wanted, but the map is short and I wanted to map some mania so there you go. If you don't want to add them in the set please at least link them in the map description :)
Thanks!

And thanks for mania too! (I'll add it to mapset)
Plaudible
bishop > luminous
trash mage smh

need a hellux carry? :3
Topic Starter
Crypthesis
yus
Sharkie
[Hitsounding]
Soooo the hitsounding obviously needs work. Generally, for piano sounds, you would use the default soft-whistle for all piano hits. However, when the percussion enters (especially during the kiai) , I would suggest using a bass drum hitsound. Here is one for you. Now in order to use this hitsound, you would call this .wav file soft-hitwhistle1 (because Bass Drum hitsounds are 99% of the time used as whistles) then, in the timing panel, you would change ihe kiai (and other sections where appropriate) to using custom hitsound1. Because you aren't using any custom hitsounds, the soft:customhitsound1 will only use the bass drum hitsound I gave you and the default hitsounds.

Alright, so hitsounding 99% of the time, follows percussion. The percussion in this song is ridiculously easy, so don't worry about it.
This is what the percussion part would like like for your first kiai (repeated over and over)
So I labeled the first beat Bass Drum/W, that means on the first beat and third beat, you should put a Whistle.
On the second beat, I labeled it Snare/C, that means that on the Second and Fourth Beat, you should put a clap. In general, claps are used to follow snare hits.
And, lastly, there's the Closed Hi-Hat/N. The closed hi-hat sound is pretty insignificant, so you don't need to add any hitsounds. The "hitnormal" (the default sound when no hitsounds are added) is sufficient for that percussion sound.
Now, I know you're wondering, "Where do I put the finishes?"
Well, finishes are generally used for Crash Cymbals. In general, Crash Cymbal happen after every 2, 4, 8, or 16 measures. In your first kiai, it happens every 2 measures, so I would put finishes:
00:26:696 - here
00:31:141 - here
00:35:585 - here
00:40:030 - here
00:44:474 - and here
However, the crash cymbal 00:44:474 - here is a lot softer than the rest of the kiai because its obviously a much softer phrase.
Additionally, after 00:44:474 I would switch the whistle back to the default whistle so you can hitsound those piano notes!

[Easy]
  1. 00:48:918 - I would add a break after this spinner.
  2. 01:17:807 (2) - You could put a really ~cool~ slider here D:
  3. 01:54:474 (4) - I would make this slider look like this because its a pretty emphatic ending, and you used sliders like that here 00:28:918 (3) - also I think it looks a lot better.
[Normal]
Soooo, I saw the old Normal, that was basically mapped like an Easy.
This new normal is better but its waaaaaay too dense. Also, its actually kinda uglier in my opinion.
So in Normals, notes that are 1/2 apart are overlapped due to the slow Slider Velocity that should be used in a normal. However, this also means its harder to make things look nice. First off, your rhythm is way too dense. What I mean by that is, you have way too many 1/2 sliders places like here 00:09:478 (2,3,4,1,2,3) -
Additionally, because its so dense, its really REALLY hard to read for a beginner player. Stuff like this 00:31:145 (1,2,3,4,5) - is really difficult to read.
One more thing, I would also use x1 distance snapping, not x1.2.

  1. 00:03:645 (2,3) - These are overmapped, I would delete these.
  2. 00:06:700 (3) - This is curved way too much and it looks kinda ugly. What about something like this?
  3. 00:17:256 (4) - This is overmapped as well
  4. 00:35:589 (1,2,3) - You shouldn't stack these, its very confusing to play.
    Usually, stacks in a normal would be used for something like this.

    What I would do is study some Normals that are mapped at a similar bpm (and even a similar genre - Oriental Instrumental) and draw some inspiration from that. This and the harder difficulty needs a remap. But don't worry, that's how you improve. By remapping.
    Don't give up!
Topic Starter
Crypthesis
ded placeholder
Botan

FruityEnLoops wrote:

Botan's Easy
- Fix offset (see General) Already at 34.
- Use combo colors Done.
00:25:585 (4,1) - fix blanket Fixed? I didn't want it to be a perfect symmetrical blanket around the end of the other slider. Wanted the direction to go downwards.
00:44:474 (1,1) - add a break Took out spinner and replaced with a break.
Thank you Fruity!

Sharkie wrote:

Botan's Easy
  1. 00:48:918 - I would add a break after this spinner. Removed spinner entirely from previous mod and added break!
  2. 01:17:807 (2) - You could put a really ~cool~ slider here D: Lame slider added.
  3. 01:54:474 (4) - I would make this slider look like this because its a pretty emphatic ending, and you used sliders like that here 00:28:918 (3) - also I think it looks a lot better. Agreed, good call. Changed.
Thank you Sharkie!
Hey beatmap creator, I thought you said this wasn't going for ranked?!?! What's with all these mods?!?! jk
UPDATED EASY Aug 9/17
osu file format v14

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Title:Temple of Time (Wisp X Remix)
TitleUnicode:Temple of Time (Wisp X Remix)
Artist:Wisp X
ArtistUnicode:Wisp X
Creator:Crypthesis
Version:Botan's Easy
Source:Maplestory
Tags:luminous meso osyrria botan memory lane road of oblivion road of regrets
BeatmapID:1374994
BeatmapSetID:647682

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Topic Starter
Crypthesis

Sharkie wrote:

[Hitsounding]
Soooo the hitsounding obviously needs work. Generally, for piano sounds, you would use the default soft-whistle for all piano hits. However, when the percussion enters (especially during the kiai) , I would suggest using a bass drum hitsound. Here is one for you. Now in order to use this hitsound, you would call this .wav file soft-hitwhistle1 (because Bass Drum hitsounds are 99% of the time used as whistles) then, in the timing panel, you would change ihe kiai (and other sections where appropriate) to using custom hitsound1. Because you aren't using any custom hitsounds, the soft:customhitsound1 will only use the bass drum hitsound I gave you and the default hitsounds.

Alright, so hitsounding 99% of the time, follows percussion. The percussion in this song is ridiculously easy, so don't worry about it.
This is what the percussion part would like like for your first kiai (repeated over and over)
So I labeled the first beat Bass Drum/W, that means on the first beat and third beat, you should put a Whistle.
On the second beat, I labeled it Snare/C, that means that on the Second and Fourth Beat, you should put a clap. In general, claps are used to follow snare hits.
And, lastly, there's the Closed Hi-Hat/N. The closed hi-hat sound is pretty insignificant, so you don't need to add any hitsounds. The "hitnormal" (the default sound when no hitsounds are added) is sufficient for that percussion sound.
Now, I know you're wondering, "Where do I put the finishes?"
Well, finishes are generally used for Crash Cymbals. In general, Crash Cymbal happen after every 2, 4, 8, or 16 measures. In your first kiai, it happens every 2 measures, so I would put finishes:
00:26:696 - here
00:31:141 - here
00:35:585 - here
00:40:030 - here
00:44:474 - and here
However, the crash cymbal 00:44:474 - here is a lot softer than the rest of the kiai because its obviously a much softer phrase.
Additionally, after 00:44:474 I would switch the whistle back to the default whistle so you can hitsound those piano notes!
okay :p
[Normal]
Soooo, I saw the old Normal, that was basically mapped like an Easy.
This new normal is better but its waaaaaay too dense. Also, its actually kinda uglier in my opinion.
So in Normals, notes that are 1/2 apart are overlapped due to the slow Slider Velocity that should be used in a normal. However, this also means its harder to make things look nice. First off, your rhythm is way too dense. What I mean by that is, you have way too many 1/2 sliders places like here 00:09:478 (2,3,4,1,2,3) -
Additionally, because its so dense, its really REALLY hard to read for a beginner player. Stuff like this 00:31:145 (1,2,3,4,5) - is really difficult to read.
One more thing, I would also use x1 distance snapping, not x1.2.
remapped
  1. 00:03:645 (2,3) - These are overmapped, I would delete these.
  2. 00:06:700 (3) - This is curved way too much and it looks kinda ugly. What about something like this?
  3. 00:17:256 (4) - This is overmapped as well
  4. 00:35:589 (1,2,3) - You shouldn't stack these, its very confusing to play.
    Usually, stacks in a normal would be used for something like this.

    What I would do is study some Normals that are mapped at a similar bpm (and even a similar genre - Oriental Instrumental) and draw some inspiration from that. This and the harder difficulty needs a remap. But don't worry, that's how you improve. By remapping.

    /me gives up
    Don't give up!

FruityEnLoops wrote:

From your queue!


[General]

- Offset is wrong. Offset on ALL diffs should be 34. okay
- Hitsounds are too low compared too the intensity of the kiai. During kiai, use 100% hitsound volume (your mp3 has a high volume, so compensate) okay
- Use custom colors. okay
- Disable Countdown and Widescreen support for all diffs. (Widescreen Support is for storyboards) okay

[Reboot]

You could do something really cool with combo colors since this song has very clear low parts and high parts : use dark and grey combo colours for slow and colourfull colors for intense parts. Takes some time to do, but looks cool! added lame ones
00:09:756 (2,1) - fix overlap fixed
00:30:034 (3) - end it on the white tick, sounds horribly wrong okay
00:38:922 (3) - make this slider only repeat once and add a circle added a weird circle
00:56:422 (4,1) - fix overlap blanketed
01:00:034 (1,3) - fix overlap don't see a problem since they don't appear during the same time
01:09:756 (3,2) - fix overlap okay
01:33:367 (3) - looks ugly fixed added more ugly sliders
01:55:589 (5) - split this slider into 2 sliders, to avoid making things boring added 2 boring sliders
02:11:145 (1,2,1,2,1,2,3,4) - make that ladder a little bit more perfect and geometrical sure
02:24:478 (1) - use a spinner instead na

[Normal]

I won't mod this diff pointing out particular objects because to me you need to remap.
Use more complex rythms (faster rythms, like the type of rythm you used in [Reboot]) with closer distance snap (here you really used a too big snapping distance, and the diff really lacks design).

remapped



Not something you wanted, but the map is short and I wanted to map some mania so there you go. If you don't want to add them in the set please at least link them in the map description :)
thanks for the mania :D
DustMoon
hi
1|2|3|4|
Fruity's EZ
1.00:00:034 - 00:08:922 - catch piano sound
Fruity's NM
1.00:05:867 - add
blobdash
all fixed
EZ
osu file format v14

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[Metadata]
Title:Temple of Time (Wisp X Remix)
TitleUnicode:Temple of Time (Wisp X Remix)
Artist:Wisp X
ArtistUnicode:Wisp X
Creator:Crypthesis
Version:Fruity's EZ
Source:Maplestory
Tags:luminous meso osyrria botan memory lane road of oblivion road of regrets
BeatmapID:1382613
BeatmapSetID:647682

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NM
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 26111
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
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LetterboxInBreaks: 0
SpecialStyle: 0
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[Editor]
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DistanceSpacing: 1.1
BeatDivisor: 4
GridSize: 8
TimelineZoom: 1

[Metadata]
Title:Temple of Time (Wisp X Remix)
TitleUnicode:Temple of Time (Wisp X Remix)
Artist:Wisp X
ArtistUnicode:Wisp X
Creator:Crypthesis
Version:Fruity's NM
Source:Maplestory
Tags:luminous meso osyrria botan memory lane road of oblivion road of regrets
BeatmapID:1382614
BeatmapSetID:647682

[Difficulty]
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CircleSize:4
OverallDifficulty:7
ApproachRate:2
SliderMultiplier:0.85
SliderTickRate:1

[Events]
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192,192,16700,1,0,0:0:0:0:
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192,192,19478,1,0,0:0:0:0:
320,192,19756,1,0,0:0:0:0:
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192,192,23089,1,0,0:0:0:0:
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192,192,24200,1,0,0:0:0:0:
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192,192,28645,1,0,0:0:0:0:
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192,192,29478,128,0,29756:0:0:0:0:
320,192,29756,1,0,0:0:0:0:
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192,192,31978,1,0,0:0:0:0:
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192,192,43089,1,0,0:0:0:0:
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448,192,107811,1,0,0:0:0:0:
320,192,107811,1,0,0:0:0:0:
64,192,108089,1,0,0:0:0:0:
448,192,108367,1,0,0:0:0:0:
320,192,108367,1,0,0:0:0:0:
64,192,108645,1,0,0:0:0:0:
448,192,108922,1,0,0:0:0:0:
320,192,109200,1,0,0:0:0:0:
192,192,109478,1,0,0:0:0:0:
448,192,109756,1,0,0:0:0:0:
64,192,110034,1,0,0:0:0:0:
320,192,110311,1,0,0:0:0:0:
448,192,110311,1,0,0:0:0:0:
192,192,110589,1,0,0:0:0:0:
64,192,110867,1,0,0:0:0:0:
448,192,110867,1,0,0:0:0:0:
320,192,111145,1,0,0:0:0:0:
192,192,111422,1,0,0:0:0:0:
448,192,111422,1,0,0:0:0:0:
320,192,111700,1,0,0:0:0:0:
448,192,111978,1,0,0:0:0:0:
64,192,111978,1,0,0:0:0:0:
192,192,112256,1,0,0:0:0:0:
320,192,112534,1,0,0:0:0:0:
64,192,112534,1,0,0:0:0:0:
192,192,112811,1,0,0:0:0:0:
448,192,113089,1,0,0:0:0:0:
320,192,113089,1,0,0:0:0:0:
64,192,113367,128,0,114478:0:0:0:0:
448,192,113645,1,0,0:0:0:0:
320,192,113645,1,0,0:0:0:0:
192,192,113922,1,0,0:0:0:0:
448,192,114200,1,0,0:0:0:0:
320,192,114200,1,0,0:0:0:0:
192,192,114478,128,0,114756:0:0:0:0:
320,192,114756,128,0,115034:0:0:0:0:
64,192,115034,1,0,0:0:0:0:
448,192,115034,128,0,115311:0:0:0:0:
448,192,115589,1,0,0:0:0:0:
320,192,115589,1,0,0:0:0:0:
192,192,115589,128,0,117811:0:0:0:0:
320,192,117811,1,0,0:0:0:0:
448,192,118089,1,0,0:0:0:0:
320,192,118367,1,0,0:0:0:0:
192,192,118645,1,0,0:0:0:0:
64,192,118922,1,0,0:0:0:0:
192,192,119200,1,0,0:0:0:0:
320,192,119478,1,0,0:0:0:0:
192,192,119756,1,0,0:0:0:0:
64,192,120034,1,0,0:0:0:0:
192,192,120311,1,0,0:0:0:0:
320,192,120589,1,0,0:0:0:0:
448,192,120867,1,0,0:0:0:0:
64,192,121145,1,0,0:0:0:0:
448,192,122256,1,0,0:0:0:0:
320,192,122534,1,0,0:0:0:0:
192,192,122811,1,0,0:0:0:0:
64,192,123089,1,0,0:0:0:0:
192,192,123367,1,0,0:0:0:0:
320,192,123645,1,0,0:0:0:0:
192,192,123922,1,0,0:0:0:0:
320,192,124200,1,0,0:0:0:0:
448,192,124478,1,0,0:0:0:0:
320,192,124756,1,0,0:0:0:0:
192,192,125034,1,0,0:0:0:0:
64,192,125311,1,0,0:0:0:0:
192,192,125589,1,0,0:0:0:0:
448,192,126700,1,0,0:0:0:0:
320,192,126978,1,0,0:0:0:0:
192,192,127256,1,0,0:0:0:0:
64,192,127534,1,0,0:0:0:0:
448,192,127811,1,0,0:0:0:0:
320,192,128089,1,0,0:0:0:0:
64,192,128367,1,0,0:0:0:0:
192,192,128645,1,0,0:0:0:0:
320,192,128922,1,0,0:0:0:0:
192,192,129200,1,0,0:0:0:0:
448,192,129478,1,0,0:0:0:0:
320,192,129756,1,0,0:0:0:0:
64,192,130034,1,0,0:0:0:0:
320,192,130589,1,0,0:0:0:0:
448,192,131145,1,0,0:0:0:0:
64,192,131422,1,0,0:0:0:0:
320,192,131700,1,0,0:0:0:0:
192,192,131978,1,0,0:0:0:0:
64,192,132256,1,0,0:0:0:0:
448,192,132534,1,0,0:0:0:0:
192,192,132811,1,0,0:0:0:0:
320,192,133089,1,0,0:0:0:0:
448,192,133367,1,0,0:0:0:0:
64,192,133367,1,0,0:0:0:0:
192,192,133922,1,0,0:0:0:0:
320,192,134200,1,0,0:0:0:0:
448,192,134478,1,0,0:0:0:0:
64,192,134478,1,0,0:0:0:0:
192,192,135034,1,0,0:0:0:0:
320,192,135172,1,0,0:0:0:0:
448,192,135311,1,0,0:0:0:0:
320,192,135450,1,0,0:0:0:0:
192,192,135589,128,0,136145:0:0:0:0:
320,192,136145,128,0,136700:0:0:0:0:
448,192,136700,128,0,137256:0:0:0:0:
64,192,137256,128,0,137811:0:0:0:0:
192,192,137811,128,0,138089:0:0:0:0:
320,192,138089,128,0,138367:0:0:0:0:
448,192,138367,128,0,138645:0:0:0:0:
320,192,138645,128,0,140034:0:0:0:0:
192,192,140034,128,0,140589:0:0:0:0:
64,192,140589,128,0,141145:0:0:0:0:
320,192,141145,128,0,141700:0:0:0:0:
448,192,141700,128,0,142256:0:0:0:0:
320,192,142256,1,0,0:0:0:0:
192,192,142534,1,0,0:0:0:0:
64,192,142811,1,0,0:0:0:0:
192,192,143089,1,0,0:0:0:0:
320,192,143367,1,0,0:0:0:0:
448,192,144478,128,0,146700:0:0:0:0:
64,192,144478,128,0,146700:0:0:0:0:
Arphimigon
Lab Aesthetics Mod!
Results given in [x, y] formats

[Botan's Easy]
Nothing Detected!
[Normal]
Nothing Detected!
[Reboot]
Nothing Detected!
[TP's Hyper]
Object at 01:38:918 - should be placed at: [248, 175] currently at: [244, 176] to blanket slider body at time 01:38:363 -

Results for STACKED OBJECTS may be wrong, ya can ignore those
I hope I didn't malfunction!

err, this is basically nothin' sorry about that
Topic Starter
Crypthesis
I blanketed perfectly for once :D

The power of meth math
Umo-
NM req from Umo-'s modding queue
1|2|3|4
Fruity's EZ
00:15:589 - missing double
00:31:145 - about that part, why didn't you add doubles every 1/1 like you did at 00:26:700 - ?
00:34:478 (34478|3) - move to 1 for balance
00:45:034 (45034|3,46145|3) - those two notes should not be in the same column because they are not the same sound as 00:44:478 (44478|3,45589|3) -
00:49:478 (49478|0,50589|0) - 00:53:922 (53922|2,55034|2) - 00:58:367 (58367|1,59478|1) - ^
01:08:922 (68922|2) - move to 1 to avoid jacking with 01:09:200 (69200|2) -
01:09:200 (69200|3,69200|2) - should not be double because its not as strong as 01:09:478 (69478|1,69478|0,69756|2,69756|3) -
01:23:089 - weird place for double note
Druity's NM
00:05:589 - could add a LN or a normal note here
00:20:867 (20867|2) - move to 2 to avoid jacking with 00:21:145 (21145|2) -
00:30:589 - missing note, check 00:35:034 -
00:37:811 - weird that you suddenly started to map LNs
01:03:367 (63367|1,63645|2) - I dont hear any sound that supports those notes
01:09:478 - left NM right EZ, click why didn't you add any doubles here like you did in EZ difficulty?
01:12:256 (72256|2) - move to 2
01:15:589 - add a note to make it double
01:35:589 (95589|1) - ends at 01:36:700 -
01:44:478 - why not same as 01:40:034 - ?
01:48:922 - ^
Both difficulties has some consistency problems so you should fix that
add hard difficulty for mania
add hard difficulty for mania
add hard difficulty for mania
kthnx
Good Luck!
blobdash
if I add Hard i'll need to host the mapset cuz i'll have more diffs than the host lol (also i can't map hard, especially for this kind of slow song)
will fix later, late here
Umo-

FruityEnLoops wrote:

if I add Hard i'll need to host the mapset cuz i'll have more diffs than the host lol (also i can't map hard, especially for this kind of slow song)
will fix later, late here
he can always request a GD
blobdash

Umo- wrote:

FruityEnLoops wrote:

if I add Hard i'll need to host the mapset cuz i'll have more diffs than the host lol (also i can't map hard, especially for this kind of slow song)
will fix later, late here
he can always request a GD
yeah, but this set is not for ranked if I understand correctly sooo xD
Topic Starter
Crypthesis
wait what it is for rank ._.
blobdash

Botan wrote:

Hey beatmap creator, I thought you said this wasn't going for ranked?!?! What's with all these mods?!?! jk
Jakomo73
Hey, here to return my part of the M4M

General
  1. Background image is pretty low res, maybe try using a cropped version of this?
  2. Like 300ms of silence at the end of soft-hitwhistle
  3. In general, there are a lot of aesthetic problems with this map, mainly overlaps (01:01:422 (4,6,1,2) - in Reboot) and slider shapes (00:02:256 (1) - in Reboot). I think going through each difficulty and getting rid of most of them will make the map look a ton better


Botan's Easy

  1. Check AIMod (along with DS part of it)
  2. 00:08:922 (1) - 00:13:367 (1) - these should be a 2/1 slider like 00:17:811 (1) - since they are following the same general rhythm
  3. 00:43:922 - Move the start of this break up to 00:44:478 - (can do it in timeline by dragging the line separating the break sections if you aren't familiar)
  4. 00:53:367 - to 01:01:145 (4) - you should add some hitsounds


Normal

  1. AIMod DS
  2. 00:25:589 (3) - the whistle on the slider tail doesn't really fit, since the music is decreasing in intensity. Also, I don't like the whistle spam in this section, maybe try using other hitsounds here so it doesn't feel so spamming
  3. 00:31:145 (1,2,3,4) - (and all instances after) should make the rhythm like 00:26:700 (1,2,3,4,5) - As it stands right now, the kiai is not much of a change in difficulty to the player, but using the second rhythm there is a nice pattern change for the section compared to others along with increasing the difficulty appropriately
  4. 00:42:811 (2) - Make this into a 1/2 repeat slider
  5. 00:50:034 (2) - Don't really get why u have a whistle on this, and it's the only time you use whistles on that sound
  6. 01:00:034 (1,2,3,4) - Clap spam doesn't sound too good tbh :s
  7. 01:23:367 - 01:23:922 - place two circles in these locations or have a repeat slider which starts and ends on the respective times
  8. 01:27:256 - missed a kick here
  9. 01:31:145 (3) - these slider nodes LOL
  10. 01:41:700 (4,1) - Might be confusing to not stack these since the player will expect a larger timeline gap since you were just stacking for the same timeline gap as this one
  11. 01:53:367 (6) - turn into a 1/1 slider
  12. 02:11:145 (1,2,3) - swap 2 and 3 so the timeline looks like this
  13. 02:15:034 (1) - should be 1/4 with a circle on the downbeat (like at 01:57:256 (1,2) - )


TP's Hyper

  1. AIMod
  2. Missing NC's: 00:24:478 (8) - 00:37:811 (6) - 00:41:700 (6) - 00:42:256 (1) - (un-NC) 00:43:922 (7) -
  3. CS spread looks weird for the mapset currently, try changing it to 3.6. AR and OD are high, try changing to ~7.8 and ~5.5 respectively. Also make sure HP is lower than the top diff
  4. Add combo colors
  5. 00:00:034 (1) - 00:16:700 (8) - Lower hitsound volume for this section. Also I think you still need to hitsound everything, maybe that's why this is so high volume
  6. 00:30:589 (4,1) - DS seems kinda high for this
  7. 00:44:339 (10,1) - should make 1 a 1/1 slider. Idk what sound you're mapping the slider end to currently. Also, you shouldn't space the stream (especially not this much) in a hyper, despite the low bpm. Players at this level will think it's a 1/2 gap instead of a 1/4 gap
  8. 00:47:534 (8,1) - stack
  9. 00:57:256 (6) - make 1/4 repeat slider like 00:20:867 (3) -
  10. 01:02:811 (3) - should change this to a circle + extended slider (timeline would look like this
  11. 01:23:089 (1) - Should map this with circles and sliders instead, spinner doesn't really fit right here
  12. 01:27:811 (1) - change to two 1/4 sliders so timeline looks like this (same for 01:45:589 (3) - )
  13. 01:32:256 (3) - shouldn't be a 1/4 repeat slider, there isn't anything clickable on the blue ticks
  14. 01:54:478 (5,6) - why isn't this a stream? D:
  15. 01:55:589 (1,2,3) - this is great
  16. 02:03:922 (9,10,11,12) - 02:06:145 (8,9) - 02:08:367 (8) - make sure these rhythms have a pattern of how you express them, right now they seem random (two 1/4 sliders, two 1/4 sliders, two stacked 1/4 circles, two 1/4 sliders, one 1/4 repeat slider). You could do one rhythm then another on and off if you want variation, but keeping consistency is key.
  17. 02:23:367 (1) - I don't like this noise being represented with a spinner head, maybe try adding a circle and moving the spinner over slightly


Reboot

  1. This diff seems very undermapped for the top diff, imo you should make another one or rework this one to better reflect the music. Also, try to incorporate more than one instrument line into your rhythm. For example, 01:20:311 - 02:01:006 - are just a few of the many times you missed noises which are hittable.
  2. 00:06:700 (3) - Idk what sounds this is mapped to past the head (same for 00:17:256 (2) - )
  3. 00:21:700 (1) - Can repeat this once more
  4. 00:31:145 (1,2,1,2,3,1,2,1,2,1,2) - hitsounds are really inconsistent, also a bit too much clap spam in this kiai imo
  5. 00:55:589 (1,2,3,4,1) - lower hitsound volume
  6. 01:17:534 (1,2,3,4,5,6,7,8) - should be a stream
  7. 01:27:811 (1) - rhythm should be this, and 1/8 is okay for this diff since technically it's considered the "Insane" of the map
  8. 01:44:478 (1,3,4) - finish spam ahh D: (this kiai should have more hitsounds in general as well)


Good luck with this! If you want to talk at all abt what im saying with the aesthetics/rhythm/hitsounds let me know :D
Topic Starter
Crypthesis

Jakomo73 wrote:

Hey, here to return my part of the M4M

General
  1. Background image is pretty low res, maybe try using a cropped version of this? whoa! thanks! I'll use it and credit you
  2. Like 300ms of silence at the end of soft-hitwhistle I'll fix later
  3. In general, there are a lot of aesthetic problems with this map, mainly overlaps (01:01:422 (4,6,1,2) - in Reboot) and slider shapes (00:02:256 (1) - in Reboot). I think going through each difficulty and getting rid of most of them will make the map look a ton better
probably :/


Normal

  1. AIMod DS I fixed some of them. The one at the beginning I feel is unnecessary to ds as it is 2 beats long at 118 bpm. enough time for players to recover.
  2. 00:25:589 (3) - the whistle on the slider tail doesn't really fit, since the music is decreasing in intensity. Also, I don't like the whistle spam in this section, maybe try using other hitsounds here so it doesn't feel so spamming whistle tail was accident :/then the percussion is spammy >_>
  3. 00:31:145 (1,2,3,4) - (and all instances after) should make the rhythm like 00:26:700 (1,2,3,4,5) - As it stands right now, the kiai is not much of a change in difficulty to the player, but using the second rhythm there is a nice pattern change for the section compared to others along with increasing the difficulty appropriately sure
  4. 00:42:811 (2) - Make this into a 1/2 repeat slider yea
  5. 00:50:034 (2) - Don't really get why u have a whistle on this, and it's the only time you use whistles on that sound accident :/
  6. 01:00:034 (1,2,3,4) - Clap spam doesn't sound too good tbh :s :Cwait that's an accident lol
  7. 01:23:367 - 01:23:922 - place two circles in these locations or have a repeat slider which starts and ends on the respective times ya
  8. 01:27:256 - missed a kick here i wanted to emphasize the kick since it's the only kick in kiai i believe
  9. 01:31:145 (3) - these slider nodes LOL don't ask me what happened :/
  10. 01:41:700 (4,1) - Might be confusing to not stack these since the player will expect a larger timeline gap since you were just stacking for the same timeline gap as this one sure
  11. 01:53:367 (6) - turn into a 1/1 slider wanna emphasize kick
  12. 02:11:145 (1,2,3) - swap 2 and 3 so the timeline looks like this can't because... ds
  13. 02:15:034 (1) - should be 1/4 with a circle on the downbeat (like at 01:57:256 (1,2) - ) adds variety




Reboot

  1. This diff seems very undermapped for the top diff, imo you should make another one or rework this one to better reflect the music. Also, try to incorporate more than one instrument line into your rhythm. For example, 01:20:311 - 02:01:006 - are just a few of the many times you missed noises which are hittable.
  2. 00:06:700 (3) - Idk what sounds this is mapped to past the head (same for 00:17:256 (2) - )
  3. 00:21:700 (1) - Can repeat this once more
  4. 00:31:145 (1,2,1,2,3,1,2,1,2,1,2) - hitsounds are really inconsistent, also a bit too much clap spam in this kiai imo
  5. 00:55:589 (1,2,3,4,1) - lower hitsound volume
  6. 01:17:534 (1,2,3,4,5,6,7,8) - should be a stream
  7. 01:27:811 (1) - rhythm should be this, and 1/8 is okay for this diff since technically it's considered the "Insane" of the map
  8. 01:44:478 (1,3,4) - finish spam ahh D: (this kiai should have more hitsounds in general as well)

ahh i'll just remap :/

Good luck with this! If you want to talk at all abt what im saying with the aesthetics/rhythm/hitsounds let me know :D
blobdash

Umo- wrote:

NM req from Umo-'s modding queue
1|2|3|4
Fruity's EZ
00:15:589 - missing double k
00:31:145 - about that part, why didn't you add doubles every 1/1 like you did at 00:26:700 - ? k
00:34:478 (34478|3) - move to 1 for balance k
00:45:034 (45034|3,46145|3) - those two notes should not be in the same column because they are not the same sound as 00:44:478 (44478|3,45589|3) - k
00:49:478 (49478|0,50589|0) - 00:53:922 (53922|2,55034|2) - 00:58:367 (58367|1,59478|1) - ^ k
01:08:922 (68922|2) - move to 1 to avoid jacking with 01:09:200 (69200|2) - k
01:09:200 (69200|3,69200|2) - should not be double because its not as strong as 01:09:478 (69478|1,69478|0,69756|2,69756|3) - k
01:23:089 - weird place for double note k
Fruity's NM
00:05:589 - could add a LN or a normal note here k
00:20:867 (20867|2) - move to 2 to avoid jacking with 00:21:145 (21145|2) - k
00:30:589 - missing note, check 00:35:034 - k
00:37:811 - weird that you suddenly started to map LNs k
01:03:367 (63367|1,63645|2) - I dont hear any sound that supports those notes k
01:09:478 - left NM right EZ, click why didn't you add any doubles here like you did in EZ difficulty? k
01:12:256 (72256|2) - move to 2 k
01:15:589 - add a note to make it double k
01:35:589 (95589|1) - ends at 01:36:700 - k
01:44:478 - why not same as 01:40:034 - ? k
01:48:922 - ^ k
Both difficulties has some consistency problems so you should fix that
add hard difficulty for mania
add hard difficulty for mania
add hard difficulty for mania
kthnx
Good Luck!
thx


updates :
EZ
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 26145
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 3
LetterboxInBreaks: 0
SpecialStyle: 0
WidescreenStoryboard: 0

[Editor]
Bookmarks: 146666
DistanceSpacing: 1.1
BeatDivisor: 2
GridSize: 8
TimelineZoom: 1

[Metadata]
Title:Temple of Time (Wisp X Remix)
TitleUnicode:Temple of Time (Wisp X Remix)
Artist:Wisp X
ArtistUnicode:Wisp X
Creator:Crypthesis
Version:Fruity's EZ
Source:Maplestory
Tags:fruity fruityenloops tp tp618 botan memory lane road of oblivion regrets electronic
BeatmapID:1382613
BeatmapSetID:647682

[Difficulty]
HPDrainRate:5
CircleSize:4
OverallDifficulty:5
ApproachRate:2
SliderMultiplier:0.85
SliderTickRate:1

[Events]
//Background and Video events
0,0,"sh1.jpg",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
34,555.555555555556,4,2,0,70,1,0
8922,-100,4,2,0,40,0,0
9061,-100,4,2,0,70,0,0
17811,-100,4,2,0,40,0,0
17950,-100,4,2,0,70,0,0
26700,-100,4,2,0,50,0,1
26839,-100,4,2,0,80,0,1
44478,-100,4,2,0,70,0,0
62256,-100,4,2,0,50,0,0
62395,-100,4,2,0,70,0,0
80034,-100,4,2,0,50,0,1
80172,-100,4,2,0,80,0,1
97811,-100,4,2,0,50,0,1
97950,-100,4,2,0,80,0,1
115589,-100,4,2,0,50,0,0
115728,-100,4,2,0,70,0,0


[HitObjects]
448,192,34,128,0,2256:0:0:0:0:
192,192,2256,128,0,4478:0:0:0:0:
320,192,4478,128,0,6700:0:0:0:0:
64,192,6700,128,0,8922:0:0:0:0:
192,192,8922,1,0,0:0:0:0:
320,192,9200,1,0,0:0:0:0:
64,192,9478,1,0,0:0:0:0:
448,192,9756,1,0,0:0:0:0:
192,192,10034,1,0,0:0:0:0:
320,192,10311,1,0,0:0:0:0:
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NM
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 26145
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 3
LetterboxInBreaks: 0
SpecialStyle: 0
WidescreenStoryboard: 0

[Editor]
Bookmarks: 146666
DistanceSpacing: 1.1
BeatDivisor: 4
GridSize: 8
TimelineZoom: 1

[Metadata]
Title:Temple of Time (Wisp X Remix)
TitleUnicode:Temple of Time (Wisp X Remix)
Artist:Wisp X
ArtistUnicode:Wisp X
Creator:Crypthesis
Version:Fruity's NM
Source:Maplestory
Tags:fruity fruityenloops tp tp618 botan memory lane road of oblivion regrets electronic
BeatmapID:1382614
BeatmapSetID:647682

[Difficulty]
HPDrainRate:6
CircleSize:4
OverallDifficulty:7
ApproachRate:2
SliderMultiplier:0.85
SliderTickRate:1

[Events]
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448,192,105034,1,0,0:0:0:0:
192,192,105311,1,0,0:0:0:0:
320,192,105589,1,0,0:0:0:0:
64,192,105867,1,0,0:0:0:0:
448,192,106145,1,0,0:0:0:0:
192,192,106422,1,0,0:0:0:0:
320,192,106700,1,0,0:0:0:0:
448,192,106700,1,0,0:0:0:0:
64,192,106978,1,0,0:0:0:0:
320,192,107256,1,0,0:0:0:0:
448,192,107256,1,0,0:0:0:0:
64,192,107534,1,0,0:0:0:0:
448,192,107811,1,0,0:0:0:0:
320,192,107811,1,0,0:0:0:0:
64,192,108089,1,0,0:0:0:0:
448,192,108367,1,0,0:0:0:0:
320,192,108367,1,0,0:0:0:0:
64,192,108645,1,0,0:0:0:0:
448,192,108922,1,0,0:0:0:0:
192,192,108922,128,0,109200:0:0:0:0:
320,192,109200,1,0,0:0:0:0:
192,192,109478,1,0,0:0:0:0:
64,192,109478,128,0,109756:0:0:0:0:
448,192,109756,1,0,0:0:0:0:
192,192,110034,1,0,0:0:0:0:
320,192,110311,1,0,0:0:0:0:
448,192,110311,1,0,0:0:0:0:
192,192,110589,1,0,0:0:0:0:
64,192,110867,1,0,0:0:0:0:
448,192,110867,1,0,0:0:0:0:
320,192,111145,1,0,0:0:0:0:
192,192,111422,1,0,0:0:0:0:
448,192,111422,1,0,0:0:0:0:
320,192,111700,1,0,0:0:0:0:
448,192,111978,1,0,0:0:0:0:
64,192,111978,1,0,0:0:0:0:
192,192,112256,1,0,0:0:0:0:
320,192,112534,1,0,0:0:0:0:
64,192,112534,1,0,0:0:0:0:
192,192,112811,1,0,0:0:0:0:
448,192,113089,1,0,0:0:0:0:
320,192,113089,1,0,0:0:0:0:
64,192,113367,128,0,114478:0:0:0:0:
448,192,113645,1,0,0:0:0:0:
320,192,113645,1,0,0:0:0:0:
192,192,113922,1,0,0:0:0:0:
448,192,114200,1,0,0:0:0:0:
320,192,114200,1,0,0:0:0:0:
192,192,114478,128,0,114756:0:0:0:0:
320,192,114756,128,0,115034:0:0:0:0:
64,192,115034,1,0,0:0:0:0:
448,192,115034,128,0,115311:0:0:0:0:
448,192,115589,1,0,0:0:0:0:
320,192,115589,1,0,0:0:0:0:
192,192,115589,128,0,117811:0:0:0:0:
320,192,117256,1,0,0:0:0:0:
448,192,117395,1,0,0:0:0:0:
320,192,117534,1,0,0:0:0:0:
448,192,117672,1,0,0:0:0:0:
320,192,117811,1,0,0:0:0:0:
448,192,118089,1,0,0:0:0:0:
320,192,118367,1,0,0:0:0:0:
192,192,118645,1,0,0:0:0:0:
64,192,118922,1,0,0:0:0:0:
192,192,119200,1,0,0:0:0:0:
320,192,119478,1,0,0:0:0:0:
192,192,119756,1,0,0:0:0:0:
64,192,120034,1,0,0:0:0:0:
192,192,120311,1,0,0:0:0:0:
320,192,120589,1,0,0:0:0:0:
448,192,120867,1,0,0:0:0:0:
64,192,121145,1,0,0:0:0:0:
448,192,122256,1,0,0:0:0:0:
320,192,122534,1,0,0:0:0:0:
192,192,122811,1,0,0:0:0:0:
64,192,123089,1,0,0:0:0:0:
192,192,123367,1,0,0:0:0:0:
320,192,123645,1,0,0:0:0:0:
192,192,123922,1,0,0:0:0:0:
320,192,124200,1,0,0:0:0:0:
448,192,124478,1,0,0:0:0:0:
320,192,124756,1,0,0:0:0:0:
192,192,125034,1,0,0:0:0:0:
64,192,125311,1,0,0:0:0:0:
192,192,125589,1,0,0:0:0:0:
448,192,126700,1,0,0:0:0:0:
320,192,126978,1,0,0:0:0:0:
192,192,127256,1,0,0:0:0:0:
64,192,127534,1,0,0:0:0:0:
448,192,127811,1,0,0:0:0:0:
320,192,128089,1,0,0:0:0:0:
64,192,128367,1,0,0:0:0:0:
192,192,128645,1,0,0:0:0:0:
320,192,128922,1,0,0:0:0:0:
192,192,129200,1,0,0:0:0:0:
448,192,129478,1,0,0:0:0:0:
320,192,129756,1,0,0:0:0:0:
64,192,130034,1,0,0:0:0:0:
320,192,130589,1,0,0:0:0:0:
448,192,131145,1,0,0:0:0:0:
64,192,131422,1,0,0:0:0:0:
320,192,131700,1,0,0:0:0:0:
192,192,131978,1,0,0:0:0:0:
64,192,132256,1,0,0:0:0:0:
448,192,132534,1,0,0:0:0:0:
192,192,132811,1,0,0:0:0:0:
320,192,133089,1,0,0:0:0:0:
448,192,133367,1,0,0:0:0:0:
64,192,133367,1,0,0:0:0:0:
192,192,133922,1,0,0:0:0:0:
320,192,134200,1,0,0:0:0:0:
448,192,134478,1,0,0:0:0:0:
64,192,134478,1,0,0:0:0:0:
192,192,135034,1,0,0:0:0:0:
320,192,135172,1,0,0:0:0:0:
448,192,135311,1,0,0:0:0:0:
320,192,135450,1,0,0:0:0:0:
192,192,135589,128,0,136145:0:0:0:0:
320,192,136145,128,0,136700:0:0:0:0:
448,192,136700,128,0,137256:0:0:0:0:
64,192,137256,128,0,137811:0:0:0:0:
192,192,137811,128,0,138089:0:0:0:0:
320,192,138089,128,0,138367:0:0:0:0:
448,192,138367,128,0,138645:0:0:0:0:
320,192,138645,128,0,140034:0:0:0:0:
192,192,140034,128,0,140589:0:0:0:0:
64,192,140589,128,0,141145:0:0:0:0:
320,192,141145,128,0,141700:0:0:0:0:
448,192,141700,128,0,142256:0:0:0:0:
320,192,142256,1,0,0:0:0:0:
192,192,142534,1,0,0:0:0:0:
64,192,142811,1,0,0:0:0:0:
192,192,143089,1,0,0:0:0:0:
320,192,143367,1,0,0:0:0:0:
448,192,144478,128,0,146700:0:0:0:0:
64,192,144478,128,0,146700:0:0:0:0:
Medium Dave
My answer to the M4M!

Botan's Easy
Rhythm and general layout wise there's not too much to criticize here, so I'll focus mostly on aesthetics and object management on a small scale.

Overarching stuff
You keep using similar slider shapes, but only copy-pasting in some instances. That leads to some of the sliders feeling off. Particularly long, curved sliders. You had some that blanketed sliders almost perfectly at 00:00:034 (1,2,1,2) - , so why not copy paste those onto the other occasions you used the shape?
00:17:811 (1) -
00:22:256 (1) -
00:26:700 (1) -
00:31:145 (1) -
00:35:589 (1) -
00:40:034 (1) -
etc. you get the point.

Small aesthetic stuff

00:28:367 (2,4) - 00:32:811 (2,4) - stack
Either that, or unstack 00:37:256 (2,4) -
01:01:145 (4,1,2) - you could blanket this, since the slider shape already suggests it.
01:06:145 (3) - I don't think the spacing here is enough to mimic distance snap.
01:06:700 (1) - The blanket could be better
01:17:811 (2) - This shape is weird. You should probably refine it. You could probably change the previous slider to aid as blanket like so:
01:34:478 (2) - A clap is missing on the slider end.
01:42:256 (1,2,3,4) - Why not arrange these as a circle via copy paste? It looked like you were going for that to begin with, so I was surprised when you didin't.
01:57:811 (1,2,3) - The blanket could be better
02:07:811 (2,3) - Blanket?

Overall a good easy difficulty. Would play.

Normal
Big stuffs
The hitsounding in this diff is just weird. The drums are what you'd usually mirror via hitsounding, yet you seem to have made a completely new drumline, which doesn't reflect the song at all. You doubled the speed on the general bass-snare rhythm and completely ignored most of the syncopated bass drums.


Smaller stuffs
00:00:034 (1,2) - Weird overlap, could be fixed by copy paste and rotating 180°. Also the blanket could be better.
00:10:034 (3,4) - Placement suggests blanket
00:13:367 (1,2,3) - ^
00:16:145 (2,3) - ^
00:17:811 (1,2,3,4,1) - ^ Also what's with the sudden whistle? Doesn't make too much sense with the music, especially since the sound you chose is a kick drum.
00:23:922 (4) - Why curve this slider if it's only ever so slightly?
00:24:478 (1,2) - Placement suggests blanket. I'm just gonna mark these with a * from now on, so you know what I mean.
00:25:589 (3) - It's only a guideline, but I've seen a lot of newer players struggle with slider shapes like this one;
Use straightforward and easily understandable slider shapes. New players may not understand how to follow more complex shapes.
00:26:700 (1) - From here on out the hitsounding doesn't alight with the song at all. You doubled the speed of the bass-clap rhythm without discernable reason.
00:26:700 (1,2) - *
00:29:478 (2,3) - *
00:30:034 (3) - *
00:33:367 (1,2,3) - * Also with placements like these, copy paste makes sense to use.
00:35:589 (1,2,3,4) - * And weird overlap.
00:40:589 (2,3,4,1) - * You should probably use copy pasting and rotate by 60° for the best effect here.
00:48:922 (1,2,1,2) - Nothing bad, I just like this concept :3
00:52:256 (1) - The blannket on this slider could be better emphasized, but it fits.
01:01:700 (4,1) - *
01:04:478 (1,2) - Stack hasn't been used before and the slider is off-beat. I know the original rhythm would be a bit weird for a low-Normal difficulty, so I get why you altered it like this, but I personally don't think the sound you altered it to would support being emphasized over the kick drum. Why not replace those two with a slider that covers both sounds? Returnslider would make most sense imo.
01:08:922 (1,2) - ^
01:10:034 (3,4) - Now you used the stack for a completely unrelated sound. With both of those being used, this one doesn't make sense. Replace the stack on the syncopated drums though, and it does.
01:16:700 (3,1) - You haven't shown pauses through stack before. Might confuse players.
01:18:367 (3,4,5,1) - *
01:20:034 (1,2) - Weird overlap.
01:27:534 (2,3) - Strange place for the stack, but I suppose I understand it, since there's a strange sound following.
01:30:034 (2,3) - Weird overlap.
01:31:145 (3) - WHAT DID THIS POOR SLIDER EVER DO TO YOU?!? Seriously, I don't think a small, curved slider needs four grey anchors and a red one.
01:31:978 (5) - Hitsounds going particularly wonky here.
01:41:145 (3,4) - The pause again, this time with the stack leniency too high for it to be a perfect stack. Would probably confuse me as a new player.
01:44:478 (3,4,1) - I don't understand this part. Last time the wonky slider emphasized the sound. This time it comes before and you emphasize the sound via returnslider?
01:46:700 (1) - Too little spacing to seem like this long a pause. Also weird, nonconventional shape, which doesn't really fit the rest of your map design.
01:48:922 (1,2,3,1) - * Also the stack again, this time at a place where it would most definitely confuse any new player playing the map.
01:54:478 (1,2) - Another new, probably difficult to read, pattern.
01:55:034 (2,3,4,5) - *
01:56:700 (5,1,2) - Overlaps, man.
01:57:811 (2,3,4,1,2) - * And overlaps.
02:00:589 (3,4) - Yay, a working blanket!
02:03:367 (3,4) - Weird overlaps again.
02:05:589 (3,1) - Not enough spacing to be well understood as a pause.
02:07:811 (3,4) - *
02:11:145 (1,2,3) - * And woah. You didn't introduce those return sliders at all. I can see where most players would break combo on this map now. Should probably re-use some of the patterns you used for this sound before here.
02:13:922 (1) - * Not enough spacing to look like a pause.
02:15:034 (1,2) - * ^
02:17:811 (2) - This sound, just at the beginning, is where you could've introduced this pattern and it would've made sense to re-use. Here it's a little too late though.

TP's Hyper
Oh boy. I can see a lot of things in this one, but I don't quite know where to start. To be honest, it probably needs a remap, since there's only very few places where I can't find some pretty significant errors. Pointing them all out individually would probably end up being confusing and a time sing on my part, so I'll try to be more catch-all with this one.

Sliders
The sliders need refining. A lot of it. Almost all of them. The map throws you into what looks like the sliders you'd see coming from the oldest editor. General rule of thumb is to make curves with the least grey anchors possible and use red anchors at either corners, or points where the curve changes. There's no real point to using 7 grey anchors for a curve; the result will almost always look worse than using 3 or 4.
Slider usage should be mostly consistent throughout the map, or at least throughout similar sections of the map. Pick a couple shapes and run with them. Whether you remake them from scratch each time, or copy paste them, doesn't really matter too much, as long as they look consistent. With more experience you'll be able to make slider concepts that go beyond that. For that I'd suggest you check out more experienced mappers like Lasse or Pishifat, and look at their maps, as I probably couldn't explain things well enough to convey an idea for how to come up with them.

Streams
The streams are consistently spaced, but they don't follow any discernable shape. You probably used distance snap and then went from there. It's a good approach, but you'll usually have to refine the shapes later on. Another option would be to place a slidier in the shape you'd want your stream to be and then use Ctrl+Shift+F to convert it into a stream.

Overlaps
You use them a lot, but rarely use them well. Overlaps in on themselves look weird to the beholder, which you can only remedy by giving them clear and distinct purpose. What you did at 01:00:034 (1,2,3,4) - works, because it is consistent within itself, and its reappearance later is easily understandable. Think of overlaps as attaching something to something else. To make it look good, you need to find and mark the spot you want to attach it, and consistently use the same spot. Only through repeated attachment to the same spot can your overlaps look decent. That's only the very basics of it though. There's exceptions and guidelines to this idea, but this is the gist of it.

General Object Placement
What's most important is structure. It lets our eyes make sense of seemingly random placements of notes. Predetermined placements like grid snapping or the isometric grid Monstrata brought into osu are one particularly easy way of doing it. Generally, there's a lot of ways of going about it though. Blankets (sliders wrapping around other objects at a consistent distance) give a sense of structure, distance snap does as well. When you add ideas like symmetry (point, and axis) you start to get to the fun part. You can put your axes and points anywhere and create neat symmetrical patterns doing that. And if you manage to fit those to the music by emphasizing through spacing, you can take it even a step beyond. You do use a couple pretty patterns throughout the song, like 01:33:367 (2,3,4,5,6,7,8,9) - this one, but they rarely fit the music as well as they could.
Fitting it to the music, that's the part that makes and breaks your structure. You can have the prettiest patterns; if they don't reflect the music, the map can't be considered good. Listen carefully to the sounds and discern which ones are strong and weak. Usually you'd go for the sounds a drumset provides and emphasize kick and snare by spacing the notes they belong to further than the others. It's a simple tried and true method that is extremely useful for finding out which one out of similar patterns you want to use. It's not the ultimate answer to the question "How should I map?" but it's the most consistent and reliable starting point.

I hope I didn't misexplain myself at any points and managed to convey why these things are important to improving this map in particular.

Wanted to mod Reboot, too, but I see it's getting a remap now. Good luck with that!

I had fun modding this (for completely unrelated reasons as well) so thanks for the M4M! :D Hope to see this ranked some time soon.
Topic Starter
Crypthesis

CelVeritas wrote:

My answer to the M4M!

Normal
Big stuffs

Okay. so if anyone is looking at this, I accidentally deleted my draft. the main things I disagreed with were the stacks.
The hitsounding in this diff is just weird. The drums are what you'd usually mirror via hitsounding, yet you seem to have made a completely new drumline, which doesn't reflect the song at all. You doubled the speed on the general bass-snare rhythm and completely ignored most of the syncopated bass drums.


Smaller stuffs
00:00:034 (1,2) - Weird overlap, could be fixed by copy paste and rotating 180°. Also the blanket could be better.
00:10:034 (3,4) - Placement suggests blanket
00:13:367 (1,2,3) - ^
00:16:145 (2,3) - ^
00:17:811 (1,2,3,4,1) - ^ Also what's with the sudden whistle? Doesn't make too much sense with the music, especially since the sound you chose is a kick drum.
00:23:922 (4) - Why curve this slider if it's only ever so slightly?
00:24:478 (1,2) - Placement suggests blanket. I'm just gonna mark these with a * from now on, so you know what I mean.
00:25:589 (3) - It's only a guideline, but I've seen a lot of newer players struggle with slider shapes like this one;
Use straightforward and easily understandable slider shapes. New players may not understand how to follow more complex shapes.
00:26:700 (1) - From here on out the hitsounding doesn't alight with the song at all. You doubled the speed of the bass-clap rhythm without discernable reason.
00:26:700 (1,2) - *
00:29:478 (2,3) - *
00:30:034 (3) - *
00:33:367 (1,2,3) - * Also with placements like these, copy paste makes sense to use.
00:35:589 (1,2,3,4) - * And weird overlap.
00:40:589 (2,3,4,1) - * You should probably use copy pasting and rotate by 60° for the best effect here.
00:48:922 (1,2,1,2) - Nothing bad, I just like this concept :3
00:52:256 (1) - The blannket on this slider could be better emphasized, but it fits.
01:01:700 (4,1) - *
01:04:478 (1,2) - Stack hasn't been used before and the slider is off-beat. I know the original rhythm would be a bit weird for a low-Normal difficulty, so I get why you altered it like this, but I personally don't think the sound you altered it to would support being emphasized over the kick drum. Why not replace those two with a slider that covers both sounds? Returnslider would make most sense imo.
01:08:922 (1,2) - ^
01:10:034 (3,4) - Now you used the stack for a completely unrelated sound. With both of those being used, this one doesn't make sense. Replace the stack on the syncopated drums though, and it does.
01:16:700 (3,1) - You haven't shown pauses through stack before. Might confuse players.
01:18:367 (3,4,5,1) - *
01:20:034 (1,2) - Weird overlap. I believe it doesn't overlap?
01:27:534 (2,3) - Strange place for the stack, but I suppose I understand it, since there's a strange sound following. yea
01:30:034 (2,3) - Weird overlap. They don't?
01:31:145 (3) - WHAT DID THIS POOR SLIDER EVER DO TO YOU?!? Seriously, I don't think a small, curved slider needs four grey anchors and a red one. I was bored :^)
01:31:978 (5) - Hitsounds going particularly wonky here. redoing them
01:41:145 (3,4) - The pause again, this time with the stack leniency too high for it to be a perfect stack. Would probably confuse me as a new player. changed leniency
01:44:478 (3,4,1) - I don't understand this part. Last time the wonky slider emphasized the sound. This time it comes before and you emphasize the sound via returnslider? adds variety
01:46:700 (1) - Too little spacing to seem like this long a pause. Also weird, nonconventional shape, which doesn't really fit the rest of your map design. unconventional doesn't equal bad
01:48:922 (1,2,3,1) - * Also the stack again, this time at a place where it would most definitely confuse any new player playing the map. yea.
01:54:478 (1,2) - Another new, probably difficult to read, pattern. don't think it's that hard since new players heavily rely on the ar circle
01:55:034 (2,3,4,5) - * I suck at this
01:56:700 (5,1,2) - Overlaps, man. :C
01:57:811 (2,3,4,1,2) - * And overlaps. :C
02:00:589 (3,4) - Yay, a working blanket! C:
02:03:367 (3,4) - Weird overlaps again. should be line
02:05:589 (3,1) - Not enough spacing to be well understood as a pause.
02:07:811 (3,4) - *
02:11:145 (1,2,3) - * And woah. You didn't introduce those return sliders at all. I can see where most players would break combo on this map now. Should probably re-use some of the patterns you used for this sound before here. while I didn't introduce it, 118bpm should give plenty of time.
02:13:922 (1) - * Not enough spacing to look like a pause.sure
02:15:034 (1,2) - * ^ sure
02:17:811 (2) - This sound, just at the beginning, is where you could've introduced this pattern and it would've made sense to re-use. Here it's a little too late though. won't change it hereit's a different sound

I had fun modding this (for completely unrelated reasons as well) so thanks for the M4M! :D Hope to see this ranked some time soon.
THANKS! :DDDDDDDDD
Topic Starter
Crypthesis

Crypthesis wrote:

So... I'm looking for an insane and easy. (Extras and stuff are fine too, as long as I find someone to make an insane or do it myself.)

https://osu.ppy.sh/b/1372274&m=0

Disclaimer: I'm not 100% sure if I'll push this for ranked, but I hope to.

And message me on forums or ingame if you want to do it.

Thanks!
Link: posting.php?mode=quote&f=53&p=6167117
TP618

Jakomo73 wrote:

Hey, here to return my part of the M4M



TP's Hyper

  1. AIMod
  2. Missing NC's: 00:24:478 (8) - 00:37:811 (6) - 00:41:700 (6) - 00:42:256 (1) - (un-NC) 00:43:922 (7) - Fixed
  3. CS spread looks weird for the mapset currently, try changing it to 3.6. 3.8 AR and OD are high, try changing to ~7.8 and ~5.5 respectively. 8.2 and 6 respectively Also make sure HP is lower than the top diff ok
  4. Add combo colors I'm not good with that but i'll try
  5. 00:00:034 (1) - 00:16:700 (8) - Lower hitsound volume for this section. Also I think you still need to hitsound everything, maybe that's why this is so high volume Ik, (i'm lazy for hitsounding :c )
  6. 00:30:589 (4,1) - DS seems kinda high for this DS reduced
  7. 00:44:339 (10,1) - should make 1 a 1/1 slider. Idk what sound you're mapping the slider end to currently. Also, you shouldn't space the stream (especially not this much) in a hyper, despite the low bpm. Players at this level will think it's a 1/2 gap instead of a 1/4 gap Fixed
  8. 00:47:534 (8,1) - stack Stacked
  9. 00:57:256 (6) - make 1/4 repeat slider like 00:20:867 (3) - Fixed
  10. 01:02:811 (3) - should change this to a circle + extended slider (timeline would look like this Good idea owo
  11. 01:23:089 (1) - Should map this with circles and sliders instead, spinner doesn't really fit right here Removed slider and fixed
  12. 01:27:811 (1) - change to two 1/4 sliders so timeline looks like this Fixed (same for 01:45:589 (3) - ) Fixed
  13. 01:32:256 (3) - shouldn't be a 1/4 repeat slider, there isn't anything clickable on the blue ticks Fixed
  14. 01:54:478 (5,6) - why isn't this a stream? D: Because i never thought about it
  15. 01:55:589 (1,2,3) - this is great Thanks!
  16. 02:03:922 (9,10,11,12) - 02:06:145 (8,9) - 02:08:367 (8) - make sure these rhythms have a pattern of how you express them, right now they seem random (two 1/4 sliders, two 1/4 sliders, two stacked 1/4 circles, two 1/4 sliders, one 1/4 repeat slider). You could do one rhythm then another on and off if you want variation, but keeping consistency is key. One 1/4 repeat slider and two 1/4 sliders should be good
  17. 02:23:367 (1) - I don't like this noise being represented with a spinner head, maybe try adding a circle and moving the spinner over slightly Fixed
I will respond to CelVeritas mod soon (i'm busy irl right now)
BanchoBot
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