Sign In To Proceed 2z1z44

Don't have an ? 5p1p6t

osu! to create your own !
forum

L.E.D.-G - SOUND OF GIALLARHORN 294jd

posted
Total Posts
98
show more
Deleted_3044645
Timing check!

offset : 2728
Topic Starter

No Dap wrote: g334y

Timing check!

offset : 2728
Thank you o3o
Applied to all diffs
[General]
  1. The Combo Colour 3 blends in with the backgroud which makes some pattern (like 01:21:901 (7,8) in the Another difficulty for example) hard to read. Find an alternative please!
[Beginner]
  1. 00:17:091 (3) - This slider goes a bit too close to the bottom border of the playfield, it even overlaps the score metre bar (at its default size). Consider oving it up a little but.
  2. 00:54:917 (1) - This slider goes under 00:52:309 (1), that doesn't look good you know :/
  3. 00:54:917 (1,2,1,2,1,2,1,2,1,2,1,2,1,2) - You used consecutive 3/2 slider with a reverse for 18 seconds o.o that's kind of boring at some point you know :/ Try to diversify a little bit please >.<
  4. 01:23:613 (1) - The reverse of this slider almosts goes under the HP bar :( move it a bit away please, that's a easy fix and it play better + look nicer !
  5. 01:26:222 (1) - Move the last gray point 1 grid left for a better blanket !
  6. 01:48:396 (1) - I know this slider blankets around the last slider, and it looks very nice. But don't forget this is an easy difficulty and you must use a consistent spacing everywhere. Otherwise new players will be confused and will hit the slider too early because the note is too close that what it is supposed to be. So don't put this slider that close from 01:45:787 (3).
[Normal]
  1. 00:07:309 (6) - Why does this slider ends 1/1 before the next slider while 00:04:700 (6) does 1/2 earlier, the two sounds are similar, for the sake of connsistency, I'd do the same things for those patterns.
  2. 00:30:135 (1) - End this slider 1/2 later, to match the drums ? That feels more natural to play and that keeps consistency with 00:28:830 (2).
  3. 01:03:559 (2,3) - Don't put those 2 circles under 01:02:417 (3), the slider hides them when they start appearing. :/
  4. 01:36:330 (4) - Just my personnal opinion, but I wouldn't put this circle so close from 01:35:189 (4). Doesn't look nice imo. >w<
[Hyper]
  1. 01:25:570 (5) - The end of the slider is completely under the HP bar :/
  2. I'm not really fond of patterns like this one 00:54:917 (1,2,3), but that's just me, despite that, I really lied this dif ! :)
[Extra]
  1. Hey, this is an extra difficulty, why does it only has HP drain rate 6 ? That's an extra, don't make it too easy to please, it's supposed to be challenging, increase it to 7 ! :3
Great map in general, I enjoyed playing the Another difficulty a lot ! :D
Topic Starter

Kurai wrote: 4o3o

[General]
  1. The Combo Colour 3 blends in with the backgroud which makes some pattern (like 01:21:901 (7,8) in the Another difficulty for example) hard to read. Find an alternative please! Tweaked both 1 and 3 a bit, should be better now.
[Normal]
  1. 00:07:309 (6) - Why does this slider ends 1/1 before the next slider while 00:04:700 (6) does 1/2 earlier, the two sounds are similar, for the sake of connsistency, I'd do the same things for those patterns. Changed the first one to 1/1
  2. 00:30:135 (1) - End this slider 1/2 later, to match the drums ? That feels more natural to play and that keeps consistency with 00:28:830 (2). Intentional, I did this because a single finish sounds awkward and to give more time before the Spinner, I'll wait for other people's opinions though
  3. 01:03:559 (2,3) - Don't put those 2 circles under 01:02:417 (3), the slider hides them when they start appearing. :/ I honestly didn't find any issues with this, I'll wait for other modders to say what they think.
Great map in general, I enjoyed playing the Another difficulty a lot ! :D o3o
Thank you for the mod!

Cloudchaser wrote: h515

dildos.
Alu's Extra
  1. The diff seems good for me but I've seen some bad stacks.
  2. 00:50:189 (2) - I suggest this rhythm:
  3. 01:08:776 (4) - move down this note
  4. 01:11:548 (6) - ctrl+g
  5. 02:09:265 (17) - NC
Applied everything but the rhythm thing, I like the reversed slider more....

Kurai wrote: 4o3o

[Extra]
  1. Hey, this is an extra difficulty, why does it only has HP drain rate 6 ? That's an extra, don't make it too easy to please, it's supposed to be challenging, increase it to 7 ! :3
Yeah, you're actually right. I changed the HP to 7...

Thanks for the mod, guys
http://puu.sh/7VsGJ.osu
Sup' CreamLegit ? :D /hides

I'm not an expert bla bla bla..
Here's my mod , let's go~

[Ami's Beginner]
00:18:396 (1) - Blanket can be improve !
00:49:700 (1) - This slider needs curv
01:23:613 (1) - ^
02:04:048 (1) - Sliderwave is recommanded imo for get a better flow C:!

[Flower and Priti's Normal]
00:45:298 (4) - x:364 y:232
01:18:233 (6) - This note follow the rhythm but you can remove it (overmapped?)
01:36:657 (5) - NC
01:47:091 - Add a spinner here ?
02:09:265 (5) - ^

[Nemis and Priti's Hyper]
00:52:537 - I found thatweird ! Make sth ? :D
This diff looks actually pretty good :D

[Alu's Extra]
01:36:151 (8) - NC
01:46:994 (15) - ^
There's a lot of streams owo But you did a good job :D
Due to new rule , rename into Alu's Impact ?

[Another]
00:23:434 - You can add a note here
01:36:477 - ^
01:41:858 (1,1,2,1,2,1,2) - For that moment , you should add some jumps imo , it's more fun to play :D
That's all for that !


I found that map good as always !
Good job to the mappers :D Good luck :D
Topic Starter

Secretpipe wrote: n6k

[Flower and Priti's Normal]
00:45:298 (4) - x:364 y:232 Ruins flow and ruins the overlap with the slider on it, no.

[Nemis and Priti's Hyper]
00:52:537 - I found thatweird ! Make sth ? :D I likey this..
This diff looks actually pretty good :D o3o

[Another]
00:23:434 - You can add a note here Ruins the emphasis of the next note.
01:36:477 - ^ ^
01:41:858 (1,1,2,1,2,1,2) - For that moment , you should add some jumps imo , it's more fun to play :D I honestly don't feel like they are needed.

I found that map good as always ! o3o
Good job to the mappers :D Good luck :D
Thank you for the mod.
quiz-chan_DELETED
Whoa what wait, hold it right there

[Flower & Priti's Normal]
You have a lot of 1/2 action going on here in this map. I extremely strongly recommend using OD4.

00:30:119 (1) - Seriously? If this stays, increase by 1/2 beat, please. You can clearly hear the cymbals in the background land 1/2 beat later.
00:30:852 - In combination with that above, add a circle here.
00:31:423 (1) - This spinner should start at 00:31:749 - and end at 00:32:727 - and also, this isn't too hard to play (with OD4).
00:54:901 - The silent slider heads on every 2. slider make it a pain to play this part since there is no audio- for the player. Either raise volume or use drumnormals instead of softnormals.
01:06:641 (1) - Imperfect blanket; you can improve it with one more node.
01:17:564 (4,5,6,1) - This combination is questionable. (5,6) suddenly change the way the player has to react, not to mention make it considerably harder as to the completion of the previous slider and then immediately clicking 1/2. Changing them to a single slider would greatly contribute to maintaining a certain consistence over the section.
01:27:999 (4,5,6,1) - Then again, you have had a lot of 1/2 going on before, so you might keep these the way they are. Your call.
01:31:423 (1,1) - These slider shapes are random and not even beautiful. I believe you can get something else going.

mhhm

[Blahblah Hyper]
Priti:
00:05:662 (2) - Ctrl G for better flow.
00:28:651 (1,1,1,1) - Brilliant idea!
00:50:662 (4) - Actually, Ctrl G here works just as well.
00:53:597 (1) - I don't know, you might wanna place this somewhere else, I keep mistaking it for a 1/2.

Nemis:
00:22:782 (3) - This slider really tricked me somehow, as in, I always do expect that it's a one-repeat slider. I believe you could go with that, huh?
00:54:901 - what. I cannot read at all what is to be clicked when and where. You keep losing overwatch at some point and maybe you break your combo.

but otherwise, well done guys
Topic Starter

Lizzy wrote: 6u3m2h

Whoa what wait, hold it right there

[Flower & Priti's Normal]
You have a lot of 1/2 action going on here in this map. I extremely strongly recommend using OD4. Okie okie

00:30:119 (1) - Seriously? If this stays, increase by 1/2 beat, please. You can clearly hear the cymbals in the background land 1/2 beat later. Fien meanie
00:30:852 - In combination with that above, add a circle here. This timestamp doesn't make sense
00:31:423 (1) - This spinner should start at 00:31:749 - and end at 00:32:727 - and also, this isn't too hard to play (with OD4). Okieokie
00:54:901 - The silent slider heads on every 2. slider make it a pain to play this part since there is no audio- for the player. Either raise volume or use drumnormals instead of softnormals. Added drumnormals on most of these.
01:06:641 (1) - Imperfect blanket; you can improve it with one more node. Tweaked it a bit
01:17:564 (4,5,6,1) - This combination is questionable. (5,6) suddenly change the way the player has to react, not to mention make it considerably harder as to the completion of the previous slider and then immediately clicking 1/2. Changing them to a single slider would greatly contribute to maintaining a certain consistence over the section. Changed to a slider
01:27:999 (4,5,6,1) - Then again, you have had a lot of 1/2 going on before, so you might keep these the way they are. Your call. Removed 01:28:651 (6) -
01:31:423 (1,1) - These slider shapes are random and not even beautiful. I believe you can get something else going. Keeping for now, Will see what others think

mhhm

[Blahblah Hyper]
Priti:
00:05:662 (2) - Ctrl G for better flow. Done, great idea
00:28:651 (1,1,1,1) - Brilliant idea! ikr
00:50:662 (4) - Actually, Ctrl G here works just as well. Done
00:53:597 (1) - I don't know, you might wanna place this somewhere else, I keep mistaking it for a 1/2. Slightly unstacked them, should be better now

but otherwise, well done guys o3o
Thank you for the really useful mod!
Now just waiting for Nemis to respond

Secretpipe wrote: n6k

[Alu's Extra]
01:36:151 (8) - NC
01:46:994 (15) - ^
There's a lot of streams owo But you did a good job :D
Due to new rule , rename into Alu's Impact ?
I disagree on both NCs
What new rule? o.o Extra should be alright afaik...
If not, Priti should change it to whatever he likes...
Thanks for modding!
onotoleonide
[Meddi]
  1. 00:14:467 (1) - blanket
  2. 00:15:934 (2,3) - ctrl+g? plays better
  3. 01:09:738 (4) - blanket
  4. 01:12:510 (4) - ^^^^
  5. 01:51:151 (2,3) - ctrl+g? don't forget about hitsounds
really ExTReME dIfFicULIty
Topic Starter

onotoleonide wrote: 223d38

really ExTReME dIfFicULIty
I saw that u wrote extra n den edited
nub
SPOILER
00:14 Mirage: http://osu-ppy-sh.tvgratuite.org/b/381301
00:14 Mirage: gogo
00:14 Mirage: new eXtreme
00:15 Frostmourne: - -
00:27 Frostmourne: 00:59:141 (3,4) -
00:27 Frostmourne: between this is far right?
00:27 Frostmourne: so the 00:59:304 (4,5) -
00:27 Frostmourne: between here becomes weird to play
00:28 Mirage: oh ure modding now
00:28 Frostmourne: might be because
00:28 Frostmourne: 00:59:304 (4) -
00:28 Mirage: i thought you were like
00:28 Mirage: pm so i can mod later k
00:28 Frostmourne: this is a little longer slider
00:28 Frostmourne: lol
00:28 Frostmourne: now
00:28 Frostmourne: not later
00:28 Frostmourne: this is ok 01:09:738 (4,5) - though
00:28 Frostmourne: I don't know why
00:28 *Frostmourne shrugs
00:28 Mirage: u mean
00:29 Mirage: 00:59:141 (3) - too low jump?
00:29 Mirage: 00:59:141 (3,4) -
00:29 Frostmourne: 4 5.
00:29 Frostmourne: because 3 4 is big
00:29 Frostmourne: and 4 5 is low
00:29 Mirage: oh
00:29 Frostmourne: so it's a bit hard to read + it was stacked by previous notes?
00:29 Frostmourne: I feel that way
00:30 Frostmourne: it's kind of my personal feel
00:30 Frostmourne: but it feels like that
00:30 Frostmourne: don't need to worry if you feel ok about it
00:30 Mirage: hm i feel ok
00:30 Mirage: xD
00:30 Frostmourne: alright
00:30 Frostmourne: no hitsound 02:06:314 (7) - ?
00:31 Frostmourne: 01:24:901 (1,2,3) -
00:31 Mirage: oh its a mess
00:31 Mirage: different claps
00:31 Frostmourne: can you move this a bit far from 01:25:227 (4,5,1) -
00:31 Frostmourne: hard to read when they are sticked
00:32 Frostmourne: much easier when you separate them
00:32 Mirage: okok
00:32 Frostmourne: like 01:22:945 (1,2,3,4,5,6) -
00:32 Frostmourne: lol
00:32 Frostmourne: I was like
00:32 Frostmourne: 01:25:390 (1) -
00:32 Frostmourne: this new combo was tricky to read for me
00:32 Frostmourne: so I'm not sure if the previous stream was the pattern I know or not
00:33 Frostmourne: 01:25:880 (4) - I would new combo here
00:33 Mirage: oh its a bad nc
00:33 Frostmourne: like 01:25:390 (1,2,3) - sticked together
00:33 Mirage: 01:25:554 - nc should be here
00:33 Frostmourne: and that (4) will be better with NC
00:33 Frostmourne: um I guess that also works
00:34 Frostmourne: that's all
00:34 Frostmourne: go fucking update and I will play again lol
00:34 Frostmourne: can't wait to beat that deathstream
00:34 Mirage: ty luv
00:34 Mirage: LOL
00:34 Mirage: its made so HR looks nice :D
00:34 Mirage: 01:28:814 - especially this part
00:34 Frostmourne: LOL....
00:35 Frostmourne: tell me when the mapper updates the map
00:35 Frostmourne: so I can play
00:35 Mirage: check in editor cs5 k
00:35 Frostmourne: hue
00:35 Mirage: ill apply a mod on the forum
00:35 Frostmourne: k thx bby

:)
onotoleonide

Priti wrote: 442112

onotoleonide wrote: 223d38

really ExTReME dIfFicULIty
I saw that u wrote extra n den edited
nub
:?

gave star because of my mp3
[eXtreme]
The HP drain is rather high. The parts without streams do not restore HP.
00:12:592 (7) - Why is this a slider? Seems a bit silly to me. Either make (6) a slider and (7) a circle or just make it all circles.
00:50:499 (4,5) - Blanket?
00:58:977 (2,4) - ^
01:07:130 (3,4) - ^
01:11:858 (1,3,4) - ^
01:29:793 (1,2,3,4,1,2,3,4) - This bit could use better flow in my opinion.
01:36:641 - You could just as well fill up these breaks with long sliders or spinners, or just remove the circle in the middle like in the other diffs.

I tried, really. T~T

Yoeri wrote: 1m2g1n

[eXtreme]
The HP drain is rather high. The parts without streams do not restore HP.
00:12:592 (7) - Why is this a slider? Seems a bit silly to me. Either make (6) a slider and (7) a circle or just make it all circles.
00:50:499 (4,5) - Blanket?
00:58:977 (2,4) - ^
01:07:130 (3,4) - ^
01:11:858 (1,3,4) - ^
01:29:793 (1,2,3,4,1,2,3,4) - This bit could use better flow in my opinion.
01:36:641 - You could just as well fill up these breaks with long sliders or spinners, or just remove the circle in the middle like in the other diffs.

I tried, really. T~T
Not gonna change anything sorry :(
Looks ready to me ! ~

(。 ◕‿‿◕)
oh yea
Topic Starter

Kurai wrote: 4o3o

Looks ready to me ! ~

(。 ◕‿‿◕)
Uhm, Kurai
I thought we said you are going to star icon until I get the storyboard ._.
I forgot about that :U

Kurai wrote: 4o3o

I forgot about that :U
http://puu.sh/875W5.rar

ITZ FINALLY DONE!~
(The only triggers are Finish Hitsounds which has almost no gaps with each other's difficulties or maps so they stay :3)
Topic Starter

DJNightmare wrote: 4d4bc

Kurai wrote: 4o3o

I forgot about that :U
http://puu.sh/875W5.rar

ITZ FINALLY DONE!~
(The only triggers are Finish Hitsounds which has almost no gaps with each other's difficulties or maps so they stay :3)
There's no .osb or the .osu of Hyper
orz
Hyper's difficulty specific sb is already done, so i did not include it
Topic Starter

DJNightmare wrote: 4d4bc

Hyper's difficulty specific sb is already done, so i did not include it
THERE'S STILL NO GENERAL .OSB
/me sobs
WAT (Le me checks it)
wau
awesome sb
quiz-chan_DELETED
eewww, remove that ugly yellow combo colour.
wth is that even there >_>
Topic Starter
Updated with the second version of the Storyboard, holy boobs its amazing now.
WE'RE READY KURAI
WEEEEEEEE~
This SB is sweet owo
wow bubble already gogogo
Let's get this ranked~
inb4 this will get graveyarded with a bubble
Topic Starter

Alumetorz wrote: 3i5w53

inb4 this will get graveyarded with a bubble
That's the plan bebeh.
Stahp Priti, it wont happened
Ami's Beginner

  1. 00:13:162 (1) - I would add a 60% finish on this slider's head because, if you can notice, new melody section is starting from here. The finish would fit better there instead of whistle (I'd remove whistle with adding the finish)
  2. 00:28:814 (1) - This is not symmetric. Just use this code:
    312,208,28814,6,0,P|256:100|212:216,1,300,4|0,1:2|0:0,0:0:0:0:
    152,272,30119,2,0,P|116:212|140:76,2,200,4|0|4,1:2|0:0|1:2,0:0:0:0:
  3. 00:35:336 (2) - Why don't you keep consistency here with all other following parts with the same rhythm? I mean, rhythm should be this one, without mapping that red tick: http://puu.sh/8yB2R.jpg
Flower & Priti's Normal

  1. OD -1 for consistency between diffs
  2. 00:13:162 (1) - Same of Beginner
  3. 00:31:749 (1) - Extend this spinner by 1/1 and add additions: Soft effect. It'd be consistent with 00:35:988 (6)'s head and so on. Actually, it's very bad. It fills nothing and the Normal sampleset is too loud for that.
  4. 00:46:260 (7) - I'd use Normal sampleset on this slider's head and tail because the head has the sound of 00:45:771 (6)'s head and actually that soft setting sounds so weird o.o
  5. 00:53:597 (1) - This spinner could be too short considering that the 00:54:901 (1) is just set 1/1 after it for this diff. I would change this spinner with some 1/1 circles to make it easier (the diff is already hard :\ so let's try to make this part more playable for beginners): http://puu.sh/8yBwv.jpg
eXtreme

  1. 00:03:054 (3) - CTRL + G to keep the same flow of 00:03:380 (4,5,6) (and it plays much better)
  2. 01:15:282 (6,7,8) - This kind of linear jumping patterns are so bad to play.. I suggest you something like: http://osu-ppy-sh.tvgratuite.org/ss/1572918 (stacking 6 with
  3. 01:14:467 (1)'s head, 7 with 01:14:711 (2) 's head and 8 with 01:14:141 (5))
  4. 01:25:717 (2,3,4) - No. This should be an up-down-up-down pattern starting from the 01:25:390 (6). If the 01:25:554 (1) is down the 01:25:717 (2) must be placed up. How you mapped it, with this inconsistency, the pattern could confuse player because they'd play this pattern naturally in the same way I suggested you to fix. Or maybe.. there is a better way to fix it if you don't want to change this completely. 01:25:554 (7) Add new combo here 01:25:717 (2) and remove it from 01:25:554 (1). The combo warn players about the "kind of pattern" change.
  5. 01:41:858 (1,2,1,2,1,2,3,4) - Hi Rin pattern xD
  6. This map looks so weird to play idk lol
Alu's Extra

  1. 01:25:880 I got your intention but no, you really should add a circle here. This big break could confuse a player between the previous stream and next one. I'd make a 1/4 triple starting from here till 01:26:043
Another

  1. 00:19:358 (7,8) - This big jump and inconsistent jump doesn't convince me because of the foollowing 00:19:521 (8,1) small spacing.. I highly suggest you to fix this with an other pattern, but I thought about that but I don't have idea D: Just try to fix this by yourself ;c
  2. 01:25:880 - Same of Alu's Extra
  3. 01:36:641 (1) - This circle shouldn't be placed here. You are using the same logic jumping pattern of 01:35:662 (4,5,7,8). These ones are 1/2 and the
  4. 01:36:314 (10,1) is 1/1. This needs a bigger spacing.
Hyper is the best for me. Nothing to change there.
Topic Starter

Chewin wrote: 8364l

Ami's Beginner

  1. 00:13:162 (1) - I would add a 60% finish on this slider's head because, if you can notice, new melody section is starting from here. The finish would fit better there instead of whistle (I'd remove whistle with adding the finish) Added the finish in addition to the whistle.
  2. 00:28:814 (1) - This is not symmetric. Just use this code: Fixed.
    312,208,28814,6,0,P|256:100|212:216,1,300,4|0,1:2|0:0,0:0:0:0:
    152,272,30119,2,0,P|116:212|140:76,2,200,4|0|4,1:2|0:0|1:2,0:0:0:0:
  3. 00:35:336 (2) - Why don't you keep consistency here with all other following parts with the same rhythm? I mean, rhythm should be this one, without mapping that red tick: http://puu.sh/8yB2R.jpg What Ami did here actually makes sense since the pitch change is every fourth sound unlike most songs which have it as a pitch change every fifth sound, Unchanged.
Flower & Priti's Normal

  1. OD -1 for consistency between diffs Okie
  2. 00:13:162 (1) - Same of Beginner Added
  3. 00:31:749 (1) - Extend this spinner by 1/1 and add additions: Soft effect. It'd be consistent with 00:35:988 (6)'s head and so on. Actually, it's very bad. It fills nothing and the Normal sampleset is too loud for that. Removed the spinner and changed this pattern instead.
  4. 00:46:260 (7) - I'd use Normal sampleset on this slider's head and tail because the head has the sound of 00:45:771 (6)'s head and actually that soft setting sounds so weird o.o Done.
  5. 00:53:597 (1) - This spinner could be too short considering that the 00:54:901 (1) is just set 1/1 after it for this diff. I would change this spinner with some 1/1 circles to make it easier (the diff is already hard :\ so let's try to make this part more playable for beginners): http://puu.sh/8yBwv.jpg Changed it up a bit, also removed the spinner.
Alu's Extra

  1. 01:25:880 I got your intention but no, you really should add a circle here. This big break could confuse a player between the previous stream and next one. I'd make a 1/4 triple starting from here till 01:26:043 - This anti-jump is heavily emphasised by the cymbals and since It's an extra, anti-jumps like this shouldn't actually be a problem. This isn't an instant fail scenerio and if you are up for FCing it, I doubt you'll actually do it on your first try due to the tough streams.
Another

  1. 00:19:358 (7,8) - This big jump and inconsistent jump doesn't convince me because of the foollowing 00:19:521 (8,1) small spacing.. I highly suggest you to fix this with an other pattern, but I thought about that but I don't have idea D: Just try to fix this by yourself ;c Removed (8) For now.
  2. 01:25:880 - Same of Alu's Extra Keeping it, Works well imo
  3. 01:36:641 (1) - This circle shouldn't be placed here. You are using the same logic jumping pattern of 01:35:662 (4,5,7,8). These ones are 1/2 and the Uncomplete sentence woop woop. Anywhos, added another triplet.
  4. 01:36:314 (10,1) is 1/1. This needs a bigger spacing. Isn't needed anymore since I added the triplet.
Thank you for the mod~
I reponsded for Ami since she's busy with irl stuff and responded for Alu since he's in London or smthn.
!Summon Mirage

Chewin wrote: 8364l

eXtreme

  1. 00:03:054 (3) - CTRL + G to keep the same flow of 00:03:380 (4,5,6) (and it plays much better) nah
  2. 01:15:282 (6,7,8) - This kind of linear jumping patterns are so bad to play.. I suggest you something like: http://osu-ppy-sh.tvgratuite.org/ss/1572918 (stacking 6 with
  3. 01:14:467 (1)'s head, 7 with 01:14:711 (2) 's head and 8 with 01:14:141 (5)) I like it the way it is now
  4. 01:25:717 (2,3,4) - No. This should be an up-down-up-down pattern starting from the 01:25:390 (6). If the 01:25:554 (1) is down the 01:25:717 (2) must be placed up. How you mapped it, with this inconsistency, the pattern could confuse player because they'd play this pattern naturally in the same way I suggested you to fix. Or maybe.. there is a better way to fix it if you don't want to change this completely. 01:25:554 (7) Add new combo here 01:25:717 (2) and remove it from 01:25:554 (1). The combo warn players about the "kind of pattern" change. changed nc
  5. 01:41:858 (1,2,1,2,1,2,3,4) - Hi Rin pattern xD wat
  6. This map looks so weird to play idk lol Still not as weird as someone's Forza :D
Topic Starter
Updated~
We're ready for ya Chewin!

Mirage wrote: 391i5n

Chewin wrote: 8364l

eXtreme

  1. 01:15:282 (6,7,8) - This kind of linear jumping patterns are so bad to play.. I suggest you something like: http://osu-ppy-sh.tvgratuite.org/ss/1572918 (stacking 6 with
  2. 01:14:467 (1)'s head, 7 with 01:14:711 (2) 's head and 8 with 01:14:141 (5)) I like it the way it is now
I confirmed this even before when you played it with missing the jump LOL.
I'm fine with all diffs but not enough for the eXtreme one.
The part from 00:54:901 (1) - till 01:15:771 (1) looks so weird with all those normal samplesets and uncomfortable jumps to play (that I mentioned and you didn't want to fix). Well. To be sure about this I will leave this map to an other BAT. One more opinion doesn't hurt. Just rebubbling for now then, good luck guys!

Rebubbled!
Ranked.
Topic Starter
Thank you Melo~
Congratulations (:
RAAAAANKEEEEOOOOOOOOOOOOOOOOOOOOUUUUU ^-^

Gratz ConGratz ReConGratz PRITI

and all collabers/GDers (: I SS'ed [Normal] in a only try. Perfect ♥

Let the fresh blood go in. We need :3
Gratz Gratz :D
Congrats Priti nub :P
wow congrats, nice song btw
damnit! storyboard! cool! hypes! gratz!
Congrats Priti :3
Here's a comment by Seekritpope :
Gratz nub :3
Congratulations~!!!
gratz priti.
your map becomes much better now.
keep going plz
Awesome, gratz Priti-chan :b
congratulation
Congrats :3
8-)
Sorry guys have to unrank this due to broken flow of the square patterns on Another difficulty starting at 02:04:032.
Please fix and I'll re-rank.

EDIT: Re-Ranked!
gg
Wow, this was unranked? Now Priti has two maps ranked in a row LOL THIS WAS ON PURPOSE
Kodora
Find unrankable issue at Another

00:38:760 (6,1) - Covering reversearrows by hitbursts is unrankable
Unranking again not only because of Kodora pointed out, but this following issue as well (Special thanks to NewRulerNA):

15:34 NewRulerNA: there is an unused file...
15:34 NewRulerNA: (or wrong SB code)
15:34 NewRulerNA: smallpentagon.png
15:35 BeatofIke: wow. that can't be good >.<
15:35 NewRulerNA: Sprite,Foreground,Centre,"SB\Elements\smallpentagon",320,240
15:35 NewRulerNA: wrong name as target
15:36 NewRulerNA: Sprite,Foreground,Centre,"SB\Elements\smallpentagon.png",320,240
15:36 NewRulerNA: should add ".png"

EDIT: Re-Re-Ranked!


ok
Gratz :D
Awesome
Is it safe? I hope the map is good now! Great map! Priti! Keep it UP!


I got rank one 3 times in a row on this map xD
Gratz!
Yes.

Cancel wrote: 1p1i1i



ok
priti2proprprppr


;_;

mapset is cool though

Kodora wrote: 1m1h4o

Find unrankable issue at Another

00:38:760 (6,1) - Covering reversearrows by hitbursts is unrankable
With new Standard Skin, it was perfectly readable = rankable.
In editor doesn't seem so, but it was ok already when playing. This wasn't unrankable. But ok.

@Priti: I hate you D: AIBat was right, not bugged, lol.
Waht, the moment it ranked and 3 unrankable issues were found
L.E.D

fanzhen0019 wrote: 2m374e

L.E.D
o.o
Finally noooooooob

DJNightmare wrote: 4d4bc

Waht, the moment it ranked and 3 unrankable issues were found
Pretty normal nowadays lol, its like its all planned out. Rank then tell.
gratz, nice song
The song and beatmap was nice as expected but the storyboard was a nice surprise. Really well done storyboard.
Great work on the storyboarding.
storyboard looks lovely spread and hp drain is kinda lulzy 6/10 SB 10/10
Due to mah stupidity, some codes are lost...
Long story short, I made a new document over the sgf file and it was lost.

SGL File one (Bar Equalizer and Synth Visualizer
//var quarterBeat = 99249 - 99168;
//function barSynth(startTime, scaleY, o, r, g, b, offset) {
// var quarterBeat = 99249 - 99168;
// var halfBeat = quarterBeat*2;
// var oneBeat = halfBeat*2;
// var bar = new Sprite("SB/Elements/white.png");
// bar.additive(0, 136173);
// bar.fade(0);
// bar.moveY(1, 13162 + offset, 13162 + halfBeat + offset, 480 ,440);
// bar.moveY(1, 14467 + offset, 14467 + halfBeat + offset, 440, 60);
// bar.moveY(1, 14956 + offset, 14956 + halfBeat + offset, 60, 120);
// bar.moveY(1, 15445 + offset, 15445 + halfBeat + offset, 120, 200);
// bar.moveY(1, 15771 + offset, 15771 + halfBeat + offset, 200, 240);
// bar.moveY(1, 17075 + offset, 17075 + halfBeat + offset, 240, 200);
// bar.moveY(1, 17727 + offset, 17727 + halfBeat + offset, 200, 240);
// bar.moveY(1, 18054 + offset, 18057 + halfBeat + offset, 240, 280);
// bar.moveY(1, 18380 + offset, 18380 + halfBeat + offset, 280, 360);
// bar.moveY(1, 19684 + offset, 19684 + halfBeat + offset, 360, 200);
// bar.moveY(1, 20336 + offset, 20336 + halfBeat + offset, 200, 240);
// bar.moveY(1, 20988 + offset, 20988 + halfBeat + offset, 240, 240);
// bar.moveY(1, 22293 + offset, 22293 + halfBeat + offset, 240, 200);
// bar.moveY(1, 23597 + offset, 23597 + halfBeat + offset, 200, 60);
// bar.color(r, g, b);
// bar.startLoop(startTime, 128+64);
// bar.scaleVec(1, 0, quarterBeat, 800, scaleY, 800, 10);
// bar.fade(1, 0, quarterBeat, o, 0);
// bar.endLoop();
//}

//barSynth(13162, 20, 1, 180, 0, 100, 0);
//barSynth(13202, 16, 0.8, 200, 0, 140, 50);
//barSynth(13242, 14, 0.6, 120, 0, 200, 100);
//barSynth(13282, 18, 0.4, 60, 0, 220, 150);
//barSynth(13322, 12, 0.2, 40, 0, 200, 200);
//barSynth(13162, 20, 1, 180, 0, 100, 250);
//barSynth(13202, 16, 0.8, 200, 0, 140, 300);
//barSynth(13242, 14, 0.6, 120, 0, 200, 350);
//barSynth(13282, 18, 0.4, 60, 0, 220, 400);
//barSynth(13322, 12, 0.2, 40, 0, 200, 450);

//96641

function bars(startTime, x, scaleY, loops) {
var bar = new Sprite ("SB/Elements/white.png");
var quarterBeat = 99249 - 99168;
var halfBeat = quarterBeat*2;
var oneBeat = halfBeat*2;
bar.additive(0, 136173);
bar.fade(0);
bar.startLoop(startTime, loops);
bar.fade(0, quarterBeat, 0.4, 0);
bar.scaleVec(0, quarterBeat, 16, scaleY*2, 16, scaleY);
bar.endLoop();
bar.moveX(x);
}

bars(96641, 320, 40, 32);
bars(96641, 290, 20, 32);
bars(96641, 350, 20, 32);
bars(96641, 260, 10, 32);
bars(96641, 380, 10, 32);
bars(96641, 230, 8, 32);
bars(96641, 410, 8, 32);
bars(96641, 200, 6, 32);
bars(96641, 440, 6, 32);
bars(96641, 170, 5, 32);
bars(96641, 470, 5, 32);
bars(96641, 140, 4, 32);
bars(96641, 500, 4, 32);
bars(96641, 110, 3, 32);
bars(96641, 530, 3, 32);
bars(96641, 80, 2, 32);
bars(96641, 560, 2, 32);
bars(96641, 50, 3, 32);
bars(96641, 590, 3, 32);
bars(96641, 20, 4, 32);
bars(96641, 620, 4, 32);
bars(96641, -10, 5, 32);
bars(96641, 650, 5, 32);
bars(96641, -40, 6, 32);
bars(96641, 680, 6, 32);
bars(96641, -70, 8, 32);
bars(96641, 710, 8, 32);
bars(96641, -100, 10, 32);
bars(96641, 740, 10, 32);
bars(96641, -130, 12, 32);
bars(96641, 770, 12, 32);
bars(96641, -160, 14, 32);
bars(96641, 800, 14, 32);
bars(96641, -190, 16, 32);
bars(96641, 830, 16, 32);

bars(99249, 320, 20, 24);
bars(99249, 290, 40, 24);
bars(99249, 350, 40, 24);
bars(99249, 260, 35, 24);
bars(99249, 380, 35, 24);
bars(99249, 230, 20, 24);
bars(99249, 410, 20, 24);
bars(99249, 200, 15, 24);
bars(99249, 440, 15, 24);
bars(99249, 170, 10, 24);
bars(99249, 470, 10, 24);
bars(99249, 140, 8, 24);
bars(99249, 500, 8, 24);
bars(99249, 110, 6, 24);
bars(99249, 530, 6, 24);
bars(99249, 80, 4, 24);
bars(99249, 560, 4, 24);
bars(99249, 50, 3, 24);
bars(99249, 590, 3, 24);
bars(99249, 20, 4, 24);
bars(99249, 620, 4, 24);
bars(99249, -10, 5, 24);
bars(99249, 650, 5, 24);
bars(99249, -40, 6, 24);
bars(99249, 680, 6, 24);
bars(99249, -70, 8, 24);
bars(99249, 710, 8, 24);
bars(99249, -100, 10, 24);
bars(99249, 740, 10, 24);
bars(99249, -130, 12, 24);
bars(99249, 770, 12, 24);
bars(99249, -160, 14, 24);
bars(99249, 800, 14, 24);
bars(99249, -190, 16, 24);
bars(99249, 830, 16, 24);

bars(101206, 320, 20, 8);
bars(101206, 290, 25, 8);
bars(101206, 350, 30, 8);
bars(101206, 260, 35, 8);
bars(101206, 380, 40, 8);
bars(101206, 230, 60, 8);
bars(101206, 410, 60, 8);
bars(101206, 200, 40, 8);
bars(101206, 440, 40, 8);
bars(101206, 170, 30, 8);
bars(101206, 470, 30, 8);
bars(101206, 140, 20, 8);
bars(101206, 500, 20, 8);
bars(101206, 110, 10, 8);
bars(101206, 530, 10, 8);
bars(101206, 80, 6, 8);
bars(101206, 560, 6, 8);
bars(101206, 50, 4, 8);
bars(101206, 590, 4, 8);
bars(101206, 20, 3, 8);
bars(101206, 620, 3, 8);
bars(101206, -10, 5, 8);
bars(101206, 650, 5, 8);
bars(101206, -40, 6, 8);
bars(101206, 680, 6, 8);
bars(101206, -70, 8, 8);
bars(101206, 710, 8, 8);
bars(101206, -100, 10, 8);
bars(101206, 740, 10, 8);
bars(101206, -130, 12, 8);
bars(101206, 770, 12, 8);
bars(101206, -160, 14, 8);
bars(101206, 800, 14, 8);
bars(101206, -190, 16, 8);
bars(101206, 830, 16, 8);

function barz(startTime, scaleY, loops) {
bars(startTime, 320, 40*(scaleY*1.4), loops);
bars(startTime, 290, 20*(scaleY*1.4), loops);
bars(startTime, 350, 20*(scaleY*1.4), loops);
bars(startTime, 260, 10*(scaleY*1.4), loops);
bars(startTime, 380, 10*(scaleY*1.4), loops);
bars(startTime, 230, 8*(scaleY*1.4), loops);
bars(startTime, 410, 8*(scaleY*1.4), loops);
bars(startTime, 200, 6*(scaleY*1.4), loops);
bars(startTime, 440, 6*(scaleY*1.4), loops);
bars(startTime, 170, 5*(scaleY*1.4), loops);
bars(startTime, 470, 5*(scaleY*1.4), loops);
bars(startTime, 140, 4*(scaleY*1.4), loops);
bars(startTime, 500, 4*(scaleY*1.4), loops);
bars(startTime, 110, 3*(scaleY*1.4), loops);
bars(startTime, 530, 3*(scaleY*1.4), loops);
bars(startTime, 80, 2*(scaleY*1.4), loops);
bars(startTime, 560, 2*(scaleY*1.4), loops);
bars(startTime, 50, 3*(scaleY*1.4), loops);
bars(startTime, 590, 3*(scaleY*1.4), loops);
bars(startTime, 20, 4*(scaleY*1.4), loops);
bars(startTime, 620, 4*(scaleY*1.4), loops);
bars(startTime, -10, 5*(scaleY*1.4), loops);
bars(startTime, 650, 5*(scaleY*1.4), loops);
bars(startTime, -40, 6*(scaleY*1.4), loops);
bars(startTime, 680, 6*(scaleY*1.4), loops);
bars(startTime, -70, 8*(scaleY*1.4), loops);
bars(startTime, 710, 8*(scaleY*1.4), loops);
bars(startTime, -100, 10*(scaleY*1.4), loops);
bars(startTime, 740, 10*(scaleY*1.4), loops);
bars(startTime, -130, 12*(scaleY*1.4), loops);
bars(startTime, 770, 12*(scaleY*1.4), loops);
bars(startTime, -160, 14*(scaleY*1.4), loops);
bars(startTime, 800, 14*(scaleY*1.4), loops);
bars(startTime, -190, 16*(scaleY*1.4), loops);
bars(startTime, 830, 16*(scaleY*1.4), loops);
}

barz(101858, 2, 24);
barz(103814, 2.6, 24);
barz(105771, 3.4, 16);

barz(118814, 1, 32);
barz(121423, 0.8, 24);
barz(123380, 2, 8);
barz(124032, 1.8, 24);
barz(125988, 2.2, 4);
barz(126314, 2.6, 4);
barz(126641, 2.8, 16);
barz(127945, 3.6, 16);

Climax and Chorus Rain
//75771 constant 1/4 bars
var quarterBeat = 99249 - 99168;

function bars(startTime, loops, x, v) {
var bar = new Sprite("SB/Elements/flash.png");
var bar2 = new Sprite("SB/Elements/flash.png");
var quarterBeat = 99249 - 99168;
var halfBeat = quarterBeat*2;
bar.fade(0);
bar.additive(0, 137168);
bar.startLoop(startTime, loops);
bar.moveX(x);
bar.moveY(0, halfBeat, 480, 400);
bar.moveY(halfBeat, halfBeat*2, 160, 80);
bar.moveY(halfBeat*2, halfBeat*3, 0, 80);
bar.moveY(halfBeat*3, halfBeat*4, 320, 400);
bar.endLoop();
bar.startLoop(startTime, loops*8);
bar.fade(0, quarterBeat, 1, 0);
bar.endLoop();
bar2.fade(0);
bar2.additive(0, 137168);
bar2.startLoop(startTime + quarterBeat, loops);
bar2.moveX(x);
bar2.moveY(0, halfBeat, 320, 160);
bar2.moveY(halfBeat, halfBeat*2, 0, 80);
bar2.moveY(halfBeat*2, halfBeat*3, 160, 320);
bar2.moveY(halfBeat*3, halfBeat*4, 480, 400);
bar2.endLoop();
bar2.startLoop(startTime, loops*8);
bar2.fade(0, quarterBeat, 1, 0);
bar2.endLoop();
bar.flipH(0, (v*137168) + 1);
bar2.flipH(0, (v*137168) + 1);
}

bars(75771, 32, 640, 0);
bars(75771, 32, 0, 1);

//108380
//2.35619449
//5.49778714

function snowflake(startTime, c) {
var snowflake = new Sprite("SB/Elements/arrow.png");
var quarterBeat = 99249 - 99168;
var halfBeat = quarterBeat*2;
var oneBeat = halfBeat*2;
var randomSaturation = rand(180, 255);
var randomPale = rand(0, 140);
var randomY = rand(0,480);
var randomX = rand(0, 640);
var randomScale = rand(0,1);
snowflake.rotate(3.14159265);
snowflake.scale(0, 1, randomScale, randomScale);
snowflake.move(1, startTime, startTime + oneBeat+oneBeat, randomX+200, randomY+200, randomX-200, randomY-200);
snowflake.fade(1, startTime, startTime + oneBeat, 0, 1);
snowflake.fade(2, startTime+oneBeat,startTime+oneBeat+oneBeat,1,0);
snowflake.additive(startTime, startTime+oneBeat+oneBeat);
snowflake.color(randomSaturation - c, randomPale, randomSaturation);
}

function randomSnowflake(startTime, c) {
snowflake(startTime, c);
}

function randomNSnowflakes(startTime, n, c) {
for (var i = 1; i <= n; i++) {
randomSnowflake(startTime, c);
}
}

function snowflakeGenerator(startTime, n, t, i, c) {
for (var a = 0; a < t*i; a++) {
randomNSnowflakes(startTime + t*a, n, c);
}
}

snowflakeGenerator(108380, 1, quarterBeat, 3.2, 180);

function snowflake2(startTime, c) {
var snowflake = new Sprite("SB/Elements/arrow.png");
var quarterBeat = 99249 - 99168;
var halfBeat = quarterBeat*2;
var oneBeat = halfBeat*2;
var randomSaturation = rand(180, 255);
var randomPale = rand(0, 140);
var randomY = rand(0,480);
var randomX = rand(0, 640);
var randomScale = rand(0,1);
snowflake.rotate(4.71238898);
snowflake.scale(0, 1, randomScale, randomScale);
snowflake.move(1, startTime, startTime + oneBeat+oneBeat, randomX-200, randomY+200, randomX+200, randomY-200);
snowflake.fade(1, startTime, startTime + oneBeat, 0, 1);
snowflake.fade(2, startTime+oneBeat,startTime+oneBeat+oneBeat,1,0);
snowflake.additive(startTime, startTime+oneBeat+oneBeat);
snowflake.color(randomSaturation - c, randomPale, randomSaturation);
}

function randomSnowflake2(startTime, c) {
snowflake2(startTime, c);
}

function randomNSnowflakes2(startTime, n, c) {
for (var i = 1; i <= n; i++) {
randomSnowflake2(startTime, c);
}
}

function snowflakeGenerator2(startTime, n, t, i, c) {
for (var a = 0; a < t*i; a++) {
randomNSnowflakes2(startTime + t*a, n, c);
}
}

snowflakeGenerator2(108380, 1, quarterBeat, 3.2, 180);
Please sign in to reply.

New reply 3p1g1j