Yes I need BNs :cccBonsai wrote: 3t3x5k
Do you actually still need BNs? bc iirc I liked this map so ye(I have exams myself tho)
The part 2 was the end, and it's quite shortMazziv wrote: 534u12
i cant wait to see this ranked! i highly appreciate your work on this marathon map! i hope to see a part 2 of it ( ͡° ͜ʖ ͡°)
Golden Sun is the name of one of the tracks in the medley, but this is a cut version so the song is gone.. may want to remove it from the tags along with ntd03, unless you wanna keep these for the people who want to find the source of the separate songs lolMaruyu wrote: 1202z
quick question: noticed golden sun is on the tags but don't really see any track from that game, so why is it there
I'll keep it in the tags, since it's in the full versionBlue Dragon wrote: 353cq
Golden Sun is the name of one of the tracks in the medley, but this is a cut version so the song is gone.. may want to remove it from the tags along with ntd03, unless you wanna keep these for the people who want to find the source of the separate songs lolMaruyu wrote: 1202z
quick question: noticed golden sun is on the tags but don't really see any track from that game, so why is it there
First thanks for the mod :3Bonsai wrote: 3t3x5k
Yoo dude sorry for taking so long, my general modding-motivation just hit a low and combined with my hands needing rest and me not being at home much currently it just piled up ;_; welp here I go
I think I'll end this mod for now, there are just a lot of general repeating issues, mainly differentiation and seemingly random emphasis at times; All in all I also lack an aesthetic structure of the map in general, for the most part there aren't really any recognizable patterns used at all and it seems like the objects are simply placed in order to play good without much thought behind it, but it doesn't play especially good either since the usage of angles and spacing seems rather unpolished as well, spacings for similar things vary highly without any musical cue or any recognizable system behind it, and after looking at 1/4 of the map I didn't really spot anything recognizable in the map that would make me it except for the fact that it's a long map, every section seems extremely similar and beat placement doesn't use the provided rhythms as much as it could at many places..
- 00:01:621 (3,6,5,1,2) - It seems a bit weird to me that some of the sliders are ed by drumrolls in the song and some aren't, maybe make the sliderbodies drum-sampleset since the drum-sliderslide fits perfectly, so it seems like all of them are ed? Maybe even a soft-sliderwhistle on top of it?
If you don't want all of them to seem like drumrolls then I'd rather see a bit more differentiation, bc 00:05:095 (1,2) being mapped the same doesn't seem that fitting to me, I'd rather suggest this rhythm; which would only leave 00:02:253 (6) as an "overmapped drumroll" which seems to me like it could easily do with just being circles too, since 00:02:884 (2,3,3,4) are only circles too- Generally I feel like drum-sampleset would fit a large portion of the map better as most of the songs are rather noisy and the soft-hitnormals are veery hard to hear in very many sections, please reconsider your sampleset-choices again Hmmm... I don't feel like drums are better than soft hitsounds. They feel good with the drumrolls from the very beginning of the map, but not with the rest of the map. There's not the same drumrolls, these others one are represented by a hitsound already, and I don't feel like the drum would fit with the melody. Moreover I don't feel like not hearing the soft hitnormals very much is not a problem when playing (at least when I was playing it), there's still hitsounds to help you synchronize with the song.
- 00:13:621 (5,6,7,1) - idk if you have autostacking enabled in editor but these are almost touching, is that intended?
Looking at 00:22:699 (9,1,2,3) it seems like you don't have it enabled - looks very uneven I disagree, I think this last pattern is quite cool. And yes, I don't have auto stacking enabled, so there's some little pattern like that which aren't the greatest possible. I'll try to fix other patterns like this- Is there any system behind the used spacing for 1/4s in the first section? Currently you switch between x0,75 x0,65 x0,85 x1,0 x0,8 a lot but I can't really see why as it doesn't increase or decrease with any musical cues, this makes it all seem slightly chaotic to me There's no reason behind this except aesthetic and pattern diversity. I don't find this annoying when playing
- 00:22:937 (3,4) and 00:23:884 (8,1) - How about ctrl-g'ing this to follow the new synth here? Seems weird to me that you even skip a 1/2 with 00:23:411 (5) when you didn't emphasize that sound in the previous and following objects, either do it at all or at none
- 00:39:200 (1,2,3) - ctrl-g'ing here would make more sense to me too as the background-melody has a holding note starting at 00:39:200 whereas 00:39:516 and 00:39:674 are two separate kicks
I kinda dislike how you ignore those kicks quite often, bc after starting to give them a special pattern at 00:37:306 (3,4,5) I expected them to be consistently emphasized from there on, but you only repeat that sometimes, like at 00:47:411 (4,5,6) again, while leaving it out at many places even though it's the same thing, like at 00:42:358 (4) -00:49:621 (2) -
The kicks also lose their emphasis at 00:52:463 (4,5,6,7) because they are merely part of a longer circle-chain, I'd suggest making 00:52:148 (2,3) a slider to differentiate better- 00:54:990 (9,10,1) - Look at this ingame or enable hit-animations in the editor, it looks very uneven to me, I'd suggest something like this
- 00:35:411 (1,2) - 00:40:463 (1,2) - 00:45:516 (1,2) - 00:50:569 (1,2) - 00:55:621 (1,2) - 00:58:148 (1,2) - Why is the spacing of those so vastly different? I'm not saying that you need to stay 100% consistent with the spacing through the entire map, but switching from x0,9 to x0,3 is very noticable but I see no reason in the song for that and I can't recognise any system behind it either, to be quite honest it just seems random to me Like above, it's for some pattern diversity. It's kinda part of my mapping style. Since every spacing from 0.3 to 0.9 looks fine, I use randomly some of them
- 01:22:779 (5) - Again making this two circles would be cool in order to incorporate the kicks here
- 01:31:621 (5,6) - I see no reason for this offbeat to have such a big jump on, seems like you just ran out of patterns or idk - 01:32:884 (5,6) would suit a jump much better since there's kicks here "Well I don't know where to put this so... Let's make a jump here" I moved it on 01:30:990 (1) - 's head
- 01:36:990 (6) - I'd like to suggest replacing this with two low-spaced circles in order to create a better transition between these two sections, for some reason the way it currently is seems weird to me, maybe because the strong beat indicates the new section at 01:37:306 but you already made the huge change happen at 01:36:990 (6) which makes 01:37:306 (1) not special in any way GENIUS
- 01:39:358 - It might not be very audible but almost every pkmn-fan probably knows that the original song has a note here so it feels weird to me that it's empty It's the same note here, and it's barely inaudible. I added a note and stacked it with the previous one, then this feeling will be conserved
- 01:39:832 (1,2,3,4) - I lack differentiation here, there's a lot of different stuff going on in the melody but you just mapped it as a slider-chain - suggestion
If you like that rhythm, I'd also suggest the same rhythm at 01:49:937 (1,2,3,4) bc right now the clicking rhythm is the same at 01:48:674 (1,2,3) and 01:49:937 (1,2,3) even though the melody is different (no I don't like this rythm xD, and I just added the slider without repet since there's a note 1/2 beat atfer the repet)- 01:41:727 (4,5) - this could use more spacing, rn it's spaced like a normal beat but it's a really strong, special beat which you also emphasized at 01:39:200 (3,4) with the 180°-turn, so why not emphasize it here too?
If you emphasize this more, also emphasize those strong beats more at 01:44:569 (3,1,2,3,4,5,6,7,8,1) - I don't feel like making jump in a 1/2 beat stream with the same spacing is a good idea- 01:43:463 (6,1) - Why is this stacked? You didn't use stacks for anything like this before o: Why not ? :3
- 01:47:727 (2,3,4) - I don't understand why you spaced (2,3) so low but (3,4) so high, they are both strong notes in the melody but on top of that there is still the regular 4/4-rhythm which emphasizes downbeats more than upbeats, you did the opposite in the map here, why? Because I don't map the jumps according to the melody but according to the pattern I'm seeing in my head (my mapping style from today is much more diversied, so you can't really notice this kind of things)
- 02:00:832 (4) - I don't really see the point of this offbeat-slider, there's nothing on 02:00:832 justifying it imo There's not a sound from the melody but from a drum (this is why you can hear 2 claps)
- 02:02:253 (5) - suggesting circles for better differentiation again
- 02:09:516 (3,4) - I don't understand this spacing again, the jump generally feels really huge as it's the biggest in the whole section, but also it's again an offbeat being emphasized most even though it has no sound on it that seems to justify it being more emphasized than the onbeat, 02:09:516 (3)
- 02:19:779 (4) - 02:24:832 (4) - suggesting two circles again bc kicks
- 02:37:937 (1,2,3,4) - Why are those jumps so big? I can't spot any strong beats on them and it builds a really weird contrast with 02:38:569 (6,7) which forces the player to slow down very much after moving so quick there, seems weird and unjustified to me
- 02:47:963 - 02:49:227 - Seems like very nice opportunities to place some 1/4s and you mapped them in the following places too, why not here?
- 02:45:516 (1,2,3,4,5,1,2,3,4,5) - You placed circles at 02:46:463 (4,5) even though there is nothing different happening in the song, but then use mostly sliders in the next section again even though it is full of 1/2-kicks that haven't been in the song before, and you even use the same spacing - Those two combos are vastly different in the song but not represented in the map at all
02:51:990 (2,3,4,5,6,7) - Now this is mapped like there would be full-1/2-kicks but actually the only 'additional' kick in the song is at 02:52:306 (4) which I don't see represented in the map at all either, it's just one continuous circle-chain that doesn't seem to emphasize anything at all
I see a major lack of differentiation in patterns like these and it makes the map seem disconnected from the song at places, kind of lackluster- 02:56:963 (2,3,4,5,6,7,8,9,10,11,12,13) - uhmm you might want to use the 'convert slider to stream'-method for streams like these bc that just looks really messy
- 02:59:095 (5,4) - Is there any special reason for this overlap? Since you've never really used a pattern like that anywhere else it's very unexpected and special, but I can't see anything special in the music to justify that
- 03:24:200 - this is the only time in this section where you put a melody-note on a slidertail, why?
- 03:32:095 (6,1) - This is extremely hard to play since the spacing is really huge + the player has to do 180°-turn on the head of (1), you didn't emphasize any other beat like this one, just compare it with 03:33:358 (6,1) - 03:34:463 (5,1) - 03:35:727 (5,1) - 03:37:148 (6,1) - etc etc, please nerf that one
- 03:50:253 (5,6,7,8,9) - Why is there such a huge spacing-increase when nothing in the music is happening?
- 04:15:516 (3) - Maybe replace this one with circles to differentiate from notes having melody and notes having none again?
- 04:19:463 - kinda sad that this melody-note gets ignored, how about this?
pretty much the same applies for 04:32:411 -- 04:22:779 (1) - again lacking differentiation here
- 04:43:621 (4,5,6) - There's 1/4s going on here, why not map them?
- 04:53:411 (3,4) - again a differentiation-issue, would recommend replacing (3) with circles
- 05:19:621 (1,2,3,4) - aaaaa differentiation
- 05:50:884 (8,9,1) - Why do you emphasize (9) so much but (1) not at all when it seems like this whole patterns is trying to build up to (1)?
- 05:54:200 (3) - again I don't see why this is the only offbeat-slider in this section
- Something that I noticed in a lot of places but never as clear as here: 06:00:674 (5,6,1) - You tend to use sliders flowing smoothly into each other with very low spacing a lot which doesn't give any emphasis at all on beats that deserve that deserve emphasis very well, it doesn't fit to the relatively large spacing you give other surrounding beats
another good example is 06:05:884 (5,6,1) -: (4,5,6) requires a loot of turning around and moving in sharp angels which emphasizes a lot even though the spacing is rather low, as opposed to (6,1) which is spaced a bit more but requires no special movement from the player at all since it just flows into each other, but I think it's very clear that (1) deserves more emphasis than (6)
basically the same at 06:01:937 (4,5,1) -, I don't see the reason for it to be spaced/emphasized that way
for some reason you tend to use such low emphasis almost all of those major crashes, for example at 06:22:463 (5,1) - too
Let's see what your reply looks like and maybe I can help you further, but right now it just seems like there are a lot of small things lacking in quality which piles up to the map in general not feeling very great, it feels like it could use a lot more thought and concept behind it instead of just kinda mapping along to the music
I hope this didn't demotivate you too much, be sure to hit me up ingame if you have any questions!
It's not really unrankable, it's just that some patterns are random (circles / slider head don't follow emphasized beats) :/Blue Dragon wrote: 353cq
damn man... it's disheartening to see this ;_;
the map definitely has its 2013-14 styled charm, while it's not fit to today's standards i don't see how it's unrankable
and having you remap it entirely after so much trouble... damn dude, i'm just so sorry >:
good luck with this map, really
There's a list of every single BN here which also lists what modes they are for, maybe just check profiles to see who is too busy for requests due to exams or school and send requests to them one by one over time?Kenterz wrote: 6q6h
I won't have the time to search again for BNs so except if they notice the map by themselves, I don't think it'll be ranked for 1 year
(also I couldn't even find BNs when I had time)
That's what I usually did, and it doesn't work \:D/Zak wrote: 4n1t15
There's a list of every single BN here which also lists what modes they are for, maybe just check profiles to see who is too busy for requests due to exams or school and send requests to them one by one over time?Kenterz wrote: 6q6h
I won't have the time to search again for BNs so except if they notice the map by themselves, I don't think it'll be ranked for 1 year
(also I couldn't even find BNs when I had time)
Thanks xDBonsai wrote: 3t3x5k
just in case you don't find anyone and wanna get it Loved after all: http://osu-ppy-sh.jeuxcrack.net/forum/t/549835![]()
Thank you.MrSergio wrote: r5gt
Spoiler: I haven't even ed the map yet, I just got a PM.
Seeing the comments above I just got the urge to say that going for loved after whatever effort you went through it's sort of a cheap shot.
Imo Loved category should be for maps with clear problems that go against RC. Making it a loved map where the only problem is "I can't find people" is a little lame if you ask me, but well... you have the SP and you have the favourites, so no one stops you.
With that aside...
I currently have like... 6 maps to check before yours, idk how long it will take and your map is also pretty long (which means even more time to check)
I promise I will take a look, but I do not promise an icon (in fact, I can always pop if something's particularly wrong :p).
I hope you'll be patient
596140,666.666666666667,4,2,1,20,1,0
609473,642.85943878371,4,2,1,80,1,0
610758,620.693935820247,4,2,1,80,1,0
611378,571.428571428571,4,2,1,80,1,0
611949,545.454545454546,4,2,1,80,1,0
613585,521.739130434783,4,2,1,80,1,0
614106,476.190476190476,4,2,1,80,1,0
615296,461.538461538462,4,2,1,80,1,0
615988,428.571428571429,4,2,1,80,1,0
616845,413.793103448276,4,2,1,80,1,0
617673,400,4,2,1,80,1,0
Thank you so much <333Bonsai wrote: 3t3x5k
Hey there! Don't be scared of the icon, I am going to rebubble this as soon as you've replied to these few points - I've changed my mind about this map, it should have been ranked years ago and just had bad luck (no I'm just so bad at ranking xD), I'm really sorry for almost killing it a few months ago, please forgive me 🙈 Anyways, I ignored stuff I would usually mod and only pointed out a few issues which I find to be unrankable in their current state, but they should be easily fixable:
And that's it from my side! I do have to pop jonathan's bubble since timing-changes have to be made and I'd call that buzz-slider-thing rather unrankable too, but as soon as those things have been addressed I'll be glad to rebubble! <3
- 10:45:073 (2,3,4,5) - This is the only combo in the map that really threw me off when playing, and even in the editor I can't quite get my head around it. The rhythm of (3,4,5) is extremely counterintuitive to play and doesn't really fit to the song, because that brzzz-noise is already starting again at 10:45:473 - (and probably ending at 10:45:673 -), so I would find it really great if you changed the beat-placement here so you can let the second buzz-slider start there.
Right now, the spacing of these objects is rather confusing / not helping the already hard to understand rhythm, and you are also not leaving any buffer between the buzz-sliders and the following objects which makes it very likely to break combo here (which I did ;_;) - Here's a guideline from the soon-to-be-amended RC-draft about this, I strongly urge you to at least remove the last reverse from those two buzz-sliders, regardless of whether you change the rhythm of this combo or not.- The timing-transitions that are coming up at the section at 09:54:807 are partially extremely off, have some wrong timing-signatures and should all be halved in BPM too (none of this affects nomod-gameplay but there's a bunch of other reasons to time it properly in order to ensure rankability), so here's a proper timing for this:
code of red lines for this section(Yes, the first of these sections is two beats later in order to have correct timing signature, as you can hear now the 'melody' is changing pitch on the start of every measure, and it also aligns with the first of the heavy beats at 10:09:473 and everything else from there on)596140,666.666666666667,4,2,1,20,1,0
609473,642.85943878371,4,2,1,80,1,0
610758,620.693935820247,4,2,1,80,1,0
611378,571.428571428571,4,2,1,80,1,0
611949,545.454545454546,4,2,1,80,1,0
613585,521.739130434783,4,2,1,80,1,0
614106,476.190476190476,4,2,1,80,1,0
615296,461.538461538462,4,2,1,80,1,0
615988,428.571428571429,4,2,1,80,1,0
616845,413.793103448276,4,2,1,80,1,0
617673,400,4,2,1,80,1,0- While we're at timing, I'd also raise the BPM of the section at 13:51:921 to 170, and add a new section at 13:52:626 with 174,5 BPM, this way it aligns perfectly with the following section and the quiet notes in-between.
- Just something minor for the SB in case you would agree and could fix it easily: The flashes at 20:54:439 and 21:15:772 kinda killed the mood for me a bit because they are so strong, in my opinion that doesn't fit in this very calm ending section (I actually got goosebumps in the break prior to this section =w=) so I would suggest to make it a bit smoother, weaker.. But that's just my opinion, if you disagree with this I'm totally fine with it ^^
Thank you really much for the mod !! (it's fixed if I didn't write anything)Battle wrote: 42544v
[General]
Fix your manual breaks, since you change your AR I'm assuming (because that's the only reason why manual breaks get messed up) some breaks were messed up, such as the one around ~13:42:473 - , make sure where your breaks end and start are where you want them to be throughout
[Marathon]
01:00:674 (1) - 01:03:200 (1) - Maybe make these 1/2 sliders? It goes over a noticeable beat on the red tick, the other 3/4 sliders for these combos are fine though
01:13:148 (7) - Missing clap?
01:13:306 (1,2,3,4,5,6) - It'd be cool if you set it up to have a similar hitsounding to the previous to combos (you would basically be making a similar rhythm to the other combos) It wouldn't follow the music, and the hitsound pattern's change is also a way to warn the player about the new part (and the following stream at 01:15:200 (1) -)
01:17:095 (1) - Maybe do something like you did with 01:18:358 (1,2) - , the white tick after the downbeat this slider ends on is a significantly strong beat I agree but he melody stops at the start of the slider, I think it's better not to make it a 3/4 slider, a 1/1 slider emphasize more this idea of sudden stop, and then you stop clicking so the melody continues
01:27:832 - 01:27:990 - could add SC:2 finishes here
02:27:990 (2) - Kinda doesn't make sense to have the repeat hit the clap and strong beat here, try making white tick clickable?
02:32:253 (5,6,7) - stacking here is kinda meh, maybe allow more movement? If you want to keep it fairly non-moving, you could opt to just do small spacing for these notes as well
03:42:358 (1,2) - This is the only time you use kicksliders to emphasize this rhythm in the song, maybe make it stream like the others?
04:58:937 (5,6) - since the music is rising in intensity, I feel like it would be more appropriate to just have the kickslider be two circles
05:07:621 (5) - I don't think a repeating kickslider is very appropriate here since it covers pretty significant beats in a lackluster way, maybe just make two kicksliders here?
05:20:253 (5) - ^ I made a start of slider with every beat of the melody
06:13:621 (6) - Would be nice if the slider end was clickable since there's a cymbal here
06:16:700 (2,3) - ctrl + g rhythm here makes more sense, the beat ends up on a white tick which the current rhythm goes over so it sounds awkward and off
06:48:169 (3,4,5,6,7) - maybe move this more in line with the triplet lol?
07:56:378 (3,4,5) - maybe make this have movement? You do so for 07:59:807 (3,4,5) - and it would be nice for consistency It's not exactly the same melody behind, and I think not having movements fits quite good
10:44:173 (4) - maybe start stream after 10:44:173 (4) - instead? It does ??? Though I think it's still better than starting the stream at 10:44:573 - , the movement of the reverse slider follow a bit how the music is doing
10:58:873 (7) - Maybe continue stream? The beats in the music here are pretty audible so it's awkward to just hear a 1/2 slider
11:00:473 (5,6,1,2) - maybe unstack since you have movement for 11:03:673 (5,6) - Stacked the other one instead
11:12:073 - You may need to add more whistles in this section so it's clear that you're following that high pitched background noise here, therefore there's more leading to better gameplay I added a few, there's already quite enough (there's one on every high pitched sound from the high pitched melody). EDIT : I increased the volume
12:46:673 (2,3,4,5) - I don't think stopping the stream flow is a very good idea here
14:37:374 (1,2) - Make it similar to 14:40:040 (1,2) - , that rhythm makes more sense since right now you're making players click a pretty weak beat I'd like to keep it, also there's a sound that gets louder and louder in the break, and it makes me want to click thing (mainly because it gets louder in white ticks), that's why I want to keep it (and it feels good even if it doesn't really follow a strong beat). And then it'll be different for the next patterns because there's not this song that gets louder anymore. EDIT : fixed because the white tick isn't clickable
17:06:036 (1,2,3,4) - Pattern could be made neater here
17:09:786 (2) - Kinda questionable slider, may want to move the second red node down a little bit to avoid any confusion of it possible manipulating slider velocity
17:18:036 - to 17:21:636 - it would be nicer if you made all the cymbals clickable imo
18:42:446 (1,2) - why not ds? you haven't stacked a 3/4 into 1/2 slider in this section before so why start now?
18:50:196 (5,6,1,2) - maybe just ctrl + g 5 and 6 so that way it plays a bit more smoothly? It's kinda mean to do this on 240 bpm lol also fix ur blanket on 5 if u don't change this but if you do, fix the blanket still lol changed the pattern to have more ds than if I had ctrl+g (and the blanket)
18:53:196 (4,1) - Why stack here? Doesn't really seem to highlight anything
20:58:106 (4,5,6) - Doesn't really make sense here since there's a strong beat on 5 which I think feels like it should have movement
It would be nice to include the full version of the map before you cut it in the description so people still have access to it Sadly I don't have it anymore ;w;
2017-02-17 13:38 Kenterz: Hello :3 Is it okay to re the map ? (because it'll break the bubbles)
2017-02-17 13:39 Battle: yeah
2017-02-17 13:39 Battle: by re
2017-02-17 13:39 Battle: you mean update
2017-02-17 13:39 Battle: right?
2017-02-17 13:39 Battle: lmfao
2017-02-17 13:40 Kenterz: Yep sorry
2017-02-17 13:40 Battle: did u already reply to my post?
2017-02-17 13:40 Kenterz: I did but didn't post it
2017-02-17 13:40 Battle: mk
2017-02-17 13:40 Kenterz: done
2017-02-17 13:43 Battle: 10:44:173 (4) - for here I mean that there's audible 1/4 being hit on 10:44:473 - and 10:44:573 -
2017-02-17 13:44 Battle: having it a slider as it is rn is kinda awk since you can hear the 1/4 but the player is busy holding the slider
2017-02-17 13:45 Battle: also maybe it's the the issue with the whistle u have for that one section
2017-02-17 13:45 Battle: cuz it's rly quiet
2017-02-17 13:45 Battle: and like u can barely hear it so it's kinda hard to really say what ur following during that section
2017-02-17 13:45 Battle: referring to 11:12:073 -
2017-02-17 13:46 Battle: but ya that's all i disagree with for the like response
2017-02-17 13:46 Battle: other stuff isn't too bad
2017-02-17 13:46 Battle: oh and 14:37:374 (1,2) -
2017-02-17 13:47 Battle: I still don't like tthat rhyhtm a whole lot
2017-02-17 13:47 Battle: the sound gets louder ya, but it'd make more sense to like, follow the music
2017-02-17 13:47 Battle: and allows the strong beat on the white tick to be clickable
2017-02-17 13:48 Kenterz: Mhhhh okay then (I forget about the white tick)
2017-02-17 13:49 Battle: the whole hard to hear part might be on my end cuz my hearing sux but yeah
2017-02-17 13:49 Battle: it's kinda hard to know what's going on there
2017-02-17 13:49 Battle: if u fix those poke me again and I can like, qualify it
2017-02-17 13:49 Battle: since I don't think that adding whistles and stuff require a rebubb process lol
2017-02-17 13:49 Kenterz: I increased the volume, it should be good
2017-02-17 13:49 Battle: o ok that works too
2017-02-17 13:50 Kenterz: And I didn't fix 10:44:473 - because I think it's not as emphasized as other ones
2017-02-17 13:50 Battle: yeah I can c what u mean
2017-02-17 13:50 Battle: i guess that's fine lol
2017-02-17 13:50 Battle: r u sure u don't want to put like
2017-02-17 13:50 Battle: a kickslider
2017-02-17 13:50 Battle: lmao
2017-02-17 13:51 Kenterz: No, I think it's fine
2017-02-17 13:51 Battle: mk
2017-02-17 13:56 Kenterz: Updated !
oh man, that last 2 songs is the best of all qwq it's sad to heard it's been removedKenterz wrote: 6q6h
Thanks everyone !!! I'm so happy \:D/
A bit sad because there's not the part that was cut because of the CTB score issue
(if someone have it that would be awesome, I could add it in the description)
There's a perfect song to describe this : https://www.youtube.com/watch?v=8aTOaRB_XX4 (Pokémon mystery dungeon <3)Duskyui wrote: 5g5d5c
here's hoping it goes through this time!![]()