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*namirin - Kanade [OsuMania|Osu|Taiko] 2g484v

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z
short mod and bad mod as well

  1. please add shockolatte for me
  2. might add 1 cuz one
  3. might add epilepsy warning
  1. beware of combo color 3, it might be too bright.
  2. 00:08:533 (2) - since 00:02:138 (2) - is straighted, 00:05:334 (2) - is curved, so using red anchor here might be great.
  3. 01:19:515 (2,2) - imperfectly stacked makes me A N G E R Y
  4. 02:06:315 (3,1) - might avoid making them overlapped cuz it's weird
  1. diff name Taiko might be pretty straightforward, maybe like volta's oni might be more appropriate?
  2. 00:21:918 (14,15) - might swap this, cuz piano's pitch at 00:22:710 (15) - is higher than 00:21:903 (14) -
  3. 00:37:923 (45) - might be k cuz piano's pitch is high
  4. 02:48:615 (36) - remove this note? cuz the song's intensity doesn't really for triplets
  5. 04:33:935 (89) - idk if adding D will be appropriate or not, since it's where the song's intensity will start decreasing.
rank this

- Frontier - wrote: 1x7064

z
short mod and bad mod as well


  1. diff name Taiko might be pretty straightforward, maybe like volta's oni might be more appropriate? i think it's nice being straightforward. keeping the uncreative diffname for now.
  2. 00:21:918 (14,15) - might swap this, cuz piano's pitch at 00:22:710 (15) - is higher than 00:21:903 (14) - if you hear more carefully there is also piano sound that has lower pitch at (15) so current pattern is fine
  3. 00:37:923 (45) - might be k cuz piano's pitch is high retained to reflect the kick drum
  4. 02:48:615 (36) - remove this note? cuz the song's intensity doesn't really for triplets retained for more balanced density with next and previous string of patterns. I think the break at 02:47:115 - and 02:50:315 - is adequate to reflect the decreased intensity
  5. 04:33:935 (89) - idk if adding D will be appropriate or not, since it's where the song's intensity will start decreasing. keeping it as small note since there is no exceptionally loud sound there
rank this
thanks for the mod~
Topic Starter

Aika45 wrote: j7030

Hi! From my mod queue...

First of all, sorry for having late response, I've been busy this past few days so I wasn't active here... Anyways, you're map is already on good shape, I haven't even found anything at all except for one... Anyways, I'll also include my suggestions...

Kaori (Osu Standard Diff)

03:58:161 (3) - Move it to the white tick. https://osu-ppy-sh.jeuxcrack.net/ss/10292576 That compliments the vocals more but nothing falls on the white tick, neither vocals nor instrumental is on the white tick.

This is just my suggestions, feel free to ignore it, but I hope it'll help... chill man xd

01:09:715 (2,3) - Either you move the slider or the circle away with each other or you can do this https://osu-ppy-sh.jeuxcrack.net/ss/10315501, because when I played it, I was a bit confused if it will be a 1/4 or 1/2 tick gap, you can move it to prevent confusion with stacks you placed in the map nah, I like it the way it is, Its consistent with the other stacks in the map that I did with a 1/2 gap and I think it represents the song the way I want.
02:36:915 (4,5,6,1) - Move the slider a bit, some players may overclick it and end up missing the slider. the players are supposed to slow down and hit the slider, i never thought they'd speed up ._. no change here since its pretty easy when playing this imo
02:57:915 (3,4,5) - I suggest you just make the stack align with the slider, it's quite weird you suddenly unaligned this one. This is to emphasise the different drum sounds used to play this sound, thats why I unaligned it.
03:36:915 (2,3) - Just make it similar with here 03:36:115 (4,1) or vice versa. Fixed

I hope it'll help, have a Great Day!!! :) :) :)

- Frontier - wrote: 1x7064

z
short mod and bad mod as well

  1. please add shockolatte for me lmao, ok
  2. might add 1 cuz one nani
  3. might add epilepsy warning oki
  1. beware of combo color 3, it might be too bright. toned it down slightly
  2. 00:08:533 (2) - since 00:02:138 (2) - is straighted, 00:05:334 (2) - is curved, so using red anchor here might be great. Fixed
  3. 01:19:515 (2,2) - imperfectly stacked makes me A N G E R Y F I X E D
  4. 02:06:315 (3,1) - might avoid making them overlapped cuz it's weird Fixed
rank this tell all the bns to faster mod this ;w; WHERE R U MANCUSO AND TOFUUUUUUUUUUUU
thanks 4 mods bois
Topic Starter
BNS WHERE R UUUUUUUUUUUUUUU
heloaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
am here to rank
Topic Starter
thank
rank mep plz
eeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee

_Meep_ wrote: 711h4d

BNS WHERE R UUUUUUUUUUUUUUU
Here I am! :o .. Let's get started!

Standard


[Kaori]

  1. 00:00:350 ~ 00:24:722 - In all this section you can make something interesting with the hitsounding by using some Whistle (Soft Custom 2 activated), as you can see, it's a long section (almost 25 secs. without hitsounds) and it sounds really empty. As an example, you can add hitsound in 00:01:135 (2) - / 00:02:138 (2) - (slider head) / 00:02:693 (3) - / and similar sections. I'll let you work on them as your preference, but would be better to add some hitsounds here.
    You can use some volume increase/reduce in some sections where you find the hitsounding a bit loud as well, try to work a bit more here in this aspect.
  2. 00:09:117 (3,1) - Can you increase a bit more the spacing between these objects? You generally used around 0.6x ~ 0.7x but in this case these objects are really close.
  3. 00:58:715 (2) - Extend this slider in 1/2 or add a single note in 00:59:315 -. If you extend the slider, you'll follow the piano as you did in 00:57:915 (1) - , if you add a note you'll follow vocals/drums closer.
  4. 00:59:515 (1,2) - I think you can increase a bit more the spacing between these objects. Looking at the whole section, 1/1 spacing are more separetad in general. I suppose you can place it around x:436 y:88 and make the spacing between 01:00:315 (2,3,4) - consistent.
  5. 01:12:115 (x) - I'd add a note here to follow vocals mainly, it sounds empty without anything.
  6. 01:34:715 ~ 01:47:115 - In all this section Soft Custom 2 whistles work much better than Soft custom 1 because there is no drums acting and basically this hitsounding sounds like that. Try changing this hitsounds section, please.
  7. 02:46:715 (1) - I need a S:C2 finish in this slider head to emphasize cymbals. Same in 02:59:515 (1) - and 03:02:715 (1) - , you can reduce a bit the volume if you feel them too loud.
  8. 03:11:915 (1,1,1) - You don't need a combo spam to show players that this is 1/3. I find it more accurate if you use (1,2,3) because all these notes are following the same thing.
  9. 03:42:750 ~ 04:01:547 - Hitsound stuff once again. As I always suggested in this difficulty, you can use some whistles here and there (S:C2 activated).
    As an example, you can add whistles in 03:42:750 (1,3) - (slider head) / 03:44:350 (1,3) - (slider head) / 03:45:950 (1,2) - (slider head) / 03:47:150 (3,1,2) - / 03:58:747 (1,2,3) - (in all slider head, you can also increase the volume gradually, you'll notice why) / and similar ones.
  10. 04:21:135 (1,2) - I felt surprised when I didn't see an spacing increase between these objects. You always did that in the whole difficulty except in this case, so would be better to fix it for consistency.
  11. 04:27:535 (1,1,1) - In the whole difficulty, you generally followed the music in a correct way, there is no overmap/undermap nor weird things on it and this pattern is breaking this constant, this technique is not really well applied here. I can give you two different suggestions in this pattern, you can select the one that you prefer, the first one is consistent with the first chorus and the second one makes the difficulty a bit harder but it follows the music much better than the current pattern.
  12. 04:34:335 ~ 04:57:040 - Hitsound stuff. This section is basically the same at the beginning of the song, so you can use similar hitsounds used there here too.
Conclusion: I can say the difficulty is pretty nice in of gameplay. Neverthless, I'd like to have more hitsounds in these sections mentioned in my mod because that kind of monotony can make the difficulty boring in this aspect.
You told me that you also added the hitsounding in o!m difficulty, so make sure to recheck them as well.

[]


Taiko

[Volta's Taiko]

  1. 00:36:923 (x) - 00:37:023 (x) - I saw you answered Frontier that you wanted to follow drums in 00:37:923 (45) - instead of piano, after reading that an idea come to my mind. If you want to follow drums in this section, why don't you add some dons in the mentioned points? After your answer, this makes sense, in addition I find that a bit empty after to see that you only have a 1/4 3-plet in 00:24:915 (17,18,19) - .
  2. 01:07:915 (7,8,9,10,11,12,13,14) - First of all, the 3-plet placed in 01:08:515 (10,11,12) - feels random, there is not a sound that justify the usage of it, you want to have a 3-plet would be better to add an object at 01:08:215 - (following the instrumental) or at 01:08:815 - (following vocals) but don't keep this one as it is. I highlight all these pattern becasue I'd like to show you some screenshot in case you decide to use one of my ideas, you can try this pattern if you decide to follow instrumental or this one if you decide to follow vocals. Anyway, take that as simple examples.
  3. 01:11:915 (26,27) - There is not a high pitch at 01:11:915 - that justify a kat. If I were you, I would move it 1/2 back if possible (as a don), if not try to do a d k pattern between these objects instead. The same thing applies in 02:17:515 (87,88,89) -
  4. 02:14:315 (73) - I'd use a kat here instead, in general you decided to follow vocals here and I think this represent the music best.
  5. 02:51:115 (8,9,10,11,12,13,14,15,16,17,18,19) - This section sounds weird to me, especially that 3-plet in 02:51:915 (12,13,14) - , it looks like you tried to follow the piano but this ddd don't follow anything to me. I focus in this section, trying to make it better, anyway I couldn't something that satisfied me in 100% but well, I personally think it'll sound better than the current pattern. Take a look at the example1 and example2. You can maybe have a better idea than me, but I'm sure you can make this pattern much better.
  6. 02:58:815 (x) - Try adding a kat here, it provides a really good effect during the gameplay.
  7. 04:19:935 (24,25,26,27,28) - I'd prefer ddkdk / ddkkk here instead. After 04:20:135 - appear a new tone, so I think you can represent that with kats.
Conclusion: I think that some things could work a bit better, maybe this is not my favourite style. I mean, I wouldn't use some 3-plets in some places but I'd use it in other way, neverthless is not a bad difficulty.

[]

I was going to mod mania difficulty as well, but I'm not that experienced in this gamemode, so I couldn't find anything wrong xD. I'll leave this to Tofu, he'll do a better job than me in this difficulty for sure.
I'll be glad to bubble this once a o!m BN confirm me the status of this difficulty. Feel free to call me back afterwards.
I'd like to recheck the hitsounding myself, after you add stuff in std difficulty.
Till then, Good luck!

mancuso_JM_ wrote: 5d3u4o

_Meep_ wrote: 711h4d

BNS WHERE R UUUUUUUUUUUUUUU
Here I am! :o .. Let's get started!

Taiko

[Volta's Taiko]

  1. 00:36:923 (x) - 00:37:023 (x) - I saw you answered Frontier that you wanted to follow drums in 00:37:923 (45) - instead of piano, after reading that an idea come to my mind. If you want to follow drums in this section, why don't you add some dons in the mentioned points? After your answer, this makes sense, in addition I find that a bit empty after to see that you only have a 1/4 3-plet in 00:24:915 (17,18,19) - . since the sound is very weak, i prefer to not add them. can't barely hear it.
  2. 01:07:915 (7,8,9,10,11,12,13,14) - First of all, the 3-plet placed in 01:08:515 (10,11,12) - feels random, there is not a sound that justify the usage of it, you want to have a 3-plet would be better to add an object at 01:08:215 - (following the instrumental) or at 01:08:815 - (following vocals) but don't keep this one as it is. I highlight all these pattern becasue I'd like to show you some screenshot in case you decide to use one of my ideas, you can try this pattern if you decide to follow instrumental or this one if you decide to follow vocals. Anyway, take that as simple examples. i'd like to build -up to the 1st kiai using ddd triplet as some sort of variation with the build-up to 2nd kiai. i decided to put the triplet there considering that the piano at 01:08:115 (8,9,10) - and vocal at 01:08:715 (12,13,14) - could be heard more clearly
  3. 01:11:915 (26,27) - There is not a high pitch at 01:11:915 - that justify a kat. If I were you, I would move it 1/2 back if possible (as a don), if not try to do a d k pattern between these objects instead. The same thing applies in 02:17:515 (87,88,89) - it would make the pattern sequence at 01:10:315 (18,19,20,21,22,23,24,25,26,27 ) - is long, comparing with other pattern that feature a 1/4 triplet in this section, the 1/2 kdd could serve as bridge between longer and shorter sequence nicely imo
  4. 02:14:315 (73) - I'd use a kat here instead, in general you decided to follow vocals here and I think this represent the music best. drum sound is similar to 02:14:115 - so i think d is also fine
  5. 02:51:115 (8,9,10,11,12,13,14,15,16,17,18,19) - This section sounds weird to me, especially that 3-plet in 02:51:915 (12,13,14) - , it looks like you tried to follow the piano but this ddd don't follow anything to me. I focus in this section, trying to make it better, anyway I couldn't something that satisfied me in 100% but well, I personally think it'll sound better than the current pattern. Take a look at the example1 and example2. You can maybe have a better idea than me, but I'm sure you can make this pattern much better. my idea here is 02:51:115 (8,9,10,11,12) - and 02:52:315 (15,16,17,18,19) - to represent the drum and the ddd triplet 02:51:915 (12,13,14) - for the piano and bridging the two drums while making denser sequence
  6. 02:58:815 (x) - Try adding a kat here, it provides a really good effect during the gameplay. i would like to reduce the density gradually before the pause at 03:00:715 -
  7. 04:19:935 (24,25,26,27,28) - I'd prefer ddkdk / ddkkk here instead. After 04:20:135 - appear a new tone, so I think you can represent that with kats. i think i prefer to keep it as ddddk to emphasis stronger snare at 04:20:335 (28,29) -
Conclusion: I think that some things could work a bit better, maybe this is not my favourite style. I mean, I wouldn't use some 3-plets in some places but I'd use it in other way, neverthless is not a bad difficulty.

[]

I was going to mod mania difficulty as well, but I'm not that experienced in this gamemode, so I couldn't find anything wrong xD. I'll leave this to Tofu, he'll do a better job than me in this difficulty for sure.
I'll be glad to bubble this once a o!m BN confirm me the status of this difficulty. Feel free to call me back afterwards.
I'd like to recheck the hitsounding myself, after you add stuff in std difficulty.
Till then, Good luck!
thanks for the mod~
All these BNs are trolling me with their fake icons

zzz
Topic Starter

mancuso_JM_ wrote: 5d3u4o

Here I am! :o .. Let's get started!

Standard


[Kaori]

  1. 00:00:350 ~ 00:24:722 - In all this section you can make something interesting with the hitsounding by using some Whistle (Soft Custom 2 activated), as you can see, it's a long section (almost 25 secs. without hitsounds) and it sounds really empty. As an example, you can add hitsound in 00:01:135 (2) - / 00:02:138 (2) - (slider head) / 00:02:693 (3) - / and similar sections. I'll let you work on them as your preference, but would be better to add some hitsounds here. Fixed
    You can use some volume increase/reduce in some sections where you find the hitsounding a bit loud as well, try to work a bit more here in this aspect.
  2. 00:09:117 (3,1) - Can you increase a bit more the spacing between these objects? You generally used around 0.6x ~ 0.7x but in this case these objects are really close. Fixed
  3. 00:58:715 (2) - Extend this slider in 1/2 or add a single note in 00:59:315 -. If you extend the slider, you'll follow the piano as you did in 00:57:915 (1) - , if you add a note you'll follow vocals/drums closer. but there isnt anything on that timestamp at all, no piano sound or vocal or drum. also it feels weird to add a note there so ima leave it as it is
  4. 00:59:515 (1,2) - I think you can increase a bit more the spacing between these objects. Looking at the whole section, 1/1 spacing are more separetad in general. I suppose you can place it around x:436 y:88 and make the spacing between 01:00:315 (2,3,4) - consistent. its already consistent though, did something instead of what you suggested
  5. 01:12:115 (x) - I'd add a note here to follow vocals mainly, it sounds empty without anything. I aint mapping to the vocals though, its more towards the instrumentals.
  6. 01:34:715 ~ 01:47:115 - In all this section Soft Custom 2 whistles work much better than Soft custom 1 because there is no drums acting and basically this hitsounding sounds like that. Try changing this hitsounds section, please. changed, but left out 01:41:115 - because i think this part is better with SC1
  7. 02:46:715 (1) - I need a S:C2 finish in this slider head to emphasize cymbals. Same in 02:59:515 (1) - and 03:02:715 (1) - , you can reduce a bit the volume if you feel them too loud. Fixed for the first one, there is already finishes on the other two XD maybe it fits so well u dont notice :dabs:
  8. 03:11:915 (1,1,1) - You don't need a combo spam to show players that this is 1/3. I find it more accurate if you use (1,2,3) because all these notes are following the same thing. Fixed
  9. 03:42:750 ~ 04:01:547 - Hitsound stuff once again. As I always suggested in this difficulty, you can use some whistles here and there (S:C2 activated). I wont hitsound this part. I like how there isnt any background noise unlike the one on 00:16:357 - you can hear a violin constantly being played throughout there but not on 03:42:750
    As an example, you can add whistles in 03:42:750 (1,3) - (slider head) / 03:44:350 (1,3) - (slider head) / 03:45:950 (1,2) - (slider head) / 03:47:150 (3,1,2) - / 03:58:747 (1,2,3) - (in all slider head, you can also increase the volume gradually, you'll notice why) / and similar ones.
  10. 04:21:135 (1,2) - I felt surprised when I didn't see an spacing increase between these objects. You always did that in the whole difficulty except in this case, so would be better to fix it for consistency. increased distance slightly
  11. 04:27:535 (1,1,1) - In the whole difficulty, you generally followed the music in a correct way, there is no overmap/undermap nor weird things on it and this pattern is breaking this constant, this technique is not really well applied here. I can give you two different suggestions in this pattern, you can select the one that you prefer, the first one is consistent with the first chorus and the second one makes the difficulty a bit harder but it follows the music much better than the current pattern. Instead, I made another rhythm,
    see how u like it.
  12. 04:34:335 ~ 04:57:040 - Hitsound stuff. This section is basically the same at the beginning of the song, so you can use similar hitsounds used there here too. I only emphasised the downbeats using the hitsounds, so I think thats sufficient for a very calm and slow section.
btw i wont be applying most of the hitsounds on the calm sections like the first and last parts for mania because mania has its own hitsounding and i think the silent hitsound fits much better with mania than standard.
Topic Starter
also I updated to remove the sliderslider because its unrankable to have both at once, so now it only has the slidertick silenced.
4K: 1|2|3|4


[Arcwin's Marathon]
  1. Start off, there are many places that have double hitsounds. Yes, they are not exactly wrong actually, but they are too loud compared to the calm music so actually I don't think these double hitsounds fit. I would suggest you to change them all to singles. Yes, I know the recent mania hitsound crusade stuff, but it is good on this map since I can clearly hear every hitsound while testplaying, so don't worry, just delete doubled hitsounds and let it go like this.
  2. Timing and Control Points wrote: 1j3h1o

    276. Offset: 222,715ms BPM: 150.00
    277. Offset: 222,750ms BPM: 150.00
    278. Offset: 235,161ms BPM: 150.00
    279. Offset: 235,561ms BPM: 150.00
    280. Offset: 238,661ms BPM: 150.00
    281. Offset: 238,747ms BPM: 150.00
    282. Offset: 241,935ms BPM: 150.00
    Why you need to have so many Timing Points that literally change nothing (have the same BPM, use the same sort of hitsounds)? I think you don't need them actually. Make sure you don't have other unnecessary timing points and inherited points too.
  3. 00:37:123 (37123|0,37523|1) - According to pitch, I would think fliping these two LNs fits better.
  4. 01:02:515 (62515|1) - As you used to focus on bass sound, this LN might not need.
  5. 01:06:115 (66115|1) - I can barely hear this. Ghost note?
  6. 01:52:715 - I think you can have a LN here for the guitar, which extends to 01:53:115 - . Maybe you need to delete one note on 01:53:115 - but I think in this way you can complete your focus on guitarl, which is better.
  7. 02:45:815 - You miss a drum here.
  8. 02:48:915 - Don't you forget a note for drum/hihat here? But it depends on you if it harms your pattern then just don't do it.
  9. 02:57:815 - Miss another light drum here. If you add this, make sure this note and 02:57:715 (177715|1) - have C hitsounds on them, just like 02:58:115 (178115|1,178215|2) - .
  10. 03:20:115 - I don't see any drum that needs double here, rather 03:20:515 - here needs one for the drum.
  11. 04:00:547 - You forget a piano sound here.
  12. 04:56:065 (296065|1) - This is just a pre-sound of guitar with no pitch on it and is quite weak, so maybe delete it?

Good work on hitsounds! Call me back when finishing replying to these suggestions.

This song, ahh, is the first one that makes me cry for more than 3 times, and also the anime is so good too. While namirin* is good, she is still not better than the original ver. in the anime lol. Besides, this song was actually in male voice but I do like that too, also I listened to the collab version of the original band male singer and the seiyuu in the anime. That one was pretty nice too.
Topic Starter

Tofu1222 wrote: 16124i

4K: 1|2|3|4


[Arcwin's Marathon]
  1. Start off, there are many places that have double hitsounds. Yes, they are not exactly wrong actually, but they are too loud compared to the calm music so actually I don't think these double hitsounds fit. I would suggest you to change them all to singles. Yes, I know the recent mania hitsound crusade stuff, but it is good on this map since I can clearly hear every hitsound while testplaying, so don't worry, just delete doubled hitsounds and let it go like this. Fixed most except those that went double whistle because it fit
  2. Timing and Control Points wrote: 1j3h1o

    276. Offset: 222,715ms BPM: 150.00
    277. Offset: 222,750ms BPM: 150.00
    278. Offset: 235,161ms BPM: 150.00
    279. Offset: 235,561ms BPM: 150.00
    280. Offset: 238,661ms BPM: 150.00
    281. Offset: 238,747ms BPM: 150.00
    282. Offset: 241,935ms BPM: 150.00
    Why you need to have so many Timing Points that literally change nothing (have the same BPM, use the same sort of hitsounds)? I think you don't need them actually. Make sure you don't have other unnecessary timing points and inherited points too. this is cuz of taiko, not sure why but i just copied them from volta's just to be sure.

Good work on hitsounds! Call me back when finishing replying to these suggestions.

This song, ahh, is the first one that makes me cry for more than 3 times, and also the anime is so good too. While namirin* is good, she is still not better than the original ver. in the anime lol. Besides, this song was actually in male voice but I do like that too, also I listened to the collab version of the original band male singer and the seiyuu in the anime. That one was pretty nice too.

Tofu1222 wrote: 16124i

4K: 1|2|3|4


[Arcwin's Marathon]
  1. 00:37:123 (37123|0,37523|1) - According to pitch, I would think fliping these two LNs fits better. rearranged the LNs on a different approach
  2. 01:02:515 (62515|1) - As you used to focus on bass sound, this LN might not need. nice notice! removed.
  3. 01:06:115 (66115|1) - I can barely hear this. Ghost note? removed
  4. 01:52:715 - I think you can have a LN here for the guitar, which extends to 01:53:115 - . Maybe you need to delete one note on 01:53:115 - but I think in this way you can complete your focus on guitarl, which is better. added LN and removed a note.
  5. 02:45:815 - You miss a drum here. I will leave this blue 1/4 line none as the part focuses on the 1/2 red chord notes, strong snares. Also if there's a drum sound, it is quite inaudible (double checked with 25% playback rate and I still dont hear it or I assume it may be the echo-like effect of the snare when heard on slow rate.)
  6. 02:48:915 - Don't you forget a note for drum/hihat here? But it depends on you if it harms your pattern then just don't do it. fixed
  7. 02:57:815 - Miss another light drum here. If you add this, make sure this note and 02:57:715 (177715|1) - have C hitsounds on them, just like 02:58:115 (178115|1,178215|2) - . fixed
  8. 03:20:115 - I don't see any drum that needs double here, rather 03:20:515 - here needs one for the drum. its the high guitar-like sound. Added a note on the drum sound part.
  9. 04:00:547 - You forget a piano sound here. fixed and rearranged pattern.
  10. 04:56:065 (296065|1) - This is just a pre-sound of guitar with no pitch on it and is quite weak, so maybe delete it? I'll keep it, the hihat-like sounds triggers me when there's no note there haha.

Good work on hitsounds! Call me back when finishing replying to these suggestions.

This song, ahh, is the first one that makes me cry for more than 3 times, and also the anime is so good too. While namirin* is good, she is still not better than the original ver. in the anime lol. Besides, this song was actually in male voice but I do like that too, also I listened to the collab version of the original band male singer and the seiyuu in the anime. That one was pretty nice too.

Thank you so much for the mod! much appreciated! :oops:

Also managed to tweak some hitsounds. Some are really loud since layered by two strong drums. I removed some of them in the difficulty.
Here's my update:
https://puu.sh/zwJSM/ae5c410f4e.rar
Asked Tofu to find some issues beside pattern,
[Kaori]
  1. 00:08:533 - The Green Line must have same custom set number with the Red Line
  2. 00:24:722 - here Also Volume level must be same as the Red Line here
Topic Starter

DE-CADE wrote: 1c3f5d

Asked Tofu to find some issues beside pattern,
[Kaori]
  1. 00:08:533 - The Green Line must have same custom set number with the Red Line
  2. 00:24:722 - here Also Volume level must be same as the Red Line here
fixed!
Recheck.

[Arcwin's Marathon]
  1. Double Whistles are still not suggested. Well it's not only about common sense since we usually don't put double hitsounds, but also because I think the drums inherently have the same volume, while some are louder because there are cymbals with them. Besides, I still find places with double C too, like 04:19:135 - .
  2. 03:53:150 - Might wanna do a double here because it sounds similar to 03:52:350 - .
  3. 03:53:950 - However, here the sound is weaker, and since it does not sound like a chord I would say single note fits.
  4. 03:57:061 - Maybe also wanna add one here for the piano. You can skip the sound in between this blue line and the next white line cuz they are a bit too dense/fast for this diff.
  5. 04:00:247 - ^

Just simple issues to fix~

Tofu1222 wrote: 16124i

Recheck.

[Arcwin's Marathon]
  1. Double Whistles are still not suggested. Well it's not only about common sense since we usually don't put double hitsounds, but also because I think the drums inherently have the same volume, while some are louder because there are cymbals with them. Besides, I still find places with double C too, like 04:19:135 - .
  2. 03:53:150 - Might wanna do a double here because it sounds similar to 03:52:350 - .
  3. 03:53:950 - However, here the sound is weaker, and since it does not sound like a chord I would say single note fits.
  4. 03:57:061 - Maybe also wanna add one here for the piano. You can skip the sound in between this blue line and the next white line cuz they are a bit too dense/fast for this diff.
  5. 04:00:247 - ^

Just simple issues to fix~

All fixed

as well as the hitsounds. Thank you for the re-check~! Much appreciated :oops:
[Arcwin's Marathon]
  1. 02:43:915 (163915|2,163915|1) - Delete one C.
  2. 02:46:715 (166715|1,166715|2) - Delete one F.
  3. 02:59:515 (179515|3,179515|2) - ^
  4. 03:02:715 (182715|1,182715|0) - ^
  5. 03:07:115 (187115|3,187115|0) - ^
  6. 03:12:115 (192115|2,192115|3) - It sounds that this should be snapped to 03:12:048 - , a 1/3 point, because that is where the drum occurs.
  7. 04:00:247 (240247|0) - This should be better on col3? Because it is actually with higher pitch than 03:57:061 (237061|0) - . Just my suggestion.

Hopefully this is the last time of the check owo)v

Tofu1222 wrote: 16124i

[Arcwin's Marathon]
  1. 02:43:915 (163915|2,163915|1) - Delete one C.
  2. 02:46:715 (166715|1,166715|2) - Delete one F.
  3. 02:59:515 (179515|3,179515|2) - ^
  4. 03:02:715 (182715|1,182715|0) - ^
  5. 03:07:115 (187115|3,187115|0) - ^
  6. 03:12:115 (192115|2,192115|3) - It sounds that this should be snapped to 03:12:048 - , a 1/3 point, because that is where the drum occurs.
  7. 04:00:247 (240247|0) - This should be better on col3? Because it is actually with higher pitch than 03:57:061 (237061|0) - . Just my suggestion.

Hopefully this is the last time of the check owo)v
All applied and fixed! Thank you for the re-check! :oops:

Here's my update:
https://puu.sh/zyVA2/011b1c8b7d.rar
Topic Starter
taiko bns where r uuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuu
Before:


After:


You’ve GOT this! You can do it!
Topic Starter
bish dont get me worked up i thought the bn modded LOO
thanks for motivation c:
no problem :D
GL with Rank! You can do it!
osu!mania mode should be ready then.
Aren't you supposed to put a bubble then? Like, both std and mania are ready so...
Topic Starter

Namki wrote: 4u2j9

Aren't you supposed to put a bubble then? Like, both std and mania are ready so...
since taiko bn mods are incoming (tm), wouldnt updating for taiko also break the bubble on std/mania? not sure but i wanna be safe for now

edit: the skin will be in the desc
Topic Starter
Update(not map update x3)
Ascendance may be GDing again (if he doesnt finish by sunday he told me to drop gd)
I’ll use my connections to get mods, dw
since we’re waiting for taiko anyway ;/

Namki wrote: 4u2j9

Aren't you supposed to put a bubble then? Like, both std and mania are ready so...
I need to recheck the std difficulty first, as I said in my post I wanted to recheck the new hitsounding again. Plus, a new skin were added, so we need to check that too.

If you're waiting for a new GD, I'll try to recheck standard difficulty during the weekend, because as I told you via in-game I started in my new job and the university too and I couldn't complete it on Monday.

I hope you can wait for me. And sorry for the delay.
Topic Starter

mancuso_JM_ wrote: 5d3u4o

Namki wrote: 4u2j9

Aren't you supposed to put a bubble then? Like, both std and mania are ready so...
I need to recheck the std difficulty first, as I said in my post I wanted to recheck the new hitsounding again. Plus, a new skin were added, so we need to check that too.

If you're waiting for a new GD, I'll try to recheck standard difficulty during the weekend, because as I told you via in-game I started in my new job and the university too and I couldn't complete it on Monday.

I hope you can wait for me. And sorry for the delay.
Take your time, Im somehow still able to stay sane but yea XD i got a bit too much patience :3c
I can get a ctb bn pretty quickly so idm waiting for u guys
and we still waiting for taco bns 👀
std

00:00:350 (1) - is this supposed to be without whistle
01:47:515 (1,1,1,1,1) - having every one of them differ in hitsounds doesn't seem proper
02:29:115 (3,4,1) - they're a phrase with 02:30:715 (1,2,3) - yet with the same time difference between them the spacing isn't
start of 02:49:115 (2) - and end of 02:49:915 (1) - those whistle don't appear elsewhere, they don't really fit either
Parts like 02:48:115 - 02:48:515 - 02:51:315 - 02:54:515 - 02:54:915 - 02:55:715 - 02:58:715 - 02:58:915 and the rest that have the snare fit more with the SC2 clap rather than anything else, because they are like 02:47:515
03:20:315 (3) - you don't usually use these kind of sliders in the map, it's like one out of the blue, where the red node is placed also isn't really that nice
03:42:750 - 04:01:947 - this whole section is devoid of hitsounds, I do believe it is possible to fill it with hitsounds though
04:53:170 (1,2,1,2,3,1) - those drum hitsounds don't match with the guitar it is following

The audio levels can be tweaked, the parts at 03:48:734 - 02:59:994 - 01:38:455 definitely differ in their intensity in the song but are on the same volume, and even 00:51:132 is higher than the part at 02:59:994

Hitsounding can really be looked over

taiko

04:07:635 (10) - shift it to 04:07:935 - ? having the longer pattern leading to the next phrase
Topic Starter

neonat wrote: 72827

std

00:00:350 (1) - is this supposed to be without whistle Fixed
01:47:515 (1,1,1,1,1) - having every one of them differ in hitsounds doesn't seem proper it fits well for me since the rhythm plays okay at this part, but hitsounding it the same would make it feel overemphasised in parts where the piano isnt backing the vocals at all.
02:29:115 (3,4,1) - they're a phrase with 02:30:715 (1,2,3) - yet with the same time difference between them the spacing isn't Fixed
start of 02:49:115 (2) - and end of 02:49:915 (1) - those whistle don't appear elsewhere, they don't really fit either I do use them in other spots like 02:53:115 (1) - or 02:56:315 (1) -
Parts like 02:48:115 - 02:48:515 - 02:51:315 - 02:54:515 - 02:54:915 - 02:55:715 - 02:58:715 - 02:58:915 and the rest that have the snare fit more with the SC2 clap rather than anything else, because they are like 02:47:515 Fixed
03:20:315 (3) - you don't usually use these kind of sliders in the map, it's like one out of the blue, where the red node is placed also isn't really that nice
03:42:750 - 04:01:947 - this whole section is devoid of hitsounds, I do believe it is possible to fill it with hitsounds though Fixed
04:53:170 (1,2,1,2,3,1) - those drum hitsounds don't match with the guitar it is following Fixed

The audio levels can be tweaked, the parts at 03:48:734 - 02:59:994 - 01:38:455 definitely differ in their intensity in the song but are on the same volume, and even 00:51:132 is higher than the part at 02:59:994

Hitsounding can really be looked over mancuso git ur ass here >;3
@neonat i think current pattern is also fine since the bass sound started at 04:07:935 and consistent with 04:20:735

Thanks again!
I see.

I'm generally fine with the Taiko diff so just continue forward with the set
ascendance

is almost done
Topic Starter

Ascendance wrote: 3m6q2b

ascendance

is almost done
👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀👀🅱️
Topic Starter
OK ASCENDANCE AINT ING THE SET
IM REMOVING THE SKIN FOR NOW AND PLACING IT IN THE DESCRIPTION AS THE SKINNER SEEMS TO BE REALLY BUSY
MANCUSO WE WAITIN FOR YA
I'm finally here.. Sorry for the late replay, but you know the reasons c:

Let's clarify some things.

_Meep_ wrote: 711h4d

IM REMOVING THE SKIN FOR NOW AND PLACING IT IN THE DESCRIPTION AS THE SKINNER SEEMS TO BE REALLY BUSY
Hmm.. I ed the map and it looks like you didn't remove it. Did you change your mind or did you forget to do so?

Btw.. I don't know a lot of things about skinning but AiMod is mentioning me that "[email protected]" must be 256x256. I don't know if this is a rule nowadays, feel free to ignore that if I'm wrong.

[Kaori]

  1. 00:00:350 ~ 00:21:918 - The sliderslide sounds pretty bad here, really loud to my eyes and it doesn't represent the music at all. You can silence it in this section, if you don't have any slidertick, you're not having both things silenced here.
  2. 01:11:515 (3) - 02:17:115 (3) - I personally think you can do something more interesting to play, I think you can emphasize a bit more drums/vocals in both sections by using a pattern like [url]this[/url]. Providing you some additional explanation (in case is needed) you can emphasize much better drums with a single note and I feel the vocals in 01:11:715 & 02:17:315 need to be follow by some object if you ask me. I hope you consider that.
  3. 01:18:715 (1) - Rotate this to improve the flow with the following note. It feels a bit uncomfortable actually.
  4. 01:46:715 (2,1) - Increase a bit more the spacing between these objects to emphasize the music change (?
  5. 02:26:615 (x) - You're missing a great opportunity to add a note here. It'll follow drums and it'll provide a great effect during the gameplay.
  6. 02:29:915 - Are you missing a clap here?
  7. 03:58:747 (1,2,3) - What are you trying to follow with this custom hitsound? Follow the piano please! These "drum sounds" don't have anything to do here, sincerely. I still think a gradual effect would work perfect here.
  8. 04:34:335 ~ 04:52:935 - As I said at the beginning, sliderslide sounds bad here too. In addition, all objects sound really high for this section so try to reduce the volume around 15%, I'd try more interesting things in term of hitsounding in this section if you ask me but it's your map and you probably want this simpler. Btw, I personally think a silence sliderslide works better than a soft slidertick in this section, some sliders like 04:40:335 (1) - take advantage of piano if you use the common slidertick.
    I've to say that keeping this as it is, is not an option because we're trying to follow the music closely with those hitsounds.
  9. 04:53:170 ~ 04:55:040 - This section is worrying me a bit, I don't know if the timing is 100% correct. In addition some objects aren't snapped properly (for example: 04:53:170 (1) - should end 1/8 earlier or 1/8 forward, but not over the white tick.. 04:53:970 (2) - this one should end in 04:54:420 - (over a yellow tick). I'd like to have some other confirmation, would be great if you can find it.
That's should be all. I have to say that the hitsounding is really far to be my favourite, but well, anyway it could be worse.
Those points are the most important, everything should be ok afterwards.
Make sure to confirm me the timing and me once again (try to do it before of Monday, please. I won't have time during the week).
Topic Starter

mancuso_JM_ wrote: 5d3u4o

I'm finally here.. Sorry for the late replay, but you know the reasons c:

Let's clarify some things.

_Meep_ wrote: 711h4d

IM REMOVING THE SKIN FOR NOW AND PLACING IT IN THE DESCRIPTION AS THE SKINNER SEEMS TO BE REALLY BUSY
Hmm.. I ed the map and it looks like you didn't remove it. Did you change your mind or did you forget to do so? I alr updated without any skin files twice, idk, maybe bug


Btw.. I don't know a lot of things about skinning but AiMod is mentioning me that "[email protected]" must be 256x256. I don't know if this is a rule nowadays, feel free to ignore that if I'm wrong. since the skinner seems really busy, i placed it in the description alr.


[Kaori]

  1. 00:00:350 ~ 00:21:918 - The sliderslide sounds pretty bad here, really loud to my eyes and it doesn't represent the music at all. You can silence it in this section, if you don't have any slidertick, you're not having both things silenced here. got a silent drum sliderslide and added drum samplesets to those sliders that sounded gay
  2. 01:11:515 (3) - 02:17:115 (3) - I personally think you can do something more interesting to play, I think you can emphasize a bit more drums/vocals in both sections by using a pattern like [url]this[/url]. Providing you some additional explanation (in case is needed) you can emphasize much better drums with a single note and I feel the vocals in 01:11:715 & 02:17:315 need to be follow by some object if you ask me. I hope you consider that. Can't really say much because u didnt add in a url in the url text LOL, but talking about those vocals on parts like 02:17:315 - . If I were to map the vocals, it'd be at the cost of making the part feel slightly awkward, considering that 02:17:315 - 'te' kinds of ends abruptly, so it wouldn't be wise to follow it unless I would want awkward pauses in my maps here and there, placing a 1/1 or a 1/2 slider there ( 02:17:315 ) wouldnt work either because of the abrupt vocal as i explained earlier. I won't be changing this, sorry.
  3. 01:18:715 (1) - Rotate this to improve the flow with the following note. It feels a bit uncomfortable actually.
    Fixed
  4. 01:46:715 (2,1) - Increase a bit more the spacing between these objects to emphasize the music change Fixed
  5. 02:26:615 (x) - You're missing a great opportunity to add a note here. It'll follow drums and it'll provide a great effect during the gameplay. Fixed, works well too since it would feel like difficulty scales smoothly throughout each of the choruses, naisu!
  6. 02:29:915 - Are you missing a clap here? Fixed!
  7. 03:58:747 (1,2,3) - What are you trying to follow with this custom hitsound? Follow the piano please! These "drum sounds" don't have anything to do here, sincerely. I still think a gradual effect would work perfect here. I hitsounded them according to what neonat toild me to. I agree with him since I am actually mapping to and emphasising the piano. For me I don't think a physical gradual effect would work well. In any case, this is a hard-light insane difficulty. This part is too calm for me to think about even placing more notes than it already has, it'd feel too dense otherwise. The 'drum sounds' were to emphasise the piano sounds as did on parts like 03:57:161 - or 03:54:750 - . Though what you said was already done, but not physically, it is a gradual effect in the increasing usage of the whistles to indicate that the parts are changing and that it's moving on into a different part of the song.
  8. 04:34:335 ~ 04:52:935 - As I said at the beginning, sliderslide sounds bad here too. In addition, all objects sound really high for this section so try to reduce the volume around 15%, I'd try more interesting things in term of hitsounding in this section if you ask me but it's your map and you probably want this simpler. Btw, I personally think a silence sliderslide works better than a soft slidertick in this section, some sliders like 04:40:335 (1) - take advantage of piano if you use the common slidertick. u fukin genius, i'll do that! <3
    I've to say that keeping this as it is, is not an option because we're trying to follow the music closely with those hitsounds.
  9. 04:53:170 ~ 04:55:040 - This section is worrying me a bit, I don't know if the timing is 100% correct. In addition some objects aren't snapped properly (for example: 04:53:170 (1) - should end 1/8 earlier or 1/8 forward, but not over the white tick.. 04:53:970 (2) - this one should end in 04:54:420 - (over a yellow tick). I'd like to have some other confirmation, would be great if you can find it. this is techincally the best i can do, i only found problems with 04:55:040 (2) - ending too late, i used 1/16 to resnap it. the others are mapped to the violin because thats more accurate than the piano in most cases for this part. I have 0 confirmation about the timing honestly, Mir did the timing but failed, I did the timing but also failed, the pianist was probably drunk while playing this song and namirin probably didn't notice the subtle changes in bpm it had compared to the original version. I don't blame her tho <3
    I spent two full days retiming this song and yea this is the best I can get.
That's should be all. I have to say that the hitsounding is really far to be my favourite, but well, anyway it could be worse.
Those points are the most important, everything should be ok afterwards.
Make sure to confirm me the timing and me once again (try to do it before of Monday, please. I won't have time during the week).
Changed some patterns in std via IRC. Here's the case you want to check it:

Log
14:37 _Meep_: o/
14:58 mancuso_JM_: [http://up.ppy.sh/files/newrhythm-1.jpg at least let me show you that missed image[/url]
14:59 mancuso_JM_: [http://up.ppy.sh/files/newrhythm-1.jpg at least let me show you that missed image]
14:59 _Meep_: yea that one XD
14:59 mancuso_JM_: that fail xD
14:59 _Meep_: LOL
15:00 _Meep_: hmm
15:00 _Meep_: if i did that i'd have to add a circle inbetween
15:00 _Meep_: it'd feel really odd just to have a 1/1 gap there
15:01 _Meep_: and if i do add that circle inbetween, it'd be weird since thats one of the only parts where i'd map the vocals over the instrumentals ;/
15:02 mancuso_JM_: as I said before, you wouldn't map only vocals here
15:03 mancuso_JM_: and this single note emphasize much better drums
15:03 mancuso_JM_: it's up to you but in my opinion you're leaving this pattern not really interesting for the difficulty
15:03 _Meep_: hmm
15:03 mancuso_JM_: that 1/1 with a repetition is not really following instrumental really well after all if this is your argument
15:04 _Meep_: k fine i'll add a note
15:06 _Meep_: added w
15:07 _Meep_: anything else?
15:08 mancuso_JM_: 04:46:735 - I think you can add a a green line here with 21%, it still sounds loud to me
15:08 _Meep_: hmm, sure
15:09 mancuso_JM_: some additional idea, you can add a green line at some slider tail to reduce unnecesary sound.. for example 04:48:735 - / 04:51:935 - you can add some green line with 5%
15:10 _Meep_: sure
15:10 mancuso_JM_: to add a new one with 21% afterwards
15:10 mancuso_JM_: saying that just in case hehe
15:11 _Meep_: yep x33 i did
15:11 mancuso_JM_: btw.. have you listened 04:53:170 (1) - in 25% playback rate? I'm pretty sure that this one is not well snapped
15:11 mancuso_JM_: as I said in my mod
15:11 _Meep_: o
15:11 _Meep_: wait leme retime this
15:12 _Meep_: placed it on 04:53:160 -
15:12 _Meep_: gonna fix the other diffs too
15:13 mancuso_JM_: oh wait.. I was talking about slider end :o
15:14 _Meep_: .
15:14 _Meep_: well either way
15:14 _Meep_: the sliderend fixed as well
15:15 mancuso_JM_: :ok_hand_
15:15 mancuso_JM_: :ok_hand:*
15:15 _Meep_: leme just uh
15:20 _Meep_: wait a min~ fuckin gota add more timing points REEEEEEE
15:22 mancuso_JM_: seriously? :o
15:22 _Meep_: wait wtf is bss down?
15:22 _Meep_: its stuck at 'creating package'
15:22 _Meep_: nani de fok
15:22 _Meep_: leme relog
15:23 _Meep_: back
15:24 _Meep_: and updated!
15:24 _Meep_: bubburu? :3c
15:27 _Meep_: :eyes:
15:28 mancuso_JM_: it looks like you're nervous or something like that
15:28 _Meep_: no
15:28 _Meep_: im excited
15:28 mancuso_JM_: just let me do my job, don't hurry me up pls..
15:28 _Meep_: i want it to be ranked :EYES:
15:28 _Meep_: ok sorry ;c
15:29 mancuso_JM_: if I'm checking it again, that means I have intentions to bubble your map
15:29 mancuso_JM_: don't worry :p
15:29 _Meep_: x3
15:30 mancuso_JM_: 04:01:935 (1) - try to move this one to x:32 y:160, it'll emphasize the music change better
15:30 mancuso_JM_: the spacing between 04:01:147 (1,1) - is really tiny xd
15:30 mancuso_JM_: update the map afterwards (in case you do it)
15:32 _Meep_: updated!!!!1!111
15:34 mancuso_JM_: have you touched anything in taiko difficulty? D:
15:35 mancuso_JM_: why the fuck the slider velocity is 2.74?
15:36 _Meep_: i added a line on 04:53:985 -
15:36 _Meep_: thats it
15:36 _Meep_: its 2,74 cuz BPM? idk
15:36 _Meep_: i never touched the SV
15:36 _Meep_: well neonat said its ok
15:36 mancuso_JM_: that's weird
15:37 mancuso_JM_: we generally use around 1,4/1,6 in taiko, and actually this slider velocity works really forced
15:37 mancuso_JM_: I'm pretty usre it was a bug or something like that
15:37 _Meep_: want me to ask some others?
15:37 _Meep_: hmm
15:38 _Meep_: ima ask kisses and some people who map taco
15:38 mancuso_JM_: I'm going to do a post in your thread, I only want to know what Volta's say
15:39 mancuso_JM_: (yeah, I'm taiko BN as well)
15:39 _Meep_: ok sure xd
15:39 mancuso_JM_: I'm just reing once again, but std difficulty won't need any other change imo

I'm not bubbling this right now because I want to Volta clear me one doubt, why is taiko difficulty mapped with 2.74 SV? It feels really forced due the pace of the difficulty/song in general. I'd like to know if it's a bug or something like that because the first time I saw the map you had a coherent slider velocity.
If that's the case, make sure to fix that.

I'll be back afterwards.
@it's most likely the ai mod bug. It always sets 1.4 to 2.74 SV. I told meep about this

@volta I think it would look better aesthetically if you omitted the bar line at 04:53:985
@Mancuso: SV's supposed to be 1.4. Fixed via notepad.
@Kisses: wtf it was omitted iirc. Fixed the barline stuffs
@Meep: to prevent SV bug, don't open aimod from Taiko diff ;w;

update .osu code
osu file format v14

[General]
AudioFilename: audio2.mp3
AudioLeadIn: 0
PreviewTime: 221715
Countdown: 0
SampleSet: Normal
StackLeniency: 0.4
Mode: 1
LetterboxInBreaks: 0
EpilepsyWarning: 1
WidescreenStoryboard: 1

[Editor]
Bookmarks: 21124,21903,159450,222715,235561,238657,273910,293135,294770
DistanceSpacing: 1
BeatDivisor: 16
GridSize: 32
TimelineZoom: 1.5

[Metadata]
Title:Kanade
TitleUnicode:奏
Artist:*namirin
ArtistUnicode:*なみりん
Creator:_Meep_
Version:Volta's Taiko
Source:一週間フレンズ。
Tags:isshuukan Friends one week ending ed full version volta arcwinolivirus -_frontier_- comfywolf shockolatte
BeatmapID:1284833
BeatmapSetID:607014

[Difficulty]
HPDrainRate:6
CircleSize:2
OverallDifficulty:5
ApproachRate:10
SliderMultiplier:1.4
SliderTickRate:1

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

[TimingPoints]
350,387.096774193548,4,1,0,30,1,0
350,-103.337811305157,4,1,0,30,0,0
1135,410.958904109589,4,1,0,30,1,8
1960,370.37037037037,4,1,0,30,1,0
1960,-108.000003024,4,1,0,30,0,0
2138,370.37037037037,4,1,0,30,1,8
2698,370.37037037037,4,1,0,30,1,8
3510,400,4,1,0,30,1,0
4370,394.736842105263,4,1,0,30,1,8
5158,387.096774193548,4,1,0,30,1,0
5158,-103.333337122222,4,1,0,30,0,0
5334,387.096774193548,4,1,0,30,1,8
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288,96,209515,1,12,0:0:0:0:
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288,128,222750,5,8,0:0:0:0:
192,64,224350,1,8,0:0:0:0:
288,160,225950,1,0,0:0:0:0:
288,160,226750,1,0,0:0:0:0:
288,160,227550,1,8,0:0:0:0:
192,64,229150,1,0,0:0:0:0:
192,64,230750,1,8,0:0:0:0:
192,64,232350,1,0,0:0:0:0:
192,64,233150,1,8,0:0:0:0:
192,64,233950,1,8,0:0:0:0:
192,96,235561,1,0,0:0:0:0:
192,96,237161,1,0,0:0:0:0:
192,64,238747,1,8,0:0:0:0:
192,64,239547,1,8,0:0:0:0:
192,64,240347,1,8,0:0:0:0:
192,64,241935,1,0,0:0:0:0:
96,128,242735,1,0,0:0:0:0:
96,128,243135,1,0,0:0:0:0:
96,128,243535,1,8,0:0:0:0:
96,128,244335,1,8,0:0:0:0:
96,128,244735,1,0,0:0:0:0:
96,128,245135,1,8,0:0:0:0:
192,96,245935,5,8,0:0:0:0:
288,128,246535,1,8,0:0:0:0:
288,128,246635,1,8,0:0:0:0:
288,128,246735,1,8,0:0:0:0:
288,128,246935,1,0,0:0:0:0:
288,128,247135,1,8,0:0:0:0:
288,128,247335,1,0,0:0:0:0:
192,128,247435,1,0,0:0:0:0:
192,128,247535,1,8,0:0:0:0:
192,128,247635,1,0,0:0:0:0:
192,128,247735,1,8,0:0:0:0:
160,160,247935,1,0,0:0:0:0:
192,192,248035,1,0,0:0:0:0:
192,192,248135,1,0,0:0:0:0:
192,192,248335,1,4,0:0:0:0:
128,64,248735,1,0,0:0:0:0:
32,128,248935,1,0,0:0:0:0:
128,32,249135,1,8,0:0:0:0:
32,160,249535,1,0,0:0:0:0:
128,96,249735,1,8,0:0:0:0:
64,160,249935,1,0,0:0:0:0:
32,160,250035,1,0,0:0:0:0:
96,128,250135,1,0,0:0:0:0:
96,96,250335,1,8,0:0:0:0:
96,96,250535,1,0,0:0:0:0:
64,160,250735,1,8,0:0:0:0:
96,160,250935,1,8,0:0:0:0:
96,160,251035,1,8,0:0:0:0:
96,160,251135,1,0,0:0:0:0:
96,160,251335,1,0,0:0:0:0:
128,160,251535,1,0,0:0:0:0:
192,96,251935,1,8,0:0:0:0:
192,96,252135,1,0,0:0:0:0:
192,96,252335,1,8,0:0:0:0:
160,128,252435,1,8,0:0:0:0:
160,128,252535,1,0,0:0:0:0:
224,128,252735,1,0,0:0:0:0:
192,160,252935,1,8,0:0:0:0:
192,160,253135,1,0,0:0:0:0:
96,128,253235,1,0,0:0:0:0:
96,128,253335,1,0,0:0:0:0:
160,128,253535,1,8,0:0:0:0:
192,128,253735,1,0,0:0:0:0:
224,96,253935,1,8,0:0:0:0:
96,192,254035,1,8,0:0:0:0:
32,160,254135,1,8,0:0:0:0:
96,192,254335,1,0,0:0:0:0:
160,128,254535,1,8,0:0:0:0:
160,128,254735,1,0,0:0:0:0:
128,128,255135,1,0,0:0:0:0:
128,128,255335,1,0,0:0:0:0:
128,128,255535,1,8,0:0:0:0:
256,128,255935,5,0,0:0:0:0:
256,128,256135,1,8,0:0:0:0:
256,128,256335,1,0,0:0:0:0:
64,192,256435,1,0,0:0:0:0:
96,192,256535,1,8,0:0:0:0:
96,192,256735,1,0,0:0:0:0:
224,128,256935,1,0,0:0:0:0:
224,128,257135,1,8,0:0:0:0:
224,128,257235,1,8,0:0:0:0:
224,128,257335,1,8,0:0:0:0:
128,160,257535,1,0,0:0:0:0:
128,192,257735,1,8,0:0:0:0:
128,192,257935,1,0,0:0:0:0:
160,96,258335,1,0,0:0:0:0:
160,96,258535,1,0,0:0:0:0:
192,64,258735,1,8,0:0:0:0:
192,64,258835,1,8,0:0:0:0:
96,128,258935,1,8,0:0:0:0:
96,128,259135,1,0,0:0:0:0:
128,160,259335,1,8,0:0:0:0:
224,64,259535,1,8,0:0:0:0:
128,96,259635,1,8,0:0:0:0:
384,192,259735,1,0,0:0:0:0:
384,192,259935,1,0,0:0:0:0:
64,96,260035,1,0,0:0:0:0:
192,128,260135,1,0,0:0:0:0:
64,128,260235,1,0,0:0:0:0:
256,96,260335,1,8,0:0:0:0:
192,128,260535,1,8,0:0:0:0:
160,128,260735,1,0,0:0:0:0:
192,128,260835,1,0,0:0:0:0:
192,128,260935,1,0,0:0:0:0:
192,128,261135,1,4,0:0:0:0:
192,160,261535,1,0,0:0:0:0:
192,160,261735,1,0,0:0:0:0:
224,160,261935,1,8,0:0:0:0:
192,192,262335,1,0,0:0:0:0:
192,192,262535,1,8,0:0:0:0:
224,160,262735,1,0,0:0:0:0:
224,160,262935,1,0,0:0:0:0:
224,160,263035,1,0,0:0:0:0:
288,64,263135,1,8,0:0:0:0:
288,128,263235,1,8,0:0:0:0:
192,96,263335,1,0,0:0:0:0:
192,96,263535,1,8,0:0:0:0:
192,160,263735,1,0,0:0:0:0:
192,192,263935,1,0,0:0:0:0:
192,192,264035,1,0,0:0:0:0:
192,192,264135,1,0,0:0:0:0:
192,192,264335,1,8,0:0:0:0:
128,96,264735,1,8,0:0:0:0:
128,96,264935,1,0,0:0:0:0:
96,160,265135,1,8,0:0:0:0:
224,160,265235,1,8,0:0:0:0:
224,160,265335,1,0,0:0:0:0:
224,160,265435,1,0,0:0:0:0:
224,160,265535,1,8,0:0:0:0:
224,160,265735,1,8,0:0:0:0:
224,192,265935,1,0,0:0:0:0:
256,160,266135,1,0,0:0:0:0:
288,192,266235,1,0,0:0:0:0:
288,192,266335,1,0,0:0:0:0:
288,192,266535,1,0,0:0:0:0:
128,160,266735,1,8,0:0:0:0:
288,192,266835,1,8,0:0:0:0:
288,192,266935,1,0,0:0:0:0:
288,192,267135,1,0,0:0:0:0:
96,160,267335,1,8,0:0:0:0:
224,128,267535,1,0,0:0:0:0:
192,96,267935,1,0,0:0:0:0:
192,96,268135,1,0,0:0:0:0:
192,96,268335,1,8,0:0:0:0:
224,96,268735,1,8,0:0:0:0:
224,96,268935,1,8,0:0:0:0:
224,96,269135,1,0,0:0:0:0:
224,96,269235,1,0,0:0:0:0:
224,96,269335,1,0,0:0:0:0:
256,128,269535,1,8,0:0:0:0:
256,128,269735,1,0,0:0:0:0:
224,128,269935,1,8,0:0:0:0:
192,128,270335,1,8,0:0:0:0:
256,128,270535,1,8,0:0:0:0:
256,128,270735,1,0,0:0:0:0:
256,96,271535,1,0,0:0:0:0:
224,128,271935,1,0,0:0:0:0:
224,128,272135,1,0,0:0:0:0:
256,96,272335,1,8,0:0:0:0:
192,128,273135,1,8,0:0:0:0:
192,128,273935,1,0,0:0:0:0:
256,192,274135,8,0,277135,0:0:0:0:
96,160,280335,5,0,0:0:0:0:
96,160,281935,1,8,0:0:0:0:
96,160,282735,1,0,0:0:0:0:
96,160,283535,1,8,0:0:0:0:
96,160,284335,1,8,0:0:0:0:
96,160,285135,1,8,0:0:0:0:
96,160,285935,1,0,0:0:0:0:
96,160,286735,1,8,0:0:0:0:
96,160,289935,1,8,0:0:0:0:
128,128,293160,1,8,0:0:0:0:
128,160,294840,1,8,0:0:0:0:
192,160,295690,1,8,0:0:0:0:
192,160,296140,1,0,0:0:0:0:
256,192,296640,12,0,301440,0:0:0:0:
Bubbled!

Note: The timing at the end of the map (after 04:53:160 - ) sounds a bit weird to me. If the next nominator can check that once again, I'll be more than grateful.
Topic Starter
broke bubb cuz im adding nc to the 1/3 part, its unreadable and hard to know its 1/3 without those ncs
suggested by kisses
did irc with meep in discord

We reverted the NC pattern for the 1/3 part even though many people convinced him it was unnecessary. It is astronomically unlikely for a player to read that pattern as 1/3 given that it's the only 1/3 burst in the entire song so I feel it's fitting and is appropriate.

Rebubbled ~
Take care!
nice meep owo
gratz
Topic Starter
wooooo
Hey there, may I know why the taiko difficulty was named as "Guest's Taiko"? It is fine to use a custom difficulty name for approved maps or the top difficulty of a set, but the prime purpose of difficulty naming is to inform players how difficult a map is. Using a custom difficulty name that indicates the playing mode is just unnecessary and redundant. It looks also weird as you may imagine the three difficulties of this set could be equivalently named as "Standard", "Volta's Taiko" and "Arcwin's Piano/Mania".

Therefore, I would recommend using "Volta's Oni" as the difficulty name to indicate level of difficulty or a completely custom difficulty name like standard does without mentioning the playing mode solely.
Agree with Nardo here. "Taiko" is misleading as it does not indicate any kind of difficulty, it just redundantly indicates the mode.

RC wrote: 1zwf

Excluding a mapset’s hardest difficulty, a difficulty’s name must accurately indicate its level of difficulty. Conventional difficulty names vary between game modes, but any set of clearly progressive difficulty names can be alternatively used. Additionally, a mapset’s hardest difficulty should not use a misrepresentative difficulty name.
Volta's Oni or Volta's "custom diff name" goes better here
Topic Starter
@Nardo
Page 6 of 9

Volta wrote: 3n4b56

- Frontier - wrote: 1x7064

z
short mod and bad mod as well


  1. diff name Taiko might be pretty straightforward, maybe like volta's oni might be more appropriate? i think it's nice being straightforward. keeping the uncreative diffname for now.
edit: wait hello it was dq’d without even any effort to allow evidence to be shown? wtf is dis

Nardoxyribonucleic wrote: 1n663q

Hey there, may I know why the taiko difficulty was named as "Guest's Taiko"? It is fine to use a custom difficulty name for approved maps or the top difficulty of a set, but the prime purpose of difficulty naming is to inform players how difficult a map is. Using a custom difficulty name that indicates the playing mode is just unnecessary and redundant. It looks also weird as you may imagine the three difficulties of this set could be equivalently named as "Standard", "Volta's Taiko" and "Arcwin's Piano/Mania".

Therefore, I would recommend using "Volta's Oni" as the difficulty name to indicate level of difficulty or a completely custom difficulty name like standard does without mentioning the playing mode.
I personally think that this is not a problem here, as you said there is no need to represent the level of a difficilty in a marathon map but at least he's writting the gamemode this difficuly is representing and that's ok for an approved map. Arcwin is not representing a difficulty name either, you can only find the number of keys (that represent properly the gamemode) and the other word is "Marathon". This is not a reason to disqualify a map imo.

Anyway, I'd like to know if this "-1 stars" in the first post (in taiko difficulty) is common. I didn't notice that before and it looks weird.

Edit: Oh well.. it's dq'd
Topic Starter
Unless QATs can change diffnames or alter the map or smth I can’t fix this ‘issue’ in anyway because im in japan

mancuso_JM_ wrote: 5d3u4o

Anyway, I'd like to know if this "-1 stars" in the first post (in taiko difficulty) is common. I didn't notice that before and it looks weird.
It is not common as I have never seen that before, so probably something is wrong there.
what the fuck does showing the difficulty of the diff with a custom diffname matter if it's a fucking marathon

also nice dq the map before the mapper can argue back

edit: reword
feelsdqman
I'll leave the diffnaming to meep, i think it's good to indicate the game mode since this set is a hybrid marathon, but i don't mind changing it to Oni or other custom related name.
do you realise using that much profanity pretty much removes any credibility from what you're trying to say

that said I dunno why there's no consistency regarding the mania diff name, else would be Arc's Mania or something
Topic Starter
I kinda left it to the gders to name it to whatever they want
as I said above, i’ll fix it once i get back from jp i guess
rip 2 maps in qualified
Sorry but there is really no argument to use "Taiko" as diffname since it's one of the most if not the most misleading difficulty names for any difficulty of the game mode after the mode icons were released. The only difficulty names more misleading than "Taiko" could be having used "Kantan" for example, but then again "Taiko" indicates literally nothing, as "Taiko" is implied in the icon, it gives literally zero information, while any custom difficulty name would already imply that it's the hardest possible difficulty tier for that game mode.

According to RC, the difficulty name should not be misleading. And there is no reason to break the RC in this case, literally no reason. That's why it was disqualified without waiting for an answer, because it NEEDS to be changed.

Oh, and this can be requalified immediately once the diff name is changed, so calm yourselves down.
could use a long ass dramatic name tbh
alright sory for getting angry boys
Topic Starter

Raiden wrote: 6k2i41

Oh, and this can be requalified immediately once the diff name is changed, so calm yourselves down.
main problem here is that will that requalification process be available for the whole week? since i cant update while in japan, no comp, will be back in 5 days
I would love to write why I think the diff name is acceptable but it would just fall on deaf ears
Rename to „Volta‘s Motto! (Take My Hand And Together We Can Reclaim What Was Stolen From Us)“

(kds pls applying for bn next round)
MBomb
custom difficulty names really indicate so much more than taiko definitely
Topic Starter
renamed taiko diff to Volta's Marathon since I feel it fits better rather than feeling out of place with mania
that fine?
I don't know, it may cause confusion since Arcwin's diff is also named Marathon but it's mania and at a glance people might think my diff is also mania but different version (without looking at mode icon).

After some consideration, i think Volta's Oni or chromoxx' suggestion is the best option to indicate my taiko diff.
Back~
Kaori > Marathon > Marathon

It’s like people don’t give much thought under what is fine line rankable. I’m still not sure how Marathon is considered to “not be misleading” to it’s difficultly, which was the issue leading to the DQ in the first place. If someone could explain that to me that would much appreciated
Disqualified as Volta would like to rename his difficulty as "Volta's Oni".
And back~

Requalified~
Why "bg friends.jpg" looks disproportionated? I mean you edit it with adding height with forced

Topic Starter

KittyAdventure wrote: 432p4f

Why "bg friends.jpg" looks disproportionated? I mean you edit it with adding height with forced

already addressed this in pms with kittyadventure.
Hallu. I have something to point out for the Mania diff so this is for arcwin!

Hi arcwin, long time not seen!
Soo.. it's regarding of snapping at some places.

[Arcwin's Marathon]
So it's about 03:46:350 (226350|0,226550|3) - . I have to assume that you follow with your notes the Piano in this part, because.. almost all notes do so. If this is the case, these two notes are not correctly snapped and come way too late.

03:46:350 (226350|0) - This one should be on 03:46:300 - (1/8)
03:46:550 (226550|3) - And this one at 03:46:500 - (1/8)

I first thought you might follow the vocal, but even if so, the note at 03:46:550 (226550|3) - would be still wrong snapped and too early.

03:57:761 (237761|0) - This one is debatable. It is too late.. but for simplification i would leave it where it is.

04:00:547 (240547|2) - This one seems to be too early too. Should be moved 1/12 up i think

Okay, and now the ending from 04:53:160 - where a bunch of problems appear regarding the snaps.

04:53:360 (293360|1) - This one should be on 04:53:393 - (1/12) to catch the piano.

04:53:560 (293560|2) - This one is weird. Before the note is a sound, after the note is a sound.. but not at the note lol. So which one you tried to follow?
Guitar is on 04:53:535 - (1/16) and the Piano is on 04:53:610 - (1/8).. uhh.. yeah. I really don't know which sound you tried to catch so i just point out both :D

04:53:760 (293760|0) - I first thought this would be a ghost note.. but after increase the volume to 100% i hear a really silent piano sound.. i am not sure if it's correctly snapped.. maybe move it 1/16 up? But i am really unsure because it's so quiet..

04:54:185 (294185|0) - This one should clearly be on 04:54:218 - (1/12)

04:54:385 (294385|2) - This one should be on 04:54:410 - (1/16)

04:56:540 (296540|3) - This is the last one.. mh.. it seems to be too late and i would move it 1/16 down.

That's all. Remaining looks cool. Like i said i would like to hear from you about this. Some seem to be really off but maybe you have some kind of plan behind all this :D

Otherwise really nice song, i like *namirin <3

Feerum wrote: 2c3u3d

Hallu. I have something to point out for the Mania diff so this is for arcwin!

Hi arcwin, long time not seen! Heyo long time as well o/
Soo.. it's regarding of snapping at some places.

[Arcwin's Marathon]
SPOILER
So it's about 03:46:350 (226350|0,226550|3) - . I have to assume that you follow with your notes the Piano in this part, because.. almost all notes do so. If this is the case, these two notes are not correctly snapped and come way too late.

03:46:350 (226350|0) - This one should be on 03:46:300 - (1/8)
03:46:550 (226550|3) - And this one at 03:46:500 - (1/8)
I first thought you might follow the vocal, but even if so, the note at 03:46:550 (226550|3) - would be still wrong snapped and too early. For regularity, I made it 1/4 and it matches along with the vocal so I'll left it like that. at 03:46:550 - It may sound like it is too early but it is where the sound of vocal exactly started (like 0 to 100 volume). The standard mode has this note as well.

03:57:761 (237761|0) - This one is debatable. It is too late.. but for simplification i would leave it where it is. same as above

04:00:547 (240547|2) - This one seems to be too early too. Should be moved 1/12 up i think same as above.

Okay, and now the ending from 04:53:160 - where a bunch of problems appear regarding the snaps. Replied on my message below.

04:53:360 (293360|1) - This one should be on 04:53:393 - (1/12) to catch the piano.

04:53:560 (293560|2) - This one is weird. Before the note is a sound, after the note is a sound.. but not at the note lol. So which one you tried to follow?
Guitar is on 04:53:535 - (1/16) and the Piano is on 04:53:610 - (1/8).. uhh.. yeah. I really don't know which sound you tried to catch so i just point out both :D

04:53:760 (293760|0) - I first thought this would be a ghost note.. but after increase the volume to 100% i hear a really silent piano sound.. i am not sure if it's correctly snapped.. maybe move it 1/16 up? But i am really unsure because it's so quiet..

04:54:185 (294185|0) - This one should clearly be on 04:54:218 - (1/12)

04:54:385 (294385|2) - This one should be on 04:54:410 - (1/16)

04:56:540 (296540|3) - This is the last one.. mh.. it seems to be too late and i would move it 1/16 down.
That's all. Remaining looks cool. Like i said i would like to hear from you about this. Some seem to be really off but maybe you have some kind of plan behind all this :D

Otherwise really nice song, i like *namirin <3 I like her songs too <3
Thank you so much for the mod, Sir Feerum! About the snaps, they are made on regular snaps for simplification (without using any irregular snaps except a little on the very last part). Piano sounds are really sensitive to be mapped especially if it is played by a human and not computer generated where it can be snapped even on the highest snaps like 1/32 and 1/64. Most snaps are based on the timing points given and it is no problem if played on the normal rate (as they are so minimal). Even with these opinions, I will leave it to you or other QATs to decide and to check the difficulty/snaps whether they are acceptable or not. Though, all points are acknowledged and noted appreciatively and will be used as reference if ever to re-update. :oops:
Sorry about the late DQ orz

While a lot of snaps can just be simplified to the nearest 1/2 or 1/4 or whatever is more commonly encountered by the player, the part at 03:45:850 - is too nuanced to be simplified as it currently is.
03:45:883 - 03:45:916 - Not really that important, but if you wanted to add the 1/12 graces here, I think it'd be cool but I doubt it's all that important and the 1/4 is fine.
03:46:350 (226350|0,226550|3) - Should be shifted down by 1/8
03:47:550 (227550|3,227550|2) - 1/16 above at 03:47:575 -
03:57:761 (237761|0) - 1/16 below at 03:57:736 - , but this and the one above aren't really as necessary
04:00:547 (240547|2) - Up by 1/8 to 04:00:597 -

Otherwise I feel like the snaps should be fine as they currently are.

Final thing I'd like to mention is the hitsound volume. I would keep the hs vol at 04:53:160 - the same as at 04:33:935 - because 20% is barely audible and took me a few tries to hear it even on 0% music and 100% effects. Similarly, the beginning at 00:00:350 - is only audible on the jumps because of the double hit.

Protastic101 wrote: 4i5137

Sorry about the late DQ orz

While a lot of snaps can just be simplified to the nearest 1/2 or 1/4 or whatever is more commonly encountered by the player, the part at 03:45:850 - is too nuanced to be simplified as it currently is.
03:45:883 - 03:45:916 - Not really that important, but if you wanted to add the 1/12 graces here, I think it'd be cool but I doubt it's all that important and the 1/4 is fine. keeping the 1/4th then o/
03:46:350 (226350|0,226550|3) - Should be shifted down by 1/8 ok!
03:47:550 (227550|3,227550|2) - 1/16 above at 03:47:575 -
03:57:761 (237761|0) - 1/16 below at 03:57:736 - , but this and the one above aren't really as necessary I'll keep them then o u o)b
04:00:547 (240547|2) - Up by 1/8 to 04:00:597 - 1/8 seems too late, used 1/12 instead just what Sir Feerum's suggested

Otherwise I feel like the snaps should be fine as they currently are.

Final thing I'd like to mention is the hitsound volume. I would keep the hs vol at 04:53:160 - the same as at 04:33:935 - because 20% is barely audible and took me a few tries to hear it even on 0% music and 100% effects. Similarly, the beginning at 00:00:350 - is only audible on the jumps because of the double hit. done! also done other points of Sir Feerum's
Thank you so much for the check Mam Protastic! Applied points of Sir Feerum as well on the snap issues. It should be all alright now following those points. :oops:
can you just make the beginning hs vol 35% like the end? I still can't hear the hitnormals for the single notes. Even then, the ending is also pretty hard at 35% and 40% may be better but idk

Protastic101 wrote: 4i5137

can you just make the beginning hs vol 35% like the end? I still can't hear the hitnormals for the single notes. Even then, the ending is also pretty hard at 35% and 40% may be better but idk
Fast fixed > u <)b also adjusted other hitsounds (20 => 35% , 35 => 40)
Topic Starter
so when is my 99th qualify gonna be
[Arcwin's Marathon]
  1. 03:48:000 (228000|0) - Just too weak this one here so I don't really think you need this. (You didn't catch the weak one here 03:48:750 - too).
Fix and I will bubble. ;)
Topic Starter

Tofu1222 wrote: 16124i

[Arcwin's Marathon]
  1. 03:48:000 (228000|0) - Just too weak this one here so I don't really think you need this. (You didn't catch the weak one here 03:48:750 - too).
Fix and I will bubble. ;)
fixed
Bubbled :3
qualified =w=
inb4 get dq'ed again
Looks like it’ll get ranked this time! GG for Meep!
finally hecking ranked.
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