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Index » Beatmaps » Pending Beatmaps » ZUN - Septette for the Dead Princess

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Shuichi Saihara
4 posts
IT Flag

3 weeks ago
This beatmap was submitted using in-game submission on sabato 19 aprile 2025 at 01:06:40

Artist: ZUN
Title: Septette for the Dead Princess
Source: 東方紅魔郷 ~ the Embodiment of Scarlet Devil.
Tags: touhou 2hu project instrumental video game eosd th6
BPM: 145
Filesize: 4289kb
Play Time: 02:15
Difficulties Available:


Download: ZUN - Septette for the Dead Princess
Information: Scores/Beatmap Listing
—————
reupload from oldsu!2008

Update 1: applied rin's mod
Update 2 and 3: applied digitalfear's mods
[Kagamine Rin]
66 posts
NL Flag

Earned 1 kudosu.

3 weeks ago
Mods
Lunatic diff:
00:20:828 (6) - Could u move this down with one tick so its even height with the slider end of 00:19:971 (4) - i think its a bit cleaner like that
00:44:497 (5) -

00:37:031 (5) - this one a tick up so its even with the slider end of 00:35:996 (1) - same reason as above
00:38:686 (5) -
00:48:872 (1) -

Would suggest stacking the slider end of 01:06:997 (5) - with the slider end of 01:07:831 (7) - looks nicer that way

01:30:122 (7,1) - would be nice if u would give this the same angle as you did on 01:29:080 (3,4,5,6) - so 01:30:122 (7) - to X 304 Y 296 same for (8) but more tilted up yep

01:35:330 (1) - would flow better if put to X0 i think currently its a bit funny

01:39:913 (6,7,8) - make same height length as 01:39:497 (4) - would have to remove the gridsnap here to put it to Y288 to make them same height


Hard diff mods:
AR > 6/7? OD > 6?

Would suggest Introducing some more 1/4 rhythms in the diff i think its a bit weird u only have 1/4 rhythms used for the last section there are many spots you could introduce them in



00:28:531 (2,3,4,5) - Consider making this just all one slider Or 1/4 sliders with reverses i think having these Clickable as 1/2s is very miss leading
00:35:582 (3,4) - same for this

01:25:122 (5,5,5,7,5,5) - would honestly make all of these just one long slider instead of 1/1s with reverses i think a long slider make more sense rhythm wise since you have 01:23:664 (2,4,2,4) - as extended sliders for the holding sound so u might aswell make it consistent for the mentioned timestamp

Normal diff:

Honestly not a big fan of it as it break quite alot of RC rules so i wont go over that but if no other bat wants to go over it i will mod it.






Shuichi Saihara
4 posts
IT Flag

1 week ago
so first of all the mapset itself wasn't even complete (normal difficulty is missing hitsounds and even then i was gonna remap it anyways), regarding the stacks: the 2008 editor didn't show them so while mapping everything looked fine to me

but onto the mods itself

Kagamine Rin wrote:

Mods
Lunatic diff:
00:20:828 (6) - Could u move this down with one tick so its even height with the slider end of 00:19:971 (4) - i think its a bit cleaner like that
00:44:497 (5) -
All Done!

00:37:031 (5) - this one a tick up so its even with the slider end of 00:35:996 (1) - same reason as above Done!
00:38:686 (5) - Done!
00:48:872 (1) - Done + Fixed spacing in the next pattern

Would suggest stacking the slider end of 01:06:997 (5) - with the slider end of 01:07:831 (7) - looks nicer that way Couldn't quite get it to stack perfectly but i still did what i could

01:30:122 (7,1) - would be nice if u would give this the same angle as you did on 01:29:080 (3,4,5,6) - so 01:30:122 (7) - to X 304 Y 296 same for (8) but more tilted up yep Done!

01:35:330 (1) - would flow better if put to X0 i think currently its a bit funny Don't really like this choice but done anyways!

01:39:913 (6,7,8) - make same height length as 01:39:497 (4) - would have to remove the gridsnap here to put it to Y288 to make them same height Done!


Hard diff mods:
AR > 6/7? OD > 6? AR -> 7, OD -> 6, Done!

Would suggest Introducing some more 1/4 rhythms in the diff i think its a bit weird u only have 1/4 rhythms used for the last section there are many spots you could introduce them in Tried what i could here, idk if it's even rankable



00:28:531 (2,3,4,5) - Consider making this just all one slider Or 1/4 sliders with reverses i think having these Clickable as 1/2s is very miss leading Single slider it is!
00:35:582 (3,4) - same for this Decided to add a triple at the end so it fits better with the rest of the pattern

01:25:122 (5,5,5,7,5,5) - would honestly make all of these just one long slider instead of 1/1s with reverses i think a long slider make more sense rhythm wise since you have 01:23:664 (2,4,2,4) - as extended sliders for the holding sound so u might aswell make it consistent for the mentioned timestamp Can't find a way to make this change without needing to remap the entire section so i'll just keep it as it is + the slider reverses are kind of a way to emphasize the drum beat

Normal diff:

Honestly not a big fan of it as it break quite alot of RC rules so i wont go over that but if no other bat wants to go over it i will mod it.

is there any way i can see the RC? i couldn't seem to find it
Digitalfear117

No kudosu yet.

Digitalfear117

Earned 1 kudosu.

1 week ago
General:
  • Your timing point at 01:23:644 doesn’t seem to accomplish anything
  • Normal lacks a preview point
  • The background filesize is way too large, use a jpg instead, and downscale it to1440 in height. Max is 2.5mb
  • 701370.png is unused


Normal:

  • 00:04:071 (1,2,3) - This rhythming is really bad, let me explain why. The loudest sound on this slider is on the tail at 00:04:898, yet that part is completely passive. What you did before with 00:02:415 (1,2,3) - makes far more sense for the rhythm here at play. I understand you wanted to change it up but it can't be at a detriment to the representation of the music.
  • 00:05:726 (3,4,5) - this kind of patterning and flow is not only ugly but also confusing for new players. Avoid making flow where the path can be ambiguous for new players below Hard diffs.
  • 00:07:381 (6) - This slider is just sad, it doesn't represent any of the sounds here well. Instead of making this passive I'd do the opposite. How about a slider from 00:07:381 to 00:07:795, another slider from 00:08:002 to
  • 00:08:416, and then a circle at 00:08:622. Since this song is only 145 bpm you can get away with a little extra emphasis from time to time.
  • 00:14:002 (1) -this slider doesn’t end on any real sound, and because it goes over a red tick it the tail is unsnapped. End this slider on the white tick around at 00:14:829
  • 00:17:400 (3,4,5) - This pattern may be ambiguous to new players that haven't figured out how slidertails work yet. your flow makes it so players are more likely to hit the tail of 5 rather than the head of it. keep the flow more simple. For example if the slider was turned by 90 degrees it would no longer be ambiguous at all :D
  • 00:17:400 (3,4,5) - This pattern again, i know same one twice. I think 00:17:400 should be a circle, the slider should go from 00:17:828 to 00:18:257 and 00:18:686 should be a circle.
  • 00:20:828 (3,4,1) - same as above ^ circle slider circle
  • 00:29:376 (5,6) - I'm not really sure whats happening with these guys. Maybe make 5 a slider from 00:29:376 to 00:30:617, and 6 a slider from 00:31:031 to 00:32:272?
  • 00:32:686 (1,2,3,4,1,2,3,4,5,6,7,8) - no no no no no no no no no no don't make flow like this! this is too hard for a new player to read. also the spacing on the sliders is way too far, is this even properly distance snapped? Here is a video of a reworked pattern thats at least a little easier to read and more sensible. Obviously you don't need to copy this but make it easier to read and fix the spacing D: https://cdn.discordapp.com/attachments/1034419409801973901/1361390295152853073/2025-04-14_13-17-29.mp4?ex=67fe9503&is=67fd4383&hm=7a978e001335af3f00cd9d7849f934b637a93c6bc83a03adbf6ba223b0d16253&
  • 00:56:164 (1,2,3) - I'm not gonna point out every hard to read patterns, but for reasons above this is a no from me, too hard to read if the player gets confused on sliderends
  • 01:00:122 (5) - this note is completely unrankable. DO NOT place circles on red ticks like this, only catch them with sliderends preferably, sliderheads if only necessary. This is too much for a Normal
  • 01:19:497 (3) - This is too simplified imo, i think you should change this a bit it's too much of climax for a reverse slider arrow.
  • 01:24:497 (3) and 01:27:830 (2) - these should not end on blue ticks, extend to the white tick. Same with
  • 01:31:164 (2) and any others after
  • 02:08:247 (2) - this note goes offscreen


I think this is an okay place to have you start on this diff, it needs a decent bit of reworking. you can ping after you have reworked the diff for a recheck
Last edited by Digitalfear117 1 week ago, edited 1 time in total.
Shuichi Saihara
4 posts
IT Flag

1 week ago
Thank you for providing the ranking criteria as well! i struggled to find it :(

Digitalfear117 wrote:

General:
  • Your timing point at 01:23:644 doesn’t seem to accomplish anything NC/metronome reset i think (the map i took the timing from was made in 2015 well after the nc mod got added so i guess it's for that? i genuinely dont know, also a map ranked in 2024 has that same timing point so i guess it's fine to keep it)
  • Normal lacks a preview point Actually, all diffs did. Added!
  • The background filesize is way too large, use a jpg instead, and downscale it to1440 in height. Max is 2.5mb Look Below.
  • 701370.png is unused New bg cause this is less than 2.5mb


Normal:

  • 00:04:071 (1,2,3) - This rhythming is really bad, let me explain why. The loudest sound on this slider is on the tail at 00:04:898, yet that part is completely passive. What you did before with 00:02:415 (1,2,3) - makes far more sense for the rhythm here at play. I understand you wanted to change it up but it can't be at a detriment to the representation of the music. Ok, changed it up
  • 00:05:726 (3,4,5) - this kind of patterning and flow is not only ugly but also confusing for new players. Avoid making flow where the path can be ambiguous for new players below Hard diffs. Done while applying the other mod
  • 00:07:381 (6) - This slider is just sad, it doesn't represent any of the sounds here well. Instead of making this passive I'd do the opposite. How about a slider from 00:07:381 to 00:07:795, another slider from 00:08:002 to 00:08:416, and then a circle at 00:08:622. Since this song is only 145 bpm you can get away with a little extra emphasis from time to time. Fixed in a way that doesn't really mess up the style of the map
  • 00:14:002 (1) -this slider doesn’t end on any real sound, and because it goes over a red tick it the tail is unsnapped. End this slider on the white tick around at 00:14:829 Done!
  • 00:17:400 (3,4,5) - This pattern may be ambiguous to new players that haven't figured out how slidertails work yet. your flow makes it so players are more likely to hit the tail of 5 rather than the head of it. keep the flow more simple. For example if the slider was turned by 90 degrees it would no longer be ambiguous at all :D
  • 00:17:400 (3,4,5) - This pattern again, i know same one twice. I think 00:17:400 should be a circle, the slider should go from 00:17:828 to 00:18:257 and 00:18:686 should be a circle. Fixed both by remapping the entire pattern to not be ambiguous and flow better!
  • 00:20:828 (3,4,1) - same as above ^ circle slider circle Remapped!
  • 00:29:376 (5,6) - I'm not really sure whats happening with these guys. Maybe make 5 a slider from 00:29:376 to 00:30:617, and 6 a slider from 00:31:031 to 00:32:272? Done!
  • 00:32:686 (1,2,3,4,1,2,3,4,5,6,7,8) - no no no no no no no no no no don't make flow like this! this is too hard for a new player to read. also the spacing on the sliders is way too far, is this even properly distance snapped? Here is a video of a reworked pattern thats at least a little easier to read and more sensible. Obviously you don't need to copy this but make it easier to read and fix the spacing D: https://cdn.discordapp.com/attachments/1034419409801973901/1361390295152853073/2025-04-14_13-17-29.mp4?ex=67fe9503&is=67fd4383&hm=7a978e001335af3f00cd9d7849f934b637a93c6bc83a03adbf6ba223b0d16253& Yeah i dont even know myself why i mapped it like that in the first place, anyways now it's been completely remapped!
  • 00:56:164 (1,2,3) - I'm not gonna point out every hard to read patterns, but for reasons above this is a no from me, too hard to read if the player gets confused on sliderends Changed the flow of the entire section so this is gone!
  • 01:00:122 (5) - this note is completely unrankable. DO NOT place circles on red ticks like this, only catch them with sliderends preferably, sliderheads if only necessary. This is too much for a Normal Done!
  • 01:19:497 (3) - This is too simplified imo, i think you should change this a bit it's too much of climax for a reverse slider arrow. Changed it!
  • 01:24:497 (3) and 01:27:830 (2) - these should not end on blue ticks, extend to the white tick. Same with
  • 01:31:164 (2) and any others after All Fixed!
  • 02:08:247 (2) - this note goes offscreen Fixed!
Last edited by Shuichi Saihara 1 week ago, edited 1 time in total.
Digitalfear117

Earned 1 kudosu.

1 week ago
Big improvements on the normal compared to when I last saw it! Time for round two.

General:

Default combo colours without preferred skin. Let's give this some combo colours! If you are using my modded client you can go to Design > Automatic Combo Colour Picker and it can select some colors based on your background!

I used the tool myself and came up with these 5 colors as an example, feel free to choose your own colors too of course.
[Colours]
Combo1 : 98,86,124
Combo2 : 160,76,80
Combo3 : 255,234,232
Combo4 : 247,126,129
Combo5 : 162,129,131

We have a spread issue on this set. Your Normal difficulty is 1.92*, your Hard is 3.25*, your Lunatic is 4.43*. The gap between Normal and Hard is too large. This set needs an Advanced diff, somewhere around 2.5* to have the progression make more sense.

Normal:
00:28:543 (4) - This circle is unsnapped by 12ms
00:28:543 (4,1) - Not a fan of this flow, and it's just kinda ugly. If you put the circle next to a slider tail the player might click the tail.
00:37:651 (1,2,3,1) - I'm not crazy about this pattern. let's just keep things simple, this is confusing for a new player. Leave patterns like this for Hard and above. Even something like this would be way easier to follow Forum Image
00:59:081 (1) - Maybe avoid this blanket for flow reasons, and just move the circle to x344 y296 or something
01:09:497 (1) - This is subjective, but this straight slider feels so bland just being in line with the previous note of 01:09:081 (6). Why not move the slider to like x360 y16 or something?
01:16:164 (1) - Sir why is this not 0.8 ds like the previous notes? it's almost 1.2
01:17:831 (2) - And why is this one at 0.6 ds!
01:20:747 (2,3,4,5) - this whole section is fucked when it comes to distance snap. if you want to give some emphasis to specific notes make the increases and decreases small, and don't make frequent changes as per the osu ranking guidelines! This whole map should be a pretty consistent DS.
01:25:330 (4) - This is subjective, but maybe move the third control point on the slider from x136 y96 to x136 y80 for a smoother looking slider
01:28:664 (3) - The head and tail don't start and end at the same Y coordinate visually :pleading_face: If you raise the 3rd control point from x160 y24 to x160 y8 it looks more aesthetically pleasing
01:41:997 (3,1,2) - This overlapping feels out of place in this map, you never do anything like it before or after, I think you should make this feel more like the rest of the map and avoid the overlapping of the sliders
01:57:830 (3,4,5) - This looks cute, but may leave the player confused based on flow alone which one to click next, try to make it so 3 points into 4 more obviously
02:11:164 (3,4,5,6) - This flow points players directly from 3 to 5, let's get the flow more simple and have 3 point into 4

Mapset Verifier pointed out the distance on these notes is further away than expected:

00:09:036 (1,2) - Distance is 104 px, expected 132, see 00:08:622 (6,1) -.
00:31:031 (2,1) - Distance is 101 px, expected 202, see 00:29:376 (1,2) -.
00:32:686 (1,2) - Distance is 120 px, expected 202, see 00:29:376 (1,2) -.
01:55:330 (3,4) - Distance is 128 px, expected 91, see 01:54:914 (2,3) -.
02:01:997 (1,2) - Distance is 104 px, expected 160, see 02:01:581 (6,1) -.
02:12:830 (6,1) - Distance is 134 px, expected 101, see 02:12:413 (5,6) -.

Hard:

The jump in AR from 3 to 7 from Normal to Hard is insane. If you had a diff inbetween that was AR 5 this issue wouldn't exist, same for OD and HP too.

You have a lot of inconsistencies in your hitsounds across difficulties.

Normal:

00:20:828 - is missing (Finish) which exists in Hard, Lunatic
00:21:257 - is missing (Finish) which exists in Lunatic
00:27:686 - is missing (Finish) which exists in Hard, Lunatic
00:35:996 - is missing (Finish) which exists in Hard, Lunatic
00:36:409 - is missing (Finish) which exists in Hard, Lunatic
00:37:651 - is missing (Finish) which exists in Lunatic
00:38:064 - is missing (Finish) which exists in Lunatic
00:39:307 - is missing (Whistle, Finish) which exists in Hard, Lunatic
00:54:497 - is missing (Finish) which exists in Hard, Lunatic
00:57:831 - is missing (Finish) which exists in Hard
00:58:664 - is missing (Finish) which exists in Hard
01:01:164 - is missing (Finish) which exists in Lunatic
01:01:997 - is missing (Finish) which exists in Hard, Lunatic
01:07:831 - is missing (Finish) which exists in Hard, Lunatic
01:08:664 - is missing (Finish) which exists in Hard
01:16:997 - is missing (Whistle) which exists in Hard, Lunatic
01:18:664 - is missing (Whistle) which exists in Hard, Lunatic
01:22:414 - is missing (Finish) which exists in Hard, Lunatic
01:22:622 - is missing (Finish) which exists in Hard, Lunatic
01:36:997 - is missing (Whistle) which exists in Hard, Lunatic
01:37:413 - is missing (Whistle) which exists in Hard, Lunatic
01:40:330 - is missing (Whistle) which exists in Hard, Lunatic
01:40:746 - is missing (Whistle) which exists in Hard, Lunatic
01:43:664 - is missing (Whistle) which exists in Hard, Lunatic
01:44:081 - is missing (Whistle) which exists in Hard, Lunatic
01:48:664 - is missing (Whistle) which exists in Lunatic
02:00:330 - is missing (Whistle) which exists in Lunatic
02:00:539 - is missing (Whistle) which exists in Hard, Lunatic
02:00:747 - is missing (Whistle) which exists in Hard, Lunatic
02:01:164 - is missing (Whistle) which exists in Lunatic
02:01:372 - is missing (Whistle) which exists in Hard, Lunatic
02:01:581 - is missing (Whistle) which exists in Hard
02:13:664 - is missing (Whistle) which exists in Hard, Lunatic
02:13:872 - is missing (Whistle) which exists in Hard, Lunatic
02:14:080 - is missing (Whistle) which exists in Hard, Lunatic
02:14:497 - is missing (Whistle) which exists in Hard, Lunatic
02:14:705 - is missing (Whistle) which exists in Hard, Lunatic
02:14:913 - is missing (Whistle) which exists in Hard

Hard:

00:25:543 - is missing (Whistle) which exists in Normal
00:37:651 - is missing (Finish) which exists in Lunatic
00:38:064 - is missing (Finish) which exists in Lunatic
00:39:307 - is missing (Finish) which exists in Lunatic
00:50:122 - is missing (Whistle) which exists in Lunatic
00:50:329 - is missing (Whistle) which exists in Normal, Lunatic
00:51:997 - is missing (Whistle) which exists in Normal, Lunatic
00:55:122 - is missing (Finish) which exists in Lunatic

Lunatic:

00:18:043 - is missing (Finish) which exists in Hard
00:21:471 - is missing (Finish) which exists in Hard
00:25:543 - is missing (Whistle) which exists in Normal
00:40:341 - is missing (Whistle) which exists in Hard
00:48:664 - is missing (Finish) which exists in Normal, Hard
01:08:664 - is missing (Finish) which exists in Hard
01:12:831 - is missing (Whistle) which exists in Normal
01:24:497 - is missing (Whistle) which exists in Normal
01:55:747 - is missing (Finish) which exists in Hard
02:10:122 - is missing (Finish) which exists in Hard
Shuichi Saihara
4 posts
IT Flag

5 days ago
fixed stuff + new hitsounding

Digitalfear117 wrote:

Big improvements on the normal compared to when I last saw it! Time for round two.

General:

Default combo colours without preferred skin. Let's give this some combo colours! If you are using my modded client you can go to Design > Automatic Combo Colour Picker and it can select some colors based on your background!

I used the tool myself and came up with these 5 colors as an example, feel free to choose your own colors too of course.
[Colours]
Combo1 : 98,86,124
Combo2 : 160,76,80
Combo3 : 255,234,232
Combo4 : 247,126,129
Combo5 : 162,129,131


We have a spread issue on this set. Your Normal difficulty is 1.92*, your Hard is 3.25*, your Lunatic is 4.43*. The gap between Normal and Hard is too large. This set needs an Advanced diff, somewhere around 2.5* to have the progression make more sense.
Added everything, combo colors and an advanced diff

Normal:
00:28:543 (4) - This circle is unsnapped by 12ms How did i even miss that lmao, fixed
00:28:543 (4,1) - Not a fan of this flow, and it's just kinda ugly. If you put the circle next to a slider tail the player might click the tail. Changed it
00:37:651 (1,2,3,1) - I'm not crazy about this pattern. let's just keep things simple, this is confusing for a new player. Leave patterns like this for Hard and above. Changed it to your suggestion
00:59:081 (1) - Maybe avoid this blanket for flow reasons, and just move the circle to x344 y296 or something Should flow better now
01:09:497 (1) - This is subjective, but this straight slider feels so bland just being in line with the previous note of 01:09:081 (6). Why not move the slider to like x360 y16 or something? I agree, doesn't look good, changed.
01:16:164 (1) - Sir why is this not 0.8 ds like the previous notes? it's almost 1.2
01:17:831 (2) - And why is this one at 0.6 ds!
01:20:747 (2,3,4,5) - this whole section is fucked when it comes to distance snap. if you want to give some emphasis to specific notes make the increases and decreases small, and don't make frequent changes as per the osu ranking guidelines! This whole map should be a pretty consistent DS.
Ok, i had to try like 200 different things but i might have worked it out.
01:25:330 (4) - This is subjective, but maybe move the third control point on the slider from x136 y96 to x136 y80 for a smoother looking slider Sure thing, changed.
01:28:664 (3) - The head and tail don't start and end at the same Y coordinate visually :pleading_face: If you raise the 3rd control point from x160 y24 to x160 y8 it looks more aesthetically pleasing It is clear that i suck at making sliders, changed.
01:41:997 (3,1,2) - This overlapping feels out of place in this map, you never do anything like it before or after, I think you should make this feel more like the rest of the map and avoid the overlapping of the sliders Should be ok now.
01:57:830 (3,4,5) - This looks cute, but may leave the player confused based on flow alone which one to click next, try to make it so 3 points into 4 more obviously Made 01:57:414 (2,3,4) linear so it should be better
02:11:164 (3,4,5,6) - This flow points players directly from 3 to 5, let's get the flow more simple and have 3 point into 4 Fixed already by remapping the section so that all diffs end in the center of the playfield

Mapset Verifier pointed out the distance on these notes is further away than expected:

00:09:036 (1,2) - Distance is 104 px, expected 132, see 00:08:622 (6,1) -.
00:31:031 (2,1) - Distance is 101 px, expected 202, see 00:29:376 (1,2) -.
00:32:686 (1,2) - Distance is 120 px, expected 202, see 00:29:376 (1,2) -.
01:55:330 (3,4) - Distance is 128 px, expected 91, see 01:54:914 (2,3) -.
02:01:997 (1,2) - Distance is 104 px, expected 160, see 02:01:581 (6,1) -.
02:12:830 (6,1) - Distance is 134 px, expected 101, see 02:12:413 (5,6) -.
all of those have been fixed while fixing other mods, with a couple of exceptions
Hard:

The jump in AR from 3 to 7 from Normal to Hard is insane. If you had a diff inbetween that was AR 5 this issue wouldn't exist, same for OD and HP too. There is an Advanced diff now

Hitsound mods: The hitsounding has been remade from the ground up
Digitalfear117

No kudosu yet.

2 days ago
Okay, time to mod Advanced Diff

00:02:415 (1,2,3) - This is less active than your normal diff, i recommend flipping the rhythms between the two or making the start of Advanced more active.
00:07:174 - Don't you think this would be a good sound to emphasize on this diff? Same with 00:08:002

Your notes are actually more active at 6 seconds on the advanced than your hard. You will likely need to buff the rhythms in your hard diff. I think you will want to re-examine the first 20 seconds on your diffs and ensure that the rhythm complexity is progressive across your first three diffs. Right now this is a mess. Generally after the start I think you have the right idea.

I think you could much better represent this section by representing this sound at 00:40:341. Why not put a slider from 00:40:341 to 00:40:548

00:45:331 (7) - this sound does not need to be active on the advanced diff, theres like nothing here, even on the hard you made this sound passive, same with 00:48:664 (7) -

Right now I would describe this advanced diff as being very rough, it doesn't seem to sit well inbetween the hard and normal. in some ways this map is more like a hard diff, and then sometimes is more like a normal diff. I would comb over your rhythm choices in the Overview tab of mapset verifier so you can see the issues I have.
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