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Ocelot - ENISHI (feat. Hatsune Miku)

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Topic Starter
DeRandom Otaku
This beatmap was submitted using in-game submission on Saturday, December 24, 2016 at 2:38:30 PM

Artist: Ocelot
Title: ENISHI (feat. Hatsune Miku)
Tags: Drumstep Vocaloid Dubstep ginsuke melancholia -Tochi Nothing special N0thingSpecial deppyforce deppy force Melancholia クロネコラウンジ 凛 Rin ぎんすけ Ginsuke
BPM: 174
Filesize: 5198kb
Play Time: 01:17
Difficulties Available:
  1. Another (4.78 stars, 303 notes)
  2. Beginner (1.63 stars, 88 notes)
  3. Deppy's EX (5.8 stars, 345 notes)
  4. Hyper (3.48 stars, 202 notes)
  5. N0's EX (5.72 stars, 313 notes)
  6. Standard (2.31 stars, 128 notes)
  7. -Tochi's EX (5.39 stars, 341 notes)
Download: Ocelot - ENISHI (feat. Hatsune Miku)
Information: Scores/Beatmap Listing
---------------
#8

wub wub

Expert Difficulties by : -Tochi | N0ThingSpecial | Deppyforce

MrSergio
Strategas
_DT3
Ooh
Shyotamaze
no kd

pls add "vocaloid" in tags k thx cool map
Topic Starter
DeRandom Otaku

Shyotamaze wrote:

no kd

pls add "vocaloid" in tags k thx cool map
yes
N0thingSpecial
wat is this mapping speed ...
Lully
beginner
00:12:923 (3) - this looks ugly af imo ~ you should really change one or both of the slidershapes.. lol.
00:18:441 (3) - move lower for better flow
00:23:958 (2) - http://puu.sh/rYBfw.jpg looks muchy muchy better
00:22:578 (1,1) - aren't stacked properly
00:34:992 (3) - change the slider like this so it gets the sound properly http://puu.sh/rYBm5.jpg
00:37:751 (3) - move its sliderend to x:15 y:24 for a perfect blanket
00:52:923 (1) - looks better when its less curved

hyper
00:14:303 (1,2) - http://puu.sh/rYBBf.jpg looks cooler
00:35:165 (2) - how could u put such an ugly slider here xd
00:50:510 (2,3) - after all that triples i thought this is a double.. so pls chose another pattern here

i already modded another 1 tiem. <:
gd's are cool i guess
also im still not a normal modding pro but could try if u want

also ehh



Akali
from #modreqs or something

Another

00:26:372 (3) - move to 328:67 for better visuals

00:56:372 (4,5) - just a bit off symmetry, it's done better throughout the map, again super minor

very well made nothing to do here

Tochi's EX

00:21:803 (4) - would rather have two notes or 3/4 00:21:544 (3) - and one note, because of clap being clickable + 00:22:061 (5) - being so close to kickslider it might be read as 1/4 after that. Also looks kinda meh with fully vertical orientation

00:48:613 (2) - 297:65~ better visuals (follow points in line of 00:48:441 (1) - axis )

00:54:130 (1) - NC looks unnecessary and a bit weirding out, maybe swap with 00:53:958 (1) -

01:16:716 (3,4) - same thing, seems a bit forced to be offbeat

N0's EX EX

don't like that some of the 3/4 sliderends aren't 5%'d (like on tochi's diff) also other diff peak at 65% volume and this one is only 50, might want to change that for consistency + 60~% on intense part is the lowest you want to go with volume anyway to have any feedback

01:17:234 (2,3) - the only perfect 1/2 stack in the map, a bit confusing on HD, could do custom overlap like everywhere else

fun stuff, can't find much wrong with these maps
Topic Starter
DeRandom Otaku

nyu - wrote:

beginner
00:12:923 (3) - this looks ugly af imo ~ you should really change one or both of the slidershapes.. lol. wut nope , u know it makes a nice symmetry pattern at that ds , if i curve more . they will overlap d
00:18:441 (3) - move lower for better flow current one is fine aswell
00:23:958 (2) - http://puu.sh/rYBfw.jpg looks muchy muchy better i agree
00:22:578 (1,1) - aren't stacked properly True
00:34:992 (3) - change the slider like this so it gets the sound properly http://puu.sh/rYBm5.jpg thats not really something different from what i have actually
00:37:751 (3) - move its sliderend to x:15 y:24 for a perfect blanket wut , that ruins the blanket even more
00:52:923 (1) - looks better when its less curved i want it to stack with 00:55:682 (1) -

hyper
00:14:303 (1,2) - http://puu.sh/rYBBf.jpg looks cooler i like what i have Moar
00:35:165 (2) - how could u put such an ugly slider here xd its cute af
00:50:510 (2,3) - after all that triples i thought this is a double.. so pls chose another pattern here actually the double feels better cuz of the wubs

i already modded another 1 tiem. <:
gd's are cool i guess
also im still not a normal modding pro but could try if u want

also ehh



also added tags thanks!

@akali : The Symmetry thing is intentional . Fixed the other one ~ Thanks!

-Tochi wrote:

Akali wrote:

Tochi's EX

00:21:803 (4) - would rather have two notes or 3/4 00:21:544 (3) - and one note, because of clap being clickable + 00:22:061 (5) - being so close to kickslider it might be read as 1/4 after that. Also looks kinda meh with fully vertical orientation uh, i will keep this as i did it intentionally knowing that i could just put two circle there instead so yeah..

00:48:613 (2) - 297:65~ better visuals (follow points in line of 00:48:441 (1) - axis ) Fixed!

00:54:130 (1) - NC looks unnecessary and a bit weirding out, maybe swap with 00:53:958 (1) - Fixed! - It seems fine like before too lol

01:16:716 (3,4) - same thing, seems a bit forced to be offbeat Same >.<
Thanks for the mod!
Doormat
m4m as discussed on discord.

[General]
  1. you already cut the song to 1 minute, why do you choose not to map the first 10 seconds for Beginner, Standard, and Hyper? feels really lazy tbh :/
[Beginner]
  1. 00:25:337 (1,2) - honestly i think parallel sliders here would be more aesthetically nicer. the Ctrl + J isn't very noticeable here and it just throws off the aesthetics imo
  2. 00:43:958 - there's a pretty unique note on this beat, maybe add a circle?
  3. 01:12:234 (1,3) - lol slider ends aren't stacked
[Standard]
  1. 00:22:234 (5) - i think making this a circle instead of slider will give some nicer emphasis to 00:22:578 (1) - . the red tick at 00:22:406 - isn't really that powerful so i think it's okay to skip over it. same suggestion at 01:17:406 (6) -
  2. 00:26:027 - add a circle here? helps with polarity and also helps with the emphasized main instrument here
  3. 00:29:475 (1,4) - shouldn't nc be on the (4)? you broke your nc consistency here. feels like you're changing nc consistency in the middle of the map when it's not really called for imo
  4. 00:32:234 (1) - don't think nc is necessary here
[Hyper]
  1. 00:25:337 (1,1) - feels a little undermapped for a Hyper imo. why not try following the main instruments? it has strong beats at 00:25:682 - 00:26:027 - . you could try a rhythm like this:
  2. 00:58:441 (1) - 01:03:958 (1) - feel pretty underwhelming in the final kiai. i wouldn't use a 1/1 repeat slider for these; there are plenty of strong beats you could use to make these feel a bit more intense. for example you could use this rhythm at 01:03:958 (1) - :
[Another]
  1. 00:25:337 (1,2,3,1,2,3) - same thing i mentioned in Hyper about this being a little underwhelming. i get that it follows the bass line here, but following the bass line for four bars in a row is pretty boring, especially in the higher diffs and when there are more exciting notes to hit. it's okay in N0's EX EX because of the aesthetics that goes with it, but the other diffs don't really have any visual theming here. just my opinion though
  2. 00:29:475 (3) - shouldn't this also be nc because same emphasis as 00:28:096 (1) -
  3. 00:56:372 (4,5) - maybe move the (4) to x248|y40 to make the circle shape here a bit more circular
  4. 00:57:751 (4) - nc?
  5. 01:05:682 (1,1) - looks a little weird since i kind of expected a blanket.. maybe try something like this?
[-Tochi]
  1. 00:25:854 (2,3) - ctrl + g rhythm here for something like 00:26:716 (1,2,3) - ? note at 00:26:027 - is pretty strong
  2. 00:43:268 (1,1) - i think moving 00:43:958 (1) - to x12|y300 would look a bit nicer aesthetically
  3. 01:01:889 (3,4,5) - i'd make this part equal spacing because the slight acceleration followed by the sharp deceleration feels a little weird
[N0]
  1. 00:52:665 (2,3,4,1) - a little worried about readability since the slider is covering up part of the stream. i'd try to not cover up the stream
zzzz
Topic Starter
DeRandom Otaku

Doormat wrote:

m4m as discussed on discord.

[General]
  1. you already cut the song to 1 minute, why do you choose not to map the first 10 seconds for Beginner, Standard, and Hyper? feels really lazy tbh :/ intro is kinda boring tbh xd and the next half of the song has multiple bpm changes + it gets slower and that will also be boring to map desu
[Beginner]
  1. 00:25:337 (1,2) - honestly i think parallel sliders here would be more aesthetically nicer. the Ctrl + J isn't very noticeable here and it just throws off the aesthetics imo
  2. 00:43:958 - there's a pretty unique note on this beat, maybe add a circle? dont really wanna do that in this diff x-x
  3. 01:12:234 (1,3) - lol slider ends aren't stacked
[Standard]
  1. 00:22:234 (5) - i think making this a circle instead of slider will give some nicer emphasis to 00:22:578 (1) - . the red tick at 00:22:406 - isn't really that powerful so i think it's okay to skip over it. same suggestion at 01:17:406 (6) - i dont really prefer doing that since that would feel pretty empty at the red tick which feels kinda weird to me
  2. 00:26:027 - add a circle here? helps with polarity and also helps with the emphasized main instrument here
  3. 00:29:475 (1,4) - shouldn't nc be on the (4)? you broke your nc consistency here. feels like you're changing nc consistency in the middle of the map when it's not really called for imo
  4. 00:32:234 (1) - don't think nc is necessary here
[Hyper]
  1. 00:25:337 (1,1) - feels a little undermapped for a Hyper imo. why not try following the main instruments? it has strong beats at 00:25:682 - 00:26:027 - . you could try a rhythm like this:
  2. 00:58:441 (1) - 01:03:958 (1) - feel pretty underwhelming in the final kiai. i wouldn't use a 1/1 repeat slider for these; there are plenty of strong beats you could use to make these feel a bit more intense. for example you could use this rhythm at 01:03:958 (1) - : That slider shape is good enough to represent both sounds , thats why i kinda used that shape with those curves and stuff
[Another]
  1. 00:25:337 (1,2,3,1,2,3) - same thing i mentioned in Hyper about this being a little underwhelming. i get that it follows the bass line here, but following the bass line for four bars in a row is pretty boring, especially in the higher diffs and when there are more exciting notes to hit. it's okay in N0's EX EX because of the aesthetics that goes with it, but the other diffs don't really have any visual theming here. just my opinion though
  2. 00:29:475 (3) - shouldn't this also be nc because same emphasis as 00:28:096 (1) -
  3. 00:56:372 (4,5) - maybe move the (4) to x248|y40 to make the circle shape here a bit more circular
  4. 00:57:751 (4) - nc?
  5. 01:05:682 (1,1) - looks a little weird since i kind of expected a blanket.. maybe try something like this? well current one is cool to me also i suk at blankets also current pattern looks cute enough to me already
zzzz
Thanks d
N0thingSpecial
short mods easy life

@Akali fixed nearly all, increased volume. About the 3/4 slider ends not being silenced, I personally like it in some parts, applied in parts where most needed

@Doormat reworked the part

Topic Starter
DeRandom Otaku
updated and added deppi's diff aswell as added his name in tags
Affirmation
Q

DeRandom Otaku wrote:

please play attention to 4 top diffs
[Another]
00:21:716 - add a beat?
00:22:578 (1,2) - avoid overlap for consistency with other patterns, you didn't overlapped other patterns.
00:37:406 (1) - NC necessary?
00:38:785 (5,2) - could be hard to read 2.

[Tochi]
00:00:682 (2) - why antijump
00:15:510 (7) - avoid overlap. looks bad.
00:15:682 (1,2) - It could Hard to read, It has too big spacing
00:20:510 (4,5) - ?
00:30:682 (2) - NC for SV changing?

[Deppy]
CS................
00:01:716 - add beat
00:33:958 (2) - NC for SV
01:05:251 (2) - Couldn't see because of 1's slider.

[No?]
Hello HW?
00:37:406 (1) - make jump like 00:37:061 (1,2,1,2) - .

Good luckl
Topic Starter
DeRandom Otaku

Neoskylove wrote:

Q

DeRandom Otaku wrote:

please play attention to 4 top diffs
[Another]
00:21:716 - add a beat? that would feel a bit overmapped
00:22:578 (1,2) - avoid overlap for consistency with other patterns, you didn't overlapped other patterns. its ok to overlap it , since both patterns match the sound equally
00:37:406 (1) - NC necessary? nope, removed~
00:38:785 (5,2) - could be hard to read 2. i will change if others say about it

Good luckl
Thank you!
F D Flourite
From my queue
There are many diffs, so I will probably skip some of them.

[General]
  1. It seems like soft-hitnormal11.wav is left unused. If no one uses it in the future, delete it.
  2. The default normal-hitfinish.wav is too loud for me. I made a volume-down version of default normal-hitfinish.wav.
[Beginner]
  1. 01:10:854 (3) - Why normal sampleset on slidertail? Just use soft sampleset like 00:15:682 (3) - .
[Standard]
  1. 00:40:510 (4) - Make a curve to right to make flow between 00:40:165 (3,4) - more fluent?
  2. 01:04:820 (2,4) - nazi blanket.
[Hyper]
  1. 00:30:596 (3,4,5,1) - The distance is freaking inconsistent QAQ. It's not beautiful anyway. Just unify the distance and make them a regular straight line or arc.
  2. 00:25:854 (2) - Move it just a bit to (330,155) for better blanket and distance.
  3. 00:48:096 (3,4) - Does the distance have to be this large? I generally will nerf distance a bit when it is a 1/4 rhythm break for easier playing experience. Nerf it to 1.00x and it will be fine I think.
  4. 00:41:544 (5,1) - ^ same
  5. 00:37:061 (3,4) - ^ same. This one is especially difficult due to a circle following.
  6. 00:47:406 (1,2) - This is the only place you stack note on slider tail in this difficulty. I suggest move the circle away to avoid this random pattern.
[Another]
  1. 00:11:372 - Almost no hitsound before this is not good anyway. Use some whistles instead to enrich rhythm in music.
  2. I don't really understand why you are trying to mute so many slider tails. They are very useful for playing. Besides, if you try to arrange your map in an overmap way (I don't say it is bad, on the contrary I somewhat like it), you should keep your consistency. If you use extra rhythms while try to use hitsound muting to pretend that you are completely following the music, then you just make no sense. People are playing to rhythms you made, and feedback is quite important during gameplay. I suggest you keep long sliders (longer than 1/2) muted with tail and short sliders (1/4 mainly) unmuted but just volume down to about 25% to gain enough feedback. That could be of great help.
  3. 00:34:992 (1,2) - This stack is toxic in a fast movement condition. Gameplay speed during this kiai part is quite fast, while this stack runs extremely slow for its 1/2 beat and completely no movement. The gameplay experience is terrible. You may Ctrl+G 00:34:819 (4,1) -.
  4. 00:42:234 (2,3,6) - The distance of this triangle jump is too small comparatively. You can see many large jumps before this triangle. So move 00:42:751 (6,7,8) - leftward and move 00:42:406 (3,4,5) - a bit upward please.

[-Tochi's EX]
  1. 00:07:234 (5) - Perfect stack position is (287,310)
  2. 00:22:406 (7,1) - This flow is bad. I suggest you move circle 7 upward to make this jump more fluent. The direction of slider 1 currently breaks the flow of this jump.
  3. 00:31:199 (1) - Don't find any reason to NC.
  4. 00:33:613 (1,2) - Bad flow. The unpredicted slider speed up makes players tend to stay still their cursor instead of following the sliderball. However there is a large jump before this movement pause. Then (large jump)->pause->(large jump) pattern breaks the flow. I think the pattern of slider 2 should be changed to encourage players to keep following the slider ball instead of staying still. For example, make something like this.
  5. 00:43:268 (1) - Mind moving it farther from 00:43:096 (1) - ? I always misregard this as 1/4 jump, because you did so many large 1/4 jumps like 00:42:492 (1,2) - 00:42:837 (1,2) -
  6. 00:58:182 - I don't like this extra sound. It makes no sense for me. Generally speaking, a stream often tend to end at a white tick instead of a red one. So overmapping this way is not good here.
  7. 01:16:975 (4) - swap clap between slider head and tail and it sounds better imo.
Skip other 2 EXs. Good luck~
Deppyforce

Neoskylove wrote:

[Deppy]
CS................ yes
00:01:716 - add beat keep for now cuz then ppl wont notice the very weak melody before that tick at all, might change if more ppl mention though
00:33:958 (2) - NC for SV no, spamming 3 nc's in a row looks a bit weird imo also its not that difference so its not really necessary to add nc there imo
01:05:251 (2) - Couldn't see because of 1's slider. pretty sure its readable but moved a bit further to the left anyways
thanks d

already sent update to ren in discord
Topic Starter
DeRandom Otaku

F D Flourite wrote:

From my queue
There are many diffs, so I will probably skip some of them.

[General]
  1. It seems like soft-hitnormal11.wav is left unused. If no one uses it in the future, delete it. its used in tochi's diff
  2. The default normal-hitfinish.wav is too loud for me. I made a volume-down version of default normal-hitfinish.wav.
[Beginner]
  1. 01:10:854 (3) - Why normal sampleset on slidertail? Just use soft sampleset like 00:15:682 (3) - Different sounds.
[Standard]
  1. 00:40:510 (4) - Make a curve to right to make flow between 00:40:165 (3,4) - more fluent?
  2. 01:04:820 (2,4) - nazi blanket.
[Hyper]
  1. 00:30:596 (3,4,5,1) - The distance is freaking inconsistent QAQ. It's not beautiful anyway. Just unify the distance and make them a regular straight line or arc.
  2. 00:25:854 (2) - Move it just a bit to (330,155) for better blanket and distance.
  3. 00:48:096 (3,4) - Does the distance have to be this large? I generally will nerf distance a bit when it is a 1/4 rhythm break for easier playing experience. Nerf it to 1.00x and it will be fine I think.
  4. 00:41:544 (5,1) - ^ same
  5. 00:37:061 (3,4) - ^ same. This one is especially difficult due to a circle following.
  6. 00:47:406 (1,2) - This is the only place you stack note on slider tail in this difficulty. I suggest move the circle away to avoid this random pattern.
[Another]
  1. 00:11:372 - Almost no hitsound before this is not good anyway. Use some whistles instead to enrich rhythm in music.
  2. I don't really understand why you are trying to mute so many slider tails. They are very useful for playing. Besides, if you try to arrange your map in an overmap way (I don't say it is bad, on the contrary I somewhat like it), you should keep your consistency. If you use extra rhythms while try to use hitsound muting to pretend that you are completely following the music, then you just make no sense. People are playing to rhythms you made, and feedback is quite important during gameplay. I suggest you keep long sliders (longer than 1/2) muted with tail and short sliders (1/4 mainly) unmuted but just volume down to about 25% to gain enough feedback. That could be of great help.
  3. 00:34:992 (1,2) - This stack is toxic in a fast movement condition. Gameplay speed during this kiai part is quite fast, while this stack runs extremely slow for its 1/2 beat and completely no movement. The gameplay experience is terrible. You may Ctrl+G 00:34:819 (4,1) -.
  4. 00:42:234 (2,3,6) - The distance of this triangle jump is too small comparatively. You can see many large jumps before this triangle. So move 00:42:751 (6,7,8) - leftward and move 00:42:406 (3,4,5) - a bit upward please. Actually the song is much less intense here so i decreased the spacing

Skip other 2 EXs. Good luck~
Changed Alot of stuff . THanks!!!1
F D Flourite

DeRandom Otaku wrote:

It seems like soft-hitnormal11.wav is left unused. If no one uses it in the future, delete it. its used in tochi's diff
I've been confused about this because I see tochi using soft-11 sampleset. But the Modding Assistant says so. Then I went to check his map and found that when he was using soft-11 sampleset, all notes were placed with normal samplesets LMAO. You should recheck it and determine whether to leave it here.
Topic Starter
DeRandom Otaku
Alright Confirmed with Tochi AND its unused so deleted~
Wishkey
Yow! from queue

Deppy
  1. maybe lower a bit the hp drain a bit to compensate for the cs and missed slider ends prob for that fast part, it continues to drain even on the slow part currently would make it atleast normalize with like hp 5.8 ish
  2. 00:27:406 (3) - would be nice to control +h this imo since thats where that one instrument stops and the music is kinda mirrored with 00:26:716 (1,2) -
  3. 00:38:441 (1) - minor but maybe move a little to the right so the angles betwen the begining of this and the end of (3) is the same for all these 00:37:751 (1,2,1,2,1,2) -
  4. 00:49:906 (3,4) - control +g these? complete direction change between 00:49:475 (1,2,3) - would be nicer imo than those sharp angles
  5. 00:55:337 (3,4) - slidersends unsnapped here (or sv change accidently deleted?)
  6. 00:57:234 (1,2) - maybe unNC 1 and NC 2 here instead, makes it easier to read for kinda huge sv change and that extra followpoint
  7. 01:16:372 (1,2,3,4,5) - any reason to not use whistles for some strong notes compared to 01:10:854 (1,2,3,4) - sounds kinda similar in the song
Nothing
  1. personally not really that much of a fan of the custom hitsounds at some parts , map plays really extremely good but I feel those loud hitsounds are a bit too strong and loud compared to music like for example at 00:52:234 (1,2,3,1,2,1,2,3,1) - I can't really tell whats in the music here because the hitsounds are really overwhelming maybe drop volume a bit for these parts or just lower the db of the file a bit
  2. 00:37:319 (2,1) - jump on these aswell since theres also a change? like maybe on 260/256 ish since its a bit inconsistent with 00:41:801 (2,1) - aswell
  3. 01:17:061 (1,2) - maybe a bit too much of a jump here compared to the rest of this section and (2) being kinda weak here bit reduced ds wouldnt here imo
  4. really consistent diff, joy to play!
Tochi
  1. 00:06:027 (1) - this kinda felt out of place dunno why you emphasized the first blue tick here compared to the next one thats kinda stronger, later on and previously its always the second like 00:13:613 (3,4,5) - ,00:14:475 (2,3,4) - ,00:17:234 (2) - so why not here aswell
  2. 00:22:061 (5,6) - maybe nerf ds a little like you did for the similar part in the outro 01:17:406 (6,7) - really not that strong so It doesnt deserve that jup imo
  3. 00:39:130 (1,2) - minor but blanket can be improved abit here
  4. 00:40:165 (3) - control h? would look better with 00:39:820 (1,2) - imo for this combo
  5. 00:58:096 (5) - and similar after this, removing the whisle on tail here sounds better imo with the music that poof sound whistle sounds kinda out of place to put it on there when thers isnt a strong beat on that blue tick in the music
another
  1. 00:21:544 (2) - no need for a clap on the tail here, not having the snares thingy like the white tick afterwards would leave the claps for every other white tick this doesnt really sound that good since that blue tick sounds more like the tai of 00:21:889 (3) - (the gds dont have a clap here aswell btw)
  2. 00:42:751 (6,7,8) - this sounded like an overmap while playing but yeah song does something weird here with the drum, kinda feel like this is one of the cases were overhitsounding 6 would be justafible for better feedback for this rythm choice but no need to change now just mentioning if it gets brought up again
  3. 00:54:820 (3) - I feel like these should be clickable with how strong they are like you did here 00:49:906 (3,4) - for example , even hyper has them clickable
  4. 00:59:475 (3) - I kidna feel this should be a circle for this diff, I think most target people will notice the trip approach circles afterwards and think this will be 1/2 away from 3 not 1/4, kinda hard rythm for a non extra imo
  5. 01:16:716 (2) - clap thingy again from first point
Hyper
  1. 00:21:803 (2) - 01:16:976 (2) - has the clap thingy from antoher aswell
  2. 00:31:544 (3,4,5,6,7,1) - a signle double return into 5 streams seems kinda big spread gap between this and normal diff while not even in the kiai, would consider making this 2 double returns instead
  3. 00:43:268 (1) - could move this a bit down for a triangle between 00:42:751 (4,5,1) -
stdard
  1. 00:58:441 (1,2) - check ds
  2. 01:02:578 (5) - minor but I would keep the same shape for the 1/2s right after eachother, felt a bit out of place in the diff to me
  3. 01:08:096 (3,2) - aimod is being a dick here with the snapping, just toggle a bit to solve
Beginner
  1. seems fine
thats about it gl with ranked, really cool diffs! :D
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