[Cloudy Normal]
00:20:721 (1,2) - This not is fine? i think this not sure.
Call me
00:20:721 (1,2) - This not is fine? i think this not sure.
Call me
Quality Assurance Team wrote:
Disqualification Notice
Hello!
Unfortunately, the Quality Assurance Team has decided to disqualify this beatmap. The following is a list of reasons and examples for the disqualification. We do not outline every issue in detail, so make sure to take the idea behind each reason and apply it to the entire beatmap as issues might be found in more than the spots mentioned below. If you have any questions, please reply to this post and we will do our best to clarify any misunderstandings.Easy
Mapping Quality
A few readability issues combining with some rather questionable patterns were wound in this map. These things lower playability of the difficulty and make unfriendly towards low-skilled players.Normal
- 00:26:667 (1,3) - extreme direction changes make no sense with the music and may appear confusing to beginners I personally have never found these sliders to be weird or unplayable. Yes, they have a "weird" shape, but does that make the user-unfriendly? No. Also, there has been said it makes no sense. If you set slidertickrate to 2, you can clearly see it does fit in, it has the red node, exactly on the 3rd slidertick
- 00:25:045 (3,1) - unclear transition from (3) to (1) My English may have let me down here a little, as I might have misunderstood this, but in my opinion this is still a good flow. Because of the large circle, the movement is pretty lenient, and you can be off quite a lot (in sliders). This way, the movement from (3) to (1) is still proper, as it follows some sort of figure-8. I personally can't see why this has bad transition, aka bad flow
Mapping Quality
The amount of overlaps present in this map is too high. It results in low readability and untidy appearance of the difficulty.Hard
- 00:00:518 (1,1,2,3,4,5,1,2,3,4,1,2,3,4,5,1,2) - The map is 148 BPM, uses 1.2 SV, 1.2 DS and CS 3
I believe all these factors (except BPM) talk about overlaps. I'll not make the circles smaller, as cs 3 is done for the spread (2,5-3-3,5-4-4-7)
Raising the other 2 (either one of them) has to be done then. I know I map with a rather high SV (1.6 for normal, 2 for hard) on fast pitched songs. This song is not fast based, so I'll not increase SV. And then, the only thing left is to increase DS. 1.3 DS is in my opinion really high, and can be confusing, as this map uses 1/3 and 1/2- 00:21:802 (1,2,3,4,5) - Uhm, Did you select the wrong part? This has no overlaps or whatsoever
Mapping Quality
The 1/4 sliders are difficult to understand due to the way this difficulty uses spacing and organises patterns. They all used to be 1/4 doublets, but I got quite some complaints (either BN and QAT) that this was to hard and confusing. So I made some/most of them into sliders so they'd be easier to play. I still kept some 1/4 circles. Mostly in the first loop of the song, they are circles, and in the second loop of the song they are sliders. This is done for variation, with the fourth one in each loop being the other, again for some variation
- 00:16:127 (1,2) - the jump here makes this pattern really confusing This is probably the only point in the whole disqualification post I can (slightly) agree with. The spacing is rather high here, for being 2 1/4 kicksliders. But things like that are used so much more nowadays. I know, this is "only" the third difficulty in the set, but that doesn't have to say anything. 1/4 is somthing that should be used there. And it does have indeed high spacing, but I personally find this much easier to read then if they are stacked or lowspaced. And on top of that, it's perfect symmetry, as (2) is a ctrl H of (1)
- 00:19:370 (1,2) - there is no way to read the number of repeats used in these slidres before players hit them Well, it's a kickslider which is 1/4. How are these ever unreadable? If this really is the case, doesn't that mean that ALL maps with a hard with a kickslider should be disqualified? It's only 148 bpm, so I really don't so anything wrong with the usage of 1/4 kicksliders, as they fit the song really good, but this is purely subjective
If you happen to have concerns about this disqualification, you can contest the decision with this form. Before using this form, please read the instructions carefully.
The Beatmap Nominators may handle this mapset after the issues have been addressed.
Good luck!
###M
After looking at this with the stacking option, you're rightDahplA wrote:
No dude. 00:18:559 (1,2,1,2,1) - This part is very reasonable for DQ. Do you have stacking shown, because if not then now is a good time to activate it. Because 00:18:559 (1,2,1,2) - are all stacked on top, they are positioned above 00:19:370 (1) - a bit up and to the left. It's the result of the game's auto stacking mechanic. This needs to be fixed, although after reading the response it's safe to say the QAT didn't use the best wording. The 148 BPM has nothing to do with it in this case, just to clarify. All you need to do is change the direction of the slider 00:19:370 (1) - to something that does not face up-left.
Time to ask Mackenzie/Habi ;w;Quality Assurance Team wrote:
Disqualification Notice
Hello!
Unfortunately, the Quality Assurance Team has decided to disqualify this beatmap. The following is a list of reasons and examples for the disqualification. We do not outline every issue in detail, so make sure to take the idea behind each reason and apply it to the entire beatmap as issues might be found in more than the spots mentioned below. If you have any questions, please reply to this post and we will do our best to clarify any misunderstandings.Easy
Mapping Quality
A few readability issues combining with some rather questionable patterns were wound in this map. These things lower playability of the difficulty and make unfriendly towards low-skilled players.Normal
- 00:26:667 (1,3) - extreme direction changes make no sense with the music and may appear confusing to beginners
- 00:25:045 (3,1) - unclear transition from (3) to (1) Made it more clear, made it flow better. Still kept the 3/2red node as it follow rhythm, but I reduced the sharp curve
Mapping Quality
The amount of overlaps present in this map is too high. It results in low readability and untidy appearance of the difficulty. Slightly increased DS (1.2-->1.26) and they seem fine nowHard
- 00:00:518 (1,1,2,3,4,5,1,2,3,4,1,2,3,4,5,1,2) -
- 00:21:802 (1,2,3,4,5) -
Mapping Quality
The 1/4 sliders are difficult to understand due to the way this difficulty uses spacing and organises patterns. Tried to make this as readable as possible
- 00:16:127 (1,2) - the jump here makes this pattern really confusing Changed distance
- 00:19:370 (1,2) - there is no way to read the number of repeats used in these slidres before players hit them Moved the first doublet to an other place. Customstacked the other 3 to top right, making the reverses properly visible
If you happen to have concerns about this disqualification, you can contest the decision with this form. Before using this form, please read the instructions carefully.
The Beatmap Nominators may handle this mapset after the issues have been addressed.
Good luck!
###M
so you should do what you did at 00:16:127 (1,2) - to all of your short sliders,not like ds +++,is the same music on all 3 of themQuality Assurance Team wrote:
Hard
Mapping Quality
The 1/4 sliders are difficult to understand due to the way this difficulty uses spacing and organises patterns.
- 00:16:127 (1,2) - the jump here makes this pattern really confusing
- 00:19:370 (1,2) - there is no way to read the number of repeats used in these slidres before players hit them
OkayMackenzie wrote:
recheckso you should do what you did at 00:16:127 (1,2) - to all of your short sliders,not like ds +++,is the same music on all 3 of themQuality Assurance Team wrote:
Hard
Mapping Quality
The 1/4 sliders are difficult to understand due to the way this difficulty uses spacing and organises patterns.
- 00:16:127 (1,2) - the jump here makes this pattern really confusing
- 00:19:370 (1,2) - there is no way to read the number of repeats used in these slidres before players hit them
pls give 00:19:370 (1,2) -
00:37:208 (1,2,1) -
00:40:451 (1,2) -
a smaller distance like 00:16:127 (1,2) -
Baraatje123 wrote:
Yes please
Got no reply from Habi so I don't think he'll requal
Thanks!Mao wrote:
Hello!
We have found some potential issues that we feel are important enough to address before continuing:Rainy Easy
Misleading Slider Placement
The tail of the upcoming slider is too close and as there are no followpoints to guide beginners it is confusing. The best way to resolve this issue is to re-arrange this pattern in a more undestandable way.Cloudy Normal
- 00:34:775 (2,1) - Can someone please explain this? I really don't understand it. This distance is even so I don't understand what you mean by too close
Mapping Quality
Your spacing choice is rather questionable in the following parts as the majority of the hitobjects appear overlapped. The result of this is unpleasant/forced gameplay. Consider increasing spacing to x1.35. That's high O.oInappropriate Gameplay Elements
- from 00:00:518 - up untill 00:05:181 - there are a lot of overlaps, which do not appear intentional and could be easily fixed by setting higher spacing values
- from 00:24:843 - untill 00:29:775 - same spacing problems
The following slider uses an extreme slidercurve, which does not really make sense in the difficulty context and feels overdone/random. Making the angle of the curve less agressive should resolve this problem.Fixed all, Star rating skyrocketed up though
- 00:11:262 (3) -
Clear Hard
Crowded Object PlacementBright Insane
This difficulty contains some really crowded pattering after the Kiais.
Just select all the objects at 00:15:316 (1,2,1,1,2,1,2,1,1,2) - or 00:37:005 (1,1,2,1,1,1,1,2,1,2,1) - and see how everything populates the center of the screen. This combination of really low spacing, stacking and rather complicated rhythm is totally unsuitable for a Hard difficulty and just causes readability issues.
I recommend you to go with a simpler pattern just like 00:18:559 (1,2,1,2,1,2) - that gives the player more freedom to actually understand what's going on there. Increased overall spacing, removed the doublets for more freedom. In the 2nd part, due to the sliders, most of them feel fine, but I did change it up a bit there
Uncomfortable stack to stream transitionsSunny Extra
Stack to stream transitions like 00:09:437 (2,3,4,5,6) - for instance play pretty uncomfortable due to the dratic spacing change they provide. I recommend you trying to lower the spacing a bit to make these play much smoother. See below for more examples:
00:11:060 (2,3,4,5,6) -
00:30:518 (2,3,4,5,6) -
00:32:140 (2,3,4,5,6) -
Hardly readable patternsBig 1/4 jumps without any relation to the music
00:20:721 (1,2,1,2) - and 00:41:802 (1,2,1,2) - These patterns are really hard to understand as they are easily misread as just a normal jump rather than 1/3. I disgaree, how can people ever know whether something is 1/2 or 1/3, and/or how can one properly map to that?
00:12:681 (4,5) - The following note at 00:13:187 (6) - is even stronger but less emphasized due to smaller spacing which doesn't make much sense in relation to the music.
00:14:302 (4,5) - Same as above basically. What? There is no strong sound at all at the start of (6) O.o
00:33:762 (4,5) - Also the same but in these case you have even used a so much smaller spacing into the stronger 6 which is not just unfitting compared to the music but also unfitting to all the others.
Another thing I would like to state in realtion to this is that in many instances, the 1/2 spacing is so much smaller than even the 1/4. Just compare 00:01:735 (8,1) - to 00:00:518 (1,2,3,4,5) - for example.
If you disagree with these suggestions, please reply to this thread justifying why so we can discuss alternatives.
Otherwise, please reply to this thread when these issues are resolved.
Thanks for working with us towards higher quality beatmaps, we hope to see your beatmap ranked soon!
###EM
How is it not credible? What would waiting 12 hours change here?Cherry Blossom wrote:
"We were first, better luck next time" literally made my day. Even if the mapper or anyone else couldn't notice those issues, just DQ it after 12 hours because DQing a map after only 2-3 hours is....... not credible for the BNs that were involved in this map's ranking process ?
I won't continue to talk here, have a nice day.
Baguette...Okoratu wrote:
Irre das ganze gestacke in 00:28:289 (1,1,2,3,4,5) - verdeckt den ganzen repeat arrow D:
Baraatje123 wrote:
Seeing there are a few things unsnapped which is unrankable, can a QAT please DQ the map so I can fix that?
OkayYuii- wrote:
I didn't even see the mapset because it's quite hard with the current status of my monitor... but OD9 in the Insane? I guess you wanted to use 8.
Why do you suddenly decided to place random Kiais of 1 second? Those things doesn't change anything at all and they look quite ugly in the Editor. Thus, don't affect gameplay at all, so it's quite useless.
Most of the hitsounds don't fit the background music at all or are overdone such as 00:12:072 (1,2,3,4,5,6,7) - (Sunny Extra). Random finish hitsound when there's a whistle sound, etc. etc. I disagree. The finishes all accentuate the beat, as it's all drum sampleset. I use finishes on the main beats, whistles on the 2nd and 4th beats, and claps at every beat
1) 00:31:532 (1,2,3) - (On Sunny Extra) Nice jump. Why is the distance from (2,3) that harsh? And why is this so different from 00:29:910 (1,2,3) - or even 00:33:154 (1,2,3) - where the spacing is constant?
2) 00:33:964 (5,6) - (On Sunny Extra) 00:35:586 (5,6) - ??? W H A T!
3) 00:34:775 (1,2,3,4) - (Sunny Extra) Alright, I see your intentions on this, but this is way too exaggerated, even if the music doesn't support it at all.
4) 00:14:303 (2,1,2,1) - (On Bright Insane) Okay, this jump is quite random and out of place, why the sudden increase of spacing? The music is constant in this part, there's no change on the accentuation or anything like that.
I didn't even see the rest of the Insane nor the other diffs, but overall everything is "questionable" and/or overdone/exaggerated. You are mapping the difficulty instead of the song.
00:09:537 (3) - (On Bright Insane) Object isn't snapped!
00:35:584 - (On Rainy Easy) Object's end is not snapped!
HP8 on the Extra?
kk
00:15:924 (1,2,1) - 00:19:167 (1,2,1) - 00:37:005 (1,2,1) - 00:40:248 (1,2,1) - @Irre: This plays really bad, and with the default skin (2) is quite hard to read for some reason. Maybe you can create a stack or find another placement for these.
00:23:627 (2,3) - @Irre: I wouldn't create a stack considering how you're mapping this.
thanks for letting me notice that, i thought i logged inYuii- wrote:
Alex hasn't logged in for 2 weeks, why did he qualify?