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Go Ichinose - Magma Dan Toujou!

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HabiHolic
[Cloudy Normal]

00:20:721 (1,2) - This not is fine? i think this not sure.

Call me
Topic Starter
Bara-
it's the 1/3 part right?
Jonathan recommended me to do it this way (p/4311359)
I'm quite sure it's fine :)
A Mystery
Don't mind me, just a random non-BN passing through
Topic Starter
Bara-
Mystery
What the heck O.o
Waiting for Habi now :)
This went so fast O.o
HabiHolic
orz.... 6max...
Topic Starter
Bara-
;-;
Let's wait
Kyouren
It's rankable if use that diff name?
Topic Starter
Bara-
All diff names clearly show the difficulty, thus it's no problem
Cerulean Veyron
Well, It could've been already qualified at this time ;p
Topic Starter
Bara-
Habiiiiii~~~~
Where art thou
Hoping the cap is fine
Or do what I did when I tried to qualify a map
Keep mashing the qualify button for 30+ minutes until you finally NOT received a message about the cap xD
Cerulean Veyron


Unofficial, this is edited looool
Topic Starter
Bara-
...
HabiHolic


Topic Starter
Bara-
WOOHOOOO
THANKS!!!!!!!!!!
Kyouren
Gratzz~ :3
meii18
Congratulations baraatje !
Blanc Kisaragi
Congratz!
jyu
congratz! :)
Spayyce
<3
Nomination Assessment Team

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.
  1. 00:26:667 (1,3) - extreme direction changes make no sense with the music and may appear confusing to beginners
  2. 00:25:045 (3,1) - unclear transition from (3) to (1)
Normal

Mapping Quality

  • The amount of overlaps present in this map is too high. It results in low readability and untidy appearance of the difficulty.
  1. 00:00:518 (1,1,2,3,4,5,1,2,3,4,1,2,3,4,5,1,2) -
  2. 00:21:802 (1,2,3,4,5) -
Hard

Mapping Quality

  • The 1/4 sliders are difficult to understand due to the way this difficulty uses spacing and organises patterns.
  1. 00:16:127 (1,2) - the jump here makes this pattern really confusing
  2. 00:19:370 (1,2) - there is no way to read the number of repeats used in these slidres before players hit them

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
Akiyama Mizuki
Wow, really?
Topic Starter
Bara-
Rip qualify ;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.
  1. 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
  2. 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
Normal

Mapping Quality

  • The amount of overlaps present in this map is too high. It results in low readability and untidy appearance of the difficulty.
  1. 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
  2. 00:21:802 (1,2,3,4,5) - Uhm, Did you select the wrong part? This has no overlaps or whatsoever
Hard

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
  1. 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)
  2. 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

I personally disagree with all points
Okay, time to contest
DahplA
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.
Topic Starter
Bara-

DahplA 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.
After looking at this with the stacking option, you're right
However 00:18:559 (1,2) - is already faded out at the moment 00:19:370 (1) - comes in, so it's not unreadable
I'll change it if the contest has been lost, as I now understand what they mean, but I honestly see no need in it, as it the first (1,2) is already faded out and does not make the reverse invisible
Not even with the default skin's hitbursts (okay, perhaps old default, but those are no longer used)
Akiyama Mizuki
OSUjanaiKATSURAda
on hard diff

00:18:559 (1,2,1,2,1,2) - this pattern is confusing and need to be fixed i kept misreading it three times until i get it
00:43:694 (1) - a NC here
Spayyce
Shame I loved your map (and my HDDT score :3)

Get this back into approval then ranked <3
Topic Starter
Bara-
Meh
Decided to fix it anyways, because there is one thing which is correct

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.
  1. 00:26:667 (1,3) - extreme direction changes make no sense with the music and may appear confusing to beginners
  2. 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
Normal

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 now
  1. 00:00:518 (1,1,2,3,4,5,1,2,3,4,1,2,3,4,5,1,2) -
  2. 00:21:802 (1,2,3,4,5) -
Hard

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
  1. 00:16:127 (1,2) - the jump here makes this pattern really confusing Changed distance
  2. 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
Time to ask Mackenzie/Habi ;w;
MirinH
recheck

Quality 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.
  1. 00:16:127 (1,2) - the jump here makes this pattern really confusing
  2. 00:19:370 (1,2) - there is no way to read the number of repeats used in these slidres before players hit them
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 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) -
Topic Starter
Bara-

Mackenzie wrote:

recheck

Quality 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.
  1. 00:16:127 (1,2) - the jump here makes this pattern really confusing
  2. 00:19:370 (1,2) - there is no way to read the number of repeats used in these slidres before players hit them
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 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) -
Okay
Made all distance the same (1.7)
Thanks!
MirinH
k
Topic Starter
Bara-
Thank you :3
Fatfan Kolek
a few things before requalifying

  1. 00:03:762 (1) - are you sure that you want to end the slider on the 1/8 tick and not on the blue 1/4 one? This goes for all those sliders. It feels more comfortable with 1/4 ending imo
  2. 00:13:593 (1) - Neither the spacing, nor the NC here really makes sense, because there is nothing in the music that needs to be emphasized at this point
  3. 00:15:214 (1) - ^ If you don't agree, then I woud at least delete the NC on those all throughout the song
Topic Starter
Bara-
If I end it in 1/4, the slider would be 1/4 as well which would be awkward for such sound
Kept the spacing, removed NC
Thanks!
Oh, please next time, say which diff you mean. I new about the 3/8 that you talked about extra though
MirinH
again
Topic Starter
Bara-
Rebub number 6 now?
I lost count of it
Karen
Im here to clear bubbled maps.
tell me if you need me o.O
Topic Starter
Bara-
Yes please
Got no reply from Habi so I don't think he'll requal
Karen

Baraatje123 wrote:

Yes please
Got no reply from Habi so I don't think he'll requal

oh, better ask her first in case.
MirinH
btw u can ignore that rule though
it doesnt matter at all
PatZar
you should add my diffs before qualification lmao jk
Karen
finally
Topic Starter
Bara-
Thanks!!!!
Kyouren
Regratzz~
Topic Starter
Bara-
Rethankss!
Cerulean Veyron
Congratz for requalifying! I hope it reaches the ranking list this time ;u;
Raiden
Regratz


ur on fire bara
Topic Starter
Bara-
So do I GV
Thanks!
Mekki
Congrats again, Baraatje <3
-Sh1n1-
Gratz bro *-*/
Mao
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.
  1. 00:34:775 (2,1) -
Cloudy Normal

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.
  1. 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
  2. from 00:24:843 - untill 00:29:775 - same spacing problems
Inappropriate Gameplay Elements

  • 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.
  1. 00:11:262 (3) -
Clear Hard

Crowded Object Placement

  • 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.
Bright Insane

Uncomfortable stack to stream transitions

  • 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) -
Sunny Extra

Hardly readable patterns

  • 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.
Big 1/4 jumps without any relation to the music

  • 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.
    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
A Mystery
I like the fast DQs by individual qats
good luck baraatje
riffy
Supporting everything said about Easy and Normal, will have a closer look at harder difficulties later on.
Myxo
I also agree with everything, this mapset needs a lot of work.
Mekki
Noo!! That was fast! Good luck with the re-qualifying :(
Cherry Blossom
Why the QAT didn't wait 12 hours ? :o
riffy
Why should we be waiting 12 hours? We were first, better luck next time.


Agreeing with everything in the DQ post, by the way.
Topic Starter
Bara-
Rip map
Thanks for doing it all so fast
I'll look at it tomorrow
Cherry Blossom
"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.
Raiden
gdi looks like it rained

gl on rerank sweetie
Topic Starter
Bara-

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.
  1. 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
Cloudy Normal

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.o
  1. 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
  2. from 00:24:843 - untill 00:29:775 - same spacing problems
Inappropriate Gameplay Elements

  • 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.
  1. 00:11:262 (3) -
Fixed all, Star rating skyrocketed up though
Clear Hard

Crowded Object Placement

  • 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
Bright Insane

Uncomfortable stack to stream transitions

  • 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) -
Sunny Extra

Hardly readable patterns

  • 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?
Big 1/4 jumps without any relation to the music

  • 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
Thanks!
Well, actually not, due to dq, but whatever
I applied all unmentioned things (I didn'tu understand 2 of them, and one thing I really disagree with (SE diff)
Myxo

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.
How is it not credible? What would waiting 12 hours change here?
What do the BNs need those 12 hours for? To request a disqualification themselves, even though this mapset was disqualified for quality issues and they approved of these maps before? I could understand your argumentation if it was for a technical error, and even then, it's not our problem. If you qualify something, you need to double-check if it's ready for ranking.

Man, I can't believe it has become an issue if QATs disqualify something "too fast" now...

@baraatje:

00:36:397 (1) - in Easy, Bakari meant that its tail is closer to the previous object than its head, which can cause newbies to click the tail instead (and earlier), because differentiating head and tail is often not easy for newbies. I personally would say it could be fine to keep this pattern for the symmetry though, while I would still recommend you to fix it.

The issue in Extra is more that the 1/4-jumps are much bigger than the 1/2-jumps used around there and are kinda hard to read and play, even though they are consistently used.

Btw, I think in Sunny Extra 00:01:735 (8,1) - there should be a jump between these notes. It feels so weird to have a low spacing here, especially since 00:01:127 (5,6) - was quite a big jump.
Topic Starter
Bara-
Okay
Thanks for explaining
I'll look at it when I'm back home
Kyouren
Need i help you about diff? (i mean gd)
Topic Starter
Bara-
Okay
Fixed Easy
If someone knows something proper for the 1/3, just tell me

Goku, sorry, no GDs now

Oh, if any BN/QAT can please apply kudosu to those that deserve it, I really don't know with the QAT thing who deserves kudosu and who don't

Thanks for explaining D-kun! :3
Akasha-
How about hitsound 40 - 50 !? It's just my opitions, hitsound's volume now is really loud

Good luck on requalification ~ <3
Topic Starter
Bara-
Meh, I like loud sounds
And as there are no custom samples (wow, I map w/o custom samples once) people have sounds they are comfortable with
I think it's fine

Oh, what will happen now?
Do we have to wait until Mao thinks it's fine or smth?
Mao
I have talked to Baraatje yesterday about everything, we have fixed some other stuff that was untouched and yeah, this should be ready for rebubbling now from my side!
Karen
oh sorry i forgot your request ;_;

lets try again!
Topic Starter
Bara-
Thank you!
Waiting for Mackenzie
MirinH
go
Ciyus Miapah
wow gratz!
Topic Starter
Bara-
Thanks!
Third time's the charm
I hope
Yuii-
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.
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.
Okoayu
Irre das ganze gestacke in 00:28:289 (1,1,2,3,4,5) - verdeckt den ganzen repeat arrow D:
Yuii-

Okoratu wrote:

Irre das ganze gestacke in 00:28:289 (1,1,2,3,4,5) - verdeckt den ganzen repeat arrow D:
Baguette...




OH WAIT
WRONG FORUM
Topic Starter
Bara-
Rip (unsnappings)
I'll look at it when I get back home
Seeing there are a few things unsnapped which is unrankable, can a QAT please DQ the map so I can fix that?
So third time isn't the charm ;__;

Also
BAGUETTESSSS <3
riffy

Baraatje123 wrote:

Seeing there are a few things unsnapped which is unrankable, can a QAT please DQ the map so I can fix that?
Topic Starter
Bara-
Thanks
Sorry for the inconvenience Mackenzie/Karen
Yuii-
Alex hasn't logged in for 2 weeks, why did he qualify?
Topic Starter
Bara-

Yuii- 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.
Okay
Fixed all, also fixed quite a few spacings in Extra
Waiting for Irre
Yuii-
Posting for Kudos (?)
Irreversible
http://puu.sh/kCT3b/eecef61bcb.txt Fixed all except the stack, I like it o.o
MirinH

Yuii- wrote:

Alex hasn't logged in for 2 weeks, why did he qualify?
thanks for letting me notice that, i thought i logged in
call me when you are readyupdated irre's diff
Topic Starter
Bara-
Lol I already did
MirinH

Baraatje123 wrote:

Lol I already did
Topic Starter
Bara-
Thanks
Time for attempt #4 (after 9 bubbles)
HappyRocket88
Seems all the issues were addressed and clarified in pro to improve the mapset.
Topic Starter
Bara-
Thanks!
May the 4th time be the charm
Mekki
Yay!! Hope it survives this time, regratz :)
walaowey
Gratz baraatje \o/
Topic Starter
Bara-
Thanks guys!
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