Reasons for Disqualification
- In the section from 02:16:064 to 02:26:693 the hitsounding doesn't give proper feedback. Especially in the higher diffs, it's difficult to keep tapping to the beat due to the hitsounding. While Piano Hitsounds are a good idea here, you need to add a quiet (but still hearbale) Hitnormal.
- The section from 02:54:464 to 02:58:578 in Technonationalism uses exaggerated, nonsensical SV, rhythm and hitsounding.
- Using a higher SV for this section is acceptable since it is the end of the map. A change of 0.5x is too much though, as the music doesn't change a lot from the section before.
Additional Modding
[General]
- There are more notes with Piano Hitsounds that could use the quiet Hitnormal suggested in the Disqualification reason. Please go through all difficulties (with 0% Music Volume) and change it if you find clickable objects that only have a Piano Hitsound. Examples would be 00:22:064 (1) - , 00:22:407 - and so on in Technonationalism.
- The hitsound used at 01:10:407 (2) and many other places merges a lot with the music, so it doesn't give a lot of feedback to the players either. Please try to avoid using hitsounds that sound exactly like the sound they are following (without a hitnormal), it is no big difference to having no hitsound at all.
- Please also consider what lolcubes and other people wrote in the previous posts, about SB Load and Background.
- 00:31:321 (4,1) - The movement between these slider was unintuitive for me. Since 00:30:807 (2,3,4) alternate directions, you would expect 00:31:493 (1) to go from left to right. It's also hard to read since the sliders are all overlapping, so most players (that can still pass and play the map well enough, like me) will have problems here. I'd recommend you to create a more intuitive movement here.
- 00:46:921 (1,1,1,1,1,1,1,1) - Heavy NC spam like this pushes the HP very high and it makes the pattern harder to read. What about NCing in pairs, like this? http://puu.sh/gI82T/ad83d7edd8.jpg I know you did that later in the map and it would improve readability for this pattern too. Don't forget to fix the color haxing if you change it.
- 01:05:435 (1,2,3,4,1) - These jumps are bigger than the 1/2-jumps in your previous section, although the music tones down. Please reduce these a bit. Same applies for 01:06:807 (1,2,3,4) - of course.
- 01:22:064 (1,2,3,1,2,1,2,1) - The jumps are from white to red ticks here instead of from red to white ticks, which is inconsistent to other similar patterns like 01:23:950 (1,2,1,2) for example. It makes much more sense to stress the white ticks by using jumps from red to white.
- 01:49:321 (1,2,3,4,5,6,7,8) - Here it's exactly the opposite.. You got the jumps from white to red at 01:43:835 (1,2,3,4,5) and 01:46:064 (2,3,4,5,6,7) which makes sense with the background instrument, but it should be done consistently.
- 02:52:064 (2,3,4) - The triplet starting at the white tick is unintuitive and random, since you didn't use it before. It would be better to get rid of the blue tick note.
- 02:54:293 (2,1) - Even though this section should be rearranged / remapped due to the disqualify reason, I should mention that the spacing between these objects is oddly low. (1) is a strong note that should have a higher spacing, and it would also play a lot better since you got bigger spacings directly before: 02:53:778 (1,2,1,2) -
- 02:58:578 (1,1,1,1) - The music calms down very much here, so the huge spacings between these sliders feel out of place. They should be smaller, more similar to 02:59:092 (1,1,1) those spacings.
- 00:36:293 (2,3) - ♥
- 01:09:550 (1,2,3,4) - It's hard to pretend that these sliders use 2.0x SV. They also seem exaggerated, since there are just equal drum sounds in the music that call or a stream rather than fast kick sliders.
- Good job, I'm just wondering why 01:07:835 (2,3) - are spaced like 1/2? You didn't do that for 01:06:464 (2,3) or 01:05:093 (2,3) so I would try something similar to that.
- Could use a higher AR though to make complex patterns and spacings better readable. What about simply using AR 8 ?
- Well done, but the difficulty should be renamed to Advanced. There are so many reasons that make this much more difficult than a common Normal diff.. 01:54:121 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,1) - Huge number of circles in a row combined with 1/2 and 3/2-gaps, small jumps / distance spacing changes, more or less drastical SV-changes, complicated movements, stacks under slidertails etc. It fits the spread well, since Chloe's Hard is also really difficult, but it is not suitable for a Normal difficulty.
- In relation to the above, this should then be renamed to Normal. It's on the simple side, but it doesn't really matter.
- 01:08:864 (1,2,1) - Stacking those sliders' tails can easily cause misreads and it's not suitable for the lowest diff.
- 02:10:578 (1,2,3) - Again, confusing stacking, combined with a really sharp movement. Please find a more straigt-forward solution for both patterns, avoiding stacks and sharp movements.