02:44:592 (6) - you forgot the NC on easy here
"muh BN score couldn't take it"Static Noise Bird wrote:
Die in death.
I would requalify but it'd probably get unranked again because of bullshit "issues" and muh BN score couldn't take it Kappa :^(
I mean I'd hate to lose my position because of unnecessary unranks like this one, but apparently it's so difficult for you to understand that the "you can't fuck up, whether it's up to you or up to others"-system works like every other system, for example in real life. It's a shame, but when you have to choose between two options - probably fucking up again on the old task because of the other "co-workers" are still there or moving on to tasks where the risk is smaller in case other co-workers are assigned to do that task with (or in this case after) you - I'd rather choose the one which less likely gets me fired.Ritzeh wrote:
"muh BN score couldn't take it"Static Noise Bird wrote:
Die in death.
I would requalify but it'd probably get unranked again because of bullshit "issues" and muh BN score couldn't take it Kappa :^(
Stop using your ego as a BN as an excuse to not requalify and to make sure the map is ready for rank.
Pretty sure it's up to the orange named people, and they don't want BNs in "the team" as far as I know. I mean sure that'd be more efficient, but when the hell has Loctav ever made sense anyway?Lizzy wrote:
it's easiest to bring all BNs and QATs under one's control.
have you tried that inv?
bahamete wrote:
please don't unqual
that pattern though, pretty sick.Kyubey wrote:
Wow, these 1/6 jumps like http://osu.ppy.sh/ss/3043059 look pretty hard.
Just for clarification/agreement on this, would be better placed as such (basically stacking the single notes on the start of the next slider):Desperate-kun wrote:
01:20:306 (3,4,1) - While these kind of 1/4 jumps are generally a nice and challenging gimmick, some of them happen to not play very smoothly due to weird transitions, which makes them unpleasant to play. Examples would be:
01:28:020 (3,4,1) -
01:21:163 (3,4,1) -
Nope, the current rhythm is correct.Yoeri wrote:
[kyversible-insane_]
02:10:306 (1,2,3,4,5,1,2,3,4,5,6) - That sound is a constant 4/6, not 3/4 3/4 2/4, so all these objects need to be snapped to a purple line in 1/6 (or 1/3).
Desperate-kun wrote:
After internal discussion, we decided to disqualify this mapset over the following concerns.
[apoplexy_]
All of the issues below apply to the first part of the collab, mapped by inverness.
Some of the rhythms need improvement in terms of circle-slider composition, as they don't reflect the song's rhythm well. For example, 00:51:449 (1,2,3,4) - would make more sense like this: http://puu.sh/hrEG1/491fbcdb6c.jpg as the two beats emphasized by the song here, 00:51:878 and 00:52:163 -, would both be clickable then. It will make the pattern play more intuitively.
Other examples:
00:53:163 (1,2,3,4) -
00:58:306 (1,2,3,4) -
01:05:163 (1,2,3,4) -
i don't really see your point between bad song reflection (or whatever you call it) with the patterns themselves. judging from your suggestion, is it because the sliders didn't start on white ticks or something? also for the emphasis beats you stated, if those are really emphasis, you missed 00:51:735 - which basically sounds the same like the emphasis beats as you stated. therefore, it's not really an emphasis, at least for me. my patterns worked out well, considering everyone didn't really see them as much of an issue.
01:20:306 (3,4,1) - While these kind of 1/4 jumps are generally a nice and challenging gimmick, some of them happen to not play very smoothly due to weird transitions, which makes them unpleasant to play. Examples would be:
01:28:020 (3,4,1) -
01:21:163 (3,4,1) -
these are not 1/4 lol
please enlighten me on what you said by "weird transition" and "unpleasant gameplay" because again, nobody (including me) had any problems whatsoever with it
[Normal]
Be careful with short multiple-repeat sliders. As they are very short, players of this level are not able to read when the slider will end. Therefore, the patterns involving them need to have simple, easily readable placement, that doesn't involve going back over the slidertrack, stacking or anything similar. Examples:
01:21:735 (5,1) -
02:43:735 (6,1) -
Additionally, there are some tiny spacing errors in this difficulty, sometimes caused by stacking, that make objects touch each other slightly although they are not supposed to, which should be fixed to avoid confusion and to make the map more polished. Examples:
00:53:163 (1,2) -
01:30:878 (4,5) -
Sorry that it took so long. We wish you the best of luck with your mapset!