哪个傻逼撕的
osu needs more soul mapping from the ancient
osu needs more soul mapping from the ancient
Just so you know this timing differs from the actual BMS chart: https://www.youtube.com/watch?v=dwYgWBJtSsoCharles445 wrote:
ziin's timing is good but has rounding error, I'll fix that
I actually didn't check the time signature sorry, just copied Low's and assumed it was right. This is the correct time signature per the video above (except for the 4/4 measures at the beginning).Charles445 wrote:
Change timing -> http://puu.sh/hpjpF/07d7ed8366.png
-25,333.333333333333,4,2,0,65,1,0Make sure you correct the 3rd field in each green line in the .osu file to match the red line above.
10641,333.333333333333,3,2,0,75,1,0
42641,333.333333333333,4,2,0,100,1,0
42641,333.333333333333,6,2,0,100,1,0
58640,333.333333333333,4,2,0,100,1,0
81306,333.333333333333,5,1,0,95,1,0
82972,333.333333333333,4,2,0,95,1,0
10641,333.333333333333,3,2,0,75,1,0to
25932,-100,4,2,0,80,0,0
10641,333.333333333333,3,2,0,75,1,0Once this gets fixed I'll double check the green lines. Also remember that red timing sections reset to 1.0x slider velocity, so you have to put another slider velocity changer on the timing section to fix it.
25932,-100,3,2,0,80,0,0
Lust wrote:
Greetings, soulfear! My apologies, but on behalf of the QAT I must disqualify this beatmap for the following reasons:
- Insufficient and poor quality across all difficulties within the mapset
Sorry, but it seems that you probably don't understand such style - it's fine, but it doesn't means that map have poor quality, that's just a subjective opinion- The video is of very poor quality. Either find a new one or remove it.
As Charles said, this video is from the original BMS, so it can't be improved- Spread issues throughout the mapset. In particular, the spread between the normal, hyper, and another is too uneven.
This was mapped waaaaaay before spread rules were even announced, but even now I can believe that spread should be acceptable enough - at least 4 BNs already confirmed this- The way the patterns flow in the easy difficulty are way too complicated for the lowest diff of the set, most noticeably from 00:02:641 (1) - to 00:42:641 (1) - . This is due to the repeats and amount of close single tap that populates the map. The spacing makes all the notes overlap which can be confusing as well as awkward (little to no movement at all)
Easy & Normal have no any overlapping, and I believe that difficulty level is acceptable enough, which also was confirmed by enough modders/BNs- In the hyper diff, 01:41:641 (1,1) - the slider can be hard to notice on the default skin due to how the default spinner is colored. The blue combo color here makes it pretty difficult. You can fix this by selecting a different combo color through the new combo option in the editor.
I highly doubt that it's theoretically possible to misread such long slider, but if you really considered this too important I can fix it- Refer back to ziin's post concerning the timing sections and metadata
You seems to unrank even without checking official sources, dont you? Rather than blindly trust anyone, you'd better check this
As you can see, the QAT is not pleased with the quality found throughout the set - especially the Sayaka difficulty. The following is a list of concerns found in the mapset. Be aware we are not going to list out every instance of poor execution or implementation, it is up to you to apply these changes as you see fit.
[Sayaka]
This difficulty lacks heavily in quality. The gameplay and design flaws are systematic - they range from poor flow, bad beat placement, erratic slider velocity changes, object placement with little basis in the music, and forced gameplay. What is pointed out here are certain concerns that can be found all throughout the map, so be sure to correct and revise them.[Another]
- 00:03:974 (1,2,3,4,1,2,3,4) - These back and forth movements are way too jerky, as there isn't much momentum coming from the previous pattern at all. These types of patterns are common throughout the map, I recommend you go and look through the map and examine any and all instances of poor movement and revise them
- 00:09:141 (10,1) - Poor emphasis and inconsistent spacing on 1. Before and afterwards you had larger spacing to accommodate the change in rhythm, here you seemed to disregard that for seemingly no reason
- 00:09:641 (3,4,5,6,7) - Cramped stream shape that doesn't flow very well from the previous pattern. They cut back from before, and as a result feel very forced. There are other instances of poor slider shapes/angles, go through the difficulty and see if you can fix all of these
- 00:12:808 (2,3,4,5,6,7,8) - overmappy/overdone stream that comes out of nowhere. Since the movements throughout all the patterns are very linear, there needs to be more momentum for a player to push through this stream comfortably.
- 00:14:641 (1) - to 00:24:474 (1) - The mapper throws consistent spacing, musical emphasis, and beat placement out of the window here. It seems randomly placed, as if the mapper wishes to fit everything to a pattern as opposed to fitting it to the music. This can be very confusing, plus with the lack of sliders the momentum is not there for the players to cruise through this. This whole section needs to be revised.
- 00:42:641 (1) - to 00:50:530 (1) - the NC and slider spam is painful to play. Everything in this section is poorly executed due to the fast pace of the sliders and little to no momentum and flow to carry the player through it all
- 00:54:641 (1) - to 00:58:474 (1) - ^
- 01:13:974 (1,2,3,4,5,6,7,1,2,3,4,5,6,7,1,2,3,4,5) - The amount of movement to play all of these is brutal and nonsensical. Sure its the hardest diff, but this is pushing the boundaries a bit too much, especially since they don't fit the music too well (should be saved for a more extreme section, not for a common sounding area)
- 01:44:308 (1) - to 01:54:974 (1) - . This section has major issues with flow and gameplay mechanics. Tons of fast paced sliders that are too unituitive, circles stacked underneath slider heads that can be difficult to see, etc. This area needs quite a bit of revision as well
A lot of the patterns play on tight angles and little to no momentum, which can be quite the issue. A lot of which we have pointed out the in Sayaka diff, can be applied to here as well. Consistency and poor flow needs to be corrected
[Hyper]
This is way, way to easy in comparison to the Another. This difficulty is mostly 1/2, while the Another is filled with jumps and 1/4. What we have stated in the Sayaka difficulty with the flow breaks and inconsistency can apply here as well.
[Normal + Easy]
The flow issues and poor pattern placement fill these difficulties. The issues range from poor overlaps (00:45:974 (3,5) - and 00:49:974 (3,4,1) -in the normal), awkward slider shapes that flow erratically (especially in the normal), and poor flow from object to object in the easy difficulty. We have stated this issue earlier in the post, however this is just to reiterate.
In conclusion, we are not satisfied with this qualification. There needs to be tons of revision needed before this map can even be considered for the ranked status. The BNG will handle the requalification process, good luck!
Charles445 wrote:
[General]
Change timing -> http://puu.sh/hpjpF/07d7ed8366.png
Add to tags -> "-witch-" or "witch"
Fixed all
[Another]
01:44:308 - Try slider velocity 0.75x for this slow part, that makes the slider tick visible (so it is clear how fast the slider is)
I tried to use 0.75x but I feel 0.5x better than 0.75x so I keep this
[Sayaka]
00:46:058 (1,1,1) - Remove new combos (new combos are 1/3 later, so since these are 1/4 just have it a single combo)
Fixed
01:49:641 (1,1) - I think end the first two 1/4 earlier, very big slider jumps, too easy to break. http://puu.sh/hpmha/7f3ad6b2e1.jpg
I tried as you said but it destroy these sliders and make these sliders lost fun,I think they are not so hard to catch
01:52:308 (1) - Shorten 1/4, then move next few notes back, I think something happened here that broke it http://puu.sh/hpmmC/ee33edb48b.jpg
Fixed
Rockageek wrote:
the map still looks awful on ctb but who cares about ctb..
let's rank a map harder than almost all TAG4..
100% ready for rankStorm- wrote:
let's rank https://osu.ppy.sh/s/120515
Sieg wrote:
Sieg wrote:
Exactly what i'm thinking.FrostxE wrote:
It's good to see a variety of mapping style in the ranked maps instead of a spam of 2015 beatmap styles that allow them to pass the Qualified section.
It might look poor quality to some people, yet it also looks good to some people as well, and there are relationship between the map and song so I hope it passes qualified. ~~
Imagine a new combo on the 5, so 1234 - 123Zare wrote:
Examples would be
00:38:308 (1,2,3,4,5,6,7) - which is a 7 circle stream mapped on a 5 1/4s pattern
01:19:974 (1,2,3,4,5,6) - Where the slider rhythms are not matching the actual beats in the musicMimicking synth, followed up by sliders going with the synth later.
01:19:974 (1,2,3,4,5,6) - where there's no note to emphasize the beat in the music
01:41:641 (21,22,23) - which i dont understand at all, what sound is (22) supposed to followThe synth reaching its peak pitch. 3/4 rhythm, notice starts of 21, 22, and 23 are 3/4 apart.
01:42:724 (2) - which is entirely offbeatThis one could actually be a mistake, perhaps a solution would be http://puu.sh/hqGG5/7881a3218b.jpg
02:00:808 (3) - which is a 1/2 slider mapped on a 1/4 tripleHear the strings in the background? It's switched to that.
^Charles445 wrote:
The map is probably going to get unqualified for some form of reason, but I'd like to ask that if it DOES get unqualified, that it gets unqualified with good, relevant reasons. There's nothing worse than a post that says "this sucks, remap it because I don't understand it".
If that's the case, then by your definition we should just neglect any sort of guideline/standards that have been established as of recent and map whatever we want, however we want.joolomasta wrote:
I think that the recent unqualifications have shown us that the QATs are forcing mappers to use a certain style of mapping in order to get their maps ranked. Everything that isn't mapped to the same mold as most maps nowadays do, get DQd several times before maybe getting ranked. I know, the popular mapping style that's being enforced is easy to read, mostly fun to play and gives a lot of pp. But different styles should still be allowed.
This map brings back vibes from older maps, and even though all people might not appreciate the oldschool mapping style, this map shouldn't be judged by it's style only. There are indeed some weird choices that should maybe get revised, but please don't try to squash every single map into the same mold.
Well shit, I'm in trouble D:joolomasta wrote:
I think that the recent unqualifications have shown us that the QATs are forcing mappers to use a certain style of mapping in order to get their maps ranked. Everything that isn't mapped to the same mold as most maps nowadays do, get DQd several times before maybe getting ranked. I know, the popular mapping style that's being enforced is easy to read, mostly fun to play and gives a lot of pp. But different styles should still be allowed.
let this get ranked and let players decide whether or not this is good ?joolomasta wrote:
This map brings back vibes from older maps, and even though all people might not appreciate the oldschool mapping style, this map shouldn't be judged by it's style only. There are indeed some weird choices that should maybe get revised, but please don't try to squash every single map into the same mold.
I loveFrostxE wrote:
It's good to see a variety of mapping style in the ranked maps instead of a spam of 2015 beatmap styles that allow them to pass the Qualified section.
It might look poor quality to some people, yet it also looks good to some people as well, and there are relationship between the map and song so I hope it passes qualified. ~~
This is a really good way to think about submission and ranking, everyone should think like this.Kurokami wrote:
I think during the ranking process, every other game mode should have been considered as well.
because this map was made for standard, not for CTB.Rockageek wrote:
This is a really good way to think about submission and ranking, everyone should think like this.Kurokami wrote:
I think during the ranking process, every other game mode should have been considered as well.
Unfortunately no one cares about other mods when it comes to std map ranking.
I never said everything needs to be mapping for all game mode, but there are patterns which are pretty much makes the map unfcable in specific modes.SnickarN wrote:
because this map was made for standard, not for CTB.
can you imagine how fucked up all maps would be if you had to take all 4 modes into consideration?