Just thought I'd put in some opinion on this. I'm basing this off of the version before it got DQ'd.
The map had wrong metadata, and should be DQ'd for that in the first place, and the results are the same, but I don't think tacking on all these "arbitrary" reasons is a good idea. If you added the other points as suggestions, with the metadata being the main reason for DQ, the DQ would look much more justified than it is now.
For example, all of the "unintuitive flow" parts are completely fine to play, and don't feel like forced direction change. You talk about the patterns going in confusing angles, but confusing for who? I'm sure people playing these kinds of maps can deal with far more confusing patterns, such as move that body and similar slider-heavy maps. These kinds of patterns aren't even uncommon in a lot of newer maps that get through qualification just fine. Just as an recent example, Asphyxia's Miiro map does the same thing, and there's nothing wrong with that.
Telling the difference between 2/3's in a map like this is most certainly won't become that much easier anyway, unless you make them sliders. Also again, taking the general level of players that will play this map well, at most people will get 1-2 100's before adjusting to the rhythm, and anyone good at reading approach circles properly will be able to play these just fine.
I do agree 01:22:021 - can be troublesome to read. The thing is, these aren't impossible to read, and we're already on the higher end of difficulties players can play. A relatively easy pattern for an Insane difficulty will be hard and confusing for a beginner. What I mean is, these kinds of patterns should be fine as long as they're not completely (or almost) impossible to read correctly when dealing with higher level of maps. Also, even if a lot of people can't read a pattern well right now, they most certainly won't if they are never allowed.
And I'm not sure how following the rhythm of the song can lead to more confusion than not following the song.
@Shiro: A lot of things you point out are very minor issues that mostly won't affect playability. While it's certainly good to fix some of them now that the map is DQd anyway, some issues seem like you're forcing the mod to be longer than necessary. For example, the background instruments kinda repeats at 00:19:757 - , so both NC and no NC works fine. Also, 00:27:681 - clearly has drums in the background and isn't overmapped. both 00:27:823 - and 00:27:893 - are harder to hear, but they are there, and starting on a blue tick is really not an issue at all when you're up towards 6-7 star maps. I mean, do you really think people that are capable of playing at this level will have issues with something like this? Well, I'm not actually going to go through your whole modpost, and koreanpenguin has probably already gone through it anyway, and I'm sure there are a lot of valid suggestions in your post, though I do think this is more a case of overmodding than anything else. You talk a lot about a lack of structure, but I'd say that "lack of structure" is the structure of the map, and while some people might not like this mapping style, it is a valid one and forcing another type of structure would make the map worse off than before. Also just as a sidenote, 00:32:351 - plays completely fine.
Well, it's already DQ'd, and it probably would have anyway because of the metadata, so fixing up on things isn't bad. I just don't think some of the reasons for the DQ were really justified.
The map had wrong metadata, and should be DQ'd for that in the first place, and the results are the same, but I don't think tacking on all these "arbitrary" reasons is a good idea. If you added the other points as suggestions, with the metadata being the main reason for DQ, the DQ would look much more justified than it is now.
For example, all of the "unintuitive flow" parts are completely fine to play, and don't feel like forced direction change. You talk about the patterns going in confusing angles, but confusing for who? I'm sure people playing these kinds of maps can deal with far more confusing patterns, such as move that body and similar slider-heavy maps. These kinds of patterns aren't even uncommon in a lot of newer maps that get through qualification just fine. Just as an recent example, Asphyxia's Miiro map does the same thing, and there's nothing wrong with that.
Telling the difference between 2/3's in a map like this is most certainly won't become that much easier anyway, unless you make them sliders. Also again, taking the general level of players that will play this map well, at most people will get 1-2 100's before adjusting to the rhythm, and anyone good at reading approach circles properly will be able to play these just fine.
I do agree 01:22:021 - can be troublesome to read. The thing is, these aren't impossible to read, and we're already on the higher end of difficulties players can play. A relatively easy pattern for an Insane difficulty will be hard and confusing for a beginner. What I mean is, these kinds of patterns should be fine as long as they're not completely (or almost) impossible to read correctly when dealing with higher level of maps. Also, even if a lot of people can't read a pattern well right now, they most certainly won't if they are never allowed.
And I'm not sure how following the rhythm of the song can lead to more confusion than not following the song.
@Shiro: A lot of things you point out are very minor issues that mostly won't affect playability. While it's certainly good to fix some of them now that the map is DQd anyway, some issues seem like you're forcing the mod to be longer than necessary. For example, the background instruments kinda repeats at 00:19:757 - , so both NC and no NC works fine. Also, 00:27:681 - clearly has drums in the background and isn't overmapped. both 00:27:823 - and 00:27:893 - are harder to hear, but they are there, and starting on a blue tick is really not an issue at all when you're up towards 6-7 star maps. I mean, do you really think people that are capable of playing at this level will have issues with something like this? Well, I'm not actually going to go through your whole modpost, and koreanpenguin has probably already gone through it anyway, and I'm sure there are a lot of valid suggestions in your post, though I do think this is more a case of overmodding than anything else. You talk a lot about a lack of structure, but I'd say that "lack of structure" is the structure of the map, and while some people might not like this mapping style, it is a valid one and forcing another type of structure would make the map worse off than before. Also just as a sidenote, 00:32:351 - plays completely fine.
Well, it's already DQ'd, and it probably would have anyway because of the metadata, so fixing up on things isn't bad. I just don't think some of the reasons for the DQ were really justified.