Sorry everyone, but on behalf of the team we must disqualify this mapset over the insufficient quality across multiple difficulties.
The issue of this mapset comes from a variety of issues; unpolished and inconsistent patterns, missing combo colors, highly doubltful choice in difficulty settings, iffy gameplay, needless overlaps in the normal, very obnoxious hitsounding, and the list goes on. This is not a mapset we would like to include in our official beatmap listing.
Lets start from the most attention-grabbing "problems" this set has. The top diffs have a lot of bad gameplay elements and are poorly mapped in many places. It all looks very random and unpolished. Was this ever intended to be ranked? We hope not. This is not the definition of quality we hope to bring to the game. Here is what we found to be very problematic to each of the diffs in question
[BD's Extra]
The centerpiece of this map is the glorious AR7 and slower slider velocity that you employed. Not only has it been selected as a gesture towards doubtful gameplay and design, it makes the whole experience unnecessarily awkward. This difficulty needs AR9, at least. There are plenty of forced patterns that are awkward and downright hard to play not because of intelligent design, rather to forced difficulty. The jumps and patterns are very inconsistent in places which leads to painful motions and play. It is quite bad, to be frank - especially at the end. Here are some issues found from internal discussions
[Extra]
This difficulty is just downright badly mapped. There is just too much wrong in here. Weird rhythms, uninteresting and inaccuracte pattern construction, and varying difficulty all contribute to the mediocre nature of this difficulty. Needs more improvement and revision, possible even remap. Here are some concerns from our internal discussion
[MooChan's Insane]
This diff suffers from general flow and rhythm problems similar to the Extra. A lot of improvements need to be made here, especially in areas where the spacing changes cause flow and momentum breaks. The hitsounding is honestly awful with the finish spam everywhere
The normal as a whole lacks of quality in all odds and ends. The difficulty is rampant with issues, especially stemming from needless and confusing overlaps and rhythms.
The issue of this mapset comes from a variety of issues; unpolished and inconsistent patterns, missing combo colors, highly doubltful choice in difficulty settings, iffy gameplay, needless overlaps in the normal, very obnoxious hitsounding, and the list goes on. This is not a mapset we would like to include in our official beatmap listing.
Lets start from the most attention-grabbing "problems" this set has. The top diffs have a lot of bad gameplay elements and are poorly mapped in many places. It all looks very random and unpolished. Was this ever intended to be ranked? We hope not. This is not the definition of quality we hope to bring to the game. Here is what we found to be very problematic to each of the diffs in question
[BD's Extra]
The centerpiece of this map is the glorious AR7 and slower slider velocity that you employed. Not only has it been selected as a gesture towards doubtful gameplay and design, it makes the whole experience unnecessarily awkward. This difficulty needs AR9, at least. There are plenty of forced patterns that are awkward and downright hard to play not because of intelligent design, rather to forced difficulty. The jumps and patterns are very inconsistent in places which leads to painful motions and play. It is quite bad, to be frank - especially at the end. Here are some issues found from internal discussions
- 00:07:481 (1,2,1) - Pattern does not flow well at all, the movement is way too sharp to be enjoyable - especially with this slow slider velocity
- 00:12:096 (1,2,3,4,5,6,7) - Due to the slowness of the song, there is little to no momentum to jump between these cross-screen patterns resulting in very awkward and forced gameplay
- 00:15:789 (1,2,3,4,5,6,7,8,1,2,3,4) - The inconsistent spacing within these jump patterns lead to awkward play tbh. We've got a huge cross-screen jump 00:15:789 (1,2) - here but when the beat actually calls for larger spacing, it actually shortens as in 00:16:020 (2,3,4) - here. Occurs 00:16:712 (5,6,7,8) - here and 00:17:866 (2,3,4) - here
- 00:23:173 (1,2,3,4,5,6,7,8,9,10) - Pattern plays iffy. The mixture of circles, sliders, and varied spacing forces the player into very awkward movements. Coupled with the slow slider velocity, there is next to no momentum for the player to base their movements
- 00:25:481 (3,4,5) - The flow break here is hard to play, due to the bpm and ar it feels really forced
- 00:28:020 (9,10,11,12,13,14) - These stacks kill the momentum required to move around in this pattern
[Extra]
This difficulty is just downright badly mapped. There is just too much wrong in here. Weird rhythms, uninteresting and inaccuracte pattern construction, and varying difficulty all contribute to the mediocre nature of this difficulty. Needs more improvement and revision, possible even remap. Here are some concerns from our internal discussion
- 00:07:481 (5,6) - Sounds and plays a bit awkwardly due to no prominent sound on 00:07:827 - except for some vocal stress. Rhythm would be much better if 00:07:827 (6) - was moved to the white tick after it, the following slider deleted, and two 1/4 circles or something added afterwards
- 00:06:558 (1,2) - These two little circles kill the momentum moving forward, maybe recommend spacing these out a little more
- 00:10:250 (1,2,3) - The slider shape construction is rather poor
- 00:14:866 (5,6,7) - Same issue here with the rhythm
- 00:15:558 (7) - Slider plays a bit awkward due to the speed of the slider and its shape, the slider scrunches up too much and quite frankly it looks bad
- 00:18:558 (3,4,5) - Same rhythm issue
- The whole kiai itself is just one ongoing problem. The patterns barely have any rhyme or reason as to why they are placed. The random nature of this causes for very, very confusing gameplay.
- 00:33:327 (5,6,7,8,9,10,11,12) - This regularly spaced stream plays very awkwardly in comparison to the rest of the diff. It slows down the play a lot and the momentum from the previous pattern is killed
- 00:34:250 (1,2,3,4,5,6) - The closeness and scrunched-up nature of the pattern is a bit too tight. Should be spaced out more and try to feature more around the playfield
[MooChan's Insane]
This diff suffers from general flow and rhythm problems similar to the Extra. A lot of improvements need to be made here, especially in areas where the spacing changes cause flow and momentum breaks. The hitsounding is honestly awful with the finish spam everywhere
- 00:01:020 (1,2,3,4,5,6,7,8,1) - Random and inconsistent spacing changes where the song doesn't call for it appear all throughout this pattern.
- 00:04:712 (1,2,3,4,5,6,7,8) - Another instance of random placement, it is all quite ugly looking. The patterns are almost confusing due to how random the movements and patterns are
- 00:08:404 (1,2,3,4,5,6,7,8,9,10,11) - Suddenly the 1/4 spacing changes here, creating a lot of confusion - such kind of patterns do not meet our quality expectations.
- This section and the kiai suffers the same issue as in the Extra. This cluttered construction leads to confusing patterns and gameplay
The normal as a whole lacks of quality in all odds and ends. The difficulty is rampant with issues, especially stemming from needless and confusing overlaps and rhythms.
- 00:07:481 (3) - Repeat should definitely be on the white tick, as it stands now it is very underwhelming
- 00:14:866 (3) - ^
- 00:18:558 (2) - ^
- 00:07:481 (3,2) - Weird slider shapes that could be made loads smoother
- 00:14:866 (3) - Pointless slider shape that just looks ugly
- 00:25:943 (2) - ^
- 00:02:866 (1) - Confusing overlap with the end of 00:01:020 (1) -
- 00:18:558 (2) - Unnecessary overlapping
- 00:30:558 (1,2,3,1,2,3) - This pattern has no place in the lowest diff of a mapset, it is way too difficult given the nature of the play + overlapping