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LiSA - Rally Go Round -TV ver.-

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Hinsvar
Although there is already a ranked version of the song's map, I'll give the proof of the title anyway, taken directly from LiSA's official website.

Let's check this map!

*Bolded = Unrankable or very, very strongly suggested; red = Highly suggested or questionable (still weaker than the bolded ones); black = Minor suggestions/rants; blue = Notes/advices to avoid/fix repeated problems. Also note that hitsound suggestions on a diff may apply on similar parts of the song and the other diffs of the mapset.

>Easy
  1. 00:01:691 (2) - Move the node on the tail to (404,153) so the slider's curve will follow 00:00:428 (1)'s tail much better?
  2. 00:09:743 - Why not add a finish too? There's a cymbal sound to follow here.
  3. 00:44:480 - ^ (And 00:45:743 and 00:47:006. And maybe a few others. Care to explain why do you cover these with whistles most of the time? Also applies to the entire mapset.)
  4. 01:12:428 (1,2) - Try this rhythm? Goes way better with the music, and is more easily followed.
  5. 01:14:954 (4,5) - ^
  6. 01:17:480 (1,2) - End (1) at 01:18:270 and start (2) at 01:18:585? Same reason as 01:12:428 (1,2).
>Normal
  1. 00:24:428 (5,6,1) - Spacing error.
  2. 00:32:164 (3,4) - ^
  3. 00:47:006 (2,1) - ^
  4. 01:16:533 (5,6) - ^
  5. 01:17:954 (2,3) - ^
  6. 01:23:796 (2,3) - ^ (You may want to check the entire diff for spacing inconsistencies.)
>Hard
  1. 00:49:533 (1,2) - Try to make them not touch each other for the sake of neatness?
>Insane
  1. 01:02:006 (8,9,1) - Might as well make the spacing consistent so they'll look tidier.
  2. 01:12:270 (2,1) - Uh again, you may want to make these sliders not touch each other. Either that, or make 01:12:112 (1,2,1) touch equally.
Pretty much just that.

Poke me once you're done with this mod.
Topic Starter
Mikii

Hinsvar wrote:

Although there is already a ranked version of the song's map, I'll give the proof of the title anyway, taken directly from LiSA's official website.

Let's check this map!

*Bolded = Unrankable or very, very strongly suggested; red = Highly suggested or questionable (still weaker than the bolded ones); black = Minor suggestions/rants; blue = Notes/advices to avoid/fix repeated problems. Also note that hitsound suggestions on a diff may apply on similar parts of the song and the other diffs of the mapset.

>Easy
  1. 00:01:691 (2) - Move the node on the tail to (404,153) so the slider's curve will follow 00:00:428 (1)'s tail much better?
    So you mean a blanket :p Fixed
  2. 00:09:743 - Why not add a finish too? There's a cymbal sound to follow here.
  3. 00:44:480 - ^ (And 00:45:743 and 00:47:006. And maybe a few others. Care to explain why do you cover these with whistles most of the time? Also applies to the entire mapset.)
    I mean I've checked through the entire mapset for hitsounding and I only use the finish when i really want to emphasise the music so sometimes parts that may need more emphasis, I don't do it and I simply use a whistle instead.
  4. 01:12:428 (1,2) - Try this rhythm? Goes way better with the music, and is more easily followed.
    Unfortunately I think the rhythm here at the moment is very consistent and is fine to me. They're all on white ticks so I don't think rhythm is an issue here
  5. 01:14:954 (4,5) - ^
  6. 01:17:480 (1,2) - End (1) at 01:18:270 and start (2) at 01:18:585? Same reason as 01:12:428 (1,2).
    Did something else to keep consistency with the previous section
>Normal
  1. 00:24:428 (5,6,1) - Spacing error.
  2. 00:32:164 (3,4) - ^
  3. 00:47:006 (2,1) - ^
  4. 01:16:533 (5,6) - ^
  5. 01:17:954 (2,3) - ^
  6. 01:23:796 (2,3) - ^ (You may want to check the entire diff for spacing inconsistencies.)
    You just made me realise that the numbers at the top right tell me about the spacing lol. Adjusted and checked all distance snaps
>Hard
  1. 00:49:533 (1,2) - Try to make them not touch each other for the sake of neatness?
    Adjusted. Didn't know they were touching
>Insane
  1. 01:02:006 (8,9,1) - Might as well make the spacing consistent so they'll look tidier.
  2. 01:12:270 (2,1) - Uh again, you may want to make these sliders not touch each other. Either that, or make 01:12:112 (1,2,1) touch equally.
Pretty much just that.

Poke me once you're done with this mod.
No comment = fixed
Thanks for the mod! Sorry I took so long :p its been a busy week
BeatofIke
My apologizes for delay. Call me once this map gets bubbled I guess.
Hinsvar
I should be learning Japanese grammar right now.

lol
Chaoslitz
Next BN be careful lol

Topic Starter
Mikii
oh wat, a bubble lol

oh wow didn't expect that, thank you!

Yeah looks like there is another qualified map so I'll wait until this can get approved
Yauxo
Metadata confirmed via BNSG

Unrankable
Rather important change
Not so important change/small note or opinion
(copy paste end | HistoryTag: ~ Sploosh ~)

[General]
■ Remove unused greenlines: 00:00:428 - 00:10:059 - 01:28:059 - (I assume you use the same greenlines for every diff (I took them from Easy)) Apparently this does not count for Insane.

[Easy]
■ I'd suggest that you double the amount of NCs in this diff, as that would support the 4/4 logic. This means, stuff like 00:02:954 (4) -, 00:08:006 (4) - and 00:15:585 (4) - (etc) should ne NC'd.

00:17:954 (1) - There are two problems with this: a) It is placed on a redtick, which makes it usually harder to play, as the player might only be comfortable with basic 1/1 rhythms - and b) The spacing is too much. You can imagine the spacing being related to the timeline - the more space inbetween two objects, the longer the break is.

The easiest way to fix that would probably to move (1) closer to (6).
If you want to kee a basic rhythm (which also kinda fixed problem a)), then you could consider using something like this http://puu.sh/hZO9F/464822e14e.jpg
(Note: If you worry about skipping that beat where the current object is on, take a look at 00:02:322 (3) - You also skipped that one beat here in order to hold a basic rhythm - Same thing :3)
■ You could add notes on 00:27:901 - and 00:29:164 - . It might look like it'll be hectic to play, but it'll actually help the player hold the rhythm (since (4) is kinda alone over there)
■ Same goes for 00:31:691 - and 00:36:743 -
■ 00:56:006 (7) - I'd suggest that you do something like this to this section. The player knows the Slider-to-Slider 1/2 transition by now, so that one should fit more into this as opposed to a weirdish break
■ 01:08:638 (3) - Curve the last bit more to properly blanket 01:09:585 (4) - . You already have a tick there, use it :3

[Normal]
■ 00:05:954 (2) - I'd suggest that you keep these "triplets" (idk, 3 object transition thingies) straight without any fancy curve like this one. It'd be easier to play, which wouldnt harm that diff at all
■ 00:31:691 (2) - For some reason this one feels really out of place. Maybe try one of these? This section is rather weird to map in a Normal, so I dont blame you


■ 00:49:059 (2) - Change to a repeat maybe?
■ 01:16:849 (6,7) - For some reason I dont like this one. Uh. Maybe have this one be like 01:11:796 (4,5) - ?

Kinda lacks in visuals, but that's okay

[Hard]
■ 00:09:585 (2) - Blanket this one maybe? Would improve the flow imo (loop flow > zigzag)
■ 00:42:743 (4) - Like this? (Slider instead of Circle, Circle instead of Slider)

■ 00:59:085 (4) - Remove. Dont think a triplet is neccessary here
■ 01:16:059 (1) - Move this one a bit so that its trail doesnt touch the previous object
■ 01:20:322 (2) - 504/200?

Something buggs me in this diff, but I cant quite point it out

[Insane]
■ Amazing
Topic Starter
Mikii

Yauxo wrote:

Metadata confirmed via BNSG

Unrankable
Rather important change
Not so important change/small note or opinion
(copy paste end | HistoryTag: ~ Sploosh ~)

[General]
■ Remove unused greenlines: 00:00:428 - 00:10:059 - 01:28:059 - (I assume you use the same greenlines for every diff (I took them from Easy)) Apparently this does not count for Insane.
I always see this as not a problem since I'm lazy and nobody will notice the greenlines during gameplay anyways :p. If there is some effect that actually affects the gameplay, I will delete the greenlines.
[Easy]
■ I'd suggest that you double the amount of NCs in this diff, as that would support the 4/4 logic. This means, stuff like 00:02:954 (4) -, 00:08:006 (4) - and 00:15:585 (4) - (etc) should ne NC'd.
Since there has been many request to double the NC on easy, I guess I should do it :p

00:17:954 (1) - There are two problems with this: a) It is placed on a redtick, which makes it usually harder to play, as the player might only be comfortable with basic 1/1 rhythms - and b) The spacing is too much. You can imagine the spacing being related to the timeline - the more space inbetween two objects, the longer the break is.

The easiest way to fix that would probably to move (1) closer to (6).
If you want to kee a basic rhythm (which also kinda fixed problem a)), then you could consider using something like this http://puu.sh/hZO9F/464822e14e.jpg
(Note: If you worry about skipping that beat where the current object is on, take a look at 00:02:322 (3) - You also skipped that one beat here in order to hold a basic rhythm - Same thing :3)
■ You could add notes on 00:27:901 - and 00:29:164 - . It might look like it'll be hectic to play, but it'll actually help the player hold the rhythm (since (4) is kinda alone over there)
■ Same goes for 00:31:691 - and 00:36:743 -
■ 00:56:006 (7) - I'd suggest that you do something like this to this section. The player knows the Slider-to-Slider 1/2 transition by now, so that one should fit more into this as opposed to a weirdish break
■ 01:08:638 (3) - Curve the last bit more to properly blanket 01:09:585 (4) - . You already have a tick there, use it :3

[Normal]
■ 00:05:954 (2) - I'd suggest that you keep these "triplets" (idk, 3 object transition thingies) straight without any fancy curve like this one. It'd be easier to play, which wouldnt harm that diff at all
■ 00:31:691 (2) - For some reason this one feels really out of place. Maybe try one of these? This section is rather weird to map in a Normal, so I dont blame you

The hitobjects do feel empty here so I agree with this :D but I will leave the 4 hitcircle

■ 00:49:059 (2) - Change to a repeat maybe?
Difficulty should be fine here. Straightened it
■ 01:16:849 (6,7) - For some reason I dont like this one. Uh. Maybe have this one be like 01:11:796 (4,5) - ?

Kinda lacks in visuals, but that's okay

[Hard]
■ 00:09:585 (2) - Blanket this one maybe? Would improve the flow imo (loop flow > zigzag)
Wanted some antiflow to compliment the music
■ 00:42:743 (4) - Like this? (Slider instead of Circle, Circle instead of Slider)
Red tick slider should be fine

■ 00:59:085 (4) - Remove. Dont think a triplet is neccessary here
■ 01:16:059 (1) - Move this one a bit so that its trail doesnt touch the previous object
■ 01:20:322 (2) - 504/200?
I like :) ty

Something buggs me in this diff, but I cant quite point it out
AAAAAAAAAAAAAAAAAA

[Insane]
■ Amazing
<3
No comment = fixed
Thank you for the mod!
Yauxo
Ive been away for the Weekend, catch me ingame for a recheck and stuff.

(Also, just remove the Greenlines. I cant find the post, but I think ppy once said something about then and since then everyone's removing unused ones. Ive also seen something about DQs in the BNSG, but I think that was off context)
byfar
small irc mod with toybot
08:41 toybot: can i ask for modderino on one diff
08:41 byfar: wat
08:42 byfar: wat diff
08:42 *toybot is editing [http://osu.ppy.sh/b/713328 LiSA - Rally Go Round -TV ver.- [toybot's Extra]]
08:42 byfar: o btw
08:42 toybot: tb diff
08:42 byfar: r u still doing gds
08:43 toybot: yeah man
08:43 byfar: o cool
08:43 toybot: made this one right as the set was popped
08:43 byfar: yea im thinking of doing 1 of a few songs
08:43 byfar: lol
08:43 byfar: mitis
08:43 byfar: 00:04:533 (2) - yo nc?
08:43 toybot: i saw that thing with mitis and kibb
08:43 byfar: sv change
08:43 byfar: lool
08:44 byfar: on my userpage? xD
08:44 toybot: yea
08:44 byfar: i think u should nc sv changes
08:44 byfar: like this 00:04:533 (1) -
08:44 toybot: pls they'll never know theres change there
08:44 byfar: 00:05:164 (3) -
08:44 byfar: dude
08:44 byfar: i do xd
08:45 toybot: k i'll nc the big slider
08:45 byfar: 00:19:217 (1) - r u mapping the uh low sound in the bg or the vocals
08:45 byfar: 00:20:006 (2) - i think u should remove this
08:46 toybot: low sound
08:46 byfar: and extend the slider
08:46 byfar: the vocals land on blue tick
08:46 byfar: and theres an empty beat on the red tick
08:46 toybot: eh
08:46 byfar: o
08:46 toybot: theres a vocal 00:20:006 - that i wanted to accent
08:47 byfar: ok
08:47 byfar: 00:22:375 (4,5,6) - move lower a bit to increase spacing?
08:47 toybot: okey
08:50 byfar: 00:51:349 - add a 1/4? or intentional
08:50 toybot: intentional
08:50 byfar: ok
08:51 byfar: 00:57:112 (1,2,3) - so for this uhm bring 2 closer the slider and get a spacing emphasis on 3? http://puu.sh/ieGis/e5efa06b1c.jpg
08:51 byfar: also i dont think 00:57:743 (3,4,5,6) - this particularly flows really well
08:52 byfar: actually jk
08:52 byfar: that one s fime
08:53 byfar: 01:00:743 (7,1) - i thought this spacing was slightly weird
08:53 byfar: compared to the rest esp on emphasis
08:53 byfar: complete stack or space out more?
08:54 toybot: gonna space out more
08:55 byfar: 01:17:480 (1,2,3) - yo these are some weak jumps
08:55 byfar: for like a change
08:55 toybot: btw i put 2 closer to slider for the last sugg
08:55 byfar: o nic
08:55 byfar: like the pitch suddenly becomes flat
08:55 byfar: and
08:55 byfar: i thought it was pretty distressing
08:55 byfar: so immo jump feels better
08:56 byfar: 01:15:428 (2) - imo stack on 3
08:57 byfar: 01:16:059 (1,2) - stack felt weird
08:57 byfar: 01:16:533 (2) - change in pitch on guitar
08:57 byfar: 01:15:428 (2,3) - same sound in guitar so stack (thats how i do it)
08:57 byfar: so it feels like a hold
08:57 byfar: or smth
08:57 toybot: idk man
08:57 toybot: 01:16:691 (3,4,1,2,3) - made a blanket
08:58 toybot: so i just put the circle in the blanket
08:58 byfar: alright
08:58 byfar: nice
08:58 byfar: that works too
08:58 byfar: i mean the stack i feel
08:58 byfar: emphasizes 01:16:059 (1) -
08:58 byfar: a lot better
08:58 byfar: theres a finish
08:58 byfar: which i felt was like kmeh
08:58 toybot: meh idk
08:58 byfar: ok
08:59 byfar: 01:17:480 (1,2,3) - space out more?
09:00 toybot: i changed 3 into two circles
09:00 toybot: it increased diff by .01
09:00 toybot: worth
09:01 byfar: 01:22:375 (7,8,1) -
09:01 byfar: use same spacing as prev triple
09:01 byfar: or bigger?
09:01 byfar: or decrease previous triple
09:03 toybot: increased spacing
09:04 byfar: oh and i thought that the spacing from 1/4 slider to this slider 01:17:480 (1) -
09:04 byfar: is a bit too small immo
09:04 byfar: plays slightly awkward
09:04 byfar: not sure if its the flow into it
09:04 byfar: or the spacing
09:04 toybot: im just gonna remap that stream
09:08 byfar: yea i got nothin else
09:08 byfar: its really good alrdy
toybot
Pho
toybot asked for some quick check on his diff:

[toytoy]
  1. 00:02:164 (2) - This looks awful lol, why not make an actual snakeslider.
    Fix dem all: 01:05:954 (1) -
  2. 00:02:006 (1,2) - NC switch.
  3. 00:09:743 (1) - Why extended slider here, put it in comparison to 00:09:112 (1) -. Either make both extended or regularly snapped for consistency.
  4. 00:10:375 (1) - Slider here, fits better to the e-guitar nad makes for a good transition to the next section.
  5. 00:12:901 (1) - Yo, where's the finish. Also, best slidershape (see above)
  6. 00:20:164 (1) - Two circles because two strong beats, and do some nice stuff with it:
  7. 00:49:928 (2,4) - Man, this sounds clearly overmapped, delete and do something, jumps or such.
  8. 00:51:980 (4,5,6) - Thanks for caring for the players (mentioned beats are overmapped, and you sure you want to keep that spacing lol)
  9. 00:52:533 (2) - If you want to keep that extended slider already, at least keep it consistent and do same at 00:53:796 (2,3) -
  10. 00:55:849 (4) - That finish on the tail hurts, delete.
  11. 01:01:928 (4,1) - Streamjumps should only happen when there is a significant change/beat in the music to reason it. It's okay for 01:02:243 (4,1) - , but the one I mention has no reason for it to be there. Just because the vocals jump back in is no valid reason. Equalize the spacing here.
  12. 01:12:428 (1) - 415|82 for alignment with the previous stream please.
  13. 01:15:428 (2) - This combined with 01:14:638 (5) - chops the flow pretty hard imo, why isn't this a slider.
  14. 01:18:585 (1) - ^
  15. 01:19:375 (1,2) - Bad slider leniency man, how about:
  16. 01:23:480 (1) - Delete NC, don't need more emphasis.
Overall it's fine, just take care of how to use streamjumps properly.
toybot
deleted=fixed, bold=not fixed

Pho wrote:

toybot asked for some quick check on his diff:

[toytoy]
  1. 00:02:164 (2) - This looks awful lol, why not make an actual snakeslider. - this is how i want to make snake sliders, idk why i like this way more
    Fix dem all: 01:05:954 (1) -
  2. 00:10:375 (1) - Slider here, fits better to the e-guitar nad makes for a good transition to the next section. - leaving as circle, its more fun to hit tbh with those kick sliders before it
  3. 00:12:901 (1) - Yo, where's the finish. Also, best slidershape (see above) - added finish, left shape alone
  4. 00:51:980 (4,5,6) - Thanks for caring for the players (mentioned beats are overmapped, and you sure you want to keep that spacing lol) - i think stream makes a great contrast to the sliders
  5. 00:52:533 (2) - If you want to keep that extended slider already, at least keep it consistent and do same at 00:53:796 (2,3) - - shortened slider
  6. 01:19:375 (1,2) - Bad slider leniency man, how about: - they're fine like this, i got 300s first try :p because you'll hover over (1), getting its tail, then you'll move through (2), which will get ITS tail.
Overall it's fine, just take care of how to use streamjumps properly.
thanks noodles :D !

https://0paste.tk/7563.txt
Yauxo
Heya, one quick thing for toybot (talked with Hinsvar about that)

We'd both suggest to somehow work around having 00:20:006 (2) - as a clickable object. The Slider before that seems to be mapping that pitch-decreasing sound (idk what that is D:) while the Circle in question is mapping the vocals with no real beat behind it. Removing/changing it would also emphasize 00:20:164 (1,2) - more, which isnt all that bad.

feel free to pm me ingame.
Yauxo
Fixed ^ and an unsnapped Slider in Hard

toybot
dude nice
Hinsvar
get hype

Did some minor changes overnight.
Irreversible
congratz mikii and toybot~
Topic Starter
Mikii

Irreversible wrote:

congratz mikii and toybot~
Thank you! augh its bootiful
toybot
hype~
grats on 1st ranked set mikii :3
Kyouren
Gratzz~ \w/
Haruto
Congratulations mikii and toybot! :D
Aerous
rip
Yauxo
Gratz :3
Topic Starter
Mikii

Yauxo wrote:

Gratz :3

Haruto Aizawa wrote:

Congratulations mikii and toybot! :D

gokugohan12468 wrote:

Gratzz~ \w/

toybot wrote:

hype~
grats on 1st ranked set mikii :3
thanks everyone!

Aerous wrote:

rip
lol
kakifly
congrats !
Asphyxia
Hey Mikii,

After some internal QAT discussion, we decided to pull your map out from Qualified for the following reasons:

[Easy]

  • Please keep the rhythms clear and simple here, because this difficulty is aimed for the beginners. That being said, the 1/2 rhythms are a no-go because they make the difficulty needlessly complicated and need to be removed. Here are the examples:
  1. 00:08:006 (1,2) -
  2. 00:34:849 (3,1) -
  3. 00:40:217 (3,1) -
There are many objects that start on nothing, and because of this, you skip many powerful beats that should be emphasized throughout the difficulty. Here are few examples of said issue:
  1. 00:32:006 (2) -
  2. 00:37:059 (2) -
  3. 00:54:743 (1) -
  4. 00:57:270 (1) -
[toybot's Extra]

Overmapping. The patterns like the ones below have no connection with the song, resulting into questionable playability and loweing overall quality of the difficulty.

  1. 00:06:191 (4) -
  2. 00:07:454 (4) -
  3. 00:40:296 (2,4,6) -
  4. 00:51:980 (4,5,6) -
  5. 01:26:875 (2,8) -
----

Please keep in mind that the above listed examples are just examples for the mentioned issues so that this generally applies to more than just these mentioned ones.

For further assistance, please contact BNG members. Best of luck with the re-qualification!

###EM
Topic Starter
Mikii
Alright, I'll see what I can do

Asphyxia wrote:

Hey Mikii,

After some internal QAT discussion, we decided to pull your map out from Qualified for the following reasons:

[Easy]

  • Please keep the rhythms clear and simple here, because this difficulty is aimed for the beginners. That being said, the 1/2 rhythms are a no-go because they make the difficulty needlessly complicated and need to be removed. Here are the examples:
  1. 00:08:006 (1,2) -
  2. 00:34:849 (3,1) -
  3. 00:40:217 (3,1) -
Haha this comes to bite me in the ass. Fixed

There are many objects that start on nothing, and because of this, you skip many powerful beats that should be emphasized throughout the difficulty. Here are few examples of said issue:
  1. 00:32:006 (2) -
    I tried to simplify the rhythm here but mapping to the red tick might cause difficulty issues. I have changed this.
  2. 00:37:059 (2) -
    ^
  3. 00:54:743 (1) -
  4. 00:57:270 (1) -
    This one is much harder to decide since I want to keep the slider but I would like to prevent using 1/2 as stated before so this should be left as it is in my opinion
----

Please keep in mind that the above listed examples are just examples for the mentioned issues so that this generally applies to more than just these mentioned ones.

For further assistance, please contact BNG members. Best of luck with the re-qualification!

###EM
Thank you for the mod! I will contact Toybot and sort the issues out for Extra.
Xilver15
.
toybot

Xilver wrote:

Heh, for once I agree with the DQ reasons of a map (The Extra at least)
me too tbh, but i was like "fuck it let's see if it'll get ranked"

Asphyxia wrote:

Hey Mikii,

After some internal QAT discussion, we decided to pull your map out from Qualified for the following reasons:

[toybot's Extra]

Overmapping. The patterns like the ones below have no connection with the song, resulting into questionable playability and loweing overall quality of the difficulty.

  1. 00:06:191 (4) - ok
  2. 00:07:454 (4) - ok
  3. 00:40:296 (2,4,6) - ????? these aren't really that bad, but fine
  4. 00:51:980 (4,5,6) - ok
  5. 01:26:875 (2,8) - ok
+ a few other places that Mikii and I went over

----

Please keep in mind that the above listed examples are just examples for the mentioned issues so that this generally applies to more than just these mentioned ones.

For further assistance, please contact BNG members. Best of luck with the re-qualification!

###EM
posting for backup https://0paste.tk/7594.txt

thanks asphyxia!
Hinsvar
Bubbled after an IRC mod with Mikii and toybot.
BeatofIke
Nomination Repaired for Qualification~
Aerous
rip
Topic Starter
Mikii

Aerous wrote:

rip
Lmao sry :o
xxdeathx
Hey nice job taking my set's video without notifying or asking me, I'd appreciate credit being given in map description.
Topic Starter
Mikii

xxdeathx wrote:

Hey nice job taking my set's video without notifying or asking me, I'd appreciate credit being given in map description.
Oh god, I wasn't even thinking straight when Hinsvar told me about the missing video, so I took the first thing I saw in my song folder. I guess it was from your then >.<

I'm really sorry, credit will be given to you

You're pretty perceptive for noticing that. I guess it happens alot. Once again, very sorry :3
Aerous
There might be a part in the audio where its wrongly snapped 00:50:638 -

I changed my audio to xxdeathx's because he fixed his audio for the drum to be snapped correctly.

Idk if you changed your audio or not , but yolo
Charles445

Aerous wrote:

There might be a part in the audio where its wrongly snapped 00:50:638 -

I changed my audio to xxdeathx's because he fixed his audio for the drum to be snapped correctly.

Idk if you changed your audio or not , but yolo
you're kidding right


edit: also did nobody notice the download is bugged to need easy update?
Topic Starter
Mikii

Charles445 wrote:

Aerous wrote:

There might be a part in the audio where its wrongly snapped 00:50:638 -

I changed my audio to xxdeathx's because he fixed his audio for the drum to be snapped correctly.

Idk if you changed your audio or not , but yolo
you're kidding right


edit: also did nobody notice the download is bugged to need easy update?
Yer kidding
https://www.youtube.com/watch?v=Gz5WpLDBaYs

I'm checking the audio at 00:50:638 - and it looks good to me :/
Please give me a pm if anything we can sort any of this out :cry:
Nomination Assessment Team

Disqualification Notice



Hello!

Unfortunately, the Quality Assurance Team has decided to disqualify this beatmap. The following is a list of reasons and examples for the disqualification. We do not outline every issue in detail, so make sure to take the idea behind each reason and apply it to the entire beatmap as issues might be found in more than the spots mentioned below. If you have any questions, please reply to this post and we will do our best to clarify any misunderstandings.

  1. (M) Mapping Quality
    - In Easy and Normal difficulties - There are some objects that start on wrong time. They doesn't fit to the music and it will create inappropriate rhythm. Also not good to ignore the sound that should be emphasized. Here are some examples of said issue.
    • Examples:
      00:02:322 (3) in Easy - You should take sound at 00:02:164 instead of 00:02:322.
      00:32:638 (3) in Easy - 00:33:112 instead of 00:33:270.
      00:44:638 (3) in Easy - 00:44:480 instead of 00:44:638.
      01:07:375 (1) in Easy - 01:07:217 instead of 01:07:375.
      01:09:901 (1) in Easy - 01:09:743 instead of 01:09:901.
      00:44:638 (4) in Normal - 00:44:480 instead of 00:44:638.
      01:09:901 (1) in Normal - 01:09:743 instead of 01:09:901.

If you happen to have concerns about this disqualification, you can contest the decision with this form. Before using this form, please read the instructions carefully.

We sincerely apologize for the inconvenience and hope your map will be requalified soon! The Beatmap Nominators will handle this mapset after the issues have been addressed.

Good luck and thank you for contributing to the osu! community with your efforts!

###M
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