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.
- (M) Mapping Quality
- Unpolished patterns in EraseUs difficulty. There are many instances in which the spacing is inconsistent (even visually). As a result your patterns often appear generally unpolished. Therefore your patterns not only appear unstructured but the flow is affected as well, making some spots have unnecessarily rough movements. In addition, there are some points where you have decided to use fairly large jumps even though the music barely changes, making them unreasonable. We recommend you to either rearrange them or to decrease the spacing between them.
- Examples:
00:52:363 (1,2,3,4,1) - The placement appears random as 00:53:363 - is emphasized while 00:53:697 - has the stronger cymbal note.
01:03:530 (1,2,3,4,5,6) - Too large jumps without relation to the music building a difficulty spike.
03:19:863 (6,7,8) - Similiar occasion to the one above.
03:30:197 (2,3) - This stack causes a stop movement even though the beat on the red tick is quite strong.
- Rhythm choices in the EraseUs difficulty are generally improvable. There are several spots where you tend to map strong beats like outstanding cymbals on downbeats with slidertails. Slidertails have the issue that in gameplay, they are no clickable elements, making these particularely strong notes feel underemphasized. This doesn't just cause a loss of impact on these beats but also makes them play unnatural due to them being spread throughout the whole difficulty. We recommend you to adjust these ones to actually get a higher emphasis on these strong beats in order to make feel more natural to play.
- Examples:
01:49:363 (1) - This and the following examples all have a rather strong beat like (e.g. 01:49:697 - in this case) followed with their tail making this feel unnatural to play as explained above.
01:54:697 (1) -
03:22:697 (10) -
03:25:363 (1) -
- Some sliders use an inappropriate speed in Kurokami's Rain. It'll be recommendable not to use edgy/fast sliders for calm parts, as in 02:39:697 (6) - or 02:45:030 (3) - for example.
- Extreme distance/direction changes in some streams in Kurokami's Rain. It's okay to add direction changes when you place a stream, but specially the case of 00:41:697 (1,2,3,4,5,6,1,2,3,4,5,6,7) - must be softened. The last direction change is extreme and leads to expectable misses if the player isn't prepared for that.
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