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supercell - The Bravery (TV Edit)

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Shadw
i'm a bad modder, so i'll apologize in advanced for crappy mod

[Easy]

- 01:12:213 - you had a timing section here which turned off kiai for a moment. I was thinking that maybe you can move that timing section a little bit back to 01:11:975 - . I feel like it would fit the music.

[Normal]

- 01:10:229 - and 01:10:864 - rhythm doesn't feel right with me, feel like beats might be needed here. I'm not an expert with mapping normal maps (or with mapping in general) but if it doesn't work to place any beats here then don't worry about it.
- 01:12:213 - same thing with the kiai timing section as easy

[Hard]

- 00:12:609 (5) - it could be ctrl+g'ed. if it doesn't work then derp
- 00:45:784 (2) - moving this circle to coordinates 222|248 makes the pattern more comfortable to play imo
- if you choose to follow the suggestion above, i know how ocd you are with your patterns, so you wanna make the triangle (00:45:943 (4,5,6) - ) look perfect to the pixel ;3
- same thing with the kiai timing section

[Insane]

- the drain is damn low for insane, maybe raise it a little, perhaps hp 6.5 or somethin, up to you
- 01:23:245 (5,6) - ctrl+g'ing this works with me however if you do this you'll need to restructure quite a little bit so up to you if you want this ctrl+g'ed
- 01:23:880 (2,3,4,5,6) - i sort of feel like there's spacing inconsistency here but it might not matter
- same thing with the kiai section

[Magi]

- hahahahahahaha screw you
- i would recommend od 8.5 since your insane diff is od 7.5 and habi's insane will likely be od 8. it probably doesn't matter ;_; but if you don't want that by all means keep the od 9 and i'll hunt you down for it.
- maybe hp 7?
- same thing with kiai timing section
- no complaints with the mapping itself

man one helluva good mapset, looking forward seeing it ranked
Zetera
Damn, I actually forgot to mod this. Take these 2 Kds for the delay.

[General]

Have an optional suggestion: What about limiting the combo colours on 3, only using the characters' hair colour? So that would be 1 pinkish, one blonde and one blue. Values for those colours would be 255,255,119 for blonde, 214,10,61 for pink and 0,64,128 for blue.

[Easy]

|I can only hear a different drum at 00:46:578 (4) - , meaning that they wouldn't fit at 00:45:308 (2,3) - . This probably effects other diffs as well.
|01:22:451 (1,2) - Tiny cosmetical issue, I think 2 is too close to the edge of 1's sliderborder. You can give 1 a rounder shape to form a blanket, that will already solve the problem.

[Normal]

|00:24:514 (2,4) - I think the guitar strings are dominant here, suggesting to extend those sliders.

[Hard]

|00:16:260 - Having nothing on this beat is kind of awkward. The previous slider tries to follow the vocals I guess, but that wasn't well-realized. If ypu wanted to pronounce the guitar, then 00:15:784 - lacks of emphasis. I suggest having a circle at 00:15:625 - and having a slider follow that circle. The new slider would end where the original one ends, but like this the silence on the red tick seems more reasonable.
|01:19:277 (4,1) - 1 could be a bit more curvatious to avoid this overlap.

What I saw here is that you used a lot of polygon patterns, probably to provide some structure. Unfortunately, that was done on flow's costs. It's not much of a problem, since the diff also works out with the current flow, but it could be more clean (Example). By altering slider shapes or directions, this can be improved a bit.

[Insane]

|00:21:498 - What does this slider follow? Can't hear anything special here.. Also found in Magi.
|00:06:895 (4) - Flow suggests a horizontal slider, just like 00:05:625 (5) - . This current one isn't as good I fear.

[Magi]

Nice.

Wow, this was tiny. Since I didn't really have anything to say, have another star. I hope I still was helpful and I wish the best of luck.
Topic Starter
Monstrata

Asfano wrote:

Hello!
From #modreqs
[General]
  1. I would totally bubble this soon tm
[Easy]
  1. 00:56:419 (4,1) - spacing inconsistency Fixed
  2. 00:14:515 (2,3) - blanket fix Fixed
  3. 00:24:039 (1) - spice up slider? suggestion http://puu.sh/hLu2H/3b036296c6.jpg Nice. That shape actually follows the melody really wellt oo.
  4. 00:25:943 (3) - move x=176 y=276 for blanket on 00:24:991 (2) - This is fine
  5. 01:04:038 (1) - flip this this way http://puu.sh/hLufu/c90bb070d8.jpg Poor flow going into it tho :P
  6. 01:05:308 (3) - flip this this way http://puu.sh/hLugt/7f9b1a611a.jpg Same.^
[Normal]
  1. 00:04:831 (3) - spacing K
  2. 00:16:260 (5,1) - ^ 0.95 hmm Unnoticeable but sure
  3. 00:40:388 (3,4) - spacing Fixed
[Hard]
  1. 00:31:658 (1,2,3) - not a huge fan of straight patterns, but it kinda works here so I will let it pass Ya
  2. 00:49:435 (1,2,3) - having each slider increase a bit in SV could be cool Wouldn't fit tho D:.
  3. 01:21:181 (1) - spice this slider http://puu.sh/hLuMt/1e7dcca598.jpg I like how spice just means two red ticks in there, do something more creative than me Stressing this note with a linear motion since i'm not using jumps on Hard
[Insane]
  1. 00:49:435 (1,2,3) - same suggestion as in Hard Will pass
[Magi]
  1. 00:31:975 (2) - ctrl+g This is better
  2. 00:32:610 (4) - ^ ^
  3. 00:33:880 (4) - ^Nah, the linear flow here would be really weird plus players are going to use slider-leniency to play these anyways
  4. 00:34:197 (1) - ^ Unnecessary, and poor flow :P.
  5. After watching the part after I'm not sure about the ctrl+g where suggested it I see how you change it after which is pretty cool. up to you Yea. I'm abusing drop-off flow here xDD.
  6. 00:49:435 (1,2,3) - same as in hard and insane increasing SV I really have to disagree with SV changes because they don't fit here :P. The vocals don't increase in volume or anything :P.
Thanks for the mod Asfano :D Sry i took so long to respond lol.
Topic Starter
Monstrata

Shadw wrote:

i'm a bad modder, so i'll apologize in advanced for crappy mod

[Easy]

- 01:12:213 - you had a timing section here which turned off kiai for a moment. I was thinking that maybe you can move that timing section a little bit back to 01:11:975 - . I feel like it would fit the music. I'm only using this to create another Kiai fountain on the second half of the Kiai so i this is fine. That way all notes in the Kiai sections are actually part of Kiai, and that last note right before the Kiai reset will also be Kiai'ed instead of normal. (Not so much applicable for Easy, but this is more for Insane+ where the last note would not be part of Kiai)

[Normal]

- 01:10:229 - and 01:10:864 - rhythm doesn't feel right with me, feel like beats might be needed here. I'm not an expert with mapping normal maps (or with mapping in general) but if it doesn't work to place any beats here then don't worry about it. They're quite feint so they can be skipped on lower diffs.
- 01:12:213 - same thing with the kiai timing section as easy rip ;c

[Hard]

- 00:12:609 (5) - it could be ctrl+g'ed. if it doesn't work then derp OMG yes. This is so much better lol
- 00:45:784 (2) - moving this circle to coordinates 222|248 makes the pattern more comfortable to play imo I agree, its more playable. I'll have to test this a bit though. I'm just a bit worried about overlapping on Hard since it might make slider 5 a bit more difficult to read. It should be fine though probably.
- if you choose to follow the suggestion above, i know how ocd you are with your patterns, so you wanna make the triangle (00:45:943 (4,5,6) - ) look perfect to the pixel ;3
- same thing with the kiai timing section

[Insane]

- the drain is damn low for insane, maybe raise it a little, perhaps hp 6.5 or somethin, up to you Raised to 6
- 01:23:245 (5,6) - ctrl+g'ing this works with me however if you do this you'll need to restructure quite a little bit so up to you if you want this ctrl+g'ed Prefer what it currently is... i don't see any problem... but i think maybe i fixed this pattern some time ago. (forgot lol).
- 01:23:880 (2,3,4,5,6) - i sort of feel like there's spacing inconsistency here but it might not matter Did some buffing.
- same thing with the kiai section

[Magi]

- hahahahahahaha screw you
- i would recommend od 8.5 since your insane diff is od 7.5 and habi's insane will likely be od 8. it probably doesn't matter ;_; but if you don't want that by all means keep the od 9 and i'll hunt you down for it. Okay yea ill change it to 8.7 :D
- maybe hp 7? 6.5
- same thing with kiai timing section
- no complaints with the mapping itself

man one helluva good mapset, looking forward seeing it ranked
Thanks for the mod Shadw-chan :D :D :D :D :D :D
Topic Starter
Monstrata

Sala- wrote:

Damn, I actually forgot to mod this. Take these 2 Kds for the delay.

[General]

Have an optional suggestion: What about limiting the combo colours on 3, only using the characters' hair colour? So that would be 1 pinkish, one blonde and one blue. Values for those colours would be 255,255,119 for blonde, 214,10,61 for pink and 0,64,128 for blue. After some thought, i felt taking from both the character's hair colors (blue/pink) and bg colors (orange/dark blue) would fit better.

[Easy]

|I can only hear a different drum at 00:46:578 (4) - , meaning that they wouldn't fit at 00:45:308 (2,3) - . This probably effects other diffs as well. You're right, changed the other claps back to normal instead of drumclap. I also applied this to Normal and Hard. I decided to keep them for Insane and Magi because the increase in note density allows for these drum claps to be better appreciated.
|01:22:451 (1,2) - Tiny cosmetical issue, I think 2 is too close to the edge of 1's sliderborder. You can give 1 a rounder shape to form a blanket, that will already solve the problem. Sure! Fixed.

[Normal]

|00:24:514 (2,4) - I think the guitar strings are dominant here, suggesting to extend those sliders. Funny enough I mapped them at one point and decided to nerf them. Mapping them kind of makes this section too cluttered and dense compared to more intense sections like the Kiai and buildup right before Kiai.

[Hard]

|00:16:260 - Having nothing on this beat is kind of awkward. The previous slider tries to follow the vocals I guess, but that wasn't well-realized. If ypu wanted to pronounce the guitar, then 00:15:784 - lacks of emphasis. I suggest having a circle at 00:15:625 - and having a slider follow that circle. The new slider would end where the original one ends, but like this the silence on the red tick seems more reasonable. I did something similar but used a different rhythm since i wanted to keep rhythm consistent here.
|01:19:277 (4,1) - 1 could be a bit more curvatious to avoid this overlap. Okay fixed.

What I saw here is that you used a lot of polygon patterns, probably to provide some structure. Unfortunately, that was done on flow's costs. It's not much of a problem, since the diff also works out with the current flow, but it could be more clean (Example). By altering slider shapes or directions, this can be improved a bit. I actually felt this pattern flowed well. I put equal emphasis into flow and patterning, but I understand (especially with the pattern you brought up) that some people consider perfectly linear flow to be awkward/uncomfortable to play.

[Insane]

|00:21:498 - What does this slider follow? Can't hear anything special here.. Also found in Magi. Following the guitar trill sound lol.
|00:06:895 (4) - Flow suggests a horizontal slider, just like 00:05:625 (5) - . This current one isn't as good I fear. I think this is fine. Yea flow suggests a more horizontal slider to mirror the motion of 4, but i believe this formation is fine too since the flow is still good. I wanted to transition into a more vertical motion here.

[Magi]

Nice.

Wow, this was tiny. Since I didn't really have anything to say, have another star. I hope I still was helpful and I wish the best of luck.
Thank you again for the mod, Sala! Seriously, a good mod doesn't have to be long one!
captin1
  1. i'd recommend a custom clap sound as a snare, just to fit a bit better with the song
[Easy]
  1. 00:04:831 - places like this you can add finishes as well, you started with it on 00:03:561 - but kinda stopped
  2. 00:11:180 - imo claps in a soft section like this don't fit, i'd just go with whistles until 00:21:498 - . could also work a bit more with hitsound volumes, like dropping it a bit more here and then raising it later
  3. 00:24:038 - the effect of the claps kinda diminishes when you have a section like this without them though, so keep that in mind
  4. 00:47:531 (2) - is this supposed to be drum sample? kinda sounds weird surrounded by normal sample
  5. 01:05:308 (3) - ^
  6. 01:27:531 (1) - i'd move this over to the left of 4 instead, so that the map ends out in a slightly more interesting way than just following the same curve
[Normal]
  1. 00:02:292 (3) - clap on end
  2. 00:11:180 (1) - finish
  3. 00:11:180 - same about the claps/volume, and so on etc
[Hard]
  1. 00:25:466 (4) - i'd adjust this rhythm so you can catch the clap, really sticks out i think
[Insane]
  1. 01:04:673 (1) - intentional drum sample on the end? doesn't seem to fit and I think it takes some away from this note when there's a bass drum note here
  2. 01:16:102 (1) - dunno about this finish, seems out of place
yeah nothin much to say this is nice and clean, mostly just the hitsound stuff

call me back
pishifat
00:00:000 - clap

00:00:001 - also clap

clap finish finsihs whistle clap clap

thank you for kudosu
Topic Starter
Monstrata

captin1 wrote:

  1. i'd recommend a custom clap sound as a snare, just to fit a bit better with the song I tried. I'm not very familiar with custom hitsounds to begin with. Used one of the custon hitclaps i used for a previous map, sounds like it works but there are probably better ones out there that I don't know about ;c.
[Easy]
  1. 00:04:831 - places like this you can add finishes as well, you started with it on 00:03:561 - but kinda stopped Ahh, added some more finishes
  2. 00:11:180 - imo claps in a soft section like this don't fit, i'd just go with whistles until 00:21:498 - . could also work a bit more with hitsound volumes, like dropping it a bit more here and then raising it later I agree. Removed the claps from Easy/Normal/Hard since there's low note density anyways. I think i'll keep them on Insane/Magi though, it just seems a bit empty without them on the higher diffs due to increased note density.
  3. 00:24:038 - the effect of the claps kinda diminishes when you have a section like this without them though, so keep that in mind Yea
  4. 00:47:531 (2) - is this supposed to be drum sample? kinda sounds weird surrounded by normal sample Fixed
  5. 01:05:308 (3) - ^ Fixed.
  6. 01:27:531 (1) - i'd move this over to the left of 4 instead, so that the map ends out in a slightly more interesting way than just following the same curve ooo sure ;o
[Normal]
  1. 00:02:292 (3) - clap on end K
  2. 00:11:180 (1) - finishK
  3. 00:11:180 - same about the claps/volume, and so on etc
[Hard]
  1. 00:25:466 (4) - i'd adjust this rhythm so you can catch the clap, really sticks out i thinkI agree. Adjusted
[Insane]
  1. 01:04:673 (1) - intentional drum sample on the end? doesn't seem to fit and I think it takes some away from this note when there's a bass drum note here Fixed.
  2. 01:16:102 (1) - dunno about this finish, seems out of place Used a drum-whistle instead. Works better now i think
yeah nothin much to say this is nice and clean, mostly just the hitsound stuff

call me back
:D :D Thanks for the mod :D.
Topic Starter
Monstrata

pishifat wrote:

00:00:000 - clap

00:00:001 - also clap

clap finish finsihs whistle clap clap

thank you for kudosu
<3

Now i can use OD 8.5 and not feel bad :D.
captin1
boop
pishifat
rw9egat9g 247pw 3wb=4gtu7ws?

at08 awg08iah.

04jhm4h!!!!
Pereira006

pishifat wrote:

rw9egat9g 247pw 3wb=4gtu7ws?

at08 awg08iah.

04jhm4h!!!!
l m a o

congtraz monstrata !
pkk
congrats!
Topic Starter
Monstrata
thanks all :D :D
Zetera
Well done!
walaowey
gratz >w</
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. Mapping Quality
    - The dark blue combo colour blends with the BG, which makes the hitobjects in that part unreadable.
    - AR9 in Insane does not fit in the spread and feels forced. . High AR breaks the spread and makes hitobjects hard and unpleasant to read.
    - The soft hitclaps you used in Insane and Magi from 00:11:497 to 00:30:545 - do not suit this song in an appropriate way as these hittsound have no support in the song. The same happens in Normal and Hard from 00:21:656 to 00:30:545 We'd like you to find another solution, by adjusting the hitsounds.

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
Sieg
jesus christ
Shoko84
Well.. the Magi diff was awesome and dq'ed only for hitsounds too soft, blue too darker..
Wishkey
Damn what a reason to last second dq
Topic Starter
Monstrata
I can already hear the cries of a thousand pp farmers :c

At school atm so I can't check editor but seriously, none of those reasons seem problematic in the least. Did anyone actually have problems with the combo color?

AR 9 fits well on 189 bpm with the 1/2 circle spam. Any lower will create too much note density on the screen...

Will check hit sounding when I get home...



Should I contest? Reasons don't seem well tested.
Hadis
You should definitely contest that dq!
I completely disagree with the QAT.
Shoko84
Combo colors are not problematic for me since i'm playing with a single color on black bg.. (awesome background btw :) )
But well.. +1 to hadis1000
captin1
combo color is extremely minor and mostly irrelevant
ar point is dumb, as monstrata said 9 is best considering the bpm and density
the claps are mildly additive, but they still fit well with the song and help give a better sense of timing during it

absolutely contest, i don't see a single thing that would warrant this.
Shadw
Combo colour is so minor and irrelevant so I find that this is a pretty unreasonable dq and believe you should contest this. Keep up the good work with your mapping!
ChubbySquishy
combo color fits very well with the background...
Topic Starter
Monstrata
Alright I will contest. If you have any complaints/points you think could help me, please feel free to post here or pm me, they would be a tremendous help!

I will post the official reply here for clarity, unless there is some rule that prevents me from sharing the contest publicly (I don't see it in the rules though).
Lolparty
Hide your maps
Hide your PP
The QATs are coming

Also such a small issue being the cause for disqualification when it's so close to rank is like a shot at the players imo
Topic Starter
Monstrata
[Contesting this Disqualification]

monstrata wrote:

Addressing the first point: "- The dark blue combo colour blends with the BG, which makes the hitobjects in that part unreadable. "

First of all, calling the combo color "unreadable" is a complete overstatement. The combo color complements the background very well, And does not blend with the background. The main concern here is the area on the top/left of the screen where the dark-blue is most prominent. Here are some pictures. These were all taken with background dim set to 0%.
http://puu.sh/itSm7.jpg This first image shows a circle which is very much readable.
http://puu.sh/itSpU.jpg This one shows a slider, also very much readable.
http://puu.sh/itSCu.jpg Lastly, here is the approach circle for 00:08:323 (4) - on the Normal difficulty, which is right in the middle of all the dark-blue color. The approach circle is clear and visible.

Additionally, the dark blue in the background is gradient towards the top and also contains yellow and white colors around it for contrast. The background is not a single color but a mixture of many, so I find it very difficult to believe that this combo color is "unreadable".

Regarding: "- AR9 in Insane does not fit in the spread and feels forced. . High AR breaks the spread and makes hitobjects hard and unpleasant to read."

AR9 definitely fits the spread. Please consider that Hard is AR 8 and Magi (Extra) is AR 9.2. The AR fits the spread very well. Magi uses a slightly higher AR because I used an extensive amount of 1/2 circle jump patterns within the difficulty. Having less objects on the screen makes it cleaner and also fits the difficulty of an Extra. Hard uses AR 8 because while there is 1/2 rhythm, jumps are very minimal. AR 8 complements the BPM of the map.

Additionally, AR9 does not feel forced at all. Actually, it is very much necessary. The Disqualification post seems to imply that AR9 is too high, which I have to disagree with. The BPM is 189 which is on the high end of most anime tv-size maps. Furthermore, I employ a lot of 1/2 jump rhythm in Insane so reducing the AR would create more note density on the screen for players. On Insane places like 00:44:514 (1,2,3,4,5,6,7,8,1,2,3,4,5) - and 01:22:609 (1,2,3,4,5,6,1,2,3,4,5,6,7) -
really need AR9 to be played well. Because of my extensive use of not just 1/2 rhythm, but 1/2 jump patterns, the AR complements the difficulty and does not feel forced.

Regarding "- The soft hitclaps you used in Insane and Magi from 00:11:497 to 00:30:545 - do not suit this song in an appropriate way as these hittsound have no support in the song. The same happens in Normal and Hard from 00:21:656 to 00:30:545 We'd like you to find another solution, by adjusting the hitsounds."

The soft-hitclaps provide consistent feedback for players during this calmer section of the song. I decided it was fine not to use soft-hitclaps on Easy because the note density was low enough that players could still receive adequate hit-sound feedback from playing the objects. On Normal I decided to have the first part of the intro omit the hit-claps and instead begin placing them after: 00:21:656 - to create a build up effect. Much of this song is about build up, especially after 00:31:815 - and onward until the Kiai at 00:52:132 - .

The use of soft-hitclaps work well with the music in creating a consistent rhythm for players. Without them, Insane and Magi definitely would not have enough hit-sound feedback for players to maintain rhythm. As captin1 mentioned. : "the claps are mildly additive, but they still fit well with the song and help give a better sense of timing during it." This is especially noticeable in Magi because even though SV is lowered, object density only drops slightly.

On Magi, 00:25:942 (1,2,3,4,5,1) - and 00:23:243 (2,3,4,5,6,1) - and 00:12:767 (1,2,3,4,5,6) - Are just examples of places where 1/2 rhythm and consecutive 1/2 circle jumps are still very much apparent even though the section is slower due to the 0.75x SV.

On Insane, places like 00:18:323 (2,3,4,1,2,3,1,2,3,4,1) - also contain a lot of 1/2 rhythm. Because of areas like this, the claps are necessary to support the rhythm and give adequate feedback. Hitsounding only these areas would also create inconsistencies that contribute to a sense of disjointedness.

Regarding "other solutions", I strongly believe this is the best solution. Simply omitting as I mentioned earlier, would contribute to a severe loss in player feedback. Other solutions, as I have been suggested, included using soft-whistles in place of the claps. However, I am already using soft-whistles so a different hitsound would be conducive to better feedback variety throughout this section. Additionally, I don't see how the claps reduce the quality of the hitsounding in this section. Soft-claps fit well with a calm section of the song, and their recurrence every 2nd/4th tick (except in specific rhythms like 00:24:196 (1,2,3,4,5,6,7) - on Magi) fit my rhythm choice.

I don't believe this disqualification was justified, and I hope my arguments were logical and reasonable. Thanks for your time!
Yea :P. Sorry to everyone who lost their pp playing this map xPP. I know my Magi diff was a pp goldmine. Sucks to have a 7th day dq... Lets hope this contest is successful because man, these reasons were honestly not well thought out... I'm not a great hit-sounder, but even I can't agree with the hit-sound dq, let alone the other ones :P.
_dog

Quality Assurance Team wrote:

...
  1. Mapping Quality
    - The dark blue combo colour blends with the BG, which makes the hitobjects in that part unreadable.
    - AR9 in Insane does not fit in the spread and feels forced. . High AR breaks the spread and makes hitobjects hard and unpleasant to read.
    - The soft hitclaps you used in Insane and Magi from 00:11:497 to 00:30:545 - do not suit this song in an appropriate way as these hittsound have no support in the song. The same happens in Normal and Hard from 00:21:656 to 00:30:545 We'd like you to find another solution, by adjusting the hitsounds.
...
###M
1. I study colour theory and know for a fact that if any colour were hard to see on this bg it would not be the dark blue but actually the orange.
Its common for people to hate on dark blue when they play full dim but that doesn't apply to ranking. Please test on default skin if your skin can't handle dark colours well.
2. If anything AR9 fits perfectly. 8 is too slow and with all the hate about decimal ARs I'm surprised you want to lower it. Anyways the pacing of the song really fits AR9. I'm not even going to talk about density or stacking.
3. This means your DQ must really be pointing at just the hitsounds. I also disagree with this. The song is softer and the pace has changed. It fits just fine. Sure there could be better solutions like doing crazy extravagant hitsounding but are we really going to make mappers do that just to get their map ranked?
Yunomi
Great map!
xxdeathx
I really don't understand why AR9 in a 189 BPM >4 star insane was a DQ reason, since AR9 is the norm for pretty much every insane over 150ish bpm nowadays. I've seen it used on far easier maps than this.

Your contest is well written. Although you probably won't succeed on all points, hopefully you will be able to invalidate some of the reasons for disqualification.

Skystar wrote:

Great map!
Oh god somebody actually stole the name
Topic Starter
Monstrata
Omg i thought that was skystar
Kibbleru
soo... lets see here.

hitsounds too similar to music --> DQ
hitsounds too different from music --> DQ

HAH
Yauxo
First off, I didnt check the map or read the thread beforehand, so Im just purely answering to the text below. Im also assuming that it's a "standard" kind of map.

xxdeathx wrote:

I really don't understand why AR9 in a 189 BPM >4 star insane was a DQ reason, since AR9 is the norm for pretty much every insane over 150ish bpm nowadays. I've seen it used on far easier maps than this.
I honestly dont think that things under 4.5ish* can be "surely/100%" AR9. It always depends on the density and overlaps and stuff, but really, the patterns cant be so difficult that you'd need AR9 on 4.11*. Even if it is 189 BPM, give it a try on 8.5 or 8.8 if neccessary. More people will be able to play it and it'll also be much more enjoyable on DT.
Though, I'd agree that that's a bit over the top to DQ over the AR.

As I said, I didnt check the map, but I wanted to answer to that. Give AR8.5-8.8 a try and be a bit more open to that.
KaedekaShizuru

Kibbleru wrote:

soo... lets see here.

hitsounds too similar to music --> DQ
hitsounds too different from music --> DQ

HAH
Go on like this I don't know how to add hitsound. Then I don't know how to mapping.
lol
细思恐极
MirinH

KaedekaShizuru wrote:

Kibbleru wrote:

soo... lets see here.

hitsounds too similar to music --> DQ
hitsounds too different from music --> DQ

HAH
Go on like this I don't know how to add hitsound. Then I don't know how to mapping.
lol
细思恐极
细思恐极
这是逼我们用osu内置hitsound
Kinshara
This definitely belongs in the Hall of Infamy for one of the worst disqualifications ever.

Good luck, monstrata.
Natsu
just sharing my opinion, but that combo color its really hard to notice, idk I think you really should change it >:

ac8129464363

Yauxo wrote:

First off, I didnt check the map or read the thread beforehand, so Im just purely answering to the text below. Im also assuming that it's a "standard" kind of map.

xxdeathx wrote:

I really don't understand why AR9 in a 189 BPM >4 star insane was a DQ reason, since AR9 is the norm for pretty much every insane over 150ish bpm nowadays. I've seen it used on far easier maps than this.
I honestly dont think that things under 4.5ish* can be "surely/100%" AR9. It always depends on the density and overlaps and stuff, but really, the patterns cant be so difficult that you'd need AR9 on 4.11*. Even if it is 189 BPM, give it a try on 8.5 or 8.8 if neccessary. More people will be able to play it and it'll also be much more enjoyable on DT.
Though, I'd agree that that's a bit over the top to DQ over the AR.

As I said, I didnt check the map, but I wanted to answer to that. Give AR8.5-8.8 a try and be a bit more open to that.
you are correct, but the point being made here is that at a certain point the AR of the map should be up to mapper's interpretation and honestly shouldn't be a DQ reason at all lol

the map plays fine and not forced for what it is at AR9, if monstrata wants to keep it like that he shouldn't be forced to change it.
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