Well.. the Magi diff was awesome and dq'ed only for hitsounds too soft, blue too darker..
Yea . 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 .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!
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.Quality Assurance Team wrote:
......
- 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
Oh god somebody actually stole the nameSkystar wrote:
Great map!
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.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.
Go on like this I don't know how to add hitsound. Then I don't know how to mapping.Kibbleru wrote:
soo... lets see here.
hitsounds too similar to music --> DQ
hitsounds too different from music --> DQ
HAH
细思恐极KaedekaShizuru wrote:
Go on like this I don't know how to add hitsound. Then I don't know how to mapping.Kibbleru wrote:
soo... lets see here.
hitsounds too similar to music --> DQ
hitsounds too different from music --> DQ
HAH
lol
细思恐极
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 lolYauxo 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.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.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.
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.
^ thisKinshara wrote:
This definitely belongs in the Hall of Infamy for one of the worst disqualifications ever.
Good luck, monstrata.
^captin1 wrote:
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.
I couldn't agree more on this one...Skystar wrote:
^captin1 wrote:
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.
Combo colors must not blend in with the map's background/storyboard/video. This is so the approach circles are always visible to the player.Stop using shitty combo colors that you get from the background. Use something bright and/or edit the combo color a higher saturation/luminosity than the base color.
Clearly you don't know about how osu! colorization works. Even if the entire background were the exact orange color chosen, the simple fact that the orange is 255,149,43 means that the background when dimmed to the default of 30%, 178,104,30. That's a difference of 77,45,13, which is pretty substantial. The dark blue is just 23,46,83. The difference from a pure blue background would be 7,14,25.TheGrimOfCrazy wrote:
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.
No.ziin wrote:
The dark blue combo color clearly violates the rules.
I call it blending in with the background, not unreadable. The only unreadable color is black on black.monstrata wrote:
But my bg isn't anywhere near a solid blue color lol. Tbh, now that i think about it, its better to consider the readability of the approach circle based on its entire play time, not just screen shots. It plays just fine for me. Calling it unreadable is completely inaccurate but semantics aside, waiting for Loctav/ztrot.
There are times when black and white can be appropriate, thus it shouldn't be a rule.Yales wrote:
I mean, the topic cleary shows that nobody cares of it.
Breaking any rule warrants a DQ.Yales wrote:
Anyway, what we're saying is that it's a minor thing and doesn't warrant a (last minute) DQ.
Since the map stays readable there's nothing wrong. And you said yourself that combo colors doesn't need any rule.ziin wrote:
Breaking any rule warrants a DQ.
White combo color on black background is fine. Black combo color on white background (while silly and I'd advise against it) is also fine. Black on red is fine. Combo color is a rule, you can't have it blending into the background.Yales wrote:
Since the map stays readable there's nothing wrong. And you said yourself that combo colors doesn't need any rule.ziin wrote:
Breaking any rule warrants a DQ.
Breaking any rule warrants a DQ. However combo color isn't a rule. So there's no broken rule here. -> Abusive disqualification.
Yes, the rule is subjective. My jargon assumes a solid color because that section of the map is a mostly solid color, which is the only trouble area.monstrata wrote:
Ziin- blending is subjective, your color number jargon assumes a bg that is a solid color, which is not the case.