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CENOB1TE - Onslaught

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10nya
Ranked!

xoxo
jk

noob
wendao
smh
Shiguri

wendao wrote:

smh
quiz-chan_DELETED

Charles445 wrote:

Take a drink every time the map gets unqualified

02:52:306 (1,2,3,4) - Emphasis is put on wrong points with wrong objects. I would have just left six circles here, 2x3 circles (as in, 2 combos à 3 circles). Maybe like this. It really doesn't matter what way you arrange (triangles or unfinished squares) or space them (3 circles even, jump, 3 circles even, another jump to next combo).
And such is the dilemma of emphasis patterns.
Of these 6 notes, the only one with true impact is 02:52:306 - , therefore there must be a start here (which there is).
The rest of it is ambiguous and can be done however, so I chose to do it like 00:50:592 - .
I've considered that statement, deeply... and I've come to one conclusion.
It can't be done just 'however'. You see, the patterns I'm referring to will be 01:16:311 (1,2,3,4) - and 02:52:311 (1,2,3,4) - .

According to my suggestion, you would put click emphasis on all 6 beats but emphasise that their time signature is defined as 1/3, which is presented by the jump after three of those circles (with following three circles).

You say that part can be done however. If that were so, you would put optimal emphasis on that part through the use of your pattern.
However, using your (and in the end also inverness') pattern at that part, you reduce emphasis on the second of each of the three-circle bits by using a slider instead of a circle, even though there are three evenly emphasised sounds in the song, rendering the current emphasis invalid.

That, in turn, would only fit with 01:30:025 (1,2,3,4) - this part (which, btw, you have done amazingly here, inverness! nice job)
Using circles instead keeps up good average movement of the cursor anyway, which I'd consider fun in that sort of patterns.
Hinsvar
ok

>normal_
  1. 01:03:311 (2) - Ada alasan kenapa ini harus diletakin di tempatnya sekarang? Kenapa nggak di 01:03:025 aja biar lebih gampang diikuti? Memakai tick 1/3 di Normal itu sebenernya terbilang relatif riskan loh. Dalam keadaan begini sebisa mungkin digampangin dikit lah.
  2. 02:38:883 (2,3) - Ini... apa gak bakal ngebingungin? Coba kayak gini aja?
>kyversible-insane_
  1. 02:01:525 - (Kyshiro) Why don't you map this tick? There is a noticeable sound of an instrument being played at this point, and I can't really see why should this be skipped, unlike 01:57:454 (2,3) where there is nothing to map at 01:57:668.
ok

mz inv panggil aja kalau udah y
quiz-chan_DELETED
lizzy_

the offer still stands
lool
wendao
hent2222
gogo qualified
Shiguri
wat do?
quiz-chan_DELETED
first, give a shit about the mod posts

second, answer them

third, nothing all over.

=======
how about
you guys
start doing
what i said
Topic Starter
69653863
applied kyshiro's (somewhat) because he's a fucking nigger :^)
anyways done
also lizzy my answer for the diff still stands as well (^: i'll put it in the desc if you're okay with that tho
quiz-chan_DELETED
inv, i'm all about them mod posts...

yea desc is ok tho
Nightfox
really hope this one gets ranked eventually. one of my favorite maps to play, especially the insane difficulty. :)
Topic Starter
69653863
WHERE RANK
wendao
CENOG1G1T NEED RANK
Charles445
send me forum pm when mod k thx
WABWUWUWOOBOBOBWb
Hinsvar
uh ok let's try
Topic Starter
69653863
Thank.
Haruto
Nice, gratz on the requalified :D
10nya
dangdutstep
hehe
greget
wendao

inverness wrote:

Thank.
quiz-chan_DELETED

inverness wrote:

Thank.
You're welk.
Charles445
oh there it is
Euny
glad to see this map again :)

congra every one
Shiguri

inverness wrote:

Thank.
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.

apoplexy_

Unreasonable 1/6-jumps

  • The issue about the 1/6-jumps in inverness' part has not been fixed since the last disqualification. Having an 1/6-jump between a circle and another object is tricky, because unlike jumps after sliders, the slider leniency that would make the jump easier to play is pushed to the limit (in the case of circles into sliders). Therefore, the 1/6-jumps after circles are huge difficulty spikes and put more emphasis on the following beats than they should. Examples:
  1. 01:20:525 (4,1) -
  2. 01:21:383 (4,1) -
  3. 01:27:383 (4,1) -
  4. 01:28:240 (4,1) - This one for instance is especially tricky, as (1) doesn't even follow the direction of the jump leading into it

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.

The Beatmap Nominators may handle this mapset after the issues have been addressed.

Good luck!

###M
hent2222
disqualified 3 times. You probably bored. Pathetic to do it...
Abe Nana


i loved this pattern

rest in peace...
-Kanzaki
Eww but i agree with that DQ
quiz-chan_DELETED
inverness and charles, i recommend and request you two warmly once more to recheck and answer my mod post.

i would like to not feel so closed out concerning my views.
wendao
new page because new page

edited because edited


hi
ac8129464363
man I dunno how to describe why the 1/6 jumps play fine but they just do lol
Irreversible
kyversible:

02:30:025 (4,5,6,7,8) - can you like.. make that a normal stream? xD
Bearizm
The 1/6 jumps is what made me love this map... :(
Ciyus Miapah
Contest this DQ pls, that 420bpm singletapping is gud
Arcubin
actually i agree to nerf some 1/6 jump, but most of it are really fit :c which isn't reasonable to changes

and please... rank this. that wub make me happy :c
quiz-chan_DELETED
the jumps are doable

but i also dislike them..
Charles445

Lizzy wrote:

inverness and charles, i recommend and request you two warmly once more to recheck and answer my mod post.

i would like to not feel so closed out concerning my views.
Reviewed it again, I think a better way to put it is, slider ends vary in intensity depending on how they are used.
This difficulty in particular doesn't always reserve slider-ends to weak points, for example moments like 00:53:383 - is not hard hitting while 00:53:883 - is.
Circles and slider starts are best for the really big stuff, like cymbals, crashes, heavy bass, but for repetitive weaker stuff slider-ends and circles are often switched between.

In my case, as a guest I look at previous parts of the map to see what the mapper did, see if I agree with it, and see if I can either incorporate it or build upon it.
In this case, I stuck with what inverness established at 01:16:311 -



Oh also I guess while I'm here I should explain a mechanic. Comments in blue

Quality Assurance Team wrote:

The issue about the 1/6-jumps in inverness' part has not been fixed since the last disqualification. Having an 1/6-jump between a circle and another object is tricky Applies mostly to circle to circle, not circle to slider due to slider mechanics., because unlike jumps after sliders, the slider leniency that would make the jump easier to play is pushed to the limit (in the case of circles into sliders) I can't tell what this is saying. Is it saying slider jumps push the slider ball leniency to the limit or the hit-leniency on slider starts to the limit?. Therefore, the 1/6-jumps after circles are huge difficulty spikes and put more emphasis on the following beats than they should.
Sliders have leniency on when they can be clicked on. You can click a slider much later than needed and it will still give you full credit. It's exactly why the map is using circle to slider and not circle to circle in these instances. It's an extremely underused (thank god) gimmick, but it works really well in this map, since the jumps aren't large and they don't happen quickly / too frequently.
Examples:
01:20:525 (4,1) -
01:21:383 (4,1) -
01:27:383 (4,1) -
01:28:240 (4,1) - This one for instance is especially tricky, as (1) doesn't even follow the direction of the jump leading into it Slider motion isn't really relevant on this one, the player is moving towards the 2, it's a drop-off slider
Hope that clears it up, I never ran into problems playing those because of how sliders work.
quiz-chan_DELETED
charles, again...

Lizzy wrote:

That, in turn, would only fit with 01:30:025 (1,2,3,4) - this part
have you ever given this a thought? i'd recommend you to check both patterns again, see the difference and therefore feel the magic that the different parts of the song evoke.

i'd just changed it by now really.. there's nothing wrong with my suggestion, is there? i'd like to see that changed before the next qualification. it's probably not gonna get disqualified because of this, solely because it's nothing unrankable, just a minor decrease in quality IYAM.

I'd like other QATs or BNs to chip in with their opinion about this.
Please refer to past posts.
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