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.
General (C) Gameplay Issues
Incorrect Offset. We believe the offset for this mapset is a bit too early - consider increasing the offset in order to balance it out. An offset around -15~ should feel a bit better but not exact; consider adjusting the offset to something around this to create a more suitable timing for this map.
CHALLENGE(M) Mapping Quality
Considering this difficulty acts as a normal difficulty, it should play as such. Some patterns aren't that suitable for newer players on an OD8 setting. For example: (consider reducing the OD or turning these into normal notes.)
- 01:13:655 (73655|0,73749|2,73936|3,74030|1,74124|2,74218|0,74405|3,74499|1,74686|0,74780|3) -
- 01:16:655 (76655|3,76749|1,76936|0,77030|2,77124|1,77218|3,77405|2,77499|0,77686|3,77780|1) -
EX_ZERO(M) Mapping Quality
A majority of these SV Changes aren't that suitable as they're very hard to sightread, and they don't necessarily give players enough time to react.
- 00:24:718 - 00:31:093 - These SV changes have good idea behind them, just not executed that well. Consider easing the transition to make sure players can react to the sudden 1.00x
- 01:00:718 - This part is too dense for an unnecessary 0.9x, making it very hard to hit accurately. Consider easing into a 1.00x SV somewhere before this, or simply removing the whole 0.9x since it doesn't make that much of a difference until denser patterns like this.
- 01:17:968 - Again - good idea, bad execution. It makes 01:19:468 - extremely abrupt. This is because the noises in the music aren't a solid time signature. The noises slow down gradually, then abruptly the music starts again, making it extremely hard to hit on a sightread. Consider revising this SV to make it more appropriate for a sightread play (higher multipliers, more easing, or just removing it completely.)
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!
###CM