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t+pazolite - Kick-ass Kung-fu Carnival

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Euny
as your request!


i just mod 00:46:149 (1) - ~01:18:467 (4) and 04:42:546 (1) - ~ end part.

  • Xiao Mei 2015
  1. 00:42:604 (1) - feels bit pity cause you ignore downbeat. how about change timeline?
  2. 00:52:285 - i think you should put note for here. its better for vocal, also you put slider on 00:56:649 (6) - this head. and 01:01:013 (7) - here too then you need to add note for here too imo.
  3. 00:58:763 (5) - i cant hear any tempo for here. so..how about remove this note? or..actually, hope you change these for 1/2slider. cause, you did it for same parts. lets see..00:49:967 (8) - and 00:54:740 (1) - .
  4. 01:03:740 (2,3) - change this for 1/4 reverse like 00:55:013 (2) - this. or add note for 01:03:263 - here.
  5. 03:17:850 (3) - this seems need to nc
  6. 03:52:637 (3,4,5,6,7) - i know its your nice overlap. but...think its bit hard to reading. how about move 03:52:842 (4,5,6,7) - these bit?
  7. 04:46:433 - add note or make 04:46:364 (7,8) - these are for 1/4 reverse.
  8. 04:51:478 - ^ add note for here
that's it :)
and sorry for late.
Topic Starter
Ciyus Miapah

Euny wrote:

as your request!


i just mod 00:46:149 (1) - ~01:18:467 (4) and 04:42:546 (1) - ~ end part.

  • Xiao Mei 2015
  1. 00:42:604 (1) - feels bit pity cause you ignore downbeat. how about change timeline?
    that pattern same like 00:40:695 (2) - but maybe i will thinking about this one
  2. 00:52:285 - i think you should put note for here. its better for vocal, also you put slider on 00:56:649 (6) - this head. and 01:01:013 (7) - here too then you need to add note for here too imo.
  3. 00:58:763 (5) - i cant hear any tempo for here. so..how about remove this note? or..actually, hope you change these for 1/2slider. cause, you did it for same parts. lets see..00:49:967 (8) - and 00:54:740 (1) - . just overmapping this one, looks good lol
  4. 01:03:740 (2,3) - change this for 1/4 reverse like 00:55:013 (2) - this. or add note for 01:03:263 - here. tbh i follow melody there, so i put simple pattern (and change pattering too)
  5. 03:17:850 (3) - this seems need to nc
  6. 03:52:637 (3,4,5,6,7) - i know its your nice overlap. but...think its bit hard to reading. how about move 03:52:842 (4,5,6,7) - these bit?
  7. 04:46:433 - add note or make 04:46:364 (7,8) - these are for 1/4 reverse. well im going to keep this because im focusing on upbeat patterning there, kinda hard if im put some reverse there
  8. 04:51:478 - ^ add note for here ^ same on above


that's it :)
and sorry for late.
thanks for mod euny :3

Kuron-kun wrote:

Hey!

Xiao Mei 2015


  1. Even though there's a spinner on the beginning, I'd recommend you to put +1000ms of AudioLeadIn on the .osu file since the current AudioLeadIn is 195. sure

  2. -10 Offset on the last timing point would fit more. Try listening at 25% not sure about timing, but i will talk to Charles again for this one
00:22:013 (1,2,3,4) - Since the previous sliders weren't having big jumps between them, I'd recommend to lower the DS between the repeat sliders a bit, for consistency reasons. Something like this would be nicer. do similiar thing

02:18:740 (1) - I don't know if it's just me but adding a Finish here would create a nice background soud effect x) legit

03:39:248 (8,1) - I'm not a huge fan of stacked 1/1 sliders right after a 1/4 stream. They're just flow breaking and combo breaking. Though, I don't know where else you should put (1)... i think i need to keep it because this breakcore effect so cool on this part, like take a break for a while and go nvm this one fixed

04:19:228 (1,2,3,4,1) - A bit nazi but what do you think about closing this star pattern?

04:27:614 (2) - Is this circle really necessary? It just makes the pattern harder and there's no sound to follow there... In my opinion, would be better to remove it.

04:31:637 (2,3) - Are you sure about this anti-jump? This section is really strong, and you should put a higher DS between them. x200 y160 would be a nice spot to place (3), and would be kinda 'symmetrical' with 04:31:910 (4,6) - . do something similiar

That's all! Nice diff (:
Thanks for mod, kuron :)

okay guys im fixed all suggestion except red one
Updated!
Kuron-kun
Alright! Everything looks perfect. #1
Topic Starter
Ciyus Miapah
thanks for bubble :3
Rukaru
oh it's bubbled already but...

here, mod as requested.
probably won't help much though. xD

[Custom Difficulty Name]
01:01:695 (3) - this would play better if you stack it on 01:01:831 (4)
02:46:285 (2,3,4) - try this rhythm (see timeline, ignore my placement) https://osu.ppy.sh/ss/3442703 this one can emphasize the music better than current rhythm.
04:00:955 (1,2) - I believe this would be better if you change to slider. this is the starting point of 04:01:228 (1,2,3). it has the same sound.
04:02:046 (1) - shorten this spinner a bit to the red tick?
[]
well that's all. very short mod for a 5 minutes song. lol

I cannot say I enjoy this map. how can player ranked 50k enjoy a super hard map anyway? xD
that was a joke. don't take it seriously.

no kd if this does not help. thank you.
Iceskulls
[general]
  1. fine
[xiao mei 2015]
  1. 00:42:604 (1) - why not try this rhythm ?
  2. 00:46:149 (1,2,3,4) - it kinda sound weird to map strong white tick there for sliderend , you can move previous spinner a bit and make it end on red tick then start first slider on white tick , that work better imo
  3. 00:48:331 (1,2,3,4,5,8,9) - better make those white tick clickable , it plays a lots better , try this rhythm ?
  4. 01:09:467 (3,4) - this spacing might be a bit too much which will make flow not good imo and I would prefer to have bigger spacing here 01:09:876 (5,1) - xD , try move 01:09:467 (3) - to around x252 y60
  5. 01:15:331 (8,9) - similiar to what I said above , maybe bigger spacing here 01:15:604 (9,1) - would be nice , try move 01:15:604 (9) - to around x369 y270
  6. 01:37:695 (6) - might be good to nc so it easier to notice the spacing change here
  7. 01:42:195 (6) - ,01:46:422 (6) -, 01:50:922 (7) - same ^
  8. 01:49:149 (6,1) - stacking sound better imo
  9. 02:55:558 (3) - nc for spacing change ? if you apply here , apply others too
  10. 04:02:046 (1) - end spinner here 04:03:546 - instead , I think that make the next note easier to catch lol
  11. 04:10:773 (1,2) - might be good to make spacing here bigger so flow will be nice imo , try move 04:10:773 (1) - to around x160 y184 ?
  12. 04:16:228 (1,2) - similiar to what I said above , try move (2) to around x448 y208?
  13. 04:22:637 (6,1) - spacing here should be bigger than 04:22:501 (5,6) - so it make sense with the song more since 04:22:773 (1) - sound more emphasized than 04:22:637 (6) - , try move 04:22:637 (6) - to around x344 y116
  14. 04:23:864 (1,2) - similiar to what I said above , would be nice to make this spacing 04:23:864 (1,2) - bigger than 04:24:001 (2,3) - , try move 04:24:001 (2) - to around x224 y132
  15. 04:24:819 (7,1) - why sudden lower spacing at emphasized beat that make flow here a bit weird imo , try move (1) to around x264 y32
  16. 04:42:546 (1,2,3,4) - yea this one same as what I said here 00:46:149 (1,2,3,4) -
  17. 04:45:273 (3,4,5,6,9) - a bit similiar to this 00:48:331 (1,2,3,4,5,8,9) - , try this rhythm ?
  18. 04:50:046 (6) - nc here instead of 04:50:183 (1) - ?
  19. 04:51:137 (5) - nc here instead of 04:51:273 (1) - ?
  20. 04:50:046 (6,1) - would be nice to make spacing here lower than 04:49:910 (5,6) - so it make sense with music a bit since 04:50:046 (6) - sound more emphasized than 04:50:183 (1) - , try move (6) to around x328 y116 ?
  21. 04:52:092 (5) - sliderend here for downbeat sound not that good imo , try this rhythm ?
  22. 04:57:342 - there is no sound here so maybe change to this rhythm?
nice1

let me know afterward :)
Hinsvar
will qualify later
Topic Starter
Ciyus Miapah

CelsiusLK wrote:

[general]
  1. fine
[xiao mei 2015]
  1. 00:42:604 (1) - why not try this rhythm ? because it's a transition pattern and this 00:42:740 - part has low sound, so i put that pattern
  2. 00:46:149 (1,2,3,4) - it kinda sound weird to map strong white tick there for sliderend , you can move previous spinner a bit and make it end on red tick then start first slider on white tick , that work better imo yeah i think this sounds better but, for some reason i want to put downbeat patterning at 00:42:740 - because on here has bery strong downbeat sound since i put same SV on both part
  3. 00:48:331 (1,2,3,4,5,8,9) - better make those white tick clickable , it plays a lots better , try this rhythm ? same at here, tbh i put some upbeat patterning on here to make some different gameplay on this map, look various and didnt boring right?
  4. 01:09:467 (3,4) - this spacing might be a bit too much which will make flow not good imo and I would prefer to have bigger spacing here 01:09:876 (5,1) - xD , try move 01:09:467 (3) - to around x252 y60 okie
  5. 01:15:331 (8,9) - similiar to what I said above , maybe bigger spacing here 01:15:604 (9,1) - would be nice , try move 01:15:604 (9) - to around x369 y270 a bit
  6. 01:37:695 (6) - might be good to nc so it easier to notice the spacing change here okay re-setting combo on that part
  7. 01:42:195 (6) - ,01:46:422 (6) -, 01:50:922 (7) - same ^
  8. 01:49:149 (6,1) - stacking sound better imo hummm i didnt stack this but i set some combo there
  9. 02:55:558 (3) - nc for spacing change ? if you apply here , apply others too 02:54:740 (1) - this SV change already known well as slow pattern and high AR on this map make that pattern easier to read so dont worry with this
  10. 04:02:046 (1) - end spinner here 04:03:546 - instead , I think that make the next note easier to catch lol
  11. 04:10:773 (1,2) - might be good to make spacing here bigger so flow will be nice imo , try move 04:10:773 (1) - to around x160 y184 ?
  12. 04:16:228 (1,2) - similiar to what I said above , try move (2) to around x448 y208?
  13. 04:22:637 (6,1) - spacing here should be bigger than 04:22:501 (5,6) - so it make sense with the song more since 04:22:773 (1) - sound more emphasized than 04:22:637 (6) - , try move 04:22:637 (6) - to around x344 y116
  14. 04:23:864 (1,2) - similiar to what I said above , would be nice to make this spacing 04:23:864 (1,2) - bigger than 04:24:001 (2,3) - , try move 04:24:001 (2) - to around x224 y132 itz zigzag movement boyz
  15. 04:24:819 (7,1) - why sudden lower spacing at emphasized beat that make flow here a bit weird imo , try move (1) to around x264 y32 okay a bit
  16. 04:42:546 (1,2,3,4) - yea this one same as what I said here 00:46:149 (1,2,3,4) - maybe because im bored with downbeat i map like this, but this one quite fun
  17. 04:45:273 (3,4,5,6,9) - a bit similiar to this 00:48:331 (1,2,3,4,5,8,9) - , try this rhythm ? yeah im already explained this thing, so let's try this one :)
  18. 04:50:046 (6) - nc here instead of 04:50:183 (1) - ?
  19. 04:51:137 (5) - nc here instead of 04:51:273 (1) - ? im already put very consistant NC on here even i didnt put combo at downbeat, just like upbeat combo, so im gonna keep this one
  20. 04:50:046 (6,1) - would be nice to make spacing here lower than 04:49:910 (5,6) - so it make sense with music a bit since 04:50:046 (6) - sound more emphasized than 04:50:183 (1) - , try move (6) to around x328 y116 ? 04:50:046 (6,1) - but i think distance on here very fits and very strong enough to emphazise pattern (especially for this one)
  21. 04:52:092 (5) - sliderend here for downbeat sound not that good imo , try this rhythm ? oh sorry but i really like this one because http://puu.sh/jeHen/8ccfc1ed13.jpg (120 degrees pattern :3)
  22. 04:57:342 - there is no sound here so maybe change to this rhythm? that's why i put that slider like that, for interesting patterning and i think hitsound in that pattern can cover overmapping on that part, so i think this will be very nice ending[
nice1

let me know afterward :)
okay thanks for mod, clk

Rukaru wrote:

oh it's bubbled already but...

here, mod as requested.
probably won't help much though. xD

[Custom Difficulty Name]
01:01:695 (3) - this would play better if you stack it on 01:01:831 (4)
02:46:285 (2,3,4) - try this rhythm (see timeline, ignore my placement) https://osu.ppy.sh/ss/3442703 this one can emphasize the music better than current rhythm. get something inspired lel
04:00:955 (1,2) - I believe this would be better if you change to slider. this is the starting point of 04:01:228 (1,2,3). it has the same sound. i believe it can be repetitive lol, that circle just for boom
04:02:046 (1) - shorten this spinner a bit to the red tick? done
[]
well that's all. very short mod for a 5 minutes song. lol

I cannot say I enjoy this map. how can player ranked 50k enjoy a super hard map anyway? xD
that was a joke. don't take it seriously.

no kd if this does not help. thank you.
okay thanks for mod, rukaru

fix all except red one :3
Iceskulls
#2
Topic Starter
Ciyus Miapah
thanks CLK :3
Bara-
Nice
Go Fort!
Go Hinsvar!
I really like this map, go get it qualified!
Arphimigon
Sry cant mod map i cant EZ pass
(was gonna do it this morning but looks like its been hit with two bubbles already so I guess nothing else to do here damnit)

gl this map is kickass
Hinsvar
*Bold = Unrankable atau sangat penting buat diperhatikan; merah = Patut dipertimbangkan karena dapat dikatakan bermasalah; hitam = Saran-saran kecil untuk membantu meningkatkan kualitas map

  1. 00:34:013 (1,2,3,4) - Ini tergolong susah banget buat dibaca karena perbedaan spacing-nya yang cukup kentara di sini (mengingat (2,3) perlu gerakan yang jauh lebih cepat daripada (1,2) dan (3,4) tapi spacing-nya tampak sama aja).Kalau bisa sih spacing (1,2) dilebarin lagi, atau gabungin (2,3) jadi satu kick slider.
  2. 01:03:808 - Ini ga sekalian di-map aja karena ada bunyi yang cukup... kedengeran di sini? Ya, bakal ngerusak pattern di sini sih emang...
  3. 01:05:649 - 01:05:922 - Sama dengan saran di atas (dan sekali lagi bakal ngerusak pattern yang ada sih tapi bakal jauh lebih ngikutin musik).
  4. 01:25:285 (1) - Gak ada apa-apa di 01:25:490 tapi ada bunyi keras yang bisa diikutin di 01:25:422. Tolong ini dibikin jadi slider 1/2. Slider ginian berpotensi ngebingungin pemain dan sama sekali gak ngikutin instrumen yang ada (dan slider seperti ini juga biasa jadi biang kerok DQ).
  5. 01:46:422 (2,3,4,5) - mz spacing-nya ga konsisten
  6. 02:22:013 (1) - IMO, daripada dibikin sepanjang 3/4 mending 1/2 aja sih. Saya khawatir pemain bakal kesulitan banget ngebaca ini lalu tau-tau pindah ke 02:22:285 (2,3,4) yang jaraknya cuma 1/4 ketukan karena gerakannya harus presisi banget.
  7. 02:22:967 (3) - Ini jangan di-stack dong; somehow ngebingungin banget waktu dimainin (udah dites berkali-kali)... Flow-nya juga kerasa rusak kalau naruh kayak gini sih. Coba pindahin ke (401,288)?
  8. 02:39:467 (1) - Sama dengan 02:22:013 (1).
  9. 03:14:983 (1,1) - Ini spacing-nya tolong dikecilin biar lebih kebaca; coba pindahin 03:15:462 (1) ke (115,111)?
  10. 03:17:032 (2,1) - Jauhin ke (94,289) biar offset shift di sini lebih terbaca?
  11. 03:17:850 (1) - (193,121)? Alasan sama dengan dua usul di atas.
  12. 03:26:975 (2) - Ubah ini jadi circle dan biarin 03:27:090 kosong? Jauh lebih ngepas sama musik yang ada di sini karena 03:27:090 sendiri kosong dari sananya.
  13. 03:27:667 (5) - ^
  14. 04:12:137 (2,3) - Mirip kasusnya dengan suggestion pertama di sini; disaranin cukup pake 1/4 kick slider karena ga ada yang perlu ditekanin di 04:12:273 sampai perlu pattern seperti ini, dan perubahan spacing di sini bisa dibilang sangat kerasa dan bisa membingungkan, apalagi mengingat musik yang ga kuat-kuat amat.
ye
Topic Starter
Ciyus Miapah

Hinsvar wrote:

*Bold = Unrankable atau sangat penting buat diperhatikan; merah = Patut dipertimbangkan karena dapat dikatakan bermasalah; hitam = Saran-saran kecil untuk membantu meningkatkan kualitas map

  1. 00:34:013 (1,2,3,4) - Ini tergolong susah banget buat dibaca karena perbedaan spacing-nya yang cukup kentara di sini (mengingat (2,3) perlu gerakan yang jauh lebih cepat daripada (1,2) dan (3,4) tapi spacing-nya tampak sama aja).Kalau bisa sih spacing (1,2) dilebarin lagi, atau gabungin (2,3) jadi satu kick slider. -> 00:34:013 (1,2) - ini pattern mati (cocok untuk anti jump), 00:34:285 (2,3,4) - ini pattern melodi (ini menurut ane enak buat jumping, soalnya ngepas sama lagu), menurut ane ini gak apa" kok asal bisa baca pattern aja gampang ini
  2. 01:03:808 - Ini ga sekalian di-map aja karena ada bunyi yang cukup... kedengeran di sini? Ya, bakal ngerusak pattern di sini sih emang... ->01:05:240 (4,5,6) - ane gk ngedenger suara drum sekeras ini sama 01:06:604 (6) -
  3. 01:05:649 - 01:05:922 - Sama dengan saran di atas (dan sekali lagi bakal ngerusak pattern yang ada sih tapi bakal jauh lebih ngikutin musik). -> ane tetap konsisten ngikutin melodi yang ada disini, walau pun disana ada suara 1/4 pattern kayanya player bakalan kagok baca ini pattern soalnya disini ane prefer follow melody
  4. 01:25:285 (1) - Gak ada apa-apa di 01:25:490 tapi ada bunyi keras yang bisa diikutin di 01:25:422. Tolong ini dibikin jadi slider 1/2. Slider ginian berpotensi ngebingungin pemain dan sama sekali gak ngikutin instrumen yang ada (dan slider seperti ini juga biasa jadi biang kerok DQ). -> tenang aja lah hins, konsistensi gk bakal bisa bikin map ini DQ, ane yakin kalau ane bikin pattern sama kaya 01:20:922 (1) - pasti player lain gk bakal ngerasain ini pattern kelewat atau enggak, dan ane prefer follow drum pattern sound, tapi ane perbaiki penempatan disini
  5. 01:46:422 (2,3,4,5) - mz spacing-nya ga konsisten
  6. 02:22:013 (1) - IMO, daripada dibikin sepanjang 3/4 mending 1/2 aja sih. Saya khawatir pemain bakal kesulitan banget ngebaca ini lalu tau-tau pindah ke 02:22:285 (2,3,4) yang jaraknya cuma 1/4 ketukan karena gerakannya harus presisi banget. Ane perbaiki penempatan disini
  7. 02:22:967 (3) - Ini jangan di-stack dong; somehow ngebingungin banget waktu dimainin (udah dites berkali-kali)... Flow-nya juga kerasa rusak kalau naruh kayak gini sih. Coba pindahin ke (401,288)? nice1
  8. 02:39:467 (1) - Sama dengan 02:22:013 (1). menurut ane kalau yg ini mah udah asik xD
  9. 03:14:983 (1,1) - Ini spacing-nya tolong dikecilin biar lebih kebaca; coba pindahin 03:15:462 (1) ke (115,111)? justru lebih bingung lagi kalau spacing nya kecil soalnya pattern 03:15:462 (1,2) - spacing nya besar, tapi ane fix sedikit deh
  10. 03:17:032 (2,1) - Jauhin ke (94,289) biar offset shift di sini lebih terbaca?
  11. 03:17:850 (1) - (193,121)? Alasan sama dengan dua usul di atas. re-setting placement part
  12. 03:26:975 (2) - Ubah ini jadi circle dan biarin 03:27:090 kosong? Jauh lebih ngepas sama musik yang ada di sini karena 03:27:090 sendiri kosong dari sananya. -> ini teh biar kerasa suara dug nya, sama ngurangin kemungkinan misshit, jadinya pakai slider aja lah
  13. 03:27:667 (5) - ^_^
  14. 04:12:137 (2,3) - Mirip kasusnya dengan suggestion pertama di sini; disaranin cukup pake 1/4 kick slider karena ga ada yang perlu ditekanin di 04:12:273 sampai perlu pattern seperti ini, dan perubahan spacing di sini bisa dibilang sangat kerasa dan bisa membingungkan, apalagi mengingat musik yang ga kuat-kuat amat. nah kalau ini versinya di perbesar distance nya supaya lebih greget xD
yes
thanks for mod, hinsvar
Fix all suggestion except red one :)

Updated!
Ipas
OMG Hinsvar that mod is awesome
Go Rank!
Iceskulls
fixed to 2nd bub (I guess)
cus it self-pop
PatZar

Ipas wrote:

OMG Hinsvar that mod is awesome
Go Rank!
Hinsvar
rekt
Topic Starter
Ciyus Miapah
BURN LIKE FLAME >:D
bibilicu
Congratulations Fort! (o`3`o)3 ~ ♥
Professor Gila
KEEP BURNING :>
lit120
Grats Fort =w=)b
hehe

Cherry Blossom
Ujimatsu Chiya
Time to DQed...
Hinsvar

Cherry Blossom wrote:

...wtf

Notified the mapper.
PatZar
yha...…
Nozhomi

Cherry Blossom wrote:

rofl
Len
rip
Blizs
rip
;w;
Haruto
Request a DQ! lol jk
anyway, Congratulations =w=)b
Euny
double timeline rip.
we just wait and lets ranked again :) gratz fort ^^
Birdy
contributing to the rip spam.
Topic Starter
Ciyus Miapah
ow that was unexpected lol
gotta go DQed fast lol
Spaghetti
never added me to the modders list on the map post better kms
Topic Starter
Ciyus Miapah

Spaghetti wrote:

never added me to the modders list on the map post better kms
oops sorry for this, spaghetti. and thanks for remind me of this. added you on modder list (in-game chat) :)
Nomination Assessment Team

Disqualification Notice



This has been disqualified upon request by the mapper or nominating nominator within 12 hours after qualification. Please ensure to make your adjustments and then you are free to requalify it.

###0
Kuron-kun
Looks fine now.

to next BN: Be sure to check everything. Even though I already checked there's still a chance I've missed something.
Monstrata
Double lines aren't unrankable when it's red + green tho... Only if its double red or double green. Unless of course, the sampleset/volume/SV etc... of the green line used was a mistake...
Spaghetti

monstrata wrote:

Double lines aren't unrankable when it's red + green tho... Only if its double red or double green. Unless of course, the sampleset/volume/SV etc... of the green line used was a mistake...
both lines were set on the same time but there was different samplesets and volume D:
Hinsvar
I hope it's really okay this time.

#2
Monstrata
Doesn't matter if the sampleset/volume is different. A green line will always override a red line so there can be no errors. Green Line > Red Line. Errors only appear when two red lines or two green lines are stacked because osu won't know what information to take. If there are double red lines, osu won't know which red line's information to prioritize, same with double green lines.

For example: if one green line says 40% volume and 1.2x SV multiplier, but another green line says 80% volume and 0.5x SV, the game might produce a section with 80% volume and 1.2x SV because it doesn't know which to prioritize. I'm unsure what occurs when both green lines have the same information, but errors still occur there too.

However in this case, the dq wasn't necessary.
Topic Starter
Ciyus Miapah

monstrata wrote:

Doesn't matter if the sampleset/volume is different. A green line will always override a red line so there can be no errors. Green Line > Red Line. Errors only appear when two red lines or two green lines are stacked because osu won't know what information to take. If there are double red lines, osu won't know which red line's information to prioritize, same with double green lines.

For example: if one green line says 40% volume and 1.2x SV multiplier, but another green line says 80% volume and 0.5x SV, the game might produce a section with 80% volume and 1.2x SV because it doesn't know which to prioritize. I'm unsure what occurs when both green lines have the same information, but errors still occur there too.

However in this case, the dq wasn't necessary.
but i better DQ this map right :)
MirinH

Requalification Notice



This has been requalified upon request by the mapper within 12 hours after disqualification. Please check the map nicely and then you are free to disqualify it.

###WTF QUALIFY CAP
Spaghetti

Mackenzie wrote:

Requalification Notice



This has been requalified upon request by the mapper within 12 hours after disqualification. Please check the map nicely and then you are free to disqualify it.

###WTF QUALIFY CAP
someone could've used that to qualify it but u wasted it ;-;

monstrata wrote:

Doesn't matter if the sampleset/volume is different. A green line will always override a red line so there can be no errors. Green Line > Red Line. Errors only appear when two red lines or two green lines are stacked because osu won't know what information to take. If there are double red lines, osu won't know which red line's information to prioritize, same with double green lines.

For example: if one green line says 40% volume and 1.2x SV multiplier, but another green line says 80% volume and 0.5x SV, the game might produce a section with 80% volume and 1.2x SV because it doesn't know which to prioritize. I'm unsure what occurs when both green lines have the same information, but errors still occur there too.

However in this case, the dq wasn't necessary.
gotta pin-point perfect amirite
MirinH

Spaghetti wrote:

Mackenzie wrote:

Requalification Notice



This has been requalified upon request by the mapper within 12 hours after disqualification. Please check the map nicely and then you are free to disqualify it.

###WTF QUALIFY CAP
someone could've used that to qualify it but u wasted it ;-;
lol i am qualifying,but u know qualify cap,so I've got to post now to make the effect
Monstrata
Qualify, then post :D.
MirinH

monstrata wrote:

Qualify, then post :D.
Post,qualify then edit your post :)
Bara-
Well
Now it should be
Spam the qualify button for 10+ minutes until it works
Then Post :P
MirinH

baraatje123 wrote:

Spam the qualify button for 10+ minutes until it works
Then Post
Iceskulls
yea like what monstrata said about green line +red line , i guess
anyways grats
PatZar

monstrata wrote:

Double lines aren't unrankable when it's red + green tho... Only if its double red or double green. Unless of course, the sampleset/volume/SV etc... of the green line used was a mistake...
taiko gw juga ada yang kyk gini, dan gw tnya ke BN gk masalah akwakwkaw,

monstrata wrote:

However in this case, the dq wasn't necessary.
Azer
02:22:013 (1) - making this slider last so long really hurt the quality of this map, everyone broke on it, it's a huge jump and I personally expected it to be a regular 3 point return slider
Topic Starter
Ciyus Miapah
inb4 hvick FC lmao
Surono
( o_o)
Spaghetti

Azer wrote:

02:22:013 (1) - making this slider last so long really hurt the quality of this map, everyone broke on it, it's a huge jump and I personally expected it to be a regular 3 point return slider
Imamoto knows what's up.
Karen
whats the diff name?
小妹?
jesse1412
02:39:467 (1,2) - Your 1/8 kicksliders feel too long imo with current distancing. You should consider reducing the distance between them and the next jump in a few cases. This happens multiple times in the map, I won't list them all.

Just jesse thoughts. I didn't read anything from the thread before this post but it seems like more people than just me noticed it.
fartownik

Azer wrote:

02:22:013 (1) - making this slider last so long really hurt the quality of this map, everyone broke on it, it's a huge jump and I personally expected it to be a regular 3 point return slider
Agreed. Should be fixed.

02:31:013 (2,3,4,5) - this is even worse, especially (4) and (5). Big-blackish 1/8 usage.
02:39:467 (1,2) - Same.
fartownik

Fort wrote:

inb4 hvick FC lmao
and lmao, that's totally FCable every time AFTER you look it up in the editor, but I don't think a map should require you to do that. The mapping of that part is just subpar.
Topic Starter
Ciyus Miapah

Azer wrote:

02:22:013 (1) - making this slider last so long really hurt the quality of this map, everyone broke on it, it's a huge jump and I personally expected it to be a regular 3 point return slider

jesus1412 wrote:

02:39:467 (1,2) - Your 1/8 kicksliders feel too long imo with current distancing. You should consider reducing the distance between them and the next jump in a few cases. This happens multiple times in the map, I won't list them all.

Just jesse thoughts. I didn't read anything from the thread before this post but it seems like more people than just me noticed it.

fartownik wrote:

02:31:013 (2,3,4,5) - this is even worse, especially (4) and (5). Big-blackish 1/8 usage.
02:39:467 (1,2) - Same.
okay guys i know what you mean, but im really considering this one, im sure it will be okay if im doing this thing, probably this will make biggest emphasize on song. i think this one is not a big deal for someone like me since i can play this pattern without misses.

maybe i will wait QAT to decide this since i want to keep this one.
PatZar

Karen wrote:

whats the diff name?
小妹?
ye xiao mei
Zexous

fartownik wrote:

Fort wrote:

inb4 hvick FC lmao
and lmao, that's totally FCable every time AFTER you look it up in the editor, but I don't think a map should require you to do that. The mapping of that part is just subpar.
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.

Xiao Mei 2015

Misleading patterns

  • There are multiple 1/8 sliders in this map that are very misleading. They are used in a way that players think there is going to be a small break between, yet there's a large jump into the next object instead.
  1. 02:22:013 (1,2) -
  2. 02:31:013 (2,3) -
  3. 02:31:422 (4,5) -
  4. 02:39:467 (1,2) -

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
Mercurial
OH GOD, NOT AGAIN, NOT AGAIN THIS QAT BULLCRAP.

At least, this one is well justified though.
Asphyxia
Now that this map is disqualified, your first 2 green lines (00:08:922 - and 00:26:376 - ) are unsnapped by 1 ms. You might want to snap them correctly!
MirinH
R.I.P Fort
19xx - 2015
Topic Starter
Ciyus Miapah
yeah, okay well done qat. you made rule so im follow rule

Asphyxia wrote:

Now that this map is disqualified, your first 2 green lines (00:08:922 - and 00:26:376 - ) are unsnapped by 1 ms. You might want to snap them correctly!
okay will updated later :3
Heinzen

Mercurial wrote:

OH GOD, NOT AGAIN, NOT AGAIN THIS QAT BULLCRAP.

At least, this one is well justified though.

Yeah, cause it's the QATs fault that people bubble maps while they are in process of being fixed.
LigerZero

Quality Assurance Team wrote:

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.

Xiao Mei 2015

Misleading patterns

  • There are multiple 1/8 sliders in this map that are very misleading. They are used in a way that players think there is going to be a small break between, yet there's a large jump into the next object instead.
  1. 02:22:013 (1,2) -
  2. 02:31:013 (2,3) -
  3. 02:31:422 (4,5) -
  4. 02:39:467 (1,2) -

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
KAWOKAOWAKOWKAWOAK :v asoooo kumaha yeuh.... tos alus" ranked kalahkah kena DQ :P :cry:
nhule12345
I hope everything will be fixed :D
Hinsvar
Udah dibilangin ga percaya sih mz hhe
Topic Starter
Ciyus Miapah

Hinsvar wrote:

Udah dibilangin ga percaya sih mz hhe
ah biasa lah, ane dah ngobrol banyak ke testplayer, mereka bilang gak apa"

ya sudah lah ane ganti aja, yg penting sekarang kombonya masih tetep 2015 :3
wendao
hate this beatmap because it fking not neat

I meant it
Topic Starter
Ciyus Miapah
it's very boring if i map 1/2 and 1/1 repetitive pattern, so i create this map LOL
Kuron-kun
Alright! #1

to next BN: be sure to check every green/red line, they're always there to kill us.
Spaghetti
#2 where
Monstrata
I'm waiting on Fort. Unfortunately Kuron-kun's bubble isn't going to count :P.
Topic Starter
Ciyus Miapah

monstrata wrote:

I'm waiting on Fort. Unfortunately Kuron-kun's bubble isn't going to count :P.
what??

o god
Monstrata
So, due to new BNG rules since we made changes, I need to rebubble...

So this is (re)Bubble #1.


good luck Fort!!
Krfawy
We managed remove a doubled timing point at 03:45:683 - so now everything should be rankable. Also testplayed the map (with HT ofc) and played nicely.

#2
Topic Starter
Ciyus Miapah

monstrata wrote:

So, due to new BNG rules since we made changes, I need to rebubble...

So this is (re)Bubble #1.


good luck Fort!!

Krfawy wrote:

We managed remove a doubled timing point at 03:45:683 - so now everything should be rankable. Also testplayed the map (with HT ofc) and played nicely.

#2
guys thanks for bub, ily <3
Okoayu
Krfawy is officially #1and not #2
Krfawy

Okoratu wrote:

Krfawy is officially #1and not #2
Monstrata did a bubble #1 so my bubble is a bubble #2 deal with it. www
Monstrata
Rebubbling to show i've checked the change Krfawy mentioned :D.

Bubble #2
Frim4503
how many bubble do you gave in this page ? O.O
Topic Starter
Ciyus Miapah
probably monstrata bubble #1
then krfawy bubble #2

but im confused on this, so nvm
VINXIS
no krfawy is 1st bubble since ur last update and monstrata is 2nd bubble thats how it works now

bubbles start counting after last update
Rapthorn
My head
Spaghetti
4 bubbles and 2 flames
nhule12345
what happened with kuron kun
Spaghetti

- Ping - wrote:

what happened with kuron kun
he was banned for a reason nobody knows
Weeaboo

Spaghetti wrote:

- Ping - wrote:

what happened with kuron kun
he was banned for a reason nobody knows
he abused bn privileges.
Super Creek
just some feedback from a testplay xD

01:57:876 - i really wished you catch this beat since i often misread it q.q
and this part seems can bit expressed more of the main music instead of the bass like move 01:59:104 (1,2,3) - 1/2 earlier
and 01:59:649 - add a 1/2 slider and also change 01:59:922 (4) - to a 1/2 slider as well so it express the main instrument nicely
02:01:013 - same to this part , i know you want the map to be ease on these part but i dont think it would be so hard
02:32:104 (3,4) - give some more distance , feels too packed here while the music is going fast , its hard to predict the slider head imo
02:55:558 (3) - i think this one is better if you placed it near 2 and move it on 02:55:422 -
02:59:104 (1) - shorten this by 1/1 and add a circle at 02:59:649 - , i think its better to play imo since we always press strong beat , not release
03:54:955 (3,4,5,6) - looks a little untidy , stack it properly ?
04:02:046 - add a circle here in the middle of the triangle slider and start spinner 1/4 after would be nice imo

the rest are very nice and well to play indeed

hope it helps!
Super Creek
oh shit it was bubbled
Bara-
More rebubbles everytime xD
The new rule is weird, especially for approval ;w;
Topic Starter
Ciyus Miapah

Rumia- wrote:

just some feedback from a testplay xD

01:57:876 - i really wished you catch this beat since i often misread it q.q
and this part seems can bit expressed more of the main music instead of the bass like move 01:59:104 (1,2,3) - 1/2 earlier
and 01:59:649 - add a 1/2 slider and also change 01:59:922 (4) - to a 1/2 slider as well so it express the main instrument nicely it can be miossread at first time but if you try again you will get im putting some 1/1 consistent pattern at that part so it can be good on readability
02:01:013 - same to this part , i know you want the map to be ease on these part but i dont think it would be so hard im guess i will keep this one
02:32:104 (3,4) - give some more distance , feels too packed here while the music is going fast , its hard to predict the slider head imo idk why but if im put more distance on this sliders, 02:32:240 (4,1) - this distance will be increased and can make some misses i think, i guess this one can be okay
02:55:558 (3) - i think this one is better if you placed it near 2 and move it on 02:55:422 - im trying to make drum patterning there so yeah
02:59:104 (1) - shorten this by 1/1 and add a circle at 02:59:649 - , i think its better to play imo since we always press strong beat , not release sorry, but i like to put some slider tick on there, it's really beautiful >////<
03:54:955 (3,4,5,6) - looks a little untidy , stack it properly ? owo (i bet people who play this didnt notice this one so yeah im gonna keep this one for unbubbling ;_;)
04:02:046 - add a circle here in the middle of the triangle slider and start spinner 1/4 after would be nice imo oh god why, i want 2015 combo on here please ;_;

the rest are very nice and well to play indeed

hope it helps! it really helped me but you're late, and im late to reply this too because i need to think this reply @_@
looks i didnt change anything here because baka rumia :<<<. but this suggestion looks minor for me, so it can be acceptable

DakeDekaane wrote:

Just looked out of curiosity and skimmed through it. Some comments, suggestions and personal complains.

00:29:785 (2) - At first glance this was reaaally awkard given you've faithfully kept following this synth sound, and then you do this a considerable ammount of times. I would've complained lots about this, but took my time to notice your intention here, just something to consider? it can be acceptable, so yeah i think some retries can make plays better xD
00:29:649 (1,2,3,4,5,6,7) - A bit curious about why you didn't follow this new and catchy rhythm. it follow synth sound right? D:
00:33:740 (8) - For a similar reason this should be a 1/2 slider :< i make that 3/34 slider to make sure 00:34:285 (2,3,4) - can be more readable
00:46:013 - 00:52:558 - You have this strongest sound in the main beats, but you go for the offbeat sounds in the background, making this feel a bit weird. Same for the final section. I haven't seen a single point about this in the received mods, but still wanted to say it. for this one i know right what im doing here, im just want to try something new for this map like to put melodical pattern and ignore some downbeats, if this one can be consistent it can be good at gameplay i think, some players just need to adapted with this on few tries
01:18:740 - 01:20:922 - Are the NC spam really necessary? Same for 01:27:467 - 01:34:013 - yeah i put that NC spam and it looks necessary because to make sure you can read that jumpy pattern, so i put 12 12 12 12 pattern :)
01:20:922 (1) - 01:25:285 (1) - There's absolutely no reason to have this as a 3/4 slider, you have this constant 1/2 beat. yeah it right but looks this 3/4 pattern can be acceptable because follow synth sound there and put 1/2 looks boring i guess lol
03:26:140 (3) - I want to complain about these sliders, there's no held note at all here, just plain hits :( too hard to make patterning there xD
04:05:455 (2) - Something similar for 00:33:740 (8) - , you have this constant 1/2 for the synth thing, yet you pass over it. Applies for similar sliders. this patterning same like 00:27:467 (1,2) - but with more impact because it's kiai right there >:D

Long time I've seen a map of yours. It's nice to see people improving. Good luck!

Note: I'm not going to qualify.
okay guys maybe that's thing you know about my map, hope you guys didnt angry to me because i deny all mods because new rules and so yeah it's very hard to find BN to rebubble (and im lazy too) ;_;

and hope you guys know what i mean. i love you <3
DakeDekaane
Just looked out of curiosity and skimmed through it. Some comments, suggestions and personal complains.

00:29:785 (2) - At first glance this was reaaally awkard given you've faithfully kept following this synth sound, and then you do this a considerable ammount of times. I would've complained lots about this, but took my time to notice your intention here, just something to consider?
00:29:649 (1,2,3,4,5,6,7) - A bit curious about why you didn't follow this new and catchy rhythm.
00:33:740 (8) - For a similar reason this should be a 1/2 slider :<
00:46:013 - 00:52:558 - You have this strongest sound in the main beats, but you go for the offbeat sounds in the background, making this feel a bit weird. Same for the final section. I haven't seen a single point about this in the received mods, but still wanted to say it.
01:18:740 - 01:20:922 - Are the NC spam really necessary? Same for 01:27:467 - 01:34:013 -
01:20:922 (1) - 01:25:285 (1) - There's absolutely no reason to have this as a 3/4 slider, you have this constant 1/2 beat.
03:26:140 (3) - I want to complain about these sliders, there's no held note at all here, just plain hits :(
04:05:455 (2) - Something similar for 00:33:740 (8) - , you have this constant 1/2 for the synth thing, yet you pass over it. Applies for similar sliders.

Long time I've seen a map of yours. It's nice to see people improving. Good luck!

Note: I'm not going to qualify.
MirinH
u better reply the mod before i qualify
snz
Waiting Rank This. :roll: Take My Kudosu Star
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