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 ;-;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
gotta pin-point perfect amiritemonstrata 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.
lol i am qualifying,but u know qualify cap,so I've got to post now to make the effectSpaghetti wrote:
someone could've used that to qualify it but u wasted it ;-;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
Post,qualify then edit your postmonstrata wrote:
Qualify, then post.
baraatje123 wrote:
Spam the qualify button for 10+ minutes until it works
Then Post
taiko gw juga ada yang kyk gini, dan gw tnya ke BN gk masalah akwakwkaw,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...
monstrata wrote:
However in this case, the dq wasn't necessary.
Imamoto knows what's up.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.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
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.Fort wrote:
inb4 hvick FC lmao
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.
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.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.
ye xiao meiKaren wrote:
whats the diff name?
小妹?
fartownik wrote:
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.Fort wrote:
inb4 hvick FC lmao
okay will updated later :3Asphyxia 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!
Mercurial wrote:
OH GOD, NOT AGAIN, NOT AGAIN THIS QAT BULLCRAP.
At least, this one is well justified though.
KAWOKAOWAKOWKAWOAK :v asoooo kumaha yeuh.... tos alus" ranked kalahkah kena DQQuality 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.
- 02:22:013 (1,2) -
- 02:31:013 (2,3) -
- 02:31:422 (4,5) -
- 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
ah biasa lah, ane dah ngobrol banyak ke testplayer, mereka bilang gak apa"Hinsvar wrote:
Udah dibilangin ga percaya sih mz hhe
what??monstrata wrote:
I'm waiting on Fort. Unfortunately Kuron-kun's bubble isn't going to count.
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!!
guys thanks for bub, ily <3Krfawy 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
Monstrata did a bubble #1 so my bubble is a bubble #2 deal with it. wwwOkoratu wrote:
Krfawy is officially #1and not #2
he was banned for a reason nobody knows- Ping - wrote:
what happened with kuron kun
he abused bn privileges.Spaghetti wrote:
he was banned for a reason nobody knows- Ping - wrote:
what happened with kuron kun
looks i didnt change anything here because baka rumia :<<<. but this suggestion looks minor for me, so it can be acceptableRumia- 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 @_@
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) ;_;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 hitstoo 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.
thanks >3<Mackenzie wrote:
go
How do you know that?Weeaboo wrote:
he abused bn privileges.
he didnt self pop it so yeamonstrata wrote:
inb4 "rebubbles should have occurred before Mackenzie flamed" etc...
Congrats Fort! First map to get 4 bubbles? xD.