Nice map;)
some change on platter is to smoothen the jump by adding Hdash here >>> 01:13:290 (4,5,7) -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.General
Incorrect MetadataChanged to all dif~
The source of the mapset should be "Choujigen Game Neptune THE ANIMATION", according to the official website : http://nep-anime.tv/ .
Cup
Inappropriate usages of structures
Unacceptable continuous anti-flow movements with bigger scales than expected, they're pretty extreme. The flow should be changed with easier.Platter
- 00:14:531 (7,1,2,3,4,5,1,2) -
anti flow is a bit wrong, if i keep on mapping the same pattern, NORMALLY other people will say, its became boring, repetitive,
oh well... WHATever since i will change it....- 00:47:634 (1,2,3,1,2,3,1,2,3) -
- 01:00:876 (4,1,2,1,2,3) -
Changed , that now it can be plate without even moving, changing it to normal / or \ will be damn repetitive across the whole reef, so its not an option, thus i expect this one should not be an issue at all....
Inappropriate usage of hyperdash
Usage of 1/4 HDash for bpm140↑ at Platter difficulty is unrankable. At least the shape of current pattern should be curved inwards, but it wasn't.Rain
- 00:47:117 (4,5) -
Then, i can just change it into normal dash without need of HDash at all...
same trick and play technique ^, both need to dash, but the previous one is UNRANKABLE issue which is a bit.... orz
Inappropriate usages of hyperdashes
- 00:19:496 (1,2,3,4,1,2,3,4,1,2,3,4,5) - The hyperdashes at the positions except the last one are overdone, since the noise sounds at the background don't introduce well with its hyperdash flows.
hmm... i will just simply remove the Hdash, and make it Normal Dash instead....
i keep the 1/4 since i use it here as well >> 01:12:772 -- 00:33:979 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1) - Incorrect hyperdash placements, they should have snapped on clap-sound added objects.
i know that you are trying to lead me on placing the Hdash on those clap but NO, im still following the song just fine, im sure this is not one of unrankable issue, i place this Hdash according to the sound and pattern that im using.
stryver12 wrote:
CAPSLOCK TIME
About the diffs.... I dunno what to say but I'm fine with them.
its okay guys ^^TheBronyGames wrote:
I'm a massive Hyperdimension Neptunia Fan, and I hang around #ctb a lot, so I want to spread this around. Sad it got DQ'ed, but in any case, take 2 of my stars. it's a fun mapset!
BoberOfDarkness wrote:
Just few random stufff from me
00:31:083 (1,2) - in my opinion the distance is too big for non hyper jump and so big jumps doesnt fit music (ofc in my opinion) I sugest you to move (2) closer
This one is nice, thanks for the great notice ^^
as for the rest, nope XD
my NC style is to break or give the burst effect while "playing"
notice that at end of combo, the catched fruit on the plate will burst out.... thats what i AIM especially for impact and cymbal
Cup and Platter backgrounds are <33333333333
Good luck!
o.oYuii- wrote:
It means so many things that you don't really want to know it (?)
Nah, just kidding. Basically you add one when you are sure you will bubble the map, it's sorta of a placeholder-y thing.
yay~Yuii- wrote:
Placeholder then
00:37:496 (1,2) - (On Salad) This doesn't require any dash, you wanna keep it? It's quite inconsistent with the previous patterns.
yep, dont wnt to change it, since... 00:36:669 (1,2) - this pattern is kind a walkable as well "if" timed perfectly XD
00:47:014 (2,3) - (On Salad) Why this suddenly requires a dash when the previous Finish sounds are pretty much walkable? Remember that (3) is a downbeat, so it shouldn't be that emphasised in the map.
i will simply decrease their gap, and no need to long dash , ^^
01:03:773 (5,6,1,2,3) - (On Rain) I want to see different opinions in this part because it is impossible for me to catch them. I tried several times (like 10) and failed in all of them.
i feel the same... i got this pattern from kuro, but it need a full dash without letting go and full turning to catch it...
(this pattern is still too hard to me , so i reduce the length of the slider that player need to plate but still the same pattern ^^)
-----
Back~
Basically it is the Rain causing some kind of problems :cYuii- wrote:
I completely disagree with that bubble being popped. You are exaggerating things too much. The easier difficulties are fine, I have 200pp so I am considered as a "newbie" and I had no trouble with those things. But well, I guess you don't know how pops work
Again... I won't agree with this pop at all, but call me once you have seen this, Raiky.alienflybot wrote:
[ Cup]
Gameplay
- 00:14:531 (7,1,2,3,4,5,1,2,3) - Avoid using such pattern in Cup. Cup beginners will be scared of these difficult patterns. - How can that be scary? Seriously. The previous pattern is even harder because it requires the player to go to the left to right for a couple of seconds. And even with that, is still a poor excuse, there's a 1/1 break in the middle of every triplet, so isn't even "hard".
- 01:20:738 (1) - End the spinner earlier, maybe at 01:23:221 so players can prepare here without making hasty decisions. - I would say "yes" in Standard, but I've seen a lot of maps being ranked with even less recovery time after a spinner on CtB. I've just tested and even if you are on the left side of the screen, you are still able to catch the following object without even dashing.
[ Salad]
Gameplay
- 00:01:290 (1,2,3,4,5,6,1) - Remove these big jumps, as they are not really necessary here. - Oh, really? But why? They are super easy to catch, and why are the "unnecessary" or "not necessary"? What makes them being like that? The only one I would agree with is 00:01:703 (3,4) - since (4) isn't that emphasised in the background music, but even with that, it'd look quite unpolished.
- 00:35:014 (1,2,1,2,1,2) - Don't add small dashes between (1,2)s. It can be repetitive and also difficult for Salad beginners. - They are catchable without dashing.
- 00:41:635 (1,2,1,2,1,2) - ^ - Such effort, didn't even press my Shift!
- 01:08:738 (1,2,3,1,2,1) - Avoid straight-standing notes, they cause static movements and pretty hard to dash after catching them. What I mean static movements are something like 01:09:152 (2,3) - Wait a second, bud! Are you suggesting him to add another HDash or even a dash? You didn't say not to add dash-y movements in 1/2 patterns for this difficulty? Alright.
- 01:13:290 (3,4) - Move (4) right a grid. The jump is too high in my opinion. - Isn't even dashable, if you press you dash, it's even easier to catch. Additionally, the pattern plays super good because 01:12:462 (1,2) - is already strong, but as this part goes on, at 01:13:290 (3,4) - it gets even stronger, so this is properly emphasised and plays good. By the way, one grid won't change that much, so it's super pointless.
[ Platter]
Gameplay
- 00:07:083 (4,5) - Move (5) away from the edge and make (5) less-slanted, because the hyperdash is quite vigorous. - Wot? That would make things even harder, why would you suggest something like that? It doesn't make any sense, the current HDash helps a lot because you just have to hit the right corner, if you happen to move it a bit, you will miss. Even if is a harsh movement, you can catch it pretty easily and it doesn't require any accuracy at all. Although, I want to add that 00:07:841 (8,1,2) - plays quite bad because you have to stand still for the previous triplets and then dash again to catch (1,2). Just want to add, in case you didn't notice. ALL of the HDashes in this difficulty require the player to stick to any of the corners, so why would you only point out one?
- 00:21:979 (2,3,1,2,1,2,1,2,1,2) - The distances of most of the notes can be shortened, it is so dash-demanding otherwise. - Alright, good. But what's the problem with this? Is this unrankable? Same happens with 00:28:186 (1,2,3,1,2,3) - and you didn't say anything. Which is the difference? This plays super comfortable and it's nice. Maybe some distances COULD be shortened in order to make it more nicer to the pace of the song as a whole, but he isn't really forced onto changing anything.
- 00:46:807 (1,2,3,4,5) - Could be difficult to catch (3) and (5) especially. Shorten the distances please. - I think I should stop modding this.
- 00:47:634 (1,2) - Lower the distance here, it is so big! - The bigger, the better, bud! \:D/ And what about 00:47:841 (2,3) - ? Your excuse is "but there is an HDash"? That's not how things work, after all the music requires a bigger and emphasised movement.
- 00:48:462 (1,2) - Uhuh ^ - Hum hum, same.
- 00:50:531 (5) - I find this doubtful because players may have to dash in order to catch the tail of (5). I recommend making it easier by omitting the small dash between the slider. - Hey! I agree with something, cool cool! Although I don't see anything bad in this, it's true that it can be quite counter-intuitive especially because you are only using it on 1 slider instead of using it on 00:50:945 (6) - too.
- 01:03:773 (5) - ^ - Yeah, you could have include both in the same point, that makes mods more cleaner!
[ Rain]
Gameplay
- 00:07:290 (5,6,7,8,1) - Ouch this hurts. The hyperdash allocation here is not even, and I don't suggest having a bunch of hyperdash here. It is much better to remove the hyperdash at (5,6,7) and keep the hyperdash at (8,1). - I have already answered this.
- 00:09:979 (4,5) - Lower the distance here. - Since the popper isn't able to explain himself properly, I will tell you why. During this section you are not following the beats properly, for example in case you want to add a dash-y or even an HDash, you should follow beats. He is right on lowering 00:09:979 (4,5) - because (5) is a downbeat, so there's nothing worth emphasising onto that note. Same goes to a lot of objects in this section. All in all, I would suggest you to "remake" this pattern as a whole, and try to be consistent with it. You can't just make 00:09:358 (1,2,3) - 00:11:221 (1,2,3) - so different because they are the same, and changing it would produce players to misunderstand what you are trying to map.
- 00:41:014 (2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1) - Kinda hyperdash spam here, yet I don't find these hyperdash works here, instead it feels like an over usage of hyperdash. Please refine the pattern and remove the hyperdashes, you can add hyperdash every 4 circles to make it fresh. - You really don't know how much I disagree with this. He's being completely consistent in this part yet it plays super good. He's placing the hypers on the downbeats and on every new combo, while keeping a neutral distance between (2,3) throughout the whole pattern. Why do you think this won't work?
- 00:44:738 (4,5) - It is easy to miss the middle droplet of (4) as this part requires entire dashing. Please tilt (4) a bit to cope with that. - Yeah, this is basically the same as in Platter. Things like this should be avoided, I completely ignored this while modding it for the first time because I was literally able to catch them. I wouldn't call them as a "bad pattern" especially considering that we are in a Rain difficulty, so it is supposed to be quite harder than the previous difficulty yet this is your decision, Raiky.
- 00:50:531 (5,6) - I know what you are trying to do here, but why not tilting (6) to make it less-slanted? The jump here is not easy. - Again, disagree. Why? Why isn't easy? You just have to hold you dash, both objects are literally stuck onto both extremes of the map, first your dash to the left, then (while holding Shift), you dash to the right. Why is it hard?
- 00:51:358 (1,2,3,4,5) - Too spammy with hyperdash, that should be changed in my opinion. - This whole section is mapped accordingly to being dash-y. If you remove it, there won't be any difference between Platter - Rain, according on how Platter was built up.
- 00:56:324 (3,4) - Same as 00:50:531 (5,6) - Still, it doesn't make any sense.
- 00:57:979 (1,2,3) - Remove the hyperdash between (1,2), that's not necessary at all, since (2) is not a strong beat to be emphasized by hyperdash. - You have to improve that modding, buddy! You skipped a lot of things here. I will agree with this point, but you have to explain yourself better if you really want people to change what you say. The fact that you are creating a 1-1-1-1 pattern, Raiky is really good, however (2) doesn't requite any kind of HDash at all, there's a really tiny and unnoticeable beat in the music, so even if you emphasise it a bit, it wouldn't make any sense because you are making this pattern quite inconsistent, so isn't good in terms of playability.
- 01:16:600 (3,4) - I find the hyperdash missing here. Funny you didn't point out 01:23:221 (3,4) - ! Seems he doesn't want to create an HDash with those beats, you don't understand what he is trying to do
- 01:27:703 (8,9) - Could be difficult to catch as the distances of 01:27:152 (2,3,4,5,6,7,8,9,10,11) are quite similar but (8,9) here lacks hyperdash. - To sum it up, you forgot to HDash here. Or you could even reduce the distances even more, since the music is losing its "power", so isn't even worth emphasising that much, it wouldn't any sense to add another HDash to this part when you are supposed to make it less dense.
Sry late reply... damn irl stuff and shit always happen when im online XD , (im having too much request)alienflybot wrote:
tags... errr sure XD
added to all diff[ Cup]
Gameplay
- 00:14:531 (7,1,2,3,4,5,1,2,3) - Avoid using such pattern in Cup. Cup beginners will be scared of these difficult patterns.
1) i had 1 of my fren that never play ctb to test this... and its not hard as normal cup pattern,
2) i try to play it with my left hand(usually i play with right hand) so its like im a newbie to this ctb game but its still easy to catch
but hey... i will just "reduce" their distance of each triplet ^^
so its solved, its the same pattern but more easier than before... /b]- 01:20:738 (1) - End the spinner earlier, maybe at 01:23:221 so players can prepare here without making hasty decisions.
as for this, it will just feels weird to end it earlier, and 1/1 break is more than enough imo[ Salad]
[b]Gameplay
- 00:01:290 (1,2,3,4,5,6,1) - Remove these big jumps, as they are not really necessary here.
1) its on the opening, even if newbie miss this, they will retry and absolutely know to catch it next time.
2) its not that hard , really,... T^T
but still... rather than just arguing, i will just closen their gap so the dash require is a "bit" lower...- 00:35:014 (1,2,1,2,1,2) - Don't add small dashes between (1,2)s. It can be repetitive and also difficult for Salad beginners.
- 00:41:635 (1,2,1,2,1,2) - ^
1) yes, this can be catch without dash at all...
2) i intentionally give a distance because if new player KNOW that they cant catch it without dash, they will absolutely dash to catch it
ofc they wont miss it, its so easy and i give quite lots of break around this section.- 01:08:738 (1,2,3,1,2,1) - Avoid straight-standing notes, they cause static movements and pretty hard to dash after catching them. What I mean static movements are something like 01:09:152 (2,3)
err... i know its static, because for me its the same sound so normally in Std, you stack it, in osu!mania & Taiko, you jackhammer it, thus i just make it static at ctb... and another thing is i cant think of a fitting jump there. so no change yet here...- 01:13:290 (3,4) - Move (4) right a grid. The jump is too high in my opinion.
01:12:462 (1,2) - this is not a problem, so... 01:13:290 (3,4) - this is just basically the same at how to catch the previous one XD
no change, sry[ Platter]
Gameplay
- 00:07:083 (4,5) - Move (5) away from the edge and make (5) less-slanted, because the hyperdash is quite vigorous.
- 00:07:290 (5,6,7,8,1) - Movement here is quite strange, because the distance of (5,6) and (8,1) create some gaps. Better make it easy here, like you make the distances even, or just make it easier.
Thanks for your concern, but its already optimized for easier catch, but hmm...
let me change it into something more easier... so its ok...
i changed it into a pattern where you HDash to the corner then just simply walk to the left- 00:21:979 (2,3,1,2,1,2,1,2,1,2) - The distances of most of the notes can be shortened, it is so dash-demanding otherwise.
sure thing- 00:46:807 (1,2,3,4,5) - Could be difficult to catch (3) and (5) especially. Shorten the distances please.
Ok, make them less jump- 00:47:634 (1,2) - Lower the distance here, it is so big!
- 00:48:462 (1,2) - Uhuh ^
errr, nope, this is 100% intentional and i need player to dash to catch this,
if player catch this with dash, they will DIRECTLY goes into hyperdash to catch another fruit..
its my perfect pattern and perfect way to make a good spread ^^- 00:50:531 (5) - I find this doubtful because players may have to dash in order to catch the tail of (5). I recommend making it easier by omitting the small dash between the slider.
- 01:03:773 (5) - ^
same reason as above, i need player to dash,
they can dash and continue HDash to next fruit, thats what i aim... ^^[ Rain]
Gameplay
- 00:07:290 (5,6,7,8,1) - Ouch this hurts. The hyperdash allocation here is not even, and I don't suggest having a bunch of hyperdash here. It is much better to remove the hyperdash at (5,6,7) and keep the hyperdash at (8,1).
First) its not even!! yes, but how to catch it?? just dash all the way, no need a specific timing.... full simple dash
Long ago, i make a full "Hyperwalk" pattern here, so that it can be CATCHed without even dashing, just walk but its HD fruit...
then to make things easier, i make it a simple dash but some people still comment on it, i just dont get it anymore!
second) if i follow your pattern, isnt it looks very very similar on how to catch it like on platter?
furthermore, you tried your own pattern right? SOME QAT will say... "this HD is too powerful(the effect, the distance and stuff)"
so.. I JUST simply make it a simple dash... nothing that beat this simpleness... but why argument keep on coming .... T^T
well... anyway i edit some of it, so now its only 2 HD on this pattern... all with simple dash to catch.- 00:09:979 (4,5) - Lower the distance here.
- 00:13:290 (4,5) - ^
- 00:18:255 (2,3) - ^
Sure things~- 00:41:014 (2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1) - Kinda hyperdash spam here, yet I don't find these hyperdash works here, instead it feels like an over usage of hyperdash. Please refine the pattern and remove the hyperdashes, you can add hyperdash every 4 circles to make it fresh.
Thx for your concern, but ive work for this pattern a looots of times, by changing it over and over...
but i came into a conclusion that i really love this one...
its consistent, and HD on specific beat and calculated distance... hope u dont mind ^^- 00:44:738 (4,5) - It is easy to miss the middle droplet of (4) as this part requires entire dashing. Please tilt (4) a bit to cope with that.
- 00:45:979 (3,4) - ^
actually, i can tilt this a bit and reduce the slider length ^^
but dont expect too much tilt because it wont be HD anymore if i tilt it too much and no HD fruit is nearly impossible to catch the next fruit- 00:50:531 (5,6) - I know what you are trying to do here, but why not tilting (6) to make it less-slanted? The jump here is not easy.
- 00:56:324 (3,4) - Same as 00:50:531 (5,6)
Sure, but again dont expect too much tilt XD- 00:51:358 (1,2,3,4,5) - Too spammy with hyperdash, that should be changed in my opinion.
and sry i cant change the section here, reducing it will make this rain's chorus too easy and same with platter- 00:57:979 (1,2,3) - Remove the hyperdash between (1,2), that's not necessary at all, since (2) is not a strong beat to be emphasized by hyperdash.
got it, removed the HD and make it a normal jumpy pattern~- 01:16:600 (3,4) - I find the hyperdash missing here.
err its not intend for HD jump, but in case.. i will reduce their distance for easier catch , tq ^^- 01:27:703 (8,9) - Could be difficult to catch as the distances of 01:27:152 (2,3,4,5,6,7,8,9,10,11) are quite similar but (8,9) here lacks hyperdash.
HD is out of option so.. i will jst reduce their distance, tq
The CtB difficulties may need some more refining and reworking to be pushed forwards, as some of the difficulties, especially Rain lacks a bit of quality. Call me later for a recheck!
Good luck!
OOO OO O ... OK.. OKO... OKOOORATU IS HERE??? WUATTTT.... >_<Okoratu wrote:
Go Raika /
am i the guy who tested that lolsLordRaika wrote:
alienflybot wrote:
[ Cup]
Gameplay
- 00:14:531 (7,1,2,3,4,5,1,2,3) - Avoid using such pattern in Cup. Cup beginners will be scared of these difficult patterns.
1) i had 1 of my fren that never play ctb to test this... and its not hard as normal cup pattern,
2) i try to play it with my left hand(usually i play with right hand) so its like im a newbie to this ctb game but its still easy to catch
dudeOkoratu wrote:
am i the guy who tested that lols