Why cant it Get ranked? I love that map 

hent2222 wrote:
Seriously graveyard?....
Come back Fort come come comeFirePotato05 wrote:
RANK IT PLZZZZZ XD
Ppuskalin wrote:
RANK IT PLZZZZZ![]()
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Your profile pic is ho- er i mean uh fort message me for a mod if you want one sometime next week3312 wrote:
HYPE \o\
Rapthorn wrote:
Im pretty sure you need to provide the irc log if you give kudos to the BN, loctav got mad over it and got a map dq'd because of it recently.
Just a heads up.
Good luck fort <3
14:55 Fort: oh okay
14:55 Fort: hope you can bub this one :)
14:56 ZZHBOY: :3
14:56 Fort: good luck!
14:59 Fort: btw
14:59 Fort: what if i got bubble on this map
14:59 Fort: you will rank this? :D
15:00 ZZHBOY: not sure. I'm not good at checking this difficult map
15:00 Fort: ummm
15:01 Fort: but how was it?
15:01 Fort: if you want some reference try to look apparition map
15:01 *Fort is listening to [http://osu.ppy.sh/b/690982 Spawn Of Possession - Apparition]
15:01 Fort: it's already ranked
15:01 ZZHBOY: not bad, but still have some little issue
15:01 Fort: oh okay tell me some
15:02 *ZZHBOY is editing [http://osu.ppy.sh/b/683970 t+pazolite - Call me it. (500 Tortures) [Terror Relinquished]]
15:02 ZZHBOY: 00:40:053 - why not follow this significant sound?
15:02 ZZHBOY: 01:22:773 - why miss these 1/4 sounds?
15:02 Fort: oh that
15:03 Fort: im really doing it on purpose since this map has strong 1/2 patterning
15:03 Fort: so players is really hard to read some 1/4s
15:03 ZZHBOY: maybe you can use 3/4 slider?
15:03 Fort: but yeah maybe i can try make something there
15:04 Fort: yeah it looks okay if i didnt doing this
15:04 Fort: based on testing
15:05 ZZHBOY: 01:37:473 (3,4) - maybe you can use this rhythm at 00:40:053 -
15:07 Fort: ummm legit
15:07 Fort: but how about lower diffs there?
15:07 Fort: should i fix them all?
15:11 ZZHBOY: just losted connect
15:11 ZZHBOY: send me a forum message when you feel your last diff's 1/4 rhythms have been followed well
15:12 Fort: wait
15:18 Fort: okay sended
Baraatje123 wrote:
[General]
All clear!
[Easy]Good diff
- 02:04:833 (4) - NC? It feels better to end of this part
- 02:35:553 (4) - ^^ (Here it's also the end for kiai)
- 02:50:913 (1) - For a nice slider blanket, remove the grey node
- 03:21:633 (4) - NC thing
[Normal]
One thing to note, DS should be higher in some places. The objects which are 1/1 are touching each other which looks rather sloppy
Refer to this post, under Normal
For the 1/1 parts, I recommend 1.22-1.25 DS lemme do it later
This applies to ALL 1/1 notesFix the DS, and this diff is perfect
- 01:18:753 (1) - Start with a circle and make spinner start 1/2 (or 1/1) later for more emphasis
- 01:54:033 (2) - It flows better when this note is at 388:56
- 02:04:833 (7) - NC, refer to easy
- 02:35:553 (3) - ^^
- 03:21:633 (7) - ^^
- 04:12:513 (3) - Nice!
[Hard]
The same NC things as in the previous diffs
02:48:993 (1) - Start with a circle and make spinner start 1/2 (or 1/1) later for more emphasis i think im gonna keep this thing, i have been applied this thing to other diffs
04:06:753 (1,2) - 1/2 gap follows music better. Also feels better here for build up
04:08:673 (1,2) - ^^
04:29:313 (6) - 3/4?
[Hyper]
There are some spinners w/o emphasis (no circle at audible place) yeah that kinda called "pure spinners style" not "pre spinner style". im just made something on there
Also look at the breaks please
Spinners:
01:18:753 (1) - 01:32:193 (1) - 02:35:553 (1) - 04:13:473 (1) -
Rest of the diff is fine
[Insane]
01:18:753 (1) - Spinner thing
01:32:193 (1) -
03:33:153 (1,2,3,4) - A bit misaligned shape
Great diff!
[Another]
01:18:753 (1) - Spinner thing
01:32:193 (1) -
02:04:053 (3) - I don't hear anything here ;w;
03:21:333 - No note? It feels better to have a circle here
Will do the other diffs later today, no kd until then oh okay
probably im fixed all except red one, and for spinners maybe im just can keep that thing :3
rebbuble. it's worth to push forward the ranking process of this map though it would get a dqBaraatje123 wrote:
Due to that, I'm afraind I can't help you with this, unless you get multiple QAT to say those 2 diffs are good and will not cause a DQ
I agree with you, besides the fact that I can't play the hardest difficulties (lol) it feels like there are a lot of missing notes across the entire mapLoctav wrote:
I dont see why sections like 01:35:073 (1,2,3,4,5,6,7,8) - are full of 1/2 jumps while the melody (thus the main layer of the song) is doing something entirely different.
Stuff like this 01:53:313 (1,2,3,4) - actually behaves like http://puu.sh/kpXGG/d3bdacc60f.jpg
While I have nothing against this map being difficult in the first place, I have the feeling that it ignores the song at parts entirely, while just maintaining a rather uninspired 1/2 jump triangle spam pattern with excessive spacing to push the difficulty further
(hardest diff tho, other diffs are following a similiar 1/2-only behavior)
I am not saying that the map is undermapped, but I feel like this is too jumpy and less streamy than it should be imo
i didnt ignore the song, i prefer strong oneLoctav wrote:
That doesn't change that the map is ignoring the song. I do not see this ranked until you are willed to try to accept this criticism and reply to it properly.
thank you, brimroth.Brimroth wrote:
Fun maps. I lack speed/stamina to criticise as a player though.
It don't ignored the song. This map is really fit with the song and playable!Loctav wrote:
That doesn't change that the map is ignoring the song. I do not see this ranked until you are willed to try to accept this criticism and reply to it properly.
let me explain why im putting much 1/2 patterns instead 1/4 patterns on Highest diffs:Default wrote:
I'm pretty sure what Loctav means is that there are a lot of missing short streams on Terror diffs, Extra has a lot of streams so why remove them on difficulties that are supposed to be harder?
01:36:753 (5,6,7,8,1) - example
Anyway it's a very fun map and a great song so it's up to Fort to decide what to do in the end.
CptSqBany wrote:
I'm here to help! :3
[Terror Relinquished][General]
Make orange more brown, it will add some creepynessNice
[Mapping and NCs]
00:48:033 - lengthen it to 00:51:873
Also 00:50:943 - this part has some cool singletapping patterns to make :3 oh pls god, that part to make your finger keep cool
01:11:073 (1) - make it pink as the previous one, because there is that bass thing![]()
01:12:513 (10,11) - NC them and make them pinki didnt do it because it has save SV
01:14:433 (3,4,5,6) - NC and pink
01:14:913 (1,3,1,3,4) - NC and Pink (here, do whatever you think)
01:17:823 (1,2,7) - ^ idk with this pink think, it can be random i guess
01:31:113 - NC on (7) or (8)
01:35:793 (7,8) - Reversing 1/4 slider fits more
01:36:753 (7,8) - ^
01:36:993 (1,2,3,4) - maybe some nice drawing out of it?
01:39:633 (7) - Reversing 1/4 slider fits more
01:40:473 (6,7) - ^
01:44:433 (7,8) - ^
01:45:153 - that's nice but keep (3,4) at the same curves as (1,2). Seems prettier fixed a bit
01:47:313 (7) - Reversing 1/4 slider fits more
01:48:153 (6,7) - ^
01:48:993 (3,1) - make some big jump out of these three tickswait what?
01:52:353 (1,2,3,4) - Orange!! (Or brown if you will change it)but i didnt put Orange in here D:
01:56:073 - ^
02:00:033 - ^
02:03:753 - NC and dark blue
02:12:513 - Use Orange/Brown and Dark blue here, it's not the same part of the song at all tho (repeat at the same parts)
02:15:393 (1,2,3,4) - Grey then (5,6) NC and dark grey
02:19:233 (1,2,3,4) - ^
02:20:193 - 02:26:793 - EVERY (1) Slider - Make them reversing 1/4 slider, it sounds MUUUCH better (repeat at the same parts)
02:29:793 - 02:34:233 - ^
02:33:633 - Like that! too hard lol, sliders too short to expect
03:17:073 - Like that! i know you hear jack to jack tukiki
03:20:553 - NC, you get the point, do the same thing to the rest
If you get the point of my mod, then apply same (aesthetic) things for the rest of the diffsGood Luck :3 okie :3
thanks for mod CptSqBany and Milan :3, im fixed all except red oneMilan- wrote:
Terror Relinquished
-i dont think i need to explain this but flow plz 00:37:353 (6,1) - 00:39:873 (3,4,1) - fixed slider and circle placement
-00:46:293 - this beat is way stronger than 00:46:233 - . So using http://puu.sh/ktgxy/fbe9956436.jpg makes more sense. i'd say the same for 00:46:593 (3,4) - but it's more subjective i guess, up to you on that one. Same with similar places yeah im prefer using 1/2 beat on there because that pattern too hard to read on AR10
-01:09:153 (1,2) - distance looks a bit too much compared to this whole section. Try reducing the distance a bit more so it fits the it's mapped
-02:25:473 (3) - this slider with red node looks actually pretty random xd all the others are curved or just straight okay fixed node a bit
-03:40:713 (6) - works better around x231y375 or something cuz the dropoff between 03:40:233 (3,4) - isn't as linear 5-6 flows, if you get what i mean..
terror
-00:46:113 (1) - 3/4 + circle sounds so much better tho ;w; same with others. I do get the idea why you're ignoring it, but sounds so bad really most player didnt realized that part has 3/4 pattern, and focused on 1/1 pattern, so it will be good maybe
-02:02:673 (13,1) - pretty exaggerated jump you made here. Compared to similar sounds in this section. you should nerf it
-03:47:313 (5,6,1) - flow plz
extra
-00:32:193 (1) - shouldnt this be green?xd not that it matters tho
-01:04:713 (7,8) - distance tho.. i'd move 01:04:713 (7,8) - bit apart so it's constant with patterns like 01:07:233 (1,2) - or 01:11:073 (1,2) -
-04:25:953 (1,3) - looks better not overlapped at all xd
-04:27:873 (1,2,3,4) - better > 02:33:633 (1,2) - 00:46:113 (1,2,3,4) -
expert
-04:27:873 (1,2) - better > 02:33:633 (1,2) -
another
-03:59:553 (4,5,6,7,1,2,3,4) - the way these are overlapped isn't too cool for this bpm and what this difficulty is supposed to be. Something easier to read will be better, especially when there's a triple around all these approach circles
hyper
-04:24:033 (1,2,3,4,5,6,7,8,9,10,11,12,1) - i dont like how many circles you used here ;w; it's supposed to be easy to play but these many circles isnt doing that. Probably the same with 04:25:953 (1,2,3,4,5,6,7,8,9,10) - , would be nice of you if you add a couple of sliders on those patterns
hard
-01:40:713 (4,5) - weird distance you used here meh.. all other similar patterns have constant distance why not here too
normal
-04:28:833 (6) - could you remove the first red note plz?xd makes the sliders move in a not so ordinary way and it's actually ugly
others are fine i guess
letme know when ur done okay done :3
omg wowMilan- wrote:
e
2015-10-07 15:43 Ipas: ACTION is editing [http://osu.ppy.sh/b/655681 t+pazolite - Call me it. (500 Tortures) [Easy]]
2015-10-07 15:43 Ipas: 00:31:713 - Apa gunanya greenline ini?
2015-10-07 15:43 Fort: iya
2015-10-07 15:44 Fort: buat apa ya? :D
2015-10-07 15:44 Fort: ane juga bingung
2015-10-07 15:44 Ipas: Hapus aja
2015-10-07 15:44 Fort: fix
2015-10-07 15:45 Ipas: 01:40:833 - Di sini, kayanya rhythmnya kaya berubah gitu, jadi slider panjang 01:40:353 (4) - nggak kedengaran cocok
2015-10-07 15:45 Ipas: 01:40:713 - Di sini maksuudnya
2015-10-07 15:46 Fort: kan namanya juga easy
2015-10-07 15:46 Fort: jadi ane yakin pasti player kgk bisa baca itu ritme
2015-10-07 15:46 Fort: soalnya
2015-10-07 15:46 Fort: sightreading > pattern reading
2015-10-07 15:46 Ipas: Iya emang, ritmenya agak susah
2015-10-07 15:46 Fort: 01:48:033 (4) - sama kaya ini
2015-10-07 15:46 Ipas: No changes ya :D
2015-10-07 15:46 Fort: yap
2015-10-07 15:47 Fort: ya sebenarnya juga sih ane menghindari pattern yg nempel di garis merah
2015-10-07 15:47 Fort: soalnya kalau misalkan ada pattern itu di map high BPM ane yakin gk bakal kebaca
2015-10-07 15:48 Ipas: 01:54:753 - Nggak diisi? Ini terlalu kosong kelihatannya, soalnya di ritme yang agak mirip sebelumnya, 01:49:473 (1,2,3) - , bagian tengah nya diisi
2015-10-07 15:48 Ipas: 02:00:993 (1,2,3) - Sama ini juga
2015-10-07 15:49 Fort: 01:55:233 (2,3,1) - ane prefer full patterning disini
2015-10-07 15:49 Fort: biar gk kecampur sama vocal
2015-10-07 15:49 Fort: jadi di jeda sebentar
2015-10-07 15:50 Ipas: Ohhh
2015-10-07 15:50 Fort: 02:02:433 (2) - pengennya ane hapus ini
2015-10-07 15:50 Fort: tapi playfield nya susah dipindahin dah
2015-10-07 15:50 Ipas: Hm
2015-10-07 15:50 Ipas: 02:00:993 (1,2,3,1) - Ini mudah kan ngatur ulangnya?
2015-10-07 15:50 Ipas: Ada break
2015-10-07 15:50 Fort: jadi yaudahlah ane hapus 02:04:353 - biar gk terlalu dense
2015-10-07 15:50 Ipas: Jadi kalau mau hapus sih, aku saranin iya
2015-10-07 15:51 Ipas: 02:02:433 (2) - Jadi ini dihapus nggak?
2015-10-07 15:51 Fort: 02:02:913 (3,1) - tapi ini lumayan finishnya rada enak
2015-10-07 15:52 Fort: aim terus geser weh slidernya wkwkwk
2015-10-07 15:52 Ipas: 02:02:433 (2) - Maksud aku yang ini dihapus nggak kak? Biar konsistent gitu
2015-10-07 15:52 Fort: gk deh
2015-10-07 15:53 Ipas: Oh ok
2015-10-07 15:53 Fort: kayanya bakal susah nentuin distance
2015-10-07 15:53 Ipas: Lanjuut
2015-10-07 15:53 Fort: 01:59:073 (3,1) - ini udah jeda
2015-10-07 15:53 Fort: kalau dijeda lagi kayanya makin kosong lol
2015-10-07 15:53 Ipas: Iya iya xD
2015-10-07 15:54 Ipas: 02:31:233 - Kalau yang ini gimana?
2015-10-07 15:55 Fort: ummm itu bagus
2015-10-07 15:55 Fort: tapi ini nih
2015-10-07 15:55 Fort: 02:27:873 (1,2,1) -
2015-10-07 15:55 Fort: overlap nya greget
2015-10-07 15:55 Fort: xD
2015-10-07 15:55 Fort: bentar
2015-10-07 15:56 Ipas: 02:31:233 - Nggak diisi yang ini?
2015-10-07 15:56 Fort: dah
2015-10-07 15:56 Fort: udah
2015-10-07 15:56 Fort: fix
2015-10-07 15:56 Ipas: Oh ok
2015-10-07 15:58 Fort: ah
2015-10-07 15:58 Fort: ipas, ane sekarang mau keluar dulu
2015-10-07 15:58 Fort: nanti ane bilang kalau dah balik lagi
2015-10-07 15:58 Fort: sementara di post trit dulu ya :3
2015-10-07 15:58 Ipas: 04:29:313 (4) - Boleh nggak ini 1/3 reverse? xD Kayanya terlalu rumit, tapi gimana pendapat kk?
2015-10-07 15:58 Ipas: Ini yang terakhir
2015-10-07 15:58 Ipas: Biar Normal aja yang trit
2015-10-07 15:58 Fort: ACTION is away: go to market
2015-10-07 15:59 Fort: 1/3 reverse?
2015-10-07 15:59 Fort: kan gk ada 1/3 disini dah
2015-10-07 15:59 Fort: wkkwkwkwk
2015-10-07 16:00 Fort: mungkin itu pattern, pattern terackhir
2015-10-07 16:00 Ipas: xD
2015-10-07 16:00 Ipas: Haha ok
2015-10-07 16:00 Ipas: Tapi cocok 1/3 menurutku
2015-10-07 16:00 Ipas: Eh
2015-10-07 16:00 Ipas: 3/4
2015-10-07 16:00 Ipas: Salah lol
DQ because too hardDesperate-kun wrote:
Sorry I don't know what is this
Too hard is totally meaningless
Seeing all of the player getting D in NF is not a good trend
This is not a challenging game
This is just a music game
Please
im gonna update later for thisIpas wrote:
Ha- Ha-
Did IRC for Easy (Indonesian)Log2015-10-07 15:43 Ipas: ACTION is editing [http://osu.ppy.sh/b/655681 t+pazolite - Call me it. (500 Tortures) [Easy]]
2015-10-07 15:43 Ipas: 00:31:713 - Apa gunanya greenline ini?
2015-10-07 15:43 Fort: iya
2015-10-07 15:44 Fort: buat apa ya? :D
2015-10-07 15:44 Fort: ane juga bingung
2015-10-07 15:44 Ipas: Hapus aja
2015-10-07 15:44 Fort: fix
2015-10-07 15:45 Ipas: 01:40:833 - Di sini, kayanya rhythmnya kaya berubah gitu, jadi slider panjang 01:40:353 (4) - nggak kedengaran cocok
2015-10-07 15:45 Ipas: 01:40:713 - Di sini maksuudnya
2015-10-07 15:46 Fort: kan namanya juga easy
2015-10-07 15:46 Fort: jadi ane yakin pasti player kgk bisa baca itu ritme
2015-10-07 15:46 Fort: soalnya
2015-10-07 15:46 Fort: sightreading > pattern reading
2015-10-07 15:46 Ipas: Iya emang, ritmenya agak susah
2015-10-07 15:46 Fort: 01:48:033 (4) - sama kaya ini
2015-10-07 15:46 Ipas: No changes ya :D
2015-10-07 15:46 Fort: yap
2015-10-07 15:47 Fort: ya sebenarnya juga sih ane menghindari pattern yg nempel di garis merah
2015-10-07 15:47 Fort: soalnya kalau misalkan ada pattern itu di map high BPM ane yakin gk bakal kebaca
2015-10-07 15:48 Ipas: 01:54:753 - Nggak diisi? Ini terlalu kosong kelihatannya, soalnya di ritme yang agak mirip sebelumnya, 01:49:473 (1,2,3) - , bagian tengah nya diisi
2015-10-07 15:48 Ipas: 02:00:993 (1,2,3) - Sama ini juga
2015-10-07 15:49 Fort: 01:55:233 (2,3,1) - ane prefer full patterning disini
2015-10-07 15:49 Fort: biar gk kecampur sama vocal
2015-10-07 15:49 Fort: jadi di jeda sebentar
2015-10-07 15:50 Ipas: Ohhh
2015-10-07 15:50 Fort: 02:02:433 (2) - pengennya ane hapus ini
2015-10-07 15:50 Fort: tapi playfield nya susah dipindahin dah
2015-10-07 15:50 Ipas: Hm
2015-10-07 15:50 Ipas: 02:00:993 (1,2,3,1) - Ini mudah kan ngatur ulangnya?
2015-10-07 15:50 Ipas: Ada break
2015-10-07 15:50 Fort: jadi yaudahlah ane hapus 02:04:353 - biar gk terlalu dense
2015-10-07 15:50 Ipas: Jadi kalau mau hapus sih, aku saranin iya
2015-10-07 15:51 Ipas: 02:02:433 (2) - Jadi ini dihapus nggak?
2015-10-07 15:51 Fort: 02:02:913 (3,1) - tapi ini lumayan finishnya rada enak
2015-10-07 15:52 Fort: aim terus geser weh slidernya wkwkwk
2015-10-07 15:52 Ipas: 02:02:433 (2) - Maksud aku yang ini dihapus nggak kak? Biar konsistent gitu
2015-10-07 15:52 Fort: gk deh
2015-10-07 15:53 Ipas: Oh ok
2015-10-07 15:53 Fort: kayanya bakal susah nentuin distance
2015-10-07 15:53 Ipas: Lanjuut
2015-10-07 15:53 Fort: 01:59:073 (3,1) - ini udah jeda
2015-10-07 15:53 Fort: kalau dijeda lagi kayanya makin kosong lol
2015-10-07 15:53 Ipas: Iya iya xD
2015-10-07 15:54 Ipas: 02:31:233 - Kalau yang ini gimana?
2015-10-07 15:55 Fort: ummm itu bagus
2015-10-07 15:55 Fort: tapi ini nih
2015-10-07 15:55 Fort: 02:27:873 (1,2,1) -
2015-10-07 15:55 Fort: overlap nya greget
2015-10-07 15:55 Fort: xD
2015-10-07 15:55 Fort: bentar
2015-10-07 15:56 Ipas: 02:31:233 - Nggak diisi yang ini?
2015-10-07 15:56 Fort: dah
2015-10-07 15:56 Fort: udah
2015-10-07 15:56 Fort: fix
2015-10-07 15:56 Ipas: Oh ok
2015-10-07 15:58 Fort: ah
2015-10-07 15:58 Fort: ipas, ane sekarang mau keluar dulu
2015-10-07 15:58 Fort: nanti ane bilang kalau dah balik lagi
2015-10-07 15:58 Fort: sementara di post trit dulu ya :3
2015-10-07 15:58 Ipas: 04:29:313 (4) - Boleh nggak ini 1/3 reverse? xD Kayanya terlalu rumit, tapi gimana pendapat kk?
2015-10-07 15:58 Ipas: Ini yang terakhir
2015-10-07 15:58 Ipas: Biar Normal aja yang trit
2015-10-07 15:58 Fort: ACTION is away: go to market
2015-10-07 15:59 Fort: 1/3 reverse?
2015-10-07 15:59 Fort: kan gk ada 1/3 disini dah
2015-10-07 15:59 Fort: wkkwkwkwk
2015-10-07 16:00 Fort: mungkin itu pattern, pattern terackhir
2015-10-07 16:00 Ipas: xD
2015-10-07 16:00 Ipas: Haha ok
2015-10-07 16:00 Ipas: Tapi cocok 1/3 menurutku
2015-10-07 16:00 Ipas: Eh
2015-10-07 16:00 Ipas: 3/4
2015-10-07 16:00 Ipas: Salah lol
[Normal][Hard]
- 00:31:713 - Useless again yeah probably im doing same with Easy diff :3
- 01:16:353 - From this beat, each of beat gets strong sound, so why don't you try to fill them as well? As you see they hold the similar to 01:14:433 (4) - yeah probably i made anti mainstream patterning for players lol
[Hyper]
- 01:03:873 (1) - I don't understand why you placed new combo here . You seems not do it too on 01:11:553 (2) - which have rather similar around this beat yeah, i can say im gonna be creatice guy like after break you click that circle and boom lol
[Insane]
- 01:03:393 (1,1) - What is this spacing oh my it's too large, make it lower please okay sure
[]
- 00:26:913 (1,2,3) - Why reduced spacing? I see no reason for this since rhythm still constant very nice, fixed
Will continue later on IRC hoah I feel sleepy oh okay sure :3
Totally agree with thatFort wrote:
Too hard means it can be good game for Top tier players who boring playing tv sizes with DT and some maps with some specific mods, please map is played and designed for No Mod and i give all diffs to all players with His/her own level skill
and im sure players will got B or A on hardest diff, they just need to learn how to singletapping and they can Pass the map
thank you :3Milan- wrote:
ex2
thanks for your opinionsHula wrote:
This is the only map I have looked at within the set and I thought it sufficient to say this yup thanks
[Terror Relinquished]
In general, there are patterns which could be more polished, since they just look like wonky variants of the sort you see in high quality maps. it has been already polished please
The map also lacks a lot of structure and shapes which is disappointing from a jump map perspective. at some moment this jump can be good, not sure if good look symmetrical can be good on some jumps
00:35:553 (1) - Why wasn't this a triple or repeating slider? You shouldn't be afraid of putting a triple in here, it's 8.2 stars. probably it's really strong 1/2 there right? it really efficient with less click hold with that massive jump
00:39:393 (1,2) - These might play cool, but there's no beat on the blue tick, so it shouldn't be a 3/4 slider, but instead 1/2 sliders. that one is being 3/4 because the BG song has really different from other, so 3/4 is better, just like hold sliders
00:39:873 (3,4) - Between these there's a blue tick which could be used if you're interested. pay attention to jumps in there if im put 3/4 sliders on 00:39:873 (3) - it can be boring and repetitive 3/4 sliders before, so im putting 1/2 jump since on song has really strong beat to cover that 1/4
00:43:233 (1) - Why not a triple or repeating slider? as i said before, it can be possible if i didnt map that too much
01:06:753 (3,4,5,6,1) - This should have higher spacing or something more to distinguish from the previous 1/2 section. kinda subjective with this thing, since it's a straight flow pattern no need to increase distance
01:10:593 (3,4,5,6) - Same could be said again, but there's a different pattern here. What you could do is give both of them the same unique pattern to that particular phrase. but it can be similiar movement right? probably im focused to doing some straight movement there not really a jumpy pattern
01:14:433 (3,4,5,6) - once again, why's this mapped the same as the rest when it's significantly different. im sure im doing right thing on there
01:27:873 (11,12) - There's unmapped 1/4 between these. it's 1/6, nobody wants click 1/6 on 250bpm map
01:31:713 (12,13) - Same again, this seems weird to miss out this obvious 1/4 but include much more quiet 1/4 which you can barely hear. same like above, pay attention to the song please
01:36:993 (1,2,3,4) - These 3/4 sliders throughout the map should not be a thing. cos there's no 3/4 beat here, I know it looks cool and stuff, but it's musically incorrect. at the moment im put that 3/4 sliderend has been muted by myself so it can be interesting emphasize on song since it's really interesting beat for me
01:49:473 (1,2,3,4,5) - What is going on with this pentagon? It's so borked i don't even know. This is a highly unpolished shape. since when i made pentagon? probably im just put circle and didnt noticing that thing, im just focusing on gameplay thing, not editor look
01:50:313 (7,8,9,10) - This doesn't work well, the slider starts on a red tick and ends on the downbeat and then there's a nearly inaudible 1/4 triple played. At least the 1/2 slider should be circles instead. sometimes that pattern kinda be good with that thing
01:51:033 (13,14) - missing 1/4 again? please it's 1/6 im gonna stop mapping with 1/6 beats
01:52:353 (1,2,3,4) - You managed to do those 3/4 sliders and 1/2 sliders here, for starters that's incosistent, but them done as 1/2 sliders here is correct. but that part on non kiai part right? so im doing something different and unique, and it can be consistent for patterning
01:54:753 (11,12) - missing 1/4 again? I'm gonna stop pointing these ones out. yeah you gonna stop mention that 1/6s
I'm going to start pointing out scruffiness and stuff
02:13:953 (3,4,5,6) - This looks really amateur, things like this could easily have a shape, symmetry or structure to them, something as simple as that looks so this pattern is not okay? im gonna sure that pattern is good with that angle the jumps can be stable, im im doing that overlap with purpose so please dont hate overlapway nicer than having that gross overlapping and thoughtless jump pattern02:15:393 (1,2,3,4,5) - This could be made into a straight line rather than it's current borked form with 'slider to stream', set it to 1/2, since (4) and (5) are off the line. too straight can make the map looks boring, ah that thing is unnoticeable on this diff i think
02:18:153 (1,2,3,4,5) - This should be a regular pentagon, looks scruffy. like, this looks a bit neater, but the map is highly overlapping as it is.yeah that's why im put good pattern to prevent overlap missread, im sure that pattern 100% readable since only 02:18:513 (4,5) - overlapped, less overlap for 02:18:513 (4) - to make this pattern clearly visible and more overlap on 02:18:633 (5) - since 02:17:913 (9) - has been dissapear on gameplay and i didnt want to stack this 02:18:153 (1) - because i didnt stack some jump pattern
For history records, the abnove looks like
02:19:233 (1,2,3,4,1) - Personally I'd make this more pronounced, maybe with higher spacing and increased HS volume or samples? like drum-hitfinish? the song too loud and can be supporting hitsounding even without hitsound
The map looks like it was put together without much care and with just the eye and no tools to make sure that shapes and such weren't ignored, for instance, 02:22:593 (3,4,5,6) - this could have been a rhombus (diamond), but it's totally wonk. i didnt see any rhombus or whatever, im just focusing on distance there not shape
02:43:233 (1,2,3,4,5,6,7) - Notice here how a nicely arranged set of circles looks much nicer than before? yeah looks too rigid
I'm not saying do that for everything and make it all linear, but right now it just looks like an unpolished form of that. since when i mapper symmetry, i dont want map symmetry because it's boring and has limited thinking than put free style mapping
03:59:313 (2,3,4,5,6,7,1) - This is another part where it would be much more polished and probably play nicer if it was arranged in the appropriate polygon.
About the last part of the song
04:00:153 (2,3,4) - I cannot hear that 1/4, if it is there, it's beyond insignificant, whether or not I am being deaf or not is another question.
04:07:353 (4,5,6) - THERE IS however 1/4 here, which the above lacks, which is correct. so both are correct then
At this point, I'm not going to mod any further, but none of the jumps have any structure or reasoning behind them, they're just highly spaced jumps, which in itself is reasoned by the music, but the choice in variations in the spacing with the jumps just doesn't make sense. Also the map is extremely scruffy in terms of circle placement, shapes and the complete (?) lack of symmetry. Also there's those 3/4 sliders which I can't hear the 3/4 for, but i hear the 1/2 they're mapping over. Also just because it's AR10 and 250 bpm and nobody will seem to notice the scruffiness is it any excuse that it should be like this. thanks, if you want map symmetry map yourself, im not really interesting at them
I did not exhaustively mod every point in this map, I spent 45 minutes making this mod, which is far longer than I had anticipated. yup you have good try, my friend
I would be grateful if this mod wasn't ignored, I did put effort into this, because I've seen you have tried to rank this, and this would be for everyone's sake if these issues were addressed as a whole since I'm sure they don't only apply to this one difficulty. I can explain myself more if required. yeah atleast im explain all things for you, so im done with problem :3
inb4 another dq because lack of rsi pattern :TFort wrote:
1/4 = more RSI
There are tons of inconsistencies in this map, absolutely tons. Blah blah intro main point meh lets get into it.Hula wrote:
The map also lackshigh qualityconsistency
Beatmap Listing, Qualified Section wrote:
They are in "qualified" status for up to one week.
During this week, there is a high chance they will return to pending if an issue is found.
This category is recommended for people who:
Want to play cutting-edge maps.
Want to help keep map quality top-notch! (make sure to leave your feedback)
Ink Nijihara wrote:
[Terror Relinquished]There are tons of inconsistencies in this map, absolutely tons. Blah blah intro main point meh lets get into it.Hula wrote:
The map also lackshigh qualityconsistency
00:16:113 (2,3) - 00:18:033 (3,4) - Relatively same noise, but the second has over double the spacing. Then it goes back to 1.2 00:19:953 (2,3) - then 2.5 so this inconsistencies unrankable? right, please im doing that thing on purpose man 00:21:873 (7,8) - and these spacing changes are totally uncalled for. All of those kicks should have higher spacing to separate from from the last pattern and emphasize the kicks. Having half being emphasized and half not is undermeaning. and it's quite have some meaning on AR10 map
Also whats with all the stacks? I mean yeah stacks are... okay but there isn't any reason for the stacking when all it does is stop you from moving and break constant flow.I know this is for the later parts, but there isn't any reason earlier for the stops. This is over all difficulties. It's especially annoying over longer sliders like 00:19:233 (1,2) - where they are played to full and for a longer time, then bam, sudden stop. it just intro time, so easy to hit, so stack is probably logic on that part, please dont hate that part
00:21:153 (5) - Missed NC and a bunch at the start pay attention at the combos please im gonna put 125bpm setting at the map so combo can be halved beats
00:26:433 (5,6,1) - If you only hit the starts, as likely done, then this is much lower spacing than 00:18:993 (6,1) - and 00:22:833 (10,1) - (ps: 00:22:833 (10,1) - should be lower than the first one, since the pitch DOES technically lower, worth pointing out since pitch relevancy is awesome) 00:26:673 (6,1) - in here has quite high pitch on music so im put high spacing too, so i didnt have any problem on here and im do same thing on here too 00:22:833 (10,1) - because this quite alot good for jumps
00:27:873 (3,4,5) - This angling is rather counter-intuitive, can't slider 4 be lower? I mean the slider points left and you have to move directly over the slider... and not only that but that's also combined with the angle from the first slider to the reverse also being dodgy, this is reasonable but both combined are a bit confusing. so you confused at that pattern, then you need to learn AR10, that that pattern is for last intro pattern so i made something different on there
00:33:153 (3,4,5,6) - All patterns like this are also counter-intuitive, 34 has a higher pitch due to the main beat of 3 00:33:153 - having the pitch rise, however 00:33:393 (5,6) - this has wayyyyyyyyyy more spacing and arguably 6 has a much lower spacing than all the other sounds in that four, so why is it higher?please man, im just prevent overlapping on there to provide good gameplay im and im put jumps on 00:33:273 (4,5,6) - because it has supported some upbeat patterning which it can be good at far jumps
Then suddenly after 00:32:673 (1,2,3,4,5,6) - you do 00:33:633 (1,2,3) - and 00:34:113 (3) - rhythmically should be two notes. This is definately designed to be really hard, you don't need to add this extra slider for no reason other then for tapping breaks, its the same musically as 00:33:153 (3,4) -
However if you do decide to ignore the top point, then 00:34:113 (3,4,5,6,7,1) - why is this curve so out of place? It's a dodgy use of leniency and if not the snap to the stream is out of line. please im doing this because after slider pattern has Stream and it can be good flow on gameplay, so it can be possible if im doing this mapping, so im okay with this
00:34:593 (1,2,3) - Arguably play here is percieved very weirdly, am I meant to snap or curve to slider 2? Either way if I play it I'm going to be moving to the down-right region so note 3 is very out of place, it should be to right of slider two, not up in a confusing corner after the last two sliders play weirdly against each other already. it's not confusing at all because you click that slider 1/2 is easy to hit then you must move to 00:35:073 (3,4,5) - , this can be best flow on gameplay
(Missed sounds 00:39:753 - 00:39:513 - ) lol i didnt hear the song when im mapping that part
00:40:053 - Definately should be a note here. im just focusing on 1/2 patterning there so i think it can be better without 1/4
00:41:553 (2,3) - Due to the shape of the slider 2, slider 3 shouldnt be higher than slider 2s line. so it can be unrankable when im put slider like that? please enjoy that more
00:43:113 (6,1) - This curve is very counter-intuitive, most the last sliders had a nice movement from the note to the slider but this has a higher angling to it, I would reduce the angle made here. that curve can be supporting jumps on 00:43:233 (1,2) - , it's really helping players to doing some back and forth movement, so yeah this is why im doing that
01:04:953 (9) - There are three different pitches here, using a reverse slider is the mediocre way to do them for easier diffs but on higher diffs three notes is preferred. oh why you didnt like this, this pattern is just like introducing of new pattern you get rid of this, probably it makes life easier
01:05:793 (3,4,5,6) - Lowering pitch = lowering spacing per note here. i didnt really get it that spacing kinda low on this super fast map
01:06:753 (3,4,5,6,1) - This is really unemphasized, 01:07:233 - has a small deep drumlike noise, it should have some spacing and definately not in the same line as the lst two notes. It removes all emphasis when there should be some to the bass sounds. Also, 01:06:753 (3,4,5,6) - They all have the same spacing but would be preffered if the sets of two were seperate, a small mini-jump at 01:06:873 (4,5) - to separate both patterns and indicate more emphasis on the pitch change would be lovely. unemphasized?? so then why im put notes like 01:06:753 (3,4) - + 01:06:993 (5,6) - + 01:07:113 (6,1) - it can be emphasize song with cursor movement
The rest of the kiai has the same things, 01:09:633 (3,4,5,6) - lowering spacing slowly etc. i tell you that spacing kinda low for fast map like this
01:13:473 (4,5,6) - Why isnt this two notes like 01:06:993 (5,6) - ? 01:13:713 (6) - = kick 01:13:953 (1) - = snare. so it's fine
01:14:913 (1,2,3,4,1,2,3,4) - Having finishes here but none on the more impactful end notes is disturbing to the player. Either add them to the end to make the end impactful, or don't add them at all. but on that part still have synth sound, i deciding to not put much jumps there so it can be stable speed
01:16:833 (1,2,3,4,5,6,7,8) - You could be much more interesting with pitch relevancy here, it does down then up, allowing for a more funky spacing. It shouldn't be hard to follow the spacing changes if there is musical backup and this is a relatively calm part with lower spacing. this is why i called pitch relevancy on my mapping life
01:17:793 (1,2,3) - This plays against any play shown, isn't this curved flow? Leniency abuse is pretty annoying at best in a map already hard enough with its jumps, but also there is 1/4 following and 1/4 generally needs to have perfect flow to get into it. you cant hit that simple 1/2 slider patterning? oh boy why you hate this at all?
01:23:313 (5,6) - Lower pitch than 01:22:953 (3,4) - but higher spacing. doing same thing 01:24:993 (4,6) - it can be quite consistent
Blah blah I don't want to repeat myself, I hope you understand my view point. yup im understanding you, thanks for tell me something
/me flies
well maybe just it i can say, sorryJenny wrote:
Just as a reminder, the qualified section exists to actually improve a map after it was exposed to a larger audience, so you should at least consider when people bring up a load of suggestions towards further improving your map. That doesn't mean they hate it, but it means they care enough to want to see it improved and actually use more of its potential, as opposed to remaining as a rough and potentially unpolished draft of the original idea.Beatmap Listing, Qualified Section wrote:
They are in "qualified" status for up to one week.
During this week, there is a high chance they will return to pending if an issue is found.
This category is recommended for people who:
Want to play cutting-edge maps.
Want to help keep map quality top-notch! (make sure to leave your feedback)
Don't think I need to post a wall on my own in here to get the point across. yup you don't need to do it, im exhausting reply them all
Map is not well polished, and if the mapper wants to change that there are plenty of people willing to help out and improve its quality and overall concept.
Let's leave the trash here for once, please only post if you have anything to say about why this map should be disqualified (it IS in qualified for a reason, improvement) and otherwise let the QAT deal with the fate of the map.Ink Nijihara wrote:
if the QATs DQ then they DQ