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Dextersydney

blizzardice wrote:


fort maps are fun :D
ye they're the bomb, alright time to update.
ZZHBOY

Baraatje123 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
rebbuble. it's worth to push forward the ranking process of this map though it would get a dq
Surono
01:56:673 - wat de taikooooooooooooooooooooooooooo~
02:00:993 - koooooooooooooooooo~

plox ranked this dem `L,,,` dem, bcus many pro playur play thiss!1!!1 dem
MomoPrecil
Really.. I wanna see another 8 stars map ranked :)
Loctav
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
DeletedUser_4329079

Loctav 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 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 map
Cherry Blossom
I just have the feeling, when i look at the hardest diff in editor mode, that everything was rushed and patterns are not really "polished", there is a lot of clunky things, and for the sake of visual (or sometimes gameplay) you should re-arrange these patterns.
Like 01:49:473 (1,2,3,4,5) - , or 01:53:073 (4,2) - etc. You mainly used a high spacing, but i just have the feeling that you didn't have enough space to manage in order to make these pattern easier to read, without weird overlaps or objects that are close to be overlapped. That's really weird to see.

Some parts are disproportionate, The spacing you mainly use during this section 01:49:473 is really smaller than the spacing you use in kiai parts, while i don't really feel a huge difference in terms of intensity and atmosphere, concerning the song.
I was not really able to play this map, but if i were enough good, i just could literally feel the difficulty difference, and imo, that's not good for this case.
Topic Starter
Ciyus Miapah
so yeah, i like them all
Loctav
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.
ZZHBOY
call me back upon you finish dealing with these comments ;)
Topic Starter
Ciyus Miapah

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.
i didnt ignore the song, i prefer strong one
the strong one has quite 1/2 pattern
so it can be possible if i didnt map 1/4 pattern
it makes this map more harder with more complex patterning

and looks i polishing some pattern on both diffs, maybe this can be better. and yeah im doing different spacing at kiai and non kiai is on purpose for emphasizing song more and i will keep this thing i think

okay updated!
(waiting for replies)
laeamminlakana
Fun maps. I lack speed/stamina to criticise as a player though.
Topic Starter
Ciyus Miapah

Brimroth wrote:

Fun maps. I lack speed/stamina to criticise as a player though.
thank you, brimroth. :)

looks no replies, maybe i will going forward for this
Enon

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.
It don't ignored the song. This map is really fit with the song and playable!

Just it's difficult to the player who don't have high skill.

It seems like you are just blocking "very hard map"

I think you are always seems hate what that "very hard map" be ranked map.

osu! needs various maps. "very hard map" also need of course!
DeletedUser_4329079
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.
Topic Starter
Ciyus Miapah

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.
let me explain why im putting much 1/2 patterns instead 1/4 patterns on Highest diffs:
1. 1/2 pattern has really lot on here, im sure players will get rekted if play this map with even this map has 1/2 patterning
2. there are lot jumps on here, and with deathstreams at ending it can be enough to make this map really hard
3. i keep prioriting players keep safe stamina at playing, so if i put much 1/4 on kiai time it will be more hard

lemme explain why im putting more stream space and more 1/4 pattern on Extra:
1. it has contains much sliders here, probably if i didnt put streams, that map will be easy to play i think
2. this distance spacing is lower than terror diff so it can be possible if i put more streams
3. i put streams because to make objects more higher than lower diffs, ummm legit~

mostly im focusing on gameplay on each diff, so im doing all thing is on purpose
Frim4503
the main reason why you put many 1/2 patterns on highest diff because is Greget >.<

#sorry i;m just passing by
KaelGen
About the terror relinquished: good map, pretty easy to read, just hard as fuck to aim (for me ;)). I can play it with relax though and I had quite a lot of fun on it.

Keep up the good work fort senpai
Arzenvald
by default its always prioritized to map based of what song provides into a map..........

but 250 bpm with duration almost the same as marathon.. i don't have any idea if i should agree with fort or with sir loctav this time..

inb4 the 11th diff with crazy 1/2 & 1/4 patterns at once \ :D /
Skubi
I'm here to help! :3

[Terror Relinquished]
[General]

Make orange more brown, it will add some creepyness :)

[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
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 pink :)
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) - ^
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? :D
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
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 ticks :D
01:52:353 (1,2,3,4) - Orange!! (Or brown if you will change it) :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!
03:17:073 - Like that!
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 diffs ;) Good Luck :3
Milan-
Terror Relinquished
-i dont think i need to explain this but flow plz 00:37:353 (6,1) - 00:39:873 (3,4,1) -
-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
-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
-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
-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
Topic Starter
Ciyus Miapah

CptSqBany wrote:

I'm here to help! :3

[Terror Relinquished]
[General]

Make orange more brown, it will add some creepyness :) Nice

[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 pink :) i 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? :D
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 ticks :D wait what?
01:52:353 (1,2,3,4) - Orange!! (Or brown if you will change it) :D 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 diffs ;) Good Luck :3 okie :3

Milan- 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
thanks for mod CptSqBany and Milan :3, im fixed all except red one :)
updated!
Milan-
e
Topic Starter
Ciyus Miapah

Milan- wrote:

e
omg wow
Enon
FINALLY :D
ayygurl
rank dis fort ( ͡° ͜ʖ ͡°)
Ipas
I can't do anything lol
Poke me later on Afternoon
-Ran Yakumo-
just realized terror relinquished jumped a whole 1 star and is almost on the star rating level of Tenshi inbachi
The hell happend to this ? can't wait to find out hehehe
Ipas
Ha- Ha-
Did IRC for Easy (Indonesian)
Log
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

[Normal]
  1. 00:31:713 - Useless again
  2. 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) -
[Hard]
  1. 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
[Hyper]
  1. 01:03:393 (1,1) - What is this spacing oh my it's too large, make it lower please
[Insane]
  1. 00:26:913 (1,2,3) - Why reduced spacing? I see no reason for this since rhythm still constant
[]
Will continue later on IRC hoah I feel sleepy
Myxo
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
BoberOfDarkness

Desperate-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
DQ because too hard
Topic Starter
Ciyus Miapah
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
Arzenvald
that tv size burn tho.. '-'
i hope everything works well this time :3a
Topic Starter
Ciyus Miapah

Ipas wrote:

Ha- Ha-
Did IRC for Easy (Indonesian)
Log
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

[Normal]
  1. 00:31:713 - Useless again yeah probably im doing same with Easy diff :3
  2. 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
[Hard]
  1. 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
[Hyper]
  1. 01:03:393 (1,1) - What is this spacing oh my it's too large, make it lower please okay sure
[Insane]
  1. 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
im gonna update later for this
Rizia
0 . 0
BoberOfDarkness

Fort 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
Totally agree with that

Good luck Fort!
Milan-
ex2
Topic Starter
Ciyus Miapah

Milan- wrote:

ex2
thank you :3
Ipas
Let's hope it will pass the examination

Qualified!
Bara-
Gratz!
Topic Starter
Ciyus Miapah
greget in progress
Surono


kebetulan kah? mungkin tidak
bibilicu
Wow it's Back! Congratz Fort!
buny
is this the right hp drain????
Topic Starter
Ciyus Miapah
yup, it's right :3
-Visceral-
Why are people saying this is too hard? Hello? Other difficulties exist too xD

Grats Fort
Haruto
Brb opening my client
Re-congratulations fort!
MomoPrecil
Akhirnya, the second 8* stars ranked map :)
DeletedUser_4329079
Grats!
Wojowu
oh god
Sangzin
OMG
8* song again
Hula
This is the only map I have looked at within the set and I thought it sufficient to say this

[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.

The map also lacks a lot of structure and shapes which is disappointing from a jump map perspective.
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.
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.
00:39:873 (3,4) - Between these there's a blue tick which could be used if you're interested.
00:43:233 (1) - Why not a triple or repeating slider?
01:06:753 (3,4,5,6,1) - This should have higher spacing or something more to distinguish from the previous 1/2 section.
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.
01:14:433 (3,4,5,6) - once again, why's this mapped the same as the rest when it's significantly different.
01:27:873 (11,12) - There's unmapped 1/4 between these.
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.
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.
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.
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.
01:51:033 (13,14) - missing 1/4 again?

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.
01:54:753 (11,12) - missing 1/4 again? I'm gonna stop pointing these ones out.


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 way 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.
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.
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 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.
02:43:233 (1,2,3,4,5,6,7) - Notice here how a nicely arranged set of circles looks much nicer than before?
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.

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.

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.

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.

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.
Topic Starter
Ciyus Miapah
1/4 = more RSI

lemme explain all

Hula 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
thanks for your opinions :)
Arzenvald

Fort wrote:

1/4 = more RSI
inb4 another dq because lack of rsi pattern :T

anyway good luck on qualification!
Arphimigon
[Terror Relinquished]

Hula wrote:

The map also lacks high quality consistency
There are tons of inconsistencies in this map, absolutely tons. Blah blah intro main point meh lets get into it.
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 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.
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.
00:21:153 (5) - Missed NC and a bunch at the start
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)
00:27:873 (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.
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?
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.
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.
(Missed sounds 00:39:753 - 00:39:513 - )
00:40:053 - Definately should be a note here.
00:41:553 (2,3) - Due to the shape of the slider 2, slider 3 shouldnt be higher than slider 2s line.
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.
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.
01:05:793 (3,4,5,6) - Lowering pitch = lowering spacing per note here.
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.
The rest of the kiai has the same things, 01:09:633 (3,4,5,6) - lowering spacing slowly etc.
01:13:473 (4,5,6) - Why isnt this two notes like 01:06:993 (5,6) - ?
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.
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.
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.
01:23:313 (5,6) - Lower pitch than 01:22:953 (3,4) - but higher spacing.

Blah blah I don't want to repeat myself, I hope you understand my view point.
/me flies
Jenny
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.
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.
Topic Starter
Ciyus Miapah

Ink Nijihara wrote:

[Terror Relinquished]

Hula wrote:

The map also lacks high quality consistency
There are tons of inconsistencies in this map, absolutely tons. Blah blah intro main point meh lets get into it.
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

Jenny 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.
well maybe just it i can say, sorry
Hula
Well. I find the replies rude because we have put effort into helping Fort, and the maps are fundamentally bad, they're hard and that's why a lot of people like them, there's loads of these hard maps about now. I wouldn't mind osu! having a bit of quality in the ranked maps, that's why Peppy's made that bounty mapping contest, to reward quality mappers, not maps like this. TBH, people don't even want anything to do with this map cos dealing with you Fort, is a stressful and unrewarding experience in itself. You don't take any criticism, only compliments, it's distasteful.
Arphimigon
Eh if the QATs DQ then they DQ and if they don't then this map is an official ranked map, it's all up to the staff.

Good luck on surviving the week, Fort.
Cerulean Veyron
Why would you come here and put efforts on your "trashtalk" about this map if you find this occurrence... "distasteful"?

Let the QAT decide, not your face.
Arphimigon

Ink Nijihara wrote:

if the QATs DQ then they DQ
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.
Monstrata
I just wanna say "relinquished" doesn't seem like the best word choice for the highest diff lol. Relinquished kinda means like you're holding back, or giving up control of something, but not in the sense where you lose your mind, or something goes out of control.

If this map does get DQ'ed, i think it would be in good taste to reconsider those british mods lol. It seems like the Terror Relinquished diff. only got like 3 mods before getting qualified, but I shouldn't be one to complain about lack of mods loool.

Good luck Fort!
Surono
ded.

Many CATs, not QATs, nyaaaaaaw!!!1 wild CAT1!!!


ready for to RIP
Bara-
LOL ^^
Topic Starter
Ciyus Miapah
please man, im not trying to be rude but my english is bad, sorry for miss understanding :<<<<<<<
Professor Gila
Uuhh let's see

DAY 2 OF QUALIFICATION

I wonder if this map is designed to test the top players skills how far they could survive, and perhaps to reveal who are the pp farmers among the top players :o :o :o :o :o

The top std players' skills will be revealed :o

It might be a shame to see that you are the pp farmers :( :( :(
buny
The only problem I have with relinquished is this part here,

03:30:273 (1,1,2) -

the spacing is WAY too deceiving, because the slider and note are 1/4 apart but everything else is 1/2 apart and the same spacing. The rest of the map is also mapped at 1/4 so the 1/2s are just sudden, and they caught me out in every play that I didn't remind myself they were 1/2s.


If it wasn't for the fact that it was 8*, then it'd be fine to map like this. But it's not and throws off my flow completely for the rest of map, I'd recommend just mapping the 1/4 beats instead and use a lower spacing for that section
Hollow Delta
Congrats on FINALLY getting this ma qualified! It's been a REALLY LONG TIME! And I think from the time I first got this beatmap to now, it really shows you have indeed improved this map! Please Keep up the goodwork, and Good Luck on getting ranked!
~Bubblun
Arphimigon
More like just separate who can jump and tap fast from the streamy section.
This is the jump ver of apparition atm
Timorisu

Cerulean Veyron wrote:

Why would you come here and put efforts on your "trashtalk" about this map if you find this occurrence... "distasteful"?

Let the QAT decide, not your face.
Since when is modding a map trashtalking, lol? The qualified section exists for COMMUNITY feedback, not solely for QAT feedback.
Surono
Qat see a wild Qat. dem!1!! Wild Cat Salty
Qat and Wild Cat
Modem
Finally qualified. Congratz Fort ^^
Irreversible
Hello Fort!

As you know, the new qualification process involves a lot of discussing with the community. This is why I'd like to give this map the opportunity to have further things talked about, seeing that people are actively giving good inputs which should be furtherly discussed.

While we are at it, let me also point out some things:

Terror Relinquished

  1. First thing that comes into my mind is the ongoing 1/2 spam, while you are actually ignoring many interesting aspects of the song.
    03:53:313 (1) - Taking this as an example, this song has a lot more to offer than what you actually placed. Why did you decide to have continuous 1/2?
  2. Another thing is, that you could emphasize certain spots of the song way better.
    00:35:553 (1) - This for instance, could somehow be distinguished from the rest? You should keep in mind that you should follow the song as close as possible, and not just have a jump map for the sake of it.
  3. Placement is also something that could be way more polished at many spots: 03:16:593 (4,5,1) - Why is this spacing immensly bigger than the rest? It does not corresponded with the song at all, hence why it makes really less sense. Placement does really need a lot of polishing.
I do see that these are only general comments, but they apply to basically the whole map. I can only suggest you taking a close look at the other comments and mods to make this map suitable for the ranked status.

Do not hesitate catching me ingame if you need help with something. Good luck with further processing!
Topic Starter
Ciyus Miapah

Irreversible wrote:

Hello Fort!

As you know, the new qualification process involves a lot of discussing with the community. This is why I'd like to give this map the opportunity to have further things talked about, seeing that people are actively giving good inputs which should be furtherly discussed.

While we are at it, let me also point out some things:

Terror Relinquished

  1. First thing that comes into my mind is the ongoing 1/2 spam, while you are actually ignoring many interesting aspects of the song.
    03:53:313 (1) - Taking this as an example, this song has a lot more to offer than what you actually placed. Why did you decide to have continuous 1/2? i dont get it why this thing can be unrankable because it has same beats with really better density of maps, probably im made that to make players can stable at game when they will be deal with this again 04:00:993 (1) - so i didnt put much repetitive pattern like 04:00:993 (1,2,3,4,5,6) - too much on 03:53:313 -
  2. Another thing is, that you could emphasize certain spots of the song way better.
    00:35:553 (1) - This for instance, could somehow be distinguished from the rest? You should keep in mind that you should follow the song as close as possible, and not just have a jump map for the sake of it. to be honest i was trying put that reverse slider on song but i think it's really sudden to expect because 00:32:673 (1,1,1,1,1) - pattern like this literally same with it and because it's a very high BPM im prefer to make 1/2 slider to prevent some missread at hish slider velocity and high Approach rate map, so why people complain this simple thing??
  3. Placement is also something that could be way more polished at many spots: 03:16:593 (4,5,1) - Why is this spacing immensly bigger than the rest? It does not corresponded with the song at all, hence why it makes really less sense. Placement does really need a lot of polishing. 03:08:913 (6,7) - it same like this pattern doesnt it? so im put more jumps and more speed to emphasize more because on 03:15:873 (1,2,3) - has quite far jumps
I do see that these are only general comments, but they apply to basically the whole map. I can only suggest you taking a close look at the other comments and mods to make this map suitable for the ranked status.

Do not hesitate catching me ingame if you need help with something. Good luck with further processing!
oh really just why

Fort wrote:

i didnt ignore the song, i prefer strong one
the strong one has quite 1/2 pattern
so it can be possible if i didnt map 1/4 pattern
it makes this map more harder with more complex patterning

Enon wrote:

It don't ignored the song. This map is really fit with the song and playable!

Just it's difficult to the player who don't have high skill.

It seems like you are just blocking "very hard map"

I think you are always seems hate what that "very hard map" be ranked map.
so yeah idk why people have problem with this

buny wrote:

The only problem I have with relinquished is this part here,

03:30:273 (1,1,2) -

the spacing is WAY too deceiving, because the slider and note are 1/4 apart but everything else is 1/2 apart and the same spacing. The rest of the map is also mapped at 1/4 so the 1/2s are just sudden, and they caught me out in every play that I didn't remind myself they were 1/2s. yeah but looks this part can be good easy patterning part for this map, so this one can be interesting at mapping


If it wasn't for the fact that it was 8*, then it'd be fine to map like this. But it's not and throws off my flow completely for the rest of map, I'd recommend just mapping the 1/4 beats instead and use a lower spacing for that section
just read this please believe me, im really sure my maps is playable there is no massive problem with this map since it's not really consistent but it designed to make players feel free to play songs and really i think this post is not really strong enough to proof this map is unranked because subjectives

feel free to reply this, bro :)
lit120
translate requested based on what Fort said right here



Fort wrote:

Extra diff can be random on mapping (different placement stuff), and the other pattern that is not consistent is fine too. As long as the rhythm is ok and playable for them. Who's fault is that? Me? Or a QAT?
i didn't translate them proper. i did that on purpose from based what Fort just mentioned there
Bara-
Was expected
Strange to see a DQ this late, due to high amount of mods
Fort, now it's DQ'd, why not look at the mods more gently

Also, jumps can't be random
They need to fit, and give proper emphasis
Rilene
Hi, just dropping a tiny mod by.

Terror Relinquished
  1. 00:39:393 (1,2,3) - For some reason, these slider spacing is nice, but feels kinda having a aesthetic problems, maybe make it like this? The slider 01:36:993 (1,2,3,4) - in Expert looks nice though.
  2. 00:46:113 (1,2,3,4) - Not so sure with this since the timeline placement is actually like this, it feels strange to play when it is ignoring the stong beats, like a kick or a beat sound.
  3. 00:47:073 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15) - Is this just me? Or there is a imperfection in a stream, like on the 7, 8 and 9 note.
  4. 01:18:753 - 02:04:833 - I know that there's a spinner here, but ignoring the strong beat feels kinda strange but well, doesn't really need it so feel absolutely free to reject this one if this does not suits you.
  5. 01:36:993 (1,2,3,4) - It kinda feels like it is having a aesthetic problems, maybe make it like this?
  6. 01:44:673 (1,2,3,4) - Feels kinda strange, the reason is same like above too, how about more blankets?
Other Random Difficulties
  1. 00:41:793 (5,1) - (Insane) Are you sure with this overlap? It somehow does not look nice, but playable though.
  2. 01:22:593 (1,2) - (Another) You could have move it nearer to 3 in order to make it look like a triangle.
  3. 01:36:993 (1,2,3,4) - 01:44:673 (1,2,3,4,1) - - (Another) Somehow, bit hard to read.
  4. 03:20:433 (6) - (Another) You could have move it to x 58 / y 196 to make a triangle with these.
  5. 03:43:953 (2,4) - (Another) Maybe improve the blanket?
  6. 04:27:633 (4,1) - (Another) Overlap feels somehow strange.
Oh well, just gonna suggest these, I guess you can figure out the other patterns that I mean.
Good luck on getting re-ranked. :)
Surono
intinya. haters gonna hate, ga suka malah ikut2an ngerusuh.. ngeresahin orang wae :^( tinggal enjoy susah amat....
Spaghetti
I don't agree with the 1/2 spam, it really seems like you're doing it for difficulty purposes.

I feel like you can easily figure out how to incorporate the 3/4 somehow, but just ignoring it is going to cause a lot of conflict and surpress the true potential of this song.
Sonnyc

Fort wrote:

Extra diff can be random on mapping (different placement stuff), and the other pattern that is not consistent is fine too. As long as the rhythm is ok and playable for them. Who's fault is that? Me? Or a QAT?
Didn't looked the map yet, but this quote sounds as if it's fine to leave an "Extra" difficulty in a low quality(=random) as long as it is following the rhythms properly and players being able to hit those. While it isn't true in the beatmap ranking process.
Topic Starter
Ciyus Miapah

Sonnyc wrote:

Fort wrote:

Extra diff can be random on mapping (different placement stuff), and the other pattern that is not consistent is fine too. As long as the rhythm is ok and playable for them. Who's fault is that? Me? Or a QAT?
Didn't looked the map yet, but this quote sounds as if it's fine to leave an "Extra" difficulty in a low quality(=random) as long as it is following the rhythms properly and players being able to hit those. While it isn't true in the beatmap ranking process.
but i mean it's not really too random at flow patterning
Bara-
Something I want to note
To those that modded the map while it was qualified, if Fort accepts/accepted something, post again
Then you can get kudosu for that, as a post on aqualified/ranked map can't get kudosu!
mithew

Spaghetti wrote:

I don't agree with the 1/2 spam, it really seems like you're doing it for difficulty purposes.

I feel like you can easily figure out how to incorporate the 3/4 somehow, but just ignoring it is going to cause a lot of conflict and surpress the true potential of this song.
this. terror relenquished feels so empty and dull, its literally just mapped for difficulty. At least try to make it have variety instead of being the same thing for 4 minutes
-Visceral-

mithew wrote:

Spaghetti wrote:

I don't agree with the 1/2 spam, it really seems like you're doing it for difficulty purposes.

I feel like you can easily figure out how to incorporate the 3/4 somehow, but just ignoring it is going to cause a lot of conflict and surpress the true potential of this song.
this. terror relenquished feels so empty and dull, its literally just mapped for difficulty. At least try to make it have variety instead of being the same thing for 4 minutes
It really is, and the HP2 completely removes the sense of accomplishment when you pass it. It's a hard map. It should be HARD to pass. I asked for this to be raised earlier but I did a poor job explaining why. An 8.2 star map shouldnt be so easy to pass that if you miss an entire stream or an entire jump pattern, you're still alive.
Raiden
ayyy dios mio

cumpleaños feliz
Topic Starter
Ciyus Miapah
okay looks im gonna change some thing in here, so yeah
Sonnyc
a random essay post

Well since mapping an "Extra" difficulty has less to do with distance snappings, I guess it basically starts from a "random". Making those randoms logical is the aim for obtaining quality in an extra mapping in my opinion.

Regarding 1/2 spams especially in kiais, it follows the strong beat of the song and is having a wide flow all over the screen. Nice approach I'd say. The point you should think about is "Were 1/2 the best rhythm to suit this music?". 1/2 spams usually fits nice enough for all songs as long as those songs contain a continuous 1/2 beat. So instead of 1/2 spams, thinking for a best rhythm that could only suit to this music is more productive in mapping. Some rhythmical examples in your first kiai:
  1. 00:33:333 - 00:34:293 - 00:35:253 - Beats that could be expressed enough but not mapped.
  2. 00:34:533 (7) - 00:36:453 (7) - Beats that were relatively less important than the beats above, but got mapped.
  3. 00:39:873 (3,4) - Beat where rhythm approach such as dragging (4) to 00:40:053 and adding a note at 00:40:233 suits more appropriate with the song.
So basically 1/2 spams was just one example of your arbitrary rhythm selection. It definitely "fits" the music enough, but does not fit the "best" for the music. You have to know this damaged the quality.

Regarding placements, lets look at the example Irre pointed out. 03:15:873 (1,2) there is a big space between these objects, and the spacing is smaller for 03:16:113 (2,3) than (1,2). And then a massive spacing appears for 03:16:353 (3,4), and 03:16:593 (4,5,1) was just consistent. Is there a hidden logic behind this placement decision, or is just a random placement based on your feelings? In the current placement where (1,2) being larger than (2,3), and (3,4) being even larger, the jump towards (2) and (4) is getting emphasized. Think yourself if (2,4) is really something worth to get emphasized along the song. The pattern itself plays nicely enough, but since there is a weak support from the music, it feels as a random jump. This would mean when someone told your placement lacked in polishing. Yeah, it's pretty much unnoticable when it comes to playing because this is just a fast song, and won't really matter in playing. But the hidden logic behind the placement constructs the quality of a beatmap, and Extra difficulty is no exception for those logics.

Instead of "haters gonna hate", I'd rather say "lovers gonna love".
Mazzerin
i just have one thing to say, if 8 stars isn't enough for a simple rhythm map with only 1/2s and a few 1/4s to have od of at least 9 (god please why isn't it 10), then what is?
Bara-
Also up the OD please
Notelocking appears when OD<8 at 250 BPM
t/334458
So Another+ should all have at least OD 8
Spaghetti

Mazzerin wrote:

i just have one thing to say, if 8 stars isn't enough for a simple rhythm map with only 1/2s and a few 1/4s to have od of at least 9 (god please why isn't it 10), then what is?
Just so I can say I support this, HP 2 is nowhere near enough for an 8 star beatmap with such simplistic rhythm and gives a completely false sense of accomplishment to the player.

I really hope you reconsider.
those

Sonnyc wrote:

"Were 1/2 the best rhythm to suit this music?"
This guy knows what he's talking about.
Rapthorn
Personally I find the biggest issue with this map to be the constant 1/2 jump spam. The song offers so much more, and I cant for the life of me see the reason as to why the map isnt more technical when the song clearly supports it? Right now it feels like we are trying to rank a well made rabbit jump map, and not something meant to convey the song in a playable form.
Lach
The real issue here isn't even the map. It's the way that any and all suggestions are immediately dismissed by the mapper, be it because he doesn't understand the point, or they just get in the way of his ego.
DoKito
"The song has so much more to offer"... SO YOU HAVE TO MAP IT LIKE I SAY! Gosh. That's why i hate this community. Mapping... no Music in general is such a subjective thing. Why do you expect every map to be "perfect (subjectively)". What is perfect anyways? This is exactly why so many mappers lose complete interest in getting stuff ranked. If you want to have a high-technical map then go and play some Jenny/Skystar/whatever stuff.
I for myself LOVE Fort's mapping style. And i really enjoy the "constant 1/2 spam", you guys are mocking on. Only because the song COULD BE xy, doesn't mean it HAS to be xy. This is no modding anymore. I would even call it backseat mapping.
Kreator014
hp drain is too low ):
Osuology

DoKito wrote:

"The song has so much more to offer"... SO YOU HAVE TO MAP IT LIKE I SAY! Gosh. That's why i hate this community. Mapping... no Music in general is such a subjective thing. Why do you expect every map to be "perfect (subjectively)". What is perfect anyways? This is exactly why so many mappers lose complete interest in getting stuff ranked. If you want to have a high-technical map then go and play some Jenny/Skystar/whatever stuff.
I for myself LOVE Fort's mapping style. And i really enjoy the "constant 1/2 spam", you guys are mocking on. Only because the song COULD BE xy, doesn't mean it HAS to be xy. This is no modding anymore. I would even call it backseat mapping.
THIS IS SO TRUE I CANT EVEN EXPRESS! LIKE MY GOSH, PLEASE GUYS STOP!!! JUST STOP WITH THIS CRUD!!!
Osuology

Spaghetti wrote:

I don't agree with the 1/2 spam, it really seems like you're doing it for difficulty purposes.

I feel like you can easily figure out how to incorporate the 3/4 somehow, but just ignoring it is going to cause a lot of conflict and surpress the true potential of this song.
rofl it's not your map stop backseat mapping. ignoring it does cause conflict but it's not unrankable and fort and I both like it this way and many other people like it this way. please just shut up (no offense) but stop doing this it only makes you look worse
Cherry Blossom
I like how people encourage mappers to make more horrible things.
Disgusting.
lol i'm joking btw.

I heard the hardest diff just received 2 mods o.o, that's not enough imo for a diff like this.

I won't really give any opinion about 1/2 spam. Assume the 1/2 spam didn't make sense from the QAT and many mappers/modders/players' viewpoint. Being a little narrow minded won't help you to make this map ranked.
Bara-
I strongly agree with CB here
Higher difficulties need in-depth mods, either by really experienced modders, or by people who can get great scores (like Azer)
Low-quality modders can't help at all for maps like this
Harder maps just need much more work then easy maps
byfar
>backseat mapping
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