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Report a Qualified beatmap here!

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Cryptic
p/5429304

A lot of points here I feel need to be addressed/discussed.
Imakuri
https://osu.ppy.sh/s/493191

DQ as requested for me.
Missing whistle at 00:51:970 (1) in Ovoui's Freedom
Natsu
p/5422782 not related BG, I think is still a quality issue
Lasse
I'm probably deaf
p/5434870
Mao
Natsu
p/5440770 unrankable sliders (check this thread: p/2615681 )
Underforest
p/5440815
wrong meta
Chippy
p/5440988 There's no slider emphasis on the piano here

EDIT: nevermind, could be interprated differently
Yuii-
^ hitsounds
Underforest
^^ did by DakeDekanee
Irreversible
p/5443424

found some issues mainly consistency
firedigger
p/4399921

The last posts of the thread describe some issues with the map.

Edit by Okorin: p/5443727 for easier access
Natsu
t/488116/start=75 I think the BG is inappropriate, just making sure.
Underforest
p/5449593
mp3 quality? i dunno
Akasha-
p/5437479 some technical issues
Nerova Riuz GX
p/5452314

and possible tag issue
Shiro
https://osu.ppy.sh/b/1018238

First of all, offset needs +12. Second, the hitsounding needs some serious improvement. The mapper fails to follow the song's basic drum line (seriously, HOW), those tick sounds are extremely intrusive especially on (technically) overmapped sliderends, and the sample switches are random and do not properly follow the song's structure. The hitsounding itself fails to follow the song's structure at times.

Posted details on hitsounding: p/5452975/
Underforest
t/426077
there's being a lot of discussion about highest diff
Shiranai
p/5453518/
Questionable slider path, any opinion would be good
I Must Decrease
p/5454080 extremely questionable BG (bg is very close to nsfw and isnt even relevent to the source)
Shiranai
p/5462544#p5462544
Hitsound can be improved, also any opinion would be great
Nwolf
https://osu.ppy.sh/forum/p/5464670#p5464670

spinner / 1/6
fartownik
https://osu.ppy.sh/s/463479

see my post (out of place 1/6s, poorly mapped parts)
meii18
https://osu.ppy.sh/forum/p/5467614
wrong video file format.

Nvm.
Ashton
https://osu.ppy.sh/s/215479

custom hitsounds having more than 5ms delay

extremely low recovery time 03:30:859 (1,1) - right here in easy



idk just thought i'd point this out
Blocko
p/5468169

Questionable pattern usage in the hardest difficulty.
MBomb
p/5469699#p5469699

I have a few issues with both ctb difficulties which I feel should be fixed before the map gets ranked, generally issues that I have with flow on both difficulties.
_koinuri
p/5475227
Some errors in storyboarded lyrics
those
p/5462691
bpm issues if people care at all, can't say I haven't tried

Edit: it is urgent. It's been qualified over six days and this map will soon be ranked with the wrong timing.
Leader
p/5477102 lack of quality and notes on barely inaudible sounds/relevant sounds being unmapped
Underforest
p/5479408
some improvements can be done about the map
Mismagius
p/5479682

mapper ignored a modpost;
map doesn't have some tags;
map completely ignores the song rhythm
Irreversible
p/5480315

Lack of quality
Inaudible hitsounds
Spread
BounceBabe

Irreversible wrote:

If you see spreads with flaws, feel free to voice them in the thread itself and report it here.
t/463506/start=0 The Easy plays like a Normal and it's gameplay is advanced, not suitable for beginners. There are a lot of rhythmical changes, aside from being too many elements in an Easy. The Normal is only slightly harder so the difficulty level increase from Easy to Normal is only little. The Hard plays like an Insane due to the high BPM of the song and really large DS, even if it doesn't have many jumps, it's definitely hard to follow and a huge jump in gameplay from Normal to Hard. The fast tapping due to the BPM make it more advanced than a Hard. The Hard is a Hard-Insane. This should be addressed as well.

https://osu.ppy.sh/b/1011753&m=0 The Hard difficulty has more advanced gameplay than it should have and is even partially overmapped for a Hard. Patterns like 00:59:367 (1,2,3,4,5,6,7) - 01:24:539 (2,3,4,5) - 01:27:470 (1,2,3,4) - are not easy to play and is not suited for Hard difficulties and should be used in Insane and Extras. There are a lot of inconsistencies in the spacing as well. Not to mention several SV changes that are pretty big. This is also a Hard-Insane and not a Hard. Compared to the Advanced, which has linear patterns and easy to read patterns that are mostly 1/1 and 1/2, the jump from Advanced to Hard is too big in gameplay. Additionally, the spread itself is not even as it is dominated by harder difficulties. The Normal as it's lowest difficulty has a star rating of 1,7 which is fine but the rest is above 2 stars, so there should technically be an Easy in order to have a balanced spread that is not dominated by harder difficulties.

This is the exact same on this mapset https://osu.ppy.sh/b/978443&m=0 The Hard difficulty has a star rating gap of 1,5 and the gameplay is more advanced that it is suited for Hard difficulties due to it's large DS. Patterns like these 00:38:694 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,1,2) - are very long, need endurance and more experience in regards to readability in order for players to be able to play this properly without misses or combo breaks. There is a SV increase in the KIAI that makes the whole difficulty even harder in gameplay which can already be considered as them being jumps but with consistent spacing.1,8 DS is also a little much for how the difficulty is played. Additionally, the difficulty has several SV variations, not only in the KIAI which increase the hardness or the difficulty in gameplay, again. Another Hard that is a Hard-Insane. By comparison, the Normal has no SV nor DS changes and has easy to play 1/1 and 1/2 patterns and doesn't require as much experience in regards of gameplay knowledge. The Normal also consist of a lot of sliders which makes the Normal even easier compared to the Hard, whereas the Hard has multiple jumps in a row sometimes, more circle and slider variations that need more experience in order to play them good. And what I already mentioned, the large DS and even SV changes make it even harder. This makes the jump between Normal and Hard, again, very big and this should be addressed as well.

As for ranked maps:
I'm also very concerned about the difficulty spread of this map https://osu.ppy.sh/b/1026028&m=0 For one, the Hard has due to it's BPM a lot of patterns that have many tapping changes that are hard to play like this streak 01:39:267 (7,8,1,2,3,4,5,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,7,8,9,1,2,3,4,5,1,2,3,4,5,6,7,8) - It needs endurance, experience and according gameplay for it to be playable and such streaks are not recommendable for Hards as they are more frequently used in Insanes and higher because it requires more advanced tapping / gameplay. Not to mention the many readability issues that I disagree with. Due to it's DS, the clustered pattern placement and constant gameplay changes, the difficulty lacks of readability in order to grant a proper and smooth gameplay. Especially on the first patterns before the break like 00:31:509 (4,5,1,2,3,4,5,6,7,8,1) - 00:37:371 (1,2,3,4,5,6,7) - 00:41:509 (1,2,3,4,5,6) - The overlaps at 00:55:302 (1,2,1,2) - also are hard to read and not suitable for Hards as they are not mapping characteristics that should be included in this difficulty level.

https://osu.ppy.sh/s/353398 Not to mention this mapset. The BPM is horrendously high and this makes the spread hard to be balanced. First of all, the Hard difficulty plays like an Insane due to the slider being so "short" in gameplay because of the BPM. Especially two notes in a row play like doubles in a usual Insane that has lower BPM. Like here 01:44:025 (3,4,1,2,3,4) - this pattern requires quick thinking, reaction and finger tapping in order to successfully play it. Especially this streak of objects 03:31:052 (4,5,1,2,3,4,5,6,7,1,2,3) - is very hard to play due to its many rhythmical placement variations that require experience in reading, movement and tapping accordingly. Compared to the Normal, which has linear 1/1 objects placement, the gameplay of Hard is like an Insane and should not be named Hard. Additionally, the Easy difficulty only has a minimal difficulty level changes. The Easy should have a lot less elements and longer and also reversed sliders to keep the difficulty increase from Easy to Normal balanced.

https://osu.ppy.sh/b/783427&m=0 The Hard difficulty play like an Insane due to it's high BPM and DS. It's the same like I already said in this spread. Although the DS is not as harsh. The high BPM take this away tho, since its faster paced and requires fast finger tapping again in order to play it properly. Luckily the Easy and Normal balance the spread out a bit in total but the Hard's gameplay is not easy enough to have this difficulty level name on it.
The jump between Normal and Hard is, again, too drastic. The Hard has SV and several spacing inconsistencies that are clearly noticeable, whereas the Normal has no SV changes and nicely structured rhythmical patterns that are suitable for this difficulty level. The Normal is perfectly fine here. This needs polishing up as well in order to have a balanced difficulty increase from Normal to Hard.

There are also a lot of other ranked maps that have only minimal changes from Easy to Normal gameplay wise which makes the spread, again, unbalanced and they should be addressed. This is mostly due to the higher BPM and lack of using longer and reversed sliders in Easy difficulties and having those exact same existing mapping characteristics from Easy in the Normal just slightly advanced but almost not mentionable. Some Easys even have more advanced rhythmical pattern placements aside from 1/1 patterns that should be addressed in order to keep the difficulty increase from Easy to Normal balanced. Easys need small red tick breaks between 1/1 patterns as well and not just constant streaks of objects that barely give time to relax for the beginners. https://osu.ppy.sh/s/443751 https://osu.ppy.sh/b/974116&m=0 https://osu.ppy.sh/b/1058683&m=0

I also saw very unbalanced mapset spreads. https://osu.ppy.sh/b/915125&m=0 https://osu.ppy.sh/s/205107 These maps have no Easy difficulty and are clearly dominated by Hard ones. The rules say that the lowest difficulty has to be 1,5 but with so many higher difficulties this doesn't apply anymore due to the harder difficulties overtaking the spread and making it completely uneven. The Normal is also not easy enough for beginners and is slightly more advanced. The Normal only serves as a filler that fills the gap accordingly to the rules to have the minimum ranking criteria of 1 difficulty that has to be lower than 2 stars in the difficulty, which is really sad, considering the mapset should be balanced and there should be a difficulty for everyone to play, especially for new players that have no experience with more advanced gameplay which makes it unfair to just provide them with mostly endgame difficulties that can't be played by them yet.
Doyak
You're not supposed to start a discussion here. Here is only for reporting, and details should go to each map's thread.
Nathan
Cryptic
Apparently I was misinformed. Disregard this.
Avena
Using 255,255,255 as a combo color
p/5485259
Endaris
Actually not a qualified report but this is probably where the reponsible people are most likely to read it.
https://osu.ppy.sh/b/27123
Can someone review the online offset here? I'm pretty sure that -15ms is too much, I'd claim it's more like -5ms. It's really obvious on some beats like 00:20:419 - 00:40:011 - 02:45:398 - and the effect of +10 local offset is quite massive for me accwise on ignore's diff with all the 1/4 patterns.
Hula
t/153209/start=315 This mapset. Again. The peak difficulty alone fails on so many levels to be actually relevant. It looks nice and that's where it stops. There are other issues which have still not been addressed which have been made by other players and QATs when it was previously qualified back about on pages 15/16.
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