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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)
bibilicu
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.
BounceBabe
p/5491701#p5491701
random BG image, mapped less than 80% of the song and didn't crop the mp3, difficulty gap between Hard and Insane needs addressing, Easy has some difficult to play pattern due to rhythm variation and mixing 2 instruments at the beginning
Bursthammy
p/5490870 not a proper response to a mod, as well as hula's issues above
Tyrell
p/5498811/

I feel this map should get more mods and be polished more. There are some 1/8 streams when there is only sounds that call for 1/4, there are random spikes in difficulty that doesnt really suit the intensity of the music, and I have a problem with no CTB nominators and few mods on CTB's part. I feel like this diff can way more polished before it's pushed to rank.
fartownik
Sandalphon
Spaghetti
p/5504067

not exactly qualified, but i feel like this should be addressed
_Zenith
p/5502505

There looks like still have some issues on the Black Another.
Requested by myself.
Natsu
p/5518452 hug difficulty spike and some overmapped objects: p/5518174
Stjpa
p/5519452

  1. Didn't really answer to BDs map properly (only no's with no reasoning)
  2. completely ignored tags suggestions
  3. lowest difficulty uses a whole different name than GDers actual name
  4. last diff name is inconsistent with other diff names.
  5. JoeZapy's & Hula's mods are still unanswered yet (and JoeZapy's mod was before the first qualify, so also a DQ reason before)
Kamikaze
Doyak
Tyrell
t/468851/start=90

The Osu Catch diffs got ranked with little to no mods since there was major changes then it got immediately ranked. Also ar9.8 is unnecessary and forced.
fartownik
t/404027/start=0

mapping to nonexistant beat
Yuii-
p/5525875/

Quality issues regarding the highest difficulty of the set. Apparently, even the mapper recognized his own diff as "still not ready"?
marshallracer
p/5526537

Issue with incorrect tag
Arzenvald
p/5517238 a little confirmation about 1/16 snapping usage in Normal difficulty wouldn't hurt, still waiting the mapper / QAT to respond

side note : i even expect some Easy osu!mania diff with 1/4 and above snapping in faster song getting ranked in future lmao
fartownik
p/5530431#p5530431

wrong offset
BounceBabe
p/5530448

inaudible hitsounds, totally wrong use of combo indication on multiple diffs and combo spam

p/5530460

same with the combo indication, several SV changes that have no indication and are hard to read
Ashton
in the Abyss Lake diff there is an inherited point on the uninherited point with no SV change

https://osu.ppy.sh/s/464244

unrankable.


they both have different volume change, unrankable.

also

https://osu.ppy.sh/s/360628

soft-hitfinish11.wav
soft-hitfinish12.wav

those hitsounds may have delay of 5ms

also they are exactly the same, and also both soft, so there isn't a need to have both?

discuss with stjpa
riffy
https://osu.ppy.sh/forum/p/5532525 - Some stuff on the Beginner difficulty
https://osu.ppy.sh/forum/p/5532576 - general things, SB can be optimized a little
MBomb
p/5532766

Some pretty big flow issues in the deluge which I feel should be fixed before the map is ready for ranking.
Cloudchaser
Cryptic
p/5534507 and p/5534505 are the same song and are both in qualified due to a slight variation of title (one having a space between the '~' and '(' and the other not having a space).


EDIT: KwaN took care of it.
Backfire
https://osu.ppy.sh/s/509112

Offset is wrong, spoke with a couple credible people


Nofool in the forum thread as well

we all agree it is early, but the exact amount is slightly different for each. I think 5-10 is the right range, but which one is best I'm not sure. I had the best results with +5, 0ms late average while playing in test.
Ascendance
https://osu.ppy.sh/s/503383

uses cancer in tags, definitely not appropriate and I've seen maps get dq'd for tags before
Sonnyc
p/5545882

rhythm concerns.
Irreversible
https://osu.ppy.sh/b/1058918

the kiai in sigma is just simply overmapped
Nerova Riuz GX
p/5546762

some personal opinions with incorrectly snapped objects
_DT3
p/5546762
I think, due to the opinions that suggest removing 1/8 in the kiai, a DQ is necessary for further discussion
Yuii-
[strike]https://osu.ppy.sh/forum/p/5549335

Mapset could be improved a lot, especially the Hard difficulty, working around some rhythm/structure issues that would help this mapset look way better towards the ranking section[/strike]
xtrem3x
https://osu.ppy.sh/forum/p/5549755

qoot8123 in tags don't appear.
Yuii-
p/5549999

Hitsounds being inaudible, as well as a couple of suggestions in order to improve the quality of the highest difficulty
Saileach
p/5495433 Need to change a few things such as inherited points and some sound
EDIT: Already done, hyperion took care
Pentori
p/5552347
really questionable direct qualify and hitsounds/combo's could use work
Ashton

Pentori wrote:

https://osu.ppy.sh/forum/p/5552347
really questionable direct qualify and hitsounds/combo's could use work

I second this
Doyak
p/5552912
General concerns about the overall quality.
Xexxar
p/5554076

unsnapped first note in top difficulty.
Venix
https://osu.ppy.sh/s/478289
00:31:161 (3,4) - DS Problem on normal diff
Yuii-
I don't think 0.1x is a DS problem. It's literally 1 pixel difference that it's barely noticeable at this difficulty.
Venix

Yuii- wrote:

I don't think 0.1x is a DS problem. It's literally 1 pixel difference that it's barely noticeable at this difficulty.
okay
ReFaller
p/5560434

Some major issues in patterning and AR thing for Broseph's diff
Sonnyc
p/5553195 waiting for mapper's response regarding minor issues.
p/5561851 Hitsound expression issues.
AnatOWJIya
p/5567598 spinner's end wrong snapped on Hard Diff
Rivals_7
p/5567612

Audio is on 256 Kbps
Electoz
Sampleset between red and green lines in highest diff conflicts p/5568936
Pentori
p/5569992
bg dimensions exceed the current RC's maximum
ukod
p/5575062/

timing issues, generally cluttered structure, a few hitsound issues
AnatOWJIya
p/5575535
5 slider's ends not snapped
Sieg
p/5576067
less than 24 hours between placing a bubble and qualify
Nao Tomori
p/5575062

not replied to by mapper, though 90% of the mod is subjective
Shiranai
p/5582301#p5582301
Need opinion on questionable matter
Nelly
p/5584480
Less than 24 hours between placing a bubble and qualify
Ashton
Hardest two diffs

( Insane + StaR's Insane )

Have rhythm issues, and overspaced jumps. Where the song is less intense there is big spacing, where the song is really intense there is less spacing. Overall the hardest diff's last 10 seconds need a remap in rhythm, because it completely is just 1/2 spam, more in the modpost.


Link: https://osu.ppy.sh/forum/t/505627/start=90 (scroll down to my post)
Mun
t/505627

This map has too many issues! As mentioned in the post above me, there are lots of spacing emphasis errors, and the cutting of the mp3/video is also suboptimal. Insane, StaR's Insane, and Light Insane all have these issues to different degrees.
Not only does this not conform to any of the standards of quality that have grown to be respected in the ranking process, but it even holds unrankable elements that have been repeatedly overlooked.
Nozhomi
p/5587626

Spacing inconsistencies, and pattern emphasis / build-up issues overall.
Ascendance
p/5594559 unrecognizable difficulty naming, difficulty naming provides no sense of linear progression as to what difficulty each word represents.
Underforest
^same map, I suspect that BPM is half time
Spaghetti
CrystilonZ
p/5596027
Burai-ish slider to manipulate slider velocity in Insane
not completely sure tho
BounceBabe
p/5585411 no further discussion on a valid spread issue that i raised before it got ranked. Normal feels too easy for the spread.
Ascendance
various hitsound and quality issues

p/5600607
Worm_old_1
.

posted wrong place most likely, disregard.
Kyouren
p/5603974#p5603974

That should be "Koi no Jumyou(TV Ver.)" without space!
Ashton
https://osu.ppy.sh/forum/p/5607600#p5607600

artist metadata issues (post right above me)

also hardest diff has spacing inconsistencies and one hitsound seems weird.
vipto
https://osu.ppy.sh/s/400300

blue dragons mod from the previous dq was not properly responded to. https://osu.ppy.sh/forum/p/5489214
Hulas mod also wasnt properly adressed. "ok add"

https://osu.ppy.sh/forum/p/5524971
Raiden
p/5617596 same map as above ^

seems like there was not an appropriate response to mods, plus some newly added concerns
Low
https://osu.ppy.sh/s/517598 (concern was brought up previously but brushed off at t/509002/start=105 )

missing a difficulty labeled as "Hard". i know star rating is not the be all end all say to a map's actual difficulty, but the ranking criteria explicitly states that you have to have a difficulty spread that does not skip any difficulties (barring either Easy or Normal). i've seen maps get unqualified for doing something similar to this in the past, so i'm just posting here to see what others think
Shiirn
Star rating is a poor metric, and one that does not accurately respect the actually difficulty spread applied in that map. Advanced itself contains many 1/2s, but is underweighted due to the usage of sliders and lack of spacing variance. Hard has minor variance in spacing and slightly more 1/2 clicks in a row. In fact, Hard specifically had the more strenuous strings of 1/2 circles changed to include sliders at detriment to the rhythmic consistency specifically to make it easier to play (A technique that does not, in fact, lower star rating much, if at all).

Plus, Logic's diff is literally 0.01 away from having the Hard icon. What's the problem with that? Don't degrade yourself by only looking at the icons shown and just assuming they're perfect representations of the difficulty spread.

Try looking at the map as well. That's a good start.


I "brushed off" the comment as Stjpa had already summarized my feelings, and the feelings of any rational mapper or modder, on the matter, in the post before mine - Advanced has plenty of 1/2 already, Hard isn't that much of a logical step up, but star rating is catapulted forward simply due to the spacing variances used.

It's also considered good form to post your concerns in the beatmap thread so they can be addressed there without appearing to be uncalled for, since you didn't do so I'm replying here.
Low
i haven't looked at the map due to not being able to access a computer at the moment, so i can't be sure about the spread from my perspective. either way, even if i had seen the map, i still would have made this post regardless of the playable spread. i am merely pointing out the technically unrankable aspect of the set, that being a difficulty labeled "H" is missing, and there is a jump from N to I. i have seen a mapset previously get unqualified for an issue similar to this even though the spread was fine enough by playing standards, so i just wanted to see what others (specifically more QATs) thought about this.

i didn't post in the thread about it because it appeared to have already been brought up recently, so i figured posting again about it would be redundant even though i wanted to bring up the issue again. duly noted for the next time, i suppose.

sorry for using the term "brushed off" as well. definitely not the connotation i intended to convey; i just couldn't think of a better term in the moment
Deif

Low wrote:

https://osu.ppy.sh/s/517598 (concern was brought up previously but brushed off at t/509002/start=105 )

missing a difficulty labeled as "Hard". i know star rating is not the be all end all say to a map's actual difficulty, but the ranking criteria explicitly states that you have to have a difficulty spread that does not skip any difficulties (barring either Easy or Normal). i've seen maps get unqualified for doing something similar to this in the past, so i'm just posting here to see what others think
I'll explain this further, since there's not enough place in the previous post.

The report is totally invalid. We're talking about a far-from-being-perfect SR system. The current rule says:

Ranking Criteria wrote:

The difficulties in the mapset must be in a consecutive order. Easy or Normal can be skipped if the gap in the star rating spread allows it. The order can be seen in the chart below. If your mapset has two difficulties, one of them cannot be an Insane or Expert. The lowest difficulty must be below 2.0 stars. The difficulty level of Taiko-specific and osu!mania-specific difficulties must also follow a well-designed spread and might contain a Hard and Insane only, if there are standard difficulties present. In CtB, the spread evaluation is upon the BNs discretion. The difficulty spread is determined by the map's star rating.
There is no part where it says that "ENHIX icons must appear consecutively in your mapset". Advanced doesn't get a H icon by 0.02 stars and Hard is just slightly over it by 0.01 stars. As long as the beatmap has an appropriated spread (and in this case, it's a balanced one) there is no need to DQ by such a minimal difference to please everyone's OCD.

You should've have posted in the thread about this issue and more importantly you should've tested the beatmap in before to avoid jumping into such conclusions. This is not the place to discuss this so contact me via Discord/in-game if you have further questions about this matter.

Let's keep the reports rolling /o/
fartownik
p/5629657

Would love if someone backed me up with my point or at least confirm to the mapper that it's correct
ZiRoX
p/5632422

This mod wasn't addressed, which goes against the CoC.
Xinnoh
p/5635992#p5635992

Edge dash issues, delete my accidental extra posts if you can do that
Kyouren
https://osu.ppy.sh/s/429436

The mapper forget add "Cory in the House" in source!
Chaoslitz
riffy
p/5645709

the black bars in the collab insane diff are unintended, should be a quick fix
Natsu
p/5647443

An offscreen object and several suggestions that seems valid to me, especially the comboing at the normal diff
Avena
Mel's Extra: small reading issue.
Stella's Insane: heavily concerning gameplay and reading issues, also there is an overall lack of balance inside the difficulty itself. Overall quality can be heavily improved to bring the diff on par with the rest of the mapset.
p/5653290
Venix
t/501698

Combo colour 7 is inconsisent (look at Ren's Insane)
0,0,255 On all other diffs this colour is 0,0,128
Rivals_7
p/5658048
reported since the mapper seems wanna take their map down for an unsnap issues

edit: done by blocko
Ashton
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