"Players who're able to play this map shouldn't have an issue here. They're pink/green/blue after all, not white." - Actually, I failed with SB on just in the white part, that's how I noticed it and why I make a concern about it. And yes, I can pass this map. The point is not that they blend completely, but that they blend to such a level so the readability is decreased. Light blue can blend with white, and slider border is white, which also causes the slider to not be clearly visible on time.Skystar wrote:
I sadly failed to see how the combo colours are blending too much with the storyboard; just testplayed it with default skin and storyboard on, places in question are perfectly readable to me. Players who're able to play this map shouldn't have an issue here. They're pink/green/blue after all, not white.
As for the timing sections, they're for the speed changes as the RC suggests. Nothing in the RC says that you must have kiais on on both points so unless I misunderstood something I think this isn't directly DQable?
The thing about timing sections, I know that maps (even some qualified by me) were DQed because of different volume levels in such situation, because RC only allows SV to be changed, so I don't really know if it's still a deal, pointing it out just in case.
Edit/Reaction to the post below: When it comes to brightness argument, then first of all, it's more like a problem of contrast. In fact, what you said is quite a self-contradiction. Changing contrast is a pretty tool to tell if something is blending. If ANY contrast causes a problem, it's because the colours are too similar and therefore it's a problem of the map, not monitor settings. In any way, correct contrast is when you can say that white (#ffffff) is really white, without grey shades and that's quite the point when this map causes the biggest issues. And even if I used 100% contrast, it's map's issue, because you allowed it to blend.