才不要Flask wrote:
可以交出真相了
才不要Flask wrote:
可以交出真相了
Thanks~~Momochikun wrote:
checked a few pattern via irc, sorry for late..
Qualified~ (:3 」∠)
www thanksByBy13 wrote:
Congratulations No Gu =w=
Btw welcome back :3/
thanks~HabiHolic wrote:
Gratz No_Gu♥
坏Flask wrote:
好
wow thanks~~appleeaterx wrote:
Congrats! My feels when I finally saw another No_Gu map in the qualified section (ღ˘⌣˘ღ)
in fact,the sound on base drum is stronger than snare,if we put snares on head,then it'll be base drums on tail,which is bad as you say.Quality Assurance Team wrote:
Disqualification Notice
Hello!
Unfortunately, the Quality Assurance Team has decided to disqualify this beatmap. The following is a list of reasons and examples for the disqualification. We do not outline every issue in detail, so make sure to take the idea behind each reason and apply it to the entire beatmap as issues might be found in more than the spots mentioned below. If you have any questions, please reply to this post and we will do our best to clarify any misunderstandings.General
Unused audio file
There is an unused hitsound file in your song's folder. It has to be removed. kNormal
- drum-sliderslide.wav
Mapping Quality
Quality of the difficulty does not meet required level due to a significant number of questionable and inappropriate patterns.Insane
- 02:28:816 (6) - it is extremly difficult to read this slider. It's unacceptable for the Easiest difficultydid some change
- 03:15:504 - the strong beat is mapped with a slidertail, resulting in unclear feedback to the player. It has to have a circle or sliderhead. hmm I don't think the beat here is strong,it's a snare drum,in fact many mappers ignore snares whent they're mapping E/N.and in fact 03:15:129 - is the start of a rhythm(while,I don't know what instrument it is),and 03:15:129 (5,6,1) - they are a pair.
- The difficulty settings are poorly balanced. Approach Rate 3 is too slow, while HP Drain 4 is too hard. AR to 4 HP to 3
Ignored downbeats
Sliders end on strong beats, thus players are unable to click and feel the stronger beat. It leads to an unpleasant gameplay experience and questionable feedback from hitobjects.
- 00:46:816 (2) - still,as I said above,I don't think snares are so strong that we must place them on sliderhead,and here,as we can hear,vocal is so jumpy so that I made this kind of jump to follow it.
- 00:48:316 (6) - ^
- 01:19:066 (3,4,5) - ehh,if you want to say snare is strong beat,then 3 and 4 have "strong beat" on there head.
If you happen to have concerns about this disqualification, you can contest the decision with this form. Before using this form, please read the instructions carefully.
The Beatmap Nominators may handle this mapset after the issues have been addressed.
Good luck!
###AM
Quality Assurance Team wrote:
Disqualification Notice
Hello!
Unfortunately, the Quality Assurance Team has decided to disqualify this beatmap. The following is a list of reasons and examples for the disqualification. We do not outline every issue in detail, so make sure to take the idea behind each reason and apply it to the entire beatmap as issues might be found in more than the spots mentioned below. If you have any questions, please reply to this post and we will do our best to clarify any misunderstandings.
Insane
Ignored downbeats
Sliders end on strong beats, thus players are unable to click and feel the stronger beat. It leads to an unpleasant gameplay experience and questionable feedback from hitobjects.[/notice]
- 00:46:816 (2) - I disagree with this one, is it wrong to follow vocals?
- 00:48:316 (6) - ^
- 01:19:066 (3,4,5) - actually the purposely placed offbeat sliders give a good effect imo. and I think they are used appropriately. also they aren't unpleasant to play at all...
If you happen to have concerns about this disqualification, you can contest the decision with this form. Before using this form, please read the instructions carefully.
The Beatmap Nominators may handle this mapset after the issues have been addressed.
Good luck!
###AM
thank you very much!Regraz wrote:
As requested.
[General]
ComboColor3太亮了游戏里看起来还好吧。。我所有图基本都是这四个色
soft-sliderslide.wav 必须有100ms长,建议从最近rank的图中找一个空文件拿来用k
[Normal]
02:28:254 (5,6,7) - 确实Normal这种1/4开始的滑条比较不好 建议这样:http://puu.sh/q3DTN/c5cd9ffc2b.jpg 这样不是更难了吗。。当初就是怕做太难才这么放的
02:46:254 (6,7) - http://puu.sh/q3DWe/0ee46eea3b.jpg 前面拆了 但是军鼓还是要跟 后面删了个note 你再看一下
02:57:504 (6,1) - Normal最好别这样摆行
03:12:504 (3) - 拆成1/2加一个note?那个finish还是能够打击比较好k
03:41:754 (1,2,1,2,3,4) - Normal不能叠这么多。。应该问题不大吧 当初也过了
[Hard]
第一条红线,位于同一位置的红线和绿线音量要保证一致否则会出错 Insane同k
Normal > Hard SV gap太大了 0.5已经是最大的限度了慢歌应该可以允许吧。。而且这个也没办法改了
[Insane]
HP -1 这首歌note比较疏松,中间也有一段只有单点的,HR掉血比较快,还是改成HP6好一点k
00:46:254 (1,2) - 这个确实有点太远了 第二个滑条的开始并不是很重的音,这么大的跳不适合,建议用普通的间距我是觉得这段的vocal有些跌宕,所以故意这样想做一个往回拉的效果
00:47:754 (5,6) - ^^
00:15:879 (3,1) - 考虑放近一些,现在的间距和前面的1/1差不多insane没事的
00:53:941 (7,8) - 跳有点过大k
01:18:504 (2,3) - 最好和 01:30:504 (2,3,4,5,6) - 保持一致的节奏两边侧重不一样 前面那段是vocal长音 所以加重军鼓把军鼓都放slider前 后面这段vocal不是长音就把vocal放slider前了
02:06:504 (3) - 现在这个大概会被说成是unsnap 还是要改下不让放1/6?..但是鼓就是1/6啊
02:09:504 (3) - ^
02:12:504 (3) - ^
03:20:004 (3,6) - ^ 后面还有一些
02:20:191 (9,10) - 这个flow不是很好,毕竟是1/4还是摆近一点没什么问题吧这个。。我经常这么放
02:50:566 (4,5,6,7,8,9,10,1) - 低AR这个重叠有点太难read 不建议这么摆,最少也要NC一下 nc
02:57:504 (8,9,10,11) - 还是和 02:28:254 (5,6,7,8,9,10,11,12) - 一样好一些记得好像当初那边是有别的音来着。。听不太出来了改了
03:41:004 (1,2,3,1,2,3,4) - 有点weird 如果想map的话最好后面加几条红线也map了这边有钢琴啊 后面没有
call me back when issues above are fixed!
我也是随心情。。wwKanaRin wrote:
OMG <3<3<3<3
剛好無聊看你的圖點一點你的profile 看見你回來了
不過我還是在深潛中w
還有, RANK加油w