Monstrata wrote:
@Kagetsu: A lot of analysis and discussion has gone into this map's patterning and playability so it is a disservice to everyone here if you just give a blanket statement that it's "unplayable" without giving specifics for me to explain to you.
please note that i mentioned the loved section with the sole purpose of proving that there was no decent scores on this map, i consider a map playable when the player can get 98% or more acc. this was definitely not the case.
if you want a deeper explanation about why the playability of this map is bad, i would have to say that it's a sum of things: first would be the editor limitations, you've stated that there are players who are capable of playing maps around this speed, the fact that you're not considering, though, is that they do it with dt, where you can play at higher ar and od. i'm remarking these two because i believe they have a lot to do with the map playablity. the current ar is far too low. it feels like playing a 190~ bpm map at ar 8.5 which is obviously not the best setting when it comes to smoothly read the patterns. it's debatable whether or not we should choose upon not the best way of making things because of the editor limitations, you might have your own opinion as well as i can have mine.
another point: we all know this a complex song, and as such, it will always tend to be harder to play than common songs, what i don't understand though, is why you're using such a bad transitions when changing the bpm, for example, on 02:55:471 - this section, the bpm increases by 14 units yet you decided to use full screen jumps, which aren't bad in paper, because the music is strong enough to support jumps, but the transition is just unpredictable. you could've been considered a smoother way to put these sections together, by using less spacing/pasive objects or whatnot.
i consider this specific pattern 02:55:471 (1,2,1,2,1,2,1,2,1) - as near to impossible to hit (unless you're using touchscreen), the distance is just too much and the rotations aren't the best either, you might argue that you're using "uncomfortable movement" in order to accentuate the music, but the truth is that the higher the bpm is, the less you feel the difference between awkward and non-awkward movements, this is because the bpm makes all the beats awkward to play already. the worst transition here would be 02:55:787 (2) - to 02:55:893 (1) - especially because the rotation changes on 02:55:893 (1) - which makes it very hard to hit. you might want to move 02:55:999 (2) - somewhere to the up side of the screen in order to "fix" that.
in any case, the distance is still something debatable, again, not because it isn't supported by the music, but rather because it's unplayable. i'm pretty sure there's no one that can consistently hit this pattern 3 times in a row when going throughout the entire map, otherwise prove me wrong.
i believe unplayable maps doesn't fit the ranked section, and that's why tag4 maps were moved to the loved one. believe it or not, your map shares some similarities with tag4 maps: difficult patterns, rough movements, high spaced objects combined with a very high object density in the screen (this due to low ar considering how fast the bpm is) etc.
now i'm not saying that mapping this song is completely impossible, but it would need a complete rework in order to make it playable, because nerfing some patterns would end up unbalancing the map.
about how countering the veto, i honestly think that we won''t reach an agreement, i'm just using my right to vote about whether or not this map should be qualified, i've decided upon no. the veto system is nothing more than a voting system after all.