我貌似是倒数第一
Megurine Luka wrote:
HW啊,船捞了多少了啊
That's....Lust wrote:
Particular 1/4 patterns in the Whirl difficulty cause for some bad flow and confusing gameplay.
Charles445 wrote:
I need to keep track of these alternative mapping contests, they look fun then you should not miss the winners' works in this mapping contest www.
thanks for modding!Lust wrote:
Greetings Hollow Wings, my apologies but on behalf of the QAT I must disqualify this beatmap for the following reason:The Whirl difficulty uses some very complex 1/4 patterns, which can be fun. However, some instances of this cause too much confusion and can be improved in our eyes. Flow can also be improved in several areas. Here are some examples; these are not every instance of where the problems occur, so be sure to examine the difficulty thoroughly.
- Particular 1/4 patterns in the Whirl difficulty cause for some bad flow and confusing gameplay. There are some patterns that are hard to read, messy, and do not flow well. They can mostly be found in the first half of the beatmap, with the later patterns becoming more intuitive. We implore that you go through and improve any issues concerning this.
surprising again, these patterns can be a dq reason because difficulty.
reading patterns are just a kind of pattern, which test players' playing skill as a extra-level pattern in the top diff. "bad flow" is more like "anti-flow" in name defining different flow for different patterns; "confusing gameplay" also make no sense because 220bpm stream can also confusing gameplay for noobs as well. if this can be a dq reason to dq a map contains difficult pattern, then it can be the one for disqualifying any other extra diffs because there'll be always much more people who can't play them than the others, and those do confuse them playing as well because they can't. on the other hand, i remember before the dq there are already full of A ranked score in the list board with really high acc and combo, even more with fc scores as well. how qats can judge the map confuse gameplay when lots of players can play them with really well performance with no blocking?
anyway, the dq happens and i'll take all of mods really seriously. but i wanna say the main idea of those patterns won't be changed.In conclusion, we find that this beatmap is not ready for the ranked status. Please evaluate what has been stated here accordingly, and apply it. The BNG will handle the requalification process. Good luck!
- 00:33:663 (1,2,3,4,5,6,7,8) - The way the 1/4 is set up calls for a very awkward movement which is pretty sharp to play. it's not awkward actually ,and even express the melody with antiflowed movements better than just do stream stacked or fluent.
00:34:535 (6,7,8) - Is also pretty messy looking, and can cause confusion on a first look. 00:34:012 (3) - Is stacked underneath of 00:33:663 (1) - 's slider end, which can be hard to read. Try to improve the flow here they are hard to read, ofc. but that not means they can't be read. and even most of players can read this pattern, those ones who can't read this pattern need to improve there reading skill imo. a reading pattern can't be read only happens when some game elements' completely overlapped. (note, slider's arrow, track, and direction of the track) i can't see anything's can't be read here, and i've snapped ds to help players reading the pattern, and everyone knows patterns like this can be more difficult.- 00:38:023 (1,2,3,1) - This can be incredibly difficult to play due to the way this is stacked and placed, not to mention it is also messy. 00:38:023 (1,2,3) - This is a seriously fast movement, which is followed by a pause stack on 00:38:372 (1) - that may not be easy to read maybe you haven't notice the stacked note at 00:38:372 (1) - and 00:39:244 (1) - is at the place of their previous streams' ends? that'll help players aiming and have break in movements, which is easier than spread them out with rising difficulty. this patterns really easy to be read than put those stacked notes out, other wise players will be really stressed in moving their cursors. you can test them by different composing withs same pattern, i'm sure my version is the easiest one.
- 00:38:895 (1,2,3,1) - Another harsh 1/4 pattern, 00:38:895 (1,2) - is fine, but the cock back to 00:39:070 (3) - is just way too much same as what i've mentioned above.
- 00:42:733 (5,6,7,8) - The flow is just way too harsh here, especially with the 1/4 movement in 00:42:733 (5,6,7) - this can be arranged in another way thou, changed a bit.
- 00:59:477 (2,3,4,5,6,1,2) - The change from 1/2 to 1/4 in the same spacing is confusing. Please try to use spacing changes consistently and clearly thou i think the pattern itself is completely ok for playing because i've noticed that 1/4 jump with same melody at 00:58:954 (2,3) - , i can admit that the patterns' not really accepted to most of players. so changed to another style.
- 01:42:035 (1,2,3) - More sharp and unnatural movements, plus 01:42:383 (3) - being obscured by 01:42:035 (1) - 's slider slide which can make things more confusing same words as above, and actually this pattern has no differences to those previous ones in main idea, except the higher ds which is set for higher emotion in the song.
thou my map's always ready for rank, always dq for reason i haven't heard from anyone.
###0 ←??
this is not the point,Tess wrote:
Some things that used to be unplayable and unreadable for me became playable and readable after I improved as a player. And other maps are still unreadable and unplayable for me even though people of way lower rank than mine can FC it. Of course there's a line to draw but you gotta stay aware of the fact that some maps just don't work for certain players, while they do for others.