Omg i thought that was skystar
I honestly dont think that things under 4.5ish* can be "surely/100%" AR9. It always depends on the density and overlaps and stuff, but really, the patterns cant be so difficult that you'd need AR9 on 4.11*. Even if it is 189 BPM, give it a try on 8.5 or 8.8 if neccessary. More people will be able to play it and it'll also be much more enjoyable on DT.xxdeathx wrote:
I really don't understand why AR9 in a 189 BPM >4 star insane was a DQ reason, since AR9 is the norm for pretty much every insane over 150ish bpm nowadays. I've seen it used on far easier maps than this.
Go on like this I don't know how to add hitsound. Then I don't know how to mapping.Kibbleru wrote:
soo... lets see here.
hitsounds too similar to music --> DQ
hitsounds too different from music --> DQ
HAH
细思恐极KaedekaShizuru wrote:
Go on like this I don't know how to add hitsound. Then I don't know how to mapping.Kibbleru wrote:
soo... lets see here.
hitsounds too similar to music --> DQ
hitsounds too different from music --> DQ
HAH
lol
细思恐极
you are correct, but the point being made here is that at a certain point the AR of the map should be up to mapper's interpretation and honestly shouldn't be a DQ reason at all lolYauxo wrote:
First off, I didnt check the map or read the thread beforehand, so Im just purely answering to the text below. Im also assuming that it's a "standard" kind of map.I honestly dont think that things under 4.5ish* can be "surely/100%" AR9. It always depends on the density and overlaps and stuff, but really, the patterns cant be so difficult that you'd need AR9 on 4.11*. Even if it is 189 BPM, give it a try on 8.5 or 8.8 if neccessary. More people will be able to play it and it'll also be much more enjoyable on DT.xxdeathx wrote:
I really don't understand why AR9 in a 189 BPM >4 star insane was a DQ reason, since AR9 is the norm for pretty much every insane over 150ish bpm nowadays. I've seen it used on far easier maps than this.
Though, I'd agree that that's a bit over the top to DQ over the AR.
As I said, I didnt check the map, but I wanted to answer to that. Give AR8.5-8.8 a try and be a bit more open to that.
^ thisKinshara wrote:
This definitely belongs in the Hall of Infamy for one of the worst disqualifications ever.
Good luck, monstrata.
^captin1 wrote:
combo color is extremely minor and mostly irrelevant
ar point is dumb, as monstrata said 9 is best considering the bpm and density
the claps are mildly additive, but they still fit well with the song and help give a better sense of timing during it
absolutely contest, i don't see a single thing that would warrant this.
I couldn't agree more on this one...Skystar wrote:
^captin1 wrote:
combo color is extremely minor and mostly irrelevant
ar point is dumb, as monstrata said 9 is best considering the bpm and density
the claps are mildly additive, but they still fit well with the song and help give a better sense of timing during it
absolutely contest, i don't see a single thing that would warrant this.
Combo colors must not blend in with the map's background/storyboard/video. This is so the approach circles are always visible to the player.Stop using shitty combo colors that you get from the background. Use something bright and/or edit the combo color a higher saturation/luminosity than the base color.
Clearly you don't know about how osu! colorization works. Even if the entire background were the exact orange color chosen, the simple fact that the orange is 255,149,43 means that the background when dimmed to the default of 30%, 178,104,30. That's a difference of 77,45,13, which is pretty substantial. The dark blue is just 23,46,83. The difference from a pure blue background would be 7,14,25.TheGrimOfCrazy wrote:
1. I study colour theory and know for a fact that if any colour were hard to see on this bg it would not be the dark blue but actually the orange.
Its common for people to hate on dark blue when they play full dim but that doesn't apply to ranking. Please test on default skin if your skin can't handle dark colours well.
No.ziin wrote:
The dark blue combo color clearly violates the rules.
I call it blending in with the background, not unreadable. The only unreadable color is black on black.monstrata wrote:
But my bg isn't anywhere near a solid blue color lol. Tbh, now that i think about it, its better to consider the readability of the approach circle based on its entire play time, not just screen shots. It plays just fine for me. Calling it unreadable is completely inaccurate but semantics aside, waiting for Loctav/ztrot.
There are times when black and white can be appropriate, thus it shouldn't be a rule.Yales wrote:
I mean, the topic cleary shows that nobody cares of it.
Breaking any rule warrants a DQ.Yales wrote:
Anyway, what we're saying is that it's a minor thing and doesn't warrant a (last minute) DQ.
Since the map stays readable there's nothing wrong. And you said yourself that combo colors doesn't need any rule.ziin wrote:
Breaking any rule warrants a DQ.
White combo color on black background is fine. Black combo color on white background (while silly and I'd advise against it) is also fine. Black on red is fine. Combo color is a rule, you can't have it blending into the background.Yales wrote:
Since the map stays readable there's nothing wrong. And you said yourself that combo colors doesn't need any rule.ziin wrote:
Breaking any rule warrants a DQ.
Breaking any rule warrants a DQ. However combo color isn't a rule. So there's no broken rule here. -> Abusive disqualification.
Yes, the rule is subjective. My jargon assumes a solid color because that section of the map is a mostly solid color, which is the only trouble area.monstrata wrote:
Ziin- blending is subjective, your color number jargon assumes a bg that is a solid color, which is not the case.
do itmonstrata wrote:
pishi, captin, what do you two think?