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posted
can i rnak this

i prefer 0.3 sl tho
posted

handsome wrote:

can i rnak this

i prefer 0.3 sl tho
Sure; updating with 0.3 SL then
posted
lets go

the superior df map in qualified
posted
Wrong icon I guess lol
posted

Inyuschan wrote:

Wrong icon I guess lol
vhsh shhyu[url]yuhz[/url]
posted

Jenny wrote:

grid != playfield - until like 5 grids (size 3) out of the grid, you're usually entirely fine to the top/bottom (mind the top left, bottom center and top-very-right because of interface conflicts - not like those were unavoidable these days anyway)
You shouldn't ever put a circle or slider's edge outside the grid. It just causes unforeseen issues on easy, hard rock, and catch the beat. I haven't downloaded the map, but I guarantee there's some off screen mods based on that one egregious slider which is erroneously placed completely off the grid.
posted
They're pretty fine - I'm usually aware of the game's interface when mapping :p





posted
the userrating got reseted D:

is it normal after a DQ?
posted
Well I was mistaken. Doesn't change the fact that placing a slider where you can't move it is a bad idea.


You wouldn't have any problems with this if you just stayed inside the grid.
posted

IamKwaN wrote:

I find my rainbow sheep in the creator's words.
Let's go~~
I love it. May I has it?
posted
The best part of this map is the 2010 style storyboard
posted
Well personally I found that -5 offset is more suitable for this map (and I get much better acc than that one on scoreboard, like 95%). Maybe consider it in case it's unranked? QAQ

Edit: after -5ms,
posted
Online offset is still a thing for all I remember, so if multiple people have that issue we can just do that
posted

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, so that you can understand our motive. 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. An issue might be found on more than the spots mentioned below. If you have questions, please reply to this post and we will do our best to clarify any misunderstandings for you.

  1. (M) Mapping Quality
    - Overdone jumps with little buildup leading to them, along with other gameplay issues. There are something that you didn’t fix or get them fixed properly after the last disqualification like 00:23:464 (1,2,3,1,2,3) -; 00:23:926 (1,2,3,1,2,3,4) -; 00:33:157 (1,2,3,4) -; 03:52:541 (1,2,3) -; 03:52:849 (3,1) – etc. Please read the former reasons and examples.
  2. (G) Formal Errors
    - Drain time is less than 5:00. This map starts from 00:00:388 - to 04:00:388 -, from 04:15:157 – to 05:11:464 - . The real play time is less than 5:00. 4:57 is not acceptable. For approval, it must be longer than 5:00.

If you happen to have concerns about this disqualification, you have the option to contest the decision with this form. Before doing so, please read the instructions carefully.

We wish you further success towards requalification! The Beatmap Nominators will handle this mapset after the issues have been addressed.

Good luck and thank you for contributing to the osu! community with your efforts!

###MG
posted
I think someone doesn't really have their priorities straight.
posted
doesn't drain time not count spinnerz. If it doesn't then it's basically over 5 mins drain time lmfao that 1 spinner is 4+ seconds
posted

Quality Assurance Team wrote:

  1. (M) Mapping Quality
    - Overdone jumps with little buildup leading to them, along with other gameplay issues. There are something that you didn’t fix or get them fixed properly after the last disqualification like 00:23:464 (1,2,3,1,2,3) -; 00:23:926 (1,2,3,1,2,3,4) -; 00:33:157 (1,2,3,4) -; 03:52:541 (1,2,3) -; 03:52:849 (3,1) – etc. Please read the former reasons and examples.
I talked these through with Lust on the last unrank and it was clear that these got resolved/the first one being there would be tolerable since that is how the song goes. I don't see why this would be brought up again now when it has been addressed before and could have been brought up by the people in question within time, rather than, again, on the sixth day.



Quality Assurance Team wrote:

  1. (F) Formal Errors

    • - Drain time is less than 5:00. This map starts from 00:00:388 - to 04:00:388 -, from 04:15:157 – to 05:11:464 - . The real play time is less than 5:00. 4:57 is not acceptable. For approval, it must be longer than 5:00.
Okay, so what are the "solutions" to this artificial problem?

  • a) remove the breaktime and add random circles/sliders there
    b) add a 3 second slider at the end



I do not see how any of these are going to increase the quality of the map, and let's just be honest, making a mapset for this song would not make a whole lot of sense either - not even counting the fact it'd be just about impossible to get anyone willing to spend their time modding a mapset of 7 difficulties, 4:57 minutes each for the artificial issue of this being "3 seconds too short".

An easy and normal difficulty would not make any sense to have on a song like this, specifically considering its length and intensity, so I believe we can agree that that is out of question - so what remains to do regarding this issue?

Artificially inflating the draintime just to fit a sheer numbers criteria? Adding random noise at the start or end of the song/slowing it down by 1% so that it'll last 3 seconds longer?
I don't see how either of those would help raise the quality of the map (or then-"set") in any way, sorry.



Concludingly said: I could probably work around doing something for the mentioned jumps, but for that I'd need the QATs involved to actually interact and talk things through with me and test out different patterns as to keep both the existing idea and conform to QAT standards - about the length, I do not think we can really argue. Worst case I will add a 3 second slider on top of silence/remove the first break which will result in a huge loss in atmosphere and immersion, but at least it'll make it approvable by today's standards.
posted

Quality Assurance Team wrote:

  1. (M) Mapping Quality
    - Overdone jumps with little buildup leading to them, along with other gameplay issues. There are something that you didn’t fix or get them fixed properly after the last disqualification like 00:23:464 (1,2,3,1,2,3) -; 00:23:926 (1,2,3,1,2,3,4) -; 00:33:157 (1,2,3,4) -; 03:52:541 (1,2,3) -; 03:52:849 (3,1) – etc. Please read the former reasons and examples.
00:23:464 (1,2,3,1,2,3) - but they increase in spacing, how does it have no buildup?
00:23:926 (1,2,3,1,2,3,4) - here this 00:24:388 (1,2,3,4,5) - could be changed to something like 00:26:234 (1,2,3,4,5) - to fix
00:33:157 (1,2,3,4) - it plays 100% fine, however that last note could be moved somewhere further away since it is stronger than the rest but the spacing decreases? although decreasing spacing can be a form of emphasizing too
03:52:541 (1,2,3) - look at the stream spacing, that's your build up for the jumps, just like in yukos trail of star ending but even better because here you have more spaced streams which lead to more momentum, unlike yukos super condensed streams that almost cancel momentum out
03:52:849 (3,1) - well, nothing wrong here, can't fix anything because the music forces something like this to happen, it goes from super intense high pitch guitar 1/4s and 1/2s to one long ass note which lasts for a few measures
low quality dq on a high quality map i am disappoint
posted
just do the classic 1 circle on every downbeat in 04:00:388 - lol.
posted

Kibbleru wrote:

just do the classic 1 circle on every downbeat in 04:00:388 - lol.

Jenny wrote:

Worst case I will add a 3 second slider on top of silence/remove the first break which will result in a huge loss in atmosphere and immersion, but at least it'll make it approvable by today's standards.
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