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FELT - Clean

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Topic Starter
Kinshara

Nozhomi wrote:

Hi~ as promised cutie Kinshara :3

- General :
  1. No SB -> No Widescreen Support :D
done!

- Easy :
  1. 00:17:769 (1,1) - Dunno maybe it's a bad idea but to make it like other before it should be stacked. Players saw all slider stacked, so this one should not surprise them.
I didn't stack cuz stacked circles are hard to read :x

- Normal :
  1. 00:17:769 (1,1) - Same, why not stack them ? same as easy!
  2. 00:57:590 (1,2,3,4,5) - Hmmm I'm feeling strange here, because rhythm looks like 00:46:162 (1,2,3,4) - but you did it differently and sound strangely here. So dunno maybe use same as before for consistency (and sounds a lot better and the following with next rhythm is good imo). i like a little variety xDD
  3. 01:19:733 (6) - Curve it just a little more to catch more 01:20:269 (7) - . okay!

- Hard :
  1. 00:34:912 - So here just generally mapping is good, but jumps are randomly placed imo. I mean first one is at 00:36:519 (2,3) - , so next one sould be at 00:39:376 (2,3) - . But no, you did it at 00:41:519 (4,1) - (better spot for jump imo), so next should be 00:44:019 (3,1) - but again no ! We're lost on these jumps and dunno when they appear. You should work on where are better spot for jumps and keep then consistant on this part. hmmm I did the jumps for design's sake not for consistency LOL, but I'll look into this. I think I might change stuff o:
  2. 00:46:162 - There is a lot of triplet here, I suggest you to remove some of them : 01:00:715 (3) - / 01:04:108 (6) - hmmm I wanna keep the diff a little heavy on the triples because the insane is very hard and has lots of 1/4. for spread, basically... :c

- Insane :
  1. 00:17:769 (1,1) - Annnnd you stack it only on harder diff XDDD. haha yeah because people who can play insanes should be able to read the circle properly c:
  2. 00:58:840 (5,6,1,3) - Pls your diff are so clean, can you fix this little overlap ??? ;w; ->http://puu.sh/ijY7F/0ca4601e9f.png hmm noooo, I like my overlaps like that xD
  3. 01:05:447 (6,7) - This spacing make a huuuuuuuuuuuuge break on the play, and kill the emphasis of this part before kiai. You can move it completly away or move it a lot closer to 01:05:447 (6) - to get same effect than 00:56:162 (1,2,3) - . yeah alright, got a lot of complaints on this lol

#rank it now.
Mukyu~
Thanksss Nozz!! <3
Topic Starter
Kinshara

pkk wrote:

FELT- Clean (this map)

General
  1. Add me, kibb and mom to the mappers who inspired you please and thanks Made a special box for you guys! <3

Hard

  • OD-1 so the spread is more even between Normal, Hard and Insane
  1. 00:17:769 (1) - might look nicer if the head and tail don't touch each other doesn't bother me too much
  2. 00:34:912 - looks like you forgot to put a 30% volume point for this part. Do you even hitsound copy bro?? fixed u nig
  3. 00:37:947 (2,3) - this rhythm is kill. ok not really but it could be a bit better. I suggest you ctrl+g 00:37:947 (2,3) - and stack the circle on the repeat slider head. You'll have to rearrange some objects, and since everyone is lazy... you can read me like a book, lol. Not changing cuz lazy <3
  4. 00:56:876 (4,5,1) - this might look nicer if you visually had the same space between each object. Space 00:57:233 (5,1) - out a little more. Same at 01:00:447 (1,2,3,4) - , please use real 1.5x and not some cheap 1.47x rip-off fixed!

    awesome

Insane
  1. 00:00:448 (1,1,1,1) - slider ticks are a bit loud so I suggest adding inherited points on the blue ticks after each slider head and setting the volume to 5% (or 7% if 5% is too quiet). If you do this, you don't need to set 5% points at the slider tails because you'll already have a 5% point, hooray \o/ did it in all the diffs, excellent idea, thanks!
  2. 00:06:340 (1) - kinshara you so sexy but this slider isn't so sexy so maybe you should sex it up some more mmyyeaaAAAeehh?
    If you want to keep the same shape, then try something like this:
    I put another point on the left side near the beginning then curved it more towards the right so it sort of makes a loop de loop with the end of the previous slider. Then I adjusted the point between the first two red points + the red point so it blanketed the previous slider, then I just curved the end of your slider more because more curves = more sexy according to kibb anyways I hate slider art, I am not touching this shit anymore sorry LOL
  3. 00:17:769 (1) - try curving it more between the red points, I think it might be too skinny on the left side which is why it looks sort of deflated. Actually, you can consider remapping this completely since I feel that you can make the shape much more interesting ;) nooooooo orz, i'll mess it up, and it's hard for me to come up with ideas
  4. 00:54:733 (1,2) - the small spacing here into the large spacing and sharp angle at 00:55:269 (2,3) - can be a bit uncomfortable to play since it makes 00:55:447 (3) - feel unnecessarily far. One way you can make this feel better to play is to space 00:54:555 (5,1) - at 1.9x and 00:54:733 (1,2) - 1.4x along with 00:54:376 (4,5) - so your spacing isn't so small compared to 00:53:305 (1,2,3) -. Then just move 00:55:447 (3) - up a bit to ~1.85x spacing or something. The most important part here is to move the slider up so if you don't feel like doing much, just move it up a little and it should be kkk Instructions too complicated, got dick stuck in ceiling fan.
  5. 01:05:447 (6,7) - this can be difficult to read since the spacing is identical. One solution to this is to stack them, but you'll have to move them closer to 01:05:090 (5) - . Alternatively you can add a note at 01:05:626 - stacked under 01:05:447 (6) - and it would also play nicely. fixeeddddd
  6. 01:09:019 (1,2,3,4) - this can be a bit unexpected for players since the 1/4 jump is a bit big. It's also kind of ehhh to play, one way to improve this is to replace the 1/4 slider with a circle and that would still play nicely and avoid confusion. Interesting point, I will think about it, but I would like to start the kiai with a bang, so people know how the kiai will be in a sense...
  7. 01:14:733 (1,2,3,4) - consider spacing these out more. If you're running out of space near the top, you can move 01:14:019 (5,6,7,1) - down a bit. don't think it's too big of a problem? :o

    Nice nice nice nice really nice actually

Very nice map (hitsounds were dope), I didn't take a look at normal or easy because I'm not qualified enough to do so.
(try asking Lanturn, he's an expert ;) )

Have fun mapping kinsharbae ~
Love you pbae (no homo, maybe homo????)!!
Okoratu
ok dad here's a proper mod

[general]
  1. http://feltmusic.net/FELT016/ just a reminder for anyone interested in this metadatas it's an original track
  2. could add 例大祭 12
  3. drum-hitclap99.wav is a questionable hitsound overall because it is much less intended to provide feedback than just give a gimmiky effect to the song, it's wave is also not delayed or anything but rather just inverted. tl;dr i think this one is fine because it's not even trying to provide feedback and rather is an addition to the thing in the mp3
  4. BLAHBLAHBLAH SOME OF YOUR HITSOUNDS WERE SLIGHTLY DELAYED HAD A LOT OF SILENCE IN THE END OR SOMETHING ELSE AND SO I JUST CUT A BUNCH OF THEM http://puu.sh/ilbmi/d8a7f8a261.zip
  5. additionally i recommend adding http://puu.sh/ilbMz/781e772a33.wav so that the sliderticks in the beginning are more quiet
[insane]
  1. 00:37:947 (2,3) - would reduce distance slightly because currently this is just a pretty big jump and i see no very good reason for it to be 4x distance :D:D
  2. 00:46:162 (1,2) - i would delete 2 and have 1 be an 1/1 slider, that would be consistent with the way you started combos in 00:44:555 (1) - 00:43:126 (1) - 00:41:697 (1) - 00:40:269 (1) - but moreover it would also fit the way 00:47:590 (1) - works better
  3. 01:00:090 (4) - same reasoning as before i see nothing that warrants this jump in the song so i would take 01:00:090 (4,1) - and move them a bit more up
  4. 01:01:876 (1) - to follow the way 01:02:590 (5) - and 01:03:305 (1) - are spaced to emphasize piano i would add more space to this one because that would make sense
  5. 01:04:376 (8,1,2,3,4,5) - after testing this one multiple times idk i had difficulties getting that stream right because of this hold repeat slider 01:04:376 (8) - seeing the sounds it maps you could also ignore the weak 1/4 and map it as an 1/2 slider while moving doing something like http://puu.sh/ilcPP/ba729d18da.jpg would also fit the way this part is building up a bit better than mapping the fainter 1/4 next to the actually obvious one imo
  6. 01:13:126 (10,1) - i think this is a bit overdone and should be nerfed a tiny bit by moving 01:13:126 (10) - upwards so that the distance between 01:12:947 (9,10) - increases a bit so that the jump doesn't feel so huge, additionally i recommend a slight rework in terms of spacing between 01:13:126 (10,1) - because i believe that would play nicer
  7. 01:14:376 (7,1) - would add more space in order to stress NC and piano more ?
  8. 01:15:983 (10) - would make this an 1/4 slider in order to follow the strong drumroll better while getting rid of an more or less awkward transition from 01:15:983 (10,1) - (jump should be bigger if you decide against this at least)
  9. 01:19:733 (5,6) - while being snapped correctly (at least i hope so, confirm this next bn hi aka i'm believing in you) the distance between those objects is misleading and can be easily misinterpreted causing a jerky movement, moving them closer would be my advice
  10. 01:24:733 (1) - more space to highlight piano better?
overall the only things i would change here is patterns that inconsistly highlight or not highlight the piano to follow that instrument a bit more consistently. all of the above are things i found while being extremely nazi lel

[hard]
  1. 00:17:769 (1,1) - i would still stack this, for the past 20 seconds it's been really predictable that the next objects head is going to be under the last slider's end having movement here just doesn't feel right and if you can read colors and approachcircles readability of this pattern should be no problem at all
    the following stuff is to tone down this diff a bit further for spread reasons to the relatively normal normal
  2. 00:36:876 (3) - 00:44:019 (3) - would get rid off these 2 spacing differences because then the whole section with the exception 00:40:805 (2,3) - which is basically the same due to slider leniency would be snapped consistently :V
    actually w/e that doesn't really matter much the patterns may be inconsistently spaced as in 00:41:519 (4,1) - which has a jump 00:42:947 (4,1) - which has not
    would try to make your jump usage a bit more consistent in this section because i got p/4169396 which basically said to make the jump usage in the hard a bit more strictly consistent so it would make a bit more sense to either get rid off
  3. 00:36:876 (3) - 00:41:519 (4,1) - dunno
    or add more space to
    00:37:233 (4,1) - 00:39:733 (3,1) - 00:42:947 (4,1) - 00:44:019 (3,1) - (while nerfing 00:44:555 (1,2) - )
  4. additionally i would recommend adding more space to
    00:47:233 (4,1) - 00:50:447 (1) - 00:51:162 (3) - 00:51:876 (1) - 00:57:590 (1) - 01:02:590 (4) -
    regardless of what you do in order to stress piano more
  5. 00:56:162 (1,2,3) - would do the same kind of custom stack as in insane because that stuff looked hella nice

  6. 01:03:305 (1,2,3,4) - this is a bit meh because the jump really shouild be from 5 to 1 and not from 1 to 2 according to the strength of instruments, also 2 consecutive circles followed by a jump into a triplet is putting a lot of emphasis on 01:03:483 (2) - which the note just doesn't have according to the other spacings for the same thing that follow directly after
  7. 01:17:590 (1,2) - 01:31:162 (5,6) - ^ same reasoning as above applies to this pattern
  8. 01:15:983 (6,1) - 01:23:126 (6,1) - stacking these takes a lot of pressure away from 1 and thinking it deserves to be stressed a bit i would break this one up and distance snap them
  9. 01:18:840 (1,2,3) - consider replacing this one with an easier to comprehend rhythm since 01:19:733 (5) - is already hard enough to comprehend there's no real need to force the player to do a doublet and a circle just before:
    http://puu.sh/ilfoV/deed06c6e5.jpg or do a triplet
----
the way you use 4 repeat sliders and 5 repeat sliders basically next to one another can be heavily confusing, if you are willing to is your choice but i would do sth about these additionally.

[normal]
  1. 00:38:305 (3,4) - 00:44:019 (3,4) - these 2 create a bit more pressure compared to the other patterns in this part, replacing both sliders with a 1/1 slider would create less pressure imo
    other than that remove unnecessary green lines from all diffs while you're at it xD
imo spread between this diff and hard is still kinda big would kill a few not 100% necessary triplets on hard to compensate a bit

[easy]
  1. consider using the more silent slidertick in all samples that have a slider longer than 1/1 because currently the sliderticks are hella noisy
  2. following stuff is weirdly touching things
    00:51:876 (1) - 01:01:519 (2,3,4) - touching hp bar D:
  3. 01:30:090 (3) - additionally this feels a bit empty when playing how about an 1/1 slider??
  4. 00:50:447 (1) - remove nc lol
-----

I think our only major problem here could be hard being too dense in comparison to normal.
call me back when you came up with a solution for that
Topic Starter
Kinshara

Okoratu wrote:

ok dad here's a proper mod

[general]
  1. http://feltmusic.net/FELT016/ just a reminder for anyone interested in this metadatas it's an original track
  2. could add 例大祭 12
  3. drum-hitclap99.wav is a questionable hitsound overall because it is much less intended to provide feedback than just give a gimmiky effect to the song, it's wave is also not delayed or anything but rather just inverted. tl;dr i think this one is fine because it's not even trying to provide feedback and rather is an addition to the thing in the mp3
  4. BLAHBLAHBLAH SOME OF YOUR HITSOUNDS WERE SLIGHTLY DELAYED HAD A LOT OF SILENCE IN THE END OR SOMETHING ELSE AND SO I JUST CUT A BUNCH OF THEM http://puu.sh/ilbmi/d8a7f8a261.zip
  5. additionally i recommend adding http://puu.sh/ilbMz/781e772a33.wav so that the sliderticks in the beginning are more quiet
all fixed~

[insane]
  1. 00:37:947 (2,3) - would reduce distance slightly because currently this is just a pretty big jump and i see no very good reason for it to be 4x distance :D:D lel, i agree, but due to slider leniency, I think this isn't really that big... o:
  2. 00:46:162 (1,2) - i would delete 2 and have 1 be an 1/1 slider, that would be consistent with the way you started combos in 00:44:555 (1) - 00:43:126 (1) - 00:41:697 (1) - 00:40:269 (1) - but moreover it would also fit the way 00:47:590 (1) - works better Another goooddd point, but I would like to start the new section of the music differently. Furthermore, I'd like to not keep it completely consistent since 00:54:733 (1) - isn't 1/1 either.
  3. 01:00:090 (4) - same reasoning as before i see nothing that warrants this jump in the song so i would take 01:00:090 (4,1) - and move them a bit more up made it slightly smaller lel
  4. 01:01:876 (1) - to follow the way 01:02:590 (5) - and 01:03:305 (1) - are spaced to emphasize piano i would add more space to this one because that would make sense I REALLY WANNA FIX THIS BUT IDK HOW TO DO IT WITHOUT MESSING THINGS UP AAAHHHH ;A;
  5. 01:04:376 (8,1,2,3,4,5) - after testing this one multiple times idk i had difficulties getting that stream right because of this hold repeat slider 01:04:376 (8) - seeing the sounds it maps you could also ignore the weak 1/4 and map it as an 1/2 slider while moving doing something like http://puu.sh/ilcPP/ba729d18da.jpg would also fit the way this part is building up a bit better than mapping the fainter 1/4 next to the actually obvious one imo 01:04:644 - won't be able to get the sound here, it'll piss me off :c
  6. 01:13:126 (10,1) - i think this is a bit overdone and should be nerfed a tiny bit by moving 01:13:126 (10) - upwards so that the distance between 01:12:947 (9,10) - increases a bit so that the jump doesn't feel so huge, additionally i recommend a slight rework in terms of spacing between 01:13:126 (10,1) - because i believe that would play nicer i think the spacing is good for emphasis (?)
  7. 01:14:376 (7,1) - would add more space in order to stress NC and piano more ? made it bigger, to the best of my ability
  8. 01:15:983 (10) - would make this an 1/4 slider in order to follow the strong drumroll better while getting rid of an more or less awkward transition from 01:15:983 (10,1) - (jump should be bigger if you decide against this at least) I agree with you, but I just don't know how to change. The point of this mapset is to be EXTREMELY clean lol... so yea. orz
  9. 01:19:733 (5,6) - while being snapped correctly (at least i hope so, confirm this next bn hi aka i'm believing in you) the distance between those objects is misleading and can be easily misinterpreted causing a jerky movement, moving them closer would be my advice believe me when i say, i hear you. I want to fix this. BUT I AM extremely ocd right now, and I just can't find a suitable, CLEAN way to rearrange the objects D:
  10. 01:24:733 (1) - more space to highlight piano better? nice idea, but i want to keep a consistent spacing between that, the previous slider tail, and the next slider tail
overall the only things i would change here is patterns that inconsistly highlight or not highlight the piano to follow that instrument a bit more consistently. all of the above are things i found while being extremely nazi lel No thank you!!! Although I was being stubborn, I realized that I totally missed out on some key mapping concepts. I'll be sure to remember this for the next map, I make!

[hard]
  1. 00:17:769 (1,1) - i would still stack this, for the past 20 seconds it's been really predictable that the next objects head is going to be under the last slider's end having movement here just doesn't feel right and if you can read colors and approachcircles readability of this pattern should be no problem at all
    the following stuff is to tone down this diff a bit further for spread reasons to the relatively normal normal i really wanted to do a blanket, but fiiineeeee
  2. 00:36:876 (3) - 00:44:019 (3) - would get rid off these 2 spacing differences because then the whole section with the exception 00:40:805 (2,3) - which is basically the same due to slider leniency would be snapped consistently :V
    actually w/e that doesn't really matter much the patterns may be inconsistently spaced as in 00:41:519 (4,1) - which has a jump 00:42:947 (4,1) - which has not
    would try to make your jump usage a bit more consistent in this section because i got p/4169396 which basically said to make the jump usage in the hard a bit more strictly consistent so it would make a bit more sense to either get rid off i think i fixed most if not inconsistent spacing
  3. 00:36:876 (3) - 00:41:519 (4,1) - dunno
    or add more space to
    00:37:233 (4,1) - 00:39:733 (3,1) - 00:42:947 (4,1) - 00:44:019 (3,1) - (while nerfing 00:44:555 (1,2) - )
  4. additionally i would recommend adding more space to
    00:47:233 (4,1) - 00:50:447 (1) - 00:51:162 (3) - 00:51:876 (1) - 00:57:590 (1) - 01:02:590 (4) -
    regardless of what you do in order to stress piano more uhmmm let's not mess with increasing spacing since we wanna make this diff easier? LOL
  5. 00:56:162 (1,2,3) - would do the same kind of custom stack as in insane because that stuff looked hella nice ok dad

  6. 01:03:305 (1,2,3,4) - this is a bit meh because the jump really shouild be from 5 to 1 and not from 1 to 2 according to the strength of instruments, also 2 consecutive circles followed by a jump into a triplet is putting a lot of emphasis on 01:03:483 (2) - which the note just doesn't have according to the other spacings for the same thing that follow directly after
  7. 01:17:590 (1,2) - 01:31:162 (5,6) - ^ same reasoning as above applies to this pattern
  8. 01:15:983 (6,1) - 01:23:126 (6,1) - stacking these takes a lot of pressure away from 1 and thinking it deserves to be stressed a bit i would break this one up and distance snap them
  9. 01:18:840 (1,2,3) - consider replacing this one with an easier to comprehend rhythm since 01:19:733 (5) - is already hard enough to comprehend there's no real need to force the player to do a doublet and a circle just before:
    http://puu.sh/ilfoV/deed06c6e5.jpg or do a triplet
deal wid iti fixed a lot of stuff, so most of the things not replied above were probably fixed.

----
the way you use 4 repeat sliders and 5 repeat sliders basically next to one another can be heavily confusing, if you are willing to is your choice but i would do sth about these additionally. removed all 5 repeats

[normal]
  1. 00:38:305 (3,4) - 00:44:019 (3,4) - these 2 create a bit more pressure compared to the other patterns in this part, replacing both sliders with a 1/1 slider would create less pressure imo uhhhhhh *cries* it's fine ;w; plus shouldn't we make the normal a bit hard to fit spread?
    other than that remove unnecessary green lines from all diffs while you're at it xD
imo spread between this diff and hard is still kinda big would kill a few not 100% necessary triplets on hard to compensate a bit

[easy]
  1. consider using the more silent slidertick in all samples that have a slider longer than 1/1 because currently the sliderticks are hella noisy
  2. following stuff is weirdly touching things
    00:51:876 (1) - 01:01:519 (2,3,4) - touching hp bar D:
  3. 01:30:090 (3) - additionally this feels a bit empty when playing how about an 1/1 slider??
  4. 00:50:447 (1) - remove nc lol
fixed everything
-----

I think our only major problem here could be hard being too dense in comparison to normal.
call me back when you came up with a solution for that
Okoratu
meep

to next bn:
If you think Normal -> Hard is still problematic then provide a means to fix this seeing how much the hard changed i think this should be barely enough though
the custom diff name means pure aparently so ok

https://osu.ppy.sh/s/21656
:D:D:D
Topic Starter
Kinshara
aahhhh <3

time to wait for akakakakaka
Aka
・by using .jpg bg you could save 1mb of ur folder

hard
・01:09:019 (1,2,3,4) - u could manually space them so 2,3,4 doesnt stand so close to 1
・00:54:376 (4,1,2,3) - same
Topic Starter
Kinshara

Aka wrote:

・by using .jpg bg you could save 1mb of ur folder

hard
・01:09:019 (1,2,3,4) - u could manually space them so 2,3,4 doesnt stand so close to 1
・00:54:376 (4,1,2,3) - same
fixed all, thanks Aka!
Aka

HAPPY BIRTHDAY!!!!

Topic Starter
Kinshara
Thank you so much Aka, Oko, and the rest of the modders!! I am truly indebted to you all!

meii18
Happy Birthday Kinshara :3
Sanapri
happy birthday bae <3
Giralda
Happy Birthday Kinshara <3
Nozhomi
Yaaaaay Happy Birthday Kinshara <3
Pho
lawl xD
Happy B-Day Kinshara!
Mint
happy birthday :)
Okoratu


I mean... happy birthday
pkk
Happy Birthday cuteshara! @@@@@@ *:・٩(´・ω・)۶*:・
Hinsvar
Holy shit I was just thinking of taking a quick look at the thread lol

Congrats!
Xinely
waaa Happy Birthday <3
RandF
HappyBirthday~

FELT <3
Gaia
just when i thought kinsharabae was on my side...
kinsharabae why you pull another melt on me ;________;


;_;_;_;_;_;_;_;_;_;_;_;_;_;_;_;_; /cries in the corner alone )':


btw h-happy birthday... b-but its not like i c-care about you or anything!!!!
BeatofIke
Happy birthday :D
Topic Starter
Kinshara
Thank you so much everyone! It really means a lot. :)
alacat
Happy birthday :3~
Nomination Assessment Team

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.

  1. (E) Difficulty Specific Errors
    - The Sliders in the first section are way too slow for an Easy/Normal difficulty. The Sliders from 00:00:448 - until 00:23:305 - in the Easy and Normal difficulties are inappropriate for these difficulty levels due to the very low Slider Velocity. While we agree with the section being really calm, we consider the current slider speed as unplayable for players of the target skill level. Moreover, stacks behind slidertails should be avoided in lower difficulties. They make these patterns much more difficult to read.

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.

We sincerely apologize for the inconvenience and hope your map will be requalified soon! 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!

###E
OzzyOzrock
Always the last day :)

CONTEST IT CONTEST IT
Okoratu
Nah,

just redraw the sliders in a way that they don't overlap in normal and easy (which should be done by using higher sv) and enjoy requalify. Pretty easy actually.

I knew stacks were kind of risky but didn't think it'd be much of a problem given the long sliders and the consistent concept behind them, but oh well shouldn't be taking long to redo your sliderart with more sv (maybe have the breaks between them the same in normal and easy (1/1) so that doing a more spaced pattern is easily achievable?)

call me back once that happened
Winnie
Aka
while i do agree that stacks may bring some confusion, "we consider the current slider speed as unplayable for players of the target skill level" and "are inappropriate for these difficulty levels" is, excuse me, a bullshit imo

- ">we< consider"
hey, but what about the actual players? what do they consider? even if they drag cursor too slow or too fast, CS helps not to sliderbreak here, its hard and like impossible to lose the sliderball, it just can't be called "inappropriate", no way

if the reason was phrased similar to "stacks are way too confusing because approach circle of next slider has almost touched a head of it while you are still holding a previous slider and it's caused by SV being too slow" i would agree. but i can't agree with the wording "unplayable speed"

i am being pretty much pissed off due to every iconed map by me being DQ'd lately what actually never had happen. and what is more annoying is QAT passing maps with very important issues like incorrect timing and timing points abuse; unrankable sliders. this is very unprofessional

excuse me for my sharp reaction but let's fix it fast and get this back on track.
Topic Starter
Kinshara
Fixed all stack and SV issues. Also increased spacing. I also checked for any sliders going off grid, but please check before iconing.

Also, I give my sincerest apologies to Oko and Aka. You guys trusted me, and I let you down. I am really sorry...
Okoratu
In easy it could prolly look better if you got rid off them semi touching all the time idk 00:17:769 (1,1) - looks a lot better because SV goes back to 1.0 and thus allows spacing like this also the dent in 00:17:769 (1) - http://puu.sh/iuuCl/8b96de4028.jpg could be a bit uhhh smoother
Topic Starter
Kinshara

Okoratu wrote:

In easy it could prolly look better if you got rid off them semi touching all the time idk 00:17:769 (1,1) - looks a lot better because SV goes back to 1.0 and thus allows spacing like this also the dent in 00:17:769 (1) - http://puu.sh/iuuCl/8b96de4028.jpg could be a bit uhhh smoother
1) I could, but I kinda want that part to have a slightly lower SV without changing the DS. :C
2) I would make it smoother, but I decided that maintaining a circle shape with the end of the previous slider was more important orz.

TBH, I am sick of slider art right now, and I would rather not touch it x_x.
Okoratu
welll that makes sense

so yes my only concern about the current sliderart is that the sliders in Easy overlap more than the same sliders in normal, which could make them harder to read.
before qualifying, would contact some red name person about if that's fine, the dq reason has definitely been addressed so here's the bub back

edit2
some other things happened to the sliderart, it's now much easier to read and the sliderticks help you follow the places where the slider overlaps itself in easy quite nicely so let's go
Aka
adjusted them again
Topic Starter
Kinshara
slider art: never again

Thanks guys! ;w;
Giralda
Congratulations Kinshara! <3

I suppose I'll extend a round of applause to those who helped Kinshara grow as a mapper!
Myxo
Congratz, really good map!
Nomination Assessment Team

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.

(A) General Technical Errors

  • Inconsistency in Tags : Tags in Easy difficulty is inconsistent with other difficulties. "NAGI☆" and "例大祭" should be changed to "NAGI☆" and "例大祭".

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!

###A
Okoratu
this should be the last stupid fix hahaha

edit: ###3
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