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see my post (out of place 1/6s, poorly mapped parts)
wrong video file format.


custom hitsounds having more than 5ms delay

extremely low recovery time 03:30:859 (1,1) - right here in easy

idk just thought i'd point this out

Questionable pattern usage in the hardest difficulty.

I have a few issues with both ctb difficulties which I feel should be fixed before the map gets ranked, generally issues that I have with flow on both difficulties.
Some errors in storyboarded lyrics
bpm issues if people care at all, can't say I haven't tried

Edit: it is urgent. It's been qualified over six days and this map will soon be ranked with the wrong timing.
p/5477102 lack of quality and notes on barely inaudible sounds/relevant sounds being unmapped
some improvements can be done about the map

mapper ignored a modpost;
map doesn't have some tags;
map completely ignores the song rhythm

Lack of quality
Inaudible hitsounds

Irreversible wrote:

If you see spreads with flaws, feel free to voice them in the thread itself and report it here.
t/463506/start=0 The Easy plays like a Normal and it's gameplay is advanced, not suitable for beginners. There are a lot of rhythmical changes, aside from being too many elements in an Easy. The Normal is only slightly harder so the difficulty level increase from Easy to Normal is only little. The Hard plays like an Insane due to the high BPM of the song and really large DS, even if it doesn't have many jumps, it's definitely hard to follow and a huge jump in gameplay from Normal to Hard. The fast tapping due to the BPM make it more advanced than a Hard. The Hard is a Hard-Insane. This should be addressed as well. The Hard difficulty has more advanced gameplay than it should have and is even partially overmapped for a Hard. Patterns like 00:59:367 (1,2,3,4,5,6,7) - 01:24:539 (2,3,4,5) - 01:27:470 (1,2,3,4) - are not easy to play and is not suited for Hard difficulties and should be used in Insane and Extras. There are a lot of inconsistencies in the spacing as well. Not to mention several SV changes that are pretty big. This is also a Hard-Insane and not a Hard. Compared to the Advanced, which has linear patterns and easy to read patterns that are mostly 1/1 and 1/2, the jump from Advanced to Hard is too big in gameplay. Additionally, the spread itself is not even as it is dominated by harder difficulties. The Normal as it's lowest difficulty has a star rating of 1,7 which is fine but the rest is above 2 stars, so there should technically be an Easy in order to have a balanced spread that is not dominated by harder difficulties.

This is the exact same on this mapset The Hard difficulty has a star rating gap of 1,5 and the gameplay is more advanced that it is suited for Hard difficulties due to it's large DS. Patterns like these 00:38:694 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,1,2) - are very long, need endurance and more experience in regards to readability in order for players to be able to play this properly without misses or combo breaks. There is a SV increase in the KIAI that makes the whole difficulty even harder in gameplay which can already be considered as them being jumps but with consistent spacing.1,8 DS is also a little much for how the difficulty is played. Additionally, the difficulty has several SV variations, not only in the KIAI which increase the hardness or the difficulty in gameplay, again. Another Hard that is a Hard-Insane. By comparison, the Normal has no SV nor DS changes and has easy to play 1/1 and 1/2 patterns and doesn't require as much experience in regards of gameplay knowledge. The Normal also consist of a lot of sliders which makes the Normal even easier compared to the Hard, whereas the Hard has multiple jumps in a row sometimes, more circle and slider variations that need more experience in order to play them good. And what I already mentioned, the large DS and even SV changes make it even harder. This makes the jump between Normal and Hard, again, very big and this should be addressed as well.

As for ranked maps:
I'm also very concerned about the difficulty spread of this map For one, the Hard has due to it's BPM a lot of patterns that have many tapping changes that are hard to play like this streak 01:39:267 (7,8,1,2,3,4,5,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,7,8,9,1,2,3,4,5,1,2,3,4,5,6,7,8) - It needs endurance, experience and according gameplay for it to be playable and such streaks are not recommendable for Hards as they are more frequently used in Insanes and higher because it requires more advanced tapping / gameplay. Not to mention the many readability issues that I disagree with. Due to it's DS, the clustered pattern placement and constant gameplay changes, the difficulty lacks of readability in order to grant a proper and smooth gameplay. Especially on the first patterns before the break like 00:31:509 (4,5,1,2,3,4,5,6,7,8,1) - 00:37:371 (1,2,3,4,5,6,7) - 00:41:509 (1,2,3,4,5,6) - The overlaps at 00:55:302 (1,2,1,2) - also are hard to read and not suitable for Hards as they are not mapping characteristics that should be included in this difficulty level. Not to mention this mapset. The BPM is horrendously high and this makes the spread hard to be balanced. First of all, the Hard difficulty plays like an Insane due to the slider being so "short" in gameplay because of the BPM. Especially two notes in a row play like doubles in a usual Insane that has lower BPM. Like here 01:44:025 (3,4,1,2,3,4) - this pattern requires quick thinking, reaction and finger tapping in order to successfully play it. Especially this streak of objects 03:31:052 (4,5,1,2,3,4,5,6,7,1,2,3) - is very hard to play due to its many rhythmical placement variations that require experience in reading, movement and tapping accordingly. Compared to the Normal, which has linear 1/1 objects placement, the gameplay of Hard is like an Insane and should not be named Hard. Additionally, the Easy difficulty only has a minimal difficulty level changes. The Easy should have a lot less elements and longer and also reversed sliders to keep the difficulty increase from Easy to Normal balanced. The Hard difficulty play like an Insane due to it's high BPM and DS. It's the same like I already said in this spread. Although the DS is not as harsh. The high BPM take this away tho, since its faster paced and requires fast finger tapping again in order to play it properly. Luckily the Easy and Normal balance the spread out a bit in total but the Hard's gameplay is not easy enough to have this difficulty level name on it.
The jump between Normal and Hard is, again, too drastic. The Hard has SV and several spacing inconsistencies that are clearly noticeable, whereas the Normal has no SV changes and nicely structured rhythmical patterns that are suitable for this difficulty level. The Normal is perfectly fine here. This needs polishing up as well in order to have a balanced difficulty increase from Normal to Hard.

There are also a lot of other ranked maps that have only minimal changes from Easy to Normal gameplay wise which makes the spread, again, unbalanced and they should be addressed. This is mostly due to the higher BPM and lack of using longer and reversed sliders in Easy difficulties and having those exact same existing mapping characteristics from Easy in the Normal just slightly advanced but almost not mentionable. Some Easys even have more advanced rhythmical pattern placements aside from 1/1 patterns that should be addressed in order to keep the difficulty increase from Easy to Normal balanced. Easys need small red tick breaks between 1/1 patterns as well and not just constant streaks of objects that barely give time to relax for the beginners.

I also saw very unbalanced mapset spreads. These maps have no Easy difficulty and are clearly dominated by Hard ones. The rules say that the lowest difficulty has to be 1,5 but with so many higher difficulties this doesn't apply anymore due to the harder difficulties overtaking the spread and making it completely uneven. The Normal is also not easy enough for beginners and is slightly more advanced. The Normal only serves as a filler that fills the gap accordingly to the rules to have the minimum ranking criteria of 1 difficulty that has to be lower than 2 stars in the difficulty, which is really sad, considering the mapset should be balanced and there should be a difficulty for everyone to play, especially for new players that have no experience with more advanced gameplay which makes it unfair to just provide them with mostly endgame difficulties that can't be played by them yet.
You're not supposed to start a discussion here. Here is only for reporting, and details should go to each map's thread.
Apparently I was misinformed. Disregard this.
Using 255,255,255 as a combo color
Actually not a qualified report but this is probably where the reponsible people are most likely to read it.
Can someone review the online offset here? I'm pretty sure that -15ms is too much, I'd claim it's more like -5ms. It's really obvious on some beats like 00:20:419 - 00:40:011 - 02:45:398 - and the effect of +10 local offset is quite massive for me accwise on ignore's diff with all the 1/4 patterns.
t/153209/start=315 This mapset. Again. The peak difficulty alone fails on so many levels to be actually relevant. It looks nice and that's where it stops. There are other issues which have still not been addressed which have been made by other players and QATs when it was previously qualified back about on pages 15/16.
random BG image, mapped less than 80% of the song and didn't crop the mp3, difficulty gap between Hard and Insane needs addressing, Easy has some difficult to play pattern due to rhythm variation and mixing 2 instruments at the beginning
p/5490870 not a proper response to a mod, as well as hula's issues above
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