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saradisk - 220 - Kumano [Osu|CatchTheBeat]

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Ascendance
Gonna talk with mbomb about what he wants to do with his diff, since it seems to be a more fundamental issue (the amount of hyperdashes). After I figure that out, I'll fix up his diff (unless he wants to remove it)
Topic Starter
Nozhomi
Okay so I'm kinda bored to wait for CTB who seems dead mode.

I'll remove them if nothing is done before the end of sunday and push the set forward.
I'm sorry for that.
Lasse
I'm not at home on sunday so might as well wait a day more :v
Ascendance
Topic Starter
Nozhomi
Sad but fine :c

Updated we're ready ~
Lasse
Maruyu
how creative paint.net skills

Okoratu
yay
sahuang
[Normal]
  1. 00:12:077 (2,2) - avoid overlap.
  2. 00:01:277 (1,2,3,4) - i can't see a bpm change, so why is ds here much more than the rest?
  3. 00:30:677 (4,3) - this overlap is also messy imo

[Hard]
  1. 00:19:727 (2,3,4) - bit messy,try not overlap 00:19:727 (2,4) - and make a triangle like http://puu.sh/rxeV1/c25db314dc.jpg ?
    Nice

[ono's Extra]
  1. AR=9.4? Extra has AR9.3 so i think you should raise yours.
  2. 00:42:977 (1) - well just a suggestion, maybe you could put it at the bottom like http://puu.sh/rxf86/43d0d88524.jpg cuz you're doing symmetry from 00:40:877 - to 00:42:827 -
    Interesting high-speed sliders

Also any reason not to remove "magic bomb mbomb" from tags?
Confirm ctb and call me back >\\\<
Okoratu
i still think 9.2 fits the density of the map better than 9.4 (i was told to use that ar before because of the fast sliders, but eh i have more troubles playing this diff at 9.4 lol)
the last slider breaks the symmetry pattern intentionally because the oh shit breaks the song completely

so yeah that's my thoughts about these. If you disagree with that reasoning, feel free to discuss further~
Topic Starter
Nozhomi

sahuang wrote:

[Normal]
  1. 00:12:077 (2,2) - avoid overlap. - Fix
  2. 00:01:277 (1,2,3,4) - i can't see a bpm change, so why is ds here much more than the rest? - Because different SV but the spacing is the same.
  3. 00:30:677 (4,3) - this overlap is also messy imo - Fix

[Hard]
  1. 00:19:727 (2,3,4) - bit messy,try not overlap 00:19:727 (2,4) - and make a triangle like http://puu.sh/rxeV1/c25db314dc.jpg ? - Asked Maruyu about that and didn't want to changed it since it's intended. Should be fine imo.
    Nice

Also any reason not to remove "magic bomb mbomb" from tags? - Fix
Confirm ctb and call me back >\\\<
Thx should be ready soon~
sahuang

Okorin wrote:

oh shit
Qualified~~
Topic Starter
Nozhomi
I hope we won't sink ><

Thx sahuang
Bunnrei
the ship has sailed

but

  • [Kumanodose]
  1. I think ar9.8 is a bit too much for this diff (even if it's CS2, where lower ar is kinda difficult). The diff is just around the less difficult Overdose level, and it's only 200 bpm which is not that fast, so an AR of 9.3-9.5 is more fitting imo. (Also, the rain is AR9, so AR9 -> AR9.8 isn't too logical of a spread)
  2. 00:22:802 (4,5) - might need note emphasis, a beat is missed at 00:32:627, and 00:42:077 (1,2,3,1,2,3) - is too much of an increase in spacing. It's not a difficult pattern, but considering the spacing of the previous parts in the map, and with how the music here didn't really increase too much in intensity, something like this feels a bit better (the previous pattern was just deleted for visibility). And the original pattern also makes you stop at the end of the triplets which isn't too comfortable.
but thats just my opinion so eh xd map is still quite nice
Ascendance

Chara wrote:

the ship has sailed

but

  • [Kumanodose]
  1. I think ar9.8 is a bit too much for this diff (even if it's CS2, where lower ar is kinda difficult). The diff is just around the less difficult Overdose level, and it's only 200 bpm which is not that fast, so an AR of 9.3-9.5 is more fitting imo. (Also, the rain is AR9, so AR9 -> AR9.8 isn't too logical of a spread) Originally, it was AR9.6*****************, but was told there was some readability issues at this BPM, so I increased it. The spread might be a bit weird, but it's going to be different with a bit of an unorthodox setting like CS2.
  2. 00:22:802 (4,5) - might need note emphasis, a beat is missed at 00:32:627, and 00:42:077 (1,2,3,1,2,3) - is too much of an increase in spacing. It's not a difficult pattern, but considering the spacing of the previous parts in the map, and with how the music here didn't really increase too much in intensity, something like this feels a bit better (the previous pattern was just deleted for visibility). And the original pattern also makes you stop at the end of the triplets which isn't too comfortable.

    There's 3 points here why are they all not listed differently aaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
    00:22:802 (4,5) - is intentional to be a full stop, since the music drops off there (for the most part) so I didn't wanna add a circle on the red tick.
    00:32:477 (1) - is meant to emphasize the 1/4 vocal line (I followed vocals the entire time where I could) so I ignored the background at this point.
    00:42:077 (1,2,3,1,2,3) - While I understand your point, the hyperchain is meant to emphasize the increase in pitch during this part and heavily accentuate the triplet pattern. I considered doing something kinda like the Rain, but then I realized that I wanted something different for the higher diff.
but thats just my opinion so eh xd map is still quite nice
If I didn't make my reasoning clear, please let me know so I can explain further. Thank you for taking a look and I'm glad you enjoyed it!
Bunnrei
also your diff is anti-hr farming because of the cs, thank
Ascendance

Chara wrote:

also your diff is anti-hr farming because of the cs, thank
fuck hr players
Zerss
gratz~
Spork Lover
saradisk <3 Gratz :D
Shunao
Gratz! :)
zosanfc
Gratz for 3rd saradisk map!
WingSilent
Nice hit. :3
Tyrell
I think the CTB diffs need to be further modded before it is qualified. I understand that the Osu standard diffs are ready but that doesnt mean the Osu Catch diffs are. I think they should be reviewed by the community at least a little bit since major changes seemed to have been made and no one took a look after these major changes. If we allow maps like this to carry along other modes without proper mods, people will continue this to abuse the system. I would hope this map is DQ'd so at least some top modders can give more insight on it.

One of my main problems with this map is the ar9.8 and CS2. I understand why you did this but I still feel ar9.8 is too much and ar9.5 or 9.6 will suffice just fine. I would also argue to make the CS 3 for better readability but people are gonna only HR it anyways so that can remain CS2. I just want some other members of the community to actually look at and polish this map before it enters ranked.
Ascendance

Tyrell wrote:

I think the CTB diffs need to be further modded before it is qualified. I understand that the Osu standard diffs are ready but that doesnt mean the Osu Catch diffs are. I think they should be reviewed by the community at least a little bit since major changes seemed to have been made and no one took a look after these major changes. If we allow maps like this to carry along other modes without proper mods, people will continue this to abuse the system. I would hope this map is DQ'd so at least some top modders can give more insight on it.

One of my main problems with this map is the ar9.8 and CS2. I understand why you did this but I still feel ar9.8 is too much and ar9.5 or 9.6 will suffice just fine. I would also argue to make the CS 3 for better readability but people are gonna only HR it anyways so that can remain CS2. I just want some other members of the community to actually look at and polish this map before it enters ranked.
Thank you for your concern! Though, I'd prefer if you gave actual concerns that I could address rather than accusing my map of being low quality. As an experienced mapper and a former nominator, I pride myself in being able to create readily rankable, high quality difficulties. In no way am I defending the actions of what happened (personally, I think it's fine), but I have enough confidence in my own mapping ability to give Nozhomi the "ok" to go through with this. This is not abuse of the system. It wasn't a speedrank by any means, and we didn't push a low quality difficulty forward. If you desire to have this map DQ'd, have the top modders approach and leave their concerns in a way that I can agree enough to have the map taken down.

Your problem with the map has been addressed earlier, as well as through previous playtests that I've gotten before resending this to Nozhomi. I had AR9.6 before, but the BPM, paired with the CS and high density pattern called for something higher to ensure reading ability wasn't impaired. I won't change the CS, as it was the core idea behind this difficulty (making a generic cs4 overdose for a song this short would be boring and unimaginative, and I feel it fits fine.

Again, thank you for your concern, but I don't believe there's anything to be particularly concerned about. I look over my own work several times before submitting it, and I'm proud of this difficulty in and of itself.
Tyrell

Ascendance wrote:

Thank you for your concern! Though, I'd prefer if you gave actual concerns that I could address rather than accusing my map of being low quality. As an experienced mapper and a former nominator, I pride myself in being able to create readily rankable, high quality difficulties. In no way am I defending the actions of what happened (personally, I think it's fine), but I have enough confidence in my own mapping ability to give Nozhomi the "ok" to go through with this. This is not abuse of the system. It wasn't a speedrank by any means, and we didn't push a low quality difficulty forward. If you desire to have this map DQ'd, have the top modders approach and leave their concerns in a way that I can agree enough to have the map taken down.

Your problem with the map has been addressed earlier, as well as through previous playtests that I've gotten before resending this to Nozhomi. I had AR9.6 before, but the BPM, paired with the CS and high density pattern called for something higher to ensure reading ability wasn't impaired. I won't change the CS, as it was the core idea behind this difficulty (making a generic cs4 overdose for a song this short would be boring and unimaginative, and I feel it fits fine.

Again, thank you for your concern, but I don't believe there's anything to be particularly concerned about. I look over my own work several times before submitting it, and I'm proud of this difficulty in and of itself.
You seem to have assumed what I meant in my post... I am not implying you're a bad mapper or your map being "low quality" but I am saying I am sure it could use some more polish or at least more opinions and intake from the community. You playtesting a lot means nothing because everyone will playtest their map a lot and claim it is in the best condition it can be. You're no one special so why should you be able to rank a map with little to no mods, you should follow the same procedures as other mappers. It isn't so much about the map but principle of the matter. Maps are supposed to get input from the community before getting ranked and this map hasn't had much input. That is why I want a DQ on this set.
Ascendance
I'm not claiming to be someone special at all. Like I said, if you, or anyone, can provide meaningful feedback, I would be more than happy to request a DQ and increase the quality of the map. If you read the post, I said I did get playtests before submitting the final copy, so I was not the only input.
DeletedUser_6709840
There are a couple questionable jumps in Rain that I would perceive as edge dashes, but otherwise the map is fine. HOWEVER, I do believe the ctb diffs should have received some mods just to ensure they HAD been looked at than just relying on the mapper's complete judgement. Even most experienced mappers can make mistakes.

I'm not saying this map should be DQ'd, but it should have been more evaluated to ensure quality on the CTB side.

Also: Playtests aren't mods. Anyone can playtest but that doesnt provide proof that the map was looked at without irc logs at LEAST
Ascendance

RoseusJaeger wrote:

There are a couple questionable jumps in Rain that I would perceive as edge dashes, but otherwise the map is fine. HOWEVER, I do believe the ctb diffs should have received some mods just to ensure they HAD been looked at than just relying on the mapper's complete judgement. Even most experienced mappers can make mistakes.

I'm not saying this map should be DQ'd, but it should have been more evaluated to ensure quality on the CTB side.

Also: Playtests aren't mods. Anyone can playtest but that doesnt provide proof that the map was looked at without irc logs at LEAST my old pc broke (using my friend's laptop that i borrowed which has a shit ton of input lag so i cant test my stuff recently lolz) Howeverrrrr playtests often provide valuable feedback towards the mapper, so while I wouldn't consider them mods, they can often make the mapper see things he otherwise can't.
Can't really begin to say how horrible it feels to ask for mods on this, receive none, get it qualified, and suddenly everyone starts to say "this should have been modded more, this should be higher quality". I'm not targeting you directly Roseus, but I'd rather like to use your statement to bring up a VERY big issue in the CtB community. Too many times, mod requests are simply ignored because of various reasons. I've been asking around for 2 months for feedback, and the only person kind enough to do so was JBH. Even Chara gave valid feedback and criticism as to why he believed the map wasn't ready. Although I declined it, he at least did the right thing and didn't blatantly ask for DQ after the map was qualified. I'm tired of working my ass off to find modders for months, only to have my sets pushed forward and then suddenly the entire modding community appears. It's horrible, rude, and disrespectful towards the work of the mapper and the nominators who worked to push this forward.

Edit: Still waiting for someone to take Chara's example and provide meaningful feedback rather than beg for a DQ.
DeletedUser_6709840

Ascendance wrote:

RoseusJaeger wrote:

There are a couple questionable jumps in Rain that I would perceive as edge dashes, but otherwise the map is fine. HOWEVER, I do believe the ctb diffs should have received some mods just to ensure they HAD been looked at than just relying on the mapper's complete judgement. Even most experienced mappers can make mistakes.

I'm not saying this map should be DQ'd, but it should have been more evaluated to ensure quality on the CTB side.

Also: Playtests aren't mods. Anyone can playtest but that doesnt provide proof that the map was looked at without irc logs at LEAST my old pc broke (using my friend's laptop that i borrowed which has a shit ton of input lag so i cant test my stuff recently lolz) Howeverrrrr playtests often provide valuable feedback towards the mapper, so while I wouldn't consider them mods, they can often make the mapper see things he otherwise can't.
Can't really begin to say how horrible it feels to ask for mods on this, receive none, get it qualified, and suddenly everyone starts to say "this should have been modded more, this should be higher quality". I'm not targeting you directly Roseus, but I'd rather like to use your statement to bring up a VERY big issue in the CtB community. Too many times, mod requests are simply ignored because of various reasons. I've been asking around for 2 months for feedback, and the only person kind enough to do so was JBH. Even Chara gave valid feedback and criticism as to why he believed the map wasn't ready. Although I declined it, he at least did the right thing and didn't blatantly ask for DQ after the map was qualified. I'm tired of working my ass off to find modders for months, only to have my sets pushed forward and then suddenly the entire modding community appears. It's horrible, rude, and disrespectful towards the work of the mapper and the nominators who worked to push this forward.
Playtests are valuable to an extent but they are basically the first half of modding since ALL modding should include test plays.

Yes, I agree with you that it's complete garbage in the ctb community for the situation we're in due to lack of modders or basically getting ignored. I understand that but as unfair as it is, there has to always been proof that some kind of mods were made or that said testplays happened. I don't doubt that you had people with experience play the map but there was not much to show for it. (Also, very unfortunate about your PC)

As much as I empathize with you, I'm also on the side of following protocol and making sure all the right steps are taken to ensure quality so you don't have the community riding your behind for idiotic reasons.

My main point was that this this should have had more proof that mods or testplays were made, even from the actual people that testplayed with a simple post stating that changes were made irc or something.

I have nothing else that will be helpful to the map Tyrell's post made me feel obligated to at least look at the map to see if there was any problems. I don't see any ranking criteria problems other than a few jumps I felt were subjectively a little too large.

Edit: I'm not asking for DQ, I'm asking for in the future to keep this in mind so this problem will try not to repeat itself
Topic Starter
Nozhomi
Case closed.

I hope the next BN application will fix this kind of issues when it comes to find people for other modes than std.
And from this point, please avoid more unnecessary post, if you think there is something wrong, give a proper feedback. Thanks ~
Zak
I wasn't asked to come look at this but saw the discussion so I tried the map out. I actually like how this map is trying something new with CS2 but I do believe this can be improved some.

I personally believe the AR could definitely be toned down from 9.8 back to 9.6, while higher AR usually does help with lower CS, the angles used on many of the sliders makes it kinda hard to follow and 9.6 would help ease up on that. (And no it's not because I struggle at high AR, I FC'd in only a few tries)
As for patterns:
00:13:727 (4,5) - I think that the jump into this slider is a bit too sharp especially considering how 4 is a hyper, I'd ease up on this a little bit.
00:15:077 (4,5) - It might just be me, but this also feels a bit rough.
00:16:877 (1,2,3) - I feel like 1 and 3 being curved sliders is unnecessary because while playing I feel like I need to go further to the left and then I've suddenly gone too far and I miss, maybe make them straight sliders just going left? I tried that and I thought it flowed better.
00:21:977 (2) - Maybe Ctrl-G and move it a bit left? I'd maybe also make 00:21:677 (1) - slighty more vertical?
00:27:077 (1) - This slider also feels a bit much considering the 2 objects before it are both hypers, while the sliders being used for the exact same sounds just before are much more tame, I'd move the sliderhead to make the slider more vertical while keeping the rest of this part the same, tried x:376 and it looked nice.

If anyone else has any concerns with the map, it would definitely be best to bring them up now, instead of delaying this any further.
Tenshichan
Its damn late right now but I wanna give my 2 cent before going to sleep

First of all, the AR 9.8 is way too high. I'm fine with the CS2 used it plays well but the AR needs to be nerfed to around 9.5 or at max 9.6 as Zak already suggested.

00:03:677 (1,2) - Spacing should be consistent with 00:04:277 (1,2) - which is basically the same
00:05:777 (3,4,5,6) - You usually give your quads a "curving" here so this kinda looks out of place, I tried something like here and it plays & looks a little better
00:08:027 (1,2,3) - Playable, but I would still rather make the sliders less vertical, because then there is more leeway and doesn't need that "abrupt stop"
00:11:327 (5) - As the ones before in these patterns, this may also have a slight angle
00:12:827 (5,6,7,1) - The problem here is that the angle and the speed of the dashes make this really hard and annoying; solutions could be either: reduce the distance of the gaps between the sliders OR make (6) and (7) face the other direction
00:13:727 (4,5) - Too snappy for me; would nerf this by making (5) not completely horizontal for example
00:14:177 (6,7) - You mapped similar patterns before with a hdash in between, why not use it here too?
00:15:227 (5,6,7) - At least (5) and (6) should have more movement to them instead of being almost straight. Considerably 7 too which could also make a better flow onto the next slider.
00:17:327 (3,4) - Beat doesn't feel strong enough for a hdash tbh. The part involving this in general has a lot of hdashes, and while the other beats do deserve one, in comparison, this doesn't
00:17:627 (4,1,2) - (4,1) is a very extreme jump so I think at least (1) should be adjusted accordingly by making it more diagonal, basically the same as 00:08:027 (1,2,3) - so with a better flow & won't feel so "abrupt". (2) could also be considered to be the same as (1) in case you apply the change.
00:19:502 (2) - Might be too much on the left;
00:20:027 (5) - Compared to the rest of the map and the spacing you usually use, this could have a little more distance to the right.
00:21:527 (4,1) - Also very snappy; I would advise here as well to make (1) more diagonal. x:280 or at least x:272 I'd say suits better
00:22:127 (3) - I know you are mapping this heavily with those "straight" sliders but I feel like in this case it could use a neat curving so you can kinda "flow-dash" into it more.
00:36:827 (2,3) - no usage of hdash, while 00:38:027 (2,3) - has one, albeit being basically the same music-wise, consistency here maybe?
00:41:927 (4) - Very nazi, but in comparison to 00:41:627 (2) - it should be at x:168 or x:160

To summarize it up; The main problems I saw are in the first half of the map, while the second half feels very good to play and has a good flow. But I definately agree on the other people that posted here, that it needs more mods before it is ready and that the DQ should happen. I tried hard in my mod to not waver from your style too much that you utilize in this map but if you feel that some suggestions are just completely off then feel free to ignore them~
Zak
Another point that I realized looking at the rest of this thread, is that before qualifiication there was only one full mod from JBH and that was also before Overdose was even made CS2, which the diff does play pretty well despite the small issues, but there needs to be more attention paid to hybrid sets by BN's and check that there are at least mods on other modes, and that there should at least be approval by one osu!catch BN stating it's ready to be pushed through.
Ascendance
Please stop posting about how "this should have gotten more mods" because I tried my hardest to get mods for this set and absolutely no one did it, bar JBH. Secondly, in no way does a map need to be approved by an osu!catch BN. It's optional, not mandatory, to get the approval of a mode BN, or an "apple icon". That's one of the first questions on the BN Exam. I'll address these concerns in the morning, but it's very likely that I will not be changing the AR. The difficulty is a stylistic choice and the AR fits perfectly fine for the density of the map. Not to mention, it's 42 seconds. If I wanted to create another boring cs4.2 ar9.2 overdose, there would be no reason to play this map. It's uniquity means a lot to me, and I'd appreciate if that effort isn't squandered entirely.

I'll address Tenshi and Zak's concerns in the morning.
@Nozhomi: it's best to just request the DQ now. If you feel it necessary, feel free to remove the CTB diffs. Otherwise, I'll do my best to address the concerns stated.

Edit: I've had GD's qualified and fully ranked with no mods on them. This is nothing new, people. Please don't direct attacks based on this observation.
Tenshichan

Ascendance wrote:

Edit: I've had GD's qualified and fully ranked with no mods on them. This is nothing new, people. Please don't direct attacks based on this observation.
Who does? It depends on the diffs themselves. I think we all can agree that this is a kind of gimmicky, experimental overdose, which should have received more attention in the first place. The fact that noone wanted to mod it is unfortunate, and it is also unfortunate that people give their opinion on something without the proper methods and reasoning. Me and Zak were not modding it because we want to make anyone upset, but because we saw problems on the highest diff which didn't get adressed yet and we see them as mandatory to fix. Please don't take it as an offense, but rather a help. I'm also speaking to the people who also see problems in the highest diff; when Ascendance is going for the DQ, then now is your chance to point out your perspective WITH proof.

Also, it is not my decision, but I think me and a bunch of others would find it sad when the diffs just get removed like that. I mean, even if a DQ happens, what's the harm in it? Ascendance will check the mods and fix what needs to be fixed in his eyes and it will be ready again in a few days at most.
Topic Starter
Nozhomi
I'll just wait for Ascendance answer on these suggestions, and calling JBH to check if anything on his answer is out of place or not.
Maruyu
Saying it's ok to dq and qualify again like it's nothing xd

You guys really should start modding if you really think "subpar" maps are getting ranked
Ascendance

Maruyu wrote:

Saying it's ok to dq and qualify again like it's nothing xd

You guys really should start modding if you really think "subpar" maps are getting ranked
Welcome to my world

Zak wrote:

I wasn't asked to come look at this but saw the discussion so I tried the map out. I actually like how this map is trying something new with CS2 but I do believe this can be improved some.

I personally believe the AR could definitely be toned down from 9.8 back to 9.6, while higher AR usually does help with lower CS, the angles used on many of the sliders makes it kinda hard to follow and 9.6 would help ease up on that. (And no it's not because I struggle at high AR, I FC'd in only a few tries) As I said, the density is the main reason I've kept AR 9.8. Especially near the end, the patterns can be a bit tricky to read with a lower AR, so I think keeping it like this is fine.
As for patterns:
00:13:727 (4,5) - I think that the jump into this slider is a bit too sharp especially considering how 4 is a hyper, I'd ease up on this a little bit. okay, I watered it down a bit.
00:15:077 (4,5) - It might just be me, but this also feels a bit rough. yeah
00:16:877 (1,2,3) - I feel like 1 and 3 being curved sliders is unnecessary because while playing I feel like I need to go further to the left and then I've suddenly gone too far and I miss, maybe make them straight sliders just going left? I tried that and I thought it flowed better. Gonna disagree here, I wanted to use these sliders for that specific noise since (in my opinion) the rhythm here seems circular. I wanted the catcher to feel like it was going out slowly and then sharply coming back in (the 1/4 dashes) and I think I captured that quite well.
00:21:977 (2) - Maybe Ctrl-G and move it a bit left? I'd maybe also make 00:21:677 (1) - slighty more vertical? no change on the first slider but I did tilt the second one a bit.
00:27:077 (1) - This slider also feels a bit much considering the 2 objects before it are both hypers, while the sliders being used for the exact same sounds just before are much more tame, I'd move the sliderhead to make the slider more vertical while keeping the rest of this part the same, tried x:376 and it looked nice. I didn't change the angle of the slider (it's meant to be ascending in difficulty) but I moved to your location and it was much better.

If anyone else has any concerns with the map, it would definitely be best to bring them up now, instead of delaying this any further.

Tenshichan wrote:

Its damn late right now but I wanna give my 2 cent before going to sleep

First of all, the AR 9.8 is way too high. I'm fine with the CS2 used it plays well but the AR needs to be nerfed to around 9.5 or at max 9.6 as Zak already suggested. As above.

00:03:677 (1,2) - Spacing should be consistent with 00:04:277 (1,2) - which is basically the same lol it was only 1 grid cmon :\
00:05:777 (3,4,5,6) - You usually give your quads a "curving" here so this kinda looks out of place, I tried something like here and it plays & looks a little better ok
00:08:027 (1,2,3) - Playable, but I would still rather make the sliders less vertical, because then there is more leeway and doesn't need that "abrupt stop" These are intended to be tap dashes, which is why I made them full vertical. This clearly indicates their intention and shouldn't give any trouble
00:11:327 (5) - As the ones before in these patterns, this may also have a slight angle I don't think it affects gameplay that much :o It plays fine to me out of the preivous pattern
00:12:827 (5,6,7,1) - The problem here is that the angle and the speed of the dashes make this really hard and annoying; solutions could be either: reduce the distance of the gaps between the sliders OR make (6) and (7) face the other direction This type of structure is used commonly throughout the map, I don't find it too particularly challenging
00:13:727 (4,5) - Too snappy for me; would nerf this by making (5) not completely horizontal for example fixed a bit in zak's post
00:14:177 (6,7) - You mapped similar patterns before with a hdash in between, why not use it here too? the vocals are in quicker succession, so I tried to make it more noticeable that they are different.
00:15:227 (5,6,7) - At least (5) and (6) should have more movement to them instead of being almost straight. Considerably 7 too which could also make a better flow onto the next slider. tilted them a bit
00:17:327 (3,4) - Beat doesn't feel strong enough for a hdash tbh. The part involving this in general has a lot of hdashes, and while the other beats do deserve one, in comparison, this doesn't If this one doesn't deserve an hdash, then a lot of hdashes in this section don't deserve one. I explained my reasoning for these in the quote above.
00:17:627 (4,1,2) - (4,1) is a very extreme jump so I think at least (1) should be adjusted accordingly by making it more diagonal, basically the same as 00:08:027 (1,2,3) - so with a better flow & won't feel so "abrupt". (2) could also be considered to be the same as (1) in case you apply the change. sure, also tilted them a bit more for ease of play
00:19:502 (2) - Might be too much on the left; moved 1 grid right xd
00:20:027 (5) - Compared to the rest of the map and the spacing you usually use, this could have a little more distance to the right. made it more repeat slider-y
00:21:527 (4,1) - Also very snappy; I would advise here as well to make (1) more diagonal. x:280 or at least x:272 I'd say suits better changed in zak's mod
00:22:127 (3) - I know you are mapping this heavily with those "straight" sliders but I feel like in this case it could use a neat curving so you can kinda "flow-dash" into it more. sure!
00:36:827 (2,3) - no usage of hdash, while 00:38:027 (2,3) - has one, albeit being basically the same music-wise, consistency here maybe? ok!
00:41:927 (4) - Very nazi, but in comparison to 00:41:627 (2) - it should be at x:168 or x:160 lolz

To summarize it up; The main problems I saw are in the first half of the map, while the second half feels very good to play and has a good flow. But I definately agree on the other people that posted here, that it needs more mods before it is ready and that the DQ should happen. I tried hard in my mod to not waver from your style too much that you utilize in this map but if you feel that some suggestions are just completely off then feel free to ignore them~
Thank you all for your concerns.

overdose
osu file format v14

[General]
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AudioLeadIn: 0
PreviewTime: 8027
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
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LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
Bookmarks: 21677
DistanceSpacing: 1
BeatDivisor: 4
GridSize: 8
TimelineZoom: 2

[Metadata]
Title:220 - Kumano
TitleUnicode:220 - Kumano
Artist:saradisk
ArtistUnicode:saradisk
Creator:Nozhomi
Version:Ascendance's Kumanoverdose
Source:艦隊これくしょん -艦これ-
Tags:kancolle kantai collection okorin okoratu maruyu yuzu- xinely ascendance
BeatmapID:1008236
BeatmapSetID:471346

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104,120,39977,2,0,L|-40:120,1,120,2|2,1:3|0:0,0:0:0:0:
336,248,40277,2,0,L|488:248,1,120,2|2,1:3|0:0,0:0:0:0:
48,304,40577,2,0,L|208:312,1,120,2|2,1:3|0:3,0:0:0:0:
464,312,40877,5,2,1:3:0:0:
336,248,41027,1,2,1:3:0:0:
472,168,41177,1,2,1:3:0:0:
344,64,41327,1,2,1:3:0:0:
48,312,41477,5,2,1:3:0:0:
176,248,41627,1,2,1:3:0:0:
296,168,41777,1,2,1:3:0:0:
168,104,41927,1,2,1:3:0:0:
32,48,42077,5,2,1:3:0:0:
256,80,42152,1,0,1:3:0:0:
480,112,42227,1,2,1:3:0:0:
480,48,42377,5,2,1:3:0:0:
256,80,42452,1,0,1:3:0:0:
32,112,42527,1,2,1:3:0:0:
32,176,42677,6,0,L|96:184,1,60,2|0,1:3|1:3,0:0:0:0:
432,248,42827,2,0,L|320:256,1,60,2|0,1:3|0:0,0:0:0:0:
32,320,42977,1,8,1:2:0:0:
Deif
Regardless of the CtB difficulties getting mods before the qualification or not, 3 people mentioned already that AR9.8 isn't suitable for the Overdose and I'll include myself on that list. AR around 9.5-9.6 would be the best option.

Flow can definitely be improved on the Overdose difficulty as some of the mods pinpointed already, since there are some patterns way too abrupt to play (and hey, the fact that I FCed it with no mods and then with HDHR doesn't imply that the map doesn't need further improvement).

Please look for more testplays before getting it requalified. It shouldn't take too long! Good luck.

EDIT: You ninja'd my post lol
Kimitakari
Playing HR on CS2 is pointless. Maybe CS3 would be some challenge
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