Lust wrote:
Greetings, soulfear! My apologies, but on behalf of the QAT I must disqualify this beatmap for the following reasons:
- Insufficient and poor quality across all difficulties within the mapset
Sorry, but it seems that you probably don't understand such style - it's fine, but it doesn't means that map have poor quality, that's just a subjective opinion- The video is of very poor quality. Either find a new one or remove it.
As Charles said, this video is from the original BMS, so it can't be improved- Spread issues throughout the mapset. In particular, the spread between the normal, hyper, and another is too uneven.
This was mapped waaaaaay before spread rules were even announced, but even now I can believe that spread should be acceptable enough - at least 4 BNs already confirmed this- The way the patterns flow in the easy difficulty are way too complicated for the lowest diff of the set, most noticeably from 00:02:641 (1) - to 00:42:641 (1) - . This is due to the repeats and amount of close single tap that populates the map. The spacing makes all the notes overlap which can be confusing as well as awkward (little to no movement at all)
Easy & Normal have no any overlapping, and I believe that difficulty level is acceptable enough, which also was confirmed by enough modders/BNs- In the hyper diff, 01:41:641 (1,1) - the slider can be hard to notice on the default skin due to how the default spinner is colored. The blue combo color here makes it pretty difficult. You can fix this by selecting a different combo color through the new combo option in the editor.
I highly doubt that it's theoretically possible to misread such long slider, but if you really considered this too important I can fix it- Refer back to ziin's post concerning the timing sections and metadata
You seems to unrank even without checking official sources, dont you? Rather than blindly trust anyone, you'd better check this
As you can see, the QAT is not pleased with the quality found throughout the set - especially the Sayaka difficulty. The following is a list of concerns found in the mapset. Be aware we are not going to list out every instance of poor execution or implementation, it is up to you to apply these changes as you see fit.
[Sayaka]
This difficulty lacks heavily in quality. The gameplay and design flaws are systematic - they range from poor flow, bad beat placement, erratic slider velocity changes, object placement with little basis in the music, and forced gameplay. What is pointed out here are certain concerns that can be found all throughout the map, so be sure to correct and revise them.[Another]
- 00:03:974 (1,2,3,4,1,2,3,4) - These back and forth movements are way too jerky, as there isn't much momentum coming from the previous pattern at all. These types of patterns are common throughout the map, I recommend you go and look through the map and examine any and all instances of poor movement and revise them
- 00:09:141 (10,1) - Poor emphasis and inconsistent spacing on 1. Before and afterwards you had larger spacing to accommodate the change in rhythm, here you seemed to disregard that for seemingly no reason
- 00:09:641 (3,4,5,6,7) - Cramped stream shape that doesn't flow very well from the previous pattern. They cut back from before, and as a result feel very forced. There are other instances of poor slider shapes/angles, go through the difficulty and see if you can fix all of these
- 00:12:808 (2,3,4,5,6,7,8) - overmappy/overdone stream that comes out of nowhere. Since the movements throughout all the patterns are very linear, there needs to be more momentum for a player to push through this stream comfortably.
- 00:14:641 (1) - to 00:24:474 (1) - The mapper throws consistent spacing, musical emphasis, and beat placement out of the window here. It seems randomly placed, as if the mapper wishes to fit everything to a pattern as opposed to fitting it to the music. This can be very confusing, plus with the lack of sliders the momentum is not there for the players to cruise through this. This whole section needs to be revised.
- 00:42:641 (1) - to 00:50:530 (1) - the NC and slider spam is painful to play. Everything in this section is poorly executed due to the fast pace of the sliders and little to no momentum and flow to carry the player through it all
- 00:54:641 (1) - to 00:58:474 (1) - ^
- 01:13:974 (1,2,3,4,5,6,7,1,2,3,4,5,6,7,1,2,3,4,5) - The amount of movement to play all of these is brutal and nonsensical. Sure its the hardest diff, but this is pushing the boundaries a bit too much, especially since they don't fit the music too well (should be saved for a more extreme section, not for a common sounding area)
- 01:44:308 (1) - to 01:54:974 (1) - . This section has major issues with flow and gameplay mechanics. Tons of fast paced sliders that are too unituitive, circles stacked underneath slider heads that can be difficult to see, etc. This area needs quite a bit of revision as well
A lot of the patterns play on tight angles and little to no momentum, which can be quite the issue. A lot of which we have pointed out the in Sayaka diff, can be applied to here as well. Consistency and poor flow needs to be corrected
[Hyper]
This is way, way to easy in comparison to the Another. This difficulty is mostly 1/2, while the Another is filled with jumps and 1/4. What we have stated in the Sayaka difficulty with the flow breaks and inconsistency can apply here as well.
[Normal + Easy]
The flow issues and poor pattern placement fill these difficulties. The issues range from poor overlaps (00:45:974 (3,5) - and 00:49:974 (3,4,1) -in the normal), awkward slider shapes that flow erratically (especially in the normal), and poor flow from object to object in the easy difficulty. We have stated this issue earlier in the post, however this is just to reiterate.
In conclusion, we are not satisfied with this qualification. There needs to be tons of revision needed before this map can even be considered for the ranked status. The BNG will handle the requalification process, good luck!