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sakuzyo - Neurotoxin

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Harold Miner
Basic:
00:36:372 (1,2) - 02:04:372 (1,2) - 02:25:706 (1,2) - 没包好 可以把2往上移一点
00:52:371 (1,3) - 可以考虑把这两个叠在一起


Standard:
02:09:038 (2,3,4) - 间距?

Hyper:
00:54:705 (7,1) - 这两个做成完全平行?
01:55:705 (3,1) - 3的尾和1的头没叠好

Another:
00:22:705 (1,2,3) - 间距?

盯着看了半天啥都没看出来 真是自卑
Topic Starter
kiddly

Harold Miner wrote:

Basic:
00:36:372 (1,2) - 02:04:372 (1,2) - 02:25:706 (1,2) - 没包好 可以把2往上移一点
00:52:371 (1,3) - 可以考虑把这两个叠在一起


Standard:
02:09:038 (2,3,4) - 间距?

Hyper:
00:54:705 (7,1) - 这两个做成完全平行?
01:55:705 (3,1) - 3的尾和1的头没叠好

Another:
00:22:705 (1,2,3) - 间距?

盯着看了半天啥都没看出来 真是自卑
All fixed

感谢!
Garven
[Easy]
00:14:038 (4,2) - Easily avoidable overlap
00:27:705 (4,1) - Considering 00:27:038 (3,4,1) - are all the same timing, this isn't a well-placed jump for an Easy.
01:02:371 (4,1,2) - Considering all of the big direction changes and overlapping going on, I think this pattern isn't very fitting for an Easy - especially with these more complex rhythms. It looks like you mapped yourself into a corner - you might want to consider redesigning the part before it too.
01:55:705 (4,1) - Same thing as the copypaste from before. It'd be nice if you at least did a ctrl + h or something instead of having the exact same thing again.
It'd be nice to have a spinner somewhere so that scores aren't stagnant.

[Normal]
Really? AR 6.5 and OD 4? Fix that.
00:04:371 - Make the volume increase more gradual. It's suddenly louder here and it sounds weird.
00:27:705 (1) - Please don't use such drastic speed changes in a Normal
You know, I think I'll stop here on this difficulty. This is really high velocity/beat density for a normal... It's really iffy for a fair spread. It really needs to be toned down to still be called a Normal. I think the problem is that you mapped to this larger grid size so that snapping is really high. There's also a lot of lone hitobjects in consecutive new combos. Please don't do that.

You know, after glancing at the Hard and Insane, I think you should fix the spread from the Easy -> Normal -> Hard. It might be best to make the Normal easier velocity-wise then make a map that's between that and the current Hard since it's pretty much an easier Insane.
Topic Starter
kiddly

Garven wrote:

[Easy]
00:14:038 (4,2) - Easily avoidable overlap Fixed.
00:27:705 (4,1) - Considering 00:27:038 (3,4,1) - are all the same timing, this isn't a well-placed jump for an Easy. Fixed.
01:02:371 (4,1,2) - Considering all of the big direction changes and overlapping going on, I think this pattern isn't very fitting for an Easy - especially with these more complex rhythms. It looks like you mapped yourself into a corner - you might want to consider redesigning the part before it too. So I replaced the sliders before to make a clear pettern.
01:55:705 (4,1) - Same thing as the copypaste from before. It'd be nice if you at least did a ctrl + h or something instead of having the exact same thing again. same above.
It'd be nice to have a spinner somewhere so that scores aren't stagnant. Added a spinner at the end same as the others.

[Normal]
Really? AR 6.5 and OD 4? Fix that.
00:04:371 - Make the volume increase more gradual. It's suddenly louder here and it sounds weird. Fixed.
00:27:705 (1) - Please don't use such drastic speed changes in a Normal Increased it to 75%.
You know, I think I'll stop here on this difficulty. This is really high velocity/beat density for a normal... It's really iffy for a fair spread. It really needs to be toned down to still be called a Normal. I think the problem is that you mapped to this larger grid size so that snapping is really high. There's also a lot of lone hitobjects in consecutive new combos. Please don't do that.

You know, after glancing at the Hard and Insane, I think you should fix the spread from the Easy -> Normal -> Hard. It might be best to make the Normal easier velocity-wise then make a map that's between that and the current Hard since it's pretty much an easier Insane.
In fact, I wanted to do a normal-hard-insane-extra spread,but I had a mistake on diff naming,so it's misleading everyone.Hoping renaming them can make them more clear to see.

thank you.
Garven
The problem is that your "Normal" still plays like an Easy. It's the spread by how it plays that I am worried about, not how they are labeled. Also Hyper = Hard, so it's a little redundant in that sense.
Topic Starter
kiddly
communicated on irc,will be working!
Garven
[Standard]
OD +1 or 2
00:41:705 (1) - This entire section feels so empty without hitsounds :(
Hm overall the map feels really light on the hitsounds compared to the other difficulties.

[Hard]
OD +1 or 2
00:06:371 - Makes more sense to end the spinner here, musically.
00:38:371 (3,4) - I still think the jump feels off compared to the rest of the mapping. It just comes umprompted considering the context of the rest of the mapping up until this point.
01:09:538 (1,2,3,4) - This doesn't feel hard-angled enough compared to the rest of the overall pattern construction.

[Hyper]
OD +2 or 3
00:06:371 - Makes more sense to end the spinner here, musically.
01:02:371 (5,1) - I wish there was larger spacing between these considering the musical cue
01:51:038 (1,2,3,4) - Evil evil trap

[Another]
00:31:705 (2,3) - I'd reverse these so that the circle is first. That or stack the circle on the end of the slider, not the start.
01:00:371 (1) - These make much more sense if you set the new combos like this:

01:45:038 (1) - Yeah, I 100'd on this. Going from .25x (which is questionable) to 2x is way too much of a different. 1.5x or 1.75x aren't so large that you'll break.

I got a second opinion on this since it's kinda iffy and I've already asked a lot of you, but the Hyper -> Another is also a pretty big jump in difficulty. not as bad as the easier difficulties, mind you, but it's still present. The second opinion was about the same as mine - it's close, but maybe okay. If you think you could make the Hyper a little bit harder without breaking what you've done so far, please do so. Otherwise, reducing the difficulty of the Another wouldn't work. It's great as it is.

Anyway, let me know what you think about that final thought along with the other mods.
Topic Starter
kiddly

Garven wrote:

[Standard]
OD +1 or 2 fixed
00:41:705 (1) - This entire section feels so empty without hitsounds :( add some normal sample like my Hyper&Another,hope it works
Hm overall the map feels really light on the hitsounds compared to the other difficulties. ^

[Hard]
OD +1 or 2 fixed
00:06:371 - Makes more sense to end the spinner here, musically. fixed
00:38:371 (3,4) - I still think the jump feels off compared to the rest of the mapping. It just comes umprompted considering the context of the rest of the mapping up until this point. fixed
01:09:538 (1,2,3,4) - This doesn't feel hard-angled enough compared to the rest of the overall pattern construction.
converted to 2 triangles which is simple but nice.
[Hyper]
OD +2 or 3 fixed
00:06:371 - Makes more sense to end the spinner here, musically. fixed
01:02:371 (5,1) - I wish there was larger spacing between these considering the musical cue fixed
01:51:038 (1,2,3,4) - Evil evil trap we need evil trap to deceive the virtuous players 8-)

[Another]
00:31:705 (2,3) - I'd reverse these so that the circle is first. That or stack the circle on the end of the slider, not the start. fixed
01:00:371 (1) - These make much more sense if you set the new combos like this: fixed

01:45:038 (1) - Yeah, I 100'd on this. Going from .25x (which is questionable) to 2x is way too much of a different. 1.5x or 1.75x aren't so large that you'll break. reduced to 1.75x.

I got a second opinion on this since it's kinda iffy and I've already asked a lot of you, but the Hyper -> Another is also a pretty big jump in difficulty. not as bad as the easier difficulties, mind you, but it's still present. The second opinion was about the same as mine - it's close, but maybe okay. If you think you could make the Hyper a little bit harder without breaking what you've done so far, please do so. Otherwise, reducing the difficulty of the Another wouldn't work. It's great as it is.

Anyway, let me know what you think about that final thought along with the other mods.

hmm.....I made a lot of reverse jumps without breaking my map too much, and convert some 1/4 sliders to streams.I think it's a little harder and more funny.Hope it works.

Thank you.
Low
00:09:205 (1,2) - rhythm error here in hard
Topic Starter
kiddly
oops.
fixed.
Garven
Almost there.

[Standard]
I don't think this was updated properly. Nothing was changed.

[Hyper]
00:42:705 (4,5,6,7) - I found these played better like this:
Though with these jumps you added in, it makes the parts after it feel really tame. Maybe spruce those parts up a little bit too?
Topic Starter
kiddly

Garven wrote:

Almost there.

[Standard]
I don't think this was updated properly. Nothing was changed. it's updated now.

[Hyper]
00:42:705 (4,5,6,7) - I found these played better like this:
Though with these jumps you added in, it makes the parts after it feel really tame. Maybe spruce those parts up a little bit too? make some small changes,not sure if it's working?
Akiyama Mizuki

Garven wrote:

Almost there.
<3333 yes please
Garven
Groovy.
Topic Starter
kiddly

Garven wrote:

Groovy.
:D
Heatherfield
poped because mapper is sb
Anticloud

Heatherfield wrote:

poped because mapper is sb
拼命了
Topic Starter
kiddly

Heatherfield wrote:

poped because mapper is sb
请看签名
fanzhen0019
夭寿啦 牢门泡图啦
Leader
[General]

  • Ranking Criteria wrote:

    Hitsounds from notes and sliders must be audible. These provide feedback for the player, and having them silent in a rhythm game doesn't make much sense. If you don't like the default sounds, then find replacements rather than silencing notes. You can use hitsounds from the Custom Hitsound Library or easily find others online. Lowering the volume of a few notes to provide a dampened effect is usually fine, but complete silence is always unacceptable.
  1. In short, get rid of these silenced hitnormals
[Another]
  1. 00:03:038 - I feel like spinner should be placed from here, where the sound actually starts, instead of a empty part of the song. (Remember to fix on other difficulties as well)
  2. 00:06:705 (1,1) - I wouldn't start a map with a 4,20x jump... Consider replacing the slider (a stacked note under slider's tail would work pretty well), either halving the distance between the two objects
  3. 00:49:371 (3) - Why is it upside down ;___; /loves consistency
  4. 01:41:705 (2) - / 02:23:538 (4) - You may avoid the overlap between slider's head and body, that'd make the sliders look a lot better, but consider that as a personal thought
  5. 01:43:038 (3) - This slider could be estethically improved tho, try to have a well symmetric shape.
  6. 02:06:371 (9) - Actually, the 1/6 slider should be start from 02:06:705 -, there's no 1/6 sounds before
  7. 02:27:371 (4,6) - What about a CTRL+G on each note? That would create a better zig-zag movement that fits pretty well as a map ending (not even too hard since you don't need to follow the whole slider path)
[Hyper]

  • Same OD as Another? That's supposed to be 7...
  1. 00:52:871 (2) - That's a bit awful overlap, consider moving this slider down a bit
  2. 01:17:705 (1,2) - / 01:55:038 (1) - This might be confusing since it may look like a 2 repeat slider (SV and AR don't really help, they are pretty high values), I'd move this slider up to avoid confusion, but it may just be me
  3. 02:06:371 (9) - Same as Another
[Hard]
  1. Kiai has some awful sliders, which should really be fixed. Feel free to have your favourite shape, but they should have a bit of cool. I'm obviously referring to: 02:06:205 (1) - / 02:10:871 (4) - / 02:12:871 (2) - 02:15:705 (3) - / 02:16:371 (1) -
  2. 00:08:538 (6,1) - / 00:10:538 (4,1,1) - / 00:13:871 (7,1) - I don't really feel any "back-and-forth" sound that makes me want to have these pattern
  3. 00:15:538 (3) - Shouldn't this note be moved 1/2 later in the timeline? 00:15:705 - has a stronger sounds that need to be mapped
  4. 00:28:871 - / 00:32:705 (2) - I'd have a clickable element over these piano notes, that would feel better than a slider's end...
  5. 00:48:538 (1,1) - / 00:59:205 (1,1) / 02:27:371 (1,1) - There's no need to have these new combos
  6. 01:03:371 (2,3,4,5) - Rhythm would be better if (2) was replaced by a 1/1 slider and by adding a note a note on 01:04:038 -
  7. 01:36:205 (1,1,1) - / 01:38:871 (1,1,1) - This is incredibly confusing, I would've understood this pattern if they had the same distance in the timeline, but in this case it just doesn't work.
  8. 02:04:705 (2,3,4,5,6) - It doesn't flow well, consider making the pattern smoother
  9. 02:17:705 (1) - I understand what you're following, but the main sound is still too strong to be ignored completely. (Also, that slider needs to be reworked as the others I've pointed out)

    In short, the whole diff lacks of aesthetic sense and most of the straight sliders are just causing flow issues. This really needs some more mods.
[Standard]
  1. 02:28:371 - Why don't you add a spinner here?
Popping, call me back once you've fixed.
Low

Leader wrote:

[General]

  • Ranking Criteria wrote:

    Hitsounds from notes and sliders must be audible. These provide feedback for the player, and having them silent in a rhythm game doesn't make much sense. If you don't like the default sounds, then find replacements rather than silencing notes. You can use hitsounds from the Custom Hitsound Library or easily find others online. Lowering the volume of a few notes to provide a dampened effect is usually fine, but complete silence is always unacceptable.
  1. In short, get rid of these silenced hitnormals i think this is fine since every object has or should have a custom hitsound applied to it. i don't think the custom-hitnormal needs to be gotten rid of, just make sure each object has a hitsound applied to it.
[Hard]
  1. Kiai has some awful sliders, which should really be fixed. Feel free to have your favourite shape, but they should have a bit of cool. I'm obviously referring to: 02:06:205 (1) - / 02:10:871 (4) - / 02:12:871 (2) - 02:15:705 (3) - / 02:16:371 (1) -
  2. 00:08:538 (6,1) - / 00:10:538 (4,1,1) - / 00:13:871 (7,1) - I don't really feel any "back-and-forth" sound that makes me want to have these pattern i made these sliders in this shape entirely on purpose, and i do not wish to change them. i feel they match the nature of the song and fit the guitar sounds. i don't want to change this.
  3. 00:15:538 (3) - Shouldn't this note be moved 1/2 later in the timeline? 00:15:705 - has a stronger sounds that need to be mapped no, this is the rhythm i was following for the entire difficulty so far.
  4. 00:28:871 - / 00:32:705 (2) - I'd have a clickable element over these piano notes, that would feel better than a slider's end...ok, i fixed the first one. i want to keep a varied rhythm with the second one.
  5. 00:48:538 (1,1) - / 00:59:205 (1,1) / 02:27:371 (1,1) - There's no need to have these new combos the first two follow the combo pattern i've been using for similar parts in the song. the last one if for emphasis at the end of the song, and i'd like to keep it.
  6. 01:03:371 (2,3,4,5) - Rhythm would be better if (2) was replaced by a 1/1 slider and by adding a note a note on 01:04:038 - did the first one, but i didn't add another object because i want to emphasize the difference between the finish and the clap sound.
  7. 01:36:205 (1,1,1) - / 01:38:871 (1,1,1) - This is incredibly confusing, I would've understood this pattern if they had the same distance in the timeline, but in this case it just doesn't work. i think this is readable. nobody has complained about this so far, so i don't think it needs to be changed. i put the NCs there for a reason; to signify the change in pace and spacing.
  8. 02:04:705 (2,3,4,5,6) - It doesn't flow well, consider making the pattern smoother i made a trapezoid shape with more curve.
  9. 02:17:705 (1) - I understand what you're following, but the main sound is still too strong to be ignored completely. (Also, that slider needs to be reworked as the others I've pointed out) no. this is my favorite slider and the most significant thing i've done in this diff. i think it's very cool. it follows the guitar sound, so it's consistent with what i've been doing.

    In short, the whole diff lacks of aesthetic sense and most of the straight sliders are just causing flow issues. This really needs some more mods.
i think it's fine. the sliders match the very guitar-heavy and rugged nature of the song. please respect the way i've mapped it
thanks for modding. http://puu.sh/b7gGl/f3aeb1537e.osu
Topic Starter
kiddly

Leader wrote:

[General]

  • Ranking Criteria wrote:

    Hitsounds from notes and sliders must be audible. These provide feedback for the player, and having them silent in a rhythm game doesn't make much sense. If you don't like the default sounds, then find replacements rather than silencing notes. You can use hitsounds from the Custom Hitsound Library or easily find others online. Lowering the volume of a few notes to provide a dampened effect is usually fine, but complete silence is always unacceptable.
  1. In short, get rid of these silenced hitnormals
    So,Ranking Criteria means "every note should have a clear hitsound",not "every hitnormal should have a audible sound".In fact,every single object in my map have a audible hitsound,you can clearly hear them with a lower music volume.
[Another]
  1. 00:03:038 - I feel like spinner should be placed from here, where the sound actually starts, instead of a empty part of the song. (Remember to fix on other difficulties as well) fixed.
  2. 00:06:705 (1,1) - I wouldn't start a map with a 4,20x jump... Consider replacing the slider (a stacked note under slider's tail would work pretty well), either halving the distance between the two objects Got a reverse slider instead.
  3. 00:49:371 (3) - Why is it upside down ;___; /loves consistency I love variety~!
  4. 01:41:705 (2) - / 02:23:538 (4) - You may avoid the overlap between slider's head and body, that'd make the sliders look a lot better, but consider that as a personal thought So I want to remain my version :)
  5. 01:43:038 (3) - This slider could be estethically improved tho, try to have a well symmetric shape.
  6. 02:06:371 (9) - Actually, the 1/6 slider should be start from 02:06:705 -, there's no 1/6 sounds before fixed.
  7. 02:27:371 (4,6) - What about a CTRL+G on each note? That would create a better zig-zag movement that fits pretty well as a map ending (not even too hard since you don't need to follow the whole slider path) I think it's better to keep the same direction cause the whole pattern is keep going down.The flow is better this way.
[Hyper]

  • Same OD as Another? That's supposed to be 7... fixed.
  1. 00:52:871 (2) - That's a bit awful overlap, consider moving this slider down a bit I purposed to do this,I think it's good?I like overlaps.We haven't to avoid them cause it's a Insane diff.
  2. 01:17:705 (1,2) - / 01:55:038 (1) - This might be confusing since it may look like a 2 repeat slider (SV and AR don't really help, they are pretty high values), I'd move this slider up to avoid confusion, but it may just be me It's a common pattern in Insanes.I don't think it can beat skilled players.
  3. 02:06:371 (9) - Same as Another fixed.
[Standard]
  1. 02:28:371 - Why don't you add a spinner here? Yse,why haven't I do this before?
Popping, call me back once you've fixed.
That's all.
Thank you.
Leader
Your soft-hitnornal consists of a 1kb file which is often used to silence slidertracks, that's not audible at all. The rule clearly states it, "Hitsounds must be audible", and yours isn't. Moreover, hitnormal is used on some notes/slider's heads, which should have at least 25% volume since it's a clickable elemenr (while spinners and slider's ends can be lowered until 5% volume as long as it makes sense)
happy30
Leader, try playing the map with no music volume at all.
there are no notes that are not audible, thus not breaking that rule
fanzhen0019
silenced hitnormal doesn't hurt since other hitsounds covered. the purpose of hitsounding still exists.
Leader
Yeah, my bad.

Will come to recheck in less than 24h anyway

EDIT:

[Hard]
  1. We had some internal discussion about the diff and decided that it still needs a couple of mods before a bubble. Here you are some opinions I managed to get in these days, consider reading them and providing reasons. You don't have to make big changes to the whole diff as we stated it's fine, but let's improve it before I can shoot a bubble.
  2. 00:03:038 - Spinner should be placed from here, where the sound actually starts, instead of a empty part of the song (as Hyper and Another currently have)

    SPOILER
    This difficulty is okay-ish but it could definitely play a ton better along with looking better. The inconsistent spacing (e.g 00:20:371 (1,2,3,4) - compared to 00:21:871 (1,2,3,4) - ) is really disturbing and breaks the good playability of this difficulty. He seems to be using a lot of straight stuff (straight sliders, straight note patterns) which breaks the flow (sometimes, at least).

    The kiai itself plays fine, I'd accept that but the only thing that bothered me was 02:17:705 (1) - how this slider plays, it's not really attractive to eyes (at least not for me) and it plays badly from what I've tested this. And yeah of course kiai could use some improvements aesthetically.
    I have also some complaints about the rhythm in some parts of the map: for example 00:22:205 (3) - , which switches the whole rhythm focus on the drums from the synth, and it doesen't really sound that great, and the missing note on 00:37:371 - feels a bit strange considering the drum which could have been followed well (same could be said for 02:00:038 - ). I'd say that the part which seemed the least great is on 01:03:038 - . I really don't like all these rhythm switches, and also the fact that 01:17:871 (1,3) - both stand on red ticks (01:18:205 (2) - imo is fine since it follows the little cymbals there). The kiai is probably the best part for me as it follows well the song's pace and the sliders play pretty good there. In the end there aren't some really big changes to do, but maybe a couple of tweaks before ranking could be good!
    Anyway, more than the flow, I'm concerned about some sliders
    00:08:538 (6,1) - 00:10:538 (4,1,1) - 00:13:871 (7,1) - These seem kinda borderline for a hard imo, I'd at least manually stack them more noticeably. Unlike 00:42:038 (2,1,2,1,2) - (and so on) which have more space.

    Slidershapes like 00:17:705 (1) - 00:37:538 (1) - 01:14:205 (2) - 01:51:538 (3) - 02:09:538 (4) - 02:10:871 (4) - 02:12:371 (1) - 02:13:705 (1) - 02:15:705 (3,1) - seem boring and ugly imo.

    00:27:705 (1) - 01:55:705 (1) - This is kind of confusing, considering the distance between the sliderstart and the slider end (AND the slowdown)

    Also BEEP BEEP 00:28:205 - This timing section will mess up things in taiko and it's not needed!!!!

    01:38:871 (1,1,1,1) - Again, is this spacing ok for a Hard? I undertsand the NC thingy, but this also seems too much imo.
    02:26:705 (5,1,1,1) - ^ Same
[Hyper]
  1. OD is still 8 >: (
Low
fixed everything except for the slider shapes because i feel they match the rugged, guitar-heavy nature of the song as mentioned previously and i'd really like to keep them.

http://puu.sh/bf19T/8782a90b9c.osu
Topic Starter
kiddly
updated!

fixed OD error in Hyper.
Ulysses
Hi,requested by kiddly to mod a single diff.

General IRC Mod
16:35 nold_1702: 在嗎
16:35 nold_1702: 你看一下hyper,有一個unsnapped note
16:36 nold_1702: 還有,bg大小不合比例
16:37 kiddly: 喔

Fixed
-Size of BG
-Unsnapped notes in Hyper


[Hard]


HP Drain of [Hard] is higher than that of [Hyper] while the former is supposed to be easier than the latter.

00:19:205 (1) - As there are strong sounds at 00:19:371 too ,players perfer to hit while strong sounds play.You place it with a reverse however which makes the strong sound becomes passive,playing weird.To be clear,if you placed an object on strong sound,for the sake of letting the diff consistency,you should place objects on other strong sounds.You may want to fix it by that way:


00:32:038 - You are used to map every strong sound except here makes the rhythm suddenly stop.May you consider to add a note here?
Please also apply the same thing if you agreed me :
01:15:871 -

01:15:205 (1,2) - A minor suggestion here.You can consider about using a 1/4 slider with a reverse instead of using 2 notes so it can fit the background music more and players then will not feel weird about blanking this outsatnding sound.

01:55:705 (3) - I understand why you slider here due to the sound from 01:55:705 to 01:56:288 .As that sound end at 01:56:288 ,slider end at 01:56:038 is quite unnatual for me,may you consider about ending the slider at 01:56:205 so that can fit the sound better?

This diff is quite decent,can't any other problems.
Low

nold_1702 wrote:

Hi,requested by kiddly to mod a single diff.

General IRC Mod
16:35 nold_1702: 在嗎
16:35 nold_1702: 你看一下hyper,有一個unsnapped note
16:36 nold_1702: 還有,bg大小不合比例
16:37 kiddly: 喔

Fixed
-Size of BG
-Unsnapped notes in Hyper


[Hard]


HP Drain of [Hard] is higher than that of [Hyper] while the former is supposed to be easier than the latter. no it isn't

00:19:205 (1) - As there are strong sounds at 00:19:371 too ,players perfer to hit while strong sounds play.You place it with a reverse however which makes the strong sound becomes passive,playing weird.To be clear,if you placed an object on strong sound,for the sake of letting the diff consistency,you should place objects on other strong sounds.You may want to fix it by that way:


00:32:038 - You are used to map every strong sound except here makes the rhythm suddenly stop.May you consider to add a note here?
Please also apply the same thing if you agreed me :
01:15:871 -

01:15:205 (1,2) - A minor suggestion here.You can consider about using a 1/4 slider with a reverse instead of using 2 notes so it can fit the background music more and players then will not feel weird about blanking this outsatnding sound. i want to keep this diff free of 1/4

01:55:705 (3) - I understand why you slider here due to the sound from 01:55:705 to 01:56:288 .As that sound end at 01:56:288 ,slider end at 01:56:038 is quite unnatual for me,may you consider about ending the slider at 01:56:205 so that can fit the sound better? keeping this for consistency

This diff is quite decent,can't any other problems.
http://puu.sh/bfNs1/018eaa1f68.osu
Topic Starter
kiddly
updated.
Leader
Rebubbled!
Card N'FoRcE
Hello, found some technical errors in this (probably happened because of a slider recalculation or a timing fix) and a few other little things.

- Beginner:
  1. .Errors/Mistakes: (Bad gameplay issues or badly applied changes)
    02:01:704 (3) - unsnapped sliderend. To fix, just move the anchorpoint and place it as it was.
    02:12:371 (1) - I'm pretty sure this is not intentional and that the slider should be longer by 1/4 (including the repetition it will be 1/2 longer) The slider recalculation i did made this happen but it's not present in the online version. Considering you're in the editor while reading this, please move the anchorpoint of the slider a bit to avoid any other possible errors from happening.
- Hard:
  1. .Errors/Mistakes: (Bad gameplay issues or badly applied changes)
    02:00:371 (6,1) - i fail to understand this jump. You followed regular spacing for three quarters of the map then you put a new combo into an offbeat and make a jump like that out of nowhere. I'd say it doesn't fit at all and even something as simple as what's in the spoilerbox is better, but feel free to fix it in another way.
- Hyper:
  1. .Suggestions: (Fixing this should make gameplay/aesthetics a bit better)
    00:39:371 - this is the only difficulty having a break time here. I'm guessing it's because osu itself forces it and removing it may not be possible so how about adding a spinner from 00:39:371 to 00:41:371 like Another? Or you could add the break time to the other difficulties as well, but i think not having them is actually better.
    I have no issue with most of the 1/4 jumps, but i think 01:22:705 (7,8) - is taking it too far because those two 1/4 sliders made like that not only make a difficulty spike by themselves, but they're also placed after an already harder (when compared to the map overall) pattern. I think using two simple beats instead of 01:22:871 (8) - would work better.
    02:15:539 (4,1) - This stack is actually very confusing. It's spaced like a LOT of other 1/4 stacks (there's one a few seconds earlier at 02:14:287 (3,4) ) so it's pretty natural to misread it as one of them. Why not just make them stack normally?
Nothing to say about Standard and Another.
Topic Starter
kiddly

Card N'FoRcE wrote:

Hello, found some technical errors in this (probably happened because of a slider recalculation or a timing fix) and a few other little things.

- Beginner:
  1. .Errors/Mistakes: (Bad gameplay issues or badly applied changes)
    02:01:704 (3) - unsnapped sliderend. To fix, just move the anchorpoint and place it as it was.
    02:12:371 (1) - I'm pretty sure this is not intentional and that the slider should be longer by 1/4 (including the repetition it will be 1/2 longer) The slider recalculation i did made this happen but it's not present in the online version. Considering you're in the editor while reading this, please move the anchorpoint of the slider a bit to avoid any other possible errors from happening.
    fixed.


- Hard:
  1. .Errors/Mistakes: (Bad gameplay issues or badly applied changes)
    02:00:371 (6,1) - i fail to understand this jump. You followed regular spacing for three quarters of the map then you put a new combo into an offbeat and make a jump like that out of nowhere. I'd say it doesn't fit at all and even something as simple as what's in the spoilerbox is better, but feel free to fix it in another way.
    fixed.I took the handle since it's a really small issue.


- Hyper:
  1. .Suggestions: (Fixing this should make gameplay/aesthetics a bit better)
    00:39:371 - this is the only difficulty having a break time here. I'm guessing it's because osu itself forces it and removing it may not be possible so how about adding a spinner from 00:39:371 to 00:41:371 like Another? Or you could add the break time to the other difficulties as well, but i think not having them is actually better. added a spinner like Another.
    I have no issue with most of the 1/4 jumps, but i think 01:22:705 (7,8) - is taking it too far because those two 1/4 sliders made like that not only make a difficulty spike by themselves, but they're also placed after an already harder (when compared to the map overall) pattern. I think using two simple beats instead of 01:22:871 (8) - would work better. I converted both into circles.I think the consistence is better this way.
    02:15:539 (4,1) - This stack is actually very confusing. It's spaced like a LOT of other 1/4 stacks (there's one a few seconds earlier at 02:14:287 (3,4) ) so it's pretty natural to misread it as one of them. Why not just make them stack normally? fixed.
Nothing to say about Standard and Another.
Card N'FoRcE

kiddly wrote:

02:00:371 (6,1) - i fail to understand this jump. [...]
fixed.I took the handle since it's a really small issue.
Sorry, but due to past experiences i want guest difficulties fixed from the guest mapper and not the mapset owner. Please let Low know and call me back once he checked your fix.

Everything else seems on order, so give me this final confirmation and everything should be ready to go.
Low
i approve of kiddly's change.
Card N'FoRcE
Very well then.
Topic Starter
kiddly

Card N'FoRcE wrote:

Very well then.
8-)
Skystar
牢門啊
DeletedUser_1574070
牢門啊
Koiyuki

Amamiya Yuko wrote:

牢門啊
Kodora

Amamiya Yuko wrote:

牢門啊
Gratz!!!

And very glad to see CNF's rank again :)
Hula
Get new hitsound samples please. They're really uncomfortable to play, especially in [Another] (only one i played really)

Uh, in fact [Another] is highly uncomfortable to play with its weird rhythms which for me don't seem to fit half the time.

things like this,
00:06:705 (1,1) - the spacing, why?
01:10:205 (1,2,3,4,5) - why is it spaced like this? I can't find any reason musically for it. It's awkward.
Fycho

Amamiya Yuko wrote:

牢門啊
Anticloud
癞蛤蟆趴脚面 咬不死人隔应人
Low
thanks :)
Charles445
Hitsounds like Nakagawa's abandoned map, cool



01:23:038 -
lkx_Shore
牢門啊
Reisen Udongein
Goooooood Map
xierbaliti
傻逼捞门啊
Aleks719
Hi kiddly,

This map set has been determined to be not ready for ranked status yet, therefore we must disqualify this beatmap and return it to WIP. Please keep in mind that disqualified maps are handled by the Beatmap Appreciation Team and will be re-qualified by them. The Quality Assurance Team is not responsible for sending your beatmap back to Qualified.

This beatmap will be disqualified for the following reasons brought up by myself. Got confirmation by another QATs:

[Another]
Pure black and white combo colours (255,255,255 in your case) are forbidden.01:41:705 (2) - head and tail of slider cover all sliderticks. They are only one way to determine your slowdown.


The following are general concerns that were brought up as well:

[General]
  1. There is guideline to have same combocolours in all diffs, which are made by yourself. Would be great to see same colours in all diffs.

[Another]
  1. 01:10:205 (1,2,3,4,5) - that's look wrong. What's a point to confuse players with spacing? i can understand sliders or streams, but you have many doubles and it's confusing.
  2. 02:03:538 (1) - well, it's rankable, but look ugly. Symmetrical overlapping can be good, but not this one.

[Hyper]
  1. 01:24:371 - note here would be better than just another one reverse.
[Hard]
  1. 01:36:205 (1,1,1) - combo spam, should be used as one combo.
  2. 01:38:871 (1,1,1) - ^
  3. 02:26:871 (1,1,1) - ^
Since we were not satisfied with the turnout of this set, we can not let it move forward as it is. It is your responsibility to now fix the concerns listed above and find modders and BATs to help you getting this to Qualified again. We always recommend you to receive further revision by the modding community before pushing this for Qualified again.
Low
i am keeping the NCs in the hard diff (i made it) because i feel they represent the rhythm change well.
Topic Starter
kiddly
You guys did a great job.
Thank you.
fanzhen0019

kiddly wrote:

S1B
Rotte
牢门啊
rustbell
牢门啊
Heatherfield
(are we ok this time? ignoring the F word while editing my P word? lolol)
↓you know, when you watch translated poro anime, you see things like this↓
ArzatoRx
amazing!
Asagiri Mai
no way
Sora
Aleks719 老子玩屙屎的时候你还在吃奶 咸吃萝卜淡操心
DeeN

Aleks719 wrote:

Since we were not satisfied with the turnout of this set, we can not let it move forward as it is. It is your responsibility to now fix the concerns listed above and find modders and BATs to help you getting this to Qualified again. We always recommend you to receive further revision by the modding community before pushing this for Qualified again.
打得不错
veoliouy
quality assurance team
Sora

Aleks719 wrote:

Since we were not satisfied with the turnout of this set, we can not let it move forward as it is. It is your responsibility to now fix the concerns listed above and find modders and BATs to help you getting this to Qualified again. We always recommend you to receive further revision by the modding community before pushing this for Qualified again.
your lack of manner and abundance of ego made me sick.
Sagisawa-Yukari

Aleks719 wrote:

Since we were not satisfied with the turnout of this set, we can not let it move forward as it is. It is your responsibility to now fix the concerns listed above and find modders and BATs to help you getting this to Qualified again. We always recommend you to receive further revision by the modding community before pushing this for Qualified again.
Topic Starter
kiddly
Okay,time to stop joking and do a formal reply.

Pure black and white combo colours (255,255,255 in your case) are forbidden.
This is the Standard Ranking Criteria,my English is bad so I want you to pick out which rule forbids me to use pure white combocolor in a map?Thank you~

01:41:705 (2) - head and tail of slider cover all sliderticks. They are only one way to determine your slowdown.
^,Btw it's absolutely visible,and we can judge the slowdown by hit the slider before(with the same speed),listen to the music,and so on.

There is guideline to have same combocolours in all diffs, which are made by yourself. Would be great to see same colours in all diffs.
You know,it's a "guideline", not a rule.Besides I didn't see it either.

Another
01:10:205 (1,2,3,4,5) - that's look wrong. What's a point to confuse players with spacing? i can understand sliders or streams, but you have many doubles and it's confusing.
02:03:538 (1) - well, it's rankable, but look ugly. Symmetrical overlapping can be good, but not this one.



Hyper
01:24:371 - note here would be better than just another one reverse.


Hard
01:36:205 (1,1,1) - combo spam, should be used as one combo.
01:38:871 (1,1,1) - ^
02:26:871 (1,1,1) - ^
Well,I map for me,and anyone who plays this map.I don't think I should make any changes for the one who makes a big show of his power to me,I don't think my map needs these changes.

Since we were not satisfied with the turnout of this set, we can not let it move forward as it is. It is your responsibility to now fix the concerns listed above and find modders and BATs to help you getting this to Qualified again. We always recommend you to receive further revision by the modding community before pushing this for Qualified again.
Ohh.I had thought it's my boss teaching me a lesson.You recommend me to find several more modders and 2 BATs,because of you found 2 invalid issues in my map?I hope you're joking.



I know you bosses won't do any thing helping my map get ranked.I just want you go out of my map forever,thank you.
lzy
Quality Ass Team, Bravo!
HentaiTei

Aleks719 wrote:

This map set has been determined to be not ready for ranked status yet, therefore we must disqualify this beatmap and return it to WIP. Please keep in mind that disqualified maps are handled by the Beatmap Appreciation Team and will be re-qualified by them. The Quality Assurance Team is not responsible for sending your beatmap back to Qualified.
Sellenite
Last year I bought a mountaineering bag, super abrasion
mintong89
牢门啊
不懂osu图只能复读
Crystal
what :o

Sellenite wrote:

Last year I bought a mountaineering bag, super abrasion lol
怎么各种诈尸
tsuka
im a drama queen
Akiyama Mizuki
Combo colors must not blend in with the map's background/storyboard/video.

This is what the freakin' Ranking Criteria is saying. It's not forbidden. Another unrankable issue is pretty much what kiddly said.

Okay, seriously, what the fuck. Great ASSurance, Aleks. How disappointing.
Please don't make my mapping idol sad with bullshit reasons which are totally fucked up.
Rumia-
Quality Aji Team

Aleks719 wrote:

Since we were not satisfied with the turnout of this set, we can not let it move forward as it is. It is your responsibility to now fix the concerns listed above and find modders and BATs to help you getting this to Qualified again. We always recommend you to receive further revision by the modding community before pushing this for Qualified again.
you should really discussed with the mapper or atleast to a part of a community before making any stupid decision though . selling stupid on a post is only making you look like a douche. does all QAT have shitty pride because they had power to unrank maps ? seriously you guys lack a thing called multiple perspective. blah blah unnecessary unranks everywhere.

and then you call bat to rank again ? you know there are lot of maps that are still in queue . while you guys only checks the qualify which is 8/day and that is all mode together.

fraud behaviour of me ? how about you.
kyuten
What the hell is Quality Assurance Team???
牢门啊,怎么各种诈尸
CSY the corrupt
牢门啊
Ephoenix
Amazing
Sharlo
牢门啊
Jenny
Just by 2ct since I saw this map come up in #modhelp.




Pure black and white combo colours (255,255,255 in your case) are forbidden.
Why? There's no white flashes or spots in the map that would blend with the color so readability is no concern (plus, as if you would have to consider that for the majority of people who just use 100% dim and disable custom colors to begin with), so I wouldn't know what the motivation behidn this is exactly.



01:41:705 (2) - head and tail of slider cover all sliderticks. They are only one way to determine your slowdown.
Multiple indicators why this is not a problem whatsoever:

  1. The previous slider has already slowed down
  2. the song has no indication to change speed any further as this is the most calm part in the entire thing and it's perfectly natural to have this speed here in the first place
  3. it's part of the same combo so why would you treat it differently from the slider before, which if anything at all, should be the one you would be concerned about (I have also yet to see anyone have problems with catching it or seing it as unfit)


01:10:205 (1,2,3,4,5) - that's look wrong. What's a point to confuse players with spacing? i can understand sliders or streams, but you have many doubles and it's confusing.
While I think that the notepairings in the music are not strong enough to justify an angle like this (would much rather have it like this), it's no big problem whatsoever; sure it's not perfect and I gave an alternative version to make it better, but it has already been done near-perfectly the combo before this one, so just pointing at the second occurance of anything is not making this look like a professionally considered and discussed unrank, really.



02:03:538 (1) - well, it's rankable, but look ugly. Symmetrical overlapping can be good, but not this one.


^looks fairly accurate to me to be honest, and your personal preference for slidershaping is of no matter to unranks - if you're going to put out a full mod and go through everything thoroughly and entirely sure, bring it up, but in this context.. really?




I feel like you are focussing way too heavy on individual objects and objects alone, picking out just one or two seemingly random examples at all and not even giving any reasoned argument that has a basis within the song, which is what should be your highest and foremost priority unless the map is becoming entirely unplayable (and even then one might argue that it's not mapped to appeal to everyone but rather those who are of a similar belief for what goes with the music as the mapper is - just because a map gets bubbled or ranked that doesn't mean it has to cater to everyone or the largest audience possible) - and even if that was the case, as long as the difficulty spread is large enough, having an extremely hard and "unplayable" peak difficulty could still be reasoned enough due to the rest of the difficulties catering to enough of a player base to justify ranking it anyways (which is not the case here, but anyways).

What should be of your concern would be patterns like this 00:35:038 (1,1,2) - simply because they don't accentuate and follow the musical patterning and beat distribution well enough (-> soundpattern of three equally strong beats of the same kind, therefore should be equally accentuated and not mapped as "one note plus one closely spaced pair with a new combo"), but seing how you do not do this I am wondering what exactly it is you are unranking by; sounds extremely offensive reading back on it, but I seriously don't see it, so feel free to clear me up.
Zare
Also, afaik the white combo color rule has been abandoned ages ago.
I remember it being there when i started mapping, which was roughly 2 years ago but at some point it got deleted/changed. (Maybe the default skin change? idk really)
Anyway it's not a reason for a disqualification since there's basically nothing wrong with it.

The thing in the Hyper with the reverse is a decent point, that would actually fit better, however I can imagine that for the sake of readability and playablity (keep in mind it's a lowdiff), this was done on purpose to not load too much on the player.
pregnant_man
Calm down a bit guys, please.
Some suggestions here
[Another]
00:51:038 (1,2,1,2,1,2,1,2) - well it seems like music grows here, so you could emphasis it better with increasing spacing, like that :

^ Just wanted to show what i had in mind (talking not about pattern but about the way how you can increase spacings)
00:54:705 (3,4) - things about emphasing again. Yea, i can see that you lowered spacing between them but, what's about increasing spacing between 00:54:538 (2) - and (3)? It'll help with emphasing that "sounds" in music immo
00:57:371 (3) - what's about replacing that slider by circles and making a jump? (once again, suggesting it because of emphasing and blahblahblah)
01:41:705 (2) - honestly i don't see any problems with this slider, but well, you could make this slider looking like that :
it's almost the same with previous one, but all tics is visible now
01:40:371 (1) - RC says : "Do not manually edit anything in an .osu file that cannot be changed through the Editor. The only exceptions are .osu-specific storyboards and skin-related options such as SliderBorder and SliderTrackOverride."
Sadly but true, anyway we've need some QAT's opinions about that, because personally i have no troubles here, and found that SV fitting with moment
< seems it's fine but consider 01:44:371 (4) - this one please (except 01:44:371 (4) - this slider, it's just feels like it should be faster because of stuff in music)
02:06:371 (9) - consider adding NC here, because music actually changing here and with NC you could emphase it better.
02:28:371 (1) - this start of spinner feels a bit better for me
___________________________________________________________________
No kd for now i gonna check all diffs after a little break

[Hyper]
00:15:538 (2,3,4) - SONAZI well, could you increase spacing here a bit? It's looks kinda inconsistent with your previous triplets, also move 00:15:538 (2,3,4) - it a bit higher to avoid that messy overlap (00:15:038 (1,4) - )
00:16:871 (6,7) - well, it's playable (uncomfortable but playable) but i didn't see any reason for making that, because there no changes in music for that. Honestly, i'd use some kicksliders here
00:20:705 (2,3) - i don't see any reason for making a jump here, consider moving (3) to x: 142 y: 212
00:38:371 (1) - consider removing repite here and making this kind of rhytm here :
Why? Because of that boom sound on the downbeat. It's minor, yes, but it will be just feel much better and fun to play if you make it clickable
01:22:955 (10,1,2,3) - make spacing consistent because it looks kinda messy
01:24:038 (4) - again stuff about downbeats
02:06:705 (1) - use NC to mark 1/6s
02:20:705 (2,3) - same with 00:20:705 (2,3)
02:28:371 (1) - same with another

[Hard]
00:28:205 (4) - it feels much better without this note, consider removing it and stacking both sliders
00:51:371 (2,3,4) - whistles will sound much better if you add them on every red tic here
00:57:538 - it sounds like missing note for me
01:12:371 (1) - these repites do not fit immo, consider making two 1/1 sliders here (well maybe it's too subjective, tho)
02:28:371 (1) - same with hyper and another

[Standard]
00:38:371 (4) - the things about downbeats from hyper
01:00:371 (1) - well, it plays odd, consider replacing it by two 1/1 sliders
01:39:871 (1) - and again downbeats

Rest seems fine.
Also don't forget about combocolors which i suggested in IRC
-GN
The rule that says pure black and white combo colors are unrankable does not exist in the Standard Ranking Criteria, and in the case that it should be an unwritten rule it can't be used to justify an unrank on it's own since it is not written down.

I'd also like to say that the QAT members responsible for unqualifying this should be much less hasty to unrank on shallow reasons like these.
Colin Hou
先分锅啊
pregnant_man
nodramaplz
Aleks719
i see a lot of attention, especially from chinese community.

So, for you, my dear chinese commentators:
1. if you want to tell me something use PM.
2. if you want to tell me something use English.
3. the most commented phrase IS NOT WRITTEN BY ME, it's just a template. will be used for ALL unqualified maps. are you gonna comment every map in this way? i feel sorry you have nothing else to do.

All post is a filled template. i don't accept any complaints from this side.
RED lines are unrankable.
other lines are suggestions only. they can be left as is, so they are not a reason for unrank, just additional comments. in next time read carefully.

About red lines.
Pure and white combo colours are unrankable. That's a rule. Why it is not in RC? oh god, this rule goes from old 2008 or 2009.
Should we mention all rules like "don't put objects out of screen", "don't make 300 hitburst look like 100" etc
These two colours are not allowed as combo. Just take it as is. I don't say it's mapper's guilt, mapper can come at 2014 and never heard about it before. That's guilt of modders and especially BATs. they know it, they have to know.

About mentioned slider with covered sliderticks.
They are covered.
You can say: maaaan, it's not a hard pattern.
Answer: still.
You can say: maaaan, it's a slowdown.
Answer: after slowdown there is pretty fast 1.75x slider.
You can say: maaaan, this slider in another combo.
Answer: i'd never trust to the mapper who leaves tricky patterns, especially after that nonsense pattern which looks like doubles, but in reality it's 1/4. Or this 1.75x after slowdown? playable, but is it expected? not sure. Covered ticks for slowdown is a really bad idea.

And another thing: QATs are not your enemies. We write about missed mistakes and we have a week for it. Look at qualified maps as on beta-test game. They are available to play, but can be changed.
Sagisawa-Yukari
所以说我大天朝还是好好沉迷萌二屙屎和电子竞技圈吧,呵呵
Ulysses

Aleks wrote:

Pure and white combo colours are unrankable. That's a rule. Why it is not in RC? oh god, this rule goes from old 2008 or 2009.
Should we mention all rules like "don't put objects out of screen", "don't make 300 hitburst look like 100" etc
Let's see if there any rules related to what you mentioned.

Hitbursts must be clearly distinguishable from each other (e.g. 300/100). The best way to ensure this is to use a different color for each hitburst. Otherwise, the player won't know if they're hitting beats accurately.
Hitbursts must be clearly distinguishable from each other (e.g. 300/100). The best way to ensure this is to use a different color for each hitburst. Otherwise, the player won't know if they're hitting beats accurately.
Yes,pure and white combo colours WAS unrankable but now that rule WAS REMOVED ,therefore it is NOW unavilable to use and should not be an excuse to disqualify a map.
HentaiTei
老门啊
Card N'FoRcE

Aleks719 wrote:

Pure and white combo colours are unrankable. That's a rule. Why it is not in RC? oh god, this rule goes from old 2008 or 2009.
No, there's never been a rule like that. I'm from 2007 so i know that pretty well.
There was a general consensus, which came in late 2010, that very bright and very dark colors are bad to use, but you have to take into account a few things. First of all, again, the white color is used to color-code a few patterns to make them more noticeable, so that the player has one more way to tell something different is happening. Then, the background is dark and there's no kiai active, that means they won't kill your eyes and the approach circles are very noticeable. Third, the deafult skin elements are visible enough because they have a black border.
Now what's your real issue instead of covering yourself with a "rule" that doesn't exist?

Aleks719 wrote:

Should we mention all rules like "don't put objects out of screen", "don't make 300 hitburst look like 100" etc
That's common sense and what we're here for. This map doesn't have any of these technical issues you speak of.

Aleks719 wrote:

These two colours are not allowed as combo. Just take it as is. I don't say it's mapper's guilt, mapper can come at 2014 and never heard about it before. That's guilt of modders and especially BATs. they know it, they have to know.
I do know, that's why i say you're wrong and you're not giving any reasonable explanation for what you're saying and doing.

Aleks719 wrote:

About mentioned slider with covered sliderticks.
They're visible because the slowdown adds two sliderticks and there's the colorcode thing. The slider you mentioned takes place when the combo and the slowdown already started, there's no reason for a player to get confused as they "don't see " the sliderticks.

Aleks719 wrote:

And another thing: QATs are not your enemies. We write about missed mistakes and we have a week for it.
Maybe you should have a look first, then ask the BAT who ranked it if you're doubting some of the decisions they make, instead of coming out the very last day and unqualifying without real issues to point out.
Koiyuki

Aleks719 wrote:

This map set has been determined to be not ready for ranked status yet, therefore we must disqualify this beatmap and return it to WIP. Please keep in mind that disqualified maps are handled by the Beatmap Appreciation Team and will be re-qualified by them. The Quality Assurance Team is not responsible for sending your beatmap back to Qualified.
I just dislike the attitude of this paragraph, it seems like QATs just unqualify maps without any duty to approve it back. Of course it's not aiming at you Aleks.

We are all mappers, which enjoy our map get ranked one day. It just crashed because of some even tiny problems, and mappers even cant catch those who unqualified this to recheck(reb), mappers will pay more energy to get map requalified, the enthusiasm of mapping will fade away.

I think it's not a good trend of today's modding system, maybe the authority of QATs need some change.

Hope it's my groundless worry.
Topic Starter
kiddly

EvilElvis wrote:

Calm down a bit guys, please.
Some suggestions here
[Another]
00:51:038 (1,2,1,2,1,2,1,2) - well it seems like music grows here, so you could emphasis it better with increasing spacing, like that : for the visual consistency,I wanna keep this.

^ Just wanted to show what i had in mind (talking not about pattern but about the way how you can increase spacings)
00:54:705 (3,4) - things about emphasing again. Yea, i can see that you lowered spacing between them but, what's about increasing spacing between 00:54:538 (2) - and (3)? It'll help with emphasing that "sounds" in music immo accept it.changed into an anti-jump.
00:57:371 (3) - what's about replacing that slider by circles and making a jump? (once again, suggesting it because of emphasing and blahblahblah) I'm sorry but no :o
01:41:705 (2) - honestly i don't see any problems with this slider, but well, you could make this slider looking like that : it's really need changes,but I did that in my way. :P
it's almost the same with previous one, but all tics is visible now
01:40:371 (1) - RC says : "Do not manually edit anything in an .osu file that cannot be changed through the Editor. The only exceptions are .osu-specific storyboards and skin-related options such as SliderBorder and SliderTrackOverride."
Sadly but true, anyway we've need some QAT's opinions about that, because personally i have no troubles here, and found that SV fitting with moment
< seems it's fine but consider 01:44:371 (4) - this one please (except 01:44:371 (4) - this slider, it's just feels like it should be faster because of stuff in music) I don't think it have to be so but.....okay,0.5x.
02:06:371 (9) - consider adding NC here, because music actually changing here and with NC you could emphase it better. fixed.
02:28:371 (1) - this start of spinner feels a bit better for me it's almost the same to me :roll:
___________________________________________________________________
No kd for now i gonna check all diffs after a little break

[Hyper]
00:15:538 (2,3,4) - SONAZI well, could you increase spacing here a bit? It's looks kinda inconsistent with your previous triplets, also move 00:15:538 (2,3,4) - it a bit higher to avoid that messy overlap (00:15:038 (1,4) - ) fixed
00:16:871 (6,7) - well, it's playable (uncomfortable but playable) but i didn't see any reason for making that, because there no changes in music for that. Honestly, i'd use some kicksliders here fixed.
00:20:705 (2,3) - i don't see any reason for making a jump here, consider moving (3) to x: 142 y: 212 fixed,but moved to 140:202
00:38:371 (1) - consider removing repite here and making this kind of rhytm here :
Why? Because of that boom sound on the downbeat. It's minor, yes, but it will be just feel much better and fun to play(i'm loling on myself) if you make it clickable fixed.
01:22:955 (10,1,2,3) - make spacing consistent because it looks kinda messy fixed.
01:24:038 (4) - again stuff about downbeats fixed.
02:06:705 (1) - use NC to mark 1/6s fixed.
02:20:705 (2,3) - same with 00:20:705 (2,3) fixed.
02:28:371 (1) - same with another same with another

[Hard]
00:28:205 (4) - it feels much better without this note, consider removing it and stacking both sliders
00:51:371 (2,3,4) - whistles will sound much better if you add them on every red tic here
00:57:538 - it sounds like missing note for me
01:12:371 (1) - these repites do not fit immo, consider making two 1/1 sliders here (well maybe it's too subjective, tho)
02:28:371 (1) - same with hyper and another

Discussed with Low,and we decided to reject these :cry:

[Standard]
00:38:371 (4) - the things about downbeats from hyper fixed.
01:00:371 (1) - well, it plays odd, consider replacing it by two 1/1 sliders it's hard to do this with less change,so I gave up.
01:39:871 (1) - and again downbeats fixed.

Rest seems fine.
Also don't forget about combocolors which i suggested in IRC now is 230x230x230
Topic Starter
kiddly

Aleks719 wrote:

i see a lot of attention, especially from chinese community.

So, for you, my dear chinese commentators:
1. if you want to tell me something use PM.
2. if you want to tell me something use English.
3. the most commented phrase IS NOT WRITTEN BY ME, it's just a template. will be used for ALL unqualified maps. are you gonna comment every map in this way? i feel sorry you have nothing else to do.

All post is a filled template. i don't accept any complaints from this side.
RED lines are unrankable.
other lines are suggestions only. they can be left as is, so they are not a reason for unrank, just additional comments. in next time read carefully.

About red lines.
Pure and white combo colours are unrankable. That's a rule. Why it is not in RC? oh god, this rule goes from old 2008 or 2009.
Should we mention all rules like "don't put objects out of screen", "don't make 300 hitburst look like 100" etc
These two colours are not allowed as combo. Just take it as is. I don't say it's mapper's guilt, mapper can come at 2014 and never heard about it before. That's guilt of modders and especially BATs. they know it, they have to know.

About mentioned slider with covered sliderticks.
They are covered.
You can say: maaaan, it's not a hard pattern.
Answer: still.
You can say: maaaan, it's a slowdown.
Answer: after slowdown there is pretty fast 1.75x slider.
You can say: maaaan, this slider in another combo.
Answer: i'd never trust to the mapper who leaves tricky patterns, especially after that nonsense pattern which looks like doubles, but in reality it's 1/4. Or this 1.75x after slowdown? playable, but is it expected? not sure. Covered ticks for slowdown is a really bad idea.

And another thing: QATs are not your enemies. We write about missed mistakes and we have a week for it. Look at qualified maps as on beta-test game. They are available to play, but can be changed.

No one wants a world filled with enemy.I don't think so before,you make me.

Consider the way you speak to mappers,thank you,I'm not be aimed at you.
Secretpipe
Rerank plz :<
Frostmourne

Aleks719 wrote:

[Another]
Pure black and white combo colours (255,255,255 in your case) are forbidden.01:41:705 (2) - head and tail of slider cover all sliderticks. They are only one way to determine your slowdown.
I want to counter this with the evidence existing in an objective way.

Pure black and white combo colours (255,255,255 in your case) are forbidden.

The actual slider you can see in the beatmap is not explicit and doesn't destroy your eyes, yet you can see the slider path clearly
(follow points are easy to see from this point)
The mapper uses black colored background which white color can contrast it beautifully and appropriately. Also this is 2014, if this old rule said about pure white or complete black are unrankable, then, it should have applied to the "old default skin" , not the new one created by peppy in a few years ago.

Aleks719 wrote:

Pure and white combo colours are unrankable. That's a rule. Why it is not in RC? oh god, this rule goes from old 2008 or 2009.
It isn't written so who we are to know if this is rankable or unrankable. If it isn't written then it shouldn't be enforced. It always is written in BATs' rules that "You must not follow unfinalized rules"

01:41:705 (2) - head and tail of slider cover all sliderticks. They are only one way to determine your slowdown.
The slider 01:40:371 (1) - already introduced the way it's going to happen in the music as players will intuitively acknowledge the pace of the song with the current specific combo color that it will not go any faster until 01:45:038 (1) - it changes completely.
and furthermore

I'm #66 standard osu! and I can see this slider point coming up before I hit, so I can determine from its length that it will stay slow the same as 01:40:371 (1) - guided.

I'm not going to support any side, either QATs or Mappers. I'm doing what I think it's right.
Ulysses
Well,disscussed with aleks.His position is still the same,but let's see what he thinks:

23:51 nold_1702: Hi there
23:52 Aleks719: hi
23:53 nold_1702: I am quite disappointed of what you are now doing,off-screen objects and skinning with 100/300 are written rules
23:54 nold_1702: and what you are disqualifying for,was a removed rule
23:54 nold_1702: and surely,is a remvoed rule
23:54 Aleks719: no, it's not.
23:54 Aleks719: 1. it was example, mentioned simple things
23:55 Aleks719: and explained that combo thing is a thing, missed by bats
23:55 Aleks719: 2. rule is still works
23:56 Aleks719: i have no idea, was it missed or forgotten
23:56 Aleks719: minor stuff? yes. unrankable? yes again.
23:57 Aleks719: i didn't make it just because i want to unrank everything
23:57 Aleks719: do you have a job?
23:57 Aleks719: what do you do there if you have it?
23:58 nold_1702: I don't have a job,I am still young,but that rule isn't forgotten but removed through disscussion.
23:59 nold_1702: after disscussion
23:59 nold_1702: I meant
23:59 Aleks719: nope. it doesn't exist in wiki since the creation, but it's presented.
00:00 nold_1702: "For the record, these include the recent changes made from the discussion forum. Any rule that is being discussed is listed here as it used to be and will be updated once the discussion reaches an agreement. "
00:00 Aleks719: then it has been missed
00:01 nold_1702: hey,aleks,the wiki is the updatest
00:01 nold_1702: http://osu.ppy.sh/forum/t/75882
00:01 Aleks719: wanna me to add it?
00:02 nold_1702: If you can,do it
00:02 Aleks719: no prob
00:02 Aleks719: people didn't use these colours in ranked maps, for few years and even now
00:02 nold_1702: and then you will bear what you should bear.
00:02 nold_1702: Nope
00:02 nold_1702: There are some maps
00:02 nold_1702: Let me
00:02 nold_1702: Wait a sec
00:02 nold_1702: http://osu.ppy.sh/s/100252
00:02 nold_1702: [NOLD]
00:02 nold_1702: my diff
00:02 nold_1702: I used a pure black colour
00:03 nold_1702: http://osu.ppy.sh/s/114987
00:03 nold_1702: [SKYSTAR]
00:03 nold_1702: I think therw are enough evidance?
00:04 Aleks719: chinese bubble / chinese rank. sorry, your community is good, but modders missed it
00:04 Aleks719: on target or not, idk
00:04 Aleks719: let's take a look on 2nd
00:06 nold_1702: Let me savelog and post it on thread
00:07 Aleks719: oh i see
00:07 Aleks719: wanna more shitstorm? :)
00:07 nold_1702: I am not here to fire
00:07 Aleks719: then for what?
00:07 nold_1702: To presuade you that there's no rule like that
00:08 Aleks719: discussed in #lounge
00:08 nold_1702: but what you spoke,should be recorded and released on thread
00:08 Aleks719: many people remember it
00:09 nold_1702: well,aleks,I am not your enemy
00:09 nold_1702: You won't afraid what you have spoken I am sure
00:09 Aleks719: i'm just disapponted in you
00:09 Aleks719: that's all i want to say.
ZHSteven

Aleks719 wrote:

This map set has been determined to be not ready for ranked status yet, therefore we must disqualify this beatmap and return it to WIP. Please keep in mind that disqualified maps are handled by the Beatmap Appreciation Team and will be re-qualified by them. The Quality Assurance Team is not responsible for sending your beatmap back to Qualified.
Sorry if I am wrong, but I want to understand something clearly.

Are you saying that you, or your team, will not be responsible, for any of the decisions made?

Thanks for response.
Koiyuki
Frost my idol lol
pregnant_man
Could you guys just stop it? Bubbled.
Heatherfield
好吧我是混子
Skystar
elvis ily
Kyubey

Amamiya Yuko wrote:

elvis ily
:(
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