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No fixes for me.
Topic Starter
Maeglwn

Static Noise Bird wrote: p5k4c

[Easy]
00:34:250 (1) - Fix phlunket ayy. feexed

[Extra]
00:04:481 (1) - Turn into a 1/4 slider and a circle. The stanza start really begs to be started with a standalone clicked object. sure
00:06:789 (3) - ^ Same as above, except a clap instead of a stanza start. Not as big of an issue, but please consider it anyway. huh?
00:08:173 (7) - ^^ Same as the first one. this one feels a lot more fine
00:26:866 (1) - Remove repeat and add a new circle to the current end please. I like the repeat more
00:27:789 (5,6,7,8) - Remove (5) and (7) and copypasteflip (6) and (8) there for perfect symmetry?! nah I wanted it like this

Great nice.
Great nice.

Static Noise Bird wrote: p5k4c

[BD's Black Caviar Gangsta Forever]
00:07:481 (1) - why because the sample goes retarded so the map has to go together
00:22:712 (2) - Remove or move 1/2 backwards. follows boxxy's vocals :^)

Great nice.

Static Noise Bird wrote: p5k4c

[Asphyxia's Extra]
00:08:173 (3) - Turn into a 1/4 slider and a circle. The stanza start really begs to be started with a standalone clicked object. (haha copypasted from Extra above) Sure
00:09:327 (5) - Shorten by 1/4 and add a standalone clap circle to the current end. I prefer how it is now, so I left it untouched
00:27:789 (1,2,3,4) - ilu ilu2
00:32:404 (1,2) - Shorten by 1/4 and add circles to the current ends. Or simply shorten by 1/4. K

Great nice.
Nice great.

http://puu.sh/eZ4Lr/9bed0f955c.txt

Static Noise Bird wrote: p5k4c

[Moo-chan's Insane]
00:01:366 (2) - Divide into 2 circles, as the slider end should be clicked due to the clap. The current slider gives a very weird rhythm. i just made it one circle
00:13:943 (1) - Should be above the previous (7) to keep up with the current flow. k
00:19:481 (1,2,3) - Unnecessarily low DS tbh. removed it
00:24:096 (1,2,3,4) - Would be great if it was 100% symmetric. The (4) is off when compared to (3). dunno if i made a change from yours but i did something different than what it was
00:25:020 (1,2,3) - Rather unnecessary flowdestroying stacks. gonna keep those
00:25:943 (5,6) - x192 y180 k
00:26:404 (7,8,9,1) - No 1/2 and 1/4 allowed in the same stack. ive seen maps with these so im just gonna keep them
00:30:558 (1,2,3,4,5,6) - Again, really messy pattern when it could be just completely symmetrical. was intending that
thanks for mod

Great nice.
nicely great.

updoot: http://puu.sh/fjvdl/49ec47272e.osu

Moo-Chan wrote: 2c641m

Static Noise Bird wrote: p5k4c

00:26:404 (7,8,9,1) - No 1/2 and 1/4 allowed in the same stack. ive seen maps with these so im just gonna keep them
Nope. That doesn't justify anything. This is really unfair with reading, especially with HD. I doing this myself some years back, and a BAT member told me that it is really unfair with reading, especially with HD.

Moo-Chan wrote: 2c641m

Static Noise Bird wrote: p5k4c

00:30:558 (1,2,3,4,5,6) - Again, really messy pattern when it could be just completely symmetrical. was intending that
Why so? It doesn't look good and the flow isn't kept constant.
Topic Starter
Maeglwn

Static Noise Bird wrote: p5k4c

Nope. That doesn't justify anything. This is really unfair with reading, especially with HD. I doing this myself some years back, and a BAT member told me that it is really unfair with reading, especially with HD.
yea, I agree with this, having 1/2 and 1/4 in the same stack is really irritating as a player
fixed the stupid 1/2 1/4 thing, and did that messy part kinda differently

anymore complaints share them now ._.

http://puu.sh/foY8T/4797961cb4.osu

Axarious wrote: 424938

General
  1. gay
Easy
  1. hoho maeg.
  2. 00:05:635 (3) - Move to x:202 y:323 to fix blanket with (1)?
  3. 00:22:481 (1) - I don't know how to fix this polarity switch, it sounds really awkward when playing since the yakety sax comes in on the red tick. Whatever, it should be fine.
  4. 00:24:096 (3) - Move to x:248 y:172 to fix blanket with (1) as well as to maintain the 1.00x distance snap.
  5. 00:25:943 (2) - Move to x:333 y:352 to ^
  6. 00:34:250 (1,2) - Move (2) to x:262 to fix the third ugliest blanket I've ever seen.
SNB's Normal
  1. g r e a t n i c e
  2. 00:01:020 (1,2,3,4) - Don't know if these are meant to be colinear, but they aren't. Bear with me here lol. Move (2) to x:349 y:167, (3) to x:338 y:243, and (4) to x:327 y:319. Then, move (5) to x:183 y:244. This fixes /everything/.
  3. 00:09:558 (4,5) - Not sure if this is too fast for a normal, but I think it's fine. c:
  4. 00:20:866 (5,6) - Move (5) to x:441 y:318 and (6) to x:387 y:232 to fix the blanket between (4) and (6) while maintaining 1.20x distance snap.
Priti's Hard
  1. I love you.
  2. 00:04:019 (1) - Rotate -3 degrees and move to x:132 y:192. c:
Moochan's Insane
  1. 00:04:712 (1,2,3) - Move (3) to x:287 y:70 to fix this blanket.
  2. 00:06:096 (7,8,9) - why would you not connect them
  3. 00:09:327 (6,7,8) - wHY what are you doing with the two circles what is the point of that
  4. 00:14:866 (5,6,7) - Move (6) to x:360 y:192 and move (7) to x:295 y:37 to fix this blanket. Move 00:15:558 (8) - to stack on (6).
  5. 00:18:558 (5,6,7) - I suggest you move (7) out from under (5) because both the slider and tail overlap, even if it does create a blanket. There are lots of places you can put it rather than hide half of the slider under another.
  6. Excellent kiai.
Irre's Extra
  1. I'm speechless, this is perfect.
  2. 00:28:712 (1,2) - Love it, probably the best thing out of this difficulty.
Asphyxia's Extra
  1. This is awesome.
  2. 00:01:404 (2) - I hear this on the 7/8 on 25%, but I'm not entirely sure. Whatever, it's playable on 1/6.
  3. 00:11:173 (3) - Split this up into 2 1/4s to better transfer momentum into 00:11:635 (1) - ?
  4. 00:14:866 (1) - Move to x:203 to center the slider across x:256 (but isn't quite symmetrical, if you ctrl G it you'll find that the end point has y:309 while the start has y:308. Negligible, but now you know.)
  5. 00:15:212 (1) - Move to x:166 to ^, same thing with the ctrl G test.
  6. 00:15:558 (1) - Going to have to fix this blanket if you do ^ because the difference between the y-values on the two ends is 2.
Extra
  1. Perfect.

hi axarious wtf
http://puu.sh/eISZr/d7545939f4.zip

Muzu, Oni mapped for fun
rank this stupid shit already maeg 8^)

Xellie wrote: 354v2p

rank this stupid shit already maeg 8^)
mod this stupid shit already Jelly 8^)
WHAT IS THIS.
General:
  • 00:37:481 - DRHUGRFUH
MooChan's Insane
  • 00:02:866 (1) - why NC ;A;
    00:04:020 (1) - continue combo
    00:06:096 (7,8,9) - extremely uncomfortable to do (although the song itself is pretty stupid weird (ctrl+g (7))
    00:12:558 (3) - 00:14:404 (3) - ALLIGN PLEASE ITS DRIVING ME CRAZY
    00:21:327 - insert break?
Irre's Extra (aka whatthefuckiswiththiscirclesize)
  • 00:29:635 (1) - why nc ;A;
    00:30:212 (3,4) - pull closer to 2?
Asphyxia's Extra (ok osu! for elephants is apparently a thing now ;A;)
  • 00:04:943 (2) - NC
Extra
  • 00:07:827 (6) - make into 1/4 slider
    00:21:327 (1) - end spinner here 00:22:481 - for fabulous trumpet
    00:33:789 (1) - NC cuz of new trumpet descending or whatever
BD's Extra (wait what)
  • 00:22:712 (2) - is this mapped to... squeech?
    00:27:789 (1) - NC?
Now if youll excuse me ill go call an exorcist.
And give me back my soul.
Topic Starter
Maeglwn

Anxient wrote: 6v2g4r

Extra
  • 00:07:827 (6) - make into 1/4 slider thinking about it meh
    00:21:327 (1) - end spinner here 00:22:481 - for fabulous trumpet sure
    00:33:789 (1) - NC cuz of new trumpet descending or whatever wouldn't fit
ty
-July-_old
Hi! This was discussed on #modhelp and irc pm. But I'll repost it here.

This is for Easy as I'm not really confident in modding anything above normal or maybe easy-ish hards.

[*]At 00:30:558 (1,2,3) - and 00:32:404 (1,2,3) - I think it's better to replace these triplets with reverse sliders like this:


Instead of this:


and adjust the end pattern a bit to suit them. There's nothing I could really suggest since I'm still new to mapping. >< Hoped this helped though!
While we're on the updating spree, I nerfed my diff by 0.09 l0l (removed 1/4s aside from two extended sliders and combined several subsequent circles into sliders basically).

Hopefully it's a bit more suitable now.'

SPOILER
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Artist:yes we cant
ArtistUnicode:yes we cant
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Tags:soundclown barney spaghetti boss yakety sax boots randolph sidney samson riverside Static Noise Bird Priti Moo-chan MooChan Blue Dragon Irreversible Asphyxia
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Anxient wrote: 6v2g4r

Asphyxia's Extra (ok osu! for elephants is apparently a thing now ;A;)
  • 00:04:943 (2) - NC Hmm, it wouldn't really make sense to me to put a NC here, so I have to deny it, sorry. I tend to add NC's where there is speed-ups, a sudden rhythm-change, pattern-wise or then the song just has this noise where it's a must for me, lol.
Thanks for the mod! <3

Anxient wrote: 6v2g4r

BD's Extra (wait what)
  • 00:22:712 (2) - is this mapped to... squeech? "boxXY"
    00:27:789 (1) - NC? nah
Now if youll excuse me ill go call an exorcist.
And give me back my soul.
Topic Starter
Maeglwn

-July- wrote: 3l3862

Hi! This was discussed on #modhelp and irc pm. But I'll repost it here.

This is for Easy as I'm not really confident in modding anything above normal or maybe easy-ish hards.

[*]At 00:30:558 (1,2,3) - and 00:32:404 (1,2,3) - I think it's better to replace these triplets with reverse sliders like this:


Instead of this:


and adjust the end pattern a bit to suit them. There's nothing I could really suggest since I'm still new to mapping. >< Hoped this helped though!
I'll think about the suggestion for sure, I'm not really too sure on whether or not I want to take it quite yet

thank you for the mod though, I KD'd since you're new to it and all
http://puu.sh/g2uyR/b50aea0632.txt

Fixed the NC, as for the other suggestion, I don't quite get why since it compeltely ruins the pattern which works well. Thanks !
made an alignment fix from anxient's mod. no to the rest
thanks for the mod though :3

updateurino
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Tags:soundclown barney spaghetti boss yakety sax boots randolph sidney samson riverside Static Noise Bird Priti Moo-chan MooChan Blue Dragon Irreversible Asphyxia
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Asphyxia summoned me.

[General]
  1. Disable Widescreen and Letterboxes in all diffs. They aren't necessary at all as you don't have a storyboard.
  2. Probably there should be a light Insane or something. I feel like a gap between Priti's Hard and Insane is too big.
[Easy]
Feels more like a Normal for me because of the high SV and some patterns which aren't really beghinner-friendly.
  1. Let's try AR4, it helps to avoid some overlaps and make things a little more readable.
  2. 00:15:789 (1) - the way how (1) appears before (3) is pressed may be kind of misleading for beginners.
    Note: same happens here.

    Nothing really wrong here, I just feel uncomfortable with the diffname. :c
[SNB's Normal]
As there are some 3/4 and 1/4 stuff used, I would rather call it Advanced. In my opinion, this is somewhat like a Normal+
  1. 00:13:943 (5) - mind adding a new combo here? This will match with your comboing and music nicely.
  2. 00:22:481 (1) - minor - move it around a little to make it look more smooth? example

    A decent Normal+, nothing else to say about it.
[Priti's Hard]
  1. 00:10:020 (7,8) - try to place a little jump between (7) and (8) to stress the way music gets louder.

    Nicely done.
[MooChan's Insane]
  1. 00:06:327 (8,9) - might be just me, but for some reason I have a feeling that a slider instead of these two circles would work better.
  2. 00:19:020 (7,1,2) - the spacing change feels quite sudden here. Mind changing DS from x0,73 to x1.0 or something like that? It should make the pattern flow better.

    Not much to say. :)
[Irre's Extra]
  1. CS7 ♥
  2. 00:15:327 - are you sure about ignoring this beat? It feels quite weird when it appears right in the middle of this slider.

    CS7 makes everything 200% better.
[Asphyxia's Extra]
  1. 00:11:173 (3) - this is the only slider with (two) repeats and it feels a little out of place in this diff. Try to replace it with two 1/4 sliders?

    That circle size, oh wow.
[Extra]
  1. 00:15:212 (6) - 00:18:904 (4) - the way how beats pop right in the middle of those slider bugs me a little. Maybe we can at least curve the sliders, so, the beat won't be completely ignored? Example
[BD's Extra]
  1. Try higher AR, please. I understand that you want to keep it low, but AR8-8,5 would be more readable and comfortable, thoughit's still something really low for this diff.
It's just the diffnames and gap, nothing else to complain about.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Best of luck!
made all changes from bakari's mod

updoot
osu file format v14

[General]
AudioFilename: uokbBPOA0mG6.128.mp3
AudioLeadIn: 0
PreviewTime: 23173
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 1
WidescreenStoryboard: 1

[Editor]
DistanceSpacing: 1
BeatDivisor: 4
GridSize: 4
TimelineZoom: 1.9

[Metadata]
Title:wh
TitleUnicode:wh
Artist:yes we cant
ArtistUnicode:yes we cant
Creator:Maeglwn
Version:MooChan's Insane
Source:
Tags:soundclown barney spaghetti boss yakety sax boots randolph sidney samson riverside Static Noise Bird Priti Moo-chan MooChan Blue Dragon Irreversible Asphyxia
BeatmapID:600089
BeatmapSetID:232017

[Difficulty]
HPDrainRate:6
CircleSize:3.5
OverallDifficulty:6.8
ApproachRate:8.8
SliderMultiplier:2.1
SliderTickRate:1

[Events]
//Background and Video events
0,0,"boxxy-298363-2042x1276.jpg",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 ()
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
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1020,-133.333333333333,4,2,1,50,0,0
4712,-83.3333333333333,4,2,1,50,0,0
8404,-71.4285714285714,4,2,1,50,0,0
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10712,-80,4,2,1,50,0,0
11173,-76.9230769230769,4,2,1,50,0,0
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22481,-133.333333333333,4,2,1,50,0,0
23173,-74.0740740740741,4,2,1,50,0,1
34250,-83.3333333333333,4,2,1,50,0,0
37481,-83.3333333333333,4,2,1,30,0,0


[Colours]
Combo1 : 0,128,192
Combo2 : 169,83,255
Combo3 : 128,128,255
Combo4 : 192,192,192

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thanks for mod ♥

-Bakari- wrote: 1r12o

Asphyxia summoned me.

[SNB's Normal]
As there are some 3/4 and 1/4 stuff used, I would rather call it Advanced. In my opinion, this is somewhat like a Normal+ - sure thing
  1. 00:13:943 (5) - mind adding a new combo here? This will match with your comboing and music nicely. - yeah, not sure why had I missed it earlier, thanks
  2. 00:22:481 (1) - minor - move it around a little to make it look more smooth? example - rotated by 7 degrees and moved up a little

    A decent Normal+, nothing else to say about it.
Thanks a lot!

cool stuff here :^)
osu file format v14

[General]
AudioFilename: uokbBPOA0mG6.128.mp3
AudioLeadIn: 0
PreviewTime: 23173
Countdown: 0
SampleSet: None
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 1
WidescreenStoryboard: 1

[Editor]
DistanceSpacing: 1.2
BeatDivisor: 4
GridSize: 4
TimelineZoom: 1

[Metadata]
Title:wh
TitleUnicode:wh
Artist:yes we cant
ArtistUnicode:yes we cant
Creator:Maeglwn
Version:SNB's Advanced
Source:
Tags:soundclown barney spaghetti boss yakety sax boots randolph sidney samson riverside Static Noise Bird Priti Moo-chan MooChan Blue Dragon Irreversible Asphyxia
BeatmapID:602659
BeatmapSetID:232017

[Difficulty]
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CircleSize:3
OverallDifficulty:5
ApproachRate:5
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SliderTickRate:1

[Events]
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//Break Periods
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//Storyboard Sound Samples

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keep ar7 pls
Topic Starter
Maeglwn

-Bakari- wrote: 1r12o

Asphyxia summoned me.

[General]
  1. Disable Widescreen and Letterboxes in all diffs. They aren't necessary at all as you don't have a storyboard. ye
  2. Probably there should be a light Insane or something. I feel like a gap between Priti's Hard and Insane is too big. handling this
[Easy]
Feels more like a Normal for me because of the high SV and some patterns which aren't really beghinner-friendly. sure, it's a normal
  1. Let's try AR4, it helps to avoid some overlaps and make things a little more readable.
  2. 00:15:789 (1) - the way how (1) appears before (3) is pressed may be kind of misleading for beginners. not really a whole lot I can do here because of the ar honestly :P it's still a slider, and since this is a normal now, screw it, it'll be fine I hope
    Note: same happens here.

    Nothing really wrong here, I just feel uncomfortable with the diffname. :c
[Extra]
  1. 00:15:212 (6) - 00:18:904 (4) - the way how beats pop right in the middle of those slider bugs me a little. Maybe we can at least curve the sliders, so, the beat won't be completely ignored? Example yea, I feel you. put the anchors in
It's just the diffnames and gap, nothing else to complain about.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Best of luck!
ty <3
http://puu.sh/gub2G/f34f771fcb.zip
call it whatever you want or keep the name (preferable)
oh yeah, and fix OD to 6.5, please
talked to tic about his suggestion and took out the letterbox and widescreen
plus made a few changes
too many updates
osu file format v14

[General]
AudioFilename: uokbBPOA0mG6.128.mp3
AudioLeadIn: 0
PreviewTime: 23173
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
DistanceSpacing: 1.5
BeatDivisor: 4
GridSize: 4
TimelineZoom: 1.9

[Metadata]
Title:wh
TitleUnicode:wh
Artist:yes we cant
ArtistUnicode:yes we cant
Creator:Maeglwn
Version:MooChan's Insane
Source:
Tags:soundclown barney spaghetti boss yakety sax boots randolph sidney samson riverside Static Noise Bird Priti Moo-chan MooChan Blue Dragon Irreversible Asphyxia
BeatmapID:600089
BeatmapSetID:232017

[Difficulty]
HPDrainRate:6
CircleSize:3.5
OverallDifficulty:6.8
ApproachRate:8.8
SliderMultiplier:2.1
SliderTickRate:1

[Events]
//Background and Video events
0,0,"boxxy-298363-2042x1276.jpg",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 ()
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

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Combo4 : 192,192,192

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-Bakari- wrote: 1r12o

Asphyxia summoned me. Hi Bakari I love you


[Asphyxia's Extra]
  1. 00:11:173 (3) - this is the only slider with (two) repeats and it feels a little out of place in this diff. Try to replace it with two 1/4 sliders? It's intended and it fits well. That part of the music has kind of a hold sound, I'd say? And because of that, the music doesn't really change in any way, so it's better to keep it as that, where as 00:11:635 (1,2) - the music changes so 2x 1/4 fit better. It's hard to put words when I am extremely tired but I hope that makes some sense?

    That circle size, oh wow.
Thanks a bunch for checking!
General
  1. may need +5 offset
TicCl!ck's Not So Insane
  1. Wow this difficulty name.
  2. 00:14:866 (3) - To x:419 y:66 to stack on (6)'s tail? Up to you, editor aesthetics that are negligible in gameplay.
  3. 00:16:943 (6) - Instead of stacking this on (2), possibly move it to x:198 y:308 to make a triangle with (2,3) and creates the counterclockwise motion in this pattern 00:16:250 (2,3,4,5,6,7,1,2) -
  4. 00:21:327 (1) - To x:19 y:246 for a tiny blanket fix (yes please do this. /w\)
  5. 00:23:981 - Yakety Sax tells me there's a sound here, you mapped it 00:27:673 (5) - here as well. idk, it plays fine but takes a bit out of the consistency.
  6. 00:30:558 (1,2,3,4,1,2) - In this rhythm, 00:30:558 (1,2) - this points upwards while 00:31:020 (3,4,1,2) - these point down. Possibly flip the latter so they all have an upwards motion?
Axarious

Axarious wrote: 424938

TicCl!ck's Not So Insane
  1. 00:14:866 (3) - To x:419 y:66 to stack on (6)'s tail? Up to you, editor aesthetics that are negligible in gameplay. — I agree this is pointless to change
  2. 00:16:943 (6) - Instead of stacking this on (2), possibly move it to x:198 y:308 to make a triangle with (2,3) and creates the counterclockwise motion in this pattern 00:16:250 (2,3,4,5,6,7,1,2) - yes
  3. 00:21:327 (1) - To x:19 y:246 for a tiny blanket fix (yes please do this. /w\) ..why (okay, fixed, but.. really?)
  4. 00:23:981 - Yakety Sax tells me there's a sound here, you mapped it 00:27:673 (5) - here as well. idk, it plays fine but takes a bit out of the consistency. — I agree!
  5. 00:30:558 (1,2,3,4,1,2) - In this rhythm, 00:30:558 (1,2) - this points upwards while 00:31:020 (3,4,1,2) - these point down. Possibly flip the latter so they all have an upwards motion? — I prefer to have it that way

http://puu.sh/guLFc/5f035c6188.zip
[the not so insane diff]
00:04:020 - Maybe add an object, circle or a 1/4 slyder (though I do understand that you might want to not map to the vocals).
00:14:866 (3,4,1) - Would look nicer if the DS was constant through this pattern.
00:17:635 (1) - 88|184, would flow better.
00:32:404 (1) - Why are you ignoring the sounds with a long-ass slider like this? At least add a sharp turn in the middle, if not shorten by 1/2 and add a circle to the current end.
TicCl!ck's Not So Insane
  1. 00:28:481 (4) - Would change slider to 2 circles at x:20 y:124 and x:1 y:173
  2. 00:18:096 (2) - Move down to x:280 y:296
Static Noise Bird

Static Noise Bird wrote: p5k4c

[the not so insane diff]
00:04:020 - Maybe add an object, circle or a 1/4 slyder (though I do understand that you might want to not map to the vocals). — okay
00:14:866 (3,4,1) - Would look nicer if the DS was constant through this pattern. — okay
00:17:635 (1) - 88|184, would flow better. — moved the other one instead
00:32:404 (1) - Why are you ignoring the sounds with a long-ass slider like this? At least add a sharp turn in the middle, if not shorten by 1/2 and add a circle to the current end. — please do me a favor and notice the trumpet. anyway, changed
sideswipegtx

sideswipegtx wrote: 70222n

TicCl!ck's Not So Insane
  1. 00:28:481 (4) - Would change slider to 2 circles at x:20 y:124 and x:1 y:173 — placed them in another way
  2. 00:18:096 (2) - Move down to x:280 y:296 — what why declined

http://puu.sh/guPCq/0ac1c636cc.zip
Yo, a little recheck. :)

[General]
  1. Some combocolours and kiai inconsistencies are here. Check to be sure if they are intended or fix them. Either way, it seems rankable as there're GDs.
  2. Did you add TicClick to the tags?
[SNB's Advanced]
  1. Welp, since it's an Advanced now a higher AR like 6 would fit perfectly. Give it a try and let me know. what you think :)
[Priti's Hard]
  1. 00:10:020 (7,8) - try to place a little jump between (7) and (8) to stress the way music gets louder. [2]
[TicCl!ck's Light Insane]
Are you sure about the diffname? I'd like to keep it, but I have some doubts about its rankability. @.@ Probably we should call it Light Insane or something like that?
  1. Try AR 8,3. Seems to fit a little better.
  2. 00:21:327 (1,1) - ♥
[MooChan's Insane]
  1. 00:34:020 (5,1) - right after tigthly-spaced 1/4s the 1/2 stack feels a little confusing. Mind unstacking them?
[Irre's CS7]
  1. 00:15:327 - are you sure about ignoring this beat? It feels quite weird when it appears right in the middle of this slider. [2]
  2. 00:21:327 - it's an unused green line, right? Just remove it, so we won't confuse modders/nominators.
[Extra]
  1. 00:01:020 (1,2,3) - the circle feels a little off. Check Asphyxia's Extra to see how it should be snapped. Sorry, I forgot to mention it before. :c
Call me back.
made the one change from bakari's mod
hurry and get this map ranked maeg you skrub
osu file format v14

[General]
AudioFilename: uokbBPOA0mG6.128.mp3
AudioLeadIn: 0
PreviewTime: 23173
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
DistanceSpacing: 1.5
BeatDivisor: 4
GridSize: 4
TimelineZoom: 1.9

[Metadata]
Title:wh
TitleUnicode:wh
Artist:yes we cant
ArtistUnicode:yes we cant
Creator:Maeglwn
Version:MooChan's Insane
Source:
Tags:soundclown barney spaghetti boss yakety sax boots randolph sidney samson riverside Static Noise Bird Priti Moo-chan MooChan Blue Dragon Irreversible Asphyxia
BeatmapID:600089
BeatmapSetID:232017

[Difficulty]
HPDrainRate:6
CircleSize:3.5
OverallDifficulty:6.8
ApproachRate:8.8
SliderMultiplier:2.1
SliderTickRate:1

[Events]
//Background and Video events
0,0,"boxxy-298363-2042x1276.jpg",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 ()
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
1020,461.538461538462,4,2,1,60,1,0
1020,-133.333333333333,4,2,1,60,0,0
4712,-83.3333333333333,4,2,1,60,0,0
8404,-71.4285714285714,4,2,1,60,0,0
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10712,-80,4,2,1,60,0,0
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23173,-74.0740740740741,4,2,1,60,0,1
34250,-83.3333333333333,4,2,1,60,0,0
37481,-83.3333333333333,4,2,1,30,0,0


[Colours]
Combo1 : 0,128,192
Combo2 : 169,83,255
Combo3 : 128,128,255
Combo4 : 192,192,192

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it still indicates the difficulty @-Bakari-



8.3 doesn't change a lot, compared to 8.5, but okay, let it be 8.3

Maeglwn please read above 614c5i

Uh yeah. Magelwin, if you could change my diffs AR to 6, that'd be cool. Don't want to send an entire code for a small thing like that.
Topic Starter
Maeglwn

-Bakari- wrote: 1r12o

Yo, a little recheck. :)

[General]
  1. Some combocolours and kiai inconsistencies are here. Check to be sure if they are intended or fix them. Either way, it seems rankable as there're GDs. tic said it was fine to keep his teh way he has them so I'm just gonna leave it :P
  2. Did you add TicClick to the tags? fixing
[Extra]
  1. 00:01:020 (1,2,3) - the circle feels a little off. Check Asphyxia's Extra to see how it should be snapped. Sorry, I forgot to mention it before. :c yeap, fixed
Call me back.
I removed the green line Maeglwn, pls remove the green line

but for the other thing, I didn't fix it because I feel the rhythm is better like this. Thanks!

btw bakari, my diff had no hitsounds

Irreversible wrote: 4i6z36

btw bakari, my diff had no hitsounds
so, it wan't your intention to keep it? damn

Whatever, everything looks good to go now. o/

Bubbled!


Topic Starter
Maeglwn

-Bakari- wrote: 1r12o

Irreversible wrote: 4i6z36

btw bakari, my diff had no hitsounds
so, it wan't your intention to keep it? damn

Whatever, everything looks good to go now. o/

Bubbled!



~ B U B B L E D ~

〜 B U B B L E D 〜 25702k

haha
it just hit me that Barney's theme music is actually based on "The Good Ship Venus" (you may want to not read into lyrics, see, I warned you)
Thanks Bakari!!!!! <3

〜 B U B B L E D 〜 25702k

i've just noticed that my diff will cause a lot of drama in the mapping community
Haha AR7 extra, that is great, go for it BD. The other diffs are fun too :)

Extra:
00:30:558 (1,2,3,4,5,6,7) - 00:32:404 (1,2,3,4,5) -
I feel like these parts would follow the emphasis of the music a bit better with slightly more spacing. (the jumps are really easy compared to the 260bpm parts)
SNB's Advanced: 00:25:943 (3,4) - What is this spacing
BD's Extra: 00:17:635 (9,10,11,12,13,14,1,2) - why would you make that as 14 Hitobject long combo? Add NC on 00:17:635 - and remove it from 00:19:020 -

why are you doing this guys
poke me if/when a rebubble is necessary
Topic Starter
Maeglwn

B1rd wrote: 4e4x1p

Haha AR7 extra, that is great, go for it BD. The other diffs are fun too :)

Extra:
00:30:558 (1,2,3,4,5,6,7) - 00:32:404 (1,2,3,4,5) -
I feel like these parts would follow the emphasis of the music a bit better with slightly more spacing. (the jumps are really easy compared to the 260bpm parts) difficulty wasn't really the point in this section :P
thanks for the suggestion tho
Topic Starter
Maeglwn

Stefan wrote: 72304b

BD's Extra: 00:17:635 (9,10,11,12,13,14,1,2) - why would you make that as 14 Hitobject long combo? Add NC on 00:17:635 - and remove it from 00:19:020 - done

why are you doing this guys
just waiting on snb to get off his ass now
I thought it's obvious, but some people actually have IRL lives too. The more you know.

Updating in a moment, if you could get your fucking priorities straight properly. :^) troled.
Actually it's all fine, just like the other 1/4 thing that was not even mentioned. No changes for my part.
Wow okay then guys.
Edited all the 1/4 parts while we're at it to avoid further problems.

spoilerboxxy is back
osu file format v14

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AudioLeadIn: 0
PreviewTime: 23173
Countdown: 0
SampleSet: None
StackLeniency: 0.7
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LetterboxInBreaks: 0
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[Editor]
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BeatDivisor: 4
GridSize: 4
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[Metadata]
Title:wh
TitleUnicode:wh
Artist:yes we cant
ArtistUnicode:yes we cant
Creator:Maeglwn
Version:SNB's Advanced
Source:
Tags:soundclown barney spaghetti boss yakety sax boots randolph sidney samson riverside Static Noise Bird Priti Moo-chan MooChan Blue Dragon Irreversible Asphyxia TicClick
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BeatmapSetID:232017

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Shouldn't kiai part be 260 BPM though?
v2
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Title:wh
TitleUnicode:wh
Artist:yes we cant
ArtistUnicode:yes we cant
Creator:Maeglwn
Version:SNB's Advanced
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Tags:soundclown barney spaghetti boss yakety sax boots randolph sidney samson riverside Static Noise Bird Priti Moo-chan MooChan Blue Dragon Irreversible Asphyxia TicClick
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Topic Starter
Maeglwn

Kyubey wrote: 2e2u31

Shouldn't kiai part be 260 BPM though?
no, it still goes to the riverside beat just like the rest of the song
Alright, talked with Maeglwn via PM to fix the rest in SNB's Difficulty. Qualified!
[loading]
Topic Starter
Maeglwn

Stefan wrote: 72304b

Alright, talked with Maeglwn via PM to fix the rest in SNB's Difficulty. Qualified!

~ W A I T I N G ~
wh
Oh my god yes
Topic Starter
Maeglwn
~ Q U A L I F I E D B O Y S ~


~ Q U A L I F I E D B O Y S ~


~ Q U A L I F I E D B O Y S ~
Le e/b/in Keepo SMOrc map XDDDDDDD r8 8/8 quality jokes all around :DD:D:D:D:D??? maybe bestest map 2013+2 very fun
<3

P o M u T a wrote: 5u384i

<3

ByBy_ChAn wrote: 2a4e2c

P o M u T a wrote: 5u384i

<3
nice title.
Congratz O/
OH MY GOD WHY
congratz!
00:22:481 -
00:23:404 -
you should have added a new red section on that time because the timing is offbeat

2K post for me
YAYAAYAYA
another maeglwn meme map
Some of the slow sliders in blue dragon's diff are complete bullshit and make it effectively impossible to SS. You HAVE to play them as a 1/4 full screen jump if you don't want to 100 them, which is quite frankly awful.

AR7 is a really cool idea and I hope the map can be touched up to make it more playable.

P.S. 2007 map love <3
yes!
gratz :D

ByBy_ChAn wrote: 2a4e2c

P o M u T a wrote: 5u384i

<3
grats
WTF...
omfg

blahpy wrote: 2e295p

Some of the slow sliders in blue dragon's diff are complete bullshit and make it effectively impossible to SS. You HAVE to play them as a 1/4 full screen jump if you don't want to 100 them, which is quite frankly awful.

AR7 is a really cool idea and I hope the map can be touched up to make it more playable.

P.S. 2007 map love <3
They fit with the song though!!! Let art mapping exist!! dopamine is ranked so why can't this be ranked?? xDDDDDDDDD

Blue Dragon wrote: 42171m

blahpy wrote: 2e295p

Some of the slow sliders in blue dragon's diff are complete bullshit and make it effectively impossible to SS. You HAVE to play them as a 1/4 full screen jump if you don't want to 100 them, which is quite frankly awful.

AR7 is a really cool idea and I hope the map can be touched up to make it more playable.

P.S. 2007 map love <3
They fit with the song though!!! Let art mapping exist!! dopamine is ranked so why can't this be ranked?? xDDDDDDDDD
DO NOT KILL MODDERS' SPIRITS
Topic Starter
Maeglwn

vahn10 wrote: 59675d

00:22:481 -
00:23:404 -
you should have added a new red section on that time because the timing is offbeat

2K post for me
timings not offbeat

blahpy wrote: 2e295p

Some of the slow sliders in blue dragon's diff are complete bullshit and make it effectively impossible to SS. You HAVE to play them as a 1/4 full screen jump if you don't want to 100 them, which is quite frankly awful.

AR7 is a really cool idea and I hope the map can be touched up to make it more playable.

P.S. 2007 map love <3
thats the point of the map
I hate that all playcounters are wrong in this game...



Topic Starter
Maeglwn

Fatfan Kolek wrote: 1v70e

I hate that all playcounters are wrong in this game...



5seconds = one play

Its not wrong at all, you just don't understand how full plays and partial plays work

Maeglwn wrote: 2hh4e

thats the point of the map
tfw memes are an excuse to rank bad mapping
Topic Starter
Maeglwn

blahpy wrote: 2e295p

Maeglwn wrote: 2hh4e

thats the point of the map
tfw memes are an excuse to rank bad mapping
its not a bad map. it's also not an excuse. you should really stop being so negative, I'm not going to deal with it on my map
First let's start with what is usually the goal of a joke map.
To be funny! Get some laughs, that's always nice.

In order for a joke map to be ranked, however, it has to focus on a very important detail.
It must strive for good gameplay.

If a joke map has poor mapping, it stops being funny and ends up being a hassle to those involved in playing it.
The joke of how absurd the song or storyboard is will be overshadowed by its bad mapping decisions.

Everybody makes mistakes in maps.
A lot of maps have problems, and that is usually because the mapper was unaware that they were issues. Accidents, as they are called.
The problem with this set is that it has bad gameplay on purpose.


The map is deliberately designed to play poorly, which quite frankly is pretty appalling to see coming from those closely connected to the team.
This set really shouldn't stay qualified, as not only is it poor itself, but it sets a bad precedent for other maps like it.

Charles445 wrote: 252k60

First let's start with what is usually the goal of a joke map.
To be funny! Get some laughs, that's always nice.

In order for a joke map to be ranked, however, it has to focus on a very important detail.
It must strive for good gameplay.

If a joke map has poor mapping, it stops being funny and ends up being a hassle to those involved in playing it.
The joke of how absurd the song or storyboard is will be overshadowed by its bad mapping decisions.

Everybody makes mistakes in maps.
A lot of maps have problems, and that is usually because the mapper was unaware that they were issues. Accidents, as they are called.
The problem with this set is that it has bad gameplay on purpose.


The map is deliberately designed to play poorly, which quite frankly is pretty appalling to see coming from those closely connected to the team.
This set really shouldn't stay qualified, as not only is it poor itself, but it sets a bad precedent for other maps like it.
if by "poor" you mean "hard to read because of low AR" then oh dear, that must be the first time I disagree with you completely.
The map was designed to be hard to read and aim. It's called a challenge, and as streaming and aiming are considered skills, reading also should be.
Topic Starter
Maeglwn

Charles445 wrote: 252k60

First let's start with what is usually the goal of a joke map.
To be funny! Get some laughs, that's always nice.

In order for a joke map to be ranked, however, it has to focus on a very important detail.
It must strive for good gameplay.

If a joke map has poor mapping, it stops being funny and ends up being a hassle to those involved in playing it.
The joke of how absurd the song or storyboard is will be overshadowed by its bad mapping decisions.

Everybody makes mistakes in maps.
A lot of maps have problems, and that is usually because the mapper was unaware that they were issues. Accidents, as they are called.
The problem with this set is that it has bad gameplay on purpose.


The map is deliberately designed to play poorly, which quite frankly is pretty appalling to see coming from those closely connected to the team.
This set really shouldn't stay qualified, as not only is it poor itself, but it sets a bad precedent for other maps like it.
the set is not poor in the slightest. are we not allowed to qualify ar7 anymore just because people aren't good at playing it?

its absolutely fine and I already asked several QATs way before I went for rank with this. ar7 doesn't make for bad gameplay. it just makes for people complaining that it's not the same map as everybody else maps

you'll live

you're also putting the entire set based on one of the 4 extras. and if you seriously think that cs2/cs4/cs7 is also an issue then there's way different problems
I actually really like how some difficulties are mapped to make a bit of a joke of what's the trend and be purposefully hard to read or "unliked" because of various reasons (Irre's CS7 or BD's AR7) and I don't really mind it at all, since I do enjoy these settings...

But I do get a bit confused that maps like this still get ranked faster than actual serious maps that have been around for a long long time and are still waiting for a bubble.
This map did serve it's purpose and it's really subjective on what you call enjoyable. Low AR =/= unenjoyable.
If this map just had a bunch of generic CS4 AR9 settings on diffs it'll just be completely boring anyways considering it's length.

I'm speaking as a player here (being a mania BN), and I don't usually speak on map threads like this, but if this is disqualified due to the settings then I'll be really disappointed since I really enjoy the map how it is right now.

Just my views anyways. I know there would be a lot of controversy about the AR7 difficulty but not to the point of calling the whole mapset poor.
Topic Starter
Maeglwn

Dm1321 wrote: 935t

I actually really like how some difficulties are mapped to make a bit of a joke of what's the trend and be purposefully hard to read or "unliked" because of various reasons (Irre's CS7 or BD's AR7) and I don't really mind it at all, since I do enjoy these settings...

But I do get a bit confused that maps like this still get ranked faster than actual serious maps that have been around for a long long time and are still waiting for a bubble.
map ranking isn't based on how much they deserve it, it's based on 1) number of ranked maps from the people ranking it, 2) general quality, 3) people involved in the mapset, and 4) most importantly, how fast you can find BNs

Starry- wrote: 86q3p

This map did serve it's purpose and it's really subjective on what you call enjoyable. Low AR =/= unenjoyable.
If this map just had a bunch of generic CS4 AR9 settings on diffs it'll just be completely boring anyways considering it's length.

I'm speaking as a player here (being a mania BN), and I don't usually speak on map threads like this, but if this is disqualified due to the settings then I'll be really disappointed since I really enjoy the map how it is right now.

Just my views anyways. I know there would be a lot of controversy about the AR7 difficulty but not to the point of calling the whole mapset poor.
thank you, I appreciate that

Blue Dragon wrote: 42171m

if by "poor" you mean "hard to read because of low AR" then oh dear, that must be the first time I disagree with you completely.
The map was designed to be hard to read and aim. It's called a challenge, and as streaming and aiming are considered skills, reading also should be.
I don't think he is referring to the AR. The AR is not an issue here. The issue is that you intentionally used patterns which aren't by any means rankable (because they are bad) and then use "but it's an epic meme map and intended to be shit xD xD xD" as an excuse for ranking poor mapping. that there's nothing wrong with mapping for the graveyard if you want to make maps that are not suitable for ranking.

Maeglwn wrote: 2hh4e

you should really stop being so negative, I'm not going to deal with it on my map
I really hope you aren't implying that you'll abuse your powers to remove legitimate criticism.

blahpy wrote: 2e295p

(because they are bad)

legitimate criticism.
"they are objectively bad, it's not my opinion, it's a fact! this is legitimate criticism!"
Topic Starter
Maeglwn

Blue Dragon wrote: 42171m

blahpy wrote: 2e295p

(because they are bad)

legitimate criticism.
"they are objectively bad, it's not my opinion, it's a fact! this is legitimate criticism!"
this describes how I feel pretty well

unless criticism is constructive its not helpful or wanted

Maeglwn wrote: 2hh4e

unless criticism is constructive its not helpful or wanted
Okay I'll spell it out for you:

[BD's Extra]00:10:250 (1,1,1,2,3) - these sliders are 1/4 apart and playing them requires unnatural movement with a ridiculous amount of speed up / slow down, you could fix them by making them 1/2 apart or putting them closer together

the rest of the map, as i've said several times, is fine imo and fun to play

Blue Dragon wrote: 42171m

"they are objectively bad, it's not my opinion, it's a fact! this is legitimate criticism!"
Man, by this logic any piece of shit map could get ranked if one person considers it good. (Not calling your map shit, it isn't, but there are plenty of unranked maps that are shit)
The map is deliberately designed to play poorly, which quite frankly is pretty appalling to see coming from those closely connected to the team.
This set really shouldn't stay qualified, as not only is it poor itself, but it sets a bad precedent for other maps like it.
I agree. If completely unfitting difficulty parameters like the ar7 on bds diff and cs7 on irres are rankable, it sets a huge negative impact as an example and attitude towards the mapping community..
I mean after this, if a nominator or QAT says "This difficulty has ar9 but you should change it to ar 9.5". It loses all its credibility if the mapper can just post a link to this maps thread saying "Oh then why is this ranked?"
Topic Starter
Maeglwn

Sotajumala wrote: 1h6e1e

The map is deliberately designed to play poorly, which quite frankly is pretty appalling to see coming from those closely connected to the team.
This set really shouldn't stay qualified, as not only is it poor itself, but it sets a bad precedent for other maps like it.
I agree. If completely unfitting difficulty parameters like the ar7 on bds diff and cs7 on irres are rankable, it sets a huge negative impact as an example and attitude towards the mapping community..
I mean after this, if a nominator or QAT says "This difficulty has ar9 but you should change it to ar 9.5". It loses all its credibility if the mapper can just post a link to this maps thread saying "Oh then why is this ranked?"
cs7 diffs have been being ranked all year

its okay, I'm sure that all of the complaints are going to get this unranked

if this gets unranked I'm graveyarding it
every single diff has the mappers name in it
talk about spitting in the eye of that ranking criteria that i thought was supposed to prevent that
Topic Starter
Maeglwn

Riince wrote: 3p705k

every single diff has the mappers name in it
talk about spitting in the eye of that ranking criteria that i thought was supposed to prevent that
What? You can have the mappers name in the difficulty name as long as its referencing ownership, not something like "BLUE DRAGON STYLE"
i guess i misunderstood it then or i didnt read enough of the thread to where it got to that point
Sorry everyone, but on behalf of the team we must disqualify this mapset over the insufficient quality across multiple difficulties.

The issue of this mapset comes from a variety of issues; unpolished and inconsistent patterns, missing combo colors, highly doubltful choice in difficulty settings, iffy gameplay, needless overlaps in the normal, very obnoxious hitsounding, and the list goes on. This is not a mapset we would like to include in our official beatmap listing.

Lets start from the most attention-grabbing "problems" this set has. The top diffs have a lot of bad gameplay elements and are poorly mapped in many places. It all looks very random and unpolished. Was this ever intended to be ranked? We hope not. This is not the definition of quality we hope to bring to the game. Here is what we found to be very problematic to each of the diffs in question

[BD's Extra]
The centerpiece of this map is the glorious AR7 and slower slider velocity that you employed. Not only has it been selected as a gesture towards doubtful gameplay and design, it makes the whole experience unnecessarily awkward. This difficulty needs AR9, at least. There are plenty of forced patterns that are awkward and downright hard to play not because of intelligent design, rather to forced difficulty. The jumps and patterns are very inconsistent in places which leads to painful motions and play. It is quite bad, to be frank - especially at the end. Here are some issues found from internal discussions
  • 00:07:481 (1,2,1) - Pattern does not flow well at all, the movement is way too sharp to be enjoyable - especially with this slow slider velocity
  1. 00:12:096 (1,2,3,4,5,6,7) - Due to the slowness of the song, there is little to no momentum to jump between these cross-screen patterns resulting in very awkward and forced gameplay
  2. 00:15:789 (1,2,3,4,5,6,7,8,1,2,3,4) - The inconsistent spacing within these jump patterns lead to awkward play tbh. We've got a huge cross-screen jump 00:15:789 (1,2) - here but when the beat actually calls for larger spacing, it actually shortens as in 00:16:020 (2,3,4) - here. Occurs 00:16:712 (5,6,7,8) - here and 00:17:866 (2,3,4) - here
  3. 00:23:173 (1,2,3,4,5,6,7,8,9,10) - Pattern plays iffy. The mixture of circles, sliders, and varied spacing forces the player into very awkward movements. Coupled with the slow slider velocity, there is next to no momentum for the player to base their movements
  4. 00:25:481 (3,4,5) - The flow break here is hard to play, due to the bpm and ar it feels really forced
  5. 00:28:020 (9,10,11,12,13,14) - These stacks kill the momentum required to move around in this pattern
This difficulty needs heavy revision in order to be remotely ready for ranking status. We strongly recommend you consider redoing large portions of the map or remapping, because as it stands now it is certainly not anywhere near acceptable

[Extra]
This difficulty is just downright badly mapped. There is just too much wrong in here. Weird rhythms, uninteresting and inaccuracte pattern construction, and varying difficulty all contribute to the mediocre nature of this difficulty. Needs more improvement and revision, possible even remap. Here are some concerns from our internal discussion
  1. 00:07:481 (5,6) - Sounds and plays a bit awkwardly due to no prominent sound on 00:07:827 - except for some vocal stress. Rhythm would be much better if 00:07:827 (6) - was moved to the white tick after it, the following slider deleted, and two 1/4 circles or something added afterwards
  2. 00:06:558 (1,2) - These two little circles kill the momentum moving forward, maybe recommend spacing these out a little more
  3. 00:10:250 (1,2,3) - The slider shape construction is rather poor
  4. 00:14:866 (5,6,7) - Same issue here with the rhythm
  5. 00:15:558 (7) - Slider plays a bit awkward due to the speed of the slider and its shape, the slider scrunches up too much and quite frankly it looks bad
  6. 00:18:558 (3,4,5) - Same rhythm issue
  7. The whole kiai itself is just one ongoing problem. The patterns barely have any rhyme or reason as to why they are placed. The random nature of this causes for very, very confusing gameplay.
  8. 00:33:327 (5,6,7,8,9,10,11,12) - This regularly spaced stream plays very awkwardly in comparison to the rest of the diff. It slows down the play a lot and the momentum from the previous pattern is killed
  9. 00:34:250 (1,2,3,4,5,6) - The closeness and scrunched-up nature of the pattern is a bit too tight. Should be spaced out more and try to feature more around the playfield
Asphyxia and Irre's diffs spare the harsh words and criticisms, they are very well mapped except for the fact of the difficulty settings. Apart of them being sufficiently good maps per se, this is not the way you introduce this kind of "special mapping" into this community. In this constellation, it rather appears like a joke and not like a serious attempt to map CS2 or CS7 maps.

[MooChan's Insane]
This diff suffers from general flow and rhythm problems similar to the Extra. A lot of improvements need to be made here, especially in areas where the spacing changes cause flow and momentum breaks. The hitsounding is honestly awful with the finish spam everywhere
  1. 00:01:020 (1,2,3,4,5,6,7,8,1) - Random and inconsistent spacing changes where the song doesn't call for it appear all throughout this pattern.
  2. 00:04:712 (1,2,3,4,5,6,7,8) - Another instance of random placement, it is all quite ugly looking. The patterns are almost confusing due to how random the movements and patterns are
  3. 00:08:404 (1,2,3,4,5,6,7,8,9,10,11) - Suddenly the 1/4 spacing changes here, creating a lot of confusion - such kind of patterns do not meet our quality expectations.
  4. This section and the kiai suffers the same issue as in the Extra. This cluttered construction leads to confusing patterns and gameplay
[Normal]
The normal as a whole lacks of quality in all odds and ends. The difficulty is rampant with issues, especially stemming from needless and confusing overlaps and rhythms.
  1. 00:07:481 (3) - Repeat should definitely be on the white tick, as it stands now it is very underwhelming
  2. 00:14:866 (3) - ^
  3. 00:18:558 (2) - ^
  4. 00:07:481 (3,2) - Weird slider shapes that could be made loads smoother
  5. 00:14:866 (3) - Pointless slider shape that just looks ugly
  6. 00:25:943 (2) - ^
  7. 00:02:866 (1) - Confusing overlap with the end of 00:01:020 (1) -
  8. 00:18:558 (2) - Unnecessary overlapping
  9. 00:30:558 (1,2,3,1,2,3) - This pattern has no place in the lowest diff of a mapset, it is way too difficult given the nature of the play + overlapping
There are also a myriad of other issues found in the difficulties not mentioned. Clearly, this map should not be ranked given the circumstances. It is quite the disappointment to see several of the staff involved with this, as it sends hundreds of wrong messages to the community. This sets a bad example, a staff member is supposed to be a representation of the game. This is not quality, and it is a shame to see such a thing attempt to make it to rank. It is basically a "fuck you to all the mappers out there who toil endlessly to have their (arguably better) maps ranked, we are staff , we can do whatever we want!". This is not what we need. And this is what I herefore prohibit.
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