{"content":"\n \n \n <\/a>\n <\/div>\n \n \n Voli<\/a>\n\n \n \n \n \n <\/span>\n <\/a>\n <\/div>\n \n \n \n <\/span>\n <\/a>\n <\/div>\n \n \n \n 813 posts\n <\/a>\n <\/div>\n\n \n ed April 2013<\/strong>\n <\/div>\n <\/div>\n\n \n \n \n \n \n Voli<\/a>\n\n \n 2017-02-12T22:56:01+00:00<\/time>\n <\/a>\n <\/div>\n <\/div>\n\n <\/div>\n\n \n \n BG suffices imo. Asian music, asian guy in the background. Cool guy with hipster glasses and in a cool urban area. Coolest.Dunno why such a hassle, this<\/a> got through aswell!-Sh1n1- wrote:<\/h4>most logical reason<\/blockquote>I agree, but plenty of maps have BGs that are still related, give off the desired atmosphere but are not the most logical<\/strong> decision for a bg. And it doesn't have to be according to the Ranking Criteria, as long as it isn't completely unrelated. Having every map have standard BGs to which the stong strictly correlates would be kinda dull too.<\/div>\n <\/div>\n <\/div>\n\n \n \n <\/div>\n <\/div>\n \n \n \n <\/a>\n <\/div>\n \n \n <\/span>\n <\/span>\n <\/span>\n <\/div>\n \n Meteo L-Drago<\/a>\n\n \n \n \n \n <\/span>\n <\/a>\n <\/div>\n \n \n \n <\/span>\n <\/a>\n <\/div>\n \n \n \n 794 posts\n <\/a>\n <\/div>\n\n \n ed October 2014<\/strong>\n <\/div>\n <\/div>\n\n \n \n \n \n \n Meteo L-Drago<\/a>\n\n \n 2017-02-14T07:07:17+00:00<\/time>\n <\/a>\n <\/div>\n <\/div>\n\n <\/div>\n\n \n \n yea bg is cool haters back off!!!!!1<\/div>\n <\/div>\n <\/div>\n\n \n \n <\/div>\n <\/div>\n \n \n \n <\/a>\n <\/div>\n \n \n <\/span>\n <\/span>\n <\/div>\n \n Left<\/a>\n\n \n \n \n \n <\/span>\n <\/a>\n <\/div>\n \n \n \n <\/span>\n <\/a>\n <\/div>\n \n \n \n 2,164 posts\n <\/a>\n <\/div>\n\n \n ed October 2014<\/strong>\n <\/div>\n <\/div>\n\n \n \n \n \n \n Left<\/a>\n\n \n 2017-02-14T10:37:16+00:00<\/time>\n <\/a>\n <\/div>\n <\/div>\n\n <\/div>\n\n \n \n Its quite subjective issue lolI agree with Sh1n1's point, anime ver should have anime related bg. But ...yeah that kyuhyun looks like sakamoto so can be allowed i think?Cerulean u really love asian boys lol<\/div>\n <\/div>\n <\/div>\n\n \n \n <\/div>\n <\/div>\n \n \n \n <\/a>\n <\/div>\n \n \n Cerulean Veyron<\/a>\n\n \n \n \n \n \n <\/span>\n <\/a>\n <\/div>\n \n \n \n 2,090 posts\n <\/a>\n <\/div>\n\n \n ed August 2012<\/strong>\n <\/div>\n <\/div>\n\n \n \n \n \n \n Topic Starter\n <\/span>\n <\/div>\n \n \n Cerulean Veyron<\/a>\n\n \n 2017-02-14T16:41:59+00:00<\/time>\n <\/a>\n <\/div>\n <\/div>\n\n <\/div>\n\n \n \n Wanting an anime background just for your personal taste? lol. Please, lol. If the mapper ever maps the full ver of this song, He'd still use Kyuhyun backgrounds as long as it has some relations lol. In fact, players aren't witless lol. They have their ways of dimming the background lol, or replacing it in the beatmap folder for their own lol. Since the mapper of this map has the freedom to put anything he's satisfied with, there shouldn't be any problem putting \"Cho Kyuhyun being the coolest guy\" or so lol. He just doesn't want to be your next weeb 8) lol.Mapper wrote:<\/h4>yea bg is cool haters back off!!!!!1<\/blockquote>This ^ explains it all lollol<\/span><\/strong><\/div>\n <\/div>\n <\/div>\n\n \n \n <\/div>\n <\/div>\n \n \n \n <\/a>\n <\/div>\n \n \n <\/span>\n <\/span>\n <\/div>\n \n Pachiru<\/a>\n\n \n Global \n <\/div>\n \n \n \n <\/a>\n\n <\/div>\n \n \n \n <\/span>\n <\/a>\n <\/div>\n \n \n \n <\/span>\n <\/a>\n <\/div>\n \n \n \n 2,957 posts\n <\/a>\n <\/div>\n\n \n ed June 2013<\/strong>\n <\/div>\n <\/div>\n\n \n \n \n \n \n Pachiru<\/a>\n\n \n 2017-02-16T14:45:00+00:00<\/time>\n <\/a>\n <\/div>\n <\/div>\n\n <\/div>\n\n \n \n It's so nice to see a map from an anime opening without an anime pic !GG Cerulean! :3<\/div>\n <\/div>\n <\/div>\n\n \n \n <\/div>\n <\/div>\n \n \n \n <\/a>\n <\/div>\n \n \n <\/span>\n <\/span>\n <\/div>\n \n Nao Tomori<\/a>\n\n \n osu! Alumni\n <\/div>\n \n \n \n <\/a>\n\n <\/div>\n \n \n \n \n <\/span>\n <\/a>\n <\/div>\n \n \n \n 3,078 posts\n <\/a>\n <\/div>\n\n \n ed December 2014<\/strong>\n <\/div>\n <\/div>\n\n \n \n \n \n \n Nao Tomori<\/a>\n\n \n 2017-02-26T00:59:13+00:00<\/time>\n <\/a>\n <\/div>\n <\/div>\n\n <\/div>\n\n \n \n hello there! i have some concerns about the top difficulty of this map, which i haven't been able to address in a forum post until now. i believe these issues detract from the quality of the map far too much to be overlooked.[cool!]00:35:628 (1) - i think that the massive spacing increase on this slider is disproportionate to the song itself, i recommend either nerfing this jump or increasing 00:35:308 (5,6) - spacing to make it less of a contrast.00:47:675 - don't understand why we have a break here during a build up section, and then during the other half of the build up section we get a spinner which completely destroys any form of flow, cursor movement, rhythm intensity or general involvement in the song as a whole. i highly suggest you add in actual notes on the very prominent, loud, and blatantly important drums here in order to demonstrate the increasing intensity of the song. 01:13:606 (7) - relatively minor, i believe the direction change on this stream should be on 7 since that's where the vocals change.all of those issues are not really why i popped though, because the main reasons are these: 00:00:840 - 01:08:500 - 01:20:947 - 01:21:266 - basically, a bunch of jump streams. i am of the strong belief that these jump streams are very unjustified and out of place in the map. if you listen to the song, there is nothing on the small white ticks indicating such an abrupt movement. 00:00:761 (4,5,6) - this jump creates a sharp direction change, which is awkward enough, but since there's absolutely nothing changing in the drum riff the player has no indication that the jump is even going to occur. 01:08:420 (6,7) - this one is even worse since it's a jump back and forth that's also mapped to some really quiet drums and has a jump based on the vocals which it isn't really following at all.01:20:867 (10,1,2) - this one has a similar issue though it doesn't have a backward awkward angle at least01:21:186 (4,1,2) - this one on the other hand is really bad since the jump and spacing increase is mapped to the vocals stopping. the song intensity is decreasing and there's a really high pressure movement. that doesn't make any sense to me.the fact that these jump streams are used is a problem in of itself to me, but the fact that they're only used in the very intro and the very end is also an issue. it's entirely possible to build the map around overmapped 1\/4 jumpstreams, but you don't use them consistently at all so it just makes them really sudden, even more unfitting than normal, and generally low quality to me. please let me know what you think now that my personal problem has been expressed<\/div>\n <\/div>\n <\/div>\n\n \n \n <\/div>\n <\/div>\n \n \n \n <\/a>\n <\/div>\n \n \n Cerulean Veyron<\/a>\n\n \n \n \n \n \n <\/span>\n <\/a>\n <\/div>\n \n \n \n 2,090 posts\n <\/a>\n <\/div>\n\n \n ed August 2012<\/strong>\n <\/div>\n <\/div>\n\n \n \n \n \n \n Topic Starter\n <\/span>\n <\/div>\n \n \n Cerulean Veyron<\/a>\n\n \n 2017-02-27T18:08:07+00:00<\/time>\n <\/a>\n <\/div>\n <\/div>\n\n <\/div>\n\n \n \n Nao Tomori wrote:<\/h4>hello there! i have some concerns about the top difficulty of this map, which i haven't been able to address in a forum post until now. i believe these issues detract from the quality of the map far too much to be overlooked.[cool!]00:35:628 (1) - i think that the massive spacing increase on this slider is disproportionate to the song itself, i recommend either nerfing this jump or increasing 00:35:308 (5,6) - spacing to make it less of a contrast. Reduced the distance spacing just a few bit instead. An intense beat here like this is also worth even a small jump to stress the downbeat. As long as the density is in equal to both music and the notes' itself.<\/span>00:47:675 - don't understand why we have a break here during a build up section, and then during the other half of the build up section we get a spinner which completely destroys any form of flow, cursor movement, rhythm intensity or general involvement in the song as a whole. i highly suggest you add in actual notes on the very prominent, loud, and blatantly important drums here in order to demonstrate the increasing intensity of the song. I wouldn't map the break time part because of density or difficulty-spiking reasons that would do something look seriously bewildered, or... some \"abominable\" complexity objects, or anything that's similar. Especially on harder diffs where there are some jumps, or what-so, that should probably sustain just quite a small time. I probably dislike that, so implementing a break time on this just a whole one single track would be best for some kind of preparation to the chorus.<\/span> Which also brings me something else in other subjectivity, I've redone mapping this so-called \"build up\" section where the spinner was you've mentioned after that break time. Since it sounds like it has more intensity than the previous song tracks, I gave those notes an expanding distance spacing as well to highlight the drums, maybe the snares too.<\/span>01:13:606 (7) - relatively minor, i believe the direction change on this stream should be on 7 since that's where the vocals change. By the sound of the vocals, it barely \"changes\" until the next downbeat, though from what I hear. So rather than hearing the vocals and following it in every part over other greater instruments seem a bit deteriorating in my personal view. I think the direction is very straight-forward and commonly clear to stream which seems compatible to the established pattern, especially since there are already a lot of changes in the music and the notes. For short, it's probably like \"right here follows drums, right there is vocals\" or whatever consistency is. If only I ever have a single doubt in my mind, I would already made this as a small change onto that. I guess it's too late for that~<\/span>all of those issues are not really why i popped though, because the main reasons are these: 00:00:840 - 01:08:500 - 01:20:947 - 01:21:266 - basically, a bunch of jump streams. i am of the strong belief that these jump streams are very unjustified and out of place in the map. if you listen to the song, there is nothing on the small white ticks indicating such an abrupt movement. 00:00:761 (4,5,6) - this jump creates a sharp direction change, which is awkward enough, but since there's absolutely nothing changing in the drum riff the player has no indication that the jump is even going to occur. 01:08:420 (6,7) - this one is even worse since it's a jump back and forth that's also mapped to some really quiet drums and has a jump based on the vocals which it isn't really following at all.01:20:867 (10,1,2) - this one has a similar issue though it doesn't have a backward awkward angle at least01:21:186 (4,1,2) - this one on the other hand is really bad since the jump and spacing increase is mapped to the vocals stopping. the song intensity is decreasing and there's a really high pressure movement. that doesn't make any sense to me.I've already redone those jump streams since the time you've told me in the beginning, and thought you wouldn't check this map again next time. Well, I guess this whole time finding a BN to pop the bubble wasn't the best option. But hey, better late than never ;p<\/span>the fact that these jump streams are used is a problem in of itself to me, but the fact that they're only used in the very intro and the very end is also an issue. it's entirely possible to build the map around overmapped 1\/4 jumpstreams, but you don't use them consistently at all so it just makes them really sudden, even more unfitting than normal, and generally low quality to me. please let me know what you think now that my personal problem has been expressed<\/blockquote>What I think of your expression towards my map, I find it pretty... impudent and overly malicious. But at least I tried keeping myself and other things positive to avoid such drastic acts. But there, I've already reconsidered those \"nonsensical\" jump streams you've told long ago. I'm actually wrong and faulty for not poking you to tell that before you looked through my top difficulty.So jokes aside, everything should be done by now.Or, if you want me to take another look of this difficulty with the rest of them and do something a little better or worse, then sure. But you're partly responsible.<\/span><\/div>\n <\/div>\n <\/div>\n\n \n \n <\/div>\n <\/div>\n \n \n \n <\/a>\n <\/div>\n \n \n <\/span>\n <\/span>\n <\/div>\n \n Nao Tomori<\/a>\n\n \n osu! Alumni\n <\/div>\n \n \n \n <\/a>\n\n <\/div>\n \n \n \n \n <\/span>\n <\/a>\n <\/div>\n \n \n \n 3,078 posts\n <\/a>\n <\/div>\n\n \n ed December 2014<\/strong>\n <\/div>\n <\/div>\n\n \n \n \n \n \n Nao Tomori<\/a>\n\n \n 2017-02-28T03:21:28+00:00<\/time>\n <\/a>\n <\/div>\n <\/div>\n\n <\/div>\n\n \n \n It was not my intention to sound malicious, or even act in that way. If it appears that I'm acting out of bad faith, I apologize and I'll gladly explain more what I mean, or why I've decided to pop this. Feel free to PM me in game and we can talk about the map, since these changes appear to address almost everything that I pointed out.I did look at the other difficulties, and I'd be fine iconning this set with some minor changes (like some super nazi blanket stuff basically) whenever that other set is either ranked or graved. However, as my biggest (and only) issue with the set is the top diff, I'd like to go over it with you before hand.Major Edit<\/strong>I apologize in advance for this.After talking to Voli about his difficulty I realized that I cannot force him to change his difficulty into a form that I personally agree with. While I don't have any quality concerns, the mapping is not to my liking (due to our different opinions on how \"rhythmically consistent\" or repetitive a map should be). As such, I will not nominate this set. However, since all of the issues in the top difficulty that I believe to be unrankable issues were resolved, I cannot keep my bubble pop icon on this thread, and F D Flourite is free to rebubble it.edited again: fixed wording to make my intentions clear. My only remaining \"problems\" that are not caused by stylistic differences are that the hitsounding in the top two diffs is incredibly loud in my opinion, to the point of drowning out the song itself, and that the background isn't from the anime (though that was discussed in depth already and hardly an issue in the first place.) I do suggest lowering the hitsound volume near the ending (after the kiai) before ranking though.<\/div>\n <\/div>\n <\/div>\n\n \n \n <\/div>\n <\/div>\n \n \n \n <\/a>\n <\/div>\n \n \n Cerulean Veyron<\/a>\n\n \n \n \n \n \n <\/span>\n <\/a>\n <\/div>\n \n \n \n 2,090 posts\n <\/a>\n <\/div>\n\n \n ed August 2012<\/strong>\n <\/div>\n <\/div>\n\n \n \n \n \n \n Topic Starter\n <\/span>\n <\/div>\n \n \n Cerulean Veyron<\/a>\n\n \n 2017-03-01T07:29:31+00:00<\/time>\n <\/a>\n <\/div>\n <\/div>\n\n <\/div>\n\n \n \n For once, you are forgiven. Will adjust the volume settings lower on all diffs and some other of issues rather than the only two Extras when I have the time. Since I'm currently in a bad health and not going online at most times, you can talk it out here or whenever you occasionally found me in-game.You're totally free to icon any time, popped or not. You're a Beatmap Nominator and it's your decision to nominate this set or not ;V<\/div>\n <\/div>\n <\/div>\n\n \n \n <\/div>\n <\/div>\n \n \n \n <\/a>\n <\/div>\n \n \n <\/span>\n <\/span>\n <\/div>\n \n Ashton<\/a>\n\n \n \n \n \n <\/span>\n <\/a>\n <\/div>\n \n \n 31146x