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May 4th, 2015
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  1. Quality Determination
  2.  
  3. Easy
  4. - consistent and reasonable spacing
  5. - map only prominent beat ( vocal or instrument or not if it sound prominent IT MUST BE MAPPED )
  6. - high bpm ( 170+ ) all 1/2 slider , 3/4 gap become questionable stuffs
  7. - no unique slider art/pathway
  8. - reasonable spinner
  9. - make sure flow is consistent with song and easy for beginners ( sharp flow with smooth or calm part of song is bad)
  10. - not much change in polarity ( if change make sure notes are all map to prominent sound )
  11. - 1/1 , 1/2 spacing stacking = guranteed dq
  12. - muti-reverse slider = guranteed dq
  13. - sv change = guranteed dq
  14. - 1/2 spacing = 90% dq
  15. - overlap = guranteed dq
  16. - spacing error = guranteed dq
  17.  
  18. Normal
  19. - consistent and reasonable spacing
  20. - map only prominent beat ( vocal or instrument or not if it sound prominent IT MUST BE MAPPED )
  21. - no unique slider art/pathway
  22. - reasonable spinner
  23. - muti-reverse slider is always questionable
  24. - make sure flow is consistent with song ( sharp flow with smooth or calm part of song is bad )
  25. - sv change must 100% perfectly make sense with the music
  26. - spacing error = guranteed dq
  27.  
  28. Hard
  29. - make sure jumps make sense ( circle jumps only reallyyyyyy emphasized beat )
  30. - slider jumps are always easy but make sure spacing is not too big
  31. - muti-reverse 1/2 or 1/1 slider is always questionable
  32. - don't overuse 1/4 slider
  33. - 145+ bpm song 1/4 slider become questionable stuffs
  34. - don't ignore some rhythm that play better when clickable
  35. - make sure rhythm and flow play intuitively
  36. - make sure diff spike is all balanced ( no 1/4 notes/spacing bombing when the others part use mostly 1/2 notes/spacing )
  37. - don't overuse sv change (0.5x --> 1.5x must not use)
  38. - hard diff need at least some basic insane elements ( all need to include in hard diff ) = ( triplet , multi-reverse 1/4 slider , small 1/4 spacing , 1/2 jumps)
  39.  
  40. Insane
  41. - make sure jumps make sense ( big jumps on calm part is questionable )
  42. - make sure diff spike is all balanced ( no big circle jumps bombing when the others part is just mostly slider jumps and small circle jumps )
  43. - don't ignore some rhythm that play better when clickable
  44. - if insane bomb with 1/4 a lots it need another diff to fix spread between hard and insane
  45. - make sure all pattern is reasonable to read
  46. - make sure rhythm and flow play intuitively
  47. - sharp flow that destroy playability of the map is questionable
  48.  
  49. Extra and above
  50. - make sure jumps make sense ( big jumps on calm part is questionable )
  51.  
  52. things that questionable in here
  53. - 1/4 spacing big jumps
  54. - spaced stream that don't make sense to music
  55. - big jumps that don't make any sense to music
  56. - sharp flow that destroy playability of the map
  57. - hard to read pattern is ok but make sure most 7000+ ranked players( if it 5-5.5 star)or 5000+ ranked player ( 5.5-6.0 star ) or 3000+ ranked players ( if it 6+ star ) can still read it
  58.  
  59. All diff
  60. - NO OVERMAPPED ALLOWED
  61. - UNREASONABLE EXTENED SLIDER IS NOT ALLOWED
  62. - OVERLAP 100% SLIDER BODY IS NOT ALLOWED
  63.  
  64. Thing to take note : nazi mods solve everything
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