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- 6 NM / 3 DT / 1 TB
- Shinobi [4K Insanity]:
- ----------
- - appears to be a little uncomfortable in terms of LN placement, not so much in terms of releases but in terms of getting good and constant acc because there are a ton of them
- - noticeably LN-heavy, actually
- - decently dense ending, but most if not all of the players in the Ro32 will be able to utilize it so that's not a super notable factor
- - if intended as an accuracy pick, it's advantageous to those who can do LN
- I Do, What I Want [SV]:
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- - before seeing the map: YESSSSSSSSSSS
- - really good choice for a SV map, it's REALLY fucking deceptive to play
- - unbiased examination incoming
- - split-handed opening favors those who have solid low BPM control, might allow for a tiny buffer to build pre-SV
- - rhythms in this song are generally easy to learn and the time investment won't be huge to get to full comboing the map, but getting the confidence to actually attack with good accuracy is a whole other thing
- - picked in tight situations for certain, but not complicated enough for a ban unless other SV picks are based specifically on being sightreadable/slow-reading, etc.
- Crow's Ghost [Observer]:
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- - before seeing the map: fair for this stage, not too bad given the players in the bracket
- - with the players that are still in, a large majority of them will find this to be the accuracy pick due to the lack of LN
- - would be the most popular pick if not for the length
- - good little blips/bursts with some pattern symmetry near the end that can draw mind-blocks with overpractice
- - not too much to say about this map, generally straight-forward and not too much outside of 1/4 rhythms, ending chokes will happen 100%
- Arc [Coordination]:
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- - juankristal? inc LN, got it
- - oh wait i know this song, i whored the fuck out of this on standard
- - good coordination testing for the first 1/3 of the map, some good one-handed trickery
- - releases stay relatively tame for a juankristal map (then again it is the round of 32); this one is all about reading and keeping an eye on your overall coordination
- - patterns are pretty friendly
- - full combo difficulty is quite low, but scoring difficulty is high
- Endless Dream [hi19's Hyper]
- ----------
- - before seeing the map: for those who have the physical capability, this is the accuracy pick
- - this would be a stamina pick for sure
- - oh hey you mention this in the commentary, good to see i'm not crazy
- - not much to say about this, for those who are accuracy oriented players, this is undoubtedly a weapon in their arsenal
- forest of the spirits [Insane]
- ----------
- - commentary reaction, oh man, guessing this is a SV map? sakuraburst too, hmmmmmm
- - tame intro... waiting...
- - pretty technical out of the gates, first 1/4 has a nice little bit of bursting and tricky pattern play
- - ooooooo, this is cute!
- - this is really intuitive musically; very difficult SVs to plow initially through but i'd argue a bit easier to learn, however...
- - ...ending patterns are very LN favoring
- ==========
- We Met Dat Night [HD]
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- - WHY WOULD YOU GUYS MAKE THIS A DT PICK LOL FUCK
- - oh man, on DT this is hyper-technical to score on, SO many gallops lol
- - is this why Guil was mentioning this map on DT to me like a week ago!?
- - patterns are quite jarring and makes it extremely difficult to time because of how choppy it is
- Queensland Clarity (Arctic Moon Mashup) [Hyper]
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- - I was like "uh what the fuck is this doing here"
- - ... I then realized it's not the highest difficulty, all is well; that being said, I don't know it on this difficulty
- - likely streamy? let's see...
- - don't like this pick at all as a DT pick, not because it's a bad pick in concept, and not because it's quite a bit harder than anything else in the pool (actual 210 BPM jumpstreaming), but also because it takes quite a long time to get to the point and is mostly filler with the exception of that one part: players would do better to have something that would test the same things but for a smaller duration
- - chat: "this next map is arguably too hard", oh boy...
- True Blue [Advanced]
- ----------
- - let's see what makes this arguably too hard
- - 246 BPM, weeeeee?
- - tough patterns, but relatively unlayered
- - honestly, this is not too hard at all for bracket stage DT; the patterns are pretty tough but it emphasizes what DT embodies, high speeds and control at high technicality - this is basically the ending of 357 Magnum but for a much longer duration and at a more constant rate
- ==========
- Tiebreaker: Seiya no Special Shooting Star [Wish]
- - "I hate this map." ahahahaha juan :p
- - this song is fucking awful
- - that being said, chart is actually pretty nice! there's jumpstream, bursts, intrusive LN, release-oriented LN, layering, rolls (both 3 and 4 columns?), SV, straight streaming... it's all there. In a match with two close players, this will be a nail-biter if players are good at opposing skills.
- - disagree w/ juan about the map being spiky only on the premise of the players who are still remaining: the spikes will be mostly irrelevant in terms of physical ability and it's just one more thing to keep them on their toes
- - reiterating: THIS SONG IS FUCKING AWFUL
- - also reiterating: map is great, though!
- General opinion: Mappool is definitely better than the group stage pool; however, there is a very slight bias towards those who are stronger with LN; there aren't that many LN-oriented maps, but there are maps that feature LN-oriented sections that could tip the scales in favor of that kind of player in a close situation. Great song choice in general.
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