Qualifier standings

Qualifier · standardized scores. How this is computed →

# Team Anon AscendedktgsterNekroMa…yaspo Σz Q
1 DE Schwabbelbauch GmbH Mendacious Kumquat Meerkat 0.3691.4731.7491.341 4.931 Q

Song: Annabel — helical symmetry

JudgeExp /45Cre /45Imp /10Raw
Ascended 30 35 5 70
Ascended: - i like the overall floral/leafy theme - however this map falls part in that it doesnt take into consideration the unique characteristics of mapping cs 5 and higher - patterns like 02:57:231 (1,1,1) - 03:32:886 (2,3,4) - and other fast patterns become very difficult, in other words, visuals became too much of a priority as opposed to just creating a map in of itself
ktgster 37 37 8 82
ktgster: Expertly mapped. Rhythm choices are well thought out and consistent with each other. The movement flow is also nice to play through. I especially liked the section, 01:58:706 to 03:01:165, where it first starts with a mid-volume change in the slider, great movement to play and ends with some fancy slider art movement. I was also impressed with the hitsounding.
NekroMan4ik 38 39 8 85
NekroMan4ik: very cool ideas with the slider shapes, I like how you guys came up with different ideas for each colorhaxed section while following the same theme throughout the entire thing. the red sections were very fun to look at especially 02:45:304 - , 02:49:362 - and 02:57:231 -
yaspo 33 43 8 84
yaspo: woah, this entry really locked in on the creative aspect despite these type of petal patterns 00:11:370 (4,5,6) - not exactly being anything new, the way they're re-used later 00:57:231 (1,2,1,2,1,2) - still feels fresh which is cool I do think they end up a bit over-used, at some point I don't feel like I'm engaging with vocal or background changes all too much and just going through the motions like here for example 01:16:903 (1,2,3,4,1) - the pitch stands out but the pattern is really average at this point moving on from petals, these sliders 00:39:526 (1) - are really nice at this cs and speed and to then see them progress into flow aim streams 01:42:477 (1,1,2,3,4,5,6,7,8,9,10) - is awesome 01:58:706 (1) - I've never seen a multiwave like this and was kinda surprised, since this entry really isolates its ideas well, so seeing it used throughout a section is notable too unfortunately that's where the praise ends, y'all had a super great baseline but then everyone else still started doing their own separate thing up to this point 02:45:304 - spacing and svs stayed in a certain range that made sense with this map but it really shatters here, so playing this section is almost stressful contextually especially 02:57:231 (1,1,1) - feel plainly unnecessary and 03:00:427 (1,1,1,1,1,1,1) - has an absence of vocals but still is straining to play and then this section 03:16:903 - is mostly just sharp angle aim, which also stands against a lot of the first half so in the end this is one of those entries that does score crazy high in creativity but loses out on some other points due to collab reminder that you're competing against the other teams, not against your own team members
2 AU Lemon Lime Bitters Deleterious Quince Manatee 1.5770.7451.8270.606 4.755 Q

Song: Annabel — helical symmetry

JudgeExp /45Cre /45Imp /10Raw
Ascended 45 45 10 100
Ascended: - i heavily fw this map - very nice colorhax and amazing helical motifs throughout the map; very strong cohesion throughout -hs compliment the map quite nicely, especially with 02:45:919 -
ktgster 31 31 6 68
ktgster: Slider go zoom. Section 01:42:477 with all the geometric shapes is super nice and cool to hit. It's just a bit unfortunate that kind of mapping energy wasn't really shown in the last third of the song. Outside of the slider art sections, not much stands out.
NekroMan4ik 40 37 9 86
NekroMan4ik: very good map I like it a lot, the strongest points of this map are the slider design/structure and the flowy-ish movement that breaks where it's necessary, capturing the mood of the song very well; also I can see the vision with the last slider but it's likely unrankable
yaspo 33 30 6 69
yaspo: cute helix patterns in intro/outro I somewhat have a difficult time forming a proper opinion on this map, mainly I believe based on how many different sides the entry has the progression is a bit like early on patterns like 00:25:755 (1,1,2,1,2,1,2,3) - 00:43:460 (1,1) - separate the vocals very strongly but intertwined with really standout guitar sliders 00:44:690 (1) - and with some unique motions like 00:51:329 (1,2) - then when the vocals return at 01:11:001 - it feels most of the emphasis gets caught up in mapping the background layers, the mapping keeps it generally simple too then we end up in slidershape festival 01:42:477 - where the main vocals are separated but not necessarily emphasized into solo with like 7 different slider styles and then we reach vocals again 02:29:690 - , now grouped through making patterns more condensed 02:37:067 (1,2,1,2,1,2) - vs open across the playfield 02:40:141 (1,2,1,2) - , with the circle snapping fitting that same scheme into a section that prefers rotation with new loopy sliders 03:20:222 (1,2,3,1,2,1) - , uses symmetry and a guitar bit 03:35:591 - that doesn't do anything too crazy so when I walk through all that in my head I can recognize the skill and ideas of individual mappers, but the map itself feels like it's held together by duct tape very tricky to score
3 KZ Beshbarmak Assiduous Broccolini Uakari 1.1742.0450.1830.949 4.352 Q

Song: LeaF — Calamity Fortune

JudgeExp /45Cre /45Imp /10Raw
Ascended 36 45 9 90
Ascended: - very strong theme overall and nice colorhax and patterning - patterning is very cohesive overall - keysounds are REALLY annoying tbh - 00:12:172 - this section really overdoes it tbh cuz you are really trying to force the patterning here without considering that im basically playing full-screen jumps for what should be a verse section, especially when looking at right after 00:27:772 - which has a very obviously different pacing than before
ktgster 41 43 9 93
ktgster: Very impressive. It's one of the few maps that has a theme with star sliders but expands further on the idea with both with the usage of sliders looking like rockets (01:16:972) and with using multiple objects to make a rocket shape (00:38:572 (1,2,3,4,1,2,1,1)). Rhythm choices are extremely well done with some being surprising, yet fitting (01:49:372 (1)). The keysounding is also nice to hear and makes your intentions clear but I do take issue with the breakcore section (01:49:372) using its own keysounds to make its own rhythms instead of the song.
NekroMan4ik 26 33 6 65
NekroMan4ik: map is too simple and not really standing out of the the current standards in the essence, although I want to point out that it's executed well and it has one of the strongest and one of the most faithful to the song slider designs in the entire qualifier
yaspo 28 40 8 76
yaspo: loving the space theme on this one really, I don't think I've seen patterning done like this ever before where you like, use internal symmetry to create a rocketship pattern, and then launch it, through the atmosphere, and then end up between the stars and planets, insane progression I'd say "stonks to the moon" but there's no moon in this (?) lol it does have a bit of the other side of the coin where it sells out on mapping concepts to accomplish this eg. arranges like 00:28:972 (1,2,3,1,2) - these feel drastically less intense than the atmosphere jumps 00:13:597 (1,2,3,1,2) - , which feels rather out of place considering the intensity is equal or higher eg. 00:57:772 - this section starts of incredibly low density out of the previous build-up imo, particularly rhythms like 00:58:372 (2,3,1) - kinda kill the vibe. I don't mind the idea of having lower intensity here but would say it's overkill eg. 01:56:572 - mostly ignores the backing stream which is musically important to convey the build-up, even though it mainly shows the same falling star pattern just like before so judging kindof reflects this double-edged sword you guys picked up here
4 FR -4° Querulous Chayote Jaguar 0.8121.7330.8880.900 4.333 Q

Song: John Grant — Highway Hustler

JudgeExp /45Cre /45Imp /10Raw
Ascended 36 37 8 81
Ascended: - very nice theming here although i don't really see much development as the map progresses; map gets stale as you play it overtime imo
ktgster 38 40 9 87
ktgster: Very Mario Kart themed with the hitsounding and the sliders being a small representation of a possible race going on. It's also well executed with a majority of sliders representing the shifts in the song well and the mapping is just generally clean. There are some rhythm issues like going over the note on 01:29:041 and 02:04:627 though.
NekroMan4ik 31 36 7 74
NekroMan4ik: very high effort hitsounding lol I love it. the map is good too, one negative thing I have to say about it is 00:04:007 - 00:37:110 in this section it wasn't very clear what sounds you try to emphasize since the movement doesn't change significantly enough to highlight the music changes, but good job anyway
yaspo 33 35 7 75
yaspo: 00:29:041 (1) - 00:30:076 (1) - 00:33:800 (1) - wtf i know the price pool is enticing but you can't just take the bag already!! nice bits of slider-art though, genuinely a fun play on this song this entry is surprisingly cohesive, I think y'all did well with placing your team members in good spots to handle the different sections of the song these linear entries to each measure 00:37:110 (1,2) - 00:50:352 (1,2) - being re-used across different mappers helps a great deal, they're very easy to identify but from there on each mapper still has a lot of play to mix up their representation a small caveat in that is to still not be too over-reliant on general style but also build interestingly around it eg. 00:47:765 (3,4,1,2,1,2) - is pretty nice with how the pattern expands into the bigger slider, but we honestly don't see setups as intentional in other places 00:54:386 (1,2,1,2,1) - eg. 01:02:765 (1,2,3,1,2,3) - doesn't quite break away from what is common, so the transition feels a bit lackingly represented so in other words it'd have been nice to see bigger sections being closed out more intentionally within a fairly clean approach like this but that's a small caveat whether you guys win the qualifier slot machine 00:26:765 (1,1,1) - or end up swimming with the fishes 01:11:869 - I don't know, but it's a cool map nonetheless just be careful with the shrooms and alcohol 01:23:455 (1,3) - !
5 RU bloom Fastidious Dragonfruit Aardvark 0.9330.4851.0441.586 4.047 Q

Song: Annabel — helical symmetry

JudgeExp /45Cre /45Imp /10Raw
Ascended 38 38 8 84
Ascended: - oh these hitsounds are awesome - nice colorhax too - i do think this map struggles with an identity other than just having really nice hitsounds, all i really take away from this map is "wow these hitsounds are cool," but nothing really else and i really think an overall identity rather than just regular clean mapping would set this map apart from being just a "good rankable" map to something obwc-caliber - map's execution of cs5 also struggles at times with things going rather overboard like with 03:56:124 (2) - 01:59:936 (6,1) - 02:08:050 (1,2,3,1) - for example, since cs5 is rather aim intensive compared to cs4 and needs to be factored into making your patterns
ktgster 27 31 5 63
ktgster: The map seems to try to do its own thing at the cost of representing the song. The map's SV usage isn't consistent throughout the map with sliders changing speeds erratically making for an awkward experience to play. This slider 02:10:509 (2) and the ones beyond go extremely fast as a buildup but then peaks at this slider 02:13:829 (1) that makes you not move? Patterns like 03:39:527 (1,2,3,4,5,6) play in the start of a new measure which both conflict with the hitsounding done here and the song. I also dislike the use of the brass hitsounds. Half the objects used with it just does not match the energy that said hitsound convey.
NekroMan4ik 36 33 7 76
NekroMan4ik: chill map, the trumpet samples are very cool, and it's always very nice to see how the map progresses and goes crazier and crazier as the song goes on while remaining overly consistent, also would be nice to see if the first half of the map had some memorable patterns besides a few sliders like 02:49:362 - , 02:57:231 - , but I get why you didn't do more such patterns there
yaspo 40 40 9 89
yaspo: I quite like this entry, mainly because the way it accentuates movement changes and traversals in a way that feels good on this song for example, this slowdown 00:41:862 (2) - on non-vocal into full vertical 00:42:231 (1,2,3,4,1) - on-vocal into break-away as the vocals get calmer 00:43:460 (2,3,4,5,6) - into big slider for the guitar sound 00:44:444 (1) - just genuinely feels like a nicely worked out sequence to accompany the song with and this approach is generally well used through-out the map at the same time, circle use isn't neglected to match the denser background rhythm, which maintains a quite engaging map outside melodic focus and then the ending 03:16:903 - feels like an amazing progression of all of that 03:39:527 (1,2,3,4,5,6) - into 03:41:494 (1,2,3,4,5,1) - is also great on its own does feel like the very last section 03:47:886 - loses the plot a little out of needing to push things even more, but I can't complain most complaints I'd have for this map would either come down to chaotic visuals, which is like yeah but if the map comes out like this then lowkey cooking tbh or me pulling up the microscope, which isn't necessary at this stage
6 HK Reborn As Skystar Taciturn Dragonfruit Zebra 1.577-0.0870.3401.880 3.709 Q

Song: Annabel — helical symmetry

JudgeExp /45Cre /45Imp /10Raw
Ascended 45 45 10 100
Ascended: - oh my god the cube is rotating - very nice math motifs - like the contrast of the guitar section being mroe bezier focused - while rather hard, i think the difficulty is quite well controlled
ktgster 24 24 4 52
ktgster: I first liked the intro with the geometric shapes but I think it went on for too long which made the map stale and also made it very samey throughout the first half despite the vocalist singing. The second half on the guitar solo is really messy with messy looking sliders, object placements with really unusual overlaps that felt like the map didn't know where to place the next objects. I also dislike the usage of 1/8 sliders in the second half too as they're sometimes being used as an emphasis tool but other times, they're just there just to be there.
NekroMan4ik 24 36 7 67
NekroMan4ik: first of all, the geometry gimmick is very very cool and clever, even though the map could've definitely been executed a bit better as a map since in the current state it follows the song rather loosely. but most overarching oversight is that after the first chorus you mostly lost the plot and forgot about the concept, and started making "just a map"
yaspo 40 45 10 95
yaspo: .. did y'all just put maths into my judging honestly it's kinda cool? especially the guitar bits being mapped so loosely in conjunction is actually a bit poetic; let the soul escape this rigid world at first I thought the vocals being almost entirely ignored here 00:23:788 - in favor for the background instruments was a huge minus, but as the map went on I became more and more divided on it the map keeps adding onto this general concept, integrating the vocals better and then it all gets multiplied by the guitar's contrast to everything else and all at the same time, none of the gameplay feels out of place with the song and map contextually, it's all worked out very intentionally so in the end this entry has no equal for me in this qualifier round, it's general structure within this space of ideas is far beyond what most entries are able to provide it's fascinating really, I hope y'all golden ratio the others
7 DE spritpreisbremse Salubrious Zucchini Echidna 1.4561.525-0.4431.145 3.683

Germany slot already taken by Schwabbelbauch GmbH (#1) — passed down.

Song: LeaF — Calamity Fortune

JudgeExp /45Cre /45Imp /10Raw
Ascended 42 45 10 97
Ascended: - nice star motif and colorhaxing - the handling of the difficulty actually feels mostly quite balanced compared to entries of this song ive seen, so im happy about that; 01:38:872 (1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1) - right before the kiai does tank it quite a bit tho cuz of the tapping spike since 1/8 slider streams are harder than regular streams - it also falls apart in some places like 01:42:172 - where it feels like im not feeling the vibes of the song but rather just trying to survive playing stuff all over the screen
ktgster 37 38 8 83
ktgster: The map is a great creative representation of the song with rhythms being expressed accruately and creatively. I like how the map sticks to the theme of drawing stars without it feeling too stale. The slider stream 01:38:872 is quite amazing to see and the breakcore section, 00:57:772, is also mapped creatively chaotic (although its a bit hard to play). However, the breakcore section, 00:57:772, is a bit too difficult to play with all the broken streams and sliders that make it extremely difficult compared to the rest of the map.
NekroMan4ik 27 25 5 57
NekroMan4ik: maybe outside kiai and the intro it was difficult to tell what you're following with your map since it plays same-y on the pattern level regardless of what's happening in the song. 00:57:772 - this section is unnecessarily difficult, I get that the snares go crazy but it really just overshadows everything else in the map which is not cool. other than that the map looks decent and it''s a solid entry
yaspo 35 37 8 80
yaspo: pretty focused on the star patterns, in a few unique ways 00:03:772 (1,2,3,4,5,6,7,1) - is pretty cute 01:42:772 (5,6,7,8,1) - these are genuinely unique 01:08:572 (1,2,3,4) - stuff like this is rather overkill however, it feels like these are coming in complete neglect of that the 1/4 spacing does still need to be played using that last point as a segue, that entire section is just overblown it has the highest visual complexity, highest 1/4 spacing while rather big 1/2 spacing also has you cross the playfield pretty harshly I do otherwise think the map is solid, there's a lot of nice progressions and transitions that really help get the song across like 00:12:172 (1,2,3,1,2,3) - into 00:13:822 (1,2,3,4,1,2,3) - into 00:15:022 (1,2,3) - leaves a good impression of how the pitches progress and smaller stuff like 00:14:572 (3,4,5) - makes that last sv change pop and the entire map is like this, mostly everything with some build-up or setup to make the full picture work, embedded all within a shiny star theme, cool stuff
8 ES pantumaca Deleterious Jicama Aardvark 1.4160.6410.5750.851 3.483 Q

Song: LeaF — Calamity Fortune

JudgeExp /45Cre /45Imp /10Raw
Ascended 41 45 10 96
Ascended: - this is arguably one of the strongest entries among this imo - especially popped off on the hitsounding, colorhaxing, and star motifs - patterning is pretty solid and clean too, although i feel like 00:57:772 -'s difficulty should have been controlled better because this feels like a spike with how intricate the difficulty of hitting sliderstreams is
ktgster 27 34 5 66
ktgster: There are some good ideas done here. I liked how the breakcore section (00:57:772) was just all stars but the execution of how it was mapped made it incredibly difficult to play with some sliders having reverses for some odd reason like 00:58:297 (5) or how spaced 01:07:372 (1,1,2,1,1,1,1,2,1) are. The spacing doesn't even follow the main melody that well either. The last third of the map having every object be sliders also makes the section feel spammy and you end up missing interesting rhythms 1/6's that you could be mapping like 01:48:622 (1,2,3).
NekroMan4ik 31 33 6 70
NekroMan4ik: 00:57:772 - this section is very good lol, other than that and the keysounds it seems like a generally solid entry, I don't have a lot specifically to point out here
yaspo 37 30 7 74
yaspo: "there was an attempt" - most definitely there was, it's pretty decent I mainly think this entry excels at picking ideas that exist at reasonable complexity to be interesting but not so crazy that things are hard to track; it's very accessible still yet overall a lot of the ideas feel like they lack some oomph for 00:11:872 - 00:12:397 (1,2,3,1,2) - this double slider pairing is a common trope but it works, but you could've maybe had these progress alongside pitch so 00:19:672 (3,4,1,2) - felt the biggest instead of the first one 00:17:197 (2,3,4,1,2) - for 00:27:772 - I quite like this SV usage, but it comes at the cost of tappable rhythms, you might've been able to use a few more 1/4 circles and play with their spacing too 01:42:172 - is rather neat but then it begs the question why you reduce active 1/4 spacing at 01:51:772 - despite otherwise leveraging all the same ideas and overall all of the previously mentioned sections mesh pretty well, the map is surprisingly cohesive the areas where ideas go well are the purple combos and the sliderstream section, with streams like 00:26:572 - it feels a lot more like a vision was present than it being mapped safely for consistency .. except the intro part, that one kinda sets up a weird expectation for what 1/4 spacing will be like in the map side note: I've seen these polygon progressions too often to really appreciate them in contest entries, sorry lol
9 BR blame brett Ephemeral Starfruit Kangaroo 0.2481.4210.5751.096 3.339 Q

Song: LeaF — Calamity Fortune

JudgeExp /45Cre /45Imp /10Raw
Ascended 25 35 7 67
Ascended: - memesounding my beloved; kinda wish you did carry that identity throughout the map tho rather than go cold turkey - i like the usage of double taps - i mean it is kinda just a map and there are nice parts like 00:34:972 - but its overall pretty basic and asides the hs which i remarked above, it doesnt rly stick out to me
ktgster 39 34 8 81
ktgster: It's well designed. Despite the last third being a bit too crazy, I did like how extreme it went while still being designed in a way that is actually playable. I liked the usage of the doubletaps and the rhythms done in the map are also done well. The breakcore section (00:57:772) seems to try to map to some buzz's but not all of them which makes for an odd listening experience. The pattern 01:09:322 (1,2,3) ignores the buzz, but we then have 01:13:372 (1,1,1,1,1,1,1,1,1) trying to cover every sound here?
NekroMan4ik 34 29 7 70
NekroMan4ik: hitsound sample in the intro were funny, I wish you've sticked to the idea later on in the map, it'd make the entry stand out very nicely; mapping wise I feel like the contrast could generally be improved: 00:21:772 - should probably be simplier? feels very similar to the previous part; 00:57:772 - would be so fire if you toned down on the fast movement like in the rest of the map and focused on the breakcore rhythms instead
yaspo 38 33 8 79
yaspo: 00:04:522 (1,2) - there's this secret tech where if you've put a question mark in your map it's automatically better and yeah overall this entry is pretty solid, I think it mainly has a very solid baseline in how well it executes pattern groupings visually and gets some bonus movement consistency out of that especially at the end rotational ideas like 01:44:122 (1,2,3,1,1,2) - are quite clear and then the frequent change of rotation really helps express the intensity so 01:55:972 - into the streams + 1/4 sliders is a nice way to close out the section and map as well the double-taps are a nice idea and done tastefully too I do think in some ways this map could've used a bit more oomph specially when in pattern progression like 00:18:622 (1,2,3) - 00:19:822 (3,1,2) - it's clear that the internal movement changes want to show an intensity change, but gameplay-wise it's not really there because everything is placed nearly on top of each other and then 00:20:872 (2,3,4,1,1) - to close out would've benefited a lot from just being Wider; put the 1/4 sliders further away from the sliderhead and ends and it gives so much more contrast those are all caveats though, the foundation is there
10 CN Endministrator Acerbic Daikon Radish Fennec Fox 1.2950.2250.7310.802 3.053 Q

Song: Annabel — helical symmetry

JudgeExp /45Cre /45Imp /10Raw
Ascended 45 40 8 93
Ascended: - very clean and organized map - solid colorhax and hitsounding - i think overall this is a pretty strong map and has very nice ideas with 01:58:214 - in particular standing out to me as very interesting, and patterns like 03:20:837 (1,2,3,1,2,3,1,2,3,1,2,3) - that nicely represent the song - however i do think it does drown out amongs the other "really good" entries since there isn't a true unifying theme that truly connects everything together - i think this map could place very well in terms of making it to the head-to-head stage (assuming this doesn't lose to a map within its own country), but unsure of if it would make it far if the team cannot compose that "connective tissue"
ktgster 26 26 6 58
ktgster: Solid map but it feels a bit weak in song representation. Pattern 00:43:460 (1,2,3) has sliderends hitting on active sounds which your hitsound reflects but not the mapping. Triples like 00:49:362 (1,2,3,1,2,3,1,2,3) also have object 3 having kicks but the mapping also doesn't reflect that. It also gets a bit stale playing these patterns for 40% of the map. I was also not a fan of the solo at 01:58:214 where the map tries to map some of the intensive parts with slow but, tapping heavy like 01:58:706 (1,1,2,1,1,2) or 02:13:829 (2,1,2,1,1,2,1,1,2,1,1,2,1,1,2) which felt a bit odd to play.
NekroMan4ik 34 31 7 72
NekroMan4ik: if one of my criticisms on one of the previous maps was how "expected" this kind of mapping on this song is, here I think it's done very well; I like how it combines "modern" fluid movement with clean, maybe even sometimes "rigid" patterning which ends up very nicely. also 01:58:214 - this solo goes so hard with its tiny sliders
yaspo 35 30 8 73
yaspo: 01:58:706 (1,1,2,1,1,2,1) - I kinda love this pattern tbh the map is incredibly flowy with how sliders comfortably lead into each others changing degree of curvature; very satisfying patterning to play screen traversal helps with this too, the map often intentionally goes half-to-half or through quadrants, which adds a nice underlying type of symmetry my main caveat with it is that it feels a bit too consistent really, especially in the first half of the map 00:43:460 (1,2,3,1,1,2) - spacings like these really kill the impact of movement so intensity feels lower than it should be here, compared to the setup section it provides nearly the same thing 00:23:788 (1,2,3,1,1,2) - 01:16:903 (1,2,3) - feels like it was intended to emphasize but doesn't change notably enough, these patterns exist in too many places for it too stand out etc. the second half feels a lot better because arranges that break the most natural flow 02:39:526 (1,1) - 02:40:386 (1,1,2,1,2) - , and circle usages like 02:46:288 (1,2,1,2,1,2) - really spruce up what was already laid out then the very ending goes a bit overboard with stuff like 03:24:526 (1,2,1) - 03:31:042 (1,2,1,2) -, which happens cuz collab but still unfortunate
11 PL Czterej pancerni i goy Loquacious Quince Pangolin 1.215-0.2952.062-0.030 2.951 Q

Song: LeaF — Calamity Fortune

JudgeExp /45Cre /45Imp /10Raw
Ascended 40 42 9 91
Ascended: - 00:08:572 (1,1,1,1,1,1) - moo - nice hitsounding - i think this map has some pretty solid ideas and - feel like the maps ideas does get rather drowned out with so much going on at once where its hard to identify said themes (the alien motifs), and with some pretty spikey patterns imo like 00:44:572 (1,2,3,4,1,2,3,4,1,2,3,4,5,6,7,8,1) -
ktgster 20 26 2 48
ktgster: Feels like the map trying to use as many ideas without a direction of what it wants to do. There are forced patterns like 00:40:972 (1,2,3,4,5,6,7) which slaps a pattern in the middle of the downbeat and patterns like 01:09:772 (1,2,3,4,5,1,2,3,4,5,1,2,3,4,5,1) being represented as 5 note sets and not 3 note sets. Rhythm is also all over the place with parts like 00:14:197 (1,2) and 00:19:072 (1,2,1,2) being different from each other. There are also other incorrect rhythms like the section 00:51:772 where it uses 1/8 sliders instead of 1/4, 00:54:172 (1,2,3,4) where these should be 1/8 and not 1/6, patterns like 01:43:822 (1,1), 01:46:222 (1), or 01:55:572 (1,2,3,1,2,3) all missing that they should be 1/6.
NekroMan4ik 43 37 9 89
NekroMan4ik: impressive map, probably my favorite one on this song in the entire pool. song representation is done very well with patterns and fitting each song section, especially in the chorus where you start doing more star shaped sliders; the movement feels nice too. I don't have a lot to say about it, so very well done
yaspo 20 30 6 56
yaspo: 00:08:572 (1,1,1,1,1) - are the aliens going to come beam me up if i give this a bad score unfortunately I'll have to find out, this entry suffers a bit from "if everything is different nothing stands out" there are so so many different arranges in this that consistency is very fleeting; it's sometimes hard to get a grasp on if there was any intent structurally this is very clear in this section 00:57:772 - starts of with a very chaotic bag of slidershapes and 1/4 rhythms, then switches entirely to very neat centered patterns 01:07:522 - only to end up with gridmapped arranges 01:12:322 - and that is a bit of the story for most of the map, it also doesn't help that sv is chosen very dependent on the pattern like 01:52:672 (1,2) - vs 01:53:872 (1,1) - or 00:29:872 (1,2) - on its own so on top of being unpredictable the map is actually unpredictable^2 I do think it's cool to try and execute a space/stars theme to this degree but the actual mapping still needs to be taken care of; it's not a picturebook
12 TW 4J(世界)盃 Loquacious Zucchini Zebra 1.0130.3290.6530.753 2.748 Q

Song: Annabel — helical symmetry

JudgeExp /45Cre /45Imp /10Raw
Ascended 37 40 9 86
Ascended: - hitsounds are actually quite nice and dont feel overbearing - i think the patterns overall are pretty nice but i don't really have a strong takeaway for this map since there isnt an overarching theme that i could identify this map as perse - 00:55:263 (1) - is wack tho; a huge sv jump like that at this small circle size is very jarring - otherwise, the difficulty is actually quite well controlled imo
ktgster 29 28 3 60
ktgster: There are some nice ideas here. The slider art designs like 00:55:263 (1) are pretty cool to see. However, the rhythm choices throughout the map are questionable. There are some rhythms such as 01:28:214 (4,5,6,1) and 02:22:927 (1,2,3) that simply do not exist in the song. Other rhythms like 01:37:804 (2,3,3) have hitsounds tied to the very muted glitch sounds, but the mapping doesn't reflect said hitsounding well. The amount of 1/8 sliders used throughout the second half of the map is a bit excessive and detracts away from the song too.
NekroMan4ik 30 34 7 71
NekroMan4ik: I liked the slider arts a lot but the structure and patterning felt quite loose outside the "concept" parts. also the keysounds on this map overshadow the song and honestly were kinda distracting, but despite that overall it's a very decent entry regardless
yaspo 28 37 7 72
yaspo: it's pretty cool that you kept the big slider thing going, a lot of entries do a big one once or twice and leave it at that while having plenty of viable spots the map's generally pretty okay but not too stand-out my main reason for that is that a lot of the mappers individually do their thing and often map from pattern to pattern, so for a long slow song like this the overall picture gets a bit lost an example section is 02:31:657 - , 02:31:657 (1,2,3,4,5) - 02:33:624 (1,2,3,1,2) - 02:39:526 (1,2,3,1,2) - on-vocal are all patterns that work but don't have much to do with each other similarly off-vocal there's 02:35:591 (1,2,3) - 02:42:231 (1,2,1,2,1) - which may represent different things just fine but don't add to an overarching style or set of ideas within all those patterns there's definitely a couple neat ones I enjoyed 01:58:214 (1,1,1,1,1) - quite a bit, it really pre-empts the solo well; something's about to happen in the song similarly 03:44:813 (1,1,1,1,2,1) - this downwards wave thing is a cool exit for a section, things are closing out sequences like 03:24:772 (2,3,4,1,2,3,4) - are also neat so overall it's a map with plenty of vision but not a lot of it being refined into a whole work
13 RU rap woyska Taciturn Asparagus Chinchilla 0.2880.7450.3401.096 2.469

Russia slot already taken by bloom (#5) — passed down.

Song: Annabel — helical symmetry

JudgeExp /45Cre /45Imp /10Raw
Ascended 30 30 8 68
Ascended: - i like how the small cs is used effectively in the map, as well as the organic feeling of the map - map is rather basic tho and doesn't particularly stand out
ktgster 33 29 6 68
ktgster: It's a solid map. Rhythm's are accurate and done well enough, the movement is okayish to play. However, as the map continues, there is less and less snap jumps so sections like 02:03:993 (1,2,3,4,5) or 02:15:673 (1,2,3) end up being dull to play. The mapping also doesn't have a coherent structure as it felt like some objects were too close to each other or had overlaps that felt unintentional and messy.
NekroMan4ik 32 28 7 67
NekroMan4ik: chill map. one criticism I have is that it's generally too safe and too consistent, and when it decides to go out of it's comfort zone, very often it looks a bit strange like 01:42:722 (2,1,1,1,1,1,1,1,1,1,1,2,1,2,1,2,3,1,2,3,1,2) - , 02:18:747 (1,2,3,4,1,2,3,4) - , 02:43:952 (1,2,3,4,1,2,3,4,1) - etc.
yaspo 37 34 8 79
yaspo: the circle-heavy opening is pretty cool, at least very early on it draws a lot of attention to the vocal oriented sliders which unsurprisingly goes well with this track then also layering that with the centered concept gives a lot of flair to the map's early bits, cool stuff the flair starts getting a bit lost with patterns like 00:56:985 (1,2,1,2,3,1,2,3) - , which in this setting feel a bit too aimcontrol-y out of the blue with little benefit to the map like it's not like the map is building up to more of the same or if the song has a lot going on here rather the next section adds a vocal layer to this one 01:11:001 - but is mapped a lot calmer and then there's 01:42:722 (2,1,1,1,1,1,1,1,1,1,1,2,1,2,1,2,3,1,2,3,1,2) - which is kinda just Ouch tbh ranty bit aside, I do think the map is rather decent I like a lot of the patterns for vocal grouping overall and they lend themselves well to screen traversal on this cs eg. 03:22:804 (2,3,4) - 03:26:739 (1,2,1) - these brief moments of holding in place into breaking out after 03:23:665 (5,1,2,3,4) - 03:27:722 (1,2,1) - are all across the map and generally are fitting and the solo 01:58:214 - is cool in having a lot of isolated verticals 01:59:690 (1,2,3) - 02:03:255 (2,3,4) - and diagonals 02:00:427 (1,1,2,1) - 02:06:698 (1,1,2,3,4,1,2,1) - for pretty neat effect overall it's a nice entry that sometimes ints a bit on its circle patterns, but generally has solid setup and payoff all across
14 GB Team Udder Abstruse Jicama Lemur 0.207-0.7631.5920.900 1.936 Q

Song: LeaF — Calamity Fortune

JudgeExp /45Cre /45Imp /10Raw
Ascended 35 25 6 66
Ascended: - expertise is relatively prelevant, and i think this group of mappers have a lot of potential and ability to make good maps as there is very obvious cohesion across the mappers and ability to execute - however, looking at this map specifically, i think this group can definitely refine this more and make it stand out more if they gave it a more stronger "story"/theme. - currently all the map gives off is just "schizo red node slider" map
ktgster 18 19 2 39
ktgster: It's okay. The map didn't seem to be consistent with its rhythms with some sliders being extended 1/8 sometimes and other times not, sliders extending beyond white ticks, and sliderends ending on beats. I dislike the extreme amount of sliders used in the map as theres a lack of distinction of weak and strong sounds being mapped. It basically made almost every section in the map felt similar to each other. Lastly, the breakdown section, 00:57:772 -, is egregiously messy and incoherent. There are wrong rhythms throughout the section with buzz sliders being placed off and odd pauses that don't seem to fit. While not NCing is a fine choice, the map doesn't even stick to that vision as the section starts adding NC's again.
NekroMan4ik 39 36 8 83
NekroMan4ik: very fire map, one negative thing I have to say about it is that I wish 01:42:172 - was mapped with a different idea in mind because it feels like 00:12:172 - but with faster sliders, but yeah good job anyway
yaspo 32 35 8 75
yaspo: the visual style choice becomes a bit chaotic at this density but not without creative merit imo. I mainly quite like the transition from overlap patterns where you don't play the slider-ends like 00:12:172 (1,2) - into the higher pitched ones later 00:28:222 (1,2) - 00:28:972 (1,2) - where you make more drastic movements all the way through. Stuff like that brings across that the style is being leveraged with intent. Overall the way this map actually works warmed up to me after I actually looked in the editor as to what is going on, I am very skill issued on reading this thing but it has a solid blueprint. I do dislike this ending stream 01:58:972 - a decent bit, with all the different sliders it seems incredibly difficult to maintain your bearing on where you're at on the stream; maybe a bit too much clutter for my tastes. Otherwise the very rapid collab switching also kinda stacks up to the chaos visuals, which treads the line of good variety vs lack of consistency imo
15 US WFART Sycophantic Starfruit Lemur 1.0530.5370.1050.068 1.763 Q

Song: LeaF — Calamity Fortune

JudgeExp /45Cre /45Imp /10Raw
Ascended 34 45 8 87
Ascended: - very nice card motif - made me chuckle 02:09:772 - - idk about these diff spikes chief 00:41:722 (1,1,1,1,1,1) - 00:57:772 - 01:38:872 (1,1,1,1,1,1,1,1,1,1,1,1) - i think these couldve been handled a LOT better without all this strain - not to mention that cs5 makes these patterns way way wayy more harder than their cs4 counterparts
ktgster 30 30 4 64
ktgster: Well there's a pretty interesting idea going on here with the whole casino theme. Most of the map is fine but there are some rhythm isses with the extended sliders at 00:02:872 (1,2) sounding really clunky and wrongly snap 1/8's at 00:20:272 (2,3,4), The breakcore section at 00:57:772 seems to just spam 1/8 sliders in between the streams to try and represent the buzz's except that they miss half of them. The section also does little to none on its casino theme as its just a straight long stream with sliders thrown in the mix and the movement is incredibily spaced making it extremely difficult to play. While the casino theme with the sliders design was done well, the rest of the map doesn't match the same quality.
NekroMan4ik 21 33 10 64
NekroMan4ik: canonically accurate gamblecore map. I don't think I can rate it very high as a serious entry, but honestly the map theme is so funny and so bizarre, and the fact that you were actually committed to this vision is so awesome. good job guys
yaspo 20 33 5 58
yaspo: can't believe im broke after playing this map, it's so over for me man when running into a nearly 9* entry like this it's always a bit of a curiosity of how the mappers played their cards luckily it just comes down to this section 00:57:772 - being a bit insane, meaning the rest of the map is easier to judge still that said, this opening section 00:12:172 - feels rather lackluster in intensity relatively speaking with how passive the rhythm is and the arranges being stacked in place this way of separating phrases is fine but you can't really have it play like a calm section if it's a chorus in some places the lowered spacing has thematic relevance 01:44:122 (1,2,3) - which isn't all so bad especially since it progresses in a cool way 01:52:372 (1,1,1) - , genuinely did not think I'd be hitting the slots today but the surrounding stuff is still just rather low intensity until we finally get to this part 01:51:772 - , where the amount of crossing the playfield covers for other spacing deficits so all in all kindof a unique take in a sense but I'll hedge my bets against an entry that doesn't manage intensity to this degree
16 AR Napping team Iconoclastic Mangosteen Uakari 0.2071.1610.027-0.177 1.218 Q

Song: John Grant — Highway Hustler

JudgeExp /45Cre /45Imp /10Raw
Ascended 32 30 4 66
Ascended: - i mean its alright i think you have some nice sections here and there but i do notice some identity crisis moments where it feels like i can really tell (or at least get the feeling) of "wow the mapper changed here" when in theory it shouldnt, like with 00:37:110 - vs 00:50:352 - for example - placements also rather seem rather suboptimal with patterns just going all over in sections like the aforementioned - 01:37:317 (1) - 01:39:179 (2) - 01:40:627 (1) - feel like going for these angular sliders is too bold for what the map as a whole is going for, being smooth flowy stuff so the contrast it makes is actually rather jarring rather than making one part stick out from one whole piece - as much as this guitar slider is cool it is jarring to have here 02:16:420 (1) - - nice sections: 01:23:455 - , 01:49:938 -
ktgster 34 36 6 76
ktgster: Great representation of the song with the good fundamentals, usage of rhythm, and SV changes though I think some of them like 00:16:834 (1,2) are a bit too extreme. While the doubles are in the song, they really should be 1/8's and not 1/12's. I especially like the calmer sections like 01:36:696 where it still showed interesting ideas with the sliders while still mainting the calmer tone of the song. That being said, I think the excessive use of 1/8 sliders could be tone down a bit.
NekroMan4ik 26 32 5 63
NekroMan4ik: some interesting ideas with patterns like 00:16:834 (1,2) - , the doubles, and tiny kicksliders at around 50%, but what this map lacks the most imo is cohesion between the gimmicks since it overly feels like just a regular ranked alternate map with a bunch of different idea attached to it and nothing more
yaspo 20 27 6 53
yaspo: this is purely gameplay directed but I do think having the 1/6 double rhythms sometimes start on the regular 1/4 00:45:283 (1,1,1,1) - snap divisor and sometimes not 00:39:662 (1,1,1,1) - is pretty unintuitive it's can be interesting for emphasis but it's not all that useful if the player just has no bearing of when to tap or how to time their aim when it's in the middle of active rhythm it makes me prefer a version where these aren't used at all otherwise I do kindof of feel like this boils over a bit into other mapping stuff, where there always needs to be that extra bit of Stuff to add random detail to the map that distracts from what it's doing eg. 02:04:317 (1,2,1,1,1,2) - the rotation into pause into strong vertical slider fits quite well, but 02:04:420 (2) - this mini slider just comes here to make the whole arrange less elegant for no reason eg. similarly this 02:13:524 (1,2,1,2,1,1,2,1) - is cool but then for some reason 02:14:662 (1,2,3,4,5,6,7) - needs extra 1/8 sliders to make the closing out more Cool i guess? idk eg. 01:55:420 (2,3,4) - if you want a calm transition here then just map circles, no? in general I'll summarize that sometimes less is more, I think the map has stuff going for it definitely but also overdoes some things
17 US usa backup team Salubrious Kohlrabi Narwhal 0.2880.7970.653-0.618 1.120

United States slot already taken by WFART (#15) — passed down.

Song: LeaF — Calamity Fortune

JudgeExp /45Cre /45Imp /10Raw
Ascended 26 37 5 68
Ascended: - keysounds are very very VERY overbearing - weather theme is actually very interesting and i like your choice of the EMS stuff - feel like the early sections really sold yall tho (00:01:372 - to 00:21:772 - and 00:27:772 - to 00:37:372 - ) cuz they're very filler; and 00:09:772 (1,1,2,3,1,2,3,1,2,1,2) - 00:34:972 (1,1,2,3,1,2,3,1,2,1,2) - were especially disappointing - 00:06:622 (1,2) - ts so ugly vro; with the overall nature of the map being "clean" and this map being an entry for obwc, i wouldve expected some more polish on these patterns to make sure they are as cohesive as possible
ktgster 32 29 8 69
ktgster: Solid and simple map overall with a consistent mapping style throughout the map. Rhythm's are well done and accurate for the most part but there are patterns like 00:29:272 (3) that gloss over the active sound or that 01:43:822 (4) and 01:46:222 (1,2,3) are not snapped to 1/6. The breakcore section at 00:57:772 however, maps its own rhythms irrespective to the song and have its hitsounding make it sound nice enough. The buzz's are placed at random parts of the song, the rhtyhm consistency presented earlier in the map is nowhere to be seen and it shows that the map had no idea how to map this section well. A higher expertise score could have been achieved if this one section was improved.
NekroMan4ik 31 33 7 71
NekroMan4ik: nice anime sliders and hitsounds, although the keysounds were rather disctracting especially 01:22:072 - here (even if it made me giggle a bit). 01:42:172 - movement in this part goes hard I like how you committed to it thoughtout the whole part, and it's nice too how it expands on the movement from 00:12:172 -
yaspo 22 17 5 44
yaspo: I can respect the falling star theme but it feels a bit repetitive in execution especially at the ending 01:42:172 - it's more or less the same motion copy pasted over and over, 01:45:772 (1,1,2,3,1,2,3) - doesn't really serve as a strong breakaway from it either though also earlier on patterns like 00:13:822 (4,1,2) - I'd attribute to a similar idea but also get over-used to where the pitch progression isn't represented much so expression is rather dull here 00:27:772 - is a brief breath of fresh air before it too kinda dulls aside from that the interlude sections are either rather basic or really chaotic 00:57:772 - , so it feels like the map never really settles into something that isn't either dull or spectacle .. these stream shapes are really sick though 01:22:072 (1,2,3,4,5,6,7,8,1,2,3,4) - so overall not too impressed with this one, I think for the most part it's a valid attempt but lacks in leveraging ideas rather than getting stuck on them 00:39:472 (1) - does this mean this is a coin-flip entry 00:46:972 (1) - what the fuck guys
18 FR The better -4° Obsequious Fennel Gibbon 0.2880.485-0.4430.509 0.838

France slot already taken by -4° (#4) — passed down.

Song: Annabel — helical symmetry

JudgeExp /45Cre /45Imp /10Raw
Ascended 30 32 6 68
Ascended: - there are nice patterns throughout and i think the mappers can make a solid map - but i do think 01:42:477 - does kill it with all the kicksliders that, while cool, play a lot like filler and don't establish an identity for what the map Could be - also some weird moments like 01:49:116 (1,2) - being gigaspaced, the guitar section having this weird shift in "tone" when it goes into its yellow/brown colors, and weird sudden zoom moments like 02:50:837 (2) - 02:52:313 (1) - 02:54:772 (2) - 02:59:075 (1) - that are pretty unfitting
ktgster 28 29 6 63
ktgster: Map is pretty good with solid rhythm and movement through the map. Slider SV choices are appropriate and most of them are fitting. However, I did not like the usage of the 1/8 sliders, especially on this section at 01:42:477 where the map just has them like 01:51:083 (1,2,3,4) where the added sliderend kick adds little to the song and is rather a bit annoying to play. The rest of the map is fine and fitting, but not extraodinary.
NekroMan4ik 23 29 5 57
NekroMan4ik: this map is well made but it lacks identity a lot so to speak, it tries out too many ideas/mapping styles(?) at the same time but doesn't really make them conceptually connected with one another, which makes the map feel rather arbitrary
yaspo 27 33 7 67
yaspo: pretty nice, very patterning-style focused entry which creates a cohesive whole though my caveat is that while it somewhat stands out as a unique entry, there is not much creative done with the patterning all arranges stay rather safely within a pre-defined space and also don't develop much in terms of emphasis or flow more generally the most interesting idea is genuinely just at the start, having these perfectly horizontal things 00:24:772 (1,2) - repeatedly go into vertical sliders is a neat idea and I guess these slider chains as well 01:43:214 (1,2,3,4,5,1,2,3,4,5) - which makes the entry cap out at just being patterned well for me; it's mostly solid but it leaves me wanting there's also instances of ideas being a bit thrown around which doesn't help eg. 01:47:149 (1,2,3) - these are kinda mapped on nothing relative to 01:43:214 (1,2,3,4,5,1,2,3,4,5) - , unless the background tune was followed in which case 01:47:886 (2,3,4,1) - should've also been sliders eg. 01:26:739 (1,2) - this really big spacing feels like an indicator for how this section will be spaced, except it's not and it just stands on its own eg. 02:57:231 (1,1,2,3,1,2) - the chimes this seems to emphasize so strongly were already there before so it's not clear why it's suddenly so much stronger etc not a bad job overall, just think it could've been both more and less really
19 NO Team Norway Haughty Elderberry Cassowary -0.397-0.7630.0271.586 0.452 Q

Song: Annabel — helical symmetry

JudgeExp /45Cre /45Imp /10Raw
Ascended 25 20 6 51
Ascended: - i like how you take advantage of the small circle size to make your placements and consider that into how you all made your patterns - however, i think the map starts to fall apart starting at 01:58:214 - - originally i thought "oh wow the guitar section it now deviates from the organization that so cool and itll come back to being organized like before" but then it just didnt and then felt like "random mapping go" and got really basic/bland
ktgster 21 14 4 39
ktgster: It's okay. The rhythm is solidly done and I like the approach of the low AR, high control idea being done here. The mapping was fine up until the guitar solo at 01:57:968 where the section swapped from a snappy aim section to a more flowy section. The spacing was also lower despite being a much more intensive section than before. Unfortunately, the rest of the map doesn't match the first third of the map with this slider at 02:32:026 (3) mapping over the vocals and the last section at 03:16:903 being small on its spacing despite it being the main chorus of the song. Overall, the map could have expanded its ideas further as the map progressed.
NekroMan4ik 31 25 7 63
NekroMan4ik: 02:56:247 (1,2,3,1,2,3,1,2) - etc. alright these circles aren't it, they're too difficult for what the song offers. overall, while this map doesn't offer anything extraordinary, I'm very pleased to see simple mapping on this song regardless, which is refreshing compared to other entries on this song that opted for a more risky approach
yaspo 42 38 9 89
yaspo: surprisingly minimalistic entry that plays off of slow and obvious ideas but keeps it rather flavorful through it being a collab it all seems so simple on the surface but I've seen enough entries to be able to tell that it's not easy to keep something like this within the same realm of style even in this entry I do dislike the sections that have contextually rather intense spacings, patterns like 01:28:460 (1,2,1,2,1,2,1) - 01:35:591 (1,2,3,1) - and 02:45:919 (1,2,3,1,2,3,1) - stood out as having the right idea but spacing a bit too much for contrast, rather than trying to create it through different means on the other hand, I'm still finding myself looking at this section 03:32:641 - and wondering how you were able to simplify the rhythm so much yet make it work so well honorable mention to 00:32:395 (2,3) - as well I think this sort of stuff shows great insight into what you can do with a song within this sort of setting, despite it by no means being a "safe" map imo so yeah, great job honestly
20 UA TheOneForce Capricious Guava Iguana 0.248-1.1800.4180.851 0.338 Q

Song: Annabel — helical symmetry

JudgeExp /45Cre /45Imp /10Raw
Ascended 32 30 5 67
Ascended: - nice guitar keysounds that arent overly intrusive - tbh i like a lot of the sections but they're pretty whatever and don't really stick out to me strongly, so its more just inoffensive if anything - makes it also hard to stand out amongst the entries submitted to obwc
ktgster 14 15 2 31
ktgster: It's okay but the map lacks a lot of emphasis on the beat making the map not really exciting to play. Examples like 00:58:460 (2,3) or 01:00:550 (3,4,1,2) could have been more spaced out to follow the instruments better. There are also some rhythm mistakes, mainly with sliders like 00:59:690 (1) or 02:19:854 (2) or 03:31:042 (2,3,4) where the kick or guitar string gets skipped over. I didn't find it interesting since the map also doesn't change that much from start to finish aside from the guitar solo at 01:58:214 (also nice keysounding here).
NekroMan4ik 34 28 6 68
NekroMan4ik: alright map, my biggest nitpick is that it would be nice too see more different ideas rathar than staying overly consistent with the concept; one thing I have to say about the hitsounds is that the samples could've been chosen better because right now it's very hard to hear him over the song besides the hitnormal
yaspo 30 37 7 74
yaspo: I quite like how this map builds on implied movement and screen traversal in a rather nuanced way, it has a very different air from most entries this way parts I like specifically are 02:45:673 - , using a different vertical axis to build patterns around for each measure is cool because it feels like the map is shifting around slightly alongside the music 03:19:362 (1,2,3,1,2,1) - 03:30:059 (1,2,3,4,5,1,2,3,4) - the rotational feeling without actually rotating all that much fits great here imo, especially with it being contrasted through guitar-focused patterns that go back on themselves 03:45:427 (1,2,3) - 02:09:034 (3,1,2,1,1) - this diagonal goes hard as well having taken note of the back and forth traversal in the intro bits makes the ending also a really nice point of recall I do think it's quite the risk to take on this style in a team setting, as nuance and ideas will fall in different places for different people; large scale progressions are harder to find this way which is where this approach would typically excel so in for example in sections like 00:55:263 - to 01:41:247 - those same type of ideas are a lot harder to identify and it feels like the mappers were more focused on emphasis within patterns over a bigger picture approach
21 RU mapping Laconic Ugli Fruit Manatee 0.006-0.1391.201-0.814 0.254

Russia slot already taken by bloom (#5) — passed down.

Song: John Grant — Highway Hustler

JudgeExp /45Cre /45Imp /10Raw
Ascended 29 28 4 61
Ascended: - keysounds/hs are pretty hit or miss; flopped in the chorus for being too overpowering, but the intro and verse before it were pretty solid - hitsounds are having an identity crisis id say tho; am i on a farm or am i going to space - colorhax is nice - do think a lot of the patterns are really basic and boring like with 00:11:041 - still carrying the same basic patterns as before from 00:04:007 -
ktgster 21 27 3 51
ktgster: It's okay. Rhythm choices are okay with a few issues like this note existing at 00:28:627 (3) or here 01:15:179 (1,2) where the xylophone was ignored. The emphasis representation is a bit lacking with patterns like 00:38:145 (2,3) not having a jump on 3 or this pattern at 00:50:248 (3,4) also not having a jump on 4 and is especially eggregious with how fast that slider goes. A similar situation with this pattern at 00:53:558 (1,2,3,4,5) where all the objects are suddenly clamped up together on one of the more intense parts of the song. The keysounding is fun to hear but the part after 01:11:869 sounds more like you're mapping to the keysounds more than actually mapping to the song.
NekroMan4ik 37 33 8 78
NekroMan4ik: very nice and refined map all around, I like how it's consistent yet every section feels distinct, everything the map was going for is done well
yaspo 22 13 5 40
yaspo: well this map just doesn't do a whole lot the gameplay feels rather simplified with no benefit and then this gimmick of using (almost) only wave shapes but none of the arranges are particularly interesting there is an overdone degree of consistency where not much in the song gets genuinely expressed like when I compare 00:46:317 (1,2,3) - and 00:48:696 (1,2,3) - I get nearly the same emphasis but entirely different places musically , same for 01:53:248 (3,4,5,6) - vs 02:01:627 (2,3,4,5) - and many other things it gives the impression that there are ideas the mappers wanted to execute but most of the map falls a bit flat imo
22 RU pelmeni Rancorous Zucchini Baboon -0.8001.109-0.6780.362 -0.007

Russia slot already taken by bloom (#5) — passed down.

Song: LeaF — Calamity Fortune

JudgeExp /45Cre /45Imp /10Raw
Ascended 15 23 3 41
Ascended: - its like ok, theres nice sections where the execution is handled quite well like 01:27:772 - , but others seem rather lackluster like 00:27:772 - - colorhaxing is ok - mostly just a pretty boring entry when compared amongst the other entries for obwc
ktgster 34 35 6 75
ktgster: There are some ideas I liked such as the the fullscreen sliders at 00:36:172 (1,2,1,1) and this build up 00:36:172 (1,2,1,1). The breakcore section (00:57:772) is a bit undermapped as it maps a low-spacing stream over some of the interesting rhythms in the section. Then, the rhythms gets really weird starting at 01:03:772 as I'm not sure what the map is trying to map to here. Outside of that, the map is solid.
NekroMan4ik 25 23 6 54
NekroMan4ik: a bit difficult to describe how I feel about this map, the first ~35 seconds and the chorus feel a bit rough patterning-wise and closer to 2014-2016 tech stylistically, while the other sections are leaning more towards the modern look, which creates some dissonance. besides that it's a fine map so good job on that
yaspo 33 25 6 64
yaspo: for the most part this entry is on the simpler side in terms of construction which isn't bad tbh, what was aimed for is clear as day and i can appreciate it being decent the very ending 01:42:172 - kindof breaks that, which feels like it's dawned on the mappers that the entry doesn't have a lot going for it creatively there's some interesting slidershapes but by themselves they don't create anything standout, and they're usually more of their own thing so overall I end up in a position where there's not a whole lot I want to go on and criticize but at the same not much I want to go on and appreciate it's just a fine job
23 CA Waterloo Loquacious Ugli Fruit Ocelot 0.207-1.0760.888-0.128 -0.109

Song: LeaF — Calamity Fortune

JudgeExp /45Cre /45Imp /10Raw
Ascended 35 25 6 66
Ascended: - kinda like other maps among this cohort, i think this group of mappers can Make Good Maps^tm and the cohesion is very obvious - however, i think this group can definitely refine this more and make it stand out more if they gave it a more stronger "story"/theme especially when you need to give it all you got to survive the single elmination format
ktgster 18 14 1 33
ktgster: Map looks okay but some spacing choices like 00:40:672 (1,2,3) or 00:26:572 (1,2,3,4,1,2,3,4,1,1,2,3,1,1,1,1,1,1) are very questionable (also random 2B here). The breakcore section (00:57:772) also seems to try to map the buzz's sometimes but is inconsistent at doing so. We also have slower SV patterns like 01:49:372 (1,1,2,3) in one of the more intensive part of the song despite using faster patterns earlier in the map. The map doesn't really do a lot to stand out so I cannot score this highly.
NekroMan4ik 37 31 6 74
NekroMan4ik: good map, it doesn't have any notable ideas but it's very nicely done regardless on all sides, I especially like how the primary type of flow differs from one section to another without making it feel incohesive or off putting
yaspo 27 22 5 54
yaspo: it's a bit funny to me that half the map kindof just throws one of these 00:15:172 (1,2) - in when the pitch gets high and like, that's not even criticism, it's identifiable and works decently in this context so hey you do you so many entries just do so much lol mainly find issue in some sections not having a clear idea about what they want movementwise like the way all these slider groupings are played 00:27:772 (1,2,3,4) - 00:30:172 (1,2,3,4) - 00:33:022 (4,5,6,7,1) - is so drastically different that little cohesion is left similarly for 01:42:172 (1,2,3,4,1,2,3,1) - vs 01:43:372 (1,2,3,1,2,1,2,3) - vs 01:51:997 (2,3,4,5,6,1) - vs 01:52:972 (1,2,1,2,3,4,5) - etc (01:53:422 (1) - is unsnapped btw) I do appreciate that sometimes circle patterns 00:31:372 (1,1,1,1,1) - are used in intense sections, it's a really effective tool in slider-heavy maps like this other ideas like wanting to make this build-up 01:33:772 - follow one rotational direction are cool but don't come across very strongly overall I'd say this is an okay map but it has some notable flaws 00:27:772 (1,1,2,3) - had to redownload to double-check if I didn't do this by accident
24 NZ Balling Iconoclastic Zucchini Pangolin -0.7190.8490.418-0.716 -0.168

Song: LeaF — Calamity Fortune

JudgeExp /45Cre /45Imp /10Raw
Ascended 20 20 3 43
Ascended: - there are some nice patterns here and there like 00:02:572 (1,2,1,2,1,2,1,2) - and good potential ideas to express the song - however, i think the execution in just being a map does fall apart in terms of how the objects aren't really that cohesive in terms of their visual structure like with 01:40:972 (1,1,2) - 00:27:772 (1,2,3,1,2,1,2,1,2,3,4,1) - , as well as how patterns move being quite sacrificed
ktgster 31 32 7 70
ktgster: Not much to say about the map as the map is solid all-around. Rhythm choices are consistent and well-constructed. The map style structure is consistent and fits with the chaotic nature of the song. Spacing changes are done well and represent the song properly. There are also some interesting ideas such as the NC stream in the breakdown section and transitions like 01:50:572 - are cool to see.
NekroMan4ik 30 32 6 68
NekroMan4ik: solid entry, however some sections like 00:57:772 - , 01:21:772 - turned out more demanding than intended since they require both good tapping and aim, if it was the either one the difficulty would be more fair to the song
yaspo 22 15 5 42
yaspo: this entry seems to rely a lot on some of the HSV principles of axis, visual distance, space usage and the like and admittedly I'm not good at evaluating these but I do get the impression not everyone here is as good at it it's not too hard to scroll through the map and find stuff like weird/inconsistent overlaps for the style 01:47:572 (1,1) - 01:49:072 (1,2) - that could've been avoided space that feels akwardly left open, not fitting another object like 01:43:072 (1,1) - or when an object could've been placed but wasn't like 01:44:122 (5,1) - could host 01:44:572 (1) - and those things seem to violate some of the principles I have an understanding of which matters because it's a relatively high effort style but not without cost in terms of other things I value eg. this spacing 01:47:572 (1,2,1,2) - is way too low considering the intensity and earlier patterns 01:43:972 (4,5,1,2) - eg. 00:13:372 (1,2,3,4,1,2) - 00:14:572 (1,2,3,4,1,2) - decently group entire phrases but provide not a lot of emphasis on the melody, which is a bit of a detriment on a very pitch-reliant track like this so all in all like, you kindof get the bad side of both worlds of on one end not being not too stand out due to inexperience, and on the other hand still having the drawbacks of the style I feel like I'm completely dunking on this map, realistically it's just kinda mid
25 ID arifnation Mendacious Papaya Flamingo 0.4891.213-0.678-1.304 -0.279

Song: Annabel — helical symmetry

JudgeExp /45Cre /45Imp /10Raw
Ascended 32 35 6 73
Ascended: - 00:08:050 - why didnt you mute your tails these sound so annoying and are a terrible first impression - ok looking at the rest of the map it's a common theme and its rather annoying - moving on from that, i think the map balances its patterns quite effectively, especially in consideration of the small circle size - it does get boring overtime when you play what is basically the same pattern over and over again with the white/gray patterns just using sized up/down and/or rotated sliders and wouldve liked to see more progression with these patterns - for an obwc map i would have also expected some more checks on patterns like 00:49:362 (1,2) - 01:17:763 (4,5) - 03:33:624 (1,2) - as the small circle size makes these stacking issues much more glaring and make the map look less polished, but its whatever
ktgster 35 34 8 77
ktgster: I like the direction this map took. It represents the song well with the maps low spacing and slider movement in combination with its low AR while using faster sliders for large changes in the song. There were issues with rhythm choices mainly with some sliderends ending on kicks and the trickier rhythm sections in the second half being mapped a bit poorly. The NC color haxing is also a nice touch to see but it also seems inconsistently applied in the second half the map.
NekroMan4ik 23 26 5 54
NekroMan4ik: this map has very memorable sliders such as 00:55:263 (1) - , but other than that I feel like you could've added more cool things. using cs7 might've not been the best choice since it limits a lot what you can do, and here it ended up in making the map snaking around the playfield
yaspo 10 18 2 30
yaspo: eh like, okay diffsetting gimmick, seems cool but then it's almost only used for putting sliders neatly in rows and perfectly stacking most things my main issue with the combination of those things is that a lot of it starts feeling like a sidescroller really, all you do is slowly wait for it to happen and tap along a bit and that way you really don't engage with the song all too much, even despite small changes for contrast this could've been a nice start of an idea but not the idea itself there's also the more sliderfocused bits of course, but those genuinely feel like miniature version of other renditions of this song, small circle sized sliders have the benefit of really nuancing motion but that's not really a thing if you focus on sliderart instead barring things like 01:40:018 (1,1,1,1,1) - which do feel very particular to this setup I just wish y'all had explored this setup more properly rather than taking it mostly as a way to come across as different
26 BE WaffleMapping Inchoate Broccolini Tarsier -1.6460.641-0.3650.998 -0.372

Song: LeaF — Calamity Fortune

JudgeExp /45Cre /45Imp /10Raw
Ascended 8 10 2 20
Ascended: - 00:57:772 - holy spike in density - i mean its just a really basic map and it doesnt really stand out in particular with no unifying theme - some sections also feel rather amateurly structured like with 00:27:772 - kind of just putting patterns wherever there is space, and questionable slider choices that don't seem to match what the rest of the section is going for, like with 01:56:272 (1) - being curvy as opposed to the linear/angular stuff yall were going for
ktgster 32 27 7 66
ktgster: The map had good potential if it wasn't for two sections. First, the breakcore section at 00:57:772 where it is bascially a janky long stream with 1/8 sliders mixed in attempting to map the buzz's but misses many of them. The stream tries to do some spacing changes trying to follow everything but it ends up having no focus on what melody it wants to follow. Second, the map simply just puts a slow slider at 01:28:972 and completely ignores mapping this section of the song. It's also kills all the energy in the map beforehand and frustrates players expecting a faster slider. The map could have scored higher in expertise if it wasn't for these two issues.
NekroMan4ik 30 23 5 58
NekroMan4ik: 00:57:772 - , 01:21:772 - seems a bit too straining on the tapping, would add some passive rhythms; overall the map is alright but that's pretty much it, I didn't really see any outstanding ideas or interesting concepts other than the metal pipe hitsound at the end
yaspo 37 33 7 77
yaspo: main thing I like about this entry that it offers a fair amount of fitting aim control in terms of spacing variation like the high linear into low turnaround here 00:15:772 (1,2,3,4,5) - is pretty nice to cover this type of transition and then similarly here 00:20:572 (1,2,1,2,1,1) - , the high into low into high again at the end really works well to emphasize the final slider then later on in the map stuff like 01:45:772 (1,1,2) - stands out very nicely within its surroundings normally speaking I would've found myself pointing out low spacings like 00:13:372 (1,2,1) - , but generally it's purposeful when stuff like 00:18:622 (1,2) - will follow after though it's not executed flawlessly here with 00:13:822 (1,2) - genuinely being too low spacing to match that, but the idea is very clear also 01:46:972 (1) - don't do these thanks, it's like negative tapping despite such active rhythm everywhere else; no good reason rather cohesive entry overall too, which is great to have going forwards
27 CY Team Mozambique Salubrious Okra Baboon 0.852-0.1390.105-1.206 -0.388

Song: LeaF — Calamity Fortune

JudgeExp /45Cre /45Imp /10Raw
Ascended 40 35 7 82
Ascended: - pretty basic but effective map that gives me the impression that the mappers here can at the very least map a Godd Map - however i feel this map gets overshadowed by many other entries that do have a core motif/identity to the map to make themselves stand out
ktgster 26 18 7 51
ktgster: A very standard map representation of the song. The map has solid fundamentals, good rhythm and a consistent basis for the map but it doesn't expand those ideas. For example, at 00:21:772 (1,1,1,1,1,2) instead of just using reverse sliders, why not circle patterns in pairs of 3's? Another example at 01:27:772 (1,1,2,1,2,1,2,3) where you could have expanded the spacing and SV's as the song got higher in pitch. The breakcore section at 00:57:772 is especially mapped weak with it mapping the kicks while half ignoring the stream being played in the background.
NekroMan4ik 36 21 7 64
NekroMan4ik: even if I personally like this mapping, this entry is at a disadvantage compared to the others on the creativity side of things. while I think this map is well executed and follows the song accurately, it's not enough for me to place it above other entries that try to be more creative
yaspo 15 13 4 32
yaspo: low 6* on my calamity fortune? that's crazy unlike the map however, the mapping is pretty solid I'd say but obviously nothing crazy in ways this is mapped too safely, particularly in regard to how emphasis is handled for example 00:19:822 (4,5) - is the peak of these pitches right before the transition 00:20:572 (1,2,3,4,5) - , but ultimately spacing sliders like this is really basic gameplay and doesn't do much to indicate the progression that has already happened the same can be said when you compare 00:15:022 (4,5,6) - to 00:13:822 (3,4,5,6,7,8) - or how in this section 00:27:772 - the gameplay kindof boils down to fast-slow-fast-slow, arranges don't separate different emphasis ideas all that well 01:50:872 (1,1,2,1,2,3) - stands out as being too simplified for its own good, even in context more would be possible for patterning and rhythm in general even for a simple approach this misses the mark for me, it's a sound attempt but I'd love for y'all to have tried a bit harder
28 RU team Ephemeral Elderberry Yak 0.610-0.399-0.208-0.471 -0.468

Russia slot already taken by bloom (#5) — passed down.

Song: LeaF — Calamity Fortune

JudgeExp /45Cre /45Imp /10Raw
Ascended 35 35 6 76
Ascended: - very vanilla map and it does have some pretty solid cohesion overall and i think the mappers Can map - however i feel this map strongly gets overshadowed by many other entries that do implement a core identity to the map to make themselves stand out (especially in the setting of obwc where it can be cutthroat in the single elim format)
ktgster 22 21 3 46
ktgster: The map lacks a sense of spacing correlation with the song with calmer sections having full screen jumps to them, (00:04:072 (3,1) ) intense sections that have decreasing spacing (01:10:822 (1,2,3,4,5,6,7,8,9,10,1)) and some patterns like 00:30:172 (1,2,3,1,2,3) being outlandishly crazy hard for just the beginning. The breakcore section (00:57:772) has these decelerating streams on parts of the song where the song is increasing in pitch so you're basically mapping more intensively on calmer sections and vice versa. There are some cute ideas being done but I don't think they were executed that well and felt like a mish mash of patterns overall.
NekroMan4ik 25 30 5 60
NekroMan4ik: this map looks like something I could've like a lot, but my impression of this map is "too overdone for this style" since some spacings like 00:30:172 (1,2,3,1,2,3,1) - , 00:31:372 (1,2,3,4,5) - , 00:33:922 (1,2,3,1,2,3,1) - , 00:35:197 (1,2) - etc. and some mapping choices honestly feel too overdone, and ar 9 makes the map feel more cramped than it actually is
yaspo 17 27 3 47
yaspo: I think the map starts out rather neatly, with the slight undermapped rhythm of 00:12:172 - working well with AR9 but then other mappers seem to have very different ideas, which quickly turns the entry incoherent 00:27:772 - is quite a lot denser in the map, which is really felt in not just rhythm but also reading, let alone the added difficulty of the huge 1/4 jumps and 3/8 sliders so we end up with a section that's thematic musically but completely different mapping-wise smaller choices also don't really add up like 00:27:772 (1,2) - into 00:28:222 (3,4) - makes sense for the pitch shift but then immediately after 00:28:972 (1,2,3,4) - the same pattern is used even though it's a melodic pair here and then 00:30:172 (1,2,3,1,2,3) - just kinda pops off for no discernable reason 01:47:572 (1,2,1,2) - this rhythm choice later on also just confounds me and this disparity in both approach and execution exists all through the map, so it's really hard to appreciate it as a whole did quite like some individual patterns like 01:18:022 (1,2,3,4,1,2,1,1) - 01:27:922 (1,2,3,1,2,1,1,2,1,1) - 00:07:222 (1,2,1,2,3,4,5,6,7,8) -
29 PH circle_man49 Sycophantic Leek Wombat -1.122-0.2430.0270.606 -0.732

Song: LeaF — Calamity Fortune

JudgeExp /45Cre /45Imp /10Raw
Ascended 17 13 3 33
Ascended: - i mean its kind of just a basic map and it doesn't really stand out; just feels like it was meant to be a hard map - some sections also come across as amateur-ish like 01:16:972 -'s execution of their patterning and movement overall being sporadic, and 01:51:772 - throwing the ideas established in the first part of the section in favor of "random bs go"
ktgster 24 22 3 49
ktgster: There are a lot of odd patterning choices in the map that don't fit their respective impact throughout the map. Stuff like 00:15:772 (3) not being spaced out or patterns like 00:37:072 (1,2,1,2) being extremely spaced are not impactful enough or are too impactful compared to the song. Rhythm choices arent great either with 1/8 slider streams being tacked on like 01:59:572 (1,1,1,1,1,1) or how the entire breakcore section (00:57:772) has odd rhythm choices that makes the mapper not know what they were trying to map to. The last third does have some interesting ideas but I didn't like how patterns like 01:43:972 (4,5,6,7) end up being too different from the other variations done earlier in the map.
NekroMan4ik 30 27 6 63
NekroMan4ik: ok map and I can see what you were going for with it, but it feels all over the place difficulty-wise. the breakcore section is way too intense, some notable patterns like 00:09:772 (1,2,3,4,1) - , 00:34:972 (1,2,3,4,1,1,2) - which reduces the contrast. then even within the sections the movement doesn't capture all the nuances of the song, which makes it unclear what you're actually following
yaspo 28 34 7 69
yaspo: feel like every section has a bit of its own take on the song compared to other entries, which is nice 00:12:172 - in particular has this half/half split for playfield usage which is a nice thing to go for in its own right it does come at the cost of emphasis a bit though in the left/right part are rather clumped, making it hard to tell the difference between 00:13:372 (3,4,1,2) - and 00:15:772 (3,4,5) - gameplay wise despite the musical difference similarly 00:28:222 (3,4) - could've used more spacing like 00:30:622 (3,4) - etc 00:57:772 - intentional or not, this section wanders at the edges of the playfield a lot which is honestly pretty fitting for how much less downbeat emphasis it has in the song 01:44:572 (1,1,2,1,2) - surprisingly these are rather rare across entries despite being a very intuitive approach 01:43:972 (4,5,6,7) - is unique too but feels out of place within all the other ideas, and the slider end to head spacing briefly bombs intensity here 01:50:572 (1,2,3,4,1,2,3,1,2,3) - mapping this with circles is kinda based too, but could use more of a progression type thing within so overall like, actually kinda neat stuff under the hood but execution is at times not ideal
30 IT Capitan Findus Esoteric Okra Quokka -1.1220.017-0.0520.313 -0.844

Song: John Grant — Highway Hustler

JudgeExp /45Cre /45Imp /10Raw
Ascended 17 13 3 33
Ascended: - 00:18:489 (4,1) - weird jump - decent colorhax - hs are eh - feel like you had a solid map up until it fell apart starting at 00:17:248 - where it then kinda just went random bs go - nothing in partiuclar sticks out to me as interesting tbh its really hard to advocate for a map if i cant find something that really really sticks out amongst the sea of entries - 01:10:214 - this section is a crazy spike for what is basically a minimal change from before; which kinda sucks cuz i really do like this section over the others but how the map overall handles things it makes this feel like a spike - this is also a nice section 01:23:455 -
ktgster 26 24 4 54
ktgster: It's okay. Rhythm is mostly fine but some choices done like 00:45:386 (1,2,3,4) and 01:11:869 (1,2,1,2,1,2,1,2) seem to do their own thing instead of following the melody. The last third after 01:49:938 is a bit worse than what was shown in the first half with these awkward 1/8 sliders like 01:50:145 (2) or 01:54:179 (2,2) where they feel tacked on. Also the slider designs are worse overall in this section. Not much else to say otherwise.
NekroMan4ik 30 26 6 62
NekroMan4ik: ok some stuff is like playfield usage in 01:10:214 - 01:23:455 , 01:23:455 - 01:36:696 and the 0000000000 sliders at the 65% is very cool, but besides that the map doesn't have anything really memorable. I guess it's because the song doesn't offer anything particularly interesting in the other parts but it's kinda one of the points of mapping contests to demonstrate creativity
yaspo 32 25 6 63
yaspo: at times this entry really suffers from what I call stacking disease, where the frequency of stacks feels high out of it being a convenient placement option rather than it benefiting the map 00:11:041 (1,2,3,4) - these and so on I can get into if you handle this as an introductury section and want to make the slider motions stand out, but feels weird with the first section already covering basic alt style 00:04:834 (1,2,3,4,5) - then in places like 00:37:524 (3,4) - it feels like the rotational ideas could be so much more expressive you used a circle jump to reinforce the direction change but stacks get over-used to the point where this transition 00:46:834 (1,2,1,2,3,4,1,2) - feels rather nothing-burger it's not all that necessary for progression either, the next section uses higher spacing by default I also dislike these sections 00:23:869 - 01:43:317 - , they just feel too passive for what the background layer really provides all that said, the entry is quite consistent within itself, only the rather difficult solo bit really breaks the mold but that's a good thing I definitely like these consistent diagonal into diagonal setups 00:43:731 (1,2,3,4,5,1,2,3,4,5,6,1,2,3,4,5,6,7,8) - that give a point of recurrence to a unique rhythm so overall it's like, pretty decent but do think a few better choices could be made in regards to active expression
31 CH Röstigraben Diffident Kumquat Kangaroo -0.2360.277-0.208-0.765 -0.932

Song: LeaF — Calamity Fortune

JudgeExp /45Cre /45Imp /10Raw
Ascended 27 23 5 55
Ascended: - nice colorhax - there are some nice patterns here and there with like 00:37:372 -'s section, 00:46:972 (1,1) - , but i think this map comes across as really basic since there is nothing that really catches my eye, and just serves as a very inoffensive map - happy you didnt make the breakcore section a gigaspike like the other sections - i think the organization of some patterns are also kind of suboptimal since it does have a hard time of making a "cohesive" picture of what the map entails
ktgster 27 27 5 59
ktgster: Map is pretty solid in design. Object placement are consistent with each other and is well organized. The rhythm is not so great as patterns like 00:05:572 (1,2) and 00:42:772 (1,2) start making up their own rhythms or that this slider 00:33:472 (5) is extended beyond an active sound here. The breakcore section (00:57:772) suffers from this the most with the buzz sliders being both wrongly placed and ignoring some buzz's.
NekroMan4ik 30 25 5 60
NekroMan4ik: ok map, not very creative though, only part that stood out ot me is 00:55:372 - 01:07:297 the way it's structured, other than that it's just a solid modern tech ranked map, doesn't have the "woah" factor for me to rate it high
yaspo 20 17 4 41
yaspo: one main issue I have with this entry is how low the pattern variety feels at times I think it's most apparant here 01:42:172 - where it's like emphasize the downbeat pitch with a slider of this type design 01:42:172 (1) - , then follow up with 2 kick slider pairings 01:42:772 (1,2,1,1) - , and manage the transition with the same type of design just different rhythm 01:45:772 (1,2,1,1,2,3,1) - which I could be fine with if it was isolated to a section but then patterns like 01:27:772 (1,2,1,1,1,1,1,1) - are mapped pretty much the same way for the very different purpose of matching these accelerating buzz sounds and the intro as well 00:04:972 (1,2,1,1,1,2,1,1) - the other main issue is mainly just disrespecting spacing in different ways for the sake of patterning leading of with 00:02:797 (2,3,1,2) - but then 00:04:972 (1,2,1,2) - seems a bit odd at the end section 01:42:172 (1,2,1) - these spacings are kinda massive, could work but then clumping these 01:44:572 (1,2,1) - together so much doesn't really work too well imo this passive rhythm 01:46:972 (1,2) - choice also makes little sense with those spacings in this section 00:12:172 - it's more so on the side that a lot of this slider play gets cut short due to the low spacing of following objects, like 00:18:397 (2,1) - has a very different gameplay impact from 00:19:597 (2,1) - which affects emphasis as well as some cool patterns kinda being cramped, this downwards moving pattern 00:15:622 (3,1,2,1,2) - could've been somewhere else on the playfield for more breathing room, this back and forth 00:20:572 (1,1,1,1) - could be really solid contrast but it's just so not notable at this level of spacing so all in all on this entry I feel like style kindof gets in the way of mapping
32 CN genshin nb Mendacious Guava Pangolin -0.477-0.763-0.8340.802 -1.273

China slot already taken by Endministrator (#10) — passed down.

Song: LeaF — Calamity Fortune

JudgeExp /45Cre /45Imp /10Raw
Ascended 25 19 5 49
Ascended: - i think the mappers could make a Good Map and theres good patterns but i just think its very basic overall - nothing to really strongly connect the map together as a whole - also some weird rhythm execution here and there like with 00:34:972 (1,1,1) - for example
ktgster 20 16 3 39
ktgster: It's okay. The breakcore section (00:57:772) doesn't map the buzz's in the right place which is causing some of your sliders like 01:04:297 (6) to land its slider ends on an active sound. Not sure why there is a stream at this section 01:46:972 (1,2,3,4,1,2,3,4,1) and the last part of the climax (01:56:572) is just a zigzag stream which is a bit weak compared to the rest of the map. There's not much else to say since the map doesn't really do a lot to surprise me.
NekroMan4ik 22 25 5 52
NekroMan4ik: the entry is solid and not bad overall, but it is rather inconsistent with the ideas and style, the stylistic difference between the collabers is pretty noticeable here (to me at least) which kinda spoils the impression of the entry
yaspo 33 33 7 73
yaspo: pretty interesting entry in that there's a very explicit alternation of mappers within sections without it really feeling all too incohesive thanks too a more ABAB type of approach it's most obvious near the end where there's a clear A 01:42:172 (1,2,3,4,1) - and a clear B 01:43:372 (1,2,3,4,5,6,7) - that then repeats with A 01:51:772 (1,2,3,4,1) - and B 01:52:972 (1,2,3,4,1,2,3) - it takes more effort to organize it like this but it also helps convert collab madness into variety there's a decent amount of ideas that I like don't know if intentional, but the pause and go here 00:13:822 (1,2,1,2) - matches really well with the triples 00:15:022 (1,2,3,1,2,3,1,2,3) - which broadly do a similar thing, and then 00:19:672 (3,1,2,1,2,1) - also feels like an expansion of the same thing 00:37:372 - being mapped with a lot of 1/2 is quite nice as well, the contrast with all the previous stuff is satisfying and 00:38:572 (1,2,3,4,5,1) - stands out well this diagonal cut through 01:50:572 (1,2,3,1,2,3,1,1,2,1,1) - is also slick the only thing i distinctly dislike is this bit 00:27:772 - , the movement is way too simplified compared to the rest of the difficulty, which misrepresents the intensity but yeah overall decently solid, not stellar but it definitely works
33 JP rrtyui fanboys Inimical Leek Flamingo 0.570-0.139-0.600-1.108 -1.277

Song: LeaF — Calamity Fortune

JudgeExp /45Cre /45Imp /10Raw
Ascended 38 32 5 75
Ascended: - colorhax is alright - theres some very nice patterns and themes built upon throughout the map but there isnt really anything that unifies the map to the best it possibly can for something that should be obwc caliber - like you have the planet 02:10:972 (1,1) - and you have some pretty strong patterns like the geometrical sliders and patterns like 01:27:772 (1,1,2,3,1,2,3,1,2,1) - that progress showing that you Can make a good map, but there isn't any strong connective tissue that holds it together
ktgster 23 24 4 51
ktgster: Not a big fan with how the breakcore section (00:57:772) was mapped. The buzz sliders didn't seem to land on where buzz's were happening and the patterning and with how broken the streams were, it made it extremely difficult to play this section. Some rhythm choices were also odd like completely not mapping the two notes here (00:27:922) or how the 1/6 was ignored here (01:43:822). I like some of the ideas done such as the star pattern buildup like 01:39:772 (1,1,2,1,2,1,2) or this slider 01:41:797 (1,2) but a lot of other patterns in this map could be better executed.
NekroMan4ik 28 22 5 55
NekroMan4ik: fine map, although I feel like 00:57:772 - could tone down on the movement for better intensity representation in the song and consistency with 01:07:372 - which is way more easier movement-wise
yaspo 16 15 3 34
yaspo: 00:50:572 (1) - you tried™ it's honestly a fair statement on most of the map, it's very much like you all tried making something out of the song but it struggles to really stick very often the combination of cramped arranges and not really being sure of what you want to emphasize or how leads to the entry not having a lot of sticking power, even if it has a lot of fancy looking sliders individually I would for example recommend against stuff like 01:45:772 (1,2) - the loopy slider doesn't really come into full effect 01:54:172 (1,2,1,1) - putting everything on top of each other here dulls gameplay 00:27:772 (1,2,1,2) - similar to ^ but with the addition of svs not really going along pitch well etc. do think the back and forth triples in places have potential, and generally appreciate the effort
34 AR Almendra Clandestine Rambutan Manatee 0.530-1.5960.653-1.010 -1.423

Argentina slot already taken by Napping team (#16) — passed down.

Song: LeaF — Calamity Fortune

JudgeExp /45Cre /45Imp /10Raw
Ascended 35 33 6 74
Ascended: - ah the classic star motif - i think there are nice parts here and there like 00:19:372 (1,2,1,2,3,1,1,1,1,1,2,1,2,1,1) - - but i also get some feeling of identity confusion with inconsistencies like 00:10:972 (1,1,1,1) - vs 00:36:172 (1,1,1,1) - - very avalon-core
ktgster 9 13 1 23
ktgster: The map seems really messy overall without a clear idea of what it wants to try to do. It starts off okay until the broken streams start coming in at 00:37:522 (2,3,4,5,1,2,3,4,1,2,3,4,5,6) that feel randomly placed and happens throughout the map. The breakcore section (00:57:772) is incredibly overmapped with the usage of 1/16 reverses with some sliders like 01:00:172 (1) being used to map sounds that should be active. Also the section tries to map the buzz's some times and some times not? Lastly, the last third of the map maps the main melody incorrectly with these objects like 01:42:772 (2,1,1) sliding over an active sound for some reason?
NekroMan4ik 33 31 7 71
NekroMan4ik: another star themed map; I quite like it but I wish the map's theme was represented in a more obvious way/more consistently since I felt like after around the 40s you forgot about it and only remembered about it in the chorus, such missed potential
yaspo 16 18 2 36
yaspo: this entry seems to approach a HSV sort of style but falls into a few of the pitfalls that can have imo mainly, object placements at times seem rather cramped rather than using the playfield more broadly, which on one hand limits options within the style, on the other hand limits expression of sliders for example stuff like 00:12:172 (1,2,3,1,2) - 00:18:172 (1,2,1,2,3) - the player doesn't have to move with varying enough intensity for emphasis to be felt while overlaps like this 00:14:572 (1,1) - are visually a bit awkward, visual distance not clean 00:15:022 (1,3) - , etc 01:45:772 (1,2,3,4,5,1,2) - this pattern has a very obvious downwards trend but the 1/4 spacings are larger than ever before to accommodate the general shape which feels backwards rhythmically, whether to map the double rhythms or not is sometimes a bit random, considering 01:44:722 (1,2,3) - and 01:48:397 (2,3) - existing compared to all the times it's left passive around it I also don't think putting 1/16 reverses in the middle of 200bpm streams is wise really for a large part this entry feels like it ends up like it's in an execution limbo in approaching a certain style but inherits the downsides of both failing and succeeding at it
35 PL ⸻⸻⸻⸻⸻⸻⸻⸻Collab Abstruse Mangosteen Uakari -1.525-0.6070.4180.215 -1.500

Poland slot already taken by Czterej pancerni i goy (#11) — passed down.

Song: LeaF — Calamity Fortune

JudgeExp /45Cre /45Imp /10Raw
Ascended 10 11 2 23
Ascended: - map is really basic and inoffensive and itd get ranked no problem id imagine - however for obwc, maps really need to above and beyond and i dont really see anything in this map thats very very outstanding - movement, patterning, hitsounding, etc are all very simple - rhythm also feels very uniformly dense overall so things just kinda blend together - i do appreciate you didnt make the breakcore section a gungaspike tho unlike other entries which make them really really overbearing
ktgster 22 17 3 42
ktgster: Not liking the rhythm choices done in the map. Some sections like 00:29:722 (2) ignore the main melody, and other sections like 00:43:372 (6,1) have odd interpretation in how they mapped it. The breakcore section, 00:57:772 has some really weird rhythm choices that make the map feel stunted and awkward to play. Not much else to say since there aren't other noteworthy sections that stand out. I did like each section using their respective colorhaxing though.
NekroMan4ik 34 28 6 68
NekroMan4ik: this map doesn't do anything crazy but I actually quite like it. the green sections seem a bit pale in comparison imo, but I really like the breakcore part, teh build up and the blue parts
yaspo 30 25 6 61
yaspo: 00:27:922 - found this section rather interesting because, relatively speaking, the constant crossing of the playfield with sharp turns on the edges is a bit of a unique contrast for this section without feeling out of place the rest is quite rankable but feels a bit like it's mostly just mapping the rhythm in a familiar style, especially the green sections are neat but not much beyond the red section is much like this one the brown sections are a bit funny because they keep bringing rotating square type patterns 00:26:572 (1,2,3,4,5,6,7,8,1,2,3,4) - 00:49:372 (1,2,3,4,5) - 01:30:772 (1,2,3,4,5) - 01:37:372 (1,2,3,4) - but it falls just short of feeling any kind of thematic, even though the song is full of increasing and decreasing pitch moments so overall I feel like the mapping is decent but lacks more intentional ideas as opposed to just mapping
36 CA Osu Larpors 2 Fastidious Rutabaga X-ray Tetra 0.046-1.700-0.2860.215 -1.725

Song: Annabel — helical symmetry

JudgeExp /45Cre /45Imp /10Raw
Ascended 30 25 7 62
Ascended: - while this map does to me feel more difficult than what id imagine the song would support, i think it handles the difficulty curve and playing experience quite effectively - however even still i think there was a lot of untapped potential in that the map still feels really basic with its patterns and doesn't stick out in particular, which i think is especially important if this team is expecting to make it far into obwc where you need to pump out banger after banger
ktgster 8 12 1 21
ktgster: Hitsounding seems incomplete with a good 70% of the map missing them. The map seems disorganized with this section at 00:39:526 and 01:42:477 being really intense to play with high SV's and big 1/8 slider jump gaps on a build-up section. Yet the actual guitar section at 01:58:214 that would justify said intensity is weaker. The last section at 03:16:903 add these odd 1/8 sliders like 03:21:698 (4) or 03:24:649 (7) or 03:27:968 (4,5) which aren't particularly emphasizing anything of importance as it feels randomly placed. Overall, the map lacks consistency in many places with similar sections using very different SV's so its difficult to tell what is being represented per slider.
NekroMan4ik 30 24 5 59
NekroMan4ik: hitsounds hello? got mixed impression of this map, I think I know where the collab parts split, but also at the same time the map feels generally too same-y gameplay and mapping wise; 03:16:903 - this section specifically is too hectic, I guess in some way it's justified by the song but in this case it makes this section feel less coherent with the rest of the map
yaspo 30 25 6 61
yaspo: falls into a bit of a spectacle mapping trap honestly for a large part referring to 00:40:878 (1,1,1,1,1) - 00:43:829 (2,3,4,5,6) - etc which make the background layer seem like a massive deal when they're not all that in reality on the flipside the vocal emphasis that was intended feels less important because so much attention is drawn elsewhere for me the handling of the earlier parts is actually more interesting with 00:23:788 (1,2) - 00:27:722 (1,2) - etc creating a very sharp feeling, compared to most of the other entries that go for something more flow-y it's very different but absolutely a valid approach I do think the map recovers quite a bit in the second half but then structurally it's a bit like .. it didn't commit to the bit that shouldn't have been there so yeah, this could've been solid or better if not for the earlier parts, now my opinion on it is kinda middling
37 PE Juntos por el Perú Prodigal Fig Kangaroo -1.0410.381-0.365-0.716 -1.741

Song: LeaF — Calamity Fortune

JudgeExp /45Cre /45Imp /10Raw
Ascended 18 13 4 35
Ascended: - its a nice map but i don't really take anything away from this strongly, meaning that i can't really make a sense of the unifying idea that the map is going for other than existing as a "hard map", and making it rather difficult for it to stand out amongst the rest of the entries - also some times where i feel the rhythm is ???? like with 00:16:972 (1) - 00:18:172 (1) - 00:19:372 (1) -
ktgster 27 28 6 61
ktgster: It's okay. Rhythms could use more work with patterns like 00:05:272 (5,1,1) having off rhythm or 00:16:972 (1) and 00:29:422 (4,5,6) skipping over the main melody. There's also a 1/6 slider missnap here at 00:57:222 (1) and parts of the last third of the song miss the 1/6's, including 01:43:822 (3,4,5), 01:46:222 (4,5,6), and 01:58:222 (1,2,3). The breakcore section at 00:57:772 is also messy with streams having arbitrary spacing changes that are clumped up and hard to read. The map also tries to map the buzz's with 1/8 sliders but miss out a majority of them too making it feel like it is randomly placed.
NekroMan4ik 28 24 6 58
NekroMan4ik: an okay map, it definitely has some bright moments like 00:16:972 (1) - , 00:18:172 (1) - , 00:19:372 (1) - this slider rhythm that was a bit unexpected to see here, but overly it felt like a regular ranked map than something made specifically for contest, would be great if it had more ideas put in it rather than just mapping the song
yaspo 20 17 5 42
yaspo: mainly getting the vibe here that different mappers have rather different levels of comfort with the same visual-distance oriented style I think 01:42:172 - is pretty decent, with the downbeat slowdowns into 1/4 sliders climbing alongside the melody, eventually breaking the mold with this back and forth 01:45:772 (1,2,3,4,5,6,7) - it fits well and visually it makes sense then 01:51:772 - executes the same ideas but only kinda 01:52:672 (4,5) - 01:54:772 (1,2) - make the arranges feel a lot more cramped and stuff like 01:52:972 (1,2,3) - becomes rather awkward to execute on repeat 01:55:372 (1,2,3,4,5,6,1,2) - just doesn't carry the same impact similarly here 00:27:772 - patterns kindof only build around themselves, which dilutes the emphasis of changes within them but also feels rather underwhelming after 00:12:172 (1,2,3,4,1,2,3) - moving around the playfield a lot more so having these types of things next to each other tends to make the entry rather dissonant within itself, which hurts the overal cohesion and how effective each mapper's expression ends up actually being 01:21:772 - mapping this section like one long stream with accel/decel is surprisingly uncommon, so good job here
38 CO Haters de la Changüa Sycophantic Rambutan Jaguar -0.276-0.659-1.852-0.373 -3.161

Song: John Grant — Highway Hustler

JudgeExp /45Cre /45Imp /10Raw
Ascended 30 20 4 54
Ascended: - map just gives vibes of an inoffensive small circle size map tbh i don't really take much away from this map - there are some nice sections like 01:03:593 - , but ultimately this map will get overshadowed by other maps submitted here imo - the small cs is handled pretty effectively i'd say, but it does fall flat in just being very basic
ktgster 19 18 4 41
ktgster: It's okay. Map is a bit disorganized with its low impact circle spacing like 00:20:765 (2,3,4,1,2,3) when it was more spaced before or 00:39:386 (1,2,1,2) where the spacing could have been increased to better represent the wind pipes. Rhythm choices are also strange with a nonexistent 1/6 stream at 00:55:731 (2,1,1,1,1,1,1,1) and the 1/8's like 00:22:420 (1,2) and 00:26:869 (2,3,4) do exist in the song but they're barely hearable and detract away from representing the song here despite there being actual 1/8s you could have mapped but didn't like 01:48:903 (1,2).
NekroMan4ik 20 16 3 39
NekroMan4ik: if I'm being completely honest this map is very basic and I don't see any interesting ideas behind it. it's good for ranked, but unfortunately this is pretty much all I can say about it. one small suggestion I can give to slightly improve it is to pay attention to the hitsounding, it feels pretty weird when the snares and the instrumental is hitsounded, but the kicks are often ignored for some reason
yaspo 25 18 6 49
yaspo: every part has like its own identity, which is fine but I also end up finding stuff I find flawed in each of them the intro section 00:10:627 - threw me a bit of a curveball, it has so much variety in regards to how to handle this tune 00:11:041 (1,2,3,4) - that it sets up scary expectations for the rest of the map variation is nice up to a certain point where it's not clear what you're actually aiming to do with the map luckily the rest of the map is a bit more consistent with its ideas 00:38:662 (1,2) - 00:40:007 (2,3,4,1) - 00:42:904 (1,2,3) - the use of these spacings is kinda cool, the slider slowdown fits really well and the change keeps it groovy just that for 00:46:524 (1,2,3,4,1) - it doesn't fit as well given it interrupts the build-up of intensity 00:45:283 (1,2,3,1,2) - 00:49:111 (3,4,1,2,3) - and here it just feels spammy do quite enjoy how the section always breaks in and out of certain parts of playfield alongside musical phrases, fits the smaller cs well 01:10:524 - I take issue with because the design has too much overlap with the part before, where the melodic percussion wasn't present yet, so it lacks in new expression and honestly also intensity 01:49:938 - this section mostly is just 1/4 sliders with the occasional 1/4 jump which ends up with patterns like 01:55:731 (1,2,3) - or 02:00:593 (1,2,3,4,5,6) - not really being distinct based on their place in the music it's an okay entry, but just like the intro there's always these small moments where I'd have liked to see a more clear aim for the map
39 VN anh do mixi phung Obsequious Bok Choy Axolotl -1.364-1.2840.575-1.255 -3.327

Song: LeaF — Calamity Fortune

JudgeExp /45Cre /45Imp /10Raw
Ascended 15 10 2 27
Ascended: - map is rather basic id say altho i think the mappers can at least make a decent map in this case - i feel cohesion seems to be rather all over the place
ktgster 16 12 1 29
ktgster: Map seems rushed out with AIMod complaints with multiple note stacks and wrong unintentional snaps like 00:46:034 (3). Rhythm's are very off with a crazy 1/6 burst here 00:11:872 (1,2,3,4,5,6) for some reason, poor emphasis with the sliderend ending on an active sound (00:36:172 (1,2)), and mapping 01:46:072 (3,1) as a 1/2 instead of 1/6 or even 1/4. The breakcore section at 00:57:772 also have these extended sliders 01:00:172 (1,1) which ignore the main melody (and the whole breakcore part too). Patterns as a whole are also messily place in general.
NekroMan4ik 34 30 6 70
NekroMan4ik: got better over time for me, nice map. some sections like 00:58:072 - 01:21:772 and the chorus utilize the slider shapes very well. 02:01:372 - this section is really intense for nothing though which spoiled my overall impression
yaspo 15 12 4 31
yaspo: it's not a bad attempt but one trait that often gives away inexperienced mappers is where they place the next object in related to the one they just mapped: usually right next to the last one and this map is a lot like that from the very start 00:12:172 - if we loosely follow the chain of objects it's quickly obvious that it's all very linear and this can work sometimes, but in this case it really undermines the SV usage a slider like 00:14:572 (1) - may be fast, but players read SV based on the next objects, so in actuality they're playing at the speed they need to move at to hit the next circle -- far slower than what was intended arranges like 01:42:772 (1,2,1,2) - are already quite an evolution away from this problem, thinking in a pattern rather than from object to object so it's nice, would've loved to see more of that on a very basic level I also like these rhythms 00:58:072 (1,1) - , they happen to be a bit of a unique take on this section that still fits and I also appreciate y'all kept it cool and didn't throw another 8 star map at me, a bit of self control goes a long way lol
40 MY bege ramly Abstruse Guava Capybara -1.203-0.659-0.600-1.010 -3.471

Song: Annabel — helical symmetry

JudgeExp /45Cre /45Imp /10Raw
Ascended 16 13 2 31
Ascended: - i actually like the tag/bezier slider theme overall but some sections just feel very filler asides from those parts, like with 01:09:034 - to 01:41:862 - - the wub hitsounds also are rather intrusive and unfitting
ktgster 17 21 3 41
ktgster: The map lacks a lot of structure without following a consistent idea throughout the map. The guitar solo section 01:58:214 is especially eggregious with how the sliders are designed and how the circles being placed feel really random. I also dislike the use of hitsounds on sliders like 00:23:788 (1) or 01:29:444 (2) as I felt that they were forcibly designed like that with the hitsound in mind and not the song. There's not much else being done in the map so I cannot rate this highly.
NekroMan4ik 27 24 4 55
NekroMan4ik: solid entry, but probably just a nice ranked at most. this map isn't bad by any means, but I've seen such mapping too many times on this kind of songs, so nothing really clicks in my head anymore when I see it. now to actual criticism: 02:45:427 - this part doesn't feel coherent with the rest of the map because you're going for simple straight sliders despite the rest of the map is built on the fluid ""modern"" motion thingy, which makes it feel too different with the rest of the map, even if it was done on purpose for the abrupt vocals
yaspo 18 15 3 36
yaspo: think one thing this entry struggles with more generally is layering rhythms eg. we end up with sections like 01:42:477 - that feel rather passive (01:47:763 (1,2,1,1) - ) despite having a more dense background track eg. 00:23:788 - wants to open up rather boldly with the thick sliders but then feels like it struggles to incoorporate vocals in a way that feels consistent which are things that alongside the large difficulty spike at the solo and beyond make the map feel not very coherent the collab split is pretty clear so I can respect each mapper bringing their own ideas, but ultimately they mostly exist on their own which makes the whole not feel that creativity
41 US take2 Prodigal Daikon Radish Echidna 0.530-2.064-0.443-1.695 -3.672

United States slot already taken by WFART (#15) — passed down.

Song: LeaF — Calamity Fortune

JudgeExp /45Cre /45Imp /10Raw
Ascended 38 30 6 74
Ascended: - kinda like another map among this cohort the expertise is relatively prelevant, and i think this group of mappers have a lot of potential and ability to make good maps as there is very obvious cohesion across the mappers and ability to execute (i got vibes of schizo mapping lol) - however, i think this group can definitely refine this more and make it stand out more if they gave it a more stronger "story"/theme, and for obwc you really need to make sure you go above and beyond else be eliminated from this single elim format. - there are also a good amount of nice stand out moments like with 00:57:772 - - 02:01:372 (1) - thats the loop of henle
ktgster 8 5 1 14
ktgster: Not sure where to begin with this map. There are overmapped parts with placed objects that do not exist in the song (00:11:459 (1)), incoherent structures with poorly done NC's (00:34:672 (1,1,1,2,3,1)), and many inconsistent parts within each section of the map. The kiai is the best part of the map but even that section has the same issues listed before. Objects place don't have a sense of logic to them and an entire buildup section (01:39:809) got replaced with spinner spam.
NekroMan4ik 29 24 4 57
NekroMan4ik: it definitely has some ideas, but this map generally follows the song too loosely and relies too heavily on sliders and how they look in the editor, rather than how they are supposed to play, which is still important to consider even in the mapping contests imo
yaspo 10 10 2 22
yaspo: 01:16:972 (1) - this reverse by itself makes me hear this sound as "oooooooooh" like you're waving in a soccer stadium gm while this entry comes across like it has a lot going on in reality it doesn't really feel that way it's mainly that there's so much change from one musical phrase to the next that it's hard to tell what the mappers wanted to emphasize and how eg. 01:42:172 (1,2,3,1,1,2,3,1,2,1,2,1,2,3,4,1,2) - is fairly low sv and centered on itself, then immediately after higher sv rotational ideas 01:44:797 (2,3,1,1) - start cropping up, for it to be followed by circle-heavy patterning with wide angles 01:47:272 (2,3,4,5,6,1,1,1,2,3,1,2,3,4,1,2,3) - .. only for the next bit to open up with 01:51:772 (1,2,1,2,3,1,1,2) - eg. on a section basis 00:12:172 - is quite active with its rhythm but then 00:27:772 - is almost slider-only so overall there is little semblance of intent, let alone the cohesion of sharing such intent
42 GB Big Bozos Acerbic Jicama Red Panda -1.4850.069-2.009-0.275 -3.700

United Kingdom slot already taken by Team Udder (#14) — passed down.

Song: John Grant — Highway Hustler

JudgeExp /45Cre /45Imp /10Raw
Ascended 12 10 2 24
Ascended: - i mean its just a really basic alt map that doesnt really stand out - there are some nice patterns here and there but there is nothing that is really interesting or unique that defines this map and is very likely to get overshadowed by other potential maps that can be found here - like i think you could have really played into this circle slider thing you were going for at the start 00:04:007 (1) - 00:08:972 (1,5) - but then yall just dropped it and went full alt and its like ???? - theres also some weird execution moments like the rhythm choice on 00:45:593 (2,3,4,5,6,7,1) - and the movement is just all over - ultimately i i think the group needs to step back and reflect on what is the connective tissue that should hold the map together such that it can stand out
ktgster 29 21 5 55
ktgster: It's a pretty standard map. The standout here is the 1/8 triples and while they're okay, I feel they hurt the map more with how it disrupts the movement by making you pause and mash. Not all "1/8's" are being mapped which is a bit annoying. Outside of the 1/8's, the map doesn't have a lot going on that is interesting enough to point out. It is fun to play though.
NekroMan4ik 23 11 3 37
NekroMan4ik: it's a fine map, but average at most. other than 00:04:007 (1) - , 00:08:972 (1) - , 00:09:800 (5) - the map didn't stand out to me in any way. I also want to nitpick the patterning since it felt cramped to me due to many overlaps and the ar that feels a bit low at this object density which spoiled the impression
yaspo 25 20 6 51
yaspo: hell yeah saxophone zigzags this map is one groovy pattern after another and rather fun to play through but I unfortunately have to approach this as a contest judge as well and from that angle there's not much to tie the map together other than difficulty balance, basic re-use of extended slider ideas and an additive triples ideas all the other stuff more or less just happens only other thing I can note is to watch slider spacing a bit more carefully at times, most obvious example is 02:13:627 (5,6,7) - where you max out SV within the map but put the sliders like right next to each other, so the intensity does not actually translate
43 KR GuGuGaGa Rancorous Broccolini Narwhal -1.323-0.503-0.600-1.304 -3.730

Song: John Grant — Highway Hustler

JudgeExp /45Cre /45Imp /10Raw
Ascended 14 12 2 28
Ascended: - kinda just a very basic alt map tbh - nothing in particular really stands out to me and i think there was a lot of untapped potential that couldve been used, especially for an entry being submitted to obwc
ktgster 21 22 1 44
ktgster: Not sure what this map is trying to do. There are alot of doubles splashed in throughout the map that are just not in the song. As a way to apply emphasis, it also does a poor job of it with it being used since parts like 00:37:524 (1,2,3) get emphasized but not here 00:43:679 (1,2) or there 00:47:041 (3,4). Every sound being mapped with a slider also makes your song representation weaker as it implies every sound has similar impact to each other which is not the case. It also makes for a miserable experience to play in combination with the doubles. The map also doesn't expand its ideas beyond what is shown in the first kiai.
NekroMan4ik 28 22 5 55
NekroMan4ik: while I can see the mappers are quite skilled, the map doesn't have the flavour, and the patterning is very repetitive overall. also I feel like movement wasn't accounted for in general because it results in barely any emphasis on the sounds that should be or were meant to be highlighted. despite all that I like the style here, it can definitely see some potential with it
yaspo 10 17 3 30
yaspo: feels a bit overblown in how much of fluff is added to the rhythm it feels like the constant 1/8 sliders and 1/6 doubles combined with fairly linear arranges at times really makes it hard to track how the song was meant to be followed like to give some examples 01:53:041 (3,4,1) - this triple makes sense but then there's dozens others like it 01:53:972 (1,2,3) - 01:58:110 - if we focus on the longer sliders this part makes sense, but then there's giant jumps 01:58:627 (2,1) - in the midst of it 00:55:524 (1,2,3,4,5) - makes sense but is incredibly watered down in context 01:17:869 (1,2,3,1,2,3,1,2,3) - this spacing on 1/6 is a bit extreme; that's a bit 210bpm so unfortunately the way this map just keep pushing things really breaks it for me, even if it does seem consistent within itself
44 VN osu!36vn Taciturn Leek Quokka -0.075-1.232-1.069-1.450 -3.826

Song: LeaF — Calamity Fortune

JudgeExp /45Cre /45Imp /10Raw
Ascended 30 25 4 59
Ascended: - holy spike 01:12:172 - - for map that lacks a lot of the bells and whistles the other maps have (e.g. colorhax and fancier hs), the map does a pretty good job at just being a map overall - altho for obwc you are competeting amongst the best of the best and its really hard for this map to stand out positively amongst the rest without said bells and whistles to establish its identity
ktgster 14 15 1 30
ktgster: There are some interesting ideas like the star stream at 00:26:572 (1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1) or the repeated center star at 00:12:172 (1). The fundamentals of this map are extremely lacking with pattern designs like 00:42:172 (2,3,4,5,6,7,8,9,10,11) that weren't split by NC's and the sliders don't really have a structure they're following. Rhythm also suffers with patterns like 00:01:672 (1,2,3,4,1,2,3,4,1,2,3,4) that are overmapping the section and patterns like this 1/16 burst at 01:37:972 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17) or 02:09:772 (1,2,3,4,5,1,1,2,3,4,5,1,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16) that is just here for some reason (and is not playable), The breakcore section at 00:57:772 has these doubles I'm also not sure what they're trying to be mapped to either.
NekroMan4ik 20 24 5 49
NekroMan4ik: the map suffers from the lack of identity. there are so many different ideas and approaches mashed together from clean and symmetrical mapping in the first 20 seconds, to more messy later on that I kinda just lost the plot. 00:51:772 - this section especially felt too out of place with the rest of the map both stylistically and rhythmically
yaspo 15 10 2 27
yaspo: for a horror movie this is a bit lame :( like I see the 8.96* and am frightened then I get through the early parts and think, ah, I get it, 00:57:772 - is going to be absolutely nuts yet no, not even that what is about to happen ??? .. active 1/8 "jumpscare" mannnnnn I lowkey was excited to see what y'all cooked and then it's just really fast stack that most humans can't play anyway memes aside, this entry doesn't really cook all that much in general the very opening 00:01:372 - seems to hint at some degree of difficulty but then when you get to the actual chorus bits the cursor hardly has to move at all within patterns like 00:12:322 (1,2,3,4,1,2,3,4,1) - or 00:29:122 (1,2,1,2,1,2) - , which guts their ability to express slider motions and SVs and the song those are mapped to relatively speaking 00:31:372 (1,1,1,1,1,2,3,4,1) - does end up being nice so it's not without any good sides but yeah on paper I can appreciate a concept where you map quadrants and then return to the center for these 00:14:422 (1,2,3) - but it's a bit of a nothingburger 00:51:772 - also just undermines the song's build-up completely, it's basically unmapped to my eyes 01:42:772 - the last sections similarly just have incredibly low clicking density, there is more movement but the effect is still rather limited at the end of the day the most fun here is doing the wave 01:16:972 (1) - think the mappers here should work on generally focusing on not just putting patterns down visually but also take into account mechanical gameplay of things, so the player can eventually experience what they intended
45 MX Taco De Carnitas Inchoate Taro Kangaroo -0.4770.537-2.087-2.038 -4.066

Song: LeaF — Calamity Fortune

JudgeExp /45Cre /45Imp /10Raw
Ascended 20 24 5 49
Ascended: - lot of large big fast sliders being used throughout really dilutes the impact they actually have - it especially hurts when you these sliders compromise the rhythm choice like with 00:10:972 (1,2,3) - , making these sounds blend in with whatever other sounds you express with the long sliders - sliders also move relatively uniformly fast, so i'm not feeling a vibe of expressing the song too well
ktgster 26 34 4 64
ktgster: The slider design combined with its SV's are the most noteworthy idea of this map. While cool to look at, patterns in this section (00:12:172) ignore the entire main melody of the song and it sounds more like trying to follow a different song altogether. The map's spacing outside of the sliders also doesn't seem to corrolate with the song either with sections like 00:45:922 (1,2,3,1,2,1,1,2,1) or 01:10:672 (1,2,3,4,5,6,7,8,1,2,3,4,1,2,3,4,5,6,7,8) being generally weak. The map ends up being high SV slider design showcase with a few "normal" looking patterns sprinkled in. Also rhythms are not correct for basically the whole intro, parts of the breakcore section with sliders like 01:07:372 (1) and really bad cuts like 01:02:047 (1,2,3,4,5,6,7) despite the song's melody playing 1/2 here.
NekroMan4ik 12 21 3 36
NekroMan4ik: I don't know, the map feels kinda just like a basic slidershapes gallery, it overall lacks cohesion and structure, and there aren't really any interesting ideas there if I'm breaing brutally honest
yaspo 5 10 0 15
yaspo: errr yeahhh, ill keep it short there's a lot of big moves being played here but they don't really distract from the fact that there's little substance behind them especially early on it's kindof just shape spam, the ending creates some patterns but it's all just Big Intensity and it's not all that creative either, the fireworks kinda just blew up in my face and left me with a concussion :(
46 NZ 🥀🥀🥀 Mercurial Persimmon Saiga Antelope -1.847-1.024-2.557-0.324 -5.751

Song: Annabel — helical symmetry

JudgeExp /45Cre /45Imp /10Raw
Ascended 7 7 1 15
Ascended: - this map sort of forms an identity at the start with its repetition but then it just goes into breakneck speeds of bezier sliders starting at 00:39:526 - - it also throws in these sharper angular sliders all of a sudden at 00:57:231 - which dont really paint a uniform theme i would say - theres also some issues with execution for some sliders, like with 02:49:362 (1,2,3,4,5,6,7) - for instance where the sliderball basically teleports away from the head for the sake of having its shape while keeping the rhythm, which feels like a pretty strong oversight here
ktgster 16 15 3 34
ktgster: The map is okay. General issues are that the circle spacing like 01:29:690 (2,3,4,5) or 01:55:263 (1,2,3,4,1) are really small compared to the sliders in their respective sections. This is especially true on the guitar solo at 01:58:214 with how little snapping or movement you do in here between circles. Rhythm's representation are generally fine but the spacing doesn't correlate well enough that the map is attempting to map something in the song. I also dislike the use of the spinners in the guitar solo with it breaking the pace of the map and it feeling a bit lazy to do even if it kind of fits the song here.
NekroMan4ik 11 17 2 30
NekroMan4ik: funny spinners. overall the map is unpolished and not structutred well. it also generally lacks cool ideas (other than the ninja spinners) and some fancy sliders, but even then those sliders look kinda out of place with the rest of the map stylistically, so yeah :(
yaspo 25 20 5 50
yaspo: one of the lower sr entries here, and on that front I kindof appreciate it for a qualifier round like this there's some degree of "keep it simple stupid" that I can relate to here there's the flipside of course that this creatively speaking doesn't have much to offer tumor sliders with little visual impact don't really make the difference here there is the spinner section, on a personal level I hate these but I'll respect going for it beyond that intensity management is not always great it feels, dense sections often feel easier than they contextually should be and lastly, not finishing this song despite being on such a simple style kinda makes you think it was technically allowed to not finish this song due to length, but the entries that do really feel like they fall short in room for expression so, appreciate the entry but it's not material for advancing for me I believe
47 CA &\N1D!q8s9X8 Deleterious Starfruit Vaquita -2.371-2.116-1.695-1.646 -7.828

Song: LeaF — Calamity Fortune

JudgeExp /45Cre /45Imp /10Raw
Ascended 1 1 0 2
Ascended: - rip hs i guess - very very very very generic map and doesnt stand out - patterning is rather amateur-ish without much cohesion between patterns in the same section - 02:01:372 (1) - uhhh very interesting usage of 2B i suppose
ktgster 4 8 1 13
ktgster: Honestly, there's not a lot of good I can say to this map. The map seems incomplete with the intro not having any hitsounds at all and there are 2B unrankable sections in 02:01:447 (1,1,1,1,1,1) and 00:46:972 (1,2,1,2) that somehow got submitted here. The map is pretty bland overall. Sections like 00:07:372 are just a full stream, ignoring the intricacies of the song, and there are sections like 01:11:797 (1,2,3,4,5,1) that should be connected but aren't (why am I doing a full screen jumpstream here).
NekroMan4ik 16 22 3 41
NekroMan4ik: no hitsounds in some parts? it's an alright map I guess. but the ending feels kinda random with the 2b slider and spaced triples out of nowhere, and the map just isn't structured that well in general (style differences?), which makes it feel very rushed/unfinished to me
yaspo 10 10 3 23
yaspo: Unfortunately it seems like this entry struggles with mapping the song in some areas particularly 00:27:772 - has a lot of things that feel off like mapping the high pitches at 00:27:922 (2,3) - to slider-ends while 00:28:972 (1,2,3,4) - seems more like the intent similarly putting a lot of weight on irregular rhythm by creating stop-and-go gameplay only to map doubles in the song like triples 00:28:372 (4,5,6) - and then there's just technical issues like 2B 00:46:972 - 02:01:372 - or whatever this 1/4 jump is 01:12:097 (5,1) - there are absolutely parts that are pretty solid, 01:42:172 - and felt rather refreshing in the context of the contest with how much more simple yet effective of an approach they are 00:37:372 - but overall the map only crosses the bar of being an acceptable entry in a few sections and can't build a larger whole due to the difference in mapping skill

Q shaded row = qualified · greyed row = did not qualify · country slot already taken by a higher-ranked team from the same country (passed down) · judge columns show each judge’s standardized z.