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La priere - Atonement Twins by Bellicose

Mapset info
Ranked: Apr 13th, 2024
Average Rating: 1.97 / 5.00 from 18 votes
Japanese Metal
Nominators
Aeril melleganol


Rating Distribution
Rating: 2.50 / 5.00 from 2 votes
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Rating Distribution
Rating: 2.50 / 5.00 from 1 votes
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Hard 3.33*
Rating Distribution
Rating: 1.93 / 5.00 from 14 votes
Ranking: #1216 for 2024
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Rating Distribution
Rating: 1.50 / 5.00 from 1 votes
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Comments (8)
7mo ago

i think the hard diff is fun

8mo ago

hard diff is looking like a hard diff

8mo ago

truest thing ever said in the osu community

8mo ago

You are so right mrmcmikey

8mo ago

@@
  '

8mo ago

💀

8mo ago

@MrMcMikey22 hi, id like to see your hard diffs get ranked

8mo ago

I'm sorry, but that Hard difficulty looks like a mess!

I genuently don't know what it's TRULY trying to aim for besides just having wacky sliders.

I don't see any kind of real note placement consistency, it all just looks so random with random directions that you'd have to go for...

And it's actually really hard to tell if there are any calm or intense sections, because it just looks the same with all the weird sliders. And the SV's barely make me notice if the section is calm or intense.

I feel like there needs to be put in A LOT MORE thought than just random sliders and random directions!

Like for example: Just make the sliders either straight or curvy without any additional grey or red points, unless there are some really important beats then it is like allowed to have unique sliders and I feel like THAT would also stand out a lot more! That's basically what most of the really good maps have, having limits!

I think this is what happens when a map tries too hard to have any variety.

I think there is an interesting quote that I have been coming up right now:

"If doing anything is called variety, then there is no variety."

(reminds me a bit like that quote..)
("And when everyone's super, no one will be.")

Though I can't really feel that surprised, because quite a lot of really new maps also tend to have that big issue of not trying to give the map any limits at all...

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