Sleeping With Sirens - If You Can't Hang by pishifat
5.0★
1 vote
1 vote
4.5★
0 votes
0 votes
4.0★
3 votes
3 votes
3.5★
4 votes
4 votes
3.0★
5 votes
5 votes
2.5★
1 vote
1 vote
2.0★
0 votes
0 votes
1.5★
0 votes
0 votes
1.0★
0 votes
0 votes
0.5★
0 votes
0 votes
0.0★
0 votes
0 votes
Rating: 3.47 / 5.00 from 14 votes
Ranking: #161 for 2016, #2851 overall
Ranking: #161 for 2016, #2851 overall
| simpleAccessible and straightforward map design., jump aimFocuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object., wide aimPatterns, usually jumps, with heavy use of wide angle movement., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern., collabA map with two or more associated mappers., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. |
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5.0★
2 votes
2 votes
4.5★
1 vote
1 vote
4.0★
4 votes
4 votes
3.5★
4 votes
4 votes
3.0★
14 votes
14 votes
2.5★
3 votes
3 votes
2.0★
3 votes
3 votes
1.5★
1 vote
1 vote
1.0★
1 vote
1 vote
0.5★
0 votes
0 votes
0.0★
0 votes
0 votes
Rating: 2.98 / 5.00 from 33 votes
Ranking: #132 for 2016, #2302 overall
Ranking: #132 for 2016, #2302 overall
| simpleAccessible and straightforward map design., jump aimFocuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., difficulty spikeContains a sudden and significant increase in challenge within the map's gameplay. |
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5.0★
0 votes
0 votes
4.5★
1 vote
1 vote
4.0★
0 votes
0 votes
3.5★
2 votes
2 votes
3.0★
6 votes
6 votes
2.5★
4 votes
4 votes
2.0★
1 vote
1 vote
1.5★
0 votes
0 votes
1.0★
3 votes
3 votes
0.5★
0 votes
0 votes
0.0★
0 votes
0 votes
Rating: 2.56 / 5.00 from 17 votes
Ranking: #685 for 2016
Ranking: #685 for 2016
| simpleAccessible and straightforward map design., jump aimFocuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object., sharp aimPatterns with heavy use of sharp angle movement, either between circles or into sliders. |
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5.0★
0 votes
0 votes
4.5★
0 votes
0 votes
4.0★
2 votes
2 votes
3.5★
3 votes
3 votes
3.0★
1 vote
1 vote
2.5★
1 vote
1 vote
2.0★
0 votes
0 votes
1.5★
0 votes
0 votes
1.0★
0 votes
0 votes
0.5★
0 votes
0 votes
0.0★
0 votes
0 votes
Rating: 3.44 / 5.00 from 7 votes
Ranking: #366 for 2016, #7413 overall
Ranking: #366 for 2016, #7413 overall
| simpleAccessible and straightforward map design., repetitionFeatures the use of recognizable identical patterns or gameplay elements., jump aimFocuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., colorhaxFeatures intentional use of combo colors aligning with the intensity, structure, or other traits of the song. Often used to create a more visually immersive experience. |
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5.0★
0 votes
0 votes
4.5★
1 vote
1 vote
4.0★
2 votes
2 votes
3.5★
2 votes
2 votes
3.0★
4 votes
4 votes
2.5★
0 votes
0 votes
2.0★
0 votes
0 votes
1.5★
0 votes
0 votes
1.0★
0 votes
0 votes
0.5★
0 votes
0 votes
0.0★
0 votes
0 votes
Rating: 3.54 / 5.00 from 9 votes
Ranking: #298 for 2016, #5766 overall
Ranking: #298 for 2016, #5766 overall
| simpleAccessible and straightforward map design., jump aimFocuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object., sharp aimPatterns with heavy use of sharp angle movement, either between circles or into sliders., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. |
|---|
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5.0★
0 votes
0 votes
4.5★
0 votes
0 votes
4.0★
0 votes
0 votes
3.5★
2 votes
2 votes
3.0★
0 votes
0 votes
2.5★
0 votes
0 votes
2.0★
0 votes
0 votes
1.5★
0 votes
0 votes
1.0★
0 votes
0 votes
0.5★
0 votes
0 votes
0.0★
0 votes
0 votes
Rating: 3.50 / 5.00 from 2 votes
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5.0★
0 votes
0 votes
4.5★
0 votes
0 votes
4.0★
0 votes
0 votes
3.5★
1 vote
1 vote
3.0★
0 votes
0 votes
2.5★
0 votes
0 votes
2.0★
0 votes
0 votes
1.5★
0 votes
0 votes
1.0★
0 votes
0 votes
0.5★
0 votes
0 votes
0.0★
0 votes
0 votes
Rating: 3.50 / 5.00 from 1 votes
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5.0★
0 votes
0 votes
4.5★
0 votes
0 votes
4.0★
0 votes
0 votes
3.5★
0 votes
0 votes
3.0★
2 votes
2 votes
2.5★
0 votes
0 votes
2.0★
0 votes
0 votes
1.5★
0 votes
0 votes
1.0★
0 votes
0 votes
0.5★
0 votes
0 votes
0.0★
0 votes
0 votes
Rating: 3.00 / 5.00 from 2 votes
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5.0★
0 votes
0 votes
4.5★
0 votes
0 votes
4.0★
0 votes
0 votes
3.5★
0 votes
0 votes
3.0★
0 votes
0 votes
2.5★
1 vote
1 vote
2.0★
0 votes
0 votes
1.5★
0 votes
0 votes
1.0★
0 votes
0 votes
0.5★
0 votes
0 votes
0.0★
0 votes
0 votes
Rating: 2.50 / 5.00 from 1 votes
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5.0★
0 votes
0 votes
4.5★
0 votes
0 votes
4.0★
0 votes
0 votes
3.5★
0 votes
0 votes
3.0★
0 votes
0 votes
2.5★
0 votes
0 votes
2.0★
0 votes
0 votes
1.5★
1 vote
1 vote
1.0★
0 votes
0 votes
0.5★
0 votes
0 votes
0.0★
0 votes
0 votes
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| contributors: quantumvortex, Akiyama Mizuki
