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suzumu feat.soraru - Zetsubousei: Hero Chiryouyaku The Anima

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Topic Starter
Deif
This beatmap was submitted using in-game submission on viernes, 4 de diciembre de 2015 at 23:39:10

Artist: suzumu feat.soraru
Title: Zetsubousei: Hero Chiryouyaku The Animation
Source: ダンガンロンパ 希望の学園と絶望の高校生 The Animation
Tags: Danganronpa Kibou no Gakuen to Zetsubou no Koukousei Ending
BPM: 205
Filesize: 3360kb
Play Time: 01:26
Difficulties Available:
  1. Cup (1,45 stars, 180 notes)
  2. Platter (3,33 stars, 296 notes)
  3. Rain (4,29 stars, 379 notes)
  4. Salad (2,36 stars, 220 notes)
Download: suzumu feat.soraru - Zetsubousei: Hero Chiryouyaku The Animation
Information: Scores/Beatmap Listing
---------------
Let's give it all we've got! IT'S... PUNISHMENT TIME!



Cup
Salad
Platter
Rain
Topic Starter
Deif
Changelog:
  1. Oct 20th: Submitted to Pending!.
  2. Oct 21st: Mod by WildOne94.
  3. Oct 22nd: Mod by Sey.
  4. Nov 7th: Mod by - Magic Bomb -.
  5. Nov 11th: Mod by JBHyperion.
  6. Nov 16th: BUBBLED!
  7. Nov 20th: Mod by Yuii-.
  8. Nov 21st: Mod by ZiRoX.
  9. Nov 23rd: Metadata modification.
  10. Nov 27th: Recheck by JBHyperion.
  11. Nov 28th: BUBBLED! and QUALIFIED!!
  12. Dec 4th: Mod by Kurokami
  13. Dec 5th: BUBBLED! and QUALIFIED!!
Loctav
puhuhuhuhuhu

CHILLS THRILLS KILLS!!
OnosakiHito
spoiler: all die maybe
WildOne94
Hey Deif :D/
Part of a m4m

General
Not too much of a problem but the sort of air noise at the end of the mp3 sounds cut off and just gives me a little bit of an OCD.

Cup
Christ a Deif mapset! i guess i can only find meh mistakes (^:

00:28:711 (1) - I know i am being a bit picky here but i think this note is a bit too slanted and space out to try catch for a cup. Perhaps moving to x:128

00:29:443 (2,3,4) - Daaaaym these are so close to eachother considering the waiting time. please space out :(

00:31:784 (3,4,5) - ^ (And the other ones coming up)

00:36:906 (1,2) - These sliders don't give a good UMPH! to the drum start up as they are just straight up slider. Perhaps best to slant these and create a pattern more movable ? Plus that little space in between the 2 sliders could consider a bit of a hiccup in movement for beginners. Best to slide your way out of this one (^: (see what i did there?).
An example


00:46:272 (1) - You go over a vocal in this slider at 00:46:711 - which is quite noticeable since you follow the lyrics throughout the song. Recommend this


00:48:613 (1) - Kinda same as before with missing the lyric. This could be shortened and be put into a reverse so you capture the sound at 00:48:906 -

00:41:735 (4) - Sorry to backtrack but same idea ^ (although not as noticeable if you choose to change or not)

01:01:199 (4) - Personally some parts feel a bit overmapped as you are trying to map all vocals but this part takes the edge. Personally just a simple circle fits here. It fits well with the previous notes too at 01:00:321 (1,2,3) -

01:10:564 (4) - ^

01:23:735 (1,2) - The ending sort of weakens the climax with them sliders. For better emphasis on the last hit would be to do this pattern.

Salad
00:14:077 (2,3) - These are a little tricky. although passable i still say it can be a easy miss here. The main reason I see is that the slider slant is fully horizontal and make movements from the 2 a bit awkward. I would at least move the ends up a tiny bit for easier movement. or consider moving 00:14:662 (1) - to the right side of (3) instead.

00:18:759 (2,3) - ^

00:32:808 (2,3,4,5,1) - Hmm weird stream to have in this salad. Feels a bit too overmapped here. Try this perhaps. makes a nice glide feel to on the vocals


00:42:760 (1) - Since this has an awkward turn around catch i see that it would be MUCH better if this slider was Ctrl + H'ed and snapped right of previous circle note (5).

00:52:711 (3) - Looks kinda funky in this pattern in a weird way. Please move this note left just a tiny bit to make the catch a bit easier

01:05:004 (1) - slider is a bit too long imo. Perhaps just slant the reverse end to just about x:426

01:09:687 (1) - bit of a sudden dash here. Moving this note to x:192 will make it easier and plus makes a nice pattern with 01:09:687 (1,2,3,4) -

01:19:637 (2,3) - Same slider reasons as earlier ( Like 00:14:077 (2,3) - )

Platter
00:11:882 (3) - I'm not so sure on these patterns you have used quite a few times throughout the song. It really makes the player spam left and right a lot (or it could be just me hue). But this would be so much nicer if all these were Ctrl + G'ed.

00:19:784 (2,3,4,1,2,3) - Good idea is to have these gradually get slightly spaced out more as to improve it's looks too as well as make more interesting. and then maybe the next load gets bigger to smaller distances instead. Otherwise it's just the same movements with a slight incline all the time.

00:30:467 (2,3,4,5,1) - Some of these curves are a bit misshaped due to DS reasons. To make it look good why not just use DS to fix them all together equally spaced ?

00:54:906 (2,3,4) - Space these out a bit more for more movement as i think it needs more flow here. Perhaps like this?
http://puu.sh/kQnUd/d4adaae514.jpg

00:56:077 - going with what you have in your rain i would recommend putting a circle note here and here 00:56:370 - to get some of the vocals. It's still got emphasis including these.

01:15:247 (4,1) - This jump is almost a hyper and is really tricky to catch. Suggest moving (1) to x:112 so it's hypered.

Can't find much wrong with this other than that. Really found it fun :D

Rain
Daaam this was a hard rain to play! Sorry if i stumble badly on some suggestions here

00:21:247 (3,4,1) - Aren't these hyper jumps a bit too much? The slider ones before are fine but the quick 2 hyper catch between (3) and (4) are insanely difficult. perhaps just put (4) next to (3) by moving it to x:288 because right now it seems like an overdose catch. (same goes for some ahead)

00:22:126 (2,3,4) - Holy moly these are hard too in the same kind of section! try slant them all down at least like this. (same goes for some ahead)


00:39:101 (4,1) - Again 2 hypers one after another like this is mostly seen in overdoses (correct me if i am wrong) and makes it too difficult for a rain imo. try reduce maybe ?

00:57:687 (4,5,1) - From getting hypered as (4) to get (5) is easy but then when you need to turn around it for a bit of a dash is a bit difficult imo. Perhaps have it face the same direction for this part ?

01:01:345 (5) - For the love of jebus after that hard slider (which are really cool) it's difficult to come to do this hyper jumps after. Moving (5) to x:320 make it much better.

Well i hope this helped you Deif :)
I am strangely really attracted to the background. (2 fantasy girls on the right hue hue) http://puu.sh/kQpSB/25b1213ddd.jpg
Have no idea why i said that...
Anyways best of luck buddy XD
Raiden
aaaaa

nice
Yuii-
Wowowowowowohohohohohhho

nice bg
Topic Starter
Deif
WildOne94
Hey Deif :D/
Part of a m4m

General
Not too much of a problem but the sort of air noise at the end of the mp3 sounds cut off and just gives me a little bit of an OCD. (I can't do anything about that. The ranked version has the same sound at the end orz)

[Cup]
Christ a Deif mapset! i guess i can only find meh mistakes (^:

00:28:711 (1) - I know i am being a bit picky here but i think this note is a bit too slanted and space out to try catch for a cup. Perhaps moving to x:128 (Nah, the next ones have the same distance)

00:29:443 (2,3,4) - Daaaaym these are so close to eachother considering the waiting time. please space out :( (That'd be problematic if you can only see 1 object on the screen. Since you can see at least 2 at the same time due to the low AR, you can still recognise where to move next. It wouldn't matter if it's a rather vertical horizontal that creates the same effect :^) Same for the next examples as well)

00:31:784 (3,4,5) - ^ (And the other ones coming up)

00:36:906 (1,2) - These sliders don't give a good UMPH! to the drum start up as they are just straight up slider. Perhaps best to slant these and create a pattern more movable ? Plus that little space in between the 2 sliders could consider a bit of a hiccup in movement for beginners. Best to slide your way out of this one (^: (see what i did there?). (UMPH!)
An example


00:46:272 (1) - You go over a vocal in this slider at 00:46:711 - which is quite noticeable since you follow the lyrics throughout the song. Recommend this


00:48:613 (1) - Kinda same as before with missing the lyric. This could be shortened and be put into a reverse so you capture the sound at 00:48:906 - (Changed)

00:41:735 (4) - Sorry to backtrack but same idea ^ (although not as noticeable if you choose to change or not) (Changed)

01:01:199 (4) - Personally some parts feel a bit overmapped as you are trying to map all vocals but this part takes the edge. Personally just a simple circle fits here. It fits well with the previous notes too at 01:00:321 (1,2,3) - (Sure)

01:10:564 (4) - ^

01:23:735 (1,2) - The ending sort of weakens the climax with them sliders. For better emphasis on the last hit would be to do this pattern. (Changed)


[Salad]
00:14:077 (2,3) - These are a little tricky. although passable i still say it can be a easy miss here. The main reason I see is that the slider slant is fully horizontal and make movements from the 2 a bit awkward. I would at least move the ends up a tiny bit for easier movement. or consider moving 00:14:662 (1) - to the right side of (3) instead. (Totally agreed. Changed that structure in all cases)

00:18:759 (2,3) - ^

00:32:808 (2,3,4,5,1) - Hmm weird stream to have in this salad. Feels a bit too overmapped here. Try this perhaps. makes a nice glide feel to on the vocals (Done)


00:42:760 (1) - Since this has an awkward turn around catch i see that it would be MUCH better if this slider was Ctrl + H'ed and snapped right of previous circle note (5). (bb symmetry =[)

00:52:711 (3) - Looks kinda funky in this pattern in a weird way. Please move this note left just a tiny bit to make the catch a bit easier (Done)

01:05:004 (1) - slider is a bit too long imo. Perhaps just slant the reverse end to just about x:426 (Hm... I don't really see anything wrong on it)

01:09:687 (1) - bit of a sudden dash here. Moving this note to x:192 will make it easier and plus makes a nice pattern with 01:09:687 (1,2,3,4) - (Nice idea)

01:19:637 (2,3) - Same slider reasons as earlier ( Like 00:14:077 (2,3) - )

[Platter]
00:11:882 (3) - I'm not so sure on these patterns you have used quite a few times throughout the song. It really makes the player spam left and right a lot (or it could be just me hue). But this would be so much nicer if all these were Ctrl + G'ed. (Ctrl-G isn't that a good option for those sliders, hm... If they really get problematic I'll look for other options later on)

00:19:784 (2,3,4,1,2,3) - Good idea is to have these gradually get slightly spaced out more as to improve it's looks too as well as make more interesting. and then maybe the next load gets bigger to smaller distances instead. Otherwise it's just the same movements with a slight incline all the time. (I hope it looks better now)

00:30:467 (2,3,4,5,1) - Some of these curves are a bit misshaped due to DS reasons. To make it look good why not just use DS to fix them all together equally spaced ? (Nah, I could make (4,5) as a simple slider, but meh)

00:54:906 (2,3,4) - Space these out a bit more for more movement as i think it needs more flow here. Perhaps like this?
http://puu.sh/kQnUd/d4adaae514.jpg (That'd be quite troll and break the flow much more lol. For a Platter, I'd rather let it as it is)

00:56:077 - going with what you have in your rain i would recommend putting a circle note here and here 00:56:370 - to get some of the vocals. It's still got emphasis including these. (Adding that note all alone would sound also odd if there aren't extra beats at 00:56:077 - and 00:56:662 - )

01:15:247 (4,1) - This jump is almost a hyper and is really tricky to catch. Suggest moving (1) to x:112 so it's hypered. (Sure)

Can't find much wrong with this other than that. Really found it fun :D

[Rain]
Daaam this was a hard rain to play! Sorry if i stumble badly on some suggestions here

00:21:247 (3,4,1) - Aren't these hyper jumps a bit too much? The slider ones before are fine but the quick 2 hyper catch between (3) and (4) are insanely difficult. perhaps just put (4) next to (3) by moving it to x:288 because right now it seems like an overdose catch. (same goes for some ahead) (It was a hard decision to decide whether to make the mapset with or without an Overdose. As this was finally the hardest difficulty of the spread I vowed for introducing such patterns, which aren't the easiest ones but they still could fit to a Rain. I couldn't let this one without that double HDash at the end ;w;)

00:22:126 (2,3,4) - Holy moly these are hard too in the same kind of section! try slant them all down at least like this. (same goes for some ahead) (You're right here, too much back and forth stuff. I've reduced the distance on the first ones at least, similar to your suggestion)


00:39:101 (4,1) - Again 2 hypers one after another like this is mostly seen in overdoses (correct me if i am wrong) and makes it too difficult for a rain imo. try reduce maybe ? (Yeah, a double HDash wasn't that appropriate there)

00:57:687 (4,5,1) - From getting hypered as (4) to get (5) is easy but then when you need to turn around it for a bit of a dash is a bit difficult imo. Perhaps have it face the same direction for this part ? (Reduced the distance with the next slider)

01:01:345 (5) - For the love of jebus after that hard slider (which are really cool) it's difficult to come to do this hyper jumps after. Moving (5) to x:320 make it much better. (This won't be changed \:D/)

Well i hope this helped you Deif :)
I am strangely really attracted to the background. (2 fantasy girls on the right hue hue) http://puu.sh/kQpSB/25b1213ddd.jpg
Have no idea why i said that...
Anyways best of luck buddy XD
Pretty helpful suggestions. Thanks for the mod!

About the hairstyle of Aoi, you can say it's kinda... suspicious :^)
Sey
[General]
  1. Fine.
[Cup]
  1. I'd like to see 00:10:272 (1) - and 00:11:443 (2) - going opposed direction for a) consistency's sake and b) a more symmetrical flow. The same idea goes for 00:14:955 (2) - and 00:16:126 (2) - .
  2. 00:18:906 - I think the 1/4 beat midway through this slider has an essential beat that should not be skipped with a droplet, it lacks something. A soft slider with reverse arrow goes well at this point: http://puu.sh/kTuQn/b3263233f3.jpg
  3. 00:19:345 (1,2,3,1,2,3,4,1) - , 00:22:418 (2,3,1,2,3,4,1) - , 00:24:760 (2,3,1,2,3,4,1) - Feels a little dull to have the same pattern 3 consecutive times. The first and second pattern should stay as they are since they go well with the symmetrical flow, but maybe you can make the 3rd one (00:24:760 (2,3,1,2,3,4,1) -) another way - not necessarily more difficult - to have more variety. An example:
  4. 00:30:613 (4,1) - , 00:31:053 (1,2) -, 00:33:394 (1,2) - , 00:35:735 (1,2) - I don't understand the very low distances between these. The music is so loud and still the distance is lower than any previous or subsequent pattern. You should emphasize the song at these points.
  5. 00:42:613 - Add some note or just make it a slider in connection with 00:42:760 (1) - to follow the vocals better.You can do the same at 00:37:931 - but not necessarily.
  6. 00:50:955 (1,2) - Try something similar like this. It provides a better flow:
  7. 01:00:321 (1,2,3,4) - Really? For the Kiai....? I don't understand... This:
  8. 01:09:686 (1,2,3,4) - ^
  9. 01:19:638 (2) - What is the point of that curve in that slider anyway? You don't really feel that direction in gameplay, it just looks like a normal vertical slider there, so to stress it better use a shape like this:
[Salad]
  1. 00:05:004 (3,1) - I guess this could be a little dash at least, goes well with the finish.
  2. 00:18:760 (2,3,1) - Interesting idea but it looks a little awkward to play. Try this, guarantee you it will keep the same level of difficulty but better to read:
  3. 00:31:053 (1,2) - Currently this sounds wrong somehow. The following timeline fits the music better (For reference: (3) starts at 00:31:053 - ):
    http://puu.sh/kTxcH/bf12ccd52a.jpg or http://puu.sh/kTxha/27bcff3f0f.jpg
  4. 00:51:687 (4,1) - Potential part for a dash.
  5. 00:53:150 - If applied previous point add note here to connect it to 00:53:296 (1) - with another dash, for consistency.
  6. 01:00:321 (1,2,3,4) - , 01:09:687 (1,2,3,4) - This could have a few dashes, too. It's the kiai afterall.
  7. 01:12:028 (1,2) - I think this should not have a dash instead. Reduce distance that it's possible without a dash because I see no point on it with the current music.
  8. 01:19:931 (3,1) - , 01:20:955 (3,1) - , 01:22:126 (3,1) - Really just a suggestion: This is maybe a little tricky but some tiny dashes don't hurt these, just be careful you won't exaggerate.
[Platter]
  1. 00:05:004 (3,1) - Could be a little hyper.
  2. 00:07:638 (1,2) - Again both of these feel like normal vertical sliders. Do this instead:
  3. 00:09:979 (1) - Do it similar as on the image below to make it more consistent with 00:11:004 (7,1) - and 00:11:882 (3,1) - :
  4. 00:18:028 (7,1) - Can you decrease distance just a bit... I mean you should keep the HDash but smaller. The move you gotta do is kinda rough. I say this also because the music is getting lower than it's still at 00:21:540 (4,1) - . So basically it makes sense.
  5. 00:26:223 (4,1) - Ok why is there no HDash here anymore? That came really surprising.
  6. 00:30:613 (3) - I think if you center this between (2) and (4) it looks cleaner. (x312 on grid level 3)
  7. 00:32:955 (3) - ^
  8. 00:36:467 (3,1) - Not mandatory but still potential place for another HDash.
  9. 00:37:345 (3) - Move the slider a bit more to the left, please. Again it's a little awkward to play since I think there is no reason to do that quite strong direction change, regarding the vocals. If anything the distance should be higher on 00:36:906 (1,2) - and/or 00:37:345 (3,4) - .
  10. 00:51:687 (3,1) - , 00:52:857 (3,1) - These two should have some HDashes, too. First it's a good prelude for the Kiai, secondly it fits the Finish hitsounds.
  11. 01:00:321 (1,2,3) - Feels very similar as in the Salad, try implement HDashes between some of these notes. For example:
  12. 01:04:272 (2) - Uhh, again I think this (2) is not centered between (1) and (3), but should be. Feels unclean otherwise.
  13. 01:09:686 (1,2,3) - Same as I said at 01:00:321 (1,2,3) - , could have some more action.
[Rain]
  1. 00:11:150 (1) - Has to be more curvy to get a rebound effect for the ryuuta. What's really weird though: You used the same slider shape as 00:09:979 (1) - but the slider looks different in gameplay. Ehh... How?
  2. 00:14:370 (5) - Try the following, I like the idea of having a bit of more challenge here, and it plays relatively fluid as well:
  3. 00:19:053 (5) - ^Same as above, just symmetrical.
  4. 00:37:492 (4,5,6) - Select them all together and move the pattern to x32 or something around that.
  5. 00:41:735 (1,2) - Another awkward part to play. Whilst (1) has a quite strong movement, suddenly (2) requires a very soft movement and this goes a bit against the flow. Try this (maybe):
  6. 00:56:077 (2) - For some variety use single notes (the Hyper at 00:56:662 (4,1) - feels much better that way, too):
  7. 01:00:028 (4,1) - HDash, just make sure the subsequent pattern is still catchable (I find it with dashing before more difficult actually)
  8. 01:06:174 (1,2) - I dont really understand this HDash, what does it follow? The vocals are not so 'crazy' here, hence feels out of place.
  9. 01:11:443 (3) - Move this slider to the left, feels awkward after the previous pattern to dash this again, give me a break lol.
Nice map, have a star. Enjoy.
Topic Starter
Deif
Sey
[General]
  1. Fine.
[Cup]
  1. I'd like to see 00:10:272 (1) - and 00:11:443 (2) - going opposed direction for a) consistency's sake and b) a more symmetrical flow. The same idea goes for 00:14:955 (2) - and 00:16:126 (2) - . (Sure)
  2. 00:18:906 - I think the 1/4 beat midway through this slider has an essential beat that should not be skipped with a droplet, it lacks something. A soft slider with reverse arrow goes well at this point: http://puu.sh/kTuQn/b3263233f3.jpg
  3. 00:19:345 (1,2,3,1,2,3,4,1) - , 00:22:418 (2,3,1,2,3,4,1) - , 00:24:760 (2,3,1,2,3,4,1) - Feels a little dull to have the same pattern 3 consecutive times. The first and second pattern should stay as they are since they go well with the symmetrical flow, but maybe you can make the 3rd one (00:24:760 (2,3,1,2,3,4,1) -) another way - not necessarily more difficult - to have more variety. An example: (Made some other changes to avoid monotonism)
  4. 00:30:613 (4,1) - , 00:31:053 (1,2) -, 00:33:394 (1,2) - , 00:35:735 (1,2) - I don't understand the very low distances between these. The music is so loud and still the distance is lower than any previous or subsequent pattern. You should emphasize the song at these points. (It's the calm part + lazy mapping)
  5. 00:42:613 - Add some note or just make it a slider in connection with 00:42:760 (1) - to follow the vocals better.You can do the same at 00:37:931 - but not necessarily. (Made the first one a slider)
  6. 00:50:955 (1,2) - Try something similar like this. It provides a better flow: (Looks good)
  7. 01:00:321 (1,2,3,4) - Really? For the Kiai....? I don't understand... This: (It can also work like this. I used that kind of pattern on Salad and Platter, and I wanted to add a bit of variety)
  8. 01:09:686 (1,2,3,4) - ^
  9. 01:19:638 (2) - What is the point of that curve in that slider anyway? You don't really feel that direction in gameplay, it just looks like a normal vertical slider there, so to stress it better use a shape like this: (Added a repetition instead according to previous suggestions)
[Salad]
  1. 00:05:004 (3,1) - I guess this could be a little dash at least, goes well with the finish. (There's already a direction change, didn't want to complicate it that much)
  2. 00:18:760 (2,3,1) - Interesting idea but it looks a little awkward to play. Try this, guarantee you it will keep the same level of difficulty but better to read: (Okay)
  3. 00:31:053 (1,2) - Currently this sounds wrong somehow. The following timeline fits the music better (For reference: (3) starts at 00:31:053 - ): (It doesn't sound that bad. The gap is intentional for the little dash)
    http://puu.sh/kTxcH/bf12ccd52a.jpg or http://puu.sh/kTxha/27bcff3f0f.jpg
  4. 00:51:687 (4,1) - Potential part for a dash. (There's a dash already, much more distance isn't necessary imo)
  5. 00:53:150 - If applied previous point add note here to connect it to 00:53:296 (1) - with another dash, for consistency.
  6. 01:00:321 (1,2,3,4) - , 01:09:687 (1,2,3,4) - This could have a few dashes, too. It's the kiai afterall. (I didn't want to make it that complicated for a Salad. It's already "tricky" with the constant direction changes)
  7. 01:12:028 (1,2) - I think this should not have a dash instead. Reduce distance that it's possible without a dash because I see no point on it with the current music. (Done)
  8. 01:19:931 (3,1) - , 01:20:955 (3,1) - , 01:22:126 (3,1) - Really just a suggestion: This is maybe a little tricky but some tiny dashes don't hurt these, just be careful you won't exaggerate. (I tend to exaggerate, so better to keep it untouched)
[Platter]
  1. 00:05:004 (3,1) - Could be a little hyper. (I'd like to keep an easy intro, and therefore the little dash)
  2. 00:07:638 (1,2) - Again both of these feel like normal vertical sliders. Do this instead: (I don't feel much difference tbh)
  3. 00:09:979 (1) - Do it similar as on the image below to make it more consistent with 00:11:004 (7,1) - and 00:11:882 (3,1) - : (I'd like to take not so many risks with that little stream and its final dash :S)
  4. 00:18:028 (7,1) - Can you decrease distance just a bit... I mean you should keep the HDash but smaller. The move you gotta do is kinda rough. I say this also because the music is getting lower than it's still at 00:21:540 (4,1) - . So basically it makes sense. (Sure)
  5. 00:26:223 (4,1) - Ok why is there no HDash here anymore? That came really surprising. (OOOOOOOOPS)
  6. 00:30:613 (3) - I think if you center this between (2) and (4) it looks cleaner. (x312 on grid level 3) (Yup)
  7. 00:32:955 (3) - ^
  8. 00:36:467 (3,1) - Not mandatory but still potential place for another HDash. (It's pretty much covered with the dash imo)
  9. 00:37:345 (3) - Move the slider a bit more to the left, please. Again it's a little awkward to play since I think there is no reason to do that quite strong direction change, regarding the vocals. If anything the distance should be higher on 00:36:906 (1,2) - and/or 00:37:345 (3,4) - . (That'd increase drastically the difficulty of that section, and the vocals aren't that strong on (3,4))
  10. 00:51:687 (3,1) - , 00:52:857 (3,1) - These two should have some HDashes, too. First it's a good prelude for the Kiai, secondly it fits the Finish hitsounds. (Tried it, but it looks somehow extreme so I'd rather keep the simple dashes)
  11. 01:00:321 (1,2,3) - Feels very similar as in the Salad, try implement HDashes between some of these notes. For example: (WHAT no way o.o)
  12. 01:04:272 (2) - Uhh, again I think this (2) is not centered between (1) and (3), but should be. Feels unclean otherwise.
  13. 01:09:686 (1,2,3) - Same as I said at 01:00:321 (1,2,3) - , could have some more action.
(uguguguuuu)

[Rain]
  1. 00:11:150 (1) - Has to be more curvy to get a rebound effect for the ryuuta. What's really weird though: You used the same slider shape as 00:09:979 (1) - but the slider looks different in gameplay. Ehh... How? (Blame the random droplet creation. Changed)
  2. 00:14:370 (5) - Try the following, I like the idea of having a bit of more challenge here, and it plays relatively fluid as well: (Looks good)
  3. 00:19:053 (5) - ^Same as above, just symmetrical.
  4. 00:37:492 (4,5,6) - Select them all together and move the pattern to x32 or something around that. (Done)
  5. 00:41:735 (1,2) - Another awkward part to play. Whilst (1) has a quite strong movement, suddenly (2) requires a very soft movement and this goes a bit against the flow. Try this (maybe): (Changed)
  6. 00:56:077 (2) - For some variety use single notes (the Hyper at 00:56:662 (4,1) - feels much better that way, too): (I'd like to keep the slow slider for this part, since it feels more natural before the kiai)
  7. 01:00:028 (4,1) - HDash, just make sure the subsequent pattern is still catchable (I find it with dashing before more difficult actually) (I think I changed it with the previous mod. I'd like to keep a soft transition before entering those "awkward" sliders. Reduced the distance instead)
  8. 01:06:174 (1,2) - I dont really understand this HDash, what does it follow? The vocals are not so 'crazy' here, hence feels out of place. (I'm a lazy copypasta mapper lol I hope it looks better now)
  9. 01:11:443 (3) - Move this slider to the left, feels awkward after the previous pattern to dash this again, give me a break lol. (ayayaya)
Nice map, have a star. Enjoy.

Thanks for the mod!
Equim
I checked the map but nothing was significant. It's already a good map for me.
I'll shoot stars instead.
MBomb
yo what up

Cup
00:28:711 (1) - x:128? Not sure why, these just feel better closer, to me.
00:31:053 (1) - Maybe x:144? Increased distance for the guitar here sounds good.
00:33:394 (1) - x:48, ^
00:35:735 (1,2,3) - ^, but this one, move 1 to x:176, 2 to x:288, and 3 to x:400.
00:38:077 (1) - x:112, this feels a bit far out, in my opinion.
00:42:760 (1) - x:400 feels nicer to me on this note.

Salad
00:18:174 (1) - I would like to avoid this kinda jump outside of the kiai, on a salad. 1/4 jumps are difficult at this bpm for newer players.
x:384 should be fine.
00:19:053 (3,1) - Move this section to x:176? Feels more comfortable to play, in my opinion.
00:20:955 (2) - Move this to x:352, stops 3,4,5 from being a double dash and gives a nice stair feel here.
00:25:638 (2) - x:160, same reason as above.
00:41:443 (5) - x:400, I think this part feels better without a dash here.
00:52:126 (1) - x:416, I prefer this with slightly lower distance, vocal is quite weak here.

Nice salad.

Platter
00:31:053 (1) - Maybe increase the distance slightly here, to better emphasise the guitar. Move it to x:128, maybe?
00:37:053 (2) - x:272, to make the distancing more comfortable to play (Currently the slider end can be difficult to catch for people playing this diff due to overdashing).

Probably one of the best platters I've ever seen to be honest, I can't find anything else, and this was already being very picky.

Rain
00:14:077 (4) - Maybe move the slider end point one grid space to the right, to make the movement after the hyper flow a bit better?
00:39:101 (4) - You haven't used HDashes for notes like this before or after this. Just move this to x:272, the drum beat can suggest a dash, but a HDash is too much.
00:40:418 (1) - This vocal isn't very strong at all, compared to vocals in the rest of this section. I think a movement to x:192 would be better.
00:48:613 (1) - x:144 feels more natural to play in my opinion, this dash can feel slightly awkward how it is now.
00:50:955 (1) - Maybe curve this to the right a tiny bit, flow of HDashes causes easy droplet misses for the people who would be playing these difficulties.

I love this diff too, that flow is almost perfect.

Alright, done ;)
JBHyperion
Poke me when you've applied MB's mod and I'll gladly mod your map free of charge becuase I'm a nice guy repay my debt to you (^:
Topic Starter
Deif
- Magic Bomb -
yo what up

[Platter]
00:31:053 (1) - Maybe increase the distance slightly here, to better emphasise the guitar. Move it to x:128, maybe? (It's already emphasised with the high distance (4,5,1), . Not necessary to add some more imo)
00:37:053 (2) - x:272, to make the distancing more comfortable to play (Currently the slider end can be difficult to catch for people playing this diff due to overdashing). (Preferred to move the slider to the left instead. Moving it to the right will make that (1) somehow tricky to catch and the next modder will suggest to reduce that distance lol)

[Rain]
00:40:418 (1) - This vocal isn't very strong at all, compared to vocals in the rest of this section. I think a movement to x:192 would be better. (I'd like to keep this HDash due to the strong beat on the background)

Not answered = Applied. Thanks for your suggestions!
JBHyperion
M4M with Deif on Halozy - Moonlight feels right

Let's play "find something to comment on" (^:

General Comments:
  1. Song Folder: See Hitsounds
  2. Song Setup: No issues
  3. Metadata: No issues
  4. Timing: No issues
  5. Hitsounds: normal-hitwhistle2, 3 and soft-hitclap all have significant amounts of silence at the end. Please remove the null audio from the waveforms to save some space in your folder Sound familiar? (^:
  6. AImod: No issues
Difficulty-Specific Comments:

Cup
I don't think I've ever seen a Cup with a note density this high, but considering the song is really energetic in most places and the spread is pretty balanced I can accept it. I would consider toning down the note density in the intro (until 00:08:809 -) slightly however, since it's so calm here. You're currently using 1/2 slider + 1/2 slider + circle repeatedly for 8 seconds, so switching out a couple of these for a simpler pattern might bring some nice variety also. 3/2 repeat slider and 3/2 slider + 1/2 slider would fit well here.
  1. 00:18:760 (2,1) - I'd reduce the spacing here a tiny bit, x-116. The increased spacing fits the transition into the next part of the song well, but because of the high BPM, it might catch new players off guard
  2. 01:05:004 (1,2) - I feel it would be better to follow the vocals here since their so prominent, it makes the current rhythm feel awkward to play. Consider shortening (1) to 01:05:443 - moving (2) back 1/2 to 01:05:735 and making it a 1/1 slider
  3. 01:20:516 (2) - Really minor, but you could replace this with three circles like you have at 01:22:857 (2,3,4) so that your combos alternate repeat slider and triplet - I feel it improves the consistency, and it allows you to avoid the repetition of having the two 1/2 repeat sliders 01:19:638 (2,2) oriented the exact same way right after each other
Salad
Pattern repetition in the intro isn't such an issue here since you can at least incorporate jumps and direction changes to keep the player interested, but yeah, I'd strike for some more variety :P
  1. 00:21:248 (3,4,1) - 00:25:931 (3,4,1) - 1/1 jump followed by 1/2 jump in the opposite direction is quite tricky here, I'd reduce (4,1) slightly
  2. 00:38:077 (1) - 00:42:760 (1) - Adding repeats feel weird here, since the vocal notes you're mapping end on the reverse arrow. I'd remove the repeat and add a circle in it's place for both
  3. 00:38:809 (2,1) - 00:43:492 (2,1) - The slider "angle" isn't really providing enough emphasis to the red tick beats here. Ordinarily I'd ask you to split this into 1/1 slider and a 1/2 spaced circle since the vocal sound you're mapping ends on the red tick with the snare drum sound. However, I noticed that would break consistency with previous patterns 00:29:443 (2,1) and 00:34:126 (3,1) so perhaps you could just make a tighter angle on these?
  4. 01:04:272 (2,3,4) - 01:13:638 (2,3,4) - Strong vocal notes at 01:04:565 and 01:13:931 are mapped to a sliderend, I feel 1/2 slider + 1/2 repeating slider would be a more suitable rhythm here
  5. 01:14:370 (1) - I think this sounds better extended to 01:14:809
  6. 01:19:931 (3,1) - Jump would be nice here, x-384 or so, though you'd need to move the following patterns to the right a bit as well (I opted for everything after this to x-192 to avoid a harsh return movement)
Platter
  1. 00:03:833 (3,4) - 00:08:516 (3,4) - Hold the phone guys we managed to split a couple of 1/2 sliders into a pair of circles, how's that for variety!? (^:
  2. 00:21:540 (4,1) - 00:26:223 (4,1) - Strong hypers combined with antiflow sliders makes it really easy to droplet miss here. I'd curve (1) to the left more and/or reduce the strength of these hypers
  3. 00:59:589 (2) - 01:08:954 (2) - I don't see a reason why these can't be 1/2 sliders, there are clear vocal sounds held to the red tick and you already have plenty of pauses. I like leaving a pause at 00:57:248 (2) and 01:06:613 (2) since these vocal sounds are more abrupt, and the spacing emphasizes their finality, but these ones are mapping smoother sounds and the space just feel a little awkward to me.
  4. 01:01:931 (2) - I don't feel this needs a hdash to it, it's not stronger than 00:59:150 (1) or 01:03:833 (1) - both of which have regular dashes only
  5. 01:04:272 (2,3,4) - 01:05:443 (3,4,5) - 01:13:638 (2,3,4) - Same as in Salad, I feel a 1/2 slider + 1/2 slider + circle rhythm fits better here
Rain
  1. 00:04:126 (1) - Repeat slider variety best meta :P please don't kill me
  2. 00:08:516 (4,1,2) - I get why 00:04:126 (1) has a hdash for the increase in pitch, but here? These notes are so quiet compared to the drumroll that comes immediately after them, and this repeated and sudden 1/2+1/4 hdash usage creates a massive difficulty spike. At the very least I'd remove the (1,2) hyper by moving (2) to x-296 or so
  3. 00:52:711 (3,4) - 00:53:882 (3,4) - These zig-zag patterns are pretty harsh compared to the surrounding ones, I'd reduce the spacing between them a tiny bit
  4. 00:59:589 (2,3,4) - 01:04:272 (2,3,4) - 01:08:955 (2,3,4) - 01:13:931 (4,5) - Same rhythm change suggestion as in the previous diffs
  5. 01:01:199 (4,5,1) - 01:10:565 (4,5,1) - This is just evil, the double hdash consists of movements with two totally different strengths which makes it really hard to judge the correct time to change direction, and even if you hit both, the chances of missing droplets on the slider (1) are frustratingly high due to the lack of curvature on the slider in the direction of flow. I'd reduce the distance to 01:01:492 (1) slightly and create more of a curve to improve the flow. If you Ctrl+G 01:01:492 (1)to keep the tail in the same position, try moving the head to x-132, then Ctrl+G back + same idea for 01:10:857 (1)
Really nice set, even if I disagree with a few of the rhythm choices. Hopefully you found this useful, but feel free to ask if you have any questions.

When you're ready for me to take another look I'll be back (:
Topic Starter
Deif
JBHyperion
Cup
I don't think I've ever seen a Cup with a note density this high, but considering the song is really energetic in most places and the spread is pretty balanced I can accept it. I would consider toning down the note density in the intro (until 00:08:809 -) slightly however, since it's so calm here. You're currently using 1/2 slider + 1/2 slider + circle repeatedly for 8 seconds, so switching out a couple of these for a simpler pattern might bring some nice variety also. 3/2 repeat slider and 3/2 slider + 1/2 slider would fit well here. (Reduced the density (hopefully) of this part, at least for the first beats which are the lightest ones)
  1. 01:20:516 (2) - Really minor, but you could replace this with three circles like you have at 01:22:857 (2,3,4) so that your combos alternate repeat slider and triplet - I feel it improves the consistency, and it allows you to avoid the repetition of having the two 1/2 repeat sliders 01:19:638 (2,2) oriented the exact same way right after each other (Not really necessary imo)
Salad
Pattern repetition in the intro isn't such an issue here since you can at least incorporate jumps and direction changes to keep the player interested, but yeah, I'd strike for some more variety :P (I'm the lazy copypasta master \:D/)
  1. 00:38:809 (2,1) - 00:43:492 (2,1) - The slider "angle" isn't really providing enough emphasis to the red tick beats here. Ordinarily I'd ask you to split this into 1/1 slider and a 1/2 spaced circle since the vocal sound you're mapping ends on the red tick with the snare drum sound. However, I noticed that would break consistency with previous patterns 00:29:443 (2,1) and 00:34:126 (3,1) so perhaps you could just make a tighter angle on these? (Nah, 3/2 sliders make more sense in those cases)
  2. 01:04:272 (2,3,4) - 01:13:638 (2,3,4) - Strong vocal notes at 01:04:565 and 01:13:931 are mapped to a sliderend, I feel 1/2 slider + 1/2 repeating slider would be a more suitable rhythm here (I disagree. White ticks are slightly stronger/more important and that's why I tried putting 1/2 sliders at those beats)
  3. 01:19:931 (3,1) - Jump would be nice here, x-384 or so, though you'd need to move the following patterns to the right a bit as well (I opted for everything after this to x-192 to avoid a harsh return movement) (It's already at x:192 o.o)
Platter
  1. 00:03:833 (3,4) - 00:08:516 (3,4) - Hold the phone guys we managed to split a couple of 1/2 sliders into a pair of circles, how's that for variety!? (^: (Bleh)
  2. 01:04:272 (2,3,4) - 01:05:443 (3,4,5) - 01:13:638 (2,3,4) - Same as in Salad, I feel a 1/2 slider + 1/2 slider + circle rhythm fits better here (See answer at Salad)
Rain
  1. 00:04:126 (1) - Repeat slider variety best meta :P please don't kill me (ayyyyyyy)
  2. 00:52:711 (3,4) - 00:53:882 (3,4) - These zig-zag patterns are pretty harsh compared to the surrounding ones, I'd reduce the spacing between them a tiny bit (Really? I found 00:51:394 (2,3) - somehow more difficult than those ones)
  3. 00:59:589 (2,3,4) - 01:04:272 (2,3,4) - 01:08:955 (2,3,4) - 01:13:931 (4,5) - Same rhythm change suggestion as in the previous diffs (ayyyyyyy)
The rest was fixed (also those hitsounds!). I hope Rain isn't as evil as I planned at the beginning :^)
JBHyperion

Deif wrote:

JBHyperion wrote:

Salad
  1. 00:38:809 (2,1) - 00:43:492 (2,1) - The slider "angle" isn't really providing enough emphasis to the red tick beats here. Ordinarily I'd ask you to split this into 1/1 slider and a 1/2 spaced circle since the vocal sound you're mapping ends on the red tick with the snare drum sound. However, I noticed that would break consistency with previous patterns 00:29:443 (2,1) and 00:34:126 (3,1) so perhaps you could just make a tighter angle on these? (Nah, 3/2 sliders make more sense in those cases)
Which is why I suggested just angling the sliders a bit more to give that snare drum sound on the slidertick some extra emphasis - example

  1. 01:19:931 (3,1) - Jump would be nice here, x-384 or so, though you'd need to move the following patterns to the right a bit as well (I opted for everything after this to x-192 to avoid a harsh return movement) (It's already at x:192 o.o)
I'm suggesting you move 01:20:223 (1) to x-384, then to avoid an uncomfortable return jump, move 01:20:516 (2,3,1,2,3,1,2,3,1,2,3) to x-192 (:
Neither of these is game-changing, but I just wanted to make sure I'd explained myself clearly. The rest of the set is fine by me so assuming I did a better job of getting my point across this time, I'll get this moving once you've responded either way \o/
Topic Starter
Deif
00:38:809 (2,1) - 00:43:492 (2,1) - Changed the slider angle. Made it slightly softer as in your example.

01:19:931 (3,1) - I find the current distance (~1,70x) okayish for that part. There's no need to force further difficulty at that spot imo.

\o/
JBHyperion
How to map good pls OwO

Bubbled~
ZiRoX
Soon™
Topic Starter
Deif
Nowpls™ :(
Yuii-
I haven't modded CtB for over 1 month, I'm rusty :(

H e l l o , D a v i d ! ™
Modding in English because I don't know how to speak Spanish.

[Kappa]

I actually want to bring to the topic a lot of things about this difficulty that may (or not) need an explanation as a cease to some patterns. I also wonder why you are not mapping so many red ticks when the principal and louder beats are right there.

  1. 00:18:760 (2) - Considering the density of the map overall, this rhythm could be mapped in another way without ignoring what is really important here. I'm talking about 00:18:613 - . It's the most prominent beat after the finish sound on (1)'s head. By doing a pattern similar to 01:08:516 (1,2,3) - you will be still emphasising everything properly and making the most important things as "clickable" (Standard definition, dunno if this applies for CtB). Additionally, you should map this object that has a completely different rhythm than the others repeater sliders on this first section, such as 00:14:077 (2,2,2) - .
  2. 00:28:711 - At this AR mapping 1/1 the same way as 5/2 (in terms of distance) is quite... not a good idea, basically. The AR doesn't help at all when it comes to recognize the same spacing with different ms in between. What I'm suggesting is either reducing the 1/1s or increasing the 3/2s. Emphasising is important, so maybe the second option is more viable.
  3. 00:38:662 (2,3,1,2,1) - 00:43:345 (2,3,1,2,1) - I am also wondering about these two patterns in particular being too dense compared to all the other patterns on the Kiai. Yes, there are a lot of beats audible on these sections, but the most intense part of the song is... particularly easier than these? Doesn't make too much sense if you think about it.
  4. 01:04:272 - I'm quite surprised by the fact you are ignoring this beat completely even when it's very audible. You are losing the opportunity of placing a circle, basically, whereas in other parts that are as intense as this one, there's actually something on it.
  5. 01:10:857 (1,2,3) - I have no idea what you are trying to map here but it sounds a bit too off, personally let me recommend you a different rhythm that will cover each beat and follow the vocals even better 01:08:516 (1,2,3) - .
[¿Alguna vez te pusiste a moddear cambiándole el nombre a las dificultades? Qué feo se debe ver este título tan largo en el Thread, por Dios.]

  1. 00:23:735 (3,1,2) - I think there's a minor spacing mistake right here, you are supposed to make (1) emphasised instead of (2). Considering how you are building all this section, you should work around this pattern for a while.
  2. 00:33:687 (2,2) - Same rhythm, same beats, same musical part... but still, being mapped differently. Intended? Would love to see 00:33:687 (2) - with a repeater. without it kinda kills the momentum of the drums and emphasis.
  3. 00:50:955 (1,2) - You may want to decrease the distance between these objects. If you hear the song from 00:50:955 - you will notice how every single hit emphasises the song gradually, and for that reason you should look forward to increase the spacing gradually for every single object. If you can hear (1,2) being louder than 00:52:126 (1,2) - (even when you added a custom hitsound to (2)) or 00:53:296 (1,2) - (same here) you need that sweet new pair of headphones! By the way, as a 400pp player it took me 3 tries to catch 00:50:809 (3,1) - properly, that's a really sharp angles and has a very bad transition along with 00:49:784 (1,2) - .
  4. 01:01:931 (2) - More like a personal request/preference, but could you curve this slider a bit? It requires too much movement when the music doesn't support it at all.
  5. 01:02:662 (1,2) - This transition needs a dash, however 01:03:248 (2,1) - doesn't. Even if the percussion on 01:03:833 - is stronger, you decided to not emphasise it. Quite weird.
  6. 01:05:004 (1) - Two different type of sounds being mapped onto the same object. The first part from 01:05:004 - to 01:05:223 - it's a holdable sound with the "o~" in the background. The second one, although are a series of different sounds (aka a stream could be placed here) re-introducing the guitar and another part of the vocals. You could try to make a slider on the first part and then another slider for the second one, but definitely not on the same object, you want to emphasise everything properly.
  7. 01:14:370 (1) - Burai slider hah.
  8. 01:19:931 (3,1) - Maybe it's just me, but I wasn't able to catch (1) without a dash whilst 01:21:394 (1,1) - pretty much catchable without too much effort. Maybe moving (1) on x352 would fix this "issue".
  9. 01:24:174 - Aaaayyy, ignoring this is a sin.
[Platillo Volador Magnificamente Desarrolado !faq es:capping. Si lo otro se ve feo, este debe ser peor.]

Loved this difficulty, amazing.

  1. 00:09:613 (4,5,6,7,8) - I really think soft sampleset would do a better work here, considering there are no drums at all, so emphasising them that much sounds a bit too loud.
  2. 00:12:321 (1) - Ugh, this could be a bit more curved, it's quite hard to follow every pattern here, try to copy it from 00:11:150 (1) - . Same goes to 00:17:004 (1) - .
  3. 00:23:735 (3) - 00:28:418 (3) - You could divide them into two different clickable objects instead, emphasising the drums is something really important and worth on this section.
  4. 01:15:248 (4) - From what I can remember this it should be a stream.
[Mirá que le podés poner nombres creativos a la dificultad máxima y el señorito le pone "Rain"... con gente así no se puede vivir (?)]

  1. 00:03:833 (4,1) - Unsure about this hyper-dash a bit, it's killing the pace of the calm intro as a whole. Definitely wouldn't do this at all, especially when there's nothing really much to be emphasised.
  2. 00:09:540 (4,5,6,7,8,9) - Basically the same I said on Platter.
  3. 00:26:809 (2,3,4) - And now here comes the problem. You are literally destroying the momentum of the 1/2 sliders by placing them like that. My suggestion mostly comes from analyzing your previous patterns; yes, the back-and-forth on (2,3,4) isn't a /bad/ idea, but definitely could be improved with HDashes, don't see a reason behind not to do them, so what about https://osu.ppy.sh/ss/3989640 ?
  4. 00:56:077 (2) - Pretty much catchable without any movement. Are you sure you want to create this movement-cancellation or whatever it is called? I really think that extending this slider a bit (instead of curving it that much) may help overall to give the player a sort of idea the most intense part of the map is approaching, and so, they should start moving a bit more from the very beginning of this section.
  5. 01:11:296 (2,3,4) - Such a low spacing between these notes.
  6. Regarding streams: Even though I understand your point of "they sound very similar on pretty much every beat so isn't worth creating a separated movement" a bit, you should look into the streams on Platter, then, as they do require a certain movement from the players instead of just standing there and ignoring the flow of the map for a couple of seconds in between a jump-y section. Unless there's another reason behind the straight streams that I'm not understanding properly, take a look at both Platter and Rain and take your guess.
-----------

Amazing mapset, to be honest.
Noo R's Overdose ayyyyyyyhyy lmao aom aomoa momoa moa k k kK K K
Topic Starter
Deif
Yuii-
I haven't modded CtB for over 1 month, I'm rusty :(

H e l l o , D a v i d ! ™
Modding in English because I don't know how to speak Spanish. I answer your mod in Spanish because I don't know how to speak Korean(?)

[Kappa]

I actually want to bring to the topic a lot of things about this difficulty that may (or not) need an explanation as a cease to some patterns. I also wonder why you are not mapping so many red ticks when the principal and louder beats are right there.

  1. 00:18:760 (2) - Considering the density of the map overall, this rhythm could be mapped in another way without ignoring what is really important here. I'm talking about 00:18:613 - . It's the most prominent beat after the finish sound on (1)'s head. By doing a pattern similar to 01:08:516 (1,2,3) - you will be still emphasising everything properly and making the most important things as "clickable" (Standard definition, dunno if this applies for CtB). Additionally, you should map this object that has a completely different rhythm than the others repeater sliders on this first section, such as 00:14:077 (2,2,2) - . (Ese beat no es tan importante. Además, la densidad de notas es ya de por sí alta como para andar añadiendo más cosas D:)
  2. 00:28:711 - At this AR mapping 1/1 the same way as 5/2 (in terms of distance) is quite... not a good idea, basically. The AR doesn't help at all when it comes to recognize the same spacing with different ms in between. What I'm suggesting is either reducing the 1/1s or increasing the 3/2s. Emphasising is important, so maybe the second option is more viable. (Quizá parezca demasiado vacío, pero es mejor que dejar un break sin sentido ahí. El AR hace que se vean al menos 2 notas, por lo que no habrá muchos problemas al leerlo)
  3. 00:38:662 (2,3,1,2,1) - 00:43:345 (2,3,1,2,1) - I am also wondering about these two patterns in particular being too dense compared to all the other patterns on the Kiai. Yes, there are a lot of beats audible on these sections, but the most intense part of the song is... particularly easier than these? Doesn't make too much sense if you think about it. (No hay demasiados sliders 3/2 en el kiai, pero hay definitivamente más 1/2 beats mapeados allí. Está mapeado así para diferenciarlo de la parte más tranquila y darle algo más de énfasis)
  4. 01:04:272 - I'm quite surprised by the fact you are ignoring this beat completely even when it's very audible. You are losing the opportunity of placing a circle, basically, whereas in other parts that are as intense as this one, there's actually something on it. (Suena bien aquí. Hecho)
  5. 01:10:857 (1,2,3) - I have no idea what you are trying to map here but it sounds a bit too off, personally let me recommend you a different rhythm that will cover each beat and follow the vocals even better 01:08:516 (1,2,3) - . (Suena más simple de esta forma, sobre todo para esta parte que es algo rara)
[¿Alguna vez te pusiste a moddear cambiándole el nombre a las dificultades? Qué feo se debe ver este título tan largo en el Thread, por Dios.]

  1. 00:23:735 (3,1,2) - I think there's a minor spacing mistake right here, you are supposed to make (1) emphasised instead of (2). Considering how you are building all this section, you should work around this pattern for a while. (Tiene sentido)
  2. 00:33:687 (2,2) - Same rhythm, same beats, same musical part... but still, being mapped differently. Intended? Would love to see 00:33:687 (2) - with a repeater. without it kinda kills the momentum of the drums and emphasis. (Intenté seguir la letra en esta parte. No es necesario añadir una repetición)
  3. 00:50:955 (1,2) - You may want to decrease the distance between these objects. If you hear the song from 00:50:955 - you will notice how every single hit emphasises the song gradually, and for that reason you should look forward to increase the spacing gradually for every single object. If you can hear (1,2) being louder than 00:52:126 (1,2) - (even when you added a custom hitsound to (2)) or 00:53:296 (1,2) - (same here) you need that sweet new pair of headphones! By the way, as a 400pp player it took me 3 tries to catch 00:50:809 (3,1) - properly, that's a really sharp angles and has a very bad transition along with 00:49:784 (1,2) - . (Adiós a mi mapeo lazy de esa parte huehueheuheheuheuhe)
  4. 01:01:931 (2) - More like a personal request/preference, but could you curve this slider a bit? It requires too much movement when the music doesn't support it at all. (Acompaña al dash que hay que hacer para hacer ese slider. Creo que acompaña bien a la velocidad de ese dash)
  5. 01:02:662 (1,2) - This transition needs a dash, however 01:03:248 (2,1) - doesn't. Even if the percussion on 01:03:833 - is stronger, you decided to not emphasise it. Quite weird. (No sé... creo que tampoco la distancia actual no queda mal. No es necesario ni hacerla pequeña ni tampoco exagerar con el dash imo)
  6. 01:05:004 (1) - Two different type of sounds being mapped onto the same object. The first part from 01:05:004 - to 01:05:223 - it's a holdable sound with the "o~" in the background. The second one, although are a series of different sounds (aka a stream could be placed here) re-introducing the guitar and another part of the vocals. You could try to make a slider on the first part and then another slider for the second one, but definitely not on the same object, you want to emphasise everything properly. (Cambié el ritmo de esa parte quitando una repetición de ese slider y añadiendo notas. Espero que quede bien así)
  7. 01:14:370 (1) - Burai slider hah. (AHUEHUEHUEHEEHEUHEUHEUHEHBRRRR)
  8. 01:19:931 (3,1) - Maybe it's just me, but I wasn't able to catch (1) without a dash whilst 01:21:394 (1,1) - pretty much catchable without too much effort. Maybe moving (1) on x352 would fix this "issue". (Same stuff as 00:13:492 (1) - not that hard imo)
  9. 01:24:174 - Aaaayyy, ignoring this is a sin. (Iré al infierno \:D/)
[Platillo Volador Magnificamente Desarrolado !faq es:capping. Si lo otro se ve feo, este debe ser peor.]

Loved this difficulty, amazing.

  1. 00:09:613 (4,5,6,7,8) - I really think soft sampleset would do a better work here, considering there are no drums at all, so emphasising them that much sounds a bit too loud. (Reduje el volumen de esas notas. El hitsound encaja bastante bien, ya que el sonido es bastante similar a los que vienen después)
  2. 00:12:321 (1) - Ugh, this could be a bit more curved, it's quite hard to follow every pattern here, try to copy it from 00:11:150 (1) - . Same goes to 00:17:004 (1) - . (Hecho)
  3. 00:23:735 (3) - 00:28:418 (3) - You could divide them into two different clickable objects instead, emphasising the drums is something really important and worth on this section. (No hay mucha diferencia en CtB. Tanto 2 notas como un slider se interpretan de la misma forma)
  4. 01:15:248 (4) - From what I can remember this it should be a stream. (Cambiado)
[Mirá que le podés poner nombres creativos a la dificultad máxima y el señorito le pone "Rain"... con gente así no se puede vivir (?)]

  1. 00:03:833 (4,1) - Unsure about this hyper-dash a bit, it's killing the pace of the calm intro as a whole. Definitely wouldn't do this at all, especially when there's nothing really much to be emphasised. (Quitado)
  2. 00:09:540 (4,5,6,7,8,9) - Basically the same I said on Platter. (^)
  3. 00:26:809 (2,3,4) - And now here comes the problem. You are literally destroying the momentum of the 1/2 sliders by placing them like that. My suggestion mostly comes from analyzing your previous patterns; yes, the back-and-forth on (2,3,4) isn't a /bad/ idea, but definitely could be improved with HDashes, don't see a reason behind not to do them, so what about https://osu.ppy.sh/ss/3989640 ? (Para diferenciarlo de la parte anterior opté por los zigzags. Los HDashes pueden parecer exagerados, y con estos zigzags sin HDashes intento que la gente no se queje de que haya demasiados)
  4. 00:56:077 (2) - Pretty much catchable without any movement. Are you sure you want to create this movement-cancellation or whatever it is called? I really think that extending this slider a bit (instead of curving it that much) may help overall to give the player a sort of idea the most intense part of the map is approaching, and so, they should start moving a bit more from the very beginning of this section. (Lo ensanché algo para intentar crear ese efecto)
  5. 01:11:296 (2,3,4) - Such a low spacing between these notes. (Es algo complicado posicionar bien ese (2). Creo que la mejor opción fue esa)
  6. Regarding streams: Even though I understand your point of "they sound very similar on pretty much every beat so isn't worth creating a separated movement" a bit, you should look into the streams on Platter, then, as they do require a certain movement from the players instead of just standing there and ignoring the flow of the map for a couple of seconds in between a jump-y section. Unless there's another reason behind the straight streams that I'm not understanding properly, take a look at both Platter and Rain and take your guess. (Si te fijas bien, los streams del Platter son notas que llevan una dirección continua, por lo que el jugador sólo debe moverse en una dirección para coger todas las notas. En el caso del Rain casi todos esos streams tienen un cambio de dirección para que el jugador tenga que moverse dos veces, complicando algo el movimiento. Sinceramente mapeé el Rain una semana antes que el Platter, por lo que no presté mucha atención a esos detalles. Si es algo crítico estoy dispuesto a arreglar esa parte)
-----------

Amazing mapset, to be honest.
Noo R's Overdose ayyyyyyyhyy lmao aom aomoa momoa moa k k kK K K (AHUEHUEHUEHAHUEHEUHEUH No Overdose for u. Take a challenging Rain instead)

Pampampam
JBHyperion
What on Earth did I just read? o-o
ZiRoX
Ch-ch-check time!

[General]
  1. Metadata: I think I reached the official CD site. According to this, Title should be 絶望性:ヒーロー治療薬 The Animation (with the unicode colon, ayylmao).
[Cup]
  1. 00:14:662 (1,2) - This is the only slider that provides antiflow and it has the same distance than the rest of the patterns. I'd either reduce it's distance a bit, or plainly make this normal flow.
  2. 01:04:857 - Maybe you could add a note here. I'm aware you added a note on 01:04:272 (2) - with Yuii's mod, but this note really fits. While note density might be a concern, I think the fact that this and the following stanzas bridge the two halves of the Kiai, plus the fact that the next object is a long slider, serve as a "buffer".
  3. On the 01:11:443 (2,3,1,2) - part I don't really agree with the rhythm choices. Give the following a try and check if you deem it better and acceptable, but I can understand that it is to keep the note density as lowest as possible.
[Salad]
  1. 00:11:150 (1,2) - I'm not sure if you intend that this kind of distance (this applies for the following patterns, too) are meant to be done walking or dashing. While testplaying, it didn't tell me "you have to dash!", so I end up walking them and they felt a bit too tight. I think some more definition (either a bit larger distance to really induce dashing or a bit smaller to give the feeling it's really walkable) would be better.
  2. 00:19:345 (1) - Hmm, feels really easy to miss. I think the x1,46 distance you used on the following similar patterns is better, so try moving this to x:336.
  3. 00:36:906 (1,3) - I think moving this one gridspace to the right makes it more newb-friendly.
  4. 01:01:492 (1,2) - This distance also triggers the same doubt. I feel a x1,74 distance, like you used on 00:57:687 (3,1) - , is better.
  5. 01:05:004 (1) - I think you could move this one to x:304 to really push players to dash.
  6. 01:12:613 (2) - I think replacing this with a circle + 1/1 slider follows the song better. Maybe you could do something like this:
[Platter]
  1. 00:11:589 (2,3) - I wouldn't make this completely horizontal, as the SV might make it a bit hard to keep up without dashing.
  2. 00:16:272 (2,3) - This also applies for the Ctrl+H Ctrl+J version of that pattern :^)
  3. 00:30:760 (4,5,1) - This is also a bit of a "do I dash or do I walk?" pattern, so maybe x:288 for (5) and x:176 for (1) is better.
  4. 00:35:443 (4,5,1) - ^Also applies on Ctrl+H ver.!
  5. 00:36:906 (1,2,3,4,1) - This pattern is also hard because of the same reason. The distances are in the middle of nowhere, so it's hard to keep up without dashing, but too much dashing will also make you miss. I tried rebalancing some distances, putting 00:36:906 (1) - on x:128, 00:37:053 (2) - on x:224 and 00:37:345 (3) - on x:432, and it feels better to me.
  6. 00:44:809 (4) - Put this on x:336. The movement can be a bit unstable (iirc a pattern like this was mentioned in the Ende DQ)
  7. 00:46:857 (3,4) - Mind moving it to x:320 so you don't troll that much :D? The jump + the large horizontal movement from the slider can be a bit hard.
  8. 01:01:931 (2) - I also recommend moving this to x:272, same reason as before.
  9. 01:05:589 (4) - Move to x:272 to make it a bit easier (no, it's not like I have something with x1,60 distance, but I just find it the perfect distance)
  10. 01:11:735 (3) - ^x:352
[Rain]
The mapset is really good, so this is purely picky stuff :(
Topic Starter
Deif
Metadata discussion
[00:22] <@Deif> Is someone good at troll japanese metadata?
[00:23] <ByBy13> hmm which map?
[00:24] <@Deif> https://osu.ppy.sh/s/367646
[00:24] <blissfulyoshi> what is wrong with metadata there?
[00:24] <ByBy13> lemme see
[00:25] <@Deif> Capitalization of the artist
[00:25] <@Deif> And the "The Animation" of the title
[00:25] <ByBy13> hmm...
[00:26] <blissfulyoshi> in jp it is ダンガンロンパ 希望の学園と絶望の高校生 THE ANIMATION
[00:26] <@Deif> You mean the source?
[00:26] <ByBy13> yes
[00:27] <blissfulyoshi> oh sry, didn't see you meant title
[00:27] <blissfulyoshi> checking
[00:27] <ByBy13> me too
[00:27] <blissfulyoshi> but yeah, source does have "THE ANIMATION" in it
[00:27] <blissfulyoshi> according to waht I can find
[00:27] * BanchoBot sets mode: +o Stefan
[00:27] <@Deif> Roger that. Changing it
[00:28] <ByBy13> it isn't the first season of danganronpan?
[00:28] <blissfulyoshi> yes
[00:28] <blissfulyoshi> only season
[00:28] <blissfulyoshi> but yeah
[00:28] <@Deif> It's the ending of the only season
[00:28] * BanchoBot sets mode: +o Stefan
[00:28] <ByBy13> saw the title of anime
[00:28] <blissfulyoshi> trying to find an ost
[00:28] <blissfulyoshi> listing
[00:28] <ByBy13> there's no any 'the animation' there in title :C
[00:29] <@Deif> ZiRoX found [http://www.nbcuni.co.jp/rondorobe/anime/danganronpa/contents/hp0009/index00110000.html this]
[00:29] <@Deif> Disc2 song 26
[00:30] <blissfulyoshi> that was what I was thinking too
[00:30] <blissfulyoshi> sicne they always change the exact title in the ost
[00:30] <ZiRoX> however, there's one "downside" to that
[00:30] <ZiRoX> as it lists the artists without space
[00:30] <ZiRoX> スズムfeat.そらる
[00:30] <ZiRoX> kek
[00:30] <blissfulyoshi> because that is jp
[00:31] <blissfulyoshi> hmmmm
[00:31] <ByBy13> [https://puu.sh/ItWqd/e9f84254f7.jpg this is the logo of the anime]
[00:31] <blissfulyoshi> if we follow that
[00:31] <@Deif> That puush could not be found.
[00:31] <ZiRoX> that puush could not be found!
[00:31] <blissfulyoshi> then no space in artist
[00:31] <blissfulyoshi> and space in romanized
[00:31] <ByBy13> ugh D:
[00:32] <blissfulyoshi> oh yeah, add english source to tags please xD
[00:32] <ZiRoX> funny thing is next song has a space in the artist
[00:32] <@Deif> Oh hi, the 1st space appears here http://image16.poco.cn/mypoco/myphoto/20140909/23/6595184820140909234523095.jpg
[00:32] <ZiRoX> 小林幸子 feat.モノクマ
[00:32] <blissfulyoshi> or well english name of game
[00:32] <blissfulyoshi> xD
[00:32] <@Deif> Already added bliss
[00:32] <blissfulyoshi> kk
[00:32] <ZiRoX> deif, how
[00:32] <ZiRoX> I tried to find that :(
[00:32] <blissfulyoshi> dl the single?
[00:32] <@Deif> http://vgmdb.net/album/39979 > Search image in Google
[00:32] <blissfulyoshi> that works too
[00:32] <blissfulyoshi> I usually just dl the whole thing
[00:34] <ZiRoX> still can't find it
[00:34] <ZiRoX> hue
[00:34] <blissfulyoshi> lol
[00:34] <@Deif> [https://www.google.de/search?tbm=isch&tbs=simg:CAQSjgEaiwELEKjU2AQaBAgACAMMCxCwjKcIGmIKYAgDEijsF_1sLnQzCDLkM-gusDJ8M7RerDOomyyyyM-gmgTe3IY00uDPTPeM8GjAOqAVVhLB2rl3sj_1CdUudVi6xPEVTnnG-vgp9NR-gIt1aGpvvJtAu0CvTETjnGbjUgAgwLEI6u_1ggaCgoICAESBA9cgo8M&sa=X&ved=0ahUKEwjT0MSj1qLJAhUHiiwKHTShCC8Q2A4IHigB&biw=1920&bih=979 A]
[00:35] <ZiRoX> www
[00:35] <blissfulyoshi> so everything resolved now?
[00:35] <ByBy13> also at the artist I think after feat. there's no space If I'm not wrong
[00:35] <@Deif> Now I need to find a dl link for the whole thingy
[00:36] <@Deif> The capitalization of the artist is still missing
[00:36] <ByBy13> hmm o_o
[00:37] <blissfulyoshi> wait, why would official capitalization exist?
[00:37] <ByBy13> found the official website of suzumu
[00:38] <ByBy13> seems that the artist isn't in caps :(
[00:38] <blissfulyoshi> yay
[00:39] <@Deif> \o/
[00:41] <ByBy13> but seeing the logo of soraru,it is in caps
[00:41] <blissfulyoshi> lol
[00:41] <@Deif> ayayayay
[00:41] <ByBy13> check his official website
[00:41] <ByBy13> soraru.tokyo
[00:41] <blissfulyoshi> link
[00:42] <blissfulyoshi> oh okay
[00:42] <blissfulyoshi> oh wow, someone actually with a .tokyo tld
[00:42] <ByBy13> yea
[00:42] <ByBy13> xD
[00:43] <@Deif> So it'd be suzumu feat.SORARU?
[00:43] <ByBy13> I think yes
[00:43] <ZiRoX> '-'
[00:43] <ByBy13> something like this
[00:43] <blissfulyoshi> lol
[00:43] <blissfulyoshi> no space after feat?
[00:43] <ByBy13> yes
[00:44] <ByBy13> at jp letters as well I guess
[00:44] <@Deif> According to [http://image16.poco.cn/mypoco/myphoto/20140909/23/6595184820140909234523095.jpg this] there's only a space between suzumu and feat.
[00:44] <blissfulyoshi> kk
[00:45] <ByBy13> yes
[00:47] <@Deif> Alrighty. Thanks for the help!
[00:47] <ZiRoX> http://soraruru.jp/profile/
[00:47] <ZiRoX> what about this D:
[00:47] <@Deif> awawawawa
[00:48] <blissfulyoshi> lol
[00:48] <ByBy13> ugh
[00:48] <@Loctav> oh ffs Deif
[00:48] <ByBy13> :C
[00:48] <@Loctav> highlights
[00:48] <ZiRoX> LOL
[00:48] <@Loctav> check your highlights
[00:48] <@Loctav> :(
[00:48] <blissfulyoshi> I would follow what ZiroX found
[00:48] <@Deif> [https://yt3.ggpht.com/-j7IM_b95HNI/Va9Mc7MdYGI/AAAAAAAAACk/oHiL6XLqebU/w2120-fcrop64=1,00005a57ffffa5a8-nd/soraru%2Byoutube%2B%25E3%2583%2581%25E3%2583%25A3%25E3%2583%25B3%25E3%2583%258D%25E3%2583%25AB%25E3%2582%25A2%25E3%2583%25BC%25E3%2583%2588_e.jpg huh?]
[00:49] <blissfulyoshi> mostly because we never follow logos
[00:49] <ZiRoX> yeah, I had found the YT channel
[00:49] <blissfulyoshi> because jp titles would be in all caps then
[00:49] <ZiRoX> but I didn't find it "official" enough
[00:49] <ByBy13> oh yeah
[00:49] <ZiRoX> but what's with the two official sites
[00:49] <ZiRoX> wtf
[00:50] <blissfulyoshi> I wish I knew
[00:50] <blissfulyoshi> the artist needs to not update 2 different site
[00:50] <blissfulyoshi> if you want to use a new tld
[00:50] <ByBy13> yup
[00:50] <blissfulyoshi> at least redirect
[00:53] <ZiRoX> https://twitter.com/soraruru but well, his twitter account links to the second one
[00:53] <ZiRoX> the .jp one
[00:53] <blissfulyoshi> kk
[00:53] <blissfulyoshi> .jp it is then
[00:54] <ZiRoX> this metadata thing is hard :(
[00:54] <ByBy13> so it means that there's no caps

tl;dr version, this:
  1. Title: Zetsubousei: Hero Chiryouyaku The Animation
  2. TitleUnicode: 絶望性:ヒーロー治療薬 The Animation
  3. Artist: suzumu feat.soraru
  4. ArtistUnicode: スズム feat.そらる
  5. Source: ダンガンロンパ 希望の学園と絶望の高校生 THE ANIMATION

ZiRoX
Ch-ch-check time!

[General]
[Cup]
  1. 00:14:662 (1,2) - This is the only slider that provides antiflow and it has the same distance than the rest of the patterns. I'd either reduce it's distance a bit, or plainly make this normal flow. (En qué carajo estaba pensando aquí)
  2. On the 01:11:443 (2,3,1,2) - part I don't really agree with the rhythm choices. Give the following a try and check if you deem it better and acceptable, but I can understand that it is to keep the note density as lowest as possible. (I'll leave this one. I know it doesn't follow the lyrics this time, but it's hard to keep a low combo otherwise)
[Salad]
  1. 00:11:150 (1,2) - I'm not sure if you intend that this kind of distance (this applies for the following patterns, too) are meant to be done walking or dashing. While testplaying, it didn't tell me "you have to dash!", so I end up walking them and they felt a bit too tight. I think some more definition (either a bit larger distance to really induce dashing or a bit smaller to give the feeling it's really walkable) would be better. (Es esa distancia en la que se puede hacer al límite sin usar el dash. La dejaré por ahora, ya que bam de la melodía hará que se use el dash instintivamente para los jugadores que no quieran tomar mucho riesgo)
  2. 00:19:345 (1) - Hmm, feels really easy to miss. I think the x1,46 distance you used on the following similar patterns is better, so try moving this to x:336. (Es la misma distancia que en el pattern anterior. No lo veo tan difícil como para reducirlo aún más)
  3. 01:01:492 (1,2) - This distance also triggers the same doubt. I feel a x1,74 distance, like you used on 00:57:687 (3,1) - , is better. (Al ser el kiai puedo ser algo más permisivo, además va bien con la letra)
  4. 01:05:004 (1) - I think you could move this one to x:304 to really push players to dash. (Parece algo exagerado x.x)
[Platter]
  1. 00:30:760 (4,5,1) - This is also a bit of a "do I dash or do I walk?" pattern, so maybe x:288 for (5) and x:176 for (1) is better. (Voy a dejarlo como está para darle algo de énfasis a ese (1). Si lo muevo más a la derecha pierde algo de fuerza el salto a la siguiente nota)
  2. 00:35:443 (4,5,1) - ^Also applies on Ctrl+H ver.!
[Rain]
The mapset is really good, so this is purely picky stuff :(

It's officially nighttime~
Yuii-
Just a little re-check before qualification ayy.
This one is serious, I swear (?)


i am SO mad xd

hello, just a quick recheck
just recommendations, ok? map is good good. quality op. i'm russian.


can i recommend you to lower the first red/green line volume up to 20%~30%? because the music is almost inaudible with the current volume jfhnsdfgjksd

[kappa]
01:08:955 (2) - can you try not to curve this too much because there is a little fruit that is out of the range of the obejct and so it makes it hard to catch a bit t t

[ensalada kkk]

00:10:272 (1) - did you see where the spinner ends? i think it would be way more cooler to place this object somewhere there because now it needs a dash and that's not cool ok? thanks mom deif
00:31:053 (1,2) - no dash here but 00:35:735 (1,2) - yes there iodshphishgosp why why w yhwk k k kk k
01:04:711 (4,1) - anti-flow here plays quite kmsdgnjkosdhgisd udnno don't like it :(
01:14:370 (1) - dad loctav says this object is no good because it forces a bad movement to newbie players, it's too harsh you know? it hurts. it's like a rock, y'know. so you want to curve it a bit because transition ayy lamo
01:19:638 (2,3,1) - why are these so hard to catch 01:19:931 (3,1) - 1.7x heeeeeeeeeh ehehe hh (i lost my FC here aa)

[platillo f asd]

http://puu.sh/lv74O/931c27119b.jpg can you explain me like... why is this difficulty so hard? like... SO HARD!!!ONE1

density of the intro is so similar to ensalada. dunno if ensalada is too dense or this one needs a buff, buuuut, if you take a look at kappa then there's definitely something that doesn't fit kk

00:22:711 (4) - 00:27:394 (4) - these are... yes, your mistake, you should have curved these a bit more e erere

[PONELE UN CUSTOM NAME!]

00:08:516 (4,1) - why the hdash when there's only an electric thing in the background music, there's no intensity there xd

------------


kkkkkkkkkk
ZiRoX
Annoyuiing

EDIT: On other news, I asked KSHR about the capitalization on "THE ANIMATION" on the source. As can be seen on this page, only the logo is written on uppercase, on the different usages throughout the page (for example, on the name of the DVDs), it's capitalized. KSHR was of the opinion the "text" should be respected, so source would be ダンガンロンパ 希望の学園と絶望の高校生 The Animation.

Here's the log and further proof of the capitalized version being the "official" thing:

Chatlog with KSHR
23:37 ZiRoX: hi~
23:47 KSHR: hi
00:20 ZiRoX: oh sorry
00:20 ZiRoX: >.<
00:22 *ZiRoX is listening to [http://osu.ppy.sh/b/806343 suzumu feat.soraru - Zetsubousei: Hero Chiryouyaku The Animation]
00:22 ZiRoX: I was checking this map
00:22 ZiRoX: I reached the official site
00:22 ZiRoX: but I'm not sure if source should use "THE ANIMATION" (as in the logo) or "The Animation" (as in text, like [http://www.nbcuni.co.jp/rondorobe/anime/danganronpa/contents/hp0008/list00000000.html here])
00:23 ZiRoX: since you helped with the ARSMAGNA map, I thought you could help me on this one too
00:23 ZiRoX: don't want to mess with metadata again orz
00:27 KSHR: logo is just a logo, text should be respected this case imo
00:28 KSHR: I don't know why but Japanese tend to capitalize words on the logo
00:30 ZiRoX: ok, thanks!

Kyouren
I will help you in metadata!

This is from this website: t/371084
Metadata check by Me and IamKwaN!

IamKwaN wrote:

IamKwaN wrote:

ranked版本的太舊了 metadata是錯的 我找遍了OST跟CD都沒發現有(TV Size)
Unicode Title: 絶望性:ヒーロー治療薬 絶望性:ヒーロー治療薬 The Animation
Romanised Title: Zetsubousei: Hero Chiryouyaku Zetsubousei: Hero Chiryouyaku The Animation
Unicode Artist: スズム feat.そらる スズムfeat.そらる
Romanised Artist: Suzumu feat.Soraru
Source: ダンガンロンパ The Animation
Tags: Danganronpa 希望の学園と絶望の高校生 Kibou no Gakuen to Zetsubou no Koukousei opening
Reference:
http://puu.sh/kzlFL/bc10890790.jpg
http://www.nicovideo.jp/watch/sm21744938
http://www.nbcuni.co.jp/rondorobe/anime ... 90000.html
http://db2.nbcuni.co.jp/contents/hp0004 ... oCon=20503
The one you quote is a TV Size, Goku?
Alright, I am too lazy to listen to the OST: https://www.youtube.com/watch?v=tmgA5rw7L5I . Refer to the above quote for correct metadata, Misure!

KittyAdventure wrote:

This tv version? Owo
good luck~

EDIT:
Wait, metadata is wrong, i'm sorry IamKwaN, but you has a wrong thing!
Tittle should be:
Tittle: 絶望性:ヒーロー治療薬 The Animation
Romaji: Zetsubousei: Hero Chiryouyaku The Animation

That have in original album by Danganronpa: The Animation Soundtrack 1

Here the website and screenshot:
http://www.nbcuni.co.jp/rondorobe/anime ... 10000.html

Artist, Source, and Tags is fixed but in word in The Animation should be THE ANIMATION, that my opinion but i don't know, you can use THE ANIMATION or The Animation!
No Kudosu! and Good luck~
You can see that in queue from that website! (I agree with ZiRoX and KSHR!, that just a logo!)
Good Luck~

note:
about artist, i not sure because gamu said it's fine!
SPOILER
19:09 Gamu: According to his profile, soraru is correct: http://puu.sh/lwX5e/9de9ce9cfd.jpg
19:09 Gamu: http://soraruru.jp/profile/
19:10 KittyAdventure: so, suzumu feat.soraru is correct?
19:10 Gamu: yeah
19:11 KittyAdventure: okay, thanks~ :3
ZiRoX
This metadata thing is so hard ;_;
Kyouren

ZiRoX wrote:

This metadata thing is so hard ;_;
Topic Starter
Deif
Yuii-
Just a little re-check before qualification ayy.
This one is serious, I swear (?)


i am SO mad xd

hello, just a quick recheck
just recommendations, ok? map is good good. quality op. i'm russian.


can i recommend you to lower the first red/green line volume up to 20%~30%? because the music is almost inaudible with the current volume jfhnsdfgjksd

[kappa]
01:08:955 (2) - can you try not to curve this too much because there is a little fruit that is out of the range of the obejct and so it makes it hard to catch a bit t t (Para los perfeccionistas que quieran sacar una SS huehuheuhe)

[ensalada kkk]

00:10:272 (1) - did you see where the spinner ends? i think it would be way more cooler to place this object somewhere there because now it needs a dash and that's not cool ok? thanks mom deif (El spinner no tiene un fin concreto. Hay muchos caminos a seguir, especialmente para los jugadores novatos. Además, el slider está relativamente bastante pegado al centro, por lo que hay más posibilidades de que lo atrapen)
00:31:053 (1,2) - no dash here but 00:35:735 (1,2) - yes there iodshphishgosp why why w yhwk k k kk k (Es la mismita distancia de 1,97x. Ambos se pueden hacer incluso sin pulsar la tecla del dash)
01:04:711 (4,1) - anti-flow here plays quite kmsdgnjkosdhgisd udnno don't like it :( (¿Dónde está el antiflow ahí?)
01:14:370 (1) - dad loctav says this object is no good because it forces a bad movement to newbie players, it's too harsh you know? it hurts. it's like a rock, y'know. so you want to curve it a bit because transition ayy lamo (Loctav me acaba de decir que ni siquiera lo ha probado, además aborrece el ending)
01:19:638 (2,3,1) - why are these so hard to catch 01:19:931 (3,1) - 1.7x heeeeeeeeeh ehehe hh (i lost my FC here aa) (Esa parte es igualita que las anteriores, misma distancia)

[platillo f asd]

http://puu.sh/lv74O/931c27119b.jpg can you explain me like... why is this difficulty so hard? like... SO HARD!!!ONE1

density of the intro is so similar to ensalada. dunno if ensalada is too dense or this one needs a buff, buuuut, if you take a look at kappa then there's definitely something that doesn't fit kk

00:22:711 (4) - 00:27:394 (4) - these are... yes, your mistake, you should have curved these a bit more e erere (Aún más?)

[PONELE UN CUSTOM NAME!]

00:08:516 (4,1) - why the hdash when there's only an electric thing in the background music, there's no intensity there xd (Introducción a la parte intensa)

------------


kkkkkkkkkk

Lovely metadata!
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