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S-C-U - heron [CatchTheBeat]

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Total Posts
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Topic Starter
ZiRoX
This beatmap was submitted using in-game submission on sábado, 27 de octubre de 2018 at 12:48:12

Artist: S-C-U
Title: heron
Source: jubeat saucer
Tags: JBHyperion Shigeharu Saeki 佐伯 茂治 ミライダガッキ FutureTomTom Ver.2 jukebeat KONAMI music pack 42 plus 2013 DanceDanceRevolution DDR
BPM: 182
Filesize: 3099kb
Play Time: 01:26
Difficulties Available:
  1. Cup (1,67 stars, 181 notes)
  2. Hyperion's Rain (4,63 stars, 341 notes)
  3. Overdose (5,59 stars, 289 notes)
  4. Platter (3,14 stars, 227 notes)
  5. Salad (2,15 stars, 192 notes)
Download: S-C-U - heron
Information: Scores/Beatmap Listing
---------------
#15 Mapset | #? Ranked

Cup by me
Salad by me
Platter by me
Rain by JBHyperion
Overdose by me
Aurele
First :D/
Yumeno Himiko
beautiful cs6
Riari
[Metadata]
  1. Add GD'ers to Gabe's Cup.
  2. Add a preview point to Gabe's Cup.
  3. Disable countdown for Hyperion's Rain.
[Gabe's Cup]
Cute Cup & I really like it, very simple in structure but consistent and enjoyable.
  1. Unsnapped ends at 00:26:755 (3) - and 00:30:217 (4) - .
  2. 00:01:207 (2) - This is extremely picky and purely aesthetic, but ctrl+h and move this back? The droplet generation will mirror 00:00:548 (1) - which I think would look really nice, there is no movement required here so it doesn't disrupt anything.
  3. 00:17:690 (1) - Maybe curve this out a bit more to the left? You have lots of stacks in the map that play pretty well but I feel that this spot doesn't fit in with those. Putting the tail around x:80 or thereabouts has enough movement in it to feel useful and it also looks pretty nice too.
  4. 00:51:976 (1,2) - Some really powerful points here and I don't think these sliders show that. Even the slightest gradient here would be a big improvement in my opinion, Something like my picture below flows nicely for a newer player.
  5. 01:15:712 (1) - I don't think this stack fits here. For the rest of the kiai you have a consistent movement with no stacking until the climax, here you stack the intense start of the kiai ontop of a sliderend which is rather anticlimactic for a strong start. Making 01:15:053 (3) - into a somewhat vertical slider creates movement to add emphasis to the kiai start and allows you to keep your current structure, though I am sure there are other options out there you can work around if you don't like this.
  6. 01:23:789 (1) - Another powerful point with a vertical repeater here, however I feel this is a much bigger offender due to its timing in the song. Tilting this to the right instead of the slight left gradient it has right now makes this much more interactive and flows wellm really giving off that finisher feel at the end of the map. Currently its an extremely passive pattern in an otherwise very active kiai which I think is the biggest letdown in an otherwise really nice difficulty.
[Salad]
  1. haha kek
tbc
Nokashi
Welcome to ZiRoX map modding weekly with Nokashi as your host
In this epidose we have: Heron!

[ General]
  1. Source should be: DanceDanceRevolution , since this is the game the song made its first appearance on
  2. Here's some tags that I got that should be added to help search for this song: " Shigeharu Saeki ミライダガッキ FutureTomTom Ver.2 jukebeat KONAMI music pack 42 jubeat saucer plus 2013 DDR " I Would still consult a metadata connoseur about the tags when this is close to ranking
  3. https://remywiki.com/Heron https://remywiki.com/Shigeharu_Saeki some metadata to justify the tags ( Its not the official but...yeah its something)
  4. Add "Veus" to the tags of all the diffs, its an inconsistent tag in the diffs at the moment and i think Gabe wanted it to be as Tag, also add "Gabe" to tags
  5. Only Hyperion's rain doesnt have a countdown at the moment, but I Would suggest removing the countdown on all the diffs cause reasons
  6. Set a preview point

[ Gabe's Cup]
  1. 00:00:548 (1,2,1) - You could incorporate a more natural movement here. Right now the placements are borderline vertical with the exception that the sliders are curved, making for some very confusing droplet generation some newer players might not be that adapted to follow. My suggestion is, 00:00:548 (1) - Ctrl-H and place it on x:56 , 00:01:207 (2) - this somewhere on x:184 and 00:01:866 (1) - on x:15. I Know there is more spacing to get to the circle but when thinking about the 1/1 break after and the intensity of the beat, i wouldnt think there would be a problem
  2. 00:02:196 - 00:04:833 - These could be mapped if you believe that they wouldnt make the Cup rhythms too dense. However i think they are too strong to be ignored, even for a cup diff
  3. 00:03:515 (3,4) - this sudden standstill in terms of movement really throws me off since the music is still going strong and the catcher just suddenly stops to wait for the next object. An easy fix to this is turning 00:03:515 (3) - into a 1/1 slider with some horizontality to it so more movement is encouraged here. Similar point here 00:06:152 (3,4) -
  4. 00:15:877 (2,3) - Feels really inconsistent that no movement is encouraged in this jump, even though in the previous beat 00:12:416 (1,2) - there was a jump on a sound thats identical to this one
  5. 00:19:504 - Judging from this section 00:12:416 (1,2,3,1,2,3,4,1) - i can infer that you are mostly going for these melodies over anything else. When they stop momentarily, you start following the backround kicks, and rightfully so. However here 00:19:504 - these melodies appear again, and yet you didnt map it, breaking this beautiful pattern you had going on. I Would suggest adjusting the rhythm so this beat is mapped
  6. 00:20:328 (1) - You could split this rhythm to a slider up to here 00:20:657 - and a circle here 00:20:822 - to get the most out of this melody. But this is mostly a suggestion
  7. 00:22:965 (1,2) - Also there should have been some movement here. Having a standstill for this strong beat is really anticlimactic imo. A suggestion i would give would be turning this 00:22:965 (1) - into a rhythm similar to this 00:25:602 (1,2) - so as to get some more creative freedom as to making the jump to get to here 00:24:118 (2) - more noticable
  8. 00:30:053 - Similar to some of my earlier notes. You should take advantange of this in one way or another
  9. 00:41:427 (1,2) - Really anticlimactic flowstop here cause of the barebones rhythm you created. I Reckon you wanted to go for a gradual rhythm density increase to compliment the buildup in the song? You could achieve the same effect by 00:41:427 (1,2) - make these 1/1 sliders as well, but more vertical that these 00:42:745 (3,4) - which are almost fully horizontal. Now, the movement buildup is still retained and some more prominent beats like 00:41:756 - and 00:42:416 - Are highlighted! Win-win :D . Give it a try!
  10. 00:50:657 (3,4) - Doesnt really bode well with the music to have less spacing between these objects, even though the sound is more prominent than the sound of this 00:49:339 (1,2) - which has the 0.80x you keep following
  11. 01:15:053 (3,1) - Really anticlimactic that there is 0 DS difference between these objects even though this is such an intense beat

[ Salad]
  1. 00:00:548 (1,2,3,4,5,6,7) - Hell is breaking loose in the background music and this was mapped as 1/2. I Doubt it will give favourable feedback to players since the music in the back goes from nasty irregular 1/4 rhythm to 1/8 snaps and yet this is really undermapped as 1/2 and rightfully so. I Would suggest a spinner here for simplicity, cause in my ears this is a really complex beat to handle in a salad diff
  2. 00:09:778 (1,2,3,4,5,6,7) - Maybe rearrange the stream here so this 00:10:767 (7,1) - jump is a more clear dash?
  3. 00:15:547 (2,1) - Should have been a normal dash so you are consistent with this dash here 00:25:272 (4,1) -
  4. 00:39:449 (2,1) - Rather ambiguous movement here, because the last similar beat 00:38:130 (2,1) - here was a dash and the one here doesnt directly imply if its a dash or not. Its pretty walkable so its underwhelming if you think about the previous same beat being a dash
  5. 01:10:933 (2,1) - Also i feel like it should have been a dash
  6. 01:19:338 (3,1) - You could buff this a bit

[ Platter]
  1. 00:07:635 (2,1) - Cymbal is not here so maybe this dash shouldnt have been that intense?
  2. 00:15:547 (2,1) - As a higher pitch maybe you could go for a more noticable spacing here?
  3. 00:41:921 (2,3) - You could try a 1/2 slider rhythm here instead so there isnt such a hard flowbreak
  4. 00:51:976 (1,2) - Maybe start this irregular rhythm with a slider here instead of 2 circles to signal the change of the beat dispersion?
  5. 01:00:713 (3,1) - This could be a hyper since you got a 4/1 hdash structure going ( i learnt this today cause of you so thanks ) . And yeah, it would also be more consistent with 01:11:262 (3,1) - in a 16/1 structure
  6. 01:18:845 (3,4) - Hyperdash here to maintain the 2/1 HDash structure
  7. 01:21:482 (3,4) - Same here ^
  8. 01:23:295 (5,1) - Also i dont know if this is reasonable spacing for a 1/1 gap in a place as strong as this. It might be a pain to generate a HDash here so maybe a more noticable dash?

[ Hyperion's Rain]
  1. 00:14:229 (3,3) - These feel too much and pretty overmapped as well, if you wanted a hdash you could have used a 1/2 hdash and not a 1/4 one
  2. 00:26:591 (3,1) - Maybe a dash here and not a walk? Pretty prominent beat
  3. 00:27:910 (4) - Could have been more horizontal for some extra emphasis to this jump 00:28:240 (1) - and some more movement retention
  4. 00:45:383 (1,2) - I Feel like this is too horizontal for the catcher to be positioned correctly in the alloted time. Maybe make the entrance dash movement more forgiving 00:45:383 (1) - here?
  5. 00:59:558 (5) - Rotate it counterclockwise a bit so it flows better towards the next object
  6. 01:03:185 (5,1) - Maybe a dash here?
  7. 01:13:570 (4,5) - Maybe this wasnt intended to be normal dash, but not sure

[ Overdose]
  1. 00:04:998 (2,1) - Could have been something more in terms of movement cause of the strength of the cymbal, feels inconsistent when you think about this jump 00:08:130 (3,1) - which is a HDash and yet there is no cymbal here to indicate such strength
  2. 00:17:690 (1,2,3,4,5,6) - Since you went for the 1/1 rhythm gap in these more prominent melodies here 00:14:064 (2,3,4) - , it seems weird to me that you chose another different melody for these 1/1 gaps. I Would play with more 1/2 sliders here to differentiate the melodies that the 1/1 , which was introduced in a different melody, should appear. For example 00:19:504 (6,7) - this should retain the 1/1 gap, since the melody is the same as 00:16:701 (2,3,4) - . Similar point here 00:28:734 (2,3,4,5) -
  3. 00:19:833 (7,1) - HDash here?
  4. 00:34:833 (1) - Maybe ctrl-H and reposition here so the entry to this, from the previous hdash is more forgiving, i feel like its really sharp of a jump. for example the exact following jump 00:36:646 (3,4) - has a way more forgiving transition to it, and considering the cs and the irregular rhythm here, i think its for the best
  5. 00:40:767 (3,4) - Due to the pure SV of the map i feel like this rotation is a bit too much for the slider. Its ambguous as to whether the dash should be held, or tapped.
  6. 00:48:020 (1,2) - Why didnt you go for a similar pattern like 00:46:701 (1,2,3) - . As its placed now it doesnt offer favourable feedback to the player because its in a rhythm switch here 00:48:679 (2) - . This slider fails to express neither rhythm. I Would suggest a consistent rhythm like previous beats
  7. 00:50:657 (1,2,3,4) - Since this is on a 1/2 HDash structure, it feels inconsistent that this 00:49:339 (1,2,3,4) - is on a 4/1 HDash structure. It doesnt really reflect the buildup that well. It would be better to go for a 1/1 dash structure to better reflect this buildup
  8. 00:56:591 (3,4) - should be spaced more so its less ambiguous as to where this is a choppy movement or what swift linear movement
  9. 01:18:844 (3) - Having this being a continuous walk from the previous pattern even though it was given a lot of spacing in past beats like 01:17:031 (1,2,3) - kills the emphasis. I Suggest a ctrl g here 01:18:844 (3) - and mayble place it on x:176 ?

Thats all folks for this episode of ZiRoX map modding weekly! See you next time and good luck!~
JBHyperion
@Nokashi - fixed all except 00:59:558 (5) as this is intended to be played as a tap dash so I don't want it feeling too cramped, and 01:13:570 (4,5) because pitch is lower here so I decided to keep normal dashes and give the kiai start more emphasis.

Thanks for the mod! (:

Rain
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: -1
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
Bookmarks: 1866,12416,33515,43899,44064,54613
DistanceSpacing: 1.2
BeatDivisor: 4
GridSize: 4
TimelineZoom: 2

[Metadata]
Title:heron
TitleUnicode:heron
Artist:S-C-U
ArtistUnicode:S-C-U
Creator:ZiRoX
Version:Hyperion's Rain
Source:
Tags:
BeatmapID:1225352
BeatmapSetID:576786

[Difficulty]
HPDrainRate:6
CircleSize:5
OverallDifficulty:9
ApproachRate:9
SliderMultiplier:1.6
SliderTickRate:1

[Events]
//Background and Video events
0,0,"heron-birds.jpg",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
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Aurele
im a potato.

im trying to fix everything, but ayy, how
Topic Starter
ZiRoX

Nokashi wrote:

Welcome to ZiRoX map modding weekly with Nokashi as your host
In this epidose we have: Heron!

[ General]
  1. Source should be: DanceDanceRevolution , since this is the game the song made its first appearance on
  2. Here's some tags that I got that should be added to help search for this song: " Shigeharu Saeki ミライダガッキ FutureTomTom Ver.2 jukebeat KONAMI music pack 42 jubeat saucer plus 2013 DDR " I Would still consult a metadata connoseur about the tags when this is close to ranking
  3. https://remywiki.com/Heron https://remywiki.com/Shigeharu_Saeki some metadata to justify the tags ( Its not the official but...yeah its something)
  4. Add "Veus" to the tags of all the diffs, its an inconsistent tag in the diffs at the moment and i think Gabe wanted it to be as Tag, also add "Gabe" to tags
  5. Only Hyperion's rain doesnt have a countdown at the moment, but I Would suggest removing the countdown on all the diffs cause reasons
  6. Set a preview point Fixed all, though I prefer jubeat saucer as source because it's cooler :^)

[ Salad]
  1. 00:00:548 (1,2,3,4,5,6,7) - Hell is breaking loose in the background music and this was mapped as 1/2. I Doubt it will give favourable feedback to players since the music in the back goes from nasty irregular 1/4 rhythm to 1/8 snaps and yet this is really undermapped as 1/2 and rightfully so. I Would suggest a spinner here for simplicity, cause in my ears this is a really complex beat to handle in a salad diff I'm keeping it for now, as it's an intermediate density between the Cup and the Platter, though I understand your concern.
  2. 00:09:778 (1,2,3,4,5,6,7) - Maybe rearrange the stream here so this 00:10:767 (7,1) - jump is a more clear dash? Done
  3. 00:15:547 (2,1) - Should have been a normal dash so you are consistent with this dash here 00:25:272 (4,1) - It's okay the way it is. That second timestamp you mention has stronger drum beats going on
  4. 00:39:449 (2,1) - Rather ambiguous movement here, because the last similar beat 00:38:130 (2,1) - here was a dash and the one here doesnt directly imply if its a dash or not. Its pretty walkable so its underwhelming if you think about the previous same beat being a dash Added a dash
  5. 01:10:933 (2,1) - Also i feel like it should have been a dash Rearranged some of the previous patterns so this is a dash.
  6. 01:19:338 (3,1) - You could buff this a bit Moved the (1) slider one gridspaces to the left

[ Platter]
  1. 00:07:635 (2,1) - Cymbal is not here so maybe this dash shouldnt have been that intense? Reduced to a walk.
  2. 00:15:547 (2,1) - As a higher pitch maybe you could go for a more noticable spacing here? Moved some stuff before this to make the dash larger.
  3. 00:41:921 (2,3) - You could try a 1/2 slider rhythm here instead so there isnt such a hard flowbreak I don't consider this a flowbreak. It's following the strong synth sounds nicely.
  4. 00:51:976 (1,2) - Maybe start this irregular rhythm with a slider here instead of 2 circles to signal the change of the beat dispersion? I think the circles convey the sounds perfectly as, pitch aside, all of them are of equal strenght. However I reduced the distance between each pair so it's a bit more lenient.
  5. 01:00:713 (3,1) - This could be a hyper since you got a 4/1 hdash structure going ( i learnt this today cause of you so thanks ) . And yeah, it would also be more consistent with 01:11:262 (3,1) - in a 16/1 structure It's okay the way it is. Of the sounds at 00:55:438 (3,1) - , 01:00:713 (3,1) - , 01:05:987 (3,1) - and 01:11:262 (3,1) -, only the last one has an HDash, and that's because the distances are building up (getting larger) leading to the Kiai.
  6. 01:18:845 (3,4) - Hyperdash here to maintain the 2/1 HDash structure I prefer to keep it the way it is. Two reasons: the first, 01:19:009 (4,5) - is slightly weaker than the previous sounds, and the 01:19:668 (1,2,3,4) - pattern isn't easy, so I don't want to add that much difficulty.
  7. 01:21:482 (3,4) - Same here ^ Done here because these are the same sounds that do have an HDash in the previous half of the Kiai.
  8. 01:23:295 (5,1) - Also i dont know if this is reasonable spacing for a 1/1 gap in a place as strong as this. It might be a pain to generate a HDash here so maybe a more noticable dash? Moved some stuff to make it larger.

[ Overdose]
  1. 00:04:998 (2,1) - Could have been something more in terms of movement cause of the strength of the cymbal, feels inconsistent when you think about this jump 00:08:130 (3,1) - which is a HDash and yet there is no cymbal here to indicate such strength Increased the distance a bit
  2. 00:17:690 (1,2,3,4,5,6) - Since you went for the 1/1 rhythm gap in these more prominent melodies here 00:14:064 (2,3,4) - , it seems weird to me that you chose another different melody for these 1/1 gaps. I Would play with more 1/2 sliders here to differentiate the melodies that the 1/1 , which was introduced in a different melody, should appear. For example 00:19:504 (6,7) - this should retain the 1/1 gap, since the melody is the same as 00:16:701 (2,3,4) - . Similar point here 00:28:734 (2,3,4,5) - Both patterns are following the piano/synth, which has been what I've been following for the whole song, so I don't see anything wrong with these.
  3. 00:19:833 (7,1) - HDash here? I think the song isn't really calling for one. I tried adding one on 00:30:382 (7,1) - , which is a similar pattern but with higher pitch, but it's nearly impossible to get the HDash in there, requiring a side-to-side jump that I didn't find fitting.
  4. 00:34:833 (1) - Maybe ctrl-H and reposition here so the entry to this, from the previous hdash is more forgiving, i feel like its really sharp of a jump. for example the exact following jump 00:36:646 (3,4) - has a way more forgiving transition to it, and considering the cs and the irregular rhythm here, i think its for the best I don't find it particularly harsh, considering it's a 1/2 HDash and not a 1/4 one. About the comparison with the other pattern, I don't think they are really comparable because they are different rhythms, and the second pattern is actually harder because the 1/2 HDashes are preceded by a quick antiflow 1/4 movement at 00:36:399 (2,3) - .
  5. 00:40:767 (3,4) - Due to the pure SV of the map i feel like this rotation is a bit too much for the slider. Its ambguous as to whether the dash should be held, or tapped.I tried making them more vertical and didn't feel they were more comfortable. In any case, they don't feel ambiguous to me because they have the same length than 00:40:108 (1,2) - , just with antiflow.
  6. 00:48:020 (1,2) - Why didnt you go for a similar pattern like 00:46:701 (1,2,3) - . As its placed now it doesnt offer favourable feedback to the player because its in a rhythm switch here 00:48:679 (2) - . This slider fails to express neither rhythm. I Would suggest a consistent rhythm like previous beats The sliders actually follow the synth, by mapping its strongest sounds. I feel like these sliders are a nice bridge between the 1/4 patterns and following 1/2 patterns.
  7. 00:50:657 (1,2,3,4) - Since this is on a 1/2 HDash structure, it feels inconsistent that this 00:49:339 (1,2,3,4) - is on a 4/1 HDash structure. It doesnt really reflect the buildup that well. It would be better to go for a 1/1 dash structure to better reflect this buildup Added a dash between 00:49:668 (2,3) - so the first 4 sliders have HDashes every 2/1 and the last 4 sliders have HDashes every 1/1.
  8. 00:56:591 (3,4) - should be spaced more so its less ambiguous as to where this is a choppy movement or what swift linear movement Reduced instead to make it a clearer walk.
  9. 01:18:844 (3) - Having this being a continuous walk from the previous pattern even though it was given a lot of spacing in past beats like 01:17:031 (1,2,3) - kills the emphasis. I Suggest a ctrl g here 01:18:844 (3) - and mayble place it on x:176 ? I made it simpler because of the antiflow in 01:18:350 (1,2) -.

Thats all folks for this episode of ZiRoX map modding weekly! See you next time and good luck!~
Lacrima
hellou its me
[Salad]
  1. 00:13:569 (1,2) -; 00:16:207 (1,2) -; 00:20:328 (1,2) - and etc. aaa why the distance is that small? I looks nice in editor, but plays really awkward imo. Maybe you could increase the distance? Liike I think 00:17:690 (1,2) - it should look like this one
  2. 00:48:679 (2,1) - Is that supposed to be a dash? If so, increase the distance a little bit, just to make it more clear it's a dash
  3. 00:51:976 (1,2) - I really think this should be a dash due to really high pitch sounds, so it would be nice to see if you increase the distance
[Platter]
  1. 00:13:569 (1,2) - Now I really do think you should make the distance a little bit bigger, since it's hard difficulty and the sound are not that quiet to have an almost stop movement. The same goes for other same patterns
  2. 00:39:449 (3,1) - I think the distance between these should not be less than 00:39:284 (2,3) -, since there's pretty high pitch sound on 00:40:108 (1) -, so I suggest moving 00:40:108 (1) - to x376
[Overdose]
  1. 00:06:152 (2,3) - Increase or decrease the distance, since it feels ambiguous
also I don't know about the bg, but imo its pretty unfitting. there's some mysterious idea behind the song, so I think bg should look like in the standard ranked mapset. I suck at picking BGs, but oh well, here is some I've found: (yes, forest theme is quite fitting imo)
http://puu.sh/wzNgM/24284c03e2.jpg
http://puu.sh/wzNhi/508be24082.jpg
http://puu.sh/wzNl2/222c8d7eda.png
http://puu.sh/wzNmS/37a807a560.jpg If you don't like any of these but still want to change the BG how I suggested - let me know, I could try to find even better bg for you, I just don't know if you feel like changing the current one xd

sorry guys, I think it's too good to mod aaa why it's not ranked already
Topic Starter
ZiRoX

Myle wrote:

hellou its me
[Salad]
  1. 00:13:569 (1,2) -; 00:16:207 (1,2) -; 00:20:328 (1,2) - and etc. aaa why the distance is that small? I looks nice in editor, but plays really awkward imo. Maybe you could increase the distance? Liike I think 00:17:690 (1,2) - it should look like this one Increased a bit
  2. 00:48:679 (2,1) - Is that supposed to be a dash? If so, increase the distance a little bit, just to make it more clear it's a dash Increased
  3. 00:51:976 (1,2) - I really think this should be a dash due to really high pitch sounds, so it would be nice to see if you increase the distance Done
[Platter]
  1. 00:13:569 (1,2) - Now I really do think you should make the distance a little bit bigger, since it's hard difficulty and the sound are not that quiet to have an almost stop movement. The same goes for other same patterns Increased a tiny bit, I like the way the slider flows into the circle
  2. 00:39:449 (3,1) - I think the distance between these should not be less than 00:39:284 (2,3) -, since there's pretty high pitch sound on 00:40:108 (1) -, so I suggest moving 00:40:108 (1) - to x376 Done
[Overdose]
  1. 00:06:152 (2,3) - Increase or decrease the distance, since it feels ambiguous I don't feel this ambiguous. In any case, this isn't a Salad or Platter diff, where ambiguity can confused players into what's a dash and what not. Players should do what is more comfortable to them at this level.
also I don't know about the bg, but imo its pretty unfitting. there's some mysterious idea behind the song, so I think bg should look like in the standard ranked mapset. I suck at picking BGs, but oh well, here is some I've found: (yes, forest theme is quite fitting imo)
http://puu.sh/wzNgM/24284c03e2.jpg
http://puu.sh/wzNhi/508be24082.jpg
http://puu.sh/wzNl2/222c8d7eda.png
http://puu.sh/wzNmS/37a807a560.jpg If you don't like any of these but still want to change the BG how I suggested - let me know, I could try to find even better bg for you, I just don't know if you feel like changing the current one xd Personally I don't get how a forest/autumn BG fits better than a background with an actual heron (yes, those birds are herons).

sorry guys, I think it's too good to mod aaa why it's not ranked already
Thanks for the mod!
Ponchiwi
[Gabe's Cup ]
  1. 00:12:416 (1) - I feel the beginning of this section a bit boring, you could give it a little more movement by giving Ctrl + G to this slider , and move it to x = 288
  2. 00:07:471 (2) - I guess it feels better, moving it a bit more , move to x = 280
  3. 00:25:602 (1) - Maybe you could make this slider more inclined to the right for give more movement to the ryuuta, and not just stand still.
  4. 00:30:383 (2,3,4) - Try to doing this with these notes
  5. 00:45:382 (4) - This section is very repetitive cruz you just going to the right, you could move this slider and also tilt it more. Like here[/*:m]
  6. 01:17:691 (4) - Ctrl+H
[Salad ]
  1. 00:01:866 (1) - Testeandola me di cuenta que para alcanzarla, no es necesario el dash, para darle un inicio mas bkan, podrías mover 00:00:548 (1,2,3,4,5,6,7) - 3 rejillas a la derecha, y ya con eso bastaría.
  2. Para que no sea todo tan monótono de volver a hacer el dash a la izquierda, porque no cambiar el slider 00:11:097 (1) - en forma de C . y cambiar las notas siguientes para que el dash ahora sea a la derecha.
  3. 00:15:053 (1,2) - Porque no hacerlos mas curveados/horizontales? Como esto. Asi no ses siente tan estatico el ryuuta y hay mas movimiento.
  4. 00:17:690 (1) - Podrías agregar un dash para este slider. queria bien.
  5. 00:50:657 (1) - No estoy seguro si lo dejaste solamente un poco alejado o con intención de dash x.x pero la testee y sin problemas puedes agarrarlo caminando, quedaria bien moverlo un poco mas para que sea necesario el dash, ya que el golpe lo merita
[Platter ]
  1. 00:19:833 (7) - Ctrl + H and x=328 Me parece agradable este movimiento antes de entrar a la nueva sección
  2. 00:23:459 (2) - Porque no hacerlo en C para asi amortiguar el golpe anterior del hdash? Como esto. Y que de paso a la siguiente nota ya encaminado para dash.
[Hyperion's Rain ]
  1. 01:11:592 (1) - I feel this hdash movement a little strange, maybe you could move it to make it to the right
Aurele

Ponchiwi wrote:

[Gabe's Cup ]
  1. 00:12:416 (1) - I feel the beginning of this section a bit boring, you could give it a little more movement by giving Ctrl + G to this slider , and move it to x = 288 Done!
  2. 00:07:471 (2) - I guess it feels better, moving it a bit more , move to x = 280 Done!
  3. 00:25:602 (1) - Maybe you could make this slider more inclined to the right for give more movement to the ryuuta, and not just stand still. Done!
  4. 00:30:383 (2,3,4) - Try to doing this with these notes I'd rather not change this because the first four notes are going in the same direction while the next three notes are going to the opposite.
  5. 00:45:382 (4) - This section is very repetitive cruz you just going to the right, you could move this slider and also tilt it more. Like hereI would rather keep it the way it is since I was aiming for the repetition
  6. 01:17:691 (4) - Ctrl+H Done!
Gracias!

diff
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 75548
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
Bookmarks: 1866,12416,33515,37471,43899,44064,54613,68954,75053
DistanceSpacing: 0.7
BeatDivisor: 4
GridSize: 8
TimelineZoom: 1.6

[Metadata]
Title:heron
TitleUnicode:heron
Artist:S-C-U
ArtistUnicode:S-C-U
Creator:ZiRoX
Version:Gabe's Cup
Source:jubeat saucer
Tags:Veus Gabe JBHyperion Shigeharu Saeki ミライダガッキ FutureTomTom Ver.2 jukebeat KONAMI music pack 42 plus 2013 DanceDanceRevolution DDR
BeatmapID:1225351
BeatmapSetID:576786

[Difficulty]
HPDrainRate:4
CircleSize:2
OverallDifficulty:6
ApproachRate:6
SliderMultiplier:1.4
SliderTickRate:1

[Events]
//Background and Video events
0,0,"heron-birds.jpg",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
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75712,-100,4,2,0,60,0,1
84778,-100,4,2,0,60,0,0
85273,-100,4,2,0,50,0,0
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JBHyperion

Ponchiwi wrote:

[Hyperion's Rain ]
  1. 01:11:592 (1) - I feel this hdash movement a little strange, maybe you could move it to make it to the right Antiflow is used to emphasise the pitch increase, a dash to the right feels very plain here
Thanks for the suggestion, no change from me though
Topic Starter
ZiRoX

Ponchiwi wrote:

[Salad ]
  1. 00:01:866 (1) - Testeandola me di cuenta que para alcanzarla, no es necesario el dash, para darle un inicio mas bkan, podrías mover 00:00:548 (1,2,3,4,5,6,7) - 3 rejillas a la derecha, y ya con eso bastaría. Hecho
  2. Para que no sea todo tan monótono de volver a hacer el dash a la izquierda, porque no cambiar el slider 00:11:097 (1) - en forma de C . y cambiar las notas siguientes para que el dash ahora sea a la derecha. No sé si entendí tan bien esto, pero intenté algo
  3. 00:15:053 (1,2) - Porque no hacerlos mas curveados/horizontales? Como esto. Asi no ses siente tan estatico el ryuuta y hay mas movimiento. Es una parte relativamente calma de la canción, y es consistente con el tipo de movimiento que hay en el mapset en general (por lo menos en mis diffs).
  4. 00:17:690 (1) - Podrías agregar un dash para este slider. queria bien. Hecho
  5. 00:50:657 (1) - No estoy seguro si lo dejaste solamente un poco alejado o con intención de dash x.x pero la testee y sin problemas puedes agarrarlo caminando, quedaria bien moverlo un poco mas para que sea necesario el dash, ya que el golpe lo merita Lo alejé un poco más.
[Platter ]
  1. 00:19:833 (7) - Ctrl + H and x=328 Me parece agradable este movimiento antes de entrar a la nueva sección Personalmente el antiflow que genera no me gustó, pero moví un poco las notas para mejorar un poco el movimiento.
  2. 00:23:459 (2) - Porque no hacerlo en C para asi amortiguar el golpe anterior del hdash? Como esto. Y que de paso a la siguiente nota ya encaminado para dash. Hecho, también para los que vienen después.
Gracias por el mod! Also updated Gabe's diff.
Ascendance
Surprise!

[
General
]

  1. Difficulty Spread : Platter and Salad are both HP5? Salad should probably be HP4 and Cup should be HP3 for a more proper spread.
  2. Background Size : Good!
  3. Unsnapped objects : Good!
  4. Audio bitrate over 192 kbps : Good!
  5. Metadata Issues : It's optional, but the first rhythm game appearance for this song was in the 2013 edition of "DanceDanceRevolution". It would be more accurate if you changed to this source, but the current is fine as well.
  6. Timeline Issues : Cup feels a bit too dense for me. Also, Hyperion's Rain has a much higher object count than the Overdose.
  7. Combo Colors : You currently have none!
  8. Unused Hitsounds : Good!
  9. Hitsounds Issues : Good!
  10. Unused Files / Other : Gabe's ending time on his diff is a bit earlier than all the others. I know it's a GD and it's optional, but it would be nice to make them consistent.

[
Gabe's Cup
]

General



  1. I'd like to see a bit more distance added to notes like 00:04:504 (1) - , maybe by 1 or 2 grids.
  2. The repetitive nature of things like 00:13:734 (3) - are a bit upsetting mostly because sliders like these provide almost no movement. If you're being forced to make them like this, then it means your SV is too high.
  3. The density in this diff is a bit high. You could start deleting some notes such as 00:14:723 (4) - which don't really provide too much in terms of playability in order to cut down some of this.
  4. 00:24:284 (3,4,5,1,2) - These are all very grouped up near the left side of the playfield. It would be much better to spread them out a bit more and to reduce the clump of notes here.
  5. 00:30:054 (1,2,3,4,5,6) - Copypaste? :x Variety is nice you know :<
  6. 00:32:196 - Why spinner instead of emphasizing such an important note here? If you want to emphasize a held sound, just use a slider.
  7. 00:34:339 (2,3) - Things like these start to ramp up the density quite a bit. I'd consider deleting 00:34:339 (2) - to make 00:34:504 (3) - stand out more anyway.
  8. 00:34:833 (4) - Standstill sliders don't really provide much when it comes to low difficulties. Giving it some movement would be great.
  9. 00:36:152 (1,2,3) - This doesn't really play well at all considering the low amount of movement for such high density. Something that looks like < > would look pretty nice for sounds of that impact.
  10. 00:38:130 (4,5,1,2) - You'd probably be better off deleting 00:38:624 (5) - and giving these all some extra distance.
  11. 00:39:449 (2,3) - Way too close, consider increasing!
  12. 00:44:064 (1,2,3,4) - Similar to what I said before
  13. 00:49:173 (6,1,2) - And again
  14. Stuff just mostly repeats itself, just try to give things more distance. A cup only needs to be walkable, it doesn't need to be all squished together. The kiai is really nice in terms of density, but things are just squiiiished :<

[
Salad
]

General



  1. 00:04:999 (2,2) - I don' like these two sliders mainly because they're pointing away from the next object, disrupting the flow. If they were horizontal sliders, it would make more sense, so if you did something like this I think it'd be better.
  2. 00:19:833 (7,1) - Almost walkable, maybe a bit of extra distance would be nice?
  3. 00:22:636 (7,1) - Same here. Moving 00:21:152 (3,4,5,1,2,3,4,5,6,7) - to x:240 would fix this.
  4. 00:29:723 (5) - Doesn't really have much of a "stand-out" noise to give it a circle, I'd consider making 00:29:393 (4) - into a slider instead.
  5. 00:33:515 (1,2,1,2,1) - All of these end up going the same way, making flow kind of boring. Pointing 00:35:657 (2) - to the left and putting 00:36:152 (1) - on the right side would give it some additional emphasis and change up the flow imo
  6. 00:52:718 (2) - Probably better to remove the repeat and give that last note a dash considering how it's stronger than every other sound in that sequence.

[
Platter
]

General



  1. 00:00:877 (2,1) - Not the biggest fan of 00:00:877 (2) - pointing left while 00:01:207 (1) - is on the right. I'd just turn 00:00:877 (2) - into a horizontal triplet pointing towards the right to start off the map smoother.
  2. 00:22:306 (5,6) - Is this meant to be a dash? If so, increase it, if not, reduce it. It's quite ambiguous as it stands.
  3. 00:29:724 (5,6) - More distance here would be nice considering how strong 6 is.
  4. nice diff

[
Rain
]

General



  1. Tick Rate 2 would be nice because first: the Overdose is TR2 and second: holy shit your sliders are ugly.
  2. 00:08:295 (1) - Has almost no curve on it, making it a bit awkward to catch, I'd try to make the curve a bit steeper so that way the curve is, yanno, visible in game.
  3. 00:11:097 (1,2) - Not exactly a fan of the extended slider here, mostly because I don't feel it follows anything. Just a 1/2 slider would do nicely.
  4. 00:24:119 (1,2,3) - Pretty far distance, moving 00:24:613 (2) - to x:192 should help.
  5. 00:43:075 (1,2,3,4) - Why not bring out 00:43:157 (2,3) - to x:288? It makes the curve nicer and helps catch the ryuuta better on the curve.
  6. 01:03:679 (1) - Abomination to mankind, please use this
  7. 01:24:284 (1,2,3,4,5,6) - Even for me, this pattern is quite difficult to catch. Try something like this!

[
Overdose
]

General



  1. 00:01:866 (1) - I'm gonna teach you and JBH something, ready? If you line up the head and the tail (without gridsnap, usually) and place the node on the middle slidertick, you create a perfect slider.
  2. Use this on things like 00:02:361 (2) - where the sliders are lopsided and have awkward exit angles to them!
  3. 00:32:526 (2,3,4,5,6,7,8,9,10,11,12,13) - Would you mind bringing out the 2nd and 3rd notes of all of these structures out a bit more? It'll give them a bit more curve since I felt they were a bit shallow as of rn
  4. rest is nice

Good luck!
JBHyperion

Ascendance wrote:

Surprise!

[
General
]

  1. Difficulty Spread : Platter and Salad are both HP5? Salad should probably be HP4 and Cup should be HP3 for a more proper spread.
  2. Background Size : Good!
  3. Unsnapped objects : Good!
  4. Audio bitrate over 192 kbps : Good!
  5. Metadata Issues : It's optional, but the first rhythm game appearance for this song was in the 2013 edition of "DanceDanceRevolution". It would be more accurate if you changed to this source, but the current is fine as well.
  6. Timeline Issues : Cup feels a bit too dense for me. Also, Hyperion's Rain has a much higher object count than the Overdose. Tell ZiRoX to stop undermapping smh
  7. Combo Colors : You currently have none!
  8. Unused Hitsounds : Good!
  9. Hitsounds Issues : Good!
  10. Unused Files / Other : Gabe's ending time on his diff is a bit earlier than all the others. I know it's a GD and it's optional, but it would be nice to make them consistent.

[
Rain
]

General



  1. Tick Rate 2 would be nice because first: the Overdose is TR2 and second: holy shit your sliders are ugly. Complains diff has higher combo than Overdose > first suggestion adds 41 combo :thinking: For realsies though I already mapped all the sounds I wanted to emphasise with TR1 and I don't see any of the sliders in this diff as being banishably ugly beyond just regular high CS droplet bullshittery I have minimal control over. Straight lines and C-curves are so boring zzz
  2. 00:08:295 (1) - Has almost no curve on it, making it a bit awkward to catch, I'd try to make the curve a bit steeper so that way the curve is, yanno, visible in game. Has a reasonable curve and the dash from 00:07:965 (3) - isn't exactly strong so I don't see this being awkward to catch
  3. 00:11:097 (1,2) - Not exactly a fan of the extended slider here, mostly because I don't feel it follows anything. Just a 1/2 slider would do nicely. There's a high pitched synth sound but it actually should have ended on 2/3 so I fixed that
  4. 00:24:119 (1,2,3) - Pretty far distance, moving 00:24:613 (2) - to x:192 should help. Moved (1) left a bit instead since I don't want (1,2,3)
    to be a streamed dash, but should have fixed the problem
  5. 00:43:075 (1,2,3,4) - Why not bring out 00:43:157 (2,3) - to x:288? It makes the curve nicer and helps catch the ryuuta better on the curve. Increased it a little bit, but I want curve to increase with subsequent 4plets for buildup emphasis, so the first (this one) needs to be the smallest
  6. 01:03:679 (1) - Abomination to mankind, please use this Used higher SV instead for more curve, cute skin btw tho
  7. 01:24:284 (1,2,3,4,5,6) - Even for me, this pattern is quite difficult to catch. Try something like this! Done

Good luck!
Thanks for your suggestions!

Pretty Ugly
osu file format v14

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AudioLeadIn: 0
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Title:heron
TitleUnicode:heron
Artist:S-C-U
ArtistUnicode:S-C-U
Creator:ZiRoX
Version:Hyperion's Rain
Source:jubeat saucer
Tags:Veus Gabe JBHyperion Shigeharu Saeki ミライダガッキ FutureTomTom Ver.2 jukebeat KONAMI music pack 42 plus 2013 DanceDanceRevolution DDR
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180,48,57086,2,0,L|224:48,1,40,2|0,0:0|0:0,0:0:0:0:
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