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posted
This beatmap was submitted using in-game submission on 05 October 2017 at 20:24:38

Artist: senya
Title: Zetsubou no Fuchi
Tags: Yuuhei Catharsis 幽閉カタルシス Shoujo Fractal 少女フラクタル Satellite 空母ヲ級 Kantai Collection KanColle 艦隊これくしょん 艦これ 艦隊これくしょん -艦これ- Kamase-tora かませ虎 poplar Mayumi Morinaga 森永真由美 Korekushon Combined Fleet C90
BPM: 174
Filesize: 8860kb
Play Time: 03:05
Difficulties Available:
  1. Abyssal (5.55 stars, 972 notes)
  2. Easy (1.49 stars, 221 notes)
  3. Hard (3.06 stars, 571 notes)
  4. Insane (4.27 stars, 754 notes)
  5. Normal (2.03 stars, 406 notes)


Download: senya - Zetsubou no Fuchi
Information: Scores/Beatmap Listing
---------------
y=mx+c
Title: 絶望の淵
Lyrics: かませ虎 (Kamase-tora).............Composition: かませ虎 (Kamase-tora)
Arrangement: poplar.ii............................Vocals: senya
Circle: 幽閉カタルシス&少女フラクタル...Album: 轟音でかき消した音 (C90)
...........Yuuhei Catharsis & Shoujo Fractal

Storyboard by Yours Truly.
Built with osbpy.

Background Source
Font: EPSON 太行書体B
posted
so sharp that I almost got a wound
I could say it's cutting edge style ( ͡° ͜ʖ ͡°)

please forgive me
posted
hype
posted
playtest and irc
18:49 *Kaifin is listening to [https://osu.ppy.sh/b/1278874 senya - Zetsubou no Fuchi]
18:49 Kaifin: this is neat
18:49 -Mo-: Thanks
18:49 Kaifin: can i give you sightread impression rn or are you busy
18:49 -Mo-: Give me 2m
18:50 Kaifin: oko
18:50 Kaifin: tell me wen
18:54 -Mo-: Alright go ahead
18:54 Kaifin: 00:18:970 (1,2) -
18:55 Kaifin: this angle is kinda random
18:55 Kaifin: i thought it would be 00:18:798 (8,9) - flipped 90 degrees
18:55 Kaifin: but its not
18:55 Kaifin: so it looks a little weird
18:55 Kaifin: 00:25:522 (4,5) - this is like the hardest varient of these kind of patterns 00:26:901 (4,5,4,5) - to read and you start with it
18:56 Kaifin: i still hit it on sightread but misread it pretty harshly and i think introducing the rhythm/concept through the spaced ones first would be friendlier
18:56 Kaifin: and fairer
18:57 Kaifin: a lot of your lines are very clearly not straight but i think thats more the fault of the editor sometimes nudging things than you
18:57 Kaifin: it only gets noticeable with stuff like 00:55:867 (1,2,3,4) -
18:57 Kaifin: while in game taht is
18:58 Kaifin: stuff like this too 01:13:453 (2,3,4) -
18:58 Kaifin: would just comb through and try to fix them with copy paste
18:59 -Mo-: Copypaste won't work lol, that's what messes with the straightness
18:59 -Mo-: I gotta get the rulers out
18:59 Kaifin: the rulers LOL
18:59 Kaifin: i just copy paste and redo it if it auto fucks it
19:00 Kaifin: all my maps are only lines so
19:00 Kaifin: 01:22:591 (8) - why not make this angle 45 degrees rotated of 01:22:073 (5) -
19:00 Kaifin: that angle
19:00 Kaifin: for Vis U Al Consistency
19:01 Kaifin: lik this https://osu.ppy.sh/ss/8504771
19:01 Kaifin: 01:23:453 (3,1) -
19:01 Kaifin: if you could stack these it'd look way more fire
19:01 -Mo-: Not enough room to stack
19:02 Kaifin: ah i see yea
19:02 Kaifin: makes sense
19:02 Kaifin: unlucky
19:02 -Mo-: It's literally touching the top and bottom of the field
19:02 Kaifin: 01:38:194 (4) -
19:02 Kaifin: no 3s patterning on this one?
19:02 Kaifin: its the same sound as 01:32:418 (1,2,3,1,2,3,1,2) -
19:03 -Mo-: Drum patterns are different
19:03 Kaifin: ahhh i see
19:04 Kaifin: was listening too hard to the other instruments
19:04 Kaifin: 02:02:161 (4) -
19:04 Kaifin: i dont think this exists
19:04 Kaifin: either way you didnt do this rhythm the last time around as well
19:05 -Mo-: 00:33:884 (4) - 00:44:919 (4) - ?
19:05 Kaifin: o shit
19:06 Kaifin: when i am a deaf boy
19:06 -Mo-: Haha
19:06 Kaifin: okokokKoKook
19:06 Kaifin: nice map! !
19:06 -Mo-: No worries lol
19:06 Kaifin: O one more thing
19:06 Kaifin: why so high ar
19:06 Kaifin: if you use lower ar it'll bring out the concept even more
19:06 -Mo-: To make the stacks easier to handle
19:06 Kaifin: fuk the player lol
19:06 -Mo-: Higher AR was more of an experiment yeah
19:06 -Mo-: Will probably turn it back down again
19:07 Kaifin: like i think it might be a bit easier to read with lower ar
19:07 -Mo-: Since more people said they liked lower AR
19:07 Kaifin: and the added density will make the lines feel better
19:07 -Mo-: Fair enough
19:08 Kaifin: good song
19:08 -Mo-: Thanks
19:08 *Kaifin is editing [https://osu.ppy.sh/b/1342414 senya - Zetsubou no Fuchi [Hard]]
19:08 Kaifin: ai mod snaps
19:08 -Mo-: ffffffffffffffffffffffffffff
19:08 Kaifin: same with normal
19:08 Kaifin: F
19:09 -Mo-: Fucking editor
19:09 Kaifin: fuk da editor
19:09 -Mo-: Is a piece of shit
19:09 Kaifin: it ruins lines
19:09 Kaifin: it unsnaps shit
19:09 Kaifin: for no reason
19:10 Kaifin: i post so you get free star :O
posted
hewwo
M4M

[General]
  1. Maybe up the StackLeniency to 3? for better reading
  2. You use straight-slidershapes in all the diffs, I know is in purpose but this triggers me a little xD you can represent so much sounds with other shapes like curves or angles, so can I have the reason why you use only straight sliders? o:


I can't find anything in the Easy aa

[Normal]
  1. 00:25:349 (2,5,2,2) - I dont think is a good idea use this spacing in a normal, this can be mistaken for 1/4 for the newbies, because you use here 0,11x and in other sections with same rhythm you use 0,8x like here - 00:18:625 (4,5) - for example, the 2 cases are 1/2 but they look different, this may be confusing :c
  2. 01:37:936 (1,2,3,1) - this section feels weird because you broke your pattern >slider-reverse-slider< with a circle-slider, I know the melody changes, so instead of that maybe you can do this rhytm:


[Hard]
  1. 01:02:763 (3,4,5) - this pattern is confusing aaa anyways is fine, but If you stack them in the tail of (4) (moving the slider a little for ds consistency) instead of the head, the readability is better, because we have (3) diagonally separated from (4), same in the other similar cases. The result have the same action and the same jump, but more readable:
  2. 01:18:625 (1,2) - here you can make more emphasis in the white tick with CTRL+G, for me follows better, same here > 02:24:832 (1,2) - and the other similar cases
  3. 01:31:729 (3,4,5,6) - maybe put whistles in them? sounds nice, this must be the same in all the diffs


[Insane]
  1. 01:26:728 (7,1) - for consistency, this notes must have a jump from (7) to (1), like the others > 01:21:211 (7,1,7,1) -
  2. 03:03:453 (1) - If you put it in the middle (x axys) looks better and makes more emphasis for the end
  3. 03:05:867 (1) - aaand I think this slider is unnecesary, I keep failing it in the test because is so suddenly, you can end the spinner in - 03:05:867 - like the other diffs and is perfectly fine


[Abyssal]
I cant mod this cleanly because I dont know how to map/play extra, Im stuck in Insane standards :(
  1. 01:53:539 (2,4) - you can delete them because I don't hear a sound for such a long stream
  2. 02:37:935 (9,9) - NC?


That's all
I hope this helps
GL!
posted

Cosmolade wrote:

hewwo
M4M

[General]
  1. Maybe up the StackLeniency to 3? for better reading This is intentionally set low. Reading is supposed to be more of a challenge for this map, and where reading would be unreasonable I've used custom stacks.
  2. You use straight-slidershapes in all the diffs, I know is in purpose but this triggers me a little xD you can represent so much sounds with other shapes like curves or angles, so can I have the reason why you use only straight sliders? o: That's the theme of the map; every single combo is set on a straight line. Instead of angles, I've tried to use spacing and directional changes to represent the music.


I can't find anything in the Easy aa

[Normal]
  1. 00:25:349 (2,5,2,2) - I dont think is a good idea use this spacing in a normal, this can be mistaken for 1/4 for the newbies, because you use here 0,11x and in other sections with same rhythm you use 0,8x like here - 00:18:625 (4,5) - for example, the 2 cases are 1/2 but they look different, this may be confusing :c This is a custom stack, and I would be very surprised if a beginner player mistakes this for a 1/4.
  2. 01:37:936 (1,2,3,1) - this section feels weird because you broke your pattern >slider-reverse-slider< with a circle-slider, I know the melody changes, so instead of that maybe you can do this rhytm: As you said it is different because the rhythm is different. I was following the drums for the previous reverse sliders, and this regular slider does the same.


[Hard]
  1. 01:02:763 (3,4,5) - this pattern is confusing aaa anyways is fine, but If you stack them in the tail of (4) (moving the slider a little for ds consistency) instead of the head, the readability is better, because we have (3) diagonally separated from (4), same in the other similar cases. The result have the same action and the same jump, but more readable: Breaking the straight line is going completely against the theme I have for this map.
  2. 01:18:625 (1,2) - here you can make more emphasis in the white tick with CTRL+G, for me follows better, same here > 02:24:832 (1,2) - and the other similar cases That white tick doesn't need emphasis, the higher pitched drums land on white->red->white.
  3. 01:31:729 (3,4,5,6) - maybe put whistles in them? sounds nice, this must be the same in all the diffs Not a bad idea.


[Insane]
  1. 01:26:728 (7,1) - for consistency, this notes must have a jump from (7) to (1), like the others > 01:21:211 (7,1,7,1) - It's not supposed to be consistent, the music does something different here so here is a different pattern.
  2. 03:03:453 (1) - If you put it in the middle (x axys) looks better and makes more emphasis for the end Increased the spacing, but I think it works better being offset rather than centred perfectly.
  3. 03:05:867 (1) - aaand I think this slider is unnecesary, I keep failing it in the test because is so suddenly, you can end the spinner in - 03:05:867 - like the other diffs and is perfectly fine Moved it up slightly to be slightly clearer, but I'd rather keep this if I can, just for that final guitar note.


[Abyssal]
I cant mod this cleanly because I dont know how to map/play extra, Im stuck in Insane standards :(
  1. 01:53:539 (2,4) - you can delete them because I don't hear a sound for such a long stream I think it fits well with the sounds that come after the cymbal crash.
  2. 02:37:935 (9,9) - NC? I don't think these are necessary. Someone just convinced me that it is.


That's all
I hope this helps
GL!
Thanks.
posted
u cant do tick rate 0.5
like ranking criteria you already know
and u cant silence slide and tick either :( (which happens a few times on easy)

senya
00:22:246 (2) - 00:22:763 (1) - feel like visual spacing between these should be the same as 00:22:418 (3,4) - likelikelike looks less like a mistake
00:56:384 (4) -02:13:625 (4) - seems weird to ignore the 1/4 sound between this and the stream afterwards. rearranging stuff for active 1/4 woudl suck, but a 1/4 slider would be ok
01:42:073 (1,2) - the rule that still exists even if you dont want it to :( can make it work if you have enough of the tail visible from beneath the sliderend, like 01:32:418 (1,2) - on insane. having only the head visible makes it seem like a circle (which the rule tries to avoid)
01:58:366 (2,3,4) - feel like you might have wanted to ctrlg this. like every toher square has less Xtreme rotation change stuff

Senya
01:25:176 (7) - should actually be 1/4? like it's the same sound u do for the orange combos and 01:30:694 (7,8,9,10,1) - (which i dont understand being blue)
01:39:487 - should add a circle tbh. 01:36:729 - is ok without the gap but at 1:39 1/2 drums start spamming so having the break seems off

call back!!!
posted

pishifat wrote:

u cant do tick rate 0.5
like ranking criteria you already know
and u cant silence slide and tick either :( (which happens a few times on easy)

senya
00:22:246 (2) - 00:22:763 (1) - feel like visual spacing between these should be the same as 00:22:418 (3,4) - likelikelike looks less like a mistake Done
00:56:384 (4) -02:13:625 (4) - seems weird to ignore the 1/4 sound between this and the stream afterwards. rearranging stuff for active 1/4 woudl suck, but a 1/4 slider would be ok Done
01:42:073 (1,2) - the rule that still exists even if you dont want it to :( can make it work if you have enough of the tail visible from beneath the sliderend, like 01:32:418 (1,2) - on insane. having only the head visible makes it seem like a circle (which the rule tries to avoid) Done
01:58:366 (2,3,4) - feel like you might have wanted to ctrlg this. like every toher square has less Xtreme rotation change stuff Done

Senya
01:25:176 (7) - should actually be 1/4? like it's the same sound u do for the orange combos and 01:30:694 (7,8,9,10,1) - (which i dont understand being blue) Fixed the combo colours too
01:39:487 - should add a circle tbh. 01:36:729 - is ok without the gap but at 1:39 1/2 drums start spamming so having the break seems off Used slider instead

call back!!!
Also made colourhaxing more consistent in top diff and added a SB.
posted
c
posted

Satellite wrote:

hype
posted
abyssal
00:34:142 (6) - 00:45:177 (6) - think makingt hese 1/2 would make more sense with your other 3/4 usage in this part, as they usually fall on vocals, and make a nicer differentiation towards 00:34:487 (1,2) -
same for the 02:02:418 - part
00:59:315 (1,2,3,4,5,6) - could probably use slightly more rotation as it looks close to perfectly axis parallel which seems kinda off with your other visuals lol. actually stood out lot to me
02:39:660 (5,6,7,8) - having this consistent with before just seems so weird when the change in drums is so clear together with your hitsounding :c

insane
00:12:418 (1) - might work nicer without the red node

lower diffs look fine, even if it feels a bit more like normal - advanced than easy - normal to me lol

yea that's actually all, nice to see the concept used for all diffs
posted

Lasse wrote:

abyssal
00:34:142 (6) - 00:45:177 (6) - think makingt hese 1/2 would make more sense with your other 3/4 usage in this part, as they usually fall on vocals, and make a nicer differentiation towards 00:34:487 (1,2) - I like how the 3/4 currently adds tension to this part where there's no vocals, and acts as a smoother way to transition into the 3/4s right after it. I also think the offset sliders and increased SV in the next combo is differentiation enough.
same for the 02:02:418 - part
00:59:315 (1,2,3,4,5,6) - could probably use slightly more rotation as it looks close to perfectly axis parallel which seems kinda off with your other visuals lol. actually stood out lot to me Changed
02:39:660 (5,6,7,8) - having this consistent with before just seems so weird when the change in drums is so clear together with your hitsounding :c Would be a shame to break this pattern though, I feel it's more significant this way. The piano is more the priority for this section anyway,
rather than the drums, even if it hitsounding is there to match the drums.


insane
00:12:418 (1) - might work nicer without the red node Red node was to make it clearer that the slider is diferent, i.e. 1 reverse rather than 2 like the sliders before it.

lower diffs look fine, even if it feels a bit more like normal - advanced than easy - normal to me lol

yea that's actually all, nice to see the concept used for all diffs
posted
a🅱️yssal
posted
not even abyssal catharsis wtf?? dq plz
posted
Gratz!
posted
posted
missclick
posted
The song is an original composition, not a remake of any of the songs from the game.

http://www.yuuhei-satellite.jp/5882

Note song 4 is the only one citing an original song, while all other songs including this one list a composer in the credits.
posted

-Mo- wrote:

The song is an original composition, not a remake of any of the songs from the game.

http://www.yuuhei-satellite.jp/5882

Note song 4 is the only one citing an original song, while all other songs including this one list a composer in the credits.
On the contrary
Only 4 is is an original composition
posted
http://kancolle.wikia.com/wiki/Music

Find me the original song and I will concede.
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