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posted
This beatmap was submitted using in-game submission on 21 March 2018 at 12:38:28

Artist: Tomohito Nishiura
Title: Secret energy
Source: Dark Cloud 2
Tags: ダーククラウド Chronicle ost original sound tracks playstation rpg level-5 inc. instrumental Possibly an unused theme for Emperor Griffon JBH ZiRoX Withered Lotus Sanyi
BPM: 121
Filesize: 4930kb
Play Time: 01:06
Difficulties Available:
  1. Atlamillia (4.72 stars, 248 notes)
  2. Cup (1.37 stars, 111 notes)
  3. Lotus' Overdose (4.61 stars, 260 notes)
  4. Platter (2.54 stars, 180 notes)
  5. Rain (3.69 stars, 247 notes)
  6. Salad (1.84 stars, 132 notes)
  7. Sanyi's Light Rain (3.11 stars, 227 notes)
  8. ZiRoX's Rain (3.3 stars, 224 notes)


Download: Tomohito Nishiura - Secret energy
Information: Scores/Beatmap Listing
---------------
#15 ranked

- Sorcerer
- Ascendance
- Deif
- Deif

[WHAT'S THIS?]
Instrumental / Video Game
Dark Cloud 2 Official Soundtrack - Unused theme for Emperor Griffon(?) (2003)

Other DC2 mapsets:
  1. Nishiura Tomohito - Omoide no Teien {CtB}
  2. Nishiura Tomohito - Broken Promise (Orgel Version) {CtB}
  3. Tomohito Nishiura - Gandorada Daikoubou {Std/Taiko/CtB/Mania}
  4. Nishiura Tomohito - Shop {Std/CtB}
  5. Tomohito Nishiura - Moonlight Tango {CtB}


[CURRENT STATUS]
Cup by me - 100%
Salad by me - 100%
Platter by me - 100%
Sanyi's Light Rain by Sanyi - 100%
ZiRoX's Rain by ZiRoX - 100%
Rain by me - 100%
Lotus' Overdose by Withered Lotus - 100%
Atlamillia by me - 100%

Additional difficulties:
Sang's Light Rain by SangKrazF1nal3 - available here

[CHANGELOG]
16/06/17 - Submitted mapset with Cup-Overdose difficulties completed (no hitsounds)
15/09/17 - Added ZiRoX's Rain and Lotus' Overdose difficulties, hitsounding done on all difficulties, some minor pattern changes
17/09/17 - Added Sanyi's Light Rain difficulty with hitsounding

13/10/17 - Applied mod by Sorcerer
25/11/17 - Applied mods by Sanyi and Divine Cake
03/01/18 - Applied mod by BoberOfDarkness
01/02/18 - Applied mod by MBomb
08/03/18 - Applied mod by Sorcerer
14/03/18 - Applied mod by Ascendance
21/03/18 - Applied DQ fixes from Deif and requalified

Artist - 西浦 智仁 / Tomohito Nishiura
Dark Cloud 2 OST disc. 2 - Track 01: Secret energy

Listing on Amazon.co.jp

Sorcerer - Mod
Sanyi - Mod + 6
Divine Cake - Mod
BoberOfDarkness - Mod
MBomb - Mod
Sorcerer - Mod +
Ascendance - Mod +
Deif - Mod + re-
posted
Can I help with Rain? Well,if it is doing light Rain? I might be doing so. Dark Cloud 2 is cool song tho x.D
It is your choices,sir.
posted

SangKrazF1nal3 wrote:

Can I help with Rain? Well,if it is doing light Rain? I might be doing so. Dark Cloud 2 is cool song tho x.D
It is your choices,sir.
I have had quite a few GD requests for Rain diffs - you are more than welcome to give it a try, but I will probably only upload the best / most interesting 1-2 at most. Other diffs can be added to the description though, of course.
posted
Nice set, ask for mod when this it's finished.
posted
As request,I possibly doing the Light Rain here it is ;


Sang's Light Rain

osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 448
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
Bookmarks: 572,16439,32307,48175,63795
DistanceSpacing: 0.8
BeatDivisor: 4
GridSize: 8
TimelineZoom: 1

[Metadata]
Title:Secret energy
TitleUnicode:Secret energy
Artist:Tomohito Nishiura
ArtistUnicode:西浦智仁
Creator:JBHyperion
Version:Sang's Light Rain
Source:Dark Cloud 2
Tags:ダーククラウド Chronicle ost original sound tracks playstation rpg level-5 inc. instrumental Possibly an unused theme for Emperor Griffon
BeatmapID:0
BeatmapSetID:-1

[Difficulty]
HPDrainRate:6
CircleSize:4
OverallDifficulty:8
ApproachRate:8
SliderMultiplier:1.7
SliderTickRate:2

[Events]
//Background and Video events
0,0,"Griffon10k.png",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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4043,-80,4,2,1,100,0,0
4291,-100,4,2,1,100,0,0
8010,-80,4,2,1,100,0,0
8258,-100,4,2,1,100,0,0
14828,-80,4,2,1,100,0,0
15571,-100,4,2,1,100,0,0
22390,-80,4,2,1,100,0,0
22638,-100,4,2,1,100,0,0
23381,-80,4,2,1,100,0,0
23877,-100,4,2,1,100,0,0
24373,-80,4,2,1,100,0,0
24621,-100,4,2,1,100,0,0
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31811,-100,4,2,1,100,0,0
33299,-80,4,2,1,100,0,0
46191,-66.6666666666667,4,2,1,100,0,0
47679,-50,4,2,1,100,0,0
47927,-66.6666666666667,4,2,1,100,0,0
48175,-80,4,2,1,100,0,1
55861,-80,4,2,1,100,0,0
56109,-80,4,2,1,100,0,1
57472,-57.1428571428571,4,2,1,100,0,1
57844,-80,4,2,1,100,0,1
63795,-80,4,2,1,100,0,0
64043,-100,4,2,1,21,0,0
64291,-100,4,2,1,19,0,0
64538,-100,4,2,1,17,0,0
64786,-100,4,2,1,15,0,0
65034,-100,4,2,1,13,0,0
65282,-100,4,2,1,11,0,0
65530,-100,4,2,1,9,0,0
65778,-100,4,2,1,7,0,0
66026,-100,4,2,1,5,0,0


[Colours]
Combo1 : 138,0,69
Combo2 : 0,120,160
Combo3 : 160,0,80
Combo4 : 0,0,159

[HitObjects]
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:oops: I am ready to get commented : )
posted
It's not quite Wednesday my dude, so have a mod instead

[
General
]
  1. Difficulty Spread: Approach Rate spread could be smoothed out a little, it's fairly clumped up around the Rain difficulties right now


[
Cup
]
  1. 00:26:605 (2) - Consider pointing this to the right instead of left for a bit of variety here. Right now there's 5 notes in this 00:25:861 (2,1,2) - pattern that are all just in the same direction


[
Salad
]
  1. 00:19:662 (4,1) - Perhaps throw in one of those dash thingies the kids are all raving about these days. Got them big drums on 00:20:406 (1) -
  2. 00:43:216 (3) - I think this would benefit from some more emphasis. You could point this the other way and have some direction changes on this though if that feels like too much, you could move 00:42:968 (2) - to x:168 so the spacing increase to 00:43:216 (3) - is more noticeable visually


[
Platter
]
  1. A little increase on the AR would be nice. With some of the patterns you've used like 00:06:522 - it does feel a little like playing with EZ mod on. I'd suggest at least 7.8 though 8 feels pretty top tier to me. If 8 is too boring for you go with 7.9 for maximum edginess
  2. 00:01:563 (3) - Little unexpected to have this coming in so far on the right. Try a speedy Ctrl+H on 00:00:572 (1,2) - and moving them to x:352
  3. 00:29:828 (4,5,6) - It's a little odd to draw attention to these with this pattern when the sounds are quite weak. I'd suggest simplifying this pattern, try moving 00:29:952 (5) - to around x:280 to make a regular ol' curve so you can die a little on the inside when anything special you try to do is crushed and beaten in to the ground by those around you
  4. 00:42:224 (1,2) - After the hyper to 00:41:481 (4) - I'm expecting this to still follow the sound that sounds quite like a violin but I don't want to outright say violin in fear of being wrong. It feels the most prominent sound at this part and a 1/1 slider at 00:42:224 - and a single note on 00:42:968 - feels a much better fit
  5. 00:43:216 (3) - Point this the other way I double dog dare you
  6. 00:51:150 (4,5,6) - Spacing between these is a little big and makes this pattern a little uncomfortable. Moving 00:51:274 (5) - to about x:216 helps make this a little easier
  7. 01:02:803 (5,1,2,3) - Are you really sure about ending like this? This difficulty is pretty straightforward with its dashes and hypers, mixing them together at the end like this just is a cruel difficulty spike at the very very end


[
Sanyi's Light Rain
]
  1. 00:14:456 (1) - Movement really slows down on the end of this slider, it gets rather stuttery and a little awkward to play. Try making this a large C shape instead with the tail ending pretty much in the same x position as the head
  2. 00:31:563 (4) - There's very little sound on the start of this so there's no need for a dash. I think it would be better to make 00:31:315 (3) - a 1/2 slider and add in another 1/2 slider on 00:31:811 -
  3. 00:39:249 (4,5,6,7) - I think the movement required here is a bit too complex for this difficulty. I'd recommend using some simpler patterning
  4. 00:51:522 (5) - This sound is quite high pitched and worthy of some emphasis. A regular dash or even a hyper would fit this well and contrast with the lower pitched sound earlier of 00:49:538 (5) -. Same for 00:59:456 (5) -
  5. 00:52:390 (2,3,4) - A little more variety in object placement would be nice here. Right now there's 6 notes all just going in the same direction and it's not too interesting to play, same at 01:00:324 (2,3,4) -
  6. 01:03:423 (5) - Consider moving this to around x:288 for a nice dash from 01:03:051 (4) -


[
ZiRoX's Rain
]
  1. 00:00:572 - A lot of the stream curves in this intro are fairly shallow and it wouldn't hurt to have a little more movement on them. Most noticeable to me are the curves like 00:08:505 (1,2,3,4) -, moving the notes in the middle like 00:08:628 (2,3) - a couple of grid spaces further out on patterns like this would be nice
  2. 00:10:861 (2,1,2) - Looking at this it looks like you want the player to wiggle these but that would be crazy for a difficulty like this so these are best played just standing still. I think it would be best to change this pattern to something similar to what you did the past couple of times, it's rather visually misleading right now
  3. 00:39:249 (1,2,3,4,5,6,7,8) - Some more shallow curves, would be nice to space these out a little more. Could also be worthwhile to change the curve of 00:39:745 (5,6,7,8) - to increase the spacing to 00:40:241 (1) - so that this hyper is noticeably stronger than 00:39:620 (4,5) -
  4. 00:51:522 (9) - Higher pitch here compared to 00:49:539 (9) - yet both sounds are expressed in almost the same way, slider shape is identical and the jump isn't much stronger either. I think using a little more antiflow and an increased distance here would fit
  5. 00:59:456 (9) - Similar story here, shape is a little more different but spacing is quite low. Could be worth messing around with 00:59:084 (6,7,8) - to create some more space to 00:59:456 (9) -
  6. 01:03:795 (6) - I'd love to see this at x:348 but that's probably a little too strong considering the spinner afterwards



[
Rain
]
  1. 00:39:993 (2) - Possible to tilt this to the right a little more just to nerf it a little?
  2. 00:46:935 (3) - Little out of place to have strong antiflow only on this. Maybe nerf this a little



[
Lotus' Overdose
]
  1. 00:02:059 (3,4) - This antiflow is a little intense, possible to nerf this a little?
  2. 00:06:522 (1,2,3,4,5,6) - And this antiflow is also very intense
  3. 00:09:745 (2) - Try Ctrl+G on this, the tilt and distance to this feels a little too much on this right now
  4. 00:12:968 (4,1) - Both of these wiggles would benefit from a buff, get some more tilt on 00:12:968 (4) - and make 00:13:464 (1) - fully horizontal
  5. 00:18:671 (2,3,4,5) - This pattern barely requires any movement and I'm not too sure what you intended here. If it was a wiggle I think that's a little overkill for these sounds so I'd suggest reworking this in to something with better clarity
  6. 00:26:605 (2,3,4,5) - ^ same as above
  7. 00:42:968 (1,2,3,4) - Timeline choices here are a bit odd with some sliders ending on strong sounds. 00:42:968 (1) - and 00:43:960 (4) - both cover strong sounds with their slider ends so I think it would be best to start sliders there instead and replace these ones with circles on their current slider heads.
  8. 01:03:795 (8) - I feel this has a better impact as a lone note, try it out


[
Atlamillia
]
  1. AR9.6 is a little too much, I'd say 9.4 is a better fit
  2. 00:02:555 (1,2,3,4,5,6) - Little more movement on these so I can get my boogie on would be fantastic
  3. 00:50:902 (4) - This comes in fast, the smaller circle size and high approach rate can make reading this a little tricky. Wouldn't hurt to nerf this a little as it's the only instance of such a pattern, lowering the AR will also help here though
  4. 00:56:357 (2,3) - Looks like an edge dash slipped through
  5. 00:59:084 (5,6) - Edge dash here too

Hope you can make some sense of this babble, good luck!
posted

Sorcerer wrote:

It's not quite Wednesday my dude, so have a mod instead

[
General
]
  1. Difficulty Spread: Approach Rate spread could be smoothed out a little, it's fairly clumped up around the Rain difficulties right now Yeah I was originally planning another diff I think, so it's a bit of a skip to the top. Fixing


[
Cup
]
  1. 00:26:605 (2) - Consider pointing this to the right instead of left for a bit of variety here. Right now there's 5 notes in this 00:25:861 (2,1,2) - pattern that are all just in the same direction Fair do's


[
Salad
]
  1. 00:19:662 (4,1) - Perhaps throw in one of those dash thingies the kids are all raving about these days. Got them big drums on 00:20:406 (1) - You kids and your fads smh
  2. 00:43:216 (3) - I think this would benefit from some more emphasis. You could point this the other way and have some direction changes on this though if that feels like too much, you could move 00:42:968 (2) - to x:168 so the spacing increase to 00:43:216 (3) - is more noticeable visually Just flipped the repeat slider to give emphasis without any too high spacing


[
Platter
]
  1. A little increase on the AR would be nice. With some of the patterns you've used like 00:06:522 - it does feel a little like playing with EZ mod on. I'd suggest at least 7.8 though 8 feels pretty top tier to me. If 8 is too boring for you go with 7.9 for maximum edginess Went with 7.8 for now at least
  2. 00:01:563 (3) - Little unexpected to have this coming in so far on the right. Try a speedy Ctrl+H on 00:00:572 (1,2) - and moving them to x:352 alright
  3. 00:29:828 (4,5,6) - It's a little odd to draw attention to these with this pattern when the sounds are quite weak. I'd suggest simplifying this pattern, try moving 00:29:952 (5) - to around x:280 to make a regular ol' curve so you can die a little on the inside when anything special you try to do is crushed and beaten in to the ground by those around you oh boy I love deat.. but nah that sounds pretty alright
  4. 00:42:224 (1,2) - After the hyper to 00:41:481 (4) - I'm expecting this to still follow the sound that sounds quite like a violin but I don't want to outright say violin in fear of being wrong. It feels the most prominent sound at this part and a 1/1 slider at 00:42:224 - and a single note on 00:42:968 - feels a much better fit Don't want to ignore the violin thing here, but I get your point, so I swapped the dash to (1) instead of (2) and it feels better to me now
  5. 00:43:216 (3) - Point this the other way I double dog dare you what do I win
  6. 00:51:150 (4,5,6) - Spacing between these is a little big and makes this pattern a little uncomfortable. Moving 00:51:274 (5) - to about x:216 helps make this a little easier done
  7. 01:02:803 (5,1,2,3) - Are you really sure about ending like this? This difficulty is pretty straightforward with its dashes and hypers, mixing them together at the end like this just is a cruel difficulty spike at the very very end I didn't even realise I did this, made the first one a dash lol


[
Rain
]
  1. 00:39:993 (2) - Possible to tilt this to the right a little more just to nerf it a little? Had to respace some things to keep hyper but ok
  2. 00:46:935 (3) - Little out of place to have strong antiflow only on this. Maybe nerf this a little weakened it a bit and made hyper strengths consistent


[
Atlamillia
]
  1. AR9.6 is a little too much, I'd say 9.4 is a better fit Yeah basically what I said in General, nerfed it
  2. 00:02:555 (1,2,3,4,5,6) - Little more movement on these so I can get my boogie on would be fantastic Moved (2,5) out a bit each
  3. 00:50:902 (4) - This comes in fast, the smaller circle size and high approach rate can make reading this a little tricky. Wouldn't hurt to nerf this a little as it's the only instance of such a pattern, lowering the AR will also help here though can't really nerf it without removing hypers so hopefully lower AR is more manageable
  4. 00:56:357 (2,3) - Looks like an edge dash slipped through sliced it up, double hyper now
  5. 00:59:084 (5,6) - Edge dash here too sames

Hope you can make some sense of this babble, good luck!
Thanks for the mod! Also lowered volume on the boomy drums a little since it was a bit obnoxious
posted

Sorcerer wrote:

Lotus' Overdose

  1. 00:02:059 (3,4) - This antiflow is a little intense, possible to nerf this a little? ho, ho HOOO... if you think this is bad just you wait my friend! But seriously tho, I think it's a pretty typical anti-flow slider, nothing to intense imo and it flows directly into the next note so I think it's fine.
  2. 00:06:522 (1,2,3,4,5,6) - And this antiflow is also very intense It is! and I changed it since it wouldn't be consistent with the pattern I used for the same part of the song previously.
  3. 00:09:745 (2) - Try Ctrl+G on this, the tilt and distance to this feels a little too much on this right now Honestly I feel like this is harder to play than having it the way it is now, 2 sliders in the same direction followed by a jump into a wiggle doesn't feel natural at all, especially with the nature of how the flow in the section is currently kinda just throws you off.
  4. 00:12:968 (4,1) - Both of these wiggles would benefit from a buff, get some more tilt on 00:12:968 (4) - and make 00:13:464 (1) - fully horizontal I like the way you think! done. Although I don't really like how you can barely tell that the sliders are expanding now...
  5. 00:18:671 (2,3,4,5) - This pattern barely requires any movement and I'm not too sure what you intended here. If it was a wiggle I think that's a little overkill for these sounds so I'd suggest reworking this in to something with better clarity Eh, I tried other variations of patterns but with how small the sliders are and how basic the patterning is intended to be, a lot of things just felt awkward to play in such a long series of notes, I think the new pattern is decent enough tho.
  6. 00:26:605 (2,3,4,5) - ^ same as above Honestly I'm going to keep this one, I think the pattern is basic enough and is merely mapped to the percussion in the background of this section and I don't want to basically copy the last pattern. But I will space it out a bit more for this clarity of yours.
  7. 00:42:968 (1,2,3,4) - Timeline choices here are a bit odd with some sliders ending on strong sounds. 00:42:968 (1) - and 00:43:960 (4) - both cover strong sounds with their slider ends so I think it would be best to start sliders there instead and replace these ones with circles on their current slider heads. I'd argue the sliders here fit fine the way they are since they are both mapped to help sounds in the song, imo mapping the sliders so they start on these strong sounds wouldn't make sense because there's no held note so the slider body wouldn't be mapped to anything, also I don't think it would improve the timeline since I can't see any good way to map the new slider ends if I were to map the start of the sliders on these notes since the music is pretty sporadic here.
  8. 01:03:795 (8) - I feel this has a better impact as a lone note, try it out I mean I guess.
Thanks for the mod. I prefer Tom's old modding ):

osu file format v14

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Countdown: 0
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StackLeniency: 0.7
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[Editor]
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DistanceSpacing: 1
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[Metadata]
Title:Secret energy
TitleUnicode:Secret energy
Artist:Tomohito Nishiura
ArtistUnicode:西浦智仁
Creator:JBHyperion
Version:Lotus' Overdose
Source:Dark Cloud 2
Tags:ダーククラウド Chronicle ost original sound tracks playstation rpg level-5 inc. instrumental Possibly an unused theme for Emperor Griffon JBH ZiRoX Withered Lotus Sanyi
BeatmapID:1415664
BeatmapSetID:627545

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CircleSize:4
OverallDifficulty:9.2
ApproachRate:9.2
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Title:Secret energy
TitleUnicode:Secret energy
Artist:Tomohito Nishiura
ArtistUnicode:西浦智仁
Creator:JBHyperion
Version:ZiRoX's Rain
Source:Dark Cloud 2
Tags:ダーククラウド Chronicle ost original sound tracks playstation rpg level-5 inc. instrumental Possibly an unused theme for Emperor Griffon JBH ZiRoX Withered Lotus Sanyi
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256,192,64043,12,0,66026,0:0:0:0:
posted

Sorcerer wrote:

It's not quite Wednesday my dude, so have a mod instead
[
Sanyi's Light Rain
]
  1. 00:14:456 (1) - Movement really slows down on the end of this slider, it gets rather stuttery and a little awkward to play. Try making this a large C shape instead with the tail ending pretty much in the same x position as the head Rotated and adjusted the sliderbody to have a bit more movement on the end. Also increased the distance to the next note a bit to follow the flow of the slider better.
  2. 00:31:563 (4) - There's very little sound on the start of this so there's no need for a dash. I think it would be better to make 00:31:315 (3) - a 1/2 slider and add in another 1/2 slider on 00:31:811 - Did make the second one not a slider but two single notes instead for emphasizing. Otherwise applied.
  3. 00:39:249 (4,5,6,7) - I think the movement required here is a bit too complex for this difficulty. I'd recommend using some simpler patterning I understand your point, but I really like the pattern and think the difficulty spike is emphasizing the music well. But I will change it up if other modders mention that too since I know that the difficulty spike is pretty harsh.
  4. 00:51:522 (5) - This sound is quite high pitched and worthy of some emphasis. A regular dash or even a hyper would fit this well and contrast with the lower pitched sound earlier of 00:49:538 (5) -. Same for 00:59:456 (5) - Made a hyper for both.
  5. 00:52:390 (2,3,4) - A little more variety in object placement would be nice here. Right now there's 6 notes all just going in the same direction and it's not too interesting to play, same at 01:00:324 (2,3,4) - Flipped 00:53:133 (4) - and moved it to x:232 + moved 00:53:505 (5) - to x:300 to adjust the pattern, should be more interesting now! Similar thing for the second one.
  6. 01:03:423 (5) - Consider moving this to around x:288 for a nice dash from 01:03:051 (4) - Nice idea, done!
Thank you for modding Sorcerer, very helpful!

@JBH I want to make some changes to the diff on my own but don't have the time to do it right now. Will send you the updated diff with Sorcerer's mod applied and my own changes later or tomorrow!
posted
Applied GDer diffs!
posted


Hohoho Secret mentee Santa

Kudosu only when helpful!

General
  1. The current spread is a bit AAAAAAHHHHHHHH, having another diff between Rain and Lotus' Overdose would be really nice imo.
  2. The bg image hasn't got the highest resolution and isn't even 16:9, are you sure you wanna use it anyways?
Cup

General: The ranking criteria says that mostly 1/1 pattern should be used and that 1/2 + 1/3 pattern can be used sparingly. Your Cup is using 1/4 pattern at some places which is in my opinion a bit overdone. Here my suggestions for that:
  1. 00:16:439 (1,2) - I would forge both into 1 slider for simplification.
  2. 00:48:671 (2,3) - I would just delete 1 circle, preferably 00:48:671 (2) - .
  3. 00:51:150 (4) - I would make this at least a normal slider instead of a repeat slider because it is too dense for a Cup imo and 00:51:274 - is the weakest of the 1/4 sounds.

The suggestions go for every similar pattern of course.

Other suggestions:
  1. 00:43:216 (3,1) - I would emphasize 00:44:208 (1) - more, meaning that I would put it on the left side to create a change of movement direction.
  2. 00:45:943 (3,1) - Same as 00:43:216 (3,1) - (here definitively needed imo).
  3. 00:55:117 (4,5,6) - I don't like the spacing here. Decreasing spacing can be confusing for new players, especially because 00:55:489 (5,6) - in itself is awkward - the spacing is so low that you could catch the last note without even moving which may confuse new players even more (Should I move or not?). Therefore I think you should either make 00:55:489 (5,6) - an obvious standstill (= 0 spacing) or make it more similar to 00:55:117 (4,5) - to improve the gameplay.
Salad
  1. 00:22:390 (1) - Feels completely unemphasized because it is exactly the same as 00:22:142 (4) - (both single notes and both directed towards the right), which makes 00:22:142 (4) - stand out but 00:22:390 (1) - not. Maybe you can find a way to emphasize 00:22:390 (1) - more (direction change, pattern change whatever)?
  2. 00:26:357 (1) - Same as above, but not that urgent this time. I would flip 00:26:605 (2) - to make 00:26:357 (1) - a bit more remarkable.
Platter

General: Regarding the beginning part (from 00:00:572 - to 00:14:208 - ): I don't really get why you are varying so much with normal sliders, reverse sliders and single notes. It looks inconsistent to me and should be more consistent imo, especially 00:11:233 (3,4,5,6,7,8) - should be 2 sliders to keep consistency imo. I could understand if you started varying things a bit starting from 00:08:505 - because of the additional drum sounds (you kinda did the same thing in Salad), but that doesn't seem to be the reason for your variety here.

Other thingy:
  1. 00:43:216 (3,1) - I would prefer a hyper here because 00:44:208 (1) - is kinda remarkable and it would build up a nice contrast to 00:43:216 (3) - , but that's up to you I guess.
Sanyi's Light Rain
  1. Best diff out of the german ones!
ZiRoX's Rain
  1. 00:05:034 (5) - I would make this three single notes instead because right now it produces droplets which is inconsistent with similar parts imo.
  2. 00:11:605 (2,3) - This should be a hyper to keep consistency with 00:03:671 (2,3) - and 00:07:885 (4,5) - .
  3. 00:48:423 (2,3,4) - , 00:49:167 (6,7,8) - , 00:50:406 (2,3,4) - and 00:51:150 (6,7,8) - I would add a bit more horizontal spacing to these ones since they can be overshoot quite easily if you don't pay enough attention. You already did it in the part beginning at 00:56:109 - so it should be ok here as well.
Rain
  1. 00:09:497 (1,2,3,4,5,6) - This is quite easier than the similar two parts that came beforehand which makes no sense to me, this should have similar complex movement than the previous ones.
  2. 00:11:976 (4,5) - It is ok imo to make these notes not like the ones before as a build-up, but 00:11:605 (3,4) - should be still a hyper imo to keep consistency.
  3. 00:26:109 (5,1) - Shouldn't be this the hyper instead of 00:26:357 (1,2) - ? Right now it is rhythmically odd.
  4. 00:55:489 (4) - Is a really remarkable sound, but you did the hyper at 00:55:489 (4,5) - instead of 00:55:365 (3,4) - which is really odd imo. Can you change it to 00:55:365 (3,4) - ?
Lotus' Overdose

General: Your hyper usage is in some parts a bit inconsistent:
  1. 00:31:811 (5,1) - is no hyper, 00:36:026 (9,1) - is no either but 00:38:010 (8,1) - is one which is rhythm-wise and emphasizing-wise inconsistent imo.
    I would prefer to make them all a hyper or none (preferably all since it is an Overdose).
  2. 00:53:877 (9,1) - and 00:59:828 (9,1) - should be hypers too considering the rest of the kiai mapping imo.

I know that I did compare 1/2 jumps with 1/4 jumps but hyper/non-hyper difference is more remarkable than 1/2 - 1/4 difference, so I think mentioned 1/2 jumps should be hypers (or you make them 1/4 by changing the pattern).

Other things:
  1. 00:00:572 (1,2,3,4,5) - Flows weird imo, consider changing it up if other modders mention it as well.
  2. 00:34:043 (1) - Having a downbeat on a sliderend doesn't fit the rest of your mapping imo, splitting the slider up into single notes would fix that.
  3. 00:43:960 (4) - Again a downbeat on a sliderend, and this time the downbeat is a really remarkable sound as well. Imo this downbeat deserves a hyper,
    therefore your current slider is really underemphasizing it imo.
  4. Tbh I dislike the whole part from 00:41:357 (5) - until 00:43:960 (4) - , the important sound at 00:41:481 - lies again on a sliderend, i already mentioned 00:43:960 (4) - and the complete section doesn't really feel like emphasizing the music imo.


The beginning part and the kiai are fun to play!
Atlamillia
  1. 00:07:266 (7,8,9) - Why not making something similar to 00:03:299 (7,8) - and 00:11:233 (3,4) - ? Does fit the intensity better imo.
  2. 00:34:043 (8,1) - I suggest a hyper here for more remarkable rhythm.
  3. 00:50:654 (3,4) - The hyper is overdone imo and confuses me about the emphasizing of the part while playing, therefore I would remove it. Same goes for 00:58:588 (3,4) - .
  4. 00:55:117 (5,6,7,8,9,1) - Plays really confusing because 00:55:861 (9,1) - plays completely different than the two before (1/2 instead of 1/4 + direction change), even though the sounds are similar. I highly suggest to add a note at 00:55:985 - , making a hyper from 00:55:861 - to 00:55:985 - (similar to the ones beforehand) and making a hyper from 00:55:985 - to 00:56:109 - as well.
Good luck on ranking! I want my first ranked diff uwu
posted

Sanyi wrote:



Hohoho Secret mentee Santa

Kudosu only when helpful!

General
  1. The current spread is a bit AAAAAAHHHHHHHH, having another diff between Rain and Lotus' Overdose would be really nice imo. If more people say the same I might do this, but honestly I feel the gap is acceptable, SR isn't a great indicator here.
  2. The bg image hasn't got the highest resolution and isn't even 16:9, are you sure you wanna use it anyways? Finding decent sized artwork for this game is impossible, psure I already had to waifu2x this shit to even get this far. If you find something good let me know though
Cup

General: The ranking criteria says that mostly 1/1 pattern should be used and that 1/2 + 1/3 pattern can be used sparingly. Your Cup is using 1/4 pattern at some places which is in my opinion a bit overdone. Here my suggestions for that:
  1. 00:16:439 (1,2) - I would forge both into 1 slider for simplification.
  2. 00:48:671 (2,3) - I would just delete 1 circle, preferably 00:48:671 (2) - .
  3. 00:51:150 (4) - I would make this at least a normal slider instead of a repeat slider because it is too dense for a Cup imo and 00:51:274 - is the weakest of the 1/4 sounds. Done here and at 00:59:084 (4) -

The suggestions go for every similar pattern of course.

For the stuff I didn't reply to: The song features heavy use of 1/4 rhythms and skipping any more than I already did feels very plain. Especially for parts like 00:48:671 (2,3) - it wouldn't make sense to map only one of the two sounds when they're almost identical, so I just made sure to leave a larger gap after each 1/4 pattern and make the spacing as small as possible to counter it.

Other suggestions:
  1. 00:43:216 (3,1) - I would emphasize 00:44:208 (1) - more, meaning that I would put it on the left side to create a change of movement direction.
  2. 00:45:943 (3,1) - Same as 00:43:216 (3,1) - (here definitively needed imo). Didn't change the first because pitch is decreasing here and I already have a direction change on 00:43:216 (3) - but spaced out the second a bit more
  3. 00:55:117 (4,5,6) - I don't like the spacing here. Decreasing spacing can be confusing for new players, especially because 00:55:489 (5,6) - in itself is awkward - the spacing is so low that you could catch the last note without even moving which may confuse new players even more (Should I move or not?). Therefore I think you should either make 00:55:489 (5,6) - an obvious standstill (= 0 spacing) or make it more similar to 00:55:117 (4,5) - to improve the gameplay. Made spacing consistent
Salad
  1. 00:22:390 (1) - Feels completely unemphasized because it is exactly the same as 00:22:142 (4) - (both single notes and both directed towards the right), which makes 00:22:142 (4) - stand out but 00:22:390 (1) - not. Maybe you can find a way to emphasize 00:22:390 (1) - more (direction change, pattern change whatever)? Added a dash here
  2. 00:26:357 (1) - Same as above, but not that urgent this time. I would flip 00:26:605 (2) - to make 00:26:357 (1) - a bit more remarkable. Nice idea, done
Platter

General: Regarding the beginning part (from 00:00:572 - to 00:14:208 - ): I don't really get why you are varying so much with normal sliders, reverse sliders and single notes. It looks inconsistent to me and should be more consistent imo, especially 00:11:233 (3,4,5,6,7,8) - should be 2 sliders to keep consistency imo. I could understand if you started varying things a bit starting from 00:08:505 - because of the additional drum sounds (you kinda did the same thing in Salad), but that doesn't seem to be the reason for your variety here. But I do start varying from there, that's where I expand sliders into short streams for the exact reason you mentioned lol

Other thingy:
  1. 00:43:216 (3,1) - I would prefer a hyper here because 00:44:208 (1) - is kinda remarkable and it would build up a nice contrast to 00:43:216 (3) - , but that's up to you I guess. I kept it as a regular dash to highlight the pitch decrease
Rain
  1. 00:09:497 (1,2,3,4,5,6) - This is quite easier than the similar two parts that came beforehand which makes no sense to me, this should have similar complex movement than the previous ones. Buffed it a bit
  2. 00:11:976 (4,5) - It is ok imo to make these notes not like the ones before as a build-up, but 00:11:605 (3,4) - should be still a hyper imo to keep consistency. Combining hyper with direction change dash is a bit of a pain but I think I found a decent compromise
  3. 00:26:109 (5,1) - Shouldn't be this the hyper instead of 00:26:357 (1,2) - ? Right now it is rhythmically odd. Fixed
  4. 00:55:489 (4) - Is a really remarkable sound, but you did the hyper at 00:55:489 (4,5) - instead of 00:55:365 (3,4) - which is really odd imo. Can you change it to 00:55:365 (3,4) - ? Was going for drum emphasis but sure, this works too I guess
Atlamillia
  1. 00:07:266 (7,8,9) - Why not making something similar to 00:03:299 (7,8) - and 00:11:233 (3,4) - ? Does fit the intensity better imo. Done to achieve a gradual buildup in intensity by using a hyper, then antiflow, then both
  2. 00:34:043 (8,1) - I suggest a hyper here for more remarkable rhythm. Alright
  3. 00:50:654 (3,4) - The hyper is overdone imo and confuses me about the emphasizing of the part while playing, therefore I would remove it. Same goes for 00:58:588 (3,4) - . I think they fit fine with the heavy drum sound
  4. 00:55:117 (5,6,7,8,9,1) - Plays really confusing because 00:55:861 (9,1) - plays completely different than the two before (1/2 instead of 1/4 + direction change), even though the sounds are similar. I highly suggest to add a note at 00:55:985 - , making a hyper from 00:55:861 - to 00:55:985 - (similar to the ones beforehand) and making a hyper from 00:55:985 - to 00:56:109 - as well. Done for consistency
Good luck on ranking! I want my first ranked diff uwu
Thanks for the mod! Waiting on ZiRoX and Withered.
posted

Sanyi wrote:

Sanyi's Light Rain
  1. Best diff out of the german ones!
Thanks I guess, but not really useful for improving my map. Don't be a lazy modder and mod every diff next time baka!
posted
Ho ho ho Seacret Santa

General
Gona echo Sanyi's comment about needing another diff in between last Rain and Lotus' Overdose, the skill required to play the overdose is alot higher than Rain.
i would also love to try my hands at Light Overdose, if you don't have anyone in mind already
Cup
  • 00:00:572 (1,2) - feel this spacing is slightly low, imo would have 2 on X:368 instead
  1. 00:13:960 (4,1) - shouldnt the spacing between these two be higher than the spacing between 00:13:464 (3,4) - as intensity of music is higher.
  2. 00:16:439 (1,2) - wouldnt this flow better if 2 was on the way to 3? so put 2 on something like X:272 instead
  3. 00:20:406 (1,2) - same here.
  4. 00:28:340 (1,2) - same here maybe more, not gona point out them anymore tho. you either agree or not.
Salad
  1. 00:13:216 (2,3) - would increase this spacing a bit imo.
  2. 00:38:257 (1,2,3) - this sounds a bit wierd, its not obvious what sound you're following but i feel like its a bit out of place. specificaly dont hear anything
  3. disctinct on 00:38:629 (2) - head
  4. 00:45:695 (4) - i feel like you suddenly switch from other instruments to following drumline. imo would have a note on 00:45:571 - and 00:45:943 - instead of on the white tick.
  5. 00:54:621 (3,1) - this might be a bit to tricky/anti-flowy for a beginner imo. maybe have 3 pointing a bit less to the right or move 1 closer to 3.
Platter
  1. 00:00:572 - 00:01:811 - i really feel like there should be beats on all the blue ticks here, might be a bit overmapped tho :/
  2. 00:19:786 (5) - this sound is very low imo would remove, or maybe just reduce distance so both 4 and 6 are something like 0.8x away.
  3. on the note of weak sounds. 00:50:778 - sound here that you havent mapped that i would map.
Sanyi's Light Rain
  1. 00:01:439 - imo would map this sound too. feels a bit wierd without it.
  2. 00:02:431 - ^
  3. 00:09:373 - ^
  4. 00:10:365 - ^
  5. 00:13:340 - ^
  6. 00:14:084 (6,7) - this spacing might be a bit high.
  7. 00:24:125 (5) - this is very anti-flow, don't agree that it fits that well. I would have a vertical slider instead. (this one requires some remapping to keep hyper to 00:24:373 (1) - too). I might even have the slider point to the left and ctrl + h 00:24:373 (1) -
  8. 00:39:249 (4,5,6,7) - very tap-dashy. think it demands a bit to much of the player. i would only have a dash on the white tick. so something like this: https://puu.sh/ym035/f13857246b.png
  9. not an experienced hitsounder but 00:43:588 (6) - maybe add another clap on the tail?
  10. 00:52:762 (3,4) - this jump might be a bit too uncofertable, imo would reduce spacing a bit.
ZiRoX's Rain
  1. 00:00:943 (4,5) - imo would have a slightly bigger jump
  2. 00:04:909 (4,5) - ^
  3. 00:04:909 (4,5) - another thing about this one, spacing here is much lower than on eg. 00:00:943 (4,5) - or 00:08:876 (4,5) -. any reason?
  4. 00:08:877 (4,5) - imo would have the same spacing on the previous 2 point as on this one.
  5. 00:40:613 - i dont think there is any sound here.
Rain
  1. 00:01:439 - as im pointing out on all the other diffs, feel leaving out a beat here is wrong.
  2. 00:02:431 - ^
  3. 00:05:406 - ^
  4. 00:06:398 - ^
    gona stop pointing them out now, can someone just clarify for me why there shouldnt be a beat on the blue ticks >.<
  5. 00:14:828 (2) - imo preffer this as just a 1/2 beat slider.
  6. 00:32:803 (2,3,4) - imo would move 2 and 3 a bit more to the right and have 4 back at 2. since 2 and 4 have the same bass guitar tone to them.
  7. 00:40:737 (2,3,4) - same concept with these 3.
  8. 00:44:704 (2,3,4) - same with these, tho this might start to kill the variety in this section.
  9. 00:50:654 - want a note to circle here. Maybe ctrl + f 00:50:530 (2) -
  10. 00:58:464 (2) - same with this one.
Lotus' Overdose
HOW IS THIS ONLY 4.6 STARS, WHAT DID YOU DO? anyway onto the mod proper
  1. 00:14:208 (3,4,5) - feel this many hypers are a bit exessive, maybe reduce distance between 3 and 4.
  2. 00:16:935 (2,3) - imo would preffer a hyper here.
  3. 00:25:117 (4) - would delite this and just have a slider instead of 00:24:993 (3,5) -
  4. 00:36:522 (2,3,4) - could consider having hypers between these.
  5. 01:02:059 (1,2) - this dash is a bit unconfertable and i dont feel the music compliments it.
Atlamillia
  1. 00:00:572 - 00:15:448 - with how Lotus mapped this section, the highest diff is A LOT easier on this part. i think you should upp the difficoulty a bit atleast so its more simmilar in difficulty. if you aggree some of my points under might be irrelevant.
  2. 00:01:067 (3,4) - imo would increase this spacing a bit.
  3. 00:05:034 (3,4,5,6) - preffer this pattern like this: https://puu.sh/ymDLU/9d3c5d6175.png
  4. 00:18:423 (1,2) - imo this spacing is a bit high.
  5. 00:13:464 (1,2) - feel a spacing of around 2x would fit better with the increasing intensity
  6. 00:43:216 (5,6,7,8) - i'd preffer this section with a hyper to 6 and direction change to 7 and a hyper to 8. something like https://puu.sh/ymDYn/fb964022e5.png. the jumpy play feels fitting to the song imo. (section after will need some remapping or just ctrl + h 00:44:208 (1) - maaaybe)
posted

Divine Cake wrote:

Sanyi's Light Rain
  1. 00:01:439 - imo would map this sound too. feels a bit wierd without it.
  2. 00:02:431 - ^
  3. 00:09:373 - ^
  4. 00:10:365 - ^
  5. 00:13:340 - ^ Understandable suggestion, but I like it how it is atm because that gives me the option to use my current patterns. It also leads to more emphasis on the notes after the gap which was my goal here, therefore no change for now.
  6. 00:14:084 (6,7) - this spacing might be a bit high. slightly reduced
  7. 00:24:125 (5) - this is very anti-flow, don't agree that it fits that well. I would have a vertical slider instead. (this one requires some remapping to keep hyper to 00:24:373 (1) - too). I might even have the slider point to the left and ctrl + h 00:24:373 (1) - the antiflow is really easy to play and making flow doesn't really fit the music considering the short build-up starting with 00:24:125 (5) - , therefore I keep my antiflow here
  8. 00:39:249 (4,5,6,7) - very tap-dashy. think it demands a bit to much of the player. i would only have a dash on the white tick. so something like this: https://puu.sh/ym035/f13857246b.png since Sorcerer mentioned the same issue I will fix it now, but a bit different than in your pic
  9. not an experienced hitsounder but 00:43:588 (6) - maybe add another clap on the tail? JBH hitsounded the mapset so I will ask him
  10. 00:52:762 (3,4) - this jump might be a bit too uncofertable, imo would reduce spacing a bit. I think it is fine
Thanks for the mod!

@JBH: Can you answer to the hitsound suggestion in my diff? And maybe you should slap ZiRoX and Withered and tell them to answer to the mods before they get the same suggestions over and over again.

Updated diff: https://puu.sh/ypg8W/5d4d0ab982.osu
posted
Everything from Sanyi's mod applied.

Divine Cake wrote:

ZiRoX's Rain
  1. 00:00:943 (4,5) - imo would have a slightly bigger jump I don't want to introduce a 1/4 dash so early into the song, I prefer the to do so at 00:01:438 (8,1) - which is a stronger beat.
  2. 00:04:909 (4,5) - ^ This one is for consistency with the one mentioned in the previous point
  3. 00:04:909 (4,5) - another thing about this one, spacing here is much lower than on eg. 00:00:943 (4,5) - or 00:08:876 (4,5) -. any reason? I made the first distance smaller so it is more consistent with the other one you mentioned. As for 00:08:876 (4,5) - , the player already knows what to expect in terms of rhythm, so I introduce more 1/4 dashes in this part.
  4. 00:08:877 (4,5) - imo would have the same spacing on the previous 2 point as on this one. ^The previous comment explains why I used a larger spacing here
  5. 00:40:613 - i dont think there is any sound here. While there's no particular sound here, I think the current snap is more predictable and consistent with the rest of the patterns.
osu file format v14

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[Metadata]
Title:Secret energy
TitleUnicode:Secret energy
Artist:Tomohito Nishiura
ArtistUnicode:西浦智仁
Creator:JBHyperion
Version:ZiRoX's Rain
Source:Dark Cloud 2
Tags:ダーククラウド Chronicle ost original sound tracks playstation rpg level-5 inc. instrumental Possibly an unused theme for Emperor Griffon JBH ZiRoX Withered Lotus Sanyi
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Thanks you both for the mods!
posted

Sanyi wrote:

Lotus' Overdose

General: Your hyper usage is in some parts a bit inconsistent:
  1. 00:31:811 (5,1) - is no hyper, 00:36:026 (9,1) - is no either but 00:38:010 (8,1) - is one which is rhythm-wise and emphasizing-wise inconsistent imo.
    I would prefer to make them all a hyper or none (preferably all since it is an Overdose). Removed the H-dash. Can't make these patterns into H-dash since they have 1/2 gaps.
  2. 00:53:877 (9,1) - and 00:59:828 (9,1) - should be hypers too considering the rest of the kiai mapping imo.Nothing in the kiai with a 1/2 gap is a H-dash, doing this would just make them screen-wide hyperdashes which would just feel and play badly. Plus I don't think this kiai needs oversaturating with hyperdashes more than it already is.

I know that I did compare 1/2 jumps with 1/4 jumps but hyper/non-hyper difference is more remarkable than 1/2 - 1/4 difference, so I think mentioned 1/2 jumps should be hypers (or you make them 1/4 by changing the pattern).

Other things:
  1. 00:00:572 (1,2,3,4,5) - Flows weird imo, consider changing it up if other modders mention it as well. I don't feel like it flows weird,
    very standard patterns imo and I feel it plays fine.
  2. 00:34:043 (1) - Having a downbeat on a sliderend doesn't fit the rest of your mapping imo, splitting the slider up into single notes would fix that. Fixed.
  3. 00:43:960 (4) - Again a downbeat on a sliderend, and this time the downbeat is a really remarkable sound as well. Imo this downbeat deserves a hyper,
    therefore your current slider is really underemphasizing it imo. Eh, I dunno I don't really see a very good way to structure this section otherwise. I'm going to leave this for now.
  4. Tbh I dislike the whole part from 00:41:357 (5) - until 00:43:960 (4) - , the important sound at 00:41:481 - lies again on a sliderend, i already mentioned 00:43:960 (4) - and the complete section doesn't really feel like emphasizing the music imo. Fixed 00:41:481 so that it starts on a slider instead of ending on one. Also I added some H-dashes to these downbeats.


The beginning part and the kiai are fun to play!

Divine Cake wrote:

Lotus' Overdose
HOW IS THIS ONLY 4.6 STARS, WHAT DID YOU DO? anyway onto the mod proper Black magic.
00:14:208 (3,4,5) - feel this many hypers are a bit exessive, maybe reduce distance between 3 and 4. Hmm, I don't think it's too bad, I like the way they emphasise the rising tone in the music and besides, I don't think it's too excessive considering other parts of the map.
00:16:935 (2,3) - imo would preffer a hyper here. These are only light percussion instruments, I don't think a hyperdash is warranted here.
00:25:117 (4) - would delite this and just have a slider instead of 00:24:993 (3,5) -Again these are mapping 1/4 percussion instrumentals in the song, having a slider would just be undermapping, plus there are many other examples where I've done the same thing.
00:36:522 (2,3,4) - could consider having hypers between these. Again these are only light percussion notes, not warranted a hyperdash imo.
01:02:059 (1,2) - this dash is a bit unconfertable and i dont feel the music compliments it. This jump is a bit harsh, reduced a bit.
Thanks for the mods.

osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 448
Countdown: 0
SampleSet: None
StackLeniency: 0.7
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
Bookmarks: 572,10489,16439,24621,32307,48175,63795
DistanceSpacing: 1
BeatDivisor: 4
GridSize: 4
TimelineZoom: 2.1

[Metadata]
Title:Secret energy
TitleUnicode:Secret energy
Artist:Tomohito Nishiura
ArtistUnicode:西浦智仁
Creator:JBHyperion
Version:Lotus' Overdose
Source:Dark Cloud 2
Tags:ダーククラウド Chronicle ost original sound tracks playstation rpg level-5 inc. instrumental Possibly an unused theme for Emperor Griffon JBH ZiRoX Withered Lotus Sanyi
BeatmapID:1415664
BeatmapSetID:627545

[Difficulty]
HPDrainRate:6
CircleSize:4
OverallDifficulty:9.2
ApproachRate:9.2
SliderMultiplier:2.2
SliderTickRate:1

[Events]
//Background and Video events
0,0,"Griffon10k.png",0,0
//Break Periods
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//Storyboard Layer 1 (Fail)
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//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

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232,128,45695,2,0,L|140:108,1,55,8|0,0:0|0:0,0:0:0:0:
64,88,45943,2,0,L|140:64,1,55,0|0,0:0|0:0,0:0:0:0:
392,64,46191,5,4,0:0:0:0:
96,152,46563,1,4,0:0:0:0:
416,240,46935,1,4,0:0:0:0:
96,244,47307,1,4,0:0:0:0:
380,320,47679,2,0,P|324:348|260:344,1,110,8|0,0:0|0:0,0:0:0:0:
88,280,48175,6,0,P|144:236|212:228,1,137.5,6|0,0:0|0:0,0:0:0:0:
320,256,48547,1,0,0:0:0:0:
208,227,48671,1,8,0:0:0:0:
444,144,48795,2,0,P|380:208|268:240,1,206.25,0|8,0:0|0:0,0:0:0:0:
388,252,49291,1,0,0:0:0:0:
271,239,49414,1,0,0:0:0:0:
472,292,49538,2,0,L|416:244,1,68.75,8|0,0:0|0:0,0:0:0:0:
240,192,49910,2,0,L|292:240,1,68.75,8|0,0:0|0:0,0:0:0:0:
92,264,50158,5,4,0:0:0:0:
308,156,50406,1,0,0:0:0:0:
196,200,50530,1,2,0:0:0:0:
308,240,50654,1,0,0:0:0:0:
72,256,50778,2,0,L|124:340,1,68.75,0|0,0:0|0:0,0:0:0:0:
291,193,51150,2,0,L|328:252,1,68.75,4|2,0:0|0:0,0:0:0:0:
120,276,51398,1,2,0:0:0:0:
336,176,51522,6,0,L|284:100,1,68.75,4|0,0:0|0:0,0:0:0:0:
112,160,51894,2,0,L|172:252,1,68.75,8|0,0:0|0:0,0:0:0:0:
392,216,52142,5,4,0:0:0:0:
200,160,52390,1,0,0:0:0:0:
308,192,52514,1,0,0:0:0:0:
200,236,52638,1,8,0:0:0:0:
416,288,52762,2,0,P|424:208|316:136,1,206.25,0|8,0:0|0:0,0:0:0:0:
212,172,53257,1,0,0:0:0:0:
332,135,53381,1,0,0:0:0:0:
132,104,53505,2,0,L|76:176,1,68.75,8|0,0:0|0:0,0:0:0:0:
272,200,53877,1,8,0:0:0:0:
76,208,54125,5,4,0:0:0:0:
308,144,54373,1,0,0:0:0:0:
204,192,54497,1,0,0:0:0:0:
308,224,54621,1,8,0:0:0:0:
96,136,54745,2,0,L|148:76,1,68.75,0|0,0:0|0:0,0:0:0:0:
392,96,55117,2,0,L|340:156,1,68.75,4|0,0:0|0:0,0:0:0:0:
156,208,55489,2,0,L|228:136,1,68.75,4|8,0:0|0:0,0:0:0:0:
368,168,55861,2,0,L|308:228,1,68.75,4|0,0:0|0:0,0:0:0:0:
88,268,56109,5,6,0:0:0:0:
304,148,56357,1,0,0:0:0:0:
196,176,56481,1,0,0:0:0:0:
304,216,56605,1,8,0:0:0:0:
100,144,56729,2,0,P|200:68|288:56,1,206.25,0|8,0:0|0:0,0:0:0:0:
166,39,57224,1,0,0:0:0:0:
278,55,57348,1,0,0:0:0:0:
56,196,57472,2,0,L|108:252,1,68.75,8|0,0:0|0:0,0:0:0:0:
312,240,57844,2,0,L|248:180,1,68.75,8|0,0:0|0:0,0:0:0:0:
56,144,58092,5,4,0:0:0:0:
304,128,58340,1,0,0:0:0:0:
192,152,58464,1,2,0:0:0:0:
304,184,58588,1,0,0:0:0:0:
108,236,58712,2,0,L|160:184,1,68.75,0|0,0:0|0:0,0:0:0:0:
384,196,59084,2,0,L|320:264,1,68.75,4|2,0:0|0:0,0:0:0:0:
148,288,59332,1,2,0:0:0:0:
384,296,59456,2,0,L|436:244,1,68.75,4|0,0:0|0:0,0:0:0:0:
200,196,59828,1,8,0:0:0:0:
432,184,60076,5,4,0:0:0:0:
200,152,60324,1,0,0:0:0:0:
308,192,60448,1,0,0:0:0:0:
200,228,60571,1,8,0:0:0:0:
400,260,60695,2,0,P|352:324|204:320,1,206.25,0|8,0:0|0:0,0:0:0:0:
344,288,61191,1,0,0:0:0:0:
232,336,61315,1,0,0:0:0:0:
436,136,61439,2,0,L|387:184,1,68.75,8|0,0:0|0:0,0:0:0:0:
152,184,61811,2,0,L|216:112,1,68.75,8|0,0:0|0:0,0:0:0:0:
436,92,62059,5,4,0:0:0:0:
196,120,62307,1,0,0:0:0:0:
312,156,62431,1,0,0:0:0:0:
196,188,62555,1,8,0:0:0:0:
392,168,62679,2,0,L|340:228,1,68.75,0|0,0:0|0:0,0:0:0:0:
176,240,63051,2,0,L|228:172,1,68.75,4|0,0:0|0:0,0:0:0:0:
440,188,63423,2,0,L|364:148,1,68.75,4|0,0:0|0:0,0:0:0:0:
72,196,63795,1,0,0:0:0:0:
256,192,64043,12,0,66026,0:0:0:0:
posted

Divine Cake wrote:

Ho ho ho Seacret Santa

General
Gona echo Sanyi's comment about needing another diff in between last Rain and Lotus' Overdose, the skill required to play the overdose is alot higher than Rain.
[spoiler]i would also love to try my hands at Light Overdose, if you don't have anyone in mind already[/spoiler] This set is large enough already so I'll try and fix spread first :/
Cup
  • 00:00:572 (1,2) - feel this spacing is slightly low, imo would have 2 on X:368 instead I feel this is fine as an introductory spacing for a calm(ish) part, allows the player to get accustomed to the BPM and distancing
  1. 00:13:960 (4,1) - shouldnt the spacing between these two be higher than the spacing between 00:13:464 (3,4) - as intensity of music is higher. Fixed
  2. 00:16:439 (1,2) - wouldnt this flow better if 2 was on the way to 3? so put 2 on something like X:272 instead Any kind of substantial 1/4 spacing is unexpected at this level of difficulty, so since I couldn't skip the sound I opted to stack
  3. 00:20:406 (1,2) - same here.
  4. 00:28:340 (1,2) - same here maybe more, not gona point out them anymore tho. you either agree or not.
Salad
  1. 00:13:216 (2,3) - would increase this spacing a bit imo. Done
  2. 00:38:257 (1,2,3) - this sounds a bit wierd, its not obvious what sound you're following but i feel like its a bit out of place. specificaly dont hear anything
  3. disctinct on 00:38:629 (2) - head Eep, changed this rhythm a bit to follow the guitar sound better
  4. 00:45:695 (4) - i feel like you suddenly switch from other instruments to following drumline. imo would have a note on 00:45:571 - and 00:45:943 - instead of on the white tick. Changed to a 34/ slider and 1/2 slider
  5. 00:54:621 (3,1) - this might be a bit to tricky/anti-flowy for a beginner imo. maybe have 3 pointing a bit less to the right or move 1 closer to 3. Reduced distance a tiny bit
Platter
  1. 00:00:572 - 00:01:811 - i really feel like there should be beats on all the blue ticks here, might be a bit overmapped tho :/ Yeah, I opted for a less dense start so the step up from Salad wasn't too high
  2. 00:19:786 (5) - this sound is very low imo would remove, or maybe just reduce distance so both 4 and 6 are something like 0.8x away. Removed and respaced
  3. on the note of weak sounds. 00:50:778 - sound here that you havent mapped that i would map. Fixed here and at 00:58:588 (3) - since it's the same rhythm
Rain
  1. 00:01:439 - as im pointing out on all the other diffs, feel leaving out a beat here is wrong. I normally wouldn't do this since it means the allows a nice gradual entry into the diff, but since I already have two easier Rains and I need to spread the gap to Overdose, I might as well take these options
  2. 00:02:431 - ^
  3. 00:05:406 - ^
  4. 00:06:398 - ^
    gona stop pointing them out now, can someone just clarify for me why there shouldnt be a beat on the blue ticks >.<
  5. 00:14:828 (2) - imo preffer this as just a 1/2 beat slider. Repeat slider follows the background guitar sound
  6. 00:32:803 (2,3,4) - imo would move 2 and 3 a bit more to the right and have 4 back at 2. since 2 and 4 have the same bass guitar tone to them. The fact they have the same sound is why I made a linear pattern, and not doing so really cramps me for space on the left side, same applies to the following
  7. 00:40:737 (2,3,4) - same concept with these 3.
  8. 00:44:704 (2,3,4) - same with these, tho this might start to kill the variety in this section. Did change this one though since pitch is decreasing and emphasises the following buildup
  9. 00:50:654 - want a note to circle here. Maybe ctrl + f 00:50:530 (2) -
  10. 00:58:464 (2) - same with this one. Decided to follow drums instead of guitar on these two parts for variety
Atlamillia
  1. 00:00:572 - 00:15:448 - with how Lotus mapped this section, the highest diff is A LOT easier on this part. i think you should upp the difficoulty a bit atleast so its more simmilar in difficulty. if you aggree some of my points under might be irrelevant. Lotus shouldn't have made his diff so hard xd - Upped difficulty here with some stronger dashes and hypers, though kept the general construction the same
  2. 00:01:067 (3,4) - imo would increase this spacing a bit.
  3. 00:05:034 (3,4,5,6) - preffer this pattern like this: https://puu.sh/ymDLU/9d3c5d6175.png
  4. 00:18:423 (1,2) - imo this spacing is a bit high. Reduced a little
  5. 00:13:464 (1,2) - feel a spacing of around 2x would fit better with the increasing intensity
  6. 00:43:216 (5,6,7,8) - i'd preffer this section with a hyper to 6 and direction change to 7 and a hyper to 8. something like https://puu.sh/ymDYn/fb964022e5.png. the jumpy play feels fitting to the song imo. (section after will need some remapping or just ctrl + h 00:44:208 (1) - maaaybe) Hyper doesn't really fit here for me on (8), but I went with the hyper to (6) and direction change
Thanks for the mod! (:

Updated GDs, @Sanyi the head already has a clap so having one on the tail too is overbearing, I just focused on the main low pitch drum sounds with clap
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