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Imperial Circus Dead Decadence - Fusyoku Ressentiment, Fushi

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Topic Starter
leosu
This beatmap was submitted using in-game submission on mercredi 13 septembre 2017 at 22:37:35

Artist: Imperial Circus Dead Decadence
Title: Fusyoku Ressentiment, Fushiyoku no Sarugakuza.
Tags: icdd deathstreams spaced streams long map high bpm
BPM: 210
Filesize: 12453kb
Play Time: 07:05
Difficulties Available:
  1. Corrupted Desire (8,09 stars, 2695 notes)
Download: Imperial Circus Dead Decadence - Fusyoku Ressentiment, Fushiyoku no Sarugakuza.
Information: Scores/Beatmap Listing
---------------
5th beatmap

Looking for mods!


10/09/17 : changed audio and song name so redownload if you downloaded the map before this date!

hitsounding and colours by me. Please enable them for a better playing experience!

https://www.youtube.com/watch?v=aTjVSKlcwps video of the map, if you're too lazy to play it (it's the original version of the map, not the updated one so check out the real map too!) :)


Imperial Circus Dead Decadence is fucking godlike btw
Lusumi
  • Corrupted Desire
  1. 03:44:498 timing line not snapped lel
  2. 00:01:921 (4) - maybe put a nc here cuz stream starts here lul
  3. 00:05:064 (8) - u maybe should put here a flow change too cuz u did it on 00:05:350 (1,1,1) - too lol
  4. 00:06:493 (9) - ^
  5. 00:07:064 (1) - ^
  6. 00:08:493 (13) - u should put here a repeating slider too cuz u placed 00:08:779 (1,2,3) - repeating slider on the same sound
  7. 00:08:779 (1,2,3) - u should copy sliders more copy a repeat slider u think is fine and rotate it 120° (CTRL + SHIFT + R) cuz i dont think that u wanted
  8. 00:09:064 (2) - to be more curved for no reason
  9. 00:12:493 (1,2,3,4,1,2) - i would maybe redo that curve and make it more clean lol
  10. 00:13:707 (2) - probably looks better if u do it that it stacks on 00:13:279 (8) -
  11. 00:14:493 (1,2) - unintended overlap
  12. 00:15:207 (2,1) - probably unintended overlap structure it more clean lol
  13. 00:14:493 (1,2,3,1,2) - the slider look like u created every slider by hand lol
  14. 00:16:207 (3) - maybe make it 2 notes cuz there 2 strong guitar sounds
  15. 00:16:207 (3) - unintended/bad overlap u could do for example a blanket here http://prntscr.com/geul1i
  16. 00:18:779 (6,1,2) - inconsistent spacing lol
  17. 00:18:350 (3,6,2,6,2) - so many unintended/bad overlaps u should try to structure it more and make it look less messy lol
  18. 00:18:350 (3,6,5,5) - structure it better please... 00:18:350 (3,6,5,5) - here u could put them into a triangle for example or any other shape or lines or idk but make it more consistent and clean looking
  19. 00:20:350 (5,1) - unintended overlap lol
  20. 00:21:636 (1) - its 1/6 not 1/8
  21. 00:21:921 (2,1) - unintended/bad/unorganized overlap lel
  22. 00:22:207 (3,1) - u know u can just copy and paste a slider rotate it/mirror it and then u have 2 exactly same looking sliders? u should use that lol
  23. 00:21:350 (3,3,2) - u should probably structure it better/more clean
  24. 00:24:493 (8,3,6) - unorganized/unintended overlaps
  25. 00:24:779 (1,2,4,7) - same here jumps are messy and seem like they aren't really structured u could put the notes i marked in a line and then arrange other notes in triangles or any other shape or at least make the distance between notes more consistent
  26. 00:24:779 (1,4,2) - unorganized/unintended overlaps
  27. 00:25:350 (5,1,1) - uhh.. same here for example u could put them in a line then make a triangle out of 00:25:064 (3,5,1) - or idk i think u should get what i mean by now and u should be able to go through your map check for unorganized stuff and make it look more organized with shapes lines (curved lines also work) organized overlaps (u probably saw how some mapper overlap half of a circle with the middle of the sliderbody for example) or anything else u can think of what makes it look more organized i don't think it makes sense to point out every bad organized/structured pattern and overlap cuz u get it by now and its probably stupid to fill up a whole page with that haha btw pretty important: Disable Hit Animations in the View Options of the Editor and enable Stacking there
    and disable snaking slider that will make it MUCH easier to map more organized and clean

    on that 300 BPM Part it's most noticable that it's pretty unorganized and looks really messy btw u should definitely work on structuring your maps

    Uhh and Audio has too high bitrate it should be between 128kbps and 192kbps (yours is 319 kbps)

    Well... that said i hope u improve as a mapper i'm sure that your maps after a while can be really good ^^
Topic Starter
leosu

Moge-ko wrote:

  • Corrupted Desire
  1. 03:44:498 timing line not snapped lel fixed
  2. 00:01:921 (4) - maybe put a nc here cuz stream starts here lul fixed
  3. 00:05:064 (8) - u maybe should put here a flow change too cuz u did it on 00:05:350 (1,1,1) - too lol fixed, also put nc on this note bcuz of the clap
  4. 00:06:493 (9) - ^ same as above
  5. 00:07:064 (1) - ^ fixed
  6. 00:08:493 (13) - u should put here a repeating slider too cuz u placed 00:08:779 (1,2,3) - repeating slider on the same sound done
  7. 00:08:779 (1,2,3) - u should copy sliders more copy a repeat slider u think is fine and rotate it 120° (CTRL + SHIFT + R) cuz i dont think that u wanted done
  8. 00:09:064 (2) - to be more curved for no reason
  9. 00:12:493 (1,2,3,4,1,2) - i would maybe redo that curve and make it more clean lol done i think it's better now, but i had to change the stream a bit
  10. 00:13:707 (2) - probably looks better if u do it that it stacks on 00:13:279 (8) - changed rest of stream
  11. 00:14:493 (1,2) - unintended overlap ? don't get what you're pointing out lolz
  12. 00:15:207 (2,1) - probably unintended overlap structure it more clean lol fixed (i think lol)
  13. 00:14:493 (1,2,3,1,2) - the slider look like u created every slider by hand lol i think i did lol i made them identical now
  14. 00:16:207 (3) - maybe make it 2 notes cuz there 2 strong guitar sounds done
  15. 00:16:207 (3) - unintended/bad overlap u could do for example a blanket here http://prntscr.com/geul1i done like you suggested
  16. 00:18:779 (6,1,2) - inconsistent spacing lol fixed
  17. 00:18:350 (3,6,2,6,2) - so many unintended/bad overlaps u should try to structure it more and make it look less messy lol think it's better now
  18. 00:18:350 (3,6,5,5) - structure it better please... 00:18:350 (3,6,5,5) - here u could put them into a triangle for example or any other shape or lines or idk but make it more consistent and clean looking changed it a bit think it looks cleaner now, i hope so at least
  19. 00:20:350 (5,1) - unintended overlap lol fixed
  20. 00:21:636 (1) - its 1/6 not 1/8 fixed
  21. 00:21:921 (2,1) - unintended/bad/unorganized overlap lel fixed
  22. 00:22:207 (3,1) - u know u can just copy and paste a slider rotate it/mirror it and then u have 2 exactly same looking sliders? u should use that lol yes i know but sometimes im dumb lolz (fixed)
  23. 00:21:350 (3,3,2) - u should probably structure it better/more clean changed
  24. 00:24:493 (8,3,6) - unorganized/unintended overlaps fixed
  25. 00:24:779 (1,2,4,7) - same here jumps are messy and seem like they aren't really structured u could put the notes i marked in a line and then arrange other notes in triangles or any other shape or at least make the distance between notes more consistent done
  26. 00:24:779 (1,4,2) - unorganized/unintended overlaps fixed
  27. 00:25:350 (5,1,1) - uhh.. same here for example u could put them in a line then make a triangle out of 00:25:064 (3,5,1) fixed - or idk i think u should get what i mean by now and u should be able to go through your map check for unorganized stuff and make it look more organized with shapes lines (curved lines also work) organized overlaps (u probably saw how some mapper overlap half of a circle with the middle of the sliderbody for example) or anything else u can think of what makes it look more organized i don't think it makes sense to point out every bad organized/structured pattern and overlap cuz u get it by now and its probably stupid to fill up a whole page with that haha btw pretty important: Disable Hit Animations in the View Options of the Editor and enable Stacking there
    and disable snaking slider that will make it MUCH easier to map more organized and clean all of those were already disabled/enabled the way the needed to ahah i guess i'm just not paying enough attention to all this structuring and overlapping stuff :/ i'll go through the map and try to fix this

    on that 300 BPM Part it's most noticable that it's pretty unorganized and looks really messy btw u should definitely work on structuring your maps yeah i've had a lot of trouble with the 300bpm part i agree that it looks really not clean and it's not too enjoyable to the eye, i really need to pay more attention to the structuring

    Uhh and Audio has too high bitrate it should be between 128kbps and 192kbps (yours is 319 kbps) ye i need to go and see how to fix that bcuz i have this problem on all of my maps lol

    Well... that said i hope u improve as a mapper i'm sure that your maps after a while can be really good ^^
Thanks a lot for the mod, you pointed out a lot of interresting things i would never have thought of by myself, really appreciated ! :) and thanks for the support too :D
TheKingHenry
Hello mod from my queue~
Corrupted Desire
  1. I'm fairly sure ルサンチマン is one of those Japanese words that are basically "loaned" from English, as in they are written in Japanese to be pronounced the same as the English one. Basically then, those are usually romanized as the English word instead (see the Demetori Fall of Fall maps for example). So this shouldn't be rusanchiman. What it actually then should be, I don't really know. It could be something like resentment, but I recommend you check that stuff with someone actually more knowledgeable in these things.
  2. Since the modder before me already said bout the bitrate of the audio, gonna partially skip that.
  3. Then for the timing, which is going to have some stuff too. I'll be going through it point by point. (Since you only have one timing point until the 300 bpm, we're just gonna be adding few basically, due the changing timing signatures)
  4. 00:00:779 - this one should be 3/4, but 4/4
  5. 00:32:493 - here would then come 4/4
  6. 01:27:350 - back to 3/4 here
  7. 01:41:064 - aand 4/4
  8. 02:42:779 - 3/4
  9. 03:10:207 - 4/4
  10. The next one is fairly unclear, you could do it either at 04:08:493 - or 04:11:921 - (I guess it'd be preferably if it was earlier). But anyways, to 3/4 once again
  11. 04:50:864 - then for the tricky part in the 300 bpms, the short "break". You see how from this point on the timing's bit fucked (the music is slightly earlier than the music). To fix this we need to do lil' tuning around here. First of all, if you wanna use the 300 bpm point at 04:49:864 - , have one 5/4 so it lines up (it needs to be slightly lower bpm though since it's little too fast. Smth like 296 seems fine enough. (if you want it to be 4/4 instead, use smth like 237 instead). Anyways, then for the next beat we are going to need a timing point that is faster than the "constant" beat, since that's where the music gets ahead of us (see how we are now on time at 04:50:876 - but if you put 300 bpm point there, the music is ahead of us at 04:51:076 - So to fix this, add smth like 320 bpm point at 04:50:876 - then 300 bpm point at beat later at 04:51:063 - and then another 300 bpm one at 04:51:663 - to line the 4/4 back up again
  12. And before you think these are going to fuck up the offset of the latter part of the map, not really. At 05:10:064 - it actually ended up about on 05:10:063 - Move those together (move the last one at 05:37:492 - too) and that's about it since the rest of the map is 4/4
  13. So yeah, that's bout the timing I guess. Now couple fairly important points I happened to see during this timing.
  14. Do the correct rhythms. Few examples: 02:35:921 (12,13,14) - is more like 1/4 (althought it's pretty fucked up, the guitar is doing 1/3 ahead of time for couple beats, tbh the beat before this would be 1/4 too but since it's mostly due the guitarist being slightly mistimed and it feels more like 1/3, mentioning only this for change. These being said, you were already fairly accurate with the guitar solo.
  15. The most blatant ones are in the 300 bpm section. 04:43:064 (1,2) - are 1/3. 05:03:264 (1,2,3,4) - there is only the usual 1/2. The other way, 04:46:264 - this beat is actually 1/3 not just the 1/2
  16. That's about it for my mod. Love me some ICDD
Good luck!
Topic Starter
leosu

TheKingHenry wrote:

Hello mod from my queue~
Corrupted Desire
  1. I'm fairly sure ルサンチマン is one of those Japanese words that are basically "loaned" from English, as in they are written in Japanese to be pronounced the same as the English one. Basically then, those are usually romanized as the English word instead (see the Demetori Fall of Fall maps for example). So this shouldn't be rusanchiman. What it actually then should be, I don't really know. It could be something like resentment, but I recommend you check that stuff with someone actually more knowledgeable in these things. Yeah you're actually right, the word is ressentiment, I was just not sure wether I should put it in its english form or its "japanized" form since the rest of the title is in japanese. It looked weird to me to have this one word in English with the rest of the song title in japanese, but I guess it's better to put it in english since that's probably how the band wanted the word to be seen, otherwise, they would just have chosen the japanese equivalent
  2. Since the modder before me already said bout the bitrate of the audio, gonna partially skip that. ye i still need to fix that...
  3. Then for the timing, which is going to have some stuff too. I'll be going through it point by point. (Since you only have one timing point until the 300 bpm, we're just gonna be adding few basically, due the changing timing signatures)
  4. 00:00:779 - this one should be 3/4, but 4/4 done
  5. 00:32:493 - here would then come 4/4 done
  6. 01:27:350 - back to 3/4 here done
  7. 01:41:064 - aand 4/4 done
  8. 02:42:779 - 3/4 done
  9. 03:10:207 - 4/4 done
  10. The next one is fairly unclear, you could do it either at 04:08:493 - or 04:11:921 - (I guess it'd be preferably if it was earlier). But anyways, to 3/4 once again done on the first one as you suggested, thought it was a better fitting plzce for a new timing point. Also added nc on the slider that was here, i feel it's more clean like this
  11. 04:50:864 - then for the tricky part in the 300 bpms, the short "break". You see how from this point on the timing's bit fucked (the music is slightly earlier than the music (music earlier than the music ? LUL (dw i got what you meant))). To fix this we need to do lil' tuning around here. First of all, if you wanna use the 300 bpm point at 04:49:864 - , have one 5/4 so it lines up (it needs to be slightly lower bpm though since it's little too fast. Smth like 296 seems fine enough. (if you want it to be 4/4 instead, use smth like 237 instead). Anyways, then for the next beat we are going to need a timing point that is faster than the "constant" beat, since that's where the music gets ahead of us (see how we are now on time at 04:50:876 - but if you put 300 bpm point there, the music is ahead of us at 04:51:076 - So to fix this, add smth like 320 bpm point at 04:50:876 - then 300 bpm point at beat later at 04:51:063 - and then another 300 bpm one at 04:51:663 - to line the 4/4 back up again ok done, that was a pretty troublesome thing to do inorder to move the objects by 1ms lol, but it's done i guess
  12. And before you think these are going to fuck up the offset of the latter part of the map, not really. At 05:10:064 - it actually ended up about on 05:10:063 - Move those together (move the last one at 05:37:492 - too) and that's about it since the rest of the map is 4/4 ye it's alll good had to manually move all green lines by 1ms tho
  13. So yeah, that's bout the timing I guess. Now couple fairly important points I happened to see during this timing. ok cool i've done everything, but I didn't really understand why, I mean, what's the difference between 3/4 and 4/4 or even 5/4 ? The only change I noticed is that the tall white lines are not in the same place anymore but that's the only thing I can see, really, I don't get how it is important...
  14. Do the correct rhythms. Few examples: 02:35:921 (12,13,14) - is more like 1/4 (althought it's pretty fucked up, the guitar is doing 1/3 ahead of time for couple beats, tbh the beat before this would be 1/4 too but since it's mostly due the guitarist being slightly mistimed and it feels more like 1/3, mentioning only this for change. These being said, you were already fairly accurate with the guitar solo. ok changed the part you pointed out it does look like it's 1/4, i hadn't noticed it lol
  15. The most blatant ones are in the 300 bpm section. 04:43:064 (1,2) - are 1/3. fixed, didn't pay enough attention here lol 05:03:264 (1,2,3,4) - there is only the usual 1/2. fixed, don't know why i heard 1/4 full clap ??? that one is obvious lol The other way, 04:46:264 - this beat is actually 1/3 not just the 1/2 ok that one was tricky, fixed
  16. That's about it for my mod. Love me some ICDD
Good luck!
Thanks a lot for your mod, didn't expect that there'd be problems with timings even tho I don't really understand what i fixed lol. I'll have to trust you on this one
Thanks for the support too ! :D
TheKingHenry

Darkhloud wrote:

ok cool i've done everything, but I didn't really understand why, I mean, what's the difference between 3/4 and 4/4 or even 5/4 ? The only change I noticed is that the tall white lines are not in the same place anymore but that's the only thing I can see, really, I don't get how it is important...
Frankly, in case of rhythm game, the player won't really even notice the difference, so in that sense you have a point. That being said, it could have visible effects on other games modes that I know nothing about. Anyways, all that aside, I think it boils down to the factors that are to be taken into consideration in other timing stuff too, like BPM. For example you could map 200 bpm map as 400 bpm (compensating the double bpm with half the SV and sliderticks) and the player wouldn't probably notice the difference. Thus the important part is to time it as accurately according to the music as possible. Which in case of this map contains some time signature changes. Other reason for this could from purely mapper's perspective to just make the map in editor more structured so it's easier to understand (although the reason behind "more structured" is essentially the same, being as accurate as possible).

For more overall stuff on time signatures and understanding their role in music you could refer to just googling it up. Basically just keep in mind that while their visible effect on osu! gameplay might not be significant, they are by no means irrelevant in the music itself. With proper usage of different signatures it's possible to apply a lot of subtle (or not so subtle) changes to how the listener perceives the music.

Hopefully that was informative in some way, because looking at it, I don't really feel like it'd be haha

EDIT: kinda skipped your original question about what's the difference between the time signatures you listed. Well, you'll probably stumble upon a good explanation if you wander down the wonderland of google, but basically time signatures are formatted as 2 numbers. The first one indicates how many beats there are per measure, and the 2nd one tells what kind of beat you are counting with. In case of the usual 4/4, there are 4 beats per measure, and each beat is a quarter note long (basically simple math, 4 times 1/4 is 4/4). Then following similar logic, 3/4 is measure of 3 beats, each of which is a quarter note, and so on. Time signatures that measure according to quarters (X/4) are the most common and that's why osu! is kinda restricted to only them. More uncommon and advanced timing signatures can be found in more progressive stuff or classical music for example. That's the raw difference between them in terms of musical theory. In terms of practical differences, some feel more balanced, some feel dancy and swingy and some more aggressive and sharp.

In the end it's another wall of text applied to the existing wall of text.
Topic Starter
leosu
Ok thanks I think I get what you're saying.
I don't know much about music but I love it so it's always cool to learn some stuff about it :)
Thank you for taking your time time and explaining it clearly to me, really cool :D
AmatsuYzu
You should consider renaming it to Fusyoku Ressentiment, Fushiyoku no Sarugakuza.

Source: https://en.wikipedia.org/wiki/Imperial_ ... _Decadence
https://www.youtube.com/watch?v=z3BZRdCeiEQ
https://www.youtube.com/watch?v=ucSf2WHDRXU

In both videos check description!
Topic Starter
leosu

AmatsuYzu wrote:

You should consider renaming it to Fusyoku Ressentiment, Fushiyoku no Sarugakuza.

Source: https://en.wikipedia.org/wiki/Imperial_ ... _Decadence
https://www.youtube.com/watch?v=z3BZRdCeiEQ
https://www.youtube.com/watch?v=ucSf2WHDRXU

In both videos check description!
For the word Fusyoku, I think both Fushoku and Fusyoku are correct because of how japanese writing works : it's pronounced "sho" and is written しょ/ショ, it's the contraction of syllabs shi(し/シ) and yo(よ/ヨ). There are multiple ways to romanize this, the most common being "sho" (the romanization follows the pronounciation) and the other "syo" (it follows the writing but isn't pronounced this way). But since it seems the band members chose to use the second one, I'll change it to "Fusyoku"!

For "fushiyoku" and "sarugakuza" i just didn't know, since I can't read kanji lol

Thank you for showing me this, I will correct it!
Amos
hello, from my mod queue this is the 3rd time i mod this song, srsly smh.....

[Corrupted Desire]
00:10:779 (3,4) - movement to the stream is kinda wonky imo, you can try to curve 4
00:25:636 (7,8) - why sudden stack?
00:26:064 (2) - overlaps 00:26:350 (2) -
01:06:207 (1,2) - swap 1 and 2 so it match previous jump :^)
01:27:207 (2,1) - i think 1 is too close to 2, people are not expecting that, i suggest making jump at least half of the previous jump
01:53:064 (1,2,3,4) - stacking this is not a good idea imo, people couldn't see it
02:12:779 (3,1) - uncomfortable to hit imo
03:33:921 (4,5,6,7,8,9,10,11,12) - too confusing pattern for fast jumps imo....
04:42:664 (1,2,3,4) - i don't suggest using stack jumps on 300bpm, srsly
04:57:363 (5,1) - unclean overlap
i think that's all from me, gl with your map :)
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