| Ranked Score: | 1,467,487,098 | |
| Play Count: | 5,480 | |
| Play Time: | 219h | |
| Max Combo: | 4,728x | |
| Total Hits: | 5,964,561 | |
| Hits x Play: | 1,088 | |
| Replays Watched: | 212 |
SS+
2
SS
98
S+
9
S
1,116
A
573
Metal convert leaderboards
Metal and streams
DDKK mono enjoyer
History
About
The strings of an electric guitar are the vocal cords of the soul. The drums are the beating of its heart.
The living embodiment of a stream one-trick, at your service. I'm not even kidding when I say that's 90% of what I listen to/play on here.
TURN LAZER MODE ON TO SEE ALL MY PLAYS!
If you like relax, and don't mind lazer, check out https://rx.stanr.info/. It's better than a certain alternate osu! client with relax rankings that peppy censored because he's cringe!
MY TAIKO UR RECORD: 77.93 (Not counting low diffs of course.)
Regarding 0 playcount for May 2020: Laptop was broken, and mobile lazer, which I was playing actively for the time, did not yet count for plays.
Here's a shitpost score from then if you're not convinced.
Here's a shitpost score from then if you're not convinced.
Screenshot from July 19, 2022.
OPINION SECTION
LAST UPDATED JUNE 27, 2026!
Prepare for a lot of mostly negative yapping, and remember that parts of this may become out of date, both in terms of accuracy or my own perspective. Before you get into this:
Prepare for a lot of mostly negative yapping, and remember that parts of this may become out of date, both in terms of accuracy or my own perspective. Before you get into this:
- I think it's worth saying that what I play consists mainly of stream maps, and thus that is the bulk of what I'll be referencing, but some principles overlap with other types of maps.
- If you don't agree with my mapping philosophies in the first section, then chances are you'll have a bone to pick with the subsequent ones.
- Please don't take any of this personally. My opinions may be passionate, but at the end of the day, osu! is a game and should be fun for everyone. I don't want to hate anyone as a person over opinions on said game, because there's more to people and to life outside of it. While they probably shouldn't, things that happen on this game make me mad sometimes, and I'm just trying to vent it in a constructive way. If I've said anything aggressive about you it was probably greatly exaggerated.
- When I say something as a whole is bad, sometimes I'm referring to an extreme minority that's simply bigger than I think should be accepted.
How I believe maps should be made
I believe in song representation first and foremost. That's because it's the whole point of rhythm games, and because my primary enjoyment of maps that don't challenge me comes from the satisfaction of notes/colors syncing up to songs I like. This is how I gauge most of a map's quality in every mode, but the following specifically applies to taiko, as it's the only mode I'm skilled at mapping in.
I only use patterns that reflect the music in some way. Sometimes I'll swap the sound I'm mapping, map sounds in combination, or map based on how one sound changes (like pitch). No matter what though, what I choose to do WILL have a core pattern. I'll stick to that pattern for entire maps or sections of maps. I will map two identical parts of a song the exact same, opting to put my variety in within the parts themselves rather than forcing it by mapping the repeats differently.
Undermapping is fine if not overdone, to represent lack of musical intensity or to give emphasis to the parts that remain. Slight overmapping (EG quints where the drums are only singles and triplets) is acceptable to differentiate between varying levels of intensity, or to keep the map from having repetitive density (EG triplet spam), but blatant overmapping for the sake of difficulty is not. Typically my streams wind up having simple patterns. Particularly the power metal maps, which is expected because they're already simplistic songs. Simplicity and repetition should not be feared or avoided for the sake of it! They can be good if done well. Don't force your map to do more than it should!!!
I dislike double BPM greatly. If a song isn't fast enough to be a hard map, then I'd rather it stay easy. I understand why people like double BPM, and I'm not gonna call a map bad just because of that. I even find a lot of double BPM maps fun in fact (EG: Ognjen3800's Ghost of Christmas Past), but I'm not gonna use it in my maps, because it doesn't feel as fulfilling knowing that there's more to the map than there is to the song. Don't even get me started on dump though. I can't stand it.
I only use patterns that reflect the music in some way. Sometimes I'll swap the sound I'm mapping, map sounds in combination, or map based on how one sound changes (like pitch). No matter what though, what I choose to do WILL have a core pattern. I'll stick to that pattern for entire maps or sections of maps. I will map two identical parts of a song the exact same, opting to put my variety in within the parts themselves rather than forcing it by mapping the repeats differently.
Undermapping is fine if not overdone, to represent lack of musical intensity or to give emphasis to the parts that remain. Slight overmapping (EG quints where the drums are only singles and triplets) is acceptable to differentiate between varying levels of intensity, or to keep the map from having repetitive density (EG triplet spam), but blatant overmapping for the sake of difficulty is not. Typically my streams wind up having simple patterns. Particularly the power metal maps, which is expected because they're already simplistic songs. Simplicity and repetition should not be feared or avoided for the sake of it! They can be good if done well. Don't force your map to do more than it should!!!
I dislike double BPM greatly. If a song isn't fast enough to be a hard map, then I'd rather it stay easy. I understand why people like double BPM, and I'm not gonna call a map bad just because of that. I even find a lot of double BPM maps fun in fact (EG: Ognjen3800's Ghost of Christmas Past), but I'm not gonna use it in my maps, because it doesn't feel as fulfilling knowing that there's more to the map than there is to the song. Don't even get me started on dump though. I can't stand it.
What I think of the ranked section
Frankly, I think the ranked section is a disaster. I don't like how many forced gimmick maps std has and how many hilariously overmapped dump charts mania has, but my main passion is of course about taiko. People have forgotten how to map in taiko due to the 2022 pp meta. When it came out, some mappers completely abandoned the music in favor of random patterns that boost SR. New-at-the-time mappers who took to those mappers for how to make their own have now joined them in ranked, doing the same thing, except now it's because they think it's good mapping to place whatever pattern is fun or feels good to a song they like, regardless what the music is actually doing, simply because it's what they're used to. At least in the old metas, people stuck to songs that supported pp inflation. A side effect of this is that most mappers have abandoned monos (but I'm glad to say this is gradually becoming untrue) due to their low colour (and stamina lol) SR. Also because whiny bongos (DDKK/KKDD players) used to the lack of monos in modern maps complain when they can't play them. As a bongo myself, I can play monos just fine and think that they should just get over their skill issue, instead of encouraging mappers to rely on improv spam to keep their maps interesting. In fact, mono maps have become so rare that now there are even KDDKs who can't play them. A map doesn't need monos to be good, but they're helpful variety in stream maps with long music notes.
There's also been problems on the opposite end of the spectrum as the pp mappers, where people will purposefully map in defiance of "slop" mapping. This originally meant just pp maps back in the colour days, but as the meta changed and mapping devolved as described above, it's become this nebulous term that honestly could mean anything, but it usually also refers to maps that are simplistic or normal. Hell, even something someone just doesn't think is cool lol. I believe this label causes a subconscious bias against map(per)s in a lot of people, which creates a mentality that using weird patterns or gimmicks is the superior way to map no matter what, because "slop map bad." This further encourages the excessive improv problem that's already happening in maps. Now anything "unique" is showered with praise solely because it's not "slop" mapping, when they may be just as bad in the other direction. Why should a map's quality be dependent on being different from other maps in ranked? Each map is its own map, just like each song is its own song. Don't force a map to be unique for the sake of being unique. That just contributes to the current problem. That being said, the recent metas have become a huge mindset issue for the taiko community at large, on both sides. One side full of BN circlejerkers pushing stuff that's mapped either for pp or out of bad habits transferred from people who abused colour back then, and the other full of edgy mappers who go too far in the other direction to spite them. I think that when people are judging a map, they need to forget that pp or the ranked section even exists, turn their effect volume down, and just listen to the music. That's where you'll find the answers. I've spoken with others about this and it seems like I'm not alone. A lot of people feel like me, but almost no one is brave enough to say something (or just don't think it would change anything), so everything in bad maps is now "subjective" without any real thought being put into improving them, and anyone who actually complains gets ratio'd by "skill issue," "don't like it don't play it," or some form of "map it yourself," which are just unhelpful more often than they are right (and you can consider my comment on Reaching Eternity hypocritical if you'd like). All that does is supress criticism, and the mapper learns nothing. It feels like the people just want the mapper to feel good about their map because it's nice, regardless how good a job they did. I agree that criticism should stay constructive, but c'mon...
I also have issues with mappers speedranking sets that simply aren't ready, because they rushed it out to see their ranked counter go up, which is an issue with BNs and their nomination count as well. I think it's self-explanatory why I have an issue with that. However people will also do this because the map features a skillset the mapper is new to and hasn't refined yet, like if my stream one trick ass decided to try tech mapping and pushed the first half decent thing he finished. EG: Stream map "larpers," as the kids would say. In this case, it's not "speedranked" because it's literally speedranked, but rather ranked too soon for them to unlock their full potential with that type of mapping. I'll admit that I have pretty high standards for what's considered deserving of ranked, so this is a pretty subjective point. It's possible that people want a map ranked simply as a milestone to show where they were in their mapping journey at a certain point in time. Not something I relate to since I've always strived to make sure my ranked maps are my best possible effort for the time, but ofc I don't have to relate to something for it to be a valid perspective. Personally I believe that mappers should rank things that stand the test of time, rather than things they'll look back at mere months later and go "Yeah that wasn't very good." You can't predict the future, so there can always be maps you'll come to think that way about regardless how much you try in the present (Under the Veil of Madness being that map for me, though the reasons behind that are complicated). Even still, I think you should retain the principle of trying to make a futureproof map, which means giving yourself the time to fully understand a mapping skillset.
There's also been problems on the opposite end of the spectrum as the pp mappers, where people will purposefully map in defiance of "slop" mapping. This originally meant just pp maps back in the colour days, but as the meta changed and mapping devolved as described above, it's become this nebulous term that honestly could mean anything, but it usually also refers to maps that are simplistic or normal. Hell, even something someone just doesn't think is cool lol. I believe this label causes a subconscious bias against map(per)s in a lot of people, which creates a mentality that using weird patterns or gimmicks is the superior way to map no matter what, because "slop map bad." This further encourages the excessive improv problem that's already happening in maps. Now anything "unique" is showered with praise solely because it's not "slop" mapping, when they may be just as bad in the other direction. Why should a map's quality be dependent on being different from other maps in ranked? Each map is its own map, just like each song is its own song. Don't force a map to be unique for the sake of being unique. That just contributes to the current problem. That being said, the recent metas have become a huge mindset issue for the taiko community at large, on both sides. One side full of BN circlejerkers pushing stuff that's mapped either for pp or out of bad habits transferred from people who abused colour back then, and the other full of edgy mappers who go too far in the other direction to spite them. I think that when people are judging a map, they need to forget that pp or the ranked section even exists, turn their effect volume down, and just listen to the music. That's where you'll find the answers. I've spoken with others about this and it seems like I'm not alone. A lot of people feel like me, but almost no one is brave enough to say something (or just don't think it would change anything), so everything in bad maps is now "subjective" without any real thought being put into improving them, and anyone who actually complains gets ratio'd by "skill issue," "don't like it don't play it," or some form of "map it yourself," which are just unhelpful more often than they are right (and you can consider my comment on Reaching Eternity hypocritical if you'd like). All that does is supress criticism, and the mapper learns nothing. It feels like the people just want the mapper to feel good about their map because it's nice, regardless how good a job they did. I agree that criticism should stay constructive, but c'mon...
I also have issues with mappers speedranking sets that simply aren't ready, because they rushed it out to see their ranked counter go up, which is an issue with BNs and their nomination count as well. I think it's self-explanatory why I have an issue with that. However people will also do this because the map features a skillset the mapper is new to and hasn't refined yet, like if my stream one trick ass decided to try tech mapping and pushed the first half decent thing he finished. EG: Stream map "larpers," as the kids would say. In this case, it's not "speedranked" because it's literally speedranked, but rather ranked too soon for them to unlock their full potential with that type of mapping. I'll admit that I have pretty high standards for what's considered deserving of ranked, so this is a pretty subjective point. It's possible that people want a map ranked simply as a milestone to show where they were in their mapping journey at a certain point in time. Not something I relate to since I've always strived to make sure my ranked maps are my best possible effort for the time, but ofc I don't have to relate to something for it to be a valid perspective. Personally I believe that mappers should rank things that stand the test of time, rather than things they'll look back at mere months later and go "Yeah that wasn't very good." You can't predict the future, so there can always be maps you'll come to think that way about regardless how much you try in the present (Under the Veil of Madness being that map for me, though the reasons behind that are complicated). Even still, I think you should retain the principle of trying to make a futureproof map, which means giving yourself the time to fully understand a mapping skillset.
What I think of the pp system
I believe taiko pp is in a rather poor spot (still better than ctb/mania but go figure). It always has been, honestly, and with each rework that claims to and often fails to "fix" glaring issues which frankly never should have existed in the first place, my honeymoon phase gets shorter and shorter. I love the concept of pp. I always have ever since I learned what it was in 2019. As someone who is a huge fan of numbers and algorithms, and loves when games use them to motivate players to improve, it's easily the most important part of osu! to me and I want to see it get better. However, it has also completely ruined the game. This goes for every mode, taiko being no exception, and I hate that so much because it turns so many people (including peppy himself!) against pp as a whole. I would probably quit the game if we went back to the stone age of ranked score, so the idea of people turning against it and wanting to do that is a scary thought that I now have to have because of the controversy. Will that happen? Probably not, but I've always been the worrying type.
The worst part is that it doesn't have to be this way. You're probably expecting me to rip into farm mappers and circlejerking BNs next for being the ones ruining the system by abusing the hell out of it. You would be half right. I do loathe both of those groups, as well as the NATs to an extent for doing almost nothing about them, but there's a fourth group that I think always goes unnoticed when it comes to their responsibility for pp being in the state it is: the developers. pp devs are the first line of defense when it comes to how abusable a rework is. If they make it well, fewer maps will be able to break it. Obviously I don't expect them to be perfect. Mistakes happen, holes get through, and farm mappers are annoyingly persistent. I understand that, but as someone who has been a taiko pp feedback committee member for around a year now, I can safely say that there has been a great deal of bad handling. Some of the system is held together with duct tape and has multiple serious bugs, and frankly the rhythm hotfix thing coming out Soon:tm: isn't gonna do a damn thing to help that. I get time crunches, but if you wait until the end of a deploy cycle then rush out a rework, throw out a bunch of buzzwords instead of being transparent about how it works, ignore glaring issues and only fix things with band-aids instead of accepting your methods are fundamentally flawed and just redoing them? How much is it really the mappers' fault that things are broken? I'm not naming anyone in particular with this. These issues have happened on and off over several years. What's not important is who's guilty, but that deploys take time to get right. They need to be made conceptually strong, have informative documentation that can be understood by people who don't know programming or calculus, and have people purposefully try to break them as hard as they can to ensure stability. All serious exploits that are possible should be considered an inevitable meta. If it's not ready, it shouldn't be deployed at all, regardless how long it's been since the last changes. As someone who's been involved with pp dev for a long time now, we shouldn't pretend like we've done nothing wrong and it's all the evil mappers' and BNs' fault. It is their fault, but only because it's ours. I sympathize with the amount of work that goes into making these algorithms. I've created a complex one of my own in recent years, so I understand the pain of spending so long on something just to realize it doesn't work and I have to start over, but that shouldn't be an excuse to push something bad anyway. The 2022 meta in particular is the worst because it made the system's issues abusable by ALL maps, not just certain ones, which led to the aforementioned issues in the ranked section part of this box. Frankly I think it's done irreversible damage to taiko mapping as a whole, long after being phased out. Let it be a lesson in why good development practices are important. I'm trying (when motivation permits) to fix parts of taiko pp myself, and hopefully that goes somewhere, but until then (and probably still after since there are problems I don't consider myself qualified enough to solve), RIP in pieces to it lmao.
The worst part is that it doesn't have to be this way. You're probably expecting me to rip into farm mappers and circlejerking BNs next for being the ones ruining the system by abusing the hell out of it. You would be half right. I do loathe both of those groups, as well as the NATs to an extent for doing almost nothing about them, but there's a fourth group that I think always goes unnoticed when it comes to their responsibility for pp being in the state it is: the developers. pp devs are the first line of defense when it comes to how abusable a rework is. If they make it well, fewer maps will be able to break it. Obviously I don't expect them to be perfect. Mistakes happen, holes get through, and farm mappers are annoyingly persistent. I understand that, but as someone who has been a taiko pp feedback committee member for around a year now, I can safely say that there has been a great deal of bad handling. Some of the system is held together with duct tape and has multiple serious bugs, and frankly the rhythm hotfix thing coming out Soon:tm: isn't gonna do a damn thing to help that. I get time crunches, but if you wait until the end of a deploy cycle then rush out a rework, throw out a bunch of buzzwords instead of being transparent about how it works, ignore glaring issues and only fix things with band-aids instead of accepting your methods are fundamentally flawed and just redoing them? How much is it really the mappers' fault that things are broken? I'm not naming anyone in particular with this. These issues have happened on and off over several years. What's not important is who's guilty, but that deploys take time to get right. They need to be made conceptually strong, have informative documentation that can be understood by people who don't know programming or calculus, and have people purposefully try to break them as hard as they can to ensure stability. All serious exploits that are possible should be considered an inevitable meta. If it's not ready, it shouldn't be deployed at all, regardless how long it's been since the last changes. As someone who's been involved with pp dev for a long time now, we shouldn't pretend like we've done nothing wrong and it's all the evil mappers' and BNs' fault. It is their fault, but only because it's ours. I sympathize with the amount of work that goes into making these algorithms. I've created a complex one of my own in recent years, so I understand the pain of spending so long on something just to realize it doesn't work and I have to start over, but that shouldn't be an excuse to push something bad anyway. The 2022 meta in particular is the worst because it made the system's issues abusable by ALL maps, not just certain ones, which led to the aforementioned issues in the ranked section part of this box. Frankly I think it's done irreversible damage to taiko mapping as a whole, long after being phased out. Let it be a lesson in why good development practices are important. I'm trying (when motivation permits) to fix parts of taiko pp myself, and hopefully that goes somewhere, but until then (and probably still after since there are problems I don't consider myself qualified enough to solve), RIP in pieces to it lmao.
What I think of the map ranking system
Another disaster, and for every mode this time (okay ctb I don't actually know). BNs shamelessly abuse their powers and friendships without even hiding it, both to rank complete garbage and unfairly block anything they don't like. That's a known fact though. (The unfairly blocking thing is mainly a problem with std.) Taiko BNs often don't care about map quality and just push anything that follows RC, which is how we ended up with the epidemic of bad pp maps. Keyword BAD pp maps. If a map happens to be overweighted because pp is shit, but it's still good, then let it get ranked. I believe the aforementioned BN issue also has to do with them being new people who are simply used to the recent metas (like what I said about mappers earlier), in which case those BNs should study older/better maps to get a greater sense of quality, but the ones that doesn't apply to need to put their feet down more and not be as afraid to get their hands on a map that's bad, or just outright reject it. Stop trusting mappers just because they're popular. They could be popular for the wrong reasons. NATs member also need to put their foot down more, giving punishments to BNs who push blatant garbage.
Also, some of the ranking criteria is horrible, like spread rules. Both having to map multiple diffs just because a song is short, and having to follow dumbass arbitrary diff specific rules. My heart goes out to the five digits who have to play nothing but mono triplets in their muzus. I understand why spread rule is a thing. In fact, I had lower diffs on A Greater Purpose at one point, but now I think mappers need to come first in the ranking system. Please stop making them cater to noobs if they don't want to. Skill issues are temporary, ranking restrictions are eternal unless repealed. There are already thousands of easy ranked maps for noobs to train up on, and they can play inners within months if they gun for it. This would reduce the amount of modding BNs would have to do on sets, making ranking queues flow faster, which would encourage more BNs to join. That's good, because lack of BNs is a huge problem right now. You wanna rank something? Well, there are only three BNs open, and they all like electronic or Vocaloid music. Sucks to be you. I'm not against implementing some kind of optional reward for mapping lower diffs, but the diff specific rules would need to be improved. Namely the abolition of rest beats, because let's be real, not all songs support a forced break every so often, and the noobies can suck it up. If I played almost nothing but arm shredding stream converts until rank 2k and turned out fine, others can handle a few extra notes. Credit where it's due, though: Both spread and rest beat rules have been nerfed, which is a step in the right direction, but I would still like to say goodbye to them.
Also, there's a problem of BNs being nowhere near good enough at the game to judge a map. We have people not even capable of passing what they're modding, and the quality of their mods shows it. I understand skill level doesn't always equal level of mapping knowledge, but it's true way more often than it's not. Someone else told me that having BNs for specific SR levels may be a good solution to that. I'm not completely sure myself, but some consideration for a BN's ability to play a map they're wanting to nom could be good.
Also, some of the ranking criteria is horrible, like spread rules. Both having to map multiple diffs just because a song is short, and having to follow dumbass arbitrary diff specific rules. My heart goes out to the five digits who have to play nothing but mono triplets in their muzus. I understand why spread rule is a thing. In fact, I had lower diffs on A Greater Purpose at one point, but now I think mappers need to come first in the ranking system. Please stop making them cater to noobs if they don't want to. Skill issues are temporary, ranking restrictions are eternal unless repealed. There are already thousands of easy ranked maps for noobs to train up on, and they can play inners within months if they gun for it. This would reduce the amount of modding BNs would have to do on sets, making ranking queues flow faster, which would encourage more BNs to join. That's good, because lack of BNs is a huge problem right now. You wanna rank something? Well, there are only three BNs open, and they all like electronic or Vocaloid music. Sucks to be you. I'm not against implementing some kind of optional reward for mapping lower diffs, but the diff specific rules would need to be improved. Namely the abolition of rest beats, because let's be real, not all songs support a forced break every so often, and the noobies can suck it up. If I played almost nothing but arm shredding stream converts until rank 2k and turned out fine, others can handle a few extra notes. Credit where it's due, though: Both spread and rest beat rules have been nerfed, which is a step in the right direction, but I would still like to say goodbye to them.
Also, there's a problem of BNs being nowhere near good enough at the game to judge a map. We have people not even capable of passing what they're modding, and the quality of their mods shows it. I understand skill level doesn't always equal level of mapping knowledge, but it's true way more often than it's not. Someone else told me that having BNs for specific SR levels may be a good solution to that. I'm not completely sure myself, but some consideration for a BN's ability to play a map they're wanting to nom could be good.
What I think of my old maps
If I have motivation, I'll try to fix it. If I don't, I'll leave it alone or clarify that it sucks in desc if I feel I should. TLDR, if it's mapped before 2025 it's probably not that great, and shouldn't be considered up to my standard of quality.
Regarding my site favorites
As of right now, I don't favorite maps ever and the ones I do have favorited are extremely out of date. Just ignore that for now, and maybe some day I'll make it contain something relevant to me.
What I think of the map voting system
Voting sucks. The fact that we need a separate site like OMDB is lame (though I like being able to type a review out on there Nvm RIP OMDB).
- There should be ratings per diff. Individual diffs can be great or terrible, when the rest of the set isn't, especially on multi mode sets.
- Voting needs to be disabled for NF. Too many whiny idiots will NFDT a map just to rate it 1 when they're completely incapable of passing. I agree that people can have valid opinions on a map they can't play, but I think they're a worthy sacrifice to filter out the noise, especially considering EZ and HT exist (and even easier alternatives if you play lazer).
- Votes need to be changeable and removable. Right now they're permanent, and there are votes I regret giving long ago.
- Votes need to be givable from anywhere, not just on the result screen after finishing a play, as long as you have a pass. I think it's stupid how I have to replay the entire map to vote just because I got carried away by my score and forgot.
All my unranked guest/collab diffs
(First four are bad/outdated.)
Swinaecologist
Victims of Contingency
Beyond the Space, Beyond the Time
Valley of Anime Ban
Ov Sacrament and Sincest
Delirium Veil
Call of Celestria
Reaching Eternity (The monos in this one could be better. Won't be updated unless Urition revives it, sorry.)
Halcyon Memory: Dreamscapes Across the Blue
Swinaecologist
Victims of Contingency
Beyond the Space, Beyond the Time
Valley of Anime Ban
Ov Sacrament and Sincest
Delirium Veil
Call of Celestria
Reaching Eternity (The monos in this one could be better. Won't be updated unless Urition revives it, sorry.)
Halcyon Memory: Dreamscapes Across the Blue
MY MISSION
Setting a score on every map from as many metal bands as I can, including all converts. The map has to be ranked, because I'm not really motivated to play loved maps aside from #1s or ones that give medals, unless I like the song. This is for fun, so I'll only do it if I find the music or maps appealing or metallic enough to play the amount there is. I don't accept D-ranks with NF. Be sure to check lazer and leaderboard filters for hidden scores!
Here are the bands I've completed and will keep up with:
A Wake In Providence
Aephanemer
All That Remains
Alquimia
Amorphus
Ancient Bards (lol)
Andy Gillion
Angra
Aoratos
Arch Enemy
Archspire
ArmpitMaiden (Holmgang ov Gensokyo)
Aronious
Ascension
Asunojokei
Atavistia
Avalanch
Batushka
Beyond Creation
Beyond The Black
Black Crown Initiate
Blind Guardian
Bridear
Broken By The Scream
Brymir
BULANOVA
Cân Bardd
Caelestra
Caligula's Horse
Carach Angren
Cattle Decapitation
Chat Pile
Children of Bodom
Confusing Paradise
Countless Skies
Cradle of Faith
Dalriada
Death
Death Portrait
Deathspell Omega
Demon King
Demonstealer
Demons & Wizards
Dessiderium
Diabolic Phantasma
Dimmu Borgir
Dissonance in Design
DivinumX
DRAGON EYES
Dragon Guardian
DragonForce
Dreamtale
Emperor
Ensiferum
Equilibrium
Equipoise
Everfrost
Eye of the Enemy
Fallujah
Fellowship
FATE GEAR
Firewind
Fleshgod Apocalypse
Fraser Edwards
FREEDOM CREATORS
GALNERYUS (including SYU)
GLORYHAMMER
Gojira
GYZE
Halysis
Havok
Heavenly
Helfró
Hideous Divinity
HIZAKI Grace Project
Iapetus
IGNEA
Immortal Disfigurement
In Mourning
Infant Annihilator
Inferi
Interloper
Irreversible Mechanism
JORMUNGAND
Judas Priest
Kaatarakt
Kalmah
KAMELOT
Kardashev
Keep of Kalessin
Kreator
Lorna Shore
Lost Horizon
Luca Turilli
Mada Mitakoto no Nai Sekai (MADASEKA)
Magnum Opus
Megadeth
Mental Cruelty
Meshuggah
METALITY UNITED
Metallica
Mgła
Miseration
Myrath
Nahtram
Narjahanam
Ne Obliviscaris
Netherwalker
Nile
Null
Obscura
Octaferista
ORDEN OGAN
Oppressor God
Orphaned Land
Ouroboros
Pathfinder
Persifone
Questbound
Ravensblood
Red Moon Architect
ReinXeed (Now known as Majestica.)
Rhapsody of Fire
Rings of Saturn
Rivers of Nihil
ryu5150
Saor
Serenity
Shadow Of Intent
SKYWINGS
Slayer
Slugdge
Sonata Arctica
Spawn of Possession
Spire of Lazarus
Stratiotes
Sunless Rise
SWORD OF JUSTICE
Sybreed
SYMPULS-E
The Black Dahlia Murder
The Fallen Prodigy
The Fractured Dimension
Theocracy
Trivium
Twilight Force
Unprocessed
Vale of Pnath
Valhalla
Vektor
Victorius
Vintersorg
Visions of Atlantis
Vulpecula
Wilderun
Winterhorde
Wintersun
Within Temptation
Wizardthrone
Wounds of Recollection
X JAPAN
Xandria
Xaon
Xanthochroid
Zornheym

Here are the bands I've completed and will keep up with:
A Wake In Providence
Aephanemer
All That Remains
Alquimia
Amorphus
Ancient Bards (lol)
Andy Gillion
Angra
Aoratos
Arch Enemy
Archspire
ArmpitMaiden (Holmgang ov Gensokyo)
Aronious
Ascension
Asunojokei
Atavistia
Avalanch
Batushka
Beyond Creation
Beyond The Black
Black Crown Initiate
Blind Guardian
Bridear
Broken By The Scream
Brymir
BULANOVA
Cân Bardd
Caelestra
Caligula's Horse
Carach Angren
Cattle Decapitation
Chat Pile
Children of Bodom
Confusing Paradise
Countless Skies
Cradle of Faith
Dalriada
Death
Death Portrait
Deathspell Omega
Demon King
Demonstealer
Demons & Wizards
Dessiderium
Diabolic Phantasma
Dimmu Borgir
Dissonance in Design
DivinumX
DRAGON EYES
Dragon Guardian
DragonForce
Dreamtale
Emperor
Ensiferum
Equilibrium
Equipoise
Everfrost
Eye of the Enemy
Fallujah
Fellowship
FATE GEAR
Firewind
Fleshgod Apocalypse
Fraser Edwards
FREEDOM CREATORS
GALNERYUS (including SYU)
GLORYHAMMER
Gojira
GYZE
Halysis
Havok
Heavenly
Helfró
Hideous Divinity
HIZAKI Grace Project
Iapetus
IGNEA
Immortal Disfigurement
In Mourning
Infant Annihilator
Inferi
Interloper
Irreversible Mechanism
JORMUNGAND
Judas Priest
Kaatarakt
Kalmah
KAMELOT
Kardashev
Keep of Kalessin
Kreator
Lorna Shore
Lost Horizon
Luca Turilli
Mada Mitakoto no Nai Sekai (MADASEKA)
Magnum Opus
Megadeth
Mental Cruelty
Meshuggah
METALITY UNITED
Metallica
Mgła
Miseration
Myrath
Nahtram
Narjahanam
Ne Obliviscaris
Netherwalker
Nile
Null
Obscura
Octaferista
ORDEN OGAN
Oppressor God
Orphaned Land
Ouroboros
Pathfinder
Persifone
Questbound
Ravensblood
Red Moon Architect
ReinXeed (Now known as Majestica.)
Rhapsody of Fire
Rings of Saturn
Rivers of Nihil
ryu5150
Saor
Serenity
Shadow Of Intent
SKYWINGS
Slayer
Slugdge
Sonata Arctica
Spawn of Possession
Spire of Lazarus
Stratiotes
Sunless Rise
SWORD OF JUSTICE
Sybreed
SYMPULS-E
The Black Dahlia Murder
The Fallen Prodigy
The Fractured Dimension
Theocracy
Trivium
Twilight Force
Unprocessed
Vale of Pnath
Valhalla
Vektor
Victorius
Vintersorg
Visions of Atlantis
Vulpecula
Wilderun
Winterhorde
Wintersun
Within Temptation
Wizardthrone
Wounds of Recollection
X JAPAN
Xandria
Xaon
Xanthochroid
Zornheym
































































































































































































































































































































































