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Hirokazu Ando & Jun Ishikawa - Dangerous Dinner

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Topic Starter
Lone Pixel
This beatmap was submitted using in-game submission on Donnerstag, 20. Juli 2017 at 13:26:41

Artist: Hirokazu Ando & Jun Ishikawa
Title: Dangerous Dinner
Source: Kirby's Return to Dreamland
Tags: Kirby Game Nintendo Wii Adventure Halcandra Volcano Magma
BPM: 180
Filesize: 4506kb
Play Time: 01:09
Difficulties Available:
  1. Landia (4,56 stars, 254 notes)
  2. Stage 1 (1,67 stars, 108 notes)
  3. Stage 2 (2,52 stars, 160 notes)
Download: Hirokazu Ando & Jun Ishikawa - Dangerous Dinner
Information: Scores/Beatmap Listing
---------------
Changelog:
Opened up new combos at 00:27:979 and 00:59:979.
Sped up Approach Rate of Stage 2.
Spinners in Stage 1 have an earlier start now.
Removed stack overlaps in Stage 2.
More sliders at the end of the first half of Stage 2.
Better understandable spacing in the end of the first half of Landia.
Changed DS to 1.0 in Stage 1 to avoid overlap.
(Second half is still the old copied part, will be made new)
-->Done now in all diffs.
00:18:146 (5,6,7) - Slider stream is as long as the others now.
00:38:979 (1,2,3,4,5,6) - Stacking fixed.
00:45:479 (1,2,3,4) - 4 a little more spaced out.
01:01:479 (1,2,3,4,5,6,7,8,9,10) - Changed the part to make the groups of three notes all be shaped like a curve.
Done many changes - just look for Dammond's mod from the Black Vultures Clan.
Better distance after 4th slider. [Landia]
00:44:312 (1,2) - Changed to reverse slider.
00:24:979 (3) - Slide shape wasn't good. 00:56:979 (3) - Same here.
Please look for Hytex' mod. There you can find some more changes.
*Hitsounds*
00:13:479 (1,2,3) - Changed slider flow.
Please look for LwL's mod. There you can find some more changes.
Removed unnecessary hooks at 00:08:145 (1).
Changed Landia's Overall Difficulty to 7 because of ranking criteria.
Changed Stage 2's Overall Difficulty to 5 because of ranking criteria.
Changed Stage 1's HP Drain Rate to 3 because of ranking criteria.
Stage 1: Changed distance snap to 1.1 (1.0 before) to avoid overlap; put many notes on red ticks to not leave out important instruments.
Some hitsound improvement.
Changed Stage 2's HP Drain Rate to 5.
Changed Landia's HP Drain Rate to 6.
Fixed a Distance Snap mistake at 00:29:479 (1)
Added Kiai times.
00:09:312 (5) - Reworked strange spacing.
Kiai times on all difficulties now.
00:28:979 (6,7,8,1,2,3,4,5,6,7,8,1,2) - Separated the groups of three circles by a bigger distance for a higher difficulty after the part before.
Xayler's mod.
Changed preview point.
Shishou's mod.
00:56:207 (1,2,3,4) - There's no reverse slider anymore.
Error-'s mod.
00:25:041 (5,6,7,8,9,10) - There is now a stream here and at the equivalent time after the repitition of the song.
L u k a s' mod.
LwL's mod.
Corrected a hitsound mistake.
00:29:374 (8,1) - There is now a little flowbreak here, because of consistency to the following parts.
Added more tags.
Stage one's second half is now consistent to the first one.
Stage two: More interesting elements in the kiai parts and a slightly higher spacing.
AnimeStyle's mod.
NEW HITSOUNDING BY ANIMESTYLE <3
Small hitsound changes and slightly higher spacing at (2), (3) and (4) before the kiai times.
CutoNaito
Hello

rythm
- BPM is correct
- All notes are good rhytm placed
Spacing
- There's no much spaced notes :P
Map is so nice hitsounded
Combo colours are ok
00:27:979 (7) - Only there shoud be better when this note is count1
00:59:979 (7) - Same here
Song setup is nice
aetwuns
M4M <3

I've never modded for such a new player, so please forgive the my use of jargon

Stage 1

00:32:812 (1) - I would start the spinner on 00:32:312 - as to give the player more time to spin and to let the slider end serve as a sort of starting point for the spinner

01:04:812 (1) - same as above

Stage 2

00:16:145 (1,2,3,4,1,2,3) - try to avoid overlapping notes like this at this difficulty level, as the vast majority of player at this skill level won't be able to read and understand it

00:29:479 (1,2,3,4,5,6,7,8,9) and 00:58:812 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,1,2,3,4,5,6,7,8,9) - try to simplify these sections (perhaps by using sliders to emphasize the trumpet sounds) as newer players will not likely have the ability to single-tap long sections like this

Landia

The big thing you need to look out for here is consistency. There are a few bits where inconsistencies in mapping create reading problems:
00:27:312 (4,5,6,1,2,3) - there should be a larger gap between these objects. As it is, the distance is so short that many players aren't going to realize that the second set of circles comes later rhythmically
00:28:979 (7,8,9,1,2,3) - here the sudden change in spacing makes it confusing to play

00:37:479 forward - this is a very big problem, without a proper justification, you aren't allowed to completely copy paste a section like this. You need to map a completely new section here otherwise this can't be ranked

For a mapper as new as you, the best thing i can recommend to learn the basics and of mapping is to watch These videos by Pishifat
He's one of the most experienced mappers and is even a member of the quality assurance team, his videos are how i learned how to map and i'd solidly recommend them to anyone wanting to get into mapping

GL with future mapping ;)
gary00737
landia
00:16:812 (5,6,7) - why noot like this? https://osu.ppy.sh/ss/7508048

00:18:146 (5,6,7) - same
00:19:479 (5,6,7) - ^
00:50:146 (5,6,7) - ^
00:51:479 (5,6,7) - ^



00:24:145 (1) - try this?
https://osu.ppy.sh/ss/7508191

stage 2
00:06:145 (2,3) - try this?
https://osu.ppy.sh/ss/7508209
00:08:812 (2,3) - ^
00:11:478 (2,3) - ^
00:14:145 (2,3) - ^
There are many other problems like that ^^

DS : 1 ? <-- now 0.8 , many avoid overlap

stage 1
Just avoid overlap problem

i am newbie for modding. :?
i hope ii can help u :)
Topic Starter
Lone Pixel
@gary00737, you didn't give me reasons why to do what you admitted.
gary00737

Lone Pixel wrote:

@gary00737, you didn't give me reasons why to do what you admitted.


i had do my admitted !!

such as stage 1 , just have DS problem

stage 2 have many avoid overlap problem.

landia problem is 00:08:145 (1,2,3,4) - and 00:16:812 (5,6,7) - why not same? it was fake for me :o


i have GD 1 map for u , check the messages .

my eng is not good , but i hope u understand.
-CD
Hey! Jay from the modding queue. M4M Request.

Landia
00:18:146 (5,6,7) - This slider-stream is more spaced than the others.

00:19:979 (8,1) - Maybe stack these notes?

00:25:645 (1,2,3,4) - Blanketing and spacing.

00:27:979 (1,2,3,4,5,6) - Why is the five cut off to the side, the rhythm doesn't change here.

00:38:979 (1,2,3,4,5,6) - Fix Blanketing.

00:45:479 (1,2,3,4) - Space out the four from the triple a bit more.

01:01:479 (1,2,3,4,5,6,7,8,9,10) - Weird section placement.

Overall Thoughts:

Good map. The mapping was a little odd at first, but when I actually looked, I realized that it was that classic good mapping.

10/10 would mod again
Topic Starter
Lone Pixel
I hope you enabled notifications.
00:19:979 (8,1) - Maybe stack these notes?
Naah, there's this high note in the music. I like it too much to put it onto the slider.
00:25:645 (1,2,3,4) - Blanketing and spacing.
I don't get want you want me to do.
00:27:979 (1,2,3,4,5,6) - Why is the five cut off to the side, the rhythm doesn't change here.
Do you mean the fact that 4, 5 and 6 are put a little to the right? Well all the notes in this part of the track are placed in groups of three because of the music.

Thank you very much, your modding helped me really!
Dammond
Hey! ;)
Black Vultures Clan Modding Queue request.

[Landia]
  1. 00:01:145 - I really wanna click something here, because beat is so strong. I see that you're focused on piano (or wt is that) with these sliders, but still... Following the style of the map, stack in the slidertail could work well https://osu.ppy.sh/ss/7581606 (and move sliders a bit up and right)
  2. 00:02:812 (1,2) - same thing as previous
  3. 00:12:812 (2) - with sliders like this, I prefer to land red dots exactly on sliderticks Just as you did it there 00:20:145 (1) -
  4. 00:27:812 - you skipped beat here, but not 00:30:479 (7) - there. Consistency would be nice
  5. 00:44:812 (2) - red dot thingy
  6. 00:58:312 (4) - imo, reverse slider is better, because this part of music is played in the same manner as there 00:55:646 (5) -
  7. 00:59:812 - 01:02:479 (7) - same thing about consistency
[Stage 2]
  1. 00:21:145 (10,1) - blanket could be better
  2. 00:24:979 (3) - this reverse slider in the middle of nowhere is pretty confusing to play. Yes, it fits the music, but for target audience (2.5*) it almost impossible to push this part correctly. So, I highly recommend you to somehow use there Slider+Circle instead
  3. 00:26:812 (1) - this is inconsistent with your top diff. You're still doing some stuff in your top diff, up to 00:32:145 - and placed the spinner there. Unequal break times looks really weird
  4. 00:56:979 (3) - same reverse slider...
[Stage 1]
  1. 00:31:312 (2) - Again, according to the top diff, you should start your spinner there 00:32:145 - In this case, pointed slider should be cutted on this time 00:31:812 - (cuz its the strongest beat)
  2. 00:34:812 - continuing things above, end your spinner here and insert break time
  3. 01:03:312 (2) - cut this slider on this time 01:03:812 - because you did it in all previous diffs (and start the spinner on 01:04:145 - )
gl hf ;)
Topic Starter
Lone Pixel
Thank you very very much. I've overdone many things you mentioned. Some things still remain as they are and I'll give you reasons for that.

Hey! ;)
Black Vultures Clan Modding Queue request.


Landia

00:01:145 - I really wanna click something here, because beat is so strong. I see that you're focused on piano (or wt is that) with these sliders, but still... Following the style of the map, stack in the slidertail could work well https://osu.ppy.sh/ss/7581606 (and move sliders a bit up and right)done :)
00:02:812 (1,2) - same thing as previous done
00:12:812 (2) - with sliders like this, I prefer to land red dots exactly on sliderticks Just as you did it there 00:20:145 (1) - usually I do that ... no idea why I missed it.
00:27:812 - you skipped beat here, but not 00:30:479 (7) - there. Consistency would be nice I'll leave that, because where I left one out there is a pause played (I focus on the horn thing in the music.) and I really think the map makes you understand the pause.
00:44:812 (2) - red dot thingy done (:
00:58:312 (4) - imo, reverse slider is better, because this part of music is played in the same manner as there 00:55:646 (5) - I'm not sure about that. So the actual notes played in the music are going from a higher to a lower one. In the other part you mentioned the first and third note of those three ones are the same.
00:59:812 - 01:02:479 (7) - same thing about consistency and the same answer :D



Stage 2

00:21:145 (10,1) - blanket could be better I looked and looked and looked but didn't get what you mean. Could you explain please?
00:24:979 (3) - this reverse slider in the middle of nowhere is pretty confusing to play. Yes, it fits the music, but for target audience (2.5*) it almost impossible to push this part correctly. So, I highly recommend you to somehow use there Slider+Circle instead done
00:26:812 (1) - this is inconsistent with your top diff. You're still doing some stuff in your top diff, up to 00:32:145 - and placed the spinner there. Unequal break times looks really weird yep youre right. overdone
00:56:979 (3) - same reverse slider... yeah



Stage 1

00:31:312 (2) - Again, according to the top diff, you should start your spinner there 00:32:145 - In this case, pointed slider should be cutted on this time 00:31:812 - (cuz its the strongest beat) I wouldn't think that all diffs have to be that equal but I did what you admitted
00:34:812 - continuing things above, end your spinner here and insert break time done
01:03:312 (2) - cut this slider on this time 01:03:812 - because you did it in all previous diffs (and start the spinner on 01:04:145 - ) did it


gl hf ;)
Thanks, you really really helped me :)
banter
overall nice maps! i like your mapping style. good luck on ranking!

stage 1
00:12:479 (2) - you missed a beat, i'd recommend using a slider head on the red tick and then replacing this hitcircle
00:39:145 (2) - ^
00:44:479 (2) - ^^ it's feels too awkward to play, there will be a lot of early hits


stage 2
00:38:145 (2,3,5,6,7,1) - you can make these angels more consistent/symmetrical
00:43:478 (2,3,7,1) - ^

Landia
00:12:312 (1) - the middle of this slider is an important beat, don't use a slider body to reflect it!
00:12:312 (1) - try something like this: http://imgur.com/K1oFawq what i did to make this pattern was put a scaling of 0.5 on both sliders and repeated the first one: http://imgur.com/t5wv2kW
00:44:312 (1,2) - ^
00:20:145 (1) - ^^my proposed changes are to do something similar, i did this, but i recommend something else http://imgur.com/CUkrE0G
00:52:145 (1) - ^
00:27:812 - important sound, don't ignore it!
00:59:812 ^
Topic Starter
Lone Pixel

banter wrote:

overall nice maps! i like your mapping style. good luck on ranking!

stage 1
00:12:479 (2) - you missed a beat, i'd recommend using a slider head on the red tick and then replacing this hitcircle A player of this difficulty wouldn't expect that. I got to make it easier than the music.
00:39:145 (2) - ^ ^
00:44:479 (2) - ^^ it's feels too awkward to play, there will be a lot of early hits I will think about that if someone else will also criticize that.


stage 2
00:38:145 (2,3,5,6,7,1) - you can make these angels more consistent/symmetrical But they aren't supposed to be. It's supposed to be like an equilateral triangle.
00:43:478 (2,3,7,1) - ^

Landia
00:12:312 (1) - the middle of this slider is an important beat, don't use a slider body to reflect it!
00:12:312 (1) - try something like this: http://imgur.com/K1oFawq what i did to make this pattern was put a scaling of 0.5 on both sliders and repeated the first one: http://imgur.com/t5wv2kW I don't think it is that important I have to do it, more like an opportunity. But I like the idea so in the second half of the map I will do a reverse slider. The small corner doesn't make any sense to me.
00:44:312 (1,2) - ^
00:20:145 (1) - ^^my proposed changes are to do something similar, i did this, but i recommend something else http://imgur.com/CUkrE0G Same here.
00:52:145 (1) - ^
00:27:812 - important sound, don't ignore it! You're the second person who's saying this. I really think about it, but I always come to the thought that the brass (or what the instrument is called) doesn't play on that hit.
00:59:812 ^
Hytex
from my qwq (no pun intended)
lazy mod styl xd

only the top diff can have a custom diff name, so you should either rename stage 1 & 2 -> normal & hard, or add ((diff)) beside their name
like this:
Stage 1 (Normal)

anyways here we go:

[stage 1 (nm)]
all i could say that this was weirdly spaced, please space the objects properly and not so close together

[stage 2 (hd)]
same as normal

[landia]
00:08:145 (1) - why bother placing alot of hooks instead of just placing one hook and curve it
00:10:812 (1,4) - fix blanket
00:13:479 (1) - blanket properly
00:24:979 (3) - i dont think sliders like these are rankable
00:44:812 (2,1) - make (1) a straight and make (2) blanket (1)
00:56:979 (3) - unrankable too i guess?
try to start a new combo every downbeat (big white tick) so that your combos will be consistent
please try to clean/polish jumps, fix weird sliders etc.
mapping style is old

good luck in ranking and in further mapping!
LwL
hi from my q

General
Diff name progression is fine... probably. Having custom names on the earlier diffs is allowed as long as the progression is clear, only thing I'm not sure about is whether the name of the highest diff is ok with the other two being named like they are.

Landia
Most of the patterns strike me as really old-style, and as a result a bit boring overall. There could be more spacing variety within the patterns, i.e. 00:01:312 (1,4,5,7,8,9) could all be higher spaced than the ones around them to emphasize them since they're stronger. I'll point out some more of them, but not all.

00:03:979 (1,2,3,4,5,6,7,8,9) - Something like this is just really awkward to play and read, plus like before you could emphasize some notes more than others as they're not all equally strong.

00:06:979 (1,2,3,4,5) - This pattern I like a bit better, though again you should probably emphasize (4) more than the rest.

00:12:312 (1,2) - pls don't skip the important sounds at 00:12:479 and 00:12:979

00:24:145 (1) - This is clearly stronger than previously, yet it's completely disemphasized through a repeat slider

00:24:979 (3) - These slider shapes are eh. Not even sure if they're rankable even with the new criteria, but also they just look really bad. You could just map a stream instead.

00:27:979 (1,2,3,4,5,6,7,8,9,1,2,3,4,5,6,7,8,9) - This is another one of those patterns that make it seem really old, permanent low angles with ever increasing spacing is really awkward to play, you should probably find something else for this.

00:44:812 (2) - pls don't skip 00:44:979

Stage 2
I wish I knew things about hards

00:13:479 (1,2,3) - this is really awkward flow, the slider body implies downward movement and then the following circles make the player do some awkward zigzag movement.

Maybe it's just me, but some of the patterns made me think they're 1/4 in combination with the music

Stage 1
00:02:145 (4) - The sound this starts on is barely audible compared to the red ticks around it, would be better to place objects on either of those rather than here.

00:04:812 (4) - ^

00:06:979 - There's a strong sound here which implies that the pattern starts here, you shouldn't ignore it in favor of the less prominent sound after it.

00:12:312 ^

The following part feels a lot better, though the same stuff repeats again after the break.

Good Luck~
Topic Starter
Lone Pixel
I gotta thank you very much, I've learned many things and could improve my map!

Hytex wrote:

from my qwq (no pun intended)
lazy mod styl xd Naah I'm not lazy :) just played older maps --> did an older mapping style I guess.

only the top diff can have a custom diff name, so you should either rename stage 1 & 2 -> normal & hard, or add ((diff)) beside their name
like this:
Stage 1 (Normal)

anyways here we go:

[stage 1 (nm)]
all i could say that this was weirdly spaced, please space the objects properly and not so close together I know, what you mean.. Well the distance snap is already pretty big for this star rating, so I would have to lower the CS. Do you think that's a good idea?

[stage 2 (hd)]
same as normal sorry, but it's just normal here, I'm really sure. I appreciate your comment.

[landia]
00:08:145 (1) - why bother placing alot of hooks instead of just placing one hook and curve it I don't know what you mean ... the slider is curved. Circles are placed on short plays, the slider on the long one.
00:10:812 (1,4) - fix blanket done
00:13:479 (1) - blanket properly yeah, youre right, done
00:24:979 (3) - i dont think sliders like these are rankable redone
00:44:812 (2,1) - make (1) a straight and make (2) blanket (1) I think you mixed up 1 and 2 - I made it better definitely so thanks
00:56:979 (3) - unrankable too i guess? changed
try to start a new combo every downbeat (big white tick) so that your combos will be consistent tried as well as it was compatible with the music
please try to clean/polish jumps, fix weird sliders etc. done many things to be more consistent and aesthetic.
mapping style is old I don't think that's a bad thing. I like the old style maps and so do others.

good luck in ranking and in further mapping!
Topic Starter
Lone Pixel

LwL wrote:

hi from my q hi and thank you you're awesome!

General
Diff name progression is fine... probably. Having custom names on the earlier diffs is allowed as long as the progression is clear, only thing I'm not sure about is whether the name of the highest diff is ok with the other two being named like they are.

Landia
Most of the patterns strike me as really old-style, and as a result a bit boring overall. There could be more spacing variety within the patterns, i.e. 00:01:312 (1,4,5,7,8,9) could all be higher spaced than the ones around them to emphasize them since they're stronger. I'll point out some more of them, but not all. Thanks, reworked.

00:03:979 (1,2,3,4,5,6,7,8,9) - Something like this is just really awkward to play and read, plus like before you could emphasize some notes more than others as they're not all equally strong. Ok I find that strange... it is persistent and fits to the music. Also nobody else ever mentioned it. Well I emphasized the hits with the kettledrum again.

00:06:979 (1,2,3,4,5) - This pattern I like a bit better, though again you should probably emphasize (4) more than the rest. done!

00:12:312 (1,2) - pls don't skip the important sounds at 00:12:479 and 00:12:979 This time I just can't share your opinion. I want to have variety in my map and since these wind instruments hold the notes very long and the "left out" note is represented in the corners of the sliders, I don't feel like changing it. The second time the music comes to this part I already have a reverse slider, that's why I don't place one here.

00:24:145 (1) - This is clearly stronger than previously, yet it's completely disemphasized through a repeat slider I don't really see an alternative. There are so many circles, I somehow had to place a slider.

00:24:979 (3) - These slider shapes are eh. Not even sure if they're rankable even with the new criteria, but also they just look really bad. You could just map a stream instead. Redone the slider. I don't want a stream in this map, because it's so fast.

00:27:979 (1,2,3,4,5,6,7,8,9,1,2,3,4,5,6,7,8,9) - This is another one of those patterns that make it seem really old, permanent low angles with ever increasing spacing is really awkward to play, you should probably find something else for this. Reworked it.

00:44:812 (2) - pls don't skip 00:44:979

Stage 2
I wish I knew things about hards

00:13:479 (1,2,3) - this is really awkward flow, the slider body implies downward movement and then the following circles make the player do some awkward zigzag movement. fixed

Maybe it's just me, but some of the patterns made me think they're 1/4 in combination with the music hmm... I don't know what to do about it. Maybe it's just you :D :?

Stage 1
00:02:145 (4) - The sound this starts on is barely audible compared to the red ticks around it, would be better to place objects on either of those rather than here. Seriously, I would like to talk with you about this ingame, since many things to do would be right but too hard.

00:04:812 (4) - ^

00:06:979 - There's a strong sound here which implies that the pattern starts here, you shouldn't ignore it in favor of the less prominent sound after it.

00:12:312 ^

The following part feels a lot better, though the same stuff repeats again after the break.

Good Luck~ Thank you very much!
Hytex
Hooks are the red and white dots that you use to form sliders, when I said you could just place one hook instead of a ton and curve it, I meant like you put one white dot and curve it.


Lone Pixel wrote:

all i could say that this was weirdly spaced, please space the objects properly and not so close together I know, what you mean.. Well the distance snap is already pretty big for this star rating, so I would have to lower the CS. Do you think that's a good idea?
I still suggest you to increase distance snap, since the quality is already terrible; new players might think overlaps are streams~
LwL

Lone Pixel wrote:

LwL wrote:

00:02:145 (4) - The sound this starts on is barely audible compared to the red ticks around it, would be better to place objects on either of those rather than here. Seriously, I would like to talk with you about this ingame, since many things to do would be right but too hard.
Sure, feel free to pm me whenever I'm online.
Topic Starter
Lone Pixel

Hytex wrote:

Hooks are the red and white dots that you use to form sliders, when I said you could just place one hook instead of a ton and curve it, I meant like you put one white dot and curve it. Ah I understand. Yeah well the outcome is the same here.


Lone Pixel wrote:

all i could say that this was weirdly spaced, please space the objects properly and not so close together I know, what you mean.. Well the distance snap is already pretty big for this star rating, so I would have to lower the CS. Do you think that's a good idea?
I still suggest you to increase distance snap, since the quality is already terrible; You mean the beatmap is just bad? Or what quality are you talking about? new players might think overlaps are streams~ Since I remember my times when I was new, I know that a new player doesn't think about if it's a stream or not. He would see the closing circles around the circles to hit and get the beat for that object placement. I'll think about the distance snap, but I'm not really convinced.
Hytex
Overlaps make the map bad obviously.
Topic Starter
Lone Pixel
@Hytex
@LwL
Turned the distance snap to 1.1 to avoid the overlap. I also placed many notes on the red ticks as you mentioned, LwL, so no instruments are left out. I'm not sure if it's really good that way for beginners, would be nice if you had another look at the easy diff.
All in all, thank you both!
Rhyth8
Stage one (Light Normal): 00:06:979 I think the back beat notes are hard to predict first time, as I failed to hit them. Try stacking a circle on an onbeat right before these backbeats. Same applies to most other back beats like that. If you want the Stage one I thought of, it is in this collapsed text.
Stage one with my mods
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 23635
Countdown: 0
SampleSet: Normal
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
DistanceSpacing: 1.1
BeatDivisor: 2
GridSize: 16
TimelineZoom: 1

[Metadata]
Title:Dangerous Dinner
TitleUnicode:Dangerous Dinner
Artist:Hirokazu Ando & Jun Ishikawa
ArtistUnicode:Hirokazu Ando & Jun Ishikawa
Creator:Lone Pixel
Version:Stage 1
Source:Kirby's Return to Dreamland
Tags:Kirby Game
BeatmapID:1231444
BeatmapSetID:581822

[Difficulty]
HPDrainRate:3
CircleSize:3.3
OverallDifficulty:3
ApproachRate:5
SliderMultiplier:0.7
SliderTickRate:1

[Events]
//Background and Video events
0,0,"Screenshot.jpg",0,0
//Break Periods
2,35012,36279
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
146,333.333333333333,4,1,0,100,1,0


[Colours]
Combo1 : 255,192,0
Combo2 : 0,202,0
Combo3 : 18,124,255
Combo4 : 242,24,57

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Stage 2: Bravo! Perfect! But I think HP 6 is very high because that gives the player almost no leeway, so try 5, or even 4.

Landia: Awesome!, But HP 7 is a but unruly due to lack of Leeway, so trying 5.5 or lower seems the best idea.

Also, I like your polite request on the forum! It was very nice! :)
Topic Starter
Lone Pixel
Stage one (Light Normal): 00:06:979 I think the back beat notes are hard to predict first time, as I failed to hit them. Try stacking a circle on an onbeat right before these backbeats. Same applies to most other back beats like that.
Had a very long discussion in #modhelp about that and in the end it was fine the way it is, because I'm not allowed to stack at this easy difficulty.

If you want the Stage one I thought of, it is in this collapsed text.
Sorry, but I don't want to change my map files.

Stage 2: Bravo! Perfect! But I think HP 6 is very high because that gives the player almost no leeway, so try 5, or even 4.
Changed!

Landia: Awesome!, But HP 7 is a but unruly due to lack of Leeway, so trying 5.5 or lower seems the best idea.
Changed!
Thanks
Plaudible
Hey there! Gonna give some broad advice on top diff.


  • osu! needs more kirby
  1. Gonna suggest a better background c:
  2. Check your stack leniency! Under the song setup > advanced tab. Greater than 0.9 or less than 0.3 is unrankable.
  3. 00:05:479 (1,2,3,4) - Watch for some spacing inconsistencies - looking at your spacing at 00:04:812 (6,7,8,9) - , it should be similar if not greater. Think of how the music's being layered in - we have the low pitch piano keys, and now when the trumpets are layered in the overall density in music and intensity has increased, and your map should reflect that.
  4. Further, listen to your song at 25% playback rate and listen to some parts - like at 00:03:812 (3,1,2) - for example. There's clear 1/4 rhythms you could use, perhaps to map some streams or something along those lines to make the gameplay a bit more diverse beyond 1/2 rhythms. An instance of this repeats at 00:06:479 - .
  5. 00:24:979 (3) - Given how you've mapped the repeat sliders before for the strings, covering the strings up underneath this with a slider don't really fit how you've been developing your map. Use reverse sliders here too, or perhaps a stream, whatever you decide.
  6. 00:27:645 (6,7) - In my opinion, the rhythm here should be switched. Since the emphasis of the notes seems to be after every 3 circles, in this rhythm: https://puu.sh/vebAp/bf6806eba2.jpg you get the representation for both repetitions of that 3 note emphasis, and then when the last two are played into the next section of the 3, 3, 2 emphasis the slider would transition into the next measure better.
  7. Also, since you used a slider in that instance, when the song repeats itself into 00:28:145 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - why are you using no sliders here as well? Given it's the same thing, representing the rhythm similarly would fit better.
  8. 00:44:812 (2) - Given what you've done earlier, this shouldn't be a slider. Look at 00:39:479 (4,5,6) - for reference, the sound is the same, and I believe your rhythm should reflect that.
  9. 00:47:312 (7,8,9,1) - When you start overlapping 1/2 rhythms, a player might interpret them as 1/4. I'd suggest spacing them as you have the 1/1s before, since this is really confusing in relation to the rest of your map. This applies to 00:10:312 (8,9,10,1) - and 00:42:312 (8,9,10,1) - .
  10. 00:58:812 (1) - In this section all the same suggestions apply.
  11. 00:56:979 (3) - Same issue as last slider with this rhythm.
  12. The break at 00:36:729 - has a custom end point, which I don't think is necessary. When it's tinted green like that, it means you've adjusted it manually. Simply drag the grey bar in it a bit to the right and it'll become grey again, meaning it's default.
  13. Lastly, try to NC on downbeats. For example, 00:01:479 (2) - , 00:04:145 (2) - , etc. It helps to interpret the rhythm of the music a little easier. Currently it's a bit confusing since sometimes you do and don't.

Good map, though I'd re-evaluate some rhythm choices and maybe add some kiai times. Since it's such a repetitive song, consistency to mapping this is key - make sure rhythms across sections are similarly represented and that aesthetics are as familiar as can be. Perhaps something to work on in the future with this map is to focus on using direction changes to emphasize the music - you do this nicely in patterns like 00:04:145 (2,3,4,5,6,7) - , though in instances like 00:28:145 (1,2,3,4,5,6,7,8) - what you're emphasizing feels a bit ambiguous. Cute song, good luck!
Topic Starter
Lone Pixel

Plaudible wrote:

Hey there! Gonna give some broad advice on top diff.


  • osu! needs more kirby
  1. Gonna suggest a better background c: Which should I take, that fits better?
  2. Check your stack leniency! Under the song setup > advanced tab. Greater than 0.9 or less than 0.3 is unrankable. done!
  3. 00:05:479 (1,2,3,4) - Watch for some spacing inconsistencies - looking at your spacing at 00:04:812 (6,7,8,9) - , it should be similar if not greater. Think of how the music's being layered in - we have the low pitch piano keys, and now when the trumpets are layered in the overall density in music and intensity has increased, and your map should reflect that. Thought about that very long... when the trumpet starts playing and stops again, it doesn't feel like an increased intensity to me and I have to leave the distance there small so I can higher it when that part repeats and more trumpets play.
  4. Further, listen to your song at 25% playback rate and listen to some parts - like at 00:03:812 (3,1,2) - for example. There's clear 1/4 rhythms you could use, perhaps to map some streams or something along those lines to make the gameplay a bit more diverse beyond 1/2 rhythms. An instance of this repeats at 00:06:479 - . Does really every break need to be filled with something? The focus is on the trumpets. :o
  5. 00:24:979 (3) - Given how you've mapped the repeat sliders before for the strings, covering the strings up underneath this with a slider don't really fit how you've been developing your map. Use reverse sliders here too, or perhaps a stream, whatever you decide. The way of the trumpet playing changed there, so I changed the way of using sliders. Not everything needs to be that consistent.
  6. 00:27:645 (6,7) - In my opinion, the rhythm here should be switched. Since the emphasis of the notes seems to be after every 3 circles, in this rhythm: https://puu.sh/vebAp/bf6806eba2.jpg you get the representation for both repetitions of that 3 note emphasis, and then when the last two are played into the next section of the 3, 3, 2 emphasis the slider would transition into the next measure better. I don't really get, what you mean. The trumpet leaves out one hit (when the slider ends). Before I had nothing there and it was criticized very often so I put a slider there. (Your screenshot link is broken)
  7. Also, since you used a slider in that instance, when the song repeats itself into 00:28:145 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - why are you using no sliders here as well? Given it's the same thing, representing the rhythm similarly would fit better. It's not the same thing, in the part before, the trumpet left one hit out (slider end). Here it doesn't.
  8. 00:44:812 (2) - Given what you've done earlier, this shouldn't be a slider. Look at 00:39:479 (4,5,6) - for reference, the sound is the same, and I believe your rhythm should reflect that. I've done that on purpose, because when the full fanfare plays, everything sounds looong --> sliders. In the part before there is only one trumpet, so every note sounds shorter.
  9. 00:47:312 (7,8,9,1) - When you start overlapping 1/2 rhythms, a player might interpret them as 1/4. I'd suggest spacing them as you have the 1/1s before, since this is really confusing in relation to the rest of your map. This applies to 00:10:312 (8,9,10,1) - and 00:42:312 (8,9,10,1) - . Yeah youre right. fixed
  10. 00:58:812 (1) - In this section all the same suggestions apply. And so do the same answers. (:
  11. 00:56:979 (3) - Same issue as last slider with this rhythm.
  12. The break at 00:36:729 - has a custom end point, which I don't think is necessary. When it's tinted green like that, it means you've adjusted it manually. Simply drag the grey bar in it a bit to the right and it'll become grey again, meaning it's default. Oh thanks, fixed.
  13. Lastly, try to NC on downbeats. For example, 00:01:479 (2) - , 00:04:145 (2) - , etc. It helps to interpret the rhythm of the music a little easier. Currently it's a bit confusing since sometimes you do and don't. Fixed!

Good map, though I'd re-evaluate some rhythm choices and maybe add some kiai times. done Since it's such a repetitive song, consistency to mapping this is key - make sure rhythms across sections are similarly represented and that aesthetics are as familiar as can be. Perhaps something to work on in the future with this map is to focus on using direction changes to emphasize the music - you do this nicely in patterns like 00:04:145 (2,3,4,5,6,7) - , though in instances like 00:28:145 (1,2,3,4,5,6,7,8) - what you're emphasizing feels a bit ambiguous. It's about the high trumpet notes - they are a little separated. Otherwise they are groups of three notes and ... thats it. Cute song, good luck! Thank you very much! :)
makisokk
Hi NM for my q
[General]
  • Bitrate audio should be 192 kbs
    Do kiai in every difficulty
[Landia]
  • 00:02:145 (5,6) - Broke flow
    00:03:312 (2,3) - Avoid stack
    00:04:312 (2,3) - Hard read
    00:07:479 (4,5) - Broke flow
    00:08:812 (3,4) - Why a small distance between notes? This is confusing
    00:26:812 (1,2,3,4,5) - Make a Better Flow
    00:28:979 (6,7,8,1,2,3,4,5,6,7,8,1,2) - This part could be made more difficult, because it is insane
    01:01:812 (3,5,6,8) - I think it's best to avoid stack
Topic Starter
Lone Pixel

makisokk wrote:

Hi NM for my q hi
[General]
  • Bitrate audio should be 192 kbs done
    Do kiai in every difficulty done
[Landia]
  • 00:02:145 (5,6) - Broke flow I don't agree, I think you just don't like it
    00:03:312 (2,3) - Avoid stack Why? It would be hard to read if you didn't see the circle.
    00:04:312 (2,3) - Hard read Since this is the third thing I don't agree with, I feel like you just wanted to criticize something. My map had been modded many times and nobody ever said something like this :/
    00:07:479 (4,5) - Broke flow ^
    00:08:812 (3,4) - Why a small distance between notes? This is confusing To emphasize that there is one trumpet playing. When there are playing more, the distance is bigger and more sliders are used.
    00:26:812 (1,2,3,4,5) - Make a Better Flow Would you send a screenshot of what you think would be better? To me the flow is good.
    00:28:979 (6,7,8,1,2,3,4,5,6,7,8,1,2) - This part could be made more difficult, because it is insane youre right. changed distances
    01:01:812 (3,5,6,8) - I think it's best to avoid stack Why? Isn't it easier if you see the circles? I don't really want that part to become harder.
If you answer and help me to improve my map, you'll get your kudosu.
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