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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.
Xayler
Hey the M4M from my queue.
Quick note: I'm not really fond of maps what use the old mapping style so idk how much I can help you with it, I'll shoot a star as I don't have much to comment about it, just general ideas.

General
  1. I think that you will need a Hard difficulty or difficulty between Stage 2 and Landia as the gap between is way too high.

Stage 100:06:979 (2,3,4,5) - This kind of rhythm is really bad to play for newer players, as this is your easiest difficulty then imho this should be done a bit differently, adding some sliders, etc. As overall these notes on red ticks are avoided in most Easy difficulties (it's kind of a Easy difficulty). For example the notes after the slider 00:09:312 (6,7,8) - these play well as they are, but the first ones even for me are hard to click. I also mean the next ones also with the same rhythm so I'm not going to mention these agian.00:47:312 (4,2,3) - Avoid these kind of overlaps at any cost in the easier difficulties, not that they make them bad to play, they just make confusion to the newer players. There's also many of these after this one to be mentioned, the most bad one is 00:51:479 (3,2) - this one. I'd curve the (2) slider for example to blanket it with (3) so it should play nicely after that change.00:58:812 (1) - The notes starting from here go only one direction to the end, I'd change the direction at the middle and think of something else.

Stage 2A lot of overlaps to be mentioned again (I mean not the ones which have distance snap, but the ones with higher distance like these: 00:08:145 (1,6) - 00:14:145 (2,1,2) - 00:28:145 (4,6,1) - and so on, don't overlap them like this.)

Landia00:01:979 (4,5,6) - The pattern before that plays fine until this one comes to play. This doesn't look good and nearly overlaps so space up them a bit and make a bit better pattern between these.00:26:812 (1,4) - Firstly the overlap doesn't look really good, secondly the pattern is a bit weird again. Like this: https://osu.ppy.sh/ss/7834364 it looks better and plays better while also maintaining the spacings what you had.00:27:645 (6,7) - Imo the spacing between those isn't needed to be that long, just use the basic 1,2x distance here as the song doesn't really ask for the higher one here.00:28:645 (4,6) - Make the spacing equal here like you have between 00:28:479 (3,4) - these.00:28:145 (1) - Also, use some sliders here as clicking like this nonstop is really tiring and also might make some confusion once you arrive at the new combo.00:58:979 (2,4) - Make the spacing equal here as you have with 00:59:145 (3,5) - them.01:00:145 (1,3) - ^ but with 01:00:312 (2,4) - .01:00:812 (5,6) - ^ 01:00:812 (5,7) - .01:01:645 (2,3) - ^ 01:01:812 (3,4) - .01:00:145 (1) - And the same thing as I mentioned above to add a bit more sliders.

That's my mod, hopefully it helps you, gl!
Topic Starter
Lone Pixel

Xayler wrote:

Hey the M4M from my queue.
Quick note: I'm not really fond of maps what use the old mapping style so idk how much I can help you with it, I'll shoot a star as I don't have much to comment about it, just general ideas.

General
  1. I think that you will need a Hard difficulty or difficulty between Stage 2 and Landia as the gap between is way too high. Hmm I really don't think so, since noone ever mentioned this before.. thx though

Stage 100:06:979 (2,3,4,5) - This kind of rhythm is really bad to play for newer players, as this is your easiest difficulty then imho this should be done a bit differently, adding some sliders, etc. As overall these notes on red ticks are avoided in most Easy difficulties (it's kind of a Easy difficulty). For example the notes after the slider 00:09:312 (6,7,8) - these play well as they are, but the first ones even for me are hard to click. I also mean the next ones also with the same rhythm so I'm not going to mention these agian. I really understand you here. I have a big problem with this part, because everyone tells me to do else. I changed it about five times. You're talking about sliders... Would you show me what consider? I don't see any alternative really. thx00:47:312 (4,2,3) - Avoid these kind of overlaps at any cost in the easier difficulties, not that they make them bad to play, they just make confusion to the newer players. There's also many of these after this one to be mentioned, the most bad one is 00:51:479 (3,2) - this one. I'd curve the (2) slider for example to blanket it with (3) so it should play nicely after that change. Done. I wouldn't change the other ones, though there are small overlaps, but I am sure, the player understands the beat he is given and can do the right thing.00:58:812 (1) - The notes starting from here go only one direction to the end, I'd change the direction at the middle and think of something else. I think it's hard enough already.. (Maybe I don't understand what you mean?)

Stage 2A lot of overlaps to be mentioned again (I mean not the ones which have distance snap, but the ones with higher distance like these: 00:08:145 (1,6) - This one's definitely okay, the (1) is already gone when the (6) appears for a fair amount of time.00:14:145 (2,1,2) - same here.00:28:145 (4,6,1) - That's what the chain is there for. The player can read this, really. Thanks though.and so on, don't overlap them like this.)

Landia00:01:979 (4,5,6) - The pattern before that plays fine until this one comes to play. This doesn't look good and nearly overlaps so space up them a bit and make a bit better pattern between these. Yeah but it doesn't overlap actually :O I really like the flow as it is ... like the mouse draws a little flower.00:26:812 (1,4) - Firstly the overlap doesn't look really good, secondly the pattern is a bit weird again. Like this: https://osu.ppy.sh/ss/7834364 it looks better and plays better while also maintaining the spacings what you had. Hmm, I like the symmetry here, so I'll just put away the overlap.00:27:645 (6,7) - Imo the spacing between those isn't needed to be that long, just use the basic 1,2x distance here as the song doesn't really ask for the higher one here. It does imo (: But 1.5 was a bit too much. I changed it to 1.3 so it's just a little bigger distance to play.00:28:645 (4,6) - Make the spacing equal here like you have between 00:28:479 (3,4) - these. fixed!00:28:145 (1) - Also, use some sliders here as clicking like this nonstop is really tiring and also might make some confusion once you arrive at the new combo. Noooo that's the whole thing to build up, it's supposed to be hard!00:58:979 (2,4) - Make the spacing equal here as you have with 00:59:145 (3,5) - them. Concerning this and the following: The lines of three notes are supposed to be ... in a turn. So the second line is the first line, but a bit rotated and moved. Do you understand?01:00:145 (1,3) - ^ but with 01:00:312 (2,4) - .01:00:812 (5,6) - ^ 01:00:812 (5,7) - .01:01:645 (2,3) - ^ 01:01:812 (3,4) - .01:00:145 (1) - And the same thing as I mentioned above to add a bit more sliders.

That's my mod, hopefully it helps you, gl!It really did! Thanks!
Shishou
[Stage2]
woah 2007 mapping style
cs is to small for meh

00:03:374 (2,3) - fix blanket
00:04:041 (3,1) - stack
00:21:207 (10,1) - fix blanket
00:25:541 (5) - nc
00:20:207 (6) - nc
00:52:207 (6) - nc



[Landia]
00:00:708 (2) - ctrl +g
00:08:041 (6,1) - fix blanket
00:12:541 you're missing a note here
00:20:374 ^
00:20:541 (3) - ^
00:24:207 (1) - mainstream
00:25:041 (3) - stream?

you should shape up those sliders man
the map is boring if you always use straight sliders

good luck in ranking it :)
Topic Starter
Lone Pixel

Shishou wrote:

[Stage2]
woah 2007 mapping style
cs is to small for meh

00:03:374 (2,3) - fix blanket yeah
00:04:041 (3,1) - stack done
00:21:207 (10,1) - fix blanket fixed
00:25:541 (5) - nc No, I don't want to interrupt the stream.
00:20:207 (6) - nc ^
00:52:207 (6) - nc ^



[Landia]
00:00:708 (2) - ctrl +g naah, the piano first plays a low, then a high note.
00:08:041 (6,1) - fix blanket This blanket really is perfect. Look at a time in the editor, when the hit circle is as big as the blanket slider.
00:12:541 you're missing a note here it's represented by the corner of the slider. a bit unusual but it fits to the instrument which is playing imo
00:20:374 ^ ^
00:20:541 (3) - ^ it is exactly where you copied the time
00:24:207 (1) - mainstream How about my solution?
00:25:041 (3) - stream? not my style. wanted no streams in my map and I like this slider.

you should shape up those sliders man Could you give expamples, where you would like a slider to be more shaped up? I'll give you one kudosu for now, but you may get one more ... (:
the map is boring if you always use straight sliders Well a map can have other qualities to be a good map than interesting slider shapes, but you're right, it's important for the aesthetics. So if you'd show me some suggestions for improvement, I'd be very glad!

good luck in ranking it :) Thank you very much!
-Keitaro
from my queue
dont forget to m4m my map :3

[Stage 1]
00:13:374 (1) - this can blanket 00:12:374 (2) -

Else is good.

[Stage 2]
Check AiMod plz

00:09:374 (4,5,6) - unperfect triangle
00:04:041 (3,1) - Stack them
00:20:707 (9) - this maybe?
00:59:874 (3,4) - why do you do this? you didnt do this before, I mean, 00:27:874 (3) - .
00:52:707 (9) - Same as above
00:57:207 (3,4,5,6,7) - do a curve like you do 00:25:207 (3,4,5,6,7) -

[Landia]
AR 8.5?

00:07:374 (3,4,5) - Same spacing plz
00:12:374 (1,2) - A bit undermapped imo, becouse you do jumps and things 00:07:041 (1,2,3,4,5) -
00:25:041 (5) - This can be a stream, why slider?
00:44:374 (1) - Noo, be consistent with 00:12:374 (1) -
00:57:041 (5) - same as above

gl~

in case you forgot my map
https://osu.ppy.sh/s/584575
Topic Starter
Lone Pixel

Error- wrote:

from my queue
dont forget to m4m my map :3 Be sure that I won't, I'm just not that often at my PC so it could take a little time.

[Stage 1]
00:13:374 (1) - this can blanket 00:12:374 (2) - Yeah I could do that, but I prefer that way because the corner emphasizes that there are two notes played.

Else is good. yay

[Stage 2]
Check AiMod plz I have no idea why this happened xd

00:09:374 (4,5,6) - unperfect triangle fixed
00:04:041 (3,1) - Stack them (it could be that you played an older version, I recently fixed that stack. If you mean one of those automatic stacks osu! does, I would not do that here, because there is enough time between those sliders playing.
00:20:707 (9) - this maybe? Sorry, no, the break in the flow exists to emphasize the high note that is played.
00:59:874 (3,4) - why do you do this? you didnt do this before, I mean, 00:27:874 (3) - . Oh wtf why did I do this xD thank you very much!
00:52:707 (9) - Same as above yeah ... same as above (:
00:57:207 (3,4,5,6,7) - do a curve like you do 00:25:207 (3,4,5,6,7) - youre right ... I wanted to emphasize the higher note but it was very inconsistent.

[Landia]
AR 8.5? kk changed

00:07:374 (3,4,5) - Same spacing plz somebody told me to emphasize the melody and I agree to you both ... because more emphasizing makes the map more interesting I think, I'll keep it like that.
00:12:374 (1,2) - A bit undermapped imo, becouse you do jumps and things 00:07:041 (1,2,3,4,5) - ok, I used the same spacing as before
00:25:041 (5) - This can be a stream, why slider? Okay. I really liked that slider and actually wanted no streams in my map. But because this has been mentioned very often, I'll change it, but later.
00:44:374 (1) - Noo, be consistent with 00:12:374 (1) - okay, is it okay how it's now? I thought about reversing the (1).
00:57:041 (5) - same as above yea (:

gl~ thanks, your tips were truly helpful. I hope you respond again.

in case you forgot my map
https://osu.ppy.sh/s/584575
Seolv
From my queue

Stage 1

00:00:208 (1,2) - This can be hard for new players that don't know the song, because it's on red tick.
00:07:041 (2,3,4) - Rhythm in here feels very wrong, I don't know what you're emphasizing with those circles, but maybe you should put them half a tick earlier, that would make it better
I don't really like to repeat myself that much, according to these two suggestions, find the issues in the rest of the diff.
00:26:874 (1,2,3) - Maybe make (1) a slider until (2) and make an arrow.
00:32:207 (1) - I don't know why you put the spinner there, but it's basically the same as the beginning of the song so I think you should map it along with the break after it
01:03:374 (2) - This slider is touching this circle 01:02:541 (3) - which can look a bit ugly.

Stage 2

00:01:374 (3) - The middle of this slider is ignoring the important sound on 00:01:541 -
00:05:041 (5) - The overlap between this slider and the slider before is kinda ugly, maybe try different slider placement so that it doesn't touch.
00:18:541 (4) - This circle should be in the direction where the slider is ending.
I think the gap between this diff and the diff after is too big, maybe make a Hard diff (Stage 3 in this case or something)
Same goes for this diff, these errors are just repeating throughout the diff, fix them.

That's it for my mod
Topic Starter
Lone Pixel

[ L u k a s ] wrote:

From my queue

Stage 1

00:00:208 (1,2) - This can be hard for new players that don't know the song, because it's on red tick. Not at that point, red ticks can be used also on easy maps. I find the rhythm very clear there.
00:07:041 (2,3,4) - Rhythm in here feels very wrong, I don't know what you're emphasizing with those circles, but maybe you should put them half a tick earlier, that would make it better Yeah, this is the result of many other mods. Looks like it's not the best yet. I'll rework it.
I don't really like to repeat myself that much, according to these two suggestions, find the issues in the rest of the diff. yeah sure!
00:26:874 (1,2,3) - Maybe make (1) a slider until (2) and make an arrow. I like the idea, but this is supposed to be the hardest part and reverse sliders aren't really hard.
00:32:207 (1) - I don't know why you put the spinner there, but it's basically the same as the beginning of the song so I think you should map it along with the break after it Because I wouldn't have any spinners then and I want a beginner player to not be bored of my map because of it.
01:03:374 (2) - This slider is touching this circle 01:02:541 (3) - which can look a bit ugly. Oh yeah, thanks

Stage 2

00:01:374 (3) - The middle of this slider is ignoring the important sound on 00:01:541 - I understand ... well I focused the piano and there's this flow created by the sliders I actually don't want to destroy.
00:05:041 (5) - The overlap between this slider and the slider before is kinda ugly, maybe try different slider placement so that it doesn't touch. I fear that this isn't possible because they have to overlap because of consistent spacing. They are put symmetrically next to each other, so I guess I'll leave it like that.
00:18:541 (4) - This circle should be in the direction where the slider is ending. No, the music plays an interesting higher note there, which just has to be emphasized imo.
I think the gap between this diff and the diff after is too big, maybe make a Hard diff (Stage 3 in this case or something)
Same goes for this diff, these errors are just repeating throughout the diff, fix them.

That's it for my mod Thank you very much, you really helped me at the first diff! (:
LwL
Hello again

Landia
00:08:041 (6,1) - nazi blanket, slider end anchor to (407|148) to fix. Remember to adjust 00:08:791 (2,3) - afterwards

00:08:874 (3,4) - slightly higher spacing for no overlap?

00:10:874 (1) - This slider can definitely be made cleaner using only 2 or 3 anchors (and properly blanket 00:11:707 (4) - ), but I suck at sliders so I can't tell you how exactly. Though I'd say to move (4) to get the blanket better.

00:12:374 (1,2) - seems inconsistent with 00:07:041 (1,2,3,4,5) - which is a similar section in the music, the clicking rhythm here doesn't really reflect it even if the slider bends are on important sounds, it's just far less emphasized. Your mapping is also essentially implying that the sound on 00:12:874 (2) - is held for as long as the one on 00:13:541 (1) -

00:44:374 (1,2) - ^

00:29:374 (8,1) - a bit higher spacing since you don't have the flow break for additional emphasis as you have at 00:29:874 (3,4) - ?

00:58:374 (5) - Why not make this a repeat slider like you did for similar sounds previously?

01:01:374 (8,1) - higher spacing/flow break for emphasis?

no kd

Seems mostly consistent overall, and I don't really have much else to judge old style maps on other than some basic emphasis, so seems good I guess?
Topic Starter
Lone Pixel

LwL wrote:

Hello again Hi (:

Landia
00:08:041 (6,1) - nazi blanket, slider end anchor to (407|148) to fix. Remember to adjust 00:08:791 (2,3) - afterwards fixed

00:08:874 (3,4) - slightly higher spacing for no overlap? fixed

00:10:874 (1) - This slider can definitely be made cleaner using only 2 or 3 anchors (and properly blanket 00:11:707 (4) - ), but I suck at sliders so I can't tell you how exactly. Though I'd say to move (4) to get the blanket better. there must be at least 4 or it wouldnt make any sense :D but I know what you mean and I think I fixed it.

00:12:374 (1,2) - seems inconsistent with 00:07:041 (1,2,3,4,5) - which is a similar section in the music, hmm I don't agree. The notes are held longer in the music the trumpet plays. I think I need to emphasize that. the clicking rhythm here doesn't really reflect it even if the slider bends are on important sounds, it's just far less emphasized. I understand.. I would like to use sliders, but maybe you know a better way to emphasize more? Your mapping is also essentially implying that the sound on 00:12:874 (2) - is held for as long as the one on 00:13:541 (1) - Well that's why there is a corner here 00:12:541 - and here 00:13:041

00:44:374 (1,2) - ^ ^

00:29:374 (8,1) - a bit higher spacing since you don't have the flow break for additional emphasis as you have at 00:29:874 (3,4) - ? Hmm, well I wouldn't overdo it - shouldn't the player first be introduced to the higher spacing between the groups of three notes? And then, as you say, the flow break will additionally emphasise them.

00:58:374 (5) - Why not make this a repeat slider like you did for similar sounds previously? You're right about the inconsistency, but I preferred the second method to emphasize the music, so I fixed it the other way around.

01:01:374 (8,1) - higher spacing/flow break for emphasis? As above, the player is supposed to be introduced to the flow breaks, so at first the direction changes only a bit and then there are the overlaps.

no kd What does kd stand for? kudosu? Does that mean you don't want one? Why? You really deserve it for your mod.

Seems mostly consistent overall, and I don't really have much else to judge old style maps on other than some basic emphasis, so seems good I guess? Thanks for the mod! Your tips are well-thoughtout.
LwL

Lone Pixel wrote:

LwL wrote:

no kd What does kd stand for? kudosu? Does that mean you don't want one? Why? You really deserve it for your mod.
Yep it's kudosu, and the reason is that I already got it for the other mod and getting kd twice for the same map doesn't quite feel fair unless it was a total remap. The logic being that most of what I pointed out in the second mod I could already have done in the first if I had noticed.

Oh and I didn't count the start and end for the slider anchors xd

EDIT since my league queue totally didn't pop while I was writing it and I just wanted to send it even tho I wasn't quite done:

00:29:374 (8,1) - a bit higher spacing since you don't have the flow break for additional emphasis as you have at 00:29:874 (3,4) - ? Hmm, well I wouldn't overdo it - shouldn't the player first be introduced to the higher spacing between the groups of three notes? And then, as you say, the flow break will additionally emphasise them. I don't think there's much of a need for introduction for a mechanic as basic as flow/variable spacing, and imo introduction like that is done better by simply telling the player "this pattern exists" in a slower part of the song, rather than in a part that's already intense and not significantly different from when the pattern starts being used in full.
Topic Starter
Lone Pixel

LwL wrote:

Yep it's kudosu, and the reason is that I already got it for the other mod and getting kd twice for the same map doesn't quite feel fair unless it was a total remap. The logic being that most of what I pointed out in the second mod I could already have done in the first if I had noticed. Well basically you are one of the few people who actually care about the answers of the map creator and about improving the map instead of just showing: "Hey you did things wroong!" That's why I'll give you an extra one.

Oh and I didn't count the start and end for the slider anchors xd Aah okay :)

EDIT since my league queue totally didn't pop while I was writing it and I just wanted to send it even tho I wasn't quite done:

00:29:374 (8,1) - a bit higher spacing since you don't have the flow break for additional emphasis as you have at 00:29:874 (3,4) - ? Hmm, well I wouldn't overdo it - shouldn't the player first be introduced to the higher spacing between the groups of three notes? And then, as you say, the flow break will additionally emphasise them. I don't think there's much of a need for introduction for a mechanic as basic as flow/variable spacing, and imo introduction like that is done better by simply telling the player "this pattern exists" in a slower part of the song, rather than in a part that's already intense and not significantly different from when the pattern starts being used in full. Okay, I agree. I just don't want to have a higher spacing one time and then flow breaks, so I did a flowbreak here 00:29:374 (8,1) too. Thx
Antlia-
NM from my queue :D

General

It's kirby so I already Love it
Add more tags

Stage 1

Check aimod (distance snap isn't consistent)
This only really moves in four directions, add more movement to add interest
00:49:541 (1,2) this will confuse new players

Stage 2

00:26:874 (1,2) separate these more, this is a hard diff so add in more fun concepts
this diff also has the same 4 direction problem

Landia

No distance snap needed here
Add structure to this map, it feels very messy


This map overall feels very old, but I hope you can push it to rank <3
Topic Starter
Lone Pixel

ahsoka08 wrote:

NM from my queue :D Hi! Thanks in advance :P

General

It's kirby so I already Love it 👍👍
Add more tags Added some ... have you got more ideas?

Stage 1

Check aimod (distance snap isn't consistent) aimod shows me two points, but the distance snap is 100% the same as everywhere else in the map. It must be an error somehow.
This only really moves in four directions, add more movement to add interest Changed some things in the second half ... it's really hard to find passages where to make it more interesting and fit to the rest of the map. I also have to say, that those old video game musics are mostly mapped (and ranked) this way.
00:49:541 (1,2) this will confuse new players I don't think so, sry.

Stage 2

00:26:874 (1,2) separate these more, this is a hard diff so add in more fun concepts I did a slightly higher spacing, but wanted to keep the overlap so it's not too confusing. Please tell me what you think now!
this diff also has the same 4 direction problem Same as above :)

Landia

No distance snap needed here Yeah I have many different ones in this map. Higher to emphasize.
Add structure to this map, it feels very messy I'm thankful for your personal impression, but I can't build anything upon this because I as the map creator like the structure of this map. You gotta tell me certain passages, that you don't like, and maybe send me a screenshot of what you would find better.


This map overall feels very old, but I hope you can push it to rank <3 Yeah I started very early with creating it xd Thank you! You'll get your kudosu in case you read this and answer again and try to help me a bit more.
AnimeStyle
FROM MY QUEUE


[General]

Pls do me favor and use custom hitsounds - map can sound pretty shitty with the hs of each individual player
If you are not acustomed to that - I'm offering my help~

[Stage 1]

Generally it's considered bad mapping to mostly use x and y axis - BUT it's well enough performed - so I really doesn't care about that

00:14:707 (2,3,4) - do me a favor and put (3) in the center https://puu.sh/wI7Hr/5d5569d48a.jpg
00:31:374 (2) - don't use whistle on the sliderslide pls
00:42:874 (1) - goes completly against the flow - don't do that - except if you use it more then once or twice
00:45:541 (1) - ^
00:47:374 (4,3) - overlap that's visible while playing - fix it - flipping the rest could be an option
00:51:541 (3,2) - keep a consistent space betweens (3) sliderend and (2)
00:52:707 (2,3) - could look nicer with (3) goind around (2)s start
00:56:874 (3,2) - same problem
01:03:374 (2) - get rid of this whistle sliderslide
01:09:541 - Add Timing section with 5% volume

[Stage 2]

Also very odd mapping, bu I like it

00:26:041 (8) - uneccesarily odd-shaped - use just a curved slider imo
00:29:541 (1) - STR+G to put (3) perfectly beneath the sliderstart and then STR + G it back so that it's the end
00:30:041 (2) - don't use this jump - you did not use even one before and this one's fairly brutal
00:30:874 (5,6,7) - Oh how those whistles trigger
00:45:541 (1,5) - visible overlap (ew)
00:54:207 (2,1) - ^
00:58:041 (8) - still unsure about those
01:00:207 (1,2,1) - double overlap escalation
01:00:207 (1,2,3) - Pls don't use those jumps
01:02:874 (5,6,7) - whistle don't hurt me don't hurt me - no more
01:09:541 - Add Timing section with 5% volume

[Landia]

I think you should know how I feel about those whistles - also pls be consistent with your hs - if you use claps here, apply the same to Stage one and two

00:29:374 (8,1,2,3,4,5,6,7,8,1) - spacing is really wanky around there
00:47:374 (7) - this slider needs surgery
01:09:541 - Add Timing section with 5% volume

I hope I can help you ^^

EDIT: Deine Musik ist echt nett - genauso wie die map mal etwas eigenes - also im Sinne von speziell und das ist imo immer etwas gutes :P
Topic Starter
Lone Pixel

AnimeStyle wrote:

FROM MY QUEUE


[General]

Pls do me favor and use custom hitsounds - map can sound pretty shitty with the hs of each individual player
If you are not acustomed to that - I'm offering my help~ The question is if it is necessary to care about every player who's hitsounds don't fit in the way the default ones fit. I'd vote against it. If you are really sure about that, then I'm glad that you offer your help - I know there is a way you send me the edited map, but you gotta tell me what to do with it then, because I never did that.

[Stage 1]

Generally it's considered bad mapping to mostly use x and y axis Yeah you're right. The question is if it's necessary to rework the whole map because of that and if I get your opinion right it isn't -->- BUT it's well enough performed - so I really doesn't care about that

00:14:707 (2,3,4) - do me a favor and put (3) in the center https://puu.sh/wI7Hr/5d5569d48a.jpg Uuh sorry, but I don't see the reason - when playing the map, you can't know where exactly the center is. :o
00:31:374 (2) - don't use whistle on the sliderslide pls It feels right to me to try to use an acceptable spectrum of hitsounds in a way that fits to the map. I have the whistle being used very rarely so couldn't you agree with that one in the end?
00:42:874 (1) - goes completly against the flow - don't do that - except if you use it more then once or twice Look at this beatmap https://osu.ppy.sh/b/1120751&m=0 at 00:20:338 (2,3) - It's kind of the same, isn't it? And I would like to admit, that I let the music in my map loop once so the player should know the principles used, so wouldn't you allow a small increase of difficulty?
00:45:541 (1) - ^ ^
00:47:374 (4,3) - overlap that's visible while playing - fix it - flipping the rest could be an option done
00:51:541 (3,2) - keep a consistent space betweens (3) sliderend and (2) You're right, tried my best to improve it, if you consider it as still not perfect, you can tell me you're coordinates for the anchors (:
00:52:707 (2,3) - could look nicer with (3) goind around (2)s start That wouldn't work with the rest really, there would other aesthetics need to be broken to make it that way, sorry D:
00:56:874 (3,2) - same problem You'll need to send me coordinates or a screenshot here too, I don't get how to create that blanket without bending the rest very ugly
01:03:374 (2) - get rid of this whistle sliderslide I have the same opinion to that like to the first one :?
01:09:541 - Add Timing section with 5% volume I did it also at the first spinner. Are you okay with that?

[Stage 2]

Also very odd mapping, bu I like it Yep, been told that many times, but I like it too

00:26:041 (8) - uneccesarily odd-shaped - use just a curved slider imo It is used to emphasize the special sound of the instrument there. Like in the beginning I had only boring-shaped sliders, then there was another trumpet so I added some more curves, now there is this one sound, and then in the end there are pretty straight sliders again with corners for the many instruments... hmm even if it's unnecessary, it doesn't look bad imo and someone told me already to do some more interesting slider shapes, so I don't really like making a simple curve out of it :/
00:29:541 (1) - STR+G to put (3) perfectly beneath the sliderstart and then STR + G it back so that it's the end This was actually done intentionally, to make the (3) visible :o It's not a hard difficulty, so I'd prefer that.. if it doesn't look good, you may tell me new coordinates.
00:30:041 (2) - don't use this jump - you did not use even one before and this one's fairly brutal :D ok. Did something else, how about it?
00:30:874 (5,6,7) - Oh how those whistles trigger Yeah ... I removed it at the five, just for you <3 No seriously, I also don't like them that much but they are there to be used.
00:45:541 (1,5) - visible overlap (ew) It's right when they fade in/out, doesn't bother me.
00:54:207 (2,1) - ^ This really looks disgusting, you're right. Changed a few things, you can tell me if you like it now.
00:58:041 (8) - still unsure about those
01:00:207 (1,2,1) - double overlap escalation xD sorry, you're right. How about it now?
01:00:207 (1,2,3) - Pls don't use those jumps Yep, changed.
01:02:874 (5,6,7) - whistle don't hurt me don't hurt me - no more
01:09:541 - Add Timing section with 5% volume

[Landia]

I think you should know how I feel about those whistles - also pls be consistent with your hs - if you use claps here, apply the same to Stage one and two The claps are only in the beginning so I only could add some to Stage 1, because at Stage 2 the beginning focuses so much on the piano, that there is no place for consistent claps.

00:29:374 (8,1,2,3,4,5,6,7,8,1) - spacing is really wanky around there fixed. The idea behind this is that those groups of three notes are closer to each other.
00:47:374 (7) - this slider needs surgery Haha :D fixed
01:09:541 - Add Timing section with 5% volume

I hope I can help you ^^ Sure you'll get your kudosu :) Would be very happy if you reply again!

EDIT: Deine Musik ist echt nett - genauso wie die map mal etwas eigenes - also im Sinne von speziell und das ist imo immer etwas gutes :P Das höre ich sehr gerne, danke dass du sie dir angehört hast.. Bin gerade dabei mein mir selbst liebstes EDM-Lied zu mappen, aber es ist noch nicht sehr weit: https://osu.ppy.sh/s/605518
AnimeStyle
http://puu.sh/wICG9/8f321d39d7.rar

There u go - if you like it - I'll do the other ones for you too. :3
Topic Starter
Lone Pixel
Hey @AnimeStyle,
I'm sorry for the late reply, but I have no excuse except my private life xd

I love your style, you did it perfect really. I would keep everyhing you've got, just one thing: Have you maybe got a kickdrum that is not so aggressive? Not completely something else, just a bit softer..

I'd love it if you did the other ones too! Thx

Edit: You know what - the kick is okay :) Looking forward to the other ones if you still wanna do it!
serperoe
HI!
I made a difficulty of Dangerous Dinner!
Would you like to have a look? :D

http://osu.ppy.sh/beatmapsets/706148/#osu/1493341
Topic Starter
Lone Pixel
Hi. I had a look. :D Looks solid to me, but I'm not qualified to rate maps of this style. I'm still stuck on older mapping styles.
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