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Index » Beatmaps » Beatmap Graveyard » U1-ASAMi - Dokan no naka no Mozart

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Genorocks100

1 month ago
This beatmap was submitted using in-game submission on Wednesday, April 16, 2025 at 12:10:51 AM

Artist: U1-ASAMi
Title: Dokan no naka no Mozart
Source: DanceDanceRevolution with MARIO
Tags: video game instrumental ddr mix dancing stage super bros bros. brothers underground ondergrondse rondo amadeus maulwurf-mozart techno-mozart gcn gamecube nintendo dance revolution 2005 wolfgang hudson soft konami osamu narita katsunori takahashi ichiro shimakura hideki oka henichi yoshimoto eine kleine nachtmusik impossible not_a_weeb ness okey geno genorocks100
BPM: 168
Filesize: 5072kb
Play Time: 01:37
Difficulties Available:


Download: U1-ASAMi - Dokan no naka no Mozart
Information: Scores/Beatmap Listing
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Very Hard difficulty by NOT A WEEB

Zai's mods applied 4/3
majkiti girl mods applied 4/15
Thank you, modders!

Backgrounds taken by me in-game. It was super painful getting the exact frames…

A tribute to Ash's original mapset, mapped in 2008.

tristan psychoku of fatfan kolek ondergrondse mozart?
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Zai
24 posts
CA Flag

Earned 1 kudosu.

1 month ago
good day! this is a good set and i dont really have notes on easy, normal and super hard :p

on Hard, comparing 00:02:362 (6,7) - to 00:05:219 (6) - the latter has a more prominent sound on the sliderend as opposed to the former's circle 7,so i'd suggest doing a switcheroo and have the slider on 6-7

invisible note on Very Hard at 01:20:219 (1) - , mentioned ingame

Genorocks100

1 month ago

Zai wrote:

on Hard, comparing 00:02:362 (6,7) - to 00:05:219 (6) - the latter has a more prominent sound on the sliderend as opposed to the former's circle 7,so i'd suggest doing a switcheroo and have the slider on 6-7


agree, moved objects accordingly, strong beat emphasized now!

Zai wrote:

invisible note on Very Hard at 01:20:219 (1) - , mentioned ingame


This definitely happened as a result of converting sliders. Kurboh warned me, saying it's not perfect…should be fixed now though!
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majikiti girl
81 posts
RU Flag

Earned 2 kudosu.

3 weeks ago
mods are incoming!

Super Hard
00:56:469 (8,9) - mathematically, it's 1.0x distance snap, visually it's not, inherited points affects on distance snap. quick fix: move 9 at x:296 y:144
01:03:434 (4) - x:163 y:193 (for symmetry of 01:02:719 (6,1,2,3,4))
01:35:041 (4,5,6,7) - not real square, place 01:35:398 (6) at x:272 y:304 and x:352 y:240


Very Hard
00:06:469 (2,3) - why not to rebuild it with 2 at y:230 and 3 at y:154? these objects will be consistent with 1.0x ds and same ds between 00:05:934 (1,4)
and replace 00:09:327 (2,3) with new version of 00:06:469 (2,3)
00:33:077 (1,2) - optional suggestion: remade these sliders as catmull sliders, your client allows you to make it faster than converting through .osu file
01:13:255 (9) - not a mistake, just little respect that you made this slider with m letter dots :)
01:30:219 (2) - kinda overlaps imo, select better place for this circle. why not to use mirrored 01:32:719 (1,2) instead of 01:29:862 (1,2)
01:35:755 (8,1) - also visually inconsistent ds, it should be 1.0x (on prev sv, it's 1.2x)
01:36:648 (2) - re-use new version of 01:35:934 (1) after you will re-do 01:35:934 (1)


Hard
01:17:005 (7) - y:367, at this state it feels not linear if you compare it with 01:16:648 (6)
01:33:077 (1,2,3,4,1,2,3,4) - very long pattern, uncomfortable to hold consistency with increased spacing. just replace 4 slider with single circle
01:36:291 (2) - i think this is unnecessary for key rhythm of this song area, you must follow violin (apologize if i called this instrument wrong, it is represented with 01:35:934 (1,3,1))


Normal
i am allergic for modding normal diffs :(
btw it seems good imo


Easy
01:35:934 (4) - better to replace this object with single circle, move from sliderbody of 01:37:362 (1)
01:36:648 (5) - also move it from 01:37:362 (1) sliderbody (to x:316 y:230 as example)


gl with ranking it
przemekbestgames - SKIBIDI TOILET PIOSENKA Skibidi Toilet GONI MNIE - (szedis) [ohio rizzlord skibidi toilet camera man gyat].osu
Genorocks100

3 weeks ago

majikiti girl wrote:

Super Hard
00:56:469 (8,9) - mathematically, it's 1.0x distance snap, visually it's not, inherited points affects on distance snap. quick fix: move 9 at x:296 y:144
when going to this timestamp i clicked on the 9 and it moved exactly where you suggested lol - fixed
01:03:434 (4) - x:163 y:193 (for symmetry of 01:02:719 (6,1,2,3,4))
done
01:35:041 (4,5,6,7) - not real square, place 01:35:398 (6) at x:272 y:304 and x:352 y:240
done, assuming the second timestamp is 01:35:577 (7)


Very Hard
00:06:469 (2,3) - why not to rebuild it with 2 at y:230 and 3 at y:154? these objects will be consistent with 1.0x ds and same ds between 00:05:934 (1,4)
and replace 00:09:327 (2,3) with new version of 00:06:469 (2,3)
NOT A WEEB says… I was going for vertical symmetry with grid snap in this section, so i could move 2 or 3 one more row apart, but then it wouldn't be possible to keep them grid snapped and symmetrical at the same time, would prefer to keep as-is right now (i also did this style at 00:54:505 (1,2,3,4,5) )
00:33:077 (1,2) - optional suggestion: remade these sliders as catmull sliders, your client allows you to make it faster than converting through .osu file
NOT A WEEB says… i'll let ness do this one for me if he wants for titanic ver, i mapped this diff in bancho done
01:13:255 (9) - not a mistake, just little respect that you made this slider with m letter dots :)
NOT A WEEB says… ty =D
01:30:219 (2) - kinda overlaps imo, select better place for this circle. why not to use mirrored 01:32:719 (1,2) instead of 01:29:862 (1,2)
NOT A WEEB says… i agree the overlap isn't ideal but i'm mirroring 01:27:005 (1,2,3,4,5,6,7,8,9,10) and i like this pattern a lot to change it =( – if this overlap is a big issue i can try to come up with a different pattern
01:35:755 (8,1) - also visually inconsistent ds, it should be 1.0x (on prev sv, it's 1.2x)
NOT A WEEB says… i kinda liked it for finale jump but i can change it, will move to y=235 so prev DS = 1.00x
01:36:648 (2) - re-use new version of 01:35:934 (1) after you will re-do 01:35:934 (1)
NOT A WEEB says… did the same too


Hard
01:17:005 (7) - y:367, at this state it feels not linear if you compare it with 01:16:648 (6)
done
01:33:077 (1,2,3,4,1,2,3,4) - very long pattern, uncomfortable to hold consistency with increased spacing. just replace 4 slider with single circle
pattern is more consistent now, done
01:36:291 (2) - i think this is unnecessary for key rhythm of this song area, you must follow violin (apologize if i called this instrument wrong, it is represented with 01:35:934 (1,3,1))
i didnt want to remove the 2 here however this pattern is consistent with NOT A WEEB's Very Hard so it's changed now


Normal
i am allergic for modding normal diffs :(
btw it seems good imo
ty c:


Easy
01:35:934 (4) - better to replace this object with single circle, move from sliderbody of 01:37:362 (1)
01:36:648 (5) - also move it from 01:37:362 (1) sliderbody (to x:316 y:230 as example)
should be good now


majikiti girl wrote:

gl with ranking it

thanks c: i appreciate your lengthy mod post!
Last edited by Genorocks100 3 weeks ago, edited 1 time in total.
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Satori
2,101 posts
HR Flag

No kudosu yet.

2 weeks ago
i'm bored, modding time:

general:
- all difficulties require audio lead-in time of ~1300ms, the map starts at 220ms and the time required between when the map starts and the first object should be 1500ms

easy:
- this is a suggestion, i feel like the rhythm of the kiai's is more dense than it needs to be, you can probably delete objects like 00:13:077 (3), 00:15:934 (7) and 00:18:791 (3) - (but not 00:21:291 (7) - also), for more interesting map so it's not just constantly tapping to 1/1 rhythms
- 01:30:577 - maybe add a circle here

normal:
- 01:22:719 (2) - why is there an object here if there is none 01:24:148 - here? i'd say either make them both have one or neither

i'll finish later maybe, can't mod anymore for today xp
LVL1 | 300 ATK | 200 DEF
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Digitalfear117

No kudosu yet.

3 days ago
Easy:
00:09:505 (2) - this object touches the HP bar with the default skin, you should move it down. Most new players will play with the default skin and user interface on, so we should avoid putting objects where they can get overlapped.
00:12:005 (2) - ^
00:24:505 (3) - ^
00:30:219 (3) - ^
00:35:934 (2) - ^
01:29:148 (4) - ^
01:37:362 (1) - sliders like these are difficulty for new players, as both the head and tail are connected. You can keep a circular shape, just make sure that it's less ambiguous for new players to tell which is the head and tail.
00:33:077 - is missing (Clap, Whistle) which exists in Normal, Hard, Very Hard

Normal:
00:27:541 (4,5) - Same issue I had above, it's a bit hard to parse with basic flow alone which is the next object to hit.

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