MDBMSC Custom Guide

Hello Everyone! This website is a tutorial on the Game Muse Dash and specifically the Level Making, a guide treating my experience with charting.
Check MDMC website and MDMC Discord Server to discover those made by the community.


Programs Requirements

Muse_Dash_Logo Muse Dash
MelonLoader_Logo MelonLoader
MDBMSC_Logo MDBMSC Editor
Audacity_Logo Audacity
Audacity_Logo 7-Zip

Offset with Audacity Audacity_Logo

Download Audacity

Chart File with 7-Zip Audacity_Logo

Download 7-Zip You can also use WinRar but I don't recommend it cuz it has overcomplicated UI.

1. Batch Select

  • cover.png
  • info.json
  • map2 (1-4 if there is)
  • music.ogg
  • video.mp4 (if cinema)
  • cinema.json (if cinema)

  • 2. Right-Click on them

    3. Search for 7-Zip Options and "Add to archive"

    4. Replace ".zip" to ".mdm" and Click Ok


    Note Types Class

    Normal Notes: Small & Mediums 1/2 [Monster Notes]
    Emphasis Notes: Larges 1/2, Raider/Hammer, Gemini
    Others: Hold, Gear, Masher, Ghost
    Boss Notes: Boss Projectiles 1/2-3, Boss Gear, Boss Melees 1-2, Boss Mashers 1-2
    Pickables: Heart, Beam Note(Blue Note)
    Lane Small Medium 1 Medium 2 Large 1 Large 2 Raider Hammer Boss Projectile 1 Boss Projectile 2 Boss Projectile 3 Boss
    A
    I
    R
    G
    R
    N
    D
    Lane Small Medium 1 Medium 2 Large 1 Large 2 Raider Hammer Boss Projectile 1 Boss Projectile 2 Boss Projectile 3 Boss
    A
    I
    R
    G
    R
    N
    D
    Lane Small Medium 1 Medium 2 Large 1 Large 2 Raider Hammer Boss Projectile 1 Boss Projectile 2 Boss Projectile 3 Boss
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    Lane Small Medium 1 Medium 2 Large 1 Large 2 Raider Hammer Boss Projectile 1 Boss Projectile 2 Boss Projectile 3 Boss
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    Lane Small Medium 1 Medium 2 Large 1 Large 2 Raider Hammer Boss Projectile 1 Boss Projectile 2 Boss Projectile 3 Boss
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    Lane Small Medium 1 Medium 2 Large 1 Large 2 Raider Hammer Boss Projectile 1 Boss Projectile 2 Boss Projectile 3 Boss
    A
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    Lane Small Medium 1 Medium 2 Large 1 Large 2 Raider Hammer Boss Projectile 1 Boss Projectile 2 Boss Projectile 3 Boss
    A
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    Lane Small Medium 1 Medium 2 Large 1 Large 2 Raider Hammer Boss Projectile 1 Boss Projectile 2 Boss Projectile 3 Boss
    A
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    Lane Small Medium 1 Medium 2 Large 1 Large 2 Raider Hammer Boss Projectile 1 Boss Projectile 2 Boss Projectile 3 Boss
    A
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    N
    D

    Scenes/Stages

    Space Station

    Scene ID: 01
    Genre: Electronic, EDM, Techno, Mix, Hardstyle, House
    Energy: Twilight Inside
    Difficulty Peak: 13
    Tags: Machine, Industry, High Tech, Modern, Cybernetic, Device, Computer, Enginery, Mecha, Science, Automation

    Space_Station
    Retrocity

    Scene ID: 02
    Genre: Lofi, Future, Glitch
    Energy: Twilight Outside
    Difficulty Peak: 10
    Tags: Street, Pixel, Relax, Regulated Mood, Sleep, Soft, Chill, Minimal, Nostalgic, Slow, Wavy, Smooth

    Retrocity
    Castle

    Scene ID: 03
    Genre: Rock, Metal, Gothic, Epic, Orchestral, Dubstep, Trance, Speedcore
    Energy: Dark Inside
    Difficulty Peak: 13
    Tags: Death, Depression, Piano, Heroic, Mythical, Middle Age, Shadow, Devil, Demon, Flame, Brutal, Nightmare

    Castle
    Rainy Night

    Scene ID: 04
    Genre: Jazz, Rap, Acoustic
    Energy: Dark Outside
    Difficulty Peak: 11
    Tags: Street, Piano, Urban, Sexual, Car, City, Walk, Loneliness, Erotic, Luxury,

    Rainy_Night
    Candyland

    Scene ID: 05
    Genre: Happy
    Energy: Bright Outside
    Difficulty Peak: 12
    Tags: Cheering, Positive, Joyful, Utopia, Sugar, Smile, Pleasant, Sparkling, Sunny

    Candyland
    Oriental

    Scene ID: 06
    Genre: Hogaku(Traditional Japanese)
    Energy: Twilight Outside
    Difficulty Peak: 12
    Tags: Eastern, Japanese, Cultural, Architecture, Wood,

    Oriental
    Let's Groove

    Scene ID: 07
    Genre: Video Game
    Energy: Bright Outside
    Difficulty Peak: 12
    Tags: Collab, Futuristic, Park, Arcade

    Let's Groove
    Touhou

    Scene ID: 08
    Genre: Touhou, Fantasy
    Energy: Twilight Outside
    Difficulty Peak: 12
    Tags: Gensokyo, Forest, Magic, Nature, Eastern,

    Touhou
    DJMAX

    Scene ID: 09
    Genre: Cartoon
    Energy: Twilight Outside
    Difficulty Peak: 12
    Tags: Collab, Graveyard

    DJMAX
    Miku

    Scene ID: 10
    Genre: Vocaloid
    Energy: Bright Inside
    Difficulty Peak: 12
    Tags: Collab, Idol, Show, Live, Fans, Action, Event, Virtual

    Miku
    Warriorland

    Scene ID: 11?
    Genre: Troll
    Energy: -
    Difficulty Peak: -
    Tags: Unusable, Special, Uncommon

    Miku
    Chinese

    Scene ID: 12?
    Genre: Guoyue(Traditional Chinese)
    Energy: Bright Outside
    Difficulty Peak: ?
    Tags: Eastern

    Temple

    Ranking

    Lowest to Highest by Impact Power

    Level X: Hold, Gear, Ghost
    Level_X
    Level 0: Heart, Beam Note
    Level_0
    Level 1: Small
    Level_1
    Level 2: Mediums, Projectiles
    Level_2
    Level 3: Larges
    Level_3
    Level 4: Raider(grnd)/Hammer(air)
    Level_4
    Level 5: Gemini, Raider(air)/Hammer(grnd), Masher, Boss Melees & Mashers
    Level_6

    Consider those Statements

    {Medium 1} {Large 1} {Raider}(maybe) and {Projectile 2} as married couple Males ♂

    Male

    {Medium 2} {Large 2} {Hammer}(maybe) and {Projectile 3} as married couple Females ♀

    Female

    {Small} {Hold} {Projectile 1} {Ghost} {Gemini} {Masher} as assisted Kids Hermaphroditic or Transgender ⚧

    Hermaphroditic

    1st and 2nd groups consist of note types Wombo Combos, it can progress at a different scale depending on the length, however they aren't stuck in prisonners walls

    3rd group consist of miscellaneous useful types, lighten stream visually, slice as a mini part on its own, and also doing well a celibate

    The ground lane should in most cases be a little bit more dominant than the air lane by like 10-15% in term of stuff

    Ground and air Lanes are also available for effects perfect timestamp position, boss mashers and melees can as well be on boss lane but not air though

    I’am gonna use the vertical view which was the only one at the old times from the genesis


    Measure Scale

    Measure_Division
    Here is the measure starting with 002 as a tradition when offset, it’s also called a rhythm unit section.
    The real time value depends on the BPM like in equations you first need to tell X(BPM) to have Y(Real Time).
    In music, the default structure time signature is 4/4.
    In simple terms that's the timestamp consistency regarding the repeating cycle of patterns.

    1/4 is the first bar (supposed to start at 0/4 and 4/4 to be a new measure but since it is counter-intuitive...)
    2/4 is second bar
    3/4 is the third bar also called half measure (there will be first and second half measure so)
    4/4 is fourth bar
    Then it repeats again and again
    All of them are highlighted lines and will be called bold bars

    Structural Organization

    Pair [Linear Laning]
    Description: Timestamped bold bars and stable participation of each lane.
    Translation{8}: {4-4}(Passive) {2-2-2-2}(Dynamic) or {4-2-2}(Passive-Dynamic) {2-2-4}(Dynamic-Passive)
    Notes Variety: 1 to 2Facultative Semi-Equal
    Ground-Air Usage: Equal or Semi-Equal
    Main Lane: Start Note

    Passive
    Difficulty: Easier
    Lane Density: Higher, Assembled
    Impair [Accent Laning]
    Description: Heavier note is on 2nd and 4th bars and are put lonely.
    Translation{8}: {2-1-3-1-1}(Passive) or {2-1-1-2-1-1}(Dynamic)
    Note Variety: 2
    Ground-Air Usage: Favorist on Passive - Equal on Dynamic
    Main Lane: Lighter Notes

    Dynamic
    Difficulty: Harder
    Lane Density: Lower, Scattered

    Pair Passive

    Pair_Passive

    Pair Dynamic

    Pair_Dynamic

    Impair Passive

    Impair_Passive_1

    Impair Dynamic

    Impair_Dynamic_2

    Note that we are talking about the bars on when to change lane and not necessarely on actual beats We can also multiply the scale of those values by 2. For example {4-4} can be {8-8} in some extent so that litteraly mean each measure own completely the content. In the negative multiplication which imply streams impairs values are flawed. 1 can't be 0.5 since we always deal in integer numbers. the grid is supposed to be 16/4 but i'am talking like it's 8/4 which is more simpler to image lane swap. So i could write it that way {4-1-3 S} S for stream and {8-8} being {4-4 C} C for complete, entire measure so to speak.

    Gemini at half are better fitting on passive pair and dynamic impair, not a random fact they exactly reverse mirror at middle which cover good symmetry. That's for the structure quadruples turning triples which for the most part are aligned or triangled (linear or accent).

    Gemini Pair Passive

    Linear Version

    Gemini_Pair_Passive

    Gemini Impair Dynamic

    Triangular Version

    Gemini_Impair_Dynamic

    Most of the time holds works on Pairs arrangements

    Hold Measure

    Long Length

    Hold_Measure

    Hold Pair Passive

    Medium Length

    Hold_Pair_Passive

    Hold Pair Dynamic

    Short Legth

    Hold_Pair_Dynamic

    Lanes & Directions

    Directions concern Smalls and Mediums,
    As well as eventually [Raiders] and [Hammers] although they are fixed types.
    [Raider] is animated down to up and [Hammer] up to down, reversal are a special case 97% not to be used.
    Directions contain a difficulty value at reading!

    Lane No Direction Ease Cross All Up All Down Creative
    AIR ?
    GRND ?

    Mirroring

    Ctrl+R is a shortcut to reverse the selected stuff [ground to air] and [air to ground].

    An impair value lane use result to a lane swap for the next section.
    The lane swap for Pair Passive Impair Dynamic is done 2 times earlier, 4 times for Pair Dynamic.
    We can count {Impair Passive} and {Pair Passive-Dynamic/Dynamic-Passive} as having this property but we can also mix up to able a total of 4x4 options.

    Basically it's one of the half measure consisting of a main lane and swapping to another with a balanced pair dynamic. If a measure main lane is A it goes like this:

    1st Half Measure 2nd Half Measure
    BB
    AAAA AA
    Passive Pair Dynamic Pair
    1st Half Measure 2nd Half Measure
    B BB
    AA A AA
    Impair Dynamic Dynamic Pair

    The followed example consist of 3 or 5 lane variation units which cover a good proportion to be between zig zags and single laning.

    Make sure the final note is at the same lane during the last section measure!

    By the way, geminis are considered "laneless" for its undecisive lane favorism and can cover loners notes.

    A long masher can personnally be considered as a full measure long.
    I consider their ability to reset lane change making pure symmetry unconsequencial although that's only true if the next section isn't a repeating one.


    Grids

    In the process of beats placement, we encounter 4 grid values with each synchronizing perfectly with bold bars. We can double or quadruples even more but that's for effects, beside them no other grid is used.

    Grid Barpoints Multiples Usage Rate
    12 {3} 24÷2 #2 Casual
    16 {4} 32÷2 #1 Standard
    24 {6} 12x2 #3 Rare
    32 {8} 16x2 #4 Uncommon

    Stack Triplets

    Bold Triplet
    Triangle offer an opportunity to swap lane this is especially true for holds.
    Triplet_Bold
    Standard Triplet
    Often as a section end signature on pair with a little breath or to feet with vocals lines.
    Triplet_Standard
    Stream Triplet
    Frequent when undercharting in order to nerf {4S} but also exist outside of bold bars.
    Triplet_Stream
    Grid 12 Triplet(Streamable)
    Handle 3 notes on a 4/4 composition.
    Triplet_Grid12
    Clip Triplet
    Technical timing on a half measure section, possibly contain impair accent.
    Triplet_Clip
    Latent Triplet
    Double Scale of Clip Triplet in which we can combine standard triplet with linear or accent laning.
    Triplet_Latent

    Some Others Stacks

    Stream Grid 24 Solo/Duet/Triplet
    Doubled grid 12, can be [solo {6}] [doubles {2-2-2}] and [triples {3-3}].
    Stream_Grid24
    Stream Grid 32 Solo/Duet/Triplet
    Doubled grid 16, can be [solo {8}] [quadruples {4-4}] [doubles {2-2-2-2}] and found mostly on Hardcore music.
    Stream_Grid32

    Theme & Attributes

    The theme is the scope of note types given to be used on a distinctive role.
    The attributes are purposes given to each note type, the sort of place each has on the board.
    The normal approach to a standard composition is to use mediums and larges.
    Based on the [Ranking] smalls are a fair choice to get the role of streams for best visibility and clarity.


    Gemini/Fakes [Note Type/Same Arrangement]

    Gemini is a double tap from the 2 lanes [air] and [grnd] fractionner, a good way to imply a transitive mirror.
    By Fake I mean the same double tap principle but with different note type which can be more wild, theses have different properties and may varies in positions.


    Hold [Note Type]

    The Hold in the air is the default lane for this note although this could be to debate with context.
    Why ? Cuz the main lane is where it's the most active and the current tap notes would mean to be on the ground. An [air hold] end tail makes you fall instantly to the ground but with late click
    With [grnd hold] end tail + [air ennemy] physics can makes you jump attack so placing a gear just after is issued.

    Holds are versatiles and play a major role on each part being different from others as being one of the most creative note cuz they have a unique property. This note can signature pretty much all sections but not being mixed up with bad spacing, though they are many type of them. Normal holds are almost always followed by a tap note on the end tail at the opposite lane as a link between timings. There are several types of holds arrangements and those are under certains traits and looking.

    Singular Hold
    Fill the little blank, no inherent rules beside the equanimy of lane placement.
    Hold_Singular
    Short Hold
    Complex tool, not easy to catch at high a BPM.
    Hold_Short
    Connected Hold
    Alternate main lane, most of the time with consistent length on bold bars but not all the time, the last one may be shorter.
    Hold_Connected
    Angular Hold
    Emphasis arrangement, also substitute to single gemini at measure start.
    Hold_Angular
    Compact Hold
    Tighten hold tails on the same lane that combo well with Angular hold.
    Hold_Compact
    Focus Hold
    Keep dominance over a lane.
    Hold_Focus
    Tap Hold
    Electronic lag sound or soft silence with a unique visual tap effect used mostly in transitions.
    Hold_Tap
    Sandwich Hold
    A long one and 2 short ones.
    Hold_Sandwich
    Staircase Hold
    Double hold equal in length but with a spicy timing difference, extremely situational and the rarest case.
    Hold_Staircase
    Gemini Hold
    On this arrangement, it adds separative distinction to patterns like geminis but even more with it's spacing.
    Hold_Gemini

    Tap Holds hit effect go straight to the ground ultimately whatever stuff is putten in gemini addition.


    Gear [Note Type]

    Property/Use: Divider, Sudden Silence, Transition, Undefined Beat
    Appearance Rate: Regular Frequency

    Gears are mostly to use on first or half measures (1/4 & 3/4) so they signature a middle point or beginning point.
    By the way if you can put one on one of these, you're probably right to do so on standards structures.
    Gears can be put at the borders of notes to say simple it can be tight and that's no problem
    Boss gears does have a summoning animation at the front which make them harder to read and dodge. Standards boss sections beginning using gear instantly may not be a right choice, the start might better with being if gear to technically be useful.
    It is plausible to put one on the 2nd 3rd 4th as a gemini cutter like if possible. Gears are

    Masher [Note Type]

    Property/Use: Divider, Special Beat, Undercharting, Space Things Up
    Appearance Rate: Transition

    Masher on the ground lane is waiting for you.
    Masher on the air lane is coming for you from the top.

    Masher tail should be spaced by one bold bar long especially for high BPM
    The max tap Counter might be oscillating in game cuz of FPS drops

    Align Hit Count with song Meaning

    Max Hit Count 1 Hit 2 Hits 3 Hits 4 Hits 5 Hits 6 Hits 7 Hits 8 Hits 9 Hits 10 Hits
    Second Length 0.00 ~ 0.08 0.09 ~ 0.11 0.12 ~ 0.16 0.17 ~ 0.19 0.20 ~ 0.24 0.25 ~ 0.27 0.28 ~ 0.31 0.32 ~ 0.37 0.38 ~ 0.39 0.40 ~ 0.45

    Journey

    Section difficulties should feet the song intensity and the target difficulty.

    The start of a chart shouldn't be the hardest part even if the opening of the song is rough.

    If a transition part happen to be somewhere at a 4th measure, it's often subject to a pattern buff.

    Example of Note Types and Difficulty Progression
    Opening Introduction Middle Transition Ending
    Nothing - Blue Note - Gear - Long Hold Small - Mediums Mediums - Larges Projectiles - Mediums - Larges - Raider/Hammers - Gemini(Little) Nothing - Blue Note - Small - Gear - Long Hold Projectile - Small - Mediums - Larges - Raider - Hammer - Gemini Nothing - Gear - Long Hold
    Break Easy Normal Hard (Boss Phase 2) Break/Easy Insane(Boss Phase 1) Break/Easy

    Polyrhythm

    Polyrhythm consist of theming instruments beats with a specific lane and note type.
    It's a sort of ruling structure following 2 to 4 tracks at the same time.
    This type of charting imply a significant number of double taps.

    Difficulty 1-8★ 9★ 10★ 11-12★
    Appearance No Minor Average Major

    Boss

    Last time we've seen that projectiles have a standardized coupling.
    In specific times switching classical to special choices can improve a chart.
    Now we will dive into the second grouping which is more complex.
    This one function is to give a different feeling based on the movement and spawn position.
    It's especially useful to know at moments you hesitate which phase or boss hide free sections.
    Projectiles can be classified by their animatations and the stance the boss takes at its phase.
    Based on the scene there are multiples setups to projectiles properties.

    When the movement is strictly horizontal let's call it [Straight]
    When it collide to the floor on the ground [Bounce]
    When the bullets spawn by each lane for each hand [Corners]
    When the bullets spawn from the same point whatever its lane [Origin]
    One is either [Straight] or [Bounce] and [Corners] or [Origin]
    Scene Proj 1 Proj 2 Proj 3
    Space Station
    Straight Corners
    Straight Origin
    Bounce Origin
    Retrocity
    Straight Origin
    Bounce Origin
    Bounce Origin
    Castle
    Straight Origin
    Bounce Origin
    Straight Origin
    Rainy Night
    Straight Origin
    Bounce Origin
    Bounce Origin
    Candyland
    Straight Origin
    Bounce Origin
    Bounce Origin
    Oriental
    Straight Corners
    Bounce Origin
    Bounce Origin
    Let's Groove
    Straight Origin
    Straight Origin
    Bounce Origin
    Touhou
    Straight Corners
    Straight Origin
    Straight Origin
    DJMAX
    Straight Corners
    Straight Origin
    Straight Origin

    Boss projectiles 1/2&3 are used separately unless its a special section.
    Melee and Mashers have an implicit Forward animation.
    It's same with projectiles because as they spawn and move until tap there is an interval.
    They can conflict with each other and produce unreadable glitches.

    Boss Animations Average Intervals Spacing

    Boss Note Entrance Exit [Ready/End] Phase [1/2] Melee 1, Masher [1/2] Melee 2
    Max Second Length Scene Dependance Scene Dependance ~O.8-1~ ~1.3-1.5~ 0.3~0.5
    Bars Values 2 Bold Bars(<140BPM~) 4 Bold Bars(>140BPM) 2/4 Bold Bars 2 Bold Bars(<140BPM~) 4 Bold Bars(>140BPM) 2 Bold Bars(<100BPM~) 4 Bold Bars 2 Bold Bars(<400BPM~)

    Overlaps

    Here are some ways to overlap:

    Commons
  • Ghost + Monsters(direction)/Projectiles/Raider/Hammer
  • Tap Hold + Monsters/Larges/Projectiles/Raider/Hammer
  • Uncommons
  • Hold+Hold
  • Hold + Normal Pattern
  • Masher + Pattern
  • Monsters(double direction)
  • Larges + Monsters
  • Special Bug Fix

    [Hold] + [grnd Masher] overlap need [Masher] to be moved a little earlier by Ctrl+Key direction

    Motifs

    a Motif is a stream mixing of normal notes types between smalls, mediums and/or projectiles.
    You need to know the length of your stream to have a little idea on what mix is possible. Motifs contain a proportionality regarding its arrangement:

  • Motifs of 1 are used for extreme tension section, they are quite messy when put on 2 lanes simultaneously so more recommended for shorter sections.
  • Motifs of 2 are the most balanced compromise between too much and too less they fit the perfect balance.
  • Motifs of 3 are always free to use as long as the stream can fit a table of 6/12 and eventually progress to motifs of 2.
  • Motifs of 4 are the least common and require extreme long sections, they are kinda brain dead.

  • Trivia

    The old method for tap hold and tap masher was grid 256 (max grid) from the beginning to February 2024
    ubmplay got replaced by Clone Dash all credits to @march on February 2026