No it was about the color not the shape you may test it yourself ._.HakuNoKaemi wrote:
Plus how's a grape is similiar to a cask of bananas?
You can't place two hitobjects on the same place
It is an old map though

No it was about the color not the shape you may test it yourself ._.HakuNoKaemi wrote:
Plus how's a grape is similiar to a cask of bananas?
You can't place two hitobjects on the same place
Yes it affects only score but some might argue that since score doesn't matter anymore OD is complete useless.those wrote:
Since OD doesn't contribute to anything except for score (right?), it should not have its own value; it must be a dependent.
It is the case in Taiko, but in a thread a few weeks/months ago it was proven that it was the same spinner fruit cycle.Loctav wrote:
Werent OD affecting spinner density? *wonders* should consult peppy or mm201
By the way, should that Max Score rule be modified? The approval criteria has recently changed.
- Overall Difficulty should have the same value as the Approach Rate. This is just a standardized value, as OD does not affect gameplay nor the amount of fruits a spinner has, just the max score of a difficulty.
its just for fun cant u have a joke T-TDeif wrote:
There it is the new guideline:By the way, should that Max Score rule be modified? The approval criteria has recently changed.
- Overall Difficulty should have the same value as the Approach Rate. This is just a standardized value, as OD does not affect gameplay nor the amount of fruits a spinner has, just the max score of a difficulty.
Sorry man, ranking maps isn't just for fun. It's srs bsns.shaddisc wrote:
its just for fun cant u have a joke T-T
That has to be rewritten, or completed with information about easier diffs rather than Rain/Overdose.
- The recommended Approach Rate for a catch the beat difficulty of "normal" difficulty (in accordance with Taiko, this is the "insane"-ish level of play, not an actual "normal") is AR8. AR9 can be used for faster paced songs as determined by the mapper, but AR10 should never be used for a below-superinsane level of play.
Yes : t/99867 discution is open.Gabe wrote:
@Drafura: I guess adding "Ctb" or "Taiko" is not necessary as you said. But I guess this is another subject? Since we're talking about Taiko and CtB.
You must avoid all current bugs within the hyperfruit system to keep your map passable. These will be gone over later on, below.
Sorry, but it's not the entirely same thing. Or better if I say it's NOT the same.HakuNoKaemi wrote:
You must avoid all current bugs within the hyperfruit system to keep your map passable. These will be gone over later on, below.
You shall control if it's fixed ...
That was a bug involving DT (less Hdashes than usual) and HT modes (more Hdahes). Now there are the same Hdashes with NoMod/DT/HT, and of course the same bugs in gameplay (pixel jumps, etc).HakuNoKaemi wrote:
You must avoid all current bugs within the hyperfruit system to keep your map passable. These will be gone over later on, below.
You shall control if it's fixed ...
wht bwt maps which naturally have lots of spinners?Drafura wrote:
Okay i've made a little video over hyperdash canceling mechanics.
It shows that not all hyperdash cancels are impossible to catch (by starting the first beat in the side of the fruit some are catchable) but it's really easy to make a mistake of some pixel to make it impossible.
http://fr.twitch.tv/drafura/b/339578796
Maybe you can add it in the hyperfruit section to illustrate the bug.
Sorry i don't understand what you mean.shaddisc wrote:
wht bwt maps which naturally have lots of spinners?
Maybe it isDrafura wrote:
Sorry i don't understand what you mean.shaddisc wrote:
wht bwt maps which naturally have lots of spinners?
What about maps which naturally have a lot of spinners?._. because
WTH Btw maps which ....doesn't make alot of sense
Try using sliders with droplets and spinners in a map to prevent "first comes first ranks" mapsokay that is a terrible formulation xD
We have a hyperfruit rule (even though it is guideline)Kitokofox wrote:
Now that this is a Catch the Beat Rules/Guidelines thread..
I might as well think that if a song is at least 1/3 or 1/2 hyperfruits, it shouldn't be rankable. I never noticed anyone come to a set limit on this. The thing is, a map shouldn't rely on only hyperfruit to be fun. Charles445's maps have little to no hyperdashes when converted to CtB. And they're fun just the way they are.
Bear in mind that CtB difficulties are meant to be fun to play, not a random experimentation with the editor. Make sure your map is fun, even if it's difficult! This comes only with practice. This includes making sure you don't spam 20 hyperdashes in a row - that's not fun, that's exhausting and frustrating.
Max Score: The max score for a CtB difficulty for ranking is 30-32 million. CtB naturally has much higher scores due to how fruits are scored, so the limit is higher than standard. This number is taking the normal maximum of standard (18m) and translating it to ctb (23-26m) and adding on a bit since CtB-only diffs will allow for more strenuous notes (longer streams, for example). Any higher should be within an approval mapset.I think everybody know why.
Sakura wrote:
Yes it should, go ahead.
Avoid placing notes closer than 1/2 to a spinner (1/2 is acceptable) as far as possible. This is because, depending on the BPM of the song and length of the spinner self, fruits are largely indistinguishable from spinner fruits when too close together.But since spinner fruits are bananas maybe there is no need in this rule anymore?
*Avoid placing notes closer than 1/2 beat after a spinner. That will make the notes near a spinner easier to read/sightread from the banana heaven, helping the player to place the Ryuuta in the correct position for the 1st fruit after a spinner.Almost the same rule in gudelines...
This is pretty outdated. There are already ranked difficulties under the Insane level (Platter or less), and a Cup level with AR6 coming up: http://osu.ppy.sh/s/53810
- The recommended Approach Rate for a catch the beat difficulty of "normal" difficulty (in accordance with Taiko, this is the "insane"-ish level of play, not an actual "normal") is AR8. AR9 can be used for faster paced songs as determined by the mapper, but AR10 should never be used for a below-superinsane level of play.
The problem is about ryuuta placement in the end of spinner. Spinners have "patterns" and in the end of a spinner you can be leaded to the right side of the screen for example, if you have a fruit 1/4 in the left side of the screen you're going to miss it a lot of time, you'll pretty much have to learn it to don't miss it.[Dellirium] wrote:
But since spinner fruits are bananas maybe there is no need in this rule anymore?
My thought about ARs and jump difficulty (this is only my opinion so please discuss) :Deif wrote:
It's probably time to discuss and state the differences between the levels of difficulty, and the recommended difficulty settings for each.
Maybe should move them to guidelines or create a recommendation section for them?Sakura wrote:
What? no, do not ever restrict difficulty names, i have removed that from the ranking criteria on the wiki.
If I remember well this has been added to make sure all droplets are on screen. salad! can't actually help to know this : It can actually SS this (very old) map http://osu.ppy.sh/s/281 wich have sliders going offscreen. Plus the rule is redundant with the standard one :Deif wrote:
Autoplay (salad!) must SS the map. Nevertheless, it doesn't show you what jumps are bugged/impossible to catch.
I can't find map any map with object on screen having uncatachable things (by a player, even with HR) if it exist please link it this should call for a specific rule to ctb. By on-screen I'm talking about having ALL objects and slider points in the mapping grid not like this :Wiki wrote:
Hitobjects must never be off-screen. All mapsets are played from a fixed-screen viewpoint, so any hitobjects that are even partially off-screen can make it very difficult to read the pattern they are following. Test play your map to confirm this.
All objects including slider points have to be in the mapping grid.Could work as rule.
There's already a rule in the osu!standard ranking criteria (but NOT in the General ranking criteria) regarding that:Drafura wrote:
All objects including slider points have to be in the mapping grid.
Hitobjects must never be off-screenI guess something like Drafura said could be added to Rules, instead of the current "Auto must SS" one. What do you think?
Pixel jumps are now part of the past, but maybe it's time to set some guidelines (or limits) for HDashes, as the current "in-slider jumps" one.
- Pixel jumps: A rare bug that involves three fruit in a row being uncatchable. Here is a self-explanatory video of how pixel jumps are generated.