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These guidelines are based on authentic Taiko no Tatsujin games and should be followed in order to produce a fun and enjoyable taiko specific map.
Note Colours and Sounds Red (Don) = Normal hitsound Blue (Ka/Kat) = Clap or Whistle Big Note = Finish Difficulty Settings and Song Setup It is hard to comment on these as they require qualitative decision making, but for a standard difficulty similar to Taiko no Tatsujin settings, use this setup: Custom combo colours do not really matter to taiko as they will be overridden in actual gameplay. The case is the same with combo numbering, but you may wish to use the numbering to mark out red/blue notes visually within edit mode (assuming no custom colours have been set): Remember to set other settings accordingly: (More details on some of these can be found in the sections below.) Stack leniency doesn't apply to a taiko map, I just leave the setting as it is default or the same as the map I am working from in the case of a guest map. Set Taiko as the allowed mode. Countdown Don't use countdown on a taiko specific map. If the notes start too quickly, add a lead-in time. Slider Velocity 1.4 is the standard slider velocity that is recommended to be used in taiko specific maps. 1.5 and 1.6 may be tolerable in some cases with a slower BPM. The slider velocity figure affects the spacing of all the notes in taiko mode. Finish Notes These notes should not be used in 1/4 or 1/6 or 1/8 streams, even at the beginning or the end. This is because the player is supposed to hit this type of note with both keys corresponding to the note's colour. To be safe, leave at least a 1/2 beat between a finish note and any other note or object in the map. Below - 1/2 beat spacing between a normal circle and a finish circle in a taiko specific map (1.4 slider velocity): There is an exception to the finish note rule, see note streams below.* Note Streams For the majority of maps, only 1/2 or 1/4 beat note streams should be used. For some maps, a sequence of 4 notes in a 1/6 stream may be used. Below is a visual example of this under 1.4 slider velocity: For some of the hardest maps, 1/6 or 1/8 patterns weaved into 1/4 streams may be acceptable, especially at the beginning or end of the streams. This is not recommended unless you know what you are doing or have access to someone who is knowledgeable about authentic Taiko no Tatsujin maps. Below is an example of a 1/8 pattern weaved into a 1/4 stream (1.4 slider velocity): Some songs may have sections where a 1/3 stream is more appropriate within certain sections of it (1.4 slider velocity): *Here lies the exception to the finish note rule, where it may be used at the end of a 1/3 beat stream as long as that stream does not have any objects after it within a 1/2 beat space: Kiai Time Kiai (a concept based on Taiko no Tatsujin's "go go time") sections are only to be used for the chorus(es) of a song. Do not use short "flashes" of kiai like you might use in an osu! standard map. The maximum number of kiai sections to be used in a taiko specific map is 3. Note Combo The majority of authentic Taiko no Tatsujin maps are kept to 999 notes or below. This does not have to be enforced in osu! Special note combos may be used to signify certain points of relevance. For example, in Taiko no Tatsujin 765 is a Namco reference. Refer to someone with current knowledge of authentic games to find out more. Sliders Drumrolls in Taiko no Tatsujin. Use sparingly within a map and keep a 1/2 beat space between them and any other object. Try not to put sliders one after each other - 2 or 3 in a row may be acceptable in some cases. Spinners These should be used sparingly as they represent the bonus notes from Taiko no Tatsujin. Not completing a spinner does not effect whether you full combo or S a map. Do not put more than 2 spinners in a row. Normal use: Leave at least a 1/2 beat between a note and a spinner, or 1/2 a beat between a slider and a spinner. Exception use: You may put a spinner at the end of a note stream, 1/4, 1/6 or 1/8. BPM Changes Unnecessary BPM changes are not recommended unless the song has a relatively low BPM. In this case, 2 x BPM should only be used for kiai time. When changing BPM it is advisable not to have notes visually overlapping during gameplay as this is unnecessarily confusing for the player. One method of remedying this is to use a series of slowing slider velocity sections: Note in the example above that multiple slider velocities are used to show a visual slowdown of notes, without the 0.5 section being "overlapped" by the final note preceding it. Break Sections Taiko specific maps should not contain any break sections whatsoever. Custom Hitbursts These can be overridden by a taiko skin at the player's discretion. It is therefore advised not to assign custom hitbursts to a taiko map. Custom Hitsounds Don't use them in taiko specific maps. Keep volume at a consistent level (e.g. 70%) in keeping with the song throughout all timing sections, with the beat still somewhat audible. A softer song calls for a softer drumbeat, but not an inaudible one. Last edited by Rokodo on , edited 13 times in total.
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My thinkings about this guidelines.
Rokodo wrote: Slider Velocity 1.4 is the standard slider velocity that is recommended to be used in taiko specific maps. 1.6 is becoming increasingly popular, however. The slider velocity figure affects the spacing of all the notes in taiko mode. I STRONGLY RECOMMEND to use SV 1.4, and actually, I hate other slider velocity. Rokodo wrote: Finish Notes These notes should not be used in 1/4 or 1/6 or 1/8 streams, even at the beginning or the end. This is because the player is supposed to hit this type of note with both keys corresponding to the note's colour. To be safe, leave at least a 1/2 beat between a finish note and any other note or object in the map. Also, big notes in 1/4, 1/6, 1/8 are too hard for reading patterns. Rokodo wrote: Kiai Time Kiai sections are only to be used for the chorus(es) of a song. Do not use short "flashes" of kiai like you might do for a standard map. The maximum number of kiai sections to be used in a taiko specific map is 3. Maximum number of Kiai isn't that important as I think, but usually they don't need to be used over 3 times because of composition of the songs. Rokodo wrote: Note Combo Keep the circle count of taiko specific maps at 999 or below. (In accordance with Taiko no Tatsujin rules.) My case I don't care others making maps over 999 combos if the song is too long, but I tend to keep this rule. Rokodo wrote: BPM Changes Unnecessary BPM changes are not recommended unless the song has a relatively low BPM. In this case, 2 x BPM should only be used for kiai time. Sometimes 2 x BPM is used in whole song, though it's rare. Rokodo wrote: Break Sections Taiko specific maps should not contain any break sections whatsoever. I don't care about this when I map full ver. (like over 3:30 min) of the song, but I tend to avoid to put breaks. It can be replaced by relatively simple patterns... Rokodo wrote: Custom Hitbursts At the time of writing there is no way to turn of custom hitbursts in map sets unless the files were deleted from the beatmap folder. It is highly recommended that you do not use custom hitbursts if there is a taiko specifc map in the mapset. The hitbursts at the time of writing this guide cannot be overridden with the standard taiko skin hitbursts. Yeah, some hitbursts are really annoying when playing taiko. Rokodo wrote: Custom Sounds Don't use them in taiko specific maps. Keep volume at 100% on Normal setting. If 'forcing taiko skin' option is turned on, custom hitsound don't work, though it seems other custom sound effects work. I tend to use relatively loud hitsound, but it can be varied if the volume of the song is too low. Maybe we need to discuss about the guidelines, and make it more 'solid'? As more and more taiko specific maps are made, we need some kind of standard. Self-claimed Taiko mapping master. I was CAT once, but kicked out due to laziness.
Contact me thought forum-PM if you need me. Sometimes I cannot mod/map in time since I'm lazy busy. Sorry about that. --> Some Taiko maps <-- Twitter: @lepidopodus / @lepidopodus_2nd / @lepidopodus_ja |
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Only gonna right on the ones I have a discussion about.
Rokodo wrote: Slider Velocity 1.4 is the standard slider velocity that is recommended to be used in taiko specific maps. 1.6 is becoming increasingly popular, however. The slider velocity figure affects the spacing of all the notes in taiko mode. This is one of the strongest things that needs to be enforced into making a tako map. Even if the song has a slow BPM I find it annoying that people but Slider Velocity up past 1.40. Rokodo wrote: Finish Notes These notes should not be used in 1/4 or 1/6 or 1/8 streams, even at the beginning or the end. This is because the player is supposed to hit this type of note with both keys corresponding to the note's colour. To be safe, leave at least a 1/2 beat between a finish note and any other note or object in the map. Below - 1/2 beat spacing between a normal circle and a finish circle in a taiko specific map (1.4 slider velocity): This is the biggest thing that needs to be in play. Although I don't see much of it when I go and Mod maps. Rokodo wrote: Note Combo Keep the circle count of taiko specific maps at 999 or below. (In accordance with Taiko no Tatsujin rules.) This is somthing I wanna argue about. I don't really think it's a "RULE" but more of another one of those weird things Namco does. But this should only be depending on the time of the song. Lepidopodus wrote: Maybe we need to discuss about the guidelines, and make it more 'solid'? As more and more taiko specific maps are made, we need some kind of standard. A nice "solid" mapping criteria would be nice, but I wouldn't want to take it so far that the mapper's creativity gets taken away just because it's not "Authentic" Last edited by MMzz on , edited 1 time in total.
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Maybe we should make and distinguish some rules and recommendations...
EDIT: And I think we should mention about measures and barlines. Self-claimed Taiko mapping master. I was CAT once, but kicked out due to laziness.
Contact me thought forum-PM if you need me. Sometimes I cannot mod/map in time since I'm lazy busy. Sorry about that. --> Some Taiko maps <-- Twitter: @lepidopodus / @lepidopodus_2nd / @lepidopodus_ja |
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Actually I think that 999 combo rule is some kind of tradition.
Self-claimed Taiko mapping master. I was CAT once, but kicked out due to laziness.
Contact me thought forum-PM if you need me. Sometimes I cannot mod/map in time since I'm lazy busy. Sorry about that. --> Some Taiko maps <-- Twitter: @lepidopodus / @lepidopodus_2nd / @lepidopodus_ja |
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for TaikOsu? Well you should consider them, but TaikOsu is basically Standard map so I think it's not manditory.
And Oviously Osu Taiko mode is somewhat different from TnT simulator. Well actually some of mechanisms is somewhat different. But we can implement some aspects from TnT though. Self-claimed Taiko mapping master. I was CAT once, but kicked out due to laziness.
Contact me thought forum-PM if you need me. Sometimes I cannot mod/map in time since I'm lazy busy. Sorry about that. --> Some Taiko maps <-- Twitter: @lepidopodus / @lepidopodus_2nd / @lepidopodus_ja |
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arken1015 wrote: Then, does TnT support 1/6 notes??? [Tenjiku is not HS2] TnT Supports 1/6 notes. Self-claimed Taiko mapping master. I was CAT once, but kicked out due to laziness.
Contact me thought forum-PM if you need me. Sometimes I cannot mod/map in time since I'm lazy busy. Sorry about that. --> Some Taiko maps <-- Twitter: @lepidopodus / @lepidopodus_2nd / @lepidopodus_ja |
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