Thanks for the input guys. We've taken your suggestions and will soon discuss and incorporate them into the amended RC. Stay tuned!
Only inherited timing points are allowed to create slider velocity changes. Take caution as chart readability gets heavily affected when using higher slider velocity values. These should also be snapped to a rhythm divisible by the snapping of the present notes. For example, 1/2 notes would ideally utilize 1/4, 1/8, or 1/16 snappings, as opposed to 1/3.
Note snappings of consecutive 1/4 and higher should not be present in this difficulty level. This essentially means that there must be at least more than ¼ of a beat of distance between every note. This is to make sure beginner players start off with an easy experience in the game.
Note snappings of 1/6 and above should not be used. This is to make sure beginner players start off with an easy experience in the game.
ExpertWhy is this not in the general section? It makes no sense for any diff to have LNs end on 1/4 if the song is in 1/6
Long note release timings should use similar snaps than their press timings
Jack: A small number of consecutive notes in the same column, usually performed at a faster pace compared to surrounding notes.
Stream: A constant supply of notes with the same intervals that do not repeat to create a mini-jack.
Long note: A note that must be held and released within a precise timing window.
Release: The end of a long note which must be released within a certain timing 1.1window to score the entirety of the note properly.
Inverse: A type of pattern that replaces all regular notes with long notes in a given section. Typically enough long notes to cover a majority of the playfield with holds.
Long notes across all columns should have a minimum spacing of 1/1 beats from the time it is first pressed.
Long notes at the same column should have a minimum spacing of 2/1 beats from the time it is first pressed. Lower spacing would make the patterns hard for a player to keep up with the release timings.
Long notes across all columns must have a minimum spacing of 1/2 beats from the first press. Lower spacing would make the patterns hard for a normal player to keep up with the release timings.**
what I mean, even If the rhythm really needs to be repeated in 1/2 by structure of the song, we should stop after 16 notes?We should consider the concept of song more, counting the streams makes weird the end of stream and the artificial rest time. Little bit exaggerated, It can even makes the each maps look same thing if they are same bpm.
It can lead be a problem of potential quality due to change of weird rhythm in my opinion.
so the map naturally should focus on providing a rest rather than artificially creating a rest.
Slider velocity changes that alter the scrolling speed of the map are disallowed. An exception to this rule would be creating slider velocity changes to unify the scroll speed in BPM-variable maps. Scroll normalization is mandatory and must be done in maps with variable BPM.
Note snappings of 1/6 and above should not be used. This is to make sure beginner players start off with an easy experience in the game.
Long term slider velocity changes should be in between 0.??x and 1.??x.
Inverse patterns must not be used. They are a very advanced type of pattern and that they require a lot of coordination to properly execute it.