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Beatmap Appreciation Team 2,010 posts ![]() |
whymeman wrote: With the right settings and no harsh "trade off" moves like a short spinner with a note just a few 100 ms away. Also, Auto provides a *constant* spin compared to a human player which is another reason to not just say "okay, Auto can do it". So make that the rule, not Auto +2000. The fact that you want Auto +2000 means that you are using auto as a benchmark. Make up your mind. Isn't cool enough to have a signature.
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![]() Global Moderator 3,134 posts ![]() |
Lybydose wrote: whymeman wrote: With the right settings and no harsh "trade off" moves like a short spinner with a note just a few 100 ms away. Also, Auto provides a *constant* spin compared to a human player which is another reason to not just say "okay, Auto can do it". So make that the rule, not Auto +2000. The fact that you want Auto +2000 means that you are using auto as a benchmark. Make up your mind. Huh...? I use Auto +2000 as a "safety net" measure when I do heavy testing myself while creating a beatmap. I don't rely on Auto that much either so don't assume something. Project "Firestarter"
"If you don't try, you won't learn. If you don't learn, you won't progress." *~ Universal Offset 0 User ~* |
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Beatmap Appreciation Team 2,010 posts ![]() |
Sakura Hana wrote: is that considered sightreadable on first attempt? yes edit: to elaborate, good players can predict when a spinner is coming because there are no more notes, and yet the music isn't at a point where it would logically go into a break. Even if this were not the case, said good players can react to the spinner fast enough to hit it anyway. Remember, sightreadable on first attempt doesn't necessarily mean they will 300 everything first try every try, but it's still possible that they will. Isn't cool enough to have a signature.
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![]() osu! Alumni 2,682 posts ![]() |
Sakura Hana wrote: is that considered sightreadable on first attempt? Right now, I agree with sakura. If you cannot even measure how long the spinner is or if it is even there, I doubt it's sightreadeable. EDIT: To elaborate on your idea. A good player can see the spinner from start, but what about measuring how long it is? Ninja spinners can throw some people off because you don't know how fast to spin from the start. Not everyone spins the same way (and that is quite obvious by looking at the replays). To get my modding services, right click the following link and choose "Save as"
Rules and Agreements.docx Love eases it's way into every fiber of your being Breathtaking images of the Chilean Patagonia May you be in peace. With Love, Krisom ~ |
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Beatmap Appreciation Team 2,010 posts ![]() |
Krisom wrote: Right now, I agree with sakura. If you cannot even measure how long the spinner is or if it is even there, I doubt it's sightreadeable. That doesn't really make sense. You can clearly see when a spinner appears and react fast enough to still hit it. Use this map as an example: http://osu.ppy.sh/b/53461 on the 0_o difficulty. There is at least one +1000 spinner. See if you can find it without using auto. Edit: I spin really slow unless I see that a spinner is really long. Even then, I can hit these +1000 spinners and get 300, even without knowing about them ahead of time. Actually I should be more specific. People generally spin really fast until they see the next note, then slow down so that they can hit it. If there is no note after a +1000 spinner, they spin all the way through and clear it very easily. Isn't cool enough to have a signature.
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Beatmap Appreciation Team 2,010 posts ![]() |
Using the example map above, I hit 300 on the "ninja spinner" and my rpm did not once go over 266. Also in this example, you can see the spinner appear before you even hit the last note before it. You know it's coming before you even have to hit it.
Edit: ok, let me propose a rewrite of the rule. Auto +1000 minimum. No exceptions. Spinners that hit Auto+1000 or Auto+2000 must have at least X milliseconds between the end of the spinner and the next note. We can discuss what "X" is. Somewhere around 500ms seems fine with me, although slightly lower (400ms or so) is still sightreadable and possible to 300 for me 1st try. Remember, this rule is meant to cover Insane-level difficulties, we wouldn't see this kind of stuff appearing in maps aimed for lower-level players. I can certainly hit this stuff and I suck at spinning. Isn't cool enough to have a signature.
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![]() Beatmap Appreciation Team 7,713 posts ![]() |
![]() err0r magnet 12,184 posts ![]() |
Sakura Hana wrote: Now riddle me this, is there anything on a song that would propose the use of a spinner so short instead of a slider? Absolutely. Aesthetics Twally Spocks is best pony ♥ Proud user of Etna Sliders. You'll never pierce my admintium armour. |
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Beatmap Appreciation Team 2,010 posts ![]() |
Sakura Hana wrote: Now riddle me this, is there anything on a song that would propose the use of a spinner so short instead of a slider? Is there anything on a song that would propose of the use of a _____ instead of a _____. Replace blanks with any mapping technique ever. Isn't cool enough to have a signature.
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![]() osu! Alumni 2,682 posts ![]() |
So, should we set the limit then?
As much as I disagree with the +1000 spinners, I guess they are ok on Insane and harder difficulties. However, I think that different spinner limits should be set differently according to the difficulty level. I mean, we wouldn't like to see 1000 spinners on an easy diff, right? What about Insane +1000, Hard +2000, Normal +4000 and Easy +5000 ? As for recovery time, 1 beat should be enough for Insane/Hard/Normal, and 2 beats for Easy. Unless you guys want to rewrite this on ms. idk anymore, suggestions? To get my modding services, right click the following link and choose "Save as"
Rules and Agreements.docx Love eases it's way into every fiber of your being Breathtaking images of the Chilean Patagonia May you be in peace. With Love, Krisom ~ |
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