Please see http://osu.ppy.sh/wiki/Taiko_Ranking_Criteria
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SPOILER
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Hello to all Taiko-Players and Mappers,
I have asked a BAT for the permission to open this thread here, so we can discuss about new rules, make new one and finnaly make them to real rules for the Taiko-Community.
So, why do I have open this discussion?
I've opened it because, at the moment we have just normal guidelines(not rules) - some decided by one person, most by a group - which are allready outdate and need an update + new rules.
People are often confused why some mappers are not following them or why some things are not even allowed. It makes also the job for MAT's/BAT's who are interested in modding it, just harder, since some of them can't consider what is allowed and what not.
Because of this lack of knolwedge, it can easy happen that people mod maps more with there personal view as with the actually needed one, the mapper view. This means to know, what can be used in a diff. and what not.
After considering that, it is okay to use the personal view, as for example: ,,I think this speed ups dosen't fit well to the song.".
Having rules could make overall things easier, as for example the modding.
If you want to have more informations about this, you can also look trough this post in point 1. and 2.: http://osu.ppy.sh/forum/viewtopic.php?p ... 0#p1102490
If you should have some questions, doubts or other things about the previous reasons, just contact me per PM/IRC or write it down in this thread. To suggest new reasons - why new rules would be suitable - are also appreciated/welcome.
So let's start with the rules themself. - Also here, suggestions/questions/doubts/discussions are really welcome.
HERE YOU CAN FIND SOME TEST MAPS
Hello to all Taiko-Players and Mappers,
I have asked a BAT for the permission to open this thread here, so we can discuss about new rules, make new one and finnaly make them to real rules for the Taiko-Community.
So, why do I have open this discussion?
I've opened it because, at the moment we have just normal guidelines(not rules) - some decided by one person, most by a group - which are allready outdate and need an update + new rules.
People are often confused why some mappers are not following them or why some things are not even allowed. It makes also the job for MAT's/BAT's who are interested in modding it, just harder, since some of them can't consider what is allowed and what not.
Because of this lack of knolwedge, it can easy happen that people mod maps more with there personal view as with the actually needed one, the mapper view. This means to know, what can be used in a diff. and what not.
After considering that, it is okay to use the personal view, as for example: ,,I think this speed ups dosen't fit well to the song.".
Having rules could make overall things easier, as for example the modding.
If you want to have more informations about this, you can also look trough this post in point 1. and 2.: http://osu.ppy.sh/forum/viewtopic.php?p ... 0#p1102490
If you should have some questions, doubts or other things about the previous reasons, just contact me per PM/IRC or write it down in this thread. To suggest new reasons - why new rules would be suitable - are also appreciated/welcome.
So let's start with the rules themself. - Also here, suggestions/questions/doubts/discussions are really welcome.
HERE YOU CAN FIND SOME TEST MAPS
Rules Ver.1.0.3
Taiko Mapping Rules and Guidelines
Rules - You may not break these ever
- Difficulty names
Difficulty names must be taiko specific, but don't need to contain it's difficulty rating self (e.g. Taiko, Taiko Oni, Taiko Muzukashii). Guest difficulties may contain the mapper's name.
- Difficulty settings and song setup
Overall difficulty and HP drain rate should be between 4~7.
Exception: Maps exceeding usual draining time should have a life drain between 1~4 depending on length and numbers of notes
- Countdown
Don't use countdown. If the notes start too quickly, add a lead-in time.
- Finish notes
Finish notes must not be in the middle or at the beginning in a 1/4 or above stream.
At the end, finish streams may be allowed if there is a reasonable sound for it under following pattern constellations:
xxxxxxxxO, xxxxooooX, xxooxxooX
- Kiai Time
Only use the kiai time in the chorus of a song. Do not use short kiai "flashes".
- Rest moments
Every difficulty needs to include rest moments. This means to avoid the use of constantly 1/4 notes and add some 1/1 moments.
- Custom hitbursts and hitsounds
You must not use custom hitbursts and hitsounds.This is a load of bullshit custom hitsounds are allowed. peppy approved~
Guidelines - Under special circumstances these may be broken
- Slider Velocity
The Slider Velocity should be 1.40 or 1.60.
- Streams
For the majority of maps, only 1/1, 1/2 or 1/4 beat note streams should be used. 1/3 and 1/6 should be added only when there's a similiar beat in the music.
Avoid using 1/8 streams by any circumstance.
- BPM Changes
Unnecessary BPM changes are not allowed unless the song has a relatively low BPM.
Overlapping notes are not allowed, too, unless the song has a suitable changing BPM part for this with no complex streams.
When changing BPM it is advisable to use the method or fixing it with useing 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.
- Drumrolls(Sliders)
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.
Avoid using sliders for 125 BPM songs or lower.
Use a tick rate of 3 if the song self is snapped on 1/3.
- Spinner
Leave at least a 1/2 beat between a note and a spinner. Using them on streams may be okay.
Short spinners are not recommended.
- Breaks
All break sections should be artificially removed from the .osu file.
- Custom Hitsound Volume
Keep volume at a constant level (e.g. 80%) with the beat still somewhat audible.
Use the "Normal" audio sample set.
Recommendations - These are recommended but not fully necessary
- Custom combo colours
Custom combo colours do not really matter to taiko as they will be overwritten 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), this would make modding for other people easier and could make mapping easier:
- Reasonable hitobject-placement
Hitobject placements dosen't really matter to taiko, too, since the hitcircles are automatically converted into the one and only x-axis, but you may wish to use it in an organized way:
- Custom 1/3 and 1/6 streams Adding own 1/3 or 1/6 into the map is just recommended for experienced mappers.
Below is a visual example of 4 notes in a 1/6 under 1.4 slider velocity:
Rules Ver.1.0.2
Taiko Mapping Rules and Guidelines
Rules - You may not break these ever
- Difficulty names
Difficulty names must be taiko specific, but don't need to contain it's difficulty rating self (e.g. Taiko, Taiko Oni, Taiko Muzukashii). Guest difficulties may contain the mapper's name.
- Difficulty settings and song setup
Overall difficulty and HP drain rate should be between 4~7.
Exception: Maps exceeding usual draining time should have a life drain between 1~4 depending on length and numbers of notes
- Countdown
Don't use countdown. If the notes start too quickly, add a lead-in time.
- Finish notes
Finish notes must not be in the middle or at the beginning in a 1/4 or above stream.
At the end, finish streams may allowed under following pattern constellations:
xxxxxxxxO, xxxxooooX, xxooxxooX
- Kiai Time
Only use the kiai time in the chorus of a song. Do not use short kiai "flashes".
- Rest moments
Every difficulty needs to include rest moments. This means to avoid the use of constantly 1/4 notes and add some 1/1 moments.
- Overlapping notes
Notes must not overlap due to slider velocity changes (green lines). BPM changes (red lines) are excluded from this rule.
- Custom hitbursts and hitsounds
You must not use custom hitbursts and hitsounds.
Guidelines - Under special circumstances these may be broken
- Slider Velocity
The Slider Velocity should be 1.40 or 1.60.
- Streams
For the majority of maps, only 1/1, 1/2 or 1/4 beat note streams should be used. 1/3 and 1/6 should be added only when there's a similiar beat in the music.
Avoid using 1/8 streams by any circumstance.
- Drumrolls(Sliders)
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.
Avoid using sliders for 125 BPM songs or lower.
Use a tick rate of 3 if the song self is snapped on 1/3.
- Spinner
Leave at least a 1/2 beat between a note and a spinner. Using them on streams may be okay.
Short spinners are not recommended.
- Breaks
All break sections should be artificially removed from the .osu file.
- Custom Hitsound Volume
Keep volume at a constant level (e.g. 80%) with the beat still somewhat audible.
Use the "Normal" audio sample set.
Recommendations - These are recommended but not fully necessary
- Custom combo colours
Custom combo colours do not really matter to taiko as they will be overwritten 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), this would make modding for other people easier and could make mapping easier:
- Reasonable hitobject-placement
Hitobject placements dosen't really matter to taiko, too, since the hitcircles are automatically converted into the one and only x-axis, but you may wish to use it in an organized way:
- Custom 1/3 and 1/6 streams Adding own 1/3 or 1/6 into the map is just recommended for experienced mappers.
Below is a visual example of 4 notes in a 1/6 under 1.4 slider velocity:
Rules Ver.1.0.1
Taiko Rankability Rules and Guidelines (Short and clear version)
Rules - You may not break these ever
- Diff. Name
Discourage diff. names are not allowed.
- Difficulty Settings and Song Setup
Overall Difficulty and HP Drain Rate: 4~7
OD and HP in marathon-kind maps: 1~4
(Circle Size and Aproach Rate have no effect in Taiko)
- Countdown
Don't use countdown on a taiko specific map. If the notes start too quickly, add a lead-in time.
- Finish Notes
Not allowed to use at the beginning or in the middle of a stream.
End of stream is allowed in following cases: xxxxxxxxO, xxxxooooX, xxooxxooX
- Kiai Time
Use the kiai time just in the choruses of a song. Do not use short "flashes" of kiai like you might use in an osu! standard map.
- Rest Moments
Every specific Taiko diff. need to include rest moments. This means to avoid the use of constantly 1/4 notes and add some 1/1 moments.
- Custom Hitbursts
It is not allowed to assign custom hitbursts to a taiko map.
Guidelines - Under special circumstances these may be broken
- Slider Velocity
The Slider Velocitys, 1.40 and 1.60 must be used.
- Note Streams
For the majority of maps, only 1/1, 1/2 or 1/4 beat note streams should be used. 1/3 and 1/6 should be added only when there's a similiar beat in the musik while 1/8 is generaly forbidden.
Information: Adding own 1/3 or 1/6 into the map is just recommended for experienced mappers.
Below is a visual example of 4 notes in a 1/6 under 1.4 slider velocity:
- BPM Changes
Unnecessary BPM changes are not allowed unless the song has a relatively low BPM.
Overlapping notes are not allowed, too, unless the song has a suitable changing BPM part for this with no complex streams.
When changing BPM it is advisable to use the method or fixing it with useing 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.
- Drumrolls(Sliders)
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.
Don't use sliders for 125 BPM songs or lower since it gives 1/8 rills, and probably most songs dosen't contain 1/8 beats.
Not suggested to use them in quite sections because slider = 1/4 streams
- Spinner
Leave at least a 1/2 beat between a note and a spinner. Using them on 1/4, 1/6 or 1/8 streams may be okay.
Short spinners are not recommended because it's loud and distracts players.
- Breaks
Break sections are not allowed and should be artificially removed from .osu.
- Custom Hitsounds and Volume
Don't use them in taiko specific maps. Keep volume at a consistent level (e.g. 80%) in keeping with the song throughout all timing sections, with the beat still somewhat audible.
The generel audio use is be ,,Normal".
Recommendations - These are recommended but not fully necessary
- Custom combo colours
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), this would make modding for other people easier and could make mapping easier:
- Reasonable hitobject-placement
Hitobject placements dosen't really matter to taiko, too, since the hitcircles are automatically converted into the one and only x-axis, but you may wish to use it in an organized way:
Rules Ver.1.0.0
Taiko Rankability Rules and Guidelines
Pictures and previews guidelines has been taken from here: http://osu.ppy.sh/forum/viewtopic.php?f=13&t=31560
Rules - You may not break these ever
- Countdown
Don't use countdown on a taiko specific map. If the notes start too quickly, add a lead-in time.
- 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 notes colour and because they overlap the related notes. Under certain conditions and many discussion there may be made an exception for 1/4 end-hitfinishes.
- Consecutive finishes-streams are discouraged unless the BPM is low(SV 1.60 is here recommended, to avoid overlapping).
- Kiai Time
Use the kiai time just in the choruses of a song. Do not use short "flashes" of kiai like you might use in an osu! standard map.
- Rest Moments
Every specific Taiko diff. need to include rest moments. This means to avoid the use of constantly 1/4 notes and add some 1/1 moments.
- Custom Hitbursts
These can be overridden by a taiko skin at the player's discretion. It is not allowed to assign custom hitbursts to a taiko map.
Guidelines - Under special circumstances these may be broken
- Slider Velocity
The Slider Velocitys, 1.40 and 1.60 must be used(1.40 is the standard slider velocity that is recommended to be used in taiko specific maps while 1.60 is the standart slider velocity for slower BPM songs). Also, keep the original overall/generel SV.
Exeptions: Lower slider velocitys are allowed to be used in songs with a really high BPM above 260~280. Recommended SV is 1.20 for this. It also depends on how readable the notes are, in their current position.
Maps with a BPM about 300 should be mapped just with 1/2 notes and a SV of 1.20 or smaller. Another way is also to take half of the BPM.
Example: BPM 145: Kozato snow - Rengetsu Ouka - BPM 270: Yousei Teikoku - Sacrifice
Information: Suitable SV should be chosen to maximize readability
- Diff. Name
Don't use any no-sense diff. names like e.g. ,,Dalibaliaiko"/,,Not so hardcore Taiko" because, it dosen't look like nice; people will barely find those kind of diffs and they don't show the lvl of the Taiko diff..
The normal and recommended use of a guest diff. name is in most cases XXX's Taiko or XXX's Taiko Kantan/Futsuu/Muzukashii/Oni/Inner Oni/Ura Oni.
- Difficulty Settings and Song Setup
Normaly every map have his own rate which dose fit to the song well. Such as for an easy map, a lower OD fits better as a high one.
The most used and recommended lvl's here are: OD/HP 5~7
Really long maps, like for example marathon maps must have a lower HP drain rate because, filling the HP bar depends on the length while draining the HP bar isn't dependending on it and drains faster as it is filling, so it is much harder to fill the HP bar in long maps.
Information: Circle Size and Aproach Rate have no effect in Taiko
- Note Streams
For the majority of maps, only 1/1, 1/2 or 1/4 beat note streams should be used. 1/3 and 1/6 should be added only when there's a similiar beat in the musik while 1/8 is generaly forbidden.
Information: Adding own 1/3 or 1/6 into the map is just recommended for experienced mappers.
Below is a visual example of 4 notes in a 1/6 under 1.4 slider velocity:
- BPM Changes
- Unnecessary BPM changes are not allowed unless the song has a relatively low BPM.
- Overlapping notes are not allowed, too, unless the song has a suitable changing BPM part for this with no complex streams.
When changing BPM it is advisable to use the method or fixing it with useing 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.
- Drumrolls(Sliders)
- 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.
- Don't use sliders for 125 BPM songs or lower since it gives 1/8 rills, and probably most songs dosen't contain 1/8 beats.
- Not suggested to use them in quite sections because slider = 1/4 streams
- Spinner
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.- Leave at least a 1/2 beat between a note and a spinner/spinner & note. But using a spinner at the end of a 1/4, 1/6 or 1/8 note stream is also okay.
- Short spinners are not recommended because it's loud and distracts players.
- Breaks
Break sections are not allowed and should be artificially removed from .osu.
Exeptions: A song has a short empty period of time or the song it self is pretty long.
Example: t+pazolite - Nous
- Custom Hitsounds and Volume
Don't use them in taiko specific maps. Keep volume at a consistent level (e.g. 80%) 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.
- The generel audio use must be ,,Normal", not ,,soft" because the option ,,soft" makes the hitcircles too quite.
- The sound of the hircircles should be at least louder then the music it self
- It is recommended to use clap, not whistles since clap uses the original kat-sound
Recommendations - These are recommended but not fully necessary
- Custom combo colours
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), this would make modding for other people easier and could make mapping easier:
- Reasonable hitobject-placement
Hitobject placements dosen't really matter to taiko, too, since the hitcircles are automatically converted into the one and only x-axis, but you may wish to use it in an organized way:
Pictures and previews guidelines has been taken from here: http://osu.ppy.sh/forum/viewtopic.php?f=13&t=31560