Hello everybody,
some people may knew it allready, I have want to say some things about the Gudelines. Overall they are okay, but I think there should be some things changed/added or settled in another way as you will see in the following approach, why.
(I will try to make it in a good understandable english and apologize my self if it is not or contains misstakes)So, let me show you what I have.
The "Taiko Specific Map Guidelines"1. I noticed that some rules in this guidelines(e.g. HP Drain, Finish Notes) are not fiting anymore to what you guys have
decided together and that many Taiko players think, this guidelines are "rules", but in many cases it is said "recommended" or "should be...", so it is I think clear, that we have much more space for mapping as most people thing we have.
About the first point you will find more information in the comming section(
3.) I have made.
About the second point I can just say, that we should avoid to show this gudelines as "rules" and try to explain new mappers that they can actually just learn how to map right in this gudeline and that they don't need to follow everything, like for example: OD 7, HP Drain 7.
2. Maybe I'm overtaking it or got the wrong few in the following sentence, but I think also - I'm sure there are more aspects - due to this, people are going a bit too far with the generel ranking criterias because, it seams like that in more and more cases it is not anymore importand, how much a map makes fun. It is more importand right now, how
rankable it is.
Unclear contact like in IRC or so: ,,
You can't do that, it break the rules!" makes the people worry about there maps. But which 'rules'? Dosen't it makes in this way much more fun as following the not existing 'rules'? It
is better when new mappers dosen't make any werid things, but for experience mapper it should be possible enought to make some other things which are also rankable/playable enough without geting the crittic ,,
You don't follow the rule".
People should say instead for example: ,,
This speadpart is really not fitign to the music; to the part".
My point is easy: Why should be something unrankable (when it is playable and really fun) because it dosen't following this not existing 'rules'?
This guidelines should be seen
as guidelines, while modding should be something to do with "playable - not playable // looks objective good // looks not good, etc.".
(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.) - Many people forgot that.I don't say it should be like that, it's just my personal view. I could be in some points wrong, but some should be right.
Anyway, let's go to the next section, the guidelines them self. There you will see some of my opinions and questions.
3. The Guidelines them self- Difficulty Settings and Song Setup:
Is it really true, that in TnT the ratio to HP Drain and OD, 7 and 7 is? This seams really high and it didn't felt in the TnT AC like this.
Didn't saw any discussion about this. Edit: And also, every song have an own HP/OD that fits to it. -> Considering BPM and rightness of offset/ offset/BPM changes
- Custom combo colours:
Maybe it should be written down that same coulour choose like in gameplay is prefered? Since it is harder or makes the quality of modding lower because of no visual view. Edit: It's also easier for Taiko modders in this way to mod the Taiko map.
- Slider Velocity
1.5 and 1.6 may be tolerable in some cases with a slower BPM.
I would more say, the visual view is more importand then the technically. Dose someone like 1/4,1/5,1/6 or not is just a personal view.
So the case with a slower BPM is just one reason.
- Finish Notes
lepidopodus wrote:
Seems most mappers don't like this so let's just say 'don't use Big Notes in 1/4 streams in SV=1.4.' Anyway we need to set exact limitation, as mappers sometimes set SV other than 1.4.
Mh, I think it dosen't matter, how many mappers it like or not. More significant is how usefull it is in some cases. Edit: Short: Still no limitation choosen.
It happens often that in a song a part appear which follows the beat oooooooO(8 notes), but we need to map like oooooo O (6+1 note).
I say this makes the ->Insert Ozzy's word here: flow<- unstable and sounds sometimes weird too. I want to show you a good example:
AU - Infinite of Nuclear Fusion[Taiko Oni]
^ The climaxx sounds are hearable in the kkkkddddK(01:11:051). If I would change it now to kkkkddddk it would make the ...K K... meaningless and would be weird played as kkkkddddk K one. Also don't forget how it sounds.
Also there is in 01:33:251 a kkD one, but it is playable because you see the big don in the speed part coming, so you can act also better as when it is directly at the stream.
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.
For a player it is also possible to play a big hitcircle in a end of a stream and if this player can't do it, he can just play it as a small one.
Zekira wrote:
Finish Notes in 1/4 streams: NO, unless you're going for something special.
I think this regulation fits really good, since it said that it should be not used, but in special things okay is. Like climaxx timelines, or linear map styles (...K K...ddddK K...).
About Dddddddd I can say, this should be not used since, the big don is overlapping the first notes.
dddddddD has not this problem, because the big don has been overlapped just a bit by the small don's.
- 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.
I think this one is also a bit unclear. Songs with a lenght over 4min have sometimes 4 kiai times and it is not wrong to use a kiai time also in another climax time. -> Often usefull in ends of opera songs with there loud imposand insturments.
I would say to write down ,,unless it is going for something special.", too.
Spinners
Um, I'm honest. I saw also some cases with oooooooo(spinner) which have fit good, but this is to rare to change it now... hmpf.
Edit: Oh, has been allready mentioned by Rokodo.
- Break Sections
Taiko specific maps should not contain any break sections whatsoever.
lepidopodus wrote:
Break Sections: 'We recommend not to use it, unless the song is long and have small breaks.', looks fair?
- Drumrolls
Looks fine how it is, but what do you think about drumrolls after streams? Also in special moments allowed? - Overlapped notes by BPM Changes:
Mh, that's a real hard question I'm also thinking about... there are really cases, which are okay, but to spam it is is really not good and useless. It makes the map sometimes more interesting and a miss dosen't mean that a map is now bad because, it could be not fc'd in the first play. - Edit:Audio of hitcircles
- The normal use should be ,,Normal", not ,,soft" because, the option ,,soft" makes the hitcircles quite.
- The sound of the hircircles should be at least a bit loder then the music it self?
That's it for now from me. Really long, mh?
So, what do you think about some points and my opinion from beginning?
Edit: Because of playable -> rankable. Don't get it wrong, it should be playable for most people, not like 1/8 notes.