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Taiko Rules and Guidelines Discussion Thread (translated)

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Topic Starter
OnosakiHito
Please see http://osu.ppy.sh/wiki/Taiko_Ranking_Criteria

Outdated content:
SPOILER
中国- 日本 - 한국어 - Français - Deutsch

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

  1. 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.
  1. 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
  1. Countdown
    Don't use countdown. If the notes start too quickly, add a lead-in time.
  1. 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
  1. Kiai Time
    Only use the kiai time in the chorus of a song. Do not use short kiai "flashes".
  1. 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.
  1. 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
  1. Slider Velocity
    The Slider Velocity should be 1.40 or 1.60.
  1. 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.
  1. 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.
  1. 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.
  1. 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.
  1. Breaks
    All break sections should be artificially removed from the .osu file.
  1. 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

  1. 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:
  1. 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:
  1. 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

  1. 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.
  1. 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
  1. Countdown
    Don't use countdown. If the notes start too quickly, add a lead-in time.
  1. 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
  1. Kiai Time
    Only use the kiai time in the chorus of a song. Do not use short kiai "flashes".
  1. 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.
  1. Overlapping notes
    Notes must not overlap due to slider velocity changes (green lines). BPM changes (red lines) are excluded from this rule.
  1. Custom hitbursts and hitsounds
    You must not use custom hitbursts and hitsounds.

Guidelines - Under special circumstances these may be broken
  1. Slider Velocity
    The Slider Velocity should be 1.40 or 1.60.
  1. 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.
  1. 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.
  1. 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.
  1. Breaks
    All break sections should be artificially removed from the .osu file.
  1. 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

  1. 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:
  1. 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:
  1. 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

  1. Diff. Name
    Discourage diff. names are not allowed.
  1. 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)
  1. Countdown
    Don't use countdown on a taiko specific map. If the notes start too quickly, add a lead-in time.
  1. 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
  1. 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.
  1. 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.
  1. Custom Hitbursts
    It is not allowed to assign custom hitbursts to a taiko map.

Guidelines - Under special circumstances these may be broken

  1. Slider Velocity
    The Slider Velocitys, 1.40 and 1.60 must be used.
  1. 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:
  1. 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.
  1. 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
  1. 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.
  1. Breaks
    Break sections are not allowed and should be artificially removed from .osu.
  1. 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

  1. 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:
  1. 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

Rules - You may not break these ever

  1. Countdown
    Don't use countdown on a taiko specific map. If the notes start too quickly, add a lead-in time.
  1. Finish Notes
    1. 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.
    2. Consecutive finishes-streams are discouraged unless the BPM is low(SV 1.60 is here recommended, to avoid overlapping).
  1. 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.
  1. 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.
  1. 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

  1. 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
  1. 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.
  1. 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
  1. 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:
  1. BPM Changes
    1. Unnecessary BPM changes are not allowed unless the song has a relatively low BPM.
    2. 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.
  1. Drumrolls(Sliders)
    1. Use sparingly within a map and keep a 1/2 beat space between them and any other object.
    2. Try not to put sliders one after each other - 2 or 3 in a row may be acceptable in some cases.
    3. 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.
    4. Not suggested to use them in quite sections because slider = 1/4 streams
  1. 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.
    1. 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.
    2. Short spinners are not recommended because it's loud and distracts players.
  1. 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
  1. 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

  1. 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:
  1. 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
Topic Starter
OnosakiHito
<- Using this post for newest changes, discussions or other iportand things about the rules ->

~Changes~

Date, section, suggester

[04.29., 13:20] Korean translation avaible!
[04.29., 10:35] Finish Notes rule change for more clarification - POST
[04.29., 07:30] Japanes translation avaible!
[04.28., 10:42] ,,BPM Changes" section has been added into Guidelines again - OnosakiHito
[04.28., 10:42] ,,Overlapping notes" section has been deleted from rules again due to less discussion - OnosakiHito
[04.10., 11:19] Chinese translation avaible!
[04.09., 16:35] Finish Notes rule has been changed a bit. - [community]
[03.07., 20:33] New recommentation added: Reasonable hitobject-placement - POST
[02.27., 20:06] New guideline added: Diff. Name - OnosakiHito
[02.22., 19:45] Three sections are avaible now: Rules, Guidelines, recommendations - Look at first post!
[02.22., 17:32] Custom Hitsounds - added one sentence - POST
[02.22., 17:32] BPM changes - edited sentence - POST
[02.22., 17:32] Spinner - deleted the sentence ,,Do not put more than 2 spinners in a row" - POST
[02.22., 17:32] Finish Notes - sentence changed to ,,...8-plet or 5-plets long not complex 1/4 stream..." - OnosakiHito
[02.22., 17:32] Difficulty Settings and Song Setup - added to use another HP drain rate when the map is really long - POST
[01.23., 19:01] Added new information/reminder into this thread - POST
[01.22., 19:20] Added the section Rest Moments - OnosakiHito
[01.22., 18:24] Custom Hitsounds - recommended changed to forbidden use of ,,soft" sound sample - Sakura Hana


~Discussions~
- Opinions for the rules
- Exact limit for finishes needed(take the rules in the first post as starting point)
- should be monoton streams with hitfinish(kkkkK/ddddD) be banned?
- dropping Hp Drain based off the length of the song
- including reasonable hitobject-placement?
- reccomendation to use claps, not whistles for kat



~Other informations~

One more importand information about the organization here:
Please help me keeping this thread clean by avoiding giving useless posts. I would be thankfull for this.

Searching for: People who could translate this into Korean.
wmfchris
Discussed with ono and aabc before this is posted, so I would agree on these stuffs.

making a note here that the part "BPM changes" simply refers to the rules of solo diffs.
KanaRin
Support, Haha.
Sakura
In Taiko no Tatsujin most songs are pretty short, however in osu! we get longer songs considering the HP gain in Taiko is based off the number of hitobjects I'd recommend dropping Hp Drain based off the length of the song, rather than the difficulty of the map.

Soft sampleset should never be used as with Taiko skin it shows a super really low volume that more often than not, blends with the music (I've seen it happen to almost every Taiko map i mod).
Shiirn
I like how Kanon-Kanon has become the #1 referral point for "manipulating slider velocities to make bpm changes readable".
wmfchris

Sakura Hana wrote:

In Taiko no Tatsujin most songs are pretty short, however in osu! we get longer songs considering the HP gain in Taiko is based off the number of hitobjects I'd recommend dropping Hp Drain based off the length of the song, rather than the difficulty of the map.

Soft sampleset should never be used as with Taiko skin it shows a super really low volume that more often than not, blends with the music (I've seen it happen to almost every Taiko map i mod).
Agree. Soft hitsound is significantly softer even S 100%. So as to eliminate problem caused due to soft hitsound we can simply set hitsounds to N only :3
Backfire
My map on cosmos would be a good reference for the slider velocity thing, but I went all the way to 1.0 from what I recall.
Topic Starter
OnosakiHito
I agree with Sakura Hana's two points. I will add this pretty soon and write down the edits in the second post.

@Backfire&Shiirn: I will add them if it is needed.

Wow, people are quite active right now. Didn't expect this *smile*.
Loctav
Great support! If these are subjects to make a map rankable in taiko, Im fine with it. I wonder if we should discuss about reasonable hitobject-placement here, too. >:
Backfire
Btw, you should say that it's reccomended to use claps, not whistles. They're easier to hear.
wmfchris

Backfire wrote:

Btw, you should say that it's reccomended to use claps, not whistles. They're easier to hear.
If soft hitsound is banned, I think normal whistle is clearly auidible.

This is the translated ver. (Chinese)
SPOILER
歌曲/難度設定
正常來說每首歌都有適合歌曲的設定,例如低OD適合較易的圖。建議OD 5~7
留意圈圈大小(CS)和出現速度(AR)不影響太鼓譜

倒數
太鼓譜不可用倒數。如有需要可以加空白時間(audio lead-in time)

滑條速度(SV)
正常來說滑條速度應為1.4~1.6, 這裡指整體大致上的滑條速度。1.4為正常歌曲的滑條速度,而1.6為較慢的歌曲的滑條速度。
在較快而做成BPM*0.5的圖中滑條速度可以更慢,建議在1.2或以下。
當然,滑條速度的設定亦需考慮令玩家更易讀譜。

大圓
不應放大圓在1/4 1/6 1/8的連打(包括連打的頭尾),因為玩家理論上需用雙指打大圓,但連打令其打不了大圓。
唯一的例在是在5連/8連或以上的連打結尾而重音是清晰可聽的。在連續的連打中大圓不宜連續出現,而在有包含大圓的連打中建議滑條速度用1.6(減少重疊令譜面更好讀)

連打
在大部分情況下只應用1/1 1/2 1/4連打,而1/3 1/6只應在音樂有類似節奏下出現,建議在使用1/3 1/6前問一下資深的做圖玩家。

Kiai time(?)
建議只在副歌部分擺放,不要用這個製造閃的效果。

黃色滑條
需和其他物件保持1/2拍距離,不要連續擺放滑條。在BPM125或以下的歌盡量不要放滑條,因為那會變成1/8打擊點,從而與歌曲不配合。
不應在靜的部份放滑條,因為滑條就是1/4連打。

風車音符(Spinner)
需和其他物件保持1/2拍距離,不建議使用短風車音符,因為那只會擋住玩家視線和很吵而沒實際用處。例外:在1/4 1/6 1/8連打完結位置可立刻放風車音符。

BPM設定
(就是跟Osu!譜一樣。 orz)

休息(Break)
休息部分需在.osu中移除,但如果有必要(而歌曲許可),你可以留空該段地方。
(註:休息部分是指有通關/不通關圖案顯示,空白地方啥都沒有)

自定義連打圖案(?)
這會被玩家自己的自定義皮膚蓋過,所以沒用也不用放。

自定義音效
對太鼓譜無效,所以不用在太鼓譜放自定義音效;建議整首歌的音效大小差不多而清晰可聞。
Soft音效在太鼓譜中很小聲,所以整首之音效應為Normal音效。
留意音效最好比音樂大聲一點。

~建議~

自定義物件顏色
這與打圖的效果無關,但把咚(d)設成紅色,喀(k)設成藍色會很放便modder。
Yuzeyun

Sakura Hana wrote:

I'd recommend dropping Hp Drain based off the length of the song, rather than the difficulty of the map.
However, some short songs can have a lot of notes (Rotter's Inner Oni) and longer have less (The Lazy song from what I recall has 500 notes for 3')

HP Drain 5 is recommended for most maps, but as soon as we get more than 3000 notes, we REALLY have to drop until 0 if needed. I tried once to drop until 0 in my All Stars songs, and that is awkward (It has a really high amount of notes, around 15k iirc.) since at ~30% of the song on auto the bar is at its fullest (I think)



I might put a French translation too, if there are french mappers who want to try it out.
Topic Starter
OnosakiHito
Seams like the point with HP will need some more thoughts. Anyway, for now I have edit some things, and added also a new rule(see it in the first post).

@Gezo: This would be nice if you would do that. Since i'm going to put a german translation too. But please don't forget, the translations would need to be updated, too.
omegaflo
Okay okay let's see :

The Slider Velocitys, 1.40 and 1.60 should be used
Hmm why not, all maps will look exacly the same, but well, seems good for me

Exeptions: At the end of a minimum 8-plet or 5-plets long 1/4 stream were a climax sound is clearly hearable. Consecutive finishes-streams are discouraged unless the BPM is low(SV 1.60 is here recommendet, to avoid overlapping).
Only for mono-HS ending streams (XXXkd or XXXdk) don't want to have ddddD or kkkkK please >.>

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 music.
Information: Adding own 1/3 or 1/6 into the map is just recommended for experienced mappers.
I've laugh'd SO FREAKIN HARD
This really made my day srsly

I'll remember this on some maps dude ahah !

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.
Ofc, Kiai is quite distrubing on taiko, even with the imporvement, no kiai fountain, so flashes are really useless

- 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.
On TnT drumrolls are just bonus spamming points, 125 1/8 aren't hard, and fill with ANY 1/4 sounds >.>, but if 1/8 seems SO bad ;_;

Exeptions: A song has a short empty period of time or the song it self is pretty long.
Agree with this, instead of overmapping blank part on the song, break should be manually removed (don't know if it's possible btw >.>

Making rules for taiko maps is cool, yeah...

But i REALLY don't want to have the same maps again and again... on standard mode, this is easily avoidable (differant placement, spacing, etc etc,...) But on taiko we will have SO MANY mainstream maps... and that's why i can aggre on some guidelines, but the use of 1/3 1/6 and sliders should not be restricted, really...

My 2 cents
Yuzeyun

omegaflo wrote:

Only for mono-HS ending streams (XXXkd or XXXdk) don't want to have ddddD or kkkkK please >.>
It's possible for me... why wouldn't it be possible for others ?

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.
Oh yeah I didn't mention that. Some 125~130 BPM maps also have that kind of roll, and some under 125 have 1/4 stuff. As long as it doesn't hit 1,000 BPM streaming I would put them, but I agree if this can be EASILY DT'd without them (190 1/8 are just EW)
ziin
From what I can tell drumrolls don't have ticks in TnT. Do you still have to hit them in time, or is it like a balloon note (spinner)?

I still think you taiko players are scared of jacks. DDDDD is not hard to do at 140 bpm 1/4ths. kdDkK isn't either at even faster bpms. KDKDK is just plain simple at any bpm. The problem in that case is reading the finish notes, due to the fact that they're bigger than other notes and you're just not plain used to reading/playing them (which is stupid, but I supposed that's your version of eggpain).

Backfire wrote:

Btw, you should say that it's reccomended to use claps, not whistles. They're easier to hear.
is that for ease of modding or does it have some effect in gameplay? Whistles are smaller than claps.
Topic Starter
OnosakiHito

omegaflo wrote:

Okay okay let's see :

The Slider Velocitys, 1.40 and 1.60 should be used
Hmm why not, all maps will look exacly the same, but well, seems good for me

Yeah, I had the same though to be honest. But we know, nearly every map has the standart SV 1.40 or 1.60 and they still don't look like exactly the same. Think about Namco, they do the same.

Exeptions: At the end of a minimum 8-plet or 5-plets long 1/4 stream were a climax sound is clearly hearable. Consecutive finishes-streams are discouraged unless the BPM is low(SV 1.60 is here recommendet, to avoid overlapping).
Only for mono-HS ending streams (XXXkd or XXXdk) don't want to have ddddD or kkkkK please >.>

Good point. Should be discussed.

- 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.
On TnT drumrolls are just bonus spamming points, 125 1/8 aren't hard, and fill with ANY 1/4 sounds >.>, but if 1/8 seems SO bad ;_;

Didn't said it is hard. - Not the diff. is importand. More the visible view and the reaction to the song itself.
But well, I tested it on a 100BPm song right now. Maybe it is okay if we use exeptions like 1/1 long sliders? Sometimes a song has 1/8 sounds, but using them as hitcircles makes high overlapping and dosen't look good. So a slider could be the solution.
So, how about just to restrict the slider rule? Sliders are on Low-BPM songs(start from 100BPM, less is too slow) allowed to be used, but just as 1/1 long one, placed in a sections which have hearable 1/8 notes in it.


Exeptions: A song has a short empty period of time or the song it self is pretty long.
Agree with this, instead of overmapping blank part on the song, break should be manually removed (don't know if it's possible btw >.>

Making rules for taiko maps is cool, yeah...

But i REALLY don't want to have the same maps again and again... on standard mode, this is easily avoidable (differant placement, spacing, etc etc,...) But on taiko we will have SO MANY mainstream maps... and that's why i can aggre on some guidelines, but the use of 1/3 1/6 and sliders should not be restricted, really...

Well, I also don't want same maps, but I rather prefer good similiar maps as maps which didn't get real mods. But I've mentioned allready before what I think about similiar maps.

About the use of 1/3 and 1/6 you have mentioned, I can't follow what you want to tell me, sorry.

There are some good points you've suggested.
OzzyOzrock
whether or not it's possible doesn't change that it's wrong to make them and overall annoying
Yuzeyun

ziin wrote:

From what I can tell drumrolls don't have ticks in TnT. Do you still have to hit them in time, or is it like a balloon note (spinner)?

I still think you taiko players are scared of jacks. DDDDD is not hard to do at 140 bpm 1/4ths. kdDkK isn't either at even faster bpms. KDKDK is just plain simple at any bpm. The problem in that case is reading the finish notes, due to the fact that they're bigger than other notes and you're just not plain used to reading/playing them (which is stupid, but I supposed that's your version of eggpain).

In the true game you can spam as much as you want, as it was in an older version.

Also not every taiko player have played jacky songs in stepmania, I can easily do DDDDD @ 145 if my hands are perfectly synced. Even 150 with luck.

The big problem about big notes is that it can confuse players, as much as you can easily miss even with KkDdKkDdKkDd or KDKDK (StepMania is more flexible about those things, I swear)

The game itself doesn't have loads of big notes streams ... Don't even know if there is even one.
ziin

_Gezo_ wrote:

The big problem about big notes is that it can confuse players, as much as you can easily miss even with KkDdKkDdKkDd or KDKDK (StepMania is more flexible about those things, I swear)
So the problem is inherent in TnT's stupid design of notes, which can be fixed by a skin and learning how to play them. I still think they're 100% optional.
Topic Starter
OnosakiHito
You guys are so quick. lol

_Gezo_ wrote:

It's possible for me... why wouldn't it be possible for others ?
I think this counts more as visual point.

@ziin: BPM 140 with 1/4 is still in use. Problem is just the overlapping in some cases. A KdKdKdKdK stream in a 100BPM song is not good readable and dosen't look nice either.

ddddK are exeptions because they are at the end of a stream and don't cover the smaller notes.
Another problem is the sound volumen of this big don's. Having a DDDDD stream isn't just overlapping, it is also extremly loud in most cases.

Edit:

ziin wrote:

I still think you taiko players are scared of jacks.
I approve this. Unfortunately in most cases it is true I guess.
Loctav
Please let me so the German version Onosaki. No offense, but you screw up our language to something non understandable sometimes. :'D

Regarding the big hit notes. In streams, they are considered to be forbidden since they are almost impossible to be played as intentioned. It's not because we fail at playing, it's because it's almost unreadable. Compare it with hidden reverse arrows or unstacked hidden sliders (AngelHoney's F.I. Map is a good drama-containing example for it)
Topic Starter
OnosakiHito
Edit: Actually not really, but whatever. Just go ahead.
You help me with this since I can do other stuff in this time. Thank you.
mm201
I like the WAHOOO!
I think it should be fine to leave a note that breaks are not part of the normal Taiko gameplay and to not use them unless there really isn't anything to map at that time.
omegaflo
So the problem is inherent in TnT's stupid design of notes, which can be fixed by a skin and learning how to play them. I still think they're 100% optional.
errrr.. wat ?

No no no no, are you able to play 180BPM 1/4 single tap ? i don't think so ;)

THIS is the problem of big notes, if it's like this ddKDkkDKdd, okay, no problem, but 180Bpm 1/4 DDDKKKDDD or even DDKKDDKK are just... well >.>

About the use of 1/3 and 1/6 you have mentioned, I can't follow what you want to tell me, sorry
Okay okay i'm the only one to remember, nvm so >.>
i just said that a 1/4 ddd is EXACTLY the same than a dddd 1/6 see ? The only differance is the difficulty, sure you can't do that on ALL triple pattern 1/4, but this don't sound weird AT ALL (Making originality and fun too btw)

good exemple : IN THE ZONE when the pattern is going dkkkdkkkdkkkd 1/4 and then dkkkkdkkkkdkkkk 1/6 (For kats), the rythm still the same, and the pattern is clearly funnier >.> (and harder of course, maybe a good way to increase difficulty without making random hs patterns ? Could be a solution.)

Btw, didn't watch'd for the life drain but actually, 5 should be NEVER changed, or only for marathon maps
I REALLY DON'T LIKE to clear a map with more than 100 miss, even if it's a 3k notes maps, if the map is TOO difficult (full of 220bpm 1/6 or 270 bpm 1/4 hard recording heavy patterns) IT should be assumed and should still at 5 HP drain (exception really for marathon maps 7-8k+)

after some tries, with a 3000 notes song (a firce map here) you can do 80-90 miss (if not 50 in a row ofc >.>) without fail at 5 HP Drain, sounds quite good for me actually
lepidopodus
@ziin: mixing big notes in 1/4 streams or something, completely unacceptable to me. Seriously.

Extreme experts might want harder and more ridiculous things to get enjoyed, but we can't map for those guys.
Sander-Don
Unacceptable isn't the problem. The fact that it's impossible to hit (unless the map is under 140 BPM) is the problem.
And it's just stupid, when would that fit into a song?
inb4 new fags who think they know taiko.
Taiko maps aren't supposed to be super hard, they're supposed to fit the song. (aka vocals or drums)
Just because the map is 220 BPM, doesn't mean you have t go all 1/4ddddkkdkkdkkdkkdkdkd1/6dddk dddk kkkkdkkdkdkdkdkdkdk 1/8 ddkdkdkddkdkdkkkdkkdkkkd.
J/S.
Topic Starter
OnosakiHito

omegaflo wrote:

About the use of 1/3 and 1/6 you have mentioned, I can't follow what you want to tell me, sorry
Okay okay i'm the only one to remember, nvm so >.>
i just said that a 1/4 ddd is EXACTLY the same than a dddd 1/6 see ? The only differance is the difficulty, sure you can't do that on ALL triple pattern 1/4, but this don't sound weird AT ALL (Making originality and fun too btw)

good exemple : IN THE ZONE when the pattern is going dkkkdkkkdkkkd 1/4 and then dkkkkdkkkkdkkkk 1/6 (For kats), the rythm still the same, and the pattern is clearly funnier >.> (and harder of course, maybe a good way to increase difficulty without making random hs patterns ? Could be a solution.)

You are talking to me like I couldn't play hard things in Taiko, orz. I'm not a mapper who played just a bit in the past, so I know what you mean.

  1. 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 music.
    Information: Adding own 1/3 or 1/6 into the map is just recommended for experienced mappers.
As you can see, 1/6 is not forbidden. It's told that people should use 1/6 when a hearable sound for this avaible or if they are experienced and know how to use them.

Btw, didn't watch'd for the life drain but actually, 5 should be NEVER changed, or only for marathon maps
I REALLY DON'T LIKE to clear a map with more than 100 miss, even if it's a 3k notes maps, if the map is TOO difficult (full of 220bpm 1/6 or 270 bpm 1/4 hard recording heavy patterns) IT should be assumed and should still at 5 HP drain (exception really for marathon maps 7-8k+)

Sorry omegaflo, but personal views have a small weight in such a discussions. Why do you think it should be lvl 5? As I understand you say it should be lvl 5 because you... don't want to clear a map with much misses? If yes, it should be the controvers direction, lvl 10 what you used as example.
Edit: Great to have you here, lepidopodus, Sander-Don.
Sander-Don
I'm gonna subscribe this thread to make sure nothing stupid happens.
Topic Starter
OnosakiHito
@Sander-Don: That's what I want to hear. Thank you.
Anyway, I'm the same opinion as Sander and lepidopodus.
lolcubes

Sakura Hana wrote:

Soft sampleset should never be used as with Taiko skin it shows a super really low volume that more often than not, blends with the music (I've seen it happen to almost every Taiko map i mod).

OnosakiHito wrote:

- The generel use must be ,,Normal", not ,,soft" because the option ,,soft" makes the hitcircles too quite.
I disagree with this. Not everyone plays taiko with taiko skin, and there is a very drastic difference in sound between normal and soft set in the default skin. If you ask me, this should get changed so if soft set is used, it's volume should be increased to atleast match the normal set volume, instead of just banning soft hitsound set.

I understand that balancing should be done around the Taiko skin, but there is still the default one.
KRZY
I have nothing to add rule-wise to the discussion, but I think it is wonderful that taiko people are finally showing concrete progress. Go!
lepidopodus
Difficulty Settings and Song Setup
OD 5-7 for Onis, but easier ones can have lower OD.
As sakura hana stated, it's better to lower HP drain when you are making long maps cause filling HP bar depends on the length but draining HP bar isn't depends on the length so it is much harder to fill HP bar in long maps.
Circle size affects star rating of difficulty, so you might want to adjust that with circle size.

Countdown
Personally I think countdown isn't that suit for Taiko.

I'll post more when I have time.

@KRZY: We had this kind of discussion previously, but it just called 'agreement' so it didn't have any enforcements or something. Since this discussion is quite official... Yeah you can call this as a progress.
Sakura

lolcubes wrote:

I disagree with this. Not everyone plays taiko with taiko skin, and there is a very drastic difference in sound between normal and soft set in the default skin. If you ask me, this should get changed so if soft set is used, it's volume should be increased to atleast match the normal set volume, instead of just banning soft hitsound set.

I understand that balancing should be done around the Taiko skin, but there is still the default one.
Except not even 100% soft can compare to even 50% Normal, that's how big the difference is with Taiko skin
Topic Starter
OnosakiHito
@lolcubes: Exactly what Sakura Hana say.
@KRYZ: As lepidopodus said. Anyway, thank you.
@lepidopodus: About the circle size > Well, if we would know how the star system works... orz

Uh pretty late here. Offline for now.
Sander-Don
Here's my take on taiko mapping/rules.

General settings

HP drain should be 5

OD either 5, 6, or 7. (I prefer 5 seeings how 7 makes it not fun to play imo.)

NO countdown (It's unauthentic)

NO soft hitsound sets. (authentic taiko has no such thing.)

NO letter boxes during breaks. (unauthentic as well.)

Drumrolls (sliders) Shouldn't be used to much. But also not used sparingly. In most authentic maps, drum rolls are quite abundant. (1 - 3 rolls per song at least.)

1/8 should NEVER be used. unless of course the BPM is low enough that it is humanly possible to hit. (not including them fast asian fingers.)

1/6 can be used. I prefer using them in quads, such as dddk, or kkkd etc. just not in streams, like ddddddddk. (unless the BPM is low enough to hit it.)

Finish notes should ONLY be used in 1/1, 1/2, and most occasions 1/3. 1/4 finish on anything higher then say, 140 or 130 BPM is just ridiculous.

Also, if you're playing taiko, why wouldn't you use the authentic skin unless you don't know how to download it?
I mean really, the osu! taiko skin is so horrendous.

That's just my take on it. I'll probably add more later.
Sakura
Well here are my opinions on your rules

Sander-Don wrote:

Here's my take on taiko mapping/rules.

General settings

HP drain should be 5
Disagree Lower HP Drain should be used if the song is longer than your average TnT song (i think 2 minutes? or was it 1:30?)

OD either 5, 6, or 7. (I prefer 5 seeings how 7 makes it not fun to play imo.)
Agree Taiko is hard already to hit as it is with OD 5 anyways.

NO countdown (It's unauthentic)
Agree For the same reasons as yours

NO soft hitsound sets. (authentic taiko has no such thing.)
Agree Due to the previous reasons about soft sampleset being almost unhearable in Taiko skin.

NO letter boxes during breaks. (unauthentic as well.)
Somewhat AgreeMore like there shouldn't even be breaks, i dont remember Taiko no Tatsujin having a single break ever, plus HP only goes down when you miss notes, it's not constantly draining (i think?)

Drumrolls (sliders) Shouldn't be used to much. But also not used sparingly. In most authentic maps, drum rolls are quite abundant. (1 - 3 rolls per song at least.)
Not sure what to comment on this.

1/8 should NEVER be used. unless of course the BPM is low enough that it is humanly possible to hit. (not including them fast asian fingers.)
Agree Nothing else to add.

1/6 can be used. I prefer using them in quads, such as dddk, or kkkd etc. just not in streams, like ddddddddk. (unless the BPM is low enough to hit it.)
Agree Nothing else to add.

Finish notes should ONLY be used in 1/1, 1/2, and most occasions 1/3. 1/4 finish on anything higher then say, 140 or 130 BPM is just ridiculous.
Agree Come on, it's just not right at all to have to spam Double notes for any reason whatsoever, i dont even remember other Rythm games like DDR making you spam left/right at the same time at anything bigger than 1/1 or 1/2.

That's just my take on it. I'll probably add more later.
That's about all i wanted to say.
Sander-Don

Sakura Hana wrote:

Well here are my opinions on your rules

Sander-Don wrote:

Here's my take on taiko mapping/rules.

General settings

HP drain should be 5
Disagree Lower HP Drain should be used if the song is longer than your average TnT song (i think 2 minutes? or was it 1:30?)
That's a good point you have there.
Makar

Sander-Don wrote:

Also, if you're playing taiko, why wouldn't you use the authentic skin unless you don't know how to download it?
I mean really, the osu! taiko skin is so horrendous.
I prefer the hitsounds/looks on the osu! taiko skin xD
I actually use the taiko skin but I deleted everything in it except the cool HP Bar o.ob

EDIT1: Also I dont really have an opinion on much of this, except for OD5-7 and the BPM changes.
I really hate it when there is a slow BPM section at the start of the song with a fast BPM change later, it makes the song impossible to hidden.
It should be done like http://puu.sh/ehei and not http://puu.sh/ehev
(Examples are Vicho-kun's and wcx's Endless Story (TV Size))

EDIT2: Yeah I agree with everything Sander and Love have said pretty much.
Love
Hurr.

Don't map Vocals unless it's clear that the vocals stick out more in the song (usually only when there's a slow part or no instruments playing).

Stick to the drums/piano while mapping to maintain flow/streams. Occasional guitar.

Vocals should never be mapped as a kkkkk, ddddd, or related. Only ddd, kkk, kkd, ddk, or occasional dkd kdk. If anything, if you feel you have overmapped, pause with only 1 d or k depending on the pitch.
Sander-Don

Makar8000 wrote:

I prefer the hitsounds/looks on the osu! taiko skin xD
I actually use the taiko skin but I deleted everything in it except the cool HP Bar o.ob
Welp, Opinions~

Pulling a Sakura Hana here and giving you my take on your take

Love wrote:

Hurr.

Don't map Vocals unless it's clear that the vocals stick out more in the song (usually only when there's a slow part or no instruments playing).
Agreed

Stick to the drums/piano while mapping to maintain flow/streams. Occasional guitar.Agreed but, mainly stick to the drums unless there is like a guitar or piano solo I guess.

Vocals should never be mapped as a kkkkk, ddddd, or related. Only ddd, kkk, kkd, ddk, or occasional dkd kdk. If anything, if you feel you have overmapped, pause with only 1 d or k depending on the pitch.Agreed


We think alike, Don.

EDIT: Merged double post.
lepidopodus
Slider Velocity
Standard SV is 1.4 for every situation. Adjusting it is optional. I don't think 1.6 is a recommendation.
Don't need to regulate SV, I guess. But we can state when adjusting SV is better, like current statement.
Maps with BPM change can use fixed SV. (Speed of notes never changes even with BPM change. You can apply this to your map via custom SV settings for every uninherited timing sections.)

Finish Notes
Don't make these notes cover another notes. But we now can weaken big notes restrictions by allowing them in the end of the streams, like current rule suggestion by Ono.

Note Streams
This depends on songs. If the song has 1/4, use 1/4. If it has 1/3, use 1/3. But 1/8 isn't recommended.

Kiai time
Yeah I agree with Ono about this thing.
Sander-Don
Ahh, I forgot to mention the SV.
Thanks, lepi.
lepidopodus
Drumrolls(Sliders)
Putting ordinary note 1/4 before drumroll is OK.
'Don't use sliders for 125 BPM songs or lower...'? Thinking about how was original drumroll is, we don't need to regulate using drumrolls in low BPM.

Spinner
Depending on songs, using this in row is OK. Don't need to state like 'Do not put more than 2 spinners in a row', it is just 'not recommended', not prohibited or something.
And yeah, short spinner spam is bad.

BPM Changes
Example in 1st page, well, that is kinda special thing. Don't use it with complex streams please.
You can use drumrolls or spinners to avoid overlapping notes.

Breaks
No need to remove that artificially cause it's annoying. Breaks might be ok with really long songs.

Rest Moments
Yeah sometimes players need short rest.

Custom Hitbursts
This can be really annoying if mapper use wrong hitburst. Fortunatly we don't experience these kind of problems these days.

Custom Hitsounds
Volume can be changed if the song get loud or silent or somthing.
Should be audible of course, that is why I don't like soft hitsound. In Taiko skin, soft hitsound is too hard to hear. But we still have default skin or others. Need more talk about this, I guess.
wmfchris
making a technical note here

Agree with this, instead of overmapping blank part on the song, break should be manually removed (don't know if it's possible btw >.>
[Events]
//Background and Video events
0,0,"BG2.jpg"
//Break Periods
2,55206,69378
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples
//Background Colour Transformations
3,100,163,162,255
delete that line and save. don't save in editor mode or else breaks appear again.

Going out soon so I'll read through this later <3

========================================
Taiko maps aren't supposed to be super hard, they're supposed to fit the song. (aka vocals or drums)
about finishes: I can hit DDDDDDDDD 1/4 in BPM180 (raijin) or even higher, but is that fits the song? This ismore important.
lolcubes

Sander-Don wrote:

Also, if you're playing taiko, why wouldn't you use the authentic skin unless you don't know how to download it?
I mean really, the osu! taiko skin is so horrendous.
Because I am unable to. I have issues between my sound card and the game, and any custom sounds (including the ones from a skin) will either crash my game at random, or all sounds will just disappear. This is an issue I just can't solve and there is no going around it.
That's another case which is irrelevant though.
ziin

Loctav wrote:

Regarding the big hit notes... ...It's not because we fail at playing, it's because it's almost unreadable.
Unless I am mistaken, it's because the big notes are, well, big? They block the next note. Osu! standard has a similar problem with hitbursts blocking the next note too, so what a lot of players do is skin them out.

omegaflo wrote:

No no no no, are you able to play 180BPM 1/4 single tap ? i don't think so ;)
While I certainly can't (my max is 140 sustained which is why I used that figure), anyone who can stream at 400 BPM (which is apparently not hard for taiko) can do 200 BPM single tap.

lepidopodus wrote:

@ziin: mixing big notes in 1/4 streams or something, completely unacceptable to me. Seriously.

Extreme experts might want harder and more ridiculous things to get enjoyed, but we can't map for those guys.
So is there a problem leaving the option open to the approval crowd? I could probably find a song where the drummer uses both sticks in a sixteenth note stream, which would be the taiko equivalent of what you're denying.

Sander-Don wrote:

The fact that it's impossible to hit (unless the map is under 140 BPM) is the problem.
completely untrue. there are many people who can do 200 BPM. I wouldn't be surprised if a few could go up to 250.

Sander-Don wrote:

And it's just stupid, when would that fit into a song?... ...Taiko maps aren't supposed to be super hard, they're supposed to fit the song. (aka vocals or drums). Just because the map is 220 BPM, doesn't mean you have t go all dsfargeg
Of course not, but what if that's the way the song goes? Don't map it? Why should rules disallow super hard maps? As far as I know big notes are optional. You don't actually have to hit both notes do you?

The fact is ddKdd is not a hard pattern to play at any reasonable BPM. kdDdk is a much harder pattern, but still achievable at 200 BPM. Both are however difficult patterns to read since most players are not used to it, and due to the limitations of the skin. I mean I don't like playing maps that go back on themselves and are very difficult to read. How can we say with certainty that eggpain difficulty is unrankable, especially if it's possible? I just want to make sure you're going to deny it for a good reason, not just because of eggpain.

http://osu.ppy.sh/ss/226256 - if the d after the K here were a repeating slider in osu, it would be borderline rankable (the modder would probably tell the person to fix it). However I still fail to see how this is so impossible to read.
Sander-Don
Listen, Finish notes in 1/4 have nothing to do with seeing the next note.
It's the fact that nobody can hit a stream that's 14 notes long of finish notes (say all D notes) in 200 BPM maps.
But what overrides that is the fact that it's not authentic.
They're really should be no discussion about this.

Edit no you don't have to hit it with both hands, but still.
In authentic taiko, that's how it's supposed to be hit. And aren't we trying to make this as authentic as possible?
Edit 2 And about what Chris said, Yes, I can hit finish notes in long streams too, weather it be all finish, or 1 at the start or end of the stream. But the problem is it being unauthentic.
Just because one person (TTTL in this case) Can hit 1/8 streams, doesn't mean it should be something that's allowed in a map.
Or just because me and you (Chris) can hit finish notes in streams, doesn't mean it should be allowed either.
It's unauthentic
Love
No discussion at all, not everyone can vibrate their fingers to hit finishers in 1/4ths, not to mention both fingers to actually get the full amount of points for the finish instead of half.
ziin

Love wrote:

No discussion at all, not everyone can vibrate their fingers to hit finishers in 1/4ths
Not everyone can play insane either. That's a terrible argument.

Love wrote:

not to mention both fingers to actually get the full amount of points for the finish instead of half.
I'm afraid I don't understand your point.

Sander-Don wrote:

Listen, Finish notes in 1/4 have nothing to do with seeing the next note.
That's not what others are saying

Sander-Don wrote:

It's the fact that nobody can hit a stream that's 14 notes long of finish notes (say all D notes) in 200 BPM maps.
I already told you this was untrue

Sander-Don wrote:

But what overrides that is the fact that it's not authentic.
Good enough reason for me. I think it's a stupid reason, but I'll accept it. Just make sure everything else is as close to authentic as possible.

Osu's taiko is much easier than authentic due to having 4 inputs rather than 2 inputs, as well.
Sander-Don
Though osu! taiko is harder in a sense due to the fact that the play board is 0.5x shorter.
And about the 4 inputs on osu! and 2 on authentic. the wii, psp, and ds games have 4 inputs as well. (That is of course if your not using the tatacon on the wii.)

I'd like to discuss more, but I gotta go to sleep. hopefully the people that actually know something about taiko will keep this thread sensible.
ziin

Sander-Don wrote:

Though osu! taiko is harder in a sense due to the fact that the play board is 0.5x shorter.
You're a good enough player to know how less notes on the screen make rhythm games easier up to the point where the player can't keep up anymore.
Love

ziin wrote:

Love wrote:

No discussion at all, not everyone can vibrate their fingers to hit finishers in 1/4ths
Not everyone can play insane either. That's a terrible argument.

Love wrote:

not to mention both fingers to actually get the full amount of points for the finish instead of half.
I'm afraid I don't understand your point..
1. There's no rule that there needs to be muzukashii diffs if there's an Oni, or an Oni diff if there's an Inner Oni. Taiko maps do not have a full mapset unless they are done from authentic maps into taikosu! maps, which is what Arien666 makes.

2. You need to hit both red or both blue to get the full points for a finish, which it's impossible to get the full points if there's no space between a note and a finish, which means it has to be 1/2 or 1/3 in occasions to hit. i.e.: ddD d D first one is impossible to hit, but the 2nd one is easier to hit.
MMzz
Won't get enforced / People won't follow the rules anyways.
We tried this once, remember?

glhf
Love

MMzz wrote:

Won't get enforced / People won't follow the rules anyways.
We tried this once, remember?

glhf
quoted for the truth
MMzz

ziin wrote:

Sander-Don wrote:

Though osu! taiko is harder in a sense due to the fact that the play board is 0.5x shorter.
You're a good enough player to know how less notes on the screen make rhythm games easier up to the point where the player can't keep up anymore.
It's actually true.
In official TnT games the lane is way longer, and it really can effect accuracy/skill.
I can't keep good acc on taiko ds to save my life, but then the same songs on osu!taiko it's an easy SS.
Note that I am pretty equal in skill from DS to KB.
Love
One of the MAT/BATs that I've seen with good taiko mods, Garven. <3 him for that and he should teach the others.

Since this thread is mainly to the MATs and BATs that want to mod taiko, I suggest Rokodo's old thread with the Guidelines.
lepidopodus
@ziin: Are you trying to enforce rules that isn't from us? You are just talking about something other than Taiko, like talking about osu standard thing or stepmania thing etc etc. We suffered quite a lot already cause in the past there was quite lots of BATs who wants to enforce osu standard rules in Taiko mode. That is why we tryed to make our own rules once already. We are talking about Taiko so don't find examples from other things like 'Hey, there is similar thing in osu standard, so it is ok!'. I'm tired of this.

Being logical might important but our concensus is more important since it is a game, not an academical things. That is against our consensus (or something known as consensus) so we don't accept that. If you want to reverse this, prove that lots of Taiko players think it is good and should be unbanned, not stating it is possible or not.

And allowing everything cause it is possible to play to someone, lol, is that you want?
ziin

lepidopodus wrote:

Are you trying to enforce rules that isn't from us?... ...Allowing everything cause it is possible to play, lol, is that you want?
I think making rules should be kept to the absolute minimum so that the mapper and player have more freedom in what they make/play. If it's impossible it should not be allowed, and in that case it's obvious and a rule is not needed unless it's been abused in the past. The reverse is not necessarily true, but what I want is an explanation as to why the rule should exist.

In a sense, yes I'm trying to enforce rules that aren't from the taiko crowd because they are general rules. Mostly "does it fit the song?".

Currently it's:
big notes in 1/4 streams are too hard to read since the big note covers up the next note
This is a viable excuse at lower approach rates, but there is plenty of space to see the next note at high approach rates.
big notes are too hard to play because you have to hit the same button twice in rapid succession
There should be a maximum amount here, and in all likelihood that's right around 200 BPM. Limiting difficulty should not be up to rules, but up to the song. In osu! standard, and 8x jump is 99% of the time incorrect. However there is no rule stating what the maximum jump rating is. It's obvious on a per-map basis what should be allowed and should be caught in the modding process.
this never happens in TnT authentic and is not how TnT is played
I can't argue with this. I don't particularly like this reason because there's a lot of things in osu! that don't exist in the DS versions. Taiko mappers do not all map in "authentic" style either, which makes the argument a little weak.

I keep referring to other games because it works in other games, and I don't see why it wouldn't work in taiko. If you can point out places where I'm wrong I would like to hear it, as that's one of the two best ways to convince me to change my mind (the other is in my signature). If my analogies are wrong or are inappropriate that would also work.

This also helps me understand taiko better in the hopes that someday I will get better at playing/modding it.

I have a lot less of a problem with guidelines, so if this is a guideline I don't care as much.

lepidopodus wrote:

If you want to reverse this, prove that lots of Taiko players think it is good and should be unbanned, not stating it is possible or not.
In all likelihood I can't. I don't know enough taiko players to prove this. However you say nobody likes it. If that is so, why deny something that will never be abused?
lepidopodus
In a sense, yes I'm trying to enforce rules that aren't from the taiko crowd because they are general rules. Mostly "does it fit the song?".
We aren't composing musical thing. Based on songs? Fine. Cling to songs even ignoring enjoyment? No. And lots of player think that is far from enjoyment. Don't forget that one of Taiko player's complains before this amount of Taiko map have been made was existance of 1/4 big notes.

This is a viable excuse at lower approach rates, but there is plenty of space to see the next note at high approach rates.
I can't understand this statement cause there is no such thing called 'approach rate' in Taiko.

There should be a maximum amount here, and in all likelihood that's right around 200 BPM. Limiting difficulty should not be up to rules, but up to the song. In osu! standard, and 8x jump is 99% of the time incorrect. However there is no rule stating what the maximum jump rating is. It's obvious on a per-map basis what should be allowed and should be caught in the modding process.
I already said that enjoyment should not be overridden by song elements due ti its a game. And you are stating about osu standard again. You can't persuade us by this.

I can't argue with this. I don't particularly like this reason because there's a lot of things in osu! that don't exist in the DS versions. Taiko mappers do not all map in "authentic" style either, which makes the argument a little weak.
Yeah statement like 'it's authentic' isn't good, but denying influence of TnT, blargh.

I keep referring to other games because it works in other games, and I don't see why it wouldn't work in taiko. If you can point out places where I'm wrong I would like to hear it, as that's one of the two best ways to convince me to change my mind (the other is in my signature). If my analogies are wrong or are inappropriate that would also work.
No you are just stating about other games cause you can't find anything, anyone that supports your opnion in Taiko. Don't trying to enforce that we don't like, it is just trolling to us. If we start think we need to abolosh those restictions, WE will do it. (And we are already talking about weaken it a bit.)

In all likelihood I can't. I don't know enough taiko players to prove this. However you say nobody likes it. If that is so, why deny something that will never be abused?
Rules also function as guideline for newbies, so we state those kind of things. There's also some kind of historical reason. I already told you that one of our complain was 1/4 big notes. There was days that BAT denied peculiarity of Taiko, so we need to state how we are different by insist some difference, and that was one thing. You lack these kind of understandings, don't think this as that easy thing.

This is going stupid. I won't accept any statement about big notes or finish notes below here, cause I think this is denial of capability of Taiko community.
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