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Multi-Play is implemented in 3rd of June 2008 (3.6.08) under public release (b335), is a game mode in which up to eight players can compete against each other on a single map decided by the host.

Multiplay Flowchart

Contents

How to enter

  • First, make sure you have an osu! account logged-in to Bancho and a stable internet connection.
    • Having a considerable (like 100 songs [not difficulty] for example) amount of beatmaps is suggested before entering.
    • Losing connection to Bancho and you will be kicked back to Main menu. You can go to Multi again when you are connected.
  • From Main menu, press the "Play" then press "Multi" and you will be directed to the lobby. (P-M)

Lobby

Example of Multiplayer Lobby

This is a (waiting) Multiplayer Lobby.

  • Here's a list of what a player can do in the lobby.
    • Press one of the tabs above to sort out the game style they want.
    • Creating a new "room" by pressing "New Game"
    • Press one of the "room" to enter that "room" group.
    • Press "Filter" to sort out the list.
    • Talk with other players using the chat console which are opened by default. Please be at your best behavior at all time.
    • Check out the players logged into lobby by looking at the right of the screen.
    • Select and playing your jukebox songs at the upper-right of the screen.


New Game

New Game
  1. Game Name: Naming the "room" name. You can use foreign languages. Check the button bellow it if you do not want random players to join your "room"
  2. Password: The Password to enter the room. Will only appear if the button is pressed. Your play sign will be shown with a lock.
  3. Max Player: The number of players that can join your "room". You can allow up to 2-8 peoples including yourself.

After you are done, you can press the "Start Game" to create the "room" with you as the host of the room. You will be directed to Match Setup






Match Setup

Nicknamed "(game) room"
Example of Host Match Setup

Pictured right is the Match Setup (Team Setup) for Host only.

  1. Match Setup: The status of player in the room. It is either host or player only.
  2. Player bar: Your player bar. Currently, it is based on pp.
  3. Pause the beatmap song selected by host. Will no work if player do not have the beatmap.
  4. Current Players: The players inside the room. Player can move around the placing if they want.
    1. Note: Flag = Small Rectangle , Bar = Long rectangle
    2. Flag Color meaning
      1. White: Player have the beatmap but did not press the Ready button.
      2. Green: Player is ready.
      3. Red: Player do not have the beatmap needed. (Team) Player in Red Team.
      4. Blue: (Team) Player in Blue Team
      5. Black: Locked place. Only host can unlock it.
    3. Bar Colour meaning
      1. White: Player have the beatmap but did not press the Ready button.
      2. Light Green: Player is ready.
      3. Red: Player do not have the beatmap needed.
      4. Black: Locked place. Only host can unlock it.
    4. Picture meaning
      1. Crown: Player is a host
      2. Lock: Determine whether the place is locked or not.
      3. Kick: Host command. Kick the player and lock the place of kicking.
  5. Game Name: The name of the game. Only Host can change the name and create/change the room password.
  6. Beatmap: Beatmap selected by host to be played.
    1. If the beatmap is not ranked, player cannot download it even by pressing it.
    2. If the beatmap is ranked, player will be directed to the beatmap page by player's web browser.
  7. Mods: Game Modifiers. Only Host can determine it. Player can use "No Video" mod when they need it.
  8. Game Type: Setting for the room.
  9. Ready!: Press this button to prove you are ready. All player must press it and the final decision is decided by the host.
  10. Chat console. BachoBot will give you a link which is the match history. It is something like http://osu.ppy.sh/mp/x (Replace "x" with numbers). The data will be removed after one month.
  11. Leave Match: Leave the room and head back to the lobby
  12. (Tag Co-Op or Tag Team VS only) Combo colour adjustment when it is your turn.

When all players is ready (there should be a second sound to show that everyone is ready) and the host give the final call (Start Game!) to start the match, the game will start.

Game-play Interface

Explanation regarding player's box colour
Multi-play status bar.png


Head-to-Head

Example of Failed Gameplay
  • Basically, it is the same as normal gameplay interface except there are some differences.
    • At the left of the screen is the list of players.
      • If Score: Their score, hit score and multiplier are shown in real-time.
      • If Accuracy: Their accuracy, hit score and multiplier are shown in real-time.
        • The colour of the player bar determines his/her HP bar status. Grey means HP is fully drained, thus "Failed".
    • At the lower-right of the screen is your position in the group. If you fail the song, you will received a "Failed" statement.
      • Your object colour will all turn gray regardless of the original colour scheme when "Failed".
    • When player's health are completely drained, they can keep playing but they cannot be revived back from "Failed" status.
    • Pressing [ESC] will result in "Quitting" the match, not pausing the game.
    • Depending on the beatmap, you may have time to adjust the screen brightness from the "Fun Spoiler" hidden at the left of the screen.


Tag Co-Op

Example of Tag Co-Op play
  • UNRANKED PLAY
  • Only available in osu! standard mode.
  • Player placing is important, as it will determine when it is your turn.
  • Everyone shares a lifebar.
  • An arrow will show the player who is currently playing the beatmap. Their name will be shown at the lower right of the screen.
  • There will be warning arrows when it is your turn and the combo will be in colour until your time is up.
  • Everyone must do the spinner regardless whether it's their turn or not.
  • If Fail, everyone will be sent back to the "room" again.
  • Pressing [ESC] will result in "Quitting" the match, not pausing the game.
  • Depending on the beatmap, you may have time to adjust the screen brightness from the "Fun Spoiler" hidden at the left of the screen.


Team

Example of Team VS play

Team VS

  • The team members placing is split into two sides.
    • Blue Team members is placed at Left side.
    • Red Team members is placed at Right side.
    • A crown at center shows the current situation. It will move left and right depending on score superiority.
    • Total score of the team is shown above each of the team's name.
    • There is no "Leader" (or "Captain") in the team.
    • The highest scoring member of either team will be shown as 1st at their respective team.
  • Handicap is possible (8 vs 0)
    • Score unfairness will happen if there is a handicap.
  • If either member from either team fails/quit, the song will stop abruptly and everyone will be directed to the grade screen.
    • Pressing [ESC] will result in "Quitting" the match, not pausing the game.
  • Depending on the beatmap, you may have time to adjust the screen brightness from the "Fun Spoiler" hidden at the left of the screen.
Example of Tag Team VS play

Tag Team VS

  • UNRANKED PLAY
  • Only available in osu! standard mode.
  • The team members is split into two sides
    • Blue Team members is placed at Left side.
    • Red Team members is placed at Right side.
    • A crown at center shows the current situation. It will move left and right depending on score superiority.
    • Total score of the team is shown above each of the team's name.
    • The team format is based on the placing of the players prior the match.
      • Player at the upper placing will go first and player at the lower placing will go last.
    • Each team member share it's own team HP bar.
    • An arrow will show the player who is currently playing the beatmap on your team side. Their name will be shown at the lower right of the screen.
    • There will be warning arrows when it is your turn and the combo will be in colour until your time is up.
    • Everyone must do the spinner regardless whether it's their turn or not.
  • Handicap is possible (8 vs 0)
    • There is no score unfairness if there is an handicap (if 7 vs 1).
  • If either member from either team fails/quit, the song will stop abruptly and everyone will be directed to the grade screen.
    • Pressing [ESC] will result in "Quitting" the match, not pausing the game.
  • Depending on the beatmap, you may have time to adjust the screen brightness from the "Fun Spoiler" hidden at the left of the screen.


Multiplayer Results

Players will be directed here after the beatmap is completed unless stated otherwise.

Head-To-Head

Example of Multiplayer Results
  • Here, the final ranking of the score/accuracy is shown.
    • Player can check other player's results by pressing their player tab.
    • First place player's avatar picture will be shown at the "Winner" section. If the player do not have one, it will simply be blank.
  • Grades are now put inside the record like a watermark.
  • Despite there is no Online score leader-board, your ranked score will still be counted as legitimate ranked entry (if passed).
  • You cannot retry the beatmap but you can export your replay by pressing [F2].



Tag Co-Op

Example of Tag Co-Op results screen
  • Your score will not be counted because it is an unranked play.
  • The result shown is the total score, hit score and accuracy of the team.
  • You cannot see individual results.
    • If you want to see it, you have to go to the match history of your room from BanchoBot's link at the first line of sentence in #multiplayer.
  • You cannot retry the beatmap but you can export your replay by pressing [F2].





Team

Example of Tag Team VS results screen
  • Here, the final ranking of the score/accuracy is shown.
    • The result is split into two sides. Blue at Left and Red at Right.
    • Player can check other player's results by pressing their player tab.
    • The center text will tell which team won the match.
    • The "Team" tab will show the total amount of hit score (300,100,etc) done by the whole team and the average of the accuracy of the team. Combo are not counted.
  • Grade are not shown on "Team" tab but is shown at player's tab as watermark (if full passed).
  • Despite there is no Online score leader-board, your ranked score will still be counted as legitimate ranked entry (if full passed for Team VS).
    • If Tag Team VS, your score is not submitted as ranked score.
  • You cannot retry the beatmap but you can export your replay by pressing [F2].


Game Type

Only host can determine the Game Type. Player should request to the host if they want something.

Play Mode

The game style you wish the map to be played. Do note that the game style's leitmotif will be shown at the lobby of your "room".

Team Mode

Head-to-Head

  • The default game mode.
    • In this game mode, players will compete against each other to achieve the highest score/accuracy
  • If everyone fails, the song will still continue to play despite the mods.

Tag Co-Op

  • UNRANKED PLAY
  • Only available in osu! standard mode.
  • In this game mode, players will cooperatively play a map and attempt to pass it together.
    • During gameplay, the active player will see their combo in color, while all other players will see the same combo in gray.
    • Colour of the object is adjustable.
  • Lifebar is shared with everyone.
  • Spinner must be done regardless whether it's your turn or not.
  • If Failed, it will stop the game and kick you back to the room again.

Team VS

  • This mode is exactly like Head-To-Head, except it is split into two teams.
    • The team with the most score/accuracy will win.
    • If either member of either team fails, the song will stop and everyone will be sent to grade screen.
    • Handicap is possible. (8 vs 0)

Tag Team VS

  • UNRANKED PLAY
  • Only available in osu! standard mode.
  • This mode is exactly like Tag Co-Op, except that the two teams will compete for the highest score/accuracy in a cooperative effort.
  • Handicap is possible. (8 vs 0)
  • If either member of either team fails, the song will stop and everyone will be sent to grade screen.

Win Condition

The condition to determine the winner. The winner's avatar will be shown at the grade screen.

  • Score: Player with highest score wins.
  • Accuracy: Player with the highest accuracy wins. Unconfirmed what will happen if there is more than one player achieve 100.00% accuracy.