The Song Setup is an important screen in beatmapping, as it contains many important settings that are keys to make a decent map.
Song and Map Meta Data
Not every song needs something in the "Source" field. The source is only for songs that are "from" something, such as a video game theme song, or something from the soundtrack of an anime. Regular rock and pop songs can just leave the source field blank.
Under "Tags" is where you can put the album title if you choose, along with specific subgenre information.
You should enter this information before you create a second difficulty, to ensure that the text will be consistent across all of the maps in the set.
- Artist: The band, singer, or group that performed or created the song. osu! will pull the artist from the mp3 file, but please double check it to make sure it is spelled and punctuated correctly. Anime/Game titles or companies do not belong here (they belong to Tags). You can usually find the composer for anime and game songs on Wikipedia or other reliable sources such as AnimeNewsNetwork or MyAnimeList. Foreign names should be presented in the same name order as used on Wikipedia (generally, Given Name followed by Family Name, the western order, for consistency).
- Romanised Artist: The romanised (English) name of the artist of the song. It should be presented in the same name order as used on Wikipedia (generally, Given Name followed by Family Name, the western order, for consistency). This field will become active if you use Unicode characters in the Artist field.
- Title: The name of the song. It will be pulled automatically from the mp3 file, but double check for spelling or capitalization errors, especially if you get the mp3 online.
- Romanised Title: The romanised (English) name of the name of the song. Again, this field will become active if you use Unicode characters in the Title field.
- Beatmap Creator: That's you. osu! should handle this automatically, so you shouldn't edit this. If you are including a guest difficulty made by someone else, their name belongs in the Difficulty field below, not here.
- Difficulty: The name of the difficulty of map. The dropdown contains the preset names: Easy, Normal, Hard, Insane. You can select one of the default names, or create your own name. While it's good to be creative, try to make it very clear which one is harder than others as ambiguous difficulty names can annoy players. This would also be the field where you indicate a guest mapper, if this is their difficulty (e.g. "Larto's Hard").
- Source: Where this song originate from. This field should generally only be included for Anime or Video Game songs, and occasionally for Novelty (Movies, TV, or Internet) songs. If the song is from an anime or video game, or is famous for its use as a TV or movie theme, the title of that source goes here. Rock and Pop songs should generally leave the field blank. This is not to be used for things like album titles.
- Tags: Keywords to help in searches. Common uses include album names, guest difficulty creators, company name and other terms that may be used by people when searching for specific wants (like eroge or visual novel for example if your beatmap's song is based on an eroge visual novel). If your map has "collab" elements mapped by other mappers, their names can go here. Tags are separated by spaces. It is not compulsory to fill in but is greatly appreciated when using the Web search and osu! search in-game.
- Note: If you have a tag of "qwertyuiop" as a tag on your beatmap, you can also find your beatmap in-game by typing in "qwertyuiop".
Again, to avoid issues, please make sure that everything (aside from Difficulty name) is filled out identically for each difficulty.
Tab related to the core of beatmap's settings. Each setting affects different aspects of the beatmap.
HP Drain Rate
- Known as "HP" in Edit's song selection.
The rate at which HP decreases, which is always constant except during breaks. Further HP is lost with misses. HP is recovered by getting a score value and spinning spinners. More HP is recovered with Geki and Katu at the end of a combo.
- Known as "CS" in Edit's song selection.
This determines the size of circles and sliders. The value range from 3 to 7 with the smaller numbers being large sizes (like needle gauges). The smaller circles make the map harder by requiring the player to be more precise.
Most maps use sizes 3, 4 and 5. 6 is sometimes used and 7 is almost never used (it will be roughly the size of your cursor). 7 is likely to be seen when using the Hard Rock mod. An example of beatmap using 3, 5, 6, and 7 as default and beatmap that uses 0, 1, 3 and 4 as default.
It is possible by manually editing the .osu file to assign a value of 0-10 but this is not suggested as using sizes not between 3 - 7 will be considered unrankable beatmap.
- Known as "AR" in Edit's song selection.
The Approach Rate is a number that indicates how long circles stay on the screen, from the moment they appear and until the right time to click on them. Higher approach rates mean that circles will be shown for a shorter period of time, giving you less reaction time to plan ahead when to click on them. On the inverse, smaller approach rates mean that circles will be shown on the screen for a longer time; this gives you more time to react to each circle, but results in having more circles on the screen at once, which can become confusing with very small approach rates.
An Approach Rate setting is often called "AR" in short.
Each map has a default AR setting that can range from AR0 to AR10. There are four mods that alter the AR once you activate them, which are:
- Hard Rock: 40% higher AR, capped at 10.
- Double Time: 50% faster AR, faster in milliseconds which is different from HR's AR-increment, capped at 11.
- Easy: Halves the AR.
- Half Time: 33% slower AR, slower in milliseconds, can go below 0.
AR increases in a linear fashion with 120ms increments from AR0 to AR5, and in 150ms linear increments from AR5 to AR10.
Here is the full table of all AR values, as well as with mods. "ms" = milliseconds, which is the exact time amount that circles stay on the screen.
The difference is 1000 ms = 1 s.
Do note that ARs above 10 are only possible through the usage of Double Time, ARs below 0 are only possible through the usage of Half Time, and all fractionated ARs are only possible through the usage of at least one of those two mods.
- Known as "OD" in Edit's song selection but as "Accuracy" on Beatmap Listing page.
- Timing judgement and Spinner spin requirement.
- Increasing (>5): Stricter time judgement, harder to get 300, easier to get 100 to Miss. Spinners gauge become harder to fill up and may lead to ninja spinners.
- Standard (5): Basic timing judgement. Basic spinner judgement.
- Decreasing (5<): More lenient time judgement, easier to get 300, harder to get 100 to Miss. Spinners gauge fill up faster and player can receive the bonus easily.
Note: osu! timing system does not allow a hit circle to be hit until the previous one has been hit or its time frame has been exceeded (resulting in a miss). With a low OD, the time frame of one circle may overlap with the other; therefore, one could hit the second note with perfect timing (but ignoring the first note) and ended up completely miss both because the time frame of the second note has not been exceeded yet (it is still in time frame judgement of first note).
Approximate Difficulty Rating
This is a summary of all of the settings chosen on this page. More stars mean harder maps and more score. This is not the final star ranking of the song; it is just an approximation based on the settings you chose.
Default Sample Settings
Here you can configure the hit sounds to your liking.
If you have timing sections (F6) that change either the hit-sound set or volume, you will not be able to adjust them here. You can click reset settings to remove them. Most mappers use timing sections to set the settings you can find here.
Sample Set Selection
Here you can choose whether to use the Normal, Soft, or Drum built-in sample set. You can also enable custom overrides (Put hitsounds files inside the map's folder first).
Sample Set Volume
Here you can set the volume of the sample set. This is important, because while you want to hear the hit sounds (an important aspect of osu! and osu!mania), you do not want the hit-sounds to drown out the actual song.
Test Sample Set
Click on the buttons to test out how the sample sounds. These sounds are additive, Whistle is a combination of Normal and Whistle.
This is where you can set a number of seconds to pad the beginning of the song. This is useful when the map starts at the very beginning of the song. If you need more than 3 seconds you can edit it in the .osu file. During this pause, the HP bar will fill up quickly to alert the player that the song is about to start.
These sections are used manly to assign combo colors. Combo colors are an important part of the beatmap's aesthetic value, because there will be a lot of circles and sliders in the beatmap. Clicking a combo color opens up your OS's color picker (At picture, uploader used Windows OS). Choose colors that compliment the background but the colours must not camouflage into the background. Up to eight combo colors can be used, although most maps uses four. Clicking the "Remove Combo Colour" will remove the highest numbered Combo color (in other word, reverse order 8-7-6-5-4-3-2).
The other part of this window is assigning the playfield background color, but this is usually a moot point because beatmaps can't be ranked without a background image which usually overrides this setting unless you are planning to use a storyboard which the background may be visible.
This tab houses options on how various visual elements will look in the beatmap.
A countdown similar to the EBA and Ouendan.
You can change the speed and offset of the countdown as well.
You can also chose to letterbox during breaks(the black bars you see during movies) which is ticked by default. The next setting allows the storyboard to be in front of the combo fire that happens during the map. The last setting allows you to add an epilepsy warning if your storyboard has strobing or other elements prone to give epileptic fits.
Set the preferred skin (from your own skin folder) that will be used instead if the skin is present in the another player's skin folder. If the skin is not present, a notice will pop-up and the player's default skin will be used. However, most people will just include the skin as part of the beatmap file so this setting is rarely used unless to decrease the filesize. Older beatmaps may uses this, hardly ever used nowadays.
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osu! will automatically stacks notes that occur in the same place and close by in time. This is so that players can tell the objects apart.
The farther to the right that this slider is, the further apart in time stacking will occur . Rules dictate that if Stack Leniency is set so that stacking no longer occurs, you must manually offset the objects. This option is best left as it is if you really do not know what will gonna happen and what you are doing.
Do note that stacked hit-circles will move towards the point where the stacking occurs. Picture example here
Normally, beatmaps are playable on all four play modes by default. If this is set to Taiko, CtB or osu!mania, then only that mode will be forcefully used for this difficulty setting.