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Taiko Ranking Criteria

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This include the recent changes made from the discussion forum. Any rule that is being discussed is listed here as it used to be and will be updated once the discussion reaches an agreement.

Contents

Rules

All rules are exactly that: RULES. They are NOT guidelines and may NOT be broken under ANY circumstance.

  • Difficulty names

Difficulty names must be taiko specific, but don't need to contain it's difficulty rating self (e.g. Taiko, Taiko Oni, Taiko Muzukashii). Guest difficulties may contain the mapper's name.

  • Difficulty settings and song setup

Overall difficulty and HP drain rate should be between 4~7.

Exception: Maps exceeding usual draining time should have a life drain between 1~4 depending on length and numbers of notes.

  • Countdown

Don't use countdown. If the notes start too quickly, add a lead-in time.

  • Finish notes

Finish notes must not be in the middle or at the beginning in a 1/4 or above stream.

At the end, finish streams may be allowed if there is a reasonable sound for it under following pattern constellations: xxxxxxxxO, xxxxooooX, xxooxxooX

  • Kiai time

Only use the kiai time in the chorus of a song. Do not use short kiai "flashes".

  • Custom hitbursts

You must not use custom hitbursts.

  • 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.

Taiko rest moment.png

Guidelines

Guidelines are important and should be followed in most maps. However, they are NOT rules, so they may be broken in special cases. If you want to break a guideline, ask yourself this: Does what I'm about to do make sense? Is it more fun to play like this compared to sticking to the guidelines? If you answer yes to both these questions, then it is probably okay. When your guideline-breaking map gets modded, try to be as reasonable as possible: Do your best to explain your point of view and be open to suggestions.

  • Slider Velocity

The Slider Velocity should be 1.40 or 1.60.

  • Streams

For the majority of maps, only 1/1, 1/2 or 1/4 beat note streams should be used. 1/3 and 1/6 should be added only when there's a similiar beat in the music. Avoid using 1/8 streams by any circumstance.

  • BPM Changes

Unnecessary BPM changes are not allowed unless the song has a relatively low BPM. Overlapping notes are not allowed, too, unless the song has a suitable changing BPM part for this with no complex streams. When changing BPM it is advisable to use the method or fixing it with useing a series of slowing slider velocity sections:

Taikoinherit.png

Taikobpm.png

Note in the example above that multiple slider velocities are used to show a visual slowdown of notes, without the 0.5 section being "overlapped" by the final note preceding it.

  • Drumrolls (Sliders)

Use sparingly within a map and keep a 1/2 beat space between them and any other object. Try not to put sliders one after each other. Avoid using sliders for 125 BPM songs or lower.

Use a tick rate of 3 if the song self is snapped on 1/3.

  • Spinner

Leave at least a 1/2 beat between a note and a spinner. Using them on streams may be okay. Short spinners are not recommended.

  • Breaks

All break sections should be artificially removed from the .osu file.

  • Custom Hitsound Volume

Keep volume at a constant level (e.g. 80%) with the beat still somewhat audible. Use the "Normal" audio sample set.

  • Custom hitsounds

Custom hitsounds must be drum-related. If custom hitsounds are used, they should have deeper/lower tone set as don and a higher/lighter tone as kat.

Recommendations

These are just taiko mapping recommendations, which are not fully neccessary.

  • Custom Combo Color

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:

Taikocombocolor.png

  • 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:

Taikobeatplacement.jpg

  • 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:

Taiko16stream.png

Credits

  • Transfer to wiki done by Loctav
  • Latest version (1.0.3) by OnosakiHito, Loctav & wmfchris
List of guides in osu!
Official FAQ and Ranking GuidelinesGame FAQ Ranking Criteria Standard Ranking Criteria Taiko Ranking Criteria Catch the Beat Ranking Criteria osu!mania Ranking Criteria
General Mapping/Modding InfoHow to mod? List of Mapping Techniques Taiko Map Guidelines Filling The Song Set-up fields Making Good Sliders Fitting the Size-limit
Modding AidesAIBat
Skinning/Hitsound InfoSkinning in General Making Properly Centered Spinners Custom Hitsound Library Adding Custom Hitsounds Making the Background of Things Transparent
Storyboarding InfoStoryboard Scripting Reducing SB Load
Video EditingHow to Compress Videos Without Destroying Their Quality How to Add Videos taken from Youtube
Common MistakesHow To Correctly Change Map's Artist/Title Basic MP3 Modifications
MiscellaneousChanging Title Text Music Theory Setting the Offset on the Correct Beat Collab Information Starting a Beatmap Project Live Streaming osu! Getting songs from Videogames