https://www.youtube.com/watch?v=N-aMh0QCUB4 most official source i could find online. seems to be matching
hitsounds - force default skin samples as custom hitsounds cuz player skins will most likely have their own hitsounds overriding default skin samples
copy default skin samples to the beatmap folder and set custom samplesets on each diff
skin - some sounds are missing, skin set lists don't mention them anywhere, idk how optional they are - applause, failsound, combobreak
interestingly, spinnerspin and spinnerbonus also get loaded with beatmap hitsounds, see https://osu.ppy.sh/beatmapsets/83560, consider adding them too
skin - all the missing stuff from sets cuz at the time of writing Im looking at the skin set list ( https://osu.ppy.sh/wiki/en/Ranking_criteria/Skin_set_list ) and I'm finding too many things than I'd like and don't wanna spam problem logs
Refer to https://osu.ppy.sh/wiki/en/Ranking_criteria#rules.5 -> However, if a required skin element in a set would be unused or the default skin is forced, the element is not necessary to include.
Currently default skin is enforced which replaces any unused elements with the default skin.
Hitburst set - Default skin doesn't support version 1.0 elements so even if included they will not function correctly.
Hitcircle set - Doesn't conflict with user skins because default is enforced
Old spinner style set - Optional but only works on Lazer
Scorebar set - Default enforced
Mod icon set - Refer to https://osu.ppy.sh/wiki/en/Ranking_criteria/Skin_set_list#mod-icon-set This skin set is not gameplay relevant. The respective icons can be left out even though they are listed as required if they are not present in any of the game modes of the mapset.
Playfield set - Default enforced
[!] Countdown set - You are right on this, the old go sprite is missing and it uses the new one instead, this is unintentional. Also see response at #4696630/12459286
Section indicator - Optional but could be nice
forgot that default skin enforcing is a thing oops
EDIT: considering we're doing minor edits to some elements, worrying about skin.ini version 1 is unnecessary
skin - count 3 2 1 are edited incorrectly (Countdown set)
idk how to word this so here's a recording of a copy of the old default skin I found somewhere, with skin.ini version 1
https://cdn.discordapp.com/attachments/1310604146625347644/1310604400120827954/2024-11-25_14-50-54.mp4?ex=6745d2f6&is=67448176&hm=aab4fa6880960816b7f0bf7961465643da035226fb452562b20d66639912c160&
idk if I should mark this as a problem
These are actually edited like this on purpose, default skin uses version 2.0 which automatically centers the countdown elements.
To work around this we manually positioned them to get as close to the original as possible (thanks for showing me this Noffy!)
Main reason we do this instead of just not enforcing default is because the default skin is currently the only way to enforce the SliderTrackOverride to be the same color as the combo colors since a beatmap folder skin.ini doesn't work (at least on the stable client, unsure about lazer).
i understand why they got edited, but the way they got edited into is incorrect - the sprites appear in order, not disappear
skin.ini version 1:
3 [] []
3 [] 2
3 1 2
currently:
3 1 2
[] 1 2
[] 1 []
skin - missing section-pass, section-fail sprites and sectionpass, sectionfail sounds if you have breaks and want to copy old default skin elements
tbf, the entire Section indicator set is missing, but if you're clearly copy-pasting the default skin with a couple of minor edits, then I find this as an oversight
spinner-osu.png is unused since it only works with skin version 1.0 while the preferred skin being default forces it to skin version 2.
Should be fine either way, it's kinda technically not unused in specific cases where players are using a skin with version 1.0 and have "ignore beatmap skin" disabled in the settings, but then go to enable it specifically for the map itself which causes the game to get confused which elements it's using :P
I like the idea of the diffnames indicating weight. It's very reminiscent of older maps which did similar naming schemes.
However, I would associate [Light] moreso with an [Easy] and [Medium] with a [Normal], so I'd say it would be appropriate move those two down, as in;
[Geoffman's Tutorial] -> [Geoffman's Light]
[Light] -> [Medium]
[Tactic's Royal Medium] -> [Tactic's Royal Intricate]
[Willy's Heavy] stays the same,
and so does [New Beginnings]
beginner -> light gap is quite big right now as beginner is a glorified easy diff with literally any 1/2 rhythms and light diff feels morelike on advanced territory with the amount and lenght of 1/2 chains it has
spread def needs a more proper and less harsh introduction to 1/2 rhythms on beginner diff to bridge better into Light diff
either stick some 1/2 rhythms to your bottom diff or add a diff inbetween with shorter 1/2 chains
Also if you decide to add some 1/2 rhythms to beginner i think u can just take back your old diffname scheme , Light -> Medium -> Heavy since it would be more fitting (given your bottom diff would now have 1/2 rhythms and beginners usually use exclusively 1/1 rhythms)
In osu! mapping, the use of inherited points, also known as green lines, is essential for creating high-quality beatmaps that provide an enjoyable gameplay experience for players. Inherited points are used to control the speed and spacing of hit objects, sliders, and spinners in the beatmap, ensuring that the rhythm and flow of the map are consistent and smooth. There are several reasons why every mapper should use a ton of inherited points in their osu! mapping.
Firstly, inherited points allow for more precise timing and control over the placement of hit objects and other map elements. By using inherited points to adjust the spacing and speed of the map, mappers can create a more natural and intuitive flow of gameplay that is easier for players to follow. This leads to a more enjoyable and satisfying gameplay experience, which is essential for keeping players engaged and interested in the beatmap.
Secondly, inherited points can be used to create more dynamic and engaging gameplay by adjusting the spacing and speed of hit objects and other map elements. By using inherited points to speed up or slow down sections of the map, mappers can create a sense of tension and release that adds to the overall excitement and challenge of the beatmap. This helps to keep players engaged and motivated to improve their scores and rankings, which is essential for building a strong and active osu! community.
Finally, using a ton of inherited points in osu! mapping is a sign of a high-quality and well-crafted beatmap. Good mapping requires careful attention to detail and a thorough understanding of the game mechanics and player expectations. By using inherited points to fine-tune the rhythm and flow of the map, mappers can create a beatmap that feels intuitive and natural to play, while also providing a fun and engaging challenge for players.
In conclusion, every mapper should use a ton of inherited points in their osu! mapping in order to create high-quality, engaging, and challenging beatmaps that provide a fun and satisfying gameplay experience for players. The use of inherited points is an essential tool for creating maps that stand out and attract players, and is a key part of building a strong and active osu! community.
Finally, using a ton of inherited points in osu! mapping is a sign of a high-quality and well-crafted beatmap. Good mapping requires careful attention to detail and a thorough understanding of the game mechanics and player expectations. By using inherited points to fine-tune the rhythm and flow of the map, mappers can create a beatmap that feels intuitive and natural to play, while also providing a fun and engaging challenge for players.
In conclusion, every mapper should use a ton of inherited points in their osu! mapping in order to create high-quality, engaging, and challenging beatmaps that provide a fun and satisfying gameplay experience for players. The use of inherited points is an essential tool for creating maps that stand out and attract players, and is a key part of building a strong and active osu! community