@Sander-Don: That's what I want to hear. Thank you.
Anyway, I'm the same opinion as Sander and lepidopodus.
Anyway, I'm the same opinion as Sander and lepidopodus.
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).
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.OnosakiHito wrote:
- The generel use must be ,,Normal", not ,,soft" because the option ,,soft" makes the hitcircles too quite.
Except not even 100% soft can compare to even 50% Normal, that's how big the difference is with Taiko skinlolcubes 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.
That's about all i wanted to say.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 a good point you have there.Sakura Hana wrote:
Well here are my opinions on your rulesSander-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?)
I prefer the hitsounds/looks on the osu! taiko skin xDSander-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.
Welp, Opinions~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
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
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]delete that line and save. don't save in editor mode or else breaks appear again.
//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
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.
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.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.
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.Loctav wrote:
Regarding the big hit notes... ...It's not because we fail at playing, it's because it's almost unreadable.
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.omegaflo wrote:
No no no no, are you able to play 180BPM 1/4 single tap ? i don't think so
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.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.
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:
The fact that it's impossible to hit (unless the map is under 140 BPM) is the problem.
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?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
Not everyone can play insane either. That's a terrible argument.Love wrote:
No discussion at all, not everyone can vibrate their fingers to hit finishers in 1/4ths
I'm afraid I don't understand your point.Love wrote:
not to mention both fingers to actually get the full amount of points for the finish instead of half.
That's not what others are sayingSander-Don wrote:
Listen, Finish notes in 1/4 have nothing to do with seeing the next note.
I already told you this was untrueSander-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.
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.Sander-Don wrote:
But what overrides that is the fact that it's not authentic.
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.Sander-Don wrote:
Though osu! taiko is harder in a sense due to the fact that the play board is 0.5x shorter.
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.ziin wrote:
Not everyone can play insane either. That's a terrible argument.Love wrote:
No discussion at all, not everyone can vibrate their fingers to hit finishers in 1/4thsI'm afraid I don't understand your point..Love wrote:
not to mention both fingers to actually get the full amount of points for the finish instead of half.
quoted for the truthMMzz wrote:
Won't get enforced / People won't follow the rules anyways.
We tried this once, remember?
glhf
It's actually true.ziin wrote:
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.Sander-Don wrote:
Though osu! taiko is harder in a sense due to the fact that the play board is 0.5x shorter.
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.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?
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 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 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.
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?Well.... Yes ? =D
400BPM 1/4 ? I think they are only 4-5 players able to do that srsly, rules can't be watch'd for only these 4-5 >.>ziin wrote:
anyone who can stream at 400 BPM (which is apparently not hard for taiko) can do 200 BPM single tap.
I think the "approach rates" said by ziin means the speed of notes.lepidopodus wrote:
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.
Taiko mappers do not all map in "authentic" style either, which makes the argument a little weak.Their mapping styles could be different from the authentic ( eg hitsounds, note placements ),
Maybe it's me, but from what I see, I think you've misunderstood something about streams in Taiko, ziin.omegaflo wrote:
No no no no, are you able to play 180BPM 1/4 single tap ? i don't think soWhile 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.
I have misunderstood streams in taiko. What I have not misunderstood is the ability of some people to press their fingers on a key 70 ms apart. I'm also considerably faster at short streams where any error in my speed is not cumulative. My max sustainable speed is probably somewhere around 720 hits per minute, but I can easily hit double that in short bursts by utilizing a timing window.aabc271 wrote:
Maybe it's me, but from what I see, I think you've misunderstood something about streams in Taiko, ziin.
I think it would be fun. Are all the scores and FCs hacked or something?omegaflo wrote:
@ziin : Stop, play Made of fire Heavy or Oni Diff on taiko, you will see why we DON'T want big notes on taiko >.> (and srsly, IT WILL BE A SOOOOO OPEN DOOR for macro users >.>)
is this unrankable?arien666 wrote:
大打音
This is a viable excuse at lower approach rates, but there is plenty of space to see the next note at high approach rates.This one does not sound reasonable for me. All elements, from BG image to slider velocity to pattern arrangements, should fit the song. If you are trying to make big note-related stream more readable by increasing SV, you are creating another elements that does not fit the song, and is not welcomed at all.
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?We make rules for the future and we would never know whether it would be abused, especially the new comers in mapping taiko stuffs.
Extreme experts might want harder and more ridiculous things to get enjoyed, but we can't map for those guys.We can map maps that fits the song and fun at the same time, but we can't map for those guys enjoying extreme maps.
Hitsound is much more important in Taiko since it directly affects difficulty and gameplay. That is why we prefer normal hitsound set than soft. Soft one has too quiet volume to us. I personally don't want to set a restriction in here, but I guess some players want it.mm201 wrote:
Soft sampleset:
The volume issue is a problem with the Taiko skin which needs to be fixed there. osu!'s standard samplesets only have about a 20 to 30% volume difference, and this difference should be persisted in the Taiko skin. Since some osu!standard maps change Soft's volume to compensate for this difference, it could create a weird effect if the difference isn't dealt with in a similar way.
At least I no longer talked like 'hey it is authentic so we need to accept it!'mm201 wrote:
"Authenticity," to me, doesn't mean cutting out new features.
In usual setting it is considered as annoying. I guess you've seen several times in here already?mm201 wrote:
Mixed big/small streams:
Should be okay if the SV and snap used make all the notes visible.
Breaks in Taiko is almost non-functional except showing O/X like thing for now cause lots of elements in breaks of osu standard removed from Taiko. Not that important whether remove it or not to me, to be honest.mm201 wrote:
Breaks:
See my previous post. If osu! autocreates a break, there's probably more silence there than would be conventional for Taiko anyway.
At least one thing: next note shouldn't be too close, like 1/4 gap.mm201 wrote:
Rolls:
Shouldn't be regulated. Mod them like anything else.
I said standard is 1.4, but rasing or lowering, I don't care, it's mapper's choice.mm201 wrote:
SV:
I agree with raising the SV for very slow BPMs and lowering it for very fast BPMs.
The problem is, in usual case, it is not.mm201 wrote:
A pattern like DdkdDdkdD could make sense if it's readable and slow enough to complete.
Sakura Hana wrote:
Well here are my opinions on your rulesSander-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?)
OnosakiHito: Same here. lepidopodus has the same opinion.
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.
OnosakiHito: Disagree. Dose it make fun or not is a personal view of everyone. If a songs offset is timed perfectly you can even take lvl 10 (without overtaking it) and play it pretty well with a high acc(including having fun). Other importand points are mentioned in the rule before.
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.
OnosakiHito: I can just agreed one more time. It's what Sakura Hana said.
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.
OnosakiHito: As in the rules mentioned before.
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.
OnosakiHito: If you just mean the single finish I agree.
If you also mean the finish at the end of a stream I Disagree(if not nvm, other people may read it).
I said it before and I say it again: The reason ,,not able to play" or ,,ridiculous to play" is just no argument. People are able to play it. And is it ridiculous or not is also just a personal view, which has in discussions not a high wight(even if the suggester is a known mapper/player). It's more importand how effectiv the rule is. If a mapper dose not like finish notes at a stream, the don't need to use them, right?
Love wrote:
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.
OnosakiHito: This counts more as conversion or a hint how to map, but not as a new rule. Any opinion from the others to this?
ziin wrote:
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.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.
OnosakiHito: I will be strict and honest: I'm happy to see you posting here, but 1/4 will be not allowed and will be not changed.
It is possible to play 1/4 hitcircles in some cases and it dose fit to a song sometimes. But there a way higher rated arrguments agains it:
1.) Using them is extremly loud.
2.) Taiko No Tatsujin, the original game, our mother game, dose not include such cases. And for the sake of this game it will be also not allowed here.
OnosakiHito: Also what lepidopodus said before is absolutly right.Sander-Don wrote:
(...)
They're really should be no discussion about this.
(...)
It's unauthentic
OnosakiHito: As I know it wasn't official in your case.MMzz wrote:
Won't get enforced / People won't follow the rules anyways.
We tried this once, remember?
OnosakiHito: Actually it is not. It was just an example with the MATs and BATs. It makes modding even for new taiko mappers easier.Love wrote:
Since this thread is mainly to the MATs and BATs that want to mod taiko, I suggest Rokodo's old thread with the Guidelines.
omegaflo wrote:
Nah j/k i'm not sure that i'm the only one but, i just wanna said that 5 is the MOST used life drain and using less than 5 should be only used for marathons (And not because on the map difficulty see ? ><, good exemples are osu maps with 2-3 Life drain just because insanes jumps or insanes streams, no interest, but YEAH it's only personnal opinion ._. , but well, we're here to show OUR (Taiko pro Players) Opinions no ? =D)
OnosakiHito: I agree. Marathons should have lower HPs. This will be soon changed, thank's to Sakura Hana.
mm201 wrote:
Soft sampleset:
The volume issue is a problem with the Taiko skin which needs to be fixed there. osu!'s standard samplesets only have about a 20 to 30% volume difference, and this difference should be persisted in the Taiko skin. Since some osu!standard maps change Soft's volume to compensate for this difference, it could create a weird effect if the difference isn't dealt with in a similar way.
OnosakiHito: It would be allready enough - as wmfchris saif at the beginning - if in Taiko just the Normal-sample would be avaible. But since peppy has much to do, I would reather prefer just to restrict this rule, to make soft-samples forbidden.
"Authenticity," to me, doesn't mean cutting out new features.
OnosakiHito: True.
Mixed big/small streams:
Should be okay if the SV and snap used make all the notes visible.
OnosakiHito: Exaclty. As in the first post mentioned.
Rolls:
Shouldn't be regulated. Mod them like anything else.
OnosakiHito: First post explains why they need to be regulated in some cases.
Samplechanges shouldn't be used. I personally like the default skin's soft taiko sampleset. Sounds like a little toy drum. If the entire map is Soft, it should be fine.lepidopodus wrote:
Hitsound is much more important in Taiko since it directly affects difficulty and gameplay. That is why we prefer normal hitsound set than soft. Soft one has too quiet volume to us.
Not forcing anything, just stating my preferences. I would be willing to let you and the other Taiko players have the final say on any rules.lepidopodus wrote:
Interesting, we made this thread to make our rules, but why osu standard players / mappers want to challenge our rules and recommendations?
720 hits per minute means that you can hit the equivalent of 1/1s at 720 bpm, however 1/4s at 200 bpm is 800 hits per minute speed, which is faster than what you can hit, now imagine not tapping 2 keys alternatively, but tapping 2 keys at the same time sustaining this speed, is that what you want? i really dare you even reach 800 hits per minute of double hits.ziin wrote:
I have misunderstood streams in taiko. What I have not misunderstood is the ability of some people to press their fingers on a key 70 ms apart. I'm also considerably faster at short streams where any error in my speed is not cumulative. My max sustainable speed is probably somewhere around 720 hits per minute, but I can easily hit double that in short bursts by utilizing a timing window.
wmfchris wrote:
Before we consider whether it's visible or readable or not, we consider whether it fits the song.
Accent is not equivalent to "both drum sticks hitting at the same time" or "chamber sound", it's somewhere represents the important point or emtional transision of the song, and natrually, by definition, will not appear at the middle of the stream, and not consecutively like this.
okaySakura Hana wrote:
i really dare you even reach 800 hits per minute of double hits.
Could be a guideline, a.k.a can only bypass it if it makes sense and makes the map more funmm201 wrote:
^ Fundamentally the same logic as my DdkdDdkdD example.
I think this needs to be left up to modders.
How can I forget this?James wrote:
its good that you stop because you wont win no matter what
Please stay on topic and avoid personal attacks.lepidopodus wrote:
James is good example, even though I said big notes are bad in Taiko, he ignored and humiliated me. Oh, some of Taiko guys consider his Taiko map as worst as ever.
Higher bpm = more difficulty, i thought every rythm game has taught us that. which is why i would like to measure it in beat snaps rather than miliseconds.mm201 wrote:
It should be measured in milliseconds, not beats. Just like every other too-fast rule.
Edit: But include the no-overlap requirement.
I accept this pending ruling on:OnosakiHito wrote:
I will be strict and honest: I'm happy to see you posting here, but 1/4 will be not allowed and will be not changed.
It is possible to play 1/4 hitcircles in some cases and it dose fit to a song sometimes. But there a way higher rated arguments again it:
1.) Using them is extremely loud.
2.) Taiko No Tatsujin, the original game, our mother game, dose not include such cases. And for the sake of this game it will be also not allowed here.Sander-Don wrote:
It's unauthentic
ziin wrote:
is this unrankable?arien666 wrote:
大打音
Don't give up; you've almost won!lepidopodus wrote:
(I regret talking about weakening big note rule with Taiko guys. We shouldn't have discussed this if we get attacked like this.)
The thing is, the lower the BPM, it may be easier to hit the 1/4 big notes, but then the scrolling speed is slower too, making them hard to read, so if it's not one thing is the other, which is why i think most have agreed to No big notes within less than 1/3 in the past.mm201 wrote:
That's why there need to be two different rules: one for time between objects, and another for visibility.
HS2 1/4 bigs would probably be okay with 80 BPM, for instance.
I'll need some help from you taiko guys in deciding what the fastest BPM 1/4 bigs are playable in.
Oh i see i didn't know that, my bad i just saw some songs had way faster scrolling in TnT when BPM was higher but i haven't experimented much with Taiko other than Cats - Baby Cat.lepidopodus wrote:
@Sakura Hana: BPM does not affect distance between notes if they have same beat placement. Even with slighly covered, 1/4s in big notes can be readed, if the song has low BPM. That is why some guys stated we don't need to regulate big notes in extremely low BPM. (This is also the part of previous 'agreement', but we didn't make exact limitations in that time...)
I've already established that 1/4 bigs are playable in 200 BPM, and hopefully nobody disagrees, so the point is moot. I haven't seen many sub-60 BPM songs in osu so they should be rare enough to count out.mm201 wrote:
That's why there need to be two different rules: one for time between objects, and another for visibility.
HS2 1/4 bigs would probably be okay with 80 BPM, for instance.
I'll need some help from you taiko guys in deciding what the fastest BPM 1/4 bigs are playable in.
I don't think it's right to ban something just because you think it's too hard when plenty of other people can do it. It is right to ban something because it's wrong or there is some visual or game problem with it.lepidopodus wrote:
@ziin: 200 BPM with spammed big notes? I considered that as a joke, but I guess you are quite serious. Simply hitting keys, ok that might be easy, but hitting both keys several times with same time gaps (which is really short) while hitting two keys exactly same time, huh. I don't consider that as acceptable.
Sorry I thought you read this:lepidopodus wrote:
approach rate
I can use "speed of notes" but approach rate is the rate (velocity) of approach (something coming closer). I'm not talking about the option in the .osu file.aabc271 wrote:
Speed of notes = BPM * SV * SV multiplier
I know you hate analogies but I have one last one.lepidopodus wrote:
@Onosakihito: I said it is bad to say about exceptions for now, there is someone trying to abuse that already.
Check 2nd page of this thread and you will see who questioned it first.Sakura Hana wrote:
Then again why are we even discussing this, it just seems like we're going in circles in here.
The same logic that how wrong is 'I can do that so why you ban it?'. At least I considered as experts in Taiko mapping so my thoughts can be a bit more influencial. There is not exact answer for this, but YOU stated about availability of streamy big notes first and constantly.ziin wrote:
I don't think it's right to ban something just because you think it's too hard when plenty of other people can do it. It is right to ban something because it's wrong or there is some visual or game problem with it.
1/4 streamy big notes are non-authentic, but I never said 'it is wrong cause it's non-authentic'. Some other guys said similar things though.ziin wrote:
1/4 big note streams in high bpm are annoying because they are non-authentic and hard to play. 1/4 big note streams in low bpm are annoying because they are also non-authentic and hard to read.
No one intervenes how mapper maps, but we are talking about standards for ranked maps. If certain 'mapping style' is simply denied and considered as annoying in the community, why should we accept that as a ranked ones while the community looked down it? Yeah that so-called 'mapping style' can have some supporters, but far from ranked ones until it accepted by the community.ziin wrote:
I hate overmapping in osu!. Some people like overmapping in osu!. They attribute it to "mapper style" and it is accepted by most of the community. In these cases, I usually vote the map lower than normal and it has pretty much no chance of being a favorite map of mine to play. Onosakihito clearly likes the exceptions or he wouldn't have suggested them. Whoever made the Taiko Oni he listed also likes them or that person wouldn't have made the map like that. That's at least 2 people who support this idea, and I'm positive there are many more who don't play osu! taiko but play some other form of taiko. Why should this not be a part of "mapper style"?
I'm still thinking about this. It's not a bad though. But atm just saying.mm201 wrote:
I think this needs to be left up to modders.
Backfire wrote:
What in the fuck is going on here.
Lemme make the rules, I'd make the best rules
no fucking shit unless 1.4 or 1.6 (1.6 kinda sucks), or alternatively, the bpm is over 250, make it 1.2 or if its over 280, make it 1.0.
No big notes in streemz
make sliders 1/2 after stream (unless it truely needs to be lead in) and streams 1/2 after sliders
Spinners can go on the end of streamz
You can use slow downs or speed ups unless there's overlap
Who gives a shit about combo colors or hitsounds, blue's come from wisleys or clappus anyways.
Ayyy no 1/8 nigga, unless you're doubling the SV and it's like the song has doubled it's bpm. Usually only on 100 or lower bpm songs
Countdowns are gay, breaks are gay
Difficulty should always be 5
Rests are for pussies
Ok, the end, I make the best rules.
¯\_(ツ)_/¯Sander-Don wrote:
Backfire wrote:
What in the fuck is going on here.
Lemme make the rules, I'd make the best rules
no fucking shit unless 1.4 or 1.6 (1.6 kinda sucks), or alternatively, the bpm is over 250, make it 1.2 or if its over 280, make it 1.0.
No big notes in streemz
make sliders 1/2 after stream (unless it truely needs to be lead in) and streams 1/2 after sliders
Spinners can go on the end of streamz
You can use slow downs or speed ups unless there's overlap
Who gives a shit about combo colors or hitsounds, blue's come from wisleys or clappus anyways.
Ayyy no 1/8 nigga, unless you're doubling the SV and it's like the song has doubled it's bpm. Usually only on 100 or lower bpm songs
Countdowns are gay, breaks are gay
Difficulty should always be 5
Rests are for pussies
Ok, the end, I make the best rules.You're so annoying.
Oh god.
Yeah, nice simple authentic-ish rules there, Sean.
Cept we have all these taiko newfags trying to change everything.
In the past there's no limit (the 2008 - early2009 era?), and after drumroll restriction scores has been reset once, that was painful for me XD I don't think there'll be a second resetting -w-Sander-Don wrote:
I wish taiko on osu! had authentic drumrolls xD
But changing that would involve a score reset more then likely.
Ono and me are grate frans.Odaril wrote:
I'd like it if you could lower the tone, especially Backfire and Sander-Don. This thread is meant to discuss OnosakiHito's rules, not to insult other players or imply anything about them.
Backfire wrote:
What exactly are we planning to change?
I don't wish to read 7 pages of walls of text.
Can I get a tl;dr?
New Rule: no finishes because they are super annoyinz [/sarcasm]Backfire wrote:
I 4gotted some of the most improratnt rule of all.
When you're using .50, or any slow down, stop using finishes. It's ugly and overlaps things TAT
And putting notes like O ooo O ooooo O ooooo O ooo O is super annoyinz. :v v: ¯\_(ツ)_/¯
copy those rules then. Find them and translate them for this thread please.Backfire wrote:
TnT's things they do are damn good and there's like, literally no reason to change many things whatsoever.
We had no rules, just guidelines. And some of them need an update as in the first post mentioned before.Backfire wrote:
I'm not particularly sure what was wrong with our old rules in the first place.
Exactly.lepidopodus wrote:
I already said to cling to TnT things weakens our reasoning, guys. To be honest, lots of mappers' style is already quite far from authentic maps.
we are done. I agree with you on all the rules except the xxxdD or xxxkD (which I am still unsure of). I was criticizing backfires poor attitude towards this thread.lepidopodus wrote:
@ziin: Can you just stop? Seriously, it is just trolling to us.
I'll just throw my opinion on these.OnosakiHito wrote:
~Discussions~
- including reasonable hitobject-placement?
I would greatly prefer the ability to change the playback rate of gameplay while testing the map. This would prove infinitely more useful than any "convention" for modders. Modders need to be looking directly at the gameplay to be able to make suggestions.Dragvon wrote:
So uh... I've made some "guidelines"(?) to what it could like to make it more "mod-friendly"