A pattern like DdkdDdkdD could make sense if it's readable and slow enough to complete.
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"
lepidopodus wrote:
Difficulty Settings and Song Setup
OD 5-7 for Onis, but easier ones can have lower OD.
As sakura hana stated, it's better to lower HP drain when you are making long maps cause filling HP bar depends on the length but draining HP bar isn't depends on the length so it is much harder to fill HP bar in long maps.
Circle size affects star rating of difficulty, so you might want to adjust that with circle size.
OnosakiHito: I should mentione that easier one can have lower OD.
About the circle size > Well, if we would know how the star system works... orz
Countdown
Personally I think countdown isn't that suit for Taiko.
Slider Velocity
Standard SV is 1.4 for every situation. Adjusting it is optional. I don't think 1.6 is a recommendation.
Don't need to regulate SV, I guess. But we can state when adjusting SV is better, like current statement.
Maps with BPM change can use fixed SV. (Speed of notes never changes even with BPM change. You can apply this to your map via custom SV settings for every uninherited timing sections.)
OnosakiHito: Yeah 1.60 is just good for slower BPM(Note: Visual aspect is importand).
Finish Notes
Don't make these notes cover another notes. But we now can weaken big notes restrictions by allowing them in the end of the streams, like current rule suggestion by Ono.
Note Streams
This depends on songs. If the song has 1/4, use 1/4. If it has 1/3, use 1/3. But 1/8 isn't recommended.
Kiai time
Yeah I agree with Ono about this thing.
Drumrolls(Sliders)
Putting ordinary note 1/4 before drumroll is OK.
'Don't use sliders for 125 BPM songs or lower...'? Thinking about how was original drumroll is, we don't need to regulate using drumrolls in low BPM.
OnosakiHito: So we let the mapper decide in this case?
Spinner
Depending on songs, using this in row is OK. Don't need to state like 'Do not put more than 2 spinners in a row', it is just 'not recommended', not prohibited or something.
And yeah, short spinner spam is bad.
OnosakiHito: I agree.
BPM Changes
Example in 1st page, well, that is kinda special thing. Don't use it with complex streams please.
You can use drumrolls or spinners to avoid overlapping notes.
OnosakiHito: I agree.
Breaks
No need to remove that artificially cause it's annoying. Breaks might be ok with really long songs.
Rest Moments
Yeah sometimes players need short rest.
Custom Hitbursts
This can be really annoying if mapper use wrong hitburst. Fortunatly we don't experience these kind of problems these days.
Custom Hitsounds
Volume can be changed if the song get loud or silent or somthing.
Should be audible of course, that is why I don't like soft hitsound. In Taiko skin, soft hitsound is too hard to hear. But we still have default skin or others. Need more talk about this, I guess.
In my opinion, yes, we don't need to regulate that. If it spammed, everyone will notice so no need to worry about this.Onosakihito wrote:
So we let the mapper decide in this case?
Love wrote:
Rokodo's guidelines were and always will be perfect.
except for 7 OD right?Love wrote:
Well, inb4 retarded maps and other crap cause Ono wanted to feel special and change things. Rokodo's guidelines were and always will be perfect.
- The generel use must be ,,Normal", not ,,soft" because the option ,,soft" makes the hitcircles too quite.corrected to:
- The hitsounds set you use must be the Normal, not the Soft one, because Soft make the hitsounds too quietThis was the most visible (ask someone better in English than me a general correction of the grammar (maybe of the terms too))
BreaksI would say that it's actually better not allowing them on song shorter than like 2 minutes, avoiding them with less than 3 minutes, and suggesting them on song longer than 5.
Break sections are not allowed and should be artificially removed from .osu.
Exeptions: A song has a short empty period of time or the song it self is pretty long.
Breaks
Break sections are not allowed in songs that are shorter than 120 seconds, and should be avoided of the song is less than 180 seconds long. Neverthless, is suggested to have a some breaks on longer song(like from 300 seconds or so).
Yup.ziin wrote:
except for 7 OD right?Love wrote:
Well, inb4 retarded maps and other crap cause Ono wanted to feel special and change things. Rokodo's guidelines were and always will be perfect.
Videoany opinions about this? :3
Video should not be put in the taiko diff because it's partially covered by the taiko bar.
What. It should be generally 8OD or 7OD. The perfect OD is actually 7.5 but we don't have that hereLove wrote:
Yup.ziin wrote:
except for 7 OD right?
The most used and recommended lvl's here are: OD/HP 5~7We didn't restricted this at all. I guess I said that this rules also function as guideline? Note density of Taiko maps are usually higher than osu standard, too high OD can be quite annoying cause it increases possibility to get combo break even more than you think. We felt quite uncomfortable, so we stated that. Some newbie mappers do this mistake(usually because they just think concept of OD same as it from osu standard), so we made recommendations. Is that THAT big problem? (Again, If player don't want to place these kind of restrictions anymore, WE Taiko men will abolish them, not by others. Since it is recommendation, if mappers start to prefer higher OD than that, all we have to do is identify our consensus then update it.)
Well recently i've been useing a transparent hitburst for taiko (Just like most players do with osu! so they only see when they hit a 100), the regular one is annoying on stream maps and such. And cuts down on all the flashy stuff.lepidopodus wrote:
EDIT:
Maybe it would be better to state clearly that using bad custom hitburst is bad. (For example, using hitburst from osu standard skin. Lots of them hides judgement circle(...uh, what is exact name of this?), and doesn't even match to Taiko score system. (osu standard: 300/100/50, Taiko: 300/150)
Though it isn't really needed cause nobody is doing that these days.
The most used and recommended lvl's here are: OD/HP 5~7In general the difficulty of taiko diffs depends on pattern difficulties and slider velocity, so if it's really necessary to add extra difficulty based on maps produced, OD8 is sometimes acceptable and considered as exceptional case.
Agree,in some case,OD8 works quite wellwmfchris wrote:
The most used and recommended lvl's here are: OD/HP 5~7In general the difficulty of taiko diffs depends on pattern difficulties and slider velocity, so if it's really necessary to add extra difficulty based on maps produced, OD8 is sometimes acceptable and considered as exceptional case.
Doing this, removing video, and/or denying storyboards is completely against what peppy wants for osu! (in general). While I agree with you that it makes things easier, this should be a personal and conscious choice of the player to do so. Taiko is already fully skinnable on any map (unless the toggle doesn't work for beatmap specific skins which have taiko components in them?). Since custom skins are skinnable, videos are always removable, and 99% of the time taiko SBs don't work well and are removed in the modding process (or the author doesn't want a storyboard) with the other 1% being a well made storyboard custom fit for taiko, I strongly recommend you keep the rules as simple as possible and don't make rules about pointless stuff that doesn't matter.MMzz wrote:
Well recently i've been useing a transparent hitburst for taiko (Just like most players do with osu! so they only see when they hit a 100), the regular one is annoying on stream maps and such. And cuts down on all the flashy stuff.
In linear rhythm games, there is a trick to make the game easier. It is called screen shrinking, which cuts off some of the notes which lets you see less notes on the screen at the same time. All you have to do is make the window smaller, or cover up the window with something, for example, the side of the screen. Effectively this increases the notes' rate of approach, making the game overall easier. Having a 25% longer lane would be very similar to slowing the slider speed down 25%.Backfire wrote:
I thought it was stupid to use high OD, since like, 25% of the lane is cut off on osu!taiko. Seriously, do you just want to make it even more handicapped for us?
99% of the time taiko SBs don't work wellthat reminds me http://osu.ppy.sh/s/31395 a well made taiko SB
HakuNoKaemi wrote:
This could be unuseful.
Won't it be better to say "Rules, Guidelines and Information" in front of "Rules", as, from what I see, It's a mixup of those.
OnosakiHito: Mainly they are rules, and informations are for mainly clarify why some of the rules are taken while Guidelines/Recommendations are just for a few caes(atm jus one). Calling them a mix could be not taken serious by people, maybe?
(...)BreaksI would say that it's actually better not allowing them on song shorter than like 2 minutes, avoiding them with less than 3 minutes, and suggesting them on song longer than 5.
Break sections are not allowed and should be artificially removed from .osu.
Exeptions: A song has a short empty period of time or the song it self is pretty long.BreaksOnosakiHito: I had the same though, but it is meanless to make a strict time in this case because every song is different, what means it could probably happen that in a 2min song allready 3 of these 'no-sound-sections' appear. So I would say the exeption is enough here.
Break sections are not allowed in songs that are shorter than 120 seconds, and should be avoided of the song is less than 180 seconds long. Neverthless, is suggested to have a some breaks on longer song(like from 300 seconds or so).
OnosakiHito: I agree. I could metione somthing like this to make it more understandable. Probably I should bold the ,,recommended", too.ziin wrote:
I just don't think that an increased OD ruins the play experience, which is why a recommendation of as close to 5 as possible as a guideline would be excellent.
OnosakiHito: lepidopodus mentioned it allready, people can use ,,no-video" in this case, so maybe letting this in the hand of mapper itself is enough?wmfchris wrote:
Video
Video should not be put in the taiko diff because it's partially covered by the taiko bar.
OnosakiHito: Thought about the SB too, and I got also the same opinion in mind, to let mapper choose this.ziin wrote:
I wanted to make ono's taiko in pulse have a storyboard, but he expressed his distaste towards SBs, which is something we have to respect when it comes to a mapper. In the same token, we have to respect when a mapper wants as storyboard.
This makes me wonder, [...] . It's a guest diff, which means it's up to the mapset organizer on whether to change it or not. Herp.OnosakiHito wrote:
Taiko guest diffsI don't want to show examples here, but it happened allready. Severel times now(and I'm really angry about this). The newest case isn't even a week old.
It is not allowed to replace another mappers Taiko guest diff. with his own, without contacting and discuss/talk about this with him personally.
In the case of pulse, I was going to move it down so it wasn't obstructed by the taiko bar, which wouldn't have been hard to do at all.OnosakiHito wrote:
Pulse - as you say - was a really nice SB, but it was pretty meanless to keep it because the scrollbar(where the notes appear) has overlay the SB so it was mostly not seeable.
though I think there's something that rule rules, while moral rules the rest. We don't need to put such "rules" there though it's trivially correct.ziin wrote:
It's incredibly rude to change a guest mapper's difficulty without permission or to remove the guest difficulty without notifying them first.
avoid containing two taiko diff of similar difficulty in the same mapset.In this case I think it's better to leave for mapper's own decision, every diff could hv its own difficulties and experience bringing to players, like
I think this, and the "reasonable hitobject placement" are great examples of "ways to increase the number of errors in a map". Not only do you have to properly hitsound things, but you have to make sure it's the right color and put in the correct place in the play area.OnosakiHito wrote:
- Custom combo colours
Custom combo colours do not really matter to taiko as they will be overridden 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: