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.
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.