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[New Guideline] Maps should be reasonably playable

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TheVileOne

GigaClon wrote:

Your map must be perfectly timed. This means that your BPM and offset are spot-on, sliders end when they should, notes are generally following a recognizable rhythm (such as the lyrics or drums) which is comprehensible by a player, and that there are no unsnapped notes (you can check this by running AIMod (shortcut ctrl+shift+a) in the editor).

Shiirn, you're wrong.


By definition overmapping, means excessive mapping. Excessive under this meaning is referred to as a negative, or else it would just be referred to as just mapping or creating your own beat as some do call it. It should be done in moderation or all maps will just end up being unnecessarily difficult.

Think about more people than just the ones on your skill level. Would everyone want to deal with overmapped beats? Should everyone have to deal with them? Is a map made better because its overmapped?
CXu
Hi I play 2008 maps and many are more fun than current "standard" maps. kk.
mm201
2008's standards were stricter than they are currently.
CXu
Huh, really? Never knew that. I still find them more fun though. I guess it's something about how each map feels different from each other in some way.

Still, I don't really see the point of this. 2008 maps were considered "reasonably playable" at the time they were ranked I suppose, and today, the majority of the osu!community disagrees. Then what about me and every other guy that still think they are "reasonably playable"?
Shiirn
My skill level is pathetic.

Just saying.
D33d

Shiirn wrote:

My skill level is pathetic.

Just saying.
It's probably a safe assumption that you can at least make an educated guess as to where the next object should be. I'm a pretty sloppy and unskilled player myself, but I can miss something and think, "this is fucking hard, but it at least fits the music" or, "this mapper's just spouting as much fake difficulty as they can and I feel no connection to the music as a result."

I also feel compelled to reiterate the second definition of overmapping. If every spare rhythm in a song has an object to the point where the entire map becomes a horrible mess, then it is overmapped. I would much prefer to see an undermapped song if it makes the playing experience fun. "Fun" is subjective, because I usually prefer to take it easy when I play, but it's really not a problem if a map doesn't follow every semiquaver and triplet that occurs in the rhythm section.
HakuNoKaemi

mm201 wrote:

2008's standards were stricter than they are currently.
mmm' sure?
then explain why some players left osu! because the average level of mapping was low?
mm201
When? Then or now?

"average level of mapping was low" could be because standards are too low or too high, so it doesn't say very much.
D33d
If anything, we have more people getting sick of mapping now, because of the saturation of maps and the leniency towards what is ranked. Watching awful maps receive a lot of attention is extremely discouraging to those whose decent maps are passed by, ergo they stop wasting their time on fruitless endeavours.
lolcubes
Mapping evolves. Some people will like it, some will not.
I really don't see by what logic a mapper would get sick of mapping now, because someone else did something else. Those two things look completely unrelated me, and I say this as a mapper. Just because I see things which are overmapped to hell and back (which I dislike, but that's just my opinion) that doesn't discourage me to map however I want (within the ranking criteria that is).

Just an offtopic observation:
Did anyone notice a huge influx of guest difficulties? Now, mind you, I don't mind them at all, but I rarely see a mapset which is mostly, if not completely done by a single mapper. Sure a guest diff here and there, or a taiko guest diff, but I see people just mapping 1 diff and getting guest diffs from other people to rank the mapset. In my eyes, this could be direct cause to why are certain maps in a mapset so inconsistent, especially in difficulty spread.

Why did I mention this? Because this means mappers aren't putting much effort into their maps, they just want a "complete" mapset and then rank it asap. This is actually the reason why some maps are considered average or below average today. Atleast that's how I see it.
Oh and no matter how "bad" all these maps are, I still find them very playable, even if they are a bit overmapped. Probably not as enjoyable as I would expect them to be but that's not the point or the issue here.

In any case we should be finalizing this, as we're getting offtopic too much and we don't have anything to discuss. I will let this opened for another day or so and then deny it if no good and/or valid reasons are presented in the meantime.
mm201
Extreme difficulty is a fad right now. There's a prevalent feeling that low difficulties don't matter and it's solely the "insane" difficulty which represents the mapset. Furthermore, difficulty has become synonymous with quality to many. Lower difficulties are afterthoughts which the mapper doesn't want to put much effort into, and makes only because there's this nuisance of a rule requiring them. They would be quick to outsource them to guest mappers to save the effort.

The mapping community has gone to the elites, which is alienating newcomers.
D33d
The problem that some people have expressed is that they feel that their style of mapping simply has no place here, or that they simply get sick of being pissed around. It happens. It's also an annoyance that a lot of mappers are flat-out lazy, and the fact that this laziness is enabled is what puts off those who pour a lot of time into a mapset. Again, it mustn't be a good feeling for excellent mappers when they try their best, only to be stuck in a queue behind slop. There's only so much of that that people can take.

Guest difficulties are also becoming quite a serious issue and it should be up to the mapper to decide on one or two guests, instead of asking a load of people for guests, mapping one difficulty on their own and calling it a day. It's even worse when there are more than four maps, with superfluous guest difficulties.

As for unenjoyable maps, it's reasonable to refuse to rank something if it has a bad feel, even if it is technically rankable. Thorough modding can suggest ways to make patterns feel more comfortable or to tone down overmapping. Additionally, if patterns outright ignore/plough through important musical elements, then they should also be changed. It may be worth having some emphasis on the map emphasising the music in a logical and consistent way, so that there's a continuous feel throughout.

DEEDIT: I agree about the mapping community catering to experienced players. On several occasions, I've mentioned that, just because we as committed members of the community have been conditioned to certain quirks, it doesn't mean that these quirks should become standards. Players who are just getting used to playing harder mapsets could be turned off completely by some of the habits which mappers have acquired. There's "evolution" and then there's losing sight of what is accessible to as many people as possible. This game is becoming big and osu!stream is on its way to gaining some serious headway in the App Store. Sooner or later, more casual players will be drawn to this and osu! may become less of a cult, so we're going to need to consider them more. Even making easier easy maps would be a start.
lolcubes

D33d wrote:

Even making easier easy maps would be a start.
I think you got this a bit wrong. Sure there are superextreme maps, but unless the map is approved, it's a pretty much a whole mapset with atleast 2-3 different diffs, where atleast one of them is catering for less experienced players. Just because people are used to completely destroying a certain Insane diff with 100% accuracy and then get like 85% C on another one doesn't mean the map is bad. Such a player can fairly enjoy a Hard diff then.
It's not about making easier maps, it's about people not wanting to play easier diffs.
Anyways this has gone way offtopic, I will stop replying until tomorrow. :P
HakuNoKaemi

mm201 wrote:

When? Then or now?

"average level of mapping was low" could be because standards are too low or too high, so it doesn't say very much.
I know people who played Osu! time before I Started playing and ended because in front of DS versions the maps were pitfull.
The quality was low except the usual exceptions because the standard weren't anyway as strict as now.
mm201
I can't understand a word you're saying. Either use proper grammar or stop posting here.
How can we argue with you if we can't understand your arguments?
GigaClon
He said that he knew people that played before he did and stopped playing because compared to the DS maps, they were not very good and that the standards are more strict now
mm201
Thank you.

If anything, I would call 2008/09's maps much more like those in Ouendan. Ouendan maps follow beat spacing, don't overlap, and don't focus on intense difficulty. These three things are among the reasons I don't like the current generation of maps.
HakuNoKaemi
Tastes?
Anyway, older maps didn't follow beat spacing (2008 only though) and overlapped many times, actually, but partially and not fully. The Slider Shapes weren't so good ( I know that the editor was different though ).

SPOILER
Thank, Gigaclon
Mismagius
I just don't get what you're saying, all maps (except the crazy troll fullscreen 1/8 jumps etc etc) can at least be played by someone who can tell if they had fun or not when playing the map. Fun is subjective, and it also depends on the skill level. If a newbie plays a hard map that has a tricky spot and he keeps missing in that part, he will obviously get angry at the map and -his childish attitude will make- him hate the map, while a more experienced player will not have any problem at that certain part and probably like it. If the more experienced player also has problems on it because it's tricky, then the mapper is doing something wrong for sure.

As a "insane lolololol" mapper, I don't map just "for the sake of Insane difficulties being cool", I map what the song feels like, and sometimes (Big Black or Rainbow Dash Likes Girls) mapping easier difficulties is just pretty much impossible for me. In most cases I'd call a mapper that's better at making easier difficulties, since I can't make them by myself if I think this song feels just too fast/"busy" for a newbie player.

By the way, 2008 maps can be not pretty, but I have much more fun playing some of them than most of nowadays' maps.


And I'm pretty sure val had the same problem with Atama no Taisou, instead of just going "LOL LETS MAKE THIS AN INSANE ONLY MAP!!!"
RandomJibberish
As much as I fundamentally agree with this guideline, it's so subjective that it wouldn't end up doing anything. Clearly opinions differ on this issue, since otherwise "overmapped" maps wouldn't be made.
ztrot
Hmm odd enough I would agree as well but it is a done deal for now
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