Se Lunah si azzarda a dire una A di troppo viene riaccusato di cheating, e il resto di noi probabilmente non ha più voglia di pensarci, quindi fottesega :\
Io penso A, Io penso BCard N'FoRcE wrote:
Ah, oltre al fatto che si "discute" ancora.
Io sapevo che esistevano solo la difficoltà beginner, easy, normal, hard ed insane O_OHakuNoKaemi wrote:
In effetti alcune regole le applicano senza che si sia fatta la modifica al draft
Il limite delle difficoltà è aumentato a 8 (6 STandard e 2 Taiko)
Non c'è nessuna regola che lo impone, chiama la tua difficoltà come piu' desideri; comunque normalmente per roba Beatmania si usa, hyper, another etc; per extra non c'è una sezione specifica, e lunatic è partito per le mappe di touhouTakuya wrote:
Io la difficoltà massima di pika girl l'avevo chiamata lunatic e mi hanno cazziato dicendo che è solo per touhou (fa niente che l'altra mia mappa rankata ha una lunatic)
Devo capire come sono abbinati questi nomi: lunatic=touhou, Another=iidx? Extra=? Challenge=?
Mi sarebbe piaciuto un sacco XD XDTakuya wrote:
Ti piacerebbe, vero?
Adesso che ci penso...HakuNoKaemi wrote:
nope.
osuplayer sarebbe stato sempre al primo posto per quanto mappe crea e ranka (in poco tempo) e quanto persone ci giocano.
A mapset must not have more than two difficulties in the same difficulty level (not based on stars, but on how the map "feels"). That is, a map set can have no more than two "Insane" difficulties, etc, so that the diff spread is varied and balanced. Taiko-specific difficulties are an exception to this rule, but a good spread must be retained (e.g. two osu!standard Insanes, two Taiko Insanes, and one or two other difficulties is completely unbalanced and will not get ranked).Abolita
Catch the Beat-specific difficulties are not allowed due to the fact that osu!standard difficulties convert to Catch the Beat difficulties well enough without specific difficulties having to be created. However, feel free to include an external link to any Catch the Beat difficulties in your mapthread.In discussione su un possibile abolimento, quindi è possibile comunque iniziare a mappare difficioltà CtB
The number of maps by any mapper should not exceed the number of maps by the uploader: this means that if you have 2 diffs, no guest mapper can have more than 2 diffs; collaboration maps are exempt from this. Ask a BAT if you're unsure of who should upload the mapset.Nuova regola, potrebbe non piacervi... ma comunque c'è
No mapset can have more than 6 standard difficulties and 6 alternative mode difficulties which include Taiko and Catch the Beat difficulties together. This is to leave mappers more freedom in how they want their mapsets but to prevent a flood of endless amount of difficulties. This however will require some careful modding to eliminate all problems, so if a mapset has 8 or more total difficulties, the ranking of the mapset will be handled just like approval maps, meaning it will require atleast a MAT and a BAT bubble before ranking.Questa è la versione corrente del limite di difficoltà... Sakura Hana, Derekku e Krisom non erano d'accordo per il limite a 16. Purtroppo non sono d'accordo per la richiesta di 2 bolle al rank: motivo? il carico di difficoltà standard da moddare non aumenta molto... solo di 1/2, e le difficoltà Taiko sono solitamente più moddate dai Taiko Modder, che da MAT/BAT... Insieme alle CtB
All spinners must be able to achieve at least a 2000 bonus from autoplay. Any less than this and players will not be able to react in enough time to fully complete the spinner (and thus getting a 100 or breaking their combo).cambiata in
Auto must achieve at least 1000 bonus points on spinners and the object following the spinner must not be visible before the spinner starts.Non potrete usare spinner ultrashort, (se sono mediocorti e l'oggetto si vede prima, possibilmente state usando una AR bassissima). ma è un evoluzione...
Don't use ranked maps to justify your map. The ranking system is not perfect; things that should have been picked up in the modding process are not always caught. Also, the ranking standards change frequently; what was allowed 3 months ago is not always allowed today. Therefore, ranked maps are not always a good indicator of what is rankable and should not be used to justify your map. If the best you can come up with is, "Another map did it!", you should probably rethink what you're doing.Ci voleva, questa serve per far cambiare idea ad una mandria di ritardati che utilizzano qualcosa solo perchè altri lo fanno, senza averne un motivo reale...
Io già proposi tempo fa (anche se ignorato) di ridurre la grandezza dei 300,100,50 dai, sono seriamente giganteschi, coprono metà schermo.. un player deve anche avere visione della mappa. D:Takuya wrote:
No no cosa? Ora pure gli hitburst non devono coprire le cose? Ma non diciamo puttanate, con la skin default non si vede mai un cazzo, forse fino alle normal. Sarebbe più intelligente rendere la skin default meno obsoleta anche se non ci scommetto un centesimo.
In fact, 300 is fast enough to not see almost anything when playing... guess i could make it higher anyway.NatsumeRin wrote:
The mulplication between BPM, Slider Velocity and the Section Slider Velocity Multiplier mustn't be higher than 300, this is to ensure that the notes on the screen aren't too fast to be even seen.
300 is not a large number in fact. when you play a 210 BPM song * 1.4 SV, it's not that fast, 350~400 sounds more reasonable for me, 300 could be a guideline though.
Maps difficulties mustn't exceed 25 milions of score and their draining time mustn't be more than 270 seconds. This is so player can't easily gain an high score easily. It's suggested to not pass 18 milions of score anyway.
Personally i think ranked maps' max score still should be made a rule not guideline, no matter what the number is. 20 seems fine enough for me, because in fact between 20m~25m there's usually only 100~150 combos.
You must map an Easy or Normal difficulty for your map. Make sure the Normal is easy enough to give an understanding level of difficulty for early players.
There're some mappers suck at making easy difficulties as i know. Though this is only a guideline, but leave it to recommendation seems better.
Repeat arrows on sliders must be visible. Make sure that hitbursts (100s/300s/etc) from previous notes are not covering any repeat arrows or even the paths/ends of sliders (use the default skin to check if using hitbursts from another skin). This way, all sliders will be easily visible and playable.
ehh though i hate to say this: it should be a rule.