I said 3-5 because other people seemed to want more lenient rules (which is fine).
192 bpm jacksrickyboi wrote:
Actually we should just remove this rule about jackhammers. I'm sure modders and possibly new mappers would already know if the chart is dumb enough if they have too many.Mithost wrote:
I said 3-5 because other people seemed to want more lenient rules (which is fine).
I don't see any problem here._Gezo_ wrote:
192 bpm jacks
FOR 8 BEATS
I NEARLY BROKE MY HANDS
unless the song is called "jackhammer madness" there is no real reason to put any long jacks at 170+ bpm.
If this was osu! standard i would be saying "hell no", but this is osu!mania and iirc in DDR/Stepmania a 0 bpm section should make the notes freeze in place until the end of said section, and that's actually cool.Big and Busty wrote:
I'd like to see 0 bpm notes, they look nice and you can map a breakcore map in a cool way
bpm gimmicks can be VERY cool & fun when used properly, so i think at the very least they should be possible to approve, at best ranked on an insane diffSakura wrote:
If this was osu! standard i would be saying "hell no", but this is osu!mania and iirc in DDR/Stepmania a 0 bpm section should make the notes freeze in place until the end of said section, and that's actually cool.Big and Busty wrote:
I'd like to see 0 bpm notes, they look nice and you can map a breakcore map in a cool way
BPM speed effects add more creativity to maps and allows a mapper to express his or her self in their own way.Agka wrote:
-You can't use BPMs to do speed effects. (because it breaks osu. not because they're stupid or whatever.)
It can.. please try to map something? I have a few maps with 0 - 9999 bpm, and I don't really see anything broken?Agka wrote:
I think you haven't read my stance on BPM changes.
I like them. They're the best type of gimmick to hit the universe.
It offers so much flexibility and ways of fun.
BUT OSU CAN'T HANDLE THEM.
try adjusting the offset of a song that uses bpm gimmicks in osu!, and see how the cookie goes apeshit. See how it breaks the holds.
But seriously. Osu! can't handle them. And it probably never will. So while osu! can't handle them properly, they can't. be. ranked.
It's that.
If you want the real deal, play the real deal, and leave mania to be what peppy and woc wants it to be. We can't do decisions on that.
Link ? I'm really interested in how this is done in a good way.Big and Busty wrote:
I have a few maps with 0 - 9999 bpm, and I don't really see anything broken?
Yeah... really.Agka wrote:
"Map something. It can."
really?
I mean, really?
to me it is like asking not to put rules about extremely stupidly retarded streams in taiko. (and those words just are dimming what I think to the maximum extent)rickyboi wrote:
Anyway I don't wanna see any rules about preventing jackhammers
0x sections does not exist anymore, as well as >10x, that's why I ditched my The End project. Kuri's Sebben Crudele is completely broken, now. All because this fucking stupid 0x section in some ranked map made it broken, thanks to the HD fix. :/Kuro wrote:
I wish Taiko mappers were more creative like this... or maybe they aren't to blame and it's the rules that hold them back.
Charles445 wrote:
Yeah... really.Agka wrote:
"Map something. It can."
really?
I mean, really?
I was messing around seeing if I could get the pauses in Max Infinity to work visually in osu! and it worked like a charm.
I didn't use absolute 0 BPM, I used 0.01 and there were no problems at all.
Silynn wrote:
Shiro wrote:
If a hitsound needs to be removed, then there shouldn't be any hitobject at that spot in the first place.
I see no point in making this a rule, though.
Having too many rules limits creativity and just confuses people.
If something like this comes up in a map, it will in most (if not all) cases not fit at all and be modded out.
I think the rule is completely unnecessary, and I don't think unnecessary rules are healthy
Actually, most mania maps that already exist ( actually the mania mapping style) is using BPM change.rickyboi wrote:
The bpm changes messes up your charts falling guideline. That's what's so broken about it. I'd really like it if we can just use the velocity to multiply / divide the downspeed just like Taiko.
I have handmad 20-65535 maps for test purpose.Drafura wrote:
Link ? I'm really interested in how this is done in a good way.Big and Busty wrote:
I have a few maps with 0 - 9999 bpm, and I don't really see anything broken?
1-finger streams are sometimes suitable, but in very stricted situations. And in most cases it is with some spaces like:(all in 1/4)_Gezo_ wrote:
Hmm, to start with, few ideas :
- Avoiding the use of 1-finger streams for too long. They can become frustrating to play at higher speeds and thus make the whole chart unfun.
- Maybe using pauses and stuff ? I don't know about the 0-bpm thing in osu!mania. If this is possible to do such a thing, avoiding the overuse of those things. Gimmicks, but not too much. Allowing this for non-musical parts (Gangnam Style has nothing preceeding "Oppan Gangnam Style" before the chorus if you want an example.)
- What I said above, this also applies for x2 x4 x8 x16 and stuff sections, not anyone is a hardcore StepMania player who can read gimmicks with X-mods ! The chart should be sightreadable.
- Unicity of the scrolling speed through the whole mania mapset.
You can discuss about these ideas and add some more !
Mappers can easily make a rule break by placing 7 note like this:statementreply wrote:
I'd like it to beLoctav wrote:
Also I'd consider disallowing all-key holds in 6k+ (hardware issues for certain keyboard users, especially USB keyboard users (ghosting))
* No 7+ objects at the same time, including hit notes, hold notes and hold note tails.
It nothing about bpm changing, it's my fault that i haven't make barlines works the right way which will takes a great amount of effort.Agka wrote:
xxbidiao, stop trying to convince everyone else that bpm changes work
just turn on the barline and see how very freaking broken it is. A new red point implies start of a measure for osu! at this time, which basically breaks the timelines.
Given the rhythm complexity changing offset becomes tedious.
and sorry but this isn't other rhythm games, this is osu! so while we can use other games as a guideline we can't force THEIR standards into THIS game.
woc2006 wrote:
It nothing about bpm changing, it's my fault that i haven't make barlines works the right way which will takes a great amount of effort.Agka wrote:
xxbidiao, stop trying to convince everyone else that bpm changes work
just turn on the barline and see how very freaking broken it is. A new red point implies start of a measure for osu! at this time, which basically breaks the timelines.
Given the rhythm complexity changing offset becomes tedious.
and sorry but this isn't other rhythm games, this is osu! so while we can use other games as a guideline we can't force THEIR standards into THIS game.
Osu! has a different method to measure barline and it cause troubles in mania. Use green lines for speed changing may help and this feature comes later.
changing the .osu file can extend these values from 0.1x to 10.0xthose wrote:
the editor limits slider velocity changes from 0.5x to 2.0x
Yeah, I know exactly what you mean.those wrote:
It's in the ranking criteria that the bpm must be correct. If a song is 100bpm it won't ever be 800bpm even if you want a 8x scroll at one point. Unfortunately, the editor limits slider velocity changes from 0.5x to 2.0x, but maybe it can be implemented that the sv multiplier can have a larger range for osu!mania.
at least, just 5 combo (which is like the situation in wiki page)This is just an example.
even a whole map?You are telling this like if there wasn't exact phrase of what jackhammer is, all maps will consist between 100% jackhammers . Don't be so obsessed.