woc2006 wrote:
Here is my solution:
7keys is allowed only if you make at least two diffs at the same level.
Example:
7K insane(with 7keys)
7K insane(witout 7keys)
and they must be different in patterns to provide different joy for players.
I agree with you in most part, but I found a problem to actually put this solution into practice.
HOW do we know that a map is at the same level?
For example ,we have "Astro Fight", the boss song in DJMAX Online.
The Boss Difficulty is LV19 [SC], without 7key;
The less difficulty is LV17 {MX], with a few 7key, but far easier than the earlier mentioned one.
And the SC is "to give the same fun, as an addition to MX".
You just can't decide a map's diff by whether it has a 7key situation, right?
So even some expert mapers on these online games can't get difficulty controlled, how do we? A great amount of extra work would be needed just to qualify them, making it too hard to be implemented.
Besides, to let the mapper map 2 completely different highest diff is really hard, and the parts without 7key is also affected by this solution.
My solution is a little different from you:
7keys is allowed only if you make another diff as an addition to the 7key diff.
You are encouraged to make a diff of the same level, but it is OK if you have enough reason that however you make another diff the map still looks like the same (or only like playing with "random" mod) with original 7key diff. In this case you still need to map a diff but you are not limited by the same level.
Example:
7K easy/normal + (insane[without 7key] + lunatic[with 7key])
Which means a map with 7key must have at least 4 diffs.
Besides, I'm willing to provide some criteria to help modify MX-style 7keys maps to SC-style maps which don't have a 7key problem which can provide another kind of fun.
(I slightly modified the language here: Don't confuse this with fun of 7key, you'll surely lost a great amount of fun.)