Factors affect the overall difficulty of a taiko map
1. OD, higher the harder you can hit
2. HP, I don't know but I think this should be included. Since you need to get a pass to submit your score....but it does not affect too much
3. Stream, or just call this the note patten.
4. BPM, yes even if you have very simple note but in high bpm they should be difficult
Example : http://osu.ppy.sh/b/179225 280 BPM but notes patten is not that difficult
5. Timing points, or the bpm change or the SV multiplier. Can affect a lot if you fill the map with green line like grass...
Example : http://osu.ppy.sh/u/242910 Trust me the link is correct.
6. Mods, I think so many big guys have explained a lot on how mods affect the map so I am not going to explain
How to deal with all these factors?
1. OD, the number can be treated as a multiplier
2. HP , same
3. Stream, now this is the important point. Stream is the core part on how we rate a taiko map. We have to discuss a lot on which patten is more difficult than another patten. But I want to say taiko stream have unlimited combination, even if you say ddkkddk is more difficult than ddddkkd it still does not have meaning to ddddkkkkd. How if a map with endless stream like Shinsekai? So how to deal with this problem? I think the key is how player read the map. In Chinese there is a term that we " Crack the map ". Which we divide a long stream into small part and play them one by one. For example I divide a long stream by 2/3/4 method. Which I try to search for 2/3/4 patten in a long stream and crack it down. I don't know how others do but that's how I do. If we can come to a conclusion on how to crack the map, there is a easy way to crack down any stream and rate it. For example we all agree that we use 3/3/3/3/3 to crack down the map, we can just divide the long stream into 3/3/3/3/3 and rate each of the 3 and add them up. In the last few 3 I think we should also raise the difficulty a bit since it is a long stream. After all, if we need to talk about stream difficulty, we have to look from a player's eyes but not a mapper.
4. BPM affect a lot, but here is what I suggest. BPM 160 - 200, no change, from that 2 number go down and up, we add the difficulty index bit by bit. For example, BPM 160 = 1.0 , and BPM 150 will = 1.05 which is the same as BPM 210. Why? Because WHAT I THINK 160 -200 is usually a comfortable zone for player.
5. Timing points, am I don't really know how to deal with those grass, can someone think of a suggestion?
6. Mods, I think we have to find some expert in each mods to ask for opinion. What I know is Orukaa CROSS PM and ZX = DT Ishida = HR asgardv = PF Nardo = FL. I think every single mod should be included, HR DT HD FL, even the perfect mod but not sudden death which gives no meaning at all. Why perfect? Because of the super high pressure , just try once you will know.
Last, I am busy in last few weeks and I think I can come back on my rater program now. Thanks for waiting. However I need help the point 3, the stream patten.
I think the best method on how to rate ALL the stream by a program is we hard code a difficulty index to 2/3/4 patten and we "crack the damn map" with program. I am creating a google form for this please wait.....
1. OD, higher the harder you can hit
2. HP, I don't know but I think this should be included. Since you need to get a pass to submit your score....but it does not affect too much
3. Stream, or just call this the note patten.
4. BPM, yes even if you have very simple note but in high bpm they should be difficult
Example : http://osu.ppy.sh/b/179225 280 BPM but notes patten is not that difficult
5. Timing points, or the bpm change or the SV multiplier. Can affect a lot if you fill the map with green line like grass...
Example : http://osu.ppy.sh/u/242910 Trust me the link is correct.
6. Mods, I think so many big guys have explained a lot on how mods affect the map so I am not going to explain
How to deal with all these factors?
1. OD, the number can be treated as a multiplier
2. HP , same
3. Stream, now this is the important point. Stream is the core part on how we rate a taiko map. We have to discuss a lot on which patten is more difficult than another patten. But I want to say taiko stream have unlimited combination, even if you say ddkkddk is more difficult than ddddkkd it still does not have meaning to ddddkkkkd. How if a map with endless stream like Shinsekai? So how to deal with this problem? I think the key is how player read the map. In Chinese there is a term that we " Crack the map ". Which we divide a long stream into small part and play them one by one. For example I divide a long stream by 2/3/4 method. Which I try to search for 2/3/4 patten in a long stream and crack it down. I don't know how others do but that's how I do. If we can come to a conclusion on how to crack the map, there is a easy way to crack down any stream and rate it. For example we all agree that we use 3/3/3/3/3 to crack down the map, we can just divide the long stream into 3/3/3/3/3 and rate each of the 3 and add them up. In the last few 3 I think we should also raise the difficulty a bit since it is a long stream. After all, if we need to talk about stream difficulty, we have to look from a player's eyes but not a mapper.
4. BPM affect a lot, but here is what I suggest. BPM 160 - 200, no change, from that 2 number go down and up, we add the difficulty index bit by bit. For example, BPM 160 = 1.0 , and BPM 150 will = 1.05 which is the same as BPM 210. Why? Because WHAT I THINK 160 -200 is usually a comfortable zone for player.
5. Timing points, am I don't really know how to deal with those grass, can someone think of a suggestion?
6. Mods, I think we have to find some expert in each mods to ask for opinion. What I know is Orukaa CROSS PM and ZX = DT Ishida = HR asgardv = PF Nardo = FL. I think every single mod should be included, HR DT HD FL, even the perfect mod but not sudden death which gives no meaning at all. Why perfect? Because of the super high pressure , just try once you will know.
Last, I am busy in last few weeks and I think I can come back on my rater program now. Thanks for waiting. However I need help the point 3, the stream patten.
I think the best method on how to rate ALL the stream by a program is we hard code a difficulty index to 2/3/4 patten and we "crack the damn map" with program. I am creating a google form for this please wait.....