As I made a map with these, I can't vote 1, but most of the time there's little reason to do this. Sliders do mess up the clap pattern occasionally, though, and it's nice to keep it going.
I cannot agree more, though I voted 4 because it works sometimes if you're gonna use soft camples for the ticks and not loud claps or finishes (I'm looking at you derek)NatsumeRin wrote:
not real hitsounds, and sometimes sounds not really good since it won't have the hitnormal sound.
and fuck yeah it's abused a lot.
This.Rolled wrote:
MOTHER FREAKING FIVE.
What? o.oKrisom wrote:
it works sometimes if you're gonna use soft samples for the ticks and not loud claps or finishes (I'm looking at you derek)
necessary techniqueykcarrot wrote:
often used in Easy diff.
No it's notColin Hou wrote:
necessary techniqueykcarrot wrote:
often used in Easy diff.
Also,MetalMario201 wrote:
It's a downright error when a normal hitsound is used on a slidertick.
This...MetalMario201 wrote:
It's a downright error when a normal hitsound is used on a slidertick.
It's not a necessary technique in my opinion.Colin Hou wrote:
necessary techniqueykcarrot wrote:
often used in Easy diff.
Yes. It's important that different types of objects don't use the same sounds as each other, or if they do, that they do it in a consistent way. This lets the player know what type of object has been hit based on its sound.Shiirn wrote:
Also,
No.
...Beautiful Girls does that! 0_0MetalMario201 wrote:
Yes. It's important that different types of objects don't use the same sounds as each other, or if they do, that they do it in a consistent way. This lets the player know what type of object has been hit based on its sound.Shiirn wrote:
Also,
No.
If you want to use clapticks, you should put claps on every tick.
^ !MetalMario201 wrote:
It's important that different types of objects don't use the same sounds as each other, or if they do, that they do it in a consistent way. This lets the player know what type of object has been hit based on its sound.
Ah, I'm not following? There are 4 types of objects, 3 of which use the same sound(s) by default. So there are 2 different classes for sounds, sliderticks and things that aren't sliderticks. I would accept that reasoning if there were more than 2 different types of objects.MetalMario201 wrote:
different types of objects
That's so true.NatsumeRin wrote:
i'm not a fan of slidertick as already said but the reason you guys give is really weird.
take the simple example: clap at 2nd&4th white line skill, in a Easy or Normal diff you won't have enough beats to do so sometimes, and slidertick hitsounds would help you about that. and if you put all things "right", then it's probably no more a Easy/Normal.
You could map full of 1/1s if BPM's too fast you can map 2/1s and put claps every other note, if you follow the lyrics your hitsounds should be based on the lyrycs not on the instruments behind them, specially when you have a sustained note which calls for a slider, and then you decide to put claps on the main beat, the sliderticks already give the hitsound feeling for that so there's no need to add claps themselves to them, if you're mapping to an instrument and you put an slider when the instrument's clearly still going with a constant rythm then you're probably doing it wrong.yongtw123 wrote:
That's so true.NatsumeRin wrote:
i'm not a fan of slidertick as already said but the reason you guys give is really weird.
take the simple example: clap at 2nd&4th white line skill, in a Easy or Normal diff you won't have enough beats to do so sometimes, and slidertick hitsounds would help you about that. and if you put all things "right", then it's probably no more a Easy/Normal.
Unless the mapper doesn't place clapping rhythm on every 2nd and 4th white line, slidertick hitsound is a necessity.
Otherwise it will be very difficult to make a diff below 3 stars.
And yet there are songs where you want to follow the lyrics, but the beats are too strong to be ignored, and the hitsounds could be made to be even more awesome by doing that.Sakura Hana wrote:
You could map full of 1/1s if BPM's too fast you can map 2/1s and put claps every other note, if you follow the lyrics your hitsounds should be based on the lyrycs not on the instruments behind them, specially when you have a sustained note which calls for a slider, and then you decide to put claps on the main beat, the sliderticks already give the hitsound feeling for that so there's no need to add claps themselves to them, if you're mapping to an instrument and you put an slider when the instrument's clearly still going with a constant rythm then you're probably doing it wrong.
With clever placement of hitobjects and hitsounds you should be able to do this even without abusing the hitsounds. And even if not, it's still more important for a map to be playable (as explained in my previous post) than a few more hitsounds to fit the beat.ErufenRito wrote:
And yet there are songs where you want to follow the lyrics, but the beats are too strong to be ignored, and the hitsounds could be made to be even more awesome by doing that.
You missed the other side of my point. Those objects do so in a mutually consistent way, so the player can expect them to behave like this. Like I said, if EVERY tick in a map used a clap, it's not so bad.ziin wrote:
Ah, I'm not following? There are 4 types of objects, 3 of which use the same sound(s) by default. So there are 2 different classes for sounds, sliderticks and things that aren't sliderticks. I would accept that reasoning if there were more than 2 different types of objects.
Make it the same way you would anyway? Just don't put the ticksounds? I mean, if you remove all hitsounds and green lines from a map, it's still the same map, albeit a touch more boring to play.yongtw123 wrote:
Otherwise it will be very difficult to make a diff below 3 stars.
That is probably the worst way to use tick sounds.MetalMario201 wrote:
if EVERY tick in a map used a clap, it's not so bad.
What MM201 meant is that if you are going to change the hitsounds for sliderticks, every slidertick should sound the same for that particular section of the map. Or that's what i'm guessing he meant XDRolled wrote:
That is probably the worst way to use tick sounds.MetalMario201 wrote:
if EVERY tick in a map used a clap, it's not so bad.
then the map would be easy enough (maybe) and really boring, i can't imagine someone want to just click at every clap place, and for long sliders needed it's still a way to solve problems. the hitsound feeling of sliderticks is really not great imo.Sakura Hana wrote:
You could map full of 1/1s if BPM's too fast you can map 2/1s and put claps every other note, if you follow the lyrics your hitsounds should be based on the lyrycs not on the instruments behind them, specially when you have a sustained note which calls for a slider, and then you decide to put claps on the main beat, the sliderticks already give the hitsound feeling for that so there's no need to add claps themselves to them, if you're mapping to an instrument and you put an slider when the instrument's clearly still going with a constant rythm then you're probably doing it wrong.
damn wrong, obviously. osu! is a rhythm game not papapappapapap game. if you can't do with nice hitsounds you can never be a really good mapper for sure. ticksounds is a technique to solve "have to deal with" problems, not anything creative, and there may be other ways to solve, so it's not really great. but saying such things is ahahahaha yes i can't understand why.MetalMario201 wrote:
Make it the same way you would anyway? Just don't put the ticksounds? I mean, if you remove all hitsounds and green lines from a map, it's still the same map, albeit a touch more boring to play.
I didn't miss the point, I just didn't understand how you're so picky about one out of 6 different types of objects (circle, slider start, slider repeat, slider end, slider tick, spinner) when you only hit 2/6 of them, and 5/6 of them are identical in the hitsounds available to them. Yes, they are disorienting at times, but so are slider ends/repeats. Why are slider ticks so special?MetalMario201 wrote:
You missed the other side of my point. Those objects do so in a mutually consistent way, so the player can expect them to behave like this. Like I said, if EVERY tick in a map used a clap, it's not so bad.
There's a reason the song has those hitsounds on the 2nd and 4th beats. It's because it sounds good. It's a lot harder to find something that sounds nearly as good.Krisom wrote:
Well, you can alawys hitsound to something different than the 2dn and 4th beats when the song wont let you hitsound those.
Absolutely yes I am opposed to storyboarding hitsounds. They aren't even tied to the player's actions, so it's as if the game is playing itself!ziin wrote:
I see no good reason we can't put hitsounds on sliderticks other than the fact that it's usually best left on the default. I hope the people opposed to slider tick hitsounds are at least the same amount opposed to storyboarding hitsounds.
ffffffffffff I hate when mappers do that.MetalMario201 wrote:
Another solution to the clapticks issue is to use a different clap than normal-hitclap.
where's consistency fffffffffMetalMario201 wrote:
Another solution to the clapticks issue is to use a different clap than normal-hitclap.
Rolled wrote:
MOTHER FREAKING FIVE.
I also thought this when I was creating my firsts beatmaps. Later on it's much more intuitive to hitsound to other stuff in the music that are not the drums (2n and 4th claps are basically hitsounding to drums), unless of course you ARE following the drumsziin wrote:
There's a reason the song has those hitsounds on the 2nd and 4th beats. It's because it sounds good. It's a lot harder to find something that sounds nearly as good.