Highly situational and subjective. Destiny has some spacing changes which I and some of my buddies feel are very natural but others are terribly confused by it.Cyclone wrote:
Spacing Changes:
(This is worded in a way that was directed at the BATs)
Well, we probably brought this upon ourselves, but people sometimes have a tendency to change spacing by as much as a factor of 2 every other combo. I say we probably brought that upon ourselves since we made the rule "spacing should be consistent throughout a combo," "If you're going to use a jump, start a new combo," etc. So people naturally think "so we just make a new combo and we can change the spacing however we please?" ...well, according to the rule we made, yes.
I only accept this if the timings are consistent. 1/2 slider, 1/2 pause, 1/2 slider, 1/2 pause, hit circle, for example.Cyclone wrote:
Hidden Sliders:
OK, if there's a slider under a note, and that slider is a really short repeating slider, it's invisible. Maybe not so much in the editor, but in play there's a giant "300!" blocking your vision. (or whatever judgment your timing received)
http://osu.ppy.sh/ss/2314
These are harder to read for me (maybe due to my skin). Sometimes they work (high OD, 8-10) but most of the time they're horrible and shouldn't be rankable. Not everyone uses snaking sliders.Cyclone wrote:
Less hidden, but almost as hard to read are 1 circle and 1 slider 1/2 apart in length (think roughly 160 BPM) and the slider endpoint is overtop/underneath the circle. The question is: Is it over or under? Very hard to distinguish at a glance, meaning very hard to read correctly during play.
http://osu.ppy.sh/ss/2316 (oh hey look, this is also used in another point entirely involving spinners.)
You can say "Random [Insert some beatmap technique here]" and say it's bad, and it probably is.Cyclone wrote:
Random Jumps:
Obviously just a device for adding difficulty to the song, especially since much of what I see nowadays does not even take the song itself into consideration. I've seen 4 notes play normally as one would expect, then in a complete turnaround, WITHOUT THE SONG CHANGING A BEAT, jumps all over the place. I mean, hell, the pitch won't even change sometimes. This point overlaps with point #1 in a way.
Whatever fits.
Same as with "random jumps".Cyclone wrote:
Slider Speeds:
People seem to have some notion that changing slider velocity every other beat is a GOOD THING. I've asked SEVERAL TIMES why?, but I never get a straightforward answer. I want one. Somebody please help me on this.
I agree this is a retarded fad.Cyclone wrote:
Zig-Zag Streams:
These are streams (think faster streams, upwards of marisa speed) that have every other note aligned in 2 separate rows are columns in such a way you have to zig-zag your cursor. Unfortunately, zig-zag'ing like that is near impossible, so players are forced to find the middle point between the 2 rows, and move in a straight line. This means that the size on the hitcircle essentially is REDUCED, by as much as 80% sometimes.
Notes 4-15: http://osu.ppy.sh/ss/2313
A good example of how I DO like zig-zag streams: KOTOKO - Princess Bride!
inoriteCyclone wrote:
Spinners:
I've always hated spinners. This is the number 1 way mappers try to add difficulty to a song that doesn't need it. We made a rule "auto+2000." People push that rule to the absolute limit. They'll make a spinner that gets +2000, however, JUST BARELY. By that I mean I WON'T EVEN HEAR THE DING SOUND for the 2000. Then they'll add notes that are 1/4 a beat after the spinner. If the spinner HAS the be that short, and the hitsound OF the spinner is part of the rhythm of the next notes, then WHY is there a spinner at all?
http://osu.ppy.sh/ss/2316 (notes just after spinner)
I think subjectivity is part of the reason why this happens. If a bunch of people complain about one insane, and the mapper is stubborn, sometimes another insane will be made. And maybe another.Cyclone wrote:
Too Many Difficulties:
Mainly the result of Guest Difficulties, which is why I tried taking an extreme stance against them a while back. Mappers will accept, or even ASK for difficulties in which they've already done. There should only be ONE insane. There should only be ONE hard. So on and so forth. I'm pretty sure I've seen a map with like 4 insanes before.
http://up.ppy.sh/files/untitled-56.jpg
This should be stopped at the modding stage. Unacceptable.Cyclone wrote:
Combo Colors:
http://osu.ppy.sh/ss/2347
Notice the white on white, and the black on black.
http://osu.ppy.sh/ss/2348
Notice how hard the approach circle is to see.
Basically you shouldn't have to struggle to see the circles or the approach circles. This should take the BG into account.
Either change the combo colours or change the background.
This is why I see value in having many modders, and gives more reason why self-kd-stars shouldn't be there. That's another debate for another time, though.