This thread is a tl;dr so pardon me if this has already been said.
Cyclone wrote:
Spacing Changes:
Agree.
Cyclone wrote:
I say we probably brought that upon ourselves since we made the rule "spacing should be consistent throughout a combo,"
This rule is poorly worded. What it actually is is more like, "a suitable place for a jump is usually also a suitable place for a New Combo." One-off jumps tend to make the most sense on the transition between two musical phrases or when the line being synced changes. The same holds for New Combos.
In fact, the whole justification for jumps comes from the iNiS mapping techniques, where jumps tend to appear between patterns.
Cyclone wrote:
Hidden Sliders:
Are a stupid form of
Fake Difficulty. Should never be used.
Cyclone wrote:
Random Jumps:
Cyclone wrote:
This point overlaps with point #1 in a way.
^
Cyclone wrote:
Slider Speeds:
I think the current 2x slider speed implementation is stupid so I never use it. The changes are too harsh and unpredictable, adding another kind of fake difficulty.
Should we ever have access to slider speeds which aren't so stupidly extreme as powers of two, and warn the player of their presence with tick spacing, their usage still needs to make sense and fit the music.
Cyclone wrote:
Zig-Zag Streams:
If they're small, they're deceptively easy. If they're too big, it's just yet another stupid insane pattern--the same as every other.
Cyclone wrote:
Spinners:
It's not the spinners themselves which are the problem; it's the mappers. Whenever anyone tries to codify common sense with a set of guidelines, there are always the douches who push those guidelines to get away with whatever kinds of crap they can. There's a reason law is so complicated.
Spinners are supposed to represent a gradual build of energy to a climax. Using them as fast objects in busy parts of the music is a plain error.
Cyclone wrote:
Too Many Difficulties:
Is it a matter of "too many difficulties" or "too few easy/normal difficulties"? Moskau certainly has too many. Stuff like that happens because the mapper has too big a heart and can't say no to them.
Lack of Normals and Hards is a real problem in many maps though. Either you rape your accuracy by attempting one of the many Insanes or you put up with having < 1,000,000 added to your score from the easy.
To make the game accessible to as many players as possible, having a broad variety of difficulty levels should be collaborators' first priority rather than showing off how pwnsome their insane is.
Cyclone wrote:
Combo Colors:
This is a basic UI principle. Apparently these guys don't play their own maps.
Modding intrinsically needs to involve one's opinion. It is a grave error to mod solely based on the ranking criteria. They are the bare minimum. Quality can't be codified--it's a matter of intuition. Modders should always take care to point out what they liked and didn't like even if the base criteria are met. This is what can turn an okay map into a great map and give new mappers a sense of what's liked. But mappers need to listen to this. Too many times, I've gotten a big fat NO! from some mapper refusing to change something I pointed out solely because it didn't violate the ranking criteria. (and sometimes even when it did!)
This is why I carry the "SFG disclaimer" in my signature. I'm not mandating changes. (I'm not even in the B/MAT, so I can't mandate changes. =/) I'm collaborating to help make your maps more enjoyable before they get frozen in the process of ranking.
When mapping some pattern in a way which is "out of the ordinary," always ask yourself why you're doing this and how does it make your map better.