oh my... i just noticed this thread is back to live
since im active again from now, please count me in as modder c:
since im active again from now, please count me in as modder c:
OMG Kyuare just told me thisursa wrote:
BEATMAP OF THE WEEK: yanaginagi - Zoetrope (TV Size)
hi Kyuare
This one is well-made diffspread, so I'm sure it can be ranked in a while :3Sey wrote:
Also congrats, afb! Well-deserved.
Sometimes I prefeel mapping than modding >< how dummy I'm xDSey wrote:
I just recognized how low these restrictions are. 2-3 CTB mods and that's it? I'd prefer to see more experienced CTB modders with a certain amount of KDS here to be sure the modder is having value and a bit of experience to this all but nothing about that is mentioned in the OP... *sigh*
In theory everyone can mod 2 CTB maps in a single day but that doesn't necessarily mean the modder provides any quality. Also I wouldn't be against if BATs/QATs decide internally about member recruitments before any applicant simply gets added here. This will assist the whole fact of modders being 100% certain about their interest in joining the Academy and trying to work harder for it with better mods than they ever had before.
P.S. This also supports the whole challenge aspect between participants. I don't see the point in having as many members as possible instead of qualified members.
Not saying I would want these requirements unreachable but a bit of more challenge to join this can't hurt to motivate new participants improving their modding quality and willingness about this all.
This is an Academy, there is a low requirement to get in as i'm sure its meant to motivate and help people to 'learn' to mod, but I see a lack of material for that. I see nothing wrong with a 2-3 mod requirement, having experienced people only doesn't motivate people to join and map/mod, it just pushes them away and creates an elitist cult.Sey wrote:
I just recognized how low these restrictions are. 2-3 CTB mods and that's it? I'd prefer to see more experienced CTB modders with a certain amount of KDS here to be sure the modder is having value and a bit of experience to this all but nothing about that is mentioned in the OP... *sigh*
In theory everyone can mod 2 CTB maps in a single day but that doesn't necessarily mean the modder provides any quality. Also I wouldn't be against if BATs/QATs decide internally about member recruitments before any applicant simply gets added here. This will assist the whole fact of modders being 100% certain about their interest in joining the Academy and trying to work harder for it with better mods than they ever had before.
P.S. This also supports the whole challenge aspect between participants. I don't see the point in having as many members as possible instead of qualified members.
Not saying I would want these requirements unreachable but a bit of more challenge to join this can't hurt to motivate new participants improving their modding quality and willingness about this all.
That does make sense, two maps and in isn't a great setup, feedback and helping out with stuff would be lovely and really helpful but it all comes down to no activity. There is NOTHING here that motivates ME as a modder to carry on, I get my name on a fancy thread and that's about it. If there was more to push me on I'm sure I'd mod a lot more and I'm sure it feels the same for quite a few people. A system like this may help and revive this for a while and give a solution to two maps and in, but it doesn't fill the void of no motivation for others.Sey wrote:
As you already stated participants should learn how to mod. Then they will need feedback what was good/bad about their mods to do it better in future (which isn't the case right now).
Also not planning to create any elitism here. Low requirements will be okay if the learning process will be supported by the staff. Just announcing a MotM won't help others in future. Maybe some PMs including observations in their mods might be helpful. I'd even help in preparing those as a BAT. EVERYONE should receive a personal message. This will especially motivate and increase the competition between all members.
What I want to avoid is simply people getting into this for being in this, like: "Just modded 2 maps, now let me in". This is counterproductive for the meaning of this academy.
I'd love you if you mapped more.Drafura wrote:
Hello modders, I love you
Quoting for insurance.Deif wrote:
Gosh, just add one map. It's not so difficult:BEATMAP OF THE WEEK: yuikonnu - Souzou Forest
Sup. I promise the next one will be on Monday!
I tried this before, but only works on skins and doesn't work on beatmaps ;w;Kurokami wrote:
Deif, you should add "metronomelow.wav" and "metronomehigh.wav" to the description as they are altering the sound of the spinner. Although both must be included for proper sound.
Confirmed for me. Kurokami, if you made this work as a part of a beatmap skin please tell us how, otherwise it's a bug and should be sent to tech support.Serena- wrote:
I tried this before, but only works on skins and doesn't work on beatmaps ;w;Kurokami wrote:
Deif, you should add "metronomelow.wav" and "metronomehigh.wav" to the description as they are altering the sound of the spinner. Although both must be included for proper sound.
You didn't read. We know how to make it work for an osu!skin, but not as a beatmap skin. The question were if you knew a way to make it work in the beatmap folder.Kurokami wrote:
It wasn't that hard. I picked up custom hitsound file, renamed to those two and puted into my custom skin's folder. Whoala, magic happened, the spinner's sound changed. Although there is a possibility that it worked because I used custom skin, and maybe osu! is not recognize those two file in the beatmap's folder.