Don't try to make rules more complex than they already are. It's easier to allow a higher number of hard diffs than easy diffs within a set. Tbh as I see it, it's more like E/N/H are the "beginner" diffs, and "I/X(/X+)" the "expert diffs".
Let's not. Spreads tend to have more insane difficulties to provide more variety to the players in the skill level range who play it the most. Sure, there are hundreds of thousands of people who can only play normals and easies, but they won't play them many times, while the few tens of thousands who can play insanes for fun will retry over and over trying to pass/FC/DT FC for the pp or fun. That's why the presence of more insane diffs caters to this group of people.ColdTooth wrote:
Having too many difficulties on a long map is slightly annoying, however if used on a song below 2 minutes, this can be applicable.[Nemesis] wrote:
I think there should be added one more diff - beginner, under 0.75/1.00 stars
The way that most maps should be is E/N/H/I, and I have been seeing some maps w/ E/N/H/I/I/X, putting to the risk of balancing, because of the amount of easy difficulties (E/N), and harder difficulties (H/I/I/X) isn't very balanced. Two easy difficulties and two harder difficulties is enough, but if you wanted to put in an Extra, then the spread isn't balanced, adding maybe an Advanced or a Beginner or both can fix that balance.
We already have direct rule that difficulties should go in consecutive order; due to star rating being not 100% perfect i don't think that adding such limitations with numbers as rule would be really good idea. If jump between two diffs diifs feels to harsh it definitely will be noticed while modding - imo, would be better to leave it just as common sense thing.CXu wrote:
I haven't read the whole thread, so I'm sorry if it's been mentioned, but possibly a guideline for how far apart two diffs in a spread can be? For example, that between any two adjecent difficulties, keep the SR difference lower than say 1.5 (just pulling some number). This way you can't have a 2.26 Hard and 5.24 Insane, and should cover the case of a 3 diff mapset's spread being too "wide".
As huge CS hater i can't really agree with it, cuz CS4 easy and CS5 normals can be mapped pretty nicely and easy enough (CS5 was pretty good default CS size days back)p3n wrote:
a big circle size
This.p3n wrote:
We want to avoid spreads like N I I I. We also never intended to rely on web icons to evaluate the qualitiy of a diff spread. Depending on the BPM and nature of a song the SR completely fails to capture the actual difficulty of beginner or medium maps. Things like beat placement, readability, and usage of established gameplay elements will always be judged by the modding community and the BAT (or equivalent).
a consecutive order does not always mean a consecutive web-icon-spread, please see the 4-diff spread example below,Ranking Criteria wrote:
The difficulties in the mapset must be in a consecutive order.
I almostly agree p3n's post, and I don't think there needs any new guideline, also the "icon-spread" shouldn't be taken considerated when ranking/unranking a map.p3n wrote:
We want to avoid spreads like N I I I. We also never intended to rely on web icons to evaluate the qualitiy of a diff spread. Depending on the BPM and nature of a song the SR completely fails to capture the actual difficulty of beginner or medium maps. Things like beat placement, readability, and usage of established gameplay elements will always be judged by the modding community and the BAT (or equivalent).
most humorous joking 2014.blissfulyoshi wrote:
I was thinking about the diff spread issue, and something cam up in my mind, dt versions of the map should be considered as part of the spreads. What I mean by this is that the dt version of a every diff in a mapset should be considered when rating a map's spread.
how about normal to hard or easy to normal? there are all 1/1 in easier diffs but 1/2 in harder diffsblissfulyoshi wrote:
Before you think I'm crazy, first let me explain my reasoning. As pointed out in the op, a lot of hard diffs use a lot of 1/2s and a lot of X diffs use 1/4s, or in other terms a 2x increase in note density, but with no real middle ground. While this might be okay with lower difficulty maps, as you go to higher BPMs, the gap between hard and X becomes increasingly large. Luckily, dt is only a 1.5x multiplier, allowing the creation of that middle ground, which could solve that problem.
BPM is a sign of difficulty too, if you ignore the other tracks just because of difficuly. sorry, that is not mapping.blissfulyoshi wrote:
As a personal example, I am currently mapping a 130BPM song ( https://www.youtube.com/watch?v=gsqNTQoO1mw#t=5631 ) that has drums every 1/8th tick, so lets just call it a 260BPM stream map. As you might expect, the Hard diff plays like a normal 130BPM stream diff, and extra plays like a 260BPM stream diff. The question is, how do you bridge them? The only reply I got about this was use triplets and/or short sliders t/256562 . While this solution works, 260BPM triplets isn't exactly something I would consider insane, regardless of spacing. However, a 195 BPM stream 130 * 1.5 is definitely a lot closer to an insane diff, which leads to the necessity that dt diffs should be considered in the spread.
I think something seriously got lost in translation because I really don't understand you, but first off, difficulty should never be purely judged off BPM. BPM is an indicator of how fast the downbeats are in a music, nothing else, assuming it is timed correctly.Tsukuyomi wrote:
BPM is a sign of difficulty too, if you ignore the other tracks just because of difficuly. sorry, that is not mapping.
Does that mean you can have Easy Hard Insane sets now (telling from the icons), when the gaps between the difficulties are even? Or did i misunderstand something.. Also, is it still allowed to name the difficulty Normal in this case instead of Easy, although the icon is an Easy one?p3n wrote:
Easy or Normal can be skipped if the gap in the star rating spread allows it