Can you explain this to me? I don't understand how old maps would be affected.CheeseWarlock wrote:
DO NOT "go ahead and use red ticks", that's unrankable and changing how tick rates are handled would mess up old maps or be awkwardly implemented.
Can you explain this to me? I don't understand how old maps would be affected.CheeseWarlock wrote:
DO NOT "go ahead and use red ticks", that's unrankable and changing how tick rates are handled would mess up old maps or be awkwardly implemented.
It's kind of a moot point, since peppy wouldn't code anything in such a way that it would break stuff (and if he did, he'd fix it). I don't think he'd go this route anyway.strager wrote:
Can you explain this to me? I don't understand how old maps would be affected.CheeseWarlock wrote:
DO NOT "go ahead and use red ticks", that's unrankable and changing how tick rates are handled would mess up old maps or be awkwardly implemented.
Let's keep this thread on-topic if at all possible. Feel free to request this in its own thread, but I, personally, don't support it. I find it annoying and confusing when this happens in Taiko and DDR.CheeseWarlock wrote:
This is probably more controversial, but it would be pretty awesome if other things (especially approach circle time) could be changed per-section too. It would be abused pretty badly, but I can think of exactly one map concept that would make use of it.
MM made a good point here: viewtopic.php?p=230709#p230709Skyripper wrote:
There is truly no need for variety beyond .5x, 1x and 2x slider speeds. Beatmaps with more variety than that (and even some with as much variety currently provided) would be confusing.
ThisDusty wrote:
support +∞
would have been a good idea for me to have read this thread sooner.
...because the multipliers are non-2xjames039 wrote:
the Rolled map posted by MM201 though didn't confuse me one bit
Funny, I've seen at least three times cases where this is necessary in my maps. =]Larto wrote:
I've just encountered the first time where I really need this. This gets all my love and support.
I disagree with this. You could just as easily double the BPM for the entire song to achieve this. A section with a 4x approach rate in Taiko would be insanely disorienting.arken1015 wrote:
Ai Uta [Oni]...
It has 1/2 slider but it can't be slider on TaikOsu with only 2x...
Ahh...
4x will help us ;_;
Umm... Fixed with your suggestion :3MetalMario201 wrote:
Also this sounds more like a separate feature request: Taiko Roll Threshold. It would be very similar to Stacking Threshold and would define how long a slider must be in order to be turned into a roll instead of two notes.
yay time to go map fascination ~eternal love mix~m980 wrote:
ilu
[Added]Holy shit...
;_; EkiBEN2000 has HS2.5 part :3...MetalMario201 wrote:
The limits are from 0.5 to 2.0.
Why on Earth would you need 1.51x? Whatever it is, I couldn't possibly see it being rankable.Mainly for Taiko purposes. There are some songs used in Taiko that have fluctuating BPM but the scroll speed stays constant throughout the entire song (Etude Op. 10-4).
Maybe you can doubles actual BPM and set x1.25 if it's Taiko Only. (Though Pipi-don will shake her arms twice more faster :3) But if you are planning TaikOsu you should reconsider to implement it.arken1015 wrote:
;_; EkiBEN2000 has HS2.5 part :3...
I wonder if there's 0.25 ~ 4.0 orz...