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IAHN - Transform (Original Mix)

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iiyo
good for ctb
abraker
I don't get why players must go out of their way to convince mostrata that this map needs to be HR-able. Is the standard gamemode having a map deficit? You ran out of things to HR? You keep knocking on a door to a club that will not open for you because it is not for you. I like the concept that certain maps are made for players who enjoy the art for what the map is and not players looking to get a good score on. It gives a bit more color and diversity to the existing ranked maps.

TL;DR: Have some taste
Ninmi

abraker wrote:

I like the concept that certain maps are made for players who enjoy the art for what the map is and not players looking to get a good score on. It gives a bit more color and diversity to the existing ranked maps.
Why is it being pushed in to the core ranking system when it is very clearly not made for that? If you can't play this map properly in ranked, then it does not belong in ranked. In no way should an artists vision obstruct the core gameplay in a way that this clearly seems to. You're free to draw paintings in the graveyard.
Abyssal

Ninmi wrote:

abraker wrote:

I like the concept that certain maps are made for players who enjoy the art for what the map is and not players looking to get a good score on. It gives a bit more color and diversity to the existing ranked maps.
Why is it being pushed in to the core ranking system when it is very clearly not made for that? If you can't play this map properly in ranked, then it does not belong in ranked. In no way should an artists vision obstruct the core gameplay in a way that this clearly seems to. You're free to draw paintings in the graveyard.

Because this won the Aspire contest? Literally the whole concept of the Aspire contest is to break practically all rules of mapping. And as i've been told by other "mappers" - "As long as it plays nomod, then what's the issue"
abraker

Ninmi wrote:

Why is it being pushed in to the core ranking system when it is very clearly not made for that? If you can't play this map properly in ranked, then it does not belong in ranked. In no way should an artists vision obstruct the core gameplay in a way that this clearly seems to. You're free to draw paintings in the graveyard.
To set it apart from other graveyard maps. It won the Aspire contest for crying outloud. Currently there is no better catagory to put creative playable maps not optimized for playability. Also while not made for gameplay, don't you still wonder how you would do against others on it?


Abyssal wrote:

You're free to draw paintings in the graveyard.
Saying that art belongs in the graveyard is like stepping it with your foot. That can hurt any creator's feelings, and more over when it is something as great as this. I am not the creator, and I felt a very offensive vibe from this statement.

Edit: Charles left because players think "drawings" like these belong in the graveyard. I don't blame him. Obviously there is a great divide of opinion here between players who have taste and appriciate the art and players who can want to make scores and can't care less about the art. There needs to be a split in catagory of maps, otherwise this shitstorm will continue. At this point, I am waiting for this thread to be locked.
Niroe
But, there IS a fix for passing it with HR, -GN proposed it, and if Monstrata don't want to implement it because it's "too tedious", "too time consuming" and that he just don't want to finish cleaning his map, then that shouldn't belong to Ranked map, Aspire or not.

There is a fix that don't change the experience, if he doesn't want to apply it, there is no excuse and that's all.

The good side is that it show us how Monstrata treat his map and the extand of the time and effort he want to spend in, that would be the kind of guy to won a ping-pong match 21 to 5 and finally when the arbiter say to him that he need to re-do the last point because there was an error, even knowing that he will win again, he take the cup and flee away, showing us his middle finger in the process.

That's extremly childish, and there is no "but".
Natsu

Niroe wrote:

But, there IS a fix for passing it with HR, -GN proposed it, and if Monstrata don't want to implement it because it's "too tedious", "too time consuming" and that he just don't want to finish cleaning his map, then that shouldn't belong to Ranked map, Aspire or not.

There is a fix that don't change the experience, if he doesn't want to apply it, there is no excuse and that's all.

The good side is that it show us how Monstrata treat his map and the extand of the time and effort he want to spend in, that would be the kind of guy to won a ping-pong match 21 to 5 and finally when the arbiter say to him that he need to re-do the last point because there was an error, even knowing that he will win again, he take the cup and flee away, showing us his middle finger in the process.

That's extremly childish, and there is no "but".
Mods aren't taken in consideration for ranked maps, aspire or any other map, if the mapper want to fix then is up to him, but the mapper believe the map get hurt on the intended way of no mod, then you guys should respect the mapper decision and move on. GN's suggestion hurt the design of the map and the HP fix hurt the no mod intended way.

You already pointed your suggestion the mapper disagree with it and provide you valid explains, move on guys there are thousand of maps that can be played with hr, also is monstrata map, no your map, you can do suggestions, but you can't force him to hurt his work because of you, the map still can be played with hr + no fail.
Straw Hat
great map :!: :!: :!: :!: :!:
Ninmi

Abyssal wrote:

Because this won the Aspire contest? Literally the whole concept of the Aspire contest is to break practically all rules of mapping. And as i've been told by other "mappers" - "As long as it plays nomod, then what's the issue"
If the contest was about breaking ranked rules, then maybe the maps should not be ranked. I was really puzzled as to why repeating sliders that don't use the actual repeat mechanism and circles outside of the play area were suddenly allowed, but I guess this is the culprit. I am heavily in favour of winning maps like these rather getting their own leaderboard and other sorts of prestige attached to them.
melloe
just play the map, not everything has to be hr. it may not seem much to you but for the mapper it is asking a lot to tell him to change his sliders in a way he doesnt want to. honestly if i put all that work into pretty butterfly sliders i would not want even want to add those zigzags to it, it's totally understandable

that being said, lowering hp will not affect "memorability," what a silly notion, nobody is going to say "aw man that was too easy to pass, fuck that map i'm gonna forget all about it, it was nothing special!" and if you cant pass the map on hp4 then it's probably because you cant read it, and in all likelihood cant pass on hp3 either

abraker wrote:

Charles left because players think "drawings" like these belong in the graveyard. I don't blame him. Obviously there is a great divide of opinion here between players who have taste and appriciate the art and players who can want to make scores and can't care less about the art. There needs to be a split in catagory of maps, otherwise this shitstorm will continue. At this point, I am waiting for this thread to be locked.
hi could you not misrepresent charles, nothing mentioned in his podcast even remotely resembles your elitist conception of art and taste
Athrun
Not even sure about the future of this...
Nyanaro
I am no expert in how the editor works, but can't you just add ''breaks'' like you did in some parts of the map at the butterfly sliderstream so that you can survive the map without losing HP so that you could pass it on HR?
Topic Starter
Monstrata
I'll reconsider HP 3.5. Can we stop stop drama upload? Thanks~

I'll make my decision at the end of the day, cuz I got stuff to do~ Feel free to redirect your salt to p/5343206.
Yunomi
from my modqueue
Kibbleru

Nyanaro wrote:

I am no expert in how the editor works, but can't you just add ''breaks'' like you did in some parts of the map at the butterfly sliderstream so that you can survive the map without losing HP so that you could pass it on HR?
this actually sounds like a plausible fix
Cylux


I studied the sliders a bit with automod since all of you seem to get different results with the auto mod.

The answer to this is, that it depends on many factors:
1. Your FPS-Limit (I got the best Accuracy with VSync)
2. The speed you are viewing the play (0,5x 1x or 2x)
3. The Mods you are using (Nomod, HR, DT, HRDT and HDHRDT are all giving completly different results)

I tested many possibilities and got dozens of different results with this. Also it seems to be impossible to get a SS with HRDT, no matter which settings you choose. A nomod SS or HR SS is possible with the right options though.

But nevertheless the most strange thing is the play I just got with 20fps as you see at the #1 Spot. 4 combopoints are missing but it has only 3x 100s.
Osu Mapman
lmao this thread

well, there is an idea which could prevent shitstorm like this one: What if same what happened to TAG maps would happen to further aspire winner's maps? Still, there will be people who will cry about how unpassable 2b mapping with hr/fl/ezhd/potato mods (while not being able to do even nomod), but there will be less of them, because of no pepe immo.
Battle
It's not even an issue with pp tbh because it's probably going to be pretty underweighted compared to its difficulty like Charles' map. Besides that the acc is definitely going to drop since the sliders make it guaranteed that a few 100s are going to happen z
-GN

EvilElvis wrote:

Still, there will be people who will cry about how unpassable 2b mapping with hr/fl/ezhd/potato mods (while not being able to do even nomod), but there will be less of them, because of no pepe immo.
who are you referring to here? is pp the only reason to care about the map being passable on hr?
Spaghetti

Kibbleru wrote:

Nyanaro wrote:

I am no expert in how the editor works, but can't you just add ''breaks'' like you did in some parts of the map at the butterfly sliderstream so that you can survive the map without losing HP so that you could pass it on HR?
this actually sounds like a plausible fix
i still second this
Bara-
What do the breaks even do except giving warningarrows and lag?
Mindwaves
So i just looked at the map and Hum...
Do anyone remenber how HP work in this game anymore???

like...
Why in f**king hell of all this drama, has nobody propose to just change all the note in the butterfly to new combo, making it passable with HR, cause that's how new combo WORK!?!
Then you just have the make the new combo be the same colour has the previous note where before the change, this way the map look exactly the same and GG!

I just tested it and it with HR and it work perfectly, with literraly NO need to change the HP, the slider, the look, or the playability of the map!
Basically the only change required is to add new combo colour.(and maybe not even, cause you can probably just edit color using the osu file)
Froslass

Mindwaves wrote:

So i just looked at the map and Hum...
Do anyone remenber how HP work in this game anymore???

like...
Why in f**king hell of all this drama, has nobody propose to just change all the note in the butterfly to new combo, making it passable with HR, cause that's how new combo WORK!?!
Then you just have the make the new combo be the same colour has the previous note where before the change, this way the map look exactly the same and GG!

I just tested it and it with HR and it work perfectly, with literraly NO need to change the HP, the slider, the look, or the playability of the map!
Basically the only change required is to add new combo colour.

this actually makes a whole lot of sense lol
Topic Starter
Monstrata
It was all a lie.
Lasse

Monstrata wrote:

Uh, how exactly do you add more NC's without messing up the combo colors? Lol
by editing the .osu http://i.imgur.com/zHr1JdS.jpg
the fourth value has to be set to 118* for each slider you want to nc with the same color as before

for 01:11:260 (2) - it would be 256,192,71433,118,0......... in the file

*value will be different for circles, but that obviously doesn't matter here since it's only sliders
Xilver15
hi uuuh i've been getting mentions here so

i did play the map with hr a couple of times but i had nf on on all of them, pretty sure i didn't pass any of my runs because i thought the map wasn't passable with hr? sadly i can't find the replay but i'm sure i played hrnf on all of my hr runs

not gonna give any opinions on this matter, just saying i don't have a pass on the map with hr lol
Topic Starter
Monstrata
Huh, so thats how it works. Assuming doubling the NC will fix the HP drain i'll implement the change. Can someone confirm? I'll contact a QAT when I get home from work (2 hours?).

Confirmed through my imagination so someone feel free to DQ this now (or in 2 hours when I get back home?) i'll update with the changes and get quadruple rebubbles~.

Quick, someone post "We did it!" on Reddit for free karma!
Kite
you should probably add aspire contest and its characteristics to your map description to avoid idiots from posting nonsense
Topic Starter
Monstrata
Lol. Good idea haha.
Battle
or just use a ss of what loctav said in the last aspire thread lol

Mindwaves
by editing the .osu http://i.imgur.com/zHr1JdS.jpg
the fourth value has to be set to 118* for each slider you want to nc with the same color as before
Pfiuu thanks a lot, i knew there was a way to do it by editing the .osu but didn't have the courage to try finding to good one more then 10 minutes(so much number :V), you save my sanity :p

Confirmed through forum pm so someone feel free to DQ this now (or in 2 hours when I get back home?) i'll update with the changes and get quadruple rebubbles~.
Nice.
Hopefully there while be no more problem in the future :)

you should probably add aspire contest and its characteristics to your map description to avoid idiots from posting nonsense
Ahahah good luck with that, i'm sure even writing it in the map description wouldn't work!
And speaking of which... *Go see map description of both aspire map*
Yep, i knew it :p
I also just notice Evanescent and this map almost have the same SR, pretty sure it's not on purpose but the the gimmicky feeling of it pass pretty well^^
Remyria

Battle wrote:

or just use a ss of what loctav said in the last aspire thread lol

It would make sense if there WAS a "gimmick category" (which is a very popular request in feature requests). So why not just adding it instead of put it in the same basket as the other ranked maps? Since rules are differents, the category should be as well. EDIT: And by the same time, a couple very nice unranked maps could gain in visibility by going in that category.
Kite

Mindwaves wrote:

you should probably add aspire contest and its characteristics to your map description to avoid idiots from posting nonsense
Ahahah good luck with that, i'm sure even writing it in the map description wouldn't work!
And speaking of which... *Go see map description of both aspire map*
Yep, i knew it :p
I also just notice Evanescent and this map almost have the same SR, pretty sure it's not on purpose but the the gimmicky feeling of it pass pretty well^^
Including a short summary and highlighting the important bits would still help for those confused what the map is about.
I know the official tournament and winner page are linked there already, but not everyone is going to bother reading through the walls of text.
Suisei Hosimati
Inb4 some kind of nazi mods might just come here splitting blah blahs with his rude insults and abusing his powers by locking this thread

And the drama goes on and on and on...
Okoayu
as requested, Monstrata will make the butterfly sliders more unrankable than they already are so people can pass the map
allein
oh lel
Not Jeef

Okorin wrote:

as requested, Monstrata will make the butterfly sliders more unrankable than they already are so people can pass the map
Does this mean that the map wont get approved?

I hope not
Topic Starter
Monstrata
New fix is confirmed passable by Xilver. We went with the solution proposed by Mindwaves, with help from Lasse. NC pattern is now every slider, instead of every two, so you get twice the HP recovery you normally would. Total HP drain is slightly higher now due to increased NC density, but it doesn't seem to amount to anything. Hopefully everyone's happy now.
Underforest

My_acc-X_X wrote:

Does this mean that the map wont get approved?

I hope not
This is an aspire entry, the map is the winner from this contest so it will get approved ASAP
Go away if you don't have anything useful to say, thanks
Okoayu
okay, here have that flame back. It's HR'able with very little effort on those sliders as they will first give you 100% hp regardless of what you do and then only drain you to ~50%.

if you fail these now it probably isn't monstrata's fault anymore
Underforest
the community wins, as always :P

gratz again \:D/
allein
gg haha
Nishizumi
why don't you add butterfly into tags ? lol jk

yeay gratz
Haruto

Underforest wrote:

the community wins, as always :P

gratz again \:D/
hr will make the butterfly sliders looks ugly tho but why x_x
anyways regrats senpai <3
Lince Cosmico_old

Underforest wrote:

the community wins, as always
Witch
tbh,Mendes is unHR-able.
DiamondRain

Witch wrote:

tbh,Mendes is unHR-able.
true, but its been ranked ages ago so you cant change that.
Underforest

DiamondRain wrote:

true, but its been ranked ages ago so you cant change that.
It's ranked about 3 hours ago, I think there's no issue with it
Okoayu
They were obviously talking about mendes, which was ranked in 2010...
Underforest
oh I see
Osu Mapman

-GN wrote:

EvilElvis wrote:

Still, there will be people who will cry about how unpassable 2b mapping with hr/fl/ezhd/potato mods (while not being able to do even nomod), but there will be less of them, because of no pepe immo.
who are you referring to here? is pp the only reason to care about the map being passable on hr?
i actually didn't said thats t h e o n l y r e a s o n, basically i said that i believe thats the MAIN reason why people complain about this. I hope i'm wrong at this point but peperoni in my opinion have really strong influence on how most of the community meet map (not exactly this one, but every map) and i think if this certain map hadn't potential for giving pp there were way less complaints about how passable this map on HR is. Also, let's be honest, there not that many people who can pass the map with hr and there won't be many in the future, but because of current playerbase mindset (which is fine at all, but in some cases like this one i found it pretty weird personally) people who w o n ' t b e a b l e e v e r p a s s i t w i t h H R, start to complain (most of them even don't have idea what's Aspire contest is actually) together with people who actually good enough to do it only because these certain pros wasn't able to pass map with mod (map being special case) due to its settings what i found pretty much wrong.

But well, since there is new fixes and everybody happy about them (i hope), i think there is no need in this discussion anymore (at least not in this thread)
Kensuke
more drama?
riktoi
nah
LordRaika
i really agree on a map that can be enjoyable, its even FCable-wise with technical skills + gameplay understanding. love this!



creativity can goes way beyond any limitation since rule limits most of the things you can do...




^^b gratz!!!
6 9_old_1
This is flatout cancer
Underforest
Please don't say nothing if you don't have nothing positive to comment, thanks
AncuL
Editor understanding at whole new level
grats!
C00L
just to point out that when you scroll back on this note 01:36:348 (1) - it takes you right back here 01:25:313 (8) - and when its playing even here - 00:51:692 (1) - haha

i have no idea if this has been posted before, it's a pretty bug lol
Topic Starter
Monstrata
Yea lol. Cuz the BPM is 1.359 xD
C00L
drunk editor :roll:
AustinsGuitar
00:11:175 - sliders are kinda "unfair" or "not timed corectly" :3 just saying. good luck on your map otherwize.

ps: not happy with the direction.
unko
when do i get a new computer so i can acually play it
Topic Starter
Monstrata
When you upgrade from Microsoft Vista
Underforest
LOOOOOOOOOOL
Supreme
Damn xD
Bara-
Lmao
unko
ok but upgrading operating system doesn't change the hardware
Spaghetti
blib
grumd
damn good one
ManP
chilly map! i
I'm lovin' this
Kyoja
wtf is that shit ?
dung2014t
It Hard :D . :cry:
Agatsu
rhythm is just a click away
Underforest

hayami wrote:

wtf is that shit ?
Please avoid comments like this and read map description, thank you
NatsumeRin
Didn't know we have such CREATIVE map today.
ac8129464363
agree
Akiyama Mizuki
:o
Nekogygy
One of the worst troll map.
Spaghetti

mojegygy wrote:

One of the worst troll map.
tru
Surono

mojegygy wrote:

One of the worst troll map.
el ma o
aeeiku
any way to stop the map from showing the scoreboard and making the background dim change in the middle of the song?
Venumidas
How the fuck did this get ranked, are the people approving this on hard drugs?

Ranking maps that cannot be 100%...

Not saying the map is bad (Even tho some parts are shit), but the Map should in no realistic way ever be Ranked.

Yes, I have read the insane Description of this Map, if the osu! team is stupid enough to create a Tag4 Map 2.0 failure then go on ahead...
moya

Venumidas wrote:

How the fuck did this get ranked, are the people approving this on hard drugs?

Ranking maps that cannot be 100%...

Not saying the map is bad (Even tho some parts are shit), but the Map should in no realistic way ever be Ranked.

Yes, I have read the insane Description of this Map, if the osu! team is stupid enough to create a Tag4 Map 2.0 failure then go on ahead...
wen u still dont understand the point of the aspire contest even after reading the description
rawrneru

Venumidas wrote:

How the fuck did this get ranked, are the people approving this on hard drugs?

Ranking maps that cannot be 100%...

Not saying the map is bad (Even tho some parts are shit), but the Map should in no realistic way ever be Ranked.

Yes, I have read the insane Description of this Map, if the osu! team is stupid enough to create a Tag4 Map 2.0 failure then go on ahead...
This isn't your everyday stupid.

This is..

"Advanced" stupid.
Pachiru
Pachi-pachiru!
Luddy
loving it <3
saunikadi
Well , atleast " Auto " cannot shove " full 300 " to our face anymore , for the first time i actually see Auto get an " 100 " at an " impossible map " , even though " Auto " did get " full 300 " at Centipede - Knife Party thou :) ...
_DT3
There is a difference between 0. ...1 ms between objects and none
Aesis
(mania!) The map is good... but not anywhere possible poor chaps like me even on 4k...

I can't play on slow speeds

Boring criticism
Pointless to say this SV is more that just overkill...

EDIT:
Nvm, I realized it was for a contest and wasn't actually supposed to be a normal map
KageShano
This map sucks lul :x :x why is ranked? :ccccc
Underforest

KageShano wrote:

This map sucks lul :x :x why is ranked? :ccccc
Did you even read the map description? lol
Topic Starter
Monstrata
Hey guys, so a quick run through of the major unrankable elements found in Transform! Hope something will be useful now that there's a new Aspire. Additionally, feel free to use these techniques in order to create cool maps for the Loved section too!

Forbidden Techniques


00:00:659 (1) - Burai Reverse Slider

This is a simple reverse slider using a red node instead of a repeat. Do something like this simply create a normal slider, then go back on itself using slider points. You basically want all slider-points to overlap each other. 00:09:279 (3) - Stuff like this follows the same concept! Additionally, stuff like 00:19:279 (1) - follows the same concept, but used multiple times to create a false 3x repeat slider.

00:12:037 (4) - Stutter Slider Version 1

This is the stutter slider that Charles445 used in his Evanescent Aspire entry. The construction is similar to that of a Burai Reverse Slider. Your goal is basically to use red nodes to make the slider to back and forth really quickly, scrunching up the slider-path so it appears as if the slider is stuttering or refusing to go its intended path. The advantage of this stutter slider is that it doesn't require advanced knowledge of the editor in order to pull off. The down-side is that it won't look as neat.

Construction is rather simple. Begin with the initial red notes
And slowly begin weaving the red nodes back and forth ontop of itself. The idea is that the slider path will still look the same, but it will take the slider-ball longer to reach from one end to the other end.

00:23:072 (1) - Decelerating Stutter Slider

This stutter slider was constructed through extensive notepad editing. The idea of this slider is to have red node overlaps become progressively denser and denser. To elaborate, towards the beginning of the slider, red node burai's overlap paths once, then twice (they will go from x1 to x2, then back to x1, then x 3, x2, x3, x2, x3, then x4, x3, x4, x3, x4, x3, x4 etc... becoming progressively denser)
On an american keyboard, it looks something like this:
Visual Representation through the top row of the keyboard
qwq|wewew|erererere|rtrtrtrtrtrtr|tytytytytytytytytytytytyt|yuyuyuyuyuyuyuyuyuyuyuyuyuyuyuyuyuy|uiuiuiuiuiuiuiuiuiuiuiuiuiuiuiuiuiuiuiuiuiuiuiuiuiuiuiuiuiuiuiuiuiu|ioioioioioioioioioioioioioioioioioioioioioioioioioioioioioioioioioioioioioioioioioioioi|opopopopopopopopopopopopopopopopopopopopopopopopopopopopopopopopopopopopopopopopopopopop
Towards the end, the nodes will be overlapping 30 to 40 times, thus making the slider scrunch ontop of it much more than at the beginning. The effect is that the slider will appear to decelerate because it's being held between two coordinates for longer and longer intervals.

00:34:105 (1) - Reverse Hold Slider

This is a simple slider to create. All you have to do is use the burai techniques above, and scrunch up the tail of the repeat slider in order for the slider-ball to seemingly freeze at the end of the tail. I added an additional spin to it by angling the slider-tail backwards so that the repeat arrow would point in the opposite direction it would normally face.

00:42:813 (1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1) - Star Transformation

I highly recommend editing slider-points on a separate difficulty, or a separate map entirely, because if you mess up the coding, you can potentially lose all your progress or your entire map if you have not yet submitted.
In order to construct symmetrical slider patterns like this, you will first have to construct one side of the star in editor.
You will then copy/paste this 4 times and arrange them into a star formation through rotation methods (72 degrees for star etc... Simple geometry)
Once you've assembled this, save your creation. (I highly recommend practicing this process on another map first)
Now, you will want to open up your .osu notepad and find the code for your 5 sliders. Since my slider begins on 00:44:106 - , I will be looking for an object that begins on 44106. This will be the 3rd number in the code. (The first two are the x and y coordinates for the circle, or slider-head)
Now, the subsequent 4 sliders will correspond to the next 4 sliders in the star. Your job is now to copy/paste every single slider-point from these sliders onto the first slider's code, effectively combining the code of all 5 sliders into 1 slider.
To find the slider's slider-point code, look for sets of two numbers separated by |. They should look like |xxx:yyy|
^Note above, that the last set of numbers does not contain a | .
Copy-paste all slider-points in, and you should end up with one slider that has a rather long slider-code. Make sure every slider-point (except the last one) is separated by a | . Once you are confident you have everything done, save the .notepad. (If the game prompts you to save, do not save, or you will lose your work in the notepad). Now reload your map and you should be able to see your slider. You may need to use Ctrl+Shift+S to get it to work. Also, you may need to turn some white nodes into red nodes.

In order to do the animation, a combination of scaling and rotation is necessary, as well as a good scheme for how to progressively increase/decrease slider-speed. This, I cannot help with, as it is a creative process and nothing is really technical.

00:45:486 (1) - Stutter Slider Version 2

This is a more advanced version of the Stutter Slider, and one that uses the same method of star-creation. The twist is that instead of using 5 sliders, you are now using 10, 15, even 20 different sliders, rotating them slightly, and then copy/pasting their code. This slider originally consisted of 16 very small burai sliders. I had them arranged into a circular pattern, and then all their slider-nodes combined into one large slider. Once you've figured out how to edit slider-points within editor, you will be able to do stuff like this that integrates slider-point editing with burai slider usage.

01:11:002 - Butterfly Slider Animation

Actually, this was largely a manual process since every butterfly slider was made in editor. Since there was no need for slider-point manipulation, every slider in the butterfly slider animation was done within the bounds of the editor. Here, I can't explain how to create the design systematically as it was purely creative. What I can say is that if you want to create symmetrical sliders, you can use the exact same technique used for rotational sliders (as done in the star pattern) except with Ctrl+H or Ctrl+J'ed sliders!

01:36:348 (1) - 1 pixel Hold Slider + Editing SV's and BPMs beyond editor's limits

This slider was constructed through notepad editing, surprisingly. The idea here is to find the slider-head coordinate and the slider-tail coordinate in notepad, and edit it so that the coordinate only changes by one pixel. For example, here, the head is at coordinates 70||191. The tail coordinate is 71|191. You could probably do this in editor, but it's very tedious.

The second part of constructing this slider involves reducing the BPM and SV to extremely low values.
The first number is the time-stamp. We are mainly concerned with the second number, which will dictate the BPM and SV. Let's start with SV since it's more useful.

The formula for calculating slider-velocities is -100/x = y. Where x is your intended SV, and y = the number you plug into editor.
To create an SV that is 0.20x for example. You will plug in -100/0.2 = y , y = -500. For an SV of 0.10x you will do -100/0.1 = -1000. The lowest SV you can achieve in editor is 0.10x. If you use an SV lower than 0.10x it will show that in the Timing panel (F6) but the speed will still be 0.10x. Similarly, the highest SV you can obtain in editor is 10.0x. Because of this limit, sometimes SV editing will not be enough. Therefore we will have to reduce the BPM to further slow-down the slider.

The formula for calculating the BPM is 60000/x = y ; where x = bpm and y = number you plug into editor.
For example, in Transform the BPM is 174. Therefore 60000/174 = 344.8275862 which is the number editor will display. Now all you do is divide the bpm in half, and continue doing so until you have a BPM slow enough to support your 1 pixel slider. I ended up having to divide down to 1.35xxx BPM

01:40:313 (1) - Reversing Stutter Slider

This special slider appears to begin on the tail and end on the head of the slider. The idea is simple. Use an extremely high SV and/or BPM. In this case, I used a BPM of 2784, and an SV of 2.00x. The idea is to scrunch up the slider-nodes like you would a burai or decelerating slider, but have them going backwards in the direction of the head. This procedure is extremely difficult and requires a lot of notepad editing. Essentially, you will copy/paste two coordinates about 20 times, forcing the slider to bounce back/forth between those two coordinates, before going to another coordinate (which will be only 2 pixels higher up). You will have to repeat this process until you reach the top of the slider. Essentially, the idea is that it will take 20 times longer for the slider to go from the tail > head than from head > tail due to how you've scrunched up the slider 20 times over itself.

This ended up being the code for just this one slider
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This is an extremely drawn out process for an effect that can easily slider-break players. You have been warned.

02:02:726 (1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3) - Off-screen circles/slider-heads.

Note: Circles and slider-heads will only appear off-screen on the bottom of the screen. If you try to get them off-screen on the top, left, or right of the screen, it will not work. Don't ask me why, ask peppy.

In any case, you will need to edit their coordinate values through editor. The first step is to locate your object, you can do this by using the time-stamp as mentioned earlier.
The next step is simply to assign a coordinate value. The first two numbers you see, 512,449 are the corresponding X and Y values of the circle. Simply edit them how you want, save in notepad (and not editor) and reload your game. It helps to have a pattern or mathematical formula in mind before you do your editing, so you know what precise coordinate to plug in.

False Breaks

The method for creating a false break is rather simple. All you have to do is locate the Events section of your map's .osu notepad. under the Break Periods, you will see three numbers. Ignore the 2. The next two numbers will be the beginning and end of a break. Simply punch in whatever numbers you want.

Here is the tricky part with editing false breaks. Editor will automatically delete false breaks because when you "save" Editor automatically removes any breaks from the .osu notepad that were unnecessary. In order to counter-act this, You will have to save the coding for your breaks elsewhere (Desktop or something). When you are done editing your map, Save in Editor. Then open in note-pad and copy/paste the coding for your false breaks. Save in notepad, then do not save in Editor again (if prompted).

If you are uploading a map with edited breaks, the method becomes even more convoluted because editor automatically saves your map when you click "Upload Map", however, by saving, editor also deletes all your false breaks. Follow these steps precisely to counteract this:

1. Make sure your beatmap is ready to go, as in edited breaks are currently in the .osu notepad.
2. Open your map in notepad.
3. Go back to editor and click Upload. This will cause osu to save your map and remove false breaks. Do not click Submit.
4. In your already opened notepad, re-save your .notepad so that the false breaks will be a part of the .osu code again.
5. Now go back to editor and click Submit.

There are some really interesting advantages to uses false-breaks.

1. You can cause the background to appear during gameplay.
2. HP Drain is halted during the duration of the break.
3. If you are using Flashlight, the edited break causes the flashlight to amplify to 75% of the screen. Creating a false-break on the entirety of a map allows you to literally sightread the map on Flashlight while still having the effects of FL.
Rivals_7
ow nice
But I cant understands a single things xd
Topic Starter
Monstrata
It's mainly for standard, and specific to editing note-pad in many cases xD.

Formula for changing SV's and BPM will probably be useful in other modes though!
7ambda
Maybe you should've made this a thread on its own.
Topic Starter
Monstrata
Should I repost this in the Guides section? lol. I feel like no one uses that forum x__x
7ambda

Monstrata wrote:

Should I repost this in the Guides section? lol. I feel like no one uses that forum x__x
Mapping Techniques is always a thing.
Yohanes

Rivals_7 wrote:

ow nice
But I cant understands a single things xd
hi-mei
meh
Metaku
thanks mr.monstrata
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