Both slider border and body colors must be manually set or not set. Setting only one may conflict with a user’s custom skin choices.Can you please elaborate this?
Both slider border and body colors must be manually set or not set. Setting only one may conflict with a user’s custom skin choices.Can you please elaborate this?
I think it's meant that if you set for example a red sliderborder and a user has a red slidertrack in their own skin the sliderborder won't be visible anymore thus skinning both is mandatory if you skin one.Sieg wrote:
Both slider border and body colors must be manually set or not set. Setting only one may conflict with a user’s custom skin choices.Can you please elaborate this?
When a user set one of those in their skin (or both) and a mapper sets only one of them, they might end up being the same color.Sieg wrote:
Both slider border and body colors must be manually set or not set. Setting only one may conflict with a user’s custom skin choices.Can you please elaborate this?
Ohhhh I was thinking that in terms of visibility. Like for example, a slider fully in view has a visible path from start to end, but not necessarily has the velocity or consistent velocity which can indicate the time the path starts and the time the path ends.Desperate-kun wrote:
Quote:
Every slider must have a clear and visible path to follow from start to end.
No, this one is for preventing burai and hold sliders like explained after the bold text.abraker wrote:
Ohhhh I was thinking that in terms of visibility. Like for example, a slider fully in view has a visible path from start to end, but not necessarily has the velocity or consistent velocity which can indicate the time the path starts and the time the path ends.Desperate-kun wrote:
Quote:
Every slider must have a clear and visible path to follow from start to end.
So if you use custom slider skin element in your map you must set sliderborder, if you have sliderborder set you must set sliderbody? This means sliderbody cannot use combo colors and forced to a single color until feature for this will be implemented by the devs, right?Desperate-kun wrote:
It's a bit unfortunate that it's not possible to force the slidertrack taking the color of the combo colors automatically, like it is in the default skin. We will do our best to make the devs implement this, and then we can remove this rule. But for now, we want to ensure maximum compatibility with player's skins.
Unfortunately, yes. If someone doesn't find a workaround for this (which I highly doubt will happen).Sieg wrote:
So if you use custom slider skin element in your map you must set sliderborder, if you have sliderborder set you must set sliderbody? This means sliderbody cannot use combo colors and forced to a single color until feature for this will be implemented by the devs, right?Desperate-kun wrote:
It's a bit unfortunate that it's not possible to force the slidertrack taking the color of the combo colors automatically, like it is in the default skin. We will do our best to make the devs implement this, and then we can remove this rule. But for now, we want to ensure maximum compatibility with player's skins.
We consulted this and we cannot do this right now. We have no ability to change required values in .osu file for making these work completely, once that is possible, we'll bring the rule. We are aware this causes an issue, but for now, it's only fixable via forcing the default skin (which changes way too many things, if we basically want to change one value). There's one guideline requiring default skin as preferred too, so I agree it doesn't make sense to stay. I planned to create a feature request for this so that we can complete the skinning rules.quaternary wrote:
You might want to add a guideline about using custom numbers in your beatmap skin.
If the player has a HitCircleOverlap or ScoreOverlap value set in their skin.ini and uses the beatmap skin, osu! will use the player's Overlap settings with the beatmap skin's numbers, which, more often than not, just makes a mess...
uh, alright, but this is such a huge limiting in skining to cover just a few edgy cases that may occurDesperate-kun wrote:
Unfortunately, yes. If someone doesn't find a workaround for this (which I highly doubt will happen).Sieg wrote:
So if you use custom slider skin element in your map you must set sliderborder, if you have sliderborder set you must set sliderbody? This means sliderbody cannot use combo colors and forced to a single color until feature for this will be implemented by the devs, right?
will discuss this againSieg wrote:
uh, alright, but this is such a huge limiting in skining to cover just a few edgy cases that may occur
1. there is a typo.
Avoid excessive composition differences in similar sections of a song. The basic spacing and rhythm should similar, while patterning can vary. This is to ensure players do not get confused when playing the same rhythm twice.
> should BE similar
2.
Avoid beginning ¼ sliders on unsupported blue ticks. Often white/red ticks should be prioritized even if the same sound sample is used for blue ticks. If there is a distinctly important sound on the blue tick, however, beginning a ¼ slider there can be acceptable.
probably would want to emphasize that blue tick sound should be more distinct than red/white to start a slider there
3.
Spinners should be used when they fit the music. They usually fit during held notes, changes in intensity, or transitions between sections. This is to ensure score differences among perfect plays on the leaderboard.
3rd sentence refers to 1st so its better like this
Spinners should be used when they fit the music. This is to ensure score differences among perfect plays on the leaderboard. They usually fit during held notes, changes in intensity, or transitions between sections.
4.
Avoid following multiple layers of the song if it is unclear what rhythm is prioritizing. Players should be able to discern what part of the song is being followed.
probably should add that this mostly applies to lower diffs
Will discuss.grumd wrote:
copy pasting this
not sure what was fixed already1. there is a typo.Already fixed.
Avoid excessive composition differences in similar sections of a song. The basic spacing and rhythm should similar, while patterning can vary. This is to ensure players do not get confused when playing the same rhythm twice.
> should BE similargrumd wrote:
2.
Avoid beginning ¼ sliders on unsupported blue ticks. Often white/red ticks should be prioritized even if the same sound sample is used for blue ticks. If there is a distinctly important sound on the blue tick, however, beginning a ¼ slider there can be acceptable.
probably would want to emphasize that blue tick sound should be more distinct than red/white to start a slider there
3.
Spinners should be used when they fit the music. They usually fit during held notes, changes in intensity, or transitions between sections. This is to ensure score differences among perfect plays on the leaderboard.
3rd sentence refers to 1st so its better like this
Spinners should be used when they fit the music. This is to ensure score differences among perfect plays on the leaderboard. They usually fit during held notes, changes in intensity, or transitions between sections.
4.
Avoid following multiple layers of the song if it is unclear what rhythm is prioritizing. Players should be able to discern what part of the song is being followed.
probably should add that this mostly applies to lower diffs
Each map must use at least two different custom combo colors unless the default skin is forced.Koiyuki wrote:
i think custom combo color have to be used, which can be added to the rule 2 in general.
also it seems changing .osu file is not banned, from my side we can allow some of the changing by .osu file like sv, str, lr and some of the slider go through the timing section(red line)......
other seems fine.
eh that's a misreading, because i met a map which doesnt set any combo color, also unforced default skin, and get bubbled.Desperate-kun wrote:
Each map must use at least two different custom combo colors unless the default skin is forced.
is already here... I don't really understand what you want to say regarding colors.
Changing .osu files is still banned like before, because it is part of the all-mode Ranking Crieria. This one here is only std-specific.
Yeah, because currently that is allowed. When this RC will be ammended it won't be allowed anymore.Koiyuki wrote:
eh that's a misreading, because i met a map which doesnt set any combo color, also unforced default skin, and get bubbled.Desperate-kun wrote:
Each map must use at least two different custom combo colors unless the default skin is forced.
is already here... I don't really understand what you want to say regarding colors.
Changing .osu files is still banned like before, because it is part of the all-mode Ranking Crieria. This one here is only std-specific.
It will still be included in the all-mode RC though, except if we decide to do otherwise when we will discuss that topic. For now this won't be added here as that rule is still covered by the general RC.Koiyuki wrote:
for std rule, i remember that charles445 mentioned that the stack leniency can be set as 0 by changing .osu file, also it's rankable. So I think we should mention it in std rule.
Changing .osu files is still banned like before, because it is part of the all-mode Ranking Crieria. This one here is only std-specific.This is wrong.
Do not manually edit anything in an .osu file that cannot be changed through the Editor.There's an important part there.
That's what I meant, my sentence structure was a bit weird. I meant the same aspects about .osu editing like before are banned, because of the all-mode Criteria.grumd wrote:
Changing .osu files is still banned like before, because it is part of the all-mode Ranking Crieria. This one here is only std-specific.This is wrong.Do not manually edit anything in an .osu file that cannot be changed through the Editor.There's an important part there.
Do not manually edit anything in an .osu file that cannot be changed through the Editor.Does adding Skinning stuff like, colours of sliderborder and slidertrackoverride is still considered as manual editing through the .osu file? and does it will still allowed if the new RC applies?
The all-mode Ranking Criteria will be updated later, which will cover this issue, too. The RC is incredibly outdated.Haruto wrote:
Do not manually edit anything in an .osu file that cannot be changed through the Editor.Does adding Skinning stuff like, colours of sliderborder and slidertrackoverride is still considered as manual editing through the .osu file? and does it will still allowed if the new RC applies?
Oh i understand then. I Thought they will come as unrankable if the map dont have any custom skin files lol.Desperate-kun wrote:
The all-mode Ranking Criteria will be updated later, which will cover this issue, too. The RC is incredibly outdated.Haruto wrote:
Does adding Skinning stuff like, colours of sliderborder and slidertrackoverride is still considered as manual editing through the .osu file? and does it will still allowed if the new RC applies?
Obviously, editing sliderborder and slidertrackoverride will NEVER be unrankable, because it's necessary.
Should get a sentence explaining why this even is a requirementDesperate-kun wrote:
All repeat arrows on sliders must be visible, excluding short repeating sliders. In those cases, only the first repeat has to be visible, since the other repeats are expected. Test play your map to confirm if repeat arrows are visible.
Instead of calling it confusing this should probably say something among the lines of inventing objects that contradict what the song offers goes against the basic intention of a rhythm game that follows a songDesperate-kun wrote:
All circles and slider heads should be snapped to distinct sounds in the music. Adding objects where there is no musical cue to justify them can result in confusing patterns and unfitting rhythms.
while it is already kind of hinting that it probalby only means skinnable elements i feel like this should include a list of things that are involved here, otherwise nobody knows how and what to check for in which resolutions whatsoever because it's a tad too vagueDesperate-kun wrote:
Avoid overlapping objects with other elements of the default skin. This includes elements such as the HP-bar, combocounter, progressbar or the score meter.
Would rather say that hearing ticking and not seeing anything that causes it is similar to storyboarded samples playing in the middle of somethingDesperate-kun wrote:
Avoid using high tick rates combined with low slider velocity. Receiving feedback from slider ticks that are not visible can be uncomfortable.
Guideline wording would suggest must -> shouldDesperate-kun wrote:
Buzz sliders must have appropriate delay before the next note. 1/8 and 1/16 sliders should be followed by a 1/4 gap, whereas 1/12 sliders should be followed by a 1/6 gap. This ensures that the hit-window between objects is playable.
should rather say section and back this up that a composition of objects based on a song should not be vastly different if a repeated section is played as a more logical argument because most of the times this does not confuse players, it just does not make much sense from a game design perspectiveDesperate-kun wrote:
Avoid excessive composition differences in similar sections of a song. The basic spacing and rhythm should be similar, while patterning can vary. This is to ensure players do not get confused when playing the same rhythm twice.
similar approach to getting rid of "uncomfortable": the composing area is an entire screen so it should be used for keeping placement balanced, unless the idea is to clearly do otherwise. If you randomly end up just being in the same place you could argue that you mapped yourself into circles and should attempt to balance your placement given that you have a ton of space left out.Desperate-kun wrote:
Try to spread your object placement evenly across the playfield. Objects cluttered in one region of the screen can be uncomfortable to play when there isn’t clear intent behind their placement.
When mapping you follow a certain dominant layer, and you want to emphasize that layer as much as possible depending on your way of using rhythms. Extended sliders that end on nothing can be used if a hold note needs to be emphasized but the beat the note ends on also needs to be clickable, because it is probably as strong or stronger than other clickable beats in the map.those wrote:
Objects on or ending on nothing in the music is still wrong, even if the popular opinion doesn't agree. If you're allowed to put stuff where there isn't anything, why bother creating a rule set at all?
What Endaris said. Also, certain hitsounds can sound noisy in calm songs, in which case they can be muted. Slider ends don't necessarily need to give feedback to the player as they are not strict with the timing of releasing the key.those wrote:
Setting a slider end to volume 0 is a band-aid solution to the problem. If there's nothing in the music, the player has to hold for an arbitrarily long time. It no longer becomes a skill to play sliders when you have to guess when it will end (1/4 to the next beat? 1/6? 3/8?). Having a slider end on a beat in the music eliminates this ambiguity. Furthermore, the only reason these sliders of arbitrary length exist is because the game for some reason does not allow an object to play at another object's end. If there's nowhere in the music for you to end the slider before the next time you want to click, the correct solution is to not use a slider at all.
What you need to realize is that not all music is meant to be mapped. If a song is to be mapped it should be done according to what's in the music. Otherwise, you can just create something over a blank audio file and come up with some reason that somehow satisfies someone. Mapping on nothing is a lazy excuse for not wanting to think about how to actually make the objects fit or align with the music. This applies to both objects and end of objects.Desperate-kun wrote:
but there also needs to be proper emphasis and the maps need to be playable, which may require mapping on nothing at some point
Such sliders exist because there are consecutive sounds that definitely ask for a slider and the sounds are equal in importance so that it would be poor to highlight some over the others by giving them heads instead of tails.those wrote:
Furthermore, the only reason these sliders of arbitrary length exist is because the game for some reason does not allow an object to play at another object's end.
We are aware that your reasons for not using extended sliders are somewhat valid, but that still doesn't mean our reasons are invalid, if you basically don't claim anything against them.those wrote:
Regarding slider ends: the idea is simple; you cannot simply go by the fact that you don't click the end of the slider. There is a reason why sliders have a distinct length and not just an arbitrary length or a length that fades into nothing - and that reason is that the end of the slider is to be mapped to something in the music. The biggest clue of why this is true is because the game was programmed with ends of sliders and spinners playing a hitsound. If there isn't a place for you to end the slider at a beat in the music, you should be considering (a) maybe there is a different way to map it, or (b) maybe this song isn't meant to be mapped, and not (c) maybe I'll just settle and use the "next best thing" [but is still wrong].
Isn't the use of the word effective here a bit misleading? When using the word effective, I usually think of a property that is cross comparable across all mediums. Since actual SV, is a multiplier of BPM, I always judged effective slider velocity as the BPM * SV * inherited timing section multiplier. If it is just SV * inherited timing section multiplier, then I still just call that SV, since you can never judge the actual sv, off the base SV alone.Desperate-kun wrote:
Effective Slider Velocity: Equals Base Slider Velocity of the difficulty multiplied with the current inherited point.
thats like making a rule how to map music in generall. it feels like your dictating how a map has to be like.those wrote:
I guess the question is, how can you possibly choose the correct place to end the slider if the end of the held tone is unclear? Having to accept that the end is in an arbitrary place is an unfortunate conclusion.
Source: https://osu.ppy.sh/wiki/Ranking_Criteria#MapsetRC wrote:
The difficulties in the mapset must be in a consecutive order. Easy or Normal can be skipped if the gap in the star rating spread allows it. The order can be seen in the chart below. If your mapset has two difficulties, one of them cannot be an Insane or Expert. The lowest difficulty must be below 2.0 stars. The difficulty spread is determined by the map's star rating. A map falls under a certain difficulty when having a specific star rating:
Below 1.50: Easy
1.50-2.25: Normal
2.25-3.75: Hard
3.75-5.25: Insane
Above 5.25: Expert