Ephemeral wrote:
none of you know who ketchup is or was. evans probably means nothing to you. who the fuck is alace? what's a pasonia?
you have NO idea what mapping drama is
mystearica called she wants her drama crown back
SPEAKING OF this is almost certainly gonna lead me to the bruise cruise but you know how touchy-feely i get about mapping
B1rd wrote:
Stefan wrote:
Tell me, genius, how does having a lot of extra diffs negatively impact a mapset? Are you worried your precious casual players won't be able to find the easy diffs if there are too many?
I remember Mr. Color saying that mapsets should only have one map of each difficulty. Typical mod behaviour, they love enforcing completely pointless rules, probably just to be an annoyance.
plenty of people have already told you this with nicer words but i'll lay it down for you: you're either fucking stupid, or you're baiting for replies. possibly both
time to find my old puush links!
so this is what is happening right now, right? as you can see i don't necessarily knock that kind of way of doing things, but entering a mapset and seeing 50 fucking difficulties might be off-putting for a large amount of players. on top of that you often (not always, but often) have a problem where the diffs end up overlapping each other which in turn makes a jumbled mess with no real sense of progression. congratulations you just cleared difficulty #21. have fun doing the same thing with a few more circles here and there, maybe a triple stack once in a while.
tedium at its goddamn finest, and unneccessary baggage for the mapset.
this is what you have in good rhythm games. very rarely will you see the easy difficulty and the normal difficulty be close to each other unless the set is either at the top of the diff scale or at the bottom. now what you've completely failed to understand is that "mapsets should only have one difficulty each" this means jack shit. difficulty is entirely subjective and let's take beatmania IIDX 18 Resort Anthem to illustrate that.
Eternal Tears is a lv7 Another (highest global difficulty setting in IIDX)
reunion is a lv8 Normal (lowest global difficulty setting in IIDX)
you have here two sets that are at the complete opposite spectrum of the diff range. Eternal Tears is an easy set (diff lvs. 2/5/7) and reunion is a hard set (8/11/12)
and hey, look at that! wouldn't you know it, the lv. spread reduces the harder the difficulty you pick! you have a "low" difficulty which is standalone and for casual players to try out -- in IIDX it ranges from 1 to 7 sometimes 8, a mid-tier difficulty known as Hyper where the difficulty ramps up a fair amount and destined towards experienced players. Depending on the set's difficulty it can range from +2 to +8 lvs. compared to the Normal difficulty, so it's generally a fair bit harder. The high-tier difficulty known as Another is closer in difficulty to the Hyper than the Hyper is to the Normal. Only +0 to +3 lvs. in average. (an example that speaks for itself is the song gigadelic -- both the Hyper and Another share the lv. 12) the reason this is the case is because only the strongest of players can get past these difficulties, therefore they're closer to the previous difficulty than before, because as you increase in skill, it becomes harder and harder to progress. I'm sure most mid-tier players can agree that between what osu! traditionally calls an easy and a normal, the only difference is the circle size and maybe the approach rate and if you can play one, you can play another. however at the top end of the scale you have maps that become so intricate in the way their difficulty shows that it's not rare to pass a song rated harder than another just because it doesn't require the same kind of skill. many players can clear Innocent Walls on Another (a lv.12) because most of the song consists of jackhammers, decently slow ones at that, yet will be completely walled by naughty girl@queen's palace (lv.11) because it has an ungodly amount of turntable scratches, something most players aren't used to dealing with.
you're not gonna be able to say "a map must have an easy, a normal, a hard, and an insane" because these terms do not have any kind of value whatsoever. They're completely subjective. One's easy is another's insane.
now hear me out when i say this: there is no fucking reason to require any map to adhere to any arbitrary level of difficulty as long as there is a clear spread between the different difficulties of your set. One of the must fucktarded rules when i used to map for ranking was a hard-cap on how hard your easy/normal diff had to be. It was something drastic too, like 2/5* when 90% of maps were over 4*. the correct way is to follow what i mentioned before: follow the spread.
Easy spread:
Hard spread:
both of these are valid. sometimes the song calls for a relaxed beat and all the difficulties of your set may not exceed 4/10* in difficulty. and sometimes you just feel like being blue dragon so you map some 300bpm BR-core and the lowest difficulty will be like 6-7/10*. It doesn't matter as long as the spread makes sense: one difficulty lower than the rest accessible for the greater public, and then making smaller and smaller increments to difficulty as you go along. this prevents any bloating of maps ending up with 3 easies, 4 normals, 10 hards and 21 insanes - and it also makes a natural difficulty flow that prompts you to git gud.
I don't give a shit about how many difficulties you put in a beatmap as long as none of it is superfluous or cramped. This should all come naturally as you design your beatmap anyway, the song choice absolutely dictates how you're going to build your map once you have enough experience to know how to make something half-decent in the editor.
So before you start putting words in my mouth, consider taking the dicks out of yours and learn a thing or two about game design before you come talk shit about something you clearly don't understand the first thing about to push forward your bullshit narrative of mods being tyrants to the persecuted masses. cocknose