Because the guidelines say you should set it according to the song, if you think the tick rate will be too high on one diff it will be too high on the other's also, thus you should lower all tick rates to one. otherwise they should all be 2.Error- wrote:
M4M: https://osu.ppy.sh/s/600882
[notice]General
[list]
[*]The Based slider velocity between the difficulties is unrankable. You should gradually increase the base slider velocity as difficulty increases. I'll explain later.
[*]Slider tick rate must be set according to the song, therefore slider tick rate must be consistent between difficulties. Well since Normal has some problem with hitsound, it has 2 slider tick rate, well others not. becouse of..Avoid using high tick rates combined with low slider velocity. Receiving feedback from slider ticks that are not visible can be uncomfortable.
why I keep Normal's SV high, but Easy's SV is low
Firstly, I want to keep Easy pretty simple and basic, couse mostly new player ofc will play easy. then my Normal is way much faster?
1. with low SV, it will couse SR will drastically low, making the spread broke.
2. broke aesthetic, etc.
3. I will mostly do stacks due to its slow slider.
4. boring
5. Its pretty much a slow BPM map, and 1.8 is fair enough for a Normal diff.
anyway thanks for modding!
As for the base SV, it should go up progressively, though right now the Base SV is higher than the Hard diff,
Difficulty Spreadthis would be considered a Large difference in difficulty spikes created by the SV change (for slider speed) and the increase in spacing. Also consider making base SV for the easy higher, since the difference in slider speed and speed between objects is so drastically different for no reason.
Generally star rating is a value which is calculated based on the objects in a map in order to estimate how difficult the map is. Hence, it should be treated as such and it should be noted that it cannot be used to determine how difficult a map actually is with 100% accuracy.
As a nominator, you may want to value linear spreads. This means that the difficulty progression throughout the mapset is approximately even. Gameplay wise this will never be perfectly possible so one difficulty will be further apart from another in most if not all cases. However, if you encounter a really large gap in comparison to the rest of the set, it should be addressed properly. Common issues in this sector are:
Large increase in density from one difficulty level to the next: If one difficulty is twice as dense as the previous one, while the density increase otherwise is much smaller, you may want to investigate if adding another difficulty between the two makes sense.
Large increase in complexity of the spacing concept from one difficulty level to the next: If one difficulty is completely snapped to one distance and the difficulty that follows it is consisting mostly of jump patterns, reducing the amount of jumps in the jumpy difficulty can be used to balance out the spread, provided that it does not impact the difficulty gap to other difficulties in a harmful way.
Large differences in difficulty spikes between two difficulties. If a difficulty has a difficulty spike which makes it significantly harder, it should also be present in some form in the preceding and following difficulties.