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[Proposal] Spread ruleset draft

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Topic Starter
pishifat
hi

As part of the Ranking Criteria's reconstruction, the United Beat-Knights of Ranking Criteria have been discussing subsections (such as timing, metadata, skinning, etc.) with the experts of each field. I'm here to announce what kind of rules and guidelines we agreed upon for the Spread (labeled as Mapset on the current RC) subsection in this draft. Notice this is not the final result, as we need the feedback of the community first before getting it officially bumped into the wiki!

Frequently Asked Questions

(read this in all cases before posting)
  1. Is it necessary to read the entire draft before commenting or asking questions?
    -> Yes, else you may complain about/mention things that are not related to this draft or are actually already present here.
  2. Is this the entire new Ranking Criteria? I feel like this is missing a lot of things...
    -> This is not the entire Ranking Criteria. This draft aims to be the rules and guidelines that end up under the Mapset header.

Before posting, please think through if what you want to add belongs in any game-mode specific drafts of the Ranking Criteria or should be part of another subsection of the general Ranking Criteria. Thanks!

The proposal starts with the glossary.


Glossary



Common terms


Mapset
  1. Drain time: The time during which the health-bar drains. Excludes break periods. Taiko mode’s drain time includes sliders and the intended length of spinners.
  2. Reasonable Spread: A mapset without drastically large differences between difficulties as dictated by difficulty-specific rules and guidelines.
  3. Game-mode: osu!, osu!taiko, osu!catch, and each of osu!mania’s key counts are considered individual game-modes.
  4. Single-mode mapset: A mapset which contains difficulties of only one game-mode.
  5. Hybrid mapset: A mapset which contains difficulties of multiple game-modes.
  6. Marathon: A mapset which does not require a full spread of difficulties.
  7. Mapset host: A user who uploads and manages a mapset.
  8. Guest difficulty: A difficulty added to a mapset which is not created by a mapset host.
  9. Collaborative difficulty: A single difficulty mapped by more than one mapper.


Spread


Rules

All rules are exactly that: RULES. They are NOT guidelines and may NOT be broken under ANY circumstance.

  1. Single-mode mapsets must include a reasonable spread of at least two difficulties. The lowest difficulty cannot be harder than a Normal and it must comply with its respective mode’s difficulty-specific ranking criteria.
  2. Hybrid mapsets without osu!standard difficulties must include a reasonable spread of at least two difficulties per mode. The lowest difficulty of each mode cannot be harder than a Normal and it must comply with its respective mode’s difficulty-specific ranking criteria.
  3. If a hybrid mapset includes osu!standard difficulties...
    1. A reasonable spread of at least two osu!standard difficulties must be included. The lowest difficulty cannot be harder than a Normal and it must comply with its respective mode’s difficulty-specific ranking criteria.
    2. Converted difficulties must form a reasonable spread. For example, a mapset with Easy and Normal osu!standard difficulties and an Insane osu!catch difficulty is not permitted. One or more additional difficulties may need to be added to fill the gap.
    3. Any two or more osu!taiko or osu!mania difficulties must be arranged in a reasonable spread. The lowest difficulty cannot be harder than a Hard.
    4. One or more osu!catch difficulties may be included. The lowest difficulty cannot be harder than an Insane.
  4. Mapsets must have a minimum drain time of 30 seconds. This ensures each ranked map has a practical play-time.
  5. Marathons must have a minimum drain time of 5 minutes. This excludes especially long mapsets from requiring a spread of difficulties.
  6. Excluding a mapset’s hardest difficulty, a difficulty’s name must accurately indicate its level of difficulty. Conventional difficulty names vary between modes, but any set of clearly progressive difficulty names can be alternatively used. Additionally, a mapset’s hardest difficulty should not use a name misrepresentative of its difficulty.
  7. A difficulty’s name must be unrelated to a username. Guest difficulties, however, may indicate possession with its mappers’ username or nickname. (e.g. Guest Mapper’s Insane). Words that happen to be usernames are acceptable within difficulty names as long as they relate to the song.
  8. Additionally, a mapset host cannot indicate possession in a difficulty’s name. (e.g. Mapset Host’s Insane). Metadata conflicts caused by mapping a song multiple times are the only exception.
  9. A mapset host must have equal or more drain time mapped than any guest difficulty mappers. This is to provide credit where credit is due.
  10. A mapset host and guest mappers can make changes to their respective difficulties as they wish. If there is a disagreement between both, the mapset host must delete the guest contribution upon request. If a guest mapper cannot be contacted for a month, they will be assumed to agree with any changes.


Guidelines

Guidelines may be violated under exceptional circumstances. These exceptional circumstances must be warranted by an exhaustive explanation as of why the guideline has been violated and why not violating it will interfere with the overall quality of the creation.

  1. Avoid incomprehensible username combinations to indicate possession of a collaborative guest difficulty. If it’s unclear whose usernames are combined, simplification is recommended.
  2. Avoid difficulty names with descriptive elements not clearly related to a guest difficulty mapper or a level of difficulty. (e.g. Mapper’s Tragic Love Extra)
  3. Usernames indicating possession of a guest difficulty should be consistent between multiple mapsets. Varying nicknames for one user makes interpreting who created a difficulty ambiguous or misleading.
  4. Avoid unicode characters in a difficulty’s name. These can cause errors with the beatmap submission system and problems for certain users when appearing in chat.



Once again, this draft is not the final result, as we need the feedback of the community first before getting it officially bumped into the wiki! It will be up to discussion for two weeks and close on the 31st of August!
Topic Starter
pishifat

pishifat wrote:

The lowest difficulty must be at least a Normal which complies with their respective mode’s difficulty-specific ranking criteria.
this refers to the new section proposed at the bottom of p/6054268 defining what is okay for a normal as a set's lowest difficulty. other modes will have a similar proposal if their diff-specific criteria doesn't already cover what's necessary

also, keep in mind that when this draft is amended, there will be 6 months of transition time for mappers to adapt to the changes
I Must Decrease
Also, please, while we are working to change this stuff, can we address how arbitrary naming difficulties beyond "extra" is. Read my proposal here: p/5631273

TL:DR: Naming things "Extra", "Extreme", "Expert" is extreme arbitrary and does not quantify a real difference between difficulty as these terms are not objectively defined. These difficulties above "Extra" should be allowed free naming so long as its relevant towards the source.
defiance
rip large sets, tho i guess bns really hate checking them
HappyRocket88
Will it be fine to have a Normal difficulty which is above 2 stars now? As they're no star limits for the lowest difficulty, what would be the requirements to be accepted as a Normal and not labeled as an Advanced?

Is it possible to rank a map with a diff of 11 stars now? Just as it was aimed for be played as tag 4?
Shiguma
What happens if your song is less than 30 seconds of drain time? By these new rules you wouldn't be able to extend it would you?
Yuii-

pishifat wrote:

Avoid unicode characters in a difficulty’s name. These can cause errors with the beatmap submission system and problems for certain users when appearing in chat.[/list]
If this is really that problematic, make it a rule. It makes little sense to have it as a guideline when it actually can "break the game" for specific people and/or when submitting a mapset.
Kilabarus
I remember that Loctav was trying to do smth like this, but...

inb4 new pishi's video theme
I Must Decrease
"One osu!catch difficulty may be included. It must be at least an Insane difficulty."

change it to "The lowest difficulty"
Noffy

pishifat wrote:

  1. Any two osu!taiko or osu!mania difficulties must be arranged in a reasonable spread. The lowest difficulty must be at least a Hard.
  2. One osu!catch difficulty may be included. It must be at least an Insane difficulty.

The phrasing for both of these is potentially confusing. At least a hard? Does that mean it has to be at least as easy as a hard or as difficult as a hard? Is it allowed to be easier or harder? I can't tell.
Same goes for the osu!catch rule, except with insane.
Topic Starter
pishifat

HappyRocket88 wrote:

Will it be fine to have a Normal difficulty which is above 2 stars now? As they're no star limits for the lowest difficulty, what would be the requirements to be accepted as a Normal and not labeled as an Advanced?
p/6054268 the bottom of this thread covers that. star limit will no longer be a thing to worry about, so long as it fits within other boundaries

HappyRocket88 wrote:

Is it possible to rank a map with a diff of 11 stars now? Just as it was aimed for be played as tag 4?
tag 4 is so irrelevant now that we thought it wouldnt even be necessary to mention. they already break half the rules/guidelines on the standard-specific ranking criteria lol

Noffy wrote:

The phrasing for both of these is potentially confusing.
yeah, we'll probably go with xexxar's wording there, since it is much clearer + clarifying the difficulty levelthing
celerih

pishifat wrote:

Mapsets cannot include more than 8 total difficulties of a single game-mode. The highest difficulty of a game-mode is not required to fit within a reasonable spread, so long as no levels of difficulty are skipped.
While I understand that this rule was put into place to avoid huge pointless spreads, I don't think this is a good idea. There are plenty of large sets where every difficulty is able to bring something new and show off it's own creative way to interpret a song. Part of something great about mapping is how differently same songs can be approached, and there are sets that are able to pull it off amazingly.

  1. Camellia - crystallized
  2. Kana Nishino - Sweet Dreams (11t dnb mix)
  3. Lite Show Magic (t+pazolite vs C-Show) - Crack Traxxxx
  4. M2U & NICODE feat. Guriri & Lucy - Myosotis
  5. GRANRODEO - Can Do (TV Size)
I'm not very good with wordings for this type of thing, but a change allowing large mapsets with difficulties having clear and distinct characteristics between them to get ranked, instead of samey insanes and extras, would be a good change to the proposed ranking criteria.

In addition,

pishifat wrote:

Songs/maps cannot be modified to reach the minimum drain time. Abusing the 5 minute limitation removes its intended purpose. Types of abuse include:
  1. Lowering a song’s BPM
  2. Looping portions of a song
  3. Adding sounds before/after a song begins/ends
  4. Extending spinners/sliders over inaudible sounds
  5. Manually removing breaks
What does this mean for songs compilation? Are those still allowed?
unko
not this difficulty limiting crap again
Arrival

pishifat wrote:

Single-mode mapsets must include a reasonable spread of at least two difficulties. The lowest difficulty must be at least a Normal which complies with their respective mode’s difficulty-specific ranking criteria.
So this suggest that the previous star rating limit at 2 is removed to something more lenient as long as it fits a Normal-level density right ?
Fubukicat
hi, uh here is something I guess ( focusing on the mania aspect of them, cause i have no clue how the others work tbh)

Songs/maps cannot be modified to reach the minimum drain time. Abusing the 5 minute limitation removes its intended purpose. Types of abuse include:

Lowering a song’s BPM
Looping portions of a song
Adding sounds before/after a song begins/ends
Extending spinners/sliders over inaudible sounds
Manually removing breaks


I personally think that might be a problem if the song time is 5 min but drain time appears to be 4:59 ,
as in that one second of drain time that trolls you and makes you rethink your existence because the song is actually 5 min it's sad : (
with the things above you can do nothing about it and just potentially lead to either make a full spread or give up the song entirely
less likely the first option tho :ç


Mapsets cannot include more than 8 total difficulties of a single game-mode. The highest difficulty of a game-mode is not required to fit within a reasonable spread, so long as no levels of difficulty are skipped.

As for this one,
let's say we do use the same key but map two spread in two really different style that both has 5 diffs each , well we cant
it happend before on a mapset wich had the good idea to make two different spread for two really different playstyle, and eventho we could make two maps for that
I just find it really questionable, as it's the same person and it's their idea so why not , just there is no real reason 'in that specific case' ,it's not like seeing 42 extras or something
UndeadCapulet
exciting new news

will make a big post soon
AruOtta

pishifat wrote:

  1. Mapsets cannot include more than 8 total difficulties of a single game-mode. The highest difficulty of a game-mode is not required to fit within a reasonable spread, so long as no levels of difficulty are skipped.
I don't really see why this is a rule, the only benefit would be that there is less modding to do for the map.

For exemple, I wanted to make a set that started from Easy and ended with a 8,5* diff (in standard), and having low gaps of difficulty between 2 diffs (because it would be more enjoyable for players). But, if it's a rule, there's no way to change that (except going for love) and I don't understand why.

Maybe there should be a rule (or maybe a guideline) about having too much difficulties with quite the same star rating, but not if it's a reasonable spread.
I hope I was clear enough
Strategas

pishifat wrote:

Mapsets cannot include more than 8 total difficulties of a single game-mode. The highest difficulty of a game-mode is not required to fit within a reasonable spread, so long as no levels of difficulty are skipped.
"levels of difficulty" refers to normal/hard/insane/expert or just normal/hard/insane? question is - are normal->hard->insane->ultra spreads gonna be allowed since ultra is still an X icon
Natsu
Songs/maps cannot be modified to reach the minimum drain time.

mm what about things like adding a copy of the chorus?

Mapsets cannot include more than 8 total difficulties of a single game-mode. The highest difficulty of a game-mode is not required to fit within a reasonable spread, so long as no levels of difficulty are skipped.


Hey seemss you guys never listen to the community tbh, limiting the number of diffs just do more bad than good and you already know how much the community disagree with this.

On the other side, having a spread 2,0 normal 3,2, hard 4,5 Insane 5,3 Extra and 8 stars ultra, just ruin the spreads lol, I don't think is a good change in any way, rip 6 stars extras

Just remember the last time that this got proposed: p/4892052

Avoid incomprehensible username combinations to indicate possession of a collaborative guest difficulty

things Like Pantsu aren't allowed anymore? (pan and natsu)
Nivrad00
I agree with everyone about the 8-diff limit, especially in cases of mania sets with multiple keymodes. If you include two keymodes, the greatest amount of diffs per keymode is 4; and if you include four keymodes, the greatest amount of diffs per keymode is 2. Whether it's reasonable to have over 8 standard diffs or over 8 4k diffs can be debated, but I definitely think this rule should at least be edited to allow more diffs in the case of multiple keymodes.
Nao Tomori
Songs cannot be modified to reach the minimum drain time.
I don't see the point of this. Nobody is going to want to map full spreads for 4:40 songs, and this will not have that effect. Instead you'll just get a bunch of people who won't try and rank their songs they like, since finding mods / BNs for such a big drain time is near impossible for non-BN/QAT/famous mapper type people.
Additionally, this is practically unenforceable, you can just do something like add in some random hi-hat track at the end and call it your remix and upload it anyway.

edit: this is also worded in a way that means that you can't make songs compilations. is this intended?
Mapsets cannot include more than 8 total difficulties of a single game mode.
I don't see the purpose of this rule. It's just making people split their map spreads up, which as we can tell by the enormous popularity of sets like Zen Zen Zense, No title, and Hitorigoto, is pretty dumb. Again, this rule just seems like it's opposing more maps being ranked for no reason, since splitting sets up = more diffs/mods/BN checks etc = harder to rank things.
The highest difficulty of a game-mode is not required to fit within a reasonable spread, so long as no levels of difficulty are skipped.
What you end up with here is that someone will map their 8 star super hard diff that nobody can play, a 2.2 star normal, a 3.5 star hard and then a 4.5 star insane. Which leaves nothing for all the people in between, which is completely opposite to what spread rules are supposed to do in the first place.
Loctav

Nivrad00 wrote:

I agree with everyone about the 8-diff limit, especially in cases of mania sets with multiple keymodes. If you include two keymodes, the greatest amount of diffs per keymode is 4; and if you include four keymodes, the greatest amount of diffs per keymode is 2. Whether it's reasonable to have over 8 standard diffs or over 8 4k diffs can be debated, but I definitely think this rule should at least be edited to allow more diffs in the case of multiple keymodes.
Game-mode: osu!, osu!taiko, osu!catch, and each of osu!mania’s key counts are considered individual game-modes.
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