This Thread is based on the TBT Project [Training Manual For Taiko Beginner] by youngdow
» What's Catch the Beat?
Catch the Beat, also known as CtB, is a game mode that requires players to control a character (called Ryuuta) to catch fruit in time to the music.
The fruits fall from the top of the screen to the bottom, with the character holding a plate above his head.
There are 5 kinds of fruits:
normal Fruit (gives a score of 300)
Juice Drop (gives a score of 100)
Droplet ( gives a score of 10)
Bananas (or Spinners, if you prefer that) ( each banana gives a score of 1,100 & it's not effected by the mods you're playing the map with)
Hyperdash Fruit (same as a normal fruit)
About Hyperdashes:
Hyperdashes are designed to obliterate "impossible jumps" (where two objects were previously impossible to catch because of the distance that separated them). It is automatically activated when obtaining a red glowing fruit (the first of an impossible pair) and stays active until you are in range of the second fruit.
by pressing your Dash Button (standard setting=SHIFT) you also gain more speed while catching a Hyperdash fruit
About Spinners
In Short, a Spinner has an Infinite Amount of possible Unique patterns that are generated by some algorythm, but they all follow the Same Patterning depending on when they are placed and if they are the first hitobject of a Map, That means a spinner that starts on the beginning of the Map, as its first hitobject, it'll always follow the same pattern, it'll just continiously get more fruits added from the "Infinite FIXED Pattern"
Some Examples can be found in this thread
The fruits fall from the top of the screen to the bottom, with the character holding a plate above his head.
There are 5 kinds of fruits:
normal Fruit (gives a score of 300)
Juice Drop (gives a score of 100)
Droplet ( gives a score of 10)
Bananas (or Spinners, if you prefer that) ( each banana gives a score of 1,100 & it's not effected by the mods you're playing the map with)
Hyperdash Fruit (same as a normal fruit)
About Hyperdashes:
Hyperdashes are designed to obliterate "impossible jumps" (where two objects were previously impossible to catch because of the distance that separated them). It is automatically activated when obtaining a red glowing fruit (the first of an impossible pair) and stays active until you are in range of the second fruit.
by pressing your Dash Button (standard setting=SHIFT) you also gain more speed while catching a Hyperdash fruit
About Spinners
In Short, a Spinner has an Infinite Amount of possible Unique patterns that are generated by some algorythm, but they all follow the Same Patterning depending on when they are placed and if they are the first hitobject of a Map, That means a spinner that starts on the beginning of the Map, as its first hitobject, it'll always follow the same pattern, it'll just continiously get more fruits added from the "Infinite FIXED Pattern"
Some Examples can be found in this thread
» Train your skills!
[Basic Patterns&Speed]
I'd advise to try to play these Maps without using the Dash-Button, since Cup's are designed to be SS'able that way,
and it could be helpful to highering your reactions
Rita - Hajimari no Toki [Cup] by Deif
Romaji - VOiCE [Cup] by eldnl
wowaka - World's End Dancehall [Cup] by CLSW
Tomohisa Sako - Zutto (TV Size) [Cup] by mingmichael
LeaF - Calamity Fortune [Cup] by Krah
Avicii - Addicted To You [Cup] by Sey
Mutsuhiko Izumi - Snow Goose [Cup] by ZiRoX
Uchida Maaya - Soushou Innocence [Cup] by newtoniorock8
eyemedia - Bloody Purity [Cup] by Riari
loos feat. Meramipop - Starlight Disco [Cup] by ursa
[Advanced Patterns&Higher Speed]
Now that you got Slow Speeds and Basic patterns down its time to speed up the Process and get used to using the dash-button more
Taneda Risa - Wareta Ringo (TV edit) [Salad] by mingmichael
Halozy - 864 melody [Salad] by JBHyperion
Team "Hanayamata" - Yorokobi Synchronicity [Salad] by Xinely
Ken Ashcorp - The Legend Never Dies [Bodom's Salad] by - Magic Bomb -
Soleily - Renatus [Salad] by Deif
nano - Nevereverland [Exgon's Salad] by CLSW
u's - Korekara no Someday [Salad] by Spectator
Rabpit - Sacred [Salad] by ursa
senya - Utakata, Ai no Mahoroba [Magic Girl's Salad] by Razor Sharp
ARM (IOSYS) - Koisuru*Uchuu Sensou!! Abababa Mix [Salad] by FlandreScarlet-
[Established Fruit Catchers]
From here on it'll get tricky, Maps diverge more often in their difficulty, some maps have a high CS, others are fast and have tricky Hyperdash-jumps
Goose house - 18sai [Platter] by mingmichael
Shoji Meguro - Persona Invocation [Platter] by - Magic Bomb -
Marika - Knowing short ver. [Platter] by Konei
joeyclassic - seal.mp4 [MBomb's Platter] by Ascendance
M2U - The Queen [Platter Collab] by WildOne94
Hylian Lemon - Foresight Is for Losers [Platter] by ZiRoX
BOSSFIGHT - Dr. Wily's Castle: Stage 1 [Platter] by WildOne94
Nekomata Master - Silence [Deif's Platter] by Tasha
Yuuki Aoi - PLATINUM (Short Ver.) [STAC's Platter] by DJPop
Rita - Princess Blood [Platter] by CLSW
[Hard Patterns&Speed]
Now it's time to see if you got consistent enough with your Speed,Reactions and using the Dash Key to get through this
TeamGrimoire+Amaneko - croiX [Spec's CTB Rain] by HelloSCV
Carly Rae Jepsen - Call Me Maybe (Nightcore Mix) [CTBoxer's Rain] by -Bakari-
Toku-P ft. ryo - SPiCa x Melt [Deif's Rain] by Krisom
FELT - Goldrop [Spec's Rain] by Lust
sphere - Non stop road (TV Size) [hich's Rain] by Kin
Itou Kanako - Find the blue (Short Ver) [Rain!-ing Delusions] by Kurokami
8284 vs wa. - Adularescence [Rain] by alienflybot
Nekomata Master - Avalon no oka [Badis' raln] by Intensity
Lite Show Magic (t+pazolite vs C-Show) - Crack Traxxxx [Fast's Rain] by Fatfan Kolek
nano - Nevereverland [Rain] by CLSW
[High Tier Fruit Catching]
Now you got everything down! Your only limit is the one you set yourself, reach for the Sky and show us what you can do!
Alipio Martins - Piranha (Maffalda Reloaded Trap Mix) [Spec's Gangsta Overdose] by Tarrasky
ARM (IOSYS) - Koisuru*Uchuu Sensou!! Abababa Mix [Love is the Space War!] by FlandreScarlet-
Reol - Asymmetry [Crystal's Overdose] by Skystar
Sharlo & yealina - Kakushigoto [Xinely's Overdose] by Sharlo
ICE - L [Ascension] by Deif
sakuzyo - Scattered Rose [Withered] by alienflybot
KOTOKO - Wing my way [Hell-Jumping] by ZHSteven
sakuzyo - AXION [Red Light ~CtB~] by DaxMasterix
Camellia - dreamless wanderer [Crystal's Overdose] by Amamiya Yuko
Halozy - Genryuu Kaiko [Distorted Scythe] by CLSW
(aka. The Torture Corner), feel free to suggest Maps
Erehamonika remixed by kors k - Der Wald (Kors K Remix) [Tenyo's CTB Terror] by Exgon
Kurokotei - Galaxy Collapse [Nervous Apocalypse] by CLSW
Chroma - Sayonara Planet Wars [Sayonara Humanity] by Badis
Shawn Wasabi - Pizza Rolls (metal x EDM mashup) [224STEP] by 224dj
Manabu Namiki - Red Bee [Hibachi] by INO
Reol - Brain Revolution Girl (feat. ill.bell) by [224]Reol
But if you now search for even more challanges now, why not take a look at What is the real CtB skill? or Key's Challange
and it could be helpful to highering your reactions
Rita - Hajimari no Toki [Cup] by Deif
Romaji - VOiCE [Cup] by eldnl
wowaka - World's End Dancehall [Cup] by CLSW
Tomohisa Sako - Zutto (TV Size) [Cup] by mingmichael
LeaF - Calamity Fortune [Cup] by Krah
Avicii - Addicted To You [Cup] by Sey
Mutsuhiko Izumi - Snow Goose [Cup] by ZiRoX
Uchida Maaya - Soushou Innocence [Cup] by newtoniorock8
eyemedia - Bloody Purity [Cup] by Riari
loos feat. Meramipop - Starlight Disco [Cup] by ursa
[Advanced Patterns&Higher Speed]
Taneda Risa - Wareta Ringo (TV edit) [Salad] by mingmichael
Halozy - 864 melody [Salad] by JBHyperion
Team "Hanayamata" - Yorokobi Synchronicity [Salad] by Xinely
Ken Ashcorp - The Legend Never Dies [Bodom's Salad] by - Magic Bomb -
Soleily - Renatus [Salad] by Deif
nano - Nevereverland [Exgon's Salad] by CLSW
u's - Korekara no Someday [Salad] by Spectator
Rabpit - Sacred [Salad] by ursa
senya - Utakata, Ai no Mahoroba [Magic Girl's Salad] by Razor Sharp
ARM (IOSYS) - Koisuru*Uchuu Sensou!! Abababa Mix [Salad] by FlandreScarlet-
[Established Fruit Catchers]
Goose house - 18sai [Platter] by mingmichael
Shoji Meguro - Persona Invocation [Platter] by - Magic Bomb -
Marika - Knowing short ver. [Platter] by Konei
joeyclassic - seal.mp4 [MBomb's Platter] by Ascendance
M2U - The Queen [Platter Collab] by WildOne94
Hylian Lemon - Foresight Is for Losers [Platter] by ZiRoX
BOSSFIGHT - Dr. Wily's Castle: Stage 1 [Platter] by WildOne94
Nekomata Master - Silence [Deif's Platter] by Tasha
Yuuki Aoi - PLATINUM (Short Ver.) [STAC's Platter] by DJPop
Rita - Princess Blood [Platter] by CLSW
[Hard Patterns&Speed]
TeamGrimoire+Amaneko - croiX [Spec's CTB Rain] by HelloSCV
Carly Rae Jepsen - Call Me Maybe (Nightcore Mix) [CTBoxer's Rain] by -Bakari-
Toku-P ft. ryo - SPiCa x Melt [Deif's Rain] by Krisom
FELT - Goldrop [Spec's Rain] by Lust
sphere - Non stop road (TV Size) [hich's Rain] by Kin
Itou Kanako - Find the blue (Short Ver) [Rain!-ing Delusions] by Kurokami
8284 vs wa. - Adularescence [Rain] by alienflybot
Nekomata Master - Avalon no oka [Badis' raln] by Intensity
Lite Show Magic (t+pazolite vs C-Show) - Crack Traxxxx [Fast's Rain] by Fatfan Kolek
nano - Nevereverland [Rain] by CLSW
[High Tier Fruit Catching]
Alipio Martins - Piranha (Maffalda Reloaded Trap Mix) [Spec's Gangsta Overdose] by Tarrasky
ARM (IOSYS) - Koisuru*Uchuu Sensou!! Abababa Mix [Love is the Space War!] by FlandreScarlet-
Reol - Asymmetry [Crystal's Overdose] by Skystar
Sharlo & yealina - Kakushigoto [Xinely's Overdose] by Sharlo
ICE - L [Ascension] by Deif
sakuzyo - Scattered Rose [Withered] by alienflybot
KOTOKO - Wing my way [Hell-Jumping] by ZHSteven
sakuzyo - AXION [Red Light ~CtB~] by DaxMasterix
Camellia - dreamless wanderer [Crystal's Overdose] by Amamiya Yuko
Halozy - Genryuu Kaiko [Distorted Scythe] by CLSW
(aka. The Torture Corner), feel free to suggest Maps
Erehamonika remixed by kors k - Der Wald (Kors K Remix) [Tenyo's CTB Terror] by Exgon
Kurokotei - Galaxy Collapse [Nervous Apocalypse] by CLSW
Chroma - Sayonara Planet Wars [Sayonara Humanity] by Badis
Shawn Wasabi - Pizza Rolls (metal x EDM mashup) [224STEP] by 224dj
Manabu Namiki - Red Bee [Hibachi] by INO
Reol - Brain Revolution Girl (feat. ill.bell) by [224]Reol
But if you now search for even more challanges now, why not take a look at What is the real CtB skill? or Key's Challange
» Community Training Suggestions
General pieces of advice
Skin Preferences
Kingkevin30 wrote:
When choosing a Skin you should always keep in mind how "readable" your objects are. It should be a simple shape that let's you define its Position very quickly, Thats why most people stick to shapes like Squares or Circles
What you also should consider is that it needs to be easy on your eyes, an too overly bright color on fast speeds may feel overbearing/straining to focus on.
A good compromise between clear reading and distinguishability is to give your Fruits a colored border to make the hitbox more clearly visible
Playing with different Mods/Mod-combinations
Hidden Tips
He Ang Erika wrote:
sometimes it's actually better to read the bottom half when doing odd patterns/AR for HD. You can't see the exact visual representation of the fruit, but your brain is smart enough to make up the trajectory of the fruit without seeing the object itself. That means the closer you look to your catcher, the lesser percentage error your brain makes for projecting/predicting the position/timing of the fruit. So indeed in many situations looking at the line where the fruits disappears is much helpful than looking at the very top of your screen.
» CTB Mapping
1. Which kinds of ctb Specific Difficultys do exist and what do you have to take care of when you're making one in your own mapset?
- Cup: Players should overcome the map without any dash. (Easy)
- Salad: Not any production of HDashes allowed. (Normal)
- Platter: (Hyper-)dashes can be used rarely. (Hard)
- Rain: (Hyper-)dashes have to be compatible for each player. (Insane)
- Overdose: The map and its (Hyper-)dashes need to be challenging and appealing for skillfully players (Expert)
2. How do i create a Hyperdash-fruit?
from the CTB Mapping Tutorial & Video Collection
3. What are good examples for Patterns to use?
Again there are a whole lot of Patterns to be found & explained in the CTB Mapping Tutorial & Video Collection check it out
4. CTB Ranking Criteria & Mapping Guidlines
Experienced Mappers and Modders in CTB
Mapper Ranking
Modding Queues:
- Cup: Players should overcome the map without any dash. (Easy)
- Salad: Not any production of HDashes allowed. (Normal)
- Platter: (Hyper-)dashes can be used rarely. (Hard)
- Rain: (Hyper-)dashes have to be compatible for each player. (Insane)
- Overdose: The map and its (Hyper-)dashes need to be challenging and appealing for skillfully players (Expert)
2. How do i create a Hyperdash-fruit?
A Guide about H-Spacing by Drafura
Introduction to CtB mapping using horizontal-spacing value (H-spacing):
As explained in the video CtB mapping is all about the X value of the objects, the H-spacing is the spacing value showed by the editor when two objects have the same Y value.
Where to find those values?
Bascially those values allows you to know if a jump is going to be easy, hard or hypered, that's why they're usefull in a first time. To know if a jump is going to be hypered you have to do some tests before and find at witch H-spacing the hyperdash is triggered. In my example, the h-spacing is triggered at around 2.50x h-spacing for a 1/2 beat. That basically means that if I use 2.45x h-spacing, the hyperdash will not trigger and the jump is going to be extremly hard. Depending on the difficulty of your map, you may want or not use this kind of jump.
Also, you have to be cautious about some things with those values:
Let's say you start a new map, finish the timing and take for example 2x slider speed. Before starting to map:
Another and last point you have to take care of about h-spacing is the difficulty of a jump after an hyperdash. Making "after hyper jumps" a slightly easier than your average jump is a good idea if you want to keep consistency cause those jumps are always harder due to the actual hyperdash mechanics.
As explained in the video CtB mapping is all about the X value of the objects, the H-spacing is the spacing value showed by the editor when two objects have the same Y value.
Where to find those values?
Bascially those values allows you to know if a jump is going to be easy, hard or hypered, that's why they're usefull in a first time. To know if a jump is going to be hypered you have to do some tests before and find at witch H-spacing the hyperdash is triggered. In my example, the h-spacing is triggered at around 2.50x h-spacing for a 1/2 beat. That basically means that if I use 2.45x h-spacing, the hyperdash will not trigger and the jump is going to be extremly hard. Depending on the difficulty of your map, you may want or not use this kind of jump.
Also, you have to be cautious about some things with those values:
- Always remember to compare objects using the same Y value. Keep in mind that the slider's end have their own Y but you can't see it in the editor, so make sure to align on the same approximative Y the objects you want to compare (a slider start/circle with the slider end).
- Each beatsnap divisor doesn't trigger the hyperdash at the same H-spacing. In my example using 2.5x h-spacing between two objects separated in the timeline by a 1/4 rythm will NOT trigger the hyperdash (It'll be 3x for this case). Please keep that in mind when mapping streams and long 1/1 jumps.
- Changing the slider velocity will change the h-spacing used to trigger an hyperdash.
Let's say you start a new map, finish the timing and take for example 2x slider speed. Before starting to map:
- Find the h-spacing where the hypers are going to trigger (In my example this is 2.5x with 1/2s).
- Then, do some other tests and try to find a good average jump for your difficulty (In my example, for an insane, let's say that we'll take 2x).
- Do this two steps for 1/1 and 1/4 (also 1/3 and 1/6 if you think you're going to use them a lot).
Another and last point you have to take care of about h-spacing is the difficulty of a jump after an hyperdash. Making "after hyper jumps" a slightly easier than your average jump is a good idea if you want to keep consistency cause those jumps are always harder due to the actual hyperdash mechanics.
3. What are good examples for Patterns to use?
Again there are a whole lot of Patterns to be found & explained in the CTB Mapping Tutorial & Video Collection check it out
4. CTB Ranking Criteria & Mapping Guidlines
Catch the Beat ruleset (General)
General
Rules
Rules
Common terms
General
- Cup: Easy
- Salad: Normal
- Platter: Hard
- Rain: Insane
- Overdose: Expert
- Fruit: A large object represented by a hitcircle, slider head, tail or repeat.
- Drop: A medium-sized object represented by a slider tick.
- Droplet: A small object representing a slider body. Missing these will reduce your accuracy, but unlike the above, will not result in a combo break.
- Banana: An object found during spinners. These award bonus points, but do not contribute to accuracy and are not required to obtain max combo.
- Jump: A spacing between two objects that requires the use of dash to catch both.
- Hyperjump: A more exaggerated spacing which cannot be caught by normal dashing. During play, hyperdash will be triggered between the two objects, characterised by a coloured outline on the first object.
- Edge Dash: A very large spacing between two objects where the required Trigger Distance is not reached, and as such, a hyperjump is not generated. The first object must be caught with the edge of the plate in order to catch the second object at all.
- Trigger distance: The minimum spacing between two objects at which a hyperdash is generated between them.
General
Rules
- Your map must theoretically be possible to SS. This means it must be possible to catch absolutely all fruits, including droplets.
- Edge dashes must not be used in direct conjunction with hyperjumps. This is because such patterns require especially precise movement and force an unreasonable restriction on accuracy required to catch them.
- Each map must use at least two different combo colors which must not blend in with the map's background/storyboard/video. This is so hit objects are always visible to the player.
- Ensure combos do not reach unreasonable lengths. Caught fruits will stack up on the plate and can potentially obstruct the player's view. Bear in mind that slider tails, repeats and spinner bananas also count as "fruits". New Combos should be placed regularly to clear the plate and avoid this.
- Try to have at least one spinner in each difficulty to create variety in the map and fluctuation among scores. However, if a spinner just doesn't fit anywhere in the song, then there's no need to force one.
- Overall Difficulty should have the same value as the Approach Rate. This is just a standardized value, as Overall Difficulty does not affect gameplay nor the amount of fruits a spinner has, just the maximum score of a difficulty. For cases where the two values are not equal, the Overall Difficulty must be greater than or equal to the Overall Difficulty of the next hardest difficulty.
- Hyperdashes may only be used on droplets and/or slider repetitions when the slider path is simple and easy-to-follow. This is to prevent chaotic or unreasonably difficult slider movement, as transitioning into and out of complex slider shapes with hyperdash is usually uncomfortable to play and a major penalty to accuracy for little benefit. Hyperdash on slider repetitions must not be used for more than two repeats, and such slider must not be used consecutively.
- Use the same slider tick rate on every difficulty as it is a property of the music rather than the mapping. However, lower difficulties may use lower tick rates to reduce accuracy requirements for newer players, providing they still follow the rhythm of the song. Using high tick rates purely to increase score/combo/difficulty is senseless.
- Hyperdashes should not be used when the destination of the hyperjump is located near the left or right border of the play field. This creates an uncomfortable movement as the catcher is forcibly stopped upon reaching the border of the playfield. Try to leave at least 16 osupixels of space between the end point of the hyperjump and the border of the play field, respectively at x:16 or x:496 at most.
Skinning
Rules
- Custom catchers must be included in v2 skin format. This is to ensure correct display on all skins. The required filenames are "fruit-catcher-idle.png", "fruit-catcher-kiai.png" and "fruit-catcher-fail.png".
- Custom fruits must include all necessary elements and be colored in a scale of grey colors. This is to ensure that your images are clearly defined and of acceptable quality. The needed elements can be found in the osu! wiki https://osu.ppy.sh/wiki/Skinning_Catch_the_Beat#Fruits. Additionally, it is recommendable to use transparent elements for the overlays.
- Skinned elements must be the same size as their default skin counterparts. This is so they represent the hitbox properly and don't alter gameplay. The current dimensions used in the default skin are 128x128 pixels for the fruits, 82x103 for the drops and 306x320 for the catcher.
- Custom catchers can additionally include the element "lighting.png" to complete the skin set. This element is however optional to add and has default dimensions of 184x184 pixels, though it may vary depending on the desired visibility of the element.
Catch the Beat ruleset (Specific)
Rules
Rules
Rules
Rules
Rules
Cup
Rules
- Dashes and hyperdashes of any kind are disallowed. This is to ensure an easy starting experience to beginner players. In order to test that out, it must be possible to achieve an SS rank on the difficulty without making use of the dash key.
- Adequate time must be left between objects and the start and end of spinners to ensure readability. Depending on the BPM of the song, this time must conform to the following:
- BPM < 120 - 1/2 bar
- BPM < 240 - 1 bar
- BPM ≥ 240 - 2 bars
- Combos should not exceed 8 objects including slider tails and repeats. Spinners are an exception.
- Note density should follow a mostly 1/1 pattern - 1/2 and/or 1/3 patterns can be used sparingly
- Approach Rate / Overall Difficulty should be between 4-6
- HP drain should be 4 or less
- Circle Size should be between 2-3
Salad
Rules
- Hyperdashes of any kind are disallowed. This is to ensure a manageable step in difficulty for novice players. Difficulties may make use of basic (1/1, 1/2) regular dashing, although no type of dash can be used more than twice consecutively.
- Edge dashes must not be used as they require extremely precise timing which cannot be expected of less-experienced players.
- Adequate time must be left between objects and the start and end of spinners to ensure readability. Depending on the BPM of the song, this time must conform to the following:
- BPM < 120 - 1/2 bar
- BPM < 240 - 1 bar
- BPM ≥ 240 - 2 bars
- Combos should not exceed 10 objects including slider tails and repeats. Spinners are an exception.
- Note density should follow a mostly 1/1 and 1/2 pattern - 1/3 and/or 1/4 patterns can be used sparingly. Individual 1/3 and/or 1/4 patterns must not persist for more than one bar (4 and 5 objects respectively).
- 1/2 dashes may be used in pairs, 1/3 and 1/4 dashes singularly (not in conjunction with other dashes) if the BPM is less than 120.
- Approach Rate / Overall Difficulty should be between 6-7
- HP drain should be between 4-5
- Circle Size should be between 2.5-3.5
Platter
Rules
- Basic hyperdashes (1/1, 1/2) may begin to appear, but must not be used in conjunction with each other. Platters should serve as an introduction to hyperdashing, meaning strong hypers and hypers (e.g. 1.5x above the trigger distance) and hypers combined with antiflow patterns must not be used. 1/3 and 1/4 hyperdashes may be used singularly (not in conjunction with other dashes or hyperdashes) if the BPM is less than 120.
- Edge dashes must not be used as they require extremely precise timing which cannot be expected of less-experienced players.
- Adequate time must be left between objects and the start of spinners to ensure readability. Depending on the BPM of the song, this time must conform to the following:
- BPM < 120 - 1/4 bar
- BPM < 240 - 1/2 bar
- BPM ≥ 240 - 1 bar
- Combos should not exceed 12 objects including slider tails and repeats. Spinners are an exception.
- Note density should follow a mostly 1/2 and/or 1/3 pattern - 1/4 and/or 1/6 patterns can be used sparingly.
- Approach Rate / Overall Difficulty should be between 7-8.5
- HP drain should be between 5-6
- Circle Size should be between 3-4
Rain
Rules
- More complex hyperdashes (1/3, 1/4) may begin to appear, but no type of hyperdash can be used between more than four consecutive objects. Additionally, hyperdashes of different beat snap (1/2, 1/4, etc.) must not be used between consecutive objects.
- Adequate time must be left between objects and the start of spinners to ensure readability. Depending on the BPM of the song, this time must conform to the following:
- BPM < 120 - 1/4 bar
- BPM < 240 - 1/2 bar
- BPM ≥ 240 - 1 bar
- Combos should not exceed 16 objects including slider tails and repeats. Spinners are an exception.
- Note density should follow a mostly 1/2 + 1/4 and/or 1/3 + 1/6 pattern - 1/8 patterns and higher can be used sparingly.
- 1/6 and 1/8 hyperdashes may be used singularly (not in conjunction with other dashes or hyperdashes) if the BPM is less than 120.
- Edge dashes may only be used singularly (not in conjunction with other dashes or hyperdashes).
- Approach Rate/Overall Difficulty should be between 7-9
- HP drain should be between 6-7
- Circle Size should be between 3-5
Overdose
Rules
- Adequate time must be left between objects and the start of spinners to ensure readability. Depending on the BPM of the song, this time must conform to the following:
- BPM < 240 - 1/4 bar
- BPM ≥ 240 - 1/2 bar
- Combos should not exceed 16 objects including slider tails and repeats. Spinners are an exception.
- Note density should follow a mostly 1/2 + 1/4 and/or 1/3 + 1/6 pattern - 1/8 patterns and higher can be used sparingly.
- 1/8 and higher hyperdashes should not be used between consecutive object pairs.
- Edge dashes may be used with caution for a maximum of three consecutive objects, and should not be used in conjunction with hyperdashes.
- Approach Rate/Overall Difficulty should be between 8-10
- HP drain should be between 6-8
- Circle Size should be between 3-6
» CTB Modding
CtB Modding Manual - "How to mod CtB"Experienced Mappers and Modders in CTB
Mapper Ranking
Modding Queues:
Useful Topic's or Threads will be added here in the future
» CTB Skinning
You can replace the look of your fruits with another image. It has to be a png-file with a measure of 111x111 pixles. You have to save those fruits in your skin folder. (Filepath of osu => skins)
Just find a suitable picture and rename it into:
Catchers are also editable, they normally have a resolution of 305x324 pixels.
Informations are provided from the Wiki
you can also find some great example's of Catchers in this thread
Just find a suitable picture and rename it into:
Catchers are also editable, they normally have a resolution of 305x324 pixels.
Informations are provided from the Wiki
you can also find some great example's of Catchers in this thread