with 7 respondents, the results come out as:
> > insane - 3 > expert - 2 > hard - 1 > normal - 1 > easy - 0 >
this makes our target difficulty insane. i'll be giving people some time to queue before i release the map (probably tomorrow) and we start mapping. you can either look at the queue section/combo section in the main thread for how things will work, or in the boxes below
the first combo will be done by myself
combo rules
we'll be mapping a single difficulty in osu!standard
as for combo rules (taken from the original thread):
if you break any rules, you'll be given one chance to correct it before your turn is skipped
> > don't worry about hitsounding. i'll handle that once (if) the map is done > > you're free to add inherited timing points, but not uninherited timing points > you can only use inherited timing points for slider velocity > > timing points marking the start/end of kiais have already been added by me > you're free to change the sv on one if it affects your combo > > don't add spinners where the song doesn't support it (especially if they're long) > spinners lasting two bars of music (or more) count as an entire combo > spinners can only be used at the start of a combo >
as for combo rules (taken from the original thread):
> > make sure your combo is a reasonable length > usually, mappers would make a combo last for a phrase of music > (think lines of lyrics, they're not just one big line) > to make things less abstract, these are some rules that your combo must follow: > > combos with over 33 objects must: > be comprised of only circles spaced 1/4 of a beat apart (i.e. deathstream) > > combos with over 17 objects must: > be comprised of only circles spaced 1/4 of a beat apart > OR be up to 2 measures/bars long > > combos must not exceed 129 objects > > also, please make your combos a reasonable length, these rules are just the outliers > most combos last between 2-10 objects > don't make every combo 17 objects long if the song doesn't support it > > let me know if you think any of the rules should be changed/removed/added >
if you break any rules, you'll be given one chance to correct it before your turn is skipped
queue rules
the way we'll be setting this up is a queue system. you can type either "/queue" OR "/queue auto" to join the queue
the difference between these are:
if it's your turn, you'll be given about two days/48 hours to add your combo, export your part, and dm a download link to me
after that, i'll update the map with a bookmark showing where the next combo starts
the difference between these are:
> > /queue auto - after your turn ends, you'll be automatically cycled back into the queue > this continues until either: > your turn passes three times in a row without any additions > you ask me to remove you > > /queue - puts you in the queue only once > you won't be re-added after your turn ends. you'll have to /queue again >
if it's your turn, you'll be given about two days/48 hours to add your combo, export your part, and dm a download link to me
after that, i'll update the map with a bookmark showing where the next combo starts