I think no.arken1015 wrote:
Also, Is that rule effective for TaikOsu???
As I remember, Peppy already said that it was NOT a taiko no tatsujin simulator, even the score rules are different

I think no.arken1015 wrote:
Also, Is that rule effective for TaikOsu???
Yes, like the fact TnT's accuracy is 10x Stricter.lepidopodus wrote:
for TaikOsu? Well you should consider them, but TaikOsu is basically Standard map so I think it's not manditory.
And Oviously Osu Taiko mode is somewhat different from TnT simulator. Well actually some of mechanisms is somewhat different.
But we can implement some aspects from TnT though.
2xBPM for the whole song..?*stares at Ryougen*Only the beginning's on its original BPM..Family Dondon actually runs on 244 BPM with HS0.5, while the lower difficulties run on 122 BPM, as can be noted by the speed of the characters; this may prove that the Taiko no Tatsujin engine couldn't support 1/8 or something
Also, Hataraku :3Zekira wrote:
Family Dondon actually runs on 244 BPM with HS0.5, while the lower difficulties run on 122 BPM, as can be noted by the speed of the characters; this may prove that the Taiko no Tatsujin engine couldn't support 1/8 or something
TnT Supports 1/6 notes.arken1015 wrote:
Then, does TnT support 1/6 notes??? [Tenjiku is not HS2]
My personal thoughts on this:lepidopodus wrote:
Maybe we should debate about this one again but kinda hard to gather those 'minorities lurking in somewhere between majorities'.
(Or making new topic or something like that.)
Wake up guys... *sigh*
EDIT: And I really think we should mention here about measures and barlines.
EDIT 2:
Well we should do something with these issues.
Countdown: Permit or not
Slider Velocity: Force/recommend some value or leave it to mappers to set freely
Finish Notes in 1/4 streams: Allow it or not
Kiai Time: Should use/leave it to mappers & Set some restrictions/leave it to mappers
Note Combo: Limited to 999/no restrictions
Drum rolls: Not to use short drum rolls/spam drum rolls etc.
Spinners: Restrict them by some way or not
Overlapped notes by BPM Changes: same as above.
Break Sections: Allow it or notCustom Hitbursts: No way to fix this currently
Measures and Barlines etc...
Feel free to add issues. I know it's knida useless effort but well, I just wanted to try. Just don't laugh at me.
I think we should avoid to use 1/8, cause it usually too overlapped(and this means hard to read them properly), and hard to hit(as player should tap keys twice faster than 1/4). Most of case 1/8 does not match the song a lot. But we can't prohibit to use 1/8s, as Rokodo said.Rokodo wrote:
We used to say no 1/8 in taiko maps, then Namco ruined that anyway. So I won't tell people what to do here anymore. It's really personal preference.
So we need exact standard of that... I should think about that.Rokodo wrote:
Finish notes should rarely be used in 1/4 timing let alone streams. There are a couple of exceptions, i.e. using a faster custom slider velocity and adding a few finishes such as D KD KD. As long as the notes aren't visually overlapping cases like this are acceptable for short periods of a map:
I think it shouldn't too close to next notes, as it can interupt hitting it. Of course, spamming spinners should be avoided.Rokodo wrote:
Spinners cannot really be regulated but they shouldn't be used one after the other or for long periods, say for more than 4 beats.
We don't need Break section in short maps but in the case that the map is long or osu automatically add those, it can be permitted.Rokodo wrote:
Break sections should not be permitted where possible, and forced ones can be deleted with minimal knowledge after the completion of a beatmap using Notepad if required. The only trouble is if the taiko difficulty is the only map in the set then you cannot export an osz as going back into the taiko difficulty will result in a break section being automatically added again. orz
Uh... tick rate aren't affect barlines that way as I know. I mean, lots of mappers in osu ignore barlines, but in Taiko barlines are actually appeared when you play the game so I think we should check that barlines are placed properly.Rokodo wrote:
As for measures and barlines, I usually leave tick rate (which should control the amount of barlines as is my understanding) at 1 or set to 0.5. It doesn't seem to matter what you set it to in osu! below 1 at the moment.
Slighty different with mine, hmm....Zekira wrote:
Countdown: DISABLE.
Slider Velocity: 1.4 unless special cases occur.
1/8 notes: 1/8 isn't usually practical on any rhythm game, not just Taiko.
Finish Notes in 1/4 streams: NO, unless you're going for something special.
Kiai Time: no restrictions
Note Combo: no restrictions
Drum rolls: Only use when called for.
Spinners: No restrictions, just no overlapping.
Sudden change of Scroll speed: Avoid using anything higher than 3x and lower than 0.33x.
Overlapped notes by BPM Changes: NO.
Break Sections: try right-clicking to eliminate.
Measures and Barlines: Definitely. If it is necessary to keep adding red lines, do it.
lol...8x is too fast...about 4x ...i agree it can add...lepidopodus wrote:
Well then, feel free to post your opinion here. You suggested x8 or.... x4? anyway you want higher limit, right? Well my case I don't want to set highest limit but too high speed should be avoidable, as player should memorize whole thing...
What do you think about limits to use finish note, Zekira? How long should the distance between the big notes and other notes be?For normal cases, 1/3 and 1/2 should be the farthest it can get.
I think 1/4 streams in Big note should be prohibited even low BPM, as it drops readability.Zekira wrote:
For normal cases, 1/3 and 1/2 should be the farthest it can get.
For songs with less than 85BPM though, 1/4 is allowed.
lepidopodus wrote:
Countdown: No. But I've always been lazy to disable it in my maps, so yeah. I'll work on it.
Slider Velocity: The standard is 1.4. Any higher or lower and the beat spacing will look odd. Minor exceptions, perhaps.
Finish Notes in 1/4 streams: In small amounts, maybe (see Oodain)
Kiai Time: Unreasonable to make a song unrankable due to >1 minute of Kiai. Loosen the rule for Taiko, especially authentic maps. (see Kimi no Akari, Taiko Ranbu: Honoo no Maki)
Note Combo: IMO, more than 999 is fine, but ONLY if the song is more than 3 1/2 minutes long.
Drum rolls: Fine, as long as there are no more than five short drumrolls in a row (see Numujika ac.10)
Spinners: Not more than three short spinners in a row, otherwise, no restrictions. (see Numujika ac.10, PaPaPa Love)
Overlapped notes by BPM Changes: This should be done only for novelty's sake, not for a ranked map.
Break Sections: Breaks are forced no matter which part of osu you're playing, but it really isn't necessary for Taiko
Feel free to add issues. I know it's knida useless effort but well, I just wanted to try. Just don't laugh at me.
(see Numujika ac.10)The worst case for drumroll examples.
Countdown: What is wrong with a countdown?lepidopodus wrote:
Maybe we should debate about this one again but kinda hard to gather those 'minorities lurking in somewhere between majorities'.
(Or making new topic or something like that.)
Wake up guys... *sigh*
EDIT: And I really think we should mention here about measures and barlines.
EDIT 2:
Well we should do something with these issues.
Countdown: Permit or not
Slider Velocity: Force/recommend some value or leave it to mappers to set freely
Finish Notes in 1/4 streams: Allow it or not
Kiai Time: Should use/leave it to mappers & Set some restrictions/leave it to mappers
Note Combo: Limited to 999/no restrictions
Drum rolls: Not to use short drum rolls/spam drum rolls etc.
Spinners: Restrict them by some way or not
Overlapped notes by BPM Changes: same as above.
Break Sections: Allow it or notCustom Hitbursts: No way to fix this currently
Measures and Barlines etc...
Feel free to add issues. I know it's knida useless effort but well, I just wanted to try. Just don't laugh at me.
Depends on how annoying the hitburst is, we should try and keep it to the normal taiko skin though.LunaticMara wrote:
What about custom skins in taiko diffs? Is it allowed or disallowed?
Looks fair. :3lepidopodus wrote:
Countdown: Seems quite lot's of mappers don't mind whether it's turn on or off... Should we say 'avoid countdown', or just set no restriction about this?
Slider Velocity: Lots of mapper think 1.4 is fair, but we don't need to force it. Let just say 'recommend' it.
1/8 notes: lol seems everyone missed this one. Anyway it needs to be avoided.
Finish Notes in streams: Seems most mappers don't like this. Anyway we need to set exact limitation, as mappers sometimes set SV other than 1.4.
Kiai Time: Some said about some criteria. See above.
Note Combo: Seems some mappers like certain number, but basically we don't need to regulate this, right?
Drum rolls: Of course everone don't like spamming...
Spinners: ^
Sudden change of Scroll speed: We need some exact limitation of this. We got some opnions already...
Overlapped notes by BPM Changes: We don't like this.
Break Sections: Seems it's not that necessary in Taiko, let's say... avoid this unless the song is long?
Measures and Barlines: Need to add uninherited section if it's needed
Hmm... any suggestion?
EDIT: subject changed.
Well these are my personal opinion.Krisom wrote:
Spinner lenght.-
I've seen the "do not spam" and " don't place a note/slider too close to it. What about the lenght of it?
Length itself isn't that problem. Just don't put it too close to the next note, as some mappers said above.
SB.-
Some storyboards seem ugly on taiko diffs. Should this be regulated? A different storyboard should be used for a taiko diff? or should we avoid storyboards on taiko diffs?
Yeah, sometimes it's ugly, but it can be easily fixed in most case.(method is different by case though.) I think we don't need to regulate that, unless everyone says it's ugly.
Video.-
Same as above
Personally I don't care about video that much. If it's bad for playing Taiko, it would be bad for playing other diffs as well.
Background.-
(Yeah, i'm pointing out visual stuff) Making a different backgroundwith roko's template is not hard enough. Should a different background for a taiko diff be forced? or it may use too much space in the end?
I think If the BG isn't that too ugly with Taiko it doesn't need to be forced, but we can advice and introduce to use some kind of templates(yeah, like Roko's one) in the guidelines.
Others are not that different from other mapper's opinion but this kinda conflicts with some mappers, anyway we need to discuss about this, maybe.NatsumeRin wrote:
Spinners: if OD is not high it's easy for every user to finish, make it as closer to the next note as possible.
Spinner - imo there should be some break (1/2) between a short spinner (1 beat?) and the next notes. But for longer spinner it doesn't matter.Krisom wrote:
Spinner lenght.-
I've seen the "do not spam" and " don't place a note/slider too close to it. What about the lenght of it?
Background.-
(Yeah, i'm pointing out visual stuff) Making a different backgroundwith roko's template is not hard enough. Should a different background for a taiko diff be forced? or it may use too much space in the end?
This is no longer actieve for the rules since Shimedore's Oni is with 1414 notes even it's authenticRokodo wrote:
Note Combo
Preferably, keep the circle count of taiko specific maps at 999 or below. (In accordance with Taiko no Tatsujin tradition.)
You can't. Usually people end up doubling the BPMCoroQuetz wrote:
How does one make a short drumroll in TaikOsu? A short slider gets converted into 2 notes...
afaik, shortest drum roll is about 7/4-2/1 slider (drum roll counts 1/4 beat as 1 rolls, 1/2 beat as 2 rolls, and 1/1 beat as 4 rolls.)CoroQuetz wrote:
How does one make a short drumroll in TaikOsu? A short slider gets converted into 2 notes...
1.5 and 1.6 may be tolerable in some cases with a slower BPM.I would more say, the visual view is more importand then the technically. Dose someone like 1/4,1/5,1/6 or not is just a personal view.
Mh, I think it dosen't matter, how many mappers it like or not. More significant is how usefull it is in some cases. Edit: Short: Still no limitation choosen.lepidopodus wrote:
Seems most mappers don't like this so let's just say 'don't use Big Notes in 1/4 streams in SV=1.4.' Anyway we need to set exact limitation, as mappers sometimes set SV other than 1.4.
These notes should not be used in 1/4 or 1/6 or 1/8 streams, even at the beginning or the end. This is because the player is supposed to hit this type of note with both keys corresponding to the note's colour.For a player it is also possible to play a big hitcircle in a end of a stream and if this player can't do it, he can just play it as a small one.
I think this regulation fits really good, since it said that it should be not used, but in special things okay is. Like climaxx timelines, or linear map styles (...K K...ddddK K...).Zekira wrote:
Finish Notes in 1/4 streams: NO, unless you're going for something special.
Kiai (a concept based on Taiko no Tatsujin's "go go time") sections are only to be used for the chorus(es) of a song. Do not use short "flashes" of kiai like you might use in an osu! standard map. The maximum number of kiai sections to be used in a taiko specific map is 3.I think this one is also a bit unclear. Songs with a lenght over 4min have sometimes 4 kiai times and it is not wrong to use a kiai time also in another climax time. -> Often usefull in ends of opera songs with there loud imposand insturments.
Taiko specific maps should not contain any break sections whatsoever.
lepidopodus wrote:
Break Sections: 'We recommend not to use it, unless the song is long and have small breaks.', looks fair?
okOzzyOzrock wrote:
Song setup, who cares
You don't really think that mappers and players are totally seperated, do you. Most of them are also top-rankers(except guys like me), you know.OnosakiHito wrote:
Mh, I think it dosen't matter, how many mappers it like or not.
You should know that I don't think in this way... but as I said before, isn't it more importand what is technically - good - possible? It is not a small tribute to exclude patterns and can make sometimes a part a bit weird. It would give mapping a little new dimension again because, people are "allowed" to use one~two patterns more.lepidopodus wrote:
You don't really think that mappers and players are totally seperated, do you. Most of them are also top-rankers(except guys like me), you know.OnosakiHito wrote:
Mh, I think it dosen't matter, how many mappers it like or not.
Uh... maybe I explained it a bit wrong/not understandable. But I didn't spoke about you guys who made this 'gudelines', also not that you enforced to the players.lepidopodus wrote:
Also I never enforced this to other mappers and players. This so called 'guidelines' might be the sole regulation that exists for now, but those were never official (and this is why I always end up saying 'I can't enforce anything to them'), but people usually tend to follow this. Why? who knows?
(At least this can be shown as consensus by people outside Taiko community, though.)
I said just one time "many" and I used it, based on what I saw in the last month(also in multiplayer).lepidopodus wrote:
Try to gather some more guys if you want to make consensus? Even I can't say something like 'Most of mappers/players blahblahblah' before clarification in here.
Then let's change finnaly this - in some cases - stupid guidelines and make them to real rules, which makes more sense. It still gets me into nervs.lepidopodus wrote:
Some features that we considered as 'rules' are broken by Namco itself. Whatever.