Silynn wrote:
Shiro wrote:
If a hitsound needs to be removed, then there shouldn't be any hitobject at that spot in the first place.
I see no point in making this a rule, though.
Having too many rules limits creativity and just confuses people.
If something like this comes up in a map, it will in most (if not all) cases not fit at all and be modded out.
I think the rule is completely unnecessary, and I don't think unnecessary rules are healthy
My point is that there should not be any rule forcing mappers to use hitsounds.
Mania maps have 2 styles, one is COMPLETELY NO hitsound style ( e.g. no key sound bms) and the other is completely-set hitsound style(e.g. o2jam/djmax songs, key-sound BMS). For these songs without any hitsound, it is intended to play without any disturbance (even with osu! default hitsound). So mapper should be left freedom to have hitsounds or not on their maps.
P.S. Actually I played mania always with sound effect close to avoid disturbance of default hit sound.
rickyboi wrote:
The bpm changes messes up your charts falling guideline. That's what's so broken about it. I'd really like it if we can just use the velocity to multiply / divide the downspeed just like Taiko.
Actually, most mania maps that already exist ( actually the mania mapping style) is using BPM change.
There are no such "velocity" concept in mania mapping in other games though
Drafura wrote:
Big and Busty wrote:
I have a few maps with 0 - 9999 bpm, and I don't really see anything broken?
Link ? I'm really interested in how this is done in a good way.
I have handmad 20-65535 maps for test purpose.
It works fine.
_Gezo_ wrote:
Hmm, to start with, few ideas :
- Avoiding the use of 1-finger streams for too long. They can become frustrating to play at higher speeds and thus make the whole chart unfun.
- Maybe using pauses and stuff ? I don't know about the 0-bpm thing in osu!mania. If this is possible to do such a thing, avoiding the overuse of those things. Gimmicks, but not too much. Allowing this for non-musical parts (Gangnam Style has nothing preceeding "Oppan Gangnam Style" before the chorus if you want an example.)
- What I said above, this also applies for x2 x4 x8 x16 and stuff sections, not anyone is a hardcore StepMania player who can read gimmicks with X-mods ! The chart should be sightreadable.
- Unicity of the scrolling speed through the whole mania mapset.
You can discuss about these ideas and add some more !
1-finger streams are sometimes suitable, but in very stricted situations. And in most cases it is with some spaces like:(all in 1/4)
x_xx_xx_x_xx_xx_x_xx_xx_x_xx_xx_xxx_xx....
you may be familiar with that pattern in taiko. That's it.
Though the most concern is overusing of that, or even 1/8 streams. (like Identity II in o2jam, (there're a hand-made beatmap by entozer? I forget that) Would that kind of thing be rankable?
statementreply wrote:
Loctav wrote:
Also I'd consider disallowing all-key holds in 6k+ (hardware issues for certain keyboard users, especially USB keyboard users (ghosting))
I'd like it to be
* No 7+ objects at the same time, including hit notes, hold notes and hold note tails.
Mappers can easily make a rule break by placing 7 note like this:
1/16 _ _ _ _ X X X
0 X X X X _ _ _
(Though it is commonly used in piano songs.)
Like Bobbias said, I do think there should not be a forced difficulty setting for "normal" difficulties.
Beatmaps can have (or should have/must have, that doesn't matter) 2 or more diffs, though all of them are above "easy" level(such as lv 15 in o2jam).
Making an easy diff for a few songs are just mad, extremely for songs full of 1/4 or 1/8 beats . For example, if you try to make a lv5 difficulty for ez2dj song "Fire Storm", you would end up making a map of nonsense. These songs are hard for beginners even in catching the beats. So in these cases( maybe really rare), a so-easy diff should not be forced. example used for comparison ( I don't know whether it is suitable) is APP maps in osu! standard. They don't have easy diffs ( maybe that's the reason why they are APPed).