¯\_(ツ)_/¯
Keyboard discussion is over. And \/ Yes, like what you said, I already agreed with the 6key limit.
Keyboard discussion is over. And \/ Yes, like what you said, I already agreed with the 6key limit.
Uhhh, how do you think all the pro's from osu! game modes feel? The only way they have fun is playing with mods, not the actual map it's self. So don't act like you are special because of osu!mania.[Dellirium] wrote:
So if I'm gonna play o!m, I'll have nothing to play after 2 years because all diffs will be too easy for me and I'll have to go to other games, right?MMzz wrote:
I think you are missing the fact that this is not O2Jam/DJMAX/IIDX, this is osu!mania. We're not going to make it exactly like all the other games.
+1Charles445 wrote:
I don't see a reason to have rules against jackhammers. It's just hard to do, that's all. We have 300 bpm streams in osu! which is effectively a 150 bpm jackhammer on two fingers. As people get better there will be a greater need for jackhammering - putting a cap on that now will cause future issues.
The only thing I'd change is letting any insane use jackhammers, not just "harder" Insanes because that is not a very good descriptor to use (it's hard to say at what point something becomes a "harder" Insane).Mithost wrote:
How about this. These are all up for debate and they are intentionally loose yet descriptive. Red = Rule, Green = Guideline
No pattern may interfere with a keyboard's hardware limitations, assuming the keyboard can press at least 5-6 keys at the same time without resorting to an unconventional key mapping (Tab-Ctrl-E-Space-P-Backspace-RightEnter would be considered unconventional for 7key).
Jackhammers (A pattern where a prolonged stream must be single tapped with one key) may not be included in any map except for harder insanes or harder.
When changing BPM and/or slider velocity in easier beatmaps, players should be given some time to see the speed change before the first note in the BPM change happens.
Avoid using difficulty spikes in your map. Slow intros and intense solos are allowed, but make sure the general difficulty stays in the map's indicated difficulty level.
Try not to make too much of the pattern focus on one hand. Most people play better with one hand over the other, so try not to make a song that will make them overuse their "bad" hand.
That's all I got right now. I think if we keep the rules slightly vague while still highlighting some key things, ranking might be easier.
There are many hard diffs that are easier than easy diffs, and vice versa. So this phenomenon is existing in every place, don't worry.Mithost wrote:
That's fair. I said "harder insanes" because we are not exactly sure where insane lands on the osu!mania difficulty scale. In standard, the difficulty in insane maps are all over the place, and many of those insanes are not exactly... hard.
We don't have a good difficulty marking strategy for mania nowRight. I think we should discuss this first. o2jam's diffs names are not the same as in taiko or standard.
I'm really concerning that osu!mania would become either current taiko community(Skilled player plays unranked maps) or outer mania world(Many crazy or even unplayable maps).And I'm really worried about that.
I agree with your difficulty-o2jam level split, that sounds reasonable, but I think your description of what each difficulty represents is not quite right. I'd also really like to see AI-mod be better able to give o2jam-like difficulty levels. It gives you a finer grained sense of difficulty, even if it's not perfect (o2jam's system definitely wasn't, but it worked fairly well).xxbidiao wrote:
And this is my point of difficulty.
Easy: (1-10 diff in o2jam)
In this diff, very few notes are introduced into the game. There may not be one fully noted rhythm line to prevent difficulty goes too high.
Normal: (11-20 diff in o2jam)
Now 1 main rhythm line would be fully noted, and there may be some beat notes besides main rhythm.
Hard: (21-40 diff in o2jam)
2 or even more rhythm line introduced, the most part of the song is played by player. (Both in key sound charts and non-key sound ones.)
Insane: (40+ diff in o2jam)
In this diff, nearly everything can be played would be present on the chart, regardless of how hard the pattern is. There may still be a few simplifications for the limit of 7 key, but still, main rhythm and side beats are easy to separate.
Anyway I don't think we should put "reasonable diff spread" on mania. We should allow mapsets which only have normal+,hard and insane or even hard and insane, for making certain song in easy diff may cause broken rhythm line. (Though 2 diff law would be there.)
Dont put breaks unless it is for a recovery period after some really tough stuff, map the song as it goes.There is no need in describing general ranking criteria rules which is applied to all game modes.
letterbox during breaks must allways be enabled to hint when the song starts again.
song information should follow as precise as possible and timing need to be spot on same as other modes.
Hitsounds are a need to be used. Even if it just a few claps or whistles throughout the song, or a timing section that changes the sample it can be a whole other experience when playing.
Difficulties required: at least 2 in each mode you wanna do. One Easier one harder. easy/normal normal/hard
For hard/insane a third easier (normal, easy) difficulty is required to not lock out the more less good players from your map with difficult stuff.
See Insane as an extra addition
BG is required, video is strong encouraged (at least by me lol)
Yeah, I may made some mistakes in my description. The "one rhythm line" I mentioned is mainly about difficulty in a period - In easy diff, you may see one piano line and another drum line, but in most time they may not occur together in order to limit the difficulty.Bobbias wrote:
If you pay close attention to how easier maps are actually mapped in o2jam (listening to the hitsounds and such) you'll find that often how they do things is that for each "measure" they will often chose a sound or a few sounds that they want to introduce as notes. I could go farther in depth if you want (I could do an actual analysis on a few official notecharts) but my point is that they don't generally pick 1 rhythm line and stick with it. They pick out certain sounds or rhythms that are easily distinguishable for a section of the song and note those (sometimes using 1 note for something like a multiple note trill in easy difficulties). The only reason I'm pointing this out is to make sure everyone fully understands how o2jam mapping worked at lower levels as a reference point.
Thumb up for that!Bobbias wrote:
As a side point, I think we need to set up an organized effort to get people into mania mapping. Tutorials and/or style guides, and possibly a few veterans who are willing to mod a lot of maps and really help newcomers out could do a lot to ensure that the quality of newer maps.
Why you must use jackhammer patterns? If it fit music, rules allow you to use, if not, please use other patterns.Agka wrote:
i like it except the controversial jackhammer stuff. you know, since it's controversial
If this is a serious reply, then let it be known that it's way too vague to throw in the rules.Agka wrote:
when it doesn't make sense to any of the playtesters or modders. good enough?
"Not making sense" has been a criteria for being unrankable since at least 2008.Jacob wrote:
If this is a serious reply, then let it be known that it's way too vague to throw in the rules.Agka wrote:
when it doesn't make sense to any of the playtesters or modders. good enough?
There is no specific rules about what kind of speed change is rankable or not.TheVileOne wrote:
So what's considered an improper use of slider velocity if that is considered a rule. Does one have to visually notice the slider velocity change for it to take effect? Can modders use this rule at all?
i think the best say it is about how it fits into the music. like you cant just do SV changes at random points in the song, they will make no effect at all. But if there is a minimal break you could kinda make a little stop effect or if it is hinted you can make a drop effect with a short speedup between notes. Its important the player should know why those things are used and the mapper to. The player should know what it is supposed to be even when first time playing. It just gotta fit the music, so yeah the rule dont do stupid things lol.TheVileOne wrote:
So what's considered an improper use of slider velocity if that is considered a rule. Does one have to visually notice the slider velocity change for it to take effect? Can modders use this rule at all?
Suddenly I agree with this.Bobbias wrote:
Making rules for SV use is a bad idea. It's hard to come up with a good rule that you can say 100% of the time makes sense. If the rule does not make sense 100% of the time, for every song, then it should not be a rule, but a guideline.
Limiting SV speeds and controlling SV usage should be a guideline.
If I was writing a rule for SV's, it would be this:
"You must be able to explain why you used an SV based on something in the music." That's it. If you want to emphasize a section of silence by teporarily stopping or nearly stopping notes, go ahead. If you want to emphasize the music creating a high-energy section by suddenly cranking up the SV, then you should be allowed to do that too. It's very difficult to have SV changes that are too extreme to read, and even if it's too hard to sightread the first time, making every map sightreadable 100% of the time is a bad idea. It makes maps boring.