I want to explain my point of view about the impact on CtB mapping after testing the system more seriously.
First with enough time to adapt it is possible to do some moves like 1/4 hypers changing directions during or before hyper status (like
this @AR10 screen or
this @AR9 screen) but even with enough experience I seriously doubt it will be possible to catch them more than 2-3 times in a row. So if a lot of these kind of patterns are encountered in a map, the amount of playcount required to FC a map would be very high and frustrating. So in term of mapping these kind of patterns would be a bad idea if you want your map enjoyable. Even if the pattern fits perfectly you'll have to change it and use another pattern, borring or less fitting with the part of the song. This is due to the instability of the ryuuta when going hyperdash'd. (This is a first approach on making interesting things to play on CtB mapping.)
Talking about the difficulty of CtB, lot of players consider it as the easiest mode. But those players quite never focus on FCing challenging maps so they just don't get the real difficulty of CtB. A little error in CtB leads you to a miss (or even a fail) in other gamemodes you'll get a 50/100 and if you're really that bad you'll finally get a miss wich breaks your combo, I actually find easier getting SS on many insanes std maps than catching some particular jumps in CtB, and I think all experienced players in both modes can confirm that. (This is a second approach on making interesting things to play on CtB mapping.)
I started CtB around one year ago and at this moment the trend of CtB maps was Kuzinos maps, they naturally became a kind of reference into my head (most older players use zhsteven's maps as reference). Kuzino maps use specific hyperdash'd patterns with high spacing (like
this) wich are actually well balanced in term of difficulty, they are not designed to require an awesome timing, they're designed to require an awesome reading of the map. (This is a third approach on making interesting things to play on CtB mapping.)
Those three approach makes CtB mapping a unique style of mapping. It calls different skills of a players :
1) Ability to read fast patterns with a good timing (In the update : The instability of the hyperdash make this kind of patterns impossible to map, it will require too much timing and this isn't the point of this kind of patterns).
2) Ability to get a very good timing in some patterns (This update removes some timed jump and I think this is a plus in CtB modding since XAT are actually having an hard time to determine jump difficulty, this solve the problem).
3) Ability to read high spaced hyperdash'd patterns (In the update : They're incredibly hard to catch if you got more than 3 hypers of this kind in a row. Mapping this kind of pattern would be a bad idea).
I'm not telling all those examples are supposed to be rankable, I'm telling that all those examples are enjoyed by players looking for something more challenging than std maps converted to ctb. CtB doesn't need to be harder to play, mappers allready knows how to make hard things in CtB. CtB mapping/modding requires a non bugged mode.
19:28 peppy: are you seriously calling ctb too hard?
Set a maximum mouvement speed of cursor for std, replace 50/100 by misses. You have what looks like CtB in std mode. Easy ? Tell me.
19:32 peppy: you can make tighter patterns now
No, the only thing I can do in mapping with this update is to play with the timing skill of the player. The update actually removes the possibility on playing on the two others points mentionned in my post.
19:32 peppy: if this makes you give up ctb mapping then i approve
You don't have to implement this to make me give up ctb mapping. Just ask me directly.
Feel free to print this post and use it in your toilet, or simply read it and try to understand my worries about this update.