[Mapping] Technical problems with new hypers

posted
Total Posts
25
show more
VelperK
We can agree on that both of these situations were/are possible but too luck-based and the later I just stated needs to be fixed ASAP, ok?
ursa
oh you two :o

VelperK wrote:

We can agree on that both of these situations were/are possible but too luck-based and the later I just stated needs to be fixed ASAP, ok?
Agree :D

anyway :

https://osu.ppy.sh/s/51611 (Diff end's wing) the beggining pattern

Seems this kind of pattern makes me annoyed , cus i've maked simmiliar pattern like that in the past & now it's completely make my old map almost UNcatchable cuz of the hyper changes >:(
Topic Starter
Drafura

urs4chan wrote:

https://osu.ppy.sh/s/51611 (Diff end's wing) the beggining pattern

Seems this kind of pattern makes me annoyed , cus i've maked simmiliar pattern like that in the past & now it's completely make my old map almost catchable cuz of the hyper changes >:(
This is related to section 3 of the demo map (In boku boku case those are 1/2 due to bpm but it equals 1/4 of most maps with decent bpms) and yes this is a good example of something wich will be used a lot in CtB mapping and is completly ruined by the new hypers. I think these kind of patterns are not meant to be hard in CtB mapping imo they're meant to play with your reading abilities, that's why old hypers fits so well in those situations. They allow you to use patterns wich calls the reading skill of the player without increasing the timing difficulty, it gives coherence and allows you to balance your map as you wish. I want to add that one of my map has been affected by this (Oriens) and I think it is actually the reason why there's not so many FCs/SSs on it (Those 1/4 sliders are too random if you want to keep a good accuracy, so most people get pissed of it and ignore it. Randomly missing droplets or combo isn't fun for anyone and I really didn't designed to be this way when I mapped it).

ZHSteven wrote:

I don't see it is too "ugly" in fact.. It is good isnt it? XD
ok back to topic, it is impossible to make this pattern smooth. if you really needs to add this pattern, seriously I think your changes is good, or maybe reduce the hyperdash speed will work.
My recent mapping experiences with this build shows me that if you want to keep them smooth to play you have to affect the pattern even at a small hyperdash distance, cause when they're integrated in a whole map it's again very different than just showing the case in a demo map.
Here's one of these said experience : https://osu.ppy.sh/b/247418 @ 01:14:602 (7,1,2,3) -
The original pattern was like this I had to modify it to this for the only reason the hyperdashes was dizzy, so I lost in map design and readability to gain timing on hyperdashes, and I have no other solutions at the moment.

eldnl wrote:

I'm not sure but this is probably an example for a 1/4 jumpy map ... for me, plays very well.
Yes, for a 140 bpm song they're not so dizzy, do it with +200 bpm songs this will leads the player to countless stupid jumps wich should only call the reading skill of the player not a perfect timing skill.

About post hyperdash jumps you're both right. Velperk is right cause yes, luck is involved since it require perfect timing (when you miss it feels impossible and when you catch it feels too easy, I don't know if i'm the only one feeling this when I play them) and eldnl is right too cause a frame issue could or not be involved in an already timed jump. Difference is that you have more chances to catch the new ones than the old ones, cause there isn't any frame issues in the new build (In the old build even if irl you had the perfect timing the frame issue in the game could makes you miss, so it's an addition).

VelperK wrote:

As CtB mappers, we now have to prevent that kind of patterns (and oh boy are we reducing ourselves with that limitation) since they're 100% luck depending, just like the old pixels he wanted to fix.
I think the same about those jumps they should be banned from CtB mapping they pretty much makes no sense in term of mapping. Basically you make some hypers followed by a jump and the result for this pattern is that the hardest jump is the non hyper'd one ? And it's actually the way to make the hardest jumps of the game ? This makes no sense, the hardest jump of the game should be doable out of all hyperdash'd pattern in order to permit mappers to balance their maps in term of difficulty. So yes, this will certainly go for an unrankable pattern if the jump is too big and again remove something we could use to make maps.

VelperK wrote:

Keep dreaming if you really think peppy is going to care about CTB again. Needless to say about this very thread.
I sadly know how this is going to lead to nothing, but this discution have to exist at least to inform mappers about those issues, discuss about them and try to find ways to fix by modifying patterns. Plus in a long term if many mappers are having problems with those issues maybe something will change one day.
You know, in a first time I just ignored the build and kept mapping under the old build and then I got censored when I linked the old build in the forum, so for me the only way to share my maps the way they are supposed to be played is just "not allowed" with no other words wich could stand for a reason. So yes I'm fiighting back for this, cause I love mapping and CtB.
peppy
No pattern should be "banned". I don't mind making post-hyperdash more lenient, but this may cause complains about other maps becoming too easy as a result (which was the case during testing).

Also avoid the shit statements about me not caring about stuff. Oh wait, this is VelperK. Nevermind.
Last Remnant_old
Well, I think that you could make the catcher reach the destination a bit faster, because now I think we only have like 5ms or even less for edge-to-edge hyperjumps (the time between arriving at destination fruit before it actually hits the plate). Actually, maybe it is time to use the OD difficulty setting of map to determine this leeway time, what do you think? So lower OD would mean more time before you arrive under destination fruit (therefore, faster hyperdash speed).

Another important thing that should be discussed is hyperdash after hyperdash in changed direction.
Example:
.(3)
         .(2)
.(1)

Imagine catching fruit 1 and holding shift+right heading to fruit 2. As I have said, you have around 5ms time to change to left direction after reaching under fruit 2. Most often, you will still be holding right arrow key after catching fruit 2, and it would cause you to hyperdash in wrong direction. Since hyperdash speed is too high, this will mean that you will miss fruit 3.
I would propose that the game shouldn't allow hyperdashing in wrong direction OR as I have previously said, increase the hyperdash speed to allow more reaction time.
eldnl

peppy wrote:

Also avoid the shit statements about me not caring about stuff. Oh wait, this is VelperK. Nevermind.
xDD

so there is nothing that you can do?
peppy
I thought I already stopped hyperdashing in the wrong direction. If not, this is a definite change that can be made.
Topic Starter
Drafura

peppy wrote:

No pattern should be "banned". I don't mind making post-hyperdash more lenient, but this may cause complains about other maps becoming too easy as a result (which was the case during testing).
And what about the second section ? Don't we have a chance here to get more difficult non hypered jumps ? This could counter balance the difficulty (Making hyperdashes easier only focusing in reading skill of the player and normal jumps harder focusing on the timing skill of the player, so mappers can choose on what they want to play on their maps like it was the case.)

About the hyperdash going to the wrong direction (at least it seems like it still in hyperdash state since the timing is too small), it's basically the "slipping effect" if you press a bit too long the ryuuta slips away wich actually cause post hyper jumps being extremly hard (compared to the other jumps) depending on timeline/bpm used for the pattern.
VelperK

peppy wrote:

No pattern should be "banned". I don't mind making post-hyperdash more lenient, but this may cause complains about other maps becoming too easy as a result (which was the case during testing).

Also avoid the shit statements about me not caring about stuff. Oh wait, this is VelperK. Nevermind.
I would happily test the results of such experimentation in the osu!test build, if you decide to let users see if the changes fit them or not.

I'm sure I won't be the only one tho.
Kurokami

VelperK wrote:

peppy wrote:

No pattern should be "banned". I don't mind making post-hyperdash more lenient, but this may cause complains about other maps becoming too easy as a result (which was the case during testing).

Also avoid the shit statements about me not caring about stuff. Oh wait, this is VelperK. Nevermind.
I would happily test the results of such experimentation in the osu!test build, if you decide to let users see if the changes fit them or not.

I'm sure I won't be the only one tho.
I will keep my supporter 'till then. :P
ConanCloud

WasteK wrote:

peppy wrote:

No pattern should be "banned". I don't mind making post-hyperdash more lenient, but this may cause complains about other maps becoming too easy as a result (which was the case during testing).

Also avoid the shit statements about me not caring about stuff. Oh wait, this is VelperK. Nevermind.
I would happily test the results of such experimentation in the osu!test build, if you decide to let users see if the changes fit them or not.

I'm sure I won't be the only one tho.
/sign

I want to test it, too. We need a fix :)
Please sign in to reply.

New reply