So far it is reasonable and clear for osu! maps. You need to have for a song the right timing to be able to map it and get ranked, but there is nothing said about the bars/stanzas which are in Taiko really important.Ranking Criteria wrote:
- Uninherited Timing Sections should be used to accurately map the song's timing. They should synchronize to the beats of the song as accurately as possible and use the correct time signature whenever possible.
Unlike osu, you are able to see the bars in Taiko. That means that the bars can effect the players game-play, for example considering 1/3 or 3/4 notes. Especially for the modus Hidden are stanzas really important, since that's the only visual way to be able to recognize the BPM of a map(not sure about HR, but I'm sure well definied bars are helpfull as well).
Example: https://osu.ppy.sh/p/beatmaplist?q=no%2 ... 0no%20game
The maps from the song No pain, No game have only one Timing Point to define the correct BPM, which is enough for osu!, even though the song has more. But for Taiko this wouldn't be the case, since we also have to define the bars, which are changing about 2~3 times. To make my example more clear please read the [General] point from me in this thread: p/2382977
Example-2: https://osu.ppy.sh/s/97957
Slow BPM maps are also a problem in Taiko since they show too many bars or make the notes stucked together:
In our current example the mapper found a solution to avoid the stucked note by placing an inherited timeline at the Timing point which makes the scroll-speed faster, but this isn't an ideal solution at all since the 'overload' of bars still remains, due to the BPM the map has.
So to avoid this 'overload' of bars, better would it be just to double the BPM which would lead to more spreaded bars and less confusion to players:
The bars look fine now, but sometimes the scroll speed feels too fast, so now there would be still the possible move to use inherited timelines again to slower the scroll-speed:
If you compare now this screen with the first one, you can see that the scroll-speed is the same but has less bars.
Example-3: High BPM maps
Same case as in low BPM maps, just in controvers direction.
So the current rule should have an exception for the game mode Taiko to be able to solve such problems by double or halve the BPM and add additional Timing Points for certain situations because:
Timing Point > Inherited Point
Timnig Points set the amount of bars.
Inherited Potins set the scroll-speed.
The BPM would be actually still the same one, all we did is just to fix the scroll-speed and bar-lines which -as I said- are important in Taiko and effect the game-play in some aspects.
Timing Point > Inherited Point
Timnig Points set the amount of bars.
Inherited Potins set the scroll-speed.
The BPM would be actually still the same one, all we did is just to fix the scroll-speed and bar-lines which -as I said- are important in Taiko and effect the game-play in some aspects.