说实话,想做这样子的一个Queue真的很久了。Mapping在这个社区真的是一件很神秘的事情,How to Mapping? How to Modding? 每一件事情都近在咫尺,因为每个人都很容易去参与;但又远在天边,把这些事情做好真的太难了。在私底下收了几个学生从0基础教他们写图和摸图之后我发现有一个人去带领他们学习是多么重要,效果是多么显著。所以今年2024,我要尽我的努力去试一下,探索一些新的东西,也对来到这个帖子的你们带了一些不一样的东西和扩展不一样的视野。
To be honest, I have been wanting to create a Queue like this for a long time. Mapping is really a mysterious thing in this community. How to Mapping? How to Modding? Everything is close at hand because it is easy for everyone to participate; but it is far away to do these things. Well, it’s really hard. After privately recruiting a few students to teach them how to write and touch pictures from scratch, I discovered how important it is to have someone to lead them in learning, and how significant the effect is. So this year 2024, I will try my best to try it, explore some new things, and bring something different and expand your horizons to you who come to this post.
Format:Post ur link which u want me to take a look I will give u my suggestion in PM or discord(My Discord:vestar_seiran)
最后祝大家2024新年快乐:3
Happy New Year 2024:3
Extra:在我们摸图的时候我们需要时刻记住以下的内容,这是你必须要会的。但是我们在写这种完全的modding的时候需要提前和Mapper沟通好,因为下面这些东西写完很全面但是内容可能过多会对Mapper造成不必要的负担,所以写Mod的时候内容要全面,表达要简单易懂
When we touch the picture, we need to always remember the following content, which you must know. But when we write this kind of complete modding, we need to communicate with the Mapper in advance, because the following things are very comprehensive, but too much content may cause unnecessary burden on the Mapper, so when writing the Mod, the content must be comprehensive and expressive. Be simple and easy to understand
To be honest, I have been wanting to create a Queue like this for a long time. Mapping is really a mysterious thing in this community. How to Mapping? How to Modding? Everything is close at hand because it is easy for everyone to participate; but it is far away to do these things. Well, it’s really hard. After privately recruiting a few students to teach them how to write and touch pictures from scratch, I discovered how important it is to have someone to lead them in learning, and how significant the effect is. So this year 2024, I will try my best to try it, explore some new things, and bring something different and expand your horizons to you who come to this post.
Format:Post ur link which u want me to take a look I will give u my suggestion in PM or discord(My Discord:vestar_seiran)
最后祝大家2024新年快乐:3
Happy New Year 2024:3
Extra:在我们摸图的时候我们需要时刻记住以下的内容,这是你必须要会的。但是我们在写这种完全的modding的时候需要提前和Mapper沟通好,因为下面这些东西写完很全面但是内容可能过多会对Mapper造成不必要的负担,所以写Mod的时候内容要全面,表达要简单易懂
When we touch the picture, we need to always remember the following content, which you must know. But when we write this kind of complete modding, we need to communicate with the Mapper in advance, because the following things are very comprehensive, but too much content may cause unnecessary burden on the Mapper, so when writing the Mod, the content must be comprehensive and expressive. Be simple and easy to understand
那么如何提升你的modding:
How to improve ur mod(Must See!)
其实我相信大家在摸图的时候可以放飞想象力发现很多有意思的pattern,但是总抱着一点点怕露怯的心理。你会去多虑:这里真的是问题吗?有没有可能是我看错了呢?有没有可能mapper是故意的呢?如果mapper不accept我的mod会不会觉得我技术太差呢?我相信这些对于新人的你们和当时是新人的我都没少想。但是我想说请摒弃这样的想法,不管是高质量的mod还是低质量的mod对于Mapper都是有帮助的,我们每个人不是圣人。不是流水线的机器,每个人都是会出错的。你的每一条mod都是在帮Mapper找到盲点。并且在Modding的过程中碰到不同的观点,在不同的观点碰撞之下也会对你的Mapping和Modding水平有巨大的提升。这也是我们经常说的:三人行,必有我师焉,则其善者而从之,其不善者而改之。
So how to improve your modding:
In fact, I believe that everyone can let their imagination run wild and discover many interesting patterns when modding, but they are always a little timid. You will think twice: Is there really a problem here? Is it possible that I saw it wrong? Is it possible that mapper did it on purpose? If the mapper doesn't accept my mod, will it think that my skills are too poor? I believe that you, the newcomers, and I, who was a newcomer at the time, have thought about these things too much. But I want to say please abandon this idea. Whether it is a high-quality mod or a low-quality mod, it is helpful to Mapper. Each of us is not a saint. It's not an assembly line machine, everyone makes mistakes. Each of your mods helps Mapper find blind spots. And when you encounter different viewpoints during the Modding process, the collision of different viewpoints will also greatly improve your Mapping and Modding levels. This is also what we often say:When three are walking together, I am sure to find teachers among them. I will select their good qualities and follow them, their bad qualities and avoid them.
How to improve ur mod(Must See!)
其实我相信大家在摸图的时候可以放飞想象力发现很多有意思的pattern,但是总抱着一点点怕露怯的心理。你会去多虑:这里真的是问题吗?有没有可能是我看错了呢?有没有可能mapper是故意的呢?如果mapper不accept我的mod会不会觉得我技术太差呢?我相信这些对于新人的你们和当时是新人的我都没少想。但是我想说请摒弃这样的想法,不管是高质量的mod还是低质量的mod对于Mapper都是有帮助的,我们每个人不是圣人。不是流水线的机器,每个人都是会出错的。你的每一条mod都是在帮Mapper找到盲点。并且在Modding的过程中碰到不同的观点,在不同的观点碰撞之下也会对你的Mapping和Modding水平有巨大的提升。这也是我们经常说的:三人行,必有我师焉,则其善者而从之,其不善者而改之。
So how to improve your modding:
In fact, I believe that everyone can let their imagination run wild and discover many interesting patterns when modding, but they are always a little timid. You will think twice: Is there really a problem here? Is it possible that I saw it wrong? Is it possible that mapper did it on purpose? If the mapper doesn't accept my mod, will it think that my skills are too poor? I believe that you, the newcomers, and I, who was a newcomer at the time, have thought about these things too much. But I want to say please abandon this idea. Whether it is a high-quality mod or a low-quality mod, it is helpful to Mapper. Each of us is not a saint. It's not an assembly line machine, everyone makes mistakes. Each of your mods helps Mapper find blind spots. And when you encounter different viewpoints during the Modding process, the collision of different viewpoints will also greatly improve your Mapping and Modding levels. This is also what we often say:When three are walking together, I am sure to find teachers among them. I will select their good qualities and follow them, their bad qualities and avoid them.
那么对于Modding的内容:
About Modding Content(Must See!)
我们写一条摸无非是给对方讲明这张map有什么问题,你有什么好的想法,如何去做到这些好的想法。那么我们的摸就包含了最基本的三个部分:是什么?为什么?怎么做?
So for the content of Modding:
The purpose of writing a message is to explain to the other party what problems there are with this map, what good ideas you have, and how to implement these good ideas. So our touch contains the three most basic parts: What is it? Why is it? How to do it?
是什么:我们首先要说明对方有什么问题?那么我们modding的时候一张谱面会出现什么样的问题呢?
Consistency:map逻辑的根基,包含了不同乐器之间整体的Consistency和相同乐器之间的Consistency(通常也被认为是小失误)这是谱面非常重要的一环也是最基础的一环也是大部分Modder能够完成的很好的一部分。
Structure:个人认为这是一张Map最为重要的部分,一个经验丰富的Modder能够一眼看出来Map的质量好坏,Mapper的功底如何,不仅仅是看Pattern的表现力,最重要的就是谱面的结构。那么如何做到判断谱面结构和构建谱面结构,我们需要去了解一些乐理知识。比如4/4拍的定义是什么,4/4拍的强弱关系,一首歌曲由什么部分构成(前奏 主歌 间奏 副歌 结尾)这些知识是你去做递进,去契合歌曲感情的最好用的工具。那么我们在摸图的时候结构就是重中之重,通常对于一个Modder来说Mod结构是最难的事情,也是最能体现你的Modding质量的部分。
Expression:对我来说这里是最考验Modder的Mapping水平的地方。前面两点做到了可以断定你的Map是一张合格的Map。如何做到更契合音乐,更符合歌曲情感,让玩家觉得你的Map非常的帅。就需要你对Expression的把握了,这个地方我讲不了太多,因为涉及到了每个Modder的Mapping基础和不同的Mapping理解,这里我的态度是求同存异,在不同的意见中帮助他人,提升自己。
Playability:前面三点如果说都做到了那我认为这是一张非常棒的谱面。但是我们有时候会发现有时前面三点都满足的图并不能让绝大多数玩家满意,这有时候就会出现Playability的问题,时刻牢记:Map不仅服务于音乐,也要为玩家服务。音乐表达的非常完美可以叫艺术,但是让这种艺术和玩家产生共鸣才是我们作为Mapper和Modder的目标。所以Modder在摸图的时候碰到明显不合理的地方大胆去提出,并给出解决意见
Spread:这个一般出现在mapset当中,代表着不同难度之间同样对歌曲表达的难度差。一个合理的难度差不能相邻难度之间差距过大或者过小。这种差距一般由RC来做一个大体判断,具体的细致判断要靠Modder的经验。
What it is: We first need to explain what the other person’s problem is? So what kind of problems will occur in a chart when we are modding?
Consistency: The foundation of map logic, including the overall Consistency between different instruments and the Consistency between the same instruments (usually considered a small mistake). This is a very important part of the score, the most basic part and the most important part. A good part of what Modder can do.
Structure: I personally think this is the most important part of a map. An experienced modder can tell at a glance the quality of the map and the skill of the mapper. Not only the expressiveness of the pattern, the most important thing is the chart. structure. So how to judge the score structure and construct the score structure, we need to understand some music theory knowledge. For example, what is the definition of 4/4 time, the relationship between the strength and weakness of 4/4 time, and what parts does a song consist of (prelude, verse, interlude, chorus, ending). These knowledge are for you to progress and fit the emotion of the song. The best tool to use. Then the structure is the top priority when we are touching the map. Usually the Mod structure is the most difficult thing for a Modder, and it is also the part that best reflects the quality of your Modding.
Expression: For me, this is the place that most tests the Modder’s Mapping skills. If you have accomplished the first two points, you can conclude that your Map is a qualified Map. How to make it more in line with the music and the emotion of the song, so that players think your Map is very handsome. You need to master Expression. I can’t talk too much about this because it involves the Mapping foundation and different Mapping understandings of each Modder. My attitude here is to seek common ground while reserving differences, help others in different opinions, and improve myself.
Playability: If the first three points are achieved, then I think this is a very good chart. However, we sometimes find that maps that satisfy the first three points cannot satisfy the vast majority of players. This sometimes leads to Playability issues. Always remember: Maps not only serve music, but also serve players. The perfect expression of music can be called art, but making this art resonate with players is our goal as Mapper and Modder. Therefore, when Modder encounters something that is obviously unreasonable when touching the map, he boldly raises it and gives solutions.
Spread: This usually appears in mapsets and represents the difference in difficulty of expressing the same song between different difficulties. A reasonable difficulty difference cannot be too large or too small between adjacent difficulties. This gap is usually made by RC as a general judgment, and the specific and detailed judgment depends on the experience of the Modder.
为什么:在了解上述内容之后我们就直接从这几个角度去解释:为什么我觉得这里有问题?为什么我的写法相比于你的写法更好?或者说为什么这里有更大的提升空间?其实这就像平常学习给同学讲题,或者作为老师给学生讲课一样。用平和客观的语气把话说明白就好了,客观理性讨论,不带节奏不引战不拉踩避免产生不必要的冲突误会。
Why is it: After understanding the above content, we will directly explain from these perspectives: Why do I think there is a problem here? Why is my writing better than yours? Or why is there more room for improvement here? In fact, this is just like learning to give lectures to classmates, or giving lectures to students as a teacher. Just use a calm and objective tone to explain clearly, discuss objectively and rationally, and avoid unnecessary conflicts and misunderstandings without being rhythmic, causing conflicts, or fighting.
怎么做:这个在前面两条的铺垫下就很简单了,就顺着前面的思路把如何实现你的思路写下来就可以了。比如这里要怎么怎么做+截图。这里很简单不用说太多,大伙都会
How to do it: This is very simple based on the previous two steps. Just follow the previous ideas and write down how to implement your ideas. For example, how to do it here + screenshot. It’s very simple here, no need to say too much, everyone can do it
About Modding Content(Must See!)
我们写一条摸无非是给对方讲明这张map有什么问题,你有什么好的想法,如何去做到这些好的想法。那么我们的摸就包含了最基本的三个部分:是什么?为什么?怎么做?
So for the content of Modding:
The purpose of writing a message is to explain to the other party what problems there are with this map, what good ideas you have, and how to implement these good ideas. So our touch contains the three most basic parts: What is it? Why is it? How to do it?
是什么:我们首先要说明对方有什么问题?那么我们modding的时候一张谱面会出现什么样的问题呢?
Consistency:map逻辑的根基,包含了不同乐器之间整体的Consistency和相同乐器之间的Consistency(通常也被认为是小失误)这是谱面非常重要的一环也是最基础的一环也是大部分Modder能够完成的很好的一部分。
Structure:个人认为这是一张Map最为重要的部分,一个经验丰富的Modder能够一眼看出来Map的质量好坏,Mapper的功底如何,不仅仅是看Pattern的表现力,最重要的就是谱面的结构。那么如何做到判断谱面结构和构建谱面结构,我们需要去了解一些乐理知识。比如4/4拍的定义是什么,4/4拍的强弱关系,一首歌曲由什么部分构成(前奏 主歌 间奏 副歌 结尾)这些知识是你去做递进,去契合歌曲感情的最好用的工具。那么我们在摸图的时候结构就是重中之重,通常对于一个Modder来说Mod结构是最难的事情,也是最能体现你的Modding质量的部分。
Expression:对我来说这里是最考验Modder的Mapping水平的地方。前面两点做到了可以断定你的Map是一张合格的Map。如何做到更契合音乐,更符合歌曲情感,让玩家觉得你的Map非常的帅。就需要你对Expression的把握了,这个地方我讲不了太多,因为涉及到了每个Modder的Mapping基础和不同的Mapping理解,这里我的态度是求同存异,在不同的意见中帮助他人,提升自己。
Playability:前面三点如果说都做到了那我认为这是一张非常棒的谱面。但是我们有时候会发现有时前面三点都满足的图并不能让绝大多数玩家满意,这有时候就会出现Playability的问题,时刻牢记:Map不仅服务于音乐,也要为玩家服务。音乐表达的非常完美可以叫艺术,但是让这种艺术和玩家产生共鸣才是我们作为Mapper和Modder的目标。所以Modder在摸图的时候碰到明显不合理的地方大胆去提出,并给出解决意见
Spread:这个一般出现在mapset当中,代表着不同难度之间同样对歌曲表达的难度差。一个合理的难度差不能相邻难度之间差距过大或者过小。这种差距一般由RC来做一个大体判断,具体的细致判断要靠Modder的经验。
What it is: We first need to explain what the other person’s problem is? So what kind of problems will occur in a chart when we are modding?
Consistency: The foundation of map logic, including the overall Consistency between different instruments and the Consistency between the same instruments (usually considered a small mistake). This is a very important part of the score, the most basic part and the most important part. A good part of what Modder can do.
Structure: I personally think this is the most important part of a map. An experienced modder can tell at a glance the quality of the map and the skill of the mapper. Not only the expressiveness of the pattern, the most important thing is the chart. structure. So how to judge the score structure and construct the score structure, we need to understand some music theory knowledge. For example, what is the definition of 4/4 time, the relationship between the strength and weakness of 4/4 time, and what parts does a song consist of (prelude, verse, interlude, chorus, ending). These knowledge are for you to progress and fit the emotion of the song. The best tool to use. Then the structure is the top priority when we are touching the map. Usually the Mod structure is the most difficult thing for a Modder, and it is also the part that best reflects the quality of your Modding.
Expression: For me, this is the place that most tests the Modder’s Mapping skills. If you have accomplished the first two points, you can conclude that your Map is a qualified Map. How to make it more in line with the music and the emotion of the song, so that players think your Map is very handsome. You need to master Expression. I can’t talk too much about this because it involves the Mapping foundation and different Mapping understandings of each Modder. My attitude here is to seek common ground while reserving differences, help others in different opinions, and improve myself.
Playability: If the first three points are achieved, then I think this is a very good chart. However, we sometimes find that maps that satisfy the first three points cannot satisfy the vast majority of players. This sometimes leads to Playability issues. Always remember: Maps not only serve music, but also serve players. The perfect expression of music can be called art, but making this art resonate with players is our goal as Mapper and Modder. Therefore, when Modder encounters something that is obviously unreasonable when touching the map, he boldly raises it and gives solutions.
Spread: This usually appears in mapsets and represents the difference in difficulty of expressing the same song between different difficulties. A reasonable difficulty difference cannot be too large or too small between adjacent difficulties. This gap is usually made by RC as a general judgment, and the specific and detailed judgment depends on the experience of the Modder.
为什么:在了解上述内容之后我们就直接从这几个角度去解释:为什么我觉得这里有问题?为什么我的写法相比于你的写法更好?或者说为什么这里有更大的提升空间?其实这就像平常学习给同学讲题,或者作为老师给学生讲课一样。用平和客观的语气把话说明白就好了,客观理性讨论,不带节奏不引战不拉踩避免产生不必要的冲突误会。
Why is it: After understanding the above content, we will directly explain from these perspectives: Why do I think there is a problem here? Why is my writing better than yours? Or why is there more room for improvement here? In fact, this is just like learning to give lectures to classmates, or giving lectures to students as a teacher. Just use a calm and objective tone to explain clearly, discuss objectively and rationally, and avoid unnecessary conflicts and misunderstandings without being rhythmic, causing conflicts, or fighting.
怎么做:这个在前面两条的铺垫下就很简单了,就顺着前面的思路把如何实现你的思路写下来就可以了。比如这里要怎么怎么做+截图。这里很简单不用说太多,大伙都会
How to do it: This is very simple based on the previous two steps. Just follow the previous ideas and write down how to implement your ideas. For example, how to do it here + screenshot. It’s very simple here, no need to say too much, everyone can do it