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Pattern Guide (osu! STD)

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Topic Starter
Vliz
is there any newer patterning guides/pattern gallery? i found some but they are too outdated

Like this: https://www.reddit.com/r/osugame/comments/3ndfkh/ive_mapped_some_basic_patterns_and_put_them_all/
and this: community/forums/topics/208596?n=1

Maybe some of you will ask why I don't just look at other people's maps, the reason is because there are too many, I just want a general guide like how to blanket properly and so on.
kodokawai
To be honest, I don't think there is something else. Patterning is the most complex topic in mapping and in my opinion you can't just learn "patterning". It is something that comes naturally when you already have very solid basics, which includes:
  1. Rhythm Choice
  2. Spacing
  3. Flow
  4. Visuals
  5. Consistency
  6. Intensity
  7. etc.
Since you asked about pattern gallery, it makes me think that you actually want to improve your visuals. You can check sliderbase it is mostly single slider shapes, but there are a bunch of slider patterns which could give you some inspiration.

Also, good visuals are very subjective, but in my opinion this helps a lot:
  1. Visual Spacing (It's not about distance snap. It's about equal visual distance between some number of objects)
  2. Avoiding Overlaps (if you don't know what you are doing)
  3. Symmetry (it could be vertical, horizontal, diagonal or any other type)
  4. Using 30/60/120 degree rotations
  5. Using straight sliders with 12-15 degree rotation (this helps to keep conistent visual axis of the map)
  6. Geometrical Shapes
  7. Slider Shapes Consistency (don't make every slider from scratch, if you need same shape just copy the one which already exists in your map. Also, in most cases it's good idea to use limited number of slider shapes for common sounds in a song. In this way you can create contrast with "special" slider shape when needed for unique sounds.)
Lastly, best way to learn almost everything in mapping is talking with people who know how to map and you can easily meet them when looking for a feedback in modding queues. Just make a map as best as you possibly can right now and find people who are open for beginners.

PS: You can also message me if you need help with something. I am done with modding for now, but I don't mind helping somebody who asks directly.
Sonnyc
wiki/en/Beatmapping/Mapping_techniques
[Guide] Making Delicious Sliders

Here's something more outdated for you.

If you're interested in creating neat and delicious patterns, old info might look outdated but they're still pretty relevant. They look outdated because people aren't using nowadays, but if you try experimenting things, you'll figure out they're really useful.

The trend of "creating patterns" by grouping multiple objects has shifted to "creating paths" with individual objects, so depending on what mapping style you're trying, older information could rather be helpful for you.

In case you're searching for a pattern gallery that reflects more trendy fashion of mapping, I'm afraid such doesn't exist. You'll have to get inspiration from the older information, or study the ideas from beatmaps.

Checked some of your submitted beatmaps, and I think you'll be interested in these maps:
  1. Chino (CV: Minase Inori) - Mahou Shoujo Chino [Cappucino!]
  2. Narae - SPiCa [Asgard's Insane]
There are various patterns that are simple but effective in expressing the song that you could check out.

Your strength in mapping seems to be in pattern creation that correlates with the song, I could feel what's happening in the song because of that. Though some visuals felt a bit messy mainly because how spacing was being inconsistently handled.

To make things neater, searching more information about Distance Snapping (if you prefer older mapping) or Visual Spacing (if you prefer modern mapping) will give you a general guide.
Topic Starter
Vliz

kodokawai wrote:

Since you asked about pattern gallery, it makes me think that you actually want to improve your visuals. You can check sliderbase it is mostly single slider shapes, but there are a bunch of slider patterns which could give you some inspiration.
yes, you are absolutely right, I want to improve my visuals so that the map looks neat and not stiff.

but I don't know why, even though I have applied some of the suggestions you mentioned, the pattern I made still looks stiff and weird :'(

I'll just take this example:
ignore the spacing emphasis (as this is just an example)
I don't know where I should place the "4" to make the pattern look good. and "5" I am confused whether I should place it next to "3" or just overlap it with "1"
Sonnyc
First, you'll want to balance the visual of slider (1). The first half is slightly longer than the second half, and it doesn't look good. Increasing SV could be an option as well.



Placing the slider ball at the center of your slider rhythm will be a helpful mechanic to analysis if you slider is balanced enough.

The formation of (1,2,3) works logical enough, though seems you're confused where to place (4). Imo, visuals work best if objects are visually tied together. The current position of (4) is rather working individually, so adding something more to visually connect with previous groups would work better.

The followings are some personal examples if it gives you some inspiration:

Slider Blanket

Made a slider blanket between (2,4) so objects are keep interacting each other to form a clean visual. Using approach circle to make a perfect blanket is a nice mechanic.
Parallel Slider

(1) and (4) are interacting together as a parallel slider.
Square Formation

You can clone (2,3), and make them a square formation. It's a polygon based placement so objects correlate together well, and is also assuring visual spacing with slider (1). Could apply to other polygons as well.
Design a New Combo

If you ran out of ideas on how to group (4), it's always an option to add a New Combo, and starting a completely new pattern.

Also note that Visual Spacing is equally assured in all provided examples. Things will look really messy if multiple spacings are used.



Your example image is having a lot of visual spacing than you may intended, as the spacing between (1,2), (1,3), (2,4), (1,4) are all different to a certain degree. You may think it's minor difference, but those minor difference are the reason why visuals become loose. Ironing the inconsistent visual spacing all the same alone will already give slight improvements.
kodokawai
Well, does this looks better for you?


It's not perfect, but I made basically 3 things here:
  1. Visual Spacing: pay attention to red lines, all these distances are visaully the same
  2. Geometrical Shapes/Symmetry: Now 2-3-4 forms perfect triangle, which also forms straight line with slider end
  3. Pseudo-Blanketing: You can see that it looks like slider(1) wrapping notes 2 and 3
Where to put 5 really depends on what you want. Emphasize, flow, etc. If you want to go with comfortable flow it could go like this (just one of many options):


There are a lot of possibilities, but I can try to give some general idea of how to decide where to place objects.
I personally build patterns in this way:
  1. Create Rhythm
  2. Choose which sounds I want to emphasize
  3. Pick slider shapes (if any)
  4. Decide type of flow. Do i want to make it comfortable? Clockwise or Counter-clockwise? Etc.
Well, as you can see there are a lot of things to consider if put it in this way, that's why I said teaching patterning basically means entire mapping as a whole.
Topic Starter
Vliz
to Sonnyc
thanks for the examples and the tip how to balancing the slider with slider ball

to kodokawai
thanks for the examples and the general idea of how to decide where to place objects

By the way, I want to ask about spacing and emphasis, is it true that the higher the pitch of the vocals sound, the further the distance (visually, not numerically).
because when I look at other beatmaps, sometimes when the vocal pitch increases, but the distance between the circles remains the same (visually)

This is what is very difficult for me to understand and sometimes prevents me from making good patterns :'(

context: I'm mapping a map with anime themed song where the vocals are more dominant than the music
=============================
I have watched the video from pishifat about spacing and emphasis, but I still don't understand it, maybe because my English listening is very bad

=============================

sorry for bad english, im using translator
Sonnyc

Vliz wrote:

By the way, I want to ask about spacing and emphasis, is it true that the higher the pitch of the vocals sound, the further the distance (visually, not numerically)
It totally depends on what mapping style you're using. There's no such "a map MUST BE xxx", and just because a vocal pitch increasing doesn't mean you HAVE TO give spacing emphasis.

Though the general answer for your question would be a "yes" from today's standards.

Most mappers today value spacing emphasis to highlight important sounds with a bigger spacing. Though important sounds are totally based on how the mapper interpret the song. So someone might think a high pitched vocal is an important sound that calls for a bigger spacing, while others think percussions were important and didn't give a bigger spacing for the vocal.

Another approach is the "distance snapping (DS) mapping", where all objects are equally spaced. It's an older fashion of designing beatmaps before 2014 when people heavily valued distance snapping, or is for lower difficulties where using jumps are too complex for less experienced players.

If an equal spacing is used for higher pitched vocal sounds, then chances are there would be other important mapping differences to highlight the the song, such as using a slightly different pattern or giving a rhythm contrast etc.


In short, there are various ways to highlight important sounds, and spacing emphasis is one of the available (and commonly used) options you can choose.
Topic Starter
Vliz
okay thanks Sonnyc, I understand it a bit.

I'll try to mapping it now based on the guidance you guys provided
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