So this has been in my head for quite a while, so I went ahead and made a post about it.
As the title implies; I would like to request the addition of a new mechanic regarding the slider's velocity:
When the player interacts with a slider, he does so by tapping on it's head. From that point on, all he has to do is follow the slider-ball that appears while it travels with a fixed velocity across the slider's body. The feature I am suggesting, makes it possible for the slider-ball's velocity to gradually decrease and/or increase from the point of tapping, to a certain point across the slider's body.
The mapper shall be able to determine how fast the arrow "widens" or "narrows" to determine how fast or slow the slider velocity fluctuates.
The arrow must always start (either way) at the slider's starting point to avoid starting the fluctuation mid-body.
There shall only be only one arrow, meaning only one fluctuation for each slider.
The black point can be moved across the slider's body do determine where the fluctuation ends.
There are limits to how fast/how slow the slider velocity can get and these are the same as how fast or how slow the slider velocity can get on the timing panel in the editor.
This is a very advanced mechanic and shall be used with extreme caution and only by experienced enough mappers.
The only visible element during gameplay shall be the "arrow". The 3 points are merely used for the sake of understanding the concept behind this.
Surely these should not be the actual graphical elements, I am just bad at working on editing programs.
As the title implies; I would like to request the addition of a new mechanic regarding the slider's velocity:
When the player interacts with a slider, he does so by tapping on it's head. From that point on, all he has to do is follow the slider-ball that appears while it travels with a fixed velocity across the slider's body. The feature I am suggesting, makes it possible for the slider-ball's velocity to gradually decrease and/or increase from the point of tapping, to a certain point across the slider's body.
Gradual decrease
The red point represents the slider-ball's starting point.
The bluepoint represents the slider-ball's ending point.
The black point does not represent the slider's end point, but a simple fixed point, being roughly at 3/4 distance from the slider's starting point to the ending point. It could also be on the slider-ball's end point.
The arrow represents the distance which the slide-ball has to travel until it reaches it's final velocity. That distance being from the red, to the black point.
This is an example of the slider's velocity gradually decreasing. The narrower the arrow gets, the lower the slider velocity becomes until it reaches it's final velocity (black point).
Graph:
X axis represents the slider's body. Start being at 0.0 and end being at 2.0
Y axis represents the slider's velocity. Maximum being at 2.0 and minimum being at 0.5
The red point represents the slider-ball's starting point.
The bluepoint represents the slider-ball's ending point.
The black point does not represent the slider's end point, but a simple fixed point, being roughly at 3/4 distance from the slider's starting point to the ending point. It could also be on the slider-ball's end point.
The arrow represents the distance which the slide-ball has to travel until it reaches it's final velocity. That distance being from the red, to the black point.
This is an example of the slider's velocity gradually decreasing. The narrower the arrow gets, the lower the slider velocity becomes until it reaches it's final velocity (black point).
X axis represents the slider's body. Start being at 0.0 and end being at 2.0
Y axis represents the slider's velocity. Maximum being at 2.0 and minimum being at 0.5
Gradual increase
The red point represents the slider-ball's starting point.
The bluepoint represents the slider-ball's ending point.
The black point does not represent the slider's end point, but a simple fixed point, being roughly at 3/4 distance from the slider's starting point to the ending point. It could also be on the slider-ball's end point.
The arrow represents the distance which the slide-ball has to travel until it reaches it's final velocity. That distance being from the red, to the black point.
This is an example of the slider's velocity gradually increasing. The wider the arrow gets, the higher the slider velocity becomes until it reaches it's final velocity (black point).
Graph:
X axis represents the slider's body. Start being at 0.0 and end being at 2.0
Y axis represents the slider's velocity. Maximum being at 2.0 and minimum being at 0.5
The red point represents the slider-ball's starting point.
The bluepoint represents the slider-ball's ending point.
The black point does not represent the slider's end point, but a simple fixed point, being roughly at 3/4 distance from the slider's starting point to the ending point. It could also be on the slider-ball's end point.
The arrow represents the distance which the slide-ball has to travel until it reaches it's final velocity. That distance being from the red, to the black point.
This is an example of the slider's velocity gradually increasing. The wider the arrow gets, the higher the slider velocity becomes until it reaches it's final velocity (black point).
X axis represents the slider's body. Start being at 0.0 and end being at 2.0
Y axis represents the slider's velocity. Maximum being at 2.0 and minimum being at 0.5
The mapper shall be able to determine how fast the arrow "widens" or "narrows" to determine how fast or slow the slider velocity fluctuates.
The arrow must always start (either way) at the slider's starting point to avoid starting the fluctuation mid-body.
There shall only be only one arrow, meaning only one fluctuation for each slider.
The black point can be moved across the slider's body do determine where the fluctuation ends.
There are limits to how fast/how slow the slider velocity can get and these are the same as how fast or how slow the slider velocity can get on the timing panel in the editor.
This is a very advanced mechanic and shall be used with extreme caution and only by experienced enough mappers.
The only visible element during gameplay shall be the "arrow". The 3 points are merely used for the sake of understanding the concept behind this.
Surely these should not be the actual graphical elements, I am just bad at working on editing programs.