To be honest, that rule actually confused me, so I just ignore it lol. Some people just need to keep calm and just play the map XD
Definitely agree to this change o3o
Definitely agree to this change o3o
This problem is more related to limitations present in the editor. Rather support the Feature Request for this.Baraatje123 wrote:
I also find it fitting on maps like Dadadadadadadadadada, As the clap sounds shifts from 1/1 to 1/2 and so on, so you don't need to change BPM or slidertickrate, which is inpossible
but the truth is, you can't attribute all of those things to the editor and add a feature on storyboarding to fix the problem, since the map and the storyboard are two different kinds of things and they are not related to each other.those wrote:
You can only attribute this to the limitations of the editor. p/4718862 (as well as the previous thread) explains everything that still isn't understood.
My suggestion is to go into Feature Requests to suggest storyboarding conditional audio cues with stricter conditions (if slider is being pressed between time "a" and time "b" -> play "audiofile.wav" at time "x", etc.).
Have you even seen the examples in my latest post? There are good uses of this, otherwise I agree and this guideline would still only allowed to be broken for a few rare examples.Shiro wrote:
fwiw what peppy finds silly is the use of non-loopable hitsounds for sliderslides (ie replacing a sliderslide with for instance a hitnormal)
which is exactly what this rule is trying to prevent from happening, because it is stupid as all hell
it doesn't prevent ticksounds in any way, you can still use your horrible hitsounding and wrong rhythms as you please (yes, ticksounds are an abomination)
this thread is silly
and the rule is fine
https://osu.ppy.sh/s/357996Cherry Blossom wrote:
I don't really get how a mapper could use it, really, for most of cases it doesn't make sense and it is not needed.
This is a rhythm game, if sliderticks could not be hitsounded (Assume the beat is not on any white or red tick) that means the BPM is wrong or the song is a little random ? I don't have any example, i never saw it before.
Or maybe, the mapper wants to add other hitsounds...... which are not beats.... uuuh.
Sliderslide hitsounding would be great for 1/3 stuff.In the lower-to-medium difficulties of songs like https://osu.ppy.sh/b/628159, where sliderticks can't cover everything.Cherry Blossom wrote:
I don't really get how a mapper could use it, really, for most of cases it doesn't make sense and it is not needed.
This is a rhythm game, if sliderticks could not be hitsounded (Assume the beat is not on any white or red tick) that means the BPM is wrong or the song is a little random ? I don't have any example, i never saw it before.
Or maybe, the mapper wants to add other hitsounds...... which are not beats.... uuuh.
Maakkeli wrote:
https://osu.ppy.sh/s/357996Cherry Blossom wrote:
I don't really get how a mapper could use it, really, for most of cases it doesn't make sense and it is not needed.
This is a rhythm game, if sliderticks could not be hitsounded (Assume the beat is not on any white or red tick) that means the BPM is wrong or the song is a little random ? I don't have any example, i never saw it before.
Or maybe, the mapper wants to add other hitsounds...... which are not beats.... uuuh.
05:06:291 (1) - Does this not make sense?
Most important beats are not on 1/3 on this map, so I guess hitsounds on sliderticks are fine, don't you think ?UndeadCapulet wrote:
Sliderslide hitsounding would be great for 1/3 stuff.In the lower-to-medium difficulties of songs like https://osu.ppy.sh/b/628159, where sliderticks can't cover everything.Cherry Blossom wrote:
I don't really get how a mapper could use it, really, for most of cases it doesn't make sense and it is not needed.
This is a rhythm game, if sliderticks could not be hitsounded (Assume the beat is not on any white or red tick) that means the BPM is wrong or the song is a little random ? I don't have any example, i never saw it before.
Or maybe, the mapper wants to add other hitsounds...... which are not beats.... uuuh.
the way that sliderticks works is that it bases off where you START the slider. so if it's a 1/3 map and you start the slider on a 1/3 tick then it will miss the white tick.Cherry Blossom wrote:
Most important beats are not on 1/3 on this map, so I guess hitsounds on sliderticks are fine, don't you think ?UndeadCapulet wrote:
Sliderslide hitsounding would be great for 1/3 stuff.In the lower-to-medium difficulties of songs like https://osu.ppy.sh/b/628159, where sliderticks can't cover everything.
Too many mappers want to use 41534151 hitsounds on their map because"holy firetruck yes i know how to use 1251312 hitsounds on my maps to show that i'm pro and creative.", when the whole song is ruined by too many extra "artificial" things, i didn't say using a lot of hitsound is bad, it's just using them sparingly.
The easiest diffs just follow the most important beats. It will be a very bad idea to try to hitsound what you can hear on 1/3 or 1/4 ticks on easiest diffs.
Charles could say something like,"follow the right polarity !".Kibbleru wrote:
im aware you can say. "why the hell would you start sliders on 1/3 tick instead of the white"
you can't deny the fact that alot of people already do this to 'map vocal'
don't get me wrong, i dislike starting sliders on 1/3 ticks as well but, just pointing out facts.
maybe that's not really important, but i think people just forget about spinner ends (if that does count as a thing)Desperate-kun wrote:
By the way, the wording of the rule should be adjusted if it were to be a guideline. The current wording sounds too forceful.
Suggestion:Sliderslide, sliderwhistle, and spinnerspin hitsounds should not be used in a way that would replicate a hitsound on a circle, slider start, slider end, slider tick, or slider repeat. Sliderslide, sliderwhistle, and spinnerspin hitsounds are considered continuous hitsounds, meaning that their files play from start to end and loop as one continuous sound for the length of the held object. Any section of a held object should not be altered to play a single hitsound.
What if we add something like "you should use slidertick hitsounds as possible as you can before you start to use sliderslides blablabla"Garven wrote:
My personal objection to something like this is that you have no visual cue to show that this kind of hitsound is showing up. It's why a lot of people object to storyboard hitsounds as well. If this could be more leaning towards having a bias towards using slider tick sounds if possible (ala using the proper tick rate) and only use this technique in extenuating circumstances I would give support for that.
That said, if this is going forward you need to be careful when these sounds are used in the lower level difficulties. I recall when these had a small surge in popularity people didn't bother QCing their lower level difficulties and the looping hitsound would go off again incorrectly on longer sliders which resulted in a lot of unranks.