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"Limited Path/Ghost Slider" mod

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This is a feature request. Feature requests can be voted up by supporters.
Current Priority: +0
Topic Starter
The Gambler
PROPOSITION
Essentially, this mod would be similar to Touhousu (limited space gameplay). With the playfield restricted to the length of the distance between any existing two notes and a fraction of the width of the hit circles, this mod should force players to steady their aim even when traveling between notes.

AS A MOD

For example, when doing jumps across regular maps, the player not only has to deal with a CS4 hit circles, but with CS 4.5-5.5 "ghost sliders" between the notes, which is highlighted by the follow points (Yaay now we have a reason to use follow points again)

If cursor falls out of the designated path between the notes themselves, they would obviously lose their combo in doing so. I think this mod would scale well with Hard Rock and OD tweaks in maps, as the path between notes become increasingly tighter.

FURTHER CONCEPTS - Not in the scope of this request but for consideration purposes

AS A MAPPING TOOL

This can be created using the current slider tools in the osu! mapping studio. If mappers want to be even more creative, they can deviate from the shortest route between notes and mandate rhythm-oriented "cursor dancing" between notes, which I think adds depth to this game.

One could even expand this concept into "ghost notes" that work using the current "Relax" mod, where mandated vertices in the ghost slider path can have notes that do not require a keyboard presses in order to activate. This, when mapped appropriately, forces players to read notes more carefully due to increased number and complexity of notes. If anything, Skystar maps would actually end up being more fun than it should have ;)

This mechanic can also be applied in another fashion as a mapping tool: Dead zones/mine fields. Essentially, should the cursor enter a "dead zone/minefield" their combo is obviously broken but does not count as a miss. These fields can remain throughout the duration of the map or can appear in and out with map dynamics dictating their appearances. The only difference between dead zones and ghost sliders is that ghost sliders are exclusive paths enforced by dead zones.

Which I say, is simply how I would do Touhousu if it ever became a thing. Too bad I suck at C#

Hmm, with this in mind though, would maze mapping be ever considered a future mapping style?

SKILLSETS REINFORCED BY MOD/TOOL

- Hand control when playing due to restrictions in playfield
- *Reading ability - when implemented as a mapping tool*

TL;DR

As a summary to this mod/tool, it's essentially a mandated path that players must take in playing the song.

CREDITS
- Yauxo
- DDR mines
- Stepmania mines
- Some YouTube video showing "Touhousu" gameplay, idk where it is.

Illustrations will come later. Will showcase concept drawings sometime next week.

#inb4abrakershowsmeanotherthread
abraker

The Gambler wrote:

#inb4abrakershowsmeanotherthread
Found very little. My best shot

This would be an interesting mechanic. How about displaying them as a slider with no or partial color fill?
Topic Starter
The Gambler

abraker wrote:

This would be an interesting mechanic. How about displaying them as a slider with no or partial color fill?
That works too. Sliders with different colours distinguishing ghost sliders between real sliders would help readability.

And if peppy decides to use ghost notes as well, the animation for Target Practice would help distinguish them from real notes. Real notes use a fade-in with shrinking approach circles, while Target Practice notes use a fade-in w/ expanding hit circles which look very different even at high speed maps.
abraker

The Gambler wrote:

Hmm, with this in mind though, would maze mapping be ever considered a future mapping style?
It's possible now with sliders


Also you got to stop chain posting. Delete the other posts and put everything in one post
Topic Starter
The Gambler

abraker wrote:

Also you got to stop chain posting. Delete the other posts and put everything in one post
Done, but now I can't delete the posts themselves.
arviejhay
I think this will be applied to all modes as well. .
Bara-
Ughh
Just no
Remyria
many players play without the follow points...me and Demmon, for example...
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