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
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