let's take a break here
uh, okay.
So recently in the feature request subforum we noticed that the resources regarding mapping are kind of split in different place, partially outdated and generally not of the quality that would make peppy code the collaborative live mapping thing that we all want to have in our lives.
Based on that(not 100% true) I thought about making some mapping guide series on YT - similar to what ztrot did in his osu!academy videos. Maybe we can get him in on that, who knows.
This thread exists to
Technique: How to use the editor most efficiently
This is probably the thing where I have to learn the most as I didn't spend a lot of time in editor yet compared to many other people. There are tons of shortcuts that can speed up mapping by quite a lot. Having security in technique allows the mapper to focus on other stuff and possibly look at the greater context of the song instead of spending a couple of minutes of properly arranging three notes.
Along with this I'd also include some very basic music theory(what is bpm\measure\downbeat\1/2\pattern\...?) as people often use these very basic terms of music theory in their mods to describe their impression efficiently.
I don't know what osu!next will do to the editor though so we gotta see how this develops.
Rhythm: How to map songs in a generic way that makes them feel satisfying to play
Now this sounds a bit wishy-washy wow at the existence of this word in english and that has to do with the next point I want to make. It essentially boils down to teach the audience how to map in a way that suffices the following point of RC:
Design: How to make your map fit the songperfectly even better
This shall include - who would have thought - everything that requires the mapper to individually decide on settings like AR/CS/SV/DS that influence the visual design but also the gameplay design. Therefore this should also include the basic scheming of a song as explained very well in the first part of Tasha's Taiko Mapping Guide and as a result general use of patterns and hitsounds for further mapdesign. I probably have to learn a lot on this one too and it intertwines with rhythm so much, it's not even funny. However I want to make this differentiation to show people that the gimmicky maps that some famous mappers get ranked suffice ranking criteria and are mainly a result of carefully planned design choices that play out well(or not) opposed to random shit.
Ambiente: How to make your map a memorable experience
This would include a sensible selection of background, combo colors, metadata, possibly a skin and storyboard. none likes videos
I don't have a clue about this. I used to deem this as not really essential but I guess I've just seen too few maps doing it right opposed to a lot of mediocre performances as it can enhance your map by a lot without reducing playability by the slightest.
If you think there's anything that isn't covered by these 4 main points or if there's any other structure that seems more appropriate please tell me.
My plan would be to start out with music theory for dummies(I already wrote something like a script that I'll post here tomorrow) to define the most important terms before starting with anything else and then slowly build up stone by stone going from rhythm to different design choices with some videos on editor-usage inbetween.
I'm not entirely sure about the correct order in terms of approaching the topics altogether but I think timing along with the mysteries of the timeline is a good start as that is what every map starts with.
uh, okay.
So recently in the feature request subforum we noticed that the resources regarding mapping are kind of split in different place, partially outdated and generally not of the quality that would make peppy code the collaborative live mapping thing that we all want to have in our lives.
Based on that(not 100% true) I thought about making some mapping guide series on YT - similar to what ztrot did in his osu!academy videos. Maybe we can get him in on that, who knows.
This thread exists to
- 1. Get your feedback to improve the content and the quality of "education"
- 2. Finding people who would take things over for different gamemodes(I'm only halfcompetent for std and nothing else)
- 3. Collect ideas for new content
- 4. Translations?
Technique: How to use the editor most efficiently
This is probably the thing where I have to learn the most as I didn't spend a lot of time in editor yet compared to many other people. There are tons of shortcuts that can speed up mapping by quite a lot. Having security in technique allows the mapper to focus on other stuff and possibly look at the greater context of the song instead of spending a couple of minutes of properly arranging three notes.
Along with this I'd also include some very basic music theory(what is bpm\measure\downbeat\1/2\pattern\...?) as people often use these very basic terms of music theory in their mods to describe their impression efficiently.
I don't know what osu!next will do to the editor though so we gotta see how this develops.
Rhythm: How to map songs in a generic way that makes them feel satisfying to play
Now this sounds a bit wishy-washy wow at the existence of this word in english and that has to do with the next point I want to make. It essentially boils down to teach the audience how to map in a way that suffices the following point of RC:
notes are generally following a recognizable rhythm (such as the lyrics or drums) which is comprehensible by a playerincluding active and passive hitsounding in a very basic way. But even when you suffice this part the map can still feel kind of underwhelming. The next steps from there onwards would be what I would already call
Design: How to make your map fit the song
This shall include - who would have thought - everything that requires the mapper to individually decide on settings like AR/CS/SV/DS that influence the visual design but also the gameplay design. Therefore this should also include the basic scheming of a song as explained very well in the first part of Tasha's Taiko Mapping Guide and as a result general use of patterns and hitsounds for further mapdesign. I probably have to learn a lot on this one too and it intertwines with rhythm so much, it's not even funny. However I want to make this differentiation to show people that the gimmicky maps that some famous mappers get ranked suffice ranking criteria and are mainly a result of carefully planned design choices that play out well(or not) opposed to random shit.
Ambiente: How to make your map a memorable experience
This would include a sensible selection of background, combo colors, metadata, possibly a skin and storyboard. none likes videos
I don't have a clue about this. I used to deem this as not really essential but I guess I've just seen too few maps doing it right opposed to a lot of mediocre performances as it can enhance your map by a lot without reducing playability by the slightest.
If you think there's anything that isn't covered by these 4 main points or if there's any other structure that seems more appropriate please tell me.
My plan would be to start out with music theory for dummies(I already wrote something like a script that I'll post here tomorrow) to define the most important terms before starting with anything else and then slowly build up stone by stone going from rhythm to different design choices with some videos on editor-usage inbetween.
I'm not entirely sure about the correct order in terms of approaching the topics altogether but I think timing along with the mysteries of the timeline is a good start as that is what every map starts with.