Okay, time to do a rundown of our current revision.
Deif wrote:
Gameplay
- Fruit: A large object represented by a hitcircle, slider head, tail or repeat.
- Drop: A medium-sized object represented by a slider tick.
- Droplet: A small object representing a slider body. Missing these will reduce your accuracy, but unlike the above, will not result in a combo break.
- Banana: An object found during spinners. These award bonus points, but do not contribute to accuracy and are not required to obtain max combo.
- Jump: A spacing between two objects that requires the use of dash to catch both.
- Hyperjump: A more exaggerated spacing which cannot be caught by normal dashing. During play, hyperdash will be triggered between the two objects, characterised by a coloured outline on the first object.
- Borderline dash: A spacing between two objects which requires dash between the opposing borders of the two objects to catch both. The spacing is not quite large enough to create a hyperjump.
- Trigger distance: The minimum spacing between two objects at which a hyperdash is generated between them.
[/notice]
What about the
Wiggle sliders that kick back and forth? Not sure if that's important enough to mention, but it's always there so why not.
Deif wrote:
Rules
- Your map must theoretically be possible to SS. This means it must be possible to catch absolutely all fruits, including droplets.
- Borderline dashes must not be used in direct conjunction with hyperjumps. This is because such patterns require especially precise movement and force an unreasonable restriction on accuracy required to catch them.
- Each map must use at least two different combo colors which must not blend in with the map's background/storyboard/video. This is so hit objects are always visible to the player.
What happened to our rule of spinners being too close to regular fruits? I also propose that Guidelines and Rules be merged into one category. they are both the same in any case.
Deif wrote:
Skinning
Rules- Custom catchers mustbe included in both v1 and v2 skin format. This is to ensure correct display on all skins. The required filenames are "fruit-ryuuta.png" (v1), "fruit-catcher-idle.png", "fruit-catcher-kiai.png" and "fruit-catcher-fail.png" (v2).
- Custom fruits must include all necessary elements and be colored in a scale of grey colors. This is to ensure that your images are clearly defined and of acceptable quality. The needed elements can be found in the osu! wiki https://osu.ppy.sh/wiki/Skinning_Catch_the_Beat#Fruits. Additionally, it is recommendable to use transparent elements for the overlays.
See the draft of the difficulty-specific ruleset here: https://osu.ppy.sh/forum/t/435598
I additionally think that fruit skin elements should be regulated in a way that they don't "lie" about their hitbox (too big or too small) as I have seen a few skins that have fruits bigger than the actual hit boxes, and it can be frustrating to the player. also, somewhere in here, there's a typo of "mustbe"
Drafura wrote:
Would like to see as a rule :
Using a shitload of spinners in a short period of time in order to manipulate spinner density should be banned from rankings as it consumes a big amount of ressources (memory and cpu). (You know what I mean try to rephrase this one :p)
Agreed, as well as the spamming of other mapping elements that provide "Free combos" ... Not like it'll happen, but it's good to close ends.
Drafura wrote:
Also there's a global rule wich make no sense in CtB:
A maximum of three slider velocities should be used (including 1x). For example, you could have a single map using 0.6x, 0.8x, and 1x; or 0.75x, 1x, and 1.5x; etc. If more than three slider velocities are used, then they should make sense and be intuitive. If slider velocity changes are able to be merged (e.g. close values like 0.8x and 0.7x) while still flowing/working correctly, then they should be.
I can agree with this, too. I also want to point out
t/245521 so we can expand on this and create a slider speed limit so we don't outrun our catcher with sliders.