Das ist die QAT-Doktorarbeit!
While those that you point are fine, I dont think this is a guide that should cover THAT much. As I said in my previous post I believe we should focus more in a beginner how to map/how to start with the most general stuff. We can always work later in a "how to map certain stuff?" in my opinion. Also this guide is all keymodes (at least in the basic introductions) so using "chords" for everything makes sense in my opinion. Although it can be added as an index like "in 4K you threat doubles as jumps because of the nature of the pump it up blablabla".Daikyi wrote:
http://www.flashflashrevolution.com/vbz/showthread.php?t=115282
many of the nomenclature in the above thread is kinda taken from DDR, but there's a lot of misdefined things in your definitions imo - the ffr picture dictionary covers a lot of ground where i think you miss-defined things
Keep in mind, since FFR is still influenced by DDR, doubles are known as "jumps", triples are "hands" etc. (also, the distinction between doubles and triples is there instead of just saying "chords" for everything)
there's probably some unnecessary stuff that you wouldn't need to care about in the link above (runningmen, crossovers), and some patterns that aren't addressed in either (anchored patterns, different types of stream [i.e. indexable stream vs. spread oriented])
Many new mapper who doenst have much knowledge in mapping while mapping a map which use vocal song will end in mapping the vocalEvening wrote:
"Try to avoid vocal mapping! While mapping vocals might work in standard kinda well, it doesn’t play well in osu!mania. You should always try to follow the music and instruments as best as possible. Of course you can add notes for vocals but do not overdo it. Follow the rhythm of the music, not the rhythm of the voice!"
i'm sorry, what
Density Graph:This is almost entirely incorrect - you would be right situationally. The density graph is on an absolute scale, not a relative scale. This means that once a section reaches a certain density threshold, it will always appear pink. It doesn't matter as to whether or not the rest of the sections are 40 NPS (i.e. much denser) or 5 NPS (i.e. nowhere as dense), the bars will be pink.
To be perfectly honest, I made this term up since I don’t know its actual name. What you can observe over here is the density of individual parts in the map. The harder a part is, the bigger the bar inside this graph. If a part has reached its biggest considerable density, the bar for said section will turn pink and it will range from the left to right rim of the line. Make sure this does not occur too often, as less than 30-40% of the map should contain pink bars! To emphasize the magnitude of pink bars on the star rating (SR): This maps SR is 4.1.
You can even add own difficulty names. The only important part of the naming process is that the chosen names have to show a clear indication of their difficulty.Missing information. "This does not apply to both the highest difficulty of the mapset (this includes marathons - maps that are of 5:00 drain time or longer)."
This does not apply to marathon maps.
HP drain/OD sectionIt would be a good idea to give rules of thumb on how high the HP drain/ODs of certain difficulty ranges should be. Also always point out that it's ultimately a guideline and should be adjusted accordingly based on the song itself (usually the scarier/more tense it is, the higher the OD and/or HP drain).
I also would like to show you a little program that can be really helpful to find the right BPM really fast. It is called MixMeister BPM Analyzer. This program will show you the average BPM of your song. It has just one weak point. It can not show you multiple BPM. It will show you the average BPM of all BPM points in your song. To say it simple: It helps with single BPM only. You can search for it on Google or just click here.That weak point is a very big weak point - and it's worth emphasising. It's also much better to place this right below the single BPM section rather than the multiple BPM section, because like you said, MixMeister only works with single BPM tracks. There's also the fact that MixMeister would potentially give you a BPM that isn't a whole number - which is usually wrong as most tracks these days have whole number BPMs.
Explaining what a long note isPlaying and charting are intertwined - so you have to elaborate on the mechanic of the long note as well.
Explaining what a burst isNot really the best explanation. A burst is basically a short rhythm that is noticeably faster than the general rhythms of the song (maybe you can give an example like say, a 1/8 rhythm in a song that's predominantly 1/4s). You can also talk about the fact that "bursts" could potentially be significantly harder than the rest of the chart, so it's up to the charter to find the ideal pattern for a given rhythm. (this is a bit of a complicated explanation however, so try to water it down kinda)
Explaining what a stream isStreams are usually 1/4 or higher - inclusive of 1/4 rhythms. In your post, you wrote that streams are mainly rhythms that are faster than 1/4, not inclusive of 1/4 rhythms. Also prefer include the term staircase along with zigzag - since both terms are interchangeable and the former is actually more commonly used. The part about being able to chart up to "1/8 streams" contradict what you said about only charting what the track provides - so you might want to edit that.
Explaining what a stair isThis is more of a pattern configuration rather than a pattern itself. You COULD have this section, but I find this section a bit offplace compared to the rest of the patterns listed. If you do want to include it, also include the term "rolls" with stairs as the term "roll" is quite commonly used as well. Rolls are also more commonly used for 1/8s rather than 1/4s because they are normally used for bursts (as most songs are also predominantly 1/4 rhythm based), since rolls are also the easiest pattern configuration to hit compared to any other stream pattern.
Explaining what a jack isThe part about being able to chart up to "1/6 jacks" contradict what you said about only charting what the track provides. I think the main thing you need to mention is that jacks at a given speed are much harder than streams of the same speed (you probably won't need to elaborate on this), so it's better to use them sparsely (both in length and frequency) and only in rhythms that are relatively slow, as using jacks incorrectly could potentially create an unwarranted difficulty spike.
It really helps when you use the 25% playback rate a lot while mapping.50% should be enough for most songs (since most song structures are rather simple), but yeah 25% works to some extent. Perhaps mention 25%-50%, rather than just 25%.
Maps for approval are not affected of this rule!Clarify what "maps for approval" are here. While you and I know what they are, most new mappers do not.
While creating a full spread, it is very important to look at the pattern spread, not at the star rating! It can happen that the star rating becomes really high just because of one really dense part in your map.You have to elaborate more as to why you shouldn't always follow the star rating system. Or rather, maybe briefly talk about how the SR system mainly works, which mainly takes into consideration the maximum density of a chart. That will explain why certain maps seem extremely underrated and some that are very overrated (such as Capsaicin).
Be consistent! What does that mean? Do not use different kinds of patterns for exactly the same sound in your map. As an example; if you use a chord for drums or snare, keep it like that! Do not change it to a single note later on.First, change "sound" to "rhythm" or "section".
Try to avoid vocal mapping! While mapping vocals might work in standard kinda well, it doesn’t play well in osu!mania. You should always try to follow the music and instruments as best as possible. Of course you can add notes for vocals but do not overdo it. Follow the rhythm of the music, not the rhythm of the voice!This is going to be a very long point because the misconception has been going for way too long and it makes me upset that it has.
Easy charting sectionI agree with the 1/1 section and the sparse 1/2 section and generally the rest. The very fundamental thing you should be mentioning is charting whatever is most prominent however - this includes generally vocals and longer sounds - which is something you didn't mention I think. Perhaps also mention about keeping LNs at a low level? There should be more circles/notes than LNs in Easy difficulties.
Insane/Extra charting sectionYou also have to mention that most songs don't really call for Insane or Extra difficulties, so it's best to not force the creation of a certain difficulty. At the Insane/Extra level, it's all about letting the chart "write itself", so to speak. You shouldn't be trying to create arbitrary difficulty by making certain sounds chords. You can make patterns hard when needed, since patterns affect difficulty less than layering, but you still have to be reasonable.
SV = Average BPM / Current BPMAverage should be "mode", maybe provide a link to explain what "mode" is for anyone who is uncertain - it's not a common term.
stylesExamples, examples, examples. Most new charters won't be able to visualise charting styles without listing down certain maps that have this certain "style of charting".
1.) Mapping Area:It's better that you explain why people use 1234 rather than 0123 - maybe something short like "it's a more intuitive way of counting" or "most people prefer to start with the number 1 rather than 0 when they're counting".
This is where you place your objects. It is divided into different columns, | 0 | 1 | 2 | 3 | in this case. These are the numbers the editor works with, though many people prefer to use | 1 | 2 | 3 | 4 | when modding. This is not relevant for now, though.
7.) Beat Snap Divisor:Change the word "basically" to "normally".
A very important tool, especially in mania. Here, you can select in which beat snap you want to map. The default setting is always ¼ and this is the one you should basically use.
But don’t forget: Map what you hear! Map 1/3, 1/4, 1/6, etc. only when the song also provides it! Don’t add a random 1/6 burst into your map. This is unrankable.Preferably better if you rephrase this. Something like "However, if you want to get your map ranked, only map what you hear! Add 1/3, 1/4, 1/6 rhythms only when the song calls for it! Adding 1/6 bursts when the song does not call for it is unrankable."
1.3 Alright! I want to Map!Probably better to remove the part about "knowing how the editor exactly works" and just leave it as "now we know how to place notes in the editor". You might also want to mention that when you first open a song the Song Setup screen will pop up and say that you will explain the Song Setup section from there.
Now we know how the editor exactly works and we know how to place notes. Should something still be unclear; read it again! You have all time in the world! If you have understood everything we can directly jump to point 2, the basics! This is where i will explain the song setup and how to time your beatmap!
Difficulty: Here you have to give your difficulty a name. The standard difficulty names for osu!mania are “EZ”, “NM”, “HD”, “MX”, “SC” and “SHD”, but you are not forced to use these! If your song is from an other game you can use the difficulty names of that game! For example Sound Voltex, which uses the following names for their respective difficulties: “Basic, Novice, Advanced, Exhaust, Infinite, Gravity”.Capitalise the SDVX difficulties please. They're driving me nuts.
Inherited Point: The inherited points are also called “Green Lines”. These points are used to add “effects” to your map. With these, you can change the volume, the sample set, the slider velocity (SV) and you can add a Kiai-Time."Inherited Point" should be in plural. You didn't really explain what "effects" are either, so it's best to note that you will be explaining those later on. The main thing that people will use this for is for normalisation of scroll speed, so it's best to primarily mention the SV concept more than anything else.
Never use more than six notes at once though, because this is against the Ranking Criteria.Replace "never" to "you can't", "because" with "as".
Notice: This is still a Guideline! It shows the basics of mapping and how it can be in the best case. Of course you don’t have to follow this guide 1:1!Should be a bit clearer in your first sentence and say that what you're going to say from here is going to be "guidelines" and should not be taken as actual rules and that you don't need to (and probably won't need to) follow the guidelines verbatim.
And now I would like to explain how to map in best case each difficulty, from Easy to Insane.Bordering "absolute" phrasing. Perhaps rephrase to something like "Now I'll explain the general guidelines on what to chart for particular difficulties, ranging from Easy to Extras."
didn't really argee with this point as Evening already said it clear enoughEvening wrote:
"Try to avoid vocal mapping! While mapping vocals might work in standard kinda well, it doesn’t play well in osu!mania. You should always try to follow the music and instruments as best as possible. Of course you can add notes for vocals but do not overdo it. Follow the rhythm of the music, not the rhythm of the voice!"
i'm sorry, what
Lol I agree with this, don't see what's wrong with vocal mappingEvening wrote:
mapping the vocals are fine, i have no idea what you guys are on about
most vocal oriented songs are fine if you want to map the vocals
give me evidence that vocal mapping is never fine, else you might as well delete that statement in the guide as it falsely tells people that vocal mapping is (edit: always) a bad idea
That's why i want to add these here. I want that people who don't know about these game's begin to understand these styles. They are also part of this game, even when a little bit different because of the current RC[ A v a l o n ] wrote:
talking about style, i don't really know about Stepmania, BMS, O2Jam, and many more like that (maybe because i'm original o!m people lol)
but nevermind, every person have different taste, and it's just an advanced knowledge for them . . .
at least your beatmap good at plays with music, have a well-designed pattern, consistent, right hitsounded, and of course it have a "soul"
it just fine
I would like to point out that this isn't average bpm. It's the most common bpm.Feerum wrote:
The average BPM of your map is always the number in brackets that you can find in the song select menu on the top-left beside the BPM.
You take this number and divide it by the current BPM. What you will get is the SV you need to set with a Inherited Point at exactly the same timing as the BPM change.
Shouldn't it be "Slider Velocity"? XD (located at the very start of the Slider Velocity section)Feerum wrote:
The Silver Velocity
Instead of baiting someone hoping to get an overreaction in which the person would get in trouble for, people would recommend you to drop the condescension/passive-aggression and give a solid definition as to what a burst is.puxtu wrote:
You don't even know what burst is lmfao. You're just another marirose that waiting to happen.
I can definitely help out with this, but again we'd also want to make it simple to understand and to cut down on the unnecessary information. Maybe we could have a spoilerbox for anyone who wants to know more about the charting style's history/descriptions, think that should suffice.Kaito-kun wrote:
Now, about the actual guide, only thing I think should be further explained is the Stepmania section in the Mapping Styles section. For example, I only know what NB5 and Yolomania 4 is because I myself play some Stepmania from time to time, but someone new may don't even know what those acronyms mean (for example, I don't even know what does DCP/LCP stand for). At least say that those are famous Stepmania packs or something like that. Of course, this wouldn't help the player be a better mapper, but it's always good to have that knowledge.
yea i guess it's covered in that :pCiel wrote:
@Zen's additions:
I kinda think that you don't necessarily need to talk about the ranking process in this tutorial? You already somewhat cover it in your FAQ anyways, so this could be aimed at just general mapping instead of specifically for o!m.
Anyways I don't really have anything useful to contribute here yet (haven't had the energy to read through the wall), so I'm done for now.
EDIT: Actually, Feerum, I'm not sure about the general consensus, but it would be nice if you could reduce the amount of whitespace in your post. It makes it look really bulky, and is somewhat annoying when I have to look down a lot more than I would need to to actually read stuff.
Heya, i would help out a bit about the pattern section.Feerum wrote:
- Adding more different Pattern.
as you see on the picture, i think its more called 'Reverting stairs'. Yea actually there are still many other types that can be categorized, but generally stream is random notes putted in 1/4 for me. (ex: http://puu.sh/o6HuK/02b7b0f0f5.png; yea it looks similiar with the burst pic, but the burst beat density is should be higher than the stream imo)StreamHere we can see the Stream, mapped in a zigzag way. The stream is mostly used for sounds that are faster than 1/4. You can map (depending on the BPM of your song) streams up to 1/8! As an example: You have a fast piano-part in your song that changes the pitch fast from deep to high? Than use a stream!
Don't forget the occasional use of middle lane similar to a special lane though. And the glorious, glorious long jacks and trillsLenfried- wrote:
FtB:
can't explain lol
XceeD best charter
If you'd like feedback to your map, this isn't really the right place to post (or is it?)[1st GCorp] wrote:
Thanks for that information,,,,,
btw,,, this my map... try please..
https://osu.ppy.sh/s/322160
As Evening says, this is not the correct place to post it. And please follow his suggestions.[1st GCorp] wrote:
Thanks for that information,,,,,
btw,,, this my map... try please..
https://osu.ppy.sh/s/322160
I believe the edit function is limited to certain people onlyFeerum wrote:
Hello everyone!
Sorry for the lack of updates here but be sure i have read every feedback so far and i was not idle!
I have another Update for you.
I took some time to add this Guide into a wiki article!
You can find it now here: osu!mania Mapping Guide
Basically it's copied from this thread but with a little bit better "interface".
The advantage of having this in the wiki is following:
Clicking faster through content and find specific topics!
The wiki article has a "Contents" Box at the beginning.
Just click on that what you want to know and it will bring you there directly!
Everyone can Edit the wiki and help to improve the Guide!
Yes, that's right! You guys can now add more informations to it should i be again a bit "slow".
I appreciate every help i can get in the wiki, but please be sure to let me know when you add/change something there so that i can add it here in the thread too. I want to keep them both similar!
But please keep in mind: When you want to edit there something, the wiki acts a bit different from the forum. The commands for writing something in Big or for a Box are different.
Also:
There is a edit history!
Everyone can see who did edit something and what he did change. Please avoid to make mischief with the article, it's there to help everyone.
So what's next?
Over the next days i will try to add more content into it, especially keysounding and more into design.
I also still looking for someone who can translate this into other languages! Please let me know if you are willing to help.
I will introduce you into the wiki and how to use/write into it!
That's all so far!
Don't forget to check it out soon again!
didn't know you have to login againFeerum wrote:
Did you Login into the Wiki?
The wiki has an external login and it's not enough to be logged into osu!website to edit it
And i don't really worry about because of the history.
It's also possible to "undo" changes. So of someone should delete everything it's only few clicks to undo it!