Hello, since I was told I should be ashamed for not wanting to make this thread here it is.
This is about the general guidelines.
When your guideline-breaking map gets modded, try to be as reasonable as possible: Do your best to explain your point of view and be open to suggestions.
So going through that:
Rewording
Removal
Revision
Guideline Moving
My reasoning for the following is similar: These are the general guidelines, they should apply to all gamemodes, and these don't seem to fit on the main rc.
Feedback and suggestions of any kind are welcome!
I also need clarification on the stance of osu!catch towards most of my suggestions.
This is about the general guidelines.
Legenda:
- Rewording suggestion below
- Guideline removal explanation below
- Revision / Further Explanation requested
- Move this to a different guideline
Guidelines
Guidelines are important and should be followed in most maps. However, they are NOT rules, so they may be broken in special cases. If you want to break a guideline, ask yourself this: Does what I'm about to do make sense? Is it more fun to play like this compared to sticking to the guidelines? If you answer yes to both these questions, then it is probably okay.When your guideline-breaking map gets modded, try to be as reasonable as possible: Do your best to explain your point of view and be open to suggestions.
- The difficulty spread should be linear and reasonable. Linear difficulty spread means your difficulties have a comparable gap in star rating between each other. A reasonable spread means the usage of difficulty appropriate gameplay elements. If your mapset does not have an Easy difficulty your Normal difficulty should follow the general guidelines for Easy difficulties. If your Insane difficulty is at or above a 5 star rating it is recommended to include another Insane level difficulty between Hard and the 5+ Insane.
- 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.
- When including a slider velocity change, there should be a discernible change in the map's tempo. A spacing change, a short break in the map, or a slider containing at least one tick will help show the transition between them.
- Make sure that you can pass each difficulty in your mapset. Continually test-playing your map is one of the best ways to spot mistakes and correct issues.
- Your difficulties should all end at the same spot. Having a fully-mapped Normal/Hard and a half-mapped Easy just looks sloppy/lazy. A full Easy may look boring to you, but not to a player that can't handle the harder difficulties.
- Kiai should be consistent throughout difficulties of your mapset (especially since it is shown on the main menu). If you have a guest difficulty from another mapper that uses different kiai, then it's fine as long as it still makes sense.
- Kiai should start on a white tick (or more commonly, the big white tick called the downbeat) of a measure. Generally, the main part of the chorus will start at this point.
- The song should not be too long. Aim for 3 minutes maximum; anything longer gets tiring. If you need help editing a song down to length, feel free to ask in the Beatmap General Questions forum.
- Use breaks where possible. Even if they are only 5-10 seconds, it allows a bit of recovery and hand repositioning for players. However, try to avoid longer breaks that are in excess of 15 seconds. Breaks should especially be used with Easy/Normal difficulties.
- Options such as letterboxing, countdown, and audio lead-in should be consistent between difficulties. Having cohesive settings throughout your mapset will look much more professional, although there are always scenarios where this is impossible. One difficulty might start at the beginning of the mp3, where a countdown is impossible but an audio lead-in is absolutely necessary; while another difficulty may start a few seconds in, where a countdown is usable but an audio lead-in is senseless.
- Try to keep osz files under 10MB, or 30MB if you include a video/storyboard. Videos and storyboards can generally be decreased in size by lowering the quality of the video or trimming/resizing storyboard elements.
- Avoid using storyboarded hitsounds. If a player misses the hitobject that the storyboarded hitsound lands on, then the hitsound will be played (which doesn't make much sense when this is a rhythm game utilizing audio feedback). Also, storyboarded hitsounds at places where there are no objects can confuse the player into thinking there was some unseen hitobject, which doesn't make sense either.
- Slider tick hitsounds are discouraged. If you want to use them, then make sure that their volume is balanced (i.e. notably quieter than regular hitsounds). A very loud slider tick, especially when only used once or twice, would be extremely jarring.
- Avoid going over a 5.0x storyboard load to help prevent lag on older computers. Resizing some of your storyboard images may help with this.
So going through that:
Rewording
The difficulty spread should be linear and reasonable. Linear difficulty spread means your difficulties have a comparable gap in star rating between each other. A reasonable spread means the usage of difficulty appropriate gameplay elements. If your mapset does not have an Easy difficulty your Normal difficulty should follow the general guidelines for Easy difficulties. If your Insane difficulty is at or above a 5 star rating it is recommended to include another Insane level difficulty between Hard and the 5+ Insane.
I suggest to reword the part that explains linear difficulty spread, mainly because relying on star rating 1) can't be applied to all modes and 2) is somewhat dumb.The difficulty spread should be linear and reasonable. Linear difficulty spread means your difficulties have a comparable gap in terms of gameplay element usage between each other. If your mapset does not have an Easy difficulty your Normal difficulty should follow the general guidelines for Easy difficulties. If your Insane difficulty is at or above a 5 star rating it is recommended to include another Insane level difficulty between Hard and the 5+ Insane.
Removal
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 think this should be removed as I don't think wub-maps and songs with general tempo changes should need to explain their usage of slider velocities. The current mapping meta seems to employ more than 3 slider velocities on average depending on the song, so i don't think anyone has felt the need to justify breaking this guideline recently anyways.Kiai should start on a white tick (or more commonly, the big white tick called the downbeat) of a measure. Generally, the main part of the chorus will start at this point.
I think this should be removed because while the chorus for "commonly mapped" stuff does start on a downbeat, that isn't necessarily true for all songs and you shouldn't have to justify that your rock songs like Injection start kiais on red ticksThe song should not be too long. Aim for 3 minutes maximum; anything longer gets tiring. If you need help editing a song down to length, feel free to ask in the Beatmap General Questions forum.
Uhh... So you have to justify putting effort into your 4 minute set...? This feels out of touch with current mapping, honestly.Revision
Make sure that you can pass each difficulty in your mapset. Continually test-playing your map is one of the best ways to spot mistakes and correct issues.
I would like revision on this by the RC council or something simply because I don't think that people like inverness or Priti should have to justify whatever they made, ever just because they probably cannot pass it. I do not think it's necessary to be able to pass the difficulties in your own set, but generally think it's better to somewhat be able to play what you're making. Hence I'm unsure on what to suggest to do with this thing because I agree with the rule but don't see it as necessary or something you would dq over, ever.Guideline Moving
My reasoning for the following is similar: These are the general guidelines, they should apply to all gamemodes, and these don't seem to fit on the main rc.
When including a slider velocity change, there should be a discernible change in the map's tempo. A spacing change, a short break in the map, or a slider containing at least one tick will help show the transition between them.
Seems to be worded towards standard, can be applied to all modes probably (not entirely sure how osu!catch handles sv changes), but in its current wording it seems to be more towards standard, either revise this wording or move it to standard.Use breaks where possible. Even if they are only 5-10 seconds, it allows a bit of recovery and hand repositioning for players. However, try to avoid longer breaks that are in excess of 15 seconds. Breaks should especially be used with Easy/Normal difficulties.
Doesn't apply for gamemodes such as osu!mania and osu!taiko, as they don't have the need to rest any aim hand or whatever to realign, they handle this with rest moments and usually map the whole song, this seems misplaced, not sure about osu!catchSlider tick hitsounds are discouraged. If you want to use them, then make sure that their volume is balanced (i.e. notably quieter than regular hitsounds). A very loud slider tick, especially when only used once or twice, would be extremely jarring.
osu!mania doesn't have sliderticks, sliderticks work entirely differently in osu!taiko, and i don't know if osu!catch hitsounds sliderticks or if this happened or if it's discouraged or actually encouraged. Seems misplaced as is.Feedback and suggestions of any kind are welcome!
I also need clarification on the stance of osu!catch towards most of my suggestions.