can't you create the same experience with storyboarded hitsounds?very similar experience, but i don't think storyboarded sounds are a better option than custom slider ticks
why aren't storyboarded sounds a better option than custom slider ticks?1)storyboarded hitsounds can't be disabled, even if the player uses the "ignore beatmap's hitsounds" option. so it would sound weird for people using custom skin hitsounds. this does not happens if i hitsound them as slider ticks.
2)taiko mode has different default hitsounds, so even if they don't use "ignore beatmap's hitsounds" the storyboarded sounds will sound weird. this does not happens if i hitsound them as slider ticks. my map will be played in taiko mode, that's a fact.
3)storyboarded hitsounds are descouraged in general, for all gamemodes because:
4)players are already used to custom slider tick sounds, it's an osu! mode specific guideline that people are barely encouraged to follow.
don't use custom hitsounds there then?1)you are basically telling me to not be creative.
2)while some of them are representing unique sounds from the song, others are helping to keep consistency with hitsounds used in a fixed pattern, not having those would obviously make the overall hitsounding quality/consistency decrease.
why don't you remap to make the spots with custom slider ticks as circles,slider starts/ends/repeats?1)all the spots would basically become streams/triplets. does not looks very creative to me.
2)this would ruin the unique gameplay i created.
3)those parts are well mapped already and i legitimately think they have the best pattern possible.
can you show an exemple of the "unique gameplay" you were talking about?01:16:953 (1,2,3) - mapped to that instrument here besides the "kick" in the white tick.
if i mapped the same spots with 1/4 slider and a circle it would be something like
but it would take away the "long slider hold" that my current pattern has, and my current pattern follows the instrument's timing perfectly.
what would have similar gameplay would be:
but this would give the sounds at the white and red ticks the same level of importance as the blue ticks.
the blue ticks are obviously the more important sounds there, and the red tick sound is barely noticeable, so it would feel overdone, i'd rather not have that red tick mapped.
same applies to 01:30:022 (8) - 01:39:113 (2) -
do you know that the max combo is increased by using slider tick rate 4?i know, but i don't see how having slightly bigger combo than i would have with smaller tick rates is a problem because:
1)my current max combo is reasonable for a 6 min long marathon.
2)someone else could map the song and have a bigger combo without even using slider tick 4.
3)i never seen anyone being legitimately bothered by how big a max combo was on a song with that length, people drop combos because playing long songs makes them tired, not the max combo itself.
4)score ranking still exists but it's not a big deal anymore, now people should only care about Performance points, the increased max combo does not increases max PP.
5)bigger combo doesn't significantly affects the gameplay, especially on a beatmap with slow slider velocity/low bpm/friendly mapping overall.
6)"1,000 Combo" achievement would still be achieveable if i was using slider tick 1 or 2.
7)"2,000 Combo" achievement won't be achieved with slider tick 4.
how can we confirm that what you did is rankeable?1) custom slider tick hitsounds are rankeable, i don't think i need to show exemples for this.
2) muted slider tick is fine as long as you don't use muted slideslide at the same time.
3) i didn't find anything in ranking citeria/osu! mode specific Ranking Criteria mentioning that the slider tick rate must to match the song perfectly and constantly. slider tick 4 definitely fits my song, but not constantly, but i silenced the parts where i didn't needed them. if fitting perfectly and constantly was necessary, then slider tick rate 4 would not be rankeable even on songs like freedom dive (if anyone will actually check, this part of freedom dive i'm talking about: 01:30:693 - until 01:37:983 - no sounds on the blue ticks at all. so for exemple, if someone wants to map a beginner difficulty but having slider tick rate 4 representing the long streams, slider tick rate 4 would not be allowed because the part i mentioned does not fits tick rate 4)
4) i didn't find anything in ranking citeria/osu! mode specific Ranking Criteria defining how big the max combo can be depending on the song length bpm and difficulty level mapped.
5) the only things that osu! mode specific Ranking Criteria mentions about slider tick rate usage are
but this is about 1/3 and 1/2 "conflicting", this "conflict" does not happens using slider tick 4 because the song mostly have sounds on white red and blue ticks, also this is just a guideline.
it also has
but my SV is not that low, my slider ticks are all visible and this is just a guideline.
6) what i did has been done before and the ranking criteria was not changed in a way that prevents beatmaps from getting ranked with similar ideas.
can you provide an exemple of this practice "being done before"?the only exemple i remember right now, is this one from this ancient mapping god:
https://osu.ppy.sh/s/14624the fun thing is that he uses different tick rates between the difficulties. so we can assume that the tick rate was adjusted according to the mapper's needs in each difficulty, just like i did.
he used slider ticks the same way i did, even silenced them where he felt that he didn't need them.
this map is too old, why do you think this is a reasonable exemple?as i said before: "what i did has been done before and
the ranking criteria was not changed in a way that prevents beatmaps from getting ranked with similar ideas."
let's compare to some other things used in the past that later were not accepted on ranked beatmaps:
1)beatmaps got ranked with ninja spinners (iirc, while some of them seemed to be possible to complete and get at least a 100 hit, you could only do it if you already knew where they would appear) (
https://osu.ppy.sh/s/132 ) this mapping technique later became prohibited. eventually the RC was changed to force ranked beatmaps to only have spinners that can be completed with at least 2000 bonus points with auto mod, then eventually changed to 1000 with auto mod.
2)beatmaps got ranked with red timelines manipulating slider speed and conflicting between difficulties (
https://osu.ppy.sh/s/16349 ) this was later prohibited.
3)beatmaps got ranked with "shaking sliders" (idk if the name is correct) that plays in a way that the slider velocity felt reduced significantly as if it was actually lowered (the only exemple i can remember now is this collab, during the part mapped by the best mapper of all times 01:53:979 (4) - 02:40:133 (1) -)
this was later prohibited, then i believe that this technique was eventually accepted if done reasonably, like the spinner thing i mentioned.
4)beatmaps got ranked with silenced slider ticks using inherited timelines with volume set to 0% (the ancient mapping god's map i used as an exemple has them)
this was later prohibited, i believe that it was prohibited because it provides no audio feedback during taiko play?
are you okay with ignoring guidelines?i am, you are, probably all mappers are fine with ignoring guidelines and we all did it at some point while working on our beatmaps for ranking/approval.
my mapping style just requires me to ignore guidelines that most people don't need to ignore, because they don't try to do what i do and/or their songs don't requires them to try it.
"it's fine to ignore guidelines if the mapper knows what he is doing" i bet all of you said something like that or was told something like that at some point during your beatmapping experience.
i clearly know what i'm doing, i would not have beatmaps already ranked, or a star icon on this map if i didn't know what i was doing.