I don't like the circle size guidelines, high circle size can work very well for hards and normals.
This pattern consist of a series of sliders that are both short and have many repeats. All sliders usually have the same number of repeats and fall on the whole or half beat in order to make it easy to follow.Source: https://osu.ppy.sh/wiki/Slider_Techniqu ... ng_Sliders
Edit:Okorin wrote:
Apply reasonable judgment in these cases.
+1. It's hard to expect new mappers to exercise "reasonable judgment" to something they have lack of experience in. Low SV in E/N/(H) does not guarantee or assure quality.Frostings wrote:
I also don't really agree with recommending low SV unless you have direct evidence low SV is easier and more intuitive to play
i could have told u that 3 years agoOkorin wrote:
The only issue people really had with variable DS on these difficulties was when it was too variable and could be read as a different rhythm instead
Quite easily since hitting small objects in a large time frame with a mouse is something that pretty much everyone can do from normal computer usage. CS4 isn't even small, ever compare the escape button on your browser to CS4 circles?Xinely wrote:
I think CS on easy should be 3,5 or less. I cant imagine how newbie will handle CS 4 since its quite small
we made a few test maps that broke guidelines, then documented what new players screwed up. the guidelines reflect the results from those testsFrostings wrote:
Anytime the rules for Easy and Normal are backed up with "this is too hard/confusing for new players" do you guys any proof? Or is it just a general assumption?
I believe the second part is actually part of the general draft, since it doesn't matter what diff you are using a covered reversed arrow on, right?HappyRocket88 wrote:
This is gorgeous! >w<
But isn't the CS 4 on Easy difficulty pretty unusual? I'm not sure if this has to be with the visibility of the circles but I think 3.5 is more acceptable regarding the visibility of the objects.
In the other hand, Isn't anything specified for reverses being covered for the HP bar or other stacks? o:
Rest of it is nicely worded and understandable. :3
When distance snap is used, try to keep it between 0.8x and 1.2x. Values too much higher or lower may make the difference between slider velocity and spacing uncomfortable.I think the ds change to between 0.8x and 1.4x will be better because nowadays many normal diffs will use 1.2x sv + 1.4x ds to avoid overlap in 1/2 beat hitobjects.
Insane:Can it be between 6(or at least 6.5) and 9?
Overall Difficulty should be between 7 and 9.
Snowy Dream wrote:
Insane:Can it be between 6(or at least 6.5) and 9?
Overall Difficulty should be between 7 and 9.
Because some Light Insane diffs need OD 6 imo, also I think OD 9 maybe a bit high for an Insane diff.
And.. I think in an Insane diff, it should avoid consecutive jump with large distance spacing. Many mappers like map for pp now, but it should also be reserved for an Expert diff.
Spinner recovery time should be at least 4 beats.I also have some questions on this. Maybe it's has been guideline for long, but I do not see it necessary to leave 4 beats. Surely in 180 BPM, 2 beats may be too fast for new players to handle. However, in some low BPM songs, 4 beats is really long. In these cases, if mappers want to put a spinner somewhere, it would make the rhythm of that part very loose and boring. At least, I think 2 beats is fine if the BPM is relatively low.
It is a guideline, that means giving a reason allows you to break it. "It's supposed to be light insane/other filler difficulty" will for sure allow you to use OD such as 6. It of course depends on the song, but you need to assume that this is what regular, average Insane should probably have.Snowy Dream wrote:
Can it be between 6(or at least 6.5) and 9?
Because some Light Insane diffs need OD 6 imo, also I think OD 9 maybe a bit high for an Insane diff.
Shouldn't it be avoid circle-only sections? I mean, usually, sliders are used to give rest moments to beginners. Though, if this were proposital, I'd recommend adding a guideline about circle-only sections too, which can be pretty difficult for a beginner.Okorin wrote:
- Avoid slider-only sections. Generally aiming and following a lot of sliders in a row can be tiring for low-level players. In such cases, circles should be used as rest moments.
According to you, pressing a button rhythmically for four beats while moving the cursor and paying attention to the upcoming notes is way less complex than pressing and holding a button for four beats and moving the cursor along the slider (which is the same as moving it to hit the next note) nd not having to worry about circles for two beats.Okorin wrote:
Sliders don't give rest moments to players, they stress them more lol.
Imagine using a high DPI mouse and then increasing your mouse sensivity (which most do because they think they can't keep track otherwise) and then follow sliderbodies. circle only sections are less stressful because there are no slider paths that have to be aimed at. I think the bigger issue are slider-only sections atm though due to how the meta lowdiffs look.
nonetheless we will bring circle-only sections up again in regard to this guideline
I'm seconding that, maybe that should be reword or something into AR 4 or less for Easy and AR 4-6 for NormalBounceBabe wrote:
AR 5 or less for Easy and 4-6 for Normal is a bit contradicting. 4 or less is more appropriate for Easy.
i think it seems redundant because, according to other council people, stuff like this would classify as "slight overlaps" (which are an exception to the overlap rule thing). it's pretty hard to interpret it that way though, so we may do something about wordingMako Sakata wrote:
I also have another question, guidelines on Easy:Do we need that guideline? I think that kinda redundant. Considering what's written on the rules about overlapping, I think the rules itself already cover that point as well, also by using a correct distance snap value (like written on guideline around 0.8x~1.2x), I think most overlap could be avoided as well in any cases
- Avoid spacing which causes consecutive 1/1 rhythms to overlap. If too many consecutive objects overlap, it can be confusing for low-level players.
Okorin wrote:
since apparently nothing else seems to require changing, I'll go ahead and bubble this for the time being.