- 最後更新日期的版本號是2012/2/28(Odaril's post at 2012/2/28)
"此項已移除"區塊為免未來規則更動,暫時以spoilerbox保留loveFantasy於2012/5/9更新Breeze 2012/05/22 Edit : 此條目的wiki已經添加, 如果有什麽更改的時候大家可以去那裡進行編輯, 因為wiki是都可以編輯的, 更新也會比較容易
Rules
All rules are exactly that: RULES. They are NOT guidelines and may NOT be broken under ANY circumstance.此區塊的內容為強制性的規則,無論在多特別的情況下也不能違反。
[General]
- No two hitobjects on the same tick. This includes hit circles, starts and ends of sliders, and starts and ends of spinners. Although this may be possible to accomplish while playing, it defeats the purpose of following the rhythm of the song.
時間軸的同一位置上不能有兩個物件。包含圈、拉條的首尾以及轉盤的首尾。儘管有些方法能擊中兩個位於同時間點物件,但這與節奏遊戲的立意相悖。 - Hitobjects must never be off-screen. All mapsets are played from a fixed-screen viewpoint, so any hitobjects that are even partially off-screen can make it very difficult to read the pattern they are following. Test play your map to confirm this.
不能有超出螢幕的物件。(包含部分超出與完全超出)註:原文沒有把定義講的很清楚,不過我猜測是在Editor Grid模式下最大容許是物件的中心在最邊邊的格子,較容易出現的錯誤是off-screen sliders。 - The first repeat arrow on sliders must be visible. Make sure that hitbursts (100s/300s/etc) from previous notes are not covering the first repeat arrows or even the paths/ends of sliders (use the default skin to check if using hitbursts from another skin). This way, all sliders will be easily visible and playable.
拉條的第一個折返箭頭必須清晰可見。不能被此前的hitburst(擊中時跳出的分數圖片)、spinner完結時的圖片或其他物件遮擋,若你的map並未使用自訂skin,則必須自行確認使用預設skin時仍能遵循此項規則。 - Every slider must have a clear and visible path to follow from start to end. Sliders which overlap themselves in a way that makes any section unreadable or ambiguous (including "burai sliders") cannot be used. This is so that no slider has an appearance that is confusing or impossible for the player to read. Additionally, the slider borders must never be covered up from the slider being packed in too tightly. However, sliders that cross over themselves are fine as long as the borders are clearly visible.
拉條的必須擁有清晰可見的軌跡。不能使用自身的軌跡互相交疊,造成玩家無法判定行進路徑的拉條(例如burai sliders),拉條的邊界不能被過度擁擠的排版或以紅錨點製做的拉條過度遮擋,若是可以維持邊界清楚可見,自身重疊的拉條(如麻花型拉條)是可以被允許的。 - Slider anchors/nodes must not be used to manipulate slider speeds (whether they are normal nodes or red ones). Using extra nodes to make a slider "wiggle" is usually fine, but using so many that the slider gets scrunched up (which also makes the sliderball go crazy) or become a "hold slider" is abuse of the hitobject's intended use and is not allowed. AIMod (shortcut ctrl+shift+a) will also point out sliders that move in an "abnormal" way, so make sure to check that if you're unsure of a slider.
不能使用拉條的錨點來改變拉條速度(slider velocity)。此規則包含白色與紅色錨點,使用少量的錨點來塑造扭曲效果的拉條是可接受的,但使用大量的錨點造成sliderball不正常的移動(典型的如tobebuta slider),或達成使用綠線無法做出的極慢速的拉條(hold slider)是違反規則的,AIMod(Ctrl+Shift+A)可以測知一部分此類違法的拉條。 - Hitcircles must never be hidden under slidertracks. Whether a hitcircle is partially or completely under a slidertrack, it is confusing for the player to read. Insane difficulties are the only exception to this rule.
圈圈物件(Hitcircles)不能被拉條軌跡遮擋。(包含部分與完全遮擋)Insane難度可以違反此項規則。 - Auto must achieve at least 1000 bonus points on spinners and the object following the spinner must not be visible before the spinner starts. Any less than this and players will not be able to react in enough time to fully complete the spinner (and thus getting a 100 or breaking their combo).
所有的轉盤必須在Auto模式下能轉到1000或以上的額外分數,並且在轉盤之後的物件不能在轉盤開始前就出現(這是防止太短的轉盤加上後方note非常短的時間間距造成玩家的誤解)。(後略)此項已移除All maps must be sightreadable on the first attempt. Thus, there should not be any hidden or otherwise ambiguous patterns of hitobjects. One common mistake is having a hitcircle with a slider under it (but the slider ends where the hitcircle is). This type of pattern is very hard to read; especially so when snaking sliders are disabled. Using new combos to differentiate hitobjects will avoid issues like this.
所有的圖必須讓玩家在第一次嘗試時就讀的懂譜面。這邊只提了一個錯誤範例,並且這個規則本身模糊不清而且討論串也有不少爭議...下面列出一個圖例: - Each map must use at least two different combo colors. Also, do not use the same color twice consecutively. Using the same combo colors in a row or using only one combo color makes it impossible for the player to notice and read when a combo starts or ends.
所有譜面必須有至少兩種combo顏色。此外,使用連續的兩個相同combo顏色也是不允許的。 - Combo colors must not blend in with the map's background/storyboard/video. This is so the approach circles are always visible to the player.
不能使用因為與譜面的背景圖/Storyboard/影片混合導致模糊不清的combo color。這是因為approach circle必須清晰可見。 - Do not overuse kiai time (the general guideline is one toggle per minute of playtime). Kiai is meant to accent chorus sections, so don't use it just for fountains unless you're doing this extremely rarely. You can toggle kiai off and back on halfway through the chorus if it fits, but using it constantly every few beats/measures is just ridiculous and can distract players.
不能過度使用kiai time。(一個準則是一分鐘開關一次)一般來說kiai time是用來強調副歌的,所以別只為了噴泉使用。(極少量的使用kiai線來取得噴泉效果是可被接受的,副歌中若是有符合的片段也能關/開kiai time來取得噴泉效果) - Stack leniency must not be set to a point where stacking no longer occurs. The option only exists for advanced patterns where a higher stacking leniency looks horrible or doesn't work.
不能因調整Stack leniency而造成譜面重疊的物件沒有任何偏移。(後面的大意是說讓mapper能自行更動Stack leniency的立意是有些譜面在高Stack leniency時看起來很糟或產生bug。) - Do not manually edit anything in an .osu file that cannot be changed through the Editor. The only exceptions are .osu-specific storyboards and skin-related options such as SliderBorder and SliderTrackOverride.
禁止在.osu檔案中做在Editor中無法進行的改動。除了特定難度專用的Storyboard以及一些只能在.osu內修改的Skin相關
設定,如拉條邊框顏色或路徑底色。 - There must not be any obscene imagery in the background/storyboard/video content. This includes nudity, near-nudity, sexual references, violence, drug abuse, etc. Keep things PG, suitable for ages 12+.
不能有暴力色情內容的影片/背景圖/故事版圖片。 - No difficulty is allowed to exceed a score of 20 million points (check this by pressing F5 in the editor to test play the map). If you want your map in the "ranked" category, then you can shorten the map (or replace a portion with a break), lower the difficulty settings (within reason), or remap part of the difficulty. Do not resort to dropping the slider tick rate to reduce score. Otherwise, the map can be "approved". The only difference is that an approved map does not count towards a player's ranked score, but there will still be an online scoreboard. 18 million is the recommended maximum.
不能存在超過2000萬分的難度。禁止藉由降低Slider tick rate來達成降分,如果你的map超分了,可以嘗試縮短map、重製或刪除部分的map,或者做成"approved map"而非"ranked map",建議的滿分是1800萬分。 - Approval maps must follow the same rules as Ranked maps except for max score, length, and difficulty spread. Approval mapsets are allowed to include only one difficulty (e.g. Marathons) and have more than two difficulties in the same difficulty level (e.g. a spread of Insane-only difficulties). These are the only differences between the two categories, and thus Approval is not an excuse to break any other rules.
Approval maps和Ranked maps的差異僅有分數限制、長度限制以及難度限制(可以只有1 diff,可以有3I等等)。所有其他的規則仍然必須遵守
[Mapset]
- Each mapset must have at least two osu!standard difficulties, one of which must be an Easy/Normal level. Approval mapsets are allowed to have only one standard difficulty of any level.
所有mapset必須至少有兩個osu!標準模式的難度,其中之一必須是Easy或Normal難度。單一diff內的難度要穩定而有一致性,所有diff必須形成一個穩定的難度曲線,而沒有巨大的難度飛越而導致一些玩家無法擁有自己適合的難度能享受。 - The mapset must have a well-designed spread of difficulties, containing at least an Easy or a Normal difficulty (based on how the map feels): this is so that players of all levels of experience are able to enjoy maps of the songs they love. It's really hard to define how a specific spread could work in a specific song beforehand, but here's a list of things to consider: the difficulties in the mapset must be in a consecutive order and/or with a reasonable gap between them; there should be at least one difficulty around ~2.5/3 star difficulty level; if your mapset has two difficulties, one of them cannot be insane (this basically means that it's highly recommended to have 3 difficulties unless the song itself doesn't allow much variety); if your mapset has three difficulties, one of them should be about ~2.5/3 star difficulty level, and the second should not be Insane; if your map has four or more difficulties, at least two should be something other than Insane. The difficulty level of Taiko-specific difficulties does not follow this.
你的mapset要有良好的難度分配設計。大體上來講這段規則要求mapper遵守:1. 最低難度要大約是2.5到3星左右;2. 無論你的mapset有幾個難度,至少有兩個難度不能是Insane。太鼓難度不在此規則限制之內。此項已移除An Insane difficulty cannot be included in a two-difficulty-only mapset. Because of the above rules, the easiest difficulty on a two-difficulty mapset will be an Easy or a Normal. Thus, the only possibly combinations are Easy-Normal and Normal-Hard.
只有兩個難度的mapset不能有Insane難度。這是上面兩條規則推演而來的結果..
A mapset must not have more than two difficulties in the same difficulty level (not based on stars, but on how the map "feels"). That is, a map set can have no more than two "Insane" difficulties, etc, so that the diff spread is varied and balanced. Taiko-specific difficulties are an exception to this rule, but a good spread must be retained (e.g. two osu!standard Insanes, two Taiko Insanes, and one or two other difficulties is completely unbalanced and will not get ranked).
一個mapset內不能有超過兩種相同的難度。(此規則並不是指star system icon標注的難度而是實際上的難度--以ENHI分野)專為太鼓模式設計的難度不在此規則限制,然而整體必須保持一個平衡的難度。(後面的舉例是2太鼓Insane+2標準Insane加上兩個其他啥的mapset是不會被rank的) - You must fully map at least one difficulty of a mapset if you are the person who is uploading it. For collaborated beatmap sets, the uploader must be a part of every difficulty. Also, no guest mapper should have more content in the mapset than the creator. It makes no sense to upload a map if you barely contributed to it.
上傳者必須至少完整的做完一個diff。若是其中有collab難度,則所有collab難度中上傳者都必須參與,Guest diff作者不能做比原作者更長或者更多的難度。 - No mapset can have more than 8 total difficulties. Too many difficulties in a mapset becomes pointless and just makes the set much bigger than it needs to be.
單一mapset最多只能有八個難度。此項已移除Catch the Beat-specific difficulties are not allowed due to the fact that osu!standard difficulties convert to Catch the Beat difficulties well enough without specific difficulties having to be created. However, feel free to include an external link to any Catch the Beat difficulties in your mapthread.
水果難度不能rank。然而你可以把水果難度放在Creater Words或是討論串裡供人下載。 - Each difficulty must be able to be played by a single player. Thus, Multiplayer TAG-specific difficulties are not allowed since multiple people are required to play them. However, like CtB-specific difficulties, you may add an external link to a TAG difficulty in your map thread.
所有難度必須能在單人模式下進行。大意是說Tag2、Tag4什麼的是不會被rank的,不過像水果難度一樣可以放在Creater Words或是討論串裡...
- Source and tags must be the same throughout the mapset so that searching is kept consistent and clean.
所有難度的Source和tags必須一樣。(此規則是為了保持網頁以及osu!direct的搜尋引擎上的一致性) - Eastern artists must be written in the proper 'surname firstname' format (e.g. Japanese/Chinese/Korean). If you're unsure of your artist's name, then check previously ranked maps, Google, Wikipedia, or ask a BAT/MAT for help.
東方(中/日/韓等等)的artists必須以姓先名後的順序寫。如果你不確定名字該怎麼寫,可以查照先前的ranked map、估狗或維基,或找BAT/MAT幫忙。
- Your map must be perfectly timed. This means that your BPM and offset are spot-on, sliders end when they should, notes are generally following a recognizable rhythm (such as the lyrics or drums) which is comprehensible by a player, and that there are no unsnapped notes (you can check this by running AIMod (shortcut ctrl+shift+a) in the editor).
你的圖必須timing準確。 - Uninherited timing sections must be the same in every difficulty of the mapset. That is, each section must have the same BPM and offset in each difficulty. Furthermore, there must not be extra or missing uninherited sections in any difficulty. A song's timing doesn't change between difficulties, so there's no sense in having different uninherited sections per difficulty.
所有難度的紅線配置必須一致。 - All uninherited sections must be on the downbeat of the measure. A downbeat is the first beat of a measure, and while this may not affect gameplay, it will affect the main menu pulsing. Therefore, any and all uninherited sections (including metronome changes such as 2/4 and 3/4 measures) must be correct. Please see this thread for more information on downbeats.
紅線所在的位置必須剛好是起拍(即高白線與小節線同步)。上面有個連結點進去可以看到更多資訊。 - Uninherited timing sections cannot be used to manipulate slider speeds. These can be very unexpected for the player while also disrupting the main menu pulse and slightly changing the overall timing of the map.
禁止使用紅線來達成slider變速。 - No two uninherited or two inherited timing sections should be placed at the same point. An inherited timing section may be placed on an uninherited timing section (but only to change the slider speed). Having two uninherited or two inherited sections on top of each other will cause problems within the beatmap.
同一個位置不能有兩條紅線或綠線。僅有在立刻需要slider變速時容許同一個位置有紅線+綠線,即使如此在紅線+綠線上必須有同樣的音效設定否則會造成問題。
- The song's audio file must be of reasonable quality. Try and source mp3 files yourself; ripping them from a streaming video site often results in low quality audio with high file sizes. The bitrate of a beatmap's audio file must be no lower than 128kbps and no higher than 192kbps. Variable bitrate (VBR) mp3s must average out to 192kbps as well. If you are having trouble acquiring an appropriate audio file, contact one of the more audio-savvy BAT; they will be more than happy to help find an mp3 for you.
你的歌曲音訊檔必須有一個合理的品質。固定bitrate的mp3必須在128kbps至192kbps之間,變動bitrate的mp3平均必須不能大於192kbps。 - The minimum draining (play) time for a map is 30 seconds (but the recommended minimum is 45 seconds). If your map is shorter than that, then try looping the song with an audio editing program. This is so each map gives a high enough score, and also so people do not try and cut songs too short for no reason, thus stopping people from enjoying the song fully.
draining time(即非Break以及前奏尾奏的部分)至少必須有30秒。(然而建議的最小值是45秒) - The maximum draining time for a map is 4 1/2 minutes. "Draining time" is the total time of a song excluding breaks, intro, and outro. Thus, it's the length of time that hitobjects are on-screen. This maximum is absolute.
draining time(即非Break以及前奏尾奏的部分)長度上限是4分30秒。無論如何都不能違反。 - You must cut your mp3 if you're using less than 80% of it. This doesn't count intro time, and thus only applies if more than 20% of the outro is unmapped. If you only plan to map a portion of your song, then including the full mp3 is a waste of file space. Many mp3 editing tools like this exist which make fading and cutting a song simple. However, if you have a legitimate reason for keeping your full mp3 (e.g. a storyboard after the map ends), then that is fine.
若是你的map長度不足你的mp3長度的80%,則你必須使用音訊軟體修剪你的mp3。此項規則不包含前奏,因此只有你的map結束後的mp3長度超過總長20%時你才必須修剪,上面的連結提供一些mp3編輯軟體。(如果你的playing time結束後仍有Storyboard,則你可以違反此規則) - You must use hitsounds. Without these, things get way too monotonous as you are throwing away one of the main elements of variation present in mapping. You don't need to place them on every note (and are discouraged from doing so), but they must at least be frequently heard when playing.
必須下音效。 - Hitsounds from hitcircles and sliders must be audible. These provide feedback for the player, and having them silent in a rhythm game doesn't make much sense. If you don't like the default sounds, then find replacements rather than silencing notes. You can use hitsounds from the Custom Hitsound Library or easily find others online. Lowering the volume of a few notes to provide a dampened effect is usually fine, but complete silence is always unacceptable. The end of a spinner (or even the entire spinner) the sliding sound of a slider, and the end of a slider can be silent, but only do it if it makes sense. Finally, you cannot silence both slider ticks and slider slides together.
圈圈與拉條的起頭的音效不能完全消音。拉條的結尾以及轉盤的結尾在配合音樂的情況下可以消音,並且Slider tick point(slidertick.wav)以及Slider body(sliderslide.wav)不能同時消音。 - Songs/Maps with mature lyrics/themes must be marked with a label such as "18+" in the map's thread. This game is for all ages, and so a warning is needed for younger audiences. There is currently no way to distinguish this outside of the map's thread, but this may change in the future.
在有必要的情況下(有兒少不宜的歌詞或佈景),你的map必須標注"18+"... - Each difficulty of the mapset must have a preview point set (and be consistent in every difficulty). This is used for both the song selection menu and the online thumbnail preview.
同一mapset的所有難度必須設置preview point且必須相同。(原討論串有人提問了同一mapset有兩種mp3怎麼辦不過還沒有人回應) - Every .wav file must be at least 100ms long to prevent issues with soundcards. If you want a silent/blank hitsound, then you must use either a 0-byte .wav file (recommended) or this .wav file.
所有音效檔必須至少有0.1秒長度。此為防止音效卡出問題,如果要完全把某個特定音效消音可以從上面的連結下載或使用一個0byte的.wav檔案。
- The video's dimensions must not exceed 800x600. This is so video files keep a decent filesize and do not increase the beatmap's size by too much.
視訊的解析度不能超過800x600。 - The video's offset must be correct and consistent between difficulties so that it follows the music how it was originally meant to be.
所有難度視訊的offset必須相同且timing正確。
- If you are using any elements created by another community member, ask permission beforehand. Respecting the work of others is paramount and most people will be delighted to have their work featured in your projects!
若你要使用其他人做過的skin在你的map,必須先經過他們的許可。 - Gameplay elements must be visible. You cannot make any element that will impair the playability of the map invisible as it will make the map unintuitive or even impossible to play.
對於遊戲進行有必要性的skin不能透明/不可見等等.. - Spinner circles must have a clearly visible center to make sure players have something to effectively spin around while playing through the map.
轉盤物件必須有一個明確可辨認的中心點。 - Spinner circles must be clearly visible (i.e. they should not be excessively transparent or near-invisible). This will ensure that players have a visible aid to help them spin consistently.
spinner-approachcircle必須清晰可見。 - Skinned elements must be cropped cleanly so they don't look like they have jpeg or pixelated artifacts around them or half-cropped shadows. If you don't have a program like Photoshop, then there are many free alternatives like Paint.NET and GIMP that can be used instead.
skin的所有物件必須清晰。不能有鋸齒、低畫質或因size限制而被切割的陰影、光暈等等。 - Background images must be at a maximum of 1024x768 pixels, although 1024x768 is recommended. Most background ratios that are 4:3 should also work reasonably well. Using an image with a different ratio is fine, but will result in letterboxing (black bars at the top/bottom of the screen).
背景圖片的大小上限是1024x768。建議是1024x768,可以使用非4:3比例的圖片,但圖片的上下緣會產生黑邊。 - You must have a background image on every difficulty of your map. If your map has a storyboard, then you can easily fade the background out, but one is still required for the song selection menu, online thumbnail icon, and for players not downloading with video (if the map has one).
你的mapset中所有難度都必須要有背景圖。即使你使用Storyboard呈現背景圖、又或者你的圖包含視訊檔案亦然。(這條是為了網頁你的map縮圖以及開啟了no video的玩家) - Hitbursts must be clearly distinguishable from each other (e.g. 300/100). The best way to ensure this is to use a different color for each hitburst. Otherwise, the player won't know if they're hitting beats accurately.
0,50,100,300分的skin物件必須能讓玩家明確的分辨不同之處。最簡單的方法是直接使用不同的顏色.. - When skinning gameplay elements, complete sets of elements must be skinned. For instance, if you skin hitcircles, you must include a hitcircle.png, hitcircleoverlay.png, approachcircle.png, and a slider border color (this can be done by adding the line "SliderBorder: 255,255,255" (using RGB values) under the [Colours] section of each .osu file). The same logic applies to hitbursts, cursors, numbers, and anything else of this nature. If you didn't intend to skin an element in the set, then using the templateskin's version is okay. Setting a SkinPreference is also acceptable (e.g. forcing the default skin).
當你skin對於遊戲進行有必要性的物件時,必須成對skin。舉例來說若你做了一個hitcircle.png物件你必須同時做approachcircle.png以及hitcircleoverlay.png並且在.osu檔案中定義你的拉條邊框顏色(.osu檔中的[Colours]底下加入SliderBorder: 255,255,255,此為RGB三顏色數值,可以自行更動為配合你的hitcircle的顏色),同樣的邏輯可以套用到其他部分如hitbursts(hit0/50/100/100k/300/300k/300g)、cursors(cursor/cursortrail)、數字(default-0等等),直接複製預設skin(templateskin)或者在.osu檔中設定SkinPreference為預設skin也是可行的。 - Combobursts must be oriented for the left side of the screen. Combobursts are aligned to the bottom and left sides of the screen by default, and are just horizontally flipped for the right side. Thus, you only need to worry about making sure that the comboburst is cleanly cropped on the top and right sides of the image.
若自行skin Comboburst物件時,要以放在左半邊為前提skin。(使用在右半邊時osu!會自動翻轉) - Do not make any essential gameplay elements larger than template skin dimensions (especially for combobursts). Larger elements may effect gameplay performance, and thus should be avoided. However, any elements that do not directly effect gameplay (e.g. pause-back, play-skip, etc.) may be slightly larger if a legitimate reason is given.
當你skin對於遊戲進行有必要性的物件時,切勿超出預設Skin的大小 - There must not be any unused files in the map's folder except for the map's .osb file (since they sometimes get added even if the map doesn't have a storyboard) and storyboard .thumb files (since they are automatically created in image directories). Unused files add extra file size which is unnecessary.
你的資料夾底下除了Storyboard的.thumb檔案以及map本身的.osb檔案以外不能有未使用的檔案。
- Storyboard images must be at a reasonable size for their usage. For most uses (e.g. full-screen images), the maximum is 800x600 pixels, although 640x480 is highly preferred. The editor is 640x480 at default, so there's really no need to use anything larger for full-screen purposes.
Storyboard圖片的大小在一般原則下不能超過800x600。強烈建議使用640x480(此為Editor的預設大小) - The maximum dimensions for tall or wide scrolling images are 640x1440 and 1920x480 respectively. This is for the sake of gameplay performance, image loading time, and filesize.
需要上下或左右捲動的圖片大小限制分別為640x1440(上下)與1920x480(左右) - There must not be any unnecessary transparency around storyboarded images, so crop and resize them as much as possible. If there are particular reasons for apparently useless transparency, then please explain them. For transparent sprites, there should be at least one pixel of transparent border around them so that interpolation (e.g. a black-bordered image on a black background) works properly (although a shadow or glow around the image will fix this problem as well).
Storyboard圖片中不必要的透明部分必須被刪除。然而必須至少保留1像素的透明邊框,否則在邊界容易出現問題(註:根據我的skinning經驗,skin的邊界部分也是如此) - Maps that use repetitive strobes, pulsing images, or flashing colors in the storyboard must use the epilepsy warning. There is one built-into the editor, which will display a visual warning at the beginning of the map and also mark the map's online thumbnail with a warning icon. Also, it helps to make a note of the flashing/strobes/etc. in the map's thread. This warning is absolutely needed so that players with epilepsy can avoid any danger.
Storyboard若有使用重複的閃光、震動或閃爍的顏色等等,必須開啟epilepsy warning。(無論使用預設的或者自行skin)
有翻譯錯誤的部分,或要補充的內容,麻煩回文告知
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.大多數的map理應遵循著guidelines.但在某些特殊的情況下guidelines是可以被破壞的,在破壞guidelines前,問問你自己這樣作是否合情理?是否能讓一個map變的更有趣?如果你對這兩個問題的回答為『yes』,或許有過關的可能.
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.
當你因為不符合guidelines而遭到mod時,試著理性並盡你所能的去解釋你的觀點並樂於接受建議.
- 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.
確認你能夠通關你套圖中所有的難度.不斷的試玩自己的譜面是最佳的除錯並改良譜面的方法之一. - 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.
你所有的難度理應在結束同一個時間點.一個只有作半首歌的簡單難度讓人感覺有點偷懶.或許一個整首歌的簡單難度對你來說很無聊.但對那些還無法處理更高難度的玩家來說不是. - 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應該在套圖中所有的難度都保持一致.不過如果你的套圖有別的mapper所作的難度且是用不同的kiai.在合情理的狀況下是沒問題的. - 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.
Kiai應該從起拍(長白線)開始.一般來說副歌的起始點都是在重的拍子上. - Beat placement should follow the time-distance equality rule (using distance snap while placing beats enforces this). This means that you shouldn't have some fast notes with a huge distance between them followed by closely-placed (but slow) notes. This gets really confusing if the player isn't the person who designed the beatmap! Having some logic to the beat placement should be one of your goals.
譜面的編排應該遵循著時距與物件距離正相關的法則.當你使用Distance snap(DS)時便是如此運作.這意味著你不該在急又快的拍子放很大的間距或是在慢又長的拍子中把物件都放很近.對於非譜面設計者的玩家來說這真是讓人摸不著頭緒.在譜面編排上應該要有一定的邏輯可言. - Avoid placing hitobjects under the HP/life bar at the top of the screen, as this can greatly impair the visibility of notes and approach circles to the player. It doesn't hurt to use the default skin to check this!
避免在屏幕頂端的血量條(HP/life bar)的底下放置物件.因為這會造成玩家的視覺障礙.可以利用默認的皮膚(skin)來確認. - 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.
歌曲不應該太長.以三分鐘為目標為佳.太長的曲子會讓人感到疲累.如果你想要為你的曲子瘦身.歡迎來這裡詢問. - 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.
盡可能的利用休息區段(break time)特別是在較低的難度.就算只有5~10秒也可以讓玩家喘口氣並橋橋手.不過也別讓休息區段超過15秒了. - 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.
套圖中的letterboxing.倒數時間(countdown).前置時間(Leadin)等參數設定應該保持一致性.當然在一個套圖中難度起點不同的情況無法作到.如果難度從mp3的起點就開始,那就使用前置時間來處理,另外的難度在mp3開始的後幾秒才開始就利用倒數時間. - 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.
單一難度中最多只能三種滑條速度(slider velocity)當然這也包括了1x在內.舉例來說.你可在一個難度中用0.6x.0.8x及1.0x或是0.75x.1.0x及1.5x等.如果有超過三種以上的滑條變速.在合情理以及直觀的情況下是允許的. - 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.
滑條速度的改變應當伴隨著map節奏的轉換.比如說間距的轉換.或是短暫的休息區段,或是滑條中的點數都有助於顯示這類的轉換. - Avoid using 0.5 tickrate when possible. A map's tickrate follows the rhythm of the song and helps players in reading slider velocity changes. Thus, it is advised to use a 1.0 or above in almost every scenario.
避免使用0.5的tickrate.slidertick能夠跟著音樂的節奏且幫助玩家來認清滑條的變速.建議使用1.0或以上. - Try to use the same tickrate on every difficulty as it is a property of the music rather than the mapping. Using a lower tickrate as the difficulties get harder (e.g. 2.0 on Easy/Normal but 1.0 on Hard/Insane) is also acceptable, but using high tickrates to increase score/combo/difficulty is senseless.
試著保持所有難度都有相同的tickrate.在低難度用1~2.而高難度用1也是可以接受的,不過提升tickrack來增加map的分數/連段數/難度是相當脫線的. - Use new combos often and intelligently. Using a new combo every few beats wouldn't make sense, but you also want to avoid long combos that continue for many measures. New combos should also be used to show changes in spacing such as jumps.
明智的使用new combo.幾個note就用個new combo實在是很瞎.但是也不要讓別人以為你電腦的new combo機能壞了.new combo可以用來顯示曲子的轉調或是標示jump - Try to keep osz files under 10mb, or 24mb if you include a video/storyboard (please remove the audio track from video files to save space).
保持你的.osz在10mb(無影片)或是24mb(有影片或SB),幫影片去音軌也可以省些許空間. - Try to have at least one spinner in each difficulty to create variety in the map and fluctuation among scores. However, if a spinner just doesn't fit anywhere in the song, then there's no need to force one.
試著在每個難度都放個轉盤(Spinner).這樣可以造成計分榜上的分數多樣性.不過如果spinner實在完全不合曲子.那就作罷吧. - Make sure that your spinners are a reasonable length. Aim for a maximum spinning time of about 5-7 seconds; any longer can cause the player's wrist to get sore. If your spinner must be longer, then check with a MAT or BAT to see if it's acceptable.
試著在讓你的轉盤(Spinner)長度合理.此文件建議的最長轉盤時間是5到7秒,更多的轉盤時間會讓玩家的手腕開始痠痛.如果你一定需要非常長時間的轉盤,尋找一位MAT或BAT來幫助你判斷這些轉盤能否被接受. - Try to avoid using hitobjects directly after spinners (especially on Easy/Normal difficulties). Spinners are sometimes the hardest element for players, and having a hitcircle or slider half a beat (or even a beat) after a spinner will commonly result in frustration and a broken combo. Hitobjects directly after spinners are fair game for Hard/Insane difficulties, but try to give a nice pause for Easy/Normal difficulties.
試著別在spinner後面緊接打擊物件(特別是在低難度).對一些玩家來說spinner或許是最困難的要素.而在spinner半拍或一拍後面所接的打擊物件常會讓人臥了個槽.在高一點(hard/insane)的難度設定上是沒問題.在低難度(easy/normal)就請手下留情吧. - 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.
避免使用SB hitsounds.如果一個玩家沒打到物件則也聽不到音效.但SB音效不管玩家的打擊如何都會放出來.對於一個節奏遊戲來說直簡直就像是活見了鬼.在沒有打擊物件的地方下了SB音效也會讓玩家困擾著是不是該去收驚了. - 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.
不鼓勵使用slidertick hitsounds.如果你無論如何拼了老命都想用的話請確認音量的平衡性.讓slidertick音效的音量小於一般的音效. - Use an even balance of sliders and hitcircles instead of focusing on one or the other to give the map variety and keep it entertaining for the player.
請在圈圈與滑條的分配上保持一個平衡.盡量不要作滿是滑條或圈圈的map. - Manual stacking is acceptable as long as it's still readable while playing.
手動堆疊是可以接受的只要在遊戲時是能讀的就行. - 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.
保持SB load在5.0x內.不然你要老電腦們情何以堪.利用比較小size的圖片可以有些幫助 - General score guidelines:
- <10m = Great!
- 10-14m = Can the mp3 be cut to make it shorter and more fun? if not, then check with an experienced MAT/BAT.
- 14-16m = Same as above, but check that the difficulty is hard enough that the score is not easily obtainable.
- 16-20m = Rare cases, for insane difficulties that are long and challenging enough to justify such a high score.
- Otherwise: The map needs to go for Approval instead of Ranking.
- The number of maps by any mapper should not exceed the number of maps by the uploader: this means that if you have 2 diffs, no guest mapper can have more than 2 diffs; collaboration maps are exempt from this. Ask a BAT if you're unsure of who should upload the mapset.
任何單一Guest diff作者做的難度數量不能超過上傳者.(這條也在Rules所以有點奇怪, 不過我照樣複製貼上了)