NattyC wrote:
_Meep_ wrote:
This just feels like standard without any movement and all you have to do is click
Even if this does come true,it won't be as simple to even do mapping for it
So far as I see it, there is practically no way of telling which circle is played to what sound in any song
I rather you rethink this whole thing again because you simply thought of an idea and just posted it here,however did not consider about the other aspects that make this game osu! unqiue compared to other games. You can 'create' your own beatmaps in osu and I assume you have played at least one or two, however you haven't explored the mapping scene and from my perspective its pretty much impossible to do anything sensible with this gamemodr
I'm sorry but your comment was just stupid. very little of what you said is at all valid. Your trying to say that a games design student doesn't understand what games a game unique. Also you said that this would be hard to map, and you are wrong. it would be very easy to map in fact more people will map in this gamemode because of the appeal to both osu! and Mania players also there would be one less thing to worry about in mapping for this gamemode as the placement of notes is not as important because you can only place notes in specific locations meaning that people who are new to mapping can also make good maps and they won't be judged on positioning of each note. If you where just open to new ideas I think you could enjoy this gamemode.
If you don't get what I'm saying, It's this : How is this gamemodr
unique on it's own? All I can visualize about this game is you looking at a screen and tap to approach circles coming in. Taiko and Mania has it's own SV manipulation, CTB has its hyperdashes, Standard has it's jumps,sliders,etc.
What dors this gamemodr have in store in the first place? If there's just going to be approach circles being clicked, no movement whatsoever on anything,how is this going to be interesting?
Also, this doesn't appeal to mania players as much as standard players
You're using standard elements and just saying 'let's just stop the circles and give you another 6 mote buttons to press!' Mania players read the columns where notes fall, this is entirely different from mania aside from the fact that you use more than 4 keys.
Having less to worry about in mapping is a bigger concern than having more worries, because in this game,quality is kept at its highest,with BN(Beatmap Nominators) qualifying maps one by one,check by check,they do it really,really thoroughly. With more to worry about,you can be rest assured no beatmaps with wrong metadeta, artist, bpm, etc would appear in the ranked section. You said they 'can't be judged by the positioning of each note' then whats the point of mapping? You place notes
that have meaning to make your map
likeable and
enjoyed by the community. Just because you're a game designer student doesn't mean you can map, neither does it mean you understand the whole mapping process as well as mappers who have been in the scene for
ages.
Your reply is really short-sighted tbh.
Sandy Hoey wrote:
Is it intended that you wouldn't be able to map the same button twice in a row? As in, it would be impossible to have the player click the same key because each key only corresponds to one position and you can't have notes in quick succession because you wouldn't be able to see the note behind in time.
That's what I'm worried about, there's no indication at all on how notes can be displayed to the players visually so that they can understand it very well. It would just be a million approach circles coming in from all sides left and right and no one would know which to press (except for those EZ mod gods lul)