Focusing on how many speeds are used rather than how they are used does nothing to make a map better. This guideline should be deleted entirely.
Also, seconding Blue Dragon's entire post.
Also, seconding Blue Dragon's entire post.
This.Soaprman wrote:
Focusing on how many speeds are used rather than how they are used does nothing to make a map better. This guideline should be deleted entirely.
Also, seconding Blue Dragon's entire post.
Slider velocity changes should fit the music. If the music feels significantly slower or faster, but the BPM doesn't actually change, then it's recommended to use a slider velocity change to reflect this change in the music. It is also not recommended to use slider speed changes as "traps", or just because you feel like it; this is not fun, and will secretly make many people want to kill you in your sleep.Okay, that will probably have to be rewritten to look more professional, especially that last sentence.
Slider velocity changes should fit the music. If the music feels significantly slower or faster, but the BPM doesn't actually change, then it's recommended to use a slider velocity change to reflect this change in the music. You should avoid over-representing the change in the feel of the music because of using multipliers that are too high or too low (x2 or x0.5). As well, a maximum of three slider velocities should be used in most cases, as situations in which you use more than that would most likely involve actual BPM changes.
Yeah, I agree with that.Shiirn wrote:
Slider velocity changes should fit the music. If the music feels significantly slower or faster, but the BPM doesn't actually change, then it's recommended to use a slider velocity change to reflect this change in the music. You should avoid over-representing the change in the feel of the music because of using multipliers that are too high or too low (x2 or x0.5). As well, a maximum of three slider velocities should be used in most cases, as situations in which you use more than that would most likely involve actual BPM changes.
Feel free to make it more concise, but in all reality that's probably as close as we're going to get to something that is functionally covering most arguments.
Sad how new mappers will abuse it and say "this map is ranked and it used it so why can't i"Ekaru wrote:
About the only real situations where more than 3 make sense shouldn't even be attempted by newer mappers anyways, and since it's a guideline, experienced mappers can still use as many changes as they wish. This also gives newbie mappers good advice at the same time that can add more variety to their maps without destroying them by accident. This is pretty close to perfect IMO.
Actually, this kind of thing does have a use, though it's mainly in a "fixing sliderends" way. A 0.05x difference won't make a noticeable speedup/slowdown, but it can make a slider end exactly on an osu!pixel instead of being just slightly off, thus allowing a note to be stacked above/below the end of the slider instead of effectively screwing stacking up.Shiirn wrote:
This is already functionally a guideline rather than a rule. What the last line is attempting to state is that if you have 0.75 and 0.8, say, in two entirely separate sections of the map, to switch one to the other since it's needlessly strange to have a 0.05x difference in slider velocity.
I'm not against this kind of stuff, but wouldn't (4) get covered by (2)'s hitburst anyway?Rena-chan wrote:
(2) is made with a 1,20x section instead of 1,25x to make the sliderend land exactly on (4). Without this, it would be slightly off and look ugly.
Dooooooesn't really work, no. While it may not be difficult to do that, I would have to remake every slider in that section due to the change in velocity, which in turn would screw a lot of the curved sliders over (particularly longer sliders). Straight sliders aren't much of a problem, but if I can use a 0.05x difference to make a single slider look better, then why not ? It's a difference of around half an osu!pixel that won't make a noticeable slowdown either in osu! or Taiko, thus a purely cosmetic difference, which is the only use there is for this kind of difference in slider velocity.Shiirn wrote:
Additionally, can't you just re-make (2) so that it still uses 1.2? It's not difficult to make sliders perfect as far as osu!pixels go...
Agree with this, you could use 1 slider velocity terribly. I think the guideline would be better if it suggested all slider velocity changes should be intuitive rather than focusing on the number used.Larto wrote:
I'm still completely against even having this guideline. Slider velocities can be used terribly even if you only have three different velocities. The amount of slider velocities has nothing in common with how well used they are. You could make a similar guideline about the volume settings per section, and it would make similarily litle sense.
Edit: And how much does it actually matter if you have 0.7x and 0.8x or if you have just 0.75x? Why is this important?
That's why we came up with a possible replacement guideline:Shulin wrote:
Agree with this, you could use 1 slider velocity terribly. I think the guideline would be better if it suggested all slider velocity changes should be intuitive rather than focusing on the number used.
Slider velocity changes should fit the music. If the music feels significantly slower or faster, but the BPM doesn't actually change, then it's recommended to use a slider velocity change to reflect this change in the music. You should avoid over-representing the change in the feel of the music because of using multipliers that are too high or too low (x2 or x0.5). As well, a maximum of three slider velocities should be used in most cases, as situations in which you use more than that would most likely involve actual BPM changes.The last sentence is arguable, but its aim is overall what you said; to focus on *how* they're used, and not the actual amount used.
Yeah, pretty sure they wouldn't.Rena-chan wrote:
Such as placing a note on a half osu!pixel ? I think you're missing the fact that a player will not notice the speed change by this example.
*arguably solidEkaru wrote:
solid
I use speed changes to fix patterns all the time.RandomJibberish wrote:
Using speed changes for prettiness is just no. I'm sure you could have figured out another way around that pattern.
Speed changes should relate only to music intensity.
Don't overuse slider speed change Slider speed change should make sense and be intuitive, it's also fine to use hard-to-notice changes to fix your patterns. But use it very sudden just to make the map harder is not allowed.
Don't overuse slider speed change. Slider speed change should make sense and be intuitive, it's also fine to use hard-to-notice changes to fix your patterns. But using it suddenly in a rather unintuitive mode only to make the map harder is not allowed.Fixed a little, as a map can be only made harder as far as the SV change make sense.
Please don't change slider speeds more often than the music suggests. Changing speeds by small amounts to help fit objects is fine, but don't change the speeds of single stray sliders by noticeable amounts.
Yeah, I like this version. It's pretty close to perfect.mm201 wrote:
Please don't change slider speeds more often than the music suggests. Changing speeds by small amounts to help fit objects is fine, but don't change the speeds of single stray sliders by noticeable amounts.
noticeableThe point here is for sliders too big to fit on the screen. 1.1 is probably becoming too much. I've had to use things like 0.97 speed to make large sliders fit without forcing them into an ugly box shape, or to stop linear sliders from going beyond the edge of the playfield. Having these kinds of things count as "speed changes" and limiting my mapping because of them is gayer than gay.
A maximum of 3 distinct slider velocities should be used in your map. "Distinct" implies that small variations (±0.05-7) will not be counted as entirely new slider velocities. Using these slight variations is allowed, but not recommended. Also, more than 3 may be used, but be prepared to make a good argument for your decision.
Mappers suck. It's a well-known fact. A mapper is never a good mapper. So theory needs to take over where opinions are wildly different. Especially when newer people fall into the trap of "hey cool i can do slider velcoties other than 0.5/0.75/1/1.5/2!" and we suddenly have 1.1-1.2-1.3 etc when it makes no sense.Soaprman wrote:
You've pointed out that most maps don't use more than three slider speeds. This is true. But your post never addresses the reason for three slider speeds independently... it's always tied with how well those slider speeds are used, which is an independent thing and exactly what mm201's wording addresses.
You're fucking kidding me, right? Hahahahahahhahahaha, there's absolutely no musical backing for this whatsoever. If you claim it does the increased-slider-speed thing well, you need to claim it does well IN SPITE of there being no musical backing.Soaprman wrote:
And sometimes it does have musical backing. (Eternal Damnation difficulty, not sure if the rest do the slider speed thing)
Yes.Soaprman wrote:
I also have another question: when playing maps, are you aware of the number of slider speeds that are used? Again, independently from how they are used.
Pretend I just posted every "the fuck is he talking about" reaction face ever made all at once. Won't discuss further because it has nothing to do with this thread.Shiirn wrote:
Mappers suck. It's a well-known fact. A mapper is never a good mapper.
Again, nothing to do with the number of velocities. Three velocities can be used just as stupidly as ten velocities.Shiirn wrote:
So theory needs to take over where opinions are wildly different. Especially when newer people fall into the trap of "hey cool i can do slider velcoties other than 0.5/0.75/1/1.5/2!" and we suddenly have 1.1-1.2-1.3 etc when it makes no sense.Soaprman wrote:
You've pointed out that most maps don't use more than three slider speeds. This is true. But your post never addresses the reason for three slider speeds independently... it's always tied with how well those slider speeds are used, which is an independent thing and exactly what mm201's wording addresses.
She screams louder and the sliders get faster. The backing is there. Anyone who listens to the music while they play can tell why those sliders increase in speed.Shiirn wrote:
You're fucking kidding me, right? Hahahahahahhahahaha, there's absolutely no musical backing for this whatsoever. If you claim it does the increased-slider-speed thing well, you need to claim it does well IN SPITE of there being no musical backing.Soaprman wrote:
And sometimes it does have musical backing. (Eternal Damnation difficulty, not sure if the rest do the slider speed thing)
I wasn't actually going anywhere with this. I was just curious.Shiirn wrote:
Yes.Soaprman wrote:
I also have another question: when playing maps, are you aware of the number of slider speeds that are used? Again, independently from how they are used.
I know you're gone, but the sliders get faster in one section. In the same part of the music, the sliders start out fast then get slower. The sliders don't have any musical backing, they have a mapping reason instead (zekira wanted faster sliders). Considering the increase is linear, there's not much of a problem with it imo. The red timing sections are obviously a problem, but that's beside the point.Soaprman wrote:
She screams louder and the sliders get faster. The backing is there. Anyone who listens to the music while they play can tell why those sliders increase in speed.
Actually velocity can't be negative, as it is speed in a direction. A negative velocity could always be rewritten as a positive velocity in the opposite direction. We should use velocity because that is what is used in the program, even though its misused. SV is missing the direction part.ziin wrote:
Also, we shouldn't use "velocity" in this case, as velocity can be negative. Replace any instance of "velocity" in the rule with "speed".
lol. I get what you're saying but you're in for a heap of trouble in physics if you can't accept that velocity can be negative.GigaClon wrote:
Actually velocity can't be negative...A negative velocity could always be rewritten
when searching for this rule, I couldn't find it because I was searching for "slider speed"mm201 wrote:
In osu!, the two are used interchangably.