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[(Unspoken?) Rule] Image / Storyboard / Skin size Limit

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Shiirn
There are so many varying opinions on this even among the upper echelons of the brigade.

A beatmap's custom skin must use image files that do not exceed the pixel size of the default skin. The only exceptions to this are score and combo numbers and combo bursts, which should be a maximum of 65x65 and 500x767 respectively. These dimensions are not exact, going over by a few pixels isn't a problem, but as a mapper you should do your best to abide by these limites.
If a beatmap uses a custom skin or forces a default skin, a custom sliderborder should be applied. This is to avoid the default sliderborder or a player's custom skin's sliderborder from conflicting with the map's specific color scheme.
At no time during a storyboard should the load go past 5.0x 4.0x is recommended. Do note that:
  • ===The editor and playtesting storyboard loads calculate the resultant load differently: Use the playtesting gauge since it is more accurate.
    ===The storyboard load multiplier is calculated by how large any set of images currently displayed on the playing field compared to the default size - that is to say, to obtain a 5.0x load, you must have the equivalent of five background images stacked at once, regardless of the opacity of each. The basic background image sits at 1.0x.

opinions go
mochi
going over by a few pixels
Perhaps make this rule less ambiguous? Maybe use %
ouranhshc

rules wrote:

If a beatmap uses a custom skin or forces a default skin, a custom sliderborder should be applied. This is to avoid the default sliderborder or a player's custom skin's sliderborder from conflicting with the map's specific color scheme.
is this for prettiness or something. or does this have to do with the future sliders
RandomJibberish

ouranhshc wrote:

rules wrote:

If a beatmap uses a custom skin or forces a default skin, a custom sliderborder should be applied. This is to avoid the default sliderborder or a player's custom skin's sliderborder from conflicting with the map's specific color scheme.
is this for prettiness or something. or does this have to do with the future sliders
It's so that if, for example, you have a custom skin with a black overlay and slider border, it doesn't look awful and inconsistent when a map's skin uses a white overlay.
Soaprman
Turning unspoken rules into spoken rules is always good. Keeps things in the open for everybody.

I support all three of these and think they sound alright as written. Especially with the slider borders... are there any situations where someone wouldn't want to guarantee their sliders look as pretty as they designed them?
ouranhshc

RandomJibberish wrote:

ouranhshc wrote:

is this for prettiness or something. or does this have to do with the future sliders
It's so that if, for example, you have a custom skin with a black overlay and slider border, it doesn't look awful and inconsistent when a map's skin uses a white overlay.
Aka prettiness
Kitsunemimi

Shiirn wrote:

At no time during a storyboard should the load go past 5.0x 4.0x is recommended. Do note that:
  • ===The editor and playtesting storyboard loads calculate the resultant load differently: Use the playtesting gauge since it is more accurate.
    ===The storyboard load multiplier is calculated by how large any set of images currently displayed on the playing field compared to the default size - that is to say, to obtain a 5.0x load, you must have the equivalent of five background images stacked at once, regardless of the opacity of each. The basic background image sits at 1.0x.
I have a feeling this is going to fuck up my shit for the storyboard I'm making. Plus, high sb load doesn't always mean epic lag, since scaling small images tends to up the load by a ton, though they don't lag insanely. Cirno's hot spring is a good example of.... upscaled images I think. iirc it goes up to 22x load on a single image.
ziin

Kitsunemimi wrote:

I have a feeling this is going to fuck up my shit for the storyboard I'm making. Plus, high sb load doesn't always mean epic lag, since scaling small images tends to up the load by a ton, though they don't lag insanely. Cirno's hot spring is a good example of.... upscaled images I think. iirc it goes up to 22x load on a single image.
I asked this question but was never answered (does a large image lag much more than a small image, how do we tell, and how much of a limit do we need).

you must only count the images within the play area/while testing. You can't get over 1x on a single image, that is physically impossible, and through some miracle it's actually possible to go lower than 1x on a single image, but I don't get how that works. Whatever the case may be, we have a way to measure SB load and it should be tried to stay underneath that limit.

If you have a problem with the SB load, you are doing it wrong. There are very few instances where a storyboard must go over 5.0 load. I know of a few as I have worked on maps which do that, but 90% of the time if you are going over 5.0 load, you are doing it wrong.

A beatmap's custom skin must use image files that do not exceed the pixel size of the default skin. The only exceptions to this are score and combo numbers and combo bursts, which should be a maximum of 65x65 and 500x767 respectively. These dimensions are not exact, going over by a few pixels isn't a problem, but as a mapper you should do your best to abide by these limites.
This should be a hard limit, with the exception of spinner-background, which should be 1024x692 max (or 768, I haven't looked at how it works).

If a beatmap uses a custom skin or forces a default skin, a custom sliderborder should be applied. This is to avoid the default sliderborder or a player's custom skin's sliderborder from conflicting with the map's specific color scheme.
This is obvious to me now, and at least a few people are using it. It is solely for aesthetic purposes, the same as why we have skins in the first place. If you are going to skin your map and make people use that skin, at least do it right. It is the same reason that we have to skin approach circle, when we skin the hitcircle.
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