Alright. Time to bring in an example.
http://osu.ppy.sh/b/110219
Why can maps like this be mapped accurately to Taiko?
http://osu.ppy.sh/b/110219
Why can maps like this be mapped accurately to Taiko?
Even without those hitsounds it would be fun and as you can see there is no agreedment yet.peppy wrote:
[...]The idea of this thread is to try and agree on a mid-ground that allows for flexibility but keeps maps playable and fun.
So now that we have this, what's wrong with using a bass drum as don and a snare drum as kat?OnosakiHito wrote:
@those: This map can be mapped on taiko because we have many, many styles, where one of it can fit to it perfectly. Also using sounds like e.g. konga wouldn't help at all since, as you said in the beginning, it should give a clear sound that represent ,,don" or ,,kat".
And the answer is, "there is nothing wrong". It's only you who is against it because you fail to see that change is possibly an improvement, even though there's enough space to fix errors if needed.OnosakiHito wrote:
@^: You may search the answer in this thread by yourself. I will not answer to this a 5th time for sure.
So, you must think there's something wrong with the music in the video. Lemme give it to you straight: there isn't.OnosakiHito wrote:
^@: Says the one who has tried to explain it to Loctav with a video.
I agree. But who is to say they won't sound just as good/better with alternate hitsounds?[Luanny PhNyx] wrote:
Also, dnb sounds awesome with taiko hitsounds, imo.
Which game?MMzz wrote:
This shouldn't even be up for discussion, the taiko drum sound is one of the main aspects/appeals to the game.
The arguments you guys are throwing out is the same arguments that osu!standard players throw out for a SB,Skin,BG toggle, yet we are not banning the use of those in standard mapping. The key point here isn't "Standard mapping" it's "Same arguments"peppy wrote:
Let me remind you that this isn't taiko no tatsujin; it is osu!.
Is that not what modding is for? "I mapped my song this way because I interpret it this way with its current position in space and time, so I reject any suggestion that can make it better."MMzz wrote:
This shouldn't even be up for discussion, the taiko drum sound is one of the main aspects/appeals to the game. And wanting to forcefully change that so your map can sound BETTER?
And so you think sticking to the default, authentic sounds will magically make it sound organized and better?MMzz wrote:
Even if we did do this it wouldn't work our very well, with the way people map we would have rediculous unorganized drum beats going around the whole map that have zero relation to the song. (Or whatever hitsound you choose to use) If you go and look at most ranked/approved Metal/Rock songs with a taiko map, and just try to imagine a snare on every kat, (or better yet go put some custom sounds in your taiko skin and see for yourself) You'll notice how unorganized and terrible it will sound. I can throw so many map examples at you it's not even funny.
( and no the modding process WILL NOT FIX THIS. )
Again, is this not modding is for?MMzz wrote:
For this to even work you would have to follow the drums to their exact point. And with the amount of mappers we have on the side of NOT haveing the use of custom hits, that will leave the new mappers to try and use custom sounds, and it will be awful really cause they have no idea what they are doing.
So, can you say that there is zero chance of another hitsound set that is capable of achieving the same freestyle beat and flow?MMzz wrote:
At least with the taiko sounds they blend to a point where you can freestyle around the song and you will almost always have a nice freestyle beat to the song. (If you know what you are doing of course)
I never said such a thing. I'm trying to point out that if people use custom hits it's just going to get WORSE.those wrote:
And so you think sticking to the default, authentic sounds will magically make it sound organized and better?
Modding taiko, that's a funny joke.those wrote:
Again, is this not modding is for?
^Exactly what I think.MMzz wrote:
This shouldn't even be up for discussion, the taiko drum sound is one of the main aspects/appeals to the game.
+1[Luanny PhNyx] wrote:
tl;dr:^Exactly what I think.MMzz wrote:
This shouldn't even be up for discussion, the taiko drum sound is one of the main aspects/appeals to the game.
Well yeah it's not TnT but it's still Taiko mode in osu!.Sakura wrote:
Which game?
I really don't agree that this is the same argument but let's assume that it is the same. Even if it is the same, people participating in the discussion are different and people will be affected are different. Previous decisions in other community might be a good reference but we don't need to end this with the same conclusion.Sakura wrote:
The arguments you guys are throwing out is the same arguments that osu!standard players throw out for a SB,Skin,BG toggle, yet we are not banning the use of those in standard mapping. The key point here isn't "Standard mapping" it's "Same arguments"
It's not my favourite argument, but it is one that makes a lot of sense.Luna wrote:
Okay, since the prepared piano seems to be your favourite argument...
Your point is basically that the prepared piano is also a piano - and while that is technically true, they are used on completely different occasions. They work differently, they are basically two seperate instruments despite LOOKING identical. It's not just that they work for different pieces of music, they quite frankly don't play the same.
It is about gameplay. The don and kat represents a low tone and a high tone, respectively. They still look the same (you have red/blue, we're not talking about creating taiko note skins yet), but the timbre of the don/kat is now changed. However, with my new rule suggestion, don will still represent the low tone, and kat will still represent the high tone. And I emphasize again: we have a greater audience saying that it doesn't sound as great even before listening to the performance. Why is that?Luna wrote:
Taiko is a game, it's about gameplay. So forcing what amounts to a different instrument on the player is a severe change in gameplay - even if it still looks like the same game from the outside (just like a prepared piano looks like a regular one).
EXACTLY.those wrote:
Let us imagine there is a piece of music composed for prepared piano. If you play it on a regular piano, it will not sound as correct as if it was played on a prepared piano. As well, if you play a piece composed for a regular piano on a prepared piano, it will not sound as correct as if it was played on a regular piano.
And what's wrong with being accustomed to playing either way? Is it not worth the time?Luna wrote:
Give a prepared piano to a normal piano player.
He'll be able to play it because it still technically works the same way, but he probably won't be very comfortable using it since it has to be used in a different way.
You speak as if default taiko hitsounds plays better 100% of the time. If that was true, then sure. But it's not.Luna wrote:
That's basically the gameplay that I mean - it's not about what SOUNDS better but what PLAYS better. It's certainly possible to map Taiko in a way that sounds better with custom hitsounds but if they are forced on the players, it violates the core gameplay > artistic freedom rule.
There's nothing wrong with playing with default hitsounds, either. If you don't want to play with hitsounds the mapper feels are appropriate, get rid of them.Luna wrote:
There is nothing wrong with suggesting your hitsounds (in the beatmap's thread for example, or by setting a preferred skin) but forcing them is too much of a change in general gameplay IMO
We already agreed on this.[Luanny PhNyx] wrote:
Its like a rock band perfoming an orchestra
It will NOT be the same
Well of course. If you choose to use the default hitsounds instead of the custom hitsounds, you'll be playing a prepared piano piece on a regular piano. I'd be the one providing you with the prepared piano to make it sound more correct, but you'll be the one choosing to play it on a regular piano, and it will sound weird to you. Whose choice is that, exactly?[Luanny PhNyx] wrote:
EXACTLY.those wrote:
Let us imagine there is a piece of music composed for prepared piano. If you play it on a regular piano, it will not sound as correct as if it was played on a prepared piano. As well, if you play a piece composed for a regular piano on a prepared piano, it will not sound as correct as if it was played on a regular piano.
You will map something with conga hitsound
so the player will be FORCED to play with conga hitsounds because with the default ones it will not make any sense
Will be very different
So, if the player doesn't accepts that annoying thing, he doesn't play the map because it turned bad with default hitsounds (I mean taiko hitsounds). We want maps for everyone, right?
You're being cruel if you want to force it
It's like forcing taiko players to play converted standard maps
Some will be great and some will be SHIT
Damn, convert a "different" taiko into taiko isn't a good idea.
And I know, most of the taiko players will play it with default and will play a weird map.
I really don't want to learn how to play againthose wrote:
And what's wrong with being accustomed to playing either way? Is it not worth the time?Luna wrote:
Give a prepared piano to a normal piano player.
He'll be able to play it because it still technically works the same way, but he probably won't be very comfortable using it since it has to be used in a different way.
Well, if you play a prepared piano you want to play guitar on a piano.those wrote:
And what's wrong with being accustomed to playing either way? Is it not worth the time?
Lacks of examples. Empty assumption here.those wrote:
You speak as if default taiko hitsounds plays better 100% of the time. If that was true, then sure. But it's not.
With osz2, this is not possible anymore. And you know it.those wrote:
There's nothing wrong with playing with default hitsounds, either. If you don't want to play with hitsounds the mapper feels are appropriate, get rid of them.
Well, you know that mapping osu!standard contains more art than Taiko. Taiko is way more a simulation to the music. osu! relys more on creating an art over an existing music. Taiko doesn't.those wrote:
Mapping is an art. There are rules to be followed, and this should not be one of them.
As already said, Taiko is a drumming game. If you are focusing your maps on something different than the drumbeat while mapping, you do something wrong. Every map contains a hypothetic "drumline", even piano-only songs.those wrote:
Well of course. If you choose to use the default hitsounds instead of the custom hitsounds, you'll be playing a prepared piano piece on a regular piano. I'd be the one providing you with the prepared piano to make it sound more correct, but you'll be the one choosing to play it on a regular piano, and it will sound weird to you. Whose choice is that, exactly?
OnosakiHito wrote:
Also you forgot what else peppy said. He didn't disagree that people should agree to suggestions, am I right? This means the community is an importand factor here, so suggestiopns can't be decided by only two or three people(especially by people with less experience).Even without those hitsounds it would be fun and as you can see there is no agreedment yet.peppy wrote:
[...]The idea of this thread is to try and agree on a mid-ground that allows for flexibility but keeps maps playable and fun.
Due to this, and because of many other said reasons, I decide(due to opinions of US) not to change this rule. This is my, or better I should say our absolute decision right now.
If you have a valid reason feel free to post them later again, but for now there is nothing more to say.
Hi matthewhln. Excuse us for ignoring you.OnosakiHito wrote:
1. Did I miss something or has been matthewhln ignored again? What he said has a new dimension and needs some new arguments on both sites.
This is what we are trying to avoid. This is similar to "custom skins will affect nothing if you delete skin elements in the folder".matthewhln wrote:
1. Custom hitsound will affect NOTHING if you use taiko skin for taiko mode
We don't mention anything about hitsound volume, but the timbre of the hitsound itself.matthewhln wrote:
2. Hitsound Volume can be specify in a SINGLE difficult
Yes, this is true, and we know that. If you want to use the Taiko hitsound on a map that doesn't have custom hitsounds, use the game default ones.matthewhln wrote:
3. For people who do not use taiko skin, they give up their right on using taiko hitsound (I think they don't care anyway) so why do we care?
I'm not quite sure I understand you here. Can you explain this a bit more?matthewhln wrote:
4. Original hitsound in taiko mode is NOT taiko hitsound, if you care on original hitsound, you are annoying yourself
That's like asking me why I didn't know how to use calculus when I was 5. It was available at an earlier point in my life, but I didn't figure its importance to me until now.OnosakiHito wrote:
2.those, tell me please why this didn't come into your mind earlier? When the taiko rules were not avaible you had the possibilitys to use your own custom hitsounds but didn't do it at all. No one of you. Why now?