DELUGE! ♥
/offtopic i'm going to think about training with OD0 maps....Kurokami wrote:
I tried t+pazolite - Against Gilgamesh with OD0 and OD10. When I played with OD0 I wasn't able to control the ryuuta, my max combo is below 100. With OD10 max combo is 400 which is the normal. So maybe it affects the ryuuta's stability or something like that. It has a chance that I just suck with my first run tho. ._.
best option is OD=AR since they were originally identical. CTB was made a long time ago, so it's likely that before the OD/AR split, the only thing OD changed was AR. Now it's likely useless.Kurokami wrote:
It not makes sense, if it not change anything. I mean, even in taiko, changing the accuracy. (high OD, harder to get 300) So it must change something in ctb too.
Random numbers on computers are typically generated by pseudo random number generators (PRNG)... especially when you want them to be deterministic and produce the same sequence each time. What will change the behaviour you see is if a different number of calls to the PRNG are made... meaning, that if the number of sliders are changing the way spinners look, then sliders are probably calling the PRNG for some reason. This also means that adding another spinner (or altering the length of one so it drops a different number of fruits) should definitely change any spinners that occur after it.ZHSteven wrote:
Ok since bomber34 talk about the factors affect the fruit in spinner, I will give my results on it.
The only thing affect the spinner is the slider.
I mean, the total number of slider you put in the map.(but placement, direction, tick rate, speed, or other small little thing doesn't affect it.)
I don't know why but, it is truth...
The new combo position depends on the mapper mostly. As long as it makes sense, there's no need to make a guideline for this.Drafura wrote:
- New combos : In standard mapping new combos usually are on white tick, but in CtB I think we could place them in the next tick (So the " fruit jumping off the plate" effect due to new combo would fit with the song).
It is true there is an offset difference between osu!Standard and CTB maps, which is around 15 ms (based on my experience in modding Standard diffs, and using the same General Offset that leads me to a ~0 ms offset difference while testing them).Drafura wrote:
- Timing Sections (Mainly for audio changes) : Since we can't hit an object before the object have to be hitted in CtB, we may put our sections on the exact offset (not a bit before, like in standard mapping).
Okay, I was just pointing out the fact that a new combo wich make sense in standard could not make sense in CtB.Deif wrote:
The new combo position depends on the mapper mostly. As long as it makes sense, there's no need to make a guideline for this.
I think you missunderstood what I said. I'm not talking about an offset difference between modes. I'm talking about the possibility (in standard) to hit a circle before the offset of this same circle wich isn't present in CtB mode. For example :Deif wrote:
It is true there is an offset difference between osu!Standard and CTB maps, which is around 15 ms (based on my experience in modding Standard diffs, and using the same General Offset that leads me to a ~0 ms offset difference while testing them).
On the other hand, there's a general rule which says that every difficulty of the mapset must have the same timing settings (uninherited sections)... so fixing this difference will depend on the player (who has to put a General Offset of -15 ms from what he has of Standard playing), and not the mapper.
In my point of view if the explosion occurs on 4 the combo remains okay but the visual effect is not so good. I didn't say it can't occur on 4 that's why I'm talking about guideline not rule, this is not following standard mapping so I think it's worth to mention it (Some of my new combos has been mentionned in a mod so I want to see with the community if this could be allowed or not in CtB mapping).ziin wrote:
it all depends on your perspective drafura. Why can't explosions occur on 4?
Yup something like this. But I still disagree with the "new combo each note" wich is much more annoying than a 12+ combo, so mini foutain is maybe not the good word wich reminds me a kiai abuse ^^"bwross wrote:
if a mapper wants to use the splash like a mini-fountain effect to emphasize something, then they're free to do so.
So it's something we should ban in CtB mapping (Except on some songs) ? Or we can use it since it makes a pretty good visual effect ? (I have to know if I have to modify my map now :s)Sakura wrote:
Also your idea of the plate being cleared on 1, is like asking on Standard for a geki/katu to appear on 1... it just doesnt look good (Except on some songs)
?Loctav wrote:
You placed them wrong, bomber. lol
lolbomber34 wrote:
?Loctav wrote:
You placed them wrong, bomber. lol
No it was about the color not the shape you may test it yourself ._.HakuNoKaemi wrote:
Plus how's a grape is similiar to a cask of bananas?
You can't place two hitobjects on the same place
Yes it affects only score but some might argue that since score doesn't matter anymore OD is complete useless.those wrote:
Since OD doesn't contribute to anything except for score (right?), it should not have its own value; it must be a dependent.