Hi all! As CTB specific difficulties are now rankable, we can continue the discussion about Rules/Guidelines here.
These are the ones crafted by Shiirn (p/1345697)
Catch the Beat Rankability Rules and Guidelines
These are the ones crafted by Shiirn (p/1345697)
Catch the Beat Rankability Rules and Guidelines
Rules
They may not be broken under any circumstance.- You must avoid all current bugs within the hyperfruit system to keep your map passable. These will be gone over later on, below.
- Autoplay (salad!) must SS the map. Nevertheless, it doesn't show you what jumps are bugged/impossible to catch.
- Your map must theoretically be SSable. This generally means you must be able to catch absolutely all fruits, including droplets. This ties in the previous point, but is fundamentally for different reasons.
Guidelines
They are important and should be followed in most maps. Nevertheless, they could be broken in special cases.- Each CTB difficulty should be labelled according to its level of difficulty: Cup / Salad / Platter / Rain / Overdose, Deluge (in case there's a 2nd harder Extra diff). However, there's no need to add the acronym "CTB" since non-standard diffs have their own identification icon.
- The recommended Approach Rate for a catch the beat difficulty of "normal" difficulty (in accordance with Taiko, this is the "insane"-ish level of play, not an actual "normal") is AR8. AR9 can be used for faster paced songs as determined by the mapper, but AR10 should never be used for a below-superinsane level of play.
- Overall Difficulty should have the same value as the Approach Rate. This is just a standardized value, as OD does not affect gameplay nor the amount of fruits a spinner has, just the max score of a difficulty.
- Bear in mind that CtB difficulties are meant to be fun to play, not a random experimentation with the editor. Make sure your map is fun, even if it's difficult! This comes only with practice. This includes making sure you don't spam 20 hyperdashes in a row - that's not fun, that's exhausting and frustrating.
- Make sure your combos aren't too long! Bear in mind that sliders count as two fruits on Ryuuta's plate, and that you can't see new combos while in gameplay. A good, general baseline is a maximum of ten (10) fruit for a full combo. This is so that the fruit you catch doesn't block your view!
- Bearing the previous point in line, your spinners shouldn't be too long! Spinner fruits also "stack up".
- Avoid placing notes closer than 1/2 to a spinner. That'll make the notes near a spinner easier to read/sightread, helping the player to place the ryuuta in the correct position for the 1st note after a spinner.
Hyperfruit issues
Generally speaking, if you believe that your map might be impossible to clear, please consult a MAT or BAT or another experienced CtB player as to whether your map fits these bugs.- In-slider jumps: This occurs when the horizontal slider velocity is so high that Ryuuta cannot catch both sides without a hyperfruit, yet the slider is long enough that a droplet appears. Droplets cannot become hyperfruits, and mess with the coding such that no hyperfruits appear. The borderline for this bug seems to be a horizontal velocity of 600BPM (Your map's BPM * Your Slider Velocity, directly horizontal), so beware using overall velocities over 400bpm!