timing section is the term used across the wiki, and it's used by the editor, tho points is the uh.. more noticeable term, to say the least.... /shrug
Your map must theoretically be possible to SS. This means it must be possible to catch absolutely all fruits, including droplets.Due to the definitions of fruit and droplet in the ranking criteria, including a droplet as a fruit isn't correct, because a fruit is listed as "A large object represented by a hitcircle, slider head, tail or repeat.". It'd be better to word it as " This means it must be possible to catch absolutely all fruits, drops, and droplets." It's a little more long winded, but I couldn't really think of a shorter way to write it that doesn't lead to something being left out. (I also know that it's quite obvious what an SS means really, but if we're including an explanation I think it makes sense for it to be clarified properly.)
Overall Difficulty should have the same value as the Approach Rate. This is just a standardized value, as Overall Difficulty does not affect gameplay nor the amount of fruits a spinner has, just the maximum score of a difficulty. For cases where the two values are not equal, the Overall Difficulty must be less than or equal to the Overall Difficulty of the next hardest difficulty.Similar thing here, "nor the amount of fruits a spinner has" goes against the definition of fruit, as bananas aren't listed under the fruit definition. Again, fairly obvious what is meant, but it's probably better to list as "nor the amount of bananas a spinner has", for the sake of definitions.
Use the same slider tick rate on every difficulty as it is a property of the music rather than the mapping. However, lower difficulties may use lower tick rates to reduce accuracy requirements for newer players, providing they still follow the rhythm of the song. Using high tick rates purely to increase score/combo/difficulty is senseless.This being the only place in the general section which has the sentence carry on from the main part to the explanation seems really strange to me, and actually confused me a tiny bit when I was reading through until I realised. Maybe best to just make it "This is because it is a property of the music rather than the mapping.".
should prob make a thread for this, since that'd be an actual change to rcSinnoh wrote:
A beatmapset's audio file must be no lower than 128kbps and no higher than 192kbps. Variable bit rate songs must average between that range.
imo this should be changed to a guideline where it must be followed unless there isn't a higher quality version of the song available
Mcen314 wrote:
Seeing that so many mappers are ignorant of the setup "Sample match playback rate"(to raise perfect fifth in NC mod). I want to suggest this:
A beatmap containing pitched hitsounds must open "Sample match playback rate" Of course, it doesn't matter in maps without pitched hitsound
Pitched hitsounds means hitsounds with pitch, like piano sounds and etc. Whether they're raised by perfect fifth depends on whether this setup is ticked. If not, players, when playing maps with pitched hitsounds, will hear inconsonant sounds.
needs to be changed toold wrote:
If the drain time of the highest difficulty is...
...lower than 3:30, the lowest difficulty of each included game mode cannot be harder than a Normal. Because osu!mania does not have a difficulty-specific Ranking Criteria yet, an osu!mania beatmapset's Normal difficulty is defined as a difficulty below 2.00 stars. For hybrid beatmapsets that include osu! difficulties, the additional modes' lowest difficulties cannot be harder than a Hard.
...between 3:30 and 4:15, the lowest difficulty of each included game mode cannot be harder than a Hard.
...between 4:15 and 5:00, the lowest difficulty of each included game mode cannot be harder than an Insane.
...anything higher, the beatmapset is exempt from reasonable spread rules.
Lower difficulties can use their play time as a metric instead of drain time, but their drain time must be equal to at least 80% of their play time. (Not applicable to difficulties below 30 seconds of drain time.) Judgement regarding the suitability of gameplay elements used for any lowest difficulty Hard and Insane difficulties is up to the Beatmap Nominators and Quality Assurance Team for the corresponding game modes.
posting here instead of a proposal as this is already how things are enforced, this is just more clearnew wrote:
If the drain time of each difficulty is...
...lower than 3:30, the lowest difficulty of each included game mode cannot be harder than a Normal. Because osu!mania does not have a difficulty-specific Ranking Criteria yet, an osu!mania beatmapset's Normal difficulty is defined as a difficulty below 2.00 stars. For hybrid beatmapsets that include osu! difficulties, the additional modes' lowest difficulties cannot be harder than a Hard.
...between 3:30 and 4:15, the lowest difficulty of each included game mode cannot be harder than a Hard.
...between 4:15 and 5:00, the lowest difficulty of each included game mode cannot be harder than an Insane.
...anything higher, the beatmapset is exempt from reasonable spread rules.
Difficulties lower than the highest difficulty can use their play time as a metric instead of drain time, but their drain time must be equal to at least 80% of their play time. (Not applicable to difficulties below 30 seconds of drain time.) Judgement regarding the suitability of gameplay elements used for any lowest difficulty Hard and Insane difficulties is up to the Beatmap Nominators and Quality Assurance Team for the corresponding game modes.
UndeadCapulet wrote:
catch uses super cute section dividing lines https://puu.sh/DmBEK/3f3cc89146.png can we add these to the other pages too they're lovely
Difficulties lower than the highest difficulty can use their play time as a metric instead of drain time, but their drain time must be equal to at least 80% of their play time. (Not applicable to difficulties below 30 seconds of drain time.) Judgement regarding the suitability of gameplay elements used for any lowest difficulty Hard and Insane difficulties is up to the Beatmap Nominators and Quality Assurance Team for the corresponding game modes.to
Difficulties lower than the highest difficulty can use their play time as a metric instead of drain time, but their drain time must be equal to at least 80% of their play time. (Not applicable to difficulties below 30 seconds of drain time.) Judgement regarding the suitability of gameplay elements used for any lowest difficulty Hard and Insane difficulties is up to the Beatmap Nominators and Nomination Assessment Team for the corresponding game modes.
RC wrote:
No two hit objects can be placed on the same tick. This includes hit circles, starts and ends of sliders, and starts and ends of spinners. osu!mania beatmaps are exempt from this.
RC wrote:
No two hit objects can be placed on the same tick. This includes hit circles and the duration of sliders and spinners. osu!mania beatmaps are exempt from this.
"At least 62 ms must be left between objects and the start of spinners to ensure readability. As an example, a 1/6 gap would be required at 160 BPM, whereas a 1/4 gap would be required at 240 BPM."
"At least 62 ms must be left between objects and the start of spinners to ensure readability. As an example, a 1/6 gap would be required at 160 BPM, whereas a 1/8 gap would be required at 120 BPM."
Dubstek wrote:
So it will be good to remove that "Triple" to "Hand" or just add description about "Triple"
rc wrote:
Any form of feat., ft., Ft., etc. must be written as feat. when it is used as a marker signifying a featured artist in the song.
rc wrote:
No two hit objects can be placed on the same tick. This includes hit circles and the durations of sliders and spinners. osu!mania beatmaps are exempt from this.
update wrote:
Two or more hit objects cannot be placed on the same tick. This includes hit circles and the durations of sliders and spinners. osu!mania beatmaps are exempt from this.