This tutorial covers some advanced concepts. Beginner mappers beware! ![Razz :P](https://osu.ppy.sh/forum/images/smilies/58.gif)
Flow in beatmapping is a concept that doesn't have a true definition - many mappers have varying opinions on what flow is and how it should be. In this tutorial I'll explain my understanding of flow. WITH PICTURES!![Grin :D](https://osu.ppy.sh/forum/images/smilies/242.gif)
I think of flow as a combination of three separate types of flow: Linear Flow, Oval Flow, and Drop-Off Flow.
Linear flow is where from object to object, the player has to turn either very little or not at all. This can be combined with sliders to 'catch' players after large jumps, or combined with how lenient sliders are to make otherwise complex sliders play easily.
Oval flow is when the player can move in an oval shape from object to object. Ovals are fluid, intuitive, and fun, and from what I have seen lots of people love it.
Dropoff flow is a bit confusing, but it's equally as important. Dropoff flow is when the player uses the lenient slider ball on sliders to move onto the next object before the slider is finished. This lets the player be completely stopped when playing the next object, allowing them to move in any direction afterwards with ease.
These different types of flow can be combined to make patterns that play smoothly.
Now for some examples.
Open the box for lots of helpful images!
Shiro has also compiled a post with some neat topics and great examples. Check it out here.
If you have any questions at all, feel free to ask in the thread. (inb4 the thread gets buried)
Oh, and if you have any types of flow that you personally use, please mention it here.
EDIT: One more thing I wanna clarify. 'Bad' flow is not a bad thing to have. The only difference between good and bad flow is how smooth the movement is. 'Good' flow is smooth while 'Bad' flow is more jagged.
Chinese Translation
![Razz :P](https://osu.ppy.sh/forum/images/smilies/58.gif)
Flow in beatmapping is a concept that doesn't have a true definition - many mappers have varying opinions on what flow is and how it should be. In this tutorial I'll explain my understanding of flow. WITH PICTURES!
![Grin :D](https://osu.ppy.sh/forum/images/smilies/242.gif)
I think of flow as a combination of three separate types of flow: Linear Flow, Oval Flow, and Drop-Off Flow.
Linear flow is where from object to object, the player has to turn either very little or not at all. This can be combined with sliders to 'catch' players after large jumps, or combined with how lenient sliders are to make otherwise complex sliders play easily.
Oval flow is when the player can move in an oval shape from object to object. Ovals are fluid, intuitive, and fun, and from what I have seen lots of people love it.
Dropoff flow is a bit confusing, but it's equally as important. Dropoff flow is when the player uses the lenient slider ball on sliders to move onto the next object before the slider is finished. This lets the player be completely stopped when playing the next object, allowing them to move in any direction afterwards with ease.
These different types of flow can be combined to make patterns that play smoothly.
Now for some examples.
Open the box for lots of helpful images!
Shiro has also compiled a post with some neat topics and great examples. Check it out here.
If you have any questions at all, feel free to ask in the thread. (inb4 the thread gets buried)
Oh, and if you have any types of flow that you personally use, please mention it here.
EDIT: One more thing I wanna clarify. 'Bad' flow is not a bad thing to have. The only difference between good and bad flow is how smooth the movement is. 'Good' flow is smooth while 'Bad' flow is more jagged.
Chinese Translation