My intention is solely for that gain, and not to make people go through extra effort. We can try to be just satisfactory, or we can strive for improvement. Which would you rather?
This answers perfectly.Sakura wrote:
There's no need for a perfect offset on the unmapped sections,if anything an average BPM, since all that we want is the osu! cookie to pulse right isnt it?
Great solution.Card N'FoRcE wrote:
The intention to have unmapped sections timed is ok,..
If the timing is simple then add it, if not add an average.
Not too sure what kind of songs you're listening to that most have intros like that, but if you need help I can help you time it.ErufenRito wrote:
So that includes the intros that most of the time has "senseless" timing?
The draining time of your map must be *perfectly timed. This means that your BPM and offset are spot-on, sliders end when they should, notes are generally following a recognizable rhythm (such as the lyrics or drums) which is comprehensible by a player, and that there are no unsnapped notes (you can check this by running AIMod (shortcut ctrl+shift+a) in the editor).*perfectly means "the most accurate it can get"
The non-mapped parts of your maps should have an adequate timing, especially when that part timing is easy to find. When finding a right timing is too hard, just try to get an average timing and see if the menu osu! logo is pulsing rightly.
What I'm most concerned with is what about sections that don't really have a timing? Some songs have breaks in them that don't really follow a certain BPM.Lybydose wrote:
timing unmapped sections, especially slow downs at the end of a song or a bridge or whatever, is a colossal waste of time.
such a rule would exist just to piss people off
break across untimable duration and retime once the song can be timed again?Nyquill wrote:
What I'm most concerned with is what about sections that don't really have a timing? Some songs have breaks in them that don't really follow a certain BPM.Lybydose wrote:
timing unmapped sections, especially slow downs at the end of a song or a bridge or whatever, is a colossal waste of time.
such a rule would exist just to piss people off
Otherwise, I don't have an issue with this amendment.
Called rubato musically. Another case is when the change in speed goes continuously not on every beat then it's useless to time it correct for the sake of the cookies in the title screen.Nyquill wrote:
What I'm most concerned with is what about sections that don't really have a timing? Some songs have breaks in them that don't really follow a certain BPM.Lybydose wrote:
timing unmapped sections, especially slow downs at the end of a song or a bridge or whatever, is a colossal waste of time.
such a rule would exist just to piss people off
Otherwise, I don't have an issue with this amendment.
such a rule would exist just to piss people off
Your map must be perfectly timed. This means that your BPM and offset are spot-on, sliders end when they should, notes are generally following a recognizable rhythm (such as the lyrics or drums) which is comprehensible by a player, and that there are no unsnapped notes (you can check this by running AIMod (shortcut ctrl+shift+a) in the editor).I don't see anything here that says about breaks or unmapped parts. I guess if a person chooses to time it, why not, but I don't think it needs forcing as it has no impact on gameplay.
Don't waste large amounts of time it then. Take an average or drop a uninherited on each downbeat. And it does have an effect on taiko.Lybydose wrote:
a pulsing logo that has zero effect on gameplay is not a reason to waste large amounts of time on something that's probably not even correct to begin with
maybe even better as a RecommendationHakuNoKaemi wrote:
RuleThe draining time of your map must be *perfectly timed. This means that your BPM and offset are spot-on, sliders end when they should, notes are generally following a recognizable rhythm (such as the lyrics or drums) which is comprehensible by a player, and that there are no unsnapped notes (you can check this by running AIMod (shortcut ctrl+shift+a) in the editor).*perfectly means "the most accurate it can get"
+
GuidelineThe non-mapped parts of your maps should have an adequate timing, especially when that part timing is easy to find. When finding a right timing is too hard, just try to get an average timing and see if the menu osu! logo is pulsing rightly.
just the idea of using a Rule and a Guideline. Since the rule have to be imposed and the guideline isn't so imposable,
It doesn't. The only way it would affect it is if you had a break where a BPM/downbeat/offset change would occur. Putting a red line where appropriate (during a break) was always done already, I think. edit: Unless it was impossible because the music was incomprehensible, or something.ziin wrote:
Don't waste large amounts of time it then. Take an average or drop a uninherited on each downbeat. And it does have an effect on taiko.
In that case just start the timing point early? Since the intro will be wrong anyway, might as well.Mithost wrote:
I'm going to argue that it throws taiko players off if the intro has badly timed bar lines. You expect some crazy (or sluggish) Approach Rate but then it finally equalizes as soon as the first note comes up.