Вопрос. Try to keep .osz files under 12 MB, or 26 MB if you include video/storyboard. \
1. Считается ли кастомный скин сторибордом, если я даже файл SB не создавал? Моя карта со скином весит 23.1 мб. Переживаю что не прохожу по критериям.
Ищу рабочие ссылки на русский вариант следующих страниц.
2. https://osu.ppy.sh/help/wiki/Ranking_Criteria/osu! (а то "Время восстановления прядильщика должно быть не менее 2 ударов. " - сложно понять)
3. https://osu.ppy.sh/help/wiki/Modding_Guides/How_to_Get_Your_Map_Ranked (Запрашиваемая страница "Modding_Guides/How_to_Get_Your_Map_Ranked" не найдена.
Найти существующие страницы для Modding_Guides/How_to_Get_Your_Map_Ranked.)
4. Модераторы сами выбирают какие карты из pendinga проверять?
UPD. Все еще жду страницу критерии ранкинга "osu!standard" на русском. Через русский страницу Welcome бросает на англ. А мне нужно вот это на русском
и еще раз спасибо за ответы =)
1. Считается ли кастомный скин сторибордом, если я даже файл SB не создавал? Моя карта со скином весит 23.1 мб. Переживаю что не прохожу по критериям.
Ищу рабочие ссылки на русский вариант следующих страниц.
2. https://osu.ppy.sh/help/wiki/Ranking_Criteria/osu! (а то "Время восстановления прядильщика должно быть не менее 2 ударов. " - сложно понять)
3. https://osu.ppy.sh/help/wiki/Modding_Guides/How_to_Get_Your_Map_Ranked (Запрашиваемая страница "Modding_Guides/How_to_Get_Your_Map_Ranked" не найдена.
Найти существующие страницы для Modding_Guides/How_to_Get_Your_Map_Ranked.)
4. Модераторы сами выбирают какие карты из pendinga проверять?
UPD. Все еще жду страницу критерии ранкинга "osu!standard" на русском. Через русский страницу Welcome бросает на англ. А мне нужно вот это на русском
и так далее
Difficulty-specific
Difficulty-specific rules and guidelines do only apply to the difficulty level they are listed for and therefore do not apply to every osu! difficulty. Rhythm related guidelines apply to approximately 180 BPM beatmaps. If your song is drastically faster or slower, some variables might be different. Apply reasonable judgement in these cases.
Easy Easy
Rules
Objects 1 beat apart or less must not overlap perfectly.
Guidelines
Time-distance equality should be used. Variations are acceptable if they are clearly different from spacing used for different rhythms. When hit objects are more than 2 beats apart and have relatively high spacing on the playfield, time-distance equality does not need to be as precise.
When distance snap is used, try to keep it between 0.8x and 1.2x. Values too much higher or lower may make the difference between slider velocity and spacing counterintuitive. A higher distance snap can be used to avoid overlapping, but the slider velocity should be increased if you find yourself doing this often.
Note density should consist of mostly 1/1, 2/1, or slower rhythms.
Avoid using sliders shorter than 1/2 of a beat. These are too fast to be comprehended by new players.
Avoid overlapping circles, slider heads, and slider tails. These can be confusing for new players. 1/1 overlaps due to distance snapping should be avoided with higher spacing or slider velocity.
Avoid 1/1 sliders with multiple reverses. New players are unable to read additional reverses because they are visible for such a short amount of time.
Avoid slider-only sections. Aiming and following a lot of sliders in a row can be tiring for new players. In such cases, circles and rest moments without hit objects to click or follow should be used.
Frequently manipulating slider velocity is discouraged. Slider velocity should only be changed for sections of music with different pacings and should not be drastically variable.
Use straightforward and easily understandable slider shapes. New players may not understand how to follow more complex shapes.
Spinner recovery time should be at least 4 beats. This is to ensure adequate time to click a hit object following a spinner.
Avoid spinners less than 4 beats. Players need time to recognize that they have to begin spinning.
Avoid fully covering slider reverse arrows with hit objects within 4 beats of the reverse arrow being reached. This gives players enough time to recognize the reverse arrow.
Avoid perfectly overlapping slider bodies within 4 beats of each other. Doing so can cause sliders to be misread as a circle due to obscuring the slider body.
Ensure that your combos are not unreasonably short or long. Combos should reflect patterns expressed in the song, such as bars of music or vocal/instrumental phrases.
Avoid overlapping hit objects with other elements of the default and beatmap-specific skins. This refers to all elements that are part of the interface and can be skinned.
Difficulty Setting Guidelines
Approach Rate should be 5 or less.
Overall Difficulty / HP Drain Rate should be between 1 and 3.
Difficulty-specific rules and guidelines do only apply to the difficulty level they are listed for and therefore do not apply to every osu! difficulty. Rhythm related guidelines apply to approximately 180 BPM beatmaps. If your song is drastically faster or slower, some variables might be different. Apply reasonable judgement in these cases.
Easy Easy
Rules
Objects 1 beat apart or less must not overlap perfectly.
Guidelines
Time-distance equality should be used. Variations are acceptable if they are clearly different from spacing used for different rhythms. When hit objects are more than 2 beats apart and have relatively high spacing on the playfield, time-distance equality does not need to be as precise.
When distance snap is used, try to keep it between 0.8x and 1.2x. Values too much higher or lower may make the difference between slider velocity and spacing counterintuitive. A higher distance snap can be used to avoid overlapping, but the slider velocity should be increased if you find yourself doing this often.
Note density should consist of mostly 1/1, 2/1, or slower rhythms.
Avoid using sliders shorter than 1/2 of a beat. These are too fast to be comprehended by new players.
Avoid overlapping circles, slider heads, and slider tails. These can be confusing for new players. 1/1 overlaps due to distance snapping should be avoided with higher spacing or slider velocity.
Avoid 1/1 sliders with multiple reverses. New players are unable to read additional reverses because they are visible for such a short amount of time.
Avoid slider-only sections. Aiming and following a lot of sliders in a row can be tiring for new players. In such cases, circles and rest moments without hit objects to click or follow should be used.
Frequently manipulating slider velocity is discouraged. Slider velocity should only be changed for sections of music with different pacings and should not be drastically variable.
Use straightforward and easily understandable slider shapes. New players may not understand how to follow more complex shapes.
Spinner recovery time should be at least 4 beats. This is to ensure adequate time to click a hit object following a spinner.
Avoid spinners less than 4 beats. Players need time to recognize that they have to begin spinning.
Avoid fully covering slider reverse arrows with hit objects within 4 beats of the reverse arrow being reached. This gives players enough time to recognize the reverse arrow.
Avoid perfectly overlapping slider bodies within 4 beats of each other. Doing so can cause sliders to be misread as a circle due to obscuring the slider body.
Ensure that your combos are not unreasonably short or long. Combos should reflect patterns expressed in the song, such as bars of music or vocal/instrumental phrases.
Avoid overlapping hit objects with other elements of the default and beatmap-specific skins. This refers to all elements that are part of the interface and can be skinned.
Difficulty Setting Guidelines
Approach Rate should be 5 or less.
Overall Difficulty / HP Drain Rate should be between 1 and 3.
и еще раз спасибо за ответы =)