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Taiko Rules and Guidelines Discussion Thread (translated)

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Topic Starter
OnosakiHito
Please see http://osu.ppy.sh/wiki/Taiko_Ranking_Criteria

Outdated content:
SPOILER
中国- 日本 - 한국어 - Français - Deutsch

Hello to all Taiko-Players and Mappers,
I have asked a BAT for the permission to open this thread here, so we can discuss about new rules, make new one and finnaly make them to real rules for the Taiko-Community.

So, why do I have open this discussion?
I've opened it because, at the moment we have just normal guidelines(not rules) - some decided by one person, most by a group - which are allready outdate and need an update + new rules.
People are often confused why some mappers are not following them or why some things are not even allowed. It makes also the job for MAT's/BAT's who are interested in modding it, just harder, since some of them can't consider what is allowed and what not.

Because of this lack of knolwedge, it can easy happen that people mod maps more with there personal view as with the actually needed one, the mapper view. This means to know, what can be used in a diff. and what not.
After considering that, it is okay to use the personal view, as for example: ,,I think this speed ups dosen't fit well to the song.".
Having rules could make overall things easier, as for example the modding.

If you want to have more informations about this, you can also look trough this post in point 1. and 2.: http://osu.ppy.sh/forum/viewtopic.php?p ... 0#p1102490
If you should have some questions, doubts or other things about the previous reasons, just contact me per PM/IRC or write it down in this thread. To suggest new reasons - why new rules would be suitable - are also appreciated/welcome.

So let's start with the rules themself. - Also here, suggestions/questions/doubts/discussions are really welcome.

HERE YOU CAN FIND SOME TEST MAPS

Rules Ver.1.0.3
Taiko Mapping Rules and Guidelines

Rules - You may not break these ever

  1. Difficulty names
    Difficulty names must be taiko specific, but don't need to contain it's difficulty rating self (e.g. Taiko, Taiko Oni, Taiko Muzukashii). Guest difficulties may contain the mapper's name.
  1. Difficulty settings and song setup
    Overall difficulty and HP drain rate should be between 4~7.
    Exception: Maps exceeding usual draining time should have a life drain between 1~4 depending on length and numbers of notes
  1. Countdown
    Don't use countdown. If the notes start too quickly, add a lead-in time.
  1. Finish notes
    Finish notes must not be in the middle or at the beginning in a 1/4 or above stream.
    At the end, finish streams may be allowed if there is a reasonable sound for it under following pattern constellations:
    xxxxxxxxO, xxxxooooX, xxooxxooX
  1. Kiai Time
    Only use the kiai time in the chorus of a song. Do not use short kiai "flashes".
  1. Rest moments
    Every difficulty needs to include rest moments. This means to avoid the use of constantly 1/4 notes and add some 1/1 moments.
  1. Custom hitbursts and hitsounds
    You must not use custom hitbursts and hitsounds. This is a load of bullshit custom hitsounds are allowed. peppy approved~

Guidelines - Under special circumstances these may be broken
  1. Slider Velocity
    The Slider Velocity should be 1.40 or 1.60.
  1. Streams
    For the majority of maps, only 1/1, 1/2 or 1/4 beat note streams should be used. 1/3 and 1/6 should be added only when there's a similiar beat in the music.
    Avoid using 1/8 streams by any circumstance.
  1. BPM Changes
    Unnecessary BPM changes are not allowed unless the song has a relatively low BPM.
    Overlapping notes are not allowed, too, unless the song has a suitable changing BPM part for this with no complex streams.
    When changing BPM it is advisable to use the method or fixing it with useing a series of slowing slider velocity sections:


    Note in the example above that multiple slider velocities are used to show a visual slowdown of notes, without the 0.5 section being "overlapped" by the final note preceding it.
  1. Drumrolls(Sliders)
    Use sparingly within a map and keep a 1/2 beat space between them and any other object.
    Try not to put sliders one after each other.
    Avoid using sliders for 125 BPM songs or lower.
    Use a tick rate of 3 if the song self is snapped on 1/3.
  1. Spinner
    Leave at least a 1/2 beat between a note and a spinner. Using them on streams may be okay.
    Short spinners are not recommended.
  1. Breaks
    All break sections should be artificially removed from the .osu file.
  1. Custom Hitsound Volume
    Keep volume at a constant level (e.g. 80%) with the beat still somewhat audible.
    Use the "Normal" audio sample set.

Recommendations - These are recommended but not fully necessary

  1. Custom combo colours
    Custom combo colours do not really matter to taiko as they will be overwritten in actual gameplay. The case is the same with combo numbering, but you may wish to use the numbering to mark out red/blue notes visually within edit mode (assuming no custom colours have been set), this would make modding for other people easier and could make mapping easier:
  1. Reasonable hitobject-placement
    Hitobject placements dosen't really matter to taiko, too, since the hitcircles are automatically converted into the one and only x-axis, but you may wish to use it in an organized way:
  1. Custom 1/3 and 1/6 streams Adding own 1/3 or 1/6 into the map is just recommended for experienced mappers.
    Below is a visual example of 4 notes in a 1/6 under 1.4 slider velocity:

Rules Ver.1.0.2
Taiko Mapping Rules and Guidelines

Rules - You may not break these ever

  1. Difficulty names
    Difficulty names must be taiko specific, but don't need to contain it's difficulty rating self (e.g. Taiko, Taiko Oni, Taiko Muzukashii). Guest difficulties may contain the mapper's name.
  1. Difficulty settings and song setup
    Overall difficulty and HP drain rate should be between 4~7.
    Exception: Maps exceeding usual draining time should have a life drain between 1~4 depending on length and numbers of notes
  1. Countdown
    Don't use countdown. If the notes start too quickly, add a lead-in time.
  1. Finish notes
    Finish notes must not be in the middle or at the beginning in a 1/4 or above stream.
    At the end, finish streams may allowed under following pattern constellations:
    xxxxxxxxO, xxxxooooX, xxooxxooX
  1. Kiai Time
    Only use the kiai time in the chorus of a song. Do not use short kiai "flashes".
  1. Rest moments
    Every difficulty needs to include rest moments. This means to avoid the use of constantly 1/4 notes and add some 1/1 moments.
  1. Overlapping notes
    Notes must not overlap due to slider velocity changes (green lines). BPM changes (red lines) are excluded from this rule.
  1. Custom hitbursts and hitsounds
    You must not use custom hitbursts and hitsounds.

Guidelines - Under special circumstances these may be broken
  1. Slider Velocity
    The Slider Velocity should be 1.40 or 1.60.
  1. Streams
    For the majority of maps, only 1/1, 1/2 or 1/4 beat note streams should be used. 1/3 and 1/6 should be added only when there's a similiar beat in the music.
    Avoid using 1/8 streams by any circumstance.
  1. Drumrolls(Sliders)
    Use sparingly within a map and keep a 1/2 beat space between them and any other object.
    Try not to put sliders one after each other.
    Avoid using sliders for 125 BPM songs or lower.
    Use a tick rate of 3 if the song self is snapped on 1/3.
  1. Spinner
    Leave at least a 1/2 beat between a note and a spinner. Using them on streams may be okay.
    Short spinners are not recommended.
  1. Breaks
    All break sections should be artificially removed from the .osu file.
  1. Custom Hitsound Volume
    Keep volume at a constant level (e.g. 80%) with the beat still somewhat audible.
    Use the "Normal" audio sample set.

Recommendations - These are recommended but not fully necessary

  1. Custom combo colours
    Custom combo colours do not really matter to taiko as they will be overwritten in actual gameplay. The case is the same with combo numbering, but you may wish to use the numbering to mark out red/blue notes visually within edit mode (assuming no custom colours have been set), this would make modding for other people easier and could make mapping easier:
  1. Reasonable hitobject-placement
    Hitobject placements dosen't really matter to taiko, too, since the hitcircles are automatically converted into the one and only x-axis, but you may wish to use it in an organized way:
  1. Custom 1/3 and 1/6 streams Adding own 1/3 or 1/6 into the map is just recommended for experienced mappers.
    Below is a visual example of 4 notes in a 1/6 under 1.4 slider velocity:

Rules Ver.1.0.1
Taiko Rankability Rules and Guidelines (Short and clear version)

Rules - You may not break these ever

  1. Diff. Name
    Discourage diff. names are not allowed.
  1. Difficulty Settings and Song Setup
    Overall Difficulty and HP Drain Rate: 4~7
    OD and HP in marathon-kind maps: 1~4
    (Circle Size and Aproach Rate have no effect in Taiko)
  1. Countdown
    Don't use countdown on a taiko specific map. If the notes start too quickly, add a lead-in time.
  1. Finish Notes
    Not allowed to use at the beginning or in the middle of a stream.
    End of stream is allowed in following cases: xxxxxxxxO, xxxxooooX, xxooxxooX
  1. Kiai Time
    Use the kiai time just in the choruses of a song. Do not use short "flashes" of kiai like you might use in an osu! standard map.
  1. Rest Moments
    Every specific Taiko diff. need to include rest moments. This means to avoid the use of constantly 1/4 notes and add some 1/1 moments.
  1. Custom Hitbursts
    It is not allowed to assign custom hitbursts to a taiko map.

Guidelines - Under special circumstances these may be broken

  1. Slider Velocity
    The Slider Velocitys, 1.40 and 1.60 must be used.
  1. Note Streams
    For the majority of maps, only 1/1, 1/2 or 1/4 beat note streams should be used. 1/3 and 1/6 should be added only when there's a similiar beat in the musik while 1/8 is generaly forbidden.
    Information: Adding own 1/3 or 1/6 into the map is just recommended for experienced mappers.
    Below is a visual example of 4 notes in a 1/6 under 1.4 slider velocity:
  1. BPM Changes
    Unnecessary BPM changes are not allowed unless the song has a relatively low BPM.
    Overlapping notes are not allowed, too, unless the song has a suitable changing BPM part for this with no complex streams.
    When changing BPM it is advisable to use the method or fixing it with useing a series of slowing slider velocity sections:


    Note in the example above that multiple slider velocities are used to show a visual slowdown of notes, without the 0.5 section being "overlapped" by the final note preceding it.
  1. Drumrolls(Sliders)
    Use sparingly within a map and keep a 1/2 beat space between them and any other object.
    Try not to put sliders one after each other - 2 or 3 in a row may be acceptable in some cases.
    Don't use sliders for 125 BPM songs or lower since it gives 1/8 rills, and probably most songs dosen't contain 1/8 beats.
    Not suggested to use them in quite sections because slider = 1/4 streams
  1. Spinner
    Leave at least a 1/2 beat between a note and a spinner. Using them on 1/4, 1/6 or 1/8 streams may be okay.
    Short spinners are not recommended because it's loud and distracts players.
  1. Breaks
    Break sections are not allowed and should be artificially removed from .osu.
  1. Custom Hitsounds and Volume
    Don't use them in taiko specific maps. Keep volume at a consistent level (e.g. 80%) in keeping with the song throughout all timing sections, with the beat still somewhat audible.
    The generel audio use is be ,,Normal".

Recommendations - These are recommended but not fully necessary

  1. Custom combo colours
    Custom combo colours do not really matter to taiko as they will be overridden in actual gameplay. The case is the same with combo numbering, but you may wish to use the numbering to mark out red/blue notes visually within edit mode (assuming no custom colours have been set), this would make modding for other people easier and could make mapping easier:
  1. Reasonable hitobject-placement
    Hitobject placements dosen't really matter to taiko, too, since the hitcircles are automatically converted into the one and only x-axis, but you may wish to use it in an organized way:

Rules Ver.1.0.0
Taiko Rankability Rules and Guidelines

Rules - You may not break these ever

  1. Countdown
    Don't use countdown on a taiko specific map. If the notes start too quickly, add a lead-in time.
  1. Finish Notes
    1. These notes should not be used in 1/4 or 1/6 or 1/8 streams, even at the beginning or the end. This is because the player is supposed to hit this type of note with both keys corresponding to the notes colour and because they overlap the related notes. Under certain conditions and many discussion there may be made an exception for 1/4 end-hitfinishes.
    2. Consecutive finishes-streams are discouraged unless the BPM is low(SV 1.60 is here recommended, to avoid overlapping).
  1. Kiai Time
    Use the kiai time just in the choruses of a song. Do not use short "flashes" of kiai like you might use in an osu! standard map.
  1. Rest Moments
    Every specific Taiko diff. need to include rest moments. This means to avoid the use of constantly 1/4 notes and add some 1/1 moments.
  1. Custom Hitbursts
    These can be overridden by a taiko skin at the player's discretion. It is not allowed to assign custom hitbursts to a taiko map.

Guidelines - Under special circumstances these may be broken

  1. Slider Velocity
    The Slider Velocitys, 1.40 and 1.60 must be used(1.40 is the standard slider velocity that is recommended to be used in taiko specific maps while 1.60 is the standart slider velocity for slower BPM songs). Also, keep the original overall/generel SV.
    Exeptions: Lower slider velocitys are allowed to be used in songs with a really high BPM above 260~280. Recommended SV is 1.20 for this. It also depends on how readable the notes are, in their current position.
    Maps with a BPM about 300 should be mapped just with 1/2 notes and a SV of 1.20 or smaller. Another way is also to take half of the BPM.
    Example: BPM 145: Kozato snow - Rengetsu Ouka - BPM 270: Yousei Teikoku - Sacrifice
    Information: Suitable SV should be chosen to maximize readability
  1. Diff. Name
    Don't use any no-sense diff. names like e.g. ,,Dalibaliaiko"/,,Not so hardcore Taiko" because, it dosen't look like nice; people will barely find those kind of diffs and they don't show the lvl of the Taiko diff..
    The normal and recommended use of a guest diff. name is in most cases XXX's Taiko or XXX's Taiko Kantan/Futsuu/Muzukashii/Oni/Inner Oni/Ura Oni.
  1. Difficulty Settings and Song Setup
    Normaly every map have his own rate which dose fit to the song well. Such as for an easy map, a lower OD fits better as a high one.
    The most used and recommended lvl's here are: OD/HP 5~7
    Really long maps, like for example marathon maps must have a lower HP drain rate because, filling the HP bar depends on the length while draining the HP bar isn't dependending on it and drains faster as it is filling, so it is much harder to fill the HP bar in long maps.
    Information: Circle Size and Aproach Rate have no effect in Taiko
  1. Note Streams
    For the majority of maps, only 1/1, 1/2 or 1/4 beat note streams should be used. 1/3 and 1/6 should be added only when there's a similiar beat in the musik while 1/8 is generaly forbidden.
    Information: Adding own 1/3 or 1/6 into the map is just recommended for experienced mappers.
    Below is a visual example of 4 notes in a 1/6 under 1.4 slider velocity:
  1. BPM Changes
    1. Unnecessary BPM changes are not allowed unless the song has a relatively low BPM.
    2. Overlapping notes are not allowed, too, unless the song has a suitable changing BPM part for this with no complex streams.
      When changing BPM it is advisable to use the method or fixing it with useing a series of slowing slider velocity sections:


      Note in the example above that multiple slider velocities are used to show a visual slowdown of notes, without the 0.5 section being "overlapped" by the final note preceding it.
  1. Drumrolls(Sliders)
    1. Use sparingly within a map and keep a 1/2 beat space between them and any other object.
    2. Try not to put sliders one after each other - 2 or 3 in a row may be acceptable in some cases.
    3. Don't use sliders for 125 BPM songs or lower since it gives 1/8 rills, and probably most songs dosen't contain 1/8 beats.
    4. Not suggested to use them in quite sections because slider = 1/4 streams
  1. Spinner
    These should be used sparingly as they represent the bonus notes from Taiko no Tatsujin. Not completing a spinner does not effect whether you full combo or S a map.
    1. Leave at least a 1/2 beat between a note and a spinner/spinner & note. But using a spinner at the end of a 1/4, 1/6 or 1/8 note stream is also okay.
    2. Short spinners are not recommended because it's loud and distracts players.
  1. Breaks
    Break sections are not allowed and should be artificially removed from .osu.
    Exeptions: A song has a short empty period of time or the song it self is pretty long.
    Example: t+pazolite - Nous
  1. Custom Hitsounds and Volume
    Don't use them in taiko specific maps. Keep volume at a consistent level (e.g. 80%) in keeping with the song throughout all timing sections, with the beat still somewhat audible. A softer song calls for a softer drumbeat, but not an inaudible one.
    - The generel audio use must be ,,Normal", not ,,soft" because the option ,,soft" makes the hitcircles too quite.
    - The sound of the hircircles should be at least louder then the music it self
    - It is recommended to use clap, not whistles since clap uses the original kat-sound

Recommendations - These are recommended but not fully necessary

  1. Custom combo colours
    Custom combo colours do not really matter to taiko as they will be overridden in actual gameplay. The case is the same with combo numbering, but you may wish to use the numbering to mark out red/blue notes visually within edit mode (assuming no custom colours have been set), this would make modding for other people easier and could make mapping easier:
  1. Reasonable hitobject-placement
    Hitobject placements dosen't really matter to taiko, too, since the hitcircles are automatically converted into the one and only x-axis, but you may wish to use it in an organized way:

Pictures and previews guidelines has been taken from here: http://osu.ppy.sh/forum/viewtopic.php?f=13&t=31560
Topic Starter
OnosakiHito
<- Using this post for newest changes, discussions or other iportand things about the rules ->

~Changes~

Date, section, suggester

[04.29., 13:20] Korean translation avaible!
[04.29., 10:35] Finish Notes rule change for more clarification - POST
[04.29., 07:30] Japanes translation avaible!
[04.28., 10:42] ,,BPM Changes" section has been added into Guidelines again - OnosakiHito
[04.28., 10:42] ,,Overlapping notes" section has been deleted from rules again due to less discussion - OnosakiHito
[04.10., 11:19] Chinese translation avaible!
[04.09., 16:35] Finish Notes rule has been changed a bit. - [community]
[03.07., 20:33] New recommentation added: Reasonable hitobject-placement - POST
[02.27., 20:06] New guideline added: Diff. Name - OnosakiHito
[02.22., 19:45] Three sections are avaible now: Rules, Guidelines, recommendations - Look at first post!
[02.22., 17:32] Custom Hitsounds - added one sentence - POST
[02.22., 17:32] BPM changes - edited sentence - POST
[02.22., 17:32] Spinner - deleted the sentence ,,Do not put more than 2 spinners in a row" - POST
[02.22., 17:32] Finish Notes - sentence changed to ,,...8-plet or 5-plets long not complex 1/4 stream..." - OnosakiHito
[02.22., 17:32] Difficulty Settings and Song Setup - added to use another HP drain rate when the map is really long - POST
[01.23., 19:01] Added new information/reminder into this thread - POST
[01.22., 19:20] Added the section Rest Moments - OnosakiHito
[01.22., 18:24] Custom Hitsounds - recommended changed to forbidden use of ,,soft" sound sample - Sakura Hana


~Discussions~
- Opinions for the rules
- Exact limit for finishes needed(take the rules in the first post as starting point)
- should be monoton streams with hitfinish(kkkkK/ddddD) be banned?
- dropping Hp Drain based off the length of the song
- including reasonable hitobject-placement?
- reccomendation to use claps, not whistles for kat



~Other informations~

One more importand information about the organization here:
Please help me keeping this thread clean by avoiding giving useless posts. I would be thankfull for this.

Searching for: People who could translate this into Korean.
wmfchris
Discussed with ono and aabc before this is posted, so I would agree on these stuffs.

making a note here that the part "BPM changes" simply refers to the rules of solo diffs.
KanaRin
Support, Haha.
Sakura
In Taiko no Tatsujin most songs are pretty short, however in osu! we get longer songs considering the HP gain in Taiko is based off the number of hitobjects I'd recommend dropping Hp Drain based off the length of the song, rather than the difficulty of the map.

Soft sampleset should never be used as with Taiko skin it shows a super really low volume that more often than not, blends with the music (I've seen it happen to almost every Taiko map i mod).
Shiirn
I like how Kanon-Kanon has become the #1 referral point for "manipulating slider velocities to make bpm changes readable".
wmfchris

Sakura Hana wrote:

In Taiko no Tatsujin most songs are pretty short, however in osu! we get longer songs considering the HP gain in Taiko is based off the number of hitobjects I'd recommend dropping Hp Drain based off the length of the song, rather than the difficulty of the map.

Soft sampleset should never be used as with Taiko skin it shows a super really low volume that more often than not, blends with the music (I've seen it happen to almost every Taiko map i mod).
Agree. Soft hitsound is significantly softer even S 100%. So as to eliminate problem caused due to soft hitsound we can simply set hitsounds to N only :3
Backfire
My map on cosmos would be a good reference for the slider velocity thing, but I went all the way to 1.0 from what I recall.
Topic Starter
OnosakiHito
I agree with Sakura Hana's two points. I will add this pretty soon and write down the edits in the second post.

@Backfire&Shiirn: I will add them if it is needed.

Wow, people are quite active right now. Didn't expect this *smile*.
Loctav
Great support! If these are subjects to make a map rankable in taiko, Im fine with it. I wonder if we should discuss about reasonable hitobject-placement here, too. >:
Backfire
Btw, you should say that it's reccomended to use claps, not whistles. They're easier to hear.
wmfchris

Backfire wrote:

Btw, you should say that it's reccomended to use claps, not whistles. They're easier to hear.
If soft hitsound is banned, I think normal whistle is clearly auidible.

This is the translated ver. (Chinese)
SPOILER
歌曲/難度設定
正常來說每首歌都有適合歌曲的設定,例如低OD適合較易的圖。建議OD 5~7
留意圈圈大小(CS)和出現速度(AR)不影響太鼓譜

倒數
太鼓譜不可用倒數。如有需要可以加空白時間(audio lead-in time)

滑條速度(SV)
正常來說滑條速度應為1.4~1.6, 這裡指整體大致上的滑條速度。1.4為正常歌曲的滑條速度,而1.6為較慢的歌曲的滑條速度。
在較快而做成BPM*0.5的圖中滑條速度可以更慢,建議在1.2或以下。
當然,滑條速度的設定亦需考慮令玩家更易讀譜。

大圓
不應放大圓在1/4 1/6 1/8的連打(包括連打的頭尾),因為玩家理論上需用雙指打大圓,但連打令其打不了大圓。
唯一的例在是在5連/8連或以上的連打結尾而重音是清晰可聽的。在連續的連打中大圓不宜連續出現,而在有包含大圓的連打中建議滑條速度用1.6(減少重疊令譜面更好讀)

連打
在大部分情況下只應用1/1 1/2 1/4連打,而1/3 1/6只應在音樂有類似節奏下出現,建議在使用1/3 1/6前問一下資深的做圖玩家。

Kiai time(?)
建議只在副歌部分擺放,不要用這個製造閃的效果。

黃色滑條
需和其他物件保持1/2拍距離,不要連續擺放滑條。在BPM125或以下的歌盡量不要放滑條,因為那會變成1/8打擊點,從而與歌曲不配合。
不應在靜的部份放滑條,因為滑條就是1/4連打。

風車音符(Spinner)
需和其他物件保持1/2拍距離,不建議使用短風車音符,因為那只會擋住玩家視線和很吵而沒實際用處。例外:在1/4 1/6 1/8連打完結位置可立刻放風車音符。

BPM設定
(就是跟Osu!譜一樣。 orz)

休息(Break)
休息部分需在.osu中移除,但如果有必要(而歌曲許可),你可以留空該段地方。
(註:休息部分是指有通關/不通關圖案顯示,空白地方啥都沒有)

自定義連打圖案(?)
這會被玩家自己的自定義皮膚蓋過,所以沒用也不用放。

自定義音效
對太鼓譜無效,所以不用在太鼓譜放自定義音效;建議整首歌的音效大小差不多而清晰可聞。
Soft音效在太鼓譜中很小聲,所以整首之音效應為Normal音效。
留意音效最好比音樂大聲一點。

~建議~

自定義物件顏色
這與打圖的效果無關,但把咚(d)設成紅色,喀(k)設成藍色會很放便modder。
Yuzeyun

Sakura Hana wrote:

I'd recommend dropping Hp Drain based off the length of the song, rather than the difficulty of the map.
However, some short songs can have a lot of notes (Rotter's Inner Oni) and longer have less (The Lazy song from what I recall has 500 notes for 3')

HP Drain 5 is recommended for most maps, but as soon as we get more than 3000 notes, we REALLY have to drop until 0 if needed. I tried once to drop until 0 in my All Stars songs, and that is awkward (It has a really high amount of notes, around 15k iirc.) since at ~30% of the song on auto the bar is at its fullest (I think)



I might put a French translation too, if there are french mappers who want to try it out.
Topic Starter
OnosakiHito
Seams like the point with HP will need some more thoughts. Anyway, for now I have edit some things, and added also a new rule(see it in the first post).

@Gezo: This would be nice if you would do that. Since i'm going to put a german translation too. But please don't forget, the translations would need to be updated, too.
omegaflo
Okay okay let's see :

The Slider Velocitys, 1.40 and 1.60 should be used
Hmm why not, all maps will look exacly the same, but well, seems good for me

Exeptions: At the end of a minimum 8-plet or 5-plets long 1/4 stream were a climax sound is clearly hearable. Consecutive finishes-streams are discouraged unless the BPM is low(SV 1.60 is here recommendet, to avoid overlapping).
Only for mono-HS ending streams (XXXkd or XXXdk) don't want to have ddddD or kkkkK please >.>

Note Streams
For the majority of maps, only 1/1, 1/2 or 1/4 beat note streams should be used. 1/3 and 1/6 should be added only when there's a similiar beat in the music.
Information: Adding own 1/3 or 1/6 into the map is just recommended for experienced mappers.
I've laugh'd SO FREAKIN HARD
This really made my day srsly

I'll remember this on some maps dude ahah !

Kiai Time
Use the kiai time just in the choruses of a song. Do not use short "flashes" of kiai like you might use in an osu! standard map.
Ofc, Kiai is quite distrubing on taiko, even with the imporvement, no kiai fountain, so flashes are really useless

- Don't use sliders for 125 BPM songs or lower since it gives 1/8 rills, and probably most songs dosen't contain 1/8 beats.
On TnT drumrolls are just bonus spamming points, 125 1/8 aren't hard, and fill with ANY 1/4 sounds >.>, but if 1/8 seems SO bad ;_;

Exeptions: A song has a short empty period of time or the song it self is pretty long.
Agree with this, instead of overmapping blank part on the song, break should be manually removed (don't know if it's possible btw >.>

Making rules for taiko maps is cool, yeah...

But i REALLY don't want to have the same maps again and again... on standard mode, this is easily avoidable (differant placement, spacing, etc etc,...) But on taiko we will have SO MANY mainstream maps... and that's why i can aggre on some guidelines, but the use of 1/3 1/6 and sliders should not be restricted, really...

My 2 cents
Yuzeyun

omegaflo wrote:

Only for mono-HS ending streams (XXXkd or XXXdk) don't want to have ddddD or kkkkK please >.>
It's possible for me... why wouldn't it be possible for others ?

Don't use sliders for 125 BPM songs or lower since it gives 1/8 rills, and probably most songs dosen't contain 1/8 beats.
Oh yeah I didn't mention that. Some 125~130 BPM maps also have that kind of roll, and some under 125 have 1/4 stuff. As long as it doesn't hit 1,000 BPM streaming I would put them, but I agree if this can be EASILY DT'd without them (190 1/8 are just EW)
ziin
From what I can tell drumrolls don't have ticks in TnT. Do you still have to hit them in time, or is it like a balloon note (spinner)?

I still think you taiko players are scared of jacks. DDDDD is not hard to do at 140 bpm 1/4ths. kdDkK isn't either at even faster bpms. KDKDK is just plain simple at any bpm. The problem in that case is reading the finish notes, due to the fact that they're bigger than other notes and you're just not plain used to reading/playing them (which is stupid, but I supposed that's your version of eggpain).

Backfire wrote:

Btw, you should say that it's reccomended to use claps, not whistles. They're easier to hear.
is that for ease of modding or does it have some effect in gameplay? Whistles are smaller than claps.
Topic Starter
OnosakiHito

omegaflo wrote:

Okay okay let's see :

The Slider Velocitys, 1.40 and 1.60 should be used
Hmm why not, all maps will look exacly the same, but well, seems good for me

Yeah, I had the same though to be honest. But we know, nearly every map has the standart SV 1.40 or 1.60 and they still don't look like exactly the same. Think about Namco, they do the same.

Exeptions: At the end of a minimum 8-plet or 5-plets long 1/4 stream were a climax sound is clearly hearable. Consecutive finishes-streams are discouraged unless the BPM is low(SV 1.60 is here recommendet, to avoid overlapping).
Only for mono-HS ending streams (XXXkd or XXXdk) don't want to have ddddD or kkkkK please >.>

Good point. Should be discussed.

- Don't use sliders for 125 BPM songs or lower since it gives 1/8 rills, and probably most songs dosen't contain 1/8 beats.
On TnT drumrolls are just bonus spamming points, 125 1/8 aren't hard, and fill with ANY 1/4 sounds >.>, but if 1/8 seems SO bad ;_;

Didn't said it is hard. - Not the diff. is importand. More the visible view and the reaction to the song itself.
But well, I tested it on a 100BPm song right now. Maybe it is okay if we use exeptions like 1/1 long sliders? Sometimes a song has 1/8 sounds, but using them as hitcircles makes high overlapping and dosen't look good. So a slider could be the solution.
So, how about just to restrict the slider rule? Sliders are on Low-BPM songs(start from 100BPM, less is too slow) allowed to be used, but just as 1/1 long one, placed in a sections which have hearable 1/8 notes in it.


Exeptions: A song has a short empty period of time or the song it self is pretty long.
Agree with this, instead of overmapping blank part on the song, break should be manually removed (don't know if it's possible btw >.>

Making rules for taiko maps is cool, yeah...

But i REALLY don't want to have the same maps again and again... on standard mode, this is easily avoidable (differant placement, spacing, etc etc,...) But on taiko we will have SO MANY mainstream maps... and that's why i can aggre on some guidelines, but the use of 1/3 1/6 and sliders should not be restricted, really...

Well, I also don't want same maps, but I rather prefer good similiar maps as maps which didn't get real mods. But I've mentioned allready before what I think about similiar maps.

About the use of 1/3 and 1/6 you have mentioned, I can't follow what you want to tell me, sorry.

There are some good points you've suggested.
OzzyOzrock
whether or not it's possible doesn't change that it's wrong to make them and overall annoying
Yuzeyun

ziin wrote:

From what I can tell drumrolls don't have ticks in TnT. Do you still have to hit them in time, or is it like a balloon note (spinner)?

I still think you taiko players are scared of jacks. DDDDD is not hard to do at 140 bpm 1/4ths. kdDkK isn't either at even faster bpms. KDKDK is just plain simple at any bpm. The problem in that case is reading the finish notes, due to the fact that they're bigger than other notes and you're just not plain used to reading/playing them (which is stupid, but I supposed that's your version of eggpain).

In the true game you can spam as much as you want, as it was in an older version.

Also not every taiko player have played jacky songs in stepmania, I can easily do DDDDD @ 145 if my hands are perfectly synced. Even 150 with luck.

The big problem about big notes is that it can confuse players, as much as you can easily miss even with KkDdKkDdKkDd or KDKDK (StepMania is more flexible about those things, I swear)

The game itself doesn't have loads of big notes streams ... Don't even know if there is even one.
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