Right now, there is a rule that says:
"Additionally, the slider borders must never be covered up from the slider being packed in too tightly."
With mm sliders, borders automatically disappear (and not just covered up as they used to be a long time ago) when the sliderpaths touch each other. We rank a bunch of maps with sliders similar to these, which I'd say falls under this part of the rule:
"However, sliders that cross over themselves are fine as long as the borders are clearly visible."
This is actually also no longer the case with mm sliders:
The way people read these loops is that they expect that the mapper isn't trolling them and making something like this:
Which leads me to the ambiguous sliders part of the rule. Right now, loops are actually ambiguous, but as we've standardized one of the slidershapes as the "correct" way to read it, the ambiguous version is unrankable.
So, we can actually do the same thing for Burai sliders. If the sliderball only travels the sliderpath twice, the slider will never be ambiguous to read:
In the image above, we have two scenarios:
1. Sliderball travels across the same path 2 times. This is good, and completely readable. The side of the slider without a sliderend is obviously where we're supposed to go, as if it went the other way, the sliderball would travel across the same path more than twice.
2. Here, the sliderball travels across the same path 4 times. This is unreadable, as a player can't guess how many times the slider overlaps with itself.
Again:
1,2. Here, the sliderball never goes across the same path more than twice. It is easy to tell how you should play this slider.
3. In this one, the sliderball will travel across the middle 3 times. If this were allowed, it would be impossible to tell the difference between the above, and this.
Update 23.09.15: Sonnyc brings up that these are ambiguous and might not be as intuitive as I think they are: p/4526204 Discuss?
And as long as the orange slider doesn't overlap more than twice, I'm sure everyone here would be able to correctly determine how to play it, while the green slider is ambiguous as it overlaps itself at least 3 times (or maybe even more.)
What I propose is to word this part of the rule as:
While disallowing things such as:
If we add in the rule where a sliderhead and slidertail can't be on the same spot, and combine everything here, we should (I think) be able to have a rule that catches all the ambiguous sliders:
B-But they're super hard to read ;;
Well yeah, which is probably because we never allowed them before. We can just use skystar maps as an example. They were often considered horrible and hard to read in the beginning, but as players adapted to the style, they started being able to read them just fine, so it's mostly just a matter of time before players adapt and adjust to the possibility of overlapping sliderpaths and whatnot.
Update 23.09.15: p/4526243
Update 24.09.15: I goofed the rule wording, so fixed that.
Every slider must have a clear and visible path to follow from start to end. Sliders which overlap themselves in a way that makes any section unreadable or ambiguous (including "burai sliders") cannot be used. This is so that no slider has an appearance that is confusing or impossible for the player to read. Additionally, the slider borders must never be covered up from the slider being packed in too tightly. However, sliders that cross over themselves are fine as long as the borders are clearly visible.I'll talk about the Burai sliders later on. First I want to talk about some of the other parts of this rule.
"Additionally, the slider borders must never be covered up from the slider being packed in too tightly."
With mm sliders, borders automatically disappear (and not just covered up as they used to be a long time ago) when the sliderpaths touch each other. We rank a bunch of maps with sliders similar to these, which I'd say falls under this part of the rule:
"However, sliders that cross over themselves are fine as long as the borders are clearly visible."
This is actually also no longer the case with mm sliders:
The way people read these loops is that they expect that the mapper isn't trolling them and making something like this:
Which leads me to the ambiguous sliders part of the rule. Right now, loops are actually ambiguous, but as we've standardized one of the slidershapes as the "correct" way to read it, the ambiguous version is unrankable.
So, we can actually do the same thing for Burai sliders. If the sliderball only travels the sliderpath twice, the slider will never be ambiguous to read:
In the image above, we have two scenarios:
1. Sliderball travels across the same path 2 times. This is good, and completely readable. The side of the slider without a sliderend is obviously where we're supposed to go, as if it went the other way, the sliderball would travel across the same path more than twice.
2. Here, the sliderball travels across the same path 4 times. This is unreadable, as a player can't guess how many times the slider overlaps with itself.
Again:
1,2. Here, the sliderball never goes across the same path more than twice. It is easy to tell how you should play this slider.
3. In this one, the sliderball will travel across the middle 3 times. If this were allowed, it would be impossible to tell the difference between the above, and this.
Update 23.09.15: Sonnyc brings up that these are ambiguous and might not be as intuitive as I think they are: p/4526204 Discuss?
And as long as the orange slider doesn't overlap more than twice, I'm sure everyone here would be able to correctly determine how to play it, while the green slider is ambiguous as it overlaps itself at least 3 times (or maybe even more.)
What I propose is to word this part of the rule as:
The sliderball should never travel across the same path more than twice.If we do this, we would allow for more creative slidershapes and sliderart:
SPOILER
Well, maybe not the most creative thing ever but eh.
It is impossible to visit the middle line of the E if you don't go there when you get there, unless the sliderball goes over the same path more than twice.
Well, maybe not the most creative thing ever but eh.
It is impossible to visit the middle line of the E if you don't go there when you get there, unless the sliderball goes over the same path more than twice.
While disallowing things such as:
SPOILER
The sliderball visits the cross-section 4 times in this example.
The sliderball visits the cross-section 4 times in this example.
If we add in the rule where a sliderhead and slidertail can't be on the same spot, and combine everything here, we should (I think) be able to have a rule that catches all the ambiguous sliders:
A slider should not be ambiguous. If a slider has a section where it crosses itself, the slider must cross itself at that point. The sliderball can not travel across the same path more than 2 times in a row, and no slider head and tail can be on the same place.Of course, there's room for better wording, and there might be other ambiguous crazy sliders you can think of, so discuss if this is possible.
B-But they're super hard to read ;;
Well yeah, which is probably because we never allowed them before. We can just use skystar maps as an example. They were often considered horrible and hard to read in the beginning, but as players adapted to the style, they started being able to read them just fine, so it's mostly just a matter of time before players adapt and adjust to the possibility of overlapping sliderpaths and whatnot.
Update 23.09.15: p/4526243
In which case, something like:MillhioreF wrote:
It's been pointed out that a slider like this is ambiguous but would still be rankable under this definition:
So I'd like to amend that there can be no closed shapes if a slider has any burai segments or overlapping red points. Theoretically everything should be readable with this extra restriction, as it would exclude ambiguous loops as well.
A slider should not be ambiguous. The sliderball can not travel across the same path more than 2 times in a row, and no slider head and tail can be on the same place. There can be no closed shapes if a slider has any burai segments or overlapping red points.could work.
Update 24.09.15: I goofed the rule wording, so fixed that.