Hello, since I was triggered into making the other thread here's a more specific one of the same nature.
This is about the standard-specific guidelines.
The current set of guidelines looks like this:
So going through that:
Rewording
Removal
Example: If your highest diff is mapped in a double bpm style and uses tickrate 4 to have ticks on every slider longer than 1/4, using the same tickrate in the easy difficulty would look terrible, be terribly noisy and wouldn't fit the general rhythm (e.g. 1/2 or 1/1 rhythm in general) employed. This should either be dropped as a whole or reworded to Tickrate should fit the rhythm density in the map, because that's how this setting is being handled at the moment.
Feedback and suggestions of any kind are welcome!
This is about the standard-specific guidelines.
The current set of guidelines looks like this:
Legenda:
Rewording suggestion below
Guideline removal explanation below
Rewording suggestion below
Guideline removal explanation below
Guidelines
Guidelines are important and should be followed in most maps. However, they are NOT rules, so they may be broken in special cases. If you want to break a guideline, ask yourself this: Does what I'm about to do make sense? Is it more fun to play like this compared to sticking to the guidelines? If you answer yes to both these questions, then it is probably okay.- Beat placement should follow the time-distance equality rule (using distance snap while placing beats enforces this). This means that you shouldn't have some fast notes with a huge distance between them followed by closely-placed (but slow) notes. This gets really confusing if the player isn't the person who designed the beatmap! Having some logic to the beat placement should be one of your goals.
- Avoid placing hitobjects under the HP/life bar at the top of the screen, as this can greatly impair the visibility of notes and approach circles to the player. It doesn't hurt to use the default skin to check this!
- Try to use the same tickrate on every difficulty as it is a property of the music rather than the mapping. Using high tickrates to increase score/combo/difficulty is senseless.
- Use new combos often and intelligently. Using a new combo every few beats wouldn't make sense, but you also want to avoid long combos that continue for many measures.
- Slider speed changes should have corresponding prior cues. These cues may include changes in the music, changes in note density, or visible slider ticks, and should allow for the speed change to be expected before the slider begins. Large, unexpected changes in slider velocity damage the readability and playing experience of the map.
- Generally, a spinner and the next object after a spinner should both have New Combo markers. You can remove one of the New Combos if the spinner belongs to the same musical thought as some objects around it [1] [2], but use sparingly.
- Try to have at least one spinner in each difficulty to create variety in the map and fluctuation among scores. However, if a spinner just doesn't fit anywhere in the song, then there's no need to force one.
- Make sure that your spinners are a reasonable length. Aim for a maximum spinning time of about 5-7 seconds; any longer can cause the player's wrist to get sore. If your spinner must be longer, then check with a BN to see if it's acceptable.
- Try to avoid using hitobjects directly after spinners (especially on Easy/Normal difficulties). Spinners are sometimes the hardest element for players, and having a hitcircle or slider half a beat (or even a beat) after a spinner will commonly result in frustration and a broken combo. Hitobjects directly after spinners are fair game for Hard/Insane difficulties, but try to give a nice pause for Easy/Normal difficulties.
- Use an even balance of sliders and hitcircles instead of focusing on one or the other to give the map variety and keep it entertaining for the player.
- Avoid setting stack leniency to a point where you have perfectly overlapping consecutive hit objects. This setting is used if stacking is damaging to patterns that exist in a map. It is usually a good idea to keep it enabled.
- Manual stacking is acceptable as long as it's still readable while playing.
- Avoid covering up objects with hitbursts, slider tracks, and other objects, especially in easier difficulties. Obscuring objects can make them difficult to read. There can be some exceptions where patterns have a clear and logical path and the timing for these objects can be told easily.
- All hitcircles and the starting point of any sliders should be snapped to a beat in the music. Slider end points should be snapped to a beat in the music, or the end of a prolonged note where appropriate. Adding hitobjects where there is no musical cue to justify them can result in confusing patterns which are difficult to follow and incongruent with the backing track.
So going through that:
Rewording
Beat placement should follow the time-distance equality rule (using distance snap while placing beats enforces this). This means that you shouldn't have some fast notes with a huge distance between them followed by closely-placed (but slow) notes. This gets really confusing if the player isn't the person who designed the beatmap! Having some logic to the beat placement should be one of your goals.
Main problem I see with this guideline is that about 3 people follow it. Instead what the rest is doing is something different so here's a somewhat different wording of this which goes into a more "relevant" directionBeat placement should follow an understandable concept (using distance snap can help you structuring your map better). This means that the pressure - as in distance - between notes should correlate to the pressure and focus of the instruments in the song. This ensures that your beatmap is easier to understand for players as well as modders! Having some logic to the beat placement should be one of your goals.
Very wip wording, but the main goal for a guideline of this sort should be that spacing should in some way try to fit the song / be understandable, however this is executed is up to the mapper.Avoid placing hitobjects under the HP/life bar at the top of the screen, as this can greatly impair the visibility of notes and approach circles to the player. It doesn't hurt to use the default skin to check this!
This is rather an addition, just using the default skin to check this is nice and stuff but nobody said which resolutions as the lifebars do look somewhat different on 800x600 and 1920x1080.Avoid placing hitobjects under the HP/life bar at the top of the screen, as this can greatly impair the visibility of notes and approach circles to the player. This guideline applies to the officially supported resolutions 4:3 and 16:9, so checking it in both resolutions using the default skin would be the best idea!
Following the enthusiastic last sentence i tried to squeeze that in, if you have better wordings on how to get the resolutions this should be checked in in there, try it.Removal
Try to use the same tickrate on every difficulty as it is a property of the music rather than the mapping. Using high tickrates to increase score/combo/difficulty is senseless.
This makes very little sense, Tickrate is a property of mapping rather than music.Example: If your highest diff is mapped in a double bpm style and uses tickrate 4 to have ticks on every slider longer than 1/4, using the same tickrate in the easy difficulty would look terrible, be terribly noisy and wouldn't fit the general rhythm (e.g. 1/2 or 1/1 rhythm in general) employed. This should either be dropped as a whole or reworded to Tickrate should fit the rhythm density in the map, because that's how this setting is being handled at the moment.
Use an even balance of sliders and hitcircles instead of focusing on one or the other to give the map variety and keep it entertaining for the player.
Certain songs (like 1/3 only songs) require a heavy focus on sliders and other songs a heavy focus on circles. some maps are built around being one-sided in terms of element usage and very interesting, I don't know why focusing on either sliders or circles should be discouraged or a thing the mapper has to carefully explain in order to do it.Feedback and suggestions of any kind are welcome!