Viewpoint: The Current State of Beatmap Moderation
A decline in beatmap moderation activity coupled with decreasing quality is a problem that has been slowly escalating in the community, and needs to be addressed.
When looking through mods and responses from mappers, is a disturbing trend arises: mappers are increasingly only concerned with the rankability of their maps instead of giving thought to overall quality. This combined with mappers pushing new play styles is causing a lot of heated discussion within the mapping and modding community.
From the modder’s perspective, mappers have been getting increasingly stubborn and prideful of their work. They find any suggestions to change patterns outrageous, and unless the problem is an obviously unrankable issue (timing, etc.) opposed to questionably unrankable (slider construction, difficulty curve, etc.) they won’t change their work unless directed to by a MAT/BAT; and even then the staff has to push hard to get changes. This is inefficient and detrimental to general morale, causing lower quality work from all parties.
That said, the quality of the modding itself has also been in decline. It’s understandable when people that are new to modding only point out a few minor things and move on. The problem is that long-standing modders have been producing low-quality mods. These problems are compounded by language barrier issues that crop up in a multinational communities such as this, and misunderstandings occur frequently. This type of modding tends to produce maps that have very little wrong technically, but are of generally low quality. When researching the mods these maps have received I find that most were very simplistic suggestions, such as hit sound and new combo mods, mixed with a few spacing mods. It makes me wonder if people are only looking for high-priority issues when modding instead of looking at the big picture. When such maps are found, upper-level modders essentially end up recommending a remap.
From there you generally get negative reactions, and it becomes more of a hassle for modders and mappers at that point. The modder now has to explain why the map isn’t up to standards, and the mapper is stuck with a the decision of remapping, essentially wiping out all the suggestions of previous modders, or leaving it the same and hoping they will luck out with more lenient upper-level modders. If the remap does occur, this leaves responsibility in the hands of the modder who made the suggestion to help guide the mapper and let them grow. This is a significant investment of time and requires a lot of patience depending on how the mapper interprets the advice given. Of course this means less time modding other map sets, and is another reason for the bottleneck of beatmaps in the bubble list. What little time the moderators in management have to offer towards modding tends to be focused towards the easier-to-mod maps since they won’t require as much time to take care of. Although understandable, this practice is unfair to the lesser-known creators. The goal of this opinion is ultimately to have all maps in a state of good quality, so this pickiness doesn’t happen.
I think a change in attitude from mappers could help a lot here - especially from newer mappers. You should expect to remap your first few creations several times before getting significant progress in the ranking system. Even having to abandon a mapset isn’t unheard of. There seems to be the feeling that anything you create will ultimately go for ranking, regardless of quality. Mappers also need to be open to alternative ideas in their maps, and to take the spirit of a suggestion in check instead of simply saying “yes” or “no”. Consider why the modder gave the suggestion and even if you disagree with that particular implementation. Is there a way you can use it somewhere else in your map? Does it give you an idea of how to make another pattern better? If mappers dug a little deeper into suggestions for their work, it could go a long way to improving map sets, and possibly bring forth new and better ideas.
The final step, then, is to prompt a change in the approach to modding. Instead of focusing on unrankable issues, there needs to be a change in looking at the map sets as a whole. There has been too much focusing on minor details when there are large problems present. Doing grid mods and hit sound mods are pointless when the entire pattern needs to be redone. It’s much better to change the focus up a few levels first. Try asking yourself a few questions while modding: Does the entire map feel like it fits with itself? Rhythms and hit sounding consistent? Difficulty isn’t disproportionate with the music? The new combos and hit sound changes are also important, but looking at the entire picture as to -why- that change is being requested, and explaining that reasoning goes farther than simply telling someone to add a clap here and a whistle there.
In conclusion, I would like to reiterate that the entire reason for the moderation process is to improve maps to the point of being the best that they can possibly be - not simply making them rankable.
This is all from my perspective though. I’d love to hear from mappers and modders alike to hear their view on the matter, and to pool our efforts together so we can educate those that are involved with the system and improve the maps that keep us coming back time and time again in support of this fantastic game.
Thank you for your time.
I also have a version translated in Chinese (thanks to LKs and JauiPlay) in case this is a bit too much for our CN staff.
Before starting with the actual mapping, you need to set a timing. The timing is needed so that your map follows the rhythm of song. Imagine it as a frame on the song’s timeline that represents the rhythm.
3.1 BPM and Offset
Timings basically consist of two parts: BPM and Offset, which will be introduced here.
BPM (beats per minute) is the basic speed parameter of a song. As the name implies, it is a measure of how many beats are included in every minute. Thus a higher BPM results in a faster song. Common BPMs are ranged between 120bpm and 200bpm (not sure about these values, so correct me). While 100bpm might appear to be the same as 200bpm technical wise, keep in mind that fast songs should get higher BPMs and slow songs lower BPMs.
Additional to this you will also need a reference point for your timing: the offset. The offset defines a point at which the rhythm of the song is starting, from which your BPM will be applied to the rest of the map. Offsets are usually referred to in full milliseconds and can as well be negative (e.g. -232ms). Please set the offset on the downbeat.
Both, BPM and offset are visible in the timeline:
BPM is indicated by the space between the white bars (you can’t directly read the BPM by looking at the timeline, though)
Offset is indicated by a large red bar and represents the start of a timing section
While many songs only consist of one timing section with constant BPM, you might come across some songs that either need readjusting of the offset, or even maps with fluctuating tempo. In the latter case you need to set multiple timing sections with different BPMs. It might be very hard to find the correct offset and BPM for every timing section even for more experienced mappers. Songs that require you to set an offset for every single beat (which isn’t such a rare case with piano songs) are neither really timeable nor predictable while playing.
Thus it is recommended to use songs with simple timings if you are just starting out..
Now that you have a good basis for what we will be looking for in timing, you can to apply this knowledge to a more practical purpose: timing your song. Timing takes time, patience, and practice, but it is a fundamental skill to have concerning creating content for a rhythm game.
There are a few tools available to you to help time your map as accurately as possible. When you first open your new map, you will be prompted to time it correctly, and the editor will automatically open the timing tab (F3). The easiest way to get a general idea of the timing is to let the song start playing and click the Tap Here! button in the upper right corner to the beat of the music. osu! will approximate the BPM and offset as you click, so make sure that you click as close to the beat as possible. The longer you click, the more precise osu! will set the BPM. The metronome will tick to the music while the song plays so listen carefully so that the ticks line up with the beat of the song.
<Picture of click timing button>
Once you think you have a fairly close BPM (osu! will average the BPM to your clicking rate) you can open the timing menu by either clicking on BPM value or by hitting F6, and then tweak the BPM until it stays steady with the tempo.
<Picture of timing tab>
Hint: You can use ctrl or alt + click on the GUI to adjust by larger or smaller increments
To make sure that your BPM is correct, it’s best to skip ahead further in the song and see if the metronome is still with the beat that you set earlier. Some good points to keep an ear out for are when there are section changes such as when the chorus starts. A good rule of thumb is to check about every 25% of the song to see if the metronome is correct. Also, remember: most modern music will have a flat (no decimal points) and steady BPM, so keep that in mind when finding your initial BPM.
If you’re unfamiliar with this sort of concept and are having a hard time getting a solid value, don’t give up! It’s hard at first, but once you practice on a few songs, you’ll find it start to come natural. If you absolutely stumped, you can always ask for help in-game in the #modhelp channel and if someone is available, they can help you out or test to make sure everything as it should be. There are also forum threads available to assist in timing here (timing queue) and here (general modding queues). Please be patient when asking for help, as this is generally fairly time-intensive.
Note: There are automated tools for finding the BPM in music files, but it is not recommended to rely on these. Use them more as a supplementary tool to help determine the BPM when initially timing your map.
Once you have the BPM set, you can start adjusting the offset. Be sure that you have your universal offset (UO) correct before doing this. You can find your UO by checking out this beatmap and following the instructions there.
Let the metronome play during the music - it’s best to listen during a part in the music with a strong percussion backing (especially higher-pitched hits that peak immediately instead of lower-pitched hits that have more of a delay before peaking). Adjust the offset until it sounds like you are spot-on with the music. Now slow the music down to 50% playback and adjust again. Once you think you’re precisely on, slow it down to 25% and repeat. This will give you a good offset to work with until you have some hitobjects placed so you can play test your map and do further adjustments as needed. Keep in mind that if you are using Windows 7, you can only time by ear to an accuracy of 10ms. Use play testing to augment what you hear so that you can get the more accurate offset.
When play testing your map, it’s best to test on a difficulty that you feel comfortable playing - not something too difficult or too easy/sparse on hit objects. Play test multiple sections in the map and check your average timing in the upper left corner during play. Ideally you want to shoot for 0ms, but +-5ms is generally acceptable.
All of this is assuming you are working with a song with a constant BPM. If you are working with a song that has a fluctuating BPM (such as a live recording), or a song that has slower or faster sections, then you will have to do some additional work to time the song correctly, such as adding more uninherited BPM sections.
To add a new uninherited timing section (shown as a red line in the scrubbing timeline) you will have to do a few things. First, go to the spot in the music where you suspect there is an offset or BPM change. Open the timing sections window by hitting F6.
<picture of timing window> You will need to click the green + which adds an inherited section (green line on the timeline) that will be based off the currently selected timing section. Once you have added this new section, unselect the “inherit section” check box to turn this into a red line. Be sure to also click on the “set to current time” to be sure that you’re adding the section at the same spot in the timeline that the player is currently at. From here, return to the F3 timing tab and repeat the steps earlier minus the clicking tool. You will have to guess and check until you find a suitable tempo and work from there. Repeat until you have the entire song timed as best as you can.
Hit object placement and rhythm go hand-in-hand when it comes to creating a beatmap, but placement has to cede to rhythm as it is difficult to set up a great pattern without the pieces with which to build it. The rhythm that you choose to use for your beatmap will be the backbone for the entire play experience, so you need to be sure that you drink responsibly and in a consistent manner so that you can convey to the player what you found to be the prominent feature of the music. The objects that you have at your disposal are the hit circle, the slider, and the spinner. Each of these objects have a tendency to be used for specific purposes, though it can be changed around depending on how it is used.
Hit Circle: For basic rhythms, strong hits, and general want of emphasis for that point in the music. Slider: For when you want to emphasize a sustained note, or simplify the play of a rhythm without going beyond the restriction of the difficulty level Spinner: For when you have a sustained note that has a larger emphasis on the end rather than the beginning, or a gradual change of intensity in the music.
Note: This is only the main theory for their use In general, there are two main rhythms that people focus on when mapping: The percussion and the vocals/melody line. Both of these are the most prominent in most modern music, and you couldn’t go wrong by trying to follow these when setting up your initial rhythms. Don’t forget, though, that variety is the spice of life. If you map primarily to one of these, don’t forget about all the other rhythms in the music. Feel free to make small nods to the other rhythms in the music when is suits (usually when the current phrase has finished up, or another portion of the music overpowers what you are currently mapping to momentarily) as variety is the spice of life and keeps your beatmap interesting. Mapping to percussion primarily can give you certain liberties compared to lyric/melody rhythms. Percussion gives you a lot more beats to work with to make your map more challenging, but percussion also has a tendency to be incredibly repetitive due to the nature of how the sound is used in music. In that respect, you will have to keep vigilant to give some rhythmic diversity to your maps. This is especially true for Easy and Normal difficulties since as it is very tempting to just place all hit objects on the beat and call it Easy. Playing on the beat for the entire song is not a good representation of the music in most cases, and consequentially is generally very boring to play. Keep things diverse and interesting for the player, and this will also help to feature the music and hopefully make it that much more special to the player. Just be sure to not over-do it in the harder difficulties. Sometimes simplifying a complex rhythm is best from a game play point of view. Once you get going with a focus on percussion, the large majority of your hit objects should be circles since most of your emphasis are going to be following strikes within the music. Use sliders for when you intermittently follow the melody line between less-intense parts of the percussion or if there are faster rhythms that would play better without using a high concentration of circles
If you decide to primarily map with the vocals or melody line, the small mention of listening for other parts of the music is a must. Usually there are gaps between phrases that should be filled in so that there isn’t too much dead space. Remember, this is a game first and foremost. You want to entertain the player - not leave them wanting with intermittent fun and boredom for a few minutes while they play your map.
Apparently people have amusing conversations with people.