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@Okorin
Last active September 3, 2017 18:24
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All Guidelines on osu! RC + exhaustive reasoning for breaking

osu!

italic: suggest rules

crossed out: suggest deletion

Guidelines

  • All circles and slider heads should be snapped to distinct sounds in the music. Adding hit objects where there is no musical cue to justify them can result in unfitting rhythms.
    • Snapping simplification of a stupid rhythm
    • Variable timing
    • Gameplay is better with wrongly snapped shit than without!
  • Slider tick rate should be set according to the song. For example if your song contains a section that uses ⅓ snapping only, using tick rate 2 would not be fitting for the entire map. In such cases, tick rate 1 should be used.
    • give us variable tickrate and this can die
  • Avoid using combo colors, slider borders or hitcircleoverlays with ~50 luminosity or lower. Dark colors like these impact readability of approach circles with low background dim and the other elements partially give up their functions as borders.
    • None to my knowledge
  • Avoid using combo colors with ~220 luminosity or higher during kiai times. They create bright pulses which can be unpleasant to the eyes.
    • None to my knowledge
  • 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.
    • resolutions + 5:4 kinda break everything
    • checking for it is lol but other than that people mostly agree with it being a thing
  • Avoid using high tick rates combined with low slider velocity. Receiving feedback from slider ticks that are not visible can be uncomfortable.
    • people dont care
  • 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.
    • this feels like it should be connected
    • i need combos to highlight this part
    • it doesnt even affect hp drain as much as we thought it does
  • Avoid keysounding without hitnormal support. If hit sounds blend perfectly with the song, feedback is minimal.
    • i can't think of anything this should be a rule? ? ?? ?
  • Buzz sliders should have appropriate delay before the next note to ensure the hit-window between objects is playable. 1/8 and 1/16 sliders should be followed by a 1/4 gap if high spacing is used or a 1/8 gap if low spacing is used. 1/12 sliders should be followed by a 1/6 gap.
  • Difficulty should be appropriately expressed to represent the intensities of different sections in the music. More complex/denser rhythms and more complex/quicker movements should be appropriately used to produce feedback through difficulty.
    • I want to represent different sections through sheer difference! It makes sense why is difficulty so important for my reading heavy map?
    • For me the song is more or less constant! That is my interpretation
    • Difficulty comes in different shapes and for different people different things are differently difficult
  • Avoid major composition differences in similar sections of a song. The basic spacing and rhythm should be similar, while patterning can vary. This ensures that rhythm and intensity in all similar sections reflect a song similarly.
    • people use this to make everything the same and bland
    • not what it intended we wanted to stop nonsense now we get blandness
  • Sliders should begin on stronger beats and end on equal or weaker sounds. Stressing important sounds through clicking is more natural to play than stressing unimportant sounds.
    • reverse emphasis concept (stressing a sound through absence of active rhythm)
    • THIS SOUND IS IMPORTANT FOR ME WHO ARE YOU TO DECIDE WHICH IS AND ISNT
  • Avoid extended sliders which pass through important sounds. If an extended slider tail lands on silence and passes through a loud sound, players may have trouble interpreting rhythm. In these cases, it is better to place the slider tail on an audible beat.
    • extending it through this is more important than your sound!
  • Jumps should be used to highlight certain sounds in the music. Because playing a jump pattern puts more pressure on the player, they naturally fit better for highlighting certain sounds.
    • i want to use other means ???
    • my map is centered around reading and spacing is secondary so stop complaining about spacing
  • Make sure that your spinners are not unreasonably long. 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, be sure that the music suggests this.
    • uhh i dont care not like they're hard???
    • what is unreasonable???
  • Spinners should be used when they fit the music. This is to ensure score differences among perfect plays on the leaderboard. They usually fit during held notes, changes in intensity, or transitions between sections.
    • uhh i dont care to include a spinner?
  • When including a slider velocity change, there should be a discernible change in the song's pacing. Otherwise the velocity change would feel unsupported by the music.
    • i want to use stuff differently and i discern things that you dont
    • no one questions this thing anyways because the impact of slightly changed sv for maps is minimal at best?
  • Avoid following multiple layers of the song if it is unclear what rhythm is prioritizing. Players should be able to discern what part of the song is being followed.
    • to me this is clear?
    • my way of thinking doesnt align with what rc things
  • Sliderends of extended sliders should be snapped according to the song's beat structure. If the song is using a straight beat, 1/4 or 1/8 are recommended. If the song is using a swing beat, 1/6 or 1/12 are recommended. If the song has a beat in a different position from what was recommended, snapping to an actual beat always takes priority.
    • None that I know
  • Try to spread your hit object placement evenly across the playfield. Cluttering hit objects in one section of the screen for no reason will make them stand out unnecessarily.
    • who gives a fuck??
    • who measures
    • who cares??
    • that was the point!
  • Avoid rhythms which are in no way predictable. Rhythm can be made intuitive through the usage of consistent timeline gaps bridging between different snappings, time-distance equality, or slider reverses/ends snapped to irregular beats.
    • i can predict that players suck
    • players need more challenges
  • Avoid using similar combo colors in successive combos. Players should be able to differentiate between different combos in a map.
    • i cant think of anything that would warrant its breakage
  • Spinners and sliderends should have hit sound feedback. If either are used to represent a held sound and do not end on a distinct sound, having no feedback is acceptable.
    • this is basically an allowance worded as a denial so whatever?
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