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Report minor fixes here! 67c5i

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Topic Starter
This is the place for bringing up issues in the Ranking Criteria that wouldn't their own thread but still need fixing. Examples include typos, terminology consistency, slight rewording for readability, etc.

Basically post anything here that doesn't add/remove/change rules or guidelines.
Topic Starter

rc wrote: 5i23o

When skinning gameplay elements, complete sets of elements need to be skinned in order to avoid conflicts between -specific and beatmap-specific skins. A reference for this can be found on the Skin Set List. When skinning an element that is marked as optional, you need to include all the required elements of the respective set, but you are free to skip other optional elements unless they are grouped with the element you are skinning. However, if a required skin element in a set would be unused, it is not necessary to include.
it's currently considered ok to force default skin as a substitute for completing the skin set, current wording doesn't make that clear.
Topic Starter

rc wrote: 5i23o

The audio file of a song should not be artificially extended in order to meet a time limitation in the beatmapset section of this criteria. This can include (but is not limited to) looping sections of the audio file, lowering the BPM of the song or section of the song, or adding small amounts of music to the song without incorporating it throughout the entire song. This does not apply to song compilations or audio files less than the minimum rankable beatmapset length.
there's been some confusion about if these mp3's are 100% illegal or if they are still legal as long as people map the spreads for the non-extended versions. the latter is the intention, but should probably be made more explicit.

update wrote: v6k10

The audio file of a song should not be artificially extended in order to meet a time limitation in the beatmapset section of this criteria. This can include (but is not limited to) looping sections of the audio file, lowering the BPM of the song or section of the song, or adding small amounts of music to the song without incorporating it throughout the entire song. This does not apply to song compilations or audio files less than the minimum rankable beatmapset length. Audio files extended in such a way can still be ranked as long as the required difficulties for the song's original drain time are included.
compilation guideline should also have a similar thing explicitly stated:

similar update wrote: 133e2p

Song compilations should incorporate 3 or more songs. Using only 2 songs in a compilation is a lackluster experience for players, and should be broken up into separate beatmapsets. Exceptions can be made for songs that were exclusively released together. Audio files containing only 2 songs can still be ranked as long as the required difficulties for the shortest song's original drain time are included.

rc wrote: 5i23o

Uninherited timing point: A point used to change a beatmap's BPM, offset, or time signature. Indicated by a red line in the editor and informally called a red line.


i would rename Uninherited timing point (red lines) into Herited timing point because it doesn't make sense to use the double negation to just say herited and it avoid confusion with how it's named in the editor (green lines are named inherited timing point so it makes sense to rename it herited timing point if we uncheck "inherit previous timing setting")

i'm not expert at fixing grammar but i think it makes more sense like that

realy0_ wrote: 115ra

rc wrote: 5i23o

Uninherited timing point: A point used to change a beatmap's BPM, offset, or time signature. Indicated by a red line in the editor and informally called a red line.


i would rename Uninherited timing point (red lines) into Herited timing point because it doesn't make sense to use the double negation to just say herited and it avoid confusion with how it's named in the editor (green lines are named inherited timing point so it makes sense to rename it herited timing point if we uncheck "inherit previous timing setting")



i'm not expert at fixing grammar but i think it makes more sense like that
Uhm, sorry but "herited" is not an actual word. While I do agree that uninherited sounds a little weird, it's not a double negation. It's the negative form of inherited which comes from heritage. I don't even think this is something worth fixing because it's just another name for red line so it has no impact on maps and the comprehensibility of the RC. Most people say red line because it's simpler anyways.
This is a kinda nitpicky suggestion, but I think this part could be clarified more:

Ranking Criteria wrote: 69z3w

Mapsets must have a minimum drain time of 30 seconds.

currently, it can be read in a few different ways. does every map of the mapset need 30 seconds minimum? do all of them combined need 30? does only one map of the set need 30?

I know the correct interpretation is the first one, but it's not made very clear.

my suggestion is:
Every difficulty of a beatmapset must have a minimum drain time of 30 seconds.

or, replace "difficulty" for "beatmap", I can't really tell which term is preferred in the RC
Topic Starter
@clayton "Beatmaps must have a minimum drain time of 30 seconds." seems to be the simplest solution.

also this reminds me that there are a metric fuckton of instances where the word "mapset" is used instead of "beatmapset" and they all need to be fixed, lol..

instances i've found so far
  1. entire metadata section
  2. entire taiko page
  3. entire mania page (but i guess this is low priority since they're rewriting everything rn?)
  4. entire coc
  5. entire timing /8 timesig page
  6. entire song content rules page
  7. "This skin set is not gameplay relevant. The respective icons can be left out even though they are listed as required if they are not present in any of the gamemodes of the mapset." from skin set list

or we could get rid of all the instances of beatmapset bc that word is icky
I've got a PR open for this one too, seems same as what you suggest https://github.com/ppy/osu-wiki/pull/1905

edit: merged. I'll make a note to look into the wording
Deleted_259972
hi
some osu!mania stuff
i know the current one is temporary and new rc is about to come, temporary one should at least be cleaned up until the new one comes

Rules/General wrote: 3n1i3m

osu!topus (AutoPlay) must be able to achieve the full score (1,000,000) in all diffifculties.

diffifculties lol

Rules/General wrote: 3n1i3m

You can't have two notes in the same column that overlap each other, and there must always be a space between two notes in the same column.

isn't this just repeating itself? "You can't have two notes in the same column that overlap each other" is enough.

Rules/Timing wrote: 635xt

Use inherited timing sections and SV changes instead.

again, repeating itself. "Use inherited timing points (SV changes) instead" should be enough.
also, this rule uses the term "timing section", wouldn't using "timing points" be better?

i have tons of stuff more to say, but hopefully the new rc will fix them
Topic Starter
timing section is the term used across the wiki, and it's used by the editor, tho points is the uh.. more noticeable term, to say the least.... /shrug
MBomb
Very nitpicky stuff (In osu!catch ranking criteria).

Your map must theoretically be possible to SS. This means it must be possible to catch absolutely all fruits, including droplets.
Due to the definitions of fruit and droplet in the ranking criteria, including a droplet as a fruit isn't correct, because a fruit is listed as "A large object represented by a hitcircle, slider head, tail or repeat.". It'd be better to word it as " This means it must be possible to catch absolutely all fruits, drops, and droplets." It's a little more long winded, but I couldn't really think of a shorter way to write it that doesn't lead to something being left out. (I also know that it's quite obvious what an SS means really, but if we're including an explanation I think it makes sense for it to be clarified properly.)

Overall Difficulty should have the same value as the Approach Rate. This is just a standardized value, as Overall Difficulty does not affect gameplay nor the amount of fruits a spinner has, just the maximum score of a difficulty. For cases where the two values are not equal, the Overall Difficulty must be less than or equal to the Overall Difficulty of the next hardest difficulty.
Similar thing here, "nor the amount of fruits a spinner has" goes against the definition of fruit, as bananas aren't listed under the fruit definition. Again, fairly obvious what is meant, but it's probably better to list as "nor the amount of bananas a spinner has", for the sake of definitions.

Use the same slider tick rate on every difficulty as it is a property of the music rather than the mapping. However, lower difficulties may use lower tick rates to reduce accuracy requirements for newer players, providing they still follow the rhythm of the song. Using high tick rates purely to increase score/combo/difficulty is senseless.
This being the only place in the general section which has the sentence carry on from the main part to the explanation seems really strange to me, and actually confused me a tiny bit when I was reading through until I realised. Maybe best to just make it "This is because it is a property of the music rather than the mapping.".
A beatmapset's audio file must be no lower than 128kbps and no higher than 192kbps. Variable bit rate songs must average between that range.

imo this should be changed to a guideline where it must be followed unless there isn't a higher quality version of the song available
Topic Starter

Sinnoh wrote: 2f4r3l

A beatmapset's audio file must be no lower than 128kbps and no higher than 192kbps. Variable bit rate songs must average between that range.

imo this should be changed to a guideline where it must be followed unless there isn't a higher quality version of the song available
should prob make a thread for this, since that'd be an actual change to rc
(i it btw)
Seeing that so many mappers are ignorant of the setup "Sample match playback rate"(to raise perfect fifth in NC mod). I want to suggest this:
A beatmap containing pitched hitsounds must open "Sample match playback rate" Of course, it doesn't matter in maps without pitched hitsound

Pitched hitsounds means hitsounds with pitch, like piano sounds and etc. Whether they're raised by perfect fifth depends on whether this setup is ticked. If not, players, when playing maps with pitched hitsounds, will hear inconsonant sounds.

Mcen314 wrote: 333r34

Seeing that so many mappers are ignorant of the setup "Sample match playback rate"(to raise perfect fifth in NC mod). I want to suggest this:
A beatmap containing pitched hitsounds must open "Sample match playback rate" Of course, it doesn't matter in maps without pitched hitsound

Pitched hitsounds means hitsounds with pitch, like piano sounds and etc. Whether they're raised by perfect fifth depends on whether this setup is ticked. If not, players, when playing maps with pitched hitsounds, will hear inconsonant sounds.

i really agree with this but need it's own thread
For catch specific RC, I merged Standard mode's combo colour rules, but reworded them because combo colour hax does not exist in ctb


old
Avoid using combo colours with ~220 luminosity or higher. They create bright pulses during Kiai time which can be unpleasant to the eyes.
I worded this assuming you would use kiai time, but that's not always the case.

fixed
Avoid using combo colours with ~220 luminosity or higher if Kiai time is used. Light colours create bright pulses during Kiai time, which can be unpleasant to the eyes.


just an error on my part when adding things
ya i'll just merge this myself tbh
Topic Starter
https://puu.sh/CRj9T/4c7ecb6baa.png that last "feat." should be written in the fancy way
https://github.com/ppy/osu-wiki/pull/2120 covers last post and a bit more
the link to Modified Hepburn could be fixed. it currently links to https://en.wikipedia.org/wiki/Hepburn_romanization#Features_of_Hepburn_romanization which is now just https://en.wikipedia.org/wiki/Hepburn_romanization#Features

edit: done
[deleted as part of purging my old post history]
Topic Starter
there has been some confusion about spread rules. the intention when oko and i wrote them was to require all diffs to reach minimum play time requirements in order for a set to qualify for higher lowest diffs. this is how it's been enforced since the rule was added (at least, when i noticed a set needed it or was asked about it). the current wording apparently doesn't make that clear enough so after some bn server discussion this consensus was reached:

old wrote: 5l3j12

If the drain time of the highest difficulty is...

...lower than 3:30, the lowest difficulty of each included game mode cannot be harder than a Normal. Because osu!mania does not have a difficulty-specific Ranking Criteria yet, an osu!mania beatmapset's Normal difficulty is defined as a difficulty below 2.00 stars. For hybrid beatmapsets that include osu! difficulties, the additional modes' lowest difficulties cannot be harder than a Hard.
...between 3:30 and 4:15, the lowest difficulty of each included game mode cannot be harder than a Hard.
...between 4:15 and 5:00, the lowest difficulty of each included game mode cannot be harder than an Insane.
...anything higher, the beatmapset is exempt from reasonable spread rules.

Lower difficulties can use their play time as a metric instead of drain time, but their drain time must be equal to at least 80% of their play time. (Not applicable to difficulties below 30 seconds of drain time.) Judgement regarding the suitability of gameplay elements used for any lowest difficulty Hard and Insane difficulties is up to the Beatmap Nominators and Quality Assurance Team for the corresponding game modes.
needs to be changed to

new wrote: 214035

If the drain time of each difficulty is...

...lower than 3:30, the lowest difficulty of each included game mode cannot be harder than a Normal. Because osu!mania does not have a difficulty-specific Ranking Criteria yet, an osu!mania beatmapset's Normal difficulty is defined as a difficulty below 2.00 stars. For hybrid beatmapsets that include osu! difficulties, the additional modes' lowest difficulties cannot be harder than a Hard.
...between 3:30 and 4:15, the lowest difficulty of each included game mode cannot be harder than a Hard.
...between 4:15 and 5:00, the lowest difficulty of each included game mode cannot be harder than an Insane.
...anything higher, the beatmapset is exempt from reasonable spread rules.

Difficulties lower than the highest difficulty can use their play time as a metric instead of drain time, but their drain time must be equal to at least 80% of their play time. (Not applicable to difficulties below 30 seconds of drain time.) Judgement regarding the suitability of gameplay elements used for any lowest difficulty Hard and Insane difficulties is up to the Beatmap Nominators and Quality Assurance Team for the corresponding game modes.
posting here instead of a proposal as this is already how things are enforced, this is just more clear
done
Topic Starter
some random stylization stuffs across mode-specific pages:
stuffs
  1. glossary capitalization is handled differently by all pages, should be standardized to match general page's capitalization (first word of a term capitalized, acronyms capitalized, everything else lowercased)
  2. catch difficulty names should be followed by colons instead of periods https://puu.sh/DmB2D/fa42b00452.png
  3. taiko using inconsistent diffname/gameplay titles to all other pages: https://puu.sh/DmB3h/13ba00387b.png vs. https://puu.sh/DmBBu/b51b11f768.png
  4. catch missing alternative difficulty names forum thread link (tho uhh i think that should kinda just be removed from the other pages lol its pretty obsolete) https://puu.sh/DmBZT/d204016293.png vs. https://puu.sh/DmBZu/4881f8edfd.png
  5. catch uses super cute section dividing lines https://puu.sh/DmBEK/3f3cc89146.png can we add these to the other pages too they're lovely
  6. taiko misformats "overall" section https://puu.sh/DmBMy/2b40feb0d7.png vs. https://puu.sh/DmBOE/8e6cdab5c6.png
  7. catch diff-specific difficulty settings guidelines are not separated into their own section https://puu.sh/DmBSw/0a88a23fe0.png vs. https://puu.sh/DmBTv/bab0269a60.png
  8. taiko uses "OD" and "HP" instead of "Overall Difficulty" and "HP Drain Rate"
  9. oh uh https://puu.sh/DmBWT/b9b31a3cb1.png capitalization inconsistency on the general page, romanization should be lowercased

UndeadCapulet wrote: 1a6q4h

catch uses super cute section dividing lines https://puu.sh/DmBEK/3f3cc89146.png can we add these to the other pages too they're lovely

rules/lines aren't supposed to go before top-level headers so I'm removing them. what you'd probably want to suggest instead is a different top-level header style for the wiki (or... second-to-top level I guess. sort of confusing because the only "top-level" headers are at the beginning of articles to control the display title)

edit: done now
wording here still references the QAT, it should be changed from

Difficulties lower than the highest difficulty can use their play time as a metric instead of drain time, but their drain time must be equal to at least 80% of their play time. (Not applicable to difficulties below 30 seconds of drain time.) Judgement regarding the suitability of gameplay elements used for any lowest difficulty Hard and Insane difficulties is up to the Beatmap Nominators and Quality Assurance Team for the corresponding game modes.
to

Difficulties lower than the highest difficulty can use their play time as a metric instead of drain time, but their drain time must be equal to at least 80% of their play time. (Not applicable to difficulties below 30 seconds of drain time.) Judgement regarding the suitability of gameplay elements used for any lowest difficulty Hard and Insane difficulties is up to the Beatmap Nominators and Nomination Assessment Team for the corresponding game modes.
will come as part of a larger change on the wiki, for now there's no harm in keeping this since the meaning is the same

RC wrote: 6p1460

No two hit objects can be placed on the same tick. This includes hit circles, starts and ends of sliders, and starts and ends of spinners. osu!mania beatmaps are exempt from this.

This seems to exclude slider and spinner bodies, can this made clearer to avoid confusion?

RC wrote: 6p1460

No two hit objects can be placed on the same tick. This includes hit circles and the duration of sliders and spinners. osu!mania beatmaps are exempt from this.
Topic Starter
so this happened https://osu-ppy-sh.cinevost.com/beatmapsets/417408/discussion/-/generalAll#/1003431

kinda saw this comin when i was fixing this before ^^'

tl;dr in this rule in metadata technical section: https://puu.sh/DBPd9/903aea7b7e.png change "names containing single characters separated by whitespaces must have the whitespaces replaced with underscores." to "names containing single characters separated by whitespaces should also include a tag with the whitespaces replaced with underscores." cuz it looks like we're saying the other one shouldnt be in tags
the current rule is actually correct, apparently by accident. it's confusing because there's an issue with elasticsearch configuration on the website at the moment

client -
no concept of search priority here, just blind matching each search term to the tags, so either spaces or underscores are fine

website -
- "mapper_name" will never be matched by a "mapper name" search, this is unintended and will be fixed
- "mapper name" will be matched by a "mapper name" search, but the search boost for tags is so low (0.5, compared to every other metadata's 1.0) that your chances of finding correct results from a multi-word search are tiny. if you happen to find the map you're looking for, it's only because one word of the mapper's name was uncommon enough to not match other results. this is not the ideal way to be writing single tags and it shouldn't be encouraged
Topic Starter
its more that we dont want ppl to be popping for the original name tag, so it's better to say "include" instead of just "replace"
the original name tag is (or will soon be) 100% useless if you've already got the underscored version. just want to confirm that redundancy is OK for ranked?
Topic Starter
yeah tag redundancy is w/ev

i guess the optimal solution would be one that requires underscore ver w/out making it sound at all like spaces ver is illegal so mapper can include it if they want, but i cant figure out the wording for that ^^'
MBomb
From osu!catch Overdose ranking criteria:

"At least 62 ms must be left between objects and the start of spinners to ensure readability. As an example, a 1/6 gap would be required at 160 BPM, whereas a 1/4 gap would be required at 240 BPM."


This seems a little strange wording just because every other rule/guideline with this structure talks in of 120BPM and 160BPM, not 240BPM and 160BPM (Except the ones regarding 1/3 at 80BPM, since this would be 1/1.5 at 160BPM, which would make no sense to a lot of players), including the one regarding HDashes on rain, which uses the same overall time. Would make sense to change this wording to as follows for consistency with the rest of the RC.

"At least 62 ms must be left between objects and the start of spinners to ensure readability. As an example, a 1/6 gap would be required at 160 BPM, whereas a 1/8 gap would be required at 120 BPM."
Sorry. I posted this on Change- an unnecessary and urgent manner



Since osu!mania RC doesn't say anything about "Triple" but instead use "Hand" which means three notes pressed at the same time.

So it will be good to remove that "Triple" to "Hand" or just add description about "Triple"


  1. Original:
Occasional Triples can be used in a stream with a note that their distances are further than a measure (4 beats).


  1. Change:
Occasional Hands can be used in a stream with a note that their distances are further than a measure (4 beats).

Dubstek wrote: 5w1n4b

So it will be good to remove that "Triple" to "Hand" or just add description about "Triple"


change should be coming in https://github.com/ppy/osu-wiki/pull/2551
while I'm translating Osu!mania RC , I think I got some little problem? again.

" Additional guidelines for 7 key Normal difficulties:

Avoid chords with more than 3 notes. This includes long note patterns that involve notes in more than three columns.
Bracket patterns should be used sparingly. "

Since osu!mania RC doesn't say anything about "Bracket" pattern , it will be good to add a description of it will stop the confusion. I think..

rc wrote: 5i23o

Any form of feat., ft., Ft., etc. must be written as feat. when it is used as a marker signifying a featured artist in the song.


From standardisation in metadata rules.

i think it could be reworded to "Any form of feat., ft., Ft., etc. must be written as feat. when it is used as a marker signifying an artist featured in the song."

Currently the wording includes "featured artist" which is a term used in the game now. It can be confusing for non-native english speakers.
Topic Starter
unintended ambiguity in https://puu.sh/EL5DG/ffabfa02ba.png, it makes it appear as if the perfect stack rules don't also assume 180bpm, should read "Rhythm related rules and guidelines" blabla so we dont need to keep telling bn's that 90bpm easies can actually have 1/1 stacks
now featuring many unrelated changes from Pish&Clay RC Co. because both of us are easily bothered apparently

rc wrote: 5i23o

No two hit objects can be placed on the same tick. This includes hit circles and the durations of sliders and spinners. osu!mania beatmaps are exempt from this.


under this rule, three or more hit objects on the same tick would be rankable. to further clarify the rule, it should be worded as

update wrote: v6k10

Two or more hit objects cannot be placed on the same tick. This includes hit circles and the durations of sliders and spinners. osu!mania beatmaps are exempt from this.
if there are three or more, there are also two. this doesn't need clarification

if you want to get really technical with the wording, "no two hit objects" is equivalent to saying "no combination of two objects from a set". three objects on the same tick would break this rule 3C2 == 3 times!
True, it's completely redundant if someone went out of their way to bend rules like that in such a manner.
Under standard specific RC in difficulties listed "Insane" is missing the little emoji. https://i.imgur.com/9wx0tDX.png
noticed that too, I'll try to get it fixed when updating the difficulties page for the RC thread about taiko diff names (soon!)
dunno if this is still alive

rc currently says "Guest mappers, storyboarders, skinners and hitsounders must be added to the tags of a beatmapset. This is to give credit where credit is due and help others identify the main contributors of any given beatmapset. names containing single characters separated by whitespaces must have the whitespaces replaced with underscores."

should probably specify current name since that's what everyone has been following for the past few years
I don't see how it could be confused to mean anything but current name

osu!taiko Ranking Criteria - Futsuu Guidelines wrote: v6y4h

1/3 patterns should not be longer than two notes. Anything longer is very situational and usually too complex for newer players. Patterns like these should be followed by a rest moment within 2/1 and not contain any 1/2 or faster patterns within that time.


I would like to suggest a minor change to have a slight rewording of the above recently amended guideline for better readability. The last sentence should be rewritten as "Patterns like these should be followed by a rest moment within 2/1 and be avoided in conjunction with other patterns that are 1/2 or faster within that time." as subject-object disagreement occurs at the moment.
not sure what you mean by "subject-object disagreement" (subject-verb ?), the sentence is grammatically correct as is

anyway to make it a little simpler, how does this sound: "These patterns should be followed by a rest moment within 2/1, and patterns that are 1/2 or faster should be avoided during that time." ?
I mean "Patterns like these should not contain any 1/2 or faster patterns within that time." is logically not correct. Patterns with certain snaps (1/3, 1/2 etc.) are to be treated individually so a pattern cannot contain another pattern.

Ranking Criteria wrote: 69z3w

If the source of the song is available in both unicode and romanised formats, the option not used in the source field should be added to tags
There is no period.
both fixed

taiko rc (oni) wrote: 372m3z

At least 1 rest moment which is 1/1 or longer should be inserted after 16/1 to 20/1 of continuous mapping. Less frequent rest moments or shorter ones may put too much strain on beginners.
...beginners?
lol. "players" is probably better

the wording of that last sentence doesn't make a lot of sense anyway. "Less frequent rest moments or shorter ones may put too much strain" implies the short rests are putting strain, but it's actually the other parts of the mapping besides the rests that are putting too much strain.
O!m overall guidelines section:
The number is shown in brackets after the BPM range in the song selection, e.g. BPM: 60-160 (130)
Those are parentheses (), brackets are square [].
fixed fixed
There's a minor grammar mistake here:

"Hitsounds must be audible. Their purpose is to provide , so hitsounds with extremely low volume or samples that blend with a song's samples are unacceptable. Specific game modes list exceptions to this rule on their respective ranking criterias."

The word "criterias" doesn't exist, criteria is already the plural form of criterion.
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