{"content":"\n \n \n <\/a>\n <\/div>\n \n \n <\/span>\n <\/span>\n <\/div>\n \n ikin5050<\/a>\n\n \n \n \n <\/a>\n\n <\/div>\n \n \n \n \n <\/span>\n <\/a>\n <\/div>\n \n \n \n 587 posts\n <\/a>\n <\/div>\n\n \n ed February 2014<\/strong>\n <\/div>\n <\/div>\n\n \n \n \n \n \n ikin5050<\/a>\n\n \n 2022-02-13T04:29:36+00:00<\/time>\n <\/a>\n <\/div>\n <\/div>\n\n <\/div>\n\n \n \n I dont think extending to 64\/1 is good at all. Lenience allows 30\/1 (which would be the 8 bars in 4\/4 that you refer to) already during high intensity times.I think that making 3x1\/1 an alternative is misleading and will lead to people (especially newer mappers and hivie) mapping muzukashiis as oni, just without the color changes.Personally not a fan of nifty's suggestion of average density because that goes against the idea of a rest moment (to give a space of low intensity) and averaging isn't an appropriate way to assess that.<\/div>\n <\/div>\n <\/div>\n\n \n \n <\/div>\n <\/div>\n \n \n \n <\/a>\n <\/div>\n \n \n op45667<\/a>\n\n \n \n \n \n \n <\/span>\n <\/a>\n <\/div>\n \n \n \n 118 posts\n <\/a>\n <\/div>\n\n \n ed March 2021<\/strong>\n <\/div>\n <\/div>\n\n \n \n \n \n \n op45667<\/a>\n\n \n 2022-02-13T04:33:50+00:00<\/time>\n <\/a>\n <\/div>\n <\/div>\n\n <\/div>\n\n \n \n As a mapper, I\u2019d enjoy having 3 consecutive 1\/1 as a possible option due to the difficulty of finding a 3\/2 break without causing a weird emptiness within the rhythm.As a player, I don\u2019t mind much about it but if a mapper uses 3 consecutive 1\/1 breaks just to get around the 16\/1 rule multiple times, it can get pretty tiring without an extended break (like a 3\/2). I agree with modifying the guidelines to include 3 consecutive 1\/1 but only in the case that 3\/2 would not be possible or would derail the rhythmic flow of the map. Maybe another guideline can be introduced to limit how many times the 3 consecutive 1\/1 can be used before a 3\/2 break occurs to prevent a long, fatiguing section.<\/div>\n <\/div>\n <\/div>\n\n \n \n nice<\/div>\n <\/div>\n \n <\/div>\n <\/div>\n \n \n \n <\/a>\n <\/div>\n \n \n <\/span>\n <\/span>\n <\/span>\n <\/div>\n \n 9_9<\/a>\n\n \n \n \n \n \n <\/span>\n <\/a>\n <\/div>\n \n \n \n 43 posts\n <\/a>\n <\/div>\n\n \n ed January 2016<\/strong>\n <\/div>\n <\/div>\n\n \n \n \n \n \n 9_9<\/a>\n\n \n 2022-02-13T06:04:13+00:00<\/time>\n <\/a>\n <\/div>\n <\/div>\n\n <\/div>\n\n \n \n I think cychloryn's proposal of allowing 2x 1\/1 to further delay the necessity of a 3\/2 break is pretty reasonable.I feel that it more or less has the potential to provide a more specific definition of when continuous mapping qualifies as \"more forgiving to the player,\" which could be a good thing, because \"more forgiving to the player\" is so vague that individuals' understanding of it can vary wildly, whether it be mappers arguing that their muzu isnt hard, or modders arguing that the above quote in the guideline is completely useless.This lack of consensus due to bad wording is something that has probably wasted the time of countless people..Such a change would probably be liberal enough to ease the frustration of mappers who already have a place to put a 3\/2 or 2\/1 break, but are prevented from doing so because the continuous mapping is just a bit<\/em> too long.<\/div>\n <\/div>\n <\/div>\n\n \n Last edited by 9_9<\/a> 2022-02-13T06:09:40+00:00<\/time>, edited 3 times in total.\n <\/div>\n \n \n <\/div>\n <\/div>\n \n \n \n <\/a>\n <\/div>\n \n \n <\/span>\n <\/span>\n <\/span>\n <\/div>\n \n Capu<\/a>\n\n \n osu! Alumni\n <\/div>\n \n \n \n <\/a>\n\n <\/div>\n \n \n \n \n <\/span>\n <\/a>\n <\/div>\n \n \n \n 351 posts\n <\/a>\n <\/div>\n\n \n ed March 2013<\/strong>\n <\/div>\n <\/div>\n\n \n \n \n \n \n Capu<\/a>\n\n \n 2022-02-13T07:31:22+00:00<\/time>\n <\/a>\n <\/div>\n <\/div>\n\n <\/div>\n\n \n \n op45667 wrote:<\/h4>Maybe another guideline can be introduced to limit how many times the 3 consecutive 1\/1 can be used before a 3\/2 break occurs to prevent a long, fatiguing section.<\/blockquote>That won't work as the goal for this proposal is to make rests more intuitive. By limiting the usage of the alternative you start to force the break to be unintuitive again after some time.<\/div>\n <\/div>\n <\/div>\n\n \n \n <\/div>\n <\/div>\n \n \n \n <\/a>\n <\/div>\n \n \n <\/span>\n <\/div>\n \n OnosakiHito<\/a>\n\n \n osu!taiko Paragon\n <\/div>\n \n \n \n <\/a>\n\n <\/div>\n \n \n \n <\/span>\n <\/a>\n <\/div>\n \n \n \n <\/span>\n <\/a>\n <\/div>\n \n \n \n 6,856 posts\n <\/a>\n <\/div>\n\n \n ed March 2010<\/strong>\n <\/div>\n <\/div>\n\n \n \n \n \n \n OnosakiHito<\/a>\n\n \n 2022-02-13T12:07:47+00:00<\/time>\n <\/a>\n <\/div>\n <\/div>\n\n <\/div>\n\n \n \n As I said in the taiko server: back then we measured rest moments by the actual used main snapping. Since for Muzu it was 1\/1+1\/2, we went for a minimum of 3\/2 break as 2\/1 would have disturbed the flow of a map. So continues mapping was seen as a factor to determine how hard beatmaps were.So if you guys think 1\/4 and 1\/2 is used more freuently and are also justified as lower diffs cover the rest already well enough, we can go for 2\/1 or 3\/1.Whether I would 2\/1 over 3\/1 or not however, I'm not sure. But I think going for 3\/1 isn't really problematic as you have to used it only after 16 to 20 measures and still have the possibility to use 2\/1 under exceptional circumstances.<\/div>\n <\/div>\n <\/div>\n\n \n \n <\/a>DropBox<\/a><\/strong> | Taiko Forum<\/strong><\/a> | Mapping Guide<\/a> | Spotlights<\/a><\/strong><\/center><\/div>\n <\/div>\n \n <\/div>\n <\/div>\n \n \n \n <\/a>\n <\/div>\n \n \n coed<\/a>\n\n \n \n \n \n <\/span>\n <\/a>\n <\/div>\n \n \n \n <\/span>\n <\/a>\n <\/div>\n \n \n \n 57 posts\n <\/a>\n <\/div>\n\n \n ed December 2013<\/strong>\n <\/div>\n <\/div>\n\n \n \n \n \n \n coed<\/a>\n\n \n 2022-02-13T16:30:55+00:00<\/time>\n <\/a>\n <\/div>\n <\/div>\n\n <\/div>\n\n \n \n I would just keep 2 consecutive 1\/1 moments, for me is enough to keep the map playable. I agree that 3\/2 feels too forced and I had a lot of struggle in finding a good balance every time I had to put the break.<\/div>\n <\/div>\n <\/div>\n\n \n \n <\/div>\n <\/div>\n \n \n \n <\/a>\n <\/div>\n \n \n <\/span>\n <\/span>\n <\/div>\n \n Nao Tomori<\/a>\n\n \n osu! Alumni\n <\/div>\n \n \n \n <\/a>\n\n <\/div>\n \n \n \n \n <\/span>\n <\/a>\n <\/div>\n \n \n \n 3,078 posts\n <\/a>\n <\/div>\n\n \n ed December 2014<\/strong>\n <\/div>\n <\/div>\n\n \n \n \n \n \n Nao Tomori<\/a>\n\n \n 2022-02-13T16:41:13+00:00<\/time>\n <\/a>\n <\/div>\n <\/div>\n\n <\/div>\n\n \n \n 2 consecutive 1\/1 is really not enough drop in density to fulfill the purpose of the guideline, which is to make a break period for players who are lost to recover. 1\/1 gap into 1\/1 gap is a completely average density rhythm which occurs repeatedly throughout a muzu diff and isnt calm enough to allow a player to get back into the map.<\/div>\n <\/div>\n <\/div>\n\n \n \n <\/div>\n <\/div>\n \n \n \n <\/a>\n <\/div>\n \n \n op45667<\/a>\n\n \n \n \n \n \n <\/span>\n <\/a>\n <\/div>\n \n \n \n 118 posts\n <\/a>\n <\/div>\n\n \n ed March 2021<\/strong>\n <\/div>\n <\/div>\n\n \n \n \n \n \n op45667<\/a>\n\n \n 2022-02-13T16:42:46+00:00<\/time>\n <\/a>\n <\/div>\n <\/div>\n\n <\/div>\n\n \n \n Capu wrote:<\/h4>op45667 wrote:<\/h4>Maybe another guideline can be introduced to limit how many times the 3 consecutive 1\/1 can be used before a 3\/2 break occurs to prevent a long, fatiguing section.<\/blockquote>That won't work as the goal for this proposal is to make rests more intuitive. By limiting the usage of the alternative you start to force the break to be unintuitive again after some time.<\/blockquote>I see. Do note that I'm relatively new to mapping atm. In that case, I would agree that 2 (more difficult muzus) or 3 (easier muzus) consecutive 1\/1 should be used only where 3\/2 cannot, but using a 3x1\/1 where a 3\/2 could've been used just for the sake of making a long pattern is against the principle of having a break in the first place, even if a 3x1\/1 provides enough break time. I agree with Hivie and ikin on that 3x1\/1 should be more of an exception than an equal alternate. If a 3\/2 can be placed, then it should be, even if it takes a little longer to find that one sound that can be afforded to be nixed in order to provide that break. If 3x1\/1 is made equal with 3\/2, I'm pretty sure some people won't even bother trying to find a 3\/2 even when there are opportunities to do so.<\/div>\n <\/div>\n <\/div>\n\n \n Last edited by op45667<\/a> 2022-02-13T17:29:24+00:00<\/time>, edited 2 times in total.\n <\/div>\n \n \n nice<\/div>\n <\/div>\n \n <\/div>\n <\/div>\n \n \n \n <\/a>\n <\/div>\n \n \n Quorum<\/a>\n\n \n \n \n \n \n <\/span>\n <\/a>\n <\/div>\n \n \n \n 171 posts\n <\/a>\n <\/div>\n\n \n ed November 2014<\/strong>\n <\/div>\n <\/div>\n\n \n \n \n \n \n Quorum<\/a>\n\n \n 2022-02-13T18:56:20+00:00<\/time>\n <\/a>\n <\/div>\n <\/div>\n\n <\/div>\n\n \n \n If it was for me I would have gone for 1\/1 on light muzukashii (most 1\/2 patterns) and 3\/2-2\/1 for high bpm or heavy 1\/4 triplets based. I mean, it's not like we could do differently. 3\/2 pauses are weird to use but 1\/1 are the classic pauses you use most of the time in a muzukashii so it's not like you have any other choices to put a break on the map. I think even the 3x1\/1 could be as weird as 3\/2 since it's like having a 3\/1 break with 1\/1 notes in it. Plus high bpm songs can have a lot of 1\/1 single notes so it doesn't make too much of a difference. A lot of times break guidelines were broken to preserve patterning and rhythmic structure of the map. A mapper would choose to go overboard suring the 20\/1 limit and put a pause when the rhythm allows it instead of forcing a 3\/2 pause in a weird place. Sometimes 3\/2 breaks makes muzukashii harder because of the poor predictability of the patterns that are changed to allow the weird pause. In that case if we want to point out the difficulty of a muzukashii, it's better having an increased range of continuous mapping instead of putting 3x1\/1 continuous breaks or forcing 3\/2 breaks that could make the map way harder and unpredictable. Making rests more intuitive in a muzukashi could have the opposite effect of making things more difficult to players and to mappers. I repeat, for me 2x1\/1 on light muzukashii and 3\/2-2\/1 for high bpm and heavy 1\/4 triplets muzu are a good option (you can balance the low bpm or the lack of density with the continuous mapping ensured by the 1\/1 in a light muzukashii and increase the number of pauses if the bpm is higher or have dense structure). however for me the main change is to be more lenient with continuous mapping limit on muzukashii by increasing it a bit (maybe 30\/1 since a lot of people uses 30\/1 on kiai and low density parts).<\/div>\n <\/div>\n <\/div>\n\n \n \n <\/div>\n <\/div>\n \n \n \n <\/a>\n <\/div>\n \n \n DakeDekaane<\/a>\n\n \n osu! Alumni\n <\/div>\n \n \n \n <\/a>\n\n <\/div>\n \n \n \n \n <\/span>\n <\/a>\n <\/div>\n \n \n \n 3,500 posts\n <\/a>\n <\/div>\n\n \n ed v3w3h