There's also aspire-like maps that use BPM changes to work around the SV bounds, but that's a different topic. As you adjust the song tempo, the tempo of the audio recording will follow along accordingly - without affecting the original pitch of the recording. This would of course break every map that was re-normalized using SVs (which includes ranked maps), so we'd have to account for that when parsing legacy maps. Adjust the song tempo back to the original BPM. Therefore I suggest making this effect exclusive to the "scale osu!mania scroll speed with BPM" option (if we're even going to bring that back in lazer, see #2870). I understand the appeal of BPM scaling from a game design POV, but it's pretty much incompatible with the user's ability to configure scroll speed as most players set their scroll speed as fast as they can read to maximize precision of visual aiming and minimize the number of notes that are on screen at a time (see also: lane covers). This in turn makes SV mapping harder as things like teleport's now need to be normalized to a value that isn't x1.0, and throws off beginner mappers who don't know about this. ![]() ![]() Most of the time mappers counter this using SVs to bring the scroll speed back to its default value, as drastic BPM changes are otherwise unplayable. Even when using fixed scroll speed, BPM changes within the map still affect the scroll speed (relative to the map's default BPM).
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