Joey Macaroni I'm here because I watched one osu video like a month ago
@forna40908 жыл бұрын
comedy fucking golden... you put so much work in your maps and videos... you need more supps man
@exus35677 жыл бұрын
wait this isn't a pishifat video?
@pixelbyte48867 жыл бұрын
theres no there in this hello there :thinking:
@endmysuffering79033 жыл бұрын
never has been
@HoveringZero7 жыл бұрын
I don't even make maps, but I love watching these. Probably just to play maps and have a better judgement on why I like the map or not.
@backupp53417 жыл бұрын
dailymail - "blood slider: rogue mapping youtube channel teaches osu terrorists how to put knives in middle of unsuspecting beatmaps"
@Mafham7 жыл бұрын
I love your videos! It's great to see someone go so in-depth with the core mechanics of how the game and mapping works. Just wanted to ask you a few questions: How did you calculate that the "true" end of the slider is exactly 36ms before the end of the slider? Why do you think that it is programmed like this, is it necessary to the game, and do you think that it should be changed to reflect the visual end of the slider? I agree with everything you said about how leaving the slider early and breaking the intentional path of the slider (by taking the path of least resistance) can potentially ruin the effect that the sliders are trying to create - do you think that this is a fault of the way the slider is programmed, or the fault of the mapper for not using the various techniques you mentioned to try and force the player to follow the intended path of the slider? Thanks, keep up the great work!
@AMo_osu7 жыл бұрын
I was not the one who calculated 36ms. The credit goes to redditor /u/friedrichster at redd.it/518xwg. I'd imagine that this was done by either looking into the game code or with a lot of trial and error. This was probably programmed so that hitting the ends of sliders isn't ridiculously strict, since on higher level difficulties, leaving the slider early may be a necessesity to hitting a series of objects perfectly. Another reason could be so that it's harder to cheat a slider by snapping straight to a slider end rather then following it. It was probably made in mind that there would not be a ranked map that uses ridiculously fast sliders. I don't think changing this is necessary in my opinion. The root of the problem (if you were to call it a problem) with sliders being left early is allowing them to be left early in the first place with how it was programmed. Players and mappers over time have learnt to exploit the slider leniency either to make the playing experience more comfortable or to make their maps easier. Since it's now a pretty integral part of modern maps, fixing this by making sliders stricter would cause more problems than solve, so mappers should understand what slider leniency can do to their maps.
@Mafham7 жыл бұрын
Yeah, I think that the way slider ends are now helps more than it hinders. If a mapper wanted the player to follow the slider more, they could just increase the tick-rate. Thanks for the reply!
@PersonManManManMan5 жыл бұрын
I really love *Hello Osu Man waiving at me real quick* in beginning of the video
@tennesseetransit8 жыл бұрын
Glad to see another video from you, good stuff man
@zeronothinghere93348 жыл бұрын
OH GOD, I LAUGHED SO HARD AT THE END
@jaakkohintsala25978 жыл бұрын
im making my first map and i plan to use the default hitsounds, but i need to make some sliderends silent. i downloaded the blank.wav from the wiki and i tried to look for instructions on the wiki/forums on how to actually add custom hitsounds, but couldnt find anything good (maybe i missed some obvious place)
@jaakkohintsala25978 жыл бұрын
im so new it hurts ;(
@AMo_osu8 жыл бұрын
Silent slider ends are actually made using timing points rather than custom hitsound files, since all circles, slider heads, and tails share the same hitsounds. You do it by placing a green inherited timing point on the slider end and sent the volume to 5% (not truly silent, but close enough). Remember to place another green point afterwards to turn the volume back up.
@jaakkohintsala25978 жыл бұрын
***** lol that was way simpler than i made it to be, but i shall thank you very much :D
@jaakkohintsala25978 жыл бұрын
some kind of short tutorial on how to add custom hitsounds and stuff would make a very useful video imo (zooming one doesnt exist already) :)
@AMo_osu8 жыл бұрын
Try pishifat kzbin.info/www/bejne/gquZdWp-ha9jm7M
@frexcuadillera12838 жыл бұрын
I'll subscribed you . These should help me a lot mapping .
@rudeiefa7 жыл бұрын
Golden intro right there.
@Sonnyc_Kor8 жыл бұрын
Nice clip. Regarding your last comment that "you should try to found a slider velocity that matches well with your basing spacing because high sv for low spacing or vice versa is just wrong"... I'd like to say that to be highly a personal mapping field. Using "different" sv and base spacing settings usually result in "different" mapping outcomes not something wrong. Maybe there are players who might "dislike" some settings, but isn't it a style afterall? Uncomfortable to play isn't always bad to play.
@AMo_osu8 жыл бұрын
Yeah I can agree that those settings could result in some pretty interesting maps. I guess what I was more getting at was doing that kind of thing in general can be a wrong move. I could've used better wording in hindsight.
@ZeldaMstr1097 жыл бұрын
pishi jr..... nice video though mo, keep it up.
@ninothemoon70174 жыл бұрын
there is a concept i still don't get ''linear curves'' how can a curve be linear 😂😅
@sunburnedshirts37243 жыл бұрын
hollow wings: hehe long fast sliders go brr
@Onimirare7 жыл бұрын
Why is this video so quiet? I needed my headphones to hear it decently.
@timbogamesTBG7 жыл бұрын
this skin Kreygasm btw great vid
@Y337n3ss7 жыл бұрын
"...so apart from a clear slider path (which you should do anyway)" unless you are hollow wings
@Zesteas4 жыл бұрын
I made my base slider velocity 1.0 because its an easy number :p