2.
七樓是我的留言版,我想告訴大家Mapper的世界發生什麼事。
我先介紹一下我自己,我是服冒加強碇,在版上被稱做M,因為我的ID的關係,我試專門做Skin的人。但同時在1-2年前開始學習製作Map,然後我在偶然的情況下請教了早期的大Mapper:
DarknessAngel大大學習有關Mapper的相關問題。
也就是說,我的老師是Angel大,雖然他並沒有直接教導我如何設計譜面,但我可以證明我向他請教的證明:
底下是詳細內容:
M:
我想問問關於Rank的事情
比如說我剛剛做完一個難度
http://osu.ppy.sh/s/113774但我想要讓地圖Rank,我需要注意什麼
我目前知道要讓3個BAT審核過才行
還有需要找人做MOD,我該去哪裡找??
D:
我現在不能開電腦,等我回家(10點多)再回你
話說1個4分鍾難度是不能ranked也不能approved的
作圖前先要詳讀Ranking Criteria
如果你不想等到10點你可以問spboxer3或bossandy
他們會告訴你你想知道的
M:
沒關係
晚上再告訴我
Easy
Normal
Hard
Insane
都要具備嗎?晚上再回我
D:
先詳讀
這個讀完還有其他問題再問我
然後要找mod的話到
這裡看看別人怎麼排的
或者你在遊戲中跟別人問
也可以用論壇PM求看看
M:
我看完了
基本上沒有問題
謝謝大大
D:
那個...我剛剛又看了一下我發給你的那篇ranking criteria,可那是舊版的,不再適用......
http://osu.ppy.sh/wiki/ZH:Ranking_Criteria 一切以上面這個(新版)為准,不好意思.................
M:
謝謝,規則沒變很多
我正在做Easy的難度
等我完成了有問題會再連絡大大
M:
大大
我到Modding Queues逛了一下
看不懂 "NM" 和 "M4M" 這兩樣東西
D:
Normal mod和mod for mod
就跟字面上的意思一样,分别为普通mod和为了mod而mod
前者是说单向的,你请他帮你mod图;后者是指你mod我的图,我也mod你的图
不好意思有点晚回复了...因为看到你的pm时是比较早之前所以差点忘了loool
M:
沒關係
我剛剛要睡
碰巧看到留言
謝謝大大
M:
大大,好久不見
我想問一個很現實的問題
大大一張圖從做出來到Rank時間大約多久??
D:
我当初是一二张图一起作的,因为不满质量所以各remap至少4次,第一张图原本有Insane的可是我删了,2张共花了4、5个月似乎
怎么了吗 ?看错了抱歉... 没意外的话是一个月,最快二个礼拜,没特别想快点rank大概3个月
M:
Angel大大:
Distance snap is too high, lower to 1,0 (1,2/1,3 in kiai)這行要去哪裡設定??
我看不太懂...
D:
按住alt然後右上角會有個可以調整distance snap的軸,他說你間距太大,kiai部分調到1.0
一般看到這種建議我基本無視,因為幾乎是remap了,一句話就要讓人重作是有些蠻橫
你自己考量
M:
恩...好,謝謝大大
M:
Angel大大,我想這是最後一個我會問你的問題了
WIP是什麼??
D:
Works In Progress,就是還在制作中,未完成的意思
有問題就問啊 ~ 不嫌我回太慢都能問我的
M:
謝謝大大,基本上已經沒有問題了
一直以來受大大指教良多
等我第一張圖Rank的那天到來
D:
恩,加油喔^^
我的Map剛審核完沒多久,我就突然想回去看看Angel大大的頁面,順便PM通知一下他消息
結果我看到這個:Angel大大打的文章
I have been in this game since a few years and I have to say that mapping has changed drastically, but in a bad way sadly, most of the maps that we see nowadays totally doesn't have spacing and are just full of random jumps everywhere, in the past we could read maps with the spacing but nowadays we are just able to read them only if we put AR9 or something like that, because there is no spacing on them at all, which is absolutely wrong.
我自從幾年前就已經待在這個遊戲中了,而我必須說Mapping已經徹底的改變了,令人難過的是它朝著不好的方向前進,我們現在看到大多數的譜根本就沒有考慮到 spacing,而且到處都充滿了隨機的大跳。 以前我們可以依靠spacing 來讀譜,而現在除非我們放上AR9或類似的東西,才能夠讀得懂,因為它們根本就沒有spacing,這是絕對錯誤的。
Some people says my maps are bad because they're made with distance snap and they're boring to play, also because they're not following this "jumpy maps" trend, but to be honest I don't care because this is my view of mapping, I prefer a map with good spacing rather than a map with no spacing at all, which doesn't actually makes sense when playing it. It might be an old player/mapper kind of view, but that's how I see it.
有些人認為我的譜很差,因為它們是以distance snap做的,而這些譜玩起來很無趣,也因為我的譜並沒有遵循這種 "jumpy maps" 的趨勢而討厭它們。但說實話我完全不在乎,因為這就是我對於mapping 的看法,我偏愛有良好spacing的譜而不是完全沒有spacing的譜,因為那些沒有spacing的譜玩起來一點道理也沒有。 這或許只是一個老玩家/ mapper 的看法,但這就是我的想法。
I will always fight about having and making maps that follows distance snap rather than having more and more maps that have jumps from the beginning until the end without no proper spacing at all, mapped with only grid snap enabled, what's distance snap for then? It's a fun tool?No, it's there for a purpose, for being used by mappers.
我會一直奮鬥做出有遵循distance snap的圖,而不是像現在有越來越多的圖從開頭到結束都是一些沒有正確spacing 的jumps,它們製作時只有開啟grid snap, 那distance snap是用來做什麼的呢? 難道它只是一個有趣的工具嗎? 不,它的存在有其目的,就是為了要讓mapper使用啊。
Also, another thing that killed mapping is this new pp system, now mappers are focusing on making really hard and crazy maps just to have their maps played a lot, since players needs lots of plays before making a full combo there.
另外,另一個扼殺mapping的兇手是新的pp系統,現在mapper們都專注於做出一些瘋狂的、難度極高的圖,只為了讓他們的圖能多被玩,因為玩家需要燒大量PC才能FC它。
I've seen lots of nice and relaxing songs being destroyed by serious overmapping with streams that doesn't follow anything or random jumps that doesn't feel the melody at all.
我看過很多很棒的、很令人放鬆的曲子被很嚴重的overmap而毀了。它們被加上了很多意義不明的streams 或完全不符合音樂的random jumps 。
Some more things which I dislike of nowadays mapping are the sliders which ends on blue ticks when they're not even following the music, I see many maps which uses a lot of them and sounds really bad, many mappers think it's cool to use them, but rhythm-wise they're just horrible and sounds bad, so why they do that? No idea.
還有一些關於現今mapping的事物我不喜歡,就是那些以blue ticks結尾,卻根本對不上音樂的sliders。我看過很多圖用了非常多這種元素,而那聽起來非常糟,很多mapper覺得使用它們很酷,但對於節奏來說它們非常恐怖而且聽起來很糟,那那些mapper為什麼要還要用呢? 我不知道。
And one more are the 1/4 slider streams jumps,which became overused so much nowadays, they could be nice if spaced properly but almost every mapper is making lots of jumps with them, which makes them really uncomfortable them to play. They're really fast to hit already since they're 1/4, so please guys, don't make evil jumps on them just to make the map even harder, that doesn't make sense.
還有一件事就是那些1/4 拍的slider streams jumps,近來被過度的使用,如果正確的擺放它們,那會是個不錯的選擇,但幾乎所有的mapper都用它們來做出一堆jumps,這使得這些譜玩起來真的的不舒服。因為它們是1/4拍,需要速度才能打得起來,所以拜託各位,不要使用邪惡的jumps 只為了增加自己圖的難度,這樣一點道理也沒有。
I would say a lot more things and edit this later in case, but I just wanted to say something about what I think for now. Thanks for reading all of this, hope you all have a good day!
我之後會編輯這篇文,並再說出我更多更多的想法。但我目前就只把我現在想到的事都說出來,謝謝你們讀完這篇文章,並祝你們都有美好的一天!
Here is a message from me : Someone may be curious that if I agree what Andrea wrote, why did I make so many jumpy maps ? That's because I personally think if jumps fit the song well and it is reasonable, it is allow to use jumps to get more exciting effects. However, when you are using a jump, take care of the distance when the rhythm changes.(ex. 1/2 → 1/1.) Or the distance may be confused players to read. Notice what I wrote above while you are using a jump, your map not only at least fits the song well, but plays more exciting than the maps which just follow the distance snap always. Even if your map is full of random jumps, it's still a good map because you know how to adjust the spacing and the map itself fits the song well.在此我先補充幾點:有些人可能會好奇既然我同意Andrea所述,為什麼我做了那麼多跳圖呢 ? 那是因為我個人認為如果跳使用的合曲而且理由充分,用它使圖變得更加刺激有趣,是可以的。然而,當你要下跳的時候,要注意節奏轉換的時候,物件的間距。(例如說1/2拍轉成1/1拍的節奏) 否則錯誤的間距可能會造成玩家讀圖的困擾。在下跳的時候你有特別注意我以上所述的點,你的圖至少是合曲的,並且比從頭到尾都跟隨distance snap的圖還來的刺激有趣。就算你的圖放滿隨機跳,你的圖依舊很好,因為你知道控制間距使它合曲。About using the jump, note that jumps are for "the effect of emphasis". It means when you wanna emphasize a part for some beats, you should make a larger spacing than a Normal ones. While you make a map with random maps, must take care of spacing changing for music/vocal changing. If you do it wrong, your map will be just like "jumps everywhere, and it plays nothing." , because it is just "a map which is full of non-sense jumps". If you don't care anything about "spacing changing to fit the song", please make maps with distance snap all the time. Since you map maps is for "what you want to map", not for "what song goes for".Making a map which follows the distance snap all the time makes much more sense than makes what is full of random jumps, isn't it ? Keep it in mind if you wanna make a "good map". Thank you for your time to read this.關於跳的使用,記住跳是用來"製造強調效果"。意思是說如果你要強調一部分的一些音符/節拍的話,你該是用比你用的正常間距還要更大的距離來凸顯它的存在。當你做一張隨機跳的圖,一定要注意間距隨音樂改變的應用。你做錯的話,你的圖就只會像"玩起來各種跳,我不知道我在玩的啥"一樣。因為那圖只不過是"一張充滿沒道理的跳的圖"而已。如果你在做圖的時候沒考慮到任何有關"跟隨音樂改變間距以合曲"的話,就請你跟著distance snap作圖吧。因為你做圖只是"做你想做的",而不是按"歌如何運行的",做等間距的圖比隨機跳圖還有道理多了,不是嗎 ? 如果你想做好圖的話就將上述所述的牢記在心吧。謝謝你們花時間閱讀我的訊息
最後的結果,就是我再回去看過一次Angel大大的所有譜面...
發現了一些共同的現象,Angel大大的譜之所以打起來特別好玩的結果,就是因為在Mapping的時候空出了Space讓手指停頓,然後在接續打下一個物件。有點類似我的譜的Hard難度。
因此我就在思考了,現在Map都是5以上這種高規格的難度,我實在是打不下去...
我和Angel大大在設計譜面的時候,最大的點在於站在玩家的角度想怎麼讓這張譜面做的比較好玩,其次才是譜面好不好看,而現在的譜都朝著反方向走,連我自己看了都反感
圖譜越來越難,我打不下去了。因此我要自己設計出屬於舊時期、且好玩的譜,我會繼續Angel大大的想法繼續走下去,因為我跟他有這點共鳴存在
無所謂了