Osu how to play osu mania
Osu how to play osu mania
osu!mania
The mode has been widely used in almost all of the major rhythm games. It require good hand and/or leg coordination where the notes (with their quantity depending on BPM and difficulty) move on a conveyor. The player will have to press the correct key for that specific note in time. Though the game mode was originally made as an imitation of the Beatmania style of playing, osu!mania allows changing the number of keys or vertically flipping the orientation of the playfield (this means that it can be made to look more like Guitar Hero [5 keys] or Dance Dance Revolution [4 keys] and so on).
It is somewhat similar to osu!taiko, but with more buttons notes moving vertically rather than moving horizontally.
Gameplay explanation
Song Selection
To access the osu!mania game mode, press Ctrl + 4 at the same time.
Keys and Judgement
In the song selection screen, the number next to the K shows how many keys will be used for the play. The beatmap will be played with looser judgement if «↓» symbol was appended at the end of K.
For example, 4K↓ means that it will be played with four(4) keys with a looser judgement timing than usual.
Do note that the judgement of a beatmap is determined automatically.
osu!specific beatmaps and conversion from osu! beatmap difference
When converting a non-specific beatmap, the default key range would be around 4 to 7 keys.
With the xK game modifier, the player can manually set the number of keys from 1 to a total of 9 keys with a score multiplier reduction. However, the game modifier will not work with osu!mania-specific beatmaps.
With the Co-Op game modifier, the stage will be split in two, use Co-Op’s control scheme, and will allows the player to play from 2 to a total of 18 keys with a score multiplier reduction. Do note that while the preset number of keys will not be doubled on osu!mania-specific beatmaps, it will split the stage in two (left stage priority if odd-numbered), use Co-Op’s control scheme, and no score multiplier reduction.
Speed Change
Speed Change value is located at the top-right
The lowest limit is 1 and the highest limit is 40.
BPM scaling and Fixed scroll speed
A difference Speed Change can make depending on beatmap’s density
BPM scaling is the current default old scaling system which scale the scroll speed relative to the current BPM played. There will be a difference in scroll speed when playing a 100BPM (scrolls slower) and 200BPM (scrolls faster) beatmap with the same scaling speed.
Activate Fixed scaling by disabling `Scale osu!mania scroll speed with BPM` at the Options sidebar
Fixed scroll speed is the new system that enforce a constant scroll speed along with the current BPM speed. A very simple introduction post by Blazier in 29 October 2014 (2014-10-29) about the fixed scaling.
Do note that both scaling system will still be affected by speed up/down by BPM changes, with the changes ranging from drastic (usually for BPM scaling to higher BPM with speedy notes; very low BPM for fixed scaling with condensed notes) to minor (usually fixed scaling on most BPM spectrum) depending on Speed Change settings used.
Gameplay
Playfield
By default, the flow of the notes falls from top to bottom of the conveyor (the starting arrow will show where notes will flow to), with the key control at the bottom and the judgement line above the key control. To change the flow of the playfield from bottom-to-top instead, it can be changed in the Options sidebar; click on osu!mania layout button to set osu!mania keys settings and enable Vertically flip playfield (DDR style) for this key setting manually.
Health bar is located at the right side of the conveyor belt. Please note that health drain is disabled in osu!mania, so only the hit objects will affect the health bar. Combo will not break when playing the keys on empty judgement line.
Notes
Notes are the hit circles of osu!mania. The falling notes must be tapped on the judgement line, with correct key corresponding to each of the note it falls to. More keys corresponding to the falling notes must be tapped simultaneously if the notes fall simultaneously.
A score burst will be given when tapped a correct key corresponding to the note in the judgement line.
Hold notes
osu!mania hold notes
Hold notes are the sliders and spinners of osu!mania. When the hold note reaches the judgement line, tap the starting note in time with correct key, hold, and release it at the ending note of the hold note.
Health bar regeneration occurs slowly while holding the hold note(s). Depending on the song and mapping quirks, it is possible that other notes or hold notes to appear while holding the previous hold note(s).
Play Styles
Controls
Options Input icon, Keyboard section
Do note that the controls information provided below refers to the old key settings used in Options where the keys are mapped relatively and applied to all key settings.
The new key settings require the player to manually set it using the osu!mania layout button provided above for every key layout (unmapped key layouts will use the default key settings instead).
The current default key settings is based on Symmetrical style.
Normal
Input)» title=»osu!mania key layout» /> osu!mania key layout
There used to be two different binding-styles, Symmetrical and Left to Right:
Symmetrical key binding (For DJMAX style)
Key | L | C | R |
---|---|---|---|
1K | — | K5 | |
2K | K4 | — | K6 |
3K | K4 | K5 | K6 |
4K | K3, K4 | — | K6, K7 |
5K | K3, K4 | K5 | K6, K7 |
6K | K2, K3, K4 | — | K6, K7, K8 |
6K(L) | S1, K3, K4 | K5 | K6, K7 |
6K(R) | K3, K4 | K5 | K6, K7, S1 |
7K | K2, K3, K4 | K5 | K6, K7, K8 |
8K | K1, K2, K3, K4 | — | K6, K7, K8, K9 |
8K(L) | S1, K2, K3, K4 | K5 | K6, K7, K8 |
8K(R) | K2, K3, K4 | K5 | K6, K7, K8, S1 |
9K | K1, K2, K3, K4 | K5 | K6, K7, K8, K9 |
Left to Right key binding (For Beatmania IIDX style)
osu!mania key layout (Co-Op)
The 05 March 2015 (2015-03-05) update gave osu!mania a new mod called Co-Op. With this mod enabled, a second different set of keys will be given along with the primary set of keys as above.
Symmetrical key binding for second set.
Table below is based on xK mod used in conjunction with Co-Op mod.
Key | PL | PC | PR | SL | SC | SR |
---|---|---|---|---|---|---|
1K Co-op | — | K5 | — | — | B5 | — |
2K Co-op | K4 | — | K6 | B4 | — | B6 |
3K Co-op | K4 | K5 | K6 | B4 | B5 | B6 |
4K Co-op | K3, K4 | — | K6, K7 | B3, B4 | — | B6, B7 |
5K Co-op | K3, K4 | K5 | K6, K7 | B3, B4 | B5 | B6, B7 |
6K Co-op | K2, K3, K4 | — | K6, K7, K8 | B2, B3, B4 | — | B6, B7, B8 |
6K(L) Co-op | S1, K3, K4 | K5 | K6, K7 | B3, B4 | B5 | B6, B7, X1 |
6K(R) Co-op | K3, K4 | K5 | K6, K7, S1 | X1, B3, B4 | B5 | B6, B7 |
7K Co-op | K2, K3, K4 | K5 | K6, K7, K8 | B2, B3, B4 | B5 | B6, B7, B8 |
8K Co-op | K1, K2, K3, K4 | — | K6, K7, K8, K9 | B1, B2, B3, B4 | — | B6, B7, B8, B9 |
8K(L) Co-op | S1, K2, K3, K4 | K5 | K6, K7, K8 | B2, B3, B4 | B5 | B6, B7, B8, X1 |
8K(R) Co-op | K2, K3, K4 | K5 | K6, K7, K8, S1 | X1, B2, B3, B4 | B5 | B6, B7, B8 |
9K Co-op | K1, K2, K3, K4 | K5 | K6, K7, K8, K9 | B1, B2, B3, B4 | B5 | B6, B7, B8, B9 |
Table below only applies to osu!mania-specific beatmaps. Only odd-numbered xK specifics are mentioned. Refer to first table for even number xK specific (For 4K specific, refer to 2K Co-op and so on).
Key | PL | PC | PR | SL | SC | SR |
---|---|---|---|---|---|---|
3K | K4 | — | K6 | — | B5 | — |
5K | K4 | K5 | K6 | B4 | — | B6 |
7K | K3, K4 | — | K6, K7 | B4 | B5 | B6 |
9K | K3, K4 | — | K6, K7 | B3, B4 | B5 | B6, B7 |
Scoring
Score in osu!mania is capped at 1 million and consists of two parts, each contributing 50% of the total score:
In addition, score also has the following components:
After completing a beatmap, the score is assigned a grade, a short accuracy assessment in form of a single letter. A golden or silver SS denotes 100% accuracy.
Skinning
Beatmapping
osu!mania-specific Editor
To access osu!mania-specific editor, change the beatmap to osu!mania-specific in Song Setup under Advanced tab.
Do note that the beatmap will be locked to osu!mania only when the settings was changed from All to osu!mania.
osu!mania-specific Difficulty setup
To change the enforce key count, go to Song Setup under Difficulty tab and adjust the Key Count.
Enable the Co-op mode button to force Co-Op game modifier when played, with doubled Key Count to map on.
guide по osu!mania
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guide по osu!mania
Итак, тема немного о наболевшем. Раз никто не взял на себя инициативу, то начну, пожалуй, я.
Ладно, я немного лирически отошёл от всего, что хотел сказать. Начнём с гайда Entozera ( https://osu.ppy.sh/forum/t/147552 )
Как и в случае с тайко мы имеем разделение по критериям паттернов, которые в свою очередь зависят от распределения Lvlов самих карт и сложностей.
Entozer разделяет игроков на 4 группы: Начинающий, Новичок, Эдванс и Эксперт.
Начинающий : собственно тот, кто только начал постигать искусство мании и вообще хочет чего-то в ней добиться. Начинать нужно с самого маленького лвла, чтобы привыкнуть/освоить управление 7 кей. Песни этого уровня содержат не плотное соотношение нот: падают в основном по одной, иногда по две.
Выбор песни: Это тот самый момент, когда вы начнёте чувствовать разницу в паттернах на различных предложенных картах. Идите вперёд и играйте ваши любимые песни.Но не думайте, что новые паттерны это что-то плохое. Нет и ещё раз нет, вы постепенно переходите на новый уровень игры. Если вы начинаете чувствовать свой опыт в этом, то можете просмотреть уровни паттернов для каждой категории уровней.
Рекомендация при игре от Shi-ra
Level Beginner 1-13:
Проблема исполнения (контроля).
Главная задача новичка в чтении паттернов не путаться в пальцах при игре, поскольку наиболее распространённой проблемой при игре часто становится то, что игрок может читать паттерны, но ошибается и нажимает совсем не ту клавишу, после чего это списывается на неумение читать. Однако на самом деле проблема в синхронизации игры и привычке пальцев к клавишам при игре, соответствующей реакции каждого пальца на цветовое обозначение ноты на конвейере.
Почему я в первую очередь упомянул именно эту проблему? Потому что просто «забив» на неё и играя дальше на начальных уровнях, вы будете замечать прогресс, но количество случайных ошибок будет только увеличиваться и потом исправить это будет намного труднее, поэтому лучше бороться с «рассинхроном» на начальных уровнях, дабы обеспечить себе комфортную игру в будущем.
Проблема чтения.
Собственно проблема всех проблем. Каждый новичок и про сталкивается с ней в первую очередь, поскольку новые, непривычные для него паттерны вызывают трудность в понимании расположения нот на конвейере и, соответственно, при исполнении самих паттернов в игровом процессе. Как бороться с этой проблемой? Всё очень просто, разбирайте паттерны на удобной для вас скорости чтения карты, а поскольку плотность нот на низком уровне сложности невысокая, можете смело понижать скорость и спокойно разбирать ноты, привыкая к их расположению.
Проблема тайминга.
Отдельная проблема, заключающаяся в том, что начинающие игроки стремятся больше просто попасть в ритм, не придавая значения тому, насколько точно они попали в него, однако простая долбёжка песни даже на фулл комбо не имеет никакого смысла, если больше половины нот это еле-еле натянутые двухсотки или даже трёхсотки. Так же как и проблему исполнения, проблему с таймингом лучше решать сразу же, поскольку с её развитием вы будете просто выбивать набор нот как попало, соответственно с худшим результатом в сравнении с теми, кто старается выбивать всё на максы.
Переходя на новый уровень:
Руководствуясь списком проблем, выявите, какая из них у вас наиболее выражена и бросьте силы на её устранение до перехода на следующий уровень, не бойтесь переигрывать одну и ту же карту с десяток или лучше несколько десятков раз, дабы отточить своё владение чтения, исполнения паттернов и тайминга, старайтесь как можно ближе чувствовать ритм.
——————————————————————————————————————————————————————————
Новичок : тот, кто приобрёл некий опыт в игре, но ещё не может назваться хорошим игроком(уровня Эдванс). Этот опыт будет базироваться на игре с простыми паттернами. Имеется какой-то базис и представление о простых стримах из лесенок, «джетах», изменениях скоростей(тоже не мало важное значение имеет). Песни этого уровня имеют некую плотность из нот для стимулирования вашего внимания и опыта в игре на дальнейших уровнях.
Итак, для хорошего обучения навыков я предоставил пак из o2Jama, который будет отсортирован в будущем по сложности и добавлен в общий список карт.
Уверенность: Это очень важно, чем вы можете себе представить. Но самое главное, если передохнуть или поиграть новые песни, это иногда может повернуться увеличением скила. Например, у вас есть любимая песня, которую вы играете изо дня в день. И вот, наступает часть, на которой вы постоянно фейлите. Попробуйте сыграть снова, вы заметно станете лучше, но всё равно скорее всего зафейлите на этой части. Возьмите перерыв и сыграйте опять. И что же произойдет? Да, вы вскоре осилите этот кусок, а ещё чуть позже обязательно фкшните песню. Но помните, что существуют такие «удачные дни», в которых вы возможно пройдёте песню с первого раза, но повторить вам этого не удастся.
Настройте свою скорость для комфортной игры и подберите оптимальную зону для глаз:Когда вы играете, ваш взгляд сфокусирован на нижней части экрана, то скорость нот у вас наверняка невелика. Поэтому попробуйте довести свой предел до середины доски, если вы действительно хотите достичь успехов как можно лучше при считывании нот. Если вы не можете играть смотря строго в середину, то можно попробовать поиграть легкие карты с флешлайтом. (Имхо, дельный совет). Ну, а теперь, если вы продвинулись в этом, то не считайте себя весьма хорошим игроком. Просто вы перешли на новый этап игры: закрепили навык игры с «нормальной» скоростью и концентрации взгляда на середине борда. При игре с весьма сложными узорами главное успевать считывать их строго в середине.
Подберите оптимальную позу для комфортной игры: Я не могу не согласиться, что шанс подобрать её в самом начале пути очень низкая, но тем не менее старайтесь попробовать как можно больше вариантов, чтобы найти подходящую из. Есть куча техник как и при игре в тайко, так и здесь, которые отличаются друг от друга. Поспрашивайте у игроков, которые на голову вас выше, пожалуй, это увеличит ваши шансы по поиску своей оптимальной зоны игры.
Тренировка точности и выносливости: Точность является одним из основопологающих элементов игры, ибо игроки получившие SS на карте могут всё ещё быть побиты(пусть даже не с такой лёгкостью). Обязательно отточите своё мастерство в отбивании радужных 300, так как это поможет вам в будущем заучивать более тяжелые паттерны с большей простотой. Но всё-таки как бы хорошо не было ваше мастерство во владении тех или иных паттернов или же даже, если вы отточите мастерство своей аккуратности в каких-то моделях, но без выносливости уж точно не обойтись. Чем выше градация по шкале лвлов, тем количество комбо хаотически растёт, а также происходит снижение как таковых холд нот. Поэтому даже карты с простыми паттернами и огромной скоростью могут создать большие проблемы.
Рекомендация при игре от Shi-ra
Level Novice 14-22:
Проблема чтения.
Первое, действительно серьёзное испытание в чтении паттернов, появляется именно на этом этапе, а конкретно я говорю про Speed Change, местами появляющийся на некоторых картах в начале, а ближе к 20му уровню встречающийся практически на каждой карте. Спид ченджи могут серьёзно подорвать вам всю игру, если вы не умеете читать карту на скорости, выше вашего предела, либо ниже удобной для вас. Запускать эту проблему нельзя, поскольку наряду с ней у вас появится здесь же проблема с чтением холд’н’гейтов и паттернов с пересечением стримов и холдов. В противном случае вы просто будете неспособны перейти на следующий уровень сложности, в связи с увеличением плотности нот и меняющейся скоростью.
Проблема тайминга.
Ещё один ответственный момент на данном этапе игры. Разумеется, все паттерны следуют музыке, но начиная с 15го уровня дорожки инструментов на картах начинают разниться и увеличиваться, а именно: выделяется бэкбит, отдельные инструменты, вокальные дорожки, соло инструменты и другие. Поэтому важно научиться не только читать паттерны, просто выбивая их под музыку, важно научиться слушать и саму музыку и понять, к чему вы нажали ту или иную ноту.
Эдванс : Игроки этого уровня имеют представление о простых и сложных узорах из паттернов. Умеют и понимают паттерны с холд нотами. Как говорит Энтозер:» люди уже начинают делиться на разные категории любителей из тех, кто любит карты из высокой плотности нот или же из распределение скоростей»
Рекомендация при игре от Shi-ra
Level Advanced 23-40:
Проблема исполнения (контроля).
Если вы следовали всей вышенаписанной инструкции в точности и не халявили с десятками десятков ретраев одних и тех же карт, то вы практически избавили себя от данной проблемы на этом уровне, поскольку далее вы будете наблюдать только увеличение плотности нот, не влияющих на ваш отточенный контроль, однако если вы всё же схалявили на тренировках, у меня для вас плохие новости. лучше перепроходите предыдущие уровни заново и ни в коем случае не лезьте вперёд.
Проблема чтения.
На картах этого уровня наконец в изобилии появляются ДжекХаммеры, пиано слайды, двойные стримы и их комбинации, что будет серьёзным испытанием для вашей «читалки» паттернов. Однако, если ваш контроль действительно безупречен, вы сможете быстрее адаптироваться к чтению новых паттернов и применению своих знаний, а соответственно весь ваш прогресс в целом ускорится и тем не менее не стоит никуда спешить, наряду с паттернами, увеличивается количество и время спид ченджей, а я надеюсь вы увеличили порог скорости чтения, если да, то вам нечего бояться, можете смело приступать к изучению новых комбинаций.
Эксперт : Тут просто уже нечего сказать и добавить. Это уровень азиатов и если вы его достигли, то можете гордиться собой. Сделайте почётную рамочку и повесьте туда свою фотографию.
[Tutorial] osu!mania Mapping
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[Tutorial] osu!mania Mapping
Osu!mania Mapping Tutorial
Contents:
1.Prologue
1.1 What is mania?1.2 What is the osu! editor?1.3 Alright! I want to map!2. Basics
2.1 Song setup
2.1.1 General2.1.2 Difficulty2.1.3 Design2.1.4 Advanced2.2 Timing
2.2.1 Timing setup panel 2.3 Pattern2.4 Mapping2.5 Hitsounds3. Advanced knowledge
3.1 Pitch3.2 Keysounding3.3 Slider velocity (SV)3.4 Design/mapping Style3.5 Useful Links
The advantage of osu!mania lies in the fully customizable scroll speed (the speed of the notes falling) as well as the dynamic number of columns the notes fall down in.
1.) Mapping Area:
This is where you place your objects. It is divided into different columns, | 0 | 1 | 2 | 3 | in this case. These are the numbers the editor works with, though many people prefer to use | 1 | 2 | 3 | 4 | because it’s a more intuitive way of counting, when modding. This is not relevant for now, though.
2.) Density Graph:
What you can observe over here is the density of individual parts in the map. The more notes that are contained in a given timeframe in the song, the longer the bar inside this graph will become. If a part has reached its biggest considerable density, the bar for said section will turn pink and it will range from the left to right rim of the line. Make sure this does not occur too often, as less than 30-40% of the map should contain pink bars! To emphasize the magnitude of pink bars on the star rating (SR): This maps SR is 4.1.
3/4.) Notes and Holds:
We use these panels to place objects on the mapping area. The cursor will change to a cross and hovering over the mapping area will show a rectangle, which turns out to be our note. While note placement happens if we click the desired column, we have to drag the cursor for a long note (or: LN) from line to line in order to expand the initial note into a LN. Later on, you are going to learn how LNs can be used effectively!
5.) Hitsounds:
Objects have assigned sounds, and here’s where we assign them! Hitsounds have their own section in this introduction, so there will be more later on!
6.) Lock Notes:
The Lock Notes button is a really useful feature which many mappers don’t use. If Lock Notes is activated you can’t move your notes any longer, which is really useful when hitsounding. Without this activated, you may accidentally move notes as you hitsound them.
7.) Beat Snap Divisor:
A very important tool, especially in mania. Here, you can select in which beat snap you want to map. The default setting is always ¼ and this is the one you should normally use. However in mania you can use the 1/6 or even 1/8 beat snap much more often than in other game modes. Especially piano is often really hard to snap right and there we can use up to 1/16! It is important to always snap all notes right.
However, if you want to get your map ranked, only map what you hear! Add 1/3, 1/4, 1/6 rhythms only when the song calls for it! Adding 1/6 bursts when the song does not call for it is unrankable.
8.) Sample Set:
Sample Sets allow you to add even more hitsounds than shown in point 5. As an example, the drum-finish sounds different than the normal-finish. Using this, you can give your song a even larger variety of hitsounds!
1.3 Alright! I want to Map!
Now we know how to place notes in the editor. Should something still be unclear; read it again! You have all time in the world! If you have understood everything we can directly jump to point 2, the basics! This is where i will explain the song setup and how to time your beatmap!
Artist: Here you’ll have to add the original name of your songs Artist. No matter if it is Japanese, German or Russian. If the name of the artist has at least one special character you must add it here! As an example: If your artist name is “Die Ärzte” you must add it here because of the “Ä”.
Romanised Artist: Here you have to add the romanised artist name, which translates to the original artist name in Roman (Latin) script. With our example used earlier, it would be “Die Aerzte” because the “Ä” is translated to “Ae”. If your artist name does not include any special characters in its name, this field will be filled out automatically.
Title & Romanised Title: Exactly the same thing as with artist, but with the title of the song.
Beatmap Creator: This field is automatically filled out with your name when you are logged in into osu! If you are not online at the time of creating the beatmap, add your name there.
Difficulty: Here you have to give your difficulty a name. The standard difficulty names for osu!mania are “EZ”, “NM”, “HD”, “MX”, “SC” and “SHD”, but you are not forced to use these! If your song is from an other game you can use the difficulty names of that game! For example Sound Voltex, which uses the following names for their respective difficulties: “BASIC, NOVICE, ADVANCED, EXHAUST, INFINITE, GRAVITY”.
You can even add own difficulty names. The only important part of the naming process is that the chosen names have to show a clear indication of their difficulty.
This does not apply to marathon maps.
Source: Here, you have to add where your song comes from. Is it from another game? Or an anime? Perhaps a TV-show? Add it here! For example: If your song comes from Sound Voltex, you have to add it here. Notice that it has to be the exact name of the game!
Tags: You can add additional information about your song here. Album for example, or producer. Everything that helps to find your song in the beatmap listing. You also have to add the names of every osu! mapper who made a difficulty in your mapset as well.
Key count: Here you have to set the key count in which you want to map. In this Guide i will use 4K. You want to have more? Go for it! Just select the amount of keys you want to map and start! You have the free choice! 4K and 7K are the most popular key modes. Important: Not every key count is rankable! Currently only 4K, 5K, 6K, 7K 8K and 9K are able to reach the ranked status! The checkbox “Co-Op” can be selected when you choose 5K and above. This allows you to map more than 10 Keys! As an example: When you choose 6K Co-Op, you will map in 12K. While playing that, there will be two mania stages, both with 6K each. This allows you to play with a friend on one keyboard!
Approach Rate: This point is not used in Mania and you can ignore it.
Overall Difficulty: Overall Difficulty or “OD” changes the judgement of how accurate you have to hit a note to get a MAX or 300 or less. A detailed table can be found here; here
Also: Should your map have a lot of Long Notes you should set it to a lower OD, if you have more single notes than long notes you can set it to a higher OD.
Countdown: Here you can set a countdown for your map. Newer maps and especially osu!mania usually don’t use this, so it should be disabled.
Widescreen Support: Disable this box when your map has no storyboard.
Display epilepsy warning: Should you use a storyboard with rapidly flashing lights, it’s very important to enable this box! This warns the player about the storyboard so he can disable it or increase the Background Dimmer.
Letterboxing during breaks: Letterboxing shows little boxes at the top and bottom of the screen while in a break. Breaks are uncommon in Mania, so disable this point.
Stacking: This Point has no effect for Mania so no need to change anything here.
Allowed Modes: With this point, you change the mode of the editor to the one you want to use for your map. This guide is about osu!mania so we use “osu!mania” of course.
Should you choose “All”, your editor will be set to osu! Standard, then your map will be automatically converted into any other game mode.
Use special style (N+1 style) for mania: If you map in a keymode which can use a special key (5K and 8K) you can enable this point. It is known from “BMS” as “Scratch”. It’s a special extra key, especially used in 8K Mania. You can map the song like a normal 7K map, but you will have (depending on the skin settings the player uses), an extra key for scratching on the left or right of the playfield.
The point “Colours” is not used in Mania so we don’t need to change anything there.
The point “Audio” will be explained in the part “Hitsounds”
How to start? First you need to listen closely to your song to get a feeling of the Main Beat. Once you think you can hear the main beat, just start to press “T” to the beat! Follow the instructions on the screen until the editor finally has the beat. You can tap longer to get a more accurate BPM, but the most important thing is to get the “basic” BPM or at least get near to the actual BPM of the song. Once you have a timing point set, you need to set the accurate offset. Many unexperienced mappers don’t really know what the offset actually is, even though it is quite simple:
The offset is the first beat of your current BPM!. That’s all! Go to the point of your song where you can hear the first beat, press F6 again, choose your timing point and press “Use current time”. Now the timing point should be on the current offset, the first beat!
Now you need to check whether or not the BPM is really correct. Press F3 and play the song. Watch the beats and check if they’re on the white lines you can see above the Timing line. Should it be wrong, you can adjust it by increasing or decreasing the BPM. Listen closely to the metronome and adjust it until the beats are on the same tact as the metronome! Should it be right, your song is finally timed!
I also would like to show you a little program that can be really helpful to find the right BPM really fast. It is called MixMeister BPM Analyzer. This program will show you the average BPM of your song. It has just one weak point. It can not show you multiple BPM. It will show you the average BPM of all BPM points in your song. To say it simple: It helps with single BPM only. You can search for it on Google or just click here.
Don’t try to use it to time every map of you. You will never learn how to time songs when you let this program time everything for you. Use it to compare it with your BPM to check if you got the right one!
Multiple BPM: A lot of songs don’t have a constant BPM. For those, you need to add another BPM point. It works similar to the normal BPM. Go to the point where the BPM changes (This is the offset again because it’s the first beat of the BPM!), press F6 to open the Timing panel. Now just add another timing point by clicking on the green “plus” and adjust it to the BPM change while listening to the metronome again, or you can press Ctrl + P to set a BPM point at the time stamp you are currently at. Do this for every BPM change in your Map!
Timing Points: The timing points or “Red Lines” are there to time your song. Without these you can’t map. I already explained how you can find the right BPM and offset for your song earlier!
Inherited Point: The inherited point are also called “Green Lines”. These points are used to add “effects” to your map. With these, you can change the volume, the sample set, the slider velocity (SV) and you can add a Kiai-Time.
Kiai: The Kiai can be selected in «Style» and can be added between two inherited points. The Kiai Time is normally used in the chorus of your Song. It let appear star fountain on the left and right side of the screen and is used to make this moment of your Map «more exciting».
Okay! These are some of the different patterns you can use in your song! There’s still many more configurations of patterns not covered in this guide however. A lot of them can be really good combined. Try a bit in your song and i’m sure you can find a good mix of them for your song!
Notice : Keep in mind that everything what i will write from here is just a guideline and you should not take this as actual rule. You don’t need to follow this guideline verbatim.
If you want to rank your beatmap there some points you have to take note of.
First: You need a full spread in your beatmap. An osu!mania beatmap needs usually 3 difficulties or more. An Easy/Normal, a Hard and a Insane one. Of course you can decide for yourself if you want an Easy or Normal but it is best to have both. However you are not forced to have an Easy difficulty in your Mapset. The osu!mania Ranking Criteria says that your lowest difficulty has to be below 2*. That means you can have a Normal as the lowest as long as it is below 2*. Maps for approval are not affected of this rule!
While creating a full spread, it is very important to look at the pattern spread, not at the star rating! It can happen that the star rating becomes really high just because of one really dense part in your map.
Osu!mania has a really helpful tool for mapping different difficulties when you already have one ready. As an example:
You already have the Hard difficulty for your mapset finished and now you want to map a Normal one. Open the new difficulty, click on “File”, then on “Open Difficulty” and then click on “For Reference”. Now choose the Hard difficulty. Now, a second mapping field will appear next to your current mapping field. It’s the Hard difficulty. It shows you exactly how you have placed the pattern there and you can take this as reference on how to map the Normal difficulty!
Here are also some general tips for mapping:
Be consistent! What does that mean? Do not use different kinds of patterns for exactly the same sound in your map. As an example; if you use a chord for drums or snare, keep it like that! Do not change it to a single note later on. Consistency of the patterns is one of the most important aspects of mania mapping. It just feels wrong when playing if you use different amounts of notes for the same sounds.
Now I’ll explain the general guidelines on what to chart for particular difficulties, ranging from Easy to Extras
Like I said this is just a guideline and you don’t have to follow these 1:1.
The Easy difficulty:
Like the name already says, we are mapping the easy difficulty here. And this it should be: Easy to play!
We want to introduce the newer players to osu!mania and he should learn the basics. That’s why we want to keep our difficulty as simple as we can. We don’t use any 1/4 pattern, even ½ pattern should be used carefully. Use chords only to emphasize the beginning or the end of a part with a heavy cymbal. Make sure you always try to balance the hands very well. Use a lot of LNs for the long sounds in your song and to map heavy 1/4 sounds and above.
If you want to use chords for example in your kiai, make sure the player has enough time to react. That means give him 1/1 beat time! In most songs the second down or main beat is always louder than the first one, with heavy drums, kicks or clap sounds. These you could map a chord while you use a normal note for the quiet sounds. But still: In the best case just use normal, single notes.
Also do not use single notes while having a LN! The player should first learn how to handle a LN and how to release it at the right time. If you really want to use single notes during a LN you should watch out that the single note is on the other hand. Means, when you have mapped a LN on the right hand, the single note must be pressed with the left hand! Also don’t forget: If you want to add an easy difficult to your song you should try to keep it below 1,5* to have the easy icon.
The Normal difficulty:
Now that we know how to map an easy difficulty, we can raise the density of the notes for the normal difficulty a little bit.
We can use more 1/2 patterns now, but we should try to avoid using 1/4 patterns or just use them really carefully. In the best case only when your song has a really low bpm or only really short stairs. Also we can use more chords now.
If you have a heavy snare drum or a heavy cymbal in the middle of the part we can map this with a chord to emphasize these. Also, we can use single notes during a LNs but please try to use different hands like explained in the easy difficulty! Should you have more notes than one during the LN it’s okay to have some on the same hand as the LN, but most of them should still be played with the other hand!
Here we should definitely map the kiai with chords and normal notes like already explained in the easy, but do not overuse it. Depending on the bpm of your song you can also add 1/2 normal notes here. But do not forget: The player just learned the basic pattern and you should not overdo it! A also good point for a normal difficult is to follow the PR (pitch relevancy) with your notes. Higher sounds can be mapped on the right side, deeper sounds on the left side of the play field.
The Hard difficulty:
In the Hard difficulty we can start to add more complicated patterns since the player should have learned the basics from easy and normal.
We can start to add longer 1/4 bursts and stair patterns, we can also start to use 3-note chords for heavy cymbals at the end or at the beginning of a part. Also, depending on the bpm and the part of your map, we can use short jump streams but make sure they fit to the part you currently map. When the song gets more hectic and faster, it’s the perfect time to add such a jumpstream.
You can start to use short jack patterns here as well. What you should avoid are chord trills. Chord trills have a really high pattern density which may result in a very high star rating. You can of course use short triples of chords, these should not have a big impact on the star rating.
The kiai should be the most dense part of your map if possible. Also, you can try to combine more LNs and ¼ single note patterns.
Try to combine different lengths of LN patterns at the same time! It can give your map a special feeling by using more than one LN at the same time. But be very careful here. Make sure every LN follows a sound! Do not add these “randomly” into your song just because you think it could play well.
Depending on the BPM it’s also okay to add short 1/6 or 1/8 stair patterns. But use these carefully. Only when the song provides enough for these. The 1/6 burst should not be longer than a 1/2 beat and the 1/8 not longer than 1/4 beat! The lower the bpm of your song is, the longer these burst patterns can be.
Following hitsounds can be changed in the song folder:
You can add more than just these! You can name your hitsounds as well! As an example “soft-hitnormal2”. You need to change the sample set you want to use in the Timing Setup Panel.
Also notice: The “xxx-hitnormal” is the hitsound which gets played when you don’t give the note a specific hitsound. For example; when you change the “soft-hitnormal”, every note in your map that has the soft sample-set active will have this hitsound! Be careful when changing them.
Once you have added your custom hitsounds you need to activate them!
For this, we open the Timing Setup Panel in the editor and mark all points. Now we go into “Audio” in the Timing Setup Panel and change the Sample Set to “Custom 1”. That’s it!
All your hitsounds in sample set 1 are now activated! Should you use another sample set, you choose the third point and choose the sample set you also chose for your hitsounds.
After you finally have your hitsounds, don’t forget to activate “Lock Notes”. That way, no notes can be moved when your hitsounding your map.
Hitsounding doesn’t take a lot of time at all. You can choose one or more notes at the same time, change the sample set on the top-left of the screen and add the effect on the right side. Now all these notes have a hitsound!
You don’t even have to select all of this by hand. You can also change the sample set, the additions and the effect with hotkeys!
Once you know which hotkey is for what hitsounding becomes an extremely easy task!
Here’s the list of hotkeys you can use for hitsounding your beatmap:
Shift + Q changes the Sample Set to “Auto”
Shift + W changes the Sample Set to “Normal”
Shift + E changes the Sample Set to “Soft”
Shift + R changes the Sample Set to “Drum”
CTRL + Q changes the Additions to “Auto”
CTRL + W changes the Additions to “Normal”
CTRL + E changes the Additions to “Soft”
CTRL + R changes the Additions to “Drum”
W gives your note the effect “Whistle”
E gives your note the effect “Finish”
R gives your note the effect “Clap”
Note: Of course you can add more than one effect on a note!
What i want to mention: Never hitsound more than one note in the same chord with the same hitsound! Please keep in mind that every note that gets played also plays the hitsound. When you have two notes with the same effect, the effect will also be played twice. This is just too loud.
Hitsounding may take some time but like I already mentioned it’s important for the beatmap. Once you get used to it, hitsounding will go really fast!
The Silver Velocity acts a bit different it osu!mania; it changes the speed, at which the notes scroll downwards. Higher slider velocity means that the notes fall faster, lower Slider Velocity means the notes fall slower.
This is mainly used to emphasize specific part of the maps! For example; when the song gets calm and slower, you can use a low slider velocity, to make the map fit to the mood of the song. But when the song has a few, short and fast breaks, you can use higher SV to make the map more exciting, that way, it fits the song even better!
Also you need to add SV changes to your map when your song has multiple BPM changes. As an example: If your song has a BPM change from 150 to 200, the scroll speed of your notes will also get higher! To prevent this, we need to add an SV point at the BPM change to adjust the scroll speed to the average BPM.
The formula to adjust the SV to the BPM is:
SV = Mode BPM / Current BPM
O2 Jam Style
Will be added soon!
Stepmania Style
Stepmania has one of the largest communities for VSRG Games. Therefor it also has a large mapping community!
Stepmania style consists, besides of the personal style of every mapper, basically out of two different mapping styles. The NB5/Yolomania 4 and the DCP/LCP style.
The DCP/LCP style emphasizes the musical relevancy through mapping techniques like pitch relevancy and jack theory. (The jack theory is basically creating jacks to emphasize a certain instrument like a cymbal crash). The DCP/LCP charts are more appreciated by other charters than the players because they focus mostly on musical relevancy and not so much on playability.
The yolomania style relies more on pattering than anything else. It cares more about creating good playable charts for the player and the community. While it still uses the concept of pitch relevancy, it has not the highest importance.
Generally said: DCP-Style charting cares more about the songs rhythm and its pitch and yolomania-style cares more about the players and how they’d respond to certain pattern choices.
osu!mania modding guide
This guide will go through how to mod a beatmap in osu!mania. Modding is a relatively simple process, and with enough practice, it can lead you to becoming a Beatmap Nominator. So let’s start!
Where to start (modding page layout)
If you’re familiar with the modding page layout and what each button does, please skip to Let’s start modding!.
To start modding a map, pick a beatmap from the pending beatmap listing or ask any osu!mania mappers if they have anything they want to rank, and when on the Beatmap page, press on Discussion. This will open the Discussion page, where modding takes place.
The discussion page is filled with a lot of buttons, which are all explained below:
First, let’s start with the following row of buttons:
Furthermore, there are 3 buttons lower down on the page:
Beatmap Nominators/Moderators get additional buttons, but these are not important for this tutorial.
Before posting, make sure the correct tab is selected based on what changes are going to be suggested. A total of 3 different options are available:
Writing something into the text field on the modding discussion page shows three more general buttons, along with two situational buttons depending on what section is chosen. These are important for how important an issue is. Here is a quick explanation of each before going into more detail below:
General
Situational
When a post is marked as a suggestion it is for changes that are subjective and not unrankable. Pattern changes, specific note placements, and other changes which could improve the map. This is mainly used if the modder finds certain patterns uncomfortable, or finds a note that seems out of place but isn’t sure.
When a post is marked as a problem it is for changes that are required for the rankability of the beatmap and are objectively needed for ranked. Do not post subjective changes as a problem, only when something clearly violates the Ranking Criteria or is extremely unfitting, such as SVs on a section where nothing happens which could justify them, unsnapped notes, or completely mistimed BPM.
You can visit the beatmap discussion article for more details.
Let’s start modding!
To start modding, open the difficulty of a beatmap in the editor. Then choose the same difficulty from the drop-down menu on the beatmap discussion page, to be sure posts go to the correct difficulty.
Before we start: Not all points brought up below have to be covered in each mod. If unsure with something, such as metadata or timing, leave it out. However, it is good to practice to learn how to cover all of the points below, as it is required to have experience in all to become a Beatmap Nominator. Even if mistakes are made, experience and learning is still gained from it.
AiMod
The best suggestion when entering a beatmap difficulty for the first time is checking the AiMod.
The AiMod lists issues with the beatmap as a whole as well as the specific difficulty open. It displays issues in two categories. Warning and Error. A warning will be displayed if there is a minor issue, something that can be easily fixed. However, some of these are not against the Ranking Criteria and are not an issue. For example, Kiai Time is toggled on for less than 15 seconds. will show up occasionally as the section the kiai covers (which is usually a chorus) can be less than 15 seconds overall, which is not against any ranking criteria. Some things that show up as a warning are against the Ranking Criteria however, for example, unsnapped notes.
Collating all of the important issues that AiMod raises into one General (This difficulty) post is a good place to start. If there are none, move on.
Timing
To check that a beatmap is correctly timed, first you check if the BPM is correct. Mostly this isn’t an issue, but it’s good to check nevertheless. The best way to check this is by checking if the beats of the song land on a white beat line consistently and don’t drift either early or late. Increasing the hitsound volume and setting the playback rate of the map slower can help with this. If the beats of the song drift early, then decrease the bpm, otherwise if they drift late, then increase the bpm until they match.
Next, check the offset. Most timing problems occur when setting the offset. An offset which is wrong for more than 5ms is unrankable, so it’s important to make sure it’s accurate. This is done by making sure the main beat of the song lines up with the main white line exactly, and increase the offset if the song is early, and decrease if the song is late.
The offset is the timing points position. It should always start on the very first beat of the map. If this is not the case, point it out as problem on the beatmap discussion. However, there are special cases where it does not start at the very first beat, for example it can start in the minus, if it is required for the storyboard.
Metadata
Checking the metadata of the beatmap is important for beatmap rankability, however because of its awkwardness, it often gets skipped. The metadata is contained in the General tab of the Song Setup window, which includes song title, artist, etc.
It is usually skipped due to the effort required finding official sources for a proof of the Metadata, one of the main issues being when the artist and title are written in a different language, such as Japanese, Korean or Russian. It’s not required to understand other languages for this, just as long as the Metadata is exactly the same as in the official source on the internet.
Whilst this part can be skipped, it can be a huge help for the mapper and BNs if the Metadata is checked and a post is made about it. Even when the Metadata is already correct, posting good sources for confirmation also helps.
If unsure of a legitimate source for metadata, the Metadata Heap Discord server is open for such questions.
Song setup
Whilst in the Song Setup screen, let’s go through the other tabs.
On the Difficulty page, check if the OD/HP for the beatmap follow the official guidelines from the Ranking Criteria. Keep in mind that Guidelines have to be followed or the mapper needs to explain why they have chosen something different. Point it out as a problem if the OD/HP does does not follow the Ranking Criteria!
Besides that, make sure the HP/OD used in the beatmap are appropriate for its difficulty / patterning and match up with the rest of the set. If the beatmap uses a lot of long notes for example, the OD rate should be kept rather low.
The Audio and Colours pages are not that important as a modder.
Moving on to Design. This is only important if the beatmap has a storyboard. Should the map have one, make sure that Widescreen Support is ticked. If the storyboard has a lot of flashing lights, it also required to have Display Epilepsy Warning enabled, so whenever the map gets played by a user, they first see this warning.
The last page is the Advanced Section. This one is also not important as a modder.
Spread modding
Next on the list of checks is the overall spread of the beatmap.
As a forewarning: Don’t ever use Star Rating as a spread measure. It is currently wildly inaccurate in osu!mania as it only focuses on note density to calculate Star Rating, which can cause one dense section to spike the rest of the rating, despite the fact that the spread still fits overall in the set.
Shown below is an example of comparing two difficulties for spread:
An Easy difficulty of a beatmap of 180 BPM is being checked. The Easy difficulty consists mostly of 1/1 pattern with occasional 1/2 patterns and rare jump usage.
In the Normal difficulty, there are several 1/4 patterns with a length of 5 Notes. These are spotted around parts which were mapped in simple 1/1 pattern in the Easy Difficulty.
The jump from 1/1 to 1/4 is pretty high in several places, which is not acceptable to spread criteria. The difficulty is increasing way too quickly as a beginner is unlikely to be able to progress from 1/1 patterning to 1/4.
This can be pointed out as a problem in the General (This difficulty) tab on the beatmap discussion page. First of all, state the problem (difficulty increase between Easy and Normal is too sharp), then give the mapper several examples in the beatmap by posting the timestamps, explaining that the spread is not acceptable. Finally, give the mapper a solution. Either by reducing or increasing one of the difficulties, or creating another difficulty altogether if the spread is too large.
Do this with every difficulty of the beatmap, taking also the ranking criteria into account.
Note: Should the beatmap have a length of over 5 minutes and still have several difficulties mapped, it does not have to follow any spread rules. This is also stated in the general Ranking Criteria.
Pattern modding
Now, focusing on the main part of a map, the notes and patterns themselves.
Having playing experience in osu!mania will give an advantage for this. At a minimum, try to be able to successfully play the difficulty being modded, however this is not required! Experienced mappers often know how patterns «feel», and so can mod it without being able to play it.
Before starting, play the difficulty at least once to see what feels uncomfortable, odd or if the beatmap has any errors. This also allows the modder to get a rough overview of the map and how the mapper went about mapping it.
It is important to respect the mappers idea behind the beatmap. A modder is there to polish it and point out problems, not to re-map the beatmap.
If an issue has been found whilst playtesting the map, jump to the part in the editor and check over it. If unsure about where it was, the client allows test plays of a single part of the map by pressing F5 at a certain timestamp.
Next, analyse what exactly makes the pattern weird to play. A few examples would be notes uncomfortably placed, hand bias, jacks where they do not belong, or over-excessive use of anchors. If unsure, try moving some patterns around to remove problems, as well as potentially adding/deleting notes. It is important to always test play suggestions.
Once figured out, add the suggestion via the modding discussion. To start, copy/paste the timestamp into the new discussion section. There are two ways to do this. If no notes are selected, copying the timestamp by pressing Ctrl-C and then Ctrl-V on the beatmap discussion page will post the time location only. If notes are selected, copying the timestamp will post to the time location of the first note and show the mapper the highlighted notes.
After adding the timing, add the suggestion. First of all, point out what is wrong, and do it short in one sentence, like a summary. Next, write out the suggestion in full. The best way is to write down every change made compared to the current patterns/notes. Posting several extra timestamps can help guide the mapper if notes have been moved or deleted. An example is provided below:
As seen, the format followed the guide above by first posting the timestamp and then describing the problem, finishing with a suggestion on how to fix it.
Continue doing this process for the entire map. As mentioned earlier, if something is clearly unrankable, post it as problem instead of a suggestion so that the mapper sees they have to fix it. If suggesting pattern changes for several parts as shown above, do it as a suggestion.
When giving a problem/suggestion towards a larger section of the beatmap, use two timestamps, one to start and one to end, and then describe the problem in this section, finishing with a suggestion on how to solve it. An example would be:
There are many ways how to mod a beatmap. The more practice given, the more experience earned and styles start to form with familiarity.
Hitsound modding
Another important part of beatmaps are the hitsounds. If the beatmap has no hitsounds and the mapper still plans to add them, the best suggestion is to give them a friendly reminder that they are required for ranking a beatmap.
Next, check if the hitsounds are audible enough. Beatmaps that have a Hard or lower difficulty in the spread must have audible hitsounds. If the spread contains only Insane or higher difficulties, then it is okay for it to contain only the default hitsound. Ideally, have the same volume set to Music as you do Effect in the general volume settings. Then, listen through the difficulty on normal playback rate and see if the hitsounds can be heard. If not, raise a problem in the General (This difficulty) section and inform the mapper. Additionally, find the correct volume for the mapper and add it to the suggestion. The easiest way to do this is by going to Timing and Pressing the Timing Setup Panel (or Pressing F6), and selecting the timestamp which is the first one behind the current timing point (e.g. selecting 00:43:392, if the sound is quiet at 00:43:495). From here, go to Audio, and adjust the volume until the hitsounds are audible enough, and suggest the new value to the mapper.
Next, go through the map and seek out hitsound inconsistencies. See if there are any patterns which have a wrong or missing hitsound. If this is the case, post it as suggestion! Don’t assume the mapper didn’t leave it out intentionally, which is why the point should be posted as a suggestion, not a problem. Little hitsound errors are also not unrankable in general. To raise issues, copy the timestamp with the note and tell the mapper what is wrong, just like pattern modding. First, post the timestamp, then point out the problem and a suggestion on how to solve it.
If the difficulty has a lot of hitsound problems, do not point them all out! Make one bigger, general post as a problem in the same section and tell the mapper to look once again through their hitsounds. Preferably point out 2-3 timestamps to show where the issue occurs and tell them that the same problem appears again later on.
How to get started with osu mania?
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How to get started with osu mania?
not much to say, u download some ez mania maps, play em, play more, hve fun, regardless what u do, anything is improvement in beginner stage, you just need to get comfortable with gameplay
7k=7 keys
4k=4 keys
imo, better to do 7k first, if u can do 7k, u can do everything below 7k, like 4k (a good 7k player can be a good 4k player)
if u 4k first, u cant do anything above 4k, when u wanna learn 7k after getting good at only 4k it a huge pain in ass
a guide, and some maps
[GUIDE] How to improve in osu!mania
[WIP] osu!mania maps, sorted by difficulty
There’s a few reasons why people play 4k only.
1: Autoconverts move up in key number as difficulty increases, making people feel like 7k needs to be hard. A lot of new players start with autoconverts, and in some cases aren’t even aware there are mania specific maps.
2: 4k is in fact easier to start out on due to less finger coordination and easier reading, so people may try 7k, such worse than 4k, and decide it’s not fun.
3: 7k requires either using an asymmetric key layout like sdf hjkl, or spacebar for the middle key. Some people are intimidated by having to learn to use the spacebar.
4: I don’t think most new players are aware that 7k is capable of awarding much higher PP scores, so people who are obsessed with PP don’t realize they’re making a choice that will limit their possible PP in the long run.
You are absolutely correct that it’s best to start out with 7k if you want to play it, because learning to play 7k after learning 4k is a pain, but nobody seems to know or care about that when they start playing, so one of the 3 reasons above applies to them.