# Table of Contents - [Map creation | Rhythia](#map-creation-rhythia) - [Map editor installation | Rhythia](#map-editor-installation-rhythia) - [Customization | Rhythia](#customization-rhythia) - [Editor assets | Rhythia](#editor-assets-rhythia) - [Basic Quantum Usage | Rhythia](#basic-quantum-usage-rhythia) - [Basic mapping: Patterns | Rhythia](#basic-mapping-patterns-rhythia) - [Mapping aspects | Rhythia](#mapping-aspects-rhythia) - [Rating | Rhythia](#rating-rhythia) - [Problem detection and self-modding | Rhythia](#problem-detection-and-self-modding-rhythia) - [Basic Spacing | Rhythia](#basic-spacing-rhythia) - [Execution | Rhythia](#execution-rhythia) - [Song Representation | Rhythia](#song-representation-rhythia) - [Manual BPM Timing | Rhythia](#manual-bpm-timing-rhythia) - [Styles | Rhythia](#styles-rhythia) - [Creativity | Rhythia](#creativity-rhythia) - [Skillsets | Rhythia](#skillsets-rhythia) --- # Map creation | Rhythia [Skip to content](https://wiki.rhythia.net/mapping/basic-mapping/creating-maps.html#VPContent) On this page Map creation [​](https://wiki.rhythia.net/mapping/basic-mapping/creating-maps.html#map-creation) ================================================================================================= Learn how to make your very own maps using the Sound Space Quantum Editor (SSQE) Creating a map [​](https://wiki.rhythia.net/mapping/basic-mapping/creating-maps.html#creating-a-map) ----------------------------------------------------------------------------------------------------- On the menu that has popped up, you will see the following options: * **Create New Map**: used to create a new empty map as well as its asset file. * **Load Map**: used for loading saved maps. * **Import Map**: used to import map data (raw data / GitHub links). * **Settings**: mostly used for customizing. * **Autosaved Map**: used to load an autosaved map, if one exists. * **Edit Last Map**: used to load the last manually saved map. Head over to _Create New Map_ to create a new map, then get an audio file of the song you want to map, either in **mp3** or **ogg** audio format. If done correctly, the Editor layout should pop up (first image on the next section). Details You'd normally need an audio ID from the Roblox Audio Library to map. However, this method is hardly viable since there are various restrictions over public audios (since March 2022). Therefore, importing audios directly is the best way around. Timing [​](https://wiki.rhythia.net/mapping/basic-mapping/creating-maps.html#timing) ------------------------------------------------------------------------------------- Before starting to place notes, it's important to time the map properly using **timing points**. You can set them up via: _Timing_ > _Open Timing Setup_: ![TimingSetup](https://wiki.rhythia.net/src/map/timing.jpg) Inside this menu, we have a few more assets that have to do with timing points: * **Add Point**: Adds a new timing point with the indicated BPM and Offset (on the left) to the list above. Said list can have as many timing points as needed, but cannot have any repeated ones. * **Delete Point**: Deletes the selected timing point(s). * **Update Point**: Updates the selected timing point(s) with the input BPM/Offset. * **Current Pos**: Updates the input Offset to the current position on the track. * **Move Selected Points (ms)**: Moves the selected Timing Point(s) according to the Offset. * **Importing Timing Points**: Using _Paste X Timings_ or _Open Beatmap Timings_, you may be able to import the timing points from another rhythm game maps. Both options support: * osu! (any gamemode) * A Dance Of Fire And Ice (ADOFAI) * Clone Hero (CH) * **Open BPM Tapper**: Allows you to approximate the song’s BPM by tapping a button to the beat. TIP _In case you're not familiar with timing songs, it's best to get the timings from other rhythm games' charts (like osu!)._ But if you're willing to learn, check out [this article](https://wiki.rhythia.net/mapping/extra-mapping/manual-bpm-timing.html) . Note placing [​](https://wiki.rhythia.net/mapping/basic-mapping/creating-maps.html#note-placing) ------------------------------------------------------------------------------------------------- Now that you have everything set up, you can start placing down notes. The **keybinds** are as follows: * **Q** or **7** for top left corner (2|2) * **W** or **8** for top mid (1|2) * **E** or **9** for top right corner (0|2) * **A** or **4** for middle left (2|1) * **S** or **5** for middle (1|1) * **D** or **6** for middle right (0|1) * **Z** or **1** for bottom left corner (2|0) * **X** or **2** for bottom mid (1|0) * **C** or **3** for bottom right corner (0|0) If you have an older version of the Editor, you might also be able to use the **Y** key as bottom left corner. Details The numbers represent the (-X|Y) coordinates of the note: ![GridCoords](https://wiki.rhythia.net/src/map/gridcoords.jpg) As you can see, the X axis is inverted. ### Other important keybinds [​](https://wiki.rhythia.net/mapping/basic-mapping/creating-maps.html#other-important-keybinds) * **Deleting notes**: Select the notes, then press _Delete_ * **Undo/Redo**: Press _Ctrl_ + Z/Y. * **Copy/Paste**: Select the notes, then press _Ctrl_ + C/V. * **Moving the timeline**: _Left_/_Right_ to move 1 divisor line, scroll for unlimited movement. * **Zoom**: Hold down _Ctrl_, then scroll. * **Save**: Press _Ctrl_ + S. TIP Though these are the default keybinds, you may change them anytime in _Settings_. Mapping tips [​](https://wiki.rhythia.net/mapping/basic-mapping/creating-maps.html#mapping-tips) ------------------------------------------------------------------------------------------------- A few tips in case you've never mapped any song before: * **Always time your maps correctly** using Timing Points appropriately * **Play a lot of different maps** to gather ideas. * **Ask for feedback** when needed, especially to those who understand mapping well. * **Try to be consistent while mapping**; this means the quality of your maps should be more or less equal. And most importantly, **follow the community guidelines and have fun!** Saving [​](https://wiki.rhythia.net/mapping/basic-mapping/creating-maps.html#saving) ------------------------------------------------------------------------------------- Lastly, once you have finished mapping, you can save the map in different ways: * **Pressing _Ctrl_ + S**: Triggers a data overwrite, meaning your older save will be replaced. * **Clicking _Back to Menu_**: Triggers a popup which will ask the user to save before closing the map. The editor also automatically overwrites the map’s data with a certain frequency (changed via _Settings_). As for the maps you make, it is recommended that you store them in the editor’s folder, so you won’t lose any. You may even have map folders inside of it! WARNING You might notice that a **.ini** file has saved along with your map. This file includes the map's timing assets, so make sure you don't delete it. If everything went fine until now, you should have created your first map! Congratulations! --- # Map editor installation | Rhythia [Skip to content](https://wiki.rhythia.net/mapping/editor-setup/installing-the-editor.html#VPContent) On this page Map editor installation [​](https://wiki.rhythia.net/mapping/editor-setup/installing-the-editor.html#map-editor-installation) ============================================================================================================================== Learn how to map using the Sound Space Quantum Editor (SSQE, for short) Installing the Editor [​](https://wiki.rhythia.net/mapping/editor-setup/installing-the-editor.html#installing-the-editor) -------------------------------------------------------------------------------------------------------------------------- * Head over to the [releases page](https://github.com/David20122/SSQEUpdater/releases/latest) and click on the **.zip** file. * Once you have downloaded the .zip file, **extract it**. * Once the zip file is extracted, run SSQEUpdater.exe. The Editor will be automatically set up and will also run afterward. If the updater isn't running, you might have not extracted the file properly. --- # Customization | Rhythia [Skip to content](https://wiki.rhythia.net/mapping/editor-setup/editor-customization.html#VPContent) On this page Customization [​](https://wiki.rhythia.net/mapping/editor-setup/editor-customization.html#customization) ========================================================================================================= Decorate the Editor to your liking INFO This section is completely optional! 1\. External Assets [​](https://wiki.rhythia.net/mapping/editor-setup/editor-customization.html#_1-external-assets) -------------------------------------------------------------------------------------------------------------------- You don't need to touch the Editor's cached assets to edit these. ### Editor BG [​](https://wiki.rhythia.net/mapping/editor-setup/editor-customization.html#editor-bg) You may have noticed an image in the SSQE folder called _background\_editor_. That image is the mapping menu's **background image**, you can replace it with another **.png** file. ### Settings Menu [​](https://wiki.rhythia.net/mapping/editor-setup/editor-customization.html#settings-menu) In _Settings_, you have plenty of options to choose from: ![Settings](https://wiki.rhythia.net/src/map/settings.png) * **Colors**: These are the colors that the Editor uses, and what they're used for: * **Color 1**: Text and BPM Lines. * **Color 2**: Checkboxes, sliders, numbers and BPM Lines. * **Color 3**: Bookmarks and BPM Lines. * **Note Colors 1, 2** are alternated (1-2-1-2...) for the notes on the track. To change them, simply click over them and a **color display** will open. You'll be able to either input [HSL](https://en.wikipedia.org/wiki/HSL_and_HSV) or [RGB](https://en.wikipedia.org/wiki/RGB_color_model) values, or drag around the color selector and the brightness bar to get a color of your liking. * **Autosaving**: _Enable Autosave_ allows the Editor to save your progress, and _Autosave Interval_ measures how frequent these saves are (in minutes). * **Correct Errors on Copy**: Corrects notes which are out of bounds (>±0.85) so the map can be played. **Not related to customizing**. * **Waveform**: Enables/disables the sound waves on the track. * **Opacity**: These settings allow to change the Opacity value (from **0**: invisible to **255**: fully visible) of certain components: * **Background Opacity**: Changes the mapping menu's background image opacity. * **Track Opacity**: Changes the track opacity. * **Grid Opacity**: Changes the grid opacity. * **Change Keybinds**: All the Editor's **keybinds** are listed in this menu. You may change them to your liking by editing the boxes' content. Enabling the checkboxes below acts as if they were being held with the input (like in "_Shift_ + H", for example). Once you're done, click _Return to Settings_ to go back. * **Open Editor Folder**: When clicked on, this button opens the folder where the editor program is. * **Reset to Default**: Resets everything mentioned earlier to the default values. WARNING This setting has NO confirmation, for now. 2\. Internal Assets [​](https://wiki.rhythia.net/mapping/editor-setup/editor-customization.html#_2-internal-assets) -------------------------------------------------------------------------------------------------------------------- In case you want further customization, you'll need to access the content inside the _assets_ folder, in the Editor folder. Said folder contains 3 distinct folders, which contain the Editor's main assets: * **_fonts_**: Contains the Editor's text fonts. * **_sounds_**: Contains the Editor's sound files. * **_textures_**: Contains the Editor's textures. ### Fonts [​](https://wiki.rhythia.net/mapping/editor-setup/editor-customization.html#fonts) You can replace any of the Editor's fonts by downloading another font file (**.ttf** format) from any font websites like [DaFont](https://www.dafont.com/) . * **main.ttf**: Used for the text labels in the mapping menu. * **SourceSans.ttf**: Used for the changelog in the main menu. * **Square.ttf** and **Squareo.ttf**: Used for the button labels in the main menu. ### Hitsounds [​](https://wiki.rhythia.net/mapping/editor-setup/editor-customization.html#hitsounds) In this folder, you'll find: * **hit.wav**: Note hitsound (for notes on the track). * **click.wav**: Click sound. * **metronome.wav**: Metronome tick sound. Replacing any of those with another **.wav** file will cause them to be overridden. ### Textures [​](https://wiki.rhythia.net/mapping/editor-setup/editor-customization.html#textures) This folder contains the textures used for Editor: for now, only a single file called _widgets_, which contains the Editor's play/pause button. You can edit this image however you like, but keep in mind how the images are displayed. --- # Editor assets | Rhythia [Skip to content](https://wiki.rhythia.net/mapping/editor-setup/editor-assets.html#VPContent) On this page Editor assets [​](https://wiki.rhythia.net/mapping/editor-setup/editor-assets.html#editor-assets) ================================================================================================== There are many assets in the Editor that may be helpful while mapping. Let's take a look at some of them: INFO This part of the tutorial is 100% accurate for SSQE v1.8.5.5 only. Versions before and after that may vary a bit. Key Assets [​](https://wiki.rhythia.net/mapping/editor-setup/editor-assets.html#key-assets) -------------------------------------------------------------------------------------------- ![KeyAssets](https://wiki.rhythia.net/src/map/keyAssets.jpg) These assets cannot be tampered with in any way and are mandatory to map: 1. **Grid**: Where the maps are built on. It is a 3x3 grid, meaning it has 3 blocks height and 3 blocks width. This can be further amplified using _Quantum_ (explained later): 2. **Progress Bar**: The bar represents the length of the song, while the dot over it represents the current timestamp, with a string above indicating it in milliseconds (ms) and another below in mm:ss format. 3. **Note Counter**: It shows the total number of notes in the map. 4. **Song Duration**: Shows how long the song lasts for. 5. **Copy Map Data**: Copies the data from the map’s file. 6. **Play Map**: Used to playtest your map in Rhythia. _You need to enable “Use SS+ for Playtesting” in “Settings” to use this_. 7. **Back To Menu**: Used to return to the Editor’s Menu. _Don’t forget to save your progress!_ 8. **Track**: Here is where the placed notes are displayed. The pink bar on it shows the timestamp where the notes will be placed, while two red bars act as timestamp bounds for the song. Regular Assets [​](https://wiki.rhythia.net/mapping/editor-setup/editor-assets.html#regular-assets) ---------------------------------------------------------------------------------------------------- You might need to edit these assets while mapping: 1. **Zoom**: Zooms the track in or out. It can be triggered when scrolling while holding the “Ctrl” key down. 2. **Auto-Advance**: When activated, after placing a note, the track will automatically advance to the next divisor line. 3. **Beat Divisor**: Help you divide a beat in **x** parts (subdivisions), where **x** is your input on the bar. Each subdivision will be **1/x** of a beat away. You can either scroll the bar or hold down the “Shift” key while scrolling to change it. 4. **Snapping**: While “Quantum” is triggered, it allows you to snap the notes to a subgrid of **3/x** blocks spacing, where **x** is your input on the bar. TIP If the main grid is x = 3; 3/3 = 1 block spacing, a subgrid could be x = 12; 3/12 = 0.25 blocks spacing. 5. **Select between ms**: Selects every note from the first timestamp (upper keypad) to the second one (lower keypad). 6. **Jump to MS**: Moves the pink bar to a determined position on the map in milliseconds. 7. **SFX Offset**: Delays the hitsound by a certain offset. 8. **SFX**: Determines the SFX’s (sound effects’) volume. 9. **Music**: Determines the song’s volume. 10. **Playback Speed**: Speeds the song by a certain amount, down to 20% and up to 200%. Options, Timing and Patterns [​](https://wiki.rhythia.net/mapping/editor-setup/editor-assets.html#options-timing-and-patterns) ------------------------------------------------------------------------------------------------------------------------------- They're located near the top left corner of the mapping menu. ### Options [​](https://wiki.rhythia.net/mapping/editor-setup/editor-assets.html#options) ![Options](https://wiki.rhythia.net/src/map/options.png) 1. **Autoplay**: Triggers a cursor which will automatically play the map for you. 2. **Approach Squares**: Allows you to see the notes as they approach the grid. 3. **Grid Numbers**: Alows you to see the order of the notes you placed. 4. **Grid Letters**: Allows you to see the keyboard letter associated with each grid position. 5. **Quantum**: Enables you to push the limits of the 3x3 grid up to +0.875/-0.875, and inside the grid in intervals smaller than 1. 6. **Use Numpad**: Enables the number pad on your keyboard for mapping. 1 becomes Z, 2 will be X and so on. 0 remains unused. 7. **Quantum Grid Lines**: Makes the grid lines readjust to the quantum divisor used in _Snapping_. 8. **Snap to Grid**: If enabled, it allows the notes to be snapped to the grid lines. Useful for quantum mapping. 9. **Metronome**: if enabled, emits a tick sound every beat. Can be adjusted using the beat divisor. 10. **Separate Click Flunctions**: Enables the player to see what clicking on the grid does (by default, “Place”). For Quantum mapping, it is advisable to change it to “Select”. 11. **Approach Rate**: The notes will approach faster or slower depending on the slider’s position. 12. **Track Height**: Adjusts the height of the track. 13. **Cursor Pos**: Adjusts where the note will be placed, relative to the track. 0% will be topmost left and vice versa. ### Timing [​](https://wiki.rhythia.net/mapping/editor-setup/editor-assets.html#timing) ![Timing](https://wiki.rhythia.net/src/map/timing.jpg) 1. **Export Offset\[ms\]**: The Offset that the map will have when exported, in milliseconds. 2. **Use Current ms**: Sets the Export Offset to the current timestamp. 3. **Open BPM Setup**: Allows to set up _timing points_, which constitute the timing of the map. 4. **Edit Bookmarks**: Shows the current list of bookmarks for the map. These indicate the start/end of a part of the map. ### Patterns [​](https://wiki.rhythia.net/mapping/editor-setup/editor-assets.html#patterns) ![Patterns](https://wiki.rhythia.net/src/map/patterns.png) 1. **Flips**: Selected notes will be flipped horizontally (_Shift+H_) or vertically (_Shift+V_) if these settings are triggered, respectively. 2. **Nodes**: The base for Quantum curves and slides. Clicking _Store Nodes_ while selecting notes will turn them into nodes, which will trace a showcase of the output pattern with red notes, as seen below: ![Patterns](https://wiki.rhythia.net/src/map/nonbezier.jpg) You may unselect the nodes at any time by clicking _Clear Nodes_. 3. **Curve Bézier**: This function creates a **curve** via node-to-node iterations ([Bézier curve](https://en.wikipedia.org/wiki/B%C3%A9zier_curve) ) with the stored nodes. The red notes will be the curve output of the following nodes: ![Patterns](https://wiki.rhythia.net/src/map/bezier.jpg) 4. **Draw Bézier With Divisor**: Adjusts the note density of the curve. Clicking _Draw_ triggers the curve function. 5. **Rotate by Degrees**: Rotates _clockwise_ the selected notes by a certain amount in degrees, which can also be negative. 6. **Scale by Percent**: Scales the selected notes by a percent. With that set, you’re done with the general usage explanation. You may check and edit the Editor’s keybinds in “Settings” >> “Change Keybinds” on the Editor’s main menu later on. --- # Basic Quantum Usage | Rhythia [Skip to content](https://wiki.rhythia.net/mapping/basic-mapping/basic-quantum-usage.html#VPContent) On this page Basic Quantum Usage [​](https://wiki.rhythia.net/mapping/basic-mapping/basic-quantum-usage.html#basic-quantum-usage) ===================================================================================================================== An introduction to Quantum usage Introduction to Quantum mapping [​](https://wiki.rhythia.net/mapping/basic-mapping/basic-quantum-usage.html#introduction-to-quantum-mapping) --------------------------------------------------------------------------------------------------------------------------------------------- Quantum is a way of “breaking” the traditional 3x3 grid: it allows mappers to place notes off the grid's bounds. If the notes are outside the grid, it's referred to as “Offgrid Quantum” or just “Offgrid”. The further the notes are from the grid's boundaries, the smaller they will look ingame, and the harder they will be to hit. Details Originally, it was a mapper known as **eipcness99** who found out that if you made notes have decimal values instead of the usual, the notes became out of place, but the rest of the map still worked properly. This was developed further in early 2020 when **HaxagonYT (a.k.a. Haxagon)** used this technique on several of their maps like [Annoyo Iki no Bassu ni Notte Saraba](https://www.youtube.com/watch?v=zwP52A4oA18) , including offgrid Quantum jumps throughout the map. Even though Quantum is common nowadays, it wasn't until **SSQE** was released that it became accessible to everyone, being its main objective making Quantum mapping easier. How to create Quantum patterns [​](https://wiki.rhythia.net/mapping/basic-mapping/basic-quantum-usage.html#how-to-create-quantum-patterns) ------------------------------------------------------------------------------------------------------------------------------------------- Let’s see how you can make Quantum patterns for your maps: 1. **Editing certain values on the map data**: Messing around with the position values for each note in the map's data. Not recommended due to how easy it is to break a map, and even lose all your progress. 2. **Using any sort of rhythm game converter**: For example, the **osu!-SS map converter**. A guide on how to use a newer version can be found [here](https://discord.com/channels/1064060807320702996/1168937144295899197/1168942385607225445) . If there's notes out of bounds, you can correct them using the Editor. 3. **Using the SSQE “Quantum” and "Bézier curve/Nodes" functions** (most recommended) To drag notes around the grid, you need to enable _Quantum_ in _Options_. You should make sure _**Quantum Grid Lines**_ (in the same menu) is enabled. If _**Snap to Grid**_ is enabled, the notes will snap over the quantum grid lines, which you can adjust using _Snapping_. Otherwise, the notes will snap with a spacing of **0.01** studs (minimum). This essentially makes note placing unrestricted. Basic Applications [​](https://wiki.rhythia.net/mapping/basic-mapping/basic-quantum-usage.html#basic-applications) ------------------------------------------------------------------------------------------------------------------- Normally, Quantum is used to reposition the notes outside the grid lines, but there are some common techniques that are also useful although a bit more complex, such as: ### Offgrid [​](https://wiki.rhythia.net/mapping/basic-mapping/basic-quantum-usage.html#offgrid) An **offgrid** note is outside the grid's boundaries, thus making it seem smaller ingame. This resource can be used to extend jumps past the 2 blocks threshold; more generally, to make patterns harder to hit without raising the BPM. Some good examples are Haxagon's [Kami no Kotoba](https://www.youtube.com/watch?v=bCJoC8yqyrA&ab_channel=ARCW) (LOGIC?) and Iamuss76's Superhero (HARD). TIP The opposite of offgrid, which is the classic 3x3 grid without the extension, is known as **ongrid**. ### Quantum slides/Bézier curves [​](https://wiki.rhythia.net/mapping/basic-mapping/basic-quantum-usage.html#quantum-slides-bezier-curves) As explained in [Editor Assets](https://wiki.rhythia.net/mapping/editor-setup/editor-assets.html) , there is an option in the Patterns section of the Editor that allows you to place a slide using a series of notes as nodes. It can also be made curve by selecting The spacing between notes on the curve will depend on the input value of _Draw Bézier With Divisor_. Said value needs to necessarily be a whole number which is greater than 0. TIP Bézier curves can also be created off the grid if the nodes are offgrid too. Some good examples are Haxagon's [Fuego (sakuraburst remix)](https://youtu.be/8DaDoa1LlMw) (LOGIC?) and Azurlexx's Teriqma (HARD). ### Meganotes [​](https://wiki.rhythia.net/mapping/basic-mapping/basic-quantum-usage.html#meganotes) A term which refers to multiple notes which are positioned closely together, and need to be hit in the same frame. Effectively, this works as an _instakill_ note that will drain a lot of HP if missed. Plus, depending on the notes' spacing, it can be harder to hit all notes at once. A good example is Cruwev's [Laur-chan's Drawing Song (Hardcore Version)](https://wiki.rhythia.net/src/video/laurchan.mp4) (BRRR/Tasukete) WARNING For a map to be possible, the notes in a meganote should be no further than **1.14** (1.1375) meters apart! _Be aware that decreasing your cursor's hitbox size can make some maps impossible to beat!_ ### Scale/Rotate functions [​](https://wiki.rhythia.net/mapping/basic-mapping/basic-quantum-usage.html#scale-rotate-functions) These functions help create pattern-wise Quantum sections by transforming the selected notes/patterns. * **Scale**: Zooms the notes in/out by a percentage. * * If the input is **100** (default), the notes will stay in place. * * If the input is **less than 100**, the notes will get zoomed in. * * If the input is **more than 100**, the notes will get zoomed out. * **Rotate**: Rotates the notes around the center of the grid (in [degrees](https://en.wikipedia.org/wiki/Degree_(angle)) ) --- # Basic mapping: Patterns | Rhythia [Skip to content](https://wiki.rhythia.net/mapping/basic-mapping/mapping-patterns.html#VPContent) On this page Basic mapping: Patterns [​](https://wiki.rhythia.net/mapping/basic-mapping/mapping-patterns.html#basic-mapping-patterns) ========================================================================================================================= Learn how to use patterns to make maps Common terms [​](https://wiki.rhythia.net/mapping/basic-mapping/mapping-patterns.html#common-terms) ---------------------------------------------------------------------------------------------------- * **Spacing**: The distance ([Manhattan distance](https://en.wikipedia.org/wiki/Taxicab_geometry) ) between 2 notes. It can be on the X-axis (horizontal) or the Y-axis (vertical). * **Quantum**: A setting which allows notes to be placed off the regular 3x3 grid's limits. Introduction [​](https://wiki.rhythia.net/mapping/basic-mapping/mapping-patterns.html#introduction) ---------------------------------------------------------------------------------------------------- In mapping, a pattern is _a succession of notes which are usually associated with a sound or rhythmic pattern present in a song._ Therefore, mapping involves turning a song into patterns which can then be played inside the game. In Rhythia, we can distinguish 2 main types of patterns: * Jumps, which are * Slides and spirals, which are contiguous note clusters Pattern notation [​](https://wiki.rhythia.net/mapping/basic-mapping/mapping-patterns.html#pattern-notation) ------------------------------------------------------------------------------------------------------------ Mappers usually express patterns as **letter arrays**, where each letter represents its corresponding keybind on the grid. In said pattern, notes should be hit in **reading order** (left to right) and **one at a time**. Take for example **ZAQWE**. This pattern should be hit in this order: **Z -> A -> Q -> W -> E**, and it looks like this in the editor: ![Slide](https://wiki.rhythia.net/src/map/slide.jpg) Details Most of the pattern names are made up for explanatory purposes, in most cases, it's faster to use the notation above to describe a pattern. If it's still not enough, you may take a screenshot of the pattern. Jumps [​](https://wiki.rhythia.net/mapping/basic-mapping/mapping-patterns.html#jumps) -------------------------------------------------------------------------------------- _A **jump** is a single displacement between 2 notes._ We can classify any jump type into subcategories by their spacings'**length**: * **Long jump**: At least one of the spacings is longer than 2 blocks. For example: ![longjump](https://wiki.rhythia.net/src/map/jump1.jpg) * **Short jump**: None of the spacings is longer than 2 blocks. For example: ![shortjump](https://wiki.rhythia.net/src/map/jump2.jpg) * **Stack**: Both spacings are equal to 0. For example: ![stack](https://wiki.rhythia.net/src/map/jump3.jpg) Details Some notes on jump patterns: * A long stack (longer than 1/2 or 1 beat) is known as a **straight**. * A very fast and repetitive set of jumps is referred to as a **vibro**, used mostly on hard maps. * Commonly, the "jump" term refers _exclusively_ to **long** jumps. Short jumps aren't as common. We can also break down jumps into subcategories by their **movement** type: ### Straight jumps [​](https://wiki.rhythia.net/mapping/basic-mapping/mapping-patterns.html#straight-jumps) These jumps are meant to be followed in a _straight line_: * **Sidesteps**: Jumps of spacing less than 2. Commonly used in easier maps. **Example**: AZAZ (bottom left corner sidestep) * **Verticals**/**Horizontals**: Jumps of spacing of at least 2. Commonly seen in pattern-wise maps. **Example**: ZQXWCE (full vertical pattern) ### Mixed jumps [​](https://wiki.rhythia.net/mapping/basic-mapping/mapping-patterns.html#mixed-jumps) These jumps involve both vertical and horizontal movement, one at a time or both simultaneously: * **Diagonals**: Jumps which require moving diagonally. If the player needs to move from corner to corner they're called **corner jumps**. **Example**: QC (top left to bottom right) * **Star jumps**: Jumps which look similar to an 8-pointed star ([octagram](https://en.wikipedia.org/wiki/Octagram) ). It is often hit by spinning in circles. **Example**: ZWCAEXQD (full star pattern) * **Rotating jumps**: Jumps made up by alternating verticals and horizontals with diagonals. This results in a spin kind-of pattern. Example: ZEXWCQDAEZ (full spin pattern) * **Square jumps**/**Spins**: Jumps which go around the grid’s edges. In essence, they're alternated verticals and horizontals. **Example**: QECZQECZ (2 spins) * **Pinjumps**: Jumps which, _no matter their length_, use a note alternately as an axis and go all over the grid. **Example**: ZWZDZEZQ (Z axis) Slides & Spirals [​](https://wiki.rhythia.net/mapping/basic-mapping/mapping-patterns.html#slides-spirals) ---------------------------------------------------------------------------------------------------------- * _A **slide** is a succession of contiguous notes, all of which need to be hit on time._ For example: ![slide](https://wiki.rhythia.net/src/map/slide1.jpg) * _A **spiral** is a succession of slides which usually join at the grid's corners._ For example: ![spiral](https://wiki.rhythia.net/src/map/slide2.jpg) INFO The example above shows only a segment of the spiral. _A spiral should loop across the same positions more than once._ Slides which end where they started, like **Q**WEDSA**Q** are _NOT_ considered to be spirals. Common examples [​](https://wiki.rhythia.net/mapping/basic-mapping/mapping-patterns.html#common-examples) ---------------------------------------------------------------------------------------------------------- Since there's many distinct possibilities for slides and spirals, let's take a look at some examples based on their **length** in notes (using a **1/4** beat divisor, which is the most common for these patterns). ### Short Slides [​](https://wiki.rhythia.net/mapping/basic-mapping/mapping-patterns.html#short-slides) * **Straight slide**: 3 vertical/horizontal notes **Example**: EDC * **Corner slide**: 3 contiguous notes which go over a corner **Example**: AQW (top left) ### Medium Slides [​](https://wiki.rhythia.net/mapping/basic-mapping/mapping-patterns.html#medium-slides) * **Short S-slide**: 5 contiguous notes, which go from corner to corner including the whole middle column and flow like an "S" shape. **Example**: EWSXZ (top right to bottom left) * **Short U-slide**: 5 contiguous notes, which go around half of the grid and flow like a "U" shape. **Example**: AZXCD (bottom half) * **L-slide**: 5 contiguous notes, which go around a corner and flow like an "L" shape. **Example**: EDCXZ (top right to bottom left) ### Long Slides [​](https://wiki.rhythia.net/mapping/basic-mapping/mapping-patterns.html#long-slides) * **S-slide**: 8 contiguous notes, which go from corner to corner including all columns and flow like an "S" shape. **Example**: EDCXSWQAZ (top right to bottom left) * **O-Slide/Spin**: 8 contiguous notes, which go around the grid and flow like an "O" shape. **Example**: QWEDCXZAQ (clockwise spin) Spirals can also be made by linking slides together, so we didn't consider them here. How to create longer patterns [​](https://wiki.rhythia.net/mapping/basic-mapping/mapping-patterns.html#how-to-create-longer-patterns) -------------------------------------------------------------------------------------------------------------------------------------- To make longer patterns, you must find a way to join smaller patterns together using a note which both patterns have in common, also known as a **linking note**. For example, QWEDCXZA**Q** and **Q**WEDSAZXC can be joined at **Q**, making **QWEDCXZAQWEDSAZXC**. You may use the patterns above (or your own!) as building blocks for your map. INFO You may save patterns by selecting the notes on the track, then pressing _Shift_ + any numeric key (0-9). To place a stored pattern, simply press the numeric key which has the bound pattern. To clear a binding made previously, press _Ctrl_ + the corresponding numeric key. --- # Mapping aspects | Rhythia [Skip to content](https://wiki.rhythia.net/mapping/basic-mapping/mapping-aspects.html#VPContent) On this page Mapping aspects [​](https://wiki.rhythia.net/mapping/basic-mapping/mapping-aspects.html#mapping-aspects) ========================================================================================================= Learn the main aspects that make up a map Introduction [​](https://wiki.rhythia.net/mapping/basic-mapping/mapping-aspects.html#introduction) --------------------------------------------------------------------------------------------------- There are some common **traits** for every map that enhance the gameplay experience, which are: * **Execution**: The **player**'s perspective of a map. * **(Song) Representation**: The **mapper**'s perspective of a map. * **Creativity**: How innovative a map is. _Finding the right balance between the three is key to approach mapping as a whole._ From a general standpoint, **Execution > Representation > Creativity**, but this depends on each mapper. ### Execution [​](https://wiki.rhythia.net/mapping/basic-mapping/mapping-aspects.html#execution) This concept encompasses every **in-game** aspect of a map: * **Patterns**: The note distribution throughout the map. * **Flow**: The way the player is required to move to beat the map. * **Difficulty**: How easy/hard the map is to beat. [This article](https://wiki.rhythia.net/mapping/extra-mapping/execution.html) explains this concept in depth. ### Song Representation [​](https://wiki.rhythia.net/mapping/basic-mapping/mapping-aspects.html#song-representation) This concept refers to everything that can be seen in the **editor**: * **Sync**: How the notes in the map correspond to the sounds in the song. * **Structure**: How each pattern in the song is represented. * **Emphasis**: How noticeable each pattern in the song should be. [This article](https://wiki.rhythia.net/mapping/extra-mapping/song_representation.html) explains this concept in depth. ### Creativity [​](https://wiki.rhythia.net/mapping/basic-mapping/mapping-aspects.html#creativity) This concept focuses on **finding ideas** for maps and their further development during map making. [This article](https://wiki.rhythia.net/mapping/extra-mapping/creativity.html) explains this concept in depth. --- # Rating | Rhythia [Skip to content](https://wiki.rhythia.net/mapping/basic-mapping/difficulty-rating.html#VPContent) On this page Rating [​](https://wiki.rhythia.net/mapping/basic-mapping/difficulty-rating.html#rating) ========================================================================================= Learn how the map rating works, this can come in handy to make mapsets or just to get a general sense of difficulty WARNING It is recommended to check out the following articles before reading: * [Quantum usage](https://wiki.rhythia.net/mapping/basic-mapping/basic-quantum-usage.html) * [Patterns](https://wiki.rhythia.net/mapping/basic-mapping/mapping-patterns.html) * [Skillsets](https://wiki.rhythia.net/mapping/basic-mapping/skillsets.html) Common terms [​](https://wiki.rhythia.net/mapping/basic-mapping/difficulty-rating.html#common-terms) ----------------------------------------------------------------------------------------------------- * **Overmap**: A map which includes more notes than it should. Typically presented with high divisor usage. * **Undermap**: A map which includes fewer notes than it should. Notes are often omitted and emphasis is lowered too. Considerations [​](https://wiki.rhythia.net/mapping/basic-mapping/difficulty-rating.html#considerations) --------------------------------------------------------------------------------------------------------- * When talking about BPM limits: * * Flicks/Jumps are considered to be mapped in 1/2 divisor with the stated BPM. * * Streams/Spirals are considered to be mapped in 1/4 divisor with the stated BPM. * * The actual limit may fluctuate due to pattern difficulty and readability. * Quantum patterns should resemble the behaviour (speed and movement) of certain regular patterns. Difficulty Ratings [​](https://wiki.rhythia.net/mapping/basic-mapping/difficulty-rating.html#difficulty-ratings) ----------------------------------------------------------------------------------------------------------------- In the game, there are **5** difficulties, which come with their own patterns and restrictions: * **Easy**: * Only 3x3 ongrid patterns are allowed. * No real BPM limit, but keep the difficulty lower than Medium. * **Medium**: * Maps can have Quantum patterns, preferably as low-divisor Bézier curves at most. Offgrid is forbidden. * No real BPM limit, but keep the difficulty harder than Easy. * **Hard**: * Maps can have any sort of Quantum patterns, as long as the difficulty stays consistently under LOGIC?. Offgrid is forbidden. * Minor skillset usage allowed, as long as the map's difficulty fits. * BPM should be between **175** and **250** (approx.) * **LOGIC?**: * Maps can have any sort of Quantum patterns, including offgrid, as long as the difficulty stays consistently under BRRR. * Maps should focus on at least one skillset. * BPM should be between **250** and **350** (approx.) * **BRRR (SS) & Tasukete (SS+/Rhythia)**: * Maps can have any sort of Quantum patterns, but make the patterns clear at all times; avoid messy patterns. * Maps must focus on at least one skillset. * BPM should be higher than **350** (approx.). You may take a look at some [archived maps](https://drive.google.com/drive/folders/1OyiDMnREbLPb5gx3tzY01mdls0A-DVvj) to see some examples. Exceptions [​](https://wiki.rhythia.net/mapping/basic-mapping/difficulty-rating.html#exceptions) ------------------------------------------------------------------------------------------------- There's also some exceptions to these rules worth noting, such as: * If the map requires using a certain pattern for **expression**, the rules can be overridden to a certain extent. * Undermapping is allowed and encouraged for any of the lower difficulties. * Overmapping can be done on LOGIC?+ difficulties as long as it fits the song and to fit within the difficulty scaling. --- # Problem detection and self-modding | Rhythia [Skip to content](https://wiki.rhythia.net/mapping/extra-mapping/antipatterns.html#VPContent) On this page Problem detection and self-modding [​](https://wiki.rhythia.net/mapping/extra-mapping/antipatterns.html#problem-detection-and-self-modding) ============================================================================================================================================ Learn how to identify common problems in your maps Introduction [​](https://wiki.rhythia.net/mapping/extra-mapping/antipatterns.html#introduction) ------------------------------------------------------------------------------------------------ While you may feel a map is fine, others may find issues with them and will encourage you to change what's wrong. This is known as **modding** or **reviewing** and it's a common practice among mappers. \[Coming soon\] --- # Basic Spacing | Rhythia [Skip to content](https://wiki.rhythia.net/mapping/extra-mapping/basic_spacing.html#VPContent) On this page Basic Spacing [​](https://wiki.rhythia.net/mapping/extra-mapping/basic_spacing.html#basic-spacing) =================================================================================================== Learn how spacing can be used to enhance a beatmap Introduction [​](https://wiki.rhythia.net/mapping/extra-mapping/basic_spacing.html#introduction) ------------------------------------------------------------------------------------------------- The **spacing** between notes constitutes the spatial distribution of patterns throughout any map. A proper spacing usage can help with **pattern recognition** which allows players to intuitively tell how to hit patterns. Spacing concepts [​](https://wiki.rhythia.net/mapping/extra-mapping/basic_spacing.html#spacing-concepts) --------------------------------------------------------------------------------------------------------- The main concept one should care about in this game is **time-distance equality**, meaning the spacing between the notes on the grid should be more or less equal to the spacing between those same notes on the track. An example could be: ![example](https://wiki.rhythia.net/src/map/spacing1.jpg) The red notes are separated by **1/2** beat gaps and approximately **2** blocks each whereas the yellow notes are separated by **1/4** beat gaps and approximately **1** block each. This is especially present in difficulties under LOGIC?, so that beginners may tell the difference between certain patterns. The most common spacing examples on the track are **1/2** and **1/4** spacings for **jumps** and **slides/spirals** respectively. But on harder maps, this is usually paired with **visual consistency** between rhythms, in order to express the song's mood better. You may think that the rule above is flawed, but the exact spacing between the notes doesn't matter as long as the player can guess how fast they should move at any given point (_rhythmic intuition_), and that is achieved with **consistent spacing**. _Similar rhythmic patterns should have similar spacings on the grid._ What about other, less common gaps? [​](https://wiki.rhythia.net/mapping/extra-mapping/basic_spacing.html#what-about-other-less-common-gaps) --------------------------------------------------------------------------------------------------------------------------------------------- In these cases, one needs to be careful so that the pattern won't be misleading (_adding sudden speed changes to patterns can severely affect gameplay!_). For example, when adding a **1/1** gap in between **1/2** spacings, one can do the following: * Make the spacing on the grid larger (following time-distance equality), which can potentially lead to a pattern change. * Make it a stack, to prevent the player from moving at all. This trick also works the other way around. ### Some edge cases [​](https://wiki.rhythia.net/mapping/extra-mapping/basic_spacing.html#some-edge-cases) * **Gaps longer than 1/1** usually cause no problems as the previous note will have likely been hit as you prepare for the next one. * **Gaps using other time measures** (like 1/3) or **syncopated gaps** (like 3/4) are usually handled by **intuition**, so the pattern matters more than the spacing between notes. Slide/Spiral ends and spacing [​](https://wiki.rhythia.net/mapping/extra-mapping/basic_spacing.html#slide-spiral-ends-and-spacing) ----------------------------------------------------------------------------------------------------------------------------------- When dealing with the end of a **shortly-spaced note sequence** (like a slide or a spiral), it's almost mandatory to leave an additional gap since the player will need to most likely jump to the next note. An example could be: ![example2](https://wiki.rhythia.net/src/map/spacing2.jpg) The spacing in this case matches that of a jump, but it doesn't always need to be like that. _Tighter time spacings make the movement more strict, and vice versa._ This can also be used along with to reflect the mood of the song. TIP If it feels like the pattern misses any sound during said time gap, it can be _filled_ with notes on a lower divisor. For example, the gap here is filled with stacks: ![example3](https://wiki.rhythia.net/src/map/spacing3.jpg) Distinguish sections based on spacing [​](https://wiki.rhythia.net/mapping/extra-mapping/basic_spacing.html#distinguish-sections-based-on-spacing) --------------------------------------------------------------------------------------------------------------------------------------------------- Spacing doesn't need to be consistent throughout the map, but only throughout a section. It's logical to think that break sections should be less intense than drop sections, and this can be achieved via **spacing regulation**. In most cases, drops halve the spacings used, so **1/1** jumps become **1/2**, **1/2** slides/spirals become **1/4**, and so on. --- # Execution | Rhythia [Skip to content](https://wiki.rhythia.net/mapping/extra-mapping/execution.html#VPContent) On this page Execution [​](https://wiki.rhythia.net/mapping/extra-mapping/execution.html#execution) ======================================================================================= Flow [​](https://wiki.rhythia.net/mapping/extra-mapping/execution.html#flow) ----------------------------------------------------------------------------- The **flow** of a pattern is the **direction** in which it goes. For example, **QWEDC** goes right, then down. We can classify it into different types: * **Vertical**: Up-down or vice versa * **Horizontal**: Left-right or vice versa * **Circular**: In circles (clock-wise or counter-clockwise) Generally, flow indicates the **deviance** between where you expect to go next and where you're supposed to. While playing inside your comfort zone, flow might not be noticeable. Your flow depends on the **maps** you play, the **patterns** you enjoy/hate most or the ones you find easier/harder, and your general **ability** to play the game as well. Difficulty [​](https://wiki.rhythia.net/mapping/extra-mapping/execution.html#difficulty) ----------------------------------------------------------------------------------------- --- # Song Representation | Rhythia [Skip to content](https://wiki.rhythia.net/mapping/extra-mapping/song_representation.html#VPContent) On this page Song Representation [​](https://wiki.rhythia.net/mapping/extra-mapping/song_representation.html#song-representation) ===================================================================================================================== Learn how to improve your song representation Common terms [​](https://wiki.rhythia.net/mapping/extra-mapping/song_representation.html#common-terms) ------------------------------------------------------------------------------------------------------- \-**Build-up**: A song section that _builds up_ intensity, normally before a climax or drop. Introduction [​](https://wiki.rhythia.net/mapping/extra-mapping/song_representation.html#introduction) ------------------------------------------------------------------------------------------------------- As you may already know, song representation consists in transforming a song into patterns which can later on be played. It requires a good usage of the editor more than actual gaming skills. So, without further ado, here are some handful techniques you may use to improve your map-making skills! Most of them can be guessed by looking at good, popular maps over time or just by mapping a lot. Some general guidelines [​](https://wiki.rhythia.net/mapping/extra-mapping/song_representation.html#some-general-guidelines) ----------------------------------------------------------------------------------------------------------------------------- * _Every note in the map needs to be mapped to a sound in the song, but not the other way around._ You may intentionally leave sounds/melodies out, as we'll see later. * _It should be clear at all times what the main melody is._ The main melody should be the most catchy and/or engaging instrument of the song. It doesn't have to be _exclusive_ (only 1 at a time) nor _unique_ (only 1 in the song). * _The way a song is represented shouldn't negatively affect how a map is played._ This happens mostly when no playtesting is done; remember that **Execution > Representation**. Sync [​](https://wiki.rhythia.net/mapping/extra-mapping/song_representation.html#sync) --------------------------------------------------------------------------------------- ### Complex rhythms [​](https://wiki.rhythia.net/mapping/extra-mapping/song_representation.html#complex-rhythms) Most players are used to playing and most importantly, noticing 1/1, 1/2 and 1/4 beats. However, other time measures (such as 3/4) are often harder to read if the player doesn't expect them. Let's take a look at some examples and how to handle them. #### Binary rhythms and subdivision [​](https://wiki.rhythia.net/mapping/extra-mapping/song_representation.html#binary-rhythms-and-subdivision) If the rhythm can be subdivided into any other basic patterns, it's better to do so to lay out patterns as intuitively as possible, using 1/2 and 1/4 gaps that players are more used to playing. For example: \[WIP\] #### Other rhythms [​](https://wiki.rhythia.net/mapping/extra-mapping/song_representation.html#other-rhythms) If the rhythm doesn't fall into the case above, then it's likely that you've stumbled upon a **ternary** time measure. Unlike _binary/quaternary_ time measures, _ternary_ ones are **3** beats long, so keeping the patterning consistent won't work. Instead, it's better to add notes to the pattern in a way that difficulty is minimally increased. These notes are referred to as **passive** as they don't imply any speed change. As an example, a 1/6 slide in the middle of a 1/4 section: ![sync2](https://wiki.rhythia.net/src/map/sync2.jpg) As you can see here, the slide has been balanced out as it's simpler and less spaced than the previous pattern. Thus, _the difference between divisors should be reduced by making the faster patterns more approachable_. ### No-divisor syncing [​](https://wiki.rhythia.net/mapping/extra-mapping/song_representation.html#no-divisor-syncing) Sometimes, there are sound effects that are either too distorted or imprecise that it's impossible to map them fully accurately. This happens in vocal songs with held notes, for example. In these cases, it's best to attempt to match the sound's density without making it overkill. There are a few ways to accomplish this: #### Raising the beat divisor [​](https://wiki.rhythia.net/mapping/extra-mapping/song_representation.html#raising-the-beat-divisor) **Raising the beat divisor**, normally by 1.5/2 times the current one, is one way of syncing imprecise sounds. This also helps to distinguish them from other rhythmic patterns and is also used to add **emphasis** (see below). For example, 1/6 is being used here instead of 1/4: ![sync3](https://wiki.rhythia.net/src/map/sync3.jpg) _Although it might seem like it's breaking the current rhythm, certain beats still match_; use this information to your advantage. #### Density inflation [​](https://wiki.rhythia.net/mapping/extra-mapping/song_representation.html#density-inflation) Another possibility is to **inflate the map's density** without affecting the difficulty. Although there is no forced patterning, mappers normally use: * **Meganotes** for short or heavy sounds * **Slides** for prolonged or held sounds For example, [this map](https://youtu.be/ru2HSc3-tu8) \[1\] emphasizes the difference between shorter and longer sounds. #### Stacks [​](https://wiki.rhythia.net/mapping/extra-mapping/song_representation.html#stacks) Lastly, a more 'classic' approach would be to just add **stacks** to every note for the duration of the sound. _This solution has minimal impact on difficulty and can be used with the first solution simultaneously._ _A general rule for stacking is to use multiples or powers of the divisor you're mostly using._ For example, 2-4-8-16-32 (**2^x**) or 3-6-12 (**multiples of 3**). If it's only for short stacks (1-3 notes) then you can use whatever divisor sounds most accurate. Structure [​](https://wiki.rhythia.net/mapping/extra-mapping/song_representation.html#structure) ------------------------------------------------------------------------------------------------- ### Rhythmic layering [​](https://wiki.rhythia.net/mapping/extra-mapping/song_representation.html#rhythmic-layering) You might have noticed how songs usually have more than instruments playing at once, but only one instrument stands out, which corresponds to the song's **main melody**. The interaction between this instrument and the other, less important ones constitutes the **rhythm layering** of the map, where each _layer_ is represented by an _instrument_. You can also think of it as a canvas with paint layers on it, where the combination of every one of them gives you the finished picture. #### How to layer sounds properly [​](https://wiki.rhythia.net/mapping/extra-mapping/song_representation.html#how-to-layer-sounds-properly) With only one melody (and one layer), there's no problem; however, things can get pretty complicated the moment the song starts throwing simultaneous melodies in. Let's tackle this issue step by step: 1. Firstly, **lay out the main melody**; even if it's just the rhythm. 2. Then, you may **fill in the remaining gaps with other instruments** you find interesting or noticeable. _Make sure that all melodies can coexist rhythmically, that is, without overlapping with each other!_ 3. Lastly, **check that the final result doesn't feel jarring to play**; stick to rhythms as basic as possible. You may adapt this layout as many times as you wish during mapping. _The higher the difficulty of the map, the more relevance the second step will have._ Check out these 2 map sections: ![example1](https://wiki.rhythia.net/src/map/rhythm1.jpg)![example2](https://wiki.rhythia.net/src/map/rhythm2.jpg) While the first section only uses 1/2 jumps, the second one incorporates other rhythms including 1/4 slides. _Both ways of mapping this section are correct as the main melody stands out and the rhythmic structure makes sense._ #### Prioritizing [​](https://wiki.rhythia.net/mapping/extra-mapping/song_representation.html#prioritizing) When the main melody fades out or completely stops, or a background melody becomes relevant even if for a little while, it's better to acknowledge what's going on in the background and create a rhythm _exclusively_ made with background instruments. This is known as a **filler rhythm**. Adding a filler rhythm provides some **benefits** such as: * Keeping the intensity of the map more or less consistent. * Keeping the player busy until the melody takes over again. * Making a map section more engaging to play than if it were empty. #### Conclusion [​](https://wiki.rhythia.net/mapping/extra-mapping/song_representation.html#conclusion) To sum everything up, in order to make a proper rhythmic structure for your map: * **Be clear about your melodic choices**; make that each rhythm is given its due relevance in the map * **Avoid jarring rhythms**; not every instrument/sound in the song needs to be mapped at all times _This resource has a deep impact on note density, and should be congruent with the map's difficulty and intensity at all times._ In other words, the rhythmic structure should get more complex on more intense sections, and vice versa, regardless of the map's difficulty. Emphasis [​](https://wiki.rhythia.net/mapping/extra-mapping/song_representation.html#emphasis) ----------------------------------------------------------------------------------------------- ### Spacing emphasis [​](https://wiki.rhythia.net/mapping/extra-mapping/song_representation.html#spacing-emphasis) TIP For an introduction on **spacing**, check out [this document](https://wiki.rhythia.net/mapping/extra-mapping/basic_spacing.html) . We already talked about how spacing can be used to enhance a map's playability. However, it can also be used to convey **expression**; for example, to represent an instrument that stands out from the others. Looking at this image, you'll notice that a **jump** (indicated in red) is used to cut short the pattern, which announces a **sudden emphasis change**: ![example1](https://wiki.rhythia.net/src/map/spacingemp1.jpg) Most notes in this example are _equally_ spaced since they have the same relevance in the song. That means the note that forces the player's reaction (the jump's destination) is more important than the others. _The spacing difference represents the intensity of the note being jumped to._ This manipulation is called **spacing emphasis** and most maps use it nowadays. #### Contrast [​](https://wiki.rhythia.net/mapping/extra-mapping/song_representation.html#contrast) Spacing emphasis can be used to express **contrast** between 2 sections. Take a look at this example: ![example2](https://wiki.rhythia.net/src/map/spacingemp2.jpg) The intensity of the map changes on the 2nd measure, as the spacing is drastically different from before. This is a case of _exponential contrast_. Spacing changes don't always have to be that sudden; most maps' build-ups use _linear contrast_. These sections _progressively_ increase spacing until the intensity matches that of the section after it. #### Conclusion [​](https://wiki.rhythia.net/mapping/extra-mapping/song_representation.html#conclusion-1) Generally speaking, _spacing emphasis depends on the combination of the intensity of the map section/song, and the intensity of each individual instrument_. The latter should also represent _contrast_ between several melodies, which help distinguish the song's different sections. _However, the map should remain intuitively readable while each pattern should clearly represent something in the song._ Sources [​](https://wiki.rhythia.net/mapping/extra-mapping/song_representation.html#sources) --------------------------------------------------------------------------------------------- \[1\] [Kobaryo - Sparkling Software v2.0](https://discord.com/channels/1064060807320702996/1260851465409396756) --- # Manual BPM Timing | Rhythia [Skip to content](https://wiki.rhythia.net/mapping/extra-mapping/manual-bpm-timing.html#VPContent) On this page Manual BPM Timing [​](https://wiki.rhythia.net/mapping/extra-mapping/manual-bpm-timing.html#manual-bpm-timing) =============================================================================================================== Learn how to time songs without using any external references. **Remember you can set up a timing point in _Timing_ >> _Open BPM Settings_.** Common terms [​](https://wiki.rhythia.net/mapping/extra-mapping/manual-bpm-timing.html#common-terms) ----------------------------------------------------------------------------------------------------- * **Subdivision**: To split a beat in several, smaller ones. This can be achieved by raising the beat divisor. * **Syncopation**: A note instance which doesn't snap to a beat divisor. Introduction: How to create a timing point [​](https://wiki.rhythia.net/mapping/extra-mapping/manual-bpm-timing.html#introduction-how-to-create-a-timing-point) ---------------------------------------------------------------------------------------------------------------------------------------------------------------- TIP When timing a song, it is recommended to have _Enable Waveform_ on. The waves on the track indicate where each sound starts, which should definitely help. To set up a timing point correctly, you'll need the right BPM/Offset values, which can be found as follows: 1. First, to get the **Offset**, or _the difference between the start of the song and the start of the map_. * Enable the **Metronome** function * Lower your speed down (to around 50%) to find out the timestamp of the first important sound. 2. Once you get the timestamp, try playing the song up to the timing point. _The first metronome tick should match the first sound you want to map._ 3. Then, input _arbitrary_ BPM values until the metronome tick matches the song's beat. * If the metronome is too **early**, lower the value. * If the metronome is too **late**, raise the value. 4. Once you get an expected BPM value, _make sure it holds up_ by playing the song past the timing point. ### After you have your timing point set up... [​](https://wiki.rhythia.net/mapping/extra-mapping/manual-bpm-timing.html#after-you-have-your-timing-point-set-up) 1. Change the beat divisor to 1 (recommended), and play the song past the timing point. * If the metronome tick is _consistently_ off sync, the **offset** is wrong. * If the metronome tick gets _progressively_ off sync, the **BPM** is wrong. _These cases aren't mutually exclusive: both could happen at once_. 2. Check if any other timing points are needed until the end of the song. * If there are, repeat the steps above from the top. * If you didn't have any issues up to here, you're good to go! TIP Though perfect sync is not required, try to time the map as precisely as possible. * A general offbeat measure is **5-10ms**, anything more than **15ms** will feel off. * The metronome tick is **+28ms** off compared to the note hit sound. Timing complexity [​](https://wiki.rhythia.net/mapping/extra-mapping/manual-bpm-timing.html#timing-complexity) --------------------------------------------------------------------------------------------------------------- We can classify songs based on the number of timing points needed to time them: ### Constant BPM songs - 1 timing point [​](https://wiki.rhythia.net/mapping/extra-mapping/manual-bpm-timing.html#constant-bpm-songs-1-timing-point) The easiest kind of song to time. You'll only need to set up **one** timing point, and it'll last for the whole map. Most songs fall into this category. ### Variable BPM songs - many timing points [​](https://wiki.rhythia.net/mapping/extra-mapping/manual-bpm-timing.html#variable-bpm-songs-many-timing-points) If you try to set up just a timing point, you'll notice that the metronome tick gets progressively offbeat. Keep setting up timing points until there are no more BPM changes to be found. We will split them into 2 cases: * **Regular**: Located on a whole beat (main beat line) ![RegularTimingPoint](https://wiki.rhythia.net/src/map/regularTimingPoint.jpg) * **Syncopated**: Not located on a whole beat (ex. below snapped to a 1/8 beat) ![SyncopatedTimingPoint](https://wiki.rhythia.net/src/map/syncopatedTimingPoint.jpg) TIP Since syncopated timing points are not located on whole beats, consider subdividing the current BPM to snap them. Edge cases [​](https://wiki.rhythia.net/mapping/extra-mapping/manual-bpm-timing.html#edge-cases) ------------------------------------------------------------------------------------------------- If you still aren't able to figure out how to time a specific song, check out these examples: ### Divisor reset [​](https://wiki.rhythia.net/mapping/extra-mapping/manual-bpm-timing.html#divisor-reset) Sometimes, a song may suddenly anticipate the downbeat (_syncopate_), which makes the rest of song seem as if it was late despite the BPM being correct. In these cases, adding an extra timing point with the same BPM might be needed. This makes the downbeat fall in place correctly. ### Divisor oddities [​](https://wiki.rhythia.net/mapping/extra-mapping/manual-bpm-timing.html#divisor-oddities) Most songs you'll find have a constant **4/4** time signature (4 quavers per beat), but that's not always the case. Some songs have **polyrhythms** which just are more complex rhythms made out of simpler ones. [This one](https://www.youtube.com/watch?v=MF_ANz_hTzE) might be the most famous out of them. In this case, _try to figure out how to **decompose** said rhythms in x/4 rhythms, then recalculate the BPM accordingly if needed_. [This video](https://youtu.be/3PbMV2OYaB8?si=6nrW8ly3WUvZr5H0) is a neat visual representation of what you're intended to do. ### Fixing no-snap syncopation [​](https://wiki.rhythia.net/mapping/extra-mapping/manual-bpm-timing.html#fixing-no-snap-syncopation) If there's a sound which can't be snapped to any beat divisor, you can override the current BPM at the timestamp by setting a timing point there. ### Ad-libitum, or free tempo songs [​](https://wiki.rhythia.net/mapping/extra-mapping/manual-bpm-timing.html#ad-libitum-or-free-tempo-songs) Certain songs, like live performances or experimental songs, may not have a fixed BPM, but they fluctuate around certain ones. An example could be [rosso](https://www.youtube.com/watch?v=cIBXD0mVNIk) by jizue. It may seem like the speed is constant, but if you look closely, you'll notice the performers play subtly faster or slower depending on the mood of the song. In order to deal with this problem: * Focus on a melody or beat (especially drums). * Override the BPM whenever you need (every whole beat should suffice), using subdivision if necessary. Summary [​](https://wiki.rhythia.net/mapping/extra-mapping/manual-bpm-timing.html#summary) ------------------------------------------------------------------------------------------- * To set up a timing point properly: * Get the Offset first using a lower playback speed. * Then, get the BPM by snapping with the metronome. * Make sure the map is 15ms off AT MOST. * Using subdivision may help find any syncopation cases (when the timing point isn't on a whole beat). --- # Styles | Rhythia [Skip to content](https://wiki.rhythia.net/mapping/extra-mapping/styles.html#VPContent) On this page Styles [​](https://wiki.rhythia.net/mapping/extra-mapping/styles.html#styles) ============================================================================== Learn how to develop a mapping style WARNING It is recommended to read [this document](https://wiki.rhythia.net/mapping/basic-mapping/skillsets.html) before proceeding. Introduction [​](https://wiki.rhythia.net/mapping/extra-mapping/styles.html#introduction) ------------------------------------------------------------------------------------------ A style is a way of producing patterns for maps. Different mappers may have different understanding of what mapping is, or reasons to map, such as: * Self-accomplishment * Public recognition * Pushing the skill ceiling further up * etc. In this document, we'll go over the main mapping styles in Rhythia. Styles and the style spectrum [​](https://wiki.rhythia.net/mapping/extra-mapping/styles.html#styles-and-the-style-spectrum) ---------------------------------------------------------------------------------------------------------------------------- The style spectrum is a general concept that most (if not all) rhythm games subtly include, which classifies maps depending on their patterning on a gradient scale, or an alignment chart, among other examples. The "categories" in this case are treated as the edge cases, meaning a map will normally fall in between them. Since this game shares gameplay similarities with "Mania" rhythm games (such as "osu!mania"), we will be using that spectrum as a reference to define ours. According to it, there are 2 main types of maps: * **Speed** * **Tech** These can be applied to Rhythia as follows. Details For the sake of making things clear, the examples showcased here could be considered edge cases. ### Mainstream/Speed [​](https://wiki.rhythia.net/mapping/extra-mapping/styles.html#mainstream-speed) The most basic style, involving simple patterns which rely on **stamina/drain**, **consistency** and **speed**. Most maps follow this style because players barely struggle at playing it. * Example\[1\]: ### Tech [​](https://wiki.rhythia.net/mapping/extra-mapping/styles.html#tech) This style focuses on technical patterns, which require great **reading** and wrist **control** skills. Although it can be very complex to fully understand, we can subdivide tech into categories based on the skill requirements: * **Light tech**: Focuses _lightly_ (as the name implies) on **both** skills * Example\[2\]: * **Heavy tech**: Focuses on **both** skills * Example\[3\]: * **Unconventional**: Focuses heavily on **reading** * Example\[4\]: * **Antiflow**: Focuses heavily on wrist **control** * Example\[5\]: Summary [​](https://wiki.rhythia.net/mapping/extra-mapping/styles.html#summary) -------------------------------------------------------------------------------- * You may develop your style depending on your gameplay experience, your own ideas and how you envision maps. * Although not all maps fall strictly into one category, they may be recognised by their closest end on the style spectrum. Sources [​](https://wiki.rhythia.net/mapping/extra-mapping/styles.html#sources) -------------------------------------------------------------------------------- \[1\] [cexiria - うんちをしていない時のMashcore](https://www.youtube.com/watch?v=M-psNUdA1fk) \[2\] [Remo Prototype - Sendan Life (katagiri Bootleg)](https://discord.com/channels/1064060807320702996/1249911077177790545/1249911077177790545) \[3\] [Rotteen - The Last Machine I Trusted](https://youtu.be/1ebO7Lp-nok) \[4\] [katagiri - 1KNITE](https://youtu.be/wXenEvLi5ps) \[5\] [iyowa - Kyu-kurarin (7\_7 bootleg)](https://discord.com/channels/1064060807320702996/1181374053777412096/1181374053777412096) --- # Creativity | Rhythia [Skip to content](https://wiki.rhythia.net/mapping/extra-mapping/creativity.html#VPContent) Return to top Creativity [​](https://wiki.rhythia.net/mapping/extra-mapping/creativity.html#creativity) ========================================================================================== **Coming soon** --- # Skillsets | Rhythia [Skip to content](https://wiki.rhythia.net/mapping/basic-mapping/skillsets.html#VPContent) On this page Skillsets [​](https://wiki.rhythia.net/mapping/basic-mapping/skillsets.html#skillsets) ======================================================================================= Learn how skillsets work in Rhythia Definition [​](https://wiki.rhythia.net/mapping/basic-mapping/skillsets.html#definition) ----------------------------------------------------------------------------------------- A skillset is the ability to perform better in certain scenarios, usually as a consequence of practicing certain types of maps. It's based on a series of more general skills, associated with rhythm games: * **Stamina**: The ability to keep playing without becoming drained. * **Control**: The ability to adjust your cursor speed with ease. * **Aim**: The ability to hit patterns precisely. * **Flow**: The ability to adjust your cursor movement with ease. * **Reading**: The ability to understand patterns just by looking at them easily. * **Consistency**: The ability to keep your skill level consistent for long periods of time. Types, patterns and required skills [​](https://wiki.rhythia.net/mapping/basic-mapping/skillsets.html#types-patterns-and-required-skills) ------------------------------------------------------------------------------------------------------------------------------------------ Here's a list with all the available skillsets: * **Flicks**/**Jumps**: Notes far across enough from one another (at least, 2 blocks) * **Stacks**: Groups of notes stacked behind each other. * **Spirals**/**Streams**: Long sequences of notes close to one another. * **Spins**: Notes arranged in any type of way that can be hit with a spinning motion. * **Slides**: Short sequences of notes close to one another. * **Tech**: A map section that uses more technical patterns. * **Stamina** A map section that goes on long enough to wear down your physical stamina. * **Bursts**: Patterns which are generally faster than the map's current pace. * **Offgrid**: Notes which are outside the regular 3x3 play area, thus looking smaller ingame. * **Quantum**: Notes which don't follow the guidelines of the typical 3x3 grid. * **Vibros**: Repetitive jumps which are relatively fast compared to the map's pace. * **Consistency**: A map section that focuses on keeping your aim consistent. * **Reading**: A map section which is hard to read. * **Timing**: A map section that focuses on strict measuring and tricky rhythms. * **Unconventional**: A map section that has some very unique pattern usage. * **Gimmick**: A map section (or an entire map) that has some very specific pattern usage. TIP The more requirements a map has, the harder it will usually be, regardless of BPM. For example: * [Livin' la ViDRRR Loca](https://cdn.discordapp.com/attachments/1120882599552880724/1122786940941508648/zitro_dive-tek_-_livin_la_vidrrr_loca_full_ver.sspm) has a rating around 40\* (9.24\* on PPv1) * [Kyu-kurarin (7\_7 Bootleg)](https://cdn.discordapp.com/attachments/1120882599552880724/1181372626724192287/haxagon_-_iyowa_-_kyu-kurarin_7_7_bootleg.sspm?ex=6580d1ff&is=656e5cff&hm=bdbeab04c90c5a7d8302e8d30f2f372cf53941266fc045c6876fc638f3cd75f7&) has a star rating around 60\* (11.09\* on PPv1) Both maps have a similar BPM, but Kyu-kurarin also includes more skillsets (7) than Livin' la ViDRRR Loca (3). ---