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Finish the 'cleanup', update/add links, adjust wording
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MegaApplePi committed Sep 3, 2020
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2 changes: 1 addition & 1 deletion wiki/Beatmapping/Health/en.md
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# Health

**Health** or *HP*, is the value that determines if a player has passed or failed a [beatmap](/wiki/Beatmaps). Health can be seen in the [health bar](/wiki/Glossary/Health_Bar), which updates as gameplay progresses. The [HP drain rate](/wiki/Beatmapping/HP_drain_rate) difficulty setting determines how difficult it is to keep a high health value.
**Health** or *HP*, is the value that determines if a player has passed or failed a [beatmap](/wiki/Beatmaps). Health can be seen in the [health bar](/wiki/Glossary/Health_bar), which updates as gameplay progresses. The [HP drain rate](/wiki/Beatmapping/HP_drain_rate) difficulty setting determines how difficult it is to keep a high health value.

## osu!standard

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4 changes: 2 additions & 2 deletions wiki/Beatmaps/Marathon/en.md
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## History

When marathon beatmaps were first introduced, they were originally defined to be at least *six* minutes long, and could only include a single difficulty (with the exception that each beatmapset could include a single [osu!taiko](/wiki/Game_Modes/osu!taiko) difficulty as well).
When marathon beatmaps were first introduced, they were originally defined to be at least *six* minutes long, and could only include a single difficulty (with the exception that each beatmapset could include a single [osu!taiko](/wiki/Game_mode/osu!taiko) difficulty as well).

Marathon beatmaps also had to have their single difficulty be named "Marathon" to bypass the Beatmap Submission System at the time and prevent the beatmapset from entering the [Pending](/wiki/Beatmaps#Pending) category. Upon ranking, marathon beatmaps would enter the Approved category instead of the [Ranked](/wiki/Beatmaps#ranked) category to signal that these were marathon maps. The category was later abandoned in favor of the Ranked category.
Marathon beatmaps also had to have their single difficulty be named "Marathon" to bypass the Beatmap Submission System at the time and prevent the beatmapset from entering the [Pending](/wiki/Beatmaps#pending) category. Upon ranking, marathon beatmaps would enter the Approved category instead of the [Ranked](/wiki/Beatmaps#ranked) category to signal that these were marathon maps. The category was later abandoned in favor of the Ranked category.

Marathon maps were later changed to include maps with five minute drain times and allowing custom difficulty naming. This lasted up until the more lenient spread rules were introduced in 2019.

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6 changes: 3 additions & 3 deletions wiki/Glossary/Health_bar/en.md
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*For health as a mechanic, see: [Health](/wiki/Beatmapping/Health)*

The **health bar** (also known as the *HP bar*) is a bar which displays a player's remaining [health](/wiki/Beatmapping/Health). In all [game modes](/wiki/Game_Modes) expect [osu!mania](/wiki/Game_Modes/osu!mania), there is an indicator moving along the health bar that shows a player's current health.
The **health bar** (also known as the *HP bar*) is a bar which displays a player's remaining [health](/wiki/Beatmapping/Health). In all [game modes](/wiki/Game_mode) expect [osu!mania](/wiki/Game_mode/osu!mania), there is an indicator moving along the health bar that shows a player's current health.

In [osu!standard](/wiki/Game_Modes/osu!) and [osu!catch](/wiki/Game_Modes/osu!catch), if the health bar drains completely, the player will fail the current [beatmap](/wiki/Beatmaps) (assuming no special game modifiers are enabled).
In [osu!standard](/wiki/Game_mode/osu!) and [osu!catch](/wiki/Game_mode/osu!catch), if the health bar drains completely, the player will fail the current [beatmap](/wiki/Beatmaps) (assuming no special game modifiers are enabled).

In [osu!taiko](/wiki/Game_Modes/osu!taiko), it is impossible to fail a beatmap *during* play, but it is possible to fail after the beatmap has ended if the player has not filled the health bar enough.
In [osu!taiko](/wiki/Game_mode/osu!taiko), it is impossible to fail a beatmap *during* play, but it is possible to fail after the beatmap has ended if the player has not filled the health bar enough.

In osu!standard, osu!catch, and osu!taiko, the health bar is displayed in the top-left corner of the screen. Whereas in osu!mania, it is rotated 90 degrees counterclockwise, and is placed to the right of the playfield.

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3 changes: 2 additions & 1 deletion wiki/Glossary/Lead-in/en.md
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- leadin
- lead in
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# Lead-in

The **lead-in** is a three second period of silence that is occasionally inserted at the beginning of a [beatmap](/wiki/Beatmaps/). This is done to give players time to react to incoming [hit objects](/wiki/Hit_object) if a creator has placed them close to the start of the song.
The **lead-in** is a three second period of silence that is occasionally inserted at the beginning of a [beatmap](/wiki/Beatmaps). This is done to give players time to react to incoming [hit objects](/wiki/Hit_object) if a creator has placed them close to the start of the song.

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2 changes: 1 addition & 1 deletion wiki/Glossary/Local_song_offset/en.md
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- `Alt` + `+` to increase the offset by 1 milliseconds
- `Alt` + `-` to decrease the offset by 1 milliseconds

If a local offset is defined, osu! will display the local offset in the interface above the scoreboard. osu! will also notify you of the local offset before starting gameplay.
If a local offset is defined, osu! will display the local offset in the interface above the scoreboard<!-- TODO: add image of the local offset in the interface -->. osu! will also notify you of the local offset before starting gameplay.

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6 changes: 4 additions & 2 deletions wiki/Glossary/Loved/en.md
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# Loved

**Loved** is a state given to [beatmaps](/wiki/Beatmapss) that do not follow the [ranking criteria](/wiki/Ranking_Criteria), but are considered popular enough to deserve their own leaderboards. Loved beatmaps contribute to a user's total playcount, but does not gain them any [performance points](/wiki/Performance_Points). All scores on a Loved beatmap will be deleted if it moves out of the Loved category. This usually only happens upon the creator's request.
*See also: [Project Loved](/wiki/Project_Loved) and [Beatmaps § Loved](/wiki/Beatmaps#loved)*

Loved beatmaps use the heart icon ![](/wiki/shared/status/loved.png) in the song selection screen, and are regularly added through [Project Loved](/wiki/Project_Loved) which is handled by the [Project Loved Team](/wiki/People/The_Team/Project_Loved_Team).
**Loved** is a state given to [beatmaps](/wiki/Beatmaps) that do not follow the [ranking criteria](/wiki/Ranking_Criteria), but are considered popular enough to deserve their own leaderboards. Loved beatmaps contribute to a user's total playcount, but does not gain them any [performance points](/wiki/Performance_points). All scores on a Loved beatmap will be deleted if it moves out of the Loved category. This usually only happens upon the creator's request.

Loved beatmaps use the heart icon ![](/wiki/shared/status/loved.png) in the song selection screen, and are regularly added through Project Loved which is handled by the [Project Loved Team](/wiki/People/The_Team/Project_Loved_Team).

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7 changes: 0 additions & 7 deletions wiki/Modding/Mod_Request/en.md

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# Mod for mod

**Mod for mod** (also known as *M4M*) is a term that describes a trade between multiple users. It requires each user to [mod](/wiki/Modding) the other's [beatmap](/wiki/Beatmaps).
**Mod for mod** (also known as *M4M*) is a term that describes a trade between two or more creators. It requires each creator to [mod](/wiki/Modding) the other's [beatmap](/wiki/Beatmaps).

This term is usually found on the [forums](https://osu.ppy.sh/community/forums/60) where users review each other's maps, but may also be found on user profiles and external sites.

Mod for mods have historically been favoured over regular mods since both parties benefit from this deal, though have become less common in recent years.

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9 changes: 9 additions & 0 deletions wiki/Modding/Mod_request/en.md
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# Mod request

**Mod request** is a term used when a creator is in need of help and wants to improve their [beatmap](/wiki/Beatmaps). This can be done in a multitude of ways but is most commonly done by requesting a normal mod or [mod for mod](/wiki/Modding/Mod_for_mod) in one of the [forum modding queues](https://osu.ppy.sh/community/forums/60). Once the mod request has been accepted, the [modding](/wiki/Modding) process starts and the beatmap will be checked for potential mistakes and improvements.

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8 changes: 5 additions & 3 deletions wiki/Modding/Modder/en.md
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# Modder

A **modder** is a user who helps other users improve their [beatmaps](/wiki/Beatmaps) through [modding](/wiki/Modding). Successful posts on a beatmap discussion awards the modder Kudosu! which can be seen on the user's profile page.
A **modder** is a user who helps other beatmap creators improve their [beatmaps](/wiki/Beatmaps) through [modding](/wiki/Modding). Successful posts on a beatmap discussion awards the modder [Kudosu!](/wiki/Modding/Kudosu) which can be seen on the user's profile page.

<!-- TODO: Add links and stuff -->

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