diff --git a/.github/workflows/continuous-integration.yml b/.github/workflows/continuous-integration.yml
index 2454a0030b5e..20dcb1535f82 100644
--- a/.github/workflows/continuous-integration.yml
+++ b/.github/workflows/continuous-integration.yml
@@ -1,6 +1,9 @@
name: osu-wiki continuous integration
on:
+ push:
+ branches:
+ - master
pull_request:
branches:
- master
@@ -70,8 +73,9 @@ jobs:
run: npm install
- name: run remark on changed files
+ # xargs is ran with -d '\n' to properly handle single and double quotes
# stdout is discarded (remark prints files being checked there)
- run: git diff --diff-filter=d --name-only ${{ github.sha }}^ ${{ github.sha }} '*.md' | xargs npx remark -qf --no-stdout --silently-ignore --report=vfile-reporter-position --color
+ run: git diff --diff-filter=d --name-only ${{ github.sha }}^ ${{ github.sha }} '*.md' | xargs -d '\n' npx remark -qf --no-stdout --silently-ignore --report=vfile-reporter-position --color
- name: run yamllint on all yaml files
uses: ibiqlik/action-yamllint@v1.0.0
diff --git a/meta/flag-references/th.md b/meta/flag-references/th.md
new file mode 100644
index 000000000000..59c05cbec9b6
--- /dev/null
+++ b/meta/flag-references/th.md
@@ -0,0 +1,237 @@
+[flag___]: /wiki/shared/flag/__.gif
+[flag_AD]: /wiki/shared/flag/AD.gif "อันดอร์รา"
+[flag_AE]: /wiki/shared/flag/AE.gif "สหรัฐอาหรับเอมิเรตส์"
+[flag_AF]: /wiki/shared/flag/AF.gif "อัฟกานิสถาน"
+[flag_AG]: /wiki/shared/flag/AG.gif "แอนติกาและบาร์บูดา"
+[flag_AI]: /wiki/shared/flag/AI.gif "แองกวิลลา"
+[flag_AL]: /wiki/shared/flag/AL.gif "แอลเบเนีย"
+[flag_AM]: /wiki/shared/flag/AM.gif "อาร์มีเนีย"
+[flag_AN]: /wiki/shared/flag/AN.gif "เนเธอร์แลนด์แอนทิลลีส"
+[flag_AO]: /wiki/shared/flag/AO.gif "แองโกลา"
+[flag_AR]: /wiki/shared/flag/AR.gif "อาร์เจนตินา"
+[flag_AS]: /wiki/shared/flag/AS.gif "อเมริกันซามัว"
+[flag_AT]: /wiki/shared/flag/AT.gif "ออสเตรีย"
+[flag_AU]: /wiki/shared/flag/AU.gif "ออสเตรเลีย"
+[flag_AW]: /wiki/shared/flag/AW.gif "อารูบา"
+[flag_AX]: /wiki/shared/flag/AX.gif "หมู่เกาะโอลันด์"
+[flag_AZ]: /wiki/shared/flag/AZ.gif "อาเซอร์ไบจาน"
+[flag_BA]: /wiki/shared/flag/BA.gif "บอสเนียและเฮอร์เซโกวีนา"
+[flag_BB]: /wiki/shared/flag/BB.gif "บาร์เบโดส"
+[flag_BD]: /wiki/shared/flag/BD.gif "บังกลาเทศ"
+[flag_BE]: /wiki/shared/flag/BE.gif "เบลเยียม"
+[flag_BF]: /wiki/shared/flag/BF.gif "บูร์กินาฟาโซ"
+[flag_BG]: /wiki/shared/flag/BG.gif "บัลแกเรีย"
+[flag_BH]: /wiki/shared/flag/BH.gif "บาห์เรน"
+[flag_BI]: /wiki/shared/flag/BI.gif "บุรุนดี"
+[flag_BJ]: /wiki/shared/flag/BJ.gif "เบนิน"
+[flag_BL]: /wiki/shared/flag/BL.gif "แซ็ง-บาร์เตเลมี"
+[flag_BM]: /wiki/shared/flag/BM.gif "เบอร์มิวดา"
+[flag_BN]: /wiki/shared/flag/BN.gif "บรูไน"
+[flag_BO]: /wiki/shared/flag/BO.gif "โบลิเวีย"
+[flag_BR]: /wiki/shared/flag/BR.gif "บราซิล"
+[flag_BS]: /wiki/shared/flag/BS.gif "บาฮามาส"
+[flag_BT]: /wiki/shared/flag/BT.gif "ภูฏาน"
+[flag_BW]: /wiki/shared/flag/BW.gif "บอตสวานา"
+[flag_BY]: /wiki/shared/flag/BY.gif "เบลารุส"
+[flag_BZ]: /wiki/shared/flag/BZ.gif "เบลีซ"
+[flag_CA]: /wiki/shared/flag/CA.gif "แคนาดา"
+[flag_CD]: /wiki/shared/flag/CD.gif "สาธารณรัฐประชาธิปไตยคองโก"
+[flag_CF]: /wiki/shared/flag/CF.gif "สาธารณรัฐแอฟริกากลาง"
+[flag_CG]: /wiki/shared/flag/CG.gif "สาธารณรัฐคองโก"
+[flag_CH]: /wiki/shared/flag/CH.gif "สวิตเซอร์แลนด์"
+[flag_CI]: /wiki/shared/flag/CI.gif "โกตดิวัวร์"
+[flag_CL]: /wiki/shared/flag/CL.gif "ชิลี"
+[flag_CM]: /wiki/shared/flag/CM.gif "แคเมอรูน"
+[flag_CN]: /wiki/shared/flag/CN.gif "จีน"
+[flag_CO]: /wiki/shared/flag/CO.gif "โคลอมเบีย"
+[flag_CR]: /wiki/shared/flag/CR.gif "คอสตาริกา"
+[flag_CU]: /wiki/shared/flag/CU.gif "คิวบา"
+[flag_CV]: /wiki/shared/flag/CV.gif "กาบูเวร์ดี"
+[flag_CX]: /wiki/shared/flag/CX.gif "เกาะคริสต์มาส"
+[flag_CY]: /wiki/shared/flag/CY.gif "ไซปรัส"
+[flag_CZ]: /wiki/shared/flag/CZ.gif "สาธารณรัฐเช็ก"
+[flag_DE]: /wiki/shared/flag/DE.gif "เยอรมนี"
+[flag_DJ]: /wiki/shared/flag/DJ.gif "จิบูตี"
+[flag_DK]: /wiki/shared/flag/DK.gif "เดนมาร์ก"
+[flag_DM]: /wiki/shared/flag/DM.gif "ดอมินีกา"
+[flag_DO]: /wiki/shared/flag/DO.gif "สาธารณรัฐโดมินิกัน"
+[flag_DZ]: /wiki/shared/flag/DZ.gif "แอลจีเรีย"
+[flag_EC]: /wiki/shared/flag/EC.gif "เอกวาดอร์"
+[flag_EE]: /wiki/shared/flag/EE.gif "เอสโตเนีย"
+[flag_EG]: /wiki/shared/flag/EG.gif "อียิปต์"
+[flag_ER]: /wiki/shared/flag/ER.gif "เอริเทรีย"
+[flag_ES]: /wiki/shared/flag/ES.gif "สเปน"
+[flag_ET]: /wiki/shared/flag/ET.gif "เอธิโอเปีย"
+[flag_EU]: /wiki/shared/flag/EU.gif "ยุโรป"
+[flag_FI]: /wiki/shared/flag/FI.gif "ฟินแลนด์"
+[flag_FJ]: /wiki/shared/flag/FJ.gif "ฟีจี"
+[flag_FK]: /wiki/shared/flag/FK.gif "หมู่เกาะฟอล์กแลนด์"
+[flag_FM]: /wiki/shared/flag/FM.gif "สหพันธรัฐไมโครนีเซีย"
+[flag_FO]: /wiki/shared/flag/FO.gif "หมู่เกาะแฟโร"
+[flag_FR]: /wiki/shared/flag/FR.gif "ฝรั่งเศส"
+[flag_GA]: /wiki/shared/flag/GA.gif "กาบอง"
+[flag_GB]: /wiki/shared/flag/GB.gif "สหราชอาณาจักร"
+[flag_GD]: /wiki/shared/flag/GD.gif "เกรเนดา"
+[flag_GE]: /wiki/shared/flag/GE.gif "จอร์เจีย"
+[flag_GF]: /wiki/shared/flag/GF.gif "เฟรนช์เกียนา"
+[flag_GG]: /wiki/shared/flag/GG.gif "เกิร์นซีย์"
+[flag_GH]: /wiki/shared/flag/GH.gif "กานา"
+[flag_GI]: /wiki/shared/flag/GI.gif "ยิบรอลตาร์"
+[flag_GL]: /wiki/shared/flag/GL.gif "กรีนแลนด์"
+[flag_GM]: /wiki/shared/flag/GM.gif "แกมเบีย"
+[flag_GN]: /wiki/shared/flag/GN.gif "กินี"
+[flag_GP]: /wiki/shared/flag/GP.gif "กัวเดอลุป"
+[flag_GQ]: /wiki/shared/flag/GQ.gif "อิเควทอเรียลกินี"
+[flag_GR]: /wiki/shared/flag/GR.gif "กรีซ"
+[flag_GT]: /wiki/shared/flag/GT.gif "กัวเตมาลา"
+[flag_GU]: /wiki/shared/flag/GU.gif "กวม"
+[flag_GW]: /wiki/shared/flag/GW.gif "กินี-บิสเซา"
+[flag_GY]: /wiki/shared/flag/GY.gif "กายอานา"
+[flag_HK]: /wiki/shared/flag/HK.gif "ฮ่องกง"
+[flag_HM]: /wiki/shared/flag/HM.gif "เกาะเฮิร์ดและหมู่เกาะแมกดอนัลด์"
+[flag_HN]: /wiki/shared/flag/HN.gif "ฮอนดูรัส"
+[flag_HR]: /wiki/shared/flag/HR.gif "โครเอเชีย"
+[flag_HT]: /wiki/shared/flag/HT.gif "เฮติ"
+[flag_HU]: /wiki/shared/flag/HU.gif "ฮังการี"
+[flag_ID]: /wiki/shared/flag/ID.gif "อินโดนีเซีย"
+[flag_IE]: /wiki/shared/flag/IE.gif "ไอร์แลนด์"
+[flag_IL]: /wiki/shared/flag/IL.gif "อิสราเอล"
+[flag_IM]: /wiki/shared/flag/IM.gif "ไอล์ออฟแมน"
+[flag_IN]: /wiki/shared/flag/IN.gif "อินเดีย"
+[flag_IQ]: /wiki/shared/flag/IQ.gif "อิรัก"
+[flag_IR]: /wiki/shared/flag/IR.gif "สาธารณรัฐอิสลามอิหร่าน"
+[flag_IS]: /wiki/shared/flag/IS.gif "ไอซ์แลนด์"
+[flag_IT]: /wiki/shared/flag/IT.gif "อิตาลี"
+[flag_JE]: /wiki/shared/flag/JE.gif "เจอร์ซีย์"
+[flag_JM]: /wiki/shared/flag/JM.gif "จาเมกา"
+[flag_JO]: /wiki/shared/flag/JO.gif "จอร์แดน"
+[flag_JP]: /wiki/shared/flag/JP.gif "ญี่ปุ่น"
+[flag_KE]: /wiki/shared/flag/KE.gif "เคนยา"
+[flag_KG]: /wiki/shared/flag/KG.gif "คีร์กีซสถาน"
+[flag_KH]: /wiki/shared/flag/KH.gif "กัมพูชา"
+[flag_KI]: /wiki/shared/flag/KI.gif "คิริบาส"
+[flag_KM]: /wiki/shared/flag/KM.gif "คอโมโรส"
+[flag_KN]: /wiki/shared/flag/KN.gif "เซนต์คิตส์และเนวิส"
+[flag_KP]: /wiki/shared/flag/KP.gif "เกาหลีเหนือ"
+[flag_KR]: /wiki/shared/flag/KR.gif "เกาหลีใต้"
+[flag_KW]: /wiki/shared/flag/KW.gif "คูเวต"
+[flag_KY]: /wiki/shared/flag/KY.gif "หมู่เกาะเคย์แมน"
+[flag_KZ]: /wiki/shared/flag/KZ.gif "คาซัคสถาน"
+[flag_LA]: /wiki/shared/flag/LA.gif "สาธารณรัฐประชาธิปไตยประชาชนลาว"
+[flag_LB]: /wiki/shared/flag/LB.gif "เลบานอน"
+[flag_LC]: /wiki/shared/flag/LC.gif "เซนต์ลูเชีย"
+[flag_LI]: /wiki/shared/flag/LI.gif "ลิกเตนสไตน์"
+[flag_LK]: /wiki/shared/flag/LK.gif "ศรีลังกา"
+[flag_LR]: /wiki/shared/flag/LR.gif "ไลบีเรีย"
+[flag_LS]: /wiki/shared/flag/LS.gif "เลโซโท"
+[flag_LT]: /wiki/shared/flag/LT.gif "ลิทัวเนีย"
+[flag_LU]: /wiki/shared/flag/LU.gif "ลักเซมเบิร์ก"
+[flag_LV]: /wiki/shared/flag/LV.gif "ลัตเวีย"
+[flag_LY]: /wiki/shared/flag/LY.gif "ลิเบีย"
+[flag_MA]: /wiki/shared/flag/MA.gif "โมร็อกโก"
+[flag_MC]: /wiki/shared/flag/MC.gif "โมนาโก"
+[flag_MD]: /wiki/shared/flag/MD.gif "มอลโดวา"
+[flag_ME]: /wiki/shared/flag/ME.gif "มอนเตเนโกร"
+[flag_MF]: /wiki/shared/flag/MF.gif "แซ็ง-มาร์แต็ง"
+[flag_MG]: /wiki/shared/flag/MG.gif "มาดากัสการ์"
+[flag_MH]: /wiki/shared/flag/MH.gif "หมู่เกาะมาร์แชลล์"
+[flag_MK]: /wiki/shared/flag/MK.gif "นอร์ทมาซิโดเนีย"
+[flag_ML]: /wiki/shared/flag/ML.gif "มาลี"
+[flag_MM]: /wiki/shared/flag/MM.gif "พม่า"
+[flag_MN]: /wiki/shared/flag/MN.gif "มองโกเลีย"
+[flag_MO]: /wiki/shared/flag/MO.gif "มาเก๊า"
+[flag_MP]: /wiki/shared/flag/MP.gif "หมู่เกาะนอร์เทิร์นมาเรียนา"
+[flag_MQ]: /wiki/shared/flag/MQ.gif "มาร์ตีนิก"
+[flag_MR]: /wiki/shared/flag/MR.gif "มอริเตเนีย"
+[flag_MS]: /wiki/shared/flag/MS.gif "มอนต์เซอร์รัต"
+[flag_MT]: /wiki/shared/flag/MT.gif "มอลตา"
+[flag_MU]: /wiki/shared/flag/MU.gif "มอริเชียส"
+[flag_MV]: /wiki/shared/flag/MV.gif "มัลดีฟส์"
+[flag_MW]: /wiki/shared/flag/MW.gif "มาลาวี"
+[flag_MX]: /wiki/shared/flag/MX.gif "เม็กซิโก"
+[flag_MY]: /wiki/shared/flag/MY.gif "มาเลเซีย"
+[flag_MZ]: /wiki/shared/flag/MZ.gif "โมซัมบิก"
+[flag_NA]: /wiki/shared/flag/NA.gif "นามิเบีย"
+[flag_NC]: /wiki/shared/flag/NC.gif "นิวแคลิโดเนีย"
+[flag_NE]: /wiki/shared/flag/NE.gif "ไนเจอร์"
+[flag_NF]: /wiki/shared/flag/NF.gif "เกาะนอร์ฟอล์ก"
+[flag_NG]: /wiki/shared/flag/NG.gif "ไนจีเรีย"
+[flag_NI]: /wiki/shared/flag/NI.gif "นิการากัว"
+[flag_NL]: /wiki/shared/flag/NL.gif "เนเธอร์แลนด์"
+[flag_NO]: /wiki/shared/flag/NO.gif "นอร์เวย์"
+[flag_NP]: /wiki/shared/flag/NP.gif "เนปาล"
+[flag_NR]: /wiki/shared/flag/NR.gif "นาอูรู"
+[flag_NU]: /wiki/shared/flag/NU.gif "นีวเว"
+[flag_NZ]: /wiki/shared/flag/NZ.gif "นิวซีแลนด์"
+[flag_OM]: /wiki/shared/flag/OM.gif "โอมาน"
+[flag_PA]: /wiki/shared/flag/PA.gif "ปานามา"
+[flag_PE]: /wiki/shared/flag/PE.gif "เปรู"
+[flag_PF]: /wiki/shared/flag/PF.gif "เฟรนช์พอลินีเชีย"
+[flag_PG]: /wiki/shared/flag/PG.gif "ปาปัวนิวกินี"
+[flag_PH]: /wiki/shared/flag/PH.gif "ฟิลิปปินส์"
+[flag_PK]: /wiki/shared/flag/PK.gif "ปากีสถาน"
+[flag_PL]: /wiki/shared/flag/PL.gif "โปแลนด์"
+[flag_PM]: /wiki/shared/flag/PM.gif "แซ็งปีแยร์และมีเกอลง"
+[flag_PN]: /wiki/shared/flag/PN.gif "หมู่เกาะพิตแคร์น"
+[flag_PR]: /wiki/shared/flag/PR.gif "ปวยร์โตรีโก"
+[flag_PS]: /wiki/shared/flag/PS.gif "ปาเลสไตน์"
+[flag_PT]: /wiki/shared/flag/PT.gif "โปรตุเกส"
+[flag_PW]: /wiki/shared/flag/PW.gif "ปาเลา"
+[flag_PY]: /wiki/shared/flag/PY.gif "ปารากวัย"
+[flag_QA]: /wiki/shared/flag/QA.gif "กาตาร์"
+[flag_RE]: /wiki/shared/flag/RE.gif "เรอูว์นียง"
+[flag_RO]: /wiki/shared/flag/RO.gif "โรมาเนีย"
+[flag_RS]: /wiki/shared/flag/RS.gif "เซอร์เบีย"
+[flag_RU]: /wiki/shared/flag/RU.gif "รัสเซีย"
+[flag_RW]: /wiki/shared/flag/RW.gif "รวันดา"
+[flag_SA]: /wiki/shared/flag/SA.gif "ซาอุดีอาระเบีย"
+[flag_SB]: /wiki/shared/flag/SB.gif "หมู่เกาะโซโลมอน"
+[flag_SC]: /wiki/shared/flag/SC.gif "เซเชลส์"
+[flag_SD]: /wiki/shared/flag/SD.gif "ซูดาน"
+[flag_SE]: /wiki/shared/flag/SE.gif "สวีเดน"
+[flag_SG]: /wiki/shared/flag/SG.gif "สิงคโปร์"
+[flag_SH]: /wiki/shared/flag/SH.gif "เซนต์เฮเลนา"
+[flag_SI]: /wiki/shared/flag/SI.gif "สโลวีเนีย"
+[flag_SJ]: /wiki/shared/flag/SJ.gif "สฟาลบาร์และยานไมเอน"
+[flag_SK]: /wiki/shared/flag/SK.gif "สโลวาเกีย"
+[flag_SL]: /wiki/shared/flag/SL.gif "เซียร์ราลีโอน"
+[flag_SM]: /wiki/shared/flag/SM.gif "ซานมารีโน"
+[flag_SN]: /wiki/shared/flag/SN.gif "เซเนกัล"
+[flag_SO]: /wiki/shared/flag/SO.gif "โซมาเลีย"
+[flag_SR]: /wiki/shared/flag/SR.gif "ซูรินาม"
+[flag_ST]: /wiki/shared/flag/ST.gif "เซาตูเมและปรินซีปี"
+[flag_SV]: /wiki/shared/flag/SV.gif "เอลซัลวาดอร์"
+[flag_SY]: /wiki/shared/flag/SY.gif "สาธารณรัฐอาหรับซีเรีย"
+[flag_SZ]: /wiki/shared/flag/SZ.gif "เอสวาตีนี"
+[flag_TC]: /wiki/shared/flag/TC.gif "หมู่เกาะเติกส์และเคคอส"
+[flag_TD]: /wiki/shared/flag/TD.gif "ชาด"
+[flag_TG]: /wiki/shared/flag/TG.gif "โตโก"
+[flag_TH]: /wiki/shared/flag/TH.gif "ไทย"
+[flag_TJ]: /wiki/shared/flag/TJ.gif "ทาจิกิสถาน"
+[flag_TL]: /wiki/shared/flag/TL.gif "ติมอร์-เลสเต"
+[flag_TM]: /wiki/shared/flag/TM.gif "เติร์กเมนิสถาน"
+[flag_TN]: /wiki/shared/flag/TN.gif "ตูนิเซีย"
+[flag_TO]: /wiki/shared/flag/TO.gif "ตองงา"
+[flag_TR]: /wiki/shared/flag/TR.gif "ตุรกี"
+[flag_TT]: /wiki/shared/flag/TT.gif "ตรินิแดดและโตเบโก"
+[flag_TV]: /wiki/shared/flag/TV.gif "ตูวาลู"
+[flag_TW]: /wiki/shared/flag/TW.gif "ไต้หวัน"
+[flag_TZ]: /wiki/shared/flag/TZ.gif "แทนซาเนีย"
+[flag_UA]: /wiki/shared/flag/UA.gif "ยูเครน"
+[flag_UG]: /wiki/shared/flag/UG.gif "ยูกันดา"
+[flag_US]: /wiki/shared/flag/US.gif "สหรัฐอเมริกา"
+[flag_UY]: /wiki/shared/flag/UY.gif "อุรุกวัย"
+[flag_UZ]: /wiki/shared/flag/UZ.gif "อุซเบกิสถาน"
+[flag_VA]: /wiki/shared/flag/VA.gif "นครรัฐวาติกัน"
+[flag_VC]: /wiki/shared/flag/VC.gif "เซนต์วินเซนต์และเกรนาดีนส์"
+[flag_VE]: /wiki/shared/flag/VE.gif "เวเนซุเอลา"
+[flag_VG]: /wiki/shared/flag/VG.gif "หมู่เกาะบริติชเวอร์จิน"
+[flag_VI]: /wiki/shared/flag/VI.gif "หมู่เกาะเวอร์จินของสหรัฐ"
+[flag_VN]: /wiki/shared/flag/VN.gif "เวียดนาม"
+[flag_VU]: /wiki/shared/flag/VU.gif "วานูวาตู"
+[flag_WS]: /wiki/shared/flag/WS.gif "อเมริกันซามัว"
+[flag_YE]: /wiki/shared/flag/YE.gif "เยเมน"
+[flag_YT]: /wiki/shared/flag/YT.gif "มายอต"
+[flag_ZA]: /wiki/shared/flag/ZA.gif "แอฟริกาใต้"
+[flag_ZM]: /wiki/shared/flag/ZM.gif "แซมเบีย"
+[flag_ZW]: /wiki/shared/flag/ZW.gif "ซิมบับเว"
diff --git a/meta/flag-references/zh.md b/meta/flag-references/zh.md
index e2383787dac2..f7b4b5507b43 100644
--- a/meta/flag-references/zh.md
+++ b/meta/flag-references/zh.md
@@ -190,7 +190,7 @@
[flag_SD]: /wiki/shared/flag/SD.gif "苏丹"
[flag_SE]: /wiki/shared/flag/SE.gif "瑞典"
[flag_SG]: /wiki/shared/flag/SG.gif "新加坡"
-[flag_SH]: /wiki/shared/flag/SH.gif "圣赫勒拿"
+[flag_SH]: /wiki/shared/flag/SH.gif "圣海伦娜"
[flag_SI]: /wiki/shared/flag/SI.gif "斯洛文尼亚"
[flag_SJ]: /wiki/shared/flag/SJ.gif "斯瓦尔巴和扬马延"
[flag_SK]: /wiki/shared/flag/SK.gif "斯洛伐克"
diff --git a/meta/group-info/en.yaml b/meta/group-info/en.yaml
index 48116ae663bd..78811632b4b6 100644
--- a/meta/group-info/en.yaml
+++ b/meta/group-info/en.yaml
@@ -50,9 +50,11 @@ languages:
nl: Dutch
pl: Polish
pt: Portuguese
+ ro: Romanian
ru: Russian
sr: Serbian
sv: Swedish
+ te: Telugu
th: Thai
tr: Turkish
ur: Urdu
diff --git a/meta/group-info/pt-br.yaml b/meta/group-info/pt-br.yaml
index c8a2b646c74e..680ec3633b55 100644
--- a/meta/group-info/pt-br.yaml
+++ b/meta/group-info/pt-br.yaml
@@ -1,4 +1,4 @@
-outdated: true # missing alumni.roles.tournaments, languages.ur, languages.vi, languages.hr, languages.bn
+outdated: true # missing alumni.roles.tournaments, languages.ur, languages.vi, languages.hr, languages.bn, languages.te
separator: ", "
alumni:
roles:
diff --git a/meta/group-info/tr.yaml b/meta/group-info/tr.yaml
index 7581812a9b51..92aba211e922 100644
--- a/meta/group-info/tr.yaml
+++ b/meta/group-info/tr.yaml
@@ -50,9 +50,11 @@ languages:
nl: Flemenkçe
pl: Lehçe
pt: Portekizce
+ ro: Romence
ru: Rusça
sr: Sırpça
sv: İsveççe
+ te: Teluguca
th: Tay dili
tr: Türkçe
ur: Urduca
diff --git a/meta/group-info/zh.yaml b/meta/group-info/zh.yaml
index a94c72c07175..1694674f6f91 100644
--- a/meta/group-info/zh.yaml
+++ b/meta/group-info/zh.yaml
@@ -50,9 +50,11 @@ languages:
nl: 荷兰语
pl: 波兰语
pt: 葡萄牙语
+ ro: 罗马尼亚语
ru: 俄语
sr: 塞尔维亚语
sv: 瑞典语
+ te: 泰卢固语
th: 泰语
tr: 土耳其语
ur: 乌尔都语
diff --git a/news/2013-09-06-osu-monthly-beatmapping-contest-1.md b/news/2013-09-06-osu-monthly-beatmapping-contest-1.md
index 97a68f9bd513..47500a43287a 100644
--- a/news/2013-09-06-osu-monthly-beatmapping-contest-1.md
+++ b/news/2013-09-06-osu-monthly-beatmapping-contest-1.md
@@ -28,7 +28,7 @@ Calling all mappers! Come show off your mapping skills to the community with the
## Rules
-- All beatmaps and their respective difficulties must fit [all current ranking standards.](https://osu.ppy.sh/help/wiki/Ranking_Criteria)
+- All beatmaps and their respective difficulties must fit [all current ranking standards.](/wiki/Ranking_Criteria)
- All beatmaps must contain **4 difficulties (ENHI is _required_).**
- All difficulties must be mapped for **osu! standard**.
- Collaborations are allowed, but will only be registered under one person's name! (no "x's Hard" or anything of the sort)
@@ -39,18 +39,18 @@ Calling all mappers! Come show off your mapping skills to the community with the
- **2013-10-01 00:00:00 (UTC+0)**
-# Translations
+## Translations
Jump to: [Italian](#it), [French](#fr), [Chinese](#cn), [Indonesian](#id), [Japanese](#jp), [German](#de), [Russian](#ru), [Spanish](#es)
---
-# Italian
+## Italian
Un richiamo per tutti i mapper! Venite e mostrate la vostra bravura nel mapping a tutta la comunità con l'occasione di avere **la vostra beatmap inclusa nel download del gioco**!
-## Canzone
+### Canzone
- **Rostik - Liquid (Paul Rosenthal Remix)**
[Scarica ed entra qui!](https://osu.ppy.sh/p/contest?c=7)
@@ -59,36 +59,36 @@ Un richiamo per tutti i mapper! Venite e mostrate la vostra bravura nel mapping
[Ascolta l'anteprima della canzone qui! (Soundcloud)](https://soundcloud.com/rostik/liquid-paul-rosenthal-1st)
-## Giudici
+### Giudici
[**dkun**](https://osu.ppy.sh/users/dkun), [**Nyquill**](https://osu.ppy.sh/users/Nyquill), [**Andrea**](https://osu.ppy.sh/users/Andrea), [**those**](https://osu.ppy.sh/users/those), [**MMzz**](https://osu.ppy.sh/users/MMzz), [**Sync**](https://osu.ppy.sh/users/Sync)
-## Premi
+### Premi
- **Il mapset sarà incluso nel download del client di osu!**
- 6 mesi di supporter
- Il titolo di "Elite Mapper"
-## Regole
+### Regole
-- Tutti i mapset e le loro rispettive difficoltà devono seguire [tutti i criteri di ranking del giorno d'oggi.](https://osu.ppy.sh/help/wiki/Ranking_Criteria)
+- Tutti i mapset e le loro rispettive difficoltà devono seguire [tutti i criteri di ranking del giorno d'oggi.](/wiki/Ranking_Criteria)
- Tutti i mapsets devono contenere **4 difficoltà (E'_necessario_ uno spread Easy/Normal/Hard/Insane).**
- Tutte le difficoltà devono essere mappate per **osu! standard**.
- Le collaborazioni sono accettate, ma verranno registrate solo sotto il nome di una persona! (niente "x's Hard" o cose del genere.)
- Non postare, submittare, o mostrare la tua beatmap prima che il contest sia finito per mantenere l'anonimità della tua mappa.
- Non usare dei nomi nelle difficoltà che potrebbero far riconoscere chi sei. Usa gli standard "Easy/Normal/Hard/Insane" per mantenere la tua mappa anonima.
-## Tempo Limite
+### Tempo Limite
- **2013-10-01 00:00:00 (UTC+0)**
---
-# French
+## French
Appel à tous les mappeurs ! Venez montrer à la communauté vos talents de mapping, avec à la clé une chance d'avoir votre beatmap **incluse dans le téléchargement du jeu !**
-## Chanson
+### Chanson
- **Rostik - Liquid (Paul Rosenthal Remix)**
[Télécharger et entrer ici !](https://osu.ppy.sh/p/contest?c=7)
@@ -97,36 +97,36 @@ Appel à tous les mappeurs ! Venez montrer à la communauté vos talents de mapp
[Pré-écouter la chanson ici ! (Soundcloud)](https://soundcloud.com/rostik/liquid-paul-rosenthal-1st)
-## Juges
+### Juges
[**dkun**](https://osu.ppy.sh/users/dkun), [**Nyquill**](https://osu.ppy.sh/users/Nyquill), [**Andrea**](https://osu.ppy.sh/users/Andrea), [**those**](https://osu.ppy.sh/users/those), [**MMzz**](https://osu.ppy.sh/users/MMzz), [**Sync**](https://osu.ppy.sh/users/Sync)
-## Prix
+### Prix
- **Le mapset sera inclus dans osu! à son téléchargement.**
- 6 Mois de supporter
- Le titre "Elite Mapper" (Mappeur d'élite)
-## Règles
+### Règles
-- Tous les mapsets et leur difficultés respectives doivent être en accord avec les [règles de ranking.](https://osu.ppy.sh/help/wiki/Ranking_Criteria)
+- Tous les mapsets et leur difficultés respectives doivent être en accord avec les [règles de ranking.](/wiki/Ranking_Criteria)
- Tous les mapsets doivent avoir **4 difficultés (ENHI _nécessaire_).**
- Toutes les difficultés doivent être mappées pour du **osu! standard**.
- Les collaborations sont autorisées, mais ne seront enregistrées que sous le nom d'un seul mappeur ! (pas de "x's Hard" ou similaire)
- Ne pas poster, uploader via BSS, ou encore partager publiquement votre map avant que le tournoi soit terminé, afin de garder l'anonymat des entrées.
- Ne pas mettre de signes distinctifs dans les noms de difficulté de vos maps. Utilisez les noms standards "Easy/Normal/Hard/Insane" pour garder l'anonymat des entrées.
-## Date limite de participation
+### Date limite de participation
- **2013-10-01 00:00:00 (UTC+0)**
---
-# Chinese
+## Chinese
至所有的作图者!来展示你的作图能力给大家,可以让你做的谱面被整合到**游戏安装包**里哦!
-## 歌曲
+### 歌曲
- **Rostik - Liquid (Paul Rosenthal Remix)**
[点击这里下载以及进入比赛!](https://osu.ppy.sh/p/contest?c=7)
@@ -135,36 +135,36 @@ Appel à tous les mappeurs ! Venez montrer à la communauté vos talents de mapp
[点击这里预览歌曲!(Soundcloud)](https://soundcloud.com/rostik/liquid-paul-rosenthal-1st)
-## 裁判
+### 裁判
[**dkun**](https://osu.ppy.sh/users/dkun), [**Nyquill**](https://osu.ppy.sh/users/Nyquill), [**Andrea**](https://osu.ppy.sh/users/Andrea), [**those**](https://osu.ppy.sh/users/those), [**MMzz**](https://osu.ppy.sh/users/MMzz), [**Sync**](https://osu.ppy.sh/users/Sync)
-## 奖品
+### 奖品
- **谱面将会被整合到游戏安装包里**
- 六个月的会员(别名撒泼特)
- 获得 "Elite Mapper"(杰出作图者)头衔
-## 规则
+### 规则
-- 所有的谱面以及其中的难度必需符合 [现在的审核标准](https://osu.ppy.sh/help/wiki/Ranking_Criteria)
+- 所有的谱面以及其中的难度必需符合 [现在的审核标准](/wiki/Ranking_Criteria)
- 所有的铺面应拥有**四个难度(ENHI是_必须的_).**
- 所有的难度必须是为**osu!标准模式**制作.
- 可以和别人合作, 但是只能以一个人的名义参加比赛!(不能使用诸如"某某的Hard"之类的命名)
- 为了保持参赛谱面以及制作者的匿名性,在比赛结束之前不可以上传或以任何渠道散播所制作的谱面!
- 不要在难度名上加入或使用任何多余的字符,请用标准的 "Easy/Normal/Hard/Insane" 以保持参赛作品的匿名性。
-## 截止日期
+### 截止日期
- **2013-10-01 00:00:00 (UTC+0)**
---
-# Indonesian
+## Indonesian
Panggilan kepada seluruh mapper! Tunjukkan kepiawaian Anda kepada komunitas serta raih kesempatan dibundelnya karya kreasi Anda **pada setiap unduhan klien permainan**!
-## Lagu
+### Lagu
- **Rostik - Liquid (Paul Rosenthal Remix)**
[Unduh lagu dan ikut serta dalam kontes di sini!](https://osu.ppy.sh/p/contest?c=7)
@@ -173,36 +173,36 @@ Panggilan kepada seluruh mapper! Tunjukkan kepiawaian Anda kepada komunitas sert
[Pratinjau lagu di sini! (Soundcloud)](https://soundcloud.com/rostik/liquid-paul-rosenthal-1st)
-## Juri
+### Juri
[**dkun**](https://osu.ppy.sh/users/dkun), [**Nyquill**](https://osu.ppy.sh/users/Nyquill), [**Andrea**](https://osu.ppy.sh/users/Andrea), [**those**](https://osu.ppy.sh/users/those), [**MMzz**](https://osu.ppy.sh/users/MMzz), [**Sync**](https://osu.ppy.sh/users/Sync)
-## Hadiah
+### Hadiah
- **Mapset akan dibundel pada setiap unduhan klien osu!**
- osu!Supporter selama 6 bulan
- Gelar "Elite Mapper"
-## Peraturan
+### Peraturan
-- Mapset kreasi Anda dan seluruh tingkat kesulitan yang terkandung di dalamnya haruslah memenuhi [Ranking Criteria saat ini.](https://osu.ppy.sh/help/wiki/Ranking_Criteria)
+- Mapset kreasi Anda dan seluruh tingkat kesulitan yang terkandung di dalamnya haruslah memenuhi [Ranking Criteria saat ini.](/wiki/Ranking_Criteria)
- Semua mapset harus memiliki **4 tingkat kesulitan (Susunan tingkat kesulitan Easy, Normal, Hard, dan Insane _diperlukan_).**
- Semua tingkat kesulitan harus dibuat untuk **mode permainan osu! standard**.
- Kolaborasi diperkenankan, namun hanya akan terdaftar atas nama 1 orang saja! (tidak ada "x's Hard" atau apapun.)
- Jangan menempatkan, mengajukan, atau membagikan map anda kepada publik sebelum kontes berakhir untuk menjaga anonimitas peserta.
- Jangan menggunakan apapun yang dapat dikenal ke dalam nama tingkat kesulitan map Anda. Gunakan "Easy/Normal/Hard/Insane" sebagai nama tingkat kesulitan untuk menjaga anonimitas map Anda.
-## Batas Waktu Penyerahan
+### Batas Waktu Penyerahan
- **2013-10-01 00:00:00 (UTC+0)**
---
-# Japanese
+## Japanese
mapperのみなさんへ!この度マッピングコンテストが開催される運びになりました。**ゲームクライアントにあなたの譜面を同梱する**チャンスがあります。
-## 曲
+### 曲
- **Rostik - Liquid (Paul Rosenthal Remix)**
[ダウンロード及び申込](https://osu.ppy.sh/p/contest?c=7)
@@ -211,36 +211,36 @@ mapperのみなさんへ!この度マッピングコンテストが開催さ
[ここで試聴してください! (Soundcloud)](https://soundcloud.com/rostik/liquid-paul-rosenthal-1st)
-## 審査員
+### 審査員
[**dkun**](https://osu.ppy.sh/users/dkun), [**Nyquill**](https://osu.ppy.sh/users/Nyquill), [**Andrea**](https://osu.ppy.sh/users/Andrea), [**those**](https://osu.ppy.sh/users/those), [**MMzz**](https://osu.ppy.sh/users/MMzz), [**Sync**](https://osu.ppy.sh/users/Sync)
-## 賞品
+### 賞品
- **譜面がosu!のクライアントに同梱されます**
- サポーター6ヶ月分
- 「Elite Mapper」の称号
-## ルール
+### ルール
-- 譜面及び難易度は現行の[Ranking Criteria](https://osu.ppy.sh/help/wiki/Ranking_Criteria)に適している必要があります。
+- 譜面及び難易度は現行の[Ranking Criteria](/wiki/Ranking_Criteria)に適している必要があります。
- 難易度を4つ以上作る必要があり、Easy、Normal、Hard、Insaneの構成は必須です。
- ゲームモードは全てosu! standardです。
- コラボは可能ですが、1人の名前で登録されます。("x's Hard"、もしくはそのような難易度名は使えません)
- 参加者の匿名性を保つために、コンテストが終わる前で、譜面をどこかにポストしたり、公式にアップロードしないでください。
- 上記と同様の理由で、難易度名は"Easy/Normal/Hard/Insane"にして下さい。
-## 締め切り
+### 締め切り
- **2013-10-01 00:00:00 (UTC+0)**
---
-# German
+## German
Aufruf an alle Mapper! Zeig uns dein Können und erhalte die Chance, dass deine Beatmap zum **Download Bundle von osu!** dazugehört!
-## Song
+### Song
- **Rostik - Liquid (Paul Rosenthal Remix)**
[Lade das Lied hier herunter und nimm teil!](https://osu.ppy.sh/p/contest?c=7)
@@ -249,36 +249,36 @@ Aufruf an alle Mapper! Zeig uns dein Können und erhalte die Chance, dass deine
[Vorschau (Soundcloud)](https://soundcloud.com/rostik/liquid-paul-rosenthal-1st)
-## Preisrichter
+### Preisrichter
[**dkun**](https://osu.ppy.sh/users/dkun), [**Nyquill**](https://osu.ppy.sh/users/Nyquill), [**Andrea**](https://osu.ppy.sh/users/Andrea), [**those**](https://osu.ppy.sh/users/those), [**MMzz**](https://osu.ppy.sh/users/MMzz), [**Sync**](https://osu.ppy.sh/users/Sync)
-## Preise
+### Preise
- **Dein Mapset wird dem osu! Game Client Bundle hinzugefügt.**
- 6 Monate Supporter
- Usertitel "Elite Mapper"
-## Regeln
+### Regeln
-- Das Mapset und alle Difficulties müssen [allen aktuell gültigen Ranking Standards](https://osu.ppy.sh/help/wiki/Ranking_Criteria) entsprechen
-- Das Mapset muss **4 Difficulties ** enthalten. **(ENHI ist _Voraussetzung_)**
+- Das Mapset und alle Difficulties müssen [allen aktuell gültigen Ranking Standards](/wiki/Ranking_Criteria) entsprechen
+- Das Mapset muss **4 Difficulties** enthalten. **(ENHI ist _Voraussetzung_)**
- Alle Difficulties müssen für **osu! standard** erstellt werden.
- Kollaborationen sind erlaubt, werden aber unter einem Namen registriert! (Kein "x's Hard" oder ähnliches.)
- Teile und verbreite deine Beatmap nicht öffentlich, solange der Contest noch nicht beendet ist, um die Anonymität aller Beiträge zu wahren.
- Hinterlege nichts in den Beatmaps, dass Rückschlüsse auf deine Person zulässt. Benutze die Standardnamen "Easy/Normal/Hard/Insane", um anonym zu bleiben.
-## Einsendeschluss
+### Einsendeschluss
- **2013-10-01 00:00:00 (UTC+0)**
---
-# Russian
+## Russian
Мапперы! Продемонстрируйте свои навыки маппинга и получите шанс прославиться: вашу карту могут добавить в **новый релиз osu!**
-## Песня
+### Песня
- **Rostik - Liquid (Paul Rosenthal Remix)**
[Скачать и принять участие!](https://osu.ppy.sh/p/contest?c=7)
@@ -287,17 +287,17 @@ Aufruf an alle Mapper! Zeig uns dein Können und erhalte die Chance, dass deine
[Прослушать трек (Soundcloud)](https://soundcloud.com/rostik/liquid-paul-rosenthal-1st)
-## Состав жюри
+### Состав жюри
[**dkun**](https://osu.ppy.sh/users/dkun), [**Nyquill**](https://osu.ppy.sh/users/Nyquill), [**Andrea**](https://osu.ppy.sh/users/Andrea), [**those**](https://osu.ppy.sh/users/those), [**MMzz**](https://osu.ppy.sh/users/MMzz), [**Sync**](https://osu.ppy.sh/users/Sync)
-## Призы
+### Призы
- **Карта будет идти в комплекте с новым релизом osu!**
- 6 месяцев саппорта
- Титул "Elite Mapper"
-## Правила
+### Правила
- Все мапсеты и их сложности должны удовлетворять [критериям ранкинга](/wiki/Ranking_Criteria).
- Все мапсеты должны содержать **4 сложности (набор ENHI _обязателен_).**
@@ -306,17 +306,17 @@ Aufruf an alle Mapper! Zeig uns dein Können und erhalte die Chance, dass deine
- Не разрешается выгружать, постить на форумах или другим образом распространять свою карту до окончания контеста, чтобы сохранить анонимность публикаций.
- Не разрешается изменять стандартные названия сложностей (Easy/Normal/Hard/Insane), чтобы сохранить анонимность публикаций.
-## Крайнийсрок
+### Крайнийсрок
- **2013-10-01 00:00:00 (UTC+0)**
---
-# Spanish
+## Spanish
¡Llamando a todos los mappers! ¡Vengan aquí y muestren sus habilidades de mapear a la comunidad con la oportunidad de tener su beatmap incluido en el juego!
-## Música
+### Música
- **Rostik - Liquid (Paul Rosenthal Remix)**
[¡Descargarlo y haz la entrada haciendo click aquí!](https://osu.ppy.sh/p/contest?c=7)
@@ -325,26 +325,26 @@ Aufruf an alle Mapper! Zeig uns dein Können und erhalte die Chance, dass deine
[¡Escucha la música aquí! (Soundcloud)](https://soundcloud.com/rostik/liquid-paul-rosenthal-1st)
-## Jueces
+### Jueces
[**dkun**](https://osu.ppy.sh/users/dkun), [**Nyquill**](https://osu.ppy.sh/users/Nyquill), [**Andrea**](https://osu.ppy.sh/users/Andrea), [**those**](https://osu.ppy.sh/users/those), [**MMzz**](https://osu.ppy.sh/users/MMzz), [**Sync**](https://osu.ppy.sh/users/Sync)
-## Premios
+### Premios
- **Su mapset se incluirá en el osu!**
- 6 meses de supporter
- El título "Elite Mapper"
-## Reglas
+### Reglas
-- Todos los directorios de mapas y sus respectivas dificultades deben encajar con [todas las normas de clasificación actuales.](https://osu.ppy.sh/help/wiki/Ranking_Criteria)
+- Todos los directorios de mapas y sus respectivas dificultades deben encajar con [todas las normas de clasificación actuales.](/wiki/Ranking_Criteria)
- Todos los directorios de mapa tienen que tener **4 dificultades (ENHI es _requerido_).**
- Todas las dificultades que creaste deben ser para **osu! standard**.
- Se permite colaborar, ¡pero sólo se registrará a nombre de 1 persona! (no como "x's Hard", o algo por el estilo.)
- No se debe publicar, enviar, ni compartir públicamente tu mapa antes de que el concurso termine a mantener el anonimato de las entradas.
- No le pongas ningún nombre identificable a las dificultades de tus mapas. Usa el predeterminado "Easy/Normal/Hard/Insane" para mantener las entradas anónimas.
-## Fecha límite de presentación
+### Fecha límite de presentación
- **2013-10-01 00:00:00 (UTC+0)** Thanks to the osu!news crew and DarkisTH10 for the translations!
diff --git a/news/2013-10-15-osu-world-cup-2013-registration-phase.md b/news/2013-10-15-osu-world-cup-2013-registration-phase.md
index f7bb65efd603..f54e402c936a 100644
--- a/news/2013-10-15-osu-world-cup-2013-registration-phase.md
+++ b/news/2013-10-15-osu-world-cup-2013-registration-phase.md
@@ -5,11 +5,11 @@ date: 2013-10-15 00:00:00 +0000
tumblr_url: http://osunews.tumblr.com/post/64119975871/osu-world-cup-2013-registration-phase
---
-Greetings. We'd like to welcome all of you to this year's official osu! World Cup. The rules have been adjusted from the previous OWC along with adding new dynamics to keep the tournament fresh, so please [read them](https://osu.ppy.sh/help/wiki/Tournaments/OWC/2013#ruleset) before registering for this tournament.
+Greetings. We'd like to welcome all of you to this year's official osu! World Cup. The rules have been adjusted from the previous OWC along with adding new dynamics to keep the tournament fresh, so please [read them](/wiki/Tournaments/OWC/2013#ruleset) before registering for this tournament.

-For more details, refer to the [osu! World Cup wiki article](https://osu.ppy.sh/help/wiki/Tournaments/OWC/2013).
+For more details, refer to the [osu! World Cup wiki article](/wiki/Tournaments/OWC/2013).
## Tournament Schedule
@@ -45,7 +45,7 @@ Your team will appear on the wiki page when your registration was successful. Al
## Links
- [Registration Form](https://docs.google.com/forms/d/1v27B1GxpapUgsI9dtBF8xLceJCKzdpBY8dW6HzxzacI/viewform)
-- [Wiki article](https://osu.ppy.sh/help/wiki/Tournaments/OWC/2013)
+- [Wiki article](/wiki/Tournaments/OWC/2013)
- [Discussion thread](https://osu.ppy.sh/community/forums/topics/160181/start=0)
—Loctav
diff --git a/news/2013-12-08-osu-world-cup-2013-results.md b/news/2013-12-08-osu-world-cup-2013-results.md
index db5b76d68112..ccfce6720a64 100644
--- a/news/2013-12-08-osu-world-cup-2013-results.md
+++ b/news/2013-12-08-osu-world-cup-2013-results.md
@@ -21,7 +21,7 @@ During the grand final, Korea and Taiwan showed off their amazing playing skills
Congratulations to the winners, and thanks to all participants for making this tournament so great. During the finals, we peaked at over 12,000 viewers watching the live stream!
-If you want to learn more about the osu! World Cup 2013, take a look at the [wiki article](https://osu.ppy.sh/help/wiki/Tournaments/OWC/2013).
+If you want to learn more about the osu! World Cup 2013, take a look at the [wiki article](/wiki/Tournaments/OWC/2013).
Keep your eyes peeled for more tournaments to come, starting in January 2014 with registrations for the Taiko World Cup 2014 opening, and other game modes to follow! For more details, check out [this thread](https://osu.ppy.sh/community/forums/topics/148024).
diff --git a/news/2014-01-16-osu-taiko-world-cup-2014-registration-phase.md b/news/2014-01-16-osu-taiko-world-cup-2014-registration-phase.md
index ec8a77bf2fa2..818495e0f563 100644
--- a/news/2014-01-16-osu-taiko-world-cup-2014-registration-phase.md
+++ b/news/2014-01-16-osu-taiko-world-cup-2014-registration-phase.md
@@ -5,11 +5,11 @@ date: 2014-01-16 00:00:00 +0000
tumblr_url: http://osunews.tumblr.com/post/73545998791/osu-taiko-world-cup-2014-registration-phase
---
-Greetings. We'd like to welcome all of you to this year's official osu! Taiko World Cup. The rules have been adjusted from the previous TWC, so please [read them](https://osu.ppy.sh/help/wiki/Tournaments/TWC/2014#ruleset) before registering for this tournament.
+Greetings. We'd like to welcome all of you to this year's official osu! Taiko World Cup. The rules have been adjusted from the previous TWC, so please [read them](/wiki/Tournaments/TWC/2014#ruleset) before registering for this tournament.

-For more details, refer to the [osu! Taiko World Cup wiki article](https://osu.ppy.sh/help/wiki/Tournaments/TWC/2014).
+For more details, refer to the [osu! Taiko World Cup wiki article](/wiki/Tournaments/TWC/2014).
## Tournament Schedule
@@ -45,7 +45,7 @@ When your registration was successful, your team's captain will be notified. _An
## Links
- [Registration Form](https://docs.google.com/forms/d/1C58_JWKBVVUrJr5so9LBBsqp6LqZktJjGVSZ4pbRhEo/viewform)
-- [Wiki article](https://osu.ppy.sh/help/wiki/Tournaments/TWC/2014)
+- [Wiki article](/wiki/Tournaments/TWC/2014)
- [Discussion thread](https://osu.ppy.sh/community/forums/topics/179127)
—Loctav
diff --git a/news/2014-02-01-skin-showcase-taiko-special.md b/news/2014-02-01-skin-showcase-taiko-special.md
index 11796f0cc9e9..49c156f6fa30 100644
--- a/news/2014-02-01-skin-showcase-taiko-special.md
+++ b/news/2014-02-01-skin-showcase-taiko-special.md
@@ -15,7 +15,7 @@ With the Taiko World Cup now underway, I've decided to showcase 5 different skin
Also for those of you who are unfamiliar with the Taiko World Cup, you can follow one of the bellow links to find out more.
-- ([Wiki page](https://osu.ppy.sh/help/wiki/Tournaments/TWC/2014))
+- ([Wiki page](/wiki/Tournaments/TWC/2014))
- ([Thread discussion](https://osu.ppy.sh/community/forums/topics/179127))
- ([Previous Taiko World Cup](https://osu.ppy.sh/community/forums/topics/99029))
diff --git a/news/2014-04-11-osu-catch-the-beat-world-cup-2014-registration.md b/news/2014-04-11-osu-catch-the-beat-world-cup-2014-registration.md
index 1155c76acb62..7b366a11d2a8 100644
--- a/news/2014-04-11-osu-catch-the-beat-world-cup-2014-registration.md
+++ b/news/2014-04-11-osu-catch-the-beat-world-cup-2014-registration.md
@@ -5,11 +5,11 @@ date: 2014-04-11 00:00:00 +0000
tumblr_url: http://osunews.tumblr.com/post/82403247710/osu-catch-the-beat-world-cup-2014-registration
---
-Greetings. We'd like to welcome all of you to this year's official osu! Catch the Beat World Cup. The rules have been adjusted from the previous CWC, so please [read them](https://osu.ppy.sh/help/wiki/Tournaments/CWC/2014#ruleset) before registering for this tournament.
+Greetings. We'd like to welcome all of you to this year's official osu! Catch the Beat World Cup. The rules have been adjusted from the previous CWC, so please [read them](/wiki/Tournaments/CWC/2014#ruleset) before registering for this tournament.

-For more details, refer to the [osu! Catch the Beat World Cup wiki article](https://osu.ppy.sh/help/wiki/Tournaments/CWC/2014).
+For more details, refer to the [osu! Catch the Beat World Cup wiki article](/wiki/Tournaments/CWC/2014).
## Tournament Schedule
@@ -45,7 +45,7 @@ When your registration was successful, your team's captain will be notified. _An
## Links
- [Registration Form](https://docs.google.com/forms/d/1pUvBL8XNhl2aEonFiG2zZ44Tu13g6Ngqky_e9h0QLMI/edit)
-- [Wiki article](https://osu.ppy.sh/help/wiki/Tournaments/CWC/2014)
+- [Wiki article](/wiki/Tournaments/CWC/2014)
- [Discussion thread](https://osu.ppy.sh/community/forums/topics/200185)
—Loctav
diff --git a/news/2014-06-25-osu-catch-the-beat-world-cup-2014-results.md b/news/2014-06-25-osu-catch-the-beat-world-cup-2014-results.md
index 2a8d91c791a9..16f1f5016304 100644
--- a/news/2014-06-25-osu-catch-the-beat-world-cup-2014-results.md
+++ b/news/2014-06-25-osu-catch-the-beat-world-cup-2014-results.md
@@ -20,7 +20,7 @@ During the grand final, Germany and South Korea showed off their amazing skills
Congratulations to the winners, and thanks to all participants for making this tournament so great. This has been the most successful osu! Catch the Beat World Cup 2014 ever, with almost 2,000 viewers on the live stream during the finals!
-If you want to learn more about the osu! Catch the Beat World Cup 2014, take a look at the [wiki article](https://osu.ppy.sh/help/wiki/Tournaments/CWC/2014).
+If you want to learn more about the osu! Catch the Beat World Cup 2014, take a look at the [wiki article](/wiki/Tournaments/CWC/2014).
For sure, you can await more tournaments to happen in the future, next with the osu!mania World Cup in July 2014. For more details, check out [this thread](https://osu.ppy.sh/community/forums/topics/148024).
diff --git a/news/2014-07-01-osumania-world-cup-2014-registration-phase.md b/news/2014-07-01-osumania-world-cup-2014-registration-phase.md
index 632be7373833..c378c8105fd1 100644
--- a/news/2014-07-01-osumania-world-cup-2014-registration-phase.md
+++ b/news/2014-07-01-osumania-world-cup-2014-registration-phase.md
@@ -5,11 +5,11 @@ date: 2014-07-01 00:00:00 +0000
tumblr_url: http://osunews.tumblr.com/post/90458656443/osumania-world-cup-2014-registration-phase
---
-Greetings. We'd like to welcome all of you to this year's official osu!mania World Cup. This is the first osu!mania World Cup we ever hosted, consisting of a 7-keys and 4-keys bracket. For that, we adjusted the ruleset to fit them to the special needs for hosting an osu!mania World Cup, so please [read them](https://osu.ppy.sh/help/wiki/Tournaments/MWC/2014#ruleset) before registering for this tournament.
+Greetings. We'd like to welcome all of you to this year's official osu!mania World Cup. This is the first osu!mania World Cup we ever hosted, consisting of a 7-keys and 4-keys bracket. For that, we adjusted the ruleset to fit them to the special needs for hosting an osu!mania World Cup, so please [read them](/wiki/Tournaments/MWC/2014#ruleset) before registering for this tournament.

-For more details, refer to the [osu!mania World Cup 2014 wiki article](https://osu.ppy.sh/help/wiki/Tournaments/MWC/2014).
+For more details, refer to the [osu!mania World Cup 2014 wiki article](/wiki/Tournaments/MWC/2014).
## Tournament Schedule
@@ -49,7 +49,7 @@ When your registration was successful, your team's captain will be notified. _An
## Links
- [Registration Form](https://docs.google.com/forms/d/1mNcRLbrD7dN9ZbToFiBdFqPcdW4_T8aotASGPOXJjZY/edit)
-- [Wiki article](https://osu.ppy.sh/help/wiki/Tournaments/MWC/2014)
+- [Wiki article](/wiki/Tournaments/MWC/2014)
- [Discussion thread](https://osu.ppy.sh/community/forums/topics/222100)
—Loctav
diff --git a/news/2014-09-24-monthly-beatmapping-contest-7.md b/news/2014-09-24-monthly-beatmapping-contest-7.md
index 1b8e1a7bb5bb..0e1a58f0325c 100644
--- a/news/2014-09-24-monthly-beatmapping-contest-7.md
+++ b/news/2014-09-24-monthly-beatmapping-contest-7.md
@@ -13,13 +13,13 @@ The song for this contest is **Soleily - Renatus**. You may listen to a short pr
-# What are the prizes?
+## What are the prizes?
- 6 months of supporter for you or a friend!
- 'Elite Mapper' forum title
- **Winning mapset will be bundled with the osu! game client download!**
-# What are the rules?
+## What are the rules?
- You must map 3 difficulties in an appropriate spread - either ENH (easy, normal and hard) or NHI (normal, hard, insane). This counts for all 4 brackets.
- In the osu!mania bracket, you may only submit difficulties with the same key amount.
@@ -27,7 +27,7 @@ The song for this contest is **Soleily - Renatus**. You may listen to a short pr
- Difficulty names must only be the name of the respective difficulty, and nothing else. No ztrot's Hard or anything comparable.
- Maps submitted to the contest must not be submitted to the BSS until the contest has concluded.
-# Where can I enter?
+## Where can I enter?
Submit your creations under the following links:
diff --git a/news/2014-10-02-osu-world-cup-2014-registration-phase.md b/news/2014-10-02-osu-world-cup-2014-registration-phase.md
index 1a634d3d23b2..242f3fb9f1bf 100644
--- a/news/2014-10-02-osu-world-cup-2014-registration-phase.md
+++ b/news/2014-10-02-osu-world-cup-2014-registration-phase.md
@@ -5,11 +5,11 @@ date: 2014-10-02 00:00:00 +0000
tumblr_url: http://osunews.tumblr.com/post/98965605173/osu-world-cup-2014-registration-phase
---
-We'd like to welcome all of you to this year's official osu! World Cup. The rules have been adjusted from the previous OWC, so please [read them carefully](https://osu.ppy.sh/help/wiki/Tournaments/OWC/2014#ruleset) before registering for this tournament.
+We'd like to welcome all of you to this year's official osu! World Cup. The rules have been adjusted from the previous OWC, so please [read them carefully](/wiki/Tournaments/OWC/2014#ruleset) before registering for this tournament.

-For more details, refer to the [osu! World Cup 2014 wiki article](https://osu.ppy.sh/help/wiki/Tournaments/OWC/2014).
+For more details, refer to the [osu! World Cup 2014 wiki article](/wiki/Tournaments/OWC/2014).
## Tournament Schedule
@@ -55,7 +55,7 @@ If your registration is successful, your team's captain will be notified. _Any r
## Links
- [Registration Form](https://docs.google.com/forms/d/1_muZpv0qYzT0vmBJqhK_os0DWHO8k5TA7-wioKN5mng/edit)
-- [Wiki article](https://osu.ppy.sh/help/wiki/Tournaments/OWC/2014)
+- [Wiki article](/wiki/Tournaments/OWC/2014)
- [Discussion thread](https://osu.ppy.sh/community/forums/posts/3410198)
—Loctav
diff --git a/news/2014-10-10-third-official-osu-fanart-contest-results.md b/news/2014-10-10-third-official-osu-fanart-contest-results.md
index 0ffa148440b3..9992de0afd5d 100644
--- a/news/2014-10-10-third-official-osu-fanart-contest-results.md
+++ b/news/2014-10-10-third-official-osu-fanart-contest-results.md
@@ -47,7 +47,7 @@ by yeongji
Full: [Download Here](/wiki/shared/news/2014-10-10-third-official-osu-fanart-contest-results/full-3.jpg)
-by [ Vocal ]
+by \[ Vocal \]
**Fifth Place:**
diff --git a/news/2015-01-04-osu-world-cup-2014-results.md b/news/2015-01-04-osu-world-cup-2014-results.md
index 9391ea564f68..3a4253cf79db 100644
--- a/news/2015-01-04-osu-world-cup-2014-results.md
+++ b/news/2015-01-04-osu-world-cup-2014-results.md
@@ -19,7 +19,7 @@ During the grand final, Japan and Poland showed off their amazing playing skills
- Team Poland is awarded with a 3 month supporter tag and a profile badge for each player.
- Team Germany receives a 1 month supporter tag and a profile badge for each player.
-Congratulations again to the winners, and thanks to all participants for making this tournament so great. During the finals, we peaked at around 10,000 viewers watching the live stream! If you want to learn more about the osu! World Cup 2014, take a look at the [wiki article](https://osu.ppy.sh/help/wiki/Tournaments/OWC/2014).
+Congratulations again to the winners, and thanks to all participants for making this tournament so great. During the finals, we peaked at around 10,000 viewers watching the live stream! If you want to learn more about the osu! World Cup 2014, take a look at the [wiki article](/wiki/Tournaments/OWC/2014).
We also would like to present you the skin showcase made by [IamKwaN](https://osu.ppy.sh/users/1856463). This video compiles all skins used by the osu! Champions and shows them off on some of the official OWC mapsets.
diff --git a/news/2015-01-13-osu-taiko-world-cup-2015-registration-phase.md b/news/2015-01-13-osu-taiko-world-cup-2015-registration-phase.md
index 3f362fd7e452..837d4949c0c7 100644
--- a/news/2015-01-13-osu-taiko-world-cup-2015-registration-phase.md
+++ b/news/2015-01-13-osu-taiko-world-cup-2015-registration-phase.md
@@ -5,11 +5,11 @@ date: 2015-01-13 00:00:00 +0000
tumblr_url: http://osunews.tumblr.com/post/107977834958/osu-taiko-world-cup-2015-registration-phase
---
-We'd like to welcome all of you to this year's official osu! Taiko World Cup. The rules have been adjusted from the previous TWC, so please [read them carefully](https://osu.ppy.sh/help/wiki/Tournaments/TWC/2015#ruleset) before registering for this tournament.
+We'd like to welcome all of you to this year's official osu! Taiko World Cup. The rules have been adjusted from the previous TWC, so please [read them carefully](/wiki/Tournaments/TWC/2015#ruleset) before registering for this tournament.

-For more details, refer to the [osu! Taiko World Cup 2015 wiki article](https://osu.ppy.sh/help/wiki/Tournaments/TWC/2015).
+For more details, refer to the [osu! Taiko World Cup 2015 wiki article](/wiki/Tournaments/TWC/2015).
## Tournament Schedule
@@ -24,9 +24,9 @@ For more details, refer to the [osu! Taiko World Cup 2015 wiki article](https://
## What has been changed?
-- Sign-ups are individual now. Teams will be compiled by captains **after registration phase**. For more information, please read the [Tournament Registration Regulations](https://osu.ppy.sh/help/wiki/Tournaments/TWC/2015#tournament-registration).
+- Sign-ups are individual now. Teams will be compiled by captains **after registration phase**. For more information, please read the [Tournament Registration Regulations](/wiki/Tournaments/TWC/2015#tournament-registration).
- Sign-ups run via forum PM only, now.
-- We have changed over to a double elimination bracket after group stage. Therefore, the tournament runs for a full week longer. Check [the Stage Instructions](https://osu.ppy.sh/help/wiki/Tournaments/TWC/2015#stage-instructions) for more details.
+- We have changed over to a double elimination bracket after group stage. Therefore, the tournament runs for a full week longer. Check [the Stage Instructions](/wiki/Tournaments/TWC/2015#stage-instructions) for more details.
- We have adjusted the mappool size to be smaller and more consistent across all stages.
- We have implemented a new 'veto' rule, replacing the previous beatmap picking restrictions.
- The limitations of mod-specific brackets have been removed. You can pick freely from any bracket now.
@@ -51,7 +51,7 @@ _Remember that any registrations past the deadline will not be considered under
## Links
-- [Wiki article](https://osu.ppy.sh/help/wiki/Tournaments/TWC/2015)
+- [Wiki article](/wiki/Tournaments/TWC/2015)
- [Discussion thread](https://osu.ppy.sh/community/forums/topics/279723)
—Loctav
diff --git a/news/2015-03-13-osuweekly-1.md b/news/2015-03-13-osuweekly-1.md
index e7addd10f84e..fe848a41a31f 100644
--- a/news/2015-03-13-osuweekly-1.md
+++ b/news/2015-03-13-osuweekly-1.md
@@ -9,7 +9,7 @@ Hello there! I'm Tasha, and I'm here to bring you the first week of osu!weekly!
We will be covering both big and small tournaments, new programs and tools being made for use with osu!, changes being made to cutting edge, as well as news about plans for the future of osu!
-[Taiko World Cup's group stage completed this weekend](https://osu.ppy.sh/help/wiki/Tournaments/TWC/2015), pitting 24 different teams against each other for a battle to make it to the round of 16\. The results of group stage can be found [here](https://osu.ppy.sh/help/wiki/Tournaments/TWC/2015#match-results). Be sure to [tune in](https://www.twitch.tv/osulive/) to the RO16 matches being streamed on the official osu! stream this upcoming weekend!
+[Taiko World Cup's group stage completed this weekend](/wiki/Tournaments/TWC/2015), pitting 24 different teams against each other for a battle to make it to the round of 16\. The results of group stage can be found [here](/wiki/Tournaments/TWC/2015#match-results). Be sure to [tune in](https://www.twitch.tv/osulive/) to the RO16 matches being streamed on the official osu! stream this upcoming weekend!
[Monthly Beatmapping Contest #7 results are now available](https://osu.ppy.sh/home/news/2015-03-04-monthly-beatmapping-contest-7-results), this being the first contest featuring all game modes. The winning mappers have had their maps bundled into the game for all players to enjoy.
diff --git a/news/2015-03-21-osuweekly-2.md b/news/2015-03-21-osuweekly-2.md
index c458a73b41e6..5ccd9c0a1bc8 100644
--- a/news/2015-03-21-osuweekly-2.md
+++ b/news/2015-03-21-osuweekly-2.md
@@ -13,7 +13,7 @@ To start off this week, we have some very good news! osu! over this past week ha
**[Applications for Beatmap Nominator Group are opening this upcoming Monday](https://docs.google.com/forms/d/1N6RJVVglTU2k8DMiEtmQwlAfsaU7pJAdyW_u3U5bSXM/closedform)**. If you have been a contributing, helpful modder and want to be part of this team, be sure to check this out and apply! You can also recommend a modder with this form, so if you know someone who you feel should be part of this team, you can fill this form out for them as well. Applications close March 29'th, so be sure to get in your applications before then!
-**[The Taiko World Cup round of 16 finished up this weekend](https://osu.ppy.sh/help/wiki/Tournaments/TWC/2015)**. While none of the teams have been eliminated yet, half the teams have been moved to the losers bracket. To find out what teams stayed in the winners bracket or got moved to the losers bracket, look **[here](https://w.ppy.sh/2/27/TWC-Bracket.jpg)**. There is also weekly recaps of previous rounds uploaded to the **[osu!live youtube channel](https://www.youtube.com/channel/UC04QGgpwL5b53HbMCi4TB7A)** that gives a summary of previous rounds. Be sure to **[tune in](https://www.twitch.tv/osulive/)** to the quarterfinal matches being streamed on the official osu! stream this upcoming weekend! You definitely won't want to miss it!
+**[The Taiko World Cup round of 16 finished up this weekend](/wiki/Tournaments/TWC/2015)**. While none of the teams have been eliminated yet, half the teams have been moved to the losers bracket. To find out what teams stayed in the winners bracket or got moved to the losers bracket, look **[here](https://w.ppy.sh/2/27/TWC-Bracket.jpg)**. There is also weekly recaps of previous rounds uploaded to the **[osu!live youtube channel](https://www.youtube.com/channel/UC04QGgpwL5b53HbMCi4TB7A)** that gives a summary of previous rounds. Be sure to **[tune in](https://www.twitch.tv/osulive/)** to the quarterfinal matches being streamed on the official osu! stream this upcoming weekend! You definitely won't want to miss it!
**[Taiko World Cup: Last Man Standing 2 registrations are underway](https://osu.ppy.sh/community/forums/topics/311318/start=0)**. This tournament is an alternate taiko tournament run by **[Backfire](https://osu.ppy.sh/users/263110)** where the rules are similar to that of the official Taiko World Cup, but with a twist in how teams are knocked out. The player who scores the lowest during a match is eliminated until all three players on a team are beaten, winning the other team the match. Be sure to sign up if you are interested in this cup before it's too late!
diff --git a/news/2015-03-28-osuweekly-3.md b/news/2015-03-28-osuweekly-3.md
index 32d6e33c68e0..e2b17e601471 100644
--- a/news/2015-03-28-osuweekly-3.md
+++ b/news/2015-03-28-osuweekly-3.md
@@ -13,7 +13,7 @@ _[Beatmap Nomination Group applications are open just a little while longer](htt
_[The osu!sticker contest](https://osu.ppy.sh/home/news/2015-03-20-osu-beatmap-blueprints-available-contest)_, an official contest that will be using osu! merchandise stickers, has begun. Players are to use the stickers to make real life beatmaps, the best designed pictures being the ones that will win the prize. The deadline for submissions for this contest is May 31'st at 00:00UTC, so you guys have plenty of time to work on this and submit your best works!
-_[The results of the Taiko World Cup 2015 quarterfinals are in!](https://osu.ppy.sh/help/wiki/Tournaments/TWC/2015)_ Argentina, Finland, Poland and Canada managed to avoid elimination in the losers bracket, which unfortunately means Spain, Ukraine, Philippines and Indonesia have been eliminated. For full bracket information, take a look at the bracket _[here](https://w.ppy.sh/2/27/TWC-Bracket.jpg)_. For the match schedule over the weekend, you can take a look _[here](https://osu.ppy.sh/help/wiki/Tournaments/TWC/2015#match-schedule)_. Be sure to _[tune in this weekend](https://www.twitch.tv/osulive)_ for the semifinal matches! If you're interested in a recap of the quarterfinals, you can listen to one _[here](https://www.youtube.com/watch?v=W76U6woLvHA)_!
+_[The results of the Taiko World Cup 2015 quarterfinals are in!](/wiki/Tournaments/TWC/2015)_ Argentina, Finland, Poland and Canada managed to avoid elimination in the losers bracket, which unfortunately means Spain, Ukraine, Philippines and Indonesia have been eliminated. For full bracket information, take a look at the bracket _[here](https://w.ppy.sh/2/27/TWC-Bracket.jpg)_. For the match schedule over the weekend, you can take a look _[here](/wiki/Tournaments/TWC/2015#match-schedule)_. Be sure to _[tune in this weekend](https://www.twitch.tv/osulive)_ for the semifinal matches! If you're interested in a recap of the quarterfinals, you can listen to one _[here](https://www.youtube.com/watch?v=W76U6woLvHA)_!
_[The OCWT7](https://osu.ppy.sh/community/forums/topics/284495&start=0)_, a tournament run by _[Prophet](https://osu.ppy.sh/users/651307)_, is the first time the tournament has been opened internationally for all registrants. The semifinals are coming up for it this weekend, so be sure to tune in. There are three different streams, which can be seen _[here](https://www.twitch.tv/evrien)_ (English stream), _[here](https://www.douyu.com/9603)_, and _[here](http://live.bilibili.com/5333)_ (Chinese streams). Be sure to check out the _[match schedule](https://docs.google.com/spreadsheets/d/1PonvfLfOD0p2nwPEiUnuKnRWV8ZDSrX7ChLUbV3EKsc/edit#gid=906299479)_ so you know when to tune in!
diff --git a/news/2015-04-02-osu-catch-the-beat-world-cup-2015-registrations.md b/news/2015-04-02-osu-catch-the-beat-world-cup-2015-registrations.md
index 8abf696b6978..6f8d63bcf174 100644
--- a/news/2015-04-02-osu-catch-the-beat-world-cup-2015-registrations.md
+++ b/news/2015-04-02-osu-catch-the-beat-world-cup-2015-registrations.md
@@ -5,11 +5,11 @@ date: 2015-04-02 00:00:00 +0000
tumblr_url: http://osunews.tumblr.com/post/115293809468/osu-catch-the-beat-world-cup-2015-registrations
---
-We'd like to welcome all of you to this year's official osu! Catch the Beat World Cup. The rules have been adjusted from the previous CWC, so please [read them carefully](https://osu.ppy.sh/help/wiki/Tournaments/CWC/2015#ruleset) before registering for this tournament.
+We'd like to welcome all of you to this year's official osu! Catch the Beat World Cup. The rules have been adjusted from the previous CWC, so please [read them carefully](/wiki/Tournaments/CWC/2015#ruleset) before registering for this tournament.
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-For more details, refer to the [osu! Catch the Beat World Cup 2015 wiki article](https://osu.ppy.sh/help/wiki/Tournaments/CWC/2015).
+For more details, refer to the [osu! Catch the Beat World Cup 2015 wiki article](/wiki/Tournaments/CWC/2015).
## Tournament Schedule
@@ -24,9 +24,9 @@ For more details, refer to the [osu! Catch the Beat World Cup 2015 wiki article]
## What has been changed?
-- Sign-ups are individual now. Teams will be compiled by captains **after registration phase**. For more information, please read the [Tournament Registration Regulations](https://osu.ppy.sh/help/wiki/Tournaments/CWC/2015#tournament-registration).
+- Sign-ups are individual now. Teams will be compiled by captains **after registration phase**. For more information, please read the [Tournament Registration Regulations](/wiki/Tournaments/CWC/2015#tournament-registration).
- Sign-ups run via forum PM only, now.
-- We have changed over to a double elimination bracket after group stage. Therefore, the tournament runs for a full week longer. Check [the Stage Instructions](https://osu.ppy.sh/help/wiki/Tournaments/CWC/2015#stage-instructions) for more details.
+- We have changed over to a double elimination bracket after group stage. Therefore, the tournament runs for a full week longer. Check [the Stage Instructions](/wiki/Tournaments/CWC/2015#stage-instructions) for more details.
- We have adjusted the mappool size to be smaller and more consistent across all stages.
- We have removed the FreeMod bracket, specifically for Catch the Beat. Instead, you can now pick Hidden on HardRock and DoubleTime beatmaps.
- We have implemented a new 'veto' rule, replacing the previous beatmap picking restrictions.
@@ -52,7 +52,7 @@ _Remember that any registrations past the deadline will not be considered under
## Links
-- [Wiki article](https://osu.ppy.sh/help/wiki/Tournaments/CWC/2015)
+- [Wiki article](/wiki/Tournaments/CWC/2015)
- [Discussion thread](https://osu.ppy.sh/community/forums/topics/316279)
—Loctav
diff --git a/news/2015-04-04-osuweekly-4.md b/news/2015-04-04-osuweekly-4.md
index 74aca6a239ce..153fe5d2bc6d 100644
--- a/news/2015-04-04-osuweekly-4.md
+++ b/news/2015-04-04-osuweekly-4.md
@@ -9,9 +9,9 @@ Hello everyone, Tasha here again for our fourth installment of the osu!weekly! W
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-Get your catchers ready boys and girls, as the _[osu! Catch the Beat World Cup registrations are now officially open!](https://osu.ppy.sh/home/news/2015-04-02-osu-catch-the-beat-world-cup-2015-registrations)_ Registrations will be open until the 19th of April, so be sure to get your registration in before then if you want to play for your country! Just be sure to _[read the rules](https://osu.ppy.sh/help/wiki/Tournaments/CWC/2015#ruleset)_, as they have been changed since the previous Catch the Beat World Cup.
+Get your catchers ready boys and girls, as the _[osu! Catch the Beat World Cup registrations are now officially open!](https://osu.ppy.sh/home/news/2015-04-02-osu-catch-the-beat-world-cup-2015-registrations)_ Registrations will be open until the 19th of April, so be sure to get your registration in before then if you want to play for your country! Just be sure to _[read the rules](/wiki/Tournaments/CWC/2015#ruleset)_, as they have been changed since the previous Catch the Beat World Cup.
-_[Taiko World Cup has moved into the finals of the winners bracket](https://osu.ppy.sh/community/forums/topics/279723)_. Quite a few teams were eliminated this week. The teams eliminated in the losers bracket round of 8 are Germany, Poland, Argentina and Finland. In the loser bracket quarterfinals we saw China and Canada be eliminated. If you missed the matches, you can always check out the _[semi-final recap](https://www.youtube.com/watch?v=ALMrQ0GUmhY)_ done by ztrot, deadbeat, FLANKs and Two Fruit Cakes for a quick overview. For more bracket information about the teams moving on, you can take a look at the _[bracket](https://w.ppy.sh/2/27/TWC-Bracket.jpg)_ hosted on the wiki. You can also find the _[match schedule](https://osu.ppy.sh/help/wiki/Tournaments/TWC/2015#match-schedule)_ for this weekend on the wiki so you know when your favourite team is playing. As always, be sure to _[tune in](https://www.twitch.tv/osulive)_ this weekend to catch both the winners and losers bracket final to see which two teams move on to the grand finals next week!
+_[Taiko World Cup has moved into the finals of the winners bracket](https://osu.ppy.sh/community/forums/topics/279723)_. Quite a few teams were eliminated this week. The teams eliminated in the losers bracket round of 8 are Germany, Poland, Argentina and Finland. In the loser bracket quarterfinals we saw China and Canada be eliminated. If you missed the matches, you can always check out the _[semi-final recap](https://www.youtube.com/watch?v=ALMrQ0GUmhY)_ done by ztrot, deadbeat, FLANKs and Two Fruit Cakes for a quick overview. For more bracket information about the teams moving on, you can take a look at the _[bracket](https://w.ppy.sh/2/27/TWC-Bracket.jpg)_ hosted on the wiki. You can also find the _[match schedule](/wiki/Tournaments/TWC/2015#match-schedule)_ for this weekend on the wiki so you know when your favourite team is playing. As always, be sure to _[tune in](https://www.twitch.tv/osulive)_ this weekend to catch both the winners and losers bracket final to see which two teams move on to the grand finals next week!
_[If you're looking for technical support, you'll now be looking towards the newly renamed Help forum](https://osu.ppy.sh/community/forums/5)_. You now have the options to post a new question by clicking on the "Ask the Community" button, or get live help with the "Chat with Support" option. Be sure to check it out if you have any bugs or errors you're having trouble with.
diff --git a/news/2015-04-11-osuweekly-5.md b/news/2015-04-11-osuweekly-5.md
index f01ed1630663..08891d1aef82 100644
--- a/news/2015-04-11-osuweekly-5.md
+++ b/news/2015-04-11-osuweekly-5.md
@@ -9,7 +9,7 @@ Hello, and welcome back to another week of osu!weekly! This week has been fairly
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-_[The Taiko World Cup grand finals are going to be underway this upcoming Sunday](https://osu.ppy.sh/help/wiki/Tournaments/TWC/2015)_. Last week Taiwan won against the United States and Hong Kong in the losers bracket to make it to the losers bracket final against France, who had been beaten by Japan in the winners bracket final. Hong Kong did well on the other side of the losers bracket, beating South Korea but losing to Taiwan in the loser bracket semifinal. For those who would like a video recap of the finals, you can take a look at one _[here](https://www.youtube.com/watch?v=iTOig6vSS28)_. With that, we have our 3rd and 4th place teams with France and Hong Kong, so congratulations to both of those teams! We also have our two teams for the grand finals, Japan and Taiwan. Be sure not to miss this battle between these two very impressive teams by _[tuning in](https://www.twitch.tv/osulive)_ tomorrow!
+_[The Taiko World Cup grand finals are going to be underway this upcoming Sunday](/wiki/Tournaments/TWC/2015)_. Last week Taiwan won against the United States and Hong Kong in the losers bracket to make it to the losers bracket final against France, who had been beaten by Japan in the winners bracket final. Hong Kong did well on the other side of the losers bracket, beating South Korea but losing to Taiwan in the loser bracket semifinal. For those who would like a video recap of the finals, you can take a look at one _[here](https://www.youtube.com/watch?v=iTOig6vSS28)_. With that, we have our 3rd and 4th place teams with France and Hong Kong, so congratulations to both of those teams! We also have our two teams for the grand finals, Japan and Taiwan. Be sure not to miss this battle between these two very impressive teams by _[tuning in](https://www.twitch.tv/osulive)_ tomorrow!
_[The online portion of the QCUP tournament, a tournament sponsored by QPAD will be underway this weekend](https://osu.ppy.sh/community/forums/topics/309557&start=0)_, pitting players against each other for a prize pool totaling $700\. If you're interested in what matches are coming up, you can take a look at the _[group stage schedule](https://docs.google.com/spreadsheets/d/1siQmno-G3cRQr4eC2g3QDdoSl4cEoupjBllLo_kW5Jk/edit#gid=0)_. You can also check out the _[tournament bracket](https://binarybeast.com/x1503116)_ to see the results of any matches you might have missed. There are a lot of very talented players participating, so be sure to check out the group stage which should be streamed over the weekend on the _[qpad stream](https://www.twitch.tv/qpad)_.
diff --git a/news/2015-04-12-osu-taiko-world-cup-2015-results.md b/news/2015-04-12-osu-taiko-world-cup-2015-results.md
index ada5d21793bc..839b33753a1f 100644
--- a/news/2015-04-12-osu-taiko-world-cup-2015-results.md
+++ b/news/2015-04-12-osu-taiko-world-cup-2015-results.md
@@ -23,7 +23,7 @@ You can watch the full record of the finals right here:
Congratulations again to the winners, and thanks to all participants for making this tournament so great. During the finals, over 1,000 viewers were recorded watching the live-stream, the highest view count that we have ever had broadcasting an osu! Taiko World Cup before!. We hope to see more players in the roster for next year's tournament, and are looking forward to broadcasting more awesome matches in the future!
-If you want to learn more about the osu! Taiko World Cup 2015, take a look at the [wiki article](https://osu.ppy.sh/help/wiki/Tournaments/TWC/2015).
+If you want to learn more about the osu! Taiko World Cup 2015, take a look at the [wiki article](/wiki/Tournaments/TWC/2015).
We would also like to mention the upcoming tournaments, mostly the upcoming osu! Catch the Beat World Cup 2015! Registrations are currently open and we are still expecting more people to sign up! Prepare your skills, corral your friends and [sign up for your country today!](https://osu.ppy.sh/home/news/2015-04-02-osu-catch-the-beat-world-cup-2015-registrations).
diff --git a/news/2015-04-18-osuweekly-6.md b/news/2015-04-18-osuweekly-6.md
index 179d3dd8d40f..8c9381437ea2 100644
--- a/news/2015-04-18-osuweekly-6.md
+++ b/news/2015-04-18-osuweekly-6.md
@@ -9,9 +9,9 @@ Hello everyone! Hope you've all been having a good week so far! It's been a busy
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-_[The Taiko World Cup 2015 has concluded with Japan taking first place against Taiwan in the Grand Finals!](https://osu.ppy.sh/help/wiki/Tournaments/TWC/2015)_ You should definitely _[check out the video recording of the match](https://www.youtube.com/watch?v=8uGcwFYfCJw)_, as the two teams played quite well. If you missed any of the previous week's matches and are interested, you can see the _[match history of every match that happened in the TWC](https://osu.ppy.sh/help/wiki/Tournaments/TWC/2015#match-results)_ on the wiki page. Feel free to discuss the results and congratulate your teams for making it as far as they did in the _[discussion on the forums!](https://osu.ppy.sh/community/forums/topics/279723)_
+_[The Taiko World Cup 2015 has concluded with Japan taking first place against Taiwan in the Grand Finals!](/wiki/Tournaments/TWC/2015)_ You should definitely _[check out the video recording of the match](https://www.youtube.com/watch?v=8uGcwFYfCJw)_, as the two teams played quite well. If you missed any of the previous week's matches and are interested, you can see the _[match history of every match that happened in the TWC](/wiki/Tournaments/TWC/2015#match-results)_ on the wiki page. Feel free to discuss the results and congratulate your teams for making it as far as they did in the _[discussion on the forums!](https://osu.ppy.sh/community/forums/topics/279723)_
-_[Registrations for the Catch the Beat World Cup 2015 are ending on the 19'th of April.](https://osu.ppy.sh/home/news/2015-04-02-osu-catch-the-beat-world-cup-2015-registrations)_ If you want to represent your country in the largest official CTB tournament, be sure to register before it's too late! _[Just make sure to read the rules](https://osu.ppy.sh/help/wiki/Tournaments/CWC/2015#ruleset)_ so you know what to expect going into it!
+_[Registrations for the Catch the Beat World Cup 2015 are ending on the 19'th of April.](https://osu.ppy.sh/home/news/2015-04-02-osu-catch-the-beat-world-cup-2015-registrations)_ If you want to represent your country in the largest official CTB tournament, be sure to register before it's too late! _[Just make sure to read the rules](/wiki/Tournaments/CWC/2015#ruleset)_ so you know what to expect going into it!
_[The 9th Monthly Beatmapping Contest is now underway, this MBC being a taiko only mapping contest.](https://osu.ppy.sh/home/news/2015-04-13-monthly-beatmapping-contest-9-taiko-only)_ Mappers are challenged to make four taiko difficulties to the song Storm World, done by popular artist Furries in a Blender, also known as Renard. The deadline for this contest is the 28th of April, so If you're planning to participate you best get started on making your mapset soon!
diff --git a/news/2015-04-25-osuweekly-7.md b/news/2015-04-25-osuweekly-7.md
index 6a79a344b4a4..c2e7cf0cc1f6 100644
--- a/news/2015-04-25-osuweekly-7.md
+++ b/news/2015-04-25-osuweekly-7.md
@@ -11,7 +11,7 @@ Hello everyone, Tasha here! Hope everyone's been having a good week. With the sm
**[Applications for Beatmap Nominator Group are now open!](https://docs.google.com/forms/d/1N6RJVVglTU2k8DMiEtmQwlAfsaU7pJAdyW_u3U5bSXM/closedform)** If you have been a contributing, helpful modder and want to be part of this team, be sure to check this out and apply! You can also recommend a modder with this form, so if you know someone who you feel should be part of this team, you can fill this form out for them as well. Applications close May 2'nd, so be sure to get your applications in before then!
-**[The registrations for the Catch the Beat World Cup are officially over](https://osu.ppy.sh/community/forums/topics/316279)**, and what a roster of teams we have! The CWC attracted 32 different countries this year, having a tie with OWC for the amount of teams participating. If you're interested in the different players playing for each country, you can **[take a look at the team rosters on the CWC wiki page](https://osu.ppy.sh/help/wiki/Tournaments/CWC/2015#Participants)**. Good luck to all teams who entered!
+**[The registrations for the Catch the Beat World Cup are officially over](https://osu.ppy.sh/community/forums/topics/316279)**, and what a roster of teams we have! The CWC attracted 32 different countries this year, having a tie with OWC for the amount of teams participating. If you're interested in the different players playing for each country, you can **[take a look at the team rosters on the CWC wiki page](/wiki/Tournaments/CWC/2015#Participants)**. Good luck to all teams who entered!
Did you make a map for the **[9th Monthly Beatmapping Contest?](https://osu.ppy.sh/home/news/2015-04-13-monthly-beatmapping-contest-9-taiko-only)** Don't forget to **[submit your difficulties](https://osu.ppy.sh/p/contest/?c=18)** for Storm World before the 28'th of April or your mapset will not be included for judging! Here's hoping we have some good submissions for the contest!
diff --git a/news/2015-05-01-osuweekly-8.md b/news/2015-05-01-osuweekly-8.md
index b183f47de43f..19db1407818f 100644
--- a/news/2015-05-01-osuweekly-8.md
+++ b/news/2015-05-01-osuweekly-8.md
@@ -11,7 +11,7 @@ Hello everyone! This week has been filled with tons of exciting things going on
**[Applications for the Beatmap Nominator Group are ending on Saturday!](https://docs.google.com/forms/d/1N6RJVVglTU2k8DMiEtmQwlAfsaU7pJAdyW_u3U5bSXM/closedform)** If you have been a contributing, helpful modder and want to be part of this team, be sure to check this out and apply before its too late! You can also recommend a modder with this form, so if you know someone who you feel should be part of this team, you can fill this form out for them as well.
-**[The group stage drawings for the Catch the Beat World Cup are taking place this weekend on Saturday.](https://osu.ppy.sh/help/wiki/Tournaments/CWC/2015)** Teams will be sorted by skill level into different groups for the upcoming group stage matches that will follow next week. There is also a map pool showcase that follows the drawings, so be sure to **[tune in](https://www.twitch.tv/osulive)** to see the different maps that are going to be used in group stage! If you want to discuss the CTB World Cup or support any of your favourite teams, be sure to **[check out the discussion topic on the forums.](https://osu.ppy.sh/community/forums/topics/316279&start=0)**
+**[The group stage drawings for the Catch the Beat World Cup are taking place this weekend on Saturday.](/wiki/Tournaments/CWC/2015)** Teams will be sorted by skill level into different groups for the upcoming group stage matches that will follow next week. There is also a map pool showcase that follows the drawings, so be sure to **[tune in](https://www.twitch.tv/osulive)** to see the different maps that are going to be used in group stage! If you want to discuss the CTB World Cup or support any of your favourite teams, be sure to **[check out the discussion topic on the forums.](https://osu.ppy.sh/community/forums/topics/316279&start=0)**
**Press Start** is hosting a large LAN over the 9th and 10th of May that consists of several game tournaments, including an osu! tournament with a $250 prize pool! If you're interested in attending the LAN, you can **purchase your seat for it on their website.** If you're planning to go exclusively for the osu! tournament, you can sign up for the osu! tournament on their **competitive tournaments registration page.**
diff --git a/news/2015-05-08-osuweekly-9.md b/news/2015-05-08-osuweekly-9.md
index edf2e59352df..a7bd731d5bba 100644
--- a/news/2015-05-08-osuweekly-9.md
+++ b/news/2015-05-08-osuweekly-9.md
@@ -9,7 +9,7 @@ Hello everyone, Tasha here and we've got an exciting weekend of tournaments and
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-**[The Catch the Beat World Cup group stage is starting this weekend!](https://osu.ppy.sh/help/wiki/Tournaments/CWC/2015)** The first match will be on Saturday at 10am UTC, with the last match on Sunday at 6pm UTC. There will be a total of 48 matches over the weekend, though not all will be streamed. If you'd like to see the schedule for the matches, you can see them on the wiki page, located **[here](https://osu.ppy.sh/help/wiki/Tournaments/CWC/2015#match-schedule)**. As a special bonus, the newly started **[osu!news youtube channel](https://www.youtube.com/channel/UCZKQIqv9O2tddMNUMAxWaqQ)** has created several videos showcasing the captains of each team, giving those who are unfamiliar with the mode a chance to get to see the players and get a basic summary of what they're good at. We hope you can **[tune in](https://www.twitch.tv/osulive)** and enjoy cheering for some of the best CTB players that are partaking in some awesome fruit catching action!
+**[The Catch the Beat World Cup group stage is starting this weekend!](/wiki/Tournaments/CWC/2015)** The first match will be on Saturday at 10am UTC, with the last match on Sunday at 6pm UTC. There will be a total of 48 matches over the weekend, though not all will be streamed. If you'd like to see the schedule for the matches, you can see them on the wiki page, located **[here](/wiki/Tournaments/CWC/2015#match-schedule)**. As a special bonus, the newly started **[osu!news youtube channel](https://www.youtube.com/channel/UCZKQIqv9O2tddMNUMAxWaqQ)** has created several videos showcasing the captains of each team, giving those who are unfamiliar with the mode a chance to get to see the players and get a basic summary of what they're good at. We hope you can **[tune in](https://www.twitch.tv/osulive)** and enjoy cheering for some of the best CTB players that are partaking in some awesome fruit catching action!
As mentioned above, there is a new source of news that you'll be able to get the latest ongoings of osu from, now in video! **[The osu!news youtube channel is now live](https://www.youtube.com/channel/UCZKQIqv9O2tddMNUMAxWaqQ)**, and we'll be doing plenty of cool things that are a little harder to do in the weekly, such as skin showcases, post-tournament analysis, and much more (maybe even player of the week for each mode, who knows?)! For this week, we have a **[skin showcase](https://www.youtube.com/watch?v=KQbudVxEjr8)** presented by **[deadbeat](https://osu.ppy.sh/users/deadbeat)** of the **[Hanami skin](https://osu.ppy.sh/community/forums/topics/256243)**, be sure to check it out!
diff --git a/news/2015-05-16-osuweekly-10.md b/news/2015-05-16-osuweekly-10.md
index 803366e612c1..be2a4d470125 100644
--- a/news/2015-05-16-osuweekly-10.md
+++ b/news/2015-05-16-osuweekly-10.md
@@ -9,7 +9,7 @@ Hey guys and girls, Tasha here with another week of osu!weekly! Things are a lit
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-**[The Catch the Beat World Cup is going into the Round of 16 this weekend!](https://osu.ppy.sh/help/wiki/Tournaments/CWC/2015)** The first match of the weekend will be on Saturday at 10am UTC, running straight through until 5pm UTC. If you'd like to see the schedule for the matches, you can see them in the **[match schedule](https://osu.ppy.sh/help/wiki/Tournaments/CWC/2015#Match_Schedule)** section of the wiki page. Be sure to **[tune in](https://www.twitch.tv/osulive)** to watch your teams compete to stay in the winners bracket!
+**[The Catch the Beat World Cup is going into the Round of 16 this weekend!](/wiki/Tournaments/CWC/2015)** The first match of the weekend will be on Saturday at 10am UTC, running straight through until 5pm UTC. If you'd like to see the schedule for the matches, you can see them in the **[match schedule](/wiki/Tournaments/CWC/2015#Match_Schedule)** section of the wiki page. Be sure to **[tune in](https://www.twitch.tv/osulive)** to watch your teams compete to stay in the winners bracket!
**[Signups for the NAT osu!standard tournament have closed, and the brackets have been made public](https://osu.ppy.sh/community/forums/posts/4158484)** by the tournament's organizer, **[MMzz](https://osu.ppy.sh/users/MMzz)**. The NAT will be starting on June 6'th, so be prepared to cheer for your favourite North American players!
diff --git a/news/2015-05-23-osuweekly-11.md b/news/2015-05-23-osuweekly-11.md
index b3ffef20c287..9c5c6357848c 100644
--- a/news/2015-05-23-osuweekly-11.md
+++ b/news/2015-05-23-osuweekly-11.md
@@ -9,7 +9,7 @@ Hello there and welcome to another week of the osu!weekly. Tasha here hoping you
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-**[The Catch the Beat World Cup quarterfinals start this weekend!](https://osu.ppy.sh/help/wiki/Tournaments/CWC/2015)** If you were watching last week and one of your favourite countries to cheer for lost their match, fear not as the tournament is double elimination, so none of the teams were eliminated last week, only moved to losers bracket. The first match of the weekend will be on Saturday at 12pm UTC, going until 4pm UTC the same day. Sunday will feature four more matches, starting at 10am UTC and going until 1pm UTC. If you'd like to see the more detailed schedule for the matches or even the map pool for the quarterfinals, you can see them on the wiki page under **[Match Schedule](https://osu.ppy.sh/help/wiki/Tournaments/CWC/2015#Match_Schedule)** or **[Map pools](https://osu.ppy.sh/help/wiki/Tournaments/CWC/2015#Mappools)**. Be sure to tune in to watch the winners bracket teams compete to stay in the bracket, and the losers bracket teams fight to stay in CWC!
+**[The Catch the Beat World Cup quarterfinals start this weekend!](/wiki/Tournaments/CWC/2015)** If you were watching last week and one of your favourite countries to cheer for lost their match, fear not as the tournament is double elimination, so none of the teams were eliminated last week, only moved to losers bracket. The first match of the weekend will be on Saturday at 12pm UTC, going until 4pm UTC the same day. Sunday will feature four more matches, starting at 10am UTC and going until 1pm UTC. If you'd like to see the more detailed schedule for the matches or even the map pool for the quarterfinals, you can see them on the wiki page under **[Match Schedule](/wiki/Tournaments/CWC/2015#Match_Schedule)** or **[Map pools](/wiki/Tournaments/CWC/2015#Mappools)**. Be sure to tune in to watch the winners bracket teams compete to stay in the bracket, and the losers bracket teams fight to stay in CWC!
**[The second unofficial TWC, also known as Taiko World Cup: Last Man Standing 2, has its quarterfinal matches happening this week.](https://osu.ppy.sh/community/forums/topics/311318)** If you enjoyed the Taiko World Cup, this cup also shows some of the same players who participated in the official Taiko World Cup, just under the unique "life" system provided in LMS. I'd definitely recommend taking a look at the **[schedule](https://docs.google.com/spreadsheets/d/11G1I20DlJsbXGykgH9xM1c96TdgYHOQa1dXyf75LfOo/edit#gid=858167302)** and checking out their **[stream](https://www.twitch.tv/taikoworldcuplms)** over the weekend.
diff --git a/news/2015-06-23-may-2015-monthly-ranking-charts.md b/news/2015-06-23-may-2015-monthly-ranking-charts.md
index e32a3dc1baf0..7c079a8eff91 100644
--- a/news/2015-06-23-may-2015-monthly-ranking-charts.md
+++ b/news/2015-06-23-may-2015-monthly-ranking-charts.md
@@ -139,7 +139,7 @@ Kyousuke- brings out 8 difficulties in a mapset featuring the ever-popular 4K ke
- [Hana - Kuukirikigaku Shoujo to Shounen no Uta](https://osu.ppy.sh/beatmapsets/251951) by [[AyanoTatemaya]](https://osu.ppy.sh/users/2760619)
-[AyanoTatemaya] brings us another mapset that contains both 4K and 7K keymodes, adding up to 6 difficulties in total. The difficulty spread is great, covering for a wide variety of players. The patterns are done well and are very enjoyable, and the mix of long notes and regular notes provide a little bit of challenge as you work up through the difficulties. Even then, the mapset's structure and the song go along with each other very well, and this is a mapset that many people would enjoy.
+\[AyanoTatemaya\] brings us another mapset that contains both 4K and 7K keymodes, adding up to 6 difficulties in total. The difficulty spread is great, covering for a wide variety of players. The patterns are done well and are very enjoyable, and the mix of long notes and regular notes provide a little bit of challenge as you work up through the difficulties. Even then, the mapset's structure and the song go along with each other very well, and this is a mapset that many people would enjoy.
**The May 2015 ranking charts will end on the 15th July 2015**. For the next month, we will elect new community members to pick their favourite beatmaps, so stay tuned!
diff --git a/news/2015-07-12-osumania-4k-world-cup-2015-registrations-open.md b/news/2015-07-12-osumania-4k-world-cup-2015-registrations-open.md
index 21bf8b74a55d..1be9b761f2ac 100644
--- a/news/2015-07-12-osumania-4k-world-cup-2015-registrations-open.md
+++ b/news/2015-07-12-osumania-4k-world-cup-2015-registrations-open.md
@@ -5,11 +5,11 @@ date: 2015-07-12 19:44:48 +0000
tumblr_url: http://osunews.tumblr.com/post/123912240253/osumania-4k-world-cup-2015-registrations-open
---
-We'd like to welcome all of you to this year's official osu!mania 4K World Cup. We have split the 4K and 7K brackets of the MWC into two seperated tournaments and start with the 4K tournament. However, the rules have been adjusted from the previous MWC, so please [read them carefully ](https://osu.ppy.sh/help/wiki/Tournaments/MWC/2015#ruleset) before registering for this tournament.
+We'd like to welcome all of you to this year's official osu!mania 4K World Cup. We have split the 4K and 7K brackets of the MWC into two seperated tournaments and start with the 4K tournament. However, the rules have been adjusted from the previous MWC, so please [read them carefully](/wiki/Tournaments/MWC/2015#ruleset) before registering for this tournament.

-For more details, refer to the [osu!mania 4K World Cup 2015 wiki article](https://osu.ppy.sh/help/wiki/Tournaments/MWC/2015).
+For more details, refer to the [osu!mania 4K World Cup 2015 wiki article](/wiki/Tournaments/MWC/2015).
## Tournament Schedule
@@ -24,11 +24,11 @@ For more details, refer to the [osu!mania 4K World Cup 2015 wiki article](https:
## What has been changed?
-- Sign-ups are individual now. Teams will be compiled by captains **after registration phase**. For more information, please read the [Tournament Registration Regulations](https://osu.ppy.sh/help/wiki/Tournaments/MWC/2015#tournament-registration).
+- Sign-ups are individual now. Teams will be compiled by captains **after registration phase**. For more information, please read the [Tournament Registration Regulations](/wiki/Tournaments/MWC/2015#tournament-registration).
- Sign-ups run via [this web registration now](https://osu.ppy.sh/tournaments/1).
- We split the 4K and 7K brackets into two independent tournaments. Whereas the 4K version takes place now, the 7K version takes place on December 2015.
- We plan to run this tournament as a 3 versus 3 tournament.
-- We have changed over to a double elimination bracket after group stage. Therefore, the tournament runs for a full week longer. Check [the Stage Instructions](https://osu.ppy.sh/help/wiki/Tournaments/MWC/2015#stage-instructions) for more details.
+- We have changed over to a double elimination bracket after group stage. Therefore, the tournament runs for a full week longer. Check [the Stage Instructions](/wiki/Tournaments/MWC/2015#stage-instructions) for more details.
- We adjusted the mappool sizes according to the stages.
- We adjusted the winning conditions on every Stage.
- We have implemented a new 'veto' rule, replacing the previous beatmap picking restrictions.
diff --git a/news/2015-07-16-june-2015-ranking-charts.md b/news/2015-07-16-june-2015-ranking-charts.md
index 6a94023091b9..bbf82019c64c 100644
--- a/news/2015-07-16-june-2015-ranking-charts.md
+++ b/news/2015-07-16-june-2015-ranking-charts.md
@@ -111,7 +111,7 @@ Ah ~ A song from Cytus, definitely a nice choice with a great 7K mapset to go wi
- [Tsubaki - Kyun Kyun Tamaran Inaba-tan.](https://osu.ppy.sh/beatmapsets/312780) by [Zan -](https://osu.ppy.sh/users/1411817)
-Did you hear a loli's voice ~ ? Zan - picked a light-hearted fun song to map, and done so very well! With guest difficulties from Ichigaki and [Shana Lesus], in my opinion Ichigaki's difficulty is definitley worth a try - great usage of long notes, mixed in with 1/8 notes, excellent pitch relevancy, and even some jacks, which combined all make it actually really fun to play. The easier difficulties are also very well made, they are all very comfortable and each of the patterns are polished and smooth.
+Did you hear a loli's voice ~ ? Zan - picked a light-hearted fun song to map, and done so very well! With guest difficulties from Ichigaki and \[Shana Lesus\], in my opinion Ichigaki's difficulty is definitley worth a try - great usage of long notes, mixed in with 1/8 notes, excellent pitch relevancy, and even some jacks, which combined all make it actually really fun to play. The easier difficulties are also very well made, they are all very comfortable and each of the patterns are polished and smooth.
- [Hypernite Industries - Speedcore 300](https://osu.ppy.sh/beatmapsets/228853) by [nowsmart](https://osu.ppy.sh/users/1935034)
diff --git a/news/2015-08-08-osuweekly-22.md b/news/2015-08-08-osuweekly-22.md
index 2adaa326902e..257c353522ed 100644
--- a/news/2015-08-08-osuweekly-22.md
+++ b/news/2015-08-08-osuweekly-22.md
@@ -12,7 +12,7 @@ Hey everyone, Tasha here! Would like to apologize for the lateness of this issue
-**[The results of the 2015 North America osu!standard Tournament have been decided](https://osu.ppy.sh/community/forums/topics/324720&start=0)**, and the winning player is none other than rank #85 player **[[Toy]](https://osu.ppy.sh/users/2757689)** from the United States after winning against rank #21 **[Azer](https://osu.ppy.sh/users/Azer)** from Canada, whom achieved second place. This came after Azer had beaten [Toy] in the winners bracket final, making Azer the winner of the winner bracket. [Toy] then had to win against 3rd place, rank #53 player **[Natalia](https://osu.ppy.sh/users/Natalia)** from the United States to come back as the winner of the loser bracket before pulling off a victory with two set wins in a row. To see how the tournament fully played out, be sure to check out the **[tournament bracket](https://i.ppy.sh/b5233dd367b42fb7a6b1a92d1d8ca5da664dd0db/687474703a2f2f696d616765732e6368616c6c6f6e67652e636f6d2f4e4154323031352e706e67)**.
+**[The results of the 2015 North America osu!standard Tournament have been decided](https://osu.ppy.sh/community/forums/topics/324720&start=0)**, and the winning player is none other than rank #85 player **[\[Toy\]](https://osu.ppy.sh/users/2757689)** from the United States after winning against rank #21 **[Azer](https://osu.ppy.sh/users/Azer)** from Canada, whom achieved second place. This came after Azer had beaten \[Toy\] in the winners bracket final, making Azer the winner of the winner bracket. \[Toy\] then had to win against 3rd place, rank #53 player **[Natalia](https://osu.ppy.sh/users/Natalia)** from the United States to come back as the winner of the loser bracket before pulling off a victory with two set wins in a row. To see how the tournament fully played out, be sure to check out the **[tournament bracket](https://i.ppy.sh/b5233dd367b42fb7a6b1a92d1d8ca5da664dd0db/687474703a2f2f696d616765732e6368616c6c6f6e67652e636f6d2f4e4154323031352e706e67)**.
**[The results of the Monthly Beatmapping Contest #10 are now available](https://osu.ppy.sh/home/news/2015-08-06-monthly-beatmap-contest-10-results-ctb)**! **[ZiRoX](https://osu.ppy.sh/users/200768)** was the winner this time around, achieving a score of 125 points. **[WildOne94](https://osu.ppy.sh/users/WildOne94)** and **[Xinely](https://osu.ppy.sh/users/Xinely)** took 2nd and 3rd place with 115 and 111 points respectively. If you'd like to take a look at the winning map now before it gets bundled into the game, **[you can find it here](https://osu.ppy.sh/beatmapsets/342751)**. As usual there's also the **[results page](https://osu.ppy.sh/p/contestresults?c=19)** for those of you who like to see the judges comments and how other contestants scores turned out!
diff --git a/news/2015-09-16-august-2015-ranking-charts.md b/news/2015-09-16-august-2015-ranking-charts.md
index 077b8ee7d1a0..56966fd034db 100644
--- a/news/2015-09-16-august-2015-ranking-charts.md
+++ b/news/2015-09-16-august-2015-ranking-charts.md
@@ -118,7 +118,7 @@ What can I say about this mapset? As a mapset this is probably the best one of t
- [Yooh - LegenD.](https://osu.ppy.sh/beatmapsets/298006) by [_FrEsH_ChICkEn_](https://osu.ppy.sh/users/3984370)
-And now we have one of my favourites songs of SDVX and I am talking about _FrEsH_ChICkEn_ and Kuo Kyoka's LegenD.! This is really intense map from SDVX and a really [12][34] trill oriented beatmap, one of my favourites patterns too so I really enjoy playing this mapset. Gravity also have some crazy 1/12 burst, streams, long notes, almost everything that a good mapset needs. Even so, I think EXH is the best of the set which I really enjoy playing. If you are looking for cool music and you are a fan of SDVX style then, go play this map and don't waste more time! You don't even need to be a top player since there is a Basic and Advanced difficulty as well.
+And now we have one of my favourites songs of SDVX and I am talking about _FrEsH_ChICkEn_ and Kuo Kyoka's LegenD.! This is really intense map from SDVX and a really \[12\]\[34\] trill oriented beatmap, one of my favourites patterns too so I really enjoy playing this mapset. Gravity also have some crazy 1/12 burst, streams, long notes, almost everything that a good mapset needs. Even so, I think EXH is the best of the set which I really enjoy playing. If you are looking for cool music and you are a fan of SDVX style then, go play this map and don't waste more time! You don't even need to be a top player since there is a Basic and Advanced difficulty as well.
- [Tatsh - HEAVENLY MOON](https://osu.ppy.sh/beatmapsets/243654) by [Spy](https://osu.ppy.sh/users/1217122)
diff --git a/news/2015-09-21-osuweekly-28.md b/news/2015-09-21-osuweekly-28.md
index ace9e765b21d..6570fbe7cf51 100644
--- a/news/2015-09-21-osuweekly-28.md
+++ b/news/2015-09-21-osuweekly-28.md
@@ -18,7 +18,7 @@ We've had plenty of official game mode tournaments discussed in the weekly befor
Mapping contests seem to be getting a lot more popular, this time around community member **[Razor Sharp](https://osu.ppy.sh/users/3414261)** creating a **[Catch the Beat mapping contest that is aiming to be held on a monthly basis](https://osu.ppy.sh/community/forums/topics/367496&start=0)**. Mappers are judged on five different factors, such as playability and creativity, being scored from 1 to 10 on each. This month's song is **["STORIA" by the artist xi vs sakuzyuo](https://osu.ppy.sh/community/forums/posts/4509938)**. Deadlines for submissions are on September 28th, so it may be difficult for people just learning of the mapping contest now to enter, though you can still keep an eye on the topic for some fun catch the beat maps as results are made available!
-**[The results of the first German Mapping Contest have been made available!](https://osu.ppy.sh/community/forums/topics/354062&start=0)** Hosted by **[Yauxo](https://osu.ppy.sh/users/898306)**, mappers were challenged to map "Wadatsumi" from DJ TOTTO. **[Irreversible](https://osu.ppy.sh/users/Irreversible)** ended up coming in first with 104 points, followed by **[Zetera](https://osu.ppy.sh/users/Zetera)** with 98 points, third place going to **[Pho](https://osu.ppy.sh/users/Pho)** with 96 points. If you'd like to check out all the submissions to this beatmapping contest, you can **[find them here!](https://puu.sh/kjuFO/3ee47252e0.osz) If you're interested in the judges scores, **[those are also available!](https://docs.google.com/spreadsheets/d/16KMdSupFqKolol3rAqz6HPELug-kpjvfYGM6913nekg/edit#gid=0)** There was some pretty good maps made for this contest (as well as a pretty troll submission), so be sure to try some of these!
+**[The results of the first German Mapping Contest have been made available!](https://osu.ppy.sh/community/forums/topics/354062&start=0)** Hosted by **[Yauxo](https://osu.ppy.sh/users/898306)**, mappers were challenged to map "Wadatsumi" from DJ TOTTO. **[Irreversible](https://osu.ppy.sh/users/Irreversible)** ended up coming in first with 104 points, followed by **[Zetera](https://osu.ppy.sh/users/Zetera)** with 98 points, third place going to **[Pho](https://osu.ppy.sh/users/Pho)** with 96 points. If you'd like to check out all the submissions to this beatmapping contest, you can **[find them here](https://puu.sh/kjuFO/3ee47252e0.osz)**! If you're interested in the judges scores, **[those are also available!](https://docs.google.com/spreadsheets/d/16KMdSupFqKolol3rAqz6HPELug-kpjvfYGM6913nekg/edit#gid=0)** There was some pretty good maps made for this contest (as well as a pretty troll submission), so be sure to try some of these!
**[The August 2015 Ranking Charts are now available for play!](https://osu.ppy.sh/home/news/2015-09-16-august-2015-ranking-charts)** Community members **[Sieg](https://osu.ppy.sh/users/1404615)**, **[Nardoxyribonucleic](https://osu.ppy.sh/users/876419)**, **[diao](https://osu.ppy.sh/users/500696)** and **[juankristal](https://osu.ppy.sh/users/443656)** were the map selectors for each mode this time around, there being plenty of fun maps to try out this month! The results for the July 2015 Ranking Charts are also available with **[[Toy]](https://osu.ppy.sh/users/2757689)**, **[asuasu_yura](https://osu.ppy.sh/users/2875968)**, **[Dusk](https://osu.ppy.sh/users/533210)** and **[Cryolien](https://osu.ppy.sh/users/1626983)** being the winners for their respective modes, netting them each 1 month of supporter.
diff --git a/news/2015-10-20-september-2015-ranking-charts.md b/news/2015-10-20-september-2015-ranking-charts.md
index 18cd8d955d55..739f92896049 100644
--- a/news/2015-10-20-september-2015-ranking-charts.md
+++ b/news/2015-10-20-september-2015-ranking-charts.md
@@ -27,7 +27,7 @@ The Art of mapping. If some maps are amazing because of the pick of the song or
- [Reol - Asymmetry](https://osu.ppy.sh/beatmapsets/310499) by [Skystar](https://osu.ppy.sh/users/873961)
-It's pretty hard to miss the last success of Skystar and -[Koinuri]! Asymmetry of Reol is certainly one of the most remarkable maps of this month. This one has a huuuuge storyboard made by the talented -[Koinuri]. There's both realistic animations and uniques difficulties, this map is a real experience between the song and the visual look.
+It's pretty hard to miss the last success of Skystar and -\[Koinuri\]! Asymmetry of Reol is certainly one of the most remarkable maps of this month. This one has a huuuuge storyboard made by the talented -\[Koinuri\]. There's both realistic animations and uniques difficulties, this map is a real experience between the song and the visual look.
- [EGOIST - Ame, Kimi o Tsurete](https://osu.ppy.sh/beatmapsets/346301) by [monstrata](https://osu.ppy.sh/users/2706438)
@@ -39,7 +39,7 @@ xi's songs never disappoints? Don't worry, this map doesn't disappoint! Chaoslit
- [Hellblinde - Above the Clouds](https://osu.ppy.sh/beatmapsets/344252) by [[ Rizen ]](https://osu.ppy.sh/users/3056732)
-A little surprise? Yes! I was really surprised by [ Rizen ]'s map, a new mapper that comes with one of his first maps! Mapping Helblinde? A little bit too much "aggressive" for the beginning? Well none of that, the style of the map is more like Liquid DnB and the atmosphere very calm. Having tested the map, I think he would make a pretty wonderful mapper.
+A little surprise? Yes! I was really surprised by \[ Rizen \]'s map, a new mapper that comes with one of his first maps! Mapping Helblinde? A little bit too much "aggressive" for the beginning? Well none of that, the style of the map is more like Liquid DnB and the atmosphere very calm. Having tested the map, I think he would make a pretty wonderful mapper.
### Taiko
diff --git a/news/2016-01-11-osuweekly-43.md b/news/2016-01-11-osuweekly-43.md
index 9f793b38e9e2..331a4f1d99e9 100644
--- a/news/2016-01-11-osuweekly-43.md
+++ b/news/2016-01-11-osuweekly-43.md
@@ -42,6 +42,6 @@ With the osu!mania 7K World Cup underway, the focus of attention surprisingly sh
---
-How's that for the first week of 7K formalities? There's way more where that came from, and we haven't even began going through the brackets yet! [Loctav](https://osu.ppy.sh/users/Loctav), the amazing manager that makes these tournaments happen, has assured me that brackets will be up soon, so be sure to check out the [wiki page](https://osu.ppy.sh/help/wiki/Tournaments/MWC/2016_7K) frequently for updates! Additionally, if you have anything you would like to see in the weekly, please email us at **[news@ppy.sh](mailto:news@ppy.sh)**. I'm always hungry for new things to feature on the weekly, so feed me more of the good stuff and I'll deliver!
+How's that for the first week of 7K formalities? There's way more where that came from, and we haven't even began going through the brackets yet! [Loctav](https://osu.ppy.sh/users/Loctav), the amazing manager that makes these tournaments happen, has assured me that brackets will be up soon, so be sure to check out the [wiki page](/wiki/Tournaments/MWC/2016_7K) frequently for updates! Additionally, if you have anything you would like to see in the weekly, please email us at **[news@ppy.sh](mailto:news@ppy.sh)**. I'm always hungry for new things to feature on the weekly, so feed me more of the good stuff and I'll deliver!
—Nyquill
diff --git a/news/2016-01-25-osuweekly-45.md b/news/2016-01-25-osuweekly-45.md
index eeb48717f686..9bfc3187dd27 100644
--- a/news/2016-01-25-osuweekly-45.md
+++ b/news/2016-01-25-osuweekly-45.md
@@ -35,7 +35,7 @@ The osu!mania 7K World Cup has nearly crossed the halfway mark as we inch toward
**I am once again joined by [-KousakaHonoka-](https://osu.ppy.sh/users/-KousakaHonoka-) for this week's section on the osu!mania 7K World Cup!** I'm looking to get him on board for a longer period of time, so you can expect to see more of these great details on the matches in the future!
-**The Quarterfinals have now concluded.** Be sure to check out the current brackets and schedule on the [wiki page](https://osu.ppy.sh/help/wiki/Tournaments/MWC/2016_7K). Want to join in on the hype? Head over to the [discussion thread](https://osu.ppy.sh/community/forums/topics/391050)! We have lots of cool things to show you this week, so let's dive right into the action.
+**The Quarterfinals have now concluded.** Be sure to check out the current brackets and schedule on the [wiki page](/wiki/Tournaments/MWC/2016_7K). Want to join in on the hype? Head over to the [discussion thread](https://osu.ppy.sh/community/forums/topics/391050)! We have lots of cool things to show you this week, so let's dive right into the action.

Loctav caught an iJinjin
diff --git a/news/2016-02-09-osuweekly-47.md b/news/2016-02-09-osuweekly-47.md
index ff16067b7550..6dcf4c0bb488 100644
--- a/news/2016-02-09-osuweekly-47.md
+++ b/news/2016-02-09-osuweekly-47.md
@@ -37,7 +37,7 @@ The first week of February saw a lot of the new year's sentiments from early Jan

Legendary player SibehCircles strikes fear into his opponents, who promptly forfeit to avoid a shameful defeat.
-**It looks like Team China will get one more shot at taking down the South Korean super team!** With China successfully taking out both Malaysia AND Japan this passing weekend, they brace for one last rematch in the osu!mania 7K World Cup of 2016. These two teams have a lot of history going into the grand finals, with China being defeated by Korea in the 2014 osu!mania 7K world cup, and again in the Semi-Finals of this tournament. Can China finally take home a victory against this formidable opponent on the biggest stage of 7 Key osu!mania? Tune in this weekend to find out! Detailed schedules and information are available on the [wiki page](https://osu.ppy.sh/help/wiki/Tournaments/MWC/2016_7K) should you need them.
+**It looks like Team China will get one more shot at taking down the South Korean super team!** With China successfully taking out both Malaysia AND Japan this passing weekend, they brace for one last rematch in the osu!mania 7K World Cup of 2016. These two teams have a lot of history going into the grand finals, with China being defeated by Korea in the 2014 osu!mania 7K world cup, and again in the Semi-Finals of this tournament. Can China finally take home a victory against this formidable opponent on the biggest stage of 7 Key osu!mania? Tune in this weekend to find out! Detailed schedules and information are available on the [wiki page](/wiki/Tournaments/MWC/2016_7K) should you need them.

Picks and bans for Finals Week 1
diff --git a/news/2016-03-08-osuweekly-51.md b/news/2016-03-08-osuweekly-51.md
index b0d7fae51a4f..42cba31a5c02 100644
--- a/news/2016-03-08-osuweekly-51.md
+++ b/news/2016-03-08-osuweekly-51.md
@@ -12,7 +12,7 @@ The osu!taiko World Cup 2016 rosters have been released! With yet another intern
-**Spring couldn't have come sooner for those of us who are fed up with clearing out the driveway every morning.** Spring is often associated with the idea of new life, and our [new monthly poll ](https://osu.ppy.sh/community/forums/topics/429208)reflects on that! We want to know which of the contests we have ran before you'd like to see make a return and happen more. Don't worry if you can't pick, because you can chime in for all of them if you want! Select as many options as you'd like, and we'll take your responses into consideration when we decide how we handle the priority of each contest.
+**Spring couldn't have come sooner for those of us who are fed up with clearing out the driveway every morning.** Spring is often associated with the idea of new life, and our [new monthly poll](https://osu.ppy.sh/community/forums/topics/429208) reflects on that! We want to know which of the contests we have ran before you'd like to see make a return and happen more. Don't worry if you can't pick, because you can chime in for all of them if you want! Select as many options as you'd like, and we'll take your responses into consideration when we decide how we handle the priority of each contest.
**For the first time ever, [Flyte gave us a perfectly visible preview of a part of the new design for the new website](https://next.ppy.sh/post/140439695718/command-shift-4)!** Rather than leaning very close into the monitor with a camera to get a shot of the screen, leaving much to be desired, this time Flyte has given us an actual screenshot. Go check it out if you want to see the grand return of SibehCircles and TapaoKing!
diff --git a/news/2016-03-15-osuweekly-52.md b/news/2016-03-15-osuweekly-52.md
index cd0f2552d1b5..cd3114598ac1 100644
--- a/news/2016-03-15-osuweekly-52.md
+++ b/news/2016-03-15-osuweekly-52.md
@@ -28,7 +28,7 @@ We had our live drawings for the osu!taiko World Cup of 2016 this passing weeken
- **[\_yu68 (Taiko) achieved a DOUBLETIME full combo (285 BPM) on Raiden's Dragonforce - Defenders [Tatsujin]](https://puu.sh/nHKx0/eeb5048c37.jpg)**. \_yu68 is currently globally ranked \#1 in Taiko performance.
- **[Bumpinho (osu!mania) set a new record on Tidek's goreshit - burn this moment into the retina of my eye [fear]](https://puu.sh/nHKrx/454e1a3d06.jpg).** Despite the map being recently ranked, he has already set a score with a crazy accuracy of 99.64%.
- **Glitter Goose (osu!Standard) set a new high score on Flask's Fujijo Seitokai Shikkou-bu - Best FriendS -TV Size- with an incredible HD HR DT full combo!** This marks the first time anyone has broken the 98% accuracy barrier on the map for this mod combination, and was worth a total of 605 pp.
-- **[Halogen- (osu!mania) achieved an impressive SS on ](https://puu.sh/nHKyt/adeaef29dd.jpg)[SanadaYukimura's Seiryu - Critical Crystal [Zan's Blue Another]](https://puu.sh/nHKyt/adeaef29dd.jpg)**. The final result amounted a total of only 21 non-rainbow 300s!
+- **[Halogen- (osu!mania) achieved an impressive SS on](https://puu.sh/nHKyt/adeaef29dd.jpg) [SanadaYukimura's Seiryu - Critical Crystal \[Zan's Blue Another\]](https://puu.sh/nHKyt/adeaef29dd.jpg)**. The final result amounted a total of only 21 non-rainbow 300s!
**The live drawings for the osu!taiko World Cup 2016 has concluded, and we now have our groups!** It looks like we have a couple of matches to look out for, with teams France and China facing off right from the get-go. These two teams are extremely well matched, along with teams Australia with the United Kingdom and teams Malaysia against Indonesia. For a complete list of the new groups, be sure to check out the [wiki page](https://osu.ppy.sh/wiki/TWC_2016)!
diff --git a/news/2016-03-22-osuweekly-53.md b/news/2016-03-22-osuweekly-53.md
index 8c2c8378d09f..f353901bee18 100644
--- a/news/2016-03-22-osuweekly-53.md
+++ b/news/2016-03-22-osuweekly-53.md
@@ -23,7 +23,7 @@ A couple of interesting new developments around the community! We have a new com
**-KousakaHonoka- is back with more amazing plays for us this week!**
-- **[jhlee0133 achieved an incredible score on iJinjin's Cardboard Box - The Limit Does Not Exist.](https://puu.sh/nQfLn/669c2fa4e0.jpg)** I guess you can say that his ability is approaching [Infinity]!
+- **[jhlee0133 achieved an incredible score on iJinjin's Cardboard Box - The Limit Does Not Exist.](https://puu.sh/nQfLn/669c2fa4e0.jpg)** I guess you can say that his ability is approaching \[Infinity\]!
- **[hvick225 sent out a strong message to all the other players in osu!Standard this week, banking an enormous 713pp from Kibbleru's TRUE - DREAM SOLISTER [Melody].](https://puu.sh/nQfOD/0e540a1184.jpg)** He is also now the first player ever to reach the 12k PP mark.
---
diff --git a/news/2016-04-06-osuweekly-55.md b/news/2016-04-06-osuweekly-55.md
index c235d6f2a7ef..49129dbf96b7 100644
--- a/news/2016-04-06-osuweekly-55.md
+++ b/news/2016-04-06-osuweekly-55.md
@@ -32,7 +32,7 @@ Once again, -KousakaHonoka- has ventured into the community to seek out some imp

-**[The osu!Taiko World Cup 2016 Quarter-Finals have concluded! ](https://osu.ppy.sh/wiki/TWC_2016#Quarterfinals_2)** Teams Hong Kong, Japan, Germany and Canada have advanced to the winner's bracket semifinals, knocking Indonesia, Poland, Argentina and the United States down to the loser's bracket. There, they'll join China, Taiwan, South Korea and the United Kingdom and battle it out. Which of the 2 teams will survive another week to earn their place at the finals? Better tune in this saturday to find out!
+**[The osu!Taiko World Cup 2016 Quarter-Finals have concluded!](https://osu.ppy.sh/wiki/TWC_2016#Quarterfinals_2)** Teams Hong Kong, Japan, Germany and Canada have advanced to the winner's bracket semifinals, knocking Indonesia, Poland, Argentina and the United States down to the loser's bracket. There, they'll join China, Taiwan, South Korea and the United Kingdom and battle it out. Which of the 2 teams will survive another week to earn their place at the finals? Better tune in this saturday to find out!
While we didn't see any double digit score gaps like last weekend, we still saw some rather close matches, the closest with China taking the win in the last few seconds on [Leaf - Chronostasis](https://osu.ppy.sh/p/beatmaplist?g=10) with a 9,676 point score difference in their match against Philippines
diff --git a/news/2016-04-13-osuweekly-56.md b/news/2016-04-13-osuweekly-56.md
index 35ea8c65d791..372cf3e9bfe4 100644
--- a/news/2016-04-13-osuweekly-56.md
+++ b/news/2016-04-13-osuweekly-56.md
@@ -28,7 +28,7 @@ For the first time this month, [flyte](https://osu.ppy.sh/users/flyte) has a new
**-KousakaHonoka- is back with more impressive plays of the week for us!**
-- [[224]Hyperw7](https://osu.ppy.sh/users/%5B224%5DHyperw7) took home a [972 pp score](https://puu.sh/oga4d/6284c7c72b.jpg) this week in osu!catch with a Hard Rock full combo on [koliron](https://osu.ppy.sh/users/koliron)'s [DystopiaGround - AugoEidEs [Freezing]. ](https://osu.ppy.sh/beatmapsets/418826)
+- [\[224\]Hyperw7](https://osu.ppy.sh/users/%5B224%5DHyperw7) took home a [972 pp score](https://puu.sh/oga4d/6284c7c72b.jpg) this week in osu!catch with a Hard Rock full combo on [koliron](https://osu.ppy.sh/users/koliron)'s [DystopiaGround - AugoEidEs \[Freezing\]](https://osu.ppy.sh/beatmapsets/418826).
- It looks like veteran player [Cookiezi](https://osu.ppy.sh/users/Cookiezi) aced the almost equally venerable mapper [grumd](https://osu.ppy.sh/users/grumd)'s [goreshit - burn this moment into the retina of my eye [extra]](https://osu.ppy.sh/beatmapsets/359890) with a Hidden [full combo](https://puu.sh/ogaR2/f35cf015ec.jpg)!
- Top Taiko player [_yu68](https://osu.ppy.sh/users/_yu68) once again breaks new ground in performance rating, setting a [full combo record](https://puu.sh/ogbt2/c15323d59d.jpg) on [Nishizumi](https://osu.ppy.sh/users/Nishizumi)'s [SawanoHiroyuki[nZk]:Gemie - x.U. (ETIA. Hardcore Bootleg Remix)](https://osu.ppy.sh/beatmapsets/356367)[[Inner Oni]](https://osu.ppy.sh/beatmapsets/356367) with Hidden and DoubleTime! This is also the first time any taiko player has made it past 11k performance rating.
- UK 4 Key osu!mania World Cup player [Pope Gadget](https://osu.ppy.sh/users/pope%20gadget) went and tore apart [spy](https://osu.ppy.sh/users/spy)'s [dj TAKA meets DJ YOSHITAKA - Elemental Creation [4K EXTREME]](https://osu.ppy.sh/beatmapsets/145573) with an [SS rating](https://puu.sh/ogc2n/5bf288d6d6.jpg)!
diff --git a/news/2016-04-20-meet-maria-osumanias-new-mascot.md b/news/2016-04-20-meet-maria-osumanias-new-mascot.md
index 2a485251aa05..4b6290a65b6b 100644
--- a/news/2016-04-20-meet-maria-osumanias-new-mascot.md
+++ b/news/2016-04-20-meet-maria-osumanias-new-mascot.md
@@ -17,7 +17,7 @@ To celebrate Maria's release, we've added a brand new achievement (and swanky me
*(We highly recommend using the default skin so that you actually see Maria in-game, but it isn't necessary to get the achievement.)*
-The more intrepid creators among us will find a few new skinning options available to them for the osu!mania mode - read all about it over at the [osu!wiki](https://osu.ppy.sh/help/wiki/Skinning/skin.ini#[mania]).
+The more intrepid creators among us will find a few new skinning options available to them for the osu!mania mode - read all about it over at the [osu!wiki](/wiki/Skinning/skin.ini#[mania]).
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diff --git a/news/2016-05-17-april-2016-ranking-charts.md b/news/2016-05-17-april-2016-ranking-charts.md
index 4605cc3f1de8..ddfa9d73d123 100644
--- a/news/2016-05-17-april-2016-ranking-charts.md
+++ b/news/2016-05-17-april-2016-ranking-charts.md
@@ -134,7 +134,7 @@ If I were to name a brilliant 4K beatmap off the top of my head, Bokutachi no Ta
- [ginkiha - Anemoi](https://osu.ppy.sh/beatmapsets/381397) by [[ A v a l o n ]](https://osu.ppy.sh/users/4632359)
-This is an example of a simple, well done beatmap. The mapset consists of six 4K difficulties, catering to audience at all skill levels. It is worth to note that Rizqy's and Ichigaki's guest difficulties have different background than [ A v a l o n ]'s. Both of those mesmerising pictures complement the soothing and calm nature of the song. Speaking about the map itself, it is mainly chord based, although there is a good amount of long notes which test finger independence and releasing accuracy. [ A v a l o n ] made a very solid, balanced map, which is a pleasure to play through.
+This is an example of a simple, well done beatmap. The mapset consists of six 4K difficulties, catering to audience at all skill levels. It is worth to note that Rizqy's and Ichigaki's guest difficulties have different background than \[ A v a l o n \]'s. Both of those mesmerising pictures complement the soothing and calm nature of the song. Speaking about the map itself, it is mainly chord based, although there is a good amount of long notes which test finger independence and releasing accuracy. \[ A v a l o n \] made a very solid, balanced map, which is a pleasure to play through.
- [Lite Show Magic - TRICKL4SH 220](https://osu.ppy.sh/beatmapsets/368451) by [MeowPaz](https://osu.ppy.sh/users/1454484)
diff --git a/news/2016-05-18-osuweekly-61.md b/news/2016-05-18-osuweekly-61.md
index 3643d78aa3c3..16339af42a43 100644
--- a/news/2016-05-18-osuweekly-61.md
+++ b/news/2016-05-18-osuweekly-61.md
@@ -28,11 +28,11 @@ Our game is now closer than ever to finally going open source! Our next official
**It would seem this week was a crazy week for new records and scores (and 1st place holders)!** -KousakaHonoka- is with us for what is possibly the largest player achievement section yet.
- [Dusk](https://osu.ppy.sh/users/Dusk), who has just carved his name into osu!catch history by taking #1 in the game mode, is now part of the 12k pp club with a Hard Rock full combo on Reol - Asymmetry (Crystal's Overdose).
-- The current first place holder in Taiko [_yu68](https://osu.ppy.sh/users/_yu68) has also been active, completing an insane Hidden SS on Nwolf's Camellia as "Bang Riot" - Blastix Riotz [WereOni].
-- [Rafis](https://osu.ppy.sh/users/rafis) has taken the much desired osu!standard #1 spot from hvick225 by setting a 98.98% HD HR DT score on No Dap's Fujijo Seitokai Shikkou-bu - Best FriendS [Insane], netting him another 700+ pp score!
-- Standard mode legend [Cookiezi](https://osu.ppy.sh/users/Cookiezi) is showing off his magic again by setting a Hidden full combo score on Alumetorz's gmtn. (witch's slave) - furioso melodia [Wrath].
-- [Halogen-](https://osu.ppy.sh/users/Halogen-) made an impressive SS in _FrEsH_ChICkEn_'s penoreri - Preserved Valkyria [GRAVITY] difficulty, the difficulty which has a lot of jacks and chords.
-- [Jakads](https://osu.ppy.sh/users/jakads) also joined in on the first place taking fun after a round of great records. His 2 miss record on Spy's dj TAKA meets DJ YOSHITAKA - Elemental Creation [Spy & Luyuja's 8K Black Another] was one of the best of them all!
+- The current first place holder in Taiko [_yu68](https://osu.ppy.sh/users/_yu68) has also been active, completing an insane Hidden SS on Nwolf's Camellia as "Bang Riot" - Blastix Riotz \[WereOni\].
+- [Rafis](https://osu.ppy.sh/users/rafis) has taken the much desired osu!standard #1 spot from hvick225 by setting a 98.98% HD HR DT score on No Dap's Fujijo Seitokai Shikkou-bu - Best FriendS \[Insane\], netting him another 700+ pp score!
+- Standard mode legend [Cookiezi](https://osu.ppy.sh/users/Cookiezi) is showing off his magic again by setting a Hidden full combo score on Alumetorz's gmtn. (witch's slave) - furioso melodia \[Wrath\].
+- [Halogen-](https://osu.ppy.sh/users/Halogen-) made an impressive SS in _FrEsH_ChICkEn_'s penoreri - Preserved Valkyria \[GRAVITY\] difficulty, the difficulty which has a lot of jacks and chords.
+- [Jakads](https://osu.ppy.sh/users/jakads) also joined in on the first place taking fun after a round of great records. His 2 miss record on Spy's dj TAKA meets DJ YOSHITAKA - Elemental Creation \[Spy & Luyuja's 8K Black Another\] was one of the best of them all!
That about wraps up the news for this week! Did we miss something? Be sure to send in what you think should be on the news at **[news@ppy.sh](mailto:news@ppy.sh)**! See anything that looks wrong? Leave us a comment in disqus and I'll try to fix it ASAP. Until next week!
diff --git a/news/2016-06-04-osuweekly-63.md b/news/2016-06-04-osuweekly-63.md
index 8295e81dabb3..6eb8d5b6e814 100644
--- a/news/2016-06-04-osuweekly-63.md
+++ b/news/2016-06-04-osuweekly-63.md
@@ -12,7 +12,7 @@ Our game is nearing a turning point! These next few weeks are going to be absolu
-**peppy has sounded the call to arms for development aid!** With early contributors making their way into the new 'lazer' development repository, the big man has now [requested reinforcements ](https://twitter.com/ppy/status/737529593184149504)on the website side of things. If you fancy yourself well versed in the discipline of code-fu, check out the [github issues tracker](https://github.com/ppy/osu-web/issues) for things you can help with!
+**peppy has sounded the call to arms for development aid!** With early contributors making their way into the new 'lazer' development repository, the big man has now [requested reinforcements](https://twitter.com/ppy/status/737529593184149504) on the website side of things. If you fancy yourself well versed in the discipline of code-fu, check out the [github issues tracker](https://github.com/ppy/osu-web/issues) for things you can help with!
**The time has come to bid goodbye to May and say hello to a new community poll!** This time, we want to know what the osu! community thinks of other games. Do you enjoy playing osu in the background between competitive matches? Or maybe you turn on the game as a way to relieve the stress of working together with a dozen other people to take down a boss. Whatever the case, let us know in the thread!
@@ -54,7 +54,7 @@ Alas the 72 hours of the convention passed by way too quickly, and parting has a
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-**The round began with a match from the finalists of the osu!catch World Cup 2014, South Korea and Germany.** South Korea and Germany traded wins, but an awesome performance by Germany late in the match took it to a tiebreaker. South Korea seemed about to win the match as \_Asriel was the only player who used Hidden in Tiebreaker to pump up South Korea's score, but a single miss from [224]Reol at the very end of the song caused Germany to take over the lead and win the match.
+**The round began with a match from the finalists of the osu!catch World Cup 2014, South Korea and Germany.** South Korea and Germany traded wins, but an awesome performance by Germany late in the match took it to a tiebreaker. South Korea seemed about to win the match as \_Asriel was the only player who used Hidden in Tiebreaker to pump up South Korea's score, but a single miss from \[224\]Reol at the very end of the song caused Germany to take over the lead and win the match.
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Will the defending World Champion rise from Loser bracket and become the winner once again?
@@ -65,11 +65,11 @@ Alas the 72 hours of the convention passed by way too quickly, and parting has a
With this, both Indonesia and Germany avenged their prior defeat.
Only France and Indonesia managed to achieve full team SS ranks in this round, both achieved on
-Sakaue Nachi - Light travel distance RAYTO MIX (Frostmourne) [Lunatic]
+Sakaue Nachi - Light travel distance RAYTO MIX (Frostmourne) \[Lunatic\]
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-sakuzyo - Altale (toybot) [AFB's Rain], the most picked song, amassed 7 picks in the round. Comedian Harmonists - Perpetuum Mobile (Bonsai) [Pluvium Hyperionis] and RADWIMPS - Jugemu (Amir) [Ursa's Platter] came behind in second.
+sakuzyo - Altale (toybot) \[AFB's Rain\], the most picked song, amassed 7 picks in the round. Comedian Harmonists - Perpetuum Mobile (Bonsai) \[Pluvium Hyperionis\] and RADWIMPS - Jugemu (Amir) \[Ursa's Platter\] came behind in second.
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diff --git a/news/2016-06-19-may-2016-ranking-charts.md b/news/2016-06-19-may-2016-ranking-charts.md
index b8af28263e92..551a9f690f72 100644
--- a/news/2016-06-19-may-2016-ranking-charts.md
+++ b/news/2016-06-19-may-2016-ranking-charts.md
@@ -116,7 +116,7 @@ Here's another fun 4K mapset entering the ranked section. This mapset has five 4
- [lapix - NEO GRAVITY](https://osu.ppy.sh/beatmapsets/421497) by [Fresh Chicken](https://osu.ppy.sh/users/3984370)
-This is also one heck of a chaotic track! Fresh Chicken, guest mapper [ A v a l o n ] and collaborator leqek have really outdone themselves with this beatmap. The easier difficulties have patterns that can be easily followed for most players that have the ropes of the game, but the hardest difficulty gets pretty creative on its structure. The patterns on EXHAUST are ambitious and innovative, and it provides a good challenge later on because of its heavy layering of rolls and broken streams. Even when the patterns may seem particularly hard to read at first, they're still connected to each other and flow in a way that is both comfortable and enjoyable. This is a mapset that I find particularly fun, and it definitely has a place in the ranking charts.
+This is also one heck of a chaotic track! Fresh Chicken, guest mapper \[ A v a l o n \] and collaborator leqek have really outdone themselves with this beatmap. The easier difficulties have patterns that can be easily followed for most players that have the ropes of the game, but the hardest difficulty gets pretty creative on its structure. The patterns on EXHAUST are ambitious and innovative, and it provides a good challenge later on because of its heavy layering of rolls and broken streams. Even when the patterns may seem particularly hard to read at first, they're still connected to each other and flow in a way that is both comfortable and enjoyable. This is a mapset that I find particularly fun, and it definitely has a place in the ranking charts.
- [nao - Taiyou Paradise](https://osu.ppy.sh/beatmapsets/297170) by [Muu-chan](https://osu.ppy.sh/users/4818155)
diff --git a/news/2016-06-28-osumania-4k-world-cup-2016-registrations-now.md b/news/2016-06-28-osumania-4k-world-cup-2016-registrations-now.md
index 3594aaf57832..26f1ccbd7282 100644
--- a/news/2016-06-28-osumania-4k-world-cup-2016-registrations-now.md
+++ b/news/2016-06-28-osumania-4k-world-cup-2016-registrations-now.md
@@ -5,11 +5,11 @@ date: 2016-06-28 16:48:48 +0000
tumblr_url: http://osunews.tumblr.com/post/146609981558/osumania-4k-world-cup-2016-registrations-now
---
-We'd like to welcome all of you to this year's official osu!mania 4K World Cup. As usual, the rules have been adjusted from the previous MWC 4K, so please **[read them carefully](https://osu.ppy.sh/help/wiki/Tournaments/MWC/2016_4K#ruleset)** before registering for this tournament.
+We'd like to welcome all of you to this year's official osu!mania 4K World Cup. As usual, the rules have been adjusted from the previous MWC 4K, so please **[read them carefully](/wiki/Tournaments/MWC/2016_4K#ruleset)** before registering for this tournament.
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-For more details, refer to the **[osu!mania 4K World Cup 2016 wiki article](https://osu.ppy.sh/help/wiki/Tournaments/MWC/2016_4K)**.
+For more details, refer to the **[osu!mania 4K World Cup 2016 wiki article](/wiki/Tournaments/MWC/2016_4K)**.
You can discuss this event in the **[official forum thread](https://osu.ppy.sh/community/forums/topics/472027)**.
## Tournament Schedule
diff --git a/news/2016-07-01-osuweekly-66-osucatch-world-cup-2016-results.md b/news/2016-07-01-osuweekly-66-osucatch-world-cup-2016-results.md
index 34c9031fc70c..628d56003283 100644
--- a/news/2016-07-01-osuweekly-66-osucatch-world-cup-2016-results.md
+++ b/news/2016-07-01-osuweekly-66-osucatch-world-cup-2016-results.md
@@ -36,19 +36,19 @@ The osu!catch World Cup 2016 has concluded with Indonesia facing off again last

-As the Grand Final began, China picked Morimori Atsushi - PUPA (Cherry Blossom) [Butterfly] and Indonesia responded it by gained their first point.
+As the Grand Final began, China picked Morimori Atsushi - PUPA (Cherry Blossom) \[Butterfly\] and Indonesia responded it by gained their first point.
-Indonesia picked DJ Sharpnel - IVALTEK (happy30) [HappyMiX] in hope they could get their second point, but China was able to win it and made it tie 1 - 1. The performance of both teams were very contrast after the tie.; Indonesia's performance dropped down and made a lot of mistakes while China nailed everything calmly.
+Indonesia picked DJ Sharpnel - IVALTEK (happy30) \[HappyMiX\] in hope they could get their second point, but China was able to win it and made it tie 1 - 1. The performance of both teams were very contrast after the tie.; Indonesia's performance dropped down and made a lot of mistakes while China nailed everything calmly.
Without wasting time China tried to gain everything they could, closed the 1st round with a massive 7 - 1 win and proceed to 2nd match as China came from Loser Bracket and they needed another win to be crowned as World Champion.

-Lost their first chance to win, Indonesia changed the strategy by picked different song in the first pick (Hitori Tori - perthed again (yambabom remix) (CLSW) [Nervous Breakdown]) in hope they could get their first point, but China was able to convert it to their point and made 4 - 1 lead shortly. Indonesia didn't want to give up, tried everything they can and they successfully chased their deficit to 4 - 3. Indonesia tried their last chance to win the remaining rounds in order to win the World Cup, but the on-fire China sealed the match with 7 - 3 and brought home World Champion title for second time as they have won it previously in 2012.
+Lost their first chance to win, Indonesia changed the strategy by picked different song in the first pick (Hitori Tori - perthed again (yambabom remix) (CLSW) \[Nervous Breakdown\]) in hope they could get their first point, but China was able to convert it to their point and made 4 - 1 lead shortly. Indonesia didn't want to give up, tried everything they can and they successfully chased their deficit to 4 - 3. Indonesia tried their last chance to win the remaining rounds in order to win the World Cup, but the on-fire China sealed the match with 7 - 3 and brought home World Champion title for second time as they have won it previously in 2012.
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-An honorable mention to Dusk (China) as the player who successfully made SS in same song (T.M.Revolution x Mizuki Nana - Preserved Roses (Xinely) [Collab Insane]) three times in a row.
+An honorable mention to Dusk (China) as the player who successfully made SS in same song (T.M.Revolution x Mizuki Nana - Preserved Roses (Xinely) \[Collab Insane\]) three times in a row.

diff --git a/news/2016-07-09-osuweekly-67.md b/news/2016-07-09-osuweekly-67.md
index 6f7bd1346c8d..2a0eaa4f6874 100644
--- a/news/2016-07-09-osuweekly-67.md
+++ b/news/2016-07-09-osuweekly-67.md
@@ -11,7 +11,7 @@ With the brief break that our friends in dev get from official tournaments and [
**It looks like we've reached [the end](https://osu.ppy.sh/home/news/2016-05-06-osu-circles-remix-contest) of the first ever osu! remix contest!** It is not an exaggeration to say this this is a historical moment for osu, as it signifies the first of the work from our efforts to bring you original content finally making it's way to everyone. It's still a ways off from properly concluding with a winner, but it's definitely exciting to hit this milestone nevertheless!
-**It looks like the [Polish 4K osu!mania tournament](https://osu.ppy.sh/community/forums/topics/449692) we mentioned a few weeks ago is nearing it's conclusion.** The match for the 3rd place was one of the most intense matches of the whole tournament. SitekX won against SutekX[Mientki] 7:5 in a close battle, with less than 1000 points difference on three maps (the score difference on one map was only 36 points!). SitekX is going to play against Hudonom in the grand final, which is taking place on 10th July, 3PM GMT+2.
+**It looks like the [Polish 4K osu!mania tournament](https://osu.ppy.sh/community/forums/topics/449692) we mentioned a few weeks ago is nearing it's conclusion.** The match for the 3rd place was one of the most intense matches of the whole tournament. SitekX won against SutekX\[Mientki\] 7:5 in a close battle, with less than 1000 points difference on three maps (the score difference on one map was only 36 points!). SitekX is going to play against Hudonom in the grand final, which is taking place on 10th July, 3PM GMT+2.
**With the end of a Polish community tournament, the folks over in Oceania are starting up their own [friendly competition](https://osu.ppy.sh/community/forums/posts/5205718)!** This time, it looks like it's going to to be for the standard mode. Registration closed last week, so keep an eye on that for when that may be starting if you're interested.
@@ -29,15 +29,15 @@ With the brief break that our friends in dev get from official tournaments and [
We're looking at more community achievements this week brought to you by -KousakaHonoka- and checked by Raveille. If you like content like this, be sure to show your appreciation to these two who made this possible!
-[224]Hyperw7 has just made an amazing Hard Rock full combo in onoken - P8107 [Nervous Breakdown] (CLSW), granting him 1,108 PP and making history by scoring the highest performance point play in osu!catch mode.
+\[224\]Hyperw7 has just made an amazing Hard Rock full combo in onoken - P8107 \[Nervous Breakdown\] (CLSW), granting him 1,108 PP and making history by scoring the highest performance point play in osu!catch mode.
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-The current world's \#1 osu! player, Rafis, showed his skill by getting a full combo on Syaro(CV.Uchida Maaya) - Caffeine Fighter [Kilimanjaro] (Doormat) with Hidden, Hard Rock and Doubletime.
+The current world's \#1 osu! player, Rafis, showed his skill by getting a full combo on Syaro(CV.Uchida Maaya) - Caffeine Fighter \[Kilimanjaro\] (Doormat) with Hidden, Hard Rock and Doubletime.
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-Not only did Rafis make an outstanding score, but Cookiezi also made an impressive performance by being the only one who full combo'd, with Hidden and Hardrock, BABYMETAL - Gimme chocolate!! [BLACK CHOCOLATE!!] (alacat).
+Not only did Rafis make an outstanding score, but Cookiezi also made an impressive performance by being the only one who full combo'd, with Hidden and Hardrock, BABYMETAL - Gimme chocolate!! \[BLACK CHOCOLATE!!\] (alacat).
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diff --git a/news/2016-07-16-osuweekly-68.md b/news/2016-07-16-osuweekly-68.md
index b7455afbc6e6..e99e006e7907 100644
--- a/news/2016-07-16-osuweekly-68.md
+++ b/news/2016-07-16-osuweekly-68.md
@@ -32,17 +32,17 @@ Hang in there, we're still not quite back into gear with public updates yet! Thi
---
-Dusk successfully made a Hard Rock full combo on onoken - P8107 [Nervous Breakdown] (CLSW).
+Dusk successfully made a Hard Rock full combo on onoken - P8107 \[Nervous Breakdown\] (CLSW).
With this result, not only did he become the first player in all modes to reach 13K PP but also stretched the performance gap between him and \_Asriel to 1,049 points.
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-Dusk isn't the only outstanding player this week, \_yu68 also built a great performance gap with tasuke912 (1,039 points) after he made an astonishing Hidden and Double Time full combo on Yousei Teikoku - Hades:The end[Inner Oni] (lolcubes).
+Dusk isn't the only outstanding player this week, \_yu68 also built a great performance gap with tasuke912 (1,039 points) after he made an astonishing Hidden and Double Time full combo on Yousei Teikoku - Hades:The end\[Inner Oni\] (lolcubes).
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-WindyS also made an impressive full combo on xi - Ascension to Heaven [Elysium] (Jinjin), a 5 minute song which is full of BMS patterns.
+WindyS also made an impressive full combo on xi - Ascension to Heaven \[Elysium\] (Jinjin), a 5 minute song which is full of BMS patterns.
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diff --git a/news/2016-08-15-osuweekly-71.md b/news/2016-08-15-osuweekly-71.md
index 4bcafb58bbad..15cfb565b2df 100644
--- a/news/2016-08-15-osuweekly-71.md
+++ b/news/2016-08-15-osuweekly-71.md
@@ -22,7 +22,7 @@ Hello again. This week has been rather interesting with a brand new game being b
**[Drafura](https://osu.ppy.sh/users/326099) has created an alternate program to AIMod called [Navosu](https://osu.ppy.sh/community/forums/topics/489866).** The program is still rather new only hitting the forums in the past day or so, but is already receiving a bit of attention. According to Drafura, its main objective is to check for a maximum amount of rules/guidelines in a mapset and generate customizable modding posts. Navosu also comes with a lot of neat features with more of them planned to be added at a later point in time.
-**Reddit user ciganyosu has revived an old weekly highlight going over impressive plays by some of the top osu!standard players**. [This week's issue](https://www.reddit.com/r/osugame/comments/4xn79t/this_week_on_rosugame/) covers [Rafis's](https://osu.ppy.sh/users/2558286) 693pp play on Nanamori-chu*Gorakubu - Acchu~ma Seishun! [Fycho's Seishun] using DoubleTime and Hidden, [Wilchq's](https://osu.ppy.sh/users/2021758) 485 pp SS on ALiCE'S EMOTiON - Dark Flight Dreamer [Dreamer] with Hidden and Hard Rock and [Cookiezi's](https://osu.ppy.sh/users/124493) 618pp play on kradness&Reol - Remote Control [Max Control!] with DoubleTime and Hidden. The thread also covers many other replays from throughout the week, some which come with video links so be sure to check that out!
+**Reddit user ciganyosu has revived an old weekly highlight going over impressive plays by some of the top osu!standard players**. [This week's issue](https://www.reddit.com/r/osugame/comments/4xn79t/this_week_on_rosugame/) covers [Rafis's](https://osu.ppy.sh/users/2558286) 693pp play on Nanamori-chu*Gorakubu - Acchu~ma Seishun! \[Fycho's Seishun\] using DoubleTime and Hidden, [Wilchq's](https://osu.ppy.sh/users/2021758) 485 pp SS on ALiCE'S EMOTiON - Dark Flight Dreamer \[Dreamer\] with Hidden and Hard Rock and [Cookiezi's](https://osu.ppy.sh/users/124493) 618pp play on kradness&Reol - Remote Control \[Max Control!\] with DoubleTime and Hidden. The thread also covers many other replays from throughout the week, some which come with video links so be sure to check that out!
**Recently, [kang](https://osu.ppy.sh/users/2180003) has started hosting the [STAR LEAGUE 2](https://osu.ppy.sh/community/forums/topics/488220) tournament for osu!mania**. The tournament will be using a single elimination format for osu!mania 4K players with a prize pool of $1000. It's also worth mentioning that this will be an invitational tournament. There will be 3 waves of invites. The first set of invites were sent out on the 10th of August, the second set will be sent out on the 17th of August and the final set will be sent out on the 3rd of September. Matches will commence on the 17th of September as to avoid any conflict with the current MWC4K 2016.
diff --git a/news/2016-09-01-code-of-conduct.md b/news/2016-09-01-code-of-conduct.md
index 46b2fc27878b..446f61af94a9 100644
--- a/news/2016-09-01-code-of-conduct.md
+++ b/news/2016-09-01-code-of-conduct.md
@@ -11,13 +11,13 @@ Hello! As some of you may be aware, recently I have been working on a [**Code of
The aim of this was to ensure a productive and enjoyable experience for everyone, from those who are just starting out and looking for help and advice, all the way through to experienced members looking to polish their skills. Despite a large proportion of the work being "common sense", I felt it was necessary to have a clear point of reference for people to use as an example to when necessary. Over the internet, it is often easy to forget that mappers and modders are real people, with feelings just like you and I have. To help this, we want the mapping and modding community to be **a civil and accessible place** which its members are happy to be a part of.
-Since this idea fell under the umbrella of the [osu! Community Rules](https://osu.ppy.sh/help/wiki/Rules) to some degree, it was decided that once finished, the Code of Conduct should be featured in the **General Ranking Criteria**, clearly visible to all. From an initial concept of "How to Behave in the Beatmap Subforums", the guide was gradually expanded to include advice and guidance on a number of additional topics, such as how to word suggestions effectively, responding to criticism, as well as dealing with qualified maps.
+Since this idea fell under the umbrella of the [osu! Community Rules](/wiki/Rules) to some degree, it was decided that once finished, the Code of Conduct should be featured in the **General Ranking Criteria**, clearly visible to all. From an initial concept of "How to Behave in the Beatmap Subforums", the guide was gradually expanded to include advice and guidance on a number of additional topics, such as how to word suggestions effectively, responding to criticism, as well as dealing with qualified maps.
In order to get straight to the point, over time and with input from the community, the "informal" guide slowly transformed into a more concise, formal style befitting a Ranking Criteria entry. Now covering a wider scope applicable to the entire community, it was necessary to simplify things into a "bullet-point list" style. However I did receive some requests for the original document to be made available, so for anyone curious about the initial concept, or wanting to see things presented in a little more detail, you may read that [here](https://docs.google.com/document/d/1Woq3jPoBklkgHHofpL_fXrhtJGBkYOOEk7nQhJaHoRo/edit). Remember, however, that the Ranking Criteria version linked previously is the most up-to-date and as such, takes priority over this version.
One of the most important sections in the Code of Conduct (in my opinion, of course) is "**Dealing with Qualified Maps**". With the QAT now checking maps reactively, responsibility for reporting issues with Qualified beatmaps falls to the community. Clearly, Qualified maps need to be handled slightly differently to those in Pending due to the increase in exposure Qualification brings - including players who would otherwise have little to no involvement in the mapping and modding community. In case you missed these changes, refer to [**this thread**](https://osu.ppy.sh/community/forums/topics/447428?start=5068345) where you can **report Qualified beatmaps** you deem to be not yet ready for Ranked status.
-The draft itself has been through several rounds of community feedback already, for which I am very thankful. The response I received was overwhelmingly positive and a lot of great suggestions made their way into the finished article, reinforcing the belief that the community is far stronger when working together than alone. Following approval by the management, the final draft was **recently added into the Ranking Criteria** and can be seen [**here**](https://osu.ppy.sh/help/wiki/Ranking_Criteria/Code_of_Conduct), so have a read through it and be sure to spread the word!
+The draft itself has been through several rounds of community feedback already, for which I am very thankful. The response I received was overwhelmingly positive and a lot of great suggestions made their way into the finished article, reinforcing the belief that the community is far stronger when working together than alone. Following approval by the management, the final draft was **recently added into the Ranking Criteria** and can be seen [**here**](/wiki/Ranking_Criteria/Code_of_Conduct), so have a read through it and be sure to spread the word!
Hopefully this gives some insight into the necessity of the Code of Conduct as a valuable resource for shaping the future of the mapping and modding community. Of course, there is always room for improvement, so don’t hesitate to get in touch if you have any questions or suggestions. Anyone can make positive change happen, so get out there and put these ideas into practice, make new friends, and ensure the community remains a safe and enjoyable place for all!
diff --git a/news/2016-09-19-osucatch-spread-problem.md b/news/2016-09-19-osucatch-spread-problem.md
index 6fb185105f70..8d45acd91995 100644
--- a/news/2016-09-19-osucatch-spread-problem.md
+++ b/news/2016-09-19-osucatch-spread-problem.md
@@ -19,7 +19,7 @@ And with this, we arrived to the first possible solution. **Plan how to map and
**The second way involves starting from the easier level, which is fine as well.** It needs more knowledge and planning than the first way, but some people find this easier. If you placed a jump on Salad, then they should be harder on Platter, or maybe even a Hyper if the sound is very strong. Do not be afraid to check back on your previous difficulties to make sure you are on the right track as this makes a huge difference.
-**If you do not want to have an Overdose level difficulty that's fine, but this doesn't mean that you can still go all-out on Platter.** Listen to the song and bookmark beats where you think a hyperdash is worth adding. While in this case you can make the spread harder, do not forget that Rains are not Overdoses, Platters are not Rains, and so on. The [osu!catch Ranking Criteria](https://osu.ppy.sh/help/wiki/Ranking_Criteria/osu!catch) provides a detailed description of appropriate rhythms, patterns and so on for each level of difficulty, so be sure to familiarize yourself with it!
+**If you do not want to have an Overdose level difficulty that's fine, but this doesn't mean that you can still go all-out on Platter.** Listen to the song and bookmark beats where you think a hyperdash is worth adding. While in this case you can make the spread harder, do not forget that Rains are not Overdoses, Platters are not Rains, and so on. The [osu!catch Ranking Criteria](/wiki/Ranking_Criteria/osu!catch) provides a detailed description of appropriate rhythms, patterns and so on for each level of difficulty, so be sure to familiarize yourself with it!
As a closing word, I want to reiterate that lower difficulties are not meant to challenge the top 10 or 100 players. They are meant to be enjoyable by the players on lower levels who they are aimed at and designed for. If better players are searching for some challenge, they are able to use mods. The Platter is slow? Put DoubleTime or HardRock on and I'm sure it will be challenging. You must not make either the Platter or Rain a swarm of hyperdashes just to make it challenging on it's own.
diff --git a/news/2016-10-22-september-2016-ranking-charts.md b/news/2016-10-22-september-2016-ranking-charts.md
index 8184486b9026..251515d79759 100644
--- a/news/2016-10-22-september-2016-ranking-charts.md
+++ b/news/2016-10-22-september-2016-ranking-charts.md
@@ -66,7 +66,7 @@ This drum'n'bass map features very structured mapping and a high amount of drum
The fastest map this round is brought to you by DakeDekaane! Overall the set features very hard lower diffs, especially because of the BPM, but also because of the note density: the difficulties are as dense snapping-wise as slower songs (e.g. 1/2 in Futsuu), offering a very big challenge for newer players - something that we needed!
Another very notable thing about this set is the simplicity, as the maps are very structured but the patterns aren't very hard at all: On lower diffs they often switch colors every bar, making them easy to read, in the Oni the patterns are mostly based on 1/4 triplets.
-- [SOUND HOLIC Vs. dj TAKA feat. YURiCa - TIEFSEE](https://osu.ppy.sh/beatmapsets/409533) by [ll-oscar ](https://osu.ppy.sh/users/1488736) (Nominator: [S a n d](https://osu.ppy.sh/users/676578))
+- [SOUND HOLIC Vs. dj TAKA feat. YURiCa - TIEFSEE](https://osu.ppy.sh/beatmapsets/409533) by [ll-oscar](https://osu.ppy.sh/users/1488736) (Nominator: [S a n d](https://osu.ppy.sh/users/676578))
"A WALKING TOILET". Unlike the previous Tiefsee we had last month, the map uses mutiple very well structured 1/4 streams which creates a very well emphasized difficulty curve at climaxs, and overhelmingly great for stream reading challenges. Along with very subtle slider velocity change in certain sections which makes the map a lot more visually interesting. Overall structure of the map is not merely splendid, but also the fact that it has a great blend between the vocal and the background is what truely makes the verses great. I still remember when you first ask me for a play test on this, and I was already satisfied by how well it played, but you've moved on to further enhance the map, which turns an averagely good walking toilet into a true top notch walking toilet.
diff --git a/news/2016-11-21-osuweekly-81.md b/news/2016-11-21-osuweekly-81.md
index 218e0dd2ec03..0a857fd5c7e0 100644
--- a/news/2016-11-21-osuweekly-81.md
+++ b/news/2016-11-21-osuweekly-81.md
@@ -47,7 +47,7 @@ Another week full of amazing scores! Let's not let the OWC distract you too much
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-**The No.1 mania player, [jakads](https://osu.ppy.sh/users/259972) has set the 2nd highest score on [D(ABE3) - MANIERA](https://osu.ppy.sh/beatmaps/646681?m=3) on the [Masterpiece] difficulty with a 7 miss 98.71% score.** With that score, jakads earned a terrifying 1185pp, however, [jhlee0133](https://osu.ppy.sh/users/140148) still stands at the top. Will jakads manage to beat him? Time will tell..
+**The No.1 mania player, [jakads](https://osu.ppy.sh/users/259972) has set the 2nd highest score on [D(ABE3) - MANIERA](https://osu.ppy.sh/beatmaps/646681?m=3) on the \[Masterpiece\] difficulty with a 7 miss 98.71% score.** With that score, jakads earned a terrifying 1185pp, however, [jhlee0133](https://osu.ppy.sh/users/140148) still stands at the top. Will jakads manage to beat him? Time will tell..
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diff --git a/news/2016-12-01-october-2016-ranking-charts.md b/news/2016-12-01-october-2016-ranking-charts.md
index 94afec9c5f04..16ae4ee31754 100644
--- a/news/2016-12-01-october-2016-ranking-charts.md
+++ b/news/2016-12-01-october-2016-ranking-charts.md
@@ -109,7 +109,7 @@ This jazzy map brought you by jakads and multiple guest mappers packs a punch wi
It seems that whenever pporse makes a new ranked map, it always appears on the mania charts. Since the days of Canmusic, pporse has gained an extensive amount of experience in mapping, and this map reflects that well. The map is structurally organized and keeps consistent with the music's growing intensity. Similar to his Yooh - Salvation (one of the maps in the previous month's monthly ranked charts), the patterning is pretty comfortable, so if you think you are pretty good at 7K, you might want to try this out!
-- [ P*Light - Gekkou Ranbu](https://osu.ppy.sh/beatmapsets/382403) by [Spy](https://osu.ppy.sh/users/1217122) (Nominator: [Feerum](https://osu.ppy.sh/users/4815717))
+- [P\*Light - Gekkou Ranbu](https://osu.ppy.sh/beatmapsets/382403) by [Spy](https://osu.ppy.sh/users/1217122) (Nominator: [Feerum](https://osu.ppy.sh/users/4815717))
A long journey finally ended. Spy made here a really well done mix of a 4K and 7+1K (8K) beatmap. I voted for this beatmap especially because of the two different key-modes in it. The 4K difficulties have a pretty well done spread where all kind of player, either beginner or already experienced player will have their fun.
The 4K Gravity difficulty gives a lot of variety but what i specially like are that the beatmap follows pretty good the pitch from the music what is pretty good to see at the ending where he added a lot of trills.
diff --git a/news/2016-12-06-osuweekly-83.md b/news/2016-12-06-osuweekly-83.md
index 90a9749ba5da..daaa20b663ad 100644
--- a/news/2016-12-06-osuweekly-83.md
+++ b/news/2016-12-06-osuweekly-83.md
@@ -22,7 +22,7 @@ tumblr_url: http://osunews.tumblr.com/post/154126910348/osuweekly-83
**The QAT have recently posted an [enlightening blog post](http://osuqat.tumblr.com/post/153726142390/bn-test-review-osutaiko-catch-and-mania) about the most recent osu!taiko, osu!catch and osu!mania BN exams.** The blog post talks about the both the results of the exams and about how the exams went from some of their perspectives. Good reading if you're interested in becoming a BN yourself at some point in the future.
-**The osu!academy channel has released a new episode from the [ mapping bytes series.](https://www.youtube.com/watch?v=LHch8V-v7i4)** This video covers star patterns, a mainstay mapping technique used since basically forever. The video covers the basics of how to place them, where to place them, and some neat features you can use to make them look nicer.
+**The osu!academy channel has released a new episode from the [mapping bytes series.](https://www.youtube.com/watch?v=LHch8V-v7i4)** This video covers star patterns, a mainstay mapping technique used since basically forever. The video covers the basics of how to place them, where to place them, and some neat features you can use to make them look nicer.
**The [October ranking charts](https://osu.ppy.sh/home/news/2016-12-01-october-2016-ranking-charts) have been released.** Head on over to see some of the better maps ranked in October for every game mode. We also have ranking chart [beatmap packs](https://osu.ppy.sh/p/packlist?t=r) thanks to [Stefan.](https://osu.ppy.sh/users/626907)
diff --git a/news/2016-12-24-osuworld-cup-2016-results.md b/news/2016-12-24-osuworld-cup-2016-results.md
index 3ddcc8eab584..9a9708657307 100644
--- a/news/2016-12-24-osuworld-cup-2016-results.md
+++ b/news/2016-12-24-osuworld-cup-2016-results.md
@@ -15,7 +15,7 @@ Without further ado, here are the Top 3 Teams of OWC 2016.
**Team China will proudly occupy the 2nd place.** Despite being one of the lower-ranked teams in the Top Seed, the Chinese players closed up the gap thru sharpening their overall skills and technical expertise. Captain Crystal comes from the osu!Catch community, bringing with him the knowledge that was used to take that osu!Catch champion title. He was assisted by former captain MatsumotoRise, and together developed strategies that guarded Team China in the Loser's Bracket of the first Finals Weekend. Totori, formerly known as Rustbell, fully showcased why he was called the "Sprobot" by becoming the absolute nightmare of a great many teams that were knocked down by China. Dsan, alongside veteran player GGBY, provided the backup needed for China on multiple occasions thru their experienced knowledge of the maps and the game. SpringLane, ArtxE, and Totoki (Tokichii) – the "High BPM Trio" – gave Team China quite the edge on Double Time picks. Together, these players fought back Team USA on the first set this weekend in flying colors. While they may have saw their better when their best was not enough, these Oriental knights have earned the respect of every single team they came across. Surely enough, nobody will forget the amazing run they had this year.
-**Last but most certainly not the least, Team USA is once again our champion team of OWC this year!** Widely celebrated and well-reviewed, the American players have an almost impregnable wall of iron defense built brick-by-brick from their solid skillsets. Captain "Our Boy" [Toy] demonstrated great improvements since his performance last year. Despite being away in Japan and having to use an unfamiliar setup, he quickly adjusted, and alongside Team USA's new blood carry ihd kee ([Toy]s our boy) fought back the Chinese hurricane in the second Grand Finals set. HappyStick, formerly serving Team Netherlands, provided great support for his new country on Hardrock and Double Time fronts. fieryrage, mniminwoo, and Mlaw22, all new to the OWC scene, maintained firm footing on the ground of a shaky Finals mappool, steadily supporting their teammates. The "No Mod Champ" Ritzeh and Axarious, with their solid knowledge and experience from previous tournaments, paved a path with their team leading to victory. Especially noteworthy was how the American players adjusted themselves between the 2 sets, within 10 minutes of break time, and quickly formulated a strategy that they direly need for several close and tightly-contested wins over China. They have shown their credentials as top players and the undebatable champions, and their performance do their title justice.
+**Last but most certainly not the least, Team USA is once again our champion team of OWC this year!** Widely celebrated and well-reviewed, the American players have an almost impregnable wall of iron defense built brick-by-brick from their solid skillsets. Captain "Our Boy" \[Toy\] demonstrated great improvements since his performance last year. Despite being away in Japan and having to use an unfamiliar setup, he quickly adjusted, and alongside Team USA's new blood carry ihd kee (\[Toy\]s our boy) fought back the Chinese hurricane in the second Grand Finals set. HappyStick, formerly serving Team Netherlands, provided great support for his new country on Hardrock and Double Time fronts. fieryrage, mniminwoo, and Mlaw22, all new to the OWC scene, maintained firm footing on the ground of a shaky Finals mappool, steadily supporting their teammates. The "No Mod Champ" Ritzeh and Axarious, with their solid knowledge and experience from previous tournaments, paved a path with their team leading to victory. Especially noteworthy was how the American players adjusted themselves between the 2 sets, within 10 minutes of break time, and quickly formulated a strategy that they direly need for several close and tightly-contested wins over China. They have shown their credentials as top players and the undebatable champions, and their performance do their title justice.
diff --git a/news/2016-12-26-christmas-fan-art-contest-results.md b/news/2016-12-26-christmas-fan-art-contest-results.md
index 3644c3e503c9..0e7beb800b80 100644
--- a/news/2016-12-26-christmas-fan-art-contest-results.md
+++ b/news/2016-12-26-christmas-fan-art-contest-results.md
@@ -11,7 +11,7 @@ Some [absolutely incredible entries](https://osu.ppy.sh/community/contests/36) c
-Taking **first place** by storm, [\[ Piyori \]](https://osu.ppy.sh/users/4457608) awed people across the world with their incredible portrayal of a rugged-up pippi reflected in the mirror sheen of a Christmas bauble. Wow. We also featured [ Piyori ]'s work as part of the hand-picked entries that made it to the main-menu.
+Taking **first place** by storm, [\[ Piyori \]](https://osu.ppy.sh/users/4457608) awed people across the world with their incredible portrayal of a rugged-up pippi reflected in the mirror sheen of a Christmas bauble. Wow. We also featured \[ Piyori \]'s work as part of the hand-picked entries that made it to the main-menu.
diff --git a/news/2016-12-31-osuweekly-86.md b/news/2016-12-31-osuweekly-86.md
index 69f0df1bbfa8..a8606578f9c5 100644
--- a/news/2016-12-31-osuweekly-86.md
+++ b/news/2016-12-31-osuweekly-86.md
@@ -16,7 +16,7 @@ It's been a bit of a slow end to the year! Many members of the team are taking s
**Flanster released a cool [new tool](https://osu.ppy.sh/community/forums/posts/5700386) to help you autosave your work when you are in the editor!** Have you ever, frustratingly, lost precious work because someone spilled coffee on the fusebox and caused catastrophic failure of all electronic devices in your household? At least until we have some better form of version control in place, this handy little app will be the solution to all your hair tearing woes.
-**Two new storyboard showcases have been uploaded for your viewing pleasure.** This time, Deadbeat is serving up [lovely](https://www.youtube.com/watch?v=uZN4cylN5rY) [creations](https://www.youtube.com/watch?v=vsYTS0SHAb8) from nold_1702 and yf_bmp. Last week we also featured the brainchild of three storyboarders, -[Koinuri], pandorawindy and ShallICompareThee. That said, if you didn't know about that already, why haven't you subscribed to the osu!academy channel yet?
+**Two new storyboard showcases have been uploaded for your viewing pleasure.** This time, Deadbeat is serving up [lovely](https://www.youtube.com/watch?v=uZN4cylN5rY) [creations](https://www.youtube.com/watch?v=vsYTS0SHAb8) from nold_1702 and yf_bmp. Last week we also featured the brainchild of three storyboarders, -\[Koinuri\], pandorawindy and ShallICompareThee. That said, if you didn't know about that already, why haven't you subscribed to the osu!academy channel yet?
diff --git a/news/2017-03-09-osuweekly-95.md b/news/2017-03-09-osuweekly-95.md
index e9d4e4507351..06520cd5af76 100644
--- a/news/2017-03-09-osuweekly-95.md
+++ b/news/2017-03-09-osuweekly-95.md
@@ -46,7 +46,7 @@ Before we get into this week's impressive plays, our fellow friends from the Sco
-**Have you heard of [Sousaki](https://osu.ppy.sh/users/1599349)?** Maybe? Maybe not? Well, he did make a surprising play on [Dancing Dolls - monochrome(Asterisk Makina Remix)](https://osu.ppy.sh/beatmaps/997889?m=2), setting a monstrous HR 99.83% FC and getting 785pp. HR plays were also set on this play by Dusk and [224]Hyperw7, making this play seem out of the blue.
+**Have you heard of [Sousaki](https://osu.ppy.sh/users/1599349)?** Maybe? Maybe not? Well, he did make a surprising play on [Dancing Dolls - monochrome(Asterisk Makina Remix)](https://osu.ppy.sh/beatmaps/997889?m=2), setting a monstrous HR 99.83% FC and getting 785pp. HR plays were also set on this play by Dusk and \[224\]Hyperw7, making this play seem out of the blue.
@@ -72,7 +72,7 @@ Like last year, we have 24 teams representing their respective countries and reg
With regards to the drawings, teams were initially sorted by rank into 3 tiers, then randomly split among 8 groups, found [here](https://docs.google.com/spreadsheets/u/1/d/1Yyj_Idbs685dvR0KoFmMF-JRtH7Qd30k62aIPHOmtG8/pubhtml). The whole drawing process was made more intense as Japan (the top seeded team) was last to be sorted – all other teams watched in trepidation as a result of this. Groups E, G and H are ones to watch out for, as I believe that the competition for 2nd place will be particularly fierce. For avid watchers who tuned in last year, Group A will see a rematch between Taiwan and the UK – definitely one to look out for as well.
-As for the mappool showcase, there were moments of shock and disbelief throughout, as no one was remotely prepared for the surprise that [Sayaka-](https://osu.ppy.sh/users/398275) and [OnosakiHito](https://osu.ppy.sh/users/290128) had in store. Coming in with an average SR of 6.07* (a jump of 1.54* from the previous year), it is by far the highest star rated Group Stage pool across ALL world cups to date. The bar has been set extremely high, and for once we may even see some top seeded teams waver at this early stage.
+As for the mappool showcase, there were moments of shock and disbelief throughout, as no one was remotely prepared for the surprise that [Sayaka-](https://osu.ppy.sh/users/398275) and [OnosakiHito](https://osu.ppy.sh/users/290128) had in store. Coming in with an average SR of 6.07\* (a jump of 1.54\* from the previous year), it is by far the highest star rated Group Stage pool across ALL world cups to date. The bar has been set extremely high, and for once we may even see some top seeded teams waver at this early stage.
The first match is scheduled to take place on Saturday 11 March, 12:00 UTC. Be sure to drop by the [osu!live twitch channel](https://www.twitch.tv/osulive) this weekend. The atmosphere is literally buzzing with excitement, so make sure you are present to witness the start of the most hyped up TWC yet!
diff --git a/news/2017-03-18-introducing-to-you-spotlights.md b/news/2017-03-18-introducing-to-you-spotlights.md
index 3b640c1340ec..af6cfd47c396 100644
--- a/news/2017-03-18-introducing-to-you-spotlights.md
+++ b/news/2017-03-18-introducing-to-you-spotlights.md
@@ -48,7 +48,7 @@ A truly breathtaking mega-set to start off 2017. 27 mappers (and 1 storyboarder)
- [REOL - YoiYoi Kokon](https://osu.ppy.sh/beatmapsets/509341) by [Pho](https://osu.ppy.sh/users/3624692) (Nominator: [handsome](https://osu.ppy.sh/users/2123087))
-After the entrancing hit that was Ooedo Ranvu, Pho returns with another REOL mapset. Showing off his expertise at low-bpm mapping, his difficulties are enjoyable works of art that manages to turn tricky rhythms into smooth and silky gameplay. Not to mention another resident REOL lover, Chaoslitz, whose difficulty provides a significantly simpler Extra experience. And last but not least, [ Drop ] and Logic Agent, whomst showcases clean and simple difficulties that accompany the set well.
+After the entrancing hit that was Ooedo Ranvu, Pho returns with another REOL mapset. Showing off his expertise at low-bpm mapping, his difficulties are enjoyable works of art that manages to turn tricky rhythms into smooth and silky gameplay. Not to mention another resident REOL lover, Chaoslitz, whose difficulty provides a significantly simpler Extra experience. And last but not least, \[ Drop \] and Logic Agent, whomst showcases clean and simple difficulties that accompany the set well.
- [Horie Yui - Coloring](https://osu.ppy.sh/beatmapsets/532827) by [Karen](https://osu.ppy.sh/users/3143784) (Nominator: [handsome](https://osu.ppy.sh/users/2123087))
@@ -110,7 +110,7 @@ Well, where do I start with this one. Even if it sounds weird, Restoring the Lig
- [DJ TOTTO VS TOTTO - Vajra](https://osu.ppy.sh/beatmapsets/432015) by [biemote](https://osu.ppy.sh/users/799606) (Nominator: [Feerum](https://osu.ppy.sh/users/4815717))
-Did someone say "Anti-Meta"?? That's right! Here we have something really rare. A mapset which include 6K and 8K (7+1K). The 6K Set is by biemote. To the spread itself is not much to say. All difficulties are really well made. Especially the middle part of the beatmap stands a bit out because of the pretty clever jack usage according to the piano pitch. The 8K or also called 7+1K difficulties are by [Emiria] who is already known to make pretty interesting 7+1K beatmaps.The basic is a collab between both mappers in the set which introduce the player really well into the 7+1K gameplay. The Leggendaria difficulty begins with some more dense double stairs and heavier scratch usage which turns in the middle into a little bit calmer part. But what is really interesting is the Kiai/Chorus part which has a little bit the style of a typical BMS chart especially the end of the chorus where the beatmap gets more and more dense. A really well made beatmap here and now go and play it! Don't wait any longer. Stop reading right here and try it!
+Did someone say "Anti-Meta"?? That's right! Here we have something really rare. A mapset which include 6K and 8K (7+1K). The 6K Set is by biemote. To the spread itself is not much to say. All difficulties are really well made. Especially the middle part of the beatmap stands a bit out because of the pretty clever jack usage according to the piano pitch. The 8K or also called 7+1K difficulties are by \[Emiria\] who is already known to make pretty interesting 7+1K beatmaps.The basic is a collab between both mappers in the set which introduce the player really well into the 7+1K gameplay. The Leggendaria difficulty begins with some more dense double stairs and heavier scratch usage which turns in the middle into a little bit calmer part. But what is really interesting is the Kiai/Chorus part which has a little bit the style of a typical BMS chart especially the end of the chorus where the beatmap gets more and more dense. A really well made beatmap here and now go and play it! Don't wait any longer. Stop reading right here and try it!
- [Orange Heart(cv:Honda Mariko) Neptune(cv:Tanaka Rie) - Mousou Katharsis](https://osu.ppy.sh/beatmapsets/535272) by [_underjoy](https://osu.ppy.sh/users/2235750) (Nominator: [-Kamikaze-](https://osu.ppy.sh/users/2124783))
@@ -158,7 +158,7 @@ Sometimes, when older mappers rise from the grave, it almost seems like they for
What a masterpiece. This map is one of the best ranked maps out there, even the best for me. I'll make a particular emphasis on the Inner Oni here, featuring an incredible display of mapping skill. Everything just flows perfectly and the hitsounds are spot-on, but what truly makes this map amazing is the pattern arrangement throughout the song, combined with a perfect usage of finishers and an incredible ending in the last kiai. tasuke912 manages to represent the song extremely well with a creative way that clearly makes it unique. Shoutout to the Guest Difficulties from OzzyOzzrock and Chromoxx who gave their identity and mapping styles to the set while being an coherent and in complete harmony with the Inner Oni, making it shine in the Ranked Map constellation even more. This exceptionnal mapset completely deserves the first place this month. Please play it for the love of Taiko.
-- [DM DOKURO - SAVE](https://osu.ppy.sh/beatmapsets/532100) by [Raiden ](https://osu.ppy.sh/users/2239480) (Nominator: [Nardoxyribonucleic](https://osu.ppy.sh/users/876419))
+- [DM DOKURO - SAVE](https://osu.ppy.sh/beatmapsets/532100) by [Raiden](https://osu.ppy.sh/users/2239480) (Nominator: [Nardoxyribonucleic](https://osu.ppy.sh/users/876419))
A decent map with good interpretation of the music pace in different sessions. The mapper is able to vary note density accordingly and use a number of 1/2+1/4 constellations to make the map intuitive and fun to play. The break in the middle of the map is placed wisely to give players a sufficient rest and prepare for the dense kiai afterwards, which could SAVE them from muscle fatigue. The last 1/3 session is calm and relaxing, yet tricky to deal with owing to the rhythm twitch. Summing up all of these, this map would be interesting enough to be shown in the February Spotlights.
@@ -192,7 +192,7 @@ This is a loooooong one - almost 20 minutes worth of drain time for the player.
This map is quite entertaining for it's smooth game-play and experimentation with a larger circle size than most Overdose maps. This map is good for those being introduced to Overdose maps than also appreciate a longer drain time. Good job to the mappers.
-- [DragonForce - Through the Fire and Flames](https://osu.ppy.sh/beatmapsets/382400) by [Ponoyoshi ](https://osu.ppy.sh/users/4610047) (Nominator: [Chara](https://osu.ppy.sh/users/829284))
+- [DragonForce - Through the Fire and Flames](https://osu.ppy.sh/beatmapsets/382400) by [Ponoyoshi](https://osu.ppy.sh/users/4610047) (Nominator: [Chara](https://osu.ppy.sh/users/829284))
The players who've been around here for a long time probably have seen a map or two of this song, but it just never gets old! With the sense of nostalgia for the veteran and the fast-paced difficulty for the fresh player, this convert contains stream patterns combined with jumps that might throw one off if not prepared for. While this isn't really hardcore stuff here (pal), it still is quite the enjoyable map!
diff --git a/news/2017-04-20-march-2017-spotlights.md b/news/2017-04-20-march-2017-spotlights.md
index 293342855b59..0b46660b2942 100644
--- a/news/2017-04-20-march-2017-spotlights.md
+++ b/news/2017-04-20-march-2017-spotlights.md
@@ -63,7 +63,7 @@ Great 1/3 map by Nwolf this month! The complex rhythms used in this map make it
- [Cardboard Box - The Limit Does Not Exist](https://osu.ppy.sh/beatmapsets/420395) by [Grimbow](https://osu.ppy.sh/users/1387762) (Nominator: [magnomizer](https://osu.ppy.sh/users/1893718))
-This is truly a noteworthy addition because it is the first time in ages since a map has provided a genuine challenge for even high level players (alongside Hold Angel). Hopefully this marks the start of a new paradigm of "difficult maps" becoming ranked. Regarding the actual mapset itself, it has good spread, helped in part by the excellent guest difficulties mapped by Nwolf and Dainesl. However, what truly stands out is the challenging [Limit Break] difficulty, mapped by Grimbow himself. With an SR of 7.54*, it has great execution of flow when it comes to placement of long deathstreams. In spite of the repetitive nature of the song, the patterns are varied enough to keep the map interesting and enjoyable, without sounding out of place at all.
+This is truly a noteworthy addition because it is the first time in ages since a map has provided a genuine challenge for even high level players (alongside Hold Angel). Hopefully this marks the start of a new paradigm of "difficult maps" becoming ranked. Regarding the actual mapset itself, it has good spread, helped in part by the excellent guest difficulties mapped by Nwolf and Dainesl. However, what truly stands out is the challenging \[Limit Break\] difficulty, mapped by Grimbow himself. With an SR of 7.54*, it has great execution of flow when it comes to placement of long deathstreams. In spite of the repetitive nature of the song, the patterns are varied enough to keep the map interesting and enjoyable, without sounding out of place at all.
### osu!catch (3)
diff --git a/news/2017-05-02-osuweekly-102.md b/news/2017-05-02-osuweekly-102.md
index b3304ebe8ff5..fffb2712e5e3 100644
--- a/news/2017-05-02-osuweekly-102.md
+++ b/news/2017-05-02-osuweekly-102.md
@@ -83,7 +83,7 @@ And we thought he was done! [Cookiezi](https://osu.ppy.sh/users/124493) amazes u
=SCOREWATCH SCORE SHOW=
-This week, we get to watch 2 fortunate players, ExGon and [224]Hyper27, going against each other on Calamity Fortune!
+This week, we get to watch 2 fortunate players, ExGon and \[224\]Hyper27, going against each other on Calamity Fortune!
diff --git a/news/2017-08-21-yuzus-new-look-contest.md b/news/2017-08-21-yuzus-new-look-contest.md
index fb64abcfff44..ef528feeadba 100644
--- a/news/2017-08-21-yuzus-new-look-contest.md
+++ b/news/2017-08-21-yuzus-new-look-contest.md
@@ -16,7 +16,7 @@ There's a few things to keep in mind, however. This contest is about giving Yuzu
## Who is Yuzu?
-[](https://osu.ppy.sh/wiki/Mascots/Gallery#yuzu)
+[](https://osu.ppy.sh/wiki/Mascots/Gallery#yuzu)
Yuzu is the _osu!catch_ mascot. He's most commonly seen in the base game skin, holding up the catcher.
diff --git a/news/2017-08-25-osu-mania-4k-world-cup-ro16-recap.md b/news/2017-08-25-osu-mania-4k-world-cup-ro16-recap.md
index 5e24945f37c1..16d8c92b96ff 100644
--- a/news/2017-08-25-osu-mania-4k-world-cup-ro16-recap.md
+++ b/news/2017-08-25-osu-mania-4k-world-cup-ro16-recap.md
@@ -42,7 +42,7 @@ The final two matches saw Poland vs. Chile and Sweden vs. United States. While b

--------
-And that's a wrap for the Round of 16! This coming weekend will mark the start of the Quarter Finals. Like last week, we will see a total of 8 exciting matches, but this time spread over the course of 2 days. Teams in the loser's bracket are now at risk of being eliminated, so the stakes are raised even higher! You can find out what the scheduled matches are on the [wiki page](https://osu.ppy.sh/help/wiki/Tournaments/MWC/2017_4K).
+And that's a wrap for the Round of 16! This coming weekend will mark the start of the Quarter Finals. Like last week, we will see a total of 8 exciting matches, but this time spread over the course of 2 days. Teams in the loser's bracket are now at risk of being eliminated, so the stakes are raised even higher! You can find out what the scheduled matches are on the [wiki page](/wiki/Tournaments/MWC/2017_4K).
Be sure to catch the start of the Quarter Finals stage at 19:00 UTC this Saturday, on the [osu!live twitch channel](https://www.twitch.tv/osulive)! The first match will see France squaring off against Chile - this is something you don't want to miss!
diff --git a/news/2017-09-22-beatmap-spotlights-july-august-2017.md b/news/2017-09-22-beatmap-spotlights-july-august-2017.md
index 1348a327fc9d..58e1a26334ab 100644
--- a/news/2017-09-22-beatmap-spotlights-july-august-2017.md
+++ b/news/2017-09-22-beatmap-spotlights-july-august-2017.md
@@ -25,9 +25,9 @@ First of all, congratulations to the winners of the June 2017 Spotlights. They r
- **osu!catch:** [\_Asriel](https://osu.ppy.sh/users/566276)
- **osu!mania:** [Cryolien](https://osu.ppy.sh/users/1626983)
-# July 2017 Spotlight
+## July 2017 Spotlight
-## osu!
+### osu!
[](https://osu.ppy.sh/beatmapsets/559843)
@@ -57,7 +57,7 @@ The rhythms are given enough thought to ensure they both represent the song, as
While it may not be innovative, **[Delis](https://osu.ppy.sh/users/1603923)** has presented us with yet another well made map this month filled, with his nostalgia-focused design choices. What makes Delis's maps stand out from the masses of modern maps is their old-style object composition and slider design, which resemble maps from an age most current osu! players have never gotten a chance to see.
-## osu!taiko
+### osu!taiko
[](https://osu.ppy.sh/beatmapsets/625493)
@@ -91,7 +91,7 @@ Difficult rhythms, dense patterns, streams and various combined note snaps: My S
**[Akemi_Homura](https://osu.ppy.sh/users/707980)** has put out a great entry into Ranked this month with Sayonara Memories! The simple 1/2 + 1/4 patterns are neatly mapped with appropriate consistency and the song parts were divided very well by patterning within the map itself, making it very interesting to play. It is also good practice for Double Time, since the map has many rest sections dividing the more difficult ones. There's bound to be something for everyone in this one!
-## osu!catch
+### osu!catch
[](https://osu.ppy.sh/beatmapsets/559525)
@@ -107,7 +107,7 @@ When you think of "marathons" in osu!catch, a Platter difficulty at 88.5 BPM doe
Despite the lower difficulty level, the map offers a wide variety of patterns and emphasis to keep the player interested over the course of almost six minutes, from short and sharp dashes on synth and percussion sounds, to long, twisting vocal-mapped sliders. Each section of the map is pitched well to the emotion and intensity of the music, resulting in a relaxing yet enjoyable experience that can provide a test of stamina to less-experienced players.
-## osu!mania
+### osu!mania
[](https://osu.ppy.sh/beatmapsets/426638)
@@ -127,9 +127,9 @@ Just when we all thought the days of mapping SDVX songs with the SFX were over,
Furthermore, it utilizes some simple stutter Slider Velocity changes where appropriate. With a heavy focus on visuals as well as having some minijacks and basic Long Note holds and releases, the map provides a unique and varied gameplay experience.
-# August 2017 Spotlights
+## August 2017 Spotlights
-## osu!
+### osu!
[](https://osu.ppy.sh/beatmapsets/518426)
@@ -161,7 +161,7 @@ The same style is used for every difficulty, which makes the mapset feel very co
[Cherry Blossom](https://osu.ppy.sh/users/1156742) has yet again managed to create a map which is not only insanely clean but also very fun to play in general, with an absolutely clever use of symmetry and a very fitting use of spacing for the streams, underlining properly the intensity of the various instruments. If you like challenging stream maps, you can't go wrong with this one!
-## osu!taiko
+### osu!taiko
[](https://osu.ppy.sh/beatmapsets/643803)
@@ -204,7 +204,7 @@ A quite solid mapset brought up by [komasy](https://osu.ppy.sh/users/1980256) th
Black Lotus shines with its well designed structure and snapping changes, making it fairly easy to read. However, the density of the notes coupled with the high BPM still make it quite challenging and a good training map for those who want to train their 1/6 beat snapping mechanics.
-## osu!catch
+### osu!catch
[](https://osu.ppy.sh/beatmapsets/519023)
@@ -226,7 +226,7 @@ Despite the rather repetitive nature of the song, Spectator uses just the right
Accelerating its way to the Spotlights is this mapset by a huge collective of mappers! From [JBHyperion](https://osu.ppy.sh/users/4879508), [NurseHyperion](https://osu.ppy.sh/users/4880672), [- Magic Girl -](https://osu.ppy.sh/users/3095784), [WildOne94](https://osu.ppy.sh/users/3482692), [Withered Lotus](https://osu.ppy.sh/users/3546931), and [Razor Sharp](https://osu.ppy.sh/users/3414261), this map brings a variety of mapping styles on the plate. It features a lot of hectic patterns (contemplated by the higher-than-usual Approach Rate) that compliments the song's fast-paced nature. Just be careful not to get left behind!
-## osu!mania
+### osu!mania
[](https://osu.ppy.sh/beatmapsets/613792)
diff --git a/news/2017-09-23-mapping-with-rewards-returns.md b/news/2017-09-23-mapping-with-rewards-returns.md
index fb65e8cf5f12..d9b114e6c6a0 100644
--- a/news/2017-09-23-mapping-with-rewards-returns.md
+++ b/news/2017-09-23-mapping-with-rewards-returns.md
@@ -74,7 +74,7 @@ This is the bounty set on this contest:
- You are free to submit multiple entries on the page if you wish to enter into more than one song, but can only enter once per song.
- It is allowed to submit the beatmap sets via the [Beatmap Submission System](/wiki/Submission), have them modded on the page and even reach Ranked status while this contest is running.
- **Entries may be submitted until 31st December 2017 UTC+0.**
-- **Submissions must adhere to the [Ranking Criteria](https://osu.ppy.sh/help/wiki/Ranking_Criteria)** or be in a state close to satisfying this condition through minor changes.
+- **Submissions must adhere to the [Ranking Criteria](/wiki/Ranking_Criteria)** or be in a state close to satisfying this condition through minor changes.
- **Custom hitsound samples cannot be used.**
- **Collaborations are not allowed because we aim for coherent sets**.
- **If not enough people of a gamemode map a song, no contest will be held for that particular song and mode.**
diff --git a/news/2017-10-16-qat-gazette-october-2017.md b/news/2017-10-16-qat-gazette-october-2017.md
index 4174deaf08dd..3620bce63029 100644
--- a/news/2017-10-16-qat-gazette-october-2017.md
+++ b/news/2017-10-16-qat-gazette-october-2017.md
@@ -71,7 +71,7 @@ Some of you might remember the old Mapping with Rewards event, but [Okorin](http
All you have to do is map one of the listed tracks, upload them to both BSS and the contest page and you're done! Your set can be even ranked already when entering. After the 3 month deadline has passed, a team of dedicated judges will review the entries and decide which is the best.
-The creator of the winning beatmap set for each game mode will receive several rewards, such as a 6 months of [osu!supporter](https://osu.ppy.sh/help/wiki/osu!supporter), a profile badge and more! If you haven't read it yet make sure to head over to the [MWR announcement page](https://osu.ppy.sh/home/news/2017-09-23-mapping-with-rewards-returns) and read more about it!
+The creator of the winning beatmap set for each game mode will receive several rewards, such as a 6 months of [osu!supporter](/wiki/osu!supporter), a profile badge and more! If you haven't read it yet make sure to head over to the [MWR announcement page](https://osu.ppy.sh/home/news/2017-09-23-mapping-with-rewards-returns) and read more about it!
If you want even more mapping events, [Irreversible](https://osu.ppy.sh/users/1287964) has something special planned for the coming month, so stay tuned!
diff --git a/news/2017-11-23-OWC-groups-stage-recap.md b/news/2017-11-23-OWC-groups-stage-recap.md
index 66fd4b949e1b..9ffbf86f3285 100644
--- a/news/2017-11-23-OWC-groups-stage-recap.md
+++ b/news/2017-11-23-OWC-groups-stage-recap.md
@@ -50,7 +50,7 @@ Neither side has a distinct advantage over the other - Canada features reading a
Either way, I wish everyone feels just as excited as I am towards the upcoming matches. OWC this year is surely going to be great, and more exciting things await just beyond the horizon.
-Check out the match schedules **[here](https://osu.ppy.sh/help/wiki/Tournaments/OWC/2017)** and we hope to see you when the flames of battle are lit.
+Check out the match schedules **[here](/wiki/Tournaments/OWC/2017)** and we hope to see you when the flames of battle are lit.
Remember, rhythm is just a click away!
diff --git a/news/2017-12-20-beatmap-spotlights-november-2017.md b/news/2017-12-20-beatmap-spotlights-november-2017.md
index 226d9adbb3ed..89416303351f 100644
--- a/news/2017-12-20-beatmap-spotlights-november-2017.md
+++ b/news/2017-12-20-beatmap-spotlights-november-2017.md
@@ -30,9 +30,9 @@ In conjunction with the above changes, it is my pleasure to welcome our new map
- **osu!catch:** [Crystal](https://osu.ppy.sh/users/1646397)
- **osu!mania:** [Garalulu](https://osu.ppy.sh/users/757783), [Pope Gadget](https://osu.ppy.sh/users/2288341), [Asherz007](https://osu.ppy.sh/users/9014047), [TheToaphster](https://osu.ppy.sh/users/7616811)
-# November 2017 Spotlights
+## November 2017 Spotlights
-## osu!
+### osu!
[](https://osu.ppy.sh/beatmapsets/628765)
@@ -54,7 +54,7 @@ Being the winner of the 3rd Newspaper Cup - a prestigious mapping contest - [Reg
For fans of the Touhou Project and unconventional mapping alike, [Hollow Wings](https://osu.ppy.sh/users/416662) brings us a wonderful mapset of Ten'imuhou. The highest difficulty of the mapset brings an energetic feel with an overall high spacing, while keeping gameplay engaging with a huge variety in jump patterns. A must play if you're looking for an aim challenge!
-## osu!taiko
+### osu!taiko
[](https://osu.ppy.sh/beatmapsets/691352)
@@ -74,7 +74,7 @@ Ever wanted to bang some drums to the sound of intense violins? Well then, Memme
The highlight of this set would definitely be the Inner Oni difficulty by [aabc271](https://osu.ppy.sh/users/155707). With clever usage of finishers, 1/6 patterns, streams and rhythm switches throughout the map, it offers both a fun yet challenging experience for veteran players. We mustn't forget about the Muzukashii and Oni difficulties though - mapped by [iloveyou4ever](https://osu.ppy.sh/users/4964596) and [Nardoxyribonucleic](https://osu.ppy.sh/users/876419) respectively, they too are also beautifully crafted for players of lower levels to enjoy.
-## osu!catch
+### osu!catch
[](https://osu.ppy.sh/beatmapsets/629384)
@@ -94,7 +94,7 @@ This beatmap is ultimately great fun to play and one you really shouldn't miss o
Having been featured in the osu!catch World Cup a few months ago, [JBHyperion](https://osu.ppy.sh/users/4879508) takes us all the way to a different meta in the ranked section, with the top difficulty of his Arcadia mapset sporting an unconventional Circle Size and gimmicky patterns. Moreover, players of all skill levels can enjoy the ride through this mapset with a difficulty tailored for them. I'm sure you'll be begging for an encore in your attempt to get the highest score on this cool beatmap!
-## osu!mania
+### osu!mania
[](https://osu.ppy.sh/beatmapsets/580273)
diff --git a/news/2018-01-23-beatmap-spotlights-december-2017.md b/news/2018-01-23-beatmap-spotlights-december-2017.md
index 90fbc27788de..7c7b71b7ae66 100644
--- a/news/2018-01-23-beatmap-spotlights-december-2017.md
+++ b/news/2018-01-23-beatmap-spotlights-december-2017.md
@@ -18,9 +18,9 @@ First of all, congratulations to the winners of the November 2017 Spotlights. Th
- **osu!catch:** [monstratorfull](https://osu.ppy.sh/users/1872276)
- **osu!mania:** [\_SkyFall](https://osu.ppy.sh/users/4893647)
-# December 2017 Spotlights
+## December 2017 Spotlights
-## osu!
+### osu!
[](https://osu.ppy.sh/beatmapsets/705788)
@@ -54,7 +54,7 @@ This month, veteran mapper [Zero__wind](https://osu.ppy.sh/users/1822830) brings
Winning the 5th Pending Cup, an annual mapping contest that attracts experienced mappers globally, [Chaoslitz](https://osu.ppy.sh/users/3621552) brings us a marvellous collection of top-quality entries! Additionally, as the mapper of the top difficulty, [yf_bmp](https://osu.ppy.sh/users/1243669) vividly expresses the song with well-organized patterns and incredible hitsounding. Still, don't forget to check out all the difficulties if you are a fan of diversity, as both technical and aim-heavy styles are included in this mapset!
-## osu!taiko
+### osu!taiko
[](https://osu.ppy.sh/beatmapsets/627038)
@@ -70,7 +70,7 @@ His map of the song "Saifu 'Kamiasobi no Uta'" features varied yet consistent an
Following his last appearance in the September osu!taiko Spotlights, [Nifty](https://osu.ppy.sh/users/4956097) is featured once again, this time with a mapset that can be considered a sequel to Time Traveler: sakuraburst's remix of fuego!
Like Time Traveler, fuego features an unusually high amount of slider velocity changes which are executed very well, creating a very unique experience. The patterns used are exceptionally well-structured, from kantan to embers oni, with the lower difficulties made fair for newer players. Hopefully you, the player, can enjoy embers oni's slider velocity changes!
-## osu!catch
+### osu!catch
[](https://osu.ppy.sh/beatmapsets/692367)
@@ -90,7 +90,7 @@ Bringing this sweet song with a sweet map to us are [-wwwww](https://osu.ppy.sh/
With nice flow and unique vocal emphasis with slider velocity manipulation, [Hareimu](https://osu.ppy.sh/users/4138746)'s map of Fairytale, by cillia brings what we're looking for in Spotlights. It's slider velocity manipulation before the kiai adds some flair that makes the mapping interesting as well as having overall good flow that is smooth to play. We would hope you feel the same way while playing it!
-## osu!mania
+### osu!mania
[](https://osu.ppy.sh/beatmapsets/409440)
diff --git a/news/2018-02-23-beatmap-spotlights-january-2018.md b/news/2018-02-23-beatmap-spotlights-january-2018.md
index 694001294e54..5fab3513348e 100644
--- a/news/2018-02-23-beatmap-spotlights-january-2018.md
+++ b/news/2018-02-23-beatmap-spotlights-january-2018.md
@@ -18,9 +18,9 @@ First of all, congratulations to the winners of the December 2017 Spotlights. Th
- **osu!catch:** [Guillotine](https://osu.ppy.sh/users/4365562)
- **osu!mania:** [\[MY\]Idiot](https://osu.ppy.sh/users/2059742)
-# January 2018 Spotlights
+## January 2018 Spotlights
-## osu!
+### osu!
[](https://osu.ppy.sh/beatmapsets/688877)
@@ -52,7 +52,7 @@ An absolute treat of a map to play, and to watch as well! The storyboard, also d
YUC'e - Sengoku HOP, brought to us by [Nathan](https://osu.ppy.sh/users/4785223), [Gamu](https://osu.ppy.sh/users/611174) and [appleeaterx](https://osu.ppy.sh/users/2407160), clearly shows how cuteness and glitch hop music is done, with their breathtakingly wonderful works! This map features rather gimmicky and technical patterns, including stacks and high-speed sliders. Try it out if you want to challenge your reading skills and all other abilities!
-## osu!taiko
+### osu!taiko
[](https://osu.ppy.sh/beatmapsets/417377)
@@ -92,7 +92,7 @@ Being the only nominated taiko mapset with no X-rated difficulty, it stands out
Despite the short song length, it is a well-made mapset that shows his expertise in taiko mapping, as well as understanding of musical emotion. Definitely worth mentioning in this month's Spotlights!
-## osu!catch
+### osu!catch
[](https://osu.ppy.sh/beatmapsets/468281)
@@ -118,7 +118,7 @@ You've had to have lived under a rock (underneath another rock) to not heard of
With twisting and turning patterns of streams combined with engaging patterns on even the calmest of parts, this map just keeps you on your toes for its entirety. It also uses quite the unconventional style, using mostly circles instead of sliders on larger part of the map, and with movement not commonly seen in most osu!catch maps. Excellent job by Kyuare for his rendition of this highly-popular song!
-## osu!mania
+### osu!mania
[](https://osu.ppy.sh/beatmapsets/622946)
diff --git a/news/2018-02-27-qat-gazette-february-2018.md b/news/2018-02-27-qat-gazette-february-2018.md
index b3994f9e023c..9f302fa90b19 100644
--- a/news/2018-02-27-qat-gazette-february-2018.md
+++ b/news/2018-02-27-qat-gazette-february-2018.md
@@ -50,7 +50,7 @@ Aside from continuing to develop Beatmap Nominator evaluations, there have been
A current hot topic in the osu! Ranking Criteria has been the unclear ruling on what we deem to be **"inappropriate or not-safe-for-work content"**. With the recent allowance/removal of some potentially borderline cases, it has become necessary to clarify and expand upon the current rule wording. This will aim to satisfy both mappers who wish to continue creating more mature-themed content, as well as players and moderators who wish to ensure osu! remains a safe and enjoyable environment for all.
-To this effect, there has been a recent [Ranking Criteria amendment](https://osu.ppy.sh/help/wiki/Ranking_Criteria/Song_Content_Rules) covering the recent changes and clarifications. Included are guidelines on how to better decide if a song is appropriate for osu!, as well as an explanation on what happens if a track is deemed to be unacceptable.
+To this effect, there has been a recent [Ranking Criteria amendment](/wiki/Ranking_Criteria/Song_Content_Rules) covering the recent changes and clarifications. Included are guidelines on how to better decide if a song is appropriate for osu!, as well as an explanation on what happens if a track is deemed to be unacceptable.
### Reporting misconduct
diff --git a/news/2018-03-22-beatmap-spotlights-february-2018.md b/news/2018-03-22-beatmap-spotlights-february-2018.md
index dd3a0629d091..4f87482ca370 100644
--- a/news/2018-03-22-beatmap-spotlights-february-2018.md
+++ b/news/2018-03-22-beatmap-spotlights-february-2018.md
@@ -18,9 +18,9 @@ First of all, congratulations to the winners of the January 2018 Spotlights. The
- **osu!catch:** [skvix](https://osu.ppy.sh/users/4447639)
- **osu!mania:** [ZYuan](https://osu.ppy.sh/users/3337688)
-# February 2018 Spotlights
+## February 2018 Spotlights
-## osu!
+### osu!
[](https://osu.ppy.sh/beatmapsets/546820)
@@ -54,7 +54,7 @@ If you're looking for an aim challenge, the Extra difficulty is a lot easier on
Showcasing highly organized patterns and clear attention to the song's details, this map is an excellent addition to this month's Spotlights!
-## osu!taiko
+### osu!taiko
[](https://osu.ppy.sh/beatmapsets/688928)
@@ -96,7 +96,7 @@ Last but certainly not least, this February we're showcasing this month [Kazu](h
The song provides plenty of musical and rhythmic variety throughout its various sections, and the improvisational nature of their mapping styles lend to difficulties which represent this song to its fullest potential. The lower difficulties also shine on their own, making this set one that players of all levels can enjoy.
-## osu!catch
+### osu!catch
[](https://osu.ppy.sh/beatmapsets/633255)
@@ -128,7 +128,7 @@ All you want to see about a modern-styled map can be found in this set, with app
Despite some similarities, "Sennen no Kotowari" is a noticeably more subdued mapset in comparison. Gone are the energetic wubs and harsh hyperdashes and in their place are beautifully clean streams and pattern choices that really shine across all difficulties. With a wonderfully natural flow it should be second nature to any avid catch player.
-## osu!mania
+### osu!mania
[](https://osu.ppy.sh/beatmapsets/619531)
diff --git a/news/2018-04-24-project-loved-week-of-april-22nd.md b/news/2018-04-24-project-loved-week-of-april-22nd.md
index de9790c5fa1c..792090c9bdfa 100644
--- a/news/2018-04-24-project-loved-week-of-april-22nd.md
+++ b/news/2018-04-24-project-loved-week-of-april-22nd.md
@@ -94,7 +94,7 @@ There's very little to say about [fartownik](https://osu.ppy.sh/users/56917)'s [
[Kelemen Kabatban - Maradjatok Gyerekek feat. Ecku](https://osu.ppy.sh/beatmapsets/327265) by [[ Another ]](https://osu.ppy.sh/users/3416573)
*written by [Toy](https://osu.ppy.sh/users/2757689)*
-Here's a map looking for redemption as it was put up for vote back in January of 2017 for Loved Community Vote #4. Sitting at over 400 favorites now, [[ Another ]](https://osu.ppy.sh/users/3416573)'s [Maradjatok Gyerekek](https://osu.ppy.sh/beatmapsets/327265) is deserving of another shot. The aptly named [Triangle] difficulty features large patterned jumps, as well as a whole host of triangular patterns. If you love rotating jump patterns, this map is just for you.
+Here's a map looking for redemption as it was put up for vote back in January of 2017 for Loved Community Vote #4. Sitting at over 400 favorites now, [\[ Another \]](https://osu.ppy.sh/users/3416573)'s [Maradjatok Gyerekek](https://osu.ppy.sh/beatmapsets/327265) is deserving of another shot. The aptly named \[Triangle\] difficulty features large patterned jumps, as well as a whole host of triangular patterns. If you love rotating jump patterns, this map is just for you.
[](https://osu.ppy.sh/community/forums/topics/735994)
diff --git a/news/2018-04-26-twc-quarters-recap.md b/news/2018-04-26-twc-quarters-recap.md
index cd4e8342ab5c..3c5990807de0 100644
--- a/news/2018-04-26-twc-quarters-recap.md
+++ b/news/2018-04-26-twc-quarters-recap.md
@@ -91,7 +91,7 @@ In the Quarterfinals we saw every map get played atleast twice except for the ti
### Semifinals Preview
-The tiebreaker drought is indeed real, but these upcoming matches are looking likely to break that trend. In the winners bracket, mid-seeded South Korea will challenge Japan while Taiwan and United States play a rematch from last year. In the losers bracket, we'll be seeing another rematch from last year between Australia and Chile, along with Canada versus Hong Kong, Brazil versus Indonesia and a European brawl between Spain and Poland. Finally, two more matches that are dependant on the other losers bracket results will take place. To learn more, you can find the schedule, bracket and other info on [the wiki page](https://osu.ppy.sh/help/wiki/Tournaments/TWC/2018/).
+The tiebreaker drought is indeed real, but these upcoming matches are looking likely to break that trend. In the winners bracket, mid-seeded South Korea will challenge Japan while Taiwan and United States play a rematch from last year. In the losers bracket, we'll be seeing another rematch from last year between Australia and Chile, along with Canada versus Hong Kong, Brazil versus Indonesia and a European brawl between Spain and Poland. Finally, two more matches that are dependant on the other losers bracket results will take place. To learn more, you can find the schedule, bracket and other info on [the wiki page](/wiki/Tournaments/TWC/2018/).
### Useful Links
diff --git a/news/2018-05-01-twc-semis-recap.md b/news/2018-05-01-twc-semis-recap.md
index fc07773fd7c4..8869728d79d6 100644
--- a/news/2018-05-01-twc-semis-recap.md
+++ b/news/2018-05-01-twc-semis-recap.md
@@ -55,7 +55,7 @@ In Semifinals, every map was picked atleast once (including tiebreaker!) and the
This weekend we'll be seeing 4 matches. While that may not sound like a lot, the importance of each match cannot be overstated. Also, keep in mind that the matches from now on will be Best-Of-13 and can last a very long time as a result.
-In the winners bracket, the undefeated teams of Japan and Taiwan will battle for a spot in the Grand Final. In the losers bracket, we'll be seeing atleast two matches between North America and Asia, as the first two matchups are South Korea versus Canada and United States versus Indonesia. The winners of these two matches will face each other for a spot in the top 3, where they later compete with either Japan or Taiwan for the Grand Finals spot. If all of this sounds complicated, you can have a look at the bracket on [the wiki page](https://osu.ppy.sh/help/wiki/Tournaments/TWC/2018/).
+In the winners bracket, the undefeated teams of Japan and Taiwan will battle for a spot in the Grand Final. In the losers bracket, we'll be seeing atleast two matches between North America and Asia, as the first two matchups are South Korea versus Canada and United States versus Indonesia. The winners of these two matches will face each other for a spot in the top 3, where they later compete with either Japan or Taiwan for the Grand Finals spot. If all of this sounds complicated, you can have a look at the bracket on [the wiki page](/wiki/Tournaments/TWC/2018/).
### Useful Links
diff --git a/news/2018-05-09-the-qat-gazette-april-2018.md b/news/2018-05-09-the-qat-gazette-april-2018.md
index 6af30e7ad36e..3e9a0392b647 100644
--- a/news/2018-05-09-the-qat-gazette-april-2018.md
+++ b/news/2018-05-09-the-qat-gazette-april-2018.md
@@ -49,7 +49,7 @@ Beatmap vetoes have always been something that mappers have feared in the past.
The process of mediation will be performed on any vetoed beatmap, after 48 hours by the request of the mappers or Nominator upholding the veto if no compromise can be made between the two parties, or after 7 days automatically. From there, the arguments for and against the veto will be discussed to determine if the proposed changes are deemed necessary, detrimental, or anything in between.
-After discussion concludes, a decision is made amongst the disqualification branch members on whether to uphold the veto, or to dismiss it and allow the ranking process to continue. If you want to look a little more into the details in mediation, or just for a reminder of what vetoes are and how they work, head on over to the new [Beatmap Veto wiki page](https://osu.ppy.sh/help/wiki/People/Beatmap_Nominators/Beatmap_Veto).
+After discussion concludes, a decision is made amongst the disqualification branch members on whether to uphold the veto, or to dismiss it and allow the ranking process to continue. If you want to look a little more into the details in mediation, or just for a reminder of what vetoes are and how they work, head on over to the new [Beatmap Veto wiki page](/wiki/People/Beatmap_Nominators/Beatmap_Veto).
### Changes to disqualifications
Last-minute disqualifications have seen a lot of controversy in the past, delaying the Ranking process of a beatmap significantly; something a fair number of mappers wish to avoid at all costs. This month, however, sees a change to this process which will hopefully make these disqualifications a little less daunting and discouraging.
diff --git a/news/2018-05-18-twc-finals-recap.md b/news/2018-05-18-twc-finals-recap.md
index b9ccd625c6c3..15b3b7a513ba 100644
--- a/news/2018-05-18-twc-finals-recap.md
+++ b/news/2018-05-18-twc-finals-recap.md
@@ -60,7 +60,7 @@ We also saw some mid-seeded teams really step up this year. Hong Kong taking Can
[You can also watch the entire Grand Finals segment over on the official osu! YouTube channel if you missed it!](https://youtu.be/1m3A_Fh6gSk), or check out [osulive on Twitch](https://www.twitch.tv/osulive) for VODs of the past matches live, including chat!
-For more information surrounding the tournament, you can check out [the wiki page](https://osu.ppy.sh/help/wiki/Tournaments/TWC/2018) or [the statistics sheet](https://docs.google.com/spreadsheets/d/e/2PACX-1vSp05eL_jYsj4RGa2-lsS39wC1AQDLYXidmQJn0jcLU3c6nETCVZW2BhB5Cy_uIQ_Cp3K_BuTtLJDy4/pubhtml#) by [Nwolf](https://osu.ppy.sh/users/1910766) and [deadbeat](https://osu.ppy.sh/users/128370).
+For more information surrounding the tournament, you can check out [the wiki page](/wiki/Tournaments/TWC/2018) or [the statistics sheet](https://docs.google.com/spreadsheets/d/e/2PACX-1vSp05eL_jYsj4RGa2-lsS39wC1AQDLYXidmQJn0jcLU3c6nETCVZW2BhB5Cy_uIQ_Cp3K_BuTtLJDy4/pubhtml#) by [Nwolf](https://osu.ppy.sh/users/1910766) and [deadbeat](https://osu.ppy.sh/users/128370).
Now then, it's time to set our sights on the next event, which is the osu!catch World Cup 2018 starting in June. Feel free to hype it up in [the discussion thread](https://osu.ppy.sh/community/forums/topics/739799) while we wait.
diff --git a/news/2018-05-21-osu-mapping-olympiad-2-taiko.md b/news/2018-05-21-osu-mapping-olympiad-2-taiko.md
index 5992eba5b7c6..9db81c80dcc0 100644
--- a/news/2018-05-21-osu-mapping-olympiad-2-taiko.md
+++ b/news/2018-05-21-osu-mapping-olympiad-2-taiko.md
@@ -24,7 +24,7 @@ To start off your Olympiad journey as a drum master, we have chosen a song by fe
## Rules
- This contest is for the **osu!taiko** gamemode only.
-- Each entry **must follow the [Ranking Criteria](https://osu.ppy.sh/help/wiki/Ranking_Criteria)**. Failure to adhere to the Ranking Criteria may result in penalties ranging from point deduction to total disqualification, depending on severity.
+- Each entry **must follow the [Ranking Criteria](/wiki/Ranking_Criteria)**. Failure to adhere to the Ranking Criteria may result in penalties ranging from point deduction to total disqualification, depending on severity.
- The size of the beatmap submission must not exceed 15MB.
- Storyboards will not be considered during the judging process.
- Custom hitsounds **may** be used.
diff --git a/news/2018-06-06-beatmap-spotlights-march-and-april-2018.md b/news/2018-06-06-beatmap-spotlights-march-and-april-2018.md
index 3d4a42bf174f..72f5d1f1aa9d 100644
--- a/news/2018-06-06-beatmap-spotlights-march-and-april-2018.md
+++ b/news/2018-06-06-beatmap-spotlights-march-and-april-2018.md
@@ -30,9 +30,9 @@ Thanks to everybody who followed along the project for the past few years, and w
- [March Spotlighted Maps](#march)
- [April Spotlighted Maps](#april)
-# March 2018 Spotlights
+## March 2018 Spotlights
-## osu!
+### osu!
[](https://osu.ppy.sh/beatmapsets/127772)
@@ -61,7 +61,7 @@ Momoko has done a great job here on capturing this song through his difficulty,
This month, [dsco](https://osu.ppy.sh/users/4330511) brings us "Dum Surfer" by "King Krule". The mapper managed to take geometrical mapping to a whole nother level by combining it with low approach rate and perfectly overlapping stacks. These give the mapper the freedom to use unorthodox mapping techniques like multiple stacked notes with different distances in time. Combined with a type of song not very common on osu!, this mapset is a unique experience you should not miss out on!
-## osu!taiko
+### osu!taiko
[](https://osu.ppy.sh/beatmapsets/680739)
@@ -85,7 +85,7 @@ This is a very technical map, using many odd snaps and rhythms, finishers and sl
An outstanding 1/6 map by the new face [lazyboy007](https://osu.ppy.sh/users/7882675) this month. Despite not having much experience with taiko, he still produced an excellent map with consistent structure. Furthermore, the excellent 1/6 usage and control of pattern density extracts the essence of the song perfectly, making it a worthy contender for this month's Spotlight!
-## osu!catch
+### osu!catch
[](https://osu.ppy.sh/beatmapsets/694025)
@@ -101,13 +101,13 @@ Finally making it's long-overdue arrival in the Ranked section, [Tenshichan](htt
After previously producing one of the most dramatic and exhilarating matches of the osu!catch World Cup 2017, it's great to see such a memorable and high quality beatmap given the spotlight it deserves for all to experience.
-## osu!mania
+### osu!mania
**The Spotlights team did not find any maps they felt were worthy of the Spotlights this month.**
-# April 2018 Spotlights
+## April 2018 Spotlights
-## osu!
+### osu!
[](https://osu.ppy.sh/beatmapsets/602367)
@@ -171,7 +171,7 @@ Last but most definitely not least, we have [Fallmorph](https://osu.ppy.sh/users
Maintaining a high combo on this map might be easy for the average player, but be warned that getting a high accuracy will be quite the challenge!
-## osu!catch
+### osu!catch
[](https://osu.ppy.sh/beatmapsets/685428)
@@ -195,7 +195,7 @@ The lower two difficulties are also neatly organized with delicate and friendly
It's time we could enjoy 1/2 jump party! Surrounded by 1/4-rhythm-based overdoses today, [RoseusJaeger](https://osu.ppy.sh/users/67098409) and [Ascendance](https://osu.ppy.sh/users/2931883) are surprisingly gifting us a newly approved mapset, "Akaito" by Rib, with mostly 1/2 patterns. This map features convenient flow and proper emphasis throughout the whole difficulty. Meanwhile it's' also able to come up with different patterns that make it colourful and catchy. With Rib's smooth voice, you are about to love playing this map.
-## osu!mania
+### osu!mania
[](https://osu.ppy.sh/beatmapsets/704987)
diff --git a/news/2018-07-16-cwc-2018-recap-grand-finals.md b/news/2018-07-16-cwc-2018-recap-grand-finals.md
index b2296e77b21e..90db03009c0c 100644
--- a/news/2018-07-16-cwc-2018-recap-grand-finals.md
+++ b/news/2018-07-16-cwc-2018-recap-grand-finals.md
@@ -54,7 +54,7 @@ It's taken a huge amount of effort to pull this off, so I'd like to give a quick
Aside from that though, it wouldn't be nearly as worthwhile were it not for the hundreds (and in some cases, even thousands) of fans who tuned in to watch the tournament unfold with us, to share in the magic with us, and to encourage us all to perform at our best. Your feedback has been great to hear, and you can bet we'll continue working to bring you an even better experience next time out. The osu!catch World Cup may not be the largest, but we'll always aim to be the best!
-All the details and statistics can be found on the [osu!catch World Cup 2018 wiki page](https://osu.ppy.sh/help/wiki/Tournaments/CWC/2018/), but that'll be all from me and the rest of the team for the time being. I'm told that information on the upcoming _osu!mania 4K World Cup 2018_ will be materialising shortly, so keep your eyes peeled for that if you can't bear to be without us for another year!
+All the details and statistics can be found on the [osu!catch World Cup 2018 wiki page](/wiki/Tournaments/CWC/2018/), but that'll be all from me and the rest of the team for the time being. I'm told that information on the upcoming _osu!mania 4K World Cup 2018_ will be materialising shortly, so keep your eyes peeled for that if you can't bear to be without us for another year!
See ya next time!
diff --git a/news/2018-07-18-summer-2018-fanart-contest.md b/news/2018-07-18-summer-2018-fanart-contest.md
index df8104d59779..f703c805038d 100644
--- a/news/2018-07-18-summer-2018-fanart-contest.md
+++ b/news/2018-07-18-summer-2018-fanart-contest.md
@@ -8,7 +8,7 @@ Mocha might've stolen the show last year, but now she's gotta fight for her spot
[](https://osu.ppy.sh/community/contests/66)
-Whip out your drawing implement of choice and pen **any of the [osu! or osu! community mascots](https://osu.ppy.sh/help/wiki/Mascots) in a summer-themed piece** and you could earn yourself fame, glory, and some sweet prizes!
+Whip out your drawing implement of choice and pen **any of the [osu! or osu! community mascots](/wiki/Mascots) in a summer-themed piece** and you could earn yourself fame, glory, and some sweet prizes!
Those willing to brave the heated deadline will find themselves with **14 days from the date of this post** to put drawing thing to drawing medium in a sizzling display of artistic talent.
diff --git a/news/2018-07-24-osu-mapping-olympiad-3-mania.md b/news/2018-07-24-osu-mapping-olympiad-3-mania.md
index bc026b77afc9..4df393059d5e 100644
--- a/news/2018-07-24-osu-mapping-olympiad-3-mania.md
+++ b/news/2018-07-24-osu-mapping-olympiad-3-mania.md
@@ -6,7 +6,7 @@ date: 2018-07-24 10:00:00 -0400
Third in line, it's time for osu!mania to enter the limelight with an official beatmapping contest. Read on for details about the rules and prizes which include the Elite Mapper title and chance to be osu!mania's first Mapping Olympian!
-[](https://osu.ppy.sh/community/contests/67)
+[](https://osu.ppy.sh/community/contests/67)
We're happy to announce the arrival of a beatmapping contest for osu!mania, complete with prizes including the rare appearance of the *Elite Mapper* title. Everyone is welcome to participate; we're looking forward to how you'll try and stand out from the rest!
@@ -26,7 +26,7 @@ Dictate's *Scavenger* is a song with a very unorthodox structure. This masterpie
## Rules
- This contest is for **osu!mania** mode with all rankable key modes (4K-9K) only.
-- Each entry must follow the **[Ranking Criteria](https://osu.ppy.sh/help/wiki/Ranking_Criteria)**. Entries that break the Ranking Criteria will be subject to penalties ranging from point deductions to disqualification based on severity.
+- Each entry must follow the **[Ranking Criteria](/wiki/Ranking_Criteria)**. Entries that break the Ranking Criteria will be subject to penalties ranging from point deductions to disqualification based on severity.
- Beatmap submissions may **not** exceed 15MB.
- Storyboards will **not** be considered in the judging process.
- Custom hitsounds are allowed.
diff --git a/news/2018-08-14-project-loved-week-of-august-12th.md b/news/2018-08-14-project-loved-week-of-august-12th.md
index bbb62886e7fa..081e2c212d55 100644
--- a/news/2018-08-14-project-loved-week-of-august-12th.md
+++ b/news/2018-08-14-project-loved-week-of-august-12th.md
@@ -181,7 +181,7 @@ The next map in the list goes by the name of Black Lotus, and it's made by Rain-
[CELLON. - Madpakke](https://osu.ppy.sh/beatmapsets/304248) by [[ C r a c k ]](https://osu.ppy.sh/users/3628274), [richardfeder](https://osu.ppy.sh/users/2446000) and [Kuo Kyoka](https://osu.ppy.sh/users/2596306)
*written by [Kamikaze](https://osu.ppy.sh/users/2124783)*
-We're finishing the list with a bit of a classic. Madpakke is a mapset that's been going around since forever, a 4&7K mapset with 4K difficulties made by [ C r a c k ] and 7K difficulties made by richardfeder and Kuo Kyoka. This set is interesting, as it takes the song's very unique and dynamic nature and showcases it through its patterning really well.
+We're finishing the list with a bit of a classic. Madpakke is a mapset that's been going around since forever, a 4&7K mapset with 4K difficulties made by \[ C r a c k \] and 7K difficulties made by richardfeder and Kuo Kyoka. This set is interesting, as it takes the song's very unique and dynamic nature and showcases it through its patterning really well.
The mapset has gained a lot of attention through tournaments, especially with the 4K Another difficulty being featured in the Springtime osu!mania Tournament and richard's 7K Another being featured in osu!mania 7K World Cup 2016. It has retained its popularity throughout the years, and we believe that it's a very good candidate for the Loved section!
diff --git a/news/2018-08-26-project-loved-week-of-august-26th.md b/news/2018-08-26-project-loved-week-of-august-26th.md
index 4f72235ac31d..11afadeb99b3 100644
--- a/news/2018-08-26-project-loved-week-of-august-26th.md
+++ b/news/2018-08-26-project-loved-week-of-august-26th.md
@@ -85,7 +85,7 @@ Undertale returns again this week (as if it's ever left) with The CoffeeLord's Y
[Asriel - Kegare Naki Yume](https://osu.ppy.sh/beatmapsets/386619) by [Settia](https://osu.ppy.sh/users/2445897)
*written by [DigitalHypno](https://osu.ppy.sh/users/4384207)*
-You may recognize the mapper, Settia, from their other loved mapsets. If you appreciate the difficulty and mapping style of Settia's other maps, you'll love this one—along with the 200+ people who already have this mapset favorited! The mapset has two different difficulties, each at an exceptionally high star rating, even claimed by Settia to be the "hardest map [they've] ever made". Both versions feature straining jump and stream patterns at a consistent 223 BPM. If you're looking for a challenge, give the lower difficulty a try. If you're looking for a **real** challenge, give the higher difficulty a try.
+You may recognize the mapper, Settia, from their other loved mapsets. If you appreciate the difficulty and mapping style of Settia's other maps, you'll love this one—along with the 200+ people who already have this mapset favorited! The mapset has two different difficulties, each at an exceptionally high star rating, even claimed by Settia to be the "hardest map \[they've\] ever made". Both versions feature straining jump and stream patterns at a consistent 223 BPM. If you're looking for a challenge, give the lower difficulty a try. If you're looking for a **real** challenge, give the higher difficulty a try.
[](https://osu.ppy.sh/community/forums/topics/795464)
diff --git a/news/2018-09-15-osu-mapping-olympiad-4-catch.md b/news/2018-09-15-osu-mapping-olympiad-4-catch.md
index ff2b44e39a2e..8c66fb79b344 100644
--- a/news/2018-09-15-osu-mapping-olympiad-4-catch.md
+++ b/news/2018-09-15-osu-mapping-olympiad-4-catch.md
@@ -6,7 +6,7 @@ date: 2018-09-15 14:00:00 +0000
Last but certainly not least, the Olympiad official beatmapping contest arrives to osu!catch. Do you fancy yourself as a fruit arranger worthy of becoming the first ever osu!catch Mapping Olympian and ascending to the rank of *Elite Mapper*? Read inside for all the details and how to enter!
-[](https://osu.ppy.sh/community/contests/69)
+[](https://osu.ppy.sh/community/contests/69)
Following in the footsteps of the other game modes, we are excited to announce that osu!catch will be marking its first appearance on the stage of the Mapping Olympiad. Naturally, some fantastic prizes are up for grabs, including the highly coveted *Elite Mapper* title. Anyone and everyone is encouraged to dive into the editor for some fruity fun; whether veteran or newcomer, could you be the one to rise above the rest?
@@ -28,11 +28,11 @@ Thaehan's *Yuujou* features a dizzying array of synthesizers layered with both d
## Rules
- This contest is for the **osu!catch** mode only.
-- Each entry must follow the **[Ranking Criteria](https://osu.ppy.sh/help/wiki/Ranking_Criteria)**. Entries found to break the Ranking Criteria will be subject to penalties, ranging from point deductions to disqualification based on severity.
+- Each entry must follow the **[Ranking Criteria](/wiki/Ranking_Criteria)**. Entries found to break the Ranking Criteria will be subject to penalties, ranging from point deductions to disqualification based on severity.
- Beatmap submissions must **not** exceed 15MB.
- Storyboards will **not** be considered in the judging process.
- Custom hitsounds **may** be used.
-- Submissions must contain a full spread of 3 to 5 difficulties, with the lowest being an Easy (Cup) or Normal (Salad) difficulty. Guidance on what this entails can be found in the **[osu!catch Specific Ranking Criteria](https://osu.ppy.sh/help/wiki/Ranking_Criteria/osu!catch)**.
+- Submissions must contain a full spread of 3 to 5 difficulties, with the lowest being an Easy (Cup) or Normal (Salad) difficulty. Guidance on what this entails can be found in the **[osu!catch Specific Ranking Criteria](/wiki/Ranking_Criteria/osu!catch)**.
- Collaboration on entries is **not** permitted.
- Maps submitted to the contest must **not** be uploaded using the Beatmap Submission System (BSS) until the contest is concluded and the winners are announced.
diff --git a/news/2018-09-24-bn-applications-autumn-cycle-2018.md b/news/2018-09-24-bn-applications-autumn-cycle-2018.md
index 6b43fed5dcc4..a1a096f697d5 100644
--- a/news/2018-09-24-bn-applications-autumn-cycle-2018.md
+++ b/news/2018-09-24-bn-applications-autumn-cycle-2018.md
@@ -14,7 +14,7 @@ In the previous applications cycle, we already announced that **the old forum di
As you might know from previous BN Applications, the QAT evaluates each applicant that has surpassed the *Required Minimum Score* within various important aspects that a Beatmap Nominator should have: **attitude** towards other members of the osu! community, **modding** abilities in their respective game mode, and knowledge of the **Ranking Criteria** that applies to their mods.
-However, without context, it is sometimes difficult to say from the provided sample mods how proficient a modder actually is. Therefore **applicants that passed the score threshold in the activity check will now need to take part in a proficiency test** to see if they are familiar with the [Ranking Criteria](https://osu.ppy.sh/help/wiki/Ranking_Criteria), the [Code of Conduct](https://osu.ppy.sh/help/wiki/Ranking_Criteria/Code_of_Conduct), and also the [Beatmap Nominator Rules](https://osu.ppy.sh/help/wiki/People/Beatmap_Nominators/Rules), as potential future members of the Beatmap Nominators.
+However, without context, it is sometimes difficult to say from the provided sample mods how proficient a modder actually is. Therefore **applicants that passed the score threshold in the activity check will now need to take part in a proficiency test** to see if they are familiar with the [Ranking Criteria](/wiki/Ranking_Criteria), the [Code of Conduct](/wiki/Ranking_Criteria/Code_of_Conduct), and also the [Beatmap Nominator Rules](/wiki/People/Beatmap_Nominators/Rules), as potential future members of the Beatmap Nominators.
## New Mod Score formula
@@ -47,8 +47,8 @@ You will have until **October 3rd (23:59 UTC)** to [submit your application](htt
- You should have been modding actively for at least 3 months prior to the announcement
- Experienced modders from **all game modes** may apply
- Each modder can only apply for **one specific game mode** per cycle
-- You must be familiar with the current modding environment and abide by the current [Code of Conduct](https://osu.ppy.sh/help/wiki/Ranking_Criteria/Code_of_Conduct)
-- You are familiar with the [Ranking Criteria](https://osu.ppy.sh/help/wiki/Ranking_Criteria) and apply it where needed in your mods
+- You must be familiar with the current modding environment and abide by the current [Code of Conduct](/wiki/Ranking_Criteria/Code_of_Conduct)
+- You are familiar with the [Ranking Criteria](/wiki/Ranking_Criteria) and apply it where needed in your mods
-------
diff --git a/news/2018-09-25-project-loved-one-year-week-of-september-23rd.md b/news/2018-09-25-project-loved-one-year-week-of-september-23rd.md
index f887c477b3b0..601d1ca89df2 100644
--- a/news/2018-09-25-project-loved-one-year-week-of-september-23rd.md
+++ b/news/2018-09-25-project-loved-one-year-week-of-september-23rd.md
@@ -80,7 +80,7 @@ Many of you may know Logic Agent's ranked mapset of this song, but if you've eve
[YUC'e - Sunset Tea Cup](https://osu.ppy.sh/beatmapsets/634949) by [Rumia-](https://osu.ppy.sh/users/1787171), [[ -Scarlet- ]](https://osu.ppy.sh/users/2427693) and [Matsubara Kanon](https://osu.ppy.sh/users/1475828)
-Everyone's favorite YUC'e has yet another cute and catchy tune making its way across the Project Loved voting stage! This full mapset of Sunset Tea Cup, hosted by Rumia- and featuring guest difficulties by walaowey (now known as Matsubara Kanon) and [ -Scarlet- ], has gathered over 180 favorites since its submission just over a year ago. Despite its highest difficulty peaking at around only 5.3 stars, don't be fooled—the technical rhythm provided by the song yields some very unconventional, engaging and fun patterns. As the mapset makes its appearance on stage, will you throw flowers or tomatoes?
+Everyone's favorite YUC'e has yet another cute and catchy tune making its way across the Project Loved voting stage! This full mapset of Sunset Tea Cup, hosted by Rumia- and featuring guest difficulties by walaowey (now known as Matsubara Kanon) and \[ -Scarlet- \], has gathered over 180 favorites since its submission just over a year ago. Despite its highest difficulty peaking at around only 5.3 stars, don't be fooled—the technical rhythm provided by the song yields some very unconventional, engaging and fun patterns. As the mapset makes its appearance on stage, will you throw flowers or tomatoes?
[](https://osu.ppy.sh/community/forums/topics/807797)
diff --git a/news/2018-11-01-beatmap-spotlights-summer-2018.md b/news/2018-11-01-beatmap-spotlights-summer-2018.md
index 0d3ba8fa4b66..b27f6050297c 100644
--- a/news/2018-11-01-beatmap-spotlights-summer-2018.md
+++ b/news/2018-11-01-beatmap-spotlights-summer-2018.md
@@ -31,7 +31,7 @@ We are also pushing to increase the visibility of the Spotlights on the website
For now, let's get stuck right into this year's blazing summer beatmap hits!
-# Summer 2018 Spotlights
+## Summer 2018 Spotlights
### Navigation
@@ -40,7 +40,7 @@ For now, let's get stuck right into this year's blazing summer beatmap hits!
- [osu!catch](#catch)
- [osu!mania](#mania)
-## osu!
+### osu!
[](https://osu.ppy.sh/beatmapsets/813036)
@@ -100,7 +100,7 @@ With an upbeat tempo and groovy beat, [tutuhaha](https://osu.ppy.sh/users/546991
Last but not least, [bor](https://osu.ppy.sh/users/4116573) provides us with a stunning mapset of Draw The Emotional's "Sad Spring". The highest difficulty puts a huge focus on motion, with every object having just the right impact. The extravagant streamshapes feel very satisfying to play. All that accompanied by an ambitious and consistent spread with the help of [Lasse](https://osu.ppy.sh/users/896613) and [Aeril](https://osu.ppy.sh/users/4334976), this is a mapset everyone should try!
-## osu!taiko
+### osu!taiko
[](https://osu.ppy.sh/beatmapsets/739116)
@@ -205,7 +205,7 @@ Super solid mapset overall and a worthy addition to the Spotlights!
Definitely my personal favourite map of the summer, honestly what a banger. odaxelagnia's "#sawg" remixed by Wan Bushi features relatively fast paced breakcore, which [Ulqui](https://osu.ppy.sh/users/1263669) did a great job representing through this map. With beautifully made tricky 1/6 patterns and carefully placed Slider Velocity progressions, they combine to make this map an amazing piece of artwork that is really fun to play!
-## osu!catch
+### osu!catch
[](https://osu.ppy.sh/beatmapsets/639409)
@@ -239,7 +239,7 @@ Bringing us another fantastic map in the style we all know and love, Camellia's
And of course, for everyone else, the Cup through Rain difficulties definitely provide a challenge well above the curve of a normal mapset, giving something for everyone to play and enjoy!
-## osu!mania
+### osu!mania
[](https://osu.ppy.sh/beatmapsets/624059)
diff --git a/news/2018-12-04-project-loved-week-of-december-2nd.md b/news/2018-12-04-project-loved-week-of-december-2nd.md
index 7c7aef3775b2..8293f12df449 100644
--- a/news/2018-12-04-project-loved-week-of-december-2nd.md
+++ b/news/2018-12-04-project-loved-week-of-december-2nd.md
@@ -98,7 +98,7 @@ With a fast-paced song comes an intense map from elchxyrlia. Coming in at 8.22 s
[BABYMETAL - YAVA!](https://osu.ppy.sh/beatmapsets/476612#osu) by [[ Kohioma ]](https://osu.ppy.sh/users/4211859)
*written by [waywern2012](https://osu.ppy.sh/users/5870453)*
-This is an amazing mapset done by [ Kohioma ] with an awesome BABYMETAL song, YAVA! This map has seen a large growth in favourites, with nearly 180 now, making this the creator's most popular mapset. With the song's slow parts and a combination of jumps in intense parts, this map plays very nicely in every difficulty, keeping players of any skill level thrilled!
+This is an amazing mapset done by \[ Kohioma \] with an awesome BABYMETAL song, YAVA! This map has seen a large growth in favourites, with nearly 180 now, making this the creator's most popular mapset. With the song's slow parts and a combination of jumps in intense parts, this map plays very nicely in every difficulty, keeping players of any skill level thrilled!
### osu! Redemption
diff --git a/news/2018-12-31-project-loved-week-of-december-30th.md b/news/2018-12-31-project-loved-week-of-december-30th.md
index 6b39633b478d..c69a4567b42d 100644
--- a/news/2018-12-31-project-loved-week-of-december-30th.md
+++ b/news/2018-12-31-project-loved-week-of-december-30th.md
@@ -78,7 +78,7 @@ Although this map remains unfinished months after its submission, it's gained ma
If it was up to me, this set would've been ranked a long time ago. Sadly, there's no way of that happening ever as 11t is no longer with us, and thus I feel like it's in my duty as a community member and a Loved captain to use my power so maps like this don't go unnoticed and fall into the pit of forgetfulness forever.
-Now, let's get to the map! Lunar 11.3 Candle Magic is another profound project of the mapper and storyboarder 11t, author of some famous storyboard projects such as EOS or Okaerinasai. This time 11t also participated as a mapper, creating three out of four of the standard difficulties for this set. The most difficult of them, [Lunatic], takes on a rather classical approach on alternating maps, drawing inspiration from mappers such as val0108 and executing it masterfully.
+Now, let's get to the map! Lunar 11.3 Candle Magic is another profound project of the mapper and storyboarder 11t, author of some famous storyboard projects such as EOS or Okaerinasai. This time 11t also participated as a mapper, creating three out of four of the standard difficulties for this set. The most difficult of them, \[Lunatic\], takes on a rather classical approach on alternating maps, drawing inspiration from mappers such as val0108 and executing it masterfully.
The storyboard for the map is one of the first of this genre. It may not be as intricate as aforementioned EOS or Okaerinasai, but it still does a great job at what it's supposed to do and is overall a great pleasure to watch and play.
@@ -163,10 +163,10 @@ This aspire-like map by Memoriola (also known by their previous name OneLoveOneL
[](https://osu.ppy.sh/community/forums/topics/849023)
-[Hyuji - Magus Night (Hyuji Remix)](https://osu.ppy.sh/beatmapsets/659926#fruits) by [[\_-Kukkai-\_]](https://osu.ppy.sh/users/7811952)
+[Hyuji - Magus Night (Hyuji Remix)](https://osu.ppy.sh/beatmapsets/659926#fruits) by [\[\_-Kukkai-\_\]](https://osu.ppy.sh/users/7811952)
*written by [Sartan](https://osu.ppy.sh/users/4100941)*
-Entering the Loved section for the first time is [\_-Kukkai-\_]! With an arsenal of underappreciated maps in his graveyard, Magus Night remix is one of his most favourited maps and showcases the tough but fun to play mapping style of [\_-Kukkai-\_] the best. With a variety of streams and jumps this map feels very adequate in terms of difficulty, without any kind of overly difficult patterns that don't make sense music-wise.
+Entering the Loved section for the first time is \[\_-Kukkai-\_\]! With an arsenal of underappreciated maps in his graveyard, Magus Night remix is one of his most favourited maps and showcases the tough but fun to play mapping style of \[\_-Kukkai-\_\] the best. With a variety of streams and jumps this map feels very adequate in terms of difficulty, without any kind of overly difficult patterns that don't make sense music-wise.
All-in-all the map offers lots of replayability. This is because of the solid base map that can very well be made even more interesting by throwing either HardRock and/or Hidden into the mix. It is definitely doable for higher end players and adds some spice. So see for yourself what you think of it?
diff --git a/news/2019-01-16-beatmap-spotlights-fall-2018.md b/news/2019-01-16-beatmap-spotlights-fall-2018.md
index 0f88df02aae9..d7fd05855d8d 100644
--- a/news/2019-01-16-beatmap-spotlights-fall-2018.md
+++ b/news/2019-01-16-beatmap-spotlights-fall-2018.md
@@ -19,7 +19,7 @@ First of all, congratulations to the winners of the Seasonal Spotlights: Summer
- **osu!catch:** [RAMPAGE88](https://osu.ppy.sh/users/448547), [Crystal](https://osu.ppy.sh/users/1646397) and [Nelly](https://osu.ppy.sh/users/4741164)
- **osu!mania:** [\[Crz\]Satori](https://osu.ppy.sh/users/7082178), [robby250](https://osu.ppy.sh/users/2653437) and [Cryolien](https://osu.ppy.sh/users/1626983)
-# Autumn 2018 Spotlights
+## Autumn 2018 Spotlights
### Navigation
@@ -28,7 +28,7 @@ First of all, congratulations to the winners of the Seasonal Spotlights: Summer
- [osu!catch](#catch)
- [osu!mania](#mania)
-## osu!
+### osu!
[](https://osu.ppy.sh/beatmapsets/397764)
@@ -102,7 +102,7 @@ Dormin's "Une mage blanche" shows [Sulfur](https://osu.ppy.sh/users/5297447)'s e
[Chaoslitz](https://osu.ppy.sh/users/3621552) and Moecho’s collab on colate and Nanahira’s "Good Night" is a great example of how collab difficulties are supposed to be mapped: the styles of both mappers blending with each other, resulting in a smooth playing experience without either of the mappers’ parts outshining the other. Coupled with the intuitive rhythm and patterns, the result is a very enjoyable map to play for players of all skillsets and levels.
-## osu!taiko
+### osu!taiko
[](https://osu.ppy.sh/beatmapsets/587426)
@@ -176,7 +176,7 @@ Kazu's often abstract mapping style really works for this kind of abrasive music
Truly, we won't just be on the "Border of extacy", we'll be thoroughly engulfed in it while playing this map!
-## osu!catch
+### osu!catch
[](https://osu.ppy.sh/beatmapsets/797236)
@@ -210,7 +210,7 @@ The ultimate duo, consisting of [Ascendance](https://osu.ppy.sh/users/2931883) a
Right before leaving for military service, [Spectator](https://osu.ppy.sh/users/702598) managed to give us another fantastic set, this time on a groovy song BUTAOTOME's "Gensou no Satellite". The highest difficulty manages to keep up fast and energetic patterns to keep up with the song. The rest of the set, including a [Xetopia](https://osu.ppy.sh/users/6689101) guest difficulty, doesn't disappoint in giving something to offer to players of all skill levels.
-## osu!mania
+### osu!mania
[](https://osu.ppy.sh/beatmapsets/800663)
diff --git a/news/2019-01-26-bn-applications-winter-cycle-2019.md b/news/2019-01-26-bn-applications-winter-cycle-2019.md
index c56b8ffd37b2..f065ed1b0fc5 100644
--- a/news/2019-01-26-bn-applications-winter-cycle-2019.md
+++ b/news/2019-01-26-bn-applications-winter-cycle-2019.md
@@ -16,10 +16,10 @@ Experienced modders from **all game modes** may apply. You will have until **Jan
- You must have been modding actively for at least three months prior to this announcement
- You may only apply for one game mode per application. If you want to apply for multiple modes, you may send multiple applications accordingly
-- You must be familiar with the current modding environment and abide by the current [Code of Conduct](https://osu.ppy.sh/help/wiki/Ranking_Criteria/Code_of_Conduct)
-- You must be familiar with the [Ranking Criteria](https://osu.ppy.sh/help/wiki/Ranking_Criteria) and apply it where necessary in your mods
+- You must be familiar with the current modding environment and abide by the current [Code of Conduct](/wiki/Ranking_Criteria/Code_of_Conduct)
+- You must be familiar with the [Ranking Criteria](/wiki/Ranking_Criteria) and apply it where necessary in your mods
-More information about activity requirements and the selection process can be found in the [Beatmap Nominators wiki article](https://osu.ppy.sh/help/wiki/People/Beatmap_Nominators#becoming-a-beatmap-nominator).
+More information about activity requirements and the selection process can be found in the [Beatmap Nominators wiki article](/wiki/People/Beatmap_Nominators#becoming-a-beatmap-nominator).
---
diff --git a/news/2019-02-05-new-changes-to-star-rating-performance-points.md b/news/2019-02-05-new-changes-to-star-rating-performance-points.md
index 80fa6259a322..3f0260adeed4 100644
--- a/news/2019-02-05-new-changes-to-star-rating-performance-points.md
+++ b/news/2019-02-05-new-changes-to-star-rating-performance-points.md
@@ -18,55 +18,55 @@ Prefer video form? Let Doomsday walk your through the changes in 20 minutes:
-# Release Schedule
+## Release Schedule
-- ☑ As of the time this article is posted, a new stable release will begin recalculating star ratings of all beatmaps loaded locally. This may take a few minutes (or more if you have many beatmaps) and will continue to run in the background while your game is at song select. **[COMPLETE]**
-- ☑ Over the coming hours, server-side star ratings will be updated to match. **[COMPLETE]**
-- ☑ Over the next 24 hours, user total PP values will be updated. During this time, user rank updates and profile pp graphs will be paused. **[COMPLETE]**
-- ☑ Over a 4-6 hour period, all user ranks will be recalculated. **Expect to gain ranks in general**, as we are also purging some inactive users from the ranking system. **[COMPLETE]**
-- Over the coming days, all existing scores will be recalculated for all users, updating profiles and beatmap listings. During this period, some scores in "best performance" may be out of order or not visible. **[COMPLETE]**
+- ☑ As of the time this article is posted, a new stable release will begin recalculating star ratings of all beatmaps loaded locally. This may take a few minutes (or more if you have many beatmaps) and will continue to run in the background while your game is at song select. **\[COMPLETE\]**
+- ☑ Over the coming hours, server-side star ratings will be updated to match. **\[COMPLETE\]**
+- ☑ Over the next 24 hours, user total PP values will be updated. During this time, user rank updates and profile pp graphs will be paused. **\[COMPLETE\]**
+- ☑ Over a 4-6 hour period, all user ranks will be recalculated. **Expect to gain ranks in general**, as we are also purging some inactive users from the ranking system. **\[COMPLETE\]**
+- Over the coming days, all existing scores will be recalculated for all users, updating profiles and beatmap listings. During this period, some scores in "best performance" may be out of order or not visible. **\[COMPLETE\]**
Note that all *new* scores which are set will already be using the up-to-date performance algorithm.
-# Summary of changes
+## Summary of changes
-## Wide angle jumps
+### Wide angle jumps
The aim difficulty rating of hit objects now considers the angles formed.

Example beatmaps where this change can be seen:
-- [MAX COVERI - RUNNING IN THE 90'S](https://osu.ppy.sh/beatmapsets/739262#osu/1559974) - 6.25* -> 6.34*
-- [FELT - Puppet in the Dark (Part I & II)](https://osu.ppy.sh/beatmapsets/829511#osu/1737885) - 6.04* -> 6.63*
-- [Momoi Haruko - Luka Luka Night Fever](https://osu.ppy.sh/beatmapsets/21724#osu/83925) - 4.38* -> 4.88*
+- [MAX COVERI - RUNNING IN THE 90'S](https://osu.ppy.sh/beatmapsets/739262#osu/1559974) - 6.25\* -> 6.34\*
+- [FELT - Puppet in the Dark (Part I & II)](https://osu.ppy.sh/beatmapsets/829511#osu/1737885) - 6.04\* -> 6.63\*
+- [Momoi Haruko - Luka Luka Night Fever](https://osu.ppy.sh/beatmapsets/21724#osu/83925) - 4.38\* -> 4.88\*
View on GitHub: [#3839](https://github.com/ppy/osu/pull/3839)
-## High BPM streams
+### High BPM streams
The difficulty of patterns consisting of high-paced hit circles (streams) now increases exponentially from 200 BPM to 330 BPM.

Example beatmap where this change can be seen:
-- [UNDEAD CORPORATION - Everything will freeze](https://osu.ppy.sh/beatmapsets/158023#osu/555797) - 7.65* -> 8.03*
+- [UNDEAD CORPORATION - Everything will freeze](https://osu.ppy.sh/beatmapsets/158023#osu/555797) - 7.65\* -> 8.03\*
View on GitHub: [#3839](https://github.com/ppy/osu/pull/3839)
-## Highly spaced streams
+### Highly spaced streams
The difficulty rating of streams with very high spacing between hit circles has been decreased slightly. These plays are still quite impressive and worth a lot, but not as much as before.

Example beatmaps where this change can be seen:
-- [GYZE - HONESTY](https://osu.ppy.sh/beatmapsets/586121#osu/1241370) - 7.11* -> 7.03*
-- [VINXIS - Sidetracked Day](https://osu.ppy.sh/beatmapsets/728276#osu/1537566) - 7.11* -> 7.04*
+- [GYZE - HONESTY](https://osu.ppy.sh/beatmapsets/586121#osu/1241370) - 7.11\* -> 7.03\*
+- [VINXIS - Sidetracked Day](https://osu.ppy.sh/beatmapsets/728276#osu/1537566) - 7.11\* -> 7.04\*
View on GitHub: [#3839](https://github.com/ppy/osu/pull/3839)
-## Long sliders
+### Long sliders
The difficulty rating of long sliders has been increased significantly.
@@ -75,11 +75,11 @@ The difficulty rating of long sliders has been increased significantly.
The effect of this change also increases along with the jump distance to the slider increasing and the amount of time between hit objects decreasing.
Example beatmap where this change can be seen:
-- [Fractal - Collide (feat. Danyka Nadeau)](https://osu.ppy.sh/beatmapsets/753365#osu/1586083) - 5.08* -> 5.71*
+- [Fractal - Collide (feat. Danyka Nadeau)](https://osu.ppy.sh/beatmapsets/753365#osu/1586083) - 5.08\* -> 5.71\*
View on GitHub: [#3839](https://github.com/ppy/osu/pull/3839)
-## Speed accuracy
+### Speed accuracy
The performance points awarded for low accuracy scores has been decreased for beatmaps with a high speed rating.
@@ -91,7 +91,7 @@ Example beatmaps where this change can be seen:
View on GitHub: [#74](https://github.com/ppy/osu-performance/pull/74)
-## Flashlight mod adjustments
+### Flashlight mod adjustments
The performance points awarded due to the flashlight mod has been reduced for short beatmaps and increased for long beatmaps.
@@ -103,7 +103,7 @@ Example beatmaps where this change can be seen:
View on GitHub: [#48](https://github.com/ppy/osu-performance/pull/48), [#71](https://github.com/ppy/osu-performance/pull/71)
-## Hidden mod adjustments
+### Hidden mod adjustments
The performance points awarded due to the hidden mod has been increased for beatmaps with high aim and accuracy ratings, and decreased for high approach rate beatmaps with high speed ratings.
@@ -116,7 +116,7 @@ Example beatmaps where this change can be seen:
View on GitHub: [#72](https://github.com/ppy/osu-performance/pull/72)
-## Miscellaneous changes
+### Miscellaneous changes
These are the more minor technical changes that we introduced to fix previous issues and keep things balanced.
diff --git a/news/2019-02-12-project-loved-week-of-february-10th.md b/news/2019-02-12-project-loved-week-of-february-10th.md
index 9a7ee95f656c..cfdedda6ed9d 100644
--- a/news/2019-02-12-project-loved-week-of-february-10th.md
+++ b/news/2019-02-12-project-loved-week-of-february-10th.md
@@ -142,7 +142,7 @@ osu!catch Loved candidates were chosen by [Ascendance](https://osu.ppy.sh/users/
[PinocchioP - Weekly Shonen BYE-BYE](https://osu.ppy.sh/beatmapsets/279313#fruits) by [[224]Reol](https://osu.ppy.sh/users/3313041)
*written by [Wesley](https://osu.ppy.sh/users/2407265)*
-This week we're bringing back one of [224]Reol's earlier maps, "Shuukan Shounen Bye Bye". While being submitted back in 2015, and not quite considered an "old" map yet, it sure does contain some patterns that are considered awkward compared to the newer maps. It's filled with constant wiggles, both with hyperdashes and without! Now, of course wiggles are fun and all, but it also contains some tap dashes here and there to increase the overall difficulty just to top it all off. Because the song is so action packed, you don't really get any time to lose concentration, otherwise you will miss right away because of everything going on. Enjoy!
+This week we're bringing back one of \[224\]Reol's earlier maps, "Shuukan Shounen Bye Bye". While being submitted back in 2015, and not quite considered an "old" map yet, it sure does contain some patterns that are considered awkward compared to the newer maps. It's filled with constant wiggles, both with hyperdashes and without! Now, of course wiggles are fun and all, but it also contains some tap dashes here and there to increase the overall difficulty just to top it all off. Because the song is so action packed, you don't really get any time to lose concentration, otherwise you will miss right away because of everything going on. Enjoy!
[](https://osu.ppy.sh/community/forums/topics/868454)
diff --git a/news/2019-03-06-scorewatch-17-february-to-2-march.md b/news/2019-03-06-scorewatch-17-february-to-2-march.md
index f246e49322f9..8b184bfb6c66 100644
--- a/news/2019-03-06-scorewatch-17-february-to-2-march.md
+++ b/news/2019-03-06-scorewatch-17-february-to-2-march.md
@@ -93,7 +93,7 @@ This offline play from Bubbleman demonstrates his insane finger control, being o
20 February 2019, Ranked, 683pp
*Added and written by [clayton](https://osu.ppy.sh/users/3666350)*
-idke, you're really stretching my words here. I don't even know how to describe these plays anymore because they're all completely whack. This [synonym for crazy] play on this [synonym for incredibly fast] map is leagues above the rest, sitting proudly as the only HR FC atop a leaderboard that's already only got 20 or so FCs, despite pretty much every top player having tried this map before.
+idke, you're really stretching my words here. I don't even know how to describe these plays anymore because they're all completely whack. This \[synonym for crazy\] play on this \[synonym for incredibly fast\] map is leagues above the rest, sitting proudly as the only HR FC atop a leaderboard that's already only got 20 or so FCs, despite pretty much every top player having tried this map before.
**[idke](https://osu.ppy.sh/users/4650315)**: [Happppy song [happy birthday to me.]](https://osu.ppy.sh/beatmapsets/744593#osu/1569904) +HR **A** (2,285/2,402x, 98.41%)
20 February 2019, Ranked, 759pp
@@ -319,7 +319,7 @@ Some of you may remember this map from from the RO16 pool of TWC 2017, and if yo
24 February 2019, Ranked, 618pp
*Added by [JDrago14](https://osu.ppy.sh/users/7690078), written by [Raphalge](https://osu.ppy.sh/users/3918650)*
-Every now and then I think to myself "This is it. We've reached peak performance". However, minutes later someone decides to put the pedal to the metal and does what was previously thought to be impossible. For shinchikuhome, an 8-minute, 205 BPM, appropriately titled "Hell Oni" map is simply too easy, and needs some spice. Double Time spice to be exact, taking this already very dense 6* map and bumping it up to a jaw-dropping 8.95*. It speaks for itself, really. 5 minutes of 308 BPM at what is basically 9*? I'd say that's worth having a look at.
+Every now and then I think to myself "This is it. We've reached peak performance". However, minutes later someone decides to put the pedal to the metal and does what was previously thought to be impossible. For shinchikuhome, an 8-minute, 205 BPM, appropriately titled "Hell Oni" map is simply too easy, and needs some spice. Double Time spice to be exact, taking this already very dense 6\* map and bumping it up to a jaw-dropping 8.95\*. It speaks for itself, really. 5 minutes of 308 BPM at what is basically 9\*? I'd say that's worth having a look at.
diff --git a/news/2019-04-11-beatmap-spotlights-winter-2019.md b/news/2019-04-11-beatmap-spotlights-winter-2019.md
index 5f70272350fa..818ca8f48588 100644
--- a/news/2019-04-11-beatmap-spotlights-winter-2019.md
+++ b/news/2019-04-11-beatmap-spotlights-winter-2019.md
@@ -19,7 +19,7 @@ First of all, congratulations to the winners of the Seasonal Spotlights: Autumn
- **osu!catch:** [Crystal](https://osu.ppy.sh/users/1646397), [Guillotine](https://osu.ppy.sh/users/4365562) and [RAMPAGE88](https://osu.ppy.sh/users/448547)
- **osu!mania:** [\[Crz\]Satori](https://osu.ppy.sh/users/7082178), [Stink God](https://osu.ppy.sh/users/7381289) and [Cryolien](https://osu.ppy.sh/users/1626983)
-# Winter 2019 Spotlights
+## Winter 2019 Spotlights
### Navigation
@@ -28,7 +28,7 @@ First of all, congratulations to the winners of the Seasonal Spotlights: Autumn
- [osu!catch](#catch)
- [osu!mania](#mania)
-## osu!
+### osu!
[](https://osu.ppy.sh/beatmapsets/873829)
@@ -62,7 +62,7 @@ Each map is in itself tied together gracefully enriching the song taking it to g
[](https://osu.ppy.sh/beatmapsets/764481)
-[Smokeman](https://osu.ppy.sh/users/2140676) has always been a master of capturing the beauty in the songs he maps. His rendition of "Kyoumen no Nami [Orchestra Ver.] is no different. The map perfectly matches the very serene parts of the song with low density and low slider velocity. Then explodes with a quicker slider velocity and more difficult movements in the chorus which truly make the map shine.
+[Smokeman](https://osu.ppy.sh/users/2140676) has always been a master of capturing the beauty in the songs he maps. His rendition of "Kyoumen no Nami \[Orchestra Ver.\] is no different. The map perfectly matches the very serene parts of the song with low density and low slider velocity. Then explodes with a quicker slider velocity and more difficult movements in the chorus which truly make the map shine.
Don't forget to look at the wondrous storyboard made by [LowAccuracySS](https://osu.ppy.sh/users/7306763) & [Darky1](https://osu.ppy.sh/users/3372928)!
@@ -92,7 +92,7 @@ Even though hard, this map is also subtle. Combining clever mapping decisions wo
[](https://osu.ppy.sh/beatmapsets/888513)
-Staying true to the chiptune-y video game style of Camellia's First Town Of This Journey, [jungkyuyoung](https://osu.ppy.sh/users/8972308) plasters densely syncopated slider patterning on a beautifully scenic 8-bit background he drew himself. Every difficulty, featuring guest mappers [Milan-](https://osu.ppy.sh/users/1052994), [Sing](https://osu.ppy.sh/users/3795679), and [Delis](https://osu.ppy.sh/users/1603923), follows similar conventions, using sliderstreams and overlaid sliders to give the entire mapset a cohesive motif culminating in a spectacular interpretation through jungkyuyoung's [Adventure] difficulty.
+Staying true to the chiptune-y video game style of Camellia's First Town Of This Journey, [jungkyuyoung](https://osu.ppy.sh/users/8972308) plasters densely syncopated slider patterning on a beautifully scenic 8-bit background he drew himself. Every difficulty, featuring guest mappers [Milan-](https://osu.ppy.sh/users/1052994), [Sing](https://osu.ppy.sh/users/3795679), and [Delis](https://osu.ppy.sh/users/1603923), follows similar conventions, using sliderstreams and overlaid sliders to give the entire mapset a cohesive motif culminating in a spectacular interpretation through jungkyuyoung's \[Adventure\] difficulty.
The map itself follows its own journey, beginning with highly grid-oriented patterning that slowly diverges from these constraints in a magnificent climax rich with sliderstreams and velocity changes and finally reverts back its more structured composition as the music also returns home. Find yourself grooving along to this bright, upbeat tune as you embark on your personal journey through this mapset.
@@ -124,7 +124,7 @@ Don't be fooled into thinking that [Mir](https://osu.ppy.sh/users/8688812)'s dif
[Len](https://osu.ppy.sh/users/1686145) strikes back in the ranked section, with his large mapset of the extended version of "Chirality" by none other than Camellia. Boasting ten difficulties in total, this set succeeds in catering to all skill levels. The expert difficulties are not to be underestimated however, since the mappers go all out in expressing the song to the extent of their abilities, and succeed in keeping the player on their toes the whole time because of the song's variety.
-## osu!taiko
+### osu!taiko
[](https://osu.ppy.sh/beatmapsets/861177)
@@ -211,7 +211,7 @@ After a long break, you can see a very impressive part making use of tremendous
まさしく,一つの物語として成す譜面です.まず,物語は静寂たる音色とそれに合った静けさに始まります.束の間,まるで大音符とスピナーの嵐かのように劇的に物語は変化します.大音符の視認性は拍車をかかけます.そして嵐は1/6の矢へと移り変わり,逆手の極みを篤と見せつけてくるのです.長い静寂を挟み,強烈な密度変化を取り入れた,凄まじく印象的な場面が広がると,最後はこれまでのすべてのコンセプトを合わせた場面によって物語は終焉を迎えます.同じ配置を繰り返しているようで,つまらぬどころか面白い,それはもちろん,譜面制作の極致に至るこの譜面の持つ趣のまさに一つと言えましょう.
-## osu!catch
+### osu!catch
[](https://osu.ppy.sh/beatmapsets/815390)
@@ -233,7 +233,7 @@ Besides the patterns, Rocma also showcases his outstanding hitsounding skills by
Egoism 440 showcases a variety of patterns different mappers use hosted by [Ascendance](https://osu.ppy.sh/users/2931883). Specifically, the usage of the patterns in the difficulties Challenge and Double Challenge show how a "Challenge" map in osu!catch can be similar yet so different. If you aren't experienced enough to try those two difficulties, don't worry; all difficulties provide a challenge through unique patterns often unseen in other ranked maps.
-## osu!mania
+### osu!mania
[](https://osu.ppy.sh/beatmapsets/854717)
diff --git a/news/2019-05-05-bn-and-qat-restructure.md b/news/2019-05-05-bn-and-qat-restructure.md
index 2242a44c2ee1..a55e27a1a630 100644
--- a/news/2019-05-05-bn-and-qat-restructure.md
+++ b/news/2019-05-05-bn-and-qat-restructure.md
@@ -19,13 +19,13 @@ BN Applications, creating tests for the applicants, and evaluating the current B
The primary focus of probationary BNs will be to nominate beatmaps, and so will not have the ability to disqualify beatmaps or take part in mediating vetoes. Moreover, they will be unable to nominate beatmaps with more than one game mode, and a beatmap cannot be qualified by two probationary BNs. New members of the BNs will be placed in probation for approximately one month before their performance is reviewed by the NAT. They will then be promoted to a regular BN, remain in probation, or be removed from the group completely. Members of the regular BNs may also be demoted to probation if their work is found to not meet standards.
-Placing vetoes will continue to work the same, and we encourage regular members of the community who would like to place vetoes to contact a BN that agrees with them. More information on how vetoes work can be found on the wiki page [here](https://osu.ppy.sh/help/wiki/People/Beatmap_Nominators/Beatmap_Veto).
+Placing vetoes will continue to work the same, and we encourage regular members of the community who would like to place vetoes to contact a BN that agrees with them. More information on how vetoes work can be found on the wiki page [here](/wiki/People/Beatmap_Nominators/Beatmap_Veto).
-The [Beatmap Nominator rules](https://osu.ppy.sh/help/wiki/People/Beatmap_Nominators/Rules) have been updated accordingly for their new tasks, where a full list of changes can found at the bottom of the page. Moreover, work on a score system as a guideline to evaluate Beatmap Nominators starts now and you can expect a new proposal detailing our plans for that soon!
+The [Beatmap Nominator rules](/wiki/People/Beatmap_Nominators/Rules) have been updated accordingly for their new tasks, where a full list of changes can found at the bottom of the page. Moreover, work on a score system as a guideline to evaluate Beatmap Nominators starts now and you can expect a new proposal detailing our plans for that soon!
Additionally to this, BN applications will be open indefinitely as of this news post! We have a [new website](http://bn.mappersguild.com/) to deal with BN affairs and mapping related reports. Here, you will be able to submit BN applications, as well as reports against beatmaps and members of the BN and NAT.
-BN applications will still work roughly the same as last time, where you are required to pass an activity check and to complete a test on the [Ranking Criteria](https://osu.ppy.sh/help/wiki/Ranking_Criteria) to complete your application. Additionally, there will be a 90 day cooldown for submitting applications once you submit. The results of your application should be sent out as soon as they are processed, however, we expect a larger influx of applications during the initial weeks. Check out [the website](http://bn.mappersguild.com/) to submit an application to join the BN!
+BN applications will still work roughly the same as last time, where you are required to pass an activity check and to complete a test on the [Ranking Criteria](/wiki/Ranking_Criteria) to complete your application. Additionally, there will be a 90 day cooldown for submitting applications once you submit. The results of your application should be sent out as soon as they are processed, however, we expect a larger influx of applications during the initial weeks. Check out [the website](http://bn.mappersguild.com/) to submit an application to join the BN!
As osu! is a community driven game, these changes were made to give members of the community more control over what reaches the ranked section. We expect to see improvements in the way beatmap quality is managed, particularly with controversial maps, where the outcome will be more in line with the desires of the community.
@@ -33,7 +33,7 @@ With these changes, the following members of the QAT will not be joining the NAT
On the other hand, please welcome [Ascendance](https://osu.ppy.sh/users/2931883) to the NAT, who will be focusing their efforts on the affairs of the osu!catch nominators!
-For more information on what Beatmap Nominators do and how to join them, have a look at their [wiki page](https://osu.ppy.sh/help/wiki/People/Beatmap_Nominators)!
+For more information on what Beatmap Nominators do and how to join them, have a look at their [wiki page](/wiki/People/Beatmap_Nominators)!
Feel free to ask us any questions in the comments below.
diff --git a/news/2019-05-06-project-loved-week-of-may-5th.md b/news/2019-05-06-project-loved-week-of-may-5th.md
index 8d46f48953fa..7663c501d79c 100644
--- a/news/2019-05-06-project-loved-week-of-may-5th.md
+++ b/news/2019-05-06-project-loved-week-of-may-5th.md
@@ -49,7 +49,7 @@ ONLYWONDER is the last remaining piece without the leaderboard of n0ah's frederi
[Kuroneko Dungeon - Ryuu to Shoujo to Decoherence](https://osu.ppy.sh/beatmapsets/94671#osu) by [ignorethis](https://osu.ppy.sh/users/27343)
165 BPM, 1:57 | 7.08★
-The [Hyper] and [Taiko Oni] difficulties are *not* being nominated for Loved.
+The \[Hyper\] and \[Taiko Oni\] difficulties are *not* being nominated for Loved.
*description written by [BeasttrollMC](https://osu.ppy.sh/users/3171691)*
If you're looking for a calm and relaxing map to pass the day, you must have taken a wrong turn. Those who recognize this song from a previous Loved map by [Flower](https://osu.ppy.sh/users/1033017) will know of its complex nature and alt-styled patterns. Submitted in 2013, this map by ignorethis pushed this idea a little further, with smaller circles, denser patterns, and higher star ratings. Many players will find themselves struggling to even pass this map due to its unconventionally-angled jumps and streams.
@@ -144,7 +144,7 @@ Tower of Heaven is a classic stream map that I'm sure many players hold dear to
[UNDEAD CORPORATION - Flowering Night Fever](https://osu.ppy.sh/beatmapsets/414317#taiko) by [Ekoro](https://osu.ppy.sh/users/284905)
290 BPM, 3:52 | 8.24★
-The [Electrical Freeze] difficulty is *not* being nominated for Loved.
+The \[Electrical Freeze\] difficulty is *not* being nominated for Loved.
*description written by [nyanmi-1828](https://osu.ppy.sh/users/6866480)*
This week, we have a high-BPM map that even the best may stumble at. This map, which offers many streams at 290 BPM, whittles at the player's stamina without giving any time to recover, making speed and stamina very crucial. Many players use this map for multiplayer and set passing it as their goal. I think all of these aspects make this map one of Ekoro's masterpieces.
@@ -161,7 +161,7 @@ osu!catch Loved candidates were chosen by [Sartan](https://osu.ppy.sh/users/4100
150 BPM, 4:56 | 5.92★, 5.92★
*description written by [Wesley](https://osu.ppy.sh/users/2407265)*
-This is the song probably every osu! player knows, "Bad apple!!", only it is remixed by Nardis. [-naniwa-] has made quite a few maps over the years they have been playing, and this is the first of their maps being nominated for the Loved category. The map consists of two difficulties, where the only change is the approach rate. The difficulty with the lower approach rate might be more accessible to toy around with some mods such as Hidden and DoubleTime. If you're not very adept with mods, the map will still be a fun challenge to either just pass or go for the full combo.
+This is the song probably every osu! player knows, "Bad apple!!", only it is remixed by Nardis. \[-naniwa-\] has made quite a few maps over the years they have been playing, and this is the first of their maps being nominated for the Loved category. The map consists of two difficulties, where the only change is the approach rate. The difficulty with the lower approach rate might be more accessible to toy around with some mods such as Hidden and DoubleTime. If you're not very adept with mods, the map will still be a fun challenge to either just pass or go for the full combo.
## osu!mania
diff --git a/news/2019-05-21-project-loved-week-of-may-19th.md b/news/2019-05-21-project-loved-week-of-may-19th.md
index e9f5ccb9e472..d80eb5ea63a5 100644
--- a/news/2019-05-21-project-loved-week-of-may-19th.md
+++ b/news/2019-05-21-project-loved-week-of-may-19th.md
@@ -176,21 +176,21 @@ osu!mania Loved candidates were chosen by [Shoegazer](https://osu.ppy.sh/users/2
[](https://osu.ppy.sh/community/forums/topics/910856)
[PSYQUI - Hype feat. Such (lapix Remix)](https://osu.ppy.sh/beatmapsets/934819#mania) by [Chrubble](https://osu.ppy.sh/users/2594280)
-175 BPM, 4:37 | [4K] 4.97★
+175 BPM, 4:37 | \[4K\] 4.97★
Starting off osu!mania Loved is a chart whose description is summed up very nicely within its own title. Yes, this map very much lives up to the word "hype" through its great variety of technical elements, the consistency and satisfaction of these choices, and also the difficulty of it that more than matches up with the expectations of the song. A player who wishes to experience the hype around this map will find themselves immersed in a plethora of fast and tricky bursts, difficult minijack patterns, and disjointed LNs and releases sure to keep the attention of said player. Even with its near-5-minute play time, the chart continues to develop its patterns, eventually culminating in an intense showcase of LNs that neatly captures the ultimate intensity that the song was preparing and keeping the player on their toes for. All-in-all, a satisfying experience with the quickly-grown following gives this chart more than enough hype to earn it a nomination spot.
[](https://osu.ppy.sh/community/forums/topics/910855)
[Helblinde - A Reyvateil's Curse](https://osu.ppy.sh/beatmapsets/580790#mania) by [Skochan](https://osu.ppy.sh/users/7861278)
-200 BPM, 4:25 | [4K] 7.69★, [7K] 6.92★
+200 BPM, 4:25 | \[4K\] 7.69★, \[7K\] 6.92★
Joining in on the trend of insanely difficult and popular LN maps to be nominated comes A Reyvateil's Curse, a rather varied LN chart as far as these maps come. Skochan makes sure to bombard the player with as many difficult patterns as he can while remaining faithful to the song, stretching from LN jacks, speed and bursts to full on inverse in some sections. This variety has made it very appealing to LN enthusiasts, as well as anyone looking to get practice with the upper end of the skillset, and has led it to gain a significant following, landing it in a perfect position to be nominated for the Loved section.
[](https://osu.ppy.sh/community/forums/topics/910854)
[fallen shepherd feat. RabbiTon Strings - ENDYMION](https://osu.ppy.sh/beatmapsets/684675#mania) by [Halogen-](https://osu.ppy.sh/users/169992) and [Kamikaze](https://osu.ppy.sh/users/2124783)
-220 BPM, 1:59 | [4K] 1.35★, [4K] 3.56★, [4K] 4.09★, [4K] 5.44★
+220 BPM, 1:59 | \[4K\] 1.35★, \[4K\] 3.56★, \[4K\] 4.09★, \[4K\] 5.44★
DanceDanceRevolution A's ENDYMION is notorious for having the hardest official singles chart in all of DDR, and, in the realm of osu!mania, having a difficult chart that has accumulated both notoriety and admiration over the years.
@@ -203,14 +203,14 @@ For lower-level players, there are three lower difficulties to check out, includ
[](https://osu.ppy.sh/community/forums/topics/910853)
[Ujico\*/Snail's House - Snailchan Adventure](https://osu.ppy.sh/beatmapsets/872779#mania) by [Wonki](https://osu.ppy.sh/users/7898495)
-174 BPM, 3:22 | [7K] 6.58★
+174 BPM, 3:22 | \[7K\] 6.58★
Finally coming into the Project Loved scene, we have Wonki's Snailchan Adventure! This map clocks in at 174 BPM and delivers a striking balance between rigid and comfy chordstream patterns. You name it, this has it! Brackets, anchors, chordtrills, and and a copious amount of comfy chordstreams. With its own share of pattern repetition to highlight similar sounding sections, a lot of sectional changes to the overall feel to the chart are present as well. Ranging from jacking, to burst patterns, and even an LN section later on into the song, this chart has something that everyone should look forward to playing.
[](https://osu.ppy.sh/community/forums/topics/910852)
[Kajiura Yuki - Credens justitiam](https://osu.ppy.sh/beatmapsets/598654#mania) by [Flexo123](https://osu.ppy.sh/users/5367287)
-136 BPM, 3:39 | [7K] 5.88★
+136 BPM, 3:39 | \[7K\] 5.88★
In classic O2Jam fashion, we have our LN pick with Flexo123's Credens justitiam. Primarily a release-intensive chart, the map starts with with simple light chordstreaming at 136 BPM, which gradually transitions into a nearly full-LN chart by the first main section. While note yet release heavy, the section slowly picks up with the LN density and introduces some instances of LN release tech which peaks towards the end of the section. These introduced patterns only get more and more difficult as the map progresses.
diff --git a/news/2019-05-22-osu-mapping-olympiad-5-results.md b/news/2019-05-22-osu-mapping-olympiad-5-results.md
index 3fcabce3a47c..caf33da54aa1 100644
--- a/news/2019-05-22-osu-mapping-olympiad-5-results.md
+++ b/news/2019-05-22-osu-mapping-olympiad-5-results.md
@@ -21,8 +21,8 @@ This installment of the Mapping Olympiad contest challenged mappers to create a
| #7 | Anto & Nuvolina | Depressed Thrush | 26 | 38 | 24.5 | 23 | 15 | **126.5** |
| #8 | camellirite | Heroic Marmot | 22 | 36 | 25 | 25 | 9 | **117** |
| #9 | Innovation | Comfortable Emu | 24 | 33 | 27 | 26 | 6 | **116** |
-| #10 | [ Zzz ] | Defensive Sapsucker | 20 | 26.5 | 21.5 | 21 | 10.5 | **99.5** |
-| #11 | _fluffyy | Apathetic Elephant | 18.5 | 26.5 | 15.5 | 16.5 | 7 | **84** |
+| #10 | \[ Zzz \] | Defensive Sapsucker | 20 | 26.5 | 21.5 | 21 | 10.5 | **99.5** |
+| #11 | \_fluffyy | Apathetic Elephant | 18.5 | 26.5 | 15.5 | 16.5 | 7 | **84** |
| #12 | AlienSlayerX | Unique Warbler | 9 | 14 | 8 | 9.5 | 3.5 | **44** |
In **first place** are [**Necho**](https://osu.ppy.sh/users/4086593) and [**Ryuusei Aika**](https://osu.ppy.sh/users/7777875) with a total score of **168**! All of the judges were impressed by their entry, which demonstrated excellence across all categories including achieving the highest scores for Musical Relevance and Impression. Congratulations on joining the ranks of osu!'s *Elite Mappers*!
diff --git a/news/2019-05-28-osutaiko-world-cup-2019-concludes.md b/news/2019-05-28-osutaiko-world-cup-2019-concludes.md
index ebeac7d863e2..6c0b25acbfcd 100644
--- a/news/2019-05-28-osutaiko-world-cup-2019-concludes.md
+++ b/news/2019-05-28-osutaiko-world-cup-2019-concludes.md
@@ -18,7 +18,7 @@ With an upgrade to match sizes and the introduction of a terrifying Grand Finals
Without further ado, let's get right into the results!
-[](https://osu.ppy.sh/help/wiki/Tournaments/TWC/2019)
+[](/wiki/Tournaments/TWC/2019)
**Congratulations to Team Japan for winning the osu!taiko World Cup 2019!**
diff --git a/news/2019-06-12-project-loved-week-of-june-9th.md b/news/2019-06-12-project-loved-week-of-june-9th.md
index cf8a7cd6a1cf..1c94faf9ebbe 100644
--- a/news/2019-06-12-project-loved-week-of-june-9th.md
+++ b/news/2019-06-12-project-loved-week-of-june-9th.md
@@ -47,7 +47,7 @@ A song from PSYQUI and a fun map are always a great combo! dong2729 has worked h
[Krewella - Say Goodbye (Speed Up Ver.)](https://osu.ppy.sh/beatmapsets/580821#osu) by [saggi](https://osu.ppy.sh/users/8027395) et al.
200 BPM, 3:22 | 2.46★ – 8.33★
-The [Envory's HD] and [Envory's MX] difficulties are *not* being nominated for Loved.
+The \[Envory's HD\] and \[Envory's MX\] difficulties are *not* being nominated for Loved.
*description written by [DigitalHypno](https://osu.ppy.sh/users/4384207)*
A great artist mixed with a great mapset can never go wrong, and that certainly holds true for this amazing mapset hosted by saggi. Ranging from a low of mid-two stars to a high of mid-eight, nearly a dozen mappers have come together to make nearly a dozen difficulties for you to jump your cursor in a variety of difficulties, all at a comfortable 200 BPM. This is definitely a mapset you'll be able to come back to as you improve over the years, so check it out today!
@@ -90,7 +90,7 @@ If you're looking for a classic, you've come to the right place. Denden Passion
208 BPM, 2:00 | 2.55★ – 8.00★
*description written by [BeasttrollMC](https://osu.ppy.sh/users/3171691)*
-D(ABE3)'s "MANIERA" was quick on its way to popularity upon getting its first ranked [osu!mania mapset](https://osu.ppy.sh/beatmapsets/272871) back in 2015. Shortly after, an osu!standard mapset was uploaded, giving players an opportunity to take a swing at this beast of a song. Thanks to Cookiezi's FC on [ATHE'S MASTERPIECE] (now ATHE'S ULTRA), the map received a lot of attention, and now it's here in Project Loved. With guest difficulties from AtHeoN, Mark101, Hikan, Hokichi, SkyDevil and ReFaller on top of SakiZ's [THREE DIMENSIONS], there is surely a difficulty for a player of any skill.
+D(ABE3)'s "MANIERA" was quick on its way to popularity upon getting its first ranked [osu!mania mapset](https://osu.ppy.sh/beatmapsets/272871) back in 2015. Shortly after, an osu!standard mapset was uploaded, giving players an opportunity to take a swing at this beast of a song. Thanks to Cookiezi's FC on \[ATHE'S MASTERPIECE\] (now ATHE'S ULTRA), the map received a lot of attention, and now it's here in Project Loved. With guest difficulties from AtHeoN, Mark101, Hikan, Hokichi, SkyDevil and ReFaller on top of SakiZ's \[THREE DIMENSIONS\\], there is surely a difficulty for a player of any skill.
[](https://osu.ppy.sh/community/forums/topics/920511)
@@ -106,7 +106,7 @@ With Kaifin's new album "Duality" having dropped on the 7th of June ([be sure to
181 BPM, 3:29 | 5.70★
*description written by [-Roxas](https://osu.ppy.sh/users/1986262)*
-We're back with another blast from the past, and this time it's dating all the way back to 2014! cRyo[iceeicee]'s "Idola no Circus" takes us back to some of their old mapping, with patterns being fairly old-style and having a few wacky slider patterns here and there; it's something to enjoy for any player that just wants to take in the song and relax, as the map only hits 5.7 stars. With the map reaching over 90 favorites, it's definitely an enjoyable one!
+We're back with another blast from the past, and this time it's dating all the way back to 2014! cRyo\[iceeicee\]'s "Idola no Circus" takes us back to some of their old mapping, with patterns being fairly old-style and having a few wacky slider patterns here and there; it's something to enjoy for any player that just wants to take in the song and relax, as the map only hits 5.7 stars. With the map reaching over 90 favorites, it's definitely an enjoyable one!
## osu!taiko
@@ -179,7 +179,7 @@ osu!mania Loved candidates were chosen by [Shoegazer](https://osu.ppy.sh/users/2
[](https://osu.ppy.sh/community/forums/topics/920499)
[Creaky Jackals - PLVCK](https://osu.ppy.sh/beatmapsets/409921#mania) by [Flexo123](https://osu.ppy.sh/users/5367287)
-160 BPM, 3:38 | [4K] 3.03★, [4K] 4.06★
+160 BPM, 3:38 | \[4K\] 3.03★, \[4K\] 4.06★
PLVCK is a mapset that was extremely popular back in 2016-2017 (with 90 favourites in total and counting), and it's pretty easy to see why that was the case, even today. The Extra difficulty stood out from its peers back in 2016-2017 because of how dynamic and exciting was: the choruses are unpredictable flurries of 1/8 bursts with many comfortable breaks in between said bursts. The bursts had difficult patterns as well, and combined with nice breaks in between bursts, the bursts were, for a lack of a better term, enjoyable to hit through. The Extra difficulty also had a nice progression to it, due in no small part to the song itself.
@@ -188,14 +188,14 @@ The Extra difficulty still holds up quite well today as a sporadic yet straightf
[](https://osu.ppy.sh/community/forums/topics/920497)
[Suzuki Konomi - One Day Sky](https://osu.ppy.sh/beatmapsets/621883#mania) by [shuniki](https://osu.ppy.sh/users/4942174)
-118 BPM, 4:39 | [4K] 6.94★, [4K] 7.78★
+118 BPM, 4:39 | \[4K\] 6.94★, \[4K\] 7.78★
Shuniki's back once again with anything and everything we've come to know and love about him. Intense O2Jam-esque long note mapping, insanely difficult and varied patterns, and an immaculate popularity matched by nearly no one in the long note mapping community. This time being brought to Loved for his map of One Day Sky, a representation of all that was mentioned previously, but with a massive boost in the difficulty department when compared to pretty much every other LN chart nominated to Ranked or Loved. The set's highest difficulty is nothing to scoff at difficulty wise, utilizing extremely dense and awkward minijack and LN patterns in the chorus, and giving even the best of the best a challenge to face. The lower difficulty, however, is a much easier and approachable (albeit still very daunting) experience, boasting many of the same lovable qualities, just with easier, more comfortable patterning throughout. This is a pick representative of the truly hardcore LN fans, and certainly one not to miss by anyone looking for more LN in their lives.
[](https://osu.ppy.sh/community/forums/topics/920496)
[The Flashbulb - DIDJ PVC](https://osu.ppy.sh/beatmapsets/884240#mania) by [Vortex-](https://osu.ppy.sh/users/4999669)
-135 BPM, 1:26 | [4K] 3.69★
+135 BPM, 1:26 | \[4K\] 3.69★
From one of osu!mania's more recognised modern charters today, DIDJ PVC is a slightly more technical product from what you'd expect from Vortex- given his previous charts in the Loved section. The chart is very demanding despite its low density, with many minijacks, gallops, substantial LN use, and very few continuous streams. The chart itself goes to what practically sounds like a drum solo, and the chart almost feels like playing on a snare drum (given its heavy use of minijacks and two-hand trills), which emulates the percussion of the song nicely.
@@ -204,14 +204,14 @@ From a structural standpoint, this chart has the usual chord allocation and colu
[](https://osu.ppy.sh/community/forums/topics/920495)
[Sano Hiroaki feat. Tatsumi Megumi - Tsubomi (Long Version)](https://osu.ppy.sh/beatmapsets/349611#mania) by [moni](https://osu.ppy.sh/users/1750531)
-184 BPM, 5:07 | [7K] 8.01★
+184 BPM, 5:07 | \[7K\] 8.01★
A chart bearing the hallmark of O2Jam converts, Tsubomi has it all for anyone looking for a fun and noodly time. Coming in at 197 BPM, players are to expect tempo changes and insanely difficulty LN usages. Visuals are given a very strong emphasis, giving each chorus its own character with the help of playful manipulation of LN lengths and chord sizes. Beware of the final section, as accuracy difficulties are ramped up with the introduction of 1/8 LNs that take the place of rice notes. This is a must-try for noodle slurpers!
[](https://osu.ppy.sh/community/forums/topics/920494)
[Camellia feat. Nanahira - Niwaka Sannen Ota Hachinen, Internets wa forever (Choubun Sumaso Long ver.)](https://osu.ppy.sh/beatmapsets/748377#mania) by [Kim_GodSSI](https://osu.ppy.sh/users/2218047)
-216 BPM, 5:04 | [7K] 7.13★
+216 BPM, 5:04 | \[7K\] 7.13★
It's time to throw in another 7K marathon, and this time we're aiming for a blast with a Camellia chart! Primarily a dense and rolly chart, the map mainly puts an emphasis on huge 126 BPM 1/2 chords and 1/4 chordtrills with rolly chordstreams. They're are a staple in this chart which highlights the chaotic nature of the song. While the chart can be a little dense to deal with, a generous break section is followed by a very aggressive delay-like dubstep section to bring back the pacing of the song. The chart is finally topped off with the same general flow but with much more dense chord usages! This is generally a fun pick for anyone wanting to play a marathon.
diff --git a/news/2019-06-23-project-loved-week-of-june-23rd.md b/news/2019-06-23-project-loved-week-of-june-23rd.md
index 18f55ac5236b..20db723327e1 100644
--- a/news/2019-06-23-project-loved-week-of-june-23rd.md
+++ b/news/2019-06-23-project-loved-week-of-june-23rd.md
@@ -57,7 +57,7 @@ There's been a small group of people helping keep TAG4 alive and relevant in thi
[Masa - Onigumo to Kitsune no Shishi to](https://osu.ppy.sh/beatmapsets/299871#osu) by [Yales](https://osu.ppy.sh/users/2377881)
240 BPM, 4:11 | 6.75★
-The [Kiwin] and [Ha-N] difficulties are *not* being nominated for Loved.
+The \[Kiwin\] and \[Ha-N\] difficulties are *not* being nominated for Loved.
*description written by [waywern2012](https://osu.ppy.sh/users/5870453)*
A spooky song from Masa-P and mapped by Yales makes a very amusing map to say the least! This map packs in at 6.75 stars and comes with a variety of jumps and patterns. Some parts, as well as the song are pretty similar to a previously Loved map *Kitsune no Yomeiri*. You could say this is an easier version of the other one keeping the same 240 BPM pace. The map maintains its difficulty throughout the map making the player play consistently. Don't let the ending kicksliders make you sliderbreak! It also has some well chosen hitsounds for the song. The jumps aren't too big but they're still jumps. Give them a go!
@@ -185,14 +185,14 @@ osu!mania Loved candidates were chosen by [Shoegazer](https://osu.ppy.sh/users/2
[](https://osu.ppy.sh/community/forums/topics/925098)
[Shiraishi - Shin Sennen Joou](https://osu.ppy.sh/beatmapsets/276927#mania) by [Zyph](https://osu.ppy.sh/users/1600432)
-160 BPM, 2:33 | [4K] 4.70★
+160 BPM, 2:33 | \[4K\] 4.70★
A fairly popular chart made back in 2016, Zyph's *Shin Sennen Joou* is a jack-oriented challenge both for lower-level players and sharpshooters. The chart starts off with light 1/4 handstreams, to handstreams with hidden 1/4 minijacks, to handstreams with more frequent minijacks, to 1/3 (pitch relevant!) moderately dense chordjacking. Zyph's rendition of *Shin Sennen Joou* might be more straight-forward than other popular renditions of this song, but its linearity is what makes this such a compelling chart to play for many. Fancy an accuracy challenge or a rough jack-ridden endeavour? This chart is for you.
[](https://osu.ppy.sh/community/forums/topics/925097)
[hyi - you can recover](https://osu.ppy.sh/beatmapsets/566156#mania) by [Valedict](https://osu.ppy.sh/users/2537082)
-198 BPM, 2:14 | [4K] 3.87★, [4K] 4.21★, [4K] 4.51★, [4K] 4.81★, [4K] 5.11★
+198 BPM, 2:14 | \[4K\] 3.87★, \[4K\] 4.21★, \[4K\] 4.51★, \[4K\] 4.81★, \[4K\] 5.11★
*you can recover* is a jumpstream chart with varying levels of density. There are places where the jumpstream alternates between having a double every 1/2 and a double every 1/1, and there are other occasions in the jumpstream where 2/3rds of the jumpstream are doubles. There are also a few straightforward breaks in between jumpstreams with light LN use for certain sounds, which nicely complement the simplicity of the chart. The chart, from a playing perspective, is a pleasant linear accuracy challenge. There are also rates (from 1.1x to 1.4x) for players who want a less precision-focused challenge as well.
@@ -201,21 +201,21 @@ From a charting standpoint, the chart has what you would expect from stringent c
[](https://osu.ppy.sh/community/forums/topics/925096)
[Nekomata Master - Scars of Fauna](https://osu.ppy.sh/beatmapsets/846374#mania) by [Raveille](https://osu.ppy.sh/users/1388767)
-165 BPM, 1:58 | [4K] 4.61★
+165 BPM, 1:58 | \[4K\] 4.61★
A new contender from the osu!mania World Cup 2018 is *Scars of Fauna*, a smooth, fun, and satisfying LN experience made for anyone with an interest in long notes and complicated release timings. The chart utilizes different densities of LN to represent different sections of the music, as well as in some cases even just different sounds, most notably in the chorus where inverse is used as a peak in the buildup of sounds that the song has to offer making that particular section very satisfying to play. Layered with this satisfaction are the difficult releases strewn throughout which serve to keep players on their toes for the whole duration of the chart—definitely succeeding in that department. Overall, *Scars of Fauna* is simply a dynamic, satisfying, and fun arrangement of long notes worthy of this nomination to the Loved section.
[](https://osu.ppy.sh/community/forums/topics/925095)
[M2U - Promise](https://osu.ppy.sh/beatmapsets/399373#mania) by [Jinjin](https://osu.ppy.sh/users/3360737)
-200 BPM, 2:27 | [7K] 0.92★, [7K] 1.44★, [7K] 2.35★, [7K] 5.29★
+200 BPM, 2:27 | \[7K\] 0.92★, \[7K\] 1.44★, \[7K\] 2.35★, \[7K\] 5.29★
It's been some time since we got a non-O2-oriented LN chart for Loved and for this round, we have Jinjin's *Promise*. Drawing inspiration from fun elements of O2Jam charting, Jinjin manages to combine a plethora of LN styles ranging from column specific LN groupings, inverses, stylistic reverse shielding, up to 1/4 LN chording at a later section. While not solely restricted to common LN themes, the rice does alternate between bracketing and 1/2 chordtrilling at 200 BPM to chordmashing at the same bpm. Even with the inclusion of patterns that may raise some concerned eyebrows for some just by looks, all these elements come to play in a fashion that's very casual and easy to handle, marking this map as a must play for anyone starting to enter into mid-tier LNing.
[](https://osu.ppy.sh/community/forums/topics/925093)
[Nitro Fun & Hyper Potions - Checkpoint](https://osu.ppy.sh/beatmapsets/647297#mania) by [Kawawa](https://osu.ppy.sh/users/4647754)
-140 BPM, 3:00 | [7K] 4.80★
+140 BPM, 3:00 | \[7K\] 4.80★
Kawawa makes a comeback to Project Loved with yet another rice-oriented chart. Very comfy in nature, *Checkpoint* is known primarily for being an introductory chart for faster stream patterns which some may call "delay" patterns. While not quite up there in terms of speed, *Checkpoint* presents very simple but fluid patterning presenting dense 1/4 chordstreaming and chordtrilling with some occasional bracketing followed by 1/8 comfy streaming at 140 BPM. Serving as quite a strong example on how simple charts can be very fun, *Checkpoint* has earned it place for nomination this round.
diff --git a/news/2019-07-08-beatmap-spotlights-spring-2019.md b/news/2019-07-08-beatmap-spotlights-spring-2019.md
index a78e0db1cf4e..32db29b6f87a 100644
--- a/news/2019-07-08-beatmap-spotlights-spring-2019.md
+++ b/news/2019-07-08-beatmap-spotlights-spring-2019.md
@@ -20,16 +20,16 @@ First of all, congratulations to the winners of the Seasonal Spotlights: Winter
- **osu!mania:** [\[Crz\]Satori](https://osu.ppy.sh/users/7082178), [Stink God](https://osu.ppy.sh/users/7381289) and [Cryolien](https://osu.ppy.sh/users/1626983)
-# Navigation
+## Navigation
- osu!
- osu!taiko
- osu!catch
- osu!mania
-# Spring 2019 Spotlights
+## Spring 2019 Spotlights
-## osu!
+### osu!
[](https://osu.ppy.sh/beatmapsets/910454)
@@ -89,7 +89,7 @@ The highly emotive indie track is accented beautifully through a level of flow a
_written by [Toy](https://osu.ppy.sh/users/2757689)_
-## osu!taiko
+### osu!taiko
[](https://osu.ppy.sh/beatmapsets/897948)
@@ -206,7 +206,7 @@ This concludes it for this season's Spotlights for osu!taiko, and it sure shows
_written by [Greenshell](https://osu.ppy.sh/users/8693851)_
-## osu!catch
+### osu!catch
[](https://osu.ppy.sh/beatmapsets/706939)
@@ -242,7 +242,7 @@ This is not to discount from the lower difficulties, which mapped accordingly to
_written by [Snowless](https://osu.ppy.sh/users/4316266)_
-## osu!mania
+### osu!mania
[](https://osu.ppy.sh/beatmapsets/545484)
diff --git a/news/2019-07-12-summer-2019-fanart-contest.md b/news/2019-07-12-summer-2019-fanart-contest.md
index 5e6108da07c2..3dcfbe19909d 100644
--- a/news/2019-07-12-summer-2019-fanart-contest.md
+++ b/news/2019-07-12-summer-2019-fanart-contest.md
@@ -30,7 +30,7 @@ Make sure you read the rules carefully before entering. We've had a lot of other
- **SUBMIT ONLY YOUR OWN WORK! NO TRACING! NO REDRAWING! NO COMPOSITE WORKS!** Brushes and other helpful assets are fine, but redrawing manga stills or tracing or any other really ugly and spurious artistic thing that everybody generally hates and involves flogging other people's work off as your own is flat out not allowed, and if we find out you're doing it... well, you don't want to find out what'll happen.
- **Don't use copyrighted characters from other intellectual properties.** You can freely use any of the osu! mascots (pippi, Yuzu, Mocha, Maria) and any of the community mascots (Tama, Aiko, Taikonator, so on), but stay away from using direct representations of characters from other worlds or franchises in your work. Remember that the community mascots are also someone else's creation, so make sure to treat their work with the same respect that you'd treat yours.
-Oh, and just in case you've forgotten, you can also consult [this handy link](https://osu.ppy.sh/help/wiki/Mascots/) for a quick overview of all the osu! official mascots and their current designs, plus many of the more popular community mascots.
+Oh, and just in case you've forgotten, you can also consult [this handy link](/wiki/Mascots/) for a quick overview of all the osu! official mascots and their current designs, plus many of the more popular community mascots.
So what are you waiting for? [Take the plunge and head over to the Summer 2019 Fanart Contest listing and enter now!](https://osu.ppy.sh/community/contests/79)
diff --git a/news/2019-07-14-project-loved-week-of-july-14th.md b/news/2019-07-14-project-loved-week-of-july-14th.md
index 4662691976aa..18eb46a3690d 100644
--- a/news/2019-07-14-project-loved-week-of-july-14th.md
+++ b/news/2019-07-14-project-loved-week-of-july-14th.md
@@ -181,14 +181,14 @@ osu!mania Loved candidates were chosen by [Shoegazer](https://osu.ppy.sh/users/2
[](https://osu.ppy.sh/community/forums/topics/934327)
[Camellia - GHOST](https://osu.ppy.sh/beatmapsets/658081#mania) by [Lynessa](https://osu.ppy.sh/users/6703951)
-220 BPM, 5:15 | [4K] 5.30★, [4K] 5.76★, [4K] 6.17★, [4K] 6.63★
+220 BPM, 5:15 | \[4K\] 5.30★, \[4K\] 5.76★, \[4K\] 6.17★, \[4K\] 6.63★
One of Trixta's more popular charts (with no small part to the catchy, near-apocalyptic song that comes with it), *GHOST* is a jumpstream/handstream player's delight. Clocking in at 4-5 minutes of dense jumpstreams and handstreams with very few breaks, *GHOST* works excellently as an assessor of jumpstream or handstream ability and a gratifying challenge to players. The mapset contains rates as well (from 1.0 to 1.3) with the hardest difficulty being at a blisteringly fast 286 BPM. If you like jumpstream or handstream, this should absolutely be up your alley.
[](https://osu.ppy.sh/community/forums/topics/934326)
[The Flashbulb - Chik Habit](https://osu.ppy.sh/beatmapsets/732982#mania) by [Gekido-](https://osu.ppy.sh/users/4693052)
-210 BPM, 2:34 | [4K] 4.17★, [4K] 4.45★
+210 BPM, 2:34 | \[4K\] 4.17★, \[4K\] 4.45★
If you've been playing rhythm games for at least a year or two, you'll know who The Flashbulb is. His early crisp drill-and-bass tunes are hard to forget, and the combination of cinematic elements and IDM in his later works is an approachable yet cathartic listen for many. *Chik Habit* is, in the rhythm game community, one of The Flashbulb's most popular songs. There are multiple charts for *Chik Habit* in osu!mania, StepMania, and Flash Flash Revolution that are mind-numbingly difficult, one of which practically impossible. In this wave, we're nominating a chart for *Chik Habit* that is, while not as freakishly difficult as most charts for *Chik Habit*, a chart that is fair, exciting, complementary, and challenging.
@@ -199,7 +199,7 @@ Looking or playing through the chart, it's hard not to see why: Gekido's tactful
[](https://osu.ppy.sh/community/forums/topics/934325)
[\*namirin - Sakurairo Time Capsule](https://osu.ppy.sh/beatmapsets/831039#mania) by [MisterLuka](https://osu.ppy.sh/users/6117525), [eZmmR](https://osu.ppy.sh/users/8647138), [upan](https://osu.ppy.sh/users/4289829) and [kaythen](https://osu.ppy.sh/users/5782153)
-170 BPM, 4:20 | [4K] 6.35★, [7K] 4.25★, [7K] 8.22★
+170 BPM, 4:20 | \[4K\] 6.35★, \[7K\] 4.25★, \[7K\] 8.22★
After a very successful round with Ame to Asphalt, MisterLuka returns to Project Loved with another set to look out for! This round, we have *Sakurairo Time Capsule* which follows the usual 4K + 7K O2LN combination but with the aid of another 7K difficulty by kaythen.
diff --git a/news/2019-07-29-project-loved-week-of-july-28th.md b/news/2019-07-29-project-loved-week-of-july-28th.md
index afc6458e743e..2eeb07389130 100644
--- a/news/2019-07-29-project-loved-week-of-july-28th.md
+++ b/news/2019-07-29-project-loved-week-of-july-28th.md
@@ -172,7 +172,7 @@ osu!mania Loved candidates were chosen by [Shoegazer](https://osu.ppy.sh/users/2
[](https://osu.ppy.sh/community/forums/topics/940578)
[Imperial Circus Dead Decadence - Uta](https://osu.ppy.sh/beatmapsets/981714#mania) by [Evening](https://osu.ppy.sh/users/2193881) and [XeoStyle](https://osu.ppy.sh/users/3377280)
-140 BPM, 8:48 | [4K] 4.74★, [4K] 5.64★, [4K] 5.77★
+140 BPM, 8:48 | \[4K\] 4.74★, \[4K\] 5.64★, \[4K\] 5.77★
"Return of the king" is a phrase one may use seeing this nomination to the Loved section. Evening, one of the most well-known and influential mappers to ever grace osu!mania, is back in the nominations with an even more well-known and popular song from a recently added Featured Artist—Imperial Circus Dead Decadence.
@@ -185,7 +185,7 @@ Back when this was first released, it gained significant notoriety through the c
[](https://osu.ppy.sh/community/forums/topics/940577)
[ueotan - Mario Paint (Time Regression Mix for BMS)](https://osu.ppy.sh/beatmapsets/292994#mania) by [Fullerene-](https://osu.ppy.sh/users/2531335)
-155 BPM, 1:29 | [4K] 4.91★, [4K] 5.68★, [4K] 6.74★
+155 BPM, 1:29 | \[4K\] 4.91★, \[4K\] 5.68★, \[4K\] 6.74★
There aren't many mapsets that are as notorious as Fullerene's *Mario Paint (Time Regression Mix for BMS)*. Its D-HYPER difficulty is part of one of the harder 4K dan courses, and even outside of Dan courses, D-HYPER has been a benchmark for many players for many years. D-NORMAL has also been a popular chart for lower-level players, and D-ANOTHER, while originally a joke difficulty meant to emulate a chart from BMS, has been played frequently by the very best players today.
@@ -196,7 +196,7 @@ Mario Paint, as a mapset, has sustained popularity for over four and a half year
[](https://osu.ppy.sh/community/forums/topics/940576)
[Kurosaki Maon - Gravitation](https://osu.ppy.sh/beatmapsets/884981#mania) by [tangjinxi](https://osu.ppy.sh/users/2270126)
-200 BPM, 4:22 | [7K] 10.38★
+200 BPM, 4:22 | \[7K\] 10.38★
For this round, 7K gets to see another welcome face known for their O2Jam charts. This is tangjinxi's *Gravitation*.
diff --git a/news/2019-08-04-cwc-2019-concludes.md b/news/2019-08-04-cwc-2019-concludes.md
index 98b06c443ce4..8ee899c4c1c4 100644
--- a/news/2019-08-04-cwc-2019-concludes.md
+++ b/news/2019-08-04-cwc-2019-concludes.md
@@ -16,7 +16,7 @@ Faced with a new and terrifying *Grand Finals* mappool, many legendary veterans
Without further ado, it is my great pleasure to present to you the results!
-[](https://osu.ppy.sh/help/wiki/Tournaments/CWC/2019)
+[](/wiki/Tournaments/CWC/2019)
**Congratulations to Team South Korea for winning the osu!catch World Cup 2019!**
diff --git a/news/2019-08-12-project-loved-week-of-august-11th.md b/news/2019-08-12-project-loved-week-of-august-11th.md
index 81704967aeef..4f71a5205902 100644
--- a/news/2019-08-12-project-loved-week-of-august-11th.md
+++ b/news/2019-08-12-project-loved-week-of-august-11th.md
@@ -143,14 +143,14 @@ osu!mania Loved candidates were chosen by [Shoegazer](https://osu.ppy.sh/users/2
[](https://osu.ppy.sh/community/forums/topics/947133)
[Silentroom - Finixe](https://osu.ppy.sh/beatmapsets/688577#mania) by [shuniki](https://osu.ppy.sh/users/4942174)
-222 BPM, 2:35 | [4K] 5.66★, [4K] 5.66★, [4K] 8.66★
+222 BPM, 2:35 | \[4K\] 5.66★, \[4K\] 5.66★, \[4K\] 8.66★
Returning with more of his staple extraordinarily hard LN maps is shuniki being nominated for *Finixe*. While this isn't the hardest of shuniki's LN maps that have been nominated for Loved, it is certainly no pushover when it comes to the strain and speed required to perform well on it. The chart contains massive inverse walls as well as some less dense—though in a way, trickier—LN streams with patterns clocking in at 222 BPM which are sure to fire up players who thrive on giving themselves some physically taxing LN. As has been the story with past shuniki nominations, this is a perfect map for those hardcore LN lovers, those who want to push their skill, speed, and reading with inverse and general long note play to the limit, and those who want to have a fun time with the smooth, yet challenging experience that can be found in *Finixe*.
[](https://osu.ppy.sh/community/forums/topics/947132)
[Masami-T - Toraburu Kuroneko Manbiki](https://osu.ppy.sh/beatmapsets/591252#mania) by [AutotelicBrown](https://osu.ppy.sh/users/4238941)
-119 BPM, 2:40 | [4K], 4.90★ – 6.99★
+119 BPM, 2:40 | \[4K\], 4.90★ – 6.99★
AutotelicBrown gets her first mapset nominated for the Loved section with *Trouble Kuroneko Man'yuuki*. Chordjack charts are a common favourite among most players, and *Man'yuuki* is just that: chordjacks.
@@ -161,7 +161,7 @@ This mapset also has 5 different rates (1.0x to 1.4x), so it's very likely that
[](https://osu.ppy.sh/community/forums/topics/947130)
[Tokyo Ska Paradise Orchestra - -SUIKINKUTSU- feat. Uehara Hiromi](https://osu.ppy.sh/beatmapsets/327318#mania) by [Evening](https://osu.ppy.sh/users/2193881)
-51 BPM, 6:53 | [7K] 6.05★, [7K] 6.05★
+51 BPM, 6:53 | \[7K\] 6.05★, \[7K\] 6.05★
Following Evening's success last round with their 4k pick, it would be unwise to skip over a 7k pick for this round. For this round, we're having *SUIKINKUTSU*.
diff --git a/news/2019-08-26-project-loved-week-of-august-25th.md b/news/2019-08-26-project-loved-week-of-august-25th.md
index b2c322d86eb9..56a3ed1d1325 100644
--- a/news/2019-08-26-project-loved-week-of-august-25th.md
+++ b/news/2019-08-26-project-loved-week-of-august-25th.md
@@ -128,7 +128,7 @@ osu!mania Loved candidates were chosen by [Shoegazer](https://osu.ppy.sh/users/2
[](https://osu.ppy.sh/community/forums/topics/953231)
[Kopophobia & Ajataa - Starfall](https://osu.ppy.sh/beatmapsets/762671#mania) by [riktoi](https://osu.ppy.sh/users/4940393)
-240 BPM, 5:15 | [4K] 6.30★, [4K] 6.56★, [4K] 6.82★
+240 BPM, 5:15 | \[4K\] 6.30★, \[4K\] 6.56★, \[4K\] 6.82★
riktoi earns his first nominated mapset with *Starfall*. One of *Starfall*'s difficulties, Planetary Annihilation 1.1x, is notorious for being the hardest rice chart used in MWC 4K 2018, and was arguably the hardest rice chart used in any MWC up to this point.
@@ -139,14 +139,14 @@ Players who enjoyed [Jole](https://osu.ppy.sh/users/2883132)'s *[Peter on Crack]
[](https://osu.ppy.sh/community/forums/topics/953230)
[xKore - Stress](https://osu.ppy.sh/beatmapsets/861705#mania) by [Halogen-](https://osu.ppy.sh/users/169992)
-280 BPM, 1:37 | [4K] 3.15★
+280 BPM, 1:37 | \[4K\] 3.15★
*Stress* is a map that very directly embodies the name it was given. A brutally tough creation by Halogen-, local osu!mania sadist, *Stress* proves to provide the players with an intensely stressful experience chock-full of unexpected, unorthodox snappings and the main meat of the map: SVs that prove to be both predictable and unpredictable at the same time. Although they are sightreadable to a certain extent, they are extremely tough consisting almost completely of instantaneous jumps followed by slow approaches of the following notes, a technique that, if understood, can be played with great finesse. Without an understanding of these SV gimmicks though, it may as well be the most difficult SV chart in osu!mania's maplist making it a great target for those extreme SV enthusiasts. The map gained great exposure about as soon as it was released and it is clear why as it's so difficult, yet rewarding to play making it the perfect choice for loved.
[](https://osu.ppy.sh/community/forums/topics/953229)
[kors k x marasy - Play Time!!](https://osu.ppy.sh/beatmapsets/429609#mania) by [qodtjr](https://osu.ppy.sh/users/3021168)
-185 BPM, 2:53 | [7K] 5.53★, [7K] 6.52★
+185 BPM, 2:53 | \[7K\] 5.53★, \[7K\] 6.52★
qodtjr makes another comeback for this round of Project Loved with his map *Play Time!!*
diff --git a/news/2019-09-16-project-loved-week-of-september-15th.md b/news/2019-09-16-project-loved-week-of-september-15th.md
index d7376c3a778d..6154cf41dc3c 100644
--- a/news/2019-09-16-project-loved-week-of-september-15th.md
+++ b/news/2019-09-16-project-loved-week-of-september-15th.md
@@ -124,7 +124,7 @@ osu!mania Loved candidates were chosen by [Shoegazer](https://osu.ppy.sh/users/2
[](https://osu.ppy.sh/community/forums/topics/961642)
[SCRIPT - SENSE](https://osu.ppy.sh/beatmapsets/981117#mania) by [LeiN-](https://osu.ppy.sh/users/2162939)
-177 BPM, 2:55 | [4K] 4.94★
+177 BPM, 2:55 | \[4K\] 4.94★
Did you guys miss LeiN-? We did too. Unlike LeiN-'s previous charts in the Loved section, *SENSE* is an extremely complex drumstep song with many distinct sections, unpredictable bass wobbles, and a multitude of sound textures to be found. Just like the song, LeiN-'s rendition of *SENSE* is very complex and very technical.
@@ -135,14 +135,14 @@ To say that the chart is dynamic is an understatement—it's one of LeiN-'s most
[](https://osu.ppy.sh/community/forums/topics/961641)
[supercell - Kimi no Shiranai Monogatari](https://osu.ppy.sh/beatmapsets/696444#mania) by [eZmmR](https://osu.ppy.sh/users/8647138) et al.
-165 BPM, 5:36 | [4K] 6.22★
+165 BPM, 5:36 | \[4K\] 6.22★
We've seen him before taking the spot of a popular LN charter, and here eZmmR is once again along with collaborative partners Pianissimo, Timbergling and Yuichie (also including a couple of familiar faces) for their chart of *Kimi no Shiranai Monogatari*. As you might expect from the familiar group, the chart is chock full of difficult LN patterns taking various forms, from LN streams to release oriented dump patterns, to occasional runs of inverse patterning. Similar to their last entry, it is truly the type of chart for those LN enthusiasts to jump all over and enjoy, and one for those looking to introduce themselves to the vast array of difficult LN patterns there are to find. The chart is certainly a popular one of this genre, and can be very appealing to the two groups mentioned, and thus earns itself a spot among the Loved nominations.
[](https://osu.ppy.sh/community/forums/topics/961640)
[SOUND HOLIC Vs. dj TAKA feat. YURiCa - TIEFSEE](https://osu.ppy.sh/beatmapsets/861816#mania) by [Kim_GodSSI](https://osu.ppy.sh/users/2218047)
-165 BPM, 5:49 | [7K] 8.29★
+165 BPM, 5:49 | \[7K\] 8.29★
It's time for another Kim_GodSSI pick! This round we're having *TIEFSEE*! You might have seen this from the last 7K Mania World Cup and it is arguably one of the more well-received maps in the pool for all the right reasons.
diff --git a/news/2019-09-24-mappers-guild-september-newspost.md b/news/2019-09-24-mappers-guild-september-newspost.md
index d61442fad630..31256c2870ac 100644
--- a/news/2019-09-24-mappers-guild-september-newspost.md
+++ b/news/2019-09-24-mappers-guild-september-newspost.md
@@ -70,7 +70,7 @@ The **Rin Standard Beatmap Pack** quest was completed by **[type 1 if cute](http

-For this quest, the mappers had to create and rank 3 mapsets of songs by **Imperial Circus Dead Decadence** from their albums *Yomi yori [...]* and *Fusyoku [...]* each hosted by a different user.
+For this quest, the mappers had to create and rank 3 mapsets of songs by **Imperial Circus Dead Decadence** from their albums *Yomi yori \[...\]* and *Fusyoku \[...\]* each hosted by a different user.
The **Standard ICDD: Yomi yori Kikoyu, Koukoku no Tou to Honoo no Shoujo & Fusyoku Ressentiment, Fushiyoku no Sarugakuza** quest was completed by **[egg and cheese](https://osu.ppy.sh/users/3789276)**, **[Stack](https://osu.ppy.sh/users/6122935)**, **[Foxy Grandpa](https://osu.ppy.sh/users/5580983)**, **[Kite](https://osu.ppy.sh/users/134572)** and **[Riven](https://osu.ppy.sh/users/3638005)**.
@@ -78,7 +78,7 @@ The **Standard ICDD: Yomi yori Kikoyu, Koukoku no Tou to Honoo no Shoujo & Fusyo
- [Imperial Circus Dead Decadence - Danzai No Honoo To Koibito-Tachi No Rondo](https://osu.ppy.sh/beatmapsets/961431) hosted by [Stack](https://osu.ppy.sh/users/6122935)
- [Imperial Circus Dead Decadence - Shinbatsu o Tadori Kyoukotsu ni Itaru](https://osu.ppy.sh/beatmapsets/482382) hosted by [Kite](https://osu.ppy.sh/users/134572)
-Another ICDD quest tasked mappers to create and rank 4 mapsets of songs from their album *Kuroushiku Saita [...]*, each hosted by a different user.
+Another ICDD quest tasked mappers to create and rank 4 mapsets of songs from their album *Kuroushiku Saita \[...\]*, each hosted by a different user.
The **Standard ICDD: Kuruoshiku Saita Seisan na Mukuro wa Kanade, Itooshiku Saita Shoujo wa Seisen no Kotoba wo Utau** quest was completed by **[VINXIS](https://osu.ppy.sh/users/4323406)**, **[deetz](https://osu.ppy.sh/users/3513559)**, **[RLC](https://osu.ppy.sh/users/1047883)**, **[Nyquill](https://osu.ppy.sh/users/682935)**, **[Cheesecake](https://osu.ppy.sh/users/3700647)** and **[Sing](https://osu.ppy.sh/users/3795679)**.
diff --git a/news/2019-09-29-mca-ayim-2018.md b/news/2019-09-29-mca-ayim-2018.md
index 3a726525e5f5..05634fd7e8f5 100644
--- a/news/2019-09-29-mca-ayim-2018.md
+++ b/news/2019-09-29-mca-ayim-2018.md
@@ -8,7 +8,7 @@ While a bit late, the annual Mapper's Choice Awards and A Year In Mapping for 20

-# Mapper's Choice Awards
+## Mapper's Choice Awards
Mapper's Choice Awards 2018 forum threads: [English](https://osu.ppy.sh/community/forums/topics/966003), [Français](https://osu.ppy.sh/community/forums/topics/966117), [Deutsch](https://osu.ppy.sh/community/forums/topics/966006), [한국어](https://osu.ppy.sh/community/forums/topics/966279), [中文](https://osu.ppy.sh/community/forums/topics/966016), [日本語](https://osu.ppy.sh/community/forums/topics/965995), [Русский язык](https://osu.ppy.sh/community/forums/topics/966093), [Bahasa Indonesia](https://osu.ppy.sh/community/forums/topics/965990), [Nederlands](https://osu.ppy.sh/community/forums/topics/965967), [Tiếng Việt](https://osu.ppy.sh/community/forums/topics/966009)
@@ -18,7 +18,7 @@ Each mode will have two **Grand MCA Awards**, one for the best beatmap, and one
Even if you are not able to vote, feel free to follow along with the events! The results will be released later on via livestreams where commentators will discuss the results.
-## Schedule
+### Schedule
Right now, Mapper's Choice Awards is in the nomination stage, and the rest of the schedule can be seen below. If you're eligible to vote or nominate, be sure to do so while you still can!
@@ -32,7 +32,7 @@ Right now, Mapper's Choice Awards is in the nomination stage, and the rest of th
| Storyboard results stream | 2019-10-20 16:00 |
| osu!standard results stream | 2019-10-20 19:00 |
-# A Year In Mapping
+## A Year In Mapping
[A Year In Mapping 2018 forum thread](https://osu.ppy.sh/community/forums/topics/966004)
diff --git a/news/2019-09-30-project-loved-week-of-september-29th.md b/news/2019-09-30-project-loved-week-of-september-29th.md
index 7ffdf7048172..cedbea9484c5 100644
--- a/news/2019-09-30-project-loved-week-of-september-29th.md
+++ b/news/2019-09-30-project-loved-week-of-september-29th.md
@@ -129,7 +129,7 @@ osu!mania Loved candidates were chosen by [Shoegazer](https://osu.ppy.sh/users/2
[](https://osu.ppy.sh/community/forums/topics/966971)
[Various Artists - 10Dollar Dump Dump Revolutions 2 part.3](https://osu.ppy.sh/beatmapsets/425430#mania) by [Manwon](https://osu.ppy.sh/users/4129020)
-240 BPM, 5:05 | [4K], 4.74★ – 6.71★
+240 BPM, 5:05 | \[4K\], 4.74★ – 6.71★
Manwon (also known as 10Dollar in Stepmania) gets his first Loved nomination with part 3 of his *Dump Dump Revolutions 2 (DDR2)* pack. Dump Dump Revolutions 2 is a speed and jumpstream-oriented dump pack geared towards high level players, and the pack has received high acclaim for its overall fair difficulty, gratifying pattern use, and song choice.
@@ -140,14 +140,14 @@ If you enjoyed this mappack, check out Manwon's other mappacks in [his profile](
[](https://osu.ppy.sh/community/forums/topics/966970)
[Frums - dropdead](https://osu.ppy.sh/beatmapsets/957823#mania) by [Chrubble](https://osu.ppy.sh/users/2594280)
-200 BPM, 2:10 | [4K] 4.93★
+200 BPM, 2:10 | \[4K\] 4.93★
-Returning after his last nomination of [Hype](https://osu.ppy.sh/beatmapsets/934819#mania/1951599), we have another chart by Chrubble that also embodies the term "hype", but in an entirely different way. [ir]dropdead[/i] by Frums is a fast, sudden, and intense experience, perfectly matching the mood that the song gives. It requires the player to weave through burst streams, tech-jack transitions, and some relatively simple—but difficult to nail—LN patterns. The chart is certainly a tech enthusiast's ideal chart with this mix of many different technical challenges and should definitely not be missed by anyone looking to have a difficult, hype, and satisfying experience during the 2 minute run-time of this chart.
+Returning after his last nomination of [Hype](https://osu.ppy.sh/beatmapsets/934819#mania/1951599), we have another chart by Chrubble that also embodies the term "hype", but in an entirely different way. *dropdead* by Frums is a fast, sudden, and intense experience, perfectly matching the mood that the song gives. It requires the player to weave through burst streams, tech-jack transitions, and some relatively simple—but difficult to nail—LN patterns. The chart is certainly a tech enthusiast's ideal chart with this mix of many different technical challenges and should definitely not be missed by anyone looking to have a difficult, hype, and satisfying experience during the 2 minute run-time of this chart.
[](https://osu.ppy.sh/community/forums/topics/966969)
[PSYQUI feat. Such - hype (lapix Remix)](https://osu.ppy.sh/beatmapsets/871622#mania) by [Reba](https://osu.ppy.sh/users/3087654)
-175 BPM, 4:37 | [7K] 7.05★
+175 BPM, 4:37 | \[7K\] 7.05★
Something worth hyping about is coming this round for 7K!
diff --git a/news/2019-10-05-beatmap-spotlights-summer-2019.md b/news/2019-10-05-beatmap-spotlights-summer-2019.md
index 47d826537376..0de7d03ae141 100644
--- a/news/2019-10-05-beatmap-spotlights-summer-2019.md
+++ b/news/2019-10-05-beatmap-spotlights-summer-2019.md
@@ -26,9 +26,9 @@ First of all, congratulations to the winners of the Spring 2019 Seasonal Spotlig
- [osu!catch](#catch)
- [osu!mania](#mania)
-# Summer Spotlights
+## Summer Spotlights
-## osu!
+### osu!
[](https://osu.ppy.sh/beatmapsets/972932)
@@ -74,7 +74,7 @@ The top difficulty of the mapset by [Skystar](https://osu.ppy.sh/users/873961) a
[](https://osu.ppy.sh/beatmapsets/951890)
-[semaphore](https://osu.ppy.sh/users/6313643)'s LEAF XCEED Music Division - Dear You [ver. XCEED] is the perfect example of the saying "Less is more." Coming to the ranked with his first ranked map, semaphore is nowhere close to being a new mapper and decided to rank his first map not because it was innovative, new, conceptual or creative, but simply because it's probably the best execution he ever achieved in a map.
+[semaphore](https://osu.ppy.sh/users/6313643)'s LEAF XCEED Music Division - Dear You \[ver. XCEED\] is the perfect example of the saying "Less is more." Coming to the ranked with his first ranked map, semaphore is nowhere close to being a new mapper and decided to rank his first map not because it was innovative, new, conceptual or creative, but simply because it's probably the best execution he ever achieved in a map.
The marathon itself is quite a simple difficulty, with clear visual, flow, and patterns, based on EvilElvis older mapping. In addition the slow pacing of the music and the main guitar leads are represented beautifuly by it's slider velocity and spacing changes, making this one of the best hard diffs to come out this year. To all casual, experienced and Higurashi fans out there, you should definetly try this map out.
@@ -140,7 +140,7 @@ The combination of lower intensity sections that contrast with alternate style o
[](https://osu.ppy.sh/beatmapsets/713506)
-It's been a good season for jazzy songs, and [Otosaka-Yu](https://osu.ppy.sh/users/3170678)'s mapset of "Ukiyoe Yokochou" pushes rhythmic variety to its limits. Featured in the Semi-Finals of OWC2018, [Brew] astounds through its very fresh-feeling rhythmic choices and patterning. Not a dull moment goes by in this action-packed 2 minutes, leaving no idea unexplored and no sound unmapped. The entire set is set to dazzle, so please take a look through it all.
+It's been a good season for jazzy songs, and [Otosaka-Yu](https://osu.ppy.sh/users/3170678)'s mapset of "Ukiyoe Yokochou" pushes rhythmic variety to its limits. Featured in the Semi-Finals of OWC2018, \[Brew\] astounds through its very fresh-feeling rhythmic choices and patterning. Not a dull moment goes by in this action-packed 2 minutes, leaving no idea unexplored and no sound unmapped. The entire set is set to dazzle, so please take a look through it all.
*written by [Toy](https://osu.ppy.sh/users/2757689)*
@@ -184,7 +184,7 @@ And as if the map wasn't already enough of a masterpiece on its own, [Peter](htt
*written by [Deca](https://osu.ppy.sh/users/9088487)*
-## osu!taiko
+### osu!taiko
[](https://osu.ppy.sh/beatmapsets/897127)
@@ -245,7 +245,7 @@ If you love some speedy maps with complex patterns, this map will certainly fulf
*written by [Nepuri](https://osu.ppy.sh/users/6637817)*
-## osu!catch
+### osu!catch
[](https://osu.ppy.sh/beatmapsets/910194)
@@ -283,7 +283,7 @@ Majeure has fun and technical streams with tap dashes and wiggles, which are esp
*written by [F D Flourite](https://osu.ppy.sh/users/2459589)*
-## osu!mania
+### osu!mania
[](https://osu.ppy.sh/beatmapsets/933455)
diff --git a/news/2019-10-14-project-loved-week-of-october-13th.md b/news/2019-10-14-project-loved-week-of-october-13th.md
index 8c9b3f6f6473..479b8f07b428 100644
--- a/news/2019-10-14-project-loved-week-of-october-13th.md
+++ b/news/2019-10-14-project-loved-week-of-october-13th.md
@@ -123,7 +123,7 @@ osu!mania Loved candidates were chosen by [Shoegazer](https://osu.ppy.sh/users/2
[](https://osu.ppy.sh/community/forums/topics/973341)
[PLINI X KENDRICK LAMAR - POETIC JUSTICE // AWAY](https://osu.ppy.sh/beatmapsets/955714#mania) by [Razzy](https://osu.ppy.sh/users/7690361)
-140 BPM, 2:37 | [4K] 4.66★
+140 BPM, 2:37 | \[4K\] 4.66★
You might remember Razzy's opening gambit in Loved, [Groundhog](https://osu.ppy.sh/beatmapsets/591171)—a wonderfully simple, but effective SV chart—and now she returns to Loved with a more complex, but just as effective Long Note chart in *POETIC JUSTICE // AWAY*. The chart is an LN experience that encapsulates such a large range of patterns including mini-LN streams, effective minijack and technical transitions, three-column inverse as well as full inverse, difficult but satisfying release patterns, and almost anything else you can think of. Each of these LN elements is impressively tied to distinct sounds and sections of the chart, all being logical and matching very well from a player's perspective.
@@ -132,7 +132,7 @@ All of this charted to a surprisingly rare (given its popularity outside of osu!
[](https://osu.ppy.sh/community/forums/topics/973340)
[Jomekka - Eighto](https://osu.ppy.sh/beatmapsets/584698#mania) by [Wh1teh](https://osu.ppy.sh/users/2640467)
-234 BPM, 3:26 | [4K] 5.48★
+234 BPM, 3:26 | \[4K\] 5.48★
Wh1teh gets another chart nominated into the Loved section with his rendition of Jomekka's *Eighto*. To call the chart relentless is an understatement—Eighto has nonstop 1/6 bursts at 234 BPM (351 BPM 1/4s) with occasional doubles, 1/4 split jumptrills, and many extended 1/6 light jumpstreams sandwiched in its fairly short 3 minute lifespan. The first 2 minutes practically has no break, so you'll most likely find yourself running on fumes by the time you reach the longer jumpstreams in the chart.
@@ -141,7 +141,7 @@ This chart is fairly popular among high-level players, and for good reason. It's
[](https://osu.ppy.sh/community/forums/topics/973339)
[Minami - Kawaki wo Ameku](https://osu.ppy.sh/beatmapsets/919643#mania) by [Flexo123](https://osu.ppy.sh/users/5367287)
-136 BPM, 4:09 | [7K] 10.78★
+136 BPM, 4:09 | \[7K\] 10.78★
Starting off with with K-pop and into something Choir-y, Flexo123 comes back to Project Loved with another O2-style chart with a J-rock track. Inversions and dense 1/4 LN chordstreams with varying lengths are commonplace in this map and it's definitely not a cakewalk to go through these patterns clocking in at a seemingly tame BPM of 129. As the chart progresses, hints of what is yet to come are presented with increasingly rigid chordstreams and inclusion of 1/8 LN dumps. A fair amount of breaks are presented between main section to work as breathers but even those get progressively harder which ends things at a staggering section with tons of 1/8 LN inversions which at times goes to be double staircases mixed into longer LNs. A fair challenge for anyone wanting to test their LN reading and inverse streaming skills.
diff --git a/news/2019-10-29-project-loved-week-of-october-27th.md b/news/2019-10-29-project-loved-week-of-october-27th.md
index aa392534ebbb..04aba7f3521f 100644
--- a/news/2019-10-29-project-loved-week-of-october-27th.md
+++ b/news/2019-10-29-project-loved-week-of-october-27th.md
@@ -117,7 +117,7 @@ osu!mania Loved candidates were chosen by [Shoegazer](https://osu.ppy.sh/users/2
[](https://osu.ppy.sh/community/forums/topics/978940)
[pencil - little (girl) goodbye.rah](https://osu.ppy.sh/beatmapsets/650089#mania) by [Elekton](https://osu.ppy.sh/users/4990211)
-200 BPM, 3:03 | [4K] 4.84★
+200 BPM, 3:03 | \[4K\] 4.84★
Elekton has low-key been one of the most consistent charters in 2018. The charts that he made towards the end of the year such as [LOSHAXI](https://osu.ppy.sh/beatmapsets/790524), [Apollo11](https://osu.ppy.sh/beatmapsets/769539), and [4172756869 (isagen remix)](https://osu.ppy.sh/beatmapsets/881552) were particularly strong, especially for a year that had been highly productive for multiple charters. Elekton, in our eyes, established himself as one of the best rice charters in osu!mania by the end of 2018.
@@ -128,14 +128,14 @@ There aren't too many tracks out there that would justifiably call for densely l
[](https://osu.ppy.sh/community/forums/topics/978939)
[Joji - SLOW DANCING IN THE DARK](https://osu.ppy.sh/beatmapsets/869760#mania) by [Shoegazer](https://osu.ppy.sh/users/2520707) and [Valedict](https://osu.ppy.sh/users/2537082)
-98 BPM, 3:26 | [4K] 4.16★, [4K] 4.52★, [4K] 4.87★, [4K] 5.22★, [4K] 5.57★
+98 BPM, 3:26 | \[4K\] 4.16★, \[4K\] 4.52★, \[4K\] 4.87★, \[4K\] 5.22★, \[4K\] 5.57★
Two well-known figures in the charting community—Shoegazer and Valedict—collaborate for their next contribution to the osu!mania Loved section. *SLOW DANCING IN THE DARK* is an experience that can't be found easily in this game or elsewhere in rhythm games. Dumps (and especially well-structured and fun dumps) are difficult to find, considering the many elements and possibilities that can go into patterning and rhythm choices. These two veterans, however, do a wonderful job of encapsulating both the mood and intensity of the song through this approach and effectively tie together the chart through repeated placements of doubles for specific sounds, mini-anchors to emphasize syllable movement in the vocals, satisfying mini-LNs and normal LNs, and pitch relevance throughout which are especially noticeable in the piano. Each of these elements come together to build up from a rather slow beginning and intro to the chorus into an extremely intense finish, encapsulating many elements and bumping the speed up to match the extreme nature of the song. Ultimately, the duo brings a fun and satisfying approach to a very smooth and dynamic song—something recognized by many players and something to be recognized by many more with its nomination for the Loved section.
[](https://osu.ppy.sh/community/forums/topics/978938)
[Renard - Can’t Stop Lovin’ You](https://osu.ppy.sh/beatmapsets/312234#mania) by [Nivrad00](https://osu.ppy.sh/users/1984634)
-96 BPM, 3:59 | [5K] 3.50★, [7K] 3.62★
+96 BPM, 3:59 | \[5K\] 3.50★, \[7K\] 3.62★
It's been quite some time since we last had an SV chart for the 7K side of Project Loved, and we're going in with Nivrad00's *Can't Stop Lovin' You!*
diff --git a/news/2019-11-12-project-loved-week-of-november-10th.md b/news/2019-11-12-project-loved-week-of-november-10th.md
index 9e26a9708dd5..66cf346162a4 100644
--- a/news/2019-11-12-project-loved-week-of-november-10th.md
+++ b/news/2019-11-12-project-loved-week-of-november-10th.md
@@ -63,7 +63,7 @@ USAO and Camellia are both incredible artists, but what happens when you put the
[Porter Robinson - Flicker](https://osu.ppy.sh/beatmapsets/284931#osu) by [Cyllinus](https://osu.ppy.sh/users/2413420), [ryuu](https://osu.ppy.sh/users/682919) and [Alonevpk](https://osu.ppy.sh/users/2080978)
92 BPM, 4:32 | 1.68★ – 5.43★
-The [Cyllinus's Hard] difficulty is *not* being nominated for Loved.
+The \[Cyllinus's Hard\] difficulty is *not* being nominated for Loved.
*description written by [DigitalHypno](https://osu.ppy.sh/users/4384207)*
Many of you may know this map already. It's a jumpy, 7-difficulty spread that actually used to be Loved in the past. If you've never seen this mapset before, the favourite count of over *1,500* might be a sign that you'll want to give it a try. Be sure to drop your vote. After the mapper pulled the mapset out of the Loved category to make some adjustments, it's time for it to go back up for voting!
@@ -123,7 +123,7 @@ osu!mania Loved candidates were chosen by [Shoegazer](https://osu.ppy.sh/users/2
[](https://osu.ppy.sh/community/forums/topics/984606)
[Camellia - Lunatic Rough Party!!](https://osu.ppy.sh/beatmapsets/494345#mania) by [Fullerene-](https://osu.ppy.sh/users/2531335)
-120 BPM, 1:54 | [4K] 5.63★
+120 BPM, 1:54 | \[4K\] 5.63★
It's the year 2015, and, courtesy of charters such as [Wafles](https://osu.ppy.sh/users/3530263) from StepMania, dump charts for drumstep and neurofunk are all the rage. Camellia is starting to get extremely popular in 4K VSRGs, and players have started to accept a more technical bursty approach to dump charting. However, there weren't any bursty dump charts that were particularly hard. [dreamless wanderer](https://osu.ppy.sh/beatmapsets/321347) was pretty hard, but nowhere as hard for some of the best players.
@@ -134,14 +134,14 @@ Despite the chart being well over 4 years old at this point (the chart was only
[](https://osu.ppy.sh/community/forums/topics/984605)
[Gems - Gems Pack 14 - LN Master 6th](https://osu.ppy.sh/beatmapsets/597080#mania) by [gemboyong](https://osu.ppy.sh/users/3518460)
-168 BPM, 5:28 | [4K] 4.09★, [4K] 5.62★, [4K] 5.80★, [4K] 6.83★
+168 BPM, 5:28 | \[4K\] 4.09★, \[4K\] 5.62★, \[4K\] 5.80★, \[4K\] 6.83★
It's about time we bring in a pack from Onta_Metalslug (previously, and more well-known as gemboyong), and the choice we make for it is *Gem Pack 14*, or his 6th LN Master Pack. This pack contains four 7k inspired long note charts, ranging in difficulty from rather simple in Pink Gold, to brutally difficult and requiring great consistency in Other Side and Tsubomi. Because of the difficulty range and approachability of the charts in all of gem's LN Master packs, they have been extremely useful over the course of the past 2 years as LN training for aspiring high level LN players as well as all-rounders. The sheer popularity, recognizability, and usefulness of these packs has developed and been maintained over time, even with the influx of new LN maps and LN mappers. This combination of qualities more than makes Gem's LN Master 6th a worthy pack for inclusion in the Loved section.
[](https://osu.ppy.sh/community/forums/topics/984603)
[Nobunaga - Shinkai Shoujo](https://osu.ppy.sh/beatmapsets/149086#mania) by [Cuppp](https://osu.ppy.sh/users/2345293)
-137 BPM, 3:31 | [7K] 5.31★
+137 BPM, 3:31 | \[7K\] 5.31★
Prepare yourselves for yet another serving of Cuppp noodles cause we're having *Shinkai Shoujou* for this round! While being a much easier map compared to most of their other stuff, *Shinkai Shoujou* has quite the exposure from seeing play in MWC 7K 2017 semis and an early iteration of the [Jinjin](https://osu.ppy.sh/users/3360737) dans. At a seemingly harmless speed of 137 BPM, the map requires some O2Jam fundamentals when it comes to finger independence. Column specific inversions at 1|2|3, 5|6|7, and 1|3|5|7 are used noticeably with occasional anchors that gets paired with 1/4 trilling. Not very scary but it can be a little tasking while trying to hold other noodles. Topped off with some isolated quirky patterns, *Shinkai Shoujou* may be a neat little chart to look back at for those who struggled to master LNs back in the day.
diff --git a/news/2019-12-04-project-loved-week-of-december-1st.md b/news/2019-12-04-project-loved-week-of-december-1st.md
index 075be24750bc..31028d2a2bcf 100644
--- a/news/2019-12-04-project-loved-week-of-december-1st.md
+++ b/news/2019-12-04-project-loved-week-of-december-1st.md
@@ -89,7 +89,7 @@ If you're one of those that have been in osu since the beginning of time, back w
180 BPM, 3:44 | 8.07★
*description written by [Ulqui](https://osu.ppy.sh/users/1263669)*
-This week we bring you *Education*, mapped by [\_Chichinya\_]. It's a single-diff map that got attention due to the amount of work it has on hitsounds. In this map you'll see a lot of different sounds carefully placed and mapped, making the playing experience even more rich, including interesting and different patterns that make the map difficulty and unique. We expect to see impressive scores from all kinds of experienced players; enjoy this hitsound mapping!
+This week we bring you *Education*, mapped by \[\_Chichinya\_\]. It's a single-diff map that got attention due to the amount of work it has on hitsounds. In this map you'll see a lot of different sounds carefully placed and mapped, making the playing experience even more rich, including interesting and different patterns that make the map difficulty and unique. We expect to see impressive scores from all kinds of experienced players; enjoy this hitsound mapping!
## osu!catch
@@ -122,7 +122,7 @@ osu!mania Loved candidates were chosen by [Shoegazer](https://osu.ppy.sh/users/2
[](https://osu.ppy.sh/community/forums/topics/993240)
[Rotten Blood - that schoolgirl](https://osu.ppy.sh/beatmapsets/707565#mania) by [Abraxos](https://osu.ppy.sh/users/5025064)
-297 BPM, 1:29 | [4K] 4.53★, [4K] 4.85★, [4K] 5.23★, [4K] 5.58★, [4K] 5.93★
+297 BPM, 1:29 | \[4K\] 4.53★, \[4K\] 4.85★, \[4K\] 5.23★, \[4K\] 5.58★, \[4K\] 5.93★
Abraxos is a charter who is more well-known for his extremely technical charts focused on difficult LN releases, heavy grace note/minijack usage and polyrhythms. His charts for [ExaVid](https://osu.ppy.sh/beatmapsets/649306) and [Rhuzerv](https://osu.ppy.sh/beatmapsets/846866) exemplify his style. His rendition of *that schoolgirl* might come as a pleasant surprise to some charters and players because of its mostly straightforward nature.
@@ -135,7 +135,7 @@ Contrary to the difficulty name, the mapset is actually not the worst. Far from
[](https://osu.ppy.sh/community/forums/topics/993239)
[The Faceless - Autotheist Movements I, II & III](https://osu.ppy.sh/beatmapsets/429742#mania) by [XeoStyle](https://osu.ppy.sh/users/3377280)
-80 BPM, 17:42 | [4K] 5.32★
+80 BPM, 17:42 | \[4K\] 5.32★
Veteran charter and unbridled progressive metal fanboy XeoStyle is well-known for a few things: his more straightforward charts like [Lone Digger](https://osu.ppy.sh/beatmapsets/537933), his more technical low-difficulty charts like [Pablo's Place](https://osu.ppy.sh/beatmapsets/630584), and his extremely ambitious progressive metal project, [The Parallax II: Future Sequence](https://osu.ppy.sh/beatmapsets/682489).
@@ -146,7 +146,7 @@ Despite the chart being made over three years ago, it has shown over time to be
[](https://osu.ppy.sh/community/forums/topics/993238)
[osu!mania 7K Dan Course - Regular Dan Phase III](https://osu.ppy.sh/beatmapsets/930218#mania) by [Jinjin](https://osu.ppy.sh/users/3360737) et al.
-125 BPM, 9:59 | [7K] 7.32★, [7K] 7.47★, [7K] 8.14★, [7K] 8.66★, [7K] 9.30★
+125 BPM, 9:59 | \[7K\] 7.32★, \[7K\] 7.47★, \[7K\] 8.14★, \[7K\] 8.66★, \[7K\] 9.30★
This is it. The absolute carbohydrate packed monster. This is what sets the difference from the skilled players from the true ETs. This is *Regular Dan Phase III*.
diff --git a/news/2019-12-11-project-loved-week-of-december-8th.md b/news/2019-12-11-project-loved-week-of-december-8th.md
index 76f271d50fc5..eabd9c605c26 100644
--- a/news/2019-12-11-project-loved-week-of-december-8th.md
+++ b/news/2019-12-11-project-loved-week-of-december-8th.md
@@ -55,7 +55,7 @@ The mapset is topped off with a beautiful, supplemental storyboard which you sho
[ARM feat. miko - Hysteric Soda](https://osu.ppy.sh/beatmapsets/59515#osu) by [ryza](https://osu.ppy.sh/users/1171628)
175 BPM, 4:06 | 5.20★, 6.06★
-The [Hard], [f e a r's Hysteria], [Horo's Taiksoda], [Normal], [CXu] and [Easy] difficulties are *not* being nominated for Loved.
+The \[Hard\], \[f e a r's Hysteria\], \[Horo's Taiksoda\], \[Normal\], \[CXu\] and \[Easy\] difficulties are *not* being nominated for Loved.
*description written by [Bubbleman](https://osu.ppy.sh/users/5182050)*
One of Silynn's earlier creations with the aim of it hitting the Ranked section, *Hysteric Soda* is a fun tune with some very nostalgic mapping conventions thrown in. Despite this however, it would be somewhat difficult to recognise this as a 2012 map—the patterning is clean and still holds up to today's standards in aesthetics. Included in the set is a slightly edited CS0 AR8 version of the map, obviously made for a giggle but actually provides a nice reading and density challenge for those looking for that kind of thing. Interested? Give it a play!
@@ -129,7 +129,7 @@ osu!mania Loved candidates were chosen by [Shoegazer](https://osu.ppy.sh/users/2
[](https://osu.ppy.sh/community/forums/topics/996119)
[The Flashbulb - Please Don’t Remember](https://osu.ppy.sh/beatmapsets/809304#mania) by [Gekido-](https://osu.ppy.sh/users/4693052)
-175 BPM, 2:53 | [4K] 4.27★
+175 BPM, 2:53 | \[4K\] 4.27★
A common favourite among tech enthusiasts, [Gekido-](https://osu.ppy.sh/users/4693052)'s rendition of *Please Don't Remember* is a well-coordinated maelstrom of fast bursts, minijacks, and tricky patterns that is both difficult and rewarding to play through, with a banger of a song to boot.
@@ -140,14 +140,14 @@ While the chart is very difficult to get good accuracy on, *Please Don't Remembe
[](https://osu.ppy.sh/community/forums/topics/996118)
[tomatoism - UMP9](https://osu.ppy.sh/beatmapsets/970727#mania) by [Ticle](https://osu.ppy.sh/users/11602148)
-200 BPM, 2:56 | [4K] 4.55★
+200 BPM, 2:56 | \[4K\] 4.55★
A brand new face to the osu!mania Loved scene is Ticle with his map for *UMP9*! This is a familiar piece to those who tuned in for this year's osu!mania 4K World Cup, and a brilliant one at that. It is a mixed experience, involving no shortage of long notes, bursts, some small SVs, and many other well-designed and smoothly flowing patterns throughout. The main kick of the chart is when the chorus comes in, where the main synth is represented by LNs on either columns 1 and 2, or columns 3 and 4, locking one hand down at a time whilst the other sounds are represented on the opposite hand. It makes not only for a representative piece, but one that you can feel especially clearly while playing. Not to mention it also is quite tricky, making it engaging for low- and high-level players alike. This nomination thoroughly earns its spot in Loved.
[](https://osu.ppy.sh/community/forums/topics/996117)
[Billx - LA MD](https://osu.ppy.sh/beatmapsets/903549#mania) by [Wilben_Chan](https://osu.ppy.sh/users/6659363)
-190 BPM, 6:09 | [7K] 7.27★, [7K] 7.59★, [7K] 7.91★
+190 BPM, 6:09 | \[7K\] 7.27★, \[7K\] 7.59★, \[7K\] 7.91★
For this round, we're getting a fairly familiar stamina pick from the Finals round of the osu!mania 7K World Cup 2019. If you enjoyed [Wind God Girl](https://osu.ppy.sh/beatmapsets/347113#mania) and [DJ Sharpnel 7K](https://osu.ppy.sh/beatmapsets/538667#mania), then you're in for a treat!
diff --git a/news/2020-01-17-beatmap-spotlights-autumn-2019.md b/news/2020-01-17-beatmap-spotlights-autumn-2019.md
index 9c40f78e7d6b..d52c0934a6fd 100644
--- a/news/2020-01-17-beatmap-spotlights-autumn-2019.md
+++ b/news/2020-01-17-beatmap-spotlights-autumn-2019.md
@@ -26,9 +26,9 @@ First of all, congratulations to the winners of the Seasonal Spotlights: Summer
- [osu!catch](#catch)
- [osu!mania](#mania)
-# Autumn Spotlights
+## Autumn Spotlights
-## osu!
+### osu!
[](https://osu.ppy.sh/beatmapsets/1054045)
@@ -148,7 +148,7 @@ Try this set out! No difficulty on it will disappoint you and all of them are su
*written by [\_Epreus](https://osu.ppy.sh/users/7342798)*
-## osu!taiko
+### osu!taiko
[](https://osu.ppy.sh/beatmapsets/978134)
@@ -210,7 +210,7 @@ Slider velocity is seamlessly integrated into the map, especially in the variabl
*written by [Kazu](https://osu.ppy.sh/users/920861)*
-## osu!catch
+### osu!catch
[](https://osu.ppy.sh/beatmapsets/946446)
@@ -282,7 +282,7 @@ After two long years, calling has finally been ranked! [alienflybot](https://osu
*written by [Yumeno Himiko](https://osu.ppy.sh/users/1806962)*
-## osu!mania
+### osu!mania
[](https://osu.ppy.sh/beatmapsets/682615)
diff --git a/news/2020-02-15-osu-mapping-olympiad-6-catch.md b/news/2020-02-15-osu-mapping-olympiad-6-catch.md
index a605e9bc2b55..9fa29a3cd8d9 100644
--- a/news/2020-02-15-osu-mapping-olympiad-6-catch.md
+++ b/news/2020-02-15-osu-mapping-olympiad-6-catch.md
@@ -6,7 +6,7 @@ date: 2020-02-15 20:30:00 +0000
Fruit artists assemble as the Mapping Olympiad returns to osu!catch! Do you have what it takes to ascend the pantheon of osu! Mapping Olympians? Read inside for all the juicy contest details and how to participate!
-[](https://osu.ppy.sh/community/contests/90)
+[](https://osu.ppy.sh/community/contests/90)
With a hearty congratulations to our Mapping Olympians in each of osu!'s four game modes, we set our sights on the future, and the time is once again ripe for fruit arrangers from all corners of the globe to take centre stage.
@@ -28,7 +28,7 @@ MYLK's *Waffle Wave* masterfully blends electronic dance rhythms and sugar-sweet
## Rules
- This contest is for the **osu!catch** mode only.
-- Each entry must follow the **[Ranking Criteria](https://osu.ppy.sh/help/wiki/Ranking_Criteria)** (with one notable exception, stated below). Entries found to break the Ranking Criteria will be subject to penalties, ranging from point deductions to disqualification based on severity.
+- Each entry must follow the **[Ranking Criteria](/wiki/Ranking_Criteria)** (with one notable exception, stated below). Entries found to break the Ranking Criteria will be subject to penalties, ranging from point deductions to disqualification based on severity.
- Beatmap submissions must **not** exceed 15MB.
- Storyboards will **not** be considered in the judging process.
- Custom hitsounds **may** be used.
diff --git a/news/2020-03-21-monthly-beatmapping-contest-2-results.md b/news/2020-03-21-monthly-beatmapping-contest-2-results.md
index bb27536da4df..033d5308e8a3 100644
--- a/news/2020-03-21-monthly-beatmapping-contest-2-results.md
+++ b/news/2020-03-21-monthly-beatmapping-contest-2-results.md
@@ -28,7 +28,7 @@ Garnering **37** votes, [UndeadCapulet](https://osu.ppy.sh/users/2523533)'s entr
One of the screening crew members, [Uberzolik](https://osu.ppy.sh/users/1314547), noted that while most entries focused on creating low star rating yet engaging maps through slider velocity changes, this one took a different approach. Instead, this entry utilized its small circle size to draw out less conventional cursor movements while also employing unusual rhythms to create a stand-out experience. Give it a play if that's what you're into!
-As the contest's runner-up, UndeadCapulet earned a month of supporter and is halfway to the first reward tier's profile badge prize! See the rewards breakdown on the [MBC wiki article's rewards section](https://osu.ppy.sh/help/wiki/Contests/Monthly_Beatmapping_Contest#rewards) for more info about how this works.
+As the contest's runner-up, UndeadCapulet earned a month of supporter and is halfway to the first reward tier's profile badge prize! See the rewards breakdown on the [MBC wiki article's rewards section](/wiki/Contests/Monthly_Beatmapping_Contest#rewards) for more info about how this works.
---
diff --git a/news/2020-04-09-aspire-v-a-new-format.md b/news/2020-04-09-aspire-v-a-new-format.md
index b19bd02edd8d..3473346a3bcf 100644
--- a/news/2020-04-09-aspire-v-a-new-format.md
+++ b/news/2020-04-09-aspire-v-a-new-format.md
@@ -36,7 +36,7 @@ Breaking the bounds in a completely different way, [Shiny Smily Story](https://o
With song restrictions relaxed and even more ways to win, there is little reason not to give it a shot and see how far your creativity can take you.
-# Rules
+## Rules
The rules for this Aspire contest are as follows:
@@ -59,7 +59,7 @@ The rules for this Aspire contest are as follows:
Any entries that break these rules may be disqualified from the contest.
-# Judging and Voting
+## Judging and Voting
The contest will rely on a panel of judges to first categorize the entries before allowing the community to vote for the winner of each one.
@@ -71,7 +71,7 @@ Once the results of the categorised voting concludes, phase two of voting will b
If you are interested in being a judge and categorising the entries, please contact [-Mo-](https://osu.ppy.sh/users/2202163). Please note however that judges cannot participate in entering the contest.
-# Prizes
+## Prizes
The prizes for this contest are as follows:
diff --git a/news/2020-04-09-beatmap-spotlights-winter-2020.md b/news/2020-04-09-beatmap-spotlights-winter-2020.md
index ee5c52714a5e..773bf5b21aa4 100644
--- a/news/2020-04-09-beatmap-spotlights-winter-2020.md
+++ b/news/2020-04-09-beatmap-spotlights-winter-2020.md
@@ -26,9 +26,9 @@ First of all, congratulations to the winners of the Seasonal Spotlights: Autumn
- [osu!catch](#catch)
- [osu!mania](#mania)
-# Winter Spotlights
+## Winter Spotlights
-## osu!
+### osu!
[](https://osu.ppy.sh/beatmapsets/1086289)
@@ -106,7 +106,7 @@ Try this map and spice up your collection!
*written by [KnightC0re](https://osu.ppy.sh/users/7894340)*
-## osu!taiko
+### osu!taiko
[](https://osu.ppy.sh/beatmapsets/1013884)
@@ -142,7 +142,7 @@ The map starts off with the first half being deceivingly calm, until the drop hi
*written by [\_DUSK\_](https://osu.ppy.sh/users/6092181)*
-## osu!catch
+### osu!catch
[](https://osu.ppy.sh/beatmapsets/1061800)
@@ -178,7 +178,7 @@ And for last we have a Sweet Overdose which has short slider Hyperdashes to foll
*written by [Kurokami](https://osu.ppy.sh/users/260933)*
-## osu!mania
+### osu!mania
[](https://osu.ppy.sh/beatmapsets/1069426)
diff --git a/news/2020-04-11-mappers-report-march.md b/news/2020-04-11-mappers-report-march.md
index ff63b574d096..7adcc407f609 100644
--- a/news/2020-04-11-mappers-report-march.md
+++ b/news/2020-04-11-mappers-report-march.md
@@ -24,13 +24,13 @@ The Ranking Criteria. For some a blessing, for others a curse. On top of that, i
### All modes
-- **[Applause File and Passive Hitsounds](https://osu.ppy.sh/help/wiki/Ranking_Criteria#guidelines.4):** Previously a Rule, this has now been changed to a Guideline. Applause files and passive hitsounds should use .mp3 or .ogg files. The only exception of this is when using a .wav file will result in smaller file size.
-- **[Generalised Mode-Specific Guidelines about Custom Hitsounds](https://osu.ppy.sh/help/wiki/Ranking_Criteria#guidelines.4):** Previously found in the osu! and osu!catch Ranking Criterias, this guideline has now been modified and moved to the general Ranking Criteria. The hit finish in soft and normal sample sets should not be replaced with frequently used hitsounds because these can sound obnoxious for anyone disabling beatmap hitsounds. osu!taiko beatmaps are exempt from this Guideline because the mode has its own mode-specific hitsound sample guideline.
-- **[Storyboarding Conflicting Commands Guideline](https://osu.ppy.sh/help/wiki/Ranking_Criteria#guidelines.6):** The existing guideline **Avoid illogical, conflicting and obsolete commands** has had its description improved to clarify that commands of the same type with overlapping intervals should be fixed to no longer overlap.
+- **[Applause File and Passive Hitsounds](/wiki/Ranking_Criteria#guidelines.4):** Previously a Rule, this has now been changed to a Guideline. Applause files and passive hitsounds should use .mp3 or .ogg files. The only exception of this is when using a .wav file will result in smaller file size.
+- **[Generalised Mode-Specific Guidelines about Custom Hitsounds](/wiki/Ranking_Criteria#guidelines.4):** Previously found in the osu! and osu!catch Ranking Criterias, this guideline has now been modified and moved to the general Ranking Criteria. The hit finish in soft and normal sample sets should not be replaced with frequently used hitsounds because these can sound obnoxious for anyone disabling beatmap hitsounds. osu!taiko beatmaps are exempt from this Guideline because the mode has its own mode-specific hitsound sample guideline.
+- **[Storyboarding Conflicting Commands Guideline](/wiki/Ranking_Criteria#guidelines.6):** The existing guideline **Avoid illogical, conflicting and obsolete commands** has had its description improved to clarify that commands of the same type with overlapping intervals should be fixed to no longer overlap.
### osu!taiko
-- **[1/3 Patterns in Futsuu](https://osu.ppy.sh/help/wiki/Ranking_Criteria/osu!taiko#-futsuu):** The osu!taiko Futsuu difficulty Rule and Guideline regarding 1/3 pattern has been modified. The clause about rest moments was moved from the Rule to the Guideline.
+- **[1/3 Patterns in Futsuu](/wiki/Ranking_Criteria/osu!taiko#-futsuu):** The osu!taiko Futsuu difficulty Rule and Guideline regarding 1/3 pattern has been modified. The clause about rest moments was moved from the Rule to the Guideline.
## Open Ranking Criteria Proposals
diff --git a/news/2020-04-21-monthly-beatmapping-contest-3-results.md b/news/2020-04-21-monthly-beatmapping-contest-3-results.md
index f20beb179d03..5a1dc9e41095 100644
--- a/news/2020-04-21-monthly-beatmapping-contest-3-results.md
+++ b/news/2020-04-21-monthly-beatmapping-contest-3-results.md
@@ -30,7 +30,7 @@ The screening crew almost universally noted how different slider shapes helped c
## Rewards
-As explained in the `Rewards` section of the [MBC wiki article](https://osu.ppy.sh/help/wiki/Contests/Monthly_Beatmapping_Contest#rewards), winning different categories earns a mapper points towards prizes: the community vote winner receives 2 points, while the runner-up and screening crew favorite each receive 1 point.
+As explained in the `Rewards` section of the [MBC wiki article](/wiki/Contests/Monthly_Beatmapping_Contest#rewards), winning different categories earns a mapper points towards prizes: the community vote winner receives 2 points, while the runner-up and screening crew favorite each receive 1 point.
Because hypercyte won both of the single-point categories, he and Sylas both reached the reward threshold for the MBC profile badge seen below!
diff --git a/news/2020-05-11-mappers-report-april.md b/news/2020-05-11-mappers-report-april.md
index baa38dac4650..2c73d8fdafab 100644
--- a/news/2020-05-11-mappers-report-april.md
+++ b/news/2020-05-11-mappers-report-april.md
@@ -119,7 +119,7 @@ Flex your mapping muscles by voting and participating in some of this month's on
### Monthly Beatmapping Contest
-As per usual, the [Monthly Beatmapping Contest](https://osu.ppy.sh/help/wiki/Contests/Monthly_Beatmapping_Contest) (*MBC*) is here to provide your regular dosage of competitive mapping! Each month's contest features a different mapping limitation that entries must adhere to.
+As per usual, the [Monthly Beatmapping Contest](/wiki/Contests/Monthly_Beatmapping_Contest) (*MBC*) is here to provide your regular dosage of competitive mapping! Each month's contest features a different mapping limitation that entries must adhere to.
April's contest is currently in its voting stage! Visit the [contest listing](https://osu.ppy.sh/community/contests/93) to vote for any 2 of the top 6 entries, and keep in mind that sliders in all entries were required to use reverses, meaning normal slider rhythms were not allowed!
diff --git a/news/2020-05-22-monthly-beatmapping-contest-4-results.md b/news/2020-05-22-monthly-beatmapping-contest-4-results.md
index 8011932246a5..680e542f76ab 100644
--- a/news/2020-05-22-monthly-beatmapping-contest-4-results.md
+++ b/news/2020-05-22-monthly-beatmapping-contest-4-results.md
@@ -38,7 +38,7 @@ The finalists of each MBC are decided by a team of experienced beatmappers, and
While most entries worked around the month's rhythm limitation by aligning slider reverses with no sounds in the music (as is seen often in the community vote winners), Acyl's entry avoided that with more musically representative reverse slider use. Circumventing cheap rhythm choice under this limitation while also managing to create a beautiful and cohesive map is a feat in itself, so it's no wonder that mappers loved this entry!
-Like fanzhen0019, Acyl is halfway to the first reward threshold. See the [MBC rewards breakdown](https://osu.ppy.sh/help/wiki/Contests/Monthly_Beatmapping_Contest#rewards) for details on how this works.
+Like fanzhen0019, Acyl is halfway to the first reward threshold. See the [MBC rewards breakdown](/wiki/Contests/Monthly_Beatmapping_Contest#rewards) for details on how this works.
---
diff --git a/news/2020-06-06-osu-mapping-olympiad-7-mania.md b/news/2020-06-06-osu-mapping-olympiad-7-mania.md
index 2898e69cd216..2ea9e341165c 100644
--- a/news/2020-06-06-osu-mapping-olympiad-7-mania.md
+++ b/news/2020-06-06-osu-mapping-olympiad-7-mania.md
@@ -6,7 +6,7 @@ date: 2020-06-08 12:00:00 +0000
The osu!mania edition of the Mapping Olympiad is back again! Do you have what it takes to become the next Mania Elite Mapper? Join the competition today and find out!
-[](https://osu.ppy.sh/community/contests/97)
+[](https://osu.ppy.sh/community/contests/97)
Hello everyone and welcome to the second osu!mania edition of the Mapping Olympiad, where we decided to go back with an old school format!
diff --git a/news/2020-06-15-cwc-2020-concludes.md b/news/2020-06-15-cwc-2020-concludes.md
index 0c5ac19b4c06..b7d39cd12f5c 100644
--- a/news/2020-06-15-cwc-2020-concludes.md
+++ b/news/2020-06-15-cwc-2020-concludes.md
@@ -16,7 +16,7 @@ However, it would be China, South Korea and The United States who would rise abo
If you're still reading, please give a hearty congratulations to all of our finalists!
-[](https://osu.ppy.sh/help/wiki/Tournaments/CWC/2020)
+[](/wiki/Tournaments/CWC/2020)
**Congratulations to Team South Korea for winning the osu!catch World Cup 2020!**
diff --git a/news/2020-06-22-aspire-v-category-stage-voting.md b/news/2020-06-22-aspire-v-category-stage-voting.md
index 2b71cb8f93f8..4e01aa4d03ba 100644
--- a/news/2020-06-22-aspire-v-category-stage-voting.md
+++ b/news/2020-06-22-aspire-v-category-stage-voting.md
@@ -12,7 +12,7 @@ The first voting stage of Aspire V begins! Help us choose your favourites from s
We have also put together short compilations of each category, consisting of 45 second clips of each beatmap. These are designed to give you a short preview of each beatmap without revealing all they have to offer - we strongly recommend downloading the maps yourself to enjoy in game (it’s definitely worth it).
-# Categories
+## Categories
**[You can watch snippets of all entries in all major categories via this link.](https://www.youtube.com/playlist?list=PLmWVQsxi34bPOwMZSzySyrnIzsHGy2xKW)**
@@ -34,7 +34,7 @@ We also have an **Innovative Storyboarding** category for the maps that aren’t
Our final category is the **Manipulation of Time** category. A first in Aspire history, each of these osu!mania beatmaps use extreme timing point manipulation to create very impressive visual effects, as well as offering a challenge to all key smashers.
-# Voting
+## Voting
The voting page for each of the categories can be found below, as well as download links to their respective zip files:
diff --git a/news/2020-07-02-mappers-report-may-june.md b/news/2020-07-02-mappers-report-may-june.md
index 6ad99404dbd1..5f3057f6b446 100644
--- a/news/2020-07-02-mappers-report-may-june.md
+++ b/news/2020-07-02-mappers-report-may-june.md
@@ -148,7 +148,7 @@ In this section you can see what contests were held in May and June or are ongoi
### Monthly Beatmapping Contests
-The [Monthly Beatmapping Contests](https://osu.ppy.sh/help/wiki/Contests/Monthly_Beatmapping_Contest) (MBC) give you your monthly dose of mapping competitions. Each month's contest features a different mapping limitation that entries must adhere to.
+The [Monthly Beatmapping Contests](/wiki/Contests/Monthly_Beatmapping_Contest) (MBC) give you your monthly dose of mapping competitions. Each month's contest features a different mapping limitation that entries must adhere to.
The April's contest results are out and we congratulate [hypercyte](https://osu.ppy.sh/users/9155377) for winning and getting his Tier 2 badge! Good job to [fanzhen0019](https://osu.ppy.sh/users/418699) as well for being the community vote runner-up and [Acylica](https://osu.ppy.sh/users/1943309) for being the screening crew favorite!
diff --git a/news/2020-07-04-monthly-beatmapping-contest-july.md b/news/2020-07-04-monthly-beatmapping-contest-july.md
index a54413df295a..27b43bf44662 100644
--- a/news/2020-07-04-monthly-beatmapping-contest-july.md
+++ b/news/2020-07-04-monthly-beatmapping-contest-july.md
@@ -106,7 +106,7 @@ Instead we'll be temporarily replacing the community vote with *judging*. The to
- **Gameplay:** How engaging the beatmap is to play.
- **Limitation:** How effectively the beatmap fits the contest's limitation.
-More details on judging can be found on the [MBC wiki article's judging section](https://osu.ppy.sh/help/wiki/Contests/Monthly_Beatmapping_Contest#judging).
+More details on judging can be found on the [MBC wiki article's judging section](/wiki/Contests/Monthly_Beatmapping_Contest#judging).
While the results for May's contest will remain based on community vote results, the top entries in later MBCs will be judged by a panel of mappers separate from the screening crew — at least for now.
diff --git a/news/2020-07-16-project-loved-july-2020.md b/news/2020-07-16-project-loved-july-2020.md
index 372c5a515b5f..5390f69ecc7f 100644
--- a/news/2020-07-16-project-loved-july-2020.md
+++ b/news/2020-07-16-project-loved-july-2020.md
@@ -8,7 +8,7 @@ date: 2020-07-16 09:00:00 +0000

-For those new to the drill around here, you can click each map's banner to vote whether or not you want it moved to the Loved category. Voting is open for 10 days, starting now! You can read more about how Project Loved works on its [wiki page](https://osu.ppy.sh/help/wiki/Project_Loved).
+For those new to the drill around here, you can click each map's banner to vote whether or not you want it moved to the Loved category. Voting is open for 10 days, starting now! You can read more about how Project Loved works on its [wiki page](/wiki/Project_Loved).
### Navigation
diff --git a/news/2020-07-21-aspire-v-finals-stage-voting.md b/news/2020-07-21-aspire-v-finals-stage-voting.md
index a9b44059ce8d..4bf194615c82 100644
--- a/news/2020-07-21-aspire-v-finals-stage-voting.md
+++ b/news/2020-07-21-aspire-v-finals-stage-voting.md
@@ -14,7 +14,7 @@ The results are in, but it's not over yet - the winners have moved onto the fina
In this final stage, the top two beatmaps of each category have been compiled into one final category, and the winning beatmap's creator will be forever immortalised as an Elite Mapper.
-# Category Winners
+## Category Winners
The winning beatmaps of each category are listed below. Remember, the contest isn't over just yet!
@@ -65,7 +65,7 @@ The winning beatmaps of each category are listed below. Remember, the contest is
All of these entries will be guaranteed a prize at the end of the contest - congratulations!
-# Voting
+## Voting
The above beatmaps have been compiled into one final voting category, the Grand Aspire category. This time, you can vote for up to three beatmaps. Voting will be open for just **10 days** from this post.
diff --git a/news/2020-08-05-new-featured-artist-ariableyes.md b/news/2020-08-05-new-featured-artist-ariableyes.md
new file mode 100644
index 000000000000..3ec99fa40d58
--- /dev/null
+++ b/news/2020-08-05-new-featured-artist-ariableyes.md
@@ -0,0 +1,69 @@
+---
+layout: post
+title: "New Featured Artist: Ariabl'eyeS"
+date: 2020-08-05 08:00:00 +0000
+---
+
+Spinning stories of tragedy, **Ariabl'eyeS** arrives as our latest Featured Artist!
+
+
+
+A long-lived and well-loved cult pick among the upper end mapping scene, **Ariabl'eyeS** has been making waves in Japan since 2011 and in the osu! community since 2015.
+
+A three-woman gothic metal doujin circle, the enigmatic trio has made regular appearances at Comiket and M3 to widespread critical acclaim, and today their legacy continues on in osu!.
+
+**52** new tracks from across their entire discography are now available, including popular classics like *Kegare Naki Bara Juuji* and more.
+
+Wondering what all the hype is about? Check out these previews - one listen is all it takes:
+
+### Kegare Naki Bara Juuji
+
+Check out [this popular 2016 collab set](https://osu.ppy.sh/beatmapsets/448818) hosted by [yf_bmp](https://osu.ppy.sh/users/1243669), and this [unranked collab set](https://osu.ppy.sh/beatmapsets/1116349) hosted by [Reform](https://osu.ppy.sh/users/3723568)!
+
+
+
+### Zankyou wa Hitsugi no Naka e
+
+Check out [this 2018 single-difficulty set](https://osu.ppy.sh/beatmapsets/813773) by [Yusomi](https://osu.ppy.sh/users/4174940)!
+
+
+
+### Reflect
+
+Check out [this 2018 hybrid osu! and osu!taiko set](https://osu.ppy.sh/beatmapsets/744482) hosted by [ailv](https://osu.ppy.sh/users/6933054)!
+
+
+
+### Symmetric Rose
+
+Check out [this 2019 single-difficulty set](https://osu.ppy.sh/beatmapsets/1015765) by [Shanipika](https://osu.ppy.sh/users/6336729), which featured as the Quarterfinals Tiebreaker for the [SST](/wiki/Tournaments/SST) tournament series!
+
+
+
+### Asphodelos
+
+Check out [this 2018 single-difficulty osu!taiko set](https://osu.ppy.sh/beatmapsets/781256) by [Greenshell](https://osu.ppy.sh/users/8693851)!
+
+
+
+---
+
+As you've all come to expect by now, the above plus a whole bunch more (seriously, go take a look) are available right now all pre-timed over at [**Ariabl'eyeS** Featured Artist listing](https://osu.ppy.sh/beatmaps/artists/93). We're talking over 10+ albums here, people!
+
+Ace hint detective @mirthillee snagged this week's hint with flying colours, picking apart the reference with ease, though we wonder if perhaps the WhiteCat extra made it a bit *too* easy. Honorable mentions go to @drewdeowo, @AuroInOsu and @Vulkin_U for getting there as well, though with some... questionable reactions from the former.
+
+Our commitment to bringing you new artists both familiar and fresh each and every week remains steadfast. One might even think we're doing something ridiculous like gunning for the largest library of rhythm-game ready music available to create with, or something. In any case, check out [the @osugame Twitter](https://twitter.com/osugame) for your weekly fix of everything officially osu! related, including upcoming Featured Artist hints, contests and more.
+
+Until next week, enjoy!
+
+—Ephemeral
diff --git a/news/2020-08-08-monthly-beatmapping-contest-august.md b/news/2020-08-08-monthly-beatmapping-contest-august.md
new file mode 100644
index 000000000000..f1ca2ae6d1ae
--- /dev/null
+++ b/news/2020-08-08-monthly-beatmapping-contest-august.md
@@ -0,0 +1,102 @@
+---
+layout: post
+title: "Monthly Beatmapping Contest: August"
+date: 2020-08-08 11:00:00 +0000
+---
+
+Curious how your circle placing prowess holds up? With August comes yet another heated beatmapping competition!
+
+
+
+The Monthly Beatmapping Contest (*MBC*) undergoes frequent changes, so check out the [Monthly Beatmapping Contest wiki article](/wiki/Contests/Monthly_Beatmapping_Contest) if you need to catch up.
+
+## Schedule
+
+- **Beatmapping (3 weeks):** Contest is announced at the start of the month and beatmappers create their entries.
+- **Screening (1 week):** Competitive entries are selected by experienced beatmappers.
+- **Judging (2 weeks):** Competitive entries are judged by different experienced beatmappers.
+- **Rewards:** Winners are announced and prizes are redeemed, including osu!supporter, profile badges, and the *Elite Mapper* user title!
+
+With this schedule in mind, note that July's contest is entering the judging phase! Its winners will be announced in about two weeks.
+
+## Beatmapping
+
+### Limitation
+
+Because the MBC would be boring with the same premise monthly, each contest forces mappers to follow a different gimmick. Last month required Circle Size 0 and the month before disallowed sliders 1/2 of a beat long, just to name a few examples.
+
+This month's limitation: **sliders cannot be used**.
+
+Cut all ties with sliders — circles are your best friends this month! ...Plus a spinner or two, if you think you're clever.
+
+Screeners for last month's limitation noted that entries didn't utilize the circle size limitation too well, which resulted in a lot of generic maps with oversized objects. This month's limitation was chosen because it disallows a lot of standard mapping techniques! (and it's requested practically every month!)
+
+### Songs
+
+Each MBC provides beatmappers a choice between 5 songs from one of osu!'s [Featured Artists](https://osu.ppy.sh/beatmaps/artists).
+
+This month's artist is [**Silentroom**](https://osu.ppy.sh/beatmaps/artists/92), and the following songs are viable for contest submissions:
+
+#### garland saga (195 BPM)
+
+[Beatmap template download](https://assets.ppy.sh/artists/92/osz/Silentroom%20-%20garland%20saga.osz) (2:00)
+
+
+
+#### Alt Futur (155 BPM)
+
+[Beatmap template download](https://assets.ppy.sh/artists/92/osz/Silentroom%20-%20Alt%20Futur.osz) (2:04)
+
+
+
+#### NULCTRL (100 BPM)
+
+[Beatmap template download](https://assets.ppy.sh/artists/92/osz/Silentroom%20-%20NULCTRL.osz) (2:32)
+
+
+
+#### Primatrix (150 BPM)
+
+[Beatmap template download](https://assets.ppy.sh/artists/92/osz/Silentroom%20-%20Primatrix.osz) (2:16)
+
+
+
+#### LASTMORN (146 BPM)
+
+[Beatmap template download](https://assets.ppy.sh/artists/92/osz/Silentroom%20-%20LASTMORN.osz) (2:49)
+
+
+
+## Rules
+
+So how do you participate? Submissions must...
+
+- **follow the month's [beatmapping limitation](#limitation): *sliders cannot be used.***
+- **be in `.osz` format.** This allows your entry to use custom hitsound files and a background of your choice, however storyboarded visuals will be removed from all submissions.
+- **be a single difficulty for one of the month's [selected songs](#songs).**
+- **be in the osu! game mode.**
+- **not be uploaded to the osu! website through the Beatmap Submission System (*BSS*).** All contest submissions are anonymous during the screening/judging phases to avoid bias. **DO NOT SHARE YOUR ENTRY!**
+- **be solely created by you.** Collaborations are not allowed.
+- **abide by the [ranking criteria](/wiki/Ranking_Criteria).** While we can be forgiving for mistakes, submissions that could not be ranked without major changes will be discarded.
+
+Any entries breaking these rules will not be viable for the contest.
+
+## Submission
+
+Submissions are open!
+
+When you can see your reflection in your perfectly polished beatmap, head over to the [contest listing](https://osu.ppy.sh/community/contests/110) to submit! The **3 week** countdown starts now.
+
+Good luck!
+
+—pishifat
diff --git a/news/2020-08-09-mappers-report-july.md b/news/2020-08-09-mappers-report-july.md
new file mode 100644
index 000000000000..8634d1b24904
--- /dev/null
+++ b/news/2020-08-09-mappers-report-july.md
@@ -0,0 +1,184 @@
+---
+layout: post
+title: "The Mappers' Report: July"
+date: 2020-08-09 08:00:00 +0000
+---
+
+Good news, everyone! We think we've perfected a news post formula that will inform you about everything mapping and modding-related going on in osu!.
+
+
+
+This month's issue of the Mappers' Report contains the following topics:
+
+- **[Ranking Criteria Changes](#rc-changes)**
+- **[Within the Beatmap Nominators and NAT](#within-bn-nat)**
+- **[Mappers' Showcase](#mappers-showcase)**
+- **[Mapping Contests](#mapping-contests)**
+- **[Conclusion](#conclusion)**
+
+## Ranking Criteria Changes
+
+This month, whilst there weren't many major proposals or Ranking Criteria changes, we focused on minor wording changes throughout.
+
+### osu!taiko
+
+- **[Change the wording for "patterns faster than"](https://osu.ppy.sh/community/forums/topics/1097738)**: This change aims to clear up some ambiguity in the wording of a Futsuu difficulty-specific rule.
+
+### osu!mania
+
+- **[Redefining the "stream" terminology](https://osu.ppy.sh/community/forums/topics/1079647])**: Another change mainly aiming to make the terminology in the osu!mania Ranking Criteria as clear as possible. This change defines the length at which a pattern is considered a stream.
+- **[Change chord guidelines in normal difficulties](https://osu.ppy.sh/community/forums/topics/1067554)**: This is the only non-wording based change this month. This change, with regards to 4K and 7K Normal difficulties, allows mappers to use chords during a long note hold as long as it's being played with the other hand.
+
+## Open Ranking Criteria Proposals
+
+Every month, we keep you up to date with the changes to the Ranking Criteria. Additionally, we list open proposals so you can give your feedback to them! Below we listed all new proposals since the last issue of the Mappers' Report.
+
+### All Modes
+
+- **[Treat official romanisation above RC standardisation](https://osu.ppy.sh/community/forums/topics/1095833)**
+- **[Avoid spoilers in maps](https://osu.ppy.sh/community/forums/topics/1083667)**
+- **[Clear metadata rules and add guidelines regarding mashups](https://osu.ppy.sh/community/forums/topics/1108054)**
+
+### osu!catch
+
+- **[Remove "clear dashes" guideline on Platter difficulties](https://osu.ppy.sh/community/forums/topics/1118458)**
+
+### osu!mania
+
+- **[Change some duplicated phrases in 7K hard guidelines](https://osu.ppy.sh/community/forums/topics/1112674)**
+
+## Within the Beatmap Nominators and NAT
+
+New Beatmap Nominators have arrived! As with every month, we would like to present you with people you can request your pending maps to, just make sure to ask those proficient in the right game mode! Below are the lists of all additions and departures from this month!
+
+Before we get to them though, we have some important announcements regarding the so-called "care package" which has had its first test in osu!taiko several months ago, along with a change regarding Beatmap Nominator applications and evaluations.
+
+### Activity lenience for returning Beatmap Nominators
+
+Have you ever been a Beatmap Nominator before and would like to make a return? We have some great news for you! In the [February issue of the Mappers' Report](https://osu.ppy.sh/home/news/2020-02-28-mappers-report-february) we mentioned that we applied a "care package" for osu!taiko that gave past Beatmap Nominators an easier way to return. Now the time has come and we will apply it to all game modes, starting with this announcement!
+The following requirements apply for specific activity leniency:
+
+- **You must have been a member of the Beatmap Nominators in the past**. This applies back to the date when the Beatmap Nominators were first created (past BAT times). This means that you will only need **two months** of modding activity in order to re-apply!
+- **You must have been a member of the Beatmap Nominators in the past year**. Additionally, you must have left "on good terms", meaning that you have passed your last evaluation. If both apply to you, you will only need **one month** of modding activity to re-apply!
+
+This has been tested on leaving Beatmap Nominators for a few months already, so you may already have the leniency if you've left recently.
+
+We've got your interest? Great! When you are sure that the activity leniency can be applied to you, contact a Nomination Assessment Team member (preferably of your game mode, because they will most likely know if you were a Beatmap Nominator in the past)!
+
+### BN application and evaluation results will now be sent via chat
+
+As you may already know, all messages regarding Beatmap Nominator applications and evaluations results used to be delivered through legacy pm system on the old osu! website. **This is no longer the case**. You will now receive a message through the website/in-game chat function once your application or evaluation has concluded. This message will contain a link that will lead you to the **Beatmap Nominator website**, where more detailed feedback can be viewed.
+
+And now let's move on to the team movements for this month:
+
+### BN Additions
+
+- **osu!:** [-Aqua](https://osu.ppy.sh/users/7150015), [Bibbity Bill](https://osu.ppy.sh/users/4446810), [Log Off Now](https://osu.ppy.sh/users/4378277), [C00L](https://osu.ppy.sh/users/4930630), [Ayucchi](https://osu.ppy.sh/users/7823498) & [Hobbes2](https://osu.ppy.sh/users/8157492)
+- **osu!catch:** [wonjae](https://osu.ppy.sh/users/5032045) & [-Joni-](https://osu.ppy.sh/users/9988837)
+- **osu!mania:** [Arzenvald](https://osu.ppy.sh/users/3027421), [lenpai](https://osu.ppy.sh/users/5314573) & [Davvy](https://osu.ppy.sh/users/10047413)
+
+Do you want to see your own name on this list? Do you like modding and helping other people with their beatmaps? If your answer to both of these questions is "yes", then you can also become a Beatmap Nominator! The applications are always open.
+
+Head over to the [Beatmap Nominator website](https://bn.mappersguild.com) and apply today!
+
+### BN Departures
+
+- **osu!:** [Peter](https://osu.ppy.sh/users/8623835), [Kaitjuh](https://osu.ppy.sh/users/2225327), [Icekalt](https://osu.ppy.sh/users/5410645) & [Rizen](https://osu.ppy.sh/users/3056732)
+- **osu!taiko:** [Volta](https://osu.ppy.sh/users/4154071)
+- **osu!catch:** [JBHyperion](https://osu.ppy.sh/users/4879508)
+
+### NAT Additions
+
+A new member in the Nomination Assessment has risen! Please welcome [Scotty](https://osu.ppy.sh/users/11085809) to the team! After around one and half a year as a Beatmap Nominator, he will now help the current osu!mania NAT with the Beatmap Nominator evaluations and make sure that the recent flow of new members will not break up.
+
+Welcome aboard Scotty!
+
+## Mappers' Showcase
+
+Another month, another Mappers' Showcase! However, the term "mapper" is maybe not the right one this time. Since the showcase has covered all game modes at least once, we thought we'd make something special this time. We would like to show you the work of storyboarders! As storyboarding can apply to all game modes, we thought it'd be the perfect moment to showcase some outstanding storyboarders this month!
+
+This month got covered by [Walavouchey](https://osu.ppy.sh/users/5773079) with two excellent storyboarder picks!
+
+### ohm002
+
+Having made quite a few storyboards in only the short span of, well, this year, [ohm002](https://osu.ppy.sh/users/4468239) has been building up their repertoire trying out a lot of different ideas. While being newer in the scene, they managed to make a rather quick improvement that aspiring storyboarders might want to take a note of!
+
+In their first ranked storyboard for [Halozy - Paranoid Lost](https://osu.ppy.sh/beatmapsets/1180913#osu/2462333), ohm002 goes big and bold with lots of contrast between sections of the song. While not the cleanest in the technicalities, it sure gives a shocking impression and a unique playing experience.
+
+In contrast, their recent work for [HAG - Rokugatsu no Himitsu Kichi](https://osu.ppy.sh/beatmapsets/1094362#osu/2287170) shows a rather clean and concise style with less particle effects. They demonstrate how a simple style can look good when you get the fundamentals right. There's clearly a lot of potential here and we look forward to seeing their future work!
+
+### PantyDev
+
+As a long time storyboarder, [PantyDev](https://osu.ppy.sh/users/5420543) has an impressive variety in their portfolio. With storyboards ranging from simple and clean to complex and ambitious, they might just have the experience to compete with the best.
+
+A unique storyboard to start with would definitely be their visualization for [BoxPlot - Tramontane](https://osu.ppy.sh/beatmapsets/1016398#osu/2127254), basically turning the whole background into a swaying curtain. It's certainly a neat concept that not many storyboards use, though it may feel a bit dizzying.
+
+Another great storyboard of theirs is the one for [Krewella - Killin' It (Sped Up Ver.)](https://osu.ppy.sh/beatmapsets/1029940#osu/2153590), featuring smooth background movement, flashing lights, chromatic aberration, and a whole lot more that makes one background absolutely pop.
+
+Lastly, their work for [ClariS - SHIORI](https://osu.ppy.sh/beatmapsets/747684#osu/1575386) is one of the more ambitious storyboards to hit the community. The different sections with their own cute details make the whole thing feel more like a music video than a storyboard.
+
+And that's just the tip of the iceberg! Be sure to check out some of their many storyboards on other maps!
+
+Do you happen to know any mapper or storyboarder who is rather unknown and makes awesome content? Then make sure to let us know! Submit their names through [this form](https://forms.gle/kM5SW33xp1HttS7D8) today!
+
+## Mapping Contests
+
+Now, I hope you're ready because we're back with more news and information on the latest mapping contests happening right now, with more juicy details on results from concluding contests, and where you can participate in new and upcoming mapping contests!
+
+### Monthly Beatmapping Contests
+
+The screening phase for July's MBC is well underway! The limitation this month was **the circle size must be 0**. Best of luck to all the mappers who entered!
+
+As for results, results for both May and June's MBC have been announced, including the announcement of the first winner of the MBC grand prize!
+
+May's contest concluded with 2 winners! Congratulations to both [hypercyte](https://osu.ppy.sh/users/9155377) who won both the community vote and "screening crew's favourite" categories, and to [Acylica](https://osu.ppy.sh/users/1943309) who was the community vote's runner-up! Further congratulations to [hypercyte](https://osu.ppy.sh/users/9155377) on being the first mapper to have won the MBC grand prize and earning the **Elite Mapper** title through the new Monthly Beatmapping Contests with an overall total of 7 points!
+
+As for June, we congratulate [Kalibe](https://osu.ppy.sh/users/3376777), [xbopost](https://osu.ppy.sh/users/6842421) and [Sylas](https://osu.ppy.sh/users/3906405) on winning MBC for this month! There was a 3-way tie this time so there will be no runner-up for this month. The scores between their entries were so thin, with an amazing display of work from all three of them. [Mao](https://osu.ppy.sh/users/2204515) and [K4L1](https://osu.ppy.sh/users/11334594) also received honorable mentions for their creative entries which unfortunately did not score as high.
+
+View the latest information regarding MBC in the [wiki article](/wiki/Contests/Monthly_Beatmapping_Contest).
+
+### osu! Beatmapping World Championship 2020
+
+The osu! Beatmapping World Championship has progressed since last month and the round-of-16 matches have just concluded! Some results surprised everyone who were present during the results stream on Thursday. You can view the current results for the elimination rounds [here](https://obwc.net/results/elimination).
+
+#### Round of 16 results
+
+As mentioned, many of these results blew everyone away. Special shout-out to **Team Argentina** who showed everyone they're not messing around, even against the 6.9% of predictions in the RO16 [pick'ems](https://pickem.hwc.hr/tournaments/30/pick)!
+
+| Team 1 | | | Team 2 |
+| --: | :-: | :-: | :-- |
+|  **France** | **5** | 0 | Italy  |
+|  China | 2 | **3** | **Argentina**  |
+|  **Vietnam** | **3** | 2 | Canada  |
+|  Sweden | 2 | **3** | **Brazil**  |
+|  **United Kingdom** | **4** | 1 | United States  |
+|  **Australia** | **3** | 2 | Norway  |
+|  **South Korea** | **3** | 2 | Denmark  |
+|  Poland | 2 | **3** | **Russian Federation**  |
+
+#### Quarterfinals Match-ups
+
+| Team 1 | | Team 2 |
+| --: | :-: | :-- |
+|  **France** | vs. | **Argentina**  |
+|  **Vietnam** | vs. | **Brazil**  |
+|  **United Kingdom** | vs. | **Australia**  |
+|  **South Korea** | vs. | **Russian Federation**  |
+
+### The Big Fans Mapping Contest
+
+The mapping phase of the Big Fans mapping contest just ended on the 25th and the judging phase is currently underway. Best of luck to everyone who entered! Information about this contest can be found on the [forum post](https://osu.ppy.sh/community/forums/topics/1102228).
+
+Are there any other mapping contests going on, or being announced soon? Please let us know! We would love to give it more attention to the public. Doesn't matter if it's mode or language specific. Head over to the [forum post](https://osu.ppy.sh/community/forums/topics/1027590) where you can find the submission form!
+
+
+
+---
+
+And that's it for this month! We decided to not include the "Around the Community" section this time because we haven't heard of anything that would fit into it.
+
+Now to some in-house advertising, we have moved! Prior to the move, we had our home on the Beatmap Nominator discord server, but now you can find us on the [osu! Community Server](https://discord.gg/0Vxo9AsejDkGlk3H). Should you be interested to help us out with future issues of the Mappers' Report or have anything you would like us to include, join us on the #mappers-report channel!
+
+Hope to see you there soon, thank you for reading and stay safe and healthy!
+
+—Feerum, Teky, Walavouchey & hypercyte
diff --git a/news/2020-08-10-project-loved-august-2020.md b/news/2020-08-10-project-loved-august-2020.md
new file mode 100644
index 000000000000..b007acd12f1a
--- /dev/null
+++ b/news/2020-08-10-project-loved-august-2020.md
@@ -0,0 +1,212 @@
+---
+layout: post
+title: "Project Loved: August 2020"
+date: 2020-08-10 09:30:00 +0000
+---
+
+It's that time of the month again; [Project Loved](https://osu.ppy.sh/community/forums/120) has a bunch of new maps for you, and we're looking for your votes! Read on to get an overview of the picks and make your mark on Loved.
+
+
+
+In case you aren't familiar, Project Loved hosts monthly votings to decide which maps get added to the [Loved](https://osu.ppy.sh/beatmapsets?s=loved) category. You can click each map's banner to vote whether or not you want it Loved. Voting is open for 10 days, starting now! You can read more about how Project Loved works on its [wiki page](/wiki/Project_Loved).
+
+### Navigation
+
+- [osu!standard](#osu)
+- [osu!taiko](#taiko)
+- [osu!catch](#catch)
+- [osu!mania](#mania)
+
+## osu!standard
+
+osu!standard Loved candidates were chosen by [DigitalHypno](https://osu.ppy.sh/users/4384207) and [fartownik](https://osu.ppy.sh/users/56917)!
+
+---
+
+[](https://osu.ppy.sh/community/forums/topics/1122561)
+
+[Perfume - Daijobanai](https://osu.ppy.sh/beatmapsets/450272#osu) by [Leminine](https://osu.ppy.sh/users/1856170)\
+128 BPM, 3:03 | 6.21★\
+*description written by [DigitalHypno](https://osu.ppy.sh/users/4384207)*
+
+Perfume songs always have this atmosphere of good vibes, and those vibes were captured perfectly in this 6-star map by Leminine. The song is 128 BPM and the map is complete with many different alternating and fast jump patterns that take mastery to play perfectly. Overall, this map is 3 minutes of pure, innocent fun. Check it out!
+
+[](https://osu.ppy.sh/community/forums/topics/1122560)
+
+[DJ'TEKINA//SOMETHING - Internet bitch P\*Light Remix](https://osu.ppy.sh/beatmapsets/349513#osu) by [Nerova Riuz GX](https://osu.ppy.sh/users/1557955)\
+175 BPM, 4:22 | 6.01★\
+*description written by [DigitalHypno](https://osu.ppy.sh/users/4384207)*
+
+This is a perfect example of a lightly technical map done right. With many different burst and slider rhythms that capture the song's unique quirks, this is a great map to enjoy a full 4 minutes of that technical style at a comfortable 175 BPM. With the map being 6 stars in difficulty, this should be a fun challenge for anyone looking to improve their streaming and technical skills!
+
+[](https://osu.ppy.sh/community/forums/topics/1122559)
+
+[PSYQUI - Your voice so... feat. Such](https://osu.ppy.sh/beatmapsets/745040#osu) by [Hishiro Chizuru](https://osu.ppy.sh/users/8402897) and [Ambrew](https://osu.ppy.sh/users/7803396)\
+176 BPM, 3:59 | 5.72★\
+*description written by [DigitalHypno](https://osu.ppy.sh/users/4384207)*
+
+PSYQUI is an artist whose songs truly offer something unique to be captured through mapping, and this brilliant technical map by Hishiro Chizuru takes that uniqueness a step further with creative usage of slider shapes, velocity changes, rhythms, and even some 2B patterns. The map features completely custom hitsounds to top it off and provide the ultimate gameplay experience. If this is the sort of style you crave, be sure to add this one to your collections!
+
+[](https://osu.ppy.sh/community/forums/topics/1122558)
+
+[Ariabl'eyeS - Senkou no Flare](https://osu.ppy.sh/beatmapsets/539307#osu) by [Yusomi](https://osu.ppy.sh/users/4174940)\
+215 BPM, 4:51 | 8.14★, 8.14★\
+*description written by [fartownik](https://osu.ppy.sh/users/56917)*
+
+A long-awaited classic finally makes an appearance! Mapped by Yusomi, this 5 minute single-difficulty mapset never even thinks about hitting the brakes in difficulty. No, really, there isn't a single break present in this 8 star, 215 BPM madness, and we are absolutely not complaining. This map will drain you out faster than... a normal map would! Oh, did I mention it's also mapped amazingly well? Well, it is. Accompanied by a gothic-style banger from the newly acquired featured artist Ariabl'eyeS, there aren't many maps that can surpass the level of enjoyment that this map brings to the table.
+
+[](https://osu.ppy.sh/community/forums/topics/1122557)
+
+[SOUND HOLIC Vs. T.Kakuta feat. YURiCa - TOXIC VIBRATION (extend ver.)](https://osu.ppy.sh/beatmapsets/521184#osu) by [Musty](https://osu.ppy.sh/users/251683) and [SnowNiNo\_](https://osu.ppy.sh/users/2506267)\
+197 BPM, 4:11 | 6.43★, 7.03★\
+*description written by [fartownik](https://osu.ppy.sh/users/56917)*
+
+Beware, delicious streams in near proximity, approach with utmost caution. *TOXIC VIBRATION* from the French mapper Musty is a great example of a map you simply never get tired of playing. It destroys your fingers, but you just keep coming back for more, one session after another. The 7-star top difficulty focuses mainly on usage of high-BPM spaced streams to test the player's stamina and stream aim. The mid-6-star guest difficulty by SnowNiNo\_ keeps it more balanced between jumps and streams. Overall, this is a simply stunning set that's been eagerly waiting to be played by all of you!
+
+[](https://osu.ppy.sh/community/forums/topics/1122556)
+
+[GYARI - Zettai ni Chocomint o Taberu Aoi-chan](https://osu.ppy.sh/beatmapsets/1038626#osu) by [Rex1a](https://osu.ppy.sh/users/8078306) and [Myon_331](https://osu.ppy.sh/users/7280745)\
+140 BPM, 5:17 | 5.35★\
+*description written by [DigitalHypno](https://osu.ppy.sh/users/4384207)*
+
+There's a lot more to osu! than just grinding out the latest jump maps, and this map is the perfect example of just what kinds of maps are out there to chill out with and enjoy. That's not to say the map itself isn't challenging, though: this is a 5-star alternating map that features some complex rhythms and cut streams at 140 BPM. The map is made in an extremely clean style that overall leads it to deserve all the attention it's had.
+
+[](https://osu.ppy.sh/community/forums/topics/1122555)
+
+[Chroma - sink to the deep sea world](https://osu.ppy.sh/beatmapsets/779495#osu) by [None1637](https://osu.ppy.sh/users/7184125) and [quantumvortex](https://osu.ppy.sh/users/10660777)\
+185 BPM, 3:59 | 7.34★, 7.67★, 8.86★, 8.86★, 8.86★\
+*description written by [DigitalHypno](https://osu.ppy.sh/users/4384207)*
+
+We've seen many absurdly difficult stream and aim maps enter the Loved category over the years, but this popular mapset by None1637 pushes the boundaries of technical flow aim with its two difficulties, one at mid-7-stars and the other at high-8. Both of these maps feature uniquely shaped 185 BPM streams that aim to push the limits of your flow aim abilities. Do you have what it takes to clear this map? There's only one way to find out!
+
+[](https://osu.ppy.sh/community/forums/topics/1122554)
+
+[ModlesS_Flash - osu! Rewind: Uncompressed Fury of a Raging 2017](https://osu.ppy.sh/beatmapsets/716633#osu) by [Rebanto](https://osu.ppy.sh/users/3667125)\
+232 BPM, 16:55 | 8.44★\
+*description written by [DigitalHypno](https://osu.ppy.sh/users/4384207)*
+
+Every once in a while, it's healthy to recount our favorite memories, and that's exactly what this 17-minute marathon by Fridolin sets out to do. It's a full map of a mashup of classic osu! songs that impacted the community throughout 2017. The map itself reaches past 8 stars in difficulty—not for the faint of heart, but an enjoyable challenge filled with memories nonetheless. Having accrued nearly 400 favorites, this is one of the few marathon compilations that should live on to be remembered.
+
+## osu!taiko
+
+osu!taiko Loved candidates were chosen by [-Kazu-](https://osu.ppy.sh/users/920861), [nyanmi-1828](https://osu.ppy.sh/users/6866480) and [Ulqui](https://osu.ppy.sh/users/1263669)!
+
+---
+
+[](https://osu.ppy.sh/community/forums/topics/1122552)
+
+[BLUE ENCOUNT - HOPE (Sped Up Ver.)](https://osu.ppy.sh/beatmapsets/747842#taiko) by [Shallty](https://osu.ppy.sh/users/6205471)\
+265 BPM, 2:18 | 7.96★\
+*description written by [Ulqui](https://osu.ppy.sh/users/1263669)*
+
+Because we can't get enough of Shallty's mapping style, we bring you one of his most well known works: *HOPE*. This map features high-BPM longstreams and stamina-draining density to challenge experienced players, including a clean structure and well designed patterns. It's engaging and fun to play and achieve good scores on. Due to the popularity this map has in our community, we think this can't wait anymore to get into the Loved section, and hope you enjoy it!
+
+[](https://osu.ppy.sh/community/forums/topics/1122550)
+
+[Noisia - Anomaly](https://osu.ppy.sh/beatmapsets/1222464#taiko) by [maziari1105](https://osu.ppy.sh/users/4469725)\
+172 BPM, 2:55 | 5.83★\
+*description written by [nyanmi-1828](https://osu.ppy.sh/users/6866480)*
+
+Congratulations to maziari1105 for #1 in the osu!taiko Japanese Beatmap Contest Light Edition #1! maziari1105 has won 1st place 5 times in this contest and is a man of tremendous mapping ability. The map successfully combines 1/3 and 1/4 rhythms of the track to maximize the chaotic atmosphere of the song. You can feel the harmony of "imperfection" and "perfection" made possible by the very elaborate "missing" notes. The grandeur will leave you speechless...
+
+maziari1105はこの大会で5回もの1位を取っている、とてつもないマッピング能力を持つ人物です。この譜面は、1/3と1/4を上手く組み合わせ、この曲が持つカオスな雰囲気を最大限まで表現しています。とても精巧な音"抜き"が可能にしている、「不完全さ」と「完璧」のハーモニーをぜひ感じ取ってください。あなたはその壮大さに言葉を失うはずです...
+
+[](https://osu.ppy.sh/community/forums/topics/1122549)
+
+[Igorrr - Half a Pony](https://osu.ppy.sh/beatmapsets/447397#taiko) by [DukeDukeDura](https://osu.ppy.sh/users/4740847)\
+180 BPM, 2:22 | 6.70★, 7.42★\
+*description written by [-Kazu-](https://osu.ppy.sh/users/920861)*
+
+You've probably played a DukeDukeDura map in multiplayer before, and if not then you should, because he has one of the most unique mapping styles in the taiko mapping community, and *Half a Pony* is one of the best examples of that. This techy map is truly an experience when you see all the weird snaps and unstable patterning, plus a full longstream section at the ending that gets rid of your stamina with the sudden high intensity, perfectly resembling this chaotic and irregular atmosphere Igorrr creates with his music. Uniqueness and interesting concepts are the reasons why DukeDukeDura needs more recognition and this map should be in the Loved section.
+
+## osu!catch
+
+osu!catch Loved candidates were chosen by [Sartan](https://osu.ppy.sh/users/4100941), [Tenshichan](https://osu.ppy.sh/users/1101600), [Wesley](https://osu.ppy.sh/users/2407265) and [Yumeno Himiko](https://osu.ppy.sh/users/1806962)!
+
+---
+
+[](https://osu.ppy.sh/community/forums/topics/1122547)
+
+[Izumi Mutsuhiko - Red Goose](https://osu.ppy.sh/beatmapsets/41828#fruits) by [Kuzino](https://osu.ppy.sh/users/158552)\
+200 BPM, 1:55 | 5.44★\
+*description written by [Wesley](https://osu.ppy.sh/users/2407265)*
+
+Kuzino, probably one of the most known mappers from way back in the osu!catch community, going back all the way to 2011, has mapped a bunch of maps with all kinds of different difficulties. This time around going for Loved is *Red Goose*, which I think is probably one of the easier Kuzino maps out there. However, don't get the wrong idea, because the map is very old and comes with a lot of non-meta patterns that you don't normally see. Kuzino maps are generally known to be played with either no mod at all or with Hidden due to how different their maps are from the newer maps. Will you accept the challenge and try to full combo this with HardRock, or for the speedy people out there maybe with DoubleTime even?
+
+[](https://osu.ppy.sh/community/forums/topics/1122546)
+
+[Aimer with chelly (EGOIST) - ninelie (REDSHiFT x Vesuvia Remix)](https://osu.ppy.sh/beatmapsets/657095#fruits) by [-Luminate](https://osu.ppy.sh/users/4778689) and [Benita](https://osu.ppy.sh/users/4023183)\
+178 BPM, 3:56 | 1.75★ – 5.27★\
+*description written by [Sartan](https://osu.ppy.sh/users/4100941)*
+
+Entering the zone of Loved maps for the first time ever is -Luminate! Together with Benita, he was able to put together this "how is this not Ranked?!" mapset of a wonderful ninelie remix. This map is not too quirky, and very welcoming to play for pretty much everybody, having difficulties from a Cup to an Overdose. The mapset does feel properly fleshed out, and meta-esque as an effect of it not being too quirky, which makes for a smooth playing experience, hence why it was also used in the 2018 CWC. Mods can also be applied properly to this mapset, which I believe high-end players would like to attempt on the higher-end difficulties, as these aren't the most extreme in the world. All in all, this is a very nice mapset with great music to support it, go and Aimer your cursor on the link to download it and check it out!
+
+[](https://osu.ppy.sh/community/forums/topics/1122545)
+
+[Mizusakiannainnin - Yukki <3 Yukki <3 Yukki <3 Yukkii <3<3](https://osu.ppy.sh/beatmapsets/54498#fruits) by [gabrieru](https://osu.ppy.sh/users/939380)\
+126 BPM, 1:40 | 4.70★\
+*description written by [Tenshichan](https://osu.ppy.sh/users/1101600)*
+
+If you are a player that has been around for a really long time, then there is no way you don't know this map. It was picked in nearly every multiplayer match back then and used to be one of the most well known maps in catch. Nowadays, with so many maps around and so much to play, old gems like this map sadly have been forgotten. gabrieru, the creator of this map, quit the game long ago too. But now is the time to bring this map forward again and give some of the older players nostalgic vibes while showing the new guys how mapping used to be and that it can be really enjoyable to play. That being said, this map is what you expect of an old map. It was created before the hyperdash patch in 2013 which means there are some patterns that were not intended to be played that way. But overall, it's still a fun map to this day which should be known by more people.
+
+[](https://osu.ppy.sh/community/forums/topics/1122544)
+
+[Lite Show Magic - TRICKL4SH 220](https://osu.ppy.sh/beatmapsets/616487#fruits) by [Minato Yukina](https://osu.ppy.sh/users/531253), [Kyuare](https://osu.ppy.sh/users/2705312) and [Razor Sharp](https://osu.ppy.sh/users/3414261)\
+220 BPM, 1:51 | 1.15★, 4.65★, 5.80★, 6.78★\
+*description written by [Yumeno Himiko](https://osu.ppy.sh/users/1806962)*
+
+It's time to welcome another good map from mapper Minato Yukina. *Little Show Magic - TRICKL4SH 400* is a well done technical map for top players and was selected in the CWC 2020 mappool. There are many fun shaking patterns in this map and they fit the song really well, which also makes the map a pretty good pick for HardRock. Besides the top diff, the other two difficulties created by Razor Sharp and Kyuare are also of high quality and interesting for play. Good luck with practising the electronic technical patterns with this map!
+
+## osu!mania
+
+osu!mania Loved candidates were chosen by [-mint-](https://osu.ppy.sh/users/8976576), [Abraxos](https://osu.ppy.sh/users/5025064), [lenpai](https://osu.ppy.sh/users/5314573), [Pope Gadget](https://osu.ppy.sh/users/2288341) and [Toaph Daddy](https://osu.ppy.sh/users/7616811)!
+
+---
+
+[](https://osu.ppy.sh/community/forums/topics/1122542)
+
+[Se-U-Ra - LOSHAXI](https://osu.ppy.sh/beatmapsets/790524#mania) by [Elekton](https://osu.ppy.sh/users/4990211)\
+210 BPM, 1:34 | \[4K\] 4.59★
+
+Opening up for us in the osu!mania Loved corner is a map that is short, sweet, and not-so-simple. Elekton's map for *LOSHAXI* takes an off-the-walls and dynamic song choice from artist Se-U-Ra and encapsulates the song's chaotic nature through masterful use of many technical elements like minijacks and quick bursts. This quality of the chart is constant as well, with the patterns throughout being extremely unpredictable and difficult to hit by the nature of the source material Elekton was working with. The chart is an excellent example of high-quality charting for a song with many erratic and complex sounds, and wonderfully displays Elekton's prowess in that sector. The chart has also gained significant popularity for the satisfying nature of the patterns in respect to the song, and the unhinged fun that is a result. LOSHAXI is certain to be a favorite among both charters and players alike.
+
+[](https://osu.ppy.sh/community/forums/topics/1122541)
+
+[stereoberry - ametsuchi](https://osu.ppy.sh/beatmapsets/671311#mania) by [Monheim](https://osu.ppy.sh/users/6814203)\
+122 BPM, 2:24 | \[4K\] 4.17★
+
+*ametsuchi* is, like some other jack-based maps you may have seen, a story of build-up and release. The first half has some light broken handstream, slowly introducing some minor jack elements alongside slowly expressing a buildup of pattern density up until the pre-chorus break. After this is a pure bombardment of dense jack patterns at 122 BPM (or higher if you play it on rates). The song supports the repetitive nature of the patterning and serves to create a satisfying, fun experience for any players who wish to lay back with a chill song and smash some jack patterns.
+
+[](https://osu.ppy.sh/community/forums/topics/1122540)
+
+[Blue Stahli - Shotgun Senorita (Zardonic Remix)](https://osu.ppy.sh/beatmapsets/631861#mania) by [juankristal](https://osu.ppy.sh/users/443656)\
+175 BPM, 2:34 | \[4K\] 3.97★
+
+A staple intermediate LN map, *Shotgun Senorita*'s a great challenge for budding long note enthusiasts. While the rhythms may be relatively simple to grasp, the difficulty lies more in the timing of the releases, which can easily trip you up if you're not attentive or consistent. This chart serves as a solid foundation for those who'd like to brush up on their LN timing skills, and as a fodder accuracy map for those who'd like to show off their consistency and control over the craft of noodles.
+
+[](https://osu.ppy.sh/community/forums/topics/1122539)
+
+[Chito (CV: Minase Inori), Yuuri (CV: Kubo Yurika) - More One Night (Assertive Hardcore Bootleg) \[long ver.\]](https://osu.ppy.sh/beatmapsets/942612#mania) by [Gekido-](https://osu.ppy.sh/users/4693052)\
+170 BPM, 2:54 | \[4K\] 4.49★
+
+It's an anime Gekido- map, what more could you ask for? Accompanied with lively and fast-paced music, *More One Night* is filled with varying fun patterns (par for the course for Gekido- maps), such as dumpstreams, jacks, and one-handed and two-handed trills. The patterns fit together very smoothly, and with its attention to musical detail the map is able to allow the players to feel the music through another medium, the intensity of the patterns being almost in parallel with the flow of the music. This map is simply a very enjoyable experience overall, so it's no surprise that it's gotten so popular since its use in SOFT4. The mapset also includes higher rates, which lends itself for players at higher levels to have just as much of a challenge while still having a good time vibing with dabbing anime girls. As such, we welcome this familiar face back into the Loved voting with *More One Night*. \\o7 DAB
+
+[](https://osu.ppy.sh/community/forums/topics/1122538)
+
+[ZUTOMAYO - Kan Saete Kuyashiiwa](https://osu.ppy.sh/beatmapsets/1143323#mania) by [ruka](https://osu.ppy.sh/users/6117525) and [quicalid4](https://osu.ppy.sh/users/6172698)\
+150 BPM, 3:53 | \[7K\] 8.37★
+
+Our first 7K pick this round is a collaboration involving a crowd favorite, ruka, and quicalid4 with some additional help from sankansuki. By now, you know what to expect: O2-style 150 BPM chordstreaming mixed in with a couple of flams and minijacks provides a really strong emphasis on mechanics and visuals. The sections and patterning transition very smoothly into each other while providing a heavy amount of variance for the chart. Check out this banger of a song and map to see for yourself!
+
+[](https://osu.ppy.sh/community/forums/topics/1122537)
+
+[T-ara & Supernova - T.T.L (Time To Love)](https://osu.ppy.sh/beatmapsets/474122#mania) by [Reba](https://osu.ppy.sh/users/3087654) and [Kim_GodSSI](https://osu.ppy.sh/users/2218047)\
+210 BPM, 2:05 | \[7K\] 5.90★, \[7K\] 7.69★
+
+This next 7K pick has seen some play from last year's 7K osu!mania World Cup 2019 Semifinals. The lower diff, Lv.42, focuses on using 105 BPM full LN chordstreaming while also presenting a few jacks and dense chordjacks. The higher diff, Kim_GodSSI's Lv.72, takes these elements to a much higher level. This diff makes heavy use of chordstream inversions, shields, and hybrid chordjacking sections, which puts the player's finger independence to the test. This is something worth revisiting for both top-level and mid-level noodle slurpers!
+
+---
+
+From everyone on the [Project Loved Team](/wiki/People/The_Team/Project_Loved_Team), we hope you enjoyed this month's selection, and are looking forward to the next! The favoured beatmaps will hit the [Loved beatmap listing](https://osu.ppy.sh/beatmapsets?s=loved) shortly after the polls end. More info about Project Loved can be found on its [wiki page](/wiki/Project_Loved).
+
+—clayton
diff --git a/news/2020-08-12-new-featured-artist-magnetude.md b/news/2020-08-12-new-featured-artist-magnetude.md
new file mode 100644
index 000000000000..ff8a4398896c
--- /dev/null
+++ b/news/2020-08-12-new-featured-artist-magnetude.md
@@ -0,0 +1,57 @@
+---
+layout: post
+title: "New Featured Artist: Magnetude"
+date: 2020-08-12 08:00:00 +0000
+---
+
+**Magnetude** joins the lineup as our latest Featured Artist!
+
+
+
+The two-man talents of Rustam Mansurov and James Peacock, **Magnetude** is an electronic producer duo most well known for their high energy, atmospheric and sometimes operatic tracks.
+
+We're proud to welcome them aboard with a choice selection of **17** drum and bass inspired pieces, all hand picked for maximum oomph.
+
+Don't be left wondering what all the hype's about - see for yourself with the previews below:
+
+### Broken
+
+Check out [this single difficulty set](https://osu.ppy.sh/beatmapsets/729559) by [Asonate](https://osu.ppy.sh/users/2907231)!
+
+
+
+### Hyperdrive
+
+
+
+### Warpath
+
+
+
+### At All Costs
+
+
+
+### Scorn
+
+
+
+---
+
+All of the above plus a whole bunch more are available right this very moment from [**Magnetude**'s Featured Artist listing](https://osu.ppy.sh/beatmaps/artists/94) pre-timed and ready to rumble, so what are you waiting for?
+
+This week proved to be another victory for the Hintern, with none of our resident Tweeters managing to suss out the hint. "off the scale" was a clever play on *magnitude*, which you might be most familiar with from the Richter scale. We felt this was very fitting because seismic bass eruptions are indeed a natural response to blasting any one of **Magnetude**'s tracks.
+
+That's all for this time, but make sure to keep tabs on the [@osugame Twitter](https://twitter.com/osugame/) for more news, hints and other official tidbits that you probably want to know. We'll be back the same time next week (as usual) with another stonking artist for you to get excited over!
+
+—Ephemeral
diff --git a/news/2020-08-19-new-featured-artist-arforest.md b/news/2020-08-19-new-featured-artist-arforest.md
new file mode 100644
index 000000000000..044eb76207f9
--- /dev/null
+++ b/news/2020-08-19-new-featured-artist-arforest.md
@@ -0,0 +1,71 @@
+---
+layout: post
+title: "New Featured Artist: ARForest"
+date: 2020-08-19 08:00:00 +0000
+---
+
+**ARForest** joins the lineup as our latest Featured Artist!
+
+
+
+A South Korean hardcore and artcore producer, [**ARForest**](https://osu.ppy.sh/beatmaps/artists/95) is most well known for his wide catalog of works across the rhythm gaming community, with his pieces featuring in games like *OverRapid*, *Dynamix*, *Lanota* and *ToneSphere* just to name a few.
+
+Fans of that classic rhythm game elegant aesthetic (you'll know what we mean the second you hear it) have a lot to look forward to with this release, as we not only bring in a large quantity of existing work with this week's selection of **19** tracks, but a whole bunch of new stuff that we think you'll love — including two new showcase maps from the ever-talented Mappers' Guild.
+
+Don't just take our word for it though, give his stuff a quick listen below:
+
+### Aoba
+
+Check out [this brand new osu! showcase map](https://osu.ppy.sh/beatmapsets/1131726) by [Niva](https://osu.ppy.sh/users/197805) from the Mappers' Guild!
+
+
+
+### Regret
+
+Check out [this brand new osu!taiko showcase map](https://osu.ppy.sh/beatmapsets/1184228) by [Nepuri](https://osu.ppy.sh/users/6637817) from the Mappers' Guild!
+
+
+
+### Infection
+
+Check out [this new osu! showcase map](https://osu.ppy.sh/beatmapsets/1225001) by [Niva](https://osu.ppy.sh/users/197805) from the Mappers' Guild!
+
+
+
+### Lantinid
+
+Check out [this classic osu!mania set](https://osu.ppy.sh/beatmapsets/472269) from [Wonki](https://osu.ppy.sh/users/7898495)!
+
+
+
+### Final Resonance
+
+Check out [this recent osu!mania set](https://osu.ppy.sh/beatmapsets/909666) from [\[ A v a l o n \]](https://osu.ppy.sh/users/4632359)!
+
+
+
+### Clock Atelier
+
+
+
+---
+
+You know the drill by now — all of the above plus a whole bunch more are available right now from [**ARForest**'s Featured Artist listing](https://osu.ppy.sh/beatmaps/artists/95) pre-timed and just waiting for you to fill in the gaps with your own creative genius.
+
+Two weeks in a row, the Hintern claims victory again, with this week's hint less of an actual hint and more like a homage. "The heart echoes" refers to a flair quip in the description of [\[ A v a l o n \]](https://osu.ppy.sh/users/4632359)'s map for [Final Resonance](https://osu.ppy.sh/beatmapsets/909666) which has clocked over 200k plays since it was ranked in 2019. Keep tabs on your osu! lore, people!
+
+That's all for this week, but we'll be back again at the same time next week with another extraordinarily talented artist for you. Stay on top of all things osu! by following the [@osugame Twitter](https://twitter.com/osugame), and until then, enjoy your circle clicking!
+
+—Ephemeral
diff --git a/news/2020-08-23-aspire-v-results.md b/news/2020-08-23-aspire-v-results.md
new file mode 100644
index 000000000000..1b826a3c65e7
--- /dev/null
+++ b/news/2020-08-23-aspire-v-results.md
@@ -0,0 +1,65 @@
+---
+layout: post
+title: "Aspire V - Final Results"
+date: 2020-08-23 12:00:00 +0000
+---
+
+Aspire V closes, and amidst the wake of the most creative maps this contest series has ever seen, we welcome not one, but two new Elite Mapper: Aspirants!
+
+
+
+**Update 2020-08-26:** The names of the Grand Awards have been updated to better reflect their prize tier.
+
+The [finals stage of Aspire V](https://osu.ppy.sh/home/news/2020-07-21-aspire-v-finals-stage-voting) saw 14 unique maps, each chosen as the best of their categories, take to the stage one last time to win the Grand Aspire award. However, we've decided to throw in one final surprise!
+
+Several voices have called out to credit the entries most favourited by mappers, and we hear you. So, we are proud to present a new award: the Mapper's Pick award!
+
+The Mapper's Pick is awarded to the map which received the most votes from ranked mappers. If you have at least one ranked beatmap at the time voting closed, then your vote would have counted towards the Mapper's Pick. The rewards for the Mapper's Pick are the same as the Grand Award's. This new award won't affect anything for the Grand Aspire award, which will counts everyone's votes including mappers.
+
+So without further ado, here are the winners of Aspire V:
+
+# Community Pick Grand Award
+
+## KNOWER - Time Traveler (HomelyBobolink) by Mr HeliX
+
+[Check out the map here!](https://osu.ppy.sh/beatmapsets/1236988#osu/2573493)
+
+Taking the lead with **1687** votes is an entry utilising a beautiful fusion of mapping and storyboarding by [Mr HeliX](https://osu.ppy.sh/users/2330619). Time Traveler offers a decent challenge featuring a mix of difficult streams and overlapping sliders, all alongside a meticulously crafted storyboard that gives you a true sense of travelling through time!
+
+Playing this map will see you playing patterns forwards and backwards in time, and even through different versions of the game. It's a significant feat to create an Aspire map that is better experienced as a player rather than as a spectator, but this winning definitely pulls that off extremely well. Congratulations again to Mr HeliX!
+
+# Mapper's Pick Grand Award
+
+## Frums - XNOR XNOR XNOR (PitifulStoat) by fanzhen0019
+
+[Check out the map here!](https://osu.ppy.sh/beatmapsets/1236927#osu/2571051)
+
+Voted by **122** mappers and by far and away one of the most talked about entries of Aspire V was this entry by [fanzhen0019](https://osu.ppy.sh/users/418699). XNOR XNOR XNOR is a truly epic adventure of a beatmap, presenting over 9 minutes of jaw-dropping spectacles in the forms of slider patterns and exploits that, each carefully placed to highlight and augment the chaos the song itself presents.
+
+Not only is this map a visual spectacle and a challenge for the budding player, there are also several secrets scattered throughout the map. Can you find them?
+
+# Honourable Mention
+
+## Teminite & MDK - Space Invaders (LovableChickadee) by Meow Mix
+
+[Check out the map here!](https://osu.ppy.sh/beatmapsets/1237212#fruits/2571609)
+
+Being voted the second favourite for both the Community Pick and the Mapper's Pick is this creative entry by [Meow Mix](https://osu.ppy.sh/users/3021634). Retro gamers will be familiar with the custom Dodge the Beat game mode that Space Invaders offers. The goal for this map, much like the original Space Invaders, is to dodge every object coming your way to obtain the lowest score possible. While this may sound like a simple task, you may find that attempting this will prove to be quite challenging.
+
+Staying true to the theme of the song, as well as creating an extremely fluid rendition of the Dodge the Beat custom mode, this will definitely become a beatmap everyone will tell you to experience at least once.
+
+---
+
+[**A full list of placings and map links can be found here**](https://docs.google.com/spreadsheets/d/1w5ODNXXnPPwSH_Mp2nVzj-brOfZSelas34nRQ7l8m2E/pubhtml).
+
+This iteration of Aspire has been quite the journey. We've received a total of 63 entries, which while a little less than expected, has featured some of the most creative entries we've seen to date. Out of these entries, a total of 27 different artists and 49 songs were used.
+
+Once again we'd like to give a huge thanks to our category selectors, [pishifat](https://osu.ppy.sh/users/3178418), [Zelq](https://osu.ppy.sh/users/8953955), [Nuvolina](https://osu.ppy.sh/users/10974170), [Feerum](https://osu.ppy.sh/users/4815717), [Unpredictable](https://osu.ppy.sh/users/7560872), [Yumeno Himiko](https://osu.ppy.sh/users/1806962), [Doomsday](https://osu.ppy.sh/users/18983), and [jackylam5](https://osu.ppy.sh/users/1540807). I'd also like to give a thanks to [heyronii](https://osu.ppy.sh/users/5642779), who helped with processing the beatmaps from entry to distribution.
+
+The enormous range of creativity and variety this iteration of Aspire has produced has been truly great to see - the changes we've made for this contest have proven to be positive. However, we know that the contest in its current format is far from perfect, and there are several things we've identified that could be improved.
+
+The next Aspire contest won't be happening for a while, but we will be building upon things we've learnt this contest to make the next one even better. We realise that Aspire is a significant event in your calendars, whether you're a mapper or a spectator. Therefore we want to continue improving the contest series as much as possible. If you have any feedback or criticisms in the meantime, feel free to send them our way.
+
+Until next time.
+
+— -Mo-
diff --git a/news/2020-08-26-new-featured-artist-kobaryo.md b/news/2020-08-26-new-featured-artist-kobaryo.md
new file mode 100644
index 000000000000..9db11338dce7
--- /dev/null
+++ b/news/2020-08-26-new-featured-artist-kobaryo.md
@@ -0,0 +1,69 @@
+---
+layout: post
+title: "New Featured Artist: Kobaryo"
+date: 2020-08-26 08:00:00 +0000
+---
+
+We're proud to welcome speedcore sensation **Kobaryo** aboard as our latest Featured Artist!
+
+
+
+A big name in the speedcore scene for many years, **Kobaryo** is a superbly talented Japanese producer who also leads the *HiTNEX TRAX* music label and is a member of the highly respected *HARDCORE TANO\*C* label, who are similarly renowned for their contribution to rhythm game music as a whole.
+
+His work has been incredibly popular all throughout the game since his first unofficial debut in osu! during late 2015, with a track appearing in the Finals pool for the [osu!taiko World Cup 2016](/wiki/Tournaments/TWC/2016) and a [whole league of other maps](https://osu.ppy.sh/beatmapsets?sort=ranked_asc&q=kobaryo) in the years since, too many to list in one article alone.
+
+We're excited to announce a sizable collection of **24** new tracks from **Kobaryo** are now available, including many well-loved classics from yesteryear, and some new ones to boot. If you're fond of high energy and high speed changes, you're gonna love this latest pick.
+
+Give them a listen below:
+
+### Cartoon Candy
+
+Check out [this popular hybrid set](https://osu.ppy.sh/beatmapsets/585435) hosted by [Charlotte](https://osu.ppy.sh/users/3686901)!
+
+
+
+### Sulyvahn \[feat. USAO\]
+
+Check out [this collaborative osu! set](https://osu.ppy.sh/beatmapsets/787583) hosted by [Testo](https://osu.ppy.sh/users/5200881), and [this osu!mania set](https://osu.ppy.sh/beatmapsets/965114) by [Eon](https://osu.ppy.sh/users/3443963)!
+
+
+
+### Tool-Assisted Speedcore (TQBF Frame Advance RMX)
+
+Check out [this Loved challenge difficulty](https://osu.ppy.sh/beatmapsets/782508) from [Mismagius](https://osu.ppy.sh/users/19048)!
+
+
+
+### Kumo No Kireme \[feat. kourin\]
+
+Check out [this Loved osu!mania set](https://osu.ppy.sh/beatmapsets/271493) by [Quick Draw](https://osu.ppy.sh/users/3174286)!
+
+
+
+### New Game Plus
+
+Check out [this osu!taiko set](https://osu.ppy.sh/beatmapsets/797710) by [Nepuri](https://osu.ppy.sh/users/6637817)!
+
+
+
+---
+
+As usual, all of the above plus a whole bunch more (19 more, in fact) are available right now over at [**Kobaryo**'s Featured Artist listing](https://osu.ppy.sh/beatmaps/artists/96), pre-timed and politely awaiting your creative attention.
+
+Breaking the two-week streak, this week's hint was successfully (if tentatively) unraveled by none other than @Junihuhn from former World Cup recap fame. Luck manipulation refers to a common speedrunning tactic often seen in "TAS" (or Tool-Assisted Speedruns) to help intrepid gamers bend things to their favor, a direct homage in title to Tool-Assisted Speedcore (TQBF Frame Advance RMX). Well done! Oh, and on the topic of fun facts, did you know that **Kobaryo** often illustrates his own track covers? Talent can be incredibly intimidating sometimes.
+
+Some might be wondering if we really can keep doing this whole "release a new crazy talented artist every week" thing for a whole year, and if you haven't been following along, the answer is firmly *yes*. New week, new artist, and if you want to keep on top of everything as it happens, make sure to follow the [@osugame Twitter](https://twitter.com/osugame) for all the juicy details.
+
+Until then, rhythm is just a click away! Or a key, if that's your thing.
+
+—Ephemeral
diff --git a/news/2020-08-27-monthly-beatmapping-contest-7-results.md b/news/2020-08-27-monthly-beatmapping-contest-7-results.md
new file mode 100644
index 000000000000..43cabe87fdf0
--- /dev/null
+++ b/news/2020-08-27-monthly-beatmapping-contest-7-results.md
@@ -0,0 +1,55 @@
+---
+layout: post
+title: "Monthly Beatmapping Contest #7: Results"
+date: 2020-08-27 20:00:00 +0000
+---
+
+Is it possible to make a decent map with Circle Size 0? Play the winning entries of July's contest and decide for yourself!
+
+
+
+**Monthly Beatmapping Contest** (***MBC***) winners were decided by a community vote in the past. Now, winners are decided by a group of judges. If you're out of the loop, check the [MBC wiki article](/wiki/Contests/Monthly_Beatmapping_Contest) for the latest info!
+
+## Leaderboard
+
+This month's **34** submissions were evaluated by a team of experienced mappers, resulting in the **top 9** finalists. A different group of experienced mappers thoroughly judged the finalists and decided the contest's winners!
+
+| Rank | Beatmap | Judging | Musical representation (60) | Creativity (60) | Gameplay (60) | Limitation (30) | Raw total | Standardized total |
+| :-- | :-- | :-- | :-- | :-- | :-- | :-- | :-- | :-- |
+| \#1 | [One Good Reason](https://osu.ppy.sh/beatmapsets/1244127#osu/2586241) by [xbopost](https://osu.ppy.sh/users/6842421) | [see details](https://mappersguild.com/contestresults?submission=5f20b19f014d4d10626e7c09 ) | 53 | 49 | 53 | 28 | **183** | **8.94** |
+| \#2 | [Eon](https://osu.ppy.sh/beatmapsets/1244558#osu/2587071) by [Mao](https://osu.ppy.sh/users/2204515) | [see details](https://mappersguild.com/contestresults?submission=5f20b027014d4d10626e7bef) | 51 | 42 | 50 | 28 | **171** | **6.32** |
+| \#3 | [Eon](https://osu.ppy.sh/beatmapsets/1244150#osu/2586272) by [Cris-](https://osu.ppy.sh/users/6175280) | [see details](https://mappersguild.com/contestresults?submission=5f20aff2014d4d10626e7be8) | 44 | 35 | 44 | 22 | **145** | **1.24** |
+| \#4 | [Eon](https://osu.ppy.sh/beatmapsets/1244472#osu/2586922) by [Acylica](https://osu.ppy.sh/users/1943309) | [see details](https://mappersguild.com/contestresults?submission=5f20afe1014d4d10626e7be5) | 39 | 30 | 43 | 21 | **133** | **-0.40** |
+| \#5 | [Electric Eye](https://osu.ppy.sh/beatmapsets/1244129#osu/2586244) by [fowwo](https://osu.ppy.sh/users/4547551) | [see details](https://mappersguild.com/contestresults?submission=5f20afec014d4d10626e7be7) | 38 | 33 | 41 | 19 | **131** | **-1.74** |
+| \#6 | [I Believe You](https://osu.ppy.sh/beatmapsets/1244179#osu/2586329) by [Striderin](https://osu.ppy.sh/users/10193902) | [see details](https://mappersguild.com/contestresults?submission=5f20afba014d4d10626e7be0) | 39 | 27 | 42 | 20 | **128** | **-1.92** |
+| \#7 | [Humanarchy](https://osu.ppy.sh/beatmapsets/1244153#osu/2586276) by [K4L1](https://osu.ppy.sh/users/11334594) | [see details](https://mappersguild.com/contestresults?submission=5f20aff6014d4d10626e7be9) | 37 | 35 | 35 | 24 | **131** | **-1.99** |
+| \#8 | [I Believe You](https://osu.ppy.sh/beatmapsets/1245508#osu/2588949) by [Frostings](https://osu.ppy.sh/users/2652543) | [see details](https://mappersguild.com/contestresults?submission=5f20b0f8014d4d10626e7bfe) | 35 | 24 | 38 | 18 | **115** | **-4.39** |
+| \#9 | [I Believe You](https://osu.ppy.sh/beatmapsets/1244126#osu/2586240) by [Adam_S](https://osu.ppy.sh/users/11678065) | [see details](https://mappersguild.com/contestresults?submission=5f20b1a2014d4d10626e7c0a) | 32 | 25 | 36 | 15 | **108** | **-6.06** |
+
+### Winner
+
+For the second month in a row, [xbopost](https://osu.ppy.sh/users/6842421) dominates the competition with his submission of [Celldweller - One Good Reason](https://osu.ppy.sh/beatmapsets/1244127#osu/2586241)! Judges were impressed by his display all around, earning him the highest scores in each judging category.
+
+But that's not all! The mappers who chose this month's finalists — a.k.a. the [screening crew](/wiki/Contests/Monthly_Beatmapping_Contest#screening) — loved this entry as well! 9 of the 10 mappers put this entry in their top 5, so it's safe to say this entry is deserving of its win!
+
+With two wins and the screening crew's accolades, xbopost has earned the second tier MBC profile badge and is only an inch away from the third tier badge and the *Elite Mapper* user title! For extra reference, the [MBC points list](/wiki/Contests/Monthly_Beatmapping_Contest#rewards) shows just how close he is!
+
+
+
+### Runner-up
+
+While he didn't win, nobody can say [Mao](https://osu.ppy.sh/users/2204515) doesn't have persistence! His maps have been finalists in each contest since February (that's 6 contests in a row!), and now he's earned a the runner-up position with [Celldweller - Eon](https://osu.ppy.sh/beatmapsets/1244558#osu/2587071). His entries are always a blast to play, so give it a try if you're looking for something special!
+
+Having won the screening crew's favorite in February, Mao has now reached the threshold for the first tier MBC profile badge. With his patience finally paying off, let's look forward to Mao's first place win soon!
+
+---
+
+That's it for July's contest! We're investigating more ways to reward mappers with the *Elite Mapper* title outside of contests like this, so look forward to some changes!
+
+As per usual, all participants in July's contest have received a message showing how the screening crew viewed their entries. Thanks to [Uberzolik](https://osu.ppy.sh/users/1314547), [Gero](https://osu.ppy.sh/users/1467715), [Regou](https://osu.ppy.sh/users/419954), [Nakano Itsuki](https://osu.ppy.sh/users/4600383), [Agatsu](https://osu.ppy.sh/users/5579871), [Myxo](https://osu.ppy.sh/users/2202645), [Niva](https://osu.ppy.sh/users/197805), [Cheri](https://osu.ppy.sh/users/5226970), [Nozhomi](https://osu.ppy.sh/users/2716981), and [Sparhten](https://osu.ppy.sh/users/7601720) for screening contributions, as well as [Mazzerin](https://osu.ppy.sh/users/2942381), [hypercyte](https://osu.ppy.sh/users/9155377), [Nuvolina](https://osu.ppy.sh/users/10974170), [Moecho](https://osu.ppy.sh/users/5075660), [Rolniczy](https://osu.ppy.sh/users/8331132), and [Seolv](https://osu.ppy.sh/users/8067876) for judging this month's finalists!
+
+Submissions for [August's contest](https://osu.ppy.sh/community/contests/110) are about to close, so submit any last minute mapping marvels! Don't worry if you're too late though; a new contest will be launching at the start of September!
+
+See you then!
+
+—pishifat
diff --git a/news/2020-09-01-osu-idol-2020-auditions-now-open.md b/news/2020-09-01-osu-idol-2020-auditions-now-open.md
new file mode 100644
index 000000000000..197351fdeb75
--- /dev/null
+++ b/news/2020-09-01-osu-idol-2020-auditions-now-open.md
@@ -0,0 +1,29 @@
+---
+layout: post
+title: "osu!idol 2020 Auditions Now Open!"
+date: 2020-09-01 17:00:00 +0000
+---
+
+Remember that time when people were singing and our ears were ringing with joy? It's happening once again! If you are interested in singing and competing to become the osu!'s next idol, you should grab a mic and join us on our singing adventure!
+
+
+
+osu!idol is the community driven singing contest where contestants showcase their vocal skills as a solo or duet, in multiple stages consisting of various genres. Our panel of judges will evaluate their performances and determine who makes it through the stages, eventually ending up in the finals. Voting for the winner will be conducted by you, the community, to decide who will be the next osu!idol!
+
+### So what do I do?
+
+Simply record a clip around 30 seconds long of your best singing with no background music added. Submissions will be lasting all month long, so give us the best you've got!
+
+### This gig got prizes?
+
+You bet. Once the community voting has concluded, the finalists will be receiving these goodies as followed:
+
+- **1st:** 2020 Winner badge for their osu! profile, a special seperate 2020 Winner role in our discord server, 6 months of osu! supporter and a chance to be a judge in the next idol contest.
+- **2nd:** 6 months of osu! supporter and a chance to be a judge in the next idol contest.
+- **3rd:** 3 months of osu! supporter and a chance to be a judge in the next idol contest.
+
+### Where do I go?
+
+Please join our [osu!idol discord server](https://discord.gg/2xfgKaU) hub. There you can find the requirements, contest rules, submission sheet, FAQ, ask questions, and talk to the community!
+
+—Flanster
diff --git a/news/2020-09-02-new-featured-artist-task-horizon.md b/news/2020-09-02-new-featured-artist-task-horizon.md
new file mode 100644
index 000000000000..17ea01269030
--- /dev/null
+++ b/news/2020-09-02-new-featured-artist-task-horizon.md
@@ -0,0 +1,63 @@
+---
+layout: post
+title: "New Featured Artist: Task Horizon"
+date: 2020-09-02 08:00:00 +0000
+---
+
+**Task Horizon** joins the lineup as our latest Featured Artist!
+
+
+
+A four-man drum & bass project from Switzerland, **Task Horizon** is renowned across the scene for their gritty, pounding tracks and distinctive sound. Supported by A-list DJ acts like *Noisia*, *Friction* and *Andy C*, **Task Horizon** has very much made a name for themselves in recent years, and we're excited to bring their work to osu! as well.
+
+We've got a whopping **40** tracks for everyone to sink their teeth into, with the osu!taiko wing of the Mappers' Guild already well ahead of the curve with a few brand new showcase maps to get things rolling.
+
+Check out a preview of a few tracks below:
+
+### Enigma Machine
+
+Check out [this osu!taiko showcase set](https://osu.ppy.sh/beatmapsets/1165587) from [Capu](https://osu.ppy.sh/users/2474015) of the Mappers' Guild!
+
+
+
+### Phase Prism
+
+Check out [this storyboarded osu!taiko showcase set](https://osu.ppy.sh/beatmapsets/1195463) hosted by [Raiden](https://osu.ppy.sh/users/2239480) of the Mappers' Guild!
+
+
+
+### Weave The Strands
+
+Check out [this single-difficulty osu!taiko showcase set](https://osu.ppy.sh/beatmapsets/1219062) from [Nepuri](https://osu.ppy.sh/users/6637817) of the Mappers' Guild!
+
+
+
+### Disintegrate
+
+
+
+### Rogue Transmission
+
+
+
+---
+
+All of the above plus a whole host more (35, in fact!) are available right this very moment over at [**Task Horizon**'s Featured Artist listing](https://osu.ppy.sh/beatmaps/artists/97) pre-timed and just waiting for you to make them into the next big thing.
+
+This week's hint came on short notice due to a few scheduling changes on our end (you'll find out why if you keep reading), but astute tweeters @Kazegaaa, @Trint001 and @Emree1504 all nailed the hint with their answers in full. Well done! They win precisely nothing except your undying adulation. Praise them in the comments... or else.
+
+Remember a couple of months ago how we spoke about a forthcoming giant update release, and then said nothing about it for weeks and weeks? Good news, everyone! We've finally wrangled the licensing details for said release and are happy to announce that this upcoming Friday is going to be the date that it all happens. We won't be spoiling who's getting what exactly, but we can say that it covers *8* of our extraordinarily talented Featured Artists.
+
+Keep an eye on the [@osugame Twitter](https://twitter.com/osugame) for more details as they arise, and until then, enjoy experiencing everything **Task Horizon** has got to offer. Which is a lot, in case you didn't notice.
+
+—Ephemeral
diff --git a/wiki/Accuracy/en.md b/wiki/Accuracy/en.md
index 7c9e47ed7f33..cf5ca107fec7 100644
--- a/wiki/Accuracy/en.md
+++ b/wiki/Accuracy/en.md
@@ -4,7 +4,7 @@
-Accuracy is a measurement of a player's consistency. There are three types of accuracy that a player can have: the beatmap's accuracy, which is dependent on hit scores gained; the player's overall accuracy, which is weighed to allow better scores to stand out more; and the player's [Performance Points (pp)](/wiki/Performance_Points) accuracy, which is dependent on the submitted score's accuracy.
+Accuracy is a percentile measurement of a player's ability to hit [hit objects](/wiki/Hit_object) on-time. There are three types of accuracy that a player can have: the beatmap's accuracy, which is dependent on hit scores gained; the player's overall accuracy, which is weighed to allow better scores to stand out more; and the player's [Performance Points (pp)](/wiki/Performance_Points) accuracy, which is dependent on the submitted score's accuracy.
## Game modes
@@ -18,7 +18,7 @@ Reference for one hit circle:
```
300 -> 300 / 300 = 1 = 100.00%
-100 -> 100 / 300 = 1/3 = 33.00%
+100 -> 100 / 300 = 1/3 = 33.33%
50 -> 50 / 300 = 1/6 = 16.67%
0 -> 0 / 300 = 0 = 0.00%
```
@@ -67,7 +67,7 @@ Due to the way the [DT](/wiki/DT) (Double Time) and [HT](/wiki/HT) (Half Time) m
### Spin
-*Note: Spin is only used for [osu!standard](/wiki/Game_Modes/osu!).*
+*Note: Spin is only used for [osu!standard](/wiki/Game_mode/osu!).*
In addition to the accuracy, some information regarding spinners is also seen in the same tooltip.
diff --git a/wiki/Accuracy/es.md b/wiki/Accuracy/es.md
index c1318e72e4ee..22c0a037f225 100644
--- a/wiki/Accuracy/es.md
+++ b/wiki/Accuracy/es.md
@@ -14,7 +14,7 @@ Referencias para un círculo de golpe
```
300 -> 300 / 300 = 1 = 100.00%
-100 -> 100 / 300 = 1/3 = 33.00%
+100 -> 100 / 300 = 1/3 = 33.33%
50 -> 50 / 300 = 1/6 = 16.67%
0 -> 0 / 300 = 0 = 0.00%
```
@@ -63,7 +63,7 @@ Unstable rate, o Tasa de inestabilidad, representa la consistencia de tiempo de
### Spin
-*Nota: Spin solo se usa para [osu!standard](/wiki/Game_Modes/osu!).*
+*Nota: Spin solo se usa para [osu!standard](/wiki/Game_mode/osu!).*
Además de la precisión, también se ve algo de información sobre las ruletas en el mismo mensaje de información.
diff --git a/wiki/Accuracy/fr.md b/wiki/Accuracy/fr.md
index da3c85a202db..f996f4fe6c7a 100644
--- a/wiki/Accuracy/fr.md
+++ b/wiki/Accuracy/fr.md
@@ -20,7 +20,7 @@ Référence pour un hit circle :
```text
300 -> 300 / 300 = 1 = 100.00%
-100 -> 100 / 300 = 1/3 = 33.00%
+100 -> 100 / 300 = 1/3 = 33.33%
50 -> 50 / 300 = 1/6 = 16.67%
0 -> 0 / 300 = 0 = 0.00%
```
@@ -69,7 +69,7 @@ Le taux instable représente la cohérence du timing des hits, où les nombres i
### Spin
-*Note: Spin est seulement utiliser pour [osu!standard](/wiki/Game_Modes/osu!).*
+*Note: Spin est seulement utiliser pour [osu!standard](/wiki/Game_mode/osu!).*
En plus de la précision, certaines informations concernant les spinners sont également visibles dans la même info-bulle.
diff --git a/wiki/Accuracy/id.md b/wiki/Accuracy/id.md
index dd51cd83526c..52c56e2171b3 100644
--- a/wiki/Accuracy/id.md
+++ b/wiki/Accuracy/id.md
@@ -14,7 +14,7 @@ Referensi untuk satu hit lingkaran:
```
300 -> 300 / 300 = 1 = 100.00%
-100 -> 100 / 300 = 1/3 = 33.00%
+100 -> 100 / 300 = 1/3 = 33.33%
50 -> 50 / 300 = 1/6 = 16.67%
0 -> 0 / 300 = 0 = 0.00%
```
@@ -63,7 +63,7 @@ Laju tidak stabil mewakili konsistensi penepatan dalam hit, dimana semakin kecil
### Spinner
-*Catatan: Sutaran hanya digunakan dalam [osu!standard](/wiki/Game_Modes/osu!).*
+*Catatan: Sutaran hanya digunakan dalam [osu!standard](/wiki/Game_mode/osu!).*
Sebagai tambahan akurasi, beberapa informasi mengenai spinner juga terdapat di tooltip yang sama.
diff --git a/wiki/Accuracy/ko.md b/wiki/Accuracy/ko.md
index 97fb70b4072d..d6cb09165a9e 100644
--- a/wiki/Accuracy/ko.md
+++ b/wiki/Accuracy/ko.md
@@ -14,7 +14,7 @@ osu!standard에서 정확도는 각 서클의 점수에 따라 가중치를 부
```
300 -> 300 / 300 = 1 = 100.00%
-100 -> 100 / 300 = 1/3 = 33.00%
+100 -> 100 / 300 = 1/3 = 33.33%
50 -> 50 / 300 = 1/6 = 16.67%
0 -> 0 / 300 = 0 = 0.00%
```
@@ -63,7 +63,7 @@ osu!mania의 정확도는 [osu!standard](#-osu!standard)와 유사하게 계산
### 스핀 (Spin)
-*참고: 스핀은 [osu!standard](/wiki/Game_Modes/osu!)에서만 표시됩니다.*
+*참고: 스핀은 [osu!standard](/wiki/Game_mode/osu!)에서만 표시됩니다.*
정확성 외에 스핀에 관한 일부 정보도 퍼포먼스 그래프 툴팁에 표시됩니다.
diff --git a/wiki/Accuracy/nl.md b/wiki/Accuracy/nl.md
index c5020de6c196..e2399df57711 100644
--- a/wiki/Accuracy/nl.md
+++ b/wiki/Accuracy/nl.md
@@ -18,7 +18,7 @@ Referentie voor één hitcirkel:
```
300 -> 300 / 300 = 1 = 100.00%
-100 -> 100 / 300 = 1/3 = 33.00%
+100 -> 100 / 300 = 1/3 = 33.33%
50 -> 50 / 300 = 1/6 = 16.67%
0 -> 0 / 300 = 0 = 0.00%
```
@@ -67,7 +67,7 @@ Unstable rate staat voor de consistentie van de timing van de hits, waar lagere
### Spin
-*Opmerking: spin wordt enkel in [osu!standard](/wiki/Game_Modes/osu!) gebruikt.*
+*Opmerking: spin wordt enkel in [osu!standard](/wiki/Game_mode/osu!) gebruikt.*
Naast nauwkeurigheid is er ook informatie over spinners te vinden in dezelfde tooltip.
diff --git a/wiki/Accuracy/pl.md b/wiki/Accuracy/pl.md
index 64fb54d114f6..17b1aa8f5db5 100644
--- a/wiki/Accuracy/pl.md
+++ b/wiki/Accuracy/pl.md
@@ -16,7 +16,7 @@ W trybie osu!standard wartości dla jednego obiektu są następujące:
```
300 -> 300 / 300 = 1 = 100.00%
-100 -> 100 / 300 = 1/3 = 33.00%
+100 -> 100 / 300 = 1/3 = 33.33%
50 -> 50 / 300 = 1/6 = 16.67%
0 -> 0 / 300 = 0 = 0.00%
```
@@ -73,7 +73,7 @@ Wskaźnik dokładności określa powtarzalność gracza dla każdego trafienia,
### Kręcenie spinnerami
-*Ważne: te wartości są dostępne tylko dla trybu [osu!standard](/wiki/Game_Modes/osu!) i nie są zachowywane po wyjściu z gry.*
+*Ważne: te wartości są dostępne tylko dla trybu [osu!standard](/wiki/Game_mode/osu!) i nie są zachowywane po wyjściu z gry.*
W etykiecie wykresu wyniku znajduje się kilka informacji odnośnie kręcenia spinnerami na danej beatmapie.
diff --git a/wiki/Accuracy/pt-br.md b/wiki/Accuracy/pt-br.md
index d8b14f3702a5..d60e08bfc88b 100644
--- a/wiki/Accuracy/pt-br.md
+++ b/wiki/Accuracy/pt-br.md
@@ -21,7 +21,7 @@ Em termos simples,
###  osu!standard
-No [osu!standard](/wiki/Game_Modes/osu!), a precisão é calculada ao pesar o julgamento recebido por cada nota (em função seu respectivo valor) e dividir pela pontuação máxima atribuível a ela.
+No [osu!standard](/wiki/Game_mode/osu!), a precisão é calculada ao pesar o julgamento recebido por cada nota (em função seu respectivo valor) e dividir pela pontuação máxima atribuível a ela.
Em outras palavras: `Precisão = Pontuação total dos hits / (Quantidade total de hits * 300)`
@@ -39,7 +39,7 @@ Para referências:
###  osu!taiko
-No modo [osu!taiko](/wiki/Game_Modes/osu!taiko), a precisão é calculada pela soma das precisões de todas as notas dividido pela quantidade total de notas.
+No modo [osu!taiko](/wiki/Game_mode/osu!taiko), a precisão é calculada pela soma das precisões de todas as notas dividido pela quantidade total de notas.
Um ÓTIMO (良) conta como 100%, um BOM (可) como 50% (metade) e um MISS/RUIM (不可) como 0% (eles interrompem o combo).
Os Drumrolls e Spinners não influenciam a precisão.
@@ -52,7 +52,7 @@ Em outras palavras: `Precisão = Pontuação total dos hits / (Quantidade total
###  osu!catch
-No [osu!catch](/wiki/Game_Modes/osu!catch), a precisão é calculada pela quantidade de objetos não-spinners coletados dividido pela quantidade total de objetos não-spinners do mapa; frutas, drops grandes e drops pequenos (droplets) todos têm o mesmo valor.
+No [osu!catch](/wiki/Game_mode/osu!catch), a precisão é calculada pela quantidade de objetos não-spinners coletados dividido pela quantidade total de objetos não-spinners do mapa; frutas, drops grandes e drops pequenos (droplets) todos têm o mesmo valor.
Em outras palavras: `Precisão = Quantidade total de frutas coletadas / Quantidade total de frutas`
@@ -67,7 +67,7 @@ Note que caso esteja usando a API para calcular a precisão, a quantidade de dro
###  osu!mania
-No [osu!mania](/wiki/Game_Modes/osu!mania), a precisão é calculada de modo similar ao [osu!standard](/wiki/Game_Modes/osu!).
+No [osu!mania](/wiki/Game_mode/osu!mania), a precisão é calculada de modo similar ao [osu!standard](/wiki/Game_mode/osu!).
Em outras palavras: `Precisão = Pontuação total dos hits / (Quantidade total de hits * 300)`
@@ -103,7 +103,7 @@ Informações adicionais são mostradas quando o cursor do jogo é passado por c
#### Spin
-*Spin é somente para o [osu!standard](/wiki/Game_Modes/osu!)*
+*Spin é somente para o [osu!standard](/wiki/Game_mode/osu!)*
| Termo | Significado |
| :-- | :-- |
diff --git a/wiki/Accuracy/th.md b/wiki/Accuracy/th.md
new file mode 100644
index 000000000000..a13a284e5afd
--- /dev/null
+++ b/wiki/Accuracy/th.md
@@ -0,0 +1,72 @@
+# ความแม่นยำ
+
+ความแม่นยำคือ การวัดความสามารถที่ผู้เล่นจะกด [hit objects(โน้ต)](/wiki/Hit_object) ให้ตรงเวลาซึ่งจะถูกนับเป็นเปอร์เซ็น ซึงจะมีความแม่นยำ 3 แบบที่ผู้เล่นจะได้รับ: ความแม่นยำของบีทแมพ ซึ่งได้มาจากคะแนนที่ผู้เล่นกดได้ ความแม่นยำของผู้เล่นโดยรวม, ซึ่งจะถูกชั่งน้ำหนัก เพื่อให้คะแนนที่ดีโดนเด่นมากขึ้น; และ [Performance Points (pp)](/wiki/Performance_Points) ของผู้เล่น ซึ่งขึ้นอยู่กับความแม่นยำของคะแนนที่ส่งมา
+
+## โหมดต่างๆ
+
+###  osu!standard
+
+
+
+ใน osu!standard ความแม่นยำถูกคำนวนโดยการชั่งน้ำหนัก คะแนน(300s,100s,50s,miss) ที่ได้มาจากโน้ตต่างๆ และนำทั้งหมด มาหารด้วยค่ามากที่สุดที่เป็นไปได้
+
+การอ้างอิงสำหรับ hit circle 1 อัน:
+
+```
+300 -> 300 / 300 = 1 = 100.00%
+100 -> 100 / 300 = 1/3 = 33.33%
+50 -> 50 / 300 = 1/6 = 16.67%
+0 -> 0 / 300 = 0 = 0.00%
+```
+
+###  osu!taiko
+
+
+
+ใน osu!taiko, ความแม่นยำจะถูกคำนวนโดยการบวกความแม่นยำของแต่ละโน้ต (ผู้เล่นกดตรงโน้ตแค่ไหน) หารด้วยจำนวนของโน้ตทั้งหมด. ถ้าความแม่นนำของโน้ตขึ้นว่า GREAT (良) (นับเป็น 100%), GOOD (可) (นับเป็น 50%) (half), and MISS/BAD (不可) (นับเป็น 0% และจะรีเซ็ทคอมโบ). Drum rolls และ Spinners ไม่มีผลต่อความแม่นยำ.
+
+###  osu!catch
+
+
+
+ใน osu!catch, ความแม่นยำจะถูกคำนวนโดย ใช้จำนวนของ Hit objects ที่เก็บได้ทั้งหมดที่ไม่ใช่ Spinner , หารด้วยจำนวนของ hit objects ทั้งหมด. Hit objects ทุกอันมีค่าเท่ากัน; ยกเว้นกล้วย เพราะว่ามันเป็นส่วนหนึ่งของ Spinner
+
+*โน้ตสำหรับผู้ใช้ API: การที่จะคำนวนความแม่นยำใน osu!catch, จำนวนของ droplets อยู่ใน `count50` และจำนวนของ droplets ที่พลาดอยู่ใน `countkatu`.*
+
+###  osu!mania
+
+
+
+ใน osu!mania, ความแม่นยำถูกคำนวนคล้ายกับ [osu!standard](#-osu!standard).
+
+## กราฟประสิทธิภาพ
+
+
+
+กราฟประสิทธิภาพ เป็นกราฟที่แสดงให้เห็นถึงประสิทธิภาพของผู้เล่น (โดยอ้างอิงจาก Life Bar) ระหว่างการเล่น (เวลา) ข้อมูลเพิ่มเติม สามารถดูได้โดยการนำ cursor ไปชี้บนกราฟ
+
+*โน้ต: ข้อมูลเพิ่มเติมสามารถดูได้เฉพาะ หลังจากเล่น Beatmap นั้น หรือ ดู replay หลังจากออก [หน้าแสดงผล](/wiki/results_screen), ข้อมูลส่วนนี้จะไม่ถูกเซฟ.*
+
+### ความแม่นยำ
+
+เมื่อนำ cursor ไปชี้บนกราฟประสิทธิภาพ, จะแสดง เรตติ้งของ `ความผิดพลาด` and `อัตราความไม่มั่นคง`.
+
+เพราะว่า ม้อด [DT](/wiki/DT) (Double Time) และ [HT](/wiki/HT) (Half Time) มีการนำมาใช้ ,ค่าของ ความผิดพลาด และ อัตราความไม่มั่นคง จะถูกคูณด้วยตัวคูณเดียวกันกับของแมป เพื่อที่จะได้ค่าแท้จริงของ DT, และหารผลลัพธ์ด้วย 1.5 ซึ่งคล้ายกับการคูณผลลัพธ์ด้วย 1.33 เมื่อเล่น HT
+
+#### ความผิดพลาด
+
+`ความผิดพลาด` จะแสดงถึงจำนวนสองจำนวนที่จะบอกว่าคุณกดโน้ตเร็วไปหรือช้าไปแค่ไหนโดยประมาณ ยิ่ง [Overall Difficulty](/wiki/Overall_Difficulty)สูงเท่าไหร่ ค่าความผิดพลาดก็ยิ่งจะต่ำลงทำให้เล่นบีทแมพได้ยากขึ้น
+
+#### อัตราความไม่มั่นคง
+
+`อัตราความไม่มั่นคง` แสดงถึงความมั่นคงในการตรงจังหวะ, ซึ่งเลขยิ่งต่ำยิ่งดี (ผู้เล่นอันดับสูงปกติจะได้ต่ำกว่า 100) จำไว้ว่าค่านี้วัดความมั่นคง ไม่ใช่ความแม่นยำ ดังนั้นการกดเร็วไป 15 ms บ่อยๆ จะเหมือนกับการกดตรงจังหวะบ่อยๆ สูตรคือการนำส่วนไม่มั่นคง(หน่วยเป็น milliseconds) หารด้วย 10 เรามี [โค้ดตัวอย่าง](https://gist.github.com/peppy/3a11cb58c856b6af7c1916422f668899) ให้ดูเป็นการอ้างอิงว่า osu นั้นค้นหาอัตราความไม่มั่นคงอย่างไร
+
+### Spin
+
+*Note: Spin ถูกใช้ใน [osu!standard](/wiki/Game_mode/osu!) เท่านั้น*
+
+เพิ่มเติมจากความแม่นยำ, ข้อมูลเกี่ยวกับ spinner จะดูได้โดยนำ cursor ไปชี้บนกราฟประสิทธิภาพ
+
+#### ความเร็ว
+
+ความเร็วแสดงถึงรอบการหมุน หรือ RPM (รอบต่อนาที) ของ spinner ทุกอันบนบีทแมพ ซึ่ง `Max` เป็น RPM สูงสุดที่ผู้เล่นสามารถหมุนได้
diff --git a/wiki/Article_Styling_Criteria/en.md b/wiki/Article_Styling_Criteria/en.md
index d396bf29f414..b5990525a250 100644
--- a/wiki/Article_Styling_Criteria/en.md
+++ b/wiki/Article_Styling_Criteria/en.md
@@ -420,7 +420,7 @@ There are two types of links: inline and reference. Examples:
**Inline style:**
```markdown
-[Game Modifiers](/wiki/Game_Modifiers)
+[Game Modifiers](/wiki/Game_modifier)
```
**Reference style:**
@@ -428,7 +428,7 @@ There are two types of links: inline and reference. Examples:
```markdown
[Game Modifiers][game mods link]
-[game mods link]: /wiki/Game_Modifiers
+[game mods link]: /wiki/Game_modifier
```
Links must use the inline style if they are only referenced once. References to reference links must be placed at the bottom of the article.
diff --git a/wiki/Article_Styling_Criteria/zh.md b/wiki/Article_Styling_Criteria/zh.md
index 62079ba9a794..f5ca0705525b 100644
--- a/wiki/Article_Styling_Criteria/zh.md
+++ b/wiki/Article_Styling_Criteria/zh.md
@@ -465,7 +465,7 @@ JPG(或 JPEG)文件格式具有 `.jpg`(或 `.jpeg`)扩展名。
**内联风格:**
```markdown
-[Game Modifiers](/wiki/Game_Modifiers)
+[Game Modifiers](/wiki/Game_modifier)
```
**赋值风格:**
@@ -473,7 +473,7 @@ JPG(或 JPEG)文件格式具有 `.jpg`(或 `.jpeg`)扩展名。
```markdown
[Game Modifiers][game mods link]
-[game mods link]: /wiki/Game_Modifiers
+[game mods link]: /wiki/Game_modifier
```
如果链接仅被引用一次,则必须使用前者。而后者必须把变量赋值放在文章的结尾处。
diff --git a/wiki/BBCode/fr.md b/wiki/BBCode/fr.md
index f80ba6d735e4..c692d61e41bb 100644
--- a/wiki/BBCode/fr.md
+++ b/wiki/BBCode/fr.md
@@ -144,7 +144,7 @@ Cela peut être utile si vous parlez d'une scène critique dans une émission de
**Cache un paragraphe** dans une boîte de pré-nommée Spoiler du point de vue du lecteur. Cependant, le lecteur peut toujours lire le paragraphe en cliquant sur le lien Spoiler pour afficher le paragraphe masqué.
-- Bouton dédié : 
+- Bouton dédié : 
- Notes :
- Cela créera une [boite](#boite) surmonté d'un texte "Spoiler".
- Syntaxe :
diff --git a/wiki/BanchoBot/en.md b/wiki/BanchoBot/en.md
index c1f6d32608be..d4c0177cae86 100644
--- a/wiki/BanchoBot/en.md
+++ b/wiki/BanchoBot/en.md
@@ -1,154 +1,149 @@
---
-needs_cleanup: true
+tags:
+ - bancho
+ - server bot
+ - commands
+ - announcements
---
-
+
+
# BanchoBot
+*Not to be confused with [Bancho (server)](/wiki/Bancho)*
+

-BanchoBot is a bot (i.e. a set of commands with automated responses) that assists people in chat by displaying certain information and announcing game-related messages. It has been programmed by [Echo49](https://osu.ppy.sh/users/431) and is the host of the [Bancho IRC](/wiki/Internet_Relay_Chat) (Internet Relay Chat). BanchoBot also has its own [osu! profile](https://osu.ppy.sh/users/3) and [Twitter account](https://twitter.com/banchoboat)!
+**BanchoBot** (sometimes referred to as *Bancho*) is an online chat bot made for osu! that assists people in the in-game chat by announcing game-related messages (e.g. total plays, retries, etc.), and responding to certain commands. It was programmed by [Echo](https://osu.ppy.sh/users/431) and is the provider of the [Bancho IRC](/wiki/Internet_Relay_Chat) (Internet Relay Chat).
+
+BanchoBot also has its own [osu! profile](https://osu.ppy.sh/users/3) and [Twitter account](https://twitter.com/banchoboat).
## Commands
*For a list of in-game client commands, see: [Chat Console](/wiki/Chat_Console#commands-list)*
-BanchoBot commands start with `!` followed by the command. These commands work in-game and in external IRC clients. They can be used in multiplayer chat channels and in BanchoBot's PM (private message) tab. If a normal user sends a BanchoBot command in a public chat channel, other users will not see it, but the response will be displayed in a private message from BanchoBot.
+BanchoBot can respond to player commands through specific typed messages in chat. All BanchoBot commands start with an exclamation mark (`!`) followed by the case-insensitive name of the command (with no space between). These commands can be used in chat channels and through private messages with BanchoBot.
-You can also use the `/bb` in-game client command to automatically open a tab with BanchoBot and send the command immediately.
+If a normal user sends a command in a public chat channel, other users will not see it, and the response will be displayed in a private message with BanchoBot. Users may also use the `/bb` in-game client command to automatically open a tab with BanchoBot and send the command immediately.
-*Notice: The `REQUEST` command is not included because it is no longer supported.*
+A list of all BanchoBot commands can be found below:
-*Note: The user argument is case-insensitive, as usernames are case-insensitive.*
+- [Help](#help)
+- [Roll](#roll)
+- [Stats](#stats)
+- [Where](#where)
+- [FAQ](#faq)
+- [Report](#report)
-### HELP
+### Help
```
-!HELP
+!help
```
-Shows a list of available BanchoBot commands.
-
-#### Usage Example
-
-*Notice: The `user` parameter for the `REPORT` command is missing.*
+`!help` shows a list of all available BanchoBot commands. An example of sending this command is shown below:
```
-pippi: !help
-BanchoBot: Standard Commands (!COMMAND or /msg BanchoBot COMMAND):
-BanchoBot: WHERE
-BanchoBot: STATS
-BanchoBot: FAQ |list
-BanchoBot: REPORT - call for an admin
-BanchoBot: REQUEST [list] - shows a random recent mod request
-BanchoBot: ROLL - roll a dice and get random result from 1 to number(default 100)
+13:00 pippi: !help
+13:00 BanchoBot: Standard Commands (!COMMAND or /msg BanchoBot COMMAND):
+13:00 BanchoBot: WHERE
+13:00 BanchoBot: STATS
+13:00 BanchoBot: FAQ |list
+13:00 BanchoBot: REPORT - call for an admin
+13:00 BanchoBot: REQUEST [list] - shows a random recent mod request
+13:00 BanchoBot: ROLL - roll a dice and get random result from 1 to number(default 100)
```
-### ROLL
+
-```
-!ROLL
-```
+*Notice: The `!request` command is no longer supported by BanchoBot.*
-Draws a random number from 1 to the selected number (default is 100).
-
-#### Usage Example
+### Roll
```
-pippi: !roll 1000
-BanchoBot: pippi rolls 109 point(s)
+!roll /
```
-### STATS
+`!roll` draws a random number from 1 to the selected number. If the number is not specified or an argument is given, then the maximum number will be set to 100. Examples of sending this command are shown below:
```
-!STATS
+13:00 pippi: !roll 1000
+13:00 BanchoBot: pippi rolls 109 point(s)
```
-Shows the entered user's stats. The resulting stats depend on the mode they are playing or last played.
-
-*Note: BanchoBot will not tell you which game mode the stats came from.*
-
-*Notice: BanchoBot will respond with `User not found` if the user has never played a game, even if the user does exist.*
-
-#### Usage Examples
-
```
-pippi: !stats peppy
-BanchoBot: Stats for peppy:
-BanchoBot: Store: 422,187,979 (#94718)
-BanchoBot: Plays: 7149 (lv65)
-BanchoBot: Accuracy: 87.29%
+13:01 pippi: !roll probability of failure
+13:01 BanchoBot: pippi rolls 75 point(s)
```
+### Stats
+
```
-pippi: !stats Ephemeral:
-BanchoBot: Stats for Ephemeral is Playing:
-BanchoBot: Store: 2,384,155,536 (#33697)
-BanchoBot: Plays: 14054 (lv96)
-BanchoBot: Accuracy: 94.19%
+!stats
```
-### WHERE
+`!stats` displays the entered user's game statistics. The output depends on the [game mode](/wiki/Game_Modes) that the entered user last played, although BanchoBot will not display which game mode the stats came from. If asked to display stats from a user that has never played osu!, BanchoBot will respond with `User not found`, even if the user does exist. An example of sending this command is shown below:
```
-!WHERE
+13:01 pippi: !stats peppy
+13:01 BanchoBot: Stats for peppy:
+13:01 BanchoBot: Store: 427,514,691 (#94718)
+13:01 BanchoBot: Plays: 7348 (lv66)
+13:01 BanchoBot: Accuracy: 87.13%
```
-Shows the entered user's current location.
+### Where
-*Note: By default, this only shows the user's country. If the user has `Share your city location with others` enabled, it may also display their city.*
+```
+!where
+```
-#### Usage Example
+`!where` shows the entered user's current location. By default, this only shows the user's country. But if the user has `Share your city location with others` enabled, it will also display their city. An example of sending this command is shown below:
```
-pippi: !where Ephemeral
-BanchoBot: Ephemeral is in Australia
+13:02 pippi: !where Ephemeral
+13:02 BanchoBot: Ephemeral is in Australia
```
### FAQ
```
-!FAQ
-!FAQ list
+!faq
```
-Shows the message of the entry. You can use the `list` argument to show all available entries. When a moderator uses this in a public channel, the response will be outputted to that channel. When normal users use this in a public channel, the response will be outputted through BanchoBot's PM.
+```
+!faq list
+```
-#### Usage Examples
+`!faq` shows the contents of an entry. Alternatively, the `list` argument can be used to show all available entries. By default, BanchoBot will respond in English, but it is possible to recieve an answer in another language by prefixing the entry with said language's [two-letter code](/wiki/Article_Styling_Criteria#locales). Examples of sending this command are shown below:
```
-pippi: !faq peppy
-BanchoBot: peppy is the lead developer and indeed, the creator of osu! and handles most of the project himself.
+13:03 pippi: !faq peppy
+13:03 BanchoBot: peppy is the lead developer and indeed, the creator of osu! and handles most of the project himself.
```
```
-Tama: 你好
-Yuzu: !faq chinese
-BanchoBot: 中文用户请点击 #chinese 以进入中文频道进行交流。
-BanchoBot: #osu 是英文专属频道,如果接获此讯息后继续在 #osu 内以中文交谈,管理员有权利禁言。
-Tama: ok
+13:04 pippi: !faq ru:lines
+14:04 BanchoBot: Умещайте свои мысли в меньшее количество строк, чтобы не получить сайленс.
```
-### REPORT
-
-*Notice: If you want to report a moderator, send an email to [support@ppy.sh](mailto:support@ppy.sh) for moderator complaints.*
+### Report
-*Note: You can also use the user card to report a user.*
+*For information about what is worth reporting, see [Reporting Bad Behaviour](/wiki/Reporting_Bad_Behaviour).*
```
-!REPORT
+!report
```
-*For information about what is worth reporting, see [Reporting Bad Behaviour](/wiki/Reporting_Bad_Behaviour).*
-
-*Notice: When entering the username, replace spaces with underscores (`_`).*
-
-Sends a report to the [Global Moderation Team](/wiki/Global_Moderation_Team) or the [Language Moderators](/wiki/Language_Moderators).
-
-#### Usage Example
+`!report` notifies the [Global Moderation Team](/wiki/Global_Moderation_Team) about a user's inappropriate behaviour. If a user has spaces in their username, replace them with underscores (e.g. `really cool username` becomes `really_cool_username`). To report a moderator, send an email to [support@ppy.sh](mailto:support@ppy.sh). An example of reporting a normal user through BanchoBot is shown below:
```
-pippi: !report flyte spamming in #japanese
-BanchoBot: Chat moderators have been alerted. Thanks for your help.
+13:10 pippi: !report flyte spamming in #japanese
+13:10 BanchoBot: Chat moderators have been alerted. Thanks for your help.
```
+
+## Trivia
+
+- The BanchoBot user page has "Here since the beginning" under their join date
+ - BanchoBot's official join date is 22:09:14 UTC-5, 27 August 2007
diff --git a/wiki/BanchoBot/es.md b/wiki/BanchoBot/es.md
index 27b19a985211..c8f76bb7d932 100644
--- a/wiki/BanchoBot/es.md
+++ b/wiki/BanchoBot/es.md
@@ -1,5 +1,6 @@
---
no_native_review: true
+outdated: true
---
# BanchoBot
diff --git a/wiki/BanchoBot/fr.md b/wiki/BanchoBot/fr.md
index ec39992e794f..a38f9e4de276 100644
--- a/wiki/BanchoBot/fr.md
+++ b/wiki/BanchoBot/fr.md
@@ -1,3 +1,7 @@
+---
+outdated: true
+---
+
# BanchoBot

diff --git a/wiki/BanchoBot/hu.md b/wiki/BanchoBot/hu.md
index 073fd5dfa7fc..c811384c6d10 100644
--- a/wiki/BanchoBot/hu.md
+++ b/wiki/BanchoBot/hu.md
@@ -1,4 +1,5 @@
---
+outdated: true
no_native_review: true
---
diff --git a/wiki/BanchoBot/it.md b/wiki/BanchoBot/it.md
index f8f32f00add0..8f1346c4d05a 100644
--- a/wiki/BanchoBot/it.md
+++ b/wiki/BanchoBot/it.md
@@ -25,9 +25,9 @@ ha un profilo!
| :-- | :-- | :-- | :-- |
| WHERE (utente) | Mostra la località di un utente | !where John | John is in USA |
| STATS (utente) | Mostra le statistiche di un utente le lo stato (basandosi sul tab dell'utente) | !stats John | Stats for John is Idle. Score:00 (#0). Plays:2 (lvl 4). Accuracy:0.00%.
-| FAQ (L.code)(item) (list) | Usi vari. [list] Lista dei comandi disponibili | !faq wiki / !faq ru:wiki | The osu! Wiki - Make it awesome! / Примите участие в заполнении вики! |
+| FAQ (L.code)(item) (list) | Usi vari. \[list\] Lista dei comandi disponibili | !faq wiki / !faq ru:wiki | The osu! Wiki - Make it awesome! / Примите участие в заполнении вики! |
| REPORT (ragione) | Mostra una mod request recente. | !report Thomas offending comments | Chat moderators has been alerted. Thanks for your help. |
-| REQUEST | Show a random recent mod request. | !request | Seether - Fake It by [Dellirium] |
+| REQUEST | Show a random recent mod request. | !request | Seether - Fake It by \[Dellirium\] |
| ROLL (numero) | Tira un dado (virtuale) e dà un risultato casuale da uno a (numero) (il default è di 100) | !roll 9000 | John rolls 1337 point(s) |
## Curiosità
diff --git a/wiki/BanchoBot/ko.md b/wiki/BanchoBot/ko.md
index 8de474d9471c..a293bde4726b 100644
--- a/wiki/BanchoBot/ko.md
+++ b/wiki/BanchoBot/ko.md
@@ -1,3 +1,7 @@
+---
+outdated: true
+---
+
# BanchoBot

diff --git a/wiki/BanchoBot/nl.md b/wiki/BanchoBot/nl.md
index 51f090e26fc1..eff629c424d3 100644
--- a/wiki/BanchoBot/nl.md
+++ b/wiki/BanchoBot/nl.md
@@ -1,4 +1,5 @@
---
+outdated: true
no_native_review: true
---
diff --git a/wiki/BanchoBot/pt-br.md b/wiki/BanchoBot/pt-br.md
index 81d8fba7d5f3..14fe3f5685bb 100644
--- a/wiki/BanchoBot/pt-br.md
+++ b/wiki/BanchoBot/pt-br.md
@@ -25,7 +25,7 @@ Você pode usar `!` ou `/bb ` em qualquer aba de conversa.
| `STATS ` | Mostra as estatísticas do usuário solicitado (baseado na atual aba do jogador) | `/bb stats João` | João está ocioso. Pontuação:00 (#0). Vezes Jogadas:2 (lvl 4). Precisão:0.00%. |
| `FAQ ` | Várias utilizações. \[list\] Mostra uma lista de comandos. | `!faq wiki` / `!faq pt:wiki` | The osu! Wiki - Make it awesome! / A osu! Wiki - Torne-a incrível! |
| `REPORT ` | Chama um moderador | `!report João offending comments` | Chat moderators has been alerted. Thanks for your help. |
-| `REQUEST ` | Mostra um mod request aleatório. \[list\] Mostra 5 mod requests aleatórios. | `/bb request` | Seether - Fake It by [Dellirium] |
+| `REQUEST ` | Mostra um mod request aleatório. \[list\] Mostra 5 mod requests aleatórios. | `/bb request` | Seether - Fake It by \[Dellirium\] |
| `ROLL ` | Rola um dado (virtual) e obtém um resultado aleatório de 1 à (número) (padrão é 100) | `/bb roll 9000` | João conseguiu 1337 ponto(s) |
Observações
diff --git a/wiki/BanchoBot/pt.md b/wiki/BanchoBot/pt.md
index 1f8880b59179..2d721812d8ff 100644
--- a/wiki/BanchoBot/pt.md
+++ b/wiki/BanchoBot/pt.md
@@ -27,5 +27,5 @@ Seu hospedeiro do [servidor de chat do osu!](/wiki/Internet_Relay_Chat).
| STATS (usuário) | Mostra o status do jogador especificado (baseado no chat atual aberto) | !stats John | Stats for John is Idle. Score:00 (#0). Plays:2 (lvl 4). Accuracy:0.00%. |
| FAQ (palavra chave) (list) | Uso variado. \[list\] Lista de Comandos | !faq wiki / !faq ru:wiki | The osu! Wiki - Make it awesome! / Примите участие в заполнении вики! |
| REPORT (razão) | Chama um Moderador de Chat | !report Thomas offending comments | Chat moderators has been alerted. Thanks for your help. |
-| REQUEST (list) | Mostra mapas aleatórios do #modreqs. | !request | Seether - Fake It by [Dellirium] |
+| REQUEST (list) | Mostra mapas aleatórios do #modreqs. | !request | Seether - Fake It by \[Dellirium\] |
| ROLL (número ou palavra chave) | Rola um dado (virtual) e recebe um número aleatório de 1 à 100 | !roll 9000 | John rolls 1337 point(s) |
diff --git a/wiki/Beatmap_Discussion/en.md b/wiki/Beatmap_Discussion/en.md
index 732191928a42..a61862ab2659 100644
--- a/wiki/Beatmap_Discussion/en.md
+++ b/wiki/Beatmap_Discussion/en.md
@@ -37,7 +37,7 @@ It is important to keep a few things in mind to use beatmap discussion pages eff

-Mode selection changes the [game mode](/wiki/Game_Modes) you are modding. It is only possible to select a game mode if the beatmapset has a difficulty of that game mode. This is only used with beatmaps that contain multiple game modes; otherwise, it will default to the mapped game mode.
+Mode selection changes the [game mode](/wiki/Game_mode) you are modding. It is only possible to select a game mode if the beatmapset has a difficulty of that game mode. This is only used with beatmaps that contain multiple game modes; otherwise, it will default to the mapped game mode.
## Beatmap header
diff --git a/wiki/Beatmap_Discussion/es.md b/wiki/Beatmap_Discussion/es.md
index 29fdcb767aa8..470f28399b0d 100644
--- a/wiki/Beatmap_Discussion/es.md
+++ b/wiki/Beatmap_Discussion/es.md
@@ -130,7 +130,7 @@ Aquí es donde envías tus modificaciones. Puede elegir entre `Elogios`, `Sugere
### Alfiler
-Al habilitar el alfiler, el [Campo de modding](# modding-field) se desplazará con usted, una vez que se haya desplazado hacia abajo más allá del Campo de modding.
+Al habilitar el alfiler, el [Campo de modding](#modding-field) se desplazará con usted, una vez que se haya desplazado hacia abajo más allá del Campo de modding.
## Campo de discusión de modding
diff --git a/wiki/Beatmap_Discussion/fr.md b/wiki/Beatmap_Discussion/fr.md
index 4a8b69a68c0b..51b91b56cd4a 100644
--- a/wiki/Beatmap_Discussion/fr.md
+++ b/wiki/Beatmap_Discussion/fr.md
@@ -36,7 +36,7 @@ Cliquer sur `Modding/Discussion` sur la page de la beatmap vous amènera à la p
## page Beatmap Discussion
-
+
### Sélection du mode
diff --git a/wiki/Beatmap_Discussion/nl.md b/wiki/Beatmap_Discussion/nl.md
index ae7d4d5452f6..5417394f86c7 100644
--- a/wiki/Beatmap_Discussion/nl.md
+++ b/wiki/Beatmap_Discussion/nl.md
@@ -36,7 +36,7 @@ Het is belangrijk om een paar dingen te onthouden zodat je de beatmapdiscussiepa

-Modusselectie verandert de [spelmodus](/wiki/Game_Modes) waarvoor je modt. Het is enkel mogelijk om een bepaalde spelmodus te selecteren als de beatmapset een moeilijkheidsgraad heeft van die spelmodus. Dit wordt enkel gebruikt voor beatmaps die meerdere spelmodi bevatten; anders zal gewoon de spelmodus waarvoor gemapt werd gebruikt worden.
+Modusselectie verandert de [spelmodus](/wiki/Game_mode) waarvoor je modt. Het is enkel mogelijk om een bepaalde spelmodus te selecteren als de beatmapset een moeilijkheidsgraad heeft van die spelmodus. Dit wordt enkel gebruikt voor beatmaps die meerdere spelmodi bevatten; anders zal gewoon de spelmodus waarvoor gemapt werd gebruikt worden.
## Beatmaphoofding
diff --git a/wiki/Beatmap_Editor/AiMod/en.md b/wiki/Beatmap_Editor/AiMod/en.md
index 26f4627090b6..0ec86b11adad 100644
--- a/wiki/Beatmap_Editor/AiMod/en.md
+++ b/wiki/Beatmap_Editor/AiMod/en.md
@@ -4,7 +4,7 @@
**AiMod** is a tool built into the [beatmap editor](/wiki/Beatmap_Editor) that detects problems in a [beatmap](/wiki/Beatmaps). It can be opened via the menu option `File` > `Open AiMod` or the [shortcut keys](/wiki/Shortcut_key_reference) `Ctrl` + `Shift` + `A`.
-While AiMod can be useful for catching basic issues in a map, it is not a replacement for [modding](/wiki/Modding) done by real people. AiMod cannot evalutate the quality of a map or pick out complex issues such as poor [patterning](/wiki/Beatmaps/Pattern) or [timing](/wiki/Beatmap_Editor/Timing). When creating a map, it is recommended to fix AiMod's warnings first, then ask for other [modders](/wiki/Glossary#modder)' help.
+While AiMod can be useful for catching basic issues in a map, it is not a replacement for [modding](/wiki/Modding) done by real people. AiMod cannot evaluate the quality of a map or pick out complex issues such as poor [patterning](/wiki/Beatmaps/Pattern) or [timing](/wiki/Guides/How_to_Time_Songs). When [creating a map](/wiki/Beatmapping), it is recommended to fix AiMod's warnings first, then ask for other [modders'](/wiki/Glossary#modder) help.
Development of AiMod usually lags behind the standards held by the mapping community and [ranking criteria](/wiki/Ranking_Criteria), and as a result, [some of its output is considered incorrect](#flaws).
@@ -25,50 +25,50 @@ Development of AiMod usually lags behind the standards held by the mapping commu
#### All
-| Message | Explantation | Solution |
+| Message | Explanation | Solution |
| :-- | :-- | :-- |
| No problems were found in this map! | AiMod couldn't find any issues with your map! | You could upload your beatmap using BSS to allow osu!modders to find other mistakes and issues with your beatmap. |
#### Meta
-| Message | Explantation | Solution |
+| Message | Explanation | Solution |
| :-- | :-- | :-- |
-| HP rate for Easy/Normal is suggested to be at least 4. | osu!mania maps only! | Go to Song Settings and set HP rate to 4 or higher |
-| HP rate for Hard and up is suggested to be at least 7. | osu!mania maps only! | Go to Song Settings and set HP rate to 7 or higher |
-| OD rate for maps with few sliders is suggested to be at least 7. | osu!mania maps only! | Go to Song Settings and set OD rate to 7 or higher |
-| The Slider Velocity should be 1.40 or 1.60. | osu!taiko maps only! | Go to Timing tab and change Slider Velocity to 1.40 or 1.60 |
+| HP rate for Easy/Normal is suggested to be at least 4. | osu!mania maps only! | Go to Song Settings and set HP rate to 4 or higher. |
+| HP rate for Hard and up is suggested to be at least 7. | osu!mania maps only! | Go to Song Settings and set HP rate to 7 or higher. |
+| OD rate for maps with few sliders is suggested to be at least 7. | osu!mania maps only! | Go to Song Settings and set OD rate to 7 or higher. |
+| The Slider Velocity should be 1.40 or 1.60. | osu!taiko maps only! | Go to Timing tab and change Slider Velocity to 1.40 or 1.60. |
### Errors
#### Compose
-| Message | Explantation | Solution |
+| Message | Explanation | Solution |
| :-- | :-- | :-- |
| These two objects are less than 10ms apart! | Two objects are very close to each other. This means that the player will need to click at an impossible rate! | Find the two hit objects and move it or delete it. |
| These two objects exist at the same point in time! | Two objects are on top of each other. This will make the map impossible to rank! | Find the two hit objects and move it or delete it. |
-| There are no hitsounds on any objects. Hitsounds are required for rankable beatmaps. | | Hitsound the map using whistles, claps and finishes. |
+| There are no hitsounds on any objects. Hitsounds are required for rankable beatmaps. | *Self-explanatory* | Hitsound the map using whistles, claps and finishes. |
| This spinner appears onscreen later than objects which follow it. | Objects appear while the spinner is active. This could be caused by having low AR and/or placing objects too close (time-wise) to the spinner. | Change the length of the spinner and/or remove the following objects |
-| This hold note is less than 10ms long! | osu!mania maps only! This will require the player to press and release the key at a very quick rate, making your map impossible to obtain an SS. | |
-| This object overlaps with another object. | osu!mania maps only! | |
+| This hold note is less than 10ms long! | osu!mania maps only! This will require the player to press and release the key at a very quick rate, making your map impossible to obtain an SS. | Increase length of the hold note or remove it. |
+| This object overlaps with another object. | osu!mania maps only! | Remove one of the overlapping objects. |
| This object is stacked on top of another object. | osu!mania maps only! The specified keys and/or hold notes are on top of each other. This will make your map impossible to obtain an SS! | Find the key or hold note and fix it or delete it. |
| More than 6 notes simultaneously is not allowed. | osu!mania maps only! Most keyboards can allow up to 6 key presses at once. | Check your beatmap to make sure that each column has at most 6 note presses. |
#### Design
-| Message | Explantation | Solution |
+| Message | Explanation | Solution |
| :-- | :-- | :-- |
-| Your beatmap has no background image. | The current difficulty doesn't have a background image! Note that videos don't count as background images because the user isn't required to download them | Find a suitable image and use it as the background image. |
-| File missing:{0} | Your beatmap is missing files | Recover the missing files or make sure the beatmap is not trying to use non-existent files. |
+| Your beatmap has no background image. | The current difficulty doesn't have a background image! Note that videos don't count as background images because the user isn't required to download them. | Find a suitable image and use it as the background image. |
+| File missing:{0} | Your beatmap is missing files. | Recover the missing files or make sure the beatmap is not trying to use non-existent files. |
#### Timing
-| Message | Explantation | Solution |
+| Message | Explanation | Solution |
| :-- | :-- | :-- |
-| All timing sections have a volume below 5%. | | |
+| All timing sections have a volume below 5%. | *Self-explanatory* | Set at least one timing section to have a hitsound volume of 5% or higher. |
#### Meta
-| Message | Explantation | Solution |
+| Message | Explanation | Solution |
| :-- | :-- | :-- |
| Drain time should be over 30 seconds. | The length of your map from start to end, not including breaks times, is under 30 seconds. AiMod does not detect spinners which may extend over the 30 second drain time mark. | Try using a spinner to end the map if your song supports it. Otherwise, your song may be too short. It is rankable to extend your mp3 in order to reach the 30 second mark. |
@@ -76,15 +76,15 @@ Development of AiMod usually lags behind the standards held by the mapping commu
#### Compose
-| Message | Explantation | Solution |
+| Message | Explanation | Solution |
| :-- | :-- | :-- |
| This slider moves in an abnormal way. | | |
-| Slider has an absurdly large amount of points! | | |
-| This combo is very long. Consider splitting it up. | The length of combos can affect the difficulty of the map, as well as the amount of fruits that will be stacked on the catcher's plate. | Go to the offending combos and decide where to start the new combo. (It is prefered that length of combos are, at most, 15-18) |
-| Object's end is offscreen! | Objects that are offscreen may not be seen in osu!clients running in 4:3 ratios. This may not always be accurate, so do check using a 4:3 aspect ratio resolution. | Remove or move the object's end |
-| Object is offscreen! | Objects that are offscreen may not be seen in osu!clients running in 4:3 ratios. | Remove or move the object |
-| This object is too close to the previous object. | "Check distance snap" must be checked. | |
-| This object is too far from the previous object. | "Check distance snap" must be checked. | |
+| Slider has an absurdly large amount of points! | *Self-explanatory* | Remove some of the anchor points from your slider. |
+| This combo is very long. Consider splitting it up. | The length of combos can affect the difficulty of the map, as well as the amount of fruits that will be stacked on the catcher's plate. | Go to the offending combos and decide where to start the new combo (It is prefered that length of combos are, at most, 15-18). |
+| Object's end is offscreen! | Objects that are offscreen may not be seen in osu!clients running in 4:3 ratios. This may not always be accurate, so do check using a 4:3 aspect ratio resolution. | Remove or move the object's end. |
+| Object is offscreen! | Objects that are offscreen may not be seen in osu!clients running in 4:3 ratios. | Remove or move the object. |
+| This object is too close to the previous object. | "Check distance snap" must be checked. | Move the object further away from the previous one. |
+| This object is too far from the previous object. | "Check distance snap" must be checked. | Move the object closer to the previous one. |
| This spinner is too short. Auto must achieve at least 1000 bonus points on spinners. | The specified spinner is too short; this will make it impossible to obtain a SS. | Find the spinner and remove it or make the spinner a bit longer about 3 whole beats. Length can vary depending on the BPM of the song. |
| Spinners must have a new combo. | | |
| Object isn't snapped! | The specified object isn't snapped onto the timeline. | Check the timing, if you made a change to it, you may need to resnap all the notes (you can do this manually or click Timing » Resnap all notes (if you do this, you will need to check to see if any notes were placed in the wrong spot!)). |
@@ -92,24 +92,24 @@ Development of AiMod usually lags behind the standards held by the mapping commu
#### Design
-| Message | Explantation | Solution |
+| Message | Explanation | Solution |
| :-- | :-- | :-- |
-| Background image is larger than 2560x1440. | | |
-| This map may need an epilepsy warning, as it contains frequently toggled storyboards. | | |
+| Background image is larger than 2560x1440. | *Self-explanatory* | Resize or replace the background image. |
+| This map may need an epilepsy warning, as it contains frequently toggled storyboards. | The storyboard elements change very quickly. | Enable the `Display epilepsy warning (storyboard has quick strobing)` option in the Design tab of the [song setup](/wiki/Beatmap_Editor/Song_Setup). |
| {0}'s dimensions must be {1}x{1} | | |
-| Your video's dimensions must not exceed 1024x768 for the 4:3 format. | | |
-| Your video's dimensions must not exceed 1280x720 for the 16:9 format. | | |
+| Your video's dimensions must not exceed 1024x768 for the 4:3 format. | *Self-explanatory* | Resize or replace the background video. |
+| Your video's dimensions must not exceed 1280x720 for the 16:9 format. | *Self-explanatory* | Resize or replace the background video. |
#### Timing
-| Message | Explantation | Solution |
+| Message | Explanation | Solution |
| :-- | :-- | :-- |
| This beatmap is over 6 minutes long. Consider shortening it if it's not a marathon-style map. | | |
| Your beatmap is shorter than 45 seconds. Consider making it longer. | | |
| Audio bitrate is higher than 192kbps. Consider recompressing to CBR 192kbps or VBR ~1.0. | | |
| Audio bitrate is lower than 128kbps. Consider finding a better quality source. | | |
-| Kiai time is toggled on for less than 15 seconds. | | |
-| The mp3 you are using is a lot longer than the part which is mapped. Consider cropping it to reduce filesize. | | |
+| Kiai time is toggled on for less than 15 seconds. | *Self-explanatory* | Extend the duration of Kiai time to longer than 15 seconds. |
+| The mp3 you are using is a lot longer than the part which is mapped. Consider cropping it to reduce filesize. | *Self-explanatory* | Extend the beatmap or cut the song. |
| Kiai needs an end time point. | | |
| A preview point for this map is not set. Consider setting one from the Timing menu. | | |
| Two timing points exist at the same time! | | |
@@ -118,20 +118,20 @@ Development of AiMod usually lags behind the standards held by the mapping commu
| More than 1/2 of the TV Size map is Kiai time. Consider reducing this. | | |
| Kiai isn't snapped! | | |
| Kiai's end isn't snapped! | | |
-| Breaktime is not suggested for mania maps. | osu!mania maps only! | |
+| Breaktime is not suggested for mania maps. | osu!mania maps only! | Insert notes where the break time occurs. |
| Easy/Normal diff contains too many speed changes. | | |
| Kiai is toggled very frequently! | | |
#### Meta
-| Message | Explantation | Solution |
+| Message | Explanation | Solution |
| :-- | :-- | :-- |
-| Stack leniency is larger than 0.9 or smaller than 0.3. | | |
+| Stack leniency is larger than 0.9 or smaller than 0.3. | The Stack Leniency slider in the Advanced tab of Song Setup is set to either 2 or 10. | Set the slider so that it is between 3 and 9. |
| Romanised artist contains unicode. | | |
| Romanised title contains unicode. | | |
-| Countdown is not allowed in mania mode. | osu!mania maps only! | Go to Song Settings and disable Countdown in the "Design" tab |
-| Letterboxing is not allowed in mania mode. | osu!mania maps only! | |
-| OD rate is suggested to be at least 5. | osu!mania maps only! | Go to Song Settings and set OD rate to 5 or higher |
+| Countdown is not allowed in mania mode. | osu!mania maps only! | Uncheck `Enable countdown` in the "Design" tab in Song Setup. |
+| Letterboxing is not allowed in mania mode. | osu!mania maps only! | Uncheck `Letterbox during breaks` in the "Design" tab in Song Setup. |
+| OD rate is suggested to be at least 5. | osu!mania maps only! | Set `Overall Difficulty` in the "Difficulty" tab in Song Setup to 5 or higher. |
| OD rate for maps with very few sliders is suggested to be at least 7. | osu!mania maps only! | |
| OD rate for maps with very few sliders is suggested to be at least 8. | osu!mania maps only! | |
| Countdown is not allowed in taiko mode. | osu!taiko maps only! | |
@@ -140,7 +140,7 @@ Development of AiMod usually lags behind the standards held by the mapping commu
#### Mapset
-| Message | Explantation | Solution |
+| Message | Explanation | Solution |
| :-- | :-- | :-- |
| Artist conflicts with {0} diff. | | |
| Audio file conflicts with {0} diff. | | |
diff --git a/wiki/Beatmap_Editor/Beat_Snap_Divisor/en.md b/wiki/Beatmap_Editor/Beat_Snap_Divisor/en.md
index 052bc156347a..a46da946b652 100644
--- a/wiki/Beatmap_Editor/Beat_Snap_Divisor/en.md
+++ b/wiki/Beatmap_Editor/Beat_Snap_Divisor/en.md
@@ -2,7 +2,7 @@
The Beat Snap Divisor is used to limit where notes can be placed so that they always fall on the beat. Moving the slider to the right increases the granularity of the notes, that is, more notes can be placed in the same measure.
-Each of the settings put different colours of ticks on the [Timelines](/wiki/Beatmap_Editor/Timelines). The ticks are as follows (for [Standard](/wiki/Game_Modes/osu!), [osu!taiko](/wiki/Game_Modes/osu!taiko), and [osu!catch](/wiki/Game_Modes/osu!catch)):
+Each of the settings put different colours of ticks on the [Timelines](/wiki/Beatmap_Editor/Timelines). The ticks are as follows (for [Standard](/wiki/Game_mode/osu!), [osu!taiko](/wiki/Game_mode/osu!taiko), and [osu!catch](/wiki/Game_mode/osu!catch)):
## osu!, osu!taiko and osu!catch
diff --git a/wiki/Beatmap_Editor/Beat_Snap_Divisor/es.md b/wiki/Beatmap_Editor/Beat_Snap_Divisor/es.md
index b0a32ae82a57..ab5f7e1ae930 100644
--- a/wiki/Beatmap_Editor/Beat_Snap_Divisor/es.md
+++ b/wiki/Beatmap_Editor/Beat_Snap_Divisor/es.md
@@ -2,7 +2,7 @@
El Divisor de ritmo se usa para limitar dónde se pueden colocar notas para que siempre caigan al ritmo. Mover el control deslizante hacia la derecha aumenta la granularidad de las notas, es decir, se pueden colocar más notas en la misma medida.
-Cada una de las configuraciones pone marcas de diferentes colores en las [Lineas de Tiempo](/wiki/Beatmap_Editor/Timelines). Las marcas son los siguientes (para [estandar](/wiki/Game_Modes/osu!), [osu!taiko](/wiki/Game_Modes/osu!taiko), y [osu!catch](/wiki/Game_Modes/osu!catch)):
+Cada una de las configuraciones pone marcas de diferentes colores en las [Lineas de Tiempo](/wiki/Beatmap_Editor/Timelines). Las marcas son los siguientes (para [estandar](/wiki/Game_mode/osu!), [osu!taiko](/wiki/Game_mode/osu!taiko), y [osu!catch](/wiki/Game_mode/osu!catch)):
## osu!, osu!taiko, osu!catch
diff --git a/wiki/Beatmap_Editor/Beat_Snap_Divisor/fr.md b/wiki/Beatmap_Editor/Beat_Snap_Divisor/fr.md
index 9ea263e9ab8d..3a07263bb7af 100644
--- a/wiki/Beatmap_Editor/Beat_Snap_Divisor/fr.md
+++ b/wiki/Beatmap_Editor/Beat_Snap_Divisor/fr.md
@@ -2,7 +2,7 @@
Le Beat Snap Divisor est utilisé pour limiter l'endroit où les notes peuvent être placées afin qu'elles tombent toujours sur le temps. En déplaçant le curseur vers la droite, on augmente la granularité des notes, c'est-à-dire qu'on peut placer plus de notes dans la même mesure.
-Chacun des réglages met différentes couleurs de ticks sur les [timelines](/wiki/Beatmap_Editor/Timelines). Les ticks sont les suivantes (pour [Standard](/wiki/Game_Modes/osu!), [osu!taiko](/wiki/Game_Modes/osu!taiko), et [osu!catch](/wiki/Game_Modes/osu!catch)) :
+Chacun des réglages met différentes couleurs de ticks sur les [timelines](/wiki/Beatmap_Editor/Timelines). Les ticks sont les suivantes (pour [Standard](/wiki/Game_mode/osu!), [osu!taiko](/wiki/Game_mode/osu!taiko), et [osu!catch](/wiki/Game_mode/osu!catch)) :
## osu!, osu!taiko, osu!catch
diff --git a/wiki/Beatmap_Editor/Compose/fr.md b/wiki/Beatmap_Editor/Compose/fr.md
index 4742bb87f083..735531f96421 100644
--- a/wiki/Beatmap_Editor/Compose/fr.md
+++ b/wiki/Beatmap_Editor/Compose/fr.md
@@ -315,7 +315,7 @@ En **en bas à droite**, vous pouvez ajuster la **Fréquence de lecture** par **
")
-**Pour commencer, sélectionnez la note et **`Alt` + clic gauche** sur la note sélectionnée (une fenêtre pop-up sera affichée avec des échantillons sonores dans votre dossier beatmap).
+Pour commencer, sélectionnez la note et **`Alt` + clic gauche** sur la note sélectionnée (une fenêtre pop-up sera affichée avec des échantillons sonores dans votre dossier beatmap).
#### Importation d'échantillons
diff --git a/wiki/Beatmap_Editor/Design/en.md b/wiki/Beatmap_Editor/Design/en.md
index 5ec66c19f052..c1d9de3510b1 100644
--- a/wiki/Beatmap_Editor/Design/en.md
+++ b/wiki/Beatmap_Editor/Design/en.md
@@ -93,7 +93,7 @@ To use them:-
| Command | Usage |
| :-- | :-- |
-| Move | Translation [where to go (e.g., move up)]. |
+| Move | Translation \[where to go (e.g., move up)\]. |
| Scale | Proportional enlargement (a square is still a square). |
| Fade | Fade in/out. (darken vs brighten) |
| Rotate | Rotate a certain number of "Radians" (not degrees). |
diff --git a/wiki/Beatmap_Editor/Design/fr.md b/wiki/Beatmap_Editor/Design/fr.md
index 914206f83ee5..857ab76f1d58 100644
--- a/wiki/Beatmap_Editor/Design/fr.md
+++ b/wiki/Beatmap_Editor/Design/fr.md
@@ -97,7 +97,7 @@ Pour les utiliser :
| Commande | Utilisation |
| :-- | :-- |
-| Déplacement | Traduction [où aller (p. ex., se déplacer vers le haut)]. |
+| Déplacement | Traduction \[où aller (p. ex., se déplacer vers le haut)\]. |
| Echelle | Agrandissement proportionnel (un carré reste un carré). |
| Fondu | Fondu en entrée/sortie. (assombrir vs éclaircir) |
| Faire pivoter | Faire pivoter un certain nombre de "Radians" (pas des degrés). |
diff --git a/wiki/Beatmap_Editor/Design/ja.md b/wiki/Beatmap_Editor/Design/ja.md
index ff06f07e274d..f7eb2c2c22d1 100644
--- a/wiki/Beatmap_Editor/Design/ja.md
+++ b/wiki/Beatmap_Editor/Design/ja.md
@@ -47,7 +47,7 @@

- **ロード状態**と** 背景画像/動画の切り替え**について表示されています。
+**ロード状態**と **背景画像/動画の切り替え**について表示されています。
読み込みの**x/y**はeditor上にある**あなたの**マウスカーソルの座標を示し、マウスを動かせばそれは変化します。 **{数字}ms** はミリセカンド単位(1秒=1000ms)のタイムスタンプです。 **SB Load**はストーリーボードを再生する上で必要な情報処理量です。これは可能な限り低く(1.00~2.00)設定されるべきです。
diff --git a/wiki/Beatmap_Editor/Kiai_Time/en.md b/wiki/Beatmap_Editor/Kiai_Time/en.md
deleted file mode 100644
index 8249d24399cd..000000000000
--- a/wiki/Beatmap_Editor/Kiai_Time/en.md
+++ /dev/null
@@ -1,20 +0,0 @@
-# Kiai time
-
-
-
-
-
-**Kiai Time** is defined by the [mapper](/wiki/Glossary) on a [beatmap](/wiki/Beatmaps) between 2 [Timing Sections](/wiki/Beatmap_Editor/Timing). You can recognize a Kiai time because the screen flashes and you will see a star fountain, afterwards all [Hit Objects](/wiki/Hit_Objects) will flash at the rhythm of the [main beat](/wiki/Beatmap_Editor/Timing) and stars will explode from the cursor when a [Hit Circle](/wiki/Hit_Objects) is hit or will fall from the cursor when you follow a [slider](/wiki/Hit_Objects) or a [spinner](/wiki/Hit_Objects).
-
-## Kiai Time on Beatmapping
-
-The most common term for Kiai Time when [editing](/wiki/Beatmap_Editor) beatmaps is the "strongest part of the song" this is normally the chorus of the song, however some songs don't have a chorus, but they do have a strong part for you that feels cool, so you could insert Kiai Time in that section. Be advised however that spamming kiai start sections will cause a spam in kiai fountains. That is unrankable, and mostly hated by players because of the lag it may cause.
-
-## Things to take into consideration when using Kiai
-
-1. On **[osu!taiko](/wiki/Game_Modes/osu!taiko) maps** Kiai sections give 20% more [score](/wiki/Score), so if you're mapping a osu!taiko specific [map](/wiki/Beatmaps), take into consideration that Kiai does affect gameplay.
-2. **Be consistent**; it's annoying when you have 3 Kiai sections in different spots on the same [difficulty](/wiki/Difficulties) and all of them sound different. Additionally, it's good that all difficulties from the same [mapper](/wiki/Glossary) have the exact same Kiai times.
-3. **Do not use pure white [combo colour](/wiki/Glossary)** (255,255,255); it makes Kiai blinding and hurts the eyes.
-4. It's normal that a Kiai section is slightly more challenging than the rest of the mapset, as Kiai time is also the **strongest part of the map**.
-5. **[Guest difficulties](/wiki/Glossary) may have different Kiai**. This is due to the fact that not everyone thinks the same spot is the "cool" spot of the beatmap; however Kiai should still be consistent.
-6. Colourhaxing to make Kiai have a different set of [combo colours](/wiki/Glossary) is a nice touch.
diff --git a/wiki/Beatmap_Editor/Menu/en.md b/wiki/Beatmap_Editor/Menu/en.md
index 8654bdf70797..f7d6eb193973 100644
--- a/wiki/Beatmap_Editor/Menu/en.md
+++ b/wiki/Beatmap_Editor/Menu/en.md
@@ -93,7 +93,7 @@ Do note that these commands can be disabled at [Options](/wiki/Options) sidebar
| Rotate 90° Clockwise (`Ctrl` + `>`) | Rotate the note(s) 90° right |
| Rotate 90° Anticlockwise (`Ctrl` + `<`) | Rotate the note(s) 90° left |
| Rotate by... (`Ctrl` + `Shift` + `R`) | Set your rotation angle (+/- 180°) for the poor note(s). You can adjust the rotation Direction \[(Anti-)Clockwise\] and Origin \[(Playfield/Selection) Centre\]. |
-| Scale by... (`Ctrl` + `Shift` + `S`) | Set your enlargement size (0.500x - 1.200x) for the poor note(s). You can adjust the Origin [(Playfield/Selection) Centre] and "Apply to" (the enlargement scale to) either or both x-axis and/or y-axis. |
+| Scale by... (`Ctrl` + `Shift` + `S`) | Set your enlargement size (0.500x - 1.200x) for the poor note(s). You can adjust the Origin \[(Playfield/Selection) Centre\] and "Apply to" (the enlargement scale to) either or both x-axis and/or y-axis. |
### Reset Buttons
diff --git a/wiki/Beatmap_Editor/Menu/fr.md b/wiki/Beatmap_Editor/Menu/fr.md
index 9e7f145c4ae2..e2a814e0b6cf 100644
--- a/wiki/Beatmap_Editor/Menu/fr.md
+++ b/wiki/Beatmap_Editor/Menu/fr.md
@@ -95,8 +95,8 @@ Notez que ces commandes peuvent être désactivées à partir de la barre latér
| Renverser verticalement (`Ctrl` + `J`) | Renverser la ou les notes de haut en bas (par rapport à la ligne de l'axe des x de l'origine du terrain de jeu) et vice versa. |
| Rotation de 90° dans le sens des aiguilles d'une montre (`Ctrl` + `>`) | Faites pivoter la ou les notes de 90° vers la droite |
| Rotate 90° Anticlockwise (`Ctrl` + `<`) | Rotate the note(s) 90° left |
-| Tournez par... (`Ctrl` + `Shift` + `R`) | Réglez votre angle de rotation (+/- 180°) pour la ou les mauvaises notes. Vous pouvez régler le sens de rotation [(Anti-/)Clockwise] et Origin] (Playfield/Selection) Centre.] |
-| Échelle par... (`Ctrl` + `Shift` + `S`) | Définissez votre taille d'agrandissement (0.500x - 1.200x) pour la ou les mauvaises notes. Vous pouvez ajuster l'Origine [(Playfield/Selection) Centre] et " Appliquer à " (l'échelle d'agrandissement à) l'un ou l'autre ou les deux axes x et/ou y. |
+| Tournez par... (`Ctrl` + `Shift` + `R`) | Réglez votre angle de rotation (+/- 180°) pour la ou les mauvaises notes. Vous pouvez régler le sens de rotation \[(Anti-/)Clockwise\] et Origin\] (Playfield/Selection) Centre.] |
+| Échelle par... (`Ctrl` + `Shift` + `S`) | Définissez votre taille d'agrandissement (0.500x - 1.200x) pour la ou les mauvaises notes. Vous pouvez ajuster l'Origine \[(Playfield/Selection) Centre\] et " Appliquer à " (l'échelle d'agrandissement à) l'un ou l'autre ou les deux axes x et/ou y. |
### Boutons de réinitialisation
diff --git a/wiki/Beatmap_Editor/Song_Setup/en.md b/wiki/Beatmap_Editor/Song_Setup/en.md
index b5c4d3acf05a..0bb67deaa275 100644
--- a/wiki/Beatmap_Editor/Song_Setup/en.md
+++ b/wiki/Beatmap_Editor/Song_Setup/en.md
@@ -92,7 +92,7 @@ In osu!standard and osu!catch, this also affects the [Passive HP](/wiki/Glossary
Circle Size, commonly abbreviated as CS, exists only in osu!standard and osu!catch. CS determines the size of hit objects or, more specifically in osu!catch, determines the size of the catcher and fruit. The values range from 2 to 7; higher CS values will make hit objects smaller. Using the highest value will make the hit objects as big as the cursor.
-Most beatmaps use a value of 3 or 4, while a value of 5 or 6 is sometimes used and a value of 7 is almost never used. A value of 7 onwards is likely to be seen when using the [Hard Rock](/wiki/Game_Modifiers#hard-rock) mod.
+Most beatmaps use a value of 3 or 4, while a value of 5 or 6 is sometimes used and a value of 7 is almost never used. A value of 7 onwards is likely to be seen when using the [Hard Rock](/wiki/Game_modifier/Hard_Rock) mod.
Setting the CS value to something less than 2 or greater than 7 can be done by manually editing the `.osu` file.
@@ -120,10 +120,10 @@ The duration of a hit object that stays visible on the screen (without mods) ran
There are four mods that alters the Approach Rate timing when activated:
-- [Easy](/wiki/Game_Modifiers#easy): Halves the AR value. (e.g. AR10→AR5)
-- [Hard Rock](/wiki/Game_Modifiers#hard-rock): Multiplies the AR value by 1.40, up to a maximum of AR10. (e.g. AR3→AR4.2 or AR9→AR10)
-- [Double Time](/wiki/Game_Modifiers#double-time): The AR value is not affected, but due to the 50% play speed increase, this causes circles to stay on screen 33% milliseconds shorter.
-- [Half Time](/wiki/Game_Modifiers#half-time): The AR value is not affected, but due to the 25% play speed decrease, this causes circles to stay on screen 33% milliseconds longer.
+- [Easy](/wiki/Game_modifier/Easy): Halves the AR value. (e.g. AR10→AR5)
+- [Hard Rock](/wiki/Game_modifier/Hard_Rock): Multiplies the AR value by 1.40, up to a maximum of AR10. (e.g. AR3→AR4.2 or AR9→AR10)
+- [Double Time](/wiki/Game_modifier/Double_Time): The AR value is not affected, but due to the 50% play speed increase, this causes circles to stay on screen 33% milliseconds shorter.
+- [Half Time](/wiki/Game_modifier/Half_Time): The AR value is not affected, but due to the 25% play speed decrease, this causes circles to stay on screen 33% milliseconds longer.
While Half Time and Double Time does not change the actual given AR value, the speed difference leads to an apparent AR change, as low as AR-5 or as high as AR11. In the AR chart provided, those apparent values are given to allow easy comparison between approach speeds with and without mods. Actual AR, however, is always a number between 0 and 10. Note that AR levels scale by 120ms for below AR5 and 150ms for above AR5.
@@ -147,10 +147,10 @@ At OD0, a player can get a hit score of 300 at less than 79.5ms away from exactl
There are four mods which alter Overall Difficulty timing when activated:
-- [Easy](/wiki/Game_Modifiers#easy): Halves the OD value.
-- [Hard Rock](/wiki/Game_Modifiers#hard-rock): Multiplies the OD value by 1.4, up to a maximum of OD10.
-- [Double Time](/wiki/Game_Modifiers#double-time): The OD value is not affected, but due to the 50% play speed increase this causes hit windows to be 33% shorter.
-- [Half Time](/wiki/Game_Modifiers#half-time): The OD value is not affected, but due to the 25% play speed decrease, this causes hit windows to be 33% longer.
+- [Easy](/wiki/Game_modifier/Easy): Halves the OD value.
+- [Hard Rock](/wiki/Game_modifier/Hard_Rock): Multiplies the OD value by 1.4, up to a maximum of OD10.
+- [Double Time](/wiki/Game_modifier/Double_Time): The OD value is not affected, but due to the 50% play speed increase this causes hit windows to be 33% shorter.
+- [Half Time](/wiki/Game_modifier/Half_Time): The OD value is not affected, but due to the 25% play speed decrease, this causes hit windows to be 33% longer.
While Half Time and Double Time do not change the actual OD value, the speed's effect on hit windows will make the hit objects seem to have a lower or higher apparent OD, respectively. In the OD chart provided, apparent OD values are provided to allow comparison between timings with and without these mods. Note that these apparent OD values only apply to 300s on circles. Windows for 100s, 50s, and sliders (which use the 50 hit window) scale more harshly with Double Time than this apparent OD suggests and more leniently with Half Time. Again, outside of NoMod, HR, and EZ (on the left side); the OD values provided are only for comparison: the actual OD value is always a number from 0 to 10.
diff --git a/wiki/Beatmap_Editor/Song_Setup/ru.md b/wiki/Beatmap_Editor/Song_Setup/ru.md
index 4779ce283a56..4011a7b27239 100644
--- a/wiki/Beatmap_Editor/Song_Setup/ru.md
+++ b/wiki/Beatmap_Editor/Song_Setup/ru.md
@@ -86,4 +86,4 @@ outdated: true
## Режим сложности
-Здесь вы можете выбрать в каком стиле делать сложность: [Тайко](/wiki/Game_Modes/osu!taiko), [КтБ](/wiki/Game_Modes/osu!catch), [Мания](/wiki/Game_Modes/osu!mania) или Осу.
+Здесь вы можете выбрать в каком стиле делать сложность: [Тайко](/wiki/Game_mode/osu!taiko), [КтБ](/wiki/Game_mode/osu!catch), [Мания](/wiki/Game_mode/osu!mania) или Осу.
diff --git a/wiki/Beatmap_Editor/Song_Setup/zh.md b/wiki/Beatmap_Editor/Song_Setup/zh.md
index 614daa1e1f4a..a36be4559091 100644
--- a/wiki/Beatmap_Editor/Song_Setup/zh.md
+++ b/wiki/Beatmap_Editor/Song_Setup/zh.md
@@ -50,7 +50,7 @@ outdated: true
这一项决定圆圈和滑条的大小,取值从3到7,越小表示圆圈越大。小圈通过要求更精确的移动使得谱面难度增加。
-大部分的谱面使用 CS3、4、5。但 6 有时会用到,而 7 基本上不会被用到(大小基本上与光标大小相当)。CS7 可能通过打开[Hard Rock](/wiki/Game_Modifiers) mod 见到。这里有[使用 CS3, 5, 6, 7](https://osu.ppy.sh/beatmapsets/2008) 和 [使用 0, 1, 3, 4](https://osu.ppy.sh/beatmapsets/1208)的例子。
+大部分的谱面使用 CS3、4、5。但 6 有时会用到,而 7 基本上不会被用到(大小基本上与光标大小相当)。CS7 可能通过打开[Hard Rock](/wiki/Game_modifier/Hard_Rock) mod 见到。这里有[使用 CS3, 5, 6, 7](https://osu.ppy.sh/beatmapsets/2008) 和 [使用 0, 1, 3, 4](https://osu.ppy.sh/beatmapsets/1208)的例子。
可以通过手动编辑 `.osu` 文件更改 CS 为 0-10 之间的数值,但使用 3-7 之外的值的图被认为是 unrankable 的。
@@ -68,10 +68,10 @@ Approach Rate 通常缩写为"**AR**"。
每张谱面的 AR 设定范围是 AR0 到 AR10。有四个 mod 可以更改 AR,它们是:
-- [Hard Rock](/wiki/Game_Modifiers):AR 增加40%,最多增加到 AR10。
-- [Double Time](/wiki/Game_Modifiers):AR 变快50%,与 HR 的 AR 增长不同,它是以毫秒计时增长的,最多增加到 AR11。
-- [Easy](/wiki/Game_Modifiers):AR 减半。
-- [Half Time](/wiki/Game_Modifiers):AR 降低33%,以毫秒计时,可以低于0。
+- [Hard Rock](/wiki/Game_modifier/Hard_Rock):AR 增加40%,最多增加到 AR10。
+- [Double Time](/wiki/Game_modifier/Double_Time):AR 变快50%,与 HR 的 AR 增长不同,它是以毫秒计时增长的,最多增加到 AR11。
+- [Easy](/wiki/Game_modifier/Easy):AR 减半。
+- [Half Time](/wiki/Game_modifier/Half_Time):AR 降低33%,以毫秒计时,可以低于0。
#### 技术细节(Technical)
@@ -95,10 +95,10 @@ Approach Rate 通常缩写为"**AR**"。
与 AR 类似,同样是下列四个 mod 会对 OD 产生影响:
-- [Easy](/wiki/Game_Modifiers):OD 折半。
-- [Hard Rock](/wiki/Game_Modifiers):OD 值乘1.4,最大增长到 OD10。
-- [Double Time](/wiki/Game_Modifiers):增长 OD 值使得判定区间缩短33%。
-- [Half Time](/wiki/Game_Modifiers):降低 OD 值使得判定区间增长50%。
+- [Easy](/wiki/Game_modifier/Easy):OD 折半。
+- [Hard Rock](/wiki/Game_modifier/Hard_Rock):OD 值乘1.4,最大增长到 OD10。
+- [Double Time](/wiki/Game_modifier/Double_Time):增长 OD 值使得判定区间缩短33%。
+- [Half Time](/wiki/Game_modifier/Half_Time):降低 OD 值使得判定区间增长50%。

diff --git a/wiki/Beatmap_Editor/Timelines/en.md b/wiki/Beatmap_Editor/Timelines/en.md
index 692763cf105f..c18c0b0b7cd2 100644
--- a/wiki/Beatmap_Editor/Timelines/en.md
+++ b/wiki/Beatmap_Editor/Timelines/en.md
@@ -39,7 +39,7 @@ There are two different kinds of hit objects timelines depending on which game m

-In [compose](/wiki/Compose) mode, this timeline is underneath the `Compose` tab for any game mode except for [osu!mania](/wiki/Game_Modes/osu!mania).
+In [compose](/wiki/Compose) mode, this timeline is underneath the `Compose` tab for any game mode except for [osu!mania](/wiki/Game_mode/osu!mania).
| Name | Description |
| :-- | :-- |
diff --git a/wiki/Beatmap_Editor/Timelines/fr.md b/wiki/Beatmap_Editor/Timelines/fr.md
index 8d7396952ad5..5df2627f1397 100644
--- a/wiki/Beatmap_Editor/Timelines/fr.md
+++ b/wiki/Beatmap_Editor/Timelines/fr.md
@@ -45,7 +45,7 @@ Il existe deux types différents de lignes de temps pour les objets touchés, se

-Dans le mode [compose](/wiki/Compose), cette timeline se trouve sous l'onglet "Composer" pour tous les modes de jeu sauf pour [osu!mania](/wiki/Game_Modes/osu!mania).
+Dans le mode [compose](/wiki/Compose), cette timeline se trouve sous l'onglet "Composer" pour tous les modes de jeu sauf pour [osu!mania](/wiki/Game_mode/osu!mania).
| Nom | Description |
| :-- | :-- |
diff --git a/wiki/Beatmap_Editor/Timing/es.md b/wiki/Beatmap_Editor/Timing/es.md
index 8af24d8c8a59..b3f7c111d7f7 100644
--- a/wiki/Beatmap_Editor/Timing/es.md
+++ b/wiki/Beatmap_Editor/Timing/es.md
@@ -1,38 +1,29 @@
---
-outdated: true
+no_native_review: true
---
-# Tempo
+# Pestaña de Tempo
-
+*También vea: [Cómo timear canciones](/wiki/Guides/How_To_Time_Songs)*
-El **timing** (tempo) de un [beatmap](/wiki/Beatmaps) está compuesto por el [offset](/wiki/Glossary) de la canción y los Beats Por Minuto (BPM). El BPM muestra qué tan rápido irá la canción. Mientras que el offset es la cantidad de tiempo que pasará entre el inicio de la canción mp3 y el primer "downbeat" de la canción.
+
-Para lograr un correcto timing es necesario que el timeline (línea de tiempo) en el [editor](/wiki/Beatmap_Editor) se sincronice correctamente con la música. Si el timing es incorrecto, entonces el timeline no coincidirá con la canción. Por lo tanto, no podrías presionar los objetos con precisión, y sería imposible mappear correctamente la canción.
+La **pestaña de tempo** del [editor de beatmap](/wiki/Beatmap_Editor) permite que los mapers cambien las configuraciones del tempo de un [beatmap](/wiki/Beatmaps). El tempo es usualmente el primer paso al momento de crear un nuevo beatmap.
-## Cómo poner timing a las canciones
+El tempo consiste en la [compensación](/wiki/Beatmapping/Offset) de una canción, los [beats por minuto(BPM)](/wiki/Beatmapping/Beats_per_minute) y la [métrica](https://es.wikipedia.org/wiki/M%C3%A9trica_(m%C3%BAsica) "Wikipedia"). El correcto tempo en los beatmaps es necesario para que los jugadores mantengan su [precisión](/wiki/Gameplay/Accuracy) mientras juegan. Beatmaps con tiempos incorrectos no pueden pasar por el [proceso de ranking de beatmaps](/wiki/Beatmap_ranking_procedure).
-El timing es extremadamente importante. Para poner timing a la canción, primero necesitas cambiar a la pestaña de timing. En la pestaña de timing, hay un pequeña cuadro en la parte superior derecha, al lado del timeline. Este cuadro será usado para establecer el BPM aproximado basado en tus clicks.
+## Ventana de Tempo y de Punto de Control
-El mapper debe reproducir la canción y escucharla. Presionando **«Tap Here»** al ritmo de la música. Después de cierto número de presiones, el BPM aproximado será establecido y las teclas negras resonarán como «tic toc toc toc» donde tic es el inicio de un nuevo compás (para 4/4 standard). Repite por lo menos cinco veces este proceso y mide el tiempo promedio. Si no estás seguro, pide ayuda en el chat o en el foro. Sube tu beatmap y usa el "link" como solicitud. Puede que tengas que hacer algo a cambio de la ayuda.
+
-Una vez que el botón es presionado suficientes veces, la sensibilidad del BPM cambiará entre 0,1 y 2.
+Los puntos de tiempo pueden ser añadidos desde la ventana de `Tiempos y Puntos de Control` en el editor (acceso directo por defecto `F6`). Los puntos de tiempo dividen la canción en secciones para reflejar cambios precisos en el tempo de una canción.
-- BPM Sensibilidad 0: 999,00
-- BPM Sensibilidad 1: 999,90
-- BPM Sensibilidad 2: 999,99
- - *9 = número aleatorio / 0 = número no afectado.*
+### Punto de tempo no heredado
-**La tecla «T» también puede ser usado en lugar de «Tap Here!».**
+Un punto de tempo no heredado, desplegado como una línea roja, es la base para los BPM, la compensación y la métrica. Cada beatmap debe tener por lo menos una línea roja, sin embargo, algunas canciones requieres múltiples debido a la compleja composición o tempo impreciso causado por presentaciones en vivo.
-## Secciones de Timing
+### Punto de tempo heredado
-
+Un punto de tempo heredado, desplegado como una línea verde, hereda la configuración del BPM, de la compensación y de la métrica de la previa línea roja. Las líneas verdes son usadas para ajustar configuración de la [velocidad del deslizador](/wiki/Hit_Objects/Slider_velocity) y de los [sonidos de golpe](/wiki/Beatmapping/Hitsound).
-Las secciones de timing te permiten variar el timing en la canción. Existen dos tipos de secciones de timing, una sección de timing regular y una sección de timing heredada.
-
-Una sección de timing regular es mostrada como una línea roja en el editor. Cada beatmap tiene por lo menos uno. Algunos betmaps cambian su BPM durante la canción, pero para hacerlo requieren de múltiples secciones de timing regulares.
-
-Las secciones de timing heredadas son mostradas como una línea verde en el editor. Estas en realidad no cambian el timing de la canción. Lo que las secciones de timing heredado hacen es permitirte cambiar el volumen de los [hitsounds](/wiki/Glossary) del beatmap, los hitsounds en sí, la velocidad del slider, etc. para una sección determinada sin modificar el timing de la canción (que pasaría con una sección de timing regular).
-
-Estos dos tipos de secciones de timing son también conocidas comúnmente como "red offsets" y "green offsets" respectivamente.
+Un punto de tempo heredado no puede ser posicionado antes de uno no heredado, porque no heredaría ninguna configuración.
diff --git a/wiki/Beatmap_Spotlights/en.md b/wiki/Beatmap_Spotlights/en.md
index fe6e1ae0adb7..bada259c2a8c 100644
--- a/wiki/Beatmap_Spotlights/en.md
+++ b/wiki/Beatmap_Spotlights/en.md
@@ -1,17 +1,17 @@
---
tags:
- - Spotlights
- Charts
- Ranking Charts
+ - Seasonal Spotlights
---
# Beatmap Spotlights
-
+
-The **Beatmap Spotlights** (also known as: *Spotlights* or *Ranking Charts*) is a recurring curation program for recommending and highlighting user created beatmaps for their excellent and unique design and gameplay. It is accompanied by a seasonal league that yields awards for all participating players.
+The **Beatmap Spotlights** (also known as *Spotlights* or *Ranking Charts*) is a recurring curation program for recommending and highlighting [beatmaps](/wiki/Beatmaps) for their excellent and unique design and gameplay. It is accompanied by a [seasonal league](#spotlights-seasons) that yields awards for all participating players.
- **The current iteration of this program is still under development and many features are still pending implementation.** Specifics of this system, such as rewards, seasonal rankings or gameplay features, can change anytime.
+**The current iteration of this program is still under development and many features are still pending implementation.** Specifics of this system, such as rewards, seasonal rankings or gameplay features, can change anytime.
The current season is the Summer 2020 season. It is considered to be the first test run of the new Beatmap Spotlights system.
@@ -19,12 +19,11 @@ The current season is the Summer 2020 season. It is considered to be the first t
The Beatmap Spotlights project is run by various community members across all game modes, led on by a dedicated project lead.
-| Roles | Members |
-| --: | :-- |
-| Project Lead | ![][flag_HU] [Kurokami](https://osu.ppy.sh/users/260933), ![][flag_DE] [Loctav](https://osu.ppy.sh/users/71366) |
-| Project Management | ![][flag_US] [Chaos](https://osu.ppy.sh/users/2628870), ![][flag_PL] [Venix](https://osu.ppy.sh/users/5999631), ![][flag_CH] [TicClick](https://osu.ppy.sh/users/672931), ![][flag_BR] [Kuron-kun](https://osu.ppy.sh/users/2697284) |
-| Website Management | ![][flag_PL] [Venix](https://osu.ppy.sh/users/5999631), ![][flag_US] [Snowleopard](https://osu.ppy.sh/users/3790227) |
-| Helpers | ![][flag_US] [Snowleopard](https://osu.ppy.sh/users/3790227), ![][flag_US] [clayton](https://osu.ppy.sh/users/3666350) |
+| Role | Members |
+| :-- | :-- |
+| Project lead | ![][flag_HU] [Kurokami](https://osu.ppy.sh/users/260933), ![][flag_DE] [Loctav](https://osu.ppy.sh/users/71366) |
+| Project manager | ![][flag_US] [Chaos](https://osu.ppy.sh/users/2628870), ![][flag_PL] [Venix](https://osu.ppy.sh/users/5999631), ![][flag_CH] [TicClick](https://osu.ppy.sh/users/672931), ![][flag_BR] [Kuron-kun](https://osu.ppy.sh/users/2697284) |
+| Website manager | ![][flag_PL] [Venix](https://osu.ppy.sh/users/5999631), ![][flag_US] [Snowleopard](https://osu.ppy.sh/users/3790227) |
## Curators
@@ -163,7 +162,7 @@ Each Beatmap Spotlights release is assembled by a dedicated curator team and ind
- [Camellia - Artificial Snow (Dergo) \[ash's hard\]](https://osu.ppy.sh/beatmapsets/1026319#mania/2147852)
- [Culprate - Finger VIP (Parachor) \[Trigger Finger\]](https://osu.ppy.sh/beatmapsets/508572#mania/1081560)
- [Chroma - lost memory (Youwhang) \[a light received from you.\]](https://osu.ppy.sh/beatmapsets/961321#mania/2012530)
- - [bbn - Identic Conflict (pporse) \[Birdcage\]](https://osu.ppy.sh/beatmapsets/246853#mania/568463)
+ - [bbn - Identic Conflict (pporse) \[Birdcage\]](https://osu.ppy.sh/beatmapsets/246853#mania/568463)
- **Playlist B**
- [X&G - Whiplash ft. josh pan (sakuraburst Remix) (error_exe777) \[break out\]](https://osu.ppy.sh/beatmapsets/723633#mania/1527737)
- [Igorrr & Ruby My Dear - Figue Folle (Parachor) \[Grotesque [Lv.18]\]](https://osu.ppy.sh/beatmapsets/347453#mania/782953)
@@ -201,21 +200,21 @@ The Beatmap Spotlights project is currently organised in pre-defined seasons. Ea
This schedule shows the availability of the timeshift lobbies of the current season.
| Event | Time |
-| --: | :-- |
-| Season Start | 2020-07-06 |
-| Timeshift Lobby: Playlist A | 2020-07-10 - 2020-07-12 |
-| Timeshift Lobby: Playlist B | 2020-07-17 - 2020-07-19 |
-| Timeshift Lobby: Playlist C | 2020-07-24 - 2020-07-26 |
-| Timeshift Lobby: Playlist D | 2020-07-31 - 2020-08-02 |
-| Timeshift Lobby: Playlist A | 2020-08-07 - 2020-08-09 |
-| Timeshift Lobby: Playlist B | 2020-08-14 - 2020-08-16 |
-| Timeshift Lobby: Playlist C | 2020-08-21 - 2020-08-23 |
-| Timeshift Lobby: Playlist D | 2020-08-28 - 2020-08-30 |
-| Timeshift Lobby: Playlist A,B | 2020-09-04 - 2020-09-06 |
-| Timeshift Lobby: Playlist C,D | 2020-09-11 - 2020-09-13 |
-| Season Conclusion | 2020-09-14 - 2020-09-18 |
-
-### Weekly Multiplayer Lobbies
+| :-- | :-- |
+| Season start | 2020-07-06 |
+| Timeshift lobby: Playlist A | 2020-07-10/2020-07-12 |
+| Timeshift lobby: Playlist B | 2020-07-17/2020-07-19 |
+| Timeshift lobby: Playlist C | 2020-07-24/2020-07-26 |
+| Timeshift lobby: Playlist D | 2020-07-31/2020-08-02 |
+| Timeshift lobby: Playlist A | 2020-08-07/2020-08-09 |
+| Timeshift lobby: Playlist B | 2020-08-14/2020-08-16 |
+| Timeshift lobby: Playlist C | 2020-08-21/2020-08-23 |
+| Timeshift lobby: Playlist D | 2020-08-28/2020-08-30 |
+| Timeshift lobby: Playlist A and B | 2020-09-04/2020-09-06 |
+| Timeshift lobby: Playlist C and D | 2020-09-11/2020-09-13 |
+| Season conclusion | 2020-09-14/2020-09-18 |
+
+### Weekly multiplayer lobbies
As of now, joining the weekly multiplayer lobbies requires participants to download and install [osu!lazer](https://github.com/ppy/osu/releases).
@@ -232,7 +231,7 @@ As of now, joining the weekly multiplayer lobbies requires participants to downl
4. The weekly total Ranked Score visible in the timeshift lobby is called "Weekly Ranked Score" onwards.
5. Once a timeshift lobby concludes, the Weekly Ranked Score of each participant of the room is added to the Seasonal Leaderboard.
-### Seasonal Leaderboard
+### Seasonal leaderboard
*This feature is pending implementation. Parts of it are to be added as the season goes on. Because of that, this section can change anytime.*
@@ -260,19 +259,19 @@ Rewards are distributed to weekly timeshift lobby winners, creators of curated b
4. At the end of each season, a new unlockable medal will be added. Players need to complete every beatmap of this season once to obtain it.
| Badges | Bracket Tier | Placement |
-| :--: | :--: | :--: |
-|    | Rhythm Incarnate | Top 50 |
-|    | Diamond | Top 51 - 3% |
-|    | Platinum | 3% - 10% |
-|    | Gold | 10% - 25% |
-|    | Silver | 25% - 50% |
-|    | Bronze | 50% - 70% |
-|    | Copper | 70% - 95% |
-|    | Iron | 95% - 100% |
+| :-: | :-- | :-- |
+|   | Rhythm Incarnate | Top 50 |
+|   | Diamond | Top 51 – 3% |
+|   | Platinum | 3% – 10% |
+|   | Gold | 10% – 25% |
+|   | Silver | 25% – 50% |
+|   | Bronze | 50% – 70% |
+|   | Copper | 70% – 95% |
+|   | Iron | 95% – 100% |
This table only shows one of four badge versions. Each game mode has its own badge version.
-### Curation System
+### Curation system
The curation system involves the process of curators selecting the beatmaps being put into the Beatmap Spotlights for each season.
@@ -302,8 +301,8 @@ The curation system involves the process of curators selecting the beatmaps bein
The current implementation of the Beatmap Spotlights is highly experimental and can change anytime depending on how players respond to it. Because of that, it is important to collect as much feedback and criticism as possible to improve furtherly on the direction and implementation of this system. Players are encouraged to leave their thoughts and feedback here:
- [Feedback forum thread](https://osu.ppy.sh/community/forums/topics/1101170)
-- [Community Discord server](https://discord.gg/0Vxo9AsejDkGlk3H)
-- `osu-spotlights` in [osu!dev](https://discord.gg/ppy)
+- `#beatmap-spotlights` in the [osu! community Discord server](https://discord.gg/0Vxo9AsejDkGlk3H)
+- `#osu-spotlights` in the [osu!dev Discord server](https://discord.gg/ppy)
### Becoming a curator
@@ -321,23 +320,23 @@ The project lead has changed several times in its history. ![][flag_US] [Sapphir
Renamed to [Beatmap Spotlights](https://osu.ppy.sh/home/news/2017-03-18-introducing-to-you-spotlights) in March 2017, the system itself stayed mostly consistent while adding additional rewards like medals and enhancing the presentation of the Beatmap Spotlights furtherly. During an internal overhaul of the Quality Assurance Team, the responsibility for the project has been reassigned to ![][flag_HU] [Kurokami](https://osu.ppy.sh/users/260933) and re-implemented a community-based selection team. In November 2018, the frequency of the Spotlights have been changed to a [seasonal release cycle](https://osu.ppy.sh/home/news/2018-11-01-beatmap-spotlights-summer-2018). In March 2020, ![][flag_DE] [Loctav](https://osu.ppy.sh/users/71366) rejoined the project lead together with Kurokami, both reworking it into a new shape and assembling a new team of osu! curators.
-[flag_BR]: /wiki/shared/flag/BR.gif
-[flag_CA]: /wiki/shared/flag/CA.gif
-[flag_CN]: /wiki/shared/flag/CN.gif
-[flag_DE]: /wiki/shared/flag/DE.gif
-[flag_ES]: /wiki/shared/flag/ES.gif
-[flag_FI]: /wiki/shared/flag/FI.gif
-[flag_FR]: /wiki/shared/flag/FR.gif
-[flag_GB]: /wiki/shared/flag/GB.gif
-[flag_HK]: /wiki/shared/flag/HK.gif
-[flag_JP]: /wiki/shared/flag/JP.gif
-[flag_MX]: /wiki/shared/flag/MX.gif
-[flag_PH]: /wiki/shared/flag/PH.gif
-[flag_PL]: /wiki/shared/flag/PL.gif
-[flag_SG]: /wiki/shared/flag/SG.gif
-[flag_TH]: /wiki/shared/flag/TH.gif
-[flag_AU]: /wiki/shared/flag/AU.gif
-[flag_US]: /wiki/shared/flag/US.gif
-[flag_HU]: /wiki/shared/flag/HU.gif
-[flag_CH]: /wiki/shared/flag/CH.gif
-[flag_DO]: /wiki/shared/flag/DO.gif
+[flag_AU]: /wiki/shared/flag/AU.gif "Australia"
+[flag_BR]: /wiki/shared/flag/BR.gif "Brazil"
+[flag_CA]: /wiki/shared/flag/CA.gif "Canada"
+[flag_CH]: /wiki/shared/flag/CH.gif "Switzerland"
+[flag_CN]: /wiki/shared/flag/CN.gif "China"
+[flag_DE]: /wiki/shared/flag/DE.gif "Germany"
+[flag_DO]: /wiki/shared/flag/DO.gif "Dominican Republic"
+[flag_ES]: /wiki/shared/flag/ES.gif "Spain"
+[flag_FI]: /wiki/shared/flag/FI.gif "Finland"
+[flag_FR]: /wiki/shared/flag/FR.gif "France"
+[flag_GB]: /wiki/shared/flag/GB.gif "United Kingdom"
+[flag_HK]: /wiki/shared/flag/HK.gif "Hong Kong"
+[flag_HU]: /wiki/shared/flag/HU.gif "Hungary"
+[flag_JP]: /wiki/shared/flag/JP.gif "Japan"
+[flag_MX]: /wiki/shared/flag/MX.gif "Mexico"
+[flag_PH]: /wiki/shared/flag/PH.gif "Philippines"
+[flag_PL]: /wiki/shared/flag/PL.gif "Poland"
+[flag_SG]: /wiki/shared/flag/SG.gif "Singapore"
+[flag_TH]: /wiki/shared/flag/TH.gif "Thailand"
+[flag_US]: /wiki/shared/flag/US.gif "United States"
diff --git a/wiki/Beatmap_Spotlights/zh.md b/wiki/Beatmap_Spotlights/zh.md
new file mode 100644
index 000000000000..38ec43739695
--- /dev/null
+++ b/wiki/Beatmap_Spotlights/zh.md
@@ -0,0 +1,351 @@
+---
+no_native_review: true
+tags:
+ - Spotlights
+ - Charts
+ - Ranking Charts
+ - 月赛
+---
+
+# 月赛
+
+
+
+**月赛**(Beatmap Spotlights,也被称为 *Ranking Charts*)是一个定期举办的活动系统,用于推荐或突出玩家制作的拥有出色或独特玩法设计的谱面。它有一个赛季排行榜,并为所有参与的玩家提供奖励。
+
+**全新月赛仍在测试运行当中,许多功能仍在等待实现。** 该系统的各种细节(例如奖励,赛季排名或游戏内功能)会被随时更改。
+
+当前赛季为 Summer 2020。它是全新月赛系统的首次测试。
+
+## 组织
+
+月赛项目由各种社区成员在所有游戏模式下维护运行,并由专门的项目负责人领导。
+
+| Roles | Members |
+| --: | :-- |
+| 项目负责人 | ![][flag_HU] [Kurokami](https://osu.ppy.sh/users/260933), ![][flag_DE] [Loctav](https://osu.ppy.sh/users/71366) |
+| 项目管理 | ![][flag_US] [Chaos](https://osu.ppy.sh/users/2628870), ![][flag_PL] [Venix](https://osu.ppy.sh/users/5999631), ![][flag_CH] [TicClick](https://osu.ppy.sh/users/672931), ![][flag_BR] [Kuron-kun](https://osu.ppy.sh/users/2697284) |
+| 网站管理 | ![][flag_PL] [Venix](https://osu.ppy.sh/users/5999631), ![][flag_US] [Snowleopard](https://osu.ppy.sh/users/3790227) |
+| 助手 | ![][flag_US] [Snowleopard](https://osu.ppy.sh/users/3790227), ![][flag_US] [clayton](https://osu.ppy.sh/users/3666350) |
+
+## 策展
+
+每次月赛的图池均由专门的策展团队精选,并根据广泛的申请与审查流程进行逐个挑选。加粗成员为团队负责人。
+
+### osu! 策展人
+
+- ![][flag_DE] **[Zetera](https://osu.ppy.sh/users/587737)**
+- ![][flag_US] [ChillierPear](https://osu.ppy.sh/users/9501251)
+- ![][flag_US] [DigitalHypno](https://osu.ppy.sh/users/4384207)
+- ![][flag_DE] [IceKalt](https://osu.ppy.sh/users/5410645)
+- ![][flag_DE] [Kite](https://osu.ppy.sh/users/134572)
+- ![][flag_FI] [Lefafel](https://osu.ppy.sh/users/2295850)
+- ![][flag_DE] [Mao](https://osu.ppy.sh/users/2204515)
+- ![][flag_CN] [Moecho](https://osu.ppy.sh/users/5075660)
+- ![][flag_MX] [Riot](https://osu.ppy.sh/users/4256461)
+- ![][flag_CN] [Ryuusei Aika](https://osu.ppy.sh/users/7777875)
+- ![][flag_US] [squirrelpascals](https://osu.ppy.sh/users/6151332)
+
+### osu!taiko 策展人
+
+- ![][flag_DE] **[OnosakiHito](https://osu.ppy.sh/users/290128)**
+- ![][flag_FR] [Arrival](https://osu.ppy.sh/users/1694000)
+- ![][flag_JP] [Charlotte](https://osu.ppy.sh/users/3686901)
+- ![][flag_DE] [Greenshell](https://osu.ppy.sh/users/8693851)
+- ![][flag_HK] [Nardoxyribonucleic](https://osu.ppy.sh/users/876419)
+- ![][flag_DE] [Nepuri](https://osu.ppy.sh/users/6637817)
+- ![][flag_DE] [Zetera](https://osu.ppy.sh/users/587737)
+
+### osu!catch 策展人
+
+- ![][flag_ES] **[Deif](https://osu.ppy.sh/users/318565)**
+- ![][flag_GB] [JBHyperion](https://osu.ppy.sh/users/4879508)
+- ![][flag_CA] [SadEgg](https://osu.ppy.sh/users/10278243)
+- ![][flag_SG] [Sinnoh](https://osu.ppy.sh/users/4236057)
+- ![][flag_US] [Snowless](https://osu.ppy.sh/users/4316266)
+- ![][flag_US] [wonjae](https://osu.ppy.sh/users/5032045)
+
+### osu!mania 策展人
+
+- ![][flag_GB] **[Hydria](https://osu.ppy.sh/users/808176)**
+- ![][flag_AU] [CrumpetFiddler](https://osu.ppy.sh/users/3518705)
+- ![][flag_TH] [HowToPlayLN](https://osu.ppy.sh/users/10879600)
+- ![][flag_DO] [Kaito-kun](https://osu.ppy.sh/users/4715184)
+- ![][flag_PH] [lenpai](https://osu.ppy.sh/users/5314573)
+- ![][flag_FR] [Madeline](https://osu.ppy.sh/users/2812098)
+- ![][flag_SG] [Raveille](https://osu.ppy.sh/users/1388767)
+
+## 图池(Summer 2020)
+
+### osu!
+
+- **Playlist A**
+ - [Kurenainagi Tabibito - Beloved Tomboyish Girl (Glass) \[Extended\]](https://osu.ppy.sh/beatmapsets/21678#osu/153246)
+ - [Krewella - Ghost (Sulfur) \[Sulfur's Hard\]](https://osu.ppy.sh/beatmapsets/1060866#osu/2329519)
+ - [nana(Sevencolours) - Chameleon (L\_P) \[Chameleon\]](https://osu.ppy.sh/beatmapsets/53632#osu/180969)
+ - [Tove Styrke - Changed My Mind (Mint) \[Expert\]](https://osu.ppy.sh/beatmapsets/982452#osu/2056844)
+ - [Britney Spears - Toxic (schoolboy) \[In The Zone\]](https://osu.ppy.sh/beatmapsets/1061947#osu/2223745)
+- **Playlist B**
+ - [Makino Yui - Undine (Hollow Wings) \[Lullaby\]](https://osu.ppy.sh/beatmapsets/396227#osu/862094)
+ - [-45 - Midorigo Queen Bee (PandaHero) \[Another\]](https://osu.ppy.sh/beatmapsets/812792#osu/1728260)
+ - [xi feat. Sta - Tiferet (ktgster) \[Insane\]](https://osu.ppy.sh/beatmapsets/714225#osu/1511130)
+ - [Thank You Scientist - Mr. Invisible (DTM9 Nowa) \[Insane\]](https://osu.ppy.sh/beatmapsets/1130581#osu/2387334)
+ - [Limp Bizkit - Take A Look Around (FCL) \[life lesson feat. piroshki\]](https://osu.ppy.sh/beatmapsets/1109633#osu/2318842)
+- **Playlist C**
+ - [Kalafina - Yume no Daichi (Vell) \[Sinfonia\]](https://osu.ppy.sh/beatmapsets/468807#osu/1002657)
+ - [Meramipop - Rakujitsu Romance (Loneight) \[Romance\]](https://osu.ppy.sh/beatmapsets/145976#osu/557980)
+ - [Sound Horizon - Raijin no Hidariude (AngelHoney) \[Insane\]](https://osu.ppy.sh/beatmapsets/16792#osu/60089)
+ - [Chata - Remind (Patchouli) \[Overdrive!!\]](https://osu.ppy.sh/beatmapsets/37292#osu/120030)
+ - [kors k - Playing With Fire (Sota Fujimori Remix) (xlni) \[Pyrotechnics\]](https://osu.ppy.sh/beatmapsets/202252#osu/478605)
+- **Playlist D**
+ - [UNDEAD CORPORATION - Sad Dream (Hinsvar) \[Hard\]](https://osu.ppy.sh/beatmapsets/1019827#osu/2145695)
+ - [Powerwolf - Christ & Combat (piroshki) \[Amen\]](https://osu.ppy.sh/beatmapsets/1013426#osu/2121136)
+ - [rerulili feat. Dancing Dolls - Kami no Manima ni (Sephira) \[RLC's Insane\]](https://osu.ppy.sh/beatmapsets/1182518#osu/2465404)
+ - [HujuniseikouyuuP - Talent Shredder (val0108) \[0108 style\]](https://osu.ppy.sh/beatmapsets/47710#osu/178966)
+ - [tricot - POOL (dsco) \[Lover\]](https://osu.ppy.sh/beatmapsets/854942#osu/1786452)
+
+### osu!taiko
+
+- **Playlist A**
+ - [Zekk - Feelsleft0ut (komasy) \[Muzukashii\]](https://osu.ppy.sh/beatmapsets/1143253#taiko/2393341)
+ - [t+pazolite - Shiny Kung-fu Revival (DakeDekaane) \[Muzukashii\]](https://osu.ppy.sh/beatmapsets/352991#taiko/777798)
+ - [Hoshio Yuka - Tabidachi no Shuen (lolcubes) \[Oni\]](https://osu.ppy.sh/beatmapsets/119729#taiko/307304)
+ - [Mary - Artificial Rose (Urushi38) \[TK'S Oni\]](https://osu.ppy.sh/beatmapsets/99434#taiko/281675)
+ - [Nippon Gakuon Noise Kyoukai - Igomoyos=Omul no Thema ni yoru Buyobuyo Sketch no Kokoromi (uone) \[Inner Oni\]](https://osu.ppy.sh/beatmapsets/690019#taiko/1460471)
+- **Playlist B**
+ - [lapix feat. Luschel - Cranberry City (Charlotte) \[Muzukashii\]](https://osu.ppy.sh/beatmapsets/1133066#taiko/2388992)
+ - [Kuripurin - Jutenija (qinche) \[Alace's Taiko\]](https://osu.ppy.sh/beatmapsets/25500#taiko/87086)
+ - [MuryokuP - Catastrophe (meiikyuu) \[Haruka's Oni\]](https://osu.ppy.sh/beatmapsets/72740#taiko/217519)
+ - [Gekidan Record - Yuukyuu Shinwaroku -Haruka naru Sanmyaku ni Nagareru Taiga no Hotori nite- (AxelHino) \[Oni\]](https://osu.ppy.sh/beatmapsets/205637#taiko/485264)
+ - [Xandria - Call Of Destiny (Nardoxyribonucleic) \[Inner Oni\]](https://osu.ppy.sh/beatmapsets/635559#taiko/1348707)
+- **Playlist C**
+ - [wa. - Black Lotus (komasy) \[Muzukashii\]](https://osu.ppy.sh/beatmapsets/605096#taiko/1279183)
+ - [Ryu* - Mind Mapping (kors k mix) (Jerry) \[m1ng's Oni\]](https://osu.ppy.sh/beatmapsets/107237#taiko/281558)
+ - [Hige Driver join. SELEN - Dadadadadadadadadada (qoot8123) \[Oni\]](https://osu.ppy.sh/beatmapsets/237306#taiko/549277)
+ - [Zekk - Falling Down feat. Renko x TRIANGLE (Raiden) \[Hell Oni\]](https://osu.ppy.sh/beatmapsets/1150487#taiko/2401584)
+ - [LeaF - Doppelganger (extended ver.) (Midnaait) \[Inner Oni\]](https://osu.ppy.sh/beatmapsets/833092#taiko/1745096)
+- **Playlist D**
+ - [RoughSketch vs. L.E.D.-G - Engoku OVERKILL (Yales) \[Muzukashii\]](https://osu.ppy.sh/beatmapsets/889395#taiko/1860173)
+ - [nmk - sola (TKS) \[Oni\]](https://osu.ppy.sh/beatmapsets/171239#taiko/414274)
+ - [S3RL feat Krystal - R4V3 B0Y (Nishizumi) \[0N1\]](https://osu.ppy.sh/beatmapsets/593010#taiko/1254644)
+ - [Yu_Asahina - Trickstarz (kitafuma) \[Inner Oni\]](https://osu.ppy.sh/beatmapsets/1118075#taiko/2335498)
+ - [Nekomata Master+ - encounter (tasuke912) \[Inner Oni\]](https://osu.ppy.sh/beatmapsets/474003#taiko/1012645)
+
+### osu!catch
+
+- **Playlist A**
+ - [Virtual Self - Angel Voices (Sinnoh) \[Platter\]](https://osu.ppy.sh/beatmapsets/939437#fruits/2060158)
+ - [IOSYS - Endless Tewi-ma Park (Kurosanyan) \[Drafura's Rain\]](https://osu.ppy.sh/beatmapsets/48874#fruits/181233)
+ - [cYsmix - Breeze (wonjae) \[Rocma's Rain\]](https://osu.ppy.sh/beatmapsets/840964#fruits/1761864)
+ - [DECO*27 feat. marina - Aimai Elegy (val0108) \[Red Light \~CtB\~\]](https://osu.ppy.sh/beatmapsets/43248#fruits/155227)
+ - [HyuN - Grin (Absolute Zero) \[Collab Overdose\]](https://osu.ppy.sh/beatmapsets/1065368#fruits/2230881)
+- **Playlist B**
+ - [Wisp X - Moonglow (wonjae) \[Platter\]](https://osu.ppy.sh/beatmapsets/1016833#fruits/2128303)
+ - [illion - AIWAGUMA (Ellyu) \[Tenshichan's Rain\]](https://osu.ppy.sh/beatmapsets/533037#fruits/1254563)
+ - [AAAA - Bokutachi no Tabi to Epilogue.[Long ver.] (Ascendance) \[Epilogue\]](https://osu.ppy.sh/beatmapsets/648071#fruits/1372995)
+ - [Hecq - Dstrukt (JBHyperion) \[Overdose\]](https://osu.ppy.sh/beatmapsets/511538#fruits/1087385)
+ - [ak+q - Axium Crisis (Lacrima) \[Vicious Labyrinth\]](https://osu.ppy.sh/beatmapsets/996639#fruits/2084648)
+- **Playlist C**
+ - [sakuzyo - Altale (toybot) \[AFB's Rain\]](https://osu.ppy.sh/beatmapsets/228815#fruits/724582)
+ - [sana - Sunset March (Benita) \[Rain\]](https://osu.ppy.sh/beatmapsets/959995#fruits/2020804)
+ - [Hatsuki Yura - Drivi'n greedy - Nhato Remix - (Rocma) \[The Dead Voyage\]](https://osu.ppy.sh/beatmapsets/998578#fruits/2088626)
+ - [Sasaki Sayaka - Atlantico Blue (-Luminate) \[Overdose\]](https://osu.ppy.sh/beatmapsets/1097911#fruits/2293993)
+ - [IKIMONOGAKARI - Blue Bird feat. k*chan \[ dj-Jo Remix \] TV Size (Ascendance) \[Overdose\]](https://osu.ppy.sh/beatmapsets/1174801#fruits/2450381)
+- **Playlist D**
+ - [FELT - Goldrop (Lust) \[Spec's Rain\]](https://osu.ppy.sh/beatmapsets/204927#fruits/506395)
+ - [sakuraburst - anticrystal (WildOne94) \[Team United Kingdom's Overdose\]](https://osu.ppy.sh/beatmapsets/1062804#fruits/2225576)
+ - [LiLA'c Records - Jue (Original extended) (alienflybot) \[Oblivion\]](https://osu.ppy.sh/beatmapsets/1023485#fruits/2141040)
+ - [Eisyo-kobu - Oriental Blossom -Eika Shuuei- (Yumeno Himiko) \[Sakura\]](https://osu.ppy.sh/beatmapsets/910194#fruits/1899381)
+ - [lapix - Carry Me Away (Minato Yukina) \[Ultra\]](https://osu.ppy.sh/beatmapsets/1018810#fruits/2131975)
+
+### osu!mania
+
+- **Playlist A**
+ - [An - ExaVid (Abraxos) \[at\_the\_threshold\]](https://osu.ppy.sh/beatmapsets/649306#mania/1589629)
+ - [Camellia - Artificial Snow (Dergo) \[ash's hard\]](https://osu.ppy.sh/beatmapsets/1026319#mania/2147852)
+ - [Culprate - Finger VIP (Parachor) \[Trigger Finger\]](https://osu.ppy.sh/beatmapsets/508572#mania/1081560)
+ - [Chroma - lost memory (Youwhang) \[a light received from you.\]](https://osu.ppy.sh/beatmapsets/961321#mania/2012530)
+ - [bbn - Identic Conflict (pporse) \[Birdcage\]](https://osu.ppy.sh/beatmapsets/246853#mania/568463)
+- **Playlist B**
+ - [X&G - Whiplash ft. josh pan (sakuraburst Remix) (error_exe777) \[break out\]](https://osu.ppy.sh/beatmapsets/723633#mania/1527737)
+ - [Igorrr & Ruby My Dear - Figue Folle (Parachor) \[Grotesque [Lv.18]\]](https://osu.ppy.sh/beatmapsets/347453#mania/782953)
+ - [Frums - theyaremanycolors (Vortex-) \[780THz\]](https://osu.ppy.sh/beatmapsets/829383#mania/1737654)
+ - [Silentroom - NULCTRL EX (-mint-) \[MOTION\]](https://osu.ppy.sh/beatmapsets/1086666)
+ - [Middleisland - Achromat (iJinjin) \[7K Black Another\]](https://osu.ppy.sh/beatmapsets/195940#mania/553820)
+- **Playlist C**
+ - [Synergy Sound - Dreaming (-MysticEyes) \[serenity\]](https://osu.ppy.sh/beatmapsets/966717#mania/2023410)
+ - [Azu - Haryu (asd123iii) \[Another\]](https://osu.ppy.sh/beatmapsets/183478#mania/524443)
+ - [KOAN Sound & Asa - fuego (sakuraburst remix) (Couil) \[MX\]](https://osu.ppy.sh/beatmapsets/622946#mania/1313121)
+ - [Camellia - POWA OF DA WILDANES (Monheim) \[YATSUKAMIZUOMITSUNO\]](https://osu.ppy.sh/beatmapsets/1098578#mania/2295244)
+ - [Camellia - Beyond the Geostationary Orbit Level (Leniane) \[Equatorial\]](https://osu.ppy.sh/beatmapsets/1011337#mania/2116795)
+- **Playlist D**
+ - [The Flashbulb - Every Two Days (Monheim) \[2\]](https://osu.ppy.sh/beatmapsets/905599#mania/1890121)
+ - [siqlo - One Way Street (Dreamwalker) \[Unilateral\]](https://osu.ppy.sh/beatmapsets/688453#mania/1867902)
+ - [Ta9-5 - Positive (feat. Looci) (Dubstek) \[Loop Loop Loop\]](https://osu.ppy.sh/beatmapsets/1026168#mania/2146057)
+ - [Camellia - PLANET//SHAPER (Evening) \[GEOLOGICAL//IRRESOLUTION\]](https://osu.ppy.sh/beatmapsets/376293#mania/823842)
+ - [Frums - We Want To Run (Blocko) \[Another\]](https://osu.ppy.sh/beatmapsets/1025170#mania/2335802)
+
+## 赛季
+
+月赛目前在规定时段中进行。每个赛季都包含一组图池和一个面向整个社区的竞争性赛季排行榜。
+
+1. 赛季持续 10 周。
+2. 赛季在开始前就已经做好了充足的准备。
+ - 图池都会在赛季开始之前被选中并锁定。
+ - 赛季开始后,发布整个时间表。
+3. 一个赛季被分为多个星期。每个星期都会被标上一个字母。
+ - 字母代表每星期的多人游戏房间的图池。
+ - 在整个赛季中,每周进行一次循环,并重复两次。最后两周将以前的所有图池分为两个合并的图池。
+4. 赛季结束后,在新赛季开始前将有三周休息时间。在此期间,可以对项目进行一些调整。
+
+### 时间表(Summer 2020)
+
+当前赛季的时移多人游戏大厅的可用时间。
+
+
+
+*小提示:时移多人游戏大厅(Timeshift Multiplayer Lobby)是 osu!lazer 中的一个多人游戏模式。*
+
+| Event | 时间 |
+| --: | :-- |
+| 赛季开始 | 2020-07-06 |
+| 时移多人游戏大厅:Playlist A | 2020-07-10 - 2020-07-12 |
+| 时移多人游戏大厅:Playlist B | 2020-07-17 - 2020-07-19 |
+| 时移多人游戏大厅:Playlist C | 2020-07-24 - 2020-07-26 |
+| 时移多人游戏大厅:Playlist D | 2020-07-31 - 2020-08-02 |
+| 时移多人游戏大厅:Playlist A | 2020-08-07 - 2020-08-09 |
+| 时移多人游戏大厅:Playlist B | 2020-08-14 - 2020-08-16 |
+| 时移多人游戏大厅:Playlist C | 2020-08-21 - 2020-08-23 |
+| 时移多人游戏大厅:Playlist D | 2020-08-28 - 2020-08-30 |
+| 时移多人游戏大厅:Playlist A,B | 2020-09-04 - 2020-09-06 |
+| 时移多人游戏大厅:Playlist C,D | 2020-09-11 - 2020-09-13 |
+| 赛季清算 | 2020-09-14 - 2020-09-18 |
+
+### 多人游戏大厅
+
+目前,加入每周的多人游戏大厅需要使用 [osu!lazer](https://github.com/ppy/osu/releases)。
+
+1. 赛季的每个星期五,将打开一个时移多人游戏大厅。每个人最多可以参加3天。
+ - 在赛季的最后两周,将为两个个图池各打开一个各自的时移多人游戏大厅。
+2. 每个时移多人游戏大厅都提供一个预定义的图池列表。
+ - 每个图池都是赛季图池中的一个子图池。
+ - 每个图池内所包含的 Hard,Insane 和 Expert 难度均匀分布。
+ - 每个图池与每周分配的字母相对应。因此,每个图池在一个赛季中都会被重复三次。
+3. 在时移大厅中,每个人都可以争夺特定房间的排行榜。
+ - 房间排行榜基于 Ranked 谱面分数系统。因此,只有最佳成绩会被计入排行榜当中,排行榜分数为房间图池分数的总和。
+ - 图池中所有谱面均计入排行榜。高星谱面不会增加更多的分数。
+ - 所有谱面分数均基于 osu!lazer 的分数系统。
+4. 周 Ranked 谱面总分在时移大厅中显示为 “Weekly Ranked Score”。
+5. 时移大厅关闭后,房间内所有参与者的周 Ranked 谱面总分将添加到月赛排行榜当中。
+
+### 赛季排行榜
+
+*此功能仍有待完善。随着时间的推移,部分内容将被添加。因此,此部分会被随时更改。*
+
+赛季排行榜汇总每个参与者的周 Ranked 谱面总分。根据赛季排行榜,每个参与者都被分配到一个段位,以反映他们在排行榜中的相对位置。
+
+1. 赛季排行榜的得分是时移大厅中所有“周 Ranked 谱面总分”的总和。
+2. 参与者每个图池只能具有一个“周 Ranked 谱面总分”。
+ - 在另一周重复的图池中将只计算最佳的“周 Ranked 谱面总分”。
+3. 参与者不会得知其确切的赛季排行榜排名或得分。他们只会被分配到各自的段位当中。
+ - 仅赛季排行榜的前 50 名显示其确切位置。
+ - 根据排行榜中的确切位置分配段位。参加者会获得他们符合的最高段位。
+4. 赛季的第二周结束后,段位会被显示。
+
+### 段位奖励
+
+*此功能仍有待完善。随着时间的推移,部分内容将被添加。因此,此部分会被随时更改。*
+
+奖励将分发给每周时移大厅的获奖者,谱面的作者以及赛季排行榜上的每个玩家。
+
+1. 每个每周时移大厅的前 10 名将获得一周的 osu! 支持者标签。
+2. 在本赛季中,每个参与者都被分配到一个段位中,这会显示在其个人资料上徽章当中,该徽章在整个赛季中持续有效。
+ - 徽章会在赛季的第二周之后每周更新一次。
+ - 这些徽章有机会被永久保留。更多细节尚未确定。
+3. 在每个赛季结束时,由策展人决定的最佳谱面作者将获得一个月的 osu! 支持者标签。
+4. 在每个赛季结束时,都会添加一个新的可解锁成就。玩家需要完成本赛季的每个谱面才能获得它。
+
+| 徽章 | 段位 | 排名 |
+| :--: | :--: | :--: |
+|    | 人乐合一(Rhythm Incarnate) | Top 50 |
+|    | 钻石(Diamond) | Top 51 - 3% |
+|    | 铂金(Platinum) | 3% - 10% |
+|    | 黄金(Gold) | 10% - 25% |
+|    | 白银(Silver) | 25% - 50% |
+|    | 青铜(Bronze) | 50% - 70% |
+|    | 黄铜(Copper) | 70% - 95% |
+|    | 黑铁(Iron) | 95% - 100% |
+
+该表仅展示四个徽章设计中的 osu! 版本。每种游戏模式都有其自己的徽章设计。
+
+### 策展系统
+
+策展系统涉及策展人精选每个赛季要加入月赛的高质量谱面的过程。
+
+1. 在一个赛季的时间中,谱面将由各个模式的策展人选择出来。
+ - 策展人需要在公开讨论中就每个谱面达成共识。
+ - 各个游戏模式的负责人锁定最终决定,并在结论性讨论后巩固他们的选择。
+ - 选择的过程在各个游戏模式之间有所不同,并且会根据各个成员的需求进行调整。
+2. 谱面的选择基于其独特性和卓越性。每个选定的谱面都应在游戏性,设计和美学方面出类拔萃。
+3. 最终所选的谱面可作为对整个 osu! 社区的推荐。
+4. 为了履行向整个社区推荐优秀谱面的职责,谱面应涵盖特定范围的 Hard,Insane 和 Expert 难度。
+ - 所有谱面中的 25% 应该在 Hard 难度内。
+ - 所有谱面中的 45% 应该在 Insane 难度内。
+ - 所有谱面中的 30% 应该在 Expert 难度内。
+5. 每赛季至少选择 20 个高质量谱面。
+ - 所有谱面必须 Ranked。
+ - 就算挑选出了超过 20 个谱面,也必须遵循难度之间的均匀分布。
+ - 策展人可以选择同一谱面集的多个谱面。
+6. 谱面应该是最新和公认内容的健康组合。
+ - 所选谱面中至少有 25% 必须在本赛季开始前的最近三个月内 Ranked。
+7. 策展人不得推荐他们参与制作的谱面。
+ - 最多 25% 的谱面可以由策展人自己参与。
+8. 每个谱面都必须在赛季开始前进行选择。一个赛季开始后,就无法更改谱面。
+9. 所选谱面在赛季中被逐渐揭晓。所选谱面的整个列表必须保密,直到该赛季的每个子图池都揭晓为止。
+
+### 反馈
+
+月赛的当前状态是高度实验性的,可以根据玩家的反应随时更改。因此,最重要的是要收集尽可能多的反馈与批评,以进一步改善该系统的方向和表现。鼓励所以玩家在这里留下他们的意见和反馈:
+
+- [论坛反馈贴](https://osu.ppy.sh/community/forums/topics/1101170)
+- [社区 Discord 服务器](https://discord.gg/0Vxo9AsejDkGlk3H)
+- [osu!dev](https://discord.gg/ppy) 中的 `#osu-spotlights` 频道
+
+### 成为策展人
+
+任何人都可以通过填写此[申请表](https://spotlights.team/app)成为策展人。申请队列在各个赛季之间的休息时间打开,并在赛季进行时关闭。
+
+项目管理人员和团队负责人将审核所有申请人,并根据其作为各自游戏模式的玩家,以及作图摸图和图池选择的熟练程度进行评估。申请人不必精通所有这些技能,但是拥有广泛的认识肯定会有所帮助。策展人团队的基础是各种技能水平,经验和熟练程度的健康搭配。随着项目的发展,策展人的数量目前被有意地控制在很小的范围内。
+
+## 历史
+
+该项目最初由 ![][flag_US] [Cyclone](https://osu.ppy.sh/users/18589) 和 ![][flag_AU] [peppy](https://osu.ppy.sh/users/2) 在 2009 年 11 月提出,原名 “Ranking Charts”。该项目旨在让 [BAT](/wiki/Modding/Beatmap_Appreciation_Team) 和 [MAT](/wiki/Modding/Mapping_Assistance_Team) 提名并投票选出展示为期一个月的最佳谱面。
+
+该项目进行了多次更改和补充,例如[主题月赛](https://osu.ppy.sh/rankings/osu/charts?spotlight=26),[Mod 月赛](https://osu.ppy.sh/rankings/osu/charts?spotlight=19)或是[赛季排行榜](https://osu.ppy.sh/home/news/2014-07-18-june-2014-ranking-chart)等等。 最初,只有月赛胜者才能获得 osu! 支持者标签。后来,添加了对谱面作者或赛季排行榜胜者的奖励。
+
+项目负责人在其历史上已经发生了数次变化。![][flag_US] [SapphireGhost](https://osu.ppy.sh/users/388602) 于 2012 年 5 月接任项目负责人,随后是 ![][flag_US] [DeathXShinigami](https://osu.ppy.sh/users/49516) 和 ![][flag_US] [Makar](https://osu.ppy.sh/users/686389)。![][flag_DE] [Loctav](https://osu.ppy.sh/users/71366) 和 ![][flag_DE] [OnosakiHito](https://osu.ppy.sh/users/290128) 于 2013 年 12 月接任项目负责人。从 2015 年 3 月开始,该项目从最初的提名和投票转变为让[知名社区成员逐个选择他们推荐的谱面集](https://osu.ppy.sh/home/news/2015-03-18-february-2015-monthly-ranking-charts-new-season)。在2016年9月,[提名系统已大体恢复](https://osu.ppy.sh/home/news/2016-09-17-july-2016-ranking-charts-changes),由 [QAT](/wiki/Glossary#quality-assurance-team) 负责选择最值得关注的谱面集。
+
+在 2017 年 3 月改名为 [Beatmap Spotlights](https://osu.ppy.sh/home/news/2017-03-18-introducing-to-you-spotlights)。该系统本身保持了基本的连贯性,同时增加了诸如成就之类的奖励,并进一步增强了 Beatmap Spotlights 的显示效果。在对 QAT 进行内部检修期间,该项目的负责人已被重新分配给了 ![][flag_HU] [Kurokami](https://osu.ppy.sh/users/260933) 并重新组建了一个基于社区的谱面选择团队。在 2018 年 11 月,月赛的频率被更改为[季节性](https://osu.ppy.sh/home/news/2018-11-01-beatmap-spotlights-summer-2018)。2020 年 3 月,![][flag_DE] [Loctav](https://osu.ppy.sh/users/71366) 随 Kurokami 重回项目负责人,将其重新设计成新的形状,并组建了新的名为 osu! 策展人的团队。
+
+[flag_AU]: /wiki/shared/flag/AU.gif "澳大利亚"
+[flag_BR]: /wiki/shared/flag/BR.gif "巴西"
+[flag_CA]: /wiki/shared/flag/CA.gif "加拿大"
+[flag_CH]: /wiki/shared/flag/CH.gif "瑞士"
+[flag_CN]: /wiki/shared/flag/CN.gif "中国"
+[flag_DE]: /wiki/shared/flag/DE.gif "德国"
+[flag_DO]: /wiki/shared/flag/DO.gif "多米尼加"
+[flag_ES]: /wiki/shared/flag/ES.gif "西班牙"
+[flag_FI]: /wiki/shared/flag/FI.gif "芬兰"
+[flag_FR]: /wiki/shared/flag/FR.gif "法国"
+[flag_GB]: /wiki/shared/flag/GB.gif "英国"
+[flag_HK]: /wiki/shared/flag/HK.gif "香港"
+[flag_HU]: /wiki/shared/flag/HU.gif "匈牙利"
+[flag_JP]: /wiki/shared/flag/JP.gif "日本"
+[flag_MX]: /wiki/shared/flag/MX.gif "墨西哥"
+[flag_PH]: /wiki/shared/flag/PH.gif "菲律宾"
+[flag_PL]: /wiki/shared/flag/PL.gif "波兰"
+[flag_SG]: /wiki/shared/flag/SG.gif "新加坡"
+[flag_TH]: /wiki/shared/flag/TH.gif "泰国"
+[flag_US]: /wiki/shared/flag/US.gif "美国"
diff --git a/wiki/Beatmapping/Approach_rate/en.md b/wiki/Beatmapping/Approach_rate/en.md
index 1c8a828e3caf..553bd38cd7df 100644
--- a/wiki/Beatmapping/Approach_rate/en.md
+++ b/wiki/Beatmapping/Approach_rate/en.md
@@ -9,7 +9,7 @@ tags:
*For suggested AR values, see: [Ranking criteria](/wiki/Ranking_Criteria)*
-**Approach rate** (***AR***) is a [beatmap](/wiki/Beatmaps) difficulty setting that defines when [hit objects](/wiki/Hit_Objects) start to fade in relative to when they should be hit or collected. It exists only in [osu!standard](/wiki/Game_Modes/osu!) and [osu!catch](/wiki/Game_Modes/osu!catch).
+**Approach rate** (***AR***) is a [beatmap](/wiki/Beatmaps) difficulty setting that defines when [hit objects](/wiki/Hit_Objects) start to fade in relative to when they should be hit or collected. It exists only in [osu!standard](/wiki/Game_mode/osu!) and [osu!catch](/wiki/Game_mode/osu!catch).
AR values range from 0 to 10. Higher approach rates mean that hit objects will be shown for a shorter period of time, giving less time for a player to react. On the other hand, lower approach rates allow more reaction time, but can result in an overwhelming amount of hit objects appearing on the screen at once.
@@ -42,10 +42,10 @@ The amount of time it takes for the hit object to completely fade in is also rel
There are four mods that alter the approach rate when activated:
-- [Easy](/wiki/Game_Modifiers#easy): Halves the AR value.
-- [Hard Rock](/wiki/Game_Modifiers#hard-rock): Multiplies the AR value by 1.4, up to a maximum of 10.
-- [Double Time](/wiki/Game_Modifiers#double-time): The AR value is not affected, but due to the 50% play speed increase, hit objects stay on screen for 33% less time.
-- [Half Time](/wiki/Game_Modifiers#half-time): The AR value is not affected, but due to the 25% play speed decrease, hit objects stay on screen for 33% more time.
+- [Easy](/wiki/Game_modifier/Easy): Halves the AR value.
+- [Hard Rock](/wiki/Game_modifier/Hard_Rock): Multiplies the AR value by 1.4, up to a maximum of 10.
+- [Double Time](/wiki/Game_modifier/Double_Time): The AR value is not affected, but due to the 50% play speed increase, hit objects stay on screen for 33% less time.
+- [Half Time](/wiki/Game_modifier/Half_Time): The AR value is not affected, but due to the 25% play speed decrease, hit objects stay on screen for 33% more time.
While Half Time and Double Time do not change the AR value, the speed difference leads to an apparent AR change. HT/DT ARs are commonly referred to in terms of their perceived value. For example, "AR8+DT" may also be written as "AR9.6".
diff --git a/wiki/Beatmapping/Beats_per_minute/en.md b/wiki/Beatmapping/Beats_per_minute/en.md
index 6b422d61d891..9c2f5a1c1eec 100644
--- a/wiki/Beatmapping/Beats_per_minute/en.md
+++ b/wiki/Beatmapping/Beats_per_minute/en.md
@@ -19,6 +19,6 @@ Most modern songs use a single BPM which requires a single timing point. More co
## Gameplay
-BPM also influences gameplay elements such as [slider velocity](/wiki/Hit_Objects#slider-speed) in [osu!standard](/wiki/Game_Modes/osu!), and scroll speed in [osu!mania](/wiki/Game_Modes/osu!mania).
+BPM also influences gameplay elements such as [slider velocity](/wiki/Hit_Objects#slider-speed) in [osu!standard](/wiki/Game_mode/osu!), and scroll speed in [osu!mania](/wiki/Game_mode/osu!mania).
diff --git a/wiki/Beatmapping/Circle_size/en.md b/wiki/Beatmapping/Circle_size/en.md
index 0aa6e603e679..15d2d100604e 100644
--- a/wiki/Beatmapping/Circle_size/en.md
+++ b/wiki/Beatmapping/Circle_size/en.md
@@ -34,7 +34,7 @@ In osu!mania, circle size refers to the key count.
There are two mods that alter circle size when activated:
-- [Easy](/wiki/Game_Modifiers#easy): Halves the CS value.
-- [Hard Rock](/wiki/Game_Modifiers#hard-rock): Multiplies the CS value by 1.3, up to a maximum of 10.
+- [Easy](/wiki/Game_modifier/Easy): Halves the CS value.
+- [Hard Rock](/wiki/Game_modifier/Hard_Rock): Multiplies the CS value by 1.3, up to a maximum of 10.
diff --git a/wiki/Beatmapping/Circle_size/fr.md b/wiki/Beatmapping/Circle_size/fr.md
new file mode 100644
index 000000000000..16763593c78f
--- /dev/null
+++ b/wiki/Beatmapping/Circle_size/fr.md
@@ -0,0 +1,41 @@
+---
+no_native_review: true
+tags:
+ - CS
+ - key count
+---
+
+# Taille des cercles
+
+*Pour les règlementations concernant la taille des cercles, voir : [Critères de classement](/wiki/Ranking_Criteria)*
+
+La **Taille des Cercles** (**Circle Size** ou ***CS***) est un paramètre de difficulté des [beatmaps](/wiki/Beatmaps) qui affecte la taille des [hit object](/wiki/Hit_Objects). La valeur du CS varie entre 0 et 10, mais seules les valeurs de 2 à 7 peuvent être choisies dans [l'éditeur de beatmaps](/wiki/Beatmap_Editor). Les autres valeurs peuvent être utilisées via modification directe du [fichier `.osu`](/wiki/osu!_File_Formats/Osu_(file_format)) de la map.
+
+## osu!standard
+
+Dans osu!standard, le CS change la taille des cercles et sliders, les objets étant plus petits si la valeur augmente. Les spinners ne sont pas affectés par le CS. La taille des cercles est déterminée par la formule suivante :
+
+`r = 54.4 - 4.48 * CS`
+
+où `r` est le rayon mesuré en osu!pixels, et `CS` est la valeur du paramètre associé.
+
+## osu!taiko
+
+Dans osu!taiko, le CS n'affecte pas le gameplay.
+
+## osu!catch
+
+Dans osu!catch, le CS détermine la taille du plateau et des fruits.
+
+## osu!mania
+
+Dans osu!mania, le CS indique le nombre de touches.
+
+## Mod effects
+
+Il existe deux mods qui altèrent le CS lorsqu'ils sont activés :
+
+- [Easy](/wiki/Game_modifier/Easy) : Diminue le CS de moitié.
+- [Hard Rock](/wiki/Game_modifier/Hard_Rock) : Multiplie la valeur du CS par 1.3, ne peut dépasser 10.
+
+
diff --git a/wiki/Beatmapping/Colourhaxing/en.md b/wiki/Beatmapping/Colourhaxing/en.md
new file mode 100644
index 000000000000..f2dae34dd259
--- /dev/null
+++ b/wiki/Beatmapping/Colourhaxing/en.md
@@ -0,0 +1,14 @@
+---
+stub: true
+tags:
+ - colourhacking
+ - colorhacking
+---
+
+# Colourhaxing
+
+**Colourhaxing** refers to creators setting specific colours to be used for new combos, instead of cycling through the available colors in order. This allows for full control over combo colours and can be used to make different sections of a [beatmap](/wiki/Beatmaps) stand out.
+
+A very common way of doing this is to have the [kiai time](/wiki/Beatmap_Editor/Kiai_Time) use brighter combo colours than other sections to make it stand out even more. Colourhaxing can be a very tedious process, as new combos are defined through references to earlier combos. This means that changing one combo will change all of the following combos as well.
+
+
diff --git a/wiki/Beatmapping/Combo/en.md b/wiki/Beatmapping/Combo/en.md
index 56ba48864efa..64096a79414a 100644
--- a/wiki/Beatmapping/Combo/en.md
+++ b/wiki/Beatmapping/Combo/en.md
@@ -1,45 +1,26 @@
---
tags:
- - colorhaxing
- - colourhaxing
- - color haxing
- - colour haxing
- combo color
- combo colour
- NC
- new combo
+ - comboset
---
# Combo
-*Not to be confused with the [score multiplier](/wiki/Score).*
+*Not to be confused with [Score multiplier](/wiki/Game_modifier/Score_multiplier).*
-**Combos** are groups of related [hit objects](/wiki/Hit_Objects) in [beatmaps](/wiki/Beatmaps) that share the same colour and award bonus health when completed successfully. Groupings are most commonly done according to verses, measures, melodies, or visual patterns. Each combo starts with an object marked as a **new combo** (***NC***).
+**Combo** (or **comboset**) refers to a set of hit circles and sliders in [osu!standard](/wiki/Game_mode/osu!) and [osu!catch](/wiki/Game_mode/osu!catch) [beatmaps](/wiki/Beatmaps). [Hit objects](/wiki/Hit_Objects) of the same combo share a [combo colour](/wiki/Glossary/Combo_Colour) and are connected by followpoints. The end of a combo will award bonus [health](/wiki/Beatmapping/Health) if completed successfully. Each combo starts with a hit object marked with a new combo.
-The `New Combo` button (or the shortcut `Q`) is on the right of the `Compose` tab of the [beatmap editor](/wiki/Beatmap_Editor).
-
-## Combo colour
-
-*For regulations surrounding combo colours, see: [Ranking criteria](/wiki/Ranking_Criteria)*
-
-When a new combo is started, the current combo colour changes. Combo colours are defined by a mapper, and apply to all hit objects in a beatmap. Combo colouring is an important aspect to a beatmap's aesthetics, as it is one of the only ways to change the visuals of a beatmap besides [storyboarding](/wiki/Storyboard_Scripting) and [skinning](/wiki/Skinning). Combo colours can be set in the [Song Setup](/wiki/Beatmap_Editor/Song_Setup) panel, with a minimum of 2 and a maximum of 8 combo colours. Combo colours defined in a skin will only be used when a beatmapper does not define any combo colours, or when the player overrides it in their settings.
+[osu!taiko](/wiki/Game_mode/osu!taiko) and [osu!mania](/wiki/Game_mode/osu!mania) do not use combos.
## osu!standard
-In [osu!standard](/wiki/Game_Modes/osu!), each hit object in a combo has its own combo number, in addition to a combo colour. New combos start at 1 and count up, and spinners also force the next object to start a new combo. More health is recovered with [Geki and Katu](/wiki/Score#osu!) hit scores, which can be given from the last hit object in a combo.
+In [osu!standard](/wiki/Game_mode/osu!), each hit object in a combo has its own combo number, in addition to a combo colour. New combos start at 1 and count up, and spinners also force the next object to start a new combo. More health is recovered with [Geki and Katu](/wiki/Score#osu!) hit scores, which can be given from the last hit object in a combo.
## osu!catch
-In [osu!catch](/wiki/Game_Modes/osu!catch), each type of fruit is coloured in the order given. Droplets and fruits at the end of sliders will always have the same colour as the start fruit, however bananas will always have a tint of yellow. When a combo is completed, the fruits stacked on the catcher's plate will explode outwards.
-
-## Other game modes
-
-[osu!taiko](/wiki/Game_Modes/osu!taiko) and [osu!mania](/wiki/Game_Modes/osu!mania) do not use combos.
-
-## Colourhaxing
-
-**Colourhaxing** refers to mappers setting specific colours to be used for new combos, instead of cycling through the available colors in order like default. This allows for full control over combo colours, and can be used to make different sections of a beatmap stand out. A very common way of doing this is to have the [kiai time](/wiki/Beatmap_Editor/Kiai_Time) use brighter combo colours than other sections to make it stand out even more.
-
-Colourhaxing can be a very tedious process, as new combos are defined through references to earlier combos. This means that changing one combo will change all the following combos as well.
+In [osu!catch](/wiki/Game_mode/osu!catch), each type of fruit is coloured in the order given. Juice streams and fruits at the end of sliders will always have the same colour as the start fruit, however bananas will always have a tint of yellow. When a combo is completed, the fruits stacked on the catcher's plate will explode outwards.
diff --git a/wiki/Beatmapping/Countdown/en.md b/wiki/Beatmapping/Countdown/en.md
index a98db6634ae7..cafb180aaa8b 100644
--- a/wiki/Beatmapping/Countdown/en.md
+++ b/wiki/Beatmapping/Countdown/en.md
@@ -9,7 +9,7 @@ tags:
*For tournament timers, see: [Tournament management commands](/wiki/osu!tourney/Tournament_Management_Commands)*
*For regulations around countdowns, see: [Ranking criteria § General § Guidelines](/wiki/Ranking_Criteria#guidelines)*
-A countdown may appear in the beginning of a [beatmap](/wiki/Beatmaps). This is useful for songs that start quickly and/or abruptly, but most beatmaps do not need this enabled. Countdowns can be toggled on/off in the [song setup](/wiki/Beatmap_Editor/Song_Setup) menu under the "Design" tab, but are not allowed for [osu!taiko](/wiki/Game_Modes/osu!taiko) beatmaps.
+A countdown may appear in the beginning of a [beatmap](/wiki/Beatmaps). This is useful for songs that start quickly and/or abruptly, but most beatmaps do not need this enabled. Countdowns can be toggled on/off in the [song setup](/wiki/Beatmap_Editor/Song_Setup) menu under the "Design" tab, but are not allowed for [osu!taiko](/wiki/Game_mode/osu!taiko) beatmaps.
When enabled, the countdown animation can be controlled using the `Countdown Speed` buttons (`Half`, `Normal`, `Double`) and the `Countdown Offset` button. `Countdown Speed` buttons halve, double or keep the standard speed of the countdown animation. `Countdown Offset` sets the offset in [beats](/wiki/Glossary#beat) before the first [hit object](/wiki/Hit_Objects). For example, a countdown with offset 2 has its animation start 2 beats earlier than normal. For maps with intros, skipping goes directly to the countdown.
diff --git a/wiki/Beatmapping/HP_drain_rate/en.md b/wiki/Beatmapping/HP_drain_rate/en.md
index 7a89b88711ec..5be200db631c 100644
--- a/wiki/Beatmapping/HP_drain_rate/en.md
+++ b/wiki/Beatmapping/HP_drain_rate/en.md
@@ -18,7 +18,7 @@ HP ranges from 0 to 10, where 10 is the most punishing and 0 is the most lenient
There are four mods that alter the HP drain rate when activated:
-- [Easy](/wiki/Game_Modifiers#easy): Halves the HP value.
-- [Hard Rock](/wiki/Game_Modifiers#hard-rock): Multiplies the HP value by 1.4, up to a maximum of 10.
-- [Double Time](/wiki/Game_Modifiers#double-time): The HP value is not affected, but due to the 50% play speed increase, health drain occurs 50% faster.
-- [Half Time](/wiki/Game_Modifiers#half-time): The HP value is not affected, but due to the 25% play speed decrease, health drain occurs 25% slower.
+- [Easy](/wiki/Game_modifier/Easy): Halves the HP value.
+- [Hard Rock](/wiki/Game_modifier/Hard_Rock): Multiplies the HP value by 1.4, up to a maximum of 10.
+- [Double Time](/wiki/Game_modifier/Double_Time): The HP value is not affected, but due to the 50% play speed increase, health drain occurs 50% faster.
+- [Half Time](/wiki/Game_modifier/Half_Time): The HP value is not affected, but due to the 25% play speed decrease, health drain occurs 25% slower.
diff --git a/wiki/Beatmapping/Health/en.md b/wiki/Beatmapping/Health/en.md
index bda166413832..2e6065def420 100644
--- a/wiki/Beatmapping/Health/en.md
+++ b/wiki/Beatmapping/Health/en.md
@@ -13,7 +13,7 @@ tags:
## osu!standard
-In [osu!standard](/wiki/Game_Modes/osu!), health will decrease at a steady rate called [health drain](/wiki/Beatmapping/Health_drain), but can be replenished by hitting notes at the right time or spinning spinners.
+In [osu!standard](/wiki/Game_mode/osu!), health will decrease at a steady rate called [health drain](/wiki/Beatmapping/Health_drain), but can be replenished by hitting notes at the right time or spinning spinners.
Score bursts will appear after tapping hit circles, changing score and health values depending on the accuracy of the hit. A perfectly timed hit (300) will recover more health than a badly timed hit (50). Players also receive larger boosts if they achieve a katu or a geki at the end of a combo. A miss will drain health instead. If spinners are cleared early, continuing to spin will gain additional health back. For an overview of health recovery and health loss see below:
@@ -39,7 +39,7 @@ No effect:
## osu!taiko
-In [osu!taiko](/wiki/Game_Modes/osu!taiko), the health bar starts off empty and must be filled 50% or more to pass a beatmap. This is done by tapping the correct combination of keys in sync with the beat.
+In [osu!taiko](/wiki/Game_mode/osu!taiko), the health bar starts off empty and must be filled 50% or more to pass a beatmap. This is done by tapping the correct combination of keys in sync with the beat.
Score bursts will appear after hitting notes, changing score and health values depending on the accuracy of the hit. A perfectly timed hit (300) will recover more health than a badly timed hit (50). Players also receive larger boosts if they achieve a katu or a geki at the end of a combo. A miss will drain health instead. Failing to complete a denden will result in health loss. Drumrolls can be ignored with no health penalty as they have no influence on the health bar. For an overview of health recovery and health loss see below:
@@ -64,7 +64,7 @@ No effect:
## osu!catch
-In [osu!catch](/wiki/Game_Modes/osu!catch), health will decrease at a steady rate called [health drain](/wiki/Beatmapping/Health_drain), but can be replenished by catching fruits and drops.
+In [osu!catch](/wiki/Game_mode/osu!catch), health will decrease at a steady rate called [health drain](/wiki/Beatmapping/Health_drain), but can be replenished by catching fruits and drops.
Score bursts will appear after catching fruit, changing score and health values depending on the hit object caught. The player also receives larger boosts if he catches the end of a combo resulting in a geki. Missing fruit will drain health instead. Bananas can be ignored with no health penalty. For an overview of health recovery and health loss see below:
@@ -83,7 +83,7 @@ No effect:
## osu!mania
-In [osu!mania](/wiki/Game_Modes/osu!mania), only hit objects will affect the health bar, as [health drain](/wiki/Beatmapping/Health_drain) is disabled.
+In [osu!mania](/wiki/Game_mode/osu!mania), only hit objects will affect the health bar, as [health drain](/wiki/Beatmapping/Health_drain) is disabled.
Score bursts will appear after hitting notes, changing score and health values depending on the accuracy of the hit. A perfectly timed hit (300) will recover more health than a badly timed hit (50). Players also receive larger boosts if they achieve a katu or a geki at the end of a combo. A miss will drain health instead. Health bar regeneration occurs slowly while holding hold notes. For an overview of health recovery and health loss see below:
diff --git a/wiki/Beatmapping/Health_drain/en.md b/wiki/Beatmapping/Health_drain/en.md
index 4b00c1cf114c..b22f41e21007 100644
--- a/wiki/Beatmapping/Health_drain/en.md
+++ b/wiki/Beatmapping/Health_drain/en.md
@@ -9,6 +9,6 @@ tags:
**[Health](/wiki/Beatmapping/Health) drain** refers to the natural drain of the health bar that occurs when playing a [beatmap](/wiki/Beatmaps). Health drain is dependent on the [HP drain rate](/wiki/Beatmapping/HP_drain_rate) difficulty setting.
-Health drain is only active in [osu!standard](/wiki/Game_Modes/osu!) and [osu!catch](/wiki/Game_Modes/osu!catch). It also does not take effect before the start of gameplay or during breaks.
+Health drain is only active in [osu!standard](/wiki/Game_mode/osu!) and [osu!catch](/wiki/Game_mode/osu!catch). It also does not take effect before the start of gameplay or during breaks.
diff --git a/wiki/Beatmapping/Hitsound/en.md b/wiki/Beatmapping/Hitsound/en.md
index 5fe5cf38e41c..c7fa4589490f 100644
--- a/wiki/Beatmapping/Hitsound/en.md
+++ b/wiki/Beatmapping/Hitsound/en.md
@@ -7,16 +7,18 @@ tags:
# Hitsound
-*See also: [How to add custom hitsounds](/wiki/Guides/Adding_Custom_Hitsounds)*
+*See also: [Adding custom hitsounds](/wiki/Guides/Adding_Custom_Hitsounds)*
-A **hitsound** is a sound effect played when a [hit object](/wiki/Hit_Objects) is clicked. Hitsound feedback consists of a default sample called a "hit normal", and any combination of whistle, finish, or clap sample additions. Each sample has one of three "sample sets" that change its style: `Normal`, `Soft`, or `Drum`.
+**Hitsounds** are the sounds that osu! plays in response to user input when interacting with [hit objects](/wiki/Hit_Objects). Hitsounds are typically used to give auditory feedback to the player to help them judge their [accuracy](/wiki/Accuracy/) in relation to the song.
-[Spinners](/wiki/Hit_Objects/Spinner) and [sliders](/wiki/Hit_Objects/Slider) have additional spinner spin, spinner bonus, slider slide, and slider tick hitsounds.
+Hitsound feedback consists of a default sample called a "hit normal", and any combination of whistle, finish, or clap sample additions. Each sample has one of three "sample sets" that change its style: `Normal`, `Soft`, or `Drum`.
Beatmappers can replace any default sound samples with custom samples using a [beatmapset](/wiki/Beatmaps/Beatmapsets)'s folder. A player's [skin](/wiki/Skinning) can also replace default hitsounds on all beatmaps. Details on hitsound samples can be found in the [hitsound skinning](/wiki/Skinning/Sounds#hitsounds) article.
+[Spinners](/wiki/Hit_object/Spinner) and [sliders](/wiki/Hit_object/Slider) have additional spinner spin, spinner bonus, slider slide, and slider tick hitsounds.
+
## Active hitsound
An active hitsound correlates to a player's clicking by reaching its peak impact immediately when played. Drum sound samples are the most frequently used active hitsounds because they provide clear and immediate feedback.
@@ -29,10 +31,10 @@ Hitsounds can be added through storyboarding, but because they don't correlate t
## Keysound
-A keysound is a hitsound sample that is extremely similar or directly taken from the song and is used to replicate the pitch of the song's notes. This method of hitsounding usually provides low feedback to the player, but can be interesting and make sections of maps stand out when applied well.
+A keysound is a hitsound sample that is extremely similar to, or directly taken from, the song and is used to replicate the pitch of the song's notes. This method of hitsounding usually provides low feedback to the player, but can make playing certain beatmaps more interesting and make sections of a map stand out when applied well.
## In osu!taiko
-Unlike the other [game modes](/wiki/Game_Modes), [osu!taiko](/wiki/Game_Modes/osu!taiko) hitsounds directly affect the gameplay of their maps. Kats are distinguished from Dons using whistles and claps, and large notes are distinguished from normal ones using finishers.
+Unlike the other [game modes](/wiki/Game_mode), [osu!taiko](/wiki/Game_mode/osu!taiko) hitsounds directly affect the gameplay of their maps. Kats are distinguished from Dons using whistles and claps, and large notes are distinguished from normal ones using finishers.
osu!taiko's default samples are unique to the mode, and mappers typically do not override them.
diff --git a/wiki/Beatmapping/Overall_difficulty/en.md b/wiki/Beatmapping/Overall_difficulty/en.md
index 9a22ddb15c81..398bd7e91115 100644
--- a/wiki/Beatmapping/Overall_difficulty/en.md
+++ b/wiki/Beatmapping/Overall_difficulty/en.md
@@ -27,9 +27,9 @@ If the player hits outside of the 50's hit window, it will count as a miss.
## Sliders and spinners
-In [osu!standard](/wiki/Game_Modes/osu!), sliders will reward a 300 as long as they are hit within the 50's hit window. This is sometimes referred to as *slideracc* and is removed in ScoreV2.
+In [osu!standard](/wiki/Game_mode/osu!), sliders will reward a 300 as long as they are hit within the 50's hit window. This is sometimes referred to as *slideracc* and is removed in ScoreV2.
-Overall difficulty also affects spinners, in that they must be spun more to fill up the gauge in time. In [osu!taiko](/wiki/Game_Modes/osu!taiko), the denden will also need more hits to be cleared. The spins per second required to clear a spinner is defined by the following formula:
+Overall difficulty also affects spinners, in that they must be spun more to fill up the gauge in time. In [osu!taiko](/wiki/Game_mode/osu!taiko), the denden will also need more hits to be cleared. The spins per second required to clear a spinner is defined by the following formula:
- OD < 5: `5 - 2 * (5 - OD) / 5`
- OD = 5: `5`
@@ -43,10 +43,10 @@ In osu!standard, the timing system will not allow a hit object to be cleared unt
There are four mods that alter the overall difficulty when activated:
-- [Easy](/wiki/Game_Modifiers#easy): Halves the OD value.
-- [Hard Rock](/wiki/Game_Modifiers#hard-rock): Multiplies the OD value by 1.4, up to a maximum of 10.
-- [Double Time](/wiki/Game_Modifiers#double-time): The OD value is not affected, but due to the 50% play speed increase, hit windows are 33% shorter.
-- [Half Time](/wiki/Game_Modifiers#half-time): The OD value is not affected, but due to the 25% play speed decrease, hit windows are 33% larger.
+- [Easy](/wiki/Game_modifier/Easy): Halves the OD value.
+- [Hard Rock](/wiki/Game_modifier/Hard_Rock): Multiplies the OD value by 1.4, up to a maximum of 10.
+- [Double Time](/wiki/Game_modifier/Double_Time): The OD value is not affected, but due to the 50% play speed increase, hit windows are 33% shorter.
+- [Half Time](/wiki/Game_modifier/Half_Time): The OD value is not affected, but due to the 25% play speed decrease, hit windows are 33% larger.
While Half Time and Double Time do not change the OD value, the speed difference leads to a change in the hit windows. Because the scaling is different for each score value, DT causes the windows for 100 and 50 to become tighter than usual compared to 300, and HT causes them to become more lenient.
diff --git a/wiki/Beatmapping/Sampleset/en.md b/wiki/Beatmapping/Sampleset/en.md
new file mode 100644
index 000000000000..60762f5bef0b
--- /dev/null
+++ b/wiki/Beatmapping/Sampleset/en.md
@@ -0,0 +1,23 @@
+---
+stub: true
+---
+
+# Sampleset
+
+A **sampleset** is the collection of sound effects that are heard during gameplay.
+
+There are three types of hitsounds:
+
+- Normal
+- Soft
+- Drum
+
+Of these types, there are three different hitsound additions that are played over the default *normal* hitsound:
+
+- whistle
+- finish
+- clap
+
+A *normal* hitsound is used by default when any of the above samplesets are in-use.
+
+Other parts of a sampleset may include the slider tick sounds and the sound made when filling the spinner metre.
diff --git a/wiki/Beatmapping/Slider_tick/en.md b/wiki/Beatmapping/Slider_tick/en.md
new file mode 100644
index 000000000000..b29e4584de18
--- /dev/null
+++ b/wiki/Beatmapping/Slider_tick/en.md
@@ -0,0 +1,9 @@
+---
+stub: true
+---
+
+# Slider tick
+
+**Slider ticks** are small dots (ticks) that appear inside [sliders](/wiki/Hit_object/Slider). The amount of slider ticks used in a slider is dependent on the [slider velocity](/wiki/Beatmapping/Slider_velocity), [BPM](/wiki/Beatmapping/Beats_per_minute) and the inherited timing.
+
+During a play, slider ticks are collected by keeping the cursor within said slider's follow circle, that, once collected, will increase the combo by one unit per slider tick collected. If a player fails to collect all the slider ticks in a slider, they will recieve a `100` and break their combo.
diff --git a/wiki/Beatmaps/Beatmapsets/Guest_difficulty/en.md b/wiki/Beatmaps/Beatmapsets/Guest_difficulty/en.md
index 296512555542..6e6ecd921df9 100644
--- a/wiki/Beatmaps/Beatmapsets/Guest_difficulty/en.md
+++ b/wiki/Beatmaps/Beatmapsets/Guest_difficulty/en.md
@@ -1,6 +1,7 @@
---
stub: true
tags:
+ - GD
- guest beatmap
- guest difficulties
- guest map
@@ -8,4 +9,8 @@ tags:
# Guest difficulty
-A **guest difficulty** is a [beatmap](/wiki/Beatmaps) of a [beatmapset](/wiki/Beatmaps/Beatmapsets) that is not created by the [beatmapset host](/wiki/Beatmaps/Beatmapsets/Beatmapset_host). A beatmap featuring multiple mappers is also known as a [collaborative difficulty](/wiki/Beatmaps/Beatmap_collaborations).
+*For regulations surrounding guest difficulties, see: [Ranking Criteria](/wiki/Ranking_Criteria)*
+
+A **guest difficulty** (or *GD* for short) is a [beatmap](/wiki/Beatmaps) of a [beatmapset](/wiki/Beatmaps/Beatmapsets) that is not created by the [beatmapset host](/wiki/Beatmaps/Beatmapsets/Beatmapset_host). They can usually be identified by their difficulty name containing the guest creator's username. A beatmap featuring multiple creators is also known as a [collaborative difficulty](/wiki/Beatmaps/Beatmap_collaborations).
+
+Many guest difficulties are often requested by private messages between creators. Although GDs can also be requested in [modding queues](https://osu.ppy.sh/community/forums/60).
diff --git a/wiki/Beatmaps/Pattern/Jump/en.md b/wiki/Beatmaps/Pattern/Jump/en.md
index 78153a0d590f..46d0087e4c3c 100644
--- a/wiki/Beatmaps/Pattern/Jump/en.md
+++ b/wiki/Beatmaps/Pattern/Jump/en.md
@@ -6,6 +6,6 @@ tags:
# Jump
-A **jump** is an [osu!standard](/wiki/Game_Modes/osu!) [pattern](/wiki/Beatmaps/Pattern) where two [hit objects](/wiki/Hit_Objects) are spaced far apart on the playfield compared to the spacing between other objects. Jumps usually signal high intensity in a song and they are most commonly snapped to 1/2 ticks on the [timeline](/wiki/Beatmap_Editor/Timelines#hit-objects).
+A **jump** is an [osu!standard](/wiki/Game_mode/osu!) [pattern](/wiki/Beatmaps/Pattern) where two [hit objects](/wiki/Hit_Objects) are spaced far apart on the playfield compared to the spacing between other objects. Jumps usually signal high intensity in a song and they are most commonly snapped to 1/2 ticks on the [timeline](/wiki/Beatmap_Editor/Timelines#hit-objects).
Jumps are usually played with snappy movement, as opposed to the smooth movement of [streams](/wiki/Beatmaps/Pattern/Stream).
diff --git a/wiki/Beatmaps/Pattern/Jump/fr.md b/wiki/Beatmaps/Pattern/Jump/fr.md
index 582b9041ba89..688b07e78f5c 100644
--- a/wiki/Beatmaps/Pattern/Jump/fr.md
+++ b/wiki/Beatmaps/Pattern/Jump/fr.md
@@ -7,6 +7,6 @@ no_native_review: true
# Jump
-Un **jump** est un [motif](/wiki/Beatmaps/Pattern) d'[osu!standard](/wiki/Game_Modes/osu!) où deux [cercles](/wiki/Hit_Objects) sont fortement éloignés sur la zone de jeu par rapport à la distance séparant les autres objets de la beatmap . Les jumps représentent souvent un passage intense de la musique, et sont souvent placés à 1/2 tick d'écart sur la [ligne du temps](/wiki/Beatmap_Editor/Timeline#hit-objects).
+Un **jump** est un [motif](/wiki/Beatmaps/Pattern) d'[osu!standard](/wiki/Game_mode/osu!) où deux [cercles](/wiki/Hit_Objects) sont fortement éloignés sur la zone de jeu par rapport à la distance séparant les autres objets de la beatmap . Les jumps représentent souvent un passage intense de la musique, et sont souvent placés à 1/2 tick d'écart sur la [ligne du temps](/wiki/Beatmap_Editor/Timeline#hit-objects).
Les jumps sont souvent joués avec un déplacement de souris saccadé, contrairement au mouvement fluide des [streams](/wiki/Beatmaps/Pattern/Stream).
diff --git a/wiki/Beatmaps/Pattern/Stream/en.md b/wiki/Beatmaps/Pattern/Stream/en.md
index b679a5f802fa..365d738fec91 100644
--- a/wiki/Beatmaps/Pattern/Stream/en.md
+++ b/wiki/Beatmaps/Pattern/Stream/en.md
@@ -6,6 +6,6 @@ tags:
# Stream
-A **stream** is an [osu!standard](/wiki/Game_Modes/osu!) [pattern](/wiki/Beatmaps/Pattern) where many [hit circles](/wiki/Hit_Objects/Hit_circle) are placed close together and in quick succession. Streams usually represent high note density in a song and they are most commonly snapped to 1/4 ticks on the [timeline](/wiki/Beatmap_Editor/Timelines#hit-objects).
+A **stream** is an [osu!standard](/wiki/Game_mode/osu!) [pattern](/wiki/Beatmaps/Pattern) where many [hit circles](/wiki/Hit_Objects/Hit_circle) are placed close together and in quick succession. Streams usually represent high note density in a song and they are most commonly snapped to 1/4 ticks on the [timeline](/wiki/Beatmap_Editor/Timelines#hit-objects).
Streams are usually played with smooth movement, as opposed to the snappy movement of [jumps](/wiki/Beatmaps/Pattern/Jump). Most streams require the player to alternate clicking between both fingers due to their speed.
diff --git a/wiki/Beatmaps/Pattern/Stream/fr.md b/wiki/Beatmaps/Pattern/Stream/fr.md
index fb2af891617f..4283b1a3dbd7 100644
--- a/wiki/Beatmaps/Pattern/Stream/fr.md
+++ b/wiki/Beatmaps/Pattern/Stream/fr.md
@@ -7,6 +7,6 @@ no_native_review: true
# Stream
-Un **stream** est un [motif](/wiki/Beatmaps/Pattern) d'[osu!standard](/wiki/Game_Modes/osu!) où beaucoup de [cercles](/wiki/Hit_Objects/Hit_circle) sont proches les uns des autres et joués successivement à vitesse plus ou moins rapide. Les streams représentent généralement une densité de notes importante dans une musique, et sont souvent placés à 1/4 de tick sur la [ligne du temps](/wiki/Beatmap_Editor/Timeline#hit-objects).
+Un **stream** est un [motif](/wiki/Beatmaps/Pattern) d'[osu!standard](/wiki/Game_mode/osu!) où beaucoup de [cercles](/wiki/Hit_Objects/Hit_circle) sont proches les uns des autres et joués successivement à vitesse plus ou moins rapide. Les streams représentent généralement une densité de notes importante dans une musique, et sont souvent placés à 1/4 de tick sur la [ligne du temps](/wiki/Beatmap_Editor/Timeline#hit-objects).
Les streams sont souvent joués avec un déplacement de souris fluide, contrairement aux [jumps](/wiki/Beatmaps/Pattern/Jump). La plupart des streams nécéssitent de cliquer en alternant entre les deux doigts, à cause de leur vitesse élevée.
diff --git a/wiki/Beatmaps/Technical_maps/en.md b/wiki/Beatmaps/Technical_maps/en.md
new file mode 100644
index 000000000000..d0aad3aa6894
--- /dev/null
+++ b/wiki/Beatmaps/Technical_maps/en.md
@@ -0,0 +1,62 @@
+---
+stub: true
+tags:
+ - mapping
+ - tech
+ - slider
+ - SV
+ - term
+---
+
+# Technical maps
+
+
+
+*Notice: For the purposes of this article, the term "tech map" will be treated as an umbrella term that includes all of these definitions.*
+
+**Technical maps** (often shortened to "tech map") is a term that does not have a clear, agreed-upon definition amongst the osu! community. Depending on the user, "tech map" can be as broad as a [beatmap](/wiki/Beatmaps) that simply contains non-generic beatmap [patterns](/wiki/Beatmaps/Pattern), or as specific as a beatmap that is dense in [object](/wiki/Hit_object) count and contains many irregular [slider](/wiki/Hit_object/Slider) shapes that quickly and drastically change speeds (often at high intensity).
+
+Tech maps are most often associated with song genres that offer complex and fast-paced sounds (e.g., drum-and-bass, dubstep, and drumstep) as they often allow for the mapper to explore each and every individual sound in-detail to the beatmap's advantage. Although music of this type is not explicitly required.
+
+Regardless of definition, many players claim that tech maps are unfair (in terms of skill) due to the main increase in difficulty deriving mostly or solely from the confusing patterns or irregular sliders. Likewise, this means that they are not very popular for gaining large amounts of [pp](/wiki/Performance_Points) at once due to the way the current system works and how it undervalues beatmaps of this nature.
+
+## Definitions
+
+Due to the broad nature of the term "tech map," there are many different aspects that could describe the term. The lists below describe different definitions from popular "types" of players.
+
+### Broadest definition
+
+*Notice: The "broadest" definition only requires one or two of the aspects listed to be present in order to define a beatmap as tech.*
+
+- Non-generic or difficult-to-read beatmap patterns (example shown below)
+ - A hard "flow" to the beatmap
+- SV sliders
+ - These may contain slider art
+- Irregular slider shapes
+- Quick and sharp changes in slider speed
+- Overall high intensity
+ - Extremely dense in object count throughout large parts of the map (excluding [streams](/wiki/Beatmaps/Pattern/Stream))
+
+
+
+
+
+Good examples of tech maps that fit this definition are [Silentroom - Nhelv (Nyxa) \[iniquitatem\]](https://osu.ppy.sh/beatmapsets/917915#osu/2009432) and [RUMI - Densetsu no Matsuri (Net0) \[Oni\]](https://osu.ppy.sh/beatmapsets/781683#osu/1641637).
+
+### Most restrictive/specific definition
+
+*Notice: The "most restrictive/specific" definition requires **all** of the aspects listed to be present in order to define a beatmap as tech.*
+
+- Irregular slider shapes
+- Quick and sharp changes in slider speed
+- SV sliders
+- Difficult-to-read beatmap patterns (often described as having a hard "flow") (example shown below)
+
+
+
+")
+
+Good examples of tech maps that fit this definition are [Camelia - Exit This Earth's Atomosphere (Camellia's "PLANETARY//200STEP" Remix) (ProfessionalBox) \[Primordial Nucleosynthesis\]](https://osu.ppy.sh/beatmapsets/855677#osu/1787848) and [LeaF - MARENOL (Yugu) \[Extra\]](https://osu.ppy.sh/beatmapsets/1136149#osu/2404722).
+
+
diff --git a/wiki/Beatmaps/Technical_maps/img/beatmap_hard_flow.jpg b/wiki/Beatmaps/Technical_maps/img/beatmap_hard_flow.jpg
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diff --git a/wiki/Beatmaps/Technical_maps/img/difficult_to_read_beatmap.jpg b/wiki/Beatmaps/Technical_maps/img/difficult_to_read_beatmap.jpg
new file mode 100644
index 000000000000..b9234b78e25f
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diff --git a/wiki/Beatmaps/Technical_maps/img/irregular_slider.jpg b/wiki/Beatmaps/Technical_maps/img/irregular_slider.jpg
new file mode 100644
index 000000000000..042a94cc04a6
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diff --git a/wiki/Beatmaps/Technical_maps/img/nongeneric_beatmap_pattern.jpg b/wiki/Beatmaps/Technical_maps/img/nongeneric_beatmap_pattern.jpg
new file mode 100644
index 000000000000..3af1dc4c9fdb
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diff --git a/wiki/Bot_account/fr.md b/wiki/Bot_account/fr.md
new file mode 100644
index 000000000000..184675c49116
--- /dev/null
+++ b/wiki/Bot_account/fr.md
@@ -0,0 +1,65 @@
+---
+no_native_review: true
+tags:
+ - bot accounts
+ - chat bot
+ - chat bots
+ - IRC bot
+ - IRC bots
+---
+
+# Compte Bot
+
+Un **compte bot** est un type spécial de compte osu! utilisé par un service automatisé au lieu d'une personne réelle. Sur le site, ils possèdent un badge blanc avec la mention `BOT`, et seule la page `me!` sur leur profil est visible. Les comptes bots sont généralement utilisés pour héberger des "chat bots" qui offrent diverses fonctionnalités à la communauté à travers les salons [multijoueur](/wiki/Multi) ou les messages privés.
+
+Un compte bot peut être créé uniquement via une [demande de candidature](#créer-un-compte-bot). Créer un compte bot par la procédure d'enregistrement normale est considéré comme étant du multi-compte, ce qui enfreint les [règles de la communauté](/wiki/Rules#règles-de-communauté).
+
+## Avantages des comptes bots
+
+La principale différence entre un compte bot et un compte personnel réside dans la limite de messages qu'ils peuvent envoyer dans le [chat](/wiki/Chat_Console). Les comptes bots possède une limite accrue afin de permettre à leurs services d'interagir avec plus d'utilisateurs sans risquer de réduire le compte au [silence](/wiki/Glossary#silence) :
+
+- Un compte personnel peut envoyer 10 messages toutes les 5 secondes
+- Un compte bot peut envoyer 300 messages toutes les 60 secondes
+
+Ces limitations s'appliquent uniquement au canaux privés, `#multiplayer` et `#spectator`. Les comptes bots ne sont pas autorisés à envoyer des messages dans d'autres canaux.
+
+## Créer un compte bot
+
+Si vous voulez créer un chat bot, commencez d'abord par l'exécuter sur votre propre compte osu!, et faites en sorte de respecter les limitations liées aux comptes personnels décrites ci-dessus. Si votre service prend de l'ampleur, cela peut être l'occasion de demander un compte bot dédié à l'équipe de support aux comptes.
+
+### Critères requis
+
+Avant d'entamer une demande, l'équipe du support exige que le bot remplisse les critères suivants :
+
+- Le bot doit être en service sur votre compte depuis au moins 6 mois
+- Le bot est complètement open-source et possède une documentation publique complète
+- Le bot est utilisé par au moins 50 utilisateurs uniques tous les mois
+- Le bot respecte les limitations de messages liées aux comptes personnels
+- Le bot n'envoie pas de messages dans les canaux publics
+- Le bot est utile à un public étendu dans la communauté osu!
+
+### Remplir une demande
+
+Si votre bot remplit les conditions énoncées, vous pouvez envoyer une requête pour créer un compte bot dédié.
+
+Envoyez un email à [accounts@ppy.sh](mailto:accounts@ppy.sh) ayant pour sujet `Bot Account Request`. Celui-ci doit être envoyé avec l'adresse liée à votre compte osu!.
+
+L'email doit contenir les éléments suivants :
+
+- Votre nom d'utilisateur osu! (sur lequel vous exécutez le bot)
+- Le nom d'utilisateur que vous souhaitez donner au compte bot
+- La date à laquelle vous avez commencé à exécuter le bot
+- Un lien vers le code source et la documentation du bot
+- Un court résumé des fonctionnalités de votre bot
+
+L'équipe de support aux comptes va examiner votre requête. Si elle est refusée, l'équipe vous donnera les raisons de cette décision. Dans le cas contraire, l'équipe créera le compte bot pour vous et vous donnera des instructions complémentaires sur son utilisation.
+
+
+
+## Trivia
+
+- Le badge de groupe `BOT` est affiché sur les comptes avec un groupe principal de `Chat Bots` (groupe #29). La liste des groupes n'est pas publique.
+- Certains comptes personnels sont dans le groupe chat bots car les propriétaires ne souhaitaient pas ou n'ont pas demandé un compte bot séparé pour leurs services, par exemple ![][flag_DE] [Tillerino](https://osu.ppy.sh/users/2070907) et ![][flag_FR] [ThePooN](https://osu.ppy.sh/users/718454). Ce procédé n'est à présent plus possible, et les nouveaux bots entrant dans le groupe auront toujours un compte exclusif.
+
+[flag_DE]: /wiki/shared/flag/DE.gif "Allemagne"
+[flag_FR]: /wiki/shared/flag/FR.gif "France"
diff --git a/wiki/Brand_identity_guidelines/pt-br.md b/wiki/Brand_identity_guidelines/pt-br.md
new file mode 100644
index 000000000000..e2ac7898a400
--- /dev/null
+++ b/wiki/Brand_identity_guidelines/pt-br.md
@@ -0,0 +1,72 @@
+# Diretrizes de identidade da marca
+
+As diretrizes de identidade da marca são um conjunto de padrões para branding de projetos relacionados ao osu!. Todo uso não requer aprovação.
+
+[Baixe o kit de design aqui.](https://drive.google.com/file/d/1TmUot5nu49p71icz4u3G68njLAQOeQrG/view?usp=sharing) O kit de design linkado contém alguns recursos desatualizados. Note também que o PDF incluído está desatualizado e esta página deve ser utilizada em seu lugar.
+
+## Logo osu! cookie
+
+### Restrições de uso do cookie
+
+#### Cor única
+
+
+
+Essa é a versão de cor única do logo osu! cookie. Esta versão do logo é muito versátil e pode ser adaptada para vários estilos de design.
+
+Por favor, use o arquivo original como base e não crie o logo do zero.
+
+#### Colorida
+
+
+
+Essa é a versão colorida do logo osu! cookie. A sombra sutil faz parte do logo colorida.
+
+Por favor, use o logo como fornecido pelo kit de design sem nenhuma modificação.
+
+### Espaço livre
+
+
+
+Por favor, dê ao cookie algum espaço para respirar. Use o "o" em "osu!" como uma medida de espaço.
+
+### Restrições de uso do cookie de cor única
+
+Uma vez que osu! é mantido pela comunidade, o logo osu! cookie é projetado para ser simples e versátil; ele pode se adaptar para vários designs com facilidade. Não há restrição de cores para o cookie.
+
+
+
+- O cookie deve sempre ser agudo.
+- Você pode usar qualquer cor para o cookie.
+- Você pode adicionar um gradiente linear ao cookie. Gradientes radiais não são recomendados já que o anel e o elemento do meio podem aparecer em cores completamente diferentes.
+- Você pode mascarar uma arte como uma textura para o cookie; no entanto, o cookie deve manter um bom contraste com o plano de fundo.
+
+---
+
+
+
+- **Não** mude a proporção do cookie.
+- **Não** rotacione o cookie. O cookie deve estar alinhado com a orientação média ou com os olhos do leitor, quando lendo.
+- **Não** mude qualquer elemento do cookie em outra coisa.
+- **Não** remova qualquer elemento do cookie.
+- **Não** redimensione qualquer elemento do cookie independentemente.
+- **Não** modifique qualquer elemento do cookie.
+- **Não** rearranje qualquer elemento do cookie.
+- O cookie deve sempre ser bem definido. Se fizer parte de uma arte, por favor coloque outra logo definida em algum lugar da arte.
+- **Não** aplique qualquer efeito extravagante ou brega no cookie.
+- **Não** coloque qualquer elemento extra dentro do cookie.
+- **Não** aplique contornos ao cookie. Use uma cor diferente pro cookie.
+- **Nem pense** em mudar o elemento. Qualé. Isso não é nem nosso logo. Isso é apenas um texto em um círculo.
+
+### Restrições de uso do cookie colorido
+
+Uma vez que osu! é mantido pela comunidade, o logo osu! cookie é projetado para ser simples e versátil; ele pode se adaptar para vários designs com facilidade. Por favor, use o logo como é, sem qualquer modificação. Todas as restrições aplicadas ao cookie de cor única se aplicam ao cookie colorido também.
+
+
+
+- **Não** use o cookie antigo.
+- **Não** use um tom diferente de rosa.
+- **Não** adicione um gradiente ao cookie colorido.
+- **Não** use outras cores.
+- **Não** adicone qualquer coisa dentro do cookie.
+- **Não** mude qualquer elemento do cookie em outra coisa.
diff --git a/wiki/Chat_Console/de.md b/wiki/Chat_Console/de.md
index a49b1f8b10fa..46f360c0439b 100644
--- a/wiki/Chat_Console/de.md
+++ b/wiki/Chat_Console/de.md
@@ -84,21 +84,21 @@ Man kann die Leisten entweder anklicken oder die zugehörige Zahl drücken. Sie
| :-- | :-- | :-- | :-- |
| `/addfriend [Benutzername]` | `[Benutzername]` als Freund hinzufügen. | `/addfriend Deimos` | Deimos. |
| `/delfriend [Benutzername]` | `[Benutzername]` als Freund entfernen. | `/delfriend Deimos` | Deimos. |
-| `/away [Nachricht]` | Legt eine "Away"-Nachricht fest, die automatisch auf Privatnachrichten geantwortet wird. Zum Entfernen [Nachricht] leer lassen. | `/away Nicht hier.` | You have been marked as being away: Nicht hier. [Jeder, der dich nun privat anschreibt, erhält die Nachricht: 'BanchoBot: Nicht hier.'] |
-| `/bb` | Sende eine Nachricht an BanchoBot, wie z. B. `rank [Zahl]` | `/bb rank 1` | [15/11/12] Stats for Uan: Score: 47,323,299,680 (#1) Plays: 176293 (lv102) Accuracy: 98.95% |
-| `/chat [Benutzername]` | Öffnet einen privaten Chatkanal mit `[Benutzername]`. | `/chat Deimos` | [Kanal mit Deimos wird geöffnet] |
+| `/away [Nachricht]` | Legt eine "Away"-Nachricht fest, die automatisch auf Privatnachrichten geantwortet wird. Zum Entfernen \[Nachricht\] leer lassen. | `/away Nicht hier.` | You have been marked as being away: Nicht hier. \[Jeder, der dich nun privat anschreibt, erhält die Nachricht: 'BanchoBot: Nicht hier.'\] |
+| `/bb` | Sende eine Nachricht an BanchoBot, wie z. B. `rank [Zahl]` | `/bb rank 1` | \[15/11/12\] Stats for Uan: Score: 47,323,299,680 (#1) Plays: 176293 (lv102) Accuracy: 98.95% |
+| `/chat [Benutzername]` | Öffnet einen privaten Chatkanal mit `[Benutzername]`. | `/chat Deimos` | \[Kanal mit Deimos wird geöffnet\] |
| `/clear` | Alle Nachrichten vom derzeitig ausgewählten Chat Tab werden entfernt. | `/clear` | |
-| `/ignore [Benutzername][@chp]` | Ignoriere alle Nachrichten von `[Benutzername]` bis zum nächsten Neustart. Beim Hinzufügen von `@` mit einer Kombination aus `c`, `h` und/oder `p` wird `[Benutzername]` entweder im Chat, bei Highlights oder privaten Nachrichten ignoriert. | `/ignore Deimos@chp` | BanchoBot: You will no longer hear Deimos {chat} {highlights} {PMs} [Ignoriere alle öffentlichen (`c`), alle privaten (`p`) Nachrichten und alle Highlights (`h`) von Deimos.] |
-| `/join [Channel]` oder `/j [Channel]` | Tritt einem bestimmten Channel bei. | `/join #german` | [Tab mit #german wird geöffnet] |
+| `/ignore [Benutzername][@chp]` | Ignoriere alle Nachrichten von `[Benutzername]` bis zum nächsten Neustart. Beim Hinzufügen von `@` mit einer Kombination aus `c`, `h` und/oder `p` wird `[Benutzername]` entweder im Chat, bei Highlights oder privaten Nachrichten ignoriert. | `/ignore Deimos@chp` | BanchoBot: You will no longer hear Deimos {chat} {highlights} {PMs} \[Ignoriere alle öffentlichen (`c`), alle privaten (`p`) Nachrichten und alle Highlights (`h`) von Deimos.\] |
+| `/join [Channel]` oder `/j [Channel]` | Tritt einem bestimmten Channel bei. | `/join #german` | \[Tab mit #german wird geöffnet\] |
| `/part` | Schließt den derzeitig ausgewählten Chat-Tab. | `/part` | |
| `/unignore [Benutzername]` | `[Benutzername]` wird nicht mehr ignoriert. | `/unignore Deimos` | You may now hear Deimos. (Die Chatkonsole zeigt nun alle zukünftigen Nachrichten von Deimos an)
| `/me [Aktion]` | Spreche in der dritten Person über dich selbst. | `/me ist soooooo schlecht.` | * Phobos ist soooooo schlecht.
-| `/msg [Benutzername] [Nachricht]` | Sende eine private Nachricht an `[Benutzername]`. | `/msg Deimos Ich bin sooooo schlecht.` | [Aus Deimos' Sichtweise] Phobos: Ich bin sooooo schlecht.
-| `/np` | Nennt das Lied, das du gerade hörst oder spielst. | `/np` | [Wenn du spielst] * John is playing [Peter Lambert - osu! tutorial \[Gameplay Basics\]](https://osu.ppy.sh/beatmaps/22538) |
-| `/reply` | Antwortet auf die zuletzt erhaltene Nachricht. | `/r Wie werde ich besser?` | [Aus Deimos' Sichtweise] Phobos: Mann, ich bin soooooo schlecht. Deimos: Ja, verdammt schlecht. Phobos: Wie werde ich besser? |
-| `/savelog` | Speichert den Verlauf des aktuellen Kanals in einer Textdatei ab. | `/savelog` | [Ein Ordner mit dem Namen "Chat" wird im osu!-Verzeichnis erstellt, welcher alle Logdateien aufbewahrt.] |
-| `/watch [Benutzername]` | Schaut `[Benutzername]` zu. | `/watch Deimos` | * Started spectating Deimos. [Du schaust Deimos nun zu, sobald er eine Beatmap spielt.] |
-| `/nopm` | Wechselt zwischen den Optionen, private Nachrichten von allen oder nur von Freunden zu empfangen. | `/nopm` | [Eine Nachricht in der Mitte des Fensters zeigt den aktuellen Status.] |
+| `/msg [Benutzername] [Nachricht]` | Sende eine private Nachricht an `[Benutzername]`. | `/msg Deimos Ich bin sooooo schlecht.` | \[Aus Deimos' Sichtweise\] Phobos: Ich bin sooooo schlecht.
+| `/np` | Nennt das Lied, das du gerade hörst oder spielst. | `/np` | \[Wenn du spielst\] * John is playing [Peter Lambert - osu! tutorial \[Gameplay Basics\]](https://osu.ppy.sh/beatmaps/22538) |
+| `/reply` | Antwortet auf die zuletzt erhaltene Nachricht. | `/r Wie werde ich besser?` | \[Aus Deimos' Sichtweise\] Phobos: Mann, ich bin soooooo schlecht. Deimos: Ja, verdammt schlecht. Phobos: Wie werde ich besser? |
+| `/savelog` | Speichert den Verlauf des aktuellen Kanals in einer Textdatei ab. | `/savelog` | \[Ein Ordner mit dem Namen "Chat" wird im osu!-Verzeichnis erstellt, welcher alle Logdateien aufbewahrt.\] |
+| `/watch [Benutzername]` | Schaut `[Benutzername]` zu. | `/watch Deimos` | * Started spectating Deimos. \[Du schaust Deimos nun zu, sobald er eine Beatmap spielt.\] |
+| `/nopm` | Wechselt zwischen den Optionen, private Nachrichten von allen oder nur von Freunden zu empfangen. | `/nopm` | \[Eine Nachricht in der Mitte des Fensters zeigt den aktuellen Status.\] |
| `/invite [Benutzername]` | Lädt `[Benutzername]` zum Mehrspielerraum ein. | `/invite Deimos` | * Deimos has been invited to the game |
### /keys
diff --git a/wiki/Chat_Console/es.md b/wiki/Chat_Console/es.md
index 5e7a0bfa668c..ef3ee5efb87c 100644
--- a/wiki/Chat_Console/es.md
+++ b/wiki/Chat_Console/es.md
@@ -77,21 +77,21 @@ Presiona el número o haz clic en la barra para activar:
| `/addfriend [usuario]` | Agrega a `[usuario]` a tu lista de amigos. | `/addfriend Amigo` | You are now friends with Amigo. |
| `/delfriend [usuario]` | Elimina a `[usuario]` de tu lista de amigos. | `/delfriend Amigo` | You are no longer friends with Amigo. |
| `/away [mensaje]` | Establece un mensaje de ausente (enviado a los usuarios enviandote mensajes privados). Deje el mensaje en blanco para cancelar. | `/away Soy John Smith.` | You have been marked as being away: Soy John Smith. Cuando Amigo /msg John ¿Dónde estás~? BanchoBot: Soy John Smith.|
-| `/bb` | Envía un mensaje a bancho como rango `[número]` | `/bb rank 1` | [15/11/12] Stats for Uan: Score: 47,323,299,680 (#1) Plays: 176293 (lv102) Accuracy: 98.95% |
+| `/bb` | Envía un mensaje a bancho como rango `[número]` | `/bb rank 1` | \[15/11/12\] Stats for Uan: Score: 47,323,299,680 (#1) Plays: 176293 (lv102) Accuracy: 98.95% |
| `/chat [usuario]` | Abre una nueva pestaña de chat con el usuario especificado. | `/chat Amigo` | (Se abre la pestaña Amigo) |
| `/clear` | Borra el historial de chat actual. | `/clear` | (Borra básicamente todo en la pestaña actual) |
-| `/ignore [usuario][@chp]` | Ignora todos los mensajes del usuario especificado para esta sesión. Al agregar un @ seguido de las letras, c, h, y/o p, puede ignorarlas en el chat, las altas luces o los mensajes privados, respectivamente. | `/ignore Amigo@chp` | BanchoBot: You will no longer hear Amigo {chat} {highlights} {PM} (Tu consola de chat está configurada para: ignorar cualquier texto escrito por Amigo [c], cualquier texto posible que te resalte Amigo [h] cualquier mensaje privado enviado a por Amigo [p]) |
+| `/ignore [usuario][@chp]` | Ignora todos los mensajes del usuario especificado para esta sesión. Al agregar un @ seguido de las letras, c, h, y/o p, puede ignorarlas en el chat, las altas luces o los mensajes privados, respectivamente. | `/ignore Amigo@chp` | BanchoBot: You will no longer hear Amigo {chat} {highlights} {PM} (Tu consola de chat está configurada para: ignorar cualquier texto escrito por Amigo \[c\], cualquier texto posible que te resalte Amigo \[h\] cualquier mensaje privado enviado a por Amigo \[p\]) |
| `/j [canal]` o `/join [canal]` | Se une al canal especificado | `/join #lobby` | (Se abre la pestaña #lobby) |
| `/p` o `/part` | Deja el canal actual del que te estás separando o saliendo. | `/part` | n/a |
| `/unignore [usuario]` |Deja de ignorar a este usuario para esta sesión. | `/unignore Amigo` | You may now hear Amigo. (Su consola de chat permitirá que cualquier comentario hecho por Amigo esté disponible para su consola de chat) |
-| `/me [acción]` | Realiza una acción en tercera persona. | `/me está en casa` | * John está en casa |
+| `/me [acción]` | Realiza una acción en tercera persona. | `/me está en casa` | \* John está en casa |
| `/msg [usuario] [msg]` | Envíe un mensaje privado a `[usuario]`. | `/msg Amigo estoy enfermo en casa` | (En la pestaña Amigo) John: Estoy enfermo en casa. |
-|`/np`| muestra en el chat la canción actual que está escuchando o reproduciendo.| `/np`| (En partida) * John is playing [Peter Lambert - osu! tutorial\[Gameplay Basics\]](https://osu.ppy.sh/beatmaps/22538) [Modos de juego](/wiki/FAQ#alternative-game-modes) \~[Relax/Autopilot](/wiki/Game_Modifiers#special-mods)\~ +[Mods para aumentar la dificultad](/wiki/Game_Modifiers#difficulty-increasing-mods) -[Mods para disminuir la dificultad](/wiki/Game_Modifiers#difficulty-reduction-mods)/[SpunOut](/wiki/Game_Modifiers#spun-out) [xK](/wiki/Game_Modifiers#xk) (Si no hace nada, basado en la jukebox) * John is listening to [Peter Lambert - osu! tutorial](https://osu.ppy.sh/beatmaps/22538) (Si está espectando o con Autoplay) * John is watching [Peter Lambert - osu! tutorial\[Gameplay basics\]](https://osu.ppy.sh/beatmaps/22538) [Game Modes](/wiki/FAQ#alternative-game-modes) \~[Relax/Autopilot](/wiki/Game_Modifiers#special-mods)\~ +[Difficulty increasing mod](/wiki/Game_Modifiers#difficulty-increasing-mods) -[Mods para disminuir la dificultad](/wiki/Game_Modifiers#difficulty-reduction-mods)/[SpunOut](/wiki/Game_Modifiers#spun-out) [xK](/wiki/Game_Modifiers#xk) [Autoplay](/wiki/Game_Modifiers#auto)|
-| `/reply` o `/r` | Responde al último mensaje privado recibido. | `/r ¿Conoces a algún buen doctor?` | ((En la pestaña Amigo) [Comentarios previos] John: Estoy enfermo en casa. Amigo: ¿De verdad? John: ¿Conoces a algún buen doctor? |
+|`/np`| muestra en el chat la canción actual que está escuchando o reproduciendo.| `/np`| (En partida) \* John is playing [Peter Lambert - osu! tutorial\[Gameplay Basics\]](https://osu.ppy.sh/beatmaps/22538) [Modos de juego](/wiki/FAQ#alternative-game-modes) \~[Relax/Autopilot](/wiki/Game_modifier#special)\~ +[Mods para aumentar la dificultad](/wiki/Game_modifier#difficulty-increase) -[Mods para disminuir la dificultad](/wiki/Game_modifier#difficulty-reduction)/[SpunOut](/wiki/Game_modifier/Spun_Out) [xK](/wiki/Game_modifier/xK) (Si no hace nada, basado en la jukebox) \* John is listening to [Peter Lambert - osu! tutorial](https://osu.ppy.sh/beatmaps/22538) (Si está espectando o con Autoplay) \* John is watching [Peter Lambert - osu! tutorial\[Gameplay basics\]](https://osu.ppy.sh/beatmaps/22538) [Game Modes](/wiki/FAQ#alternative-game-modes) \~[Relax/Autopilot](/wiki/Game_modifier#special)\~ +[Difficulty increasing mod](/wiki/Game_modifier#difficulty-increase) -[Mods para disminuir la dificultad](/wiki/Game_modifier#difficulty-reduction)/[SpunOut](/wiki/Game_modifier/Spun_Out) [xK](/wiki/Game_modifier/xK) [Autoplay](/wiki/Game_modifier/Auto)|
+| `/reply` o `/r` | Responde al último mensaje privado recibido. | `/r ¿Conoces a algún buen doctor?` | ((En la pestaña Amigo) \[Comentarios previos\] John: Estoy enfermo en casa. Amigo: ¿De verdad? John: ¿Conoces a algún buen doctor? |
| `/savelog` | Guarda la pestaña de chat actual en un archivo de texto. | `/savelog` | (Se creará una carpeta llamada "Chat" en el directorio osu! que contendrá todas las pestañas de la pestaña de chat futura) |
-| `/watch [usuario]` | Comience a observar a `[usuario]`. | `/watch Amigo` | * Started spectating Amigo. (Cuando Amigo juegue un beatmap que tenga, verá su juego [después de un almacenamiento en búfer] con su nombre a la izquierda de la pantalla de Amigo) |
+| `/watch [usuario]` | Comience a observar a `[usuario]`. | `/watch Amigo` | \* Started spectating Amigo. (Cuando Amigo juegue un beatmap que tenga, verá su juego \[después de un almacenamiento en búfer\] con su nombre a la izquierda de la pantalla de Amigo) |
| `/nopm` | Alternar para permitir mensajes privados de todos o solo amigos | `/nopm` | (Aparecerá un banner emergente en el centro que detalla que está permitiendo que todos/amigos solo para mensajes privados) |
-| `/invite [usuario]` | Invita a `[usuario]`a la sala multiplayer junto con el enlace. | `/invite Nathanael` | * Nathanael has been invited to the game |
+| `/invite [usuario]` | Invita a `[usuario]`a la sala multiplayer junto con el enlace. | `/invite Nathanael` | \* Nathanael has been invited to the game |
### /keys
diff --git a/wiki/Chat_Console/fr.md b/wiki/Chat_Console/fr.md
index cf48e73a51de..34e3d8699bcf 100644
--- a/wiki/Chat_Console/fr.md
+++ b/wiki/Chat_Console/fr.md
@@ -79,14 +79,14 @@ Cliquez sur un utilisateur pour affichier des options d'utilisateur Les options
| `/j [channel]` ou `/join [channel]` | Rejoindre le canal spécifié | /join #lobby | (#lobby s'ouvre) |
| `/p` ou `/part` | Quitte le channel actuel. | `/part` | n/a |
| `/unignore [user]` | Arrêter d'ignorer cet utilisateur pour cette session. | `/unignore Amigo` | Vous pouvez maintenant voir les messages de Carlito. |
-| `/me [action]` | Effectuer une action à la troisième personne. | `/me is singing` | * Carlito is singing |
+| `/me [action]` | Effectuer une action à la troisième personne. | `/me is singing` | \* Carlito is singing |
| `/msg [user] [msg]` | Envoyer un message privé à `[user]`. | `/msg Carlito Wanna be amigo` | (Dans l'onglet Carlito) Charles445: Wanna be amigo? |
-| `/np` | Afficher dans le chat la musique que vous écoutez ou jouez actuellement. | `/np` |(Si vous jouez) * John is playing [Peter Lambert - osu! tutorial\[Gameplay Basics\]](https://osu.ppy.sh/beatmaps/22538) [Game Modes](/wiki/FAQ#alternative-game-modes) \~[Relax/Autopilot](/wiki/Game_Modifiers#special-mods)\~ +[Difficulty increasing mod](/wiki/Game_Modifiers#difficulty-increasing-mods) -[Difficulty decreasing mod](/wiki/Game_Modifiers#difficulty-reduction-mods)/[SpunOut](/wiki/Game_Modifiers#spun-out) [xK](/wiki/Game_Modifiers#xk) (Si vous ne faites rien, la commande se base sur la musique que vous écoutez) * John is listening to [Peter Lambert - osu! tutorial](https://osu.ppy.sh/beatmaps/22538) (If spectating or Autoplay) * John is watching [Peter Lambert - osu! tutorial\[Gameplay basics\]](https://osu.ppy.sh/beatmaps/22538) [Game Modes](/wiki/FAQ#alternative-game-modes) \~[Relax/Autopilot](/wiki/Game_Modifiers#special-mods)\~ +[Difficulty increasing mod](/wiki/Game_Modifiers#difficulty-increasing-mods) -[Difficulty decreasing mod](/wiki/Game_Modifiers#difficulty-reduction-mods)/[SpunOut](/wiki/Game_Modifiers#spun-out) [xK](/wiki/Game_Modifiers#xk) [Autoplay](/wiki/Game_Modifiers#auto)|
-| `/reply` or `/r` | Répondre au dernier message privé reçu. | `/r Carlito! Carlito!` | (Dans l'onglet Carlito) [Message précédent] Charles445: Wanna be amigo? Carlito: Carlito! Carlito! |
+| `/np` | Afficher dans le chat la musique que vous écoutez ou jouez actuellement. | `/np` |(Si vous jouez) \* John is playing [Peter Lambert - osu! tutorial\[Gameplay Basics\]](https://osu.ppy.sh/beatmaps/22538) [Game Modes](/wiki/FAQ#alternative-game-modes) \~[Relax/Autopilot](/wiki/Game_modifier#special)\~ +[Difficulty increasing mod](/wiki/Game_modifier#difficulty-increase) -[Difficulty decreasing mod](/wiki/Game_modifier#difficulty-reduction)/[SpunOut](/wiki/Game_modifier/Spun_Out) [xK](/wiki/Game_modifier/xK) (Si vous ne faites rien, la commande se base sur la musique que vous écoutez) \* John is listening to [Peter Lambert - osu! tutorial](https://osu.ppy.sh/beatmaps/22538) (If spectating or Autoplay) \* John is watching [Peter Lambert - osu! tutorial\[Gameplay basics\]](https://osu.ppy.sh/beatmaps/22538) [Game Modes](/wiki/FAQ#alternative-game-modes) \~[Relax/Autopilot](/wiki/Game_modifier#special)\~ +[Difficulty increasing mod](/wiki/Game_modifier#difficulty-increase) -[Difficulty decreasing mod](/wiki/Game_modifier#difficulty-reduction)/[SpunOut](/wiki/Game_modifier/Spun_Out) [xK](/wiki/Game_modifier/xK) [Autoplay](/wiki/Game_modifier/Auto)|
+| `/reply` or `/r` | Répondre au dernier message privé reçu. | `/r Carlito! Carlito!` | (Dans l'onglet Carlito) \[Message précédent\] Charles445: Wanna be amigo? Carlito: Carlito! Carlito! |
| `/savelog` | Enregistrer une copie de la conversation actuelle dans un fichier texte. | `/savelog` | (Un dossier nommé Chaté sera crée et contiendra les sauvegardes de vos conversations)) |
| `/watch [user]` | Commencer à regarder `[user]`. | `/watch Amigo` | Started spectating Carlito. |
| `/nopm` | Activer/désactiver l'options « Autoriser uniquement les messages privés des amis ». | `/nopm` | (Le message apparaîtra sur votre écran) |
-| `/invite [user]` | Invites `[user]` to the multiplayer room along with the link. | `/invite Nathanael` | * Nathanael has been invited to the game |
+| `/invite [user]` | Invites `[user]` to the multiplayer room along with the link. | `/invite Nathanael` | \* Nathanael has been invited to the game |
### /keys
diff --git a/wiki/Chat_Console/id.md b/wiki/Chat_Console/id.md
index b970fa6caa0e..1ac165babf37 100644
--- a/wiki/Chat_Console/id.md
+++ b/wiki/Chat_Console/id.md
@@ -81,19 +81,19 @@ Tekan tombol angka atau menekan salah satu bar untuk:-
| `/addfriend [pengguna]` | Menambahkan `[pengguna]` ke dalam daftar teman. | `/addfriend Amigo` | You are now friends with Amigo. |
| `/delfriend [pengguna]` | Menghapus `[pengguna]` dari daftar teman. | `/delfriend Amigo` | You are no longer friends with Amigo. |
| `/away [pesan]` | Memasang sebuah pesan away (dikirim ke pengguna yang mengirimkanmu pesan pribadi ketika kamu sedang afk). Kosongkan `[pesan]` untuk membatalkan. | `/away I am John Smith.` | You have been marked as being away: I am John Smith. Ketika Amigo /msg John Dimana kamu~? BanchoBot: I am John Smith. |
-| `/bb` | Mengirim sebuah pesan ke bancho untuk rank `[nomor]` | `/bb rank 1` | [15/11/12] Stats for Uan: Score: 47,323,299,680 (#1) Plays: 176293 (lv102) Accuracy: 98.95% |
+| `/bb` | Mengirim sebuah pesan ke bancho untuk rank `[nomor]` | `/bb rank 1` | \[15/11/12\] Stats for Uan: Score: 47,323,299,680 (#1) Plays: 176293 (lv102) Accuracy: 98.95% |
| `/chat [pengguna]` | Membuka sebuah tab obrolan baru dengan pengguna yang telah dispesifikasikan. | `/chat Amigo` | (Tab amigo akan terbuka) |
| `/clear` | Menghapus obrolan yang telah dimuat. (Hanya terhapus pada layarmu saja) | `/clear` | (Menghapus segalanya pada tab yang sedang kamu buka) |
-| `/ignore [pengguna][@chp]` | Mengabaikan segala pesan dari pengguna yang telah dispesifikasikan pada sesi ini. Dengan menambahkan sebuah @ diikuti oleh huruf, c,h, dan/atau p, kamu mengabaikannya di obrolan, highlight, atau pesan pribadi secara berurut. | /ignore Amigo@chp | BanchoBot: You will no longer hear Amigo {chat} {highlights} {PM} (Konsol obrolanmu disetel untuk: mengabaikan teks apapun yang Amigo tulis [c], teks yang mungkin menghighlightmu dari Amigo [h] Pesan pribadi yang dikirim Amigo kepadamu [p]) |
+| `/ignore [pengguna][@chp]` | Mengabaikan segala pesan dari pengguna yang telah dispesifikasikan pada sesi ini. Dengan menambahkan sebuah @ diikuti oleh huruf, c,h, dan/atau p, kamu mengabaikannya di obrolan, highlight, atau pesan pribadi secara berurut. | /ignore Amigo@chp | BanchoBot: You will no longer hear Amigo {chat} {highlights} {PM} (Konsol obrolanmu disetel untuk: mengabaikan teks apapun yang Amigo tulis \[c\], teks yang mungkin menghighlightmu dari Amigo \[h\] Pesan pribadi yang dikirim Amigo kepadamu \[p\]) |
| `/j [channel]` or `/join [channel]` | Memasuki channel yang dispesifikasikan | `/join #lobby` | (Tab #lobby akan terbuka) |
| `/p` or `/part` | Meninggalkan channel yang sedang kamu masuki (Perintah ini akan menutup jendela channel di tempat kamu mengetik perintah ini). | `/part` | n/a |
| `/unignore [user]` | Berhenti mengabaikan pengguna ini pada sesi sekarang. | `/unignore Amigo` | You may now hear Amigo. (Konsol obrolanmu akan memperbolehkan komentar apapun yang dibuat oleh Amigo muncul di konsol obrolanmu) |
| `/me [aksi]` | Melakukan sebuah aksi orang ketiga. | `/me sedang berguling` | Nekonyan sedang berguling |
| `/msg [pengguna] [pesan]` | Mengirimkan sebuah pesan pribadi kepada `[pengguna]`. | `/msg Amigo` Saya sedang sakit. | (Di tab Amigo) John: Saya sedang sakit. |
| `/np` | Menampilkan lagu yang sedang kamu dengarkan atau yang kamu mainkan pada obrolan | `/np` | (If playing) * John is playing [Peter Lambert - osu! tutorial\[Gameplay Basics\]](https://osu.ppy.sh/beatmaps/22538) |
-| `/reply` or `/r` | Membalas ke pesan pribadi yang diterima terakhir kali. | `/r Kamu kenal dokter yang bagus?` | (Di tab Amigo) [Komentar sebelumnya] John: Saya sedang sakit. Amigo: Ah masa? John: Kamu kenal dokter yang bagus? |
+| `/reply` or `/r` | Membalas ke pesan pribadi yang diterima terakhir kali. | `/r Kamu kenal dokter yang bagus?` | (Di tab Amigo) \[Komentar sebelumnya\] John: Saya sedang sakit. Amigo: Ah masa? John: Kamu kenal dokter yang bagus? |
| `/savelog` | Menyimpan tab obrolan yang sedang dibuka menjadi sebuah berkas teks. | `/savelog` | (Sebuah folder bernama "Chat" akan dibuat di direktori) |
-| `/watch [pengguna]` | Memulai menonton `[pengguna]`. | `/watch Amigo` | Started spectating Amigo. (Jika Amigo bermain sebuah beatmap yang kamu miliki, kamu akan menonton permainan dia [setelah beberapa saat pemuatan] dengan namamu di sebelah kiri layar Amigo) |
+| `/watch [pengguna]` | Memulai menonton `[pengguna]`. | `/watch Amigo` | Started spectating Amigo. (Jika Amigo bermain sebuah beatmap yang kamu miliki, kamu akan menonton permainan dia \[setelah beberapa saat pemuatan\] dengan namamu di sebelah kiri layar Amigo) |
| `/nopm` | Memperbolehkan atau tidaknya pesan pribadi dari semua orang | `/nopm` | (Sebuah pop-up akan muncul ditengah, yang menjelaskan bahwa kamu memperbolehkan/tidaknya pesan pribadi dari semua orang) |
| `/invite [pengguna]` | `[pengguna]` telah diundang ke dalam permainan | `/invite Nathanael` | * Nathanael has been invited to the game |
diff --git a/wiki/Chat_Console/it.md b/wiki/Chat_Console/it.md
index 2ce53ef27eaa..fd182c95ffbd 100644
--- a/wiki/Chat_Console/it.md
+++ b/wiki/Chat_Console/it.md
@@ -77,19 +77,19 @@ Premi il numero o clicca il pulsante per attivare:
| `/addfriend [utente]` | Aggiunge l'`[utente]` dalla tua lista amici. | `/addfriend Amigo` | You are now friends with Amigo. |
| `/delfriend [utente]` | Rimuove l'`[utente]` dalla tua lista amici. | `/delfriend Amigo` | You are no longer friends with Amigo. |
| `/away [messaggio]` | Imposta un messaggio di informazione (mandato agli utenti che ti cercano in PM). Lascia il messaggio vuoto per annullarlo. | `/away Io sono John Smith.` | You have been marked as being away: Io sono John Smith. Quando Amigo scrive a John "Dove sei~?" BanchoBot: Io sono John Smith. |
-| `/bb` | Invia un messaggio a BanchoBot, come ad esempio: search parola chiave | `/bb rank 1` | [15/11/12] Stats for Uan: Score: 47,323,299,680 (#1) Plays: 176293 (lv102) Accuracy: 98.95% |
+| `/bb` | Invia un messaggio a BanchoBot, come ad esempio: search parola chiave | `/bb rank 1` | \[15/11/12\] Stats for Uan: Score: 47,323,299,680 (#1) Plays: 176293 (lv102) Accuracy: 98.95% |
| `/chat [utente]` | Apre una nuova chat con l'utente specificato. | `/chat Amigo` | (La chat con Amigo viene aperta) |
| `/clear` | Pulisce la chat corrente. | `/clear` | Rimuove praticamente tutto dal canale in cui sei) |
-| `/ignore [utente][@chp]` | Ignora tutti i messaggi dell'utente indicato per la sessione corrente. Aggiungendo una @ seguita dalle lettere c, h e/o p, puoi ignorarli in chat, i loro highlight od i loro PM rispettivamente. | `/ignore Amigo@chp` | BanchoBot: You will no longer hear Amigo {chat} {highlights} {PM} (La tua chat console è impostata per: ignorare qualsiasi testo scritto da Amigo [c], qualsiasi highlight da parte diAmigo [h] qualsiasi Messaggio Privato inviatoti da Amigo [p]) |
+| `/ignore [utente][@chp]` | Ignora tutti i messaggi dell'utente indicato per la sessione corrente. Aggiungendo una @ seguita dalle lettere c, h e/o p, puoi ignorarli in chat, i loro highlight od i loro PM rispettivamente. | `/ignore Amigo@chp` | BanchoBot: You will no longer hear Amigo {chat} {highlights} {PM} (La tua chat console è impostata per: ignorare qualsiasi testo scritto da Amigo \[c\], qualsiasi highlight da parte diAmigo \[h\] qualsiasi Messaggio Privato inviatoti da Amigo \[p\]) |
| `/j [canale]` o `/join [canale]` | Apri il canale specificato | `/join #lobby` | (la tab #lobby viene aperta) |
| `/p` o `/part` | Chiudi il canale in cui sei al momento. | `/part` | n/a |
| `/unignore [utente]` | Smetti di ignorare l'utente per questa sessione. | `/unignore Amigo` | You may now hear Amigo. (La tua chat console renderà visibile ogni messaggio da parte di Amigo) |
| `/me [azione]` | Esegui un'azione in terza persona. | `/me è a casa` | John è a casa |
| `/msg [utente] [msg]` | Manda un messaggio privato ad `[utente]`. | `/msg Amigo Non posso venire.` | (Nella tab Amigo) John: Non posso venire. |
-| `/np` | Mostra in chat la canzone che stai ascoltando o giocando. | `/np` | (If playing) * John is playing [Peter Lambert - osu! tutorial\[Gameplay Basics\]](https://osu.ppy.sh/beatmaps/22538) [Game Modes](/wiki/FAQ#alternative-game-modes) \~[Relax/Autopilot](/wiki/Game_Modifiers#special-mods)\~ +[Difficulty increasing mod](/wiki/Game_Modifiers#difficulty-increasing-mods) -[Difficulty decreasing mod](/wiki/Game_Modifiers#difficulty-reduction-mods)/[SpunOut](/wiki/Game_Modifiers#spun-out) [xK](/wiki/Game_Modifiers#xk) (If doing nothing, based on jukebox) * John is listening to [Peter Lambert - osu! tutorial](https://osu.ppy.sh/beatmaps/22538) (If spectating or Autoplay) * John is watching [Peter Lambert - osu! tutorial\[Gameplay basics\]](https://osu.ppy.sh/beatmaps/22538) [Game Modes](/wiki/FAQ#alternative-game-modes) \~[Relax/Autopilot](/wiki/Game_Modifiers#special-mods)\~ +[Difficulty increasing mod](/wiki/Game_Modifiers#difficulty-increasing-mods) -[Difficulty decreasing mod](/wiki/Game_Modifiers#difficulty-reduction-mods)/[SpunOut](/wiki/Game_Modifiers#spun-out) [xK](/wiki/Game_Modifiers#xk) [Autoplay](/wiki/Game_Modifiers#auto) |
-| `/reply` o `/r` | Rispondi all'ultimo messaggio ricevuto. | `/r Conosci qualche bravo attore?` | (Nella tab Amigo) [Commenti precedenti] John: Non posso venire. Amigo: Davvero? John: Conosci qualche bravo attore? |
+| `/np` | Mostra in chat la canzone che stai ascoltando o giocando. | `/np` | (If playing) \* John is playing [Peter Lambert - osu! tutorial\[Gameplay Basics\]](https://osu.ppy.sh/beatmaps/22538) [Game Modes](/wiki/FAQ#alternative-game-modes) \~[Relax/Autopilot](/wiki/Game_modifier#special)\~ +[Difficulty increasing mod](/wiki/Game_modifier#difficulty-increase) -[Difficulty decreasing mod](/wiki/Game_modifier#difficulty-reduction)/[SpunOut](/wiki/Game_modifier/Spun_Out) [xK](/wiki/Game_modifier/xK) (If doing nothing, based on jukebox) \* John is listening to [Peter Lambert - osu! tutorial](https://osu.ppy.sh/beatmaps/22538) (If spectating or Autoplay) \* John is watching [Peter Lambert - osu! tutorial\[Gameplay basics\]](https://osu.ppy.sh/beatmaps/22538) [Game Modes](/wiki/FAQ#alternative-game-modes) \~[Relax/Autopilot](/wiki/Game_modifier#special)\~ +[Difficulty increasing mod](/wiki/Game_modifier#difficulty-increase) -[Difficulty decreasing mod](/wiki/Game_modifier#difficulty-reduction)/[SpunOut](/wiki/Game_modifier/Spun_Out) [xK](/wiki/Game_modifier/xK) [Autoplay](/wiki/Game_modifier/Auto) |
+| `/reply` o `/r` | Rispondi all'ultimo messaggio ricevuto. | `/r Conosci qualche bravo attore?` | (Nella tab Amigo) \[Commenti precedenti\] John: Non posso venire. Amigo: Davvero? John: Conosci qualche bravo attore? |
| `/savelog` | Salva la chat corrente in un file di testo. | `/savelog` | (Una cartella nominata "Chat" verrà creata nella directory di osu! che conterrà tutti i file di testo delle chat salvati) |
-| `/watch [utente]` | Inizia a spectare `[utente]`. | `/watch Amigo` | Started spectating Amigo. (Quando Amigo gioca una beatmap che hai tu riuscirai a vederlo mentre gioca [dopo il buffering] ed il tuo nome apparirà in alto a sinistra dello schermo di Amigo) |
+| `/watch [utente]` | Inizia a spectare `[utente]`. | `/watch Amigo` | Started spectating Amigo. (Quando Amigo gioca una beatmap che hai tu riuscirai a vederlo mentre gioca \[dopo il buffering\] ed il tuo nome apparirà in alto a sinistra dello schermo di Amigo) |
| `/nopm` | Attiva/disattiva i messaggi privati da parte di tutti eccetto gli amici | `/nopm` | (Un apparirà al centro dello schermo dicendoti se puoi ricevere messaggi da tutti o solo dagli amici) |
| `/invite [utente]` | Invita `[utente]` nella stanza del multiplayer con un link. | `/invite Nathanael` | Nathanael has been invited to the game |
diff --git a/wiki/Chat_Console/ja.md b/wiki/Chat_Console/ja.md
index f2b383a8e7ae..cc85d8e4774d 100644
--- a/wiki/Chat_Console/ja.md
+++ b/wiki/Chat_Console/ja.md
@@ -74,19 +74,19 @@ osu!にログインしている各ユーザーは拡張されたチャットに
| :-- | :-- | :-- | :-- |
| `/addfriend [user]` or `/delfriend [user]` | フレンドをリストから追加、もしくは削除します。 | `/addfriend Amigo` | You are now friends with Amigo. |
| `/away [message]` | (あなたに送られたPMに対して)不在のメッセージを送ります。空白のメッセージを入れることで無効化されます。 | `/away I am John Smith.` | You have been marked as being away: I am John Smith. When Amigo /msg John Where are you~? BanchoBot: I am John Smith. |
-| `/bb` | banchoから送った数字/ランクに対応するプレイヤーのプロフィールが送られてきます。 | `/bb rank 1` | [15/11/12] Stats for Uan: Score: 47,323,299,680 (#1) Plays: 176293 (lv102) Accuracy: 98.95% |
+| `/bb` | banchoから送った数字/ランクに対応するプレイヤーのプロフィールが送られてきます。 | `/bb rank 1` | \[15/11/12\] Stats for Uan: Score: 47,323,299,680 (#1) Plays: 176293 (lv102) Accuracy: 98.95% |
| `/chat [user]` | 指定したユーザーとチャットタブが開きチャットできるようになります。 | `/chat Amigo` | (Amigo tab is opened) |
| `/clear` | 現在のチャットから古いチャットを削除します。 | `/clear` | (Clears basically everything on the current tab) |
-| `/ignore [user][@chp]` | 指定したユーザーとのチャットをすべて非表示にします。チャット、ハイライト、プライベートメッセージでも有効です。 | `/ignore Amigo@chp` | BanchoBot: You will no longer hear Amigo {chat} {highlights} {PM} (Your chat console is set to: ignore any text written by Amigo [c], any possible text highlighting you by Amigo [h] any Private Message sent to you by Amigo [p]) |
+| `/ignore [user][@chp]` | 指定したユーザーとのチャットをすべて非表示にします。チャット、ハイライト、プライベートメッセージでも有効です。 | `/ignore Amigo@chp` | BanchoBot: You will no longer hear Amigo {chat} {highlights} {PM} (Your chat console is set to: ignore any text written by Amigo \[c\], any possible text highlighting you by Amigo \[h\] any Private Message sent to you by Amigo \[p\]) |
| `/j [channel]` or `/join [channel]` | 特定のチャンネルに参加します | `/join #lobby` | (#lobby tab is opened) |
| `/p` or `/part` | 現在のチャットチャンネルを閉じます | `/part` | n/a |
| `/unignore [user]` | そのタブでignoreをしていたプレイヤーを解除します | `/unignore Amigo` | You may now hear Amigo. (Your chat console will allow any comment made by Amigo available to your chat console) |
| `/me [action]` | 3人称での行動をします | `/me is at home` | John is at home |
-| `/msg [user] [msg]` | [user]にプライベートメッセージを送信します | `/msg Amigo I am sick at home.` | (At Amigo tab) John: I am sick at home. |
-| `/np` | 今聞いている/プレイしている曲をチャットに表示させます | `/np` | (If playing) * John is playing [Peter Lambert - osu! tutorial\[Gameplay Basics\]](https://osu.ppy.sh/beatmaps/22538) [Game Modes](/wiki/FAQ#alternative-game-modes) \~[Relax/Autopilot](/wiki/Game_Modifiers#special-mods)\~ +[Difficulty increasing mod](/wiki/Game_Modifiers#difficulty-increasing-mods) -[Difficulty decreasing mod](/wiki/Game_Modifiers#difficulty-reduction-mods)/[SpunOut](/wiki/Game_Modifiers#spun-out) [xK](/wiki/Game_Modifiers#xk) (If doing nothing, based on jukebox) * John is listening to [Peter Lambert - osu! tutorial](https://osu.ppy.sh/beatmaps/22538) (If spectating or Autoplay) * John is watching [Peter Lambert - osu! tutorial\[Gameplay basics\]](https://osu.ppy.sh/beatmaps/22538) [Game Modes](/wiki/FAQ#alternative-game-modes) \~[Relax/Autopilot](/wiki/Game_Modifiers#special-mods)\~ +[Difficulty increasing mod](/wiki/Game_Modifiers#difficulty-increasing-mods) -[Difficulty decreasing mod](/wiki/Game_Modifiers#difficulty-reduction-mods)/[SpunOut](/wiki/Game_Modifiers#spun-out) [xK](/wiki/Game_Modifiers#xk) [Autoplay](/wiki/Game_Modifiers#auto) |
-| `/reply` or `/r` | 最後に送られてきたプライベートメッセージに対して返事をします | `/r Do you know any good doctor?` | (At Amigo tab) [Previous comments] John: I am sick at home. Amigo: Really? John: Do you know any good doctor? |
+| `/msg [user] [msg]` | \[user\]にプライベートメッセージを送信します | `/msg Amigo I am sick at home.` | (At Amigo tab) John: I am sick at home. |
+| `/np` | 今聞いている/プレイしている曲をチャットに表示させます | `/np` | (If playing) \* John is playing [Peter Lambert - osu! tutorial\[Gameplay Basics\]](https://osu.ppy.sh/beatmaps/22538) [Game Modes](/wiki/FAQ#alternative-game-modes) \~[Relax/Autopilot](/wiki/Game_modifier#special)\~ +[Difficulty increasing mod](/wiki/Game_modifier#difficulty-increase) -[Difficulty decreasing mod](/wiki/Game_modifier#difficulty-reduction)/[SpunOut](/wiki/Game_modifier/Spun_Out) [xK](/wiki/Game_modifier/xK) (If doing nothing, based on jukebox) \* John is listening to [Peter Lambert - osu! tutorial](https://osu.ppy.sh/beatmaps/22538) (If spectating or Autoplay) \* John is watching [Peter Lambert - osu! tutorial\[Gameplay basics\]](https://osu.ppy.sh/beatmaps/22538) [Game Modes](/wiki/FAQ#alternative-game-modes) \~[Relax/Autopilot](/wiki/Game_modifier#special)\~ +[Difficulty increasing mod](/wiki/Game_modifier#difficulty-increase) -[Difficulty decreasing mod](/wiki/Game_modifier#difficulty-reduction)/[SpunOut](/wiki/Game_modifier/Spun_Out) [xK](/wiki/Game_modifier/xK) [Autoplay](/wiki/Game_modifier/Auto) |
+| `/reply` or `/r` | 最後に送られてきたプライベートメッセージに対して返事をします | `/r Do you know any good doctor?` | (At Amigo tab) \[Previous comments\] John: I am sick at home. Amigo: Really? John: Do you know any good doctor? |
| `/savelog` | 現在開いているチャットタブをテキストとして保存します | `/savelog` | (A folder called "Chat" will be created at the osu! directory which will contain all the future chat tab saves) |
-| `/watch [user]` | `[user]`をスペクトします | `/watch Amigo` | Started spectating Amigo. (When Amigo plays a beatmap that you have, you will spectate his play [after some buffering] with your name on the left of Amigo screen) |
+| `/watch [user]` | `[user]`をスペクトします | `/watch Amigo` | Started spectating Amigo. (When Amigo plays a beatmap that you have, you will spectate his play \[after some buffering\] with your name on the left of Amigo screen) |
| `/nopm` | 切り替えで全員、もしくはフレンドからのみにプライベートメッセージの送信を制限します。 | `/nopm` | (A will appear at the center detailing you are allowing everyone/friends only for private messages) |
### /キー
diff --git a/wiki/Chat_Console/ko.md b/wiki/Chat_Console/ko.md
index c9f530eedda2..aa1bef269bf6 100644
--- a/wiki/Chat_Console/ko.md
+++ b/wiki/Chat_Console/ko.md
@@ -77,17 +77,17 @@ osu!의 대부분의 화면에서 `F9` 혹은 오른쪽 아래의 `Online Users`
| `/addfriend [유저]` | 친구 목록에 `[유저]`를 추가합니다. | `/addfriend Amigo` | You are now friends with Amigo. |
| `/delfriend [유저]` | 친구 목록에서 `[유저]`를 제거합니다. | `/delfriend Amigo` | You are no longer friends with Amigo. |
| `/away [메시지]` | 자리비움 메시지를 설정합니다. 취소하려면 메시지를 비운채로 사용하세요. | `/away I am John Smith.` | You have been marked as being away: I am John Smith. When Amigo /msg John Where are you~? BanchoBot: I am John Smith.|
-| `/bb` | 반초에게 rank `[숫자]` 같은 메시지를 보냅니다. | `/bb rank 1` | [15/11/12] Stats for Uan: Score: 47,323,299,680 (#1) Plays: 176293 (lv102) Accuracy: 98.95% |
+| `/bb` | 반초에게 rank `[숫자]` 같은 메시지를 보냅니다. | `/bb rank 1` | \[15/11/12\] Stats for Uan: Score: 47,323,299,680 (#1) Plays: 176293 (lv102) Accuracy: 98.95% |
| `/chat [유저]` | 특정 유저와 채팅할 수 있는 탭이 열립니다. | `/chat Amigo` | (Amigo 탭이 열립니다) |
| `/clear` | 현재 채팅 버퍼를 지웁니다. | `/clear` | (현재 탭에 있는 모든 내용이 지워집니다.) |
-| `/ignore [유저][@chp]` | 특정 유저에게서 오는 모든 메시지를 무시합니다. @ 뒤에 c, h, 혹은 p를 추가하는 것으로 각각 채팅, 하이라이트, 혹은 PM에서의 메시지를 무시할 수 있습니다. | `/ignore Amigo@chp` | BanchoBot: You will no longer hear Amigo {chat} {highlights} {PM} (채팅 콘솔 설정: Amigo가 작성한 텍스트를 무시하고 [c], Amigo가 호출하는 것을 무시하고 [h], Amigo가 보내는 비공개 메시지를 무시합니다 [p]) |
+| `/ignore [유저][@chp]` | 특정 유저에게서 오는 모든 메시지를 무시합니다. @ 뒤에 c, h, 혹은 p를 추가하는 것으로 각각 채팅, 하이라이트, 혹은 PM에서의 메시지를 무시할 수 있습니다. | `/ignore Amigo@chp` | BanchoBot: You will no longer hear Amigo {chat} {highlights} {PM} (채팅 콘솔 설정: Amigo가 작성한 텍스트를 무시하고 \[c\], Amigo가 호출하는 것을 무시하고 \[h\], Amigo가 보내는 비공개 메시지를 무시합니다 \[p\]) |
| `/j [채널]` or `/join [채널]` | 특정 채널에 들어갑니다. | `/join #lobby` | (#lobby 탭이 열립니다) |
| `/p` or `/part` | 현재 채널에서 나갑니다. | `/part` | n/a |
| `/unignore [유저]` | 특정 유저의 메세지를 무시하는 것을 중지합니다. | `/unignore Amigo` | You may now hear Amigo. (Amigo가 작성한 메세지를 다시 채팅 콘솔에서 볼 수 있습니다.) |
| `/me [행동]` | 3인칭 행동을 합니다. | `/me is at home` | * John is at home |
| `/msg [유저] [메시지]` | `[유저]`에게 비공개 메시지를 보냅니다. | `/msg Amigo I am sick at home.` | (Amigo와의 채팅) John: I am sick at home. |
|`/np`| 현재 듣고있거나 플레이하는 노래를 출력합니다. | `/np` | (플레이중이라면) * John is playing [Peter Lambert - osu! tutorial \[Gameplay Basics\]](https://osu.ppy.sh/beatmaps/22538) |
-| `/reply` or `/r` | 마지막으로 받은 비공개 메시지에 회신합니다. | `/r Do you know any good doctor?` | (Amigo와의 채팅) [이전 내용] John: I am sick at home. Amigo: Really? John: Do you know any good doctor? |
+| `/reply` or `/r` | 마지막으로 받은 비공개 메시지에 회신합니다. | `/r Do you know any good doctor?` | (Amigo와의 채팅) \[이전 내용\] John: I am sick at home. Amigo: Really? John: Do you know any good doctor? |
| `/savelog` | 현재 채팅 탭을 텍스트 파일에 저장합니다. | `/savelog` | (osu! 폴더 내에 있는 "Chat" 폴더에 채팅 내역을 저장합니다. 이 이후의 채팅 내역도 이곳에 저장됩니다.) |
| `/watch [유저]` | `[유저]`를 관전합니다. | `/watch Amigo` | * Started spectating Amigo. (Amigo가 당신이 가진 비트맵을 플레이 하면, 왼쪽에 자신의 이름과 함께 Amigo가 플레이하는 스크린을 볼 수 있습니다. |
| `/nopm` | 비공개 메시지를 받는 대상을 전환할 수 있습니다 (모두/친구만 허용). | `/nopm` | (비공개 메시지가 누구의 비공개 메시지만 받는지에 대한 내용이 중앙 팝업 배너에 나타납니다.) |
diff --git a/wiki/Chat_Console/pl.md b/wiki/Chat_Console/pl.md
index 7876b643187c..1d8f4ce78e99 100644
--- a/wiki/Chat_Console/pl.md
+++ b/wiki/Chat_Console/pl.md
@@ -88,8 +88,8 @@ Aby aktywować daną opcję, naciśnij odpowiadający jej numer lub naciśnij je
| `/unignore [user]` | Przestaje ignorować danego użytkownika podczas tej sesji. | `/unignore Amigo` | Będziesz już widzieć wiadomości od użytkownika Amigo. |
| `/me [action]` | Mówienie o sobie w trzeciej osobie. | `/me uderza w stół` | * John uderza w stół |
| `/msg [użytkownik] [wiadomość]` | Wysyła prywatną wiadomość do `[użytkownika]`. | `/msg Amigo Zachorowałem.` | (na czacie z Amigo) John: Zachorowałem. |
-|`/np`| Wysyła na czat wiadomość z obecnie odtwarzaną lub graną piosenką.| `/np`| * John is playing [Peter Lambert - osu! tutorial\[Gameplay Basics\]](https://osu.ppy.sh/beatmaps/22538) [Game Modes](/wiki/FAQ#alternative-game-modes) \~[Relax/Autopilot](/wiki/Game_Modifiers#special-mods)\~ +[Modyfikatory utrudniające](/wiki/Game_Modifiers#difficulty-increasing-mods) -[Modyfikatory ułatwiające](/wiki/Game_Modifiers#difficulty-reduction-mods)/[SpunOut](/wiki/Game_Modifiers#spun-out) [xK](/wiki/Game_Modifiers#xk) |
-| `/reply` or `/r` | Odpowiada użytkownikowi, który wysłał ostatnią prywatną wiadomość. | `/r Znasz może jakiegoś dobrego lekarza?` | (na czacie z Amigo) [Poprzednie wiadomości] John: Zachorowałem. Amigo: Naprawdę? John: Znasz może jakiegoś dobrego lekarza? |
+|`/np`| Wysyła na czat wiadomość z obecnie odtwarzaną lub graną piosenką.| `/np`| * John is playing [Peter Lambert - osu! tutorial\[Gameplay Basics\]](https://osu.ppy.sh/beatmaps/22538) [Game Modes](/wiki/FAQ#alternative-game-modes) \~[Relax/Autopilot](/wiki/Game_modifier#special)\~ +[Modyfikatory utrudniające](/wiki/Game_modifier#difficulty-increase) -[Modyfikatory ułatwiające](/wiki/Game_modifier#difficulty-reduction)/[SpunOut](/wiki/Game_modifier/Spun_Out) [xK](/wiki/Game_modifier/xK) |
+| `/reply` or `/r` | Odpowiada użytkownikowi, który wysłał ostatnią prywatną wiadomość. | `/r Znasz może jakiegoś dobrego lekarza?` | (na czacie z Amigo) \[Poprzednie wiadomości\] John: Zachorowałem. Amigo: Naprawdę? John: Znasz może jakiegoś dobrego lekarza? |
| `/savelog` | Zapisuje wiadomości z obecnie wybranego kanału w pliku tekstowym. | `/savelog` | (W katalogu z osu! zostanie utworzony folder `Chat`, w którym będą znajdować się wszystkie zapisy wiadomości z czatu) |
| `/watch [użytkownik]` | Rozpoczyna oglądanie `[użytkownika]`. | `/watch Amigo` | * Started spectating Amigo. |
| `/nopm` | Włącza lub wyłącza opcję otrzymywania wiadomości prywatnych od osób spoza listy znajomych. | `/nopm` | (Po wpisaniu komendy zostanie wyświetlony banner informujący o wybranej opcji) |
diff --git a/wiki/Chat_Console/ru.md b/wiki/Chat_Console/ru.md
index 384825642627..913305868bf8 100644
--- a/wiki/Chat_Console/ru.md
+++ b/wiki/Chat_Console/ru.md
@@ -68,18 +68,18 @@
| :-- | :-- | :-- | :-- |
| `/addfriend [игрок]` or `/delfriend [игрок]` | Добавляет/Удаляет `[игрок]` в/из список/списка друзей. | `/addfriend Amigo` | Теперь вы друзья с Amigo. |
| `/away [сообщение]` | Устанавливает ответное сообщение (отправляется игрокам пишущим вам). Оставьте сообщение пустым, чтобы отменить. | `/away Я John Smith.` | Вы были помечены как: Я John Smith. Когда Amigo пишет: /msg John,кто ты? BanchoBot отвечает: Я John Smith. |
-| `/bb` | Отправляет сообщение bancho как rank <№> | `/bb rank 1` | [15/11/12] Статистика для Uan: Очки: 47,323,299,680 (#1) Игр: 176293 (lv102) Аккуратность: 98.95% |
-| /chat [игрок] | Открывает окно чата с указанным пользователем. | `/chat Amigo` | (окно чата с Amigo открыто) |
+| `/bb` | Отправляет сообщение bancho как rank <№> | `/bb rank 1` | \[15/11/12\] Статистика для Uan: Очки: 47,323,299,680 (#1) Игр: 176293 (lv102) Аккуратность: 98.95% |
+| /chat \[игрок\] | Открывает окно чата с указанным пользователем. | `/chat Amigo` | (окно чата с Amigo открыто) |
| `/clear` | Очищает текущий чат. | `/clear` | (Очищено всё в текущей вкладке) |
-| `/ignore [игрок][@chp]` | Игнорировать все сообщения от указанного игрока. Добавляя после @ буквы, c, h, и/или p, вы можете игнорировать чат, "Хайлайты" или приватные сообщения соответственно. | `/ignore Amigo@chp` | BanchoBot: Вы больше не будете слышать от Amigo {chat} {highlights} {PM} (Ваше окно чата установленно в: игнорировать любой текст, написанный Amigo [c], все возможные "хайлайты" от Amigo [h] все отправленные вам сообщения от Amigo [p]) |
+| `/ignore [игрок][@chp]` | Игнорировать все сообщения от указанного игрока. Добавляя после @ буквы, c, h, и/или p, вы можете игнорировать чат, "Хайлайты" или приватные сообщения соответственно. | `/ignore Amigo@chp` | BanchoBot: Вы больше не будете слышать от Amigo {chat} {highlights} {PM} (Ваше окно чата установленно в: игнорировать любой текст, написанный Amigo \[c\], все возможные "хайлайты" от Amigo \[h\] все отправленные вам сообщения от Amigo \[p\]) |
| `/unignore [user]` | Перестать игнорировать этого пользователя. | /unignore Amigo | Теперь ты можешь слышать Amigo. (Ваше окно чата может отображать любые сообщения от Amigo) |
| `/me [действие]` | Выполнение действия от третьего лица. | `/me дома` | John дома |
| `/msg [игрок] [msg]` | Отправить приватное сообщение `[игрок]`. | `/msg Amigo я болею дома.` | (В окне Amigo) John: Я болею дома. |
| `/names` | Показать всех IRC пользователей. | `/name` | (Появляется список ников) |
-| `/np` | Напечатать в чат какую песню вы сейчас слушаете или выбираете. | `/np` |(Если играет) * John is playing [Peter Lambert - osu! tutorial\[Gameplay Basics\]](https://osu.ppy.sh/beatmaps/22538) [Game Modes](/wiki/FAQ#alternative-game-modes) \~[Relax/Autopilot](/wiki/Game_Modifiers#special-mods)\~ +[Difficulty increasing mod](/wiki/Game_Modifiers#difficulty-increasing-mods) -[Difficulty decreasing mod](/wiki/Game_Modifiers#difficulty-reduction-mods)/[SpunOut](/wiki/Game_Modifiers#spun-out) [xK](/wiki/Game_Modifiers#xk) (Если вы ничего не делаете,то печатается песня которая играет в плеере osu!) * John is listening to [Peter Lambert - osu! tutorial](https://osu.ppy.sh/beatmaps/22538) (Если наблюдает автоигру) * John is watching [Peter Lambert - osu! tutorial\[Gameplay basics\]](https://osu.ppy.sh/beatmaps/22538) [Game Modes](/wiki/FAQ#alternative-game-modes) \~[Relax/Autopilot](/wiki/Game_Modifiers#special-mods)\~ +[Difficulty increasing mod](/wiki/Game_Modifiers#difficulty-increasing-mods) -[Difficulty decreasing mod](/wiki/Game_Modifiers#difficulty-reduction-mods)/[SpunOut](/wiki/Game_Modifiers#spun-out) [xK](/wiki/Game_Modifiers#xk) [Autoplay](/wiki/Game_Modifiers#auto)|
-| `/reply` или `/r` | Ответ на последнее полученное сообщение. | `/r Ты знаешь какого-нибудь хорошего доктора?` | (В окне чата Amigo) [Предыдущие комментарии] John: Я болею дома. Amigo: Серьезно? John: Ты знаешь какого-нибудь хорошего доктора? |
+| `/np` | Напечатать в чат какую песню вы сейчас слушаете или выбираете. | `/np` |(Если играет) \* John is playing [Peter Lambert - osu! tutorial\[Gameplay Basics\]](https://osu.ppy.sh/beatmaps/22538) [Game Modes](/wiki/FAQ#alternative-game-modes) \~[Relax/Autopilot](/wiki/Game_modifier#special)\~ +[Difficulty increasing mod](/wiki/Game_modifier#difficulty-increase) -[Difficulty decreasing mod](/wiki/Game_modifier#difficulty-reduction)/[SpunOut](/wiki/Game_modifier/Spun_Out) [xK](/wiki/Game_modifier/xK) (Если вы ничего не делаете,то печатается песня которая играет в плеере osu!) \* John is listening to [Peter Lambert - osu! tutorial](https://osu.ppy.sh/beatmaps/22538) (Если наблюдает автоигру) \* John is watching [Peter Lambert - osu! tutorial\[Gameplay basics\]](https://osu.ppy.sh/beatmaps/22538) [Game Modes](/wiki/FAQ#alternative-game-modes) \~[Relax/Autopilot](/wiki/Game_modifier#special)\~ +[Difficulty increasing mod](/wiki/Game_modifier#difficulty-increase) -[Difficulty decreasing mod](/wiki/Game_modifier#difficulty-reduction)/[SpunOut](/wiki/Game_modifier/Spun_Out) [xK](/wiki/Game_modifier/xK) [Autoplay](/wiki/Game_modifier/Auto)|
+| `/reply` или `/r` | Ответ на последнее полученное сообщение. | `/r Ты знаешь какого-нибудь хорошего доктора?` | (В окне чата Amigo) \[Предыдущие комментарии\] John: Я болею дома. Amigo: Серьезно? John: Ты знаешь какого-нибудь хорошего доктора? |
| `/savelog` | Сохраняет текущий чат в текстовый файл. | `/savelog` | (Папка под названием "Chat" будет создана в корневой папке osu!,в нее будут сохраняться все следующие чаты) |
-| `/watch [игрок]` | Начать наблюдение за `[игрок]`. | `/watch Amigo` | Начато наблюдение за Amigo. (Если Amigo играет в карту которая есть у вас,вы увидите как играет Amigo [после недолгой загрузки] Amigo увидит ваш ник у себя на экране) |
+| `/watch [игрок]` | Начать наблюдение за `[игрок]`. | `/watch Amigo` | Начато наблюдение за Amigo. (Если Amigo играет в карту которая есть у вас,вы увидите как играет Amigo \[после недолгой загрузки\] Amigo увидит ваш ник у себя на экране) |
### /keys
diff --git a/wiki/Chat_Console/th.md b/wiki/Chat_Console/th.md
index 14f6e3266f4e..8b08dc76dbb9 100644
--- a/wiki/Chat_Console/th.md
+++ b/wiki/Chat_Console/th.md
@@ -74,21 +74,21 @@
| :-- | :-- | :-- | :-- |
| `/addfriend [user]` or `/delfriend [user]` | เพิ่มหรือนำออก `[user]` เข้า/จากรายชื่อเพื่อน | `/addfriend Amigo` | You are now friends with Amigo. |
| `/away [message]` | เป็นการตั้งข้อความไว้ว่าเราไม่อยู่ ว่างไว้ถ้าจะยกเลิกข้อความพวกนี้ | `/away สวัสดีผมไม่อยู่นะ รอแปปนึง` | You have been marked as being away: สวัสดีผมไม่อยู่นะ รอแปปนึง เมื่อมีคนมาทักคุณ /msg John ดีจ้า ทำอะไรอยู่หรอ? BanchoBot: สวัสดีผมไม่อยู่นะ รอแปปนึง|
-| `/bb` | Sends a message to bancho like rank [number] | `/bb rank 1` | [15/11/12] Stats for Uan: Score: 47,323,299,680 (#1) Plays: 176293 (lv102) Accuracy: 98.95% |
+| `/bb` | Sends a message to bancho like rank \[number\] | `/bb rank 1` | \[15/11/12\] Stats for Uan: Score: 47,323,299,680 (#1) Plays: 176293 (lv102) Accuracy: 98.95% |
| `/chat [user]` | Open a new chat tab with specified user. | `/chat Amigo` | (Amigo tab is opened) |
| `/clear` | Clears the current chat buffer. | `/clear` | (Clears basically everything on the current tab) |
-| `/ignore [user][@chp]` | Ignore all messages from specified user for this session. By adding an @ followed by the letters, c, h, and/or p, you may ignore them in chat, highlights, or PMs respectively. | /ignore Amigo@chp | BanchoBot: You will no longer hear Amigo {chat} {highlights} {PM} (Your chat console is set to: ignore any text written by Amigo [c], any possible text highlighting you by Amigo [h] any Private Message sent to you by Amigo [p]) |
+| `/ignore [user][@chp]` | Ignore all messages from specified user for this session. By adding an @ followed by the letters, c, h, and/or p, you may ignore them in chat, highlights, or PMs respectively. | /ignore Amigo@chp | BanchoBot: You will no longer hear Amigo {chat} {highlights} {PM} (Your chat console is set to: ignore any text written by Amigo \[c\], any possible text highlighting you by Amigo \[h\] any Private Message sent to you by Amigo \[p\]) |
| `/j [channel]` or `/join [channel]` | Joins the specified channel | `/join #lobby` | (#lobby tab is opened) |
| `/p` or `/part` | Leaves the current channel you're parting or leaving. | `/part` | n/a |
| `/unignore [user]` | Stop ignoring this user for this session. | `/unignore Amigo` | You may now hear Amigo. (Your chat console will allow any comment made by Amigo available to your chat console) |
-| `/me [action]` | Perform a third-person action. | `/me is at home` | * John is at home |
+| `/me [action]` | Perform a third-person action. | `/me is at home` | \* John is at home |
| `/msg [user] [msg]` | Send a private message to `[user]`. | `/msg Amigo I am sick at home.` | (At Amigo tab) John: I am sick at home. |
-| `/np` | Print to chat the current song you are listening to or playing. | `/np` | (If playing) * John is playing [Peter Lambert - osu! tutorial\[Gameplay Basics\]](https://osu.ppy.sh/beatmaps/22538) [Game Modes](/wiki/FAQ#alternative-game-modes) \~[Relax/Autopilot](/wiki/Game_Modifiers#special-mods)\~ +[Difficulty increasing mod](/wiki/Game_Modifiers#difficulty-increasing-mods) -[Difficulty decreasing mod](/wiki/Game_Modifiers#difficulty-reduction-mods)/[SpunOut](/wiki/Game_Modifiers#spun-out) [xK](/wiki/Game_Modifiers#xk) (If doing nothing, based on jukebox) * John is listening to [Peter Lambert - osu! tutorial](https://osu.ppy.sh/beatmaps/22538) (If spectating or Autoplay) * John is watching [Peter Lambert - osu! tutorial\[Gameplay basics\]](https://osu.ppy.sh/beatmaps/22538) [Game Modes](/wiki/FAQ#alternative-game-modes) \~[Relax/Autopilot](/wiki/Game_Modifiers#special-mods)\~ +[Difficulty increasing mod](/wiki/Game_Modifiers#difficulty-increasing-mods) -[Difficulty decreasing mod](/wiki/Game_Modifiers#difficulty-reduction-mods)/[SpunOut](/wiki/Game_Modifiers#spun-out) [xK](/wiki/Game_Modifiers#xk) [Autoplay](/wiki/Game_Modifiers#auto)|
-| `/reply` or `/r` | Reply to the last received private message. | `/r Do you know any good doctor?` | (At Amigo tab) [Previous comments] John: I am sick at home. Amigo: Really? John: Do you know any good doctor? |
+| `/np` | Print to chat the current song you are listening to or playing. | `/np` | (If playing) \* John is playing [Peter Lambert - osu! tutorial\[Gameplay Basics\]](https://osu.ppy.sh/beatmaps/22538) [Game Modes](/wiki/FAQ#alternative-game-modes) \~[Relax/Autopilot](/wiki/Game_modifier#special)\~ +[Difficulty increasing mod](/wiki/Game_modifier#difficulty-increase) -[Difficulty decreasing mod](/wiki/Game_modifier#difficulty-reduction)/[SpunOut](/wiki/Game_modifier/Spun_Out) [xK](/wiki/Game_modifier/xK) (If doing nothing, based on jukebox) \* John is listening to [Peter Lambert - osu! tutorial](https://osu.ppy.sh/beatmaps/22538) (If spectating or Autoplay) \* John is watching [Peter Lambert - osu! tutorial\[Gameplay basics\]](https://osu.ppy.sh/beatmaps/22538) [Game Modes](/wiki/FAQ#alternative-game-modes) \~[Relax/Autopilot](/wiki/Game_modifier#special)\~ +[Difficulty increasing mod](/wiki/Game_modifier#difficulty-increase) -[Difficulty decreasing mod](/wiki/Game_modifier#difficulty-reduction)/[SpunOut](/wiki/Game_modifier/Spun_Out) [xK](/wiki/Game_modifier/xK) [Autoplay](/wiki/Game_modifier/Auto)|
+| `/reply` or `/r` | Reply to the last received private message. | `/r Do you know any good doctor?` | (At Amigo tab) \[Previous comments\] John: I am sick at home. Amigo: Really? John: Do you know anys good doctor? |
| `/savelog` | Saves current chat tab to a text file. | `/savelog` | (A folder called "Chat" will be created at the osu! directory which will contain all the future chat tab saves) |
-| `/watch [user]` | Start spectating `[user]`. | `/watch Amigo` | * Started spectating Amigo. (When Amigo plays a beatmap that you have, you will spectate his play [after some buffering] with your name on the left of Amigo screen) |
+| `/watch [user]` | Start spectating `[user]`. | `/watch Amigo` | \* Started spectating Amigo. (When Amigo plays a beatmap that you have, you will spectate his play \[after some buffering\] with your name on the left of Amigo screen) |
| `/nopm` | Toggle to allow private messages either from everyone or friends only | `/nopm` | (A pop-up banner will appear at the center detailing you are allowing everyone/friends only for private messages) |
-| `/invite [user]` | Invites `[user]` to the multiplayer room along with the link. | `/invite Nathanael` | * Nathanael has been invited to the game |
+| `/invite [user]` | Invites `[user]` to the multiplayer room along with the link. | `/invite Nathanael` | \* Nathanael has been invited to the game |
### /keys
diff --git a/wiki/Chat_Console/zh.md b/wiki/Chat_Console/zh.md
index 00e62ffc9f12..b4d533eca7df 100644
--- a/wiki/Chat_Console/zh.md
+++ b/wiki/Chat_Console/zh.md
@@ -79,7 +79,7 @@ outdated: true
| `/addfriend [玩家]` | 将 `[玩家]` 添加到你的好友列表。 | `/addfriend Amigo` | You are now friends with Amigo. *你和 Amigo 现在是好友了。* |
| `/delfriend [玩家]` | 将 `[玩家]` 从好友列表中移除。 | `/delfriend Amigo` | You are no longer friends with Amigo. *你和 Amigo 已不再是好友。* |
| `/away [消息]` | 设置离开消息(将回复至私信你的玩家)。将消息留空以取消离开状态。 | `/away I am John Smith.` | `You have been marked as being away: I am John Smith.` 当 Amigo 在与 John 聊天的窗口中输入 `/msg John Where are you~?` BanchoBot 将回答: `I am John Smith`.|
-| `/bb` | 给 Bancho 发送消息。如: rank `[number]` | `/bb rank 1` | [15/11/12] Stats for Uan: Score: 47,323,299,680 (#1) Plays: 176293 (lv102) Accuracy: 98.95% |
+| `/bb` | 给 Bancho 发送消息。如: rank `[number]` | `/bb rank 1` | \[15/11/12\] Stats for Uan: Score: 47,323,299,680 (#1) Plays: 176293 (lv102) Accuracy: 98.95% |
| `/chat [玩家]` | 打开与该玩家的聊天窗口。 | `/chat Amigo` | (与 Amigo 聊天的窗口打开) |
| `/clear` | 清除当前聊天窗口的全部内容。 | `/clear` | ( 当前窗口下的所有内容均被清除 ) |
| `/ignore [玩家][@chp]` | 在本次登录中忽略特定玩家的所有消息。在后面加上 @ 和 `c, h, p` 中的任意字母,你可以分别从聊天、提及你的消息和私信中屏蔽该玩家。| `/ignore Amigo@chp` | BanchoBot: You will no longer hear Amigo {chat} {highlights} {PM} (你的聊天界面被设为:`c` 屏蔽 Amigo 发送的任何消息;`h` 屏蔽 Amigo 发送的任何提及你名字的消息;`p` 屏蔽 Amigo 给你发送的任何私信) |
@@ -88,12 +88,12 @@ outdated: true
| `/unignore [玩家]` | 取消屏蔽在此次登录时所屏蔽的玩家。 | `/unignore Amigo` | You may now hear Amigo. ( 你的聊天窗口将重新显示 Amigo 所发的消息 ) |
| `/me [动作]` | 以第三人称发送消息。 | `/me is at home` | * John is at home |
| `/msg [玩家] [消息文字]` | 给 `[玩家]` 发送私信。 | `/msg Amigo I am sick at home.` | ( 在 Amigo 的聊天窗口中 ) John: I am sick at home. |
-|`/np`| 发送你正在听的 / 玩的歌曲。| `/np`| ( 游戏时 ) * John is playing [Peter Lambert - osu! tutorial\[Gameplay Basics\]](https://osu.ppy.sh/beatmaps/22538) [Game Modes](/wiki/FAQ#alternative-game-modes) \~[Relax/Autopilot](/wiki/Game_Modifiers#special-mods)\~ +[Difficulty increasing mod](/wiki/Game_Modifiers#difficulty-increasing-mods) -[Difficulty decreasing mod](/wiki/Game_Modifiers#difficulty-reduction-mods)/[SpunOut](/wiki/Game_Modifiers#spun-out) [xK](/wiki/Game_Modifiers#xk) (不做任何事情时,取决于玩家卡片显示的状态 ) * John is listening to [Peter Lambert - osu! tutorial](https://osu.ppy.sh/beatmaps/22538) ( 旁观或使用 Auto 机器人时 ) * John is watching [Peter Lambert - osu! tutorial\[Gameplay basics\]](https://osu.ppy.sh/beatmaps/22538) [Game Modes](/wiki/FAQ#alternative-game-modes) \~[Relax/Autopilot](/wiki/Game_Modifiers#special-mods)\~ +[Difficulty increasing mod](/wiki/Game_Modifiers#difficulty-increasing-mods) -[Difficulty decreasing mod](/wiki/Game_Modifiers#difficulty-reduction-mods)/[SpunOut](/wiki/Game_Modifiers#spun-out) [xK](/wiki/Game_Modifiers#xk) [Autoplay](/wiki/Game_Modifiers#auto)|
-| `/reply` or `/r` | 回复最后一个发送的私信。 | `/r Do you know any good doctor?` | ( 在 Amigo 的聊天窗口中 ) [Previous comments] John: I am sick at home. Amigo: Really? John: Do you know any good doctor? |
+|`/np`| 发送你正在听的 / 玩的歌曲。| `/np`| ( 游戏时 ) \* John is playing [Peter Lambert - osu! tutorial\[Gameplay Basics\]](https://osu.ppy.sh/beatmaps/22538) [Game Modes](/wiki/FAQ#alternative-game-modes) \~[Relax/Autopilot](/wiki/Game_modifier#special)\~ +[Difficulty increasing mod](/wiki/Game_modifier#difficulty-increase) -[Difficulty decreasing mod](/wiki/Game_modifier#difficulty-reduction)/[SpunOut](/wiki/Game_modifier/Spun_Out) [xK](/wiki/Game_modifier/xK) (不做任何事情时,取决于玩家卡片显示的状态 ) \* John is listening to [Peter Lambert - osu! tutorial](https://osu.ppy.sh/beatmaps/22538) ( 旁观或使用 Auto 机器人时 ) \* John is watching [Peter Lambert - osu! tutorial\[Gameplay basics\]](https://osu.ppy.sh/beatmaps/22538) [Game Modes](/wiki/FAQ#alternative-game-modes) \~[Relax/Autopilot](/wiki/Game_modifier#special)\~ +[Difficulty increasing mod](/wiki/Game_modifier#difficulty-increase) -[Difficulty decreasing mod](/wiki/Game_modifier#difficulty-reduction)/[SpunOut](/wiki/Game_modifier/Spun_Out) [xK](/wiki/Game_modifier/xK) [Autoplay](/wiki/Game_modifier/Auto)|
+| `/reply` or `/r` | 回复最后一个发送的私信。 | `/r Do you know any good doctor?` | ( 在 Amigo 的聊天窗口中 ) \[Previous comments\] John: I am sick at home. Amigo: Really? John: Do you know any good doctor? |
| `/savelog` | 将当前窗口中的聊天记录存储为文件。 | `/savelog` | ( 在 osu! 目录下将创建一个名为 Chat 的文件夹,里面包含在该聊天窗口下的所有聊天记录 ) |
-| `/watch [玩家]` | 开始旁观 `[玩家]`。 | `/watch Amigo` | * Started spectating Amigo. ( 当 Amigo 玩你也拥有的谱面时,经过一段时间的缓冲之后你将可以旁观。Amigo 的屏幕左边也会出现你的名字。) |
+| `/watch [玩家]` | 开始旁观 `[玩家]`。 | `/watch Amigo` | \* Started spectating Amigo. ( 当 Amigo 玩你也拥有的谱面时,经过一段时间的缓冲之后你将可以旁观。Amigo 的屏幕左边也会出现你的名字。) |
| `/nopm` | 设置允许所有人的私信,或仅允许好友的私信。 | `/nopm` | ( 屏幕将弹出一个横幅,显示你允许来自所有人的还是仅好友的私信 ) |
-| `/invite [玩家]` | 给 `[玩家]` 发送一个链接以将其邀请到你所在的房间。 | `/invite Nathanael` | * Nathanael has been invited to the game. *Nathanael 已被邀请至你所在的房间。* |
+| `/invite [玩家]` | 给 `[玩家]` 发送一个链接以将其邀请到你所在的房间。 | `/invite Nathanael` | \* Nathanael has been invited to the game. *Nathanael 已被邀请至你所在的房间。* |
### 按键功能
diff --git a/wiki/Contests/Monthly_Beatmapping_Contest/en.md b/wiki/Contests/Monthly_Beatmapping_Contest/en.md
index c45efe3c1d51..c12bc78ea335 100644
--- a/wiki/Contests/Monthly_Beatmapping_Contest/en.md
+++ b/wiki/Contests/Monthly_Beatmapping_Contest/en.md
@@ -77,7 +77,8 @@ Information and results for all iterations of the MBC since its relaunch in 2020
| [April 2020](https://osu.ppy.sh/community/contests/93) | ![][flag_GB] [hypercyte](https://osu.ppy.sh/users/9155377) | ![][flag_CN] [fanzhen0019](https://osu.ppy.sh/users/418699) | ![][flag_KR] [Acyl](https://osu.ppy.sh/users/1943309) | [Results](https://osu.ppy.sh/home/news/2020-05-22-monthly-beatmapping-contest-4-results) |
| [May 2020](https://osu.ppy.sh/community/contests/95) | ![][flag_GB] [hypercyte](https://osu.ppy.sh/users/9155377) | ![][flag_KR] [Acyl](https://osu.ppy.sh/users/1943309) | ![][flag_GB] [hypercyte](https://osu.ppy.sh/users/9155377) | [Results](https://osu.ppy.sh/home/news/2020-07-24-monthly-beatmapping-contest-5-6-results) |
| [June 2020](https://osu.ppy.sh/community/contests/96) | ![][flag_PL] [Kalibe](https://osu.ppy.sh/users/3376777), ![][flag_RU] [xbopost](https://osu.ppy.sh/users/6842421), ![][flag_BE] [Sylas](https://osu.ppy.sh/users/3906405) | N/A | ![][flag_BE] [Sylas](https://osu.ppy.sh/users/3906405) | [Results](https://osu.ppy.sh/home/news/2020-07-24-monthly-beatmapping-contest-5-6-results) |
-| [July 2020](https://osu.ppy.sh/community/contests/108) | TBD | TBD | TBD | |
+| [July 2020](https://osu.ppy.sh/community/contests/108) | ![][flag_RU] [xbopost](https://osu.ppy.sh/users/6842421) | ![][flag_DE] [Mao](https://osu.ppy.sh/users/2204515) | ![][flag_RU] [xbopost](https://osu.ppy.sh/users/6842421) | [Results](https://osu.ppy.sh/home/news/2020-08-27-monthly-beatmapping-contest-7-results) |
+| [August 2020](https://osu.ppy.sh/community/contests/110) | TBD | TBD | TBD | |
## Rewards
@@ -103,15 +104,15 @@ MBC points of every contest participant are listed below.
| :-- | :-- |
| ![][flag_GB] [hypercyte](https://osu.ppy.sh/users/9155377) | 7 |
| ![][flag_BE] [Sylas](https://osu.ppy.sh/users/3906405) | 5 |
+| ![][flag_RU] [xbopost](https://osu.ppy.sh/users/6842421) | 5 |
| ![][flag_DK] [melon boy](https://osu.ppy.sh/users/3053382) | 2 |
| ![][flag_RU] [Aphestra](https://osu.ppy.sh/users/11949191) | 2 |
| ![][flag_PL] [Kalibe](https://osu.ppy.sh/users/3376777) | 2 |
-| ![][flag_RU] [xbopost](https://osu.ppy.sh/users/6842421) | 2 |
-| ![][flag_KR] [Acyl](https://osu.ppy.sh/users/1943309) | 2 |
+| ![][flag_KR] [Acylica](https://osu.ppy.sh/users/1943309) | 2 |
+| ![][flag_DE] [Mao](https://osu.ppy.sh/users/2204515) | 2 |
| ![][flag_CN] [Moecho](https://osu.ppy.sh/users/5075660) | 1 |
| ![][flag_GB] [Altai](https://osu.ppy.sh/users/5745865) | 1 |
| ![][flag_US] [UndeadCapulet](https://osu.ppy.sh/users/2523533) | 1 |
-| ![][flag_DE] [Mao](https://osu.ppy.sh/users/2204515) | 1 |
| ![][flag_CN] [fanzhen0019](https://osu.ppy.sh/users/418699) | 1 |
Prior to June 2020, community vote winners/runner-ups would receive 2 and 1 points respectively.
diff --git a/wiki/Contests/oBWC/2/en.md b/wiki/Contests/oBWC/2/en.md
index 6112465ba424..1a0c104da6b2 100644
--- a/wiki/Contests/oBWC/2/en.md
+++ b/wiki/Contests/oBWC/2/en.md
@@ -60,6 +60,7 @@ The osu! Beatmapping World Championship is run by various community members.
- [Official website](https://obwc.net/)
- [Twitter](https://twitter.com/osubwc)
- [Pick'ems page](https://pickem.hwc.hr/tournaments/30) hosted by ![][flag_DE] [hallowatcher](https://osu.ppy.sh/users/1874761)
+- [Livestream](https://www.twitch.tv/osubwc)
## Participants
@@ -98,6 +99,82 @@ The osu! Beatmapping World Championship is run by various community members.
| ![][flag_US] | **United States** | **[vikala](https://osu.ppy.sh/users/2848604)**, [Axarious](https://osu.ppy.sh/users/2614511), [byfar](https://osu.ppy.sh/users/4674054), [captin1](https://osu.ppy.sh/users/689997), [IOException](https://osu.ppy.sh/users/2688103), [melloe](https://osu.ppy.sh/users/2367616), [not very smart](https://osu.ppy.sh/users/3696423) |
| ![][flag_VN] | **Vietnam** | **[LMT](https://osu.ppy.sh/users/7262798)**, [Asaiga](https://osu.ppy.sh/users/2959560), [Hikan](https://osu.ppy.sh/users/7968702), [Kirylln](https://osu.ppy.sh/users/7228554), [Liyuchi](https://osu.ppy.sh/users/3275495), [Pandano](https://osu.ppy.sh/users/7696558), [Smug Nanachi](https://osu.ppy.sh/users/10063190) |
+## Results
+
+### Quarterfinals
+
+Songs:
+
+- **[Teminite](https://osu.ppy.sh/beatmaps/artists/64) - Hot Fizz**
+- **[False Noise](https://osu.ppy.sh/beatmaps/artists/52) - Space Angel**
+- **[Venetian Snares](https://osu.ppy.sh/beatmaps/artists/71) - Shaky Sometimes**
+
+| Team 1 | | | Team 2 |
+| --: | :-: | :-: | :-- |
+| France ![][flag_FR] | 1 | **6** | ![][flag_AR] **Argentina** |
+| Vietnam ![][flag_VN] | 3 | **4** | ![][flag_BR] **Brazil** |
+| **United Kingdom** ![][flag_GB] | **7** | 0 | ![][flag_AU] Australia |
+| South Korea ![][flag_KR] | 3 | **4** | ![][flag_RU] **Russian Federation** |
+
+### Round of 16
+
+Songs:
+
+- **[Dictate](https://osu.ppy.sh/beatmaps/artists/21) - Melodik (Short Ver.)**
+- **[Thank You Scientist](https://osu.ppy.sh/beatmaps/artists/83) - Wrinkle**
+- **[Nekrogoblikon](https://osu.ppy.sh/beatmaps/artists/53) - Killing Time (and Space)**
+
+| Team 1 | | | Team 2 |
+| --: | :-: | :-: | :-- |
+| **France** ![][flag_FR] | **5** | 0 | ![][flag_IT] Italy |
+| China ![][flag_CN] | 2 | **3** | ![][flag_AR] **Argentina** |
+| **Vietnam** ![][flag_VN] | **3** | 2 | ![][flag_CA] Canada |
+| Sweden ![][flag_SE] | 2 | **3** | ![][flag_BR] **Brazil** |
+| **United Kingdom** ![][flag_GB] | **4** | 1 | ![][flag_US] United States |
+| **Australia** ![][flag_AU] | **3** | 2 | ![][flag_NO] Norway |
+| **South Korea** ![][flag_KR] | **3** | 2 | ![][flag_DK] Denmark |
+| Poland ![][flag_PL] | 2 | **3** | ![][flag_RU] **Russian Federation** |
+
+### Qualifiers
+
+*For scoring details, see the [qualifiers leaderboard](https://obwc.net/results/qualifiers) on the contest website.*
+
+Song: **[MDK](https://osu.ppy.sh/beatmaps/artists/61) - Press Start**
+
+| Rank | Team | Score |
+| :-- | :-- | :-- |
+| 1 | ![][flag_FR] **France** | 7.0913 |
+| 2 | ![][flag_GB] **United Kingdom** | 5.8987 |
+| 3 | ![][flag_KR] **South Korea** | 5.8584 |
+| 4 | ![][flag_VN] **Vietnam** | 4.8331 |
+| 5 | ![][flag_SE] **Sweden** | 4.2344 |
+| 6 | ![][flag_PL] **Poland** | 3.9045 |
+| 7 | ![][flag_AU] **Australia** | 3.3529 |
+| 8 | ![][flag_CN] **China** | 2.7021 |
+| 9 | ![][flag_AR] **Argentina** | 2.6037 |
+| 10 | ![][flag_NO] **Norway** | 2.1734 |
+| 11 | ![][flag_RU] **Russian Federation** | 2.1059 |
+| 12 | ![][flag_BR] **Brazil** | 1.7696 |
+| 13 | ![][flag_CA] **Canada** | 1.6234 |
+| 14 | ![][flag_DK] **Denmark** | 1.2943 |
+| 15 | ![][flag_US] **United States** | 1.2310 |
+| 16 | ![][flag_IT] **Italy** | 1.1722 |
+| 17 | ![][flag_MX] Mexico | 0.3136 |
+| 18 | ![][flag_CH] Switzerland | -0.1979 |
+| 19 | ![][flag_DE] Germany | -0.5379 |
+| 20 | ![][flag_PH] Philippines | -1.6944 |
+| 21 | ![][flag_SG] Singapore | -2.0565 |
+| 22 | ![][flag_EE] Estonia | -2.3241 |
+| 23 | ![][flag_TW] Taiwan | -2.7789 |
+| 24 | ![][flag_HK] Hong Kong | -2.7816 |
+| 25 | ![][flag_CL] Chile | -3.5997 |
+| 26 | ![][flag_TR] Turkey | -4.0674 |
+| 27 | ![][flag_ID] Indonesia | -4.1833 |
+| 28 | ![][flag_JP] Japan | -4.5266 |
+| 29 | ![][flag_RO] Romania | -5.0928 |
+| 30 | ![][flag_LV] Latvia | -8.5058 |
+| 31 | ![][flag_MY] Malaysia | -9.8156 |
+
## Ruleset
### Contest rules
diff --git a/wiki/Difficulties/ru.md b/wiki/Difficulties/ru.md
index 625744e7b992..5f7cadcfbfd3 100644
--- a/wiki/Difficulties/ru.md
+++ b/wiki/Difficulties/ru.md
@@ -1,66 +1,70 @@
---
-outdated: true
+tags:
+ - difficulty
+ - difficulty name
+ - SR
+ - star rating
+ - stars
---
-# Наименивания сложностей
+# Сложность
-*Не путайте эту статью с этой: [Карты](/wiki/Beatmaps)*
+*Эта статья — про описание сложностей. Про карты как набор сложностей рассказывается [в другой статье](/wiki/Beatmaps).*
-*Смотрите также: [Критерии ранкинга § Мапсет](/wiki/Ranking_Criteria#mapset)*
+**Сложность** карты описывает уровень навыков, необходимых для ее прохождения. Название и рейтинг по звёздам обычно дают достаточно информации, чтобы сказать, насколько будет трудно пройти карту.
-Сложность карты *описывает* уровень навыка игрока, необходимый для ее прохождения.
-
-## Оценка по звёздам
-
-
+## Уровни сложности
-Для [Критерий Ранкинга](/wiki/Ranking_Criteria) оценка по звёздам обычно соответствует этим названиям сложностей
+*Главная страница: [Названия для сложностей](/wiki/Ranking_Criteria/Difficulty_Naming)*
--  Easy: 0.0★–1.99★
--  Normal: 2.0★–2.69★
--  Hard: 2.7★–3.99★
--  Insane: 4.0★–5.29★
--  Expert: 5.3★–6.49★
--  Expert+: >6.5★
+Это типичные уровни сложности, к которым может относиться карта. Конкретные определения и требования для каждого из них можно найти в [критериях раннкинга](/wiki/Ranking_Criteria) соответствующего режима.
-Обратите внимание, что указанные диапазоны не являются точными; карты могут отличаться от указанных диапазонов и оставаться в рамках правил.
+###  osu!
-### Иконки сложностей
+-  Easy
+-  Normal
+-  Hard
+-  Insane
+-  Expert
-Приведенные выше диапазоны оценок по звёздам определяют, какой значок будет у сложности. Перечисленные диапазоны, как правило, дают вам гармоничный набор сложностей в мапсете. Также существуют некоторые рекомендации (Посмотрите [Раздел «Набор карт» в Критериях Ранкинга](/wiki/Ranking_Criteria#mapset)), которым вы можете следовать, чтобы улучшить набор сложностей.
+###  osu!taiko
-## Уровни сложности
+-  Kantan
+-  Futsuu
+-  Muzukashii
+-  Oni
+-  Ura Oni (иногда называется "Inner Oni")
+-  Hell Oni
-*Главная страница: [Названия для сложностей](/wiki/Ranking_Criteria/Difficulty_Naming)*
+###  osu!catch
-### osu!
+-  Cup
+-  Salad
+-  Platter
+-  Rain
+-  Overdose
+-  Overdose+
--  Easy
--  Normal
--  Hard
--  Insane
--  Expert
+###  osu!mania
-### osu!taiko
+-  Easy
+-  Normal
+-  Hard
+-  Insane
+-  Expert
+-  Expert+
--  Kantan
--  Futsuu
--  Muzukashii
--  Oni
--  Ura Oni (иногда называется "Inner Oni")
+## Уровень сложности по звёздам
-### osu!catch
+
--  Cup
--  Salad
--  Platter
--  Rain
--  Overdose
+На веб-сайте картам автоматически присваивается значок, основанный на следующих диапазонах рейтинга по звездам:
-### osu!mania
+-  Easy: 0.0★–1.99★
+-  Normal: 2.0★–2.69★
+-  Hard: 2.7★–3.99★
+-  Insane: 4.0★–5.29★
+-  Expert: 5.3★–6.49★
+-  Expert+: >6.5★
--  EZ
--  NM
--  HD
--  MX
--  SC
+Предполагаемые уровни сложности большинства карт соответствуют отображаемым их иконке, но некоторые значительно отличаются, поэтому критерии ранкинга определяют более точные правила определения сложности карт.
diff --git a/wiki/Difficulties/zh.md b/wiki/Difficulties/zh.md
new file mode 100644
index 000000000000..d157634e2d29
--- /dev/null
+++ b/wiki/Difficulties/zh.md
@@ -0,0 +1,71 @@
+---
+tags:
+ - difficulty
+ - difficulty name
+ - SR
+ - star rating
+ - stars
+---
+
+# 难度
+
+*请勿与 [谱面](/wiki/Beatmaps) 相混淆。*
+
+一个谱面的**难度**反映了完成它所需的能力水平。难度名称与星级评定通常会给出关于该谱面难度的足够信息。
+
+## 难度级别
+
+*请参见:[难度的命名](/wiki/Ranking_Criteria/Difficulty_Naming)*
+
+以下是对应某个谱面难度的常见难度等级。在各自模式的 [Ranking 准则](/wiki/Ranking_Criteria) 中可以找到它们的具体定义和要求。
+
+###  osu!
+
+-  Easy
+-  Normal
+-  Hard
+-  Insane
+-  Expert
+-  Expert+
+
+###  osu!taiko
+
+-  Kantan
+-  Futsuu
+-  Muzukashii
+-  Oni
+-  Inner/Ura Oni
+-  Hell Oni
+
+###  osu!catch
+
+-  Cup
+-  Salad
+-  Platter
+-  Rain
+-  Overdose
+-  Overdose+
+
+###  osu!mania
+
+-  Easy
+-  Normal
+-  Hard
+-  Insane
+-  Expert
+-  Expert+
+
+## 星级评定
+
+
+
+在官网上,基于星级评定的范围,谱面会被自动给予一个不同的难度图标:
+
+-  Easy: 0.0★–1.99★
+-  Normal: 2.0★–2.69★
+-  Hard: 2.7★–3.99★
+-  Insane: 4.0★–5.29★
+-  Expert: 5.3★–6.49★
+-  Expert+: 6.5★ 及以上
+
+大部分的谱面标注的难度级别都与它被给予的图标相匹配,但有些却相差甚远。这就是为什么 [Ranking 准则](/wiki/Ranking_Criteria) 定义了更多精确的规则以判定谱面的难度与差距。
diff --git a/wiki/Disambiguation/Bancho/pt-br.md b/wiki/Disambiguation/Bancho/pt-br.md
new file mode 100644
index 000000000000..8307b7fcfdb6
--- /dev/null
+++ b/wiki/Disambiguation/Bancho/pt-br.md
@@ -0,0 +1,6 @@
+# Bancho (desambiguação)
+
+**Bancho** pode ter diferentes significados:
+
+- [Bancho](/wiki/Bancho), o servidor programado por peppy para lidar com conexões no osu!.
+- [BanchoBot](/wiki/BanchoBot), o bot IRC (Internet Relay Chat) para o [chat dentro do jogo](/wiki/Chat_Console).
diff --git a/wiki/Disambiguation/EZ/de.md b/wiki/Disambiguation/EZ/de.md
index cc43bb6a39a7..6c400a5f8876 100644
--- a/wiki/Disambiguation/EZ/de.md
+++ b/wiki/Disambiguation/EZ/de.md
@@ -7,7 +7,7 @@ outdated_since: 8043b3a603ef5a8bb7ab9f982fceed3825cb249f
**EZ** kann Folgendes bedeuten:
-- Der [Spielmodifikator](/wiki/Game_Modifiers#easy).
+- Der [Spielmodifikator](/wiki/Game_modifier/Easy).
- Der Versionsname einer Beatmap.
- Die Schwierigkeit einer Beatmap:
-  EZ in osu!mania.
diff --git a/wiki/Disambiguation/EZ/en.md b/wiki/Disambiguation/EZ/en.md
index 5ae21a4501c4..431423317386 100644
--- a/wiki/Disambiguation/EZ/en.md
+++ b/wiki/Disambiguation/EZ/en.md
@@ -2,7 +2,7 @@
**EZ** can have multiple meanings:
-- The [Easy game modifier](/wiki/Game_Modifiers#easy).
+- The [Easy game modifier](/wiki/Game_modifier/Easy).
- The version name of a beatmap.
- The difficulty of a beatmap:
-  EZ, for osu!mania.
diff --git a/wiki/Disambiguation/EZ/fr.md b/wiki/Disambiguation/EZ/fr.md
index 7f058f645a9c..14215ebced72 100644
--- a/wiki/Disambiguation/EZ/fr.md
+++ b/wiki/Disambiguation/EZ/fr.md
@@ -7,7 +7,7 @@ outdated_since: 8043b3a603ef5a8bb7ab9f982fceed3825cb249f
**EZ** peut également se référer à :
-- Le [Modificateur de jeu Easy](/wiki/Game_Modifiers#easy).
+- Le [Modificateur de jeu Easy](/wiki/Game_modifier/Easy).
- Le nom de la version d'un beatmap.
- La difficulté d'une beatmap :
-  EZ, pour osu!mania.
diff --git a/wiki/Disambiguation/EZ/id.md b/wiki/Disambiguation/EZ/id.md
index 899ac9504dff..0efbe6d7dd2a 100644
--- a/wiki/Disambiguation/EZ/id.md
+++ b/wiki/Disambiguation/EZ/id.md
@@ -7,7 +7,7 @@ outdated_since: 8043b3a603ef5a8bb7ab9f982fceed3825cb249f
**EZ** mungkin juga merujuk pada:
-- [Modifier bernamakan Easy](/wiki/Game_Modifiers#easy).
+- [Modifier bernamakan Easy](/wiki/Game_modifier/Easy).
- Nama tingkat kesulitan sebuah beatmap.
- Tingkat kesulitan sebuah beatmap:
-  EZ, untuk osu!mania.
diff --git a/wiki/Disambiguation/EZ/nl.md b/wiki/Disambiguation/EZ/nl.md
index 8891f07401fd..e39d2d1b9b6c 100644
--- a/wiki/Disambiguation/EZ/nl.md
+++ b/wiki/Disambiguation/EZ/nl.md
@@ -8,7 +8,7 @@ outdated_since: 8043b3a603ef5a8bb7ab9f982fceed3825cb249f
**EZ** kan verwijzen naar:
-- De [Easy spelmodifier](/wiki/Game_Modifiers#easy).
+- De [Easy spelmodifier](/wiki/Game_modifier/Easy).
- De versienaam van een beatmap.
- De moeilijkheidsgraad van een beatmap:
-  EZ, voor osu!mania.
diff --git a/wiki/Disambiguation/EZ/pt-br.md b/wiki/Disambiguation/EZ/pt-br.md
new file mode 100644
index 000000000000..c212347130e7
--- /dev/null
+++ b/wiki/Disambiguation/EZ/pt-br.md
@@ -0,0 +1,11 @@
+# EZ (desambiguação)
+
+**EZ** pode ter vários significados:
+
+- O [modificador de jogo Easy](/wiki/Game_modifier/Easy).
+- O nome da versão de um beatmap.
+- A dificuldade de um beatmap:
+ -  EZ, para osu!mania.
+ -  Easy, para osu!standard.
+ -  Kantan, para osu!taiko.
+ -  Cup, para osu!catch.
diff --git a/wiki/Disambiguation/EZ/ru.md b/wiki/Disambiguation/EZ/ru.md
index 1ab5649c5215..40621a1e47da 100644
--- a/wiki/Disambiguation/EZ/ru.md
+++ b/wiki/Disambiguation/EZ/ru.md
@@ -7,7 +7,7 @@ outdated_since: 8043b3a603ef5a8bb7ab9f982fceed3825cb249f
**EZ** также может означать:
-- [Игровой мод Easy](/wiki/Game_Modifiers#easy).
+- [Игровой мод Easy](/wiki/Game_modifier/Easy).
- Название версии карты.
- Сложность карты:
-  EZ, для osu!mania.
diff --git a/wiki/Disambiguation/Easy/de.md b/wiki/Disambiguation/Easy/de.md
index de10a45b7e14..79c435ed59e0 100644
--- a/wiki/Disambiguation/Easy/de.md
+++ b/wiki/Disambiguation/Easy/de.md
@@ -7,7 +7,7 @@ outdated_since: 8043b3a603ef5a8bb7ab9f982fceed3825cb249f
**Easy** kann Folgendes bedeuten:
-- Der [Spielmodifikator](/wiki/Game_Modifiers#easy).
+- Der [Spielmodifikator](/wiki/Game_modifier/Easy).
- Der Versionsname einer Beatmap.
- Die Schwierigkeit einer Beatmap:
-  Easy in osu!standard.
diff --git a/wiki/Disambiguation/Easy/en.md b/wiki/Disambiguation/Easy/en.md
index 0d878afed46c..8800a3dad280 100644
--- a/wiki/Disambiguation/Easy/en.md
+++ b/wiki/Disambiguation/Easy/en.md
@@ -2,7 +2,7 @@
**Easy** can have multiple meanings:
-- The [game modifier](/wiki/Game_Modifiers#easy).
+- The [game modifier](/wiki/Game_modifier/Easy).
- The version name of a beatmap.
- The difficulty of a beatmap:
-  Easy, for osu!standard.
diff --git a/wiki/Disambiguation/Easy/fr.md b/wiki/Disambiguation/Easy/fr.md
index bb730574f385..31b972e9cf20 100644
--- a/wiki/Disambiguation/Easy/fr.md
+++ b/wiki/Disambiguation/Easy/fr.md
@@ -7,7 +7,7 @@ outdated_since: 8043b3a603ef5a8bb7ab9f982fceed3825cb249f
**Easy** peut également se référer à :
-- Les [modificateur de jeu](/wiki/Game_Modifiers#easy).
+- Les [modificateur de jeu](/wiki/Game_modifier/Easy).
- Le nom de version d'un beatmap.
- La difficulté d'une beatmap :
-  Easy, pour osu!standard.
diff --git a/wiki/Disambiguation/Easy/id.md b/wiki/Disambiguation/Easy/id.md
index 69ddade25f73..e07b192deb89 100644
--- a/wiki/Disambiguation/Easy/id.md
+++ b/wiki/Disambiguation/Easy/id.md
@@ -7,7 +7,7 @@ outdated_since: 8043b3a603ef5a8bb7ab9f982fceed3825cb249f
**Easy** mungkin juga merujuk pada:
-- Sebuah [game modifier](/wiki/Game_Modifiers#easy).
+- Sebuah [game modifier](/wiki/Game_modifier/Easy).
- Nama tingkat kesulitan sebuah beatmap.
- Tingkat kesulitan sebuah beatmap:
-  Easy, untuk osu!standard.
diff --git a/wiki/Disambiguation/Easy/nl.md b/wiki/Disambiguation/Easy/nl.md
index 06c988da5abb..3c4aa87df118 100644
--- a/wiki/Disambiguation/Easy/nl.md
+++ b/wiki/Disambiguation/Easy/nl.md
@@ -8,7 +8,7 @@ outdated_since: 8043b3a603ef5a8bb7ab9f982fceed3825cb249f
**Easy** kan verwijzen naar:
-- De [spelmodifier](/wiki/Game_Modifiers#easy).
+- De [spelmodifier](/wiki/Game_modifier/Easy).
- De versienaam van een beatmap.
- De moeilijkheidgraad van een beatmap:
-  Easy, voor osu!standard.
diff --git a/wiki/Disambiguation/Easy/pt-br.md b/wiki/Disambiguation/Easy/pt-br.md
new file mode 100644
index 000000000000..c67faf94bf88
--- /dev/null
+++ b/wiki/Disambiguation/Easy/pt-br.md
@@ -0,0 +1,11 @@
+# Easy (desambiguação)
+
+**Easy** pode ter vários significados:
+
+- O [modificador de jogo](/wiki/Game_modifier/Easy).
+- O nome da versão de um beatmap.
+- A dificuldade de um beatmap:
+ -  Easy, para osu!standard.
+ -  Kantan, para osu!taiko.
+ -  Cup, para osu!catch.
+ -  EZ, para osu!mania.
diff --git a/wiki/Disambiguation/Easy/ru.md b/wiki/Disambiguation/Easy/ru.md
index 7fd466b2a683..ee2db16f8275 100644
--- a/wiki/Disambiguation/Easy/ru.md
+++ b/wiki/Disambiguation/Easy/ru.md
@@ -7,7 +7,7 @@ outdated_since: 8043b3a603ef5a8bb7ab9f982fceed3825cb249f
**Easy** также может означать:
-- [Игровой мод](/wiki/Game_Modifiers#easy).
+- [Игровой мод](/wiki/Game_modifier/Easy).
- Название версии карты.
- Сложность карты:
-  Easy, для osu!standard.
diff --git a/wiki/Disambiguation/Fail/en.md b/wiki/Disambiguation/Fail/en.md
new file mode 100644
index 000000000000..929f74a3574a
--- /dev/null
+++ b/wiki/Disambiguation/Fail/en.md
@@ -0,0 +1,6 @@
+# Fail (disambiguation)
+
+**Fail** can have multiple meanings:
+
+- Not passing a [beatmap](/wiki/Beatmaps)
+- Being in the failed state during a break of a beatmap
diff --git a/wiki/Disambiguation/Mod/de.md b/wiki/Disambiguation/Mod/de.md
index 1ed825800e91..cf8f40dac31d 100644
--- a/wiki/Disambiguation/Mod/de.md
+++ b/wiki/Disambiguation/Mod/de.md
@@ -9,4 +9,4 @@ outdated_since: 8043b3a603ef5a8bb7ab9f982fceed3825cb249f
- Ein Moderator, wie z.B. ein [NAT](/wiki/People/The_Team/Nomination_Assessment_Team)- oder [GMT](/wiki/People/The_Team/Global_Moderation_Team)-Mitglied.
- Eine Person, die eine Beatmap bewertet und ihr Feedback zu dieser abgibt.
-- Ein [Spielmodifikator](/wiki/Game_Modifiers).
+- Ein [Spielmodifikator](/wiki/Game_modifier).
diff --git a/wiki/Disambiguation/Mod/en.md b/wiki/Disambiguation/Mod/en.md
index 0933ee9e5a01..b70f9b810620 100644
--- a/wiki/Disambiguation/Mod/en.md
+++ b/wiki/Disambiguation/Mod/en.md
@@ -4,4 +4,4 @@
- A moderator, such as an [NAT](/wiki/People/The_Team/Nomination_Assessment_Team) or [GMT](/wiki/People/The_Team/Global_Moderation_Team) member.
- A person who looks over a beatmap and gives feedback.
-- A [game modifier](/wiki/Game_Modifiers).
+- A [game modifier](/wiki/Game_modifier).
diff --git a/wiki/Disambiguation/Mod/fr.md b/wiki/Disambiguation/Mod/fr.md
index c33a05d4060f..e9776e903b0f 100644
--- a/wiki/Disambiguation/Mod/fr.md
+++ b/wiki/Disambiguation/Mod/fr.md
@@ -9,4 +9,4 @@ outdated_since: 8043b3a603ef5a8bb7ab9f982fceed3825cb249f
- Un modérateur, tel qu'un membre [NAT](/wiki/People/The_Team/Nomination_Assessment_Team) ou [GMT](/wiki/People/The_Team/Global_Moderation_Team).
- Une personne qui regarde une beatmap et commente.
-- Un [modificateur de jeu](/wiki/Game_Modifiers).
+- Un [modificateur de jeu](/wiki/Game_modifier).
diff --git a/wiki/Disambiguation/Mod/id.md b/wiki/Disambiguation/Mod/id.md
index 6ea2f3a0b22d..b587ef6860dd 100644
--- a/wiki/Disambiguation/Mod/id.md
+++ b/wiki/Disambiguation/Mod/id.md
@@ -9,4 +9,4 @@ outdated_since: 8043b3a603ef5a8bb7ab9f982fceed3825cb249f
- Seorang moderator, seperti anggota [NAT](/wiki/People/The_Team/Nomination_Assessment_Team) atau [GMT](/wiki/People/The_Team/Global_Moderation_Team).
- Seseorang yang melihat sebuah beatmap dan memberikan umpan balik.
-- Sebuah [game modifier](/wiki/Game_Modifiers).
+- Sebuah [game modifier](/wiki/Game_modifier).
diff --git a/wiki/Disambiguation/Mod/nl.md b/wiki/Disambiguation/Mod/nl.md
index 9ebe35f1da2b..d7839e075c5f 100644
--- a/wiki/Disambiguation/Mod/nl.md
+++ b/wiki/Disambiguation/Mod/nl.md
@@ -10,4 +10,4 @@ outdated_since: 8043b3a603ef5a8bb7ab9f982fceed3825cb249f
- Een moderator, zoals een lid van het [NAT](/wiki/People/The_Team/Nomination_Assessment_Team) of [GMT](/wiki/People/The_Team/Global_Moderation_Team).
- Iemand die een beatmap beoordeelt en feedback geeft.
-- Een [spelmodifier](/wiki/Game_Modifiers).
+- Een [spelmodifier](/wiki/Game_modifier).
diff --git a/wiki/Disambiguation/Mod/pt-br.md b/wiki/Disambiguation/Mod/pt-br.md
new file mode 100644
index 000000000000..892e507c8858
--- /dev/null
+++ b/wiki/Disambiguation/Mod/pt-br.md
@@ -0,0 +1,7 @@
+# Mod (desambiguação)
+
+**Mod** pode ter vários significados:
+
+- Um moderador, como um membro do [NAT](/wiki/People/The_Team/Nomination_Assessment_Team) ou [GMT](/wiki/People/The_Team/Global_Moderation_Team).
+- Uma pessoa que examina um beatmap e dá feedback.
+- Um [modificador de jogo](/wiki/Game_modifier).
diff --git a/wiki/Disambiguation/Mod/ru.md b/wiki/Disambiguation/Mod/ru.md
index 52e521aa6d83..42b0b4b590d0 100644
--- a/wiki/Disambiguation/Mod/ru.md
+++ b/wiki/Disambiguation/Mod/ru.md
@@ -9,4 +9,4 @@ outdated_since: 8043b3a603ef5a8bb7ab9f982fceed3825cb249f
- Модератор, такой как [НАТ](/wiki/People/The_Team/Nomination_Assessment_Team) или [ГМТ](/wiki/People/The_Team/Global_Moderation_Team).
- Человек, который занимается [моддингом](/wiki/Modding) карт.
-- [Модификатор игры](/wiki/Game_Modifiers).
+- [Модификатор игры](/wiki/Game_modifier).
diff --git a/wiki/Disambiguation/Version/pt-br.md b/wiki/Disambiguation/Version/pt-br.md
new file mode 100644
index 000000000000..d65515e0a5e3
--- /dev/null
+++ b/wiki/Disambiguation/Version/pt-br.md
@@ -0,0 +1,9 @@
+# Versão (desambiguação)
+
+**Versão** pode ter vários significados:
+
+- Um [beatmap](/wiki/Beatmaps) em um [beatmapset](/wiki/Beatmaps/Beatmapsets)
+- O número da versão de um [arquivo `.osu`](/wiki/osu!_File_Formats/Osu_(file_format))
+- O número da versão de uma [skin](/wiki/Skinning)
+- O número de compilação ou data de um cliente osu!.
+- O canal de atualização de um cliente osu! (`Estável`, `Estável (Fallback)`, `Beta`, ou `Cutting Edge`)
diff --git a/wiki/Disambiguation/en.md b/wiki/Disambiguation/en.md
index bf9ef581b16b..3afeb13f21b1 100644
--- a/wiki/Disambiguation/en.md
+++ b/wiki/Disambiguation/en.md
@@ -7,6 +7,7 @@
- [Bancho](Bancho)
- [Easy](Easy)
- [EZ](EZ)
+- [Fail](Fail)
- [Mod](Mod)
- [osu!](osu!)
- [Version](Version)
diff --git a/wiki/Disambiguation/osu!/en.md b/wiki/Disambiguation/osu!/en.md
index 8c536d9ec808..1e6075171410 100644
--- a/wiki/Disambiguation/osu!/en.md
+++ b/wiki/Disambiguation/osu!/en.md
@@ -3,5 +3,5 @@
**osu!** can have multiple meanings:
- The game and its community
-- The default [game mode](/wiki/Game_Modes), sometimes referred to as *[osu!standard](/wiki/Game_Modes/osu!)*
+- The default [game mode](/wiki/Game_mode), sometimes referred to as *[osu!standard](/wiki/Game_mode/osu!)*
- [Osu! Tatakae! Ouendan!](/wiki/iNiS_games), a rhythm game developed by iNiS for the Nintendo DS
diff --git a/wiki/Disambiguation/osu!/pt-br.md b/wiki/Disambiguation/osu!/pt-br.md
new file mode 100644
index 000000000000..a10cdf01cbcf
--- /dev/null
+++ b/wiki/Disambiguation/osu!/pt-br.md
@@ -0,0 +1,7 @@
+# osu! (desambiguação)
+
+**osu!** pode ter vários significados:
+
+- O jogo e sua comunidade.
+- O [modo de jogo](/wiki/Game_mode) padrão, ocasionalmente referenciado como *[osu!standard](/wiki/Game_mode/osu!)*
+- [Osu! Tatakae! Ouendan!](/wiki/iNiS_games), um jogo de ritmo desenvolvido por iNiS para o Nintendo DS.
diff --git a/wiki/Disambiguation/pt-br.md b/wiki/Disambiguation/pt-br.md
new file mode 100644
index 000000000000..be1839903c7b
--- /dev/null
+++ b/wiki/Disambiguation/pt-br.md
@@ -0,0 +1,12 @@
+# Desambiguação
+
+Na [osu! wiki](/wiki/Main_Page) artigos de **Desambiguação** realçam termos ambíguos e explicam seus vários possíveis significados. Artigos que discutem tópicos com termos ambíguos às vezes usam notas "não confunda com" que linkam para outros tópicos.
+
+## Lista de artigos de desambiguação
+
+- [Bancho](Bancho)
+- [Easy](Easy)
+- [EZ](EZ)
+- [Mod](Mod)
+- [osu!](osu!)
+- [Versão](Version)
diff --git a/wiki/Do_you_really_want_to_ask_peppy/es.md b/wiki/Do_you_really_want_to_ask_peppy/es.md
index 895840612293..87410948907b 100644
--- a/wiki/Do_you_really_want_to_ask_peppy/es.md
+++ b/wiki/Do_you_really_want_to_ask_peppy/es.md
@@ -1,20 +1,15 @@
----
-outdated: true
-outdated_since: d80f130d2ee1a1de26188b49560c8b6ed876fd56
----
-
# ¿De verdad quieres preguntarle a peppy?
-Hola. Yo, ([peppy](https://osu.ppy.sh/users/2)), entiendo su impulso de querer contactarme personalmente, pero les pido que primero comprendan que este **no** es el lugar por donde querrias pedir ayuda/apoyo. Mantengo el soporte de osu! separado de los mensajes personales, y también encuentro que responder a los mensajes privados del foro es bastante difícil de seguir. Por lo tanto, les pido que hagan una de las siguientes opciones:
+Hola. [peppy](https://osu.ppy.sh/users/2) entiende su impulso de querer contactarlo personalmente, pero él pide que primero comprendan que este **no** es el lugar por donde querrias perdile ayuda o apoyo. Él mantiene el soporte de osu! separado de los mensajes personales y también encuentra que es bastante difícil seguirle el paso a responder los mensajes privados del foro. Por lo tanto, les pide que hagan una de las siguientes opciones:
-## Soporte técnico
+## Soporte Técnico
La mayoría de los problemas técnicos se pueden resolver buscando o publicando en el [foro de soporte técnico](https://osu.ppy.sh/community/forums/5). Hay muchos otros ahí para ayudarte con sus problemas, por lo que encontrará una solución más rápido que ponerse en contacto conmigo.
## Soporte general de osu!
-Para problemas de cuentas, problemas con los pagos, informacion sobre baneos, consultas sobre torneos y **cualquier cosa relacionada con necesitar de ayuda en osu!**, envíe un correo electrónico a [accounts@ppy.sh](mailto:accounts@ppy.sh) (consultas de cuenta) o [osu@ppy.sh](mailto:osu@ppy.sh) (cualquier otra cosa).
+Para problemas de cuentas, problemas con los pagos, seguimiento de baneos, consultas sobre torneos y **cualquier cosa relacionada con necesitar de ayuda en osu!**, envíe un correo electrónico a [accounts@ppy.sh](mailto:accounts@ppy.sh) (consultas de cuenta) o [osu@ppy.sh](mailto:osu@ppy.sh) (cualquier otra cosa).
## Ponerse en contacto con peppy
-Si desea contactarse con peppy personalmente para motivos no relacionados con osu!, puede enviarlo por correo electrónico a [pe@ppy.sh](mailto:pe@ppy.sh). Tenga en cuenta que cualquier solicitud relacionada con soporte y cuentas a este correo electrónico, se marcará como correo no deseado.
+Si desea contactarse con peppy personalmente para motivos no relacionados con osu!, puede enviarle un correo electrónico a [pe@ppy.sh](mailto:pe@ppy.sh). Por favor tenga en cuenta que cualquier solicitud relacionada con soporte y cuentas a este correo electrónico, se marcará como correo no deseado.
diff --git a/wiki/Do_you_really_want_to_ask_peppy/ru.md b/wiki/Do_you_really_want_to_ask_peppy/ru.md
index 424a70660c4f..c8720691fe95 100644
--- a/wiki/Do_you_really_want_to_ask_peppy/ru.md
+++ b/wiki/Do_you_really_want_to_ask_peppy/ru.md
@@ -1,20 +1,15 @@
----
-outdated: true
-outdated_since: d80f130d2ee1a1de26188b49560c8b6ed876fd56
----
-
# Вы действительно хотите спросить peppy о чем-нибудь?
-Привет. Я ([peppy](https://osu.ppy.sh/users/2)) понимаю ваше желание связатся со мной напрямую, но я прошу вас понять: тут не место для того, чтобы просить меня о помощи или (вообще) технической поддержке. Я отделяю техническую поддержку osu! от личных сообщений, а ещё мне тяжело отвечать на все приватные сообщения. Поэтому я прошу вас выбрать один из следующих вариантов:
+Привет. [peppy](https://osu.ppy.sh/users/2) понимает ваше желание лично связаться с ним, но он просит понять, что osu! **не то место**, где стоит просить его о помощи или технической поддержке в целом. Он чётко разделяет техническую поддержку osu! от личных сообщений, и ему тяжело отвечать на все личные сообщения. Поэтому он просит вас выбрать один из следующих вариантов:
## Техническая поддержка
-Большая часть технических проблем решается с помощью обычного поиска, в противном же случае всегда можно обратиться на [форуме технической поддержки](https://osu.ppy.sh/community/forums/5). Есть много людей, которые помогут вам с вашими проблемами. Поверьте, вы найдете решение быстрее, чем свяжетесь со мной лично.
+Большая часть технических проблем решается с помощью обычного поиска, в противном же случае всегда можно обратиться на [форум технической поддержки](https://osu.ppy.sh/community/forums/5). На нём обитает много людей, которые помогут вам с вашими проблемами. Поверьте, вы найдёте решение быстрее, чем если свяжетесь с ним лично.
## Общая поддержка
-По вопросам учетной записи, проблемам с платежами, отслеживанию запретов, запросам о турнирах и всем остальным, что связано с необходимостью получения помощи по osu!, отправьте электронное письмо на адрес [accounts@ppy.sh](mailto:accounts@ppy.sh) (запросы по учетным записям) или [osu@ppy.sh](mailto:osu@ppy.sh) (все остальное).
+Если у вас есть проблемы с вашим аккаунтом или платежами, а также если у вас возникают вопросы о банах, или вы собираетесь запросить информацию о турнирах, то отправьте письмо на [accounts@ppy.sh](mailto:accounts@ppy.sh) (по поводу аккаунтов) или на [osu@ppy.sh](mailto:osu@ppy.sh) (по поводу всего остального). Таким образом, если вам нужна помощь, пользуйтесь этими адресами.
## Связь с peppy
-Если вы хотите связаться с peppy не насчет osu!, то вы можете написать ему по адресу [pe@ppy.sh](mailto:pe@ppy.sh). Имейте в виду, что любые просьбы о помощи или связанные с аккаунтом письма будут помечены как спам.
+Если вы желаете связаться с peppy не по теме osu!, то вы можете написать ему по адресу [pe@ppy.sh](mailto:pe@ppy.sh). Имейте в виду, что письма будут помечены как спам, если вы в них будете просить о помощи по вопросам выше.
diff --git a/wiki/Do_you_really_want_to_ask_peppy/th.md b/wiki/Do_you_really_want_to_ask_peppy/th.md
new file mode 100644
index 000000000000..450c08a32af9
--- /dev/null
+++ b/wiki/Do_you_really_want_to_ask_peppy/th.md
@@ -0,0 +1,15 @@
+# คุณอยากจะถาม peppy จริงๆหรอ?
+
+สวัสดีทุกคน! peppy เข้าใจว่าพวกคุณต้องการจะติดต่อเป็นการส่วนตัว แต่ เขาต้องถามคุณก่อนว่าคุณก่อนว่าคุณเข้าใจว่าที่นี้ **ไม่ใช่** ที่สำหรับที่ขอความช่วยเหลือใดๆที่เกี่ยวกับเกม peppy นั้นแยก osu! กับ ข้อความส่วนตัว ออกจากกัน และคิดว่าการตอบแชทในฟอรัมนั้นก็ยากที่จะตอบทุกๆคน ดังนั้นเขาจึงขอว่าให้ทำอย่างใดอย่างนึงดังนี้:
+
+## การช่วยเหลือทางเทคนิค
+
+ปัญหาทางเทคนิคต่างๆ ส่วยใหญ่สามารถถูกแก้ไขได้โดยการโพสใน [Help forum](https://osu.ppy.sh/community/forums/5) ข้างนอกนั้นมีผู้คนหลายคนที่พร้อมจะช่วยเหลือคุณเกี่ยวกับปัญหาของคุณ ดังนั้นคุณจะได้วิธีแก้เร็วกว่าการติดต่อ peppy
+
+## การช่วยเหลือทั่วไป
+
+สำหรับปัญหาที่เกี่ยวกับ บัญชีของคุณ, ปัญหาด้านการจ่ายเงิน, การแบน, เรื่องเกี่ยวกับทัวร์นาเมนต์ และ **อะไรก็ตามที่เกี่ยวกับ osu!** กรุณาส่ง email ไปที่ [accounts@ppy.sh](mailto:accounts@ppy.sh) (เรื่องเกี่ยวกับบัญชี) หรือ [osu@ppy.sh](mailto:osu@ppy.sh) (เรื่องอื่น)
+
+## การติดต่อ peppy
+
+ถ้าคุณต้องการจะติดต่อ peppy เป็นการส่วนตัวสำหรับเรื่องที่ไม่ใช่ osu! คุณสามารถ email เขาได้ที่ [pe@ppy.sh](mailto:pe@ppy.sh) โปรดทราบว่าถ้าคุณส่งเรื่องที่เป็นเรื่องเกี่ยวกับขอความช่วยเหลือเกี่ยวกับ osu! หรือ ปัญหาเกี่ยวกับบัญชีของคุณ email ของคุณจะถูกนับเป็น Spam
diff --git a/wiki/FAQ/en.md b/wiki/FAQ/en.md
index b0e4d18f6729..74979c223565 100644
--- a/wiki/FAQ/en.md
+++ b/wiki/FAQ/en.md
@@ -21,7 +21,7 @@ The gameplay circles can be seen on the bottom screen, and the story on the top
### How to play?
-*Full explanation: [osu!](/wiki/Game_Modes/osu!)*
+*Full explanation: [osu!](/wiki/Game_mode/osu!)*
While most players may not have a touchscreen at their disposal, the game was made to be playable with a normal mouse in mind, as well as any creative variations of input devices usage. Different play styles can be found in the [play styles](/wiki/Play_Styles) page. There are some songs which will push the limits of the normal mouse and the player, but all the (ranked and approved) beatmaps have been tested and (most can be) passable using only a mouse.
@@ -67,11 +67,11 @@ The outer white circle shows how much time left to complete the spinner. This ci
The small box below the spinner shows spins per minute. The number inside that box translates to the number of spins possible, if to continue to spin the spinner at that speed for one minute. If mouse/keyboard-button was released (or pen did not touch the tablet) early during the spin, the spinner will stop reading the spin.
-On the *DS*, this is a good way to scratch the touchscreen (or screen protector), especially on the higher difficulties. In osu!, spinners have been toned down as to not be such a nuisance to complete. The maximum number of spins per minute achievable is 477 which is also the rate at which the [Auto](/wiki/Game_Modifiers) game modifier spins while the [Spun Out](/wiki/Game_Modifiers) game modifier spins slower at 287 spins per minute.
+On the *DS*, this is a good way to scratch the touchscreen (or screen protector), especially on the higher difficulties. In osu!, spinners have been toned down as to not be such a nuisance to complete. The maximum number of spins per minute achievable is 477 which is also the rate at which the [Auto](/wiki/Game_modifier/Auto) game modifier spins while the [Spun Out](/wiki/Game_modifier/Spun_Out) game modifier spins slower at 287 spins per minute.
#### In-Game Interface
-
+
The top-left bar is the health bar, which will decrease at a steady rate (depending on the beatmap's difficulty settings), but can be replenished by tapping notes at the right time or spinning the spinner. A perfectly timed hit (a 300 or Geki) will recover health more than a badly timed hit (50). A total miss will take a good chunk of health out of the health bar.
@@ -87,9 +87,9 @@ The default controls for osu! are:
The hit objects in osu! will accept any input from the input device, as long as each hit objects was tapped in time.
-If [Relax](/wiki/Game_Modifiers) game modifer was used, only the in-game cursor will work. Use the in-game cursor to follow the hit objects with automated tap. Spinners must still be completed.
+If [Relax](/wiki/Game_modifier/Relax) game modifer was used, only the in-game cursor will work. Use the in-game cursor to follow the hit objects with automated tap. Spinners must still be completed.
-If [Auto Pilot](/wiki/Game_Modifiers) game modifier was used, only the input from the input device will work. Time the tap on the hit objects with automated cursor movement. Spinners will follow the [Spun Out](/wiki/Game_Modifiers) mod speed.
+If [Auto Pilot](/wiki/Game_modifier/Autopilot) game modifier was used, only the input from the input device will work. Time the tap on the hit objects with automated cursor movement. Spinners will follow the [Spun Out](/wiki/Game_modifier/Spun_Out) mod speed.
---
@@ -99,13 +99,13 @@ If [Auto Pilot](/wiki/Game_Modifiers) game modifier was used, only the input fro
")
-Click on the `Mode` button to **open up a list of gameplay modes available on osu!**. Click on the desired gameplay mode, and osu! will switch to that gameplay mode style, along with relevant leaderboard change. Alternatively, press `Ctrl` key and `1` (![][osu! icon] *[osu!standard](/wiki/Game_Modes/osu!))* / `2` ( ![][osu!taiko icon] *[osu!taiko](/wiki/Game_Modes/osu!taiko)*) / `3` (![][osu!catch icon] *[osu!catch](/wiki/Game_Modes/osu!catch)*) / `4` (![][osu!mania icon] *[osu!mania](/wiki/Game_Modes/osu!mania)*) key on the keyboard to quickly switch to the desired gameplay mode.
+Click on the `Mode` button to **open up a list of gameplay modes available on osu!**. Click on the desired gameplay mode, and osu! will switch to that gameplay mode style, along with relevant leaderboard change. Alternatively, press `Ctrl` key and `1` (![][osu! icon] *[osu!standard](/wiki/Game_mode/osu!))* / `2` ( ![][osu!taiko icon] *[osu!taiko](/wiki/Game_mode/osu!taiko)*) / `3` (![][osu!catch icon] *[osu!catch](/wiki/Game_mode/osu!catch)*) / `4` (![][osu!mania icon] *[osu!mania](/wiki/Game_mode/osu!mania)*) key on the keyboard to quickly switch to the desired gameplay mode.
### What is osu!taiko?
-*Full explanation: [osu!taiko](/wiki/Game_Modes/osu!taiko)*
+*Full explanation: [osu!taiko](/wiki/Game_mode/osu!taiko)*
-
+
*[Taiko no Tatsujin](https://en.wikipedia.org/wiki/Taiko_no_Tatsujin)* is a taiko drum rhythm game made by *Namco* (now Namco Bandai). The game involves the simulation of playing the taiko drum to the beat of the music. In osu!, beatmaps can be played in the styling of *Taiko no Tatsujin* through the use of osu!taiko game mode.
@@ -167,15 +167,15 @@ The default controls for osu!taiko are:
The placement of in-game cursor does not matter when playing.
-If [Relax](/wiki/Game_Modifiers) mod was used, the score judgement only account for hit timing only (automatically rectify wrong colour hit with correct colour).
+If [Relax](/wiki/Game_modifier/Relax) mod was used, the score judgement only account for hit timing only (automatically rectify wrong colour hit with correct colour).
*TaTaCon* drum controller were primarily made for the home ports of *Taiko no Tatsujin* and *Taiko: Drum Master*.
### What is osu!catch?
-*Full explanation: [osu!catch](/wiki/Game_Modes/osu!catch)*
+*Full explanation: [osu!catch](/wiki/Game_mode/osu!catch)*
-
+
osu!catch (formerly known as *Catch the Beat*) is the second game mode added to osu!, after the osu!taiko game mode.
@@ -213,7 +213,7 @@ Missing the juice drop will break the combo (as it is a slider tick), but missin
Here, large bananas will rain down and shrink down to catch size as it falls down to the plate (or not). Each collected bananas will give a static score of 1,100 regardless of mod and combo multiplier.
-The bananas can be ignored with no health penalty. However, it can cost the extra points and health recovery from collecting the bananas. Notably, [Auto](/wiki/Game_Modifiers) mod will go above and beyond to catch *all* of the bananas without fail.
+The bananas can be ignored with no health penalty. However, it can cost the extra points and health recovery from collecting the bananas. Notably, [Auto](/wiki/Game_modifier/Auto) mod will go above and beyond to catch *all* of the bananas without fail.
##### Hyperfruits
@@ -229,13 +229,13 @@ Collecting the hyperfruit will make the catcher's dash upgraded to *hyperdash* (
- Press and hold the `leftShift`(D) key with one of the arrow keys will make the catcher *dash* in that direction at x2.0 speed (indicated with a **bright glow** from the catcher).
- Alternatively, press and hold the Left Click(D) button on the mouse to trigger the dash.
-The placement of in-game cursor does not matter when playing normally. If [Relax](/wiki/Game_Modifiers) mod was enabled, the control of the catcher will be the in-game cursor instead. However, the play unrankable when Relax mod was enabled (as it defeats the only challenge of osu!catch; fixed catcher speed and catcher plate control).
+The placement of in-game cursor does not matter when playing normally. If [Relax](/wiki/Game_modifier/Relax) mod was enabled, the control of the catcher will be the in-game cursor instead. However, the play unrankable when Relax mod was enabled (as it defeats the only challenge of osu!catch; fixed catcher speed and catcher plate control).
### What is osu!mania?
-*Full explanation: [osu!mania](/wiki/Game_Modes/osu!mania)*
+*Full explanation: [osu!mania](/wiki/Game_mode/osu!mania)*
-
+
osu!mania is the third game mode added to osu!, after osu!taiko and osu!catch game modes.
@@ -243,9 +243,9 @@ The mode has been widely used in almost all of the major rhythm games. It requir
When converting a non-specific beatmap, the default key range would be around 4 to 7 keys.
-With the [xK](/wiki/Game_Modifiers) 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 [xK](/wiki/Game_modifier/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](/wiki/Game_Modifiers) 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.
+With the [Co-Op](/wiki/Game_modifier/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.
#### Basic explanation
@@ -367,8 +367,8 @@ There two different binding-styles, *Symmetrical* and *Left to Right*.
**Special grades:**
-- Silver SS (SSH) = Normal grade SS with *[Hidden](/wiki/Game_Modifiers)* and/or *[Flashlight](/wiki/Game_Modifiers)* mod.
-- Silver S (SH) = Normal grade S with *[Hidden](/wiki/Game_Modifiers)* and/or *[Flashlight](/wiki/Game_Modifiers)* mod.
+- Silver SS (SSH) = Normal grade SS with *[Hidden](/wiki/Game_modifier/Hidden)* and/or *[Flashlight](/wiki/Game_modifier/Flashlight)* mod.
+- Silver S (SH) = Normal grade S with *[Hidden](/wiki/Game_modifier/Hidden)* and/or *[Flashlight](/wiki/Game_modifier/Flashlight)* mod.
**Regarding the *Ranks* in profile page:**
@@ -412,7 +412,7 @@ For osu!catch, **Kingkevin30** has compiled a nice list of osu!catch beatmaps an
For osu!mania, **Entozer** has compiled a decent list sorted by relative player's difficulties, with **Drace** providing an experienced gameplay insight for beginners starting out in osu!mania. Both of it can be found [here](https://osu.ppy.sh/community/forums/topics/147552) (**Entozer**'s beatmap guide), and [here](https://osu.ppy.sh/community/forums/topics/146615) (**Drace**'s improvement guide)
-Alternatively, the website's beatmap searchbar has a feature to [sort the ranked beatmap list by difficulty][sort beatmaplist difficulty]. The easiest maps are at the top of the list.
+Alternatively, the website's beatmap searchbar has a feature to [sort the ranked beatmap list by difficulty](https://osu.ppy.sh/beatmapsets?sort=difficulty_asc). The easiest maps are at the top of the list.
Lastly, **Rivenation** did a project for [advanced beatmap searching](https://osu.ppy.sh/community/forums/topics/380485) named [osu!search](http://osusearch.com) which not only has the same features as the official beatmap searchbar but also has some neat features to define a specific beatmap requirement. The unofficial beatmap searchbar can be found at [this link](http://osusearch.com).
@@ -460,7 +460,7 @@ The whole `osu!` folder, including hidden files, is the short answer. On the new
#### Can I use osu! on my mobile device?
-*Full list: [Game Modes under External Ports section](/wiki/Game_Modes)*
+*Full list: [Game Modes under External Ports section](/wiki/Game_mode)*
The current osu! does not support any mobile platform.
@@ -468,11 +468,11 @@ However, there are other unofficial ports of osu! and a single official spin-off
A few of the notable ports are:
-- ![][osu! icon] opsu! [Windows/OS X/Linux/Android]:
+- ![][osu! icon] opsu! \[Windows/OS X/Linux/Android\]:
Java port of osu! chiefly done by **itdelatrisu** with **fluddokt** providing support for Android version.
-- ![][osu!taiko icon] T-Aiko! v2 [Android/iOS]:
+- ![][osu!taiko icon] T-Aiko! v2 \[Android/iOS\]:
osu!taiko mode ported by **low.moe (Guy-kun) team** with new daily ranked challenge and refined T-Aiko! leaderboard.
-- ![][osu! icon] osu!stream [iOS]:
+- ![][osu! icon] osu!stream \[iOS\]:
Experience the new spin-off of the osu! game mode for the iOS developed by osu! team from grounds up.
### osu!
@@ -495,7 +495,7 @@ A slider is composed of a starting circle point, spaced smaller circles known as
Slider ticks only appears inside its own slider path; if the slider ticks are too close to the start or end circle as shown in the image above, it will be hidden inside the start or end circle. Hidden slider ticks still counts into combo and score, so it must be collected along with the visible slider ticks. If the slider has one or more reverse arrow points, then the slider ticks will reappear at the same place to be collected in reverse.
-If miss the timing to tap the starting circle point, miss the slider ticks, or miss the reverse arrow points, combo will break (it should trigger a combo break sound when the combo is high enough) but it is not considered a miss. However, if miss the ending circle point, combo does not break and does not increment by one. It is also not considered a miss; instead, a 100 (or katu for end of the combo) will be given for the entire slider, assuming at least the slider starting circle point done properly, and completed all the slider ticks/reverse arrow points when given. Notably, [Sudden Death](/wiki/Game_Modifiers) game mod will not trigger its effect of immediate game over when missing the ending circle point (since the combo did not break, the Sudden Death effect was not triggered).
+If miss the timing to tap the starting circle point, miss the slider ticks, or miss the reverse arrow points, combo will break (it should trigger a combo break sound when the combo is high enough) but it is not considered a miss. However, if miss the ending circle point, combo does not break and does not increment by one. It is also not considered a miss; instead, a 100 (or katu for end of the combo) will be given for the entire slider, assuming at least the slider starting circle point done properly, and completed all the slider ticks/reverse arrow points when given. Notably, [Sudden Death](/wiki/Game_modifier/Sudden_Death) game mod will not trigger its effect of immediate game over when missing the ending circle point (since the combo did not break, the Sudden Death effect was not triggered).
These situations, caused by a slider, are collectively called **sliderbreak**. A max combo play can be known by checking the result screen for the *Perfect* notice on the performance graph; not having the *Perfect* notice, especially without any miss, usually means there is one or more sliderbreak occurred during play.
diff --git a/wiki/FAQ/es.md b/wiki/FAQ/es.md
index 6a8d500f8c15..ac648f776c10 100644
--- a/wiki/FAQ/es.md
+++ b/wiki/FAQ/es.md
@@ -16,7 +16,7 @@ Pudes ver los círculos en la pantalla inferior, y en la pantalla superior tiene
### ¿Cómo puedo jugar?
-*Explicación completa: [osu! Standard](/wiki/Game_Modes/osu!)*
+*Explicación completa: [osu! Standard](/wiki/Game_mode/osu!)*
Aunque la mayoría de los usuarios de PC no tiene una pantalla táctil a su disposición, este juego fue hecho para ser jugable con un ratón normal, así como cualquier número de dispositivos de entrada que puedas imaginar. Los diferentes estilos de juego pueden ser encontrados en [ésta](/wiki/Play_Styles) página. Existen algunas canciones que prolongan los límites del ratón normal (y de ti), pero todos los beatmaps ([rankeados](/wiki/Beatmaps) y [aprobados](/wiki/Beatmaps)) han sido probados y (la mayoría) son posibles de pasar solo con un ratón.
@@ -71,14 +71,14 @@ Vamos a aprender cuáles son los objetos ¿De acuerdo?
- Si no mantienes ningún botón antes de dar vueltas, no podrás llenar el medidor de SPM.
- En el DS, esta es una buena manera de rayar tu pantalla táctil (o protector de pantalla), especialmente en las mayores dificultades.
- En osu!, los spinners han sido atenuados para que no sean molestos de completar.
- - El máximo número de spins por minuto posible es 477 que es también la velocidad con la que el mod [Auto](/wiki/Game_Modifiers) gira, mientras que el mod [Spun Out](/wiki/Game_Modifiers) gira a menos de 287 spins por minuto.
+ - El máximo número de spins por minuto posible es 477 que es también la velocidad con la que el mod [Auto](/wiki/Game_modifier/Auto) gira, mientras que el mod [Spun Out](/wiki/Game_modifier/Spun_Out) gira a menos de 287 spins por minuto.
- Practica y trata de girar en cículos muy pequeños (como hace el mod Auto, pero poniendo un esfuerzo en tu brazo si es que no estás acostumbrado.)
- \[Ratón\]**Si tu cursor no gira en absoluto, o se mueve estáticamente a pesar de que giras muy rápido. O bien entiende que es el límite de tu ratón o consigue un mejor ratón/mousepad**.
- Un ratón convencional puede sufrir este problema, y lo mejor es **empezar a girar lentamente en lugar de girar muy rápido repentinamente** de modo que el ratón pueda detectar lo que estás haciendo.
#### Interfaz del Juego
-
+
Esta es la interfaz del estilo de juego osu! Standard.
@@ -95,9 +95,9 @@ Esta es la interfaz del estilo de juego osu! Standard.
### ¿Qué es "Taiko"?
-*Explicación completa: [Taiko](/wiki/Game_Modes/osu!taiko)*
+*Explicación completa: [Taiko](/wiki/Game_mode/osu!taiko)*
-
+
[Taiko no Tatsujin](http://es.wikipedia.org/wiki/Taiko_no_Tatsujin) es un juego de ritmo hecho por Namco, que consiste en simular tocar los tambores al ritmo de la música. En osu!, los beatmaps pueden ser jugados al estilo de Taiko no Tatsujin mediante el uso del modo de juego special llamado Taiko.
@@ -137,33 +137,33 @@ Como en osu! standard, existen tres elementos en el juego.
Los controles por defecto del modo Taiko son:
-- Rojo: [Ratón] Click izquierdo, [Teclado] [X] o [C], [TaTaCon] Superficie plana del tambor.
-- Azul: [Ratón] Click derecho, [Teclado] [Z] o [V], [TaTaCon] Superficie exterior del tambor.
+- Rojo: \[Ratón\] Click izquierdo, \[Teclado\] \[X\] o \[C\], \[TaTaCon\] Superficie plana del tambor.
+- Azul: \[Ratón\] Click derecho, \[Teclado\] \[Z\] o \[V\], \[TaTaCon\] Superficie exterior del tambor.
- El lugar del cursor de osu! no importa cuando juegas.
Puedes configurar los botones del teclado como te parezca cómodo, desde la pestaña de Controles en el menú de Opciones.
### ¿Qué es "Catch the Beat"?
-
+
-*Explicación completa: [Catch the Beat](/wiki/Game_Modes/osu!catch)*
+*Explicación completa: [Catch the Beat](/wiki/Game_mode/osu!catch)*
- Catch the Beat es el segundo modo de juego especial añadido, después de Taiko.
- En lugar de hacer clic en los círculos, ahora tienes la tarea de mover al [catcher](/wiki/Glossary) (recolector) en la parte inferior de la pantalla mientras que frutas caen desde arriba.
#### Controlando al catcher
-Si el mod [relax](/wiki/Game_Modifiers) es usado, el catcher se controla moviendo el ratón.
+Si el mod [Relax](/wiki/Game_modifier/Relax) es usado, el catcher se controla moviendo el ratón.
- Por defecto, las flechas izquierda \[<-\] y derecha \[->\] son usadas para mover al catcher.
- Presionando la tecla SHIFT con alguna de las flechas, el catcher correrá en la dirección indicada a una velocidad de x1.5 (indicada por un brillante resplandor rodeando al catcher).
### ¿Qué es "osu!mania"?
-
+
-*Explicación completa: [osu!mania](/wiki/Game_Modes/osu!mania)*
+*Explicación completa: [osu!mania](/wiki/Game_mode/osu!mania)*
- osu!mania es el tercer modo de juego especial añadido, después de Taiko y CtB.
- Este modo de juego ha sido inmensamente utilizado en casi todos los grandes juegos de ritmo que requieren una buena coordinación mano/pierna, donde las notas siguen el ritmo dependiendo del BPM y la dificultad, y el jugador debe presionar la tecla correcta en el tiempo correcto para una nota específica. Aunque el modo de juego fue originalmente hecho como imitación del estilo de Beatmania, cambiando el número de teclas, puedes hacer que se vea más como Guitar Hero (5 teclas) o Dance Dance Revolution (4 teclas), etc. Actualmente, puedes establecerlo entre 4 y 8 teclas.
@@ -222,8 +222,8 @@ Disposición de teclas*de Izquierda a Derecha* (Para el estilo Beatmania IIDX)
**Notas Especiales:**
-- SS de plata (SSH) = 100% de precisión con el(los) mod(s) '[hidden](/wiki/Game_Modifiers)' y/o '[flashlight](/wiki/Game_Modifiers)'.
-- S de plata (SH) = Encima del 90% de 300s, menos del 1% de 50s y sin errores con el(los) mod(s) '[hidden](/wiki/Game_Modifiers)' y/o '[flashlight](/wiki/Game_Modifiers)'.
+- SS de plata (SSH) = 100% de precisión con el(los) mod(s) '[Hidden](/wiki/Game_modifier/Hidden)' y/o '[Flashlight](/wiki/Game_modifier/Flashlight)'.
+- S de plata (SH) = Encima del 90% de 300s, menos del 1% de 50s y sin errores con el(los) mod(s) '[Hidden](/wiki/Game_modifier/Hidden)' y/o '[Flashlight](/wiki/Game_modifier/Flashlight)'.
**En cuanto a los "Ranks" (rangos) en la página del perfil:**
diff --git a/wiki/FAQ/fr.md b/wiki/FAQ/fr.md
index b96406426ccc..65c2da5bf2eb 100644
--- a/wiki/FAQ/fr.md
+++ b/wiki/FAQ/fr.md
@@ -12,7 +12,7 @@ Les cercles sont sur l'écran du bas, et l'histoire sur l'écran du haut. Chaque
### Comment jouer ?
-*Explication complète: [osu!](/wiki/Game_Modes/osu!)*
+*Explication complète: [osu!](/wiki/Game_mode/osu!)*
La majorité des joueurs n'ayant pas d'écran tactile, le jeu a été fait pour être joué avec une souris, ainsi que l'utilisation d'une variété d'appareils de pointage. Différents styles de jeu peuvent être trouvés sur la page des [styles de jeu](/wiki/Play_Styles). Il y a quelques musiques qui vont pousser la souris et le joueur à leurs limites, mais toutes les beatmaps (classées ou approuvées) ont été testées et (la plupart) sont passables en utilisant seulement la souris.
@@ -58,11 +58,11 @@ Le cercle blanc montre combien de temps il reste avant que le spinner ne se term
La petite boîte en bas montre le nombre de tours par minute. Le nombre dans cette boîte devient le nombre de tours possibles. Si la souris/touche a été relâchée (ou que le stylet ne touche pas la tablette) vers le début du tour, le spinner arrêtera de lire le tour.
-Sur *DS*, c'est un très bon moyen d'abîmer l'écran tactile (ou sa protection), surtout sur les plus grandes difficultés. Dans osu!, les spinners ont été faits de manière à ce qu'ils ne soient pas aussi embêtant à compléter. Le nombre maximum de tours par minute est 477, qui est également à la vitesse à laquelle le game modifier [Auto](/wiki/Game_Modifiers) et tourne, mais le game modifier [Spun Out](/wiki/Game_Modifiers) tourne à 287 tours de minute.
+Sur *DS*, c'est un très bon moyen d'abîmer l'écran tactile (ou sa protection), surtout sur les plus grandes difficultés. Dans osu!, les spinners ont été faits de manière à ce qu'ils ne soient pas aussi embêtant à compléter. Le nombre maximum de tours par minute est 477, qui est également à la vitesse à laquelle le game modifier [Auto](/wiki/Game_modifier/Auto) et tourne, mais le game modifier [Spun Out](/wiki/Game_modifier/Spun_Out) tourne à 287 tours de minute.
#### Interface du jeu
-
+
La barre en haut à gauche est celle de la vie, qui diminuera à un rythme soutenu (qui dépend des réglages de la beatmap), mais qui peut être remplie en tapant les notes au bon moment ou en tournant un spinner. Un hit parfaitement tappé (un 300 ou un Geki) donnera plus de vie qu'un hit moins bien tappé (50). Une note manquée prendra beaucoup de vie.
@@ -78,9 +78,9 @@ Les contrôles par défaut d'osu! sont:
Les hit objects sur osu! acceptent n'importe quelle entrée de l'appareil, tant que chaque hit object est tapé à temps.
-Si le game modifier [Relax](/wiki/Game_Modifiers) est utilisé, seul le curseur fonctionnera. Utilisez le curseur pour suivre les hit objects, sans vous préoccuper de les taper. Les spinners doivent tout de même être faits.
+Si le game modifier [Relax](/wiki/Game_modifier/Relax) est utilisé, seul le curseur fonctionnera. Utilisez le curseur pour suivre les hit objects, sans vous préoccuper de les taper. Les spinners doivent tout de même être faits.
-Si le game modifier [Auto Pilot](/wiki/Game_Modifiers) est utilisé, seule l'entrée des appareils ne fonctionneront. Calculez le moment auquel taper les hit objects, sans vous occuper des mouvements du curseur. Les spinners iront à la vitesse du mod [Spun Out](/wiki/Game_Modifiers).
+Si le game modifier [Auto Pilot](/wiki/Game_modifier/Autopilot) est utilisé, seule l'entrée des appareils ne fonctionneront. Calculez le moment auquel taper les hit objects, sans vous occuper des mouvements du curseur. Les spinners iront à la vitesse du mod [Spun Out](/wiki/Game_modifier/Spun_Out).
---
@@ -90,13 +90,13 @@ Si le game modifier [Auto Pilot](/wiki/Game_Modifiers) est utilisé, seule l'ent

-Cliquez sur le bouton `Mode` pour **ouvrir une liste des modes de jeu disponibles sur osu!**. Cliquez sur le mode de jeu voulu. osu! changera donc de mode de jeu, les leaderboards se mettront également à jour. Autrement, appuyez sur `Ctrl` puis `1` (![][osu! icon] *[osu!standard](/wiki/Game_Modes/osu!)*) / `2` ( ![][osu!taiko icon] *[osu!taiko](/wiki/Game_Modes/osu!taiko)*) / `3` (![][osu!catch icon] *[osu!catch](/wiki/Game_Modes/osu!catch)*) / `4` (![][osu!mania icon] *[osu!mania](/wiki/Game_Modes/osu!mania)*) sur votre clavier pour facilement changer de mode de jeu.
+Cliquez sur le bouton `Mode` pour **ouvrir une liste des modes de jeu disponibles sur osu!**. Cliquez sur le mode de jeu voulu. osu! changera donc de mode de jeu, les leaderboards se mettront également à jour. Autrement, appuyez sur `Ctrl` puis `1` (![][osu! icon] *[osu!standard](/wiki/Game_mode/osu!)*) / `2` ( ![][osu!taiko icon] *[osu!taiko](/wiki/Game_mode/osu!taiko)*) / `3` (![][osu!catch icon] *[osu!catch](/wiki/Game_mode/osu!catch)*) / `4` (![][osu!mania icon] *[osu!mania](/wiki/Game_mode/osu!mania)*) sur votre clavier pour facilement changer de mode de jeu.
### Qu'est-ce qu'osu!taiko?
-*Expliquation complète: [osu!taiko](/wiki/Game_Modes/osu!taiko)*
+*Expliquation complète: [osu!taiko](/wiki/Game_mode/osu!taiko)*
-
+
*[Taiko no Tatsujin](https://en.wikipedia.org/wiki/Taiko_no_Tatsujin)* est un jeu de rythme de tambour taiko fait par *Namco* (maintenant Namco Bandai). Le jeu implique la simulation d'un tambour de taiko au rythme de la musique. Dans osu!, les beatmaps peuvent être jouées avec le même style que celui de *Taiko no Tatsujin* en passant par le mode de jeu osu!taiko.
@@ -158,15 +158,15 @@ Les contrôles par défaut pour osu!taiko sont:
La position du curseur n'est pas utilisée.
-Si le mod [Relax](/wiki/Game_Modifiers) est utilisé, le jugement ne prendra compte que du timing des hits (ne prend pas en compte une mauvaise couleur).
+Si le mod [Relax](/wiki/Game_modifier/Relax) est utilisé, le jugement ne prendra compte que du timing des hits (ne prend pas en compte une mauvaise couleur).
Les contrôleurs *TaTaCon* ont d'abord été créés pour *Taiko no Tatsujin* et *Taiko: Drum Master*.
### Qu'est-ce qu'osu!catch ?
-*Explication complète: [osu!catch](/wiki/Game_Modes/osu!catch)*
+*Explication complète: [osu!catch](/wiki/Game_mode/osu!catch)*
-
+
osu!catch (anciennement connu sous le nom de *Catch the Beat*) est le deuxième mode de jeu ajouté à osu!, après osu!taiko.
@@ -204,7 +204,7 @@ Rater une goutte de jus cassera le combo (comme un tick de slider), mais les gou
De grandes bananes pleuveront, certaines rétréciront même, tout en tombant vers le plateau. Chaque banane collectée ajoutera 1,100 au score, indépendamment des mods ou du multiplicateur de combo.
-Les bananes peuvent être ignorées, elles ne donnent pas de pénalité de vie. Cependant, cela peut coûter des points supplémentaires et de la récupération de vie de ne pas les récupérer. Le mod [Auto](/wiki/Game_Modifiers) fera quelque chose d'impossible: récupérer *toutes* kes bananes, sans en rater une seule.
+Les bananes peuvent être ignorées, elles ne donnent pas de pénalité de vie. Cependant, cela peut coûter des points supplémentaires et de la récupération de vie de ne pas les récupérer. Le mod [Auto](/wiki/Game_modifier/Auto) fera quelque chose d'impossible: récupérer *toutes* kes bananes, sans en rater une seule.
##### Hyperfruits
@@ -220,13 +220,13 @@ Attraper un hyperfruit augmentera la vitesse du dash, qui est devenu un *hyperda
- Appuyez et maintenez la touche `leftShift`(D) et une flèche afin que l'attrapeur *dash* dans la direction données à une vitesse x2.0 (indiqué avec une **surbrillance** de l'attrapeur).
- Autrement, appuyez et maintenez le Click Gauche(D) pour déclencher le dash.
-La position du curseur n'est pas utilisée en jouant normalement. Si le mod [Relax](/wiki/Game_Modifiers) est activé, l'attrapeur est déplacé avec le curseur. Cependant, la partie n'est pas classable quand le mod Relax est activé (puisque cela gâcherait l'intérêt d'osu!catch; la vitesse fixée de l'attrapeur et le contrôle du plateau).
+La position du curseur n'est pas utilisée en jouant normalement. Si le mod [Relax](/wiki/Game_modifier/Relax) est activé, l'attrapeur est déplacé avec le curseur. Cependant, la partie n'est pas classable quand le mod Relax est activé (puisque cela gâcherait l'intérêt d'osu!catch; la vitesse fixée de l'attrapeur et le contrôle du plateau).
### Qu'est-ce qu'osu!mania?
-*Explication complète: [osu!mania](/wiki/Game_Modes/osu!mania)*
+*Explication complète: [osu!mania](/wiki/Game_mode/osu!mania)*
-
+
osu!mania est le troisième mode de jeu ajouté à osu!, après osu!taiko et osu!catch.
@@ -234,9 +234,9 @@ Ce mode est très utilisé dans la plupart des jeux de rythme majeurs. Il demand
Lorsque l'on convertit une map qui n'est pas spécifique à osu!mania, le nombre de touches va de 4 à 7.
-Avec le modifieur [xK](/wiki/Game_Modifiers), le joueur peut manuellement changer le nombre de touches, qui peut aller de 1 à 9, avec une réduction du multiplicateur de score. Cependant, le modifieur ne fonctionnera pas sur les maps spécifiques à osu!mania.
+Avec le modifieur [xK](/wiki/Game_modifier/xK), le joueur peut manuellement changer le nombre de touches, qui peut aller de 1 à 9, avec une réduction du multiplicateur de score. Cependant, le modifieur ne fonctionnera pas sur les maps spécifiques à osu!mania.
-Avec le modifieur [Co-Op](/wiki/Game_Modifiers), l'écran sera divisé en deux, et les contrôles Co-Op seront utilisés. Il permet de jouer de 2 à 18 touches, avec une réduction du multiplicateur de score. Puisque le nombre de touches n'est pas doublé sur les maps spécifiques à osu!mania, l'écran sera séparé en deux (la partie gauche aura une touche en plus si impair), utilisera les contrôles Co-Op, et n'aura pas de réduction du multiplicateur de score.
+Avec le modifieur [Co-Op](/wiki/Game_modifier/Co-op), l'écran sera divisé en deux, et les contrôles Co-Op seront utilisés. Il permet de jouer de 2 à 18 touches, avec une réduction du multiplicateur de score. Puisque le nombre de touches n'est pas doublé sur les maps spécifiques à osu!mania, l'écran sera séparé en deux (la partie gauche aura une touche en plus si impair), utilisera les contrôles Co-Op, et n'aura pas de réduction du multiplicateur de score.
#### Explication basique
@@ -358,8 +358,8 @@ Configuration des touches *De Gauche à Droite* (à la *Beatmania IIDX*)
**Special grades:**
-- SS d'argent (SSH) = Grade SS normal avec le mod *[Hidden](/wiki/Game_Modifiers) et/ou *[Flashlight](/wiki/Game_Modifiers)*.
-- S d'argent (SH) = Grade S normal avec le mod *[Hidden](/wiki/Game_Modifiers)* et/ou *[Flashlight](/wiki/Game_Modifiers)*.
+- SS d'argent (SSH) = Grade SS normal avec le mod *[Hidden](/wiki/Game_modifier/Hidden)* et/ou *[Flashlight](/wiki/Game_modifier/Flashlight)*.
+- S d'argent (SH) = Grade S normal avec le mod *[Hidden](/wiki/Game_modifier/Hidden)* et/ou *[Flashlight](/wiki/Game_modifier/Flashlight)*.
**À propos des *Ranks* sur la pages de profil:**
@@ -451,7 +451,7 @@ Tout le dossier `osu!`, ce qui inclut les fichiers cachés. Après avoir lancé
#### Puis-je utiliser osu! sur un téléphone ?
-*Liste complète: [Game Modes under External Ports section](/wiki/Game_Modes)*
+*Liste complète: [Game Modes under External Ports section](/wiki/Game_mode)*
Le osu! actuel ne supporte pas les téléphones.
@@ -459,11 +459,11 @@ Cependant, il y a des portages non officiels d'osu! et un jeu officiel sur iOS q
Les plus notables sont:
-- ![][osu! icon] opsu! [Windows/OS X/Linux/Android]:
+- ![][osu! icon] opsu! \[Windows/OS X/Linux/Android\]:
Portage Java d'osu! créé par **itdelatrisu** avec **fluddokt** fournissant un support pour la version Android.
-- ![][osu!taiko icon] T-Aiko! v2 [Android/iOS]:
+- ![][osu!taiko icon] T-Aiko! v2 \[Android/iOS\]:
le mode osu!taiko porté par **low.moe (Guy-kun) team** avec des challenges quotidiens et de tout nouveaux classements T-Aiko!
-- ![][osu! icon] osu!stream [iOS]:
+- ![][osu! icon] osu!stream \[iOS\]:
Expériencez le mode de jeu osu! sur iOS, développé par la team osu!
### osu!
@@ -486,7 +486,7 @@ Un slider est composé d'un cercle de départ, de petits cercles nommés ticks d
Les ticks de slider n'apparaîssent que dans les chemins de slider; si les ticks de slider sont trop proches du départ ou de la fin comme montré sur l'image ci-dessus, il sera caché dans le cercle. Les ticks de slider cachés comptent quand même dans le combo et le score, il doit donc être collecté au même titre que les ticks de slider classiques. Si le slider possède des flèches de renversement, alors les ticks de slider réapparaîtront et pourront être collectés de nouveau dans le sens inverse.
-Si vous manquez le cercle de départ, un tick de slider, ou une flèche de renversement, le combo sera brisé (et devrait jouer un son si le combo est assez grand) mais n'est pas considéré comme un manqué. Cependant, si vous manquez le cercle de fin, le combo ne sera pas brisé et n'augmentera pas de 1. Ce n'est également pas compté comme un manqué; un 100 (ou katu pour une fin de combo) sera donné pour tout le slider, en partant du principe que le cercle de départ a été tapé correctement, et complété tous les ticks et les flèches de renversement. Surtout, le mod [Sudden Death](/wiki/Game_Modifiers) ne fera pas de game over si l'on manque le cercle de fin (puisque le combo ne casse pas, l'effet Sudden Death n'est pas activé).
+Si vous manquez le cercle de départ, un tick de slider, ou une flèche de renversement, le combo sera brisé (et devrait jouer un son si le combo est assez grand) mais n'est pas considéré comme un manqué. Cependant, si vous manquez le cercle de fin, le combo ne sera pas brisé et n'augmentera pas de 1. Ce n'est également pas compté comme un manqué; un 100 (ou katu pour une fin de combo) sera donné pour tout le slider, en partant du principe que le cercle de départ a été tapé correctement, et complété tous les ticks et les flèches de renversement. Surtout, le mod [Sudden Death](/wiki/Game_modifier/Sudden_Death) ne fera pas de game over si l'on manque le cercle de fin (puisque le combo ne casse pas, l'effet Sudden Death n'est pas activé).
Ces situations, causées par un slider, sont nommés **sliderbreak**. Une partie ayant un combo maximal peut être remarqué en regardant la présence du mot *Perfect* sur le graphique des performances; ne pas avoir de *Perfect*, surtout sans manqués, indique généralement qu'il y a eu un sliderbreak durant la partie.
diff --git a/wiki/FAQ/hu.md b/wiki/FAQ/hu.md
index 99f47ba80fbd..fade28580793 100644
--- a/wiki/FAQ/hu.md
+++ b/wiki/FAQ/hu.md
@@ -16,7 +16,7 @@ A köröket az alsó képernyőn láthatod, míg a történetet a felsőn. Minde
### Hogyan kell játszani?
-*Teljes magyarázat: [osu! Standard](/wiki/Game_Modes/osu!)*
+*Teljes magyarázat: [osu! Standard](/wiki/Game_mode/osu!)*
A legtöbb PC felhasználónak valószínűleg nincs érintőképernyője, így a játék egy sima egérrel játszható, valamint szinte bármely más input eszközzel is, ami csak eszedbe jut. A különböző játékstílusokról leírást a [Play Styles](/wiki/Play_Styles) oldalon találsz. Vannak számok, amik az egér határait (és a Te határaidat) feszegetik, de minden (rankolt és jóváhagyott) beatmap tesztelve lett és (nagy részük) lejátszható mindössze egy egérrel.
@@ -81,7 +81,7 @@ U.I.: Az új alapértelmezett témában nincsen Spinner-időzítő.
#### Játékbeli felület
-
+
Ez az osu! felülete.
@@ -98,9 +98,9 @@ Ez az osu! felülete.
### Mi az a "Taiko"?
-*Teljes magyarázat: [Taiko](/wiki/Game_Modes/osu!taiko)*
+*Teljes magyarázat: [Taiko](/wiki/Game_mode/osu!taiko)*
-
+
A [Taiko no Tatsujin](http://en.wikipedia.org/wiki/Taiko_no_Tatsujin) egy taiko-dob ritmusjáték, amelyet a Namco készített. Lényege a dobolás szimulálása a zene ütemére. Az osu!-ban a beatmapek Taiko no Tatsujin-stílusban is játszhatók a Taiko játékmód kiválasztásával.
@@ -140,33 +140,33 @@ A [Taiko no Tatsujin](http://en.wikipedia.org/wiki/Taiko_no_Tatsujin) egy taiko-
A Taiko mód alapértelmezett gombjai a következők:
-- Piros: [Egér] Bal kattintás, [Billentyűzet] [X] vagy [C], [TaTaCon] A dob lapos felülete.
-- Kék: [Egér] Jobb kattintás, [Billentyűzet] [Z] vagy [V], [TaTaCon] A dob külső felülete.
+- Piros: \[Egér\] Bal kattintás, \[Billentyűzet\] \[X\] vagy \[C\], \[TaTaCon\] A dob lapos felülete.
+- Kék: \[Egér\] Jobb kattintás, \[Billentyűzet\] \[Z\] vagy \[V\], \[TaTaCon\] A dob külső felülete.
- Az osu! egérmutató pozíciója nem számít.
A Beállítások menü Input részén testre szabhatod a használatos billentyűket.
### Mi az a "Catch the Beat"?
-
+
-*Teljes magyarázat: [Catch the Beat](/wiki/Game_Modes/osu!catch)*
+*Teljes magyarázat: [Catch the Beat](/wiki/Game_mode/osu!catch)*
- A Taiko mód után a Catch the Beat volt a második különleges játékmód, ami bekerült.
- Körökre kattintás helyett a fogót kell mozgatnod a képernyő alján, miközben gyümölcsök potyognak.
#### A fogó irányítása
-Ha a [Relax](/wiki/Game_Modifiers) mod aktiválva van, a fogót az egérrel mozgathatod.
+Ha a [Relax](/wiki/Game_modifier/Relax) mod aktiválva van, a fogót az egérrel mozgathatod.
- Alapértelmezetten a bal \[<-\] és jobb \[->\] nyílgombok mozgatják.
- A bal \[SHIFT\] gomb valamelyik nyílgombbal történő együttes lenyomásának hatására a fogó abba az irányba fog sprintelni, 1.5x-es sebességgel (ezt a fogó körüli fényes ragyogás is jelzi).
### Mi az az "osu!mania"?
-
+
-*Teljes magyarázat: [osu!mania](/wiki/Game_Modes/osu!mania)*
+*Teljes magyarázat: [osu!mania](/wiki/Game_mode/osu!mania)*
- A Taiko és CtB (Catch the Beat) módok után az osu!mania volt a harmadik különleges játékmód, ami bekerült.
- Ezt a módot szinte az összes főbb ritmusjáték használja, ami jó kéz/láb koordinációt igényel. A nehézség az érkező note-ok számától, a BPM-től (ütem/perc) és a note-ok sebességétől függ. A "futószalag" minden részéhez külön gomb tartozik, és a játékosnak azt a gombot kell a megfelelő időben lenyomnia. Bár ezt a módot eredetileg a Beatmania imitálásra fejlesztették ki, a gombok számának változtatásával hasonlíthat a Guitar Hero-ra (5) vagy a Dance Dance Revolution-re (4). Jelenleg 4, 5, 6, 7 illetve 8 gomb beállítása lehetséges.
@@ -225,8 +225,8 @@ Két különböző beállítás létezik, *Szimmetrikus* és *Balról-Jobbra*. (
**Különleges értékelések:**
-- Ezüst SS (SSH) = 100% pontosság '[hidden](/wiki/Game_Modifiers)' moddal és/vagy '[flashlight](/wiki/Game_Modifiers)' moddal.
-- Ezüst S (SH) = Több, mint 90% 300, kevesebb, mint 1% 50 és nem volt tévesztés '[hidden](/wiki/Game_Modifiers)' és/vagy '[flashlight](/wiki/Game_Modifiers)' moddal.
+- Ezüst SS (SSH) = 100% pontosság '[Hidden](/wiki/Game_modifier/Hidden)' moddal és/vagy '[Flashlight](/wiki/Game_modifier/Flashlight)' moddal.
+- Ezüst S (SH) = Több, mint 90% 300, kevesebb, mint 1% 50 és nem volt tévesztés '[Hidden](/wiki/Game_modifier/Hidden)' és/vagy '[Flashlight](/wiki/Game_modifier/Flashlight)' moddal.
**A profil oldalon lévő rangokról:**
@@ -261,7 +261,7 @@ Pokebis összeállított egy listát kezdőknek is megfelelő beatmapekből. Itt
Igazából semmit. Egy 100-as szintű és egy 1-es szintű játékos között mindössze a képességeik és a játéktapasztalatuk tesznek különbséget. Semmilyen hátrányok nem érik az alacsonyabb szintűeket, ahogy a magasabb szintűek sincsenek előnyben (kivéve a tapasztalatot és talán a használt eszközöket).
-A szint a teljes összegyűjtött online pontszámodon alapul, attól függetlenül, hogy teljesíted vagy elbukod a beatmapet. [Képletet lásd itt](/wiki/Game_Modes/osu!)
+A szint a teljes összegyűjtött online pontszámodon alapul, attól függetlenül, hogy teljesíted vagy elbukod a beatmapet. [Képletet lásd itt](/wiki/Game_mode/osu!)
### Miért különböznek a profilomon megtalálható adatok a játékbeliektől?
@@ -277,7 +277,7 @@ Bizonyosodj meg róla, hogy a füst/égre írás gomb nem ugyanaz-e, mint az egy
## Készítők
-- peppy GYIK-je [1]
+- peppy GYIK-je \[1\]
- Peter Lambert - osu! tutorial ([Original tutorial](https://osu.ppy.sh/beatmapsets/3756), [Ranked beatmap ver.](https://osu.ppy.sh/beatmapsets/19928))
- Pokebis kezdőknek szánt listája [2](https://osu.ppy.sh/community/forums/topics/5456)
- Wikipedia [3](http://en.wikipedia.org/wiki/Osu!_Tatakae!_Ouendan), [4](http://en.wikipedia.org/wiki/Taiko_no_Tatsujin)
diff --git a/wiki/FAQ/id.md b/wiki/FAQ/id.md
index da76d1290687..a97212338475 100644
--- a/wiki/FAQ/id.md
+++ b/wiki/FAQ/id.md
@@ -16,7 +16,7 @@ Kamu dapat melihat lingkaran-lingkaran di layar bawah, dan di layar atas terdapa
### Bagaimana cara memainkannya ?
-*Penjelasan lebih lanjut: [osu! Standard](/wiki/Game_Modes/osu!)*
+*Penjelasan lebih lanjut: [osu! Standard](/wiki/Game_mode/osu!)*
Ketika sebagian besar pengguna PC tidak menggunakan layar sentuh, permainan ini dibuat agar dapat dimainkan dengan menggunakan mouse biasa, begitu pula dengan alat-alat lainnya. Jenis permainan yang berbeda dapat dilihat di halaman [Play Styles](/wiki/Play_Styles) . Ada beberapa lagu yang dapat melewati batas dari kemampuan mouse biasa (dan kamu), tapi semua (peringkat dan disetujui) beatmap telah di uji coba dan (hampir semua) dapat dilewati dengan mouse.
@@ -77,7 +77,7 @@ Ayo kita belajar tentang objek-objek yang dapat di hit, ok ?
#### Tampilan dalam Game
-
+
- Ini adalah tampilan permainan dalam osu!.
- Batang pada pojok kiri atas adalah *health*.
@@ -93,9 +93,9 @@ Ayo kita belajar tentang objek-objek yang dapat di hit, ok ?
### Apa itu"Taiko"?
-*Penjelasan lebih lengkap: [Taiko](/wiki/Game_Modes/osu!taiko)*
+*Penjelasan lebih lengkap: [Taiko](/wiki/Game_mode/osu!taiko)*
-
+
[Taiko no Tatsujin](http://en.wikipedia.org/wiki/Taiko_no_Tatsujin) adalah sebuah game ritme yang menggunakan Drum yang dibuat oleh Namco, yang melibatkan simulasi permainan drum berdasarkan beat dalam suatu musik. Di dalam osu!, beatmap dapat dimainkan dalam mode Taiko no Tatsujin melalui penggunaan mode permainan special Taiko.
@@ -135,33 +135,33 @@ Seperti dasar-dasar pada osu!, terdapat 3 elemen penting pada permainan ini.
Terdapat tombol *default* dalam Taiko yaitu :
-- Merah: [Mouse] Klik kiri, [Keyboard] [X] atau [C], [TaTaCon] Bagian datar dalam drum.
-- Biru: [Mouse] Klik kanan, [Keyboard] [Z] atau [V], [TaTaCon] Bagian luar dalam drum.
+- Merah: \[Mouse\] Klik kiri, \[Keyboard\] \[X\] atau \[C\], \[TaTaCon\] Bagian datar dalam drum.
+- Biru: \[Mouse\] Klik kanan, \[Keyboard\] \[Z\] atau \[V\], \[TaTaCon\] Bagian luar dalam drum.
- Arah kursor tidak berpengaruh selama permainan berlangsung.
Kamu dapat mengatur tombol keyboard yang kamu sukai, dalam *Input tab* di dalam menu pengaturan.
### Apa itu "Catch the Beat"?
-
+
-*Penjelasan lebih lengkap: [Catch the Beat](/wiki/Game_Modes/osu!catch)*
+*Penjelasan lebih lengkap: [Catch the Beat](/wiki/Game_mode/osu!catch)*
- Catch the Beat (Tangkap Beat-nya) adalah mode permainan spesial kedua yang ditambahkan, setelah mode permainan Taiko.
- Selain menekan lingkaran, kamu sekarang ditugaskan untuk mengarahkan penangkap dibawah layar sambil menangkap buah-buahan yang jatuh dari atas layar.
#### Mengarahkan penangkap
-Jika mod [Relax](/wiki/Game_Modifiers) digunakan, maka kontrol dari penangkap dapat digerakkan menggunakan mouse yang kamu punya.
+Jika mod [Relax](/wiki/Game_modifier/Relax) digunakan, maka kontrol dari penangkap dapat digerakkan menggunakan mouse yang kamu punya.
- Secara *default*, arah panah kiri \[<-\] dan kanan \[->\] pada keyboard berguna untuk mengarahkan penangkap.
- Dengan menekan tombol \[SHIFT\] kiri dengan salah satu arah panah maka akan membuat penangkap bergerak 1.5x lebih cepat daripada tanpa menggunakannya (diindikasikan dengan menyalanya sebuah cahaya di sekitar penangkap).
### Apa itu "osu!mania"?
-
+
-*Penjelasan lebih lengkap: [osu!mania](/wiki/Game_Modes/osu!mania)*
+*Penjelasan lebih lengkap: [osu!mania](/wiki/Game_mode/osu!mania)*
- osu!mania adalah mode permainan spesial ketiga yang ditambahkan, setelah mode permainan Taiko dan CtB.
- Mode ini telah digunakan secara luas dalam mayoritas ritme game yang membutuhkan koordinasi tangan/kaki yang baik, dimana note beat dengan kuantitas tertentu tergantung oleh BPM (beat per menit) dan tingkat kesulitan permainan, dan pemain harus menekan tombol yang tepat untuk note beat tepat pada waktunya. Meskipun mode permainan ini pertama kali dibuat untuk meniru cara bermain Beatmania, bagaimanapun, dengan mengubah jumlah *key* yang ada, akan membuatnya menjadi seperti Guitar Hero (5) atau Dance Dance Revolution (4) dan lain-lain. Saat ini, kamu dapat mengganti key-nya dari 4 hingga 8 key.
diff --git a/wiki/FAQ/ja.md b/wiki/FAQ/ja.md
index 440930192350..b3d63fabb0d3 100644
--- a/wiki/FAQ/ja.md
+++ b/wiki/FAQ/ja.md
@@ -8,7 +8,7 @@ outdated: true
このゲームのメインとなるモードで、カーソルを動かしサークル、スライダー、スピナーの3つをタイミングよく叩くモードです。
叩くタイミングの正確さによって300、100、50、missと4つの判定が出ます。
-また[osu!taiko](/wiki/Game_Modes/osu!taiko)、[osu!catch](/wiki/Game_Modes/osu!catch)や[osu!mania](/wiki/Game_Modes/osu!mania)とは別々にスコア管理がされます。
+また[osu!taiko](/wiki/Game_mode/osu!taiko)、[osu!catch](/wiki/Game_mode/osu!catch)や[osu!mania](/wiki/Game_mode/osu!mania)とは別々にスコア管理がされます。
## ゲームを始める前によくある質問
@@ -106,7 +106,7 @@ Cよりも下の条件でクリア
## プレイ方法
メインメニューのSOLOを選択すればプレイできます。
-ですが、ビートマップの中には[osu!taiko](/wiki/Game_Modes/osu!taiko)、[osu!catch](/wiki/Game_Modes/osu!catch)または[osu!mania](/wiki/Game_Modes/osu!mania)専用のものがあり、そのビートマップをプレイするときはモードが強制的に変更されます。
+ですが、ビートマップの中には[osu!taiko](/wiki/Game_mode/osu!taiko)、[osu!catch](/wiki/Game_mode/osu!catch)または[osu!mania](/wiki/Game_mode/osu!mania)専用のものがあり、そのビートマップをプレイするときはモードが強制的に変更されます。
## ルール
diff --git a/wiki/FAQ/nl.md b/wiki/FAQ/nl.md
index ec09ad50499e..2da7d7d4b327 100644
--- a/wiki/FAQ/nl.md
+++ b/wiki/FAQ/nl.md
@@ -44,7 +44,7 @@ Nu over naar het speelwijze.
Voor meer informatie kan je [hierheen](/wiki/Interface) gaan.
-
+
Dit is het speluitzicht. De balk bovenaan links is je levensbalk. Deze zal met een vaste snelheid (afhankelijk van de moeilijkheidsgraad vastgelegd door de mapper(s)) dalen. Door de noten op het juiste moment te raken kan je het echter bijvullen. Een perfect afgetikte hit (zgn. '300 hit' of 'Geki Beat') zal je leven meer doen stijgen dan een slecht afgetikte hit ('100' of zelfs '50' hit). Wanneer je mist wordt er een flinke hap uit je levensbalk genomen. Rechts naast de levensbalk kan je je score zien. Het nummer links onder is je comboteller/score vermenigvuldiger.
@@ -110,7 +110,7 @@ Dit zal je combo niet breken:
- C = meer dan 60% hits van 300.
- D = al wat niet aan bovenstaande voorwaarden voldoet.
-Een platinum S of SS (ook bekend als respectievelijk SH of SSH) betekent dat het lied werd gespeeld gebruikmakende van de '[hidden](/wiki/Game_Modifiers)' of '[flashlight](/wiki/Game_Modifiers)' mod.
+Een platinum S of SS (ook bekend als respectievelijk SH of SSH) betekent dat het lied werd gespeeld gebruikmakende van de '[Hidden](/wiki/Game_modifier/Hidden)' of '[Flashlight](/wiki/Game_modifier/Flashlight)' mod.
### Levensmeter
@@ -134,7 +134,7 @@ Je verliest leven door:
Voor hen die er niet bekend mee zijn: Taiko no Tatsujin is een Taiko Drum ritme-spel gemaakt door Namco, dat draait om de simulatie van drummen op de maat van de muziek. In osu! kunnen beatmaps worden gespeeld in de stijl van Taiko no Tatsujin, mits het gebruik van de speciale "Taiko" spelmodus.
-Zoals osu! zelf, zijn er in Taiko ook drie elementen in speltechniek (een volledige uiteenzetting van de Taiko spelmodus kan teruggevonden worden [hier](/wiki/Game_Modes/osu!taiko)):
+Zoals osu! zelf, zijn er in Taiko ook drie elementen in speltechniek (een volledige uiteenzetting van de Taiko spelmodus kan teruggevonden worden [hier](/wiki/Game_mode/osu!taiko)):
#### De standaardbeat
@@ -164,7 +164,7 @@ Opmerking: de positie van je osu! cursor doet er niet toe wanneer je beatmaps in
### Wat is "Catch the Beat"?
-[Catch the Beat](/wiki/Game_Modes/osu!catch) is de tweede speciale modus in het spel, behalve Taiko. In plaats van cirkels aanklikken, ga je nu de vanger onderaan het scherm verplaatsen om het vallende fruit op te vangen.
+[Catch the Beat](/wiki/Game_mode/osu!catch) is de tweede speciale modus in het spel, behalve Taiko. In plaats van cirkels aanklikken, ga je nu de vanger onderaan het scherm verplaatsen om het vallende fruit op te vangen.
#### Bediening
diff --git a/wiki/FAQ/pl.md b/wiki/FAQ/pl.md
index 1eb02cbb2431..33ac3cee8e9b 100644
--- a/wiki/FAQ/pl.md
+++ b/wiki/FAQ/pl.md
@@ -16,7 +16,7 @@ Na dolnym ekranie mamy wspomniane wcześniej kółka, na górnym zaś przedstawi
### Jak w to się gra?
-*Pełny artykuł: [osu!standard](/wiki/Game_Modes/osu!)*
+*Pełny artykuł: [osu!standard](/wiki/Game_mode/osu!)*
Z racji że większość użytkowników komputera nie ma żadnego tabletu do dyspozycji, komputerowa wersja osu! została stworzona do gry myszką, jak również innymi kontrolerami o których można pomyśleć. Różne style gry są opisane [w tym artykule](/wiki/Play_Styles). Są piosenki które są praktycznie niemożliwe do przejścia dla grających na myszce, ale wszystkie rankingowe mapy (tzw. ***ranked*** i ***approved***) zostały dogłębnie sprawdzone i są do przejścia na myszce.
@@ -75,7 +75,7 @@ Jakie są więc rodzaje obiektów?
#### Interfejs (rozgrywka)
-
+
To jest interfejs osu!.
@@ -92,9 +92,9 @@ To jest interfejs osu!.
### Czym jest „Taiko”?
-*Pełny artykuł: [Taiko](/wiki/Game_Modes/osu!taiko)*
+*Pełny artykuł: [Taiko](/wiki/Game_mode/osu!taiko)*
-
+
Dla niezaznajomionych, [Taiko no Tatsujin](http://en.wikipedia.org/wiki/Taiko_no_Tatsujin) to gra rytmiczna z japońskim bębenkiem Taiko stworzona przez Namco, która polega na symulacji grania na bębnie w rytm muzyki. W osu! beatmapy można grać w stylu Taiko no Tatsujin przy pomocy specjalnego trybu Taiko.
@@ -134,17 +134,17 @@ Tak jak w podstawowym trybie, rozgrywka skupia się na trzech elementach.
Domyślnymi klawiszami dla trybu Taiko są:
-- Czerwone kółka: [Myszka] Lewy przycisk, [Klawiatura] [X] lub [C], [TaTaCon] Centralna powierzchnia bębna.
-- Niebieskie kółka: [Myszka] Lewy przycisk, [Klawiatura] [Z] lub [V], [TaTaCon] Zewnętrzna powierchnia bębna.
+- Czerwone kółka: \[Myszka\] Lewy przycisk, \[Klawiatura\] \[X\] lub \[C\], \[TaTaCon\] Centralna powierzchnia bębna.
+- Niebieskie kółka: \[Myszka\] Lewy przycisk, \[Klawiatura\] \[Z\] lub \[V\], \[TaTaCon\] Zewnętrzna powierchnia bębna.
- W trakcie gry umiejscowienie kursora nie jest ważne.
Jeśli chcesz, możesz konfigurować przyciski w miarę potrzeb za pomocą zakładki Sterowanie w menu Options.
### Czym jest „Catch the Beat”?
-
+
-*Pełny artykuł: [Catch the Beat](/wiki/Game_Modes/osu!catch)*
+*Pełny artykuł: [Catch the Beat](/wiki/Game_mode/osu!catch)*
- Catch the Beat to drugi specjalny tryb gry, dodany po trybie Taiko.
- Zamiast klikania kółek, musisz teraz poruszać łapaczem na dole ekranu i zbierać spadające owoce.
@@ -158,9 +158,9 @@ Jeśli chcesz, możesz konfigurować przyciski w miarę potrzeb za pomocą zakł
### Czym jest "osu!mania"?
-
+
-*Pełny artykuł: [osu!mania](/wiki/Game_Modes/osu!mania)*
+*Pełny artykuł: [osu!mania](/wiki/Game_mode/osu!mania)*
- osu!mania to trzeci specjalny tryb gry, który został dodany po CTB i Taiko.
- Ten tryb został powszechnie użyty w niemal wszystkich ważnych grach rytmicznych, które wymagają dobrej koordynacji rąk/nóg, gdzie nutki ze swoją liczbą zależną od BPM i trudności, a gracz musi naciskać odpowiednie klawisze dla specyficznych nut na czas. Mimo że ten tryb gry jest oryginalnie imitacją Beatmanii, jednak dzięki możliwości zmiany ilości klawiszy, może bardziej wyglądać jak Guitar Hero (5) czy Dance Dance Revolution (4). Obecnie, możesz ustawić liczbę klawiszy od 1 do 9.
@@ -219,8 +219,8 @@ There two different binding-styles, *Symmetrical* and *Left to Right*.
**Specjalne oceny:**
-- Srebrne SS (SSH) = 100% celności z modem '[Hidden](/wiki/Game_Modifiers)' i/lub '[Flashlight](/wiki/Game_Modifiers)'.
-- Srebrne S (SH) = Ponad 90% 300s, mniej niż 1% 50s oraz żadnych utrat kombo z modem '[Hidden](/wiki/Game_Modifiers)' i/lub '[Flashlight](/wiki/Game_Modifiers)'.
+- Srebrne SS (SSH) = 100% celności z modem '[Hidden](/wiki/Game_modifier/Hidden)' i/lub '[Flashlight](/wiki/Game_modifier/Flashlight)'.
+- Srebrne S (SH) = Ponad 90% 300s, mniej niż 1% 50s oraz żadnych utrat kombo z modem '[Hidden](/wiki/Game_modifier/Hidden)' i/lub '[Flashlight](/wiki/Game_modifier/Flashlight)'.
**Odnośnie „ocen” na profilu:**
@@ -253,7 +253,7 @@ Alternatywnie możesz spróbować [sortowania beatmap ze względu na poziom trud
## Źródła
-- peppy's FAQ [1]
+- peppy's FAQ \[1\]
- Peter Lambert - osu! tutorial ([Original tutorial](https://osu.ppy.sh/beatmapsets/3756), [Ranked beatmap ver.](https://osu.ppy.sh/beatmapsets/19928))
- Pokebis's Beginner's Training [2](https://osu.ppy.sh/community/forums/topics/5456)
- Wikipedia [3](http://en.wikipedia.org/wiki/Osu!_Tatakae!_Ouendan), [4](http://en.wikipedia.org/wiki/Taiko_no_Tatsujin)
diff --git a/wiki/FAQ/pt.md b/wiki/FAQ/pt.md
index f583859cfc91..68a98c11ea7b 100644
--- a/wiki/FAQ/pt.md
+++ b/wiki/FAQ/pt.md
@@ -16,7 +16,7 @@ Você poder ver os círculos na parte inferior da tela, e no topo da tela você
### Como jogar?
-*Explicação completa: [osu! Standard](/wiki/Game_Modes/osu!)*
+*Explicação completa: [osu! Standard](/wiki/Game_mode/osu!)*
como a maioria dos usuários de computadores não possuem tela touchscreen, o jogo foi feito para ser jogado com mouse. Algumas musicas passam do limite do que podemos considerar Jogável com apenas o mouse, mas a maioria das musicas ranqueadas são jogáveis com apenas mouse, para musicas mais difíceis é mais apropriado usar o teclado junto. Existem outros tipos de dispositivos que podem ser usados para jogar, visite [Play Styles](/wiki/Play_Styles) para mais informação.
@@ -74,7 +74,7 @@ Vamos aprender sobre os tipos de hit-objects.
#### Interface durante uma partida
-
+
- A barra na parte superior esquerda é sua "barra de saúde" (mais conhecida como health bar)
- Ela vai reduzir lentamente \[depende das configurações escolhidas pelo criador\], você pode preencher a barra novamente acertando as notas com o máximo de precisão
@@ -89,9 +89,9 @@ Vamos aprender sobre os tipos de hit-objects.
### O que é "Taiko"?
-*Explicação completa: [Taiko](/wiki/Game_Modes/osu!taiko)*
+*Explicação completa: [Taiko](/wiki/Game_mode/osu!taiko)*
-
+
[Taiko no Tatsujin](http://en.wikipedia.org/wiki/Taiko_no_Tatsujin)é um jogo de tambores de taiko criado pela namco, o jogo envolve simulação de tocar esses tambores seguindo o ritmo da musica. No osu!, beatmaps podem ser jogados no estilo de Taiko no Tatsujin em uma versão adaptada.
@@ -128,8 +128,8 @@ Vamos aprender sobre os tipos de hit-objects.
Os comandos padrão para o modo taiko são:
-- Vermelho: [Mouse] Clique Esquerdo, [Keyboard] [X] ou [C], [TaTaCon] Superfície do tambor.
-- Azul: [Mouse] Clique Direito, [Keyboard] [Z] ou [V], [TaTaCon] Laterais do tambor.
+- Vermelho: \[Mouse\] Clique Esquerdo, \[Keyboard\] \[X\] ou \[C\], \[TaTaCon\] Superfície do tambor.
+- Azul: \[Mouse\] Clique Direito, \[Keyboard\] \[Z\] ou \[V\], \[TaTaCon\] Laterais do tambor.
O local onde o cursor fica não faz diferença em quanto joga
@@ -137,25 +137,25 @@ Talvez você precise reconfigurar os comandos para que fiquem mais confortáveis
### O que é "Catch the Beat"?
-
+
-*Explicação completa: [Catch the Beat](/wiki/Game_Modes/osu!catch)*
+*Explicação completa: [Catch the Beat](/wiki/Game_mode/osu!catch)*
- Catch the Beat é o segundo modo de jogo especial adicionado, depois de Taiko.
- Ao invés de clicar em círculos, sua tarefa é mover o catcher na parte inferior da tela enquanto as frutas caem da parte superior.
#### Controlando o catcher
-Caso o mod [Relax](/wiki/Game_Modifiers) estiver sendo utilizado, o catcher pode ser movido com o mouse.
+Caso o mod [Relax](/wiki/Game_modifier/Relax) estiver sendo utilizado, o catcher pode ser movido com o mouse.
- Por padrão, as setas esquerda \[<-\] e direita \[->\] do teclado são usadas para mover o catcher.
- Pressionando o botão \[SHIFT\] esquerdo com uma das setas faz com que o catcher correr naquela direção (indicado por um brilho ao redor do catcher).
### O que é "osu!mania"?
-
+
-*Explicação completa: [osu!mania](/wiki/Game_Modes/osu!mania)*
+*Explicação completa: [osu!mania](/wiki/Game_mode/osu!mania)*
- osu!mania é o terceiro modo de jogo especial adicionado, depois de Taiko e CtB.
- Esse modo é similar a vários jogos rítmicos que precisam de boa coordenação, a quantidade de notas depende do BPM e dificuldade escolhida nas configurações, e o jogador deve acertar a tecla correspondente a nota e no tempo certo. O jogo foi originalmente feito como uma imitação da jogabilidade do Beatmania, porém, mudando o numero de teclas, você pode fazer a jogabilidade ficar semelhante a Guitar Hero (5 teclas) ou Dance Dance Revolution (4 teclas). Atualmente é possível jogar com 4 a 8 teclas.
@@ -249,8 +249,8 @@ Padrão de teclas *Esquerda-a-Direita* (estilo Beatmania IIDX)
**Classificações Especiais:**
-- SS Prateado (SSH) = 100% precisão jogando com mod '[hidden](/wiki/Game_Modifiers)' e/ou '[flashlight](/wiki/Game_Modifiers)'
-- S Prateado (SH) = acima de 90% de 300s, menos de 1% de 50s sem perder nenhuma nota e jogando com o mod '[hidden](/wiki/Game_Modifiers)' e/ou '[flashlight](/wiki/Game_Modifiers)'.
+- SS Prateado (SSH) = 100% precisão jogando com mod '[Hidden](/wiki/Game_modifier/Hidden)' e/ou '[Flashlight](/wiki/Game_modifier/Flashlight)'
+- S Prateado (SH) = acima de 90% de 300s, menos de 1% de 50s sem perder nenhuma nota e jogando com o mod '[Hidden](/wiki/Game_modifier/Hidden)' e/ou '[Flashlight](/wiki/Game_modifier/Flashlight)'.
**A respeito dos "Ranks" na pagina do perfil:**
@@ -299,7 +299,7 @@ Certifique-se de que a tecla de fumaça/escrita/desenho não esta próxima das t
## Créditos
-- FAQ do peppy[1]
+- FAQ do peppy\[1\]
- Peter Lambert - osu! tutorial ([Tutorial Original do peppy](https://osu.ppy.sh/beatmapsets/3756), [Tutorial não-oficial Ranqueado](https://osu.ppy.sh/beatmapsets/19928))
- Treino para iniciantes do Pokebis [2](https://osu.ppy.sh/community/forums/topics/5456)
- Wikipedia [3](http://en.wikipedia.org/wiki/Osu!_Tatakae!_Ouendan), [4](http://en.wikipedia.org/wiki/Taiko_no_Tatsujin)
diff --git a/wiki/FAQ/sv.md b/wiki/FAQ/sv.md
index 4f43b398b02b..d315232b5647 100644
--- a/wiki/FAQ/sv.md
+++ b/wiki/FAQ/sv.md
@@ -16,7 +16,7 @@ Cirklarna är på nedre skärmen, och en berättelse visas på övre skärmen. V
### Hur spelar man?
-*Fullständig förklaring: [osu!](/wiki/Game_Modes/osu!)*
+*Fullständig förklaring: [osu!](/wiki/Game_mode/osu!)*
Även om de flesta spelare inte har en touch-skärm, är spelet gjord med hänsyn för att kunna spelas med en vanlig mus, och även andra kreativa apparater som inmatningsmetod. Information om olika spelstilar kan hittas i [spelstilar](/wiki/Play_Styles)-sidan. Det finns vissa låtar som tar spelandet med en mus till gränsen av vad som är möjligt, men alla rankade och godkända beatmaps har testats och (de flesta) kan klaras av med bara en mus.
@@ -62,11 +62,11 @@ Den yttre vita cirkeln visar hur mycket tid det finns kvar för att klara av spi
Den lilla rutan nedanför spinnern visar varv per minut. Talet är alltså antalet möjliga varv ifall spinnern snurras under en minut med nuvarande hastighet. Om musknappen eller tangenten släpps (eller pennan lyfts från ritplattan) för tidigt, slutar spinnern läsa av rotationen.
-På ett *DS* är det lämpligt att rita cirklar på touch-skärmen (eller skärmskyddet), speciellt på högre svårighetsgrader. I osu! har spinners tonats ner för att inte vara så besvärliga att avklara. Det högsta möjliga antalet varv per minut är 477. Detta är också hur snabbt [Auto](/wiki/Game_Modifiers)-modifieraren snurrar, medan [Spun Out](/wiki/Game_Modifiers)-modifieraren snurrar i en lägre fart av 287 varv per minut.
+På ett *DS* är det lämpligt att rita cirklar på touch-skärmen (eller skärmskyddet), speciellt på högre svårighetsgrader. I osu! har spinners tonats ner för att inte vara så besvärliga att avklara. Det högsta möjliga antalet varv per minut är 477. Detta är också hur snabbt [Auto](/wiki/Game_modifier/Auto)-modifieraren snurrar, medan [Spun Out](/wiki/Game_modifier/Spun_Out)-modifieraren snurrar i en lägre fart av 287 varv per minut.
#### Spelets gränssnitt
-
+
Den ifyllda linjen i det övre vänstra hörnet visar hälsan, som stadigt minskar (i en fart beroende på beatmappens svårighetsinställing), men kan fyllas på genom att träffa noter vid rätt tillfälle eller genom att snurra på spinnern. En perfekt träff (en 300 eller Geki) ger mer hälsa än en för sen eller tidig träff (50). En miss tar bort en bit av hälsan.
@@ -82,9 +82,9 @@ Standardkontrollerna i osu! är:
Hitobjekt i osu! registrerar träffar från alla knappar på enheten, så länge varje hitobjekt är tryckta i tid.
-Om [Relax](/wiki/Game_Modifiers)-modifieraren används, fungerar bara muspekaren. Använd muspekaren för att följa hitobjekten som istället trycks automatiskt. Spinners måste fortfarande avklaras.
+Om [Relax](/wiki/Game_modifier/Relax)-modifieraren används, fungerar bara muspekaren. Använd muspekaren för att följa hitobjekten som istället trycks automatiskt. Spinners måste fortfarande avklaras.
-Om [Auto Pilot](/wiki/Game_Modifiers)-modifieraren används, fungerar endast knapparna. Muspekaren rör sig automatiskt till varje hitobjekt, som behövs bara tryckas i tid. Spinners kommer att automatiskt snurras i samma fart som [Spun Out](/wiki/Game_Modifiers)-modifieraren.
+Om [Auto Pilot](/wiki/Game_modifier/Autopilot)-modifieraren används, fungerar endast knapparna. Muspekaren rör sig automatiskt till varje hitobjekt, som behövs bara tryckas i tid. Spinners kommer att automatiskt snurras i samma fart som [Spun Out](/wiki/Game_modifier/Spun_Out)-modifieraren.
---
@@ -94,13 +94,13 @@ Om [Auto Pilot](/wiki/Game_Modifiers)-modifieraren används, fungerar endast kna

-Klicka på `Mode`-knappen för att **öppna en lista på tillgängliga spellägen i osu!**. Klicka på önskad spelläge och osu! kommer att byta till det spelläget och dess ledartavla. Alternativt går det att trycka på `Ctrl` och `1` (![][osu! icon] *[osu!standard](/wiki/Game_Modes/osu!))* / `2` ( ![][osu!taiko icon] *[osu!taiko](/wiki/Game_Modes/osu!taiko)*) / `3` (![][osu!catch icon] *[osu!catch](/wiki/Game_Modes/osu!catch)*) / `4` (![][osu!mania icon] *[osu!mania](/wiki/Game_Modes/osu!mania)*) på tangentbordet för att snabbt byta spelläge.
+Klicka på `Mode`-knappen för att **öppna en lista på tillgängliga spellägen i osu!**. Klicka på önskad spelläge och osu! kommer att byta till det spelläget och dess ledartavla. Alternativt går det att trycka på `Ctrl` och `1` (![][osu! icon] *[osu!standard](/wiki/Game_mode/osu!))* / `2` ( ![][osu!taiko icon] *[osu!taiko](/wiki/Game_mode/osu!taiko)*) / `3` (![][osu!catch icon] *[osu!catch](/wiki/Game_mode/osu!catch)*) / `4` (![][osu!mania icon] *[osu!mania](/wiki/Game_mode/osu!mania)*) på tangentbordet för att snabbt byta spelläge.
### Vad är osu!taiko?
-*Fullständig förklaring: [osu!taiko](/wiki/Game_Modes/osu!taiko)*
+*Fullständig förklaring: [osu!taiko](/wiki/Game_mode/osu!taiko)*
-
+
*[Taiko no Tatsujin](https://en.wikipedia.org/wiki/Taiko_no_Tatsujin)* är ett rytmspel gjort av *Namco* (numera Namco Bandai). I spelet används en taiko-trumma för att spela i takt med musiken. I osu! kan beatmaps spelas i stil med *Taiko no Tatsujin* genom osu!taiko-spelläget.
@@ -162,15 +162,15 @@ Standardkontrollerna för osu!taiko är:
Positionen av muspekaren spelar ingen roll.
-Om [Relax](/wiki/Game_Modifiers)-modifieraren används, räknas endast slag i rätt rytm (automatiskt korrigerar fel färg med korrekt färg).
+Om [Relax](/wiki/Game_modifier/Relax)-modifieraren används, räknas endast slag i rätt rytm (automatiskt korrigerar fel färg med korrekt färg).
*TaTaCon*-trumcontroller gjordes i första hand för hem-versioner av *Taiko no Tatsujin* och *Taiko: Drum Master*.
### Vad är osu!catch?
-*Fullständig förklaring: [osu!catch](/wiki/Game_Modes/osu!catch)*
+*Fullständig förklaring: [osu!catch](/wiki/Game_mode/osu!catch)*
-
+
osu!catch (tidigare kallad *Catch the Beat*) är det andra spelläget tillagt i osu!, efter osu!taiko.
@@ -202,7 +202,7 @@ Kombon bryts ifall juicedroppen missas (eftersom det är en slidertick), men int
Stora bananer regnar ner och krymper tills de landar på tallriken (eller inte). Varje uppfångad banan ger 1 100 poäng oavsett modifierare och poängfaktorer.
-Bananerna kan ignoreras utan straff på hälsan. Däremot går de möjliga poängen från att fånga dem förlorade. Noterbart är att [Auto](/wiki/Game_Modifiers)-modifieraren kan fånga alla bananer utan undantag.
+Bananerna kan ignoreras utan straff på hälsan. Däremot går de möjliga poängen från att fånga dem förlorade. Noterbart är att [Auto](/wiki/Game_modifier/Auto)-modifieraren kan fånga alla bananer utan undantag.
##### Hyperfrukter
@@ -217,13 +217,13 @@ När hyperfrukten fångas blir fångarens dash en *hyperdash* (precis snabb nog
- Som standard används vänster `<-` (L) och höger pil `->` (R) för att röra fångaren.
- Tryck och håll in `leftSkift` (D) -knappen med ett av piltangenterna för att genomföra en *dash* åt det hållet dubbelt så fort (indikerat av ett **ljussken** från fångaren).
-Positionen av muspekaren har vanligtvis ingen betydelse. Om [Relax](/wiki/Game_Modifiers)-modifieraren används, kontrolleras fångaren med muspekaren istället. Däremot blir blir resultatet inte rankad (eftersom det tar bort svårigheten från osu!catch; fångarens konstanta hastighet och talrikskontroll).
+Positionen av muspekaren har vanligtvis ingen betydelse. Om [Relax](/wiki/Game_modifier/Relax)-modifieraren används, kontrolleras fångaren med muspekaren istället. Däremot blir blir resultatet inte rankad (eftersom det tar bort svårigheten från osu!catch; fångarens konstanta hastighet och talrikskontroll).
### Vad är osu!mania?
-*Fullständig förklaring: [osu!mania](/wiki/Game_Modes/osu!mania)*
+*Fullständig förklaring: [osu!mania](/wiki/Game_mode/osu!mania)*
-
+
osu!mania är den tredje spelläget tillagt i osu!, efter osu!taiko och osu!catch.
@@ -231,9 +231,9 @@ Denna stil används i nästan alla populära rytmspel. Det kräver bra koordinat
Vid konvertering av beatmaps är antalet tangenter mellan ungefär 4 till 7 som standard.
-Med the [xK](/wiki/Game_Modifiers)-modifieraren kan spelaren själv välja antalet tangenter från 1 till 9, men med medföljande nedsänkt poängfaktor. Emellertid fungerar den inte med osu!mania-specifika beatmaps.
+Med the [xK](/wiki/Game_modifier/xK)-modifieraren kan spelaren själv välja antalet tangenter från 1 till 9, men med medföljande nedsänkt poängfaktor. Emellertid fungerar den inte med osu!mania-specifika beatmaps.
-Med [Co-Op](/wiki/Game_Modifiers)-modifieraren delar spelfältet itu och använder Co-Op-kontroller, vilket tillåter 2 spelare att spela samtidigt med upp till 18 tangenter med en nedsänkt poängfaktor. Notera att ett specificerat antal tangenter fördubblas inte i osu!mania-specifika beatmaps, men spelfältet delas ändå upp på mitten (vänster sida får fler tangenter vid udda antal), använder Co-Op-kontroller och har ingen nedsänkt poängfaktor.
+Med [Co-Op](/wiki/Game_modifier/Co-op)-modifieraren delar spelfältet itu och använder Co-Op-kontroller, vilket tillåter 2 spelare att spela samtidigt med upp till 18 tangenter med en nedsänkt poängfaktor. Notera att ett specificerat antal tangenter fördubblas inte i osu!mania-specifika beatmaps, men spelfältet delas ändå upp på mitten (vänster sida får fler tangenter vid udda antal), använder Co-Op-kontroller och har ingen nedsänkt poängfaktor.
#### Enkel förklaring
@@ -355,8 +355,8 @@ Det finns två olika tangentbindningar, *Symmetrisk* och *Vänster till Höger*.
**Speciella rang:**
-- Silver SS (SSH) = Vanligt SS-rang med *[Hidden](/wiki/Game_Modifiers)*- och/eller *[Flashlight](/wiki/Game_Modifiers)*-modifierare.
-- Silver S (SH) = Vanligt S-rang med *[Hidden](/wiki/Game_Modifiers)*- och/eller *[Flashlight](/wiki/Game_Modifiers)*-modifierare.
+- Silver SS (SSH) = Vanligt SS-rang med *[Hidden](/wiki/Game_modifier/Hidden)*- och/eller *[Flashlight](/wiki/Game_modifier/Flashlight)*-modifierare.
+- Silver S (SH) = Vanligt S-rang med *[Hidden](/wiki/Game_modifier/Hidden)*- och/eller *[Flashlight](/wiki/Game_modifier/Flashlight)*-modifierare.
**Angående *Rang* i profilsidan:**
@@ -448,7 +448,7 @@ Hela `osu!`-mappen, till och med gömda filer, är det korta svaret. På en ny e
#### Kan jag spela osu! på min mobil?
-*Fullständig lista: [Game Modes under External Ports section](/wiki/Game_Modes)*
+*Fullständig lista: [Game Modes under External Ports section](/wiki/Game_mode)*
För tillfället har osu! officiellt inget stöd för mobila enheter.
@@ -456,11 +456,11 @@ Det finns dock inofficiella versioner och ett spin-off spel för iOS med egen le
Några av de mest notabla versionerna är:
-- ![][osu! icon] opsu! [Windows/OS X/Linux/Android]:
+- ![][osu! icon] opsu! \[Windows/OS X/Linux/Android\]:
Java-version av osu! främst gjort av **itdelatrisu** med **fluddokt**s som överförde den till Android.
-- ![][osu!taiko icon] T-Aiko! v2 [Android/iOS]:
+- ![][osu!taiko icon] T-Aiko! v2 \[Android/iOS\]:
osu!taiko-spelläget överfört till mobila enheter av **low.moe (Guy-kun) team** med dagliga utmaningar och en helt egen T-Aiko! ledartavla.
-- ![][osu! icon] osu!stream [iOS]:
+- ![][osu! icon] osu!stream \[iOS\]:
Upplev en ny spin-off-version av osu!-spelläget för iOS skapat av osu!-teamet från grunden.
### osu!
@@ -481,7 +481,7 @@ En slider har en start-cirkel, regelbundna små cirklar s.k. sliderticks, vändn
Slidertick dyker bara upp inom dess egna slider; om slidertick står för nära början eller slutet av slidern, såsom på bilden ovan, blir den dold av start-cirkeln eller avslutningscirkeln. Dolda slidertick räknas fortfarande till kombo och ger poäng, och måste därför plockas upp tillsammans med synliga slidertick. De dyker upp igen om det finns en eller flera vändningspiler och måste återigen plockas upp, fast åt andra hållet.
-Om spelaren missar start-cirkeln, någon av slidertickarna eller vändningspunkterna, bryts kombon (ett ljud spelas för att indikera detta om kombon är högt nog) utan att räknas som en miss. Om spelaren emellertid missar avslutningscirkeln bryts kombon inte och den ökar inte, men räknas inte heller som en miss; istället ges 100 (eller katu) för hela slidern, förutsatt att start-cirkeln och eventuella slidertick/vändningspilar klarades av. Märkvärdigt är att [Sudden Death](/wiki/Game_Modifiers)-modifieraren tvingar inte en game over även om sliderns avslutningscirkel inte blev träffad (eftersom kombon inte bröts, aktiverades aldrig Sudden Death-effekten).
+Om spelaren missar start-cirkeln, någon av slidertickarna eller vändningspunkterna, bryts kombon (ett ljud spelas för att indikera detta om kombon är högt nog) utan att räknas som en miss. Om spelaren emellertid missar avslutningscirkeln bryts kombon inte och den ökar inte, men räknas inte heller som en miss; istället ges 100 (eller katu) för hela slidern, förutsatt att start-cirkeln och eventuella slidertick/vändningspilar klarades av. Märkvärdigt är att [Sudden Death](/wiki/Game_modifier/Sudden_Death)-modifieraren tvingar inte en game over även om sliderns avslutningscirkel inte blev träffad (eftersom kombon inte bröts, aktiverades aldrig Sudden Death-effekten).
Dessa situationer kallas tillsammans för **sliderbreak**. En *Perfect* på prestationsgrafen indikerar max kombo. Ifall den inte dyker upp, kan det betyda att en sliderbreak har hänt, speciellt om det inte fanns några missar.
diff --git a/wiki/FAQ/th.md b/wiki/FAQ/th.md
index 6a14f790b125..4ccdf3736633 100644
--- a/wiki/FAQ/th.md
+++ b/wiki/FAQ/th.md
@@ -16,7 +16,7 @@ outdated: true
### ฉันจะเล่นยังไง?
-*บทความสมบูรณ์: [osu! Standard](/wiki/Game_Modes/osu!)*
+*บทความสมบูรณ์: [osu! Standard](/wiki/Game_mode/osu!)*
ผู้ใช้ PC ส่วนใหญ่จะไม่มีจอทัชสกรีน(ยกเว้นว่าคุณจะมีTablet PC) เกมนี้จึงถูกทำออกมาให้สามารถใช้เมาส์ปกติเล่นได้ เช่นเดียวกับอุปกรณ์อินพุทอื่นๆถ้าคุณคิดออก(wiimode สามารถใช้ได้ดี และ tablet (เมาส์ปากกา) ก็ใช้ได้ถ้าคุณมี) จะมีบางเพลงที่เกินขีดความสามารถที่ใช้เมาส์ปกติเล่นได้ แต่เพลงทั้งหมดก็ได้ถูกทดสอบและ (น่าจะ) สามารถเล่นผ่านได้ด้วยเมาส์ธรรมดา อย่าอ้างว่าไม่มีทัชสกรีนแล้วจะเล่นไม่ได้
@@ -57,7 +57,7 @@ outdated: true
##### หน้าจอในขณะเล่นเกม
-
+
- นี่คือหน้าจอในขณะเล่นเกม แถบที่มุมบนซ้ายก็คือพลังชีวิตของคุณ พลังชีวิตจะลดลงด้วยความเร็วคงที่ แต่คุณก็สามารถที่จะฟิ้นฟูคืนได้ด้วยการจิ้มบนโน้ตให้ตรงกับจังหวะ การจิ้มบนจังหวะที่เป๊ะจะช่วยเพิ่มพลังชีวิตได้มากกว่าการจิ้มในจังหวะที่คลาดไป ถ้าพลาดโน้ตไปจะทำให้สูญพลังชีวิตไปจำนวนมาก ถัดจากแถบพลังชีวิตก้คือคะแนน ระบบคิดคะแนนจะใช้เวลาพักหนึ่งจนมองออก แต่เราจะไม่พูดถึงมันในส่วนนี้ ตัวเลขที่มุมล่างซ้าย คือตัวนับคอมโบ หรือตัวคูณคะแนนนั่นเอง
@@ -140,7 +140,7 @@ outdated: true
- C = 300 มากกว่า 60%
- D = นอกเหนือจากข้างต้น
-S และ SS สีเงินหมายถึงการเล่นผ่านด้วยโหมดเสริม '[Hidden](/wiki/Game_Modifiers)' หรือ '[Flashlight](/wiki/Game_Modifiers)'
+S และ SS สีเงินหมายถึงการเล่นผ่านด้วยโหมดเสริม '[Hidden](/wiki/Game_modifier/Hidden)' หรือ '[Flashlight](/wiki/Game_modifier/Flashlight)'
#### แถบพลังชีวิต
@@ -194,7 +194,7 @@ S และ SS สีเงินหมายถึงการเล่นผ
### อะไรคือ "Catch the Beat"?
-
+
- Catch the Beat หรือชื่อภาษาไทยคือ "เก็บผลไม้" คือโหมดเกมพิเศษโหมดที่สองที่ถูกเพิ่มเข้ามาต่อจากไทโกะ
- แทนที่จะคลิกบนโน้ตวงกลม คุณจะต้องขยับตัวละครที่อยู่ด้านล่างของจอขณะที่ผลไม้ร่วงหล่นลงมาจากข้างบน
@@ -208,9 +208,9 @@ S และ SS สีเงินหมายถึงการเล่นผ
### อะไรคือ "osu!mania"?
-
+
-*บทความสมบูรณ์: [osu!mania](/wiki/Game_Modes/osu!mania)*
+*บทความสมบูรณ์: [osu!mania](/wiki/Game_mode/osu!mania)*
- osu!mania เป็นโหมดเกมพิเศษที่ถูกเพิ่มเข้ามาหลังจากไทโกะและ CtB
- โหมดนี้ได้ถูกใช้กันอย่างแพร่หลายในเกมแนวดนตรีที่จะต้องใช้สัมผัสของมือหรือขาในการเล่นเป็นอย่างดี จำนวนโน้ตที่ไหลลงมาเป็นสายจะขึ้นอยู่กับ BPM และระดับความยากของเพลง และผู้เล่นจะต้องกดปุ่มที่ถูกต้องตามตัวโน้ตที่หล่นลงในในเวลาที่เหมาะสม แม้ว่าโหมดเกมนี้จะมีต้นแบบมาจากเกมแนว *Beatmania* แต่อย่างไรก็ตามถ้าปรับเปลี่ยนจำนวนปุ่มของเพลงที่เล่นก็จะทำให้มีลักษณะที่เหมือนกับ *Guitar Hero* (5k) หรือ *Dance Dance Revolution* (4k) หรือเกมอื่นๆได้อีก ปัจจุบันคุณสามารถตั้งปุ่มเล่นได้ตั้งแต่ 4 ปุ่มจนถึง 8 ปุ่ม
diff --git a/wiki/FAQ/tl.md b/wiki/FAQ/tl.md
index ff67c60f6dd7..fda33bd5823e 100644
--- a/wiki/FAQ/tl.md
+++ b/wiki/FAQ/tl.md
@@ -16,7 +16,7 @@ Makikita mo yung mga circles sa ibaba ng screen (Left), at sa taas ng screen ay
### Paano maglaro?
-*Buong explenation (English): [osu! Standard](/wiki/Game_Modes/osu!)*
+*Buong explenation (English): [osu! Standard](/wiki/Game_mode/osu!)*
Habang ang iba ay walang touchscreen sa kanila, ang laro na ito ay pwede parin malaro ng normal na mouse, at ang iba pang input devices na pwede mong maisip. Iba ibang klase ng play style ay matagpuhan sa [Play Styles](/wiki/Play_Styles) na pahina. May mga kanta na tinutulak ang limitation ng normal na mouse (at tsaka ikaw), pero lahat ng (ranked at approved) na beatmaps ay na tested at (ilan lang ang) mapapasado gamit ng mouse lang.
@@ -73,7 +73,7 @@ Ito ang mga importanteng kakayahan na matutuklasan sa bawat progresso ng iyong p
#### In-Game Interface
-
+
- Ito ang game style interface ng osu!
- Sa kaliwang taas nandun ang "health" bar mo.
diff --git a/wiki/FAQ/zh.md b/wiki/FAQ/zh.md
index c4b340c0c1d8..922c9583a8b6 100644
--- a/wiki/FAQ/zh.md
+++ b/wiki/FAQ/zh.md
@@ -36,7 +36,7 @@ outdated: true
点击 **Play** 之后,四个按钮将变成 **Solo(单人)**, **Multi(多人)** 和 **Back(返回)**
-点击 **Solo** 按钮后可以选择模式(osu!标准模式、[太鼓模式(Taiko)](/wiki/Game_Modes/osu!taiko)、[接水果模式(Catch the Beat)和](/wiki/Game_Modes/osu!catch)[osu!mania模式](/wiki/Game_Modes/osu!mania))、歌曲和难度,然后开始游戏。
+点击 **Solo** 按钮后可以选择模式(osu!标准模式、[太鼓模式(Taiko)](/wiki/Game_mode/osu!taiko)、[接水果模式(Catch the Beat)和](/wiki/Game_mode/osu!catch)[osu!mania模式](/wiki/Game_mode/osu!mania))、歌曲和难度,然后开始游戏。
点击 **Multi** 按钮后将出现房间列表和聊天窗口。点击房间以加入多人游戏,或者点击 New Game 以建立房间。请参见 [Multi](/wiki/Multi) (English)。
@@ -70,7 +70,7 @@ outdated: true
#### 游戏之内的界面
-
+
以上为游戏之内的界面。
@@ -173,7 +173,7 @@ outdated: true
### 太鼓(Taiko)模式怎样玩?
-
+
向那些不熟悉的人介绍一下吧,太鼓达人是 Namco 制作的太鼓音乐类游戏,根据音乐的节奏敲击模拟出来的鼓。在 osu! 里,您可以用太鼓模式来玩您所喜欢的 beatmap。
@@ -219,7 +219,7 @@ outdated: true
### 什么是 “osu!mania”? (翻译未完成)
-
+
osu!mania 是继太鼓和接水果模式后,第三个加入的特别模式
diff --git a/wiki/Full_combo/en.md b/wiki/Full_combo/en.md
new file mode 100644
index 000000000000..f8186c7db84b
--- /dev/null
+++ b/wiki/Full_combo/en.md
@@ -0,0 +1,15 @@
+---
+stub: true
+tags:
+ - FC
+---
+
+# Full combo
+
+**Full combo** (or *FC* for short) is a term used to describe a player obtaining the maximum possible combo on a [beatmap](/wiki/Beatmaps). Full combos are scored by passing a beatmap with no misses, [sliderbreaks](/wiki/Gameplay/Sliderbreak), or dropped [slider ends](/wiki/Hit_object/Slidertail).
+
+Scores that lost combo only via dropped slider ends are widely considered by the community to be full combos. This differs from the game client and website's display.
+
+
+
+Due to the [combo multiplier effect](/wiki/Glossary/Combo_multiplier_effect), full combos will award the most [score](/wiki/Score) in the [osu!standard](/wiki/Game_mode/osu!), [osu!taiko](/wiki/Game_mode/osu!taiko), and [osu!catch](/wiki/Game_mode/osu!catch) [game modes](/wiki/Game_mode).
diff --git a/wiki/Full_combo/img/combo-comparison.png b/wiki/Full_combo/img/combo-comparison.png
new file mode 100644
index 000000000000..9885664846dc
Binary files /dev/null and b/wiki/Full_combo/img/combo-comparison.png differ
diff --git a/wiki/Game_Modes/en.md b/wiki/Game_Modes/en.md
deleted file mode 100644
index 685670b9757a..000000000000
--- a/wiki/Game_Modes/en.md
+++ /dev/null
@@ -1,31 +0,0 @@
----
-needs_cleanup: true
----
-
-
-
-# Game modes
-
-##  osu!
-
-*Main page: [osu!](osu!)*
-
-Based on *[Osu! Tatakae! Ouendan](https://en.wikipedia.org/wiki/Osu!_Tatakae!_Ouendan "Wikipedia")*. Tap, slide, and spin to the beat.
-
-##  osu!taiko
-
-*Main page: [osu!taiko](osu!taiko)*
-
-Based on *[Taiko no Tatsujin](https://en.wikipedia.org/wiki/Taiko_no_Tatsujin "Wikipedia")*. Drum, and roll the taiko drumroll to the beat.
-
-##  osu!catch
-
-*Main page: [osu!catch](osu!catch)*
-
-Loosely based on a minigame inside of a [beatmania](https://en.wikipedia.org/wiki/Beatmania "\"Beatmania\" on Wikipedia") simulator, which was based on the *EZ2CATCH* mode from the [EZ2DJ](https://en.wikipedia.org/wiki/EZ2DJ "\"EZ2DJ\" on Wikipedia") series. Collect falling fruits by moving the catcher with a plate. Keep dancing and do not miss the step of the beat!
-
-##  osu!mania
-
-*Main page: [osu!mania](osu!mania)*
-
-Based on conveyor-type rhythm games, chiefly introduced and implemented by [woc2006](https://osu.ppy.sh/users/1105845). Make the notes play a melody of the beat.
diff --git a/wiki/Game_Modifiers/Summary/en.md b/wiki/Game_Modifiers/Summary/en.md
deleted file mode 100644
index 2552bbde29ce..000000000000
--- a/wiki/Game_Modifiers/Summary/en.md
+++ /dev/null
@@ -1,80 +0,0 @@
----
-needs_cleanup: true
-outdated: true
----
-
-
-# Summary of game modifiers
-
-*Note: All mods used in osu!mania will never increase the score multiplier.*
-
-| Mod | Name (Abbr.) | Multiplier | Effect |
-| :-- | :-- | :-- | :-- |
-|  | Easy (EZ) | ![][o!s] ![][o!t] ![][o!c] ![][o!m]: 0.50x | Everything, but *easier*. |
-|  | No Fail (NF) | ![][o!s] ![][o!t] ![][o!c] ![][o!m]: 0.50x | You can't fail, no matter what. |
-|  | Half Time (HT) | ![][o!s] ![][o!t] ![][o!c]: 0.30x • ![][o!m]: 0.50x | Slow the beatmap down by 25%. |
-|  | Hard Rock (HR) | ![][o!s] ![][o!t]: 1.06x • ![][o!c]: 1.12x • ![][o!m]: 1.00x (unrankable) | Everything, but harder. |
-|  | Sudden Death (SD) | ![][o!s] ![][o!t] ![][o!c] ![][o!m]: 1.00x | Combo break = Game over |
-|  | Perfect (PF) | ![][o!s] ![][o!t] ![][o!c] ![][o!m]: 1.00x | SS (100%) or quit |
-|  | Double Time (DT) | ![][o!s] ![][o!t]: 1.12x • ![][o!c]: 1.06x • ![][o!m]: 1.00x | Speed the beatmap up by 50%. |
-|  | Nightcore (NC) | ![][o!s] ![][o!t]: 1.12x • ![][o!c]: 1.06x • ![][o!m]: 1.00x | Increase pitch and add a constant beat. |
-|  | Hidden (HD) | ![][o!s] ![][o!t] ![][o!c]: 1.06x • ![][o!m]: 1.00x | Hit objects will fade out. |
-|  | Fade In (FI) | ![][o!m]: 1.00x | Keys will fade in. |
-|  | Flashlight (FL) | ![][o!s] ![][o!t] ![][o!c]: 1.12x • ![][o!m]: 1.00x | Limited play field viewing. |
-|  | Relax (RL) | ![][o!s] ![][o!t] ![][o!c]: 0.00x (unrankable) | Just use the mouse. |
-|  | Auto Pilot (AP) | ![][o!s]: 0.00x (unrankable) | Just tap. |
-|  | Spun Out (SO) | ![][o!s]: 0.90x | Spinners will be spun for you. |
-|  | Auto (AT) | ![][o!s] ![][o!t] ![][o!c] ![][o!m]: 0.00x (unrankable) | Watch a perfect replay. |
-|  | Cinema (CM) | ![][o!s] ![][o!t] ![][o!c] ![][o!m]: 0.00x (unrankable) | Watch the video and/or storyboard. |
-|  | xK (xK) | ![][o!m]: 0.66x ~ 1.00x (see [chart below](#xk-mod-score-multipliers)) | Use the selected `x` key count. |
-|  | Co-Op (COOP) | ![][o!m]: 0.70x ~ 1.00x (see [chart below](#xk-mod-with-co-op-score-multipliers)) | Use two stages. |
-|  | Random (RD) | ![][o!m]: 1.00x | Shuffle the columns around. |
-
-## xK mod score multipliers
-
-*Note: This table only affects beatmaps converted from osu!standard to osu!mania during play, not on osu!mania-specific beatmaps!*
-
-| | 1K | 2K | 3K | 4K | 5K | 6K | 7K | 8K | 9K |
-| :-: | --: | --: | --: | --: | --: | --: | --: | --: | --: |
-| 4K | 0.78 | 0.82 | 0.86 | **1.00** | 0.90 | 0.90 | 0.90 | 0.90 | 0.90 |
-| 5K | 0.74 | 0.78 | 0.82 | 0.86 | **1.00** | 0.90 | 0.90 | 0.90 | 0.90 |
-| 6K | 0.70 | 0.74 | 0.78 | 0.82 | 0.86 | **1.00** | 0.90 | 0.90 | 0.90 |
-| 7K | 0.66 | 0.70 | 0.74 | 0.78 | 0.82 | 0.86 | **1.00** | 0.90 | 0.90 |
-
-### xK mod with CO-OP score multipliers
-
-*Note: This table only affects beatmaps converted from osu!standard to osu!mania during play, not on osu!mania-specific beatmaps!*
-
-The Co-Op mod gives **no** penalty on osu!mania-specific beatmaps.
-
-| | 1K | 2K | 3K | 4K | 5K | 6K | 7K | 8K | 9K |
-| :-: | --: | --: | --: | --: | --: | --: | --: | --: | --: |
-| 4K | 0.82 | **1.00** | 0.90 | 0.90 | 0.90 | 0.90 | 0.90 | 0.90 | 0.90 |
-| 5K | 0.78 | 0.86 | 0.90 | 0.90 | 0.90 | 0.90 | 0.90 | 0.90 | 0.90 |
-| 6K | 0.74 | 0.82 | **1.00** | 0.90 | 0.90 | 0.90 | 0.90 | 0.90 | 0.90 |
-| 7K | 0.70 | 0.78 | 0.86 | 0.90 | 0.90 | 0.90 | 0.90 | 0.90 | 0.90 |
-
-## Inverse mods
-
-*Note: To prevent the following table from growing outrageously large, the reverse is also true.*
-
-| These mods... | ...cancels out these mods. |
-| :-- | :-- |
-|  |  |
-|   |  |
-|  |     |
-|   |      |
-|  |       |
-|  |        |
-|   |      |
-
-### osu!mania
-
-| These mods... | ...cancels out these mods. |
-| :-- | :-- |
-|   |  |
-
-[o!s]: /wiki/shared/mode/osu.png "osu!standard"
-[o!t]: /wiki/shared/mode/taiko.png "osu!taiko"
-[o!c]: /wiki/shared/mode/catch.png "osu!catch"
-[o!m]: /wiki/shared/mode/mania.png "osu!mania"
diff --git a/wiki/Game_Modifiers/en.md b/wiki/Game_Modifiers/en.md
deleted file mode 100644
index 39b939612381..000000000000
--- a/wiki/Game_Modifiers/en.md
+++ /dev/null
@@ -1,613 +0,0 @@
----
-outdated: true
----
-
-
-# Game modifiers
-
-")
-
-Game modifiers (mods) are optional modifications to a beatmap's elements and settings that the player can enable at will. A mod effect can range from simple gameplay changes like changing the beatmap's settings to automation such as allowing osu! to do a perfect replay (Auto), on a condition of possible Score Multiplier changes to making the play unrankable. When multiple mods are enabled, the Score Multiplier is the product of the enabled mods' Score Multiplier. For example, when Hidden and Flashlight are applied at the same time, the Score Multiplier will be 1.19x (1.06 * 1.12 = 1.1872; 1.19 by rounding up to nearest hundredths).
-
-Players can change the shortcut keys used to enable mods by clicking `Change keyboard bindings` under the Keyboard header inside the Options menu. The shortcut keys will only work while the mod selection screen is open.
-
-The mod selection screen can be accessed by pressing `F1` in the song selection screen or by clicking the `Mods` button near the lower left corner of the screen.
-
-
-
-## Difficulty Reduction
-
-These mods can make the game easier at the cost of decreasing the Score Multiplier.
-
-### Easy
-
- mod icon")
-
-- Score Multiplier: 0.50x
-- Shortcut key: `Q`
-
-Easy mod halves all difficulty settings of the selected beatmap.
-
-The Easy mod also grants the player two additional "lives"; if the [life bar](/wiki/Glossary#life-bar) is exhausted completely, the play will pause and refills the life bar slowly to about 80% with no sound in-between at a cost of one "life" of the play. The refill is signaled by the ready sound (`readys.wav`) instead of the typical fail sound (`failsound.wav`) for failing the beatmap with an empty life bar. The beatmap will resume once the refill is successful signaled by playing the go sound (`gos.wav`). The play will fail instead if there are no "lives" remain when the life bar has been exhausted completely again.
-
-When watching a replay where an extra "life" is used, the health refill animation will be ignored and the replay will continue as if playing with [No Fail](#no-fail) mod on.
-
-In [Multi](/wiki/Multi) mode, the effect of "lives" will not work in [Tag Coop / Tag Team Vs](/wiki/Multi#tag-coop-tag-team-vs) team mode.
-
----
-
-- Reduces overall difficulty - larger circles, more forgiving HP drain, less accuracy required.
-
-In [osu!standard](/wiki/Game_Modes/osu!) mode, the Easy mod decreases [circle size](/wiki/Beatmap_Editor/Song_Setup#circle-size), [approach rate](/wiki/Beatmapping/Approach_rate) (AR), [overall difficulty](/wiki/Beatmap_Editor/Song_Setup#overall-difficulty) (OD) as well as [HP drain](/wiki/Beatmap_Editor/Song_Setup#hp-drain-rate) (HP); each of these by a huge amount (half of the current amount set).
-
-
-
-
-
----
-
-- Reduces overall difficulty - notes move slower, less accuracy required.
-
-In [osu!taiko](/wiki/Game_Modes/osu!taiko) mode, the Easy mod decreases the [slider velocity](/wiki/Glossary#slider-velocity) (same as reducing AR in osu!standard mode), [overall difficulty](/wiki/Beatmap_Editor/Song_Setup#overall-difficulty) (OD) and [HP drain](/wiki/Beatmap_Editor/Song_Setup#hp-drain-rate) (HP) by half. Note that the amount of hits which are required to finish a spinner is reduced due to the reduction of [overall difficulty](/wiki/Beatmap_Editor/Song_Setup#overall-difficulty). Unlike the other game modes, the reduced note score requirement to gain health in [osu!taiko](/wiki/Game_Modes/osu!taiko) makes the life bar fill up much more faster to replace the two additional "lives" as it is impossible to fail in the middle of the song.
-
----
-
-- Reduces overall difficulty - larger circles, more forgiving HP drain, less accuracy required.
-
-In [osu!catch](/wiki/Game_Modes/osu!catch) mode, the effects are the same as in osu!standard mode - all fruits fall slower (same as reducing AR in osu!standard mode), the camera is zoomed in (increased CS in osu!standard mode) and two additional "lives" are granted. Despite only using one axis, the fruits' larger size and slower falling rate may cause them to clump together, creating the same alleged problems as in osu!standard mode.
-
----
-
-- Reduces overall difficulty - more forgiving HP drain, less accuracy required.
-
-In [osu!mania](/wiki/Game_Modes/osu!mania) mode, the effects are the same as in osu!taiko mode except two additional "lives" are granted, and slider velocity and the default key count will still be the same.
-
-### No Fail
-
- mod icon")
-
-- Score Multiplier: 0.50x
-- Shortcut key: `W`
-- You can't fail, no matter what.
-
-No Fail mod makes the player incapable of failing when the [life bar](/wiki/Glossary#life-bar) hits zero.
-
-If the player has not scored any points during the map, the beatmap will fail instead even if No Fail is used.
-
-Do note that the usage of No Fail mod reduces the amount of possible [Performance Points](/wiki/Performance_Points) gain by 10%. Since this mod allows submitting scores with a very high miss-to-hit ratio, playing many beatmaps with this mod can drastically lower one's [accuracy](/wiki/Accuracy).
-
-### Half Time
-
- mod icon")
-
-- Score Multiplier: 0.30x (osu!standard, osu!taiko, osu!catch), 0.50x (osu!mania)
-- Shortcut key: `E`
-- Less zoom. ("Zoom" refers to the beatmap's BPM)
-
-
-
-Half Time mod decreases the overall beatmap's speed (BPM) to 75% of the original, increases the length of the song by 33%, and decreases AR, OD, and HP by a small amount (signified by the superscript inverted triangle).
-
-The method used to slow down may cause the song to sound "muddy" but vocals may sound similar.
-
----
-
-In [osu!taiko](/wiki/Game_Modes/osu!taiko) mode, the slowed song and BPM causes note density becoming denser due to decreased approach rate. However, due to the way dendens are calculated in osu!taiko, dendens now take more hits to clear and cause *the dendens to award a higher total value than without the mod* (since each denden hits are not affected by Score Multiplier except the ending denden hit). This leads to the **increase** in maximum possible score when Half Time is enabled for maps with very low combos and many long dendens, and the effect is more significant when Hard Rock mod is turned on simultaneously (which boost the number of hit required per denden as well).
-
----
-
-In [osu!catch](/wiki/Game_Modes/osu!catch) mode, the BPM is lowered by the same factor as in other modes. This mod *also* decreases the player character's speed so normal fruits without any mods *may* turned into *hyperdash* fruits in Half Time. In addition, the leniency for hyperdashes are increased, making it much easier to stop underneath the next fruit when doing a hyperdash.
-
-## Difficulty Increasing
-
-These mods introduce new elements to make the game harder and rewards the player in terms of an increase in Score Multiplier.
-
-### Hard Rock
-
- mod icon.png")
-
-- Score Multiplier: 1.06x (osu!standard, osu!taiko), 1.12x (osu!catch), 1.00x (osu!mania; unranked)
-- Shortcut key: `A`
-- Everything just got a bit harder...
-
-Hard Rock (named after the hardest difficulty of the DS game [Elite Beat Agents](/wiki/Glossary#eba)) raises [circle size](/wiki/Beatmap_Editor/Song_Setup#circle-size) by 30% and the rest of the difficulty settings by 40%.
-
----
-
-.")
-
-In [osu!standard](/wiki/Game_Modes/osu!) mode, Hard Rock mod also flips the beatmap on the X axis, so that elements that were at the bottom of the map are now at the top and vice versa.
-
----
-
-In [osu!taiko](/wiki/Game_Modes/osu!taiko) mode, Hard Rock mod increases [slider velocity](/wiki/Glossary#slider-velocity) as well as [overall difficulty](/wiki/Beatmap_Editor/Song_Setup#overall-difficulty). This is the most commonly used mod in osu!taiko due to it being the only difficulty increasing mod that does not require memorization or super-fast hitting on hard/insane maps.
-
-Note that hit required to finish a denden is increased due to the increase of overall difficulty. Therefore, the maximum possible score of osu!taiko difficulties with Hard Rock on is larger than that of Hidden mod. However, this effect is insignificant in most cases because each hit in denden gives a static score of 300, which is even smaller than a typical score difference between a GREAT hit and a GOOD hit (550 points at 100 combo or above).
-
----
-
-.")
-
-In [osu!catch](/wiki/Game_Modes/osu!catch) mode, Hard Rock mod has a multitude of effects. In addition to making the player character and fruits smaller (CS) and increasing how fast they fall (AR), this mod can cause ordinary fruits to veer slightly to the left or right of where they were placed on the grid, requiring the player to make more chaotic movements and to use hyperdash.
-
-As this mod increases difficulty in a huge way compared to the other two modes, it is worth a 1.12x multiplier rather than 1.06x.
-
----
-
-In [osu!mania](/wiki/Game_Modes/osu!mania) mode, only the judgement difficulty (OD) and the [approach rate](/wiki/Beatmapping/Approach_rate) (AR) values are increased.
-
-Hard Rock mod will not affect the note placement. For mod that will change the note placement, see [Random](#random) mod under Special.
-
-Using this mod on osu!mania will result in an unranked play.
-
-### Sudden Death
-
- mod icon")
-
-- Score Multiplier: 1.00x
-- Shortcut key: `S` (from unselected)
-- Miss a note and fail.
-
-Sudden Death mod causes the player to fail the map if the [combo](/wiki/Glossary#combo) is ever broken, resulting in an extra large miss figure (osu!standard mode only) and a full HP drain.
-
-Combo can be broken by missing a note, not clicking on a starting slider circle (osu!standard only), not collecting a slider tick, or failing to complete a spinner. However, combo will not be broken by missing a slider end (result in getting 100 score value instead for that slider completion; osu!standard only) or not holding/collecting on the empty slider path.
-
-#### Perfect
-
- mod icon")
-
-Click on Sudden Death again to activate Perfect mod.
-
-- Score Multiplier: 1.00x
-- Shortcut key: `SS` (from unselected) or `Shift`+`S`
-- SS or quit.
-
-Perfect mod causes *any* imperfect hit (as in, any score values that does not give 100% accuracy) to be counted as a **miss** and will **forcefully restart the song automatically**, something Sudden Death does not do.
-
-While this mod gives no Score Multiplier, it is *more unforgiving* (100% accuracy or force auto-restart until the player gives up by quitting the beatmap manually) when compared to Sudden Death (as long as the combo did not break). There will not be any failed screen and if the beatmap has a skippable prologue, it will be played *again* since Perfect mod uses restart functionality (not quick-restart) the moment a miss (by Perfect's standard) is given.
-
----
-
-In [osu!mania](/wiki/Game_Modes/osu!mania) mode, Perfect mod accepts both Rainbow 300/MAX (the highest score value) and 300 score values as legitimate score values since both gives 100% accuracy score and everything else as miss.
-
-### Double Time
-
- mod icon")
-
-- Score Multiplier: 1.12x (osu!standard, osu!taiko) , 1.06x (osu!catch), 1.00x (osu!mania)
-- Shortcut key: `D` (from unselected)
-- Zoooooooooom
-
-
-
-Double Time mod increases the overall beatmap's speed (BPM) to 150% of the original, reducing the length of the song by 33%, and increases AR, OD, and HP by a small amount (signified by the superscript triangle).
-
-The method used to increase the speed does not increase the pitch of the song, but can make it sound "muddy".
-
----
-
-In [osu!taiko](/wiki/Game_Modes/osu!taiko) mode, since the hit leniency is greatly reduced on top of osu!taiko's already strict overall difficulty, along with slider ticks being considerably more difficult to hit (and reducing the value of dendens), Double Time is usually regarded as the hardest mod in osu!taiko and is seldom used.
-
----
-
-In [osu!catch](/wiki/Game_Modes/osu!catch) mode, as there is no overall difficulty to increase, this mod does nothing more than a BPM and approach rate multiplier and is thus only worth a 1.06x multiplier. Being the opposite of Half Time, though, Double Time greatly decreases the hyperdash leniency, making fruits requiring hyperdashes nigh impossible to catch in some cases.
-
-#### Nightcore
-
- mod icon")
-
-Click on Double Time again to activate Nightcore mod.
-
-- Score Multiplier: 1.12x (osu!standard, osu!taiko) , 1.06x (osu!catch), 1.00x (osu!mania).
-- Shortcut key: `DD` (from unselected) or `Shift`+`D`
-- uguuuuuuuu
-
-Nightcore mod increases the pitch and adds a drum track to the background that (in 4/4 time) goes in the order of bass drum on beats 1 and 3, clap on beats 2 and 4, and crash on beat 1 every 4 measures.
-
-The multiplier stays the same, and the beatmap itself is unaffected beyond what Double Time would do because **Double Time will be automatically activated in order to use Nightcore mod**.
-
-### Hidden
-
- mod icon")
-
-- Score Multiplier: 1.06x (osu!standard, osu!taiko, osu!catch) , 1.00x (osu!mania)
-- Shortcut key: `F`
-
-Hidden (debuted in Ouendan 2, the second Japanese DS game) mod removes the approach circles and causes the hit objects to fade after appearing on the screen.
-
-If the beatmap was passed with S or SS grade with Hidden mod enabled, the beatmap will award the sliver variant of the grade instead.
-
----
-
-- Play with no approach circles and fading notes for a slight score advantage.
-
-
-
-In [osu!standard](/wiki/Game_Modes/osu!), it eliminates the approach circles and causes the hit objects to fade out shortly after appearing, forcing players to more or less memorize the timing and, to a lesser degree, the placement and the slider path.
-
-By default, the first hit object will have an approach circle. However, this behaviour can be safely disabled in Options under Gameplay General's as `Show approach circle on first "Hidden" object`.
-
----
-
-- The notes fade out before you hit them!
-
-
-
-In [osu!taiko](/wiki/Game_Modes/osu!taiko) mode, the notes fade out about halfway through the screen, requiring that the player remembers the timing and colour. However, sliders and dendens still cross the full timeline and do not fade out except that the denden has no approach circle to indicate when it times out. On beatmap with high overall difficulty, Hidden is used by experienced players to increase score instead of Hard Rock, because Hard Rock occasionally makes the timing window too small.
-
----
-
-- Play with no approach circles and fading notes for a slight score advantage.
-
-
-
-In [osu!catch](/wiki/Game_Modes/osu!catch) mode, Hidden causes the fruits to fade out about halfway down the screen.
-
----
-
-Click on Fade In again to activate Hidden mod.
-
-- Shortcut key: `FF` (from unselected) or `Shift`+`F` (osu!mania only)
-- The notes fade out before you hit them!
-
-")
-
-In [osu!mania](/wiki/Game_Modes/osu!mania) mode, Hidden can be used by pressing Fade In mod again, and functions as the inverse of Fade In.
-
-
-
-#### Fade In
-
- mod icon")
-
-- **osu!mania only**
-- Score Multiplier: 1.00x (osu!mania only)
-- Shortcut key: `F`
-
-")
-
-Fade In mod causes notes to fade in as they approach the judgement bar.
-
-The speed at which they fade is based on the combo, with higher combo causing the notes to fade in later and remain invisible longer. The fading size only stops when 500 combo milestone (covers about 70% of the playfield) has been reached. The fading will be reverted to 0 combo size (covers about 20% of the playfield) when the combo is broken.
-
-If the beatmap was passed with S or SS grade with Fade In mod enabled, the beatmap will award the sliver variant of the grade instead.
-
-
-
-### Flashlight
-
- mod icon")
-
-- Score Multiplier: 1.12x (osu!standard, osu!taiko, osu!catch), 1.00x (osu!mania)
-- Shortcut key: `G`
-- Restricted view area.
-
-Flashlight mod limits and reduces the visible area of the screen.
-
-If the beatmap was passed with S or SS grade with Flashlight mod enabled, the beatmap will award the sliver variant of the grade instead.
-
----
-
-
-
-In [osu!standard](/wiki/Game_Modes/osu!) mode, only a small, illuminated circle (visible area) surrounding the cursor is shown which will display the limited playfield and the hit objects. The visible area will become smaller at 100 combo and again at 200 combo; returning to its original size if the combo is broken. When holding the slider ball to a slider path, the visible area will also darken until the slider is completed.
-
-When paired with Hidden mod, the Flashlight's visible area barely matters (with limited vision, the fading of the hit objects may occur while the cursor is not focused to the hit object's appearance point) and may requires the player to memorize the entire beatmap.
-
----
-
-
-
-In [osu!taiko](/wiki/Game_Modes/osu!taiko) mode, the position of visible area is fixed at the hitting area. The visible area shrinks at the same combo intervals as in osu!standard mode (at 100 and 200 combo); returning to its original size if the combo is broken.
-
-When paired with Hidden, the Flashlight's visible area becomes a moot point since notes are technically *invisible* (the notes fade out completely upon reaching the visible area, even at 0 combo visible area size) and requires the player to memorize the entire beatmap instead.
-
----
-
-
-
-In [osu!catch](/wiki/Game_Modes/osu!catch) mode, the Flashlight mod behaviour is the same as osu!standard mode, except that the visible area follows the catcher instead. The visible area is notably larger than in osu!standard mode or in osu!taiko mode but is still quite a challenge as it disables the player entirely from seeing notes on the top or the other side of the screen.
-
-When paired with Hidden, fruits are visible momentarily if the catcher is *directly under* the fruits until reaching 100 combo, at which point the fruits become invisible by the time the fruits reach the visible area and requires player's memory of the beatmap's pattern to clear the beatmap instead.
-
----
-
-
-
-In [osu!mania](/wiki/Game_Modes/osu!mania) mode, visible area is restricted to a relatively thin horizontal bar at the center of the screen with everything else obstructed.
-
-## Special
-
-The mods listed below cannot be used in conjunction with each other, except for Relax, Spun Out, and ScoreV2. Additionally, Auto cannot be used along with Sudden Death/Perfect.
-
-Only the usage of Relax, Auto Pilot, or Auto/Cinema will not save the replay and score to the local leaderboard after leaving the results screen. However, the player can export the replay and then loading it to the osu! client will cause the play to appear on the local scoreboard of the beatmap with the specified mods displayed.
-
-### Relax
-
- mod icon")
-
-- **osu!standard, osu!taiko, and osu!catch only**
-- Score Multiplier: 0.00x (osu!standard, osu!taiko, osu!catch; unranked)
-- Shortcut key: `Z`
-
----
-
-- You don't need to click.
-- Give your clicking/tapping finger a break from the heat of things.
-- \*\* UNRANKED \*\*
-
-In [osu!standard](/wiki/Game_Modes/osu!) mode, the player only needs to hover the cursor over the hit objects and the hit objects will be hit with perfect timing (or any later score values if the player reaches the hit object late).
-
-Relax mod also hides the score, combo, and misses (except in osu!taiko) and makes it impossible to fail the map, much like No Fail mod does. Also, spins per minute value will be doubled, allowing the player to spin much faster easily and obtain a higher score than in regular play.
-
----
-
-- Relax! You will no longer get dizzyfied by ninja-like spinners, demanding drumrolls or unexpected katu's.
-- \*\* UNRANKED \*\*
-
-
-
-In [osu!taiko](/wiki/Game_Modes/osu!taiko) mode, Relax mod removes colour judgement; the correct colour for the note is hit regardless of the colour given, lenient timing to collect the slider ticks during drumrolls, and dendens can be cleared with any colour sequence instead of alternating the colour sequence. The animated mascot will also be removed in Relax mod.
-
----
-
-- Use the mouse to control the catcher.
-- \*\* UNRANKED \*\*
-
-In [osu!catch](/wiki/Game_Modes/osu!catch) mode, Relax mod allows the character to be moved freely at any speed with the mouse.
-
----
-
-Relax mod is not available for use in [osu!mania](/wiki/Game_Modes/osu!mania).
-
-### Auto Pilot
-
- mod icon")
-
-- **osu!standard only**
-- Score Multiplier: 0.00x (osu!standard only; unranked)
-- Shortcut key: `X`
-- Automatic cursor movement - just follow the rhythm.
-- \*\* UNRANKED \*\*
-
-Auto Pilot mod will take control of the cursor movement and systematically move to the exact centre of the next hit object, leaving the hit object timing to the player.
-
-Auto Pilot mod also hides the score, combo, and misses and makes it impossible to fail the map, much like No Fail mod does. Also, the spins per minute value done by Auto Pilot is similar to the spins per minute done by Spun Out mod and the player cannot increase the spins per minute by spinning it (the spinner will be darken and does not read the player's spin input).
-
----
-
-Auto Pilot is not available for use in [osu!taiko](/wiki/Game_Modes/osu!taiko), [osu!catch](/wiki/Game_Modes/osu!catch), or [osu!mania](/wiki/Game_Modes/osu!mania).
-
-### Spun Out
-
- mod icon")
-
-- **osu!standard only**
-- Score Multiplier: 0.90x (osu!standard only)
-- Shortcut key: `C`
-- Spinners will be automatically completed
-
-
-
-Spun Out mod will clear all the beatmap's spinner(s) at 286.48 spins per minute (3/5 of Auto's 477.46 spins per minute) in clockwise rotation.
-
-Spinners will be disabled and the player cannot spin to increase the spins per minute value.
-
----
-
-Spun Out is not available for use in [osu!taiko](/wiki/Game_Modes/osu!taiko), [osu!catch](/wiki/Game_Modes/osu!catch), or [osu!mania](/wiki/Game_Modes/osu!mania).
-
-### Auto
-
-
-
-- Score Multiplier: 1.00x (unranked)
-- Shortcut key: `V` / Hold `Ctrl` when selecting a beatmap
-- Watch a perfect automated play through the song
-
-Auto mod allows the player to watch a perfect playthrough of the selected beatmap.
-
-This mod functions exactly like a [replay](/wiki/Replay), allowing 2x/0.5x speed to be used and comments on the beatmap to be seen and made. The Auto mod will always get an SS (100% accuracy) except in special cases.
-
-Since the player is not actively playing the beatmap and more to watching the replay, the play is considered unranked.
-
----
-
-In [osu!standard](/wiki/Game_Modes/osu!) mode, Auto mod will spin quickly to the maximum 477 spins per minute in counter-clockwise rotation for spinners.
-
----
-
-In [osu!taiko](/wiki/Game_Modes/osu!taiko) mode, the Auto mod will attempt a perfect playthrough. It will occasionally misses a tick on drumrolls that do not start on a whole or half beat and will not always be able to complete dendens on maps with a very high overall difficulty.
-
----
-
-In [osu!catch](/wiki/Game_Modes/osu!catch) mode, the Auto mod will actually go beyond perfect and use unlimited speed to catch *every* banana in a spinner, despite being impossible for a human player.
-
----
-
-In [osu!mania](/wiki/Game_Modes/osu!mania), the Auto mod will attempt a perfect playthrough, but may miss densely stacked notes (e.g. multiple key presses close together on a hold bar).
-
-#### Cinema
-
-
-
-Click on Auto again to activate Cinema mod.
-
-- Score Multiplier: 1.00x (unranked)
-- Shortcut key: `VV` (from unselected) / `Shift`+`V` / Hold `Ctrl`+`Shift` when selecting a beatmap
-
-
-
-Cinema mod shows the **background and storyboard only** without the gameplay elements.
-
-Hitsounds can still be heard based on the selected beatmap. In addition, replay elements and the Results screen will be disabled and background dim will be set to 0%.
-
-Since the player is not actively playing the beatmap and more to watching the replay, the play is considered unranked.
-
-### xK
-
-
-
-- **osu!mania only**
-- Score Multiplier: 0.66x ~ 1.00x (osu!mania only; varies)
-- Shortcut key: `Z` (each click goes from 4K to 9K then back to 1K until 3K and lastly disabled)
-
-This mod will force all *converted* osu!mania beatmaps to use the selected K setting, ignoring the supposed K setting of the beatmap at the cost of decreasing Score Multiplier depending on the K difference.
-
-Score Multiplier only applies within these conditions:
-
-- Using 1K, 2K, or 3K mod will result in an unranked play.
-- The table only affects beatmaps converted from osu!standard mode to osu!mania mode.
-- The mod does not work on osu!mania-specific beatmaps.
-
-| Default/Modifier | 1k | 2k | 3k | 4k | 5k | 6k | 7k | 8k | 9k |
-| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
-| 4k | 0.78 | 0.82 | 0.86 | - | 0.90 | 0.90 | 0.90 | 0.90 | 0.90 |
-| 5k | 0.74 | 0.78 | 0.82 | 0.86 | - | 0.90 | 0.90 | 0.90 | 0.90 |
-| 6k | 0.70 | 0.74 | 0.78 | 0.82 | 0.86 | - | 0.90 | 0.90 | 0.90 |
-| 7k | 0.66 | 0.70 | 0.74 | 0.78 | 0.82 | 0.86 | - | 0.90 | 0.90 |
-
-### Co-Op
-
-
-
-- **osu!mania only**
-- Score Multiplier: 0.70x ~ 1.00x (osu!mania only; unranked)
-- Shortcut key: -
-- Double the key amount, double the fun!
-
- and Co-Op (right) for osu!mania-specific (top) and non-specific (bottom) beatmap.")
-
-[Introduced in the 05 March 2015 (2015-03-05) build \[b20150305 (Stable)\]](https://osu.ppy.sh/home/changelog), Co-Op mod introduces a second playfield with a second set of controls based on the current xK count (7K -> 7K + 7K = 14K). For osu!mania specific maps, the xK is split to half (7K -> 4K + 3K = 7K).
-
-Score Multiplier only applies within these conditions:
-
-- Using Co-Op mod will result in an unranked play.
-- The table only affects beatmaps converted from osu!standard mode to osu!mania with Co-Op mod on.
-- The Co-Op mod gives **no** penalty on osu!mania-specific beatmaps.
-
-| Default | 1k | 2k | 3k | 4k | 5k | 6k | 7k | 8k | 9k |
-| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
-| 4k | 0.82 | - | 0.90 | 0.90 | 0.90 | 0.90 | 0.90 | 0.90 | 0.90 |
-| 5k | 0.78 | 0.86 | 0.90 | 0.90 | 0.90 | 0.90 | 0.90 | 0.90 | 0.90 |
-| 6k | 0.74 | 0.82 | - | 0.90 | 0.90 | 0.90 | 0.90 | 0.90 | 0.90 |
-| 7k | 0.70 | 0.78 | 0.86 | 0.90 | 0.90 | 0.90 | 0.90 | 0.90 | 0.90 |
-
-A detailed explanation about the second playfield can be found in the [osu!mania page under Co-Op](/wiki/Game_Modes/osu!mania#co-op).
-
-### Random
-
- mod icon")
-
-- **osu!mania only**
-- Score Multiplier: 1.00x (osu!mania only; unranked)
-- Shortcut key: `X`
-- Shuffle around the notes!
-
-, Random only (middle), and Random with Co-Op (right) for osu!mania-specific (top) and non-specific (bottom) beatmap.")
-
-Random mod will **randomize the note placement** only.
-
-It does not affect the notes' timeline and is not shuffled every time Random mod is used.
-
-### ScoreV2
-
-
-
-- Score Multiplier: 1.00x (unranked)
-- Shortcut key: -
-- Try the future scoring system.
-- \*\* UNRANKED \*\*
-
-[Introduced in the 22 February 2017 (2017-02-22) build \[b20170222.3 (Stable)\]](https://osu.ppy.sh/home/changelog), ScoreV2 mod uses the prototype ScoreV2 system instead of the current scoring system used by the mode. ScoreV2 system attempts to scale *all* hit object scoring values to a hard limit of 1,000,000 (1 million) score limit at 1.00 score modifier excluding bonus spinner value of spinners in osu!standard mode, dendens in osu!taiko mode, and collected bananas (spinner equivalent) in osu!catch mode.
-
-Full information regarding ScoreV2 can be found at [the Score page under ScoreV2](/wiki/Score#scorev2).
-
-## Experimental
-
-**Notice:** These mods do not appear in the `Stable` build due to their experimental nature. Proceed at your own risk.
-
-### Special
-
-#### Target Practice
-
- mod icon")
-
-- **osu!standard only**
-- Score Multiplier: 1.00x (unranked, osu!standard only)
-- Shortcut key: ?
-- ?
-
-
-
-Target Practice mod removes all the mapped hit objects and replace it with a simplified and consistent "Target Practice" game.
-
-The play will immediately end if the player failed to hit *any* of the targets once.
-
-## Others
-
-### Inverse mods
-
-Not all mods can be applied at the same time. Some mods are the inverse of others and will be deactivated if the inverse mod is selected.
-
-These are a few notable examples:
-
-- Hard Rock is the inverse of Easy
-- Sudden Death/Perfect is the inverse of No Fail, Relax, Auto Pilot, and Auto/Cinema
-- Double Time/Nightcore is the inverse of Half Time
-
-### Unranked
-
-All of the special mods (except 4K, 5K, 6K, 7K, 8K, 9K, and Spun Out) will cause any plays with them activated to be **unranked** and ineligible for addition to ranked or online stats.
-
-## Removed
-
-These mods were used some time ago, but are now resting here in peace.
-
-### 10K
-
-
-
-- **osu!mania only**
-- Score Multiplier: 0.90x (osu!mania only)
-- Shortcut key: `Z` (from 9K)
-
-This mod used to enable the player to use 10 keys for a single playfield in osu!mania.
-
-### Fade Out
-
- mod icon")
-
-- **osu!mania only**
-- Score Multiplier: 1.00x (osu!mania only, unranked).
-- Shortcut key: `FF` (from unselected) or `Shift`+`F` (osu!mania only)
-- The notes fade out before you hit them!
-
-[See Hidden mod for osu!mania for the Fade Out functionality](#hidden).
-
-### No Video
-
-
-
-- Score Multiplier: 1.00x
-- Shortcut key: -
-- A handy mod to disable video temporarily when required.
-
-No Video mod disables background video of the beatmap.
-
-The mod functionality was moved to [Visual Settings](/wiki/Visual_Settings) and the icon is no longer being used.
-
-## Trivia
-
-
-
-- osu! used to round down Score Multiplier to the nearest hundredth (0.01). Thankfully, a patch fixed the rounding problem by rounding up if the thousandths value is 0.005 or higher and rounding down otherwise.
-- Some (if not, most) argue that Easy mod fails to make beatmaps easier to play. The claim is that circles become comically large, and AR becomes ridiculously slower. The mod has the potential of making the play area much more cluttered and harder to read, especially on more difficult beatmaps.
- - These points are elaborated upon in [Let's talk Easy Mod](https://osu.ppy.sh/community/forums/topics/56606) feature request to improve the mod, by [Lybydose](https://osu.ppy.sh/users/64501).
-- When playing with Sudden Death mod enabled in osu!standard mode, there are *rare cases* where the player *may* survives from a full life bar drain for breaking the combo count. If the player managed to preserve at least a sliver of health by getting a slider tick in a very short time-margin right after the combo broke and *before* the life bar is drained completely, the player can continue playing the beatmap as is and no large miss figure will be imposed.
- - Since the slider tick health gain must be sufficient enough to outlast the natural health drain over time, it may be impossible to continue at higher difficulty settings even when the player survives the full life bar drain.
-- [Nightcore was originated from an April Fools joke.](https://osu.ppy.sh/community/forums/topics/49733)
-- Flashlight mod was subjected to heavy controversy regarding the implementation in 2010 for being the *easiest* mod to hack on forced the mod to be unranked until a patch was implemented to cover the Flashlight implementation loophole. Further information regarding this incident can be found at the two threads below.
- - [Flashlight is back!](https://osu.ppy.sh/community/forums/topics/41519)
- - [Flashlight mod disabled #2](https://osu.ppy.sh/community/forums/topics/41039)
-- By using Co-Op mod, it is entirely possible to increase the key count to *18 Keys* (9K mod -> 9K + 9K = 18K, applied to non-specific difficulties only).
diff --git a/wiki/Game_mode/en.md b/wiki/Game_mode/en.md
new file mode 100644
index 000000000000..f331a1d8407b
--- /dev/null
+++ b/wiki/Game_mode/en.md
@@ -0,0 +1,46 @@
+# Game mode
+
+osu! has four **game modes**: [osu!](#-osu!), [osu!taiko](#-osu!taiko), [osu!catch](#-osu!catch), and [osu!mania](#-osu!mania). Each has unique gameplay mechanics and was originally inspired by other rhythm games.
+
+Each game mode has its own icon/symbol: ![][o!s] ![][o!t] ![][o!c] ![][o!m] (osu!, osu!taiko, osu!catch, and osu!mania respectively).
+
+The default game mode is osu!. However, upon start-up, osu! will open with the game mode that was last selected. To switch between game modes, the player can either click on the `Mode` button at the bottom of the Song Selection screen, or by pressing `Ctrl`+`1`, `Ctrl`+`2`, `Ctrl`+`3`, or `Ctrl`+`4` to switch between osu!, osu!taiko, osu!catch, and osu!mania respectively.
+
+
+
+## ![][o!s] osu!
+
+*Main page: [osu!](osu!)*
+
+*osu!* (commonly referred to as *osu!standard*) is the default game mode in the osu! client, and is based on the original [iNiS'](https://en.wikipedia.org/wiki/INiS "Wikipedia") rhythm video game *[Osu! Tatakae! Ouendan](https://en.wikipedia.org/wiki/Osu!_Tatakae!_Ouendan "Wikipedia")*. In osu!, the player is expected to tap hit circles, hold sliders, and spin spinners to the beat of songs.
+
+
+
+## ![][o!t] osu!taiko
+
+*Main page: [osu!taiko](osu!taiko)*
+
+*osu!taiko* is based on the *[Taiko no Tatsujin](https://en.wikipedia.org/wiki/Taiko_no_Tatsujin "Wikipedia")* game series produced by [Bandai Namco Entertainment](https://en.wikipedia.org/wiki/Bandai_Namco_Entertainment "Wikipedia"). Made to mimic the feel of playing a real drum, the player makes use of a keyboard or drum kit to hit differently-colored circles on a single conveyor.
+
+
+
+## ![][o!c] osu!catch
+
+*Main page: [osu!catch](osu!catch)*
+
+*osu!catch* is loosely based on a minigame inside of a [Beatmania](https://en.wikipedia.org/wiki/Beatmania "Wikipedia") simulator, which itself is believed to be based on the *EZ2CATCH* mode from the [EZ2DJ](https://en.wikipedia.org/wiki/EZ2DJ "Wikipedia") series. The game mode consists of falling fruit of differing varieties and a "catcher" holding a plate to catch the fruit.
+
+
+
+## ![][o!m] osu!mania
+
+*Main page: [osu!mania](osu!mania)*
+
+*osu!mania* is based on a variety of conveyor-type rhythm games (namely [Dance Dance Revolution](https://en.wikipedia.org/wiki/Dance_Dance_Revolution "Wikipedia") and Beatmania). The game mode was chiefly introduced and implemented by [woc2006](https://osu.ppy.sh/users/1105845), and is made to mimic the feel of a real piano through the use of keyboard keys.
+
+
+
+[o!s]: /wiki/shared/mode/osu.png "osu!"
+[o!t]: /wiki/shared/mode/taiko.png "osu!taiko"
+[o!c]: /wiki/shared/mode/catch.png "osu!catch"
+[o!m]: /wiki/shared/mode/mania.png "osu!mania"
diff --git a/wiki/Game_Modes/es.md b/wiki/Game_mode/es.md
similarity index 100%
rename from wiki/Game_Modes/es.md
rename to wiki/Game_mode/es.md
diff --git a/wiki/Game_Modes/fr.md b/wiki/Game_mode/fr.md
similarity index 100%
rename from wiki/Game_Modes/fr.md
rename to wiki/Game_mode/fr.md
diff --git a/wiki/Game_Modes/ja.md b/wiki/Game_mode/ja.md
similarity index 100%
rename from wiki/Game_Modes/ja.md
rename to wiki/Game_mode/ja.md
diff --git a/wiki/Game_Modes/osu!/en.md b/wiki/Game_mode/osu!/en.md
similarity index 94%
rename from wiki/Game_Modes/osu!/en.md
rename to wiki/Game_mode/osu!/en.md
index 4d0d31c66986..2ff36b44e8c7 100644
--- a/wiki/Game_Modes/osu!/en.md
+++ b/wiki/Game_mode/osu!/en.md
@@ -2,7 +2,7 @@
# osu! (game mode)
-
+
The first game mode and namesake which was based from the ouendan series.
@@ -42,7 +42,7 @@ Alternatively, click on the `Mode` button and select `osu!`.
#### Playfield
-
+
The top-left bar is the health bar, which will decrease at a steady rate (depending on the beatmap's difficulty settings), but can be replenished by tapping notes at the right time or spinning the spinner. A perfectly timed hit (a 300 or Geki) will recover health more than a badly timed hit (50). A total miss will take a good chunk of health out of the health bar.
@@ -76,7 +76,7 @@ The outer white circle shows how much time left to complete the spinner. This ci
The small box below the spinner shows spins per minute. The number inside that box translates to the number of spins possible, if to continue to spin the spinner at that speed for one minute. If mouse/keyboard-button was released (or pen did not touch the tablet) early during the spin, the spinner will stop reading the spin.
-On the *DS*, this is a good way to scratch the touchscreen (or screen protector), especially on the higher difficulties. In osu!, spinners have been toned down as to not be such a nuisance to complete. The maximum number of spins per minute achievable is 477 which is also the rate at which the [Auto](/wiki/Game_Modifiers) game modifier spins while the [Spun Out](/wiki/Game_Modifiers) game modifier spins slower at 287 spins per minute.
+On the *DS*, this is a good way to scratch the touchscreen (or screen protector), especially on the higher difficulties. In osu!, spinners have been toned down as to not be such a nuisance to complete. The maximum number of spins per minute achievable is 477 which is also the rate at which the [Auto](/wiki/Game_modifier/Auto) game modifier spins while the [Spun Out](/wiki/Game_modifier/Spun_Out) game modifier spins slower at 287 spins per minute.
## Play Styles
@@ -92,9 +92,9 @@ The default controls for osu! are:
The hit objects in osu! will accept any input from the input device, as long as each hit objects was tapped in time.
-If [Relax](/wiki/Game_Modifiers) game modifer was used, only the in-game cursor will work. Use the in-game cursor to follow the hit objects with automated tap. Spinners must still be completed.
+If [Relax](/wiki/Game_modifier/Relax) game modifer was used, only the in-game cursor will work. Use the in-game cursor to follow the hit objects with automated tap. Spinners must still be completed.
-If [Auto Pilot](/wiki/Game_Modifiers) game modifier was used, only the input from the input device will work. Time the tap on the hit objects with automated cursor movement. Spinners will follow the [Spun Out](/wiki/Game_Modifiers) mod speed.
+If [Auto Pilot](/wiki/Game_modifier/Autopilot) game modifier was used, only the input from the input device will work. Time the tap on the hit objects with automated cursor movement. Spinners will follow the [Spun Out](/wiki/Game_modifier/Spun_Out) mod speed.
## Scoring
@@ -113,7 +113,7 @@ Scoring section details all the intricacies of scoring, including mathematical f
| C | Over 60% 300s |
| D | Anything else |
-A silver S or SS can be obtained by using the *[Hidden](/wiki/Game_Modifiers)* and/or *[Flashlight](/wiki/Game_Modifiers)* mod.
+A silver S or SS can be obtained by using the *[Hidden](/wiki/Game_modifier/Hidden)* and/or *[Flashlight](/wiki/Game_modifier/Flashlight)* mod.
### Accuracy
@@ -265,7 +265,7 @@ The system used to calculate health drain and health gain is complicated so it w
- Not spinning around the centre core of the spinner will **not** be considered as a valid spin.
- Smoke last longer than default in-game cursor trail. Apply smoke effects sparsely to prevent old smoke effects disappearing too quickly.
- Mascot for osu! is [pippi](/wiki/Mascots#pippi).
-- When played by [Auto](/wiki/Game_Modifiers), the player name will be osu!.
+- When played by [Auto](/wiki/Game_modifier/Auto), the player name will be osu!.
### History
diff --git a/wiki/Game_Modes/osu!/es.md b/wiki/Game_mode/osu!/es.md
similarity index 94%
rename from wiki/Game_Modes/osu!/es.md
rename to wiki/Game_mode/osu!/es.md
index dee33fa8fbd9..30b26fabd0ba 100644
--- a/wiki/Game_Modes/osu!/es.md
+++ b/wiki/Game_mode/osu!/es.md
@@ -1,6 +1,6 @@
# osu!
-
+
El primer modo de juego y homónimo que se basó en la serie ouendan.
@@ -40,7 +40,7 @@ Alternativamente, haz clic en el botón `Mode` y selecciona `osu!`.
#### Area de juego
-
+
La barra superior izquierda es la barra de vida, que disminuirá a un ritmo constante (dependiendo de la configuración de dificultad del beatmap), pero puede rellenarse tocando notas en el momento adecuado o girando la ruleta. Un golpe perfectamente sincronizado (un 300 o Geki) recuperará la salud más que un golpe mal sincronizado (50). Un fallo total sacará un buen pedazo de salud de la barra de vida.
@@ -74,7 +74,7 @@ El círculo blanco exterior muestra cuánto tiempo falta para completar la rulet
El pequeño recuadro debajo de la ruleta muestra los giros por minuto. El número dentro de ese recuadro se traduce en la cantidad de giros posibles, si continúas girando el ruleta a esa velocidad durante un minuto. Si se soltó el botón del mouse/teclado (o el lápiz no tocó la tableta) al principio del giro, la ruleta dejará de leer el giro.
-En la *DS*, esta es una buena manera de rayar la pantalla táctil (o protector de pantalla), especialmente en las dificultades más altas. En osu!, las ruletas se han atenuado para no ser una molestia de completar. La cantidad máxima de vueltas por minuto alcanzable es 477, que también es la velocidad con la que el modificador del juego [Auto](/wiki/Game_Modifiers) gira mientras que el modificador del juego [Spun Out](/wiki/Game_Modifiers) gira más lento, a 287 giros por minuto.
+En la *DS*, esta es una buena manera de rayar la pantalla táctil (o protector de pantalla), especialmente en las dificultades más altas. En osu!, las ruletas se han atenuado para no ser una molestia de completar. La cantidad máxima de vueltas por minuto alcanzable es 477, que también es la velocidad con la que el modificador del juego [Auto](/wiki/Game_modifier/Auto) gira mientras que el modificador del juego [Spun Out](/wiki/Game_modifier/Spun_Out) gira más lento, a 287 giros por minuto.
## Estilos de juego
@@ -90,9 +90,9 @@ Los controles predeterminados para osu! son:
Los objetos golpeables en osu! aceptarán cualquier entrada del dispositivo de entrada, siempre que cada objeto golpeable se toque a tiempo.
-Si se usó el modificador de juego [Relax](/wiki/Game_Modifiers), solo funcionará el cursor en el juego. Usa el cursor en el juego para seguir los objetos golpeables con un toque automático. Las ruletas aún deben completarse.
+Si se usó el modificador de juego [Relax](/wiki/Game_modifier/Relax), solo funcionará el cursor en el juego. Usa el cursor en el juego para seguir los objetos golpeables con un toque automático. Las ruletas aún deben completarse.
-Si se usó el modificador de juego [Auto Pilot](/wiki/Game_Modifiers), solo funcionará la entrada del dispositivo de entrada. Mide el tiempo sobre los objetos golpeables con movimiento automático del cursor. Las ruletas seguirán la velocidad del mod [Spun Out](/wiki/Game_Modifiers).
+Si se usó el modificador de juego [Auto Pilot](/wiki/Game_modifier/Autopilot), solo funcionará la entrada del dispositivo de entrada. Mide el tiempo sobre los objetos golpeables con movimiento automático del cursor. Las ruletas seguirán la velocidad del mod [Spun Out](/wiki/Game_modifier/Spun_Out).
## Puntuación
@@ -111,7 +111,7 @@ La sección de puntuación detalla todas las complejidades de la puntuación, in
| C | Más del 60% de 300 |
| D | Todo lo demas |
-Se puede obtener una S o SS plateada usando el modificador *[Hidden](/wiki/Game_Modifiers)* y/o *[Flashlight](/wiki/Game_Modifiers)*.
+Se puede obtener una S o SS plateada usando el modificador *[Hidden](/wiki/Game_modifier/Hidden)* y/o *[Flashlight](/wiki/Game_modifier/Flashlight)*.
### Precisión
@@ -263,7 +263,7 @@ El sistema utilizado para calcular el drenaje de la salud y la ganancia de salud
- No girar alrededor del centro de la ruleta **no** se considerará un giro válido.
- El humo dura más que el rastro del cursor predeterminado en el juego. Aplica esparcidamente los efectos del humo para evitar que los efectos de humo mas viejos desaparezcan demasiado rápido.
- La mascota de osu! es [pippi](/wiki/Mascots#pippi).
-- Cuando se juega con [Auto](/wiki/Game_Modifiers), el nombre del jugador será osu!.
+- Cuando se juega con [Auto](/wiki/Game_modifier/Auto), el nombre del jugador será osu!.
### Historia
diff --git a/wiki/Game_Modes/osu!/fr.md b/wiki/Game_mode/osu!/fr.md
similarity index 94%
rename from wiki/Game_Modes/osu!/fr.md
rename to wiki/Game_mode/osu!/fr.md
index 2b2abfb5c671..cc39d962b4cf 100644
--- a/wiki/Game_Modes/osu!/fr.md
+++ b/wiki/Game_mode/osu!/fr.md
@@ -1,6 +1,6 @@
# osu!
-
+
Le premier mode de jeu basé sur la série Ouendan.
@@ -40,7 +40,7 @@ Sinon, cliquez sur le boutton `Mode` et sélectionnez `osu!`.
#### Zone de Jeu
-
+
La barre en haut à gauche est la barre de vie , qui diminuera à un rythme constant (en fonction des paramètres de difficulté de la beatmap), mais qui pourra augmenter en tapant sur les notes au bon moment ou en faisant tourner le spinner. Un coup parfaitement chronométré (300 ou Geki) rétablira plus de vie qu'un coup mal chronométré (50). Une note complètement ratée (ou miss) enlèvera une bonne partie de la barre de vie.
@@ -74,7 +74,7 @@ Le cercle blanc extérieur indique le temps restant pour terminer le spinner. Ce
La petite case située en dessous du spinner montre les tours par minute. Le nombre à l'intérieur de cette case correspond au nombre de tours que vous effectuerez si vous continuez à faire tourner le spinner à cette vitesse pendant une minute. Si le bouton de la souris/du clavier a été relâché (ou que le stylo n’a pas touché la tablette) trop tôt pendant la rotation, le spinner arrêtera de prendre en compte la rotation.
-Sur la *DS*, c’est un bon moyen de rayer l’écran tactile (ou le protecteur d’écran), en particulier dans les situations difficiles. Dans osu!, les spinners ont été adoucis pour ne plus être aussi gênants à terminer. Le nombre maximum de tours par minute pouvant être atteint est de 477, ce qui correspond également à la vitesse auquel le mod (ou modificateur de jeu) [Auto](/wiki/Game_Modifiers) fait tourner les spinners, tandis que le modificateur de jeu [Spun Out](/wiki/Game_Modifiers) les fait tourner plus lentement, à 287 tours par minute.
+Sur la *DS*, c’est un bon moyen de rayer l’écran tactile (ou le protecteur d’écran), en particulier dans les situations difficiles. Dans osu!, les spinners ont été adoucis pour ne plus être aussi gênants à terminer. Le nombre maximum de tours par minute pouvant être atteint est de 477, ce qui correspond également à la vitesse auquel le mod (ou modificateur de jeu) [Auto](/wiki/Game_modifier/Auto) fait tourner les spinners, tandis que le modificateur de jeu [Spun Out](/wiki/Game_modifier/Spun_Out) les fait tourner plus lentement, à 287 tours par minute.
## Styles de jeu
@@ -90,9 +90,9 @@ Les contrôles par défaut pour osu! sont:
Les hit objects (ou objets cliquables) dans osu! accepteront tous types d'entrées du périphérique d'entrée, à condition que le hit object touché ait été frappé à temps.
-Si le Mod [Relax](/wiki/Game_Modifiers) a été utilisé, seul le curseur sera pris en compte pendant la partie. Utilisez le curseur du jeu pour suivre les hit objects avec les frappes automatisé. Cependant, les spinners, eux, ne seront pas joués automatiquement, il faut donc les compléter manuellement.
+Si le Mod [Relax](/wiki/Game_modifier/Relax) a été utilisé, seul le curseur sera pris en compte pendant la partie. Utilisez le curseur du jeu pour suivre les hit objects avec les frappes automatisé. Cependant, les spinners, eux, ne seront pas joués automatiquement, il faut donc les compléter manuellement.
-Si le Mod [Auto Pilot](/wiki/Game_Modifiers) a été utilisé, seule les frappes du périphérique d’entrée seront pris en compte. Respectez le timing des hit objects avec le mouvement automatique du curseur. Les spinners suivront la vitesse du mod [Spun Out](/wiki/Game_Modifiers)
+Si le Mod [Auto Pilot](/wiki/Game_modifier/Autopilot) a été utilisé, seule les frappes du périphérique d’entrée seront pris en compte. Respectez le timing des hit objects avec le mouvement automatique du curseur. Les spinners suivront la vitesse du mod [Spun Out](/wiki/Game_modifier/Spun_Out)
## Calcul du score
@@ -111,7 +111,7 @@ La section score détaille toutes les subtilités du score, y compris la formule
| C | Plus de 60% de 300 |
| D | Le reste |
-Un S ou SS en argent ne peut être obtenu qu'en utilisant le mod *[Hidden](/wiki/Game_Modifiers)* et/ou le mod *[Flashlight](/wiki/Game_Modifiers)*.
+Un S ou SS en argent ne peut être obtenu qu'en utilisant le mod *[Hidden](/wiki/Game_modifier/Hidden)* et/ou le mod *[Flashlight](/wiki/Game_modifier/Flashlight)*.
### Précision (ou Accuracy)
@@ -263,7 +263,7 @@ Le système utilisé pour calculer la perte et le gain de vie est compliqué et
- Ne pas tourner autour du noyau central du spinner ne sera **pas** considéré comme une rotation valide.
- La fumée dure plus longtemps que la trace du curseur dans le jeu par défaut. Appliquez les effets de fumée en petites quantités pour éviter que les anciens effets de fumée ne disparaissent trop rapidement.
- La Mascotte pour osu! est [pippi](/wiki/Mascots#pippi).
-- Quand on joue avec le mod [Auto](/wiki/Game_Modifiers), le nom du joueur sera osu!.
+- Quand on joue avec le mod [Auto](/wiki/Game_modifier/Auto), le nom du joueur sera osu!.
### Histoire
diff --git a/wiki/Game_Modes/osu!/pt-br.md b/wiki/Game_mode/osu!/pt-br.md
similarity index 93%
rename from wiki/Game_Modes/osu!/pt-br.md
rename to wiki/Game_mode/osu!/pt-br.md
index 1a89a67ff565..0655ee6f7e3b 100644
--- a/wiki/Game_Modes/osu!/pt-br.md
+++ b/wiki/Game_mode/osu!/pt-br.md
@@ -1,6 +1,6 @@
# osu!
-
+
O primeiro modo de jogo e nomeação foram baseadas na série ouendan.
@@ -40,7 +40,7 @@ Alternativamente, clique no botão `Modo` e selecione `osu!`.
#### Campo de Jogo
-
+
A barra no canto esquerdo do topo é a barra de vida, a qual será constantemente diminuída durante o curso do jogo (com mais ou menos intensidade, dependendo da dificuldade do beatmap). Você pode **recuperar vida** ao acertar os objetos no tempo certo ou girando um spinner. Um acerto perfeito (de valor 300, ou Geki) irá recuperar mais vida do que um acerto com timing ruim (de valor 50). Já um erro total (miss) não irá recuperar, mas sim **retirar bastante vida** da sua barra de vida.
@@ -60,7 +60,7 @@ Para conceptualizar melhor o charme dos hit circles, não se prenda somente à s

-Primeiro você precisa clicar na bola quando o círculo aproximatório tocar nas bordas, assim como acontece com os [hit circles](#hit circles). Porém, o movimento não acaba aqui. A bola começará a rolar ao longo do caminho. Segure o botão de clique e acompanhe o movimento da bola durante todo o caminho, conforme ela se movimenta, como se estivesse a arrastando. O círculo laranja que acompanha a bola, chamado de follow circle, irá ficar ativo enquando você estiver segurando o botão do clique, mas desaparecerá se você soltar.
+Primeiro você precisa clicar na bola quando o círculo aproximatório tocar nas bordas, assim como acontece com os [hit circles](#hit-circles). Porém, o movimento não acaba aqui. A bola começará a rolar ao longo do caminho. Segure o botão de clique e acompanhe o movimento da bola durante todo o caminho, conforme ela se movimenta, como se estivesse a arrastando. O círculo laranja que acompanha a bola, chamado de follow circle, irá ficar ativo enquando você estiver segurando o botão do clique, mas desaparecerá se você soltar.
Algumas vezes, como é mostrado na captura de tela acima, a bola pode ter que voltar ao ponto de partida original do seu movimento. A dica para saber quando isso acontece é a seta de retorno (que será referida como ***seta de direção reversa*** a partir de agora) no fim do caminho.
@@ -74,7 +74,7 @@ O círculo aproximatório mostra o quanto de tempo você tem até que o spinner
O painel abaixo do spinner mostra a sua velocidade atual de rotações por minuto. Se você soltar o botão de clique do seu teclado (ou retirar a caneta da superfície do seu tablet), o valor irá parar de ser atualizado.
-No Nintendo *DS* esse é um jeito bom de se arranhar a sua tela, especialmente em dificuldades maiores. No osu!, spinners foram mais facilitados para que não sejam tão chatos de se completar. O número máximo de giros que se pode atingir por minuto é 477, que também é a velocidade na qual o modificador [Auto](/wiki/Game_Modifiers) gira automaticamente o spinner durante uma jogada. O modificador [Spun Out](/wiki/Game_Modifiers) também gira automaticamente, só que com menos frequência (287 rotações por minuto).
+No Nintendo *DS* esse é um jeito bom de se arranhar a sua tela, especialmente em dificuldades maiores. No osu!, spinners foram mais facilitados para que não sejam tão chatos de se completar. O número máximo de giros que se pode atingir por minuto é 477, que também é a velocidade na qual o modificador [Auto](/wiki/Game_modifier/Auto) gira automaticamente o spinner durante uma jogada. O modificador [Spun Out](/wiki/Game_modifier/Spun_Out) também gira automaticamente, só que com menos frequência (287 rotações por minuto).
## Estilos de Jogo
@@ -90,9 +90,9 @@ Os controles padrão do osu! são:
Os *hit objects* do osu! irão aceitar a entrada de qualquer dispositivo, desde que cada um desses objetos receba a interação apropriada dentro de um timing aceitável.
-Se o modificador [Relax](/wiki/Game_Modifiers) for utilizado, somente o ponteiro do jogo irá funcionar. Preocupe-se somente em mover o ponteiro do jogo para seguir os *hit objects*, pois os cliques serão automáticos. Spinners ainda assim precisarão ser completados.
+Se o modificador [Relax](/wiki/Game_modifier/Relax) for utilizado, somente o ponteiro do jogo irá funcionar. Preocupe-se somente em mover o ponteiro do jogo para seguir os *hit objects*, pois os cliques serão automáticos. Spinners ainda assim precisarão ser completados.
-Se o modificador [Auto Pilot](/wiki/Game_Modifiers) for utilizado, somente os cliques do seu dispositivo de entrada irão funcionar. Preocupe-se somente em atingir o timing nos *hit objects*, pois o movimento do cursor será automático. Spinners seguirão a velocidade de rotação especificada pelo modificador [Spun Out](/wiki/Game_Modifiers), como citado na seção anterior.
+Se o modificador [Auto Pilot](/wiki/Game_modifier/Autopilot) for utilizado, somente os cliques do seu dispositivo de entrada irão funcionar. Preocupe-se somente em atingir o timing nos *hit objects*, pois o movimento do cursor será automático. Spinners seguirão a velocidade de rotação especificada pelo modificador [Spun Out](/wiki/Game_modifier/Spun_Out), como citado na seção anterior.
## Pontuação
@@ -111,7 +111,7 @@ A seção de pontuação esmiuça todos os detalhes da pontuação, inclusive as
| C | Mais de 60% de 300s |
| D | Qualquer outro resultado |
-O S prateado e SS só podem ser obtidos aos usar os modificadores *[Hidden](/wiki/Game_Modifiers)* e/ou *[Flashlight](/wiki/Game_Modifiers)*.
+O S prateado e SS só podem ser obtidos aos usar os modificadores *[Hidden](/wiki/Game_modifier/Hidden)* e/ou *[Flashlight](/wiki/Game_modifier/Flashlight)*.
### Precisão
@@ -257,7 +257,7 @@ O sistema usado para calcular o dreno de vida é complicado, então não será e
- A rotação deve ser realizada ao redor do núcleo do spinner ou então **será invalidada**.
- A Fumaça dura mais tempo do que a trilha padrão do ponteiro. Aplique a Fumaça esparsadamente para prevenir que eles desapareçam rápido demais.
- O mascote do osu! é o [pippi](/wiki/Mascots#pippi).
-- Quando o modificador [Auto](/wiki/Game_Modifiers) é ativado, o nome do jogador aparecerá como osu!.
+- Quando o modificador [Auto](/wiki/Game_modifier/Auto) é ativado, o nome do jogador aparecerá como osu!.
### Histórico
diff --git a/wiki/Game_Modes/osu!catch/en.md b/wiki/Game_mode/osu!catch/en.md
similarity index 92%
rename from wiki/Game_Modes/osu!catch/en.md
rename to wiki/Game_mode/osu!catch/en.md
index 73fbe4cb3ff8..e5d100a0a16a 100644
--- a/wiki/Game_Modes/osu!catch/en.md
+++ b/wiki/Game_mode/osu!catch/en.md
@@ -2,7 +2,7 @@
# osu!catch
-
+
osu!catch, formerly known as *Catch the Beat* or *CtB*, is a game mode that requires the player to control a character(catcher) who catches falling fruit in tune to the beat.
@@ -46,7 +46,7 @@ Missing the juice drop will break the combo (as it is a slider tick), but missin
Here, large bananas will rain down and shrink down to catch size as it falls down to the plate (or not). Each collected bananas will give a static score of 1,100 regardless of mod and combo multiplier.
-The bananas can be ignored with no health penalty. However, it can cost the extra points and health recovery from collecting the bananas. Notably, [Auto](/wiki/Game_Modifiers) mod will go above and beyond to catch *all* of the bananas without fail.
+The bananas can be ignored with no health penalty. However, it can cost the extra points and health recovery from collecting the bananas. Notably, [Auto](/wiki/Game_modifier/Auto) mod will go above and beyond to catch *all* of the bananas without fail.
#### Hyperfruits
@@ -70,7 +70,7 @@ Collecting the hyperfruit will make the catcher's dash upgraded to *hyperdash* (
- Press and hold the `leftShift`(D) key with one of the arrow keys will make the catcher *dash* in that direction at x2.0 speed (indicated with a **bright glow** from the catcher).
- Alternatively, press and hold the Left Click(D) button on the mouse to trigger the dash.
-The placement of in-game cursor does not matter when playing normally. If [Relax](/wiki/Game_Modifiers) mod was enabled, the control of the catcher will be the in-game cursor instead. However, the play unrankable when Relax mod was enabled (as it defeats the only challenge of osu!catch; fixed catcher speed and catcher plate control).
+The placement of in-game cursor does not matter when playing normally. If [Relax](/wiki/Game_modifier/Relax) mod was enabled, the control of the catcher will be the in-game cursor instead. However, the play unrankable when Relax mod was enabled (as it defeats the only challenge of osu!catch; fixed catcher speed and catcher plate control).
## Scoring
@@ -89,7 +89,7 @@ Scoring section details all the intricacies of scoring, including mathematical f
| C | 85.01% to 90.00% Accuracy |
| D | Any other accuracy under 85.00%. |
-A silver S or SS can be obtained by using the *[Hidden](/wiki/Game_Modifiers)* and/or *[Flashlight](/wiki/Game_Modifiers)* mod.
+A silver S or SS can be obtained by using the *[Hidden](/wiki/Game_modifier/Hidden)* and/or *[Flashlight](/wiki/Game_modifier/Flashlight)* mod.
### Accuracy
@@ -110,7 +110,7 @@ Note that if using the API to calculate the accuracy, number of droplets is unde
### Score
-Scoring for osu!catch follows the same multiplier as in [osu!](/wiki/Game_Modes/osu!). However, the fruit that adds up the score is different from osu!.
+Scoring for osu!catch follows the same multiplier as in [osu!](/wiki/Game_mode/osu!). However, the fruit that adds up the score is different from osu!.
- A regular sized fruit gives a score of 300 times the multiplier.
- A large juice drop (slider tick) gives a score of 100.
@@ -199,12 +199,12 @@ The system used to calculate health drain and health gain is complicated so it w
### Gameplay
-- [Auto](/wiki/Game_Modifiers) will *always* collect all the bananas.
+- [Auto](/wiki/Game_modifier/Auto) will *always* collect all the bananas.
- If `Hit-error` was enabled, it will always use `Colour`.
- The catcher can be moved around during any break.
- The catcher has a Miss animation, much like osu!taiko pippidon's Miss animation.
- The first default catcher was a chibified version of Ryuuta Ippongi (from [ouendan series](https://en.wikipedia.org/wiki/Osu!_Tatakae!_Ouendan "Wikipedia")) until 2014, which was replaced by current catcher and mascot, [Yuzu](/wiki/Mascots#yuzu).
-- When played by [Auto](/wiki/Game_Modifiers), the player name will be *salad!*.
+- When played by [Auto](/wiki/Game_modifier/Auto), the player name will be *salad!*.
### History
diff --git a/wiki/Game_Modes/osu!catch/fr.md b/wiki/Game_mode/osu!catch/fr.md
similarity index 92%
rename from wiki/Game_Modes/osu!catch/fr.md
rename to wiki/Game_mode/osu!catch/fr.md
index f1af59559cc1..dfb9e0c94b69 100644
--- a/wiki/Game_Modes/osu!catch/fr.md
+++ b/wiki/Game_mode/osu!catch/fr.md
@@ -4,7 +4,7 @@ no_native_review: true
# osu!catch
-
+
osu!catch, formellement connu sous le nom *Catch the Beat* ou *CtB*, est un mode de jeux qui demande au joueur de controler un personnage (un attrapeur) qui attrape les fruits qui tombe dans le rythme de la chanson.
@@ -48,7 +48,7 @@ Manquer un juice drop va casser le combo (comme s’il était un slider tick), m
Ici, de grandes bananes tomberont et rétrécissent à la taille de la capture lorsqu'elles tombent dans le plateau (ou non). Chaque banane collectée donneront un score statique de 1 100 sans prendre en compte les multiplicateurs de mod et de combo.
-Les bananes peuvent être ignorées sans pénalité sur la vie. Cependant, collecter les bananes peut vous donner des points bonus et une récupération de vie. Notamment, les mods [Auto](/wiki/Game_Modifiers) iront au delà et attraperont *toutes* les bananes sans en manquer une.
+Les bananes peuvent être ignorées sans pénalité sur la vie. Cependant, collecter les bananes peut vous donner des points bonus et une récupération de vie. Notamment, les mods [Auto](/wiki/Game_modifier/Auto) iront au delà et attraperont *toutes* les bananes sans en manquer une.
#### Hyperfruits
@@ -72,7 +72,7 @@ Collecter un hyperfruit fera que le dash de l’attrapeur sera augmenté en un *
- Pressez et maintenez le `leftShift`(D) avec une des flèches directionnelles pour que l’attrapeur fasse un *dash* dans la direction indiquée en vitesse x2.0 (indiqué avec une **lueur brillante** entourant l’attrapeur).
- Pressez et maintenez alternativement le clic gauche(D) sur la souris pour lancer un dash.
-Le placement du curseur en jeu n’a pas d’importance quand vous jouez normalement. Si le mod [Relax](/wiki/Game_Modifiers) est activé, l’attrapeur suivra le curseur en jeu à la place des contrôles écrits ci-dessus. However, the play unrankable when Relax mod was enabled (as it defeats the only challenge of osu!catch; fixed catcher speed and catcher plate control).
+Le placement du curseur en jeu n’a pas d’importance quand vous jouez normalement. Si le mod [Relax](/wiki/Game_modifier/Relax) est activé, l’attrapeur suivra le curseur en jeu à la place des contrôles écrits ci-dessus. However, the play unrankable when Relax mod was enabled (as it defeats the only challenge of osu!catch; fixed catcher speed and catcher plate control).
## Calcul du score
@@ -91,7 +91,7 @@ La section calcul du score détaille toutes les subtilités du score, y compris
| C | 85.01% à 90.00% de précision |
| D | Toutes les valeurs en dessous de 85.00%. |
-Un S ou SS argenté peut être obtenu en utilisant les mods *[Hidden](/wiki/Game_Modifiers)* et/ou *[Flashlight](/wiki/Game_Modifiers)*.
+Un S ou SS argenté peut être obtenu en utilisant les mods *[Hidden](/wiki/Game_modifier/Hidden)* et/ou *[Flashlight](/wiki/Game_modifier/Flashlight)*.
### Accuracy (Précision)
@@ -112,7 +112,7 @@ Notez que si vous utilisez une API pour calculer l’accuracy, le nombre de drop
### Score
-Le calcul du score pour osu!catch suis les mêmes multiplicateurs qu’en [osu!](/wiki/Game_Modes/osu!). Toutefois, le fruit additionné au score est différent de celui d’osu!.
+Le calcul du score pour osu!catch suis les mêmes multiplicateurs qu’en [osu!](/wiki/Game_mode/osu!). Toutefois, le fruit additionné au score est différent de celui d’osu!.
- Un fruit de taille normal donne un score de 300 fois le multiplicateur
- Un grand juice drop (slider tick) donne un score de 100.
@@ -201,12 +201,12 @@ Le système utilisé pour calculer la perte ou le gain de vie est compliqué et
### Gameplay
-- [Auto](/wiki/Game_Modifiers) vont *toujours* collecter toutes les bananes.
+- [Auto](/wiki/Game_modifier/Auto) vont *toujours* collecter toutes les bananes.
- Si `Hit-error` est activée, il utilisera toujours `Colour`.
- L’attrapeur peut bouger partout durant une pause.
- L’attrapeur à une animation quand il miss, comme en osu!taiko avec l’animation de miss de pippidon.
- Le premier attrapeur par défaut est une version chibi de Ryuuta Ippongi (de la [série ouendan](https://fr.wikipedia.org/wiki/Osu!_Tatakae!_Ouendan "Wikipedia")) jusqu’en 2014, qui a été remplacé par l’attrapeur actuel et la mascotte, [Yuzu](/wiki/Mascots#yuzu).
-- Quand vous jouez en auto [Auto](/wiki/Game_Modifiers), le joueur sera nommé *salad!*.
+- Quand vous jouez en auto [Auto](/wiki/Game_modifier/Auto), le joueur sera nommé *salad!*.
### Historique
diff --git a/wiki/Game_Modes/osu!mania/en.md b/wiki/Game_mode/osu!mania/en.md
similarity index 92%
rename from wiki/Game_Modes/osu!mania/en.md
rename to wiki/Game_mode/osu!mania/en.md
index 7a0732e9ddbe..defddd2310d5 100644
--- a/wiki/Game_Modes/osu!mania/en.md
+++ b/wiki/Game_mode/osu!mania/en.md
@@ -2,11 +2,11 @@
# 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 conveyer. 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](/wiki/Game_Modes/osu!taiko), but with more buttons notes moving vertically rather than moving horizontally.
+It is somewhat similar to [osu!taiko](/wiki/Game_mode/osu!taiko), but with more buttons notes moving vertically rather than moving horizontally.
##  Gameplay explanation
@@ -28,9 +28,9 @@ Do note that the judgement of a beatmap is determined automatically.
When converting a non-specific beatmap, the default key range would be around 4 to 7 keys.
-With the [xK](/wiki/Game_Modifiers) 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 [xK](/wiki/Game_modifier/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](/wiki/Game_Modifiers) 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.
+With the [Co-Op](/wiki/Game_modifier/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
@@ -40,7 +40,7 @@ With the [Co-Op](/wiki/Game_Modifiers) game modifier, the stage will be split in
The lowest limit is 1 and the highest limit is 40.
-##### BPM scaling and Fixed scroll speed.
+##### BPM scaling and Fixed scroll speed

@@ -148,7 +148,7 @@ There *used to be* two different binding-styles, *Symmetrical* and *Left to Righ
")
-The **[05 March 2015 (2015-03-05) update](https://osu.ppy.sh/home/changelog)** gave osu!mania a new mod called [Co-Op](/wiki/Game_Modifiers). With this mod enabled, a second different set of keys will be given along with the primary set of keys as above.
+The **[05 March 2015 (2015-03-05) update](https://osu.ppy.sh/home/changelog)** gave osu!mania a new mod called [Co-Op](/wiki/Game_modifier/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.
@@ -201,11 +201,11 @@ Scoring section details all the intricacies of scoring, including mathematical f
| C | Over 70% Accuracy. |
| D | Anything else. |
-It is possible to obtain SSH or SH ranks (silver S or SS) with [Hidden](/wiki/Game_Modifiers)/[Fade In](/wiki/Game_Modifiers) or [Flashlight](/wiki/Game_Modifiers) mod.
+It is possible to obtain SSH or SH ranks (silver S or SS) with [Hidden](/wiki/Game_modifier/Hidden)/[Fade In](/wiki/Game_modifier/Fade_In) or [Flashlight](/wiki/Game_modifier/Flashlight) mod.
### Accuracy
-Accuracy is calculated similarly to [osu!](/wiki/Game_Modes/osu!) in this mode.
+Accuracy is calculated similarly to [osu!](/wiki/Game_mode/osu!) in this mode.
In other words: `Accuracy = Total points of hits / (Total number of hits * 300)`
@@ -341,7 +341,7 @@ Enable the `Co-op mode` button to force *Co-Op* game modifier when played, with
- Respectively, for a 5K beatmap, using 5K modifier will also not incur any score reduction.
- Using xK or Co-Op modifier on osu!mania-specific beatmap will not incur any score reduction, too.
- Mascot for osu!mania is [Maria](/wiki/Mascots#maria).
-- When played by [Auto](/wiki/Game_Modifiers), the player name will be *osu!topus*.
+- When played by [Auto](/wiki/Game_modifier/Auto), the player name will be *osu!topus*.
### History
diff --git a/wiki/Game_Modes/osu!mania/fr.md b/wiki/Game_mode/osu!mania/fr.md
similarity index 92%
rename from wiki/Game_Modes/osu!mania/fr.md
rename to wiki/Game_mode/osu!mania/fr.md
index 7d07c33fb228..1d3ab215b16f 100644
--- a/wiki/Game_Modes/osu!mania/fr.md
+++ b/wiki/Game_mode/osu!mania/fr.md
@@ -1,12 +1,12 @@
# osu!mania
-*[Cliquez pour retourner à la page des Modes de Jeu](/wiki/Game_Modes).*
+*[Cliquez pour retourner à la page des Modes de Jeu](/wiki/Game_mode).*
-
+
Ce mode a été énormément utilisé dans à peu près tous les principaux jeux de rythme. Il requiert une bonne coordination main et/ou jambe où les notes (avec leur quantité dépendant du BPM et de la difficulté) se déplacent sur un tapis-roulant. Le joueur devra appuyer sur la touche correcte pour la note spécifique à temps. Même si le mode de jeu a été originalement fait comme une imitation du style de jeu de *Beatmania*, osu!mania permet de changer le nombre de touches ou de retourner verticalement l'orientation du terrain de jeu (ça signifie qu'on peut le faire ressembler à *Guitar Hero* \[5 touches\] ou *Dance Dance Revolution* \[4 touches\] et ainsi de suite).
-> Il est en quelque sorte similaire à [osu!taiko](/wiki/Game_Modes/osu!taiko), mais avec plus de boutons bougeant verticalement plutôt qu'horizontalement.
+> Il est en quelque sorte similaire à [osu!taiko](/wiki/Game_mode/osu!taiko), mais avec plus de boutons bougeant verticalement plutôt qu'horizontalement.
##  Explication du Gameplay
@@ -28,9 +28,9 @@ Sachez que le jugement d'une beatmap est déterminé automatiquement.
Lors de la conversion d'une beatmap non spécifique, les touches varient par défaut de 4 à 7.
-Avec le modifieur de jeu [xK](/wiki/Game_Modifiers), le joueur peut manuellement définir le nombre de touches de 1 à un total de 9 touches avec une réduction du multiplicateur de score. Cependant, le modifieur de jeu ne fonctionnera pas avec des beatmaps spécifiques à osu!mania.
+Avec le modifieur de jeu [xK](/wiki/Game_modifier/xK), le joueur peut manuellement définir le nombre de touches de 1 à un total de 9 touches avec une réduction du multiplicateur de score. Cependant, le modifieur de jeu ne fonctionnera pas avec des beatmaps spécifiques à osu!mania.
-Avec le modifieur de jeu [Co-Op](/wiki/Game_Modifiers), la scène sera divisée en deux, utilisant le schéma Co-Op, et permettra au joueur de jouer en utilisant entre 2 et 18 touches avec une réduction du multiplicateur de score. Sachez que le nombre de touches prédéfini ne sera pas doublé sur les beatmaps spécifiques à osu!mania, il va diviser en deux la scène (la scène de gauche a la priorité en cas de nombres impairs), utilisant le schéma Co-Op, et aucune réduction du multiplicateur de score.
+Avec le modifieur de jeu [Co-Op](/wiki/Game_modifier/Co-op), la scène sera divisée en deux, utilisant le schéma Co-Op, et permettra au joueur de jouer en utilisant entre 2 et 18 touches avec une réduction du multiplicateur de score. Sachez que le nombre de touches prédéfini ne sera pas doublé sur les beatmaps spécifiques à osu!mania, il va diviser en deux la scène (la scène de gauche a la priorité en cas de nombres impairs), utilisant le schéma Co-Op, et aucune réduction du multiplicateur de score.
#### Speed Change
@@ -148,7 +148,7 @@ Arrangement des touches pour *le Droite à Gauche* (pour le style *Beatmania IID
")
-La **[mise à jour du 5 Mars 2015 (2015-03-05)](https://osu.ppy.sh/home/changelog)** a apporté à osu!mania un nouveau mod nommé [Co-Op](/wiki/Game_Modifiers). Avec ce mod activé, un nouveau set de touches sera donné en plus du set primaire de touches.
+La **[mise à jour du 5 Mars 2015 (2015-03-05)](https://osu.ppy.sh/home/changelog)** a apporté à osu!mania un nouveau mod nommé [Co-Op](/wiki/Game_modifier/Co-op). Avec ce mod activé, un nouveau set de touches sera donné en plus du set primaire de touches.
Arrangement de touches *Symétrique* pour le second set
@@ -201,11 +201,11 @@ La section Scoring détaille tous les recoins du scoring, formules mathématique
| C | Over 70% de Précision. |
| D | Tout le reste. |
-Il est possible d'obtenir un rang SSH ou un SH (S ou SS d'argent) avec le mod [Hidden](/wiki/Game_Modifiers)/[Fade In](/wiki/Game_Modifiers) ou [Flashlight](/wiki/Game_Modifiers).
+Il est possible d'obtenir un rang SSH ou un SH (S ou SS d'argent) avec le mod [Hidden](/wiki/Game_modifier/Hidden)/[Fade In](/wiki/Game_modifier/Fade_In) ou [Flashlight](/wiki/Game_modifier/Flashlight).
### Précision
-La précision est calculée d'une manière similaire à [osu!](/wiki/Game_Modes/osu!) dans ce mode.
+La précision est calculée d'une manière similaire à [osu!](/wiki/Game_mode/osu!) dans ce mode.
En d'autres termes : `Précision = Total des points de hit / (Nombre total de hit * 300)`
@@ -339,7 +339,7 @@ Pour changer le nombre forcé de touches, allez dans Song Setup sous l'onglet Di
- Repectivement, pour une beatmap 5K, utiliser le modifieur 5K n'affectera pas non plus le score.
- Utiliser le modifieur xK ou Co-Op sur les beatmaps spécifiques à osu!mania n'affectera pas non plus le score.
- La mascotte d'osu!mania est [Maria](/wiki/Mascots#maria).
-- Lors de l'utilisation d'[Auto](/wiki/Game_Modifiers), le nom du joueur sera *osu!topus*.
+- Lors de l'utilisation d'[Auto](/wiki/Game_modifier/Auto), le nom du joueur sera *osu!topus*.
### Histoire
diff --git a/wiki/Game_Modes/osu!mania/img/Mania_SC.jpg b/wiki/Game_mode/osu!mania/img/Mania_SC.jpg
similarity index 100%
rename from wiki/Game_Modes/osu!mania/img/Mania_SC.jpg
rename to wiki/Game_mode/osu!mania/img/Mania_SC.jpg
diff --git a/wiki/Game_Modes/osu!mania/img/Mania_SCDifference.png b/wiki/Game_mode/osu!mania/img/Mania_SCDifference.png
similarity index 100%
rename from wiki/Game_Modes/osu!mania/img/Mania_SCDifference.png
rename to wiki/Game_mode/osu!mania/img/Mania_SCDifference.png
diff --git a/wiki/Game_Modes/osu!mania/img/Mania_Scale.png b/wiki/Game_mode/osu!mania/img/Mania_Scale.png
similarity index 100%
rename from wiki/Game_Modes/osu!mania/img/Mania_Scale.png
rename to wiki/Game_mode/osu!mania/img/Mania_Scale.png
diff --git a/wiki/Game_Modes/osu!mania/img/Mania_logo.png b/wiki/Game_mode/osu!mania/img/Mania_logo.png
similarity index 100%
rename from wiki/Game_Modes/osu!mania/img/Mania_logo.png
rename to wiki/Game_mode/osu!mania/img/Mania_logo.png
diff --git a/wiki/Game_Modes/osu!mania/img/deprecated/20121009085459!Mania_logo.png b/wiki/Game_mode/osu!mania/img/deprecated/20121009085459!Mania_logo.png
similarity index 100%
rename from wiki/Game_Modes/osu!mania/img/deprecated/20121009085459!Mania_logo.png
rename to wiki/Game_mode/osu!mania/img/deprecated/20121009085459!Mania_logo.png
diff --git a/wiki/Game_Modes/osu!mania/img/deprecated/Mania_SCDifference.png b/wiki/Game_mode/osu!mania/img/deprecated/Mania_SCDifference.png
similarity index 100%
rename from wiki/Game_Modes/osu!mania/img/deprecated/Mania_SCDifference.png
rename to wiki/Game_mode/osu!mania/img/deprecated/Mania_SCDifference.png
diff --git a/wiki/Game_Modes/osu!taiko/en.md b/wiki/Game_mode/osu!taiko/en.md
similarity index 94%
rename from wiki/Game_Modes/osu!taiko/en.md
rename to wiki/Game_mode/osu!taiko/en.md
index 7ebbe2c29d6b..e8068157a01d 100644
--- a/wiki/Game_Modes/osu!taiko/en.md
+++ b/wiki/Game_mode/osu!taiko/en.md
@@ -2,7 +2,7 @@
# osu!taiko
-
+
osu!taiko is a game mode in osu! that borrows *some* elements from the Japanese rhythm game, [Taiko no Tatsujin](https://en.wikipedia.org/wiki/Taiko_no_Tatsujin "Wikipedia") (released as [Taiko: Drum Master](http://en.wikipedia.org/wiki/Taiko:_Drum_Master "Wikipedia") in North America).
@@ -76,7 +76,7 @@ The default controls for osu!taiko are:
The placement of in-game cursor does not matter when playing.
-If [Relax](/wiki/Game_Modifiers) mod was used, the score judgement only account for hit timing only (automatically rectify wrong colour hit with correct colour).
+If [Relax](/wiki/Game_modifier/Relax) mod was used, the score judgement only account for hit timing only (automatically rectify wrong colour hit with correct colour).
*TaTaCon* drum controller were primarily made for the home ports of *Taiko no Tatsujin* and *Taiko: Drum Master*.
@@ -109,7 +109,7 @@ In other words: `Accuracy = Total points of hits / (Total number of hits * 300)`
| Term | Formula |
| :-: | :-- |
-| **Total points of hits** | ((Misses * 0) + (100s\[GOOD\] * 0.5) + 300s\[GREAT\]) * 300 |
+| **Total points of hits** | ((Misses \* 0) + (100s\[GOOD\] \* 0.5) + 300s\[GREAT\]) \* 300 |
| **Total number of hits** | Misses + 100s\[GOOD\] + 300s\[GREAT\] |
| **s** | Number of |
@@ -131,7 +131,7 @@ For denden/shaker notes, each strike/shake gives 300 and finishing the denden/sh
A typical value of *n* (4.5-5 star difficulties in old 5 star ratings system) is 80, which gives a maximum score of 1,100/2,200 at 100 combo and later combos. For 4 - 4.5 star difficulties, *n* is equal to 64 in which the maximum score per hit is 940/1,880. In the hardest case, *n* is equal to 96 in which the maximum score per hit is 1,260/2,520. There are lower value of *n* for even easier difficulties.
-Unlike [osu!](/wiki/Game_Modes/osu!)/[osu!catch](/wiki/Game_Modes/osu!catch), a miss in osu!taiko will not cause a *drastic* score difference from the maximum possible score (in osu!/osu!catch, score deviation damage from a miss grows *wider* the higher the maximum combo and especially breaking in around half combo of the maximum combo). Instead, a constant score of *n* (explained above) is reduced per miss if each miss is separated by more than 100 combos. With the existence of shaker and large notes, score loss would be larger.
+Unlike [osu!](/wiki/Game_mode/osu!)/[osu!catch](/wiki/Game_mode/osu!catch), a miss in osu!taiko will not cause a *drastic* score difference from the maximum possible score (in osu!/osu!catch, score deviation damage from a miss grows *wider* the higher the maximum combo and especially breaking in around half combo of the maximum combo). Instead, a constant score of *n* (explained above) is reduced per miss if each miss is separated by more than 100 combos. With the existence of shaker and large notes, score loss would be larger.
For example, in a typical difficulty (80), breaking a combo in the middle of a song without accounting for large notes and spinners, would result in a maximum loss of 44,000 points (to bring the combo back up to 100, all GREAT score value).
@@ -250,7 +250,7 @@ Also note that 1/6 drumrolls are given if the slider tick rate of **3** was used
- Unlike the other game modes, *Kiai Time* has an effect on scores because it refers to the *"Go-Go Time"* in *Taiko no Tatsujin*. While *Kiai Time* is active, the drum in the upper-left changes animation (named *pippidon* or *Don*/*Katsu* in *Taiko no Tatsujin*), the playfield has a background gradient and the hit area gains a fire graphic around it.
- Additionally, all hit notes gain a 1.2x score multiplier, long yellow notes included, except for hits on a shaker (the final hit is still multiplied).
- Mascot for osu!taiko is [pippidon](/wiki/Mascots#pippi).
-- When played by [Auto](/wiki/Game_Modifiers), the player name will be *mekkadosu!*.
+- When played by [Auto](/wiki/Game_modifier/Auto), the player name will be *mekkadosu!*.
### History
diff --git a/wiki/Game_Modes/osu!taiko/fr.md b/wiki/Game_mode/osu!taiko/fr.md
similarity index 94%
rename from wiki/Game_Modes/osu!taiko/fr.md
rename to wiki/Game_mode/osu!taiko/fr.md
index 29cbf64ad991..ba99392a1ad6 100644
--- a/wiki/Game_Modes/osu!taiko/fr.md
+++ b/wiki/Game_mode/osu!taiko/fr.md
@@ -1,6 +1,6 @@
# osu!taiko
-
+
osu!taiko est un mode de jeu dans osu! qui reprend *quelques* éléments du jeux de rythme japonais, [Taiko no Tatsujin](https://fr.wikipedia.org/wiki/Taiko_no_Tatsujin "Wikipedia") (sorti sous le nom de [Taiko: Drum Master](http://fr.wikipedia.org/wiki/Taiko:_Drum_Master "Wikipedia") en Amérique du Nord).
@@ -74,7 +74,7 @@ Les contrôles par défaut pour osu!taiko sont:
L'emplacement du curseur dans le jeu n'a pas d'importance lors de la lecture.
-Si le mode [Relax](/wiki/Game_Modifiers) est utilisé, le jugement du score ne prend en compte que le temps de frappe (et corrige automatiquement la couleur incorrecte avec une couleur correcte).
+Si le mode [Relax](/wiki/Game_modifier/Relax) est utilisé, le jugement du score ne prend en compte que le temps de frappe (et corrige automatiquement la couleur incorrecte avec une couleur correcte).
Les contrôleurs de tambour *TaTaCon* sont principalement conçus pour les ports d'attache de *Taiko no Tatsujin* et de *Taiko: Drum Master*.
@@ -107,7 +107,7 @@ En d’autres termes : `Accuracy = Total points de hits / (Nombre total de hits
| Termes | Formule |
| :-: | :-- |
-| **Total points de hits** | ((Misses * 0) + (100s\[GOOD\] * 0.5) + 300s\[GREAT\]) * 300 |
+| **Total points de hits** | ((Misses \* 0) + (100s\[GOOD\] \* 0.5) + 300s\[GREAT\]) \* 300 |
| **Nombre total de hits** | Misses + 100s\[GOOD\] + 300s\[GREAT\] |
| **s** | Nombre de |
@@ -129,7 +129,7 @@ Pour les notes denden/spinner, chaque strike/spin donne 300 points et finir un d
Une valeur typique de *n* (difficultée 4.5-5 étoile dans le vieux système de 5 étoiles) est 80, ce qui donne un score de 1,100/2,200 à 100 de combo et les combos d’après. Pour la difficultée 4 -4.5 étoiles, *n* est égal à 64 qui donne un score maximum par hit de 940/1,880. Dans la plus grande difficultée, *n* est égal à 96 qui donne un score maximum par hit de 1,260/2,520. Il y a des valeurs plus basses de *n* pour les difficultés plus faciles.
-Contrairement à [osu!](/wiki/Game_Modes/osu!)/[osu!catch](/wiki/Game_Modes/osu!catch), un miss en osu!taiko ne va pas causer une différence *drastique* de score par rapport au score maximal possible (dans osu!/osu!catch, plus le combo maximum est élevé et surtout plus près de la moitié du combo maximum, plus les dégâts de déviation dus à une frappe augmentent). A la place, un score constant de *n* (explique au dessus) est réduit par miss si chaque miss est séparé de plus de 100 combos. Avec l'existence des spinner et des grandes notes, la perte de score sera plus grande.
+Contrairement à [osu!](/wiki/Game_mode/osu!)/[osu!catch](/wiki/Game_mode/osu!catch), un miss en osu!taiko ne va pas causer une différence *drastique* de score par rapport au score maximal possible (dans osu!/osu!catch, plus le combo maximum est élevé et surtout plus près de la moitié du combo maximum, plus les dégâts de déviation dus à une frappe augmentent). A la place, un score constant de *n* (explique au dessus) est réduit par miss si chaque miss est séparé de plus de 100 combos. Avec l'existence des spinner et des grandes notes, la perte de score sera plus grande.
Par exemple, dans une difficultée normale(80), casser un combo au milieu d’une chanson sans prendre en compte les grandes notes et les spinners, va résulter d’une perte de 44,000 points (pour ramener le combo à 100, tous les scores doivent être en GREAT).
@@ -248,7 +248,7 @@ Notez également que les drumrolls en 1/6 sont donnés si le taux de slider tick
- Contrairement aux autres modes de jeux, le *Kiai Time* a un effet sur le score car cela fait référence au *"Go-Go Time"* dans le jeu *Taiko no Tatsujin*. Quand le *Kiai Time* est activé, le tambour dans le coin en haut à gauche change d'animation (nommé *pippidon* ou *Don*/*Katsu* dans *Taiko no Tatsujin*), le terrain de jeu a un arrière plan dégradé et la zone de hit est enflammé.
-En plus, chaque note hit fait gagner x1,2 au multiplicateur de score, les longues notes jaunes incluses, excepté pour les hit sur un shaker (le hit final est toujours multiplié).
- La mascotte pour osu!taiko est [pippidon](/wiki/Mascots#pippi).
-- Quand vous jouez en mod [Auto](/wiki/Game_Modifiers), le nom du joueur sera *mekkadosu!*.
+- Quand vous jouez en mod [Auto](/wiki/Game_modifier/Auto), le nom du joueur sera *mekkadosu!*.
### Historique
diff --git a/wiki/Game_Modes/osu!taiko/img/Taiko_logo.jpg b/wiki/Game_mode/osu!taiko/img/Taiko_logo.jpg
similarity index 100%
rename from wiki/Game_Modes/osu!taiko/img/Taiko_logo.jpg
rename to wiki/Game_mode/osu!taiko/img/Taiko_logo.jpg
diff --git a/wiki/Game_Modes/pt-br.md b/wiki/Game_mode/pt-br.md
similarity index 100%
rename from wiki/Game_Modes/pt-br.md
rename to wiki/Game_mode/pt-br.md
diff --git a/wiki/Game_Modes/ru.md b/wiki/Game_mode/ru.md
similarity index 100%
rename from wiki/Game_Modes/ru.md
rename to wiki/Game_mode/ru.md
diff --git a/wiki/Game_modifier/10K/en.md b/wiki/Game_modifier/10K/en.md
new file mode 100644
index 000000000000..984b1c1b7b65
--- /dev/null
+++ b/wiki/Game_modifier/10K/en.md
@@ -0,0 +1,31 @@
+---
+stub: true
+tags:
+ - 10K
+ - mod
+ - game modifier
+---
+
+
+
+# 10K (mod)
+
+
+
+*For the full list of all mods, see: [Game Modifier](/wiki/Game_modifier)*\
+*Not to be confused with [xK (mod)](/wiki/Game_modifier/xK).*
+
+## About
+
+- Type: Special
+- Compatible game modes: ![][o!m]
+
+## Description
+
+*Notice: This mod is no longer available for use.*
+
+The **10K** mod was a [game modifier](/wiki/Game_modifier) for [osu!mania](/wiki/Game_mode/osu!mania) that enabled the player to use 10 keys for a single playfield on all *converted* osu!mania [beatmaps](/wiki/Beatmaps). It functions exactly the same as the rest of the [xK](/wiki/Game_modifier/xK) mods, and thus was not rankable.
+
+[o!m]: /wiki/shared/mode/mania.png "osu!mania"
diff --git a/wiki/Game_modifier/Auto/en.md b/wiki/Game_modifier/Auto/en.md
new file mode 100644
index 000000000000..c42f784ac31b
--- /dev/null
+++ b/wiki/Game_modifier/Auto/en.md
@@ -0,0 +1,60 @@
+---
+stub: true
+tags:
+ - auto
+ - autoplay
+ - auto play
+ - AT
+ - AO
+ - mod
+ - game modifier
+---
+
+# Auto (mod)
+
+ mod icon")
+
+*For the full list of all mods, see: [Game modifier](/wiki/Game_modifier)*\
+*Not to be confused with [Autopilot (mod)](/wiki/Game_modifier/Autopilot).*
+
+## About
+
+- Abbreviation: AT or AO
+- Type: Special
+- Score Multiplier: 1.00x
+- Default shortcut key: `V`
+- Caption: `Watch a perfect automated play through the song.`
+- Compatible game modes: ![][o!s] ![][o!t] ![][o!c] ![][o!m]
+
+## Description
+
+*Notice: Enabling the Auto mod will cause the play to be unranked and will not be saved to the local leaderboards.*
+
+The **Auto** mod is a [game modifier](/wiki/Game_modifier) that allows players to watch a perfect playthrough of the selected beatmap.
+
+The mod functions exactly like a [replay](/wiki/Replay), with the options for 0.5x/1.0x/2.0x speed playback to be used and comments on the beatmap to be seen and made like normal. The Auto mod will always get an SS grade, with the exception of a few special cases.
+
+### osu!standard
+
+In [osu!standard](/wiki/Game_mode/osu!), when encountered with a spinner, the Auto mod will spin to a maximum of 477 spins per minute (SPM) in a counter-clockwise rotation.
+
+### osu!taiko
+
+In [osu!taiko](/wiki/Game_mode/osu!taiko), the Auto mod will attempt a perfect playthrough, but won't always get an SS grade. It will occasionally miss a tick on drumrolls that do not start on a whole or half beat and will not always be able to complete dendens on maps with a very high overall difficulty.
+
+### osu!catch
+
+In [osu!catch](/wiki/Game_mode/osu!catch), the Auto mod will actually go beyond perfect and use unlimited speed to catch *every single banana* in a spinner, despite such a feat being impossible for a human player.
+
+### osu!mania
+
+In [osu!mania](/wiki/Game_mode/osu!mania), the Auto mod will attempt a perfect playthrough, but may miss densely-stacked notes (e.g., multiple key presses close together on a hold bar).
+
+## Trivia
+
+- When watching an Auto replay, the username displayed in the leaderboard will be "osu!."
+
+[o!s]: /wiki/shared/mode/osu.png "osu!standard"
+[o!t]: /wiki/shared/mode/taiko.png "osu!taiko"
+[o!c]: /wiki/shared/mode/catch.png "osu!catch"
+[o!m]: /wiki/shared/mode/mania.png "osu!mania"
diff --git a/wiki/Game_modifier/Autopilot/en.md b/wiki/Game_modifier/Autopilot/en.md
new file mode 100644
index 000000000000..e752eff0bb5d
--- /dev/null
+++ b/wiki/Game_modifier/Autopilot/en.md
@@ -0,0 +1,37 @@
+---
+stub: true
+tags:
+ - auto pilot
+ - autopilot
+ - AP
+ - mod
+ - game modifiers
+---
+
+# Autopilot (mod)
+
+ mod icon")
+
+*For the full list of all mods, see: [Game Modifiers](/wiki/Game_modifier)*\
+*Not to be confused with [Auto (mod)](/wiki/Game_modifier/Auto).*
+
+## About
+
+- Abbreviation: AP
+- Type: Special
+- Score Multiplier: 0.00x
+- Default shortcut key: `X`
+- Caption: `Automatic cursor movement - just follow the rhythm. ** UNRANKED **`
+- Compatible game modes: ![][o!s]
+
+## Description
+
+*Notice: Enabling the Autopilot mod will cause the play to be unranked and will not be saved to the local leaderboards.*
+
+The **Autopilot** mod is a [game modifier](/wiki/Game_modifier) for [osu!standard](/wiki/Game_mode/osu!) that will take control of the cursor movement and systematically move to the exact centre of the next [hit object](/wiki/Hit_object), leaving the tapping to to the player. During a play with the Autopilot mod enabled, the player will not be able to move their cursor, unless they are on the pause screen.
+
+The Autopilot mod also hides the [score](/wiki/Score), [combo](/wiki/Beatmapping/Combo), and misses, as well as makes it impossible to fail the [beatmap](/wiki/Beatmaps).
+
+Additionally, the spins per minute (SPM) value performed by the Autopilot mod is similar to the spins per minute performed by the [Spun Out](/wiki/Game_modifier/Spun_out) mod, thus the player cannot increase the SPM by spinning the spinner with their cursor.
+
+[o!s]: /wiki/shared/mode/osu.png "osu!standard"
diff --git a/wiki/Game_modifier/Cinema/en.md b/wiki/Game_modifier/Cinema/en.md
new file mode 100644
index 000000000000..b563ba9b1ef2
--- /dev/null
+++ b/wiki/Game_modifier/Cinema/en.md
@@ -0,0 +1,40 @@
+---
+stub: true
+tags:
+ - cinema
+ - CM
+ - mod
+ - game modifier
+---
+
+# Cinema (mod)
+
+ mod icon")
+
+*For the full list of all mods, see: [Game modifier](/wiki/Game_modifier)*\
+*Not to be confused with [Cinematography](https://en.wikipedia.org/wiki/Cinematography "Wikipedia").*
+
+## About
+
+- Abbreviation: CM
+- Type: Special
+- Score Multiplier: 1.00x
+- Default shortcut key: `V` `V` or `Shift`+`V` (or hold `Ctrl`+`Shift` when selecting a [beatmap](/wiki/Beatmaps))
+- Compatible game modes: ![][o!s] ![][o!t] ![][o!c] ![][o!m]
+
+## Description
+
+*Notice: Enabling the Cinema mod will result in an unranked play.*
+
+The **Cinema** mod is a [game modifier](/wiki/Game_modifier) that aims to allow players to simply relax and watch the video or storyboards from a beatmap without the appearance of any [hit objects](/wiki/Hit_object). This will result in a play using the [Auto](/wiki/Game_modifier/Auto) mod, but with **only the background and storyboard being displayed**.
+
+Due to the Cinema mod being a varaiation of the Auto mod, the hitsounds caused by hit objects will still be heard. Although the replay elements and result screen will be disabled along with the background dim being set to 0%.
+
+
+
+This mod has the same effect across all game modes.
+
+[o!s]: /wiki/shared/mode/osu.png "osu!standard"
+[o!t]: /wiki/shared/mode/taiko.png "osu!taiko"
+[o!c]: /wiki/shared/mode/catch.png "osu!catch"
+[o!m]: /wiki/shared/mode/mania.png "osu!mania"
diff --git a/wiki/Game_Modifiers/img/GM_Cinema.jpg b/wiki/Game_modifier/Cinema/img/GM_Cinema.jpg
similarity index 100%
rename from wiki/Game_Modifiers/img/GM_Cinema.jpg
rename to wiki/Game_modifier/Cinema/img/GM_Cinema.jpg
diff --git a/wiki/Game_modifier/Co-op/en.md b/wiki/Game_modifier/Co-op/en.md
new file mode 100644
index 000000000000..3bbf73262dbc
--- /dev/null
+++ b/wiki/Game_modifier/Co-op/en.md
@@ -0,0 +1,55 @@
+---
+stub: true
+tags:
+ - co op
+ - COOP
+ - CP
+ - CO
+ - mod
+ - game modifier
+ - playing with a friend
+---
+
+# Co-op (mod)
+
+ mod icon")
+
+*For the full list of all mods, see: [Game modifier](/wiki/Game_modifier)*\
+*Not to be confused with [Multiplayer](/wiki/Multi).*
+
+## About
+
+- Abbreviation: CP or CO
+- Type: Special
+- Score Multiplier: 0.70x–1.00x (see [table below](#score-multiplier))
+- Caption: `Double the key amount, double the fun!`
+- Compatible game modes: ![][o!m]
+
+## Description
+
+*Notice: Enabling the Co-op mod will result in an unranked play.*
+
+The **Co-op** mod is a [game modifier](/wiki/Game_modifier) for [osu!mania](/wiki/Game_mode/osu!mania) that introduces a second playfield with a second set of controls based on the current *x*K count (7K -> 7K + 7K = 14K). For osu!mania-specific [beatmaps](/wiki/Beatmaps), the *x*K is split to half (7K -> 4K + 3K = 7K).
+
+ vs. a co-op play (top-right) of an osu!mania-specific beatmaps, and a normal play (bottom-left) vs. a co-op play (bottom-right) of an non–osu!mania-specific beatmap")
+
+### Score multiplier
+
+The following table only affects beatmaps converted from [osu!standard](/wiki/Game_mode) to osu!mania with the Co-op mod on:
+
+| Default | 1K | 2K | 3K | 4K | 5K | 6K | 7K | 8K | 9K |
+| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
+| 4K | 0.82x | 1.00x | 0.90x | 0.90x | 0.90x | 0.90x | 0.90x | 0.90x | 0.90x |
+| 5K | 0.78x | 0.86x | 0.90x | 0.90x | 0.90x | 0.90x | 0.90x | 0.90x | 0.90x |
+| 6K | 0.74x | 0.82x | 1.00x | 0.90x | 0.90x | 0.90x | 0.90x | 0.90x | 0.90x |
+| 7K | 0.70x | 0.78x | 0.86x | 0.90x | 0.90x | 0.90x | 0.90x | 0.90x | 0.90x |
+
+*Note: The Co-op mod gives no penalty on osu!mania-specific beatmaps.**
+
+A detailed explanation about the second playfield can be found in the [osu!mania page under "Co-op"](/wiki/Game_mode/osu!mania#co-op).
+
+### Trivia
+
+- The Co-op mod was introduced on March 5, 2015
+
+[o!m]: /wiki/shared/mode/mania.png "osu!mania"
diff --git a/wiki/Game_Modifiers/img/GM_COOP.jpg b/wiki/Game_modifier/Co-op/img/GM_COOP.jpg
similarity index 100%
rename from wiki/Game_Modifiers/img/GM_COOP.jpg
rename to wiki/Game_modifier/Co-op/img/GM_COOP.jpg
diff --git a/wiki/Game_modifier/Double_Time/en.md b/wiki/Game_modifier/Double_Time/en.md
new file mode 100644
index 000000000000..c4cb38f9daf3
--- /dev/null
+++ b/wiki/Game_modifier/Double_Time/en.md
@@ -0,0 +1,61 @@
+---
+tags:
+ - double time
+ - double-time
+ - DT
+ - mod
+ - game modifier
+---
+
+# Double Time (mod)
+
+ mod icon")
+
+*For the full list of all mods, see: [Game Modifier](/wiki/Game_modifier)*\
+*See also: [Nightcore (mod)](/wiki/Game_modifier/Nightcore)*
+
+## About
+
+- Abbreviation: DT
+- Type: Difficulty Increasing
+- Score Multiplier:
+ - ![][o!s]: 1.06x
+ - ![][o!t]: 1.12x
+ - ![][o!c]: 1.06x
+ - ![][o!m]: 1.00x
+- Default shortcut key: `D`
+- Caption: `Zoooooooooom.`
+- Compatible game modes: ![][o!s] ![][o!t] ![][o!c] ![][o!m]
+- Variant: [Nightcore](/wiki/Game_modifier/Nightcore)
+
+## Description
+
+*Note: The method used to increase the speed does not increase the pitch of the song.*
+
+The **Double Time** mod is a [game modifier](/wiki/Game_modifier) that attempts to increase the difficulty of a [beatmap](/wiki/Beatmaps) by increasing their overall speed (BPM) by 150% (1.5x), reducing the length of the song by 33%, and increasing the [approach rate (AR)](/wiki/Beatmapping/Approach_rate), [overall difficulty (OD)](/wiki/Beatmapping/Overall_difficulty), and [health (HP)](/wiki/Beatmapping/Health).
+
+The Double Time mod is widely regarded as one of the best mods used for gaining large amounts of [performance points](/wiki/Performance_points) on eaiser difficulties in [osu!standard](/wiki/Game_mode/osu!).
+
+### osu!taiko
+
+In [osu!taiko](/wiki/Game_mode/osu!taiko), the hit leniency is greatly reduced when the Double Time mod is enabled due to osu!taiko's already strict overall difficulty along with its considerbaly more difficulty-to-hit slider ticks. Because of this, the Double Time mod is widely regarded as the hardest mod in osu!taiko and is seldom used.
+
+### osu!catch
+
+In [osu!catch](/wiki/Game_mode/osu!catch), there is no overall difficulty to increase. Thus this mod only increases the BPM and AR. As a result, it is only worth a 1.06x multiplier (as apposed to 1.12x multiplier for every other mod).
+
+Although this mod does greatly increase the hyperdash leniency, making fruits require hyperdashes that are near impossible to catch in some cases.
+
+## Trivia
+
+- When the Double Time mod is enabled, the `Length`, `BPM`, and `Objects` values are colored in a light red with the new values. (Pictured below.)
+ - The `Objects` value is colored a light red even though no change in value is actually made.
+- The `CS`, `AR`, and `HP` values will have a superscript triangle next to their values indicate a small increase in their values. (Pictured below.)
+- The name "Double Time" could be labeled as a misnomer, as the DT mod does not actually increase the speed of a beatmap by two times (200%); it speeds up beatmaps by 1.5x (150%).
+
+
+
+[o!s]: /wiki/shared/mode/osu.png "osu!standard"
+[o!t]: /wiki/shared/mode/taiko.png "osu!taiko"
+[o!c]: /wiki/shared/mode/catch.png "osu!catch"
+[o!m]: /wiki/shared/mode/mania.png "osu!mania"
diff --git a/wiki/Game_Modifiers/img/GM_DT.jpg b/wiki/Game_modifier/Double_Time/img/GM_DT.jpg
similarity index 100%
rename from wiki/Game_Modifiers/img/GM_DT.jpg
rename to wiki/Game_modifier/Double_Time/img/GM_DT.jpg
diff --git a/wiki/Game_modifier/Easy/en.md b/wiki/Game_modifier/Easy/en.md
new file mode 100644
index 000000000000..a8780abad394
--- /dev/null
+++ b/wiki/Game_modifier/Easy/en.md
@@ -0,0 +1,76 @@
+---
+stub: true
+tags:
+ - EZ
+ - Easy
+ - mod
+ - game modifier
+---
+
+# Easy (mod)
+
+ mod icon")
+
+*For the full list of all mods, see: [Game modifier](/wiki/Game_modifier)*
+
+## About
+
+- Abbreviation: EZ
+- Type: Difficulty Reduction
+- Score Multiplier: 0.50x
+- Default shortcut key: `Q`
+- Caption:
+ - ![][o!s]: `Reduces overall difficulty - larger circles, more forgiving HP drain, less accuracy required.`
+ - ![][o!t]: `Reduces overall difficulty - notes move slower, less accuracy required.`
+ - ![][o!c]: `Reduces overall difficulty - larger circles, more forgiving HP drain, less accuracy required.`
+ - ![][o!m]: `Reduces overall difficulty - more forgiving HP drain, less accuracy required.`
+- Compatible game modes: ![][o!s] ![][o!t] ![][o!c] ![][o!m]
+
+## Description
+
+The **Easy** mod is a [game modifier](/wiki/Game_modifier) that attempts to ease the difficulty of a [beatmap](/wiki/Beatmaps). It sets out to do this by halving all of the difficulty settings of a selected beatmap.
+
+In all [game modes](/wiki/Game_mode) except [osu!taiko](/wiki/Game_mode/osu!taiko), the Easy mod will grant the player two additional "lives" during a play if the [life bar](/wiki/Glossary#life-bar) drops to zero. In the case that this does happen, the game will pause to slowly refill the life bar to about 80% and remove one "life" from the player's life count. No sound will be played during this effect.
+
+This refill event will be signaled to the player with the ready sound (`readysound.wav`). Once the life bar has been finished being refilled, the player will be signaled again but with the go sound (`gosound.wav`). After which the beatmap will then resume play and let the player continue. If the player has no remaining lives and the life bar has dropped to zero, the play will fail like normal.
+
+### osu!standard
+
+In [osu!standard](wiki/Game_Modes/osu!), the Easy mod decreases [circle size (CS)](/wiki/Beatmap_Editor/Song_Setup#circle-size), [approach rate (AR)](/wiki/Beatmapping/Approach_rate), [overall difficulty (OD)](/wiki/Beatmap_Editor/Song_Setup#overall-difficulty), and [HP drain](/wiki/Beatmap_Editor/Song_Setup#hp-drain-rate) (HP) by half.
+
+
+
+Although, it is worth mentioning that many players do not find the use of the Easy mod to be helpful in decreasing the relative difficulty of beatmaps, especially high-intensity ones. The argument for this goes that the decreased approach rate creates a messy, difficulty-to-read situation where the actual speed of the beatmap is not very well reflected visually (displayed below).
+
+*Note: The points mentioned above are elaborated upon in the "[Let's talk Easy Mod](https://osu.ppy.sh/community/forums/topics/56606)" feature request to improve the mod.
+
+### osu!taiko
+
+In [osu!taiko](/wiki/Game_mode/osu!taiko), the Easy mod decreases the [slider velocity](/wiki/Glossary#slider-velocity), overall difficulty (OD) and HP drain by half.
+
+*Note: The amount of hits that are required to finish a [spinner](/wiki/Hit_object/Spinner) is reduced to the value of the OD.*
+
+Unlike the other game modes, using the Easy mod in osu!taiko reduces note score requirement to gain health in osu!taiko makes the life bar fill up much more quickly to replace the two additional "lives" as it impossible to fail in the middle of a song in taiko.
+
+### osu!catch
+
+In [osu!catch](/wiki/Game_mode/osu!catch), the effects the same as in osu!standard with a few parallels and adjustments: all fruits fall slower (increased AR), the camera is "zoomed in" (increased CS), the two additional "lives" are granted.
+
+Despite only using one axis, the fruits' larger size and slower falling rate may cause them to clump together, creating the same common issues with difficulty as in osu!standard.
+
+
+
+### osu!mania
+
+In [osu!mania](/wiki/Game_mode/osu!mania), the effects are the same as in osu!taiko, except for the fact that the two additional lives *are* granted to the player, and that the slider velocity and default key count will still be the same.
+
+## Trivia
+
+- When watching a replay where an extra life is used, the health refill animation will be ignored and the replay will continue as if the player was playing with the [No Fail](/wiki/Game_modifier/No_fail) mod on.
+- In [Multi](/wiki/Multi) mode, the effect of "lives" will not work in [Tag Co-op or Tag Team Vs.](/wiki/Multi#tag-coop-tag-team-vs) team mode.
+- The Easy mod will cancel out the [Hard Rock](/wiki/Game_modifier/Hard_Rock) mod, and vice-versa.
+
+[o!s]: /wiki/shared/mode/osu.png "osu!standard"
+[o!t]: /wiki/shared/mode/taiko.png "osu!taiko"
+[o!c]: /wiki/shared/mode/catch.png "osu!catch"
+[o!m]: /wiki/shared/mode/mania.png "osu!mania"
diff --git a/wiki/Game_Modifiers/img/GM_EZ2.jpg b/wiki/Game_modifier/Easy/img/GM_EZ2.jpg
similarity index 100%
rename from wiki/Game_Modifiers/img/GM_EZ2.jpg
rename to wiki/Game_modifier/Easy/img/GM_EZ2.jpg
diff --git a/wiki/Game_modifier/Fade_In/en.md b/wiki/Game_modifier/Fade_In/en.md
new file mode 100644
index 000000000000..59f7383982e4
--- /dev/null
+++ b/wiki/Game_modifier/Fade_In/en.md
@@ -0,0 +1,42 @@
+---
+stub: true
+tags:
+ - fade in
+ - fade-in
+ - FI
+ - mod
+ - game modifier
+---
+
+# Fade In (mod)
+
+ mod icon")
+
+*For the full list of all mods, see: [Game Modifiers](/wiki/Game_modifier)*
+
+*Not to be confused with [Hidden (mod)](/wiki/Game_modifier/Hidden) or [Flashlight (mod)](/wiki/Game_modifier/Flashlight).*
+
+## About
+
+- Abbreviation: FI
+- Type: Difficulty Increasing
+- Score Multiplier: 1.00x
+- Default shortcut key: `F`
+- Compatible game modes: ![][o!m]
+- Variant: [Hidden](/wiki/Game_modifier/Hidden)
+
+## Description
+
+The **Fade In** mod is a [game modifier](/wiki/Game_modifier) for [osu!mania](/wiki/Game_mode/osu!mania) that increases the difficulty of [beatmaps](/wiki/Beatmaps) by causing notes disappear and then fade in as they approach the judgement bar. Hence the name.
+
+The speed at which the notes fade in is based on the combo, with higher combo causing the notes to fade in later and remain invisible longer. I.e., the notes fade in later and later the higher and higher a player increases their combo.
+
+The fading size only stops when a 500x combo milestone is reached (at which point it covers about 70% of the playfield). If a combo is broken at any point, the fading size will revert to 0x combo size (which is about 20% of the playfield).
+
+, at 313x combo (top-middle), at 517x combo (top-right/bottom-left), and at 894x combo (bottom-right)")
+
+## Trivia
+
+- If a beatmap is passed with an S or SS grade with the Fade In mod enabled, said beatmap will award the silver variant of that grade instead.
+
+[o!m]: /wiki/shared/mode/mania.png "osu!mania"
diff --git a/wiki/Game_Modifiers/img/GM_FI1.jpg b/wiki/Game_modifier/Fade_In/img/GM_FI1.jpg
similarity index 100%
rename from wiki/Game_Modifiers/img/GM_FI1.jpg
rename to wiki/Game_modifier/Fade_In/img/GM_FI1.jpg
diff --git a/wiki/Game_Modifiers/img/GM_FI2.jpg b/wiki/Game_modifier/Fade_In/img/GM_FI2.jpg
similarity index 100%
rename from wiki/Game_Modifiers/img/GM_FI2.jpg
rename to wiki/Game_modifier/Fade_In/img/GM_FI2.jpg
diff --git a/wiki/Game_modifier/Fade_Out/en.md b/wiki/Game_modifier/Fade_Out/en.md
new file mode 100644
index 000000000000..faf3a709f8d7
--- /dev/null
+++ b/wiki/Game_modifier/Fade_Out/en.md
@@ -0,0 +1,37 @@
+---
+stub: true
+tags:
+ - fade out
+ - fade-out
+ - FO
+ - mod
+ - game modifier
+---
+
+
+
+# Fade Out (mod)
+
+ mod icon")
+
+*For the full list of all mods, see: [Game Modifier](/wiki/Game_modifier)*\
+*Not to be confused with [Fade In (mod)](/wiki/Game_modifier/Fade_In) or [Hidden (mod)](/wiki/Game_modifier/Hidden).*
+
+## About
+
+- Abbreviation: FO
+- Type: Difficulty Increase
+- Default shortcut key: `F` `F` or `Shift`+`F`
+- Compatible game modes: ![][o!m]
+
+## Description
+
+*Notice: This mod is no longer available for use.*
+
+The **Fade Out** mod was a [game modifier](/wiki/Game_modifier) for [osu!mania](/wiki/Game_mode/osu!mania) that aimed to create an experience similar to the [Fade In](/wiki/Game_modifier/Fade_In) mod, with the notes fading *out* before being hit (as apposed to fading *in*). The mod was replaced in-favor of the [Hidden](/wiki/Game_Modifier/Hidden) mod.
+
+The Hidden mod and the Fade Out mod have the same functionality.
+
+[o!m]: /wiki/shared/mode/mania.png "osu!mania"
diff --git a/wiki/Game_modifier/Flashlight/en.md b/wiki/Game_modifier/Flashlight/en.md
new file mode 100644
index 000000000000..b55f5d8575fa
--- /dev/null
+++ b/wiki/Game_modifier/Flashlight/en.md
@@ -0,0 +1,78 @@
+---
+stub: true
+tags:
+ - flashlight
+ - FL
+ - mod
+ - game modifier
+---
+
+# Flashlight (mod)
+
+ mod icon")
+
+*For the full list of all mods, see: [Game Modifiers](/wiki/Game_modifier)*\
+*Not to be confused with [Hidden (mod)](/wiki/Game_modifier/Hidden).*
+
+## About
+
+- Abbreviation: FL
+- Type: Difficulty Increase
+- Score Multiplier:
+ - ![][o!s] ![][o!t] ![][o!c]: 1.12x
+ - ![][o!m]: 1.00x
+- Default shortcut key: `G`
+- Caption: `Restricted view area`
+- Compatible game modes: ![][o!s] ![][o!t] ![][o!c] ![][o!m]
+
+## Description
+
+The **Flashlight** mod is a [game modifier](/wiki/Game_modifier/Flashlight) that aims to artificially increase the difficulty of a [beatmap](/wiki/Beatmaps) by limiting the visible area of the screen.
+
+### osu!standard
+
+In [osu!standard](/wiki/Game_mode/osu!), only a small, illuminated cricle (i.e., the visible area) surrounding the cursor is shown which will display the parts of the playfield that are contained within that circle. The size of this circle will change depending on the player's current combo.
+
+The visible area will become smaller at 100x combo and again at 200x combo. If the player's combo is broken at any point, the visible area will return to its original size. Additionally, when sliding a [slider](/wiki/Hit_object/Slider), the visible area will partially darken until the slider is completed.
+
+All of this adds up to an effect that looks like a virtual flashlight is being shone on the player's cursor:
+
+
+
+It should be noted that when paired with the Hidden mod, the "flashlight's" visible area barely matters: with limited vision, the fading of the hit objects may occur while the cursor is not focused to the hit object's appearance point.
+
+The Flashlight mod is widely regarded by many as the hardest mod in osu!standard, and scores obtained with it typically require players to memorize the entire beatmap.
+
+### osu!taiko
+
+In [osu!taiko](/wiki/Game_mode/osu!taiko), the position of visible area is fixed at the hitting area. And similarly to osu!standard, the visible area shrinks as the combo increases: shrinking at 100x and 200x combo while returning to its original size if the combo breaks.
+
+
+
+When paired with the Hidden mod, the "flashlight's" visible area becomes a moot point because notes are technically "invisible" because the notes fade out completely upon reaching the visible area. This also requires complete memorization of the beatmap.
+
+### osu!catch
+
+In [osu!catch](/wiki/Game_mode/osu!catch), the Flashlight mod's behaviour is the same as in osu!standard, except for the fact that the visible area follows the catcher instead of the cursor. And due to the nature of osu!catch, the visible area is notably larger than in osu!standard or osu!taiko.
+
+
+
+When paired with the Hidden mod, the fruits are momentarily visible if the catcher is *directly under* the fruits. That is, up until the player reaches 100x combo, at which point the fruits become completely invisible by the time the fruits reach the visible area. Much like osu!standard and osu!taiko, this also requires complete memorization of the beatmap.
+
+### osu!mania
+
+In [osu!mania](/wiki/Game_mode/osu!mania), the visible area is restricted to a relatively thin horizontal bar at the center of the screen whilst everything else is obstructed from view. Thus this could be thought of the Hidden mod and [Fade In](/wiki/Game_modifier/Fade_In) mod combined. (That is, without the changing sizes of the visible area.)
+
+
+
+## Trivia
+
+- If a beatmap is passed with an S or SS grade with the Flashlight mod enabled, the beatmap will award the silver variant of the grade instead.
+- The Flashlight mod was originally subjected to heavy controversy regarding the implementation in 2010 for being the easiest mod to hack on; subsequently forcing the mod to be unranked until a patch was implemented to cover the Flashlight mod implementation loophole.
+ - [Flashlight mod disabled #2](https://osu.ppy.sh/community/forums/topics/41039)
+ - [Flashlight is back!](https://osu.ppy.sh/community/forums/topics/41519)
+
+[o!s]: /wiki/shared/mode/osu.png "osu!standard"
+[o!t]: /wiki/shared/mode/taiko.png "osu!taiko"
+[o!c]: /wiki/shared/mode/catch.png "osu!catch"
+[o!m]: /wiki/shared/mode/mania.png "osu!mania"
diff --git a/wiki/Game_Modifiers/img/GM_FL_C.jpg b/wiki/Game_modifier/Flashlight/img/GM_FL_C.jpg
similarity index 100%
rename from wiki/Game_Modifiers/img/GM_FL_C.jpg
rename to wiki/Game_modifier/Flashlight/img/GM_FL_C.jpg
diff --git a/wiki/Game_Modifiers/img/GM_FL_M.jpg b/wiki/Game_modifier/Flashlight/img/GM_FL_M.jpg
similarity index 100%
rename from wiki/Game_Modifiers/img/GM_FL_M.jpg
rename to wiki/Game_modifier/Flashlight/img/GM_FL_M.jpg
diff --git a/wiki/Game_Modifiers/img/GM_FL_O.jpg b/wiki/Game_modifier/Flashlight/img/GM_FL_O.jpg
similarity index 100%
rename from wiki/Game_Modifiers/img/GM_FL_O.jpg
rename to wiki/Game_modifier/Flashlight/img/GM_FL_O.jpg
diff --git a/wiki/Game_Modifiers/img/GM_FL_T.jpg b/wiki/Game_modifier/Flashlight/img/GM_FL_T.jpg
similarity index 100%
rename from wiki/Game_Modifiers/img/GM_FL_T.jpg
rename to wiki/Game_modifier/Flashlight/img/GM_FL_T.jpg
diff --git a/wiki/Game_modifier/Half_Time/en.md b/wiki/Game_modifier/Half_Time/en.md
new file mode 100644
index 000000000000..4b98a7fd1e78
--- /dev/null
+++ b/wiki/Game_modifier/Half_Time/en.md
@@ -0,0 +1,57 @@
+---
+stub: true
+tags:
+ - half time
+ - mod
+ - game modifier
+ - HT
+---
+
+# Half Time (mod)
+
+ mod icon")
+
+*For the full list of all mods, see: [Game modifier](/wiki/Game_modifier)*
+
+## About
+
+- Abbreviation: HT
+- Type: Difficulty Reduction
+- Score Multiplier:
+ - ![][o!s] ![][o!t] ![][o!c]: 0.30x
+ - ![][o!m]: 0.50x
+- Default shortcut key: `E`
+- Caption: `Less zoom.`
+- Compatible game modes: ![][o!s] ![][o!t] ![][o!c] ![][o!m]
+
+## Description
+
+*Note: The method used to slow down the song may cause it sound muddy or robotic.*
+
+The **Half Time** mod is a [game modifier](/wiki/Game_modifier) that decreaes the overall [beatmap](/wiki/Beatmaps)'s speed (BPM) to 75% of the original, increases the length of the song by 33%, and decreases the [approach rate (AR)](/wiki/Beatmapping/Approach_rate), [overall difficulty (OD)](/wiki/Beatmapping/Overall_difficulty), [and health (HP)](/wiki/Beatmapping/Health) by a small amount.
+
+### osu!taiko
+
+In [osu!taiko](/wiki/Game_mode/osu!taiko), the slowed song and BPM causes the notes to become very dense due to the decrease in AR. However, due to the way dendens are calculated in osu!taiko, they now take more hits to clear and cause them to award a **higher total value than without the mod** because denden hits are not affected by the [score multiplier](/wiki/Game_modifier/Score_multiplier).
+
+As a result, using the Half Time mod will lead to an increase in maximum possible score for maps with very low combos and many long dendens. This effect will be even more significant when [Hard Rock](/wiki/Game_modifier/Hard_Rock) is turned on simultaneously.
+
+### osu!catch
+
+In [osu!catch](/wiki/Game_mode/osu!catch), the BPM is lowered by the same factor as in other modes. Though it *also* decreases the player character's speed so normal fruits without any mods *may* turn into hyperdash fruits.
+
+In addition to this, the leniency for hyperdashes are increases, making it much to stop underneath the next fruit when doing a hyperdash.
+
+## Trivia
+
+- When the Half Time mod is enabled, the `Length`, `BPM`, and `Objects` values will be colored in a light blue with the new values. (Pictured below.)
+ - The `Objects` value will still be colored light blue even though no change in value is actually made.
+- The `CS`, `AR`, and `HP` values will have a superscript triangle next to their values indicate a small decrease in their values. (Pictured below.)
+- The name "Half Time" could be labeled as a misnomer, as the HT mod does not actually decrease the speed of a beatmap by 0.5x times (50%); it decreases the speed of beatmaps by 0.75x (75%).
+
+
+
+[o!s]: /wiki/shared/mode/osu.png "osu!standard"
+[o!t]: /wiki/shared/mode/taiko.png "osu!taiko"
+[o!c]: /wiki/shared/mode/catch.png "osu!catch"
+[o!m]: /wiki/shared/mode/mania.png "osu!mania"
diff --git a/wiki/Game_Modifiers/img/GM_HT.jpg b/wiki/Game_modifier/Half_Time/img/GM_HT.jpg
similarity index 100%
rename from wiki/Game_Modifiers/img/GM_HT.jpg
rename to wiki/Game_modifier/Half_Time/img/GM_HT.jpg
diff --git a/wiki/Game_modifier/Hard_Rock/en.md b/wiki/Game_modifier/Hard_Rock/en.md
new file mode 100644
index 000000000000..88727c86bffb
--- /dev/null
+++ b/wiki/Game_modifier/Hard_Rock/en.md
@@ -0,0 +1,70 @@
+---
+stub: true
+tags:
+ - hard rock
+ - mod
+ - game modifier
+ - HR
+---
+
+# Hard Rock (mod)
+
+ mod icon")
+
+*For the full list of all mods, see: [Game Modifier](/wiki/Game_modifier)*
+
+## About
+
+- Abbreviation: HR
+- Type: Difficulty Increase
+- Score Multiplier:
+ - ![][o!s] ![][o!t]: 1.06x
+ - ![][o!c]: 1.12x
+ - ![][o!m]: 1.00x
+- Default shortcut key: `A`
+- Caption: `Everything just got a bit harder...`
+- Compatible game modes: ![][o!s] ![][o!t] ![][o!c] ![][o!m]
+
+## Description
+
+The **Hard Rock** mod is a [game modifier](/wiki/Game_modifier) that aims to increase the difficulty over most (if not all) aspects of a [beatmap](/wiki/Beatmaps). It achieves this goal by raising the [circle size (CS)](/wiki/Beatmap_Editor/Song_Setup#circle-size) by 30%, and all other difficulty settings by 40%.
+
+### osu!standard
+
+In [osu!standard](/wiki/Game_mode/osu!), (along with the increase in difficulty settings) the Hard Rock mod flips the beatmap on it's X-axis (shown above). This can make sometimes make certain [patterns](/wiki/Beatmaps/Pattern) feel unnatural thus increasing difficulty.
+
+And if a player has memorized or become familiar with the movements and patterns of the beatmap, switching to the Hard Rock mod can break that memorization and cause a sort of artificial difficulty.
+
+
+
+### osu!taiko
+
+In [osu!taiko](/wiki/Game_mode/osu!taiko), the Hard Rock mod increases the [slider velocity](/wiki/Glossary#slider-velocity) as well as the [overall difficulty (OD)](/wiki/Beatmapping/Overall_difficulty). This mod is widely regarded as the most commonly used mod in osu!taiko due to it being the only difficulty increasing mod that does not require some sort of memorization or extremely fast hitting on harder difficulties.
+
+The hits required to finish a denden is increased due to the increase in OD. Therefore, the maximum possible score for osu!taiko difficulties with the Hard Rock mod on is larger than that of the [Hidden](/wiki/Game_modifier/Hidden) mod.
+
+However, this effect is insignificant in most cases because each hit in a denden gives a static score of 300. Which is even smaller than a typical score deifference between a `GREAT` and `GOOD` hit (550 points at 100x combo or above).
+
+### osu!catch
+
+In osu!catch, the Hard Rock mod has several effects. In addition to making the player character and fruits smaller and increasing how fast they fall, this mod can cause ordinary fruits to veer slightly to the left or right of where they were places on the grid. This change requires players to make more chaotic movements and to use hyperdashes more frequently.
+
+Due to this much larger spike in difficulty compared to other [game modes](/wiki/Game_mode), the Hard Rock mod is worth 1.12x multiplier as apposed to 1.06x on all other game modes.
+
+
+
+### osu!mania
+
+*Notice: Using this mod on osu!mania will result in an unranked play.*
+
+In [osu!mania](/wiki/Game_mode/osu!mania), only the judgement difficulty (OD) and the AR values are increased. All other difficulty settings are left as-is. Note placement is not affected.
+
+## Trivia
+
+- The Hard Rock mod is named after the hardest difficulty of the [Nintendo DS](https://en.wikipedia.org/wiki/Nintendo_DS "Wikipedia") game "[Elite Beat Angents](/wiki/Glossary#eba)"
+- The Hard Rock mod will cancel out the [Easy](/wiki/Game_modifier/Easy) mod. And vice-versa.
+
+[o!s]: /wiki/shared/mode/osu.png "osu!standard"
+[o!t]: /wiki/shared/mode/taiko.png "osu!taiko"
+[o!c]: /wiki/shared/mode/catch.png "osu!catch"
+[o!m]: /wiki/shared/mode/mania.png "osu!mania"
diff --git a/wiki/Game_Modifiers/img/GM_HR_C.jpg b/wiki/Game_modifier/Hard_Rock/img/GM_HR_C.jpg
similarity index 100%
rename from wiki/Game_Modifiers/img/GM_HR_C.jpg
rename to wiki/Game_modifier/Hard_Rock/img/GM_HR_C.jpg
diff --git a/wiki/Game_Modifiers/img/GM_HR_O.jpg b/wiki/Game_modifier/Hard_Rock/img/GM_HR_O.jpg
similarity index 100%
rename from wiki/Game_Modifiers/img/GM_HR_O.jpg
rename to wiki/Game_modifier/Hard_Rock/img/GM_HR_O.jpg
diff --git a/wiki/Game_modifier/Hidden/en.md b/wiki/Game_modifier/Hidden/en.md
new file mode 100644
index 000000000000..680084f6cb7b
--- /dev/null
+++ b/wiki/Game_modifier/Hidden/en.md
@@ -0,0 +1,81 @@
+---
+stub: true
+tags:
+ - hidden
+ - HD
+ - mod
+ - game modifier
+---
+
+# Hidden (mod)
+
+ mod icon")
+
+*For the full list of all mods, see: [Game Modifiers](/wiki/Game_modifier)*\
+*Not to be confused with [Fade In (mod)](/wiki/Game_modifier/Fade_In) or [Flashlight (mod)](/wiki/Game_modifier/Flashlight).*
+
+## About
+
+- Abbreviation: HD
+- Type: Difficulty Increasing
+- Score Multiplier:
+ - ![][o!s] ![][o!t] ![][o!c]: 1.06x
+ - ![][o!m]: 1.00x
+- Default shortcut key: `F`
+ - Default shortcut key ([osu!mania](/wiki/Game_mode/osu!catch)): `F` `F` or `Shift`+`F`
+- Caption:
+ - ![][o!s]: `Play with no approach circles and fading notes for a slight score advantage.`
+ - ![][o!t]: `The notes fade out before you hit them!`
+ - ![][o!c] `Play with no approach circles and fading notes for a slight score advantage.`
+ - ![][o!m]: `The notes fade out before you hit them!`
+- Compatible game modes: ![][o!s] ![][o!t] ![][o!c] ![][o!m]
+- Variant (osu!mania): [Fade In](/wiki/Game_modifier/Fade_In)
+
+## Description
+
+The **Hidden** mod is a [game modifier](/wiki/Game_modifier) that increases the difficulty of beatmaps by removing the approach circles and causing the [hit objects](/wiki/Hit_object) to fade after appearing on the screen.
+
+### osu!standard
+
+In [osu!standard](/wiki/Game_mode/osu!), the Hidden mod eliminates the approach circles and causes the hit objects to fade out shortly after appearing, forcing players to more or less memorize the timing, and—to a lesser degree—the placement and slider path.
+
+Although it should be noted that the Hidden mod is considered the easiest difficulty increasing mod amongst top players due to the consistency of when hit objects appear and disappear. As a result of this consistency, it is very much possible to learn when to tap objects based on when they fade out alone.
+
+
+
+### osu!taiko
+
+In [osu!taiko](/wiki/Game_mode/osu!taiko), the notes fade out at around halfway through the screen, requiring players to remember the timing and colour. However, sliders and dendens still cross the full timeline and do not fade out (with the condition that the denden has no approach circle to indicate whenit times out.
+
+On beatmaps with high overall difficulty, the Hidden mod is used by experienced players to increase score instead of the [Hard Rock (HR)](/wiki/Game_modififer/Hard_Rock) mod because HR occasinally makes the timing window too small.
+
+Unlike osu!standard, the Hidden mod is typically regarded as much harder to read or "get used-to" due to requiring th eplayer to memorize which color comes next.
+
+
+
+### osu!catch
+
+In [osu!catch](/wiki/Game_mode/osu!catch), the Hidden mod causes the fruits to fade out about halfway down the screen.
+
+The effects on difficulty for osu!catch regarding the use of the Hidden mod vary from beatmap-to-beatmap, but it is generally considered that maps with an [approach rate (AR)](/wiki/Beatmapping/Approach_rate) of 9 or higher makes very little difference in increase of difficulty.
+
+
+
+### osu!mania
+
+In [osu!mania](/wiki/Game_mode/osu!mania), the Hidden mod functions as the inverse of the Fade In mod as the notes, and thus, it will cause the notes ot fade out before you are supposed to hit them.
+
+
+
+## Trivia
+
+- The Hidden mod debuted in Ouendan 2, which was the second Japanese DS game in the [Osu! Tatake! Ouendan](https://en.wikipedia.org/wiki/Osu!_Tatakae!_Ouendan "Wikipedia") series (the series that osu! is based on).
+- If a beatmap is passed with an S or SS grade with the Hidden mod enabled, the beatmap will award the silver variant of the grade instead.
+- By default, in [osu!standard](/wiki/Game_mode/osu!) the first [hit object](/wiki/Hit_object)'s [approach circle](/wiki/Hit_object/Approach_circle) will be temporarily visible at the start of a map so as to help players better gauge when to tap said hit object. This may be turned off in the Options under `Gameplay`.
+- In osu!mania, the Hidden mod is a variant of the [Fade In](/wiki/Game_modififer/Fade_In) mod.
+- The current version of the Hidden mod in osu!mania used to be a separate mod called [Fade Out](/wiki/Game_modifier/Fade_Out).
+
+[o!s]: /wiki/shared/mode/osu.png "osu!standard"
+[o!t]: /wiki/shared/mode/taiko.png "osu!taiko"
+[o!c]: /wiki/shared/mode/catch.png "osu!catch"
+[o!m]: /wiki/shared/mode/mania.png "osu!mania"
diff --git a/wiki/Game_Modifiers/img/GM_HD1_M.jpg b/wiki/Game_modifier/Hidden/img/GM_HD1_M.jpg
similarity index 100%
rename from wiki/Game_Modifiers/img/GM_HD1_M.jpg
rename to wiki/Game_modifier/Hidden/img/GM_HD1_M.jpg
diff --git a/wiki/Game_Modifiers/img/GM_HD2_M.jpg b/wiki/Game_modifier/Hidden/img/GM_HD2_M.jpg
similarity index 100%
rename from wiki/Game_Modifiers/img/GM_HD2_M.jpg
rename to wiki/Game_modifier/Hidden/img/GM_HD2_M.jpg
diff --git a/wiki/Game_Modifiers/img/GM_HD_C.jpg b/wiki/Game_modifier/Hidden/img/GM_HD_C.jpg
similarity index 100%
rename from wiki/Game_Modifiers/img/GM_HD_C.jpg
rename to wiki/Game_modifier/Hidden/img/GM_HD_C.jpg
diff --git a/wiki/Game_Modifiers/img/GM_HD_O.jpg b/wiki/Game_modifier/Hidden/img/GM_HD_O.jpg
similarity index 100%
rename from wiki/Game_Modifiers/img/GM_HD_O.jpg
rename to wiki/Game_modifier/Hidden/img/GM_HD_O.jpg
diff --git a/wiki/Game_Modifiers/img/GM_HD_T.jpg b/wiki/Game_modifier/Hidden/img/GM_HD_T.jpg
similarity index 100%
rename from wiki/Game_Modifiers/img/GM_HD_T.jpg
rename to wiki/Game_modifier/Hidden/img/GM_HD_T.jpg
diff --git a/wiki/Game_modifier/Mirror/en.md b/wiki/Game_modifier/Mirror/en.md
new file mode 100644
index 000000000000..05fce2fab139
--- /dev/null
+++ b/wiki/Game_modifier/Mirror/en.md
@@ -0,0 +1,37 @@
+---
+stub: true
+tags:
+ - mod
+ - MR
+---
+
+
+
+# Mirror (mod)
+
+ mod icon")
+
+*For the full list of all mods, see: [Game Modifier](/wiki/Game_modifier)*
+
+- Abbreviation: MR
+- Type: Special
+- Score Multiplier: 1.00x
+- Compatible game modes: ![][o!m]
+
+## Description
+
+The **Mirror** mod is [game modifier](/wiki/Game_modifier) for [osu!mania](/wiki/Game_mode/osu!mania) that attempts to aid left-hand-dominant players in playing [beatmaps](/wiki/Beatmaps) that were originally mapped with right-handed patterns in-mind. The mod achieves this by reflecting the notes across a virtual y-axis that runs down the middle of the osu!mania keyboard. I.e., it "mirrors" the notes. Specifically, the mirroring of notes is as follows:
+
+
+
+The reasoning behind this is that many osu!mania beatmaps are mapped by right-hand-dominant creators, and thus many of the beatmaps patterns are made to be more comfortable to right-hand-dominant osu!mania players. Thus, many left-hand-dominant players—particularly higher-ranking ones—feel that the mirrored note placement caused by the mod allows their left-hand to be utilized more effectively.
+
+## Trivia
+
+- The Mirror mod was added in September 2019, in response to a [feature request](https://osu.ppy.sh/community/forums/topics/956618) by user [Kamuy](https://osu.ppy.sh/users/7439226).
+ - At the time of the feature request's posting, there was already a Mirror-like mod that was implemented in [osu!lazer](https://github.com/ppy/osu#osu "GitHub"), but due to the Mirror mod's nature of increasing accessibilty, it was added into the Stable release of osu! at the time.
+ - The current Mirror mod had actually been requested multiple times, and years before Kamuy's feature request, but Kamuy's was the only post that actually gained enough attention for the mod to actually be added.
+- The Mirror mod is the only game modifier in the "Special" category that affects neither the amount of [performance points (pp)](/wiki/Performance_Points) nor [score](/wiki/Score) that a player gains, whilst still being rankable.
+
+[o!m]: /wiki/shared/mode/mania.png "osu!mania"
diff --git a/wiki/Game_modifier/Nightcore/en.md b/wiki/Game_modifier/Nightcore/en.md
new file mode 100644
index 000000000000..fc7e7a97f21b
--- /dev/null
+++ b/wiki/Game_modifier/Nightcore/en.md
@@ -0,0 +1,48 @@
+---
+stub: true
+tags:
+ - nightcore
+ - NC
+ - mod
+ - game modifier
+---
+
+# Nightcore (mod)
+
+ mod icon")
+
+*For the full list of all mods, see: [Game Modifiers](/wiki/Game_modifier)*\
+*Not to be confused with [Nightcore (genre)](https://en.wikipedia.org/wiki/Nightcore "Wikipedia").*\
+*See also: [Double Time (mod)](/wiki/Game_modifier/Double_Time)*
+
+## About
+
+- Abbreviation: NC
+- Type: Difficulty Increasing
+- Score Multiplier:
+ - ![][o!s]: 1.06x
+ - ![][o!t]: 1.12x
+ - ![][o!c]: 1.06x
+ - ![][o!m]: 1.00x
+- Default shortcut key: `D` `D` or `Shift`+`D`
+- Caption: `uguuuuuuuu`
+- Compatible game modes: ![][o!s] ![][o!t] ![][o!c] ![][o!m]
+- Varaint: [Double Time](/wiki/Game_modifier/Double_Time)
+
+## Description
+
+The **Nightcore** mod is a [game modifier](/wiki/Game_modifier) that works in the exact same way as it's varaint mod, Double Time, but also increases the pitch and adds a drum track to the background that—in 4/4 time—goes in the order of a bass drum on beats 1 and 3, clap on beats 2 and 4, and crash on beat 1 every 4 measures.
+
+The [score multiplier](/wiki/Game_modifier/Score_multiplier) stays the same as it would with the Double Time mod enabled, and the beatmap itself is unaffected beyond what the Double Time mod will do.
+
+This mod has the same effect across all game modes.
+
+## Trivia
+
+- The Nightcore mod was originally an [April Fools joke](https://osu.ppy.sh/community/forums/topics/49733) but was then added into the game as an actual playable mod.
+- The Nightcore mod gets its name from the genre (or to some, sub-genre) "Nightcore" in which songs are edited or created to be sped-up by about 10–30% and have higher pitched vocals. Though the validity and history of this type of music is controversial.
+
+[o!s]: /wiki/shared/mode/osu.png "osu!standard"
+[o!t]: /wiki/shared/mode/taiko.png "osu!taiko"
+[o!c]: /wiki/shared/mode/catch.png "osu!catch"
+[o!m]: /wiki/shared/mode/mania.png "osu!mania"
diff --git a/wiki/Game_modifier/No_Fail/en.md b/wiki/Game_modifier/No_Fail/en.md
new file mode 100644
index 000000000000..f6a5906d8d97
--- /dev/null
+++ b/wiki/Game_modifier/No_Fail/en.md
@@ -0,0 +1,36 @@
+---
+stub: true
+tags:
+ - no fail
+ - NF
+ - mod
+ - game modifier
+---
+
+# No Fail (mod)
+
+ mod icon")
+
+*For the full list of all mods, see: [Game modifier](/wiki/Game_modifier)*
+
+## About
+
+- Abbreviation: NF
+- Type: Difficulty Reduction
+- Score Multiplier: 0.50x
+- Default shortcut key: `W`
+- Caption: `You can't fail. No matter what.`
+- Compatible game modes: ![][o!s] ![][o!t] ![][o!c] ![][o!m]
+
+## Description
+
+*Notice: Usage of the No Fail mod reduces the amount of possible [Performance Points](/wiki/Performance_Points) gain by 10%.*
+
+The **No Fail** mod is a [game modifier](/wiki/Game_modifier) that prevents the player from failing on [beatmaps](/wiki/Beatmaps). Enabling the No Fail mod makes the player incapable of failing a [beatmap](/wiki/Beatmaps) even if the [life bar](/wiki/Glossary#life-bar) drops to zero. Although, if the player has not scored any points during the beatmap, the play *will* fail instead.
+
+This mod has the same effect across all [game modes](/wiki/Game_mode).
+
+[o!s]: /wiki/shared/mode/osu.png "osu!standard"
+[o!t]: /wiki/shared/mode/taiko.png "osu!taiko"
+[o!c]: /wiki/shared/mode/catch.png "osu!catch"
+[o!m]: /wiki/shared/mode/mania.png "osu!mania"
diff --git a/wiki/Game_modifier/No_Video/en.md b/wiki/Game_modifier/No_Video/en.md
new file mode 100644
index 000000000000..1e4571792075
--- /dev/null
+++ b/wiki/Game_modifier/No_Video/en.md
@@ -0,0 +1,36 @@
+---
+stub: true
+tags:
+ - no video
+ - NV
+ - mod
+ - game modifier
+---
+
+
+
+# No Video (mod)
+
+ mod icon")
+
+*For the full list of all mods, see: [Game Modifier](/wiki/Game_modifier)*
+
+## About
+
+- Abbreviation: NV
+- Type: Special
+- Compatible game modes: ![][o!s] ![][o!t] ![][o!c] ![][o!m]
+
+## Description
+
+*Notice: This mod is no longer available for use.*
+
+The **No Video** mod was a [game modifier](/wiki/Game_modifier) that enabled players to disable the background video of a [beatmap](/wiki/Beatmaps). This was used to help improve framerate and game performance.
+
+The mod's functionality was replaced with an option in [Visual Settings](/wiki/Visual_Settings), and thus the icon and its mod are no longer being used.
+
+[o!s]: /wiki/shared/mode/osu.png "osu!standard"
+[o!t]: /wiki/shared/mode/taiko.png "osu!taiko"
+[o!c]: /wiki/shared/mode/catch.png "osu!catch"
+[o!m]: /wiki/shared/mode/mania.png "osu!mania"
diff --git a/wiki/Game_modifier/Perfect/en.md b/wiki/Game_modifier/Perfect/en.md
new file mode 100644
index 000000000000..dcd187b08ec3
--- /dev/null
+++ b/wiki/Game_modifier/Perfect/en.md
@@ -0,0 +1,55 @@
+---
+stub: true
+tags:
+ - perfect
+ - mod
+ - game modifier
+ - PF
+---
+
+# Perfect (mod)
+
+ mod icon")
+
+*For the full list of all mods, see: [Game modifier](/wiki/Game_modifier)*\
+*See also: [Sudden Death (mod)](/wiki/Game_modifier/Sudden_Death)*
+
+## About
+
+- Abbreviation: PF
+- Type: Difficulty Increase
+- Score Multiplier: 1.00x
+- Default shortcut key: `S` `S` or `Shift`+`S`
+- Caption: `SS or quit.`
+- Compatible game modes: ![][o!s] ![][o!t] ![][o!c] ![][o!m]
+- Variant: [Sudden Death](/wiki/Game_modifier/Sudden_Death)
+
+## Description
+
+The **Perfect** mod is a [game modifier](/wiki/Game_modifier) that aims to aid players who are going for an SS grade by automatically failing and retrying [beatmaps](/wiki/Beatmaps) upon missing a note or obtaining any score on a [hit object](/wiki/Hit_object) other than 300 or more.
+
+Any of the following acts **will cause** the Perfect mod to restart the beatmap:
+
+- Missing a note
+- Obtaining a `100` or `50`
+- Failing a spinner
+- Sliderbreaking
+
+Any of the following acts **will not cause** the Perfect mod to restart the beatmap:
+
+- Obtaining a `300`
+- Completing a spinner
+- Obtaining a Rainbow 300/MAX score ([osu!mania](/wiki/Game_mode/osu!mania))
+- Obtaining a 300 score value (osu!mania)
+
+This mod has the same effect across all [game modes](/wiki/Game_mode)
+
+## Trivia
+
+- If there is a skippable prologue, the Perfect mod will not automatically skip it because it uses restart functionality as opposed to a quick-retry.
+- The Perfect mod is a variant of the [Sudden Death](/wiki/Game_modifier/Sudden_Death) mod.
+
+[o!s]: /wiki/shared/mode/osu.png "osu!standard"
+[o!t]: /wiki/shared/mode/taiko.png "osu!taiko"
+[o!c]: /wiki/shared/mode/catch.png "osu!catch"
+[o!m]: /wiki/shared/mode/mania.png "osu!mania"
diff --git a/wiki/Game_modifier/Random/en.md b/wiki/Game_modifier/Random/en.md
new file mode 100644
index 000000000000..d52f060b79dd
--- /dev/null
+++ b/wiki/Game_modifier/Random/en.md
@@ -0,0 +1,29 @@
+---
+stub: true
+tags:
+ - random
+ - RD
+---
+
+# Random (mod)
+
+ mod icon")
+
+*For the full list of all mods, see: [Game Modifier](/wiki/Game_modifier)*
+
+## About
+
+- Abbreviation: RD
+- Type: Special
+- Score Multiplier: 0.00x
+- Default shortcut key: `X`
+- Caption: `Shuffle around the notes!`
+- Compatible game modes: ![][o!m]
+
+## Description
+
+The **Random** mod is a [game modifier](/wiki/Game_modifier) for [osu!mania](/wiki/Game_mode/osu!mania) that aims to give players an interesting and fun experience for osu!mania by shuffling the note placement. The Random mod will not change the length of the notes, and it is not shuffled every time Random is used.
+
+, Random mod only (middle), and Random mod with Co-Op mod (right) for osu!mania-specific (top) and non-specific (bottom) beatmaps")
+
+[o!m]: /wiki/shared/mode/mania.png "osu!mania"
diff --git a/wiki/Game_Modifiers/img/GM_Random.jpg b/wiki/Game_modifier/Random/img/GM_Random.jpg
similarity index 100%
rename from wiki/Game_Modifiers/img/GM_Random.jpg
rename to wiki/Game_modifier/Random/img/GM_Random.jpg
diff --git a/wiki/Game_modifier/Relax/en.md b/wiki/Game_modifier/Relax/en.md
new file mode 100644
index 000000000000..8e4afd96ec1d
--- /dev/null
+++ b/wiki/Game_modifier/Relax/en.md
@@ -0,0 +1,55 @@
+---
+stub: true
+tags:
+ - relax
+ - RL
+ - RX
+ - mod
+ - game modifier
+---
+
+# Relax (mod)
+
+ mod icon")
+
+*For the full list of all mods, see: [Game Modifier](/wiki/Game_modifier)*
+
+## About
+
+- Abbreviation: RL or RX
+- Type: Special
+- Score Multiplier: 0.00x
+- Default shortcut key: `Z`
+- Caption:
+ - ![][o!s]: `You don't need to click. Give your clicking/tapping fingers a break from the heat of things. ** UNRANKED **`
+ - ![][o!t]: `Relax! You will no longer get dizzyfied by ninja-like spinners, demanding drumrolls or unexpected katu's. ** UNRANKED **`
+ - ![][o!c]: `Use the mouse to control the catcher. ** UNRANKED **`
+- Compatible game modes: ![][o!s] ![][o!t] ![][o!c]
+
+## Description
+
+*Notice: Enabling the Relax mod will cause the play to be unranked and will not be saved to the local leaderboards.*
+
+The **Relax** mod is a [game modifier](/wiki/Game_modifier) that aims to allow a relaxing experience to players. Due to its nature, the mod is typically utilised to analyze/practice difficult [patterns](/wiki/Beatmaps/Pattern) on [beatmaps](/wiki/Beatmaps), or for when players want to give their tapping hands a rest.
+
+### osu!standard
+
+In [osu!standard](/wiki/Game_mode/osu!), enabling the Relax mod only requires ther player to hover their cursor over [hit objects](/wiki/Hit_object); all hit objects will be automatically tapped by osu!.
+
+The Relax mod also hides the [score](/wiki/Score), [combo](/wiki/Beatmapping/Combo), and misses and makes it impossible to fail a beatmap. Additionally, the spins per minute (SPM) value will be doubled, allowing the player to spin much faster and thus obtain a higher score than would in a regular play.
+
+### osu!taiko
+
+In [osu!taiko](/wiki/Game_mode/osu!taiko), the Relax mod removes colour judgement: the correct colour for the note is hit regardless of the colour given. Although the colours of the notes will not be changed.
+
+Along with this, the Relax mod will also give more lenient timing to collect the slider ticks during drumrolls, while dendens can be cleared with any colour sequence instead of alternating the colour sequence. The animated mascot will also be removed.
+
+Unlike osu!standard, in osu!taiko, the Relax mod *will* display score, combo, and misses.
+
+### osu!catch
+
+In [osu!catch](/wiki/Game_mode/osu!catch), the Relax mod allows the character to be moved freely at any speed with the mouse or other cursor-moving peripheral.
+
+[o!s]: /wiki/shared/mode/osu.png "osu!standard"
+[o!t]: /wiki/shared/mode/taiko.png "osu!taiko"
+[o!c]: /wiki/shared/mode/catch.png "osu!catch"
diff --git a/wiki/Game_modifier/ScoreV2/en.md b/wiki/Game_modifier/ScoreV2/en.md
new file mode 100644
index 000000000000..2971e30f1476
--- /dev/null
+++ b/wiki/Game_modifier/ScoreV2/en.md
@@ -0,0 +1,42 @@
+---
+stub: true
+tags:
+ - scorev2
+ - SV2
+ - mod
+ - game modifier
+---
+
+# ScoreV2 (mod)
+
+ mod icon")
+
+*For the full list of all mods, see: [Game modifier](/wiki/Game_modifier)*\
+*Not to be confused with [Score](/wiki/Score) or [ScoreV1](/wiki/Score/ScoreV1).*
+
+## About
+
+- Abbreviation: SV2
+- Type: Special
+- Score Multiplier: 1.00x
+- Caption: `Try the future scoring system. ** UNRANKED **`
+- Compatible game modes: ![][o!s] ![][o!t] ![][o!c] ![][o!m]
+
+## Description
+
+*Notice: Enabling the ScoreV2 mod will result in an unranked play.*
+
+*For information regarding the ScoreV2 scoring system, see: [ScoreV2](/wiki/Score#scorev2)*
+
+The **ScoreV2** mod is a mod that uses the prototype ScoreV2 value system instead of the current scoring system for each respective [game mode](/wiki/Game_mode). In a nutshell, the ScoreV2 system attemps to scale all [hit object](/wiki/Hit_object) scoring values to a hard limit of 1 million at 1.00 Score Multiplier (excluding bonus spinner values in [osu!standard](/wiki/Game_mode/osu!), dendens in [osu!taiko](/wiki/Game_mode/osu!taiko), and collected bananas in [osu!catch](/wiki/Game_mode/osu!catch).
+
+This mod has the same effect across all game modes.
+
+## Trivia
+
+- The ScoreV2 mod was introduced in the February 22 (2017-02-22) build [b20170222.3 (Stable)](https://osu.ppy.sh/home/changelog/stable40/20170222.3)
+
+[o!s]: /wiki/shared/mode/osu.png "osu!standard"
+[o!t]: /wiki/shared/mode/taiko.png "osu!taiko"
+[o!c]: /wiki/shared/mode/catch.png "osu!catch"
+[o!m]: /wiki/shared/mode/mania.png "osu!mania"
diff --git a/wiki/Game_modifier/Score_multiplier/en.md b/wiki/Game_modifier/Score_multiplier/en.md
new file mode 100644
index 000000000000..bf93aea73315
--- /dev/null
+++ b/wiki/Game_modifier/Score_multiplier/en.md
@@ -0,0 +1,24 @@
+---
+stub: true
+tags:
+ - score multiplier
+ - score
+---
+
+# Score multiplier
+
+*See also: [Game modifier](/wiki/Game_modifier)*
+
+
+
+## Description
+
+The **Score Multiplier** is a value used to determine how much osu! should multiply the [score](/wiki/Score) recieved from each individual [hit object](/wiki/Hit_object) throughout a play. By default, the Score Multiplier will be 1.00x, but this value can be changed through the use of [game modifiers](/wiki/Game_modifier).
+
+For example, if a player plays a [beatmap](/wiki/Beatmaps) on osu!standard with no mods enabled, and gains a final score of 100,000, then the final score will be 100,000. However, if that same player achieved the *exact same play* on the *exact same beatmap*, with the [Hard Rock](/wiki/Game_modifier/Hard_Rock) mod enabled, then the final score would be 106,000 because the Hard Rock mod's Score Multiplier value is 1.06x. During a play, the score multiplier value is multiplied with the current score in real-time, although it is possible to calculate the final score after-the-fact by simply multiplying the two values together: `finalScore * scoreMultiplier`.
+
+However, if multiple mods are enabled, the score multiplier value would be the two score multiplier values of each mod, multiplies together. For example, if the Hard Rock mod and [Half Time](/wiki/Game_modifier/Half_Time) mod are enabled simultaneously in osu!standard, the final value would be approximately 0.32x.
+
+## Trivia
+
+- osu! used to round down the Score Multiplier to the nearest hundredth until a patch fixed the rounding problem by only rounding up if the thousandths value is 0.005 or higher.
diff --git a/wiki/Game_modifier/Spun_Out/en.md b/wiki/Game_modifier/Spun_Out/en.md
new file mode 100644
index 000000000000..5dcc4c42e58d
--- /dev/null
+++ b/wiki/Game_modifier/Spun_Out/en.md
@@ -0,0 +1,32 @@
+---
+stub: true
+tags:
+ - spun-out
+ - spun out
+ - SO
+ - mod
+ - game modifier
+---
+
+# Spun Out (mod)
+
+ mod icon")
+
+*For the full list of all mods, see: [Game modifier](/wiki/Game_modifier)*
+
+## About
+
+- Abbreviation: SO
+- Type: Special
+- Score Multiplier: 0.90x
+- Default shortcut key: `C`
+- Caption: `Spinners will be automatically completed.`
+- Compatible game modes: ![][o!s]
+
+## Description
+
+The **Spun Out** mod is a [game modifier](/wiki/Game_modifier) that is aims to aid [osu!standard](/wiki/Game_mode/osu!) players in successfully spin spinners in a [beatmap](/wiki/Beatmaps). The mod will clear all of the beatmap's spinner(s) at exactly 286.48 spins per minute (SPM) in a clockwise rotation, which is 3/5 of Auto's 477.26 SPM.
+
+The spinner(s) will be disabled and the player cannot spin to increase the SPM value.
+
+[o!s]: /wiki/shared/mode/osu.png "osu!standard"
diff --git a/wiki/Game_modifier/Sudden_Death/en.md b/wiki/Game_modifier/Sudden_Death/en.md
new file mode 100644
index 000000000000..cd98dde986a9
--- /dev/null
+++ b/wiki/Game_modifier/Sudden_Death/en.md
@@ -0,0 +1,54 @@
+---
+stub: true
+tags:
+ - sudden death
+ - mod
+ - game modifier
+ - SD
+---
+
+# Sudden Death (mod)
+
+ mod icon")
+
+*For the full list of all mods, see: [Game Modifier](/wiki/Game_modifier)*\
+*See also: [Perfect (mod)](/wiki/Game_modifier/Perfect)*
+
+## About
+
+- Abbreviation: SD
+- Type: Difficulty Increasing
+- Score Multiplier: 1.00x
+- Default shortcut key: `S`
+- Caption: `Miss a note and fail.`
+- Compatible game modes: ![][o!s] ![][o!t] ![][o!c] ![][o!m]
+- Variant: [Perfect](/wiki/Game_modifier/Perfect)
+
+## Description
+
+The **Sudden Death** mod is a [game modifier](/wiki/Game_modifier) that causes players to fail a [beatmap](/wiki/Beatmaps) upon missing a [hit object](/wiki/Hit_Objects) or failing to collect a slider tick. This is useful for players who are going for an [full combo (FC)](/wiki/Glossary#fc). Although there is some debate as to whether the use of the Sudden Death mod or the act of retrying at the first [combo break](/wiki/Glossary#combobreak) is helpul or harmful for players wanting to improve quickly,
+
+To be more specific, the Sudden Death mod will only fail the beatmap if any of the following happen:
+
+- Missing a note
+- Failing to collect a slider tick (osu!standard only)
+- Failing to complete a spinner
+
+The Sudden Death mod **will not** fail the beatmap if any of the following happen:
+
+- Missing a [sliderend](/wiki/Hit_object/Slidertail) (i.e. a sliderbreak)
+- Not holding/collecting on the enmpty slider path
+
+Unlike the Sudden Death mod's variant [Perfect](/wiki/Game_modifier/Perfect), the beatmap will not automatically retry the map. Instead, the player will be left with a normal failure screen upon missing.
+
+This mod has the same effect across all [game modes](/wiki/Game_mode).
+
+### Trivia
+
+- Missing a note with the Sudden Death mod enabled will result in an extra large miss figure to appear in [osu!standard](/wiki/Game_mode/osu!)
+- When playing with Sudden Death mod enabled in osu!standard mode, there are rare cases where the player may survives from a full life bar drain for breaking the combo count. If the player managed to preserve at least a sliver of health by getting a slider tick in a very short time-margin right after the combo broke and before the life bar is drained completely, the player can continue playing the beatmap as is and no large miss figure will be imposed.
+
+[o!s]: /wiki/shared/mode/osu.png "osu!standard"
+[o!t]: /wiki/shared/mode/taiko.png "osu!taiko"
+[o!c]: /wiki/shared/mode/catch.png "osu!catch"
+[o!m]: /wiki/shared/mode/mania.png "osu!mania"
diff --git a/wiki/Game_modifier/Summary/en.md b/wiki/Game_modifier/Summary/en.md
new file mode 100644
index 000000000000..a6fb5d8e1946
--- /dev/null
+++ b/wiki/Game_modifier/Summary/en.md
@@ -0,0 +1,82 @@
+# Summary of game modifiers
+
+*Main page: [Game modifiers](/wiki/Game_modifier)*
+
+
+
+*Note: All mods used in osu!mania will never increase the score multiplier.*
+
+| Mod | Name (Abbr.) | Multiplier | Caption |
+| :-- | :-- | :-- | :-- |
+|  | Easy (EZ) | • ![][o!s] ![][o!t] ![][o!c] ![][o!m]: 0.50x | • ![][o!s]: `Reduces overall difficulty - larger circles, more forgiving HP drain, less accuracy required.` • ![][o!t]: `Reduces overall difficulty - notes move slower, less accuracy required.` • ![][o!c]: `Reduces overall difficulty - larger circles, more forgiving HP drain, less accuracy required.` • ![][o!m]: `Reduces overall difficulty - more forgiving HP drain, less accuracy required.` |
+|  | No Fail (NF) | • ![][o!s] ![][o!t] ![][o!c] ![][o!m]: 0.50x | • ![][o!s] ![][o!t] ![][o!c] ![][o!m]: `You can't fail. No matter what.` |
+|  | Half Time (HT) | • ![][o!s] ![][o!t] ![][o!c]: 0.30x • ![][o!m]: 0.50x | • ![][o!s] ![][o!t] ![][o!c] ![][o!m]: `Less zoom.` |
+|  | Hard Rock (HR) | • ![][o!s]: 1.12x ![][o!t]: 1.06x • ![][o!c]: 1.12x • ![][o!m]: 1.00x | • ![][o!s] ![][o!t] ![][o!c] ![][o!m]: `Everything just got a bit harder…` |
+|  | Sudden Death (SD) | • ![][o!s] ![][o!t] ![][o!c] ![][o!m]: 1.00x | • ![][o!s] ![][o!t] ![][o!c] ![][o!m]: `Miss a note and fail.` |
+|  | Perfect (PF) | • ![][o!s] ![][o!t] ![][o!c] ![][o!m]: 1.00x | • ![][o!s] ![][o!t] ![][o!c] ![][o!m]: `SS or quit.` |
+|  | Double Time (DT) | • ![][o!s]: 1.06x • ![][o!t]: 1.12x ![][o!c]: 1.06x • ![][o!m]: 1.00x | • ![][o!s] ![][o!t] ![][o!c] ![][o!m]: `Zoooooooooom.` |
+|  | Nightcore (NC) | • ![][o!s]: 1.06x • ![][o!t]: 1.12x ![][o!c]: 1.06x • ![][o!m]: 1.00x | • ![][o!s] ![][o!t] ![][o!c] ![][o!m]: `uguuuuuuuu` |
+|  | Hidden (HD) | • ![][o!s] ![][o!t] ![][o!c]: 1.06x • ![][o!m]: 1.00x | • ![][o!s]: `Play with no approach circles and fading notes for a slight score advantage.` • ![][o!t]: `The notes fade out before you hit them!` • ![][o!c] `Play with no approach circles and fading notes for a slight score advantage.` • ![][o!m]: `The notes fade out before you hit them!` |
+|  | Fade In (FI) | • ![][o!m]: 1.00x | |
+|  | Flashlight (FL) | • ![][o!s] ![][o!t] ![][o!c]: 1.12x • ![][o!m]: 1.00x | • ![][o!s] ![][o!t] ![][o!c] ![][o!m]: `Restricted view area` |
+|  | Relax (RL) | • ![][o!s] ![][o!t] ![][o!c]: 0.00x | • ![][o!s]: `You don't need to click. Give your clicking/tapping fingers a break from the heat of things. ** UNRANKED **` • ![][o!t]: `Relax! You will no longer get dizzyfied by ninja-like spinners, demanding drumrolls or unexpected katu's. ** UNRANKED **` • ![][o!c]: `Use the mouse to control the catcher. ** UNRANKED **` |
+|  | Auto Pilot (AP) | • ![][o!s]: 0.00x | • ![][o!s]: `Automatic cursor movement - just follow the rhythm. ** UNRANKED **` |
+|  | Spun Out (SO) | • ![][o!s]: 0.90x | • ![][o!s]: `Spinners will be automatically completed.` |
+|  | 4K (*x*K) | 0.66x–1.00x (see [chart below](#xk-mod-score-multipliers)) | |
+|  | Co-op (CP) | 0.70x–1.00x (see [chart below](#xk-mod-with-co-op-score-multipliers)) | • ![][o!m]: `Double the key amount, double the fun!` |
+|  | Mirror (MR) | • ![][o!m]: 1.00x | |
+|  | Random (RD) | • ![][o!m]: 0.00x | • ![][o!m]: `Shuffle around the notes!` |
+|  | Auto (AT) | • ![][o!s] ![][o!t] ![][o!c] ![][o!m]: 1.00x | • ![][o!s] ![][o!t] ![][o!c] ![][o!m]: `Watch a perfect automated play through the song.` |
+|  | Cinema (CM) | • ![][o!s] ![][o!t] ![][o!c] ![][o!m]: 1.00x | |
+|  | ScoreV2 (SV2) | • ![][o!s] ![][o!t] ![][o!c] ![][o!m]: 1.00x | • ![][o!s] ![][o!t] ![][o!c] ![][o!m]: `Try the future scoring system. ** UNRANKED **` |
+|  | Target Practice (TP) | • ![][o!s]: 1.00x | |
+
+## xK mod score multipliers
+
+*Notice: This table only affects beatmaps converted from osu!standard to osu!mania during play, not on osu!mania-specific beatmaps!*
+
+| Default/Modifier | 1K | 2K | 3K | 4K | 5K | 6K | 7K | 8K | 9K |
+| :-: | --: | --: | --: | --: | --: | --: | --: | --: | --: |
+| 4K | 0.78x | 0.82x | 0.86x | 1.00x | 0.90x | 0.90x | 0.90x | 0.90x | 0.90x |
+| 5K | 0.74x | 0.78x | 0.82x | 0.86x | 1.00x | 0.90x | 0.90x | 0.90x | 0.90x |
+| 6K | 0.70x | 0.74x | 0.78x | 0.82x | 0.86x | 1.00x | 0.90x | 0.90x | 0.90x |
+| 7K | 0.66x | 0.70x | 0.74x | 0.78x | 0.82x | 0.86x | 1.00x | 0.90x | 0.90x |
+
+### *x*K mod with Co-op score multipliers
+
+*Notice: This table only affects beatmaps converted from osu!standard to osu!mania during play, not on osu!mania-specific beatmaps. And as such, the Co-Op mod gives no penalty on osu!mania-specific beatmaps.*
+
+| Default/Modifier | 1K | 2K | 3K | 4K | 5K | 6K | 7K | 8K | 9K |
+| :-: | --: | --: | --: | --: | --: | --: | --: | --: | --: |
+| 4K | 0.82x | 1.00x | 0.90x | 0.90x | 0.90x | 0.90x | 0.90x | 0.90x | 0.90x |
+| 5K | 0.78x | 0.86x | 0.90x | 0.90x | 0.90x | 0.90x | 0.90x | 0.90x | 0.90x |
+| 6K | 0.74x | 0.82x | 1.00x | 0.90x | 0.90x | 0.90x | 0.90x | 0.90x | 0.90x |
+| 7K | 0.70x | 0.78x | 0.86x | 0.90x | 0.90x | 0.90x | 0.90x | 0.90x | 0.90x |
+
+## Inverse mods
+
+*Note: All mods cancel out the Target Practice mod.*
+
+| These mods... | ...cancel out these mods. (and vice-versa) |
+| :-- | :-- |
+|  |  |
+|   |  |
+|  |     |
+|   |      |
+|  |       |
+|  |        |
+|   |      |
+
+### osu!mania
+
+| These mods... | ...cancel out these mods. (and vice-versa) |
+| :-- | :-- |
+|   |  |
+
+[o!s]: /wiki/shared/mode/osu.png "osu!standard"
+[o!t]: /wiki/shared/mode/taiko.png "osu!taiko"
+[o!c]: /wiki/shared/mode/catch.png "osu!catch"
+[o!m]: /wiki/shared/mode/mania.png "osu!mania"
diff --git a/wiki/Game_Modifiers/Summary/fr.md b/wiki/Game_modifier/Summary/fr.md
similarity index 95%
rename from wiki/Game_Modifiers/Summary/fr.md
rename to wiki/Game_modifier/Summary/fr.md
index 12b64b8b9866..79c8b60b89e9 100644
--- a/wiki/Game_Modifiers/Summary/fr.md
+++ b/wiki/Game_modifier/Summary/fr.md
@@ -1,3 +1,8 @@
+---
+outdated: true
+outdated_since: 3bec7abe5a3da2952e6324d55a29431f9240e8a0
+---
+
# Sommaire
*Note: Tous les mods changeant la difficulté sur osu!mania n'augmenteront jamais le multiplicateur de score.*
@@ -21,7 +26,7 @@
|  | Auto (AT) | ![][o!s] ![][o!t] ![][o!c] ![][o!m]: 0.00x (unrankable) | Regarde une partie parfaite. |
|  | Cinema (CM) | ![][o!s] ![][o!t] ![][o!c] ![][o!m]: 0.00x (unrankable) | Regarde la vidéo et/ou le storyboard. |
|  | xK (xK) | ![][o!m]: 0.66x ~ 1.00x (voir[chart below](#le-multiplicateur-de-score-du-mode-xk)) | Joue avec un nombre `x` de touches. |
-|  | Co-Op (COOP) | ![][o!m]: 0.70x ~ 1.00x voir[chart below](#le-mod-xK-avec-le-multiplicateur-de-score-de-la-CO-OP)) | Un duo, ça vous dit ? |
+|  | Co-Op (COOP) | ![][o!m]: 0.70x ~ 1.00x voir[chart below](#le-mod-xK-avec-le-multiplicateur-de-score-de-la-CO-OP)) | Un duo, ça vous dit ? |
|  | Random (RD) | ![][o!m]: 1.00x | Change les touches de colonnes. |
## Le multiplicateur de score du mod xK
diff --git a/wiki/Game_Modifiers/Summary/zh.md b/wiki/Game_modifier/Summary/zh.md
similarity index 95%
rename from wiki/Game_Modifiers/Summary/zh.md
rename to wiki/Game_modifier/Summary/zh.md
index b54aab6ae41e..8f6b48730a64 100644
--- a/wiki/Game_Modifiers/Summary/zh.md
+++ b/wiki/Game_modifier/Summary/zh.md
@@ -1,6 +1,11 @@
+---
+outdated: true
+outdated_since: 3bec7abe5a3da2952e6324d55a29431f9240e8a0
+---
+
# 摘要
-*主页面:[Game Modifiers](/wiki/Game_Modifiers)*
+*主页面:[Game Modifiers](/wiki/Game_modifier)*
*注意:所有的 Mods 在 osu!mania 模式不会增加分数加成。*
@@ -23,7 +28,7 @@
|  | Auto (AT) | ![][o!s] ![][o!t] ![][o!c] ![][o!m]: 0.00x (不计入成绩) | 观看完美的回放。 |
|  | Cinema (CM) | ![][o!s] ![][o!t] ![][o!c] ![][o!m]: 0.00x (不计入成绩) | 观看视频 和/或 Storyboard。 |
|  | xK (xK) | ![][o!m]: 0.66x ~ 1.00x (详见 [下面的表格](#xk-mod-score-multipliers)) | 使用选择的按键数。 |
-|  | Co-Op (COOP) | ![][o!m]: 0.70x ~ 1.00x (详见 [下面的表格](#xk-mod-with-co-op-score-multipliers)) | 使用两个游戏区。 |
+|  | Co-Op (COOP) | ![][o!m]: 0.70x ~ 1.00x (详见 [下面的表格](#xk-mod-with-co-op-score-multipliers)) | 使用两个游戏区。 |
|  | Random (RD) | ![][o!m]: 1.00x | 随机排列音符的位置。 |
## xK 分数加成
diff --git a/wiki/Game_modifier/Target_Practice/en.md b/wiki/Game_modifier/Target_Practice/en.md
new file mode 100644
index 000000000000..9217f67b4297
--- /dev/null
+++ b/wiki/Game_modifier/Target_Practice/en.md
@@ -0,0 +1,45 @@
+---
+stub: true
+tags:
+ - target practice
+ - TP
+ - mod
+ - game modifier
+ - cutting edge
+---
+
+
+
+# Target Practice (mod)
+
+ mod icon")
+
+*For the full list of all mods, see: [Game Modifiers](/wiki/Game_modifier)*\
+*Notice: the Target Practice mod is only accessible in the `Cutting Edge` build.*
+
+## About
+
+- Abbreviation: TP
+- Type: Special
+- Score Multiplier: 1.00x
+- Compatible game modes: ![][o!s]
+
+## Description
+
+*Notice: Enabling the Target Practice mod will result in an unranked play.*
+
+The **Target Practice** mod is an experimental [game modifier](/wiki/Game_modifier) that removes all the mapped [hit objects](/wiki/Hit_object) and replaces them with a simplified and consistent set of "targets."
+
+During a play with the Target Practice mod enabled, players will be presented with a set of "targets" that slowly increase in size and brightness. The player is then expected to tap or click the targets when they are at full brightness and size and the time is right. A consistent metronome will be played in the background to indicate to players when they should tap the target.
+
+The mod's use is mostly for fun, but can also be used to practice maintaining a consistent tempo.
+
+
+
+## Trivia
+
+- The Target Practice Mod will use the [combo colours](/wiki/Beatmapping/Combo#combo-colour) that are marked in the player's current [skin.ini](/wiki/Skinning/skin.ini) folder.
+- Upon failing a play with the Target Practice mod enabled, the player will be brought to the Ranking Screen, instead of a fail screen.
+
+[o!s]: /wiki/shared/mode/osu.png "osu!standard"
diff --git a/wiki/Game_Modifiers/img/GM_TP.jpg b/wiki/Game_modifier/Target_Practice/img/GM_TP.jpg
similarity index 100%
rename from wiki/Game_Modifiers/img/GM_TP.jpg
rename to wiki/Game_modifier/Target_Practice/img/GM_TP.jpg
diff --git a/wiki/Game_modifier/en.md b/wiki/Game_modifier/en.md
new file mode 100644
index 000000000000..18a0eee32f29
--- /dev/null
+++ b/wiki/Game_modifier/en.md
@@ -0,0 +1,73 @@
+---
+tags:
+ - mod
+ - game modifier
+ - overview
+ - list of mods
+---
+
+
+
+# Game modifier
+
+*Not to be confused with [modding](/wiki/Modding).*
+
+
+
+**Game modifiers** (or "mod" for short) are optional modifications to a [beatmap](/wiki/Beatmaps)'s elements and settings that players can enable from the `Mod Selection Screen` (above). Mods can make beatmaps easier, harder, or just plain fun.
+
+Players can access the `Mod Selection Screen` in the song selection screen by clicking the `Mods` button near the lower left corner of the screen or by pressing `F1` on their keyboard. Once in the `Mod Selection Screen`, there are also keyboard shortcuts that can be used to select specific mods. These shortcuts may be changed in the Options.
+
+On the selection screen, mods are separated into three categories: `Difficulty Reduction`, `Difficulty Increase`, and `Special`, and they can either reduce, increase, or remove the [`Score Multiplier`](/wiki/Score_multiplier). When two mods are being used simultaneously, the mods' respective multiplier will be multiplied together (e.g., `1.06x * 1.12x = 1.1872x`).
+
+## List of mods
+
+*See also: [Summary (Game Modifier)](/wiki/Game_modifier/Summary)*
+
+Each of the mods below listed will have their compitable game modes' icon (![][o!s] ![][o!t] ![][o!c] ![][o!m]) next to it.
+
+### Difficulty reduction
+
+- [Easy (EZ)](/wiki/Game_modifier/Easy) ![][o!s] ![][o!t] ![][o!c] ![][o!m]
+- [No Fail (NF)](/wiki/Game_modifier/No_Fail) ![][o!s] ![][o!t] ![][o!c] ![][o!m]
+- [Half Time (HT)](/wiki/Game_modifier/Half_Time) ![][o!s] ![][o!t] ![][o!c] ![][o!m]
+
+### Difficulty increase
+
+- [Hard Rock (HR)](/wiki/Game_modifier/Hard_Rock) ![][o!s] ![][o!t] ![][o!c] ![][o!m]
+- [Sudden Death (SD)](/wiki/Game_modifier/Sudden_Death) ![][o!s] ![][o!t] ![][o!c] ![][o!m]
+ - [Perfect (PF)](/wiki/Game_modifier/Perfect) ![][o!s] ![][o!t] ![][o!c] ![][o!m]
+- [Double Time (DT)](/wiki/Game_modifier/Double_Time) ![][o!s] ![][o!t] ![][o!c] ![][o!m]
+ - [Nightcore (NC)](/wiki/Game_modifier/Nightcore) ![][o!s] ![][o!t] ![][o!c] ![][o!m]
+- [Hidden (HD)](/wiki/Game_modifier/Hidden) ![][o!s] ![][o!t] ![][o!c] ![][o!m]
+ - [Fade In (FI)](/wiki/Game_modifier/Fade_In) ![][o!m]
+- [Flashlight (FL)](/wiki/Game_modifier/Flashlight) ![][o!s] ![][o!t] ![][o!c] ![][o!m]
+
+### Special
+
+- [Relax (RL)](/wiki/Game_modifier/Relax) ![][o!s] ![][o!t] ![][o!c]
+- [Autopilot (AP)](/wiki/Game_modifier/Autopilot) ![][o!s]
+- [Spun Out (SO)](/wiki/Game_modifier/Spun_Out) ![][o!s]
+- [1K, 2K, 3K, 4K, 5K, 6K, 7K, 8K, 9K (xK)](/wiki/Game_modifier/xK) ![][o!m]
+- [Co-op (CP)](/wiki/Game_modifier/Co-op) ![][o!m]
+- [Mirror (MR)](/wiki/Game_modifier/Mirror) ![][o!m]
+- [Random (RD)](/wiki/Game_modifier/Random) ![][o!m]
+- [Auto (AT)](/wiki/Game_modifier/Auto) ![][o!s] ![][o!t] ![][o!c] ![][o!m]
+ - [Cinema (CM)](/wiki/Game_modifier/Cinema) ![][o!s] ![][o!t] ![][o!c] ![][o!m]
+- [ScoreV2 (SV2)](/wiki/Game_modifier/ScoreV2) ![][o!s] ![][o!t] ![][o!c] ![][o!m]
+- [Target Practice (TP)](/wiki/Game_modifier/Target_Practice) ![][o!s] **Cutting Edge only**
+
+### Other
+
+*Note: These mods were used and available some time ago, but are now unavailable.*
+
+- [10K](/wiki/Game_modifier/10k) ![][o!m]
+- [Fade Out](/wiki/Game_modifier/Fade_Out) ![][o!m]
+- [No Video](/wiki/Game_modifier/No_Video) ![][o!s] ![][o!t] ![][o!c] ![][o!m]
+
+[o!s]: /wiki/shared/mode/osu.png "osu!standard"
+[o!t]: /wiki/shared/mode/taiko.png "osu!taiko"
+[o!c]: /wiki/shared/mode/catch.png "osu!catch"
+[o!m]: /wiki/shared/mode/mania.png "osu!mania"
diff --git a/wiki/Game_Modifiers/fr.md b/wiki/Game_modifier/fr.md
similarity index 69%
rename from wiki/Game_Modifiers/fr.md
rename to wiki/Game_modifier/fr.md
index 1c49d7fa3400..2a043c9e99e3 100644
--- a/wiki/Game_Modifiers/fr.md
+++ b/wiki/Game_modifier/fr.md
@@ -1,4 +1,6 @@
---
+outdated: true
+outdated_since: 3bec7abe5a3da2952e6324d55a29431f9240e8a0
no_native_review: true
---
@@ -37,29 +39,29 @@ Dans le mode [Multi](/wiki/Multi), l'effet des " vies " ne fonctionnera pas dans
- Réduit la difficulté globale - cercles plus grands, drain HP plus indulgent, moins de précision requise.
-Dans le mode de jeu [osu!standard](/wiki/Game_Modes/osu!), le mode Easy diminue [circle size](/wiki/Beatmap_Editor/Song_Setup#circle-size), [approach rate](/wiki/Beatmapping/Approach_rate) (AR), [overall difficulty](/wiki/Beatmap_Editor/Song_Setup#overall-difficulty) (OD) de même que [HP drain](/wiki/Beatmap_Editor/Song_Setup#hp-drain-rate) (HP); chacun d'entre eux par une quantité énorme (la moitié de la quantité actuelle fixée).
+Dans le mode de jeu [osu!standard](/wiki/Game_mode/osu!), le mode Easy diminue [circle size](/wiki/Beatmap_Editor/Song_Setup#circle-size), [approach rate](/wiki/Beatmapping/Approach_rate) (AR), [overall difficulty](/wiki/Beatmap_Editor/Song_Setup#overall-difficulty) (OD) de même que [HP drain](/wiki/Beatmap_Editor/Song_Setup#hp-drain-rate) (HP); chacun d'entre eux par une quantité énorme (la moitié de la quantité actuelle fixée).

-
+
---
- Réduit la difficulté générale - les notes se déplacent plus lentement, moins de précision requise.
-Dans le mode de jeu [osu!taiko](/wiki/Game_Modes/osu!taiko), le mode Easy diminue le [slider velocity](/wiki/Glossary#slider-velocity) (identique à la réduction de l'AR en mode osu!standard), [overall difficulty](/wiki/Beatmap_Editor/Song_Setup#overall-difficulty) (OD) et [HP drain](/wiki/Beatmap_Editor/Song_Setup#hp-drain-rate) (HP) de moitié. Notez que le nombre de coups requis pour terminer une cuillère tournante est réduit en raison de la réduction de [overall difficulty](/wiki/Beatmap_Editor/Song_Setup#overall-difficulty). Contrairement aux autres modes de jeu, l'exigence d'un score de note réduit pour gagner de la santé dans [osu!taiko](/wiki/Game_Modes/osu!taiko) fait que la barre de vie se remplit beaucoup plus rapidement pour remplacer les deux "vies" supplémentaires car il est impossible d'échouer au milieu de la chanson.
+Dans le mode de jeu [osu!taiko](/wiki/Game_mode/osu!taiko), le mode Easy diminue le [slider velocity](/wiki/Glossary#slider-velocity) (identique à la réduction de l'AR en mode osu!standard), [overall difficulty](/wiki/Beatmap_Editor/Song_Setup#overall-difficulty) (OD) et [HP drain](/wiki/Beatmap_Editor/Song_Setup#hp-drain-rate) (HP) de moitié. Notez que le nombre de coups requis pour terminer une cuillère tournante est réduit en raison de la réduction de [overall difficulty](/wiki/Beatmap_Editor/Song_Setup#overall-difficulty). Contrairement aux autres modes de jeu, l'exigence d'un score de note réduit pour gagner de la santé dans [osu!taiko](/wiki/Game_mode/osu!taiko) fait que la barre de vie se remplit beaucoup plus rapidement pour remplacer les deux "vies" supplémentaires car il est impossible d'échouer au milieu de la chanson.
---
- Réduit la difficulté globale - cercles plus grands, drain HP plus indulgent, moins de précision requise.
-Dans le mode de jeu [osu!catch](/wiki/Game_Modes/osu!catch) les effets sont les mêmes qu'en mode osu!standard - tous les fruits tombent plus lentement (même chose que la réduction de l'AR en mode osu!standard), l'appareil photo est zoomé (CS augmenté en mode osu!standard) et deux "vies" supplémentaires sont accordées. Bien qu'ils n'utilisent qu'un seul axe, la taille plus grande des fruits et leur vitesse de chute plus lente peuvent les faire s'agglutiner, créant les mêmes problèmes présumés qu'en mode osu!standard.
+Dans le mode de jeu [osu!catch](/wiki/Game_mode/osu!catch) les effets sont les mêmes qu'en mode osu!standard - tous les fruits tombent plus lentement (même chose que la réduction de l'AR en mode osu!standard), l'appareil photo est zoomé (CS augmenté en mode osu!standard) et deux "vies" supplémentaires sont accordées. Bien qu'ils n'utilisent qu'un seul axe, la taille plus grande des fruits et leur vitesse de chute plus lente peuvent les faire s'agglutiner, créant les mêmes problèmes présumés qu'en mode osu!standard.
---
- Réduit la difficulté globale - un drain HP plus indulgent, moins de précision requise.
-Dans le mode de jeu [osu!mania](/wiki/Game_Modes/osu!mania) les effets sont les mêmes qu'en mode osu!taiko, sauf que deux "vies" supplémentaires sont accordées, et la vitesse du curseur et le nombre de touches par défaut sont toujours les mêmes.
+Dans le mode de jeu [osu!mania](/wiki/Game_mode/osu!mania) les effets sont les mêmes qu'en mode osu!taiko, sauf que deux "vies" supplémentaires sont accordées, et la vitesse du curseur et le nombre de touches par défaut sont toujours les mêmes.
### No Fail
@@ -83,7 +85,7 @@ Notez que l'utilisation du mod No Fail réduit la quantité de [Performance Poin
- Touche de raccourci : `E`
- Moins de zoom. ("Zoom" se réfère au BPM de la carte de rythme)
-
+
Le mod Half Time diminue la vitesse globale du beatmap (BPM) à 75% de l'original, augmente la longueur du morceau de 33%, et diminue AR, OD, et HP d'une petite quantité (signifié par le triangle inversé en exposant).
@@ -91,11 +93,11 @@ La méthode utilisée pour ralentir peut faire que la chanson sonne "boueuse" ma
---
-Dans le mode de jeu [osu!taiko](/wiki/Game_Modes/osu!taiko), le morceau ralenti et le BPM font que la densité des notes devient plus dense en raison de la diminution de la vitesse d'approche. Cependant, à cause de la façon dont les dendens sont calculés dans osu!taiko, les dendens prennent maintenant plus de coups à effacer et font que *les dendens attribuent une valeur totale plus élevée que sans le mod* (puisque chaque coup de denden n'est pas affecté par le multiplicateur de score, sauf le coup de denden de fin). Cela conduit à une **augmentation** du score maximum possible lorsque le Half Time est activé pour les maps avec des combos très bas et beaucoup de dendens longs, et l'effet est plus significatif lorsque le mod Hard Rock est activé simultanément (ce qui augmente également le nombre de hits requis par denden).
+Dans le mode de jeu [osu!taiko](/wiki/Game_mode/osu!taiko), le morceau ralenti et le BPM font que la densité des notes devient plus dense en raison de la diminution de la vitesse d'approche. Cependant, à cause de la façon dont les dendens sont calculés dans osu!taiko, les dendens prennent maintenant plus de coups à effacer et font que *les dendens attribuent une valeur totale plus élevée que sans le mod* (puisque chaque coup de denden n'est pas affecté par le multiplicateur de score, sauf le coup de denden de fin). Cela conduit à une **augmentation** du score maximum possible lorsque le Half Time est activé pour les maps avec des combos très bas et beaucoup de dendens longs, et l'effet est plus significatif lorsque le mod Hard Rock est activé simultanément (ce qui augmente également le nombre de hits requis par denden).
---
-Dans le mode de jeu [osu!catch](/wiki/Game_Modes/osu!catch), le BPM est abaissé du même facteur que dans les autres modes. Ce mod *aussi* diminue la vitesse du personnage du joueur donc les fruits normaux sans aucun mod *peuvent* se transformer en fruits *hyperdash* en Half Time. De plus, l'indulgence pour les hyperdashes est augmentée, ce qui rend beaucoup plus facile l'arrêt sous le prochain fruit lors d'un hyperdash.
+Dans le mode de jeu [osu!catch](/wiki/Game_mode/osu!catch), le BPM est abaissé du même facteur que dans les autres modes. Ce mod *aussi* diminue la vitesse du personnage du joueur donc les fruits normaux sans aucun mod *peuvent* se transformer en fruits *hyperdash* en Half Time. De plus, l'indulgence pour les hyperdashes est augmentée, ce qui rend beaucoup plus facile l'arrêt sous le prochain fruit lors d'un hyperdash.
## Difficulté croissante
@@ -113,27 +115,27 @@ Hard Rock (nommé d'après la difficulté la plus difficile du jeu DS [Elite Bea
---
-.")
+.")
-Dans le mode de jeu [osu!standard](/wiki/Game_Modes/osu!), Hard Rock retourne également le beatmap sur l'axe X, de sorte que les éléments qui étaient en bas de la carte sont maintenant en haut et vice versa.
+Dans le mode de jeu [osu!standard](/wiki/Game_mode/osu!), Hard Rock retourne également le beatmap sur l'axe X, de sorte que les éléments qui étaient en bas de la carte sont maintenant en haut et vice versa.
---
-Dans le mode de jeu [osu!taiko](/wiki/Game_Modes/osu!taiko) Le mod Hard Rock augmente [slider velocity](/wiki/Glossary#slider-velocity) de même que [overall difficulty](/wiki/Beatmap_Editor/Song_Setup#overall-difficulty). C'est le mod le plus utilisé dans osu!taiko car c'est la seule difficulté à augmenter le mod qui ne nécessite pas de mémorisation ou de frappe super rapide sur les maps hard/insane.
+Dans le mode de jeu [osu!taiko](/wiki/Game_mode/osu!taiko) Le mod Hard Rock augmente [slider velocity](/wiki/Glossary#slider-velocity) de même que [overall difficulty](/wiki/Beatmap_Editor/Song_Setup#overall-difficulty). C'est le mod le plus utilisé dans osu!taiko car c'est la seule difficulté à augmenter le mod qui ne nécessite pas de mémorisation ou de frappe super rapide sur les maps hard/insane.
Notez que le nombre de coups requis pour terminer un denden est augmenté en raison de l'augmentation de la difficulté globale. Par conséquent, le score maximum possible de difficultés osu!taiko avec Hard Rock on est plus élevé que celui du mod. Cependant, cet effet est insignifiant dans la plupart des cas car chaque hit en denden donne un score statique de 300, ce qui est encore plus petit qu'une différence de score typique entre un GRAND hit et un BON hit (550 points à 100 combo ou plus).
---
-.")
+.")
-Dans le mode de jeu [osu!catch](/wiki/Game_Modes/osu!catch) Le mod Hard Rock dispose d'une multitude d'effets. En plus de rendre le personnage du joueur et les fruits plus petits (CS) et d'augmenter leur vitesse de chute (AR), ce mod peut faire dévier légèrement les fruits ordinaires vers la gauche ou la droite de leur emplacement sur la grille, obligeant le joueur à faire des mouvements plus chaotiques et à utiliser l'hyperlien.
+Dans le mode de jeu [osu!catch](/wiki/Game_mode/osu!catch) Le mod Hard Rock dispose d'une multitude d'effets. En plus de rendre le personnage du joueur et les fruits plus petits (CS) et d'augmenter leur vitesse de chute (AR), ce mod peut faire dévier légèrement les fruits ordinaires vers la gauche ou la droite de leur emplacement sur la grille, obligeant le joueur à faire des mouvements plus chaotiques et à utiliser l'hyperlien.
Comme ce mod augmente la difficulté de façon énorme par rapport aux deux autres modes, il vaut un multiplicateur de 1,12x plutôt que de 1,06x.
---
-Dans le mode de jeu [osu!mania](/wiki/Game_Modes/osu!mania) seulement la difficulté de jugement (OD) et les valeurs de [approach rate](/wiki/Beatmapping/Approach_rate) (AR) sont augmentées.
+Dans le mode de jeu [osu!mania](/wiki/Game_mode/osu!mania) seulement la difficulté de jugement (OD) et les valeurs de [approach rate](/wiki/Beatmapping/Approach_rate) (AR) sont augmentées.
Le mod Hard Rock n'affectera pas le placement des notes. Pour les mods qui modifient le placement des notes, voir [Random](#random) mod sous Spécial.
@@ -167,7 +169,7 @@ Bien que ce mod ne donne pas de Multiplicateur de score, il est *plus impitoyabl
---
-Dans le mode de jeu [osu!mania](/wiki/Game_Modes/osu!mania), Le mod Perfect accepte à la fois le Rainbow 300/MAX (la valeur de score la plus élevée) et les valeurs de score 300 comme valeurs de score légitimes puisque les deux donnent un score de précision de 100% et tout le reste comme manqué.
+Dans le mode de jeu [osu!mania](/wiki/Game_mode/osu!mania), Le mod Perfect accepte à la fois le Rainbow 300/MAX (la valeur de score la plus élevée) et les valeurs de score 300 comme valeurs de score légitimes puisque les deux donnent un score de précision de 100% et tout le reste comme manqué.
### Double Time
@@ -177,7 +179,7 @@ Dans le mode de jeu [osu!mania](/wiki/Game_Modes/osu!mania), Le mod Perfect acce
- Touche de raccourci : `D` (à partir de non sélectionné)
- Zoooooooooom
-
+
Le mod Double Time augmente la vitesse globale du beatmap (BPM) à 150% de l'original, réduisant la longueur du morceau de 33%, et augmente AR, OD, et HP d'une petite quantité (signifié par le triangle en exposant).
@@ -185,11 +187,11 @@ La méthode utilisée pour augmenter la vitesse n'augmente pas la hauteur de la
---
-Dans le mode de jeu [osu!taiko](/wiki/Game_Modes/osu!taiko), puisque la clémence de frappe est considérablement réduite en plus de la difficulté globale déjà stricte de osu!taiko, ainsi que les tics de glissement étant considérablement plus difficiles à frapper (et réduisant la valeur des dendens), Double Time est généralement considéré comme le mod le plus dur dans osu!taiko et est rarement utilisé.
+Dans le mode de jeu [osu!taiko](/wiki/Game_mode/osu!taiko), puisque la clémence de frappe est considérablement réduite en plus de la difficulté globale déjà stricte de osu!taiko, ainsi que les tics de glissement étant considérablement plus difficiles à frapper (et réduisant la valeur des dendens), Double Time est généralement considéré comme le mod le plus dur dans osu!taiko et est rarement utilisé.
---
-Dans le mode de jeu [osu!catch](/wiki/Game_Modes/osu!catch), Comme il n'y a pas de difficulté globale à augmenter, ce mod ne fait rien d'autre qu'un multiplicateur de BPM et de taux d'approche et ne vaut donc qu'un multiplicateur de 1,06x. A l'opposé de Half Time, cependant, Double Time diminue grandement l'indulgence des hyperdashes, rendant les fruits nécessitant des hyperdashes presque impossibles à attraper dans certains cas.
+Dans le mode de jeu [osu!catch](/wiki/Game_mode/osu!catch), Comme il n'y a pas de difficulté globale à augmenter, ce mod ne fait rien d'autre qu'un multiplicateur de BPM et de taux d'approche et ne vaut donc qu'un multiplicateur de 1,06x. A l'opposé de Half Time, cependant, Double Time diminue grandement l'indulgence des hyperdashes, rendant les fruits nécessitant des hyperdashes presque impossibles à attraper dans certains cas.
#### Nightcore
@@ -220,9 +222,9 @@ Si le beatmap a été passé avec la note S ou SS avec le mod Hidden activé, le
- Jouez sans cercles d'approche et sans notes fondues pour un léger avantage de score.
-
+
-Dans le mode de jeu [osu!standard](/wiki/Game_Modes/osu!), il élimine les cercles d'approche et fait disparaître les objets touchés peu après leur apparition, obligeant les joueurs à mémoriser plus ou moins le timing et, dans une moindre mesure, le placement et la trajectoire du curseur.
+Dans le mode de jeu [osu!standard](/wiki/Game_mode/osu!), il élimine les cercles d'approche et fait disparaître les objets touchés peu après leur apparition, obligeant les joueurs à mémoriser plus ou moins le timing et, dans une moindre mesure, le placement et la trajectoire du curseur.
Par défaut, le premier objet touché aura un cercle d'approche. Cependant, ce comportement peut être désactivé en toute sécurité dans les Options sous les Généralistes de Jeu comme `Afficher le cercle d'approche sur le premier objet en "Hidden"`.
@@ -230,17 +232,17 @@ Par défaut, le premier objet touché aura un cercle d'approche. Cependant, ce c
- Les notes s'effacent avant que vous ne les frappiez !
-
+
-Dans le mode de jeu [osu!taiko](/wiki/Game_Modes/osu!taiko), les notes s'effacent environ à la moitié de l'écran, ce qui exige que le joueur se souvienne du timing et de la couleur. Cependant, les curseurs et les dendens traversent toujours la ligne de temps complète et ne s'éteignent pas, sauf que le denden n'a pas de cercle d'approche pour indiquer le moment où il s'éteint. Sur une carte de rythme avec une difficulté globale élevée, Hidden est utilisé par les joueurs expérimentés pour augmenter le score au lieu de Hard Rock, parce que le Hard Rock rend parfois la fenêtre de temps trop petite.
+Dans le mode de jeu [osu!taiko](/wiki/Game_mode/osu!taiko), les notes s'effacent environ à la moitié de l'écran, ce qui exige que le joueur se souvienne du timing et de la couleur. Cependant, les curseurs et les dendens traversent toujours la ligne de temps complète et ne s'éteignent pas, sauf que le denden n'a pas de cercle d'approche pour indiquer le moment où il s'éteint. Sur une carte de rythme avec une difficulté globale élevée, Hidden est utilisé par les joueurs expérimentés pour augmenter le score au lieu de Hard Rock, parce que le Hard Rock rend parfois la fenêtre de temps trop petite.
---
- Jouez sans cercles d'approche et sans notes fondues pour un léger avantage de score.
-
+
-Dans le mode de jeu [osu!catch](/wiki/Game_Modes/osu!catch), Hidden fait que les fruits s'effacent environ à mi-chemin sur l'écran.
+Dans le mode de jeu [osu!catch](/wiki/Game_mode/osu!catch), Hidden fait que les fruits s'effacent environ à mi-chemin sur l'écran.
---
@@ -249,11 +251,11 @@ Cliquez à nouveau sur Fade In pour activer le mode Hidden.
- Touche de raccourci : `FF` (à partir de non sélectionné) ou `Shift`+`F` (osu!mania seulement)
- Les notes s'effacent avant que vous ne les frappiez !
-")
+")
-Dans le mode de jeu [osu!mania](/wiki/Game_Modes/osu!mania), Hidden peut être utilisé en appuyant à nouveau sur le mod Fade In, et fonctionne comme l'inverse du Fade In.
+Dans le mode de jeu [osu!mania](/wiki/Game_mode/osu!mania), Hidden peut être utilisé en appuyant à nouveau sur le mod Fade In, et fonctionne comme l'inverse du Fade In.
-
+
#### Fade In
@@ -263,7 +265,7 @@ Dans le mode de jeu [osu!mania](/wiki/Game_Modes/osu!mania), Hidden peut être u
- Multiplicateur de score : 1.00x (osu!mania seulement)
- Touche de raccourci : `F`
-")
+")
Le mode Fade In provoque un fondu enchaîné des notes à l'approche de la barre de jugement.
@@ -271,7 +273,7 @@ La vitesse à laquelle elles s'effacent est basée sur le combo, un combo plus
Si le beatmap a été passé avec la note S ou SS avec le mod Fade In activé, le beatmap attribuera à la place la variante sliver de la note.
-
+
### Flashlight
@@ -287,33 +289,33 @@ Si le beatmap a été passé avec la note S ou SS avec le mod Flashlight activé
---
-
+
-Dans le mode de jeu [osu!standard](/wiki/Game_Modes/osu!), seul un petit cercle éclairé (zone visible) entourant le curseur est affiché, ce qui permet de visualiser le champ de jeu limité et les objets touchés. La zone visible devient plus petite à 100 combo et à nouveau à 200 combo ; elle revient à sa taille originale si le combo est cassé. Lorsque vous tenez la boule glissante sur une trajectoire de glissière, la zone visible s'assombrit également jusqu'à ce que la glissière soit terminée.
+Dans le mode de jeu [osu!standard](/wiki/Game_mode/osu!), seul un petit cercle éclairé (zone visible) entourant le curseur est affiché, ce qui permet de visualiser le champ de jeu limité et les objets touchés. La zone visible devient plus petite à 100 combo et à nouveau à 200 combo ; elle revient à sa taille originale si le combo est cassé. Lorsque vous tenez la boule glissante sur une trajectoire de glissière, la zone visible s'assombrit également jusqu'à ce que la glissière soit terminée.
Lorsqu'elle est associée au mod Hidden, la zone visible de la Flashlight importe peu (avec une vision limitée, le fondu des objets touchés peut se produire alors que le curseur n'est pas focalisé sur le point d'apparition de l'objet touché) et peut nécessiter que le joueur mémorise la totalité du beatmap.
---
-
+
-Dans le mode de jeu [osu!taiko](/wiki/Game_Modes/osu!taiko), la position de la zone visible est fixée à la zone de frappe. La zone visible se rétrécit aux mêmes intervalles de combo qu'en mode osu!standard (à 100 et 200 combo) ; elle revient à sa taille d'origine si le combo est cassé.
+Dans le mode de jeu [osu!taiko](/wiki/Game_mode/osu!taiko), la position de la zone visible est fixée à la zone de frappe. La zone visible se rétrécit aux mêmes intervalles de combo qu'en mode osu!standard (à 100 et 200 combo) ; elle revient à sa taille d'origine si le combo est cassé.
Lorsqu'elle est associée à Hidden, la zone visible de la Flashlight devient un point discutable puisque les notes sont techniquement *invisibles* (les notes s'effacent complètement lorsqu'elles atteignent la zone visible, même à la taille de la zone visible du combo 0) et exige que le joueur mémorise plutôt la totalité du beatmap.
---
-
+
-Dans le mode de jeu [osu!catch](/wiki/Game_Modes/osu!catch) le comportement du mode Flashlight est le même que celui du mode osu!standard, sauf que la zone visible suit le receveur à la place. La zone visible est nettement plus grande qu'en mode osu!standard ou en mode osu!taiko mais reste un défi car elle empêche entièrement le joueur de voir les notes en haut ou de l'autre côté de l'écran.
+Dans le mode de jeu [osu!catch](/wiki/Game_mode/osu!catch) le comportement du mode Flashlight est le même que celui du mode osu!standard, sauf que la zone visible suit le receveur à la place. La zone visible est nettement plus grande qu'en mode osu!standard ou en mode osu!taiko mais reste un défi car elle empêche entièrement le joueur de voir les notes en haut ou de l'autre côté de l'écran.
Lorsqu'il est associé à Hidden, les fruits sont visibles momentanément si le receveur est *directement sous* les fruits jusqu'à ce qu'il atteigne le combo 100, moment auquel les fruits deviennent invisibles au moment où les fruits atteignent la zone visible et nécessite la mémoire du joueur du motif de la beatmap pour effacer la beatmap à la place.
---
-
+
-Dans le mode de jeu [osu!mania](/wiki/Game_Modes/osu!mania), La zone visible est limitée à une barre horizontale relativement mince au centre de l'écran, tout le reste étant obstrué.
+Dans le mode de jeu [osu!mania](/wiki/Game_mode/osu!mania), La zone visible est limitée à une barre horizontale relativement mince au centre de l'écran, tout le reste étant obstrué.
## Spécial
@@ -335,7 +337,7 @@ Seule l'utilisation de Relax, Pilote automatique, ou Auto/Cinéma ne sauvegarder
- Laissez votre doigt cliqueter/taper loin de la chaleur des choses.
- \*\* NON CLASSÉ \*\*
-Dans le mode de jeu [osu!standard](/wiki/Game_Modes/osu!), le joueur n'a qu'à passer le curseur sur les objets touchés et les objets touchés seront touchés avec un timing parfait (ou toute autre valeur de score ultérieure si le joueur atteint l'objet touché en retard).
+Dans le mode de jeu [osu!standard](/wiki/Game_mode/osu!), le joueur n'a qu'à passer le curseur sur les objets touchés et les objets touchés seront touchés avec un timing parfait (ou toute autre valeur de score ultérieure si le joueur atteint l'objet touché en retard).
Le mod Relax cache également le score, le combo et les ratés (sauf dans osu!taiko) et rend impossible l'échec de la map, tout comme le fait le mod No Fail. De plus, la valeur des spins par minute sera doublée, ce qui permettra au joueur de tourner plus vite et d'obtenir un score plus élevé qu'en jeu normal.
@@ -346,18 +348,18 @@ Le mod Relax cache également le score, le combo et les ratés (sauf dans osu!ta

-Dans le mode de jeu [osu!taiko](/wiki/Game_Modes/osu!taiko), Le mode Relax supprime le jugement de la couleur ; la couleur correcte pour la note est frappée quelle que soit la couleur donnée, un timing indulgent pour collecter les tics des curseurs pendant les roulements de tambour, et les dendens peuvent être effacés avec n'importe quelle séquence de couleurs au lieu d'alterner la séquence de couleurs. La mascotte animée sera également supprimée dans le mod Relax.
+Dans le mode de jeu [osu!taiko](/wiki/Game_mode/osu!taiko), Le mode Relax supprime le jugement de la couleur ; la couleur correcte pour la note est frappée quelle que soit la couleur donnée, un timing indulgent pour collecter les tics des curseurs pendant les roulements de tambour, et les dendens peuvent être effacés avec n'importe quelle séquence de couleurs au lieu d'alterner la séquence de couleurs. La mascotte animée sera également supprimée dans le mod Relax.
---
- Utilisez la souris pour contrôler le receveur.
- \*\* NON CLASSÉ \*\*
-Dans le mode de jeu [osu!catch](/wiki/Game_Modes/osu!catch), Le mod Relax permet de déplacer le personnage librement à n'importe quelle vitesse avec la souris.
+Dans le mode de jeu [osu!catch](/wiki/Game_mode/osu!catch), Le mod Relax permet de déplacer le personnage librement à n'importe quelle vitesse avec la souris.
---
-Le mod Relax n'est pas disponible pour une utilisation dans [osu!mania](/wiki/Game_Modes/osu!mania).
+Le mod Relax n'est pas disponible pour une utilisation dans [osu!mania](/wiki/Game_mode/osu!mania).
### Auto Pilot
@@ -375,7 +377,7 @@ Le mod Auto Pilot cache également le score, le combo et les ratés et rend impo
---
-Auto Pilot n'est pas disponible pour une utilisation dans [osu!taiko](/wiki/Game_Modes/osu!taiko), [osu!catch](/wiki/Game_Modes/osu!catch), ou [osu!mania](/wiki/Game_Modes/osu!mania).
+Auto Pilot n'est pas disponible pour une utilisation dans [osu!taiko](/wiki/Game_mode/osu!taiko), [osu!catch](/wiki/Game_mode/osu!catch), ou [osu!mania](/wiki/Game_mode/osu!mania).
### Spun Out
@@ -394,7 +396,7 @@ Les spins seront désactivés et le joueur ne pourra pas tourner pour augmenter
---
-Spun Out n'est pas disponible pour une utilisation en [osu!taiko](/wiki/Game_Modes/osu!taiko), [osu!catch](/wiki/Game_Modes/osu!catch), ou [osu!mania](/wiki/Game_Modes/osu!mania).
+Spun Out n'est pas disponible pour une utilisation en [osu!taiko](/wiki/Game_mode/osu!taiko), [osu!catch](/wiki/Game_mode/osu!catch), ou [osu!mania](/wiki/Game_mode/osu!mania).
### Auto
@@ -412,19 +414,19 @@ Comme le joueur ne joue pas activement la carte de rythme et plus à regarder la
---
-Dans le mode de jeu [osu!standard](/wiki/Game_Modes/osu!) le mode Auto tournera rapidement jusqu'à un maximum de 477 tours par minute en rotation anti-horaire pour les toupies.
+Dans le mode de jeu [osu!standard](/wiki/Game_mode/osu!) le mode Auto tournera rapidement jusqu'à un maximum de 477 tours par minute en rotation anti-horaire pour les toupies.
---
-Dans le mode de jeu [osu!taiko](/wiki/Game_Modes/osu!taiko) le mode Auto tentera une lecture parfaite. Il manquera occasionnellement un tic-tac sur les roulements de tambour qui ne démarrent pas sur un temps complet ou un demi temps et ne pourra pas toujours terminer les dendens sur les cartes avec une difficulté globale très élevée.
+Dans le mode de jeu [osu!taiko](/wiki/Game_mode/osu!taiko) le mode Auto tentera une lecture parfaite. Il manquera occasionnellement un tic-tac sur les roulements de tambour qui ne démarrent pas sur un temps complet ou un demi temps et ne pourra pas toujours terminer les dendens sur les cartes avec une difficulté globale très élevée.
---
-Dans le mode de jeu [osu!catch](/wiki/Game_Modes/osu!catch) le mode Auto va même au-delà de la perfection et utilise une vitesse illimitée pour attraper *chaque* banane dans un spinner, bien qu'il soit impossible pour un joueur humain.
+Dans le mode de jeu [osu!catch](/wiki/Game_mode/osu!catch) le mode Auto va même au-delà de la perfection et utilise une vitesse illimitée pour attraper *chaque* banane dans un spinner, bien qu'il soit impossible pour un joueur humain.
---
-Dans le mode de jeu [osu!mania](/wiki/Game_Modes/osu!mania), le mod Auto tentera une lecture parfaite, mais peut rater des notes densément empilées (par exemple, plusieurs pressions de touche rapprochées sur une barre de maintien).
+Dans le mode de jeu [osu!mania](/wiki/Game_mode/osu!mania), le mod Auto tentera une lecture parfaite, mais peut rater des notes densément empilées (par exemple, plusieurs pressions de touche rapprochées sur une barre de maintien).
#### Cinema
@@ -435,7 +437,7 @@ Cliquez à nouveau sur Auto pour activer le mode Cinéma.
- Multiplicateur de score : 1.00x (non classé)
- Touche de raccourci : `VV` (de non sélectionné) / `Shift`+`V` / Maintenir `Ctrl`+`Shift` lors de la sélection d'un beatmap
-
+
Le mod Cinema montre uniquement le **background et le storyboard** sans les éléments de gameplay.
@@ -468,14 +470,14 @@ Le multiplicateur de score ne s'applique que dans ces conditions :
### Co-Op
-
+
- **osu!mania only**
- Multiplicateur de score : 0.70x ~ 1.00x (osu!mania seulement ; non classé)
- Touche de raccourci : -
- Doublez le montant de la clé, doublez le plaisir !
- et le Co-Op (à droite) pour le beatmap osu!mania-spécifique (en haut) et non-spécifique (en bas).")
+ et le Co-Op (à droite) pour le beatmap osu!mania-spécifique (en haut) et non-spécifique (en bas).")
[Introduit dans la construction du 05 mars 2015 (2015-03-05) \[b20150305 (Stable)\]](https://osu.ppy.sh/home/changelog), Le mod Co-Op introduit un second terrain de jeu avec un second jeu de contrôles basé sur le nombre de xK actuel (7K -> 7K + 7K = 14K). Pour les maps spécifiques à osu!mania, le xK est divisé en deux (7K -> 4K + 3K = 7K).
@@ -492,7 +494,7 @@ Le multiplicateur de score ne s'applique que dans ces conditions :
| 6k | 0.74 | 0.82 | - | 0.90 | 0.90 | 0.90 | 0.90 | 0.90 | 0.90 |
| 7k | 0.70 | 0.78 | 0.86 | 0.90 | 0.90 | 0.90 | 0.90 | 0.90 | 0.90 |
-Une explication détaillée sur le deuxième terrain de jeu se trouve sur la page [osu!mania avec Co-Op](/wiki/Game_Modes/osu!mania#co-op).
+Une explication détaillée sur le deuxième terrain de jeu se trouve sur la page [osu!mania avec Co-Op](/wiki/Game_mode/osu!mania#co-op).
### Random
@@ -503,7 +505,7 @@ Une explication détaillée sur le deuxième terrain de jeu se trouve sur la pag
- Touche de raccourci : `X`
- Mélangez les notes !
-, Random only (au milieu), et Random with Co-Op (à droite) pour le beatmap osu!mania spécifique (en haut) et non spécifique (en bas).")
+, Random only (au milieu), et Random with Co-Op (à droite) pour le beatmap osu!mania spécifique (en haut) et non spécifique (en bas).")
Le mod aléatoire va **randomiser le placement des notes** uniquement.
@@ -537,7 +539,7 @@ Des informations complètes concernant ScoreV2 peuvent être trouvées à [the S
- Touche de raccourci : ?
- ?
-
+
Le mod Target Practice supprime tous les objets touchés cartographiés et les remplace par un jeu "Target Practice" simplifié et cohérent.
diff --git a/wiki/Game_Modifiers/img/GM_EZ1.jpg b/wiki/Game_modifier/img/GM_EZ1.jpg
similarity index 100%
rename from wiki/Game_Modifiers/img/GM_EZ1.jpg
rename to wiki/Game_modifier/img/GM_EZ1.jpg
diff --git a/wiki/Game_Modifiers/img/GM_Main.jpg b/wiki/Game_modifier/img/GM_Main.jpg
similarity index 100%
rename from wiki/Game_Modifiers/img/GM_Main.jpg
rename to wiki/Game_modifier/img/GM_Main.jpg
diff --git a/wiki/Game_Modifiers/img/GM_RL_T.jpg b/wiki/Game_modifier/img/GM_RL_T.jpg
similarity index 100%
rename from wiki/Game_Modifiers/img/GM_RL_T.jpg
rename to wiki/Game_modifier/img/GM_RL_T.jpg
diff --git a/wiki/Game_Modifiers/img/GM_SD_Rarecase.jpg b/wiki/Game_modifier/img/GM_SD_Rarecase.jpg
similarity index 100%
rename from wiki/Game_Modifiers/img/GM_SD_Rarecase.jpg
rename to wiki/Game_modifier/img/GM_SD_Rarecase.jpg
diff --git a/wiki/Game_Modifiers/img/GM_SO.jpg b/wiki/Game_modifier/img/GM_SO.jpg
similarity index 100%
rename from wiki/Game_Modifiers/img/GM_SO.jpg
rename to wiki/Game_modifier/img/GM_SO.jpg
diff --git a/wiki/Game_Modifiers/img/Toolbox_Mods.jpg b/wiki/Game_modifier/img/Toolbox_Mods.jpg
similarity index 100%
rename from wiki/Game_Modifiers/img/Toolbox_Mods.jpg
rename to wiki/Game_modifier/img/Toolbox_Mods.jpg
diff --git a/wiki/Game_modifier/xK/en.md b/wiki/Game_modifier/xK/en.md
new file mode 100644
index 000000000000..cba060cad89f
--- /dev/null
+++ b/wiki/Game_modifier/xK/en.md
@@ -0,0 +1,49 @@
+---
+stub: true
+tags:
+ - xK
+ - 1K
+ - 2K
+ - 3K
+ - 4K
+ - 5K
+ - 6K
+ - 7K
+ - 8K
+ - 9K
+ - mod
+ - game modifier
+---
+
+# xK (mod)
+
+*Notice: xK is a collective term for the key modifiers: 1K, 2K, 3K, 4K, 5K, 6K, 7K, 8K, and 9K*
+
+        
+
+*For the full list of all mods, see: [Game modifier](/wiki/Game_modifier)*
+
+## About
+
+- Abbreviation: xK
+- Type: Special
+- Score Multiplier: 0.66x–1.00x
+- Default shortcut key: `Z` (each click/key press goes from 4K to 9K, then back to 1K until 3K before being disabled)
+- Compatible game modes: ![][o!m]
+
+## Description
+
+*Notice: All xK mods will be ignored on osu!mania-specific beatmaps. Using the 1K, 2K, or 3K mod will result in an unranked play.*
+
+These are [game modifiers](/wiki/Game_modifier) that will force all *converted* [osu!mania](/wiki/Game_mode/osu!mania) [beatmaps](/wiki/Beatmaps) to use the selected K setting. This ignores the supposed K setting of the beatmap at the cost of decreasing the score multiplier, depending on the K difference.
+
+The table below explains how the score multiplier will be applied across all xK mods:
+
+| Default/Modifier | 1K | 2K | 3K | 4K | 5K | 6K | 7K | 8K | 9K |
+| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
+| 4K | 0.78x | 0.82x | 0.86x | 1.00x | 0.90x | 0.90x | 0.90x | 0.90x | 0.90x |
+| 5K | 0.74x | 0.78x | 0.82x | 0.86x | 1.00x | 0.90x | 0.90x | 0.90x | 0.90x |
+| 6K | 0.70x | 0.74x | 0.78x | 0.82x | 0.86x | 1.00x | 0.90x | 0.90x | 0.90x |
+| 7K | 0.66x | 0.70x | 0.74x | 0.78x | 0.82x | 0.86x | 1.00x | 0.90x | 0.90x |
+
+[o!m]: /wiki/shared/mode/mania.png "osu!mania"
diff --git a/wiki/Gameplay/Accuracy/th.md b/wiki/Gameplay/Accuracy/th.md
new file mode 100644
index 000000000000..7e9e2266be62
--- /dev/null
+++ b/wiki/Gameplay/Accuracy/th.md
@@ -0,0 +1,3 @@
+# ความแม่นยำ
+
+**ความแม่นยำ** (หรือ *acc*) เป็นตัวกำหนดว่าผู้เล่นนั้นกด [hit objects(โน้ต)](/wiki/Hit_object) บน [beatmap](/wiki/Beatmaps) ได้แม่นยำแค่ไหน จำนวนนี้เป็นได้ตั้งแต่ 0 ถึง 100% และเราสามารถดูความแม่นยำได้บนมุมขวาบนของหน้าจอระหว่างการเล่นหรือการดูรีเพลย์
diff --git a/wiki/Gameplay/Drain_time/en.md b/wiki/Gameplay/Drain_time/en.md
index 0a12271ceaf5..a770c7f99590 100644
--- a/wiki/Gameplay/Drain_time/en.md
+++ b/wiki/Gameplay/Drain_time/en.md
@@ -6,7 +6,7 @@ tags:
# Drain time
-**Drain time** refers to the total duration of a [beatmap](/wiki/Beatmaps) that requires the player to be active. It begins at the first [hit object](/wiki/Hit_Objects), ends at the end of the last hit object, and does not include breaks. The word *drain* originates from [osu!](/wiki/Game_Modes/osu!) and [osu!catch](/wiki/Game_Modes/osu!catch)'s [health drain](/wiki/Beatmapping/Health_Drain) system, where the player's health is constantly decreasing as they play the map.
+**Drain time** refers to the total duration of a [beatmap](/wiki/Beatmaps) that requires the player to be active. It begins at the first [hit object](/wiki/Hit_Objects), ends at the end of the last hit object, and does not include breaks. The word *drain* originates from [osu!](/wiki/Game_mode/osu!) and [osu!catch](/wiki/Game_mode/osu!catch)'s [health drain](/wiki/Beatmapping/Health_Drain) system, where the player's health is constantly decreasing as they play the map.
Beatmaps with very long drain times are typically referred to as *[marathons](/wiki/Glossary#marathon)* due to requiring endurance beyond the norm in order to be completed.
diff --git a/wiki/Gameplay/Drain_time/nl.md b/wiki/Gameplay/Drain_time/nl.md
index 8eecaf8fd0d1..09f1b72e39f5 100644
--- a/wiki/Gameplay/Drain_time/nl.md
+++ b/wiki/Gameplay/Drain_time/nl.md
@@ -6,7 +6,7 @@ no_native_review: true
# Drain-tijd
-**Drain-tijd** verwijst naar de totale duur van een [beatmap](/wiki/Beatmaps) waar eem speler actief moet zijn. Deze tijd begint te tellen vanaf het eerste [hitobject](/wiki/Hit_Objects), en is exclusief pauzes. Het woord *drain* komt van [osu!](/wiki/Game_Modes/osu!) en [osu!catch](/wiki/Game_Modes/osu!catch)'s [health drain](/wiki/Beatmapping/Health_Drain)-systeem, waar de HP-balk van een speler voortdurend daalt terwijl je een beatmap speelt.
+**Drain-tijd** verwijst naar de totale duur van een [beatmap](/wiki/Beatmaps) waar eem speler actief moet zijn. Deze tijd begint te tellen vanaf het eerste [hitobject](/wiki/Hit_Objects), en is exclusief pauzes. Het woord *drain* komt van [osu!](/wiki/Game_mode/osu!) en [osu!catch](/wiki/Game_mode/osu!catch)'s [health drain](/wiki/Beatmapping/Health_Drain)-systeem, waar de HP-balk van een speler voortdurend daalt terwijl je een beatmap speelt.
Beatmaps met erg lange drain-tijden worden vaak *[marathons](/wiki/Glossary#marathon)* genoemd omdat ze uitzonderlijk veel uithoudingsvermogen vergen om te voltooien.
diff --git a/wiki/Gameplay/Drain_time/th.md b/wiki/Gameplay/Drain_time/th.md
new file mode 100644
index 000000000000..67d262fb04cb
--- /dev/null
+++ b/wiki/Gameplay/Drain_time/th.md
@@ -0,0 +1,7 @@
+# Drain time
+
+**Drain time** คือเวลาทั้งหมดของ [บีทแมพ](/wiki/Beatmaps) ที่ต้องการให้ผู้เล่นนั้นเล่น เริ่มนับตอน [hit objects(โน้ต)](/wiki/Hit_Objects) ตัวแรก และจะจบที่โน้ตสุดท้าย เวลานี้ไม่นับช่วง Break ที่มาของคำว่า *drain* มาจาก [ระบบการลดเลือด](/wiki/Beatmapping/Health_Drain) ของ [osu!](/wiki/Game_mode/osu!) และ [osu!catch](/wiki/Game_mode/osu!catch) ที่เลือดของผู้เล่นนั้นจะลดลงไปเรื่อย ๆ ระหว่างการเล่น
+
+บีทแมพที่มี Drain time ยาวมากจะถูกเรียกว่า *[marathons](/wiki/Glossary#marathon)* เนื่องจากการที่ต้องการความอดทนอย่างมากในการเล่นผ่าน
+
+บนหน้าต่างข้อมูลบีทแมพบนเว็บไซต์นั้น จะคำนวน Drain time(จะถูกเขียนไว้ว่า `Drain length`) จากเวลาเริ่มของโน้ตเท่านั้น ดังนั้นถ้าโน้ตสุดท้ายของแมพเป็น [slider](/wiki/Hit_Objects/Slider) หรือ [spinner](/wiki/Hit_Objects/Spinner) Drain time ที่แสดงจะไม่ถูกต้อง
diff --git a/wiki/Gameplay/Play_time/th.md b/wiki/Gameplay/Play_time/th.md
new file mode 100644
index 000000000000..6d271e804743
--- /dev/null
+++ b/wiki/Gameplay/Play_time/th.md
@@ -0,0 +1,3 @@
+# Play time
+
+**Play time** คือระยะเวลาทั้งหมดของ [beatmap](/wiki/Beatmaps) ซึ่งรวมถึงช่วงก่อนเริ่ม และช่วง Break ซึ่งส่วนใหญ่จะตรงกับระยะเวลาของเพลง
diff --git a/wiki/Gameplay/Sliderbreak/en.md b/wiki/Gameplay/Sliderbreak/en.md
new file mode 100644
index 000000000000..14dc99fb592b
--- /dev/null
+++ b/wiki/Gameplay/Sliderbreak/en.md
@@ -0,0 +1,9 @@
+---
+stub: true
+---
+
+# Sliderbreak
+
+In [osu!standard](/wiki/Game_mode/osu!), a **sliderbreak** refers to losing combo by not collecting a [slider tick](/wiki/Beatmapping/Slider_tick) (including the hidden one underneath the slider-start).
+
+Sliderbreaks are often referred to as **SB** *(not to be confused with [Storyboards](/wiki/Storyboards))*.
diff --git a/wiki/Gameplay/Sliderbreak/th.md b/wiki/Gameplay/Sliderbreak/th.md
new file mode 100644
index 000000000000..3e22ddca21cb
--- /dev/null
+++ b/wiki/Gameplay/Sliderbreak/th.md
@@ -0,0 +1,5 @@
+# Sliderbreak
+
+ใน [osu!standard](/wiki/Game_mode/osu!) **sliderbreak** คือการเสียคอมโบเพราะว่าไม่ได้เก็บ [slider tick](/wiki/Beatmapping/Slider_tick) (รวมถึงอันที่ซ่อนอยู่ตอนเริ่ม slider ด้วย)
+
+Sliderbreaks จะถูกเรียกว่า **SB** *(อย่าจำสลับกับ [Storyboards](/wiki/Storyboards))*.
diff --git a/wiki/Gameplay/Spectate/en.md b/wiki/Gameplay/Spectate/en.md
deleted file mode 100644
index a6999e59eeda..000000000000
--- a/wiki/Gameplay/Spectate/en.md
+++ /dev/null
@@ -1,14 +0,0 @@
----
-stub: true
-tags:
- - spectating
- - spectator
----
-
-# Spectate
-
-
-
-**Spectating** is when someone watches another player playing a [beatmap](/wiki/Beatmaps) in real time. To spectate, open the extended chat and click on a grey user panel.
-
-For this to work, you will need to have a copy of the exact same beatmap the player you wish to spectate is playing. However, if you have an [osu!supporter](/wiki/osu!supporter) tag, the beatmapset will be downloaded and processed for you through osu!direct.
diff --git a/wiki/Gameplay/Spectating/en.md b/wiki/Gameplay/Spectating/en.md
new file mode 100644
index 000000000000..98162b0655f7
--- /dev/null
+++ b/wiki/Gameplay/Spectating/en.md
@@ -0,0 +1,15 @@
+---
+stub: true
+tags:
+ - spec
+ - spectate
+ - spectator
+---
+
+# Spectating
+
+
+
+**Spectate** (often shortened to "spec") is a term used to describe the act of watching another player playing a [beatmap](/wiki/Beatmaps) in real time (with approx. 500ms delay). To spectate, open the extended chat and click on a grey user panel.
+
+In order a user to spectate another player, said user will need to have downloaded the exact same beatmap that the player being spectated is playing. If the player being spectated starts playing a new beatmap, and the spectator does not have said beatmap, the new beatmap will be announced in a private `#spectator` channel. However, if the spectator has an [osu!supporter](/wiki/osu!supporter) tag, the beatmap will be automatically downloaded via osu!direct and processed for them in-game.
diff --git a/wiki/Gameplay/Spectate/nl.md b/wiki/Gameplay/Spectating/nl.md
similarity index 97%
rename from wiki/Gameplay/Spectate/nl.md
rename to wiki/Gameplay/Spectating/nl.md
index 2c89ebfe98b3..5adcddd0f66b 100644
--- a/wiki/Gameplay/Spectate/nl.md
+++ b/wiki/Gameplay/Spectating/nl.md
@@ -3,6 +3,7 @@ tags:
- spectating
- spectator
no_native_review: true
+outdated: true
---
# Spectaten
diff --git a/wiki/Gameplay/Spectating/th.md b/wiki/Gameplay/Spectating/th.md
new file mode 100644
index 000000000000..b4f7613f3300
--- /dev/null
+++ b/wiki/Gameplay/Spectating/th.md
@@ -0,0 +1,5 @@
+# การรับชม
+
+**การรับชม** (เรียกสั้น ๆ ว่า "spec") เป็นคำที่ใช้ในการดูผู้เล่นคนอื่นเล่น [บีทแมพ](/wiki/Beatmaps) แบบเรียลไทม์ (โดยจะมีดีเลย์ประมาณ 500ms) การจะเริ่มรับชม ต้องเปิดหน้าต่างพูดคุยแบบเต็ม และคลิ๊กบนหน้าต่างผู้เล่น
+
+เพื่อที่จะรับชมผู้เล่นคนอื่น ผู้เล่นที่จะรับชมจะต้องดาวน์โหลดบีทแมพอันเดียวกันกับคนที่ผู้เล่นต้องการรับชม ถ้าผู้เล่นที่คุณรับชมอยู่เริ่มเล่นบีทแมพใหม่ และคนที่รับชมไม่มีบีทแมพนั้น บีทแมพใหม่จะถูกประกาศไว้ในช่อง `#spectator` แต่อย่างไรก็ตามถ้าคนรับชมมี [แท็กสนับสนุน osu!](/wiki/osu!supporter) บีทแมพจะถูกดาวน์โหลดโดยอัตโนมัติด้วย osu!direct และจะถูกประมวลผลในเกม
diff --git a/wiki/Gameplay/th.md b/wiki/Gameplay/th.md
new file mode 100644
index 000000000000..4e2ac401213a
--- /dev/null
+++ b/wiki/Gameplay/th.md
@@ -0,0 +1,6 @@
+# เกมเพลย์
+
+- [ความแม่นยำ](/wiki/Gameplay/Accuracy)
+- [Drain Time](/wiki/Gameplay/Drain_Time)
+- [Play Time](/wiki/Gameplay/Play_Time)
+- [การรับชม](/wiki/Gameplay/Spectate)
diff --git a/wiki/Geki/en.md b/wiki/Geki/en.md
new file mode 100644
index 000000000000..cf91c404887d
--- /dev/null
+++ b/wiki/Geki/en.md
@@ -0,0 +1,14 @@
+---
+stub: true
+tags:
+ - "300"
+ - perfect
+---
+
+# Geki
+
+*See also: [Katu](/wiki/Katu)*
+
+**Geki (激)**, or *Elite Beat!*, is a [scoring](/wiki/Score) term used when a player has completed a comboset with the highest possible [accuracy](/wiki/Gameplay/Accuracy) on every note. This idea originates from the Nintendo DS game Elite Beat Agents in which the [osu!standard](/wiki/Game_mode/osu!) [game mode](/wiki/Game_mode) is based on.
+
+
diff --git a/wiki/Glossary/Changelog/en.md b/wiki/Glossary/Changelog/en.md
new file mode 100644
index 000000000000..22e63b870803
--- /dev/null
+++ b/wiki/Glossary/Changelog/en.md
@@ -0,0 +1,13 @@
+---
+stub: true
+tags:
+ - history
+---
+
+# Changelog
+
+The [changelog](https://osu.ppy.sh/home/changelog) is a page where peppy and the osu!dev team detail their day-by-day improvements, additions, and bug fixes to the game. All changes from prior releases are recorded here for future browsers to view.
+
+*Note: The changelog was originally a series of forum posts in 2007 before becoming the official page it is today.*
+
+
diff --git a/wiki/Glossary/Choke/en.md b/wiki/Glossary/Choke/en.md
new file mode 100644
index 000000000000..e890d8ae8403
--- /dev/null
+++ b/wiki/Glossary/Choke/en.md
@@ -0,0 +1,13 @@
+---
+stub: true
+tags:
+ - reverse choke
+---
+
+# Choke
+
+A term used when a player almost obtains a full combo while playing a [beatmap](/wiki/Beatmaps), but [combobreaks](/wiki/Glossary/Combobreak) near the end. On the contrary, a reverse choke is when a player combobreaks at the beginning but holds combo throughout the rest of the beatmap.
+
+The term is also used by many other online communities to describe the same or similar events and actions. (E.g., *Super Smash Bros.* and *speedrunners*)
+
+
diff --git a/wiki/Glossary/Combo_(score_multiplier)/en.md b/wiki/Glossary/Combo_(score_multiplier)/en.md
new file mode 100644
index 000000000000..14c82cec1a6f
--- /dev/null
+++ b/wiki/Glossary/Combo_(score_multiplier)/en.md
@@ -0,0 +1,21 @@
+---
+stub: true
+tags:
+ - max combo
+ - combo multiplier effect
+---
+
+# Combo (score multiplier)
+
+*Not to be confused with [Combo (comboset)](/wiki/Beatmapping/Combo).*
+
+**Combo** refers to the number of [hit objects](/wiki/Hit_object) a player has hit consecutively without missing or [sliderbreaking](/wiki/Gameplay/Sliderbreak) once. This number is displayed in various places during gameplay:
+
+- Bottom-left in [osu!standard](/wiki/Game_mode/osu!).
+- On the drums in [osu!taiko](/wiki/Game_mode/osu!taiko).
+- Above the fruit catcher in [osu!catch](/wiki/Game_mode/osu!catch).
+- Centre of the stage in [osu!mania](/wiki/Game_mode/osu!mania) (vertical height varies by skin).
+
+*Max combo* is the player's highest achieved combo throughout the play.
+
+
diff --git a/wiki/Glossary/Combo_colour/en.md b/wiki/Glossary/Combo_colour/en.md
new file mode 100644
index 000000000000..9bcd7d8fcb7c
--- /dev/null
+++ b/wiki/Glossary/Combo_colour/en.md
@@ -0,0 +1,24 @@
+---
+stub: true
+tags:
+ - colours
+ - NC
+---
+
+# Combo colour
+
+*For combo colours beatmapping rules, see: [Ranking criteria/osu!](/wiki/Ranking_Criteria/osu!) and [Ranking criteria/osu!catch](/wiki/Ranking_Criteria/osu!catch)*
+
+**Combo colours** are colours which help separate [combosets](/wiki/Beatmapping/Combo) from another. Combo colurs apply to all [hit objects](/wiki/Hit_object) in a [beatmap](/wiki/Beatmaps). When a new combo is started, the colour of [combos](/wiki/Beatmapping/Combo) changes to the next defined colour. The `New Combo` button can be found on the right side of the `Compose` tab in the [beatmap editor](/wiki/Beatmap_Editor).
+
+Combo colouring is an important aspect to a beatmap's aesthetics, as it is one of the only ways to change the visuals of a beatmap besides [storyboarding](/wiki/Storyboard_Scripting) and [skinning](/wiki/Skinning). Combo colours can be set in the [Song Setup](/wiki/Beatmap_Editor/Song_Setup) panel with a minimum of 2 and a maximum of 8 combo colours. Combo colours defined in a skin will only be used when a mapper does not define any combo colours, or when the player overrides it in their settings.
+
+## osu!standard
+
+In [osu!standard](/wiki/Game_mode/osu!), all [combosets](/wiki/Beatmapping/Combo) have a colour. A new combo is started when the colour of the [hit object](/wiki/Hit_object) changes. The colours will keep repeating themselves depending on how many the mapper defined (or how many your skin's [skin.ini](/wiki/Skinning/skin.ini) file defines).
+
+## osu!catch
+
+In [osu!catch](/wiki/Game_mode/osu!catch), each fruit is coloured in the order given. Droplets and end-slider fruit will always have the same colour as the start-fruit. However, bananas will always have a tint of yellow.
+
+
diff --git a/wiki/Glossary/Combo_fire/en.md b/wiki/Glossary/Combo_fire/en.md
new file mode 100644
index 000000000000..ba49e74ebb04
--- /dev/null
+++ b/wiki/Glossary/Combo_fire/en.md
@@ -0,0 +1,15 @@
+---
+stub: true
+tags:
+ - combo flame
+---
+
+# Combo fire
+
+
+
+**Combo fire** was a background gameplay element that originated from the [osu! Tatake Ouendan](https://en.wikipedia.org/wiki/Osu!_Tatakae!_Ouendan "Wikipedia") DS Game that eventually got integrated into osu!. This would display a burning, yellow flame after obtaining a [combo milestone](/wiki/Glossary/Combo_milestone). If the player obtained a [combo](/wiki/Glossary/Combo_(score_multiplier)) of 500x, the combo fire would change colour from yellow to blue. The fire would extinguish if the combo was broken, but would be reobtainable if combo was regained.
+
+Combo fire was disabled on March 5, 2013 due to performance concerns.
+
+
diff --git a/wiki/Glossary/Combo_milestone/en.md b/wiki/Glossary/Combo_milestone/en.md
new file mode 100644
index 000000000000..500f2ad38e2a
--- /dev/null
+++ b/wiki/Glossary/Combo_milestone/en.md
@@ -0,0 +1,11 @@
+---
+stub: true
+tags:
+ - comboburst
+---
+
+# Combo milestone
+
+**Combo milestones** are a specific set of [combos](/wiki/Glossary/Combo_(score_multiplier)) that trigger the game to shoot stars and display a comboburst (if enabled in the [options](/wiki/Options)). The combo milestones for [osu!standard](/wiki/Game_mode/osu!) and [osu!catch](/wiki/Game_mode/osu!catch) are 30x, 60x, 100x, and multiples of 50 after 100. For [osu!taiko](/wiki/Game_mode/osu!taiko), the combo milestones are multiples of 50. For [osu!mania](/wiki/Game_mode/osu!mania), the combo milestones are multiples of 100.
+
+
diff --git a/wiki/Glossary/Combo_multiplier_effect/en.md b/wiki/Glossary/Combo_multiplier_effect/en.md
new file mode 100644
index 000000000000..8f9ab00429e9
--- /dev/null
+++ b/wiki/Glossary/Combo_multiplier_effect/en.md
@@ -0,0 +1,13 @@
+---
+stub: true
+tags:
+ - score v1
+---
+
+# Combo multiplier effect
+
+The **combo multiplier effect** is a bug with [scoreV1](/wiki/Score/ScoreV1) which allows the [score](/wiki/Score) to count backwards. This is a flaw with the 32-bit signed integer where (in computing) the max integer is `2,147,483,647`. Once that cap is reached, the score will begin to count backwards. [ScoreV2](/wiki/Score#scorev2) fixes this problem by capping the score at 1 million points, not accounting modifiers.
+
+The combo multiplier effect occurs in [osu!standard](/wiki/Game_mode/osu!), [osu!taiko](/wiki/Game_mode/osu!taiko), and [osu!catch](/wiki/Game_mode/osu!catch). This occurs because the listed game modes use the player's current [combo](/wiki/Glossary/Combo_(score_multiplier)) as a part of the score calculations. Meaning that a player would get a higher score if they obtained a [full combo (FC)](/wiki/Glossary#fc) than someone who played the same map with a broken combo.
+
+
diff --git a/wiki/Glossary/Combobreak/en.md b/wiki/Glossary/Combobreak/en.md
new file mode 100644
index 000000000000..93a2f01891ad
--- /dev/null
+++ b/wiki/Glossary/Combobreak/en.md
@@ -0,0 +1,14 @@
+---
+stub: true
+tags:
+ - miss
+ - combo miss
+---
+
+# Combobreak
+
+**Combobreak** is a term used to describe a player losing their [combo](/wiki/Glossary/Combo_(score_multiplier)) during any part of a [beatmap](/wiki/Beatmaps). By default, they will play a "combobreak sound" if the player has broken a combo of 30x or higher. And if enabled in the settings, a combo burst image will appear at certain [milestones](/wiki/Glossary/Combo_milestone).
+
+There is no in-game option to disable the combobreak sound effect. Players who do not want to hear the combobreak sound may replace the `combobreak.wav` file with a blank or silenced `.wav` audio file.
+
+
diff --git a/wiki/Glossary/Comboburst/en.md b/wiki/Glossary/Comboburst/en.md
new file mode 100644
index 000000000000..f0584724fda8
--- /dev/null
+++ b/wiki/Glossary/Comboburst/en.md
@@ -0,0 +1,20 @@
+---
+stub: true
+tags:
+ - milestone
+ - comboburst
+---
+
+# Combo burst
+
+*Combo bursts* celebrate achieving a [combo milestone](/wiki/Glossary/Combo_milestone) by flashing a combo burst image. Said images are different for each game mode.
+
+- In [osu!standard](/wiki/Game_mode/osu!) and [osu!catch](/wiki/Game_mode/osu!catch), a character will burst out from either the left or right side of the window. By default, said character will be [pippi](/wiki/Mascots#-pippi) and [Yuzu](/wiki/Mascots#-yuzu) respectively.
+- In [osu!taiko](/wiki/Game_mode/osu!taiko), a collection of flowers will burst behind pippidon..
+- In [osu!mania](/wiki/Game_mode/osu!mania), a character will burst from the right side of the stage by default.
+
+For osu!standard, osu!taiko, and osu!catch, stars will shoot out from either the left or right side of the playfield for combos less than 100x, then both sides simultaneously for combos 100x or higher. For osu!mania, the stars will shoot out from the left and right sides of the stage.
+
+*Note: Combo bursts can be disabled in the [options](/wiki/Options).*
+
+
diff --git a/wiki/Glossary/Cookie/en.md b/wiki/Glossary/Cookie/en.md
new file mode 100644
index 000000000000..30667deb0328
--- /dev/null
+++ b/wiki/Glossary/Cookie/en.md
@@ -0,0 +1,15 @@
+---
+stub: true
+tags:
+ - logo
+---
+
+# Cookie
+
+*See also: [Brand identity guidelines](/wiki/Brand_identity_guidelines)*
+
+**Cookie** is another word for the osu! logo and refers to its shape. The cookie appears many times in the game client. It can be seen in the splash screen, main menu, solo mode, and previously in old crash reports as seen below.
+
+
+
+
diff --git a/wiki/Glossary/Cookie/img/Pippi_corruption.jpg b/wiki/Glossary/Cookie/img/Pippi_corruption.jpg
new file mode 100644
index 000000000000..f5f40ff787e2
Binary files /dev/null and b/wiki/Glossary/Cookie/img/Pippi_corruption.jpg differ
diff --git a/wiki/Glossary/Ignore_list/en.md b/wiki/Glossary/Ignore_list/en.md
new file mode 100644
index 000000000000..7cc712cf17b2
--- /dev/null
+++ b/wiki/Glossary/Ignore_list/en.md
@@ -0,0 +1,11 @@
+---
+stub: true
+tags:
+ - blacklist
+---
+
+# Ignore list
+
+The **ignore list** is a blacklist of words (or users) that a player does not want to be displayed in the [chat console](/wiki/chat_console). The ignore list can be accessed and modified in the [user settings menu](https://osu.ppy.sh/home/account/edit) under the privacy tab.
+
+
diff --git a/wiki/Glossary/en.md b/wiki/Glossary/en.md
index 5cfac3523701..aab6e31a8aec 100644
--- a/wiki/Glossary/en.md
+++ b/wiki/Glossary/en.md
@@ -22,7 +22,7 @@ A term used when an active user walks off to do something else while they are st
### Approach Circle
-In [osu!standard](/wiki/Game_Modes/osu!), the approach circle is the outermost circle that will enclose the hit circle, the start of a slider, or the centre of the spinner (for older skins). When the approach circle touches the outer border of the hit circle or slider you should click. For spinners (older skins), the approach circle will indicate the duration of that spinner.
+In [osu!standard](/wiki/Game_mode/osu!), the approach circle is the outermost circle that will enclose the hit circle, the start of a slider, or the centre of the spinner (for older skins). When the approach circle touches the outer border of the hit circle or slider you should click. For spinners (older skins), the approach circle will indicate the duration of that spinner.
### Authentic
@@ -48,7 +48,7 @@ For more information about the timeline, see [Beat Snap Divisor](/wiki/Beatmap_E
### Beat Spacing
-A principle that applies to [osu!standard](/wiki/Game_Modes/osu!). This states that the spacing of every [hit object](/wiki/Hit_Objects) (except for spinners) should be either closer, if closely placed on the timeline, or farther, if placed farther apart on the timeline.
+A principle that applies to [osu!standard](/wiki/Game_mode/osu!). This states that the spacing of every [hit object](/wiki/Hit_Objects) (except for spinners) should be either closer, if closely placed on the timeline, or farther, if placed farther apart on the timeline.

@@ -131,7 +131,7 @@ A term used when a section of a beatmap has no objects. During this time, the dr
Depending on the settings, when a break is initiated, letterboxes (the black horizontal bars on the top and bottom off the screen) may appear. In addition to this, a passing or failing graphic and sound will appear and play to indicate if the player is doing well or not, if there is enough time.
-The use of break times in [osu!mania](/wiki/Game_Modes/osu!mania) maps is heavily discouraged.
+The use of break times in [osu!mania](/wiki/Game_mode/osu!mania) maps is heavily discouraged.
### BSS
@@ -166,10 +166,10 @@ Combo has two meanings:
1. A set of hit circles and sliders that comes one after another (also called a *comboset*).
2. The number representing the number of objects a player has hit consecutively without missing or [sliderbreaking](#sliderbreak) once.
- This number is displayed in various places:
- - Bottom-left in [osu!standard](/wiki/Game_Modes/osu!).
- - On the drums in [osu!taiko](/wiki/Game_Modes/osu!taiko).
- - Above the fruit catcher in [osu!catch](/wiki/Game_Modes/osu!catch).
- - Centre of the stage in [osu!mania](/wiki/Game_Modes/osu!mania) (vertical height varies by skin).
+ - Bottom-left in [osu!standard](/wiki/Game_mode/osu!).
+ - On the drums in [osu!taiko](/wiki/Game_mode/osu!taiko).
+ - Above the fruit catcher in [osu!catch](/wiki/Game_mode/osu!catch).
+ - Centre of the stage in [osu!mania](/wiki/Game_mode/osu!mania) (vertical height varies by skin).
The *max combo* is the player's highest achieved combo throughout their play.
@@ -290,8 +290,8 @@ EBA has two meanings:
Fail has three meanings:
- The incompletion of a beatmap due to:
- - Not filling the health bar up to 80% when completing a beatmap (in [osu!taiko](/wiki/Game_Modes/osu!taiko)).
- - Empty health bar ([osu!standard](/wiki/Game_Modes/osu!), [osu!catch](/wiki/Game_Modes/osu!catch), and [osu!mania](/wiki/Game_Modes/osu!mania)).
+ - Not filling the health bar up to 80% when completing a beatmap (in [osu!taiko](/wiki/Game_mode/osu!taiko)).
+ - Empty health bar ([osu!standard](/wiki/Game_mode/osu!), [osu!catch](/wiki/Game_mode/osu!catch), and [osu!mania](/wiki/Game_mode/osu!mania)).
- In multiplayer, an indicator underneath the player's name to show they have failed the beatmap.
- The player having less than 50% health during a break; where an indicator will display if you failed the section.
- A fail indicator will be shown.
@@ -446,7 +446,7 @@ A 3 second time period of silence that is sometimes automatically be inserted be
### Life Bar
-The life bar, also known as the *health bar*, *HP bar*, *spirit bar*, or *ki bar*, is a bar at the top left of the playing screen for [osu!standard](/wiki/Game_Modes/osu!), [osu!catch](/wiki/Game_Modes/osu!catch), and [osu!taiko](/wiki/Game_Modes/osu!taiko). For [osu!mania](/wiki/Game_Modes/osu!mania), the life bar is rotated 90 degrees anti-clockwise and is placed next to the bottom-right of the stage.
+The life bar, also known as the *health bar*, *HP bar*, *spirit bar*, or *ki bar*, is a bar at the top left of the playing screen for [osu!standard](/wiki/Game_mode/osu!), [osu!catch](/wiki/Game_mode/osu!catch), and [osu!taiko](/wiki/Game_mode/osu!taiko). For [osu!mania](/wiki/Game_mode/osu!mania), the life bar is rotated 90 degrees anti-clockwise and is placed next to the bottom-right of the stage.
In all modes, expect for osu!mania, there is a symbol moving along it indicating the player's life. If the bar is completely empty, the player fails the current beatmap (assuming no special game modifiers are enabled).
@@ -491,7 +491,7 @@ A term describing when a modder agrees to mod another modder's beatmap in return
A type of [beatmap](/wiki/Beatmaps) that can only be [approved](/wiki/Beatmaps#approved).
-Marathon beatmaps are considered to be at least 6 minutes long and can only have one mapped difficulty. However, some marathon mapsets may contain a single [osu!taiko](/wiki/Game_Modes/osu!taiko) variant as well.
+Marathon beatmaps are considered to be at least 6 minutes long and can only have one mapped difficulty. However, some marathon mapsets may contain a single [osu!taiko](/wiki/Game_mode/osu!taiko) variant as well.
Marathon beatmaps are often collaborative efforts, as mapping longer tracks is a draining endeavour when done solo.
@@ -522,14 +522,14 @@ Activities are shown either at [Works In Progress/Help](https://osu.ppy.sh/commu
NC has two meanings:
1. Short for *new combo*, a modding term to suggest that a beat needs to be the start of a new combo.
-2. An abbreviation for the [Nightcore mod](/wiki/Game_Modifiers#nightcore), a variant of the [Double Time mod](/wiki/Game_Modifiers#double-time) but increases the pitch of the music and adds in a consistent bass drum beat to the music.
+2. An abbreviation for the [Nightcore mod](/wiki/Game_modifier/Nightcore), a variant of the [Double Time mod](/wiki/Game_modifier/Double_Time) but increases the pitch of the music and adds in a consistent bass drum beat to the music.
### NM
NM has two meanings:
-1. Short of *NoMod*, used to describe when a player does not enable any [game modifiers](/wiki/Game_Modifiers).
-2. An abbreviation for Normal, used as a [difficulty](/wiki/Difficulties) name for [osu!mania](/wiki/Game_Modes/osu!mania) beatmaps.
+1. Short of *NoMod*, used to describe when a player does not enable any [game modifiers](/wiki/Game_modifier).
+2. An abbreviation for Normal, used as a [difficulty](/wiki/Difficulties) name for [osu!mania](/wiki/Game_mode/osu!mania) beatmaps.
### Nuke
@@ -750,7 +750,7 @@ A skinner refers to the user who releases downloadable skins on the forums.
Sliderbreak has two meanings:
-- In [osu!standard](/wiki/Game_Modes/osu!):
+- In [osu!standard](/wiki/Game_mode/osu!):
- Tapping the slider-start too early (this can cause the slider to shake).
- Not collecting a slider tick (includes the hidden ones underneath the slider-start and slider-end).
- Releasing the slider ball before it hits the slider-end.
@@ -779,7 +779,7 @@ Stacking hit circles (a clear violation of beat spacing) is, nevertheless, permi
### Standard
-*Main page: [osu!standard](/wiki/Game_Modes/osu!)*
+*Main page: [osu!standard](/wiki/Game_mode/osu!)*
Standard refers to the game mode in osu! and has been used since it is the first game mode. This is sometimes stylized as *osu!standard* or osu! (without italics).
@@ -852,7 +852,7 @@ Note that TAG difficulties are unrankable because they are intentionally not des
### Tap
-In [osu!standard](/wiki/Game_Modes/osu!), tapping is a term that means "to press a button while the cursor is over a hit object". Tapping hit objects at the right moment, as indicated by the beatmap's music and the approach circle, is an essential part of osu! gameplay. There are a few different buttons one can use to tap:
+In [osu!standard](/wiki/Game_mode/osu!), tapping is a term that means "to press a button while the cursor is over a hit object". Tapping hit objects at the right moment, as indicated by the beatmap's music and the approach circle, is an essential part of osu! gameplay. There are a few different buttons one can use to tap:
- the left and right mouse buttons,
- the `Z` and `X` keys on the keyboard,
diff --git a/wiki/Grade/en.md b/wiki/Grade/en.md
new file mode 100644
index 000000000000..beef9634a4d1
--- /dev/null
+++ b/wiki/Grade/en.md
@@ -0,0 +1,13 @@
+---
+stub: true
+tags:
+ - rank
+---
+
+# Grade
+
+**Grades**, in osu!, are a set of letters representing a player's performance on a given [beatmap](/wiki/Beatmaps). Grades accompany the total [score](/wiki/Score) on the result screen and appear in all lists alongside scores.
+
+From lowest to highest, the possible grades are F, C, B, A, S, Silver S, SS, and Silver SS. Silver grades are only achievable when using the [Hidden](/wiki/Game_modifier/Hidden), [Flashlight](/wiki/Game_modifier/Flashlight), or [Fade In](/wiki/Game_modifier/Fade_In) [game modifiers](/wiki/Game_modifier).
+
+
diff --git a/wiki/Graveyard/en.md b/wiki/Graveyard/en.md
new file mode 100644
index 000000000000..f665479e57c8
--- /dev/null
+++ b/wiki/Graveyard/en.md
@@ -0,0 +1,13 @@
+---
+stub: true
+tags:
+ - dead
+---
+
+# Graveyard
+
+The **graveyard** is a subforum for [beatmapsets](/wiki/Beatmaps/Beatmapsets) that have been abandoned by their creator(s). Graveyarded maps do not count towards a user's total upload limit. The [beatmapset host](/wiki/Beatmaps/Beatmapsets/Beatmapset_host) may "revive" a beatmapset by updating it. This requires a free pending slot and sends it back to being a [Work in Progress](/wiki/Beatmaps#work-in-progress-and-pending) beatmapset.
+
+Beatmaps that are not updated by their creator for **28 days** will automatically be sent to the Graveyard.
+
+
diff --git a/wiki/Grid_snapping/en.md b/wiki/Grid_snapping/en.md
new file mode 100644
index 000000000000..4a8d71d74613
--- /dev/null
+++ b/wiki/Grid_snapping/en.md
@@ -0,0 +1,16 @@
+---
+stub: true
+tags:
+ - grid lock
+ - lock
+---
+
+# Grid snapping
+
+**Grid snapping** refers to the act of using the `Grid Snap` button functionality in the [beatmap editor](/wiki/Beatmap_Editor). Enabling it will force every [hit object](/wiki/Hit_object) that is interacted with by the creator to move to the nearest position along the intersections of the grid, or, in other words, "snapping." The `Grid Snap` button can be found on the right-hand side of the editor.
+
+The base level of spacing between each sector of the grid can be adjusted by pressing `G`, or by navigating to `View` -> `Grid Level`. Grid snapping can help with aligning objects to each other and attempt to arrang them in neater patterns.
+
+
+
+
diff --git a/wiki/Guides/Beginner's_Tutorial/de.md b/wiki/Guides/Beginner's_Tutorial/de.md
index b8699e32928d..732e1357658f 100644
--- a/wiki/Guides/Beginner's_Tutorial/de.md
+++ b/wiki/Guides/Beginner's_Tutorial/de.md
@@ -1,6 +1,11 @@
+---
+outdated: true
+no_native_review: true
+---
+
# Tutorial for beginners (Deutsch)
-Willkommen zu den osu! Anfänger Tutorial. Die Welt von osu! kann manchmal ein sehr Komplizierter Ort sein. Egal ob du eine möglichkeit haben möchtest, gegen andere Fair anzutreten oder eichfach nur Spaß haben willst, ist dies für dich! Diese Anleitung beinhalltet alles was du wissen musst, um in die Welt von osu! einzutauchen.
+Willkommen zu den osu! Anfänger Tutorial. Die Welt von osu! kann manchmal ein sehr Komplizierter Ort sein. Egal ob du eine Möglichkeit haben möchtest, gegen andere Fair anzutreten oder eichfach nur Spaß haben willst, ist dies für dich! Diese Anleitung beinhaltet alles was du wissen musst, um in die Welt von osu! einzutauchen.
## Die Arten der Eingabemethode
@@ -11,44 +16,44 @@ Normalerweise fangen viele Spieler mit der normalen Computermaus an, da es oft d
- Touch Screen
- Tastertur Clicking
-Und es gibt noch mehr Arten um den Cursor zu bewegen (Wiifernbedinung, Bewegungsensor, Technologie Zeug), aber um diese Anleitung einfach zu hallten, werde ich mich nur auf diese vier oberen Eingabemethoden konzentrieren.
+Und es gibt noch mehr Arten um den Cursor zu bewegen (Wiifernbedinung, Bewegungsensor, Technologie Zeug), aber um diese Anleitung einfach zu halten, werde ich mich nur auf diese vier oberen Eingabemethoden konzentrieren.
### Computer Maus
-Wenn du doch mit der Maus Spielen möchtest, solltest du dir eine als Kabel am Pc angeschlossende Maus zulegen, da Funk-/Bluetoothmäuse gerne die Verbindung trennen oder Stottern. Wobei natürlich jede Maus in Ordnung ist; Manche Leute nutzen sogar Mäuse vom Action-Markt! Es hilft übrigens, wenn immer die selbe Maus genutzt wird, also versuch eine Maus zu nutzen, die auch lang hällt! Spieler die mit Maus spielen sind besonders gut in:
+Wenn du doch mit der Maus Spielen möchtest, solltest du dir eine als Kabel am Pc angeschlossende Maus zulegen, da Funk-/Bluetoothmäuse gerne die Verbindung trennen oder Stottern. Wobei natürlich jede Maus in Ordnung ist; Manche Leute nutzen sogar Mäuse vom Action-Markt! Es hilft übrigens, wenn immer die selbe Maus genutzt wird, also versuch eine Maus zu nutzen, die auch lang hält! Spieler die mit Maus spielen sind besonders gut in:
-- Sprüunge, besonders in rechten Grad und graden Richtungen.
+- Sprünge, besonders im rechten Grad und geraden Richtungen.
- Stabilität und Zielgenauigkeit macht es einfacher "kleinere" Kreise zu treffen.
Maus-Spieler haben meistens hiermit Probleme:
- Andauernt hin- und herzuspringen.
-### Graphiktablet
+### Grafiktablett
-Wenn du schon ein Tablet nutzt, solltest du versuchen ein Spielbereich zu nehmen, der für dich beim Spielen angenehm ist. Wenn du extra für osu! ein Tablet kaufen willst, kannst du ja dir die [Tabletkauf](/wiki/Guides/Tablet_Purchase) Anleitung anschauen. Zusätzlich solltest du dir die Spitzen von deinen Tablet aufbewahren, da diese sich beim Spielen abnutzen werden, besonders wenn du sehr schnell spielen solltest. Während du das Tablet nutzen kannst, um in die Hitcicles zu klicken, nutzen die Meisten Spieler zusätzlich die Tastertur, was wir ein klein wenig später auch noch behandeln werden. Graphiktablets haben die Vorteile:
+Wenn du schon ein Tablet nutzt, solltest du versuchen ein Spielbereich zu nehmen, der für dich beim Spielen angenehm ist. Wenn du extra für osu! ein Tablet kaufen willst, kannst du ja dir die [Tabletkauf](/wiki/Guides/Tablet_Purchase) Anleitung anschauen. Zusätzlich solltest du dir die Spitzen von deinen Tablet aufbewahren, da diese sich beim Spielen abnutzen werden, besonders wenn du sehr schnell spielen solltest. Während du das Tablet nutzen kannst, um in die Hitcicles zu klicken, nutzen die meisten Spieler zusätzlich die Tastatur, was wir ein klein wenig später auch noch behandeln werden. Grafiktabletts haben die Vorteile:
- Keine Ungenauigkeiten.
- Bewegungen und Geschwindigkeit sind Präzise.
-Graphiktablet-Spieler haben Probleme mit:
+Grafiktablett-Spieler haben Probleme mit:
- In 90° Winkel Springen. (insbesondere Square jumps)
### Touchscreen
-Sehr selten, da sehr wenige Spieler mit einen Touchscreen spielen. Du solltest versuchen nicht alzustark auf den Touchscreen zu drücken und du solltest ein Touchscreen finden, das sehr emphindlich auf deine Finge reagiert, sowie eines, welches sehr schnell reagiert. Dies sollte dir helfen die Lebenszeit deines Touchscreenes aufrecht zu hallten. Touchscreen hat Vorteile bei:
+Sehr selten, da sehr wenige Spieler mit einen Touchscreen spielen. Du solltest versuchen nicht alzustark auf den Touchscreen zu drücken und du solltest ein Touchscreen finden, das sehr emphindlich auf deine Finge reagiert, sowie eines, welches sehr schnell reagiert. Dies sollte dir helfen die Lebenszeit deines Touchscreenes aufrecht zu halten. Touchscreen hat Vorteile bei:
-- Sehr lange Streams zu spielen, sowie bei Stermina (Durchhalltevermögen).
+- Sehr lange Streams zu spielen, sowie bei Stamina (Durchhalltevermögen).
- Sehr großen Sprüngen, besonders wenn es von Ecke zu Ecke geht.
Touchscreen-Spieler haben Probleme mit:
- Genauigkeit, besonders bei kleineren Kreisen.
-### Tastertur "Tapping"
+### Tastatur "Tapping"
-Wenn du mit Maus oder Tastertur spielst, oder irgendeine andere Eingabemethode, kannst du auch deine Tastertur (Z und X als Standarttasten) um die Kreise zu Treffen. Der Vorteil bei der Tastertur ist es, das du nicht mehr das bewegen und Klicken mit der Selben hand machst, sondern es auf beide Hände aufteilst, was dir Erlaubt um einiges schneller auf schnelle Sektionen zu reagieren. Es kann etwas dauern, bis man dran gewöhnt ist, aber wenn du dich entscheidest deine Tastertur zum klicken zu nutzen, solltest du es früh machen, da das Umgewöhnen schwer ist.
+Wenn du mit Maus oder Tastatur spielst, oder irgendeine andere Eingabemethode, kannst du auch deine Tastatur (Z und X als Standardtasten) um die Kreise zu Treffen. Der Vorteil bei der Tastatur ist es, das du nicht mehr das bewegen und Klicken mit der Selben hand machst, sondern es auf beide Hände aufteilst, was dir Erlaubt um einiges schneller auf schnelle Sektionen zu reagieren. Es kann etwas dauern, bis man dran gewöhnt ist, aber wenn du dich entscheidest deine Tastatur zum klicken zu nutzen, solltest du es früh machen, da das Umgewöhnen schwer ist.
## Gameplay Techniken
diff --git a/wiki/Guides/Beginner's_Tutorial/en.md b/wiki/Guides/Beginner's_Tutorial/en.md
index 536a74075ca2..dd04681d3966 100644
--- a/wiki/Guides/Beginner's_Tutorial/en.md
+++ b/wiki/Guides/Beginner's_Tutorial/en.md
@@ -116,7 +116,7 @@ You can begin your adventure with these maps!
- [GReeeeN - Ai Uta (Taiko Cut) (arken1015) \[Kantan\]](https://osu.ppy.sh/beatmaps/57281)(0.83 Stars)
- [TOKINE - Soko ni Aru Mono (xierbaliti) \[Easy\]](https://osu.ppy.sh/beatmaps/67008)(0.99 Stars)
-- [Rammstein - Mein erz brennt (Piano Instrumental) (Sieg) \[Easy\]](https://osu.ppy.sh/beatmaps/250553)(1.00 Stars)
+- [Rammstein - Mein Herz brennt (Piano Instrumental) (Sieg) \[Easy\]](https://osu.ppy.sh/beatmaps/250553)(1.00 Stars)
- [fripSide - a little christmas time (Darksonic) \[Easy\]](https://osu.ppy.sh/beatmaps/191008)(1.03 Stars)
- [Yoko Shimomura - A Twinkle in the Sky (MoodyRPG) \[Easy\]](https://osu.ppy.sh/beatmaps/220650)(1.05 Stars)
- [Sean Paul - She Doesn't Mind (Daniel Ngo Remix) (BounceBabe) \[Easy\]](https://osu.ppy.sh/beatmaps/158917)(1.08 Stars)
diff --git a/wiki/Guides/Beginner's_Tutorial/fr.md b/wiki/Guides/Beginner's_Tutorial/fr.md
index 340606a72570..c1d43f1df41b 100644
--- a/wiki/Guides/Beginner's_Tutorial/fr.md
+++ b/wiki/Guides/Beginner's_Tutorial/fr.md
@@ -120,7 +120,7 @@ Vous pouvez commencer votre aventure avec ces maps !
- [GReeeeN - Ai Uta (Taiko Cut) (arken1015) \[Kantan\]](https://osu.ppy.sh/beatmaps/57281)(0.83 Stars)
- [TOKINE - Soko ni Aru Mono (xierbaliti) \[Easy\]](https://osu.ppy.sh/beatmaps/67008)(0.99 Stars)
-- [Rammstein - Mein erz brennt (Piano Instrumental) (Sieg) \[Easy\]](https://osu.ppy.sh/beatmaps/250553)(1.00 Stars)
+- [Rammstein - Mein Herz brennt (Piano Instrumental) (Sieg) \[Easy\]](https://osu.ppy.sh/beatmaps/250553)(1.00 Stars)
- [fripSide - a little christmas time (Darksonic) \[Easy\]](https://osu.ppy.sh/beatmaps/191008)(1.03 Stars)
- [Yoko Shimomura - A Twinkle in the Sky (MoodyRPG) \[Easy\]](https://osu.ppy.sh/beatmaps/220650)(1.05 Stars)
- [Sean Paul - She Doesn't Mind (Daniel Ngo Remix) (BounceBabe) \[Easy\]](https://osu.ppy.sh/beatmaps/158917)(1.08 Stars)
diff --git a/wiki/Guides/Beginner's_Tutorial/tr.md b/wiki/Guides/Beginner's_Tutorial/tr.md
index 6fe20a80d8b8..4cbfbf5b3f2f 100644
--- a/wiki/Guides/Beginner's_Tutorial/tr.md
+++ b/wiki/Guides/Beginner's_Tutorial/tr.md
@@ -116,7 +116,7 @@ Maceranıza aşağıdaki beatmapler ile başlayabilirsiniz!
- [GReeeeN - Ai Uta (Taiko Cut) (arken1015) \[Kantan\]](https://osu.ppy.sh/beatmaps/57281)(0.83 Yıldız)
- [TOKINE - Soko ni Aru Mono (xierbaliti) \[Easy\]](https://osu.ppy.sh/beatmaps/67008)(0.99 Yıldız)
-- [Rammstein - Mein erz brennt (Piano Instrumental) (Sieg) \[Easy\]](https://osu.ppy.sh/beatmaps/250553)(1.00 Yıldız)
+- [Rammstein - Mein Herz brennt (Piano Instrumental) (Sieg) \[Easy\]](https://osu.ppy.sh/beatmaps/250553)(1.00 Yıldız)
- [fripSide - a little christmas time (Darksonic) \[Easy\]](https://osu.ppy.sh/beatmaps/191008)(1.03 Yıldız)
- [Yoko Shimomura - A Twinkle in the Sky (MoodyRPG) \[Easy\]](https://osu.ppy.sh/beatmaps/220650)(1.05 Yıldız)
- [Sean Paul - She Doesn't Mind (Daniel Ngo Remix) (BounceBabe) \[Easy\]](https://osu.ppy.sh/beatmaps/158917)(1.08 Yıldız)
diff --git a/wiki/Guides/Compressing_Files/en.md b/wiki/Guides/Compressing_Files/en.md
deleted file mode 100644
index 3dc8fe820612..000000000000
--- a/wiki/Guides/Compressing_Files/en.md
+++ /dev/null
@@ -1,116 +0,0 @@
----
-outdated: true
----
-
-
-# File compression guide
-
-*This article was adapted from [a forum thread by ziin](https://osu.ppy.sh/community/forums/topics/60002).*
-
-Each osu! beatmapset has a file size limit dictated by its beatmaps' total lengths. In this tutorial I will tell you smart ways to get your beatmap under that limit.
-
-There are 2 types of compression. **Lossy** and **Lossless** compression.
-
-- **Lossless** implies that the quality never degrades and can be repeatedly compressed or decompressed.
-- **Lossy** is a much more powerful form of compression which sacrifices quality for space/processor demand.
-
-## Zip
-
-The `.osz` package is actually a `.zip` file, and will compress your beatmap, although not very much, since audio, video, and images are usually compressed very well. Zip and other archives are all lossless compression, otherwise you wouldn't be able to get your data back.
-
-## Video
-
-Videos are usually where people go wrong. There are thousands of video codecs out there, and *believe it or not, YouTube is usually a terrible place to get videos*. For the best quality, you should always downsize from a high resolution source (720p YouTube videos are fine for this).
-
-h.264 and XviD are very good codecs to use but like most video codecs, they are lossy. So do not re-encode multiple times, but encode from the high resolution source.
-
-### Step-By-Step Guide
-
-*This section was adapted from [a forum thread by ziin](https://osu.ppy.sh/community/forums/topics/58235).*
-
-#### Precursor/Notes
-
-Editing videos with [avidemux](http://avidemux.sourceforge.net/download.html)
-
-#### Removing audio
-
-1. Open avidemux
-2. Drag and drop the file into avidemux
-3. If the following shows up because the video is h.264 (h.264 is the best right now):
- 1. Press either (no is better unless the program crashes).
-
- 
-
-4. Select Audio -> Main Track
-
- 
-
-5. Select Audio Source -> None
-
- 
-
-#### Encoding Video
-
-1. Make sure that both the video and audio are on "Copy".
-
- 
-
-2. If you want to instead re-encode the file, then choose "MPEG-4 AVC" to pick h.264.
-
- 
-
-3. To resize the image, click on "filters" and "MPlayer resize" then input how much you want to resize. Most of the time you should keep this at 800x600 or 853x480 (though I use 800x450 for widescreen).
-
- 
-
-4. To actually reduce the filesize of the video, there are a few options, all of which are in the "configure" menu
-
- 
-
-5. The correct way is to use a constant rate factor (usually between 30 and 36) since single pass encodes are of higher quality. You can also use a 2 pass encode which will set the video size (I suggest ~7 MB) or Average bitrate (I suggest 400-800 kbps). Avidemux doesn't like saving h.264 flv files, but works fine with avi files. Since osu! plays both just fine (and avi is slightly smaller than flv), save the file as an avi.
-
- 
-
-#### Save
-
-Press `Ctrl` + `S` to save the file somewhere, then copy it into your folder.
-
-#### Final Remarks
-
-If avidemux does not open your file correctly, there are alternatives: [Mediacoder](https://mediacoderhq.com) is a bit more difficult to use, but might work, and can save h.264 flv files. [SUPER](https://www.erightsoft.com/SUPER.html) isn't very good, hard to find, but is another program that might be worthwhile, if you can find the download on the website. Finally, [VLC](https://videolan.org/vlc) can be used, **but that should be avoided at all costs**.
-
-The reason I like avidemux is because you can easily edit each frame, and it has a good interface, unlike mediacoder (which has greater compatibility). I've never been able to get virtualdub to work properly.
-
-## Audio
-
-Now that there is a limit on audio bitrate, it's not as much of a problem anymore. However long songs at 192 kbps will undoubtedly take up most of your space. I recommend using a variable bitrate between rate factor 2 and 5 (I try to stick around 4). With a variable bitrate, you get more compression in low activity areas, and more quality in higher areas.
-
-
-
-Programs such as [Audacity 1.3.13](https://audacityteam.org/download) does an excellent job of saving variable bitrate audio with the correct plugins.
-
-osu! accepts 2 major file formats: mp3 and ogg vorbis. Vorbis has a clear advantage over mp3 at low bitrates (under 128 kbps), but suffers from lack of support by proprietary software like apple, since mp3 is the standard for audio. However, there are severely limiting returns on using anything higher than 128 kbps. For osu! it doesn't really matter which one you use.
-
-## Images
-
-There are 2 major image formats which make up most of the images you find online: jpg and png. Png uses lossless compression which makes it ideal for small and or simple images. Complex images are better suited for jpg. The majority of image editing programs however do not naturally use `.png` and `.jpg` compression to the most of their ability however, leaving you with 4 KB pngs of 1 colour, which could be compressed up to 400 times smaller.
-
-[GIMP](https://gimp.org) actually does a good job with `.jpg` files.
-
-
-
-There are four important things to check: Optimize, Progressive, subsampling, and quality. Optimize is just a way to compress the `.jpg` without losing quality and should always be checked. Progressive is a method to make jpgs "fade in" when downloaded from the internet. It has a side effect of making the image smaller so long as the image is over 20 KB. Subsampling is a way to improve quality or compression. No subsampling (1x1) will make text and lines much clearer at the cost of space. 2x2 subsampling does very well for photographs which do not have distinct lines (like text). Quality is the easiest way to keep the image looking good. I use 95, since the gains after 95 aren't really worthwhile.
-
-PNGs are actually much simpler to compress, but GIMP does not do it very well. [OptiPNG](http://optipng.sourceforge.net) and [PNGOUT](http://advsys.net/ken/utils.htm) are two of the best tools to compress `.png` files. OptiPNG can find the optimum settings for the `.png`, and PNGOUT re-compresses the image using `.kzip`. Often times just using PNGOUT will reduce the image size by 20%.
-
-
-
-For even better compression, you can use a script which combines multiple compressors and brute forces close to the smallest file possible. The script's name is [pngslim](http://people.bath.ac.uk/ea2aced/tech/png/pngslim.zip).
-
-
-
-## Results
-
-Here we have results of compressing.
-
-
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diff --git a/wiki/Guides/Compressing_files/en.md b/wiki/Guides/Compressing_files/en.md
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+++ b/wiki/Guides/Compressing_files/en.md
@@ -0,0 +1,64 @@
+# Compressing files
+
+Each beatmapset has a file size limit dictated by its total length. This guide will help you to get your beatmap under that limit.
+
+There are 2 types of compression. **Lossy** and **Lossless** compression.
+
+- **Lossless** implies that the quality never degrades and can be repeatedly compressed or decompressed.
+- **Lossy** is a much more powerful form of compression which sacrifices quality for space/processor demand.
+
+## Video
+
+Videos are usually where people go wrong. There are thousands of video codecs out there, and *believe it or not, YouTube is usually a terrible place to get videos*.
+
+H.264 is a good codec to use but like most video codecs, it is lossy. This means you want to avoid re-encoding the video multiple times, but instead encode from the high resolution source once.
+
+### Using Handbrake
+
+This section will show you how to remove audio from videos using [Handbrake](https://handbrake.fr/) to reduce the file size of the video file.
+
+1. Open Handbrake and import your video file. You can drag and drop your file into Handbrake or manually import by clicking the `File` option.
+
+
+
+2. Select the `Fast 720p30` preset.
+
+
+
+3. Select the `Audio` tab and remove all audio tracks. Do the same for any subtitles by going into the `Subtitles` tab and removing all entries.
+
+
+
+4. Go into the `Video` tab and set the video codec as `H.264 (X264)`. Change the `Constant Quality` to between 20–25. Smaller values will produce smaller file sizes at the cost of the video's quality.
+
+
+
+5. Set the framerate to `30`.
+
+
+
+6. To resize the image of the video file, go to the `Dimensions` tab and change the width to `1280` and change the height to `720`.
+
+
+
+7. Lastly, pick the file location you want to save your result to, then click `Start Encode`.
+
+
+
+## Audio
+
+The audio bitrate determines a lot about the size of the audio file. You can use [Audacity](https://www.audacityteam.org/) to change the bitrate of your audio files.
+
+The [Ranking Criteria](/wiki/Ranking_Criteria#audio) has a rule noting that anything above 192kbps is not allowed. In addition to this, anything under 128kbps is usually considered to be low quality.
+
+1. Import the audio file into Audacity.
+
+
+
+2. Export the audio as MP3.
+
+
+
+3. Change the export options to help compress your file. Use `Preset` and select the quality as `Medium, 145-185 kbps`. If you want, you can enter in the metadata in the next dialog. When ready, click `OK`.
+
+
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diff --git a/wiki/Guides/How_to_Use_the_Offset_Wizard/it.md b/wiki/Guides/How_to_Use_the_Offset_Wizard/it.md
index b075bde859d6..32e2384d6cc7 100644
--- a/wiki/Guides/How_to_Use_the_Offset_Wizard/it.md
+++ b/wiki/Guides/How_to_Use_the_Offset_Wizard/it.md
@@ -32,4 +32,4 @@ Per impostarlo correttamente, segui questa procedura:
Cambiando le impostazioni video a schermo intero o vice versa (lo schermo intero è raccomandato per il minore ritardo di input) può richiedere la ricalibratura dell'offset. E' raccomandato il volume degli effetti impostato a 0%, perchè potrebbe essere in ritardo, dunque, potrebbe rovinare le cose. Non è accertato se funziona correttamente per DT/NC.
-Questa informazione è per la modalità [osu!standard](/wiki/Game_Modes/osu!), perciò altre modalità come [osu!taiko](/wiki/Game_Modes/osu!taiko) o [osu!mania](/wiki/Game_Modes/osu!mania) potrebbe richiedere offset differenti.
+Questa informazione è per la modalità [osu!standard](/wiki/Game_mode/osu!), perciò altre modalità come [osu!taiko](/wiki/Game_mode/osu!taiko) o [osu!mania](/wiki/Game_mode/osu!mania) potrebbe richiedere offset differenti.
diff --git a/wiki/Guides/Music_Theory/img/2x+_Repeating_sliders.png b/wiki/Guides/Music_Theory/img/2x+_Repeating_sliders.png
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diff --git a/wiki/Guides/osu!mania_Mapping_Guide/en.md b/wiki/Guides/osu!mania_Mapping_Guide/en.md
index c7bb67cf1733..9425efefc560 100644
--- a/wiki/Guides/osu!mania_Mapping_Guide/en.md
+++ b/wiki/Guides/osu!mania_Mapping_Guide/en.md
@@ -4,7 +4,7 @@
### What is osu!mania?
-*Main page: [osu!mania](/wiki/Game_Modes/osu!mania)*
+*Main page: [osu!mania](/wiki/Game_mode/osu!mania)*
osu!mania is one of the four game modes. osu!mania falls under the genre **Vertical Scrolling Rhythm Game** (VSRG). As the name already suggests, that the musical notes are falling down or rising up in a vertical manner. There are many rather similar games to osu!mania such as "Stepmania", "O2Jam" or "Beatmania IIDX".
diff --git a/wiki/Guides/osu!mania_modding_guide/en.md b/wiki/Guides/osu!mania_modding_guide/en.md
index 3f456d501ef2..639b27d47840 100644
--- a/wiki/Guides/osu!mania_modding_guide/en.md
+++ b/wiki/Guides/osu!mania_modding_guide/en.md
@@ -9,7 +9,7 @@
*Original author: ![][flag_DE] [Feerum](https://osu.ppy.sh/users/4815717).*
-This guide will go through how to mod a [beatmap](/wiki/Beatmaps) in [osu!mania](/wiki/Game_Modes/osu!mania). [Modding](/wiki/Modding) is a relatively simple process, and with enough practice, it can lead you to becoming a [Beatmap Nominator](/wiki/People/The_Team/Beatmap_Nominators). So let's start!
+This guide will go through how to mod a [beatmap](/wiki/Beatmaps) in [osu!mania](/wiki/Game_mode/osu!mania). [Modding](/wiki/Modding) is a relatively simple process, and with enough practice, it can lead you to becoming a [Beatmap Nominator](/wiki/People/The_Team/Beatmap_Nominators). So let's start!
## Where to start (modding page layout)
diff --git a/wiki/Help_Centre/fr.md b/wiki/Help_Centre/fr.md
index 1dd2064552b2..db9cc8c9bf0b 100644
--- a/wiki/Help_Centre/fr.md
+++ b/wiki/Help_Centre/fr.md
@@ -740,7 +740,7 @@ Si vous avez été inactif pour une longue période de temps et que vos statisti
#### Comment télécharger osu! ?
-**Cliquez simplement sur le bouton **`Download`** dans la barre en haut de la page du [site officiel d'osu!](https://osu.ppy.sh/home).**
+**Cliquez simplement sur le bouton `Download` dans la barre en haut de la page du [site officiel d'osu!](https://osu.ppy.sh/home).**
Autrement, [cliquez ici](https://osu.ppy.sh/home/download) pour un lien direct vers la page des téléchargements.
@@ -761,7 +761,7 @@ Autrement, [cliquez ici](https://osu.ppy.sh/home/download) pour un lien direct v
#### Où m'enregistrer sur osu! ?
-**Cliquez simplement sur **`I'm new!`** situé en haut à droite de n'importe quelle page du site d'osu!, ou visitez la page directement via [ce lien](https://osu.ppy.sh/p/register).**
+**Cliquez simplement sur `I'm new!` situé en haut à droite de n'importe quelle page du site d'osu!, ou visitez la page directement via [ce lien](https://osu.ppy.sh/p/register).**
Nous ne demandons pas d'e-mail pour enregistrer un compte osu!, mais nous suggérons grandement d'en associer un à votre compte pour le protéger de la purge journalière et pour le sécuriser le plus possible.
diff --git a/wiki/Help_Centre/pt-br.md b/wiki/Help_Centre/pt-br.md
index ed196ddaebb3..ae42ec9e307c 100644
--- a/wiki/Help_Centre/pt-br.md
+++ b/wiki/Help_Centre/pt-br.md
@@ -727,7 +727,7 @@ Se você ficou inativo por um bom período de tempo e suas estatísticas realmen
#### Como eu baixo o osu!?
-**Simplesmente clique **Baixar** na página [oficial do site do osu!](https://osu.ppy.sh/home).**
+**Simplesmente clique `Baixar` na página [oficial do site do osu!](https://osu.ppy.sh/home).**
Alternativamente, [clique aqui](https://osu.ppy.sh/home/download) para um link direto para a página de download.
@@ -748,7 +748,7 @@ Isso deve vir junto do instalador do osu!, mas caso não venha, [baixe-o aqui](h
#### Where do I register for osu!?
-**Simplesmente clique **conectar-se** no canto superior direito de qualquer página do site do osu!, ou visite diretamente através [desse link](https://osu.ppy.sh/p/register).**
+**Simplesmente clique `conectar-se` no canto superior direito de qualquer página do site do osu!, ou visite diretamente através [desse link](https://osu.ppy.sh/p/register).**
Nós não pedimos pelo seu email na criação de conta, mas nós realmente te recomendamos a atrelar um email a sua conta para ter certeza que ela irá ficar salva das limpezas diárias e manter sua conta o mais seguro possível.
diff --git a/wiki/History_of_osu!/2007/en.md b/wiki/History_of_osu!/2007/en.md
index 86359c85134c..f1f5cb505156 100644
--- a/wiki/History_of_osu!/2007/en.md
+++ b/wiki/History_of_osu!/2007/en.md
@@ -1,12 +1,12 @@
# History of osu! 2007
-The following is some of the history of osu! since its beginning. Special thanks to [Sinistro](https://osu.ppy.sh/users/5530) for helping in compiling the 2007/2008 content.
+The following is some of the major events in osu!'s history since its beginning. Special thanks to [Sinistro](https://osu.ppy.sh/users/5530) for helping in compiling the 2007/2008 content.
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## July
-osu! began as a proof-of-concept named "ouentest". The first version was released on 2007-07-01 to a small group of peppy's close friends and featured a very basic editor and play mode. The editor had no seeking or snapping functions, but could only make simple beatmaps. There were no sliders or spinners at this point, but basic scoring/combo counters were present. The first release took approximately 16 hours of coding time and was done in a *single all-nighter*. `pUpdater` was introduced (soon to be known as `osume`) to handle updating to the latest version.
+osu! began as a proof-of-concept named "ouentest". The first version was released on July 1, 2007 to a small group of [peppy](https://osu.ppy.sh/users/2)'s close friends and featured a very basic [beatmap editor](/wiki/Beatmap_Editor) and play mode. The editor could only make *very* simple [beatmaps](/wiki/Beatmaps) with no seeking or [snapping](/wiki/Beatmapping/Snapping) functions available and there were no sliders or spinners, only circles and basic scoring/combo counters. The first release took approximately 16 hours of coding time and was done in a *single all-nighter*. `pUpdater` was introduced (soon to be known as `osume`) to handle updating to the latest version.

@@ -16,7 +16,7 @@ osu! began as a proof-of-concept named "ouentest". The first version was release
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-By the end of July, the menu system was changed to add a bit of style to the game. An initial implementation of sliders was completed, with a non-animated orange slider ball and some relatively ugly curves. Beat snapping was added to the editor, as was a timeline and a more robust editor interface (quite similar to what you see in [Compose](/wiki/Beatmap_Editor/Compose) view today).
+By the end of July, the menu system was changed to add a bit of style to the game. An initial implementation of sliders was completed, along with a non-animated orange slider ball and some relatively ugly curves. Beat snapping was added to the editor, as was a timeline and a more robust editor interface (quite similar to what you see in [Compose](/wiki/Beatmap_Editor/Compose) view today).

@@ -28,13 +28,13 @@ By the end of July, the menu system was changed to add a bit of style to the gam
## August
-The main menu was updated with a new look, and the editor received a lot of new functionalities, including copy and paste support. The Windows's menubar and cursor were added, making editor features were a lot more accessible than before. Sliders were more extensively supported, with ticks present and disappearing as the slider ball passes them. Stacking of hit circles were present. Local high scores were a lot better supported. The `.osu` file format was revised and completely revamped, but includes conversion of older files to the new format.
+The main menu was updated with a new look and the editor received a lot of new functionalities including copy-and-paste support. The Windows's menubar and cursor were added, making editor features more accessible than before; sliders were more extensively supported with [slider ticks](/wiki/Beatmapping/Slider_tick) present; [stacking](/wiki/Mapping_Techniques/Stack) of [hit circles](/wiki/Hit_object/Hit_circle) were present; local high scores were better supported; and the `.osu` file format was revised and completely revamped, but included conversion of older files to the new format.
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-Gameplay was enhanced with the debut of [combo fire](/wiki/Combo_fire), the HP bar, mouse trails, and better looking sliders. By this point, osu! had a humble collection of around 10 beatmaps made by the testing team of around 5 people.
+Gameplay was enhanced with the debut of [combo fire](/wiki/Glossary/Combo_fire), the [Health (or HP)](/wiki/Beatmapping/Health) bar, cursor trails, and better-looking sliders. At this point, osu! had a humble collection of around ten beatmaps made by the testing team that was made up of around five people.
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@@ -44,7 +44,7 @@ Gameplay was enhanced with the debut of [combo fire](/wiki/Combo_fire), the HP b
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-2007-09-17 was the birth of osu! as far as the public was concerned. The forums as we know them today were established, and hosted from peppy's home domain (`ppy.sh`). Attention was gained via a news announcement on [bemanistyle](http://bemanistyle.com) which drew quite a few interested people with previous rhythm game experience.
+September 17, 2007 was the "birth" of osu! as far as the public was concerned. The forums as we know them today were established, and hosted from peppy's home domain (`ppy.sh`). Attention was gained via a news announcement on [bemanistyle](http://bemanistyle.com) which drew quite a few interested people with previous rhythm game experience.

@@ -56,17 +56,17 @@ Gameplay was enhanced with the debut of [combo fire](/wiki/Combo_fire), the HP b
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-Quickly after the public release, the first play mods, [Easy](/wiki/EZ) and [No Fail](/wiki/NF), were added, as well as break sections (which up until now had been ignored and missing). A large number of changes quickly made osu! look more and more like a commercial rhythm game.
+Quickly after the public release, the first play [mods](/wiki/Game_modifier), [Easy](/wiki/Game_modifier/Easy) (EZ) and [No Fail](/wiki/Game_modifier/No_Fail) (NF), were added, as well as break sections (which up until now had been ignored and missing). A large number of changes quickly made osu! look more and more like a legitimate rhythm game.
") ")
## October
-2007-10-01 was the day when online rankings were made available publicly. This also saw the launch of the `.osz` packaging method, and online beatmap database with an early web-based submission system. Online rankings were added to the in-game interface and also displayed on the website.
+October 1, 2007 was the day when online rankings were made publicly available. This also saw the launch of the `.osz` packaging method, and an online beatmap database with an early web-based submission system. Online rankings were added to the in-game interface and were also displayed on the website.
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-The song selection screen saw improvements, with grouping of difficulties and more intuitive song wheel movement. The soft sample set, keyboard-based controls, in-game searching all originate in this month. Players could make universal skins and per-beatmap skins for the first time and full TabletPC support was implemented.
+The song selection screen saw improvements with grouping of difficulties and more intuitive song wheel movement. The soft sample set, keyboard-based controls, and in-game searching all originated in this month. Players could make universal [skins](/wiki/Skinning) and per-beatmap skins for the first time and full Tablet-PC support was implemented.
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@@ -76,7 +76,7 @@ The song selection screen saw improvements, with grouping of difficulties and mo
## November
-A new SS rank was added to the ranking system, replacing S rank in cases where perfection was achieved. The [No Video](/wiki/NV) and [Hidden](/wiki/HD) mods were introduced, and the SH (sliver S) and SSH (sliver SS) ranks to go with it. For the first time, players could skin and assign normal and soft sample sets per timing section. `.osz` files could now be loaded by double-clicking them, or dragging them onto the osu! icon.
+A new SS rank was added to the ranking system, replacing S rank in cases where perfection was achieved. The [No Video](/wiki/Game_modifier/No_Video) and [Hidden](/wiki/Game_modifier/Hidden) (HD) mods were introduced, and the SH (silver S) and SSH (silver SS) ranks to go with it. For the first time, players could skin and assign normal and soft sample sets per timing section. `.osz` files could now be loaded by double-clicking them, or dragging them onto the osu! icon.
") ")
@@ -88,10 +88,10 @@ A new SS rank was added to the ranking system, replacing S rank in cases where p
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-The [Beatmap Submission System](/wiki/Glossary#bss) (BSS) was made public, allowing users to easily upload and share their creations. This introduced the status of pending and ranked maps and helped organise the rapidly growing collection of user-submitted beatmaps. In-game chat was added, as an IRC client built from scratch and connected to a standard IRC server (no bancho yet). Extended chat was visible. Avatars and basic stats were displayed in game (using an http-based communication). Audio controls were also added to the main menu, which also now plays a random song on startup. Replays could be watched for both local scores and online plays. Players could spectate other players (and spectator data was sent raw over IRC!).
+The [Beatmap Submission System](/wiki/Glossary#bss) (BSS) was made public, allowing users to easily upload and share their creations. This introduced the status of [Pending](/wiki/Beatmaps#work-in-progress-and-pending) and [Ranked](/wiki/Beatmaps#ranked) maps helped organise the rapidly growing collection of user-submitted beatmaps. In-game chat was added as an [IRC](/wiki/Internet_Relay_Chat) (Internet Relay Chat) client built from scratch and connected to a standard IRC server (with no [Bancho](/wiki/Bancho); extended chat was visible; avatars and basic stats were displayed in-game using an http-based communication; audio controls were also added to the main menu, which played a random song on startup; [replays](/wiki/Replay) could be watched for both local scores and online plays. Players could spectate other players (spectator data was sent raw over IRC).
## December
-Songs could be edited by dragging them into the osu! window. Tooltips were added; explaining all the various buttons in the osu! menus and editor interface. Many new quality skins were submitted by early skinners ([Holiday by LuigiHann](https://osu.ppy.sh/community/forums/topics/1139), [WindWaker by awp](https://osu.ppy.sh/community/forums/topics/761)). New sorting methods were added to the song selection screen. peppy could now send universal announcements to all osu! players. Minor tweaks were made to gameplay, such as non-active circle dimming.
+Songs could be edited by dragging them into the osu! window; tooltips were added that explained all the various buttons in the osu! menus and editor interface; many new quality skins were submitted by early skinners ([Holiday by LuigiHann](https://osu.ppy.sh/community/forums/topics/1139), [WindWaker by awp](https://osu.ppy.sh/community/forums/topics/761)); new sorting methods were added to the song selection screen; peppy could send universal announcements to all osu! players; and minor tweaks were made to gameplay (like non-active circle dimming).
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diff --git a/wiki/History_of_osu!/2007/es.md b/wiki/History_of_osu!/2007/es.md
index a61f331ef8cb..76d599e55ad0 100644
--- a/wiki/History_of_osu!/2007/es.md
+++ b/wiki/History_of_osu!/2007/es.md
@@ -1,3 +1,7 @@
+---
+outdated: true
+---
+
# 2007
Lo mostrado a continuación es parte de la historia de osu! desde su comienzo. Agradecimientos especiales a [Sinistro](https://osu.ppy.sh/users/5530) por ayudar a reunir el contenido de 2007/2008.
diff --git a/wiki/History_of_osu!/2007/id.md b/wiki/History_of_osu!/2007/id.md
index 5601b245fef7..3bd1cd545062 100644
--- a/wiki/History_of_osu!/2007/id.md
+++ b/wiki/History_of_osu!/2007/id.md
@@ -1,3 +1,7 @@
+---
+outdated: true
+---
+
# 2007
Berikut ini adalah beberapa sejarah osu! sejak awal. Terima kasih khusus kepada [Sinistro](https://osu.ppy.sh/users/5530) telah membantu menyusun konten 2007/2008.
diff --git a/wiki/History_of_osu!/2008/en.md b/wiki/History_of_osu!/2008/en.md
index 300b889facc3..a09820f98f93 100644
--- a/wiki/History_of_osu!/2008/en.md
+++ b/wiki/History_of_osu!/2008/en.md
@@ -4,7 +4,7 @@
## January
-peppy was MIA (missing in action) in Japan on 2007-12-17 until 2008-01-20. He somehow managed to draw himself away from the osu! codebase for a full month, and therefore there were no major updates (while the community was quite stagnant during this time).
+peppy was MIA (missing in action) in Japan on December 17, 2007 until January 20, 2008. He somehow managed to draw himself away from the osu! codebase for a full month, thus there were no major updates (while the community was quite stagnant during this time).
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@@ -12,23 +12,23 @@ peppy was MIA (missing in action) in Japan on 2007-12-17 until 2008-01-20. He so
") ") ")
-Players received extra challenges in the form of mods ([Hard Rock](/wiki/HR), [Sudden Death](/wiki/SD) and [Double Time](/wiki/DT)). Gameplay experience was enhanced considerably with the addition of countdown images and sounds, custom number and colours of combos, O/X (Pass/Fail) section rankings, countdown intros, background colour scripting, volume control per timing section and, perhaps most importantly, the introduction of storyboarding script support. An attempt was made to move osu! over to the XNAv2 framework, but peppy decided the new version was useless and reduced overall performance. XNA1.1 was used from this point forward, which was shaped according to osu!'s needs with thousands of rewritten lines and hacks to make osu! what it was A new text rendering engine was implemented, allowing for very crisp font display at any font size. This makes it possible to display more editor information and make the game look a lot better overall.
+Players received extra challenges in the form of [mods](/wiki/Game_modifier) ([Hard Rock](/wiki/HR), [Sudden Death](/wiki/SD) and [Double Time](/wiki/DT)). Gameplay experience was enhanced considerably with the addition of countdown images and sounds, custom number and colours for combos, O/X (Pass/Fail) section rankings, countdown intros, background colour scripting, volume control per timing section and (perhaps most importantly) the introduction of [storyboard scripting](/wiki/Storyboard_Scripting) support. An attempt was made to move osu! over to the XNAv2 framework, but peppy decided the new version was useless and reduced overall performance. XNA1.1 was used from this point forward, which was shaped according to osu!'s needs with thousands of rewritten lines and "hacks" to make osu! what it was. A new text rendering engine was also implemented, allowing for very crisp font display at any font size. Which makes it possible to display more [editor](/wiki/Beatmap_Editor) information and make the game look a lot better overall.
## March
") ")
-To counterbalance February's new mods, the [Relax](/wiki/RL) and [Half Time](/wiki/HT) mods arrived to make life easier for players this month. Users were now able to take screenshots, and import and export replays. Animations could be storyboarded for the first time, and the skin selection screen was added. Performance optimisations saw a decrease in 82% for loading the song selection screen (via a new format for the local beatmap database). Various other performance tweaks were made, including the introduction of the frame limit toggle and a number of other graphical options. Project Bancho was started on 2008-03-24. The idea was to create a server component for the osu! family, which handles communications between users and removes the IRC dependency.
+To counterbalance February's new mods, the [Relax](/wiki/RL) (RX) and [Half Time](/wiki/HT) (HT) mods arrived to make life easier for players this month. Users were now able to take screenshots, and import and export [replays](/wiki/Replay). Animations could be [storyboarded](/wiki/Storyboards) for the first time, and the [skin](/wiki/Skinning) selection screen was added. Performance optimisations saw a decrease in 82% for loading the song selection screen (via a new format for the local beatmap database). Various other performance tweaks were made, including the introduction of the frame limit toggle and a number of other graphical options. Project [Bancho](/wiki/Glossary#bancho) was started on March 24, 2008. The idea was to create a server component for the osu! family, which handles communications between users and removes the [IRC](/wiki/Internet_Relay_Chat) (Internet Relay Chat) dependency.
## April
-No joke, Bancho went live this month, and so did the user panels of Extended Chat as you know them today. Users were now able to see what other users were doing in their user panels, as well as interact with them by clicking to spectate. The automatic error submission system debuted, xfire compatibility was implemented, and the main menu and editor interface received makeovers (with new icons by LuigiHann). The chat interface got some love, with the "show chat" button, tab completion and nickname highlight alerts. The ranking screen now shows points required to reach the next rank.
+No joke, Bancho went live in April, and so did the user panels of [Extended Chat](/wiki/Chat_Console#extended-chat-console). Users were now able to see what other users were doing in their user panels, as well as interact with them by clicking to spectate. The automatic error submission system debuted, xfire compatibility was implemented, and the main menu and editor interface received makeovers (with new icons by [LuigiHann](https://osu.ppy.sh/users/1079)). The chat interface got some love with the "show chat" button, tab completion, and nickname highlight alerts. The ranking screen now shows points required to reach the next rank.
## May
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-The [Taiko](/wiki/Game_Modes/osu!taiko) mode first saw the light of day in this month, as well as another major addition, `.osb` storyboarding script support. Multi-part sliders and private messaging in chat were also made available.
+The [Taiko](/wiki/Game_mode/osu!taiko) mode first saw the light of day in this month, as well as another major addition, `.osb` storyboarding script support. Multi-part sliders and private messaging in chat were also made available.
## June
@@ -36,41 +36,41 @@ A major milestone in osu! history was reached with the addition of the [Multi (m
## July
-The editor, multiplayer, storyboarding, graphics, and chat console all received numerous improvements this month. The options screen received a new layout, and [custom key bindings](/wiki/Options/Keyboard_Bindings) were introduced.
+The editor, multiplayer, storyboarding, graphics, and chat console all received numerous improvements this month. The Options screen received a new layout, and [custom key bindings](/wiki/Options/Keyboard_Bindings) were introduced.
## August
-Continuing the trend set by July, one would be hard pressed to find an aspect of osu! that wasn't improved or optimised in this month. In the realm of brand new additions, tags were added to beatmaps and multiple monitor support was implemented on an experimental level. A new method of unpausing gameplay was constructed to stop people abusing the pause function (you now need to align your cursor to where it was before you paused in order to continue).
+Continuing the trend set by July, one would be hard pressed to find an aspect of osu! that wasn't improved or optimised in this month. In the realm of brand new additions, tags were added to beatmaps and multiple monitor support was implemented on an experimental level. A new method of unpausing gameplay was constructed to stop people abusing the pause function (which now required players to align their cursor to where it was before they paused in order to continue).
-Personal online best scores were added to song selection, fulfilling a long-time request. This required some fairly hefty database optimisation. Graphical improvements were made to the ranking screen, and various elements of the default skin, in an aim to make it feel more clean and crisp than before. The display of slider tick score sprites (10/30) was implemented. Improvements were seen in the multiplayer match setup, allowing host control to be transferred. Many new chat commands were added for user convenience.
+Personal online best scores were added to song selection, fulfilling a long-time request, which required some fairly hefty database optimisation. Graphical improvements to the ranking screen and various elements of the default skin were made in an aim to make them feel even more clean and crisp than before. The display of slider tick score sprites (10/30) was implemented. Improvements were seen in the multiplayer match setup, allowing host control to be transferred. Many new [chat commands](/Chat_Console#commands-list) were added for user convenience.
-A new ranked status " [approved](/wiki/Approved)" was added for maps which were of great quality but exceed ranking length or difficulty (or other) limits in some way. Maps in this status don't add to the player's scores, but have scoreboards and act otherwise like a  [ranked](/wiki/Ranked) map.
+A new ranked status " [Approved](/wiki/Approved)" was added for maps which were of great quality but exceed ranking length, difficulty, or other limits in some way. Maps in this status don't add to the player's scores, but have scoreboards and act otherwise like a  [Ranked](/wiki/Ranked) map.
## September
") ") ")
-A slew of new mods were unveiled this month: [Flashlight](/wiki/FL), [Spun Out](/wiki/SO) and [Auto](/wiki/AT). Auto scripts an AI player that completed (almost) any beatmap with perfect accuracy, and can also be accessed via the editor test mode. The limits of beatmap design were pushed farther with the addition of more skinnable elements (including combo burst images), the clap sound sample, the ability to assign sound samples to individual slider endpoints and inherited timing sections. The song selection screen also received an overhaul.
+A slew of new mods were unveiled this month: [Flashlight](/wiki/FL), [Spun Out](/wiki/SO) and [Auto](/wiki/AT). Auto scripts an AI player that completed (almost) any beatmap with perfect [accuracy](/wiki/Accuracy), and can also be accessed via the editor test mode. The limits of beatmap design were pushed farther with the addition of more skinnable elements (including [comboburst images](/wiki/comboburst), the clap sound sample, the ability to assign sound samples to individual slider endpoints and inherited timing sections. The song selection screen also received an overhaul.
## October
-Progress was made on OpenGL implementation and the upcoming game mode debut (Catch the Beat), in a private testing environment. A lot of the internals of osu! were rewritten, equaling over 4,000 lines of totally revamped code in order to make play modes more modular, so future modes could be added more easily. Due to these large changes, there was no public release this month.
+Progress was made on OpenGL implementation and the upcoming game mode debut ([Catch the Beat](/wiki/Game_mode/osu!catch), in a private testing environment. A lot of the internals of osu! were rewritten, equaling over 4,000 lines of completely revamped code in order to make play modes more modular so future modes could be added more easily. Due to these large changes, there was no public release in October.
## November

-November saw the introduction of a brand new game mode, [Catch the Beat](/wiki/Game_Modes/osu!catch). OpenGL support debuted, thus allowing osu! to run on most systems. Other new features in this update included in-game friend list support, private chat tabs, a new tutorial/[offset wizard](/wiki/Options/Offset_Wizard) and osu!direct; an in-game beatmap downloader for supporters.
+November saw the introduction of a brand new game mode, Catch the Beat. OpenGL support debuted, thus allowing osu! to run on most systems. Other new features in this update included in-game friend list support, private chat tabs, a new tutorial/[offset wizard](/wiki/Options/Offset_Wizard) and osu!direct (an in-game beatmap downloader for supporters).
-Due to people with large numbers of beatmaps complaining about the load time of osu!, peppy spent countless days optimising anything possible, resulting in a performance increase almost unmeasurable on a scale (let's just say somewhere over 9,000). Load times of over one minute reduced to just milliseconds.
+Due to people with large numbers of beatmaps complaining about the load time of osu!, peppy spent countless days optimising anything possible, resulting in a performance increase almost unmeasurable on a scale (somewhere over 9,000). Load times of over one minute were reduced to just milliseconds.
## December
-The last month of 2008 had plenty in store for osu!'s development. By osu!'s second Christmas, the first version of the Storyboarding Editor was implemented, making storyboarding much more accessible to users. A second multiplayer mode was added, "Tag Play" - a cooperative mode where players take turns playing a beatmap. Another addition to multiplayer was "Accuracy as a victory condition". MSN and Yahoo status were integrated, and users could fully customize key bindings and chat highlight trigger words.
+The last month of 2008 had plenty in store for osu!'s development. By osu!'s second Christmas, the first version of the Storyboarding Editor was implemented, making storyboarding much more accessible to users. A second multiplayer mode was added: "Tag Play." It was a cooperative mode where players took turns playing a beatmap. Another addition to multiplayer was "Accuracy as a victory condition". MSN and Yahoo status were integrated, and users could fully customize key bindings and chat highlight trigger words.
Thumbnail and audible previews were added to the online beatmap listing, making browsing for a beatmap you'd like to play a much easier task.
-Another noticeable event was that the Catch the Beat scores were [wiped](https://osu.ppy.sh/community/forums/topics/7996) during this month. Since then, the score multiplier of mods has been changed in Catch the Beat mode as well.
+Another noticeable event was that the [Catch the Beat scores were wiped](https://osu.ppy.sh/community/forums/topics/7996) during this month. Since then, the score multiplier of mods has been changed in Catch the Beat mode as well.
## The Future
diff --git a/wiki/History_of_osu!/2008/id.md b/wiki/History_of_osu!/2008/id.md
index 39d5e8983359..b128657fa517 100644
--- a/wiki/History_of_osu!/2008/id.md
+++ b/wiki/History_of_osu!/2008/id.md
@@ -28,7 +28,7 @@ Bukan lelucon, Bancho sudah selesai dan siap digunakan bulan ini, dan begitu jug

-Mode [Taiko](/wiki/Game_Modes/osu!taiko) pertama kali memperlihatkan eksistensinya di bulan ini, beserta tambahan utama lainnya, dukungan skrip storyboard `.osb`. Multi-part slider dan pesan pribadi dalam obrolan juga tersedia.
+Mode [Taiko](/wiki/Game_mode/osu!taiko) pertama kali memperlihatkan eksistensinya di bulan ini, beserta tambahan utama lainnya, dukungan skrip storyboard `.osb`. Multi-part slider dan pesan pribadi dalam obrolan juga tersedia.
## Juni
@@ -60,7 +60,7 @@ Kemajuan pertama tercatat dengan pengimplementasian OpenGL dan debut mode permai

-Bulan November, kita dapat melihat pengenalan mode permainan baru, [Catch the Beat](/wiki/Game_Modes/osu!catch). Dukungan OpenGL juga memulai debutnya di bulan ini, implementasi ini memungkinkan osu! untuk berjalan di sebagian besar sistem. Fitur baru lainnya dalam pembaruan ini termasuk dukungan daftar teman dalam game, tab pesan pribadi, panduan tutorial/[offset wizard](/wiki/Options/Offset_Wizard), dan osu!direct, sebuah pengunduh beatmap dalam game untuk osu!supporter.
+Bulan November, kita dapat melihat pengenalan mode permainan baru, [Catch the Beat](/wiki/Game_mode/osu!catch). Dukungan OpenGL juga memulai debutnya di bulan ini, implementasi ini memungkinkan osu! untuk berjalan di sebagian besar sistem. Fitur baru lainnya dalam pembaruan ini termasuk dukungan daftar teman dalam game, tab pesan pribadi, panduan tutorial/[offset wizard](/wiki/Options/Offset_Wizard), dan osu!direct, sebuah pengunduh beatmap dalam game untuk osu!supporter.
Karena pemain yang memiliki beatmap dalam jumlah besar selalu mengeluhkan tentang waktu muat osu!, peppy menghabiskan hari-harinya untuk mengoptimalkan apa pun yang dapat ia optimalkan, hasilnya peningkatkan kinerja yang hampir tak terukir dalam skala (let's just say somewhere over 9,000). Waktu muat lebih dari satu menit telah dioptimalkan menjadi hanya sekian milidetik.
diff --git a/wiki/History_of_osu!/2012/en.md b/wiki/History_of_osu!/2012/en.md
index 69dcf0500729..5d3a5f981c15 100644
--- a/wiki/History_of_osu!/2012/en.md
+++ b/wiki/History_of_osu!/2012/en.md
@@ -91,7 +91,7 @@ On 2012-12-21, osu! was given quite a major update. The most notable changes wer
4. Fun Spoiler Settings was changed to [Visual Settings](/wiki/Visual_Settings) and placed at the bottom of the screen
5. No Video mod was moved to Visual Settings
-Technical issues and bugs were expected. The widescreen support, despite being functional, caused some images and videos to look weird (head of a character not visible, missing or partly hidden text) as the top and bottom were cropped. [Storyboards](/wiki/Storyboards) currently don't support widescreen, instead, letterboxes or black bars appear on the sides which caused them to look cramped. This created an issue for [Catch the Beat](/wiki/Game_Modes/osu!catch) as the fruit would go *over* the black bars that were supposed to be in the boundary when using widescreen. Some storyboards also do not function properly (some images do not stay in the playing area, but instead, extend out to the black bars). These issues were currently known and were being fixed as solution to the issues were discussed and found.
+Technical issues and bugs were expected. The widescreen support, despite being functional, caused some images and videos to look weird (head of a character not visible, missing or partly hidden text) as the top and bottom were cropped. [Storyboards](/wiki/Storyboards) currently don't support widescreen, instead, letterboxes or black bars appear on the sides which caused them to look cramped. This created an issue for [Catch the Beat](/wiki/Game_mode/osu!catch) as the fruit would go *over* the black bars that were supposed to be in the boundary when using widescreen. Some storyboards also do not function properly (some images do not stay in the playing area, but instead, extend out to the black bars). These issues were currently known and were being fixed as solution to the issues were discussed and found.
Links:
diff --git a/wiki/History_of_osu!/2012/id.md b/wiki/History_of_osu!/2012/id.md
index 12d26fcb2580..769e511fc24e 100644
--- a/wiki/History_of_osu!/2012/id.md
+++ b/wiki/History_of_osu!/2012/id.md
@@ -91,7 +91,7 @@ Pada 2012-12-21, osu! diberikan pembaruan yang cukup besar. Perubahan yang palin
4. Pengaturan Fun Spoiler diubah menjadi [Pengaturan Visual](/wiki/Visual_Settings) dan ditempatkan di bagian bawah layar
5. Tidak ada mod Video yang dipindahkan ke Pengaturan Visual
-Masalah teknis dan bug telah diprediksi dari awal. Dukungan widescreen, meskipun berfungsi, tetapi menyebabkan beberapa gambar dan video terlihat aneh (kepala karakter tidak terlihat, hilang atau sebagian tersembunyikan oleh teks) bagian atas dan bawah terpotong. [Storyboard](/wiki/Storyboards) saat ini belum mendukung widescreen, sebagai gantinya, letterbox atau bilah hitam muncul di sisi yang menyebabkannya terlihat sempit. Hal ini menciptakan masalah untuk mode [Catch the Beat](/wiki/Game_Modes/osu!catch) karena buah akan *melewati* bar hitam yang harusnya berada di perbatasan saat menggunakan widescreen. Beberapa storyboard juga tidak berfungsi dengan baik (beberapa gambar tidak menempati area bermain, tetapi sebaliknya, memperpanjang ke bar hitam). Masalah saat ini telah diketahui dan telah diperbaiki sebagai solusi atas masalah yang didiskusikan dan ditemukan.
+Masalah teknis dan bug telah diprediksi dari awal. Dukungan widescreen, meskipun berfungsi, tetapi menyebabkan beberapa gambar dan video terlihat aneh (kepala karakter tidak terlihat, hilang atau sebagian tersembunyikan oleh teks) bagian atas dan bawah terpotong. [Storyboard](/wiki/Storyboards) saat ini belum mendukung widescreen, sebagai gantinya, letterbox atau bilah hitam muncul di sisi yang menyebabkannya terlihat sempit. Hal ini menciptakan masalah untuk mode [Catch the Beat](/wiki/Game_mode/osu!catch) karena buah akan *melewati* bar hitam yang harusnya berada di perbatasan saat menggunakan widescreen. Beberapa storyboard juga tidak berfungsi dengan baik (beberapa gambar tidak menempati area bermain, tetapi sebaliknya, memperpanjang ke bar hitam). Masalah saat ini telah diketahui dan telah diperbaiki sebagai solusi atas masalah yang didiskusikan dan ditemukan.
Tautan terkait:
diff --git a/wiki/History_of_osu!/2013/en.md b/wiki/History_of_osu!/2013/en.md
index 6c2fb0763e4d..f4a8b532bcac 100644
--- a/wiki/History_of_osu!/2013/en.md
+++ b/wiki/History_of_osu!/2013/en.md
@@ -2,7 +2,7 @@
## January
-osu! now supports widescreen in all modes (including the editor too)! Database size was reduced by 10%. The ability to reset key bindings to their defaults was added. Hyperdash issues in [Catch the Beat](/wiki/Game_Modes/osu!catch) was almost fixed. The main menu's copyright graphic was updated for 2013 without the copyright text. [Results for the annual "Best of" is out. (Best of 2012)](https://docs.google.com/a/ppy.sh/spreadsheet/ccc?key=0AlsSAL_F7-xDdDRDSjNMN3o3Y1Z6UzA0QUpFNzdlNUE#gid=0).
+osu! now supports widescreen in all modes (including the editor too)! Database size was reduced by 10%. The ability to reset key bindings to their defaults was added. Hyperdash issues in [Catch the Beat](/wiki/Game_mode/osu!catch) was almost fixed. The main menu's copyright graphic was updated for 2013 without the copyright text. [Results for the annual "Best of" is out. (Best of 2012)](https://docs.google.com/a/ppy.sh/spreadsheet/ccc?key=0AlsSAL_F7-xDdDRDSjNMN3o3Y1Z6UzA0QUpFNzdlNUE#gid=0).
Links:
@@ -30,7 +30,7 @@ Links:
## March
-osu! received a complete overhaul of the UI (User Interface)! osu!standard received a new leitmotif symbol (previously, it was a circle with "osu!", was now a circle with a "1"). Buttons on the editor has been updated. Special mode has been combined with Song Selection menu (named under "Mods"), allowing players to switch modes quicker and hassle-free. All [Game Modifiers](/wiki/Game_Modifiers) buttons received their respective image overhaul. The result screen now shows the beatmap's background image rather than user skin's result background.
+osu! received a complete overhaul of the UI (User Interface)! osu!standard received a new leitmotif symbol (previously, it was a circle with "osu!", was now a circle with a "1"). Buttons on the editor has been updated. Special mode has been combined with Song Selection menu (named under "Mods"), allowing players to switch modes quicker and hassle-free. All [Game Modifiers](/wiki/Game_modifier) buttons received their respective image overhaul. The result screen now shows the beatmap's background image rather than user skin's result background.
Hit-Offset can now be known by hovering to the Accuracy from the result screen. Do note that it will disappear and can't be saved. Online Results was now hidden below the result screen rather than forcing you to see it. You can scroll down to see or you can just click the button and you will be directed to the Online Results screen.
@@ -69,7 +69,7 @@ Links:
Game modifiers naming in results has been shorten (e.g. "Hard Rock" to "HR") to decease the limited space usage. *Most* of the broken replays in the past have been fixed. A new spectator system where you can follow the spectator target if they were spectating someone else. The update system has been reworked, most notably it will no longer force restarts unless required.
-During replays, half-speed replay has been added (after pressing `2x` Speed, it will show `0.5x` Speed). The playfield will not flash out the background at 100% dim. [Catch the Beat](/wiki/Game_Modes/osu!catch) received joystick support (Up/Down: change song, Right: select, Left: exit).
+During replays, half-speed replay has been added (after pressing `2x` Speed, it will show `0.5x` Speed). The playfield will not flash out the background at 100% dim. [Catch the Beat](/wiki/Game_mode/osu!catch) received joystick support (Up/Down: change song, Right: select, Left: exit).
[A new ranking/modding system is in development](https://osu.ppy.sh/community/forums/topics/129625) which will replace the ancient forum-styled modding threads.
@@ -84,7 +84,7 @@ Three brand new Dedication [achievements](/wiki/Medals) for osu!mania have been
[osu! Beatmapping Contest \#4](https://osu.ppy.sh/community/forums/posts/2324098) has started. As a counter-measure against players creating lots of accounts, clarity of messaging during account registration was improved and infographic showing that you can't register from phones/tablets has been added to prevent players creating more accounts for personal reasons.
-Away with the security measures, users allowed to choose which game mode their profile defaults to (such as [osu!mania](/wiki/Game_Modes/osu!mania), [Taiko](/wiki/Game_Modes/osu!taiko)) and [last.fm](https://last.fm) support to profiles. User profiles now have country performance rank on their profile and a new pp graph.
+Away with the security measures, users allowed to choose which game mode their profile defaults to (such as [osu!mania](/wiki/Game_mode/osu!mania), [Taiko](/wiki/Game_mode/osu!taiko)) and [last.fm](https://last.fm) support to profiles. User profiles now have country performance rank on their profile and a new pp graph.
In-game wise, the main menu gets a new visualisation, with a blazing flare around the osu! symbol dependent on intensity of currently playing song's BPM. Performance have been optimised in song selection with many (more than ten-thousand) maps. Update process robustness and performance have been improved.
@@ -128,7 +128,7 @@ Links:
[peppy was confirmed for Comic Fiesta 2013 in Malaysia at 21st and 22nd of December in Kuala Lumpur City Center](https://osu.ppy.sh/community/forums/topics/163121). For day 1 (2013-12-21), osu! was shown as a stage event, demonstrating the game in four different game modes (osu!standard, Taiko, Catch the Beat, and osu!mania). For day 2 (2013-12-22), peppy gives an insight of osu! along with his future update plans at the panel room and showcased osu!tablet for the public to try it out.
-One of the current hot-topic for debate right now was that peppy was making a new game mode and was testing it as a proof-in-concept (testing if it's playable, competitive or flexible enough). Some players speculate it was [Tohousu!](https://osu.ppy.sh/community/forums/topics/19307) (dodging the bullet-hell, that was, inverse of [Catch the Beat](/wiki/Game_Modes/osu!catch)). By time of writing, not much information was discovered about the new game mode. [A video clip about the talk was in ppy's blog](https://blog.ppy.sh/post/71405880656/i-have-a-few-posts-waiting-for-some-final-touches)
+One of the current hot-topic for debate right now was that peppy was making a new game mode and was testing it as a proof-in-concept (testing if it's playable, competitive or flexible enough). Some players speculate it was [Tohousu!](https://osu.ppy.sh/community/forums/topics/19307) (dodging the bullet-hell, that was, inverse of [Catch the Beat](/wiki/Game_mode/osu!catch)). By time of writing, not much information was discovered about the new game mode. [A video clip about the talk was in ppy's blog](https://blog.ppy.sh/post/71405880656/i-have-a-few-posts-waiting-for-some-final-touches)
Links:
diff --git a/wiki/History_of_osu!/2013/id.md b/wiki/History_of_osu!/2013/id.md
index fcbe2afd48f2..2feaa1021886 100644
--- a/wiki/History_of_osu!/2013/id.md
+++ b/wiki/History_of_osu!/2013/id.md
@@ -2,7 +2,7 @@
## Januari
-osu! sekarang mendukung widescreen di semua mode (termasuk editor juga)! Ukuran basis data telah berkurang sebanyak 10%. Fitur untuk mengatur ulang kunci kustom ke default telah ditambahkan. Masalah Hyperdash di [Catch the Beat](/wiki/Game_Modes/osu!catch) hampir selesai. Gambar hak cipta di menu utama diperbarui pada 2013 tanpa menampilkan teks hak cipta. [Hasil untuk perayaan tahunan "Best of" telah keluar. (Best of 2012)](https://docs.google.com/a/ppy.sh/spreadsheet/ccc?key=0AlsSAL_F7-xDdDRDSjNMN3o3Y1Z6UzA0QUpFNzdlNUE#gid=0).
+osu! sekarang mendukung widescreen di semua mode (termasuk editor juga)! Ukuran basis data telah berkurang sebanyak 10%. Fitur untuk mengatur ulang kunci kustom ke default telah ditambahkan. Masalah Hyperdash di [Catch the Beat](/wiki/Game_mode/osu!catch) hampir selesai. Gambar hak cipta di menu utama diperbarui pada 2013 tanpa menampilkan teks hak cipta. [Hasil untuk perayaan tahunan "Best of" telah keluar. (Best of 2012)](https://docs.google.com/a/ppy.sh/spreadsheet/ccc?key=0AlsSAL_F7-xDdDRDSjNMN3o3Y1Z6UzA0QUpFNzdlNUE#gid=0).
Tautan Terkait:
@@ -30,7 +30,7 @@ Tautan Terkait:
## Maret
-osu! mendapat perombakan total di bagian antarmuka! osu!standard sekarang memiliki simbol leitmotif baru (sebelumnya, osu!standard merupakan lingkaran dengan teks "osu!" di tengahnya, sekarang teks "osu!" digantikan dengan "1"). Tombol-tombol pada editor telah diperbarui. Mode khusus telah dikombinasikan dengan menu Pemilihan Lagu (dengan nama "Mods"), memungkinkan pemain untuk beralih mods lebih cepat dan tidak terlalu repot. Semua tombol [Game Modifier](/wiki/Game_Modifiers) (Mods) menerima pembaruan gambar masing-masing. Layar hasil permainan sekarang menunjukkan gambar latar belakang beatmap yang dimainkan daripada latar belakang skin pengguna.
+osu! mendapat perombakan total di bagian antarmuka! osu!standard sekarang memiliki simbol leitmotif baru (sebelumnya, osu!standard merupakan lingkaran dengan teks "osu!" di tengahnya, sekarang teks "osu!" digantikan dengan "1"). Tombol-tombol pada editor telah diperbarui. Mode khusus telah dikombinasikan dengan menu Pemilihan Lagu (dengan nama "Mods"), memungkinkan pemain untuk beralih mods lebih cepat dan tidak terlalu repot. Semua tombol [Game Modifier](/wiki/Game_modifier) (Mods) menerima pembaruan gambar masing-masing. Layar hasil permainan sekarang menunjukkan gambar latar belakang beatmap yang dimainkan daripada latar belakang skin pengguna.
Hit-Offset sekarang dapet diketahui dengan melayangkan kursor ke panel Akurasi layar hasil permainan. Mohon diperhatikan bahwa, hit-offset ini akan hilang dan tidak dapat disimpan. Hasil Online kini tersembunyi di bawah layar hasil permainan dibandingkan sebelumnya yang memaksa Anda untuk melihatnya. Anda dapat scroll ke bawah untuk melihatnya atau Anda cukup mengklik tombol dan Anda akan diarahkan ke layar Hasil Permainan Online.
@@ -69,7 +69,7 @@ Tautan Terkait:
Nama-nama Mod telah dipersingkat (mis. "Hard Rock" menjadi "HR") untuk menghemat penggunaan ruang di menu. Sebagian besar tayangan ulang beatmap yang rusak di masa lalu telah diperbaiki. Sistem spektator baru yang dimana Anda dapat mengikuti target spektator jika mereka sedang menonton orang lain. Sistem pembaruan telah dikerjakan ulang, yang paling penting adalah tidak ada lagi pemaksaan restart klien, kecuali jika memang diperlukan.
-Selama pemutaran ulang beatmap, opsi untuk memperlambat kecepatan telah ditambahkan (setelah menekan `2x` Speed, maka Speed `0.5x` akan muncul). Playfield tidak akan memunculkan latar belakang pada keredupan (background dim) 100%. [Catch the Beat](/wiki/Game_Modes/osu!catch) menerima dukungan joystick (Atas/Bawah: ganti lagu, Kanan: pilih, Kiri: keluar).
+Selama pemutaran ulang beatmap, opsi untuk memperlambat kecepatan telah ditambahkan (setelah menekan `2x` Speed, maka Speed `0.5x` akan muncul). Playfield tidak akan memunculkan latar belakang pada keredupan (background dim) 100%. [Catch the Beat](/wiki/Game_mode/osu!catch) menerima dukungan joystick (Atas/Bawah: ganti lagu, Kanan: pilih, Kiri: keluar).
[Sistem peringkat/modding baru sedang dikembangkan](https://osu.ppy.sh/community/forums/topics/129625) yang akan menggantikan sistem modding berbasis forum yang lama digunakan.
@@ -84,7 +84,7 @@ Tiga [pencapaian](/wiki/Medals) baru "Dedication" untuk osu!mania telah dirilis
[osu! Beatmapping Contest \#4](https://osu.ppy.sh/community/forums/posts/2324098) telah dimulai. Sebagai bentuk tindakan pencegahan terhadap pemain yang membuat banyak akun, kejelasan pesan selama pendaftaran akun ditingkatkan dan infografis yang menunjukkan bahwa Anda tidak dapat mendaftar dari ponsel/tablet telah ditambahkan untuk mencegah pemain membuat lebih banyak akun karena alasan pribadi.
-Selain di sisi keamanan, sekarang pengguna dapat memilih mode game mana yang menjadi default di profil mereka (seperti [osu!mania](/wiki/osu!mania), [Taiko](/wiki/Game_Modes/osu!taiko)) dan dukungan [last.fm](https://www.last.fm) telah ditambahkan ke profil. Profil pengguna sekarang memiliki peringkat performa berdasarkan negara dan grafik pp juga diperbarui.
+Selain di sisi keamanan, sekarang pengguna dapat memilih mode game mana yang menjadi default di profil mereka (seperti [osu!mania](/wiki/osu!mania), [Taiko](/wiki/Game_mode/osu!taiko)) dan dukungan [last.fm](https://www.last.fm) telah ditambahkan ke profil. Profil pengguna sekarang memiliki peringkat performa berdasarkan negara dan grafik pp juga diperbarui.
Seputaran In-game, menu utama mendapat visualisasi baru, dengan suar menyala di sekitar simbol osu!, bergantung pada intensitas BPM lagu yang diputar. Kinerja telah dioptimalkan dalam pemilihan lagu dengan banyak (lebih dari sepuluh ribu) peta. Perbarui ketahanan dan kinerja telah ditingkatkan.
diff --git a/wiki/History_of_osu!/2014/en.md b/wiki/History_of_osu!/2014/en.md
index 873da0ea7cc3..eac5ddcda0fc 100644
--- a/wiki/History_of_osu!/2014/en.md
+++ b/wiki/History_of_osu!/2014/en.md
@@ -16,7 +16,7 @@ Links:
## October
-As always, many new things were added to osu!. One being the new sign-in screen. Another being the new system for scrolling in [osu!mania](/wiki/Game_Modes/osu!mania). It was to be based off of the beatmap's bpm rather than a fixed scroll! New intro and outro sequence and an awesome theme song were added into osu!, rather than a random beatmap's music to be played. And many discovered that osu! was pronounced as \\oss!\\, not \\osU!\\.
+As always, many new things were added to osu!. One being the new sign-in screen. Another being the new system for scrolling in [osu!mania](/wiki/Game_mode/osu!mania). It was to be based off of the beatmap's bpm rather than a fixed scroll! New intro and outro sequence and an awesome theme song were added into osu!, rather than a random beatmap's music to be played. And many discovered that osu! was pronounced as \\oss!\\, not \\osU!\\.
Lastly, leading to peppy making a tough decision to release *osu!test.exe* (now *osu!cuttingedge*) for **anyone**. This was to allow non-osu!supporters to *debug* osu! where the newest (or latest) builds of osu! would be updated to any client. That was, if they're wanting to use it's unstable/experimental features. Every function was given in osu!cuttingedge **except** for multiplayer (osu!supporter was required).
diff --git a/wiki/History_of_osu!/2014/id.md b/wiki/History_of_osu!/2014/id.md
index 7375b0214cd3..7b4c880b495e 100644
--- a/wiki/History_of_osu!/2014/id.md
+++ b/wiki/History_of_osu!/2014/id.md
@@ -16,7 +16,7 @@ Tautan Terkait:
## Oktober
-Seperti biasa, banyak hal baru ditambahkan ke osu!. Salah satunya adalah layar ketika masuk sudah diperbarui. Hal lain yang baru adalah sistem *scrolling* dalam [osu!mania](/wiki/Game_Modes/osu!mania). Sistem baru ini berdasarkan pada bpm beatmap daripada *scroll* yang sudah ditetapkan! Intro dan outro baru ketika memasuki game, daripada langsung memainkan musik beatmap saat memasuki game, tema lagu yang luar biasa telah ditambahkan ke osu!. Dan kebanyakan orang mengucapkan osu! sebagai \\oss!\\, bukan \\osU!\\.
+Seperti biasa, banyak hal baru ditambahkan ke osu!. Salah satunya adalah layar ketika masuk sudah diperbarui. Hal lain yang baru adalah sistem *scrolling* dalam [osu!mania](/wiki/Game_mode/osu!mania). Sistem baru ini berdasarkan pada bpm beatmap daripada *scroll* yang sudah ditetapkan! Intro dan outro baru ketika memasuki game, daripada langsung memainkan musik beatmap saat memasuki game, tema lagu yang luar biasa telah ditambahkan ke osu!. Dan kebanyakan orang mengucapkan osu! sebagai \\oss!\\, bukan \\osU!\\.
Terakhir, mengarah pada peppy membuat keputusan yang sulit untuk merilis *osu!text.exe* (sekarang *osu!cuttingedge*) dapat digunakan **siapa saja**. Hal ini memungkinkan pemain yang tidak memiliki osu!supporter untuk melakukan *debug* pada osu! di mana osu! akan diperbarui ke klien mana pun. Itu pun, jika mereka ingin menggunakan fitur eksperimental yang kurang stabil. Setiap fungsi yang ada diberikan di osu!cuttingedge **kecuali** fitur multiplayer (membutuhkan osu!supporter).
diff --git a/wiki/Hit_object/Approach_circle/en.md b/wiki/Hit_object/Approach_circle/en.md
index bd772afe6e70..362488d23bff 100644
--- a/wiki/Hit_object/Approach_circle/en.md
+++ b/wiki/Hit_object/Approach_circle/en.md
@@ -6,7 +6,7 @@ tags:
# Approach circle
-*Approach circles* are coloured circles which shrink around [hit circles](/wiki/Hit_object/Hit_circle) in [osu!standard](/wiki/Game_Modes/osu!) [beatmaps](/wiki/Beatmaps). They help players determine when to click to earn the biggest amount of [score](/wiki/Score) by overlapping with the hit circle at the correct moment in a song. The time it takes for an approach circle to reach a hit circle is determined by a beatmap's [approach rate](/wiki/Beatmapping/Approach_rate) which is set by the mapper. The colour of approach circles is also determined by the combo colours used by the mapper of a beatmap.
+*Approach circles* are coloured circles which shrink around [hit circles](/wiki/Hit_object/Hit_circle) in [osu!standard](/wiki/Game_mode/osu!) [beatmaps](/wiki/Beatmaps). They help players determine when to click to earn the biggest amount of [score](/wiki/Score) by overlapping with the hit circle at the correct moment in a song. The time it takes for an approach circle to reach a hit circle is determined by a beatmap's [approach rate](/wiki/Beatmapping/Approach_rate) which is set by the mapper. The colour of approach circles is also determined by the combo colours used by the mapper of a beatmap.
diff --git a/wiki/Hit_object/Hit_circle/en.md b/wiki/Hit_object/Hit_circle/en.md
index 9f89138aee35..b72175dcf2e6 100644
--- a/wiki/Hit_object/Hit_circle/en.md
+++ b/wiki/Hit_object/Hit_circle/en.md
@@ -6,7 +6,7 @@ tags:
# Hit circle
-*Hit circles* are coloured, circular [hit objects](/wiki/Hit_object) present in both [osu!standard](/wiki/Game_Modes/osu!) and [osu!taiko](/wiki/Game_Modes/osu!taiko) [beatmaps](/wiki/Beatmaps). Their appearance varies between each gamemode but will generally require a player to click on/tap the hit circle in time with the beat to earn [score](/wiki/Score) based on how [accurate](/wiki/Accuracy) they were (e.g. if they clicked too early, their points would be reduced). Tapping hit circles gives a very small boost to the health bar, alongside a bigger boost at the end of a combo.
+*Hit circles* are coloured, circular [hit objects](/wiki/Hit_object) present in both [osu!standard](/wiki/Game_mode/osu!) and [osu!taiko](/wiki/Game_mode/osu!taiko) [beatmaps](/wiki/Beatmaps). Their appearance varies between each gamemode but will generally require a player to click on/tap the hit circle in time with the beat to earn [score](/wiki/Score) based on how [accurate](/wiki/Accuracy) they were (e.g. if they clicked too early, their points would be reduced). Tapping hit circles gives a very small boost to the health bar, alongside a bigger boost at the end of a combo.
In osu!standard, hit circles appear with a number on top; showing their place in a combo. Hit circles are also outlined with [approach circles](/wiki/Hit_object/Approach_circle), which shrink around them. Once the approach circle overlaps the hit circle, the player should click on/tap the hit circle to earn score.
diff --git a/wiki/Hit_object/Juice_stream/en.md b/wiki/Hit_object/Juice_stream/en.md
new file mode 100644
index 000000000000..fa22b65b4824
--- /dev/null
+++ b/wiki/Hit_object/Juice_stream/en.md
@@ -0,0 +1,11 @@
+---
+stub: true
+---
+
+# Juice stream
+
+*See also: [Score](/wiki/Score)*
+
+**Juice streams** are an element in [osu!catch](/wiki/Game_Modes/osu!catch) which include both drops and droplets. Drops give a score of 100, equivalent to slider ticks in [osu!standard](/wiki/Game_Modes/osu!), while droplets give a score of 10, equivalent to the slider tick in osu!standard.
+
+
diff --git a/wiki/Hit_object/Reverse_slider/en.md b/wiki/Hit_object/Reverse_slider/en.md
index 16d65662bdfc..c4ae05239e7f 100644
--- a/wiki/Hit_object/Reverse_slider/en.md
+++ b/wiki/Hit_object/Reverse_slider/en.md
@@ -7,6 +7,6 @@ tags:
# Reverse slider
-A *reverse slider* is a [hit object](/wiki/Hit_object) in [osu!standard](/wiki/Game_Modes/osu!), which acts exactly like a [slider](/wiki/Hit_object/Slider) with the added benefit of reversing itself on completion. This is indicated in gameplay with a reverse arrow where the slidertail would otherwise be. Sliders can be reversed by clicking and dragging the slidertail in the timeline of the [beatmap editor](/wiki/Beatmap_Editor). This can be done multiple times to the same slider to create a slider with multiple reverses.
+A *reverse slider* is a [hit object](/wiki/Hit_object) in [osu!standard](/wiki/Game_mode/osu!), which acts exactly like a [slider](/wiki/Hit_object/Slider) with the added benefit of reversing itself on completion. This is indicated in gameplay with a reverse arrow where the slidertail would otherwise be. Sliders can be reversed by clicking and dragging the slidertail in the timeline of the [beatmap editor](/wiki/Beatmap_Editor). This can be done multiple times to the same slider to create a slider with multiple reverses.
diff --git a/wiki/Hit_object/Slider/en.md b/wiki/Hit_object/Slider/en.md
index b544c8c33a0a..fff008f0ee99 100644
--- a/wiki/Hit_object/Slider/en.md
+++ b/wiki/Hit_object/Slider/en.md
@@ -8,7 +8,7 @@ tags:
# Slider
-A *slider* is a [hit object](/wiki/Hit_Objects) in [osu!standard](/wiki/Game_Modes/osu!), which consists of a sliderhead a sliderbody and a slidertail. Once the approach circle reaches the sliderhead's border, like with [hit circles](/wiki/Hit_Objects/Hit_Circle), the player must click on/tap the beginning of the slider and then, keeping the button pressed, follow a moving ball (called a slider ball) along the track until the slidertail is reached. If there is a reverse arrow, the player must follow the slider ball back along the same path. Sliders with reverse arrows are called [reverse sliders](/wiki/Hit_Objects/Reverse_Slider). A slider's speed is defined by it's [slider velocity](/wiki/Hit_Objects/Slider_Velocity) and the current timing section's slider velocity multiplier.
+A *slider* is a [hit object](/wiki/Hit_Objects) in [osu!standard](/wiki/Game_mode/osu!), which consists of a sliderhead a sliderbody and a slidertail. Once the approach circle reaches the sliderhead's border, like with [hit circles](/wiki/Hit_Objects/Hit_Circle), the player must click on/tap the beginning of the slider and then, keeping the button pressed, follow a moving ball (called a slider ball) along the track until the slidertail is reached. If there is a reverse arrow, the player must follow the slider ball back along the same path. Sliders with reverse arrows are called [reverse sliders](/wiki/Hit_Objects/Reverse_Slider). A slider's speed is defined by it's [slider velocity](/wiki/Hit_Objects/Slider_Velocity) and the current timing section's slider velocity multiplier.
Slider ticks are small circles that appear in regular intervals along the sliderbody. The player only fails to completely clear a slider if the cursor is outside the slider ball range (defined by the circle around the ball) or the mouse button is unpressed while the slider ball is passing over a slider tick. Being outside the slider ball range or unpressing the button at any other time will not yield any penalty (though it is not advised as it could easily result in a sliderbreak). Passing over a slidertail or a slider tick will give a small health boost; usually just barely enough to keep the health bar where it is.
diff --git a/wiki/Hit_object/Sliderbody/en.md b/wiki/Hit_object/Sliderbody/en.md
index 3d4329945baa..c553e6ffc9a0 100644
--- a/wiki/Hit_object/Sliderbody/en.md
+++ b/wiki/Hit_object/Sliderbody/en.md
@@ -6,7 +6,7 @@ tags:
# Sliderbody
-A *sliderbody* makes up the path between a [sliderhead](/wiki/Hit_object/Sliderhead) and [slidertail](/wiki/Hit_object/Slidertail) in [osu!standard](/wiki/Game_Modes/osu!) [beatmaps](/wiki/Beatmaps). The player has to follow the sliderbody along its path once the sliderhead has been clicked until the slidertail is reached. The sliderbody is the most versatile part of sliders as it can be manipulated with [slider anchors](/wiki/Hit_object/Slider_anchor) and [slider velocity](/wiki/Hit_object/Slider_velocity) changes. The colour of sliderbodies is determined by the combo colours used by the mappers of a beatmap.
+A *sliderbody* makes up the path between a [sliderhead](/wiki/Hit_object/Sliderhead) and [slidertail](/wiki/Hit_object/Slidertail) in [osu!standard](/wiki/Game_mode/osu!) [beatmaps](/wiki/Beatmaps). The player has to follow the sliderbody along its path once the sliderhead has been clicked until the slidertail is reached. The sliderbody is the most versatile part of sliders as it can be manipulated with [slider anchors](/wiki/Hit_object/Slider_anchor) and [slider velocity](/wiki/Hit_object/Slider_velocity) changes. The colour of sliderbodies is determined by the combo colours used by the mappers of a beatmap.
diff --git a/wiki/Hit_object/Sliderhead/en.md b/wiki/Hit_object/Sliderhead/en.md
index 9d554b8eacff..c836603d6569 100644
--- a/wiki/Hit_object/Sliderhead/en.md
+++ b/wiki/Hit_object/Sliderhead/en.md
@@ -6,6 +6,6 @@ tags:
# Sliderhead
-*Sliderheads* or **sliderstarts** are the starting points of all [sliders](/wiki/Hit_object/Slider) found in [osu!standard](/wiki/Game_Modes/osu!) [beatmaps](/wiki/Beatmaps). Once a sliderhead has been clicked the player has to follow along the [sliderbody](/wiki/Hit_object/Sliderbody) with their input devise, until the [slidertail](/wiki/Hit_object/Slidertail) is reached and they can release their button. The colour of sliderheads is determined by the combo colours used by the mappers of a beatmap.
+*Sliderheads* or **sliderstarts** are the starting points of all [sliders](/wiki/Hit_object/Slider) found in [osu!standard](/wiki/Game_mode/osu!) [beatmaps](/wiki/Beatmaps). Once a sliderhead has been clicked the player has to follow along the [sliderbody](/wiki/Hit_object/Sliderbody) with their input devise, until the [slidertail](/wiki/Hit_object/Slidertail) is reached and they can release their button. The colour of sliderheads is determined by the combo colours used by the mappers of a beatmap.
diff --git a/wiki/Hit_object/Slidertail/en.md b/wiki/Hit_object/Slidertail/en.md
index 4f67b5e8dacc..8112a66c5faf 100644
--- a/wiki/Hit_object/Slidertail/en.md
+++ b/wiki/Hit_object/Slidertail/en.md
@@ -6,6 +6,6 @@ tags:
# Slidertail
-*Slidertail* or **sliderend**, refers to the ending portion of a [slider](/wiki/Hit_object/Slider) where the player can release their pressed key after having followed a [sliderbody](/wiki/Hit_object/Sliderbody). Slidertails are only found in [osu!standard](/wiki/Game_Modes/osu!) [beatmaps](/wiki/Beatmaps). Slidertails can be either fully visible as a circle or invisible as part of the sliderbody, depending on which version your skin is using. The colour of slidertails is determined by the combo colours used by the mappers of a beatmap.
+*Slidertail* or **sliderend**, refers to the ending portion of a [slider](/wiki/Hit_object/Slider) where the player can release their pressed key after having followed a [sliderbody](/wiki/Hit_object/Sliderbody). Slidertails are only found in [osu!standard](/wiki/Game_mode/osu!) [beatmaps](/wiki/Beatmaps). Slidertails can be either fully visible as a circle or invisible as part of the sliderbody, depending on which version your skin is using. The colour of slidertails is determined by the combo colours used by the mappers of a beatmap.
diff --git a/wiki/Hit_object/Spinner/en.md b/wiki/Hit_object/Spinner/en.md
index 5b88a3c7dcd8..32eeb11aebb9 100644
--- a/wiki/Hit_object/Spinner/en.md
+++ b/wiki/Hit_object/Spinner/en.md
@@ -6,11 +6,11 @@ tags:
# Spinner
-A *spinner* is a [hit object](/wiki/Hit_object) in [osu!standard](/wiki/Game_Modes/osu!) which takes up the entire play area. To clear a spinner, hold down your specificed mouse/keyboard-button (or keep the pen onto the tablet). From there, use the mouse (or pen) and spin the spinner in a circular motion (in either direction) until the spinner circle grows outwards completely. A *Clear* notice will appear to indicate that the spinner was completed. If the spinner was cleared early, continue spinning to collect an extra [score](/wiki/Score) bonus and gain some health back.
+A *spinner* is a [hit object](/wiki/Hit_object) in [osu!standard](/wiki/Game_mode/osu!) which takes up the entire play area. To clear a spinner, hold down your specificed mouse/keyboard-button (or keep the pen onto the tablet). From there, use the mouse (or pen) and spin the spinner in a circular motion (in either direction) until the spinner circle grows outwards completely. A *Clear* notice will appear to indicate that the spinner was completed. If the spinner was cleared early, continue spinning to collect an extra [score](/wiki/Score) bonus and gain some health back.
The outer white circle shows how much time left to complete the spinner. This circle will turn red to notify that time is almost out. Older beatmaps, using *skin version 1.0*, will have a meter/gauge to indicate how close the player is to clearing the spinner. The small box below the spinner shows spins per minute. The number inside that box translates to the number of spins possible, if to continue to spin the spinner at that speed for one minute. If mouse/keyboard-button was released (or pen did not touch the tablet) early during the spin, the spinner will stop reading the spin.
-The maximum number of spins per minute achievable is 477 which is also the rate at which the [Auto](/wiki/Game_Modifiers) game modifier spins while the [Spun Out](/wiki/Game_Modifiers) game modifier spins slower at 287 spins per minute.
+The maximum number of spins per minute achievable is 477 which is also the rate at which the [Auto](/wiki/Game_modifier/Auto) game modifier spins while the [Spun Out](/wiki/Game_modifier/Spun_Out) game modifier spins slower at 287 spins per minute.
diff --git a/wiki/Hit_object/en.md b/wiki/Hit_object/en.md
index e8cbfae74f6c..bae859d6b67b 100644
--- a/wiki/Hit_object/en.md
+++ b/wiki/Hit_object/en.md
@@ -8,7 +8,7 @@ tags:
# Hit object
-*Hit objects* are elements which players can interact with during gameplay of a [beatmap](/wiki/Beatmaps/). Each [gamemode](/wiki/Game_Modes) has its own unique set of hit objects which changes the gameplay experience. For an overview of each gamemode's hit objects, see the following table:
+*Hit objects* are elements which players can interact with during gameplay of a [beatmap](/wiki/Beatmaps/). Each [gamemode](/wiki/Game_mode) has its own unique set of hit objects which changes the gameplay experience. For an overview of each gamemode's hit objects, see the following table:
| osu!standard | osu!taiko | osu!catch | osu!mania |
| :-: | :-: | :-: | :-: |
diff --git a/wiki/Hit_object/fr.md b/wiki/Hit_object/fr.md
index 1c2b488be9ae..b1930a65146d 100644
--- a/wiki/Hit_object/fr.md
+++ b/wiki/Hit_object/fr.md
@@ -10,7 +10,7 @@ Il existe trois principaux **objets** sur osu!, qui constituent l'intégralité

-Appelé "marqueur" sur les [jeux Nintendo DS](/wiki/Game_Modes/osu!), il s'agit d'un cercle coloré avec un nombre dessus, à l'intérieur d'un second cercle plus grand nommé **cercle d'approche** qui rétrécit petit à petit. Lorsque le cercle d'approche entre en contact avec le cercle lui-même, le joueur doit cliquer sur ce cercle. Il gagne ainsi un certain nombre de points (300, 100, 50 ou rien en fonction de la précision) et un bonus à sa barre de vie. Il recevra un bonus plus important si le cercle se situe à la fin d'un combo.
+Appelé "marqueur" sur les [jeux Nintendo DS](/wiki/Game_mode/osu!), il s'agit d'un cercle coloré avec un nombre dessus, à l'intérieur d'un second cercle plus grand nommé **cercle d'approche** qui rétrécit petit à petit. Lorsque le cercle d'approche entre en contact avec le cercle lui-même, le joueur doit cliquer sur ce cercle. Il gagne ainsi un certain nombre de points (300, 100, 50 ou rien en fonction de la précision) et un bonus à sa barre de vie. Il recevra un bonus plus important si le cercle se situe à la fin d'un combo.
## Slider
diff --git a/wiki/Hit_object/ru.md b/wiki/Hit_object/ru.md
new file mode 100644
index 000000000000..6609fe50f0e2
--- /dev/null
+++ b/wiki/Hit_object/ru.md
@@ -0,0 +1,19 @@
+---
+tags:
+- hit objects
+---
+
+# Игровые объекты
+
+*Игровые объекты* - это элементы [карты](/wiki/Beatmaps), с которыми игрок может взаимодействовать, и которые влияют на результат игры. Каждый [игровой режим](/wiki/Game_mode) имеет свой собственный набор элементов, отличающий его от других режимов (термины без перевода не имеют аналога в русском языке):
+
+| osu!standard | osu!taiko | osu!catch | osu!mania |
+| :-: | :-: | :-: | :-: |
+| [Ноты](/wiki/Hit_object/Hit_circle) (hit circles) | Ноты (hit circles) | Фрукты (fruits) | Ноты (notes) |
+| [Слайдеры](/wiki/Hit_object/Slider) (sliders) | Драмроллы (drumrolls) | Цепочки фруктов (fruit trails) | Холд-ноты (hold notes) |
+| [Спиннеры](/wiki/Hit_object/Spinner) (spinners) | dendens | Бананы (bananas) | x |
+| x | x | Гиперфрукты (hyperfruits) | x |
+
+С точки зрения программирования, холд-ноты в osu!mania не эквивалентны слайдерам в osu!standart, хотя они и сопоставлены в этой таблице ради упрощения. Другие элементы, с которыми игрок не взаимодействует во время игры, такие как полоса здоровья или киай, считаются либо модификациями игрового процесса, либо частью пользовательского интерфейса.
+
+В osu!standard каждая следующая нота для нажатия или слайдер, который нужно сыграть, имеет чуть более яркий цвет по сравнению с остальными объектами на игровом поле. Этот эффект не проявляется, если [скорость появления нот](/wiki/Beatmapping/Approach_rate) достаточно высока.
diff --git a/wiki/Installation/hu.md b/wiki/Installation/hu.md
index 4a3294dfef53..b1c97ae0afd4 100644
--- a/wiki/Installation/hu.md
+++ b/wiki/Installation/hu.md
@@ -69,7 +69,7 @@ Képes útmutatóért kattints az Eredeti hozzászólás linkre.
###### Megjegyzések
- Ez a változat minden megnyitásnál futtatni fogja a frissítőt. Automatikusan frissít újabb verziókra, így folyamatosan kapod a javításokat.
-- [Nem megerősített, érvényes-e még] Az online helyezések és a Bancho kapcsolatok jelenleg nem működnek. Ez a közeljövőben javítva lesz.
+- \[Nem megerősített, érvényes-e még\] Az online helyezések és a Bancho kapcsolatok jelenleg nem működnek. Ez a közeljövőben javítva lesz.
- A Songs mappához létrehozhatsz egy parancsikont úgy, hogy a command és option nyomva tartása mellett kihúzod a mappát az asztalra. Az új mapek hozzáadása így talán kicsit könnyebb.
##### Linux (Wine használatával)
diff --git a/wiki/Interface/de.md b/wiki/Interface/de.md
index f11b73ef07b3..7e29adf2dff2 100644
--- a/wiki/Interface/de.md
+++ b/wiki/Interface/de.md
@@ -57,7 +57,7 @@ Durchs Klicken auf ihren User-Panel im oberen rechten Bereich erhalten sie Zugan
Note: Sie können den jeweiligen Modus im Song-Auswahl durch das dazugehörige transparente Bild erkennen.
- ist [osu!](/wiki/Game_Modes/osu!),  ist [osu!taiko](/wiki/Game_Modes/osu!taiko),  ist [osu!catch](/wiki/Game_Modes/osu!catch) und  ist [osu!mania](/wiki/Game_Modes/osu!mania)
+ ist [osu!](/wiki/Game_mode/osu!),  ist [osu!taiko](/wiki/Game_mode/osu!taiko),  ist [osu!catch](/wiki/Game_mode/osu!catch) und  ist [osu!mania](/wiki/Game_mode/osu!mania)
Da auf diesem Bildschirm zu viele Elemente sind und es sonst zu unübersichtlich wird, konzentrieren wir uns für jetzt auf einem bestimmten Teil des Bildschirmes. Wir beginnen oben von links nach rechts und arbeiten uns langsam nach unten.
@@ -141,13 +141,13 @@ Diese Sektion wird auch als Werkzeugbox bezeichnet. Wir uns in der Reihenfolge v
Drücken Sie die "ESC"-Taste oder auf "Back", um zum Hauptmenü zurückzukehren.
-Klicken Se auf "Mode", um **ein Liste mit allen verfügbaren Spielmodi in osu! anzeigen zu lassen**. Klicken Sie auf den gewünschten Modus und osu! wird zum entsprechenden Modusstyle wechseln und die dazugehörige Rangliste anpassen. Alternativ können Sie auch STRG und 1 ([osu!](/wiki/Game_Modes/osu!)) / 2 ([osu!taiko](/wiki/Game_Modes/osu!taiko)) / 3 ([osu!catch](/wiki/Game_Modes/osu!catch)) / 4 ([osu!mania](/wiki/Game_Modes/osu!mania)) drücken, um schnell zum Modus zu wechseln.
+Klicken Se auf "Mode", um **ein Liste mit allen verfügbaren Spielmodi in osu! anzeigen zu lassen**. Klicken Sie auf den gewünschten Modus und osu! wird zum entsprechenden Modusstyle wechseln und die dazugehörige Rangliste anpassen. Alternativ können Sie auch STRG und 1 ([osu!](/wiki/Game_mode/osu!)) / 2 ([osu!taiko](/wiki/Game_mode/osu!taiko)) / 3 ([osu!catch](/wiki/Game_mode/osu!catch)) / 4 ([osu!mania](/wiki/Game_mode/osu!mania)) drücken, um schnell zum Modus zu wechseln.

-Klicken Sie auf "Mods" oder drücken Sie die F1 Taste, um in die **[Modauswahl](/wiki/Game_Modifiers)** zu gelangen.
+Klicken Sie auf "Mods" oder drücken Sie die F1 Taste, um in die **[Modauswahl](/wiki/Game_modifier)** zu gelangen.
-In diesem Bereich können Sie sich alle für Ihren ausgewählten Modus verfügbaren Modifikationen (kurz "Mods") anzeigen lassen. Einige Mods erleichtern und andere erschweren das Gameplay, was sich auf dem Punktemultiplikator auswirken kann. Es gibt widerrum Mods, die weder die Beatmap erleichtern oder erschweren. [Relax](/wiki/Game_Modifiers), [Auto Pilot](/wiki/Game_Modifiers), [SuddenDeath](/wiki/Game_Modifiers) und noch paar weitere würden unter dieser Kategorie fallen. Bewegen Sie Ihren Cursor über den Mod, um sich die Beschreibung dazu anzeigen zu lassen. Klicken Sie auf den Mod, um ihn zu aktivieren oder um ihn zu deaktivieren. Der Punktemultiplikator zeigt den aktuellen Wert mit allen aktiven Mods an. Klicken Sie auf "Mods zurücksetzen" oder auf die 1, um alle aktivieren Mods aufeinmal zu deaktivieren. Klicken Sie auf "Schließen", auf die 2 oder auf die ESC-Taste, um zurück zur Songauswahl zu gelangen.
+In diesem Bereich können Sie sich alle für Ihren ausgewählten Modus verfügbaren Modifikationen (kurz "Mods") anzeigen lassen. Einige Mods erleichtern und andere erschweren das Gameplay, was sich auf dem Punktemultiplikator auswirken kann. Es gibt widerrum Mods, die weder die Beatmap erleichtern oder erschweren. [Relax](/wiki/Game_modifier/Relax), [Auto Pilot](/wiki/Game_modifier/Autopilot), [SuddenDeath](/wiki/Game_modifier/Sudden_Death) und noch paar weitere würden unter dieser Kategorie fallen. Bewegen Sie Ihren Cursor über den Mod, um sich die Beschreibung dazu anzeigen zu lassen. Klicken Sie auf den Mod, um ihn zu aktivieren oder um ihn zu deaktivieren. Der Punktemultiplikator zeigt den aktuellen Wert mit allen aktiven Mods an. Klicken Sie auf "Mods zurücksetzen" oder auf die 1, um alle aktivieren Mods aufeinmal zu deaktivieren. Klicken Sie auf "Schließen", auf die 2 oder auf die ESC-Taste, um zurück zur Songauswahl zu gelangen.
Während Sie in der Auswahl von Modifikationen sind, können Sie den Chat und den erweiterten Chat nicht verwenden.
@@ -178,7 +178,7 @@ In diesem Bereich wird Ihren Rang, den Sie nach erfolgreichen Abschluss der Beat
Note: The back transparent leitmotif is based on what mode you played in.
-"osu!" is [osu!](/wiki/Game_Modes/osu!), "Drum" is [osu!taiko](/wiki/Game_Modes/osu!taiko), "Apple" is [osu!catch](/wiki/Game_Modes/osu!catch) and "Piano" is [osu!mania](/wiki/Game_Modes/osu!mania)
+"osu!" is [osu!](/wiki/Game_mode/osu!), "Drum" is [osu!taiko](/wiki/Game_mode/osu!taiko), "Apple" is [osu!catch](/wiki/Game_mode/osu!catch) and "Piano" is [osu!mania](/wiki/Game_mode/osu!mania)

diff --git a/wiki/Interface/en.md b/wiki/Interface/en.md
index 0ec2aecf37ed..7749d8f3e825 100644
--- a/wiki/Interface/en.md
+++ b/wiki/Interface/en.md
@@ -74,10 +74,10 @@ Access this screen by clicking your profile at the top left of the main menu. Yo
You can identify the current mode selected by either looking at the icon in the bottom right, above Mode, or by looking at the transparent icon in the center of the screen. These are the four you will see:
--  is [osu!](/wiki/Game_Modes/osu!)
--  is [osu!taiko](/wiki/Game_Modes/osu!taiko)
--  is [osu!catch](/wiki/Game_Modes/osu!catch)
--  is [osu!mania](/wiki/Game_Modes/osu!mania)
+-  is [osu!](/wiki/Game_mode/osu!)
+-  is [osu!taiko](/wiki/Game_mode/osu!taiko)
+-  is [osu!catch](/wiki/Game_mode/osu!catch)
+-  is [osu!mania](/wiki/Game_mode/osu!mania)
Before continuing on, this screen has too many elements to note with easily, noticeable numbers. The subsections below will focus on one part of the screen at a time, starting from the top down and left to right.
@@ -239,9 +239,9 @@ The background transparent icon and the "Mode" box will change to depict what mo

-Click the `Mods` button or press `F1` to open the **[Mod Selection Screen](/wiki/Game_Modifiers)**.
+Click the `Mods` button or press `F1` to open the **[Mod Selection Screen](/wiki/Game_modifier)**.
-In this screen, you can apply modifications ("mods" for short) to gameplay. Some mods lower difficulty and apply a multiplier that lowers the score you achieve. Conversely, some mods increase the difficulty, but apply a multiplier that increases the score you achieve. Finally, some mods modify gameplay in a different way. [Relax](/wiki/Game_Modifiers#relax) and [Auto Pilot](/wiki/Game_Modifiers#auto-pilot) fall in that category.
+In this screen, you can apply modifications ("mods" for short) to gameplay. Some mods lower difficulty and apply a multiplier that lowers the score you achieve. Conversely, some mods increase the difficulty, but apply a multiplier that increases the score you achieve. Finally, some mods modify gameplay in a different way. [Relax](/wiki/Game_modifier/Relax) and [Auto Pilot](/wiki/Game_modifier/Autopilot) fall in that category.
Place your mouse on a mod's icon to see a short description of its effect. Click on an icon to select or deselect that mod. Some mods, like Double Time, have multiple variations; click on the mod again to cycle through. The score multiplier value displays the combined effect the multipliers of the mod(s) of you have selected will have on your score. Click "Reset all mods" or press 1 to deselect all currently selected mods. Click `Close` or press `2` or `Esc` to return to the Song Selection Screen.
diff --git a/wiki/Interface/fr.md b/wiki/Interface/fr.md
index 6fefb6324765..ff01ffd211c7 100644
--- a/wiki/Interface/fr.md
+++ b/wiki/Interface/fr.md
@@ -57,7 +57,7 @@ Accédez à cet écran en cliquant sur votre panneau d'utilisateur se trouvant e
NB: Vous pourrez identifier le mode spécifique de chaque beatmap en jetant un coup d'oeil aux motifs blancs s'illustrant par les 4 icônes suivantes :
-"osu!" pour [osu!](/wiki/Game_Modes/osu!), "Tambour" pour [osu!taiko](/wiki/Game_Modes/osu!taiko), "Pomme" pour [osu!catch](/wiki/Game_Modes/osu!catch) et "Piano" pour [osu!mania](/wiki/Game_Modes/osu!mania)
+"osu!" pour [osu!](/wiki/Game_mode/osu!), "Tambour" pour [osu!taiko](/wiki/Game_mode/osu!taiko), "Pomme" pour [osu!catch](/wiki/Game_mode/osu!catch) et "Piano" pour [osu!mania](/wiki/Game_mode/osu!mania)
Parce que cet écran a trop d'éléments à noter par des numéros facilement visibles, cette section se concentrera sur une partie de l'écran à la fois, en partant du haut de gauche à droite, puis en continuant vers le bas. Les sauts de ligne(s) seront utilisés pour diviser l'écran en trois pour faciliter leur consultation et leur compréhension.
@@ -145,7 +145,7 @@ This is the grade screen after you successfully passed the beatmap. You can acce
Note: The back transparent leitmotif is based on what mode you played in.
- is [osu!](/wiki/Game_Modes/osu!),  is [osu!taiko](/wiki/Game_Modes/osu!taiko),  is [osu!catch](/wiki/Game_Modes/osu!catch) and  is [osu!mania](/wiki/Game_Modes/osu!mania)
+ is [osu!](/wiki/Game_mode/osu!),  is [osu!taiko](/wiki/Game_mode/osu!taiko),  is [osu!catch](/wiki/Game_mode/osu!catch) and  is [osu!mania](/wiki/Game_mode/osu!mania)

diff --git a/wiki/Interface/id.md b/wiki/Interface/id.md
index a68b5939f234..8946f24ec458 100644
--- a/wiki/Interface/id.md
+++ b/wiki/Interface/id.md
@@ -56,7 +56,7 @@ Akses layar ini dengan mengklik panel pengguna kamu di bagian pojok kiri atas la
Catatan: Kamu dapat mengidentifikasi pilihan lagu untuk mode tertentu dengan memeriksa simbol yang terdapat pada pilihan lagu.
- adalah [osu!](/wiki/Game_Modes/osu!),  adalah [osu!taiko](/wiki/Game_Modes/osu!taiko),  adalah [osu!catch](/wiki/Game_Modes/osu!catch) dan  adalah [osu!mania](/wiki/Game_Modes/osu!mania).
+ adalah [osu!](/wiki/Game_mode/osu!),  adalah [osu!taiko](/wiki/Game_mode/osu!taiko),  adalah [osu!catch](/wiki/Game_mode/osu!catch) dan  adalah [osu!mania](/wiki/Game_mode/osu!mania).
Karena layar ini memiliki terlalu banyak elemen untuk diperhatikan oleh nomor yang mudah terlihat, bagian ini akan fokus pada satu bagian layar dan di saat bersamaan, mulai dari atas (kiri ke kanan) dan terus ke bawah.
@@ -184,13 +184,13 @@ Bagian ini bisa disebut kotak alat permainan. Kami akan mencakup tombol setiap p
Menekan ESC atau klik tombol Back untuk kembali ke Menu Utama
-Klik pada tombol "Mode" untuk **membuka daftar mode gameplay yang tersedia di osu!**. Klik pada mode permainan yang kamu inginkan, dan osu! akan mengalihkannya ke gaya mode permainan bersamaan dengan perubahan papan skor. Atau, Kamu dapat menekan CTRL dan 1 ([osu!](/wiki/Game_Modes/osu!)) / 2 ([osu!taiko](/wiki/Game_Modes/osu!taiko)) / 3 ([osu!catch](/wiki/Game_Modes/osu!catch)) / 4 ([osu!mania](/wiki/Game_Modes/osu!mania)) pada keyboardmu untuk beralih ke mode gameplay yang kamu inginkan dengan cepat.
+Klik pada tombol "Mode" untuk **membuka daftar mode gameplay yang tersedia di osu!**. Klik pada mode permainan yang kamu inginkan, dan osu! akan mengalihkannya ke gaya mode permainan bersamaan dengan perubahan papan skor. Atau, Kamu dapat menekan CTRL dan 1 ([osu!](/wiki/Game_mode/osu!)) / 2 ([osu!taiko](/wiki/Game_mode/osu!taiko)) / 3 ([osu!catch](/wiki/Game_mode/osu!catch)) / 4 ([osu!mania](/wiki/Game_mode/osu!mania)) pada keyboardmu untuk beralih ke mode gameplay yang kamu inginkan dengan cepat.

-Klik tombol "Mods" tombol atau tekan F1 untuk membuka **[Layar Pemilihan Mod](/wiki/Game_Modifiers)**.
+Klik tombol "Mods" tombol atau tekan F1 untuk membuka **[Layar Pemilihan Mod](/wiki/Game_modifier)**.
-Pada layar ini, Anda dapat menerapkan modifikasi (lebih singkatnya disebut "mods") untuk permainan. Beberapa mods menurunkan kesulitan dan menerapkan pengubah yang menurunkan skor yang kamu capai. Sebaliknya, beberapa mods meningkatkan kesulitan, tapi menerapkan pengubah yang meningkatkan skor yang kamu capai. Akhirnya, beberapa mods memodifikasi gameplay dengan cara yang berbeda. [Relax](/wiki/Game_Modifiers#relax) dan [Auto Pilot](/wiki/Game_Modifiers#auto-pilot) termasuk dalam kategori tersebut. Tempatkan mouse pada ikon mod untuk melihat deskripsi singkat efeknya. Klik pada ikon untuk memilih atau tidak memilih mod itu. Nilai pengali skor menampilkan efek gabungan pengganda dari mod (s) yang telah kamu pilih yang kamu akan miliki pada skormu. Klik "Reset all mods (Atur ulang semua mods)" atau tekan 1 untuk membatalkan pilihan semua mods yang sedang dipilih. Klik "Close" atau tekan 2 atau Esc untuk kembali ke Layar Pemilihan Lagu.
+Pada layar ini, Anda dapat menerapkan modifikasi (lebih singkatnya disebut "mods") untuk permainan. Beberapa mods menurunkan kesulitan dan menerapkan pengubah yang menurunkan skor yang kamu capai. Sebaliknya, beberapa mods meningkatkan kesulitan, tapi menerapkan pengubah yang meningkatkan skor yang kamu capai. Akhirnya, beberapa mods memodifikasi gameplay dengan cara yang berbeda. [Relax](/wiki/Game_modifier/Relax) dan [Auto Pilot](/wiki/Game_modifier/Autopilot) termasuk dalam kategori tersebut. Tempatkan mouse pada ikon mod untuk melihat deskripsi singkat efeknya. Klik pada ikon untuk memilih atau tidak memilih mod itu. Nilai pengali skor menampilkan efek gabungan pengganda dari mod (s) yang telah kamu pilih yang kamu akan miliki pada skormu. Klik "Reset all mods (Atur ulang semua mods)" atau tekan 1 untuk membatalkan pilihan semua mods yang sedang dipilih. Klik "Close" atau tekan 2 atau Esc untuk kembali ke Layar Pemilihan Lagu.
Sementara Anda berada di Layar Seleksi Mod, Anda tidak dapat mengakses obrolan dan konsol obrolan yang diperluas. Khususnya, tergantung pada skin yang kamu gunakan, teks dan ikon dapat diubah tetapi efek mod akan tetap bekerja seperti biasa.
@@ -223,7 +223,7 @@ Ini adalah layar tingkat setelah Anda berhasil melewati Beatmap tersebut. Anda d
Catatan: Motif utama transparan pada latar belakang berdasarkan mode yang kamu mainkan.
-"osu!" adalah [osu!](/wiki/Game_Modes/osu!), "Drum" adalah [osu!taiko](/wiki/Game_Modes/osu!taiko), "Apple" adalah [osu!catch](/wiki/Game_Modes/osu!catch) dan "Piano" adalah [osu!mania](/wiki/Game_Modes/osu!mania)
+"osu!" adalah [osu!](/wiki/Game_mode/osu!), "Drum" adalah [osu!taiko](/wiki/Game_mode/osu!taiko), "Apple" adalah [osu!catch](/wiki/Game_mode/osu!catch) dan "Piano" adalah [osu!mania](/wiki/Game_mode/osu!mania)

diff --git a/wiki/Interface/ko.md b/wiki/Interface/ko.md
index 3f34e27e4794..27836e456571 100644
--- a/wiki/Interface/ko.md
+++ b/wiki/Interface/ko.md
@@ -76,10 +76,10 @@ no_native_review: true
팁: 유저 패널 내 랭킹 위의 아이콘이나, 모드 선택 버튼 위의 아이콘 또는 화면 뒤 배경에 투명하게 비치는 로고로 현재 선택된 게임 모드를 알 수 있습니다.
--  : [osu!](/wiki/Game_Modes/osu!)
--  : [osu!taiko](/wiki/Game_Modes/osu!taiko)
--  : [osu!catch](/wiki/Game_Modes/osu!catch)
--  : [osu!mania](/wiki/Game_Modes/osu!mania)
+-  : [osu!](/wiki/Game_mode/osu!)
+-  : [osu!taiko](/wiki/Game_mode/osu!taiko)
+-  : [osu!catch](/wiki/Game_mode/osu!catch)
+-  : [osu!mania](/wiki/Game_mode/osu!mania)
다음 섹션으로 넘어가기 전에, 이 화면은 숫자로 표시하기엔 너무 많은 정보를 담고 있어서 보기 좋은 설명을 위해 좌상단에서 우하단으로 한 개씩 설명합니다.
@@ -239,9 +239,9 @@ no_native_review: true

-`Mods` 버튼을 누르거나 `F1` 키를 누르면 **[게임 내 모드 선택](/wiki/Game_Modifiers)** 창이 나타납니다.
+`Mods` 버튼을 누르거나 `F1` 키를 누르면 **[게임 내 모드 선택](/wiki/Game_modifier)** 창이 나타납니다.
-이 화면에서는 게임 내 모드 (줄여서 `모드`)를 선택할 수 있습니다. 이러한 모드는 게임의 난이도를 낮추지만 얻은 점수의 배율을 낮추기도 하고, 게임의 난이도를 높이지만 얻은 점수의 배율을 높이기도 합니다. 어떤 모드는 완전히 다른 방식으로 게임을 바꾸기도 합니다. [Relax](/wiki/Game_Modifiers#relax)와 [Auto Pilot](/wiki/Game_Modifiers#auto-pilot)이 이러한 모드에 속합니다.
+이 화면에서는 게임 내 모드 (줄여서 `모드`)를 선택할 수 있습니다. 이러한 모드는 게임의 난이도를 낮추지만 얻은 점수의 배율을 낮추기도 하고, 게임의 난이도를 높이지만 얻은 점수의 배율을 높이기도 합니다. 어떤 모드는 완전히 다른 방식으로 게임을 바꾸기도 합니다. [Relax](/wiki/Game_modifier/Relax)와 [Auto Pilot](/wiki/Game_modifier/Autopilot)이 이러한 모드에 속합니다.
모드의 아이콘 위에 마우스 커서를 올려놓으면 해당 모드의 효과에 대한 짧은 설명을 볼 수 있습니다. 아이콘을 클릭하여 해당 모드를 선택하거나 선택 취소할 수 있습니다. Double Time과 같은 일부 모드는 여러 가지 바리에이션이 있으며, 이러한 경우에는 여러 번 클릭하면 모드를 변경할 수 있습니다. Score multiplier 값은 선택한 모드의 배율 값을 모두 반영해 스코어 계산에 영향을 주는 최종 값을 나타냅니다. `모든 모드 재설정` 버튼을 누르거나 `1` 을 눌러 현재 선택한 모든 모드의 선택을 취소합니다. `닫기` 버튼을 클릭하거나 `2` 또는 `ESC` 키를 눌러 곡 선택 화면으로 돌아갑니다.
게임 내 모드 창을 띄우고 있을 때는 채팅 창 및 확장 채팅 인터페이스를 띄울 수 없습니다. 스킨을 적용한 경우 모드의 아이콘 또는 텍스트가 바뀔 수 있으나 효과는 똑같이 적용됩니다.
diff --git a/wiki/Interface/tr.md b/wiki/Interface/tr.md
index a3b42980c525..e6cdf89ed11c 100644
--- a/wiki/Interface/tr.md
+++ b/wiki/Interface/tr.md
@@ -72,10 +72,10 @@ Ana menünün sol üst kısmında bulunan profilinize tıklayarak bu ekranı gö
Seçilen oyun modunu sol alttaki, Mode yazısının üzerinde bulunan ikondan, veya ekranın ortasındaki saydam ikona bakarak ayırt edebilirsiniz. Aşağıdakiler görebileceğiniz dört modu oluşturur:
--  is [osu!](/wiki/Game_Modes/osu!)
--  is [osu!taiko](/wiki/Game_Modes/osu!taiko)
--  is [osu!catch](/wiki/Game_Modes/osu!catch)
--  is [osu!mania](/wiki/Game_Modes/osu!mania)
+-  is [osu!](/wiki/Game_mode/osu!)
+-  is [osu!taiko](/wiki/Game_mode/osu!taiko)
+-  is [osu!catch](/wiki/Game_mode/osu!catch)
+-  is [osu!mania](/wiki/Game_mode/osu!mania)
Devam etmeden önce, bu ekranda kolayca anlaşılabilen numaralarla not edilebilecek çok fazla element bulunmaktadır. Aşağıdaki altbölümler bu ekranın her bir kısmını teker teker, yukarıdan aşağıya ve sağdan sola işleyecektir.
@@ -237,9 +237,9 @@ osu!'daki mevcut oyun modlarının bir listesini açmak için `Mode` butonuna t

-**[Mod Seçme Ekranını](/wiki/Game_Modifiers)** açmak için `Mods` butonuna veya `F1` tuşuna basın.
+**[Mod Seçme Ekranını](/wiki/Game_modifier)** açmak için `Mods` butonuna veya `F1` tuşuna basın.
-Bu ekranda, oyununuza modifikasyonlar (kısaca "modlar") ekleyebilirsiniz. Bazı modlar zorluğu düşürür ve elde ettiğiniz skoru düşüren bir katsayı uygular. Diğer yandan, bazı modlar zorluğu arttırır, ancak aynı zamanda elde ettiğiniz skoru arttıran bir katsayı da uygular. Son olarak, bazı modlar oyunu farklı bir yönde etkiler. [Relax](/wiki/Game_Modifiers#relax) ve [Auto Pilot](/wiki/Game_Modifiers#auto-pilot) bu kategoriye girer.
+Bu ekranda, oyununuza modifikasyonlar (kısaca "modlar") ekleyebilirsiniz. Bazı modlar zorluğu düşürür ve elde ettiğiniz skoru düşüren bir katsayı uygular. Diğer yandan, bazı modlar zorluğu arttırır, ancak aynı zamanda elde ettiğiniz skoru arttıran bir katsayı da uygular. Son olarak, bazı modlar oyunu farklı bir yönde etkiler. [Relax](/wiki/Game_modifier/Relax) ve [Auto Pilot](/wiki/Game_modifier/Autopilot) bu kategoriye girer.
Efektinin kısa bir açıklamasını görüntülemek için farenizi bir modun ikonu üzerine yerleştirin. Bir mod seçmek veya seçimini kaldırmak için o modun ikonuna tıklayın. Bazı modlar, Double Time gibi, birden fazla varyasyona sahiptir; sırayla görüntülemek için modun üzerine tekrar tıklayın. Skor katsayı değeri seçtiğiniz modların katsayı değerlerinin skorunuz üzerindeki efekti görüntüler. Seçilen tüm modlardaki seçimi kaldırmak için `Tüm modları sıfırla` butonuna veya `1`'e basın. Şarkı Seçme Ekranına dönmek için `Kapat` butonuna veya `2`'ye basın.
diff --git a/wiki/Interface/zh.md b/wiki/Interface/zh.md
index 8a1272707803..6e908a3438ec 100644
--- a/wiki/Interface/zh.md
+++ b/wiki/Interface/zh.md
@@ -57,4 +57,4 @@ outdated: true
注意:你可以为一首歌选择特定的模式
-标准 [osu!](/wiki/Game_Modes/osu!), 太鼓 [osu!taiko](/wiki/Game_Modes/osu!taiko), 接水果 [osu!catch](/wiki/Game_Modes/osu!catch) 以及 下落 [osu!mania](/wiki/Game_Modes/osu!mania)
+标准 [osu!](/wiki/Game_mode/osu!), 太鼓 [osu!taiko](/wiki/Game_mode/osu!taiko), 接水果 [osu!catch](/wiki/Game_mode/osu!catch) 以及 下落 [osu!mania](/wiki/Game_mode/osu!mania)
diff --git a/wiki/Katu/en.md b/wiki/Katu/en.md
new file mode 100644
index 000000000000..8d419f7c63c4
--- /dev/null
+++ b/wiki/Katu/en.md
@@ -0,0 +1,14 @@
+---
+stub: true
+tags:
+ - "100"
+ - katsu
+---
+
+# Katu
+
+*See also: [Geki](/wiki/Geki)*
+
+**Katu (喝)**, *Katsu*, or *Beat!*, is a [scoring](/wiki/Score) term used when a player has completed a comboset without achieving the highest possible [accuracy](/wiki/Gameplay/Accuracy) on every note. This idea originates from the Nintendo DS game Elite Beat Agents which is one of the games the [osu!standard](/wiki/Game_mode/osu!) [game mode](/wiki/Game_mode) is based on.
+
+
diff --git a/wiki/Beatmap_Editor/Kiai_Time/de.md b/wiki/Kiai_time/de.md
similarity index 90%
rename from wiki/Beatmap_Editor/Kiai_Time/de.md
rename to wiki/Kiai_time/de.md
index 0d5f1c595226..7c6e27e9653a 100644
--- a/wiki/Beatmap_Editor/Kiai_Time/de.md
+++ b/wiki/Kiai_time/de.md
@@ -1,3 +1,7 @@
+---
+outdated: true
+---
+
# Kiai Time
**Kiai Time** wird vom [Mapper](/wiki/Glossary) in der [Beatmap](/wiki/Beatmaps) zwischen 2 [Timingsektionen](/wiki/Beatmap_Editor/Timing) definiert. Sie werden es durch die Sternenfontänen und an dem Geblinke auf Ihrem Bildschirm erkennen, danach werden alle [Hit Objekte](/wiki/Hit_Objects) im Rhythmus zum Hauptbeat anfangen zu blinken und Sterne werden aus Ihrem Cursor erscheinen, wenn Sie einen [Hit Circle](/wiki/Hit_Objects) anklicken oder von Ihrem Cursor runterfallen, wenn Sie die Taste bei einem [Slider](/wiki/Hit_Objects) oder einem [Spinner](/wiki/Hit_Objects) durchgehend gedrückt halten.
@@ -12,7 +16,7 @@ Die übliche Definition für den Kiai Time, wenn sie Beatmaps [editieren](/wiki/
## Dinge, die Sie bei der Verwendung vom Kiai berücksichtigen sollten
-1. Bei **[osu!taiko](/wiki/Game_Modes/osu!taiko) Maps** geben die Kiai-Sektionen 20% mehr [Punkte](/wiki/Score). Wenn Sie also osu!taiko spezifische [Maps](/wiki/Beatmaps) erstellen, sollten Sie berücksichtigen, dass der Kiai das Gameplay mitbeeinflusst.
+1. Bei **[osu!taiko](/wiki/Game_mode/osu!taiko) Maps** geben die Kiai-Sektionen 20% mehr [Punkte](/wiki/Score). Wenn Sie also osu!taiko spezifische [Maps](/wiki/Beatmaps) erstellen, sollten Sie berücksichtigen, dass der Kiai das Gameplay mitbeeinflusst.
2. **Konsequent sein**; es ist nervig, wenn Sie 3 Kiai-Sektionen an verschienden Sektionen innerhalb einer [Schwierigkeitsstufe](/wiki/Beatmap_Editor/Song_Setup) definieren und sich alle voneinander soundtechnisch unterscheiden. Des Weiteren ist es für einen [Mapper](/wiki/Glossary) ratsam die Kiai Time-Sektionen bei allen eigenen Schwierigkeitsstufen zu vereinheitlichen.
3. **Benutzen Sie keine weiße Combofarben** (255,255,255); dadurch wird der Spieler geblendet und dessen Augen stark beansprucht.
4. Es ist normal, dass eine Kiai-Sektion im Vergleich zum Rest der Map schwieriger ist. Siehe Definiton vom Kiai Time.
diff --git a/wiki/Kiai_time/en.md b/wiki/Kiai_time/en.md
new file mode 100644
index 000000000000..e87a89053b8a
--- /dev/null
+++ b/wiki/Kiai_time/en.md
@@ -0,0 +1,24 @@
+---
+stub: true
+tags:
+ - timing section
+ - kiai mode
+---
+
+# Kiai time
+
+*For regulations surrounding kiai time, see: [Ranking Criteria](/wiki/Ranking_Criteria)*
+
+**Kiai Time** (or *kiai*) is a term given for a "special" timing section to help emphasize a part of a [beatmap](/wiki/Beatmaps). Players can tell if a part of a beatmap has a kiai timing section if they see added visual effects in the background (e.g., flashing beats, flying stars, and fountains).
+
+While kiai is active, all [hit objects](/wiki/Hit_object) will flash at the rhythm of the [main beat](/wiki/Beatmap_Editor/Timing) and stars will explode from the cursor when a [hit circle](/wiki/Hit_object/Hit_circle) is hit. Otherwise, they will fall from the cursor when a [slider](/wiki/Hit_object/Slider) or [spinner](/wiki/Hit_object/Slider) is followed.
+
+## Beatmapping
+
+Kiai time is most commonly used for the "strongest part of a song" which is usually the chorus. Since kiai sections are the strongest part of a song, they are typically slightly more challenging than the rest of the [beatmapset](/wiki/Beatmapsets) to follow the song.
+
+## osu!taiko
+
+On [osu!taiko](/wiki/Game_Modes/osu!taiko) beatmaps, kiai sections give 20% more [score](/wiki/Score).
+
+
diff --git a/wiki/Beatmap_Editor/Kiai_Time/es.md b/wiki/Kiai_time/es.md
similarity index 90%
rename from wiki/Beatmap_Editor/Kiai_Time/es.md
rename to wiki/Kiai_time/es.md
index 9ca9e76f0100..77985287a949 100644
--- a/wiki/Beatmap_Editor/Kiai_Time/es.md
+++ b/wiki/Kiai_time/es.md
@@ -1,3 +1,7 @@
+---
+outdated: true
+---
+
# Momento Kiai

@@ -12,7 +16,7 @@ El término más común para el Nomento Kiai cuando se [edita](/wiki/Beatmap_Edi
## Cosas a tener en cuenta al usar Kiai
-1. En los mapas de **[osu!taiko](/wiki/Game_Modes/osu!taiko)** Las secciones de Kiai dan un 20% más de [puntuación](/wiki/Score), por lo que si estás mapeando un [mapa](/wiki/Beatmaps) especifico para osu!taiko, ten en cuenta que Kiai afecta el juego.
+1. En los mapas de **[osu!taiko](/wiki/Game_mode/osu!taiko)** Las secciones de Kiai dan un 20% más de [puntuación](/wiki/Score), por lo que si estás mapeando un [mapa](/wiki/Beatmaps) especifico para osu!taiko, ten en cuenta que Kiai afecta el juego.
2. **Se consistente**; es molesto cuando tienes 3 secciones de Kiai en diferentes lugares en la misma [dificultad](/wiki/Difficulties) y todas suenan diferentes. Además, es bueno que todas las dificultades del mismo [mapper](/wiki/Glossary) tengan los mismos Momentos Kiai.
3. **No uses blanco puro [color del combo](/wiki/Glossary)** (255,255,255); hace a Kiai cegar y lastima los ojos.
4. Es normal que una sección Kiai sea un poco más desafiante que el resto del mapset, ya que el tiempo Kiai también es la **parte más fuerte del mapa**.
diff --git a/wiki/Beatmap_Editor/Kiai_Time/fr.md b/wiki/Kiai_time/fr.md
similarity index 91%
rename from wiki/Beatmap_Editor/Kiai_Time/fr.md
rename to wiki/Kiai_time/fr.md
index ab259a5a5dee..5cfd51b0ff30 100644
--- a/wiki/Beatmap_Editor/Kiai_Time/fr.md
+++ b/wiki/Kiai_time/fr.md
@@ -1,5 +1,6 @@
---
no_native_review: true
+outdated: true
---
# Kiai time
@@ -16,7 +17,7 @@ Le moment le plus courant pour le Kiai time dans l'[édition](/wiki/Beatmap_Edit
## Éléments à prendre en considération lors de l'utilisation du Kiai
-1. Sur les maps **[osu!taiko](/wiki/Game_Modes/osu!taiko)**, Les sections Kiai donnent 20% de [score](/wiki/Score) en plus, donc si vous mappez une [map](/wiki/Beatmaps) osu!taiko, prennez en considération le fait que le Kiai affecte le gameplay.
+1. Sur les maps **[osu!taiko](/wiki/Game_mode/osu!taiko)**, Les sections Kiai donnent 20% de [score](/wiki/Score) en plus, donc si vous mappez une [map](/wiki/Beatmaps) osu!taiko, prennez en considération le fait que le Kiai affecte le gameplay.
2. **Soyez cohérent** ; c'est ennuyeux quand vous avez 3 sections de Kiai à différents endroits sur la même [difficultée](/wiki/Difficulties) et qu'ils aient l'air tous différents. De plus, il est apprécié que toutes les difficultés d'un même [mapper](/wiki/Glossary) aient exactement les mêmes Kiai time.
3. **Ne pas utiliser de blanc en tant que [couleur de combo](/wiki/Glossary)** (255,255,255) ; cela rend le Kiai aveuglant et fait mal aux yeux.
4. Il est normal qu'une section Kiai soit légèrement plus difficile que le reste du beatmapset, car le Kiai time est aussi la **partie la plus forte de la map**.
diff --git a/wiki/Beatmap_Editor/Kiai_Time/img/Kiai_Time_edit.jpg b/wiki/Kiai_time/img/Kiai_Time_edit.jpg
similarity index 100%
rename from wiki/Beatmap_Editor/Kiai_Time/img/Kiai_Time_edit.jpg
rename to wiki/Kiai_time/img/Kiai_Time_edit.jpg
diff --git a/wiki/Beatmap_Editor/Kiai_Time/img/Kiai_Time_test.jpg b/wiki/Kiai_time/img/Kiai_Time_test.jpg
similarity index 100%
rename from wiki/Beatmap_Editor/Kiai_Time/img/Kiai_Time_test.jpg
rename to wiki/Kiai_time/img/Kiai_Time_test.jpg
diff --git a/wiki/Beatmap_Editor/Kiai_Time/ja.md b/wiki/Kiai_time/ja.md
similarity index 90%
rename from wiki/Beatmap_Editor/Kiai_Time/ja.md
rename to wiki/Kiai_time/ja.md
index acd64a7e0f8f..f5288a27d06c 100644
--- a/wiki/Beatmap_Editor/Kiai_Time/ja.md
+++ b/wiki/Kiai_time/ja.md
@@ -1,3 +1,7 @@
+---
+outdated: true
+---
+
# Kiaiタイム

@@ -12,7 +16,7 @@ Kiai タイムは"曲の強いパート"がある時に用いられ、基本的
## Kiaiを使用する際の注意事項
-1. **[osu!taikoビートマップ](/wiki/Game_Modes/osu!taiko)**ではKiai中のスコアが倍になるので、太鼓ビートマップを作る場合はゲームプレイに影響をしないように注意してください。
+1. **[osu!taikoビートマップ](/wiki/Game_mode/osu!taiko)**ではKiai中のスコアが倍になるので、太鼓ビートマップを作る場合はゲームプレイに影響をしないように注意してください。
2. **一貫性を持たせてください。**例えば同じ難易度で3つのKiaiがあるとして、それらが全て異なる音に従って使用されていた時、それは迷惑になります。ちなみに全ての難易度で同じタイミングでKiaiを使用することは良いことです。
3. **[コンボカラー](/wiki/Glossary)**が真っ白(255,255,255)なときにKiaiを使用しないでください。それはKiaiのエフェクトで隠れ、目を痛める原因となります。
4. Kiaiをビートマップの終わりが難しい/派手な場合、**最も強いパート**として最後の部分だけに使用することができます。
diff --git a/wiki/Beatmap_Editor/Kiai_Time/pl.md b/wiki/Kiai_time/pl.md
similarity index 87%
rename from wiki/Beatmap_Editor/Kiai_Time/pl.md
rename to wiki/Kiai_time/pl.md
index 2a31b21dc4be..c451cc2c4e0f 100644
--- a/wiki/Beatmap_Editor/Kiai_Time/pl.md
+++ b/wiki/Kiai_time/pl.md
@@ -1,3 +1,7 @@
+---
+outdated: true
+---
+
# Czas Kiai

@@ -12,7 +16,7 @@ Przy [tworzeniu](/wiki/Beatmap_Editor) beatmap, Czas Kiai stosuje się najczęś
## Rady dotyczące używania Czasu Kiai
-1. Na mapach **[osu!taiko](/wiki/Game_Modes/osu!taiko)** sekcje z Czasem Kiai dodają 20% więcej [punktów](/wiki/Score). Jako że wpływa to na rozgrywkę, należy wziąć pod uwagę ewentualne rozmieszczenie tychże sekcji podczas tworzenia [map](/wiki/Beatmaps) dedykowanych dla trybu osu!taiko.
+1. Na mapach **[osu!taiko](/wiki/Game_mode/osu!taiko)** sekcje z Czasem Kiai dodają 20% więcej [punktów](/wiki/Score). Jako że wpływa to na rozgrywkę, należy wziąć pod uwagę ewentualne rozmieszczenie tychże sekcji podczas tworzenia [map](/wiki/Beatmaps) dedykowanych dla trybu osu!taiko.
2. **Konsekwencja**: używanie sekcji Czasu Kiai w odmiennych miejscach piosenki na tym samym [poziomie trudności](/wiki/Difficulties) może być niekomfortowe dla graczy. Wszystkie poziomy trudności od tego samego [twórcy](/wiki/Glossary) powinny mieć ujednolicone sekcje Czasu Kiai.
3. **Nie powinno się używać całkowicie białego [koloru combo](/wiki/Glossary)** (255,255,255); psuje to efekt Kiai i powoduje ból oczu.
4. Jako, że sekcje Czasu Kiai są używane w „najmocniejszych” momentach piosenki, normalnością jest fakt, że momenty te są stosunkowo trudniejsze do zagrania od innych części mapy.
diff --git a/wiki/Beatmap_Editor/Kiai_Time/pt.md b/wiki/Kiai_time/pt.md
similarity index 90%
rename from wiki/Beatmap_Editor/Kiai_Time/pt.md
rename to wiki/Kiai_time/pt.md
index cada77fbe53b..b6ded984ebca 100644
--- a/wiki/Beatmap_Editor/Kiai_Time/pt.md
+++ b/wiki/Kiai_time/pt.md
@@ -1,3 +1,7 @@
+---
+outdated: true
+---
+
# Kiai Time

@@ -12,7 +16,7 @@ O termo mais comum para Kiai Time quando [editando](/wiki/Beatmap_Editor) beatma
## Coisas para se considerar quando usar Kiai
-1. **Em beatmaps de [osu!taiko](/wiki/Game_Modes/osu!taiko)**, seções com kiai dão o dobro de pontos por nota, então, se você esta mapeando apenas para osu!taiko, lembre-se que ele afeta a jogabilidade.
+1. **Em beatmaps de [osu!taiko](/wiki/Game_mode/osu!taiko)**, seções com kiai dão o dobro de pontos por nota, então, se você esta mapeando apenas para osu!taiko, lembre-se que ele afeta a jogabilidade.
2. **Seja consistente**; é estranho quando um beatmap tem 3 seções de kiai em partes diferentes da dificuldade e que soam diferente. É recomendável que todas as dificuldades do mesmo mapper tenham os mesmos kiai times.
3. **Não use branco puro em suas [cores de combo](/wiki/Glossary)** (255,255,255); isso faz com que o kiai fique muito mais brilhante e incomoda os olhos.
4. É normal que a seção do Kiai seja mais desafiante que o resto da musica, já que kiai é a **parte mais forte da musica**.
diff --git a/wiki/Beatmap_Editor/Kiai_Time/ru.md b/wiki/Kiai_time/ru.md
similarity index 93%
rename from wiki/Beatmap_Editor/Kiai_Time/ru.md
rename to wiki/Kiai_time/ru.md
index 96c4e7bde3f0..e1b5337d25cd 100644
--- a/wiki/Beatmap_Editor/Kiai_Time/ru.md
+++ b/wiki/Kiai_time/ru.md
@@ -1,3 +1,7 @@
+---
+outdated: true
+---
+
# Kiai Time

@@ -12,7 +16,7 @@
## То, что следует учитывать при использовании киаи
-1. В [тайко](/wiki/Game_Modes/osu!taiko) на секциях с киаи игрок получает на 20% больше очков.
+1. В [тайко](/wiki/Game_mode/osu!taiko) на секциях с киаи игрок получает на 20% больше очков.
2. Многих раздражают секции с киаи, расположенные на по-разному звучащих участках песни в большом количестве. Хорошим тоном считается иметь одинаковые киаи во всех уровнях сложности карты, сделанных одним маппером.
3. Не используйте белый цвет нот (255,255,255), так как это делает киаи слишком ярким.
4. Части карты с киаи могут быть несколько сложнее остальных.
diff --git a/wiki/Beatmap_Editor/Kiai_Time/th.md b/wiki/Kiai_time/th.md
similarity index 99%
rename from wiki/Beatmap_Editor/Kiai_Time/th.md
rename to wiki/Kiai_time/th.md
index c8eefe099f57..e67a6a43ca01 100644
--- a/wiki/Beatmap_Editor/Kiai_Time/th.md
+++ b/wiki/Kiai_time/th.md
@@ -1,3 +1,7 @@
+---
+outdated: true
+---
+
# Kiai Time

diff --git a/wiki/Legal/Copyright/ru.md b/wiki/Legal/Copyright/ru.md
index a91a30b68a54..de78c7ec1b0f 100644
--- a/wiki/Legal/Copyright/ru.md
+++ b/wiki/Legal/Copyright/ru.md
@@ -7,7 +7,7 @@ no_native_review: true
osu! является игрой в значительной степени ориентированной на сообщество. Все игровые уровни (битмапы) создаются и загружаются участниками сообщества, чаще всего без получения разрешения от соответствующих правообладателей. Мы стараемся не рекламировать или получать прибыль непосредственно от загруженного контента, а игра полностью финансируется за счет пожертвований пользователей.
-Большая часть полученых пожертвований, которые мы получаем, используются для [лицензирования музыки](https://osu.ppy.sh/help/wiki/Legal/Music_Licensing). Запросы для лицензирования музыки могут быть отправлены на [music@ppy.sh](mailto:music@ppy.sh).
+Большая часть полученых пожертвований, которые мы получаем, используются для [лицензирования музыки](/wiki/Legal/Music_Licensing). Запросы для лицензирования музыки могут быть отправлены на [music@ppy.sh](mailto:music@ppy.sh).
В противном случае, osu! приняли следующую политику в отношении нарушения авторских прав в соответствии с Законом об авторском праве в цифровую эпоху, глава 17 статья 512 кодекса США.
diff --git a/wiki/Legal/Privacy/en.md b/wiki/Legal/Privacy/en.md
index 1602f34f8d4f..1a3b351ffc39 100644
--- a/wiki/Legal/Privacy/en.md
+++ b/wiki/Legal/Privacy/en.md
@@ -62,11 +62,23 @@ The main purpose of this is to maintain a fair ranking system and help us enforc
When completing a game session (passing or failing a beatmap), details on your performance will be automatically submitted to our server. The scoring portion of this submission includes game replay data and may be displayed publicly in the Global Leaderboards and on your User Profile and can not be deleted or modified.
-### Analytics and Logging
+### Anti-cheat
-We utilise error log collection and web analytics which collect technical and usage information as you use our services. This may include IP address, your username, browser type and version, time zone setting and location, operating system and platform and other details on what devices you use to access our services.
+osu! contains executable code that is used to detect the usage of cheat software. The aim of osu!'s anti-cheat is to maintain a fair and competitive gaming environment for all players, while not affecting gameplay performance or user privacy.
-This collected data is aggregated and only retained as it is useful. Generally the period of retention for non-aggregated data (such as error logs) is less than one month, with automatic purge rules.
+- Cheat detection occurs on your device and no unnecessary data is sent to our server during the detection process.
+- If the anti-cheat determines you are cheating, then this fact in addition to proof in the form of diagnostics and metadata are sent to our servers for verification. If you are not cheating, no anti-cheat data will be transmitted.
+- Even on detection, a best effort attempt is made to never send any information outside of the osu! ecosystem which could be used to personally identify you.
+- Transmitted metadata is only retained on our server for the duration it is useful. This is generally hours to days while we analyse the reported content.
+- Analysis is largely automated. Transmitted metadata is not accessible by support team members, and must be accessed via multi-layered security. Only database server admins are able to view metadata.
+
+We respect and value your privacy and do not wish to impose fear on legitimate users by having anti-cheat present in the game.
+
+### Logging
+
+We utilise error logging which collects technical and usage information as you use our services. This may include IP address, your username, browser type and version, time zone setting and location, operating system and platform and other details on what devices you use to access our services.
+
+This collected data is aggregated and only retained as it is useful. Generally the period of retention for non-aggregated data is less than one month, with automatic purge rules.
## Disclosures of your personal data
diff --git a/wiki/Legal/Privacy/fr.md b/wiki/Legal/Privacy/fr.md
index 2912c7a0feda..05de51b5deac 100644
--- a/wiki/Legal/Privacy/fr.md
+++ b/wiki/Legal/Privacy/fr.md
@@ -111,7 +111,7 @@ Bonjour, je suis Dean (communément appelé peppy) et je suis votre contrôleur
**Email** : [privacy@ppy.sh](mailto:privacy@ppy.sh) (Réponse garantie sous 24 heures)
-**Addresse postale **:
+**Addresse postale** :
```
Dean Herbert
diff --git a/wiki/Main_Page/.remarkrc.js b/wiki/Main_Page/.remarkrc.js
new file mode 100644
index 000000000000..d8b799a9812f
--- /dev/null
+++ b/wiki/Main_Page/.remarkrc.js
@@ -0,0 +1,7 @@
+module.exports = {
+ plugins: [
+ '../../.remarkrc',
+ ['lint-no-html', false],
+ ['lint-no-multiple-toplevel-headings', false]
+ ]
+};
diff --git a/wiki/Main_Page/en.md b/wiki/Main_Page/en.md
index 33927408190b..307f23283615 100644
--- a/wiki/Main_Page/en.md
+++ b/wiki/Main_Page/en.md
@@ -3,58 +3,87 @@ layout: main_page
---
+
Welcome to the osu! wiki, a project containing a wide range of osu! related information.
diff --git a/wiki/Main_Page/pt-br.md b/wiki/Main_Page/pt-br.md
index 423539e16651..b35cced7c0ae 100644
--- a/wiki/Main_Page/pt-br.md
+++ b/wiki/Main_Page/pt-br.md
@@ -6,54 +6,82 @@ layout: main_page
Bem-vindo ao osu! wiki, um projeto que contém uma ampla variedade de informação relacionada a osu!.
-
-
-
+
# Introdução
-[Bem-vindo](/wiki/Welcome) • [Registro](/wiki/Registration) • [Instalação](/wiki/Installation) • [Interface](/wiki/Interface) • [Opções do Jogo](/wiki/Options) • [Teclas de Atalho](/wiki/Shortcut_key_reference) • [Mapa do Site](/wiki/Sitemap) • [Guias](/wiki/Guides) • [Central de Ajuda](/wiki/Help_Centre)
+[Bem-vindo](/wiki/Welcome) • [Instalação](/wiki/Installation) • [Registro](/wiki/Registration) • [Central de Ajuda](/wiki/Help_Centre) • [Perguntas Frequentes](/wiki/FAQ)
+# Cliente do jogo
-# Jogabilidade
+[Interface](/wiki/Interface) • [Opções](/wiki/Options) • [Configurações visuais](/wiki/Visual_Settings) • [Referência de teclas de atalho](/wiki/Shortcut_key_reference) • [Arquivo de configuração](/wiki/osu!_Program_Files/User_Configuration_File) • [Arquivos do programa](/wiki/osu!_Program_Files)
-[Perguntas Frequentes](/wiki/FAQ) • [Multijogador](/wiki/Multi) • [Modos de Jogo](/wiki/Game_Modes): ([osu!](/wiki/Game_Modes/osu!) • [osu!taiko](/wiki/Game_Modes/osu!taiko) • [osu!catch](/wiki/Game_Modes/osu!catch) • [osu!mania](/wiki/Game_Modes/osu!mania))
+[Formatos de arquivo](/wiki/osu!_File_Formats): [.osz](/wiki/osu!_File_Formats/Osz_(file_format)) • [.osk](/wiki/osu!_File_Formats/Osk_(file_format)) • [.osr](/wiki/osu!_File_Formats/Osr_(file_format)) • [.osu](/wiki/osu!_File_Formats/Osu_(file_format)) • [.osb](/wiki/osu!_File_Formats/Osb_(file_format)) • [.db](/wiki/osu!_File_Formats/Db_(file_format))
+# Envio de beatmap e avaliação
-# Mundo de osu!
+[Envio](/wiki/Submission) • [Modding](/wiki/Modding) • [Procedimento para ranqueamento](/wiki/Beatmap_ranking_procedure) • [Mappers' Guild](/wiki/Mappers_Guild) • [Project Loved](/wiki/Project_Loved)
-[Glossário](/wiki/Glossary) • [Torneios](/wiki/Tournaments) • [Skinning](/wiki/Skinning) • [Projetos](/wiki/Projects)
+[Ranking criteria](/wiki/Ranking_Criteria): [osu!](/wiki/Ranking_Criteria/osu!) • [osu!taiko](/wiki/Ranking_Criteria/osu!taiko) • [osu!catch](/wiki/Ranking_Criteria/osu!catch) • [osu!mania](/wiki/Ranking_Criteria/osu!mania)
+# Comunidade
+
+[Torneios](/wiki/Tournaments) • [Skinning](/wiki/Skinning) • [Projetos](/wiki/Projects) • [Guias](/wiki/Guides) • [Servidor de Discord do osu!dev](/wiki/osu!dev_Discord_server) • [Como você pode ajudar](/wiki/How_You_Can_Help!) • [Glossário](/wiki/Glossary)
+
+
+
# Pessoas
-[A Equipe](/wiki/People/The_Team) • [Global Moderation Team](/wiki/People/Global_Moderation_Team) • [Moderadores de Idioma](/wiki/People/Language_Moderators) • [Nomination Assessment Team](/wiki/People/Nomination_Assessment_Team) • [Beatmap Nominators](/wiki/People/Beatmap_Nominators) • [osu! Alumni](/wiki/People/osu!_Alumni) • [Equipe de Suporte](/wiki/People/Support_Team)
+[A equipe](/wiki/People/The_Team): [Desenvolvedores](/wiki/People/The_Team/Developers) • [Equipe de Moderação Global](/wiki/People/The_Team/Global_Moderation_Team) • [Equipe de Suporte](/wiki/People/The_Team/Support_Team) • [Equipe de Avaliação de Nomeação](/wiki/People/The_Team/Nomination_Assessment_Team) • [Nomeadores de Beatmap](/wiki/People/The_Team/Beatmap_Nominators) • [osu! Alumni](/wiki/People/The_Team/osu!_Alumni) • [Equipe Project Loved](/wiki/People/The_Team/Project_Loved_Team)
+
+Organizações: [osu! UCI](/wiki/Organisations/osu!_UCI)
+
+[Colaboradores da Comunidade](/wiki/People/Community_Contributors) • [Usuários com títulos únicos](/wiki/People/Users_with_unique_titles)
+
+
+
+
+# Para desenvolvedores
+
+[API](/wiki/osu!api) • [Conta de bot](/wiki/Bot_account) • [Diretrizes de identidade da marca](/wiki/Brand_identity_guidelines)
+
+
+
+
+# Sobre a wiki
+
+[Sitemap](/wiki/Sitemap) • [Guia de contribuição](/wiki/osu!_wiki_Contribution_Guide) • [Critérios do estilo de artigos](/wiki/Article_Styling_Criteria) • [Critérios do estilo de notícias](/wiki/News_Styling_Criteria)
-osu! wiki'ye hoşgeldin, osu! ile ilgili çok çeşitli bilgiler içeren bir proje.
+osu! ile ilgili çok çeşitli bilgiler içeren bir proje olan osu! wiki'ye hoş geldiniz.
diff --git a/wiki/Mapping_Techniques/Time-distance_equality/en.md b/wiki/Mapping_Techniques/Time-distance_equality/en.md
index f233f4d1047c..64ee6708131b 100644
--- a/wiki/Mapping_Techniques/Time-distance_equality/en.md
+++ b/wiki/Mapping_Techniques/Time-distance_equality/en.md
@@ -7,6 +7,6 @@ tags:
# Time-distance equality
-**Time-distance equality** is an [osu!standard](/wiki/Game_Modes/osu!) [mapping technique](/wiki/Mapping_Techniques) where spacing between [hit objects](/wiki/Hit_object) on the playfield is proportional to the time between them. This is automatically calculated by the [distance snap](/wiki/Beatmap_Editor/Distance_Snap) feature of the [beatmap editor](/wiki/Beatmap_Editor).
+**Time-distance equality** is an [osu!standard](/wiki/Game_mode/osu!) [mapping technique](/wiki/Mapping_Techniques) where spacing between [hit objects](/wiki/Hit_object) on the playfield is proportional to the time between them. This is automatically calculated by the [distance snap](/wiki/Beatmap_Editor/Distance_Snap) feature of the [beatmap editor](/wiki/Beatmap_Editor).
In lower [difficulties](/wiki/Difficulties), time-distance equality is used to make gameplay more intuitive for new players.
diff --git a/wiki/Mascots/de.md b/wiki/Mascots/de.md
index e64087200e90..ff883cfd6756 100644
--- a/wiki/Mascots/de.md
+++ b/wiki/Mascots/de.md
@@ -133,8 +133,8 @@ Ryuuta
?
#### Einsatz in
-- Catch the Beat (als chibi-Ryuuta) [ersetzt durch Yuzu]
-- osu!webpage (chibi-Ryuuta als Mascot) [Im Ruhestand]
+- Catch the Beat (als chibi-Ryuuta) \[ersetzt durch Yuzu\]
+- osu!webpage (chibi-Ryuuta als Mascot) \[Im Ruhestand\]
- [Skin](https://osu.ppy.sh/community/forums/topics/190357/)
- Yandere Simulator (als NPC Easter Egg)
@@ -145,7 +145,7 @@ iNiS Corporation
männlich
#### Beigetreten
-2008 [Im Ruhestand seit 2014]
+2008 \[Im Ruhestand seit 2014\]
#### Gewicht
?
@@ -170,7 +170,7 @@ BA-2 (Beat Agent-2), J
?
#### Einsatz in
-- osu!Webseite (chibi-J als Mascot) [Im Ruhestand]
+- osu!Webseite (chibi-J als Mascot) \[Im Ruhestand\]
- [Skin](https://osu.ppy.sh/community/forums/topics/190357/)
#### Ersteller
@@ -180,7 +180,7 @@ iNiS Corporation
männlich
#### Beigetreten
-2008 [Im Ruhestand seit 2014]
+2008 \[Im Ruhestand seit 2014\]
#### Gewicht
?
@@ -209,8 +209,8 @@ Don, Don-chan
{Official skin for [Options's trigger](/wiki/Options#Skin)}
#### Ersteller
-- Yukiko Yokoo (横尾有希子) [Aussehen]
-- Narahashi Miki (楢橋 美紀) [Stimme]
+- Yukiko Yokoo (横尾有希子) \[Aussehen\]
+- Narahashi Miki (楢橋 美紀) \[Stimme\]
#### Geschlecht
männlich
diff --git a/wiki/Mascots/it.md b/wiki/Mascots/it.md
index f25c6fa02d53..1d3675a6bbed 100644
--- a/wiki/Mascots/it.md
+++ b/wiki/Mascots/it.md
@@ -133,8 +133,8 @@ Ryuuta
?
#### Aspetto
-- Catch the Beat (come chibi-Ryuuta) [sostituito da Yuzu],
-- pagina web di osu!(chibi-Ryuuta come Mascotte) [Ritirato]
+- Catch the Beat (come chibi-Ryuuta) \[sostituito da Yuzu\],
+- pagina web di osu!(chibi-Ryuuta come Mascotte) \[Ritirato\]
- [Skin](https://osu.ppy.sh/community/forums/topics/190357/)
- Yandere Simulator (as NPC Easter Egg)
@@ -145,7 +145,7 @@ iNiS Corporation
Maschio
#### Data di inizio
-2008 [Ritirato:2014]
+2008 \[Ritirato:2014\]
#### Peso
?
@@ -170,7 +170,7 @@ BA-2 (Beat Agent-2), J
?
#### Aspetto
-- pagina web di osu!(chibi-J come mascotte) [Ritirato]
+- pagina web di osu!(chibi-J come mascotte) \[Ritirato\]
- [Skin](https://osu.ppy.sh/community/forums/topics/190357/)
#### Creator
@@ -180,7 +180,7 @@ iNiS Corporation
Maschio
#### Data di inizio
-2008 [Ritirato:2014]
+2008 \[Ritirato:2014\]
#### Peso
?
@@ -209,8 +209,8 @@ Don, Don-chan
{Skin ufficiale per [Options's trigger](/wiki/Options#Skin)}
#### Creator
-- Yukiko Yokoo (横尾有希子) [Art]
-- Narahashi Miki (楢橋 美紀) [Voce]
+- Yukiko Yokoo (横尾有希子) \[Art\]
+- Narahashi Miki (楢橋 美紀) \[Voce\]
#### Genere
Maschio
diff --git a/wiki/Mascots/pl.md b/wiki/Mascots/pl.md
index b8d70df23c3a..48cc014a51ef 100644
--- a/wiki/Mascots/pl.md
+++ b/wiki/Mascots/pl.md
@@ -135,8 +135,8 @@ Ryuuta
?
#### Występowanie
-- Catch the Beat (jako chibi-Ryuuta) [zastąpiony przez Yuzu]
-- Strona osu! (chibi-Ryuuta jako maskotka) [Zakończył karierę]
+- Catch the Beat (jako chibi-Ryuuta) \[zastąpiony przez Yuzu\]
+- Strona osu! (chibi-Ryuuta jako maskotka) \[Zakończył karierę\]
- [Skórka](https://osu.ppy.sh/community/forums/topics/190357/)
- Yandere Simulator (jako NPC (easteregg))
@@ -147,7 +147,7 @@ iNiS Corporation
Mężczyzna
#### Data dołączenia
-2008 [Zakończył karierę w 2014]
+2008 \[Zakończył karierę w 2014\]
#### Waga
?
@@ -172,7 +172,7 @@ BA-2 (Beat Agent-2), J
?
#### Występowanie
-- Strona osu! (chibi-J jako maskotka) [Zakończył karierę]
+- Strona osu! (chibi-J jako maskotka) \[Zakończył karierę\]
- [Skórka](https://osu.ppy.sh/community/forums/topics/190357/)
#### Twórcy
@@ -182,7 +182,7 @@ iNiS Corporation
Mężczyzna
#### Data dołączenia
-2008 [Zakończył karierę:2014]
+2008 \[Zakończył karierę:2014\]
#### Waga
?
@@ -211,8 +211,8 @@ Don, Don-chan
{Oficjalna skórka dost. [w opcjach](/wiki/Options#Skin)}
#### Twórcy
-- Yukiko Yokoo (横尾有希子) [Wygląd]
-- Narahashi Miki (楢橋 美紀) [Głos]
+- Yukiko Yokoo (横尾有希子) \[Wygląd\]
+- Narahashi Miki (楢橋 美紀) \[Głos\]
#### Płeć
Mężczyzna
diff --git a/wiki/Mascots/pt.md b/wiki/Mascots/pt.md
index 1be3d53abb5d..a3ccc40bffe2 100644
--- a/wiki/Mascots/pt.md
+++ b/wiki/Mascots/pt.md
@@ -135,8 +135,8 @@ Ryuuta
?
#### Aparece em
-- Catch the Beat (como chibi-Ryuuta) [substituido por Yuzu]
-- osu!webpage (chibi-Ryuuta como Mascote) [Retirado]
+- Catch the Beat (como chibi-Ryuuta) \[substituido por Yuzu\]
+- osu!webpage (chibi-Ryuuta como Mascote) \[Retirado\]
- [Skin](https://osu.ppy.sh/community/forums/topics/190357/)
- Yandere Simulator (as NPC Easter Egg)
@@ -147,7 +147,7 @@ iNiS Corporation
Masculino
#### Introduzido em
-2008 [Até 2014]
+2008 \[Até 2014\]
#### Peso
?
@@ -172,7 +172,7 @@ BA-2 (Beat Agent-2), J
?
#### Aparece em
-- osu!webpage (chibi-J como Mascote) [Retirado]
+- osu!webpage (chibi-J como Mascote) \[Retirado\]
- [Skin](https://osu.ppy.sh/community/forums/topics/190357/)
#### Criador
@@ -182,7 +182,7 @@ iNiS Corporation
Masculino
#### Introduzido em
-2008 [Até 2014]
+2008 \[Até 2014\]
#### Peso
?
@@ -211,8 +211,8 @@ Don, Don-chan
{Official skin for [Options's trigger](/wiki/Options#Skin)}
#### Criador
-- Yukiko Yokoo (横尾有希子) [Art]
-- Narahashi Miki (楢橋 美紀) [Voice provider]
+- Yukiko Yokoo (横尾有希子) \[Art\]
+- Narahashi Miki (楢橋 美紀) \[Voice provider\]
#### Sexo
Masculino
diff --git a/wiki/Medals/Beatmap_Packs_0916/en.md b/wiki/Medals/Beatmap_Packs_0916/en.md
index 968e259fa14b..3f8acbedc382 100644
--- a/wiki/Medals/Beatmap_Packs_0916/en.md
+++ b/wiki/Medals/Beatmap_Packs_0916/en.md
@@ -112,7 +112,7 @@ Maps:
### Volume 1
-> LuigiHann/DeathxShinigami [2011]
+> LuigiHann/DeathxShinigami \[2011\]
Download:
diff --git a/wiki/Medals/Beatmap_Packs_0916/fr.md b/wiki/Medals/Beatmap_Packs_0916/fr.md
index 390066de1223..ea916fd9d633 100644
--- a/wiki/Medals/Beatmap_Packs_0916/fr.md
+++ b/wiki/Medals/Beatmap_Packs_0916/fr.md
@@ -106,7 +106,7 @@ Maps:
### Volume 1
-> LuigiHann/DeathxShinigami [2011]
+> LuigiHann/DeathxShinigami \[2011\]
Download:
diff --git a/wiki/Medals/Beatmap_Packs_0916/pt-br.md b/wiki/Medals/Beatmap_Packs_0916/pt-br.md
index 67b25fd9d7b2..4f1512df1c65 100644
--- a/wiki/Medals/Beatmap_Packs_0916/pt-br.md
+++ b/wiki/Medals/Beatmap_Packs_0916/pt-br.md
@@ -105,7 +105,7 @@ Mapas:
### Volume 1
-> LuigiHann/DeathxShinigami [2011]
+> LuigiHann/DeathxShinigami \[2011\]
Download:
diff --git a/wiki/Medals/Beatmap_Packs_0916/ru.md b/wiki/Medals/Beatmap_Packs_0916/ru.md
index 2843000a4d9f..454a70087eb4 100644
--- a/wiki/Medals/Beatmap_Packs_0916/ru.md
+++ b/wiki/Medals/Beatmap_Packs_0916/ru.md
@@ -106,7 +106,7 @@ Maps:
### Volume 1
-> LuigiHann/DeathxShinigami [2011]
+> LuigiHann/DeathxShinigami \[2011\]
Download:
diff --git a/wiki/Medals/de.md b/wiki/Medals/de.md
index 0d0dd4b2e452..b11f59c6791b 100644
--- a/wiki/Medals/de.md
+++ b/wiki/Medals/de.md
@@ -7,7 +7,7 @@ outdated: true
## Beatmap Packs
-**Beatmap Packs** Erfolge können erlangt werden, indem aus jedem Mapset eines [Theme Beatmap Packs](https://osu.ppy.sh/p/packlist?t=t) eine beliebige Schwierigkeitsstufe gespielt wird. Die Beatmaps müssen im [osu!](/wiki/Game_Modes/osu!) Modus von osu! gespielt werden.
+**Beatmap Packs** Erfolge können erlangt werden, indem aus jedem Mapset eines [Theme Beatmap Packs](https://osu.ppy.sh/p/packlist?t=t) eine beliebige Schwierigkeitsstufe gespielt wird. Die Beatmaps müssen im [osu!](/wiki/Game_mode/osu!) Modus von osu! gespielt werden.
Zur Zeit gibt es 16 dieser Erfolge, welche sich nochmal in 4 Untergruppen aufteilen lassen:
@@ -23,7 +23,7 @@ Jede dieser Untergruppen besteht aus 4 Teilen.
#### Anforderungen:
- Spiele eine beliebige Schwierigkeitsstufe von jeder Beatmap eines [Theme Beatmap Packs](https://osu.ppy.sh/p/packlist?t=t)
-- Der Spielmodus muss der [osu!](/wiki/Game_Modes/osu!) Modus sein.
+- Der Spielmodus muss der [osu!](/wiki/Game_mode/osu!) Modus sein.
- Entpacke das `Theme Beatmap Pack` und packe alle Beatmaps in den osu! Song Ordner. Starte osu! und spiel die Maps. Das ist alles.
- Sollte die Beatmap als `.zip` Datei vorliegen, dann verschieb sie als `.zip` in den osu! Song Ordner und erstelle nicht einen neuen Ordner dafür.
- Die Beatmaps können auch einzeln heruntergeladen und gespielt werden.
@@ -62,7 +62,7 @@ Bei den 8 **Pass** und 8 **Perfect** Erfolgen muss eine beliebige Ranked/Approve
## Dedication
-**Dedication** (dt. Hingabe) Erfolge können erreicht werden, indem man viele Runden im [osu!](/wiki/Game_Modes/osu!) Modus spielt / Früchte in [osu!catch](/wiki/Game_Modes/osu!catch) sammelt / Noten in [osu!taiko](/wiki/Game_Modes/osu!taiko) trifft / viele Tasten in [osu!mania](/wiki/Game_Modes/osu!mania) drückt.
+**Dedication** (dt. Hingabe) Erfolge können erreicht werden, indem man viele Runden im [osu!](/wiki/Game_mode/osu!) Modus spielt / Früchte in [osu!catch](/wiki/Game_mode/osu!catch) sammelt / Noten in [osu!taiko](/wiki/Game_mode/osu!taiko) trifft / viele Tasten in [osu!mania](/wiki/Game_mode/osu!mania) drückt.
## Hush-Hush
diff --git a/wiki/Medals/en.md b/wiki/Medals/en.md
index ac29706cf8dc..d913becd53e5 100644
--- a/wiki/Medals/en.md
+++ b/wiki/Medals/en.md
@@ -50,7 +50,7 @@ The **Dedication** medals can be obtained by playing a lot of osu!standard, coll
## Mod Introduction
-*See also: [Game Modifiers](/wiki/Game_Modifiers)*
+*See also: [Game Modifiers](/wiki/Game_modifier)*
The **Mod Introduction** medals can be obtained by clearing maps with the specified game modifier. They are meant to encourage newer players to try out each mod and explore what the game has to offer. Do note that if the player plays with multiple game modifiers at a time, the player is **not** eligible to earn *any* of the game modifier medals for that play.
diff --git a/wiki/Medals/es.md b/wiki/Medals/es.md
index 07b55fa172a9..1c3e7d013783 100644
--- a/wiki/Medals/es.md
+++ b/wiki/Medals/es.md
@@ -7,7 +7,7 @@ Los **Logros** ***(Achievements)*** son pequeñas insignias en el perfil de algu
## Beatmap Packs
-**Los Beatmap Packs** son logros pueden ser obtenidos por **Jugar cada beatmap a al menos una vez en cualquier dificultad** Dentro de un [Theme Beatmap Pack](https://osu.ppy.sh/p/packlist?t=t). Deberá jugar en Modo [osu! Standard](/wiki/Game_Modes/osu!) para calificar a **CLEARED (Completado)** en el [Beatmap Pack Listing](https://osu.ppy.sh/p/packlist?t=t) y ganar la insignia.
+**Los Beatmap Packs** son logros pueden ser obtenidos por **Jugar cada beatmap a al menos una vez en cualquier dificultad** Dentro de un [Theme Beatmap Pack](https://osu.ppy.sh/p/packlist?t=t). Deberá jugar en Modo [osu! Standard](/wiki/Game_mode/osu!) para calificar a **CLEARED (Completado)** en el [Beatmap Pack Listing](https://osu.ppy.sh/p/packlist?t=t) y ganar la insignia.
Actualmente hay 16 logros de este grupo, que se dividen en 4 secciones:-
@@ -23,7 +23,7 @@ Cada una de estas secciones tiene actualmente 4 volúmenes a ellos.
#### Requisitos:
- Jugar cada beatmap una vez en cualquier dificultad dentro de una [Theme Beatmap Pack](https://osu.ppy.sh/p/packlist?t=t) es suficiente.
-- El modo debe ser [osu! Standard](/wiki/Game_Modes/osu!).
+- El modo debe ser [osu! Standard](/wiki/Game_mode/osu!).
- Extraer el Theme pack, Coloque todos los beatmaps del .zip en osu.! Ejecutar tu osu! y comenzar a jugar. Eso es todo.
- Si el beatmap se encuentra en .zip, debe extraerlo como .zip y no ir a hacer carpetas para ellos. Si se hacen las carpetas para ellos, es posible que no obtenga el logro y el estado "**CLEARED (Completado)**" en su [Beatmap Pack Listing](https://osu.ppy.sh/p/packlist?t=t)
- Alternativamente, usted puede descargar las canciones manualmente de uno en uno, sigue siendo valido.
@@ -57,7 +57,7 @@ Para el logro de 1,000 y 2,000 combo, Debe ser un beatmap en estado "Aprobado".
## Dedicación (Dedication)
-Los logros por **Dedicación (Dedication)** pueden ser obtenidos por (Jugando continuamente en modo Standard / Recoger muchas frutas en modo [Catch the Beat (CTB)](/wiki/Game_Modes/osu!catch) / golpear un montón de golpes los tambores en modo [Taiko](/wiki/Game_Modes/osu!taiko) / presionando muchas teclas en [osu!mania](/wiki/Game_Modes/osu!mania)).
+Los logros por **Dedicación (Dedication)** pueden ser obtenidos por (Jugando continuamente en modo Standard / Recoger muchas frutas en modo [Catch the Beat (CTB)](/wiki/Game_mode/osu!catch) / golpear un montón de golpes los tambores en modo [Taiko](/wiki/Game_mode/osu!taiko) / presionando muchas teclas en [osu!mania](/wiki/Game_mode/osu!mania)).
## Hush-Hush
diff --git a/wiki/Medals/fr.md b/wiki/Medals/fr.md
index b758d835a5ac..efa8e72f7ec4 100644
--- a/wiki/Medals/fr.md
+++ b/wiki/Medals/fr.md
@@ -43,7 +43,7 @@ Les médailles **Dévouement** peuvent être obtenues en jouant beaucoup à osu!
## Introduction du mod
-*Voir également : [Game Modifiers](/wiki/Game_Modifiers)*
+*Voir également : [Game Modifiers](/wiki/Game_modifier)*
Les médailles **Introduction de mod** peuvent être obtenues en jouant des beatmaps avec un modificateur de jeu. Ils sont destinés à encourager les nouveaux joueurs à essayer chaque mod et à explorer ce que le jeu a à offrir. Notez que si le joueur joue avec plusieurs modificateurs de jeu à la fois, il n’est **pas** possible de gagner de médaille d'introduction au mods durant cette partie.
diff --git a/wiki/Medals/ko.md b/wiki/Medals/ko.md
index 6d8c8f29dc61..1c1ea42d14d1 100644
--- a/wiki/Medals/ko.md
+++ b/wiki/Medals/ko.md
@@ -46,7 +46,7 @@
## Mod Introduction
-*참고: [Game Modifiers](/wiki/Game_Modifiers)*
+*참고: [Game Modifiers](/wiki/Game_modifier)*
**Mod Introduction** 메달은 지정된 게임 난이도 변화 모드를 사용해 맵을 클리어하면 얻을 수 있습니다. 이 메달은 신규 플레이어들이 각각의 모드를 사용해보고 게임에 쉽게 적응할 수 있도록 하기 위해서 만들어졌습니다.
diff --git a/wiki/Medals/pl.md b/wiki/Medals/pl.md
index 4815bf0f8670..3af74db2f91d 100644
--- a/wiki/Medals/pl.md
+++ b/wiki/Medals/pl.md
@@ -60,7 +60,7 @@ Medale Dedication są przyznawane za poświęcenie dużej ilości czasu w każdy
## Mod Introduction
-_Zobacz także: [Modyfikacje](/wiki/Game_Modifiers)._
+_Zobacz także: [Modyfikacje](/wiki/Game_modifier)._
Medale Mod Introduction są przyznawane za ukończenie dowolnej beatmapy z konkretną modyfikacją.
Mają one za zadanie zachęcić nowszych użytkowników do wypróbowania każdej modyfikacji oraz odkrycia, co osu! ma do zaoferowania.
diff --git a/wiki/Medals/pt-br.md b/wiki/Medals/pt-br.md
index c224dd7dd113..e67b85b0ee0e 100644
--- a/wiki/Medals/pt-br.md
+++ b/wiki/Medals/pt-br.md
@@ -7,7 +7,7 @@ outdated: true
## Beatmap Packs
-As conquistas dos **pacotes de beatmap** podem ser obtidas por **jogar cada beatmap completamente pelo menos uma vez em qualquer dificuldade** dentro de um [pacote temático](https://osu.ppy.sh/p/packlist?t=t). Você deve jogar no modo [Standard](/wiki/Game_Modes/osu!) para qualificar um estado de **CLEARED** na [listagem de pacotes](https://osu.ppy.sh/p/packlist?t=t) e medalha.
+As conquistas dos **pacotes de beatmap** podem ser obtidas por **jogar cada beatmap completamente pelo menos uma vez em qualquer dificuldade** dentro de um [pacote temático](https://osu.ppy.sh/p/packlist?t=t). Você deve jogar no modo [Standard](/wiki/Game_mode/osu!) para qualificar um estado de **CLEARED** na [listagem de pacotes](https://osu.ppy.sh/p/packlist?t=t) e medalha.
Atualmente, existem 16 conquistas neste grupo, divididas em 4 seções:
@@ -23,7 +23,7 @@ Cada uma dessas seções atualmente tem 4 volumes.
#### Requisitos:
- Concluir cada beatmap uma vez em qualquer dificuldade dentro de um [pacote de beatmap temático](https://osu.ppy.sh/p/packlist?t=t).
-- O modo deve ser [osu!Standard](/wiki/Game_Modes/osu!).
+- O modo deve ser [osu!Standard](/wiki/Game_mode/osu!).
- Extraia o pacote temático, solte todos os beatmaps .zip na lista de músicas do osu!. Abra o osu! e começar a jogar. Só isso.
- Caso o beatmap esteja em formato .zip, solte-o como .zip e não crie pastas para ele. Se você criar as pastas, você pode não obter a conquista e o estado de **CLEARED** na [listagem do pacote](https://osu.ppy.sh/p/packlist?t=t)
- Alternativamente, você pode baixar as músicas manualmente uma por uma e ainda contaria.
@@ -58,7 +58,7 @@ As conquistas **Star-based** são divididas em dois grupos, **Pass** e **S**. As
## Dedication
-As conquistas de **dedicação** podem ser obtidas por jogar muitas vezes no modo padrão/coletar muitas frutas no modo [Catch the Beat](/wiki/Game_Modes/osu!catch)/acertar um monte de batidas no modo [Taiko](/wiki/Game_Modes/osu!taiko)/pressionar um monte de teclas no modo [Mania](/wiki/Game_Modes/osu!mania).
+As conquistas de **dedicação** podem ser obtidas por jogar muitas vezes no modo padrão/coletar muitas frutas no modo [Catch the Beat](/wiki/Game_mode/osu!catch)/acertar um monte de batidas no modo [Taiko](/wiki/Game_mode/osu!taiko)/pressionar um monte de teclas no modo [Mania](/wiki/Game_mode/osu!mania).
## Mod Introduction
diff --git a/wiki/Medals/pt.md b/wiki/Medals/pt.md
index 33808ec1e09e..19459d77b437 100644
--- a/wiki/Medals/pt.md
+++ b/wiki/Medals/pt.md
@@ -7,7 +7,7 @@ outdated: true
## Beatmap Packs
-As conquistas de **Beatmap Packs** são obtidas por **jogar todos os beatmaps de um [Beatmap Pack Temático](https://osu.ppy.sh/p/packlist?t=t) pelo menos uma vez (em qualquer dificuldade)**, sendo que o modo de jogo deva ser [osu!Standard](/wiki/Game_Modes/osu!).
+As conquistas de **Beatmap Packs** são obtidas por **jogar todos os beatmaps de um [Beatmap Pack Temático](https://osu.ppy.sh/p/packlist?t=t) pelo menos uma vez (em qualquer dificuldade)**, sendo que o modo de jogo deva ser [osu!Standard](/wiki/Game_mode/osu!).
Existem 16 conquistas neste grupo, as quais são divididos em 4 seções:
@@ -23,7 +23,7 @@ Cada uma dessas seções possuem 4 volumes.
#### Requerimentos:
- Jogar todos os beatmaps de um [Beatmap Pack Temático](https://osu.ppy.sh/p/packlist?t=t) pelo menos uma vez (em qualquer dificuldade).
-- O modo de jogo deve ser osu! [Standard](/wiki/Game_Modes/osu!). (Não confirmado para o modo Taiko)
+- O modo de jogo deve ser osu! [Standard](/wiki/Game_mode/osu!). (Não confirmado para o modo Taiko)
- Extraia o Pack Temático e arraste e solte todos os beatmaps (.osz) dentro da janela do osu!
- Você pode baixar todos os beatmaps de um Beatmap Pack Temático manualmente que ainda irá contar.
- Qualquer variação na música fará com que a conquista não seja contada. TEM de ser a música e criador específicos.
@@ -55,7 +55,7 @@ Para a conquista de 1,000 e 2,000 combo, você deve procurar por beatmaps approv
## Dedication
-As conquistas de **Dedication** (Dedicação) podem ser obtidas por jogar várias vezes no modo Standard, coletar várias frutas no [Catch the Beat](/wiki/Game_Modes/osu!catch) acertar várias vezes os "tambores" do modo [Taiko](/wiki/Game_Modes/osu!taiko) / pressionando varias teclas em [osu!mania](/wiki/Game_Modes/osu!mania)
+As conquistas de **Dedication** (Dedicação) podem ser obtidas por jogar várias vezes no modo Standard, coletar várias frutas no [Catch the Beat](/wiki/Game_mode/osu!catch) acertar várias vezes os "tambores" do modo [Taiko](/wiki/Game_mode/osu!taiko) / pressionando varias teclas em [osu!mania](/wiki/Game_mode/osu!mania)
## Hush-Hush
diff --git a/wiki/Medals/ru.md b/wiki/Medals/ru.md
index bcebd3449af6..8f6da56a99e5 100644
--- a/wiki/Medals/ru.md
+++ b/wiki/Medals/ru.md
@@ -48,7 +48,7 @@ no_native_review: true
## Mod Introduction
-*См. также: [Модификаторы игры](/wiki/Game_Modifiers)*
+*См. также: [Модификаторы игры](/wiki/Game_modifier)*
Медали группы **Mod Introduction** могут быть получены за прохождение карт с указанными модами. Они направлены на то, чтобы стимулировать новых игроков опробовать каждый мод и изучить, что может предложить игра. Стоит заметить, что если игрок использует несколького модов за раз, он **не** сможет заработать *никакую* из медалей по модам за эту игру.
diff --git a/wiki/Medals/zh.md b/wiki/Medals/zh.md
index ff592ca83113..42fb578d732d 100644
--- a/wiki/Medals/zh.md
+++ b/wiki/Medals/zh.md
@@ -58,7 +58,7 @@ _S_ 奖章的获取条件,是完成一张指定星级的谱面且获得 S 评
## Mod 初体验
-_参见:[Mods](/wiki/Game_Modifiers)。_
+_参见:[Mods](/wiki/Game_modifier)。_
mod 初体验类奖章可以通过初次使用相应的 mods 来完成谱面获得,以此来激励玩家主动尝试和体验游戏提供的各种不同的 mods。
diff --git a/wiki/Modding/Star_priority/en.md b/wiki/Modding/Star_priority/en.md
new file mode 100644
index 000000000000..a764432fb6a4
--- /dev/null
+++ b/wiki/Modding/Star_priority/en.md
@@ -0,0 +1,19 @@
+---
+stub: true
+---
+
+
+
+### Star priority
+
+Star priority has two meanings:
+
+1. A method of helping Beatmap Nominators to find beatmaps worthy of bubbling and later ranking.
+ - The star priority of a beatmap is determined by how many mod posts that have gained kudosu in the beatmap's thread, the sum of kudosu stars the map set has received.
+ - A kudosu star can be given by any user to any beatmap, though shooting a kudosu star comes at the price of one kudosu.
+ - The conversion rate was formerly three kudosu for one kudosu star that increased the Star Priority by two.
+ - The higher the star priority, the higher the beatmap's thread appears in the Works in Progress or Pending subforum.
+ - At least 12 star priority is needed for a beatmap to be bubbled or ranked.
+2. A method in determining whether a Feature Request is wanted by the community.
+ - The higher the star priority, the faster it gets noticed.
+ - Users that have supporter status active when voting will shoot a pink star () that increases Star Priority by 2 each, whilst a user without supporter will shoot a blue star () that is worth only 1 each. Users may be able to shoot multiple stars depending on how many votes they have left.
diff --git a/wiki/Modding/ja.md b/wiki/Modding/ja.md
index 0abb412f59ee..1c400c3471cf 100644
--- a/wiki/Modding/ja.md
+++ b/wiki/Modding/ja.md
@@ -64,7 +64,7 @@ Osu!はリズムゲームなので、賢いリズムがビートマップ作成
### Kiai Time
-KIAIタイムは理にかなっていて、かつ使用しすぎてもいけません。それらは音楽の"大規模な"クライマックスでのみ使用されるべきです。加えてKIAI Timeは全ての難易度で一貫させるべきです。しかし[Taiko難易度ではstandardと異なる場合があります](/wiki/Game_Modes/osu!taiko)。もしKIAIがほかと違う場合、それが意図されたものかどうか確認することは悪いことではありません。
+KIAIタイムは理にかなっていて、かつ使用しすぎてもいけません。それらは音楽の"大規模な"クライマックスでのみ使用されるべきです。加えてKIAI Timeは全ての難易度で一貫させるべきです。しかし[Taiko難易度ではstandardと異なる場合があります](/wiki/Game_mode/osu!taiko)。もしKIAIがほかと違う場合、それが意図されたものかどうか確認することは悪いことではありません。
### 難易度設定
diff --git a/wiki/Modding/ru.md b/wiki/Modding/ru.md
index 81a9f132da2c..d16a57fbfe7e 100644
--- a/wiki/Modding/ru.md
+++ b/wiki/Modding/ru.md
@@ -64,7 +64,7 @@ osu! — ритм-игра, поэтому ритм для карты очень
### Kiai Time
-Не стоит злоупотреблять этим элементом. Он предназначен только для тех случаев, когда музыка достигает кульминационных точек (например, припевов). Киай тайм, как и BPM, должен быть одинаковым во всех сложностях карты. Однако, это не отностися к [Тайко](/wiki/Game_Modes/osu!taiko) дифам. В них Киай тайм может быть выставлен независимо от остальных сложностей. Исключения, конечно, возможны, но они должны быть обоснованы в достаточной степени.
+Не стоит злоупотреблять этим элементом. Он предназначен только для тех случаев, когда музыка достигает кульминационных точек (например, припевов). Киай тайм, как и BPM, должен быть одинаковым во всех сложностях карты. Однако, это не отностися к [Тайко](/wiki/Game_mode/osu!taiko) дифам. В них Киай тайм может быть выставлен независимо от остальных сложностей. Исключения, конечно, возможны, но они должны быть обоснованы в достаточной степени.
### Настройки сложности
diff --git a/wiki/Modding/th.md b/wiki/Modding/th.md
new file mode 100644
index 000000000000..0779dd8de4aa
--- /dev/null
+++ b/wiki/Modding/th.md
@@ -0,0 +1,40 @@
+# การวิจารณ์บีทแมพ(Modding)
+
+**การวิจารณ์บีทแมพ(Modding)** คือการให้ข้อเสนอแนะสำหรับ [บีทแมพ](/wiki/Beatmaps) ของคนอื่น คนที่กำลังวิจารณ์จะถูกเรียกว่า *modder* และโพสต์แต่ละอันที่ modder วิจารณ์จะถูกเรียกว่า *mod*
+
+จุดประสงค์หลักของการวิจารณ์บีทแมพ คือการช่วยให้บีทแมพที่ต้องการ [สถานะ Ranked](/wiki/Beatmaps#ranked) ดีขึ้น เพราะว่าการวิจารณ์เป็นสิ่งที่ละเอียดอ่อน และต้องใช้การวิเคราห์ การวิจารณ์บีทแมพก็เป็นหนึ่งในวิธีที่ทำให้ผู้เล่นเข้าใจการแมปมากขึ้น
+
+## การหาบีทแมพที่จะวิจารณ์
+
+ในขณะที่มันมีหลากหลายวิธีในการหาบีทแมพเพื่อที่จะวิจารณ์ ข้อมูลต่อไปนี้เป็นวิธีที่นิยมใช้กัน:
+
+- [ฟอรั่ม Modding Queues](https://osu.ppy.sh/community/forums/60) เป็นที่ที่คนใช้กันบ่อยในการหาบีทแมพเพื่อที่จะ mod และการหาคน mod บีทแมพของเรา ผู้เล่นสามารถสร้างกระทู้การสนทนา(thread) ที่จะถูกเรียกว่า *คิว(queue)* เพื่อที่จะให้ผู้เล่นคนอื่นโพสบีทแมพ ที่พวกเขาอยากให้ mod
+
+ ผู้สร้างคิวเป็นผู้คุมกฏของคิวนั้น เลือกได้ว่าบีทแมพไหนที่ควรจะ mod และส่วนใหญ่คิวจะมี 2 ประเภท:
+
+ - **Normal mod (NM):** คือการ mod ปกติ ซึ่งคนที่ขอ mod จะไม่ต้องทำอะไร
+ - **Mod for mod (M4M):** คือการแลกกัน mod ซึ่งคนขอจะต้อง mod ของคนเปิดคิวด้วย
+
+- นักวิจารณ์ที่มีชื่อเสียงส่วนใหญ่ จะทิ้งข้อความไว้ที่โปรไฟล์ของพวกเขา เพื่อให้รู้ว่าพวกเรากำลังเปิดรับ Mod อยู่หรือเปล่า
+
+- พวกเรา**ไม่**แนะนำการหาบีทแมพที่จะวิจารณ์จากหน้ารายการบีทแมพ เพราะว่าบีทแมพส่วนใหญ่นั้นไม่ได้ต้องการที่จะได้รับสถานะ Ranked ดังนั้นผู้สร้างบีทแมพจึงมีโอกาศที่จะไม่ตอบสูง
+
+## วิธีการวิจารณ์
+
+เพื่อที่จะ mod บีทแมพ เริ่มต้นโดยการโหลด เวอร์ชั่นล่าสุดของบีทแมพนั้น และเข้าไปที่ [หน้าการสนทนา](/wiki/Beatmap_Discussion) หลังจากนั้นเข้าเล่น [ระดับความยาก](/wiki/Difficulties) ที่คุณต้องการจะวิจารณ์ และจำปัญหาที่เกี่ยวกับเกมเพลย์ไว้ เมื่อเสร็จแล้วเปิดระดับความยากนั้นใน ตัวแก้ไขบีทแมพ และค้นหาปัญหาอื่น ๆ
+
+เมื่อคุณพบเจอปัญหา ให้เลือกโน้ตที่เกี่ยวข้อง และกด copy (`Ctrl` + `C`) เพื่อที่จะคัดลอกตำแหน่งเวลาเป็นรูปแบบของข้อความ แล้วกด paste (`Ctrl` + `V`) บนหน้าการสนทนา เพื่อที่จะวางข้อความที่คุณคัดลอกมา แถบ `เส้นเวลา` ใช้สำหรับปัญหาที่เจอในเฉพาะส่วนใดส่วนหนึ่งของบีทแมพ แถบ `ทั่วไป (ระดับความยากนี้)` ใช้สำหรับให้ข้อเสนอแนะโดยรวมเกี่ยวกับระดับความยากนั้น และ แถบ `ทั่วไป (ทุกระดับความยาก)` จะใช้เพื่อบอกปัญหาที่มีผลกับทั้งบีทแมพ
+
+การวิจารณ์ทั้งหมดควรบอกว่าปัญหาคืออะไร และทำไมมันถึงเป็นปัญหา และควรจะแก้ไขมันอย่างไร ดูที่ [ระเบียบวินัยสำหรับการวิจารณ์และการแมพ](/wiki/Rules/Code_of_Conduct_for_Modding_and_Mapping#making-a-mod-post) สำหรับข้อมูลเพิ่มเติมเกี่ยวกับการเขียนโพสต์วิจารณ์
+
+ผู้สร้างบีทแมพมักจะให้ [kudosu](/wiki/Glossary#kudosu!) สำหรับโพสต์การวิจารณ์ที่มีประโยชน์ ด้วยการกดปุ่ม *ชูนิ้วโป้ง* สถิติจะถูกเก็บบนโปรไฟล์ของคน mod และจะถูกนำมาเป็นแหล่งอ้างอิงเมื่อจะสมัครเป็น [ผู้อนุมัติบีทแมพ](/wiki/People/The_Team/Beatmap_Nominators)
+
+## ชนิดของโพสต์การวิจารณ์
+
+จุดมุ่งหมายของโพสต์ `ข้อผิดพลาด` หรือ `ข้อเสนอแนะ` ที่ถูกโพสต์ คือเพื่อที่จะอธิบายสิ่งที่คาใจเกี่ยวกับบีทแมพ
+
+โพสต์วิจารณ์ส่วนมาก จะพูดถึงปัญหาที่เกิดขึ้นในบีทแมพ เช่น hitsound clap ที่หายไป ซึ่งควรจะอยู่ตรงนั้นตามแบบ hitsound ของแมป ซึ่งอาจจะเกิดขึ้นเพราะว่าลืมใส่
+
+การที่ให้วิธีการแมปวิธีอื่น ๆ ก็เป็นโพสต์การวิจารณ์ที่ค้นพบได้บ่อยเช่นกัน ซึ่งบางส่วนของบีทแมพนั้นอาจจะดีและในสถานะที่เป็นอยู่ แต่ผู้วิจารณ์สามารถอธิบายว่าสามารถทำให้มันดีขึ้นไปอีกได้อย่างไร
+
+ในบีทแมพที่ตั้งเป้าหมายไว้ สถานะ Ranked ต้องเช็คดูว่าได้ทำตาม [กฎเกณฑ์การ Ranked](/wiki/Ranking_Criteria) จำนวนหนึ่งของการวิจารณ์ที่ถูกสร้างขึ้นจะเป็นเรื่องเกี่ยวกับกฎเกณฑ์พวกนี้
diff --git a/wiki/Multi/en.md b/wiki/Multi/en.md
index 82a6b0b9bd98..92424f759df9 100644
--- a/wiki/Multi/en.md
+++ b/wiki/Multi/en.md
@@ -182,9 +182,9 @@ Beatmap status | Effect
 mods options \(with Free Mods enabled\)")
The lower left section is the Mods section.
-This section will show the [game mods](/wiki/Game_Modifiers) used for this match.
+This section will show the [game mods](/wiki/Game_modifier) used for this match.
-For host-side, the host can enable `Free Mods` to allow players to use any mods _except_ Speed ([Double Time (DT)](/wiki/Game_Modifiers#double-time)/[Nightcore (NC)](/wiki/Game_Modifiers#nightcore) or [Half Time (HT)](/wiki/Game_Modifiers#half-time)) mods.
+For host-side, the host can enable `Free Mods` to allow players to use any mods _except_ Speed ([Double Time (DT)](/wiki/Game_modifier/Double_Time)/[Nightcore (NC)](/wiki/Game_modifier/Nightcore) or [Half Time (HT)](/wiki/Game_modifier/Half_Time)) mods.
Host-selected mods other than the Speed mods will not be enforced upon players.
#### Team Mode, Win Condition, Tag Colour
@@ -199,8 +199,8 @@ Team Mode | Description
:-- | :--
`Head to Head` | Compete against each other to reach the top spot of the match leaderboard.
`Team Vs` | Compete against Red/Blue team for match supremacy.
-`Tag Coop` [osu! only, UNRANKED] | Team up to complete the beatmap, one combo at a time together.
-`Tag Team Vs` [osu! only, UNRANKED] | Tag Coop, with Red Team and Blue Team match competition.
+`Tag Coop` \[osu! only, UNRANKED\] | Team up to complete the beatmap, one combo at a time together.
+`Tag Team Vs` \[osu! only, UNRANKED\] | Tag Coop, with Red Team and Blue Team match competition.
**Note:** The winner's avatar will be shown at the grade screen for Head to Head Team Mode only.
@@ -265,7 +265,7 @@ When a player's health bar has been depleted completely, the player's beatmap pl
Entering failed state at least once will consider the score and accuracy of this match to not be counted as ranked entry.
However, the failed player can continue playing and can be revived upon reaching full health.
-If [Sudden Death (SD)](/wiki/Game_Modifiers#sudden-death)/[Perfect (PF)](/wiki/Game_Modifiers#perfect) was used, revival from failed state is impossible.
+If [Sudden Death (SD)](/wiki/Game_modifier/Sudden_Death)/[Perfect (PF)](/wiki/Game_modifier/Perfect) was used, revival from failed state is impossible.
#### Result, Retry, and Replay
@@ -293,7 +293,7 @@ The leaderboard now shows the players in the match with live changes based on Wi
- If Combo: Team's current combo count, score and hit score are shown in real-time.
- If _Failed_: Match ends and \[Tag Coop\] return to the Match Setup or \[Tag Team Vs\] automated win for the surviving team.
- The failed players will not contribute towards the team score until revived back upon reaching full health.
-- If _Quit_: [Auto](/wiki/Game_Modifiers#auto) will take over the _Quit_ player.
+- If _Quit_: [Auto](/wiki/Game_modifier/Auto) will take over the _Quit_ player.
- If all members of the same colour team left the match, the match will end with the win on the other colour team.
A failed or quitted player will be placed at the bottom of the leaderboard separately from other alive players, and placement changes can still occur among failed/quitted players.
@@ -307,7 +307,7 @@ Status/Colour | Description
:-: | :--
**Normal/Blue** | **Player has _more_ than half of health**, usually at full. The concentration of blue colour will grow brighter if the player's health bar is increasing to full and bleed to red by losing the health bar more than half of the health bar length.
**Danger/Purple-Red** | **Player has _less_ than half of health**. The concentration of red colour will grow brighter if the player's health bar is decreasing to empty and diminished to blue by filling the health bar more than half the health bar length.
-**Failed/Grey** | **Player unable to reserve the final sliver of health/no health left in the health bar**. The player can continue playing and if [Sudden Death (SD)](/wiki/Game_Modifiers#sudden-death)/[Perfect (PF)](/wiki/Game_Modifiers#perfect) was not used, refilling the health bar completely will "revive" the player from the failed status to normal. Also, score will not be contributed towards the team score at this state. Text colour will be changed from white to red.
+**Failed/Grey** | **Player unable to reserve the final sliver of health/no health left in the health bar**. The player can continue playing and if [Sudden Death (SD)](/wiki/Game_modifier/Sudden_Death)/[Perfect (PF)](/wiki/Game_modifier/Perfect) was not used, refilling the health bar completely will "revive" the player from the failed status to normal. Also, score will not be contributed towards the team score at this state. Text colour will be changed from white to red.
**Tag/Green** | _Tag Coop and Tag Team Vs only_. **This is a permanent colour scheme for the match to all and will not change based on health bar status**. There will be a green arrow pointing to the current player playing the beatmap with a subtle white glow.
**Skipped/White** | **A request notice from the player to skip the start-up rest if the beatmap/difficulty has a start-up rest**. Players that press the `Skip` button at the lower-right of the screen will be given a small yellow box at the lower right on their box with white Skipped text. **All players must do so for the Skip to take effect**.
**Quit/Varies** | **Player quit the match**. Two possible ways to enter this state: (1) hitting `Esc` twice, or (2) disconnected from Bancho. Text colour will be changed from white to red, with `[Quit]` appended at the end. Box colour signify the status before quitting the game.
@@ -391,7 +391,7 @@ The player can adjust for fixed combo colour at Match Setup under **Tag Colour**
**All players must spin the spinner**.
Refusal or unable to complete the spinner will break the current combo count.
-If a player quits during the match, [Auto](/wiki/Game_Modifiers#auto) will take over for the player that left.
+If a player quits during the match, [Auto](/wiki/Game_modifier/Auto) will take over for the player that left.
For Tag Coop, all players will share the same health bar.
If the health bar was depleted completely (failed state), the match ends and all players return to the Match Setup immediately without result.
@@ -399,9 +399,9 @@ If the health bar was depleted completely (failed state), the match ends and all
For Tag Team Vs, each team has its own respective health bar that are visible to teammates only.
If the health bar was depleted completely (failed state), the match ends by giving victory to the other team.
-If [Easy (EZ)](/wiki/Game_Modifiers#easy) game modifier was used, the two health bar refill provided by the game modifier will still occur but will be depleted completely immediately after _just_ to fail the beatmap.
+If [Easy (EZ)](/wiki/Game_modifier/Easy) game modifier was used, the two health bar refill provided by the game modifier will still occur but will be depleted completely immediately after _just_ to fail the beatmap.
-Players using [Sudden Death (SD)](/wiki/Game_Modifiers#sudden-death)/[Perfect (PF)](/wiki/Game_Modifiers#perfect) game modifier will have a different interface than other players, especially when it comes to the effects.
+Players using [Sudden Death (SD)](/wiki/Game_modifier/Sudden_Death)/[Perfect (PF)](/wiki/Game_modifier/Perfect) game modifier will have a different interface than other players, especially when it comes to the effects.
If the teammate does **not** use that game modifier and made a small mistake enough to trigger the mod effect, the beatmap will continue as normal, and players using the mod will have their health bar interface drained and stuck to empty with no ill effect (meaning, visual effect only).
If the player _using_ the mod made a mistake and triggered it, the actual effect will occur and failed state will be triggered immediately.
diff --git a/wiki/Multi/ru.md b/wiki/Multi/ru.md
index 16384f05ebc2..e6df86c75c1b 100644
--- a/wiki/Multi/ru.md
+++ b/wiki/Multi/ru.md
@@ -161,7 +161,7 @@
 у игрока \(при свободных модах\)")
-Ниже находится меню игровых модов. Тут будут показаны выбранные [игровые моды](/wiki/Game_Modifiers). Хост может установить `Cвободные моды`, чтобы остальные игроки могли выбирать свои моды (*кроме* [Double Time (DT)](/wiki/Game_Modifiers#double-time)/[Nightcore (NC)](/wiki/Game_Modifiers#nightcore) или [Half Time (HT)](/wiki/Game_Modifiers#half-time)). При этом выбранные хостом моды (кроме модов на скорость) не будут включены для остальных игроков.
+Ниже находится меню игровых модов. Тут будут показаны выбранные [игровые моды](/wiki/Game_modifier). Хост может установить `Cвободные моды`, чтобы остальные игроки могли выбирать свои моды (*кроме* [Double Time (DT)](/wiki/Game_modifier/Double_Time)/[Nightcore (NC)](/wiki/Game_modifier/Nightcore) или [Half Time (HT)](/wiki/Game_modifier/Half_Time)). При этом выбранные хостом моды (кроме модов на скорость) не будут включены для остальных игроков.
#### Командный режим, условие победы, цвет комбо в Tag Coop
@@ -234,7 +234,7 @@
Когда полоска здоровья игрока полностью истощается, рекорд считается проигранным. Если игрок проиграл хотя бы раз, то его очки и точность не будут учитываться в общей статистике. Однако, проигравший игрок может продолжать играть и восстановиться при достижении полного здоровья.
-Если включен [Sudden Death (SD)](/wiki/Game_Modifiers#sudden-death) либо [Perfect (PF)](/wiki/Game_Modifiers#perfect), то восстановиться не получится.
+Если включен [Sudden Death (SD)](/wiki/Game_modifier/Sudden_Death) либо [Perfect (PF)](/wiki/Game_modifier/Perfect), то восстановиться не получится.
#### Результаты, ретрай и реплей
@@ -259,7 +259,7 @@
- Если Combo: Текущее комбо команды, счет и очки за нажатия показываются в реальном времени.
- Если *Failed*: Матч заканчивается и при \[Tag Coop\] игроки возвращаются в комнату, а при \[Tag Team Vs\] выжившая команда автоматически выигрывает.
- Проигравшие игроки не будут учитываться в общем счете команды пока не восстановятся, достигнув полной полоски здоровья.
-- Если *Quit*: [Auto](/wiki/Game_Modifiers#auto) будет играть за ушедшего игрока.
+- Если *Quit*: [Auto](/wiki/Game_modifier/Auto) будет играть за ушедшего игрока.
- Если все игроки одной команды покинут матч, то другая команда будет объявлена победителем.
Проигравшие или покинувшие игроки будут находиться внизу турнирной таблицы отдельно от остальных игроков, хотя все равно могут менять соревноваться друг с другом.
@@ -274,7 +274,7 @@
| :-: | :-- |
| **Нормальный/Синий** | **У игрока *больше* половины здоровья**, обычно полное. Цвет будет ярче, если у игрока высокое здоровье, и покраснеет, если здоровье упадет ниже половины. |
| **Опасность/Красный** | **Игрок имеет *менее* половины здоровья**. Красный будет всё насыщеннее при уменьшении здоровья и сменится синим при увеличении здоровья выше половины. |
-| **Failed/Серый** | **Полоска здоровья опустела.** Игрок может продолжить играть и, если не были использованы [Sudden Death (SD)](/wiki/Game_Modifiers#sudden-death)/[Perfect (PF)](/wiki/Game_Modifiers#perfect), восполнение здоровья полностью вернет игрока к нормальному состоянию. Также в этом состоянии счет игрока не будет учитываться в общем счете команды. Ник игрока поменяет цвет с белого на красный. |
+| **Failed/Серый** | **Полоска здоровья опустела.** Игрок может продолжить играть и, если не были использованы [Sudden Death (SD)](/wiki/Game_modifier/Sudden_Death)/[Perfect (PF)](/wiki/Game_modifier/Perfect), восполнение здоровья полностью вернет игрока к нормальному состоянию. Также в этом состоянии счет игрока не будет учитываться в общем счете команды. Ник игрока поменяет цвет с белого на красный. |
| **Tag/Зеленый** | *Только для Tag Coop и Tag Team Vs*. **Это постоянный цвет для каждого игрока на весь матч и не зависит от состояния полоски здоровья.** На текущего игрока будет указывать зеленая стрелка. |
| **Skipped/Белый** | **Игрок попросил пропустить начало песни, если таковое имеется.**. Игроки, нажавшие кнопку `Skip` справа снизу экрана, будут отмечены желтой отметкой с надписью `Skipped`. **Чтобы пропустить, Skip должны нажать все игроки**. |
| **Quit/Различается** | **Игрок покинул матч**. Существует два способа войти в это состояние: (1) нажать `Esc` дважды, или (2) отсоединиться от Bancho. Цвет текста изменится с белого на красный, и появится надпись `[Quit]` в конце. Цвет будет тем же, что был у игрока перед выходом из игры. |
@@ -343,11 +343,11 @@ Head to Head — это режим, где игроки соревнуются
**Все игроки должны крутить спиннер**. Если же кто-то не докрутит спиннер до конца, текущее комбо будет сброшено.
-Если игрок покидает игру во время матча, за него будет играть [Auto](/wiki/Game_Modifiers#auto).
+Если игрок покидает игру во время матча, за него будет играть [Auto](/wiki/Game_modifier/Auto).
В режиме Tag Coop у игроков одна полоска здоровья на всех. Если полоска здоровья опустошается полностью, матч заканчивается, и все игроки сразу возвращаются в комнату без показа экрана результатов.
-В режиме Tag Team Vs у каждой команды есть своя полоска здоровья, которая видна только членам этой команды. Если полоска здоровья одной из команд опустошается полностью, матч заканчивается преждевременно, и победа присуждается другой команде. Если был включен [Easy (EZ)](/wiki/Game_Modifiers#easy) мод, полоска здоровья будет, как обычно, дважды восполняться, но сразу после этого опустошится полностью и карта будет проиграна. Игроки, использующие [Sudden Death (SD)](/wiki/Game_Modifiers#sudden-death)/[Perfect (PF)](/wiki/Game_Modifiers#perfect), будут иметь немного отличающийся интерфейс, особенно в плане эффектов. Если игрок **с выключенным** модом делает ошибку, карта будет продолжаться как обычно, но у игроков со включённым полоска здоровья опустеет и не будет подниматься, однако никакого влияния **на игровой процесс** это не окажет (то есть будет только визуальный эффект). Если же ошибку сделает игрок, *использующий* мод, игроки проиграют незамедлительно.
+В режиме Tag Team Vs у каждой команды есть своя полоска здоровья, которая видна только членам этой команды. Если полоска здоровья одной из команд опустошается полностью, матч заканчивается преждевременно, и победа присуждается другой команде. Если был включен [Easy (EZ)](/wiki/Game_modifier/Easy) мод, полоска здоровья будет, как обычно, дважды восполняться, но сразу после этого опустошится полностью и карта будет проиграна. Игроки, использующие [Sudden Death (SD)](/wiki/Game_modifier/Sudden_Death)/[Perfect (PF)](/wiki/Game_modifier/Perfect), будут иметь немного отличающийся интерфейс, особенно в плане эффектов. Если игрок **с выключенным** модом делает ошибку, карта будет продолжаться как обычно, но у игроков со включённым полоска здоровья опустеет и не будет подниматься, однако никакого влияния **на игровой процесс** это не окажет (то есть будет только визуальный эффект). Если же ошибку сделает игрок, *использующий* мод, игроки проиграют незамедлительно.
Если вы играете в оконном режиме, обратите внимания, что курсор **не** ограничен границами окна во время перерыва или не во время очереди игрока.
diff --git a/wiki/Music_theory/Beat/en.md b/wiki/Music_theory/Beat/en.md
new file mode 100644
index 000000000000..5454693ddbf4
--- /dev/null
+++ b/wiki/Music_theory/Beat/en.md
@@ -0,0 +1,5 @@
+# Beat
+
+A **beat** is a repeating unit of time in music, in particular the pulse of the music to which the listener taps to. In osu!, you can compare them to the white ticks in the [editor timeline](/wiki/Beatmap_Editor/Timelines) which form the backbone of the rhythm of the song.
+
+
diff --git a/wiki/Music_theory/Beat/img/timeline.png b/wiki/Music_theory/Beat/img/timeline.png
new file mode 100644
index 000000000000..2aca59fc9d59
Binary files /dev/null and b/wiki/Music_theory/Beat/img/timeline.png differ
diff --git a/wiki/Guides/Music_Theory/en.md b/wiki/Music_theory/en.md
similarity index 94%
rename from wiki/Guides/Music_Theory/en.md
rename to wiki/Music_theory/en.md
index 2b5569a707fa..2a67e42d1868 100644
--- a/wiki/Guides/Music_Theory/en.md
+++ b/wiki/Music_theory/en.md
@@ -1,4 +1,4 @@
-# Music theory guide
+# Music theory
*[Original guide by ziin](https://osu.ppy.sh/community/forums/topics/58959)*
@@ -24,25 +24,25 @@ This is where the downbeat (usually) is omitted, or dropped. By dropping the bea
### Onbeat sliders
-
+
These are the most common sliders you will find. They play well, are easy to predict, and occasionally bland. Note how the slider starts on beats 1 and 3, which are the downbeats.
### Upbeat sliders
-
+
This is what I like to call them. Sliders which start on beat 4 have a serious problem associated with them: if it’s a 1/1 slider, it will *end* on the downbeat. That leaves the downbeat unstressed, and can be awkward to play, especially when repeated.
### Offbeat sliders
-
+
I call sliders which start on red ticks offbeat. These are especially dangerous because they usually leave you without a steady beat. Try to avoid repeating them, as they also suffer from the same complications as upbeat sliders.
### 2x+ Repeating sliders
-
+
Repeating sliders can be very interesting, but often times people will add multiple repeats on them. I consider repeating sliders which have more than 1 repeat to be confusing, because often times the 4th repeat does not show itself until you have already hit the slider itself. Short sliders and long sliders do not have this problem because short sliders can usually be predicted easily, and long sliders give you enough time to react. There are very few instances where a 2x repeating slider works better than 2x regular sliders or 4x circles.
@@ -50,7 +50,7 @@ One obvious exception is in long streams where a repeating slider is used to rep
### Slider patterns
-
+
Alternating circle, slider, circle, slider is a neat way to map dotted half note rhythms (ie, 1 and 1/2 rhythms) because it puts the stress on the slider, which is usually the stressed note. I personally love these rhythms, and prefer them over 1x repeating sliders. You can also do circle circle slider circle slider slider, etc… It’s as simple as mixing up a straight 1/1 or 1/2 rhythm by stressing certain notes using sliders in different places.
@@ -62,7 +62,7 @@ Sliders in osu! most closely resemble a held note in music since spinners are ra
### The most important thing to remember
-
+
Most music works in groups of 2 or 4. 4 beats to a measure, 4 measures to a phrase, etc… So long as you place a slider beginning or a circle on the downbeat (long white tick) and sometimes the middle of the phrase, you can put in any number of upbeat or offbeat sliders with crazy slider patterns, stupid short sliders and silly streams in the map, even if it doesn’t fit the song. I’m serious. It’s obviously not entirely recommended, since then you can take any song with the same BPM and song structure, copy/paste it, and have the same low quality map. It’s also important to map to the music, but most music just repeats itself over and over again, so it’s good to throw in something different from time to time.
diff --git a/wiki/Guides/Music_Theory/fr.md b/wiki/Music_theory/fr.md
similarity index 95%
rename from wiki/Guides/Music_Theory/fr.md
rename to wiki/Music_theory/fr.md
index 951bc4ab0c0c..317575950c48 100644
--- a/wiki/Guides/Music_Theory/fr.md
+++ b/wiki/Music_theory/fr.md
@@ -24,25 +24,25 @@ C'est là que le temps fort (généralement) est omis. Sauter un temps dans une
### Sliders des temps forts
-
+
C'est les sliders les plus communs que vous pouvez trouver. Ils sont facile à jouer, à prédire et parfois fades. Les notes où les sliders commencent aux temps 1 et 3, qui sont les temps forts.
### Sliders des temps faibles
-
+
C'est la façon dont je les appelle. Les sliders qui commencent au temps 4 ont un sérieux problème : si c'est un slider 1/1, il *finira* sur le temps fort. Ils laissent le temps fort sans stress, et peuvent sembler étrange à jouer, surtout lorsqu'ils sont répétés.
### Sliders décalés
-
+
J'appelle comme cela les sliders qui commencent sur des ticks rouges décalés. Ceux-ci sont particulièrement dangereux car ils vous laissent généralement sans battement régulier. Essayez d'éviter de les répéter, car ils souffrent également des mêmes problèmes que les sliders des temps faibles.
### Sliders répétés
-
+
La répétition de sliders peut être très intéressante, mais souvent, les utilisateurs ajoutent plusieurs répétitions. Je considère que la répétition de sliders comportant plus d'une répétition est source de confusion, car souvent la 4ème répétition n'apparaît que lorsque vous avez déjà appuyé sur le slider. Les sliders courts et les sliders longs ne posent pas ce problème car ils peuvent généralement être facilement prédits, et les sliders longs vous donnent le temps de réagir. Il existe très peu de cas où un slider répété 2 fois fonctionne mieux que 2 sliders normaux ou 4 cercles.
@@ -50,7 +50,7 @@ Une exception évidente concerne les streams longs où un slider de répétition
### Patterns de slider
-
+
Alterner cercle, slider, cercle, slider est une manière élégante de mapper des rythmes en demi-notes en pointillés (c.-à-d. les rythmes 1 et 1/2) car elle met l’accent sur le slider, qui est généralement la note accentuée. Personnellement, j'adore ces rythmes et je les préfère aux slider à une répétition. Vous pouvez également faire cercle cercle slider slider cercle slider, etc ... C’est aussi simple que de mélanger un rythme 1/1 ou 1/2 en accentuant certaines notes en utilisant des sliders à différents endroits.
@@ -62,7 +62,7 @@ Les sliders sur osu! ressemblent plus à une note maintenue dans la musique puis
### La chose la plus importante à retenir
-
+
La plupart des musiques fonctionnent par groupes de 2 ou 4. 4 temps à la mesure, 4 mesures à la phrase, etc. Tant que vous placez un début de spinner ou un cercle sur le temps fort (long tick blanc) et parfois au milieu de la phrase, vous pouvez insérer n'importe quel nombre de sliders des temps faibles ou décalés avec des patterns de sliders fous, des sliders courts stupides et des stream stupides sur la map, même si cela ne correspond pas à la chanson. Je suis sérieux. Ce n’est évidemment pas tout à fait recommandé, car vous pouvez alors copier n'importe quel morceau avec le même BPM et la même structure, le copier / coller et obtenir la même carte de qualité médiocre. Il est également important de mapper sur la musique, mais la plupart des musiques se répètent encore et encore, il est donc bon d’apporter quelque chose de différent de temps en temps.
diff --git a/wiki/Music_theory/img/2x+_Repeating_sliders.jpg b/wiki/Music_theory/img/2x+_Repeating_sliders.jpg
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diff --git a/wiki/Guides/Music_Theory/img/MusicTheory1.png b/wiki/Music_theory/img/MusicTheory1.png
similarity index 100%
rename from wiki/Guides/Music_Theory/img/MusicTheory1.png
rename to wiki/Music_theory/img/MusicTheory1.png
diff --git a/wiki/Music_theory/img/Music_Theory_Important.jpg b/wiki/Music_theory/img/Music_Theory_Important.jpg
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diff --git a/wiki/Guides/Music_Theory/img/Musictheory1ru.png b/wiki/Music_theory/img/Musictheory1-RU.png
similarity index 100%
rename from wiki/Guides/Music_Theory/img/Musictheory1ru.png
rename to wiki/Music_theory/img/Musictheory1-RU.png
diff --git a/wiki/Music_theory/img/Offbeat_sliders.jpg b/wiki/Music_theory/img/Offbeat_sliders.jpg
new file mode 100644
index 000000000000..37c434b1968b
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diff --git a/wiki/Music_theory/img/On_Beat_Sliders.jpg b/wiki/Music_theory/img/On_Beat_Sliders.jpg
new file mode 100644
index 000000000000..eb2c34fc3ebc
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diff --git a/wiki/Music_theory/img/Short_Sliders_vs_Long_sliders.jpg b/wiki/Music_theory/img/Short_Sliders_vs_Long_sliders.jpg
new file mode 100644
index 000000000000..9d1aada7a4b0
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diff --git a/wiki/Music_theory/img/Slider_patterns.jpg b/wiki/Music_theory/img/Slider_patterns.jpg
new file mode 100644
index 000000000000..d0d5632c2fa4
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diff --git a/wiki/Music_theory/img/Upbeat_sliders.jpg b/wiki/Music_theory/img/Upbeat_sliders.jpg
new file mode 100644
index 000000000000..3ebc67b4f986
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diff --git a/wiki/Guides/Music_Theory/ja.md b/wiki/Music_theory/ja.md
similarity index 94%
rename from wiki/Guides/Music_Theory/ja.md
rename to wiki/Music_theory/ja.md
index 60d960c5fa65..310cdf43f356 100644
--- a/wiki/Guides/Music_Theory/ja.md
+++ b/wiki/Music_theory/ja.md
@@ -24,31 +24,31 @@ Osuはリズムゲームであり、BPMにフィットしたものより、曲
### Onbeat sliders
-
+
これらはあなたが見つけることができる最も一般的なスライダーです。上手く再生され、予測もしやすく、時々落ち着いたものになります。1番目と3番目のBeat、すなわちdownbeatでスライダーをおいてください。
### Upbeat sliders
-
+
4番目のBeatから始まるスライダーは深刻な問題があります。それが1/1スライダーである場合Downbeatで**終わり**がやってきます。それはDownbeatの存在感が薄れ、プレイする際に特に繰り返された場合はぎこちなく感じることができます
### Offbeat sliders
-
+
offbeatである赤線で始まるスライダーがそう呼ばれます。安定したBeatの上に成り立つリズムではないので非常に危険な場合があります。Upbeatのスライダーと同様に使用は避けてください。
### 2x+ Repeating sliders
-
+
リピートスライダーは非常に興味深いものになる場合がありますが、多くの場合人々は複数回のリピートを使用します。2番目以降のリバースはリピートが打つまで見ることができないため、1よりも多くのリピートがあると混乱します。短いスライダーは予測でき、長いスライダーはリバースを見ることが簡単なため、短かったり長い分には問題とはならないでしょう。2つのリピートスライダーは2つの普通のスライダーや4つのサークルよりも良くなる場合もあります。
### Slider patterns
-
+
スライダーに重点を置き、サークル、スライダー、サークル、スライダーを交互に隙間をおいて半分のnoteのリズムをマッピングする方法です。またサークル、サークル、スライダー、スライダーといった音も取ることも可能で、他の場所でスライダーを使用し、特定のノートを強調することにより、1/1あるいは1/2リズムと同じくらい簡単に混ぜることができます。
@@ -60,7 +60,7 @@ offbeatである赤線で始まるスライダーがそう呼ばれます。安
### 覚えておくべき点
-
+
殆どの音楽では2か4のグループがあります。1小節で4Beat、4小節で1フレーズ等、なのであなたはDownbeat(長い白線)でスライダーのスタート、もしくはサークルを置き時々フレーズの途中に入れている限り、たとえ曲と合っていなくてもUpbeatのいずれか、もしくはoffbeatに癖のあるスライダーや短いスライダーを入れることもできます。
diff --git a/wiki/Guides/Music_Theory/ru.md b/wiki/Music_theory/ru.md
similarity index 98%
rename from wiki/Guides/Music_Theory/ru.md
rename to wiki/Music_theory/ru.md
index 76507378e085..5c8b313d39ac 100644
--- a/wiki/Guides/Music_Theory/ru.md
+++ b/wiki/Music_theory/ru.md
@@ -8,7 +8,7 @@ osu! является прежде всего ритм-игрой, и в сво
### Размер такта
-
+
Музыка состоит из повторяющихся частей, называемых тактами. На картинке справа представлен такт размера 4/4: первое число означает, что он состоит из 4 сильных, акцентированных нот, а второе — что каждая из этих нот равна по длине т.н. *четвертной* ноте. Понятие единичной, половинной, четвертной и т.д. нот вводится для того, чтобы их можно было сравнивать по длине и определять, во сколько раз каждая нота (звук) длится дольше другой.
@@ -42,7 +42,7 @@ osu! является прежде всего ритм-игрой, и в сво
**Сильная доля** (англ. downbeat или upbeat) — это акцентированная нота, зачастую обозначающая начало новой части (такта) в музыке. Её английское название (downbeat) связано с нисходящим жестом дирижёра на первой доле каждого такта. Как следует из названия, на акцентированную ноту обращается больше внимания за счёт её выделения среди остальных.
-
+
Чтобы понять, как звучат сильные доли, взгляните на изображение справа, а затем [прослушайте музыкальный фрагмент](https://www.music-theory.ru/sound/PP/19/19_ex2.mp3). Под каждой из акцентированных нот расположен символ /\\ или >.
@@ -107,19 +107,19 @@ osu! является прежде всего ритм-игрой, и в сво
### Даунбит
-
+
Даунбит-слайдеры начинаются с первой или третьей ноты такта. Они являются наиболее популярными в маппинге за счёт их интуитивности и простоты восприятия. Игрок нажимает на начало слайдера при звучании сильной, акцентированной ноты и тем самым подыгрывает песне.
### Апбит или бэкбит
-
+
Апбит-слайдеры начинаются со второй или четвёртой ноты в такте. Несмотря на то, что эта нота традиционно менее сильна, чем даунбит, они тоже зачастую хорошо играются при достаточно малой длине (см. ниже, почему).
### Оффбит
-
+
Оффбит-слайдеры начинаются со всех остальных нот, т.е. с красных (чаще всего), синих и других тиков временно́й шкалы.
@@ -131,7 +131,7 @@ osu! является прежде всего ритм-игрой, и в сво
### Слайдеры с повторами
-
+
Слайдер с более чем одним повтором (реверс-стрелкой).
diff --git a/wiki/Options/de.md b/wiki/Options/de.md
index 744ccd43f226..3c19db7b3fc7 100644
--- a/wiki/Options/de.md
+++ b/wiki/Options/de.md
@@ -211,7 +211,7 @@ Hinweis: Das derzeitig abgespielte Lied in der Jukebox wird dazu verwendet.
##### osu!mania-Layout
-Tasteneinstellung für die jeweilige Spalte. **Drück die Taste für die jeweilige Spalte.** Ansonsten wird die [Standardtasteneinstellung](/wiki/Game_Modes/osu!mania) für osu!mania verwendet.
+Tasteneinstellung für die jeweilige Spalte. **Drück die Taste für die jeweilige Spalte.** Ansonsten wird die [Standardtasteneinstellung](/wiki/Game_mode/osu!mania) für osu!mania verwendet.
| Name | Effekt |
| :-- | :-- |
diff --git a/wiki/Options/en.md b/wiki/Options/en.md
index 3abf6d9324c0..6b0802a8d5de 100644
--- a/wiki/Options/en.md
+++ b/wiki/Options/en.md
@@ -311,7 +311,7 @@ If you open the dropdown list for `Confine mouse cursor`, you will be presented
| Name | Description | Type |
| :-- | :-- | :-- |
| `Change keyboard bindings` | Displays a dialog of the keyboard bindings. See [Keyboard Bindings](/wiki/Keyboard_Bindings) for more details. | Button |
-| `osu!mania layout` | Displays a dialog of osu!mania key bindings. See [osu!mania layout](/wiki/Game_Modes/osu!mania) for more details. | Button |
+| `osu!mania layout` | Displays a dialog of osu!mania key bindings. See [osu!mania layout](/wiki/Game_mode/osu!mania) for more details. | Button |
### Other
diff --git a/wiki/Options/fr.md b/wiki/Options/fr.md
index bd13ef1b148b..40c57fa995c7 100644
--- a/wiki/Options/fr.md
+++ b/wiki/Options/fr.md
@@ -56,7 +56,7 @@ Un redémarrage sera probablement requis pour appliquer les modifications apport
- Limiteur de FPS: (contrôle le nombre d'images maximales par seconde):
- 60fps (VSync)
- 60fps (latence lente)
- - 120fps [Par défaut]
+ - 120fps \[Par défaut\]
- Illimité (en cours de jeu)
- Illimité
@@ -191,7 +191,7 @@ Notez que la musique que vous écouterez lorsque vous lancerez l'assistant sera
##### Configuration d'osu!mania
-Cette interface vous permet de modifier les contrôles du mode osu!mania. Par ailleurs, les [touches par défaut](/wiki/Game_Modes/osu!mania) seront paramétrées à la base. **Pour entrer vos contrôles, entrez simplement les lettres de votre choix.**
+Cette interface vous permet de modifier les contrôles du mode osu!mania. Par ailleurs, les [touches par défaut](/wiki/Game_mode/osu!mania) seront paramétrées à la base. **Pour entrer vos contrôles, entrez simplement les lettres de votre choix.**
| Nom | Effet |
| :-- | :-- |
diff --git a/wiki/Options/pl.md b/wiki/Options/pl.md
index b26a50d34e34..116188a5f863 100644
--- a/wiki/Options/pl.md
+++ b/wiki/Options/pl.md
@@ -303,7 +303,7 @@ Jeżeli rozwiniesz listę dla `Ograniczaj kursor myszy`, zobaczysz następujące
| Nazwa | Opis | Typ |
| :-- | :-- | :-- |
| `Ustawienia klawiatury` | Otwiera nakładkę z ustawieniami klawiatury. Sprawdź [ten artykuł](/wiki/Keyboard_Bindings), aby dowiedzieć się więcej. | Przycisk |
-| `Styl osu!mania` | Otwiera nakładkę z ustawieniami sterowania w trybie osu!mania. Sprawdź [ten artykuł](/wiki/Game_Modes/osu!mania), aby dowiedzieć się więcej. | Przycisk |
+| `Styl osu!mania` | Otwiera nakładkę z ustawieniami sterowania w trybie osu!mania. Sprawdź [ten artykuł](/wiki/Game_mode/osu!mania), aby dowiedzieć się więcej. | Przycisk |
### Inne
diff --git a/wiki/People/Community_Contributors/zh.md b/wiki/People/Community_Contributors/zh.md
index d46d96ea7740..faacaec23705 100644
--- a/wiki/People/Community_Contributors/zh.md
+++ b/wiki/People/Community_Contributors/zh.md
@@ -2,15 +2,13 @@
no_native_review: true
---
-
-
# 社区贡献者
-
+
-**社区贡献者** 是对那些主动向 osu! 社区投入了大量的心血,提供服务,贡献工具和新功能而使许多用户受益的人进行表彰所给予的名牌。这个名牌代表着他们曾为整个社区做出了显著的贡献。
+**社区贡献者** 是对那些主动向 osu! 社区投入了大量的心血,提供服务,贡献工具和新功能而使许多用户受益的人进行表彰所给予的徽章。这个徽章代表着他们曾为整个社区做出了显著的贡献。
-与社区贡献者相比,与 [osu! Alumni](/wiki/People/The_Team/osu!_Alumni) 不同的是,后者纪念的是曾经的 osu!团队成员(如 [GMT](/wiki/People/The_Team/Global_Moderation_Team),[QAT](/wiki/Quality_Assurance_Team),等等),社区贡献者名牌则授予那些在责任之外自发帮助改善 osu! 和社区环境的人。
+与社区贡献者相比,与 [osu! Alumni](/wiki/People/The_Team/osu!_Alumni) 不同的是,后者纪念的是曾经的 osu! 团队成员,社区贡献者徽章则授予那些在责任之外自发帮助改善 osu! 和社区环境的人。
## 2013
diff --git a/wiki/People/The_Team/Beatmap_Nominators/General_Information/tr.md b/wiki/People/The_Team/Beatmap_Nominators/General_Information/tr.md
new file mode 100644
index 000000000000..05034bc869de
--- /dev/null
+++ b/wiki/People/The_Team/Beatmap_Nominators/General_Information/tr.md
@@ -0,0 +1,50 @@
+# Beatmap Aday Göstericiler için genel bilgi
+
+Bir [Beatmap Aday Gösterici](/wiki/People/Beatmap_Nominators) misiniz, ya da olmak mı istiyorsunuz? Eğer öyleyse, doğru yere geldiniz! Bu makale yeni bir Beatmap Aday Gösterici olarak bilmeniz gereken bütün genel bilgileri içermektedir.
+
+## Önemli bağlantılar
+
+- [Beatmap Aday Gösterici Kuralları](/wiki/People/Beatmap_Nominators/Rules): Çeşitli eylemlerin nasıl ele alındığının, aynı zamanda nelerin yapılmaması gerektiğinin altını çizer - bunları çiğnemekten kaçınmak isteyebilirsiniz, bu yüzden dikkatlice okuyun! Eğer emin olmadığınız bir şeyler varsa her daim bir [Aday Gösterme Denetleme Takımı](/wiki/People/Nomination_Assessment_Team) üyesine sorabilirsiniz, size seve seve yardımcı olacaklardır.
+- [Mapleme ve Modlama Etik Davranış Kuralları](/wiki/Ranking_Criteria/Code_of_Conduct): Bir Beatmap Aday Gösterici olarak, sizden diğerlerinin örnek aldığı ve saygı gösterdiği topluluğun örnek bir figürü olmanız beklenir, dolayısıyla yetkilerinizi kötüye kullanmanız uyarılmanıza veya hatta atılmanıza neden olabilir.
+- [Derecelendirme Kriterleri](/wiki/Ranking_Criteria): Eğer zaten bir Beatmap Aday Göstericiyseniz, bu size tanıdık gelecektir. Esasen, ne tür maplerin Dereceli bölümünde izin verilip verilmediğini açıklar, ve aynı zamanda kişilerin çoğu durumuda uyması gereken birtakım yönergeleri de içerir.
+- [Beatmap Vetoları Hakkında Bilgilendirme](/wiki/People/Beatmap_Nominators/Beatmap_Veto): Derecelendirme Kriterlerinin kurallarını ve yönergelerini çiğnemese de kalitesinden öznel bir endişe duyulan, ancak bunun ilgili beatmapi Dereceli bölümü için uygunsuzluk oluşturacağını hissettiğiniz beatmapler için beatmap vetosu sizin beatmapi Niteliklendirilmeden alıkoymanızı sağlar.
+- [Mapset Verifier](https://osu.ppy.sh/community/forums/topics/943895): NAT üyesi [Naxess](https://osu.ppy.sh/users/8129817) tarafından oluşturulan bir araç. Bu araç geniş bir derecelendirilemez sorunlar yelpazesini kontrol eder, aynı zamanda yeniden kontrol ederken kolaylık sağlaması için mapleri kolayca karşılaştırmak amacıyla bir anlık görüntü özelliği barındırır. **Bu, sizin beatmapi kendinizin kontrol etmesinin yerini almamalı**, bunun yerine hiçbir şeyin gözden kaçıp kaçmadığını iki kez kontrol etmeye yardımcı olan bir araç olarak kullanılmalıdır.
+
+## Beatmap Aday Gösterici yetkileri
+
+Bir mapin derecelendirme sürecinden geçerken geliştiğinin göstergesi olan aday göstermeler ve aday gösterim sıfırlamalar, bir Beatmap Aday Göstericinin mapleri kontrol ederken sarfettiği eforun kanıtıdır. Bir Beatmap Aday Gösterici olarak bu araçlara sahipsiniz ve onları akıllıca kullanmalısınız.
+
+### Aday göster
+
+
+
+**Bu buton sizin beatmapleri aday göstermenizi sağlar.** Bir beatmapi aday göstermek için, map setinin en az 5 Gaza sahip olması ve çözüme kavuşmamış herhangi bir Sorun veya Öneri damgası bulundurmaması gerekir. Bunu yerleştirmeden önce, diğer oyun modları dahil, tüm zorluklardan memnun kaldığınızdan emin olun. Eğer beatmap seti daha önceden veto edilmişse map setini ileriye taşımadan önce vetonun çözüme kavuştuğundan emin olmalısınız. Bir beatmap 2 aday göstermeye sahip olduğunda, Nitelikli olur ve derecelendirme sırasına geçer.
+
+### Diskalifiye et ya da aday gösterim sıfırla
+
+
+
+**Bu, sizin derecelndirme sürecindeki bir beatmapin ilerlemesini sıfırlamanızı sağlar.** Eğer bir beatmap henüz aday gösterilmiş ya da nitelikli olmuş ise, bir aday gösterici olarak size Sorun damgası yerleştirerek beatmapin aday gösterimini/gösterimlerini sıfırlama yeteneği verilmiştir. Eğer beatmap nitelikli ise, sadece bir asil Beatmap Aday Gösterici tarafından diskalifiye edilebilir. Bu seçenekler genellikle beatmapte derecelendirme için göz önünde bulundurulmadan önce değinilmesi gereken büyük çaplı ya da derecelendirilmez bir sorun olduğunda kullanılır.
+
+Bir Beatmap setini Diskalifiye ederken atılması gereken adımlar:
+
+- Doğru set için beatmap tartışmasında olduğunuzdan emin olun.
+- Metin kısmı içerisine diskalifiye etme nedeninizi yazın. Tartışma sayfasının en üstünde gösterileceği için ilk satırın diskalifikasyonu kısaca özetlediğinden emin olun.
+- Eğer diskalifikasyon bir rapor ile bağlantılıysa, alakalı beatmap tartışma gönderisini/gönderilerini linkleyin.
+- Metin kısmının altındaki ("Sorun" butonunun yerini alan) **Diskalifiye** butonuna basın.
+
+Bu yetkiye eklenti olarak, sizin izin vermenize ya da veto arabulucuları tarafından vetonun reddedilmesine kadar bir beatmapin yeniden aday gösterilmesini önlemek adına [beatmapi veto edebilirsiniz](/wiki/People/Beatmap_Nominators/Beatmap_Veto). Ancak, bir veto yerleştirmek sorunu mapper ile düzgünce tartışmanız ve fikir birliğine varmanızı gerektirir. Sorunu ilk Aday Gösterici ile tartışmanız sizin için faydalı olabilir ve size konu üzerinde farklı bir bakış açısı kazandırabilir, ancak bunu yapmak zorunda değilsiniz.
+
+## İlave Beatmap Aday Gösterici işlevleri
+
+Beatmapleri aday gösterebilmeye veya onların aday gösterimlerini sıfırlamaya ek olarak, Beatmap Aday Göstericilerin diğer işlevleri de mevcuttur.
+
+### Veto arabuluculuğu
+
+Bir veto arabuluculuğu başlatıldığında, Beatmap Aday Göstericilerden rastgele seçilen bir jüri oluşturulur. Eğer siz veto arabuluculuğu için seçilen üyelerden biriyseniz, NAT size [BN Websitesini](http://bn.mappersguild.com) kullanarak nasıl oylayacağınız hakkında ek bilgi içeren bir mesaj gönderecek. Eğer katılamayacak durumdaysanız, bir NAT üyesine haber verin ki başka bir Beatmap Aday Gösterici sizin yerinize jüriye seçilebilsin.
+
+### Kalite Güvencesi Yardımcıları
+
+Kalite Güvencesi Yardımcıları, Beatmap Aday Göstericilerden nitelikli beatmaplerdeki sorunları aktif olarak kontrol eden gönüllülerdir. Asil Beatmap Aday Göstericiler her zaman için katılabilir.
+
+Kalite Güvencesi Yardımcılarının Trello panosu [buradan](https://trello.com/b/iEsda45d/quality-assurance-helpers) görüntülenebilir.
diff --git a/wiki/People/The_Team/Beatmap_Nominators/en.md b/wiki/People/The_Team/Beatmap_Nominators/en.md
index 0358ef533d45..d21d0c9a9430 100644
--- a/wiki/People/The_Team/Beatmap_Nominators/en.md
+++ b/wiki/People/The_Team/Beatmap_Nominators/en.md
@@ -44,11 +44,13 @@ The tables listed below indicate the game mode(s) in which each Beatmap Nominato
| Name | Additional languages |
| :-- | :-- |
+| ![][flag_PH] [-Aqua](https://osu.ppy.sh/users/7150015) | Filipino |
| ![][flag_ID] [-Keitaro](https://osu.ppy.sh/users/3378391) | Indonesian |
| ![][flag_CA] [Agatsu](https://osu.ppy.sh/users/5579871) | |
| ![][flag_BY] [AirinCat](https://osu.ppy.sh/users/11119539) | Russian |
| ![][flag_IT] [Andrea](https://osu.ppy.sh/users/33599) | Italian |
| ![][flag_JP] [BaAR_Vendel](https://osu.ppy.sh/users/8679346) | Japanese |
+| ![][flag_US] [Bibbity Bill](https://osu.ppy.sh/users/4446810) | |
| ![][flag_TW] [bossandy](https://osu.ppy.sh/users/360437) | Chinese |
| ![][flag_US] [Cheri](https://osu.ppy.sh/users/5226970) | |
| ![][flag_CL] [Cris-](https://osu.ppy.sh/users/6175280) | Spanish |
@@ -59,11 +61,12 @@ The tables listed below indicate the game mode(s) in which each Beatmap Nominato
| ![][flag_CA] [Elayue](https://osu.ppy.sh/users/6400861) | |
| ![][flag_HR] [Fall](https://osu.ppy.sh/users/4800816) | Croatian |
| ![][flag_US] [fieryrage](https://osu.ppy.sh/users/3533958) | |
+| ![][flag_CN] [Garden](https://osu.ppy.sh/users/2849992) | Chinese |
| ![][flag_ID] [Hinsvar](https://osu.ppy.sh/users/1249323) | Indonesian |
| ![][flag_GB] [hypercyte](https://osu.ppy.sh/users/9155377) | Bengali, some Arabic |
-| ![][flag_DE] [Icekalt](https://osu.ppy.sh/users/5410645) | German |
| ![][flag_CA] [jonathanlfj](https://osu.ppy.sh/users/270377) | Chinese, some French |
| ![][flag_CA] [Lafayla](https://osu.ppy.sh/users/5312547) | |
+| ![][flag_GB] [Log Off Now](https://osu.ppy.sh/users/4378277) | |
| ![][flag_CN] [Mafumafu](https://osu.ppy.sh/users/3076909) | Chinese |
| ![][flag_RS] [MaridiuS](https://osu.ppy.sh/users/4496961) | Serbian |
| ![][flag_CL] [Milan-](https://osu.ppy.sh/users/1052994) | Spanish |
@@ -74,13 +77,13 @@ The tables listed below indicate the game mode(s) in which each Beatmap Nominato
| ![][flag_SG] [neonat](https://osu.ppy.sh/users/1561995) | Chinese |
| ![][flag_US] [Nevo](https://osu.ppy.sh/users/7451883) | |
| ![][flag_GB] [NexusQI](https://osu.ppy.sh/users/13822800) | |
+| ![][flag_GR] [Nikakis](https://osu.ppy.sh/users/4351739) | Greek |
| ![][flag_FR] [Nozhomi](https://osu.ppy.sh/users/2716981) | French |
| ![][flag_IT] [Nuvolina](https://osu.ppy.sh/users/10974170) | Italian |
| ![][flag_DE] [Okoratu](https://osu.ppy.sh/users/1623405) | German |
| ![][flag_BR] [pimp](https://osu.ppy.sh/users/328615) | Portuguese |
| ![][flag_FR] [Realazy](https://osu.ppy.sh/users/918297) | French |
| ![][flag_KR] [Riana](https://osu.ppy.sh/users/1997633) | Korean |
-| ![][flag_NZ] [Rizen](https://osu.ppy.sh/users/3056732) | |
| ![][flag_SG] [Sinnoh](https://osu.ppy.sh/users/4236057) | |
| ![][flag_US] [Smoke](https://osu.ppy.sh/users/10726630) | |
| ![][flag_RU] [SMOKELIND](https://osu.ppy.sh/users/9327302) | Russian |
@@ -105,11 +108,10 @@ The tables listed below indicate the game mode(s) in which each Beatmap Nominato
| Name | Additional languages |
| :-- | :-- |
| ![][flag_GB] [\_DUSK\_](https://osu.ppy.sh/users/6092181) | Urdu, some Arabic |
-| ![][flag_AR] [Axer](https://osu.ppy.sh/users/7299864) | Spanish |
+| ![][flag_DE] [Capu](https://osu.ppy.sh/users/2474015) | German |
| ![][flag_US] [Cychloryn](https://osu.ppy.sh/users/6921736) | Some Japanese |
| ![][flag_VN] [davidminh0111](https://osu.ppy.sh/users/9623142) | Vietnamese |
| ![][flag_US] [eiri-](https://osu.ppy.sh/users/3388410) | Spanish |
-| ![][flag_TR] [frukoyurdakul](https://osu.ppy.sh/users/7612550) | Turkish |
| ![][flag_DE] [Greenshell](https://osu.ppy.sh/users/8693851) | German |
| ![][flag_US] [incandescence](https://osu.ppy.sh/users/6256027) | Some Spanish |
| ![][flag_HK] [kanpakyin](https://osu.ppy.sh/users/394326) | Japanese, Cantonese, Chinese |
@@ -119,6 +121,7 @@ The tables listed below indicate the game mode(s) in which each Beatmap Nominato
| ![][flag_ES] [Raiden](https://osu.ppy.sh/users/2239480) | Spanish, Catalan |
| ![][flag_FR] [realy0\_](https://osu.ppy.sh/users/8863359) | French |
| ![][flag_ID] [Roger](https://osu.ppy.sh/users/1538223) | Indonesian, some Japanese |
+| ![][flag_AT] [Stefan](https://osu.ppy.sh/users/626907) | German, Serbian |
| ![][flag_JP] [tasuke912](https://osu.ppy.sh/users/2774767) | Japanese |
#### osu!catch
@@ -128,10 +131,11 @@ The tables listed below indicate the game mode(s) in which each Beatmap Nominato
| ![][flag_GB] [Baron](https://osu.ppy.sh/users/10286499) | |
| ![][flag_CL] [Bastian](https://osu.ppy.sh/users/6345176) | Spanish |
| ![][flag_PH] [Bunnrei](https://osu.ppy.sh/users/829284) | Filipino |
-| ![][flag_NL] [Dako](https://osu.ppy.sh/users/11081858) | Dutch |
| ![][flag_ID] [Dapuluous](https://osu.ppy.sh/users/8140944) | Indonesian |
| ![][flag_PH] [Jemzuu](https://osu.ppy.sh/users/7890134) | Filipino |
+| ![][flag_US] [Secre](https://osu.ppy.sh/users/2306637) | |
| ![][flag_SG] [Sinnoh](https://osu.ppy.sh/users/4236057) | |
+| ![][flag_US] [wonjae](https://osu.ppy.sh/users/5032045) | |
| ![][flag_ID] [Xinely](https://osu.ppy.sh/users/1521445) | Indonesian, some Chinese |
#### osu!mania
@@ -140,13 +144,15 @@ The tables listed below indicate the game mode(s) in which each Beatmap Nominato
| :-- | :-- |
| ![][flag_CN] [\_Stan](https://osu.ppy.sh/users/1653229) | Chinese |
| ![][flag_ID] [Amiichii](https://osu.ppy.sh/users/9228569) | Indonesian |
+| ![][flag_ID] [Arzenvald](https://osu.ppy.sh/users/3027421) | Indonesian |
+| ![][flag_SE] [Davvy](https://osu.ppy.sh/users/10047413) | Swedish |
| ![][flag_KR] [Dubstek](https://osu.ppy.sh/users/9555243) | Korean |
| ![][flag_US] [Kamuy](https://osu.ppy.sh/users/7439226) | Some Korean |
| ![][flag_KR] [Kawawa](https://osu.ppy.sh/users/4647754) | Korean |
| ![][flag_AU] [Keiga](https://osu.ppy.sh/users/6866022) | Chinese |
+| ![][flag_NL] [Muse Dash](https://osu.ppy.sh/users/13695676) | Chinese |
| ![][flag_HK] [PokeSky](https://osu.ppy.sh/users/3617111) | Chinese, Cantonese |
| ![][flag_ID] [Rivals_7](https://osu.ppy.sh/users/4610379) | Indonesian |
-| ![][flag_DZ] [Scotty](https://osu.ppy.sh/users/11085809) | Arabic, French |
| ![][flag_CN] [Shima Rin](https://osu.ppy.sh/users/6089608) | Chinese |
| ![][flag_KR] [Sun](https://osu.ppy.sh/users/4115819) | Korean |
| ![][flag_NL] [UnluckyCroco](https://osu.ppy.sh/users/9461160) | Dutch |
@@ -158,42 +164,43 @@ The tables listed below indicate the game mode(s) in which each Beatmap Nominato
| Name | Additional languages |
| :-- | :-- |
-| ![][flag_PH] [-Aqua](https://osu.ppy.sh/users/7150015) | Filipino |
-| ![][flag_US] [Bibbity Bill](https://osu.ppy.sh/users/4446810) | |
+| ![][flag_SG] [Ayucchi](https://osu.ppy.sh/users/7823498) | |
| ![][flag_GB] [C00L](https://osu.ppy.sh/users/4930630) | Polish |
-| ![][flag_CN] [Garden](https://osu.ppy.sh/users/2849992) | Chinese |
-| ![][flag_GB] [Log Off Now](https://osu.ppy.sh/users/4378277) | |
-| ![][flag_GR] [Nikakis](https://osu.ppy.sh/users/4351739) | Greek |
+| ![][flag_BE] [Een Persoon](https://osu.ppy.sh/users/10959501) | Dutch |
+| ![][flag_CN] [Firika](https://osu.ppy.sh/users/9590557) | Chinese |
+| ![][flag_US] [Hobbes2](https://osu.ppy.sh/users/8157492) | Telugu |
+| ![][flag_CN] [Karen](https://osu.ppy.sh/users/3143784) | Chinese |
+| ![][flag_US] [Mimari](https://osu.ppy.sh/users/14339830) | |
+| ![][flag_RU] [NeKroMan4ik](https://osu.ppy.sh/users/11387664) | Russian |
+| ![][flag_AU] [Pentori](https://osu.ppy.sh/users/7452237) | |
+| ![][flag_CN] [Ryuusei Aika](https://osu.ppy.sh/users/7777875) | Chinese |
+| ![][flag_BE] [Sylas](https://osu.ppy.sh/users/3906405) | Romanian |
#### osu!taiko
| Name | Additional languages |
| :-- | :-- |
-| ![][flag_DE] [Capu](https://osu.ppy.sh/users/2474015) | German |
+| ![][flag_TR] [frukoyurdakul](https://osu.ppy.sh/users/7612550) | Turkish |
| ![][flag_KR] [Hoshikuz](https://osu.ppy.sh/users/9892196) | Korean, Japanese |
-| ![][flag_AT] [Stefan](https://osu.ppy.sh/users/626907) | German, Serbian |
-| ![][flag_FR] [Yales](https://osu.ppy.sh/users/2377881) | French, Japanese |
#### osu!catch
| Name | Additional languages |
| :-- | :-- |
| ![][flag_CL] [-Joni-](https://osu.ppy.sh/users/9988837) | Spanish |
-| ![][flag_US] [Secre](https://osu.ppy.sh/users/2306637) | |
-| ![][flag_US] [wonjae](https://osu.ppy.sh/users/5032045) | |
+| ![][flag_HK] [autofanboy](https://osu.ppy.sh/users/636114) | Chinese, Cantonese |
+| ![][flag_PH] [JierYagtama](https://osu.ppy.sh/users/7483452) | Filipino |
+| ![][flag_KR] [Rocma](https://osu.ppy.sh/users/566276) | Korean |
#### osu!mania
| Name | Additional languages |
| :-- | :-- |
-| ![][flag_ID] [Arzenvald](https://osu.ppy.sh/users/3027421) | Indonesian |
-| ![][flag_SE] [Davvy](https://osu.ppy.sh/users/10047413) | Swedish |
| ![][flag_KR] [Garalulu](https://osu.ppy.sh/users/757783) | Korean |
-| ![][flag_MY] [Kyousukee](https://osu.ppy.sh/users/8842107) | Indonesian, Malay |
| ![][flag_PH] [lenpai](https://osu.ppy.sh/users/5314573) | Filipino |
-| ![][flag_NL] [Muse Dash](https://osu.ppy.sh/users/13695676) | Chinese |
+| ![][flag_KR] [Murumoo](https://osu.ppy.sh/users/8001433) | Korean |
+| ![][flag_ID] [RiP46](https://osu.ppy.sh/users/5222596) | Indonesian |
-[flag_AR]: /wiki/shared/flag/AR.gif "Argentina"
[flag_AT]: /wiki/shared/flag/AT.gif "Austria"
[flag_AU]: /wiki/shared/flag/AU.gif "Australia"
[flag_BE]: /wiki/shared/flag/BE.gif "Belgium"
@@ -203,7 +210,6 @@ The tables listed below indicate the game mode(s) in which each Beatmap Nominato
[flag_CL]: /wiki/shared/flag/CL.gif "Chile"
[flag_CN]: /wiki/shared/flag/CN.gif "China"
[flag_DE]: /wiki/shared/flag/DE.gif "Germany"
-[flag_DZ]: /wiki/shared/flag/DZ.gif "Algeria"
[flag_EG]: /wiki/shared/flag/EG.gif "Egypt"
[flag_ES]: /wiki/shared/flag/ES.gif "Spain"
[flag_FI]: /wiki/shared/flag/FI.gif "Finland"
@@ -216,9 +222,7 @@ The tables listed below indicate the game mode(s) in which each Beatmap Nominato
[flag_IT]: /wiki/shared/flag/IT.gif "Italy"
[flag_JP]: /wiki/shared/flag/JP.gif "Japan"
[flag_KR]: /wiki/shared/flag/KR.gif "South Korea"
-[flag_MY]: /wiki/shared/flag/MY.gif "Malaysia"
[flag_NL]: /wiki/shared/flag/NL.gif "Netherlands"
-[flag_NZ]: /wiki/shared/flag/NZ.gif "New Zealand"
[flag_PH]: /wiki/shared/flag/PH.gif "Philippines"
[flag_PL]: /wiki/shared/flag/PL.gif "Poland"
[flag_RS]: /wiki/shared/flag/RS.gif "Serbia"
diff --git a/wiki/People/The_Team/Beatmap_Nominators/pt-br.md b/wiki/People/The_Team/Beatmap_Nominators/pt-br.md
index 045084bc9a33..1e86c291bc0e 100644
--- a/wiki/People/The_Team/Beatmap_Nominators/pt-br.md
+++ b/wiki/People/The_Team/Beatmap_Nominators/pt-br.md
@@ -3,6 +3,7 @@ no_native_review: true
tags:
- BN
- BNG
+outdated: true
---
# Nomeadores de Beatmap
diff --git a/wiki/People/The_Team/Beatmap_Nominators/tr.md b/wiki/People/The_Team/Beatmap_Nominators/tr.md
index dc076b27864d..75d16e4d06dc 100644
--- a/wiki/People/The_Team/Beatmap_Nominators/tr.md
+++ b/wiki/People/The_Team/Beatmap_Nominators/tr.md
@@ -2,6 +2,7 @@
tags:
- BN
- BNG
+outdated: true
---
# Beatmap Aday Göstericiler
@@ -42,11 +43,13 @@ Aşağıda listelenen tablolar Beatmap Aday Göstericilerin hangi oyun modunda/m
| İsim | Ek diller |
| :-- | :-- |
+| ![][flag_PH] [-Aqua](https://osu.ppy.sh/users/7150015) | Filipince |
| ![][flag_ID] [-Keitaro](https://osu.ppy.sh/users/3378391) | Endonezce |
| ![][flag_CA] [Agatsu](https://osu.ppy.sh/users/5579871) | |
| ![][flag_BY] [AirinCat](https://osu.ppy.sh/users/11119539) | Rusça |
| ![][flag_IT] [Andrea](https://osu.ppy.sh/users/33599) | İtalyanca |
| ![][flag_JP] [BaAR_Vendel](https://osu.ppy.sh/users/8679346) | Japonca |
+| ![][flag_US] [Bibbity Bill](https://osu.ppy.sh/users/4446810) | |
| ![][flag_TW] [bossandy](https://osu.ppy.sh/users/360437) | Çince |
| ![][flag_US] [Cheri](https://osu.ppy.sh/users/5226970) | |
| ![][flag_CL] [Cris-](https://osu.ppy.sh/users/6175280) | İspanyolca |
@@ -54,14 +57,15 @@ Aşağıda listelenen tablolar Beatmap Aday Göstericilerin hangi oyun modunda/m
| ![][flag_GB] [DeviousPanda](https://osu.ppy.sh/users/4966334) | |
| ![][flag_CN] [Dored](https://osu.ppy.sh/users/10284894) | Çince |
| ![][flag_US] [eiri-](https://osu.ppy.sh/users/3388410) | İspanyolca |
+| ![][flag_CA] [Elayue](https://osu.ppy.sh/users/6400861) | |
| ![][flag_HR] [Fall](https://osu.ppy.sh/users/4800816) | Hırvatça |
| ![][flag_US] [fieryrage](https://osu.ppy.sh/users/3533958) | |
+| ![][flag_CN] [Garden](https://osu.ppy.sh/users/2849992) | Çince |
| ![][flag_ID] [Hinsvar](https://osu.ppy.sh/users/1249323) | Endonezce |
| ![][flag_GB] [hypercyte](https://osu.ppy.sh/users/9155377) | Bengalce, biraz Arapça |
-| ![][flag_DE] [Icekalt](https://osu.ppy.sh/users/5410645) | Almanca |
| ![][flag_CA] [jonathanlfj](https://osu.ppy.sh/users/270377) | Çince, biraz Fransızca |
-| ![][flag_NL] [Kaitjuh](https://osu.ppy.sh/users/2225327) | Flemenkçe |
| ![][flag_CA] [Lafayla](https://osu.ppy.sh/users/5312547) | |
+| ![][flag_GB] [Log Off Now](https://osu.ppy.sh/users/4378277) | |
| ![][flag_CN] [Mafumafu](https://osu.ppy.sh/users/3076909) | Çince |
| ![][flag_RS] [MaridiuS](https://osu.ppy.sh/users/4496961) | Sırpça |
| ![][flag_CL] [Milan-](https://osu.ppy.sh/users/1052994) | İspanyolca |
@@ -71,14 +75,16 @@ Aşağıda listelenen tablolar Beatmap Aday Göstericilerin hangi oyun modunda/m
| ![][flag_US] [Nao Tomori](https://osu.ppy.sh/users/5364763) | |
| ![][flag_SG] [neonat](https://osu.ppy.sh/users/1561995) | Çince |
| ![][flag_US] [Nevo](https://osu.ppy.sh/users/7451883) | |
+| ![][flag_GB] [NexusQI](https://osu.ppy.sh/users/13822800) | |
+| ![][flag_GR] [Nikakis](https://osu.ppy.sh/users/4351739) | Yunanca |
| ![][flag_FR] [Nozhomi](https://osu.ppy.sh/users/2716981) | Fransızca |
| ![][flag_IT] [Nuvolina](https://osu.ppy.sh/users/10974170) | İtalyanca |
| ![][flag_DE] [Okoratu](https://osu.ppy.sh/users/1623405) | Almanca |
| ![][flag_BR] [pimp](https://osu.ppy.sh/users/328615) | Portekizce |
| ![][flag_FR] [Realazy](https://osu.ppy.sh/users/918297) | Fransızca |
| ![][flag_KR] [Riana](https://osu.ppy.sh/users/1997633) | Korece |
-| ![][flag_NZ] [Rizen](https://osu.ppy.sh/users/3056732) | |
| ![][flag_SG] [Sinnoh](https://osu.ppy.sh/users/4236057) | |
+| ![][flag_US] [Smoke](https://osu.ppy.sh/users/10726630) | |
| ![][flag_RU] [SMOKELIND](https://osu.ppy.sh/users/9327302) | Rusça |
| ![][flag_DE] [Smokeman](https://osu.ppy.sh/users/2140676) | Almanca |
| ![][flag_KR] [Sonnyc](https://osu.ppy.sh/users/11771) | Korece |
@@ -101,11 +107,10 @@ Aşağıda listelenen tablolar Beatmap Aday Göstericilerin hangi oyun modunda/m
| İsim | Ek diller |
| :-- | :-- |
| ![][flag_GB] [\_DUSK\_](https://osu.ppy.sh/users/6092181) | Urduca, biraz Arapça |
-| ![][flag_AR] [Axer](https://osu.ppy.sh/users/7299864) | İspanyolca |
+| ![][flag_DE] [Capu](https://osu.ppy.sh/users/2474015) | Almanca |
| ![][flag_US] [Cychloryn](https://osu.ppy.sh/users/6921736) | Biraz Japonca |
| ![][flag_VN] [davidminh0111](https://osu.ppy.sh/users/9623142) | Vietnamca |
| ![][flag_US] [eiri-](https://osu.ppy.sh/users/3388410) | İspanyolca |
-| ![][flag_TR] [frukoyurdakul](https://osu.ppy.sh/users/7612550) | Türkçe |
| ![][flag_DE] [Greenshell](https://osu.ppy.sh/users/8693851) | Almanca |
| ![][flag_US] [incandescence](https://osu.ppy.sh/users/6256027) | Biraz İspanyolca |
| ![][flag_HK] [kanpakyin](https://osu.ppy.sh/users/394326) | Japonca, Kantonca, Çince |
@@ -115,19 +120,21 @@ Aşağıda listelenen tablolar Beatmap Aday Göstericilerin hangi oyun modunda/m
| ![][flag_ES] [Raiden](https://osu.ppy.sh/users/2239480) | İspanyolca, Katalanca |
| ![][flag_FR] [realy0\_](https://osu.ppy.sh/users/8863359) | Fransızca |
| ![][flag_ID] [Roger](https://osu.ppy.sh/users/1538223) | Endonezce, biraz Japonca |
+| ![][flag_AT] [Stefan](https://osu.ppy.sh/users/626907) | Almanca, Sırpça |
| ![][flag_JP] [tasuke912](https://osu.ppy.sh/users/2774767) | Japonca |
-| ![][flag_ID] [Volta](https://osu.ppy.sh/users/4154071) | Endonezce |
#### osu!catch
| İsim | Ek diller |
| :-- | :-- |
| ![][flag_GB] [Baron](https://osu.ppy.sh/users/10286499) | |
+| ![][flag_CL] [Bastian](https://osu.ppy.sh/users/6345176) | İspanyolca |
| ![][flag_PH] [Bunnrei](https://osu.ppy.sh/users/829284) | Filipince |
-| ![][flag_NL] [Dako](https://osu.ppy.sh/users/11081858) | Flemenkçe |
| ![][flag_ID] [Dapuluous](https://osu.ppy.sh/users/8140944) | Endonezce |
| ![][flag_PH] [Jemzuu](https://osu.ppy.sh/users/7890134) | Filipince |
+| ![][flag_US] [Secre](https://osu.ppy.sh/users/2306637) | |
| ![][flag_SG] [Sinnoh](https://osu.ppy.sh/users/4236057) | |
+| ![][flag_US] [wonjae](https://osu.ppy.sh/users/5032045) | |
| ![][flag_ID] [Xinely](https://osu.ppy.sh/users/1521445) | Endonezce, biraz Çince |
#### osu!mania
@@ -136,13 +143,16 @@ Aşağıda listelenen tablolar Beatmap Aday Göstericilerin hangi oyun modunda/m
| :-- | :-- |
| ![][flag_CN] [\_Stan](https://osu.ppy.sh/users/1653229) | Çince |
| ![][flag_ID] [Amiichii](https://osu.ppy.sh/users/9228569) | Endonezce |
+| ![][flag_ID] [Arzenvald](https://osu.ppy.sh/users/3027421) | Endonezce |
+| ![][flag_SE] [Davvy](https://osu.ppy.sh/users/10047413) | İsveççe |
| ![][flag_KR] [Dubstek](https://osu.ppy.sh/users/9555243) | Korece |
| ![][flag_US] [Kamuy](https://osu.ppy.sh/users/7439226) | Biraz Korece |
| ![][flag_KR] [Kawawa](https://osu.ppy.sh/users/4647754) | Korece |
| ![][flag_AU] [Keiga](https://osu.ppy.sh/users/6866022) | Çince |
+| ![][flag_NL] [Muse Dash](https://osu.ppy.sh/users/13695676) | Çince |
| ![][flag_HK] [PokeSky](https://osu.ppy.sh/users/3617111) | Çince, Kantonca |
| ![][flag_ID] [Rivals_7](https://osu.ppy.sh/users/4610379) | Endonezce |
-| ![][flag_DZ] [Scotty](https://osu.ppy.sh/users/11085809) | Arapça, Fransızca |
+| ![][flag_CN] [Shima Rin](https://osu.ppy.sh/users/6089608) | Çince |
| ![][flag_KR] [Sun](https://osu.ppy.sh/users/4115819) | Korece |
| ![][flag_NL] [UnluckyCroco](https://osu.ppy.sh/users/9461160) | Flemenkçe |
| ![][flag_ID] [Voxa](https://osu.ppy.sh/users/9229539) | Endonezce |
@@ -153,45 +163,43 @@ Aşağıda listelenen tablolar Beatmap Aday Göstericilerin hangi oyun modunda/m
| İsim | Ek diller |
| :-- | :-- |
-| ![][flag_PH] [-Aqua](https://osu.ppy.sh/users/7150015) | Filipince |
-| ![][flag_US] [Bibbity Bill](https://osu.ppy.sh/users/4446810) | |
-| ![][flag_CA] [Elayue](https://osu.ppy.sh/users/6400861) | |
-| ![][flag_CN] [Garden](https://osu.ppy.sh/users/2849992) | Çince |
-| ![][flag_GB] [Log Off Now](https://osu.ppy.sh/users/4378277) | |
-| ![][flag_GB] [NexusQI](https://osu.ppy.sh/users/13822800) | |
-| ![][flag_GR] [Nikakis](https://osu.ppy.sh/users/4351739) | Yunanca |
-| ![][flag_SG] [Smoke](https://osu.ppy.sh/users/10726630) | |
+| ![][flag_SG] [Ayucchi](https://osu.ppy.sh/users/7823498) | |
+| ![][flag_GB] [C00L](https://osu.ppy.sh/users/4930630) | Lehçe |
+| ![][flag_BE] [Een Persoon](https://osu.ppy.sh/users/10959501) | Flemenkçe |
+| ![][flag_CN] [Firika](https://osu.ppy.sh/users/9590557) | Çince |
+| ![][flag_US] [Hobbes2](https://osu.ppy.sh/users/8157492) | Teluguca |
+| ![][flag_CN] [Karen](https://osu.ppy.sh/users/3143784) | Çince |
+| ![][flag_US] [Mimari](https://osu.ppy.sh/users/14339830) | |
+| ![][flag_RU] [NeKroMan4ik](https://osu.ppy.sh/users/11387664) | Rusça |
+| ![][flag_AU] [Pentori](https://osu.ppy.sh/users/7452237) | |
+| ![][flag_CN] [Ryuusei Aika](https://osu.ppy.sh/users/7777875) | Çince |
+| ![][flag_BE] [Sylas](https://osu.ppy.sh/users/3906405) | Romence |
#### osu!taiko
| İsim | Ek diller |
| :-- | :-- |
-| ![][flag_DE] [Capu](https://osu.ppy.sh/users/2474015) | Almanca |
+| ![][flag_TR] [frukoyurdakul](https://osu.ppy.sh/users/7612550) | Türkçe |
| ![][flag_KR] [Hoshikuz](https://osu.ppy.sh/users/9892196) | Korece, Japonca |
-| ![][flag_AT] [Stefan](https://osu.ppy.sh/users/626907) | Almanca, Sırpça |
-| ![][flag_FR] [Yales](https://osu.ppy.sh/users/2377881) | Fransızca, Japonca |
#### osu!catch
| İsim | Ek diller |
| :-- | :-- |
-| ![][flag_CL] [Bastian](https://osu.ppy.sh/users/6345176) | İspanyolca |
-| ![][flag_US] [Secre](https://osu.ppy.sh/users/2306637) | |
-| ![][flag_US] [wonjae](https://osu.ppy.sh/users/5032045) | |
+| ![][flag_CL] [-Joni-](https://osu.ppy.sh/users/9988837) | İspanyolca |
+| ![][flag_HK] [autofanboy](https://osu.ppy.sh/users/636114) | Çince, Kantonca |
+| ![][flag_PH] [JierYagtama](https://osu.ppy.sh/users/7483452) | Filipince |
+| ![][flag_KR] [Rocma](https://osu.ppy.sh/users/566276) | Korece |
#### osu!mania
| İsim | Ek diller |
| :-- | :-- |
-| ![][flag_ID] [Arzenvald](https://osu.ppy.sh/users/3027421) | Endonezce |
-| ![][flag_SE] [Davvy](https://osu.ppy.sh/users/10047413) | İsveççe |
| ![][flag_KR] [Garalulu](https://osu.ppy.sh/users/757783) | Korece |
-| ![][flag_MY] [Kyousukee](https://osu.ppy.sh/users/8842107) | Endonezce, Malay dili |
| ![][flag_PH] [lenpai](https://osu.ppy.sh/users/5314573) | Filipince |
-| ![][flag_NL] [Muse Dash](https://osu.ppy.sh/users/13695676) | Çince |
-| ![][flag_CN] [Shima Rin](https://osu.ppy.sh/users/6089608) | Çince |
+| ![][flag_KR] [Murumoo](https://osu.ppy.sh/users/8001433) | Korece |
+| ![][flag_ID] [RiP46](https://osu.ppy.sh/users/5222596) | Endonezce |
-[flag_AR]: /wiki/shared/flag/AR.gif "Arjantin"
[flag_AT]: /wiki/shared/flag/AT.gif "Avusturya"
[flag_AU]: /wiki/shared/flag/AU.gif "Avustralya"
[flag_BE]: /wiki/shared/flag/BE.gif "Belçika"
@@ -201,7 +209,6 @@ Aşağıda listelenen tablolar Beatmap Aday Göstericilerin hangi oyun modunda/m
[flag_CL]: /wiki/shared/flag/CL.gif "Şili"
[flag_CN]: /wiki/shared/flag/CN.gif "Çin"
[flag_DE]: /wiki/shared/flag/DE.gif "Almanya"
-[flag_DZ]: /wiki/shared/flag/DZ.gif "Cezayir"
[flag_EG]: /wiki/shared/flag/EG.gif "Mısır"
[flag_ES]: /wiki/shared/flag/ES.gif "İspanya"
[flag_FI]: /wiki/shared/flag/FI.gif "Finlandiya"
@@ -214,9 +221,7 @@ Aşağıda listelenen tablolar Beatmap Aday Göstericilerin hangi oyun modunda/m
[flag_IT]: /wiki/shared/flag/IT.gif "İtalya"
[flag_JP]: /wiki/shared/flag/JP.gif "Japonya"
[flag_KR]: /wiki/shared/flag/KR.gif "Güney Kore"
-[flag_MY]: /wiki/shared/flag/MY.gif "Malezya"
[flag_NL]: /wiki/shared/flag/NL.gif "Hollanda"
-[flag_NZ]: /wiki/shared/flag/NZ.gif "Yeni Zelanda"
[flag_PH]: /wiki/shared/flag/PH.gif "Filipinler"
[flag_PL]: /wiki/shared/flag/PL.gif "Polonya"
[flag_RS]: /wiki/shared/flag/RS.gif "Sırbistan"
diff --git a/wiki/People/The_Team/Beatmap_Nominators/zh.md b/wiki/People/The_Team/Beatmap_Nominators/zh.md
index 3042e9b82884..85da35e3dcc3 100644
--- a/wiki/People/The_Team/Beatmap_Nominators/zh.md
+++ b/wiki/People/The_Team/Beatmap_Nominators/zh.md
@@ -2,6 +2,7 @@
tags:
- BN
- BNG
+outdated: true
---
# Beatmap Nominators
@@ -42,11 +43,13 @@ BN 的新成员将从一个月的见习期开始。如果他们的提名和行
| 名字 | 语言 |
| :-- | :-- |
+| ![][flag_PH] [-Aqua](https://osu.ppy.sh/users/7150015) | 菲律宾语 |
| ![][flag_ID] [-Keitaro](https://osu.ppy.sh/users/3378391) | 印度尼西亚语 |
| ![][flag_CA] [Agatsu](https://osu.ppy.sh/users/5579871) | |
| ![][flag_BY] [AirinCat](https://osu.ppy.sh/users/11119539) | 俄语 |
| ![][flag_IT] [Andrea](https://osu.ppy.sh/users/33599) | 意大利语 |
| ![][flag_JP] [BaAR_Vendel](https://osu.ppy.sh/users/8679346) | 日语 |
+| ![][flag_US] [Bibbity Bill](https://osu.ppy.sh/users/4446810) | |
| ![][flag_TW] [bossandy](https://osu.ppy.sh/users/360437) | 中文 |
| ![][flag_US] [Cheri](https://osu.ppy.sh/users/5226970) | |
| ![][flag_CL] [Cris-](https://osu.ppy.sh/users/6175280) | 西班牙语 |
@@ -54,14 +57,15 @@ BN 的新成员将从一个月的见习期开始。如果他们的提名和行
| ![][flag_GB] [DeviousPanda](https://osu.ppy.sh/users/4966334) | |
| ![][flag_CN] [Dored](https://osu.ppy.sh/users/10284894) | 中文 |
| ![][flag_US] [eiri-](https://osu.ppy.sh/users/3388410) | 西班牙语 |
+| ![][flag_CA] [Elayue](https://osu.ppy.sh/users/6400861) | |
| ![][flag_HR] [Fall](https://osu.ppy.sh/users/4800816) | 克罗地亚语 |
| ![][flag_US] [fieryrage](https://osu.ppy.sh/users/3533958) | |
+| ![][flag_CN] [Garden](https://osu.ppy.sh/users/2849992) | 中文 |
| ![][flag_ID] [Hinsvar](https://osu.ppy.sh/users/1249323) | 印度尼西亚语 |
| ![][flag_GB] [hypercyte](https://osu.ppy.sh/users/9155377) | 孟加拉语,部分阿拉伯语 |
-| ![][flag_DE] [Icekalt](https://osu.ppy.sh/users/5410645) | 德语 |
| ![][flag_CA] [jonathanlfj](https://osu.ppy.sh/users/270377) | 中文,部分法语 |
-| ![][flag_NL] [Kaitjuh](https://osu.ppy.sh/users/2225327) | 荷兰语 |
| ![][flag_CA] [Lafayla](https://osu.ppy.sh/users/5312547) | |
+| ![][flag_GB] [Log Off Now](https://osu.ppy.sh/users/4378277) | |
| ![][flag_CN] [Mafumafu](https://osu.ppy.sh/users/3076909) | 中文 |
| ![][flag_RS] [MaridiuS](https://osu.ppy.sh/users/4496961) | 塞尔维亚语 |
| ![][flag_CL] [Milan-](https://osu.ppy.sh/users/1052994) | 西班牙语 |
@@ -71,14 +75,16 @@ BN 的新成员将从一个月的见习期开始。如果他们的提名和行
| ![][flag_US] [Nao Tomori](https://osu.ppy.sh/users/5364763) | |
| ![][flag_SG] [neonat](https://osu.ppy.sh/users/1561995) | 中文 |
| ![][flag_US] [Nevo](https://osu.ppy.sh/users/7451883) | |
+| ![][flag_GB] [NexusQI](https://osu.ppy.sh/users/13822800) | |
+| ![][flag_GR] [Nikakis](https://osu.ppy.sh/users/4351739) | 希腊语 |
| ![][flag_FR] [Nozhomi](https://osu.ppy.sh/users/2716981) | 法语 |
| ![][flag_IT] [Nuvolina](https://osu.ppy.sh/users/10974170) | 意大利语 |
| ![][flag_DE] [Okoratu](https://osu.ppy.sh/users/1623405) | 德语 |
| ![][flag_BR] [pimp](https://osu.ppy.sh/users/328615) | 葡萄牙语 |
| ![][flag_FR] [Realazy](https://osu.ppy.sh/users/918297) | 法语 |
| ![][flag_KR] [Riana](https://osu.ppy.sh/users/1997633) | 韩语 |
-| ![][flag_NZ] [Rizen](https://osu.ppy.sh/users/3056732) | |
| ![][flag_SG] [Sinnoh](https://osu.ppy.sh/users/4236057) | |
+| ![][flag_US] [Smoke](https://osu.ppy.sh/users/10726630) | |
| ![][flag_RU] [SMOKELIND](https://osu.ppy.sh/users/9327302) | 俄语 |
| ![][flag_DE] [Smokeman](https://osu.ppy.sh/users/2140676) | 德语 |
| ![][flag_KR] [Sonnyc](https://osu.ppy.sh/users/11771) | 韩语 |
@@ -101,11 +107,10 @@ BN 的新成员将从一个月的见习期开始。如果他们的提名和行
| 名字 | 语言 |
| :-- | :-- |
| ![][flag_GB] [\_DUSK\_](https://osu.ppy.sh/users/6092181) | 乌尔都语,部分阿拉伯语 |
-| ![][flag_AR] [Axer](https://osu.ppy.sh/users/7299864) | 西班牙语 |
+| ![][flag_DE] [Capu](https://osu.ppy.sh/users/2474015) | 德语 |
| ![][flag_US] [Cychloryn](https://osu.ppy.sh/users/6921736) | 部分日语 |
| ![][flag_VN] [davidminh0111](https://osu.ppy.sh/users/9623142) | 越南语 |
| ![][flag_US] [eiri-](https://osu.ppy.sh/users/3388410) | 西班牙语 |
-| ![][flag_TR] [frukoyurdakul](https://osu.ppy.sh/users/7612550) | 土耳其语 |
| ![][flag_DE] [Greenshell](https://osu.ppy.sh/users/8693851) | 德语 |
| ![][flag_US] [incandescence](https://osu.ppy.sh/users/6256027) | 部分西班牙语 |
| ![][flag_HK] [kanpakyin](https://osu.ppy.sh/users/394326) | 日语,粤语,中文 |
@@ -115,19 +120,21 @@ BN 的新成员将从一个月的见习期开始。如果他们的提名和行
| ![][flag_ES] [Raiden](https://osu.ppy.sh/users/2239480) | 西班牙语,加泰罗尼亚语 |
| ![][flag_FR] [realy0\_](https://osu.ppy.sh/users/8863359) | 法语 |
| ![][flag_ID] [Roger](https://osu.ppy.sh/users/1538223) | 印度尼西亚语,部分日语 |
+| ![][flag_AT] [Stefan](https://osu.ppy.sh/users/626907) | 德语,塞尔维亚语 |
| ![][flag_JP] [tasuke912](https://osu.ppy.sh/users/2774767) | 日语 |
-| ![][flag_ID] [Volta](https://osu.ppy.sh/users/4154071) | 印度尼西亚语 |
#### osu!catch
| 名字 | 语言 |
| :-- | :-- |
| ![][flag_GB] [Baron](https://osu.ppy.sh/users/10286499) | |
+| ![][flag_CL] [Bastian](https://osu.ppy.sh/users/6345176) | 西班牙语 |
| ![][flag_PH] [Bunnrei](https://osu.ppy.sh/users/829284) | 菲律宾语 |
-| ![][flag_NL] [Dako](https://osu.ppy.sh/users/11081858) | 荷兰语 |
| ![][flag_ID] [Dapuluous](https://osu.ppy.sh/users/8140944) | 印度尼西亚语 |
| ![][flag_PH] [Jemzuu](https://osu.ppy.sh/users/7890134) | 菲律宾语 |
+| ![][flag_US] [Secre](https://osu.ppy.sh/users/2306637) | |
| ![][flag_SG] [Sinnoh](https://osu.ppy.sh/users/4236057) | |
+| ![][flag_US] [wonjae](https://osu.ppy.sh/users/5032045) | |
| ![][flag_ID] [Xinely](https://osu.ppy.sh/users/1521445) | 印度尼西亚语,部分中文 |
#### osu!mania
@@ -136,13 +143,16 @@ BN 的新成员将从一个月的见习期开始。如果他们的提名和行
| :-- | :-- |
| ![][flag_CN] [\_Stan](https://osu.ppy.sh/users/1653229) | 中文 |
| ![][flag_ID] [Amiichii](https://osu.ppy.sh/users/9228569) | 印度尼西亚语 |
+| ![][flag_ID] [Arzenvald](https://osu.ppy.sh/users/3027421) | 印度尼西亚语 |
+| ![][flag_SE] [Davvy](https://osu.ppy.sh/users/10047413) | 瑞典语 |
| ![][flag_KR] [Dubstek](https://osu.ppy.sh/users/9555243) | 韩语 |
| ![][flag_US] [Kamuy](https://osu.ppy.sh/users/7439226) | 部分韩语 |
| ![][flag_KR] [Kawawa](https://osu.ppy.sh/users/4647754) | 韩语 |
| ![][flag_AU] [Keiga](https://osu.ppy.sh/users/6866022) | 中文 |
+| ![][flag_NL] [Muse Dash](https://osu.ppy.sh/users/13695676) | 中文 |
| ![][flag_HK] [PokeSky](https://osu.ppy.sh/users/3617111) | 中文,粤语 |
| ![][flag_ID] [Rivals_7](https://osu.ppy.sh/users/4610379) | 印度尼西亚语 |
-| ![][flag_DZ] [Scotty](https://osu.ppy.sh/users/11085809) | 阿拉伯语,法语 |
+| ![][flag_CN] [Shima Rin](https://osu.ppy.sh/users/6089608) | 中文 |
| ![][flag_KR] [Sun](https://osu.ppy.sh/users/4115819) | 韩语 |
| ![][flag_NL] [UnluckyCroco](https://osu.ppy.sh/users/9461160) | 荷兰语 |
| ![][flag_ID] [Voxa](https://osu.ppy.sh/users/9229539) | 印度尼西亚语 |
@@ -153,45 +163,43 @@ BN 的新成员将从一个月的见习期开始。如果他们的提名和行
| 名字 | 语言 |
| :-- | :-- |
-| ![][flag_PH] [-Aqua](https://osu.ppy.sh/users/7150015) | 菲律宾语 |
-| ![][flag_US] [Bibbity Bill](https://osu.ppy.sh/users/4446810) | |
-| ![][flag_CA] [Elayue](https://osu.ppy.sh/users/6400861) | |
-| ![][flag_CN] [Garden](https://osu.ppy.sh/users/2849992) | 中文 |
-| ![][flag_GB] [Log Off Now](https://osu.ppy.sh/users/4378277) | |
-| ![][flag_GB] [NexusQI](https://osu.ppy.sh/users/13822800) | |
-| ![][flag_GR] [Nikakis](https://osu.ppy.sh/users/4351739) | 希腊语 |
-| ![][flag_SG] [Smoke](https://osu.ppy.sh/users/10726630) | |
+| ![][flag_SG] [Ayucchi](https://osu.ppy.sh/users/7823498) | |
+| ![][flag_GB] [C00L](https://osu.ppy.sh/users/4930630) | 波兰语 |
+| ![][flag_BE] [Een Persoon](https://osu.ppy.sh/users/10959501) | 荷兰语 |
+| ![][flag_CN] [Firika](https://osu.ppy.sh/users/9590557) | 中文 |
+| ![][flag_US] [Hobbes2](https://osu.ppy.sh/users/8157492) | 泰卢固语 |
+| ![][flag_CN] [Karen](https://osu.ppy.sh/users/3143784) | 中文 |
+| ![][flag_US] [Mimari](https://osu.ppy.sh/users/14339830) | |
+| ![][flag_RU] [NeKroMan4ik](https://osu.ppy.sh/users/11387664) | 俄语 |
+| ![][flag_AU] [Pentori](https://osu.ppy.sh/users/7452237) | |
+| ![][flag_CN] [Ryuusei Aika](https://osu.ppy.sh/users/7777875) | 中文 |
+| ![][flag_BE] [Sylas](https://osu.ppy.sh/users/3906405) | 罗马尼亚语 |
#### osu!taiko
| 名字 | 语言 |
| :-- | :-- |
-| ![][flag_DE] [Capu](https://osu.ppy.sh/users/2474015) | 德语 |
+| ![][flag_TR] [frukoyurdakul](https://osu.ppy.sh/users/7612550) | 土耳其语 |
| ![][flag_KR] [Hoshikuz](https://osu.ppy.sh/users/9892196) | 韩语,日语 |
-| ![][flag_AT] [Stefan](https://osu.ppy.sh/users/626907) | 德语,塞尔维亚语 |
-| ![][flag_FR] [Yales](https://osu.ppy.sh/users/2377881) | 法语,日语 |
#### osu!catch
| 名字 | 语言 |
| :-- | :-- |
-| ![][flag_CL] [Bastian](https://osu.ppy.sh/users/6345176) | 西班牙语 |
-| ![][flag_US] [Secre](https://osu.ppy.sh/users/2306637) | |
-| ![][flag_US] [wonjae](https://osu.ppy.sh/users/5032045) | |
+| ![][flag_CL] [-Joni-](https://osu.ppy.sh/users/9988837) | 西班牙语 |
+| ![][flag_HK] [autofanboy](https://osu.ppy.sh/users/636114) | 中文,粤语 |
+| ![][flag_PH] [JierYagtama](https://osu.ppy.sh/users/7483452) | 菲律宾语 |
+| ![][flag_KR] [Rocma](https://osu.ppy.sh/users/566276) | 韩语 |
#### osu!mania
| 名字 | 语言 |
| :-- | :-- |
-| ![][flag_ID] [Arzenvald](https://osu.ppy.sh/users/3027421) | 印度尼西亚语 |
-| ![][flag_SE] [Davvy](https://osu.ppy.sh/users/10047413) | 瑞典语 |
| ![][flag_KR] [Garalulu](https://osu.ppy.sh/users/757783) | 韩语 |
-| ![][flag_MY] [Kyousukee](https://osu.ppy.sh/users/8842107) | 印度尼西亚语,马来语 |
| ![][flag_PH] [lenpai](https://osu.ppy.sh/users/5314573) | 菲律宾语 |
-| ![][flag_NL] [Muse Dash](https://osu.ppy.sh/users/13695676) | 中文 |
-| ![][flag_CN] [Shima Rin](https://osu.ppy.sh/users/6089608) | 中文 |
+| ![][flag_KR] [Murumoo](https://osu.ppy.sh/users/8001433) | 韩语 |
+| ![][flag_ID] [RiP46](https://osu.ppy.sh/users/5222596) | 印度尼西亚语 |
-[flag_AR]: /wiki/shared/flag/AR.gif "阿根廷"
[flag_AT]: /wiki/shared/flag/AT.gif "奥地利"
[flag_AU]: /wiki/shared/flag/AU.gif "澳大利亚"
[flag_BE]: /wiki/shared/flag/BE.gif "比利时"
@@ -201,7 +209,6 @@ BN 的新成员将从一个月的见习期开始。如果他们的提名和行
[flag_CL]: /wiki/shared/flag/CL.gif "智利"
[flag_CN]: /wiki/shared/flag/CN.gif "中国"
[flag_DE]: /wiki/shared/flag/DE.gif "德国"
-[flag_DZ]: /wiki/shared/flag/DZ.gif "阿尔及利亚"
[flag_EG]: /wiki/shared/flag/EG.gif "埃及"
[flag_ES]: /wiki/shared/flag/ES.gif "西班牙"
[flag_FI]: /wiki/shared/flag/FI.gif "芬兰"
@@ -214,9 +221,7 @@ BN 的新成员将从一个月的见习期开始。如果他们的提名和行
[flag_IT]: /wiki/shared/flag/IT.gif "意大利"
[flag_JP]: /wiki/shared/flag/JP.gif "日本"
[flag_KR]: /wiki/shared/flag/KR.gif "韩国"
-[flag_MY]: /wiki/shared/flag/MY.gif "马来西亚"
[flag_NL]: /wiki/shared/flag/NL.gif "荷兰"
-[flag_NZ]: /wiki/shared/flag/NZ.gif "新西兰"
[flag_PH]: /wiki/shared/flag/PH.gif "菲律宾"
[flag_PL]: /wiki/shared/flag/PL.gif "波兰"
[flag_RS]: /wiki/shared/flag/RS.gif "塞尔维亚"
diff --git a/wiki/People/The_Team/Developers/en.md b/wiki/People/The_Team/Developers/en.md
index f802f2431d32..0466b1ee9a3a 100644
--- a/wiki/People/The_Team/Developers/en.md
+++ b/wiki/People/The_Team/Developers/en.md
@@ -22,6 +22,7 @@ The osu! development effort is lead by ![][flag_AU] **[peppy](https://osu.ppy.sh
### Game client developers
- ![][flag_FR] [Damnae](https://osu.ppy.sh/users/989377)
+- ![][flag_SK] [Domco](https://osu.ppy.sh/users/3562660)
- ![][flag_NO] [MillhioreF](https://osu.ppy.sh/users/941094)
- ![][flag_AU] [peppy](https://osu.ppy.sh/users/2)
- ![][flag_AU] [smoogipoo](https://osu.ppy.sh/users/1040328)
@@ -49,10 +50,11 @@ The osu! development effort is lead by ![][flag_AU] **[peppy](https://osu.ppy.sh
- ![][flag___] [osu!team](https://osu.ppy.sh/users/4341397)
-[flag___]: /wiki/shared/flag/__.gif
[flag_AU]: /wiki/shared/flag/AU.gif "Australia"
[flag_DE]: /wiki/shared/flag/DE.gif "Germany"
[flag_FR]: /wiki/shared/flag/FR.gif "France"
[flag_JP]: /wiki/shared/flag/JP.gif "Japan"
[flag_NO]: /wiki/shared/flag/NO.gif "Norway"
+[flag_SK]: /wiki/shared/flag/SK.gif "Slovakia"
[flag_US]: /wiki/shared/flag/US.gif "United States"
+[flag___]: /wiki/shared/flag/__.gif
diff --git a/wiki/People/The_Team/Developers/fr.md b/wiki/People/The_Team/Developers/fr.md
index e9b5a2e6de71..1f3881039e58 100644
--- a/wiki/People/The_Team/Developers/fr.md
+++ b/wiki/People/The_Team/Developers/fr.md
@@ -24,6 +24,7 @@ Le développement d'osu! est dirigé par ![][flag_AU] **[peppy](https://osu.ppy.
### Développeur du client du jeu
- ![][flag_FR] [Damnae](https://osu.ppy.sh/users/989377)
+- ![][flag_SK] [Domco](https://osu.ppy.sh/users/3562660)
- ![][flag_NO] [MillhioreF](https://osu.ppy.sh/users/941094)
- ![][flag_AU] [peppy](https://osu.ppy.sh/users/2)
- ![][flag_AU] [smoogipoo](https://osu.ppy.sh/users/1040328)
@@ -51,10 +52,11 @@ Le développement d'osu! est dirigé par ![][flag_AU] **[peppy](https://osu.ppy.
- ![][flag___] [osu!team](https://osu.ppy.sh/users/4341397)
-[flag___]: /wiki/shared/flag/__.gif
[flag_AU]: /wiki/shared/flag/AU.gif "Australie"
[flag_DE]: /wiki/shared/flag/DE.gif "Allemagne"
[flag_FR]: /wiki/shared/flag/FR.gif "France"
[flag_JP]: /wiki/shared/flag/JP.gif "Japon"
[flag_NO]: /wiki/shared/flag/NO.gif "Norvège"
+[flag_SK]: /wiki/shared/flag/SK.gif "Slovaquie"
[flag_US]: /wiki/shared/flag/US.gif "États-Unis"
+[flag___]: /wiki/shared/flag/__.gif
diff --git a/wiki/People/The_Team/Developers/pt-br.md b/wiki/People/The_Team/Developers/pt-br.md
index 25471c584d19..d8267d05d5a0 100644
--- a/wiki/People/The_Team/Developers/pt-br.md
+++ b/wiki/People/The_Team/Developers/pt-br.md
@@ -23,6 +23,7 @@ O esforço de desenvolvimento do osu! é liderado pelo ![][flag_AU] **[peppy](ht
### Desenvolvedores do cliente de jogo
- ![][flag_FR] [Damnae](https://osu.ppy.sh/users/989377)
+- ![][flag_SK] [Domco](https://osu.ppy.sh/users/3562660)
- ![][flag_NO] [MillhioreF](https://osu.ppy.sh/users/941094)
- ![][flag_AU] [peppy](https://osu.ppy.sh/users/2)
- ![][flag_AU] [smoogipoo](https://osu.ppy.sh/users/1040328)
@@ -50,10 +51,11 @@ O esforço de desenvolvimento do osu! é liderado pelo ![][flag_AU] **[peppy](ht
- ![][flag___] [osu!team](https://osu.ppy.sh/users/4341397)
+[flag_AU]: /wiki/shared/flag/AU.gif "Austrália"
+[flag_DE]: /wiki/shared/flag/DE.gif "Alemanha"
+[flag_FR]: /wiki/shared/flag/FR.gif "França"
+[flag_JP]: /wiki/shared/flag/JP.gif "Japão"
+[flag_NO]: /wiki/shared/flag/NO.gif "Noruega"
+[flag_SK]: /wiki/shared/flag/SK.gif "Eslováquia"
+[flag_US]: /wiki/shared/flag/US.gif "Estados Unidos"
[flag___]: /wiki/shared/flag/__.gif
-[flag_AU]: /wiki/shared/flag/AU.gif "Australia"
-[flag_DE]: /wiki/shared/flag/DE.gif "Germany"
-[flag_FR]: /wiki/shared/flag/FR.gif "France"
-[flag_JP]: /wiki/shared/flag/JP.gif "Japan"
-[flag_NO]: /wiki/shared/flag/NO.gif "Norway"
-[flag_US]: /wiki/shared/flag/US.gif "United States"
diff --git a/wiki/People/The_Team/Developers/tr.md b/wiki/People/The_Team/Developers/tr.md
index a9bb00cd74e2..35cca5f10ccd 100644
--- a/wiki/People/The_Team/Developers/tr.md
+++ b/wiki/People/The_Team/Developers/tr.md
@@ -22,6 +22,7 @@ osu! geliştirme çalışması osu!'nun yaratıcısı ![][flag_AU] **[peppy](htt
### Oyun istemcisi geliştiricileri
- ![][flag_FR] [Damnae](https://osu.ppy.sh/users/989377)
+- ![][flag_SK] [Domco](https://osu.ppy.sh/users/3562660)
- ![][flag_NO] [MillhioreF](https://osu.ppy.sh/users/941094)
- ![][flag_AU] [peppy](https://osu.ppy.sh/users/2)
- ![][flag_AU] [smoogipoo](https://osu.ppy.sh/users/1040328)
@@ -49,10 +50,11 @@ osu! geliştirme çalışması osu!'nun yaratıcısı ![][flag_AU] **[peppy](htt
- ![][flag___] [osu!team](https://osu.ppy.sh/users/4341397)
-[flag___]: /wiki/shared/flag/__.gif
[flag_AU]: /wiki/shared/flag/AU.gif "Avustralya"
[flag_DE]: /wiki/shared/flag/DE.gif "Almanya"
[flag_FR]: /wiki/shared/flag/FR.gif "Fransa"
[flag_JP]: /wiki/shared/flag/JP.gif "Japonya"
[flag_NO]: /wiki/shared/flag/NO.gif "Norveç"
+[flag_SK]: /wiki/shared/flag/SK.gif "Slovakya"
[flag_US]: /wiki/shared/flag/US.gif "Birleşik Devletler"
+[flag___]: /wiki/shared/flag/__.gif
diff --git a/wiki/People/The_Team/Developers/zh.md b/wiki/People/The_Team/Developers/zh.md
index 49dbec57afea..7e728c4e78f2 100644
--- a/wiki/People/The_Team/Developers/zh.md
+++ b/wiki/People/The_Team/Developers/zh.md
@@ -5,16 +5,16 @@ tags:
- osu!devs
- osu! dev
- osu! devs
- - 开发团队
- osu!开发者
- osu!开发团队
- osu! 开发者
- osu! 开发团队
+ - 开发者
---
-# 开发者
+# 开发团队
-osu! 的开发者通过修复 bugs 和添加新功能来保持游戏和网站的运行。他们大多数都是 ppy Pty Ltd 公司的员工。他们构成了 [osu!team](/wiki/People/The_Team) 的绝大部分。
+osu! 的开发人员通过修复 bugs 和添加新功能来保持游戏和网站的运行。他们大多数都是 ppy Pty Ltd 公司的员工。他们构成了 [osu!team](/wiki/People/The_Team) 的绝大部分。
osu! 的开发人员可以通过其粉红色的用户名和 **osu!dev** 或 **osu!team** 用户标题来识别。
@@ -27,6 +27,7 @@ osu! 的开发工作由 osu! 的创始人 ![][flag_AU] **[peppy](https://osu.ppy
### 游戏客户端开发者
- ![][flag_FR] [Damnae](https://osu.ppy.sh/users/989377)
+- ![][flag_SK] [Domco](https://osu.ppy.sh/users/3562660)
- ![][flag_NO] [MillhioreF](https://osu.ppy.sh/users/941094)
- ![][flag_AU] [peppy](https://osu.ppy.sh/users/2)
- ![][flag_AU] [smoogipoo](https://osu.ppy.sh/users/1040328)
@@ -54,10 +55,11 @@ osu! 的开发工作由 osu! 的创始人 ![][flag_AU] **[peppy](https://osu.ppy
- ![][flag___] [osu!team](https://osu.ppy.sh/users/4341397)
-[flag___]: /wiki/shared/flag/__.gif
[flag_AU]: /wiki/shared/flag/AU.gif "澳大利亚"
[flag_DE]: /wiki/shared/flag/DE.gif "德国"
[flag_FR]: /wiki/shared/flag/FR.gif "法国"
[flag_JP]: /wiki/shared/flag/JP.gif "日本"
[flag_NO]: /wiki/shared/flag/NO.gif "挪威"
+[flag_SK]: /wiki/shared/flag/SK.gif "斯洛伐克"
[flag_US]: /wiki/shared/flag/US.gif "美国"
+[flag___]: /wiki/shared/flag/__.gif
diff --git a/wiki/People/The_Team/Global_Moderation_Team/en.md b/wiki/People/The_Team/Global_Moderation_Team/en.md
index 6509f466cf21..2a4017a27944 100644
--- a/wiki/People/The_Team/Global_Moderation_Team/en.md
+++ b/wiki/People/The_Team/Global_Moderation_Team/en.md
@@ -73,6 +73,7 @@ The [Global Moderation Team group page](https://osu.ppy.sh/groups/4) lists all o
| ![][flag_FR] [Neil Watts](https://osu.ppy.sh/users/3048059) | French | Chat moderation |
| ![][flag_DE] [Okoratu](https://osu.ppy.sh/users/1623405) | German | Forum moderation, chat moderation, beatmap moderation |
| ![][flag___] [osu!team](https://osu.ppy.sh/users/4341397) | | Official team presence |
+| ![][flag_PH] [Osu Tatakae Ouendan](https://osu.ppy.sh/users/594210) | Filipino | Chat moderation |
| ![][flag_DE] [p3n](https://osu.ppy.sh/users/123703) | German | Tournaments, beatmap moderation |
| ![][flag_FR] [Pachiru](https://osu.ppy.sh/users/2850983) | French | Chat moderation, forum moderation |
| ![][flag_PT] [Pereira006](https://osu.ppy.sh/users/537344) | Portuguese | Chat moderation |
@@ -111,7 +112,7 @@ The [Global Moderation Team group page](https://osu.ppy.sh/groups/4) lists all o
| `#czechoslovak` | | |
| `#dutch` | [Nederlands](https://osu.ppy.sh/community/forums/69) | ![][flag_NL] [n0ah](https://osu.ppy.sh/users/3086393) |
| `#english` | | *All moderators* |
-| `#filipino` | [Tagalog](https://osu.ppy.sh/community/forums/76) | ![][flag_PH] [Nathanael](https://osu.ppy.sh/users/2295078), ![][flag_PH] [topecnz](https://osu.ppy.sh/users/2103927) |
+| `#filipino` | [Tagalog](https://osu.ppy.sh/community/forums/76) | ![][flag_PH] [Nathanael](https://osu.ppy.sh/users/2295078), ![][flag_PH] [Osu Tatakae Ouendan](https://osu.ppy.sh/users/594210), ![][flag_PH] [topecnz](https://osu.ppy.sh/users/2103927) |
| `#finnish` | [Suomi](https://osu.ppy.sh/community/forums/24) | ![][flag_FI] [Laurakko](https://osu.ppy.sh/users/7253731) |
| `#french` | [Français](https://osu.ppy.sh/community/forums/34) | ![][flag_CA] [Gabe](https://osu.ppy.sh/users/654108), ![][flag_FR] [Kurai](https://osu.ppy.sh/users/77089), ![][flag_FR] [Neil Watts](https://osu.ppy.sh/users/3048059), ![][flag_FR] [Pachiru](https://osu.ppy.sh/users/2850983), ![][flag_FR] [Shiro](https://osu.ppy.sh/users/113005), ![][flag_FR] [Tommay](https://osu.ppy.sh/users/3132818) |
| `#german` | [Deutsch](https://osu.ppy.sh/community/forums/37) | ![][flag_DE] [- Felix](https://osu.ppy.sh/users/8503985), ![][flag_DE] [Clobohne](https://osu.ppy.sh/users/499343), ![][flag_DE] [Okoratu](https://osu.ppy.sh/users/1623405), ![][flag_AT] [Stefan](https://osu.ppy.sh/users/626907), ![][flag_DE] [Zetera](https://osu.ppy.sh/users/587737) |
diff --git a/wiki/People/The_Team/Global_Moderation_Team/pt-br.md b/wiki/People/The_Team/Global_Moderation_Team/pt-br.md
index 3196da22417e..0201c842739a 100644
--- a/wiki/People/The_Team/Global_Moderation_Team/pt-br.md
+++ b/wiki/People/The_Team/Global_Moderation_Team/pt-br.md
@@ -34,7 +34,7 @@ Geralmente, a equipe irá observar as pessoas por várias semanas para ter certe
1. Não pergunte constantemente para o GMT sobre a sua posição como um candidato em potencial. O GMT não procura adicionar ninguém que está querendo contrubir com uma recompensa em mente. Um pensamento altruísta é a chave.
2. Não denuncie qualquer coisinha no chat. É uma habilidade importante saber o que merece ser denunciado e o que não deve.
3. Não responda a perguntas de outras pessoas sem saber se tal resposta está certa ou não, especialmente nos fórums. Sugestões são bem-vindas, mas dar informação errada pros outros não é útil para ninguém. Se você não sabe a solução de um problema, deixe que outra pessoa responda e aprenda deles.
-4. Não exagere nas coisas. A equipe procura por contribuições consistentes, não um valor imenso. Isso é conhecido por desgastar as pessoas fazendo com que percam a paciência e compromentiment. Relaxe!
+4. Não exagere nas coisas. A equipe procura por contribuições consistentes, não um valor imenso. Isso é conhecido por desgastar as pessoas fazendo com que percam a paciência e comprometimento. Relaxe!
## Membros da equipe
@@ -73,6 +73,7 @@ A [página de grupo da Equipe de Moderação Global](https://osu.ppy.sh/groups/4
| ![][flag_FR] [Neil Watts](https://osu.ppy.sh/users/3048059) | French | Chat moderation |
| ![][flag_DE] [Okoratu](https://osu.ppy.sh/users/1623405) | German | Forum moderation, chat moderation, beatmap moderation |
| ![][flag___] [osu!team](https://osu.ppy.sh/users/4341397) | | Official team presence |
+| ![][flag_PH] [Osu Tatakae Ouendan](https://osu.ppy.sh/users/594210) | Filipino | Chat moderation |
| ![][flag_DE] [p3n](https://osu.ppy.sh/users/123703) | German | Tournaments, beatmap moderation |
| ![][flag_FR] [Pachiru](https://osu.ppy.sh/users/2850983) | French | Chat moderation, forum moderation |
| ![][flag_CA] [Pawsu](https://osu.ppy.sh/users/2371454) | | Chat moderation, technical support |
@@ -111,7 +112,7 @@ A [página de grupo da Equipe de Moderação Global](https://osu.ppy.sh/groups/4
| `#czechoslovak` | | |
| `#dutch` | [Nederlands](https://osu.ppy.sh/community/forums/69) | ![][flag_NL] [n0ah](https://osu.ppy.sh/users/3086393) |
| `#english` | | *All moderators* |
-| `#filipino` | [Tagalog](https://osu.ppy.sh/community/forums/76) | ![][flag_PH] [Nathanael](https://osu.ppy.sh/users/2295078), ![][flag_PH] [topecnz](https://osu.ppy.sh/users/2103927) |
+| `#filipino` | [Tagalog](https://osu.ppy.sh/community/forums/76) | ![][flag_PH] [Nathanael](https://osu.ppy.sh/users/2295078), ![][flag_PH] [Osu Tatakae Ouendan](https://osu.ppy.sh/users/594210), ![][flag_PH] [topecnz](https://osu.ppy.sh/users/2103927) |
| `#finnish` | [Suomi](https://osu.ppy.sh/community/forums/24) | |
| `#french` | [Français](https://osu.ppy.sh/community/forums/34) | ![][flag_CA] [Gabe](https://osu.ppy.sh/users/654108), ![][flag_FR] [Kurai](https://osu.ppy.sh/users/77089), ![][flag_FR] [Neil Watts](https://osu.ppy.sh/users/3048059), ![][flag_FR] [Pachiru](https://osu.ppy.sh/users/2850983), ![][flag_FR] [Shiro](https://osu.ppy.sh/users/113005), ![][flag_FR] [Tommay](https://osu.ppy.sh/users/3132818) |
| `#german` | [Deutsch](https://osu.ppy.sh/community/forums/37) | ![][flag_DE] [- Felix](https://osu.ppy.sh/users/8503985), ![][flag_DE] [Clobohne](https://osu.ppy.sh/users/499343), ![][flag_DE] [Okoratu](https://osu.ppy.sh/users/1623405), ![][flag_AT] [Stefan](https://osu.ppy.sh/users/626907), ![][flag_DE] [Zetera](https://osu.ppy.sh/users/587737) |
diff --git a/wiki/People/The_Team/Global_Moderation_Team/ru.md b/wiki/People/The_Team/Global_Moderation_Team/ru.md
index 4320fa784ec2..7803ee76bf8d 100644
--- a/wiki/People/The_Team/Global_Moderation_Team/ru.md
+++ b/wiki/People/The_Team/Global_Moderation_Team/ru.md
@@ -73,6 +73,7 @@ tags:
| ![][flag_FR] [Neil Watts](https://osu.ppy.sh/users/3048059) | Французский | Модерация чата |
| ![][flag_DE] [Okoratu](https://osu.ppy.sh/users/1623405) | Немецкий | Модерация форума, модерация чата, модерация карт |
| ![][flag___] [osu!team](https://osu.ppy.sh/users/4341397) | | Официальное представление команды |
+| ![][flag_PH] [Osu Tatakae Ouendan](https://osu.ppy.sh/users/594210) | Филиппинский | Модерация чата |
| ![][flag_DE] [p3n](https://osu.ppy.sh/users/123703) | Немецкий | Турниры, модерация карт |
| ![][flag_FR] [Pachiru](https://osu.ppy.sh/users/2850983) | Французский | Модерация чата, модерация форума |
| ![][flag_CA] [Pawsu](https://osu.ppy.sh/users/2371454) | | Модерация чата, техподдержка |
@@ -111,7 +112,7 @@ tags:
| `#czechoslovak` | | |
| `#dutch` | [Nederlands](https://osu.ppy.sh/community/forums/69) | ![][flag_NL] [n0ah](https://osu.ppy.sh/users/3086393) |
| `#english` | | *Все модераторы* |
-| `#filipino` | [Tagalog](https://osu.ppy.sh/community/forums/76) | ![][flag_PH] [Nathanael](https://osu.ppy.sh/users/2295078), ![][flag_PH] [topecnz](https://osu.ppy.sh/users/2103927) |
+| `#filipino` | [Tagalog](https://osu.ppy.sh/community/forums/76) | ![][flag_PH] [Nathanael](https://osu.ppy.sh/users/2295078), ![][flag_PH] [Osu Tatakae Ouendan](https://osu.ppy.sh/users/594210), ![][flag_PH] [topecnz](https://osu.ppy.sh/users/2103927) |
| `#finnish` | [Suomi](https://osu.ppy.sh/community/forums/24) | |
| `#french` | [Français](https://osu.ppy.sh/community/forums/34) | ![][flag_CA] [Gabe](https://osu.ppy.sh/users/654108), ![][flag_FR] [Kurai](https://osu.ppy.sh/users/77089), ![][flag_FR] [Neil Watts](https://osu.ppy.sh/users/3048059), ![][flag_FR] [Pachiru](https://osu.ppy.sh/users/2850983), ![][flag_FR] [Shiro](https://osu.ppy.sh/users/113005), ![][flag_FR] [Tommay](https://osu.ppy.sh/users/3132818) |
| `#german` | [Deutsch](https://osu.ppy.sh/community/forums/37) | ![][flag_DE] [- Felix](https://osu.ppy.sh/users/8503985), ![][flag_DE] [Clobohne](https://osu.ppy.sh/users/499343), ![][flag_DE] [Okoratu](https://osu.ppy.sh/users/1623405), ![][flag_AT] [Stefan](https://osu.ppy.sh/users/626907), ![][flag_DE] [Zetera](https://osu.ppy.sh/users/587737) |
diff --git a/wiki/People/The_Team/Global_Moderation_Team/th.md b/wiki/People/The_Team/Global_Moderation_Team/th.md
index fcc61951c584..4739c8fa6087 100644
--- a/wiki/People/The_Team/Global_Moderation_Team/th.md
+++ b/wiki/People/The_Team/Global_Moderation_Team/th.md
@@ -74,6 +74,7 @@ no_native_review: true
| ![][flag_FR] [Neil Watts](https://osu.ppy.sh/users/3048059) | ภาษาฝรั่งเศส | ผู้ดูแลการแชท |
| ![][flag_DE] [Okoratu](https://osu.ppy.sh/users/1623405) | ภาษาเยอรมัน | ผู้ดูแลฟอรัม, ผู้ดูแลการแชท, ผู้ดูแลบีทแมพ |
| ![][flag___] [osu!team](https://osu.ppy.sh/users/4341397) | | ทีมอย่างเป็นทางการ |
+| ![][flag_PH] [Osu Tatakae Ouendan](https://osu.ppy.sh/users/594210) | ภาษาฟิลิปปินส์ | ผู้ดูแลการแชท |
| ![][flag_DE] [p3n](https://osu.ppy.sh/users/123703) | ภาษาเยอรมัน | ผู้ดูแลทัวร์นาเมนต์, ผู้ดูแลบีทแมพ |
| ![][flag_FR] [Pachiru](https://osu.ppy.sh/users/2850983) | ภาษาฝรั่งเศส | ผู้ดูแลการแชท, ผู้ดูแลฟอรัม |
| ![][flag_PT] [Pereira006](https://osu.ppy.sh/users/537344) | ภาษาโปรตุเกส | ผู้ดูแลการแชท |
@@ -112,7 +113,7 @@ no_native_review: true
| `#czechoslovak` | | |
| `#dutch` | [Nederlands](https://osu.ppy.sh/community/forums/69) | ![][flag_NL] [n0ah](https://osu.ppy.sh/users/3086393) |
| `#english` | | *ผู้ควบคุมทั้งหมด* |
-| `#filipino` | [Tagalog](https://osu.ppy.sh/community/forums/76) | ![][flag_PH] [Nathanael](https://osu.ppy.sh/users/2295078), ![][flag_PH] [topecnz](https://osu.ppy.sh/users/2103927) |
+| `#filipino` | [Tagalog](https://osu.ppy.sh/community/forums/76) | ![][flag_PH] [Nathanael](https://osu.ppy.sh/users/2295078), ![][flag_PH] [Osu Tatakae Ouendan](https://osu.ppy.sh/users/594210), ![][flag_PH] [topecnz](https://osu.ppy.sh/users/2103927) |
| `#finnish` | [Suomi](https://osu.ppy.sh/community/forums/24) | ![][flag_FI] [Laurakko](https://osu.ppy.sh/users/7253731) |
| `#french` | [Français](https://osu.ppy.sh/community/forums/34) | ![][flag_CA] [Gabe](https://osu.ppy.sh/users/654108), ![][flag_FR] [Kurai](https://osu.ppy.sh/users/77089), ![][flag_FR] [Neil Watts](https://osu.ppy.sh/users/3048059), ![][flag_FR] [Pachiru](https://osu.ppy.sh/users/2850983), ![][flag_FR] [Shiro](https://osu.ppy.sh/users/113005), ![][flag_FR] [Tommay](https://osu.ppy.sh/users/3132818) |
| `#german` | [Deutsch](https://osu.ppy.sh/community/forums/37) | ![][flag_DE] [- Felix](https://osu.ppy.sh/users/8503985), ![][flag_DE] [Clobohne](https://osu.ppy.sh/users/499343), ![][flag_DE] [Okoratu](https://osu.ppy.sh/users/1623405), ![][flag_AT] [Stefan](https://osu.ppy.sh/users/626907), ![][flag_DE] [Zetera](https://osu.ppy.sh/users/587737) |
diff --git a/wiki/People/The_Team/Global_Moderation_Team/tr.md b/wiki/People/The_Team/Global_Moderation_Team/tr.md
index dd5578c922f5..7c6545019e40 100644
--- a/wiki/People/The_Team/Global_Moderation_Team/tr.md
+++ b/wiki/People/The_Team/Global_Moderation_Team/tr.md
@@ -73,6 +73,7 @@ Genellikle, ekibe değerli bir katkı olup olamayacaklarına emin olabilmek adı
| ![][flag_FR] [Neil Watts](https://osu.ppy.sh/users/3048059) | Fransızca | Sohbet moderasyonu |
| ![][flag_DE] [Okoratu](https://osu.ppy.sh/users/1623405) | Almanca | Forum moderasyonu, sohbet moderasyonu, beatmap moderasyonu |
| ![][flag___] [osu!team](https://osu.ppy.sh/users/4341397) | | Resmi takım temsilcisi |
+| ![][flag_PH] [Osu Tatakae Ouendan](https://osu.ppy.sh/users/594210) | Filipince | Sohbet moderasyonu |
| ![][flag_DE] [p3n](https://osu.ppy.sh/users/123703) | Almanca | Turnuvalar, beatmap moderasyonu |
| ![][flag_FR] [Pachiru](https://osu.ppy.sh/users/2850983) | Fransızca | Sohbet moderasyonu, forum moderasyonu |
| ![][flag_PT] [Pereira006](https://osu.ppy.sh/users/537344) | Portekizce | Sohbet moderasyonu |
@@ -111,7 +112,7 @@ Genellikle, ekibe değerli bir katkı olup olamayacaklarına emin olabilmek adı
| `#czechoslovak` | | |
| `#dutch` | [Nederlands](https://osu.ppy.sh/community/forums/69) | ![][flag_NL] [n0ah](https://osu.ppy.sh/users/3086393) |
| `#english` | | *Tüm moderatörler* |
-| `#filipino` | [Tagalog](https://osu.ppy.sh/community/forums/76) | ![][flag_PH] [Nathanael](https://osu.ppy.sh/users/2295078), ![][flag_PH] [topecnz](https://osu.ppy.sh/users/2103927) |
+| `#filipino` | [Tagalog](https://osu.ppy.sh/community/forums/76) | ![][flag_PH] [Nathanael](https://osu.ppy.sh/users/2295078), ![][flag_PH] [Osu Tatakae Ouendan](https://osu.ppy.sh/users/594210), ![][flag_PH] [topecnz](https://osu.ppy.sh/users/2103927) |
| `#finnish` | [Suomi](https://osu.ppy.sh/community/forums/24) | ![][flag_FI] [Laurakko](https://osu.ppy.sh/users/7253731) |
| `#french` | [Français](https://osu.ppy.sh/community/forums/34) | ![][flag_CA] [Gabe](https://osu.ppy.sh/users/654108), ![][flag_FR] [Kurai](https://osu.ppy.sh/users/77089), ![][flag_FR] [Neil Watts](https://osu.ppy.sh/users/3048059), ![][flag_FR] [Pachiru](https://osu.ppy.sh/users/2850983), ![][flag_FR] [Shiro](https://osu.ppy.sh/users/113005), ![][flag_FR] [Tommay](https://osu.ppy.sh/users/3132818) |
| `#german` | [Deutsch](https://osu.ppy.sh/community/forums/37) | ![][flag_DE] [- Felix](https://osu.ppy.sh/users/8503985), ![][flag_DE] [Clobohne](https://osu.ppy.sh/users/499343), ![][flag_DE] [Okoratu](https://osu.ppy.sh/users/1623405), ![][flag_AT] [Stefan](https://osu.ppy.sh/users/626907), ![][flag_DE] [Zetera](https://osu.ppy.sh/users/587737) |
diff --git a/wiki/People/The_Team/Global_Moderation_Team/zh.md b/wiki/People/The_Team/Global_Moderation_Team/zh.md
index d346ca379e6e..4ecc7cae6690 100644
--- a/wiki/People/The_Team/Global_Moderation_Team/zh.md
+++ b/wiki/People/The_Team/Global_Moderation_Team/zh.md
@@ -17,7 +17,7 @@ tags:
## 如何成为 GMT
-要成为 **Global Moderation Team** 的成员是一个颇为困难及错综复杂的过程。一个潜在成员经常因愿意帮助其他用户,社区内的活动和良好行为而受到关注且因为他拥有精通第二语言的能力而能够被提拔。最后通过一系列的团队讨论以及检查后决定他们能否成为正式成员。GMT 潜在成员的惯例筛选往往始于 **Chat Moderators** (聊天室管理)。
+要成为 **Global Moderation Team** 的成员是一个颇为困难及错综复杂的过程。一个潜在成员经常因愿意帮助其他用户,社区内的活动和良好行为而受到关注且因为他拥有精通第二语言的能力而能够被提拔。最后通过一系列的团队讨论以及检查后决定他们能否成为正式成员。GMT 潜在成员的惯例筛选往往始于 **Chat Moderators**(聊天室管理)。
### 如何为别人着想
@@ -75,6 +75,7 @@ tags:
| ![][flag_FR] [Neil Watts](https://osu.ppy.sh/users/3048059) | 法语 | 聊天室管理员 |
| ![][flag_DE] [Okoratu](https://osu.ppy.sh/users/1623405) | 德语 | 论坛管理员,聊天室管理员,谱面管理员 |
| ![][flag___] [osu!team](https://osu.ppy.sh/users/4341397) | | 官方团队 |
+| ![][flag_PH] [Osu Tatakae Ouendan](https://osu.ppy.sh/users/594210) | 菲律宾语 | 聊天室管理员 |
| ![][flag_DE] [p3n](https://osu.ppy.sh/users/123703) | 德语 | 锦标赛管理员,谱面管理员 |
| ![][flag_FR] [Pachiru](https://osu.ppy.sh/users/2850983) | 法语 | 聊天室管理员,论坛管理员 |
| ![][flag_PT] [Pereira006](https://osu.ppy.sh/users/537344) | 葡萄牙语 | 聊天室管理员 |
@@ -113,7 +114,7 @@ tags:
| `#czechoslovak` | | |
| `#dutch` | [Nederlands](https://osu.ppy.sh/community/forums/69) | ![][flag_NL] [n0ah](https://osu.ppy.sh/users/3086393) |
| `#english` | | *全局管理员* |
-| `#filipino` | [Tagalog](https://osu.ppy.sh/community/forums/76) | ![][flag_PH] [Nathanael](https://osu.ppy.sh/users/2295078), ![][flag_PH] [topecnz](https://osu.ppy.sh/users/2103927) |
+| `#filipino` | [Tagalog](https://osu.ppy.sh/community/forums/76) | ![][flag_PH] [Nathanael](https://osu.ppy.sh/users/2295078), ![][flag_PH] [Osu Tatakae Ouendan](https://osu.ppy.sh/users/594210), ![][flag_PH] [topecnz](https://osu.ppy.sh/users/2103927) |
| `#finnish` | [Suomi](https://osu.ppy.sh/community/forums/24) | ![][flag_FI] [Laurakko](https://osu.ppy.sh/users/7253731) |
| `#french` | [Français](https://osu.ppy.sh/community/forums/34) | ![][flag_CA] [Gabe](https://osu.ppy.sh/users/654108), ![][flag_FR] [Kurai](https://osu.ppy.sh/users/77089), ![][flag_FR] [Neil Watts](https://osu.ppy.sh/users/3048059), ![][flag_FR] [Pachiru](https://osu.ppy.sh/users/2850983), ![][flag_FR] [Shiro](https://osu.ppy.sh/users/113005), ![][flag_FR] [Tommay](https://osu.ppy.sh/users/3132818) |
| `#german` | [Deutsch](https://osu.ppy.sh/community/forums/37) | ![][flag_DE] [- Felix](https://osu.ppy.sh/users/8503985), ![][flag_DE] [Clobohne](https://osu.ppy.sh/users/499343), ![][flag_DE] [Okoratu](https://osu.ppy.sh/users/1623405), ![][flag_AT] [Stefan](https://osu.ppy.sh/users/626907), ![][flag_DE] [Zetera](https://osu.ppy.sh/users/587737) |
diff --git a/wiki/People/The_Team/Nomination_Assessment_Team/en.md b/wiki/People/The_Team/Nomination_Assessment_Team/en.md
index fcef813e2ee0..9d857ca436f8 100644
--- a/wiki/People/The_Team/Nomination_Assessment_Team/en.md
+++ b/wiki/People/The_Team/Nomination_Assessment_Team/en.md
@@ -72,11 +72,13 @@ The [Nomination Assessment Team group page](https://osu.ppy.sh/groups/7) lists a
| :-- | :-- | :-- |
| ![][flag_DE] [Feerum](https://osu.ppy.sh/users/4815717) | German, Polish | Evaluation |
| ![][flag_NL] [Leniane](https://osu.ppy.sh/users/7138602) | Dutch | Evaluation, Moderation |
+| ![][flag_DZ] [Scotty](https://osu.ppy.sh/users/11085809) | Arabic, French | Evaluation |
[flag_BE]: /wiki/shared/flag/BE.gif "Belgium"
[flag_BR]: /wiki/shared/flag/BR.gif "Brazil"
[flag_CA]: /wiki/shared/flag/CA.gif "Canada"
[flag_DE]: /wiki/shared/flag/DE.gif "Germany"
+[flag_DZ]: /wiki/shared/flag/DZ.gif "Algeria"
[flag_ES]: /wiki/shared/flag/ES.gif "Spain"
[flag_GB]: /wiki/shared/flag/GB.gif "United Kingdom"
[flag_HK]: /wiki/shared/flag/HK.gif "Hong Kong"
diff --git a/wiki/People/The_Team/Nomination_Assessment_Team/pt-br.md b/wiki/People/The_Team/Nomination_Assessment_Team/pt-br.md
index 93fa745d3133..7842403c33dd 100644
--- a/wiki/People/The_Team/Nomination_Assessment_Team/pt-br.md
+++ b/wiki/People/The_Team/Nomination_Assessment_Team/pt-br.md
@@ -15,7 +15,7 @@ Os membros do NAT são reconhecidos pelo seus títulos e nomes de usuário verme
Os NAT são responsáveis por uma variedade de tarefas relacionadas a mapping que podem ser separadas em quatro subcategorias:
- **Avaliação:** Avaliar a proficiencia e atividade de ambos Nomeadores de Beatmap e candidatos. A maioria dos membros do NAT são responsáveis em contribuir para essa categoria.
-- **Estrutural:** Documentar tópicos em cerca do processo de ranqueamento, Documenting topics surrounding the ranking process, emendar regras e orientações para o [critério de ranqueamento](/wiki/Ranking_Criteria), desenvolvendo e mantendo ferramentas e sites relacionados.
+- **Estrutural:** Documentar tópicos em cerca do processo de ranqueamento, emendar regras e orientações para o [critério de ranqueamento](/wiki/Ranking_Criteria), desenvolvendo e mantendo ferramentas e sites relacionados.
- **Moderação:** Tratar denúncias de usuário e avaliar comportamento impróprio dos Nomeadores de Beatmap. Essa subcategoria é um trabalho conjunto entre os NAT e os GMT.
- **Comunicação:** Promover transparência entre os NAT e a comunidade de mapping/modding, incluindo a criação e organização de reuniões.
diff --git a/wiki/People/The_Team/Nomination_Assessment_Team/ru.md b/wiki/People/The_Team/Nomination_Assessment_Team/ru.md
index a1e2da6259cf..67fb07fce51a 100644
--- a/wiki/People/The_Team/Nomination_Assessment_Team/ru.md
+++ b/wiki/People/The_Team/Nomination_Assessment_Team/ru.md
@@ -57,7 +57,6 @@ outdated: true
[flag_ES]: /wiki/shared/flag/ES.gif
[flag_GB]: /wiki/shared/flag/GB.gif
[flag_HK]: /wiki/shared/flag/HK.gif
-[flag_ID]: /wiki/shared/flag/ID.gif
[flag_SE]: /wiki/shared/flag/SE.gif
[flag_US]: /wiki/shared/flag/US.gif
[flag_BR]: /wiki/shared/flag/BR.gif
diff --git a/wiki/People/The_Team/Nomination_Assessment_Team/tr.md b/wiki/People/The_Team/Nomination_Assessment_Team/tr.md
index d4bea105f5d7..8bf2dc4e32a8 100644
--- a/wiki/People/The_Team/Nomination_Assessment_Team/tr.md
+++ b/wiki/People/The_Team/Nomination_Assessment_Team/tr.md
@@ -72,11 +72,13 @@ NAT uzun zaman periyodlarıyla potansiyel NAT üyelerini gözetler, ve genellikl
| :-- | :-- | :-- |
| ![][flag_DE] [Feerum](https://osu.ppy.sh/users/4815717) | Almanca, Lehçe | Değerlendirme |
| ![][flag_NL] [Leniane](https://osu.ppy.sh/users/7138602) | Flemenkçe | Değerlendirme, Moderasyon |
+| ![][flag_DZ] [Scotty](https://osu.ppy.sh/users/11085809) | Arapça, Fransızca | Değerlendirme |
[flag_BE]: /wiki/shared/flag/BE.gif "Belçika"
[flag_BR]: /wiki/shared/flag/BR.gif "Brezilya"
[flag_CA]: /wiki/shared/flag/CA.gif "Kanada"
[flag_DE]: /wiki/shared/flag/DE.gif "Almanya"
+[flag_DZ]: /wiki/shared/flag/DZ.gif "Cezayir"
[flag_ES]: /wiki/shared/flag/ES.gif "İspanya"
[flag_GB]: /wiki/shared/flag/GB.gif "Birleşik Krallık"
[flag_HK]: /wiki/shared/flag/HK.gif "Hong Kong"
diff --git a/wiki/People/The_Team/Nomination_Assessment_Team/zh.md b/wiki/People/The_Team/Nomination_Assessment_Team/zh.md
index 69e8ed160365..3ddbcb16ec72 100644
--- a/wiki/People/The_Team/Nomination_Assessment_Team/zh.md
+++ b/wiki/People/The_Team/Nomination_Assessment_Team/zh.md
@@ -72,11 +72,13 @@ NAT 会长期关注潜在的 NAT 候选人,并偶尔进行讨论已决定是
| :-- | :-- | :-- |
| ![][flag_DE] [Feerum](https://osu.ppy.sh/users/4815717) | 德语,波兰语 | 评估 |
| ![][flag_NL] [Leniane](https://osu.ppy.sh/users/7138602) | 荷兰语 | 评估,管理 |
+| ![][flag_DZ] [Scotty](https://osu.ppy.sh/users/11085809) | 阿拉伯语,法语 | 评估 |
[flag_BE]: /wiki/shared/flag/BE.gif "比利时"
[flag_BR]: /wiki/shared/flag/BR.gif "巴西"
[flag_CA]: /wiki/shared/flag/CA.gif "加拿大"
[flag_DE]: /wiki/shared/flag/DE.gif "德国"
+[flag_DZ]: /wiki/shared/flag/DZ.gif "阿尔及利亚"
[flag_ES]: /wiki/shared/flag/ES.gif "西班牙"
[flag_GB]: /wiki/shared/flag/GB.gif "英国"
[flag_HK]: /wiki/shared/flag/HK.gif "香港"
diff --git a/wiki/People/The_Team/Project_Loved_Team/en.md b/wiki/People/The_Team/Project_Loved_Team/en.md
index f964db0678d6..24697fe880dc 100644
--- a/wiki/People/The_Team/Project_Loved_Team/en.md
+++ b/wiki/People/The_Team/Project_Loved_Team/en.md
@@ -10,7 +10,7 @@ The **Project Loved Team** are members of the osu! community who manage [Project
## Roles and responsibilities
-The Project Loved Team mostly consists of *captains* for each [game mode](/wiki/Game_Modes). Captains are responsible for nominating beatmaps to the Loved category and act as representatives for the community in having a good sense of which maps to choose. They also write short descriptions about the nominated maps to help readers get a feel for each map in case they have not seen or played them before.
+The Project Loved Team mostly consists of *captains* for each [game mode](/wiki/Game_mode). Captains are responsible for nominating beatmaps to the Loved category and act as representatives for the community in having a good sense of which maps to choose. They also write short descriptions about the nominated maps to help readers get a feel for each map in case they have not seen or played them before.
The rest of the team helps with quality control, maintenance, and organisation.
@@ -18,7 +18,7 @@ The rest of the team helps with quality control, maintenance, and organisation.
-![][flag_US] **[clayton](https://osu.ppy.sh/users/3666350)** oversees the project and writes news and forum posts, ![][flag_LT] [huu](https://osu.ppy.sh/users/6044237) maintains the public spreadsheets and helps moderate discussions about Loved, and ![][flag_US] [Noffy](https://osu.ppy.sh/users/1541323) checks metadata of beatmaps that will go up for voting. The rest of the team are captains:
+![][flag_US] **[clayton](https://osu.ppy.sh/users/3666350)** oversees the project and writes news and forum posts, ![][flag_LT] [huu](https://osu.ppy.sh/users/6044237) maintains the public spreadsheets and helps moderate discussions about Loved, and ![][flag_US] [Noffy](https://osu.ppy.sh/users/1541323), ![][flag_GB] [hypercyte](https://osu.ppy.sh/users/9155377), and ![][flag_US] [eiri-](https://osu.ppy.sh/users/3388410) check metadata of beatmaps that will go up for voting. The rest of the team are captains:
### osu!standard captains
@@ -32,8 +32,12 @@ The rest of the team helps with quality control, maintenance, and organisation.
### osu!taiko captains
- ![][flag_CL] **[-Kazu-](https://osu.ppy.sh/users/920861)**
+- ![][flag_IT] [D3kuu](https://osu.ppy.sh/users/7807444)
- ![][flag_US] [jyake](https://osu.ppy.sh/users/9099822)
- ![][flag_JP] [nyanmi-1828](https://osu.ppy.sh/users/6866480)
+- ![][flag_KR] [POCARI SWEAT](https://osu.ppy.sh/users/5082685)
+- ![][flag_SE] [Raphalge](https://osu.ppy.sh/users/3918650)
+- ![][flag_RU] [Remus](https://osu.ppy.sh/users/6850949)
- ![][flag_CL] [Ulqui](https://osu.ppy.sh/users/1263669)
### osu!catch captains
@@ -60,11 +64,15 @@ The rest of the team helps with quality control, maintenance, and organisation.
[flag_CN]: /wiki/shared/flag/CN.gif "China"
[flag_DE]: /wiki/shared/flag/DE.gif "Germany"
[flag_GB]: /wiki/shared/flag/GB.gif "United Kingdom"
+[flag_IT]: /wiki/shared/flag/IT.gif "Italy"
[flag_JP]: /wiki/shared/flag/JP.gif "Japan"
+[flag_KR]: /wiki/shared/flag/KR.gif "South Korea"
[flag_LT]: /wiki/shared/flag/LT.gif "Lithuania"
[flag_LV]: /wiki/shared/flag/LV.gif "Latvia"
[flag_NL]: /wiki/shared/flag/NL.gif "Netherlands"
[flag_PH]: /wiki/shared/flag/PH.gif "Philippines"
[flag_PL]: /wiki/shared/flag/PL.gif "Poland"
+[flag_RU]: /wiki/shared/flag/RU.gif "Russian Federation"
+[flag_SE]: /wiki/shared/flag/SE.gif "Sweden"
[flag_SG]: /wiki/shared/flag/SG.gif "Singapore"
[flag_US]: /wiki/shared/flag/US.gif "United States"
diff --git a/wiki/People/The_Team/Project_Loved_Team/pt-br.md b/wiki/People/The_Team/Project_Loved_Team/pt-br.md
index 2b7d7d26882a..0f813ebc59d4 100644
--- a/wiki/People/The_Team/Project_Loved_Team/pt-br.md
+++ b/wiki/People/The_Team/Project_Loved_Team/pt-br.md
@@ -13,7 +13,7 @@ A **Equipe Project Loved** são membros da comunidade do osu! que gerenciam o [P
## Funções e responsibilidades
-A Equipe Project Loved geralmente consiste de **capitães** para cada [modo de jogo](/wiki/Game_Modes). Capitães são responsáveis por nomear beatmaps para a categoria Loved. Eles também escrevem breves descrições sobre os mapas nomeados para ajudar os leitores a entender o mapa em caso eles não tenham visto ou jogado-os anteriormente.
+A Equipe Project Loved geralmente consiste de **capitães** para cada [modo de jogo](/wiki/Game_mode). Capitães são responsáveis por nomear beatmaps para a categoria Loved. Eles também escrevem breves descrições sobre os mapas nomeados para ajudar os leitores a entender o mapa em caso eles não tenham visto ou jogado-os anteriormente.
O resto da equipe ajuda com controle de qualidade, manutenção, e organização.
diff --git a/wiki/People/The_Team/Project_Loved_Team/ru.md b/wiki/People/The_Team/Project_Loved_Team/ru.md
index 7bee06260704..ef411edf7322 100644
--- a/wiki/People/The_Team/Project_Loved_Team/ru.md
+++ b/wiki/People/The_Team/Project_Loved_Team/ru.md
@@ -1,21 +1,22 @@
---
-no_native_review: true
-outdated: true
+tags:
+ - captain
+ - captains
---
# Команда Project Loved
-**Команда Project Loved** — члены сообщества osu!, управляющие [Project Loved](/wiki/Project_Loved), платформой голосования, которая продвигает карты в категорию «[Любимые](/wiki/Beatmaps#любимые)».
+**Команда Project Loved** — члены сообщества osu!, управляющие [Project Loved](/wiki/Project_Loved) платформой голосования, которая продвигает карты в категорию «[Любимые](/wiki/Beatmaps#любимые)».
## Роли и обязанности
-Команда Project Loved в основном состоит из **капитанов** для каждого [режима игры](/wiki/Game_Modes). Капитаны несут ответственность за номинацию карт в категорию «Любимые». Они также пишут короткие описания о номинированных картах, чтобы помочь читателям получить представление о них в том случае, если они не видели или не играли их раньше.
+Команда Project Loved в основном состоит из **капитанов** для каждого [режима игры](/wiki/Game_mode). Капитаны несут ответственность за номинацию карт в категорию «Любимые». Они также пишут короткие описания о номинированных картах, чтобы помочь читателям получить представление о них в том случае, если они не видели или не играли их раньше.
Остальная часть команды помогает с контролем качества, поддержкой и организацией.
## Члены команды
-![][flag_US] **[Toy](https://osu.ppy.sh/users/2757689)** управляет Project Loved и координирует большинство действий команды.
+![][flag_US] **[clayton](https://osu.ppy.sh/users/3666350)** курирует проект, пишет новости и посты на форуме, ![][flag_LT] [huu](https://osu.ppy.sh/users/6044237) ведёт общедоступные таблицы и помогает модерировать обсуждения о категории «Любимые». ![][flag_US] [Noffy](https://osu.ppy.sh/users/1541323), ![][flag_GB] [hypercyte](https://osu.ppy.sh/users/9155377) и ![][flag_US] [eiri-](https://osu.ppy.sh/users/3388410) проверяют метаданные карт, которые будут выставлены на голосование. Остальная часть команды — это капитаны:
### Капитаны osu!standard
@@ -29,10 +30,12 @@ outdated: true
### Капитаны osu!taiko
- ![][flag_CL] **[-Kazu-](https://osu.ppy.sh/users/920861)**
-- ![][flag_JP] [iceOC](https://osu.ppy.sh/users/5482401)
+- ![][flag_IT] [D3kuu](https://osu.ppy.sh/users/7807444)
- ![][flag_US] [jyake](https://osu.ppy.sh/users/9099822)
-- ![][flag_CL] [lineqtxz](https://osu.ppy.sh/users/989542)
- ![][flag_JP] [nyanmi-1828](https://osu.ppy.sh/users/6866480)
+- ![][flag_KR] [POCARI SWEAT](https://osu.ppy.sh/users/5082685)
+- ![][flag_SE] [Raphalge](https://osu.ppy.sh/users/3918650)
+- ![][flag_RU] [Remus](https://osu.ppy.sh/users/6850949)
- ![][flag_CL] [Ulqui](https://osu.ppy.sh/users/1263669)
### Капитаны osu!catch
@@ -44,28 +47,30 @@ outdated: true
### Капитаны osu!mania
-- ![][flag_SG] **[Shoegazer](https://osu.ppy.sh/users/2520707)**
+- ![][flag_US] **[Toaph Daddy](https://osu.ppy.sh/users/7616811)**
+- ![][flag_US] [-mint-](https://osu.ppy.sh/users/8976576)
+- ![][flag_SG] [Abraxos](https://osu.ppy.sh/users/5025064)
- ![][flag_PH] [lenpai](https://osu.ppy.sh/users/5314573)
- ![][flag_GB] [Pope Gadget](https://osu.ppy.sh/users/2288341)
-- ![][flag_US] [Toaph Daddy](https://osu.ppy.sh/users/7616811)
-
-### Другие роли
-
-| Имя | Роль |
-| :-- | :-- |
-| ![][flag_US] [clayton](https://osu.ppy.sh/users/3666350) | Основной сопровождающий |
-| ![][flag_LT] [huu](https://osu.ppy.sh/users/6044237) | Основной сопровождающий |
-| ![][flag_US] [Noffy](https://osu.ppy.sh/users/1541323) | Эксперт по метаданным карт |
-
-[flag_CL]: /wiki/shared/flag/CL.gif
-[flag_CN]: /wiki/shared/flag/CN.gif
-[flag_DE]: /wiki/shared/flag/DE.gif
-[flag_GB]: /wiki/shared/flag/GB.gif
-[flag_JP]: /wiki/shared/flag/JP.gif
-[flag_LT]: /wiki/shared/flag/LT.gif
-[flag_LV]: /wiki/shared/flag/LV.gif
-[flag_NL]: /wiki/shared/flag/NL.gif
-[flag_PH]: /wiki/shared/flag/PH.gif
-[flag_PL]: /wiki/shared/flag/PL.gif
-[flag_SG]: /wiki/shared/flag/SG.gif
-[flag_US]: /wiki/shared/flag/US.gif
+
+## Интересные факты
+
+- ![][flag_US] [Toy](https://osu.ppy.sh/users/2757689) создал команду капитанов в сентябре 2017 года вместе с системой [Captain's Pick](/wiki/Beatmaps/History_of_Loved#captain's-pick-and-project-loved-(sep-2017-–-present)), которая позже была переименована в **Project Loved**. До конца 2019 года он курировал весь проект и руководил им.
+- На сайте есть закрытая группа с идентификатором 31, содержащая в себе пользователей Project Loved. Она используется для доступа к модерации [форума Project Loved](https://osu.ppy.sh/community/forums/120) и продвижения карт в категорию «Любимые», единственными участниками являются ![][flag_US] [clayton](https://osu.ppy.sh/users/3666350) и ![][flag_US] [Toy](https://osu.ppy.sh/users/2757689).
+
+[flag_CL]: /wiki/shared/flag/CL.gif "Чили"
+[flag_CN]: /wiki/shared/flag/CN.gif "Китай"
+[flag_DE]: /wiki/shared/flag/DE.gif "Германия"
+[flag_GB]: /wiki/shared/flag/GB.gif "Великобритания"
+[flag_JP]: /wiki/shared/flag/JP.gif "Япония"
+[flag_LT]: /wiki/shared/flag/LT.gif "Литва"
+[flag_LV]: /wiki/shared/flag/LV.gif "Латвия"
+[flag_NL]: /wiki/shared/flag/NL.gif "Нидерланды"
+[flag_PH]: /wiki/shared/flag/PH.gif "Филиппины"
+[flag_PL]: /wiki/shared/flag/PL.gif "Польша"
+[flag_SG]: /wiki/shared/flag/SG.gif "Сингапур"
+[flag_US]: /wiki/shared/flag/US.gif "США"
+[flag_RU]: /wiki/shared/flag/RU.gif "Россия"
+[flag_SE]: /wiki/shared/flag/SE.gif "Швеция"
+[flag_KR]: /wiki/shared/flag/KR.gif "Республика Корея"
+[flag_IT]: /wiki/shared/flag/IT.gif "Италия"
diff --git a/wiki/People/The_Team/Project_Loved_Team/tr.md b/wiki/People/The_Team/Project_Loved_Team/tr.md
index 0bd665ffd867..b89e8711bb0c 100644
--- a/wiki/People/The_Team/Project_Loved_Team/tr.md
+++ b/wiki/People/The_Team/Project_Loved_Team/tr.md
@@ -10,13 +10,13 @@ tags:
## Roller ve sorumluluklar
-Project Loved Takımının çoğunluğunu her bir [oyun modunun](/wiki/Game_Modes) *kaptanları* oluşturur. Kaptanlar, beatmaplerin Sevilen kategorisi için aday gösterilmesinden sorumludur ve hangi maplerin seçileceği konusunda iyi bir fikir sahibi olabilmek için topluluğun temsilcileri olarak hareket ederler. Onlar aynı zamanda okuyucuların, onları daha önce hiç görmemiş ya da oynamamış olma ihtimaline karşı, her bir mapi daha iyi hissetmeleri için aday gösterilen mapler hakkında kısa açıklamalar da yazarlar.
+Project Loved Takımının çoğunluğunu her bir [oyun modunun](/wiki/Game_mode) *kaptanları* oluşturur. Kaptanlar, beatmaplerin Sevilen kategorisi için aday gösterilmesinden sorumludur ve hangi maplerin seçileceği konusunda iyi bir fikir sahibi olabilmek için topluluğun temsilcileri olarak hareket ederler. Onlar aynı zamanda okuyucuların, onları daha önce hiç görmemiş ya da oynamamış olma ihtimaline karşı, her bir mapi daha iyi hissetmeleri için aday gösterilen mapler hakkında kısa açıklamalar da yazarlar.
Ekibin geri kalanı kalite kontrol, bakım ve organizasyon işlerinde yardım eder.
## Takım üyeleri
-![][flag_US] **[clayton](https://osu.ppy.sh/users/3666350)** projeyi gözlemler ve haber ile forum gönderilerini yazar, ![][flag_LT] [huu](https://osu.ppy.sh/users/6044237) herkese açık tabloları yürütür ve Sevilen kategorisi ile ilgili tartışmaların moderasyonunda yardımcı olur, ve ![][flag_US] [Noffy](https://osu.ppy.sh/users/1541323) oylamaya sunulacak beatmaplerin metaverisini kontrol eder. Takımın geri kalanı kaptanlardır:
+![][flag_US] **[clayton](https://osu.ppy.sh/users/3666350)** projeyi gözlemler ve haber ile forum gönderilerini yazar, ![][flag_LT] [huu](https://osu.ppy.sh/users/6044237) herkese açık tabloları yürütür ve Sevilen kategorisi ile ilgili tartışmaların moderasyonunda yardımcı olur, ve ![][flag_US] [Noffy](https://osu.ppy.sh/users/1541323), ![][flag_GB] [hypercyte](https://osu.ppy.sh/users/9155377), ve ![][flag_US] [eiri-](https://osu.ppy.sh/users/3388410) oylamaya sunulacak beatmaplerin metaverisini kontrol eder. Takımın geri kalanı kaptanlardır:
### osu!standard kaptanları
@@ -30,8 +30,12 @@ Ekibin geri kalanı kalite kontrol, bakım ve organizasyon işlerinde yardım ed
### osu!taiko kaptanları
- ![][flag_CL] **[-Kazu-](https://osu.ppy.sh/users/920861)**
+- ![][flag_IT] [D3kuu](https://osu.ppy.sh/users/7807444)
- ![][flag_US] [jyake](https://osu.ppy.sh/users/9099822)
- ![][flag_JP] [nyanmi-1828](https://osu.ppy.sh/users/6866480)
+- ![][flag_KR] [POCARI SWEAT](https://osu.ppy.sh/users/5082685)
+- ![][flag_SE] [Raphalge](https://osu.ppy.sh/users/3918650)
+- ![][flag_RU] [Remus](https://osu.ppy.sh/users/6850949)
- ![][flag_CL] [Ulqui](https://osu.ppy.sh/users/1263669)
### osu!catch kaptanları
@@ -58,11 +62,15 @@ Ekibin geri kalanı kalite kontrol, bakım ve organizasyon işlerinde yardım ed
[flag_CN]: /wiki/shared/flag/CN.gif "Çin"
[flag_DE]: /wiki/shared/flag/DE.gif "Almanya"
[flag_GB]: /wiki/shared/flag/GB.gif "Birleşik Krallık"
+[flag_IT]: /wiki/shared/flag/IT.gif "İtalya"
[flag_JP]: /wiki/shared/flag/JP.gif "Japonya"
+[flag_KR]: /wiki/shared/flag/KR.gif "Güney Kore"
[flag_LT]: /wiki/shared/flag/LT.gif "Litvanya"
[flag_LV]: /wiki/shared/flag/LV.gif "Letonya"
[flag_NL]: /wiki/shared/flag/NL.gif "Hollanda"
[flag_PH]: /wiki/shared/flag/PH.gif "Filipinler"
[flag_PL]: /wiki/shared/flag/PL.gif "Polonya"
+[flag_RU]: /wiki/shared/flag/RU.gif "Rusya Federasyonu"
+[flag_SE]: /wiki/shared/flag/SE.gif "İsveç"
[flag_SG]: /wiki/shared/flag/SG.gif "Singapur"
[flag_US]: /wiki/shared/flag/US.gif "Birleşik Devletler"
diff --git a/wiki/People/The_Team/Project_Loved_Team/zh.md b/wiki/People/The_Team/Project_Loved_Team/zh.md
index d20ed0bb4c70..b410d8445edf 100644
--- a/wiki/People/The_Team/Project_Loved_Team/zh.md
+++ b/wiki/People/The_Team/Project_Loved_Team/zh.md
@@ -1,26 +1,23 @@
---
-outdated: true
-outdated_since: e1e69e0d7540b093fe32cf55da6f4450d4aef558
tags:
- captain
- captains
+ - Project Loved Team
---
# Project Loved 团队
-**Project Loved Team** 是来自 osu! 社区的成员组成的团队,他们负责管理 [Project Loved](/wiki/Project_Loved),在第三方投票平台上帮助受欢迎的谱面过渡到 [Loved](/wiki/Beatmaps#loved) 类别。
+**Project Loved 团队** 是来自 osu! 社区的成员组成的团队,他们负责管理 [Project Loved](/wiki/Project_Loved),在第三方投票平台上帮助受欢迎的[谱面](/wiki/Beatmaps)过渡到 [Loved](/wiki/Beatmaps#loved) 类别。
## 角色与职责
-The Project Loved 主要由每个[游戏模式](/wiki/Game_Modes)的**队长**组成。队长负责把谱面提名为 Loved 类别。他们还撰写了有关提名谱面的简短说明,以帮助玩家感受以前从未看过或玩过的谱面。
+The Project Loved 主要由每个[游戏模式](/wiki/Game_mode)的**队长**组成。队长负责代表社区把谱面提名为 Loved 类别。他们还会撰写了有关提名谱面的简短说明,以帮助玩家感受以前从未看过或玩过的谱面。
团队的其他成员将帮助进行质量控制,维护和组织。
## 团队成员
-*在官方网站上拥有一个 Project Loved 团队成员页面,ID 为 31,但列表并不公开。这仅用于管理作用。*
-
-![][flag_US] **[Toy](https://osu.ppy.sh/users/2757689)** 负责管理 Project Loved 并帮助协调其大部分活动。
+![][flag_US] **[clayton](https://osu.ppy.sh/users/3666350)** 负责监督该项目并撰写新闻和论坛帖子,![][flag_LT] [huu](https://osu.ppy.sh/users/6044237) 负责维护公共表格,并帮助版主管理有关 Loved 的讨论帖,最后是 ![][flag_US] [Noffy](https://osu.ppy.sh/users/1541323),![][flag_GB] [hypercyte](https://osu.ppy.sh/users/9155377) 和 ![][flag_US] [eiri-](https://osu.ppy.sh/users/3388410) 负责检查谱面的元数据,这些元数据会用于社区投票。其余成员则是每一种模式的队长:
### osu!standard 队长
@@ -34,10 +31,12 @@ The Project Loved 主要由每个[游戏模式](/wiki/Game_Modes)的**队长**
### osu!taiko 队长
- ![][flag_CL] **[-Kazu-](https://osu.ppy.sh/users/920861)**
-- ![][flag_JP] [iceOC](https://osu.ppy.sh/users/5482401)
+- ![][flag_IT] [D3kuu](https://osu.ppy.sh/users/7807444)
- ![][flag_US] [jyake](https://osu.ppy.sh/users/9099822)
-- ![][flag_CL] [lineqtxz](https://osu.ppy.sh/users/989542)
- ![][flag_JP] [nyanmi-1828](https://osu.ppy.sh/users/6866480)
+- ![][flag_KR] [POCARI SWEAT](https://osu.ppy.sh/users/5082685)
+- ![][flag_SE] [Raphalge](https://osu.ppy.sh/users/3918650)
+- ![][flag_RU] [Remus](https://osu.ppy.sh/users/6850949)
- ![][flag_CL] [Ulqui](https://osu.ppy.sh/users/1263669)
### osu!catch 队长
@@ -49,28 +48,30 @@ The Project Loved 主要由每个[游戏模式](/wiki/Game_Modes)的**队长**
### osu!mania 队长
-- ![][flag_SG] **[Shoegazer](https://osu.ppy.sh/users/2520707)**
+- ![][flag_US] **[Toaph Daddy](https://osu.ppy.sh/users/7616811)**
+- ![][flag_US] [-mint-](https://osu.ppy.sh/users/8976576)
+- ![][flag_SG] [Abraxos](https://osu.ppy.sh/users/5025064)
- ![][flag_PH] [lenpai](https://osu.ppy.sh/users/5314573)
- ![][flag_GB] [Pope Gadget](https://osu.ppy.sh/users/2288341)
-- ![][flag_US] [Toaph Daddy](https://osu.ppy.sh/users/7616811)
### 其他
-| 名字 | 职务 |
-| :-- | :-- |
-| ![][flag_US] [clayton](https://osu.ppy.sh/users/3666350) | 常规维护 |
-| ![][flag_LT] [huu](https://osu.ppy.sh/users/6044237) | 常规维护 |
-| ![][flag_US] [Noffy](https://osu.ppy.sh/users/1541323) | 谱面 metadata 专家 |
+- ![][flag_US] [Toy](https://osu.ppy.sh/users/2757689) 最初在 2017 年 9 月创建了 [Captain's Pick](/wiki/Beatmaps/History_of_Loved#captain's-pick-and-project-loved-(sep-2017-–-present)) 系统,后来改名为 Project Loved。直到 2019 年末,他一直负责着整个项目的管理。
+- 在官方网站上拥有一个 Project Loved 团队成员页面,ID 为 31,但列表并不公开。这仅用于管理 [Project Loved 论坛](https://osu.ppy.sh/community/forums/120) 用,其成员只有 ![][flag_US] [clayton](https://osu.ppy.sh/users/3666350) 和 ![][flag_US] [Toy](https://osu.ppy.sh/users/2757689)。
[flag_CL]: /wiki/shared/flag/CL.gif "智利"
[flag_CN]: /wiki/shared/flag/CN.gif "中国"
[flag_DE]: /wiki/shared/flag/DE.gif "德国"
[flag_GB]: /wiki/shared/flag/GB.gif "英国"
+[flag_IT]: /wiki/shared/flag/IT.gif "意大利"
[flag_JP]: /wiki/shared/flag/JP.gif "日本"
+[flag_KR]: /wiki/shared/flag/KR.gif "韩国"
[flag_LT]: /wiki/shared/flag/LT.gif "立陶宛"
[flag_LV]: /wiki/shared/flag/LV.gif "拉脱维亚"
[flag_NL]: /wiki/shared/flag/NL.gif "荷兰"
[flag_PH]: /wiki/shared/flag/PH.gif "菲律宾"
[flag_PL]: /wiki/shared/flag/PL.gif "波兰"
+[flag_RU]: /wiki/shared/flag/RU.gif "俄罗斯"
+[flag_SE]: /wiki/shared/flag/SE.gif "瑞典"
[flag_SG]: /wiki/shared/flag/SG.gif "新加坡"
[flag_US]: /wiki/shared/flag/US.gif "美国"
diff --git a/wiki/People/The_Team/es.md b/wiki/People/The_Team/es.md
index 13e187ea49d7..faaf042f4f32 100644
--- a/wiki/People/The_Team/es.md
+++ b/wiki/People/The_Team/es.md
@@ -1,75 +1,97 @@
---
-outdated: true
+tags:
+ - osu! staff
+ - osu!team
+ - osu! team
+ - staff
+ - team
+no_native_review: true
---
# El Equipo
-Las personas que nombradas a continuación son el núcleo del equipo de osu!, y son los principales responsables de ayudar a que el juego sea impresionante para todos.
+*Para una lista de promociones y retiros, vea: [Staff Log](/wiki/Staff_Log)*
-## Creador
+Las personas nombradas a continuación son el núcleo del **equipo de osu!**, y son los principales responsables de ayudar a que el juego sea impresionante para todos.
-| Nombre | Descripción |
+| Nombre | Rol |
| :-- | :-- |
-| [![][flag_AU] peppy](https://osu.ppy.sh/users/2) | Lider del Proyecto |
-
-## Activos
-
-| Nombre | Descripción |
-| :-- | :-- |
-| ![][flag_NO] [cYsmix](https://osu.ppy.sh/users/272870) | Diseñador de audio y [Artista destacado oficial de osu!](https://osu.ppy.sh/beatmaps/artists/2) |
-| ![][flag_AU] [Ephemeral](https://osu.ppy.sh/users/102335) | Encargado de los medios, divulgador de artistas destacados, secretario Meganekko |
-| ![][flag_JP] [flyte](https://osu.ppy.sh/users/3103765) | Diseñador encargado de [osu!next](https://next.ppy.sh/) |
+| ![][flag_AU] **[peppy](https://osu.ppy.sh/users/2)** | **Líder del proyecto** |
+| ![][flag_GB] [-Mo-](https://osu.ppy.sh/users/2202163) | Tutor de modeo y mapeo de escenas |
+| ![][flag_US] [Chaos](https://osu.ppy.sh/users/2628870) | Moderador y tutor de la comunidad |
+| ![][flag_AU] [Ephemeral](https://osu.ppy.sh/users/102335) | Encargado de los medios, divulgador de artistas destacados |
+| ![][flag_JP] [flyte](https://osu.ppy.sh/users/3103765) | Encargado de diseño, supervisor de Creative Cloud interno |
+| ![][flag_GB] [JBHyperion](https://osu.ppy.sh/users/4879508) | Tutor de modeo y mapeo de escenas |
+| ![][flag_AR] [juankristal](https://osu.ppy.sh/users/443656) | Organizador y administrador de la Copa Mundial |
+| ![][flag_DE] [Mao](https://osu.ppy.sh/users/2204515) | Tutor de modeo y mapeo de escenas |
| ![][flag_JP] [nanaya](https://osu.ppy.sh/users/2387883) | Desarrollador de osu!web |
-| ![][flag_AU] [nekodex](https://osu.ppy.sh/users/102) | Desarrollador de osu!web |
+| ![][flag_PH] [Nathanael](https://osu.ppy.sh/users/2295078) | Administrador general, tutoría de moderación |
+| ![][flag_AU] [nekodex](https://osu.ppy.sh/users/102) | Desarrollador de osu!web, [Artista destacado oficial de osu!](https://osu.ppy.sh/beatmaps/artists/1) |
| ![][flag_JP] [notbakaneko](https://osu.ppy.sh/users/10751776) | Desarrollador de osu!web |
-| ![][flag_US] [RBRat3](https://osu.ppy.sh/users/307202) | osu!painter, creador de cosas genialmente extraordinarias |
-| ![][flag_FR] [Shiro](https://osu.ppy.sh/users/113005) | Asistencia al jugador |
-| ![][flag_AU] [smoogipooo](https://osu.ppy.sh/users/1040328) | Desarrolador de osu!mania, cazador de bugs |
-| ![][flag_DE] [Tom94](https://osu.ppy.sh/users/1857058) | Desarrolador del pp |
-| ![][flag_ES] [Trosk-](https://osu.ppy.sh/users/3469385) | Soporte al jugador |
-| ![][flag_JP] [yelle](https://osu.ppy.sh/users/4916903) | Administrador de la [osu!store](https://osu.ppy.sh/store/listing) |
+| ![][flag_DE] [Okoratu](https://osu.ppy.sh/users/1623405) | Tutor de modeo y mapeo de escenas |
+| ![][flag_US] [pishifat](https://osu.ppy.sh/users/3178418) | Tutor de modeo y mapeo de escenas, organizador del gremio de mapeo, divulgador de artistas destacados |
+| ![][flag_MX] [Repflez](https://osu.ppy.sh/users/201392) | Administrador general, mantenimiento de la osu!wiki |
+| ![][flag_FR] [Shiro](https://osu.ppy.sh/users/113005) | Administrador general |
+| ![][flag_AU] [smoogipooo](https://osu.ppy.sh/users/1040328) | Desarrolador de osu!mania, amante de osu!mania,cazador de bugs |
+| ![][flag_US] [Toy](https://osu.ppy.sh/users/2757689) | Administrador de Project Loved, divulgador de artistas destacados, tutor de la comunidad |
+| ![][flag_ES] [Trosk-](https://osu.ppy.sh/users/3469385) | Administrador general, asistente en torneos |
+| ![][flag_CL] [WalterToro](https://osu.ppy.sh/users/5281416) | Administrador general, asistente de torneos, mantenimiento de la osu!wiki |
| ![][flag_AU] [Zallius](https://osu.ppy.sh/users/55) | Especie en peligro |
-## Inactivos
+## Grupos de usuarios
+
+Los siguientes son grupos de usuarios compuestos por miembros de la comunidad que ayudan a mantener osu! La mayoría de estos grupos de usuarios reciben distintivos colores en el nombre dentro del foro, colores de chat en el juego y/o de perfil.
| Nombre | Descripción |
| :-- | :-- |
-| ![][flag_US] [awp](https://osu.ppy.sh/users/2650) | Administrador general y de ayuda, creador del arte chibi del juego/pagina, ([Barrel Roll Weekly](http://brw.twinkfish.com/)) |
+| [Beatmap Nominators](Beatmap_Nominators) | Usuarios moviendo cielo y tierra para asegurarse que los mapas se califiquen |
+| [Developers](Developers) | Haciendo que el juego sea impresionante al agregar nuevas funciones y corregir los errores |
+| [Global Moderation Team](Global_Moderation_Team) | Encargados de vigilar los foros y el chat del juego |
+| [Nomination Assessment Team](Nomination_Assessment_Team) | Administrar a los Beatmap Nominators |
+| [osu! Alumni](osu!_Alumni) | Aquellos conocidos por sus contribuciones que ya no están activos |
+| [Project Loved Team](Project_Loved_Team) | Reconociendo los mapas que más ama la comunidad |
+| [Support Team](Support_Team) | Ayuda / Asistencia al usuario |
+
+## Miembros inactivos del núcleo del equipo
+
+| Nombre | Rol |
+| :-- | :-- |
+| ![][flag_US] [awp](https://osu.ppy.sh/users/2650) | Administrador general y de ayuda, creador del arte chibi del juego/página, ([Barrel Roll Weekly](http://brw.twinkfish.com/)) |
+| ![][flag_NO] [cYsmix](https://osu.ppy.sh/users/272870) | Diseñador de audio y [Artista destacado oficial de osu!](https://osu.ppy.sh/beatmaps/artists/2) |
+| ![][flag_NZ] [deadbeat](https://osu.ppy.sh/users/128370) | Administrador y organizador de la copa mundial de Osu! |
| ![][flag_US] [Derekku](https://osu.ppy.sh/users/91341) | Administrador general, administrador comunitario |
-| ![][flag_NZ] [Echo](https://osu.ppy.sh/users/431) ([blog](http://blog.echo.sh/)) | Equipo de desarrollo osu!, integrador IRC del chat en el juego, mantenedor del sitio |
-| ![][flag_NL] [Intermezzo](https://osu.ppy.sh/users/136842) |Equipo de desarrollo osu!, soporte osz2/p2p |
-| [][flag_US] Jim ([Brand New Games](http://www.bravegamer.com/)) | Diseñador original del sitio |
-| ![][flag_DE] [Loctav](https://osu.ppy.sh/users/71366) | Organizador y administrador de la Copa del Mundo, lider y administrador comunitario del QAT|
-| ![][flag_US] [LuigiHann](https://osu.ppy.sh/users/1079) ([LuigiHann@Deviantart](https://luigihann.deviantart.com/)) | Diseñador de skins épica, contribuciones a la skin y al conjunto de iconos predeterminados |
-| ![][flag_US] [mm201](https://osu.ppy.sh/users/30655) |Equipo de desarrollo osu!, deslizadores mm |
+| ![][flag_NZ] [Echo](https://osu.ppy.sh/users/431) | Desarrollador de osu!, integrador IRC del chat en el juego, mantenimiento del sitio. [Blog](http://blog.echo.sh/) |
+| ![][flag_US] [HappyStick](https://osu.ppy.sh/users/256802) | Organizador de torneos, streamer de la Copa Mundial y host de La Hora del Café |
+| ![][flag_NL] [Intermezzo](https://osu.ppy.sh/users/136842) | Desarrollador de osu!, proveedor de osz2 y p2p backend |
+| [][flag_US] Jim | Diseñador original del sitio. [Brand New Games](http://www.bravegamer.com/) |
+| ![][flag_DE] [Loctav](https://osu.ppy.sh/users/71366) | Organizador y administrador de la Copa Mundial, líder de QAT, administrador comunitario |
+| ![][flag_US] [LuigiHann](https://osu.ppy.sh/users/1079) | Diseñador de skins épicas, contribuciones a la skin y al conjunto de iconos predeterminados. [DeviantArt](https://luigihann.deviantart.com/) |
+| ![][flag_US] [mm201](https://osu.ppy.sh/users/30655) | Desarrollador de osu!, creador de deslizadores mm |
| ![][flag_US] [nuudles](https://osu.ppy.sh/users/21312) | Desarrollo osu! iPhone |
-| ![][flag_US] Phil | Trabajador de diseño del foro |
-| ![][flag_US] [Sarumaru](https://osu.ppy.sh/users/9427) ([Sarumaru@deviantART.com](https://sarumaru.deviantart.com/)) | Diseñador original del concepto y el artwork de pippi |
+| ![][flag_CA] [Nyquill](https://osu.ppy.sh/users/682935) | Desarrollador de osu!, organizador del gremio de mapeo |
+| ![][flag_US] Phil | Diseñador del foro |
+| ![][flag_US] [RBRat3](https://osu.ppy.sh/users/307202) | osu!painter, creador de cosas genialmente extraordinarias |
+| ![][flag_US] [Sarumaru](https://osu.ppy.sh/users/9427) | Diseñador original del concepto y el artwork de pippi. [DeviantArt](https://sarumaru.deviantart.com/) |
| ![][flag_GR] [Sinistro](https://osu.ppy.sh/users/5530) | Administrador y lider temprano de la comunidad, Meeting minutes, contribuciones a preguntas frecuentes |
+| ![][flag_DE] [Tom94](https://osu.ppy.sh/users/1857058) | Desarrolador del pp y de osu! |
| ![][flag_CN] [woc2006](https://osu.ppy.sh/users/1105845) | Equipo de desarrollo osu!, Desarrollador del modo osu!mania |
+| ![][flag_JP] [yelle](https://osu.ppy.sh/users/4916903) | Administrador de la [osu!store](https://osu.ppy.sh/store/listing) |
| ![][flag_US] [ztrot](https://osu.ppy.sh/users/6347) | Profesor de [osu!academy](/wiki/osu!academy), Diseñador de medios/personajes |
-## Grupos de Usuarios
-
-Los siguientes son grupos de usuarios compuestos por miembros de la comunidad que ayudan a mantener osu! La mayoría de estos grupos de usuarios reciben distintivos colores en el nombre dentro del foro, colores de chat en el juego y/o de perfil.
-
-| Nombre | Descripción |
-| :-- | :-- |
-| [Global Moderation Team](/wiki/People/Global_Moderation_Team) | Vigilando los foros y el chat en el juego |
-| [Beatmap Nomination Group](/wiki/People/Beatmap_Nomination_Group) | Encargados de la calificación de beatmaps |
-| [Developers](https://osu.ppy.sh/groups/11) | Haciendo que el juego sea impresionante al agregar nuevas funciones y corregir los errores |
-| [osu! Alumni](/wiki/People/osu!_Alumni) | Aquellos conocidos por sus contribuciones que ya no están activos |
-| [Support Team Redux](/wiki/People/Support_Team) | Asistencia en foros de ayuda |
-| [Quality Assurance Team](/wiki/People/Quality_Assurance_Team) | Te ayudamos a disfrutar de osu!, empezando por asegurar la calidad de los beatmaps. |
-
+[flag_AR]: /wiki/shared/flag/AR.gif "Argentina"
[flag_AU]: /wiki/shared/flag/AU.gif "Australia"
+[flag_CA]: /wiki/shared/flag/CA.gif "Canadá"
+[flag_CL]: /wiki/shared/flag/CL.gif "Chile"
+[flag_CN]: /wiki/shared/flag/CN.gif "China"
[flag_DE]: /wiki/shared/flag/DE.gif "Alemania"
[flag_ES]: /wiki/shared/flag/ES.gif "España"
[flag_FR]: /wiki/shared/flag/FR.gif "Francia"
+[flag_GB]: /wiki/shared/flag/GB.gif "Reino Unido"
+[flag_GR]: /wiki/shared/flag/GR.gif "Grecia"
+[flag_JP]: /wiki/shared/flag/JP.gif "Japón"
+[flag_MX]: /wiki/shared/flag/MX.gif "México"
+[flag_NL]: /wiki/shared/flag/NL.gif "Países Bajos"
+[flag_NO]: /wiki/shared/flag/NO.gif "Noruega"
[flag_NZ]: /wiki/shared/flag/NZ.gif "Nueva Zelanda"
-[flag_NL]: /wiki/shared/flag/NL.gif "Paises bajos"
+[flag_PH]: /wiki/shared/flag/PH.gif "Filipinas"
[flag_US]: /wiki/shared/flag/US.gif "Estados Unidos"
-[flag_NO]: /wiki/shared/flag/NO.gif "Noruega"
-[flag_CN]: /wiki/shared/flag/CN.gif "China"
-[flag_GR]: /wiki/shared/flag/GR.gif "Grecia"
-[flag_JP]: /wiki/shared/flag/JP.gif "Japon"
diff --git a/wiki/People/The_Team/osu!_Alumni/en.md b/wiki/People/The_Team/osu!_Alumni/en.md
index 31b6bfdaad84..e58b509db45d 100644
--- a/wiki/People/The_Team/osu!_Alumni/en.md
+++ b/wiki/People/The_Team/osu!_Alumni/en.md
@@ -85,7 +85,7 @@ The [osu! Alumni group page](https://osu.ppy.sh/groups/16) lists all of the memb
| ![][flag_RU] [h3k1ru](https://osu.ppy.sh/users/291211) | GMT |
| ![][flag_NL] [happy30](https://osu.ppy.sh/users/27767) | BAT |
| ![][flag_US] [HappyStick](https://osu.ppy.sh/users/256802) | Tournaments |
-| ![][flag_MY] [HeatKai](https://osu.ppy.sh/users/332555) | Chat Moderator |
+| ![][flag_MY] [HeatKai](https://osu.ppy.sh/users/332555) | BAT, Chat Moderator |
| ![][flag_TR] [heyronii](https://osu.ppy.sh/users/5642779) | GMT |
| ![][flag_ID] [Hinsvar](https://osu.ppy.sh/users/1249323) | GMT |
| ![][flag_US] [Hitoshirenu Shourai](https://osu.ppy.sh/users/602) | BAT |
@@ -164,7 +164,6 @@ The [osu! Alumni group page](https://osu.ppy.sh/groups/16) lists all of the memb
| ![][flag_DE] [OnosakiHito](https://osu.ppy.sh/users/290128) | QAT |
| ![][flag_TH] [orioncomet](https://osu.ppy.sh/users/104827) | BAT |
| ![][flag_FI] [Orkel](https://osu.ppy.sh/users/39385) | Chat Moderator |
-| ![][flag_PH] [Osu Tatakae Ouendan](https://osu.ppy.sh/users/594210) | GMT |
| ![][flag_SG] [Pasonia](https://osu.ppy.sh/users/43345) | BAT |
| ![][flag_CA] [Pawsu](https://osu.ppy.sh/users/2371454) | GMT, Support Team |
| ![][flag_NL] [Pittigbaasje](https://osu.ppy.sh/users/2167433) | GMT |
diff --git a/wiki/People/The_Team/osu!_Alumni/pt-br.md b/wiki/People/The_Team/osu!_Alumni/pt-br.md
index a90eb0951551..05c437e47de5 100644
--- a/wiki/People/The_Team/osu!_Alumni/pt-br.md
+++ b/wiki/People/The_Team/osu!_Alumni/pt-br.md
@@ -169,7 +169,6 @@ A [página de grupo dos osu! Alumni](https://osu.ppy.sh/groups/16) listam todos
| ![][flag_DE] [OnosakiHito](https://osu.ppy.sh/users/290128) | QAT |
| ![][flag_TH] [orioncomet](https://osu.ppy.sh/users/104827) | BAT |
| ![][flag_FI] [Orkel](https://osu.ppy.sh/users/39385) | Moderador de Chat |
-| ![][flag_PH] [Osu Tatakae Ouendan](https://osu.ppy.sh/users/594210) | GMT |
| ![][flag_SG] [Pasonia](https://osu.ppy.sh/users/43345) | BAT |
| ![][flag_CA] [Pawsu](https://osu.ppy.sh/users/2371454) | GMT, Equipe de Suporte |
| ![][flag_NL] [Pittigbaasje](https://osu.ppy.sh/users/2167433) | GMT |
diff --git a/wiki/People/The_Team/osu!_Alumni/ru.md b/wiki/People/The_Team/osu!_Alumni/ru.md
index 10eaf86350cb..a9aa68071ef5 100644
--- a/wiki/People/The_Team/osu!_Alumni/ru.md
+++ b/wiki/People/The_Team/osu!_Alumni/ru.md
@@ -165,7 +165,6 @@
| ![][flag_DE] [OnosakiHito](https://osu.ppy.sh/users/290128) | QAT |
| ![][flag_TH] [orioncomet](https://osu.ppy.sh/users/104827) | BAT |
| ![][flag_FI] [Orkel](https://osu.ppy.sh/users/39385) | Модератор чата |
-| ![][flag_PH] [Osu Tatakae Ouendan](https://osu.ppy.sh/users/594210) | GMT |
| ![][flag_SG] [Pasonia](https://osu.ppy.sh/users/43345) | BAT |
| ![][flag_NL] [Pittigbaasje](https://osu.ppy.sh/users/2167433) | GMT |
| ![][flag_HK] [Pokie](https://osu.ppy.sh/users/207340) | BAT |
diff --git a/wiki/People/The_Team/osu!_Alumni/tr.md b/wiki/People/The_Team/osu!_Alumni/tr.md
index 18850453f281..c0c1cbb88b62 100644
--- a/wiki/People/The_Team/osu!_Alumni/tr.md
+++ b/wiki/People/The_Team/osu!_Alumni/tr.md
@@ -85,7 +85,7 @@
| ![][flag_RU] [h3k1ru](https://osu.ppy.sh/users/291211) | GMT |
| ![][flag_NL] [happy30](https://osu.ppy.sh/users/27767) | BAT |
| ![][flag_US] [HappyStick](https://osu.ppy.sh/users/256802) | Turnuvalar |
-| ![][flag_MY] [HeatKai](https://osu.ppy.sh/users/332555) | Sohbet Moderatörü |
+| ![][flag_MY] [HeatKai](https://osu.ppy.sh/users/332555) | BAT, Sohbet Moderatörü |
| ![][flag_TR] [heyronii](https://osu.ppy.sh/users/5642779) | GMT |
| ![][flag_ID] [Hinsvar](https://osu.ppy.sh/users/1249323) | GMT |
| ![][flag_US] [Hitoshirenu Shourai](https://osu.ppy.sh/users/602) | BAT |
@@ -164,7 +164,6 @@
| ![][flag_DE] [OnosakiHito](https://osu.ppy.sh/users/290128) | QAT |
| ![][flag_TH] [orioncomet](https://osu.ppy.sh/users/104827) | BAT |
| ![][flag_FI] [Orkel](https://osu.ppy.sh/users/39385) | Sohbet Moderatörü |
-| ![][flag_PH] [Osu Tatakae Ouendan](https://osu.ppy.sh/users/594210) | GMT |
| ![][flag_SG] [Pasonia](https://osu.ppy.sh/users/43345) | BAT |
| ![][flag_CA] [Pawsu](https://osu.ppy.sh/users/2371454) | GMT, Destek Ekibi |
| ![][flag_NL] [Pittigbaasje](https://osu.ppy.sh/users/2167433) | GMT |
diff --git a/wiki/People/The_Team/osu!_Alumni/zh.md b/wiki/People/The_Team/osu!_Alumni/zh.md
index 4378bd7d8da9..06a3208f5b4f 100644
--- a/wiki/People/The_Team/osu!_Alumni/zh.md
+++ b/wiki/People/The_Team/osu!_Alumni/zh.md
@@ -92,7 +92,7 @@ tags:
| ![][flag_RU] [h3k1ru](https://osu.ppy.sh/users/291211) | GMT |
| ![][flag_NL] [happy30](https://osu.ppy.sh/users/27767) | BAT |
| ![][flag_US] [HappyStick](https://osu.ppy.sh/users/256802) | 锦标赛管理员 |
-| ![][flag_MY] [HeatKai](https://osu.ppy.sh/users/332555) | 聊天室管理员 |
+| ![][flag_MY] [HeatKai](https://osu.ppy.sh/users/332555) | BAT,聊天室管理员 |
| ![][flag_TR] [heyronii](https://osu.ppy.sh/users/5642779) | GMT |
| ![][flag_ID] [Hinsvar](https://osu.ppy.sh/users/1249323) | GMT |
| ![][flag_US] [Hitoshirenu Shourai](https://osu.ppy.sh/users/602) | BAT |
@@ -171,7 +171,6 @@ tags:
| ![][flag_DE] [OnosakiHito](https://osu.ppy.sh/users/290128) | QAT |
| ![][flag_TH] [orioncomet](https://osu.ppy.sh/users/104827) | BAT |
| ![][flag_FI] [Orkel](https://osu.ppy.sh/users/39385) | 聊天室管理员 |
-| ![][flag_PH] [Osu Tatakae Ouendan](https://osu.ppy.sh/users/594210) | GMT |
| ![][flag_SG] [Pasonia](https://osu.ppy.sh/users/43345) | BAT |
| ![][flag_CA] [Pawsu](https://osu.ppy.sh/users/2371454) | GMT,支持团队 |
| ![][flag_NL] [Pittigbaasje](https://osu.ppy.sh/users/2167433) | GMT |
diff --git a/wiki/People/The_Team/pl.md b/wiki/People/The_Team/pl.md
index 9bd2e79ce7d8..c2fc467939fe 100644
--- a/wiki/People/The_Team/pl.md
+++ b/wiki/People/The_Team/pl.md
@@ -10,42 +10,42 @@ Osoby przedstawione poniżej są trzonem zespołu osu!. Ich celem jest sprawieni
| Pseudonim | Opis |
| :-- | :-- |
-| [![][flag_AU] peppy](https://osu.ppy.sh/users/2) | Prowadzenie projektu |
+| ![][flag_AU] [peppy](https://osu.ppy.sh/users/2) | Prowadzenie projektu |
## Aktywni
| Pseudonim | Opis |
| :-- | :-- |
-| [![][flag_NO] cYsmix](https://osu.ppy.sh/users/272870) | Projekt udźwiękowania oraz [wyróżniony artysta](https://osu.ppy.sh/beatmaps/artists/2) |
-| [![][flag_AU] Ephemeral](https://osu.ppy.sh/users/102335) | PR, opieka nad wyróżnionymi artystami, niezdarna sekretarka |
-| [![][flag_JP] flyte](https://osu.ppy.sh/users/3103765) | Naczelny grafik, [osu!next](https://next.ppy.sh/) |
-| [![][flag_JP] nanaya](https://osu.ppy.sh/users/2387883) | Rozwój strony osu! |
-| [![][flag_AU] nekodex](https://osu.ppy.sh/users/102) | Rozwój strony osu! |
-| [![][flag_US] RBRat3](https://osu.ppy.sh/users/307202) | Grafik osu!, tworzenie odjechanych rzeczy |
-| [![][flag_FR] Shiro](https://osu.ppy.sh/users/113005) | Członek pomocy technicznej |
-| [![][flag_AU] smoogipooo](https://osu.ppy.sh/users/1040328) | Rozwój osu!manii, naprawianie błędów |
-| [![][flag_DE] Tom94](https://osu.ppy.sh/users/1857058) | Rozwój systemu Performance Points |
-| [![][flag_JP] yelle](https://osu.ppy.sh/users/4916903) | Zarządzanie [sklepem osu!](https://osu.ppy.sh/store/listing) |
-| [![][flag_AU] Zallius](https://osu.ppy.sh/users/55) | Gatunki zagrożone wyginięciem |
+| ![][flag_NO] [cYsmix](https://osu.ppy.sh/users/272870) | Projekt udźwiękowania oraz [wyróżniony artysta](https://osu.ppy.sh/beatmaps/artists/2) |
+| ![][flag_AU] [Ephemeral](https://osu.ppy.sh/users/102335) | PR, opieka nad wyróżnionymi artystami, niezdarna sekretarka |
+| ![][flag_JP] [flyte](https://osu.ppy.sh/users/3103765) | Naczelny grafik, [osu!next](https://next.ppy.sh/) |
+| ![][flag_JP] [nanaya](https://osu.ppy.sh/users/2387883) | Rozwój strony osu! |
+| ![][flag_AU] [nekodex](https://osu.ppy.sh/users/102) | Rozwój strony osu! |
+| ![][flag_US] [RBRat3](https://osu.ppy.sh/users/307202) | Grafik osu!, tworzenie odjechanych rzeczy |
+| ![][flag_FR] [Shiro](https://osu.ppy.sh/users/113005) | Członek pomocy technicznej |
+| ![][flag_AU] [smoogipooo](https://osu.ppy.sh/users/1040328) | Rozwój osu!manii, naprawianie błędów |
+| ![][flag_DE] [Tom94](https://osu.ppy.sh/users/1857058) | Rozwój systemu Performance Points |
+| ![][flag_JP] [yelle](https://osu.ppy.sh/users/4916903) | Zarządzanie [sklepem osu!](https://osu.ppy.sh/store/listing) |
+| ![][flag_AU] [Zallius](https://osu.ppy.sh/users/55) | Gatunki zagrożone wyginięciem |
## Nieaktywni
| Pseudonim | Opis |
| :-- | :-- |
-| [![][flag_US] awp](https://osu.ppy.sh/users/2650) ([Barrel Roll Weekly](http://brw.twinkfish.com/)) | Pomoc ogólna, maskotki chibi na stronie |
-| [![][flag_US] Derekku](https://osu.ppy.sh/users/91341) | Pomoc ogólna, zarządzanie społecznością |
-| [![][flag_NZ] Echo](https://osu.ppy.sh/users/431) ([blog](http://blog.echo.sh/)) | Programista, integracja systemu IRC z czatem gry, prowadzenie strony osu! |
-| [![][flag_NL] Intermezzo](https://osu.ppy.sh/users/136842) | Programista, twórca osz2/p2p |
+| ![][flag_US] [awp](https://osu.ppy.sh/users/2650) ([Barrel Roll Weekly](http://brw.twinkfish.com/)) | Pomoc ogólna, maskotki chibi na stronie |
+| ![][flag_US] [Derekku](https://osu.ppy.sh/users/91341) | Pomoc ogólna, zarządzanie społecznością |
+| ![][flag_NZ] [Echo](https://osu.ppy.sh/users/431) ([blog](http://blog.echo.sh/)) | Programista, integracja systemu IRC z czatem gry, prowadzenie strony osu! |
+| ![][flag_NL] [Intermezzo](https://osu.ppy.sh/users/136842) | Programista, twórca osz2/p2p |
| ![][flag_US] Jim ([Brand New Games](http://www.bravegamer.com/)) | Projekt oryginalnej strony |
-| [![][flag_DE] Loctav](https://osu.ppy.sh/users/71366) | Organizacja oficjalnych turniejów, członek administracji, przewodzenie zespołowi zapewniania jakości oraz zarządzanie społecznością |
-| [![][flag_US] LuigiHann](https://osu.ppy.sh/users/1079) ([LuigiHann@Deviantart](https://luigihann.deviantart.com/)) | Projekt skórki, wkład w domyślną skórkę oraz zestaw ikon |
-| [![][flag_US] mm201](https://osu.ppy.sh/users/30655) | Programista, twórca sliderów mm |
-| [![][flag_US] nuudles](https://osu.ppy.sh/users/21312) | Rozwój osu! na iPhone |
+| ![][flag_DE] [Loctav](https://osu.ppy.sh/users/71366) | Organizacja oficjalnych turniejów, członek administracji, przewodzenie zespołowi zapewniania jakości oraz zarządzanie społecznością |
+| ![][flag_US] [LuigiHann](https://osu.ppy.sh/users/1079) ([LuigiHann@Deviantart](https://luigihann.deviantart.com/)) | Projekt skórki, wkład w domyślną skórkę oraz zestaw ikon |
+| ![][flag_US] [mm201](https://osu.ppy.sh/users/30655) | Programista, twórca sliderów mm |
+| ![][flag_US] [nuudles](https://osu.ppy.sh/users/21312) | Rozwój osu! na iPhone |
| ![][flag_US] Phil | Projekt forum |
-| [![][flag_US] Sarumaru](https://osu.ppy.sh/users/9427) ([Sarumaru@deviantART.com](https://sarumaru.deviantart.com/)) | Oryginalny projekt i szkic pippi |
-| [![][flag_GR] Sinistro](https://osu.ppy.sh/users/5530) | Zarządzanie społecznością, organizowanie spotkań, wkład w FAQ |
-| [![][flag_CN] woc2006](https://osu.ppy.sh/users/1105845) | Programista, rozwój osu!manii |
-| [![][flag_US] ztrot](https://osu.ppy.sh/users/6347) | Projekt oraz prowadzenie [akademii osu!](/wiki/osu!academy), projekt Yuzu |
+| ![][flag_US] [Sarumaru](https://osu.ppy.sh/users/9427) ([Sarumaru@deviantART.com](https://sarumaru.deviantart.com/)) | Oryginalny projekt i szkic pippi |
+| ![][flag_GR] [Sinistro](https://osu.ppy.sh/users/5530) | Zarządzanie społecznością, organizowanie spotkań, wkład w FAQ |
+| ![][flag_CN] [woc2006](https://osu.ppy.sh/users/1105845) | Programista, rozwój osu!manii |
+| ![][flag_US] [ztrot](https://osu.ppy.sh/users/6347) | Projekt oraz prowadzenie [akademii osu!](/wiki/osu!academy), projekt Yuzu |
## Grupy
diff --git a/wiki/People/Users_with_unique_titles/en.md b/wiki/People/Users_with_unique_titles/en.md
index 62cd8aace7d6..0cc2c826abad 100644
--- a/wiki/People/Users_with_unique_titles/en.md
+++ b/wiki/People/Users_with_unique_titles/en.md
@@ -95,7 +95,9 @@ Since 2020, [Beatmap Nominators](/wiki/People/The_Team/Beatmap_Nominators)' and
The Aspire mapping contests feature a special variation of the Elite Mapper title called **Elite Mapper: Aspirant** as a prize.
- ![][flag_US] [Charles445](https://osu.ppy.sh/users/85000)
+- ![][flag_CN] [fanzhen0019](https://osu.ppy.sh/users/418699)
- ![][flag_CA] [Monstrata](https://osu.ppy.sh/users/2706438)
+- ![][flag_NL] [Mr HeliX](https://osu.ppy.sh/users/2330619)
- ![][flag_FI] [ProfessionalBox](https://osu.ppy.sh/users/3250792)
- ![][flag_TW] [SnowNiNo_](https://osu.ppy.sh/users/2506267)
- ![][flag_KR] [Spectator](https://osu.ppy.sh/users/702598)
@@ -235,6 +237,7 @@ These players earned their titles through either a crazy gameplay achievement or
| ![][flag_JP] [ekumea1123](https://osu.ppy.sh/users/9119501) | osu!taiko Champion |
| ![][flag_PL] [Exile-](https://osu.ppy.sh/users/2559349) | Elite Storyboarder |
| ![][flag_MY] [ExPew](https://osu.ppy.sh/users/665612) | Elite Mapper |
+| ![][flag_CN] [fanzhen0019](https://osu.ppy.sh/users/418699) | Elite Mapper: Aspirant |
| ![][flag_US] [fieryrage](https://osu.ppy.sh/users/3533958) | osu! Champion |
| ![][flag_TW] [Firce777](https://osu.ppy.sh/users/274072) | Elite Mapper |
| ![][flag_JP] [Gamu](https://osu.ppy.sh/users/611174) | Elite Mapper |
@@ -266,6 +269,7 @@ These players earned their titles through either a crazy gameplay achievement or
| ![][flag_CA] [Monstrata](https://osu.ppy.sh/users/2706438) | Elite Mapper: Aspirant |
| ![][flag_DE] [Mordred](https://osu.ppy.sh/users/7265097) | Elite Nominator |
| ![][flag_KR] [Motion](https://osu.ppy.sh/users/3885626) | osu!catch Champion |
+| ![][flag_NL] [Mr HeliX](https://osu.ppy.sh/users/2330619) | Elite Mapper: Aspirant |
| ![][flag_JP] [nakanojojo](https://osu.ppy.sh/users/10631848) | Featured Artist |
| ![][flag_CN] [Necho](https://osu.ppy.sh/users/4086593) | Elite Mapper |
| ![][flag_AU] [nekodex](https://osu.ppy.sh/users/102) | osu!musician |
diff --git a/wiki/People/Users_with_unique_titles/th.md b/wiki/People/Users_with_unique_titles/th.md
new file mode 100644
index 000000000000..735a528c4538
--- /dev/null
+++ b/wiki/People/Users_with_unique_titles/th.md
@@ -0,0 +1,343 @@
+# ผู้คนที่มี Titles ที่แตกต่าง
+
+Titles ของผู้เล่นนั้นปกติจะเกี่ยวกับ [user groups](/wiki/People/The_Team#user-groups) แต่ผู้เล่นข้างล่างนี้ ได้รับ titles มากจากเหตุผลอื่นๆ ส่วนใหญ่นั้นจะได้มาจาก การมีส่วนร่วม หรือจากความสำเร็จต่างๆ ส่วนที่เหลือจะเป็น titles ที่ตลกที่แสดงถึงอดีตของ osu!
+
+## ตามหมวดหมู่ พร้อมเหตุผล
+
+### ผู้ชนะ World Cup
+
+หนึ่งในรางวัลสำหรับ ที่หนึ่งของ [official World Cups](/wiki/Tournaments#official-world-cups) คือ title ที่จะอยู่ไป 1 ปี
+
+ผู้ชนะของ [OWC 2019](/wiki/Tournaments/OWC/2019) พร้อมกับ title **osu! Champion**:
+
+- ![][flag_US] [Aireu](https://osu.ppy.sh/users/1650010)
+- ![][flag_US] [Apraxia](https://osu.ppy.sh/users/4194445)
+- ![][flag_US] [DigitalHypno](https://osu.ppy.sh/users/4384207)
+- ![][flag_US] [fieryrage](https://osu.ppy.sh/users/3533958)
+- ![][flag_US] [idke](https://osu.ppy.sh/users/4650315)
+- ![][flag_US] [t[-\_-t]](https://osu.ppy.sh/users/2644828)
+- ![][flag_US] [Toy](https://osu.ppy.sh/users/2757689)
+- ![][flag_US] [Vaxei](https://osu.ppy.sh/users/4787150)
+
+ผู้ชนะของ [TWC 2020](/wiki/Tournaments/TWC/2020) พร้อมกับ title **osu!taiko Champion**:
+
+- ![][flag_JP] [ekumea1123](https://osu.ppy.sh/users/9119501)
+- ![][flag_JP] [iceOC](https://osu.ppy.sh/users/5482401)
+- ![][flag_JP] [kiyozi11](https://osu.ppy.sh/users/9551196)
+- ![][flag_JP] [Seren58](https://osu.ppy.sh/users/15252950)
+- ![][flag_JP] [uone](https://osu.ppy.sh/users/5321719)
+
+ผู้ชนะของ [CWC 2020](/wiki/Tournaments/CWC/2020) พร้อมกับ title **osu!catch Champion**:
+
+- ![][flag_KR] [Motion](https://osu.ppy.sh/users/3885626)
+- ![][flag_KR] [qwhj1027](https://osu.ppy.sh/users/7547506)
+- ![][flag_KR] [R-18](https://osu.ppy.sh/users/4637369)
+- ![][flag_KR] [Rocma](https://osu.ppy.sh/users/566276)
+- ![][flag_KR] [Spectator](https://osu.ppy.sh/users/702598)
+- ![][flag_KR] [T s u m i](https://osu.ppy.sh/users/4080520)
+
+ผู้ชนะของ [MWC 4K 2019](/wiki/Tournaments/MWC/2019_4K) พร้อมกับ title **osu!mania Champion**:
+
+- ![][flag_KR] [blueBloody](https://osu.ppy.sh/users/8046839)
+- ![][flag_KR] [Kalkai](https://osu.ppy.sh/users/10790649)
+- ![][flag_KR] [SuddenDeath](https://osu.ppy.sh/users/6699923)
+- ![][flag_KR] [Transcendence](https://osu.ppy.sh/users/903155)
+- ![][flag_KR] [wonder5193](https://osu.ppy.sh/users/8474029)
+- ![][flag_KR] [Yeoul](https://osu.ppy.sh/users/4698728)
+
+### การแข่ง Mapping ของ Official
+
+การแข่ง Mapping ของ Official ส่วนใหญ่จะได้ title **Elite Mapper** สำหรับที่หนึ่ง.
+
+- ![][flag_IT] [-kevincela-](https://osu.ppy.sh/users/266596)
+- ![][flag_US] [Ascendance](https://osu.ppy.sh/users/2931883)
+- ![][flag_US] [Behonkiss](https://osu.ppy.sh/users/106)
+- ![][flag_KR] [Beige](https://osu.ppy.sh/users/685229)
+- ![][flag_ES] [Deif](https://osu.ppy.sh/users/318565)
+- ![][flag_MY] [ExPew](https://osu.ppy.sh/users/665612)
+- ![][flag_TW] [Firce777](https://osu.ppy.sh/users/274072)
+- ![][flag_JP] [Gamu](https://osu.ppy.sh/users/611174)
+- ![][flag_GB] [hypercyte](https://osu.ppy.sh/users/9155377)
+- ![][flag_CA] [jonathanlfj](https://osu.ppy.sh/users/270377)
+- ![][flag_CA] [ktgster](https://osu.ppy.sh/users/53378)
+- ![][flag_NL] [Kyshiro](https://osu.ppy.sh/users/640611)
+- ![][flag_NL] [Lesjuh](https://osu.ppy.sh/users/44308)
+- ![][flag_TW] [Licnect](https://osu.ppy.sh/users/352804)
+- ![][flag_AU] [Lilac](https://osu.ppy.sh/users/58197)
+- ![][flag_ID] [LordRaika](https://osu.ppy.sh/users/3265023)
+- ![][flag_AU] [m980](https://osu.ppy.sh/users/3288)
+- ![][flag_US] [MMzz](https://osu.ppy.sh/users/128993)
+- ![][flag_CN] [Necho](https://osu.ppy.sh/users/4086593)
+- ![][flag_FR] [Nofool](https://osu.ppy.sh/users/672430)
+- ![][flag_FI] [PianoLuigi](https://osu.ppy.sh/users/9665915)
+- ![][flag_US] [RLC](https://osu.ppy.sh/users/1047883)
+- ![][flag_MY] [RyoKazuka](https://osu.ppy.sh/users/6258586)
+- ![][flag_CN] [Ryuusei Aika](https://osu.ppy.sh/users/7777875)
+- ![][flag_SG] [Sinnoh](https://osu.ppy.sh/users/4236057)
+- ![][flag_LY] [Soul Evans](https://osu.ppy.sh/users/4490770)
+- ![][flag_KR] [Taeyang](https://osu.ppy.sh/users/2732340)
+- ![][flag_SE] [Xgor](https://osu.ppy.sh/users/98661)
+- ![][flag_CL] [ZiRoX](https://osu.ppy.sh/users/200768)
+
+### Nominators ชั้นยอด
+
+ตั้งแต่ 2020 [Beatmap Nominators](/wiki/People/The_Team/Beatmap_Nominators) และ [Nomination Assessment Team](/wiki/People/The_Team/Nomination_Assessment_Team) ที่ช่วยเหลือในเรื่องการ Rank บีทแมพอย่างสม่ำเสมอ จะได้ title **Elite Nominator** Title นี้จะถูกให้ทุกต้นปีสำหรับการช่วยเหลือที่ทำไปในปีก่อนหน้า และจะถูกนำออกเมื่อผู้เล่นออกจากทีม
+
+- ![][flag_TW] [bossandy](https://osu.ppy.sh/users/360437)
+- ![][flag_US] [Cheri](https://osu.ppy.sh/users/5226970)
+- ![][flag_US] [eiri-](https://osu.ppy.sh/users/3388410)
+- ![][flag_PH] [Jemzuu](https://osu.ppy.sh/users/7890134)
+- ![][flag_DE] [Mordred](https://osu.ppy.sh/users/7265097)
+- ![][flag_US] [wonjae](https://osu.ppy.sh/users/5032045)
+
+### ผู้ชนะการแข่ง Aspire mapping
+
+การแข่ง Aspire mapping จะได้เวอร์ชั่นพิเศษของ Elite Mapper ที่ถูกเรียกว่า **Elite Mapper: Aspirant** เป็นรางวัล
+
+- ![][flag_US] [Charles445](https://osu.ppy.sh/users/85000)
+- ![][flag_CN] [fanzhen0019](https://osu.ppy.sh/users/418699)
+- ![][flag_CA] [Monstrata](https://osu.ppy.sh/users/2706438)
+- ![][flag_NL] [Mr HeliX](https://osu.ppy.sh/users/2330619)
+- ![][flag_FI] [ProfessionalBox](https://osu.ppy.sh/users/3250792)
+- ![][flag_TW] [SnowNiNo_](https://osu.ppy.sh/users/2506267)
+- ![][flag_KR] [Spectator](https://osu.ppy.sh/users/702598)
+- ![][flag_FR] [Supairo](https://osu.ppy.sh/users/2837231)
+
+![][flag_US] [Charles445](https://osu.ppy.sh/users/85000) ได้ Title นี้ตอนที่มี Elite Mapper แล้ว ดังนั้นมันจึงโดน "อัปเกรด" เป็น **Elite Mapper II: Aspirant**. ![][flag_KR] [Spectator](https://osu.ppy.sh/users/702598) ตอนนี้กำลังใช้ title **osu!catch Champion** แทนที่
+
+### ผู้ชนะการแข่งขัน osu!remix
+
+ผู้ชนะการแข่งขัน osu!remix จะได้ Title **osu!mixer**
+
+- ![][flag_US] [BilliumMoto](https://osu.ppy.sh/users/3862471)
+
+### Featured Artists
+
+[Featured Artists](/wiki/Featured_Artists) ที่มีแอคเค้าท์ osu! จะได้รับ title **Featured Artist** เพื่อแสดงผลงานของพวกเขา
+
+![][flag_NO] [cYsmix](https://osu.ppy.sh/users/272870) และ ![][flag_AU] [nekodex](https://osu.ppy.sh/users/102) จะมี Title **osu!musician** เพราะว่า การช่วยเหลือในตอนต้นด้าน Sound design และ Theme Song ของ osu! และ ![][flag_US] [BilliumMoto](https://osu.ppy.sh/users/3862471) เลือกที่จะเก็บ title **osu!mixer** ตอนที่ได้เป็น Featured Artists
+
+| ผู้เล่น | ศิลปิน |
+| :-- | :-- |
+| ![][flag_US] [antiPLUR](https://osu.ppy.sh/users/7318723) | [antiPLUR / Internet Death Machine](https://osu.ppy.sh/beatmaps/artists/24) |
+| ![][flag_US] [BilliumMoto](https://osu.ppy.sh/users/3862471) | [BilliumMoto](https://osu.ppy.sh/beatmaps/artists/38) |
+| ![][flag_AT] [creosu](https://osu.ppy.sh/users/13958834) | [Creo](https://osu.ppy.sh/beatmaps/artists/36) |
+| ![][flag_NO] [cYsmix](https://osu.ppy.sh/users/272870) | [cYsmix](https://osu.ppy.sh/beatmaps/artists/2) |
+| ![][flag_US] [Dictate](https://osu.ppy.sh/users/5983379) | [Dictate](https://osu.ppy.sh/beatmaps/artists/21) |
+| ![][flag_SE] [Helblinde](https://osu.ppy.sh/users/48053) | [Helblinde](https://osu.ppy.sh/beatmaps/artists/5) |
+| ![][flag_DE] [KIRA_old_1](https://osu.ppy.sh/users/2138310) | [KIRA](https://osu.ppy.sh/beatmaps/artists/27) |
+| ![][flag_FR] [Kurokotei](https://osu.ppy.sh/users/398275) | [Kurokotei](https://osu.ppy.sh/beatmaps/artists/58) |
+| ![][flag_JP] [nakanojojo](https://osu.ppy.sh/users/10631848) | [Nakanojojo](https://osu.ppy.sh/beatmaps/artists/25) |
+| ![][flag_AU] [nekodex](https://osu.ppy.sh/users/102) | [nekodex](https://osu.ppy.sh/beatmaps/artists/1) |
+| ![][flag_US] [onumi](https://osu.ppy.sh/users/11204867) | [onumi](https://osu.ppy.sh/beatmaps/artists/32) |
+| ![][flag_PH] [rtnario](https://osu.ppy.sh/users/16222702) | [LEAF XCEED Music Division](https://osu.ppy.sh/beatmaps/artists/88) |
+| ![][flag_US] [skymuted](https://osu.ppy.sh/users/7734050) | [Fractal Dreamers](https://osu.ppy.sh/beatmaps/artists/15) |
+| ![][flag_ES] [sotuiofficial](https://osu.ppy.sh/users/14779258) | [Rising Sun Traxx](https://osu.ppy.sh/beatmaps/artists/41) |
+| ![][flag_RU] [tieff](https://osu.ppy.sh/users/89619) | [tieff](https://osu.ppy.sh/beatmaps/artists/34) |
+| ![][flag_CA] [VINXIS](https://osu.ppy.sh/users/4323406) | [VINXIS](https://osu.ppy.sh/beatmaps/artists/22) |
+
+### ผู้ชนะการแข่งประกวดมาสคอต
+
+ทีมงาน osu!team นั้นได้จัดการแข่งขันศิลปะ เพื่อที่ทุกคนจะได้มีโอกาสในการออกแบบหรือเปลี่ยนแปลงมาสคอตของเกม ผู้ที่ชนะ ซึ่งรวมถึงผู้คนที่มีผลงานที่ถูกใช้เป็นงานศิลป์ของ Official จะได้ title **osu!artist**
+
+- ![][flag_US] [Crowie](https://osu.ppy.sh/users/6894067) ออกแบบ **Mocha** และช่วยสร้างสรรค์ผลงานต่างๆมากมาย
+- ![][flag_ID] [JMC](https://osu.ppy.sh/users/774010) ชนะการแข่งขัน [Fan Art 6: osu!taiko mascot](https://osu.ppy.sh/community/contests/2)
+- ![][flag_US] [Thievley](https://osu.ppy.sh/users/4717672) ออกแบบ **Yuzu** ใหม่
+
+### Hall of Famers
+
+ที่เป็นผู้คน 3 คนที่ได้ title **osu! Hall of Famer** เพราะว่าเล่นเป็นผู้เล่นที่สนับสนุนและช่วยเหลือ osu! มาตั้งแต่ที่ชุมชนยังมีคนน้อยอยู่
+
+- ![][flag_US] [Cyclone](https://osu.ppy.sh/users/18589)
+- ![][flag_PH] [James](https://osu.ppy.sh/users/5728)
+- ![][flag_US] [Saturos](https://osu.ppy.sh/users/3781)
+
+### Storyboarders ชั้นยอด
+
+Storyboarders ที่แสดงความสามารถในการ Storyboard อย่างน่าตะลึงและทำให้ชุมชนนั้นสนใจเป็นอย่างมากจะได้ Title **Elite Storyboarder**
+
+- ![][flag_US] [11t](https://osu.ppy.sh/users/2112092)
+- ![][flag_FR] [Damnae](https://osu.ppy.sh/users/989377)
+- ![][flag_PL] [Exile-](https://osu.ppy.sh/users/2559349)
+
+### เรื่องเกี่ยวกับ Gameplay
+
+ผู้คนเหล่านี้ได้ Title จากการ ทำอะไรที่สุดยอด หรือทำคำท้าทายบางอย่างสำเร็จ
+
+| ผู้เล่น | Title | ความสำเร็จ |
+| :-- | :-- | :-- |
+| ![][flag_NO] [-GN](https://osu.ppy.sh/users/895581) | Champion Above Champions | ได้ NoMod FC บน [Shotgun Symphony+ [Impossibly Intense]](https://osu.ppy.sh/beatmapsets/7671#osu/32570) เป็นคนแรก |
+| ![][flag_AU] [Jaye](https://osu.ppy.sh/users/4841352) | Drum Decimator | ได้ FC บนแมป osu! taiko ที่ Ranked่ ทุกอันสำเร็จใน 3 พฤษจิกายน 2562 |
+| ![][flag_NL] [Shirotora_old](https://osu.ppy.sh/users/11820) | Bested the Reaper's Game | *ไม่ได้บันทึกไว้* |
+| ![][flag_US] [xasuma](https://osu.ppy.sh/users/3172980) | The First Completionist | เล่น แมป osu!standard ทุกแมปใน 27 เมษายน 2562 |
+| ![][flag_DE] [Zetera](https://osu.ppy.sh/users/587737) | Medal Hunter | ชนะ [The Hunt for the Girl in the Forest](https://osu.ppy.sh/community/forums/topics/662279) |
+
+### ผู้มีส่วนร่วม
+
+| ผู้เล่น | Title |
+| :-- | :-- |
+| ![][flag_CN] [Ballance](https://osu.ppy.sh/users/165946) | osu!painter |
+| ![][flag_US] [Daru](https://osu.ppy.sh/users/32480) | osu!painter |
+| ![][flag_GB] [JBHyperion](https://osu.ppy.sh/users/4879508) | osu!catch Paragon |
+| ![][flag_US] [LuigiHann](https://osu.ppy.sh/users/1079) | Resident Skinner |
+| ![][flag_NO] [MillhioreF](https://osu.ppy.sh/users/941094) | Pro Tester |
+| ![][flag_US] [nuudles](https://osu.ppy.sh/users/21312) | iPhone Dev |
+| ![][flag_DE] [OnosakiHito](https://osu.ppy.sh/users/290128) | osu!taiko Paragon |
+| ![][flag_US] [RBRat3](https://osu.ppy.sh/users/307202) | osu!painter |
+| ![][flag_SG] [Shoegazer](https://osu.ppy.sh/users/2520707) | osu!mania Paragon |
+| ![][flag_NL] [statementreply](https://osu.ppy.sh/users/126198) | Pro Tester |
+
+### อื่นๆ
+
+| ผู้เล่น | Title |
+| :-- | :-- |
+| ![][flag_SH] [BanchoBot](https://osu.ppy.sh/users/3) | w00t p00t |
+| ![][flag_US] [Derekku](https://osu.ppy.sh/users/91341) | COOL DUDE |
+| ![][flag_DE] [Loctav](https://osu.ppy.sh/users/71366) | Popcorn Fairy |
+| ![][flag_AU] [phill_old](https://osu.ppy.sh/users/53) | ¿ |
+| ![][flag_HM] [Zallius](https://osu.ppy.sh/users/55) | Boats |
+
+## เรียงตามชื่อ
+
+| ผู้เล่น | Title |
+| :-- | :-- |
+| ![][flag_NO] [-GN](https://osu.ppy.sh/users/895581) | Champion Above Champions |
+| ![][flag_IT] [-kevincela-](https://osu.ppy.sh/users/266596) | Elite Mapper |
+| ![][flag_US] [11t](https://osu.ppy.sh/users/2112092) | Elite Storyboarder |
+| ![][flag_US] [Aireu](https://osu.ppy.sh/users/1650010) | osu! Champion |
+| ![][flag_US] [antiPLUR](https://osu.ppy.sh/users/7318723) | Featured Artist |
+| ![][flag_US] [Apraxia](https://osu.ppy.sh/users/4194445) | osu! Champion |
+| ![][flag_US] [Ascendance](https://osu.ppy.sh/users/2931883) | Elite Mapper |
+| ![][flag_CN] [Ballance](https://osu.ppy.sh/users/165946) | osu!painter |
+| ![][flag_SH] [BanchoBot](https://osu.ppy.sh/users/3) | w00t p00t |
+| ![][flag_US] [Behonkiss](https://osu.ppy.sh/users/106) | Elite Mapper |
+| ![][flag_KR] [Beige](https://osu.ppy.sh/users/685229) | Elite Mapper |
+| ![][flag_US] [BilliumMoto](https://osu.ppy.sh/users/3862471) | osu!mixer |
+| ![][flag_KR] [blueBloody](https://osu.ppy.sh/users/8046839) | osu!mania champion |
+| ![][flag_TW] [bossandy](https://osu.ppy.sh/users/360437) | Elite Nominator |
+| ![][flag_US] [Charles445](https://osu.ppy.sh/users/85000) | Elite Mapper II: Aspirant |
+| ![][flag_US] [Cheri](https://osu.ppy.sh/users/5226970) | Elite Nominator |
+| ![][flag_AT] [creosu](https://osu.ppy.sh/users/13958834) | Featured Artist |
+| ![][flag_US] [Crowie](https://osu.ppy.sh/users/6894067) | osu!artist |
+| ![][flag_US] [Cyclone](https://osu.ppy.sh/users/18589) | osu! Hall of Famer |
+| ![][flag_NO] [cYsmix](https://osu.ppy.sh/users/272870) | osu!musician |
+| ![][flag_FR] [Damnae](https://osu.ppy.sh/users/989377) | Elite Storyboarder |
+| ![][flag_US] [Daru](https://osu.ppy.sh/users/32480) | osu!painter |
+| ![][flag_ES] [Deif](https://osu.ppy.sh/users/318565) | Elite Mapper |
+| ![][flag_US] [Derekku](https://osu.ppy.sh/users/91341) | COOL DUDE |
+| ![][flag_US] [Dictate](https://osu.ppy.sh/users/5983379) | Featured Artist |
+| ![][flag_US] [DigitalHypno](https://osu.ppy.sh/users/4384207) | osu! Champion |
+| ![][flag_US] [eiri-](https://osu.ppy.sh/users/3388410) | Elite Nominator |
+| ![][flag_JP] [ekumea1123](https://osu.ppy.sh/users/9119501) | osu!taiko Champion |
+| ![][flag_PL] [Exile-](https://osu.ppy.sh/users/2559349) | Elite Storyboarder |
+| ![][flag_MY] [ExPew](https://osu.ppy.sh/users/665612) | Elite Mapper |
+| ![][flag_CN] [fanzhen0019](https://osu.ppy.sh/users/418699) | Elite Mapper: Aspirant |
+| ![][flag_US] [fieryrage](https://osu.ppy.sh/users/3533958) | osu! Champion |
+| ![][flag_TW] [Firce777](https://osu.ppy.sh/users/274072) | Elite Mapper |
+| ![][flag_JP] [Gamu](https://osu.ppy.sh/users/611174) | Elite Mapper |
+| ![][flag_SE] [Helblinde](https://osu.ppy.sh/users/48053) | Featured Artist |
+| ![][flag_GB] [hypercyte](https://osu.ppy.sh/users/9155377) | Elite Mapper |
+| ![][flag_JP] [iceOC](https://osu.ppy.sh/users/5482401) | osu!taiko Champion |
+| ![][flag_US] [idke](https://osu.ppy.sh/users/4650315) | osu! Champion |
+| ![][flag_PH] [James](https://osu.ppy.sh/users/5728) | osu! Hall of Famer |
+| ![][flag_AU] [Jaye](https://osu.ppy.sh/users/4841352) | Drum Decimator |
+| ![][flag_GB] [JBHyperion](https://osu.ppy.sh/users/4879508) | osu!catch Paragon |
+| ![][flag_PH] [Jemzuu](https://osu.ppy.sh/users/7890134) | Elite Nominator |
+| ![][flag_ID] [JMC](https://osu.ppy.sh/users/774010) | osu!artist |
+| ![][flag_CA] [jonathanlfj](https://osu.ppy.sh/users/270377) | Elite Mapper |
+| ![][flag_KR] [Kalkai](https://osu.ppy.sh/users/10790649) | osu!mania champion |
+| ![][flag_DE] [KIRA_old_1](https://osu.ppy.sh/users/2138310) | Featured Artist |
+| ![][flag_JP] [kiyozi11](https://osu.ppy.sh/users/9551196) | osu!taiko Champion |
+| ![][flag_CA] [ktgster](https://osu.ppy.sh/users/53378) | Elite Mapper |
+| ![][flag_FR] [Kurokotei](https://osu.ppy.sh/users/398275) | Featured Artist |
+| ![][flag_NL] [Kyshiro](https://osu.ppy.sh/users/640611) | Elite Mapper |
+| ![][flag_NL] [Lesjuh](https://osu.ppy.sh/users/44308) | Elite Mapper |
+| ![][flag_TW] [Licnect](https://osu.ppy.sh/users/352804) | Elite Mapper |
+| ![][flag_AU] [Lilac](https://osu.ppy.sh/users/58197) | Elite Mapper |
+| ![][flag_DE] [Loctav](https://osu.ppy.sh/users/71366) | Popcorn Fairy |
+| ![][flag_ID] [LordRaika](https://osu.ppy.sh/users/3265023) | Elite Mapper |
+| ![][flag_US] [LuigiHann](https://osu.ppy.sh/users/1079) | Resident Skinner |
+| ![][flag_AU] [m980](https://osu.ppy.sh/users/3288) | Elite Mapper |
+| ![][flag_NO] [MillhioreF](https://osu.ppy.sh/users/941094) | Pro Tester |
+| ![][flag_US] [MMzz](https://osu.ppy.sh/users/128993) | Elite Mapper |
+| ![][flag_CA] [Monstrata](https://osu.ppy.sh/users/2706438) | Elite Mapper: Aspirant |
+| ![][flag_DE] [Mordred](https://osu.ppy.sh/users/7265097) | Elite Nominator |
+| ![][flag_KR] [Motion](https://osu.ppy.sh/users/3885626) | osu!catch Champion |
+| ![][flag_NL] [Mr HeliX](https://osu.ppy.sh/users/2330619) | Elite Mapper: Aspirant |
+| ![][flag_JP] [nakanojojo](https://osu.ppy.sh/users/10631848) | Featured Artist |
+| ![][flag_CN] [Necho](https://osu.ppy.sh/users/4086593) | Elite Mapper |
+| ![][flag_AU] [nekodex](https://osu.ppy.sh/users/102) | osu!musician |
+| ![][flag_FR] [Nofool](https://osu.ppy.sh/users/672430) | Elite Mapper |
+| ![][flag_US] [nuudles](https://osu.ppy.sh/users/21312) | iPhone Dev |
+| ![][flag_DE] [OnosakiHito](https://osu.ppy.sh/users/290128) | osu!taiko Paragon |
+| ![][flag_US] [onumi](https://osu.ppy.sh/users/11204867) | Featured Artist |
+| ![][flag_AU] [phill_old](https://osu.ppy.sh/users/53) | ¿ |
+| ![][flag_FI] [PianoLuigi](https://osu.ppy.sh/users/9665915) | Elite Mapper |
+| ![][flag_FI] [ProfessionalBox](https://osu.ppy.sh/users/3250792) | Elite Mapper: Aspirant |
+| ![][flag_KR] [qwhj1027](https://osu.ppy.sh/users/7547506) | osu!catch Champion |
+| ![][flag_KR] [R-18](https://osu.ppy.sh/users/4637369) | osu!catch Champion |
+| ![][flag_US] [RBRat3](https://osu.ppy.sh/users/307202) | osu!painter |
+| ![][flag_US] [RLC](https://osu.ppy.sh/users/1047883) | Elite Mapper |
+| ![][flag_KR] [Rocma](https://osu.ppy.sh/users/566276) | osu!catch Champion |
+| ![][flag_PH] [rtnario](https://osu.ppy.sh/users/16222702) | Featured Artist |
+| ![][flag_MY] [RyoKazuka](https://osu.ppy.sh/users/6258586) | Elite Mapper |
+| ![][flag_CN] [Ryuusei Aika](https://osu.ppy.sh/users/7777875) | Elite Mapper |
+| ![][flag_US] [Saturos](https://osu.ppy.sh/users/3781) | osu! Hall of Famer |
+| ![][flag_JP] [Seren58](https://osu.ppy.sh/users/15252950) | osu!taiko Champion |
+| ![][flag_NL] [Shirotora_old](https://osu.ppy.sh/users/11820) | Bested the Reaper's Game |
+| ![][flag_SG] [Shoegazer](https://osu.ppy.sh/users/2520707) | osu!mania Paragon |
+| ![][flag_SG] [Sinnoh](https://osu.ppy.sh/users/4236057) | Elite Mapper |
+| ![][flag_US] [skymuted](https://osu.ppy.sh/users/7734050) | Featured Artist |
+| ![][flag_TW] [SnowNiNo_](https://osu.ppy.sh/users/2506267) | Elite Mapper: Aspirant |
+| ![][flag_ES] [sotuiofficial](https://osu.ppy.sh/users/14779258) | Featured Artist |
+| ![][flag_LY] [Soul Evans](https://osu.ppy.sh/users/4490770) | Elite Mapper |
+| ![][flag_KR] [Spectator](https://osu.ppy.sh/users/702598) | osu!catch Champion |
+| ![][flag_NL] [statementreply](https://osu.ppy.sh/users/126198) | Pro Tester |
+| ![][flag_KR] [SuddenDeath](https://osu.ppy.sh/users/6699923) | osu!mania Champion |
+| ![][flag_FR] [Supairo](https://osu.ppy.sh/users/2837231) | Elite Mapper: Aspirant |
+| ![][flag_KR] [T s u m i](https://osu.ppy.sh/users/4080520) | osu!catch Champion |
+| ![][flag_US] [t[-\_-t]](https://osu.ppy.sh/users/2644828) | osu! Champion |
+| ![][flag_KR] [Taeyang](https://osu.ppy.sh/users/2732340) | Elite Mapper |
+| ![][flag_US] [Thievley](https://osu.ppy.sh/users/4717672) | osu!artist |
+| ![][flag_RU] [tieff](https://osu.ppy.sh/users/89619) | Featured Artist |
+| ![][flag_US] [Toy](https://osu.ppy.sh/users/2757689) | osu! Champion |
+| ![][flag_KR] [Transcendence](https://osu.ppy.sh/users/903155) | osu!mania Champion |
+| ![][flag_JP] [uone](https://osu.ppy.sh/users/5321719) | osu!taiko Champion |
+| ![][flag_US] [Vaxei](https://osu.ppy.sh/users/4787150) | osu! Champion |
+| ![][flag_CA] [VINXIS](https://osu.ppy.sh/users/4323406) | Featured Artist |
+| ![][flag_KR] [wonder5193](https://osu.ppy.sh/users/8474029) | osu!mania Champion |
+| ![][flag_US] [wonjae](https://osu.ppy.sh/users/5032045) | Elite Nominator |
+| ![][flag_US] [xasuma](https://osu.ppy.sh/users/3172980) | The First Completionist |
+| ![][flag_SE] [Xgor](https://osu.ppy.sh/users/98661) | Elite Mapper |
+| ![][flag_KR] [Yeoul](https://osu.ppy.sh/users/4698728) | osu!mania champion |
+| ![][flag_HM] [Zallius](https://osu.ppy.sh/users/55) | Boats |
+| ![][flag_DE] [Zetera](https://osu.ppy.sh/users/587737) | Medal Hunter |
+| ![][flag_CL] [ZiRoX](https://osu.ppy.sh/users/200768) | Elite Mapper |
+
+[flag_AT]: /wiki/shared/flag/AT.gif "ออสเตรีย"
+[flag_AU]: /wiki/shared/flag/AU.gif "ออสเตรเลีย"
+[flag_CA]: /wiki/shared/flag/CA.gif "แคนาดา"
+[flag_CL]: /wiki/shared/flag/CL.gif "ชิลี"
+[flag_CN]: /wiki/shared/flag/CN.gif "จีน"
+[flag_DE]: /wiki/shared/flag/DE.gif "เยอรมนี"
+[flag_ES]: /wiki/shared/flag/ES.gif "สเปน"
+[flag_FI]: /wiki/shared/flag/FI.gif "ฟินแลนด์"
+[flag_FR]: /wiki/shared/flag/FR.gif "ฝรั่งเศส"
+[flag_GB]: /wiki/shared/flag/GB.gif "สหราชอาณาจักร"
+[flag_HM]: /wiki/shared/flag/HM.gif "เกาะเฮิร์ดและหมู่เกาะแมกดอนัลด์"
+[flag_ID]: /wiki/shared/flag/ID.gif "อินโดนีเซีย"
+[flag_IT]: /wiki/shared/flag/IT.gif "อิตาลี"
+[flag_JP]: /wiki/shared/flag/JP.gif "ญี่ปุ่น"
+[flag_KR]: /wiki/shared/flag/KR.gif "เกาหลีใต้"
+[flag_LY]: /wiki/shared/flag/LY.gif "ลิเบีย"
+[flag_MY]: /wiki/shared/flag/MY.gif "มาเลเซีย"
+[flag_NL]: /wiki/shared/flag/NL.gif "เนเธอร์แลนด์"
+[flag_NO]: /wiki/shared/flag/NO.gif "นอร์เวย์"
+[flag_PH]: /wiki/shared/flag/PH.gif "ฟิลิปปินส์"
+[flag_PL]: /wiki/shared/flag/PL.gif "โปแลนด์"
+[flag_RU]: /wiki/shared/flag/RU.gif "รัสเซีย"
+[flag_SE]: /wiki/shared/flag/SE.gif "สวีเดน"
+[flag_SG]: /wiki/shared/flag/SG.gif "สิงคโปร์"
+[flag_SH]: /wiki/shared/flag/SH.gif "เซนต์เฮเลนา"
+[flag_TW]: /wiki/shared/flag/TW.gif "ไต้หวัน"
+[flag_US]: /wiki/shared/flag/US.gif "สหรัฐอเมริกา"
diff --git a/wiki/People/Users_with_unique_titles/zh.md b/wiki/People/Users_with_unique_titles/zh.md
index 19eff69057e1..d3b11fb41a0b 100644
--- a/wiki/People/Users_with_unique_titles/zh.md
+++ b/wiki/People/Users_with_unique_titles/zh.md
@@ -1,11 +1,3 @@
----
-no_native_review: true
-outdated: true
-outdated_since: 271ae51807f6525a3192c71b9815b074dc77ac9c # already applied this commit, except the note about Spectator under Aspire mapping contest winners
----
-
-
-
# 拥有特殊头衔的玩家
玩家的头衔通常与 [用户组](/wiki/People/The_Team#用户组) 相关联,但是出于其他原因,为以下列出的用户提供了特殊头衔。大多数头衔是对贡献或成就的奖励,其余则是有标志性或有趣的 osu! 历史的标志。
@@ -65,6 +57,7 @@ outdated_since: 271ae51807f6525a3192c71b9815b074dc77ac9c # already applied this
- ![][flag_MY] [ExPew](https://osu.ppy.sh/users/665612)
- ![][flag_TW] [Firce777](https://osu.ppy.sh/users/274072)
- ![][flag_JP] [Gamu](https://osu.ppy.sh/users/611174)
+- ![][flag_GB] [hypercyte](https://osu.ppy.sh/users/9155377)
- ![][flag_CA] [jonathanlfj](https://osu.ppy.sh/users/270377)
- ![][flag_CA] [ktgster](https://osu.ppy.sh/users/53378)
- ![][flag_NL] [Kyshiro](https://osu.ppy.sh/users/640611)
@@ -108,7 +101,7 @@ Aspire 作图大赛采用了 **Elite Mapper** 的特殊变体 **Elite Mapper: As
- ![][flag_KR] [Spectator](https://osu.ppy.sh/users/702598)
- ![][flag_FR] [Supairo](https://osu.ppy.sh/users/2837231)
-![][flag_US] [Charles445](https://osu.ppy.sh/users/85000) 在拥有 **Elite Mapper** 头衔后获得了此头衔,因此它被“升级”为 **Elite Mapper II: Aspirant**。
+![][flag_US] [Charles445](https://osu.ppy.sh/users/85000) 在拥有 **Elite Mapper** 头衔后获得了此头衔,因此它被“升级”为 **Elite Mapper II: Aspirant**。![][flag_KR] [Spectator](https://osu.ppy.sh/users/702598) 选择保留 **osu!catch Champion** 头衔。
### osu!remix 大赛获奖者
@@ -145,16 +138,12 @@ osu!remix 大赛将 **osu!mixer** 作为冠军头衔。
osu!team 为社区成员举办了艺术比赛,使他们有机会设计或重新设计游戏的某些吉祥物。这些比赛的优胜者,以及最终将其设计用作正式艺术作品的人都被授予了 **osu!artist** 头衔。
-| 用户 | 原因 |
-| :-- | :-- |
-| ![][flag_US] [Crowie](https://osu.ppy.sh/users/6894067) | 设计了 **Mocha** 并帮助创作了许多其他 osu! 艺术作品。 |
-| ![][flag_ID] [JMC](https://osu.ppy.sh/users/774010) | [Fan Art 6: osu!taiko 吉祥物](https://osu.ppy.sh/community/contests/2) 大赛冠军。 |
-| ![][flag_US] [Thievley](https://osu.ppy.sh/users/4717672) | 重新设计了 **Yuzu**。 |
+- ![][flag_US] [Crowie](https://osu.ppy.sh/users/6894067) 设计了 **Mocha** 并帮助创作了许多其他 osu! 艺术作品。
+- ![][flag_ID] [JMC](https://osu.ppy.sh/users/774010) 获得了 [Fan Art 6: osu!taiko 吉祥物](https://osu.ppy.sh/community/contests/2) 大赛冠军。
+- ![][flag_US] [Thievley](https://osu.ppy.sh/users/4717672) 重新设计了 **Yuzu**。
### 名人堂
-*这里的名人堂所指的不是 [osu! Alumni](/wiki/People/The_Team/osu!_Alumni)*
-
这三位玩家被授予 **osu! Hall of Famer** 头衔,作为高水平玩家在社区还未成熟时协助社区发展。
- ![][flag_US] [Cyclone](https://osu.ppy.sh/users/18589)
@@ -244,6 +233,7 @@ osu!team 为社区成员举办了艺术比赛,使他们有机会设计或重
| ![][flag_TW] [Firce777](https://osu.ppy.sh/users/274072) | Elite Mapper |
| ![][flag_JP] [Gamu](https://osu.ppy.sh/users/611174) | Elite Mapper |
| ![][flag_SE] [Helblinde](https://osu.ppy.sh/users/48053) | Featured Artist |
+| ![][flag_GB] [hypercyte](https://osu.ppy.sh/users/9155377) | Elite Mapper |
| ![][flag_JP] [iceOC](https://osu.ppy.sh/users/5482401) | osu!taiko Champion |
| ![][flag_US] [idke](https://osu.ppy.sh/users/4650315) | osu! Champion |
| ![][flag_PH] [James](https://osu.ppy.sh/users/5728) | osu! Hall of Famer |
diff --git a/wiki/People/th.md b/wiki/People/th.md
new file mode 100644
index 000000000000..ea4a524ded59
--- /dev/null
+++ b/wiki/People/th.md
@@ -0,0 +1,7 @@
+# ผู้คน
+
+หน้าหลักสำหรับบุคคล หรือ กลุ่มต่าง ๆ
+
+- [ผู้ที่มีส่วนร่วมในชุมชน](Community_Contributors)
+- [ทีมงาน](The_Team)
+- [ผู้คนที่มี Titles ที่แตกต่าง](Users_with_unique_titles)
diff --git a/wiki/People/zh.md b/wiki/People/zh.md
new file mode 100644
index 000000000000..cfc1ee31cf7a
--- /dev/null
+++ b/wiki/People/zh.md
@@ -0,0 +1,7 @@
+# 成员
+
+这里是有关人员或团队文章的索引页。
+
+- [社区贡献者](Community_Contributors)
+- [osu! 核心成员](The_Team)
+- [拥有特殊头衔的玩家](Users_with_unique_titles)
diff --git a/wiki/Performance_Points/en.md b/wiki/Performance_Points/en.md
deleted file mode 100644
index a80a14950bc1..000000000000
--- a/wiki/Performance_Points/en.md
+++ /dev/null
@@ -1,176 +0,0 @@
----
-needs_cleanup: true
----
-
-
-# Performance points
-
-The Performance Points system is a ranking metric that aims to be more contextually relevant to a player's progression in a continuous game like osu!.
-
-It aims to shift the focus of skill progression from the amount of time played to an **actual representation of the player's skill.** This is attained by the calculation of a unique _pp_ score, based on the difficulty of a beatmap and a player's performance on that map.
-
-## History
-
-Revealed to the public during April 2012 and titled only as the mysterious *'???'* project, the enigmatic system eventually received its full name later on in the month.
-
-Known thereafter as "pp", short for "performance points", this new system sought to change the previous standard of player performance from simply total score to something that accurately reflected player skill. This was met to widespread acclaim among the player base at the time.
-
-Several months after its reveal, the [(20120722-24) osu! release](https://osu.ppy.sh/community/forums/posts/1687719) officially implemented the system to fully replace the old Ranked score system, with new scores being calculated every 30 minutes. Later on in August in the same year, the system was improved to update in real-time.
-
-It continued to exist in this capacity for more than a year of service, until [Tom94](https://osu.ppy.sh/users/1857058), the creator of the *osu!tp* scoring metric, joined the osu! team and implemented his design into the system. The resulting system was titled *ppv2*, and became live on the 27th of January, 2014.
-
-*ppv2* is currently in active service, with live updates published to its [changelog](https://osu.ppy.sh/p/changelog?category=pp).
-
-*ppv1*, the original build of the Performance Points system also had a changelog, which you may view from its [forum topic](https://osu.ppy.sh/community/forums/topics/92185).
-
-## How is pp calculated?
-
-Performance Points are very heavily based on calculated map difficulty, which is determined by a unique algorithm constructed for each individual gamemode.
-
-The difficulty of the map you are playing one determines the end pp value of your score.
-
-To get into specifics, the formula relies on four core values, defined as **aim**, **speed**, **accuracy**, and **strain**.
-
-These core values are combined in varying magnitudes to produce an overall score that relates to a map's particular difficulty, and a score's individual performance in said map.
-
-Scores are then weighted against each other to ensure that only the best scores a user makes count the most towards their overall performance points ranking. This is known as the _weightage system_, and it is a fundamental concept of the performance points metric.
-
-A small amount of bonus pp is awarded based on the number of ranked maps you have set a score on.
-
-### What is aim?
-
-**Aim is considered as how difficult it is to consistently hit consecutive notes in a beatmap.**
-
-Elements like approach rate (AR) and certain mods (namely Flashlight, Hidden and HardRock) make aiming significantly more difficult, and thus influence the amount of pp a score gives.
-
-Maps with very large jumps (in the case of _osu!standard_) are considered to be high-aim maps, and are thus often given very high pp scores. Maps with lots of hyperdashing in _osu!catch_ will be considered similarly.
-
-Aim is not considered in gamemodes like _osu!taiko_ and _osu!mania_.
-
-### What is speed?
-
-**Speed is considered as the rate at which a beatmap presents elements for play.**
-
-Maps with high numbers of hit objects in a short period of time are considered to have very high speed values.
-
-Mods like DoubleTime and HalfTime significantly affect the speed of a beatmap as considered by the performance points algorithm.
-
-### What is accuracy?
-
-**Accuracy is considered as your individual performance and consistency in hitting objects within their designated timeframe.**
-
-Highly accurate scores are considered to be very skilful by the performance points algorithm and will award very large scores compared to scores that are not accurate.
-
-A score set with 80% accuracy is sometimes worth 2/3 of a score set with 95% accuracy, for example.
-
-Mods like Hidden, Hard Rock and Flashlight are considered to significantly alter how difficult it is to attain an accurate score on a beatmap.
-
-### What is strain?
-
-**Strain is considered as how many times and for how long a player is subjected to high intensity sections within a particular beatmap.**
-
-Sections or bursts of extremely high speed or difficulty patterning in a beatmap will massively increase its considered strain values.
-
-Maps with high strain values are considered to be very, very difficult, and thus award very large sums of performance points if surmounted by a player's skill.
-
-### How does aim, speed, accuracy and strain combine to produce a pp score?
-
-**All four elements are considered in concert to determine how difficult a map is overall, and also how a particular score compares to what is considered the 'optimal' play for that beatmap.**
-
-The algorithm for performance points varies significantly depending on gamemode.
-
-While the exact numbers are well beyond the scope of this article, certain gamemodes place greater precedence on certain statistics due to their individual mechanics.
-
-### What is the 'weightage system' and how does it affect my scoring?
-
-**The weightage system refers to the fact that all of your scores are weighted against each other in terms of overall performance.**
-
-This means that only your highest pp score will award the full amount of pp for that particular performance. Other scores with lower overall pp values will be weighted with a gradually decreasing percentage.
-
-To provide an example of this with a mathematical formula:
-
-Let _PP_ represent each score's individual pp value. _PP\[i\]_ denotes the *i*th score's pp value, sorted descending, where _i_ ranges from 1 to _n_, and _n_ is defined as the amount of scores you have.
-
-```Total pp = PP[1] * 0.95^0 + PP[2] * 0.95^1 + PP[3] * 0.95^2 + ... + PP[n] * 0.95^(n-1)```
-
-### How much bonus pp is awarded for having lots of scores on ranked maps?
-
-**Up to 416.6667 bonus pp is given for setting large numbers of scores. This is attained at approximately _25397_ scores.**
-
-You can calculate the exact amount of this bonus by following this formula, where `N` is the number of ranked maps with a score set:
-
-`416.6667 * (1 - 0.9994 ^ N)`.
-
-The median number of scores required to reach half of this bonus is roughly 1155 scores. As you can see, the amount of scores required spikes sharply towards the upper end of the spectrum.
-
-
-## FAQ
-
-### Where can I view the performance ranking?
-
-**The performance points ranking for all players can be found [here](https://osu.ppy.sh/p/pp).**
-
-You can also navigate to the rankings by using the `Ranking` dropdown panel at the top of the legacy web design, and choosing the `Performance` option.
-
-### How can I increase my rank/overall pp?
-
-**Your performance is ranked predominately based on your scores on individual maps.**
-
-The best way to improve is to thus work at getting good scores on difficult maps, or playing a wide variety of beatmaps.
-
-Consider the following tips:
-
-- Play efficiently and figure out which play style works best for you.
-- Focus on getting a handful of excellent scores, instead of "farming" hundreds of just okay scores.
-- Aim to improve your accuracy. Even 1% makes a massive difference.
-- Aim for higher combos. Full combos (FC) or perfect (SS) scores give tremendous amounts of score.
-
-### Why didn't I gain the full amount of pp from a map I played?
-
-**Performance points use a _weighted_ system, which means that your highest score ever will give 100% of its total pp, and every score you make after that will give gradually less.**
-
-This is explored in depth in the _weightage system_ section of the article above. To explain this with a simpler example:
-
-If your top pp rankings has only two maps played, all of which are 100pp each scores, your total pp would then be _195pp_.
-
-The first score is worth 100% of its total pp as it is your top score.
-
-The second score is worth only 95% of its total pp as it is not your top score, so it contributes only 95pp towards your total instead of 100.
-
-Now, let us posit that you set a brand new 110pp score. Your top rankings now look like this:
-
-1. 110pp, weighted 100% = 110
-2. 100pp, weighted 95% = 95
-3. 100pp, weighted 90% = 90
-
-As you may have figured out, your new total pp is not simply ``195 + 110 = 305pp``, but instead ``110 + 95 + 90 = 295pp``.
-
-This means that as you gradually improve at osu!, your pp totals will trend upwards, making your older scores worth progressively less compared to the newer, more difficult scores that you are updating them with.
-
-#### Is weighting the reason behind why I don't get any pp from playing easy maps any more?
-
-**As above, older scores will eventually be weighted for less than a single percent of their total value. This means they will eventually contribute almost nothing to your total score as you improve.**
-
-At that point however, you would've set some comparatively more impressive scores, meaning that your pp will be higher overall as the higher scores you have set outweigh the older ones.
-
-### Why did I lose pp for setting a new score?
-
-**You might occasionally lose pp for setting a higher combo score with worse accuracy, or playing with mods with worse accuracy overall.**
-
-Total score is still important to individual map rankings, and this may produce unusual circumstances where a higher overall score with lower accuracy or mod use factored in will produce a "better" result that still ultimately loses you pp.
-
-### Some mods feel very overweighted/underweighted. Why is this?
-
-**This is a matter of opinion more than anything else.**
-
-No system is completely perfect, and performance point totals will certainly vary between mapsets and certain mod combinations, even when the subjective difficulty of those plays may be lower than a more difficult map.
-
-Overall, the current performance points system has been engineered to be as fair as possible under the constraints of its model.
diff --git a/wiki/Performance_points/en.md b/wiki/Performance_points/en.md
new file mode 100644
index 000000000000..fb47aec32cd0
--- /dev/null
+++ b/wiki/Performance_points/en.md
@@ -0,0 +1,133 @@
+
+
+# Performance points
+
+**Performance points** (or **pp** for short) is a ranking metric that aims to be more contextually relevant to a player's progression in osu!.
+
+It aims to shift the focus of skill progression from the amount of time played to an actual representation of the player's skill. This is attained by the calculation of a unique score known that is based on the difficulty of a beatmap and a player's performance on that [beatmap](/wiki/Beatmaps).
+
+## History
+
+The first initial implementation of such a score was revealed to the public during April 2012 and was known only as the mysterious *'???'* project, the enigmatic system eventually received its full name later on in the month.
+
+Known thereafter as "pp" (an abbreviation for "performance points"), this new system sought to change the previous standard of player performance from simply total [score](/wiki/Score) to something that accurately reflected skill. The new system was met to widespread acclaim among the player base at the time.
+
+Several months after its reveal, the 20120722-24 osu! release officially implemented the system to fully replace the old [Ranked](/wiki/Beatmaps#ranked) score system, with new scores being calculated every 30 minutes. Later on in August of the same year, the system was improved to update in real-time.
+
+*Note: ppv1, the original build of the Performance Points system also had a changelog, which you may view from its [forum topic](https://osu.ppy.sh/community/forums/topics/92185).*
+
+It continued to exist in this capacity for more than a year of service, until [Tom94](https://osu.ppy.sh/users/1857058), the creator of the *osu!tp* scoring metric, joined the [osu! team](/wiki/People/The_Team) and implemented his design into the system. The resulting system was titled *ppv2*, and became live on the January 27, 2014. Therfore renaming the old system to *[ppv1](/wiki/Performance_points/ppv1)*
+
+ppv2 is currently in active service, with live updates published to its [changelog](https://osu.ppy.sh/p/changelog?category=pp).
+
+## Calculation
+
+Performance points are heavily based on calculated beatmap difficulty, which is determined by a unique algorithm constructed for each individual [game mode](/wiki/Game_mode).
+
+The difficulty of the beatmap a player is playing on determines the end pp value of their score. By design, the formula relies on four core values: **[aim](#aim)**, **[speed](#aim)**, **[accuracy](#accuracy)**, and **[strain](#strain)**. All of which are then combined in varying magnitudes to produce an overall score that relates to a beatmap's particular [difficulty](/wiki/Difficulties), and a player's individual performance in said beatmap.
+
+Scores are then "weighted" against each other to ensure that only the best scores a user makes count the most towards their overall performance points ranking. Known as the [*weightage system*](#weightage-system), its goal is to prevent the rapid and repeated gaining of lower pp scores on easy beatmaps by reducing the amount of pp that is actually gained based on the player's other top scores.
+
+*Note: A small amount of bonus pp is awarded based on the number of Ranked maps you have set a score on.*
+
+### Weightage system
+
+The weightage system is a simple formula used after the calculation of the full amount of performance points a play is worth. The formula is used to reduce the amount of pp that is gained based on said play's placing in the player's top scores. The aforementioned formula is as follows:
+
+`Total pp = p * 0.95^(n-1)`
+
+Regarding the formula above, *p* represents each score's full pp value (pre-weighting), and *n* is the placing in the player's `Best Performance` ranking. For example, if a players top 5 scores were 110pp, 100pp, 100pp, 90pp, and 80pp, then the weighted scores would be approximately 110pp, 95pp, 90pp, 77pp, and 65pp.
+
+### Aim
+
+*Aim* is a core value that considers how difficult it is to consistently hit consecutive notes in a beatmap.
+
+Elements like [approach rate](/wiki/Beatmapping/Approach_rate) and certain [mods](/wiki/Game_modifier) (namely [Flashlight](/wiki/Game_modifier/Flashlight), [Hidden](/wiki/Game_modifier/Hidden) and [Hard Rock](/wiki/Game_modifier/Hard_Rock)) make navigating the cursor quickly and accurately significantly more difficult, and thus influence the amount of pp a score gives.
+
+In the case of [osu!standard](/wiki/Game_mode/osu!), beatmaps with very large [jumps](/wiki/Beatmaps/Pattern/Jump) are considered to be "high aim" beatmaps, and are thus often given very high pp scores. Likewise, beatmaps with more hyperdashing in [osu!catch](/wiki/Game_mode/osu!catch) will be considered similarly. Aim is not considered in gamemodes like [osu!taiko](/wiki/Game_mode/osu!taiko) and [osu!mania](/wiki/Game_mode/osu!mania).
+
+### Speed
+
+
+
+*Speed* is a core value that considers the rate at which a beatmap presents elements for a play.
+
+Beatmaps with high numbers of hit objects in a short period of time are considered to have very high speed values. In this specific aspect, the faster a beatmap's speed is, the more difficult said beatmap is, therefore granting larger gains of pp.
+
+As a result of this, mods like [Double Time](/wiki/Game_modifier/Double_Time) and [Half Time](/wiki/Game_modifier/Half_Time) significantly affect the speed of a beatmap considered by the performance points algorithm. Likewise, these mods also significantly affect pp gains when used.
+
+### Accuracy
+
+*See also: [Accuracy](/wiki/Accuracy)*
+
+*Accuracy* is a percent measure of a player's ability to hit [hit objects](/wiki/Hit_object) on-time; in regards to the pp algorithm, it is also a core value that is used to evaluate a player's individual performance on a beatmap.
+
+Scores with high accuracy values are considered by the algorithm to be highly impressive, and will award very large scores because of this. A [full combo](/wiki/Glossary#fc) play that obtained 80% accuracy can sometimes be worth 2/3 of a score set with 95% accuracy. Due to the algorithm's heavy reliance on accuracy, mods like Hidden, Hard Rock and Flashlight are considered to significantly increase the pp gain for plays with high accuracy.
+
+### Strain
+
+*Strain* is a core value that considers how many times, and for how long, a player is subjected to high intensity sections within a particular beatmap.
+
+Sections or of extremely high speed or difficulty [patterning](/wiki/Beatmaps/Pattern) in a beatmap will significantly increase its considered strain values. E.g., beatmaps with more [streams](/wiki/Beatmaps/Pattern/Stream) or fast jump waves will have high strain values, and thus increase the pp gain for that beatmap.
+
+
+
+## FAQ
+
+### Where can I view the performance ranking?
+
+**The performance points ranking for all players can be found on the [rankings page](https://osu.ppy.sh/p/pp).**
+
+You can also navigate to the rankings by using the `ranking` dropdown panel at the top of the legacy web design, and choosing the `performance` option.
+
+### How can I increase my rank and overall pp?
+
+**Your performance is ranked predominately based on your scores on individual maps.**
+
+The best way to improve is to work at getting good scores on difficult maps or playing a wide variety of beatmaps.
+
+Consider the following tips:
+
+- Play efficiently and figure out which play style works best for you.
+- Focus on getting a handful of exceptional scores instead of "farming" hundreds of just okay scores.
+- Aim to improve your accuracy. Even 1% makes a massive difference.
+- Aim for higher combos. Full combos (FC) or [SS](/wiki/Glossary#grade) scores give tremendous amounts of score.
+
+### Why didn't I gain the full amount of pp from a map I played?
+
+**Performance points use a weighted system, which means that your highest score ever will give 100% of its total pp, and every score you make after that will give gradually less.**
+
+You can learn more about the weightage system [above](#weightage-system).
+
+### How much bonus pp is awarded for having lots of scores on ranked maps?
+
+**Up to 416.6667 bonus pp is given for setting large numbers of scores. This is attained at approximately 25397 scores.**
+
+You can calculate the exact amount of this bonus by following this formula, where `N` is the number of ranked maps with a score set:
+
+`416.6667 * (1 - 0.9994 ^ N)`
+
+The median number of scores required to reach half of this bonus is roughly 1,155 scores. As you can see, the amount of scores required spikes sharply towards the upper end of the spectrum.
+
+#### Is weighting the reason behind why I don't get any pp from playing easy maps any more?
+
+**As above, older scores will eventually be weighted for less than a single percent of their total value. This means they will eventually contribute almost nothing to your total score as you improve.**
+
+At that point however, you would've set some comparatively more impressive scores, meaning that your pp will be higher overall as the higher scores you have set outweigh the older ones.
+
+### Why did I lose pp for setting a new score?
+
+**You might occasionally lose pp for setting a higher combo score with worse accuracy, or playing with mods with worse accuracy overall.**
+
+Total score is still important to individual map rankings, and this may produce unusual circumstances where a higher overall score with lower accuracy or mod use factored in will produce a "better" result that still ultimately loses you pp.
+
+### Some mods feel very overweighted/underweighted. Why is this?
+
+**This is a matter of opinion more than anything else.**
+
+No system is completely perfect, and performance point totals will certainly vary between mapsets and certain mod combinations, even when the subjective difficulty of those plays may be lower than a more difficult map.
+
+Overall, the current performance points system has been engineered to be as fair as possible under the constraints of its model.
diff --git a/wiki/Performance_Points/fr.md b/wiki/Performance_points/fr.md
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diff --git a/wiki/Performance_Points/ppv1/zh.md b/wiki/Performance_points/ppv1/zh.md
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diff --git a/wiki/Play_style/Alternating/en.md b/wiki/Play_style/Alternating/en.md
new file mode 100644
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--- /dev/null
+++ b/wiki/Play_style/Alternating/en.md
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+---
+stub: true
+tags:
+ - keyboard
+ - tap
+ - alternate
+ - alt
+ - play style
+---
+
+# Alternating
+
+*Not to be confused with [Double tapping](/wiki/Play_style/Double_tapping).*
+
+Alternating is a tapping style for [osu!standard](/wiki/Game_mode/osu!) in which players click circles, slide sliders, and spin spinners by alternating between two set keys on their keyboard (`Z` and `X` by default) every other [hit object](/wiki/Hit_object) or so. Hence the name. This style is most common amongst more seasoned players and is one of the hardest to adapt to.
+
+## Usage
+
+Alternating has a wide variety of uses and its forms can vary from player to player. For example, many players who alternate typically switch between `Z` and `X` on every other note (or hit object), while others switch keys after every two to three hit objects. It should be noted that some players will alternate most of the time, but sometimes hit the same key twice if a hit object catches them off-guard. This is all simply down to personal preference.
+
+On a similar note, some players prefer to tap their keys using the index and middle finger, while others use their index and ring finger. Index and ring finger players will typically have their keys set farther apart to accommodate for the larger gap. E.g., `Z` and `C` as apposed to `Z` and `X`.
+
+## Arguments
+
+Arguments in-favor of alternating typically mention that alternating is much faster as it reduces the amount of time between keypresses as apposed to [single-tapping](/wiki/Play_style/Single-tapping) and that it gives time for each finger to rest and thus allows players to play faster for longer.
+
+Arguments against alternating typically mention that it is much harder to keep consistent because one finger is usually stronger/faster than the other, while others argue that alternating can cause confusion on faster, more intense levels.
diff --git a/wiki/Play_style/Double_tapping/en.md b/wiki/Play_style/Double_tapping/en.md
new file mode 100644
index 000000000000..1b082d18eda3
--- /dev/null
+++ b/wiki/Play_style/Double_tapping/en.md
@@ -0,0 +1,22 @@
+---
+stub: true
+tags:
+ - keyboard
+ - tap
+ - hybrid
+ - play style
+---
+
+# Double tapping
+
+*Not to be confused with [Alternating](/wiki/Play_style/Alternating).*
+
+**Double tapping** is a tapping style for [osu!standard](/wiki/Game_mode/osu!) in which players click circles, slide sliders, and spin spinners by pressing down on both of their set keys on their keyboard (`Z` and `X` by default). This style is most often used as a temporary substitute tapping style for extremely fast [stacks](/wiki/Mapping_Techniques/Stack) and [streams](/wiki/Beatmaps/Pattern/Stream) that are otherwise too difficult for some players. This style is known to be the least accurate.
+
+## Usage
+
+Double tapping is typically substituted in-place of a player's primary tapping style due to it's easy-to-execute form and increased "speed" (even though the player isn't actually tapping any faster). This increase in speed is achieved by taking advantage of the overlapping hit windows that occur most frequently in stacks and streams. So once one key's input is registered as hitting one circle in a stack, the next circle will also be registered as hit due to their hit windows being so close together that they overlap. But as a result of this, it's almost impossible to control the timing of these hits which can take a toll on the player's [accuracy](/wiki/Accuracy).
+
+## Arguments
+
+Arguments in-favor of double tapping typically reference that it is a quick way to allow the player to learn the movements of the beatmap that come after the troubling pattern, while players against double tapping argue that it's a cheap way to get past a difficult section that should be learned.
diff --git a/wiki/Play_Styles/Drag/en.md b/wiki/Play_style/Drag/en.md
similarity index 83%
rename from wiki/Play_Styles/Drag/en.md
rename to wiki/Play_style/Drag/en.md
index 0398fc987af9..d38f29250e28 100644
--- a/wiki/Play_Styles/Drag/en.md
+++ b/wiki/Play_style/Drag/en.md
@@ -8,7 +8,7 @@ tags:
# Drag
-**Drag** is a term used to describe the act of navigating (or "aiming") a [tablet](/wiki/Glossary#tablet) pen by physically touching the pen to the surface of the tablet and "dragging" it to the desired location (as opposed to [hovering](/wiki/Play_Styles/Hover)). This style is used by players of all skill levels and is easy to learn.
+**Drag** is a term used to describe the act of navigating (or "aiming") a [tablet](/wiki/Glossary#tablet) pen by physically touching the pen to the surface of the tablet and "dragging" it to the desired location (as opposed to [hovering](/wiki/Play_style/Hover)). This style is used by players of all skill levels and is easy to learn.
Arguments in-favor of dragging often claim that it is more comfortable/natural and is much harder to "overshoot" on [jumps](/wiki/Beatmaps/Pattern/Jump). Others also claim that the friction keeps the player grounded.
diff --git a/wiki/Play_Styles/Hover/en.md b/wiki/Play_style/Hover/en.md
similarity index 78%
rename from wiki/Play_Styles/Hover/en.md
rename to wiki/Play_style/Hover/en.md
index 4f72a6e6e0ce..b0e3cf65b67c 100644
--- a/wiki/Play_Styles/Hover/en.md
+++ b/wiki/Play_style/Hover/en.md
@@ -8,6 +8,6 @@ tags:
# Hover
-Hovering is a term used to describe the act of navigating (or "aiming") a [tablet](/wiki/Glossary#tablet) pen across a tablet by holding the pen above the surface of the tablet while still inside of the active hover zone. Thus you are "hovering" the pen above the tablet. This is a method of pen navigation in opposition to [dragging](/wiki/Play_Styles/Drag). It can be found across players of all skill levels, although it is most often associated with highly skilled players.
+Hovering is a term used to describe the act of navigating (or "aiming") a [tablet](/wiki/Glossary#tablet) pen across a tablet by holding the pen above the surface of the tablet while still inside of the active hover zone. Thus you are "hovering" the pen above the tablet. This is a method of pen navigation in opposition to [dragging](/wiki/Play_style/Drag). It can be found across players of all skill levels, although it is most often associated with highly skilled players.
-Arguments in-favor of hovering often claim that it reduces/removes the need to buy replacement nibs, removes the need for a tablet cover, and is (technically) "faster" due to a lack of friction. Whereas arguments against hovering often claim that it is much more difficult to accurately stop or turn on [jumps](/wiki/Beatmaps/Pattern/Jump) and right angles.
+Arguments in-favor of hovering often claim that it reduces/removes the need to buy replacement nibs, removes the need for a tablet cover, and is (technically) "faster" due to a lack of friction. Whereas arguments against hovering often claim that it is much more difficult to accurately stop or turn on [jumps](/wiki/Beatmaps/Pattern/Jump) and right angles.
diff --git a/wiki/Play_style/Hybrid/en.md b/wiki/Play_style/Hybrid/en.md
new file mode 100644
index 000000000000..28fc5f27d749
--- /dev/null
+++ b/wiki/Play_style/Hybrid/en.md
@@ -0,0 +1,26 @@
+---
+stub: true
+tags:
+ - keyboard
+ - tap
+ - hybrid
+ - play style
+---
+
+# Hybrid
+
+**Hybrid** is a tapping style for [osu!standard](/wiki/Game_mode/osu!) in which players click circles, slide sliders, and spin spinners by using a combination of [single-tapping](/wiki/Play_style/Single-tapping) and/or [alternating](/wiki/Play_style/Alternating). This style can be found from players of all skill-levels and the skill required to execute it can vary from beatmap to beatmap and variation to variation.
+
+## Usage/techniques
+
+Hybrid can be performed in many different ways:
+
+- Some hybrid players tap [hit objects](/wiki/Hit_object) by switching between which key they single-tap with (`Z` and `X` by default) at regular intervals throughout a beatmap. While also alternating on [stacks](/wiki/Mapping_Techniques/Stack) whenever possible.
+- Some hybrid players use a combination of alternating and single-tapping depending on the speed of the beatmap: some speeds are easier to single-tap with as apposed to alternating and many hybrid players accomodate for that. The speeds at which this occurs vary from player to player.
+- Other hybrid players use a combination of [double tapping](/wiki/Play_style/Double_tapping), single-tapping, and alternating seemingly at whim. This is, of course, all just personal preference.
+
+## Arguments
+
+Arguments in-favor of the hybrid tapping style typically reference the fact that hybrid can take advantage of both single-tapping and alternating at any time and thus have the advantages of both styles.
+
+On the contrary, many players argue that learning more "advanced" hybrid techniques can be very difficult and can require more effort be put into to planning which key to press next instead of clicking the circles to the beat. Both arguments, of course, are truly down to personal opinion.
diff --git a/wiki/Play_style/Single-tapping/en.md b/wiki/Play_style/Single-tapping/en.md
new file mode 100644
index 000000000000..59000fc2755a
--- /dev/null
+++ b/wiki/Play_style/Single-tapping/en.md
@@ -0,0 +1,21 @@
+---
+stub: true
+tags:
+ - keyboard
+ - tap
+ - single tap
+ - singletap
+ - play style
+---
+
+# Single-tapping
+
+**Single-tapping** is a tapping style for [osu!standard](/wiki/Game_mode/osu!) in which players click circles, slide sliders, and spin spinners using only one key on their keyboard (`Z` or `X` by default). This style is common amongst players of all skill levels and is the easiest to adapt to.
+
+Despite the name, most single-tap players do not always tap with one key. Most prefer to single-tap most everything except for fast [streams](/wiki/Beatmaps/Pattern/Stream), [stacks](/wiki/Mapping_Techniques/Stack), and burst streams. In which case they will often opt to [alternate](/wiki/Play_style/Alternating) and/or [double tap](/wiki/Play_style/Double_tapping).
+
+## Arguments
+
+Arguments in-favor of single-tapping typically mention that it is easier to keep consistent because there is—for all intents and purposes—no second finger to keep track of. And typically this is the reason (conscious or not) many newer players opt for this method.
+
+By the same token, many players argue that single-tapping is slower because there is a necessary delay that is needed before you can press down that same finger, while others argue that using only one finger can cause the user to get fatigued much more quickly.
diff --git a/wiki/Play_style/Tapping_style/en.md b/wiki/Play_style/Tapping_style/en.md
new file mode 100644
index 000000000000..38f633c8cb07
--- /dev/null
+++ b/wiki/Play_style/Tapping_style/en.md
@@ -0,0 +1,13 @@
+---
+stub: true
+tags:
+ - play style
+ - tap
+ - keyboard
+---
+
+# Tapping style
+
+*Not to be confused with [Play style](/wiki/Play_style).*
+
+A **tapping style** is a term used to describe a method of tapping keys/sending inputs on one's input device to tap [hit objects](/wiki/Hit_objects) in osu!. Common tapping styles for [osu!standard](/wiki/Game_mode/osu!) include, [alternating](/wiki/Play_style/Alternating), [single-tap](/wiki/Play_style/Single-tap), [double tap](/wiki/Play_style/Double_tapping), [Hybrid](/wiki/Play_style/Hybrid), and [tapx](/wiki/Play_style/Tapx).
diff --git a/wiki/Play_style/Tapx/en.md b/wiki/Play_style/Tapx/en.md
new file mode 100644
index 000000000000..92b094ec3171
--- /dev/null
+++ b/wiki/Play_style/Tapx/en.md
@@ -0,0 +1,27 @@
+---
+stub: true
+tags:
+ - tablet tap
+ - tap
+ - tablet
+ - streaming with tablet
+ - play style
+---
+
+# Tapx
+
+*Notice: This play style requires the use of a graphics tablet.*
+
+**Tapx** is a tapping style for [tablet-only](/wiki/Play_style#tablet-only) players in [osu!standard](/wiki/Game_mode/osu!) in which players click circles, slide sliders, and spin spinners by tapping a tablet pen onto a tablet, along with a secondary keyboard and/or tablet key to assist with [streams](/wiki/Beatmaps/Pattern/Stream) and [stacks](/wiki/Mapping_Techniques/Stack). This method is fairly difficult for most players and is not very popular amongst most tablet players.
+
+## Streaming
+
+*Note: The input overlay will show all tablet taps as `M1`.*
+
+Streaming via tapx is performed by alternating between tapping a pen onto a tablet and pressing one other assigned secondary key (`Z` and `X` by default) rapidly. Some players may find comfort in alternating between a tablet tap and the secondary key between every [hit object](/wiki/Hit_objects) similar to the way players who [alternate](/wiki/Play_style/Alternating) determine key presses between each hit object.
+
+## Arguments
+
+Tapx does not typically have any pros and cons compared to other tablet tap play styles, as it is less of an advantageous tapping style, and more of a necessity to tablet-only players.
+
+Of course, tablet-only players typically play with tablet only due to personal preference, but it is widely recognized that streaming using only tablet taps is practically impossible, and thus requires the use of tapx or some other second method of input to clear streams.
diff --git a/wiki/Play_Styles/en.md b/wiki/Play_style/en.md
similarity index 98%
rename from wiki/Play_Styles/en.md
rename to wiki/Play_style/en.md
index f9da28d15941..e1d66baceef0 100644
--- a/wiki/Play_Styles/en.md
+++ b/wiki/Play_style/en.md
@@ -1,4 +1,4 @@
-# Play styles
+# Play style
This page will detail the various ways in which players can choose to play in their respective game modes.
@@ -78,7 +78,7 @@ Touchscreen and keyboard is a play style uses a keyboard for key inputs, and tou
- **Laptop touchpad/trackpad**: While this method is possible, most players prefer not to use a trackpad because of the extreme difficulty involved. Specifically, players argue that controlling the cursor movement on the limited space of the laptop touchpad/trackpad is clunky, slow, and creates a lot of friction. The trackpad is used to navigate the in-game cursor.
- **Joystick**: A creative way to control osu!cursor. This play style sees the player hold and move a joystick around to move the in-game cursor and—depending on player's joystick design—taps using the trigger/face buttons of the joystick, or with the keyboard keys to register the beats. It is widley-regarded as a sort of "challenge" play style due to the obvious drawbacks and sheer skill required to control the joystick movement.
-- **Metal plate**: This is a special way to replace the keyboard for tapping beats. The method was introduced by  [geckogates](https://osu.ppy.sh/users/geckogates) and requires some wiring and electronic knowledge to build. The player will attach a wire to the clicking fingers (connected to keyboard's circuit for `Z` and `X`) and will touch the metal plates to register beats.
+- **Metal plate**: This is a special way to replace the keyboard for tapping beats. The method was introduced by  [geckogates](https://osu.ppy.sh/users/geckogates) and requires some wiring and electronic knowledge to build. The player will attach a wire to the clicking fingers (connected to keyboard's circuit for `Z` and `X`) and will touch the metal plates to register beats.
- **Gamepad:** Like the joystick, this method is one that is more considered to be a creative, and out-of-the-box way to play osu!. Depending on the brand of controller, this play style could see a player using a built-in trackpad, control/analog stick, or D-Pad to control the in-game cursor. Some players may find it more comfortable to use buttons already on the controller itself to tap beats, or through a regular keyboard.
##  osu!taiko
@@ -105,7 +105,7 @@ Players who use a Taiko controller carry a Taiko/drum stick in each hand and hit
### Other styles
-- **Gamepad**: A gamepad is one of the possible play-styles in the various console variations of Taiko no Tatsujin series (including Taiko Drum Master). Players register Don/Katu by pressing the face (Right Don, or Right Red), arrow (Left Don, or Left Red) and upper buttons (Left/Right Katu, or Left/Right Blue).
+- **Gamepad**: A gamepad is one of the possible play-styles in the various console variations of Taiko no Tatsujin series (including Taiko Drum Master). Players register Don/Katu by pressing the face (Right Don, or Right Red), arrow (Left Don, or Left Red) and upper buttons (Left/Right Katu, or Left/Right Blue).
##  osu!catch
@@ -135,7 +135,7 @@ Using a gamepad to control the catcher is a play style for players who prefer th
To move the catcher left and right, some players prefer to press the left/right arrows on their gamepad's D-pad to move, while others prefer to use control stick directions. Though, due to a gamepad's wide variety of buttons, players can use triggers, bumpers, or other face buttons to move the catcher.
-To dash, many players use one of the face buttons on their gamepad. Though, some players prefer to use triggers, bumpers, or control sticks.
+To dash, many players use one of the face buttons on their gamepad. Though, some players prefer to use triggers, bumpers, or control sticks.
### Other styles
diff --git a/wiki/Play_Styles/es.md b/wiki/Play_style/es.md
similarity index 100%
rename from wiki/Play_Styles/es.md
rename to wiki/Play_style/es.md
diff --git a/wiki/Project_Loved/en.md b/wiki/Project_Loved/en.md
index beec99eab922..af5029fe8a16 100644
--- a/wiki/Project_Loved/en.md
+++ b/wiki/Project_Loved/en.md
@@ -8,9 +8,11 @@ Beatmaps are moved to Loved by a nomination and voting process.
Members of the Project Loved Team called **captains** regularly nominate beatmapsets for a specific game mode. Almost always, these sets come from submissions from the osu! community. The current Loved submission forms and listings can be found via the following links:
-- [osu!/osu!taiko/osu!catch form](https://docs.google.com/forms/d/e/1FAIpQLSdbgHOVqMF8wQQKSdddW1JhC10ff6C7fb4JbEW7PBQTn9gAqg/viewform)
+- [osu!/osu!catch form](https://docs.google.com/forms/d/e/1FAIpQLSdbgHOVqMF8wQQKSdddW1JhC10ff6C7fb4JbEW7PBQTn9gAqg/viewform)
+- [osu!taiko form](https://docs.google.com/forms/d/e/1FAIpQLSclPWyjFByhHP45AtKD49y0RSl1TK5UOzD4dVdvjfJJQ1aCXQ/viewform)
- [osu!mania form](https://docs.google.com/forms/d/e/1FAIpQLSeaGfoQNGMqw4qQcqRPItUZILh2fGwJR6ly6cZNY9OWPXkFhw/viewform)
-- [osu!/osu!taiko/osu!catch listing](https://docs.google.com/spreadsheets/d/1HgHwtO3kIzT8R4ocEJMZTosADrGJRJOFL-TZI97tZS4/edit)
+- [osu!/osu!catch listing](https://docs.google.com/spreadsheets/d/1HgHwtO3kIzT8R4ocEJMZTosADrGJRJOFL-TZI97tZS4/edit)
+- [osu!taiko listing](https://docs.google.com/spreadsheets/d/1Nk96z_xat_7ypsDF1sCTDO4i_CnHarcrCbGoTmgwHHE/edit)
- [osu!mania listing](https://docs.google.com/spreadsheets/d/1sjkTwUSvQ5Me-6rK61rToTg2bU-yX9X29CXdzttvhtM/edit)
*Note: If your access to Google Forms is restricted, you may also contact any of the [Project Loved Team members](/wiki/People/The_Team/Project_Loved_Team#team-members) to have a map submitted on your behalf.*
@@ -43,4 +45,4 @@ There are no strict rules governing which maps a captain must nominate for Loved
## Further information
-All of the organisation and planning for Project Loved is done in the `#osu-loved` channel of the [osu!dev Discord server](https://discord.gg/ppy). Any questions, concerns, or suggestions may be directed there.
+All of the organisation and planning for Project Loved is done in the `#osu-loved` channel of the [osu!dev Discord server](https://discord.gg/ppy). There is also a `#project-loved` channel in the [osu! Community Discord server](https://discord.gg/0Vxo9AsejDkGlk3H). Any questions, concerns, or suggestions may be directed there.
diff --git a/wiki/Project_Loved/id.md b/wiki/Project_Loved/id.md
index 4ae6340a15cd..545b490ce85f 100644
--- a/wiki/Project_Loved/id.md
+++ b/wiki/Project_Loved/id.md
@@ -1,3 +1,8 @@
+---
+outdated: true
+outdated_since: 4cd9c01b0078a59837d338311a38226e0e8e5fbf
+---
+
# Project Loved
**Project Loved** adalah platform/wadah pemungutan suara yang mempromosikan beatmap ke kategori [Loved](/wiki/Beatmaps#loved). Program ini dijalankan oleh [Project Loved Team](/wiki/People/Project_Loved_Team).
diff --git a/wiki/Project_Loved/nl.md b/wiki/Project_Loved/nl.md
index 856ed2a3b499..43f747b653fb 100644
--- a/wiki/Project_Loved/nl.md
+++ b/wiki/Project_Loved/nl.md
@@ -1,5 +1,7 @@
---
no_native_review: true
+outdated: true
+outdated_since: 4cd9c01b0078a59837d338311a38226e0e8e5fbf
---
# Project Loved
diff --git a/wiki/Project_Loved/ru.md b/wiki/Project_Loved/ru.md
index 84c7056fd600..02907527201d 100644
--- a/wiki/Project_Loved/ru.md
+++ b/wiki/Project_Loved/ru.md
@@ -1,5 +1,7 @@
---
no_native_review: true
+outdated: true
+outdated_since: 4cd9c01b0078a59837d338311a38226e0e8e5fbf
---
# Project Loved
diff --git a/wiki/Ranking_Criteria/Timing_Songs_With_8-Signatures/en.md b/wiki/Ranking_Criteria/Timing_Songs_With_8-Signatures/en.md
index be3793c3b564..2619c0ffb5ac 100644
--- a/wiki/Ranking_Criteria/Timing_Songs_With_8-Signatures/en.md
+++ b/wiki/Ranking_Criteria/Timing_Songs_With_8-Signatures/en.md
@@ -8,11 +8,11 @@ To make that chart more understandable and state more precisely what is meant, t
Generally speaking, a measure contains a certain amount of beats. In musical sheet notation, one beat usually equals one quater-note ♩, and one quater-note ♩ is divided into two eighth-notes ♪♪. Hence, the term "Beats Per Minute" (BPM) describes the tempo of a song by stating how many quater-notes ♩ are being played in a minute. In osu!, beats are represented by the white ticks in the timeline, and eighth-notes ♪ are usually represented by red ticks. The start of each measure is indicated by a big white tick.
-At least that's how it works for `#/4-signatures`. The fundamental difference to `#/8-signatures` is that a beat doesn't always contain just two eighth-notes ♪, it can also contain three ♪s! A good example for this is the difference between `3/4`- and `6/8-signature`: Both of them contain six ♪s , but while `3/4` splits those into three groups of two (♪♪+♪♪+♪♪, [2+2+2]) by accentuating the first note of each pair, `6/8` splits them into two groups of three (♪♪♪+♪♪♪, [3+3])! These "groups" are also called "subdivisions". Time signatures only containing subdivisions of three eighth-notes ♪ (like in `6/8`) are called "compound", time signatures containing subdivisions with variable amounts of eighth-notes ♪ are called "complex" or "irregular" (e.g. `7/8`, more on that later). When a certain pattern made up of different time signatures repeats regularly, it is called "mixed meter".
+At least that's how it works for `#/4-signatures`. The fundamental difference to `#/8-signatures` is that a beat doesn't always contain just two eighth-notes ♪, it can also contain three ♪s! A good example for this is the difference between `3/4`- and `6/8-signature`: Both of them contain six ♪s , but while `3/4` splits those into three groups of two (♪♪+♪♪+♪♪, \[2+2+2\]) by accentuating the first note of each pair, `6/8` splits them into two groups of three (♪♪♪+♪♪♪, \[3+3\])! These "groups" are also called "subdivisions". Time signatures only containing subdivisions of three eighth-notes ♪ (like in `6/8`) are called "compound", time signatures containing subdivisions with variable amounts of eighth-notes ♪ are called "complex" or "irregular" (e.g. `7/8`, more on that later). When a certain pattern made up of different time signatures repeats regularly, it is called "mixed meter".

-Now to give you a first example of this in osu!, look at the `3/4`-difficulty in the provided mapset of Leonard Bernstein's "America" - In this difficulty, I timed everything in `3/4-signature`, meaning that every measure is divided into three beats by white ticks. When you turn the BeatSnapDivisor to `1/2`, every beat is split into two by the red ticks in the timeline - A red tick representing an eighth-note ♪. This would work perfectly fine for a `3/4`-song, but if you listen closely you can hear something special about this song: While the overall tempo stays (approximately) the same, the rhythmical grouping of ♪s switches almost every measure - The first measure of the mapped part at `00:03:662` is split into [3+3], as it has only one more accentuation on the red tick at `00:04:232`. The second measure, which starts at `00:04:801` is grouped into [2+2+2], as it has two more accentuations on the white ticks at `00:05:181` and `00:05:561`. In other words, all measures are equally long (6♪s), but half of them only have two beats (-> `6/8-measure`) while the other half has three beats (-> `3/4-measure`), making this a mixed meter! There are different ways to handle this in osu! that all have their up- and downsides, which I will showcase in the next segment.
+Now to give you a first example of this in osu!, look at the `3/4`-difficulty in the provided mapset of Leonard Bernstein's "America" - In this difficulty, I timed everything in `3/4-signature`, meaning that every measure is divided into three beats by white ticks. When you turn the BeatSnapDivisor to `1/2`, every beat is split into two by the red ticks in the timeline - A red tick representing an eighth-note ♪. This would work perfectly fine for a `3/4`-song, but if you listen closely you can hear something special about this song: While the overall tempo stays (approximately) the same, the rhythmical grouping of ♪s switches almost every measure - The first measure of the mapped part at `00:03:662` is split into \[3+3\], as it has only one more accentuation on the red tick at `00:04:232`. The second measure, which starts at `00:04:801` is grouped into \[2+2+2\], as it has two more accentuations on the white ticks at `00:05:181` and `00:05:561`. In other words, all measures are equally long (6♪s), but half of them only have two beats (-> `6/8-measure`) while the other half has three beats (-> `3/4-measure`), making this a mixed meter! There are different ways to handle this in osu! that all have their up- and downsides, which I will showcase in the next segment.

@@ -22,7 +22,7 @@ Generally speaking, there are 2 viable methods of dealing with this problem in o
### Emulating #/8-signatures
-When talking about the `3/4`-difficulty in _Leonard Bernstein's "America"_, I mentioned that one of the beats lands on a red tick instead of a white tick at `00:04:232` because that measure is split into [3+3], which makes it a `6/8-measure`. In order to "fix" where the beat lands, the BPM has to be multiplied with `0,666`. Furthermore, the Time Signature shown in the TimingSetupPanel has to be set to `2/4` - This is currently not possible in the editor, but it is allowed to change it in the map's `.osu`-file. After doing that, the BeatSnapDivisor has to be changed to `1/3` so it splits one beat into three ♪-notes, which are then represented by the purple ticks. The result of this can be seen in the `6/8`-difficulty.
+When talking about the `3/4`-difficulty in _Leonard Bernstein's "America"_, I mentioned that one of the beats lands on a red tick instead of a white tick at `00:04:232` because that measure is split into \[3+3\], which makes it a `6/8-measure`. In order to "fix" where the beat lands, the BPM has to be multiplied with `0,666`. Furthermore, the Time Signature shown in the TimingSetupPanel has to be set to `2/4` - This is currently not possible in the editor, but it is allowed to change it in the map's `.osu`-file. After doing that, the BeatSnapDivisor has to be changed to `1/3` so it splits one beat into three ♪-notes, which are then represented by the purple ticks. The result of this can be seen in the `6/8`-difficulty.

@@ -32,12 +32,12 @@ This method is rhythmically the most accurate in osu!. Since white ticks are alw
But this method can also cause some problems: First of all, the BeatSnapDivisor does not have as many layers of "triple-snaps" (3,6,12) as it has of "duple-snaps" (2,4,8,16). This can make it impossible to snap potential fast rhythms that might occur in some songs, which you might want to map in higher difficulties.
-Secondly, there are more complex `#/8-signatures` than those that have multiples of 3 in the upper numeral of the signature. For example, while a `6/8-measure` is always formed as [3+3], you can get measures with "irregular" beats by combining [2]s and [3]s. For example, a `7/8-measure` can be formed as [3+2+2], [2+2+3] or [2+3+2]. If you still want to have the beats timed accurately with white ticks, you'd have to use multiple timing-sections within one measure to follow both the "fast" beats (the [2]s) and the "slow" beats (the [3]s). This can be seen in the `7/8`-difficulty of "Le Mystere Des Voix Bulgares - Erghen Diado". As you can see, I had to set two timing-sections per measure (marked with bookmarks), and because of the different BPM-values I also had to change the SV-multiplier of half of the sections. Moving around in this map is rather tedious too, because while all of the mapped notes are equally long, half of them are snapped as `1/2`-notes and half of them as `1/3`-notes. This is why we are not enforcing this method for songs with complex time signatures (or when rhythms become unsnappable), and allow the alternative method used in the `3.5/4`-difficulty.
+Secondly, there are more complex `#/8-signatures` than those that have multiples of 3 in the upper numeral of the signature. For example, while a `6/8-measure` is always formed as \[3+3\], you can get measures with "irregular" beats by combining \[2\]s and \[3\]s. For example, a `7/8-measure` can be formed as \[3+2+2\], \[2+2+3\] or \[2+3+2\]. If you still want to have the beats timed accurately with white ticks, you'd have to use multiple timing-sections within one measure to follow both the "fast" beats (the \[2\]s) and the "slow" beats (the \[3\]s). This can be seen in the `7/8`-difficulty of "Le Mystere Des Voix Bulgares - Erghen Diado". As you can see, I had to set two timing-sections per measure (marked with bookmarks), and because of the different BPM-values I also had to change the SV-multiplier of half of the sections. Moving around in this map is rather tedious too, because while all of the mapped notes are equally long, half of them are snapped as `1/2`-notes and half of them as `1/3`-notes. This is why we are not enforcing this method for songs with complex time signatures (or when rhythms become unsnappable), and allow the alternative method used in the `3.5/4`-difficulty.
### Treating them as #/4-signatures
This method of timing is generally very simple: ♪-notes are always represented by the red (and white) ticks from the `1/2`-divisor. This means that even when the song changes signature, the BPM remains the same and the BeatSnapDivisor doesn't need to be changed to `1/3` in order to map ♪-notes. Navigating in the timeline is easy, and the BPM that is shown in SongSelect and on the website is generally an accurate indicator of the map's usual tapping-speed ("I can singletap / stream 200 BPM" always refers to singletapping red ticks / streaming blue ticks in that tempo). However, for complex time signatures this might not always accurately follow the song's beat, and never accurately follows the beat of compound time signatures - For example, when looking back at the `3/4`-difficulty of Queen's "We Are The Champions", you can see that the small white ticks in-between the measures do not land on the song's beats.
-This is the go-to-method for timing songs with complex time signatures, as it significantly reduces the timing-effort and ensures easy handling of the timeline. You are always allowed to use the more accurate first method, but only forced to use it when the song's beat-value is consistently three eighth-notes ♪♪♪ (e.g. both of the provided timings for Erghen Diado are acceptable, as it has inconsistent beat-value [2+2+3]). For mixed meters, the start of every measure is required to land on a big white tick. Compound and complex `#/2`- or `#/16-signatures` are to be dealt with similarly.
+This is the go-to-method for timing songs with complex time signatures, as it significantly reduces the timing-effort and ensures easy handling of the timeline. You are always allowed to use the more accurate first method, but only forced to use it when the song's beat-value is consistently three eighth-notes ♪♪♪ (e.g. both of the provided timings for Erghen Diado are acceptable, as it has inconsistent beat-value \[2+2+3\]). For mixed meters, the start of every measure is required to land on a big white tick. Compound and complex `#/2`- or `#/16-signatures` are to be dealt with similarly.

diff --git a/wiki/Ranking_Criteria/en.md b/wiki/Ranking_Criteria/en.md
index ca46dc141ec0..32489b2a15f4 100644
--- a/wiki/Ranking_Criteria/en.md
+++ b/wiki/Ranking_Criteria/en.md
@@ -1,6 +1,6 @@
# Ranking criteria
-*For [game mode](/wiki/Game_Modes)-specific ranking criteria, see: [osu!](osu!), [osu!taiko](osu!taiko), [osu!catch](osu!catch), and [osu!mania](osu!mania)*
+*For [game mode](/wiki/Game_mode)-specific ranking criteria, see: [osu!](osu!), [osu!taiko](osu!taiko), [osu!catch](osu!catch), and [osu!mania](osu!mania)*
This set of **ranking criteria** lays out [rules and guidelines](#general-terms) that [beatmaps](/wiki/Beatmaps) must follow in order to progress through the [beatmap ranking procedure](/wiki/Beatmap_ranking_procedure).
@@ -36,7 +36,7 @@ Changes to the rules and guidelines in this document are proposed and discussed
## Beatmapset
-*Note: Each of [osu!mania](/wiki/Game_Modes/osu!mania)'s key counts are considered individual game modes throughout this section.*
+*Note: Each of [osu!mania](/wiki/Game_mode/osu!mania)'s key counts are considered individual game modes throughout this section.*
### Rules
@@ -167,7 +167,8 @@ This category contains explicit allowance statements of concepts and rules that
### Rules
- **A beatmapset's audio file must use the `.mp3` or `.ogg` file format and have an average bit rate no greater than 192kbps.**
-- **Acceptable songs with mature lyrics/themes must be marked with an 18+ in the beatmap's description.** This game is for all ages, and so a warning is needed for younger audiences. Some songs, however, are unacceptable for ranking regardless of an 18+ warning. See [song content rules](/wiki/Rules/Song_Content_Rules) for more details.
+- **Acceptable songs with mature lyrics/themes must be marked with an 18+ in the beatmapset's description.** This game is for all ages, and so a warning is needed for younger audiences. Some songs, however, are unacceptable for ranking regardless of an 18+ warning. See [song content rules](/wiki/Rules/Song_Content_Rules) for more details.
+- **Beatmapsets containing spoilers for other media must be marked with a spoiler warning in the beatmapset's description.**
- **A beatmapset may only contain one song file used by all difficulties.** Multiple song files within a single beatmap set is unsupported and results in unexpected behaviour with preview times, metadata, etc.
- **A song's audio file and hitsound files must be of reasonable quality.** Try to find the highest quality source file available rather than ripping a file from a streaming video website. Songs should be normalized to their original release volumes and should not be encoded to a bit rate higher than their original files.
- **If you do not beatmap the last 20% of your beatmapset's audio file, it must be cut.** The intro time is not included. This does not apply if more than 20% of the outro is occupied by a storyboard/video.
@@ -215,7 +216,7 @@ This category contains explicit allowance statements of concepts and rules that
### Rules
- **If you are using any elements created by another community member, ask permission beforehand.** Respecting the work of others is paramount and most people will be delighted to have their work featured in your projects! Thus, if you do not know who made the elements you plan on using, you must not use them.
-- **[Gameplay elements](/wiki/Ranking_Criteria/Skin_Set_List) must be visible.** You cannot make any element that will impair the playability of the beatmap invisible as it will make the beatmap unintuitive or even impossible to play (``cursormiddle.png`` is an exception as it affects the behaviour of cursor trail). Elements that are not relevant for gameplay may only be transparent if there is a valid reason for this and the action itself does not impair the usage of interface elements negatively.
+- **[Gameplay elements](/wiki/Ranking_Criteria/Skin_Set_List) must be visible.** You cannot make any element that will impair the playability of the beatmap invisible as it will make the beatmap unintuitive or even impossible to play (`cursormiddle.png` is an exception as it affects the behaviour of cursor trail). Elements that are not relevant for gameplay may only be transparent if there is a valid reason for this and the action itself does not impair the usage of interface elements negatively.
- **Skinned elements must be cropped cleanly so they do not have pixelated artifacts around them or half-cropped shadows.**
- **Skinned elements cannot exceed dimensions to the point where they overlap other skin elements which they would not normally overlap in the default skin.** This applies only to the visible parts of an image, which could distort the gameplay experience by visually obstructing normally visible elements.
- **When skinning [gameplay elements](/wiki/Ranking_Criteria/Skin_Set_List), complete sets of elements need to be skinned in order to avoid conflicts between user-specific and beatmap-specific skins.** When skinning an element that is marked as optional, you need to include all the required elements of the respective set, but you are free to skip other optional elements unless they are grouped with the element you are skinning. However, if a required skin element in a set would be unused or the default skin is forced, the element is not necessary to include.
diff --git a/wiki/Ranking_Criteria/ko.md b/wiki/Ranking_Criteria/ko.md
new file mode 100644
index 000000000000..fd7de26466e8
--- /dev/null
+++ b/wiki/Ranking_Criteria/ko.md
@@ -0,0 +1,264 @@
+# Ranking criteria
+
+*[게임 모드](/wiki/Game_mode) 고유의 Ranking Criteria를 보려면, 다음을 참조하세요: [osu!](osu!), [osu!taiko](osu!taiko), [osu!catch](osu!catch)와 [osu!mania](osu!mania)*
+
+**Ranking criteria** 조항들은 [비트맵](/wiki/Beatmaps)이 [비트맵 랭크 절차](/wiki/Beatmap_ranking_procedure)를 밟기 위해 반드시 따라야 하는 [규칙과 가이드라인](#general-terms)입니다.
+
+이 문서의 규칙과 가이드라인은 [Ranking Criteria 포럼](https://osu.ppy.sh/community/forums/87)에서 제안되고 토의됩니다. 이에 기여하고 싶다면 *[Ranking Criteria 변경을 제안하는 법](https://osu.ppy.sh/community/forums/topics/720532)* 을 참조하세요. 단, 이 문서의 언어, 문법, 구성에 대한 변경은 규칙과 가이드라인의 의미를 바꾸지 않는 이상은 포럼 글 작성을 생략해도 됩니다.
+
+**[매핑과 모딩에 관한 code of conduct](/wiki/Rules/Code_of_Conduct_for_Modding_and_Mapping), [#/8-signatures로 곡의 타이밍 맞추기](/wiki/Ranking_Criteria/Timing_Songs_With_8-Signatures)에 대한 가이드와 [곡 콘텐츠 규칙](/wiki/Rules/Song_Content_Rules)도 ranking criteria의 일부이며, 모든 모드에 적용되는 사실에 유의하시기 바랍니다.**
+
+## 용어 사전(Glossary)
+
+### 일반 용어(General Terms)
+
+- **규칙(Rules):** 모든 규칙은 말 그대로 **규칙**입니다. 이것들은 가이드라인이 **아니며**, **어떤** 상황에서도 **어겨서는 안 됩니다**.
+- **가이드라인(Guidelines):** 가이드라인은 **예외적인** 상황에서 어길 수 있습니다. 이러한 예외적인 경우는 반드시 가이드라인을 어긴 이유와 왜 그렇게 하지 않으면 창작물의 퀄리티가 떨어지는지에 대해 자세한 설명이 뒷받침되어야 합니다.
+
+## 일반(General)
+
+### 규칙
+
+- **어떤 히트 오브젝트도 같은 틱에 2개 이상 놓일 수 없습니다.** 이것은 히트 서클, 슬라이더의 끝과 시작 지점, 스피너의 끝과 시작 지점을 포함합니다. 단, osu!mania 비트맵은 해당되지 않습니다.
+- **배경/스토리보드/비디오 내용에는 부적절한 모습이 없어야 합니다.** 여기에는 나체, 준-나체, 성적 언급, 폭력, 약물 남용 등이 포함됩니다. 자세한 규칙은 [시각 콘텐츠 주의사항](/wiki/Rules/Visual_Content_Considerations)을 참조하세요.
+- **반복적인 스트로브와, 맥동하는 이미지, 또는 스토리보드나 비디오의 대조, 밝기 또는 색상의 급격한 변화를 포함하는 스토리보드나 비디오를 사용하는 비트맵은 광과민성 발작 경고(epilepsy warning)를 사용해야 합니다.** 경고가 게임 플레이를 방해할 경우 오디오 리드인(Audio lead-in)을 더 길게 해야 합니다. 3Hz 이하의 스트로브 효과는 문제를 일으킬 가능성이 없습니다. 확신이 없을 경우 경고를 추가한 뒤 이것이 꼭 필요한지 모딩 과정을 통해 확인받아주세요.
+- **비트맵의 폴더에 사용되지 않은 파일이나 0바이트 파일이 있어서는 안 됩니다.** 0바이트 파일은 비트맵 폴더의 다른 파일이 제대로 업로드되는 것을 방해합니다. 자동으로 생성되는 `thumbs.db` 파일은 유일한 예외로 둡니다.
+- **[브레이크(Breaks)](/wiki/Glossray#break)는 반드시 [비트맵 에디터](/wiki/Beatmap_Editor)의 제한 내에서 삽입되어야 합니다.**
+- **[난이도 세팅(Difficulty settings)](/wiki/Beatmap_Editor/Song_Setup#difficulty)은 절대로 [비트맵 에디터](/wiki/Beatmap_Editor)에서 가능한 이상의 소수점 아래 자릿수를 가져서는 안 됩니다.**
+- **`Letterbox during breaks` 세팅은 같은 모드의 난이도가 브레이크를 포함하고, 같은 스토리보드를 사용한다면 일관되게 적용되어야 합니다.**
+
+### 가이드라인
+
+- **다른 랭크 비트맵에 자신의 랭크된 비트맵에 그대로 다시 사용하는 것은 권장되지 않습니다.** 이는 불필요하게 랭크 콘텐츠가 부풀려지는 것을 피하기 위해서입니다.
+- **슬라이드 틱 레이트(slider tick rate)는 `.osu` 파일을 통해 수정해서는 안 됩니다.** 대부분의 사용자 지정 값은 슬라이더 틱이 언스냅 되게 합니다, 하지만 틱 레이트 0.5, 1.333 및 1.5는 실제적인 용도가 존재하므로 슬라이더 틱이 언스냅 되게 하지 않을 때만 사용이 가능합니다.
+- **키아이(Kiai)는 음악에서 소리가 있는 부분에서 시작되어야 합니다.** 그렇게 하지 않으면 키아이 플래시(kiai flash)가 곡과 연관이 되어 있지 않은 느낌을 주게 됩니다.
+- **`Enable countdown` 세팅은 같은 모드의 난이도에서 일관되어야 합니다.** 만약 난이도가 카운트 다운이 나타나기에 충분히 긴 인트로를 가지고 있지 않다면, 이 세팅이 반드시 일관될 필요는 없습니다.
+
+## 비트맵셋(Beatmapset)
+
+*참고: 이 파트에서 [osu!mania](/wiki/Game_mode/osu!mania)의 각 키 모드는 모두 별개의 게임모드로 간주됩니다.*
+
+### 규칙
+
+- **비트맵셋의 모든 게임 모드는 곡의 [드레인 타임](/wiki/Gameplay/Drain_time)에 따라 지정된 가장 낮은 난이도부터 스프레드를 형성해야 합니다.** 필수적인 가장 낮은 난이도 위의 난이도에서는, 스프레드에서 어떤 난이도로 생략될 수 없으며 어떤 두 난이도 사이에도 급작스럽게 큰 난이도 갭이 있어서는 안 됩니다.
+- **각 난이도는 반드시 그 모드의 난이도 특정의 ranking criteria를 따라야 합니다.** 더 많은 정보를 위해선 [osu!](osu!), [osu!taiko](osu!taiko), [osu!catch](osu!catch)와 [osu!mania](osu!mania) ranking criteria를 참조하세요.
+- **비트맵셋의 모든 난이도들은 최소 30초 이상의 [드레인 타임](/wiki/Gameplay/Drain_time)이 있어야 합니다.**
+- **만약 각 난이도의 [드레인 타임](/wiki/Gameplay/Drain_time)이...**
+ - ...**3분 30초보다 적다면,** 포함된 각 게임 모드의 가장 낮은 난이도는 Normal보다 어려워서는 안 됩니다.
+ - ...**3분 30초에서 4분 15초 사이라면,** 포함된 각 게임 모드의 가장 낮은 난이도는 Hard보다 어려워서는 안 됩니다.
+ - ...**4분 15초에서 5분 사이라면,** 포함된 각 게임 모드의 가장 낮은 난이도는 Insane보다 어려워서는 안 됩니다.
+ - **가장 높은 난이도보다 낮은 난이도들은 드레인 타임에 브레이크 시간을 더해서 위의 기준을 맞춰도 됩니다.** 이것은 30초 미만의 드레인 타임을 가진 난이도에는 적용되지 않습니다. 가장 낮은 난이도로 사용되는 하드와 인세인 난이도의 게임 플레이 요소의 적합성은 해당 게임 모드를 담당하는 [Beatmap Nominators](/wiki/People/The_Team/Beatmap_Nominators)와 [Nomination Assessment Team](/wiki/People/The_Team/Nomination_Assessment_Team) 멤버의 판단에 달려 있습니다.
+- **비트맵셋의 난이도 이름들은 명확한 진행을 보여야 하며 각각의 난이도를 정확하게 나타내야 합니다만, 다음의 경우는 예외로 합니다:**
+ - 가장 높은 난이도.
+ - 비슷한 난이도를 가진 가장 높은 난이도들, Insane과 Extra 난이도들에만 해당(예를 들어 ENHIIII 셋의 Insane 난이도나 ENHIIXXX 셋의 Extra 난이도).
+- **비트맵셋의 커스텀 난이도명은 곡이나 난이도와 관련된 일반적인 주제나 패턴을 따라야 하며 오해의 소지가 있어서는 안 됩니다.** 다른 수준의 난이도를 암시하는 난이도명은 오해의 소지가 있습니다 (예를 들어 "Expert" 난이도를 "Normal"이라고 이름 짓는 것).
+- **난이도명은 하나나 여럿의 유저명만으로 구성되어서는 안 됩니다.** 곡과 관련이 있다면 우연히 유저명에 해당하는 단어가 난이도명에 들어가도 괜찮습니다.
+- **[비트맵셋 호스트](/wiki/Beatmaps/Beatmapsets/Beatmapset_host)은 난이도의 소유권을 나타낼 수 없습니다.** (예를 들어 비트맵셋 주인's Insane). 다수의 곡을 동일한 메타데이터로 매핑하여 발생한 충돌과 [콜라보 난이도](/wiki/Beatmaps/Beatmap_collaborations)만이 예외가 됩니다. 하지만 [게스트 난이도](/wiki/Beatmaps/Beatmapsets/Guest_difficulty)는 제작자의 유저명이나 별명으로 소유권을 나타내도 됩니다.
+- **[비트맵셋 호스트](/wiki/Beatmaps/Beatmapsets/Beatmapset_host)은 어떤 [게스트 난이도](/wiki/Beatmaps/Beatmapsets/Guest_difficulty)의 제작자보다 동일하거나 더 많은 난이도를 매핑해야 합니다.** 이는 기여를 적절한 유저에게 돌리기 위해서입니다. [콜라보 난이도](/wiki/Beatmaps/Beatmap_collaborations)는 부분적인 난이도로만 간주되며, 게스트가 호스트보다 훨씬 많은 양을 매핑한 경우 [드레인 타임](/wiki/Gameplay/Drain_time)이 비트맵 기여도를 결정할 때 사용됩니다.
+- **[비트맵셋 호스트](/wiki/Beatmaps/Beatmapsets/Beatmapset_host)와 [게스트 난이도](/wiki/Beatmaps/Beatmapsets/Guest_difficulty) 제작자는 그들이 원하는 대로 각자의 난이도들을 고칠 수 있습니다.** 두 사람 사이에 이견이 있을 경우, 요청에 따라 비트맵셋 호스트는 반드시 게스트 기여분을 삭제해야 합니다. 만약 게스트 난이도 제작자가 한 달 동안 연락이 되지 않을 경우 어떤 수정에도 동의한다고 간주됩니다.
+
+### 가이드라인
+
+- **비트맵셋의 가장 높은 난이도는 곡의 전반적인 느낌에 걸맞아야 합니다.** Easy/Normal 난이도는 리듬이 과도하게 단순화(simplified)되지 않았다면 비트맵셋의 유일한 난이도로 사용될 수 있습니다. 그렇지 않으면 Hard나 그 이상의 난이도가 포함되어야 합니다.
+- **이해하기 힘든 유저명 조합으로 [콜라보 난이도](/wiki/Beatmaps/Beatmap_collaborations)의 소유권을 표시하는 것은 피해 주세요.** 만약 누구의 유저명이 합쳐졌는지 불확실하다면, 단순화가 권장됩니다.
+- **[게스트 난이도](/wiki/Beatmaps/Beatmapsets/Guest_difficulty) 제작자나 난이도의 수준에 확실한 관련이 없는 수식어가 붙은 난이도 이름 사용은 피해 주세요.** (예를 들어 Beatmap Creator's Tragic Love Extra)
+- **[게스트 난이도](/wiki/Beatmaps/Beatmapsets/Guest_difficulty) 소유권을 표기하기 위해 사용되는 유저명은 여러 비트맵셋에서 일관되게 사용되어야 합니다.** 한 유저에 다양한 별명을 사용하는 것은 누가 난이도를 만들었는지 불분명하거나 착각하게 할 수 있습니다.
+- **영문자 혹은 숫자가 아닌 유니코드 문자를 난이도 이름에 사용하는 것을 피해 주세요.** 이런 문자들은 비트맵 제출 시스템(beatmap submission system)에서 오류를 일으킬 수 있으며, 채팅에 나타날 때 특정 유저에게 문제를 일으킬 수 있습니다.
+
+## 메타데이터(Metadata)
+
+### 규칙
+
+#### 기술적(Technical)
+
+- **메타데이터는 반드시 비트맵셋의 모든 난이도에서 동일해야 합니다.**
+- **[게스트 난이도](/wiki/Beatmaps/Beatmapsets/Guest_difficulty), 스토리보드, 스킨, 히트사운드 제작자들은 반드시 비트맵셋의 태그에 추가되어야 합니다.** 이는 기여를 적절한 유저에게 돌리기 위해서이며, 다른 사람들이 어떤 비트맵셋의 기여자들도 쉽게 알 수 있도록 합니다. 공백으로 나눠진 한 개의 글자를 포함한 유저명은 반드시 공백을 언더스코어로 대체해야 합니다.
+- **[주요 메타데이터 소스](/wiki/Beatmaps/Primary_metadata_source)가 메타데이터에 반드시 참조되어야 한다.** 주요 소스에서의 메타데이터는 아래의 포매팅(formatting)과 표준화(standardisation) 규칙에 따른 것이 아니라면 수정되어서는 안 됩니다. 소스가 존재하지 않는 경우, 가장 흔하고 알아보기 쉬운 것을 사용해주세요.
+- **곡의 아티스트(artist)는 반드시 실존하는 사람을 가리켜야 합니다.** 만약 실존하는 사람이 아티스트로 기록되어 있지 않다면, `Unknown Artist`로 표기되어야 합니다. 가상의 캐릭터나 보컬로이드와 같은 프로그램은 단독으로는 어떤 곡의 아티스트로도 사용될 수 없습니다.
+- **곡이 비디오 게임, 영화, 시리즈 등과 같은 매체에 직접적으로 연관되어 있다면 출처(Source)란을 반드시 사용해야 합니다.** 웹사이트 이름, 앨범 이름, 또는 BMS는 source로 인정되지 않습니다. 만약 곡이 공개된 이후 매체에 등장하거나 연관되었다면, 출처란은 필수적이지 않습니다. 피쳐드 아티스트(Featured Artist) 콘텐츠에는 `osu!`가 출처로 사용될 수 있습니다. 곡이 여러 가능한 출처를 가지고 있다면 어떤 것을 적어도 괜찮습니다. 원곡에 기반한 리믹스, 어레인지 또는 커버에 대해선 원곡의 출처가 그대로 적용됩니다.
+ - [송 컴필레이션](/wiki/Beatmapping/Song_compilation), 리믹스, 메들리 등이 공통의 출처를 가지고 있지 않다면, 출처는 출처란 대신 태그에 적혀야 합니다.
+- **표기란의 길이 제한 (81글자)를 넘어서는 메타데이터는 반드시 줄여 써야 합니다.** 우선, 추가적인 마커를 지우고, 그래도 부족하다면 `...`을 적절한 곳에 적어서 제목(title)이 단축되었다는 것을 표시해주세요.
+- **만약 아티스트나 제목란이 길이 제한에 맞춰서 단축되었다면, 생략된 정보는 반드시 태그에 추가되어야 합니다.**
+- **만약 매핑된 곡이 피쳐드 아티스트 라이브러리에 있는 사용허가가 내려진 곡이라면, `featured artist`가 반드시 태그에 추가되어야 합니다.**
+- **태그는 반드시 비트맵과 관련이 있어야 하며, 검색 결과가 혼동되도록 해서는 안 됩니다.** 비트맵의 스타일, 곡, 스토리보드, 비디오, 혹은 배경 콘텐츠에 관련된 태그는 비트맵과 관련이 있다고 간주됩니다.
+
+#### 표준화(Standardisation)
+
+*참고: 모든 형태의 아티스트와 제목 표준화는 전각 문자에 대해 표준화된 공백을 제외하고는 `Romanised`와 `Unicode`란 모두에 적용됩니다.*
+
+- **쉼표(,), `vs.` &, `feat`, `CV:` 등의 아티스트를 연결하거나 나열하는 기호 뒤에는 공백이 추가되어야 합니다.** 마커 앞에 단어가 있다면 쉼표가 아닌 기호에 대해선 앞에도 공백이 추가되어야 합니다.
+- **두 명 이상의 아티스트 간의 협업을 나타내는 마커로 사용되는 어떤 형태의 `vs.`, `Vs.`, `VS`, 등의 모든 형식은 `vs.`로 작성해야 합니다.***
+- **아티스트가 곡에 참여했다는 것을 나타내는 마커로 사용되는 어떤 형태의 `feat.`, `ft.`, `Ft.`, 등의 모든 형식은 `feat.`로 작성해야 합니다.***
+- **가상의 캐릭터가 곡의 가수로 적혀있다면, 아티스트란은 `캐릭터(CV: 성우)` 형식으로 작성해야 됩니다.** 라이브 공연에 대해서는, 성우만을 적어주세요.
+- **곡이 TV 프로그램, 웹 시리즈, direct-to-video 시리즈에 오프닝/엔딩/삽입곡 등으로 사용된 경우, 현재 제목 끝에 `(TV Size)` 마커를 추가해야 합니다.** 기존 제목에 `TV size` 마커가 있으면 `(TV Size)` 마커가 이를 대체하게 됩니다. 또한 기존의 `Short Ver` 혹은 `Game Ver` 마커가 있는 곡들은 `(Short Ver.)` 혹은 `(Game Ver.)` 마커를 사용해야 합니다.
+ - 참고: 맵셋의 곡이 `TV size`/`Short Ver`/`Game Ver` 곡에 해당하는 부분을 같은 순서로 포함하고, 대략적으로 공식적인 컷과 같은 길이를 가졌다면, 맵셋의 수정된 곡도 각각 `TV Size`/`Short Ver`/`Game Ver`로 인정됩니다. 커버곡과 리믹스는 이에 포함되지 않습니다.
+- **만약 곡이 더 높은 템포를 가지도록 수정되었다면, `(Sped Up Ver.)` 마커를 기존 제목 문자열 끝에 추가해야 합니다.** 만약 이미 존재하는 `Sped Up Ver` 마커가 있다면, `(Sped Up Ver.)` 마커가 이를 대체하게 됩니다. 테크노, 트랜스, 댄스 또는 이와 비슷한 장르의 Sped up 곡의 경우 `(Nightcore Mix)` 마크를 대신 사용해야 합니다.
+- **특수 유니코드 문자는 가장 가까운 표준적인 문자로 대체하거나, `.osu` 파일 내의 로마자화 필드에서 제거해야 합니다.** `★ ☆ ⚝ ✪`와 유사한 것들은 asterisk(`*`)로 대체됩니다. 다른 특수 문자들은 그때그때 상황에 맞춰 로마자화하거나 삭제해야 합니다.
+- **만약 맵셋 트랙이 둘 이상의 곡으로 구성된 경우, 곡 제목들에 구분 기호를 사이에 넣어서 명확히 나열하거나 그 내용을 설명하는 제목을 사용해주세요.** 그 결과 제목이 너무 길어지면 반드시 내용을 설명하는 제목을 사용해야 합니다.
+- **제목의 일부를 그룹화하기 위해 기호를 사용하는 경우, 그룹 전후에 공백이 사용되어야 하고, 그룹 안의 기호 바로 앞뒤에는 사용되지 않습니다.**
+- **만약 출처로 적용 가능한 시리즈가 서브 시리즈를 가지고 있다면, 가장 정확한 라벨이 출처로 사용되어야 합니다.** 만약 곡에 적용 가능한 여러 서브 시리즈가 있다면, 메인 시리즈/프랜차이즈가 대신 사용되어도 괜찮습니다.
+
+#### 로마자화(romanisation)
+
+- **아티스트 이름은 유니코드 필드에서 적혀있는 순서 그대로 로마자화해야 합니다.**
+- **로마자화 할 때, 외래어는 원래 단어의 형태를 사용해야만 합니다.**
+- **한 곡의 제목에 반복되는 말이 있거나, 아티스트의 경우 하나는 유니코드로 되어있고 다른 것은 기본적인 로마자 표기가 있을 때, 로마자화란은 반드시 주어진 로마자화 표기만 적고, 중복된 단어를 제거해야 합니다.**
+- **움라우트는 반드시 대응되는 2글자로 로마자화되어야 합니다: `ü`는 `ue`, `ö`는 `oe`, `ä`는 `ae`는 `ß`는 `ss`.**
+- **러시아어/키릴 문자 메타데이터가 있는 곡은 로마자화 필드에서 BGN/PCGN 시스템 방식을 사용하여 로마자화합니다.** 매퍼가 로마자화된 출처를 쓰길 원한다면 같은 규정이 출처란에도 적용됩니다. Е와 е는 혼자서 있거나 아니면 `a`, `e`, `ё`, `и`, `о`, `у`, `ы`, `э`, `ю`, `я`, `й`, `ъ`, `ь` 뒤에 있을 때 `ye`로 로마자화해야 합니다. 다른 경우엔 `e`로 로마자화해야 합니다. `ё`는 `yo`로 로마자화해야 하지만, `ж`, `ч`, `ш`나 `щ` 뒤에 있는 경우 `o`를 써야 합니다. 제공된 파일의 다른 규정은 무시합니다, 해당 규정들은 상관이 없거나 게임에서는 도움이 되지 않습니다. [이 문서의 첫 페이지](https://assets.publishing.service.gov.uk/government/uploads/system/uploads/attachment_data/file/807920/ROMANIZATION_OF_RUSSIAN.pdf)를 참조하세요.
+- **일본어 메타데이터가 있는 곡은 반드시 [개정된 헵번 로마자 표기법](https://en.wikipedia.org/wiki/Hepburn_romanization#Features)을 사용해서 로마자화해야 합니다.** 매퍼가 로마자화된 출처를 쓰길 원한다면 같은 규정이 출처란에도 적용됩니다. 비 유니코드란의 특성상 장음 표기를 사용하지 않기 위해 `おう`, `うう` 등의 장모음은 `ou`, `uu`로 로마자화되어야 합니다.
+- **중국어 메타데이터가 있는 곡은 그것이 속하는 톤과 방언에 맞춰서 로마자화되어야 합니다.** 아티스트 이름을 제외하면 각 한자는 반드시 첫 문자가 대문자로 된 단어로 로마자화되어야 하며, 공백으로 구분되어야 합니다. 어떤 경우든 성조 표기는 제거되어야 합니다.
+ - 만다린 메타데이터는 반드시 Hanyu Pinyin 시스템을 사용하여 로마자화해야 합니다.
+ - 광둥어 메타데이터는 반드시 Jyutping 시스템을 사용하여 로마자화해야 합니다.
+ - 만약 곡이 어느 분류에도 속하지 않는다면, 이 선택은 매퍼의 판단에 달려 있으며, 원어민에게 문의해보는 것이 권장됩니다.
+
+### 가이드라인
+
+- **어떤 곡이 커버되거나 리믹스되어 원래 곡과 다른 메타데이터를 가지고 있을 때, 그 변화가 실수였는지 아니면 아티스트의 의도적인 선택이었는지는 상식적으로 판단해야 합니다.**
+
+#### 기술적(Technical)
+
+- **만약 맵셋의 제작자가 곡을 리믹스하거나 커버했다면, 이 곡이 특별한 버전임을 나타내기 위해 적절하게 자유롭게 이름을 지을 수 있습니다.** 이 경우, 플레이어들이 원곡을 검색할 수 있도록 원곡을 제목이나 태그에 명확히 표기해야 한다.
+- **컴필레이션이나 리믹스의 경우, 원곡들의 제목과 아티스트가 태그에 포함되어야 합니다.** 이는 플레이어들이 같은 것을 검색해서 크게 다른 결과를 얻지 않고, 한 곡의 모든 비트맵을 찾을 수 있도록 하기 위한 것입니다.
+- **모호하거나 입력하기 어려운 유니코드 문자가 포함된 메타데이터가 있는 곡은 비트맵셋의 태그에 쉽게 검색 가능한 대체 표기와 단어의 로마자화 표기를 추가해야 합니다.**
+- **만약 곡의 출처가 유니코드와 로마자화 형식으로 모두 존재할 경우, 출처란에 사용되지 않은 쪽은 태그로 추가되어야 합니다.**
+- **곡 장르와 언어는 비트맵의 태그로 추가되어야 합니다.** 이것은 해당 용어들을 웹사이트에서와 같이 게임 내에서 검색할 수 있도록 하기 위한 것입니다. Instrumental 트랙의 경우 "instrumental"이 언어 태그로 간주됩니다. 언어나 장르가 불분명한 경우나 여럿이 적용될 경우는 예외가 될 수 있습니다. 후자의 경우, 각각 1개의 알맞은 태그가 사용되어도 됩니다.
+- **아티스트, 제목, 출처의 다른 명칭, 관련된 아티스트, `'`가 제거된 메타데이터 일부분의 축약어, 또는 무엇이든 플레이어가 맵셋을 검색하는데 도움이 될 것들이 태그에 추가되어야 합니다.**
+
+#### 표준화(Standardisation)
+
+*참고: 모든 형태의 아티스트와 제목 표준화는 전각 문자에 대해 표준화된 공백을 제외하고는 `Romanised`와 `Unicode`란 모두에 적용됩니다.*
+
+- **로고는 아티스트나 제목의 대소문자에 대한 참조로 사용해서는 안 됩니다.** 로고는 자주 스타일화 되기 때문에 다른 글로 된 메타데이터가 받쳐주지 않는다면 표준적인 대소문자 표기를 사용해야 합니다.
+- **동인 서클 소속 아티스트들이 만든 트랙은 서클의 이름을 메인 아티스트로 기재해야 합니다.** 트랙의 아티스트가 자신의 이름으로 충분히 알려진 경우는 예외가 될 수 있습니다. 이 경우, 특정 아티스트 이름을 대신 사용해도 됩니다.
+- **랭크 혹은 러브드 상태의 같은 곡이 있을 경우, ranking criteria의 규칙에 어긋나거나 공식 출처가 완전히 다르게 표기하지 않는다면 그 메타데이터를 따라야 합니다.**
+- **아티스트명은 같은 사람이나 그룹이 만든 랭크 혹은 러브드 상태의 서로 다른 곡과 일관되게 표기되어야 합니다.** 이는 해당 사람과 그룹이 의도적으로 다른 곡이나 앨범 릴리즈 때 다른 별칭을 사용할 경우는 적용되지 않습니다.
+- **특정 문자 자체가 일반적으로 영어에서 공백을 요구하지 않는 한, 단일 기호는 앞과 뒤에 공백이 있도록 로마자화해야 합니다.** 아티스트가 특수 문자의 일반적인 사용을 무시하고 의도적으로 사용하는 경우, 이를 무시해도 됩니다.
+
+### 허가(Allowances)
+
+이 분류는 ranking criteria 모든 부분을 읽어도 불분명할 수 있는 개념과 규칙에 대해 명시적인 허가를 나타냅니다.
+
+- **작곡가와 가수가 동일인물이 아닌 곡의 경우, 가수는 작곡가 혹은 서클/그룹 이름 뒤에 `feat.`로 표기해서 나열할 수 있습니다.**
+- **만약 아티스트가 그들의 이름을 공식적으로 번역해 두었다면, 이것은 로마자화란에 사용할 수 있습니다.** 공식적인 로마자 표기는 아티스트의 철자 표기에 사용될 수 있지만, 이름의 순서는 관련된 규칙을 따라야 합니다.
+- **유니코드 곡 제목이 아티스트가 제공한 공식 번역 또는 로마자 표기를 가지고 있는 경우, 어느 것이든 로마자화란에 사용할 수 있습니다.**
+- **맵셋 트랙이 여러 아티스트에 의해 기여된 경우, 아티스트들은 중간에 쉼표를 두어 나열할 수 있습니다.** 기여하는 아티스트가 3명 이상이고 공식적으로 라벨이 지정된 그룹이 아닌 경우, `Various Artists` 또는 다른 아티스트들을 설명하는 라벨을 대신 사용할 수 있습니다.
+- **리믹스나 커버에 대해선, 제목에서 곡이 리믹스되었다는 것을 명확하게 보여준다면 원곡의 아티스트가 아티스트란에 사용될 수 있습니다.** 이런 마커는 반드시 괄호 안에 있어야 하며 리믹스/커버 아티스트와 설명을 포함해야 합니다.
+
+## 타이밍(Timing)
+
+### 규칙
+
+- **반드시 [적색 타이밍 포인트(Uninherited timing points)](/wiki/Beatmap_Editor/Timing#uninherited-timing-point)를 사용하여 곡의 박자를 정확하게 매핑해야 합니다.** 잘못된 박자가 1 bar을 넘게 유지된 다면, 다음 다운비트에 적색 타이밍 포인트를 추가하여 박자를 재설정해야 합니다. 편집기에서 지원하지 않는 #/4 박자에 관해서는 박자 재설정이나 `.osu` 파일의 편집이 허용됩니다. 지원하지 않는 다른 박자에 대해서는 이 [예시 차트](/wiki/shared/timing/Timing_signature_reference_chart.png)를 참조하고 자세한 내용은 [이 가이드](/wiki/Ranking_Criteria/Timing_Songs_With_8-Signatures)를 참조해주세요.
+- **비트맵은 완벽하게 타이밍이 맞춰져야 합니다.** 이는 [BPM](/wiki/Beatmapping/Beats_per_minute)과 [오프셋](/wiki/Beatmapping/Offset)이 곡과 완벽하게 싱크 되어야 한다는 것입니다. 지속적으로 BPM이 변화하는 비트맵은 완벽하게 타이밍을 맞추기 어려울 수 있어도 플레이에 악영향을 미치지 않는 한도에서 가능한 정확하게 맞춰져야 합니다. 브레이크와 스피너 동안의 복잡한 타이밍은 필수적이지 않습니다.
+- **[적색 타이밍 포인트(Uninherited timing points)](/wiki/Beatmap_Editor/Timing#uninherited-timing-point)는 비트맵셋의 모든 난이도에서 동일해야 합니다.** 각 포인트는 각 난이도에서 동일한 [BPM](/wiki/Beatmapping/Beats_per_minute)과 [offset](/wiki/Beatmapping/Offset)을 가져야 합니다.
+- **어떠한 난이도에도 불필요한 [적색 타이밍 포인트](/wiki/Beatmap_Editor/Timing#uninherited-timing-point)가 있어서는 안 됩니다.** 이는 메인 메뉴의 펄싱에 영향을 주고 의도치 않은 소리를 나이트 코어 모드에 추가하거나, 타이밍이 밀리게 만들 수 있습니다. 허용되는 경우는:
+ - 곡의 음악적 구간을 나이트 코어 모드의 비트와 맞추기 위한 경우.
+ - 지원되지 않는 비트 스냅 (예를 들어 1/5, 1/7)을 요구하는 음악적 구간을 포함하기 위해.
+- **두 개의 [적색](/wiki/Beatmap_Editor/Timing#uninherited-timing-point) 또는 두 개의 [녹색 타이밍 포인트(Inherited timing points)](/wiki/Beatmap_Editor/Timing#inherited-timing-point)를 동일한 지점에 배치해서는 안 됩니다.** 두 개의 적색 또는 녹색 타이밍 포인트가 서로 겹쳐지면 슬라이더 속도 및 볼륨 설정에 대한 의도하지 않은 동작이 있을 수 있습니다.
+- **[녹색 타이밍 포인트](/wiki/Beatmap_Editor/Timing#inherited-timing-point)는 첫 번째 [적색 타이밍 포인트](/wiki/Beatmap_Editor/Timing#uninherited-timing-point) 앞에 배치할 수 없습니다.** 앞에서 받아올 설정이 없다면 [녹색 타이밍 포인트](/wiki/Beatmap_Editor/Timing#inherited-timing-point)는 제대로 동작하지 않습니다. 만약 히트사운드나 슬라이더 속도 변화를 첫번째 [적색 타이밍 포인트](/wiki/Beatmap_Editor/Timing#uninherited-timing-point) 이전에 사용하고 싶다면 해당 [적색 타이밍 포인트](/wiki/Beatmap_Editor/Timing#uninherited-timing-point)를 한마디 앞으로 옮겨서 [녹색 타이밍 포인트](/wiki/Beatmap_Editor/Timing#inherited-timing-point)가 사용될 수 있도록 해야합니다.
+- **비트맵의 첫 번째 [적색 타이밍 포인트](/wiki/Beatmap_Editor/Timing#uninherited-timing-point)는 키아이(kiai)를 활성화하는 데 사용할 수 없습니다.** 이렇게 하면 오브젝트가 나타나기 전에 키아이가 반짝이게 됩니다. 대신 첫 번째 [적색 타이밍 포인트](/wiki/Beatmap_Editor/Timing#uninherited-timing-point)와 동일한 위치에 있는 [녹색 타이밍 포인트](/wiki/Beatmap_Editor/Timing#inherited-timing-point)을 사용하여 키아이를 활성화해야 합니다.
+- **모든 오브젝트는 AiMod에 따라 타임라인 틱에 스냅되어야 합니다.** 지원되지 않는 비트 스냅이 필요한 경우 (1/5, 1/7 등) 음악적 구간의 오브젝트들은:
+ - 의도된 비트 스냅에 맞는 이상, 언스냅 상태로 남겨질 수 있습니다.
+ - 일시적인 [BPM](/wiki/Beatmapping/Beats_per_minute) 변화로 스냅시킬 수 있습니다.
+- **[적색 타이밍 포인트](/wiki/Beatmap_Editor/Timing#uninherited-timing-point)를 통과하거나 약간 앞에서 끝나서 잘못 스냅된 오브젝트는 오브젝트의 끝이 새 타이밍 구간에 스냅되어야 합니다.** 스피너나 osu!mania의 롱노트의 경우 오브젝트의 끝을 타임라인에서 드래그하면 됩니다. 슬라이더의 경우는 슬라이더 속도를 고치거나 `.osu` 파일을 수정해줘야 합니다.
+
+## 오디오(Audio)
+
+### 규칙
+
+- **비트맵셋의 오디오 파일은 반드시 `.mp3` 또는 `.ogg` 파일 형식을 사용하고, 평균 비트레이트가 192kbps보다 커서는 안 됩니다.**
+- **사용은 가능하지만 부적절한 가사/테마가 있는 곡은 비트맵의 설명란에 18+로 표시되어야 합니다.** 이 게임은 모든 연령대를 대상으로 하기 때문에 저연령자들을 위한 경고가 필요합니다. 그러나 어떤 곡들은 18+ 경고와 상관없이 랭크될 수 없습니다. 자세한 내용은 [곡 콘텐츠 규칙](/wiki/Rules/Song_Content_Rules)을 참조해주세요.
+- **비트맵셋은 모든 난이도에서 하나의 곡 파일만 포함할 수 있습니다.** 단일 비트맵셋에 내의 여러 곡 파일은 지원되지 않으며, 프리뷰 타임, 메타데이터 등에 예기치 않은 동작을 일으킬 수 있습니다.
+- **곡의 오디오 파일과 히트사운드 파일은 충분한 음질을 갖춰야 합니다.** 스트리밍 비디오 웹 사이트에서 파일을 추출하는 대신 사용 가능한 최고 품질의 원본 파일을 찾아. 곡들은 원본의 릴리즈 볼륨으로 정규화되어야 하며, 원래 파일보다 더 높은 비트레이트로 인코딩 되어서는 안 됩니다.
+- **오디오 파일의 마지막 20% 이상이 매핑되어 있지 않다면, 반드시 잘라내야 합니다.** 인트로 시간은 포함되지 않으며 아웃트로의 20% 이상에 스토리보드/비디오가 작동하고 있는 경우 적용되지 않습니다.
+- **모든 비트맵은 반드시 히트사운드가 되어 있어야 합니다.** 히트노말(Hitnormal)은 플레이어에게 피드백을 주고, Additions(휘슬, 클랩과 피니쉬)는 음악의 가장 중요한 부분들을 강조해줍니다.
+ - **Insane과 그 이상의 난이도만을 포함한 osu!mania 비트맵셋에는 Additions가 요구되지 않습니다.**
+- **모든 클릭되는 오브젝트들은 반드시 들을 수 있는 [액티브 히트사운드](/wiki/Beatmapping/Hitsound#active-hitsound)를 가져야 합니다.** osu!mania 비트맵셋은 모드 특유의 리듬 구조로 인해 이에 해당하지 않습니다.
+- **[액티브 히트사운드](/wiki/Beatmapping/Hitsound#active-hitsound)는 `.wav` 또는 `.ogg` 파일 형식을 사용해야 합니다.** `.mp3` 파일은 약간의 지연 시간(Delay)이 있어서 긴 주변 소음과 같은 [패시브 히트사운드](/wiki/Beatmapping/Hitsound#passive-hitsound)에만 사용이 가능합니다.
+- **[액티브 히트사운드](/wiki/Beatmapping/Hitsound#active-hitsound)는 5ms 이상의 지연 시간을 가지면 안 됩니다.** "지연시간"은 소리의 시작보다는 피크를 고려합니다. 이것은 히트사운드 피드백이 효과적으로 곡과 동기화되도록 해줍니다. 기본 스킨의 `normal-hitfinish.wav`는 약간의 지연을 가지고 있지만, 여전히 커스텀 히트사운드로 사용할 수 있습니다.
+- **히트사운드는 반드시 들을 수 있어야 합니다.** 그것의 목적은 피드백을 주는 것이기 때문에, 극도로 낮은 볼륨을 가졌거나, 곡의 샘플과 섞여서 들리지 않는 히트사운드는 허용되지 않습니다. 특정 게임 모드는 그 ranking criteria에 따라 이 규칙에 대한 예외를 나열되어 있습니다.
+- **프리뷰 포인트는 반드시 설정되어야 하며 비트맵셋의 모든 난이도 간에 일관되어야 합니다.** 이것은 곡 선택 메뉴와 온라인 섬네일 프리뷰에 모두 사용됩니다.
+- **모든 히트사운드 파일은 최소한 25ms 길이가 되어야 합니다.** 더 짧은 파일은 게임 내에서 아무 소리가 들리지 않을 수도 있습니다.
+- **완전한 묵음 히트사운드는 이 [44바이트 파일](https://up.ppy.sh/files/blank.wav)을 사용해야 합니다.** 다른 파일들은 불필요하게 파일 사이즈가 크며, 0바이트 파일은 작동하지 않습니다.
+- **[스토리보드 히트사운드](/wiki/Beatmapping/Hitsound#passive-hitsound)는 [액티브 히트사운드](/wiki/Beatmapping/Hitsound#active-hitsound)를 대신해 사용될 수 없습니다.** 이는 플레이어들에게 부정확한 피드백을 줍니다. 다른 상황에서의 스토리보드 히트사운드는 허용되지만, 권장되지 않습니다. osu!mania는 이 규칙에서 제외됩니다.
+
+### 가이드라인
+
+- **곡의 오디오 파일을 이 규정의 비트맵셋 부분에 있는 시간제한을 맞추기 위해서 인위적으로 연장해서는 안 됩니다.** 여기에는 오디오 파일 구간의 반복, 곡 혹은 곡의 구간의 BPM을 낮추거나, 곡 전체를 포함하지 않고 약간의 음악을 추가하는 등을 포함합니다(하지만 이것들로 한정되지는 않습니다). 이는 송 컴필레이션과 랭크 가능한 최저 길이(30초)보다 짧은 오디오 파일에는 적용되지 않습니다.
+- **[송 컴필레이션](/wiki/Beatmapping/Song_compilation)은 3곡 이상을 포함해야 합니다.** 2곡만 컴필레이션에 사용하는 것은 플레이어에게 부족한 경험을 주므로, 별도의 비트맵셋으로 나누어져야 합니다. 함께 독점적으로 발매된 곡에 대해서는 예외로 할 수 있습니다.
+- **[송 컴필레이션](/wiki/Beatmapping/Song_compilation)은 곡이 적절하게 연결되어 있어야 하며, 다른 곡들 사이에 갑작스러운 휴식이나 긴 페이드를 포함해서는 안 됩니다.** 송컴필레이션에 사용된 곡은 오디오 품질, 볼륨, 길이가 비슷해야 합니다. 이는 컴필레이션이 다른 비트맵과 같이 일정한 게임 플레이 경험을 줄 수 있도록 하기 위한 것입니다.
+- **컷 된 곡은 반드시 전체 곡의 느낌과 세기를 유지해야 합니다.** 전체 곡의 구조를 바꾸는 컷(예를 들어 곡의 인트로/벌스/코러스/아웃트로를 제외하거나 리어레인지 하는 것)은 곡을 잘못 표현할 수 있으며, 불만족스러운 플레이 경험을 유발합니다. 이것은 공식적인 컷이나 공식적인 컷의 재현에는 적용되지 않습니다.
+- **[액티브 히트사운드](/wiki/Beatmapping/Hitsound#active-hitsound)를 제외한 [게임 플레이 사운드](/wiki/Skinning/Sounds#gameplay)는 `.mp3` 혹은 `.ogg` 파일 포맷을 사용해야 합니다.** 이런 파일은 보통 긴 길이를 가지고 있으며, .wav 파일은 상대적으로 불필요하게 큽니다, 하지만 .wav가 더 작은 파일 사이즈라면 이를 사용해야 합니다.
+- **소프트/노말 샘플셋의 히트 피니시(Hit finish)를 자주 사용되는 커스텀 히트사운드 샘플로 대체하는 것은 피해야 합니다.** 이 피니쉬들을 스네어/베이스 드럼이나 곡의 멜로디를 표현하기 위해 사용하는 것은 비트맵 히트사운드를 비활성화한 사람들에게 굉장히 시끄럽게 들릴 수 있습니다. 히트 휘슬/클랩(Hit whistle/clap)은 더 자주 사용되기 때문에 이를 대체하는 것이 권장됩니다. osu!taiko 비트맵은 이 가이드라인이 적용되지 않으며, 고유의 히트사운드 샘플 가이드라인을 가지고 있습니다.
+
+## 비디오와 배경(Video and Backgrounds)
+
+### 규칙
+
+- **비트맵의 모든 난이도들은 배경 이미지를 가지고 있어야 합니다.** 서로 다른 난이도에 서로 다른 배경 파일의 사용은 허용됩니다.
+- **다음은 배경 이미지에 대한 제한입니다:**
+ - **최소 너비:** 160px
+ - **최소 높이:** 120px
+ - **최대 너비:** 2560px
+ - **최대 높이:** 1440px
+ - **최대 파일 사이즈:** 2.5MB
+- **비디오는 너비 1280, 높이 720픽셀을 초과하면 안 됩니다.** 또한, 낮은 해상도의 비디오를 더 높은 해상도로 키우는 것은 피해야 합니다. 이는 비디오 파일이 지나치게 커지거나 자원을 많이 사용하지 않게 해 줍니다.
+- **비디오가 곡과 싱크 되어 있다면, 비디오의 [오프셋](/wiki/Beatmapping/Offset)은 정확해야 합니다.** 잘못된 오프셋은 곡의 시각적 표현을 제대로 이루어지지 못하게 합니다. 같은 비디오가 여러 난이도에 사용되면, 반드시 같은 오프셋을 사용해야 합니다.
+- **비디오의 오디오 트랙은 비디오 파일에서 제거되어야 합니다.** 비디오의 오디오 트랙은 osu!에서 사용되지 않으므로 이를 제거하면 비트맵의 파일 크기를 줄일 수 있습니다. 여기에는 음소거된 오디오 트랙이 있는 비디오도 포함됩니다.
+
+### 가이드라인
+
+- **비트맵의 배경 이미지는 충분한 품질을 가지고 있어야 합니다.** 가능하면 이미지의 원본을 찾고, 불필요한 크기 키우기나 파일 사이즈 낭비를 피해야 합니다.
+
+## 스키닝(Skinning)
+
+### 규칙
+
+- **커뮤니티의 다른 유저에 의해 만들어진 스킨 요소를 사용하는 경우 사전에 제작자의 허가를 받아야 합니다.** 다른 사람들의 창작물을 존중하는 것은 매우 중요하며, 대부분의 사람들은 그들의 창작물이 당신의 프로젝트에 사용되는 것을 기뻐할 것입니다. 따라서, 만약 당신이 사용하려는 요소의 제작자를 모른다면, 그것을 사용해서는 안 됩니다.
+- **[게임 플레이 요소](/wiki/Ranking_Criteria/Skin_Set_List)는 반드시 보여야 합니다.** 비트맵을 비 직관적이거나 플레이가 불가능하도록 만들 수 있기 때문에 비트맵 플레이성을 악화시킬 수 있는 요소를 투명하게 해서는 안 됩니다.(`cursormiddle.png` 파일은 커서 트레일의 동작에 영향을 미치기 때문에 예외입니다). 게임 플레이와 관련이 없는 요소는 이에 대한 타당한 이유가 있으며, 인터페이스 요소 등의 사용을 불편하게 하지 않는 경우에 투명화 할 수 있습니다.
+- **스킨 요소들은 주위에 지저분하게 픽셀화된 아티팩트가 없거나 반쯤 자른 그림자가 없도록 깨끗이 잘려야 합니다.**
+- **스킨 요소들은 기본 스킨에서 일반적으로 겹치지 않는 것들이 겹치게 하는 수준으로 커서는 안 됩니다.** 이는 원래 보여야 할 요소를 가려서 게임 플레이 경험을 왜곡시킬 수 있는 이미지의 보이는 부분에만 적용됩니다.
+- **[게임 플레이 요소](/wiki/Ranking_Criteria/Skin_Set_List)에 스킨을 적용할 때, 유저 스킨과 비트맵 스킨이 충돌하는 것을 막기 위해 완전한 셋의 요소들에 스킨이 적용되어야 합니다.** optional로 표시된 요소에 스킨을 적용할 경우 해당하는 셋의 required 요소들을 모두 같이 포함해야 하지만, 다른 optional 요소는 스킨을 적용한 요소와 그룹 지어진 게 아니라면 생략해도 됩니다. 단, 셋의 required 스킨 요소가 사용되지 않을 것이거나 기본 스킨이 강제 적용된다면 그 요소를 포함할 필요는 없습니다.
+
+### 가이드라인
+
+- **스킨 요소가 투명성을 이용할 경우 `.png` 형식을 사용해야 합니다.** 만약 투명화를 사용하지 않는다면, 가장 적은 용량을 사용하고 osu!에서 스킨을 위해 지원되는 어떠한 형식이든 사용할 수 있습니다.
+
+## 스토리보딩(Storyboarding)
+
+### 용어 사전
+
+- **스토리보드 이미지(Storyboard image):** 스토리보드가 사용하는 곡 폴더 안의 이미지를 의미합니다.
+- **스프라이트(Sprite):** 스토리보드에 있는 이미지나 이미지의 나열을 나타내는 객체.
+- **시간(Time):** 타임라인 위치의 밀리초 표시. 이 표시는 에디터의 디자인 탭에서 볼 수 있습니다.
+- **커맨드(Command):** 이것들은 스프라이트에 다양한 방법으로 영향을 줍니다. 커맨드의 몇몇 예시로는 `Move`, `Scale`, `Fade` 그리고 `Rotate`이 있습니다. 이들 각각에는 시작시간과 종료시간이 있습니다.
+- **축별 커맨드(Axis-specific command)**: `MoveX`, `MoveY`와 같이 한 개의 공간 축에만 적용되는 커맨드.
+- **활성화(Active):** 객체의 커맨드들의 시작시간부터 종료시간까지.
+- **출력되는(Rendered):** 주로 완전히 페이드 아웃되지 않은 스크린 상의 스프라이트를 의미.
+- **osu!픽셀(osu!pixel):** 디자인 탭의 가장 작은 차원. 에디터 우측 상단에서 볼 수 있습니다, 예를 들어 `x: 104; y: 88`.
+
+### 규칙
+
+- **스토리보드 이미지는 대부분의 컴퓨터가 합리적인 시간에 큰 이미지를 불러올 수 있는 17,000,000 픽셀 면적을 넘어서는 안 됩니다.** 추가적으로 이를 사용할 때 스토리보드 에디터의 내부적인 최대 해상도인 854 x 480 osu!픽셀에 맞춰서 이미지의 크기를 조절해야 할 수도 있습니다.
+- **로딩 중에 비트맵이 파싱 에러를 일으켜서는 안 됩니다.** 이것은 파서가 스토리보드 명령의 일부를 읽을 수 없다는 것을 의미합니다.
+- **`Widescreen support` 설정은 비트맵셋의 스토리보드 된 난이도 간에 일관되게 적용되어야 합니다,** 하지만 난이도 특정의 스토리보드가 다른 비율에 맞춰져 있는 경우는 제외됩니다.
+
+### 가이드라인
+
+- **곡이 끝난 후에는 활성화된 스프라이트나 커맨드가 있어서는 안 됩니다.** 이것은 스토리보드 효과에 따라 몇 초까지는 허용될 수 있지만, 그 이상은 필요하지 않을 것입니다.
+- **보간(interpolation)이 제대로 작동할 수 있도록 회전하는 스프라이트의 스토리보드 이미지 주위에 투명성의 경계 한 픽셀을 남겨야 합니다.** osu!는 이미지 주변에 안티앨리어싱(anti-aliasing)을 활용하지 않으며, 가장자리가 보이며 스프라이트가 회전하면 이것이 굉장히 눈에 띕니다.
+- **어떤 체감 가능한 성능 문제도 가능하면 피해야 합니다. 최적화되었어도 일정한 프레임률을 가지는 것은 비트맵의 플레이 경험에 중요합니다.** 모딩 과정 중 테스트 플레이를 통해 이를 확인해주세요.
+- **게임 플레이 중 히트사운드와 쉽게 혼동될 수 있는 방식으로 스토리보드 사운드 샘플을 사용하는 것을 피해야 합니다.** 이것은 사운드 샘플이 플레이어의 입력과 무관하게 재생되기 때문에 청각적인 피드백의 개념에 역행합니다.
+- **비논리적이고, 모순을 일으키며 구식화 된 커맨드는 피해야 합니다.** 시작시간 전에 종료시간이 있거나, 절대로 트리거에 도달할 수 없게 되어 있는 커맨드는 의도대로 동작하지 않거나 구식화 되었으며, 제거하거나 의도대로 작동하도록 고쳐져야 합니다.
+- **비트맵셋에 와이드스크린 스토리보드가 포함된 경우 `Widescreen support` 설정을 켜야 합니다.** 한편 스토리보드가 4:3 해상도로 디자인된 경우, 와이드스크린 지원을 꺼야 합니다. 이 설정은 스토리보드가 없다면 비트맵의 어떤 것에도 영향을 주지 않습니다.
+- 현실적인 범위에서 **가능한 만큼 스토리보드가 최적화되었는지 확인해주세요.**
+ - **렌더링 되는 동안 스프라이트 또는 비트맵의 배경이 완전히 시각적으로 가려지지 않도록 해야 합니다.** 페이드 아웃을 하지 않아도 보이지 않을 경우 페이드 아웃을 하는 것이 성능을 위해 좋습니다. 비트맵의 배경을 페이드 아웃하기 위해선 같은 배경 이미지를 스프라이트로 만들어서, 2번째 인자를 `Background` 또는 `0`으로 하고, 이에 맞게 페이드 해주세요.
+ - **사용되는 동안 계속 화면에서 일부분 벗어나 있거나 시각적으로 가려진 스프라이트들은 피해야 합니다.** 이 경우, 스토리보드 내의 효과를 위해 필요한 경우가 아니라면 이미지의 해당하는 부분을 잘라내야 합니다.
+ - **스토리보드 이미지 주변의 불필요한 투명한 부분을 두지 않아야 합니다.** 성능을 위해서 이미지는 그것들의 의도된 효과를 위해 필요한 만큼만 최대한 잘라내야 합니다.
+ - **시각적으로 의도된 것에서 어긋나지 않는 이상 여러 번 반복되는 커맨드는 루프(loop) 문을 사용해야 합니다.** 루프 커맨드를 사용하면 일반적으로 줄 수가 상당히 감소해서 파일 크기가 줄어듭니다.
+ - **하나의 일반 커맨드로 동일한 효과를 얻을 수 있는 경우 두 개의 축별 커맨드를 사용하는 것을 자제해야 합니다.** 두 개의 커맨드 대신 한 개의 커맨드를 사용하면 전체 파일 크기가 줄어들 것입니다.
+ - **어떤 이미지 형식이든 적절한 품질을 유지하면서 최소한의 파일 크기를 가지는 것을 사용해야 합니다.** `.png` 형식은 `.jpg`와 달리 손실 없는 압축 방법으로 인해 큰 이미지에 대해 더 많은 파일 크기를 차지합니다.
+ - **중복된 이미지 파일을 모두 제거해야 합니다.** 정확히 동일한 이미지 파일이 두 개가 있으면 불필요한 파일 크기가 늘어납니다.
+ - **렌더링되지 않은 상태에서 여러 스프라이트가 활성화되지 않도록 해야 합니다.** 활성화된 스프라이트는 보이는지 여부에 관계없이 여전히 커맨드를 처리한다. 긴 시간 동안 이런 상황이 되는 것보단, 이것이 다시 보일 때 새 스프라이트를 만들어야 합니다.
+ - **같은 종류의 여러 명령을 한 스프라이트에 사용할 경우, 시작시간 사이에 최소 16ms를 남겨둬야 합니다.** 일반적인 환경에서 스프라이트가 부드러운 전환을 하는 데는 초당 60 커맨드는 충분하고도 남습니다. 이는 파일 크기와 로딩 시간을 줄이기 위한 것입니다.
+ - **트리거로 활성화된 스프라이트는 사용 후 페이드 아웃시켜야 합니다.** 트리거는 가능한 첫 번째 명령에서 활성화되며 비트맵이 끝날 때까지 활성 상태를 유지하므로, 할 일을 마치면 이것들을 페이드 아웃시키는 것이 바람직합니다.
diff --git a/wiki/Ranking_Criteria/osu!/en.md b/wiki/Ranking_Criteria/osu!/en.md
index e22d7e189dc0..0b545063d574 100644
--- a/wiki/Ranking_Criteria/osu!/en.md
+++ b/wiki/Ranking_Criteria/osu!/en.md
@@ -2,7 +2,7 @@
***Note: This document is an extension of the [general ranking criteria](/wiki/Ranking_Criteria).***
-This set of **osu! ranking criteria** lays out [rules and guidelines](/wiki/Ranking_Criteria#general-terms) that [osu!standard](/wiki/Game_Modes/osu!)-specific [beatmaps](/wiki/Beatmaps) must follow in order to progress through the [beatmap ranking procedure](/wiki/Beatmap_ranking_procedure).
+This set of **osu! ranking criteria** lays out [rules and guidelines](/wiki/Ranking_Criteria#general-terms) that [osu!standard](/wiki/Game_mode/osu!)-specific [beatmaps](/wiki/Beatmaps) must follow in order to progress through the [beatmap ranking procedure](/wiki/Beatmap_ranking_procedure).
## Overall
diff --git a/wiki/Ranking_Criteria/osu!catch/en.md b/wiki/Ranking_Criteria/osu!catch/en.md
index f534b99ba378..540c2545a996 100644
--- a/wiki/Ranking_Criteria/osu!catch/en.md
+++ b/wiki/Ranking_Criteria/osu!catch/en.md
@@ -131,7 +131,6 @@ Difficulty-specific rules and guidelines do only apply to the difficulty level t
#### Guidelines
-- **All distances should be clear on whether they require the player to walk or dash.** This is to ensure that players can easily recognize patterns that require dashing.
- **Strong hyperdashes should not be used.** For basic hyperdashes, a limit of 1.5 times the trigger distance is recommended. For higher-snapped hyperdashes, a limit of 1.3 times the trigger distance is recommended instead.
- **Basic hyperdashes may be used in conjunction with antiflow patterns.** If used, the spacing should not exceed a distance snap of 1.2 times the trigger distance when followed by a walkable movement, or 1.1 times the trigger distance when followed by a basic dash.
- **Higher-snapped hyperdashes should not be followed by antiflow patterns.** If used, the spacing should not exceed a distance snap of 1.1 times the trigger distance and the movement after the hyperdash must be walkable.
diff --git a/wiki/Ranking_Criteria/osu!mania/en.md b/wiki/Ranking_Criteria/osu!mania/en.md
index 2a41f9fe52f5..8d12e93d0e2d 100644
--- a/wiki/Ranking_Criteria/osu!mania/en.md
+++ b/wiki/Ranking_Criteria/osu!mania/en.md
@@ -39,14 +39,14 @@ Rule proposals as well as suggestions are discussed in the [Ranking Criteria Sub
- **Jump**: Two notes pressed at the same time. Occasionally referred to as a "double".
- **Jumptrill**: A trill consisting of two alternating jumps.
- **Minijack**: Two consecutive notes in the same column, usually pressed at a faster pace compared to surrounding notes.
-- **Release**: The end of a long note which must be released within a certain timing window to score the entirety of the note properly.
+- **Release**: The end of a long note which must be released within a certain timing window to score the entirety of the note properly.
- **Roll**: A variation of a stream consisting of notes that go from the first to the last column or last to the first column, usually done in quick succession.
- **Shield**: A note that appears in the same column immediately before the beginning of a long note.
- **Split-jumptrill**: A jumptrill which requires the use of both hands at the same time to be performed correctly (i.e two one-handed trills).
- **Stream**: Constant notes with the same interval for at least one beat that do not repeat to create a minijack.
- **Trill**: More than two notes that alternate between two columns without interruption.
-Refer to the [osu!mania Mapping Guide](https://osu.ppy.sh/help/wiki/Guides/osu!mania_Mapping_Guide) for more pattern terminology.
+Refer to the [osu!mania Mapping Guide](/wiki/Guides/osu!mania_Mapping_Guide) for more pattern terminology.
## Overall
diff --git a/wiki/Ranking_Criteria/osu!mania/ko.md b/wiki/Ranking_Criteria/osu!mania/ko.md
index 6ae4da96c8ce..fdf029487626 100644
--- a/wiki/Ranking_Criteria/osu!mania/ko.md
+++ b/wiki/Ranking_Criteria/osu!mania/ko.md
@@ -1,20 +1,14 @@
----
-no_native_review: true
-outdated: true
-outdated_since: 4ea62d8811b78850ade24c91a111b323384af41f
----
+# osu!mania ranking criteria
-# osu!mania Ranking Criteria
+**osu!mania Ranking Criteria**는 osu!mania 난이도를 만드는 데 적용되는 규칙과 가이드라인입니다. osu!mania 난이도를 랭크시키기 위해서 나열된 정해진 기준에 따라야 합니다. **어떤 상황이더라도 규칙을 따라야 하지만**, 예외적인 상황에서 가이드라인을 어길 수 있습니다. 이러한 예외적인 경우는 반드시 가이드라인을 어긴 이유와 왜 그렇게 하지 않으면 창작물의 퀄리티가 떨어지는지에 대해 자세한 설명이 뒷받침되어야 합니다.
-**osu!mania Ranking Criteria** 는 osu!mania의 특정한 난이도를 만드는 데 적용되는 Rule(규칙)과 Guideline(가이드라인)입니다. osu!mania 특유의 난이도를 랭크시키기 위해서는, 나열된 정해진 기준에 따라야 합니다. 어떤 상황에서든지 **모든 Rule에는 따라야 하지만,** 예외적인 상황에서 Guideline은 무시될 수 있습니다. 이러한 예외적인 상황에서, 맵 제작자는 왜 Guideline을 무시하는것이 맵에 더 좋은 영향을 주는지 자세히 설명하여야 합니다.
+새로운 규칙 제안에 대한 논의는 [Ranking Criteria Subforum](https://osu.ppy.sh/community/forums/87)에서 진행됩니다. 토론 및 커뮤니티 승인 과정을 거친 규칙들이 각 토론 스레드에 합의된 내용으로 기록되어 있습니다.
-Rule의 제안과 의견은 Ranking Criteria의 하위 포럼[Ranking Criteria Subforum](https://osu.ppy.sh/community/forums/87)에서 이뤄집니다. 논의와 해당 단체의 승인 과정을 거친 모든 Rule은 합의된 대로 여기에 열거되어 있습니다.
+## 용어 사전(Glossary)
-## Glossary (용어 해설)
+### 난이도명(Difficulty names)
-### Difficulty Names (난이도의 이름)
-
-*주요 조항: [Difficulty Naming(난이도명 규정)](/wiki/Ranking_Criteria/Difficulty_Naming)*
+*메인 문서: [Difficulty Naming](/wiki/Ranking_Criteria/Difficulty_Naming)*
-  Easy
-  Normal
@@ -22,194 +16,193 @@ Rule의 제안과 의견은 Ranking Criteria의 하위 포럼[Ranking Criteria S
-  Insane
-  Expert
-### Common Terms (일반 용어)
-
-- **BPM**: 분당 박자수로 측정된 노래의 박자.
-- **Column(컬럼)**: 노트가 배치된 플레이 구간의 수직선. 에디터에서는 타임스탬프 라벨에 '0|1|2|3|4||5|6|7|8'로 나타냅니다.
-- **Key mode(키 모드)**: 난이도에 있는 column의 수.
-- **Keysounding(키 사운딩)**: 샘플을 사용하는 히트 사운드가 해당 구간의 노래와 매우 흡사하거나 같은 경우. 이 히트 사운드 방법은 플레이어로부터 피드백을 거의 받지 않습니다.
-- **Slider velocity(슬라이더 속도)**: 플레이 구간에서 노트/바 라인이 이동하는 속도. 기본 슬라이더 속도(1.0x)는 유저의 스크롤 속도를 기준으로 하며, 상속된(녹색) 타이밍 포인트를 통해 추가로 변경할 수 있습니다.
-- **Long-term slider velocity(장기 슬라이더 속도)**: 슬라이더 속도 변화가 4마디 이상인 경우.
-- **Musical phrase(음악적 구)**: 일반적으로 음의 길이가 4마디 정도 더 긴 독립된 음악계의 단위.
-- **Short-term slider velocity(단기 슬라이더 속도)**: 슬라이더 속도 변화가 비트의 1/2 박자 미만으로 지속되는 경우.
-
-### Patterns (패턴)
-
-- **Anchor(앵커)**: 다른 column에 비해 한 열에 노트가 상대적으로 많은 패턴으로, 보통 다른 종류의 stream 패턴 안에서 발견됩니다.
-- **Bracket(브래킷)**: 서로 가까운 column을 이용해 여러개의 trill을 수반하는 패턴.
-- **Chord(코드)**: 두 개 이상의 노트가 동시에 눌리는 경우.
-- **Chordstream(코드 스트림) (Jumpstream, Handstream, Quadstream 점프스트림, 핸드스트림, 쿼드스트림)**: 다양한 종류의 chord를 섞는 스트림.
-- **Grace(그레이스)**: 보통 1/6박자 또는 그 이상에서 두 개 이상의 노트가 연속적으로 눌린 경우.
-- **Hand(핸드)**: 세 개의 노트를 동시에 누르는 경우.(요즘은, 특히 4key 모드에선 'triple'이라고 부릅니다.)
-- **Jack(잭)**: 같은 column에 세 개 이상의 연속된 노트가 있는 경우로, 보통 주변 노트보다 빠른 속도로 누르게 됩니다.
-- **Jump(점프)**: 두 개의 노트를 동시에 누르는 경우.
-- **Jumptrill(점프 트릴)**: 두 개의 번갈아 뛰는 점프로 구성된 트릴.
-- **Minijack(미니잭)**: 같은 column에 있는 두 개의 연속된 노트로, 보통 주변 노트보다 빠른 속도로 누르게 됩니다.
-- **Release(릴리즈)**: 전체 노트에 제대로 된 점수를 매기기 위해 확실한 타이밍에 끊어야 하는 롱 노트의 끝.
-- **Roll(롤)**: 첫 번째 column에서 마지막 column으로, 또는 마지막 column에서 첫번째 column으로 이어지는 노트로 구성된 스트림의 변형이며, 보통 빠르게 연속해서 이루어집니다.
-- **Shield(실드)**:롱 노트가 시작되기 직전에 같은 column에 나타나는 노트.
-- **Split-jumptrill(스플릿 점프트릴)**: 양손을 동시에 사용해야 올바르게 수행되는 점프트릴(즉,양손이 동시에 치는 한손 트릴. 예시: |1||4|->|2|3||).
-- **Stream(스트림)**: 반복적으로 minijack을 생성하는것을 막기 위해 동일한 간격으로 노트를 두는 패턴.
-- **Trill(트릴)**: 두 개의 column 사이를 중단 없이 교대로 이동하는 두 개 이상의 노트.
-
-자세한 패턴 용어는 오스!마니아 매핑 가이드[osu!mania Mapping Guide](https://osu.ppy.sh/help/wiki/Guides/osu!mania_Mapping_Guide)를 참조하십시오.
-
-## General (주요 사항)
-
-전체적인 rule과 guideline은 모든 osu!mania 비트맵 난이도에 적용됩니다. 리듬과 관련된 rule과 guideline은 180 BPM을 기준으로 두고 있으며, 당신이 만들고자 하는 비트맵의 노래의 BPM이 이것보다 크게 느리거나 빠른 경우, [Scaling BPM on the Ranking Criteria(랭크 기준에 따른 BPM 조절)](/wiki/Ranking_Criteria/Scaling_BPM) 에 따라 예외로 작용될수 있는 경우가 있을 수 있습니다.
-
-### Rules (규칙)
-
-모든 Rule은 Guideline이 아니며 어떠한 상황에서도 어기지 말아야 합니다.
-
-- **비트맵은 모든 난이도에서 `Auto` mod(`오토` 모드) 로 만점 (1,000,000점)을 달성할 수 있어야 합니다.**
-- **두 개의 노트를 동일한 타이밍에서 하나의 column에 중복 배치하실 수 없습니다.**
-- **모든 column엔 노트가 배치되어있어야 합니다.** key를 적게 사용하시고 싶으시다면 노래 설정에서 key의 수를 변경하십시오.
-- **Insane 난이도나 그보다 더 낮은 난이도에서 한번에 6개 이상의 노트를 누르게 하지 말아야 합니다.** 또한 6개 이상의 노트를 동시에 사용하는 것은 하위 난이도와의 난이도 격차에 영향을 끼쳐서는 안됩니다. 롱 노트를 푸는것은 노트를 치는것으로 판정하지 않기 때문에 괜찮지만, 롱 노트를 누르는것에는 적용됩니다.
-- **비트맵은 4~9 key까지 사용될 수 있습니다.** 나머지 항목은 랭킹 섹션에 지원되지 않습니다.
-- **비트맵 세트의 각 key mode에는 자체적인 스프레드가 필요합니다.** 예를 들어, 4 key 비트맵은 다른 key mode 를 가진 난이도의 스프레드와는 독립적으로 4 key 만의 노멀/하드/인세인 (Normal/Hard/Insane)난이도가 필요할 것입니다. ( 비트맵의 드레인 타임에 따라 최소한 어떤 난이도가 필요한지는 후술합니다.)
-- **단일 비트맵 세트에 여러 개의 key mode가 있는 경우, key mode를 난이도 이름에 표시해야 합니다. 예시: Easy(4k)/Normal(4k)/Hard(4k)/Insane(4k)/Easy(7k)/Normal(7k)/Hard(7k)/Insane(7k)**
-
-### Guidelines (가이드라인)
-
-예외적인 상황에서 Guideline은 무시될 수 있습니다. 이러한 예외적인 상황에서, 맵 제작자는 왜 guideline이 무시하는것이 맵에 더 좋은 영향을 주는지 자세히 설명하여야 합니다.
-
-- **모든 노트는 음악 속에 존재하는 음과 연관되어야 합니다.** 이것은 뚜렷한 소리여야 하지만, 언제 시작하고 끝나는지가 애매한 소리를 일관성 있게 나타낼 수도 있습니다. 이 때, 음악을 완전히 정확하게 나타내는것의 예외로 음악을 단순화시켜서 노트를 두는것이 허용되는 경우는...
- - 완전히 정확하게 표현할 경우 플레이 하기에 적절하지 않은 경우
+### 통용어(Common terms)
+
+- **BPM**: 분당 박자의 수로 측정된 노래의 템포.
+- **칼럼(Column)**: 노트가 배치되는 플레이 구간 상의 수직선. 에디터는 타임 스탬프 기록을 위해 `0|1|2|3|4|5|6|7|8` 순서로 표기합니다.
+- **키 모드(Key mode)**: 한 난이도에 있는 칼럼의 개수.
+- **키사운딩(Keysounding)**: 노래와 매우 흡사하거나 동일한 샘플을 사용하는 히트사운딩 방법. 보통 이 방법은 플레이어들에게 낮은 피드백을 제공합니다.
+- **변속(Slider velocity)**: 플레이 구간에서 노트와 마디 선이 이동하는 속도. 기본 속도(1.0x)는 유저의 스크롤 속도를 기준으로 하며, 상속된 타이밍 포인트 (녹색 선)를 통해 조절할 수 있습니다.
+- **장기 변속(Long-term slider velocity)**: 4마디보다 길게 지속하는 변속.
+- **악구(Musical phrase)**: 하나의 독립적 음악 단위. 일반적으로 4마디보다 깁니다.
+- **단기 변속(Short-term slider velocity)**: 1/2박자보다 짧게 지속하는 변속.
+
+### 패턴(Patterns)
+
+- **앵커(Anchor)**: 다른 칼럼에 비해 한 칼럼에 많은 노트가 배치된 패턴. 여러 종류의 스트림 패턴에서 볼 수 있습니다.
+- **브래킷(Bracket)**: 인접한 칼럼들을 이용해 다중 트릴이 포함된 패턴.
+- **코드(Chord)**: 동일 시간에 두 개 이상의 노트를 배치한 패턴.
+- **코드스트림(Chordstream) - 점프스트림(Jumpstream), 핸드스트림(Handstream), 쿼드스트림(Quadstream)**: 스트림 도중 다양한 코드를 사용하는 패턴.
+- **그레이스(Grace)**: 두 개 이상의 노트를 단기간 내에 배치한 패턴. 보통 1/6박자 이상의 스냅을 이용합니다.
+- **핸드(Hand)**: 동일 시간에 노트 세 개를 배치한 패턴. 트리플(Triple)이라고도 합니다.
+- **잭(Jack)**: 세 개 이상의 노트가 같은 칼럼에서 주위의 노트보다 빠르게 연속으로 배치된 패턴.
+- **점프(Jump)**: 동일 시간에 노트 두 개를 배치한 패턴. 더블(Double)이라고도 합니다.
+- **점프트릴(Jumptrill)**: 점프가 번갈아 가면서 나오는 트릴 패턴.
+- **미니잭(Minijack)**: 두 개의 노트가 같은 칼럼에서 주위의 노트보다 빠르게 연속으로 배치된 패턴.
+- **릴리즈(Release)**: 롱노트의 끝부분으로, 점수를 위해 반드시 정확한 판정에 손가락을 떼어야 합니다.
+- **롤(Roll)**: 처음부터 마지막 또는 마지막부터 처음 칼럼으로 빠르게 이어지는 일종의 스트림 패턴.
+- **쉴드(Shield)**: 롱노트 시작 전 동일 칼럼에 노트가 배치된 패턴.
+- **스플릿 점프트릴(Split-jumptrill)**: 양 손을 동시에 사용하는 점프가 이어지는 점프트릴 패턴. 양손 트릴(Two one-handed trills)이라고도 합니다.
+- **스트림(Stream)**: 미니잭을 만들지 않고 동일 간격에 지속해서 노트가 배치된 패턴.
+- **트릴(Trill)**: 두 개의 칼럼을 번갈아 가면서 2회 초과로 노트가 배치된 패턴.
+
+추가적인 용어 설명은 [osu!mania Mapping Guide](/wiki/Guides/osu!mania_Mapping_Guide)를 참고하세요.
+
+## 공통(Overall)
+
+공통 규칙과 가이드라인은 모든 종류의 osu!mania 난이도에 적용됩니다. 리듬과 연관된 규칙과 가이드라인은 180 BPM을 기준으로 작성되었으며, 노래가 기준보다 많이 느리거나 빠른 경우 [Scaling BPM on the Ranking Criteria](/wiki/Ranking_Criteria/Scaling_BPM)를 기준으로 다르게 적용될 수 있습니다.
+
+### 규칙
+
+- **모든 난이도에서 `오토` 모드(`Auto` mod)가 만점(1,000,000점)을 달성해야 합니다.**
+- **동일한 시간에서 한 칼럼에 두 개의 노트를 겹치게 배치할 수 없습니다.**
+- **비어있는 칼럼이 없어야 합니다.** 더 적은 키를 이용하려면 Song Setup에서 키 개수를 변경하세요.
+- **Insane 이하 난이도에서 동일한 시간에 6개 초과로 노트를 배치할 수 없습니다.** 6개 초과로 노트를 사용한 난이도는 하위 난이도와 합리적인 스프레드를 구성해야 합니다. 롱노트의 릴리즈는 이 규칙에 해당하지 않습니다.
+- **비트맵은 4키부터 9키까지만 사용될 수 있습니다.** 나머지 키 모드는 랭크맵 기준에 부합되지 않습니다.
+- **다중 키 모드로 구성된 비트맵의 경우, 난이도명마다 각각의 키 모드를 명시해야 합니다. 단일 키 모드일 경우 명시할 수 없습니다.**
+
+### 가이드라인
+
+- **모든 노트는 음악에서 표현되는 사운드와 동일하게 표현되어야 합니다.** 이는 명확한 사운드에 적용되지만, 시작과 끝이 모호하게 지속하는 사운드일 경우 노트를 일관성 있게 두어 표현할 수 있습니다. 예외적으로 음악에서 표현되는 사운드가 명확하지만 단순화시켜야 하는 경우가 있는데...
+ - 정확도 100%로 플레이할 수 없을 만큼 불합리한 구성일 경우
- 일관되고 예측 가능한 스냅으로 효과적으로 표현될 수 있는 경우
- - 부적절한 어려움을 야기할 수 있는 경우입니다.
-- **노트에 적용된 hitsound(히트 사운드)와 유사한 볼륨의 storyboard sampled hitsounds(스토리보드 샘플 히트 사운드)를 사용하지 마십시오.** storyboard hitsound가 비트맵의 객체로부터 오디오 피드백을 압도하고 왜곡할 수 있으므로, 노트에 hitsound를 배치하는 것이 storyboard hitsound를 배치하는 것보다 우선되어야 합니다. 단, 주요 사운드를 곡에서 직접 추출할 때, 그리고 낮은 난이도에 필요한 hitsound를 지원하기에는 해당 난이도의 노트가 충분하지 않을 때 storyboard hitsound가 사용될 수 있습니다.
-- **히트 노말 (hitnormal)없이 keysound(키 사운드)를 사용하지 마십시오.** hitsound이 곡과 완벽하게 조화를 이룬다면, hitsound에 대한 피드백은 별로 없을 것입니다. 그러나 곡에서 직접 추출한 keysound가 곡의 오디오를 대체하는 데 사용될 때는 hitnormal의 사용이 필요하지 않습니다.
-- **chord에 각각 동일한 히트 사운드를 사용하지 마십시오.** 이것은 피드백을 필요 이상으로 많이 발생하게 만듭니다. 이 경우는 같은 타임스탬프에서 사용되는 hitsound와 storyboard hitsound에도 적용됩니다.
-- **타이밍 변경은 슬라이더 속도를 조정하여 통일된 스크롤 속도를 가져야 합니다.** 이것은 모든 타이밍 구간의 스크롤 속도중, 비트맵에서 가장 많이 사용되는 스크롤 속도로 정상화시킴으로써 이루어집니다. 이 숫자는 곡 선택에서 BPM 범위 뒤에 괄호로 표시됩니다. 예: BPM: 60-160 (130) 이 지침은 SV 효과를 생성하는 데 사용되는 슬라이더 속도 변화를 추가하는 기능에 영향을 주지 않습니다.
-- **슬라이더 속도 변화는 노래의 일반적인 강도에 따라야 합니다.**
-- **슬라이더 속도 변화는 곡의 박자 구조에 따라 끊어져야 합니다.** 곡이 올곧은 박자를 사용하고 있다면 1/4, 1/8, 1/16박자를 사용해야 하고, 변환된 박자를 사용하고 있다면 1/6, 1/12박자를 사용해야 합니다. 권장하는 박자와 다른 박자를 사용하는 경우, 실제 박자에 스냅하는 것이 항상 우선이므로 만약 곡이 1/7박자나 1/11박자를 사용하는 경우 노트가 그 박자를 따르기 위해서 기존 타이밍 라인에 스냅되지 않아도 허용이 됩니다.
-- **짧은 시간동안 키아이(kiai)를 너무 사용하면 안됩니다.** 그렇게 하는 것은 주의를 산만하게 할 수 있고 게임 플레이에 부정적인 영향을 미칠 수 있습니다.
-- **Break(휴식 시간)은 음악의 한 부분이 극도로 차분하거나 조용할 때만 사용해야 합니다.** 특히 더 높은 BPM 곡의 경우 낮은 난이도는 새로 온 플레이어가 플레이하기에 비합리적인 곡의 일부를 피하기 위해 휴식 시간을 사용할 수 있습니다.
+ - 부적절한 난이도 쏠림 현상을 야기할 수 있는 경우
+- **노트에 적용된 히트사운드와 비슷한 볼륨으로 스토리보드 샘플 히트사운드(storyboard sampled hitsounds)를 동일한 위치에서 사용하지 마세요.** 스토리보드 샘플로 인해 노트로부터 받는 히트사운드 피드백이 묻히거나 왜곡될 수 있으니 노트에 히트사운드를 추가하는 것을 우선순위로 두어야 합니다. 하지만 낮은 난이도에서 노트 수가 너무 적어 히트사운드 추가가 어려운 경우나 노래에서 직접적으로 추출된 키사운드의 경우 스토리보드 샘플을 이용할 수 있습니다.
+- **히트노말(hitnormal) 없이 키사운드를 사용하지 마세요.** 히트사운드가 노래와 완벽하게 매치될 경우 노트를 쳤을 때 매우 작은 피드백을 받게 됩니다. 하지만 노래에서 직접적으로 추출된 키사운드가 오디오를 대신해 배치될 경우 히트노말을 사용하지 않아도 됩니다.
+- **코드에 있는 노트에 동일한 히트사운드를 여러 개 사용하지 마세요.** 필요 이상의 피드백을 야기합니다. 이 가이드라인은 동일한 위치에서 사용되는 히트사운드와 스토리보드 샘플에도 적용됩니다.
+- **타이밍이 변경됐을 때 변속을 이용해 스크롤 속도를 통일시켜야 합니다.** 비트맵에서 가장 오래 사용되는 타이밍 구간의 BPM을 기준으로 속도를 맞출 수 있습니다. 기준 BPM은 곡 선택 화면에서 BPM 범위 뒤 괄호로 표시됩니다. 예시: `BPM: 60-160 (130)`
+해당 가이드라인은 효과를 줄 때 사용하는 변속과 관계없습니다.
+- **변속은 노래의 일반적인 강도와 어울려져야 합니다.**
+- **변속은 노래에 사용되는 박자에 맞추어져야 합니다.** 정박으로 표현되는 노래는 1/4, 1/8, 1/16박자를 사용하고, 변박으로 표현되는 노래는 1/6, 1/12박자를 사용해야 합니다. 그 외의 박자를 사용하는 노래는 해당하는 박자를 사용하는 걸 우선순위로 둡니다.
+- **짧은 키아이 타임(kiai time)을 남용하지 마세요.** 주의를 산만하게 하고 게임 플레이에 부정적인 영향을 미칠 수 있습니다.
+- **브레이크(Breaks)는 노래 구간이 매우 차분하거나 조용할 때만 사용해야 합니다.** 높은 BPM을 가진 곡의 낮은 난이도일 경우 신규 플레이어가 도전하기에 비합리적인 구간을 배제하기 위해 브레이크를 사용할 수 있습니다.
-## Difficulty-specific (각자 난이도에 따른 자세한 사항)
+## 특정 난이도(Difficulty-specific)
-Difficulty-specific의 rule과 guideline은 아래에 나열된 난이도 수준에만 적용되므로 모든 osu!mania 난이도에는 적용되지 않습니다. 리듬과 관련된 rule과 guideline은 180 BPM을 기준으로 두고 있으며, 당신이 만들고자 하는 비트맵의 노래의 BPM이 이것보다 크게 느리거나 빠른 경우, [Scaling BPM on the Ranking Criteria(랭크 기준에 따른 BPM 조절)](/wiki/Ranking_Criteria/Scaling_BPM) 에 따라 예외로 작용될수 있는 경우가 있을 수 있습니다.
+특정 난이도의 규칙과 가이드라인은 각각 해당하는 난이도에만 적용되며 *osu!mania 난이도에 **모두** 적용되지 않습니다.* 리듬과 연관된 규칙과 가이드라인은 180 BPM을 기준으로 작성되었으며, 노래가 기준보다 많이 느리거나 빠른 경우 [Scaling BPM on the Ranking Criteria](/wiki/Ranking_Criteria/Scaling_BPM)를 기준으로 다르게 적용될 수 있습니다.
-*Key mode별 Guideline은 가장 흔하게 랭크되는 key mode인 (4키 및 7키)를 기반으로 작성됩니다. 기타 key mode는 해당되는 경우 이 guideline을 따라야 합니다.*
+*키 모드별 가이드라인은 일반적인 랭크맵 키 모드(4키 및 7키)를 기반으로 작성됩니다. 그 외 키 모드도 해당하는 경우에 이 가이드라인을 따라야 합니다.*
###  Easy
-#### Rules
+#### 규칙
-- **비트맵의 스크롤 속도를 변경하는 슬라이더 속도 변화는 허용되지 않습니다.** BPM이 변하는 비트맵의 스크롤 속도를 통일하기 위한 슬라이더 속도 변화만이 예외가 됩니다.
-- **스크롤 속도 정규화는 BPM이 변하는 비트맵에서 실행되어야 합니다.**
+- **비트맵의 스크롤 속도를 변경하는 변속을 사용할 수 없습니다.** 다중 BPM의 스크롤 속도를 통일하기 위한 변속은 예외입니다.
+- **스크롤 속도 통일은 반드시 다중 BPM을 가진 비트맵에만 적용되어야 합니다.**
-#### Guidelines
+#### 가이드라인
-- **HP와 OD 값은 7 보다 높으면 안됩니다.**
-- **1/4 이상의 박자를 사용하는 노트를 연속적으로 배치해서는 안 됩니다.** 더 느린 리듬이 이 난이도 레벨에 적합합니다.
-- **롱 노트는 적어도 한 박자(1/1) 이상 유지되어야 합니다.** 더 빠른 타이밍은 이 수준의 플레이어들에게 너무 어렵습니다.
-- **1/1만큼의 길이인 롱 노트를 누르는 시간 동안 다른 노트를 배치해서는 안 됩니다.** 그러나 롱 노트가 시작되는 타이밍이나 끝나는 타이밍에 노트를 넣는 것은 괜찮습니다.
-- **노트 밀도는 대부분 1/1, 때로는 1/2 또는 더 느린 리듬으로 구성되어야 합니다.**
-- **5개보다 많은 1/2노트를 연속적으로 사용하지 마십시오.**
-- **연속적인 1/2박자의 패턴이 나오는동안 chord를 사용하지 마십시오.** 하지만, 패턴을 끝낼 때 chord를 사용하는 것은 괜찮습니다.
-- **2개보다 많은 chord를 사용하시면 안됩니다.** 여기에는 두 개보다 많은 column을 사용하는 롱 노트 패턴이 포함됩니다.
+- **HP와 OD값은 7 이하여야 합니다.**
+- **1/4박자 이상인 노트를 연속적으로 배치할 수 없습니다.** 더 느린 리듬이 난이도 레벨에 더 적합합니다.
+- **롱노트는 적어도 1/1박자 이상 지속하어야 합니다.** 더 짧은 박자에 릴리즈가 있으면 이 수준의 플레이어들에게 너무 어렵습니다.
+- **롱노트의 릴리즈는 적어도 다른 롱노트의 시작과 1/1박자 간격을 두어야 합니다.** 더 좁은 간격은 일정 수준의 독립적인 손가락 움직임을 필요로 하며, 이 수준의 플레이어들이 처리하기 어렵습니다.
+- **1/1박자 길이 롱노트가 지속하는 도중에 노트를 넣지 말아야 합니다.** 롱노트의 시작과 릴리즈에는 노트를 넣어도 무방합니다.
+- **1/1박자를 주 노트 밀도로 사용하고, 가끔 1/2박자나 느린 박자를 사용해야 합니다.**
+- **1/2박자로 노트를 5회 초과해 연속해서 배치하는 걸 권장하지 않습니다.**
+- **1/2박자로 노트를 연속해서 배치하는 도중 코드를 넣는 걸 권장하지 않습니다.** 패턴의 시작과 끝에는 코드를 넣어도 무방합니다.
+- **노트 2개 초과하는 코드 사용을 권장하지 않습니다.** 롱노트가 지속하는 경우도 하나의 노트로 계산합니다.
###  Normal
-#### Rules
+#### 규칙
+
+만약 Normal 난이도가 비트맵에서 *가장 낮은 난이도*로 사용된 경우, 하단의 규칙이 추가 적용됩니다:
-만약 Normal 난이도가 비트맵에 필요하고 *가장 낮은 난이도*로 사용된 경우, 다음과 같은 추가적인 Rule을 따르셔야 합니다 :
+- **비트맵의 스크롤 속도를 변경하는 변속을 사용할 수 없습니다.** 다중 BPM의 스크롤 속도를 통일하기 위한 변속은 예외입니다.
+- **스크롤 속도 통일은 반드시 다중 BPM을 가진 비트맵에만 적용되어야 합니다.**
-- **비트맵의 스크롤 속도를 변경하는 슬라이더 속도 변화는 허용되지 않습니다.** BPM이 변하는 비트맵의 스크롤 속도를 통일하기 위한 슬라이더 속도 변화만이 예외가 됩니다.
-- **스크롤 속도 정규화는 BPM이 변하는 비트맵에서 실행되어야 합니다.**
+#### 가이드라인
-#### Guidelines
+- **HP와 OD값은 7.5 이하여야 합니다.**
+- **1/6박자 이상인 노트를 연속적으로 배치할 수 없습니다.** 더 느린 리듬이 난이도 레벨에 더 적합합니다.
+- **롱노트는 적어도 1/2박자 이상 지속하어야 합니다.** 더 짧은 박자에 릴리즈가 있으면 이 수준의 플레이어들에게 너무 어렵습니다.
+- **롱노트의 릴리즈는 적어도 다른 롱노트의 시작과 1/2박자 간격을 두어야 합니다.** 더 좁은 간격은 일정 수준의 독립적인 손가락 움직임을 필요로 하며, 이 수준의 플레이어들이 처리하기 어렵습니다.
+- **1/2박자 길이 롱노트가 지속하는 도중에 노트를 넣지 말아야 합니다.** 롱노트의 시작과 릴리즈에는 노트를 넣어도 무방합니다.
+- **1/1박자 길이 롱노트가 지속하는 도중에 1/2박자를 초과하는 노트 배치를 권장하지 않습니다.**
+- **어떠한 모양이라도 1/4박자 쉴드 사용을 권장하지 않습니다.** 이 패턴을 처리하기 위해 필요한 협응력 레벨은 이 수준의 플레이어들에게 너무 어렵습니다.
+- **1/1, 1/2박자를 주 노트 밀도로 사용하고, 가끔 1/4박자나 느린 박자를 사용해야 합니다.**
+- **1/4박자로 노트를 5회 초과해 연속해서 배치하는 걸 권장하지 않습니다.**
+- **1/2박자 긴 스트림에는 모든 악구마다 적어도 1/1박자 간격 쉬는 구간을 넣어야 합니다.** 이 수준의 플레이어들에게 신체적으로 부담이 될 수 있습니다.
+- **1/4박자로 노트를 연속해서 배치하는 도중 코드를 넣는 걸 권장하지 않습니다.** 패턴의 시작과 끝에는 코드를 넣어도 무방합니다.
+- **1/4박자 미니잭이나 잭을 사용할 수 없습니다.** 해당 패턴은 이 수준의 플레이어들에게 신체적으로 부담이 될 수 있습니다.
+- **변속 기믹을 사용할 수 없습니다.** 변속은 서로 강도가 다른 음악 파트에서만 사용될 수 있으며 맵 전체적으로 높은 값을 사용할 수 없습니다.
+- **장기 변속으로 0.90x에서 1.05x 사이 속도만 사용할 수 있습니다.**
-- **HP와 OD 값은 7.5 보다 높으면 안됩니다.**
-- **연속적인 1/6 이상의 스냅을 사용해서는 안 됩니다.** 이 난이도에는 더 느린 리듬이 더 적합합니다.
-- **롱 노트는 적어도 1/2 박자 정도는 유지되어야 합니다.** 이 정도 수준의 플레이어들에게 더 빠른 타이밍은 너무 어렵습니다.
-- **롱 노트는 동시에 끊기는게 아닌 경우는 각각 1/2 박자만큼 떨어져서 끊어야 합니다.** 더 짧은 간격은 이 수준대의 플레이어에게 너무 어렵습니다.
-- **1/2만큼의 길이인 롱 노트의 유지 기간 동안 다른 노트를 배치해서는 안 됩니다.** 단, 롱 노트가 시작되는 타이밍이나 끝나는 타이밍에 노트를 넣는 것은 괜찮습니다.
-- **1/1만큼의 길이인 롱 노트가 유지되는 동안 1/2보다 빠른 리듬을 표현하지 마십시오**
-- **1/4 박자를 사용하는 실드 패턴의 어떠한 형태도 사용하지 마십시오.** 이것은 이 난이도 수준의 플레이어들이 치기엔 너무 어렵습니다.
-- **노트 밀도는 대부분 1/1과 1/2, 때때로 1/4 또는 더 느린 리듬으로 구성되어야 합니다.**
-- **1/4 박자를 사용하는 연속적인 노트를 5보다 많이 배치하지 마십시오.**
-- **1/2 박자를 사용하는 긴 stream 패턴은 이 레벨의 플레이어들에게 신체적으로 부담이 될 수 있기 때문에 해당 음악 구절 뒤에 자연스럽게 구현할 수 있는 1/1 박자만큼의 쉬어가는 구간을 포함해야 합니다.**
-- **연속적인 1/4 노트 패턴에서는 chord를 사용하지 마십시오.** 하지만, 패턴을 끝낼 때 chord를 사용하는 것은 괜찮습니다.
-- **1/4 박자를 사용하는 minijack이나 다른 jack 패턴을 사용하면 안됩니다.** 이런 패턴은 해당 구간 수준의 플레이어들에게 신체적으로 부담이 될 수 있습니다.
-- **슬라이더 속도를 조작해서는 안됩니다.** 슬라이더 속도는 음악의 강도가 다른 구간에 대해서만 변경되어야 하며 비트맵 전체에서 급격하게 변화되어서는 안 됩니다.
-- **슬라이더 속도 변화는 0.90배에서 1.05배 사이여야 합니다.**
+추가적인 *4키 Normal* 가이드라인:
-*4 key Normal* 난이도의 추가적인 guidelines :
-- **2개의 노트보다 많은 노트를 사용하는 chord는 피하십시오.** 여기에는 두 개보다 많은 column 자리를 차지하는 롱 노트 패턴이 포함됩니다.
-- **3개 또는 그 이상의 노트를 사용하는 anchor 패턴의 사용을 피하십시오.** 그것들은 플레이어가 읽기 쉬운 반면에, 더 긴 anchor는 힘들 수 있습니다.
+- **노트 2개 초과하는 코드 사용을 권장하지 않습니다.** 롱노트가 지속히는 경우도 하나의 노트로 계산합니다. 그러나 롱노트를 처리하지 않는 손에서의 더블은 예외로 사용 가능합니다.(롱노트 시작은 해당 안 됨, 릴리즈는 노트로 계산 안 됨)
-*7 key Normal* 난이도의 추가적인 guidelines :
-- **3개의 노트보다 많은 노트를 사용하는 chord는 피하십시오.** 여기에는 세 개보다 많은 column 자리를 차지하는 롱 노트 패턴이 포함됩니다.
-- Bracket 패턴은 적게 사용해야 합니다.
-- **가까운 column에서 동시에 눌린 롱 노트들은 같은 타이밍에 끊겨야 한다.** 끊어야 하는 타이밍이 여러개 존재하는 롱노트는 이 수준의 플레이어들에게 너무 어렵다.
-- **3개 또는 그 이상의 노트를 사용하는 anchor 패턴의 사용을 피하십시오.** 그것들은 플레이어가 읽기 쉬운 반면에, 더 긴 anchor는 힘들 수 있습니다.
+추가적인 *7키 Normal* 가이드라인:
-Normal이 *비트맵 세트의 가장 낮은 난이도인 경우*, 다음과 같은 추가 **rule** 을 준수해야 합니다. :
+- **노트 3개 초과하는 코드 사용을 권장하지 않습니다.** 롱노트가 지속하는 경우도 하나의 노트로 계산합니다. 그러나 롱노트를 처리하는 손에 더블이 포함될 경우 예외로 사용할 수 없습니다.(롱노트 시작은 해당 안 됨, 릴리즈는 노트로 계산 안 됨)
+- **브래킷은 조금만 사용해야 합니다.**
+- **인접한 칼럼에서 있는 롱노트는 길이가 비슷하면 동시에 끝나야 합니다.** 릴리즈가 서로 다른 롱노트를 처리하기 위해 필요한 협응력 레벨은 이 수준의 플레이어들에게 너무 어렵습니다.
-- **3개보다 많은 연속적인 1/4 노트 스냅은 허용되지 않습니다.** 비트맵 세트의 가장 낮은 난이도에서 밀도가 높은 리듬은 적합하지 않습니다.
+만약 Normal 난이도가 비트맵에서 *가장 낮은 난이도*로 사용된 경우, 하단의 가이드라인이 추가 적용됩니다:
+
+- **1/4박자로 노트를 최대 3회 연속해서 배치할 수 있습니다.** 가장 낮은 난이도에서 밀도가 더 높은 리듬은 적합하지 않습니다.
###  Hard
-#### Guidelines
+#### 가이드라인
+
+- **HP와 OD값은 8 이하여야 합니다.**
+- **1/8박자 이상인 노트를 연속적으로 배치할 수 없습니다.** 이 수준의 플레이어들에게 신체적으로 부담이 될 수 있습니다. 예외적으로 1/8박자 이상인 음을 강조하기 위해 3개의 그레이스를 만들 수 있습니다.
+- **1/4박자 긴 스트림에는 모든 악구마다 적어도 1/2박자 간격 쉬는 구간을 넣어야 합니다.** 이 수준의 플레이어들에게 신체적으로 부담이 될 수 있습니다.
+- **코드로 구성된 1/4박자 스트림은 적어도 다른 스트림의 시작과 1/1박자 간격 쉬는 구간을 넣어야 합니다.** 더 높은 밀도의 코드는 이 수준의 플레이어들에게 너무 어렵습니다.
+- **1/6박자로 노트를 연속해서 배치하는 도중 코드를 넣는 걸 권장하지 않습니다.** 패턴의 시작과 끝에는 코드를 넣어도 무방합니다.
+- **1/4박자 잭을 사용할 수 없습니다.** 해당 패턴은 이 수준의 플레이어들에게 신체적으로 부담이 될 수 있습니다. 충분한 쉬는 구간이 있는 미니잭은 허용될 수 있습니다.
+- **노트 9회 초과해 지속하는 트릴 사용을 권장하지 않습니다.** 이 패턴을 처리하는 데 필요한 협응력과 손 밸런스 레벨은 이 수준의 플레이어들에게 너무 어렵습니다.
+- **롱노트는 적어도 1/4박자 이상 지속하어야 합니다.**
+- **단기 변속 이후 등장하는 노트는 기본 스크롤 속도로 진행되어야 합니다.** 즉 단기 변속은 노트 사이의 공간에서만 사용되어야 하며 평균 속도가 1.0x로 되어야 합니다.
+- **장기 변속으로 0.80x에서 1.10x 사이 속도만 사용할 수 있습니다.**
+- **변속 기믹은 1/2박자 이상에서 반응할 수 있어야 합니다.**
-- **HP와 OD 값은 8 보다 높으면 안됩니다.**
-- **1/8박자 또는 그 이상의 박자를 사용하는 노트를 연속해서 배치해서는 안 됩니다** 이런 패턴은 해당 구간 수준의 플레이어들에게 신체적으로 부담이 될 수 있습니다. 더 높은 박자(1/8,1/12,1/16)에서 스냅하는 그레이싱 사운드를 강조하기 위해 3개의 grace 노트를 사용하는것은 guideline에서 예외가 될 수 있습니다.
-- **1/4 박자를 사용하는 긴 stream 패턴은 이 레벨의 플레이어들에게 신체적으로 부담이 될 수 있기 때문에 해당 음악 구절 뒤에 자연스럽게 구현할 수 있는 1/2 박자만큼의 쉬어가는 구간을 포함해야 합니다.** 이런 패턴은 해당 구간 수준의 플레이어들에게 신체적으로 부담이 될 수 있습니다.
-- **1/4 박자를 사용하는 stream 패턴 에서 chord는 최소한 1/1 박자만큼 떨어져서 사용되어야 합니다.** 더 높은 밀도는 종종 이 수준의 플레이어들에게 너무 어렵습니다.
-- **1/6 박자를 사용하는 stream 패턴 도중에 chord를 사용하지 마십시오** 단, 패턴의 시작이나 끝에 chord를 사용하는 것은 괜찮습니다.
-- **1/4 박자를 사용하는 jack 패턴의 사용은 권장되지 않습니다.** 이러한 것들은 이 수준의 플레이어들에게 너무 신체적으로 부담이 될 수 있습니다. 중간에 충분한 휴식시간을 포함한 minijack 패턴은 허용될 수 있습니다.
-- **9개보다 많은 노트를 trill 패턴에 연속적으로 사용하지 마십시오.** 이 패턴은 이 기술 수준의 플레이어들에게는 너무 어렵습니다.
-- **롱 노트는 적어도 1/4박자 이상 지속되어야 합니다.**
-- **단기 슬라이더 속도 변화 직후의 노트는 비트맵의 정상 스크롤 속도로 나타나야 합니다.** 이를 위해 단기 슬라이더 속도 변화는 노트 사이의 빈 공간에서만 사용해야 하며 1.0배 속도 기준의 공간과 동일해야 합니다.
-- **장기 슬라이더 속도 변화는 0.8배에서 1.10배 사이여야 합니다.**
-- **슬라이더 속도 변화에 따른 스크롤 속도 변화는 비트 1/2 박자 또는 그 이상의 박자에서 반응할 수 있어야 합니다.**
+추가적인 *4키 Hard* 가이드라인:
-*4 key Hard* 난이도의 추가 guidelines :
-- **노트가 3개보다 많은 chord는 피하십시오.** 여기에는 세 개보다 많은 column 자리를 차지하는 롱 노트 패턴이 포함됩니다.
-- **5개 또는 그 이상의 노트로 구성된 anchor는 피하십시오.** 그것들은 플레이어가 읽기 쉬운 반면에, 더 긴 anchor는 힘들 수 있습니다.
-- **Jump stream 패턴에서 1/1박자 또는 그 이상의 박자의 간격으로 jump간의 거리를 유지하십시오.** 그것보다 더 밀도가 높은 것은 가독성을 해칠 수 있습니다.
+- **노트 3개 초과하는 코드 사용을 권장하지 않습니다.** 롱노트가 지속하는 경우도 하나의 노트로 계산합니다.
+- **노트 5회 이상 지속하는 앵커 사용을 권장하지 않습니다.** 플레이어가 읽기 쉽지만 더 긴 앵커는 어렵습니다.
-*7 key Hard* 난이도의 추가 guidelines :
-- **노트가 4개보다 많은 chord는 피하십시오.** 여기에는 네 개보다 많은 column 자리를 차지하는 롱 노트 패턴이 포함됩니다.
-- **5개 또는 그 이상의 노트로 구성된 anchor는 피하십시오.** 그것들은 플레이어가 읽기 쉬운 반면에, 더 긴 anchor는 힘들 수 있습니다.
-- **chord stream 패턴에서 1/1박자 또는 그 이상의 박자의 간격으로 chord간의 거리를 유지하십시오.** 그것보다 더 밀도가 높은 것은 가독성을 해칠 수 있습니다.
-- **때때로 hand는 한 단위(4박자만큼의 거리)보다 멀다는 가정하에 stream에서 사용될 수 있습니다.**
+추가적인 *7키 Hard* 가이드라인:
-Hard가 *비트맵 세트에서 가장 낮은 난이도인 경우*, 다음과 같은 추가 **guideline** 을 준수해야 합니다. :
+- **노트 4개 초과하는 코드 사용을 권장하지 않습니다.** 롱노트가 지속하는 경우도 하나의 노트로 계산합니다.
+- **노트 5회 이상 지속하는 앵커 사용을 권장하지 않습니다.** 플레이어가 읽기 쉽지만, 더 긴 앵커는 어렵습니다.
+- **코드스트림 도중 코드간의 간격을 1/1박자 이상으로 두어야 합니다.** 더 밀도가 높으면 가독성을 해칠 수 있습니다.
+- **스트림 중 트리플이 종종 사용될 수 있지만 트리플간의 간격을 1/1박자 이상으로 두어야 합니다.**
-- **Stream 패턴 도중에 chord를 사용하지 마십시오.** 이러한 패턴의 밀도는 이 기술 수준의 플레이어들에게 너무 어려운 경우가 많으며, 특히 비트맵 세트의 가장 낮은 난이도에 사용될 경우 더욱 그러합니다. 그러나 stream 패턴의 시작/끝에 chord를 사용하는 것은 괜찮습니다.
-- **단기 슬라이더 속도 변화는 신중하게 사용해야 합니다.** 변경은 서로 다른 속도인 부분에만 발생해야 하며 슬라이더 속도는 크게 변동하지 않아야 합니다.
+만약 Hard 난이도가 비트맵에서 *가장 낮은 난이도*로 사용된 경우, 하단의 가이드라인이 추가 적용됩니다:
+
+- **스트림 도중 코드를 사용할 수 없습니다.** 이러한 패턴의 밀도는 이 수준의 플레이어들에게 너무 어려운 경우가 많으며, 가장 낮은 난이도에서 사용될 경우 더욱더 그러합니다. 그러나 스트림 시작과 끝에는 코드를 사용해도 괜찮습니다.
+- **단기 변속을 신중하게 사용해야 합니다.** 서로 강도가 다른 음악 파트에서만 사용될 수 있으며 높은 값을 사용할 수 없습니다.
###  Insane
-#### Guidelines
+#### 가이드라인
+
+- **부적절한 난이도 쏠림을 권장하지 않습니다.** 난이도는 노래의 강도를 나타내야 합니다.
+- **4박자 이상 지속하는 스플릿 롤이나 여러 종류의 복잡한 1/8박자 스트림 사용을 권장하지 않습니다.** 이런 스냅을 사용하는 스트림은 처리하기 어려우며, 곡 자체가 표현하기 어울릴 때만 사용할 수 있습니다.
+- **1/6박자 이상인 롱노트 스트림을 권장하지 않습니다.** 길이가 짧아 누르고 떼는 게 매우 어렵습니다. 일반적인 노트를 이용하세요.
+- **장기 변속으로 0.70x에서 1.10x 사이 속도만 사용할 수 있습니다.**
+- **변속 기믹은 1/4박자 이상에서 평균 속도가 맞지 않을 때 또는 1/2박자 이상에서 평균 속도일 때 반응할 수 있어야 합니다.**
-- **갑작스런 높은 난이도의 패턴을 넣지 않도록 합니다.** 난이도는 노래의 강도를 나타내야 합니다.
-- **4박자보다 오래 지속되는 split-roll 패턴이나 복잡한 1/8 stream을 사용하지 마십시오.** 이런 스냅 유형의 stream은 플레이어가 치기 어려우며, 곡이 그것을 보증할 경우에만 사용해야 합니다.
-- **1/6 박자 또는 그 이상의 롱 노트 스트림을 사용하지 마십시오.** 이것들은 길이가 매우 짧기 때문에 눌렀다가 끊기가 매우 어렵습니다. 대신에 노말 노트를 사용하세요.
-- **장기 슬라이더 속도 변화는 0.70배에서 1.10배 사이여야 합니다.**
-- **슬라이더 속도 변화는 1/4박자 또는 그 이상의 비정상적인 박자에서든, 1/2박자 또는 그 이상의 정상적인 박자에서든, 반응할 수 있어야 합니다.**
+추가적인 *4키 Insane* 가이드라인:
-*4 key Insane* 난이도의 추가 guidelines :
+- **1/8박자 스트림 도중 코드 사용을 권장하지 않습니다.** 이러한 패턴의 밀도는 이 기술 수준의 플레이어들에게 너무 어려운 경우가 많으며, 특히 비트맵 세트의 가장 낮은 난이도에 사용될 경우 더욱더 그러합니다. 또한 코드를 적절하지 못하게 배치할 경우 1/4박자 미니잭 사용량의 일관성이 떨어지게 됩니다. 스트림 시작과 끝에는 코드를 사용해도 괜찮습니다.
+- **2박자 이상 지속하는 스플릿 점프트릴을 사용할 수 없습니다..** 맵 전체적으로 잭이나 다른 복잡한 패턴을 자주 사용하지 않았을 경우에는 플레이어가 이 패턴을 처리하기에 힘이 듭니다. 핸드를 사용하려면 미니잭이 발생하지 않게 노트양을 줄이세요.
+- **노트 9회 이상 지속하는 스플릿 점프트릴 사용을 권장하지 않습니다.** 비슷한 밀도의 다른 패턴들보다 이 수준의 플레이어들에게 신체적으로 부담이 될 수 있습니다
-- **1/8 stream 중간에 chord를 사용하지 마십시오.** 이러한 패턴의 밀도는 이 기술 수준의 플레이더들에게 너무 어려운 경우가 많으며, 특히 비트맵 세트의 가장 낮은 난이도에 사용될 경우 더욱 그러합니다. 또한, chord를 효과적으로 배치하지 않으면 1/4 박자를 사용하는 minijack의 사용량이 일관되지 않을 수 있습니다. stream의 시작이나 끝에는 chord를 사용하는 것은 괜찮습니다.
-- **2박자보다 오래 지속되는 split-jumptrill을 사용하지 마십시오.** 비트맵이 jack이나 다른 복잡한 패턴을 자주 사용하지 않는 한, 이 패턴은 맞추기가 어렵습니다. hand 패턴이 필요한 경우 minijack 을 만들지 않도록 노트를 삭제하십시오.
-- **9개보다 많은 노트를 split-jumptrill에 넣지 마십시오..** 이것들은 비슷한 밀도의 다른 패턴들보다 신체적으로 더 피곤합니다.
+추가적인 *7키 Insane* 가이드라인:
-*7 key Insane* 난이도의 추가 guidelines :
-- **Chord stream 중간에 3개 이상의 노트가 있는 1/4박자를 사용하는 jack 패턴을 쓰지 마십시오.** 이것은 해당 수준의 플레이어들에게 너무 어렵습니다.
-- **긴 chord stream을 치는 중간에 모든 chord가...**
- - ...1/1 박자에 배치된 경우, 스트림의 시작과 끝을 제외하고는 3개보다 많은 노트가 사용될 수 없습니다. (이 때 스트림의 시작과 끝에 노트 4개가 사용될 수 있습니다.)
- - ..1/2 박자에 배치된 경우, 노트가 2개보다 많으면 안 됩니다.
- - ...1/4 박자에 배치된 경우, 극히 명확한 음악적 정당성이 없는 한, 노트 하나만 사용하는 것이 좋습니다.
-- **Bracket stream은 적게 사용되어야 합니다.**
+- **코드스트림 도중 3회 이상 지속하는 1/4박자 잭 사용을 권장하지 않습니다.** 일정 수준의 독립적인 손가락 움직임이 필요하며, 이 수준의 플레이어들이 처리하기 어렵습니다.
+- **긴 코드스트림 도중 모든 코드가...**
+ - ...1/1박자일 경우 3개 이상 노트를 사용할 수 없습니다. 스트림의 시작과 끝은 예외적으로 4개를 사용할 수 있습니다.
+ - ...1/2박자일 경우, 2개 이상 노트를 사용할 수 없습니다.
+ - ...1/4박자일 경우, 명확한 음악적 정당성이 없는 한 1개 사용을 권장합니다.
+- **브래킷 스트림은 조금만 사용해야 합니다.**
###  Expert
-#### Guidelines
+#### 가이드라인
-- **갑작스런 높은 난이도의 패턴을 넣지 않도록 합니다.** 난이도는 노래의 강도를 나타내야 합니다.
-- **장기 슬라이더 속도 변화는 0.60배에서 1.10배 사이여야 합니다.**
+- **부적절한 난이도 쏠림을 권장하지 않습니다.** 난이도는 노래의 강도를 나타내야 합니다.
+- **장기 변속으로 0.60x에서 1.10x 사이 속도만 사용할 수 있습니다.**
diff --git a/wiki/Ranking_Criteria/osu!mania/zh.md b/wiki/Ranking_Criteria/osu!mania/zh.md
index 0346e08bba03..f69ba38b7b12 100644
--- a/wiki/Ranking_Criteria/osu!mania/zh.md
+++ b/wiki/Ranking_Criteria/osu!mania/zh.md
@@ -51,7 +51,7 @@ outdated_since: 4ea62d8811b78850ade24c91a111b323384af41f
- **连打(Stream):** 连续不断的且处于相同间隔的物件,如果不重复出现则为 minijack 。
- **交互(Trill):** 两个或两个以上的物件在两列间不间断交替出现。
-更多梗术语请参考 [osu!mania 作图指南](https://osu.ppy.sh/help/wiki/Guides/osu!mania_Mapping_Guide)。
+更多梗术语请参考 [osu!mania 作图指南](/wiki/Guides/osu!mania_Mapping_Guide)。
## 总体
diff --git a/wiki/Ranking_Criteria/osu!taiko/es.md b/wiki/Ranking_Criteria/osu!taiko/es.md
index a95d01c35af0..434cc9971070 100644
--- a/wiki/Ranking_Criteria/osu!taiko/es.md
+++ b/wiki/Ranking_Criteria/osu!taiko/es.md
@@ -108,6 +108,10 @@ Si el BPM del mapa ha sido modificado para tener el doble o la mitad de pulsos p
- **Está prohibido utilizar patrones hechos en subdivisiones más rápidas que 1/3.** Estos patrones son demasiado complejos para un jugador novato.
+Si planeas usar un __Futsuu como la dificultad más baja de tu mapset__, debe adherirse a las siguientes reglas:
+
+- **Está prohibido utilizar patrones hechos en subdivisiones más rápidas que 1/2.** Estos patrones son demasiado complejos para un jugador novato.
+
#### Pautas
- **Los patrones en 1/3 no deben ser de más de 2 notas.** De otra forma, es muy probable que esto resulte demasiado difícil para principiantes. Además, los patrones que lleguen a este límite deben ser seguidos por un pequeño descanso.
@@ -116,13 +120,7 @@ Si el BPM del mapa ha sido modificado para tener el doble o la mitad de pulsos p
- **Debes utilizar al menos un descanso de 2/1 o mayor en un período de entre 16/1 y 20/1 de mapeo continuado.** Utilizarlos en menor medida es aceptable si el ritmo de la canción no permite descansos que suenen naturales o si la sección continua no es densa en en general
- **Puedes utilizar cambios de SV simples.**
-Si planeas usar un __Futsuu como la dificultad más baja de tu mapset__, debe adherirse a las siguientes reglas y pautas:
-
-#### Reglas
-
-- **Está prohibido utilizar patrones hechos en subdivisiones más rápidas que 1/2.** Estos patrones son demasiado complejos para un jugador novato.
-
-#### Pautas
+Si planeas usar un __Futsuu como la dificultad más baja de tu mapset__, debe adherirse a las siguientes pautas:
- **Los patrones en 1/2 no deben ser de más de 5 notas.**
- **Los cambios de SV deben ser utilizados con precaución.** Estos deben ser utilizados sólo en secciones con ritmos notablemente distintos y el uso de éste no debe ser drástico.
diff --git a/wiki/Ranking_Criteria/osu!taiko/ko.md b/wiki/Ranking_Criteria/osu!taiko/ko.md
index 505def7205af..c183120bf4e3 100644
--- a/wiki/Ranking_Criteria/osu!taiko/ko.md
+++ b/wiki/Ranking_Criteria/osu!taiko/ko.md
@@ -1,27 +1,23 @@
----
-outdated: true
----
+# osu!taiko ranking criteria
-# osu!taiko
+**osu!taiko Ranking Criteria**는 osu!taiko 난이도를 만드는 데 적용되는 규칙과 가이드라인입니다. osu!taiko 난이도를 랭크시키기 위해서 나열된 정해진 기준에 따라야 합니다. **어떤 상황이더라도 규칙을 따라야 하지만**, 예외적인 상황에서 가이드라인을 배제할 수 있습니다. 이러한 상황에서는 왜 가이드라인을 배제하였는지, 왜 배제하지 않으면 맵의 전반적인 퀄리티가 떨어지는지에 대한 자세한 설명이 뒷받침되어야 합니다.
-_메인 페이지: [Ranking Criteria](/wiki/Ranking_Criteria)_
-
-이곳에 적힌 룰 및 가이드라인은 [Ranking Criteria subforum](https://osu.ppy.sh/community/forums/87)에서 논의된 내용입니다. 포럼에서 새로운 내용을 제안할 수 있으며, 합의가 된다면 이곳에 내용이 추가됩니다.
+이곳에 적힌 규칙 및 가이드라인은 [Ranking Criteria subforum](https://osu.ppy.sh/community/forums/87)에서 논의된 내용입니다. 포럼에서 새로운 내용을 제안할 수 있으며, 합의가 된다면 이곳에 내용이 추가됩니다.
## 용어
### 난이도 이름
--  **Kantan:** Easy
--  **Futsuu:** Normal
--  **Muzukashii:** Hard
--  **Oni:** Insane
--  **Inner/Ura Oni:** Expert
-대체 가능한 난이도 이름은 [이 스레드](https://osu.ppy.sh/community/forums/topics/178700)에서 확인할 수 있습니다.
+*메인 문서: [Difficulty Naming](/wiki/Ranking_Criteria/Difficulty_Naming)*
-앞에 붙는 `Inner` 혹은 `Ura`는 기반이 되는 난이도에 비해 높은 난이도임을 나타내지만, 그것보다 높은 난이도에 비해서는 낮다는 것을 의미합니다 (예를 들자면, Ura Kantan은 Kantan 난이도보다는 어렵지만, Futsuu 난이도보다는 쉽습니다).
+-  Kantan
+-  Futsuu
+-  Muzukashii
+-  Oni
+-  Inner/Ura Oni
### 게임 플레이 요소
+
- **동 / 빨간 노트:** 드럼 중앙 (Drum Center)에 설정된 키로 처리할 수 있는 비트 (기본키는 `X`, `C`).
- **캇 / 파란 노트:** 드럼 가장자리 (Drum Rim)에 설정된 키로 처리할 수 있는 비트 (기본키는 `Z`, `V`).
- **큰 동 / 큰 빨간 노트 / 피니시 노트:** 드럼 중앙 (Drum Center)에 설정된 키를 동시에 치는 것으로 보너스 점수를 얻을 수 있는 강한 비트.
@@ -35,28 +31,31 @@ _메인 페이지: [Ranking Criteria](/wiki/Ranking_Criteria)_
- **스트림:** 서클이 연속적으로 모인 부분. 일반적으로 1/4 비트에 스냅 합니다.
- **스냅:** 개체가 배치되는 타임 라인의 눈금.
- **가변 스냅:** 노래의 변동하는 특성에 의해, 짧은 범위에 여러 방법으로 노트를 스냅하는 조합.
-- **슬라이더 속도:** 플레이 필드 내의 노트/드럼 롤/스피너/눈금이 오른쪽에서 왼쪽으로 수평 이동하는 속도. 기본 슬라이더 속도는 타이밍 패널에서 제어가 가능하며, 상속된 포인트 (녹색 선)을 이용해 추가적으로 변경이 가능합니다.
+- **슬라이더 속도:** 플레이 필드 내의 노트/드럼 롤/스피너/눈금이 오른쪽에서 왼쪽으로 수평 이동하는 속도. 기본 슬라이더 속도는 타이밍 패널에서 제어가 가능하며, 상속된 타이밍 포인트 (녹색 선)을 이용해 추가적으로 변경이 가능합니다.
- **부드러운 변속:** 낮은 속도에서 높은 속도로, 혹은 높은 속도에서 낮은 속도로 점진적으로 전환될 수 있도록 처리하는 방법.
- **즉흥 매핑:** 본래 가지고 있는 소리보다 더 많은 노트를 두는 것.
- **태고 템플릿 배경:** 본래 태고의 달인과 비슷한 느낌이 되도록 하는 배경 이미지. 보통 검은색 라인과 함께 흰색 글씨로 아티스트, 타이틀을 표기합니다.
-## 일반
+## 공통(Overall)
-### 규칙
+공통 규칙과 가이드라인은 모든 종류의 osu!taiko 난이도에 적용됩니다. 리듬과 연관된 룰과 가이드라인은 180 BPM을 기준으로 작성되었으며, 노래가 기준보다 많이 느리거나 빠른 경우 [Scaling BPM on the Ranking Criteria](/wiki/Ranking_Criteria/Scaling_BPM)를 기준으로 다르게 적용될 수 있습니다.
-모든 **규칙**은 가이드라인이 **아니므로**, **어떠한** 상황에서도 어기면 **안됩니다**.
+### 일반
+
+#### 규칙
+
+모든 **규칙**은 가이드라인이 **아니므로**, **어떠한** 상황에서도 어기면 **안 됩니다**.
- **각 노트는 이전 및 이후에 올 노트와 명확히 구분이 가능한 수 있는 색상을 가지고 있어야 합니다.**
-- **매핑을 할 때 없는 속도 변화를 만들거나, 전체적인 음악의 흐름을 무시하거나, 노래의 강도를 잘못 해석하지 마세요.** 즉흥적으로 매핑을 할 때는 노래의 레이어를 강화하거나, 새로운 레이어를 추가하는 방향으로 해야 합니다. 그렇지 않으면, 노래와 맵의 관계가 약해져 리듬 게임의 주된 목적과 어긋나게 됩니다.
-- **BPM 혹은 메트로놈의 재설정이 불필요한 바 라인을 추가하여 미적인 부분에서 방해가 되는 경우에는 상속된 포인트의 기능 중 하나인 `Omit first bar line`를 사용해야 합니다.**
+- **모든 노트는 곡이 제공하는 레이어를 강화하거나, 매퍼가 즉흥적으로 만들어 낸 추가적인 레이어와 같이, 표현하려는 음악의 레이어나 레이어 단위에 명확하게 대응시킬 수 있어야 합니다.** 페이스에 변화를 만들거나, 전체적인 음악의 흐름을 무시하거나, 노래의 세기를 잘못 해석하는 방향으로 즉흥 매핑을 해서는 안 됩니다. 즉흥적으로 매핑을 할 때는 노래의 레이어를 강화하거나, 새로운 레이어를 추가하는 방향으로 해야 합니다. 그렇지 않으면, 노래와 맵의 관계가 약해져 리듬 게임의 주된 목적과 어긋나게 됩니다.
+- **BPM 혹은 메트로놈의 재설정이 불필요한 바 라인을 추가하여 미적인 부분에서 방해가 되는 경우에는 상속된 타이밍 포인트의 기능 중 하나인 `Omit first bar line`를 사용해야 합니다.**
- **태고 템플릿 배경을 사용하지 마세요.** 일반적으로 사용하는 해상도가 여럿 존재하기에, 원래 의도했던 대로 작동되지 않습니다.
- **누락된 슬라이더 틱을 수정하기 위해 슬라이더의 끝부분을 잘못된 위치에 스냅 하지는 마세요.** 그 문제는 의도되지 않은 동작이기 때문에 앞으로 수정될 겁니다.
-### 가이드라인
+#### 가이드라인
-가이드라인은 **예외적인** 상황에서 위반될 수 있습니다. 이러한 예외적인 상황은 가이드라인을 위반한 이유와, 왜 그것이 만들어진 것의 전반적인 질을 저해하지 않았는지 철저한 설명으로 보장되어야 합니다.
+가이드라인은 **예외적인** 상황에서 어길 수 있습니다. 이러한 예외적인 경우는 반드시 가이드라인을 어긴 이유와 왜 그렇게 하지 않으면 창작물의 퀄리티가 떨어지는지에 대해 자세한 설명이 뒷받침되어야 합니다.
-- **AiMod를 주의해서 사용해주세요**. 기본 슬라이더 속도와 관련된 버그를 일으키는 것으로 알려져 있습니다.
- **태고 플레이 필드가 배경의 중요한 부분을 가리지 않게 하세요.** 만약 가려진다면 메모장을 이용해 `[Events]`헤더의 `0,0,"배경파일.확장자",0,0` 행의 마지막 0을 변경해보세요. 양수 값은 배경을 아래로 내리며, 음수 값은 위로 올립니다.
- **슬라이더 속도 변경을 사용 중이라면, 곡의 속도 변화와 일치하게 만드세요.** 즉, 잔잔한 부분에서 속도를 높이거나 빠른 느낌의 부분에서 속도를 늦추지 말라는 소리입니다.
- **가변 스냅이 포함된 섹션에서 부드러운 변속을 사용하지 마세요.** 그렇게 하면 스냅 된 노트에 가독성에 영향을 미치므로, 속도 변화를 최소한으로 하여 오버랩을 방지하세요.
@@ -70,96 +69,115 @@ _메인 페이지: [Ranking Criteria](/wiki/Ranking_Criteria)_
- **낮은 볼륨이나 조용한 스피너는 곡의 볼륨이 낮은 구간에서만 사용하세요.** 대부분의 다른 상황에서는 스피너의 히트 사운드가 잘 들릴수 있게 만드는것을 추천합니다.
- **가변 BPM을 사용하는 곡은 노트의 스크롤 속도를 일정하게 유지하기 위해 잦은 변속을 사용할 수 있습니다.** 이렇게 하는 것으로 BPM 변경에 의한 오버랩을 방지, 노트의 시간대 차이를 쉽게 예측하게 하므로 게임 플레이에 도움이 됩니다.
- **활성 된 스피너를 이용하여 플레이 필드의 노트를 시각적으로 방해하지 않도록 하세요.** 스피너가 화면의 대부분을 덮으므로, 다음에 오는 노트가 너무 가까이 있으면 패턴을 읽는데 문제가 될 수 있습니다. 일반적으로 스피너와 노트 사이에 1/2만큼 거리를 두는 것으로 해결할 수 있습니다.
-- **스피너와 이전 노트의 거리가 최소 1/2만큼 떨어져 있어야 합니다.** 오버랩을 방지하고, 가독성을 보장하기 위함입니다.
- **만약 커스텀 히트사운드를 사용한다면, 드럼과 관련된 소리를 사용해주세요.** 동은 무겁고 낮은 톤의 소리를 사용해야 하며, 캇은 가볍고 높은 톤의 소리를 사용하세요.
## 난이도별 기준
-**리듬 관련 가이드라인 및 규칙은 BPM 180의 맵 기준으로 작성되었습니다.** 만약 곡이 엄청나게 빠르거나 느리다면, 일부 내용을 다르게 적용할 수 있습니다. 이 경우에는 합리적으로 판단해주세요.
-
-비트맵의 BPM을 두배 혹은 반으로 줄인 스타일을 따르는 경우, 이 룰 내의 변속 및 모든 스냅관련 요소들을 각각 조정할 필요가 있습니다.
+특정 난이도의 룰과 가이드라인은 각각 해당하는 난이도에만 적용되며 *osu!taiko 난이도에 **모두** 적용되지 않습니다.* 리듬과 연관된 룰과 가이드라인은 180 BPM을 기준으로 작성되었으며, 노래가 기준보다 많이 느리거나 빠른 경우, 몇몇 변수는 [Scaling BPM on the Ranking Criteria](/wiki/Ranking_Criteria/Scaling_BPM)에 적힌 것과 같이 달라질 수 있습니다.
-###  Kantan
+###  Kantan
#### 규칙
+
- **만약 1/2 패턴을 사용해야 한다면, 패턴을 매우 단순하게 유지하고 바로 다음에 휴식 구간이 와야합니다.** 스윙 비트를 따르는 곡이라면 1/3으로 제한됩니다.
-- **1/2 보다 빠른 박자를 가진 패턴은 허용되지 않습니다.** 이러한 패턴은 초보자들에게는 너무 복잡합니다. 스윙 비트를 따르는 곡이라면 제한이 1/3으로 완화됩니다.
+- **노트는 반드시 1/2 비트 이상 떨어져있어야 합니다.** 이보다 빠른 것은 초보자에겐 너무 복잡합니다. 스윙 비트를 따르는 곡이라면 제한이 1/3으로 완화됩니다.
#### 가이드라인
-- **1/1 패턴에서의 노트 갯수가 7개를 넘어선 안됩니다.** 이 이상으로 긴 패턴은 초보자들에게 큰 부담이 됩니다. 또한 이러한 패턴 다음에는 휴식 구간이 와야합니다.
+
+- **1/1 패턴에서의 노트 갯수가 7개를 넘어선 안 됩니다.** 이 이상으로 긴 패턴은 초보자들에게 큰 부담이 됩니다. 또한 이러한 패턴 다음에는 휴식 구간이 와야합니다.
- **메인 스냅은 대부분 2/1, 4/1 혹은 더 느린 리듬으로 구성되어야 합니다.** 때로는 1/1을 사용하는 것이 허용됩니다.
-- **16/1 ~ 20/1 박자가 연속적으로 매핑된 경우, 3/1 만큼의 휴식 구간을 최소 1번은 넣어주세요.** 너무 적은 휴식 구간이나 짧은 휴식 구간은 초보자들에게 너무 큰 부담이 될 수 있습니다.
+- **스피너와 뒤에 따라오는 노트 사이에는 적어도 1/2 간격이 있어야 합니다.** 이는 이것들이 너무 오버랩되지 않게 하고, 가독성을 확보해줍니다.
+- **16/1 ~ 20/1 박자가 연속적으로 매핑된 경우, 3/1 만큼의 휴식 구간을 최소 1번은 넣어주세요.** 만약 곡의 페이스가 휴식 시간을 비직관적으로 만들거나 연속적으로 매핑된 부분이 플레이어에게 더 쉽다면 휴식 구간을 덜 사용하는 것이 허용될 수 있습니다.
- **변속은 조심스럽게 사용해주세요.** 변속은 다른 속도를 가진 섹션에서만 이루어져야 하며, 속도가 급격하게 변하지 않아야 합니다.
#### 난이도 설정 가이드라인
+
- OD 4 이하.
- HP 6 이상. 노트 갯수에 따라 HP를 6보다 약간 낮은 수치로 조정할 수 있습니다.
-###  Futsuu
+###  Futsuu
#### 규칙
-- **1/3 보다 빠른 박자를 가진 패턴은 허용되지 않습니다.** 이러한 패턴은 초보자들에게는 너무 복잡합니다.
+
+- **만약 1/3 패턴이 사용되었다면, 패턴은 단순하게 유지되어야 합니다.** 이런 패턴에서는 피니시 노트가 사용되어서는 안 됩니다.
+- **노트는 반드시 1/3 비트 이상 떨어져 있어야 합니다.** 이보다 빠른 것은 초보자에겐 너무 복잡합니다.
+
+만약 Futsuu 난이도가 필수적이며 비트맵셋의 *제일 낮은 난이도*로 사용된다면, 다음 규칙을 준수해야 합니다:
+
+- **노트는 반드시 1/2 비트 이상 떨어져있어야 합니다.** 이보다 빠른 것은 초보자에겐 너무 복잡합니다. 스윙 비트를 따르는 곡이라면 제한이 1/3으로 완화됩니다.
#### 가이드라인
-- **1/3 패턴에서의 노트 갯수가 2개를 넘어선 안됩니다.** 이 이상으로 긴 패턴은 초보자들에게 큰 부담이 됩니다. 또한 이러한 패턴 다음에는 휴식 구간이 와야합니다.
-- **1/2 패턴에서의 노트 갯수가 7개를 넘어선 안됩니다.** 이 이상으로 긴 패턴은 초보자들에게 부담이 될 수 있습니다.
+
+- **1/3 패턴에서의 노트 갯수가 2개를 넘어선 안 됩니다.** 이 이상으로 긴 패턴은 초보자들에게 큰 부담이 됩니다. 또한 이러한 패턴 다음에는 휴식 구간이 와야합니다.
+- **1/2 패턴에서의 노트 갯수가 7개를 넘어선 안 됩니다.** 이 이상으로 긴 패턴은 초보자들에게 부담이 될 수 있습니다.
- **메인 스냅은 대부분 1/1, 2/1 혹은 더 느린 리듬으로 구성되어야 합니다.** 때로는 1/2을 사용하는 것이 허용됩니다.
-- **16/1 ~ 20/1 박자가 연속적으로 매핑된 경우, 2/1 만큼의 휴식 구간을 최소 1번은 넣어주세요.** 너무 적은 휴식 구간이나 짧은 휴식 구간은 초보자들에게 너무 큰 부담이 될 수 있습니다.
+- **스피너와 뒤에 따라오는 노트 사이에는 적어도 1/2 간격이 있어야 합니다.** 이는 이것들이 너무 오버랩되지 않게 하고, 가독성을 확보해줍니다.
+- **16/1 ~ 20/1 박자가 연속적으로 매핑된 경우, 2/1 만큼의 휴식 구간을 최소 1번은 넣어주세요.** 만약 곡의 페이스가 휴식 시간을 비직관적으로 만들거나 연속적으로 매핑된 부분이 플레이어에게 더 쉽다면 휴식 구간을 덜 사용하는 것이 허용될 수 있습니다.
- **간단한 변속은 사용할 수 있습니다.**
-만약 __Futsuu 난이도를 제일 낮은 난이도로__ 사용하고 싶다면, 다음 규칙과 가이드라인을 준수해야 합니다:
-
-#### 규칙
-- **1/2 보다 빠른 박자를 가진 패턴은 허용되지 않습니다.** 이러한 패턴은 초보자들에게는 너무 복잡합니다.
+만약 Futsuu 난이도가 필수적이며 비트맵셋의 *제일 낮은 난이도*로 사용된다면, 다음 가이드라인을 준수해야 합니다:
-#### 가이드라인
-- **1/2 패턴에서의 노트 갯수가 4개를 넘어선 안됩니다.**
+- **1/2 패턴에서의 노트 갯수가 5개를 넘어선 안 됩니다.**
- **변속은 조심스럽게 사용해주세요.** 변속은 다른 속도를 가진 섹션에서만 이루어져야 하며, 속도가 급격하게 변하지 않아야 합니다.
#### 난이도 설정 가이드라인
+
- OD 5 이하.
- HP 5 이상. 노트 갯수에 따라 HP를 5보다 약간 낮은 수치로 조정할 수 있습니다.
-###  Muzukashii
+###  Muzukashii
#### 규칙
-- **1/6 보다 빠른 박자를 가진 패턴은 허용되지 않습니다.** 이러한 패턴은 이 난이도의 타깃층에게는 너무 복잡합니다.
-- **이 난이도의 어떠한 1/4 패턴에서도 큰 노트를 사용할 수 없습니다.** 이러한 패턴은 이 난이도에 적합하지 않습니다.
+
+- **이 난이도의 1/4이나 이보다 빠른 어떤 패턴에서도 피니시 노트를 사용할 수 없습니다.** 이러한 패턴에 피니시를 사용하는 것은 이 난이도의 타깃층에겐 너무 복잡합니다.
+- **노트는 반드시 1/6 비트 이상 떨어져있어야 합니다.** 이보다 빠른 것은 이 난이도의 타깃층에겐 너무 복잡합니다.
#### 가이드라인
-- **중간 또는 낮은 BPM (~140)에서는 1/6 패턴의 노트 갯수가 4개를 넘어선 안됩니다.** 이 이상으로 긴 패턴은 대부분의 상황에서 큰 부담이 됩니다. 또한 이러한 패턴 다음에는 휴식구간이 와야하며, 빠른 BPM 에서는 패턴 사용을 피해주세요.
-- **1/4 패턴에서의 노트 갯수가 5개를 넘어선 안됩니다.** 이 이상으로 긴 패턴은 중수들에게 부담이 될 수 있습니다.
+
+- **중간 또는 낮은 BPM (~140)에서는 1/6 패턴의 노트 갯수가 4개를 넘어선 안 됩니다.** 이 이상으로 긴 패턴은 대부분의 상황에서 큰 부담이 됩니다. 또한 이러한 패턴 다음에는 휴식구간이 와야하며, 빠른 BPM 에서는 패턴 사용을 피해주세요.
+- **1/4 패턴에서의 노트 갯수가 5개를 넘어선 안 됩니다.** 이 이상으로 긴 패턴은 중수들에게 부담이 될 수 있습니다.
- **메인 스냅은 대부분 1/2, 1/1 혹은 더 느린 리듬으로 구성되어야 합니다.** 때로는 1/2을 사용하는 것이 허용됩니다.
-- **16/1 ~ 20/1 박자가 연속적으로 매핑된 경우, 3/2 만큼의 휴식 구간을 최소 1번은 넣어주세요.** 너무 적은 휴식 구간이나 짧은 휴식 구간은 중수들에게 너무 큰 부담이 될 수 있습니다.
+- **스피너와 뒤에 따라오는 노트 사이에는 적어도 1/2 간격이 있어야 합니다.** 이는 이것들이 너무 오버랩되지 않게 하고, 가독성을 확보해줍니다.
+- **16/1 ~ 20/1 박자가 연속적으로 매핑된 경우, 3/2 만큼의 휴식 구간을 최소 1번은 넣어주세요.** 만약 곡의 페이스가 휴식 시간을 비직관적으로 만들거나 연속적으로 매핑된 부분이 플레이어에게 더 쉽다면 휴식 구간을 덜 사용하는 것이 허용될 수 있습니다.
- **슬라이더의 속도 조작이 허용되지만**, 다른 속도를 가진 섹션에서만 이루어져야 하며, 속도가 급격하게 변하지 않아야 합니다.
- **하나 이상의 색상 변화가 있는 1/4 패턴은 가급적 적게 사용해주세요.** 이 난이도를 플레이하는 타깃층이 복잡한 패턴들에 익숙하지 않기 때문에, 이러한 성질의 어려운 패턴들은 피해야 합니다.
- **3개보다 많은 노트로 이루어진 1/4 패턴의 경우, 패턴의 시작 혹은 끝부분에서만 색상 변경을 해야합니다.** 이것보다 복잡한 패턴은 중수들에게 많이 어려울수 있습니다. 또한 이러한 패턴 다음에는 휴식구간이 와야합니다.
#### 난이도 설정 가이드라인
+
- OD 5 이하.
- HP 5 이상. 노트 갯수에 따라 HP를 5보다 약간 낮은 수치로 조정할 수 있습니다.
-###  Oni
+###  Oni
#### 규칙
-- **1/8 보다 빠른 박자를 가진 패턴은 허용되지 않습니다.** 이러한 패턴은 이 난이도의 타깃층에게는 너무 복잡합니다.
+
+- **이 난이도의 1/6이나 이보다 빠른 어떤 패턴에서도 피니시 노트를 사용할 수 없습니다.** 이러한 패턴에 피니시를 사용하는 것은 이 난이도의 타깃층에겐 너무 복잡합니다.
+- **이 난이도의 1/4 패턴에 있는 피니시 노트는 반드시 패턴의 마지막에만 사용되어야 합니다.** 다른 위치에 사용하는 것은 이 난이도의 타깃층에겐 가독성을 해칠 수 있습니다.
+- **노트는 반드시 1/8 비트 이상 떨어져있어야 합니다.** 이보다 빠른 것은 이 난이도의 타깃층에겐 너무 복잡합니다.
#### 가이드라인
-- **1/8 패턴에서의 노트 갯수가 2개를 넘어선 안됩니다.** 이 이상으로 긴 패턴은 대부분의 상황에서 큰 부담이 됩니다. 또한 이러한 패턴 다음에는 휴식구간이 와야합니다.
-- **1/4 패턴에서의 노트 갯수가 9개를 넘어선 안됩니다.** 이러한 패턴은 이 난이도의 타깃층에게는 너무 복잡할 수 있습니다.
+
+- **1/8 패턴에서의 노트 갯수가 2개를 넘어선 안 됩니다.** 이 이상으로 긴 패턴은 대부분의 상황에서 큰 부담이 됩니다. 또한 이러한 패턴 다음에는 휴식구간이 와야합니다.
+- **1/4 패턴에서의 노트 갯수가 9개를 넘어선 안 됩니다.** 이러한 패턴은 이 난이도의 타깃층에게는 너무 복잡할 수 있습니다.
- **메인 스냅은 대부분의 1/2 리듬과 약간의 1/1 리듬으로 구성되어야 합니다.** 이 난이도에서는 1/4 리듬이 좀더 자주 사용됩니다.
-- **16/1 ~ 20/1 박자가 연속적으로 매핑된 경우, 1/1 만큼의 휴식 구간을 최소 1번은 넣어주세요.** 연속적으로 매핑된 부분이 길어질수록 이 난이도를 플레이하는 유저에게 큰 부담을 줄 수 있습니다. 짧은 휴식 구간은 연속적으로 매핑된 것으로 간주됩니다.
+- **스피너와 뒤에 따라오는 노트 사이에는 적어도 1/4 간격이 있어야 합니다.** 이는 이것들이 너무 오버랩되지 않게 하고, 가독성을 확보해줍니다.
+- **16/1 ~ 20/1 박자가 연속적으로 매핑된 경우, 1/1 만큼의 휴식 구간을 최소 1번은 넣어주세요.** 휴식 구간이 충분하지 않거나 너무 짧다면 플레이어에게 큰 부담을 줄 수 있습니다.
- **5개보다 많은 노트로 이루어진 1/4 패턴의 경우, 복잡한 색상 변경은 피해주세요.** 복잡하고 긴 패턴은 이 난이도의 타깃층에게는 까다로울 수 있습니다.
#### 난이도 설정 가이드라인
+
- OD 5 이상.
- HP 5 이상. 노트 갯수에 따라 HP를 5보다 약간 낮은 수치로 조정할 수 있습니다.
-###  Inner/Ura Oni
+###  Inner/Ura Oni
#### 가이드라인
+
- **메인 스냅은 주로 1/2 및 1/4 리듬으로 구성되어야 합니다.** 이 난이도에서는 1/4 리듬이 매우 자주 사용됩니다.
+- **스피너와 뒤에 따라오는 노트 사이에는 적어도 1/4 간격이 있어야 합니다.** 이는 이것들이 너무 오버랩되지 않게 하고, 가독성을 확보해줍니다.
#### 난이도 설정 가이드라인
+
- OD 5 이상.
- HP 5 이상. 노트 갯수에 따라 HP를 5보다 약간 낮은 수치로 조정할 수 있습니다.
diff --git a/wiki/Registration/ru.md b/wiki/Registration/ru.md
new file mode 100644
index 000000000000..ab78b368bf4b
--- /dev/null
+++ b/wiki/Registration/ru.md
@@ -0,0 +1,22 @@
+# Регистрация
+
+*Внимание: [правила osu!](/wiki/Rules) запрещают использование двух и более аккаунтов!*
+
+1. После [установки](/wiki/Installation) и запуска osu! вам предложат войти в существующий аккаунт или зарегистрироваться. Предположим, что вам нужен новый аккаунт: нажмите на кнопку `Create an account`.
+
+ 
+
+2. Заполните все поля формы.
+ - Максимальная длина ника ограничена 15 символами. Разрешено использовать: буквенно-цифровые символы (`a-z`, `A-Z`, `0-9`), подчеркивания (`_`), квадратные скобки (`[` и `]`), тире (`-`) и пробелы (` `).
+ - В поле для электронной почты введите свой почтовый адрес. Он будет применяться для сброса пароля и отправки проверочных кодов, поэтому важно ввести действующий адрес, который вы не забудете и не забросите.
+ - Минимальная длина пароля — 8 символов.
+
+3. После того, как вы заполните все поля, нажмите на кнопку `1. Create my account!`, чтобы зарегистрироваться и автоматически войти в аккаунт.
+
+## Что дальше?
+
+Не забудьте очень внимательно ознакомиться с [правилами](/wiki/Rules).
+
+После их прочтения смело отправляйтесь в ритм-путешествие! К примеру, [скачайте карты](/wiki/Installation#добавление-карт) для последующего прохождения, или [попробуйте сделать их самостоятельно](/wiki/Beatmapping), или займитесь [созданием игровых скинов](/wiki/Skinning). Вы также можете зайти и поздороваться с остальными в [подфоруме "Introduction"](https://osu.ppy.sh/community/forums/8).
+
+Если вам нужна дальнейшая помощь, вы можете попросить её на канале `#help` в [IRC](/wiki/Internet_Relay_Chat): для этого откройте игровой чат (нажмите `F8` или `F9` в самой игре), затем введите `/join help`. Помимо этого, вы можете задать вопросы и обсудить возникшие проблемы в [специальной теме русского форума](https://osu.ppy.sh/community/forums/topics/9668).
diff --git a/wiki/Replay/en.md b/wiki/Replay/en.md
index 1b1881912871..fc7a4c16719b 100644
--- a/wiki/Replay/en.md
+++ b/wiki/Replay/en.md
@@ -6,7 +6,7 @@ outdated: true
# Replay
-A replay is a rebroadcast or direct emulation of a play, either by a player or a perfect play done by the [Auto](/wiki/Game_Modifiers#auto) mod.
+A replay is a rebroadcast or direct emulation of a play, either by a player or a perfect play done by the [Auto](/wiki/Game_modifier/Auto) mod.
As long as the local replay emulation file with a `.osr` file extension is available with the difficulty/beatmap or a top `Global leaderboard` play was downloaded, a complete replay can be constructed by osu! to be watched.
## Replay options
@@ -19,9 +19,9 @@ Releasing the key early will fail the quick retry.
Access to the [Chat Console](/wiki/Chat_Console) (`F8`)/[Extended Chat Console](/wiki/Chat_Console#extended-chat-console) (`F9`) will still be available.
Press the `Tab` key to hide/show the currently-selected leaderboard.
-Press the `H` key to hide/show all elements of replay except the game mods used and **UNRANKED** notice if played by [Auto](/wiki/Game_Modifiers#auto).
+Press the `H` key to hide/show all elements of replay except the game mods used and **UNRANKED** notice if played by [Auto](/wiki/Game_modifier/Auto).
-A [Cinema](/wiki/Game_Modifiers#cinema) replay will:-
+A [Cinema](/wiki/Game_modifier/Cinema) replay will:-
- hide all the replay options,
- disable gameplay access,
@@ -88,7 +88,7 @@ Shortcut key is the `Esc` key.
## Types of Replay
-_Full documentation regarding the `.osr` file format: [.osr file format](/wiki/osu!_File_Formats/Osr_(file_format))_
+*Full documentation regarding the `.osr` file format: [.osr file format](/wiki/osu!_File_Formats/Osr_(file_format))*
To export a replay, press `F2` in the results screen.
Exported replay will have an `.osr` file extension with a clean filename format as shown below:-
@@ -148,8 +148,8 @@ Trying to restart the beatmap to directly play the beatmap again in this state i
It currently works in `Solo` only when given the game over screen.
-Viewing a failed play does not work with the [No Fail(NF)](/wiki/Game_Modifiers#no-fail)/[Relax(RL)](/wiki/Game_Modifiers#relax)/[Auto Pilot(AP)](/wiki/Game_Modifiers#auto-pilot) game modifier because it is impossible to fail.
-Using the [Perfect(PF)](/wiki/Game_Modifiers#perfect) game modifier would forcefully quick-retry instead of failing the player.
+Viewing a failed play does not work with the [No Fail(NF)](/wiki/Game_modifier/No_Fail)/[Relax(RL)](/wiki/Game_modifier/Relax)/[Auto Pilot(AP)](/wiki/Game_modifier/Autopilot) game modifier because it is impossible to fail.
+Using the [Perfect(PF)](/wiki/Game_modifier/Perfect) game modifier would forcefully quick-retry instead of failing the player.
**This type of replay will not be saved internally nor is allowed to be exported**.
To record the failed replay, please use external third-party software for now since osu! has yet to have native export support for failed replay.
diff --git a/wiki/Reporting_Bad_Behaviour/Handling_Foul_Play/id.md b/wiki/Reporting_Bad_Behaviour/Handling_Foul_Play/id.md
index d64d492317d8..927de6702d49 100644
--- a/wiki/Reporting_Bad_Behaviour/Handling_Foul_Play/id.md
+++ b/wiki/Reporting_Bad_Behaviour/Handling_Foul_Play/id.md
@@ -63,7 +63,7 @@ Nyatanya, ini sulit untuk mengawasi kecuali kami berdiri tepat di sampingmu, tap
## Bagaimana cara saya mengajukan sebuah pelepasan status banned?
-1. Kirimkan surelmu ke *accounts@ppy.sh* dengan judul Ban Appeal:
+1. Kirimkan surelmu ke *accounts@ppy.sh* dengan judul Ban Appeal: \
2. Sertakan nama penggunamu ke tiket dan nyatakan bahwa kamu berharap status bannedmu dicabut.
3. Waktu tunggu hingga **lima** hari. Jika kamu membuat sebuah pengajuan dan ditolak, segala pengajuan ke depannya akan ditolak.
diff --git a/wiki/Rules/Visual_Content_Considerations/en.md b/wiki/Rules/Visual_Content_Considerations/en.md
index 11588fd399fa..709057312608 100644
--- a/wiki/Rules/Visual_Content_Considerations/en.md
+++ b/wiki/Rules/Visual_Content_Considerations/en.md
@@ -84,7 +84,7 @@ Swimsuits that are too small or geared to be overtly revealing are generally not
### Mild to moderate violence
-Scenes involving active combat, fighting or any other physical activity that may involve the presence of minor wounds or injuries s considered acceptable so long as there is not an excessive presence of gore, bloodshed, or distressing physical impairment.
+Scenes involving active combat, fighting or any other physical activity that may involve the presence of minor wounds or injuries is considered acceptable so long as there is not an excessive presence of gore, bloodshed, or distressing physical impairment.
### Artistic nudity
diff --git a/wiki/Score/ScoreV1/en.md b/wiki/Score/ScoreV1/en.md
index a577614a3c9d..000ba7bc1a39 100644
--- a/wiki/Score/ScoreV1/en.md
+++ b/wiki/Score/ScoreV1/en.md
@@ -70,7 +70,7 @@ For 4 - 4.5 star difficulties, _n_ is equal to 64 in which the maximum score per
In the hardest case, _n_ is equal to 96 in which the maximum score per hit is 1,260/2,520.
There are lower value of _n_ for even easier difficulties.
-Unlike [osu!standard](/wiki/Game_Modes/osu!)/[osu!catch](/wiki/Game_Modes/osu!catch), a miss in osu!taiko will not cause a _drastic_ score difference from the maximum possible score (in osu!standard/osu!catch, score deviation damage from a miss grows _wider_ the higher the maximum combo and especially breaking in around half combo of the maximum combo).
+Unlike [osu!standard](/wiki/Game_mode/osu!)/[osu!catch](/wiki/Game_mode/osu!catch), a miss in osu!taiko will not cause a _drastic_ score difference from the maximum possible score (in osu!standard/osu!catch, score deviation damage from a miss grows _wider_ the higher the maximum combo and especially breaking in around half combo of the maximum combo).
Instead, a constant score of _n_ (explained above) is reduced per miss if each miss is separated by more than 100 combos.
With the existence of shaker and large notes, score loss would be larger.
@@ -99,7 +99,7 @@ Exceptions:-
## osu!catch
-Scoring for osu!catch follows the same multiplier as in [osu!standard](/wiki/Game_Modes/osu!).
+Scoring for osu!catch follows the same multiplier as in [osu!standard](/wiki/Game_mode/osu!).
However, the fruit that adds up the score is different from osu!standard.
- A regular sized fruit gives a score of 300 times the multiplier.
diff --git a/wiki/Score/ScoreV1/fr.md b/wiki/Score/ScoreV1/fr.md
index a1a849b5efe1..60d87cd3fb2e 100644
--- a/wiki/Score/ScoreV1/fr.md
+++ b/wiki/Score/ScoreV1/fr.md
@@ -68,7 +68,7 @@ Pour une difficulté de 4\* à 4.5\*, *n* est égal à 64, avec un score maximum
Dans le cas extrême, *n* atteint une valeur de 96, où le score maximum par note vaut 1,260/2,520.
Il existe bien entendu des valeurs de *n* moins élevées pour les difficultés moins élevées.
-Contrairement à [osu!standard](/wiki/Game_Modes/osu!)/[osu!catch](/wiki/Game_Modes/osu!catch), un Miss dans osu!taiko ne causera pas une différence *radicale* du score avec le score maximum atteignable. (dans osu!standard/osu!catch, la différence de score due à un Miss est d'autant plus large que le combo maximum, surtout si cela se produit aux alentours de la moitié du combo maximum).
+Contrairement à [osu!standard](/wiki/Game_mode/osu!)/[osu!catch](/wiki/Game_mode/osu!catch), un Miss dans osu!taiko ne causera pas une différence *radicale* du score avec le score maximum atteignable. (dans osu!standard/osu!catch, la différence de score due à un Miss est d'autant plus large que le combo maximum, surtout si cela se produit aux alentours de la moitié du combo maximum).
Au lieu de cela, un score constant de *n* (décrit ci-dessus) est réduit par Miss dans une beatmap si chaque Miss est séparé par 100 de combo ou plus.
Avec la présence de Shakers ou de grandes notes, la perte de score sera plus grande.
@@ -97,7 +97,7 @@ Exceptions :
## osu!catch
-Le scoring pour osu!catch utilise le même multiplicateur qu'[osu!standard](/wiki/Game_Modes/osu!).
+Le scoring pour osu!catch utilise le même multiplicateur qu'[osu!standard](/wiki/Game_mode/osu!).
Cependant, le fruit réceptionné s'ajoute différemment au score.
- Un Fruit normal donne un score de 300, multiplié par le multiplicateur.
diff --git a/wiki/Score/en.md b/wiki/Score/en.md
index aa8c7a919e7d..82507fbf5937 100644
--- a/wiki/Score/en.md
+++ b/wiki/Score/en.md
@@ -24,8 +24,8 @@ Image | Name | Effect
Image | Name | Effect
:-: | :-: | :--
-   | (良) Great | A possible score one can get when hitting the note exactly on the hit area in correct colour. Picture: [1 and 2] Large Note [3] Small Note
-  | (可) Good | A possible score one can get when hitting the note slightly early or late on the hit area in correct colour. Picture: [1] Large Note [2] Small Note.
+   | (良) Great | A possible score one can get when hitting the note exactly on the hit area in correct colour. Picture: \[1 and 2\] Large Note \[3\] Small Note
+  | (可) Good | A possible score one can get when hitting the note slightly early or late on the hit area in correct colour. Picture: \[1\] Large Note \[2\] Small Note.
 | (不可) Miss | A possible score one can get for not hitting the note or hitting the note in wrong colour.
### osu!catch
@@ -74,7 +74,7 @@ ScoreV2 attempts to standardise all the game modes' scoring system to 1,000,000
Each of the hit objects are now part of the 1 million score and scaled accordingly rather than their own scoring values and bonus formulae.
ScoreV2 can be tested in [Multi](/wiki/Multi) mode as one of the Match Setup's Win Condition.
-As of [22 February 2017 (2017-02-22)](https://osu.ppy.sh/p/changelog?v=b20170222.3), the ScoreV2 system can be tested in _Solo_ mode using the **UNRANKED** [ScoreV2](/wiki/Game_Modifiers) game modifier.
+As of [22 February 2017 (2017-02-22)](https://osu.ppy.sh/p/changelog?v=b20170222.3), the ScoreV2 system can be tested in _Solo_ mode using the **UNRANKED** [ScoreV2](/wiki/Game_modifier/ScoreV2) game modifier.
### Score
@@ -136,7 +136,7 @@ For 4 - 4.5 star difficulties, _n_ is equal to 64 in which the maximum score per
In the hardest case, _n_ is equal to 96 in which the maximum score per hit is 1,260/2,520.
There are lower value of _n_ for even easier difficulties.
-Unlike [osu!standard](/wiki/Game_Modes/osu!)/[osu!catch](/wiki/Game_Modes/osu!catch), a miss in osu!taiko will not cause a _drastic_ score difference from the maximum possible score (in osu!standard/osu!catch, score deviation damage from a miss grows _wider_ the higher the maximum combo and especially breaking in around half combo of the maximum combo).
+Unlike [osu!standard](/wiki/Game_mode/osu!)/[osu!catch](/wiki/Game_mode/osu!catch), a miss in osu!taiko will not cause a _drastic_ score difference from the maximum possible score (in osu!standard/osu!catch, score deviation damage from a miss grows _wider_ the higher the maximum combo and especially breaking in around half combo of the maximum combo).
Instead, a constant score of _n_ (explained above) is reduced per miss if each miss is separated by more than 100 combos.
With the existence of shaker and large notes, score loss would be larger.
@@ -165,7 +165,7 @@ Exceptions:-
#### osu!catch
-Scoring for osu!catch follows the same multiplier as in [osu!standard](/wiki/Game_Modes/osu!).
+Scoring for osu!catch follows the same multiplier as in [osu!standard](/wiki/Game_mode/osu!).
However, the fruit that adds up the score is different from osu!standard.
- A regular sized fruit gives a score of 300 times the multiplier.
diff --git a/wiki/Score/fr.md b/wiki/Score/fr.md
index 624f01144a6a..b4324dce3406 100644
--- a/wiki/Score/fr.md
+++ b/wiki/Score/fr.md
@@ -71,7 +71,7 @@ Le ScoreV2 essaie de normaliser les systèmes de scoring des différents modes d
Chaque objet fait à présent partie du score de 1 million et sont réajustées en conséquence, plutôt que d'utiliser leurs propres valeurs de score et formules bonus.
Le ScoreV2 peut être testé en mode [Multijoueur](/wiki/Multi) en tant que Condition de Victoire dans les Options de Salon.
-Depuis le [22 février 2017 (2017-02-22)](https://osu.ppy.sh/p/changelog?v=b20170222.3), le système ScoreV2 peut être testé en mode *Solo* en utilisant le mod **NON-CLASSÉ** [ScoreV2](/wiki/Game_Modifiers).
+Depuis le [22 février 2017 (2017-02-22)](https://osu.ppy.sh/p/changelog?v=b20170222.3), le système ScoreV2 peut être testé en mode *Solo* en utilisant le mod **NON-CLASSÉ** [ScoreV2](/wiki/Game_modifier/ScoreV2).
### Score
@@ -133,7 +133,7 @@ Pour une difficulté de 4\* à 4.5\*, *n* est égal à 64, avec un score maximum
Dans le cas extrême, *n* atteint une valeur de 96, où le score maximum par note vaut 1,260/2,520.
Il existe bien entendu des valeurs de *n* moins élevées pour les difficultés moins élevées.
-Contrairement à [osu!standard](/wiki/Game_Modes/osu!)/[osu!catch](/wiki/Game_Modes/osu!catch), un Miss dans osu!taiko ne causera pas une différence *radicale* du score avec le score maximum atteignable. (dans osu!standard/osu!catch, la différence de score due à un Miss est d'autant plus large que le combo maximum, surtout si cela se produit aux alentours de la moitié du combo maximum).
+Contrairement à [osu!standard](/wiki/Game_mode/osu!)/[osu!catch](/wiki/Game_mode/osu!catch), un Miss dans osu!taiko ne causera pas une différence *radicale* du score avec le score maximum atteignable. (dans osu!standard/osu!catch, la différence de score due à un Miss est d'autant plus large que le combo maximum, surtout si cela se produit aux alentours de la moitié du combo maximum).
Au lieu de cela, un score constant de *n* (décrit ci-dessus) est réduit par Miss dans une beatmap si chaque Miss est séparé par 100 de combo ou plus.
Avec la présence de Shakers ou de grandes notes, la perte de score sera plus grande.
@@ -162,7 +162,7 @@ Exceptions :-
#### osu!catch
-Le scoring pour osu!catch utilise le même multiplicateur qu'[osu!standard](/wiki/Game_Modes/osu!).
+Le scoring pour osu!catch utilise le même multiplicateur qu'[osu!standard](/wiki/Game_mode/osu!).
Cependant, le fruit réceptionné s'ajoute différemment au score.
- Un Fruit normal donne un score de 300, multiplié par le multiplicateur.
diff --git a/wiki/Shortcut_key_reference/de.md b/wiki/Shortcut_key_reference/de.md
index 6a8d73661d4e..06a5cc689829 100644
--- a/wiki/Shortcut_key_reference/de.md
+++ b/wiki/Shortcut_key_reference/de.md
@@ -66,7 +66,7 @@ Diese Kürzel können überall verwendet werden:
- `Alt` + `Pfeil oben`: Lautstärke erhöhen
- `Alt` + `Pfeil unten`: Lautstärke verringern
-- `F1`: [Mod](/wiki/Game_Modifiers)-Auswahl öffnen
+- `F1`: [Mod](/wiki/Game_modifier)-Auswahl öffnen
- `F2`: Eine zufällige Beatmap auswählen
- `Shift` + `F2`: Zufällige Map-Auswahl rückgängig machen
- `F3`: Beatmap-Optionen
@@ -97,7 +97,7 @@ Diese Kürzel können überall verwendet werden:
### Spielmodifikatoren (Mods)
-*Siehe auch: [Spielmodifikatoren](/wiki/Game_Modifiers)*
+*Siehe auch: [Spielmodifikatoren](/wiki/Game_modifier)*
**Hinweis:** Die Tastenkürzel gehen davon aus, dass kein Mod ausgewählt ist.
diff --git a/wiki/Shortcut_key_reference/en.md b/wiki/Shortcut_key_reference/en.md
index b8445539bb3c..46e21fee627b 100644
--- a/wiki/Shortcut_key_reference/en.md
+++ b/wiki/Shortcut_key_reference/en.md
@@ -66,18 +66,18 @@ These shortcuts work anywhere:
| Shortcut | Action |
| :-- | :-- |
-| `F1` | Open the [game modifiers](/wiki/Game_Modifiers) selection menu. |
+| `F1` | Open the [game modifiers](/wiki/Game_modifier) selection menu. |
| `F2` | Randomly select a beatmap. |
| `Shift` + `F2` | Go back to the previously random-selected beatmap. |
| `F3` | Open the beatmap options. |
| `F5` | Reprocess beatmaps (this may prompt you to continue). |
| `Shift` + `Delete` | Prompt the delete beatmap dialog. This will ask you if you want to delete the beatmapset (all difficulties), the beatmap (the selected difficulty), or all visible beatmaps. |
-| `Ctrl` + `1` | Switch the game mode to [osu!](/wiki/Game_Modes/osu!). |
-| `Ctrl` + `2` | Switch the game mode to [osu!taiko](/wiki/Game_Modes/osu!taiko). |
-| `Ctrl` + `3` | Switch the game mode to [osu!catch](/wiki/Game_Modes/osu!catch). |
-| `Ctrl` + `4` | Switch the game mode to [osu!mania](/wiki/Game_Modes/osu!mania). |
-| `Ctrl` + `Enter` | Play the selected beatmap with the [Auto mod](/wiki/Game_Modifiers#auto). |
-| `Ctrl` + `Shift` + `Enter` | Play the selected beatmap with the [Cinema mod](/wiki/Game_Modifiers#auto). |
+| `Ctrl` + `1` | Switch the game mode to [osu!](/wiki/Game_mode/osu!). |
+| `Ctrl` + `2` | Switch the game mode to [osu!taiko](/wiki/Game_mode/osu!taiko). |
+| `Ctrl` + `3` | Switch the game mode to [osu!catch](/wiki/Game_mode/osu!catch). |
+| `Ctrl` + `4` | Switch the game mode to [osu!mania](/wiki/Game_mode/osu!mania). |
+| `Ctrl` + `Enter` | Play the selected beatmap with the [Auto mod](/wiki/Game_modifier/Auto). |
+| `Ctrl` + `Shift` + `Enter` | Play the selected beatmap with the [Cinema mod](/wiki/Game_modifier/Cinema). |
| `Ctrl` + `A` | Toggle the Auto mod. |
| `Ctrl` + `F3` or `Ctrl` + `+` | Increase the osu!mania scroll speed (while in osu!mania mode). |
| `Ctrl` + `F4` or `Ctrl` + `-` | Decrease the osu!mania scroll speed (while in osu!mania mode). |
@@ -91,7 +91,7 @@ These shortcuts work anywhere:
### Game modifiers
-*Main page: [Game modifiers](/wiki/Game_Modifiers)*
+*Main page: [Game modifiers](/wiki/Game_modifier)*
*Note: Pressing the shortcut key will toggle it. You need to be in the game modifiers menu to use these shortcuts.*
*Note: Target practice (osu!standard), 1K and 2K (osu!mania), Co-op (osu!mania), and Mirror (osu!mania) do not have shortcuts.*
diff --git a/wiki/Shortcut_key_reference/es.md b/wiki/Shortcut_key_reference/es.md
index 011a4fb28350..c105a5470227 100644
--- a/wiki/Shortcut_key_reference/es.md
+++ b/wiki/Shortcut_key_reference/es.md
@@ -43,13 +43,13 @@ En osu!, hay varios atajos que pueden ser utilizados en juego y en los respectiv
## Elección de Canción
-- **F1**: [Selección de Mods](/wiki/Game_Modifiers)
+- **F1**: [Selección de Mods](/wiki/Game_modifier)
- **F2**: Mapa aleatorio
- **Shift+F2**: Deshace el mapa aleatorio
- **F3**: Opciones del beatmap
- **F5**: Refrescar la lista de canciones (modo de reparación)
- **Shift+Delete**: Borrar el mapa actual
-- **Ctrl+(1/2/3/4)**: Cambia a  [osu! Standard](/wiki/Game_Modes/osu!)/  [Taiko](/wiki/Game_Modes/osu!taiko) /  [Catch the Beat](/wiki/Game_Modes/osu!catch) /  [osu!mania](/wiki/Game_Modes/osu!mania) los modos de juego respectivamente.
+- **Ctrl+(1/2/3/4)**: Cambia a  [osu! Standard](/wiki/Game_mode/osu!)/  [Taiko](/wiki/Game_mode/osu!taiko) /  [Catch the Beat](/wiki/Game_mode/osu!catch) /  [osu!mania](/wiki/Game_mode/osu!mania) los modos de juego respectivamente.
- **Ctrl+Enter**: Juega el mapa actual con el mod
- **Ctrl+Shift+Enter**: Juega el mapa actual con el mod Cinema
- **Ctrl+A**: Activa/Desactiva el mod
@@ -64,27 +64,27 @@ En osu!, hay varios atajos que pueden ser utilizados en juego y en los respectiv
## Pantalla de Mods
-Nota: Mods especiales tales como [Perfect](/wiki/Game_Modifiers) o [Nightcore](/wiki/Game_Modifiers) necesitan de un clic adicional.
+Nota: Mods especiales tales como [Perfect](/wiki/Game_modifier/Perfect) o [Nightcore](/wiki/Game_modifier/Nightcore) necesitan de un clic adicional.

-- **Q**: [Easy](/wiki/Game_Modifiers)
-- **W**: [No Fail](/wiki/Game_Modifiers)
-- **E**: [Half-Time](/wiki/Game_Modifiers)
+- **Q**: [Easy](/wiki/Game_modifier/Easy)
+- **W**: [No Fail](/wiki/Game_modifier/No_Fail)
+- **E**: [Half-Time](/wiki/Game_modifier/Half_Time)
------------------------------------------------------------------------
-- **A**: [Hard Rock](/wiki/Game_Modifiers)
-- **S**: [Sudden Death](/wiki/Game_Modifiers)
-- **D**: [Double Time](/wiki/Game_Modifiers)
-- **F**: [Hidden](/wiki/Game_Modifiers)
-- **G**: [Flashlight](/wiki/Game_Modifiers)
+- **A**: [Hard Rock](/wiki/Game_modifier/Hard_Rock)
+- **S**: [Sudden Death](/wiki/Game_modifier/Sudden_Death)
+- **D**: [Double Time](/wiki/Game_modifier/Double_Time)
+- **F**: [Hidden](/wiki/Game_modifier/Hidden)
+- **G**: [Flashlight](/wiki/Game_modifier/Flashlight)
------------------------------------------------------------------------
-- **X**: [Relax](/wiki/Game_Modifiers) (No hace efecto en osu!mania en 4/5/6/7/8K mod)
-- **C**: [Auto-Pilot](/wiki/Game_Modifiers)
-- **V**: [Spun-Out](/wiki/Game_Modifiers)
+- **X**: [Relax](/wiki/Game_modifier/Relax) (No hace efecto en osu!mania en 4/5/6/7/8K mod)
+- **C**: [Auto-Pilot](/wiki/Game_modifier/Autopilot)
+- **V**: [Spun-Out](/wiki/Game_modifier/Spun_Out)
- **B**: Auto
## Durante la partida
diff --git a/wiki/Shortcut_key_reference/fr.md b/wiki/Shortcut_key_reference/fr.md
index c999b18fbb47..e07dd19638bb 100644
--- a/wiki/Shortcut_key_reference/fr.md
+++ b/wiki/Shortcut_key_reference/fr.md
@@ -66,7 +66,7 @@ Note: Tout ne fonctionne pas en mode [multi](/wiki/multi) dans l'écran de séle
- `Alt` + `Arrow Up`: Monte le volume
- `Alt` + `Arrow Down`: Baisse le volume
-- `F1`: Ouvre le menu de sélection des [Mod](/wiki/Game_Modifiers)
+- `F1`: Ouvre le menu de sélection des [Mod](/wiki/Game_modifier)
- `F2`: Sélectionne aléatoirement une map
- `Shift` + `F2`: Supprime la sélection aléatoire de map
- `F3`: Options de Beatmap
@@ -97,7 +97,7 @@ Note: Tout ne fonctionne pas en mode [multi](/wiki/multi) dans l'écran de séle
### Game Modifiers
-*Page principale : [Game Modifiers](/wiki/Game_Modifiers)*
+*Page principale : [Game Modifiers](/wiki/Game_modifier)*
**Notes:**
diff --git a/wiki/Shortcut_key_reference/id.md b/wiki/Shortcut_key_reference/id.md
index 719d33a19446..31d5cec63c63 100644
--- a/wiki/Shortcut_key_reference/id.md
+++ b/wiki/Shortcut_key_reference/id.md
@@ -43,42 +43,42 @@ Di osu!, terdapat variasi pintasan yang dapat berguna baik dalam game maupun tam
## Pemilihan Lagu
-- **F1**: [Pemilihan Mod](/wiki/Game_Modifiers)
+- **F1**: [Pemilihan Mod](/wiki/Game_modifier)
- **F2**: Map Acak (tekan 2x secara cepat untuk map acak instan)
- **F3**: Opsi Beatmap
- **F5**: Menyegarkan kembali daftar lagu
- **Shift-Delete**: Menghapus map yang disorot
-- **Ctrl-1/2/3/4**: Mengubah ke  [osu! Standard](/wiki/Game_Modes/osu!)/  [Taiko](/wiki/Game_Modes/osu!taiko) /  [Catch the Beat](/wiki/Game_Modes/osu!catch) /  [osu!mania](/wiki/Game_Modes/osu!mania) mode permainan (berurut).
-- **Ctrl-Enter**: Memainkan map yang dipilih dengan mod [Otomatis](/wiki/Game_Modifiers)
+- **Ctrl-1/2/3/4**: Mengubah ke  [osu! Standard](/wiki/Game_mode/osu!)/  [Taiko](/wiki/Game_mode/osu!taiko) /  [Catch the Beat](/wiki/Game_mode/osu!catch) /  [osu!mania](/wiki/Game_mode/osu!mania) mode permainan (berurut).
+- **Ctrl-Enter**: Memainkan map yang dipilih dengan mod [Otomatis](/wiki/Game_modifier)
- **Ctrl-Shift-Enter**: Memainkan map yang dipilih dengan mod Cinema
-- **Ctrl-A**: Mengaktifkan/Menon-aktifkan mod [Otomatis](/wiki/Game_Modifiers)
+- **Ctrl-A**: Mengaktifkan/Menon-aktifkan mod [Otomatis](/wiki/Game_modifier)
- **Up/Down**: Mengganti pilihan
- **PageUp/PageDown**: Mengganti pilihan (Besar)
- **Enter**: Memilih
## Tampilan Mod
-Catatan: Mod spesial seperti [Perfect](/wiki/Game_Modifiers) atau [Nightcore](/wiki/Game_Modifiers) perlu ditekan sekali lagi.
+Catatan: Mod spesial seperti [Perfect](/wiki/Game_modifier/Perfect) atau [Nightcore](/wiki/Game_modifier/Nightcore) perlu ditekan sekali lagi.

-- **Q**: [Easy](/wiki/Game_Modifiers)
-- **W**: [No-Fail](/wiki/Game_Modifiers)
-- **E**: [Half Time](/wiki/Game_Modifiers)
+- **Q**: [Easy](/wiki/Game_modifier/Easy)
+- **W**: [No-Fail](/wiki/Game_modifier/No_Fail)
+- **E**: [Half Time](/wiki/Game_modifier/Half_Time)
------------------------------------------------------------------------
-- **A**: [Hard Rock](/wiki/Game_Modifiers)
-- **S**: [Sudden Death](/wiki/Game_Modifiers)
-- **D**: [Double Time](/wiki/Game_Modifiers)
-- **F**: [Hidden](/wiki/Game_Modifiers)
-- **G**: [Flashlight](/wiki/Game_Modifiers)
+- **A**: [Hard Rock](/wiki/Game_modifier/Hard_Rock)
+- **S**: [Sudden Death](/wiki/Game_modifier/Sudden_Death)
+- **D**: [Double Time](/wiki/Game_modifier/Double_Time)
+- **F**: [Hidden](/wiki/Game_modifier/Hidden)
+- **G**: [Flashlight](/wiki/Game_modifier/Flashlight)
------------------------------------------------------------------------
-- **X**: [Relax](/wiki/Game_Modifiers) (di osu!mania 4/5/6/7/8K mod)
-- **C**: [Auto-Pilot](/wiki/Game_Modifiers)
-- **V**: [Spun-Out](/wiki/Game_Modifiers)
+- **X**: [Relax](/wiki/Game_modifier/Relax) (di osu!mania 4/5/6/7/8K mod)
+- **C**: [Auto-Pilot](/wiki/Game_modifier/Autopilot)
+- **V**: [Spun-Out](/wiki/Game_modifier/Spun_Out)
- **B**: Auto
## Mode Bermain
diff --git a/wiki/Shortcut_key_reference/ko.md b/wiki/Shortcut_key_reference/ko.md
index b321136c8e92..69681e61fb53 100644
--- a/wiki/Shortcut_key_reference/ko.md
+++ b/wiki/Shortcut_key_reference/ko.md
@@ -66,7 +66,7 @@ Note: [멀티플레이](/wiki/multi) 곡 선택 화면에서는 일부 키가
- `Alt` + `Arrow Up`: 사운드 불륨 증가
- `Alt` + `Arrow Down`: 사운드 불륨 감소
-- `F1`: [모드](/wiki/Game_Modifiers) 선택 메뉴
+- `F1`: [모드](/wiki/Game_modifier) 선택 메뉴
- `F2`: 랜덤으로 맵 선택
- `Shift` + `F2`: 랜덤 맵 선택 이전의 곡으로 돌아가기
- `F3`: 비트맵 옵션
@@ -97,7 +97,7 @@ Note: [멀티플레이](/wiki/multi) 곡 선택 화면에서는 일부 키가
### Game Modifiers
-*Main Page: [Game Modifiers](/wiki/Game_Modifiers)*
+*Main Page: [Game Modifiers](/wiki/Game_modifier)*
**Notes:**
diff --git a/wiki/Shortcut_key_reference/nl.md b/wiki/Shortcut_key_reference/nl.md
index 405c7a21481b..052648e57651 100644
--- a/wiki/Shortcut_key_reference/nl.md
+++ b/wiki/Shortcut_key_reference/nl.md
@@ -66,18 +66,18 @@ Deze combinaties werken overal:
| Sneltoets | Actie |
| :-- | :-- |
-| `F1` | Opent het [game modifiers](/wiki/Game_Modifiers) selectie menu. |
+| `F1` | Opent het [game modifiers](/wiki/Game_modifier) selectie menu. |
| `F2` | Selecteert een willekeurige beatmap. |
| `Shift` + `F2` | Keer terug naar de vorige willekeurig geselecteerde beatmap. |
| `F3` | Opent de beatmap opties. |
| `F5` | Verwerkt je beatmappen opnieuw (dit zou je kunnen vragen of je het zeker weet). |
| `Shift` + `Delete` | Brengt de dialoog op om beatmappen te verwijderen. Dit vraagt of je de beatmapset (alle moeilijkheden), de geselecteerde moeilijkheid of alle beatmaps wilt verwijderen. |
-| `Ctrl` + `1` | Verandert de gamemode naar [osu!](/wiki/Game_Modes/osu!). |
-| `Ctrl` + `2` | Verandert de gamemode naar [osu!taiko](/wiki/Game_Modes/osu!taiko). |
-| `Ctrl` + `3` | Verandert de gamemode naar [osu!catch](/wiki/Game_Modes/osu!catch). |
-| `Ctrl` + `4` | Verandert de gamemode naar [osu!mania](/wiki/Game_Modes/osu!mania). |
-| `Ctrl` + `Enter` | Speelt de geselecteerde beatmap met de [Auto mod](/wiki/Game_Modifiers#auto). |
-| `Ctrl` + `Shift` + `Enter` | Speelt de geselecteerde beatmap met de [Cinema mod](/wiki/Game_Modifiers#auto). |
+| `Ctrl` + `1` | Verandert de gamemode naar [osu!](/wiki/Game_mode/osu!). |
+| `Ctrl` + `2` | Verandert de gamemode naar [osu!taiko](/wiki/Game_mode/osu!taiko). |
+| `Ctrl` + `3` | Verandert de gamemode naar [osu!catch](/wiki/Game_mode/osu!catch). |
+| `Ctrl` + `4` | Verandert de gamemode naar [osu!mania](/wiki/Game_mode/osu!mania). |
+| `Ctrl` + `Enter` | Speelt de geselecteerde beatmap met de [Auto mod](/wiki/Game_modifier/Auto). |
+| `Ctrl` + `Shift` + `Enter` | Speelt de geselecteerde beatmap met de [Cinema mod](/wiki/Game_modifier/Cinema). |
| `Ctrl` + `A` | Zet de Auto mod aan/uit. |
| `Ctrl` + `F3` of `Ctrl` + `+` | Verhoogt de osu!mania scroll snelheid (terwijl je in de osu!mania mode zit). |
| `Ctrl` + `F4` of `Ctrl` + `-` | Verlaagt de osu!mania scroll snelheid (terwijl je in de osu!mania mode zit). |
@@ -91,7 +91,7 @@ Deze combinaties werken overal:
### Game modifiers
-*Hoofdpagina: [Game modifiers](/wiki/Game_Modifiers)*
+*Hoofdpagina: [Game modifiers](/wiki/Game_modifier)*
*Opmerking: Je moet in het game modifiers menu zitten om gebruik te kunnen maken van deze sneltoetsen.*
*Opmerking: Target practice (osu!standard), 1K en 2K (osu!mania), Co-op (osu!mania) en Mirror (osu!mania) hebben geen sneltoetsen.*
diff --git a/wiki/Shortcut_key_reference/pl.md b/wiki/Shortcut_key_reference/pl.md
index 2701b35f0553..36f1ad01ead1 100644
--- a/wiki/Shortcut_key_reference/pl.md
+++ b/wiki/Shortcut_key_reference/pl.md
@@ -44,14 +44,14 @@ W osu! jest wiele różnych skrótów klawiszowych, które mogą być wykorzysta
## Wybór utworów
-- **F1**: [Modyfikacje](/wiki/Game_Modifiers)
+- **F1**: [Modyfikacje](/wiki/Game_modifier)
- **F2**: Wybiera losową mapa
- **Shift + F2**: Powraca do poprzedniej mapy po użyciu F2
- **F3**: Opcje mapy.
- **F5**: Odświeża listę (tryb naprawy)
- **Shift + Delete**: Kasuje wybraną mapy
-- **Ctrl + (1/2/3/4)**:Zmienia na  [osu! Standard](/wiki/Game_Modes/osu!)/  [Taiko](/wiki/Game_Modes/osu!taiko) /  [Catch the Beat](/wiki/Game_Modes/osu!catch) /  [osu!mania](/wiki/Game_Modes/osu!mania) tryb gry odpowiednio.
-- **Ctrl + Enter**: Odtwarza mapę z modyfikacją [Auto](/wiki/Game_Modifiers)
+- **Ctrl + (1/2/3/4)**:Zmienia na  [osu! Standard](/wiki/Game_mode/osu!)/  [Taiko](/wiki/Game_mode/osu!taiko) /  [Catch the Beat](/wiki/Game_mode/osu!catch) /  [osu!mania](/wiki/Game_mode/osu!mania) tryb gry odpowiednio.
+- **Ctrl + Enter**: Odtwarza mapę z modyfikacją [Auto](/wiki/Game_modifier/Auto)
- **Ctrl + Shift + Enter**: Odtwarza wybraną mapę z modyfikacją Cinema
- **Ctrl + A**: Włącza/Wyłącza modyfikację Auto
- **Ctrl + (F3 / F4)** lub **Ctrl + (+ / -)**: Zwiększa/Zmiejsza szybkość (tylko w osu!manii)
@@ -65,27 +65,27 @@ W osu! jest wiele różnych skrótów klawiszowych, które mogą być wykorzysta
## Ekran modyfikacji
-Note: Specjalne mody takie jak [Perfect](/wiki/Game_Modifiers) czy [Nightcore](/wiki/Game_Modifiers) potrzebują jeszcze jednego kliknięcia.
+Note: Specjalne mody takie jak [Perfect](/wiki/Game_modifier/Perfect) czy [Nightcore](/wiki/Game_modifier/Nightcore) potrzebują jeszcze jednego kliknięcia.

-- **Q**: [Easy](/wiki/Game_Modifiers)
-- **W**: [No Fail](/wiki/Game_Modifiers)
-- **E**: [Half-Time](/wiki/Game_Modifiers)
+- **Q**: [Easy](/wiki/Game_modifier/Easy)
+- **W**: [No Fail](/wiki/Game_modifier/No_Fail)
+- **E**: [Half-Time](/wiki/Game_modifier/Half_Time)
------------------------------------------------------------------------
-- **A**: [Hard Rock](/wiki/Game_Modifiers)
-- **S**: [Sudden Death](/wiki/Game_Modifiers)
-- **D**: [Double Time](/wiki/Game_Modifiers)
-- **F**: [Hidden](/wiki/Game_Modifiers)
-- **G**: [Flashlight](/wiki/Game_Modifiers)
+- **A**: [Hard Rock](/wiki/Game_modifier/Hard_Rock)
+- **S**: [Sudden Death](/wiki/Game_modifier/Sudden_Death)
+- **D**: [Double Time](/wiki/Game_modifier/Double_Time)
+- **F**: [Hidden](/wiki/Game_modifier/Hidden)
+- **G**: [Flashlight](/wiki/Game_modifier/Flashlight)
------------------------------------------------------------------------
-- **X**: [Relax](/wiki/Game_Modifiers) (Brak efektu przy trybach 4/5/6/7/8k w osu!manii)
-- **C**: [Auto-Pilot](/wiki/Game_Modifiers)
-- **V**: [Spun-Out](/wiki/Game_Modifiers)
+- **X**: [Relax](/wiki/Game_modifier/Relax) (Brak efektu przy trybach 4/5/6/7/8k w osu!manii)
+- **C**: [Auto-Pilot](/wiki/Game_modifier/Autopilot)
+- **V**: [Spun-Out](/wiki/Game_modifier/Spun_Out)
- **B**: Auto
## Rozgrywka
diff --git a/wiki/Shortcut_key_reference/pt-br.md b/wiki/Shortcut_key_reference/pt-br.md
index 5b1deb006d84..b324632698b0 100644
--- a/wiki/Shortcut_key_reference/pt-br.md
+++ b/wiki/Shortcut_key_reference/pt-br.md
@@ -67,18 +67,18 @@ Os seguintes atalhos funcionam em qualquer lugar dentro do jogo:
| Atalho | Ação |
| :-- | :-- |
-| `F1` | Abre o menu de seleção de [modificadores de jogo](/wiki/Game_Modifiers). |
+| `F1` | Abre o menu de seleção de [modificadores de jogo](/wiki/Game_modifier). |
| `F2` | Aleatoriamente seleciona um beatmap. |
| `Shift` + `F2` | Volta ao beatmap préviamente escolhio aleatoriamente. |
| `F3` | Abre as opções de beatmap. |
| `F5` | Reprocessa os beatmaps (isso talvez te peça confirmação para continuar). |
| `Shift` + `Delete` | Mostra o diálogo de deletar beatmaps. Isso irá te perguntar se você deseja deletar o beatmapset (todas as dificuldades), o beatmap (a dificuldade selecionada), ou todos os beatmaps visíveis. |
-| `Ctrl` + `1` | Muda o modo de jogo para o [osu!](/wiki/Game_Modes/osu!). |
-| `Ctrl` + `2` | Muda o modo de jogo para o [osu!taiko](/wiki/Game_Modes/osu!taiko). |
-| `Ctrl` + `3` | Muda o modo de jogo para o [osu!catch](/wiki/Game_Modes/osu!catch). |
-| `Ctrl` + `4` | Muda o modo de jogo para o [osu!mania](/wiki/Game_Modes/osu!mania). |
-| `Ctrl` + `Enter` | Joga o beatmap selecionado com o [mod Auto](/wiki/Game_Modifiers#auto). |
-| `Ctrl` + `Shift` + `Enter` | Joga o beatmap selecionado com o [mod Cinema](/wiki/Game_Modifiers#auto). |
+| `Ctrl` + `1` | Muda o modo de jogo para o [osu!](/wiki/Game_mode/osu!). |
+| `Ctrl` + `2` | Muda o modo de jogo para o [osu!taiko](/wiki/Game_mode/osu!taiko). |
+| `Ctrl` + `3` | Muda o modo de jogo para o [osu!catch](/wiki/Game_mode/osu!catch). |
+| `Ctrl` + `4` | Muda o modo de jogo para o [osu!mania](/wiki/Game_mode/osu!mania). |
+| `Ctrl` + `Enter` | Joga o beatmap selecionado com o [mod Auto](/wiki/Game_modifier/Auto). |
+| `Ctrl` + `Shift` + `Enter` | Joga o beatmap selecionado com o [mod Cinema](/wiki/Game_modifier/Cinema). |
| `Ctrl` + `A` | Liga e desliga o mod Auto. |
| `Ctrl` + `F3` or `Ctrl` + `+` | Aumenta a velocidade de scroll/rolamento do osu!mania (enquanto no modo osu!mania). |
| `Ctrl` + `F4` or `Ctrl` + `-` | Diminui a velocidade de scroll/rolamento do osu!mania (enquanto no modo osu!mania). |
@@ -92,7 +92,7 @@ Os seguintes atalhos funcionam em qualquer lugar dentro do jogo:
### Modificadores de jogo
-*Página principal: [Game modifiers](/wiki/Game_Modifiers)*
+*Página principal: [Game modifiers](/wiki/Game_modifier)*
*Nota: Pressionar o atalho irá ativar ou desativar-los. Você precisa estar dentro do menu dos modificadores de jogo para utilizar esses atalhos.*
*Nota: Target practice (osu!standard), 1K e 2K (osu!mania), Co-op (osu!mania), e Mirror (osu!mania) não possuem atalhos.*
diff --git a/wiki/Shortcut_key_reference/pt.md b/wiki/Shortcut_key_reference/pt.md
index ba1d850e3cc0..ce0b3ed245d7 100644
--- a/wiki/Shortcut_key_reference/pt.md
+++ b/wiki/Shortcut_key_reference/pt.md
@@ -32,9 +32,9 @@ outdated: true
- **P**: Vai para modo jogar (Aperte duas vezes para ir a lista de musicas)
- **P-M**: Play mode Vai para modo [Multi-Play](/wiki/Multi)
-- **P-S-T**: Vai para modo [Taiko](/wiki/Game_Modes/osu!taiko)
-- **P-S-C**: Vai para modo [Catch the Beat](/wiki/Game_Modes/osu!catch)
-- **P-S-M**: Vai para modo [osu!mania](/wiki/Game_Modes/osu!mania)
+- **P-S-T**: Vai para modo [Taiko](/wiki/Game_mode/osu!taiko)
+- **P-S-C**: Vai para modo [Catch the Beat](/wiki/Game_mode/osu!catch)
+- **P-S-M**: Vai para modo [osu!mania](/wiki/Game_mode/osu!mania)
- **E**: Vai para modo Edição de beatmaps
- **J**: Abre janela para localizar musica (jukebox)
- **Z/X/C/V/B**: comandos do Jukebox (layout do Winamp)
@@ -45,13 +45,13 @@ outdated: true
## Seleção de Musicas
-- **F1**: [Seleçao de Mods](/wiki/Game_Modifiers)
+- **F1**: [Seleçao de Mods](/wiki/Game_modifier)
- **F2**: Map Aleatorio (pressione duas vezes rapidamente para seleção aleatória instantânea)
- **F3**: Opções do Beatmap
- **F5**: Atualizar lista(Modo de Reparo)
- **Shift-Delete**: Deleta o Map atual
-- **Ctrl-1/2/3/4**: Alterne para modo de jogo  [osu! Standard](/wiki/Game_Modes/osu!)/  [Taiko](/wiki/Game_Modes/osu!taiko) /  [Catch the Beat](/wiki/Game_Modes/osu!catch) /  [osu!mania](/wiki/Game_Modes/osu!mania) respectivamente.
-- **Ctrl-Enter**: Jogar map atual com mod [Auto](/wiki/Game_Modifiers)
+- **Ctrl-1/2/3/4**: Alterne para modo de jogo  [osu! Standard](/wiki/Game_mode/osu!)/  [Taiko](/wiki/Game_mode/osu!taiko) /  [Catch the Beat](/wiki/Game_mode/osu!catch) /  [osu!mania](/wiki/Game_mode/osu!mania) respectivamente.
+- **Ctrl-Enter**: Jogar map atual com mod [Auto](/wiki/Game_modifier/Auto)
- **Ctrl-A**: Alterna Auto mod
- **Up/Down**: Muda a seleção
- **PageUp/PageDown**: Muda seleção (em grande escala)
@@ -61,23 +61,23 @@ outdated: true

-- **Q**: [Easy](/wiki/Game_Modifiers)
-- **W**: [No Fail](/wiki/Game_Modifiers)
-- **E**: [Half-Time](/wiki/Game_Modifiers)
+- **Q**: [Easy](/wiki/Game_modifier/Easy)
+- **W**: [No Fail](/wiki/Game_modifier/No_Fail)
+- **E**: [Half-Time](/wiki/Game_modifier/Half_Time)
------------------------------------------------------------------------
-- **A**: [Hard Rock](/wiki/Game_Modifiers)
-- **S**: [Sudden Death](/wiki/Game_Modifiers) (Para ativar o mod [Perfect](/wiki/Game_Modifiers) é preciso clicar uma vez mais)
-- **D**: [Double Time](/wiki/Game_Modifiers) (Para ativar o mod [Nightcore](/wiki/Game_Modifiers) é preciso clicar uma vez mais)
-- **F**: [Hidden](/wiki/Game_Modifiers)
-- **G**: [Flashlight](/wiki/Game_Modifiers)
+- **A**: [Hard Rock](/wiki/Game_modifier/Hard_Rock)
+- **S**: [Sudden Death](/wiki/Game_modifier/Sudden_Death) (Para ativar o mod [Perfect](/wiki/Game_modifier/Perfect) é preciso clicar uma vez mais)
+- **D**: [Double Time](/wiki/Game_modifier/Double_Time) (Para ativar o mod [Nightcore](/wiki/Game_modifier/Nightcore) é preciso clicar uma vez mais)
+- **F**: [Hidden](/wiki/Game_modifier/Hidden)
+- **G**: [Flashlight](/wiki/Game_modifier/Flashlight)
------------------------------------------------------------------------
-- **X**: [Relax](/wiki/Game_Modifiers) (Não faz efeito no mod 4/5/6/7/8K do osu!mania)
-- **C**: [Auto-Pilot](/wiki/Game_Modifiers)
-- **V**: [Spun-Out](/wiki/Game_Modifiers)
+- **X**: [Relax](/wiki/Game_modifier/Relax) (Não faz efeito no mod 4/5/6/7/8K do osu!mania)
+- **C**: [Auto-Pilot](/wiki/Game_modifier/Autopilot)
+- **V**: [Spun-Out](/wiki/Game_modifier/Spun_Out)
- **B**: Auto
## Durante uma Partida
diff --git a/wiki/Shortcut_key_reference/ru.md b/wiki/Shortcut_key_reference/ru.md
index 1f76af23ebe0..e4584988b993 100644
--- a/wiki/Shortcut_key_reference/ru.md
+++ b/wiki/Shortcut_key_reference/ru.md
@@ -66,7 +66,7 @@ outdated: true
- `Alt` + `Стрелка вверх`: Увеличить громкость
- `Alt` + `Стрелка вниз`: Уменьшить громкость
-- `F1`: Меню выбора [модов](/wiki/Game_Modifiers)
+- `F1`: Меню выбора [модов](/wiki/Game_modifier)
- `F2`: Случайно выбрать карту
- `Shift` + `F2`: Отменить случайный выбор карты
- `F3`: Настройки карты
@@ -97,7 +97,7 @@ outdated: true
### Выбор модов
-*Главная страница: [Модификаторы игры](/wiki/Game_Modifiers)*
+*Главная страница: [Модификаторы игры](/wiki/Game_modifier)*
**Заметки:**
diff --git a/wiki/Shortcut_key_reference/tr.md b/wiki/Shortcut_key_reference/tr.md
index 909aa324e847..937e33569ed6 100644
--- a/wiki/Shortcut_key_reference/tr.md
+++ b/wiki/Shortcut_key_reference/tr.md
@@ -66,18 +66,18 @@ Bu kısayollar her yerde çalışır:
| Kısayol | Eylem |
| :-- | :-- |
-| `F1` | [Oyun modu](/wiki/Game_Modifiers) seçim menüsünü aç. |
+| `F1` | [Oyun modu](/wiki/Game_modifier) seçim menüsünü aç. |
| `F2` | Rastgele bir beatmap seç. |
| `Shift` + `F2` | Önceki rastgele seçilmiş beatmape geri dön. |
| `F3` | Beatmap seçeneklerini aç. |
| `F5` | Beatmapleri tekrar işle (devam etmeniz için onayınızı isteyecektir). |
| `Shift` + `Delete` | Beatmap silme seçeneklerini görüntüler. Bu size beatmap setini (tüm zorlukları), beatmapi (seçilen zorluğu), ya da görüntülenen tüm beatmapleri silmek isteyip istemediğinizi soracaktır. |
-| `Ctrl` + `1` | Oyun modunu [osu!](/wiki/Game_Modes/osu!) olarak değiştir. |
-| `Ctrl` + `2` | Oyun modunu [osu!taiko](/wiki/Game_Modes/osu!taiko) olarak değiştir. |
-| `Ctrl` + `3` | Oyun modunu [osu!catch](/wiki/Game_Modes/osu!catch) olarak değiştir. |
-| `Ctrl` + `4` | Oyun modunu [osu!mania](/wiki/Game_Modes/osu!mania) olarak değiştir. |
-| `Ctrl` + `Enter` | Seçilen beatmapi [Auto modda](/wiki/Game_Modifiers#auto) oynat. |
-| `Ctrl` + `Shift` + `Enter` | Seçilen beatmapi [Cinema modunda](/wiki/Game_Modifiers#auto) oynat. |
+| `Ctrl` + `1` | Oyun modunu [osu!](/wiki/Game_mode/osu!) olarak değiştir. |
+| `Ctrl` + `2` | Oyun modunu [osu!taiko](/wiki/Game_mode/osu!taiko) olarak değiştir. |
+| `Ctrl` + `3` | Oyun modunu [osu!catch](/wiki/Game_mode/osu!catch) olarak değiştir. |
+| `Ctrl` + `4` | Oyun modunu [osu!mania](/wiki/Game_mode/osu!mania) olarak değiştir. |
+| `Ctrl` + `Enter` | Seçilen beatmapi [Auto modda](/wiki/Game_modifier/Auto) oynat. |
+| `Ctrl` + `Shift` + `Enter` | Seçilen beatmapi [Cinema modunda](/wiki/Game_modifier/Cinema) oynat. |
| `Ctrl` + `A` | Auto modu aç/kapa. |
| `Ctrl` + `F3` veya `Ctrl` + `+` | osu!mania kaydırma hızını arttır (osu!mania modundayken). |
| `Ctrl` + `F4` veya `Ctrl` + `-` | osu!mania kaydırma hızını azalt (osu!mania modundayken). |
@@ -91,7 +91,7 @@ Bu kısayollar her yerde çalışır:
### Oyun modifikasyonları
-*Ana sayfa: [Oyun Modifikasyonları](/wiki/Game_Modifiers)*
+*Ana sayfa: [Oyun Modifikasyonları](/wiki/Game_modifier)*
*Not: Kısayol tuşuna basmak onu açar/kapatır. Bu kısayolları kullanabilmeniz için oyun modifikasyonları menüsünde bulunmanız gerekir.*
*Not: Target practice (osu!standard), 1K ve 2K (osu!mania), Co-op (osu!mania), ve Mirror (osu!mania) modlarının kısayolu yoktur.*
diff --git a/wiki/Shortcut_key_reference/zh.md b/wiki/Shortcut_key_reference/zh.md
index 6ef40ebbc93f..44f81a5f3349 100644
--- a/wiki/Shortcut_key_reference/zh.md
+++ b/wiki/Shortcut_key_reference/zh.md
@@ -68,7 +68,7 @@ tags:
| 快捷键 | 功能 |
| :-- | :-- |
-| `F1` | 打开 [Mod](/wiki/Game_Modifiers) 菜单 |
+| `F1` | 打开 [Mod](/wiki/Game_modifier) 菜单 |
| `F2` | 随机谱面 |
| `Shift` + `F2` | 返回随机前的谱面(在不小心按下 `F2` 时非常有用) |
| `F3` | 谱面选项 |
@@ -93,7 +93,7 @@ tags:
### Mod 菜单
-*主页面:[Mod](/wiki/Game_Modifiers)*
+*主页面:[Mod](/wiki/Game_modifier)*
*小提示:按下快捷键来打开或关闭 Mod。您必须进入 Mod 菜单才可以使用这些快捷键。*
diff --git a/wiki/Silence/en.md b/wiki/Silence/en.md
new file mode 100644
index 000000000000..2f12c0ba143f
--- /dev/null
+++ b/wiki/Silence/en.md
@@ -0,0 +1,26 @@
+---
+stub: true
+---
+
+# Silence
+
+**Silence** is a term used to describe the punishment of limiting a user's means of communication within the osu! community. Silences can be placed by members of the [Global Moderation Team](/wiki/People/The_Team/Global_Moderation_Team) and [Nomination Assessment Team](/wiki/People/The_Team/Nomination_Assessment_Team), and are only placed on users that have broken the [Community Rules](/wiki/Rules).
+
+## Limitations
+
+Users who are silenced by moderators cannot do the following:
+
+- Edit their userpage
+- Change their avatar/profile details
+- Submit [beatmaps](/wiki/Beatmaps)
+- Send/receive private messages
+- Post on any of the osu! forums
+
+## Common reasons for silences
+
+*Caution: Engaging in "inappropriate behaviour" in private messages is not against the rules, unless said inappropriate behaviour is being delivered to unwilling or unconsenting recipients in said private messages. If reported, appropriate punishments will be placed.*
+
+- Inappropriate behaviour in public chats or forums (e.g, `#multiplayer`, beatmap discussions, comments, etc.), including—but not limited to—spamming, nonsense chat, racism, etc.
+- Uploading or posting inappropriate content via other means. (E.g., profile avatars, beatmap submissions, profile details, user page bio, banner, etc.).
+
+The length of a silence may vary based on the severity of the infringement. Silences can stack on top of each other, adding more time for each one.
diff --git a/wiki/Skin/en.md b/wiki/Skin/en.md
new file mode 100644
index 000000000000..9a99bcdb41d4
--- /dev/null
+++ b/wiki/Skin/en.md
@@ -0,0 +1,10 @@
+---
+stub: true
+---
+
+# Skin
+
+*See also: [Skinning](/wiki/Skinning)*\
+*For the dedicated sub-forum for skins, see [Skinning](https://osu.ppy.sh/community/forums/15)*
+
+A **skin** is a set of graphics (images) and custom sample sets (audio clips) that replace the default ones used by osu!. Many players regularly engage in the use of skins to allow for a more customised user experience, should they dislike the default skin. Almost all of what is visible or audible in osu! can be "skinned."
diff --git a/wiki/Skinning/Interface/en.md b/wiki/Skinning/Interface/en.md
index c8528f5f1494..a320dfac1ed0 100644
--- a/wiki/Skinning/Interface/en.md
+++ b/wiki/Skinning/Interface/en.md
@@ -172,7 +172,7 @@ Notes:
## Mod icons
-*Main page: [Game Modifiers](/wiki/Game_Modifiers)*
+*Main page: [Game Modifiers](/wiki/Game_modifier)*
---
diff --git a/wiki/Skinning/Interface/fr.md b/wiki/Skinning/Interface/fr.md
index 522a61295a1f..7036f3070348 100644
--- a/wiki/Skinning/Interface/fr.md
+++ b/wiki/Skinning/Interface/fr.md
@@ -176,7 +176,7 @@ Notes:
## Icônes de mods
-*Page principale: [Modificateurs de jeu](/wiki/Game_Modifiers)*
+*Page principale: [Modificateurs de jeu](/wiki/Game_modifier)*
---
diff --git a/wiki/Skinning/Skinner/en.md b/wiki/Skinning/Skinner/en.md
new file mode 100644
index 000000000000..5db27f0749de
--- /dev/null
+++ b/wiki/Skinning/Skinner/en.md
@@ -0,0 +1,9 @@
+---
+stub: true
+---
+
+# Skinner
+
+A **skinner** refers to users who make [skins](/wiki/Skin), and possibly release them on the forums.
+
+
diff --git a/wiki/Skinning/osu!mania/en.md b/wiki/Skinning/osu!mania/en.md
index dd32e7006fe7..902d786243cb 100644
--- a/wiki/Skinning/osu!mania/en.md
+++ b/wiki/Skinning/osu!mania/en.md
@@ -226,8 +226,8 @@ Notes:
- Animation name: `mania-note1-{n}.png`.
- These elements are scaled to fit the individual columns.
- - If the columns' widths differ: the smallest one is scaled correctly and the others are squeezed to match its height.
-- Notes can be manually be stretched or compressed via the `WidthForNoteHeightScale` command in the [skin.ini](/wiki/skin.ini) file.
+ - If the columns' widths differ: the smallest one is scaled correctly and the others are compressed to match its height.
+- Notes can be manually stretched or compressed via the `WidthForNoteHeightScale` command in the [skin.ini](/wiki/skin.ini) file.
---
@@ -243,8 +243,8 @@ Notes:
- Animation name: `mania-note2-{n}.png`.
- These elements are scaled to fit the individual columns.
- - If the columns' widths differ: the smallest one is scaled correctly and the others are squeezed to match its height.
-- Notes can be manually be stretched or compressed via the `WidthForNoteHeightScale` command in the [skin.ini](/wiki/skin.ini) file.
+ - If the columns' widths differ: the smallest one is scaled correctly and the others are compressed to match its height.
+- Notes can be manually stretched or compressed via the `WidthForNoteHeightScale` command in the [skin.ini](/wiki/skin.ini) file.
---
@@ -260,8 +260,8 @@ Notes:
- Animation name: `mania-noteS-{n}.png`.
- These elements are scaled to fit the individual columns.
- - If the columns' widths differ: the smallest one is scaled correctly and the others are squeezed to match its height.
-- Notes can be manually be stretched or compressed via the `WidthForNoteHeightScale` command in the [skin.ini](/wiki/skin.ini) file.
+ - If the columns' widths differ: the smallest one is scaled correctly and the others are compressed to match its height.
+- Notes can be manually stretched or compressed via the `WidthForNoteHeightScale` command in the [skin.ini](/wiki/skin.ini) file.
### Long notes
@@ -282,8 +282,8 @@ Notes:
- When used for the tail part, this element is flipped by default for v2.5+.
- This behaviour can be disabled by setting `NoteFlipWhenUpsideDownT` to `0`.
- This element is scaled to fit the individual columns.
- - If the columns' widths differ: the smallest one is scaled correctly and the others are squeezed to match its height.
-- Long notes can be manually stretched or squeezed via the `WidthForNoteHeightScale` command in the [skin.ini](/wiki/skin.ini) file.
+ - If the columns' widths differ: the smallest one is scaled correctly and the others are compressed to match its height.
+- Long notes can be manually stretched or compressed via the `WidthForNoteHeightScale` command in the [skin.ini](/wiki/skin.ini) file.
---
@@ -302,11 +302,13 @@ Notes:
- When used for the tail part, this element is flipped by default for v2.5+.
- This behaviour can be disabled by setting `NoteFlipWhenUpsideDownT` to `0`.
- This element is scaled to fit the individual columns.
- - If the columns' widths differ: the smallest one is scaled correctly and the others are squeezed to match its height.
-- Long notes can be manually stretched or squeezed via the `WidthForNoteHeightScale` command in the [skin.ini](/wiki/skin.ini) file.
+ - If the columns' widths differ: the smallest one is scaled correctly and the others are compressed to match its height.
+- Long notes can be manually stretched or compressed via the `WidthForNoteHeightScale` command in the [skin.ini](/wiki/skin.ini) file.
---
+`mania-noteSH`
+

| Versions | Animatable | Beatmap Skinnable | Blend Mode | Origin | Suggested SD Size |
@@ -320,8 +322,8 @@ Notes:
- When used for the tail part, this element is flipped by default for v2.5+.
- This behaviour can be disabled by setting `NoteFlipWhenUpsideDownT` to `0`.
- This element is scaled to fit the individual columns.
- - If the columns' widths differ: the smallest one is scaled correctly and the others are squeezed to match its height.
-- Long notes can be manually stretched or squeezed via the `WidthForNoteHeightScale` command in the [skin.ini](/wiki/skin.ini) file.
+ - If the columns' widths differ: the smallest one is scaled correctly and the others are compressed to match its height.
+- Long notes can be manually stretched or compressed via the `WidthForNoteHeightScale` command in the [skin.ini](/wiki/skin.ini) file.
#### Body
@@ -338,7 +340,7 @@ Notes:
- Animation name: `mania-note1L-{n}.png`.
- The animation starts when the long note is pressed and stops if released.
- The `NoteBodyStyle` changes the behaviour of these elements.
-- Notes can be manually stretched or squeezed via the `WidthForNoteHeightScale` command in the [skin.ini](/wiki/skin.ini) file.
+- Notes can be manually stretched or compressed via the `WidthForNoteHeightScale` command in the [skin.ini](/wiki/skin.ini) file.
---
@@ -355,7 +357,7 @@ Notes:
- Animation name: `mania-note2L-{n}.png`.
- The animation starts when the long note is pressed and stops if released.
- The `NoteBodyStyle` changes the behaviour of these elements.
-- Notes can be manually stretched or squeezed via the `WidthForNoteHeightScale` command in the [skin.ini](/wiki/skin.ini) file.
+- Notes can be manually stretched or compressed via the `WidthForNoteHeightScale` command in the [skin.ini](/wiki/skin.ini) file.
---
@@ -372,7 +374,7 @@ Notes:
- Animation name: `mania-noteSL-{n}.png`.
- The animation starts when the long note is pressed and stops if released.
- The `NoteBodyStyle` changes the behaviour of these elements.
-- Notes can be manually stretched or squeezed via the `WidthForNoteHeightScale` command in the [skin.ini](/wiki/skin.ini) file.
+- Notes can be manually stretched or compressed via the `WidthForNoteHeightScale` command in the [skin.ini](/wiki/skin.ini) file.
#### Tail
@@ -390,8 +392,8 @@ Notes:
- By default, these elements are flipped for skin versions `2.5` and up.
- This behaviour can be disabled by setting `NoteFlipWhenUpsideDownT` to `0`
- These elements are scaled to fit the individual columns.
- - If the columns' widths differ: the smallest one is scaled correctly and the others are squeezed to match its height.
-- Notes can be manually stretched or squeezed via the `WidthForNoteHeightScale` command in the [skin.ini](/wiki/skin.ini) file.
+ - If the columns' widths differ: the smallest one is scaled correctly and the others are compressed to match its height.
+- Notes can be manually stretched or compressed via the `WidthForNoteHeightScale` command in the [skin.ini](/wiki/skin.ini) file.
---
@@ -409,8 +411,8 @@ Notes:
- By default, these elements are flipped for skin versions `2.5` and up.
- This behaviour can be disabled by setting `NoteFlipWhenUpsideDownT` to `0`
- These elements are scaled to fit the individual columns.
- - If the columns' widths differ: the smallest one is scaled correctly and the others are squeezed to match its height.
-- Notes can be manually stretched or squeezed via the `WidthForNoteHeightScale` command in the [skin.ini](/wiki/skin.ini) file.
+ - If the columns' widths differ: the smallest one is scaled correctly and the others are compressed to match its height.
+- Notes can be manually stretched or compressed via the `WidthForNoteHeightScale` command in the [skin.ini](/wiki/skin.ini) file.
---
@@ -428,8 +430,8 @@ Notes:
- By default, these elements are flipped for skin versions `2.5` and up.
- This behaviour can be disabled by setting `NoteFlipWhenUpsideDownT` to `0`
- These elements are scaled to fit the individual columns.
- - If the columns' widths differ: the smallest one is scaled correctly and the others are squeezed to match its height.
-- Notes can be manually stretched or squeezed via the `WidthForNoteHeightScale` command in the [skin.ini](/wiki/skin.ini) file.
+ - If the columns' widths differ: the smallest one is scaled correctly and the others are compressed to match its height.
+- Notes can be manually stretched or compressed via the `WidthForNoteHeightScale` command in the [skin.ini](/wiki/skin.ini) file.
## Stage
diff --git a/wiki/Skinning/osu!taiko/en.md b/wiki/Skinning/osu!taiko/en.md
index ca66a8c0c7e9..0425f4d36f37 100644
--- a/wiki/Skinning/osu!taiko/en.md
+++ b/wiki/Skinning/osu!taiko/en.md
@@ -152,7 +152,7 @@ Notes:
`taiko-hit300g.png`
-.
+
| Versions | Animatable | Beatmap Skinnable | Blend Mode | Origin | Suggested SD Size |
|:-:|:-:|:-:|:-:|:-:|:-:|
@@ -292,7 +292,7 @@ Notes:
| Versions | Animatable | Beatmap Skinnable | Blend Mode | Origin | Suggested SD Size |
|:-:|:-:|:-:|:-:|:-:|:-:|
-| All | ![No][false] | ![Yes][true] | Normal | TopLeft | 776x162 |
+| All | ![No][false] | ![Yes][true] (see notes) | Normal | TopLeft | 776x162 |
Notes:
@@ -316,7 +316,7 @@ Notes:
- This appears when the player misses a note or if the health bar isn't filled up to 50% during a break.
- Beatmap skinnable status is suspected to be a bug.
- This scrolls in a seamless loop, from the right side towards the left.
-- This element is disbaled if the beatmap has a storyboard.
+- This element is disabled if the beatmap has a storyboard.
- Gets upscaled by 1.4x in-game.
---
diff --git a/wiki/Skinning_Tutorial/Interface/en.md b/wiki/Skinning_Tutorial/Interface/en.md
index 261b18a5c8e3..5a78fc1b294b 100644
--- a/wiki/Skinning_Tutorial/Interface/en.md
+++ b/wiki/Skinning_Tutorial/Interface/en.md
@@ -366,7 +366,7 @@ If they are too small, they may be hard to see, if too large, they will be distr
Remember that the score numbers also shown in ranking screen, so making them large will complicate creating the ranking panel.
If it appears that your score numbers are too far apart or too cramped closely together,
-you can use `ScoreOverlap` in the [skin.ini](/wiki/Skinning/Skin.ini/en.md) under the [Fonts] section.
+you can use `ScoreOverlap` in the [skin.ini](/wiki/Skinning/Skin.ini/en.md) under the \[Fonts\] section.
Note that positive integers will move the numbers closer towards each other, while negative values will move them farther apart.
With the skin.ini, `ScorePrefix` allows you to use custom paths to link to the images.
diff --git a/wiki/Skinning_Tutorial/osu!/en.md b/wiki/Skinning_Tutorial/osu!/en.md
index ae74c2d5cad8..56404fc1a525 100644
--- a/wiki/Skinning_Tutorial/osu!/en.md
+++ b/wiki/Skinning_Tutorial/osu!/en.md
@@ -13,7 +13,7 @@ It is important to be aware of using something else than arabic numbers!
This is because it will get complicated after the combo goes beyond 10 and up!
Roman numbers for example, cannot be done because to make a 10 you'll need X and 11 as XI etc..
-If you feel like your numbers are too far apart or too cramped you can use HitCircleOverlap in the skin.ini under the [Fonts] section.
+If you feel like your numbers are too far apart or too cramped you can use HitCircleOverlap in the skin.ini under the \[Fonts\] section.
Positive integers will move the numbers nearer to each other while negative values will add more space between numbers.
Another function in the skin.ini is HitCirclePrefix.
@@ -67,7 +67,7 @@ _[Holiday](https://osu.ppy.sh/community/forums/posts/7111)_

_[Acchi Kocchi](https://osu.ppy.sh/community/forums/topics/92440)_
-#### Hitcircleselect
+### Hitcircleselect
Hitcircleselect is the glow/outline used in the editor.
Since this element is only seen in the editor, you wouldn't necessarily need to skin this.
diff --git a/wiki/Skinning_Tutorial/skin.ini/en.md b/wiki/Skinning_Tutorial/skin.ini/en.md
index 5d7265ffdfdf..2e8daec47e09 100644
--- a/wiki/Skinning_Tutorial/skin.ini/en.md
+++ b/wiki/Skinning_Tutorial/skin.ini/en.md
@@ -7,7 +7,7 @@ The skin.ini file can modify the behaviour of certain skinning elements in a ski
To create a `skin.ini` create a new textfile and name it `skin.ini` (you need to have the `Show file extensions` options enabled in windows). Make sure that you type everything correctly and use a space ` ` after every `:`. *Remember, you are not forced to add a value to every command! If you do leave one blank, remove it or comment it by prefixing with `//`.*
-### [General]
+### \[General\]
- `Name:` The name of the skin.
- `Author:` The name of the skinner (your in-game name).
- `Version:` The version you want to use. Check [skin.ini](/wiki/Skinning/skin.ini#versions) for detailed informations about every version.
@@ -16,7 +16,7 @@ To create a `skin.ini` create a new textfile and name it `skin.ini` (you need to
- `CursorExpand:` Should the `cursor` expand when the player clicks? If so, use `1`. If not, use `0 `.
- `CursorTrailRotate:` Should the `cursortrail` rotate? If so, use `1`. if not, use `0`.
-### [Colours]
+### \[Colours\]
*Note: Up to 8 combo colours can be used*
- `Combo1:` Enter an `R,G,B` value for the last combo colour here.
- `Combo2:` Enter an `R,G,B` value for the first combo colour here.
@@ -24,7 +24,7 @@ To create a `skin.ini` create a new textfile and name it `skin.ini` (you need to
- `SliderBorder:` Enter an `R,G,B` value for the slider border colour here.
- `SliderTrackOverride:` Enter an `R,G,B` value for the slider track colour here.
-### [Fonts]
+### \[Fonts\]
- `HitCirclePrefix:`This will determine which image set will be used for the numbers for the hit circles. The value is the prefix for this image set. By default, `default-` will get used.
- `HitCircleOverlap:` This will adjust the spacing of multi-digit numbers on hit circles. A positive integer will spaces them further apart while negative integers will move them closer.
- `ScorePrefix:` This will determine which image set will be used for the numbers for the score. The value is the prefix for this image set. By default, `score-` will get used.
diff --git a/wiki/Skinning_Tutorial/skin.ini/ru.md b/wiki/Skinning_Tutorial/skin.ini/ru.md
index 87bb67ba8b98..3b337d04195e 100644
--- a/wiki/Skinning_Tutorial/skin.ini/ru.md
+++ b/wiki/Skinning_Tutorial/skin.ini/ru.md
@@ -7,7 +7,7 @@
Чтобы создать `skin.ini`, создайте новый текстовый файл и назовите его `skin.ini` (необходима включённая опция `Показывать расширеня файлов` в системе). Убедитесь, что вы набираете всё правильно и используете пробел ` ` после каждого `:`. *Помните, что вы не обязаны добавлять значение к каждой команде! Если вы оставите одно поле пустым, удалите его или закомментируйте, добавив префикс `//`.*
-### [General]
+### \[General\]
- `Name:` Название скина.
- `Author:` Имя создателя скина (ваше внутриигровое имя).
- `Version:` Версия, которую вы хотите использовать. Проверьте [skin.ini](/wiki/Skinning/skin.ini#versions) для детальной информации о каждой версии.
@@ -16,7 +16,7 @@
- `CursorExpand:` Должен ли курсор `cursor` расширяться, когда игрок кликает? Если да, используйте `1`. Если нет, используйте `0`.
- `CursorTrailRotate:` Должен ли след курсора `cursortrail` вращаться? Если да, используйте `1`. Если нет, используйте `0`.
-### [Colours]
+### \[Colours\]
*Примечание: Можно использовать до 8 цветов комбо*
- `Combo1:` Введите значение `R,G,B` для цвета последнего комбо.
- `Combo2:` Введите значение `R,G,B` для цвета первого комбо.
@@ -24,7 +24,7 @@
- `SliderBorder:` Введите значение `R,G,B` для цвета границы слайдера.
- `SliderTrackOverride:` Введите значение `R,G,B` для цвета дорожки слайдера.
-### [Fonts]
+### \[Fonts\]
- `HitCirclePrefix:` Это значение определит, какой набор изображений будет использоваться для чисел для нот. Значение является префиксом для этого набора изображений. По умолчанию используется `default-`.
- `HitCircleOverlap:` Это значение отрегулирует интервал многозначных чисел на нотах. Положительное целое число будет расставлять их дальше друг от друга, в то время как отрицательное целое будет двигать их ближе.
- `ScorePrefix:` Это значение определит, какой набор изображений будет использоваться для чисел счёта. Значение является префиксом для этого набора изображений. По умолчанию используется `score-`.
diff --git a/wiki/Staff_Log/2020/en.md b/wiki/Staff_Log/2020/en.md
index b41955cd71e1..2ecb5d82c762 100644
--- a/wiki/Staff_Log/2020/en.md
+++ b/wiki/Staff_Log/2020/en.md
@@ -310,4 +310,67 @@ Abbreviations for user groups are used throughout this log:
- 2020-07-26: Removed [Volta](https://osu.ppy.sh/users/4154071) from **BN**
- 2020-07-29: Removed [Kaitjuh](https://osu.ppy.sh/users/2225327) from **BN**
-
+## August
+
+- 2020-08-07: Added [Scotty](https://osu.ppy.sh/users/11085809) to **NAT**
+- 2020-08-08: Added [Domco](https://osu.ppy.sh/users/3562660) to **Developers**
+
+### Beatmap Nominators
+
+#### Additions
+
+- 2020-08-05: Added [Ayucchi](https://osu.ppy.sh/users/7823498) to **Probationary BN**
+- 2020-08-05: Added [Hobbes2](https://osu.ppy.sh/users/8157492) to **Probationary BN**
+- 2020-08-10: Added [RiP46](https://osu.ppy.sh/users/5222596) to **Probationary BN**
+- 2020-08-10: Added [Murumoo](https://osu.ppy.sh/users/8001433) to **Probationary BN**
+- 2020-08-11: Added [Rocma](https://osu.ppy.sh/users/566276) to **Probationary BN**
+- 2020-08-22: Added [JierYagtama](https://osu.ppy.sh/users/7483452) to **Probationary BN**
+- 2020-08-23: Added [Ryuusei Aika](https://osu.ppy.sh/users/7777875) to **Probationary BN**
+- 2020-08-23: Added [Een Persoon](https://osu.ppy.sh/users/10959501) to **Probationary BN**
+- 2020-08-23: Added [NeKroMan4ik](https://osu.ppy.sh/users/11387664) to **Probationary BN**
+- 2020-08-23: Added [Karen](https://osu.ppy.sh/users/3143784) to **Probationary BN**
+- 2020-08-23: Added [Sylas](https://osu.ppy.sh/users/3906405) to **Probationary BN**
+- 2020-08-30: Added [autofanboy](https://osu.ppy.sh/users/636114) to **Probationary BN**
+- 2020-08-30: Added [Firika](https://osu.ppy.sh/users/9590557) to **Probationary BN**
+- 2020-08-30: Added [Pentori](https://osu.ppy.sh/users/7452237) to **Probationary BN**
+
+#### Moves
+
+- 2020-08-02: Moved [Muse Dash](https://osu.ppy.sh/users/13695676) from **Probationary BN** to **BN**
+- 2020-08-09: Moved [Garden](https://osu.ppy.sh/users/2849992) from **Probationary BN** to **BN**
+- 2020-08-09: Moved [Bibbity Bill](https://osu.ppy.sh/users/4446810) from **Probationary BN** to **BN**
+- 2020-08-11: Moved [-Aqua](https://osu.ppy.sh/users/7150015) from **Probationary BN** to **BN**
+- 2020-08-13: Moved [Stefan](https://osu.ppy.sh/users/626907) from **Probationary BN** to **BN**
+- 2020-08-13: Moved [Capu](https://osu.ppy.sh/users/2474015) from **Probationary BN** to **BN**
+- 2020-08-17: Moved [wonjae](https://osu.ppy.sh/users/5032045) from **Probationary BN** to **BN**
+- 2020-08-17: Moved [Nikakis](https://osu.ppy.sh/users/4351739) from **Probationary BN** to **BN**
+- 2020-08-21: Moved [Arzenvald](https://osu.ppy.sh/users/3027421) from **Probationary BN** to **BN**
+- 2020-08-22: Moved [frukoyurdakul](https://osu.ppy.sh/users/7612550) from **BN** to **Probationary BN**
+- 2020-08-22: Moved [Log Off Now](https://osu.ppy.sh/users/4378277) from **Probationary BN** to **BN**
+
+#### Removals
+
+- 2020-08-02: Removed [Icekalt](https://osu.ppy.sh/users/5410645) from **BN**
+- 2020-08-03: Removed [Rizen](https://osu.ppy.sh/users/3056732) from **BN**
+- 2020-08-07: Removed [Scotty](https://osu.ppy.sh/users/11085809) from **BN**
+- 2020-08-09: Removed [Kyousukee](https://osu.ppy.sh/users/8842107) from **Probationary BN**
+- 2020-08-19: Removed [Yales](https://osu.ppy.sh/users/2377881) from **Probationary BN**
+- 2020-08-19: Removed [Dako](https://osu.ppy.sh/users/11081858) from **BN**
+- 2020-08-22: Removed [Axer](https://osu.ppy.sh/users/7299864) from **BN**
+
+## September
+
+- 2020-09-01: Moved [Osu Tatakae Ouendan](https://osu.ppy.sh/users/594210) from **osu! Alumni** to **GMT**
+
+### Beatmap Nominators
+
+#### Additions
+
+- 2020-09-01: Added [Mimari](https://osu.ppy.sh/users/14339830) to **Probationary BN**
+
+#### Moves
+
+- 2020-09-02: Moved [Davvy](https://osu.ppy.sh/users/10047413) from **Probationary BN** to **BN**
+- 2020-09-02: Moved [Secre](https://osu.ppy.sh/users/2306637) from **Probationary BN** to **BN**
+
+
diff --git a/wiki/Star/en.md b/wiki/Star/en.md
new file mode 100644
index 000000000000..baa174a5e12a
--- /dev/null
+++ b/wiki/Star/en.md
@@ -0,0 +1,22 @@
+---
+stub: true
+---
+
+
+
+
+
+# Star
+
+**Star** has four meanings:
+
+1. A stage in a beatmap's modding process where a moderator judges a beatmap to be on the right track but needing some improvements before approve with a bubble.
+ - Examples include adjustments in timing, incorrect beat spacing in some areas, or creating additional difficulty versions.
+ - Beatmaps receiving a star are denoted by a star graphic next to their thread's title.
+ - A star may be removed by another mod if the beatmap is thought to be in need of more improvements.
+2. Another term for "Star Rating".
+ - The symbol that represents the difficulty of a beatmap.
+3. Another term for "[Kudosu](/wiki/Modding/Kudosu)".
+ - These are given to beatmap modders and can be used to raise a beatmap above others.
+4. Another term for "[Star Priority](/wiki/Modding/Star_priority)".
+ - These stars are given to [osu!supporters](/wiki/osu!support) and are used in [Feature Requests](https://osu.ppy.sh/community/forums/4).
diff --git a/wiki/Storyboard_Scripting/Audio/de.md b/wiki/Storyboard_Scripting/Audio/de.md
index 8b14fc159bf8..99f9070824a0 100644
--- a/wiki/Storyboard_Scripting/Audio/de.md
+++ b/wiki/Storyboard_Scripting/Audio/de.md
@@ -10,14 +10,14 @@ Die Form wie ein Audio deklariert wird:
wo:
-- ist der Zeitpunkt, ab wann die Audio Datei abgespielt werden soll.
-- ist ein numerischer Wert, der die jeweilige Ebene angibt, auf die die Audio Datei gelegt wird:
+- `` ist der Zeitpunkt, ab wann die Audio Datei abgespielt werden soll.
+- `` ist ein numerischer Wert, der die jeweilige Ebene angibt, auf die die Audio Datei gelegt wird:
- 0 - Background
- 1 - Fail
- 2 - Pass
- 3 - Foreground
-- ist der Name der Datei, den Sie aufrufen wollen.
-- ist eine Zahl von 1 bis 100, welches die jeweilige Lautstärke des Audios angibt (wenn die Zahl weggelassen wird, wird der Wert auf 100 gesetzt).
+- `` ist der Name der Datei, den Sie aufrufen wollen.
+- `` ist eine Zahl von 1 bis 100, welches die jeweilige Lautstärke des Audios angibt (wenn die Zahl weggelassen wird, wird der Wert auf 100 gesetzt).
## Beispiel
diff --git a/wiki/Storyboard_Scripting/Audio/en.md b/wiki/Storyboard_Scripting/Audio/en.md
index d33105d88da2..d940615f3a8e 100644
--- a/wiki/Storyboard_Scripting/Audio/en.md
+++ b/wiki/Storyboard_Scripting/Audio/en.md
@@ -10,14 +10,14 @@ The form of an audio sample declaration is:
where:
--