![]() Though that still doesn't change the fact that missing the last notes doesn't really matter so much, but I'm not sure that's something that necessarily needs correcting. Maybe you could even have songs start off with the player at the maximum score multiplier, so that missing the first note is just as bad as missing later notes. Probably the best would be something like osu!'s Taiko scoring (or, similarly, Guitar Hero/Rock Band scoring, although obviously without Star Power/Overdrive), where you do get more points for having a long combo, but it maxes out after 100 hits (so you lose a lot of potential points by missing once in the middle of the song, but not half or more of the possible points you could get like in osu! standard). So when I got a foam pad for home, I wanted to replicate what felt most comfortable. The first time I played DDR was on a 6th Mix DDR MAX cabinet, but I spent most of my time with this massive custom LED wall screen that housed DDR Extreme. Admittedly, osu! scoring is probably too extreme about punishing misses/rewarding combos. Setting up Stepmania to look/feel like DDR Extreme. Download (440MB) - Disc ripped quality MAX-EXTREME background videos for Stepmania, compatible with old videos and scripts. Also it's boring, but I guess scoring systems don't really need to be all that exciting. Ddr Extreme Stepmania Pack Bewares Background Videos Pack 2013. ![]() The only remotely sane scoring system that Stepmania supports is Pump it Up scoring, which does at least function properly, but doesn't really reward being able to keep a combo (or punish for not keeping a combo) like it probably should. ![]() You get more points for notes that occur later in a song, regardless of how well you've been doing up to that point. But DDR scoring (which Stepmania uses by default) doesn't even do that.
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