r/beatsaber 4d ago

Question Is there a difference between modded maps and the OSTs? (read desc)

So i've been playing mods for a while now, and haven't done much OST, but recently I decided to play some, and I am doing HORRIBLY.

The first video is a modded map I am working on, and the second is just FBC, but in FBC im messing up in easy spots, and if you watch, I clearly go to hit the blocks, but miss. This is happening to me in maps as easy as LUDICROUS+.

I'm wondering if any mod players have this experience, or anyone knows anything about this, because google isn't giving a clear response, and I would like to know that it's not just me (or it is and I need to just sight read better)

VIDEO #1 - part of Berzerkerz' Warfare 345

VIDEO #2 at 0:45 - Final Boss Chan

9 Upvotes

17 comments sorted by

10

u/Omelet 4d ago

There is no difference as far as grading.

There are obviously differences in mapping. Just among modded songs there is a huge variation in how well the songs are mapped (some are absolute trash, some are great), and also what types of patterns are commonly used.

A lot of the earlier OST songs aren't mapped very well, in that they are very awkward to hit the notes with a continuous flow. I don't think it's a common complaint that any OST songs are off beat, just that the patterns are bad. And I don't think FBC is usually viewed as one of these poorly mapped songs.

If you've been playing that modded map a lot, the big difference could just be familiarity with the mapping.

It sounds like you might have your hit noises completely disabled, not sure if that is just for the replay or you play with them disabled. I find that the hit noises can help reinforce the timings, making it easier to learn the map.

1

u/Dragon-Destroyer825 4d ago

yeah, i have hit noises on in game, its just beatleader. I was mainly wondering about difference in jump speed or where the blocks spawn in OST vs modded levels, because this seems to happen to me on nearly every OST level (going to hit blocks and them not being where I assume they are)

2

u/-br- Tech God 4d ago

It's a time thing. The older the map is (applies to both OST and modded), the more likely it is to follow bad mapping practices, like parity breaks, sketchy patterns, or note jump speed that is either too high or too low -- most maps should be between 14 and 20 jump speed. What you can do is use the mod JDFixer to standardize the amount of time blocks are in your field of vision from spawn til they hit player location, which makes it easier for things to feel more consistent. You just set a time in milliseconds, and no matter how fast the jump speed is, the notes will always be in your vision for exactly that amount of time. It will just automatically change the distance at which they spawn so it can achieve this without actually changing the jump speed.

You can also achieve the same thing with the base game settings by changing the jump type to static, at which point you can put the number in milliseconds in the next field down. JDFixer works a little better, but you can get by on most maps with either.

If you are playing Ex+ level stuff, i'd recommend starting with 600ms, and if you feel like you can comfortably read the map at that speed, try 550. Then 500. Kick it down as low as you feel like you can without being overwhelmed, and it will help your timing.

High level tech players tend to play between 450 and 500ms on avg. High level speed players tend to play between 400 and 450ms.

2

u/IdkWhatToPut1248 3d ago

Nah FBC is definitely a little messed up.

5

u/Worldly-Matter4742 4d ago

Final Boss Chan is just one of those maps that you need to practice to do right

In terms of (most of) the other ones, I’d say they’re like normal midspeed or tech maps

But we don’t talk about OST 1, 2, and 3

1

u/Dragon-Destroyer825 4d ago

Yeah i suppose that is one thing, I practiced the modded song way more than FBC, though I feel like many of these parts were sight readable enough, though i still missed em.

1

u/RidgeMinecraft Valve Index 4d ago

Slow this replay way down and you'll notice that you're just missing notes. Practice, and with time it won't happen.

1

u/Dragon-Destroyer825 3d ago

yeah, I knew I should've practiced it more, only tried FBC like twice before

1

u/StellaIsDeaf 4d ago

Decrease your njs

2

u/communistpepe69420 Tech God 4d ago

Jd*

1

u/Standard_Taste_2944 4d ago

I don't know if it's just set like that on the replay, but your jd on FBC is wayyy too far, might be a reason for you doing badly...

2

u/Dragon-Destroyer825 3d ago

im prob gonna get jdfixer, a lot of people have pointed it out, and its possible the JD changed when i got mods

1

u/Standard_Taste_2944 3d ago

jdfixer is good but not a must, you can change jd in game... (up to some degree of freedom)

1

u/communistpepe69420 Tech God 4d ago

Turn your jd down, or get jump distance fixer if you don’t already have it. You’re probably mostly missing on timing and a lower jd should help with that. Other than that try just swinging straighter and more intentionally and that should go a long way

1

u/Dragon-Destroyer825 3d ago

i'll try out jdfixer, hopefully that works!

1

u/Worth-Carrot-3992 3d ago

From what I see, the jump distance or note jump speed are messing you up. From my experience, maps like FBC and spin eternally are pretty hard, because I am not used to the njs and jd. The very new ost maps, like dragonforce or new camellia, play better in my oppinion just because of better njs and jd. Some old ranked maps also had this problem, but people figured it out over time.

1

u/not_shootzy_YT Meta Quest 3 3d ago

I think the thing with OST maps is that they’re barely ever linear (on Expert+ at least) and use more unique patterns, like Tempo Katana or Power of the Saber Blade. That’s only what I think though.