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@orwenn22
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@orwenn22 orwenn22 commented Sep 21, 2025

So, I recently tried to get into mapping, and I think the game could benefit from having some kind of "landmines" notes (I chose that name because it made sense to me, but I don't mind if it gets changed). Basically, these are notes that causes the player to miss if they hit them.

This is mostly a proof of concept, therefore I don't really expect this to go into the game without being reworked a lot.
As of right now, the timing window for hitting a mine and counting it as a miss is the same as "perfect" ratings, and holding a key while a mine is over the receptors don't count as a miss. Also, landmines currently have the same appearance as tick notes but with a different colour.

2025-09-21.18-17-07.mp4

These could be used for memorisation maps in which notes are too spaced from each other. In some situations, it is possible to get full accuracy by just spamming quads, and adding landmine notes could fix this issue.

Spamming quads, without landmines:

without_landmines.mp4

Smapping quads, with landmines:

with_landmines.mp4

Also, some stepmania/etterna maps have landmines in them, so this could also be used for imported maps (this isn't implemented in this PR though).
In addition, this would also allow the creation of gimmick maps similar to the ones from bms (https://www.youtube.com/watch?v=PZYh8iF29NA)

Since I don't know if there is any real interest in this, I didn't really focus on code quality (also I'm not that familiar with the code base), but if there is actual interest I'm willing to make all the necessary changes and clean-ups to get this in an acceptable state.

@flustix
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flustix commented Sep 21, 2025

Took a quick look at this, (it's late right now I'll look at it properly tomorrow)

seems relatively fine, but

  • a lot of the code (especially the skinnables) is copy-pasted, with only small stuff/colors changed
  • visual lanes should not be allowed on this
  • the note design isn't good (what if the map colors is a similar red, you just can't see the landmines)

@orwenn22
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Yes, a lot of things were copy-pasted from tick notes.
I'll try to change it and better reuse existing stuff as soon as possible

In the end landmines probably won't look like ticknotes if they end up being added, so DefaultLandmine and DefaultCircleLandmine are mostly placeholders

@orwenn22 orwenn22 marked this pull request as ready for review October 1, 2025 17:26
(wasn't supposed to be in yet, oops)
i suck at git pls forgive me :(
previously it just looked at the next HitObject.
 while this would probably be enough for most maps, if a mapper put way too many landmines right before a note, only the closest landmine would get removed earlier.
 with this change, every landmines in the "Okay" timing window of the next note will get removed earlier.
 (idk how to explain this better)
(probably requires additional modifications at other places, but rn this doens't seem to cause any issues)
# Conflicts:
#	fluXis/Skinning/Custom/CustomSkin.cs
#	fluXis/Skinning/Default/DefaultSkin.cs
#	fluXis/Skinning/ISkin.cs
#	fluXis/Skinning/SkinManager.cs
@flustix flustix added this to fluXis Nov 14, 2025
@flustix flustix moved this to on hold in fluXis Nov 14, 2025
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