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news/2023/2023-11-10-the-followpoint-ephemeral-the-man-behind-the-medals.md
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layout: post | ||
title: "The Followpoint: Ephemeral, the Man Behind the Medals" | ||
date: 2023-11-10 09:00:00 +0000 | ||
--- | ||
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Come join us to delve into the science and magnets behind medals with Ephemeral, osu!'s strongest seagull! | ||
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![](/wiki/shared/news/2023-11-10-the-followpoint-ephemeral-the-man-behind-the-medals/banner.jpg) | ||
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Welcome to **The Followpoint**, a brand-new series of interview-style podcasts with a different guest each release! This time around we were joined by [Ephemeral](https://osu.ppy.sh/users/102335), the swole seagull who is in charge of all the magic behind [medals](/wiki/Medals)! | ||
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Ephemeral is a bit of an ever-present figure in osu!. Players as ancient as him may remember him for making [one of the (top 200) most played beatmaps of all time](https://osu.ppy.sh/beatmapsets/10435), but most people know him for being a "community manager", having a hand in many things going on in the back-end. | ||
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Among his tasks is leading the development of medals. This makes him the prime subject of avid medal hunters, who have decided to organise an interview where anyone could attend to ask any questions their soul desired answers for, regarding medals or the man himself. | ||
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On October 28th, the [osu! Medal Hunters](https://discord.gg/8qpNTs6) Discord server staff hosted an interview with Ephemeral. A recording of the event is available below, complete with timestamps in the description for those of you who want to skip around. | ||
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**This video reveals solutions to multiple medals. If you want to search for their solutions yourself, you may want to hold off on watching it for now.** | ||
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<div align="center"> | ||
<iframe width="95%" style="aspect-ratio: 16 / 9;" src="https://www.youtube.com/embed/OHWbFpPoTJI" frameborder="0" allowfullscreen></iframe> | ||
</div> | ||
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--- | ||
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Hope you'll enjoy the interview and maybe learn something interesting you didn't know, and... **see you next time**! | ||
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—MegaMix_Craft |
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layout: post | ||
title: "New Featured Artist: Solarbear" | ||
date: 2023-11-11 18:00:00 +0000 | ||
--- | ||
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"Map of the stars" has a completely new meaning with **Solarbear**'s addition to our Featured Artist library! | ||
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![](https://assets.ppy.sh/artists/388/header.jpg) | ||
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Mishmashing classic Game Boy samples with genre elements ranging from electro house to metal alongside a ton of variable time signatures, **Solarbear** shows just how exotic chiptune music can be. | ||
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**5** tracks shined enough to make their way to [**Solarbear**'s Featured Artist listing](https://osu.ppy.sh/beatmaps/artists/388). Pick them up while they're hot (which should be a few million years, give or take). | ||
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The osu!mania community was the first to take a liking to **Solarbear**'s complicated, multi-layered style, so it's only appropriate to showcase **Solarbear**'s sound through the genre-blending masterpiece [Stick Your Ins Out](https://osu.ppy.sh/beatmapsets/1149112)! Check that (and the rest of these previews) out: | ||
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<div align="center"> | ||
<video width="95%" controls> | ||
<source src="https://assets.ppy.sh/artists/388/release_showcase.mp4" type="video/mp4" preload="none"> | ||
</video> | ||
</div> | ||
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### Solarbear - Stick Your Ins Out | ||
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Play any (or every) difficulty from [the map above](https://osu.ppy.sh/beatmapsets/1149112) hosted by [Pope Gadget](https://osu.ppy.sh/users/2288341)! | ||
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<audio controls> | ||
<source src="https://assets.ppy.sh/artists/388/Songs/Solarbear%20-%20Stick%20Your%20Ins%20Out.mp3"> | ||
</audio> | ||
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### Solarbear - See You Later, Emaciator! | ||
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If you're into 7K, [this map](https://osu.ppy.sh/beatmapsets/513563) by [lenpai](https://osu.ppy.sh/users/5314573) is for you. | ||
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<audio controls> | ||
<source src="https://assets.ppy.sh/artists/388/Songs/Solarbear%20-%20See%20You%20Later%2C%20Emaciator!.mp3"> | ||
</audio> | ||
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### Solarbear - Pornogoblin (feat. Dr!p) | ||
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And if you're more in the mapping mood, give it a stab with [this pre-timed `.osz`](https://assets.ppy.sh/artists/388/Songs/Solarbear%20-%20Pornogoblin%20(feat.%20Dr!p).osz)! | ||
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<audio controls> | ||
<source src="https://assets.ppy.sh/artists/388/Songs/Solarbear%20-%20Pornogoblin%20(feat.%20Dr!p).mp3"> | ||
</audio> | ||
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--- | ||
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The template for your next beatmap can be found on [**Solarbear**'s Featured Artist listing](https://osu.ppy.sh/beatmaps/artists/388). If you don't believe us, you'll have to check the page for yourself. | ||
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Mapping isn't your thing? Fear not: you can play maps from our other Featured Artists through the latest batch of [**Featured Artist playlists** in osu!(lazer)](/wiki/People/Featured_Artists/Featured_Artist_playlists). | ||
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Another artist is coming next week, and it's someone *very* close to home. | ||
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Stay tuned. | ||
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—pishifat |
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--- | ||
stub: true | ||
tags: | ||
- authentic beatmaps | ||
- DS game | ||
- DS games | ||
- EBA | ||
- Elite Beat Agents | ||
- iNiS | ||
- iNiS beatmaps | ||
- iNiS beatmapping | ||
- iNiS mapping | ||
- iNiS maps | ||
- original game | ||
- original games | ||
- Osu! Tatakae! Ouendan! | ||
- Osu Tatakae Ouendan | ||
- Ouendan | ||
- beatmaps auténticos | ||
- beatmaps de iNiS | ||
- beatmapping de iNiS | ||
- mapping de iNiS | ||
- mapas de iNiS | ||
- juego original | ||
- juegos originales | ||
--- | ||
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# Beatmap auténtico | ||
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Un **[beatmap](/wiki/Beatmap)** auténtico es aquel que emula un nivel de los [juegos de iNiS](/wiki/iNiS_games). El término se origina en una época en la que el [mapping](/wiki/Beatmapping) se inspiró en gran medida en iNiS. Hoy en día, el término «auténtico» tiene poco significado, ya que generaciones de mappers se han inspirado unos de otros en lugar de los juegos originales. |
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--- | ||
stub: true | ||
tags: | ||
- bg | ||
--- | ||
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# Fondo | ||
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*Para conocer las regulaciones relativas a los fondos, véase: [Criterios de clasificación](/wiki/Ranking_criteria)* | ||
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Se pueden agregar imágenes y vídeos de fondo a los [beatmaps](/wiki/Beatmap). Cuando se escribe solo como «background» o «bg», normalmente se refiere a la imagen de fondo. | ||
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Los fondos se muestran en las tarjetas de los beatmaps, en la [pantalla de selección de canciones](/wiki/Client/Interface#selector-de-canciones) y durante el juego. Si las dificultades en un beatmap tienen diferentes fondos, se selecciona la dificultad con el [`BeatmapID`](/wiki/Beatmap#identificación) más bajo para la tarjeta del beatmap y los iconos del [carrusel de beatmaps](/wiki/Client/Interface#carrusel-de-beatmaps). |
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--- | ||
stub: true | ||
tags: | ||
- break time | ||
- rest | ||
- rest time | ||
- descanso | ||
- descansar | ||
- tiempo de descanso | ||
--- | ||
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# Descanso | ||
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Los **descansos** son secciones de un [beatmap](/wiki/Beatmap) que no tienen [objetos](/wiki/Gameplay/Hit_object). Durante este tiempo, el [drenaje de salud](/wiki/Gameplay/Health) se detiene temporalmente. Los descansos generalmente le permiten al jugador descansar el brazo por un momento y reposicionar su [dispositivo de entrada](/wiki/Gameplay/Input_device). | ||
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Dependiendo de la [configuración](/wiki/Client/Beatmap_editor/Song_setup) habilitada, pueden aparecer letterboxes cuando se inicia un descanso. Además de esto, puede aparecer un gráfico y un sonido de pasado o fallado para indicarle al jugador si le está yendo bien o no. Esto solo aparecerá si hay tiempo suficiente para que se muestre el gráfico. |
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--- | ||
stub: true | ||
tags: | ||
- drain length | ||
- duración de drenaje | ||
--- | ||
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# Tiempo de drenaje | ||
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El **tiempo de drenaje** se refiere a la duración total de un [beatmap](/wiki/Beatmap) que requiere que el jugador esté activo. Comienza en el primer [objeto](/wiki/Gameplay/Hit_object), termina al final del último objeto y no incluye [descansos](/wiki/Beatmap/Break). La palabra *drenaje* se origina en el sistema del [drenaje de salud](/wiki/Gameplay/Health) de [osu!](/wiki/Game_mode/osu!) y [osu!catch](/wiki/Game_mode/osu!catch), donde la salud del jugador disminuye constantemente a medida que juega el mapa. | ||
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Los beatmaps con tiempos de drenaje muy largos generalmente son llamados *[maratones](/wiki/Beatmap/Marathon)* debido a que requieren una resistencia más allá de lo normal para poder completarlos. | ||
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La página de información del beatmap en el sitio web calcula el tiempo de drenaje (etiquetado como `Duración del drenaje`) basándose únicamente en los tiempos de inicio de los objetos, por lo que si el último objeto del mapa es un [slider](/wiki/Gameplay/Hit_object/Slider) o [spinner](/wiki/Gameplay/Hit_object/Spinner), el tiempo de drenaje se mostrará incorrectamente. |
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--- | ||
stub: true | ||
tags: | ||
- health drain rate | ||
- passive drain rate | ||
- tasa de drenaje de salud | ||
- tasa de drenaje pasiva | ||
--- | ||
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# Tasa de drenaje de HP | ||
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*Para conocer la salud como mecánica del juego, véase: [Salud](/wiki/Gameplay/Health)*\ | ||
*Para conocer las regulaciones relativas a la tasa de drenaje de HP, véase: [Criterios de clasificación](/wiki/Ranking_criteria)* | ||
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La **tasa de drenaje de HP** (***HP***) es una configuración de dificultad de un [beatmap](/wiki/Beatmap) que controla cuánta [salud](/wiki/Gameplay/Health) se pierde pasivamente en el [drenaje de salud](/wiki/Gameplay/Health). También afecta la gravedad en la penalización de un jugador por fallar notas y la cantidad de salud que se recupera al golpear [objetos](/wiki/Gameplay/Hit_object) con precisión. | ||
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El HP varía de 0 a 10, donde 10 es el más severo y 0 es el más permisivo. | ||
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## Efectos de los mods | ||
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Hay cuatro mods que alteran la tasa de drenaje de HP cuando se activan: | ||
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- [Easy](/wiki/Gameplay/Game_modifier/Easy): Reduce a la mitad el valor de HP. | ||
- [Hard Rock](/wiki/Gameplay/Game_modifier/Hard_Rock): Multiplica el valor de HP por 1,4, hasta un máximo de 10. | ||
- [Double Time](/wiki/Gameplay/Game_modifier/Double_Time): El valor de HP no se ve afectado, pero debido al aumento del 50 % en la velocidad de juego, el drenaje de salud ocurre un 50 % más rápido. | ||
- [Half Time](/wiki/Gameplay/Game_modifier/Half_Time): El valor de HP no se ve afectado, pero debido a la disminución del 25 % en la velocidad de juego, el drenaje de salud ocurre un 25 % más lento. |
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--- | ||
stub: true | ||
--- | ||
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# Maratón | ||
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**Maratón** es un término usado para describir [beatmaps](/wiki/Beatmap) que duran cinco minutos o más. A menudo son [colaboraciones](/wiki/Beatmap/Beatmap_collaborations), ya que mapear canciones más largas puede resultar agotador cuando se hace solo. | ||
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## Historia | ||
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Cuando se introdujeron por primera vez los beatmaps de maratón, originalmente se definieron para que tuvieran al menos *seis* minutos de duración y solo podían incluir una única dificultad (con la excepción de que cada beatmap también podía incluir una única dificultad de [osu!taiko](/wiki/Game_mode/osu!taiko)). | ||
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Los beatmaps de maratón también debían tener su única dificultad llamada «Marathon» para evitar que el sistema de envío de beatmaps en ese momento hiciera que el beatmap ingrese a la categoría [pendientes](/wiki/Beatmap/Category#trabajo-en-progreso-y-pendientes). Al clasificarlos, los beatmaps de maratón ingresarían en la categoría [aprobados](/wiki/Beatmap/Category#aprobados) en lugar de la categoría [clasificados](/wiki/Beatmap/Category#clasificados) para indicar que se trataba de mapas de maratón. Posteriormente, la categoría se abandonó en favor de la categoría clasificados. | ||
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Los mapas de maratón se cambiaron posteriormente para incluir mapas con [tiempos de drenaje](/wiki/Beatmap/Drain_time) de cinco minutos y que permitieran el [nombramiento de dificultad personalizada](/wiki/Ranking_criteria/Difficulty_naming). Esto duró hasta que se introdujeron reglas de distribución más indulgentes en 2019. |
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--- | ||
stub: true | ||
tags: | ||
- patterns | ||
- patrones | ||
--- | ||
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# Patrón | ||
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Un **patrón** es un pequeño conjunto de [objetos](/wiki/Gameplay/Hit_object) dentro de un [beatmap](/wiki/Beatmap) organizado de manera significativa. | ||
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## Tipos de patrones comunes | ||
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### osu! | ||
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- [Jump](osu!/Jump) | ||
- [Stream](osu!/Stream) | ||
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### osu!mania | ||
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- [Chord](osu!mania/Chord) | ||
- [Stream](osu!mania/Stream) | ||
- [Jack](osu!mania/Jack) | ||
- [Anchor](osu!mania/Anchor) | ||
- [Trill](osu!mania/Trill) | ||
- [Hold note](osu!mania/Hold_note) |
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--- | ||
stub: true | ||
tags: | ||
- jumps | ||
- saltos | ||
--- | ||
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# Jump | ||
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Un **jump** o *salto* es un [patrón](/wiki/Beatmap/Pattern) de [osu!](/wiki/Game_mode/osu!) donde dos [objetos](/wiki/Gameplay/Hit_object) están muy separados en el campo de juego en comparación con el espacio entre otros objetos. Los jumps generalmente indican alta intensidad en una canción y generalmente se ajustan a las marcas 1/2 en la [línea de tiempo](/wiki/Client/Beatmap_editor/Timelines#hit-objects). | ||
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Los jumps generalmente se juegan con movimientos rápidos, a diferencia del movimiento suave de los [streams](/wiki/Beatmap/Pattern/osu!/Stream). |
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--- | ||
tags: | ||
- metadata sources | ||
- official metadata source | ||
- official metadata sources | ||
- official source | ||
- official sources | ||
- primary metadata sources | ||
- Metadata | ||
- Metadaten | ||
- Metadatenquelle | ||
- Metadatenquellen | ||
- Metadaten-Quelle | ||
- Metadaten-Quellen | ||
- Offizielle Metadatenquelle | ||
- Offizielle Metadaten-Quelle | ||
- Offizielle Quelle | ||
- Offizielle Quellen | ||
- Primäre Metadatenquellen | ||
- Primäre Metadaten-Quellen | ||
--- | ||
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# Primäre Metadatenquelle | ||
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Eine **primäre Metadatenquelle** ist eine Quelle für die Felder `Artist`, `Title` und `Source` in den [Metadaten](/wiki/Client/Beatmap_editor/Song_setup) einer [Beatmap](/wiki/Beatmap), die vom Künstler oder dem Musiklabel offiziell beworben werden. | ||
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Die Webseite eines Künstlers oder seines Labels, CD-Scans und offizielle Inhalte auf Webseiten wie Bandcamp, YouTube und SoundCloud werden als primäre Quellen für Beatmap-Metadaten akzeptiert. Drittanbieterwebseiten wie Wikis, Datenbanken (vndb, vgmdb usw.) und Musikdienste (Spotify, iTunes, Amazon usw.) geben die Intentionen des Künstlers nicht immer korrekt wieder und sollten nicht als Primärquelle verwendet werden. | ||
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Beatmaps, die auf den [Ranked](/wiki/Beatmap/Category#ranked)-Status abzielen, müssen ihre Metadaten aus einer Primärquelle beziehen. In den [Ranking-Kriterien](/wiki/Ranking_criteria#metadata) werden weitere Regeln und Richtlinien zu Beatmap-Metadaten festgehalten. |
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--- | ||
stub: true | ||
outdated_translation: true | ||
outdated_since: e08887d46a5c0e107d635078b0ae379f7689e342 | ||
--- | ||
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# Help | ||
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Oops, something went wrong.