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Add F-G lettered article stubs from glossary #3827

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21 changes: 19 additions & 2 deletions wiki/Beatmaps/Beatmapsets/Guest_difficulty/en.md
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Expand Up @@ -3,10 +3,27 @@ tags:
- guest beatmap
- guest difficulties
- guest map
- gd
---

# 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/)*
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A **guest difficulty** or *GD* 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). Guest difficulties usually use the creator's username in the difficulty's name.
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There are many reasons for guest difficulties to exist:
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- Etiquette in the community can make it difficult for multiple creators to upload beatmaps of the same song around the same time.
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- The guest creator, interested in creating a beatmap for a song, may choose to contribute a difficulty to an existing beatmapset instead.
- The guest creator may also decide upon playing a beatmap that they want to create a difficulty for it.
- The guest creator did not want to put in the effort in creating the difficulties on their own, but would rather just create one and give it to another creator.

On the other hand, it may be the creator who wants a few guest difficulties:
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- To give the mapset a "community effort" feel.
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- The creator did not want to create the difficulties themselves

Guest difficulties are often requested by private messages. Guest difficulties can also be requested in modding queues.
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20 changes: 20 additions & 0 deletions wiki/Glossary/Fail/en.md
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---
tags:
- miss
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# Fail

**Fail** has three different meanings:

- The incompletion of a [beatmap](/wiki/Beatmaps) due to:
- Not filling the health bar up to 80% when completing a beatmap in [osu!taiko](/wiki/Game_Modes/osu!taiko).
- Emptying the health bar in [osu!standard](/wiki/Game_Modes/osu!), [osu!catch](/wiki/Game_Modes/osu!catch), and [osu!mania](/wiki/Game_Modes/osu!mania).
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- In multiplayer there may be a fail indicator underneath a player's name to show they have failed the beatmap.
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- The player having less than 50% [health](/wiki/Beatmapping/Health) during a break; where an indicator will display if you failed the section.
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- A fail indicator will be shown.
- A failed [storyboard](/wiki/Storyboard_Scripting) animation will be played if available.

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14 changes: 14 additions & 0 deletions wiki/Glossary/Featured_Artist/en.md
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---
tags:
- FA
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# Featured Artist
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*Main page: [Featured Artists](/wiki/Featured_Artists)*

A featured artist is an artist who has officially licensed their music for use in osu!. Their music has been cleared by the [osu! team](/wiki/People/The_Team/) and their songs are suitable for [beatmapping](/wiki/Beatmapping/). All tracks from featured artists include a pre-timed `.osz` file to help you focus on beatmapping.
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16 changes: 16 additions & 0 deletions wiki/Glossary/Full_Combo/en.md
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tags:
- FC
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# Full Combo
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**Full combo** or *FC* is a term used to describe a player obtaining the maximum possible [combo](/wiki/Beatmapping/Combo) on a [beatmap](/wiki/Beatmaps). To obtain a full combo, a player has to clear a beatmap without missing or sliderbreaking any [hit objects](/wiki/Hit_object/).
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Due to the combo multiplier effect, full combos will award the most score in the [osu!standard](/wiki/Game_Modes/osu!), [osu!taiko](/wiki/Game_Modes/osu!taiko), and [osu!catch](/wiki/Game_Modes/osu!catch) game modes. See the below comparison for an example of the score difference between a full combo and a broken combo.
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![Score comparison between full and broken combos](../img/CombosCanHurt.png "The score on the top has a full combo, while the one on the bottom has a broken combo.")

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13 changes: 13 additions & 0 deletions wiki/Glossary/Geki/en.md
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tags:
- 300
- perfect
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# Geki

**Geki(激)**, or *Elite Beat!*, is a [scoring](/wiki/Score) term used when you complete a comboset with the highest [accuracy](/wiki/Gameplay/Accuracy) on every note. This idea originates from the Nintendo DS game Elite Beat Agents which the [osu!standard](/wiki/Game_Modes/osu!/) [game mode](/wiki/Game_Modes) is based on.
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14 changes: 14 additions & 0 deletions wiki/Glossary/Grade/en.md
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tags:
- rank
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# Grade

**Grades** are letter-grades representing a player's performance on a given [beatmap](/wiki/Beatmaps/). It accompanies the total [score](/wiki/Score) at the result screen and appears in all lists where scores appear.
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From lowest to highest, the possible grades are F, C, B, A, S, Silver S, SS, and Silver SS. Silver grades are only achievable with the hidden difficulty modifier.
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14 changes: 14 additions & 0 deletions wiki/Glossary/Graveyard/en.md
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tags:
- dead
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# Graveyard

The **graveyard** is a subforum for [beatmaps](/wiki/Beatmaps/) that have been abandoned. Graveyarded maps do not count towards a user's total upload limit. The owner may revive them by updating the beatmap, which sends it back to being a Work in Progress. This requires having a free pending slot.
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Beatmaps that are not updated or receive no posts from their owner for 28 days will be automatically sent to the Graveyard.
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14 changes: 14 additions & 0 deletions wiki/Glossary/Grid_Snapping/en.md
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tags:
- lock
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# Grid Snapping
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**Grid snapping** refers to a button on the right-hand side of the [beatmap editor](/wiki/Beatmap_Editor). Enabling it will force every [hit object](/wiki/Hit_object/) that is interacted with to snap along the intersections of the grid.
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The base level of spacing between each sector of the grid can be adjusted by pressing `G` or by going to `View` then `Grid Level`. Grid snapping can help with aligning objects to each other and arranging them in patterns.
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