Rhythm related guidelines and rules apply to approximately 180 BPM maps. If your song is drastically faster or slower, some variables might be different. Apply reasonable judgment in these cases.
If the beatmap follows a double or halved BPM style, Slider Velocity and all snapping variables in this ruleset need to be adjusted respectively.
- If a 1/2 pattern is used, the patterns must stay simplistic and be followed by a rest moment. For songs that follow a swing beat, this limit is 1/3.
- Patterns on snaps faster than 1/2 are disallowed. These patterns are too complex for beginner players. For songs which follow a swing beat, this limit is 1/3 instead.
- 1/1 patterns should not be longer than seven notes. Anything longer is likely to be too straining for beginners. Patterns like these should be followed by a rest moment.
- Main snapping should consist of mostly 2/1, 4/1, or slower rhythms. Occasionally using 1/1 rhythms is acceptable.
- Try to insert at least 1 rest moment that is 3/1 or longer after 16/1 to 20/1 of continuous mapping. Less frequent rest moments or shorter ones may put too much strain on beginners.
- Slider velocity changes may be used cautiously. Changes should only happen for sections of different pacings and slider velocity should not be drastically variable.
- OD should be 4 or less.
- HP should be 6 or more. In cases of higher note count, HP could be slightly adjusted to lower than 6.
- Patterns on snaps faster than 1/3 are disallowed. These patterns are too complex for beginner players.
- 1/3 patterns should not be longer than two notes. Anything longer is very situational and usually too complex for newer players. Patterns like these should be followed by a rest moment.
- 1/2 patterns should not be longer than seven notes. Anything longer is likely to be too straining for beginners.
- Main snapping should consist of mostly 1/1, 2/1 or slower rhythms. Occasionally using 1/2 rhythms is acceptable.
- Try to insert at least 1 rest moment that is 2/1 or longer after 16/1 to 20/1 of continuous mapping. Less frequent rest moments or shorter ones may put too much strain on beginners.
- Simple Slider velocity changes may be used.
If you plan on using a Futsuu as the lowest difficulty of a mapset, it has to abide by the following rules and guidelines:
- Patterns on snaps faster than 1/2 are disallowed. These patterns are too complex for beginner players.
- ½ patterns should not be longer than four notes.
- Slider velocity changes may be used cautiously. Changes should only happen for sections of different pacings and slider velocity should not be drastically variable.
- OD should be 5 or less.
- HP should be 5 or more. In cases of higher note count, HP could be slightly adjusted to lower than 5.
- Patterns on snaps faster than 1/6 are disallowed. These patterns are too complex for the target audience of this difficulty level.
- Finisher notes must not be used in any 1/4 patterns in this difficulty. These patterns are not suitable for this difficulty level.
- 1/6 patterns should not be longer than four notes on moderate to low BPM (~140). Anything longer is very situational and normally too complex. Patterns like this should be followed by a rest moment and avoided at faster BPMs.
- 1/4 patterns should not be longer than five notes. Anything longer is likely to be too straining for intermediate players.
- Main snapping should consist of mostly 1/2, 1/1 or slower rhythms. Occasionally using ¼ rhythms is acceptable.
- Try to insert at least 1 rest moment that is 3/2 or longer after 16/1 to 20/1 of continuous mapping. Less frequent rest moments or shorter ones may put too much strain on intermediate players.
- Manipulating slider velocity is allowed, but slider velocity should only be changed for sections of music with different pacings and should not be drastically variable.
- 1/4 patterns with one or more color changes should be used sparingly. They should be avoided in conjunction with other patterns of this nature because the target audience of this difficulty level is not used to patterns of this complexity.
- 1/4 patterns which are longer than three notes should consist of one color change at most which should take place at the start or the end of the pattern. Patterns more complex than that would be too demanding for intermediate players. These patterns should be followed by a rest moment.
- OD should be 5 or less
- HP should be 5 or more. In cases of higher note count, HP could be slightly adjusted to lower than 5.
- Patterns on snaps faster than 1/8 are disallowed. These patterns are too complex for the target audience of this difficulty level.
- 1/8 patterns should not be longer than two notes. It may be used for songs which follow a swing beat. Anything longer is very situational and normally too complex. Patterns like this should be followed by a rest moment.
- 1/4 patterns should not be longer than nine notes. Anything longer is likely to be too straining for the target audience of this difficulty level.
- Main snapping should consist of mostly 1/2 and occasional 1/1 rhythms. 1/4 rhythms may be used more frequently at this level of difficulty.
- Try to insert at least 1 rest moment which is 1/1 or longer after 16/1 to 20/1 of continuous mapping. Longer periods of continuous mapping may put too much strain on players of this difficulty level and shorter rest moments would count as continuous mapping.
- 1/4 patterns which are longer than five notes should avoid complicated color changes. Longer patterns with such complexity would be too demanding for the target audience of this difficulty level.
- OD should be 5 or more
- HP should be 5 or more. In cases of higher note count, HP could be slightly adjusted to lower than 5.
- Main snapping should consist of mostly 1/2 and 1/4 rhythms. 1/4 rhythms may be used very frequently at this level of difficulty.
- OD should be more than 5.
- HP should be 5 or more. In cases of higher note count, HP could be slightly adjusted to lower than 5.
round 1 stuff