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  1. 5k
  2.  
  3. Rhythm related guidelines apply to approximately 170 BPM.
  4.  
  5. Easy
  6.  
  7. Rules
  8. - Slider velocity changes that alter the scrolling speed of the beatmap are disallowed. Slider velocity changes to unify the scroll speed in variable BPM beatmaps are exempt.
  9. - Scroll normalization must be done in beatmaps with variable BPM.
  10.  
  11. Guidelines
  12. - HP and OD values should not be higher than 7.
  13. - Note snapping of consecutive ¼ and higher should not be used. Slower rhythms are more appropriate for this difficulty level.
  14. - Long notes should be held for at least one beat. Faster release timing is too difficult for players of this level.
  15. - Objects should not be placed during a 1/1 long note’s hold duration. However, notes can be placed when the long note’s hold duration has at least 2 beats or more. Additionally, using an object at the beginning or end of a 1/1 long note is fine.
  16. - Avoid chords with more than 2 notes. This includes long note patterns that involve notes in more than two columns.
  17. - Avoid using chords during consecutive ½ note patterns. However, using a chord to end a pattern is fine.
  18. - Note density should consist of mostly 1/1, occasional ½, or slower rhythms.
  19. - Avoid using more than 6 consecutive ½ notes. However, the general usage of ½ rhythms can be increased as the BPM gets lower.
  20. -
  21.  
  22. Normal
  23.  
  24. Rules
  25. - Inverse patterns are disallowed. This pattern requires higher level of technical skill and finger independence that players of this difficulty cannot handle.
  26. - Slider velocity changes that alter the scrolling speed of the beatmap are disallowed. Slider velocity changes to unify the scroll speed in variable BPM beatmaps are exempt.
  27. - Scroll normalization must be done in beatmaps with variable BPM.
  28.  
  29. Guidelines
  30. - HP and OD values should not be higher than 7.5.
  31. - Note snapping of consecutive 1/6 and higher should not be used. Slower rhythms are more appropriate for this difficulty level.
  32. - Long note should be held for at least 1/2 of a beat. Faster release timing is too difficult for players of this level.
  33. - Long Note releases should be at least ½ of a beat apart from each other. Smaller gaps between releases require a level of finger independence that platers of this difficulty cannot handle.
  34. - Objects should not be placed during a ½ long note’s hold duration. However, using an object at the beginning or end of a long note is fine.
  35. - Avoid rhythms faster than ½ during a 1/1 long note’s hold duration.
  36. - Avoid using any form of ¼ shield pattern. The coordination required for this pattern is too difficult for players at this level.
  37. - Note density should consist of mostly 1/1 and ½, occasional ¼, and slower rhythms.
  38. - Avoid using more than 6 consecutive ¼ notes.
  39. - Long streams of 1/2 notes should include, at minimum, a 1/1 pause where natural to implement after every musical phrase, as these can become too physically demanding for players at this level.
  40. - Avoid using chords during consecutive 1/4 note patterns. However, using a chord to end a pattern is fine.
  41. - Avoid using 1/4 minijacks or other jack patterns. These patterns are too physically demanding for players at this level.
  42. - Manipulating slider velocity is discouraged. Slider velocity should only be changed for sections of music with different intensities and should not be drastically variable throughout the beatmap.
  43. - Long-term slider velocity changes should be between 0.90x and 1.05x.
  44. - Avoid chords with more than 3 notes. This includes long note patterns that involve notes in more than three columns. Exception is allowed when it is used at the beginning/end of a musical phrase.
  45. - Avoid anchors consisting of three or more notes. While they are easy for players to read, longer anchors are strenuous.
  46.  
  47. Hard
  48.  
  49. Guidelines
  50. - HP and OD values should not be higher than 8.
  51. - Note snapping of consecutive 1/8 and higher should not be used. These can be too physically demanding for players of this level. An exception to this guideline would be the usage of grace notes that are at higher-end snaps (1/8, 1/12 and 1/16) as they are only used to accentuate gracing sounds.
  52. - Note snapping of consecutive 1/8 should be used sparingly.
  53. - Long streams of 1/4 notes should include, at minimum, a 1/2 pause where natural to implement after every musical phrase. These can be too physically demanding for players of this level.
  54. - Avoid using chords in the middle of 1/6 streams. However, using a chord at the beginning or end of a stream is fine.
  55. - Avoid using more than 5 consecutive of double chordstreams. The coordination and hand balance required for this pattern is too difficult for players at this skill level.
  56. - 1/4 Jack usage is discouraged. These can be too physically demanding for players of this level. Minijacks with ample rest time in between may be acceptable.
  57. - Avoid using more than 7 consecutive notes in a trill. The coordination and hand balance required for this pattern is too difficult for players at this skill level.
  58. - Long notes should be held for at least 1/4 of a beat. However, up to 1/6 of hold duration is allowed for different representation of sound if the song’s BPM is drastically slower. Apply reasonable usage of such pattern in these cases.
  59. - Objects directly after short-term slider velocity changes should appear at the beatmap's normal scroll speed. To do this, short-term slider velocity changes should only be used in empty spaces between notes and should equalize to a distance of 1.0x.
  60. - Long-term slider velocity changes should be between 0.8x and 1.10x.
  61. - Slider Velocity gimmicks should be reactable within 1/2 of a beat or more.
  62. - Avoid anchors consisting of five or more notes. While they are easy for players to read, longer anchors are strenuous.
  63. - Keep chord distance in a chordstream at a 1/1 or higher interval. Anything denser than that can deter readability.
  64. - Avoid using bracket patterns that last for more than 3 consecutive ¼ streams. These can be too physically demanding for players of this level, and a lot harder to play than other patterns of similar density.
  65. In the middle of a long chord stream with a chord every...
  66. - ...1/1, there should not be more than 2 notes, except at the beginning/end of a stream, when 3 is acceptable.
  67. - ...1/2, it’s recommended to use single note instead unless there is extremely clear musical justification.
  68. - ...1/4, there should not be more than 1 note.
  69.  
  70. Insane
  71.  
  72. Guidelines
  73. - Avoid unjustified spikes in difficulty. Difficulty should be representative of the song's intensity.
  74. - Avoid using split rolls or any kind of complicated 1/8 streams lasting longer than 4 beats. Streams of this type of snap are hard to execute and should only be used if the song warrants it.
  75. - Avoid using 1/6 or higher snap long note streams. These are very hard to hit and release because of their very short length. Use regular notes in place of streams instead. However, if the song warrants it, their lengths can be extended for playability at higher BPM songs, since this would help with increasing the chance of getting max 300 scores.
  76. - Long-term slider velocity changes should be between 0.70x and 1.10x.
  77. - Slider Velocity gimmicks should be reactable within 1/4 of a beat or more when unnormalized and 1/2 of a beat or more when normalized.
  78. - Avoid using 1/4 jacks with 2+ notes in the middle of chordstream. These require finger independence that is too difficult for players at this level. Exception would be if the said ¼ jack was followed by chords that are played by the same hand (for example: column 1,2, OR column 4,5,)
  79. - Avoid bracket chordstreams lasting for more than 2 beats. This can be very physically exhausting due to the repetitive trilling of different fingers.
  80. - Bracket chordstreams that consist of more than 2 notes are discouraged. Anything more than that can hurt readability and playability, and more physically exhausting than other patterns of similar density.
  81. - Avoid using more than 7-note split-jumptrills. These are more physically exhausting than other patterns of similar density.
  82. - In the middle of a long chord stream with a chord every...
  83. - ...1/1, there should not be more than 3 notes, except at the beginning/end of a stream, when 4 is acceptable.
  84. - ...1/2, there should not be more than 2 notes.
  85. - ...1/4, it's recommended to use a single note instead unless there is extremely clear musical justification.
  86.  
  87. Extra
  88.  
  89. Guidelines
  90. - Avoid unjustified spikes in difficulty. Difficulty should be representative of the song’s intensity.
  91. - Long-term slider velocity changes should be between 0.60x and 1.10x.
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