osu!mapping: standard ranking criteria

Published: 12 March 2017
on channel: pishifat
53,911
1.7k

explaining the history, importance, and content of the newly amended ranking criteria

new standard ranking criteria: https://osu.ppy.sh/wiki/Standard_Rank...
ranking criteria subforum: https://osu.ppy.sh/forum/87

patreon:   / pishifat  
twitter:   / pishifat  

timestamps of everything:
8:19 - Hitobjects must never be off-screen in 4:3 aspect ratios.
8:58 - Spinners must be long enough for Auto to achieve 1000 bonus score.
9:13 - Each map must use at least two different custom combo colors unless the default skin is forced.
9:41 - Reverse arrows on sliders must not be completely visually obstructed by other hitobjects with the default or beatmap-specific skin.
9:56 - You must not silence both slider ticks and slider slides together.
10:10 - You must not use sound samples for sliderslide, sliderwhistle, and spinnerspin which do not naturally loop.
10:28 - Every slider must have a clear and visible path to follow from start to end.

10:56 - All circles and slider heads should be snapped to distinct sounds in the music.
11:22 - Slider tick rate should be set according to the song.
11:42 - Avoid using combo colors, slider borders or hitcircleoverlays with ~50 luminosity or lower.
11:55 - Avoid using combo colors with ~220 luminosity or higher during kiai times.
12:09 - Avoid overlapping hitobjects with other elements of the default and beatmap-specific skins.
12:18 - Avoid using high tick rates combined with low slider velocity.
12:33 - Ensure that your combos are not unreasonably short or long.
12:48 - Avoid keysounding without hitnormal support.
13:01 - Buzz sliders should have appropriate delay before the next note.
13:29 - Difficulty should be appropriately expressed to represent the intensities of different sections in the music.
13:48 - Avoid major composition differences in similar sections of a song.
13:58 - Sliders should begin on stronger beats and end on equal or weaker sounds.
14:18 - Avoid extended sliders which pass through important sounds.
14:41 - Jumps should be used to highlight certain sounds in the music.
14:51 - Make sure that your spinners are not unreasonably long.
15:02 - Spinners should be used when they fit the music.
15:16 - When including a slider velocity change, there should be a discernible change in the song's pacing.
15:25 - Avoid following multiple layers of the song if it is unclear what rhythm is prioritizing.
15:38 - Sliderends of extended sliders should be snapped according to the song's beat structure.
16:09 - Try to spread your hitobject placement evenly across the playfield.
16:20 - Avoid rhythms which are in no way predictable.
16:28 - Avoid using similar combo colors in successive combos.
16:38 - Spinners and sliderends should have hitsound feedback.

17:27 - If stacks are used, Stack Leniency must be set high enough for 1/1 hitobjects to stack.
17:41 - Time-distance equality should be used.
18:21 - When distance snap is used, try to keep it between 0.8x and 1.2x.
18:46 - Note density should consist of mostly 1/1, 2/1, or slower rhythms.
18:54 - Avoid using sliders shorter than 1/2 of a beat.
19:06 - Avoid overlapping circles, slider heads, and slider tails.
19:26 - Avoid 1/1 sliders with multiple reverses.
19:32 - Avoid slider-only sections.
19:53 - Manipulating slider velocity is discouraged.
20:06 - Use straightforward and easily understandable slider shapes.
20:18 - Spinner recovery time should be at least 4 beats.
20:31 - Avoid spinners less than 4 beats.

21:02 - Avoid long chains of hitobjects with 1/2 gaps.
21:17 - Avoid 1/2 hitobjects after sliders which appear underneath the previous slider’s path.
21:32 - Stacks are acceptable, but avoid switching between 1/1 and 1/2 stacks repeatedly.

21:57 - Avoid streams made of more than 5 notes.
22:07 - Avoid visually similar 1/2 and 1/1 spacing.
22:25 - Avoid mixing 1/2 and 1/4 rhythms in the same stack.
22:34 - Slider tick hitsounds are discouraged. (feedback equal to that of other hitsounds*)

23:04 - Avoid cross screen jumps and spaced streams.
23:32 - Avoid unjustified spikes in difficulty.

poor attempt at this:    • unedited spread elements  

maps referenced:
http://pastebin.com/X5WAyteF (description is too long for youtube)


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