DDR method:
The above area would be filled in with a pentagon based on these 5 factors:
Stream: Overall density
Chaos: degree of irregularity/complexity
Freeze: Number of freeze arrows
Air: Number of jumps
Voltage: degree of maximum density
I think it would be possible to implement something similar to this into osu!, but it'd require a bit of thinking. The star-based system we have now is based on an algorithm which could provide some ideas (I think the main factor involves the # of beats within a time-frame or something like that), but here's several factors I can think of that makes a map hard in osu:
-Number of beats with respect to length of the song (maybe apply Stream above and have an average number of beats per minute or so)
-Jumps (distance between notes with respect to time between them)
-Number and length of spinners
-Complex patterns (this would be a bit difficult to implement though :\)
-Difficulty settings under Song Setup (hp drain, circle size, and overall)
Have an impact, but not as much as above:
-Slider velocity
-Drain time (how much of the map is composed of breaks and how much is spent playing)
All I can think of for now, but I'm sure there's other factors. Point being though, these would be the osu! equivalents to the ddr example above.
Also note that it doesn't have to be a polygonal shape. Maybe these factors can also be under a star-based system, similar to how difficulty works now and have it displayed on song select. (though it may look confusing)
Let me know what you think.
tl;dr: Find the 5 or so most contributing things that make an osu! map hard, make a graphical representation of it, add it to song select.
The above area would be filled in with a pentagon based on these 5 factors:
Stream: Overall density
Chaos: degree of irregularity/complexity
Freeze: Number of freeze arrows
Air: Number of jumps
Voltage: degree of maximum density
I think it would be possible to implement something similar to this into osu!, but it'd require a bit of thinking. The star-based system we have now is based on an algorithm which could provide some ideas (I think the main factor involves the # of beats within a time-frame or something like that), but here's several factors I can think of that makes a map hard in osu:
-Number of beats with respect to length of the song (maybe apply Stream above and have an average number of beats per minute or so)
-Jumps (distance between notes with respect to time between them)
-Number and length of spinners
-Complex patterns (this would be a bit difficult to implement though :\)
-Difficulty settings under Song Setup (hp drain, circle size, and overall)
Have an impact, but not as much as above:
-Slider velocity
-Drain time (how much of the map is composed of breaks and how much is spent playing)
All I can think of for now, but I'm sure there's other factors. Point being though, these would be the osu! equivalents to the ddr example above.
Also note that it doesn't have to be a polygonal shape. Maybe these factors can also be under a star-based system, similar to how difficulty works now and have it displayed on song select. (though it may look confusing)
Let me know what you think.
tl;dr: Find the 5 or so most contributing things that make an osu! map hard, make a graphical representation of it, add it to song select.