See the draft of the general/skinning ruleset here: https://osu.ppy.sh/forum/t/435597
And now the difficulty-specific ruleset for Catch the Beat we want to propose after weeks of deliberation, discussion and testplays. It can also be used as a mapping guideline or just to help defining what belongs to each level of difficulty:
Rules
Rules
Rules
Rules
Rules
EDIT: There'll be a limited time to post your feedback in these threads, so make sure to do it until the 10th April at 23:59 UTC. There'll be a period of couple of days afterwards where the council will deliberate and adjust the draft to the recieved input from the community. This is to ensure that the ruleset gets approved by the staff in a reasonable period of time. It should be plenty of time to get enough feedback, so don't complain afterwards when the ruleset gets approved!
The thread will be locked for further deliberation on the 8th May at 23:59 UTC. Make sure to post your opinion before that date!
This will be the last 2-week period to recieve feedback from the community. After locking the thread on the 29th May at 23:59 UTC the ruleset will be discussed one more time with the last recieved comments and ammended by the osu! staff afterwards.
And now the difficulty-specific ruleset for Catch the Beat we want to propose after weeks of deliberation, discussion and testplays. It can also be used as a mapping guideline or just to help defining what belongs to each level of difficulty:
Cup
Rules
- Dashes and hyperdashes of any kind are disallowed. This is to ensure an easy starting experience to beginner players. In order to test that out, it must be possible to achieve an SS rank on the difficulty without making use of the dash key.
- Adequate time must be left between objects and the start and end of spinners to ensure readability. Depending on the BPM of the song, this time must conform to the following:
- BPM < 120 - 1/2 bar
- BPM < 240 - 1 bar
- BPM ≥ 240 - 2 bars
- Combos should not exceed 8 objects including slider tails and repeats. Spinners are an exception.
- Note density should follow a mostly 1/1 pattern - 1/2 and/or 1/3 patterns can be used sparingly
- Approach Rate / Overall Difficulty should be between 4-6
- HP drain should be 4 or less
- Circle Size should be between 2-3
Salad
Rules
- Hyperdashes of any kind are disallowed. This is to ensure a manageable step in difficulty for novice players. Difficulties may make use of basic (1/1, 1/2) regular dashing, although no type of dash can be used more than twice consecutively.
- Edge dashes must not be used as they require extremely precise timing which cannot be expected of less-experienced players.
- Adequate time must be left between objects and the start and end of spinners to ensure readability. Depending on the BPM of the song, this time must conform to the following:
- BPM < 120 - 1/2 bar
- BPM < 240 - 1 bar
- BPM ≥ 240 - 2 bars
- Combos should not exceed 10 objects including slider tails and repeats. Spinners are an exception.
- Note density should follow a mostly 1/1 and 1/2 pattern - 1/3 and/or 1/4 patterns can be used sparingly. Individual 1/3 and/or 1/4 patterns must not persist for more than one bar (4 and 5 objects respectively).
- 1/2 dashes may be used in pairs, 1/3 and 1/4 dashes singularly (not in conjunction with other dashes) if the BPM is less than 120.
- Approach Rate / Overall Difficulty should be between 6-7
- HP drain should be between 4-5
- Circle Size should be between 2.5-3.5
Platter
Rules
- Basic hyperdashes (1/1, 1/2) may begin to appear, but must not be used in conjunction with each other. Platters should serve as an introduction to hyperdashing, meaning strong hypers and hypers (e.g. 1.5x above the trigger distance) and hypers combined with antiflow patterns must not be used. 1/3 and 1/4 hyperdashes may be used singularly (not in conjunction with other dashes or hyperdashes) if the BPM is less than 120.
- Edge dashes must not be used as they require extremely precise timing which cannot be expected of less-experienced players.
- Adequate time must be left between objects and the start of spinners to ensure readability. Depending on the BPM of the song, this time must conform to the following:
- BPM < 120 - 1/4 bar
- BPM < 240 - 1/2 bar
- BPM ≥ 240 - 1 bar
- Combos should not exceed 12 objects including slider tails and repeats. Spinners are an exception.
- Note density should follow a mostly 1/2 and/or 1/3 pattern - 1/4 and/or 1/6 patterns can be used sparingly.
- Approach Rate / Overall Difficulty should be between 7-8.5
- HP drain should be between 5-6
- Circle Size should be between 3-4
Rain
Rules
- More complex hyperdashes (1/3, 1/4) may begin to appear, but no type of hyperdash can be used between more than four consecutive objects. Additionally, hyperdashes of different beat snap (1/2, 1/4, etc.) must not be used between consecutive objects.
- Adequate time must be left between objects and the start of spinners to ensure readability. Depending on the BPM of the song, this time must conform to the following:
- BPM < 120 - 1/4 bar
- BPM < 240 - 1/2 bar
- BPM ≥ 240 - 1 bar
- Combos should not exceed 16 objects including slider tails and repeats. Spinners are an exception.
- Note density should follow a mostly 1/2 + 1/4 and/or 1/3 + 1/6 pattern - 1/8 patterns and higher can be used sparingly.
- 1/6 and 1/8 hyperdashes may be used singularly (not in conjunction with other dashes or hyperdashes) if the BPM is less than 120.
- Edge dashes may only be used singularly (not in conjunction with other dashes or hyperdashes).
- Approach Rate/Overall Difficulty should be between 7-9
- HP drain should be between 6-7
- Circle Size should be between 3-5
Overdose
Rules
- Adequate time must be left between objects and the start of spinners to ensure readability. Depending on the BPM of the song, this time must conform to the following:
- BPM < 240 - 1/4 bar
- BPM ≥ 240 - 1/2 bar
- Combos should not exceed 16 objects including slider tails and repeats. Spinners are an exception.
- Note density should follow a mostly 1/2 + 1/4 and/or 1/3 + 1/6 pattern - 1/8 patterns and higher can be used sparingly.
- 1/8 and higher hyperdashes should not be used between consecutive object pairs.
- Edge dashes may be used with caution for a maximum of three consecutive objects, and should not be used in conjunction with hyperdashes.
- Approach Rate/Overall Difficulty should be between 8-10
- HP drain should be between 6-8
- Circle Size should be between 3-6
Revision #2
Rules
Rules
Rules
Rules
Rules
Cup
Rules
- Dashes and hyperdashes of any kind are disallowed. This is to ensure an easy starting experience to beginner players. In order to test that out, it must be possible to achieve an SS rank on the difficulty without making use of the dash key.
- Adequate time must be left between objects and the start and end of spinners to ensure readability. Depending on the BPM of the song, this time must conform to the following:
- BPM < 120 - 1/2 bar
- BPM < 240 - 1 bar
- BPM ≥ 240 - 2 bars
- Combos should not exceed 8 objects including slider tails and repeats. Spinners are an exception.
- Note density should follow a mostly 1/1 pattern - 1/2 and/or 1/3 patterns can be used sparingly
- Approach Rate / Overall Difficulty should be between 4-6
- HP drain should be 4 or less
- Circle Size should be between 2-3
Salad
Rules
- Hyperdashes of any kind are disallowed. This is to ensure a manageable step in difficulty for novice players. Difficulties may make use of basic (1/1, 1/2) regular dashing, although no type of dash can be used more than twice consecutively.
- Borderline dashes must not be used as they require extremely precise timing which cannot be expected of less-experienced players.
- Adequate time must be left between objects and the start and end of spinners to ensure readability. Depending on the BPM of the song, this time must conform to the following:
- BPM < 120 - 1/2 bar
- BPM < 240 - 1 bar
- BPM ≥ 240 - 2 bars
- Combos should not exceed 10 objects including slider tails and repeats. Spinners are an exception.
- Note density should follow a mostly 1/1 and 1/2 pattern - 1/3 and/or 1/4 patterns can be used sparingly. Individual 1/3 and/or 1/4 patterns must not persist for more than one bar (4 and 5 objects respectively).
- 1/2 dashes may be used in pairs, 1/3 and 1/4 dashes singularly (not in conjunction with other dashes) if the BPM is less than 120.
- Approach Rate / Overall Difficulty should be between 6-7
- HP drain should be between 4-5
- Circle Size should be between 2.5-3.5
Platter
Rules
- Basic hyperdashes (1/1, 1/2) may begin to appear, but must not be used in conjunction with each other. Platters should serve as an introduction to hyperdashing, meaning strong hypers and hypers (e.g. 1.5x above the trigger distance) and hypers combined with antiflow patterns must not be used. 1/3 and 1/4 hyperdashes may be used singularly (not in conjunction with other dashes or hyperdashes) if the BPM is less than 120.
- Borderline dashes must not be used as they require extremely precise timing which cannot be expected of less-experienced players.
- Adequate time must be left between objects and the start of spinners to ensure readability. Depending on the BPM of the song, this time must conform to the following:
- BPM < 120 - 1/4 bar
- BPM < 240 - 1/2 bar
- BPM ≥ 240 - 1 bar
- Combos should not exceed 12 objects including slider tails and repeats. Spinners are an exception.
- Note density should follow a mostly 1/2 and/or 1/3 pattern - 1/4 and/or 1/6 patterns can be used sparingly.
- Approach Rate / Overall Difficulty should be between 7-8.5
- HP drain should be between 5-6
- Circle Size should be between 3-4
Rain
Rules
- More complex hyperdashes (1/3, 1/4) may begin to appear, but no type of hyperdash can be used between more than four consecutive objects. Additionally, hyperdashes of different beat snap (1/2, 1/4, etc.) must not be used between consecutive objects.
- Adequate time must be left between objects and the start of spinners to ensure readability. Depending on the BPM of the song, this time must conform to the following:
- BPM < 120 - 1/4 bar
- BPM < 240 - 1/2 bar
- BPM ≥ 240 - 1 bar
- Combos should not exceed 16 objects including slider tails and repeats. Spinners are an exception.
- Note density should follow a mostly 1/2 + 1/4 and/or 1/3 + 1/6 pattern - 1/8 patterns and higher can be used sparingly.
- 1/6 and 1/8 hyperdashes may be used singularly (not in conjunction with other dashes or hyperdashes) if the BPM is less than 120.
- Borderline dashes may only be used singularly (not in conjunction with other dashes or hyperdashes).
- Approach Rate/Overall Difficulty should be between 7-9
- HP drain should be between 6-7
- Circle Size should be between 3-5
Overdose
Rules
- Adequate time must be left between objects and the start of spinners to ensure readability. Depending on the BPM of the song, this time must conform to the following:
- BPM < 240 - 1/4 bar
- BPM ≥ 240 - 1/2 bar
- Combos should not exceed 16 objects including slider tails and repeats. Spinners are an exception.
- Note density should follow a mostly 1/2 + 1/4 and/or 1/3 + 1/6 pattern - 1/8 patterns and higher can be used sparingly.
- 1/8 and higher hyperdashes should not be used between consecutive object pairs.
- Borderline dashes may be used with caution for a maximum of three consecutive objects, and should not be used in conjunction with hyperdashes.
- Approach Rate/Overall Difficulty should be between 8-10
- HP drain should be between 6-8
- Circle Size should be between 3-6
Revision #1
Rules
Rules
Rules
Rules
Rules
Cup
Rules
- Dashes and hyperdashes of any kind are disallowed. This is to ensure an easy starting experience to beginner players. In order to test that out, it must be possible to achieve an SS rank on the difficulty without making use of the dash key.
- At least 1 beat must be left between objects and the start and end of spinners to ensure readability.
- Combos should not exceed 8 objects including slider tails and repeats. Spinners are an exception.
- Note density should follow a mostly 1/1 pattern - 1/2 and/or 1/3 patterns can be used sparingly
- AR/OD should be between 5-6
- HP should be 4 or less
- CS should be between 2-3
Salad
Rules
- Hyperdashes of any kind are disallowed. This is to ensure a manageable step in difficulty for novice players. Difficulties may make use of basic (1/1, 1/2) regular dashing, although no type of dash can be used more than twice consecutively.
- At least 1 beat must be left between objects and the start and end of spinners to ensure readability.
- Combos should not exceed 10 objects including slider tails and repeats. Spinners are an exception.
- Note density should follow a mostly 1/1 and 1/2 pattern - 1/3 and/or 1/4 patterns can be used sparingly.
- 1/2 dashes may be used in pairs, 1/3 and 1/4 dashes on their own (not in conjunction with other dashes) if the BPM is less than 120.
- AR/OD should be between 6-7
- HP should be between 4-5
- CS should be between 2.5-3.5
Platter
Rules
- Basic hyperdashes (1/1, 1/2) may begin to appear, but must not be used in conjunction with each other. Platters should serve as an introduction to hyperdashing, meaning excessively strong hypers and hypers combined with antiflow patterns must not be used.
- Timing jumps must also not be used.
- At least 1/2 a beat must be left between objects and the start and end of spinners to ensure readability.
- Combos should not exceed 12 objects including slider tails and repeats. Spinners are an exception.
- Note density should follow a mostly 1/2 and/or 1/3 pattern - 1/4 and/or 1/6 patterns can be used sparingly.
- 1/3 and 1/4 hyperdashes may be used on their own (not in conjunction with other dashes) if the BPM is less than 120.
- AR/OD should be between 7-8
- HP should be between 5-6
- CS should be between 3-4
Rain
Rules
- More complex hyperdashes (1/3, 1/4) may begin to appear, but no type of hyperdash can be used more than twice consecutively.
- At least 1/2 a beat must be left between objects and the start and end of spinners to ensure readability.
- Combos should not exceed 16 objects including slider tails and repeats. Spinners are an exception.
- Note density should follow a mostly 1/2 + 1/4 and/or 1/3 + 1/6 pattern - 1/8 patterns and higher can be used sparingly.
- 1/6 and 1/8 hyperdashes may be used on their own (not in conjunction with other dashes) if the BPM is less than 120.
- AR/OD should be between 8-9
- HP should be between 6-7
- CS should be between 3.5-4.5
Overdose
Rules
- At least 1/4 a beat must be left between objects and the start of spinners to ensure readability. The spacing between the end of a spinner and the next object must be at least 1/2.
- Combos should not exceed 16 objects including slider tails and repeats. Spinners are an exception.
- Note density should follow a mostly 1/2 + 1/4 and/or 1/3 + 1/6 pattern - 1/8 patterns and higher can be used sparingly
- 1/8 and higher hyperdashes should not be used consecutively
- AR/OD should be between 9-10
- HP should be between 6-7
- CS should be between 4-5
This will be the last 2-week period to recieve feedback from the community. After locking the thread on the 29th May at 23:59 UTC the ruleset will be discussed one more time with the last recieved comments and ammended by the osu! staff afterwards.