osu! Catch's guidelines in the General section is quite lacking. Some DQ worthy issues have been brought up before, but were dismissed because they were not part of our mode's Ranking Criteria.
I am proposing to copy some of the guidelines for standard mode and add them to catch, as there is significant similarity between the two modes.
osu's General Guidelines
Catch's General Guidelines
Remember, these are guidelines and not rules.
Colors were changed to Colours because the wiki states British English should be used and we aren't savages.
I am proposing to copy some of the guidelines for standard mode and add them to catch, as there is significant similarity between the two modes.
osu's General Guidelines
Catch's General Guidelines
Remember, these are guidelines and not rules.
Proposal
Guidelines to be added
- All circles and slider heads should be snapped to distinct sounds in the music. Adding hit objects where there is no musical cue to justify them can result in unfitting rhythms.
- Slider tick rate should be set according to the song. For example if your song contains a section that uses 1/3 snapping only, using tick rate 2 would not be fitting for the entire map. In such cases, tick rate 1 should be used.
- Avoid using combo colours with ~50 luminosity or lower. Dark colours like these impact readability with low background dim.
- Avoid using combo colours with ~220 luminosity or higher. They create bright pulses which can be unpleasant to the eyes.
- Avoid keysounding without hitnormal support. If hit sounds blend perfectly with the song, feedback is minimal.
- Difficulty should be appropriately expressed to represent the intensities of different sections in the music. More complex/denser rhythms and more complex/quicker movements should be appropriately used to produce feedback through difficulty.
- Avoid major composition differences in similar sections of a song. The basic spacing and rhythm should be similar, while patterning can vary. This ensures that rhythm and intensity in all similar sections reflect a song similarly.
- Jumps should be used to highlight certain sounds in the music. Because playing a jump pattern puts more pressure on the player, they naturally fit better for highlighting certain sounds.
- Spinners should be used when they fit the music. This is to ensure score differences among perfect plays on the leaderboard. They usually fit during held notes, changes in intensity, or transitions between sections.
- Avoid following multiple layers of the song if it is unclear what rhythm is prioritizing. Players should be able to discern what part of the song is being followed.
- Sliderends of extended sliders should be snapped according to the song's beat structure. If the song is using a straight beat, 1/4 or 1/8 are recommended. If the song is using a swing beat, 1/6 or 1/12 are recommended. If the song has a beat in a different position from what was recommended, snapping to an actual beat always takes priority.
- Try to spread your hit object placement evenly across the playfield. Cluttering hit objects in one section of the screen for no reason will make them stand out unnecessarily.
- Avoid using similar combo colours in succession. Players should be able to differentiate between different objects in a map.
- Spinners and sliderends should have hit sound feedback. If either are used to represent a held sound and do not end on a distinct sound, having no feedback is acceptable.
Guidelines that need discussion on whether they should be included
- Buzz sliders should have appropriate delay before the next note. 1/8 and 1/16 sliders should be followed by a 1/4 gap, whereas 1/12 sliders should be followed by a 1/6 gap. This ensures that the hit-window between hit objects is playable.
- Sliders should begin on stronger beats and end on equal or weaker sounds. Stressing important sounds through clicking is more natural to play than stressing unimportant sounds.
- Avoid extended sliders which pass through important sounds. If an extended slider tail lands on silence and passes through a loud sound, players may have trouble interpreting rhythm. In these cases, it is better to place the slider tail on an audible beat.
Guidelines that are not included
Other notesGuidelines that are not included
- Visual Mechanics are not shared with standard mode
- Avoid perfectly overlapping slider bodies in a way that causes reading issues. Doing so can cause sliders to be misread as a circle due to obscuring the slider body.
- Avoid overlapping hit objects with other elements of the default and beatmap-specific skins. This refers to all elements that are part of the interface and can be skinned.
Playing mechanics are not shared with standard mode - Avoid using high tick rates combined with low slider velocity. Receiving feedback from slider ticks that are not visible can be uncomfortable.
- When including a slider velocity change, there should be a discernible change in the song's pacing. Otherwise the velocity change would feel unsupported by the music.
- Avoid rhythms which are in no way predictable. Rhythm can be made intuitive through the usage of consistent timeline gaps bridging between different snappings, time-distance equality, or slider reverses/ends snapped to irregular beats.
Redundant with an existing guideline. - Ensure that your combos are not unreasonably short or long. Combos should reflect patterns expressed in the song, such as bars of music or vocal/instrumental phrases.
- Make sure that your spinners are not unreasonably long. Aim for a maximum spinning time of about 5-7 seconds; any longer can cause the player's wrist to get sore. If your spinner must be longer, be sure that the music suggests this.
Colors were changed to Colours because the wiki states British English should be used and we aren't savages.