There's a lot more to cover here. I tried to fit it all in one guideline, but there is too much information on this subject. We could potentially use this thread to isolate the guidelines to making a playable beatmap rather than making a topic for each guideline, because I think there are more than a few guidelines still missing from the draft concerning this subject. (Don't think my submission below is absolute-I tried to get as many issues as I could into one guideline. If you think that it should be split into separate guidelines, mention that )
I think this needs to be a rule. MATs/BATs should be able to tell whether a map plays intuitive enough to be ranked. (I am reiterating what the MAT/BAT already does. They decide whether all the beatmaps play well enough to be ranked. I really don't see any valid flaws in this rule. My reasoning: If you don't agree with the opposite thing of what I'm saying, then these rules should apply. No map is made better by excessively overmapping it, and by overmap, I'm referring to the literal translation, which is mapping beats that aren't there excessively. If I'm misstating this, please tell me how I should amend it.)
Maps should be reasonably playable
All maps should play in an intuitive manner. Mappers should avoid excessively overmapping beats. Beatmaps should be designed for the song not the difficulty. Under certain cases overmapping can work (as long as it's intuitive), but excessive overmapping is strongly discouraged (for ranked maps). (Do not turn a slow song into a crazy intense song for example)
This is a guideline.
Difficulties should be consistent throughout Patterns in your map shouldn't vary in intensity. Easy difficulties should have an easy to follow pace and contain easy patterns, and a Normal should be moderately more challenging than an easy difficulty. The same goes for each difficulty with few exceptions.
This is a slightly less important guideline
Difficulty settings shouldn't be so high or low that the map becomes awkward to play. A good tip is to choose settings that make the patterns most readable, but still give a reasonable window to actually hit whatever crazy pattern the song has and fits the difficulty.
Changelog
Removed clause about jump spaming, because I think it's not as important and much more acceptable than overmapping.
Added more specifications on overmapping
Split the main points of my post into separate guidelines.
Added a clarification that rankability for overmapping and suggested that it be a rule instead
Current Topic Issue
What is considered overmapped? Is it negative? Should it be controlled? If so, how?
I think this needs to be a rule. MATs/BATs should be able to tell whether a map plays intuitive enough to be ranked. (I am reiterating what the MAT/BAT already does. They decide whether all the beatmaps play well enough to be ranked. I really don't see any valid flaws in this rule. My reasoning: If you don't agree with the opposite thing of what I'm saying, then these rules should apply. No map is made better by excessively overmapping it, and by overmap, I'm referring to the literal translation, which is mapping beats that aren't there excessively. If I'm misstating this, please tell me how I should amend it.)
Maps should be reasonably playable
All maps should play in an intuitive manner. Mappers should avoid excessively overmapping beats. Beatmaps should be designed for the song not the difficulty. Under certain cases overmapping can work (as long as it's intuitive), but excessive overmapping is strongly discouraged (for ranked maps). (Do not turn a slow song into a crazy intense song for example)
This is a guideline.
Difficulties should be consistent throughout Patterns in your map shouldn't vary in intensity. Easy difficulties should have an easy to follow pace and contain easy patterns, and a Normal should be moderately more challenging than an easy difficulty. The same goes for each difficulty with few exceptions.
This is a slightly less important guideline
Difficulty settings shouldn't be so high or low that the map becomes awkward to play. A good tip is to choose settings that make the patterns most readable, but still give a reasonable window to actually hit whatever crazy pattern the song has and fits the difficulty.
Changelog
Removed clause about jump spaming, because I think it's not as important and much more acceptable than overmapping.
Added more specifications on overmapping
Split the main points of my post into separate guidelines.
Added a clarification that rankability for overmapping and suggested that it be a rule instead
Current Topic Issue
What is considered overmapped? Is it negative? Should it be controlled? If so, how?