Make sure that you can pass each difficulty in your mapset. Continually test-playing your map is one of the best ways to spot mistakes and correct issues.
this don't happen in at least 1 case from 5.
Beat placement should follow the time-distance equality rule (using distance snap while placing beats enforces this). This means that you shouldn't have some fast notes with a huge distance between them followed by closely-placed (but slow) notes. This gets really confusing if the player isn't the person who designed the beatmap! Having some logic to the beat placement should be one of your goals.
mostly insane and harders than it ... still about 1 of 6
The song should not be too long. Aim for 3 minutes maximum; anything longer gets tiring. If you need help editing a song down to length, feel free to ask in the Beatmap General Questions forum.
more than 180 secs of total time? might be about 2 out of 5 cases.. or even 1 on 2...
Use breaks where possible. Even if they are only 5-10 seconds, it allows a bit of recovery and hand repositioning for players. However, try to avoid longer breaks that are in excess of 15 seconds. Breaks should especially be used with Easy/Normal difficulties.
Most cases? most maps i have bare more than 15 secs long breaks
Options such as letterboxing, countdown, and audio lead-in should be consistent between difficulties. Having cohesive settings throughout your mapset will look much more professional, although there are always scenarios where this is impossible. One difficulty might start at the beginning of the mp3, where a countdown is impossible but an audio lead-in is absolutely necessary; while another difficulty may start a few seconds in, where a countdown is usable but an audio lead-in is senseless.
Can happen many times, but about 1 of 6
A maximum of three slider velocities should be used (including 1x). For example, you could have a single map using 0.6x, 0.8x, and 1x; or 0.75x, 1x, and 1.5x; etc. If more than three slider velocities are used, then they should make sense and be intuitive. If slider velocity changes are able to be merged (e.g. close values like 0.8x and 0.7x) while still flowing/working correctly, then they should be.
about 1 from 5? 3 from 5 of mine Hard/Insanes use more than 4 SVs though...
Try to use the same tickrate on every difficulty as it is a property of the music rather than the mapping. Using high tickrates to increase score/combo/difficulty is senseless.
Higly depends on mapping style... more than half cases?
Try to have at least one spinner in each difficulty to create variety in the map and fluctuation among scores. However, if a spinner just doesn't fit anywhere in the song, then there's no need to force one.
ahm... recommendation? 1 out 8 though
Make sure that your spinners are a reasonable length. 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, then check with a MAT or BAT to see if it's acceptable.
recommendation.. too somewhat like 2 cases from 9?
Slider tick hitsounds are discouraged. If you want to use them, then make sure that their volume is balanced (i.e. notably quieter than regular hitsounds). A very loud slider tick, especially when only used once or twice, would be extremely jarring.
recommendation? like 1 case from 8
The number of maps by any mapper should not exceed the number of maps by the uploader: this means that if you have 2 diffs, no guest mapper can have more than 2 diffs; collaboration maps are exempt from this. Ask a BAT if you're unsure of who should upload the mapset.
there is one even more heavier rule in the rules....
Guidelines mustn't be easily breakable... differently you can break something called Recommendation or Suggestion...
Some Rules could be better as Guideline as there are 1 good uses in 50 bad uses of some of them many times...