general guidelines:
"You should not silence both slider ticks and slider slides together. Silencing both can be fitting when ticks cover no sounds, but doing so otherwise is not acceptable."
as far as i know this is not enforced at all, but i dont know of any recent examples where silencing both for no reason occurs.
"Avoid visually obstructing reverse arrows on sliders with other hit objects in the default or beatmap-specific skin. Covering up reverse arrows on sliders can result in sliders being ambiguous to read."
this is not enforced at all on higher difficulties. this should be repurposed into diff-specific guidelines where it is more useful. alternatively, edge cases where it is acceptable should be defined in a way better than "not ambiguous to read", because that is not enforceable.
"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."
this is not enforced at all on higher difficulties. this should be repurposed into diff-specific guidelines where it is more useful.
"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."
uh this isn't really enforced but it's just kinda accepted as "dont make a bad map lol"? not sure what to do here, it gets broken enough that i'd say remove it but it's kinda nice to have around for when something is inexcusably unfitting.. /shrug
"Avoid using combo colours, slider borders or hitcircleoverlays with ~50 luminosity or lower. Dark colours like these impact readability of approach circles with low background dim and the other elements partially give up their functions as borders."
"Avoid using combo colours with ~220 luminosity or higher during kiai times. They create bright pulses which can be unpleasant to the eyes."
these 2 probably need their own discussion thread, they've been pretty heatedly discussed throughout 2018.
"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."
this is not enforced at all, except maybe on lower difficulties if the bn feels like bringing it up. it should be removed or repurposed into diff-specific guidelines.
"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."
this is not enforced at all, especially the "short" part. it should be removed or reworked.
"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."
this guideline is not enforced at all. also hot take but this guideline is garbage and founded on false understandings of playability. the hitwindow between hit objects is always playable because osu can register 2 keypresses at the same time. it should be removed completely, or at least repurposed into diff-specific guidelines.
"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."
this guideline is retarded and should be removed. it's also not enforced at all.
"Avoid using similar combo colours in successive combos. Players should be able to differentiate between different combos in a beatmap."
this guideline either needs better reasoning behind it (high level players in fact do not need to differentiate combos because they're going to click in order regardless) or needs to be removed or repurposed into diff-specific guidelines.
"Avoid replacing the hit finish in soft/normal samplesets with frequently used custom hit sound samples. Using these finishes to represent snare/bass drums or a song's melody can sound obnoxious for anyone disabling beatmap hit sounds. Replacing hit whistles/claps is recommended because those samples are used more often."
this is a good guideline but it needs its edge cases added.
diff-specific guidelines:
easy:
"When distance snap is used, try to keep it between 0.8x and 1.2x. Values too much higher or lower may make the difference between slider velocity and spacing counterintuitive. A higher distance snap can be used to avoid overlapping, but the slider velocity should be increased if you find yourself doing this often."
this guideline is useless when a base sv is not specified. it is also really misleading and will not apply to most songs. it should be reworked or removed.
"Manipulating slider velocity is discouraged. Slider velocity should only be changed for sections of music with different pacings and should not be drastically variable."
should probably be rewritten to put more emphasis on the "drastically variable" part, since atm this says "dont manipulate sv oh but actually it's ok"
normal:
"When distance snap is used, try to keep it between 0.8x and 1.3x. Values too much higher or lower may make the difference between slider velocity and spacing counterintuitive. A higher distance snap can be used to avoid overlapping, but the slider velocity should be increased if you find yourself doing this often."
same as easy
"Avoid 1/2 hit objects after sliders which appear underneath the previous slider's path. Players at this level fully follow sliders’ paths, so placing a hit object directly after the slider is more intuitive. This also includes stacks underneath slider ends."
this hasn't been enforced very well for some time now, it should either be enforced more or removed or reworked.
"Stacks are acceptable, but avoid switching between 1/1 and 1/2 stacks repeatedly. This may cause reading issues for new players, since two different rhythms are visually the same."
this is not being enforced heavily at the moment, except for maybe at the bn level. it should be either removed or reworded or more heavily enforced.
"Manipulating slider velocity is discouraged. Slider velocity should only be changed for sections of music with different pacings and should not be drastically variable."
same as easy
lowestdiff normal:
"Avoid slider velocity above 1.3x."
im preeeetty sure this needs to be reworked to deal with the lack of base sv specifications? or am i being dumb rn
insane:
"Avoid unjustified spikes in difficulty. Difficulty should be representative of the song's intensity."
shouldn't this be a general guideline? i mean it applies to the lower diffs too.....
expert:
"Avoid unjustified spikes in difficulty. Difficulty should be representative of the song's intensity."
same as insane
"Approach Rate / Overall Difficulty should be 8 or higher."
seems this is not enforced at all after squirrel's lindwurm got ranked. needs to be redone.