NOTE: Red/Strict Criteria cannot be broken and is deemed unrankable.
- The map's BPM must be set to one of the song's BPM or a multiple of the song's BPM
- The map must have the correct audio offset or BPM event applied to match the beat as best as possible
- The map must have appropriate JD and NJS for each difficulty
- Any map that is dependent on other mods or programs is not allowed
- There cannot be any notes where there is no musical element (No overmapping)
- Timing of each sound must be consistent throughout the map (maximum 12ms)
- Intended rhythm mapping (simplification) is allowed in the following cases:
- The change would make a possible timing mistake from a live band more playable
- The precise timing of a specific sound would hurt playability due to inconsistency
- A sustained sound with imperfect timing (ex. vocals, guitar, piano)
For more information on what intended rhythm mapping is:
https://bsmg.wiki/mapping/intermediate-mapping.html#vocals-and-live-recordings
- Constant tones can only be undermapped to a fractional power of 2 from the tone's frequency (ex. x0.125, x0.25, x0.5, x1)
- There must be at least 1.33 seconds of time before any interactable objects*
- There must be at least 2 seconds of time after the last interactable objects*
- If a map needs no changes from both strict and no suggested changes from subjective criteria, 0.75 seconds is acceptable
* all notes, bombs or (walls in the middle two lanes)
- The map from first note to last note must be at least 45 seconds in length
- There has to be a significant difference from one mapset to another. If a difficulty is at least 40% identical to a difficulty in another mapset, only the oldest will be ranked
- There has to be a significant difference from one difficulty to another within the same mapset. If a difficulty is at least 40% identical to another difficulty in the same mapset, the mapper can decide which difficulty to rank
- Patterns that involve the use of excessive notes to prolong a swing are not allowed (ex. pauls, poodles, dot spam, chain link spam)
- The minimum effective slider precision is 1/16th (or 1/8th for a 2-note window, as the missing note should be counted for effective precision.) relative to the effective BPM in that section (i.e. 1/8th precision mapping has the minimums of 1/32nd and 1/16th respectively)
- Slider Swing speed must be consistent per section of the map
- The precision of a slider cannot change throughout a swing.
- Sliders and window sliders should have the same effective precision. This can be overruled if it is the only reason to reupload.
Effective precision is the precision between each note in a slider. for window sliders the left out note should be counted too, as the swing still takes time to travel the distance.
A different section is often signified by a significant change in sound, a change to a different precision, or a significant bpm change.
- Vision block issues noted by the AutoModder plugin will be verified either in game or ArcViewer and may require justification/changes
- Note must be closer than 150ms if the note that would be vision blocked is in outer lane
- Note must be closer than 75ms if the note that would be vision blocked is in the middle lane, bottom layer, and follows parity
Vision blocks are checked from this calculator: https://www.desmos.com/calculator/i19bvj8bhn
- Resets must be backed up by a musical element
- Resets must be intentional and not a byproduct of a different pattern
- Resets caused by triangles must be accompanied by the same musical elements represented by the notes of the triangle
- Resets must have visual aid through the use of bombs or arcs or attempt to indicate how they are played by*:
- Having each note within a reset pattern be rotated within 45 degrees of the previous note
- Each reset is seperated 0.5 beats or the next note is moved along the x-axis to accommodate the given rotation required by current parity state
- If a given reset pattern has not been aided visually, a reset pattern must have an odd number of swings (that occur in the same direction) or end on a visual aided reset*
*These rules may be ignored if resets have been introduced before 1/3 of the map's length or 30 seconds, whichever is longer
To calculate: (Beat Duration) / (BPM / 60) * NJS >= 0.5m
¶ D. Patterns must not encourage hand clapping (Example).
- A pair (or more) of notes on the same horizontal row which has:
- Intersecting pre or post cut paths and are also next to each other or;
- Intersecting pre cut paths and an average horizontal position (when considering the offending notes) that is right in the middle (between lane 2 and 3)
- Notes facing and directly opposed with a deflection of less than 45 degrees
- A pair (or more) of notes that require a crossover with:
- Intersecting post cut swing paths or;
- Identical average position of a swing for both hands. Crossovers with two intersecting windows are not allowed.
- If the cut direction changes mid-swing and there are only two notes in the swing, the notes must be spaced apart by at least one full grid space.
- If the cut direction changes mid-swing and there are more than two notes in the swing, any cut direction change must have the next note placed diagonally from the last.
- The post-swing of the last note in a slider or window (including improperly aligned windows) must lead into the next note and cut direction if it exists
- The top of a note's good hitbox cannot overlap the top of another note's bad hitbox by more than 20%
- In a slider, the swing-path of one hand cannot overlap the badcut hitbox of the other hand's notes by more than 20% if the note would still exist before it was hit by the correct hand
¶ H. Chain density and placement
- Chains and their links cannot be part of the first 16 notes of the map. This is to prevent a scoring bug with building combo
- Chains must not be in the reverse direction (links before the arrow note)
- Chains cannot change in direction by more than 45°
- Chains links can lead outside of the 4 lane, but not further than an extra lane
- Chains must be at least 12.5% links versus air/empty-space
- Maximum chains duration must be within twice the effective slider precision used in the same section
- The beat duration between the last link and the next note/chain of the same hand must be at least the previous chain beat duration
- Chains cannot be placed within 0.5m of another object in the same line
- The head note of chains must be in the same direction as the links - If the head is a dot note, the link direction must be down.
- Chains must have an
sc
value higher or equal to 2 (at least 1 visible link)
- Chains will be judged for vision blocks more harshly if the air to empty-space ratio is above or equal to 33%. Under this amount they will be considered with considerably more leniency.
¶ D. Walls must have a positive width, height and duration
- Negative height can be used for decors outside of the default grid (0 > PosX > 3)
- Trail behind legal walls (walls with a duration greater than or equal to 13.8ms) by no more than 250ms
- Trail behind other walls in the same lane by no more than 100ms
- During a crouch wall, the (2 middle columns, bottom row) notes are considered vision blocks
- During a crouch wall, the middle layer is the highest rankable note placement
- Further than 200ms if the vision blocked bomb is predictable from the previous pattern
- Further than 400ms if the vision blocked bomb is not predictable from the previous pattern
- Closer than 150ms if the bomb that would be vision blocked is in another lane
- If the vision blocked bomb is part of a pattern of bomb, and the pattern start before 150ms, further than 200ms will be allowed
- If the bomb doesn't force the player to move their sabers to avoid it, the bomb won't be considered vision blocked
- The use of external tools, such as Lightmap, Lolighter or Automapper, to generate lightshow is allowed
- The map's song name must be the name of the song from the official metadata
- NUCLEAR-STAR
- Up and Down
- Chou*Chou*Kou*Soku*De*Mae*Sai*Soku!!! Speed*Star*Kanade
- If the song name from the official metadata is not searchable (does not use Latin characters), use official translations or romanization if available
- "カワキヲアメク" would become "Kawaki wo Ameku" (romanization) or "Crying for Rain" (translation)
- "君の知らない物語" would become "Kimi no Shiranai Monogatari" (romanization) or "The Story You Don't Know" (translation)
- The map's sub-name must contain the following tags if applicable from the official metadata
- Remixes
- (Camellia Remix)
- (Fvrwvrd Remix)
- Official speed/duration modifications
- Unofficial speed/duration modifications
- (Short Edit.)
- (Sped up Edit.)
- Featured artists or collaborations
- feat. Nanahira or (feat. Nanahira)
- feat. Hatsune Miku or (feat. Hatsune Miku)
- May be written with or without parentheses, it is preferred to follow the official metadata
- Covers
- Completed sub-name examples
- (Camellia Remix) (Short Edit) feat. Nanahira
- (P*Light Remix)
- (Nanahira Cover) (Long Edit)
- The map must have the correct song author(s) name
- The map must have the correct mapper(s) name
- Map difficulty names cannot overlap or extend past the difficulty name box
- The hardest difficulties must be on the right side based on difficulty to pass and ordered right to left
- Difficulty order can be shuffled by no more than one position from where is should be for maps with 4 or more difficulties
- The map's BeatSaver description
- The map's cover art or difficulty names
- The map itself through the use of bombs, walls, lighting events, or notes
- Slurs in officially published songs are allowed only in the song itself