Index
Checks listing
Audio
Compose
Abnormal amount of slider nodes
Abnormally large spacing
Ambiguous slider intersection
Burai slider
Column usage
Concurrent hit objects
Consecutive basic-snapped hyperdashes
Contains hyperdashes
Contains hyperdashes on repeat or droplet
Disallowed hyperdash snap
Edge dashes
Higher-snapped hyperdash
Invisible sliders
Kiai inconsistencies
Missing spinner
Obscured reverse arrows
Offscreen hit objects
Pattern Lengths
Rest moments
Spinner gap too small
Spinner readability
Too high combo
Too many consecutive hyperdashes
Too short drain time
Too short long notes (less than 30ms)
Too short spinner
Unrankable finishers
Unrankable snapping
Unsnapped last note hiding barline
Hit Sounds
Metadata
Resources
Settings
Spread
Chord too big for its difficulty
Lowest difficulty too difficult for the given drain/play time(s)
Multiple reverses on too short sliders
Object too close or far away from previous
Objects close in time not overlapping
Perfect stacks too close in time
Perfect stacks too close in time with Hard Rock applied
Too short sliders
Too short spinner time or spinner recovery time
Timing
Abnormal Slider Velocity changes on lower difficulties found
Barline is unaffected by a line very close to it
Concurrent or conflicting timing lines
Double barlines
First line toggles kiai or is inherited
Hit object is unaffected by a line very close to it
Hit objects potentially snapped to the wrong red line
Inconsistent omitted bar lines
Inconsistent or unset preview time
Inconsistent uninherited lines, meter signatures, or BPM
Invalid timing line volume
Kiai flashes
Scroll speed changes on lower difficulties
Unnormalized inherited timing lines found
Unsnapped hit objects
Unsnapped kiai
Unused timing lines
Wrongly or inconsistently snapped hit objects
Index
Checks listing
Audio
Compose
Abnormal amount of slider nodes
Abnormally large spacing
Ambiguous slider intersection
Burai slider
Column usage
Concurrent hit objects
Consecutive basic-snapped hyperdashes
Contains hyperdashes
Contains hyperdashes on repeat or droplet
Disallowed hyperdash snap
Edge dashes
Higher-snapped hyperdash
Invisible sliders
Kiai inconsistencies
Missing spinner
Obscured reverse arrows
Offscreen hit objects
Pattern Lengths
Rest moments
Spinner gap too small
Spinner readability
Too high combo
Too many consecutive hyperdashes
Too short drain time
Too short long notes (less than 30ms)
Too short spinner
Unrankable finishers
Unrankable snapping
Unsnapped last note hiding barline
Hit Sounds
Metadata
Resources
Settings
Spread
Chord too big for its difficulty
Lowest difficulty too difficult for the given drain/play time(s)
Multiple reverses on too short sliders
Object too close or far away from previous
Objects close in time not overlapping
Perfect stacks too close in time
Perfect stacks too close in time with Hard Rock applied
Too short sliders
Too short spinner time or spinner recovery time
Timing
Abnormal Slider Velocity changes on lower difficulties found
Barline is unaffected by a line very close to it
Concurrent or conflicting timing lines
Double barlines
First line toggles kiai or is inherited
Hit object is unaffected by a line very close to it
Hit objects potentially snapped to the wrong red line
Inconsistent omitted bar lines
Inconsistent or unset preview time
Inconsistent uninherited lines, meter signatures, or BPM
Invalid timing line volume
Kiai flashes
Scroll speed changes on lower difficulties
Unnormalized inherited timing lines found
Unsnapped hit objects
Unsnapped kiai
Unused timing lines
Wrongly or inconsistently snapped hit objects
Checks
/ Spread
Object too close or far away from previous
Spread
Beatmap
Author: Naxess
Purpose
Ensuring spacing between objects with the same snapping is recognizable, and objects with different snappings are distinguishable, for easy and normal difficulties.
Reasoning
Outcomes
Distance
timestamp - Distance is distance px, expected distance, see example objects.
Cause: The distance between two hit objects noticeably contradicts a recent use of time distance balance between another two hit objects using a similar time gap.
Ratio
timestamp - Distance/time ratio is ratio, expected ratio.
Cause: The distance/time ratio between the previous hit objects greatly contradicts a following use of distance/time ratio.