(overlap visuals, anti-aim)
very interesting diff using consistent overlaps to create a small reading challenge, with a lot of small linear aim patterns
(simple/anti-aim, variable bpm)
connects patterns very interestingly visually, makes use of wide angles for a more legato gameplay, still quite a bit of sharp aim patterns around, and some hot variable spacing streams
(ar8, anti-aim)
low ar, slow sliders, culminating in a deliberately sluggish movement, perfectly showcasing the slowness of the song
(newgen slider tech, megacollab)
i've glazed this map to hell and back, probably the most well-rounded map i've nommed, favourite section by Delette with their snap-and-pause movement usage
(unfortunately 5 mins of buildup lol)
i picked this one because i like what it stands for. there's something going for the calm section having the slow jumps have huge spacing. it's proof that any song can be mapped.
(simple slider tech)
another well-rounded map, this one more comfy and straightforward, visually more reminiscent of older tech, plus some good movement contrasts
(simple)
i just like how clean and consistent the map is lol, cute repeated triangles
you could even say deja vu...
(simple/anti-aim)
it's easy to elevate a vanilla map, just make movement concepts goated
there's quite a bit of wide and linear patterns but everything just feels very flowy and i love that
(ar0)
dada sent me this in mentorship and i thought it was a trap, but nope turns out it's just a really good reading map
with ar this low the map just undermap enough to make everything decipherable and thats goated
(alt, aim control, variable bpm)
god-tier playfield usage, really heavy focus on using the centre to emphasize patterns, and just the sweetest aim control movements
(nm3 4 6)
i was scared to approach this when i was in probation but so glad i took it eventually
this tech style isn't everyone's cup o tea but man it hits hard when you force the players to move along these wacky waves
(simple hybrid, alt, variable bpm)
probably the most vanilla map in this list, aim is pretty sharp, streams are regular, but damn they are impactful
if you see this guy's diffs on a killian set, you're in for a treat
(precision aim control, variable bpm)
look man if you want me to nom smth 40 seconds long it gotta be good
the whack timing, cs6, aim control patterns all culminate into something really uniquely challenging and fun to play
(simple aim)
the flowiest flow aim you ever flowed but in jump form, so freeing it massages your wrist (maybe)
discovered this along with deity mode during that one stunt and this was comfortably 2nd place in that ordeal
(newgen alt tech)
idk if there's such a phrase as "there's no wasted sliders", but this map is the definition of it
ngl half the reason it's here is cuz of the AIUEO
(alt tech)
back-to-back creative slider maps on a 'cringey' song :3
^ i think that description is kinda self-explanitory lol
(ar5)
map so good you force a bn to grab it even when they're closed
some jumpscares but overall a lot of recognisable patterns that makes a very solid reading map
(stream aim control)
NOT ENOUGH PPL TALK ABOUT THIS GUY
LH just has a style that mixes awkward reading and aim control that's so unhinged yet somewhat playable, and this map just takes it to the extreme
(pseudo-tech, variable bpm)
went thru 6-month timing hell but it's worth it
the tech-ish design might be weird on an anime song, but the control it has over movement, makes every hit that much more impactful
(improvisation, simple hybrid)
everything is meticulous, the overall use circular flow, quick use of symmetry, even the overmapping giving extra emphasis on specific bits of the song. controversial, but one of my favs
