This is gonna be a lot of yapping'Tech' is a very broad term and can be defined differently depending on who you ask.
I will assume you know basics of mapping (movement, visual spacing, space emphasis, rhythm choice and flow management) and you want to know techniques that can be applied for a 'general' slider-tech mapping style.
From my experience slider-tech is mostly built around how you relate objects to each other, which can be done in many ways.
For example, basic object relation can be a blanket or pattern built around a certain axis.
Think of old maps that use symmetry around Y-axis (vertical axis) in the middle of the playfield. You can also pick any other axis with any angle and field position and build your pattern around it.
Your
recent map uses such pattern at 02:02:548 (1,2,3,1,1,1,2,1). You built your pattern around an axis in the middle of the map with a 6 degree angle. Afterwards you have another pattern 02:04:164 (1,2,1,1,2) , where the object don't really relate in any way. You could have continued your idea with previous pattern and patterned this pattern around 6 degree angle in the middle.
Imagine for a second that this axis can be bent - you will get a curve. This can be both a circle or any other curved line you can imagine. You can pattern your objects around this curve.
A good example from your map is 01:13:856 (1,2,3,1,2,3,1,2,3) . You pattern your objects around a curve relation(circle in this instance).
Then there is 01:06:933 (1,2,3,4,1) , which can be improved. You pattern your objects approximately around a point [x:359,y:158] (you can see the coordinates in the top-right corner), but 01:07:164 (2,3) , which should be a part of curve relation aren't forming a perfect curve they should be (technically they dont have to be perfectly patterned in a circle, because it's hard to discern it, if the objects have already faded out. But in this case it can be clearly seen, so you should adjust them). In addition there is 01:06:933 (1) , which flows into 01:07:164 (2) and creates a curve relation. It is similar to a basic wave slider, which consists of 2 curved sliders that flawlessly flow into each other.
There are more ways to pattern objects together, which i won't explain now, because (1) it's too much information at the same time and (2) a lot of typing. But here's a list of some i can think of at the moment (some of them are self-explanatory):
- Object relation by proximity(similar to visual spacing)
- Relation by visuals
- Space relation(basically filling awkward space)
- Overlap relation (Overlapped objects form connections)
In addition, slider creation, which follows similar rules. You can think of complex sliders as different sliders combined together (I noticed that some of your sliders might be inspired by Halgoh, so you can looks at some of his sliders and see that they just consist of 2+ simpler sliders).
There are also free-form sliders, that might not follow these rules entirely and are hard to be judged objectively
Finally, if you have any specific questions about the content, dm me in discord (more convenient than osu dms), which you can find on my profile