Blue Dragon (as am I, and as most players, mappers, and modders) is (are) used to maps that have a roughly balanced set of difficulty parameters - that is to say, a map should generally focus on one aspect of challenge while providing a balanced set of base difficulty in all other points. For something like Ice Angel, the challenge is stamina and accuracy. For something like Furioso, the challenge is stamina and aim. For something like High Score, the challenge is aim and accuracy. But all of those maps have a "base line" challenge in the rest of the map. High score still requires stamina, and Ice Angel still requires aim, and Furioso still requires accuracy.
But this map has extremely low levels of challenge across the board, with the only point of difficulty standing out being the abnormally high accuracy challenge with very, very sporadic and brief (the longest jump section is 8 notes) aim challenges, which tends to inflate the resulting pp results without needing to increase the challenge of other aspects.
Hopefully that makes it a bit clearer as an example of what "pp mapping" tends to boil down to. In an ideal world, we'd have maps that could provide fair results for all forms of challenge that this game can bring, but that is a world that we will likely never see.
But this map has extremely low levels of challenge across the board, with the only point of difficulty standing out being the abnormally high accuracy challenge with very, very sporadic and brief (the longest jump section is 8 notes) aim challenges, which tends to inflate the resulting pp results without needing to increase the challenge of other aspects.
Hopefully that makes it a bit clearer as an example of what "pp mapping" tends to boil down to. In an ideal world, we'd have maps that could provide fair results for all forms of challenge that this game can bring, but that is a world that we will likely never see.