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What are technical maps?

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Lapoozza
Hello guys, of late I hear this term called technical map. But I have no clue what it means. Can some one please explain how to tell which map is as technical map. Also if you all don't mind can you also link a few of them.
AGRX
Beatmaps that need some kind of technique.

In terms of aim/read and following sliders:

For example these:
Tallent Shreder https://osu.ppy.sh/s/47710
Scarlet Rose https://osu.ppy.sh/s/41686
With a Dance Number https://osu.ppy.sh/s/29691

These maps have very long/curvy or fast sliders to follow, you are either good at them and follow them all they way or find a way how to click them without breaking.
.
Will tell more examples when they come to my mind...
chainpullz
Technical maps usually have really complicated mapping that abuses slider leniency, weird patterns, and/or has a lots of 1/4's in even number groupings (ie doubles).

There are 2 aspect to slider leniency that are good to know about:

1) If you hit a slider anytime within the hit window you will get a 300 (ie. if you hit in the 50 window you still get a 300)

2) There is a great big follow circle that's much larger than the slider itself. As long as you are within this at the end of the slider you won't cause a break. Many maps utilize this to increase map flow by placing the next circle in or near where the follow circle is when it reaches the end of a slider. Typically this is used to either allow for more aggressive spacing immediately following a slider, or to provide a short aim break without breaking flow in order to set up for a larger jump set.

In most technical maps both of these features of sliders are abused to increase the difficulty of a map without actually increasing the star difficulty.

Technical maps also often have lower bpm, stream jumps, and/or weird overlaps.
dung eater
GhostFrog
To the best of my understanding, technical maps can be broadly defined as maps for which a significant amount of difficulty comes from something other than speed, stamina, AR, and muscle-memory-aim. Finger control and strange rhythms, for example, might feature in technical maps. Sliders that have to be played in specific ways are common. Patterns that require you to aim in unconventional ways. Etc.

Different people probably have different definitions of a technical map differently because I've heard the term for a wide variety of maps without ever hearing it defined. My definition is based solely on my impression of what maps commonly described as "technical" have in common to me.
chainpullz

GhostFrog wrote:

To the best of my understanding, technical maps can be broadly defined as maps for which a significant amount of difficulty comes from something other than speed, stamina, AR, and muscle-memory-aim. Finger control and strange rhythms, for example, might feature in technical maps. Sliders that have to be played in specific ways are common. Patterns that require you to aim in unconventional ways. Etc.

Different people probably have different definitions of a technical map differently because I've heard the term for a wide variety of maps without ever hearing it defined. My definition is based solely on my impression of what maps commonly described as "technical" have in common to me.
I think the general term "technical" just gets used as the opposite of "straightforward" tbh. Whether something is straightforward or not can be somewhat subjective though. That is, it's pretty clear when something is near one of the extremes but there is a grey area somewhere that not everyone would agree on one or the other.
deletemyaccount
most "technical" maps are usually harder to read (e.g fanzhen, hollow wings, etc). At least that's how I see "technical" as.
Endaris
Technical maps require superior control of your cursor and tapping - and in the same sense of course very good pattern recognition.
They are often low to medium bpm and use a lot of 1/4 with varying spacings.
example: https://osu.ppy.sh/s/189377 as a map from the hidden pool of this years OWC being around 0,7* lower than the other maps from the hidden pool due to the map-specific difficulties that aren't measured by star difficulty.
Personally I don't set technical equal to "harder to read" as the newest Akiyama Uni mapset by HW is a lot harder to read than it has to be in order to make it a technical map.

Other examples of what I see as technical maps would be https://osu.ppy.sh/b/558049 https://osu.ppy.sh/b/59130 https://osu.ppy.sh/b/188997
chainpullz

Endaris wrote:

They are often low to medium bpm and use a lot of 1/4 with varying spacings.
I agree that low to medium bpm can aid in a map being sufficiently "not straightforward" but wouldn't go as far as to say they are often low to medium bpm. Nor would I necessarily agree that a higher percentage of low to medium bpm maps are sufficiently "not straightforward" enough to be considered technical maps. I would however agree that, due to the nature of star difficulty, high star rating lower bpm maps have a higher tendency to be technical. Comparing maps of a similar star rating with a large bpm discrepency, the lower bpm map will tend to be a lot more dense which does typically imply it being more technical.

Granted if you look at sufficiently old maps everything flows like shit and you can probably classify most of them as technical maps purely because of that. I'll neglect to extend my comments to such maps.
Risa
Ways to identify a technical map :
- They dont give as much pp for their difficulty
- Most ppl get their acc rekt
- Farmers avoid them
- Usually there are very few or no FCs with mods
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