Exploring slider tick art, as well as some other gimmicks. Tick art made by hand, about 50 hours of mapping for 13 seconds of map, hence the mapping fatigue at the end. SS-able if you get ~280fps, though some ticks might not visually disappear if you are below 350. Lagless recording. Background: 晓美嫣 (曉美媽) tw@嫣嫣子 wb@真真子.
There are lots of nuances to the mapping which you may have missed, as different aspects of the map are designed to be played by the player, auto, or looked at in editor. Starting with the first object, it is playable by holding in the center, but auto will try to move and probably miss. Watch auto with the default skin (cursormiddle trail) though. Edit: auto has since been changed, but at the time it would make a cool pentagram.
In the next section there are some weird angle sliders, but they are straight in editor. This is using the large radius passthrough float precision issue, but in a save-able form.
Then there is the themed 淫紋 tick art, I am really happy with how this turned out. The original motivation behind the map was that the song supported this visual theme, and the result is almost exactly what I envisioned.
The last thing to talk about is the mapping fatigue slider, which is the difference between the two versions (texture size is limited to either 2^14 or 2^15 depending on gpu(?), distortion is also minorly affected by resolution, they are calibrated to be looked at in a 1056 px tall editor), I wrote a slider distortion to image thing during the competition (private), the image used is simple to reduce lag.
Unpopular mapping style, but by far the most technically impressive entry. This map uses multiple never-before-seen techs, as well as the best accelerating slider design to my knowledge.
Invisible objects were not new at the time (Ming3012, Koalazy, Mr HeliX), but they had never been used in a clean map like this. Pikaquim's Aleph-0 was inspired by this map, which spawned a bunch of garbage storyboard maps, unfortunately.