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Sky God Corridor - Snow White Ground [OsuMania]

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Total Posts
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Topic Starter
[Kazuto]
This beatmap was submitted using in-game submission on Montag, 15. Januar 2018 at 13:02:26

Artist: Sky God Corridor
Title: Snow White Ground
Source: Rosenkreuzstilette Freudenstachel
Tags: playin14 ローゼンクロイツスティレッテ [erka:es] RKSF Password Screen
BPM: 126
Filesize: 11155kb
Play Time: 01:41
Difficulties Available:
  1. 4K Easy - 4Key (0,91 stars, 157 notes)
  2. 4K Normal - 4Key (2,11 stars, 570 notes)
  3. playin14's 6K Easy - 6Key (0,99 stars, 165 notes)
  4. playin14's 6K Normal - 6Key (1,82 stars, 571 notes)
Download: Sky God Corridor - Snow White Ground
Information: Scores/Beatmap Listing
---------------
Ready for mods!

Mapped for the Christmas☆Queue 2016 and 2017!

4k by me
6k by playin14
Syadow-
Mark for mod
Sorry for delay qwq, will edit this post when I mod it
General
uncheck "widescreen support"
Kazuto

Normal


00:03:761 (3761|1) - move to col 4, not fit if u put jack here

00:04:713 (4713|2,4951|0) - swap col

00:26:618 - double, add note in col 1

00:32:809 (32809|2,33047|1) - move to col 2 n 4

00:51:856 (51856|1,52094|2) - better to swap col

01:03:523 - double or new LN here

01:04:237 (64237|1,64475|2,64475|0,64713|1,64951|2,64951|0) - re arrange plz, make variation

01:09:237 - double or new LN

01:10:666 - same like 01:09:713 - but low pitch

01:12:809 - double

01:14:951 - double or new LN

01:32:570 - double
Playin

Normal


00:57:809 - double

00:59:237 - double

01:02:094 (62094|3,63523|4) - double

01:23:999 (83999|1,84237|4) - double, it note same like 01:24:713 (84713|1,84951|2) -

01:32:570 - add note, make double same like 01:33:047 -

01:33:999 - double

Good Luck >w<)b
playin14

Syadow- wrote:

Playin

Normal


00:57:809 - double

00:59:237 - double

01:02:094 (62094|3,63523|4) - double

01:23:999 (83999|1,84237|4) - double, it note same like 01:24:713 (84713|1,84951|2) -

01:32:570 - add note, make double same like 01:33:047 -

01:33:999 - double
Nothing chnaged. Those doubles doesn't fit in. There is no bell sound I could apply to them except at 00:57:809 - and 00:59:237 - , but I won't do that here too because I would have to add a few more notes which would break the consistency at least for me.

Good Luck >w<)b
Thank you anyway for the mod <3
Topic Starter
[Kazuto]
Hello!

Syadow- wrote:

Kazuto

Normal


00:03:761 (3761|1) - move to col 4, not fit if u put jack here You're right!

00:04:713 (4713|2,4951|0) - swap col Okay!

00:26:618 - double, add note in col 1 Why should this be a double?

00:32:809 (32809|2,33047|1) - move to col 2 n 4 Okay!

00:51:856 (51856|1,52094|2) - better to swap col Hmm, no I like it how it is.

01:03:523 - double or new LN here Again, I don't know why there should be a double or even a new LN o:

01:04:237 (64237|1,64475|2,64475|0,64713|1,64951|2,64951|0) - re arrange plz, make variation I think it fits to that specific part in the song.

01:09:237 - double or new LN Same as before.

01:10:666 - same like 01:09:713 - but low pitch Huh?

01:12:809 - double The same problem like before.

01:14:951 - double or new LN Again.

01:32:570 - double And again.
Thank you very much for your mod! :)
Protastic101
Hello, from the xmas queue. Not sure if you're still continuing this but I'd like to help you push it forward.

[General]
  1. All hitsounds used.
  2. The spread between the Easies to Normals seems to be a bit of a problem. The normal diffs use 1/2 jumpstreams with a few 1/4 triplets scattered around,
    but the easy diffs only use 1/2 five times, and there are only two jumps present at 00:58:285 - 00:58:761 - in the 6K easy only. What I would suggest is to use jumps for the main melody (which is most of what you have now) and add a 1/1 rhythm that plays on top of it to represent the constant 1/2 in the harmony.
  3. Both Normal diffs have a double hitsound at 00:06:856 - . To reduce the sudden loudness in volume here, divide the samples into two notes with 12% on one and 13% on another, or fill it in with another note to make an incomplete chord.
[4K Normal]
00:16:142 (16142|2,16380|2,16618|1,16856|1) - Because the sound is alternating back and forth between two different pitches in each measure, I would avoid stacking these as the player might assume they're the same pitch when they're not. Maybe moving the first jump in the measure to be [14] would help, like this https://osu.ppy.sh/ss/9814424

00:43:285 (43285|2,43523|0) - To avoid a stack here, I would move to 1 and 2 respectively. Also serves to emphasize the high pitched bells on each downbeat if they have nothing leading into them which would make the sound seem isolated.

01:04:951 (64951|2,64951|0,65428|2,65428|0) - I would make these jumps different since they're all different pitched. Something like this would work better imo for pitch relevancy https://osu.ppy.sh/ss/9814437

01:38:761 - Beginning here, I'd start to gradually lower the hitsound volume since the song also fades out towards the end, and it doesn't end on the same starting chord as it began. This makes it sound incomplete with the last chord at 01:41:618 - because the player will be expecting a more final tone to end.

The only thing to really look out for in this diff are the stacks that are placed in an unpredictable manner. I would try to make the way they're placed consistent (like maybe every other downbeat?) so that the player won't be offput by trying to predict when the next one will land.


[Playin's 6K Normal]
00:01:618 (1618|3,1618|0) - For pitch relevancy, might be cool to stack one of the notes in the jump with 00:01:142 (1142|4,1142|5) - for pitch relevancy, like this https://osu.ppy.sh/ss/9814457

00:12:094 - to 00:18:285 - Might just be me, but I feel like there's a slight left hand bias due to all the movement being put them (lots of 1-3-2 type stuff). Might consider moving a bit of the 1/2 notes onto the right hand too to avoid having the left hand feel like it's doing most of the playing.

00:52:094 (52094|3,52094|0) - I'd make this [36] to match 00:51:618 (51618|2,51618|5) - for PR, and then just move 00:52:332 (52332|2) - to 1 or something to avoid a 1/2 stack with the jump preceding it.

00:58:285 (58285|4,58285|1,58285|5,58761|5,58761|4,58761|0) - This is really the only time you've used a triple/hand in the chart, and only used once more at 01:09:713 (69713|4,69713|0,69713|5,70189|5,70189|4,70189|1) - , so I would just reduce this to a jump to be consistent with the chord layering in the rest of the diff.

01:03:999 (63999|2,64237|3) - I'd suggest putting these in the same column for pitch relevancy tho
01:26:380 (86380|3,86856|1) - ^


Will wait for the spread issue to be fixed before modding the easy. Call me back when changes have been applied tho =w=)b
lenpai
ill return once ^ is resolved
playin14

Protastic101 wrote:

[Playin's 6K Normal]
00:01:618 (1618|3,1618|0) - For pitch relevancy, might be cool to stack one of the notes in the jump with 00:01:142 (1142|4,1142|5) - for pitch relevancy, like this https://osu.ppy.sh/ss/9814457 Ok

00:12:094 - to 00:18:285 - Might just be me, but I feel like there's a slight left hand bias due to all the movement being put them (lots of 1-3-2 type stuff). Might consider moving a bit of the 1/2 notes onto the right hand too to avoid having the left hand feel like it's doing most of the playing. Done

00:52:094 (52094|3,52094|0) - I'd make this [36] to match 00:51:618 (51618|2,51618|5) - for PR, and then just move 00:52:332 (52332|2) - to 1 or something to avoid a 1/2 stack with the jump preceding it. Ok

00:58:285 (58285|4,58285|1,58285|5,58761|5,58761|4,58761|0) - This is really the only time you've used a triple/hand in the chart, and only used once more at 01:09:713 (69713|4,69713|0,69713|5,70189|5,70189|4,70189|1) - , so I would just reduce this to a jump to be consistent with the chord layering in the rest of the diff. Changed

01:03:999 (63999|2,64237|3) - I'd suggest putting these in the same column for pitch relevancy tho
01:26:380 (86380|3,86856|1) - ^ Both chnaged


Will wait for the spread issue to be fixed before modding the easy. Call me back when changes have been applied tho =w=)b
So, I also tried to improve the Easy difficulty. I hope I didn't understand anything wrong. Thanks for the mod!
Topic Starter
[Kazuto]

Protastic101 wrote:

[4K Normal]
00:16:142 (16142|2,16380|2,16618|1,16856|1) - Because the sound is alternating back and forth between two different pitches in each measure, I would avoid stacking these as the player might assume they're the same pitch when they're not. Maybe moving the first jump in the measure to be [14] would help, like this https://osu.ppy.sh/ss/9814424 Looks really good!

00:43:285 (43285|2,43523|0) - To avoid a stack here, I would move to 1 and 2 respectively. Also serves to emphasize the high pitched bells on each downbeat if they have nothing leading into them which would make the sound seem isolated. Okay!

01:04:951 (64951|2,64951|0,65428|2,65428|0) - I would make these jumps different since they're all different pitched. Something like this would work better imo for pitch relevancy https://osu.ppy.sh/ss/9814437 Okay!

01:38:761 - Beginning here, I'd start to gradually lower the hitsound volume since the song also fades out towards the end, and it doesn't end on the same starting chord as it began. This makes it sound incomplete with the last chord at 01:41:618 - because the player will be expecting a more final tone to end. Done!
I'm sorry for this late answer! Thank you so much for your mod! :)
lenpai
told you ill be back ;)

watched a speedrun of this game in gdq cool stuff

4k normal
im not well versed with pr heavy stuff pls bear with me qwq

00:04:713 (4713|2) - essentially has the same sound as 00:05:189 (5189|3,5666|3) - i believe so it should be in 4
00:08:761 - not a huge fan of the splitroll -> roll when the sounds are primarily trilly
00:20:189 - now this section is ^ done right
00:28:523 (28523|0,28761|1,28880|0,28999|1,29237|0) - im no PR expert but playing this may feel a bit ??? would rather have the trill play on the right hand
00:29:951 - not very sure how sensible this is but i would like to emphasize the trill then get that downward motion at 00:31:142 - at the expense of that 1/2 jack https://puu.sh/z6nk3/8c36134071.png
00:40:666 - the 1/2 mini trills here are more sound accurate? https://puu.sh/z6nqS/1f770479b2.png
00:42:809 (42809|2,43047|1) - ctrlh to avoid that linear descend i dont thing the pitches call for it so yeah
00:52:332 (52332|3) - this to 2 should be ok? for the higher sound here 00:52:332 (52332|3) -
01:12:094 - https://puu.sh/z6nFT/2b5fe3457e.pnga little rigid but since you started introducing 1/2 jacks i guess this is ok makes the ascending would after the double work i guess
01:16:142 - odd trill some 1/2 jack usage would be cool because of prior usage lane choice is your call

woh that was very hard good luck
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