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This beatmap was submitted using in-game submission on Sunday, 3 September 2017 at 20:50:49

Artist: Chorogons
Title: Ishukan Communication
Source: 小林さんちのメイドラゴン
Tags: 松井洋平 佐藤純一 rionos ending ed Kobayashi-san Chi no Meidoragon Miss Maid Dragon Elma エルマ Tooru トール Quetzalcoatl ケツァルコアトル Lucoa Kanna Kamui カンナカムイ kantoku ravioli
BPM: 107,95
Filesize: 23129kb
Play Time: 01:28
Difficulties Available:
  • Hard (2,94 stars, 244 notes)
  • Insane (3,93 stars, 333 notes)
  • Normal (1,92 stars, 158 notes)

Download: Chorogons - Ishukan Communication
Download: Chorogons - Ishukan Communication (no video)
Information: Scores/Beatmap Listing
---------------
小林さんちのメイドラゴン ED
Metadata source: http://maidragon.jp/product/cd/ed.php

Favorite anime of Winter 2017
Thanks to Shironi for letting me borrow her mp3!

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Last edited by Pho on , edited 10 times in total.
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Combo Commander
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quick rhythm mod on insane

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Rhythm Incarnate
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good map.
bad my english.
from #modreqs

All suggestion ( *´艸`)

general

kiai plz

Normal
00:11:964 - 00:16:409 - 00:20:853 - 00:25:298 -
Because there are big vocals, Would you like put the circle?
I feel like you can rest the player by stacking it with the previous circle.

e.g.
https://gyazo.com/3bb4d79094f31ed0f3ee7b71addbf187.png
https://gyazo.com/9622508ddb864e02fb09c1e285993936.png

Hard

00:34:927 (3,4) - stackmiss? intentional?

Insane

00:17:150 (3,4) - change it like 00:12:705 (4,5,6,7) - ? it is fun , i think.
01:11:316 - add circle better. sound here.
(There is also an object in 01:13:538 - of the same melody)

go rank~

kanna
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Last edited by Asuka_- on , edited 1 time in total.
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Rhythm Incarnate
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Nice moe slider lmao also I suggest you start the kiai here 00:49:464 (1) - and end it here 01:16:131 (1) -
Normal
Normal
00:42:798 (1,2) - blanket this?
00:08:816 (4) - just wondering why is this the only wavy slider but 00:08:816 (4) - isnt
00:38:353 (1,2) - curve these two a little bit more
01:02:798 (1,2) - a little bit too close ust make a little bit of distance between these two

Hard
Hard
00:39:464 (5,7) - overlap?
00:58:909 (2,3) - overlap the slider ends?
01:19:927 (6) - move this a little bit more to the left

Cant really find that much mistakes cos you're a pro mapper xd
Goodluck!
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LMT
LMT wrote:
quick rhythm mod on insane

  • 00:01:316 (4) - stress is still on the red tick so this doesn't feel nice. https://osu.ppy.sh/ss/7748284 try this? Can't see a problem with the rhythm here, red tick doesnt have higher stress in the music and the slider as it is works better with the vocals
  • 00:09:279 (6,2) - overmapped -> https://osu.ppy.sh/ss/7748300 ?
  • 00:09:927 - sounds like a strong tick to map.
  • 00:18:631 (1,1,1,1) - i always read this as 1/6 :\ can't suggest you anything nor saying that it's bad, but that's what happened to me. Probably not the most intuitive pattern to tap, but it goes really well with vocals here.
  • 00:47:242 (1,1,1,1) - not intuitive enough since the sliderticks are completely superseded so the player just goes with the instinct of following the sliders, which is not really what you want here xd. wasn't meant to be serious anw lol
  • 00:59:742 (2,3,4,1) - rhythm is suddenly too sparse here compared to the rest of the section. There are enough beats for doubles just in case you think there aren't.
  • 01:05:483 (1,2) - more differentiation for snares ( + different beat? ) https://osu.ppy.sh/ss/7748366 that'd make the pattern unnecessarily complex, want to keep it simple on this map.
  • 01:05:854 (4) - for some reason you skipped that purple tick on the drums, you usually do it on this diff. Lower note density makes for a better transition into the next part, and that drum beat is not too significant to map it.
  • 01:11:316 - why skipping this?

Asuka_-
Asuka_- wrote:
good map.
bad my english.
from #modreqs

All suggestion ( *´艸`)

general

kiai plz Not really necessary

Normal
00:11:964 - 00:16:409 - 00:20:853 - 00:25:298 -
Because there are big vocals, Would you like put the circle?
I feel like you can rest the player by stacking it with the previous circle.

e.g.
https://gyazo.com/3bb4d79094f31ed0f3ee7b71addbf187.png
https://gyazo.com/9622508ddb864e02fb09c1e285993936.png

Hard

00:34:927 (3,4) - stackmiss? intentional?

Insane

00:17:150 (3,4) - change it like 00:12:705 (4,5,6,7) - ? it is fun , i think. current pattern works better with kanna's voice
01:11:316 - add circle better. sound here.
(There is also an object in 01:13:538 - of the same melody)

go rank~

Thanks for the gif! :3

JeirYagtama
JeirYagtama wrote:
Nice moe slider lmao also I suggest you start the kiai here 00:49:464 (1) - and end it here 01:16:131 (1) - Don't really want to add one since it doesnt feel necessary in this song
Normal
00:42:798 (1,2) - blanket this? not really intended here
00:08:816 (4) - just wondering why is this the only wavy slider but 00:08:816 (4) - isnt don't really get what you mean here tbh ? :(
00:38:353 (1,2) - curve these two a little bit more flat-curved looks nicer
01:02:798 (1,2) - a little bit too close ust make a little bit of distance between these two

Hard
00:39:464 (5,7) - overlap? manually overlapped, is intended
00:58:909 (2,3) - overlap the slider ends? ^
01:19:927 (6) - move this a little bit more to the left

Cant really find that much mistakes cos you're a pro mapper xd
Goodluck!


Thanks for the mods guys/girls! No comment = fixed!
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wannabe lolicon
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Hello mod from my queue~
General
  • This mapset could use an Easy diff? I see no reason not to have one.
  • You could also implement a kiai section here since there clearly is "chorus-type" section around here.
  • As overall comment remember to make not-so-common rhythms work as intuitively as possible or they are just unnecessarily confusing. This map has a lot of beats landing on "random" ticks (mostly because the song is mostly based around 216 bpm 1/3 which occasionally ends up random with 108 bpm snapping, no problem by itself.) If player plays this like casual 108 bpm song tho, the snappings can end up like what I meant, I'll prob give some examples anyways
  • You have the same green points in every diff I presume? Anyways on lower diffs due lower density the points end up occasionally on empty spots. You could clean them up so it would be slightly neater.

Normal
  • 00:22:798 (1,2) - nazi blanket
  • 00:35:020 (3,2) - since you have mostly avoided overlaps other than the obvious DS ones, perhaps remove this one as well since it's somewhat clear
  • 00:37:242 (3,4) - another nazi blanket
  • 00:54:927 (4,5) - ^
  • 01:10:483 (3,4) - ^ (4 could be slightly more curved that is)
  • 01:13:353 (4,2) - similar overlappy thingy to earlier
  • 01:15:853 - could definitely use a circle here, definite sound for it and the break doesn't really fit the place when comparing to the musical intensity (it's like the ending part of kiai would be)
  • pretty clean, so just some nazi over here

Hard
  • Perhaps make this slightly less dense or map some of the objects with sliders and such, since currently it doesn't really differ that much from the top diff except spacing wise and when on the other hand comparing to lower diff I think this diff could use slight tuning for the spread
  • 00:02:798 - You could map the strong sound here with circle instead (NC it instead of 00:02:983 (1) - then too). Like, unlike at 00:05:206 (1) - , here the vocals also begin on the white tick that is currently under sliderend.
  • 00:10:020 (3,4) - doesn't work too well since you have before used the stack for things such as 00:04:372 (7,8) - where the space between is different. Also for that matter, why aren't 00:08:816 (7,8) - stacked too similarly to the earlier one? (granted the pattern isn't 100% the same rhythm-wise either)
  • 00:11:687 - another emphasised sliderend. Actually looking at this there are actually hella lot of them. Considering this is Hard diff (and somewhat dense at that) I think it would be very much possible to map it so that you actually click the white ticks (when there's strong sound and they are emphasised that is)
  • 00:16:131 (7) - yeah like this for example. Tho I would NC this instead of 00:16:409 (1) - but since I can see your logic too it's perfectly fine this way too
  • 00:21:038 (2,3,2,3) - while it's cool you are mapping some variety here, I don't think this kind of patterning works so well, since it's making player click on the not-so-important sounds (that are located on not-so-intuitive snappings) and has the stronger sounds in the sliderends
  • 00:24:464 (2) - would make more sense to NC this. Current NCing can even lead the player to think that 00:24:372 (1) - is on white tick
  • 00:45:020 (1,1) - the visual distance between these 2, "blanket" could be better
  • 01:03:538 (3) - is this supposed to be of the stacked variety or the slightly spaced out one? Since I presume it's supposed to be slighlty spaced like the other, it would look better if the spacing was upwards so that the circle doesn't end up under the sliderbody like this lol
  • 01:11:687 (1,2,1,2) - I believe you did something similar in the Normal. Why would you have like zero density for one of the most intense parts? If you want to have a contrast in here, then make it logical in all of the diffs. Currently Normal and Hard have this, but Insane pattern doesn't really differ that much from the logic in the rest of the map. If you want the contrast in this part in the maps, make in constant in the mapset?
  • Like Normal, it's pretty good already. There were few things I kinda didn't agree with here, but since you were pretty constant with most things I didn't comment that much on them, like visuals for example

Insane
  • from AiMod: object end not snapped at 00:06:964 (6) - and 01:19:187 (2) -
  • 00:18:631 (1,1,1,1) - doesn't really work, these no precedent and it's hard to decipher what this is. Already just having 00:18:631 (1,1) - as slider would work imo
  • 00:36:038 (1,2) - unnecessary combo spam, 00:36:038 (1) - to the previous combo and 00:36:131 (2) - NC this, remove NC from 00:36:409 (1) -
  • 00:45:020 (1,1,1) - good shit lol ^^
  • 01:15:576 (3) - could NC
  • 01:27:242 (1,2,3,1,2,3) - definitely space out more. You had spaced out already some of the 1/6 especially with sliders and this kinda feels like it would just be 1/6 spaced out for the final. Also since it is the final, these could use more emphasis with the spacing. Similar case for the reading is 01:06:687 (1,2) - but since it's just one circle and leading to slider it works better.
  • Other than that also similar stuff I already mentioned in Hard, tho visually I liked this one more. Anyways the set's pretty good already I guess.

Good luck!
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Rhythm Incarnate
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TheKingHenry wrote:
Hello mod from my queue~
General
  • This mapset could use an Easy diff? I see no reason not to have one. Not necessary as long as the lowest difficulty is still fair for new players, and i believe it is.
  • You could also implement a kiai section here since there clearly is "chorus-type" section around here. There is, but it's not that significant to me to add kiais there.
  • As overall comment remember to make not-so-common rhythms work as intuitively as possible or they are just unnecessarily confusing. This map has a lot of beats landing on "random" ticks (mostly because the song is mostly based around 216 bpm 1/3 which occasionally ends up random with 108 bpm snapping, no problem by itself.) If player plays this like casual 108 bpm song tho, the snappings can end up like what I meant, I'll prob give some examples anyways Making intuitive rhythms in 1/3-based songs is kinda difficult without sacrificing those that are characteristic for the song, and I already tried to find a compromise in that regard.
  • You have the same green points in every diff I presume? Anyways on lower diffs due lower density the points end up occasionally on empty spots. You could clean them up so it would be slightly neater. Cleanup isn't necessary, and the gain from it would be minimal.

Normal
  • 00:22:798 (1,2) - nazi blanket
  • 00:35:020 (3,2) - since you have mostly avoided overlaps other than the obvious DS ones, perhaps remove this one as well since it's somewhat clear
  • 00:37:242 (3,4) - another nazi blanket
  • 00:54:927 (4,5) - ^
  • 01:10:483 (3,4) - ^ (4 could be slightly more curved that is)
  • 01:13:353 (4,2) - similar overlappy thingy to earlier
  • 01:15:853 - could definitely use a circle here, definite sound for it and the break doesn't really fit the place when comparing to the musical intensity (it's like the ending part of kiai would be) I left it out to lower density at this point since it's a normal difficulty. Music isn't as intense as previously, so it shouldn't be a problem in this case.
  • pretty clean, so just some nazi over here

Hard
  • Perhaps make this slightly less dense or map some of the objects with sliders and such, since currently it doesn't really differ that much from the top diff except spacing wise and when on the other hand comparing to lower diff I think this diff could use slight tuning for the spread i thought object density spread is fairly even already, don't think it"s unbalanced but I might ask around.
  • 00:02:798 - You could map the strong sound here with circle instead (NC it instead of 00:02:983 (1) - then too). Like, unlike at 00:05:206 (1) - , here the vocals also begin on the white tick that is currently under sliderend. I prefer the current rhythm.
  • 00:10:020 (3,4) - doesn't work too well since you have before used the stack for things such as 00:04:372 (7,8) - where the space between is different. Also for that matter, why aren't 00:08:816 (7,8) - stacked too similarly to the earlier one? (granted the pattern isn't 100% the same rhythm-wise either) I don't think it's that confusing to play, unlike 00:04:372 (7,8) -, this one has a 1/4 pattern that leads into it. 00:08:816 (7,8) - aren't stacked because i wanted the movement here since this part of the music is intense.
  • 00:11:687 - another emphasised sliderend. Actually looking at this there are actually hella lot of them. Considering this is Hard diff (and somewhat dense at that) I think it would be very much possible to map it so that you actually click the white ticks (when there's strong sound and they are emphasised that is) It's very much intended in this case. Mapping these beats out with circles would make the map kinda stiff to play in comparison to the 'swing' nature of this song.
  • 00:16:131 (7) - yeah like this for example. Tho I would NC this instead of 00:16:409 (1) - but since I can see your logic too it's perfectly fine this way too
  • 00:21:038 (2,3,2,3) - while it's cool you are mapping some variety here, I don't think this kind of patterning works so well, since it's making player click on the not-so-important sounds (that are located on not-so-intuitive snappings) and has the stronger sounds in the sliderends True, but as the rhythm focus of my maps here are mostly vocals, I don't see that much of an issue. It might leave emphasized beats unemphasized but it's intended to give a bit different gameplay feeling.
  • 00:24:464 (2) - would make more sense to NC this. Current NCing can even lead the player to think that 00:24:372 (1) - is on white tick NCing has focus on vocal verses instead of going the regular "NC on white ticks' rule.
  • 00:45:020 (1,1) - the visual distance between these 2, "blanket" could be better Not intended here tho
  • 01:03:538 (3) - is this supposed to be of the stacked variety or the slightly spaced out one? Since I presume it's supposed to be slighlty spaced like the other, it would look better if the spacing was upwards so that the circle doesn't end up under the sliderbody like this lol I don't see much of an issue here tbh, it should still be readable
  • 01:11:687 (1,2,1,2) - I believe you did something similar in the Normal. Why would you have like zero density for one of the most intense parts? If you want to have a contrast in here, then make it logical in all of the diffs. Currently Normal and Hard have this, but Insane pattern doesn't really differ that much from the logic in the rest of the map. If you want the contrast in this part in the maps, make in constant in the mapset? The patterns do progress throughout the difficulties (Hard has higher spacings between the important 1/2 beats, Insane additionally has more note density).
  • Like Normal, it's pretty good already. There were few things I kinda didn't agree with here, but since you were pretty constant with most things I didn't comment that much on them, like visuals for example

Insane
  • from AiMod: object end not snapped at 00:06:964 (6) - and 01:19:187 (2) -
  • 00:18:631 (1,1,1,1) - doesn't really work, these no precedent and it's hard to decipher what this is. Already just having 00:18:631 (1,1) - as slider would work imo It doesn't need a precedent, the specialty about this part is the vocal having 1/4 beats instead of the usual 1/3 metronome and i wanted to highlight that more in the Insane difficulty with circles. It might not be the most intuitive one, but works really well with the music and the principle i follow.
  • 00:36:038 (1,2) - unnecessary combo spam, 00:36:038 (1) - to the previous combo and 00:36:131 (2) - NC this, remove NC from 00:36:409 (1) - Doesn't feel that spammy to me
  • 00:45:020 (1,1,1) - good shit lol ^^ :ok_hand:
  • 01:15:576 (3) - could NC Not necessary
  • 01:27:242 (1,2,3,1,2,3) - definitely space out more. You had spaced out already some of the 1/6 especially with sliders and this kinda feels like it would just be 1/6 spaced out for the final. Also since it is the final, these could use more emphasis with the spacing. Similar case for the reading is 01:06:687 (1,2) - but since it's just one circle and leading to slider it works better. It's meant to be low-spaced due to the shift from 1/6 to 1/4 in the final segment and I didn't want it to come off as too surprising. Might fix it if someone else points it out.
  • Other than that also similar stuff I already mentioned in Hard, tho visually I liked this one more. Anyways the set's pretty good already I guess.

Good luck!


Thanks for the mod Henry! :) As always, no comment = fixed!
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Rhythm Incarnate
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Short Mod for Normal wwww


General

Why no Kiai :thinking:


Normal
00:09:835 - Place there a Circle because you are following the Rythm here 00:10:020 (3,4) - But it starts at 00:09:835 (2) - so it would be nice to represent the part/music better with the Circle here
00:11:964 (2) - I'm not sure if it would be too hard but make a Slider instead Circle too follow the Vocals better
00:13:353 (5) - Instead 2 circles I would do a Slider
00:25:298 (5) - Circle for Vocal
00:35:853 (4) - Place this Circle to x:444 y:67 for better Flow
00:39:187 (2) - Circle for Vocal
01:27:798 (2) - Add Circle
sorry for noob Mod wwwwwww
GL
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nextplay wrote:
Short Mod for Normal wwww


General

Why no Kiai :thinking: It doesn't feel that necessary to me


Normal
00:09:835 - Place there a Circle because you are following the Rythm here 00:10:020 (3,4) - But it starts at 00:09:835 (2) - so it would be nice to represent the part/music better with the Circle here Would make sense, but note density would be too high at this point and the tap on an irregular snap is difficult for newer players.
00:11:964 (2) - I'm not sure if it would be too hard but make a Slider instead Circle too follow the Vocals better can't see a good reason to, circles emphasize vocals better
00:13:353 (5) - Instead 2 circles I would do a Slider same as above
00:25:298 (5) - Circle for Vocal Slider is there for variation, and it does work with the vocal already
00:35:853 (4) - Place this Circle to x:444 y:67 for better Flow can't see much improvement from how it is right now
00:39:187 (2) - Circle for Vocal Prefer slider since density is low at this point
01:27:798 (2) - Add Circle It would emphasize nothing in the music though :(
sorry for noob Mod wwwwwww
GL

Any mods are appreciated, thanks! Didn't fix anything from it, but made me realize i had a snapping error. :)
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Hello there. From queue-oli

Insane
    I personally would boost AR a bit, cause map is relatively fast
    Links are ok for tags?
  • 00:10:205 (4) - bend this one too a little bit, would be nicer
  • 00:15:853 (7,8) - blanket maybe?
  • 00:18:631 (1,1,1,1) - y those ncs
  • 00:31:131 (6,7) - i heard many times that every sv change should be accompanied by new combo, is it actually untrue? :o
  • 00:36:038 (1,2) - this double brings imbalance because all others doubles in map are stacked or closer to each other
  • 00:57:937 - this wants to be clickable (or maybe would work if you made slider angle at this point)
  • 01:20:576 - unnecessary green timing point

Couldn't find anything wrong with other diffs (probably because of lack of experience). Hope that you'll something useful. Good luck!
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LOL looks like i found my loli kanna there wwwwwww


general

insane

hard

normal
no problem at all! but the hitsounds could do some work and a recheck xd

just passing by
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h4d0uk3n1 wrote:
Hello there. From queue-oli

Insane
    I personally would boost AR a bit, cause map is relatively fast I find lower AR a bit funnier to play.
    Links are ok for tags? Were meant to be put on CW, thanks lol
  • 00:10:205 (4) - bend this one too a little bit, would be nicer
  • 00:15:853 (7,8) - blanket maybe? Not intended here
  • 00:18:631 (1,1,1,1) - y those ncs Rhythm switches to 1/4, NCs are an indicator for that.
  • 00:31:131 (6,7) - i heard many times that every sv change should be accompanied by new combo, is it actually untrue? :o Not every SV change, only if it is a very drastic SV change
  • 00:36:038 (1,2) - this double brings imbalance because all others doubles in map are stacked or closer to each other It's unstacked on purpose, i think it's a nice touch at this point of the song.
  • 00:57:937 - this wants to be clickable (or maybe would work if you made slider angle at this point) big slider's for the trumpet, feels more fitting to me
  • 01:20:576 - unnecessary green timing point

Couldn't find anything wrong with other diffs (probably because of lack of experience). Hope that you'll something useful. Good luck!



lit120 wrote:
LOL looks like i found my loli kanna there wwwwwww


general done.


insane

hard

normal
no problem at all! but the hitsounds could do some work and a recheck xd just copied hitsounds from insane but i'll look into that soon thanks

just passing by


Thanks for the mods guys, fixed everything not commented :)
Also thx for the star davidminh :)
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Last edited by davidminh0111 on , edited 1 time in total.
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