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This beatmap was submitted using in-game submission on Samstag, 8. Juli 2017 at 16:20:09

Artist: Manaka Kataoka & Yasuaki Iwata
Title: Main Theme
Source: ゼルダの伝説 ブレス オブ ザ ワイルド
Tags: breath of the wild legend zelda desperate-kun nintendo switch wiiu bgm ost
BPM: 90
Filesize: 25975kb
Play Time: 01:47
Difficulties Available:

Download: Manaka Kataoka & Yasuaki Iwata - Main Theme
Download: Manaka Kataoka & Yasuaki Iwata - Main Theme (no video)
Information: Scores/Beatmap Listing
---------------
Simple - Desperate-kun
Calamity - me

No GDs. Thanks to Bonsai for the timing!
Last edited by Mao on , edited 8 times in total.
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Rhythm Incarnate
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Rhythm Incarnate
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Beautiful map.
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-Hime wrote:
Beautiful map.


Thank you!
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Whistle Blower
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This is so great, I'm in impressed.
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BlueJoyce145 wrote:
This is so great, I'm in impressed.


Thanks <3
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i know that easier maps tend to go unnoticed, but this map is so delightful and enjoyable ♥ keep up the awesome work, mao
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ninfia wrote:
i know that easier maps tend to go unnoticed, but this map is so delightful and enjoyable ♥ keep up the awesome work, mao


Thank you for the nice words!
Also mapset is finally done, time to find mods :D
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Earned 1 kudosu.
here's the mod you're looking for i was sent from gabe and kurai


the easier diff

top diff doesn't have countdown so i assume this shouldn't either?
top diff has hitsounds so i assume this should too :>

00:22:053 (2,3) - mm i am not so sure about using such different shapes when the sounds on both sliders aren't that different, besides this is the only slider with such a strong curve in the pattern, could you make its shape more like 00:22:053 (2) - ? would probably help with blanketing 00:24:196 (4) - too
00:54:907 (1) - im guessing the red points on this slider are reflecting the sounds you're not mapping on this slider, but i feel like making it a 1/1 slider still wouldn't differenciate it enough from 00:56:638 (3) - rhythmically
01:33:696 (3,1) - while i like what you're doing with the SV changes on lower diffs, i think the SV change here is a bit too harsh and could make this hard to read for newcomers


the 6666 diff

00:13:345 - inconsistent volumes within your 2 timing lines
00:37:600 - same here!

00:31:224 (2,3,4) - these sound stronger than 00:29:941 (1) - which is a relatively calm sound, what about raising the SV a bit here?
00:35:716 (4) - cute mustache
00:54:907 (1,2) - these could be a bit more emphasized with SV changes too since they sound (to me at least) like the climax of the song
00:58:385 (1) - the even stronger mustache
01:44:800 (4) - the sliderend sounds a bit too strong for this fading sound
01:47:334 (1) - i think the reverse here sounds a bit extra here, isn't there a single held sound on 01:47:432 - ?

good luck!
Last edited by Realazy on , edited 1 time in total.
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because you kinda asked everyone to mod your map.
*cough* Kurai *cough*


General
Countdown is enabled in Desp's difficulty. Even if it's not triggered in game, I'd suggest you to disable it to calm AiMod down.



Desp's
don't you need.. hitsounds?
  • 00:24:196 (4) - For this slider, I would rather see it placed in a way that would interact better with the previous and the next object. Why not moving it that way? (Rotation of 45°)
    Example
    Image
  • 00:40:484 (1) - if you listen closer to the reverse arrow, there is a very strong bass noise that I believe, should be emphasized even more. while analyzing your current object emplacement, it would be nice if you took these objects 00:39:330 (4,5,1) - and do a CTRL+G. after doing this, you'll emphasize more things: 00:39:330 (4) - the slider here will have emphasized ends and 00:41:060 (5) - will be correctly accentuated.
  • 00:52:600 (3,4) - I am not sure the circle (4) is needed in this case. yes, there is a sound, but I believe if you decide to change these two circles for a slider, it would be better as it will make a nice transition to the next slider, just like you've done to 00:50:869 (3) - .
  • 00:54:330 (6,7) - you might as well do something similar here.
  • 00:58:385 (1) - Unsnapped object.
  • 01:47:334 (1) - I realized at this point that you didn't have any hitsounds. I believe you should tweek in some whistles to add a simplistic addition to your difficulty. (like here, you should add a whistle to emphasize the loud bell sound)



Mao's
  • 00:35:716 (4) - the end of this slider does not need a whistle compared to the beginning of it, which has a bell sound. since it's soft, I don't believe you need that whistle neither.
  • 00:51:446 (1,2,3,4,5) - nice symmetrical combo
  • 00:54:042 (6) - if 00:52:311 (2) - has a whistle, shouldn't this one has a whistle too?
  • 01:00:767 (2) - I don't know why, but a finish hitsound would sound neat here. it makes a great arrangement with the previous slider's end and the next finish.
nothing else to add to this difficulty. it looks pretty good the way it is. it feels like a challenge, but it fits well with the song.


nice job kitty
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Realazy
Realazy wrote:


the 6666 diff

00:31:224 (2,3,4) - these sound stronger than 00:29:941 (1) - which is a relatively calm sound, what about raising the SV a bit here? I haven't really used different SVs for single objects but only for complete sections in order to keep the map simple.
00:54:907 (1,2) - these could be a bit more emphasized with SV changes too since they sound (to me at least) like the climax of the song But I wanted to keep it simple and there's no more 1/6 rhythm in this song so using a different SV might make it too complex.
01:44:800 (4) - the sliderend sounds a bit too strong for this fading sound Lowered the volume
01:47:334 (1) - i think the reverse here sounds a bit extra here, isn't there a single held sound on 01:47:432 - ? Huh, but the piano isn't just a single hold? I already simplified it like that.


Everything not mentioned has been fixed (including Gabe's mod). Thanks guys! :3
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I have updated the metadata and fixed some stuff on Desp's difficulty (renamed it, added hitsounding etc.)
For anybody wondering about the metadata, here are the references KwaN gave to me:

https://auctions.c.yimg.jp/images.aucti ... fk6381.jpg
http://media.vgm.io/albums/24/64942/649 ... 555280.jpg
http://media.vgm.io/albums/14/64741/647 ... 510111.jpg
https://youtu.be/Afp8hIeD5Rw?t=7m16s

Also @Desp: Please raise the volume in your diff to be similar to mine. Otherwise it will be inaudible for some people.
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Links aren't working as intended because the website shorten them for some really weird reason. Can you include an "url=" format to fix it, maybe?

Call me after the boobble!
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Yuii- wrote:
Links aren't working as intended because the website shorten them for some really weird reason. Can you include an "url=" format to fix it, maybe?

Call me after the boobble!


Oh, I have just copied it from the PM directly lmao
Fixed!
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Rhythm Incarnate
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Hallo nochmal~


    General
  • 00:22:053 - I do believe that this timing line isn't correct (at least the flute). It's clearly noticeable that the end of the slider should be around 00:22:680 - ~ I tried with some BPMs but it still don't convice me, mainly because the next note (00:22:920 - ) feels so "close" to the previous one not being a common 1/2 gap. Well, I think the flute is a bit off to the main rhythm, so it'd be better to keep the current time and follow the metronome I guess... plays/feels better than snapping the flute xd


    Calamity
  • 01:13:566 (2,3) - a bit nazi but fix blanket?
  • 01:38:613 (1,2) - This is the only stack you do in the entire diff which make it very notorious when playing D: Consider unstacking them for consistency?
  • 01:44:182 (3) - maybe you can extend this slider similar as 01:43:516 (2) - ? I hear the melody last for a bit longer than that. And maybe do similar DS as 00:55:484 (2,3,4) - ? looks cool~


    Desperate's Simple
  • 00:26:909 - here you're doing this wavy shape following the change in the flute, but 00:28:345 - here you're mapping the piano which kinda feels.. weird? Idk but after seeing this in the editor, I think it'd be better if you follow the slidershape for the piano 00:27:069 - here.
  • 00:34:112 (1) - The timing recovery for this is 1 beat (same for 01:02:307 (1) - ), and since this is more likely to be an Easy rather than a Normal (because of low bpm) it actually would be a lot better if you increase the it. According to the guidelines, Easy should have 4 beats for recovery and Normal 2, and here you have just 1 D: (Well since it's 3/4 Meter it's a bit more but you get the idea) Actually I really noticed it while playing, it really feels there's no recovery for new players xD


Okay that's all from me. Hope it can help you guys!

Viel glück o/ (Ja, Ich spreche ein bisschen Deutsch (kein google translator ftw!))
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