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Liontamer

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Everything posted by Liontamer

  1. NOTE: This is a remix for the Mega Man IV remix project (http://ocremix.org/forums/showthread.php?t=4921) Accordingly, in the event that this remix is approved, please refrain from posting it until the completion of the project. However, if it's rejected, please post the decision publicly, so the song can be further refined for both the project and OCR. contact info: remixer name: jmr real name: Jeffrey Roberts email: jeffreymr @ gmail.com userid: 6406 remixer name: Random Hero real name: Ryan Roberts email: cc971751 @ hotmail.com userid: 5857 remix info: title: Diamond Tip game: Mega Man IV song: Drill Man stage (track 4 in the NSF hosted at OCR) This remix was started back when I first read that GaMeBoX was planning to start a MMIV project (which is now being managed by Dafydd). Unlike other tracks I've worked on, the majority of arrangement for this one fell into place fairly quickly. Things were going smoothly until I reached the 2:55 mark, when I hit some sort of writers block. This is where my brother, Ryan (Random Hero), came in and saved the day. After a night of working on it, the majority of the ending came to be. Even when we had reached the point where I considered the remix completed, he was still coming up with great ideas for the song. I think his contributions to the track are more than significant enough to warrant this being considered as a collaboration. Without him, this track would probably still be lacking an ending. Anyway, hope you all enjoy it, -jeff -------------------------------------------------------------------------------------------------- http://www.zophar.net/nsf/megaman4.zip - Track 4 ("Drill Man") Not exactly the most melodic source theme I've ever heard, it's not particularly catchy. But I've been proven wrong before, as some people really know how to transform these tunes. Opens up super empty, but I'm willing to see where it builds up to. Melody arrives at :17 with a pretty quiet lead that could stand out more. :35-:42 has some really rigid plucked string sequencing that just sounds awkward. Seems like :44 is supposed to be the high point of activity, but the track just feels bare and dynamically flat. Countermelodic writing from 1:01-1:15 felt REALLY aimless. The percussion writing seems aight, but it doesn't fill out the background enough and doesn't really lend any movement to the piece. Can't articulate my concerns there with more precision, but hopefully some other Js can elaborate. On the plus side, the overall sound is very clean and distinct; you just need to achieve a better balance with your parts. I heard some string pads starting at 1:38, but they're barely audible; perhaps try punching those up to thicken up the piece. Right now, this is way too empty-sounding. The string accents from 1:58-2:13, as well as the countermelodic ideas afterward are also practically a non-factor due to their volume. By around 2:40 when I paid attention to the drums, they were dragging, so the changeup and slowdown after 2:48 was welcome. Didn't think the tempo change was as effective as it could have been. If the first half of the track had been more energetic, then the changeup would have been much more effective. Regardless, by 3:34, the arrangement just finds itself back into the same tempo and every level as the previous stuff only with some different (slightly muddy) sounds; in other words, just more of the same. Not too much to say about the arrangement, as it's all solid on that level. This is a solid base, but this needs better balance, more energy, and more effective use of contrast. Get some more drive into the percussion work, push up some supporting elements to prevent things from sounding so barren. You need something more dynamic. I'm not saying to add some over-the-top breakbeats or make the first half into trance, but the energy level ineffectively hovers at one spot most of the way. Keep working on this, bros. NO (rework/resubmit)
  2. Hi, here's a mix that doesn't incorporate the bond theme, so maybe I'll have a bit more of a chance with this one. It was loosely inspired by zircon's recent Monstrous Turtles track and my intent to create a rock based mix. Mixer name: Miszou Real name: Greg Michalec E-mail: greg@silverlinestudios.net Website: www.silverlinestudios.net, www.soundclick.com/silverlineproductions Game: Super Mario 64 Themes used: Road to Bowser, Bowser's Theme Thanks, greg ---------------------------------------------------------------------------------------------- http://www.zophar.net/usf/sm64usf.rar - 29 "Koopa's Road" & 30 "Koopa's Theme" Cool opening. Picked up at :09 with some interesting sounds although it already sounded a bit on the loud side during the buildup, making me anticipate something way too loud once everything kicked in. And indeed at :34, everything's way too loud. Arrangement was fairly conservative to start, but I definitely see some of the "Monstrous Turtles!" influence in your approach. Very personalized. Going back to criticism, the first thing I noticed aside from the volume was that the electric guitar work was muddying up the soundfield and making all the other sounds around it very indistinct. I like your textures on the whole, you just need better separation of the parts so everything sounds cleaner. The drum work could be more interesting as well during the verses. The snappy snare dominates everything too much, but aside from some cymbal crashes as well I can't hear much else going on with the perc writing due to the crowding out effect from other sounds. Nice changeup at 1:26 once that beautiful stuff came in at 1:33. My reaction in #judges... Some of the writing is awkward (bowed string from 1:42-1:56 possibly doesn't quite resolve right), but you've got some good attention to dynamics, as well as creative concepts on how to integrate original writing within the arrangement.2:32 going back into the meat of the arrangement, just the same issues about overall volume as well as needing better separation. Minor crit: the ending at 3:24 was really cheesy and didn't seem to even fit the mood of the rest of the song, particularly the bell and vox 3:32. Too seemingly uplifting and trite, it really sounds out of place. You got a lot of the core concepts we're looking for down, Greg. You've just gotta tighten the bolts in this bitch. Get the rest of the crits from the panel, then refine the production, bro. Looking forward to seeing this one again. NO (refine/resubmit)
  3. Brief, but to the point...the sub letter, not the mix - LT
  4. ReMixer: Evahn game: Luigi's Mansion song: main mansion theme ReMix: Entrada I don't know what to say about it ... I just think it's fun. -------------------------------- Luigi's Mansion (GC Rip) - (09) "Professor E. Gadd's Lab" (as far as I know; may be other variations) Fun acoustic guitar submission. Intro definitely seemed to fill the space well, but, after :35, the approach to the arrangement merely felt empty. 1:10 remedied that a little, but not enough; there seemed to be some slight distortion in places as the overall volume needed to be toned down. Good original ideas from 1:46-2:17 over the chords of the original. Went back to those dry chugs at 1:44; bleh. 2:17 sounded stronger in terms of the resonance these guitars needed to flesh out the space properly. I felt like the multitracked geetars needed to fill out the soundfield more and that the lead guitar playing should have been tighter. It was OK on the whole, but sounded stiff a lot of the time. Keep working on it. NO
  5. You speak in the past tense as if this came out 6 years ago and she was never to be heard from again. What gives, bro?
  6. Conceptually, this ended up sounding pretty unique; production-wise, this needs more flesh on the bones in places - LT * ReMixer name: Villainelle * Real name: Leah Raeder * Email address: leahzero@gmail.com * Website: http://leah.johnsandford.org/ (temporary) * userid: 6350 ReMix Info * Name of game(s) ReMixed: Legend of Zelda: Ocarina of Time * Name of individual song(s) ReMixed: "Spirit Temple" & "Requiem of Spirit" * Link to the original soundtrack: Spirit Temple: http://www.vgmusic.com/music/console/nintendo/n64/Spirit_temple.mid Requiem of Spirit: http://www.vgmusic.com/music/console/nintendo/n64/OoTRoS.mid * Your own comments: Hi. You might remember me as the creator of the parody of the OCR rejection guide video on YouTube (cf. Cleveland Rock). Long time listener, first time submitter! This is a remix of the Spirit Temple and Requiem of Spirit themes from Zelda: Ocarina of Time, in a Middle Eastern-flavored electronica/dance style with some chanting vocals. (Requiem can be heard in the breakdown, slightly transposed to fit better into G minor.) I've always had an interest in all things ancient Egyptian, so while I was working on this, I started reading the Egyptian Book of the Dead for inspiration (as the Spirit Temple is clearly inspired by ancient Egyptian architecture). The Book of the Dead is essentially a poetic, Psalms-like book of rites meant to secure passage into the afterlife; in ancient Egypt, persons of importance who were mummified after death each had their own unique copy of a Book of the Dead. The most famous copy we have was written for someone named Ani, and has come to be known simply as *the* "Egyptian Book of the Dead." I bought a copy of E.A. Wallis Budge's translation/transliteration and recorded myself reciting passages from the book, then ran them through various effects (inspired by the creepy vocoded speech from the movie Stargate ). Transcription (hieroglyph transliteration and English translation): http://leah.johnsandford.org/music/seekrit/zeldaoot_botd_transcript.txt I chose lines that had narrative resonance with the actual Spirit Temple event in the game - Link has to solve part of it first in child form before opening the latter part for his adult self. I particularly thought the lines about heaven and rays of light were appropriate, since the Spirit Temple has those notorious light-based puzzles. Thanks for your time, Leah (aka Villainelle) ----------------------------------------------------------- http://www.zophar.net/usf/lozusf.rar - 69 "Spirit Temple" & 70 "Requiem of Spirit" Right off the bat, the electronic sounds are pretty FL-default-y and the textures are flimsy, though I see how you're trying to fill the soundfield up. The drums in particular are super dry and don't fill out the background at all. You need more effects to make things sound thicker, but at the same time the sounds need better attention to EQing and panning so that they stand apart from each other more. Right now, all the sounds seem to just overlap one another. For example, there's some string work (?) starting at 1:50-2:03 (a 7-note pattern) that I could barely pick up on, but it had cool writing ideas. I'd love a musician J's tips on good approaches to getting rid of this dry-but-crowded feel; sounds like you could use more instrumentation, but really more production finesse might be the key. The chanting from 1:50-2:16 was a cool idea. It sounds indistinct, but the effects are cool and it's not too important what you're saying. If it WAS important that the voice work be more audible/understandable, then you've got to address that. Sweet changeup at 2:31. The voice work sounded evil, and the percussion sequencing seems really creative; I hope that was all written by you and not just some loops. The overall texture was temporarily a lot fuller without being crowded, but after 3:11, it still felt like the various parts were tripping over themselves to be heard; dry, but crowded again. Track comes full circle to the concepts from :27 at 3:40, which felt retread-ish rather than interesting. I can't hate on you attempting to establish a foundation groove, but, dynamically, I think this could use more extended and pronounced contrast from section to section. For example, quieter sections without the drum beats could go for a few bars without the vocal chanting before subsequently bringing that in. I think the arrangement has the potential to say more in the same amount of time by being more judicious/calculating with your changeups. Now reading the WIP thread for this one, I love how I basically repeated stuff said by others without actually having seen the comments first (The Joker re: production, Kanthos re: dynamics & bassline writing). It means I'm not losing my touch. Good ideas so far. Reminds me of GrayLightning earlier in his career, where the concepts were good but the execution and polish weren't quite there yet. With that said, you show a lot of potential, Leah. Hopefully the other Js will have some good crits you can work with. NO (resubmit)
  7. Oh snap u rich, buy me 5 shirts too, plz, and cheeze!
  8. omg U Whore Jiggyjonpee I Will Leave This Link Up For All To See So That The Judges Panel Bias Against creative And Enjoyable Mixes Can Be Publically exposed And Ocr Will die And Then I Will Have pie!
  9. http://ocremix.org/forums/showthread.php?t=8777
  10. ReMixer name: ilp0 Real Name: Ilari Nieminen Name of the game: Super Mario Bros 2 Mix:
  11. Indeed, djp got upset about the bad reviews on his mix. That caused him to remove it, as well as the project. He was really pissed. Not that you knew, so don't feel bad, but at the moment, it's in poor taste to bring up the matter again.
  12. chumble spuzz Marcellis Wentz action8ob@hotmail.com http://marcelliswentz.com 1306 Teenage Mutant Ninja Turtles 4: Turtles in Time Sewer Surfin' Finally. I can't even remember when I started this mix, but I'm finally at a point where I can call it done. I've always enjoyed the TMNT soundtracks, ever since the overworld theme from the first NES game, but this one stands out to me for some reason. Maybe because it's a bonus stage with tons of pizza in it. Maybe it's the "my toes!" reaction when one steps on a mine. I dunno. Suffice to say, this has been a long time coming. So, without further ado, the link: By the way, and for clarity's sake, I'll mention that I changed the remix name from "WasteBoarding" to "Turd Surfers" because tefnek and zircon's collab is named "Waste Water Wipeout." I figured it would be better if the names were more dissimilar. And also because I think "Turd Surfers" is really funny, and still relevant! Everyone wins! Oh, and hearty Nice Work on the Ice Cap Project. It made my sunny Seattle morning. -marcellis
  13. For people that won't read the rest of the thread: http://ocremix.org/info/Frequently_Asked_Questions#Why_aren.27t_the_ReMixes_categorized_by_genre.2C_i.e._techno.2C_jazz.2C_orchestral.2C_etc..3F I understand what you're saying. Back when I first DLed all the mixes, I tagged the ones I liked with genres when the labeling seemed straighforward. If you care that bad, it's not a bad option, honestly, unless you're lazy. Regardless, as soon as tags are done like that and hosted that way here, it becomes a sortable option. For every one person than claims genre labeling doesn't limit what they'll download/listen to around here (e.g. myself), there are a several people where labelling will do just that. So, no. Most programs only allow one genre label. It's lame because it's not straightforward enough to ACCURATELY label many of the mixes. So, no. The angles were thought through years ago. And even if you're a n00b OR an old-timer who doesn't realize it, those angles are constantly being revisited. If it were collectively advantageous for the site as a whole and the artists, it would be done. But in the big picture, genre labelling inadvertantly provides too many people with reasons to completely avoid tracks without giving them a chance. So in closing, "I doubt it" too. As in, no. Live with it and don't whine. It's annoying.
  14. All of today's killjoys have been unbanned. Hope you enjoyed today's festivities. Mine was the best track on the project, BTW.
  15. G'morning, to whoever ends up reading this. Thought I'd submit something... CONTACT INFORMATION:- Remixer Name: NashX Email: nashx90@gmail.com REMIX INFORMATION:- Game Remixed: Metal Gear Solid 2: Sons Of Liberty Song Remixed: Metal Gear Solid Main Theme, of course Comments:- Made using Reason 3, Sonar 5, Audacity, and the irreplaceable Sibelius 4. This started off as something completely separate from a re-arrangement of anything already existing. The original idea was to create a military-esque piece, with the tune very much in the brass all the way through. The first minute or so, especially, has no definite links to MGS2, until the snare drum was added later. At 1:02, the strings start to bring the orchestrated theme into the piece. 1:31 adds the actual theme to the piece. Of course, the drums make the song, in the end . Added in Reason, with a neat array of effects all plugged in nicely, they started to pull the song into shape. The rest speaks for itself, the theme making itself more and more dominant as the song goes on, but deviating once again at 2:44 to another original melody. All written in Sibelius, plugged into Reason to add drums and some funky Combinator patches; then ReWired into Sonar to fiddle the tempo and export the lot. Final edits, fade-in, fade-out and compression in Audacity, simply because it's lightning quick to load and export MP3s. Thanks ; song is attached. Hope it's liked; happy judging! Yours, NashX ------------------------------------------------------------------ Metal Gear Solid 2 Sons of Liberty Original Soundtrack - (01) "'Metal Gear Solid' Main Theme" Opening brass sample is...alright, but noticeably fakey with the sequencing, plus the production on this entire track is awful. Once the brass comes in, the strings that you heard at the very intro become 99% buried in the back. The brass has some super muddying effects on it, leaving almost everything else inaudible the whole way. Some overly simplistic (read: boring) beats joined in at 1:43. The over-the-top effects couldn't hide the fact that this was texturally very thin. Sloppily shifted over into some bigger beats at 2:21 with another section of the source arriving at 2:28. Arrangement just chugged along with this inhuman-sounding brass and simplistic percussion the rest of the way. Wish I could be more enthusiastic, but there are too many beginner-ish mistakes that negatively affect the listen. Just listening to this one on a decent pair of headphones should have made you aware that the sound quality was messed up. On the arrangement side though, you at least had some melodic interpretation apparent, but some more sophisticated harmonies or added countermelodies would have helped. The drum writing, though at a faster tempo, was really timekeeping/placeholder-ish and didn't drive the track along at all with interesting patterns. Decent beginner sub, but there's a lot more to be learned about refining your material. Camp out at the ReMixing and Works forums for help and feedback to get yourself started down that road if you haven't done so already. NO
  16. As of 4/22, the links have been replaced with a remastered version to fix some bass and piano issues. Please make sure you have the updated track - LT name: Shaun Wallace avaris.studios@gmail.com remixer name: avaris 88369 Game: Final Fantasy IV Source: Cry in Sorrow (this is also the name of the midi at vgmusic) Composer: uhh forgot his name... Name of Remix: Kain's Deceit Googlepages: Putfile: This is def my favorite source tune from my favorite game of all time. I have been trying to remix this one on numerous occasions but came up dry every time. Finally last winter I came up with the basic sound you are hearing now. I wanted to go for something that captured the emotion and feel of the original but with some very involved rhythms. I also tried to keep the song continuously moving forward. Overall I'm really happy with I have done and it was a blast making this. I used Vanguard for all of the synths except the droning synth in the first half. Anyways thanks for listening. ~Shaun ---------------------------------------------------------------------------- http://snesmusic.org/v2/download.php?spcNow=ff4 - "Cry in Sorrow (part 2)" [ff4-17b.spc] Ah, the source is a derivative of the Main Theme. Alright, not a bad frame of reference. Interesting intro, but it didn't have a lot of steam. The track definitely sounded lo-fi. I'm not here to tell you how you're supposed to specifically lay this out, but the intro had all the hallmarks of building up to something louder and more energetic. When that didn't happen at :29, I was left wondering what the point was. Instead, the textures remained pretty sparse with the overall production being pretty lacking. Lots of empty space, and the pacing here was plodding and stiff as well. The overall mood wasn't hugely different from the source, and the additional instrumentation ideas weren't expansive enough to flesh this out properly. The arpeggiated rhythm underneath the melody at :58 was a decent idea, but not nearly creative/interpretive enough or full enough in combination with the lead to carry the forefront of the mix. The countermelodic writing wasn't very audible at all, which undermined the potential complexity of the arrangement. Some slightly different ideas arrived later on, like the grittier synth at 2:02, but it wasn't effective from a dynamic contrast standpoint. The track's energy felt the same as before, definitely a big problem in the long run with this piece. Could have trimmed a solid 60-90 seconds off this. Didn't like the grace notes from 2:40-2:50. It didn't quite flow smoothly, and came across as peppering the melody with stuff simply for the sake of not having the melody be 100% verbatim. Sorry if that's a undeserved inference, Shaun, but you need to get more interpretive with the source melody, IMO. 3:00 was a welcome change, but dynamically it fell flat. Same with the uber-loud synth at 3:27. Last piano notes at 3:57 were completely pointless; why bother with only 3 seconds of that? It initially sounded like a nice way to close it, only to simply taper off as soon as it arrived with an abrupt cutoff. Nothing but a head-scratching move. With slight but not unreasonable exaggeration, your idea of contrast for this arrangement is, while keeping everything else the same, merely varying the lead synth and the lead's volume. It just doesn't work at all. The texture needs serious fleshing out, the melodic interpretation could use more attention, and serious work needs to be put into giving the piece effective dynamic contrast. There's still potential here. NO
  17. Pretty audible distortion at times; the voice clip is out of left field; some decent ideas arrangement-wise - LT Hi, I'm submitting a remix of Zero's Theme from Mega Man X4, I know its already been twice on this site but I couldn't help but try and make one my self. I wanted to portray Zero's agony and struggle to keep going on in this, so i hoped to create the feel of fighting on and overcoming it all, even though his story still ends being a sad one. Not quite sure if i succeeded lol, either way if it doesn't do that its still my take on his theme. And of course its trance, sorry! lol but i think it best fits the overall mood of the theme. I used some sound effects and clips i took directly from in-game and or the cutscenes just to add to the flavor of the mix. hope you like it. here it is. http://www.acidplanet.com/Components/Download.asp?PID=960395&t=4754 ReMixer Name - DJ Tetsusaiga Real Name - Cary Watson Email Address - egmcary@hotmail.com Website - www.acidplanet.com/dj_tetsusaiga/songs User ID - 13816 Game Remixed - Mega Man X4 Song Name - Zero's Theme Link - I don't actually have a link to the ost, i figure it was a well known theme and the fact that its already been remixed on this site was good enough. ---------------------------------------------------- Capcom Music Generation: Rockman X1~6 - (305) "Opening Stage Zero" Ah yes, pretty memorable source tune on account of that initial hook. Alright, so in my off-the-cuff comment up top, we've established that this is way too loud and distorts as a result. That's gonna have to be fixed, so that's the last I'll mention it. One thing I'm usually disappointed with when we get electronic subs from beginner mixers is that the textures are generally too flimsy and made up of generic synths, which was definitely the case here. The writing needs more complexity. Voice sample brought in at 1:27 is ROFLingly stupid. It's meant to sound deep and tortured, but it's simply stapled on top of the music and way too loud anyway. I liked that one synth brought in at 3:32 during the close, but that was about the only really nice sound in there. You've got some undeveloped but decent ideas in terms of changing the rhythms of the original, plus there's some expansive writing courtesy the piano, for example. But the textures are too basic and there's definitely not enough complexity in the writing to carry the piece. You just need more experience developing your writing and creating non-generic sounds. If you're not using the ReMixing and Works forums for help and feedback, get on it and see what you can find. NO
  18. Hi, I've just finished mixing and mastering a remix. Here's some information about me and the remix: About Me -- ReMixer Name: blueEbola Real Name: Andy Weaver Email: blue.ebola@gmail.com Website: http://www.askweaves.com Userid: 20096 About the Song -- Game: Final Fantasy 7 Title: Weapon Raid My Comments: I've been playing a bit of FF7 lately, and I got to the scene where Sapphire Weapon attacks Junon.. the music that plays is just plain brilliant! Inspired, I learnt the main melody on my guitar. It actually sounded decent on the guitar (even though it was meant for a trumpet, I believe) so I vowed to redo this song in a metal fashion. Originally I wanted to make a 100% accurate cover song (the song is that brilliant!) but alas, some of the melodies and rhythms didn't "transfer" so well over to the guitar. So to compensate, for these parts I did my own thing. The song still has the same structure as the original but with a downright heavy twist to it =D. Hope you enjoy!
  19. Contact Info: Remixer Name: Rivek Real Name: Aaron West eMail: rivekthefallen@gmail.com UserID: 14313 Remix Info: Game: Street Fighter Zero 2 Song: Adon's Theme Original: http://www.vgmusic.com/music/console/sony/ps1/adon-alpha.mid fairly decent composition. Actually listed as being from SFZ1, but its the same song on both and you already have SFZ2 in your database... My Comments: This is the first mix I've ever submitted, but about the 5th in scrapped attempts to get something up to code. This is only the second mix I've ever come up with to see the light of day and the first one I feel confident about submitting... so rest assured there has been a lot of time, effort, ups, downs, learning the ropes and related etc. involved in this mix. I decided to remix this tune because it always seemed to fit the SFZ graphic style and action better than any other on the soundtrack, and the melody itself strikes a chord (no pun intended) with me personally. This is one of those songs that just hits me in the gut and makes me feel good. In the remix I stuck to the main melody of the original in the piano work, save for an improvised section in the middle and some random deviation near the end. In this way I felt I achieved a comfortable balance between the familiar and the daring, and the overall minimalism is something I enjoy. Hope you dig. The Remix: Thanks for your time, guys.
  20. Contact info: Remixer Name: Aetherius Real Name: Rab Townsend e-mail: hatebunny@gmail.com website: http://mixposure.com/aetherius (amongst others) userid: 13 (does that mean I was 13th to sign up?) Remix Info: Game: Super Street Fighter 2 Song: Guile End This mix has been through about 11 other incarnations, the last 6 or so of which were just minor changes, but here's my submission of my guile's ending remix from the SSF2T remix project: "Blood on the Asphalt." My original title was "Blood on the Asphalt," as Shael Riley had some kind of crazy love for my song, and wanted it to have the title track. Anyhoo...I haven't got a new name for it. I made it with Fruityloops 4, mostly. Lots of screwing arround in Cool Edit. If you've heard the version on the SSF2T project, you probably won't notice any difference between the version here and that one. I've removed a lot of clutter though. Cleaned up the drums, remastered the vocal (several times, none have satisfied me), and adjusted volumes all around. As far as the content goes: it's dreamy, I suppose. It's meant as a kind of posthumous message to Guile from his recently deceased partner Nash (aka Charlie, but Nash is a cooler name). It's a kind of realization of his own death, and a plea to guile to give up the fight, and stay alive. The lyrics prompted Shael to add the phrase "purple prose" into his own version of the song. Sorry folks. I'm a pretty average singer... (this got a little wordy...) in sum: "blood on the asphalt," remix of guile's ending from Super Street Fighter 2, and I'm Aetherius.
  21. Ari's a big fan of the cockdown.
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