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Level 99

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Posts posted by Level 99

  1. I pretty much only use presets, and/or slightly tweaked presets in order to achieve my results. If a preset gets you the desired sound, why not use it? I understand the purity and feeling of creation when someone makes their own synth sound, but some people a) don't have the knack for it, B) don't have the time to learn it (less of an excuse though) and c) might just be happy with the way a preset sounds.

    I also failed to see why it is bad to use a drum loop.

  2. cover500.jpg

    OC ReMix Presents Sonic the Hedgehog: The Sound of Speed

    April 12, 2011

    Contact: press@ocremix.org

    FAIRFAX, VA--OverClocked ReMix today released its 25th arrangement album, Sonic the Hedgehog: The Sound of Speed. This album, directed by OverClocked ReMixer and staff member Drew "halc" Wheeler, features 15 artists creating 13 arrangements from the original Sonic the Hedgehog game, released in 1991 on the Sega Genesis. The new album completes the original Sonic trilogy's presence as OC ReMix albums, joining Hedgehog Heaven (Sonic the Hedgehog 2) and Project Chaos (Sonic 3 & Knuckles). The Sound of Speed is available for free download at http://sos.ocremix.org.

    This album was produced to help promote the music of Sonic the Hedgehog, was made by fans, for fans, and is not affiliated with or endorsed by SEGA or Sonic Team; all original compositions are copyright their respective owners.

    Director Drew Wheeler says:

    "Sonic the Hedgehog. Possibly the first video game I ever played. To this day, I still enjoy speeding through the game once in a while, humming to the music all the while. Popular as it may be, its soundtrack is somewhat overlooked in the VGM arrangement world in comparison to the later Genesis installments. But no more!

    I'm extremely honored to present OverClocked ReMix's twenty-fifth album, Sonic the Hedgehog: The Sound of Speed! From rock to chiptune, bossa nova to jazz, FM-funk-fusion and thumping electronica, this album completely re-imagines the classic soundtrack. Each song is unique, but the over-arching theme is undeniable; The Sound of Speed is a chronicle of Sonic's first adventure, flowing from one act to the next, in and out of the elusive Special Zone, down to his untimely aquatic asphyxiation. You'll find something new with every listen.

    I couldn't be more proud of the amazing work everyone put into this album, and I hope you all enjoy it!"

    About OverClocked ReMix

    Founded in 1999, OverClocked ReMix is an organization dedicated to the appreciation and promotion of video game music as an art form. Its primary focus is www.ocremix.org, a website featuring thousands of free fan arrangements, information on game music and composers, resources for aspiring artists, and a thriving community of video game music fans.

    ###

  3. QFT.

    can we just let sonic die already?

    No, because Sega keeps making money off of selling the same original 3 1/2 games on every goddamn platform, and Sonic fanboys will buy any new game that comes out despite their saying "NO FUCKING WAY". To them, Sonic is an addiction. An addiction they can't stop.

    Let's start a non-profit organization to help these people!

    Obligatory:

    4chanSonicBlackfaceBugsBunny.png

    soniccycle.png

    Both of these, yes.

  4. And that, ladies and gentlemen, is that: we now have the finalized cover art, thanks to Keiiii! (See the first post for it) This project has been unbelievably fortunate to have four amazingly talented artists contributing to it. Applause all around!

  5. It's a shame, really. Fans are what are keeping fantastic concepts and franchises like this alive these days, especially with the amount of work that now-professionally-skilled people have put into what they loved in their childhood. Sega has had their ass handed to them with fan remakes as of late, with this one and that Sonic HD demo from last year. It is one thing to lose face because your fans did what you couldn't, but to destroy potential sales of the originals via Sega Compilation Albums by taking down the project?

    I never understood why companies do that. It is free publicity, and unless Sega intends to offer a deal to the people who made the game in order to sell it pro, they should have left it up.

    I played a few minutes of it earlier this week, and I was floored by how good it was. I didn't have SoR as a kid, but in my Dreamcasting days I burned a metric fuckton of the BoR mods and got hooked. Great work by all those involved, and do be super-proud, Gecko: that soundtrack is beastly!

  6. Yeah you guys make good points. The few projects that have subforums would be amazing if people actually commented on WIPs, I've posted a few WIPs here and there but they don't get responses so I shied away from doing that generally. Though you know I posted one on Bionic commando on March 28th and you commented on it so that was cool, but nobody else usually really comments on WIPs in those private subforums. *shrug*

    Now that you mention it, it'd be cool if workshop mods had access to the project subforums and could comment on WIPs there. Just sayin'. :-)

    You see, that isn't the policy though. Workshop mods have no territory over individual project's private forums, nor should they. The realm of a Workshop mod is in the Workshop forums, and for individual cases via PM. It just isn't in the scope, either logically, nor appropriately.

    The bottom line is: if your music is private, send it privately to whomever you want to give you feedback, and hopefully they to :nicework:

  7. Yeah just IM us. Its a bit pointless to make a forum that only workshop mods can see, and if this was implemented, DJP would have to make it so that you can make threads in the forum but you can't see any others without permission... I don't know if thats even possible, its way too much trouble to make a forum for what - 5 of us, when you can just IM any of us directly. Its not like the 5 of us are hard to contact :P

    QUIET, YOU. I'm coming to EAT YOUR CHILDREN, TOO! MRRRRRRRRRRAWWWWWWWWWRRRRRRRR!

  8. Just listened.

    Not 100% sure how source checks out yet - grr at long source tune, I'll stopwatch it at some point later.

    Generally this sounds pretty solid to me. However, Level 99 brings up some fair points, those drums aren't getting the job done for me. They lack punch and don't quite drive the track as they should imo. I'm not sure if you've done this already, but if you haven't, it might be worth layering drum samples together, like 3 snares, each one covering a different part of the frequency spectrum to make a more whole sound. I didn't think the drum reverb was problematic like stevo was suggesting because I thought the reverb on the drums fit the stylistic aesthetic you were going for.

    Regarding Panning, I I hear it, didn't really bother me so much, but it might be an idea to listen to level 99. Generally, hard panning something too much is a bad idea, I remember Zircon posting that hard panning anything, if not for a very specific reason, is just going to make your mix sound if not lopsided, then not centered at all, and that can be very distracting. Not that the judges would no you solely for that, but coupled with other issues it might be a problem.

    Regarding your drums, what did you do at 2:08? sounds like you turned on an EQ or something, those highs are distracting, particularly in the crash and ride cymbal, that needs fixing. Clap is also too loud, in contrast to the quiet kick :P Also, bring out that solo in that section, let it shine :P

    I think generally this is very solid, and very close, just fix those few things, and i'll get back to you on source usuage, but it seems to check out from first impressions :P

    EDIT: ok I've just done a source check. Seems to be pretty liberal as a remix, there is alot of original material thats not directly related to the source, particularly in the first 40 secs or so. You might want to make some source references in those first 40 seconds, just to be safe.

    Also, picked up some new crits for ya, fancy that - The leads at 2:40 are too quiet. Generally, that section seems unpolished compared to the rest. Don't get me wrong, its not bad, but production wise, it seems to stick out compared to the rest of the track for the issues I stated earlier so thats your main "fix it up" section for me regarding production. Hope this info helps, its closer than perhaps i'm making out, but fix all these issues and i'll say you're good to go.

    And this is why there are multiple workshop mods.

    I finished source checking myself and I have to agree, it is pretty liberal as is. Since none of this is live instrumentation, there should be no harm in making this have too much source and then picking places to inject original material. That kind of method might be easier than taking something too liberal and trying to shoehorn source in there.

  9. Are you sure you clicked the right link from my latest post? I'm pretty sure you reviewed the very first rendition I posted, from like more than a year ago. In that one the kick IS practically inaudible, hahaha. . . in the latest one though, the kick is a lot stronger, the drums are better, and so on. . .

    If it's this one that you reviewed. . .

    http://www.box.net/shared/ppqo4k4vdo (This is actually a small update)

    Then I would disagree with the kick not being loud enough, instrument reverb/mushiness, etc. The very first version I posted WAYY back (before I knew how to produce music lol) was pretty bad now that I look back at it, and I think that might have been what you listened to.

    Nope, I've double checked on both my phone and my desktop, and I have been listening to your latest version. I'd definitely wait for another workshop mod to chime in and agree or disagree, though.

  10. I need to spend more time with the source to make best comments about the arrangement, but I will say there is a lot about this that works. The panned percussion element is pretty cool, and a lot of the sounds you have picked out work very well. The concept is neat transfering the source to a more electronic style, so good on you for that idea.

    Two things I can point out immediately that are holding this mix back are the drums and your choice of panning positions.

    1) Drums: I need to play this on my monitors, as well as my car stereo, but that kick is super-weak on my headphones. I'm not sure if it is based much more on the sub-bass levels, but it is barely audible as it is right now. You would do well to also layer another kick on top of that one that has some punch in the midrange. The snare is, for lack of a better term, "mushy" and very wet. A crisper, more pronounced snare with some reverb on it would likely achieve your desired effect without losing power and covering up other instruments, which is what the snare does a bit right now. The hi-hat also has too much reverb on it, either that or the wet/dry mix is turned too far into the wet. The clap also suffers this wetness. Overall, the drums just need an overhaul.

    2) Panning. The instruments, in general, are either very centered or very hardpanned. For things like the percussion that goes throughout and is present up to the end of the song, that is okay. However, the piano, the chimes, the choir at time, the lead buzz synth, all things like that sound quite awkward when they are hardpanned. Keeping them panned is a good thing, but tone it back a few notches: experiment at what those instruments sound like between the 40% and 20% panning range. I think your soundscape would be better as a result, though after doing so you might need to tinker with the frequencies if mud starts to become present.

    More info as I get more familiar with the arrangement, but I hope that helps for now.

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