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Tensei

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Everything posted by Tensei

  1. I'm going to go out on a limb here and suggest this song which has been kind of a guilty pleasure ever since I heard it for the first time. Yes, seriously. Look past the horrible auto-tuned vocals and focus on the music itself, it's amazing. I was honestly awestruck when I heard the chorus drop for the first time. I was all like..holy shit this is awesome! Dynamics? In my pop music? It's more likely than you think. I was very surprised at the inclusion of a string section to go along with the stereotypical MTV 'rock'band image. Very tight production as well, I just wish she was a better singer http://jp.youtube.com/watch?v=Hr0Wv5DJhuk
  2. Oh okay, I only do acoustic, maybe someone else will help.
  3. What kind of drums as in electronic or acoustic drumkit?
  4. What kind of drums are we talking about?
  5. Decent arrangement, but the same chord progression over and over really starts getting on my nerves after a minute or so, there should be a sort of bridge/alternate backing for the solo section to keep the track varied. Drums are way too copy+paste, try to use a different hi-hat/cymbal pattern for different parts of the remix to give it more of a dynamic contrast. Production and mastering needs a lot of work; for some reason, the drums seem overcompressed even though the track is barely peaking. There's some weird volume dips going on in the first 30 seconds, especially noticable in the rhythm guitars, possibly caused by the master compressor/limiter(?).
  6. Haha you pussy Also I finished this game after it just came out, that soy turkey looked fucking horrible, and it was way more satisfying to mutilate that turkey than to knead soy beans into something that looked like a turkey SO JOKE'S ON YOU PETA, YOU DIDN'T TAKE INTO CONSIDERATION FUCKED UP PEOPLE LIKE ME.
  7. Looks like a worms ripoff to me.
  8. my opinion is all that matters and you know it
  9. Cymbals still sound very squashed, even though the track is barely peaking, a telltale sign of bad mastering. The drums all need some more bottom end, the kick drum/toms all sound very thin and as a result this takes away a lot of energy from the track. When mastering, don't just increase the volume of the track until it's clipping, but use a clever combination of compression/limiting to find the best compromise between loudness and sound quality.
  10. http://jp.youtube.com/watch?v=g-V0fOvAv_0 The sound right at the start is a reversed crash cymbal and could very well be what he's talking about, so don't be a smartass about stuff like this. >=|
  11. A reversed crash cymbal? Controversely, if you're using an acoustic drum kit you can mimic it with a roll/stir (i.e. 16th/8th notes that gradually increase in velocity)
  12. The start of the solo at 3:11 doesn't quite have the impact it could have, the arpeggio's just don't seem to fit. I think a quick pentatonic scalar run or some epic pitch bending would be way better to start off a solo. Anyway, the best thing to do when learning new stuff is to look at similar artists, so I suggest you take a look at S.S.H.'s stuff, who is pretty much a sequencing god, and pay special attention to the solo's, you might pick up some stuff. http://jp.youtube.com/watch?v=OHvxWRvAlGA&feature=related (solo's start at 1:29) http://jp.youtube.com/watch?v=IAbVGnwgT6E (at 2:01)
  13. Source: http://jp.youtube.com/watch?v=g-V0fOvAv_0 Remix: http://www.tindeck.com/audio/my/cybs/Ys Still need to add an intro and stuff but that there is the main body of the remix. Synth lead is a placeholder for lead guitars, enjoy
  14. Piano sounds incredibly mechanically sequenced right from the start, doubly so because it's so exposed. Try to find a better VST for it and at least perform some velocity editing. I'd prefer some more verb on it as well. Drums are extremely overcompressed. Some people might prefer this tone, but personally I hate it, especially the cymbals become very obnoxious and muddy up the entire track. Arrangement started kind of weak but the build-up was effective and overall it sounds passable. Arpeggio's at 2:00 sound awkward. The key change into minor at 2:30ish is great IMO and segues into an excellent build-up before the solo. Solo itself is weaksauce though, pick up some better licks
  15. Okay, for one, don't triple post. The most obvious solution is to just get an USB/firewire recording interface, which should solve most of your problems. Second of all: Yes, I do know 'how much of a bitch it is to do that', it takes almost *gasp* ten minutes to do it for all my recorded tracks. Ten minutes is peanuts, if you're not even willing to spend that amount of time on mixing your stuff, you might as well give up music.
  16. Engies really don't need anything to help them against spies. Seriously, spies have a hard enough time taking down sentries as is, despite it being one of their intended roles (or they wouldn't have the sapper), why the HELL would you buff engies against them? The much needed tweak for engies is to make them more viable as a serious offensive class; I'd love to see a throwable (able to stick on walls), instantly deployable, unupgradable level 1 turret as an alternative to the standard turrets. A jump pad/spring would be great as a replacement for the teleporter (would allow your team to get to positions that aren't normally reachable) As for the scout, something along the lines of an assault rifle (effective at mid-range, similar to the sniper SMG, but more accurate and powerful) would be a great tweak IMO because it would allow scouts to be more effective/playable in crowded, spammy maps, where it becomes really hard to get close to people without dying. Something like a health detector (lol, scouter), that's able to show health bars of the enemy team would make a nice replacement for the pistol and, again, tweak the role of the scout a bit.
  17. I've upped the volume a lot as well to get an idea of how the track sounds when maximized, which tends to bring the cymbals out a lot, I guess I mainly need to pull the cymbals back a lot for them not to clutter the track as much. The mud is also partially caused by my inability to tweak the guitars, bass, synths etc. separately so I can't really tailor them around my drums. I agree that some of the sections are 'too' varied (especially the blastbeat during the intro annoys me), but I'm still waiting for a final version (with longer intro etc). Thanks for the feedback though!
  18. Alternatively, if you make music with lots of double bass, consider boosting higher (3000-5000 Hz) for the typical clicky attack (has a lot to do with compression as well)
  19. Neko asked me to have a go at the drum sequencing, so here's what I've come up with, enjoy http://www.tindeck.com/audio/my/npek/J-e-n-o-v-a
  20. Well I'm doing a Japanese Major, and I'm getting by pretty well, so I think I should be able to offer some advice on different areas: - If you have trouble with remembering either type of Kana, put some time into this site (and similar ones, with flash cards and the like). If you do this for like 30 minutes a day you should be able to have both types of kana down in a few weeks. http://www.fluxxx.org/Flash/Kanadrawer/kanaDrawer.htm - When it comes to grammar and conversation, particles are your friend. It really helps to just sit down and learn all the different possible functions of the more important particles (が, に, で, etc.) - If you can't find anyone to converse with, watch a lot of anime or japanese television in general. Granted, anime characters usually address each other informally, but you should be able to pick up the pronunciation of certain words, which is always a good thing.
  21. I'll see your IWTBG and raise you a Proton Jon playing Kaizo Mario.
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