Jump to content

Rozovian

Members
  • Posts

    5,296
  • Joined

  • Last visited

  • Days Won

    16

Everything posted by Rozovian

  1. Looks like you didn't change the file name to something that works on the net. I can't download it. Kill all spaces and punctuation and other symbols that can screw it up, and use a shorter name.
  2. Honestly, I think it isn't worth it. While meshing the two sources together works quite well, that's the only significant innovation. They're both over-remixed tracks, so without some really stunning... thing, it's not worth it. At least not for OCR.
  3. A cool track, I gotta admit. While not a big fan of chiptunes, I do enjoy hearing the occasional piece based on a limited chip. I doubt you'll get it on ocr, but it's a cool track, so thanks for sharing. Needs an ending tho. Actually, if you can put enough direction in this, you might have a shot at getting it on ocr. As you need an anding anyway, it's worth a shot, ain't it?
  4. v5: Good sound upgrade and mixfix. It's a bit hard to grasp what's intro and what isn't. Overall, there's a really weird lack of direction at times. Direction is difficult unless you've planned the progression from the beginning, or if you're really lucky. 1:24, the stab doesn't sound good, it's like the high range has been cut off and it's all too dry. Give it some more release time, drop decay or sustain level if it becomes a too long sound. At 2:20 it's starting to sound like the ending, at least from how cluttered it is. Kill the clutter, see what tracks you doin't need there. At 3:12, the clutter fades, but 'til then, unclutter, unclutter, unclutter! While you've successfully stretched the source material without looping the same section over and over, you've still managed to make it kind'a repetitive, and disorienting your listeners. This listener at least. You could have ended it around 2:40 or something, and didn't. Where are you heading with this track? Take a step back and look at it like looking on a map, and ask: where do you start from, where are you heading, what will you see on the way? Summed up: Sound is okay, arrangment is okay, direction is lacking. Now comes the hard part: chopping up your baby, moving parts around, and throwing away the stuff you don't need. (don't forget to take a backup)
  5. Big question. I'll help with the first part of it. Synths are a combination of different simple waves and some effects. These effects and waves can be controlled by different parameters. The ADSR envelope is one of those, it controls the volume. Imagine a sine wave and a triangle wave. Sine is soft, triangle is sharp. Imagine an ADSR that controls the mix between these: it starts with the triangle wave, but fades into the sine wave. That's essentially what you have here. Essentially. That's when the effect is a "mix". Other effects can be cutoff, volume, pitch, resonance, overdrive, pan, etc.. Effects can also be controlled by an LFO (low frequency oscillator, by modulation) instead of envelope, or controlled by both. Depending on the synths you use, you may or may not be able to do this. With a number of effects controlled by different parameters, you can come up with loads of different sounds. Google is your friend, google synthesis, synth tutorial, synth manual, see what you can coem up with. Good luck!
  6. Well, the snare is a little more alive now. This is an improvement, but you seem stuck on some of the bigger problems with it. A good idea might be to take a step away from arrangement and work on mixing and EQing for a bit. Compare this to (not too old) tracks on OCR that has a similar sound, and take some EQ cues from there. This thread can also give you some pointers about that. This track doesn't feel elaborate enough in terms of arrangement. I can hear why you're getting tired of it, it's kind'a repetitive. The simple synths and unprocessed samples don't really help that. Step back and focus on the sound. Start a new project wioth some cutouts from this peice and experiment with the sound, the synths, the samples, the mixing and EQ. That's what I suggest you do.
  7. The hihats feela bit too sharp. Pulling back on the attack or lowering the high EQ on them might work. Seems like there's some headache-inducing noise in this, listen to each track solo so find it. Start with the first verse. You didn't get what I meant with a vocoder, or then you just didn't care. The first verse doesn't go far in terms of pitch, so vocoding or otherwise "destroying" much of it could make it more interesting, as it's melodically boring. This does sound better overall. I noticed the delay, and more voices, which sounds great. Dunno if you had it in your last version, but it's great. The bubbly pad that plays in the intro could use some milder cutoff. If it's the same instrument that you're using in the chorus (there without chorus) it might be a good idea to drop the bubbly effect a bit and reduce the strength of the cutoff. If it doesn't sound better, revert to what you've got, as it works as it is. This is cool man.
  8. Instrument quality and mixing feels really incomplete with really dry and foreground drums, and an overall cluttered soundscape. The idea is cool, and the two source tunes mesh together quite well. The idea is better than the execution, but at least it shows it's possible. The Red Brinstar theme is a pretty easy one to work with, and it's one of the most memorable pieces from Super Metroid. It's easy to blend into pretty much anything, but this is really quite seamless. The mixing is newby, but the concept is cool, and seeing how you've done on the sd3 project wip and the castlevania wip, this could turn out pretty cool too.
  9. There's some weird crackle that seems to be either from the bass drum. See if you can kill it. I think you need another backing instrument. It takes about a minute before there's any decent backing, which is, btw, a little too loud. The whole section ends too sudden / the section that follows could use some serious bass+kick marcato on every other beat. I'm not taking back what I say about a passable arrangement, but it still needs more development. Add a layer that's only soundscaping and harmonics. Not a pad, use the synth equivalent of the rhythm guitar, whatever that means to you. Don't make it too aggressive or noisy (unless it really works), as it's a backing synth. Elaborate more on the source, and see how you can modify the source. The obvious russian folk content shouldn't be hard to elaborate on, all you need is to run around the minor scale to the right chords. It's certainly a sound upgrade, but there's still ways to go before it's submittable.
  10. The thing is, it's not necessarily an original section that's required, it's an original take on the theme. Jeremy Robson did a remix that illustrates the many things you can do with a theme. Those same notes repeated in so many ways. Granted, it's a different genre than this, but there's still stuff to learn from it. Anyone can add his own section to a piece, but not everyone can adapt the source. Move it to other keys, change rhythms, play it backwards, there's loads of things you can do and still just be messing with the source. There's room for original content, yes, but I'm leaning towards being faithful to the source. A number of remixes have been rejected because they contained more original stuff than source. While you've used loads of source here, I don't think you'll have the same problem, but consider this a warning not to go too far on the "original section" route. A guitar solo would rock, better yet if it's resembles the source one way or another.
  11. It's hilarious, man. Nails both the Mario Kart style and sound, as well as is throughout Chrono Trigger. Amazing, and hilarious.
  12. Cool. Feels longer than it is, tho, which is weird. Great sounds, nice rhythms, really cool stereo width, and it doesn't get repetitive despite it's limited melodic content. It shoudl crash into a chorus-like loud and really intense section at 0:46, then progress however it wants. I assume what little melody there was is directly from source. This is a promising piece, and it's a style I find surpringly enjoyable. Keep working on it!
  13. Dude, this kicks ass! Bring some of the attitude in this track to the sd3 project, this WiP isn't gonna run out. Awesome!
  14. Yep, it's way better. Bass would of course sound much better when recorded (if recorded properly when plaid properly). There's a few notes that don't quite work, harmonically, methinks. You can try doing really simple sections where the bass only plays on the beat. Experiment some more to get more badass bad bass. Feels a bit rushed, maybe you should drop it a couple of bpm. Drum solo is totally awesome. Or rather, will be when mixed/recorded+mixed right. The new guitar setting, or whatever tweaks you've done in thes ection ending around 1:0X, they're great. I'd try to rework the intro into something like this: Solo guitar, enter badass drumfill, then everything plays. Alternately: Solo guitar, enter badass drumfill, then bass solo a few notes, and then everything plays. Right now, it's more like: guitar+hihat, bass+hihat, then everything. My suggestions would give it more attitude. Try them out, and if they don't mesh with the rest, use what you've got. it's not bad, just not as good as I can imagine it. Ending is cool. Overall, it's a step up. Recorded with real instruments, this is a piece that'll leave people with their asses kicked.
  15. You're already aware of how weird some parts stuff sounds when sequenced and done through FL, so I won't point that out to you. While it doesn't necessarily sound real, it doesn't make it sound _bad_. Consider making it more of a synth piece than an attempt to emulate real electric guitar. Either you've picked one of the ultimate source tracks, or you've done some great things with it. While the rhythm/tempo changes felt awkward the first notes, they come off as surprising enough and quickly made the whole track even more enjoyable. There's some mixing issues, like the pad being too loud, some effects being too intense, and the clear and clean sequencing that make it difficult to clearly say what gives it the feel of being cluttered. I'd have a look at effects and EQ it so the instruments aren't fighting over the same frequencies. As it doesn't contain any typical flaws I recognized during my two listens, it's a hard track to give feedback on, I suggest you enter the #ocrwip channel and pester people there to have a listen.
  16. While interesting throughout and enjoyable most of the time, it's a little too simple. It needs some more backing instruments and/or rhythms. The drums are really dry, and not always necessary (like in the intro). This is a big step up from your previous WiPs of it. 0:09-0:36 doesn't need the kick. I'd use some other instrument, chromatic percussion, dulcimer, something other than a drum. Having introduced another instrument that early, you could use it anywhere else further on, and it'd fit in better. There are sections further on that really need something more than melody, drums, and bgpad. The piano at 1:0X and forth is great, but it should be backed by that instrument you I mentioned above. It feels a bit too solitary now. Even with the pads, which work great but just aren't enough to back the piano there. 0:38 and forth has really weird drum sequencing. I think the source is 3/4 or something like that, which is screwing with your sequencing. Using simpler drum sequencing there wpould probably work better. The tom drumroll leading into 1:32-1:53 sounds awful. Tweak it. This section is otherwise great, but then: 1:54 - WHAT HAPPEN? It just died with no warning, and died for too long before the melody plays. That is, btw, be a great place to introduce some other take on the melody, some other rhythm, some other melody with the same instrument. As it starts moving back, it's all cool with me. The drumrolls leading into the 2:53 section work much better than the tom lead-in earlier. 3:11, a step up in pitch, but not necessarily done in a good way. It feels really empty, it should be the grande finale. Fading it out is, tho something of a cop-out, a great option in this case, as it gives the feeling of Mario sneaking away from the crazy desert dances and covertly into the underground. You do, however, cut it off a bit too soon, it ends before you're done fading. That's the lowdown. You've improved on loads of things, many that weren't pointed out to you. It's all good. Keep at it! I'm looking forward to your next WiP.
  17. Ookay... This is weird. Some simple synths, some really cool ones. The blend of those makes it sound really unprofessional. The loads of sound effects in the background don't really improve this much, they're just distracting. It's also too repetitive. Mixing stuff up more with original takes on the source music, like deriving a lead melody from the bass or the other way around is something you should try. Taking the melody from the piano to something else at some point would be good. Messing with the drum loop would be nice too, some cuts and reverse effects, bitcrushed sections and heavily cut off bits and peices. Cut it right and you'll have a rhythm change, which wills eriously diminish the repetition problem. But this isn't too bad. Some tweaks and arrangement work, and you could have something really cool.
  18. It's a bit lacking in the high range, at least in my headphones. It doesn't have the punch it should have. The song in the verses is pretty monotonous. The lead at 3:24 needs more volume and/or should have an overdrive or other intensity-increasing effect on it. You might also want to consider vocoding the first verse as it's too monotonous to really grab the listeners' attention. That being said, this is a great take on the source. I looked up the source and had no problem spotting the similarities. There's those pesky production issues that need some work, but this is impressive despite that. This is cool!
  19. It feels a bit unbalanced with the harp panned quite hard to the right with no echo, and the piano echoing to the left. I'd move the piano a bit more to the left, the harp to the middle, and let them each echo in their own direction. This is a nice start, it'll be interesting to see what it'll turn into.
  20. My experience with 3d is limited and not very recent, but I've learned to spot little flaws in cgi in movies and TV series. I agree with Lano about the cinematography, it's stale. As a display of the level, it works, but it's not very exciting. Get closer, or zoom. Also, the keyframe conversion doesn't really work as well as it should. It's a bit too smooth. Either it's because the Morph Ball doesn't have weight enough (and adding would probably screw something up), or it's because you didn't add enough keyframes so it's floating from one to another. I also spotted the Companion Cube, nice touch adding it. I liked it, but the intro is way too long, the animation feels a bit weightless, and the cinematrography probably works better on TV or some other larger screen, doesn't quite work this small. Zoom or move in. Summed up, tho, I like it.
  21. I heard a few note progressions that are similar to the original Donkey Kong bgm, but I have a feeling this is something of a joke track that someone felt was funny to post here. It's not OCR material for a number of reasons. I could be wrong... but I could be right.
  22. Argh! I know I asked about it ages ago, but I can't find it in my msn chatlogs. Usa's absence is partially attributed to the bad kind of illness, partially to school and work occupying loads of his time. I know a thing or two about photography, so I know it's loads of work. I'll ask when I get a hold of him. I gotta talk to him anyway about what we think of Jago's cool WiP.
  23. Thanks, that's greatly appreciated. We're doing great, btw. Everyone's not as active as they could be, but I got a WIP in my email today, so I'm not complaining.
  24. I started out as a solid 2 before I joined OCR, but have been moving further and further towards being a 1. Listening to OCR projects are a great way of finding new remixers to listen to, and giving my folks diverse OCR tracks for xmas made me discover a bunch of new remixers as well as remixes.
  25. I'm hearing the choppyness this time, 110bpm-version. I shouldn't listen when I'm tired, I can't believe I missed it before. It sounds like you've made a thousand little tempo changes or used some humanizing quantization that doesn't work so well. Some bass notes cuts off too soon to sound natural. You could adda walking bass section and a lot more bass action. The bass is very audible, so use that to your advantage, borrow from any and every genre you can fit into this and see what works. Listen to 80s synth-pop/rock, swing, blues, metal... ska... bluegrass... whatever you can find. See what you can use to spice up the bass. The guitar could use some more sound variation. Automating some effect on it, like a cutoff or resonance filter will also alter the sound. Using a really slow and weak wah effect can also get you some more organic sound. You've done great with pitch bend effects, but don't forget modulation. Drum sequencing is passable, but a badass drum solo would fit into this. Listen to the drums at times, the quantization is really obnoxious when focusing on the drums. Oh right, you're gonna record this live instead. Well, you could still suffer the same problems, so spice it up more, and avoid repeating yourself. Whatever you can do to avoid making it repeat itself mechanically, do it (if it sounds good). 0:00-0:10 is choppy. 0:10-0:20 isn't as much. At 0:20 or somewhere there's more chop, goes on a long time. 0:54-1:11 is clean, but then it turns into choprock again, mostly because of the drums. At 1:55, we've got a chopless section again, but it's the same as before. 2:13 and til the end sounds better, but I can still hear some chops in the guitar and bass. While it's something of a mock-up, it's still worth looking at, especially if you're only recording guitar or guitar+bass. You need to spice it up, vary things more. Using double-speed drums somewhere is one way to spice it up, triplets for fills is another. You need stuff like that to keep the listeners' interest when it repeats itself. Another reason to vary it is that it's very close to source, essentially it's just the tempo and instrumentation that's significantly different. More variation, or the Judges are gonna give you a big giant N, and a big giant circle. Still, if you're recording it, you stand a better chance at getting it passed, as there's the obvious human uqality to recordings. Assuming you can play. I hope this feedback helps. It's a great source, and you've got a nice amount of attitude in this take. it just needs to avoid mechanically repeating the source, as OCR isn't a site for vgm covers. Switch some stuff around, and see how much spice you can inject. Good luck!
×
×
  • Create New...