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timaeus222

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Everything posted by timaeus222

  1. I'm hearing loads of timing issues. The intro guitar should be more polished. 0:26 drums are off-sync with the rest of the song. Snare is a little buried. Lots of instruments are too dry. Lead guitar is very static. I'm hearing quite literally just straight sustains. It's making me question the realism of it... Either it's fake or it's too stiff. Wouldn't expect the breakdown sections if I didn't look at the soundcloud player. Treble is crowded. Transitions aren't really there. It's just section after section. 1:45 doesn't make too much sense to me. 1:52 bass is off-sync. 1:55 is a huge mess. I don't hear anything distinct at all. There's too much going on at once without any stereo separation work. 2:35 is way too resonant and distorted and is painful to listen to. Ending doesn't make sense and has way too much sub bass. I don't know if it's supposed to be a crescendo fake-out or something else. This might have come off as a bit harsh, and I know it's probably improved somehow from the previous version, but I don't really think it's super enjoyable now either. There's some arrangement merit as there are loads of different sections, but they need to be more cohesive overall and the EQ needs to be tamed a good amount more.
  2. Came in a little too fast. Anyone who's hearing this for the first time who ignored the topic title would just say "Okay, so it's Rock/Metal. Didn't really see that coming though.". Maybe a tom fill to lead it in? It's definitely close to being too overcompressed. I'd say turn down the Master gain about 0.4~1.0 dB. The mixing is too loud overall with that treble. Really bright EQ on that first synth lead. It's clashing with the rhythm guitars, and the rhythm guitars are a bit too loud. The rhythm guitars also feel too hollow and sharp without a strong bass. Lead guitar is OK. Fairly obvious at 1:38 that there's too much treble overall. Synth leads need more expressiveness. I don't hear anything more than plain sustains. 2:32 is muddy. I can't really hear the kick or the bass distinctly enough. A breakdown section would be nice. I don't really want to hear 4 minutes of a wall of sound. I can hear the strong effort, but there's some more work to be done.
  3. Well... I don't think the wubwub was well-executed from a technical standpoint, and I agree with halc on that. I actually believe the wub bass is too thin, for sure. The filter that's being used is missing some body that would otherwise bring it into hardcore territory. Right now, being paired with bells of all things, it doesn't seem to work IMO. It feels static to me, and somewhat repetitive. I would have liked some glitch fills, drops (like at 2:59), or some other types of wubs brought in, like "wah-wah" wubs, "eeyeah" wubs, or downright nasty ones. Something to keep the variety going. Aside from that, I liked this.
  4. Hm. Personally I would have dipped a tiny bit at 40 and below on the kick, not boosted the bass at 40, notched the bass at 80, and thin-peaked the kick at 80. Of course, don't overdo it. From what you said, it would make the bass overpower the kick's thump and the kick's subs overpower the bass' subs.
  5. Sorry, that's not literally what I meant. I was intending to say each of their tones should be audible at any one time. I meant "meld" as in "cohesively combined". A little like this (if you listen closely, at 0:27 you can hear the bass notes clearly. At least... if you use nice equipment. Tiny bit muddy, but not too bad IMO. Toms don't like me. xD).
  6. I decided to make a Shreddage II + Bass mockup of my favorite DBZ theme. Guitar is, of course, Shreddage II and Shreddage Bass, amped with Guitar Rig 5. Drums are EWQL Stormdrum plus a little Breakbeat Paradise stuff. Pads and other stuff from the first few seconds are Zebra2 and a free strings soundfont. I don't claim to own DBZ. https://soundcloud.com/timaeus222/dragon-ball-z-main-theme You can reference the original from here:
  7. I dig this. Lots of great variation throughout, and I loved the subtle glitch delays and stutters on the drums and leads.
  8. I thought it was pretty good. The piano was a bit soft, and the trumpet stood out to me the most. For some reason it sounds a bit tinny and fake-ish. It could be the few articulations you used, the EQ (I hope you didn't have to EQ it that much), or maybe the reverb? Keep it up! I loved your ToS remix with CarboHydroM!
  9. I'm hearing loads of overcompression and maybe a little clipping. Things are too loud, your limiter has a REALLY slow release (nah...), or you're using a soft clipper. Kick is too loud. Snare, sort of. Overhead drums... maybe a tiny bit.
  10. Good job. Looks like you know how to integrate your digital with your live gear.
  11. There's too much going on at once too early, and too much reverb overall. Balance sounds like it was made without mixing.
  12. Basically, try finding a letter code that has a combo you like, and you can build around that. I've found F, G, J, M, R, and S code to work best. G worked best for me online (I've retired from netbattling), and M and R work really well for battles with multiple enemies at once, while J (paralysis) or F (cringing) work pretty well for post-game stuff. I don't use the "bad" kinds of cheats, but I did make a lot of them on my website.
  13. As it turns out, the guitar is slightly too loud or the snare is slightly too soft, since the snare is a bit buried right now. What did you use for the flute? EWQLSO? It doesn't sound too convincing for some reason. Did you use the keyswitches? It sounds kind of static right now. 0:20 was a very sudden leap in dynamics. 1:06 exposes a really quiet kick, or it could just also point back to the guitars being too loud. I can't really hear the bass tone either. See if you can meld the guitar and bass tones using notch and peaking EQ. They should still be distinguishable, but one shouldn't overpower the other.
  14. Intro was interesting. The kick seems to change off of the first beat sometimes, which is pretty cool. The hits at 0:33 were well-controlled. Awesome bass guitar. Vocals are still a tiny bit iffy, but I like them anyways. Lead guitar felt buried at 2:32 at first, but it was alright later on. 3:11 was a bold move, and it's pretty awesome. 3:26 was even more awesome. Fun to listen to, brave effort, and downright jelly.
  15. I've played all of them but the first one. I've worked with modifying the games for about 5 years and had loads of fun making my own patches . =D
  16. - Wait... is that the Yellow Devil? I wish the three... normal Mega Mans were in this. Classic, X, and Battle Network.
  17. I agree that the piano is a bit overbearing, but I got confused when Giles said "lower the velocity of the attack". I think I'd rather re-articulate that advice as "humanize the velocities". The piano sounds very mechanical with the precise timing and hard plinks. Try to improve the velocity response too. Most if not all plugins have velocity response---it's a very basic feature. I don't know if you tried to pan the piano widely or if it's something with the delay, but it shouldn't be that wide. 0:30 may or may not be muddy. YouTube isn't the best place to post a remix for workshop feedback. I'd guess that it IS muddy from some sort of strong impact bass (Nexus?). 80% sure. 1:47 flute is also in need of humanization. Notes are too rigid, static, and precisely timed. Ending was a little abrupt, but I'm glad there was some sort of ending. For an '07~'08 mix, that's not too bad. Sounds like something that could have made it on OCR in '05~'06.
  18. This is a pretty awesome cinematic remix. 1:38 had some creative SFX use too.
  19. It would probably be better to record your own vocals, rather than use possibly copyrighted vocals from an arrangement album.
  20. I think both of you might be confused somehow. Byproduct is talking about splitting the drumkit into several rows of patterns instead of just one set of patterns housing all drum parts. i.e. Splitting into Kick+Snare and HiHat+Ride+Cymbal. I usually only do this if I want to do a buildup that includes a HiHat or something separate coming in, but not often.
  21. True, but almost no one feels very comfortable with a DAW in a few months. A tracker may feel better to you, but it's far more limited than a DAW.
  22. Way too quiet until 0:30. I could barely hear stuff on my headphones. I don't think the volume jump from 0:29 to 0:30 is too sudden, but 0:30 crescendos too quickly into 0:32 and on. 0:39 staccato violins/violas sound mechanical to me. The articulation is fine, but the phrasing and timing sounds static. The background legato cellos are pretty static too from being legato the whole time. This takes a long time to build, IMO. 1:10 flute is buried behind strings. 1:25 sounds a bit overcompressed somehow. 1:36 sounds better than 1:25. A lot of the articulations remain the same even now. 2:27-2:59 is overcompressed. 3:17 harmonies sound a tad cliche and simple to me. The sounds are realistic; you just need to figure out how to use them.
  23. Pretty much every DAW feels overwhelming when you first try it. However, if you've learned how to use a tracker, I'm sure it won't take you that much longer to learn how to use a DAW from a basic standpoint.
  24. I would suggest doing two actual takes, and not using chorus. Two unique takes makes it much more realistic than one take with chorus.
  25. Well, based on what I'm hearing, I believe the type of guitar tone, specifically, is great. It's the bass tone that's holding you back from the power. Try imitating the bass tone you hear here: http://soundcloud.com/isworks/shreddage-2-shredjent-by
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