You just mean the distorted sound, I like it. I like both. They both fit, and I think it's a matter of arrangement of what happens when. The way I see it, the distorted synth should come in at a later point in the song when you revisit that pattern. That'd be pretty cool imo. If you need actual guitar, I can provide that too, but I don't see that fitting at all. Distorted/overdriven synths work well here.
(11-09-2012, 06:36 PM)bitbomb Wrote: You just mean the distorted sound, I like it. I like both. They both fit, and I think it's a matter of arrangement of what happens when. The way I see it, the distorted synth should come in at a later point in the song when you revisit that pattern. That'd be pretty cool imo. If you need actual guitar, I can provide that too, but I don't see that fitting at all. Distorted/overdriven synths work well here.
Yes, this is what I was thinking, to bring it in at another stage of the track :p
The thing is, Samual recommended I should either make the guitar more clean and make it stand out, or ditch it. The big problem is that the base sample is analog, so it's very difficult to make it more clean and make it sound right at the same time.
So I would either have to keep it and make it a bit louder, or simply leave it out.
I wanna know what you guys think: ditch it? Or keep it?
The thing is, Samual recommended I should either make the guitar more clean and make it stand out, or ditch it. The big problem is that the base sample is analog, so it's very difficult to make it more clean and make it sound right at the same time.
So I would either have to keep it and make it a bit louder, or simply leave it out.
I wanna know what you guys think: ditch it? Or keep it?
There will be a lot more added to the intro, don't worry. Also managed to bring the the guitar-ish distorted synths in the arrangement in a subtle way, and added a phaser to one of the synths, and a very fancy filter sweep on the drums at the end of this piece
Gonna add some more larger scale variation to the drums as well, and some new synths for the intro and for later on in the track.
I'll be aiming for something around the 3-5 minutes.
Also tell me if it sounds too "bright" (too much treble) for you guys, need to find the perfect balance :]
Nice! The intro isen't bad, but could be improved, maybe do that *ding ding ind ding* melody to something different(?). I like your previous tracks better but this one is really good, I like it!
11-10-2012, 02:19 PM (This post was last modified: 11-11-2012, 06:53 AM by Archer.)
(11-10-2012, 09:43 AM)machine! Wrote: Nice! The intro isen't bad, but could be improved, maybe do that *ding ding ind ding* melody to something different(?). I like your previous tracks better but this one is really good, I like it!
Track is almost fully done now. Bells are still there, they are a crucial part, so can't change em.
You'll probably hear the (almost) end-result in a few minutes :]
I'm personally very happy with the way it turned out, but of course this aint about me, it's about what the crowd thinks of it
I had the discussion with bitbomb and merlijn that it shouldn't be too distracting ingame, but in my opinion this is really something that has to be tested first.
Justin is working on a CTF map, and this may serve as 'ambience' in that map, so that will be the time to test it and to see what the playing crowd thinks of it
Also the track is now called: Erebus
I had first made an optimized version of it with many of the sharp tones cut, but it sounds way too dull like that, and even though the track is busy, I can mention many famous game soundtracks that are very busy as well, but still a thrill to play with, this one for example:
Notice the extreme business at 2:44.
at 1:26.
These are only examples from UT2004, there are tons of other games with very busy yet awesome music to play with, so that's why I think my track being bearable for players is something that needs to be tested first.
And if it's really too busy, lowering the overall volume of the track still helps a lot. Cutting off the highs I yet have to think about, as it really sucks the power out of the track.
Wow, That's nice.
When are your tracks going into Git so we can use them in our maps?
These bring me back to Unreal1 and UT (original). Great work.
The intro is fine, gets you right in and I'm glad it loops.
The more complex (correctly done) the better. Xonotic music is alot better than nexuiz in this regard, but can always improve . * HellYeah always thought nexuiz music was too simple and that didn't change untill steps and 42 which were created about the time xonotic was born.
Wow, That's nice.
When are your tracks going into Git so we can use them in our maps?
These bring me back to Unreal1 and UT (original). Great work.
The intro is fine, gets you right in and I'm glad it loops.
The more complex (correctly done) the better. Xonotic music is alot better than nexuiz in this regard, but can always improve .
* HellYeah always thought nexuiz music was too simple and that didn't change untill steps and 42 which were created about the time xonotic was born.
I'll make them ready, complete with source in the coming few days, and submit both T1 (no name yet) and Erebus to the official music submission thread.
I'm glad you like this style
Also check my latest one, Erebus, which is in the post before this one.
(11-14-2012, 09:34 PM).Danny. Wrote: Really like the track and I don't mind the snare too much because the actual music takes priority. Nice work!
Thanks mate, I'm glad you like it
I'm sure Justin won't mind to test this on the CTF map he's working on, so once it goes up, other players can judge the music as well then.
Apparently there's been some activity going on in this thread that I haven't been watching. Anyway going through this thread again I can already see that Archer seems to be kicking some ass with his new work, I'm really liking that T1 track he uploaded. Gonna snoop through here for anything else I missed.
11-17-2012, 07:23 AM (This post was last modified: 11-17-2012, 05:20 PM by bitbomb.)
Here's tonight's new work in progress. Don't mind what is currently the intro, that's got changes coming up. So much that doesn't work.
I wanted to keep going on this one but somehow it suddenly became 7am. Also don't bother critiquing the sound of the drums, they need adjustment. I'm concerned it's too foreground, but need a second/third/tenth opinion on that. Figured I'd post what's there now before I go messing things up out of paranoia. Always look forward to opinions, both negative and positive.
EDIT: Updated. Still disreguard the beginning and some other excuses above. Also now there's a short pause at the end of what's basically arranged so far, the part after that doesn't have a place in the flow yet but it'll most likely end up in the arrangement. http://dl.dropbox.com/u/40671139/Xonotic.../0024b.ogg
11-17-2012, 07:35 AM (This post was last modified: 11-17-2012, 07:46 AM by Archer.)
(11-17-2012, 07:23 AM)bitbomb Wrote: Here's tonight's new work in progress. Don't mind what is currently the intro, that's got changes coming up. So much that doesn't work.
I wanted to keep going on this one but somehow it suddenly became 7am. Also don't bother critiquing the sound of the drums, they need adjustment. I'm concerned it's too foreground, but need a second/third/tenth opinion on that. Figured I'd post what's there now before I go messing things up out of paranoia. Always look forward to opinions, both negative and positive.
I honestly like the idea behind this, drums aint so bad, except in the intro everything is way too near 1khz, as if it's playing through a telephone, but you said you would fix it so np.
Past that part, things get way better (0:30), but in my opinion some reverb/delay effects on the lead-ish synths won't hurt here, and they might flesh the synths up a bit.
The arp effect around 0:53 is very enjoyable, love it, but the voice that suddenly pops in is kinda weird. Maybe it needs some kind of effect put over it, looking at the mood of the track, some downsample/robot effects maybe (0:55).
The background sound at 1:00 is interesting, but it might sound better if it was a bit more continuous.
The lead at 1:25 is very nice, but would do better with some very slight reverb/delay as mentioned above.
Drums being too loud is not really bothering me, as they sound pretty pleasant
All in all, finish this for sure, and fine-tune it then, it's a great concept and I can really see myself playing while listening to this
I hope my opinion was useful.
For people that wanna play-test Erebus, try backing up your music pk3 and put this in instead, then play Stormkeep with a few silly bots.
It's a slightly modified version of the original, optimized (externally) for in-game usage, I'll soon make some tiny changes in the arrangement as well that reduce treble sound of the crashes, and make the guitar/synth and the soft pads louder.
11-17-2012, 11:35 AM (This post was last modified: 11-17-2012, 11:40 AM by Mr. Bougo.)
(11-17-2012, 07:35 AM)Archer Wrote: For people that wanna play-test Erebus, try backing up your music pk3 and put this in instead, then play Stormkeep with a few silly bots.
It's a slightly modified version of the original, optimized (externally) for in-game usage, I'll soon make some tiny changes in the arrangement as well that reduce treble sound of the crashes, and make the guitar/synth and the soft pads louder.
Don't edit release pk3s, that's a very bad idea and there are much better ways around it!!!
Just drop this attached pk3 into your data directory, that's all you need to do.
An alternative that you might find interesting is to create a directory in your data directory (where you would put pk3s) and give it a name that ends with .pk3dir. In there you can place anything you would instead put in a pk3 file, without having to bother with compression. In this case, create the directory zzz_erebusmusic.pk3dir/sounds/cdtracks and put the stairs.ogg file in it.
The zzz_ prefix is necessary because pk3s and pk3dirs are loaded alphabetically, and the original ones start with x.
EDIT: Feel free to put this pk3 in your dropbox and ask me to remove this attachment if you prefer to have control over the publicness of this file.
(11-17-2012, 07:35 AM)Archer Wrote: For people that wanna play-test Erebus, try backing up your music pk3 and put this in instead, then play Stormkeep with a few silly bots.
It's a slightly modified version of the original, optimized (externally) for in-game usage, I'll soon make some tiny changes in the arrangement as well that reduce treble sound of the crashes, and make the guitar/synth and the soft pads louder.
Don't edit release pk3s, that's a very bad idea and there are much better ways around it!!!
Just drop this attached pk3 into your data directory, that's all you need to do.
An alternative that you might find interesting is to create a directory in your data directory (where you would put pk3s) and give it a name that ends with .pk3dir. In there you can place anything you would instead put in a pk3 file, without having to bother with compression. In this case, create the directory zzz_erebusmusic.pk3dir/sounds/cdtracks and put the stairs.ogg file in it.
The zzz_ prefix is necessary because pk3s and pk3dirs are loaded alphabetically, and the original ones start with x.
EDIT: Feel free to put this pk3 in your dropbox and ask me to remove this attachment if you prefer to have control over the publicness of this file.
Oh I see, so this is a way to "mod" your Xonotic with different music for example?
11-17-2012, 12:54 PM (This post was last modified: 11-17-2012, 01:00 PM by bitbomb.)
--Apologies in advance for the wall of text below, it's just nice getting really good feeback like that.--
I really appreciate your input, man!
"things get way better (0:30), but in my opinion some reverb/delay effects on the lead-ish synths won't hurt here, and they might flesh the synths up a bit."
Thanks! Effects-wise, I usually get to that later on in the development, and when I get there I'll definitely keep your suggestion in mind.
"The arp effect around 0:53 is very enjoyable, love it, but the voice that suddenly pops in is kinda weird. Maybe it needs some kind of effect put over it, looking at the mood of the track, some downsample/robot effects maybe (0:55)."
That's sequenced note by note. Call me a snob but I personally don't like using arps. I always like to do things by hand, haha. And the sample was a last minute addition, I felt it needed a sample so just grabbed the closest one and just threw it in dry. I wasn't sure it'd fit, but glad it does. I might use another sample from my library or record something that'd fit well. But yes, it absolutely needs a little treatment so it blends with the music. Thanks man, you just bolstered my resolve.
"The background sound at 1:00 is interesting, but it might sound better if it was a bit more continuous."
Can you elaborate on 'continuous?' Do you mean the choppy/shredded up quality of the patch or do you mean it should continue longer than it does? I thought the 'deteriorated' sound is just what it needed, but again with tracks in early stages the song just kind of flies through from part to part, gradual transitions and 'hanging out on a groove' always comes later in my process. Definitely let me know what you mean by that, I value your perspective.
"The lead at 1:25 is very nice, but would do better with some very slight reverb/delay as mentioned above."
That synth line is completely dry atm. That was late night to early morning, I tend to (if my idea of what I actually want to do is solid) and it definitely needs something to make it a bit more spacial. That'll come later. When I do get to the 'effects' stage I'd really appreciate your take on whether it was the right move.
Thanks a ton for your input, man. Musician to musician, I dig collaborating with you. Thanks a lot for taking the time to listen and express your honest opinion. One of these days, man, we need to send tracks back and forth and see what we come up with.
Collaboration opens so many doors, if you're into it I'm totally up for that
11-17-2012, 12:58 PM (This post was last modified: 11-17-2012, 12:59 PM by Archer.)
(11-17-2012, 12:54 PM)bitbomb Wrote: I really appreciate your input, man!
"things get way better (0:30), but in my opinion some reverb/delay effects on the lead-ish synths won't hurt here, and they might flesh the synths up a bit."
Thanks! Effects-wise, I usually get to that later on in the development, and when I get there I'll definitely keep your suggestion in mind.
"The arp effect around 0:53 is very enjoyable, love it, but the voice that suddenly pops in is kinda weird. Maybe it needs some kind of effect put over it, looking at the mood of the track, some downsample/robot effects maybe (0:55)."
That's sequenced note by note. Call me a snob but I personally don't like using arps. I always like to do things by hand, haha. And the sample was a last minute addition, I felt it needed a sample so just grabbed the closest one and just threw it in dry. I wasn't sure it'd fit, but glad it does. I might use another sample from my library or record something that'd fit well. But yes, it absolutely needs a little treatment so it blends with the music. Thanks man, you just bolstered my resolve.
"The background sound at 1:00 is interesting, but it might sound better if it was a bit more continuous."
Can you elaborate on 'continuous?' Do you mean the choppy/shredded up quality of the patch or do you mean it should continue longer than it does? I thought the 'deteriorated' sound is just what it needed, but again with tracks in early stages the song just kind of flies through from part to part, gradual transitions and 'hanging out on a groove' always comes later in my process. Definitely let me know what you mean by that, I value your perspective.
"The lead at 1:25 is very nice, but would do better with some very slight reverb/delay as mentioned above."
That synth line is completely dry atm. That was late night to early morning, I tend to (if my idea of what I actually want to do is solid) and it definitely needs something to make it a bit more spacial. That'll come later. When I do get to the 'effects' stage I'd really appreciate your take on whether it was the right move.
Thanks a ton for your input, man. Musician to musician, I dig collaborating with you. Thanks a lot for taking the time to listen and express your honest opinion. One of these days, man, we need to send tracks back and forth and see what we come up with.
Collaboration opens so many doors, if you're into it I'm totally up for that
Definitely, we'll do something together someday, don't worry :]
Also, about the arps, I do em by hand as well, we're pretty much alike
But referring to them as "arps" is easier because everybody understand what I mean then
With continuous I meant the shredded quality, but now I think about it, it might sound pretty good if you combine it with some extreme panning.
I'm glad this was useful to you, looking forward to the end result!
11-17-2012, 02:50 PM (This post was last modified: 11-17-2012, 02:53 PM by HellYeah.)
(11-17-2012, 03:04 AM)Archer Wrote:
(11-16-2012, 11:40 PM)HellYeah Wrote: What's the license on T1.ogg (one of the CC's, gpl?), I'd like to use it? Is it a CC right now?
It's unlicensed currently, but I'll soon make it gpl compatible.
What do you want to use it for though?
Background to a xonotic map. If you make the current version cc-by or cc-by-sa it doesn't need source. (Then the xonotic version can be gpl whenever that gets in (seems to take months and months for anything to get into xonotic and I don't want to wait!))
Also, what's your opinion on some of the old unreal songs like isotoxin: http://www.youtube.com/watch?v=ZiTX4dchAnQ
That one used to be my favorite, but nowadays it seems like it's not intense enough, but if there was a more intense isotoxin-esque song for xonotic...
(11-17-2012, 02:50 PM)HellYeah Wrote: Also, what's your opinion on some of the old unreal songs like isotoxin: http://www.youtube.com/watch?v=ZiTX4dchAnQ
That one used to be my favorite, but nowadays it seems like it's not intense enough, but if there was a more intense isotoxin-esque song for xonotic...
That is a badass track. That style could definitely be done with Xonotic grade intensity. I'll keep that URL for reference and give it a shot, see what happens.
It'd be cool if people interested in doing so would PM/post links somewhere to stuff they think would really do well with Xonotic. The more reference material the better!
11-17-2012, 04:29 PM (This post was last modified: 11-17-2012, 05:57 PM by Archer.)
(11-17-2012, 02:50 PM)HellYeah Wrote:
(11-17-2012, 03:04 AM)Archer Wrote:
(11-16-2012, 11:40 PM)HellYeah Wrote: What's the license on T1.ogg (one of the CC's, gpl?), I'd like to use it? Is it a CC right now?
It's unlicensed currently, but I'll soon make it gpl compatible.
What do you want to use it for though?
Background to a xonotic map. If you make the current version cc-by or cc-by-sa it doesn't need source. (Then the xonotic version can be gpl whenever that gets in (seems to take months and months for anything to get into xonotic and I don't want to wait!))
Also, what's your opinion on some of the old unreal songs like isotoxin: http://www.youtube.com/watch?v=ZiTX4dchAnQ
That one used to be my favorite, but nowadays it seems like it's not intense enough, but if there was a more intense isotoxin-esque song for xonotic...
I'm very much inspired by the style used in Unreal, UT, and UT 2004.
That track was also my favorite for a while , especially that part with the bells, when it starts sounding icy, it's fantastic.
Also, I'm not very knowledgeable in the area of licenses, so I would need to do some research, I only know that cc is creative commons :]