Banner
Views: 790,532,395
Time:
7 users online: Alex_X8, blaze800000, Exodustx0, Hunter-, LucasCCBJogos2,  poopsey, WhiteYoshiEgg - Guests: 18 - Bots: 157 Users: 41,268 (1,492 active)
Latest: NeZ
Tip: Don't place Yoshi coins near a goal post because they keep glowing when a level fades out.Not logged in.

Song Title

    100%
    Details for Custom-Your Time Has Come
    SMW Music - Custom-Your Time Has Come
    You must enable JavaScript to preview files in this section without downloading them.
    File Name: Custom-Your Time Has Come
    Added:
    Authors: Kritter
    Insert Size: 0x0258 bytes
    Type: Song
    Sample Usage: None
    Source: Original
    Duration: 0:56
    Featured: No
    Description: An ominous, foreboding piece with some rock vibes, featuring bits of the SMW Level themes along with a few of my own themes. There is a sense of urgency and an overall feeling of "TIME IS RUNNING OUT!"

    Excellent for your castle, ghost house, final area, dark place, or overworld.
    Tags: castle, dark, final, ghost house, overworld
    Rating: No rating
    Preview: Play SPC
    Download: Download - 31.81 KiB
    151 downloads
    MarkVD100
    Honestly, mono somehow makes the song sound more nostalgic IMO.
    Posted by: MarkVD100 - | Link
    Kritter
    Originally posted by LadiesMan217
    The composition is nice imo, but the mix could be improved. Right now everything is in the middle and it fatigues your ears pretty fast, especially with the high volumes. I'd adjust the volumes on some things, a n example such as your @4 melody could be a tad softer bc @4's are generally loud af. Your distortion guitar chords can be oppositely panned to allow atmosphere as well as the mix to breath in the middle. The percussion's volumes are okay but I'd pan those hats. I fell like the main focus of this composition should definitely be your @0 which should have priority above all other instruments. This doesn't necessarily mean it should be the loudest instrument in the mix but place it where not much is drowning it out which I feel would bc a good center if you spread things around. I think panning those @4's to have their unique pan value would do this comp hella good so it doesn't clash with a centered @0. Alternatively some vibrato sounds do very well panned so you can keep the @4's centered and have your @0 panned as you see fit which would still help give it focus. These are simply quick thoughts off the top of my head but there's a lot of potential to bring the mix out on this comp. I hope you continue to play around more with it! I did have to drop the global volume significantly bc it was too loud in game to the point you could hardly hear Mario jump. Last but not least, please refrain from using any tags outside the official tag list.

    Understood. Thank you for the feedback. back when I first started porting, my ports would always come out too soft. Ironic, no? I'm still learning the newer custom commands, so when I've updated everything, I should just submit an update then? :)
    Posted by: Kritter - | Link
    LadiesMan217
    The composition is nice imo, but the mix could be improved. Right now everything is in the middle and it fatigues your ears pretty fast, especially with the high volumes. I'd adjust the volumes on some things, a n example such as your @4 melody could be a tad softer bc @4's are generally loud af. Your distortion guitar chords can be oppositely panned to allow atmosphere as well as the mix to breath in the middle. The percussion's volumes are okay but I'd pan those hats. I fell like the main focus of this composition should definitely be your @0 which should have priority above all other instruments. This doesn't necessarily mean it should be the loudest instrument in the mix but place it where not much is drowning it out which I feel would bc a good center if you spread things around. I think panning those @4's to have their unique pan value would do this comp hella good so it doesn't clash with a centered @0. Alternatively some vibrato sounds do very well panned so you can keep the @4's centered and have your @0 panned as you see fit which would still help give it focus. These are simply quick thoughts off the top of my head but there's a lot of potential to bring the mix out on this comp. I hope you continue to play around more with it! I did have to drop the global volume significantly bc it was too loud in game to the point you could hardly hear Mario jump. Last but not least, please refrain from using any tags outside the official tag list.
    Posted by:  LadiesMan217 - | Link

    The purpose of this site is not to distribute copyrighted material, but to honor one of our favourite games.

    Copyright © 2005 - 2019 - SMW Central
    Legal Information - Privacy Policy - Link To Us


    Total queries: 7

    Menu

    Follow Us On

    • YouTube
    • Twitch
    • Twitter

    Affiliates

    • SMBX Community
    • ROMhacking.net
    • MFGG