Beat Saber | Camellia - Badly (ft. VIVI ZENA) | Lightshow
Автор: Narwall
Загружено: 2025-11-26
Просмотров: 5942
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Collab between me and @AaltopahWi again! This time we took on the camellia beast and won!
This song was sooooooo funnnnnn to light, I can't believe I got to officially map this and light it. Thank you @Cametek.CamelliaOfficial for making such an amazing song and Vivi for such amazing vocals!
Got a ton of info talking about my process and just random stuff I was thinking when working on this on https://getlit.me/posts/narwall_OST8_11_26... (this website was made by @Schwanky and is a space for our group of friends to celebrate each other work! Please check it out if you want!!! )
Also here are the timing splits for each me and aaltos work!
0:00 - Narwall
0:24 - Narwall & Aalto
0:31 - Aalto
1:15 - Narwall
2:07 - Aalto
2:22 - Narwall & Aalto
2:35 - Aalto
2:52 - Narwall
3:10 - Aalto
3:27 - Narwall
3:48 - Aalto
Anyway, here is my mini discussion of the lights, Please feel free to ask questions about it! Id love to answer stuff or see what people think!:
0:00 - 0:30 - For this first section I made the intro from scratch and it was slowly changed over time. The 3 2 1 numbers was something aalto had made so I reused it for the intro because it was so cool. Nothing super fancy at the beginning here.
For the first verse from 0:10-0:30 in it was a frakenstined version of Aaltos scene later in the lights. I took the main ideas that were used later and repurposed them in a more simple and less heavy hitting way. I wanted to make his later scene pop more by introducing a more passive + spaced out version of it. I think it worked pretty well? Either way, later in the song at 2:07 when its Aaltos variation of it he leaned into the idea that the env is kinda getting tipsy... Since she is singing about drinking, I felt it was cool to slowly make the env a bit crazier. Aalto hit it home with the cube structures moving and the almost double vision happening to the chevron. Gives a cool effect like the time between 0:10 section and 2:07 section, she sees the world different.
1:18 - 2:07 - This was my 2nd section for the lights and I wanted to light this part the most out of the whole song. In my mind I kept thinking "this is the part where its a compilation of partying and having a good time". I tried to capture how it feels to be in a rave and hear something like this. The directional motif with the chevrons telling you what way you hit the notes was the coolest part. Because this section is alot of the same I focused my energy on making a clean setup that was satisfying to look at. At 2:00 I was less focused about the lights and more focused on keeping the whole scene brighter. Since the gimmick in the diffs has todo with bombs I wanted to keep them lit to help the player see better. Something that bothers me is when bombs are not properly lit but its really hard to properly light them sometimes.
2:53 - 3:05 - At this point I was starting to run out of ideas, so I kept the ideas here simple. I wanted lasers taking advantage of the bottom of the highways' reflection tech, so on the left and right they are almost dancing. The rotation of the lasers that bounce off gives a really cool infinity effect on both sides, while also making a distinct difference in the visual setup compared to other sections. Then the smooth transition right back into Aaltos part makes the beat after the little sax part hit super hard.
3:30 - 3:48 - This is the part where I wanted to bring the drinking idea back, in my mind this is the part when she has too much, and it gets crazy. The very beginning shows the cubes appearing out of nowhere and going to very high scale settings, in game they feel huge. The hardcore felt like it needed orbital canons with the lasers shooting down on the floor. For every kick, the lasers actually scale up to 300 then back to 100 in half a beat, so this makes the strike of them really feel like it's doing damage. The chevrons are set to a few 1000 in scale also and are very slowly moving in the background. I wanted them to almost be like a sky box to help fill the space. This was always the section where I wanted to abuse the new scale mechanic we have, and it was SO FUN and I really hope to use scale more often.
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