I have found one or two times that when I entered a dark room, 
especially at a run, two torches were used.
Also, the nonagression by skulls and spiders when you have a sword 
isn't fixed. I think this should be fixed so that if you stand still 
and an enemy comes near you, within sword rang, it will automatically 
be attacked. Also, I feel that, if you have a sword and land on a skull 
or spider, you should kill it, rather than it killing you. This would 
be analogous to stabbing down with the sword as you land.
Karl
Original message:
> Hi Raul,
> Actually, the step sounds you hear aren't sand, but a mixture of dirt
> and gravel step sounds. I had created them for my Tomb Raider game liked
> them, and thought they would also work great for Montezuma's Revenge for
> two reasons.
> First, the historical Aztec and Mian temples and pyramids  were mostly
> constructed with stone and dirt. Basically large adobe structures, and
> it is likely the floor is dirt, and maybe some rocks or gravel. Granted
> Montezuma's Revenge is a more Sci-Fi game still adding dirt to the floor
> rather than sand is more realistic. More in keeping with how they would
> have been built historically.
> Second, when trying them out I really liked those sounds. It made me
> personally feel like I was there. The sound quality sounded more real.
> You know what I mean?
> As for the torches I updated them to use a timer so if you view the map,
> pause the game, etc they will also wait for you to return to normal game
> play.

> Raul A. Gallegos wrote:
>> I would like to say that so far on my 2 Vista machines, one with Home
>> Premium and one with Ultimate, Monty is running very well. I really like
>> the new ambiance and the sand sounds. The system menu still pops up from
>> time to time, but thanks to the new keyboard layout, this is much more
>> rare. Great job on making the changes to the torch, it seems to be a bit
>> better now.

>> --
>> Raul A. Gallegos .. http://www.asmodean.net

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