Hello,

For those closing doors, you can have a grinding sound which gets louder as the door gets closer to closing, or you can have the pitch of the sound decrease as the door gets closer to being closed. The only thing is, you would need to place the sounds in the training area so the player knows what they mean.


David Chittenden, MS, CRC, MRCAA


Thomas Ward wrote:
Hi Phil,
Yeah, a lot of classic Atari and Nintendo games usually had a colored key that matched a colored door. Certainly Montezuma's Revenge was that way. You had white keys for white doors, blue keys for blue doors, and red keys for red doors. However, as I've decided to stick to a more modern side-scroller format I'll probably just forget about the color coding for doors and keys. As for using something other than keys to unlock and open doors I hear you there. I've been playing the Tomb Raider games for 12-years, and I've seen a lot of pretty cool doors/traps. Some are unlocked by pulling a lever on the wall, others are unlocked with a key, and others are a type of trap door that you need to pass through by unlocking it in a special way. For example, this passed year I've been playing the newest Tomb Raider game Underworld. In level 3, I think it is, Lara discovers her father had hidden Thor's gantlets in the family crypts beneath Croft Manner. Near the end of that level there is a really cool trap door which I've been thinking about using in one of my Tomb Hunter games because it is so cool. Basically, there is this chamber with a giant wheel on the wall, and a trap door is hidden in the ceiling of the chamber. You have to walk Lara Croft over to the wheel, and press the action button on the joystick to get her to turn the wheel. As she turns the wheel counter clockwise the trap door slowly slides open above her. Of course, the trick is to get up there without it closing on Lara. The second you let go of the action button the wheel starts turning clockwise and the trap door starts closing. There is this wall nearby with hand holds in it you can climb up. Problem is by the time you make it about three-quarters up the wall the trap door is almost closed. The only way I've found to get through that trap door is to Have her do a jump upwards, grab hold of the ledge, and then use the vault command to have her vault through the doorway just before the trap door smashes the world's favorite archaeologist flat. It is a unique and very cool trap in my opinion. The Tomb Raider side-scrollers I don't believe they had anything quite that complex, but they often used levers instead of keys to open various doors. One door I do remember from Tomb Raider Prophecy you opened it with a lever, but it was timed. If you didn't run through it in time the door would drop down and smash Lara Croft beneath it. However, this might be too tricky for someone who is blind. As I recall you could see the door coming down so you could gage weather or not you could make it below it or not. As that is a purely visual aspect I'm not exactly sure how I could convey the same information without using up precious time describing the status of the doors descent.

Smile.


Phil Vlasak wrote:
Hi Thomas,
I am working on a walk through for MOTA for myself but it may help other people.
I won't post it if you don't want me to.
I think getting all 5 keys is important as there may be weapons in the locked rooms. The reason I got confused is that you moved the keys around and I was remembering an earlier beta.
I still think the locked doors should have the same metal as the key.
So the bronze key unlocks the bronze door.
I remember arcade games doing just this with the yellow key unlocking the yellow door. It doesn't have to be all keys and doors as I don't wish you to change something you already programmed.
thanks,
Phil

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