I disagree about the weapon sounds. I've heard and indeed fired several pistols that sounded more or less exactly like that. As for the door sounds, Thomas has already explained that. Ancient Greek temples, and I've confirmed this with my own research, did indeed have wooden doors rather than stone for the most part.
We are the Knights who saaaaay...Ni!
----- Original Message ----- From: "john" <jpcarnemo...@live.com>
To: <Gamers@audyssey.org>
Sent: Tuesday, August 16, 2011 6:49 AM
Subject: [Audyssey] mota beta 22 thoughts


I just got a chance to download beta 22 this morning, and have just finished a game. My thoughts are as follows: I personally preferred the weapon sounds from beta 18. For me, the new ones are far more sci fi, and far less realistic. In particular I preferred the sounds for the pistol, spear (it sounds like stepping on some kind of gore) and especially! the shotgun (that was my favorite sound in the game when combined with the particularly comical sound of a zombie dying). Also, the new door sounds sound like a haunted house rather than an ancient temple. The older ones (a stone door) really make the ambience authentic. The ability to jump continually (from beta 18) was an invaluable aid in making my times with the levers, and getting over the fire pit in level one and the chasm in level two. Also on the subject of jumping, if you jump once, and don't directly after and instead try to jump again, the character will only move one square if at all. I really preferred the previous sound for nearing a spike. I've found the sound since beta 19 rather hard to here, particularly near statues. When picking up objects, you have to press enter on the object rather than holding it down. While I do see the practical application of this (stopping people from just winning the game without ever using a torch) it really helped me when I need to run through a room and quickly grab a weapon because I ran out of ammo. It also really helps when I need to get something in the last room of level two on higher difficulty levels, because I usually only have a few seconds to get out of the room. I really liked the switch of voices. While tom had a louder voice and was a little more understandable, this new one talks more quickly, and (at least for me) sounds less synthetic. Another major plus I found was the the centaurs don't always shoot me with fire! I can't tell you how happy I was to learn that they couldn't just drop me in a few hits anymore. A possible bug: when running, the character moves more quickly, as well as sounds looping more quickly (though the latter might be to shortening the file). Particularly the running may warrant a look, as the character nearly flies through rooms, and it's not that hard to miss objects (I'd hate to play like that on speakers). I know that this email's getting a little long, but I thought of one more suggestion when about to send: right now, it's not that hard to blast my way through all the monsters in the game without getting hurt. The enemies with bows and fire spells are usually the only ones to hit me, seeing as I can just shoot the others before they get close. This leads into the suggestion: it might add a level of difficulty (perhaps in later levels, or in all of them if you like) to have more than one monster in a room. This way, the player would have to focus on more than one target, and, if the targets were in different locations in the room, would force the player to choose who they wanted to target and add another layer of strategy to the game. Overall, while beta 22 has some nice features, I think I still prefer beta 18.

P.s:
I don't mean to sound harsh, and could be writing this a little early, but I doubt I'll be able to play again for a week or so, and wanted to write out this email before I leave for camp.
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