My guess is that you're just hearing through the wall when you hear that 
rope. It just means you're on the opposite side of the wall from the rope 
and just have to find another way to get to it. Usually when you hear an 
object and it's on the other side of a wall from you you're not really all 
that far from it. Then you just have to climb up or down a ladder depending 
on which way you're headed and you'll most likely reach it soon enough.
  I somewhat disagree about the complexity of the game. Yes the controls 
should be simple (and here they are), but the gameplay itself should be more 
complex. The audio gaming market is sorely, and I mean painfully in need of 
more complex and challenging games. Monty promises to fit the bill and I 
don't think these things you're talking about need to be changed. Besides, 
Thomas has already addressed the hearing through walls thing and I got the 
impression that the sound processing was about as good as it was gonna get. 
I got the feeling that tweaking it any further (if such a thing is indeed 
possible), would require more work on the game than it would be worth.



It ain't pretty when the pretty leaves you with no place to go.





>From: allan thompson <[EMAIL PROTECTED]>
>Reply-To: Gamers Discussion list <gamers@audyssey.org>
>To: gamers discussion list <Gamers@audyssey.org>
>Subject: [Audyssey] just tried Monty
>Date: Sun, 16 Jul 2006 15:57:35 -0400
>
>Hiya,
>Been gone for a while and just getting somewhat caught up with some things. 
>I got some thoughts on the monty alpha, although it isn't very in depth.
>I still have the old monty, and could compare them somewhat.
>1: The male / female voice didn't make a diffrence at all. I barely even 
>noticed that USA monty even had a female voice. Not that it sounds bad, but 
>only that it didn't affect me one way or the other
>2: the temple size seemed much larger, and I am not sure I liked it that 
>much. Getting to the end of passages and ladders as well as ropes seemed 
>tedious
>3: the snake moved, out to lunch on this, and I would probably vote it down 
>if it wasn't for the switch Tom had mentioned making to the game to change 
>diffuculty of monsters. I don't have time to struggle with a long and 
>difficult game for extended periods, which means for me a game needs to be 
>simple to use and intuitive to understand and play. Monty fits the bill 
>here.
>4: I love being told I am hitting a door, wall or cieling. it gave me a 
>sense of space, like I was in something, that a simple oof sound doesn't 
>really do for me.
>5: Ladder detection is right on. No more playing find the ladder , walking 
>back and forth trying to hear the metal sound. I love how much better it is 
>now.
>6. On the first passage at the end I hear a rope that I can't get to. Is 
>this the way the game will be or is this just something that will get fixed 
>down the road. I think there are other situations like this in the temple 
>but I can't remember right now.
>
>It is looking more or less like this is going to be a pretty good game, and 
>I am excited to see this finally come to the light.
>
>
>
>
>
>
>The truth will set you free...
>Jesus of Nazareth  33 AD
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