Re: [Audyssey] quake maps in the full game

2007-01-13 Thread Ken the Crazy
The navigational features just aren't that well developed yet.  For example, 
the wall scraping sound is mono--it's not placed positionally so you can't 
tell where you are scraping the wall so you can know which way to turn. 
Also, some buttons are not identified with audio cues, like the one you 
shoot to lower the bridge--and when you're walking on the bridge you don't 
even know you're walking on anything different than the ground.  Changing 
footstep sounds would be helpful here, but there are already so many 
problems with sound I don't think it's feasible.
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: Josh [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, January 12, 2007 8:05 AM
Subject: [Audyssey] quake maps in the full game


 Hi,

 Why aren't the other quake maps very navigable? Is it that they're just 
 too
 confusing? Or don't the accessibility features work in the other maps such
 as the radar?

 Josh

 email: [EMAIL PROTECTED]
 AOL: kutztownstudent
 msn: [EMAIL PROTECTED]
 skype: jkenn337


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Re: [Audyssey] quake maps in the full game

2007-01-13 Thread Cara Quinn
 Ken, the button should have no sound queue for the bridge.  That's 
the way the original game is.  You don't have a way to know which buttons 
do what.  That's the point.  smile

   This is no different from the non adapted game here...

   As far as different step sounds, I think that's a great idea, and will 
look into working with that...

Smiles,

Cara

At 12:34 PM 1/13/2007 -0500, you wrote:

The navigational features just aren't that well developed yet.  For example,
the wall scraping sound is mono--it's not placed positionally so you can't
tell where you are scraping the wall so you can know which way to turn.
Also, some buttons are not identified with audio cues, like the one you
shoot to lower the bridge--and when you're walking on the bridge you don't
even know you're walking on anything different than the ground.  Changing
footstep sounds would be helpful here, but there are already so many
problems with sound I don't think it's feasible.
Ken Downey


-- 
No virus found in this outgoing message.
Checked by AVG Free Edition.
Version: 7.1.410 / Virus Database: 268.16.10/624 - Release Date: 1/12/2007



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[Audyssey] quake maps in the full game

2007-01-12 Thread Josh
Hi,

Why aren't the other quake maps very navigable? Is it that they're just too 
confusing? Or don't the accessibility features work in the other maps such 
as the radar?

Josh

email: [EMAIL PROTECTED]
AOL: kutztownstudent
msn: [EMAIL PROTECTED]
skype: jkenn337 


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Re: [Audyssey] quake maps in the full game

2007-01-12 Thread Rob
Maybe they're a bit difficult to navigate, especially because the walls are 
really close to each other. For me its ok, however sometimes i have to use the 
jetpack 
because i am lazy to find the bridge (sp, ep 1)
On Fri, 12 Jan 2007 08:05:35 -0500, Josh wrote:

Hi,

Why aren't the other quake maps very navigable? Is it that they're just too 
confusing? Or don't the accessibility features work in the other maps such 
as the radar?

Josh

email: [EMAIL PROTECTED]
AOL: kutztownstudent
msn: [EMAIL PROTECTED]
skype: jkenn337 


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