Actually, those castles aren't two different pictures side by side. I put them both in the same picture file, which is why I only put our names on it once.
Now, I wanted to point out that there is extra shading on parts of the front of the castle in versions 1.21 and 1.11 that is missing from versions 1.2 and 1.1.
Should I fix that and keep them both (meaning should we keep open courtyard
and closed roof versions)?
Regarding your sounds, I thought I'd give you some constructive criticism. Honestly, I don't know
how you made some of them. Nice work!
- Some of them seem a bit long for active gameplay. If you were to use the Gohma sound(s) you made to replace the standard "gasp" sound for the Gohmas, it seems like the sound would still be finishing when it was time to start again. I'm not sure if Audacity or another program can compress the sounds so that they play quicker?
- I really like the Fire Boomerang sound; but to use your Magic Boomerang sound, it would be better if it were compressed so that it can be repeated quickly (like the Fire Boomerang sound, but it can be a little slower than that one).
- I wasn't sure how some of them are to be used. For the "Bad Link" one, do you mean the Link the player controls, or like a Dark Link? For the "Distant Curse", it
does sound distant, but what kind of curse are you talking about - a weapon/item curse from a Bubble enemy or something else?
- However, there's one sound that I just don't get, I'm sorry to say.
![icon_frown.gif](http://www.purezc.com/forums/public/style_emoticons/default/icon_frown.gif)
"Cracktorok Hurt" sounds like a drill being revved a few times, not like a hurt enemy. If the tones varied, rather than all being the same note/tone repeated, that might make a difference. Also if it were compressed a little, that would help.
For the majority of them, I can foresee uses for them.
That Woods area looks nice for a Classic map!