Distance

Distance

1,700 ratings
*fixed* Dark Rainbow Museum (update 3)
   
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Difficulty: Normal
Mode: Sprint
Tags: level
File Size
Posted
Updated
508.515 KB
Jun 29, 2015 @ 5:23pm
Oct 19, 2015 @ 12:37pm
6 Change Notes ( view )

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*fixed* Dark Rainbow Museum (update 3)

Description
Be sure to read Update 2 and 3 notes below.

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A simple and very colorful level, meant to have you speed by lots of interesting and colorful things, facing various simple challenges along the way.

I tried to do a few things I haven't seen people do before in this level. Thoughts on what worked (or didn't) are greatly appreciated.

Thanks for checking it out!

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Update 3: Update 3959 of Distance completely broke the last section of my level due to changes in how track scaling works, so I had to go back and change that section by adding solid planes where expanded track-walling used to be. I don't think it looks quite as cool as it used to, but it does work again.

Making that last section work again was the primary change to this update. I also added a few more arrows right at the end and changed the coloring on some things at the end.

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Update 2 is here! The devs finally made the game run on Unity 5 outside of experimental builds, so I could fix the remaining issues!

- At the end, you won't just fall off the map if you stop boosting.

- I made it MUCH harder to cheat. (except for the intentional cheat, of course...)

- I added arrows at the very end to make it more obvious where to go

- I made the asthetic of that really big room closer to what I originally intended (it wasn't ever supposed to be that bright)

- Other various changes

I can finally call this level complete. *sighs in relief.* It's been too long that I wasn't able to update it, but now it's all good. Have fun guys!

Also, please note that if you see anyone have a time or 45 seconds or less, they got that time before these updates. It is no longer possible to beat the level that crazy-fast as far as I can tell.
10 Comments
JarminxTTV Oct 2, 2015 @ 5:38pm 
Yeah the skinny path with the rough edges? You really should make levels that are for all PC gamers.. Those with keyboards have it really rough down there.. Wasn't even worth finishing to the end....
Visceral  [author] Jul 20, 2015 @ 11:34am 
@blokK
You apparently didn't read the first two words of the level description.
blokK Jul 20, 2015 @ 8:26am 
1/10 too easy!
Visceral  [author] Jul 11, 2015 @ 5:37pm 
@Finalsaber
Oh, you were supposed to keep boosting there and then you would warp again, taking you to the end. I was just trying to do something a bit different there. I should have made it have no gravity there so that you would just go forward more no matter what.

I'll update the level when I can to fix this, but a pretty big bug that has afflicted the level is stopping me from doing anything else to it right now. Long story short, I need to wait through the next update or two before I can modify the level again.
Finalsaber Jul 11, 2015 @ 2:23pm 
So, for the most part, it was great. Colorfull. Fun. But then I got to an area, where the "roof and Floor' pinched together before putting me into a warp, and the warp seemed to take me nowhere. I'd just fall, and fall, and fall, untill I got to a black wall area outside of the level. Think you may have misclicked something.
JTrevail Jul 6, 2015 @ 11:17am 
A checkpoint every 30 seconds or so is fine, or after any major obstacle/accomplishment that the driver might clear. Sometimes the car slams into the driving surface a little hard. I look forward to your future levels.
Visceral  [author] Jun 30, 2015 @ 4:12pm 
Thanks PPPaul!

For skips, I'm not too concerned about them unless there's a really big one that breaks the level or something.
SlenderPaul Jun 30, 2015 @ 2:38pm 
Wounderfull and unique atmosphere. For not having it playtested it worked pretty good i think. But then again i'm more of an andvanced player so i didnt have problems with the obstacles or checkpoints. I dont know if you had any thoughts about skips or if you care about them.
Visceral  [author] Jun 30, 2015 @ 11:04am 
Thanks for the feedback Ashamael. I'll see what I can do about those things.
ash Jun 30, 2015 @ 3:39am 
You need way more checkpoints - Aim for one every 10-20 seconds of track, not every 40+ seconds. So for a level like this, there should be 7 (+ or -) checkpoints, not 3. Even easy challenges can feel difficult when you have a 30-second leadup to them. Many of the obstacles need some tuning: In the track inversion at the end of the flat middle section, the upside-down piece is too close, leading to the car smacking into it unless you jump very early, leading to a normal challenge becoming very difficult (and unintuitive). The very first teleporter is messed up - it killed me about half the time I went through it.