Distance

Distance

569 ratings
Propulsion Laboratory
   
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Difficulty: Expert
Mode: Sprint
File Size
Posted
Updated
176.065 KB
Dec 14, 2015 @ 10:55pm
May 10, 2016 @ 9:41pm
2 Change Notes ( view )

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Propulsion Laboratory

Description
Navigate the Laboratory by using the bodged together Jump Pads. Just besure to go straight into them, they tend not to work if you try anything funny.

I felt like making a sprint track with Jump Pads, and couldn't resist doing something cool with biodomes while I was at it.

Good luck!

Update!: Adjusted for changes to Pop-up blockers
6 Comments
Spirit Dec 17, 2015 @ 6:21am 
This is an excellent idea. Jump pads are super fun.
SlenderPaul Dec 16, 2015 @ 3:45pm 
It might be true that the pads are hard to optimize but im pretty pleased with the result. After playing this a few times i learned what to do to get the right result at 100%. But then i have to admit that i dont have problems with rotating my car into the right position after i get flipped by a launch. Also the boost management is a little inconsistent. At he very first pad you HAVE to bost through the pad while on others it is better to go without, untill you have the right rotation.
BreezeLetterGaming Dec 16, 2015 @ 3:39pm 
It's a shame it doesn't fit very well with my playstyle, since I enjoy speeding through every map as fast as I can, so "lining up" my car with the jump pads isn't really something I have time to do.
Don't get me wrong, I wholeheartedly applaud what you've done, and it might inspire the devs. It's just a shame that it's as unreliable as it is.
I don't make maps myself for Distance, but I can imagine that making good maps is no walk in the park. :spazhorror:
Tachrayonic  [author] Dec 16, 2015 @ 3:33pm 
The jump pads probably could be a bit more reliable, but the detection area for the popups (that I've used as jump pads) are really wonky.
From what I can tell, the detection sphere is below the bottom of the object, or at the very least right at the bottom which makes it very hard to precisely line it up.
On top of that, the detection area seems to change depending on the angle the pad is pointing, putting one on a wall needs a detection area about 10 units (meters?) bigger.

Aside from that, I can still usually manage to complete this track without any crashes, I just make sure I line up as straight as I can on the jump pads and go onto them at full speed, as that's how I've aimed the pads. You do need to manipulate your car in the air a bit though, which isn't the easiest thing to do.
BreezeLetterGaming Dec 16, 2015 @ 2:11pm 
It's a cute concept, it's just a shame that it fails miserably when the launchers throw you into walls or twist you nose first into the track, or occasionally throw you entirely off track. Not meant as an insult, I'd love to see "jump pads" added to the editor, and I genuinely like your attempt at improvising jump pads, it's just a shame they are so unreliable.
SlenderPaul Dec 15, 2015 @ 1:06pm 
This is super fun!