Distance

Distance

DAC#16 Highway 35 World Race Leg 2
32 Comments
Чаечек ☂ Jul 16, 2023 @ 5:00pm 
Блять, я сука проебал несколько часов своей жизни просто чтобы найти ебаный захот на творую трассу. Я все блять уже проверил: дырки в камнях, старт, финиш, деревья блять все, куда только не заехал, автору в очко блять въехал и через рот выехал блять. А эта хуйня бялть все время на трассе была. Пиздец
aPinkLemon  [author] Jul 8, 2020 @ 1:53am 
@vessynessy20 Boost & grip, spin flip & gripfly to not overheat,
vessynessy20 Jul 7, 2020 @ 10:04pm 
OMG that stupid twirly twisty mega jump part is literally IMPOSSIBLE!!! If I hold boost through it I fly off the tracks, or get clipped on the side of the four way intersection and BLOW UP, and if I manage to make it to the jump I still fall short like half way there, even with FULL BOOST!!! I end up blowing up because of overheat!
aPinkLemon  [author] Apr 19, 2020 @ 7:59pm 
@mjnico94 Maybe if I feel motivated enough and have time
mjnico94 Apr 15, 2020 @ 3:54pm 
Will you be making world race leg 3 and 4 in the future? This track is very fun. I also like the no unlimited boosting.
Lore maker Jul 7, 2019 @ 7:07pm 
cant find it
aPinkLemon  [author] Apr 21, 2018 @ 12:03am 
Don't know how to fix that
LelouchXV3 Apr 20, 2018 @ 3:55pm 
for some reason when ever i try to beat my time on this map again it the finish screen doesn't come up and i have to exit out of the map
stinker <3 Jan 31, 2018 @ 5:41pm 
lol ok
aPinkLemon  [author] Jan 4, 2018 @ 9:16pm 
Basically I can't fix the corkscrew it's fucked
stinker <3 Jan 4, 2018 @ 2:04pm 
Yeah the corkscrew wacthamacallit in the begining has some serious bs. That part is my main complaint. The track intersections are not level with the rest of the roads, The begining of it is uneven and NOT PARALLEL, And the end jump is super hard to pull off without conserving youre boost through the corckscrew itself. As well as everyone else has said, the bridge is Really hard, but thats given, although I usully end up boost-flying overit cuzz I cant master that last jump part befor the rest of the track,but it would be really nice if the kill grid wasn't on top of the ground so you could landon the ground then boost-fly back onto the track.
kyseya Jan 1, 2018 @ 9:01am 
ooh this map is awesome
aPinkLemon  [author] Dec 30, 2017 @ 9:06pm 
We talked about this already...
Racerman2001 Dec 30, 2017 @ 5:33pm 
Now, don't take this as me saying this map is bad. It is by no means bad at all. However, as with all first projects, it isn't perfect and could use refinement. Please let me know if anything I mentioned here has already been resolved, as I know from reading the other comments that you are working on fixing some more glaring issues with the track. I hope my two cents on the matter can help make this map even better than it already is. Thanks for making this map in the first place, man. You're doing great work here.
aPinkLemon  [author] Dec 19, 2017 @ 11:42pm 
yeah I dunno how to fix that but I am trying
[RYC] Robin Yrvriff Dec 19, 2017 @ 4:37pm 
Every time I play this track, the finish fails.
stinker <3 Dec 17, 2017 @ 7:34am 
Oh my God thank you sooo much for this. One thing though, When you take the short cut can you make the floor go all the way across so you cant see the sky-box, And can you make the entrance to the short cut less acward, Like put leaves over the ap if you can, But overall, The level is FREAKEN Awesome! I love how much care went into the tracks as well, Thanks!
aPinkLemon  [author] Dec 16, 2017 @ 9:23pm 
The shortcut was also mainly left out of the movie aside from the bridge and jump so I took some creative liberty
aPinkLemon  [author] Dec 16, 2017 @ 9:22pm 
PPPaul did the bridge and I definitely could not animate the wheel exploding I will be using the invisible start zone and thank you for the large blocks of test ;)
Arika Springfield Dec 16, 2017 @ 8:13pm 
Also, maybe make the spinning wheel explode after you get through it, if that's possible.
Arika Springfield Dec 16, 2017 @ 8:12pm 
Finally, the main track, which was mostly left out in the movie, I believe some turns could be more accurate to it but I do like your interpretation as to the split path through the cave. The rest are right about it seeming like a rough draft, but take in all our points into consideration and I believe it could be great. P.S. Mii is also right about there being an odd finish delay, I thought my game was lagging but I guess I am not the only one experiencing that.
Arika Springfield Dec 16, 2017 @ 8:12pm 
While I do not like to say what's already been said, the shifts from flat to angled parts of the track definately needs to be smoother; Mii is right about the bridge being a little too difficult but it is still fun an accurate; the criss-crossing inversions before the main jump in the level definately are too tricky and need smoothing out. My additional recommendations though are making the first turn of the leg more abrupt, and while that may sound harsh to the players, it would be more accurate as the drivers could barely stay on the track due to the instant first turn. Second, the forest textures seem way too basic, and the leaves in the way of the track I do not think are really accurate to the movie. Maybe just have the tree environment without the cut visability.
Shady Inktail Dec 16, 2017 @ 5:29pm 
The track is definitely better than the other Leg 2 map, but the start of the shortcut needs to be a bit more noticeable. I do feel that the collapsing bridge is a bit harsh in how quickly it falls from under you. I know that's how Vert had to do it, but it might need a bit of work to make it a tiny bit more fair. Like others have said, the twisting and turning of the track also feels a bit messy too.

One thing I noticed was that you used an empire start zone and a teleporter, which that no longer works for making custom start areas, as the Refractor is frozen at the start area until GO, preventing any triggers or objects from working. Since this most recent build (5824), there's now an invisible start zone object which allows you to start anywhere. I think the map could benefit from it.

Also... why the insanely long finish delay on the end zone? Or is it just me?

Overall though, a thumbs up from me. :steamhappy:
aPinkLemon  [author] Dec 16, 2017 @ 4:50pm 
@Siddey10 what makes it feel like a rough draft?
aPinkLemon  [author] Dec 16, 2017 @ 4:50pm 
I have fixed it so there are less kill grids and it is no longer a "gravity trap"
Wipeout! Dec 16, 2017 @ 9:57am 
Overall a Pretty good track, but maybe smooth out some twists and turns, also maybe make the beginning of the shortcut more visible from the main track, I had to actively search for it, so if someone who hadnt watched the movie played it, they would never know about the track
Siddey10 Dec 16, 2017 @ 6:20am 
If the curves work smoother, the gravity wouldn't be needed. ;)
Think of track building like a rollercoaster, Smooth flowing pieces tend to work alot better than janky tight messes.
aPinkLemon  [author] Dec 16, 2017 @ 6:17am 
Also the gravity was for the curves when you go from a left curve to a right it wasn't for anti-skip or anything like that
aPinkLemon  [author] Dec 16, 2017 @ 6:16am 
Interesting....
vnS Dec 16, 2017 @ 5:57am 
THIS MAP IS GENIOUS! Loved to play m8, i'll probably record it later, loved simply insaneeeee! Good job on it! keep it up
Siddey10 Dec 16, 2017 @ 4:41am 
This track certainly shows some promise although it could use alot of work. I know i may be coming across as harsh, but like many others, i only want to see people succeed and release the best tracks they can
Siddey10 Dec 16, 2017 @ 4:41am 
This is somewhat good, as far as hotwheels related tracks go. The basic abilities that make distance what it is, is still there, while leaving in the "nostalgic" feel of the level, although i feel that the increased gravity was a very cheap tactic to negate the jump ability and more or less make it useless...
As far as the track itself is, it feels more like a rough draft than a finished track. Some turns are very sharp, considering the cars speed (also, I noticed the fluctuating speed as well, very off-putting and somewhat flow breaking at times) and some of the parts where you twist into a banked curve (or even twist into a corkscrewed track) are very sharp as well, throwing the car off the road, and the increased gravity slams the car back down, making for a very rough and sometimes difficult to control ride.