Distance

Distance

Killing colours
14 Comments
MrMister Oct 29, 2016 @ 4:53am 
The checkpoint on the green level near the rollers is sideways. Easy to fix.
Sassy  [author] Feb 13, 2016 @ 7:21pm 
yeah i do know but thank you anyway.
Lukas Feb 13, 2016 @ 1:37am 
Oh, btw: if you have problems updating your level (to be specific: the update button isn't there and at its place is the upload button) this should help http://steamcommunity.com/sharedfiles/filedetails/?id=615858226
if not: Ignore me ^^
Sassy  [author] Feb 6, 2016 @ 6:59pm 
okay, thank you Lukas i will try to fix the issues you said soon.
Lukas Feb 6, 2016 @ 12:55pm 
part2: 3. The 2 blockers on the second way down in the purple section: The holo distance on them is fine, the problem with those is, that the hologram of them is really hard to see. Visibility is something very important when designing a level, or even a game. you always want the player to know where he needs to go (in most cases) or what he needs to be doing. consider lowering the alpha (transparency) value of the hologram. 4. The spooky gate in the halloween section: If you enter the (awesome) saw teleporter with too much speed you crash into the door... sometimes. 4. the "light bridge" section in the halloween part: again, very hard to see, what you're supposed to be doing. make the bridges more visible. 5. the wallride hole in the blue section: again, try to make it more visible. you were using glass roads, so you don't see a lot of difference. maybe add a broken roadpiece at the start and end of the hole.
Hope this helps you ^^
Lukas Feb 6, 2016 @ 12:55pm 
part1: I really liked this level, altough there were clear mistakes here and there, that I will adress later. First the positives: I really liked how the level looked and how it was separated into different sections, the Obstacles are (mostly) well and fair placed. I also like how you changed the music in the sections. The things that should be improved: I'll just write down the issues in the order of the level: 1. the first blocker in the first section is very poorly placed/scaled. you just drive up the road and hear the popup sound. you have no Idea where it came from. You could fix that by making the blocker taller, or moving the whole section back a little more. 2. The hyperactive saws on the building in the green section: I like the concept and used similar things myself. the issue here is, that you don't see where the saws are most of the time. consider making their track shorter.
Sassy  [author] Sep 28, 2015 @ 11:07pm 
Thank you for the good comments.
. Sep 25, 2015 @ 1:44am 
Noice +1
◥DaBeastKing◤ Sep 20, 2015 @ 9:39pm 
Really fun level, good job :teammate:
Sassy  [author] Jun 11, 2015 @ 12:22am 
Thanks for the comments I will look at these things and try fix them.
fzeroman Jun 10, 2015 @ 6:12pm 
The part with the zero gravity and popup blockers really doesnt work,especially for multiplayer FYI.
The skull is very cool and probably my favorite thing about the level.
There are some checkpoints that dont follow the road direction, Remember to point the blue arrow the way you want the driver to go.
JTrevail Jun 7, 2015 @ 12:07pm 
It's hard for the wrong reasons. You obviously put a lot of work into this level, it does show, but it is broken. There are checkpoints facing sideways, rough corners, obstacles too close together, and shitty mechanics. We had to quit this level on Speedy Saturday, even the half who made it to the finish thought it was shit. Nightmare difficulty doesn't mean that you have to memorize the level, this level is just scary broken.

There is no reason that you can't transform this into a good level though. Visually and technically you have the level editor figured out, but the actual track needs some love. I am harsh just to stress the points that Xaiier made, don't brush them off, do something about it please.
Sassy  [author] May 31, 2015 @ 3:15pm 
@Xaiier thx for the comment, this track is ment to be a long track and ment to be difficult. with the door by the pumpkin your ment to have to go fast to go trough and if you dont make it reset and wait. as with the blind coners ill have to fix.
Xaiier May 30, 2015 @ 3:28pm 
This level has a lot of potential, but its just too long and has some problematic parts. I think it might be a good idea to take certain sections and make them into a whole map based on that theme.

A couple problem spots:
-The zero-gee tunnel was frustratingly difficult, messing up the entry slightly results in not making it through the first door.
-The pumpkin door just closes on you if you don't perfectly make it through, meaning you have to backtrack until it starts opening again.
-Various blind corners or otherwise surprising or unclear obstacles.