Distance

Distance

Quarantine
25 Comments
Hotride Feb 19, 2020 @ 9:24am 
On track, I really like it but some sections are really not enjoyable. The visuals and the atmosphere are amazing, the track itself also. But the scissors thing midway through the track, and overall the amount of things that can go wrong in 3 minutes, its just not that fun.

Its very interesting to search for ways to skip though and the skips are quite enjoyable to try.
Host Mar 8, 2019 @ 2:21pm 
This is one of the top 5 levels for sure. Masterclass!
TheRealOwlG Feb 20, 2017 @ 9:21pm 
While I'll agree the level is extremely difficult and the lack of checkpoints makes players replay vast sections of the level just to practice a single obstacle, it's far from the worst track ever.

This track is just made for masochists. :demoticon:
5el. Feb 19, 2017 @ 8:08am 
@Mana I personally feel your comment is unfair and harsh. I'd request you to spend a few more hours in the game and then make a comment. Infact, he even has a level called Precognition that addresses the very issue of this level being hard on newer players. I mean, you're always entitled to your opinion but calling it a 'hallmark of bad level design' is a bit extreme IMO, comsidering that you're possibly the only one who thinks this is not a great level.
MCrekna1  [author] Feb 19, 2017 @ 7:53am 
Sorry you feel that way Mana. A lot of consideration went into the level design. Although I agree about the checkpoint sparsity, something that couldnt easilly be remedied with the current track layout, the obstacles and transfers, save for maybe 2 obstacles, were very well thought out and catered to higher level players.

The track was designed with quick reaction time in thought, and other skilled players who have completed the track stated that the obstacles and transfers were spaced out enough to provide enough.

I beleive the main area of challenge always comes from the corruption esc section, which I admit has some major faults. But I see no reason to update such an old track mechanically.
The Toblin Feb 19, 2017 @ 3:38am 
Continued from last comment:


The level is also far too long for its own good. A level that is extremely difficult and challenging should make up for it by being short, as to not frustrate a new player. Even if this level was incredibly easy, it would've been super boring simply down to its length. Even by perfect standards the level takes upwards of 4 minutes to finish. That is WAY too long for a challenge track. In addition it leads to an excess of repitition. The challenges quickly start repeating and you just find yourself going through the motions instead of having fun.

I'm sorry, but this is the very hallmark of bad level design. You can make things fun and extremely challenging without adding in a ton of artifical difficulty, which this level has way too much of. Great visuals, but the obstacles and trick sections are extremely poorly designed.
The Toblin Feb 19, 2017 @ 3:38am 
Probably the absolute worst level I've played in any racer to date. It's obvious the person who made this track just went out of their way to make an extremely difficult level just for the sake of being difficult. The level is gorgeous so there's nothing wrong at all with the visuals. They're nicely designed, colors are extremely well used.

However, the obstacles and trick sections are all a case of memory challenges rather than dexterity challenges. The vast majority of obstacles show up way too fast for anyone to have time to react to, forcing you to replay the level a ridiculous amount of times to memorize it by heart. There is no true challenge to this level at all as it's just a matter of a grind to learn and master the level and then you can forget about it.

This process is made 100 times worse by the extreme sparsity of checkpoints, forcing you to replay very long stretches of level just to practice a single obstacle.

Continued in next comment.
5el. Feb 13, 2017 @ 3:43am 
I just tried this one and I must say that is the best track I've ever played. In one level, you've managed to beautifully capture of the best of Distance, both interms of visuals and gameplay. IMO, the devs should use this as a marquee track for a gameplay trailer along with 50 Second Theory. Thanks for making this one (Also, I refuse to believe that this is your first map).

PS - I took 16 minutes to finish it (Don't judge me ;P) .
Slim soup Sep 13, 2016 @ 11:38am 
Nicely done!
Darth Porkins Sep 12, 2016 @ 2:11pm 
This is probably one of the most technically challenging tracks I've played. Great use of the grip mechanic and lots of neat transitions. A bit frustrating at times but overall really good.
Out-of-shape-viking Aug 23, 2016 @ 12:57am 
I did it!!! it took 23 minutes but i did it!
kingbeandip Aug 6, 2016 @ 2:51pm 
I loved this track! Took me 10 minutes. I must say though that I found the checkpoints to be frustratingly infrequent at times
Kathumandu Aug 3, 2016 @ 10:56pm 
This map was murder on both me and my rig. 26 min later...
TS_Mind_Swept Jul 17, 2016 @ 12:33am 
Looking at some of the parts I could see that there was consideration given to the transfers, for the rest of it though, I would hate to see it more evil. :undyne:
XxSupremeCountoFedoraTipper420xX Jul 16, 2016 @ 8:25pm 
Nah, just giving what I thought about it since the only comment, prior to Liquid Fear's, was pretty crappy xD
Liquid Fear Jul 16, 2016 @ 7:50pm 
Its all good. Our feedback is based on our own views of the game anyway, and you just can't hope to please everybody.

Truth be told you did deserve something better than a shitty 3/10 for your track! In the end, try always to give players visual cues for the obstacles or a "one-two" learning section, your tracks will stay great!
MCrekna1  [author] Jul 16, 2016 @ 7:21pm 
As far as the saw sections I feel they are rather balanced. Coruption probobly wrecked allot of people with its similar saw section the first time through. When you recognize the patern it isnt pretty killer, just gotta figure out the timing and route like in sword.

I don't mean to sound like your bad at the game or your advice wasnt helpful. I'll end up putting all this information to good use when I make another track. But since we cant reset leaderboards without reuploading the track It seems to late to change anything major. Expect some slight improvements on that first virus turn and potentially elsewhere.
MCrekna1  [author] Jul 16, 2016 @ 7:21pm 
Thank yall for your feedback. At this point people are already going for skip times and I don't want to modify much of the track and scenery to further improve it. I agree that there are allot of quick, hard to navigate segments, but with anything you learn the course and improve on it. I have gotten allot of constructive critisism on the mechanics and dificulty of the track from other players while I built the track.

I ended up aiming to balance the track around what I was looking for in a dificult track up until my first track testing. Trust that those transfers used to be more evil. In fact the downwards teleporter section used to be completely broken for others, not sure how I managed it. My main goal was to make a transfer heavy track. I think there are enough breif breaks in it for it to feel manageable.
TS_Mind_Swept Jul 16, 2016 @ 3:04pm 
Some of those transfers came at you a bit too fast, the camera rotation is why, it barely stops rotating before you have to do another, in which time you hardly know what you have to do. some more checkpoints would be nice too, it's a bit discouraging getting sent so far back through painful sections of track. The fast saws at the end seemed a bit too fast and unnatural, plus they were really annoying at that speed. It wasn't too bad for a track, but could use some more refinement for better playability; remember, challenging is one thing, but punishing is another, and punishing is never good. Luckily it's not the whole track here, but there are some parts that are kind of punishing.
XxSupremeCountoFedoraTipper420xX Jul 16, 2016 @ 2:52pm 
I feel like that track was pretty awesome up until the jumps you had to do prior the first small saw trap section that came up before the fake finish line/midway point. Even while using grip the car likes to float off the track when you jump due to the road being sideways. I also found the big saw trap section towards the end a bit annoying since it throws off your rhythm. Overall, it's a good track but I feel like it had a bit too many consecutive flip sections. To be fair though, you were going for a challenging track and it does fit that category. Just my 2cents :)
Liquid Fear Jul 16, 2016 @ 2:43pm 
Review part 3 of 3:

6- I absolutely LOVE the "ending" of the track ;)

7- Long corridor with the extremely fast saws, lasers and obstacles in the middle: very nice! I'd say the first obstacle has that small gap in which you can wiggle through, maybe if you swap the second one with the similar object but horizontally flipped, would be a nice implementation of a slalom section! Just my 2c.

Looking forward to playing your future tracks!
Liquid Fear Jul 16, 2016 @ 2:43pm 
Review part 2 of 3:

3- your first section that forces the player to tilt the car in order to stick to a track that goes down: the distance between the track the player comes from and the vertical track is a bit too high for my tastes. Also, the "stuck" purify section object could use some bright yellow arrows pointing down to let the player know they should use Grip to stay on the track!

4- the "ruins" section after this one, accessed via a portal placed in front of a giant "purifying symbol" is nice, but the maneuver to jump up to an upside down track and then an obstacle you need to jump with Grip on feels a bit too tight. Probably because there's enough track to wait and jump too, causing that second obstacle to come up too soon

5- The purifier that comes after this has no indication of where its track is, but since it allows you to fly its just mildly annoying.
Liquid Fear Jul 16, 2016 @ 2:43pm 
Review part 1 of 3:

Man, you deserve genuine feedback from your work. This is a really good track, fun to play and with a few nice surprises thrown in!

Its not perfect but its one of the best tracks I've played so far. I do have a few observations to make:

1- your first infected zone (after the first purifying section) has extremely tight jumps and obstacles. Nothing terrible but they are kinda frustrating, especially since behind the first set of infected walls popping up you can't really tell you'll have to jump to a wall track, forcing the player to die because they can't see what's coming up.

2- I love the ramp on the purified zone that lets the player go through a building with a heatsink. Very well implemented!
MCrekna1  [author] Jul 15, 2016 @ 5:38am 
@Rekxus Just saying 3/10 doesn't help me learn what I could improve. With the track itself or with future tracks I decide to make.
MR Keos Jul 15, 2016 @ 1:24am 
3/10