Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
TLDR: Skips are a part of the game. It is best not to prevent them. People will still find ways around the preventions.
Also, the "anti skip measure" you took of disableing flying really doesnt do anything to improve the track. Allot of "low level" map makers will disable flying as an anti skip method when in reality it does little to nothing. People will still find skips, hell I even did. That 270 degree right turn with the teleporters is easily exploitable.
It is better to simply have flying enabled as it gives people more control than to disable it as an anti skip measure. But thats just my opinion.