Distance

Distance

Faulty Wiring
11 Comments
velkito Sep 24, 2018 @ 4:55am 
Very short and difficult. I like the bright colors.
Conan, Cimmerian Nov 9, 2016 @ 12:54pm 
nice map, really enjoyable! gonna come back to this and see if I can get that first place ^^
MR Keos Sep 24, 2016 @ 3:23am 
Too short
Toats  [author] Sep 22, 2016 @ 2:53am 
i see thanks for the info
Caleon Sep 22, 2016 @ 2:41am 
My first ghost (beta) is way ahead of me when I start. I've also read about players running this kind of map on private servers because there is some kind of advantage there when the car moves before the race starts. IMO there are better ways to make the start sequence interesting.
Toats  [author] Sep 22, 2016 @ 2:29am 
how so? with the layout of the map, it would have been weird to start straight then go down, then straight again. On the other hand keeping it flat would have provided a boring start.
Caleon Sep 22, 2016 @ 1:37am 
Starting on a down-slope is not the best idea.
MCrekna1 Sep 21, 2016 @ 6:04pm 
None of the official maps have anti skip measures, and I know that most of the insanely popular workshop maps (atleast the ones popular on the discord) dont either. I would honestly just advise against anti-skip measures in general. I wouldn't have ended up preventing it. I would have allowed people to skip that if they wanted to, perhaps even designed the map to aid that skip route. So that instead of it being a skip it is then an intended alternate route.

TLDR: Skips are a part of the game. It is best not to prevent them. People will still find ways around the preventions.
MCrekna1 Sep 21, 2016 @ 6:04pm 
I'm up near the top on allot of maps. When you get to higher level play skipping is as much a part of the game as going ontrack. New players tend to look down heavily on skipping and say it ruins the game. Unlike other timetrial games like trackmania, Distance is more built around the abilities of the car. Someone doing a skip in Distance takes skill, while the ones in trackmania are generally exploits or random chance. Though most of the guys on trackmania are also top level players, the basic mechanical difference between trackmania and Distance is that Distance allows the vehicle a higher level of control and movement than trackmania. In Distance you have to take into consideration that you have flying and rotational thrusters ontop of just normal ground controls. There is a much higher level of freedom given to the player. To put anti skip measures is to reduce that freedom. Something the devs decided against.
Toats  [author] Sep 21, 2016 @ 5:08pm 
thnx for the info, as a side note how would you have prevented it? i really liked my idea but the flying alowed people to simply by pass it when going for high score.
MCrekna1 Sep 21, 2016 @ 2:10pm 
Honestly a really good first map if you ask me. the flow was good and I enjoyed it. Overall there is some general tweaking that could be done. Floor to wall transfers will generally have the tracks clipping so that you dont have to deal with the side-railings. Instead of using sideless road ends it would be perferable if you had them clip. Would look better as the sideless road end doesnt connect fully with the normal road.

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.