Distance

Distance

79 ratings
White Skull Cliffs
   
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Difficulty: Advanced
Mode: Sprint, Stunt
Tags: level
File Size
Posted
Updated
1.426 MB
Apr 11, 2020 @ 9:28am
Apr 16, 2020 @ 2:39pm
2 Change Notes ( view )

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White Skull Cliffs

Description
Hot Wheels Stunt Track Challenge. Inspired to be Buccanears Bay WhiteSkull Cliffs
9 Comments
Tribow Apr 17, 2020 @ 8:33am 
Great stuff!
You really gotta tweak some gameplay stuff though. Winter's has already pointed out some fixes you can make and I noticed you got rid of the carscreentext problem (or at least it hasn't happened to me recently). An important thing about good distance gameplay making sure you can hold boost the entire time as long as you haven't messed up.
You shouldn't ever need to do a barrel roll from the ground just to keep boosting. (At least if you're not doing a skip route).

To get a good idea on where to place a cooldown, note where you start running out of boost even if you were playing flawlessly, that is the best place to put a cooldown.

Otherwise, this level is pretty good, great job.
JayCee Squared - Sub to YT  [author] Apr 15, 2020 @ 7:04pm 
Thank you again! Joining the discord for sure! And time to fix some things
Winter's Crescendo Apr 14, 2020 @ 1:06pm 
*correction - the light icon is the checkpoint, the green box next to it is the cooldown. I got them back to front, sorry.
Winter's Crescendo Apr 14, 2020 @ 1:04pm 
For the Data Packets thing, it happens somewhere in the first tunnel. I couldn't see anything when playing, so had to do some digging in the editor to find it.

Buried waaaaay below the map is a custom object called carscreentriggers that was copied in from Biotec6. It's inert in your map because the animation triggers for it are missing, but it's a tall group and the top of it pokes through the starting tunnel. When the car passes through the top of it, the cars display changes.
Winter's Crescendo Apr 14, 2020 @ 12:45pm 
The link's on the main menu of the game - top right corner.
https://discordapp.com/invite/distance

For cooldowns, check in the 'attachments' object folder. The second one in has an icon for a light, but if you check the description it's not a light at all. It's an invisible box that you can put in the map and scale to whatever size you need, and the player gets a cooldown when they hit the box. Unlike a checkpoint, it can be triggered repeatedly. Because it's invisible, you're free to design your own visual to go around it.There's a version of the checkpoint that works the same way. Also an invisible endzone, but you have to copy that out of an official map, it's not in the object folders.
JayCee Squared - Sub to YT  [author] Apr 13, 2020 @ 2:50pm 
Thanks for the critique Winter's Crescendo! I actually just started off by hanging around Opus' discord.

And the ideas you suggest are definetly something I would like to fix. Unfortunately, I've only had a week in the editor and just don't know exactly what all your talking about. (Although that checkpoint fix is very much appreciated, since I had no idea how to fix that). So I never noticed the data packets 14' glitch, I just wonder how you got it, so that I can at least try to go and fix it.

Lastly, I wanted to put more cooldown placements instead of the simple checkpoints and make it like the flames in stunt track challenge. But I just didn't know how to do that, most of the really complicated stuff was recycled or helped upon by Opus.

Also, where can I find that discord link so that I wouldn't just spam you with comments on this thread lol.
Zectyr_Strae Apr 12, 2020 @ 9:16am 
HOLY FUCK I REMEMBER THAT
Winter's Crescendo Apr 12, 2020 @ 5:10am 
Could also do with more cooldown placements, especially for the second and third laps where the small 'floating' checkpoints no longer work.
Winter's Crescendo Apr 12, 2020 @ 5:02am 
I don't know if you've been told, but there's a dedicated editors channel on the DISTANCE discord that's reasonably active.

For a first submission, this is really good visually. Make sure you ask permission, and try not to rely too much on taking assets from other maps - you can't really make it your own doing that. It's OK to take things apart and see how they're made, and the editor allows you to save custom objects so you can build a library of your own custom built assets for use in future projects to allow you to build your own style.

There's quite a few issues and bugs though. Some of the checkpoints are facing the wrong way. Select a checkpoint and switch to 'local axis' - the blue arrow points the way the player will spawn.

There's also some glitches carried over from the recycled assets. For example, I had 'data packets : 14' stuck on my car screen which is a carryover from one of Sperzie's assets from Biotec 6.