Distance

Distance

34 ratings
Destination 911
   
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Difficulty: Advanced
Mode: Sprint
Tags: level
File Size
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167.403 KB
Apr 28, 2020 @ 8:16am
1 Change Note ( view )

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Destination 911

Description
Lovely. Fascinating. Yet Deadly and Daring. This Track can be described that way. (Total estimated time to complete about 3 minutes).
5 Comments
The Elite Companions  [author] Apr 29, 2020 @ 2:21pm 
okay thank you
Winter's Crescendo Apr 29, 2020 @ 2:11pm 
They're fairly easy to use, there's just no manual for them.

Put one down on the map, and align it so the blue arrow (local axis) is facing the direction the player should be driving. Put another one down where you want to teleport someone to, and make the blue arrow face the way you want them to drive coming out of the teleporter. Give them both a unique number in their properties panel, and give the first teleporter the seconds unique number as its exit (and vice versa).

When you've done it right you'll get a dashed line connecting the two.
The Elite Companions  [author] Apr 29, 2020 @ 2:04pm 
I am quite new to the game but I am unaware on how to make the teleporters function correctly. Thanks for the feedback
Winter's Crescendo Apr 28, 2020 @ 10:08am 
Please don't fall into second trap - people tend to put up killgrids or invisible walls to stop cutting when they see it for the first time, but finding shortcuts is what DISTANCE is about and that's a war that will just frustrate you and the players on your maps.

Instead, you can use teleports or warpanchors (advanced teleporters, basically) to seamlessly break the track up into parts, so that people have to progress along the track to reach the end of it. If you're clever about it you can create intended shortcuts or alternate routes so that pathfinders /routers are still rewarded without being able to just break the level outright.
Winter's Crescendo Apr 28, 2020 @ 10:08am 
New to the level editor? We've got a channel in the distance discord server, link is on the main menu in distance (top corner).

I like the backdrop. Unfortunately, the track layout is a huge weakness - it's a common trap that first time mapmakers fall into. Any track that loops back on itself can be cut pretty easily - in this case, a longjump is enough to get from the start to the finish.