Distance

Distance

260 ratings
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Mode: Sprint
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Dec 8, 2014 @ 8:25pm
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Description
This Materials Reprocessing Platform has been overrun by the virus. It's core is fading, but can still be purged of the virus. In order to reach the core, you must brave infected obstacles, tricky transitions, and long jumps, all without your wings.
12 Comments
5el. Feb 24, 2017 @ 12:59pm 
This is a perfect example of a track that's great and horrible at the same time. What's great are the perfect transitions, well thought-out heat management and the shortcut possiblities. Essentially the track structure is awesome, it's as nightmare as it gets.

What's horrid about this level is mainly checkpoint placement. Never seen a level with worse checkpoints than this. "Motivation to get transitions right" is no excuse for this...those who play Distance are anyway motivated to get good times on the boards, that's enough. But atleast first few playthroughs should be more forgiving (checkpoints only, not the track itself) when you're simply trying get a feel of the various sections of what's essentially a NIghtmare+ level track. My first run was 21 minutes of alternating between sheer frustration and gettin' wowed by how great the track was.

Is it recommended? I love it...but do not recommend this to newer players. But yeah, it is definitely a very rewarding track.
White Grey Dec 20, 2014 @ 5:29pm 
Really enjoyed this track! I don't mind the lack of checkpoints as it bothers me to finish a track with any deaths at all (I think I still haven't gotten this one down without deaths though lol). Anyway, the only thing I disliked was the occasional section where I was overheating but unable to do tricks because I was upsidedown or something, and I'm just forced to stop boosting, feels like crap to slow down like that imo.
KerbonautCC  [author] Dec 13, 2014 @ 8:56am 
I can see how a minimal number of checkpoints can be frustrating, but I suppose that's motivation to get the track transitions correct. Also, nice Babylon 5 avatar.
Erkin Dec 13, 2014 @ 4:20am 
Track is good, but also frustrating for me because it has not enough checkpoints.
KerbonautCC  [author] Dec 12, 2014 @ 3:09pm 
I'm glad you liked it!
KidHeracles Dec 12, 2014 @ 2:01am 
This is the most challenging track I've played yet in Distance, and it's very rewarding to finish it. It's fine as it is, and I look forward to more of your tracks!
KerbonautCC  [author] Dec 11, 2014 @ 3:41pm 
Thanks for the feedback. This track was a bit of an experiment for me, I wanted to push the boundaries of jumps and transitions. I've learned some things that will definitely go into my next track, but as for this one, I'm not sure that I'll change it much. Adding cooling rings everywhere would, in my opinion, ruin the feel of this track. It's a hostile place that's practically falling apart. You need to do tricks to keep cool, and there are plenty of places where you can pop a quick barrel roll. There are rings in key places where doing a barrel roll would be extremely difficult, if not impossible.
vctls Dec 11, 2014 @ 1:27pm 
Hey, I'm not a very good player but seriously, in ten minutes I didn't even get to the first checkpoint.
As Bookkid900 said, ths first ramp is already confusing. I went to the upper track several times before I undestood it wasn't necessary to jump.
The floating debris are a pain.
The ceiling jumps are extremely tight, and gravity doesnt help.
The checkpoints (at least the first one) are too far from one another.

The way I understand it is that there is only one specific way of getting through each obstacle, which is kind of frustrating.

Appart from that, it looks nice.
From afar :)
messem10 Dec 10, 2014 @ 9:16pm 
I like it, but there are a number of quirks in the track that could use some polishing.

1. The very first ramp/jump constantly made me think that I was to get to the top road since that is the road I see while going up the hill/ramp. While that doesn't seem to be the main route, there is a piece of debris right where most people would jump while boosting into the ramp.

2. I would have liked to see more of the "cooling" rings or even checkpoints as it is infuriating to have to ace a minute and a half transition while you constantly need boost to make some of these jumps.
messem10 Dec 10, 2014 @ 9:16pm 
3. More heads up as to where to go. There were a number of times where I had to redo entire sections that take 20-30 seconds more than a few times to figure out where I was supposed to land. (The part where you have to land on the orange hexagon-ish road)

4. More lights, there were a few sections of the track where it was hard to see what exactly I had to do.

I get that it is supposed to be hard, but it seems as though you inflated the difficulty through design choices rather than through challenging the player's skill.

Sorry about the critique, but you may want to look into playtesting the track some more.

(I'm also sorry about having to split the comment in two. Steam only allows 1000 characters per comment.)