Distance

Distance

626 ratings
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Mode: Sprint
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824.474 KB
Dec 13, 2014 @ 4:15am
Dec 14, 2014 @ 4:54am
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Description
In a city which is packed to overflow, the reactor is damaged. Reach the reactor core, and purge the virus!
11 Comments
Breezy ♠ Apr 21, 2015 @ 5:22pm 
Ughh they should have rated your map as the top 5 I loved your map It was really creative and so far it was the best map I ever played. My favorite part was going into the core it was amazing.
sim<>n[a] Jan 8, 2015 @ 8:15am 
And may be infected portals(those causing hallucinations) would fit the atmosphere
sim<>n[a] Jan 8, 2015 @ 8:14am 
Well, decorations and ideas a great, but track is a bit monotonous.
Tachrayonic  [author] Dec 27, 2014 @ 1:17am 
I don't suppose anyone's found any of my hidden alternate paths? Try backtracking if you can't find the start of them, they can all be accessed without releasing the accelerator.
Tachrayonic  [author] Dec 27, 2014 @ 1:15am 
Thanks for the comments and criticism guys :D I'll keep all this in mind when I make my next map, especially making things easier to predict.

Btw M1sfortune, there is actually a small ramp in the bright room leading to the last teleporter, that will get you over the spikes if you don't jump. From what I've seen though, most people jump before the ramp and run into the spikes anyway.

Edit: Cleaned up some off topic stuff
M1SF0RTUNE Dec 24, 2014 @ 8:16pm 
Good placements of regeneration rings and a creative map overall. Didn't need to slow down up until the first yellow tunnel, which is really wonky in the physics.

Could also do with removing the signs behind the arrows indicating the transition to a wall jump. They're what's making the arrows hard to see.
M1SF0RTUNE Dec 24, 2014 @ 8:14pm 
This map had its' ups and downs.

The map starts off fair and simple, though certain parts are obscure and hard to see, such as the first arrow in the very first transition to the side ramp. It's also difficult to see some of the knocked over pillars/barrels during the early jumps because they blend into the background too much.

In a later transition leading to the long yellow tunnel, it's impossible to tell that there's a transition involved making for a cheap death, because all that can be seen is the yellow barrier (which the game has taught us to jump over every time we see them), and I can't see where to go after that hop until it's too late and I'm careening off the ledge.

The final yellow long tunnel (just near the end) is near impossible to see the spikes coming, and they come too quick to react. A small ramp, slower spikes, and darkening the lights would help this section a lot.
Massa Dec 24, 2014 @ 7:04am 
excellent ! beautiful and hard !
Rise Dec 23, 2014 @ 12:39am 
This is an amazing map, i love how you messed with the music, the gravity, the nightmare...
Just ned to turn down the graphix, it was 7 FPS.
Crux Dec 16, 2014 @ 6:13am 
One of the best tracks in the workshop. Dunno why it has no stars.