Distance

Distance

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Faulty Wiring
   
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Difficulty: Advanced
Mode: Sprint
Taggar: level
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20 sep, 2016 @ 3:29
20 sep, 2016 @ 3:38
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Faulty Wiring

Beskrivning
A Medium length map with increasing difficulty.

This is my first map, so constructive critticism is much appreciated.
11 kommentarer
velkito 24 sep, 2018 @ 4:55 
Very short and difficult. I like the bright colors.
Conan, Cimmerian 9 nov, 2016 @ 12:54 
nice map, really enjoyable! gonna come back to this and see if I can get that first place ^^
MR Keos 24 sep, 2016 @ 3:23 
Too short
Toats  [skapare] 22 sep, 2016 @ 2:53 
i see thanks for the info
Caleon 22 sep, 2016 @ 2:41 
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  [skapare] 22 sep, 2016 @ 2:29 
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 22 sep, 2016 @ 1:37 
Starting on a down-slope is not the best idea.
MCrekna1 21 sep, 2016 @ 18:04 
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 21 sep, 2016 @ 18:04 
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  [skapare] 21 sep, 2016 @ 17:08 
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.