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I've been considering changing the teleportation areas for a bit now, I'm probably going to wait for sideless roads to be added and then make some changes.
And I'll edit the description to put things closer to the start, although I'd still like to see levels' descriptions on the loading screen beforehand. Maybe that's something I'll suggest.
Also. Just to let you know. I didn't subscribe from the workshop, this auto-loaded. There isn't enough time to read the descrition when it auto-loads online. So perhaps if the description could be tightened up or shortened, there may be less confusion for others going forward.
So to sorta conclude, you've made some points that I do need to take into consideration and look into, but a lot of the things that you mentioned fall into the experimental aspect of the track, and a lot of it would have to become much less experimental in order to be "fixed".
"Too many points at which it drags." Probably a side effect of how I set up the transitions, if I had to guess. I can see the problem, but diverting the player's attention away from their decision was the last thing I wanted to do.
"Too much content." I can't really argue with this. The idea grew way beyond my original scope, but besides the lag, I don't see how too much content is a bad thing, considering that the level is still limited to about three and a half minutes on a good run.
"Too many different ideas." The entire level is one idea. The rest of the level is just expansion on and development of the idea. I guess you're more refering to track design elements rather than the track itself, and again, those were just different ways of evoking the same idea. I have to find some variation when I'm using the same track three times.