安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题









Hope this helps somewhat. As I do with most people I suggest you join the Discord Group [discord.gg]. There is an editor chat where people give allot of advice and help with track making. People will often submit their tracks their for peer review before uploading them to the workshop.
Anyways good luck with your next track.
First big thing is that checkpoints should be placed to align with gravity. not necisarily a flat track but something facing upwards, and not a wallride or ceiling ride is a big must. Allot of the checkpoints will have you spawn falling and you need to use thrusters to get back on the track.
The transfer where you arnt suposed to jump is a bad idea imo. things like that are hard to judge, even if you have signs and such. Trial and error isnt a great game mechanic. Imo a track should be clear enough that you can do a solid run on your first try.