Distance
Forgotten Roads
24 条留言
Eagl3  [作者] 2024 年 11 月 12 日 下午 2:02 
imagine once its explode you hear a voice "Aw, that's too bad"
Tribow 2024 年 11 月 12 日 下午 1:39 
i just left this here to let you aware that i sent you explosives not because i want you to blow up or anything, but just for a small prank.
Lobotomy #1 2024 年 11 月 12 日 上午 1:58 
i just left this here to let you aware that i sent you a friend request not because i want to scam you or anything, but just for a small chat.
Viso 2016 年 5 月 18 日 上午 9:38 
ata
Eagl3  [作者] 2015 年 10 月 1 日 下午 4:12 
thx!
Free Bird 2015 年 10 月 1 日 下午 3:28 
E-P-I-C, man, you are a legend, this is the best thing in this workshop... so amazing...
Ningauble 2015 年 4 月 4 日 上午 10:30 
*nod* A little bit here and there between your various obsticles, with refreshing, to help manage heat and pacing.
Eagl3  [作者] 2015 年 4 月 4 日 上午 6:33 
Well, I think I got what you said. Like a simple straight road just to relax a little?
Ningauble 2015 年 4 月 3 日 下午 10:41 
Don't get me wrong though. I think that first jump is pretty intense. I feel like a good track in this rewards tight manevuers like that with a small break, a coast or a jam to soak up the sense of accomplishment you just experienced. But those obsticles or breaks in the track interupt that.

(I think if I say anything more I'll probably just repeat myself. Sorry for the verbosity.)
Ningauble 2015 年 4 月 3 日 下午 10:34 
Not sure if this helps to explain it, but I'm not sure I knew where the track started. Espicially leading with the need for the immaculate jump and the brutal twists. Pleanty of people got stuck in the beginning, and never seemed to be able to recover a sense of timing or appropriate reaction speed.
Ningauble 2015 年 4 月 3 日 下午 10:32 
That might help. I think there's a need to revisit the flow. I imagine you know how to navigate the course better than I do. I imagine it's the length. But really I think the problem we were having was focusing either in the immediatel or the long distance. Largely your track felt like it required a lot of twitching, and not a lot of planning or flow.
Eagl3  [作者] 2015 年 4 月 3 日 下午 10:00 
@True Grues Do It In The Dark
So, would be better remove some obstacles in the middle part of the track(that you have two roads to go, one with lasers and the other with obstacles), and add a new checkpoint?
Ningauble 2015 年 4 月 3 日 下午 9:31 
When there are obsticles or jumps, everything is too close.

Not enough refreshment.

Way. Way. Too long. May just be that we had a few long tracks in a row.

The death grid is too far away, in some places your not sure if the track is the right way to go, or if you're supposed to go off the track. There was a lot of people who left, quit, rather than finish. In the time it took for three people to finish, two people had left, and three other people had joined (one of the joiners left, I think, or maybe they rejoined, I could be remembering it wrong).

I almost feel like you could have a track, which is literally a series of your very difficult jumps. And you could separate those very tough but similarilly thematic pieces together to make a short, hard, rewarding track.

Eagl3  [作者] 2014 年 12 月 24 日 上午 5:12 
@Xaane, bah... I believe that what made it hard was how I positioned the roads before start the hovering (they are rotated a little) but I have already fixed that and soon I'll update my track.
RezTrig 2014 年 12 月 23 日 下午 9:20 
I have no idea, I floated off of the track and found a part much later... most of it was just me thrusting through space.
Eagl3  [作者] 2014 年 12 月 23 日 下午 8:22 
@Xaane, Which parts you got confused?
RezTrig 2014 年 12 月 23 日 下午 3:37 
I got super lost... was fun and good practice for thrusters without wings but I was confused through most of it.
Eagl3  [作者] 2014 年 12 月 16 日 上午 3:59 
@Tesselode
Thanks for the suggestions!

About the checkpoints, I'll add more. The cooldown rings I think I know the places you are talking about.. I'll try add them in these places.
Tesselode 2014 年 12 月 15 日 下午 11:47 
There's a lot of good things about this track. There's two main things I thing you should work on. One is just to put in more checkpoints. The frequency of checkpoints is partially up to personal taste, but I feel like Distance isn't a game that lends itself well to being unforgiving. Generally it's best to have a lot of checkpoints.

The second thing is heat management. There's a lot of places where you overheat from boosting without being able to do much about it. In general, you want to be able to go through a whole level without having to let go of the boost. You can fix this by putting in cooldown rings or good places to do a trick, and of course more checkpoints will help with this, too.
Viso 2014 年 12 月 15 日 下午 6:38 
apoio 200%
Viso 2014 年 12 月 15 日 下午 6:38 
mto massa
Eagl3  [作者] 2014 年 12 月 15 日 下午 5:06 
vlws
hdz 2014 年 12 月 15 日 下午 5:00 
aprovo 100%
hdz 2014 年 12 月 15 日 下午 5:00 
mto lgl