Distance

Distance

66 ratings
City 21
   
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Difficulty: Normal
Mode: Sprint
Tags: level
File Size
Posted
Updated
360.849 KB
1 Sep, 2017 @ 4:01pm
6 Sep, 2017 @ 10:58am
4 Change Notes ( view )

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City 21

Description
A map that is not too hard and is pretty fun.
15 Comments
gp 9 Sep, 2017 @ 12:43am 
:TheRooster:
GammaFunction 5 Sep, 2017 @ 6:59pm 
I was able to beat my previous time despite the added killgrids. Your track is doubled over on itself enough that even adding more might leave sub-minute holes. Besides, that just leaves impossible-to-beat times at the top of the boards, which I consider much worse than skip times.

You could remove the track from the workshop, add more grids, and reupload, but it's highly likely to still have gaps, so the cycle continues, and you keep patching instead of making a new, awesome map. Plus, other maps that have done that just fade into obscurity because they don't get any attention on reupload.

Just remember the abilities of the car, and factor that into the design of your next level. Keep it more linear, and there won't be as much cutting. I hope to see more tracks from you soon!
Tiedye 5 Sep, 2017 @ 4:15pm 
Nice grids :P
-Ω- 5 Sep, 2017 @ 3:06pm 
Solid advice. But ultimately, it's up to him what he wants to do.

As you've seen, Mr. Author, people will "go straight to exploiting" your track's weaknesses, so keep that in mind while building then.

Really, though, it all comes down to playstyle. More casual players will stick to the road, and "enjoy the map". More advanced players, however, will quickly see that there is a faster way to the end, and opt to take that route. So, if you're trying to force people up "enjoy" your track, then I must say, you're doing it wrong.
Tiyenti 5 Sep, 2017 @ 1:51pm 
¯\_(ツ)_/¯

Just wanted to get the advice out there, I suppose
Fish Fhing  [author] 5 Sep, 2017 @ 1:31pm 
y'all are overthinking that, I had spotted the design flaw prior to uploading the map, and thought people wouldn't just go straight to exploiting it (since it is my first map), I was wrong, so I made it so people can't just go and skip easily, I knew it was a bandaid, and next one will be planned in consequence, end of story; try to go have fun instead of discussing this.
Tiyenti 5 Sep, 2017 @ 1:01pm 
Link removed, steam is stupid. sigh Pastebin instead: https://pastebin.com/2W6P4Tjx
Tiyenti 5 Sep, 2017 @ 12:59pm 
I have a lot of things to say and Steam doesn't allow comments over 1000 characters, so here's a txti: http://txti.es/k96fo

Sorry for the really big text wall, but I'm intent on trying to provide the best advice I can so people learn how to prevent skips in a good, proper fashion, that doesn't take away what I and many others consider to be one of the game's best features.

(Disclaimer: I haven't actually played the map; this is just some general advice.)
-Ω- 5 Sep, 2017 @ 10:34am 
The most advanced players skip almost exclusively. If you want to make a map that's difficult to skip, don't add walls. Instead, just make it straight. A great example of this is "Trackmania Trials," you should check it out.
Fish Fhing  [author] 5 Sep, 2017 @ 10:22am 
well finishing the map under 30 seconds on a map that's meant to take about 2 minutes, that's skipping so much that it may as well be cheating. Anyway it doesn't matter, I actually expected some skipping to happen but backed out on the idea of adding barriers to prevent it. It happened anyway, so now there are barriers preventing skipping 90% of the track.