Distance

Distance

78 ratings
Ghettoblaster
   
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Tags: level
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2.886 MB
28 Dec, 2019 @ 10:28pm
11 Apr, 2020 @ 11:59pm
7 Change Notes ( view )

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Ghettoblaster

Description
There is something under the city that has been a growing concern for its residents. Ya wouldn't mind going down and giving it a look would ya?


Main menu coming soon


This level was super ambitious and I hope people like it. I will probably add several patches to this level, just fto make the experience better.
9 Comments
Tribow  [author] 17 Apr, 2020 @ 8:51am 
The wall activated by the button in the dark room now goes down much faster, this is again to remove any "wait" to the level. You might notice that you still might need to wait a little bit for the wall to go down, this is to preserve the somewhat "speedrun route" of using the ceiling to exit the room as quickly as possible. The wall goes down fast enough to make the ceiling route almost allow instant escape. Let me know if this needs to be adjusted.

The shard emitters should no longer actually have a chance of landing a hit on you. Before I tried to subtly hint how to dodge them, but dangit they still hit you occasionally even if you do it correctly, so I made them a non-threat. The shards MIGHT aim for the tunnel, during my testing it didn't happen, but if it does PLEASE let me know.

The twisty road at the end of the downward transfer section now twists in the other direction with less intensity so players don't have to take a specific racing line with grip to not fall off.
Tribow  [author] 17 Apr, 2020 @ 8:51am 
The intro starting "gate" now opens way faster. Originally it was slow to create a small challenge in timing it right and to let people read, but wait bad and could sometimes lock people joining late in multiplayer would sometimes get softlocked, so I removed the wait.

I turned on the headlights in the confusing dark tunnel area to make it more obvious that the road is not the correct direction. I'm not sure how else to show the correct way without getting rid of the dark aesthetic/secretthatwasmeanttobeajebaitbutalsoshowcasethatsecretsexist. It should be noticed by someone on the second time around.
Tribow  [author] 2 Jan, 2020 @ 1:53am 
<3 Pines.
Also main menu has been added.
PinesOfChaos 30 Dec, 2019 @ 8:01pm 
I know I said this already, but by far my favorite dac level this year c:
Tribow  [author] 30 Dec, 2019 @ 7:20pm 
Another performance change, Trains are shorter and I also made some more particle effect changes. I also officially set the Diamond time to 5:30
Warriot 30 Dec, 2019 @ 10:24am 
really good level
Tribow  [author] 30 Dec, 2019 @ 7:27am 
In terms of performance issues, the boost rings have both reduced particle count and reduced draw distance.
In the underground section, draw distance in general was reduced to match the fog.
In the downhill transfer section the particles there also have reduced draw distance.
This shouldn't be super noticeable visually, but it should help.

Low visibility path section is intentional. (There's lore reasons.). I do realize that is bad design, but that is also why the arrow is there. If you jump to the side in the direction the arrow is pointing when it appears, you will get in the button room pretty much every time.

On my laptop I don't get frame drops in the flight section or the intruder section, but I do get occasionally get frame drops in the underground section. Due to this, it's a little hard to test what exactly is causing the poor performance in some sections. Nevertheless hope this helps.

(Also added warning spots for the stompers)
Roadie 29 Dec, 2019 @ 10:50pm 
Had exceptional trouble with figuring out where to go in various spots. Was unable to complete the level in the pitch black neon section as there were no indicators as to where I was supposed to go. Flew through a bright tunnel and kept hitting a solid wall that was clearly where I was supposed to be going.

You may also want to reduce the graphical intensity at the "Intruder" flight bit. I have a strong PC and I was getting FPS drops due to the huge CPU single core load.
GTNeon 29 Dec, 2019 @ 12:59pm 
Multiple noticings:
1. The directions and track layout was very confusing, and even when the arrows were clear, it was impossible to see what you were doing (ex: when the arrow tells you to turn off the road to click the button).
2. The CarScreenText wouldn't go away, and overlapped with the pre-existing overlay, making it an unpleasant look. Also, it was impossible to see what the text was saying during some parts (since it was on the screen and not beside the car) unless you came to a complete stop.
3. VERY graphically intensive. Even though I have a stronger computer, I felt the framerate drop a lot during some spots.