BallisticNG

BallisticNG

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Slither Peak (WIP)
   
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Item Style: Retro-Visuals, Hard, Weird
Tracks: Day, Long
File Size
Posted
10.119 MB
28 Aug, 2022 @ 9:35am
1 Change Note ( view )

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Slither Peak (WIP)

Description
This track is hard as balls. You will inevitably be lauched out of bounds at some point.

Don't play on hyperspeed if you value your sanity. I know how broken this level is and some of that is intentional

Known issues:

- It's not finished (duh)
- Autopilot looks goofy after the vertigo loop, not fixing it
- You can fall off sideways maglocks and respawning won't stick you to them. This is an issue with the game, I'm asking Vonsnake for help with it.
- Sometimes the game just softlocks at the start if you've loaded the track previously. If this happens you need to restart your game. This is an issue with the track and I'm working on it

Here's some tips:

- On hyperspeed, you need to slam on both airbrakes during the jump to the finish line or else you'll jump over the checkpoint and go back to the start of your current lap, killing any chance you have to win.
- If you get launched in the air when the maglock track twists upside down, try to land on the upper-left part. You have a higher chance of falling off near the bottom.
- If you fall off at the maglock vertigo twist half-way through, let your vehicle fall out of bounds, and when you respawn you need to pitch your vehicle forward and try to use the gravitational pull of the track to recover. Use the airbrakes to slow your fall at any time if needed. Alternatively you can just drive near another part of the track and hit a respawn checkpoint, but that will take forever.
3 Comments
Xterra 3 Sep, 2022 @ 5:19am 
That's about all I could ask for. Great concept otherwise; the track would fit right in the "expert" category alongside other nut-busters like Arrivon Peak and Hydrome Bed. Feels kinda like a speedy fusion of Spilskinanke with Silverstream, with a notable side of de Konstruct.
★ BonkMaykr  [author] 3 Sep, 2022 @ 5:12am 
Thanks for the feedback, I'll consider it
Xterra 3 Sep, 2022 @ 4:11am 
Once the scenery for this track's done up, I hope it's as impressively complex as the rest of the run.

The one criticism I'd have of the layout is the pitlane's location; you've got to take a much longer split off from the main run just to get a recharge. I'd personally suggest a second, short pitlane somewhere. Exactly where, I couldn't tell you; the usual spot is rendered untenable by that jump.