Distance

Distance

132 ratings
Icarus Sector
   
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Difficulty: Nightmare
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14 Dec, 2014 @ 8:31am
29 Mar, 2015 @ 10:59am
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Icarus Sector

Description
Fly not too high nor too low to go through this dying sector which can barely hold off the heat from a nearby red giant. A CHALLENGE level in essence, but also available for sprint.



Honestly, it keeps going downhill. For shame. I'll be tweaking this level often.
Feedback is still very much appreciated. Bash on!
11 Comments
Jarminx 9 Nov, 2015 @ 1:21am 
Terrible map. Time completely wasted
TinFoilMkIV 2 Jul, 2015 @ 12:36pm 
Aesthetically a really cool level, but as others have said, lacks some good visual cues on some of the trickier sections.

I really liked the opening section, however I didn't feel like the visual cues gave you proper time to adjust when you first hit the flight section. Sure there's indicators, but the enclosed area and such doesn't really make me feel like I should be lifting off before leaving the tunnel, which puts you almost into the barrier by the time you gain proper control

I kinda saw the 'sun' coming, but flew into it anyways to see if it actually was solid, after that didn't have any serious issues with it. after that however, the ending of that section has some real problems with telling an unfamiliar player where they're supposed to be going.
TinFoilMkIV 2 Jul, 2015 @ 12:36pm 
To me at least it does seem to hint that the giant floating deathtrap is the way to go, but it's not really clear with the sudden lack of energy field in the broken ring (which works thematically by the way). Also the nearly blind transition onto the inverted track is really rought and I couldn't honestly call it much more than luck if a player made that on their fist attempt.

The second segment was cool however I feel like pacing wise it would have been more appropriate as the first, it just seems really laid back with one moderate level obstacle.
TinFoilMkIV 2 Jul, 2015 @ 12:35pm 
The final segment was a bit messy with the transition into it, you go from a controlled landing into a porta, then suddenly the level is just like "OHMYGOD EVERYTHING IS ON FIRE MOVE NOW!!!!!!!". At least that's how it felt visually. Also the left hand path honestly looks a lot more inviting and clean when in reality I found it to be the much harder of the two paths.

I have no real complaints about the right hand path, has plenty of traps, looks intimidating and transitions cleanly into the ending approach.

The left hand path however gives you tons of visual clutter the moment you clear the first wall and doesn't do a good job of telling you where the heck you're supposed to be going. It's not too bad once you know where the ring leading into the end appraoch is, but before you find the ring its a huge pain to figure out. After that though, the transition into the end semed fine.
[ĽÊGΣŇÐÆŔҰ]™ Nemo 21 Jun, 2015 @ 1:38pm 
as bumbleJ said. i got to that point within about 2 minutes. and i only was able to reach the portal once my minute counter had reached 45 :/ its far too hard to land that thing. plus the debris immediatly after the last cooldown ring kept knocking me out of flight mode. =/ if i didnt know any better id almost say this was still a WIP from just that 1 run :/
ethansight 14 May, 2015 @ 7:11pm 
oh my goodness gosh. Amazing ride, and incredibly challenging as well. Awesome job!
BumbleJ 17 Dec, 2014 @ 8:15pm 
I noticed you added a light screen in the rings at the beginning so that's it's easier to see where you're going. However, this actually just makes it VERY hard to see the 'sun' in that last complete ring, and honestly just gave me a harder time than without the screens. Honestly the major problem with this level is still the tight, upsidedown section at the end of the first flying segment. It's hard to see where it is, hard to land, not nearly enough heat to make it, etc. That whole section with the portal needs to change.
archFluctuation  [author] 17 Dec, 2014 @ 6:47am 
You're supposed to go through that ring as well, as any other. I'll see what I can do to make that more obvious. I'm sorry for the frustration, thanks for letting me know.
Trainphreak 16 Dec, 2014 @ 7:25pm 
I have no idea where I'm supposed to be flying to. I follow the rings and then crash into what looks like an orb hovering in the middle of a ring. When I try going around that ring, I can't get anywhere fast enough before my flight turns off due to overheating. I can use buildings to get to a short section of road, but I can't tell if I'm supposed to actually be on it or not. Checkpoints help you not have to do annoying parts over and over again, but they also serve as indicators of "yes, you went the right way".
archFluctuation  [author] 14 Dec, 2014 @ 10:36am 
Thank you, I'll patch it up right away. I thought just doubling the speed on the "flying straight up" part would do, expecting the obstacles alone to even things out after all momentum was lost. Better go ahead and triple it, and shake some obstacles off :P

As for that track at the end of the first flying section, it was sort of readapted in the last minute without much thinking. I'll add visuals to better direct the driver there.

The visual design was a major concern to me, I'm glad it turned out alright :)
Thanks again for the feedback! :balloon: