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City of Rapture
   
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Mode: Sprint
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17 Dec, 2014 @ 1:11pm
14 Mar, 2016 @ 11:39pm
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City of Rapture

Description
Racing through the derelict City of Rapture, the deeper you get into the city will show just how much the infection has taken over. As you progress you may need to be more creative with the surfaces you're driving on. Time is against you skygrinder, in west philedelphia born and raised on the playground's where I spent most of my days...
16 Comments
5el. 20 Jan, 2017 @ 1:58pm 
Great track. Thanks for makin' this one :)
Phimeek 18 Jan, 2016 @ 7:46pm 
I was going to tell you that the light's all messed up but I see you had noticed it before. Oh well, heads up is heads up.
Nermanater  [author] 2 Jan, 2016 @ 11:35pm 
Yeah I just played this last night and saw the directional lighting got messed up. Unfortunately I'm out of town till the 11th and can't fix it till then >.<
Nico 2 Jan, 2016 @ 1:54pm 
Fix the light please ! :happymeat:
TinFoilMkIV 7 Mar, 2015 @ 2:10pm 
eh arrows would work but I feel like that would feel really out of place with the rest of the level design. Maybe just add some floating debris or something to lead you back down to avoid.
Nermanater  [author] 7 Mar, 2015 @ 12:34pm 
Thanks for the feedback! I agree it's really hard to tell where to go. I have altered the ring lower in the past, but I think you're right, I could move it further down. Or, maybe add arrows.
TinFoilMkIV 7 Mar, 2015 @ 10:58am 
As others have said before, this is a really nice track. The visual theme and design works really well for it.

One section you might look at though is the final jump over the giant saws leading up to the road between the buildings. While this might not be overly common I found myself massively overshooting that jump the first three attempts as I couldn't see where the track actually went with no prioir knowledge, and aiming for the cooldown ring in midair its fairly easy to go way to far with any kind of upwards boosting.

I'm not really sure what the best solution is but it could use some kind of indication that you want to drop down after the cooldown ring. Maybe som floating wreckage or broken lights/poles that lead down towards the actual track.

It's not a huge flaw and obviously once you've found it once its not hard to manage, but I found it a bit easier to miss than it should have been going in blind.
Conan, Cimmerian 6 Mar, 2015 @ 2:33pm 
Absolutely unique track with incredible visuals. I especially love the first part for some reason, looks so... gritty? I don´t know ^^ Just love it
Nermanater  [author] 14 Feb, 2015 @ 12:36am 
https://www.youtube.com/watch?v=nxqVCC5wmvc&index=34&list=PLOWZJf0bw_jKXphL-PsJzpQFuNr2yz3oS
^^^^^^^^^^^^^^^^
Track Showcase! =D

Thanks for the feedback M1sfortune, that's something that I've been struggling with since the map was released. I can definitely try doing more to increase the contrast of ramps/roads against obstacles/background. Any specifics would be helpful. I've already tweaked the ramps in at least 3 seperate updates, but I can try messing w/ colors/lighting/environment further to draw your eye more.
M1SF0RTUNE 13 Feb, 2015 @ 10:17pm 
Hey there. This is a pretty good track. It's fairly balanced and full of well-spaced traps, plus there's a good sense of speed and challenge.

My only real gripe is that this map gets really disorienting in a lot of places, particularly when jumping in between most ramps or sections of tracks. Part of this is due to some of the elements being obscured, moved below the sight lines, and the dark blue art style of the map making it hard to see a lot of other sections of tracks as they blend in with one another. If the ramps were contrasted from some of the environment better, it'd make them easier to see. Maybe less reliance on driving along buildings would help too.

Thumbs up from me regardless. Hope to see another update sometime.