BallisticNG

BallisticNG

Gehennom
3 Comments
Enai Siaion  [author] 22 Sep, 2022 @ 11:54am 
The antiskip in this game is set based on time spent not above the track, not distance. If you spend more than 1 second off the track (happens easily if the gear knocks you off), you get skip detected. The first jump is just longer, so you are more likely to run into this.

In fact, you can get skip detected for going off the outside of the wall-less corner on Cairodrome, taking the long way around.
Xterra 19 Sep, 2022 @ 6:58am 
This track's basically the Spilskinanke to Millennium Wharf's Vostok Island; its immense difficulty lies not in layout difficulty, but navigation. The very short, tough-to-enter pitlane certainly makes things a bit tougher.

However, the "Spilskinanke in space with maglock strips" concept works incredibly, and this has become one of my favorite of your tougher tracks.

Quick bug report though; if you run into that moving gear-like thing on the first offset jump not long after the start, it trips the antiskip and sets you back. It doesn't appear to do this with the moving element on the third offset jump towards the end of the lap.
Alice 18 Sep, 2022 @ 7:51am 
Always had a bit of a fascination with broken track segments like what's done in here, and the broken mag-lock sections are a really neat addition that keeps you on your toes, didn't even know that was something you could do. Really neat course both design-wise and visually!