Distance

Distance

Forgotten Roads
24 Comments
Eagl3  [author] 12 Nov, 2024 @ 2:02pm 
imagine once its explode you hear a voice "Aw, that's too bad"
Tribow 12 Nov, 2024 @ 1:39pm 
i just left this here to let you aware that i sent you explosives not because i want you to blow up or anything, but just for a small prank.
mannco.store scammed me :( 12 Nov, 2024 @ 1:58am 
i just left this here to let you aware that i sent you a friend request not because i want to scam you or anything, but just for a small chat.
Viso 18 May, 2016 @ 9:38am 
ata
Eagl3  [author] 1 Oct, 2015 @ 4:12pm 
thx!
Free Bird 1 Oct, 2015 @ 3:28pm 
E-P-I-C, man, you are a legend, this is the best thing in this workshop... so amazing...
Ningauble 4 Apr, 2015 @ 10:30am 
*nod* A little bit here and there between your various obsticles, with refreshing, to help manage heat and pacing.
Eagl3  [author] 4 Apr, 2015 @ 6:33am 
Well, I think I got what you said. Like a simple straight road just to relax a little?
Ningauble 3 Apr, 2015 @ 10:41pm 
Don't get me wrong though. I think that first jump is pretty intense. I feel like a good track in this rewards tight manevuers like that with a small break, a coast or a jam to soak up the sense of accomplishment you just experienced. But those obsticles or breaks in the track interupt that.

(I think if I say anything more I'll probably just repeat myself. Sorry for the verbosity.)
Ningauble 3 Apr, 2015 @ 10:34pm 
Not sure if this helps to explain it, but I'm not sure I knew where the track started. Espicially leading with the need for the immaculate jump and the brutal twists. Pleanty of people got stuck in the beginning, and never seemed to be able to recover a sense of timing or appropriate reaction speed.
Ningauble 3 Apr, 2015 @ 10:32pm 
That might help. I think there's a need to revisit the flow. I imagine you know how to navigate the course better than I do. I imagine it's the length. But really I think the problem we were having was focusing either in the immediatel or the long distance. Largely your track felt like it required a lot of twitching, and not a lot of planning or flow.
Eagl3  [author] 3 Apr, 2015 @ 10:00pm 
@True Grues Do It In The Dark
So, would be better remove some obstacles in the middle part of the track(that you have two roads to go, one with lasers and the other with obstacles), and add a new checkpoint?
Ningauble 3 Apr, 2015 @ 9:31pm 
When there are obsticles or jumps, everything is too close.

Not enough refreshment.

Way. Way. Too long. May just be that we had a few long tracks in a row.

The death grid is too far away, in some places your not sure if the track is the right way to go, or if you're supposed to go off the track. There was a lot of people who left, quit, rather than finish. In the time it took for three people to finish, two people had left, and three other people had joined (one of the joiners left, I think, or maybe they rejoined, I could be remembering it wrong).

I almost feel like you could have a track, which is literally a series of your very difficult jumps. And you could separate those very tough but similarilly thematic pieces together to make a short, hard, rewarding track.

Eagl3  [author] 24 Dec, 2014 @ 5:12am 
@Xaane, bah... I believe that what made it hard was how I positioned the roads before start the hovering (they are rotated a little) but I have already fixed that and soon I'll update my track.
RezTrig 23 Dec, 2014 @ 9:20pm 
I have no idea, I floated off of the track and found a part much later... most of it was just me thrusting through space.
Eagl3  [author] 23 Dec, 2014 @ 8:22pm 
@Xaane, Which parts you got confused?
RezTrig 23 Dec, 2014 @ 3:37pm 
I got super lost... was fun and good practice for thrusters without wings but I was confused through most of it.
Eagl3  [author] 16 Dec, 2014 @ 3:59am 
@Tesselode
Thanks for the suggestions!

About the checkpoints, I'll add more. The cooldown rings I think I know the places you are talking about.. I'll try add them in these places.
Tesselode 15 Dec, 2014 @ 11:47pm 
There's a lot of good things about this track. There's two main things I thing you should work on. One is just to put in more checkpoints. The frequency of checkpoints is partially up to personal taste, but I feel like Distance isn't a game that lends itself well to being unforgiving. Generally it's best to have a lot of checkpoints.

The second thing is heat management. There's a lot of places where you overheat from boosting without being able to do much about it. In general, you want to be able to go through a whole level without having to let go of the boost. You can fix this by putting in cooldown rings or good places to do a trick, and of course more checkpoints will help with this, too.
Viso 15 Dec, 2014 @ 6:38pm 
apoio 200%
Viso 15 Dec, 2014 @ 6:38pm 
mto massa
Eagl3  [author] 15 Dec, 2014 @ 5:06pm 
vlws
hdz 15 Dec, 2014 @ 5:00pm 
aprovo 100%
hdz 15 Dec, 2014 @ 5:00pm 
mto lgl