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I've been considering changing the teleportation areas for a bit now, I'm probably going to wait for sideless roads to be added and then make some changes.
And I'll edit the description to put things closer to the start, although I'd still like to see levels' descriptions on the loading screen beforehand. Maybe that's something I'll suggest.
Also. Just to let you know. I didn't subscribe from the workshop, this auto-loaded. There isn't enough time to read the descrition when it auto-loads online. So perhaps if the description could be tightened up or shortened, there may be less confusion for others going forward.
So to sorta conclude, you've made some points that I do need to take into consideration and look into, but a lot of the things that you mentioned fall into the experimental aspect of the track, and a lot of it would have to become much less experimental in order to be "fixed".
"Too many points at which it drags." Probably a side effect of how I set up the transitions, if I had to guess. I can see the problem, but diverting the player's attention away from their decision was the last thing I wanted to do.
"Too much content." I can't really argue with this. The idea grew way beyond my original scope, but besides the lag, I don't see how too much content is a bad thing, considering that the level is still limited to about three and a half minutes on a good run.
"Too many different ideas." The entire level is one idea. The rest of the level is just expansion on and development of the idea. I guess you're more refering to track design elements rather than the track itself, and again, those were just different ways of evoking the same idea. I have to find some variation when I'm using the same track three times.
There's enough content here for at least two, or possibly three tracks. Certainly you could use all of the verticle climbs/jumps together, sans teleports with a bit more track leading into for better jumps / gap pacing. But you've also got quite a few grossly intricate obsticle course segments that might fit together better as a slower paced boost juggle track. Definitely don't stop working on the editor though please consider the over all flow of the entire track. Remember your track is just one of many.
Thank you for tryingto help though! :)
@vert9: Hard to say without knowing the colour. There are no constant jumping sections until about 2/3rds of the way through. If you're talking about that section, which I would describe as broken track segments, that's simply a matter of how good you are at transfers. The angles are just awkward, and it takes general practise with track transfers to be able to do it without trouble. The only way I could "fix" that is to intentionally make it easier, and that's what the blue path is for. The best tip I can give you for those awkward angles is to just aim for the track you're jumping towards rather than going straight off of the track you're on.
Very cool track. It's a lot of fun to explore the different routes, and it although it starts slowly, it can get pretty challenging. Personally I thought the best part of the whole track was the visual design - damn if that shit doesn't look clean and well put together. Again, the different routes only make it better, and I have no idea how it could be improved even more.
You may want to take a look at the big wall-jumping segment near the end though, the one where you go through 5 jumps in a row. The third jump is very skippable and I think it's actually easier to do so. Basically you just go Blue > Orange instead of Blue > White > Orange.