Distance

Distance

Thruster Control 101
17 Comments
5el. 21 Feb, 2017 @ 6:56am 
This map's awesome. Thanks for makin' it :)

PS - Just a small complaint, the last blocker just before the finish line felt cheap, but great level otherwise.
TS_Mind_Swept 13 Aug, 2016 @ 5:41pm 
This track really isn't that hard now thanks to grip. Keepo
Californ1a  [author] 2 Oct, 2015 @ 12:30pm 
@nico Thanks, fixed
Nico 2 Oct, 2015 @ 11:48am 
There are a litle bug with the new version, the jumps signs become white.
Awesome map :)
a_word 11 Jul, 2015 @ 8:04am 
Finally finished after 24 minutes! Would like to see more maps like this.
Californ1a  [author] 24 Apr, 2015 @ 4:25am 
Good job! And yeah I want to decorate it more, but I really suck at scenery - I want to make sure there's no other surfaces you could use to save yourself or whatever else so all the decoration past where the buildings end would have to be non-collision.
Sperzieb00n 23 Apr, 2015 @ 10:06pm 
YAY i made it!!!! to be honest, this track is really really hard, but i feel that you should keep it the way it is (do upgrade the scenery though!).
this track pushes the limits of what you can do with only your standard thruster to fly.
Californ1a  [author] 23 Apr, 2015 @ 10:59am 
Yeah, I even had some arrows in at one point, but the visibility of them was terrible and you were already too close before actually seeing them and realizing what they're meant to mean. The jump/no jump signs are just barely cutting it on visibility, a couple of them are seen fairly late.
Nermanater 23 Apr, 2015 @ 8:29am 
Some players may need things spelled out for them a little bit, instead of just throwing them into the problem without a start to figure out how to solve it. Did you consider adding arrows in between some of the transfers/vertical jumping obstacles to tell you how to use thrusters?

E.G. Arrows that indicate half/full rotation then arrows aiming down for pointing the nose downwards. Or, the upsidedown vertical wall transfer that has an arrow pointing up already, after that it could have an indicator to rotate. Also some indication that you have to put your nose down after jumping over the ledges when going straight up would help people who don't know the concept.

Making arrows out of holopopupblockers that appear at different proximities could give instructions in specific order (similar to Jnvsor's 'dissolusioned').

Just a thought. Gj w/ the map I love the concept! =D
Guizmodo 21 Apr, 2015 @ 3:09am 
Superb level that will help me to improve in the game;)
Californ1a  [author] 20 Apr, 2015 @ 9:00pm 
I know and I tend to come off as argumentative when I don't mean to. The focus of this track is meant to be the tiny adjustments with rotational thrusters. It doesn't have to be done flawlessly, but in order to focus on such tiny adjustments, I did need to make it in the way I did. In a few of the earlier sections there is a cooling ring during the landing to allow for more time in case of a trick timeout, to ween players onto the mechanic before removing the landing cooling ring later.
JTrevail 20 Apr, 2015 @ 5:50pm 
I only mean to be constructive in my criticism, I just felt that the climb had to be done almost flawlessly with minimal adjustments or you would overheat before touching down on the next length of road.

Don't get me wrong, I do like where you are going with this. An idea, you could have a section where one needs to ride on their boost jet to gain more air time over a horizontal gap.
Californ1a  [author] 20 Apr, 2015 @ 2:42pm 
Vertical climbs were the only way I could remove any chance of having shortcuts or people circumventing the track itself (aside from zero-g, but I didn't want to allow people to just stop in midair to correct their orientation - that'd ruin the whole point of the map).

I made the distances fairly far (but fair, taking the trick timeout into account) so that people would have more time to adjust in the air instead of leaving the track, not hitting anything, and landing properly.

I also realize that there's plenty more to thruster control than just transfers and a couple awkward rotations, but this is a short basics/'intro to the advanced' track to just show newer players a couple of the more advanced maneuvers - I'll be working on a sequel to this most likely which will cover more.
JTrevail 20 Apr, 2015 @ 12:57pm 
101 implies learning the basics, yet this level really leaves no room for pilot error. I found the level properly hard, but boost and directional jets have more uses than vertical climbs, and throwing yourself at a perpendicular road.

I think a level teaching the basics is a really good idea, but some of the distances would have to be shortened, checkpoints added, and more skills explored. I know wall transfers are used on almost every track, but it's such an important part of the game, it really has to be included when on the topic of thrusters.
delfiler 20 Apr, 2015 @ 5:56am 
poeh this track is hard but i see why it's hard and if this is basic well congrutes cause it;s hard as hell (serieusly to master this you need to understand it)
Californ1a  [author] 19 Apr, 2015 @ 7:33pm 
It's actually not a difficult track at all once you know how to properly control the rotational thrusters, which is a pretty difficult skill/mechanic to get used to (exactly why I made the track, to help people learn this more advanced mechanic).
Mihael666 19 Apr, 2015 @ 12:52pm 
I hate this map!