Distance

Distance

The Depths
25 Comments
Captain Kobold 25 Jan, 2017 @ 6:15am 
Wonderful, the update fixed it greatly! One of my fav tracks now. <3
Kosvid 25 Jan, 2017 @ 2:51am 
It seems like I'm the first one to test it as I immediately got #1.
Everything is perfect now! Thanks for updating.
Tachrayonic  [author] 24 Jan, 2017 @ 7:30pm 
Update:
- Updated teleporter due to model change.
- Added Cubemaprenderers to hopefully remove glowing cars in multiplayer.
- Decreased fog density in the dark area, should be a bit easier to navigate.
Tachrayonic  [author] 24 Jan, 2017 @ 7:14pm 
Aah, I see what's happened. I was using an experimental model there, and it changed. There used to be a bit of a gap in the model, so the portal is inside the updated model.
Captain Kobold 24 Jan, 2017 @ 1:03pm 
It's simply not there; the road jsut ends in a wall, thus making the track uncompletable. Go take a look.
Nico 24 Jan, 2017 @ 12:32pm 
Tachrayonic  [author] 24 Jan, 2017 @ 5:03am 
When you say locked, is it visible and doesn't work, is it behind some form of wall or is it simply not there? It sounds like the latter, as I didn't put any walls/doors in front of it.
Nico 24 Jan, 2017 @ 3:51am 
yes, but the last portal is locked, for all the players.
Tachrayonic  [author] 24 Jan, 2017 @ 12:33am 
Just to be sure, you go past the flying bit and get teleported onto a road with lasers, but that road currently just ends in a wall?
That road should end with a visible teleporter which takes you to the drop to the finish.
Captain Kobold 23 Jan, 2017 @ 7:56pm 
Great fun but that last door, in the infernal section- it isn't opening. I actually couldn't finish. Some sort of bug?
Nico 19 Jan, 2017 @ 1:01pm 
There are a bug at the end, there are a wall just before the last portal and the end isn't accessible.
Kosvid 26 Oct, 2016 @ 1:52pm 
Most of the track is done great!
I'd offer you to put some landmarks to the dark section, though, as I couldn't find my way for pretty long first. :ConcreteDonkey: Simple arrows would do, for example.
Skirmisher 1 May, 2016 @ 7:31pm 
Yeah, just put CubeMapRenderers in areas wherever there's an environment change, and it should work itself out.
Tachrayonic  [author] 3 Feb, 2016 @ 3:30am 
Alright, I've noticed a lot of cars glowing orange for the whole track. Some people see it for their own cars, other people for other cars in multiplayer, but it is not an isolated incident.
I think it has something to do with the lack of reference points for reflections on the track (CubemapRenderers or Teleporters), but I can't be sure.
Tachrayonic  [author] 10 Dec, 2015 @ 2:41am 
I'll keep in touch Jarminx :D

It's great to see that everyone's liking the track! I'm sure I'm gonna keep making more levels for some time. The next track in the works is called Propulsion Laboratory, keep an eye out for it in the next few weeks ;)
Jarminx 9 Dec, 2015 @ 11:25pm 
Featured here! :D Let me know when you game again and I'll see if I can meet up and record an updated view for you ;) - https://youtu.be/3rUp0Ezo2nk
Jarminx 7 Dec, 2015 @ 5:06pm 
Good editions! :) I'll be posting up the video as soon as my other videos finish uploading on our gaming channel.. Maybe I'll see you again online and record some more :D
Tachrayonic  [author] 6 Dec, 2015 @ 11:31pm 
Thanks Jarminx!
Unfortunately, just after you left I updated the track to fix a few things.

Update:
- Added in a road piece so the track 'connects' better, making the compass work properly.
- Added in turbo rings to make the path more visible.
Jarminx 6 Dec, 2015 @ 11:10pm 
Interesting track! Thanks for the shoutout during gameplay, to be fetured soon on YouTube! :D
Floteum 17 Nov, 2015 @ 3:34am 
very, very nice visuals. I loved it !
Elsynia 15 Nov, 2015 @ 6:38pm 
just wow, nice job o.o
Plasmawario 13 Nov, 2015 @ 3:52pm 
Nice visuals and great use of the biosphere objects. +1
succe 13 Nov, 2015 @ 1:24am 
yo
OpenRoadRacer | Flame of Liberty 8 Nov, 2015 @ 7:47am 
:steamhappy:
Tachrayonic  [author] 8 Nov, 2015 @ 7:37am 
*facepalm*

Update:
- Now has 'Sprint' and 'Speed and Style' tags