Distance

Distance

Shaky grounds: Coast
12 Comments
Moox 18 Mar, 2017 @ 2:08pm 
Tricky but awesome!
Sperzieb00n  [author] 26 Sep, 2016 @ 8:03am 
that is the full name, it is one of the tracks that comes with the game, you should be able to find it in the editor (if you are familair with it)
smerdove 26 Sep, 2016 @ 4:29am 
Can you give a full name of track?I can't find it
Sperzieb00n  [author] 25 Sep, 2016 @ 1:08pm 
darude - sandstorm?... jk, i used ColdWind :)
smerdove 19 Sep, 2016 @ 10:36am 
What is the music?
Sperzieb00n  [author] 28 Mar, 2016 @ 11:43pm 
@DJ Pavlusha yeah, i also wish i made it longer... but i decided to spend more work on detail, wich already took me a week :)
Simon Evo 19 Mar, 2016 @ 2:10pm 
Now that's s good level! Liked it a lot, the only drawback is that it ended too soon. =D
Sperzieb00n  [author] 9 Feb, 2016 @ 2:54pm 
thanks for the feedback, yeah that upper route is actually an "expert-nightmareish" route, and was not meant to be indicated as the main, fixed this with extra arrows.
I managed to get update to work again and added checkpoints in the drain, but i won't do much details there soon, as the sheer number of things in the map turns editing in a game of waiting :(
RushingMonk3y 9 Feb, 2016 @ 11:23am 
Unique map, the open parts (from just before the tunnel to the end) are really cool, both to explore and also visually, which is pretty rare for a non-city/industrial themed map. And the cannon was a nice finishing touch :)

However I have to give you some criticisms: the lack of checkpoints is unbearable, it may not matter that much after you studied the track and you're going for the speedrun, since you'd reset anyway, but in the first routing runs (and racing online) dying and restarting from where you were 30 seconds before is incredibly frustrating. Also I gotta say that I found the first part of the map terrible. Besides looking pretty bland, it has weird transitions and a couple of obstacles that are close to unreactable, plus that part where you need to use the front thruster to stick to the road and you just have to know it beforehand.
Sperzieb00n  [author] 4 Feb, 2016 @ 7:29am 
awesome that you liked it, this is the first time in distance that i've tried my hand on "proper" level design, instead of my usual 8-hours-and-it's-done "gagdet" maps.
thanks for the feedback, will apply it the next time i'm doing something like this again!

Btw, the keeping of default roads (and assets) on some places was sometimes deliberate, to make keeping track of the "intended" route more easy :)
nickolaij 4 Feb, 2016 @ 5:51am 
This is Incredible!!! The only thing I would say if I was picking at details, is that when there is areas with less theming, colour coridinating them with the rest of the track instead of leaving the standard blue/grey/white of the track could potentially make it look better. Apart from that really small detail the level of effort gone into this map is absoluetly insane and you have done an amazing job :D
SlenderPaul 2 Feb, 2016 @ 7:38am 
Awesome stuff!