Distance

Distance

Space Station 4237 - Sector Beta
7 Comments
MasterJedi2014  [author] 13 Jun, 2016 @ 6:11pm 
Darn... I thought the arrows I placed would make it clear where to go. I guess not. Alright. I'll see if I can update the level and make it clear what way is supposed to be taken. Thank you for the feedback.
Captain Frosty 13 Jun, 2016 @ 4:39pm 
Yes, the intended path for the map is quite unclear. Perhaps you should try and use less extra roads in the the future or make it harder to access roads unintended for travel. I was on a server playing this map and every player tried to go that way. However some people got to that point differently than others, with all of the extra roads lying around.
MasterJedi2014  [author] 12 Jun, 2016 @ 7:18pm 
Alright, so I just did some testing, and I have found out how you got over there. I will admit that the cooldown rings along that section of road make it seem like the intended route. I suspect they are left over from the development of the map, though. I also suspect that if you can figure out a reliable method of getting past that barricade, then you may have found a shorter route to the end than I intended there to be.
MasterJedi2014  [author] 11 Jun, 2016 @ 10:44pm 
Part 2/2 -- You should be threading through tight gaps between rollers and other obstacles, but never jumping over any. I realized that was a stupidly hard thing to ask players of for the majority of the level, especially when combined with some of the needle-threading one already has to do in this level. The only reason you should be jumping in this level (if following the intended route) is to jump from one track segment that is about to end to another that's not directly linked to the one that you're on and is at a significant angle to the one you're on.
MasterJedi2014  [author] 11 Jun, 2016 @ 10:44pm 
Where the heck is that?! ... Ohhh! Now I know! That's the road that goes through the top of the engine core in the middle of the level! You're not supposed to be on the side of that barricade that you're on. That's why it's so difficult to get over them. I think I might need to make the intended route clearer... Those rollers are a barricade of mine that, when combined with the way the track is set up, is supposed to tell players, "This is not the right way." There are a bunch of pointless track segments for purely aesthetic and atmospheric purposes. You should never be jumping over any rollers in this map (I'm pretty sure. I can't actually check right now, though). Part 1/2
Captain Frosty 11 Jun, 2016 @ 9:45am 
Like Skirmisher said, the intro, while cool, takes a little too long.

These rollers are hard to jump over due to the angle of the track
http://images.akamai.steamusercontent.com/ugc/272846079121892555/2B336845474504E0E5758CB2FEECEA0679807E52/

Other than that, pretty cool.
Skirmisher 10 Jun, 2016 @ 8:10pm 
The intro is a little boring (the colors are all the same, scenery is vaguely constant), but I like the general feel of the level. The huge vertical roller in the center is really neat, too! There's one line of rollers on a downward-sloping road that's hard to jump over, though. And I'd advise against repetitive sounds like sparks and lightning, like you have in some areas. Also, if you could vary the colors away from the defaults, I think it would help the level stand out a bit better.