Distance

Distance

Hexagon 18
 This topic has been pinned, so it's probably important
Plasmawario  [developer] 8 Jan, 2015 @ 2:28pm
Bugs/Shortcuts/anything related
Please report all bugs, shortcuts, and anything related so i can patch them. I do not like shortcuts, and cheating on my maps will make me pretty sad, considering the amount of time i put into them just for people to skip most of it. So please post all of such things here.
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Showing 1-15 of 18 comments
Californ1a 8 Jan, 2015 @ 6:16pm 
Since you asked, there's a massive amount of skips all over the place (i recorded a quick video just showing a couple basic skips i found, but i've seen plenty more from when i opened it in the editor) and overall the track is just messy/cluttered.

There's a lot of places where you'd have no idea where to go if you were trying to take the intended route through the first time even though there are arrows placed (the track turns in places where the arrows tell you not to go, it's confusing). Your diamond time is basically unobtainable unless you use my skip route and do it very well. It looks like you never did any testing in sprint mode, but only in the editor itself because the timings are way off for a lot of moving obstacles (mostly the zero-g section). The entire boost disabled section is too slow paced to fit the rest of the track. Inside the hexagon area, the track leading up to it after the teleporter is way too cluttered to be able to boost through unless you jump onto the wall/ceiling, and why would you take the track with obstacles on it anyway since they force you to swerve when you can just use the walls to drive straight. The zero-g section is annoying to say the least, there's no need for zero-g in this area at all unless you're going to use it to fly around the entire section, but even then the teleporter is slightly hidden enough that you'd have no idea where to find it if you do fly around that section. The moving saws in the zero-g section clip into the track so much so that they completely block the path making you stop and wait for them to move. Now for the sections that I skip - as for the intended part directly after obtaining boost, again it's very confusing because the arrows point away from any visible track (except you can see it just before diving down, but the dive is too sudden and you end up airborn trying to make it to the disjointed track where the arrows are pointing). Directly after obtaining flight, the entire building riding bit is really annoying because there aren't enough arrows and you very easily get turned around because of the way the camera reacts when going upwards during flight, and at the very end, the teleporter is too small do you end up missing it most of the time. The same could be said for the second teleporter in the hexagon area, after the virus thing blows up, the teleporter is too small - I almost didn't even see it the first time I played the track. The one good thing I can say is that most of your teleporter sections are far enough apart that you need to use the teleporter to get to them, although they seem a little too far apart, a bit of a hassle when I was looking at exactly where each teleporter goes in the editor to find skips - good thing the devs added those teleporter link lines so I could just follow those off into nowhere until I came across the next section. There's also at least one of your virus ball things that don't actually teleport anywhere, so you get stuck in zero-g inside of it with no teleport and have to terminate back to the previous checkpoint. Speaking of checkpoints, a lot of the "no boost" section isn't possible from the checkpoints because you can't build up enough speed prior to any of the jumps if you're coming from the closest checkpoint. Finally, a lot of your teleporters aren't rotated correctly so you end up coming out of them and instantly ramming the side of the next track, or instantly ramming into something directly in front of you in general with no warning.
Last edited by Californ1a; 8 Jan, 2015 @ 6:20pm
Plasmawario  [developer] 8 Jan, 2015 @ 7:51pm 
@Californ1a Well, to begin, the times for the track aren't supposed to be functional yet, so i'll have to fix that. And jeeze man, you really put forth the effort to skip the whole thing. And i did test my map a lot, i just never thought anyone would be devious enough to skip like that. As for the zero-g section, you really are supposed to fly the entire time. The road is just there to guide you, so i guess i gotta do something about that. The hexagon area, i know the teleporter is a bit small, i'll make it larger if i can. But i thank you for your post. I'll get right to work on it, using your video as a guide to what i gotta fix.
Californ1a 8 Jan, 2015 @ 8:35pm 
Originally posted by ☢Plasmawario☢:
And jeeze man, you really put forth the effort to skip the whole thing. And i did test my map a lot, i just never thought anyone would be devious enough to skip like that.
If you really want someone to find more optimal skips, you should contact Icefire, Icebound777, or CyclopsDragon - they're much better at finding building riding routes than I am, though I can typically find the general location of skips if you're just looking for where you need corrections.

Also, I think you should move the separate teleporter sections closer together in the editor so they're easy to move between for the people like me who do like to open tracks in the editor and look around - just don't make the mistake of placing them above/below or you could jump off at the beginning and land in a different section. If you want to make sure the sections aren't too close, place the car spawner on top of an edge building, spawn in, hold boost, jump off, and see how far you can get. If you hit ~ right as you're exploding, you'll be able to see the explosion in the editor.

IMO the "no boost" thing doesn't really work at all, but that's just my opinion as a speedrunner - whenever I start up a track, I'm always holding boost and not accelerate, so if it were the first time someone was playing it, and they were playing it in multiplayer, then they'd be at an instant disadvantage.

Edit: Typically it's best to ask on the official forums or the IRC for playtesters before uploading to the workshop, because now my time is on the leaderboards, and it can't be removed unless you delete this workshop submission and upload it as a new track.
Last edited by Californ1a; 8 Jan, 2015 @ 8:38pm
Plasmawario  [developer] 8 Jan, 2015 @ 9:06pm 
Originally posted by author:
it can't be removed unless you delete this workshop submission and upload it as a new track.
I'll just leave it there for now.Besides, i'm removing the timing thing. Right now, i'm now tweeking my map like adding more arrows at the fly-through-the-buildings part, making the arrows point correctly, and on and on. However, the buildings will remain placed where they're at (While adjusting some.) As for the long distance between teleporters, i made them that long to make sure you don't see any other part of the track when you're at certain parts.
Last edited by Plasmawario; 8 Jan, 2015 @ 9:07pm
Californ1a 8 Jan, 2015 @ 10:08pm 
Here, Icefire did a much better version of basically the same skips I used:
https://www.youtube.com/watch?v=UuvNp8jD-O0
FluffyCake 9 Jan, 2015 @ 4:53pm 
the first zero-g zone or what ever the anoying orbs that makes you fly in to them i get forever stuck in it :D
Californ1a 9 Jan, 2015 @ 5:07pm 
Originally posted by It's So Fluffy!:
the first zero-g zone or what ever the anoying orbs that makes you fly in to them i get forever stuck in it :D
I've already mentioned that, it's because the teleporter inside doesn't properly link.
sim<>n[a] 25 Jan, 2015 @ 12:15pm 
Well, at the moment i know next bugs: one of the obstacles-columns after the first teleporter is floating; the out-teleporter from zero-g zone is opening right into a wall ._______.

Now, i found your info boxes. For some reason they work only in editor.
Well, seems that infoboxes work only in advanture mod.

And i'd recomend you to move the red room somewhere.Someone may be crazy about climbing everywhere...
Last edited by sim<>n[a]; 25 Jan, 2015 @ 12:47pm
Plasmawario  [developer] 25 Jan, 2015 @ 4:24pm 
Originally posted by РОКК ЕБОЛ:
Well, at the moment i know next bugs: one of the obstacles-columns after the first teleporter is floating; the out-teleporter from zero-g zone is opening right into a wall ._______.

Now, i found your info boxes. For some reason they work only in editor.
Well, seems that infoboxes work only in advanture mod.

And i'd recomend you to move the red room somewhere.Someone may be crazy about climbing everywhere...
Don't worry, they can't get in :P
Californ1a 25 Jan, 2015 @ 5:06pm 
Originally posted by ☢Plasmawario☢:
Don't worry, they can't get in :P
Don't be so sure about that:
http://youtu.be/gLY3haZnRPw

I've already tweeted torcht about the issue.
Plasmawario  [developer] 25 Jan, 2015 @ 5:23pm 
Originally posted by Californ1a:
Originally posted by ☢Plasmawario☢:
Don't worry, they can't get in :P
Don't be so sure about that:
http://youtu.be/gLY3haZnRPw

I've already tweeted torcht about the issue.
Umm... the whole video is blank
Californ1a 25 Jan, 2015 @ 5:23pm 
It's still processing... Use this http://bombch.us/vjT
Last edited by Californ1a; 25 Jan, 2015 @ 5:24pm
Plasmawario  [developer] 25 Jan, 2015 @ 5:39pm 
Originally posted by Californ1a:
It's still processing... Use this http://bombch.us/vjT
well then...
Californ1a 25 Jan, 2015 @ 7:24pm 
Yeah, it seems the virus teleporters can clip you through walls.
Plasmawario  [developer] 25 Jan, 2015 @ 7:24pm 
Originally posted by Californ1a:
Yeah, it seems the virus teleporters can clip you through walls.
That's new
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