I have some amazing new track ideas from the last set of video comments but I'm going to ask again: what other ideas? (seriously though you guys rock I have tracks for YEARS to make)
What about a track where you just hide the finish behind the start. Instead of doing the whole track, you can just go backwards. I feel like this was done already, but not sure.
Hey Kan, you should start adding a username column for your suggested idea spreadsheet. I think it might even give an extra bit of motivation for people to comment ideas if they also get a shout out!
Spleefkist? A big open plane with a bunch of checkpoints, when you go through a checkpoint, chunks of the floor disappear, making it harder to get to the remaining checkpoints.
What I like about this track is, instead of being at a loss as to which shortcuts to take, you can look up and see where the fridges are falling. So, you can look up and see which shortcuts to take and not to take.
This one was tough lol, for some reason i thought i just had to go fast enough to beat the fridge spawners. Somehow I didn't even consider that the shortcuts were spawning the fridges until close to the end. GG
I think on the first way, the second to last omni booster is where you get the highest boost for time by staying on the omni booster for much longer, thus having a higher speed for the path till the omni-booster in front of the "return pipe" at the end. You always only "clipped" it shortly and only got to 109 or so and I am sure you can get a much higher speed there, which would allow you to save a lot of time there.
I'd love to see a there-and-back-again style map, where there are plenty of shortcuts, but each shortcut uses a different mechanism to make the shortcut either one-way, or only usable once. Edit: Or a track where some shortcuts are only available depending on what other shortcuts you've taken (via either logic, or timing systems like trains).
So wild ideas (maybe not new... but for logic's) Map where you can take different routs in any order (like that map with toads), but some of them are out of reach and need to be activated by some previous checkpoints. Then as you go checkpoints activate new parts of the map that can be used to get to "newer" checkpoints, if you get all of them then you'll see finish line. For example. you can choose 1 of 3 checkpoints at the beginning. #1 is cleaning path, #2 is showing ramp for wall ride, #3 gives you glider. Twist? Hmmm best path is not what common sense dictate. Easy way = fly with glider BUT Fastest way = jump, Easy way = U turn for obvious boost BUT Fastest way = go for some wall ride, etc :D Good luck :>
Make a Sonic-like track that is basically a straight line, but has like 3 levels stacked on top of each other with different obstacles/turns, certain points allow you to go up/down a tier, and there are boosters mixed in so users have to try to figure out whats the best way to go through the track
Example: Two levels, the top one has a booster and a loop, but the bottom one has curves. Player has to either go upper level and do the loop, or lower level to try to make it through the turns without loosing speed. Users have to figure out which level is faster- the top is longer but faster, the bottom has obstacle
@kANGaming definitely this one. Mirror all the turns in the track, so it’s the same *length* no matter what, but depending on how many balls end up in which slots, you need up with a different layout each time. And *show* the pachinko during a long starting bit.
I like the idea of having multiple really fast shortcuts with really small error tolerance. Such as a pipe shortcut that has invisible blocks at the end of the tunnel, and one small gap somewhere that will allow you to get through, but only if you align yourself perfectly. Maybe add some visual queues to help with the alignment. Make the track itself fairly easy, but make the shortcuts super fast or super technical.
Track idea: You're in this multi story building-- maybe a mall, maybe a hospital, maybe just some weird parking garage, maybe multiple buildings? And there's this tubular center to it. You constantly have to go through that center, jumping over it to reach the next part of the track, leading to some obstacles and various track designs through the building, before going to the next jump. You could skip some stories of the building, but might miss a checkpoint. Maybe the finish is at the bottom of the hole, or maybe it's death at the bottom, and to win you have to find the right room at the end. Maybe you're going higher in the building, maybe lower
I might be a bit late putting this idea forward but it just popped in my head (( A track where at first you must take the normal route [Shortcuts remove the tracks at the loop back] but as you clock the checkpoints the normal route back disappears, so you take the short cuts back to the start to finish)) if you feel like it too simple just make the short cuts hard going from the start harder but slightly easier when heading to the finish, "this might require a bit of logic and thinking but knowing you, you'll easily figure a way"
Great track idea. Love how it’s actually a decent track to drive too and not just a gimmick. What if you made a track like a mini golf course with one of the types of holes that has multiple holes to drop down with tubes that take you to different destinations and the finish is in the cup with the flag. Could be an idea.
similar to your track where the floor was invisible, you should do one where the track disappears as you drive over it and use a continuous/single line puzzle as the mapping for the track.
I think a fun idea could be to build a map with a ton of obvious shortcuts, and like that one map have a few finishes in the air with a ton of logic hidden undergeound, but then make it so the logic doesnt actually do anything and the fastest time is to just take all the shortcuts. It would be pretty funny to see everyone trying weird combinations to make ramps appear, but nothing ever works.
Make a track where each shortcut locks one/all other shortcuts, so you need to pick which one to take (again) Another idea, a there-and-back track where shortcuts close behind you, meaning you can only take them one way and not the other
I am watching you while petting my cat Ubasti, named after the Egyptian goddess of cats, and made me think that you should make an pyramid themed track with a sphinx containing a hidden tunnel (like the hidden compartment in real life) but when you do a zillion cats spawn and make the map worthy of Set!!
A map with branching paths that only 2 or 3 even lead to a finish, no photo mode, or invisible walls to hide the true paths, make the fastest one seem like the longest by having hidden boosters that you need to find, or just know about.
being a soapbox race its definitely better to take a longer line at the turns with less breaking, as well as hitting the booster instead of the optimal line. the "ideal" line is not ideal without acceleration
I have another idea for a track, that penalizes shortcutting: Everything, ecept the racingtrack is clipthrough and the track is encased in a deathpipe.
Kan, I believe it would be nice to provide more indicators to players for anything that would save their time but not spoil the fun of discovery. For maps that depends on triggers, let the player know they triggered a marker (or let them recognize what was triggered and let them discover the trigger). A good track should be full of indicators for the path, actions needed, general hints, or even trolling!
I wonder if you can force enough fridges to spawn until they start culling themselves, so you can take the long shortcut there and the two on the way back and maybe get through back to the finish?
Or a binary tree track where there are forks that are determined by logic prior to getting there. Could even make it so you crash if you don't hit a trigger.
Use logic to unlock/hide special blocks to hinder or help you. For example, make glider available or get soap or off-road wheels. Can you use logic to turn on/off fans, slowster, or boosters?
okay, then I enter the race about maps with shortcuts. how about logic gate short cuts? several mini shortcuts, you need to take 2 specific ones to trigger opening another shortcut later in the track. or closes a part of the map. in theory, you can take all shortcuts, but they you definitively don't finish.
What about making an official track as a theme. Create a track that looks and feels like it was one of the official zeepkist level. Compete in trying to make as many "I've played/seen this track before" as possible.
It'd take a lot of logic gating, but how about a map that had different routes back depending on the routes you took to the checkpoint - So if you take the short route there you have to take the long route back - basically similar to this but it's blocking you from doubling back on the way you came.
Idea: a Backrooms or otherwise plain area that has you looping around where you’ve been but there are invisible toggles to add and remove walls you’re not looking at
Try creating a shortcut that appears to be a fake shortcut but has a secret shortcut, which is also a fake,but has another secret shortcut within the shortcut.
It seems like a lot of people don't utilize Nvidia shadowplay... and this would of been a perfect time for TwoFace to use it if you really wanted the clip of his 53 second run. With Shadowplay you can still capture your gameplay after the fact and automatically save the footage from anything you did in the last 10 minutes etc. All Nvidia graphic cards from the last 10 years or whatever support it. I use it all the time whenever I'm playing a game and do a really epic killstreak or a funny bug comes up that I want to share.
How about a track where taking the normal way just sends you back to the beginning and with hidden shortcuts that just send you back onto the track but going the wrong way then place a real shortcut to a 5 second finish
the first time i beat this (i.e. the second time) i took the long cut but hit a car and was super slow and by the time i got to the pile it mostly despawned
You should make the same concept but are the only know who knows how to trigger the traps so you are always 1st place , make the a Dinosaur theme idk if that is possible
How about stay airborne or die. The real track is invisible just above a fake dupe of it that is visible. If you go below it you die. Could also use the glider feature.
What if with logic, the track changed based on where you went... so you could loop on yourself. Like imagine you drive down a tunnel, it turns, and suddenly you're driving through where the tunnel was before. Because you swapped the pieces while the person wasn't looking. Since the logic is client based you could do a lot of stuff with this where the track just changes shape throughout. Confusing everyone.
OMG IM FIRST I AM A HUGE FAN KAN AND NO ONE HAS FINISHED THIS VIDEO(YES IM DOING EVERY LAST TROPE OF EARLY COMMENTERS) KAN IM LOVING THE NEW ZEEPKIST VIDEOS oh and also all kan veiwers are *immaculate* ppl
It's still funny how they call it invisible block when it's literally the opposite of an invisible block. . It's not invisible and it's not blocking anything... 😆
U should make a track where if you make any input after your first one u die i think it would be good to just have an entire run based on ur first turn have it precision based or have slowsters if you dont get a perfect turn 😉
Is it possible to wall ride on the car walls and get over the tops? I guess I will see later in the video if anyone can do it...still only 2:41 in, but i thought of that already.
U should make a track where if you make any input after your first one u die i think it would be good to just have an entire run based on ur first turn have it precision based or have slowsters if you dont get a perfect turn 😉
I have some amazing new track ideas from the last set of video comments but I'm going to ask again: what other ideas? (seriously though you guys rock I have tracks for YEARS to make)
How about a map where sometimes main path has a logic gate that blocks a path and sometimes a short cut does, so similar to what's you've done so far.
What about a track where you just hide the finish behind the start. Instead of doing the whole track, you can just go backwards. I feel like this was done already, but not sure.
A track with 5 different shortcuts that dapper has done before
A wall climb track
A Minecraft world
Shortcuts that spawn track that takes you back to the beginning
I would love this idea lol
Yes
Idea honestly ...I like you guys to go back to your first maps ever made and make a modernized/new version of it
Hey Kan, you should start adding a username column for your suggested idea spreadsheet. I think it might even give an extra bit of motivation for people to comment ideas if they also get a shout out!
Spleefkist? A big open plane with a bunch of checkpoints, when you go through a checkpoint, chunks of the floor disappear, making it harder to get to the remaining checkpoints.
Now you should make a map that looks like it's going to punish you for taking shortcuts, but if you drive normally you lose.
7:45 - really? aw man that respawn.
Yeah, i was wondering about that one as well, he was faster, not first place fast i think, but faster than the previous time
It would have been a 1:12 or 1:13, why kan? just why?
What I like about this track is, instead of being at a loss as to which shortcuts to take, you can look up and see where the fridges are falling. So, you can look up and see which shortcuts to take and not to take.
This one was tough lol, for some reason i thought i just had to go fast enough to beat the fridge spawners. Somehow I didn't even consider that the shortcuts were spawning the fridges until close to the end. GG
Crazy logic based track idea: Player must win a tic-tac-toe game to complete the race. Player starts first.
I think on the first way, the second to last omni booster is where you get the highest boost for time by staying on the omni booster for much longer, thus having a higher speed for the path till the omni-booster in front of the "return pipe" at the end.
You always only "clipped" it shortly and only got to 109 or so and I am sure you can get a much higher speed there, which would allow you to save a lot of time there.
I noticed that too, maybe it's just easier to spot if you're used to playing something like Trackmania.
I'd love to see a there-and-back-again style map, where there are plenty of shortcuts, but each shortcut uses a different mechanism to make the shortcut either one-way, or only usable once. Edit: Or a track where some shortcuts are only available depending on what other shortcuts you've taken (via either logic, or timing systems like trains).
One way shortcuts in Pokemon, cool funlevel deisgn.
One way shortcut in a Kan map, pain, low frames, hell.
Build a map that will specifically annoy Unique
so just build a kan map
So wild ideas (maybe not new... but for logic's) Map where you can take different routs in any order (like that map with toads), but some of them are out of reach and need to be activated by some previous checkpoints. Then as you go checkpoints activate new parts of the map that can be used to get to "newer" checkpoints, if you get all of them then you'll see finish line. For example. you can choose 1 of 3 checkpoints at the beginning. #1 is cleaning path, #2 is showing ramp for wall ride, #3 gives you glider. Twist? Hmmm best path is not what common sense dictate. Easy way = fly with glider BUT Fastest way = jump, Easy way = U turn for obvious boost BUT Fastest way = go for some wall ride, etc :D Good luck :>
small concept that might work.
__
I I
Excellent design here. I like how you can use shortcuts, but not the OP one and then only _on the way back_ - good stuff.
Dapper, the Master of ~Fridges~ Cheese, figured it out too quickly
Make a Sonic-like track that is basically a straight line, but has like 3 levels stacked on top of each other with different obstacles/turns, certain points allow you to go up/down a tier, and there are boosters mixed in so users have to try to figure out whats the best way to go through the track
Example: Two levels, the top one has a booster and a loop, but the bottom one has curves. Player has to either go upper level and do the loop, or lower level to try to make it through the turns without loosing speed. Users have to figure out which level is faster- the top is longer but faster, the bottom has obstacle
Make a pachinko like machine where its outcome changes the track layout
@kANGaming definitely this one. Mirror all the turns in the track, so it’s the same *length* no matter what, but depending on how many balls end up in which slots, you need up with a different layout each time.
And *show* the pachinko during a long starting bit.
I like the idea of having multiple really fast shortcuts with really small error tolerance. Such as a pipe shortcut that has invisible blocks at the end of the tunnel, and one small gap somewhere that will allow you to get through, but only if you align yourself perfectly. Maybe add some visual queues to help with the alignment. Make the track itself fairly easy, but make the shortcuts super fast or super technical.
Track idea: You're in this multi story building-- maybe a mall, maybe a hospital, maybe just some weird parking garage, maybe multiple buildings? And there's this tubular center to it. You constantly have to go through that center, jumping over it to reach the next part of the track, leading to some obstacles and various track designs through the building, before going to the next jump. You could skip some stories of the building, but might miss a checkpoint. Maybe the finish is at the bottom of the hole, or maybe it's death at the bottom, and to win you have to find the right room at the end. Maybe you're going higher in the building, maybe lower
I might be a bit late putting this idea forward but it just popped in my head (( A track where at first you must take the normal route [Shortcuts remove the tracks at the loop back] but as you clock the checkpoints the normal route back disappears, so you take the short cuts back to the start to finish)) if you feel like it too simple just make the short cuts hard going from the start harder but slightly easier when heading to the finish, "this might require a bit of logic and thinking but knowing you, you'll easily figure a way"
Great track idea. Love how it’s actually a decent track to drive too and not just a gimmick.
What if you made a track like a mini golf course with one of the types of holes that has multiple holes to drop down with tubes that take you to different destinations and the finish is in the cup with the flag. Could be an idea.
With logic gates you should be able to make a maze-type match where only driving the correct sets of branching paths leads to an open finish.
similar to your track where the floor was invisible, you should do one where the track disappears as you drive over it and use a continuous/single line puzzle as the mapping for the track.
I think a fun idea could be to build a map with a ton of obvious shortcuts, and like that one map have a few finishes in the air with a ton of logic hidden undergeound, but then make it so the logic doesnt actually do anything and the fastest time is to just take all the shortcuts. It would be pretty funny to see everyone trying weird combinations to make ramps appear, but nothing ever works.
Make a track where each shortcut locks one/all other shortcuts, so you need to pick which one to take (again)
Another idea, a there-and-back track where shortcuts close behind you, meaning you can only take them one way and not the other
I am watching you while petting my cat Ubasti, named after the Egyptian goddess of cats, and made me think that you should make an pyramid themed track with a sphinx containing a hidden tunnel (like the hidden compartment in real life) but when you do a zillion cats spawn and make the map worthy of Set!!
You should do a track with jumps where if you go through a shortcut, the ramp becomes more shallow and you don't make the jump.
A map with branching paths that only 2 or 3 even lead to a finish, no photo mode, or invisible walls to hide the true paths, make the fastest one seem like the longest by having hidden boosters that you need to find, or just know about.
being a soapbox race its definitely better to take a longer line at the turns with less breaking, as well as hitting the booster instead of the optimal line. the "ideal" line is not ideal without acceleration
I have another idea for a track, that penalizes shortcutting: Everything, ecept the racingtrack is clipthrough and the track is encased in a deathpipe.
Kan, I believe it would be nice to provide more indicators to players for anything that would save their time but not spoil the fun of discovery. For maps that depends on triggers, let the player know they triggered a marker (or let them recognize what was triggered and let them discover the trigger). A good track should be full of indicators for the path, actions needed, general hints, or even trolling!
Off topic, but can you please sort your channel playlists oldest to newest? Particularly the Gearblocks playlist?
I could watch these videos all day. :)
If it's possible, I think making something like a twice twice in zeepkist could be fun for a map
I wonder if you can force enough fridges to spawn until they start culling themselves, so you can take the long shortcut there and the two on the way back and maybe get through back to the finish?
Or a binary tree track where there are forks that are determined by logic prior to getting there. Could even make it so you crash if you don't hit a trigger.
Use logic to unlock/hide special blocks to hinder or help you. For example, make glider available or get soap or off-road wheels. Can you use logic to turn on/off fans, slowster, or boosters?
okay, then I enter the race about maps with shortcuts. how about logic gate short cuts?
several mini shortcuts, you need to take 2 specific ones to trigger opening another shortcut later in the track. or closes a part of the map. in theory, you can take all shortcuts, but they you definitively don't finish.
One where shortcuts have a 1/1000 chance to teleport you to the start
A track where the track builds itself using logic depending on which path you take and they all lead to the end but one will be faster.
What about making an official track as a theme. Create a track that looks and feels like it was one of the official zeepkist level. Compete in trying to make as many "I've played/seen this track before" as possible.
This track looks rlly good i think kans tracks are always the best
How about a track with logic gates to unlock finishes earlier, but the shortcuts are super subtle but easy to get
It'd take a lot of logic gating, but how about a map that had different routes back depending on the routes you took to the checkpoint - So if you take the short route there you have to take the long route back - basically similar to this but it's blocking you from doubling back on the way you came.
Idea: a Backrooms or otherwise plain area that has you looping around where you’ve been but there are invisible toggles to add and remove walls you’re not looking at
You should try to make a multiple choice story track that has multiple endings
Great track 👍
But you need to learn the difference between invisible and intangible 😌
How about a map with fake checkpoints but if you hit any of the fake checkpoints you can't finish?
Or for each fake checkpoint you hit it moves the finish farther away.
Try creating a shortcut that appears to be a fake shortcut but has a secret shortcut, which is also a fake,but has another secret shortcut within the shortcut.
It seems like a lot of people don't utilize Nvidia shadowplay... and this would of been a perfect time for TwoFace to use it if you really wanted the clip of his 53 second run. With Shadowplay you can still capture your gameplay after the fact and automatically save the footage from anything you did in the last 10 minutes etc. All Nvidia graphic cards from the last 10 years or whatever support it. I use it all the time whenever I'm playing a game and do a really epic killstreak or a funny bug comes up that I want to share.
would there be a way to make it so that you have two or more shortcuts but only one of them is randomly open at any time with logic?
Before watching the rest of the video, this seems like it's going to be rng cheeseable
How about a track where taking the normal way just sends you back to the beginning and with hidden shortcuts that just send you back onto the track but going the wrong way then place a real shortcut to a 5 second finish
Dapper joined this one!
the first time i beat this (i.e. the second time) i took the long cut but hit a car and was super slow and by the time i got to the pile it mostly despawned
You should make the same concept but are the only know who knows how to trigger the traps so you are always 1st place , make the a Dinosaur theme idk if that is possible
How about stay airborne or die. The real track is invisible just above a fake dupe of it that is visible. If you go below it you die. Could also use the glider feature.
You need a lap track the opens and closes paths depending on whith paths you chose so every lap is different.
Thanks for doing my idea!
can you make one of your original year one tracks but with new tech and logic?
What if with logic, the track changed based on where you went... so you could loop on yourself. Like imagine you drive down a tunnel, it turns, and suddenly you're driving through where the tunnel was before. Because you swapped the pieces while the person wasn't looking. Since the logic is client based you could do a lot of stuff with this where the track just changes shape throughout. Confusing everyone.
shortcut that every time you take it the track loops
make a maze track with multiple routes and depending on the path chosen your choices will be blocked
53??? someone is using gas! heh. Thats crazy
XD I ended up taking the same line you took for your 1 min time
Have you thought of making a discord server?
OMG IM FIRST I AM A HUGE FAN KAN AND NO ONE HAS FINISHED THIS VIDEO(YES IM DOING EVERY LAST TROPE OF EARLY COMMENTERS) KAN IM LOVING THE NEW ZEEPKIST VIDEOS
oh and also all kan veiwers are *immaculate* ppl
It's still funny how they call it invisible block when it's literally the opposite of an invisible block.
.
It's not invisible and it's not blocking anything... 😆
Make a lego racers 2 track with the shortcuts included
i think he did 1 shortcut on the way there and then the same return you did. that is my guess.
Make a map that takes almost the maximum round time to finish it
U should make a track where if you make any input after your first one u die i think it would be good to just have an entire run based on ur first turn have it precision based or have slowsters if you dont get a perfect turn 😉
I’m never going to do a shortcut again after watching this 😮
KAN, why did you reset just before you went into the finish?
Is it possible to wall ride on the car walls and get over the tops? I guess I will see later in the video if anyone can do it...still only 2:41 in, but i thought of that already.
I was too greedy with the shortcuts 😅😅😅
Is it possible to place a finish on a moving train?
this one was fun
You could maybe do a track thats the same layout like a Formula 1/ real life track
I wonder if it would be possible to make a map where you can't see your car.
You're not using the whole booster... Missing all that speed potential
Great vid
Go slow to go quick : build shortcuts that you have to go slow to take
Finnneeee... Im getting the game
Do a maze with shortcuts but every shortcut changes the route of the maze
Edit: you could call it maze driver instead of maze runner lol
oh, hey, everyone stopped calling kans maps pain in the chat!
Nice.
Where space engineers and satisfactory? video 5
hi
DAY 26 of asking Kan to play grasslands hide & seek map
500th thumbsup.
U should make a track where if you make any input after your first one u die i think it would be good to just have an entire run based on ur first turn have it precision based or have slowsters if you dont get a perfect turn 😉