I am mixed about the finish. In chat, I said that I didn't like having the backing finish because the difference was so significant. If you miss the risky, then you won't really be satisfied until you get it. The other finish then becomes unnecessary after you have put down a risky time, so someone is more inclined to restart; the risky becomes the actual finish just as multipath maps coalesce on the best path. What would be a good v17 addition might be finishes with a penalty. What if there were multiple finish zones and some of them came with a +1s penalty instead? Some further out might have +2s, etc. For that matter, you could use penalty zones outside a finish as a way to restrict corner cuts by just penalizing the player for going off the course. A risky in this way would be about precision and there's no real time difference spent racing.
There is no AFK on this track. 0:00 intro 0:22 track announcement 0:50 race begins 1:00 first completion 3:22 fastest time 9:39 race ends 9:56 voting begins 11:36 result 11:47 outro 11:58 airhorn
A couple more things you could make: Optional assist mode For difficult tracks, shortcuts to future checkpoints so you can practice them without having to go through the rest of the track first Signposting based on which checkpoint the player has reached (no more getting confused by past/future signs on tracks that loop back on themselves) Stricter anti-cheese (e.g. blocking the finish if the player ever leaves the track)
>think about akshually-ing how its technically a skill finish not a risky >dont want to be obnoxious >still shitpost for the algorithm slainte, friends
I am mixed about the finish. In chat, I said that I didn't like having the backing finish because the difference was so significant. If you miss the risky, then you won't really be satisfied until you get it. The other finish then becomes unnecessary after you have put down a risky time, so someone is more inclined to restart; the risky becomes the actual finish just as multipath maps coalesce on the best path.
What would be a good v17 addition might be finishes with a penalty. What if there were multiple finish zones and some of them came with a +1s penalty instead? Some further out might have +2s, etc. For that matter, you could use penalty zones outside a finish as a way to restrict corner cuts by just penalizing the player for going off the course. A risky in this way would be about precision and there's no real time difference spent racing.
There is no AFK on this track.
0:00 intro
0:22 track announcement
0:50 race begins
1:00 first completion
3:22 fastest time
9:39 race ends
9:56 voting begins
11:36 result
11:47 outro
11:58 airhorn
Here’s the thing, I like that ending.
Now with logic gates you could probably make "moving finishes." Just have walls opening and closing based on the new logic blocks.
A couple more things you could make:
Optional assist mode
For difficult tracks, shortcuts to future checkpoints so you can practice them without having to go through the rest of the track first
Signposting based on which checkpoint the player has reached (no more getting confused by past/future signs on tracks that loop back on themselves)
Stricter anti-cheese (e.g. blocking the finish if the player ever leaves the track)
>think about akshually-ing how its technically a skill finish not a risky
>dont want to be obnoxious
>still shitpost for the algorithm
slainte, friends