danieldorais wrote:PeixeWiggles, maybe you could start experimenting with reduced gravity. This would allow for steeper slopes to climb and longer jumps.
I played with low gravity early on. There may be a happy medium to experiment with, but really low gravity is hard to work with to create something elaborate. I think it's much of the same reason I've avoided snow levels with reduced friction. Maybe another creative soul will come along after release.
danieldorais wrote:Just a thought: would it be possible to have different sections of a track to have different gravity or friction? This would allow for a normal track with an epic low gravity jump at the end!
Not as things are now. Gravity and friction currently apply to the level as a whole. Although, I'm not sure I'd want to create something like that. Maybe in a timey wimey wibbley wobbley vortex transition kind of a level it would work, but for the most part, it's not something you would generally see in a single level.
danieldorais wrote:Also, if the height of checkpoints could be user defined individually, that would fix the problem of respawning farther ahead than desired.
I'm sure that would require a major programming change. It wouldn't happen before release I'm sure. The latest date Roko0 gave was Jan 5th, so hoping it's released Monday. Something possible for the future maybe. I think my DCR3 wish list is ever growing, but they're all things that would be a major change making DCR into something that does not closely resemble the levels of the main game.