When you were talking about cheat codes how about a multiple choice track where the fastest path is a cheat code? First you go up a ramp. Then up again.. Down..down. Left right left right Backwards then A to jump to the finish (konami code) xD have the other paths still get to the finish but the cheat paths use logic to unlock the shorter finish soo you can litterally "cheat" to win.
A flat vertical climb with falling objects coming down at you. The players would have to avoid falling debris, broken paths, get through checkpoints and reach the top. You could also have it be a speed check that punishes people who are too slow on the climb to make them fall off via small wind currents that push away from the wall. Think like the building climb in Metal Gear Revengeance with missiles hitting the building, falling rubble, broken cracks. So you could even have a secret finish by going into the building itself with some little easter egg inside for people to have a chuckle at.
for those who want the pattern. its grass exit then road exit. if that makes sense. i dont think it was intentional but the pattern really helps make it easier
I don’t think there’s any intentional pattern even though he said there was. Because even with this it doesn’t make sense why one of them you go from the exit to the entrance and another you go from exit to exit. I think these levels are stupid when there’s no indication of what the right thing to do is.
when it comes to the croud sauceing the easist way to prevent it would be to have the dev make a command or a gate that turned off other peoples zeeps, but if you wanted to do it yourself; next time your making a map with a secret gimmic make a map where every hidden path actually has multiple possible successful routs that randomly change which work, so even if your following another zeepkist you might hit a brick wall.
I like this! A map with random logic as to which gate is the right gate. In theory all paths should be equal for a fair randomizer. There should be a very subtle hint to point you into which gate is open (a tree that slightly tilts L/R or center, or a little traffic light etc) people would have to figure out the cues for which gate is open. Maybe for added challenge so you don't immediately have the answer in the chat and have Maki times, each gate has a different cue, or maybe the cue could be randomly picked from multiple cue options that are present at each gate. If you build the track with vertical levels like Dapper's parking map, you won't get stuck as a track builder in a situation where your build is limited by the grid of previously built track pieces. Each floor gives a full option for 3 new gates
How about you, Dapper, and Kosmo replay some of your old tracks and see how well they held up. You can all say to yourselves, "What the Hell was I on when I made this?"
kAN, Here's a track suggestion: The Trench Run from Star Wars, Glider map, But it has logic blocks set up around so you have to "blow up" turrets. before a gate closes, and then race into the death star's exhaust port to the core where a further wheel track is located where you race out of the death star to the millennium falcon?
I think what Maki does, is able to 'get into the zone'. It's something I rarely can do in some games I play. Minimal input, minimal turning, minimal mistakes. A great example is the Maki Run at the end of the '3 hard causes you to die' map video. Watch how he controls the car, minimal turning and input.
Great dev move Yannic, putting up a demo 👍 lets people see if it will run on their system, and if they'll enjoy the game (i bought it years ago, but would have tried demo first if it had been available)
I have never played this game, but I imagine a good way to hide the seams would be to make the whole wall no-clip, then hide the real walls just inside it by a small offset. so the surface is a single block. or instead of hiding real walls inside, use invisible walls there.
I've only wathced the intro so far, but I just gotta say, I *love* this. This is evil, of the sort that makes your friends have trust issues. Very much looking forward to how this turns out.
He just drove straight in the booster panels and made the best possible turns, it's not that complicated. Just max out on booster contact and max out on maintaining speed every turn and you got yourself a quick time.
This would've been fun also if in every corner you had to turn right, but depending on the inverted steering the car would actually turn in different directions
Next quest. A multi lap track, where you use logic blocks to grant access to each checkpoint, going through the checkpoints drops the ramps to access the checkpoint stack. Going through the end/start block re triggers the ramps. Making shortcutting extremely difficult.
As you mention in a previous video ages ago, kacky tracks and funny concepts are the best, you love them, you love logic and I think you enjoy making and testing what's possible in Zeepkist! Next track idea is you should get your friend's favourite number and build a track where you have to go in the order of their favourite numbers (secretly ranking them with whoever's number last being the best) then the finish opens up back behind the start.
kAN't wait to get this level in RTM Jokes aside -> Amazing concept! I cant believe people still come up with new stuff. Thought I've seen everything now. Love the "puzzle" concepts
Cool track! If you are taking suggestions: make a track just like that, but the scenery segment (which is copied with every iteration) has 3 roads leading forward (for easier concealment of the correct way). The segment should have some kind of scenery (just like that one in the video). First segment is a "control one" with a tunnel leading to it telling you to memorize it. Every subsequent segment will have 0 to 2 differences from the control one. 0 differences = road to the left 1 differencs = road in the middle 2 differences = road to the right And make few subsequent segments.
How about a track where you quickly go through multiple steering inverted and steering reset zones one after the other, and then you have an immediate do or die turn right after. So the player has to very carefully keep track of whether or not their steering is inverted or not when they come out of the last one and have a split second decision for the doe or die turn. Basically, they can count the number of time the steering change sound effects happen, so if it is even, it is the way it was when they went in. If it is odd, it is changed Do this with a full speed omni-booster, of a fan making you go fast, and it could be nerve wracking. Or course, until players do it once and then the path becomes easy. But wait...can you combine logic with some random items to maybe make the correct do or die path change from run to run? Something falls into a tube that splits and depending on which final tube, the correct path is different.
Build a Large Square map with multiple checkpoints around it's edge, upon activating a check point a logic block will drop an impassable block in front of another checkpoint preventing the racer from completion. Map is only possible if checkpoints are passed in a correct order.
Love this! How about a track that splits up multiple times quickly, but one if the roads are blocked by invisible walls. Kinda like a mirror room, where you have no idea where to go. Keep it up!
Unfortunate that this video, with the segment about the demo starting Wednesday, came out on Tuesday. I lost track of which day it was, and was so excited to try the demo.
Okay so the routing from watching a run Road goes left, press right (to go right) Steering inverted Road goes left, press right (to go left) Road goes left, press left (to go right) Steering reset Road goes right, press right (to go right) Steering inverted Road goes right, press right (to go left) Road goes from left, press left (to go left) Steering reset Road goes from right, press straight (to go straight) Steering inverted Road goes left, press right (to go left) Road goes left, press left (to go right)
To expand on this, pick either Right or Left. Make a track with steering inverted sections. Make it so you only have to press one button the whole track.
How cool would this track be if instead of turning and falling it was another duplicate but the finish was hidden in 1 of the duplicate maps and there was only 1 way to get to it
How about a map with a downhill section with visible checkpoints and boosters and powerups/downs, and then an uphill mirrored section afterwards with hidden checkpoints and boosters and powerups in the same locations? So you have to remember!
build a track where you have to choose between 2 ways like 4 or 5 times and you don't know if you went the right or the wrong way until the finish (which is in only one of the 2^n paths at the end)
Noo, the steering input should show the input not the direction, this is no fun... Also I think the guys with the question, what is the logid, were thinking about something like for example when the steering is inverted you should go off the road and when it is not you stay on the road, or something like this.
kAN, how long have you been trying to build a proper NASCAR track? You could use Codewalt's bottle trick to force any number of laps without relying on putting checkpoints all over the place.
I don't get the logic behind the one where you need to go straight. All the other ones make sense to me, because you just treat the map as if it's mirrored over the long stretch of road, but in the one where you go straight, I feel like that concept was dropped.
First area is opposite of expectations, then opposite of the one before, the whole way. The one time you go around the arrows it's the opposite way you've been going the entire time, then it's opposite of the way before, etc.
It inverts following the road turn vs not for every other room, so room 1 don't 2 follow 3 do and so on even when the room rotates it's still the same rule
What other cool track ideas do you have?
A track where the road is decided randomly by cats walking on part spawners
Use logic to force players to complete the track in an unintuitive way.
When you were talking about cheat codes how about a multiple choice track where the fastest path is a cheat code? First you go up a ramp. Then up again.. Down..down. Left right left right Backwards then A to jump to the finish (konami code) xD have the other paths still get to the finish but the cheat paths use logic to unlock the shorter finish soo you can litterally "cheat" to win.
A flat vertical climb with falling objects coming down at you.
The players would have to avoid falling debris, broken paths, get through checkpoints and reach the top.
You could also have it be a speed check that punishes people who are too slow on the climb to make them fall off via small wind currents that push away from the wall.
Think like the building climb in Metal Gear Revengeance with missiles hitting the building, falling rubble, broken cracks. So you could even have a secret finish by going into the building itself with some little easter egg inside for people to have a chuckle at.
A track like the lost woods in botw where if you're off the "hidden" track long enough you die
Thanks for using my idea! This was fun to watch, though probably not as fun for everyone's brains to experience haha!
You are eeeevil hahaha
kAN, i'ma tell you this right now.
This is the idea of an absolute psychopath.
I love it, 10/10
7:47 OK, you absolutely must make a puzzle map where the solution is "⬆⬆⬇⬇⬅➡⬅➡ B A". You have no choice. The gaming gods have spoken.
What would be the "B A" part?
drive through a B somewhere then drive through an A somewhere
@@FoxSlyme Require Brakes for a jump, then require arms up for a different one
Oh that's a good one
for those who want the pattern. its grass exit then road exit. if that makes sense. i dont think it was intentional but the pattern really helps make it easier
I don’t think there’s any intentional pattern even though he said there was. Because even with this it doesn’t make sense why one of them you go from the exit to the entrance and another you go from exit to exit. I think these levels are stupid when there’s no indication of what the right thing to do is.
Two wrongs don’t make a right, but three rights make a left.
Meanwhile five rights is just right.
fake road, real road, fake road, real road was the logic
the dedication to flip everything, mad props
What a completely comprehensible explanation
It always amazes me how inventive and incredible these maps are and the creativity that goes into them
when it comes to the croud sauceing the easist way to prevent it would be to have the dev make a command or a gate that turned off other peoples zeeps,
but if you wanted to do it yourself; next time your making a map with a secret gimmic make a map where every hidden path actually has multiple possible successful routs that randomly change which work, so even if your following another zeepkist you might hit a brick wall.
I like this! A map with random logic as to which gate is the right gate. In theory all paths should be equal for a fair randomizer. There should be a very subtle hint to point you into which gate is open (a tree that slightly tilts L/R or center, or a little traffic light etc) people would have to figure out the cues for which gate is open. Maybe for added challenge so you don't immediately have the answer in the chat and have Maki times, each gate has a different cue, or maybe the cue could be randomly picked from multiple cue options that are present at each gate.
If you build the track with vertical levels like Dapper's parking map, you won't get stuck as a track builder in a situation where your build is limited by the grid of previously built track pieces. Each floor gives a full option for 3 new gates
How about you, Dapper, and Kosmo replay some of your old tracks and see how well they held up. You can all say to yourselves, "What the Hell was I on when I made this?"
Great idea
kAN, Here's a track suggestion: The Trench Run from Star Wars, Glider map, But it has logic blocks set up around so you have to "blow up" turrets. before a gate closes, and then race into the death star's exhaust port to the core where a further wheel track is located where you race out of the death star to the millennium falcon?
I think what Maki does, is able to 'get into the zone'. It's something I rarely can do in some games I play. Minimal input, minimal turning, minimal mistakes.
A great example is the Maki Run at the end of the '3 hard causes you to die' map video. Watch how he controls the car, minimal turning and input.
Great dev move Yannic, putting up a demo 👍
lets people see if it will run on their system, and if they'll enjoy the game
(i bought it years ago, but would have tried demo first if it had been available)
I have never played this game, but I imagine a good way to hide the seams would be to make the whole wall no-clip, then hide the real walls just inside it by a small offset. so the surface is a single block. or instead of hiding real walls inside, use invisible walls there.
I've only wathced the intro so far, but I just gotta say, I *love* this. This is evil, of the sort that makes your friends have trust issues. Very much looking forward to how this turns out.
This was such a cool concept! You guys shout get justMaki in a video sometime. It would be cool to hear how Maki does what Maki does!
As if he’d share his secrets…
He just drove straight in the booster panels and made the best possible turns, it's not that complicated. Just max out on booster contact and max out on maintaining speed every turn and you got yourself a quick time.
This would've been fun also if in every corner you had to turn right, but depending on the inverted steering the car would actually turn in different directions
Havent started the race yet, and I'm already laughing hilariously.
Next quest. A multi lap track, where you use logic blocks to grant access to each checkpoint, going through the checkpoints drops the ramps to access the checkpoint stack. Going through the end/start block re triggers the ramps. Making shortcutting extremely difficult.
As you mention in a previous video ages ago, kacky tracks and funny concepts are the best, you love them, you love logic and I think you enjoy making and testing what's possible in Zeepkist! Next track idea is you should get your friend's favourite number and build a track where you have to go in the order of their favourite numbers (secretly ranking them with whoever's number last being the best) then the finish opens up back behind the start.
Maki needs a custom car that's a rocket ship.
kAN't wait to get this level in RTM
Jokes aside -> Amazing concept! I cant believe people still come up with new stuff. Thought I've seen everything now. Love the "puzzle" concepts
Cool track!
If you are taking suggestions: make a track just like that, but the scenery segment (which is copied with every iteration) has 3 roads leading forward (for easier concealment of the correct way).
The segment should have some kind of scenery (just like that one in the video).
First segment is a "control one" with a tunnel leading to it telling you to memorize it.
Every subsequent segment will have 0 to 2 differences from the control one.
0 differences = road to the left
1 differencs = road in the middle
2 differences = road to the right
And make few subsequent segments.
10:00 You could have covered all of the walls completely with an intangible layer. That would have solved the seams issue.
Map but you have to "go shopping" where there is a line up of items at the start and the track you have to drive through the same (but larger) items
This is kinda great. Love the brain twist.
Can you do something like this but add the warp doors that Dapper had in a recent video?
Now do this, but have them drive backwards for extra wrinkles on the brain.
How about a track where you quickly go through multiple steering inverted and steering reset zones one after the other, and then you have an immediate do or die turn right after. So the player has to very carefully keep track of whether or not their steering is inverted or not when they come out of the last one and have a split second decision for the doe or die turn. Basically, they can count the number of time the steering change sound effects happen, so if it is even, it is the way it was when they went in. If it is odd, it is changed
Do this with a full speed omni-booster, of a fan making you go fast, and it could be nerve wracking. Or course, until players do it once and then the path becomes easy.
But wait...can you combine logic with some random items to maybe make the correct do or die path change from run to run? Something falls into a tube that splits and depending on which final tube, the correct path is different.
small concept that might work. try nr.2
__
I I
Honestly, the better name for this track would be 'Mirror Mirror'.
Build a Large Square map with multiple checkpoints around it's edge, upon activating a check point a logic block will drop an impassable block in front of another checkpoint preventing the racer from completion. Map is only possible if checkpoints are passed in a correct order.
I still would love to see a revist to the first ever map ideas you guys ever had and redue in a modern map
This is such smart advertising at the end heh
Love this!
How about a track that splits up multiple times quickly, but one if the roads are blocked by invisible walls. Kinda like a mirror room, where you have no idea where to go.
Keep it up!
Unfortunate that this video, with the segment about the demo starting Wednesday, came out on Tuesday. I lost track of which day it was, and was so excited to try the demo.
Goose and Mavericks favorite track
Okay so the routing from watching a run
Road goes left, press right (to go right)
Steering inverted
Road goes left, press right (to go left)
Road goes left, press left (to go right)
Steering reset
Road goes right, press right (to go right)
Steering inverted
Road goes right, press right (to go left)
Road goes from left, press left (to go left)
Steering reset
Road goes from right, press straight (to go straight)
Steering inverted
Road goes left, press right (to go left)
Road goes left, press left (to go right)
there is a bit of a pattern: wrong way, then right way, then wrong way, then right way, etc
Great "Kan"cept
The other day I saw a player with the name warKan. Combination of warcans and Kan :p
I love this, it's like the Lost Woods!
I love this track so much!
Mini gold track. Where there is multiple endings where you crash and your body has to do the last part.
Maki WISHES he had half the skill of Warcans
kAN is pure evil on this xD
Ok so a track, but you jump from boat to boat to get treasure
Maki should record all these and you guys should just include the maki run at the end of your videos
To expand on this, pick either Right or Left. Make a track with steering inverted sections. Make it so you only have to press one button the whole track.
The pattern is grass > road > grass > road > etc. and I think it's funny that might've not been intentional
Nice. I would fear racing this
You should try to make a multiple choice story track that has multiple endings
Satan bows before you oh wicked one
What if you make a very long track and it loops but there is one fake wall that leads you to the end
60% steering preset and steering perfect every turn
How cool would this track be if instead of turning and falling it was another duplicate but the finish was hidden in 1 of the duplicate maps and there was only 1 way to get to it
You could've made entire wall clipthrough, and block unwanted parts with invis walls. That wouldn't screw with shadow map
A nice Kancept
How about a map with a downhill section with visible checkpoints and boosters and powerups/downs, and then an uphill mirrored section afterwards with hidden checkpoints and boosters and powerups in the same locations? So you have to remember!
Thats a thing you can do,interesting
Yes pain!!! 😂😂😂
Maybe make a track that has multiple identical pathes, with different obstacles on each path but only one is the end😂
build a track where you have to choose between 2 ways like 4 or 5 times and you don't know if you went the right or the wrong way until the finish (which is in only one of the 2^n paths at the end)
Noo, the steering input should show the input not the direction, this is no fun...
Also I think the guys with the question, what is the logid, were thinking about something like for example when the steering is inverted you should go off the road and when it is not you stay on the road, or something like this.
soap track but the steering is inverted
would have been fun, if they had to drive the konami-code
Maybe you could build a track where depending on which side of the road you are the track changes🤔
Make a pachinko like machine where its outcome changes the track layout
You should make a video where it starts with you reading idea comments and see what justmaki thinks would be a challenge.
Then make it.
bobsled train you need to use a bobslede to jump trou a train to react the end because of ice
I’m guessing all the windmills are for Yannic? 😂
GG guys!
Me when I the, good video, enjoy
kan is a menace
Do more trailmakers
please make a road runner like map where there are "fake" tunnels and road
This is TRIPPY man
Approximately 18 hours >:(
I'm sad that it's not Wednesday yet
can you make a portal/gravity based level in the manner of the surrealist artist Maurits Cornelis Escher?
W save bro
kAN, how long have you been trying to build a proper NASCAR track? You could use Codewalt's bottle trick to force any number of laps without relying on putting checkpoints all over the place.
Great track, but photo mode ruins it, people can just see the solution before driving it.
Kannot steet inverted
did you think about Maki being AI finding and ridinge the best path possible?
I don't get the logic behind the one where you need to go straight. All the other ones make sense to me, because you just treat the map as if it's mirrored over the long stretch of road, but in the one where you go straight, I feel like that concept was dropped.
that is the logic
a track where your blind and backwards
Right to go left
Dammit no free Zeepkist today
no freepkist :(
Free zeepkist is good :D trickier then I thought it would be, but good :D
should of put random shortcuts in there
Take a drink every time Kan calls a ghost block an invisible block
It's almost Wednesday, my dudes
These are so fun
Free demo you say?
I know which way to go kind of but I’m still confused
I watched the whole vidéo and still dont' get the logic behind it. It hate those "find the pattern" kind of puzzle.
First area is opposite of expectations, then opposite of the one before, the whole way. The one time you go around the arrows it's the opposite way you've been going the entire time, then it's opposite of the way before, etc.
The classic there is no logic after the first 4.
It inverts following the road turn vs not for every other room, so room 1 don't 2 follow 3 do and so on even when the room rotates it's still the same rule
@MultiBuildMaster it is almost ⬅️ ▶️ ⬅️ ▶️ ⬅️ ▶️ ⬅️.
so you didn't add a cheese for yourself?
Wait .. am i stupid or are the windmills hints
the demo's tomorrow?