Starting Line
Only one speed boost attached to a wall in order to teach climbing mechanics in the level.
Player start race facing towards the main landmark, which will act as an anchor point for players during their race.
First Grapple
First grapple point design around to be really forgiving. Fences keeps players in track and bounces them back to the optimal path on any failed grapple, while curved walls assists players in ball mode whom did not take the grapple.
First Challange
Right after first grapple players can jump in order to get a boost from a boostpad. Then they face a hazard orb which will slow them down on collision and they face a grapple point like the first one.
This section puts down basics of high level play such as, getting additional boostspads, dodging hazard orbs.
First Gap
First gap uses the same rules from optional boostpad from previous sector, jump to get boost.
But this time there is a telegraphed gap between to pieces of track and players need to jump in order to continue.
This section forces players to jump, whom will more likely take the additional boostpad from the previous section during next lap.
Alleyway Split Path
This section designed around to be only area in the track that aims to separate players.
Players can go straight forward in to the construction site or climb up and take the roof of construction site.
Path to climb up marked with additional boostpads on the walls same as the “Starting Line” section.
Construction Site - Main Path
Main path of the construction site offers additional split.
Idea behind this design is give the immersion of decision making to the players and force players not tailing each other for short amount of time.
Construction Site - Optional Path
Rooftop of the construction site offers two different paths, players can join others via rolling down or continue from sides to take additional boosts and jump to the climbing sector.
This section offers huge rewards to the high skill play since both options offers a higher entry speed to climbing sector which comes next.
Climb
Where there is a drop there is a climb.
Climb had to problem being the unfair and boring part of the track.
A better angle that gives more gradual climb eliminates every unfair events caused by the camera.
Boostpad stationed at the middle of the climb makes section more faster, eliminating the boring aspect, while section still serves as the speed resetting section, which serves as a catch-up sector.
Downhill Sector
Downhill sector serves as a speed build up section.
This section also serves as the entrance to the building to make the buildup for upcoming section.
Tunnel - Without Lights
Tunnel section designed as a section can be navigated easily in high speeds with both forms.
Boost pads on the wall serves as point of interest which marks the optimal path.
Tunnel - With Lights
Tunnel has given a better visual taste with lighting. Since players will be fast in this section, due to the previous downhill section, little point lights formed in order to give another layer of feedback of speed within the level.
Dual Grapples
Dual Grapple section protected it’s original form from previous version.
Section still serves as the section greatly rewards the high skill level play which is managing to take two consecutive grapple points perfectly.
Players failed to do that are still assisted via the curved walls around the section.
Helix
Same lighting practice in tunnel is put in to the helix as well. Helix serves as a downhill section that involves interesting geometry.
Series of point lights guide players, while the main landmark states that player is close to the finishing line.
Pool Section - Repeating Boostpads
Pool section re-designed to be a wider hairpin turn. Grappling gives full assistance to players.
Four less effective boostpads planted to the section in order to give maximum feedback. Speed boost however directly given by grapple point itself for sake of not breaking the illusion.
End Tube Exit
Tube exit re-designed as a lip rather than a short climb to increase speed output lunch.