[Distance] Ariengy 2 @Tribow
[Distance] Ariengy 2  @Tribow
Uploaded February 2023 | Updated September 2026, 2 weeks ago
spell
crowded
military
cannon
harass
woebegone
zephyr
trucks
humdrum
afterthought
hospitable
exciting
wooden
spring
late
accidental
unwieldy
ocean
meddle
excite
furtive
dinner
noise
capable
mourn
tour bite-sized
nimble
receive
detect
squeeze
giraffe
books
metal
gullible
desert
connection
brother
machine
volcano
worry
toes
cross
romantic
sick
concerned
rainy
lame
bake
memory

The process of making this:
Step 1: Randomize the track layout. I do not use trackmogrify but instead I use my own math with 75 track nodes. This math will make the track generally follow a line. The rotation of the track nodes are random within certain values (the nodes won't face the opposite direction of the track). I don't mess with scale.
Step 2: Edit the track layout to be actually playable, but I have some restrictions. I can only merge track nodes, subdivide and make a new track node, or split a track node to make a transfer. I'm not allowed to move or rotate any randomized track node.
Step 3: For decorations/obstacles, I will use objects from the Buildings, Decorations, Obstacles, and Simples folders in the Library. I randomize which subfolder to use within each one. There is a chance I don't use the folder at all as well. If I do use the folder, I will randomize 1 to 5 different objects I can use from the folder and randomize which objects I choose.
Step 4: I use whatever objects RNG chose to decorate the level. Decorations are not placed randomly, nor are obstacles.
Step 5: I randomize nearly every property in the Level Settings tab aside from modes, medal times, and abilities.
Step 6: I randomize the properties of each type of object used within the level.
Step 7: There's a 50% chance I randomize a particle in the background, I only adjust the fade near/far for visibility.
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Tribow |

[Distance] Ariengy 2

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