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.
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.
![[Distance] Level Editor #2: Particles
Alright this is a pretty big one. Particles are a big subject to talk about.
This goes over every single particle option.
I usually dont edit these videos as theyre improvd in one take, but there were a couple a moments where I mispoke, so theres minor text edits.
Is something confusing you? Ask me about it in comments!
Suggestions for topics to focus on? Suggest it ya dummy! [Distance] Level Editor #2: Particles](https://i.ytimg.com/vi/7YNunkuBBvs/mqdefault.jpg)
![[Distance] 五神宝 ~ Eternal Request
Amuse me.
The first level in Distance based off of touhou!
Each section is based off of one of Kaguyas spellcards.
I actually really like how this level turned out even if that one section is a little bouncy. [Distance] 五神宝 ~ Eternal Request](https://i.ytimg.com/vi/84j_czoo2Vc/mqdefault.jpg)





![[Distance] Motorway
My first lap track. This track asks the player to utilize boost pads to get as much speed as possible for each lap.
Found this to be a lot of fun. [Distance] Motorway](https://i.ytimg.com/vi/A2dub74PP1o/mqdefault.jpg)
![[Distance] 鼓符 ~ Pristine Thunder
A storm is brewing in the realm above the clouds...
The thunderous beats of the drums calls upon lightning
to strike from the heavens.
Yeah thats right, its another touhou themed level. This time I actually did base the level off of the song instead of just the touhou characters spellcards. I used the music to discern the general intensity and vibe of the gameplay and I used Raikos character as big inspiration for the visuals and even a gameplay mechanic near the end. Really happy with how it turned out.
yeah thats the warthog Distance, racing, game, video game, time trial, modding, mods, custom car, workshop, level, gaming, showcase [Distance] 鼓符 ~ Pristine Thunder](https://i.ytimg.com/vi/A6eZvql13aI/mqdefault.jpg)
![[Distance] Banana Boat
Can you beat the banana boats? [Distance] Banana Boat](https://i.ytimg.com/vi/AU1a-av1pLk/mqdefault.jpg)
![[Distance] Interlink by Iynk and Kinix (99 Ghosts)
Had to turn off environmental sounds and obstacle sounds for this unfortunately, it cut the music off.One of the newer levels made. Very grreat purple theme.
This is using a plugin created by Seekr called Tweakr, which you can find here: https://github.com/Seeker14491/Tweakr/releases [Distance] Interlink by Iynk and Kinix (99 Ghosts)](https://i.ytimg.com/vi/AWXAngdLZLw/mqdefault.jpg)