Sentences with phrase «between points on the map»

Fast Travel between points on the map wasn't much better, at 1:15.

Not exact matches

Orienteering is, simply speaking, getting between a series of points marked on a map as quickly as you can, with only the aid of a compass and your own navigational skills.
By measuring on many locations with micrometer spacing between the measurement points, we can construct a two - dimensional image of the surface's repellency, called a wetting map,» explains Professor Quan Zhou from Aalto University School of Electrical Engineering.
By systematically colliding nuclei at a wide range of energies, physicists in RHIC's STAR collaboration are searching for evidence of a special point on their map of these nuclear phases and the transitions between them — the nuclear phase diagram.
But even though the schedule had been announced weeks in advance on the conference Web site and everyone had a map, dozens of people got lost or distracted between the conference venue and the meeting point.
Between the artsy character portraits, the lush maps, the beautiful battles and the excellent use of 3D, Awakening is by far the best looking game I've seen on the 3DS at this point and perhaps the most visually stunning title in the entire series.
It gets bogged down in glorified fetch quests for long periods of time, sending you pinging between different points on the map to take in unexciting dialogue exchanges.
Because the study indicates a linear relationship between time spent on DreamBox and achievement gains, students who use DreamBox for the recommended 60 minutes per week stand to experience an increase of 7.5 points on the MAP.
Coupled to a tight schedule and blighted by wintry weather forecasts across northern Europe, we consult the map and search for an approximate midway point between Calais and Munich, eventually settling on the small town of Nürburg, nestled in the Eifel region of Germany.
In fact, I honestly wished there was a save - state feature on the Vita for this title as the save points were too few and far - between, made worse by the fact that you can't save on the world map.
The levels were as interesting as any other Halo campaign but due to the better graphics and the ability to climb up a ledge rather than having to jump above it's height it made it great to explore for skulls and collectables, within the 9 hour co-op game both myself and Russ found ourselves venturing off and climbing up different parts of the maps to see how high we could get or what was hidden away, we came across a few Easter eggs on the way and found some rare or «special» weapons, Halo has always been a FPS which you have to explore to find Easter eggs etc. but Halo 5 just seemed better than the rest for this, the game flowed well between each level bouncing from blue team and team Osiris following the story to show where paths cross and what each team is doing in between, I feel like all of the trailers kind of pointed the story into a different direction to the way the campaign developed which was surprising and confusing at the same time but none the less it was a great campaign and one of the best Halo games I have played in many years, I was never a fan of Halo 4 I thought it lacked everything a Halo game should be but Halo 5 has surprised me and was well worth the wait.
You'll unlock a plethora of points on your map by strolling up to campfires and pressing Triangle, but you'll need to use a Fast Travel Pack to zip between them.
- the team has been adding weapons one by one because they want the same amount of attention for each weapon - the team learned that when they added two new weapons at once, one would end up getting overshadowed by the other - there were more new stages than returning stages because bringing back old stages would have little surprise - since they want to satisfy both new and returning players, they changed the order of stage additions - there weren't any major direction changes in balancing from Splatoon 1 - there have been more pattern combinations between weapons and stages, so there was more involved to balance them all - matchmaking is handled by getting 8 players with similar rank points, and then they're split by weapons - the rank point gap between S + players is bigger than ordinary players - only about one in 1,000 active players are in the S +40 to S +50 region in Ranked Battles - there's even less than one in 10 players that reach S +, while 80 % of the overall player base are in A or less - about 90 % of S + ranked players are within a + / -150 hidden ranked power range - rock was the popular genre in Splatoon, so they tried changing it for the sequel - they prioritized making good background music first before forming the band to play that music - the design team would make the CD jacket - like artwork afterwards - due to this, the band members would often change; some getting added while some others removed - Off the Hook is an exception, as they first decided they would be a DJ and rapper along with their visuals first - Off the Hook's song came afterwards - In Splatoon street fashion was the trend, but in Splatoon 2 they tried adding more uniqueness - the aim was to add Flow with ethnic clothing and Jelfonzo with high fashion - all Jellyfish in this world are born by splitting, which means Jelfonzo was born by splitting from Jelonzo - Jellyfish are like a hive mind - when they hold a wedding ceremony, they're just simply holding the ceremony - Jelonzo and Jelfonzo start gaining their own consciences so they can speak - Flow used her working holiday to go on a trip before reaching Inkopolis Square - during the trip, she met the owner of Headspace - the owner liked her, so she got hired to work there - Bisk has a unique way of speaking: anastrophe - the team tried to express him as an adult man - they made him into a giant spider crab because they wanted someone with high posture - he came from a cold country and broke up with his girlfriend to join a band - just like Flow, he became attracted to squids - Crusty Sean finally has his own shop, but he opened it because he's someone who follows the current trends - one of the trends happens to be people opening their own shops - drink tickets aren't stacked, but the probability is higher than a single brand - the music in Inkopolis Square changes depending on the player's location - sounds contribute to creating atmosphere in the location - the song at front of Grizzco Industries had an atmosphere that feels like some smell can radiate from the game screen - as for Salmon Run, they imagined it as a Japanese restaurant outside Japan that is not run by a Japanese person - each time the player moves between the shops, the game uses an arrange shift that shows the personality of each inhabitant - the arrangement in Shella Fresh is related to Bisk's guitar and mystery files that describe his past - with the Squid Sisters moved to Hero Mode, Off the Hook was put in charge in guiding battles and festivals - Bomb Rush Blush has an orchestra «because it would sound like the final boss» - the team wanted to express the feel of the story's real culprit with this music - the probability of each event occurring in Salmon Run is different - there are no specific requirements, meaning they're picked randomly - this means it's possible for fog to appear three times in a row - the Salmon have different appearances based on the environment they're raised in - if the environment is harsher, they would become large salmon - Steelheads and Maws have big bodies, while Scrappers and Steel Eels have high intelligence - Salmons basically wield kitchenware, but everybody else has a virtue in fighting to actually cook the Salmons - Grill is the ultimate form of this - when Salmons are fighting to the death, they can feel the same sense of unity - they would be one with the world if they were eaten by other creatures, and they also fight for the pride of their race - MakoMart is based on a large supermarket in America - the update also took place on Black Friday in America, which was why Squids are buying a lot of things in the trailer - Arowana Mall looks like it has more passages because there are changes in tenants and also renovation work - Walleye Warehouse has no changes at all, because the team wanted to have at least one map that stayed intact - the only thing different in this map is the graffiti, which is based on the winner of Famitsu's Squid Fashion Contest - all members in the band Ink Theory graduated from music university - they are well - educated girls who also do aggressive things - the band members wearing neckties are respecting the Hightide Era from the prequel - the team will continue adding weapons and stages for a year, and Splatfests for two years - the team will also continue to make more updates including balancing
- the eight protagonists won't have similar stories to each other because the team wants players to enjoy different experiences - the other six protagonists will have jobs different from Orberic (Swordsman) and Primrose (Dancer)- Orberic and Primrose were chosen for the demo because their starting points are closer to other party members - each protagonist will have different starting points, so there may be a gap in the progress difficulty - the team is trying to even things out, but they don't want every character to have the same difficulty, as that would be boring - the demo has surpassed 1 million downloads worldwide - a demo was released because they thought simply publishing screenshots and trailers wouldn't convey this game's fun factor - more than 80 % of the overseas player base found the game interesting - there was one player who won against a high - leveled NPC in a Duel, and another who defeated all bar customers - the team had expected the former, they didn't expect the latter - the music was received very well, which comes from composer Yasunori Nishiki - overseas players complained of hard - to - read text, because the UI was based on the Japanese version, which will be adjusted - the biggest complaints were about slow map movement, and the lack of fast - travel - both of these features have been implemented, with faster movement and fast - travel between cities - players also found the screen too dark, so devs are adding waypoints for paths and also bigger roads - there will be an Event Skip feature, as well as the ability to freely watch events that have been already seen.
The map you have displays all the right information, but doesn't zoom in enough to get a sense of distance between points of interests, nor specifics on objectives for any quests.
Just like previous entries, players choose between completing main missions to move the story forward — which usually feature the best action set - pieces and scenarios in the game, taking on side missions to gain additional experience and bonuses, and conquering outposts — here in the form of campfires and outposts — in order to fast travel between points in the map.
But unlike other genre - bending sandbox sims, Bounty Train keeps a focus on fixed points instead of free exploration of the map, allowing the player to focus on things like the complex economy, resource management, and the interplay between various factions and characters, opening up in a way few games of its type do, and creating an entirely unique experience.
One wonders if Weber and Stritzler - Levine realised just how far off the map they would go when independent institutional curator José Roca, a native of Colombia who now lives in Bogotá, agreed to take on the project.1 Inspired by a show of Andean chuspas — bags made from coca leaves — that would run simultaneously in the BGC Focus Gallery, Roca envisioned immersive environments in which the paradoxes, polarities and points of contact between diverse artistic practices are explored through the tropes of the river and weaving.2 The works themselves provide their own context as they interact with each other and viewers, who are given a minimalist illustrated pamphlet as their only guide to what they will encounter in the gallery spaces.
Tilting the logo on its side to create a letter «U» and using the negative space in between to symbolize a destination point on a map.
Kafre's solo exhibition Things, Mereology and Schemes is a new body of work focused on three main topics of particular interest to the artist: (1) Things — the distinction between the natural things, non-natural things and the artifacts that occur between them; (2) Mereology — the philosophical and mathematical study of parts and the wholes they form, and (3) Schemes — a scheme consists of a table's structure, which physical constitution is mainly due to columns, names and variables and the relation between them; used to map out something, or to design the internal of a logical system; the main points of an argument or theory, etcetera.
The notion of conceptual mapping, as well as more formal decisions, act as points of connection between the two series of works on view.
New York and North Adams, Massachusetts, Drift of Summer, RM Gallery, Auckland, New Zealand Observe / Recognize, Berlin Gallery at Legends Santa Fe, Santa Fe, New Mexico 2010 Collision, Rhode Island School of Design Museum, Providence, Rhode Island Lush Life, Invisible Exports Gallery, New York, New York Everyday Mystics, Patricia Sweetow Gallery, San Francisco, California Vantage Point, Recent Acquisitions, Smithsonian National Museum of the American Indian, Washington DC Raw State, Shelby Street Gallery, Santa Fe, New Mexico New Paintings, Staley Wise Gallery, New York, New York Alluring Subversions, Timken Art Center, California College of The Arts, San Diego, California Currents, University of Northern Colorado, Greeley, Colorado organized by Cicely Cullen 2009 On Stellar Rays, Lover, New York, New York, organized by Kate Gilmore and Candice Madey Signs Taken For Wonders, Jack Shainman Gallery, New York, New York, organized by Isolde Brielmaier, Surveillance, Affirmation Arts, New York, New York, organized by Rachel Vancellete Solution, DiverseWorks, Houston, Texas, organized by Janet Phelps Eiteljorg Museum, Recent Acquisitions, Eiteljorg 2008 - 09 Fellows, Indianapolis, Indiana The Banality of Good, Claremont Graduate University, Claremont, California, organized by Chris Christion Currents, Metro Visual Arts Center, Denver, Colorado, organized by Cicely Cullen Relevant, Nathan Cummings Foundation, New York, New York, organized by Amerinda 2008 Blueballs, Production Fund LAB, New York, New York, organized by Jackie Saccoccio Visions, Flushing Town Hall Projects, Flushing, New York, organized by Omar Lopez - Chahoud Voices of the Mound, Institute of American Indian Arts, Santa Fe, curated by Linda Lomahaftewa - Singer Kentler International Drawing Space and Long Island University, Native Voices, New York, New York 516 Arts, Cautionary Tales, Albuquerque, New Mexico, curated by Holly Roberts Jersey City Museum, 1 × 1 Project, Shameless, Jersey City, New Jersey, curated by Rocio Aranda Alvarez Circa Art Fair, Puerto Rico, with Samson Projects Volta 4, Basel, Switzerland, with Samson Projects 2007 SONOTUBE, Santa Barbara Contemporary Arts Forum, Santa Barbara, California, curated by Miki Garcia Off The Map, The National Museum of the American Indian, Smithsonian Institution, New York, New York, curated by Kathleen Ash - Milby New England School of Art and Design, Boston, Massachusetts, organized by Charles Giuliano Postmillennial Black Madonna (in two parts): Paradise @ MoCADA, and Inferno @ Skylight Gallery, Brooklyn, New York Newark Open 2007, Newark, New Jersey, organized by Omar Lopez - Chahoud 2006 The Aldrich Museum of Contemporary Art, No Reservations, Ridgefield, Connecticut, curated by Richard Klein Paul Kopeikin Gallery, Paperworks, Los Angeles, California, curated by Daria Brit Shapiro Westport Arts Center, BROOKLYN, Westport, Connecticut, curated by Amy Simon State University of New York, Paumanoka, Stony Brook, New York, curated by Stephanie Dinkins The Jersey City Museum, Tropicalisms, Jersey City, New Jersey, curated by Rocio Aranda - Alvarado ARCO, Madrid, Spain, with Samson Projects MACO Art Fair, Mexico City, Mexico with Samson Projects 2005 Le Désert de Retz, Massimo Audiello, New York, New York, curated by David Hunt Alona Kagan Gallery, From the Root to the Fruit, New York, New York, curated by David Hunt Out of Bounds, Wave Hill, Glyndor Gallery, Bronx, New York, curated by Jennifer McGregor Evolving Pattern, New Jersey State University, Jersey City, New Jersey, organized by Midori Yoshimoto Play, Iandor Fine Arts, Newark, New Jersey, curated by Jomo Jelani Heywood Artists Alliance AIR Exhibition, Cuchifritos Gallery, New York, New York 2004 The Urge That Binds, Samson Projects, Boston, Massachusetts Jersey City Museum, Jersey (New), Jersey City, New Jersey, curated by Dr. Rocio Aranda New American Talent, The Jones Art Center for Contemporary Art, Austin, Texas, selection by Jerry Saltz The Space Between Words, Kean University, Union, New Jersey, curated by Judith Page Timeless / Timeliness, Aljira Center for Contemporary Art, Newark, New Jersey, curated by Dominique Nahas Super Salon, Samson Projects, Boston, Massachusetts, curated by Camilo Alvarez
Next up, a lawsuit against Rand - McNally because the distance between two points is actually 26.2369 miles, not the 26 miles marked on the map.
You'll be able to pull up an «ink workspace» with tools and apps that support styli, draw a line between two points and annotate stops in between in Maps, and auto - create reminders based on written notes, for example.
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