PapyChampy wrote:I fear that it would be used badly in around 90 % of maps. (Flickering textures, colliding blocks, etc...)
It has already been widely bad used for ages. On another hand some mappers are so bad that you should even prohibit them to use the normal editor if you wanted to prevent bad maps.
PapyChampy wrote:Editors limitations are also here for a reason. To keep recognizable patterns, so that players in general know what to expect.
Nevertheless, those limitations, associated with the lack of some blocks, are a too restrictive. Basically, we waited for years the cliff-side checkpoints in coast and several canyon blocks have no symetric version (only left or only right turn exist).
I think the "home made blocks" could even be a more powerful tool than TM-Unlimiter. But until now it didn't developped very much and we can see only few objects in Maniapark. I am sure we can archieve much better results than that, it would be amazing to have custom blocks that can connect to others. For instance, it could enable us to create the transitions that lack or even new types of blocks (the intermediate width roads between the small and the GP, for instance).
Last but not least, when you talk about recognizable patterns and knowing what to expect, i could answer some people like to be surprised by innovations they didn't expect. And this could also be part of the mapping art.
Akbalder wrote:I would sign a petition to prohibit Unlimiter Tool.
Almost all the map done with it are bad...
I would sign a petition to prohibit the useless and extremist posts. If everyone could prohibit everything displeases him/her, there wouldn't be many things still allowed... I don't like most of the TM-Unlimiter maps either, but it can be useful sometimes.
meuh21 wrote:Maybe the solution is, like for objects, to allow free editor only in titles. So the originals environements will stay "pure".
This seems a bit too radical to me. I think there are two possibles uses of the mixmapping.
You can input hexa modifications at small doses in "normal" maps, to fix a cut, to make a spectific transition you really want, for instance. In this use, you build the map with the normal editor and you use the TM-Unlimiter only when you need it for some spots. The map will not be that surprising for a casual player and its overall layout will remain close to a normal map. This use could be enabled in normal maps.
Besides, there are the maps that are specifically based on Unlimiter, of which bennnnnnn was the pioneer and some others followed when it became easy. It becomes a map-style in itself and it could even become an option in MX (choose between normal, FS, Tech, Lol, blabla, Hexa). I wouldn't mind to have those ones gathered in a title-pack and separated from the rest.
meuh21 wrote:Without Unlimiter mapping is the only field with very restricted possibilities.
The physics of the car is still 100% restricted... And you may underestimate a little bit the possible diversity of maps even without the use of this tool. Our language is restricted to 26 letters, but we can still reach the infinite with it.
Nevertheless, i think the blocks of Canyon are rather harder to use than those of former environments, partly because they have a large size. PapyChampy may remember the teamspeak talk we had about this concern. Small blocks enables far more combinations. I believe the GP blocks of coast are the better picture, the diversity of driving lines is just infinite with them and you can allways find new things.
I could do a comparison with the Chinese letters: as they don't (roughly) stand for a sound but rather for a word or an idea, you need more of them to have a proper language. So it's mostly a choice between lots of big blocks or few small ones. But should we remove the grammar rules?
meuh21 wrote:Use the MT is difficult, make a object is difficult, create a model is difficult, etc. Why build a map should be only easy ?
Ironically, TM-Unlimiter really makes easy something that could remain difficult, which was way more difficult before the TM-Unlimiter release. Maybe, precisely, people ask for TM-Unlimiter because they want the mapping to remain easier than the other kind of creations, even the hexadecimal mapping.
PapyChampy wrote:The ability to build transitions/find solutions in order to deal with the editor's limits are also what makes the beauty of it. =)
And it led us to another mapping style, based only or almost on the transitions. It became a bit annoying to me, because some people seem involved in a competition, like "who among us will find the ulitmate transition?", which leads to lots of transitions that are rough, unflowy, ugly or simply inappropriate for real racing. I don't claim to forbid transitions, though.
PapyChampy wrote:Some "restrictive areas" for some blocks are a bit too large, though.
x1000, +1000
PapyChampy wrote:@ zarexz : the problem with this example is that some blocks overlap, and others don't. So the standard overlapping standard is defined by the biggest block available. (generally an arena square, as it occupies the biggest space possible in the editor grid.)
Well, i don't know much about the technical issues here. But i thought it should be possible to know the space that is fullfilled with matter, and then to just forbid a same point to be fullfilled by matter from two blocks. It doesn't seem complex on the mathematical side, but i don't know how it is computated, so maybe it's complex or even unmanageable.
BLiNNeMaNS wrote:In my opinion those lips shouldn't be the bottleneck in the 1st place as they are only a helper tool for starting trackbuilders.
Sometimes you can make some textures disappear if you don't respect those lips rules with unlimiter. I don't remember an example in Canyon, but the lip face of the grey blocks of island disappeared if you put something else than the right block in front of them. Which leads to an ugly hole to the void. I can't assure this kind of issue couldn't happen on Canyon or any future environment.