Review after 11 years Trackmania

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adamkooo2
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Re: Review after 11 years Trackmania

Post by adamkooo2 » 04 Jul 2017, 08:42

TMarc wrote:
03 Jul 2017, 22:33
I would wish a map specific setting for gravity, acceleration, maximum speed and others. But that's probably only something for MP5...
You can create a custom vehicle with custom parameters (acceleration, steering, gravity) and use it on maps you built now, in MP4 ;)
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Re: Review after 11 years Trackmania

Post by Rots » 04 Jul 2017, 11:29

i7mean wrote:
03 Jul 2017, 14:30
Personally I enjoy much more dirt now than before in Valley. I don't see why so much shit on valley dirt now, it's a step forward imo. It had to be different than stadium, don't just expect a stadium dirt on every environment.
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Re: Review after 11 years Trackmania

Post by Dommy » 04 Jul 2017, 11:41

Imo, ValleyCar on dirt behaves a lot better now, compared to MP3. It's easier to control it using keyboard, as well as a little analog stick touch doesn't make the car turn insanely fast.
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Re: Review after 11 years Trackmania

Post by TMarc » 04 Jul 2017, 18:08

adamkooo2 wrote:
04 Jul 2017, 08:42
You can create a custom vehicle with custom parameters (acceleration, steering, gravity) and use it on maps you built now, in MP4 ;)
Really!? this sounds cool :thumbsup:
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Re: Review after 11 years Trackmania

Post by rat_in_car » 24 Aug 2017, 09:54

IMO the main problem in this game is that it has really big community, but nobody from TM crew listen them. You may write all your suggestions and complains, report any bugs and probability that there will be any improvement/fix is like 0.01%. Everything was written before, you're not first persons who complains about handling, about similarity of environments etc. But nobody cares!

I think main problem with car that is glued to the road is change control from immediate (TMU/TMS) pad oriented into slowed down (TMN/TM2) for KB players. Now game has no possibility to check if you turn too fast, because you just can't. So everyone should be happy - game is for KB players now and gives no advantage for gamepad players. But fact is that this created situation where envs are just boring. Even on lagoon with ALMOST immediate turn, that "almost" is slowed down and makes handling more difficult - both for gamepad and keyboard players.

Problem is also small car weight - sometimes this game is like flight simulator - after jump car flies for a looong time. What is more annoying - car, even from straight road, after jump leaning to the one side. Or turns unexpectedly in some cases - I even made a test map with straight road, few turbos and wooden loop on lagoon - car ALWAYS turns right itself on loop. Which makes an impression that control has no sense.

But as I said - you may complain and wait YEARS (literally) for any answer or reaction and you'll get nothing (or you'll get ban for not being polite, which means you're not writing only good things). If TM programmers will hear what people wants and not trying to be "we're always right" type persons, then this game may be much better.

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Re: Review after 11 years Trackmania

Post by TheBigMiike » 24 Aug 2017, 11:00

Rots wrote:
04 Jul 2017, 11:29
i7mean wrote:
03 Jul 2017, 14:30
Personally I enjoy much more dirt now than before in Valley. I don't see why so much shit on valley dirt now, it's a step forward imo. It had to be different than stadium, don't just expect a stadium dirt on every environment.
Agree :1010
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Re: Review after 11 years Trackmania

Post by spikeballthehedgehog » 26 Aug 2017, 00:40

Also, one thing that really upsets me as well is how much the esports scene here has degraded. Remeber in 2013 when we had a $100K professional SM league hosted by IGN? Remeber when larger esports orgs like Dignitas, BX3, and Team Acer had TM teams? Remember when there was reasonably sized LANs for TM?

Now what do we have? A few online tournaments, and the one LAN from the MP aniversary. Hylis even said around the release of SM that he wanted TM2 and SM to be viable esports, he even said he was using games likes CS as a basis for SM as an esport. The issue is how much the game has degraded in player base. MP4 felt like a huge step back in my mind. The new UI is ugly IMO, remeber when the community cried after MP2 that they wanted the old dynamic menu screens back? I was so happy when Nadeo added them back. Now the new static title screens are dull and feel like a step in the wrong direction.

Also, it feels like the vision for MP as a whole has been lost. Remeber how we were promised 3 enviros for each title. 3 for TM, which we have now, 3 for SM, and whatever was supposed to happen with QM.

On that topic, QM seems like vaporware at this point, it's been nearly 5 years, and nothing has materialized for it. I doubt we're going to see a new enviro for SM, even though a snow enviro called Cyro was rumoured for a while.

Please Nadeo, I love you for all that you've done so far. You've created one of my favourite all time games, but I hate to see a game and concept that I've been devoted to for so long fall into a state like this. MP3 was pretty much perfect. TM Turbo was a good spinoff, even if it was unessicary, but please go back and look when MP was it hieght around 2013 and look about what you were doing right. Use that to make the game into something great, or just admit the MP project has failed and move on, as heartbreaking as it may be.

And for God's sake make something for QM, even if it's just some concept art.
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Re: Review after 11 years Trackmania

Post by Demented » 26 Aug 2017, 15:10

Assuming that QM is still on the table my guess is that certain things (like the item and mesh editor) needed to be created and in working order to move forward with it. The ability to create items seems like a big necessity for something like QM to really be a full Quest creation tool. I'm hoping that's the case anyway. It would be nice to hear if QM is still a plan and maybe even get an idea of what it's intended structure and concept is.

Kinda seems like Cryo was the first hint we got of Shootmania so maybe it's still floating around somewhere waiting to be perfected. My guess is we'll see a new environment for SM next, but that's just a guess.
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Re: Review after 11 years Trackmania

Post by novationx » 29 Aug 2017, 18:00

Couldnt agree more.
Nicely explained. Better than I ever could. :thumbsup:
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Re: Review after 11 years Trackmania

Post by Filipe1020 » 20 Sep 2017, 15:44

Demented wrote:
02 Jul 2017, 16:15
I know this has been said before but the one thing I've personally seen turn more people away than anything is the difficulty in controlling the cars. Stadium and Canyon are easy to control and fun to play. Valley and Lagoon look so beautiful, but literally every single friend and family member that I've showed those to won't play them again because in their words "it's too hard to control". I understand wanting a challenge, but let the challenge be in the tracks not the vehicle control. Thing is, we often don't hear about this because people who try it and don't like it simply leave without saying a word and never come back.
I assume it's intentional, but I'm not sure I will ever understand the logic behind this.
I completely agree with this, for example TM2 lost one very important thing that the TM1 environments had, even though the cars in TM1 have different handling aspects, they are more simple to master, once you figure out it's ups and downs depending on the type of surface, speed and cornering you can get to control them quite well and then the true challenge becomes the track itself, but in TM2, I see myself fighting a lot more with the car than the track, Lagoon is a perfect example of that, it's too sensitive, it can snap out of the track if I suddenly go from the sand to tarmac, it slides too much on wood, there are sections which are really difficult to pass without crashing, the cars in TM2 are way more complex and difficult to master, if only NADEO decides to go back to it's roots, where the track is the challenge and not the car at most, it would be nice.

I'm not saying that the cars in TM1 are not a challenge to drive, but they're way easier for the overall user base to get the hang of it's features, while in TM2 the cars throw a lot more unexpected surprises on your way, making it a lot more difficult for the majority of players.

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