Connect Checkpoints

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eie
Posts: 259
Joined: 21 Oct 2010, 19:47

Connect Checkpoints

Post by eie »

Hello there; I have another suggestion :idea: that I thought I'd share with you people =)

Ok, so if you've ever built any tracks with multiple routes, you might have found that most of the time these tracks are quite easy to cut, but with my revolutionary idea, this becomes pretty simple; So listen(or read) very carefully ;)
If you were able to place two checkpoints on your track, lets call them checkpoint a, and checkpoint b. Normally you'd have to pass through both of them, and this wouldn't be preferable if you're making two separate routes, but what would be nice, is if there was some maniascript that would somehow connect these checkpoints. This would mean that you would only have to pass through one of them. This would allow people to build two separate paths on a map, and you could choose one of them, and still be able to finish.

I'd also think it'd be nice if it was possible to connect more than two checkpoints, making it much easier to make tracks such as Four in One by Crusard. Because it shows how hard it is at the moment, but with such a change, this would be a lot better :D
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xis101
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Re: Connect Checkpoints

Post by xis101 »

I like the idea :)
Maybe the cps should have different colors, so you could choose for example the red, green or the blue route etc.
oiram456
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Re: Connect Checkpoints

Post by oiram456 »

I like the idea too :)

perhaps no colours but for example a map with 22 cps and then a display what shows: take 15 cp´s or anything like that
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Trackmaniack
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Re: Connect Checkpoints

Post by Trackmaniack »

I like the color-coding idea personally.
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Ripbox
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Re: Connect Checkpoints

Post by Ripbox »

but isnt the whole point of trackmania to get from start to finish via the fastest route while going through all checkpoints.... dont get me wrong i do like the idea but it defeats the whole purpose of the game design
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Trackmaniack
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Re: Connect Checkpoints

Post by Trackmaniack »

Well, not necessarily, Rip, it could be simply allowing for multi-route tracks, or longer split-route tracks, or simply multiple start blocks, which is what I plan on using the feature for, if it's integrated...
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_w_i_b10hanno
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Re: Connect Checkpoints

Post by _w_i_b10hanno »

Hm I don't know if it is that necessary.

But I have another Idea:
How about counting checkpoints? I mean the CP's have numbers from 1 to X and players have to drive them in the correct order. This could avoid so many cuts, especially on shortmaps ;)


Dear Developer-Team :
I still have a question about Trackmania in general :
Since I began to participate in competitions like EPS, CPS or just TA wars, it sometimes happened that two players have the same time. How does Trackmania decide, who wins this round and who doesn't? For me it seems as if the hole Tm-community doesn't have an answer for this question. There are only some theories about it. Does Trackmania read out far more detailed times (54,02598 seconds?) than it does us show when passing the finishline?

Hopefully thanks for your answer,
HaNno :)
Discovered
TMO in December 2005,
TMN in April 2007,
TMU in January 2008 ,
Forever in April 2008,
TM2: Canyon in August 2011,
TM2: Stadium in February 2013
TM2: Valley in June 2013
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Knutselmaaster
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Re: Connect Checkpoints

Post by Knutselmaaster »

_w_i_b10hanno wrote: Dear Developer-Team :
I still have a question about Trackmania in general :
Since I began to participate in competitions like EPS, CPS or just TA wars, it sometimes happened that two players have the same time. How does Trackmania decide, who wins this round and who doesn't? For me it seems as if the hole Tm-community doesn't have an answer for this question. There are only some theories about it. Does Trackmania read out far more detailed times (54,02598 seconds?) than it does us show when passing the finishline?

Hopefully thanks for your answer,
HaNno :)
You'd better ask this in the tm1 part of the forum or in tm forum ;)
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