Valley first impressions

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Dengel
Posts: 18
Joined: 28 Jul 2010, 20:54

Re: Valley first impressions

Post by Dengel »

This seems much better as canyon from my point of view!

Majorissue with shadows isnt there anymore ;) (or not as bad as in canyon..!) .. i can see the way again !
Its not a fullspeedenvo !!! :clap:
Asphalt is nice , like coast/stadium without sliding and with a good diversity of blocks! i dont like the fact u have to penetrate your pad ! (soft turning not needed ) Which is surely good for the kb community !

Offroad is meeh..., i am not fan of it , the car is oversteering to easily... but well practice will fix that issue

Sceneryblocks are pretty nice and there are kinda a lot this time! :clap:
also the fact u can create 3 different mountains/lakes/fields and real forests is great!
Campaign seems fine as well :)
i love the ramp/barrierblock which u can place everywhere!.. best block since years! u can force people on different lines threw the turns for example u can create chicanes on looong straights .... its rly an epic block and it should get way more attention :P

i see just one issue .. and this could be a huge one when it comes to competition... wallbangs.. u can slow down tooo good with them, cause the brakes arent strong enough its pretty useful.... :( this neeeds to be fixed somehow... :teub:
and the fact u cant create a serv with different envos/cars...

but anyway, i had fun playing today, good job NADEO ;)
Goo Fast!
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-Zenit-
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Joined: 15 Jun 2010, 12:03

Re: Valley first impressions

Post by -Zenit- »

i dont like this "heavy" feeling when you are really fast


the whole envi feels like canyon :/
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BLiNNeMaNS
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Re: Valley first impressions

Post by BLiNNeMaNS »

in my honest opinion the trailer looked more fun than the game actually is. (keep in mind, this is my personal view)


The addition of internal custom items is good, but if you can't zoom in it's gonna need a 46" monitor on 640x480 to see what you're doing.

valley has the best "grass handling" of all the maniaplanet games, however there's no grass CP

wallride carhandling is as bad as in canyon. would've hoped nadeo would learn to understand the physics in wallrides a bit better due to stadium development.
Dengel wrote:i see just one issue .. and this could be a huge one when it comes to competition... wallbangs.. u can slow down tooo good with them, cause the brakes arent strong enough its pretty useful.... this neeeds to be fixed
The game needs an additional brake (footpedal) beside the current one (handbrake)]
2222222
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Joined: 03 Mar 2013, 11:26

Re: Valley first impressions

Post by 2222222 »

My first impression of Valley was both a little confusion and almost disappointment. On my second day of driving, together with some settings optimization, I like it much more. The parts on dirt roads in the forest are really fun when you learn how to drive them. I guess Valley is an environment that you like more with more playing.
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Bramble
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Location: England

Re: Valley first impressions

Post by Bramble »

I enjoyed my first day playing the game.

The most important thing for me is that Valley seems a lot more complex than Canyon, and there is a lot more to learn with the driving and controlling the car. I really like the fact there is a mix of no-slide, sliding and the dirt handling. I think that should help to give the game longevity.

The dirt handling itself was tricky to start with, and still is, but I think you get the hang of it with practice.

There also seems to be good variety of blocks, with narrow roads, wide roads, platforms, dirt and those dual-layer roads (which I must say was awesome the first time I drove a loop "inside" those!).

My main issue would be something Dengel touched on. The brakes need to slow the car down better because there are too many places where it's faster to just hit the wall than brake because it takes too long to stop the car. If the brakes could be sharpened up a little then I think it would really help the environment.
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wiidesire-2
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Re: Valley first impressions

Post by wiidesire-2 »

Bramble wrote:main issue would be something Dengel touched on. The brakes need to slow the car down better because there are too many places where it's faster to just hit the wall than brake because it takes too long to stop the car. If the brakes could be sharpened up a little then I think it would really help the environment.
+1 nothing to add to this
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infarctus
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Re: Valley first impressions

Post by infarctus »

And more turning sensitivity!!!
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xrayjay
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Re: Valley first impressions

Post by xrayjay »

The physics are nice, but some things are new to learn :yes:
Scenery is really nice although there could be a bit more anti aliasing at the far objects. May this will come with a later update. See there > http://www.youtube.com/watch?v=cYigv04FSSg (watch out for far object borders)
The (hand)brake is really stuff which have to be learned to use if you won´t crash :D
Early résumé is: Nice game :thumbsup: :thumbsup:
znik
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Re: Valley first impressions

Post by znik »

As most already described the dirt racing "suffers" from over-steering and high sensitivity. But this is just a matter of practice before you learn how to control it by turning with small adjustment and avoid letting the car drag out. You have to be really quick with the counter-turn if you notice the car is dragging out, otherwise you end up in the forest or an endless zig zag route :D

As for the road part it's totally different with a car handling similar to Canyon, just without the slide capabilities. It feels heavy in high speed and the turning power is weak. However when sliding, the car quickly drags out like in dirt. This seems to be efficient only in sharp turns where you don't need too much exit speed, because the slide decreases your speed significantly (I think mostly this happens because of the gear-changes).

The trick is to find out how far you should go with the "release-gas and avoid slide" driving, before using the slide. For dirt I guess its all about fine adjusting the car to maintain the speed. Not sure yet if the gears have the same crucial role as in Stadium dirt (anyone noticed?)

The breaking on road is not very useful at the moment, because the car will either go sliding sideways and loose traction + the break is not very efficient which opens up several turns where wall-bang seems to be the best/easiest option.
Read my new beginners guide to competitive trackmania over at Steam Community
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Whitestar
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Joined: 29 Sep 2011, 01:08

Re: Valley first impressions

Post by Whitestar »

znik wrote:As most already described the dirt racing "suffers" from over-steering and high sensitivity. But this is just a matter of practice before you learn how to control it by turning with small adjustment and avoid letting the car drag out. You have to be really quick with the counter-turn if you notice the car is dragging out, otherwise you end up in the forest or an endless zig zag route :D

As for the road part it's totally different with a car handling similar to Canyon, just without the slide capabilities. It feels heavy in high speed and the turning power is weak. However when sliding, the car quickly drags out like in dirt. This seems to be efficient only in sharp turns where you don't need too much exit speed, because the slide decreases your speed significantly (I think mostly this happens because of the gear-changes).

The trick is to find out how far you should go with the "release-gas and avoid slide" driving, before using the slide. For dirt I guess its all about fine adjusting the car to maintain the speed. Not sure yet if the gears have the same crucial role as in Stadium dirt (anyone noticed?)

The breaking on road is not very useful at the moment, because the car will either go sliding sideways and loose traction + the break is not very efficient which opens up several turns where wall-bang seems to be the best/easiest option.
Well said! Totally agree on everything! :thumbsup:
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