Nice analysis, bucky_u!
bucky_u wrote:I love the speed of the car, but I do hope to see some techy-er stuff spit out. I'm sure it will come one way or the other. I can foresee some frustrations from a driver's standpoint. The speed of the car, coupled with its lack of air control will make landing on tight roads a feat.
I thought the same watching the videos. Nevertheless, some feedbacks suggest the canyon car may have a very more accurate roadholding than previous environments. Who knows?
bucky_u wrote:Also, because tech tracks tend to be slower, speed will have to better controlled by the track. I hope that doesn't mean that there will be jumps every couple of seconds, and I hope that we won't have to resort to reverse boosters.
Imho, a track with reverse boosters and jumps every couple of seconds isn't a tech track. In a tech track, the driver is assumed clever enough to know how to brake and how to control his speed by himself. And that’s what makes this kind of maps more interesting to me: there is a risk to take or not to take at each turn!
Even if lots of tech map-makers prefer to have a pretty constant/flowy rhythm, that’s not the case for all. In league maps, you may have to make big brakings sometimes (at least on some environments).
bucky_u wrote:Tech is cool, but I do think that Canyon lends itself to more Island type tracks: epic speed, and sliding everywhere.
It’s possible to make pretty nice tech/noslide maps in island. I believe the strength of Trackmania is that the game can be diverted easily to what its idea men anticipated. We also found nearly fullspeed maps in coast, which appears to not be what coast is made for. I think we can’t know if tech maps will be interesting – or even possible – with canyon until we have a real try. But I believe Nadeo has better to have its game playable in competitions, thus they should have thought about the “tech-ability†of Canyon, and even of TM² as a whole.