TM TURBO: Solo Changes

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Miss
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Re: TM TURBO: Solo Changes

Post by Miss »

Fix wrote:
PapyChampy wrote: - Replayability : As maps are meant to be hunted, common flaws, like hitting checkpoints because the player is too fast [...] have to be avoided as much as possible.
I personnaly disagree with that :mrgreen:
For me, braking to avoid hitting a CP because of speed = braking to avoid screw a turn because you're too fast = braking to land sooner in a slope or on a turbo = well...braking.
Canyon A03 is the perfect example of what you feel, would it be a CP or a concrete Arch, it's the same for me, gameplay wise.
My preference being high speed straights finished by a highly visible U-Turn ^_^
This is true, however I think this depends highly on the kind of environment. Canyon can be played without releasing the gas at all, (and you lose speed in sharp turns) but this thing kinda works in Valley, for example.
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PapyChampy
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Re: TM TURBO: Solo Changes

Post by PapyChampy »

Fix wrote:
PapyChampy wrote: - Replayability : As maps are meant to be hunted, common flaws, like hitting checkpoints because the player is too fast [...] have to be avoided as much as possible.
I personnaly disagree with that :mrgreen:
For me, braking to avoid hitting a CP because of speed = braking to avoid screw a turn because you're too fast = braking to land sooner in a slope or on a turbo = well...braking.
Canyon A03 is the perfect example of what you feel, would it be a CP or a concrete Arch, it's the same for me, gameplay wise.
My preference being high speed straights finished by a highly visible U-Turn ^_^
A03 Canyon is a concept and tutorial map about air control and throttle in the air. It's designed for you to hit the arena dam if you don't release the gas.
I see this map as an exception. Otherwise, I think it's punishing the player who is good, and that means, in my opinion, that who made the map simply didn't plan ahead enough about the speed you could reach on the map.
To be honest overjumping Checkpoints is even worse than hitting them. Because you could reach the finish without understanding why the race isn't over.
Braking to avoid obstacles or take U-turns is perfectly fine, for checkpoints it's just hindering player progress and penalizing the map flow. (In my opinion)

Matter of preference too I guess.
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Fix
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Re: TM TURBO: Solo Changes

Post by Fix »

Being good doeesn't mean being able to drive full throttle =) see F1 racing, good brake management is part of good drivers, not only good trajectories.
Also, if you land in a CP at first run, second, etc.. until gold, but you miss it when doing a very good run later, you know you missed it.
If you miss it at first run (bronze/silver), it can be bad yes, unless it's made really visible for the player that he's gonna missing it. By the way, it can be a CP or tunnel entry, well anything that force you to use air control.
Anyway, this is just my personal view and taste : I'm not a big fan of fullspeed maps and I prefer tech ones :thx:

Edit : I agree to your point that using a CP for a air control section is not very good, using neutral blocks to avoid unfinished race is indeed better for this purpose.
Akbalder
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Re: TM TURBO: Solo Changes

Post by Akbalder »

Fix wrote:Anyway, this is just my personal view and taste : I'm not a big fan of fullspeed maps and I prefer tech ones :thx:
Great, we will have some tech "Minut'O" tracks on TMT. :D :thumbsup:
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PapyChampy
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Re: TM TURBO: Solo Changes

Post by PapyChampy »

Fix wrote:Being good doeesn't mean being able to drive full throttle =) see F1 racing, good brake management is part of good drivers, not only good trajectories.
Yeah, I totally agree. =)
Fix wrote:Edit : I agree to your point that using a CP for a air control section is not very good, using neutral blocks to avoid unfinished race is indeed better for this purpose.
That was my concern, since that players, when discovering a map, tend to keep accelerating no matter what, not being aware of the potential traps. And for me, a checkpoint in that case is a cheap trap. : p
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tcq
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Re: TM TURBO: Solo Changes

Post by tcq »

Fix wrote:Being good doeesn't mean being able to drive full throttle =) see F1 racing, good brake management is part of good drivers, not only good trajectories.
Also, if you land in a CP at first run, second, etc.. until gold, but you miss it when doing a very good run later, you know you missed it.
If you miss it at first run (bronze/silver), it can be bad yes, unless it's made really visible for the player that he's gonna missing it. By the way, it can be a CP or tunnel entry, well anything that force you to use air control.
Anyway, this is just my personal view and taste : I'm not a big fan of fullspeed maps and I prefer tech ones :thx:
Finally someone that has the same taste as me :thx:
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TMarc
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Re: TM TURBO: Solo Changes

Post by TMarc »

:thumbsup: :thx:
Fix
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Re: TM TURBO: Solo Changes

Post by Fix »

ok ok I'll do some awkwards 'O tracks for Maniaplanet 4, I will have fun with all the new blocks as well :)
tcq
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Re: TM TURBO: Solo Changes

Post by tcq »

Fix wrote:ok ok I'll do some awkwards 'O tracks for Maniaplanet 4, I will have fun with all the new blocks as well :)
Looking forward to it :thx:
Akbalder
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Re: TM TURBO: Solo Changes

Post by Akbalder »

Fix wrote:ok ok I'll do some awkwards 'O tracks for Maniaplanet 4, I will have fun with all the new blocks as well :)
It's Trackmania Turbo, not Maniaplanet 4. :roflol:
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