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.Fix wrote:I personnaly disagree with thatPapyChampy 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.![]()
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 ^_^
TM TURBO: Solo Changes
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Re: TM TURBO: Solo Changes
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- PapyChampy
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Re: TM TURBO: Solo Changes
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.Fix wrote:I personnaly disagree with thatPapyChampy 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.![]()
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 ^_^
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.

Re: TM TURBO: Solo Changes
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
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.
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

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.
Re: TM TURBO: Solo Changes
Great, we will have some tech "Minut'O" tracks on TMT.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


- PapyChampy
- Posts: 817
- Joined: 15 Jun 2010, 15:02
- Location: Paris
Re: TM TURBO: Solo Changes
Yeah, I totally agree. =)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.
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. : pFix 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.

Re: TM TURBO: Solo Changes
Finally someone that has the same taste as meFix 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![]()

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

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

Re: TM TURBO: Solo Changes
It's Trackmania Turbo, not Maniaplanet 4.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

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