Maniaplanet, a new adventure

Discuss everything related to Maniaplanet.

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tcq
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Re: Maniaplanet, a new adventure

Post by tcq » 17 Jun 2010, 22:15

Would really be interested to know, how it will be possible to allow player to create bug free blocks.

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Hylis
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Re: Maniaplanet, a new adventure

Post by Hylis » 18 Jun 2010, 08:03

the responsability will be in the hands of the host to select the maps where the author have the responsability to correctly select his blocks. So I think it will be ok
we have made a big work for blocks to work without specific informations most of the time. I think that a player that takes time to make a block will more simply pay attention that his block respect the basic rules.

SadHik
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Re: Maniaplanet, a new adventure

Post by SadHik » 18 Jun 2010, 09:20

Blockpark moderators will test every single block and will delete them if the basic rules aren't respected, that is the way carpark work and i think we managed to have a clean car collection :oops:
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Yrp360
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Re: Maniaplanet, a new adventure

Post by Yrp360 » 18 Jun 2010, 12:13

Carpark / Blockpark rocks !

My question is about the size of a map/replay file with the use of custom blocs...how will it works ?

Shadowfax
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Re: Maniaplanet, a new adventure

Post by Shadowfax » 19 Jun 2010, 02:02

What limits will there be placed on blocks?
Could someone design a "block" that is a full length track?
How about special blocks like starts, finishes,checkpoints and boosters?

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Knutselmaaster
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Re: Maniaplanet, a new adventure

Post by Knutselmaaster » 19 Jun 2010, 21:36

Yrp360 wrote:Carpark / Blockpark rocks !

My question is about the size of a map/replay file with the use of custom blocs...how will it works ?
I think that will work the same way as custom music/mod/signs in TM, the .gbx will contain the locators addresses and thus doesn't get much bigger from it.

Zooz
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Re: Maniaplanet, a new adventure

Post by Zooz » 19 Jun 2010, 21:41

That's a bit more of a problem when it's not cosmetic... What if you play a track where the block hosting has gone down or you are playing offline (if that's even possible)? You won't be able to finish it :D
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SadHik
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Re: Maniaplanet, a new adventure

Post by SadHik » 19 Jun 2010, 22:24

- hylis said that all the cutom blocks geometry will be included in the maps and affected to default textures.
- having new textures will be only possible by creating a mod.

The limitation i see to these points is that this will be hard to make new textures for custom blocks without breaking others blocks if mods works as in TMF. :oops:

Maybe there will be a kind of mini mods for blocks ? :o
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Hylis
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Re: Maniaplanet, a new adventure

Post by Hylis » 19 Jun 2010, 22:38

I think I already explained this. The geometry is superbly compressed in the track or replay file. For each texture you use in your block, you should select a default texture from the original set of texture in case your additionnal textures are missing. This way, all the challenges are always playable/replayable. Now, the size of the tracks could become quite bigger if changes too many things, but that's a little like loading your track with too many blocks. We have time to see what happen in that case, but that's not the best use of the system I think. It is better to have variations than extreme and total makeover made by the community to start with. An environment is too much work that also requires a lot of experience and management. So, this scenario is not our primary target.

ManiaMaster
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Re: Maniaplanet, a new adventure

Post by ManiaMaster » 20 Jun 2010, 01:45

I'm really curious about one thing :
is it "really" an import of a block ?
does tm have an ingame block creator or do we really have to own / be skilled at a 3D program .
last thing would make it too complex imo , since the style of tm should be simple everytime.
also I fear too much variety.

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