So it seems TM2 Canyon is ...controversial. Let's discuss how to make Valley a success for every Trackmania player!
First of all a few suggestions everyone is probably going to agree with:
More precise handling. It should be hard to initiate a drift, and the car should not automatically drift or sag off a wallride if you don't brake. This should make loops and wallrides viable.
Much more attention to stunts: loops, wallrides, things like wallride bottoms and tops, ...
NO NARROW ROADS!!!
Fewer road types, but many more blocks for each. Tunnels are unnecessary, but turns with different radiuses and things like banked road checkpoints are mandatory. Start off by remaking every single stadium roadmain block for whatever the default road equivalent is, and every single island platform block for the platform equivalent. These new environments are €20 instead of €0 or €4 (TMUF) so they should be better and not a sidegrade.
Stunt and platform mode.
More transitional pieces: for instance a transition between banked road and banked platform blocks, a transition from road to wallride like the 1x2 piece in stadium, ...
Fewer graphical gimmicks per block, more blocks.
Animated avatars and signs.
And my personal suggestions:
Ingame track hosting. Why do we still have to rely on MX?
Track upload functionality in the default server software.
Blockmix toggle in the editor.
A loop quarter bottom that connects to a tilted platform block instead of a flat one.
i actually like the narrow roads, its the only part of the game which requires some manual skill lol
i am nearly finished on a 60 second narrow road speed tech track, so i expect that to be very popular
the main thing i would agree with is transitional blocks and less restrictive on how you join and place blocks, but will they listen to us should be the debate
when placed on the ground, it would be less bumpy to drive NEXT TO THE ROAD instead of on the road
When you crash into the borders, the car CRASHES, then turns around, CRASHES AGAIN, and sticks a bit to the wall or even changes direction completely
EnaiSiaion wrote:So it seems TM2 Canyon is ...controversial. Let's discuss how to make Valley a success for every Trackmania player!
First of all a few suggestions everyone is probably going to agree with:
More precise handling. It should be hard to initiate a drift, and the car should not automatically drift or sag off a wallride if you don't brake. This should make loops and wallrides viable.
Much more attention to stunts: loops, wallrides, things like wallride bottoms and tops, ...
NO NARROW ROADS!!!
Fewer road types, but many more blocks for each. Tunnels are unnecessary, but turns with different radiuses and things like banked road checkpoints are mandatory. Start off by remaking every single stadium roadmain block for whatever the default road equivalent is, and every single island platform block for the platform equivalent. These new environments are €20 instead of €0 or €4 (TMUF) so they should be better and not a sidegrade.
Stunt and platform mode.
More transitional pieces: for instance a transition between banked road and banked platform blocks, a transition from road to wallride like the 1x2 piece in stadium, ...
Fewer graphical gimmicks per block, more blocks.
Animated avatars and signs.
And my personal suggestions:
Ingame track hosting. Why do we still have to rely on MX?
Track upload functionality in the default server software.
Blockmix toggle in the editor.
A loop quarter bottom that connects to a tilted platform block instead of a flat one.
Add yours!
@Tunnels not needed: WHAT THE HELL
@banked roads: I would rather have 12398712894198726983 variations of tunnels instead of 1 variation of banked road
EnaiSiaion wrote:
More precise handling. It should be hard to initiate a drift, and the car should not automatically drift or sag off a wallride if you don't brake. This should make loops and wallrides viable.
I'd like to see Valley to be something totally different to Canyon, so the car shouldn't be faster by drifting, but instead rewards braking the car in a straight line to the correct speed and then taking the corner, like you would in a real car. I'll be a bit annoyed if all the environments become drift environments because then TM2 won't be diverse in it's driving styles.
Filipe1020 wrote:How about if that will be the Valley official car?
That's kinda what I was thinking--given that they ported the original valley car over to Canyon--and my thought is that it's going to be zippy, like a porsche...just my thought, tho.
EnaiSiaion wrote:So it seems TM2 Canyon is ...controversial. Let's discuss how to make Valley a success for every Trackmania player!
First of all a few suggestions everyone is probably going to agree with:
More precise handling. It should be hard to initiate a drift, and the car should not automatically drift or sag off a wallride if you don't brake. This should make loops and wallrides viable.
Much more attention to stunts: loops, wallrides, things like wallride bottoms and tops, ...
NO NARROW ROADS!!!
Fewer road types, but many more blocks for each. Tunnels are unnecessary, but turns with different radiuses and things like banked road checkpoints are mandatory. Start off by remaking every single stadium roadmain block for whatever the default road equivalent is, and every single island platform block for the platform equivalent. These new environments are €20 instead of €0 or €4 (TMUF) so they should be better and not a sidegrade.
Stunt and platform mode.
More transitional pieces: for instance a transition between banked road and banked platform blocks, a transition from road to wallride like the 1x2 piece in stadium, ...
Fewer graphical gimmicks per block, more blocks.
Animated avatars and signs.
And my personal suggestions:
Ingame track hosting. Why do we still have to rely on MX?
Track upload functionality in the default server software.
Blockmix toggle in the editor.
A loop quarter bottom that connects to a tilted platform block instead of a flat one.
Add yours!
This is a clever way of asking for stadium... herp derp
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Here's your challenge Nadeo. Make Valley unlike any environment we've ever played. That way we have something new and exciting to play. It will be hard because you've done so well in the past, and all the old environments feel like they encompass any kind of driving we'd like to do in an arcade racer. It feels like we have every environment we need. But I know you can do it! Give us something new, something we didn't know we needed or even wanted in our wildest dreams!