[Canyon Blocks] Road split and road cross

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Zaiks
Posts: 47
Joined: 10 Sep 2011, 15:06

[Canyon Blocks] Road split and road cross

Post by Zaiks »

In general I feel that there should be a lot more default blocks to build with. As for specific wishes these are a couple of blocks that come to mind:
Image
Crossing roads like in the above picture. I know the wide road parts are strictly left or right oriented, but a solid block that adapts to that (i.e. 4+ different cross-blocks in one) could work.
Image
Road splitting block. For making symmetrical tracks, path loops and alternate paths.
Last edited by Zaiks on 19 Sep 2011, 22:24, edited 1 time in total.
Friction
Posts: 24
Joined: 13 Sep 2011, 04:46

Re: [Canyon Blocks] Road split and road cross

Post by Friction »

Those would be really nice!
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xrayjay
Posts: 1481
Joined: 29 Aug 2010, 14:19

Re: [Canyon Blocks] Road split and road cross

Post by xrayjay »

+1

and these 2 blocks are needed (blue and red, green is already there):
Image

and for the big street tunnels :thumbsup:
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Domi.97
Posts: 25
Joined: 12 Sep 2011, 14:29
Location: Berlin, Germany

Re: [Canyon Blocks] Road split and road cross

Post by Domi.97 »

+1 these blocks are really missing and what about this one? :)
Image
Image
Zaiks
Posts: 47
Joined: 10 Sep 2011, 15:06

Re: [Canyon Blocks] Road split and road cross

Post by Zaiks »

Yes all of the above are excellent examples. I'd really like to see those blocks in Canyon. :)
Nadeo folks, you listening?
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Trackmaniack
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Location: Iowa City, IA
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Re: [Canyon Blocks] Road split and road cross

Post by Trackmaniack »

No new blocks. Working on SM beta now. Maybe new blocks with the advent of Maniaplanet 2.0.
WIP
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EnaiSiaion
Posts: 327
Joined: 28 Jul 2010, 14:21
Location: Vlaanderen

Re: [Canyon Blocks] Road split and road cross

Post by EnaiSiaion »

Trackmaniack wrote:No new blocks. Working on SM beta now.
In other words, Trackmania is no longer particularly important for Nadeo because 3 quickly made games bring in more players for less money than 1 highly polished game.

I should have known it when Ubisoft got involved... :-|RIP Nadeo.
My God is a vengeful God.
Fix
Nadeo
Nadeo
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Re: [Canyon Blocks] Road split and road cross

Post by Fix »

Most of the time, we don't like separate ways (Y and T), because the player never know wich one is the good one. At the end, when he finds out, he will always use one half : the good one; so instead of making him loose time finding out where to go and being uselessly frustrated. Why not directly give him the diagonal (when it's here) or the curve ?

One case where it's hard to do without those split roads is for city-like environments (bay, island), because city roads are essentially made of these.

EDIT : that's why they're low priority
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EnaiSiaion
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Location: Vlaanderen

Re: [Canyon Blocks] Road split and road cross

Post by EnaiSiaion »

A lesson in racing game history: Wipeout. It has a lot of symmetric road splits (and admittedly one track with asymmetric splits and blatant unfairness). The difference was usually something like road A is harder to get into after a sharp turn but has a booster or weapon, B is straight but has no power-ups; or A is bumpy and better suited to light and quickly accelerating ships, B is longer but flat so heavy ships can stay at top speed...

Sorry but it is not Nadeo's job to think in my place and "help me make better tracks". If I want to use symmetric splits, or even asymmetric splits and time each branch so they are exactly the same length, that's my choice.

So I improvise with dirt sections. :(
My God is a vengeful God.
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Domi.97
Posts: 25
Joined: 12 Sep 2011, 14:29
Location: Berlin, Germany

Re: [Canyon Blocks] Road split and road cross

Post by Domi.97 »

Fix wrote:Most of the time, we don't like separate ways (Y and T), because the player never know wich one is the good one.
Actually it's wrong what you say because many ways can bring you to finish like this:
Image
Image
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