Road/Street Blocks with too much stuff attached to it

Discuss everything related to Trackmania 2.

Moderator: English Moderator

User avatar
TMarc
Posts: 15255
Joined: 05 Apr 2011, 19:10
Location: Europe
Contact:

Re: Road/Street Blocks with too much stuff attached to it

Post by TMarc »

Now you are funny :lol:
Let's skip this realism discussion for good, ok? :mrgreen:

Someone was complaining about the roof parts of the racing blocks you would land onto after some jumps...

But you know what? This was meant by purpose. It is there to train you how to drive :pil ... in TrackMania... and not to take off where you should not :roflol:

I agree that on some maps, especially those like yours, exactly these signs or lamps at the sides of the streets are pretty anoying, because this really kills the fluid driving on a map.
But this is only for the part of maps which have the crazy extra design. Most of the other maps will make "normal" use of the blocks.
Some genious map creators will try to avoid those pitfalls, but I can imagine that a map of yours has plenty of such places, which makes it nearly impossible to avoid - or a huge lot of work.

I think I have understood your suggestion, the remaining question is if Hylis would change anything to it...
and this only the future will tell :thumbsup:
User avatar
janculits
Posts: 102
Joined: 14 Aug 2011, 18:27

Re: Road/Street Blocks with too much stuff attached to it

Post by janculits »

What I am saying is that this game is not what it was before - a generic race game.

And why is it not? Why does it have all this stuff? Because there is generic TM made allready.
WPK-Wolfseye wrote:All i am saying that with things like that, the game becomes more and more only playable for race drivers only and all the things you could do in TM1, as a more inventive map creator with a definately different style, the game becomes less playable.
Yes exatly. And you have to simply accept, that they have gone for realistic look(I never said it handles realistic - jeez) and is not so agile anymore when it comes to "jumping into checkpoints from side".


And most effects in the ingame renderer, can be enable ingame too, for example motion blur and bloom. Only what you get in the renderer is FOV and DOF. I am 100% convinced that no additional software was used for the screen I posted (it only has some FOV and DOF changes, what makes it looks so cool - and those things you really dont want any different while driving).
ImageImage
My garage on Maniapark >>>
xanatos.chimera
Posts: 99
Joined: 30 Aug 2011, 06:58

Re: Road/Street Blocks with too much stuff attached to it

Post by xanatos.chimera »

The insubstantial decoration is okay, but when it gets placed to mask a solid object I take exception to it. A transition is to jump from platform block to GP block on a downward sloping curve, but frequently the lamp-posts get in the way, or the fences do, or you overshoot a bit because of a blind jump and end up stuck in an area you can't get out of and have to respawn. It looks cool, but gets annoying. Stadium-type transitions just don't work. Leaping from one to another in Stadium works fine because there's nothing in the way to crash into, unless you overshoot. Having non-cluttered variations of the blocks would be very useful for track designing.
User avatar
WPK-Wolfseye
Posts: 75
Joined: 29 Sep 2011, 15:08
Location: Germany
Contact:

Re: Road/Street Blocks with too much stuff attached to it

Post by WPK-Wolfseye »

xanatos.chimera wrote: Having non-cluttered variations of the blocks would be very useful for track designing.
Exactly. ;)
User avatar
EnaiSiaion
Posts: 327
Joined: 28 Jul 2010, 14:21
Location: Vlaanderen

Re: Road/Street Blocks with too much stuff attached to it

Post by EnaiSiaion »

It doesn't matter because the car is too loose and imprecise to do advanced transitions anyway. I think the environment was meant to be more about pure racing, just like Rally in TM1.
My God is a vengeful God.
User avatar
WPK-Wolfseye
Posts: 75
Joined: 29 Sep 2011, 15:08
Location: Germany
Contact:

Re: Road/Street Blocks with too much stuff attached to it

Post by WPK-Wolfseye »

EnaiSiaion wrote:It doesn't matter because the car is too loose and imprecise to do advanced transitions anyway. I think the environment was meant to be more about pure racing, just like Rally in TM1.
You are probably right, but if you want to make maps the way I do, things like that are important. And yes, a somehow bit of Rally is in the car behaviour for sure. That explains why its driving and moving like attached to suspended eggs, instead of on tires.
User avatar
Trackmaniack
Posts: 2096
Joined: 16 Jun 2010, 16:16
Location: Iowa City, IA
Contact:

Re: Road/Street Blocks with too much stuff attached to it

Post by Trackmaniack »

Here's a suggestion that ought to blow your minds. :P How about we stop trying to compare Canyon to -anything- else? I know that's impossible, because some of us have nearly 10 years of experience in TM. But Canyon is not Stadium, nor is it Desert, or Island, it's two closest counterparts. What it is, is CANYON. With it's own buildstyle and race style. So, build tracks that suit the car, don't try to force the car into things it's not meant to do and then complain when it doesn't do them. This will take a while, I'm sure, but just as Stadium took a long time to get used to, so will Canyon.
WIP
xanatos.chimera
Posts: 99
Joined: 30 Aug 2011, 06:58

Re: Road/Street Blocks with too much stuff attached to it

Post by xanatos.chimera »

Not comparing Canyon to anything, but there are elements in the handling that recall various United Forever environments. Canyon as Canyon honestly could stand to have better control on loop entry. The narrow roads and the loops crossing the Canyons are really hit and miss most of the time, the car hydroplanes too much on the loops still, despite the slight tweak done for Beta4. I'm not expecting Canyon to be like any of the other environments, but for the love of fun, is it really necessary to have physics that screw you over on elements of tracks that we are given blocks to make?!? The biggest offender is hands down the handling on walls and loops. D01 is throw-the-monitor-out-the-window frustrating, and there's no reason for it other than the track is designed such that the physics screw you over. The narrow loop has a curved entry, but once you're on the entry ramp to it, you can't adjust at all because there's no room to accommodate the car's hydro-planing behaviour.

Canyon will get compared to Stadium and such because a. maybe the blocks available to us in Canyon suggest a stadium-like handling, or because the physics in Stadium don't screw you over when using blocks given. Short of entering a loop too slowly you can at least adjust your trajectory without getting smacked into the side of the loop every damn time. Either fix the loop physics or remove the narrow loops. The physics don't work with the blocks. They barely work with the platform loop blocks, and only because you have enough width to accommodate the shallow parabola the car follows when try to steer in a loop.

[Checks mind] Nope, not blown.
kale-
Posts: 15
Joined: 05 Sep 2011, 15:56

Re: Road/Street Blocks with too much stuff attached to it

Post by kale- »

Hi,

Something could be improved. Trim on top of a road blocks roof could be non-solid ( those are used as landing slope for example ).
User avatar
EnaiSiaion
Posts: 327
Joined: 28 Jul 2010, 14:21
Location: Vlaanderen

Re: Road/Street Blocks with too much stuff attached to it

Post by EnaiSiaion »

The reason loops are hard to drive is because they weren't intended to be in the game in the first place. So many people complained during beta that they were added in the end. Of course, given TM2's positioning as the "new and improved" Trackmania, expecting walls and loops that actually work is not too outrageous.

There may be a solution. The car has grip while driving a sideways wall (suggesting downforce) so why not when going upside down? Nadeo does not want to modify existing blocks, but why not add a "magnetic loop" block that is a retexture of the existing loop and applies severe downforce when driven on, enough to glue the car to the road so it doesn't slide as easily. Same for walls: admit it, building a vertical course would be wicked.
My God is a vengeful God.
Post Reply

Return to “Trackmania 2”

Who is online

Users browsing this forum: No registered users and 1 guest