After six weeks, not much going

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SuperP
Posts: 181
Joined: 14 Sep 2011, 22:16

Re: After six weeks, not much going

Post by SuperP »

i dont know. personally i love the game even if it feels incomplete, dunno why. maybe its because right now we got only the canyon with a very poor number of blocks, maybe its because u cant really try to do some rally(that would be fun) in the dirt because of the car settings(really impossible to drive on dirt - i wont speak about wallriding ;) ). i mean we already got 64.000 people who bought the game but i hardly see like 1700 - 2000 people online. 2 of my friends already gave up :?
alan_ch
Posts: 37
Joined: 24 Sep 2011, 02:37

Re: After six weeks, not much going

Post by alan_ch »

EnaiSiaion wrote:Actually the bumpy roads are the only fun ones: the ground roadmain and the cliffside roads (which are a lot easier than people think they are). The annoying ones are the flat roads with crash barriers because you have about 0 margin for error.

Tracks made entirely out of GP and platform blocks are much more competitive - a well made GP laps track is easy to finish but highly competitive. Check out my NASCAR series at Mania Exchange. ;)


I agree with you on the Cliffside Roads. They are great. They are not bumpy like the Rally roads und you can drift them nicely. The narrow flat roads with crash barriers would be great too, if the car's suspension was stiffer, meaning the car would not shake so much. I have managed to drift them at high speeds without touching the barriers, but very rarely.

I also tried to build narrow cliffside loopings (the ones with the green connectors) into my maps, but no matter which mod/surface I used, I was always sliding and crashing all over the place. So I took them out again.
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firstdriver
Posts: 360
Joined: 23 Sep 2011, 15:40

Re: After six weeks, not much going

Post by firstdriver »

Mmmm love the dirt. Try a server called Dirty Deeds on TM2 and go to the menu at top left. Click on 'Maps' an select a map called Dirt 1.1 ........ This is a dirt map made for Canyons just using the blocks for the CPs, the odd bend and turbos. I think you might like the style. Theres also some on Canyon Drift :) We could definitely do with some more of this type of map :)
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coda514
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Re: After six weeks, not much going

Post by coda514 »

There are a handfull of standout tracks but not nearly as many as TMN, But, think about how long people had been making tracks for the previous TM iterations. I believe as time goes by tracks will continue to improve. The sheer number of tracks being made and the law of averages guaranties a good track every now and again. I say, give it time.
"Tighten it till it strips, then back it off a half turn."
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firstdriver
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Joined: 23 Sep 2011, 15:40

Re: After six weeks, not much going

Post by firstdriver »

coda514 wrote:There are a handfull of standout tracks but not nearly as many as TMN, But, think about how long people had been making tracks for the previous TM iterations. I believe as time goes by tracks will continue to improve. The sheer number of tracks being made and the law of averages guaranties a good track every now and again. I say, give it time.
Agreed ........ Thats all we can do mate.
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SlamDunk
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Joined: 15 Jun 2010, 14:21
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Re: After six weeks, not much going

Post by SlamDunk »

alan_ch wrote:95% of the maps are crap.
Actually, 5% of the tracks are crap. On the servers I frequent the tracks have been mostly good or really good. No complaints whatsoever.
alan_ch wrote:The car in TM2 is shaking way too much. Yeah, it does not matter on the wide roads. but it very much does on the narrow roads.
Are you complaining about something that requires skill? You just need more practice :thumbsup:
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EnaiSiaion
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Joined: 28 Jul 2010, 14:21
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Re: After six weeks, not much going

Post by EnaiSiaion »

Skill should mean that driving well improves your time, not that driving well is the only way to not crash.
My God is a vengeful God.
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Trackmaniack
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Re: After six weeks, not much going

Post by Trackmaniack »

EnaiSiaion wrote:Skill should mean that driving well improves your time, not that driving well is the only way to not crash.
Would you please review what you just said and check for logic errors? Thank you. :roll:
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Bramble
Posts: 231
Joined: 15 Jun 2010, 12:03
Location: England

Re: After six weeks, not much going

Post by Bramble »

As for rounds play, there is a league running on TM2 from the people over at et-generation.com. If you are looking for rounds racing, then joining a league playing clan is probably the best way to go.

The next iteration of the league will probably be running after Christmas. The league is played in team mode (basically rounds mode in a 3vs3 set up). The maps are all "skill" maps, so we look for a mixture of GP, platform and narrow roads in the maps.

There are places to race, it's just trying to find them that is a bit hard. That's always been the case with TM games for me though!
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DrownedOut
Posts: 45
Joined: 23 Sep 2011, 22:39

Re: After six weeks, not much going

Post by DrownedOut »

The car physics can be incredibly frustrating. And not in your typical Trackmania sense of frustrating about messing up on a track. But moreso in that you can brush by a wall in almost the exact same way on different occasions, but the car will do completely different things each time. One time it will completely stop, another time it won't even phase it, another time it will flip off into a random direction.

The bumpy roads, while on paper may seem cool, are exceptionally unfun to drive on. Combined with the screwy physics of the car and it becomes utterly random how the car behaves. Yes, we can find lines which bypass these and still get solid times, but that doesn't change how crappy it is to drive on.

Was this is an artificial way to increase the skill ceiling?

I also dislike how skidding out through dirt around some corners, even so far as to make your path longer will make your car go faster. And not just your usual cutting a corner sharp through dirt, but you can manipulate the physics of the car such that absolutely ludicrous lines through tracks will net better overall times. If you want a solid example check out the number 2 world time by "Doop" on C06, it's absolutley bonkers that he should be going that fast after what is essentially screwing up the first turn.

Otherwise, yea fun game, some questionable elements here and there.
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