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Re: Hopes and wishes of the german Tm-Community
Posted: 19 Jun 2010, 15:37
by Steelworks92
@ tcq:
I think, its a very good idea. Why should it be bad, if you can define a curve as a checkpoint?
In my view, your idea could be good sometimes. (how about a possibilty of choosing between boost or not boost after respawn in the editor?^^)
@zooz
Yeah, it could be hard to see, what friction or boost a block has, but it also has some good aspects.
(As I understand, it was ment like this: You can set the friction of a block, you created by yourself, not for every single block in the editor^^)
As an example for adjustable friction: Someone creates a mud-block. Now it would be nice to be able to set the friction of the block.)
And for the variable boost: You now these signs besides every boost? How about a numbers in this signs for telling the driver the boost...like 150%
Another option is just to allow 3 or 4 boost types with different colours. (green, yellow, red and...äähhh...pink

)
Sorry for my bad english

Re: Hopes and wishes of the german Tm-Community
Posted: 19 Jun 2010, 17:54
by pjw
Edit: beaten (and I was wrong anyway)
Zooz wrote:Adjustable friction or boost sounds terrible, you'll never know what to expect when you drive on any such block

You mean like the variable booster blocks now?

As long as they looked different from normal booster blocks, at least you would know what to expect from that block, in that track, after you drive over it once.
I think the predictability (after the first run) makes the idea better than the current timing-based blocks, where, if you're a millisecond early/late, you get very different behavior, and it's difficult to judge...
Re: Hopes and wishes of the german Tm-Community
Posted: 19 Jun 2010, 21:36
by Zooz
When I made that comment I was thinking more of an implementation where you can set the friction of every block in the editor as a block property, which would be bad.
For custom blocks, it would be better to allow people to use certain surface types that are known, but not allow unlimited variation.
Also anything where you have to say "well after the first run you'll know" is not good in my opinion, we don't like to accept that in league tracks either. People play tracks without training, and it also makes it harder to learn.
Re: Hopes and wishes of the german Tm-Community
Posted: 19 Jun 2010, 23:35
by pjw
Zooz wrote:When I made that comment I was thinking more of an implementation where you can set the friction of every block in the editor as a block property, which would be bad.
Agreed.
Zooz wrote:For custom blocks, it would be better to allow people to use certain surface types that are known, but not allow unlimited variation.
Also anything where you have to say "well after the first run you'll know" is not good in my opinion, we don't like to accept that in league tracks either. People play tracks without training, and it also makes it harder to learn.
Well...I'm sure that you/they don't use platform tracks or LOL tracks in league events either. Surprises and oddness can be good, under certain circumstances, and more
choice is almost always good. I might choose to sometimes make crazy-difficult tracks, but I'd be crazy myself if I expected them to be used in league competition.
A set of surface types that would suggest a
range is a great idea (e.g. dark blue arrows = 1-20% boost--default 10%, where orange arrows = 21-40% boost--default 30%), but as a builder, I'd still love to be able to add that extra 5% to the default via key/value pair when an otherwise beautiful jump combination is just not quite possible and I have to delete and rebuild.
Re: Hopes and wishes of the german Tm-Community
Posted: 20 Jun 2010, 09:35
by Hylis
IfI had to do this, I would put an obligatory big pannel with the boost power written on it, on top of the turbo
Re: Hopes and wishes of the german Tm-Community
Posted: 20 Jun 2010, 10:34
by Steelworks92
I agree to you. In my view, it is good if the editor is more limited by the builders skill and not by the editors options

(even if too much possibilitys would cause many bad tracks

)
And something, i totally forgot is not a suggestion, but a big "Thank you" for implementing one of my biggest wishes for Trackmania 2...the possibility of costumising a block ingame, like changing size, angle and so on =)
Re: Hopes and wishes of the german Tm-Community
Posted: 20 Jun 2010, 12:27
by Zooz
Steelworks92 wrote:
And something, i totally forgot is not a suggestion, but a big "Thank you" for implementing one of my biggest wishes for Trackmania 2...the possibility of costumising a block ingame, like changing size, angle and so on =)
What, is that possible? I thought you could only import 3d models, not change blocks in-game.
Re: Hopes and wishes of the german Tm-Community
Posted: 20 Jun 2010, 12:34
by Bramble
I would like a "variable corner" block. So it always has the effect of turning the road by 90 degrees but you can define the radius, say 1x1, 2x1, 3x5 etc. I'll be very happy if that is infact included.
Re: Hopes and wishes of the german Tm-Community
Posted: 20 Jun 2010, 12:47
by Steelworks92
Zooz wrote:Steelworks92 wrote:
And something, i totally forgot is not a suggestion, but a big "Thank you" for implementing one of my biggest wishes for Trackmania 2...the possibility of costumising a block ingame, like changing size, angle and so on =)
What, is that possible? I thought you could only import 3d models, not change blocks in-game.
Inso told us so
And looking at Hylis posts, i think, thats true

Re: Hopes and wishes of the german Tm-Community
Posted: 20 Jun 2010, 14:03
by haenry
A bit variation of each block would be good (e.g. adding a booster to checkpoints or removing the fence at checkpoints and tunnelexits/entries, when you doesn't build a road at the end of them)
What I really don't want is, that you can change the % of every booster. Some boostertypes with different colours ( as Steelworks said or the red/yellow boosters in TMS) would be cool, but not too much (max. 3 or 4).
I like it if you have to search for other block-combinations, because one booster is too much for the jump and without the booster the car is too slow for the jump. This small "challenge" in the Editor is really cool and I like it much. So a max. of 3 or 4 boostertypes are okay, to make it not too easiy
Changing the scale of the blocks is also very helpfull. I'm happy to see this feature in TM2
Also it would be cool to be able to build something after a CP, without having problems with the connection-block of it( e.g. building a hill at the next position after the cp or building a tunnel-entry in a hill, which is only 2 blocks long) I hope you know what I mean
