Maniaplanet 3 Feedbacks

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sadzealot
Posts: 337
Joined: 04 Aug 2012, 03:38

Re: Maniaplanet 3 Feedbacks

Post by sadzealot »

TriXda wrote:Hey there,

I have been playing the new Maniaplanet for quite a while now and I am really unsatisfied with the new walljumps.

Firstly, I don't see any improvements in using the new "progressive walljump". It feels pretty much the same as before. In addition to this your movement with walljumps is really limited. I miss the the double walljumps by using a rocket. Also the "escalator jump" which is a really nice and skilled move for obstacle players doesn't work anymore. I really dislike the new walljumps and i hope there is a way to get these old moves back or delete the new walljump script.
This update was another nerf to walljumps, but in Nadeos eyes these walljumps are ofcourse better than the old ones. And their reasoning? Because they're moving forward. As long as it's not the same as the old ones, they are better (this was the reasoning used all last year to justify the changes to walljumps, but give them a day to reply and they may very well come on this forum and try and call me a liar, but they did use that reasoning all last year to say "we're moving forward and moving forward is good")

Not to mention brown and white castle blocks now have different properties when it comes to walljumps. It's almost like the brown castle walls have been hardcoded to not let you do another walljump nomatter what, whilst on the white ones you can still do multiple walljumps (inb4 nadeo hardcodes those walls as well now that I made them aware of it) by abusing certain things. I would love for them to explain how different blocks that can be walljumped, have different properties when it comes to walljumps because of different textures, but that's not gonna happen. But even if you are able to do multiple walljumps on the white castle blocks, you still don't get any effect or boost from it. It will simply allow you to walljump more times and often you'll lose height from doing it.

Another thing is that when doing combinations of walljumps up to 3-4 jumps (there are still useful walljumps like this, even in Elite), there is no skill involved in anything but the first walljump. Basically the first walljump dictates wether or not you're gonna make it to the top because of less aircontrol and less flexible walljumps. This was something that was very apparent in the Beta3 walljumps compared to Beta2, but now with this new update it has gotten even worse.
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UrinStein
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Re: Maniaplanet 3 Feedbacks

Post by UrinStein »

I'm yet to find any good use for progressive WJ as well.

Besides of it being really awkward and uncomfortable to have to hold the action button for WJs since MP3, they are now less powerful as well...
For example on one map of mine you had to jump from grass two blocks higher via WJ. Actually it's 2,2 blocks high because you start from grass. Now that jump is simply impossible.
Take a look. (yt)

Also the argument, that WJs have been nerfed to prevent map breaking is nothing more than hot air, when on the other hand you increase the hight of power jumps (for no apparent reason) by 1/8 of a block, just to make old maps breakable.
Here (yt)

I am really unsatisfied with the changes that have been been made to WJs in MP3 and for power jumps:
I like that they use only half the stamina bar now to make them actually usable, but I'm absolutely oblivious why they get you 1/8 of a block higher now.
I really can't imagine anyone going: "You know what would make the game really good? If the power jumps were 2,5% higher!" It really doesn't go into my head...
kadaz wrote:> That's where I disagree, cause the truth is, the truth is, weather you agree to disagree or not with liking it.
> I know I speak intelligent English
Fix
Nadeo
Nadeo
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Joined: 14 Jun 2010, 17:28

Re: Maniaplanet 3 Feedbacks

Post by Fix »

sadzealot wrote:(inb4 nadeo hardcodes those walls as well now that I made them aware of it)
This is possible indeed, thanks for the report !
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broric
Posts: 162
Joined: 16 Jun 2010, 10:11

Re: Maniaplanet 3 Feedbacks

Post by broric »

How are we now able to find our bookmarks?
the"more" option has disappeared from the bottom of the home page.
if this is a deliberate change then its a very poor one :0010 :0010 :0010 :0010
Alcator
Posts: 99
Joined: 25 Jul 2010, 11:24

Re: Maniaplanet 3 Feedbacks

Post by Alcator »

Bug 1:
After the update, I cannot validate any Platform maps. If the map has already been validated, the Green flag doesn't do anything. If it has not, the red flag says "Cannot validate track".

Missing feature 1:
Platform mode does not have car-mixing option.

I don't see any new blocks for Trackmania, but I wasn't inspecting it too closely.


Rant:
1) VIDEO explanations, people! This is 2014! Why are you spending so much time trying to WRITE short explanations of how things work, instead of recording a video tutorial that would show it, and just providing a link to it? YouTube will gladly host any Full-HD contents you want. You have added features which are very complex (MapPack editors, Medal ghosts, blockmixing etc.), so why not show how they work in 5 minutes?

2) Please, for the love of god, let me remove Stations I don't play from the menu! I don't want Storm, Elite etc. there, I just want my beloved Trackmania stations, lined up next to one another.
novationx
Posts: 2723
Joined: 10 Aug 2013, 22:33

Re: Maniaplanet 3 Feedbacks

Post by novationx »

Alcator wrote:Bug 1:
After the update, I cannot validate any Platform maps. If the map has already been validated, the Green flag doesn't do anything. If it has not, the red flag says "Cannot validate track".

Missing feature 1:
Platform mode does not have car-mixing option.

I don't see any new blocks for Trackmania, but I wasn't inspecting it too closely.


Rant:
1) VIDEO explanations, people! This is 2014! Why are you spending so much time trying to WRITE short explanations of how things work, instead of recording a video tutorial that would show it, and just providing a link to it? YouTube will gladly host any Full-HD contents you want. You have added features which are very complex (MapPack editors, Medal ghosts, blockmixing etc.), so why not show how they work in 5 minutes?

2) Please, for the love of god, let me remove Stations I don't play from the menu! I don't want Storm, Elite etc. there, I just want my beloved Trackmania stations, lined up next to one another.
:thumbsup: Agreed
The neverending waiting game has to stop.
edk
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Re: Maniaplanet 3 Feedbacks

Post by edk »

Now that I've had some weeks with the new version here are my thoughts:

Very cool to be able to change car models in the simple editor, the experimental mapping options are awesome to be included by the game proper, the new TM2 title pack is sick, and being able to download title packs from the store is easy as pie, thank you for all these.

Also, I've found all replay bugs to be squashed. No more overwriting session campaigns or losing old ghosts when selecting opponents. Great work on that.

Outside of the minor UI adjustments, the new UI overhaul is a welcome. I know many people like to trash the UI, but I've always found it pretty slick and responsive, this new one is no exception. It still suffers from having far more menus within menus than is necessary. Based on screen usage and the purpose of each, I think the excessive menu use would be helped by amalgamating them into less and more efficient spaces.

I'd still like to see the thousandth digit in official times. Likewise, it would be nice to be able to scroll through the leaderboards in single player, or be able to tab through the next ten places as is possible in multiplayer.

A "next track" button would likewise be welcome for people interested in speedrunning the full campaign.

The chat system still needs a ton of help. I'm sure that's been discussed to death, so no point in my adding to that.

One thing I've noticed for me personally, is that the environments have been split up for so long now, that I don't play on the multi-environment servers much. I've become weened on having to be in the mood of only playing one at a time, kind of difficult to break that habit to play different environments within one sitting. Either that or I think I just like Canyon more than the others.

Anywho, solid update, great work, looking forward to whatevers next. :1010
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Demented
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Re: Maniaplanet 3 Feedbacks

Post by Demented »

Well said Edk.
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sadzealot
Posts: 337
Joined: 04 Aug 2012, 03:38

Re: Maniaplanet 3 Feedbacks

Post by sadzealot »

edk wrote: Likewise, it would be nice to be able to scroll through the leaderboards in single player
Hahahaha, you think Nadeo is capable of taking advantage of the scrollwheel on mice and scrollbars? We're in 2014 and every single menu is a "click this arrow to go to next page".

But keep on wishing for that lol
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MPotK
Posts: 21
Joined: 02 May 2014, 22:23

Re: Maniaplanet 3 Feedbacks

Post by MPotK »

Hi all, 3 problems in map editor :

1) After clicking on a bloc for properties edition, the Edit Goal panel don't disappear when I click again on the edit properties bloc button, I need to click on the cancel button on the edit goal panel.

2) The water don't appear on the thumbnail of the map.
Link to some Thumbnails :
http://sm.mania-exchange.com/tracks/scr ... rmal/10260 (on middle of the "S")
http://sm.mania-exchange.com/tracks/scr ... rmal/10876 (It's a island map)
http://sm.mania-exchange.com/tracks/scr ... rmal/10264 (There are few ponds on the map)

3) Sometimes when I reload a map, a block disappear. For exemple, in the second screenshot, the left eye socket aperture is gone when I've reloaded the map in the editor.

Something I wish : since It is not useful to enter in the storm station to play, a button to access the editors directly from the station or from the left menu(better) could be a good thing.

And a question, is it possible to do a rectangular (parallelepiped) selection without doing it slice by slice ?

Bye All.
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