I'll put my comment here because I want to remember to get it tomorrow.
Re: TrackMania One Speed - Coming out tomorrow!
Posted: 13 Jul 2018, 21:10
by Florenzius
MatheusKS wrote: ↑13 Jul 2018, 20:20
I'll put my comment here because I want to remember to get it tomorrow.
Haha no need. We are working hard internally to provide the final pack tomorrow afternoon. Stay tuned!
Our PCs are melting
Re: TrackMania One Speed - AVAILABLE NOW!
Posted: 14 Jul 2018, 20:15
by Florenzius
The TrackMania One crew is glad to release the yet second environment of the recreation project TrackMania One. We decided to work on the Desert environment for the past 8 months. The result is TrackMania One - Speed!
TrackMania One is a project, which brings all environment of the TrackMania 1 games recreated from scratch to ManiaPlanet. All of the environments will have an own titlepack, available in the ManiaPlanet store.
After more than a half year of work, it's time to release our work for everyone. The pack-beta was a christmas-present for the users on our discord-server and we gotta thank everyone who took part in testing, suggesting, making maps and being a great inspiration! We've also got a big Campaign-team of 18 players and hand in hand we had a really good time when we built up the campaign maps.
Special thanks to Timania for the cool announcement trailer, eyebo for organizing big parts of the campaign and putting a lot effort into all maps, Nerpson for the great work on the core features, TMCharly for the cool car model, GKRacer for the exclusive skin, woolookologie for the amazing soundtrack, eFFecT for organizing the KOs and many more helpful players! (The whole credits can be found ingame)
Thanks to our discord-server it was also pretty cool to communicate on our server with beta-insiders, but also outsiders.
Check out the nice Launch Trailer by wasimo4 now!
TrackMania One - Speed includes the complete block-set of TrackMania United's Desert version, containing more than 420 Blocks in the original look and with the original textures. We've worked hard to improve the design, geometry and most importantly, the gameplay of our blocks and the result is more than satisfying.
Besides all original blocks, we've followed the TrackMania One tradition and also made exclusive blocks after we've seen many suggestions and had own ideas.
Part of the exclusive set are the following types of blocks:
Suggested Blocks by players or the team (for example grid wallrides)
Hidden Blocks from TMUF (for example the Cliff Slope)
A special compared to the previous title Alpine is, that we only need one pillar for all kind of blocks. That will make mapping easier. To make your maps looking better we recommend to place pillars where they are needed. If you need to see how to use them, check out the Mapping Tutorial.
We've also got an user-friendly gridsnap and an included mountain-base so you can place down water without problems.
Probably many players will ask about the handling again. Since we were not able to fully resemble the original handling of the DesertCar, we made something similar, but more arcade-ish. Trust me, it feels good to drive with those physics. You can still reach similar speeds, behaviors and even finish rebuilt maps with a similar time compared to TMU. Before you want to start to complain about the physics though, we are not going to have a discussion about what's good and what's not good or should be improved. We've got an experience of 8 months and know how the car should be to have a good gameplay.
TrackMania One is also getting a completely refreshed interface for all titles, for more information look below.
The official campaign is split in 3 modes. Race, Platform and Stunt. Due to timing issues we only included the Race-campaign with all 50 maps yet. Soon we will add the first Season of Platform- and Stunt-Maps. Each season is including 10 maps and you can compare them to the color pools (like White, Green, etc.) As in Alpine, the last track, E10 is a big collaboration between all campaign-mappers, so prepare for a 7 minutes-journey!
Also Speed contains exclusive soundtrack, by the music master himself, wooloo!
The Speed timeattack-program will start soon, if it isn't scheduled yet.
Some things are still planned for Speed, but the biggest part is already done and was polished during the beta.
The menu script is far from being finished right now, but we will add new content every update!
Here is a short list with the most important things to do yet:
Add working server browser and local server menu
Include the credits menu
Full gamepad support
Schedule the first and following Season of Stunt and Platform maps
Implement the "custom campaign" feature / UGC function
Add the exchange feature to manage player mappacks (only concept yet)
Add an ingame FAQ
Add full ranking system
An updated roadmap can be found in the first post of this thread.
Mapping is an important subject in Speed and TrackMania One in general. With all those new designed blocks, you have a lot new possibilities to build smooth and well looking maps. But it's also in your hand how the map will look.
Sadly we can't realize auto-generated pillars yet, as ManiaScript doesn't give us enough possibilities for that, so you will have to place them by hand. I recommend to don't build your maps too high, otherwise it will take much time.
Once again we have a tutorial for good looking results. Visit
Since the creation of TMUF maps is completely possible now, you can also re-build your favorite maps from TMUF. Some have been recreated during the beta already. Show us your creations!
To avoid a literally "block-mess" on tracks, we've written some guidelines for maps. If we encounter bad mapped maps, we will not be going to add them on the servers or program.
Avoid blockmixing and overlapping/flickering (-> ugly and shadow issues)
Don't use the arrow-keys and + and - on numpad to rotate blocks (-> possible shadow issues)
Don't use Valley-Terrain or Valley-blocks, only the included items
Don't use custom items from the MeshModeler or ManiaPark
Don't activate the Ghostmode via a double-click on the tree icon or F4 (-> ugly and shadow issues)
Speed adds a new and fresh menu and system to the whole TrackMania One franchise. Since guerro left and Nerpson joined the development team, we decided to have something new in the spirit of AAA games. After some early concepts, we've got a really smooth and good looking menu, no crashes guaranteed. Many features are still planned and will come with later updates!
Also the live newsfeed is back on the home menu. We can keep you updated better and also inform you easily about upcoming events. Thanks to the news channelsyou can choose what you want to be informed about!
We also decided to not use the classic menu soundtrack anymore. We've got a much cooler feature now. Since I've bought a song with several variants on envato/audio jungle, we tried to have all variants of the song playing at the same time, but each menu only plays one variant. So if you go to another menu page, the song sound will change, but keep the same melody. Thanks Nerpson!
What's also completely new in TrackMania One and the titlepack history, we've planned a feature to create own map-packs or campaigns. You will find this feature as "UGC"-Button in the Solo menu, but yet we didn't implement the feature. Stay tuned!
Here you have a short overview of the menu design:
During the beta, Timania created the awesome Announcement Trailer, wasimo4 made our announcement trailer and TMCharly created some cool official wallpapers.
Wallpapers
Trailers
Speed is also coming with some community events already! During the beta, eFFecT from MX and I decided to organize a ManiaExchange Knockout for Speed as well. The Alpine knockouts won't be played anymore, at least until we will release the completely new Alpine version (more info soon). We've got a map pool of roughly 30 maps and the first Speed Knockout (Rounds) will be played at July 21 in the morning and evening, so don't miss it!
We also worked with the team of TrackMania Open, and they setup a permanent community server for Speed. There will also be an event. You have one week time to hunt all maps on the server and the player with the server rank #1 will get up to 25,000 planets. So don't miss that, it'll be fun!
Some more community things and events are planned too, but not worth to be mentioned yet. At least one big Community map shall be built in Speed!
You have two ways to download TrackMania One Speed.
The titlepack will automatically be updated when we release an update. Just start the title, update it and ingame you will also find a detailed changelog and more information.
The titlepack requires TrackMania² Valley to be purchased and activated, as we use it as our base environment. You can find Valley cheap here
You're invited to join us and our awesome community! We strongly recommend you to join our discord-server (currently over 300 members), to play and communicate with other TrackMania One players and the dev team. This is also the place to report bugs, suggest things or become part of closed betas. You can also use this forum thread for giving feedback.
Thanks for reading this thread and now we hope you have a lot of fun with TrackMania One - Speed! We look forward to see you on the servers and during the events!
It looks very nice Unfortunately no time to test atm. But im looking forward for this diamond
Re: TrackMania One Speed - AVAILABLE NOW!
Posted: 25 Jul 2018, 05:37
by BK-ZD50
Hello,
i hope i'm right here.
I miss some Blocks for Speed, from the TrackMania DS Game.
Just an idea, to add.
Thanks.
Re: TrackMania One Speed - AVAILABLE NOW!
Posted: 27 Jul 2018, 17:26
by Florenzius
We decided to not do them, since they are not looking good at all and you can use normal terrain.
However, I will only post announcement posts on this forum anymore, since the feedback here is almost zero compared to Discord. You can find community news and update changelogs on Discord.
Re: TrackMania One Speed - AVAILABLE NOW!
Posted: 20 Nov 2018, 23:50
by McBain
Congratz to the whole team for this genious update!
Everyone has to try it: cam 1 is fixed and also the car handling much more desert like. I even prefer this one a bit over original
Special thanks to Nadeo and especially Florenzius. Continue with your great job. It's already awesome now