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Re: Gameplay thoughts/discussion
Posted: 13 Jun 2011, 01:00
by Mac_Matrix
haenry wrote:Even if Canyon looks very fullspeed orientated, I am pretty sure that you can build hard tech maps as well.
As tcq already said, noslide seems to be favoured. And we all know, that driving noslide is harder than drifting. So you will have enough possibilities to build techy noslide tracks.
Even if it's a faster tech-style than in most TMUF environments because Canyon seems to be faster in general.
I heard that at high speed the car is better turned drifting than noslide (at least through corners you otherwise have to slow down through) kinda in the same way that in stadium if you can take a corner without drifting it's usually faster to not drift.
So I suppose there may well be a variance of "speed tech" maps that emerge on Canyon. I'm a fan of speed-tech anyway, so that won't bother me if I'm right

Re: Gameplay thoughts/discussion
Posted: 13 Jun 2011, 06:03
by Trackmaniack
I'm just glad the Canyon car's got more weight to it...the Island cars were so flippy that if you landed 'em >30 degrees off-level, you went on your roof. With this car and what looks like, at first impression, working suspension, you can land these things crooked and they'll pop back up.
Re: Gameplay thoughts/discussion
Posted: 13 Jun 2011, 09:13
by tcq
Trackmaniack wrote:I'm just glad the Canyon car's got more weight to it...the Island cars were so flippy that if you landed 'em >30 degrees off-level, you went on your roof. With this car and what looks like, at first impression, working suspension, you can land these things crooked and they'll pop back up.
Indeed, that was what i first recognised. Even though you got pretty strange angles during the jumps, the car was nearly instantly back to 4 wheels as soon as it touches the ground.
Re: Gameplay thoughts/discussion
Posted: 13 Jun 2011, 10:38
by DonTubo
tcq wrote:Trackmaniack wrote:I'm just glad the Canyon car's got more weight to it...the Island cars were so flippy that if you landed 'em >30 degrees off-level, you went on your roof. With this car and what looks like, at first impression, working suspension, you can land these things crooked and they'll pop back up.
Indeed, that was what i first recognised. Even though you got pretty strange angles during the jumps, the car was nearly instantly back to 4 wheels as soon as it touches the ground.
... which is pretty cool, since we have no "real" air -control like the_k said!

Re: Gameplay thoughts/discussion
Posted: 13 Jun 2011, 12:23
by haenry
It's very good for transitional maps

Re: Gameplay thoughts/discussion
Posted: 13 Jun 2011, 12:49
by Romain42
Nice analysis, bucky_u!
bucky_u wrote:I love the speed of the car, but I do hope to see some techy-er stuff spit out. I'm sure it will come one way or the other. I can foresee some frustrations from a driver's standpoint. The speed of the car, coupled with its lack of air control will make landing on tight roads a feat.
I thought the same watching the videos. Nevertheless, some feedbacks suggest the canyon car may have a very more accurate roadholding than previous environments. Who knows?
bucky_u wrote:Also, because tech tracks tend to be slower, speed will have to better controlled by the track. I hope that doesn't mean that there will be jumps every couple of seconds, and I hope that we won't have to resort to reverse boosters.
Imho, a track with reverse boosters and jumps every couple of seconds isn't a tech track. In a tech track, the driver is assumed clever enough to know how to brake and how to control his speed by himself. And that’s what makes this kind of maps more interesting to me: there is a risk to take or not to take at each turn!
Even if lots of tech map-makers prefer to have a pretty constant/flowy rhythm, that’s not the case for all. In league maps, you may have to make big brakings sometimes (at least on some environments).
bucky_u wrote:Tech is cool, but I do think that Canyon lends itself to more Island type tracks: epic speed, and sliding everywhere.
It’s possible to make pretty nice tech/noslide maps in island. I believe the strength of Trackmania is that the game can be diverted easily to what its idea men anticipated. We also found nearly fullspeed maps in coast, which appears to not be what coast is made for. I think we can’t know if tech maps will be interesting – or even possible – with canyon until we have a real try. But I believe Nadeo has better to have its game playable in competitions, thus they should have thought about the “tech-ability†of Canyon, and even of TM² as a whole.
Re: Gameplay thoughts/discussion
Posted: 13 Jun 2011, 12:58
by elitechris
I see the tracks won't be that techy as we would like to expect, however I'm sure there will be a lot of - at least - speedtechies. I think many of us have seen others who make sometimes insane ones.
People are able to make speedtech tracks that we aren't able to imagine, so honestly, I don't see any problem about making this kind of tracks.

Re: Gameplay thoughts/discussion
Posted: 13 Jun 2011, 18:52
by Sabre
i hope tech is possible... or i don't see myself doing very well at TM2 D:
Re: Gameplay thoughts/discussion
Posted: 13 Jun 2011, 18:55
by haenry
Just make some tracks, where you have overspeed for the curves. Then add some hardcore mini u-turns... DONE! Tech track is ready

Re: Gameplay thoughts/discussion
Posted: 13 Jun 2011, 18:56
by Mandark
Is it me, or the Canyon gameplay music is the one that can be heard at the Valley presentation (TMO menu music remix) ?