Trackmania² Valley Released!

Discuss everything related to Trackmania 2.

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Hylis
Nadeo
Nadeo
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Joined: 14 Jun 2010, 11:58

Re: Trackmania² Valley Released!

Post by Hylis »

Sheza wrote:Hylis, you make some very good points and I respect you for that.

I'm still disappointed that Valley costs 20 euros, as the complaints I have seen regarding handling and visual effects don't seem to warrant such a price. Regardless, as a TM2 Canyon launch customer (And avid Nations player in the past) I know how much fun Trackmania is as a series and would have been willing to pay 20 euros fro TM2 Valley if I knew I would like it.

You must understand that it's very, very upsetting if I pay 20 euros for a game and then I find the handling of the dirt sections so frustrating that I hate to play them and so I don't play the game any more. That's 20 euros, wasted.

Why not activate some trials for Valley once you have re-addressed the handling, like you did with Shootmania?
Somebody at the studio told me for months that the dirt gameplay was too difficult and recently came to see me to tell me that I made the right choice to keep it like that.

When we spend time on things, we do it for quality of the games, in long term. I consider Valley to be a master piece of arcade racing in the history of racing games: the gameplay, the map editor, the blocks, the servers possibilities, the sound, customisation, replay editor and all are combined to have one single pure arcade / rally racing environment of fun, speed, technical and other cool variation. I don't say that many people will share my oppinion or see it, but I can not do something else than making things like I believe they are best.

Some people complained about Coast in first place and played it a lot later. People looked at me with big eyes when I showed them the Coast gameplay for the first time ^_^ If we give you racing that you only expect, there is something less. The dirt is the maximum sensitivity we can put in the new driving model of TM². For the first time in our history, we really made two gameplays in one, since even if we made gameplay coef different on different surfaces earlier, now we radically changed the way the inputs are dealt between road and dirt. So, it's a way to deepen the environment, and we made it for people like Infar that are looking for the legendary sensitivity setting of TM ^_^

Quality != quantity, you will find it in food or else. Think that there is four times more engineer at Nadeo than graphic artists, and you will see what you really buy as well. Buy games with quantity at 45€, and we will see what the system has to offer and how precise are the graphics for the gameplay that is linked with them.
YonCan
Posts: 293
Joined: 26 Mar 2012, 12:42
Location: Germany

Re: Trackmania² Valley Released!

Post by YonCan »

I'm more and more familiar with the dirt gameplay and though it feels more like driving on ice than on dirt ;) , I get the hang of it and fun increases every day.
:pop:
edk
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Joined: 24 Jan 2013, 05:26
Location: California
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Re: Trackmania² Valley Released!

Post by edk »

@Hylis - You give me faith in developers that still want to create something worthwhile. Makes me feel good about being a TrackMania fan. :1010 :thumbsup:
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Rasque
Translator
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Posts: 426
Joined: 07 Apr 2011, 02:49

Re: Trackmania² Valley Released!

Post by Rasque »

I also love the offroad, it is the essenace of Valley (the rest is uhm kinda too forced).

:thumbsup: I demand a road block set for the corn-field! :thumbsup:
Hylis
Nadeo
Nadeo
Posts: 3933
Joined: 14 Jun 2010, 11:58

Re: Trackmania² Valley Released!

Post by Hylis »

thanks edk!
cool YonCan

And Rasque, if we fix the angle troubles of objects (the three icon, use top down view to help :/) and add support of Macroblock with objects without having to have blocks, maybe it can help to have some variations in the field atm.
zarexz

Re: Trackmania² Valley Released!

Post by zarexz »

My first reaction to the dirt wasn't positive either but when the speed is right, it's quite easy actually. Even with keyboard.
HaagseSmurf
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Joined: 13 Apr 2011, 19:46
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Re: Trackmania² Valley Released!

Post by HaagseSmurf »

zarexz wrote:My first reaction to the dirt wasn't positive either but when the speed is right, it's quite easy actually. Even with keyboard.
Yep, i can totally agree (kb-player here): its like it allways is: just practice, practice and practice.
The more you practice the more you like it ! I love those tracks when you jump literally off the road into a curve on the dirt without losing any speed (that needs practice as well). Thats really exciting!!

Greetz,
HaagseSmurf

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Rasque
Translator
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Joined: 07 Apr 2011, 02:49

Re: Trackmania² Valley Released!

Post by Rasque »

Still, I could imagine a very tiny adjustment, so we could be able to make sharper and faster turns as well as more lucky corrections to the oversteered curves.

And ofc more rally-like blocks as I mentioned :)
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kripkee
Posts: 920
Joined: 21 Jun 2010, 14:04

Re: Trackmania² Valley Released!

Post by kripkee »

I like valley :D

but I miss some blocks for "dirt":
Start Block
Finish Block

General:
"classic Checkpoints" where you can see more than a line on the floor
RedBooster
Normal ramps
More (classical) signs like in stadium

:D
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