Road/Street Blocks with too much stuff attached to it

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Trackmaniack
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Re: Road/Street Blocks with too much stuff attached to it

Post by Trackmaniack »

EnaiSiaion wrote:The reason loops are hard to drive is because they weren't intended to be in the game in the first place. So many people complained during beta that they were added in the end. Of course, given TM2's positioning as the "new and improved" Trackmania, expecting walls and loops that actually work is not too outrageous.

There may be a solution. The car has grip while driving a sideways wall (suggesting downforce) so why not when going upside down? Nadeo does not want to modify existing blocks, but why not add a "magnetic loop" block that is a retexture of the existing loop and applies severe downforce when driven on, enough to glue the car to the road so it doesn't slide as easily. Same for walls: admit it, building a vertical course would be wicked.
Yes, yes it would be. The problem with your logic is that Hylis has said that he wants TM2-Canyon to at least -feel- plausible...like it could theoretically exist. Craziness with loops and wallrides, then...is out. :-?
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WPK-Wolfseye
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Re: Road/Street Blocks with too much stuff attached to it

Post by WPK-Wolfseye »

Trackmaniack wrote: Yes, yes it would be. The problem with your logic is that Hylis has said that he wants TM2-Canyon to at least -feel- plausible...like it could theoretically exist. Craziness with loops and wallrides, then...is out. :-?
Its like I said, in TM2 they killed a big part of the uniqueness of TM, trying to make it "plausible" as you say. In the old TM, even throughout all the different environments, things like that were possible. Castration is what I call that. But hey, they will see the results even without me. Check out the number of Players in the next months, signing up for TM2. If they think they will get only 1/10th of the number of players that TM had, they are sadly mistaken.

But don't believe me, thats ok. See how it will be in the next time.
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