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Re: Screenshot/Video/Article Collection

Posted: 12 Jun 2011, 01:02
by wiidesire-2
Kakkoii wrote:
You could say the same thing about the blocks in the track editor itself. It's not really about need, but about expanding track making possibilities. Custom blocks brings track building to a whole nother level, it will allow for even more amazing tracks. I work in the CG industry and I like to model things, so I'd like to start making my own custom made blocks in my tracks from the beginning XD, it allows you to fully implement your track vision and helps you stick out from the crowd more too.

"it will be added when it's needed"
But the thing is, how do you define when someone like that is "needed"? I would guess a month after release would be about the limit, enough time for testing out the blocks that are already there and releasing a bug fix or two. But it's pretty much needed from the start.

In my opinion I dislike it to have block import right at the beginning. Because then everyone would import his own block and I can't drive ,,normal´´ maps. I think it's a good decision to wait for it a little bit and 2-3 month after it, when the blocks are used to, then you could add block import

Re: Screenshot/Video/Article Collection

Posted: 12 Jun 2011, 01:14
by Kakkoii
wiidesire-2 wrote:
Kakkoii wrote: In my opinion I dislike it to have block import right at the beginning. Because then everyone would import his own block and I can't drive ,,normal´´ maps. I think it's a good decision to wait for it a little bit and 2-3 month after it, when the blocks are used to, then you could add block import
I would find it highly unlikely if there weren't dedicated servers with titles like "No Custom Block Tracks" and such. One of their primary purposes being for people with low bandwidth speeds/caps. Not to mention only a small portion of the community knows how to deal with 3D model files. Plus, custom blocks will increase track file sizes the more geo you have. You're not going to see every "star" track builder using mostly custom blocks, or any for that matter. Most are going to try and make the most amazing tracks they can with the stock blocks first, see what innovative combinations they can come up with it. This is a choice most will make regardless of whether the custom block ability is there or not. And others will wow people with their modeling skills, making incredible tracks that are an entirely unique experience.

I imagine something like CB and OB tags are going to become something common in track titles, similar to [FS].
[CB] = CustomBlock, [OB] = OriginalBlock.

But I am fine waiting 1-3 months at most. It just worries me that it's not there from the start, and that they'll just decide not to do it. As I know it's not that complicated of a coding task to implement in general for engines, especially one like this that already has the back-end for it.

Re: Screenshot/Video/Article Collection

Posted: 12 Jun 2011, 01:31
by Trackmaniack
Trust me. If Ubi doesn't restrict Nadeo's creativity, you guys have nothing to worry about concerning add-ons, patches, and content.

Re: Screenshot/Video/Article Collection

Posted: 12 Jun 2011, 09:30
by isamu
Speaking of servers, do you guys think a lot of the servers will be filled with the full 200 car max capacity? Do you foresee a HUGE influx of new TM2 players, that will fill the servers with 200 cars? Gosh I sure hope so. I wanna feel like I'm part of one big RACE PARTY!!!!!!!!! :D :D :D

Re: Screenshot/Video/Article Collection

Posted: 12 Jun 2011, 09:43
by elitechris
Honestly x2, I don't think that there will be a lot of people playing TM2 at the beginning. I think within the 1st month it can be up to 100k, maybe 150k people. Look at TMUF - only <300k people playing it.

HOWEVER, there's a difference between 300k players registered on TMUF and the amount of players still playing the game. So, if from those 100k people about 80k will still play, I think that this is really gonna work.

Re: Screenshot/Video/Article Collection

Posted: 12 Jun 2011, 15:11
by master94ga

Re: Screenshot/Video/Article Collection

Posted: 12 Jun 2011, 15:25
by wiidesire-2
oh I should have said it:

I stopped with the article collection, because at the moment no article has new informations. When new information are in it I will add it. ( I read this article yesterday already, no new info)

anyway thanks,

Sincerely

Max

Re: Screenshot/Video/Article Collection

Posted: 13 Jun 2011, 05:59
by Trackmaniack
Honestly...200 players on a server is a bit much for me... :-? I think it'd lag my poor rig into the grave... :P

Re: Screenshot/Video/Article Collection

Posted: 13 Jun 2011, 09:10
by tcq
Trackmaniack wrote:Honestly...200 players on a server is a bit much for me... :-? I think it'd lag my poor rig into the grave... :P
Depends on, which kind of server you are driving on. If you use a "hide opponents" and only TA server, then this isn't a problem. But if you are playing on a rounds server with "forced opponents" and about 15-20 people (because this is real racing), it get's quite interesting :)

Re: Screenshot/Video/Article Collection

Posted: 13 Jun 2011, 10:24
by wiidesire-2
http://uoem.com/upcoming-trackmania-gam ... omment-359

UOEM wrote: Developed by Nadeo, and published by Ubisoft, TrackMania 2: Canyon’s retail release date is set sometime in September 2011 for the PC. A closed beta is set to open this July. The open beta will be available in late July or early August.
http://www.youtube.com/watch?v=jq68SfB2 ... re=related

just watch the end. One of the developers says in the background open beta, when he asked about the beta