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[B3.1][IDEA] offblock with "respawn"

Posted: 01 Mar 2013, 19:49
by BLiNNeMaNS
I just got a great idea:

Can we have the "offblock" from shootmania in trackmania? (canyon, valley, stadium etc)
(triggered to "respawn" at last cp as if the respawn button is pressed.)

that way we can add cutprevention walls without creating incredibly dark spots in the track by blocking all lightsources.
(preferably invisible outside the editor)


Also adds as a great addition to RPG (puzzletrack) builders



edit:
As a simple 2nd monitor on spectator mode makes MT cutprevention obsolete, building severe fencing is the only option for competitive tracks online.

Re: [B3.1][IDEA] offblock with "respawn"

Posted: 16 Mar 2013, 00:42
by Maystorm
I would second that idea.

Regards,
Grandpa ;)

Re: [B3.1][IDEA] offblock with "respawn"

Posted: 16 Mar 2013, 01:05
by TMarc
Interesting idea, but as personal opinion, I'm rather not for it.
Proper mapping and placing of CP should "automatically" avoid cuts, making the use of offzone unnecessary.
And if there are still cuts possible, then what shall's, it is a reminiscence of Puzzle :mrgreen:

However it could be funny to have a maze track with just offzones, so for a try, why not? ;)

Re: [B3.1][IDEA] offblock with "respawn"

Posted: 16 Mar 2013, 04:22
by BLiNNeMaNS
Lol tmarc, your mapping and CP placement solution almost totally rules out dirt/loops/wallrides/boosts/compact tracks/reuse. At higher speed, bouncing into a wall can already make your car fly out and land somewhere it shouldn't.
Then there's difference of height issues, dirt to road transitions, every bump can be used against you, while a single row of invisible offblocks would already be sufficient..

And yeah, for puzzle tracks there's endless possibilities.
(reverse last cp b4 offblock, portal theme, some kind of pitstop for f1 themed tracks etc)

Re: [B3.1][IDEA] offblock with "respawn"

Posted: 16 Mar 2013, 10:23
by eie
THIS IS A FUCKING GREAT IDEA AND LET ME TELL YOU WHY

When I build RPG's, they're often very fast, and there are currently just too few ways to slow the car down, so currently the way I've had to do it is by just making a ring cp, in which you go through, and have to respawn afterwards to decrease the speed to 0 (this is really practical for many reasons). The problem with that is that if you press the respawn-button too early, you've messed up, too late and you've lost a few hundreths of a second (which actually can be a great difference). If you were to put such an offblock just as you trigger the ring, and just let the person automatically start from the cp, that would be awesome o_o

I only wish that this block would be invisible in-game and only visible in the editor. This is because this would make it possible to create a tunnel of this offblock throughout the track, effectively making it close to impossible to cut, and virtually having no visual effect.

YES PLEASE

Re: [B3.1][IDEA] offblock with "respawn"

Posted: 14 Apr 2013, 05:03
by BLiNNeMaNS
although it's really against my principles i thought i'd bump this topic a bit now :D

(only reason is the fact you've finished the shootmania beta phase and promised some more focus on trackmania)


Anyways, hope this feature will be added in a future update. (and maybe also add XYZ coords input in 2D triangles?)

Re: [B3.1][IDEA] offblock with "respawn"

Posted: 14 Apr 2013, 08:55
by aborttrap
A solid "cut-prevention" block would be helpful, as opposed to people having to use the MediaTracker. It would also help in making routes more clear! But visually I'm not sure how well it would fit.

If a version of the offzone for TM can be worked out, I also think the grid used for these blocks should be at a smaller scale.

Re: [B3.1][IDEA] offblock with "respawn"

Posted: 14 Apr 2013, 10:13
by TMarc
BLiNNeMaNS wrote:although it's really against my principles i thought i'd bump this topic a bit now :D
This is not only against your principles, but also against the forum rules ;)
BLiNNeMaNS wrote:(only reason is the fact you've finished the shootmania beta phase and promised some more focus on trackmania)
We still have RC1 "only", and Nadeo also has promised further updates on ShootMania in the next weeks.
So work on TrackMania² is still delayed or divided between Storm, Canyon fixes, Stadium fixes and Valley now.
We will definitely see more happening in the next months, just stay tuned for updates :thumbsup:

Re: [B3.1][IDEA] offblock with "respawn"

Posted: 14 Apr 2013, 14:25
by BLiNNeMaNS
aborttrap wrote:A solid "cut-prevention" block would be helpful, as opposed to people having to use the MediaTracker. It would also help in making routes more clear! But visually I'm not sure how well it would fit.
That's why my request involves "invisible" blocks in player mode, only visible in trackbuilder

TMarc wrote:
BLiNNeMaNS wrote:although it's really against my principles i thought i'd bump this topic a bit now :D

This is not only against your principles, but also against the forum rules ;)
hehe well, as i been a moderator on several forums that's why it's against my principles ^^

Although i did add a request to look into the manual input of XYZ coordinates (again) so it isn't a real bump
for instance, currently you can't set the marker to (X.Y) 1.1,-1.1,-1.-1,1.-1 or the 0 axis, which makes it rather hard to do fullscreen animations like i did on Glitch.
(that animation was built in Trackmania Forever and luckily you guys allowed track-import again)
Beside the animation functionality it's the only tool that allows (or at least used to allow) drawing solid sharp straight lines in mediatracker.


We still have RC1 "only", and Nadeo also has promised further updates on ShootMania in the next weeks.
So work on TrackMania² is still delayed or divided between Storm, Canyon fixes, Stadium fixes and Valley now.
We will definitely see more happening in the next months, just stay tuned for updates :thumbsup:


hehe well, the divided attention is a big step, looking forward seeing what the future brings, both valley/stadium/shootmania wise as all other content ^^

Re: [B3.1][IDEA] offblock with "respawn"

Posted: 16 Apr 2013, 20:32
by Rots
I good mapper has 2 solutions to the issue you (all) expose:

-Placing checkpoints elsewhere
-Add a clip with mediatracker with a dark screen and a side note: "you ain't crossing here :x "

The idea sounds cool but i think it makes mapping too easy.

By the way... A mediatracker clip that especifically calls playerrespawn would be nice :P but as i said...too obvious to map then :roll: