HUD and Visual Improvements

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GhostOne
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Joined: 02 Aug 2018, 17:03
Location: France

HUD and Visual Improvements

Post by GhostOne » 17 Dec 2018, 12:55

Players love to be able to customize their game interface, according to their taste or needs.

Just like new and future softwares that use "vectorial" interfaces, it will become increasingly difficult and outdated to not offer customization at least to users. Here is my ideas.

HUD Options:

-HUD: On / Off
-Font: LCD / Modern / Old School / Industrial
-Chronometer Scale: 100% / 80% / 60% / 40% / 20% / Off
-Digital Speedometer Scale: 100% / 80% / 60% / 40% / 20% / Off
-Analog Speedometer Scale: 100% / 80% / 60% / 40% / 20% / Off
-Traveled Distance: On / Off (Useless)
-Selected Opponents Scale: 100% / 80% / 60% / 40% / 20% / Off
-Selected Opponents Locality: Top Left / Top Right (I really prefer top left as before)
-Selected Opponents Amount: 1st / 3 best / 5 best / All
-Intermediate Time Scale: 100% / 80% / 60% / 40% / 20% / Off
-Intermediate Time Locality: Normal / High / Very High / Extremely High
-Intermediate Time Duration: Normal / Long / Very Long / Infinite

Visual Options:

-Exhaust flames: On / Off
-Opponents Transparency: 100% / 80% / 60% / 40% / 20% / Off
-Personnal Best Ghost Transparency: 100% / 80% / 60% / 40% / 20% / Off
-Ghosts Progressive Transparency: Off / 1 / 2 / 3 (I don't like the progressivity)
-Ghosts Proximity Disappearance: Off / 1 / 2 / 3
-Forced Internal Camera: On / Off (I would always like to play in camera 1, high and distant)


The gameplay and the optimization has never been so good.
So here is my observations of the visual aspect of the ingame current version of TrackMania²:


-The chronometer is off-center due to the useless "race time" writing (must be deleted) and encroaches on the car due to its size and high locality. (MP3 was perfect)

-The intermediate time is not symmetrical, one writing is higher than the other, not on the same horizontal line. (MP3 style was perfect: one above the other)

-The colored intermediate differential time according to our performance is a good idea, but it should be its writing that be colorful on a invisible rectangle, not a white writing on a big colored rectangle. It disturbs the visibility. (MP3 was perfect with colors but without rectangle)

-The intermediate time has a long vertical white line completely useless and annoying. (To delete)

-Always no final differential time display at the last checkpoint / finish line / run end.
It is still impossible to know how much time we have beaten our PB, or is separating from our PB (unless we take out our calculator), nor still less from our best opponent / target. Really indispensable, it's the only goal of a run.

-The HUD fonts can be better. The LCD display style as before was more neat, and effective, more racing style and competitive spirit.

-Everything takes too much space on the screen. Especially at the 4K era, and more and more gigantic screen sizes.
A compromise might be possible to get closer to the minimalist and professional LCD aspect as before.

-The countdown has a mobil game / flash game / cartoon aspect. Not sérious appearance. Very different from the rest of the game, its flat design and its sobriety. To review, or simplify to harmonize with HUD.

-Opponents selections are not saved as before, and asks for more than 25 clicks each time. (Down, Down, Down, Down, A, Right, Right, Right, A, Down, A, Down, A, Down, A, [...], X).
Also, if we beat our PB once in a session, we must reselect all ghosts, but if we beat it a second time in the same session, the ghosts remain selected, and for the whole next times. Incoherent.

-The last run ghost has no reason to exist, even if it is deactivable, or someone would have to give just one reason.

-It is still not possible to display the opponents names as before, very impractical to recognize his own PB ghost, and it's impossible to know who is who among the others.

-Exhaust flames during boost are not realistic and don't match with custom 3D models, which create visual aberrations. (exhaust locality and its depth too)


-Night maps are too many in all the 4 solo campaigns.
It's unpleasant to play, and longer to learn for nothing. It pushes artificially their mastery time.
It would be nice to avoid doing too much in the future in all environments, or even none.

-The E05 Lagoon map is for the first time in the TM history a map completely unrealistic and disconnected from reality.
It's a place you want to leave. It's the opposite to what people are looking for in a racing car game.
It's the opposite to the many sublime, sunny, and shimmering maps in Lagoon or all TM, where we stop playing, or stroll, to contemplate landscape or analyse construction.



Other ideas or opinions are welcome.

I know that everything is long and difficult to develop, but you are geniuses Nadeo.
You are writing history. Good luck to you.

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