Some hopes; Update 4 (Mini-Update)

Discuss anticipation, facts and video's of the newly announced Trackmania 2 game!

Moderators: Alinoa, TM-Patrol

isamu
road tourist
road tourist
Posts: 104
Joined: 01 Dec 2005 08:59

Re: Some hopes; Update

Post by isamu » 03 Apr 2010 21:32

collisions :3

User avatar
Trackmaniack
solid chaser
solid chaser
Posts: 1055
Joined: 05 Sep 2007 20:05
Owned TM-games: All
Location: Dubuque, Iowa, USA
Contact:

Re: Some hopes; Update

Post by Trackmaniack » 04 Apr 2010 18:08

isamu wrote:collisions :3
Come on. TM is NOT about collisions. You do that, and what do you have? Nitro Stunt Racing. Or Need for Speed with loops. Or Crashday with working multiplayer. I.e., these games have been done before. Trackmania is actually something NEW. Most of us don't WANT TM to become a clone of all the other racing games out there. Think before you post. :sucks:
Cruisin' through life, TM-Style!
Image
_________________________________________________________________________

Image

User avatar
otmb;ripbox
swift roadking
swift roadking
Posts: 854
Joined: 12 Aug 2005 22:10
Owned TM-games: TMU, TMO, TMS
Contact:

Re: Some hopes; Update

Post by otmb;ripbox » 04 Apr 2010 21:33

Ok so just recently i made a pack of custom engines and enjoyed it thurley but the customisation is very limited, limited on how and what you can customise so on that note id like to see better sound use and customisation

CARS
More than 3 gears = 6 or 7 (RL:modern cars can now contain up to 8 gears like the new BMW 760Li)
EngineIdle
EngineOn3000
EngineOn6000
EngineOn9000
EngineOff3000
EngineOff6000
EngineOff9000
EngineRev (not reverse but Revolutions)(rev your engine in stationary mode)
GearClunk
TurboWhistle (heard when accelerating)
Breaks
Horn(already available)

Environment
Ill not list these since we wont know what's to come, However it seems not possible to make a Solo environment sound mod
so the ability to sound mod for environments just the way we make visual skin mods (covering crash sounds ect) I.e cartoon sound mod
Image
* Core 2 Quad Q6600
* Abit IN9 32 MAX Motherboard
* 8 GB OCZ 4GB PC2-6400 nVIDIA SLI-Ready Edition (4X2GB)
* AMP! GeForce GTX 260² 896MB 448-bit GDDR3 x 1
* 150GB Raptor HDD
* 500GB Caviar HDD
* Vista Ultimate x64
* Thermaltake W0133RB 1200W PSU

Xbody
wheelbarrow operator
wheelbarrow operator
Posts: 17
Joined: 16 Feb 2009 13:02
Owned TM-games: TMUF

Re: Some hopes; Update

Post by Xbody » 06 Apr 2010 09:51

Thank you for all the comments. I'll update the thread soon, I currently collect ideas.
:3

Edit: Please what do mean with dirrapearing, SiH13?
I have never heard this word... :D

SiH13
tricycle manager
tricycle manager
Posts: 28
Joined: 30 Nov 2009 14:47
Owned TM-games: TMO TMS TMN TMU F

Re: Some hopes; Update

Post by SiH13 » 06 Apr 2010 11:46

not me either ^^

Disappearing*

Xbody
wheelbarrow operator
wheelbarrow operator
Posts: 17
Joined: 16 Feb 2009 13:02
Owned TM-games: TMUF

Re: Some hopes; Update 2

Post by Xbody » 06 Apr 2010 13:37

Update 2 :thumbsup:
All ideas from the TM-community...
Very exotic ideas aren't included


General :lovetm
- When I click on S the game saves from the beginning of the map. The replay are getting very long then. It’s hard to cut them. The game should save from the last clicking on del (Not already fixed?)
- No ongoing Internet connection because Ubisoft’s copy protection :roflol:
- costs between 35 € and 50 € (not more – that’s a lot of money)

Mediatracker
- Standard Windows shortcuts should work
- should be able to choose which part of the replays you want to export
- Select multiple replays to import
- Remove multiple tracks simultaneously :idea:
- 2D Rectangles
- Effects on the text (to create nice titles)

Graphic 8)
- Removing the shadow from the car when it drives in the shadow of a building

Sound :gobananas:
- Better music
- Cars should have 6 or 7 gears
- Sound-mods for environments should be possible (e.g. to create a cartoon sound mod)

Gameplay :pil
- Sort of the maps by alphabet (also if you have color-codes)
- More advanced review after playing a track. Functions like stop, rewind and slow motion (like in TMO)
- List with the people which are around you (have the same amount of medals) in single player
- disengageable intro video
- The Crazy mode should be back again
- Breakable stuff
- Chat and better control of ingame-messages

Editor :3
- Sculpt the scene like in Mod Nation Racers
- Ingame tutorials

Forgotten something?
Last edited by Xbody on 09 Apr 2010 13:36, edited 3 times in total.

User avatar
w1lla
TM-Patrol
TM-Patrol
Posts: 1466
Joined: 23 May 2007 07:20
Owned TM-games: TMU, TMN, TMF
Manialink(s): intr
Location: Venray

Re: Some hopes; Update 2

Post by w1lla » 06 Apr 2010 14:34

i do miss the function that you can see who is around you in the likes of ladder points.

Code: Select all

tmnforever is nations and united makes it special. tmnforever has united. I need united!

Xbody
wheelbarrow operator
wheelbarrow operator
Posts: 17
Joined: 16 Feb 2009 13:02
Owned TM-games: TMUF

Re: Some hopes; Update 2

Post by Xbody » 07 Apr 2010 07:35

w1lla wrote:i do miss the function that you can see who is around you in the likes of ladder points.
List with the people which are around you (have the same amount of medals) in single player? :gobananas:

tcq
speedy pilot
speedy pilot
Posts: 380
Joined: 05 Apr 2007 08:09
Location: Germany

Re: Some hopes; Update 2

Post by tcq » 07 Apr 2010 13:26

Xbody wrote:
w1lla wrote:i do miss the function that you can see who is around you in the likes of ladder points.
List with the people which are around you (have the same amount of medals) in single player? :gobananas:
I think, he w1lla means the online ladder. Without tm-ladder, you don't have a chance to see the players next to you. This one was quite easy in TMS -_-

User avatar
Knutselmaaster
swift roadking
swift roadking
Posts: 692
Joined: 16 Feb 2007 01:40
Owned TM-games: TMO/TMN/TMNF/TMU
Manialink(s): intr
Location: Between DisneyLand and Paris
Contact:

Re: Some hopes; Update 2

Post by Knutselmaaster » 22 May 2010 08:04

I would like the "teams" coming back, like in TMN.
Maybe even a bit more elaborated.

User avatar
BLaHiTiS
lord of the roads
lord of the roads
Posts: 3331
Joined: 12 Aug 2005 15:46
Owned TM-games: tmu tmo tms tmn
Manialink(s): muxitis
Location: Hasselt, Limburg, Belgium
Contact:

Re: Some hopes; Update 2

Post by BLaHiTiS » 22 May 2010 10:13

Personally what kind of irritates me rightnow is the multiple of "decoration driving tracks with arrows". I'm here for a long time already and have seen it evolve from something that had some interesting passages like that here and there, to something very bloated and convoluted.

On some tracks you are driving more inside the decoration than on actual roads. It would be even prefferable to create fabricated passageways with decoration to mark "road borders" and dirt/Ground checkpoints to establish this area as "drivable"

I know it's a matter of taste and I'm not going like "OMG wrong track design". But in tm2 it would be cool if they actually allow for this kind of taste to evolve into "substract/fill" blocks that can be embedded inside the gelogy of the map with "geography" blocks as a new category.

Let's say that you want to create a detour under a parking lot nearby a mountain, you could place an obstacle and then have blocks that hollow out certain areas of a mountain or digs a "natural tunnel" under the ground which then can be used to fill up with dirt tracks or other obstackles. Maybe enablee some decoration blocks to have some mechanical properties that can be changed to allow them to be molded inside a consistent "decoration parcours"?
Image

  • MB:Asus P8 H61
  • CPU:Intel i5 2400
  • RAM:8 Gb
  • GFX:Asus GTX-580 (1500mb DDR5) - Forceware 75.33
  • DirectX: June 2011
  • SND:Realtek HD on mobo
  • OS:Windows 7 SP1- Home Premium
[/size]

tcq
speedy pilot
speedy pilot
Posts: 380
Joined: 05 Apr 2007 08:09
Location: Germany

Re: Some hopes; Update 2

Post by tcq » 22 May 2010 20:50

BLaHiTiS wrote:I know it's a matter of taste and I'm not going like "OMG wrong track design". But in tm2 it would be cool if they actually allow for this kind of taste to evolve into "substract/fill" blocks that can be embedded inside the gelogy of the map with "geography" blocks as a new category.

Let's say that you want to create a detour under a parking lot nearby a mountain, you could place an obstacle and then have blocks that hollow out certain areas of a mountain or digs a "natural tunnel" under the ground which then can be used to fill up with dirt tracks or other obstackles. Maybe enablee some decoration blocks to have some mechanical properties that can be changed to allow them to be molded inside a consistent "decoration parcours"?
Sounds like a great idea.

Xbody
wheelbarrow operator
wheelbarrow operator
Posts: 17
Joined: 16 Feb 2009 13:02
Owned TM-games: TMUF

Re: Some hopes; Update 2

Post by Xbody » 30 May 2010 15:48

Last Update (Update 3)

General
:grmblz:
- Detailed information of all players (ingame)
- Top 10 of the people with the same or similar ranking scores
- http://tm-community.de should be the Official German forum when TrackMania 2 is out
- Community Projects and Contests (like StarTrack)

Mediatracker :mrgreen:
- Ready-made cameras for Media Tracker (for the editor)
- Smoke

Graphic :P
- Better textures
- Backgrounds should be more natural (they are too empty: perhaps in TM2 far away cities…)

Gameplay :twisted:
- Chatting with friends in the main menu
- People should be able to create a clan officially, in TrackMania, with a new interface
- Drift points
- The handling should be slightly affected by rain and snow
- Hydromania: Driving on the water

Car-Editor :scene:
- Brushes for spreading sludge / rust on cars

Editor :idea:
- fabricated passageways with decoration to mark "road borders" (Two posts before)
- Abolishing the color-booster/luck-booster (the booster which changes his color)
- Adjusting the angle of curve
- FTP client for Loc-files
- More decoration, less complex blocks
- The digging of holes to create natural tunnels ("substract/fill" blocks that can be embedded inside the geology of the map)
- Variable size of blocks (small street & broad street)
- Adjustable size of decoration and other blocks (more than one tree should be selectable)
- Select multiple blocks to erase

Just hopes … :ftw:
- Small updates with new blocks
- the import of ingame plugins (to create small programs)
- That the grid system will eventually abolished
- Pro-editor with no boundary between the blocks and more stuff

User avatar
otmb;ripbox
swift roadking
swift roadking
Posts: 854
Joined: 12 Aug 2005 22:10
Owned TM-games: TMU, TMO, TMS
Contact:

Re: Some hopes; Update 2

Post by otmb;ripbox » 30 May 2010 17:44

Not sure if it been said before now and TBH i cant be bother reading threw everything, anyway as per what popped into my head last night

Water placement on raised levels of ground, bounce cars at higher levels ect.... i think you get the idea
Image
* Core 2 Quad Q6600
* Abit IN9 32 MAX Motherboard
* 8 GB OCZ 4GB PC2-6400 nVIDIA SLI-Ready Edition (4X2GB)
* AMP! GeForce GTX 260² 896MB 448-bit GDDR3 x 1
* 150GB Raptor HDD
* 500GB Caviar HDD
* Vista Ultimate x64
* Thermaltake W0133RB 1200W PSU

User avatar
The Doctor
road tourist
road tourist
Posts: 91
Joined: 20 Sep 2007 16:00
Owned TM-games: United and TMN

Re: Some hopes; Update 3 (again)

Post by The Doctor » 02 Jun 2010 23:04

EDITOR:

Stretchy roads. 2 things sort of. 1)lay out some roads with turns and such. Then grab one part of it and stretch the section into a new shape. Perhaps move the endpoint to another spot.
2) lay out a section of track with turns and such. then grab one point and pull the track up. teraforming will happen to support the track. or make a long U of track and pull up on one of the ends and now you have a road going up a cliff with a switchback.

Post Reply