Trackmania 2 Canyon Beta Pre-Orders + Beta live NOW NOW NOW GO MOVE NOW

butter_stick said:
The interface for the game is disgusting. Everything except for the in-game graphics have all the visual charm of a dying kitten.

The game itself is still as fun as ever, but it doesn't do a good job of feeling like a true sequel.
It hasn't changed at all from United, but I kind of prefer the barren in-game interface to all the clutter add-on shit that was in previous games. I'm sure all of that will pop up soon enough.

And yes, the game is a blast. The drifting feels so nice, and the sense of speed is as nerve wracking as ever.
 
Played Complex Compound, really cool. Like that it varies up interior and exterior areas, but goddamn are those pillars annoying :D.

You could perhaps add a few arrows on the walls of the interior bits, I tend to use them as indicators of where to drift. Of course, people figure that stuff out anyway on their second run.

@goldsoundz I agree about the interface, sadly some servers already have the ridiculous amount of 3rd party leaderboards plastered everywhere.
 
I'm seriously tempted to install one of those joystick programs for the first time ever. Really think this game would seriously benefit from being able to use the d-pad for control. I just suck horribly with anything that requires finesse. I'm a drunkard out there.

The M.O.B said:
Yeah just go to create server and set the players to 1 so you can play by yourself.

If that's your first attempt, very impressive. I'd probably prefer to have some direction markers on the wall in that parking garage section, but otherwise it's pretty decent.
 
Heh, logged in a bit ago, number 2 in my state. Look at number 1, 4k+ and I'm at 600 something lol, that's a bit depressing.

I'm starting to wonder if I should use my saturn pad instead of the 360.
 
Carm said:
I'm starting to wonder if I should use my saturn pad instead of the 360.
I'm thinking the same thing. I'll miss analog steering for some of the other cars but it doesn't seem as important in Canyon.
 
Blizzard said:
Silly question, but how is this determined? Does it somehow compare your top times on certain tracks from online multiplayer?

That add up all the points you've earned from each race. It's purely a cumulative thing. Points are determined by finish order.
 
1-D_FTW said:
That add up all the points you've earned from each race. It's purely a cumulative thing. Points are determined by finish order.
So if you start racing a few days after the first place people you can basically never catch up as long as they keep playing? :P That seems a little silly.
 
Blizzard said:
So if you start racing a few days after the first place people you can basically never catch up as long as they keep playing? :P That seems a little silly.

Well, in Trackmania United, the vast majority (all?) of my points came from single player mode. In that game, your score was based on your times on the official courses. I never really understood how mutiplayer worked before. Just knew that moving up on the gaf ladder was done by turning in some stellar official laps in single player. So I'm not sure you should read too much into it right now.
 
The M.O.B said:
Here is my track.

The track is Complex Compound
The music that goes along with the track is here.

Go to maniaplanet in your my document folder, put the track file in the map folder, put the music in the media/musics folder.

266


It is not too difficult, but I tried to make it different than most tracks.

Enjoy

I liked it! The first drift, while you're climbing the complex is awesome...very satisfying when you pull that off. The middle part of the map, with all the pillars, is interesting, but not my cup of tea. The finish is a tad anti-climactic. But overall, it's fun.
 
The MP and Solo ladders are more than likely different. In TMUF your solo points are determined by what place you are on every track's leaderboard, so as people beat your scores you lose points.
 
Blizzard said:
So if you start racing a few days after the first place people you can basically never catch up as long as they keep playing? :P That seems a little silly.
Obviously you get more points the better your position in a race and people who play more get more points. Seems like a normal ladder type system to me.
 
Okay, after a bit more experimentation with trying to create a server, the only folder which I can get to show up is the Downloaded maps folder - downloaded Complex Canyon into it, and I can add that map without problems.

Is there no way to add the official tracks to practice them? Either there isn't, or I'm just being stupid, because I can't find a way to select them.
 
I hope there is some US servers eventually. I'm getting tired of either all the other cars jumping around, though they can be hidden, and the track stuttering because of lag. On the servers I tried, they were averaging mid 200s.
 
Made my first track after getting used to the new editor: here

would appreciate it if some of you would try it and tell me what you think, it's pretty short.

and give it an award if you like it ;D
 
PaulLFC said:
Okay, after a bit more experimentation with trying to create a server, the only folder which I can get to show up is the Downloaded maps folder - downloaded Complex Canyon into it, and I can add that map without problems.

Is there no way to add the official tracks to practice them? Either there isn't, or I'm just being stupid, because I can't find a way to select them.

I was under the impression that the beta actually didn't include maps and you had to rely on servers or tm-exchange to get them.
 
mxgt said:
Made my first track after getting used to the new editor: here

would appreciate it if some of you would try it and tell me what you think, it's pretty short.

and give it an award if you like it ;D

i think we played for a bit on the same server today. Nice rank!
 
"I was under the impression that the beta actually didn't include maps and you had to rely on servers or tm-exchange to get them."

I believe this is the case.
 
NotTarts said:
What's the perfomance like compared to the highest settings in Nations Forever?

I'd say about half the framerate. No SLI support either (which means 1/4 the framerate for me). A GTX 570 has trouble managing 60fps maxed out.
 
TheExodu5 said:
I'd say about half the framerate. No SLI support either (which means 1/4 the framerate for me). A GTX 570 has trouble managing 60fps maxed out.

Just a longshot - but you could try copying the TM2 game .exe to AFR-FriendlyD3D.exe and running it that way to test SLI results? (that helped some folks with SLI setups for Shift 2)
 
Tain said:
I was under the impression that the beta actually didn't include maps and you had to rely on servers or tm-exchange to get them.
Teknopathetic said:
"I was under the impression that the beta actually didn't include maps and you had to rely on servers or tm-exchange to get them."

I believe this is the case.
I see, thanks! At least I know now I'm not just missing an obvious option somewhere.
 
zoner said:
check your email

Also, Tiger Blood is a crazy track
i know i've played that one, jog my memory. is that the one with a big boost and a jump early on, that you have to maintain the boost to make subsequent boosts and big jumps, each with a large concrete drift section in between?
 
NotTarts said:
What's the perfomance like compared to the highest settings in Nations Forever?

I was very impressed with the performance of the game engine.
I have a very modest setup.

- AMD quad at 2.8 Ghz
- Nvidia 460
- 4 Gig

I play at 1080p with the Best picture preset. Its basically everything at max but car reflection. I adjusted the preset to put 16x anisotropic filtering and FXAA anti-aliasing. The game never go below 60fps. I'd say it average 80.

If I do as many have done in here and switch shadows from best to fast, it unlocks the full-on AA witch I then push to 8X. With this setting, the performance is insane. Never goes bellow 80ish and often at 150. I'd say average 100. But you loose most of the environment shadows.

Anyways, the performance is neat and the game looks awesome. I'd be surprised if it didn't do exellent in very modest setups.
 
To people who want higher fps without lowering the visual quality by much: drag the mouse cursor to the top of the screen, press the little gear icon, then make sure car reflections is set to 'high in replay' or 'low'. It helped me keep 60fps+ instead of 60fps or lower. There are probably some other things you can disable too.
 
I gotta say, the multiplayer system is so god damn shitty. Fucking impossible to do anything, and nothing works right. Yea Yea it's only beta, but this shit is pre 1997 and I remember having loads of problems with Track 1. Such a fucking hassle to play with a friend, everytime.. half the servers give me errors, the search function doesn't do anything(why is it enabled?), the friends list is useless, and on and on..
 
plagiarize said:
i know i've played that one, jog my memory. is that the one with a big boost and a jump early on, that you have to maintain the boost to make subsequent boosts and big jumps, each with a large concrete drift section in between?
There's a big boost and then there's a wall ride all the way across another platform. Then another big drop.
 
I've occasionally tried to mess with the track editor and always quit really quick. I now realize it was because of my half-assed approach of doing it freestyle.

I was drawing a track in my head and thought, that's not bad. So I got out a piece of paper and jotted something down. Clearly (duh) the decent maps are done from blueprints on a piece of paper. I think I'm going to try and recreate what I just drew. I might actually enjoy it now.
 
FuzzyNorman said:
Ok, so how exactly do I get to the advanced settings so I can change the graphical settings? I can't find them.

Don't look for it in-game, click the Configure button when you launch ManiaPlanet.
 
FuzzyNorman said:
Ok, so how exactly do I get to the advanced settings so I can change the graphical settings? I can't find them.

The prompt that comes up when you start maniaplanet - go to configure.
 
KoruptData said:
Is there away to catch more air, boost or something because some of the jumps on these tracks are not landing.

Some track designers are just brutal. You have to really nail the angle / speed sometimes. If you made a slight mistake leading up to some jumps, there's no hope of having enough speed, and typically you have to restart because going back to the checkpoint isn't enough.
 
KoruptData said:
Is there away to catch more air, boost or something because some of the jumps on these tracks are not landing.

then you're not preparing yourself on the lead up to the jump! you might be losing speed on a previous corner or something
 
I'm actually disappointed by TM2, It feels more like TM1.5 and the only thing that got improved were the graphics.

I'm still shocked at how poor the UI is, half the options and buttons make no sense, the car editor also makes no sense. Hell everything but the game play makes no sense and it's a shame. The in game UI makes me feel like someone who just found UIs for WoW, installed them and said fuck it that jumbled mess will do. I have no idea why nadeo feel the need to constantly put out shitty UI design and over complicated menus.

The server isn't too hard to set up, Although it surprises me that it doesn't download or keep tracks that you have played online for later use. You will need to forward port 2350 for it to work otherwise you get a NAT error and people can't connect. Also note you can't change the game options after you have loaded up your server, so if you picked round mode by mistake you need to kill the server and restart it with your desired options.

The game is still trackmania which is all good and well but you honestly could have stuck with TMU and been happy.
 
As for the UI, I'm still confused by how controller-unfriendly it is while the game itself has one of the simplest control schemes around.
 
epmode said:
As for the UI, I'm still confused by how controller-unfriendly it is while the game itself has one of the simplest control schemes around.

The game has mapped restart to X but i seem to be used to that button for breaking in other games, Always catches me out.
 
epmode said:
As for the UI, I'm still confused by how controller-unfriendly it is while the game itself has one of the simplest control schemes around.

IMO the biggest sin is not allowing the d-pad to be a controller option. It was un-fucking-acceptable before and it is now. WTF! You can use the d-pad to navigate menus, but gameplay is locked out? And WTF is rumble even included for? Do they not have 360s in France? How in holy hell do you code in rumble, but exclude the only controller that really matters anymore. I really like the game and don't regret my purchase one bit, but ffs, get with the program Nadeo. These idiosyncrasies are no longer cute.
 
So the track I drew up yesterday wasn't really possible with the tile blocks available. As I was discovering what you could/couldn't do with the available tiles, I ended up with a creation that doesn't totally suck. It's got a lot of drifting with two long jumps that require enough speed or you'll miss the landing.

I call it: Speed, Drift, Jump. Here's the download:

http://tm.mania-exchange.com/tracks/download/654
 
Is there any way to even use the triggers of a 360 controller even as buttons?

Edit: Found it, there's a seperate entry for analog controls...
 
Since the game will not get a box release... I bought it :)

The benchmark does not work for me (seems that some files are missing) is it the same for you guys ?
 
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