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

Blizzard said:
Oh, I meant to ask, did you play with keyboard or gamepad for that video? Also maybe it was intentional, but the last half of the track or so seems to be a little confusing in places, like you could easily take a wrong turn.

I use a 360 controller. It is a little confusing towards the end, my plan was to have huge arrows indicating the path but I couldn't find them in the set pieces anywhere... Maybe they are in there somewhere since they're in the stadium tracks but I'm really unfamiliar with the editor.

edit- Nevermind, figured out you have to enter the skinning mode which gives you lots of sign options.
 
Ok guys, you gotta help me. I'm trying to finish off my track and I can"t seem to validate it. I got a start and a finish, but when I get to the finish line, nothing happens, it doesnt restart like it should. The checkpoints do work though, I dont have any Laps block, maybe that's the problem?! I did try to put one of those just before the finishing line, but when I tried to validate it, it just told me "you can only have ONE Start line".

So I cant set up the scores or medals, and can't truly validate the map to make it available (btw how do you do that, can you play it online?!), helpppppppp me please!
 
good old 8xmsaa is going to be a full shader option in the final version, right? i don't like being torn between eye candy and iq.
 
People are starting to add special effects now. Pretty neat.

iXFnf.jpg
 
Man, there are some awful tracks out there, can't wait till nadeo ones are released hopefully they aren't so annoying. The trails pic, there is an option for trail color under one of the headings, but I don't know how to enable it like your pic.
 
Carm said:
Man, there are some awful tracks out there, can't wait till nadeo ones are released hopefully they aren't so annoying. The trails pic, there is an option for trail color under one of the headings, but I don't know how to enable it like your pic.

there really are, it seems some map makers think its super awesome to lead players in one direction before it becomes obvious thats the wrong way.
 
After being bounced between Ubi, Nadeo and Gamesplanet (and now tech support) since release I'm hoping I can play this game soon as the only issue I have is a "CD key in use message".
 
That texture mod looks really nice, but it's not something that people can use unless they replace textures on their own computer wholesale, right? I wonder if the Trackmania/Ubisoft people will try to restrict people from doing that since they are trying to sell more environments.
 
"That texture mod looks really nice, but it's not something that people can use unless they replace textures on their own computer wholesale, right? I wonder if the Trackmania/Ubisoft people will try to restrict people from doing that since they are trying to sell more environments."

People did texture mods in TMUF and they want to add the ability to add custom blocks to TM2. I doubt they care, the difference between environments in Trackmania is a lot more substantial than cosmetics.
 
ArtistDude88 said:
HNNNNNNNNNNG

Finally got my hands on the game.

So. Much. Awesome.

My arrow key fingers are going to get sore tonight!
The first time I tried it I was using default mapping on my split ergonomic keyboard, which has tiny arrow keys in a tall thin + shape. It was not so great. XD
 
ghst said:
hey ubisoft, if you're intent on ramming your horseshit proprietary store down my throat, atleast make sure the payment system fucking works.

Yeah, I'm just saying "to hell with it" and waiting for it to show up on steam.

Watching the rest of you have fun is not amusing me :(
 
Blizzard said:
That texture mod looks really nice, but it's not something that people can use unless they replace textures on their own computer wholesale, right? I wonder if the Trackmania/Ubisoft people will try to restrict people from doing that since they are trying to sell more environments.

Map makers can actually make maps that stream texture replacements like that in.
 
Yeah, the engine is pretty wild when it comes to that stuff. Custom car models can contain a locator URL that points to a location where the model is hosted, so players can download the model in-game from the pointed server faster than getting it directly from other players.

The map editor itself lets you point billboards to images/animations hosted online, but I guess people figured out how to make ANY block point to a texture online.

I'm also excited to see that servers can pick custom game mode scripts. I can't wait for people to figure all the newer stuff out.
 
filipe said:
Seriously pissed off with this game, why must it look ugly dammit!

Can I have someone with no visual issues post their Advanced Settings "Display" and "Game" tab please? I need to start comparing. Really would appreciate it.

Please?
 


I wanted to build an arena of sorts around this, but the automatic support poles are always placed right in the centre of my track. It's driving me mad.
 
The editor is pretty retarded for now, like the unability (or I havent found it but I doubt it) to place a block wherever you want, or the depth problems, not easy to see if everything is on the same level. One annoying thing too, when placing certain blocks, and you erase it, you're left with a hole, no idea how to make the surface plane again.
 
I hate loops in this, you lose grip halfway through and it makes exiting a chore. Haven't seen a real loop yet tho, I mean one that has a road texture, but I guess that's not available yet.
 
Wow, most tracks out there are not very good. I think i'll just wait a couple of weeks. One thing that bothers me too is that alot of tracks feel the same. It often feels like parts of the track is exactly the same as the one i just played. Oh dear not the same right turn into tunnel into slightly uphill right turn. Maybe it's just creators getting to know the tools or are not all pieces for the editor available in the beta?

As it is right now a can't get myself to play for more than like 30 minutes because after that it feels like i'm just replaying the same tracks with just a few different turns over and over again. I loooove the gameplay though so i'm really looking forward to the full version.
 
pappakenoo said:
Wow, most tracks out there are not very good. I think i'll just wait a couple of weeks. One thing that bothers me too is that alot of tracks feel the same. It often feels like parts of the track is exactly the same as the one i just played. Oh dear not the same right turn into tunnel into slightly uphill right turn. Maybe it's just creators getting to know the tools or are not all pieces for the editor available in the beta?

As it is right now a can't get myself to play for more than like 30 minutes because after that it feels like i'm just replaying the same tracks with just a few different turns over and over again. I loooove the gameplay though so i'm really looking forward to the full version.

Play with the editor. It's really limited. Especially tunnels. If you want to avoid boring, don't include mountains.
 
yeah the editor pieces are pretty limited (the only loop piece has to be used on the cliff road for example). the editor is a bit more user friendly thought which is nice, for example if you try and place a piece which requires mountains to exist, it'll form the terrain for you instead of requiring you to build it all yourself.
 
The fact that nobody had any comment on the track I made makes me realize nobody liked it, but I love it and wish I could download a hundred more like it. I can't even enjoy the game in its current state because it's a bunch of bullshit where you don't even know where you're going on half the servers. My track was perfect. 1 minute long (the perfect length). The first 30 seconds was one continuous drift and then you had jumps with controlled driving to finish. None of this crap where you get lost or can't see where you're going because it's a spec on the horizon lost in the jaggies. Bring on single-player and the ability for me to download some quality high speed tracks without the gimmicks.
 
Played the beta for the first time last night played with some people from here, fun times!

Not sure why cars have damage, it's only cosmetic...
 
1-D_FTW said:
The fact that nobody had any comment on the track I made makes me realize nobody liked it, but I love it and wish I could download a hundred more like it.

You just reminded me to try it, TM2 exited last time I downloaded it and I forgot about it. In fact whenever I launch a track or replay file from file explorer I get logged into ManiaPlanet and then thrown right back to desktop.

Anyway, I enjoyed it. It seemed like it was going to be a very short track before the race started but there were some nice surprises. Took me quite a few attempts to nail the last corner with enough speed to reach the finish.
 
I find it funny how many people complain tracks are too long on servers. If it's over 40 seconds, I usually see something about it.

But, I wanted to ask, will there be more AA options in release? Not too fond of the FXAA option... Might try and force some AA in a bit :D
 
Milpool said:
You just reminded me to try it, TM2 exited last time I downloaded it and I forgot about it. In fact whenever I launch a track or replay file from file explorer I get logged into ManiaPlanet and then thrown right back to desktop.

Anyway, I enjoyed it. It seemed like it was going to be a very short track before the race started but there were some nice surprises. Took me quite a few attempts to nail the last corner with enough speed to reach the finish.

Thanks. Not gonna lie about the mountains, it was mostly a salvage job. It was my first track build ever and I was just trying to experiment with different things to see what could be done. I didn't realize mountains were that limited till I'd already boxed myself in.

ArtistDude88 said:
I find it funny how many people complain tracks are too long on servers. If it's over 40 seconds, I usually see something about it.

But, I wanted to ask, will there be more AA options in release? Not too fond of the FXAA option... Might try and force some AA in a bit :D

The problem with forcing AA is how unoptimized the game is. It's running close to 1GB of VRAM with FXAA or shaders on fast and 8XAA. Haven't even tried to force it with high shaders and real AA through Nvidia Inspector because I figured it would be a train wreck from a memory standpoint since I only have a 1GB card. Hopefully the final version is more optimized.
 
1-D_FTW said:
The fact that nobody had any comment on the track I made makes me realize nobody liked it, but I love it and wish I could download a hundred more like it. I can't even enjoy the game in its current state because it's a bunch of bullshit where you don't even know where you're going on half the servers. My track was perfect. 1 minute long (the perfect length). The first 30 seconds was one continuous drift and then you had jumps with controlled driving to finish. None of this crap where you get lost or can't see where you're going because it's a spec on the horizon lost in the jaggies. Bring on single-player and the ability for me to download some quality high speed tracks without the gimmicks.

Post it up. I can't find it. I promise to try it out tonight.
 
1-D_FTW said:
The problem with forcing AA is how unoptimized the game is. It's running close to 1GB of VRAM with FXAA or shaders on fast and 8XAA. Haven't even tried to force it with high shaders and real AA through Nvidia Inspector because I figured it would be a train wreck from a memory standpoint since I only have a 1GB card. Hopefully the final version is more optimized.


Its out in 3 weeks, how much optimisation do you think they can do?
 
I wouldn't call the changes dramatic. I mean, there are clear steps up in terms of customization options, and it's prettier for sure, but it's still Trackmania.

This new environment is super drift-focused, though, which is a hell of a lot of fun. I think that alone might make this the best TM environment yet.
 
#1 need for all tracks is good signage. If you are going to set your track in Sunset or sunrise, you need turn signals from a good distance. Most of the time I find myself getting blinded by glare after turning into the sun.
 
mxgt said:
40-50 seconds with a nice flow, is it too much to ask? :[
There are lots of tracks like that already.

1-D_FTW said:
It's OK: not bad but nothing special either. But, then again, I've played TM for almost 8 years now :D Track is quite challenging, which is always a plus, and the start is great timing practice for super-speed landing/drift combo. Got a time of 56.73 with lots of room for improvement.

Your track reminds me of times back in 2003 prior to that period in 2004 when people started to really experiment and discover what could be done with the track layouts. Refreshingly "pure" stuff, I'd say. Nothing special, yes, but I had a blast, nevertheless.
 
-SD- said:
There are lots of tracks like that already.


It's OK: not bad but nothing special either. But, then again, I've played TM for almost 8 years now :D Track is quite challenging, which is always a plus, and the start is great timing practice for super-speed landing/drift combo. Got a time of 56.73 with lots of room for improvement.

Your track reminds me of times back in 2003 prior to that period in 2004 when people started to really experiment and discover what could be done with the track layouts. Refreshingly "pure" stuff, I'd say. Nothing special, yes, but I had a blast, nevertheless.

Yeah. I know it's not the greatest ever. It was a good learning experience and I can do a lot better. I was just saying it's the style of track that I prefer and not what I'm getting when I join these online servers.

I fully embrace the different strokes for different folks motto. It's just that only a certain element seems to be getting served currently. And that's not what I like about TM. I like arcade tracks that are fast and tight. Not tracks that are adventure games about where you're supposed to go next or have some ridiculous trick you need to nail perfectly to not have to start from scratch again.

Clearly this is what excites a lot of people about TM. Not me. As an example, I don't think I ever finished a single track that Tre had on his old server. I respect that people enjoy what they enjoy, but I've got a different perspective about why I love the game.

ArtistDude88 said:
After ~20 min with this map, I finally beat it with a 1:01 time, haha!
I loved the beginning, but man the underground parts are tough! Kept hitting the walls in there and going too fast over that last upward turn and flying over the track :P

I was going to post a video, but I struggled with how to record it. Think my best time is 58.40 and I'm not that great of a player. You definitely have to slow down, though, because cars flip easily with these Canyon physics.

Ironically, I hate maps that are difficult to complete. But that's the problem with balancing. I was questioning whether some of the elements were too frustrating, but once you're used to something, you lose all perspective.

I just figured because I suck, it probably wasn't a huge deal. Considering SD got a 56.xx time, it probably wasn't a bad assumption.

mrklaw said:
Its out in 3 weeks, how much optimisation do you think they can do?

Hopefully some. The game uses more VRAM than any game I own. Visuals really aren't that great either considering the extreme usage it's using.
 
@1-D_FTW

I totally understand. It would do good for TM if there would be at least one server full of tracks similar to the style of your track.

- - -

By the way, does anyone here like to make long tracks? There was a brief time period when I played nothing but marathon tracks with lengths of up to 20 minutes or so. Would like to try out a couple of marathon tracks again now with TM2 :)
 
Top Bottom