I said wow. I wonder how long it took him to construct that map.
I said wow. I wonder how long it took him to construct that map.
I wonder how long it will take for me to forget that goddamn song again.
I wonder how long it would take someone to learn to drive that map.
If that's a joke, I get it.
If not, you don't have to learn the track. It's designed so that you just hold down the accelerator the entire time and physics takes care of the rest.
Yeah, notice how he clips his wheel sometimes and is sent spinning off only to hit another track section.
I thought it just made the lack of gravity apparent. The car didn't feel like it was really there, not a single bounce.
I didn't ask for one, but I didn't feel a sense of speed in that video, the car simply glided. It wasn't a car at all, it was a hovercraft.
It depends on the car used; the Stadium car used in the video is very light and floaty compared to, say, the very heavy and sluggish Coast car. But you wouldn't be able to set up something like that with the Coast car.
Somebody in this thread's sippin' on Haterade. That video was awesome.
This DS version of Trackmania has been making me want to play United again. And this video cements it.
They're called Press Forward [PF] tracks and there's a bunch of them. They are awesome. Better than movie rides.
Tensai Racer 3
lol, that one was awesome:)
No online!! So no cool crazy tracks!
I've run into quite a few clipping problems, too. Sometimes, going around an embankment, your car will fall through the track, or start to and then get launched in the air. It's really annoying, but not enough to make the game suck.
The controls are pretty imprecise, too, but what can you expect without an analogue controller?
It's like a 3d version of Line Rider.
I am a huge TM fanboy, and TM United is such an awesome game, because it has a strong community. People are still making maps left and right. Those PF tracks are really cool to play too.
My personal favorite Trackmania vids are the 1k project vids.
1k Project
1k Project II
I apologize in advance for the horrible music choice for this vid, after such good music in the first two.
3k Project
3k Project II
3k Project III
4k Project
Very cool. Particularly 1k II and 3k
It's certainly an interesting thing, but it seriously gets repetitive after a while - at least after you saw all the crazy ways they manipulate the car's direction with.
Agreed. I watched the tensai 3 video and the one in the OP and while they were cool to see, when viewed as videos they might as well have started the track, spliced in a loop of playing the same section of track 5 times, and then spliced in the ending bit.
While I'm sure these are pretty time consuming to make, the couple that I saw wouldn't have been *difficult* to make. They appear to be just a lot of built up iteration (eg. Ok, I fly off this ramp, how far will I be and at what angle will I be when I get to this point (tries it out), ok, put landing ramp here, rinse repeat). If the tracks themselves had some sort of cohesive artistic style and they didn't have sections in them (like quarter pipe sections that make no physical sense, they are just hanging in midair), I'd be a lot more impressed by these.
If you want something that seems to take a bit more skill to set up, the original N Flash game has a bunch of push left/push right/do nothing levels that involve keeping tight timing between multiple actors and reusing objects and terrain in different ways as it goes along. N doesn't come out very well on Youtube, but there's a bunch of them included in the user levels of the base game, marked as DDA.
Not all of these are very artistic. If you watch the OP's again you can see how much care was put into keeping the car fast and landing on its wheels rather than just bouncing it around. You could probably try making a PF track by the means you describe, but it wouldn't be as good as the OP. Also there are only so many track tiles available in the editor. There isn't the freedom to draw as in linerider or even n, for that matter.
I don't see how else you could make it to be honest - you make a section of track, drive it, see where the car ends up, make another section, rinse and repeat. Time-consuming to be sure and I'm not denying that there's some skill involved in making one that works well as a spectacle but trial and error has to be the most effective way of doing this. I'm guessing that these tracks only work the way they do because they play out the same way every time which makes me wonder what would happen to these tracks if Namco updated their physics engine to build in some entropy.
The second PF is more interesting IMO because it really plays with the ways the car can spin off onto new track, though the first one has a better ending.
The 3K project though, that is awesome. Great music and a fantastic theme, the overhead shot at 2:25 is particularly satisfying.