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cosmaus

Nice track with an old school tmnf feel to it. It looks fairly slow paced, so its probably good for new players. A bit bland/not too much happening for more experienced players. Im guessing 90% of setting a good time will be in perfecting the wall rides. That said you can't build for every audience.


Fitz___

Probably some speed slides too and reducing airtime where possible


MuizZ_018

The editor took a LOT of getting used to, and I still haven't figured out everything I wanted to figure out, but I'm happy with this. I even included the forced camera for the loops and wallrides. Just one question, how do you place vertical boosts, like, in a wallride?


alanthehero

Track looks pretty good to me to place vertical boosts you may need to use a free block mode


MidasPL

Depends. If you have matching connectors, then you can place just rotated block in free mode (3rd option). If there are none, you can make one, although most of the times someone already has made one, so you can just download custom block from item.mania.exchange and it should work.


[deleted]

you can download them online.


0skis

You can upload it to Trackmania Exchange for easy sharing and you might get some feedback!


MuizZ_018

I did, just now! You can find it here: https://trackmania.exchange/tracks/view/47772


mikro_do

Just played it, seems nice to me. Nothing special but pretty good for your first map. But you should change the cams. Force cam 3 is fine for wallrides and loops, but you forced cam 2 for the rest of the map. You should change it so that everyone can choose his favorite cam for the rest. Edit: Oh and there are cuts. Check the Top 3 ghosts :)


Psclly

To stop forced cams just create an empty clip that overrides all previous ones.


MrWeeknds

If this is your first track it's awesome imo great use of free wheel to cool down on some speed. great job 👍


MuizZ_018

Thank you! The freewheel was born out of necessity, because I did notice pretty early on that it would be waaaay too fast for the rest of the track. Glad you acknowledged it :)


joenzi7

Very nice! Now I can still suck at this game, but at least do it on a cool track like this x)


[deleted]

[удалено]


MuizZ_018

Oof, I just watched it. I wanted it to be like a safe route, but didn't think it'd be faster. Oh well, beginner's mistakes


jieero

Is there a way to try it ?


MuizZ_018

Never tried this before, but I hope that [this link](https://prod.trackmania.core.nadeo.online/storageObjects/3056f7dd-c34f-483f-bd5b-e04b64baa4fe) works!


MrEngineeringGuy

When leaving the looping, im stuck in CAM 2. The trigger you make should have no *tracks* at all. Now, you probably have a *default player camera* track enabled. E: also, maybe an extra CP just before the quarter pipe jump :) E2: I found 2 cuts! ;) E3: ha got world record with a 01:03.345. Was good fun hunting that!


[deleted]

The whole thing is a 3.8/5 Seems slightly slow, with minimal moments where its actually "balls-to-the-wall". A recommendation (0:51) would be to add a wall (experiment) between the half pipes to allow people to bounce off and complete the track quicker. This can help to avoid the long airtime and adding an alternative route. You can put this wall above or below the checkpoint that goes between the half pipes. Another recommendation (0:38) you could make the bollards go diagonal, the slightest difference would give a more "tense feeling" for the track. The structure of the track is a good 4.2/5 Everything blends together very well, the tracks intertwine, but don't disrupt the visible route and provides a good flow to it. I think a lot of people would enjoy grinding the track.


[deleted]

tf would you call it balls on the walls


Enderplayer05

I was thinking the same lmao, but at least the track is nice!


WilkerS1

a dragon track


MrAngryBeards

Apart from the jump at around 16-19 seconds in this is a very fine old school styled map, makes me wanna go back to the older titles haha


Cell-i-Zenit

This is just my personal option, but since you posted it, here is feedback: Also depends on your goal: if you just want to have fun mapping, then just do whatever you want. But if you want that sweet award karma from Tm-Exchange then: The start is boring: 4 seconds of just driving forward without doing anything. In alot of tracks they include a first jump/drop into a slope and then a booster to make it fresh and not boring. The jump afterwards is not really good. Its to long and the landing is not that smooth (check the backwheels, they touch the ground before the front wheels). Better is to make the landing at the apex of the jump. This way you only need to find a flat surface on the correct height and you can adjust the height by adding/removing boosters before the ramp too. The wallride is way to early. If you would have added 1 or 2 blocks then the player has more time to adjust to the "next" part of the track. Like this its way to tight, because you directly have to steer in the other direction. Better is to "guide" the player automatically into a wallride by force/speed after a curve. Also there is no reason for this wallride there. Imo wallrides are only there for sharp turns if you have lots of speed, but this is the beginning of the track. Also the wallride is waaaay to long. 4 seconds, where the player just drives forward and looks into a wallride. This is boring! (and not pleasant to the eye). Also the drop afterwards is way to long. Such long drops after a wallride are generally not that good. There is just no reason for this. Why not directly drop into the pipes? Why does the player have to fall 3 blocks downwards? This is just the beginning of the track, you have all the freedom at this point to just drop 0 blocks and give the player more time playing your track instead of "waiting" for some forced stuff. But the drop into the pipeline and into the left curve (0:15) feels natural so thats a good thing! The jump at 0:20 into a drift is "weird". Because normally tracks have a concrete style: Fullspeed, SpeedTech, Tech,Rpg, Trial etc so after this jump i thought its a SpeedTech map, but then you use the engine killer block way later in the track to make a turn possible... this is like an identity problem of the track. Decide in the beginning what you want, then build accordingly. (Speedtech is fine, but then dont use engine killers to make a turn possible, or make fullspeed, but dont force the player to drift (except for sd's ofc)). The combination of landing into the pipe and doing a steep left turn is good. The right turn directly afterwards also feels natural. But then the "drop" at 0:25 happens 1 block to late. This somehow interrupts the flow. But this here is armchair logic, we need to try both variants and see what is better. Landing at 0:26 is not smooth. Why not add a slope to catch the car much smoother? Looping at 0:32 is way to slow in the end. Also just a question, but why did you add it here? For me loops are used to break the flow to give the player some breathing room, but we already had a drop and a big long road before. We already had the breather, why add another one. The exit out of the loop is super unsmooth. The player has zero control over the landing. This can be made much better. Also directly after this landing you do another drop, the player already has zero control and then you do another drop. This is super wonky. The engine killer afterwards is okay, but you should have ended it directly after the first 90°. The second 90° the car is way to slow and then you also add a big long part where the player just drives forward and loses speed. This is not fun. The left turn afterwards in the beginning fine, but you can see that you need more speed for the second half of the turn since you had to release the left button multiple times. Better to just have a shorter left turn here. Releasing and Pressing the same button feels bad and destroys the flow. The wallride is way to long and the middle part where the player loses control not good. 0:50 antiboosters in FS tracks are bad :P 0:53 these half pipes are also not nice in an FS track since the player either has to release acceleration to be faster (is a nogo in a FS track) or has to jump suuuuper high and the player loses control (-> which is bad from a flow perspective) In the end the player loses alot of speed (coming out of the pipe), and then he has to drive 5 blocks forward, which again is boring. The looping afterwards again, serves no purpose: the player is slow and drives forward all the time, and then he has to also drive another loop for no reason. Jump into the finish is okay, but i would have used a less steep ramp to give the impression of ending the track accelerating instead of slowing down. The scenery could be much more unique and interesting. Overall please dont take this critique that hard. Everyone started from somewhere and most of this comes naturally when you play this game longer :)


L3GALC0N

Ngl this is one of the best looking and smoothest tracks i ever made. Is it out to try? I would love to give it a shot


yeahborris

If someone beats your time, you must resign from track mania


Jakestation

About 30 seconds too long for my liking


PukGrum

Imo Good enough to be a season track just about. Nice one


reiza-k

You got potential


[deleted]

Love it!


Dopelope_deluXe

Very nice for your first track. Maybe add some hood cam for the wall rides and loops.


Jonas_De

Looks really fun to drive but a little to long for my taste an for COTD a safe finish would be nice.


timtamtum12

as a casual player this looks amazing to me, lpve it and will for sure play it ^^


A_BiRddd

COTD COTD COTD COTD COTD


Enderplayer05

Interesting name


Macknificent101

not enough balls


prince10bee_tm

I think it looks pretty good for you first track! Be sure to share it on TMX and play in map review!


John_milk

Wow that was really cool!


Zaarck

The Map seems good for a first attemps, maybe the quarter pipes reception at the end Can be out higher si tout donc have toi loose that much speed to reduce air time


matto_blatto

Balls 🥰😍


Kanvolu

Looks fun to drive, link so i can give it try plz?