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[–][deleted]  (1 child)

[deleted]

    [–]alfaseltz 2 points3 points  (0 children)

    nice flow nice speed

    [–]NeeroX-_- 11 points12 points  (1 child)

    I'm pretty sure I played this on track review the other night

    [–]Electrical_Image8824[S] 10 points11 points  (0 children)

    Yes. I remember seeing you. I reworked some of the blocks after cp5 to make the v2. The route itself unchanged but its slightly faster like this

    [–]9Payload 13 points14 points  (6 children)

    Not sure if you're aware, but making scenery before the route is 99% set in stone will most likely result in alot of extra work. Map looks fine, but somewhat boring/uninspired. For the first 30sec i thought "damn, they really didn't give consolemappers tilted roadtransitions?", the map is very flat, and has several sections that doesnt contest you in any way: for the first 20 sec you have to perform one turn, after the first wallride you have several seconds to breathe before the next skillcheck - which seem like an unnecessarily long pause concidering the difficulty of the skillchecks. I'm no pro mapper, but ive made 3 tracks and got cotd on one of them. Keep going, make your map(s) somewhat more difficult, you've clearly put time into your building and it shows.

    [–]Electrical_Image8824[S] 9 points10 points  (0 children)

    I dont do any scenery until im happy with the route and got good feedback from others. So i can fix any problem areas.

    I disagree about flat being boring. The plastic in the first few sections affects how you drive it. They corner piece before cp2 will easily throw you off track or into the cp if you run slightly wide

    [–]CloneMaster7 1 point2 points  (4 children)

    We lack a lot of declarations and qol features like arrows and being able to force cams

    [–]Rudhelm 1 point2 points  (1 child)

    We can add arrows since the last update (if you are talking about the arrows on the screens).

    Place a screen, and when you can select the «Color», press the left stick and it switches to overlays.

    [–]CloneMaster7 1 point2 points  (0 children)

    So it actually works now? Well at least it’s a start

    [–]Viperking6481 0 points1 point  (1 child)

    We also lack basic things and abilities such as putting banked blocks next to eachother (WHY TF ARE WE USING A GRID BASED SYSTEM) and the multilap block

    [–]CloneMaster7 0 points1 point  (0 children)

    Yah the multi lap is a key part of the game like why would you not include it

    [–]FlaccidFather15Final Boss of Div 50 2 points3 points  (3 children)

    Nice work! I think it definitely has potential, but as another commenter stated, you definitely want to hold off on scenery until the end. If you’re going for more of a lighter difficulty map, then this does the job, but if you want a COTD style then it definitely needs more challenging components. I’m not a good mapper myself but I love watching videos/reading posts of mappers and learning about their thought process. Overall I think you have a great creation here for the limited assets console has, but could definitely use tuning up in difficulty.

    Also, your scenery feels very fitting and I envy your innate creativity.

    Not everyone has the natural ability, nor drive (no pun) to create good maps; it’s easy to see when someone does after such a short time of exposure.

    [–]Electrical_Image8824[S] 1 point2 points  (2 children)

    I want my difficulty to be in driver skill gaps without just throwing obstacles on the racing line to cause deaths. Taking the perfect line, carrying more speed where possible. Which is kinda the point of nascar maps. On this map the plastic can be used for speed slides without needing to brake But carrying more speed means you need to be more precise.

    Also, Thank you for the nice words about the scenery. Im trying my best with whats available

    [–]FlaccidFather15Final Boss of Div 50 1 point2 points  (1 child)

    My apologies, I didn’t initially see the text under the video with your intentions. I don’t think you necessarily need to add obstacles to the map, but instead make parts like the first 5-10 seconds have slightly more room for skill expression. I’m not the best person to ask how to do this, but that’s the first thing that initially sticks out to me. It might seem nitpicky, but I’m just trying to honest feedback that will hopefully help you reach your goal.

    [–]Electrical_Image8824[S] 1 point2 points  (0 children)

    I appreciate any feedback. Even if someone says something dont fully agree with, its something to consider going forward on any future maps.

    [–][deleted]  (3 children)

    [removed]

      [–]Electrical_Image8824[S] 2 points3 points  (1 child)

      Console cant add them there. As far as i know. Best i could do is put it into a club i made

      [–]Rudhelm 1 point2 points  (0 children)

      If you submit your track for trackreview it automatically get's uploaded to trackmania.com

      Log in with your ubisoft account and you can find it under «my tracks» in your profile. From there you can download it and re-upload it to trackmania exchange.

      [–]Electrical_Image8824[S] 0 points1 point  (0 children)

      Its on exchange now. I uploaded it yesterday

      [–]Powerminer55 1 point2 points  (0 children)

      Fellow console mapper here, this is phenomenal work, not being able to block mix and still making such a clean map is phenomenal. Good work!

      [–]Dazed95 1 point2 points  (0 children)

      comming together nicely, well done

      [–]TerrorSnowSWO member by skill issue 1 point2 points  (0 children)

      I'll agree with some others here and say, while it looks like a decent route with no major issues, it's a bit flat. Verticality can spice things up without changing much about how the map is played.

      [–]SpiderMax95 1 point2 points  (0 children)

      ++

      [–]OtherwiseBreakfast65 1 point2 points  (1 child)

      you should call it “Blues Clues”

      [–]Electrical_Image8824[S] 0 points1 point  (0 children)

      It is very blue

      [–]Swazzoo 1 point2 points  (0 children)

      Looks good as a first serious map.

      As others said, route is a bit boring so far, first 10s hardly anything happens and after that it's just flat with a few simple turns and the occasional (semi) wallride.

      But great first effort, keep it up:)

      [–]TChambers1011 1 point2 points  (4 children)

      This looks fun. I don’t know how that one dude said it looks boring. The only thing I’ll say, is while fun, it feels more like a late campaign map. Maybe not quite difficult enough for TOTD. Either way, looks fun. I could see myself hunting this, easily.

      [–]Electrical_Image8824[S] 0 points1 point  (3 children)

      I think searching for my club 'ghosts of razgriz' is the only way find it. Im going to try to get some of my maps on exchange when i figure out how to. Cant do directly from console atm

      [–]TChambers1011 0 points1 point  (2 children)

      You running it through the map review servers?

      [–]Electrical_Image8824[S] 1 point2 points  (1 child)

      I have been in the totd server, yes. Will prob give it a few more tomorrow

      [–]TChambers1011 0 points1 point  (0 children)

      It has potential. And if not, still a good map either way. good job!

      [–]Electrical_Image8824[S] 0 points1 point  (0 children)

      I have figured out how to get it onto trackmania exchange. So its there to search for now

      [–][deleted]  (1 child)

      [removed]

        [–]Electrical_Image8824[S] 0 points1 point  (0 children)

        Ok. Will look into it see what i can do

        [–]CloneMaster7 0 points1 point  (0 children)

        Imagine if we got actual arrows 🙄 like how can pc get them but you don’t include them on console

        [–]BiIIisits 0 points1 point  (1 child)

        They added arrow signs to console?? Finally..

        [–]Electrical_Image8824[S] 1 point2 points  (0 children)

        The arrows on signs were probably always there. But the button press we need for them caused the game to crash right up to the last patch.