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 Metropolis [2017 update]

by  irondragons  |  30
  
 
High quality
 
Controversial
AT   00:41.863 |  Valley / ValleyCar   |   Intermediate 
ID  43972 
  Fullspeed    
 
 Visible (approved) |  Released 
 
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 Offline records
# Record User Score Date
1st   00:41.446  Minimariner 30 (100%)
2nd   00:41.593  Larentz 24 (80%)
3rd   00:41.644   dr_eugene 19.5 (65%)
4th   00:41.794  jackino 16.5 (55%)
5th   00:41.887   eyebo 13.8 (46%)
6th   00:42.075  X3kuba3X 12 (40%)
7th   00:42.174  Julius 10.5 (35%)
8th   00:42.418  vdgzr 9 (30%)
 Dedimania recordsView on Dedimania
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 Author Comments
2017 Update:

Map made much easier, with a lot more wiggle room (previous version of map was very unforgiving). Removed MT since Nadeo seems to have changed the lighting. Added a plethora of signs. Should make the map much more easier now. Only difficult section is the loop if you don't go in on the right angle, can't fix this issue without removing the loop entirely.

--------

PREVIOUS UPDATES:


UPDATE 3:

Mood changed to Sunset -- It's completely bright in the dark sections now. There should be no excuses

Made the first CP respawnable

Tweaked a few more signs

I will not be updating this any further, it's unfair to people uploading their times. This is the final update to the map, so feel free to upload your times now. I will not be updating it in the future to add an intro and outro


UPDATE 2:

Even more signs!

Removed trees before last CP

UPDATE:

Added MT to dark sections... they're no longer hard to see in!

Fixed signs and added about 100,000 more.


Hello folks!

This is my first proper Valley outing: Metropolis

As you can tell by the name, it's city themed. However, if that worries you, it shouldn't... the track itself is only 7000 odd coppers, which is very little compared to my canyon tracks. It shouldn't lag. It's computed with fast shadows, and has been tested on a computer that's on the verge of death. However, if you do think I've been a bit gratuitous
with the coppers, tell me, I'll try to cut down. But I really don't think it'll be a problem!

Anyway, it is now the 10th of July. I've spent the majority of the last day working on this track. I really hope it's paid off. I
tried to depart from my canyon tracks which were mainly sluggish and perhaps a litle bit too... creative with the scenary. I aimed for something here that would play well online, is self-intuitive, can be finished by anyone in a few tries and doesn't lag. I think I've ticked all those boxes, but who knows?

Also, all the CPs should work apart from the first one (but who's going to restart there anyway?).

Known issue:

Shadows on the slalom bit. I don't think it's possible to make it so that there are no shadows here. It's simply Nadeo's fault. I didn't know it would end up like this until I decided to compute the shadows well after I had finished the map. It's easy as hell once you figure out the proper line.

This is the beta 1.0 version of the map. I'm sure you guys might have issues, so list them if you have any and I'll be able to improve it in the future, hopefully.

Forthcoming:

Proper screenshot
Fixes?
MT?

Anyway, enough digression and excuses. I hope you guys enjoy the map. The question is though, will you finish with glory or will you finish with shame?

Testers:

Me!

General thanks:

Nitroguy
Ganja
Terrorpilot
Nimrod
Speedy

Enjoy

P.S: I've left the track unpassworded. Feel free to take a look around to see how I've done anything, if you're curious!
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Online map rating
Rated 3.67 stars by 3 players.
 Comments
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