TM2.MX
Map Information
Authors |
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Map Times | 01:16.000 01:25.000 01:47.000 |
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Tags | ||||||
Type | Race | Map Type | Race | |||
Environment | Canyon | Titlepack | TMCanyon | |||
Vehicle | CanyonCar | Game | ManiaPlanet | |||
Difficulty | Routes | Single | ||||
Mood | Day | Base Size | X: 32 Y: 40 Z: 32 | |||
Uploaded |
In-game Name | Tunnels & Drifts but glitchy |
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Map UID |
EkixGTg4JgMLr0ktnmFFzCobu5b
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Display Cost | 4,136 |
File & Items Size | 2,423 / 2,278 KB |
Ghostblocks |
Map records updated instantly.
Legend | |
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Score | Leaderboard points gained, based on Map value and proximity to current WR |
Penalty - only relevant to time for Platform maps | |
00:10.00 | Replay is invalid & driven on a different version of the map |
Author Comments
After the original , the remix , the crazy version , the shitfest version , the dirt version , the cut version , the tree version , the checkpointless version , the endurance version, the mirrored version , the reverse version , the multilap version , the freewheel version , the valley version , the no-grip version, the fullspeed version ,the no-steer version , the lagoon version , the bumper version , the reversing version , the HEC version , the version where your have to respect a speed limit , yet another HEC version , the version where something's missing , the bumpy version , the literal definition of the title , the top-down version , the version where cp are shifted 1 block up, the yellow boost version , the red boost version , the drunk version , the small version , the version where the route's missing , the big version , the reroute , the eyebo remix , the react remix , the blindfolder version , the equilibrist version , the rotated block version , the wrong camera version , the swapped block version , the alpha version , the tube version , the tube version , maybe there's something interesting in the text here on previous Tunnels & Drifts, the small cp version , the TMOne Alpine version , the TMOne Speed version , the upside down version , the TM2 Island version , the TMNF version ported to TM2 , the KO signmap , the valleyCar version , the lagoonCar version , the stadiumCar version , the snowCar version , the rallyCar version , the islandCar version , the islandCar version , the desertCar version , the bayCar version , the bad weather version , the upside down stadium car version , the inverted slopes version , the WR version , the patience test version , the commute simulation , the egyptian version , the use only one steering key version , the lowrider version , the not quite leveled version , the straight line version , another HEC version again , the bait version , the stadium version , another another another another HEC version , the alpinist version , the checkpoint version , the blocky version , the netherlands version , the quickly built version , the looney tunes version, prepare yourself for the glitchiest version ever.
The map is the same as the original, with a small difference : all the blocks have been offset 999km in the sky.
When the car is that far, the integers used to indicate the car position are so big that they become rounded and the game engine starts having a bad time calculating the car position.
So enjoy discovering a new canyon car handling (the car is jittering so hard it cannot even drift)
Oh and the shadows are completely broken at this distance...
Fun fact : if you were to fall straight down from the start line, it should theoretically take about 3h37mins to hit the map base
I hope this was worth the 3 painful repetitive hours it took me to manually create an item out of every block and offset it in the mesheditor... (it's probably not )
Enjoy !
The map is the same as the original, with a small difference : all the blocks have been offset 999km in the sky.
When the car is that far, the integers used to indicate the car position are so big that they become rounded and the game engine starts having a bad time calculating the car position.
So enjoy discovering a new canyon car handling (the car is jittering so hard it cannot even drift)
Oh and the shadows are completely broken at this distance...
Fun fact : if you were to fall straight down from the start line, it should theoretically take about 3h37mins to hit the map base
I hope this was worth the 3 painful repetitive hours it took me to manually create an item out of every block and offset it in the mesheditor... (it's probably not )
Enjoy !
Embedded Items
27
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