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First Impressions thread
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I love the gameplay and graphics, I'm playing everything at highest detail right now.
I only have 2 problems: trees for example. they are just 2d-fonts that move with you as you drive around them... at fullspeed there's noone that notices, but when you're just fooling around it really disturbes the epic graphics-feel.
2nd is the water... idk if anyone else noticed but when I'm underwater (I know I'm not supposed to =p ) and I look through cam 3, I see the water surface as one platform of buggy blue lines. don't know how to describe it :)

But as I said, I love everything else (sliding is fuuun) and I'll try the editor asap ;)
Moped Racer
Location: BE
Car damage  
I somehow can't register at Mania-Forum...so:

Everything is fine, but I like to see the damage of the other players. It feels like I'm the only one who is smashing his car, while others seem to drive perfect. It would be great to see what scrapped metal arrives at the finish.
:d
Beetle Racer
Location: DE
 
My first impressions? Everything about Canyon is great. I like how it feels, how it looks no complains here. But i'm a bit disappointed about "trackmania" part. I see now what they meant with "It's the same game but better". Canyon feels just like another environment of the same game. I'm not saying there's something wrong with that, i just expected more, new features, new look, new feel of Trackmania. I guess i expected TM2 insted of TM².
Learner Driver
Location: SI
 
awesome fun gameplay, nice graphics, stadium-like blocks... (l)
Zimmer Racer
Location: LT
 
.dejavu says:
well, starting from the editor, i have to say that's really confusing, but once you know how the blocks works it has a huge potential. The worst thing are the "terraform" + bridges and tunnel placements, these are really hard to undertand. Rest is basically a mix between island, stadium and coast building.

Actually, you don't need to understand those bridges and such. If you place the block, it creates needed terrain for you. Haven't tested it myself, but atleast it works with MainRoad2 pieces.

.dejavu says:
The gameplay looks really cool atm, the cars drift really easely once you gave the input with the brake; but on the other side they should have made possible to make the car sliding due speed (aka speedslide), and that's something i really miss.

No aircontrol.. this make everything harder, it requires a lot of precision (imo gamepad has an advantage here).

I actually hated island sliding behaviour because you couldn't turn without sliding when going full speed (at least not on flat surface & keyboard).
In case you haven't noticed, there is air control. It's just nerfed. Maybe too much, but with TM1 it was quite unrealistic that car just stopped rotating when pressed keys :d Now stopping rotation takes a little time, so you need to predict it. But I hope we can someday also add torque to accelerate rotation instead of just slowing it down.

Also, why you're quoting your own message?

@Kobe, I feel pretty much the same way. They should've atleast changed terraforming to something more flexible. My dream would be voxel-based scenery where you could make any block solid or not solid - I actually believed to this when I saw first videos including tunnels with sole roads going in. Just imagine the possibilities.
Last edited by aXu,
G-kart Racer
Location: FI
 
i quoted what i already wrote at tmnf-x ;)
Moped Racer
Location: CH
My first impressions of TM2  
I really love the graphics, although I still can't get used to crash damage (I started playing racing games with Lego Racers which didn't have crash damage). Also, the game seems way ahead of its time and bogs down a bit on all but the most powerful computers (Crysis 2 syndrome, anyone?).

The car's handling feels like a Mustang Boss 302 (full independent suspension), even though I can tell it's supposed to be more like a Mustang GT 500 (live rear axle). The addition of the ability to drift without losing too much speed adds more strategy to the game.

The Physics are better than the old game. You no longer bounce off of water. Only problem is that water impact jumps are now impossible. In addition to improved water physics, dirt no longer slows you down. In the old version if you went off course (like on grass or dirt) the terrain would cause you to lose speed directly. A decent balancing technique but not realistic at all (in real life you would just keep on going at the speed you're driving at). Now, instead of slowing down, you lose traction as your tires spin in the loose surface dust.

Finally, the blocks are almost too numerous. You can finally build a decent RPG track without blockmixing.

I really like where this game is headed and can't wait to see more.
Rise from the ashes!
Location: US
 
Game is awesome so far. I am finding the drifting amazing and the cars handling to the curves. I just hope the music will not become boring and I will end up turning it off.
Learner Driver
 
looks stunning my pc but not happy i can not turn it right due to the fact the bench test is not open
on the beta dam, i want to run twin graphic cards

car handles well on gp blocks, but sadly on the road blocks in the canyon road parts i feel the car
is far too bouncy, needs to be alot heavier than it is now

thinking it really spoils it, and i feel abit let down by this :(

but still and nice game :) nice one Nadeo :)
Last edited by WRAITH,
TM CLOSED BETA TESTER
Location: GB
 
Now that I've built my first track, I have a word to say about lighting. It looks very cool, but there's a big oversight that has been made. Dark areas. Dark areas really are dark areas :o I can't get light to all parts of my map, whatever mood and no matter how much I put lights there, it's always dark in certain places.
G-kart Racer
Location: FI
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