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Location: Home  Find Tracks  XT kruemelyeti's Tracks  Volt Driver 
Track information Report track
Name : Volt Driver
Author :
Author Time : 00:35.582
Track ID : 149556 
Environment : Stadium / StadiumCar
Style / Diff. : Fullspeed / Intermediate
Track Value :  24
Version : 09 September 2018 14:31:44
Status : Visible (approved)
Release Status : Released
Game : TrackMania 2
TitlePack : TMStadium Mod : (none)
Uploaded : 09 September 2018 09:07:29 Map Type : Race
Mood : Day Routes : Single
Length : 30 secs Ghostblocks :
Disp. Cost : 4162 Laps : (none)
 Offline records
Record User Score Date
 00:35.506   Clearvision 24 (100%) 15-09-18
 00:35.713   XT kruemelyeti 23.04 (96%) 12-09-18
 00:35.854   SapphiroN 22.08 (92%) 09-09-18
 00:36.528   Snake55wildcat 21.12 (88%) 14-09-18
 00:38.328   eyebo«way¬ 20.16 (84%) 12-09-18
 Dedimania recordsView on Dedimania
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 Author Comments
Hi guys, I'm back!

I've recently played a lot of maps that I missed in my absence and one thing that occured to me, especially in Stadium, is that you can generally sort them in two categories (disregarding RPG, PF, dirt, mini, and lol maps): On the one hand you have fullspeed maps with lots of awesome transitions and ideas that look terrific, but are terrifying to drive due to their difficulty (at least for filthy casuals like me). There is no room for failure or improvement, one mistake and you are out. On top of that they often lack respawn options and are cluttered with misleading scenery.

On the other hand you have tech maps, often built for competitions. They are nice and compact, have a great flow, but most importantly they are accessible: easy to finish, but there is so much room to improve your time with every run. However they only consist of turn after turn, they frequently lack creative ideas or even moments, where the wheels of your car leave the road, which makes every track look like the other.

I don't say that there is anything wrong with either type of map, I'm sure there are many people who enjoy the challenge or competitiveness. It's just sad to see there are so few maps in between. That's why I wanted to build a map that helps to fill this gap. A map with some interesting transitions that is fun and exciting to play, but is not so closely calculated that every little failure gets punished. You can easily hit the brakes in some turns on your first few tries to get a feeling for the flow of the map, but still manage to get a smooth run. Yet it holds up, when you try to squeeze the last few milliseconds out of it.

The map should be easy to finish and fun to hunt. There is an awesome crossing at the center of the map and I'd love to see it being played online. I haven't used any blockmixing or custom objects, mainly because I just wanted to get back into the editor before I try some of the new options. But I think building this way is still the most fun for me. I like the challenge to use what is there, to design and find solutions within certain limits. It kind of feels like a puzzle to me sometimes and just adding extra pieces or shoving them into each other would be an easy way to cheat. There are still so many ideas and options left unexplored so that I may continue to build like this until I get bored.

Of course the map has everything a map can have: respawnable CPs, full MT-work and a hidden banana. The screenshot is a little more experimental, please tell me what you think of it. Nothing to showcase this time, but I've recently uploaded two previously unreleased tracks on TMX, so if you still have TMUF installed, you may want to boot it up and give them a go. :)

The Early Bird & Oceanshard

Thanks for awarding! :award:
eyebo
Racho
Snake55wildcat
BushMonkey
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