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 2008

by   eyebo  |  18
  
 
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AT   01:35.245 |  Valley / ValleyCar   |   Beginner 
ID  172717 
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# Record User Score Date
1st   01:31.396  Larentz 18 (100%)
2nd   01:34.293  OLDA_X 17.28 (96%)
3rd   01:34.395   eyebo 16.56 (92%)
4th   01:34.421  Julius 15.84 (88%)
5th   01:38.190  jackino 15.12 (84%)
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 Author Comments
2008. The year I started mapping.
This is how I imagine a Valley map would be like if made by 2008 me.

Things I wasn't afraid to use in 2008:
- Long straights
- Badly calculated corners
- A lack of "flow" - actually... I never even heard of flow yet
- A lot of scenery, but not optimized for guiding the driver
- Unnatural terraforming
- A lot of loops
- No loopcams - sorry, I didn't learn how to make those yet
- Turbos - lots of turbos! I called them "boosters"
- Roulette turbos - I called them "variable speed boosters"
- Reverse turbos - I called them... well you get the picture
- Unsmooth jumps
- Freewheeling
- Long tracks that weren't good for online (3+ minutes)
- Bad author times - let's just finish the track once and call it good enough

What I cared about in 2008:
- Respawnable checkpoints! It was one of the exciting things about getting United, after struggling through TMN ESWC tracks where respawning was not part of the game.
- Trying out how all the blocks worked together
- Making tracks that spelled words or looked like faces from above
- Rendering videos of tracks. I had a bad graphics card with a memory issue that would cause the geometry of blocks to fly all over the map. It made it very difficult to play. But when I would render a video, I could see what the game was actually supposed to look like. If it wasn't for the video render feature in MediaTracker, I probably would have quit TM quite early on. But I held out until I was able to get a new graphics card, sometime in 2008.
- Fullspeed red booster Island tracks
- Demostyle Island tracks
- Discovering new tracks on TMX and learning how far people could push this game
- Discovering and falling in love with league tech tracks when I ran across maps from UL5 and SL6. Though it would be years before I started building my own tech tracks.
- Learning how far to push the Desert car before it tipped over
- Learning how far to push the Coast car before it slid out
- Getting yelled at by a user on TMX for not thanking people individually for their awards, and then feeling really bad about it and vowing to do better
- Making multiple versions of the same track and releasing them as different tracks

Well, that's all I can think of for now. It was a different time. And this is just me reminiscing a little.

This map is not my usual/current style.
For that, feel free to check out a track like Exclamation Park:

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