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Want to suggest a future "Theme of the Month", an additional rule, a change to the excisiting rules, or anything else related to the MTC, this is the thread to post in
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How about a "respawn track" competition?
Build a track with at least 5 respawns where you go in the opposite direction after respawning
Examples: Basketball, biathlon etc..
This is a fun way for trackbuilders to learn the use of respawns better and they might eventually use the newly learned skill to create innovative alternate routes after respawn.Last edited byBLiNNeMaNS
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+ Wall-to-wall jumping
Create a track with at least 2 wall-to-wall jump PLACES (if your track is multilap, you cannot use 1 such place twice). The gap between take-off and landing must be at least 2 blocks wide or 2 blocks high, in the latter case with the landing higher than the take-off. Make sure there's an alternate route for those who cannot make the jump.
+ Epic flight(s)
Create a track that includes air time that FEELS awesome. It's not about distance, it's more about what do racers feel while in the air. Things such as decorations etc. that they pass by can help achieve the effect that the flight is extraordinary. Help sell the impression by making sure that in replay (or replay-spectating mode), the air time is presented in a "cool" way (however, Mediatracking is NOT a requirement).
+ Total Conversion
Change Trackmania from racing game into something different. Create, using MediaTracker effects, a survival horror, or a "errand-boy" experience, or anything similar. While racing is still required, the MT effects should make the player feel like in different game.
+ Pixel perfect
Create a track with a stunt that is totally unforgiving to even the slightest error or deviation -- such as a jump through a series of obstacles. This crucial point of the track must not come later than 15 seconds into it, so that the numerous restarts most players will need are not frustrating (too much).
+ Elevation
Build a track that starts at the ground level, but later reaches the highest possible building "floor"; extra points can be received if the player can see the top-most places from the very beginning, like a precognition of his (or her) fate. The track should have very "elevated" feel to it.
+ Split and merge
Build a track that either has 3 strongly distinct paths, or splits twice into two distinct paths each time, and in which the paths intertwine on at least 2 occasions (probably checkpoints), and finally come to a merge near the finish. Paths that are shorter should be harder to get to OR harder to drive through. -
I tend to think of usually simpler but accessable themes...
Limited coppers
A 500cc MTC, all tracks much be exactly 500 coppers. Optional rules would inlcude if it should be a mutlilap.
Mutiple Routes
Tracks must contain mutliple routes to the finish. Note that does not necessarily mean using symmetry
Ultimate Ovals
Idea is to create an oval track (think of indy500)
GP Style
To build a multilap circuit in the grandprix style. So we mean mostly flat, no jumps, one long stright.
TinyTECH Tributes
Build in the style of the fanmous TinyTECH series from Ron Turbo.
Block Mixing
Thats right, do a block mixing MTC, but you first need some clear tutorials on how to use the latest block mixing tools
Puzzle Power
Build a track where the best route is not clear, where fancy driving and cunning tricks will find the best way.Last edited byMrA
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+ Car In A Box
5x5 tracks only. 4x4 or 3x3 for bonus points. No lolmaps.
+ Speed
Player should hit 850 kph at some point in the track. No BM. No PF.
+ How They Live In Tokyo
Track with a drift that is at least 10 seconds long.
+ Dominating
Any track <30 seconds where the AT is at least 1 second faster than all replays submitted by players.
+ Boing Boing
Track <30 seconds with at least 10 jumps in it.
+ The Blocks You Never Used
Track must have five or more of the following blocks as part of the track: engine cutter, random boost, road pole blocks with 2 or more poles, platform pole blocks with 3 or more poles, those road pieces with ribbles in them, the horizontal ring checkpoint, the 1x1 uphill ramp block that spans 2 track levels, the 3x3 or bigger banked corners, the dirt 1x3 or 1x5 humpback bridges.Last edited byEnai Siaion
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Enai Siaion says...+ How They Live In Tokyo
Track with a drift that is at least 10 seconds long.
don't know if this is also a topic to discuss the suggestions, but that one is really hard (unless it's a PL/PR track) oO -
I had one with a 15 second drift.
Be creative, think with platforms.
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Upside down
A lot of upside down parts
City
Race through a city
Real Race
Build a track that could be build in real life
Stunt
Stunt track with some special stunts
Platform
A bit like the platform tracks in united -
Excellent, a lot of great suggestions
I can tell already now that I've found a few favorites likely to be used in the future
But keep 'em coming, this is good stuff
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> Drift tracks: yeah, a lot of drifts in only one track
I can tell you that's it easier than you think if you use the blocks wisely
> Blocks are Sold Out: you got a limited amount of blocks you can use for the trackso for example you got 2 small corners blocks, 1 big corner, 5 platform blocks, ...
> Proposal tracks: people decide before trackbuilding how the main view of the track will be. For example: 1 loop, 2 jumps, 1 wallride, 1 platform, ...
Street-X: (thx NFSU XD) very compact multilap tracksmaximum 20 seconds on a lap
these are quite cool, I tried them before in TMN
maybe more ideas coming later this day
...Last edited bypeteypablo7
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