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@thepumpkinpigs1688
@thepumpkinpigs1688 6 күн бұрын
I love the layout of this video! super insightful and helpful. definitely going to show my friends this :D
@BonzoDeAap
@BonzoDeAap 6 күн бұрын
great guide! What about wood though?
@boopjack9522
@boopjack9522 6 күн бұрын
I'm used to making maps in games like halo and trials rising so making maps in trackmania has been much easier and as I'm not a new player but I'm not a great player(not bad either), so its easier to critique my maps fairly
@boopjack9522
@boopjack9522 7 күн бұрын
In map review i try my best not to give 1 star votes unless the mapper has mentioned that they are just showcasing it and don't want it to be cotd
@boopjack9522
@boopjack9522 10 күн бұрын
When im making a map, i usually try to test as much as i can. However, if I'm making a map just to experiment with ideas, then i usually only test the specific spots to see how well they work. Also, if I'm adding awkward transitions using freeblocking, I'll test that transition more than anything else on the map
@HexDeck
@HexDeck 10 күн бұрын
7:32 what in the heccin COTD is bro cooking up in the background just use a checkpoint
@boopjack9522
@boopjack9522 11 күн бұрын
Fullspeed maps that require insane precision are the only maps that I'll ever give 1-2 stars on map review because of the fact that only the top players will consistently finish the map. Like recently, during Cotd, there was a fullspeed map where half my div got eliminated in just the first round because so much of the map was incredibly precise and didn't always have clear turns
@boopjack9522
@boopjack9522 11 күн бұрын
Something they should definitely do to fix the issue of session time is to increase amount of time based around the amount of maps that have been submitted before the current map was started. Minimum 3 minutes, maximum 5 or 6 minutes
@HexDeck
@HexDeck 12 күн бұрын
1:36 got called out
@ggg6601
@ggg6601 14 күн бұрын
Why not wood
@nolafus
@nolafus 14 күн бұрын
Wood hadn't been released yet when the video came out!
@lindagardner9237
@lindagardner9237 15 күн бұрын
How do i look at the advanced ratings on my map? I can see the overall rating, but individual ratings or how many times i sent it out. (So basically total ratings)
@nolafus
@nolafus 15 күн бұрын
Log into here: www.trackmania.com/player/tracks/track-reviews/totd
@lindagardner9237
@lindagardner9237 15 күн бұрын
@@nolafus ty just noticed this
@Hotdog6606
@Hotdog6606 16 күн бұрын
Oh, so ice slides werent an intended mechanic? That explains so much :D
@nolafus
@nolafus 16 күн бұрын
Well... that's what I was told, but people have since told me that's not true as you can see the car ice-sliding in the earliest trailers and videos. Probably should've looked into that claim a bit more as I might be spreading misinformation, haha
@LordJunes
@LordJunes 20 күн бұрын
Thanks :)
@AAC509.
@AAC509. 21 күн бұрын
So is the console track editor kinda just terrible?
@nolafus
@nolafus 21 күн бұрын
Yeah, basically. There's a lot of functionality missing and some annoying bugs, but that hasn't stopped some pretty amazing maps coming out from the console builders!
@yar2000
@yar2000 21 күн бұрын
Another good video and, OEY, I see my map ey! 14:05
@Cornucopia99
@Cornucopia99 19 күн бұрын
xddPirate
@yar2000
@yar2000 18 күн бұрын
@@Cornucopia99 BigDog
@daandyen
@daandyen 23 күн бұрын
The big flex is, that im in the 1st 10 sec of the vid :D
@nolafus
@nolafus 23 күн бұрын
You're officially famous!
@Kronoscyl
@Kronoscyl 23 күн бұрын
forgot zrt
@victormatheuscastrobarbosa6232
@victormatheuscastrobarbosa6232 23 күн бұрын
Hey nolafus im trying to build a an fullspeed map that even if you get the speedslide wrong, you can still finish it(map review dificulty) , but on the start there is 2 turbos in a 4 size right turn onto a left 4 sized banked turn into a turbo reactor down to a sideways sausage block that if you get on the flat part you get a bad landing on the next session, is it too dificult for what im aiming for?
@nolafus
@nolafus 23 күн бұрын
Without playing the map I really can't tell you how difficult it is. Pay attention to the people in map review and directly ask them if they think it's too hard. Fullspeed is definitely a challenge so good luck!
@victormatheuscastrobarbosa6232
@victormatheuscastrobarbosa6232 23 күн бұрын
Also what is the diference from asphalt and concrete? i never noticed one
@Joe-po8rx
@Joe-po8rx 23 күн бұрын
And subscribed
@reubenhowarth
@reubenhowarth 24 күн бұрын
great video! well said on why some maps feel more difficult than others, even though they are fairly easy maps. I look forward to seeing your ice-fs map ;P PS. you've helped me get my first map reviewed by nadeo with your videos! keep it up!
@nolafus
@nolafus 23 күн бұрын
Congrats!!! TotD here you come!
@Taliheim
@Taliheim 24 күн бұрын
My personal take on difficulty is that it's one of the primary sources of fun, alongside sensory stimulation and options/variety (something something, fun of the mind / fun of the body / fun of the soul respectively??? idk lol). If you could just... do what you wanted to do, just teleport to the finish or straightline PF, there wouldn't be any fun or enjoyment in that. People who main grapplers in fighting games dont just like em because big grab do big damage, they also like them since they enjoy the Game of Getting In, and getting rewarded for winning it. The problem with it is that difficulty requires learning to overcome, and the more punishing it is the less reward that the process gives, the skinner box fails, and the player gives it up for something they've learned already. That being said... I HAVE noticed that it at times feels EASIER to learn on "harder" punishment-based maps than "organic" maps, since it more easily defines what there is to improve. Dodge this, prepare for that, theres a wall there so the line I thought was right was actually wrong... meanwhile fullspeed or white campaign maps can be so open that identifying how to improve intuitively feels hopeless (especially if you don't know speedslides exist as a beginner for fs)
@nolafus
@nolafus 23 күн бұрын
I've also noticed that it's much easier to learn a narrow map vs one with open platforms, despite the latter being easier. I know I've definitely given some advice on wide maps to remove some blocks to make the route simpler, so there's definitely something there!
@ghostlyrazgriz5228
@ghostlyrazgriz5228 24 күн бұрын
Talking about people not finishing in MR because of respawning or restarting. With lots of time watching people in MR. I've noticed a lot will just restart with every minor wall touch. There is nothing stopping them from finishing but they restart to chase a fast time. Then just dont finish the map.
@nolafus
@nolafus 23 күн бұрын
Yeah, unfortunately there's not much you can do about that. I mean, you could try to reduce punishments to the point that these players don't even realize they're falling behind, but that's only possible with a couple styles
@ghostlyrazgriz5228
@ghostlyrazgriz5228 24 күн бұрын
I think your definitions for organic and punishing are the wrong way around. Fs is the most punishing because of the speed slides, wall rides little platform transitions. One slight error and you can never recover or catch up. Once you are down on speed some become close to impossible to finish in a non respawned run. Nascar (or forced no brake nascar) is the definition of organic difficulty. It is 100% to the players judgement of speed that determines difficulty. It is an inherent issue with the TM community that they dont want to slow down for corners. They go flat out through a corner that needs a lift then blame the map for their lack of awareness and ability to drive a track that doesnt drive itself for them.
@nolafus
@nolafus 23 күн бұрын
I must admit I don't really get your point with fullspeed. All of the reasons you mentioned above are punishments manually added into the map because the style doesn't come with punishments itself. With tech, the punishments are baked in as in order to build a tech map, you have to force the player to drift, meaning there has to be a wall, edge, or something to drive around. With fullspeed, you could literally build a map that's a wide, straight line and even though it's boring, it would still be considered a fullspeed map. The only punishment inherently present in fullspeed is not doing speedslides perfectly and falling behind because of that. The elements you listed of wallrides, speedchecks, and transitions are added to bump up the excitement level, and despite being in nearly every fs map, are still optional. Nascar is an interesting style as I don't think it's as punishing as tech, but still more inherently punishing as fullspeed. Once again, it mainly comes down to the fact that in order for a map to be a nascar map, there has to be turns tight enough to force players to release gas. Meaning there has to be something to crash into/fall off of. When looking for an example to show off organic difficulty, I went with fullspeed because it's inherently not that punishing, meaning I could focus more on the organic difficulty part, and while I agree nascar is organically difficult, it has more of a mix with punishments that would make it harder to explicitly define the term. And I also agree that people need to get the idea of nascar more in their heads, haha.
@ghostlyrazgriz5228
@ghostlyrazgriz5228 24 күн бұрын
I havent had time to watch yet. But i feel called out already xD
@stefdemafste
@stefdemafste 24 күн бұрын
Great video. Very clear and instructive!
@FredMorgan-gb5el
@FredMorgan-gb5el 24 күн бұрын
Hi nolafus nice stream on Wednesday
@nebula_tm
@nebula_tm 24 күн бұрын
On that very last line of the video, making a friendly ice full speed map if very difficult. I have two of them, and I think they're as friendly as they get, but only ever get around a 4.1 rating in map review. It would be fun to get a unique style like this as TOTD, but would be very tricky. Although, combining it with something else could be a route to go!
@Spiritwonder420
@Spiritwonder420 23 күн бұрын
Ice and Bob maps can frick off in cup of the day they are never fun
@nebula_tm
@nebula_tm 23 күн бұрын
@@Spiritwonder420 I think a major issue is that beginners can get skill checked on good ice and bob maps, which means they don't make it through map review, so we're just left with mediocre stuff. It's another reason we don't really have any unique styles. Why not a FS ice map for TOTD, why not something else?
@nolafus
@nolafus 23 күн бұрын
They have their place! Believe it or not, CotD doesn't revolve around you!
@Spiritwonder420
@Spiritwonder420 23 күн бұрын
@@nolafus no indeed it dos not.but there should not be maps in there that new players can't finish.so no Bob or Ice :)
@andreasiven21
@andreasiven21 23 күн бұрын
@@Spiritwonder420 yeah why would u wanna learn :)
@trunckleytm
@trunckleytm 24 күн бұрын
Finally someone is speaking out about turtle being the best style. Organically the difficulty just comes from keeping the turtle alive which can require precise left right timings depending on the map. Those with thin ledges and precision are harder but a map for totd would feature open turns giving it an easy enough difficulty. Even with this the style still has a lot of room to go fast. Just look at hazard being seconds faster than top 10. This makes it very hunt able and fun to play. So thank you for talking about this a good video!
@nolafus
@nolafus 24 күн бұрын
Uhh, yeah, sure. No problem?
@jrunsvold7150
@jrunsvold7150 24 күн бұрын
Another great video!
@FredMorgan-gb5el
@FredMorgan-gb5el 24 күн бұрын
True
@JargBeatzz
@JargBeatzz 24 күн бұрын
Hello Nolafus !
@nolafus
@nolafus 24 күн бұрын
Hello!
@jonapoka7109
@jonapoka7109 26 күн бұрын
I disagree with most of this video. Maps don't always have to look modern or have all those complex elements to make them look modern. You can make clean looking maps without adding random pillars, water and other stuff too.
@distructed1878
@distructed1878 Ай бұрын
I really like the contrast of the simplicity of the route vs the complexity of the scenery. Just recently discovered my love for the track editor and you are a great inspiration!
@IvaHaze
@IvaHaze Ай бұрын
I think you could have mentioned acrobatic and stunt maps.
@FredMorgan-gb5el
@FredMorgan-gb5el Ай бұрын
It was a really fun map
@sleezingrn.4759
@sleezingrn.4759 Ай бұрын
8:00 car got depressed
@FredMorgan-gb5el
@FredMorgan-gb5el Ай бұрын
Great ideas
@FredMorgan-gb5el
@FredMorgan-gb5el Ай бұрын
I love playing map review And it is so fun to help players
@FredMorgan-gb5el
@FredMorgan-gb5el Ай бұрын
Congrats on totd today
@distructed1878
@distructed1878 Ай бұрын
this just makes me want to create a scenery based on flickering, using is to achieve unique effects.
@michaelday6987
@michaelday6987 Ай бұрын
Transitions are the hardest things I am running into building a map. creating a banked turn without having a hop at the beginning of the turn is driving me crazy.
@Wagurt
@Wagurt Ай бұрын
this video inspired me to start making my first map!😄
@paulamblard3836
@paulamblard3836 Ай бұрын
i think the biggest change needed would be : split the casual/wip map review (with lot of casual player) ; from the CODT candidacy and other complet, supposed high quality map. (it would be to the mapper to chose, but with some limitation for what to send to the 2nd.) And for the COTD : add a warning : "if you already played the map and it is selected : you will be send to a separate lobby with other player having already played the map"
@paulamblard3836
@paulamblard3836 Ай бұрын
if you want a better voting system : the rate are from 0 to 10. 0 is converted to 1 ; 7 is converted to 2, 10 is converted to 3, and things between are converted to things between. the 5% highest and lowest vote are ignored. then next 10% highest and lowest count with 30% weight ; then next 10% highest and lowest count with 65% weight. then it is convert back to something in 0 to 10.