Spending hours building tracks. My whole hat collection goes off to you! Congratulations 🎉 on actually finishing this masterpiece. Can't imagine the first deep breath you took after uploading.
Dev making the map: "Alright now to run it for the 534th time to check the alignment of the last few ramps" 2 minutes later: "Damn gotta move it over an inch, alright lets go again!"
@@GamerFigure doubtful, there's like no tools in the map editor to track locations of items your moving in the editor, your really just eye balling it. Man used good ole trial and error for this one xD
@@L33T_Taco yeah but at the same time it's not as hard as we think. dude probably placed a bunch of roads and such all over the place to save time on the trial and error part. working with a singular object and trying to position it with absolutely zero info as to where exactly in the air the vehicle is positioned would be very time-consuming, easier to spam a bunch of roads and delete the ones the car doesn't collide with the way you want them to. BTW I never made a track in trackmania. Played it a lot of console but didn't explore the mechanics very much.
@@TechSupportDave It would be easier to find exactly where the car will land, then add a road at that point. Rather than doing it the other way arround.
It's called PF Chaotic and I made it in Trackmania 2 Canyon about 5 years ago. Unfortunately it no longer works due to physics changes, but you can still find it on mania-exchange if you want 🙂 I probably should've made a video on it 😬
If you don't believe me well, too bad, its a mix out of well made motion blur, radial blur, and "field of view blur". And then, you add how the physics handle
Not really, i played this game for less than 5 hours exactly because of this, you don't feel that the car is fast, you feel like the world is moving and the car is on a completely stop. So you get a sense of speed but it just that the sense is kinda fuckup, is hard to explain.
In fact, this could be a great modern AAA title, just press forward and win. You need only to add 60 hour long dialogs and cutscenes to hide the absence of gameplay :) You could be rich
I'm just imagining if this was real. Trying to convince a driver to do this track and that they just need to go full speed forward without turning, no matter what.
Coolest track I've ever seen. Now imagine letting other people try it without telling them all you have to do is push forward. That would make this track incredibly hard.
That was pretty sick man. I've always wanted to see someone create a press foreward map that's like a halfpipe, sending the car directly up in the air at full speed then landing back on the transition, then up the other side, maybe doing a few flips
I think it takes like 10 hours making this 1 minute track. Its just only about adding thoese red speeding up things and then adding some nice curves and then watching where the car flies to and then add there some nice curves and after it speed up the car back to 1000km/h speed and remember to keep the car in track to not fly off the map, but by doing these things for while you can get it done preatty fast actually. Just depends how long it is, when I have seen 20 minute versions of these and then dependens how much you want to decorate the map.
I'd love to see a map with both a hold direction route and a regular route, even better if the regular route's author time is *juuust* slightly ahead of the hold direction route.
PF map can be done in literally a day if you exclude props and decorations. It's just build boosters, build whatever you want, see where car goes, try to catch it into a smooth transition, booster, build whatever, see where car goes, try to catch it....you get the gist. With all the new BLOCCS it should be easier than in TMNF I used to do it in, coz you have more options how to smoothly catch a car and speed it up.
@@marchielli there is also the flying respawns that save a lot of time, although the risk of the game updating mid build, and the lack of the more weirdly shaped blocks kinda sucks
Woah I just had a 2019 flashback of when tiktoks were made with these trackmania gameplay vids and "make a cup of coffee for your head" playing in the background
This reminds me of a Microprose game from the early 90's called "Stunt Track Racer." The graphics were primitive but the hypnotic physics and interesting track designs made the game incredibly fun.
This must of took ages to make he must of spent days working on all the things that are in the track just to keep it on the same path I like your work the track is perfect in every detail
This is going to be fun to hunt. Moreso than Wingardium Leviosa due to the openness of that last soaring bounce to the finish. I'm ready for the challenge.