Okay I'll admit that I usually get pretty quickly bored of new pf maps after all these years but this one blew my mind The succesion at 1:15 of the circular ramp slide and drop into that beautiful stunt into that weirdly satisfying slow engine off ice part into this big reactor air time The solars at 0:35, 2:17 and 2:47 This pause at 3:05 The parts using the stadium at 3:26, 5:15 and 5:43 That short cam 3 moment also caught me off guard and was very pleasing AND THAT STUNT JUST AFTER The big air time at 5:20 was also way much satisfying than I imagined And the end with another big reactor air time and the final ramp slide Had to rewatch the whole thing multiple times My comment is way too long but I felt the need to point out every little thing I enjoyed in this map You just proved pf maps can still feel refreshing, thank you for that, great work GG edit : forgot to translate a word
Thanks for that nice comment :) Yeah I thought the same, if I build fullspeed all the map it gets boring and then I got that lucky grind in the circle, a nice speedbreaker. So I kept doing these.
Disagree that the circular ramp slide at 1:15 is beautiful. When the car is flying towards the ramp, it looks like it's going to drive around in the circular ramp, and not just have both back wheels hanging from the top while the car simply goes slower and slower. Bit of a letdown if you ask me.
@@L4Bomb4 100%! We already have millions of only fullspeed PF-Tracks. I really loved these slower moments and stunts as well, please keep including those moments :D
This one is pretty cool, I like all the spins and wacky stuff, but wasn't there an 11 minute press forward map that was really popular a few years ago?
As a 52 year old who's been gaming for a LONG time, and has seen many of these push forward videos... you did a _GREAT_ job! It's nice to see someone *FINALLY* implement certain 'stunts' I've had in my head.
Love it. Slower parts make it a lot more interesting and fun. Really sick track. Amazing work. I can imagine how much work this must have been, I once did something similar in TMUF (not as good as this one, though ;) )
That's a really sick PF track! I'm just wondering, can slo-mo blocks affects the way a PF track is played, and can it cause different effects with the imput?
I can answer this one. After making a good selection of PF maps, slowmo blocks absolutely affect the way the map is played. For example, if I wanted to just extend a section of my PF map with a slow mo block, I wouldn't be able to, it changes how the car reacts. Similarly, if you put a checkpoint somewhere in the route that wasn't there before, it will affect the output.
Mind blowing! It's hard to actually build a entertaining pf, and you managed to add so many sections like the slow engine off + ice part where the car only bounced on the green poles, and the ending was just... "jaw-opening". Congratulations dude, I imagine you spent lots of time on building that masterpiece.
For certain the best hold forwards map. I love the unique aspects such as the slowdowns, slow jumps, slow eninge off ice - you just gotta love when it all slows down, and the attention to detail there.
In effect this is similar to good old linerider if anyone remembers that, but what is so gosh darn f-ing impressive, is that, you're limited by the tiles you can place, and you just need to make it work somehow. Truly amazing.
idk if it was the longest one but the most creative one for sure. that reactor boost thing was super cool. multiple grinds, as if this was tony hawk. and how you used ice on slower speeds. incredible
Holy trackmania The perfectly calculated placement of holes/walls and the calculation of turns jumps and falls... Just imagine how many test run this required 😮😮😮😮😮 Insane this is pure art nothing less 🎉🎉🎉
mostly yes, a milisecond change in accelaration on type of block, airtime, crash etc breaks it, this is why most PF maps stops working after few months.. But if it's a very short and simple map with very loose tolerances.. It should still keep working.
de-syncs doesn't change anything, but yes updates to the physics engine do That last part is why PF map makers have a love hate relationship with tm2020, the new checkpoint mechanic make it less infuriating to build PF maps (doesn't have to check from start every time) but the regular updates to the physics engine break the PF maps
I love PF/auto maps like these and this one is very varied and satisfying! That full stop at the circle only to drop into more action was really cool. Keep up the amazing work!
Have I ever played this game? No Have I even heard of this game? No Did I stay and watch this entire video because it scratched my brain sooooo good? Absolutely
Insane! Sure thing that took outraging amount of time to make work, and also featured some crazy stunds, combined with seriously awkward ones. Also I guess someone will beat the record with a different path, but that would the same amount of work as doing this track.
Watching these always blow my mind. This one might have been the best one yet. Also, will these maps always play through with the exact same results every time?