Trackmania's New Gamemode is Wasted Potential
252,998
Published 2024-07-09
Maps featured:
Main Channel: youtube.com/c/Wirtual
Clips Channel: youtube.com/c/WirtualClips
Twitter: www.twitter.com/Wirtual
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twitter.com/Elensar_
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#Wirtual #Trackmania #update
All Comments (21)
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I MUCH prefer the "do as much cool shit as you can in the time limit" format.
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I can't believe how boring they were able to make a mode with so much potential to be fun
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Doing the most stunts under a time limit makes way more sense. In surfing, in gymnastics, in skateboarding, in almost anything else your final score is the sum of all the tricks you did
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I have yet to see a streamer not be confused by this at the start lol
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Imo the worst part is that we can't use the new colors on normal tracks, only on stunt ones
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It's almost impressive how much they messed up the execution of a concept as fantastic as "Tony Hawk meets Trackmania" but they somehow did exactly that
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I feel like the idea of best trick scoring is cool, but the execution isn't all there. It's an interesting constraint to put on a level but as a main game mode it feels confusing and limiting
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gamemode you play once and then never again
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Imagine you have a really good base for this gamemode on a game from 16 years ago and you make this out of it. Yikes
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Nadeo be like: "Yo, what if we release a new game mode, where the only mechanic in it doesn't work."
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4:31 shoutouts to simpleflips
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removing the whole "dont control in the air" bs would fix most of my issues with this gamemode honestly
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I installed TM Sunrise to have a feel of what the Stunt mode will be like when they announced it. It was very fun. But when the new mode was released, I was extremely dissapointed. I prefer "Do as many cool shit in the time limit" rather than "perfect this singular jump or else no medal"
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keeping in mind that i don't play TM2020, the issue i'm seeing here is that there isn't really any creative freedom on the maps. forcing specific cars is already bad enough, especially when the most the non-stadium cars tend to be able to do is spin horizontally, but the actual map designs are just paradoxical when combined with the multiplier. more often than not the best place for a good stunt is the very first place on the map that you stunt from, which means the best thing you can conceivably do in a run is just going to be your first multiplier, and that stupid 180 you barely pull off before the timer runs out is your money maker. that feels so backwards to me. that, and the maps are built in such a way that they force specific stunts, which is the opposite of what you want to do in a mode that's objectively meant to be based on creativity. honestly, i think that if these were stunt tutorials that teach players what they can do with the non-stadium cars, they'd be perfect as a warm-up to bigger and more open stunt maps, but if this is all that the stunt mode currently has to offer then it really is just a huge wasted opportunity.
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they should have just kept the original stunt mode
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This reminds me a little bit of the chaotic stunt maps from the original FlatOut game, except they removed all the fun.
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I assumed that Wirtual was just going to be salty because it's different but it's such a weird decision that it only counts your best score. I guess it's because there's no time limit so it could easily be exploited, but then... why not just add a time limit? The instructions for how to play are also a bit awkwardly worded imo.
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the annoying thing is its supposed to reward creativity and good driving, but usually its just some random jump you can do that gets more points than others
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The title is top, like how are there NOT slides, grinds, drifts and spins? JUST ARIELS?
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Yep, some pretty bad game design there. I would have built: - Maps are a large open area filled with things to trick off, similar to a skatepark. - There are multiple finish lines and multiple paths you could take to them. - Points are totalled over the run - Runs have a time limit. When the time limit is exceeded, your points start ticking down at an exponential rate. - Tricks all have a base score with bonus multipliers for speed, rotations, precision (clean landing angle, using all your air time, passing through risky finish-like gates, etc) and chaining tricks together within X seconds. - Include racing tricks like bugslides and drifts that can be used to keep a combo chain going Done. A mode that encourages players to do fast, precise, creative, skill based lines while also making use of the racing skills they already have. Took 5 minutes.