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2 | Name | RaNasCar ~ Obsidian Road [MTC] by ranig | MTC - LoopQuarter by LionTrackmania | MTC - Dragon by tsunami | (MTC) 51mple zag by mgafMUAT | MTC | Trigger Happy by Clearvision | MTC - Testset by AR »rex.racer | Jinx -mtc- by Voyager006 | MTC - Operator Overload by Arkive | ||||||||
3 | StereoGang | 8 | Good map, fun to play. | 5 | The map itself isn't bad, but despite the jumping loop, it feel a bit like a basic tech map to me. And the camera don't really help when exiting the loop. | 10 | Well build, very smooth. Pretty tough at start tho, since you need the a really good angle on every turn. | 7 | I enjoyed it, but the start is frustrating. A red booster is way too powerfull fort a narrow loop, making the start hard to pull off. | 9 | The ending is random. But even with that, the map is well made, original and it's fun to hunt. | 6 | 10 | Very nice map, smooth. Can be done consistently. Well, nothing more to say, have a 10. :) | 7 | I personnaly like it, even if it's hard to not loose your time for random stuff. The bump at the ending is a killer tho. Nice scenery. | |
4 | ranig | 10 | my map | 6 | While the basic idea is kinda interesting, I found the execution a little bit disappointing. The exit of the loop is the most annoying part for me : lot of landing bugs + forced camera 2 + a turn immediatly after that without time to prepare it. I think it could have been better if the map were not crowded in a small area. | 7 | I have to say that I generally don't like maps with lot of tricky transitions, so I really did not enjoy the first half of the map. The finish is actually nice. After replaying it over and over, I started to like it, and managed to go up to the second CP without too much problem. The most difficult part (aka the most annoying part [ and I don't like being annoyed when playing a game] ) was the section between the second CP and the barrel roll, with lot of obstacles in a very small section, no margin for error (like none at all), and all that in a blind turn. If that section were reworked similarly to the section after the barrel roll, I would have given this map a 9 or even a 10. But that part is so annoying... | 5 | So I had to watch the GPS for this map because I wasn't able to pass the first loop consistently and gave up. It looked like a decent Canyon map, but that loop is really frustrating, and not in a good way (Dragon was also frustrating, but in a good way, as you could see in Dragon where was the correct trajectory, more or less). Here, that loop is so random, I tried different strategies to pass it and alwasy ended up in a wall, so... | 8 | The concept is funny. There are area that seem quite buggy/random to me, but well, the idea is fun so congrats! | 9 | A nice map, with a nice flow to it, I enjoyed playing on that one. Aligning all the CPs was an additional challenge and I appreciate additional challenges ^^ Note, are you sure there is no cut possible after the third CP? (oh, and before I forget, nice introduction too !) | 7 | An okay Canyon map, I guess. Nothing particularly striking, in good or bad. The drift-turn at the start could have been calibrated better, but other than that I don't have any major issue... but it did not impress me either tbh. | 8 | A map that is nice but could be slightly nicer. For starter, congratulation on what I assume is a C++ reference, you got a point for that (jk, no point for titles XD). The mod is nice too. The most frustrating things about this map is that there are plenty of transition between loops that are kind-of buggy. You can still continue and finish the map, but the car really bumps into these corners, it's not that smooth. I don't know how that could be improved, but other than that, it is a nice map to run. |
5 | AR »rex.racer | 6 | Didn't enjoy this one too much, I didn't get the flow. It's the only funspeed multi-lap map I've played though, so it was fun trying something new. | 7 | Everything's well calculated. I like the name of the track too, fairly clever :P Could've made the track longer though. | 6 | Took me a while to learn, but the line isn't bad. I really didn't like the end though, making the boosts accessible only for people that re-spawned might have made it less annoying. | 4 | That corkscrew is terribad. I only make it without crashing 1 out of about 10 tries, even after getting used to it. I didn't like the turnover either, but that's probably because they work much better in Stadium and I'm more used to those. Other than that the track is fun, nice drift turns. | 7 | I like the idea and mostly everything is good, but I couldn't stop the randomness of that ending. Not sure what I was missing. | 10 | Shitmap, but I'll give it a 10 for the awesome pic. | 8 | Nice track, very smooth. I really liked that drift at the start. Gets a bit too tight in some places but it wasn't hard to deal with. | 5 | Didn't really enjoy this one. I'm not a fan of reversed turnovers and that turn into the first wall is too fast since it can be done without drifting. The rest is fun. I was surprised the jump to that last wallride wasn't harder. |
6 | tsunami | 5 | 6 | 8 | 6 | 9 | 6 | 4 | 5 | ||||||||
7 | Arkive | 8 | Ah, this is quite a nice course. Really easy, but very much enjoyable. The route is clean and flows well, and the amount of turns keeps the simple track from feeling boring. The scenery is clean and serene, a very nice look for the relaxing course. The signs are plenty, and even one lap should be enough for even the least experienced players to understand the course. There's no GPS as far as I know, but that's not really a problem here. The intro is basic, but it looks like you used Camera Paths to make it. Try using Camera Custom, it gives you a smoother path. Also, be sure to watch out for the camera going through objects; that doesn't look nice. That said, mediatracker is hardly worth mentioning when the course is as satisfying as this. Overall, a nice, easy ride through a fun and clean track. | 6 | Interesting, short, and to the point. I can respect that, as it did exactly what it wanted to do and didn't go too grand (that's a problem I've had with many of my own courses). The course itself is decent, and it's creative enough to not feel bland. Not many signs, but they aren't really needed for this one. No GPS, but that falls under the same judgment as the signs. The course feels smooth enough, though it is a bit rough in places. The transition from flat to downward roads always gave me a bit of airtime, and I don't think I like that. The loop jump, while clever, is a major pain if you don't have the speed for it. Those are relatively minor things, though that's really what keeps decent maps from being great maps. One major thing I noticed was the transition out of the loop cam. As a Cam 3 player, I shouldn't notice loop cams at all. However, transitioning out of the loop forces me into Cam 2, which is jarring. Remember, an empty clip (one with no tracks at all) will return the camera to the player's default; someone who was using Cam 2 will return to Cam 2 while a Cam 3 player, like myself, will stay in Cam 3. No other mediatracker is present, though such camerawork is more of a fun addition than anything crucial. Overall, a decent map with a few flaws that doesn't overstay its welcome. | 4 | This one just doesn't feel good to drive, it's as simple as that. The transitions can work nicely, but they generally require too much precision to get right or don't complement the driver's speed and angle enough. The direction is easy enough to understand, but actually performing is much harder than it needs to be. The last few leaps into the finish line don't feel like they're lined up for the incoming direction enough. A GPS would have been handy, but there isn't one as far as I can tell. Checkpoint one was also confusing to respawn at, as the text wasn't very clear. Perhaps a ghost guide would have helped. The text itself also has a few other issues. The problem is that the text is hard to read and doesn't stay up nearly long enough, besides the fact that it appears when you don't respawn. Since it appears every run, that can be distracting, especially since the text appears in the middle of the screen. In the clip, you can change the condition from "None" to "Speed <" and enter a number (I recommend 1, if the clip is on the checkpoint, but any low number should work). The clip will only activate if the player's speed is less than the given number. This way, the text only appears when you respawn and not during a good run. Overall, a course that feels close to being good yet just doesn't quite get the route to satisfy. | 6 | 90% of this map is absolutely fantastic. It's a shame that the 10% had to be so infuriating. Let's get that negativity out of the way first, then. The first loop. This is what made me give this course such a low score. Loops in Canyon aren't particularly great, but they aren't terrible either. The thing is, they generally require a lot of room for maneuvering. I don't know if there's a single person who enjoys the Canyon road loop. If you don't have the perfect entry angle, you're out. No speed. Bumps everywhere. Probably did at least a 180 degree turn. It's terrible, and I don't know why Nadeo added such a piece. It doesn't help that there's a red booster right before it, either; those make non-drift turning a nightmare, which is especially bad considering the touchy loop block. When it's done right, though, the rest of the course is absolutely awesome. I loved the tight, fast corners and the creative end. I really want to give this course a good score, but I can't score a course if I can't play it properly. 90% of my runs end at that first loop, and I really wish it wasn't so difficult. That's really a general problem with the course: it doesn't know what difficulty it want's to be. There's extremely tight sections adjacent to open, easy sections. Is it supposed to be easy to complete or hard to master? I can't really tell, and I think it would be good if the course had a more stable difficulty. My other general problem is the lack of borders in many places. It's a lot easier to see a wall than a hole, and putting up your own walls can help direct the players. Otherwise, the route is easy to see and there's a GPS to guide. The scenery wasn't exactly my cup of tea, but it didn't take away from the route so it's not really a problem. There's no intro, but there is a really cool outro. Kudos to you for taking time to craft one; it's a nice surprise to see one. It could be a bit smoother in parts, and I'd say some of the vehicle anchored shots are a bit too close, but otherwise it looks rather nice. Overall, a very fun course that unfortunately suffers from an agonizingly painful start. | 7 | Points for creativity! I'm not a big fan of the respawn gimmick you're using, but it's certainly interesting. The course itself is laid out very nicely, and flows well even with all the roofhits and whatnot. The signs leave a bit to be desired, but the GPS is clear and certainly helps. The scenery looks nice, especially with the fog effect you have. It doesn't detract from actually driving the course, but it still adds to the atmosphere. The intro sequence is rather simple but nice, and there isn't an outro (but, as always, that's nothing to really complain about). Overall, a creative map that just isn't quite my cup of tea. | 7 | I see I'm not the only person to do a symmetric course for this MTC. And another fullspeeder at that! Quite a nice one as well (and, let's be honest here, probably better than mine). It's solid and clean all across the board. The route is easy to understand and the GPS shows it well, too. A couple spots are a bit tight compared to the rest of the course, but nothing outstandingly aggravating. The scenery is simple and doesn't distract from the course, which is good. No intro or outro, but that's not a problem whatsoever. I also thought the symmetric name and colouring was a nice, little touch as well. Overall, a solid and symmetric fullspeed course that's satisfactory on all fronts. | 8 | Tight lines, fast speeds, and nice transitions really makes this course fun to drive. The route flows very well, and the signs help keep the already clear route easy to spot on the fly. A couple turns didn't quite feel natural, but that may have just been me taking them incorrectly. Besides, the course feels great, so it's not a particularly big concern. The intro was very nice, and the outro was also top notch. The GPS was hidden; I'd rather not have to guess and hope that a GPS is present if I drive backwards, so some indication that it exists would be nice. The scenery was also well built, and the whole course just had a feeling of quality to it that most of the other maps this month didn't quite have. Overall, a course that looks and feels great to drive. | 10 | Two words: My map. |
8 | Clearvision | 7 | Nice track, sadly nothing special so I only give a 7 | 7 | Pretty good track, but i didn't find it too good, especially the loop part. | 6 | The track is a bit too tight to be enjoyable | 6 | Nothing special | 10 | my map | 8 | I like it, but nothing special | 9 | I liked this one, it stod out from the rest. | 7 | A decent fs track, some unsmooth parts. |
9 | lolig | 3 | plain and basic map. doesn't feel really meant to be build for the MTC. basic intro and that's it. I saw it's meant as an nascar map. if so even for that its just a bit to simple. I've been addicted to nascar servers for some time and there are way better creations. | 2 | first of all: Please bear in your mind that not everyone has the same vision about a map as you do. for that reason try to indicate where to drive or use signs. so this map is just annoying in my oppinion: the loop does not(?) work (at least I tried to do it many times always crashed) no mt and pretty empty map | 4 | sorry this map is just to hard imo. tried to finish it over 30 times. at first some signs were a bit misplaced. (drop down from the right to the left. no the sign stands before the right part already on the left side) so to judge i watched a clean run by stereogang. this track is somehow way to tight many nice attempts for an uber-transitional map but most attempts have failed thanks to being to tight or bumpy in the end. MT wise: I see no mt but the irritating text that always shows up while the fix for that takes only about 3 seconds to do without the need to re-validate the map. | 4 | some flow killer on this map. pretty unsmooth lines. and then even more flow killers. for the finish somehow you can't finish unless you hardbrake or something alike. the narrow loop kills you after that drift turn. and the scenery: just an empty map... as I thought starting the map showing there is a gps... but where? found it by trying to drive over the railing.. (put a small text through mt) seeing the gps I was like: "Great this guy can't even get a clean run on his own map!" so how the hell do others need to do that? | 9 | something different than most maps! Just a creative creation wich looks good works perfectly (and that while I dislike stadium) anyways this one is sure one of the best entries this month. | 8 | a well build symmetrical map. for all skill levels. an the sight from above is really nice :p | 8 | a nice speedtech map with a really good MT. challanging to drive but easy to finish yet enough spots to improve. | 6 | a decent symetrical map but some spots are a bit confusing |
10 | Voyager006 | 6 | Althogh it's been ages since I tried anything remotely nascar-like at the Island environment, I'd say this one feels quite right. Pretty Nadeo-esque. The speed is kept nicely although the twin loops slows the pace down a bit, making the end not as entertaining as the rest. The corner before the 2nd loop requires so much precision to take it fullspeed that I don't know whether I love it or hate it, but it bugs me that you can cut from there directly to the finish on the last lap :P | 7 | This checkpoint loop is genius :P And the flow is nice although the loop landing can cause some bugs. I just don't really get the part around first checkpoint - I just tend to land on the edge of the platform, making the intended line a bit awkward. In addition, since I drive with cam 1, I'm forced to drive with another cam after the loop. A bit unprecise as the ideas are really good. | 6 | Took me a while to see where to drive! It's not entirely clear where the racing line lies, partly due to the scenery. But once you get the line, it's pretty good. The end is quite tricky though; I've crashed many times at the finish and at the downhill towards last checkpoint because of a tiny gap in between the platform blocks. And this respawn message put me off a few times too :P | 7 | This map is insane :P I really like the transition from the death loop even though it's really difficult to pull off with the red booster beforehand. The transition after the second loop works wonders though. Oh, and the finish :P Even though it's filled with speed, it lacks a bit on the smoothness due to some rough parts, and some straights doesn't feel as entertaining as the side-sweeping corners. But the outro is good to have :) | 9 | Quite an creative way of solving the theme! The ideas here are pretty nice, and so is the flow, but some flips are quite random. It's really fun to aim for the best respawns, but at the same time it's not so fun to get a run wasted by a bad flip. It's not completely obvious where the intended route goes and where to respawn at the first runaway, and the fog makes it slightly difficult to read the track when driving at speed. Small nuisances which hamper this otherwise great map. | 8 | A map with plenty of focus on the track design but lacking on the looks. Once you know how to perform the powerslides it's pretty fun to achieve them, especially since I'm not regularly playing fullspeed - so I'd say that it works great even if I didn't get the author time. The scenery, as noted, isn't the best, as the repetitive ground pattern enhances the symmetry but not the map as much. I don't really get why the finish line is placed backwards though. | 9 | Smurfscup edition soon... :) | 8 | This is surprising in any way possible. Some parts are really well made while some feel truncated and forced. At some parts I had no clue where to go, so the wayfind (through track design, not just the signage) can be improved. Although a bit rigid, the bump transition is so oddly creative that it puts a smile on my face when I get it smooth :D The presentation is pretty nice as well, so good game I'd say! |
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13 | 68 | MTC | Trigger Happy by Clearvision | |||||||||||||||
14 | 63 | Jinx -mtc- by Voyager006 | |||||||||||||||
15 | 62 | MTC - Testset by AR »rex.racer | |||||||||||||||
16 | 56 | MTC - Operator Overload by Arkive | |||||||||||||||
17 | 53 | RaNasCar ~ Obsidian Road [MTC] by ranig | |||||||||||||||
18 | 51 | MTC - Dragon by tsunami | |||||||||||||||
19 | 46 | MTC - LoopQuarter by LionTrackmania | |||||||||||||||
20 | 45 | (MTC) 51mple zag by mgafMUAT | |||||||||||||||
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