Do These 25 Tracks Beat The Developers Official Campaign?
HTML-код
- Опубликовано: 5 сен 2024
- You should watch me live: / wirtual
Maps featured:
Main Channel: / wirtual
Clips Channel: / wirtualclips
Twitter: / wirtual
Edited by
/ bassttv_
Thumbnail by
/ danu_png
#Wirtual #Trackmania #campaign
So the mapper just told me theres a GPS backwards on every map, and I never checked that. Oops!
Whoops
Normal whoopies
What's GPS?
@@WillowEpp GPS shows the intended route for the track
@@lerockroller183yearsago8 That's a thing? Why is that never mentioned in the actual game?
A good training mode needs to explain and teach. Just throwing players into the water and expecting them all to learn to swim is a copout. As you’ve said, GPS is the least that can be done. But that’s still not explaining mechanics. Scripting in TM allows to do guided tours of the map, which takes a lot of effort, but is the proper solution. But after the Stunt mode infodump screen I don’t expect Nadeo to bother.
Honestly was thinking the same thing. or at the very least a bit of information on each map, maybe just a sign near the start/at each trick, explaining things, inputs, speed slide overlaps based on speed etc. Giving people the option to read and learn, rather than having to go on youtube to check a guide.
And the most important part is repetition and rehearsal. Having a short track demonstrating a technique which you can repeat on your own but which doesn't force you to do it repeatedly in various conditions (at different angles, speeds and such) is basically a demonstration, not a training session
Yeah these maps don't make any sense to me without Wirtual explaining it. Ok, that one's an ice slide. But how do you ice slide?
I've been wishing for a slo-mo training mode since i started playing the game. Scores would obviously not count for the leaderboard, but being able to follow WR ghosts at 10% speed and understand exactly how long they steer/brake etc would be so useful. You don't learn an instrument by playing the piece at 100% speed until it's perfect. You slowly build up your speed and confidence one measure at a time, going as slowly as you need to not make mistakes.
Yea, they could hire high level players to do a broad explanation over a certain map. So get a few players who are good at their area and explain 1 small map which you can do GPS or GPS+ which adds the voice over.
I disagree that these maps "teach", they are a training tool for sure.
But if you are a new player, there is nothing to teach you what to do.
I think that is what the training maps need, some indicator on the map to help the user understand what to do.
E
A
@@gameplaysh6135Sports
Sports?
O
I know that "figuring it out on your own" is a valid learning method but a prompt at the start of the map that just says something like "Lesson: Reducing Air Time" would be helpful to give a nudge in the right direction to know exactly what you are learning. Or maybe after getting a time that isn't author time, give a hint thats like "Spending less time in the air will maximise your speed"
Figuring out on your own doesnt really work with something like this though, trackmania's physics arent exactly grounded in reality, everything is very gamey so you have to know information beforehand, you could spend years playing this game not knowing alot of tricks shown even in this video. Especially considering that seeing the medal times and wr's is a plugin and not something shown by default
@@Floris_VI As a console player, I really want the time box and the tach/gear indicator....
I don’t think this works as a tutorial by itself - a new player probably won’t figure out any of these tricks even with gps, just leaving them annoyed that they can’t hit the medals
As a new player i agree, I've tried the official "training" and i have no idea what to do most of the times and watching this i got very confused a lot of times aswell, as in how the f am i supposed to figure that out without ever hearing or seeing it before
This was me watching this video at points. E.g. the final map, "this is a very good map to teach you neoslides"
Me, not having the first clue what a neoslide even is, or how to do one: 🤷♂️
@@oristillthemain9194 Some of the training tracks feel pretty gross even as a more experienced player (~1.5k hours)
Watching the gps also doesnt tell the WHY things are faster
Yea, like the ice slide for example. Even if a new player sees a GPS of the ice slide, they aren't going to understand the whole "braking to turn" mechanic, so they'll probably just end up sliding out constantly and getting frustrated.
Without any signs explaining what the map wants to teach you its kinda the same as the old campaigne. Its like a math teacher who hands out tests without explaining the calculation before, they just hope you know what to do and to be right ^^
E
@@EEEEEEEEE
@@EEEEEEEE E
What I'd want from Introductory tracks:
Only one concept taught at a time. If I want to get the hang of one technique, I shouldn't have to already know an unrelated one.
For different materials, have an identical turn (or set of turns) done each on the default material and the new material, so I can immediately tell the difference. Give it a path that demonstrates its uniquities.
Same for different cars, with the car change between them.
For tracks that require a specific technique, name the technique so I can look it up. Even with a GPS, if I'm just dropped onto a track with no context, I'm not gonna even know where to start.
When possible, if I fail to do a trick or drive incorrectly, I want it to be obvious the instant I do so. I don't want to get to the end late, and then have to figure out what I did wrong.
Have the bare minimum track complexity necessary to demonstrate a concept. I don't want a tutorial to be a puzzle on what's relevant and what's not. Don't put decoration in the middle of the track unless it's what I'm being taught about. Don't use two turns to teach a concept that can be taught on one.
Give a distinction between success and failure that doesn't require perfection outside of what is being asked. A trick that is required to beat a track is better than a trick that saves an arbitrary amount of time. Also, anything besides the specific thing being taught should be trivial for a beginner to pull off.
this, right here. I actually started remembering trackmania exists because of this channel. and I am playing it very rarely and am a complete noob. but at least I heard of the dirrent things or seen others do them. without it, how in the world would I figure out anything without spending hours and hours...
I agree with all except "don't use two turns to teach a concept that can be taught on one".
This only applies for ice slides, where learning even just one would already be tough enough for people.
Anything else, two turns is better. In probably less than 50% more driving duration, you're getting twice as much practice at doing what you're doing, and you also have to think ahead more to set up the 2nd turn. So you're practicing proper entries and exits to those turns at the same time.
That said, for stuff like the Neoslides, those just shouldn't be in the tutorial to begin with.
Another reason two turns are better than one is also that these maps tend to have the first turn right after the start, so this also means that you're taking that one at very low speed usually, while by the time you get to the 2nd one, you're now considerably faster. So you're learning the same turn at two different speeds as well.
Allows you to cram twice the practice into a 25 track campaign without doubling the driving duration.
Also think of examples like turns on wood. The first turn at low speed practically drives almost like on road. It's only really once you've built speed that the insane grip on wood becomes apparent.
@@PsychedeliKompot Also, turning left vs turning right. Muscle memory doesn't instantly lock in for doing something inverted. You should have bare minimum two turns to teach doing something to the left and to the right.
so 3:40, you said "I'll play like I'm new." I started a few months ago, and have driven a total of about 40 seconds on ice and ice slides. After about 15 feet my car is inverted and going in any direction other than the one I want. You need to fling like a hard right out of nowhere or run it into a wall.
Fr, i had no idea how to drive in ice until i played turbo that has an actually good drifting tutorial
skill issue
Me too
The first maps I ever played were this season's campaign and the bobsleigh segments in that were so hard to get a hold of. XD
"This is a training pack for brand new players"
"This is a really cool way to learn this is a Nascar track, after you think "Oh I've seen loads of maps like this before, it's definitely tech"
8:37 you simply cannot expect a beginner to know something so complicated "by feeling"
can confirm, i hate speedslides and they are incredibly unintuitive
The problem with these tracks trying for no-slides and other mechanics, is that a new player has no way of knowing what you should be doing. They will see a record they dont understand and leave
Problem is that most techniques in trackmania arent rooted in real life physics so it is completely unintuitive to anyone unfamillar with them
I completely agree, on the other hand, don't you need to subscribe and pay the club access to play these maps ?
@@Floris_VI Some of them are relatively intuitive.
"Air time is slower than driving" is true to life, as is "sliding is slower than driving with traction". Speed sliding is an odd one how it's generally explained and some engine quirks, but really, maxing out your acceleration per your turning rate and skirting the edge of sliding out (Which will make you slow down) isn't too weird of an idea. That's why speed slides are faster when the skids are more aligned with each other: you're sliding less.
But the problem with it is that it's just sorta dumping you in and saying "good luck!"
If I were thrown into these maps I would have no idea what they were trying to teach me. The castle one with dirt in particular would definitely not teach me about staying straight to change gears until about two months into playing the game. Genuinely when he brought that up as something to learn in the seventh tutorial I was dumbfounded.
Yeah thats the same thing i was think8ng the entire time
Hey Wirtual! Its me the mapper! im so glad you played these, and just wanted to say. There are GPS's on every map! I should have added a gps back text in hindsight, but they exist!
Is it an egghunt? :D
Didn't even know you could tap brake when ice sliding to steer it. I've just been lining it up perfectly so I could get the perfect ending angle lmao
A solid piece of advice Wirtual has given in the past is to remap brake to a different key, like spacebar or something else.
It's generally uncomfortable to do this with the default control scheme, but I haven't done this because it screws with muscle memory. It'd make ice and tech much easier to control though.
A proper training campaign would need actually tutorials with GPS that actually explains things with words to the player. Teach them about how the surfaces work and what the required tricks are with visual representation to try to replicate.
it does
@@btktbeatbox6581 where, coz i can't find it, and i seriously need something to explain to me how it works, and some form of visual representation so i have an IDEA of what to do
I get the feeling the existing training campaign is meant to onboard players who have never touched a racing game before. I'm not sure it's very good at that, and it definitely needs updating to include mechanics that have been added in the last four years. I'm just skeptical that "reduce airtime to go faster" is really the first fundamental someone needs to learn when they might not even understand what it means to take a corner wide or why you would ever want to do that.
Ideally, I think for a training campaign, you'll want to record every medal ghost manually, showing off basic driving skills for bronze, intermediate skills and racing lines for silver, difficult skills for gold and mastery for the author medal to give clear points of reference that the player can follow and compare themselves to.
Even more ideally, there'd be an introductory video to each map describing the course and the techniques used in it - maybe even narrated? - as well as a menu option to see a small video of each medal ghost, with a breakdown of the techniques used by each one so you could study the whats, whens, hows and whys of the ghosts' driving techniques.
At the end of the training campaign, I'd like to see a couple of longer tracks where the techniques learned from the earlier tracks are put to the test.
Generally speaking I think medal ghosts are extremely underrated by regular players. They make a world of difference for newcomers and remind players that they're not necessarily driving alone.
Yeah narrated for sure, if its a nadeo training campaign especially
to show basic driving skills for bronze, I think you'd have to intentionally crash and/or respawn multiple times lol, the medal times are very forgiving, its probably enough to only add ghosts for gold and author
@@Trep3 intentional crashes seem antithetical to training, though. Certainly more cautious (or less skillful-looking) would be appropriate, though.
Well, maybe one or two. I could see a crash or two on ice/bobsleigh or wood to help demonstrate grip being effective.
@@JonathanScarlet I think gold would be enough to demonstrate less skillful driving, silver and bronze you'd probably have to come to a full stop at some points if you want to showcase them lol
@@Trep3 mmm, I think that's fair. Stop or a slow crawl.
muffat makes his comeback
Again.
It's amazing that Mufat nearly won a cup of the day without doing any of the training maps.
I think also air breaking and air control would be really good to teach since that’s almost as important as understanding a new surface
A good training campaign should also include a GPS for every map. Preferably even multiple ones for different skill levels.
Driving backwards starts GPS
@@xmetamorph2761 not on every map
@@xmetamorph2761Driving into fin at start starts GPS
@@piieg195 They meant for this campaign, the author put GPS backwards on each map.
@@DreadKyller ok
As someone who doesnt play any trackmania and just occasionally watch youtube videos about it, i wouldnt know what to do at all and just get frustrated and uninstall the game if i were just given maps that requires knowledge and tricks to complete but dont teach me the knowledge or tricks i need.
Edit: after thinking a few minutes more about the campaign i dont think it should be called training mode. A training mode is for absolute new players to learn the basics. this campaign feels more like a practicing campaign that allows moderate players to practice different driving techs and become more advanced at the game.
I started playing trackmania and the first thing that I did was play the training maps. They helped me with nothing and then I proceeded to play in RPG rooms for like a week before grinding out some medals in the spring/summer campaigns which ended up helping me more
Edit: I just played the better training pack and it was pretty fun and good
Yeah, I learned by trying to finish a Black level!
Empty maps featured in description :c
it pretty much never has the maps :,(
What I need the most help understanding by far is drifting. Specifically when you can or can't drift, and what kind of drift is best for different turns. I've played many maps at this point where I think I'll drift, only for the game to not let me do it. I know there are very specific reasons for this, but they aren't intuitive AT ALL. My enjoyment of this game and tech maps in general would go up immensely if I could consistently drift and consistently know how to adjust to ensure a drift. Which is funny, because I already probably enjoy tech style maps the most in a lot of ways.
Ok to start a drift :- first you need 180+ speed then you have to steer for atleast 0.5 seconds and then press brake and boom your car will drift now
Important thing drifting is easy but to get best drifts I am sorry you have to practice my friend remember you should always start turning and breaking just before the turn starts and keep pressing the brake until you think you can make the rest of the turn by just holding forward mastering tech requires months and even years i can tell you how to start a drift but the rest is just understanding racing lines try to watch some wrs on tech tracks to understand it better
Omg wait wirtual back in the MUFATTM account he used to get 2nd in COTD and confused tf out of everyone else 😂
Even with the better trainign I wouldnt know what to do comming in fresh.
Like, how do you recognize airtime is bad? Especially in combination with other tricks, you wont figure this stuff out without an explanation.
That "beginner" bobsleigh gameplay is way better than when I started out
Very smooth cut at 13:52, clean editing! Overall pacing of the video is great as well, good job Bass. Not too quick and gives each map proper time to breathe :)
Thank you! I was worried this video might be less interesting with the more basic maps, so I'm glad I got the pacing right 😊
I agree with a lot of comments that said, that a good training campaign should explain and teach the concepts they want to train you on. Something like the 'Tricks'' Campaingn in the 'TMSchool' Club, but with a bit more depth.
If I would make a training campaign I would start with a map that explains a concept and then have a couple more complex maps that go deeper into the concept. For example for Ice slides start with a map like 06 from the shown campaign, then have a map that shows how to combine Ice slides and then maybe one that shows you how to do a 360.
This would of course need a whole training club and not just a 25 map campaign.
Bren talked about TMS (TrackMania School) club who got a lot of training map too, he suggested that it would be really cool to put them instead of the official training map
A training campaign that needs training for the training
I don't play Trackmania, but I love watching your videos. I play some other racing games, and I can't help but smile when you look to see if other people have driven it in the same way as you when you get a wr. I absolutely adore routing maps and finding out I just saw something others didn't. Makes for some of the best feelings. keep it up man
MUFAT'S BACK!
insane hidden transition at 20:43, whoa
I'm pretty sure there is a neoslide map in the officual training compaign as is, which is wild
Ah yes, my favorited featured maps:
it should have ways that just tells you the tricks and what/how to do good
Oh yeah, This Trackmania💀
the legendary mufattm has returned after his top two against the unmentionable in cup of the day, 3 year ago 💀
Wirt says "this needs to have it's own video" and here it is
Honestly the most valuable practice/tutorial has been just watching Wirtual and other Trackmania content creators and acknowledging the different factors on what to do in different platforms and whatnot. I think if you just play and kinda trial and error your way, you might end up having incorrect techniques and/or faulty muscle memory which might be even more difficult to correct afterwards.
Whist map 1 is pretty intuitive, a panel w/ text at the start block that explains the mechanics would be a really good addition especially on maps that aren't so easy to grasp like Ice or Bobsleigh e.g: "The fastest way around ice turns is by drifting. This is done by turning into the corner and then counter steering, tapping the brake to maintain a clean turn." Or something to that effect. Then it's up to the learner to work out the ideal combination of these instructions to get a fast time.
Honestly more of these games that have huge skill curves need to do what the Trials series of games finally did in Trials Rising. The University of Trials training courses were so damn good and detailed in their fully narrated explanation of what's going on and how to manage control from basic leans and gas/brake on up to regrips, hillclimbs, slides, etc that even me who'd been posting top 200 times since Trials Evolution learned a ton about *why* the things i had sorta-kinda absorbed from watching top runs work, and the difference between how i approached/utilized them and top 20 players approach them. Much like Trackmania, there's LEAGUES of difference between a solid rider (me) and a world class rider (the big hitters at the top of the LBs).
Even with years of experience in trials games under my belt I saw an almost instant improvement in my game, including going back to older games where the physics were a bit different. Mimicking the top pros as best you can is one thing, but having a clear explanation with paired courses specifically to teach you one or two concepts at a time makes a massive difference in your ability to see and improve the line with practice.
There was the calamity mod crabulon music in the BG.
I love this
13:53 that transition was perfect
12:33 also potentially unitentionally teaches people to look for shortcuts. cause mapper might have done route 1, but what if doing different is faster.
this is only better to people who already know the tricks and don't need a tutorial. if anything it's a better training ground for people to practice
I gotta say, as someone who finally bought the membership like a month ago, everything about the UI in this game is indefenseably bad. The menus are terrible, critical components of the game require plugins, the main menu is incredibly confusing. Why can you not just search for maps? Why do I need to download them from a 3rd party website? Nadeo is seriously making games like its 2003
Yea I played it on console when it came out and I couldn't believe how bad it was literally as bare bones as possible pretty miserable the tutorial maps are worse than a in game tekken tutorial
a neo slide as the last map is pretty good imo.
its the first step to all the crazy technical stuff that lays ahead.
I started trackmania last week, played the training maps, and found they were good for new players because they showed one mechanic per track and were easy to finish. This works for players that just want to drive at their own pace on varied tracks (casuals). But after finishing that campaign, I feel like the game should offer me SOME resources for how to get better. For example, the game doesn't tell you about different camera angles you can switch between, I had to look at keybinds under the settings to find out what different buttons do. Trackmania NF is a sandbox game with no progression system, which makes the game unnecessarily harder for new players.
I played this campaign a few months back when there was only ~30 players ON MAP 1. It’s a fun campaign even ignoring the training part.
i just noticed wirtual leans his head in the deraction hes turning in lol 9:20
If you get a player of each skill level to drive each of the different medals manually showing off their respective skills ie a Noob driving for bronze, an intermediate driver for silver, an experienced/veteran TM driver for gold, and a master/ a known streamer or RUclipsr TM driver for the author medal to give clear points of reference that the player can follow and compare themselves to as they are driving the maps would make any map/track whether its a training map or not so much better especially a Nadeo made map.
12:03 well that's something that's important to learn too😂
As the very fundamentals of training I think this is very good. If you want to learn specific surfaces then check out TM School (or TMS) in the campaigns.
I think a missed opportunity is a four gate window behind every start line. To allow you to play every track with every type of car to learn how rewarding or punishing every car type is on different track types and different surfaces.
A real 'back up and try this' opportunity.
The training map should come with a detailed set of instructions so the new players can first drive it, then read up on what the map is trying to teach and then replay it while trying to apply the newly learned techniques and tricks, but that's probably too much effort for nadeo themselves.
A gps won't help for most things since newer players will watch it and still don't understand what's going on/they're supposed to do.
As a new player, or a "potential" new player, i think this thing misses some important things:
1. No explanations. I get what your saying about the tricks on each track, but no noob is going to open up a full speed map and intuitively get that sliding is going to make them faster instead of just press forward, or anything in regards to skid mark overlaps. Same thing with nearly any other trick. A billboard or GPS talking about the trick that a player can watch would be monumentally better than just introducing a track that can feature a trick.
2. Medals need to reflect the goals. I remember you said in a previous video that Author medals are relatively invisible to players who don't have a mod, so Gold is likely the highest medal unless they accidentally achieved author medals. In this regard, bronze should be achievable using the most barebones strategies, silver should be honed basics, and Gold should be applying the tricks. Author should be honed tricks, as in it can only be achievable if they practiced that trick and are good with it.
3. There are several mechanics that were not in this playlist that i think should have been added: anti-boosters, effect blocks/gates, reactors, water and ice interaction esp. with other block types, plastic bounce, turtling and recovery, etc.
This is all coming from a player who has barely scratched trackmania (i tried it back in summer of 21), and has barely any experience in racing games in general. My skills are with gun, swords, and magic...this is not gonna help me steer a car and go fast. Granted i've watched Wirtual a lot, but i doubt all the stuff i've heard him say is gonna translate to practice, but not everyone who picks up trackmania learned all the cool tricks from a pro before they even touched the game.
There are aspects to this that make it better training, _I guess,_ but it's still completely opaque if you don't have a Wirtual Assistant explaining things.
...and even with your commentary, you're using a whole dictionary of jargon no one knows if they haven't been into TM already. What's a tech map? I can sorta guess what release is, but this is the first I've heard it talked about? The hell is a neoslide?
I do think the advanced techniques should be explained at some point, especially drifts/neoslides and bugslides. Most people's first instinct is to break before corner and then turn, but that's not what you do in TM at all, you just throw your car sideways into the corner then accelerate out of it. Speed slide map could be just a straight where you can't make author time by just going straight. Then one where you gotta go it mid-corners. Then one where you combine multiple techniques.
Hey Wirtual. I enjoy watching the videos where you're not streaming. You seem happier. Great content, thanks.
I didn't even know there was training
I think the best way to learn would be looking at the TM school gps or intended route world record with an input overlay
I guess the one thing that makes this campaign _not_ better (currently) is the fact that it’s a pain to access without paying… which I guess is also the point of training; to be a showcase for how to game works, being playable for free.
I think the thing that makes starting the hardest is that anything community made is locked behind the paywall, even for single player offline play.
11:56 XD Wirt FWO member don't see it XD
The best way to teach would probably be a step by step with inputs style of training map to teach new players. Like maybe each map is one specific trick and there'll be signs in front that show the inputs to make it work with a gps. I think thats the best way for someone to actually know what they're doing
i feel like that fullspeed map would be a big whiplash for actual beginners in a campaign that doesnt have any other maps even close to being like it
i love how in the last video he said that the training campaign would be a whole other video. sure is
Not wirtual casually going near pixel perfect for the neo slide wr on the last track
GPS is needed to show, or even some kind of custom camara with tips and tricks for said map, also could make multiple campains, like beginner, advanced and expert. with the campains all hitting the same notes but beginner just short 10 to 20 second maps that shows it in a small vacuum, advanced mabye mix a few things together, and expert expecting to use everything you learned while still being quite easy would be the best solution, after you cleared all that going into the main campains would be a breeze since you know the basics and can start hunting the hard medals
Still playing with the Mufat account 💀🤣
We need Wirtual’s Virtual TrainMania
I personally think Wirtual’s sister channel should be called “Daily Dose of Green Timer”
We need green timer asmr
THE RETURN OF MUFATTM!!! Welcome back king 👑
The time between this and the last video and the leading topic is insane
he will hate neo-slides after that map, the one with 140,000 neo-slides
Wirtual - "Players shouldn't shortcut training maps..." Also Wirtual - next map short-cuts
I think, can be a good idea to unlock an advanced training campaign when you got every AT. Neo, bugslides and more should be cool to be learn in it.
Do you know Burnout 3 Takedown? You know the tutorial sequence? This is what is needed. A training campaign really explaining right before you need it and then showing a ghost doing it. Also make a percentage of how well you did the move there. There would be twice as much good players in an instant!
You should take a look on the maps again the fullspeed track cut is insane
Thanks a lot for that introduction!
Maybe its just because it was my first season, but IMO Fall 2023 was perfect as a tutorial campaign, or maybe its just because it didnt have any of the other fancy cars yet
These types of videos are my fav cause your not just playing one map when you practice a bunch of maps that’s my fav get to see how good you are at multiple tracks instead of just grinding one track I get that’s how you get wr’s but it gets annoying watching the same track for a whole video idk🤷🏽♂️
As others have said, there needs to be some sort of explanation, not just blind experimentation and exploration. Of course Nando could properly embed it in the game if they wished but even a separate document with tips for each map here would surely be a huge help. Perhaps something as simple as a link popping up onscreen with media tracker?
I got gold a few times on the first training wiggle, YET often fail other times, full on crashing walls. - Mainly: I still do not _GET_ what makes the start correct, and what is off and WHY.
- the WHY matters, and I feel I miss. - If anything: I feel like watching videos like this is more helpful to understand the concepts.
(I have only tried the game for 2 days, after weeks in tmnf long time ago)
why are you still Mufatt?
I definitely would have enjoyed this a lot more as a new player than the current training maps, but then again thats just me, i watch a lot of content on games i play and learn techniques that way so it would be easier for me to pick up on the things in this campaign than someone who doesnt watch any track mania content and decided to play the game, its the perfectionist in me that i hate because it doesnt let me have fun discovering things on my own, it makes me want to be perfect the first time or theres no point at all
I think a map with lots of uphills kinda like in Winter 2024 - 06 would be worthwhile for training.
The music on 16:30 i cant remeber, but is a OST from some game or what ? Bring me some memories but i cant remember very well
It's from the super Mario odysee ost, not sure which one though.
It's the Steam Gardens track from Odyssey.
How do you differentiate between drift and release? I always thought a release was a potential closeted drift.
Beat the third map in one go, but for new players the moment you first drive onto wood is jarring and takes some time to figure out. That's what that map was teaching, I think, along with snow car switch.
snow, desert, and rally, are all good analog cars. desert has the perfect smoothness otherwise you'd have to hold the steering a bit at a %'d degree in order to get the steering you want. desert imo is my favorite to use for controller once you get the muscle memory down.
Wirtual is the living embodiment of xkcd 2501.
The beginner bob sleigh looked like my bob sleigh gameplay after 40h+ of gameplay. All the maps where he said "oh yes, here you're supposed to learn ice slides, here you're supposed to learn no drift, etc", didn't make any sense. What I'd learn there as a beginner is to not drive in the walls and then wonder why I didn't get gold. Also, I wouldn't know or care about author times either. And I most definitely wouldn't know about gears or even have a plugin installed that had shows my current gear.
If a tutorial doesn't explicitly tell you about a mechanic. Tells you how it works and why you want to use it here and then forces you to use it to finish the level, nobody is going to learn it from that.
Wirtual should make a training campaign
Love the Maltese themed car ;)
with the speed slide explanation it made me think: can you speed slide on wet wood?
This is a bad teaching map, without wirtual telling me [a new tm player], what to do, I'd be unable to hit these times. There's no guidance, no teaching, just a vague track with 'There's a trick you gotta learn' with no indication
Honestly what they should do is play a short video tutorial explaining the tec in the map to get a faster time, than have the player attempt it themselves. Kind of like what fighting games do these days to get players up to speed on things.
As someone who only picked up track mania in the last few weeks I have managed to gold medal all the campaign maps except anything with ice in which case it makes me want to throw my PC out the window all I do is slide to where I dont want to go 😂