r/TrackMania
Norway Strat? 😂
Don’t mind my time, this was discovery 😂😂
Campaign score makes no sense
Every season my friend and I play through the campaign and try to beat one another's times.
Something I've noticed is that the campaign score doesn't correlate with having faster times, what gives?
I have better times on every single track thus far and his score is still higher??
Yes, it can be faster - Norway 2026
answering to u/Norden_TM's post, i made it faster.
let me know if you want me to make it even faster
Why do I have to buy club access multiple times?
I bought club access for my xbox recently and I found my laptop I lost a couple of weeks ago and wanted to use club access on my laptop and then I realised that I needed to buy it multiple times anyone know why/how to make it not the case cause i dont want to spend another like $30 on it
The Elective.
TL;DR: Just my showerthoughts. Feel free to skip reading
In brief I feel the community has offered a lot of backlash for decisions Nadeo has made recently, without (in my opinion) nuance. I will try to lay out some of the issues, what restrictions Nadeo has, and based on this give my take on what would meaningfully improve the user experience.
Background: Going further back there has been a wide gap between Trackmania for the casuals and Trackmania for the "Pro's". The "steps" if you can call them that usually goes
Training campaign -> weekly shorts / campaign 10 -> campaign - 11-25 -> COTD -> competition maps
Unlike many other games, Trackmania lacks a "ladder", yes you can play "ranked" but that does not teach you how to play tougher maps. Because the steps above are very coarse, it leads to people saying for instance COTD maps are both too easy (snoozefest) and too hard at the same time.
To bridge the gap, and make esports feel more as a part of the game Nadeo brought in the 5 esports map as a replacement for black maps. This means the ladder above now looks like this
Training campaign -> weekly shorts / campaign 10 -> campaign - 11-20 -> esport
Which, of course caused an outcry the steep ladder become a sharp 200m straight up jump for many.
In addion COTD is not supposed to be for PRO players, but the maps are too hard for very new beginners. Leading to most COTD maps to look, feel and play the same. In order not to "offend" any groups. Anything "new" or "unorthodox" is culled by the star system / map review system.
Constraints:
- Nadeo has basically 0 developers working on this game
- There is only one person picking COTD maps and Weekly shorts map and being a community manager. This includes overseeing the campaign and pro maps (if i understand it correctly) as well as managing the social media stuff.
We can dislike the constraints all we want, but this is the lay of the land. Spelling out what this means is that Phoebe is under a lot pressure, and has limited time to spend on COTD / Weekly short selections etc etc etc.
Proposal:
In the trackmania discord we elect 4-5 community members on a year / half year basis. These will suggest and make long term plans for both COTD and Weekly shorts, themed weeks, special days, asking mappers to map, etc etc etc. Ensuring Troll COTD actually exists, maybe even putting an "easier" map on mondays and a "harder" map on friday.
Perhaps most important of all, suggest maps outside map review for COTD / Weekly shorts as long as they generally fit the mold, and has been played by less than X players. Now that mold, has to be flexible and broader than what it is today.
Nadeo or specifically Phoebe has the final say vote / veto on any map, period. But Nadeo would ideally just oversee this, and approve instead of having to select, playtest, review etc hundred of maps. Benefits:
- Maybe this would give Nadeo enough time and resources to go up to 35 maps in a campagin. Ideally 25 normal maps (including the "standard" black maps) 5 ALT car maps and 5 pro maps. One could hope that these 5 pro maps were E (easy) versions we had earlier, but yeah hard to say. Then the pro pro maps have no cam changes and are the harder version.
- More variety in both COTD and weekly shorts ideally
However, this hinges on Nadeo actually trusting the community enough here. A trust, I dont think exists unfortunately. But if Nadeo could swallow some camels, and actually trust the community I think it would benefit them both greatly.
Could this be faster? - Norway 2026
I lost pretty much every gear that can be lost and had several slides, so this run isn't really representative. Since it's not that difficult to reproduce, it might be a viable strategy if it's faster. Comparison is against the current WR by Cinxss.
The new black map set
Is everybody overall really okay with the new style of black maps? Chucking the competitive maps into the casual for-everybody mapset just doesn't sit right with me personally. These maps are not fun to play casually. So far in this set I've played the first 3, targeting silver medals and here's my experience so far:
- Argenitna is a series of precision tricks in a row with a bullshit randomizer at the end. It took me 2 days to get a clean run and that was a silver. It was frustrating to learn, kinda fun to play until I started getting to the end and kept losing really good runs to the "hit the tiny gate on ice while being propelled by a red booster your are forced to approach from an awkward angle" nonsense.
- I got the silver on Saudi Arabia in like 30 minutes, thanks all heavens, but it was not fun in any way shape or form. The entire level seems to be designed to kill any sense of flow. The whole idea of putting speed checks after relatively low speed windy-turny sections is an anti-player design in my mind. Here's my philosophy on it: if I suck in that area I'll end up slow after. And that's a sufficient punishment for not doing it well. If I then end up having to restart because of a speedcheck, that's just the level designer laughing in my face, telling me "ha ha ha, you suck and I knew you'd be slow here".
- And I'm currently on Norway, which combines the previous two. There are fairly long sections with fun driving, but in bewteen are gimmicky flow killer sections and those two bullshit jumps. Here's my problem with them: they are specifically set up to be annoying. If you keep your speed you'll overshoot. If you overshoot there are gaps specifically there to fuck you. How do I know this is not an oversight but an intentional fuck you to the player? The little curved section on the inside if you overturn by a bit. If whoever made this nightmare just figured, "hey, let's put in two degrees of precision, angle of turning and slowing down in the air, it'll be fun", that wouldn't be there. But they tested it, saw that overturning would be a common miss and added the little curved bullshit to make sure there's no lucky bounce to get the player back on the track. This doesn't affect pro players, in a match if they overturn the jump they are out either way. This is just there as a fuck you to casuals.
I don't mind hard maps. I'm working my way through getting author medals in black tracks in every camapign and on some of those I happily spent weeks. But these levels are intentionally designed to be frustrating to the casual player. So why are they in the campaign that is supposed to be for the general community? Competitive maps have been like this for ages and I love watching the pros tackle them, but I never once got the urge to download and try it myself. Now if I want any sense of completion on the campaign I'm forced to deal with the bullshit.
Not fun.
The at that took me by far the longest(i dont get the at's on esport maps, only golds)
can someone help me on ice campaign?
Im really bad at ice maps, i play trackmania for about 20h yet.
I cannot make this map to gold. Can someon give me some advice?
[Request]: how fast do you suppose he was going right towards the end?
I understand that he had a rough start but the driver does eventually make it backing out, im generally interested in how fast he had to go. Also might have been soapy water if that matters.
0.1 from AT. Where can I improve?
I've been trying to get AT on Map 11. I got within 0.1 seconds - my PB (this run) was 38.487, and AT is 38.371. I managed to gain 0.649 by using Action Key 4 during the speedslide at 0.18, but I had to switch to Action Key 5 at the end of the turn to avoid crashing. I'm still not able to get the last 0.1; where can I improve?
Japan - Landing upside down simulator.
Hi,
How are you supposed to hit the wall to get a proper flip?
Tried watching records, braking, releasing, angled, mid-air inputs....
Pretty much land upside down 95% of the time.
Whats the gimmick?
Track of the Day 04.07.2026 - You Bet Yon Can! by iZiRapidzz
Why are black maps that hard?
I'm new to TM 2020 (I've played every Trackmania) and I've bought the club access.
I've managed to get the gold medal in every track in less than a day, but black maps are way, way, way harder than red ones.
I don't know if this is normal or if I should just don't care about black maps, they seem imposible to me (and I've played a lot of TM, I'm not saying that I'm good, I'm very bad, but getting a gold medal in any of those black maps seems imposible for me).
EDIT: thanks everyone for your answers. I didn't know that black maps were from ESports. And knowing that I can accept than beating them is hard as fuck. I think that they should be separated from the campaign, but, it is what it is.
Odds of getting top 100 in my country without black tracks
I'm quite new to TM with only 20 hours currently (most from 2022). I decided to come back to the game at the launch of the new season and have been doing a lot better than I expected. I'm currently top 100 in Ireland for the first 15 tracks and hoping to get top 100 in the campaign leaderboard, but after watching someone play the black tracks I doubt I'll even finish them let alone get top 100.
Is it possible to get top 100 with only 20/25 tracks?
Are the ATs for the White Tracks this campaign way too easy?
For context I watch a lot of Trackmania content but I basically don't play the game, I put like 10 hours into it 2 years ago and 8 hours into TMNF, essentially a complete beginner, I have no clue how drifting works level of player.
I decided to give this recent campaign in TM2020 a shot and played the free tracks, and got AT on the white tracks in one shot on 2 of them, and another after 2 tries. That feels way too easy, I get these tracks are free so aimed at people like me who have barely played the game, but I feel like a blind oneshot from a complete noob should never happen, you should at least need a clean decent line to get the AT. Like what am I supposed to do with the game now given I'm nowhere near good enough to get harder community medals and I've only got these tracks without club access.
What is the angle of "release" to perform a neoslide?
I'm new to Trackmania and I enjoy grinding out mechanics, so I'm probably ill-advisedly grinding out the neoslide. Probably even more ill-advised because I'm choosing to learn on a wheel, but this is what I like to do, so I'm doing it. I've had some moderate success, and started to realize you don't need fully release the steering for it to work.
Every guide I see says you release steering *completely*, brake, then steer again. This makes sense to advise for a keyboard, where it's on/off, it's the only way to do it. It kind of still makes sense for a controller, because it's easier. But from testing with the wheel, and some research, it's clear the angle is not 0% steering.
In this video, https://www.youtube.com/watch?v=GzTvzC-S918&t=1358s, if you watch at 25% speed, Mudda releases from 45° to 13°. But, he actually starts braking at 20°. This is equivalent to going from 100% to ~30%, or 100% to ~45% respectively. I'm not sure exactly how the game registered inputs, but it puts a floor of ~30% steering as a valid angle to initiate a neoslide, rather than a full, or close-to 0% steering.
Has anyone ever done testing with neosliding to see exactly what angle is required in order to successfully initiate a neoslide?
All my maps get cutted - how to work against it as a bad player?
I am a fairly new player, 170hrs.
I recently started to build maps, they are kinda shit according to my friends (mostly bad transistions, flow, slides etc)
But...no matter what i build, it gets cutted by someone in less than 1h if i upload it to TMX!
And my friends keep saying "keep those cuts, its more fun" - but this isnt fun for me!
Most cuts are due to techniques or skills that i just didnt know existed or where i am just to bad for it. (wallclimbs, crazy speedslides to jump over gaps i thought were impossible etc)
So my question is, how do i make a map cutproof, if i am not so good at the game? How do i "see" if something could be cut-able with better skill?
Its frustrating :(