Showing posts with label Tracks. Show all posts
Showing posts with label Tracks. Show all posts

New RPG's - week 10 and 11 [2010]

|
It has been a long time since we last showcased tracks on this blog - I will try to cover some RPG's of the past two weeks :-)

The Cydonia Incident
Just freshly released, this newest RPG from Sol666 is a sequel to his story track "Cydonia" and takes place on the mars to which one is send to repair an antimatter reator which caused the planet to drift into an asteroid belt. Like in his previous RPG tracks, sol666 makes heavy use of MT and 3D Skins which are incorporated into the story (i.e. an asteroid, a spaceship etc.). Very cleverly he also managed to mark invisible water with 3D skins and applied MipMapping on those skins, which looks fantastic in my opinion! The track uses the self-made Cydonia mod which sol666 updated to make it ready for the use on RPG tracks.
The route is more adventurous and longer than in sol's previous RPG's. It is still basic though and can thus be enjoyed by all players - meeting the expectations of drivers and story enthusiasts likewise.

TMX ID: 2477073
Difficulty: Intermediate
AT: 16:03.57
First-time length: 30-60 minutes


The energetic platforms:

The exit into space:


Factory Catacombs
This new RPG from Katodik was uploaded two days ago. As one can guess from the track's name it's location is aimed to resemble an old rusty factory. Like almost all of Katodik's tracks it has a custom made mod applied, the Rusty Factory mod. It gives a somewhat similar atmosphere like the Metal Stadium mod from .maX, has a much greater level of detail though. The track's design hasn't got many similarities to the RPG track Abandoned Factory, which one might have in mind when playing the track: the rooms are much more dense and small, blockmixing is used on the highest level (Abandoned Factory hasn't got a single mix^^).
Be sure to check out the track though and get your own impression!

TMX ID: 2475666
Difficulty: Advanced
AT: 13:57.78
First-time length: 40-70 minutes




Miner Tedd
This track is Teddy's third RPG-track, released on the 13th march. After a castle- and a forest-theme on his previous RPG's he now chose to try himself on a miner-theme, creating a very realistic mine-structure in the process. He achieved this mainly by keeping the track very open, creating hallways that lead to previous (already driven) sections, like shafts being connected to each other. Of course most of the action takes place under ground. The mod he used is, who could have guessed, the Manic Miner mod from Katodik. The track is very beginner-friendly and suited for people who like to search a little longer for the way ;)

TMX ID: 2462397
Difficulty: Beginner
AT: 08:29.86
First-time length: 30-60 minutes


A collapsed mine:


Scarbiec Imperium
This RPG from Jurek was released on the 6th March and follows the line of the classical styled RPG's. It uses the GMUltimate v2 mod, has a very beatiful temple structure with an atmospheric scenery and a lot of creative tricks which are partly accomplished through the use of very original mixing. If you like the classical adventure tracks, then this one is surely for you!

TMX ID: 2438356
Difficulty: Intermediate
AT: 16:01.15
First-time length: 40-80 minutes




Al-Zahrain
As the last track I like to present Al-Zahrain, Stromek's newest track and also a temple-inspired RPG which was released almost two weeks ago. You take on the role of an archeologist and have to make your way into the tomb to find the treasure of Al-Zahrain. Not only will the tricks and the pathfinding make it hard for you to find this treasure, Stromek also implemented some traps with the help of MT. Custom 3d models are used to make the experience of falling for those traps even more exciting, along with some oversized models for the ambience. Whoever wanted to touch the sphinx in real life but couldn't do it, this track gives you the opportunity to try it out virtually now^^

TMX ID: 2433826
Difficulty: Advanced
AT: 14:36.28
First-time length: 50-80 minutes

The glorious view on the sphinx from the startsection:

Interview with Golo and showcase of his new Bay RPG

|


More than two months ago the German TM-blog Tmaniacs published an interview-article in which Golo gives answers to a wide range of topics regarding RPG, making the interview especially interesting as Golo is one of the only few authors who builds United RPG-tracks. I found this piece of writing so interesting that I decided to translate all of it into English so that a broader audience can read it. So if you like to know more about Golo and his ideas on RPG and TM in general, keep on reading!




Hello Golo! Could you first give out a few words to our readers about you personally?

Sure. In Trackmania I'm known as Golo, but in real life I have a prettier name of course, namely Arno. I live on the outskirts of Berlin and currently occupied with my A-level examinations which goes quite well so far. My exact age I don't want to tell but it is somewhere between sixteen and eighteen. On the further course of my life though I do not have any specific concept yet. Apart from that I'm playing piano and football but also enjoy other sports such as badminton. Moreover I like writing articles.


How did you get into the world of Trackmania? How did things proceed after that?

The Tm-World; that's certainly a fascination itself. Actually I find it rather odd during my down-periods how a few blocks can get you occupied for so long. Back then,a long time ago, I read an article about the very first Trackmania which also happened to receive a very good rating. The cover with that extremely long track and with the many extreme blocks impressed me. That is why I instantly bought the game. Even though the game experience wasn't really the way I had expected, it did provide a really big appeal for me.
Early on I already had contacts to a server on which long tracks were driven. That seemed to have shaped me a lot; at least I was impressed by their creativity and wanted to replicate it myself. The editor has therefore always been of most significance for me. Somewhat later on I also bought the successors Nations and Sunrise which didn't occupy me too much though. In Trackmania United I then, for the first time, had enough experience to build good tracks on my own and to publish them. Since then I'm more or less active.


"More or less", how do you mean that? And what is your point of view towards the future with TM2?

I meant that occasionally I did not have motivation anymore to continue driving or building and as a consequence ruthlessly turned away from the community. It happens to many players I think...but one still eventually returns. Momentarily I'm playing again a bit more TM. About TM2 I'm not able to tell much yet. Didn't really inform myself more detailed about it but I believe there are only a few information available anyway. Those sound very interesting and the video makes a good appearance too, concerning graphics etc. But for me there still remains the most significant factor; that the key-principals of TM won't be thrown over. Thus I stay sceptical for now.


As you already mentioned trackbuilding is your main activity in TM. Which are the best tracks of yours in your opinion and why?

The way I see it is that my tracks, despite big differences, have a very consistent quality. Whereby one cannot compare the long-tracks, especially Inca Temple with all the other mass-produced tracks. Needless to say I'm insofar the most proud of Inca Temple because I put the most work into that track. But I generally also regard the track as having turned out very well. From the other tracks I probably like Bite before you bark the most because it expresses my rather crazy side.


Good you mentioned those two tracks since I would argue those were the beginning of your "RPG-career".

Yes one could look at it that way; I wouldn't really call those few RPG-tracks a "career" though. At the time I was inspired from the stadium RPG-tracks but as I thought that I couldn't do them much better anyway, I tried to be the first to create a United-RPG which I succeeded with halfway decent.
Afterwards I got the urge to try it in the Stadium environment nevertheless, but that is bound to a lot of work and is really difficult to build. And by now it is essentially impossible to surpass the best tracks in any way. Therefore I rather tried to continue building United-RPG's. I hope that this will be received well.


With that we come to an important (for me not understandable) issue. The RPG-community takes place nearly completely in the stadium-environment, why is that?

Well, I want to be honest and simply think that TMNX has the better trackbuilders. Even though all the Non-RPG's do not appeal to me the least one cannot overlook the fact that they are build very detailed. Seemingly every nuance (for example in the scenery) is being thought about twice. This certainly is due to the bigger TMN-community in which more trackbuilders build tracks on the highest level. Primarily they do not back off from a little spare time work, though. One can notice this from the numerous, long and quite perfectly build PF-tracks which surely require a lot of work. The same applies for RPG tracks. I just do not think that many TMUX-user would spend so much energy to build a perfect RPG track. And in TMNX there only exists stadium as an environment.
The crucial point is probably though that stadium is also somehow perfectly suited for it. I can not imagine that Nadeo has ever thought of doing this, the more crazy it is how well, for example a perfect temple atmosphere can be created. One can easily build enclosed rooms; by adding a mod it then really looks like an authentic building. Even the handling of the cars is almost perfect for such tracks too, there are many tricks and challenges which are suitable for those tracks. In other environments it is difficult to create something like rooms. For example I first tried it in Snow but the only solution was to create one huge room in which everything takes place. And apart from that everything is also just not as perfect as in Stadium. Nevertheless, I am of the opinion that it is also possible in other environments. The growing number of United-RPG's confirms this (if you type RPG into TMX), even though the total number is of course still very low.


What do you think must happen so that more TMU-RPG-tracks will be build? Is it only "take away the laziness", or how how some TMU players would put it: to become a no-lifer? Or could there be other ways?

Surely it must not necessarily be build more United RPG's but it would be nice of course. Well now, I think that it is generally difficult since users who are mainly active on TMUX do not witness much of the Stadium RPG's and would likely not play those tracks till finish. If one namely picks up a particularly hard RPG-track it can be very deterring. I believe it is not in any case of need to become a no-lifer if one divides the time and especially at United-environments the building process is, from my experience, substantially shorter. I think it would be quite a good animation if a few good TMU-RPG's would be released, as they would be driven by people who in return might get inspired themselves to build a similar track. I do not hold high hopes for this though. And due to TM2 the time is additionally limited. How it is going to be in TM2 we will have to see. I do think though that RPG's will fade into the background at first as there will already be enough to discover.


RPG-mapping, also a field of activity because one has "enough from the rest"?

Hmm, yes, I think one always needs some advance in order to not get bored. This indeed worked out at first in TMX-United; the jumps got shorter and smoother, new ideas were added, until the transition-maps came. I have absolutely nothing against transition-maps and found them pretty cool at first, but then it eventually got exaggerated which was rather a step backwards.
Then came a period that could be described as a split. Some cheerful kept on building 'Island-Ideal Line-Transition-Maps' while others as a counter-movement again very simple old-school funmaps. Thereby I think it would have been possible to break new grounds, for example with tracks in which one has to get used to the brakes; tracks which do not run quite as smooth...just to give an example. But I saw no progress anymore and no attraction. Along with it important personalities became inactive which let me to visit TMNX. But I must say that RPG-tracks would have charmed me also with a better United-community and then would have forgotten the rest.


Can we expect to see you increasingly on normal tracks in the future?

Actually, I cannot say anything to this; my mood changes so quickly. First of all I don't even know if I will generally be increasingly active. But a new one minute long track would also be cool once again, if I can actually do that still.


I would not doubt that. Yet again regarding another topic which interests me, namely the building process of an RPG-track: When you're in the editor in front of the empty area and want to build an RPG-track, how do you go ahead?

In the editor I do not stand in front of a blank area and think to myself "Hmm, well, let's just start building"; the way I actually do it on many other tracks. You really need a distinct concept in advance and must ask yourself: What can be displayed in the editor the best? What would look the most authentic? Ultimately the goal is to get away from Trackmania as far as possible. At best, one should think to be in another game. One also needs to be concerned about, preferably innovative challenges, tricks and enigmas which need to be implemented into the mentioned atmospheric background. A certain harmony should be established which is only possible within specific scenarios though.
During the actual construction I must admit that I so far in my three stadium-tracks composed only very simple scenarios. Constructing a temple is therefore relatively easy because it's just a giant cube or cuboid in which inside one can create whatever wanted. Partly open RPG's are more difficult there. In the temple itself one first has to think of a clever segmentation however: There is not unlimited space available which should thus be used. So I use a few blocks for the basic structures and then build chronologically. The ideas sometimes even come spontaneous and instant. One still must note that it always should look good; meaning that the challenges and the scenery harmonize or in best case enter a symbiosis.
The rest is then only minutiae work but which takes up the most time and is very annoying; the reason why I not always have so much motivation. The endless amounts of platform-blocks required to fill a room with walls and ceiling and the many necessary blockmixes can drive you crazy. In United-Environments it is much more relaxed.


Did I understand correctly that in United you get along without mixes and in Stadium you implement them? And above all: Are mixes in RPG-tracks inevitable?

In the United tracks are much less mixes included because they are not absolutely necessary, but in Stadium they do often make sense. Inevitable they are not; there are also good tracks without mixes, for example Abandoned Factory by Max. But it should be noted that they are considered not as much of a sin on RPG-tracks than they usually are.
The rejection for mixes elsewhere is surely justified, especially when they are being used because no other possibility can be found to place a block. In Stadium however there does exist for example the possibility to blockmix water up. When you then drive on the blocks, one doesn't see the water because it is above the field of view. The result is that one drives on invisible blocks. Such mixes are beneficial for RPG-tracks and expand the possibilities.


From construction to driving. When you drive an RPG-track for the first time are there certain "techniques" or strategies one acquires?

There are certain techniques. Therefore as a beginner one should first drive a track in which these techniques are not required. I'm going to make some advertising and advice everyone who is interested to try the track Prey and Shadows by Enai Siaion. It is simple and not too long. Additionally it has an impressive atmosphere (a certain performance of the PC provided).
Going back to your question: To overcome anti-booster or for the driving on wallride-edges for instance one needs to acquire techniques which must be discovered and learned for yourself. Otherwise, there are often many friendly people on RPG server who can help you out. Other than that you often just need to have patience or try to gain much speed on small space or estimate the flying curve at jumps well. With a bit of practical exercises the standard repertoire won't be too difficult anymore.


What goes beyond the "standard repertoire" then?

Well, practically a few things are considered as standard repertoire; the driving on invisible blocks, on halfpipe-/wallride, on those white pipes, on the small platform-ledges, anti-boosts, also simple jumps. If you will, everything else goes beyond that. Which doesn't mean that everything else would be innovative, and in the end it is of course important for a track to be innovative. If there comes an obstacle that requires one to open the eyes, meaning riddles which are not so easy to perceive or the question of where or how to continue, it is certainly a good thing!


Are there a few RPG-tracks you like best which you could recommend to our readers?

First of all I can recommend a video for all those who do not want to try it themselves or do not have the possibilities.
Regarding the tracks: As previously mentioned I guess Prey and Shadow is the best track for beginner. Whoever wants to experience a bit of hardness could also start with easy temple-tracks, such as Sobekite by Kryw (with which I also started).
Furthermore the other tracks from Enai Siaion are also very interesting; atmospheric and not too hard. One level more difficult are the tracks from Fish, in which he very impressively erected a complete legocity for instance (Legopolis). Similarly all of his other tracks are an eye candy too.
Especially beautiful and realistic does the track Cargo714 by solix look from the outside in which one can admire a ship with an entire port. However, not very easy.
If you prefer to stick to United-environments, one could give Bay Watch and Sahara a go. Apart from that unfortunately I still haven't discovered any really good United-RPG. Not to mention that the RPG-Blog always provides good information about everything relating to RPG.


We are already at the end of the interview. Is there still anything you would like to get off your chest?

I would like to thank you for the interview! To say one thing that goes beyond RPG's: You should not forget that you alone are the master of your own thoughts. I find that one should try from time to time to take a shot at a new style in TM. Even if it is not always crowned with success it will bring you further all in all. One can even say that for life in general. I hope you always have your own minds and that TM is only a pleasure for you, not a burden or main occupation. I myself am still young and can hardly dictate anything. But I can say with certainty that you should always think in the long run.




Thank you for the interesting and informative answers, it was a delight for me!

Like I [TmJosef] said the interview is not all of it. After snow with the track Inca Temple Golo has now approached his favorite environment Desert and mounted a diversified and tricky RPG-track:

Inca Ruins by Golo








In this sense I [HawkGer] would too like to thank TmJosef (who was the interviewer) and the Tmaniacs blog for making this interview possible.
And of course Golo for those brilliant answers!


The translation is also not all we have to offer. Golo has been working on a new United RPG-track in the Bay-environment using my self-made Mystmod. So everyone who likes to experience Bay differently, I recommend to check out this brand new track!

The Lost Island by Golo


Video from the betaversion:





External links:
Tmaniacs Blog
The original article in German
Information about RPG tracks on the TMUX-Forum

RPG track pack with working locators

|
Every experienced RPG player has probably at least once encountered the problem of a non-auto loading mod on an RPG track. It is especially a problem for newcomers in the RPG genre who certainly will not know that the track actually is intended to have a mod. Recently noticing that Sobékite doesn't have a functioning mod download made me eager to know how many RPG tracks are affected in total by this and came to the result that at least 61 out of the 250 RPG tracks listed in the track table do not have a proper mod-download. I managed to fix the locator for 55 of these tracks, the remaining 6 tracks have a password.
Download the trackpack here:
http://www.vinummusik.de/Trackmania/RPG%20tracks%20fixed%20locator.zip



These fixed tracks are especially interesting for server admins. The version on the server for each track can be replaced without losing records; the only thing players will notice to be different is the working mod download. I'm looking forward to authors updating their TMX track version though, which would make the process of updating easier for server admins.
So if you, as an author, find one of your tracks in this list please update it at TMX:

(I will include a link to the tracks once they are updated at TMX)
Kill Bill · Modern Times · The Lost World · The Phantom Menace · V for Vendetta · Catalyst · Darkwood · Lengthy Final · Planes in the sky · The Factory · AlkatraZz · Castlemania · Forest Bury · Temple Of Fortune · ThaOldTimer · Blo-c-ity · Forest!!! · Stone!! · The Last Crusade · R-240np · Sobekite · Old Wood! · 2012 · Abou Simbel · Byzance · Cargo 714 · Chemical X · Exacidie · Honduras · HyperCube · Ice -Virus · Jungle Safari · Legoland - City Centre · Legomania · Lost Soultown · M story · MetalBlog · Mykerinos · Palace India · Psychoterror · Roule Des Templiers · Atlantis · Noodu Home · Tree Of Life online · Tree of Life · Sunshine Island · RPGmax18war · Sande Boks · Saqqarah · speedRPG for all · T(ea)m Fortress! · The Labyrinth · The Legend of Zelda · the temple of freedom · Zeppelin Station

Not in the pack included (due to password restriction):
Enigmes V2 · Tournalin · Occam's Tribute · RPG.my1st · Abenteuer3

Arcadia, by Enai Siaion + Venezia, by Igntul

|
Arcadia by Enai Siaion
A new way of record hunting. There is no defined route. Amazing MT work of Enai again. Nice flying cam and an interesting way to explain the ring locations. Under the Seas mod is used for this map.

"A multiple route RPG in an ancient city. The layout branches into 5 districts, each with a checkpoint and 3 rings to collect. Visit each district, gather all 15 rings and come back to the start/finish to complete the map. If you lose your way, instructions are included." - Enai Siaion

TMX ID: 2079330
Difficulty: Intermediate
AT: 12:21.45
First-time length: 20-50 minutes

World records up to date 5th Dec 09:
Online: 6:57.54 by Klody
Offline: 6:57.54 by Klody





An MT video:


Venezia by Igntul
A nice scenario with the Asphalt Tango mod. The illusion works, you think you are in the Italian city Venice. The route is sometimes not easy to find and for a record hunting may be 1-2 spots that will need some luck. But the map is a nice experience.
"As is tell in the intro you are in this "city of the Water" for business. You have a free day to spend visiting the city. There are rumors that there is a treasure hidden in the deep water of this city. But there is a layer of clay between the deep water and the surface one clay that make you cant access down. Will you find a way to get under the clay? And will you find the treasure?" - Igntul

TMX ID: 1763767
Difficulty: Intermediate
AT: 6:53.99
First-time length: 20-50 minutes

World records up to date 12th Dec. 09:
Online: 6:29.14 by 《ॡic3》»»Steppke««
Offline: 6:53.99 by Igntul





A GPS video:

Four Powers, by Sebik + Teotihuacan, by Igntul

|
Four Powers by Sebik
A wonderful artwork of RPG track building. It was built for the RPG track building contest. Four Powers, using the Manic Miner mod. It has a brilliant balance between speed, climbing and brainteasing. The MT work is awesome and shows us impressive options about the abilities of the mediatracker. Very good for beginners, exploring and time hunting.

"On the map are placed special markers with POWERS: Water, Fire, Wind and Stone. You may take powers on map to help yourself. Each power gives you special possibilities and very frequently allows to reach next room" - Sebik

TMX ID: 2132778
Difficulty: Easy
AT: 12:41.10
First-time length: 30-50 minutes

World records up to date 19th Dec. 09:
Online: 11:40.22 by Ġτα-Kilburn®
Offline: 14:35.12 by AtoM






Teotihuacan by Igntul
The scenery of Teotihuacan (an old city of ruins in Mexico) built with the Teotihuacan mod (Montazumas mod update) is beautiful. The track leads into the pyramids with some challenging checkpoints. It has a nice clear route that offers much fun for exploring and also for time hunting.

"167 b.C., you are a poor slave of this city, while you absolve your hard work, when your leader is a bit distracted, you try to do the thing that you arleady premeditated, kill the king! Your working place is near the Sun pyramid, the bigger one, and the king is on the top of it. But you cant climb it because of the guards that monitor the pyramid day and night. You have to pass on it but how? Maybe you can use the subways and the old catapult, that is hidden underground, to get it" - Igntul

TMX ID: 2094591
Difficulty: Intermediate
AT: 19:39.17
First-time length: 40-80 minutes

World records up to date 19th Dec. 09:
Online: 13:52.76 by Klody
Offline: 13:52.76 by Klody



Prey and Shadow, by Enai Siaion + Atlantiss, by Fish

|
Prey and Shadow by Enai Siaion
A very short RPG, but the design and the ambiance is fantastic, again very much love in details. The route is quite clear and speedy with much flow. The Grande Muraille v4 mod is used for this map and looks great to this dark and scary looking track.

"The setting is a haunted monastery where the enemy has a hidden spy radio station. Find it, blow it up and get back out. But hurry - there's a thunderstorm incoming." - Enai Siaion

TMX ID: 2101483
Difficulty: Expert
AT: 3:59:85
First-time length: 10-20 minutes

World records up to date 10th Dec. 09:
Online: 3:50.50 by Drunk Racer
Offline: 3:32.21 by HardDance





GPS video:



Atlantiss by Fish
You start on the Greenpeace ship, the rainbow warrior II and begin to explore the sunken island and city Atlantis.

The map uses the Manic Miner mod, its textures and colors fit very nice to the map. It's fun to explore and nice for a time hunting also.
"It could be short and speed with difficult tricks or longer and easyer with some fun enigmas. I built it thinking about recs but not only. I did my best to offer u the optimal travel as i could where u can have a lot of fun to discover brand new places." - Fish

TMX ID: 2086013
Difficulty: Expert
AT: 8:15:15
First-time length: 20-40 minutes

World records up to date 11th Dec. 09:
Online: 6:08.56 by Kilburn
Offline: 7:45.07 by fish



Hunting Santa Claus, by Lucker and Big Al

|
This week, 7th December, Lucker and Big Al released their X-mas project "Hunting Santa Claus" on TMX. Fitting to the season it´s a Christmas map. Imagine it is x-mas and Santa Claus is sharing out all the presents but he is about to forget you! Your only chance is hunting and catch him.
The map has a colorful x-mas mod and is filled with many MT showing Santa Claus in his sledge, riding away. The auto-downloading soundtrack with many rocking x-mas songs is also recommended.

TMX ID: 2091860
Difficulty: Intermediate
AT: 21:22:45
First-time length: 40-60 minutes



Brainshaker´s RPG review #1

|

Hey RPG community, its me again, Brainshaker :)
From now on I will review one of the RPGs which came out in the previous week with a critical eye^^ When you think this is a good idea, please let me know it in the comments.



The first track I will review is:

MANIC MINER by Katodik

General Information:
Author: Katodik (Metropolis, Quantum Leap)
Length (with no respawns): 10:30 - 11:00 minutes
Difficulty: Medium
Mod: Manic Miner by Katodik
First Run: 30:00 - 40:00 minutes





Atmosphere:

All in all the atmosphere of the track is very nice. You are a treasure hunter who tried to search the buried treasure of the abandoned mining facility. The mod fits this theme perfectly.



BUT the music is not half that atmospheric than the rest. Even if it is from the Manic Miner OST. It is kinda Rock and it does not fit the atmosphere. Better turn you sound off, then it is more atmospheric^^



Find the way:
The track has a look which reminds me (and of course others also^^) very much at The Great Escape by fish. Not at least because of the mod which looks very similar to the mod of TGE.Back to the way now^^ These tracks look very similar but in Manic Miner the way is very easy to find. There are no really hard passages where you have to look careful I think. Except of the ending part, there you must look a bit for the way, but it is still easy to see where to go.

So, that is it, now the rating of the track:

8,5/10 points

Katodik proofed another time that he is one of the most creative RPG builders, just awesome ideas from the first to the last second of this track. Only some things arent that well made, but I think the next track by him will be without these mistakes.

The Day After, by fish, Stromek and HardDance

|
Yesterday, 19th October, fish, Stromek and Harddance released their trio project "The Day After" on the "RPG Community" TMX account. You are driving around on the surface after a huge nuclear explosion on the earth, where you will find different tools to help you. fish and Stromek made this original mod, and Stromek did the MT work. The track is, as you would expect, not filled up with overused tricks and paths, but with many interesting jumps and routes. It's very challenging to drive, but still easy to find out where to go. The atmosphere created by the grunge mod fits perfectly. I recommend you play this track asap.

TMX ID: 1903220
Difficulty: Hard
AT: 25:42.15
First-time length: 60-120 minutes





Here's a video from the premiere day. HawkGer was the first person to set an online time under 20 minutes. The music is Le Silo, which I of course recommend highly ^^.


And an FF GPS video:

New RPG's - week 42 [2009]

|
Eert 75
RPG - Eert 75 is a track made by Stromek, and released late Sunday 11th October. It features a brand new mod, the Eert 75 mod. Eert 75 is a space colony station, and was in the past used as a prison for dangerous creatures. You are sent to explore the colony, when your connection to the team is lost... Read the full track story on TMX.

TMX ID: 1870173
Difficulty: Intermediate
AT: 16:03.57
First-time length: 40-120 minutes




Omaha Beach
Omaha Beach, released 16th October, is a WWII-inspired track from Big Al. The track features many original jumps and tricks in a new atmosphere, created by the Omaha-Beach mod.
The story:
The Allies come to fight against the Nazis in the Normandy.
You are a soldier on his way out of the boat to the beach.
The Nazis shoot at You very sharp. Try to deactivate the 2 Towers.



TMX ID: 1890780
Difficulty: Intermediate
AT: 16:03.57
First-time length: 40-120 minutes


RPG news #3

|
Cargo 714
A week ago, Solix released a track called Cargo 714. It's a realistic track, built as a dock, with a huge cargo ship (which is also built realistic with engine rooms and more), a loading dock, cranes, warehouses and a lot of cargo. In my humble opinion, this is one of the best RPG's ever. It's extremely realistic, original, innovative, beautiful and fun to drive and explore. The route is clear, there are helpful hints in some spots and the tricks aren't very hard. Even in small spaces, Solix manages to make good tricks. So much fun to drive around inside the ship, between all the containers and the long, last jump makes this track a real adventure. I strongly recommend driving this track - try it with a friend and drive together, double as fun.

TMX ID: 1757574
Difficulty: Expert
AT: 41:42.62
First-time length: 50-150 minutes






The march of time
For the crowd that likes to drive RPG's in the classical temple-atmosphere, Golo offers new material to drive on with his latest track "The march of time". The adventurous atmosphere in it is being conveyed quite powerful, using dramatic music-clips, sound clips, Egyptian-themed signs and a massive scenery that is build inside huge rooms. Of course the track is also using the GrandeMuraille mod to make the experience complete. I should warn hereby that, when having loaded the mod and the invisible platform texture shows green, one has to restart the game. The track includes one section in which one cannot advance without the invisible texture.
The track is also using a story element. The mission is to reach four ring CP's throughout the temple, each time revealing four numbers which you will need to pass the final task. The difficulty of the tracks is very high. There are several tricky spots which need to be discovered and learned extensively before driving them safe. But, as the author also states, not only experienced drivers can find it enjoyable...patient and determined drivers will have fun too :-)

TMX ID: 17884983
Difficulty: Expert
AT: 14:52:95
First-time length: 50-100 min




Mouse in the House
We have seen a rebuild of a kitchen and we are still waiting for the rebuild of Fishy's living-room. But Zulu thought to take it to the next level and rebuilt a complete house. In this track you are playing as a mouse, invading the house and plundering the food-reserves (with ring CP's serving as bites of cheese). There is a lot of cheese in that house, so make sure to look out for it =) The track uses the Wooden Domnann mod which fits quite nicely to the theme. The track style is again very similar to Zulu's previous tracks, so if you know his building-style and like it, definitely try it out!


TMX ID: 1797268
Difficulty: Intermediate
AT: 20:30:00
First-time length: 30-70 min




Kryw has also "returned" and has updated Lubaantun with a new mod, and Honduras with a new mod, and new rooms. You should try out the new Honduras before the eight round race. Kryw also sent me a spoiler picture of a mission track he is working on:

RPG news #2

|
There have been many new RPG's in the last few days, so here's an overview of the best new tracks:

Area 51
You may remember having seen screenshots of this track more than one month ago. In fact it was nearly finished back then but it was put on hold for a contest. Today it then got finally uploaded to TMX. The track's story sets place in the Nevada desert in which one has to enter an UFO and take control of it. The tracks UFO is from the inside very open in design and in general the route goes from the bottom of the UFO to the top. The updated Alien-Mod helps to create a very realistic atmosphere inside and especially outside the UFO.

TMX ID: 1760055
Difficulty: Expert
AT: 13:47:21
First-time length: 30-100 min





Mansion of Madness beta
Today was also the betatest of 'Mansion of Madness', a new track Fish built in collaboration with Hardarm. The betatest was at 3AM in the morning so not many people joined. A good surprise however was seeing 'Torpedo' on the server, having taken two month of break from TM and now playing RPG again :-) The track is very easy from my perspective (definitely easier than Tenochtitlan), even though some people beg to differ. It's also not too long (about 8min) and very fluent, so a nice track to hunt records. The atmosphere of the track is quite distinctive to others; the mansion-mod makes a good job there. Now we just have for the release, let's hope it doesn't take as long as for Area 51 ^^






Another Planet
Another Planet is Golo's second track. It originally featured the Blue mod, but was changed to the Wipeout mod after a beta test. It's around 9 minutes long if you drive it fast, and probably takes around 40-50 minutes the first time. A fantastic ride in a totally new atmosphere.

TMX ID: 1753066
Difficulty: Intermediate
AT: 12:21.52
First-time length: 40-80 minutes




Wood Town
Wood Town is a new iGrizzly track. It's not unique in design, but uses the not-so-used Wooden Domnann mod. It's fast, has a pretty good AT and will definitely challenge most people.

TMX ID: 1755937
Difficulty: Intermediate
AT: 09:00:80
First-time length: 30-70 minutes




Avoid the Rain
RPG's from Zulu are always built compact, contain much blockmixing (some very unusual and original), are very transition-focused and have an intermediate difficulty. This new track 'Avoid the Rain' does not differ from that...so if you are a fan of this style, definitely try this RPG out. It uses the Stadium Pro Mod which has only been used in RPG's by Zulu himself so far. One hint: When reaching an area with dirt halfway through the track, take the rings nearby...you won't be able to get them later.

TMX ID: 1756819
Difficulty: Intermediate
AT: 12:48:90
First-time length: 30-70 minutes


De Exidio Thuringiae
This track represents the second RPG by Link, the author of [RPG] Mana. It is also designed as a story-track and contains some story elements, some of them being implemented quite well. The track uses a self-made mod and has the atmosphere of a temple. There are not many challenging obstacles to overcome and the route is quite easy to follow. So if you are a fan of easy RPG's with story elements, this track will suit you well.

TMX ID: 1759033
Difficulty: Easy
AT: 13:20.75
First-time length: 20-60minutes


Real Challenge
Real Challenge is a trial'ish RPG by OLD*Marty. It's supposed to be an RPG for the experts, hence the name. The tricks are all original, and requires you to think and try a lot before you find out how to do it. The track won't fit most people. I recommend you have lots of RPG experience before driving this track, or else you'll be stuck for 3-4 hours.

TMX ID: 1748228
Difficulty: Lunatic
AT: 23:31.04
First-time length: 50-150minutes