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CMC track suggestion

You're a well-skilled and extremely patient mapper? You want to contribute to the CMC and claim your skill? This page lists outcome measures for CMC mapping you shall follow



Duration
Checkpoints
Jumps
Decoration
Flow
Originality
Boards
Mood
"Press Forward"
Stadium specificity
Bay specificity
Coast specificity
What you must remember?
Send us the map

Duration

Between 5 for best drivers to about 10 minutes. It may be a risk if the map is longer than this: If the map isn't pleasing, it will be deny (what a shame). However, we will do a special edition for a pleasing one. But you must be an extremely good mapper to obtain this case!
>

Checkpoints

Players shall be able to respawn from any checkpoint, because there will be only 1 run per map! Before sending your map to us, test every checkpoint!

Forsee checkpoints as much as possible to give the race an interest for everyone, even if there are crashes. The checkpoints shouldn't be delayed by more than 15 seconds, which is too much. Every 5 to 8 seconds is a well arrangement.

Jumps

Small jumps are more controllable than super-kikoolol-jumps-of-death. For the map to be "smooth & heterogeneous", putting jumps every 5 seconds is TOO often! Receptions must also be controllable.

Decoration

Tip : put the decoration once you have set & verified the tracing. No need to build a 20-floor building when only 2 or 3 are enough to decorate. Remember those who have an Geforce2 (a graphics card that's 8 years old, and that can run TMUF). A limit in coppers is required
Desert : 7500 Coppers
Rally : 8000 Coppers
Snow: 5500 Coppers
Bay : 7000 Coppers max
Island : 7000 Coppers max
Coast : 6500 Coppers
Stadium : 2700 coppers in 3 turns

You really don't need to reach the maximum

Flow

Track alleys must be various: if we take an example, on rally, build a 15 second road, then build a 15 second tunnel, 15 second dirt road, 15 seconds offroad, 15 seconds field, etc. More than 1 minute of a same pattern will be refused.
It's very restricting but this ensures the map interesting.
Crossroads are allowed only if there's no hesitation on the way to take.

The track shouldn't be too hard even for beginners, with a few traps. Whenever you want to put a trap, a checkpoint should be located just before this one.
In general, skip long flat and straight ennoying roads. The tracing should be smooth, hard curves afters boosts and not be pleased. Please avoid several blocs at a stretch!

Exceptions:
-Jumps which needs speed, but the landing must be well controled.
-In snow environnement, to move up to tubes
Surprise curves must be avoided. Nobody whos the map and no one slow down.


Bug maps and modified via hexadecimal editor are allowed.
However, checkpoints, start and finish ways must not be modified because the dedicated servers crashes. Mods are allowed, just give us the link to download.

Originality

Why not! Make fun with the MT, Checkpoint counter, karaoke, odd ways, etc... Of course the player doesn't get lost, this is the precondition. Try to have some imagination.


Panels

Use the standard arrows if they are necessary. This avoid the unworking locators

Some of players désactivate upload and dowload fonctionalities during the CMC in order to increase the playability.

Non-standard arrows can be used, but only in the case it's informational.
You can use other kinds of pannels.


Mood

For best visibility, only "day" mood is allowed


Press Forward

Not allowed

Stadium Specifities

In order to limit polygons numbers, only 3 turns of 2 minutes map is allowed


Spécificité Bay

Black grids must be restricted. The way is difficult to find for low configs in that case


Coast Specificities

The layout must be *very* intuitive, especially in coast. (arrows are too small to be well used)

Which environnement can I take ?


Any! However, a queue is put in motion if several tracks are suggested for an environement. We avoid to propose the same environement each time.

Advices

Map in a limited number of levels, this makes a more homogeneous map
Work on a such map applies you a lot of time, 10 hours are needed in minimum, 20 hours for a brillant map. Don't do it in a day, test it more than 10 or 15 times.
Arrows are essentials if the sightest doubt can suggest others a bad way.

Pour mix-maps, or bugs (in french) :
team BCZ link
http://www.trackmania-lejeu.com/forum/viewtopic.php?t=25158
http://www.cspowaaa.com/index.php?topic=1180.0


Summary

Maps must be :
  • 5 minutes minimum for the best, to around 10 minutes.
  • We can respawn on each checkpoint and finish the map
  • Place several checkpoints as you can

I want to send us the map!

Send it to mail cmc

Send the map WITHOUT prefixing CMC- in the name. You will be contacted to say you if there are some adjustments to bring about. Your map will be adjusted eventuelly by us, with your permission. An MT intro will be added but you can do it yourself.


Don't propose to others the map before it will be played on CMC, it must be a surprise for all!

Once the track played, you can do that you want whith it. It will be proposed in the CMC manialink.


Gooooood luck !