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 Multiplayer - Tracks

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Alex Kirchu
Nu Radical
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Age : 19
Join Date : 2010-04-21

PostSubject: Multiplayer - Tracks   Sat 04 Sep 2010, 8:51 am

Ok now, we've all talked about what cars we're gonna make for the multiplayer, how we're gonna own everyone with them and whatnot, but now it's time to talk about the tracks.

As you probably realize, the multiplayer will also have a custom track editor, allowing you to make and play your own tracks against other people.

Here, you can post all about what tracks you want to make for NFM Multiplayer, or who else's tracks you want to see in NFM Multiplayer, e.g. MDX's Frostbite. Also, you can talk about what tracks that are in NFM 1 or 2 you'd like to see in Multiplayer and what improvements could be made.

I'd put my Moonlit Desert track in, see if you guys can see in the dark well!
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-Metallicafan1-
Psychogenic
Psychogenic

Number of posts : 1456

Age : 19
Join Date : 2009-12-18

PostSubject: Re: Multiplayer - Tracks   Sat 04 Sep 2010, 8:55 am

I won't use any custom track. I just play on the ones in the game.
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teamwhiper
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PostSubject: Re: Multiplayer - Tracks   Sat 04 Sep 2010, 11:49 am

I'm going to put spikes.Loads of them.Everywhere on the track Twisted Evil .


If not,I'm making a waste arena.There will be NO fix hoop,100 laps,the only 2 checkpoints are at almost impossible to reach places.There will be seven intersecting jumps in the middle of the arena,(Inspired by MDX's "Crash and Burn")some of those jumps lead into spikes....not telling where.Name:Death Mayhem.

I'm also following MDX's Octathalon,instead making a decathalon.Here are the events:

1-100 metres.
2-Long Jump.
3-Triple jump.
4-110 metres hurdles.
5-Javelin
6-Climbing Jump
7-Balance Beam
8-Ploe Vault
9-400 metres.
10-Hammer Throw.

Ok,I know the balance beam is not in athletics,but I had no other choice.Here's my planned setup:
100 metres:Simple long stretch.
Long Jump:A normal ramp with the sandpit at the end.
Triple Jump:Same as long jump,instead there are three jumps instead of 1.
110 metres hurdles:Almost the same as the Triple Jump,instead there are more jump and no pit.
Javelin:Big ramp.To be perfect you have to land IN the checkpoint gate.
Climbing Jump:Jump a quarter-pipe like a normal ramp.Yeah,right.....
Balance Beam:Something like that raised platform in the stretch.Only there are more spikes. Twisted Evil
Pole Vault:Small ramp takeoff into big ramp landing.
400 meters:Going to make it bigger than what MDX did in the Octathalon.
Hammer Throw:Going to make more circles,increasing in size before they takeoff into the finish line.
Finish line:Not an event,but an obstacle.You have to hit the Hammer Throw perfect so you can get in the small little hole where the Finish is.Surrounded by jumps.And spikes. Twisted Evil


Last edited by teamwhiper on Tue 07 Sep 2010, 3:11 pm; edited 3 times in total
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Alex Kirchu
Nu Radical
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PostSubject: Re: Multiplayer - Tracks   Sun 05 Sep 2010, 3:50 am

Wow. Nice to see a flush of ideas. I didn't actually realise that the Octathalon was actually made up of improvised olympic events. LOL.

I'd like to see Confusion in an Illision back.
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ddm999
Rogue Gamer
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Number of posts : 314

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PostSubject: Re: Multiplayer - Tracks   Sun 05 Sep 2010, 7:50 pm

@Alex Kirchu wrote:
As you probably realize, the multiplayer will also have a custom track editor, allowing you to make and play your own tracks against other people.

I actually forgot about that... and it just makes me want multiplayer even more!!!

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LostArms
Noob Owner
Noob Owner

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PostSubject: Re: Multiplayer - Tracks   Mon 06 Sep 2010, 1:41 am

i'll make a track that's sorta like...hmmm... i'll refer it to MDX's sword of judgement!long,resembles something and is also a sprint track
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teamwhiper
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PostSubject: Re: Multiplayer - Tracks   Mon 06 Sep 2010, 2:41 am

I'm changing my High Jump to a more evil Menace in my Decathalon.This is a made up event called the "Climbing Jump".There will be three quarter pipes blocking the track.You MUST hit them the first try as the checkpoint is right in front of them.You can go around on the second try,but then you'll miss the reward of the fix hoop if you jump over the quarter pipes,which is the main goal of the obstacle.I'm planning on making this a "Must do" obstacle so there are no chances of skipping it.Also moving directly it directly behind the Javelin
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MDX
Morph Manipulator
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PostSubject: Re: Multiplayer - Tracks   Mon 06 Sep 2010, 4:02 pm

Sword of Judgement is one of the best 1-lap tracks I've ever made. I hope to play it in multiplayer a lot.
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Dovenaz
Half Life
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PostSubject: Re: Multiplayer - Tracks   Wed 08 Sep 2010, 7:02 am

normally i want to see a more destructive version of "Confusion in an Illusion"
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LegnaK
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PostSubject: Re: Multiplayer - Tracks   Wed 08 Sep 2010, 10:54 pm

I'd like to see my End game
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ksm314
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PostSubject: Re: Multiplayer - Tracks   Thu 09 Sep 2010, 4:15 am

Medieval Clash is definately going inside the multiplayer list!

And the music in the stage will be creppy, like this one.
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Alex Kirchu
Nu Radical
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PostSubject: Re: Multiplayer - Tracks   Thu 09 Sep 2010, 12:40 pm

Hmm. I'd like to put my tracks with bridges in the game but however I don't think the multiplayer will allow extra track pieces like bridges. Looks like we have to make normal tracks after all.
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WhyFiCarbon
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PostSubject: Re: Multiplayer - Tracks   Thu 09 Sep 2010, 5:52 pm

For wasting, I'd make an arena-like track, with a fix loop that's hard to reach, on a quarter pipe (like the one in Stage 16 of NFM 2), or one in the middle of the arena with a 4 giant ramps from each 90º angle converging in the middle leading to it. Lots of spikes, of course, a small square circuit for racers who want to race (but a high lap count for wasters to be able to waste), filled with those ramps with walls on their sides for bad handling cars to crash into them when they try to refill their power, maybe an arena limit made of quarter pipes, but since MoGaDeX already did something like that, maybe a solution made of normal sized concrete ramps turned the wrong side would do the job properly.

For racing, a big track, with lots of 180º degree curves with spikes on the outside of them, for bad handling cars to hoplessly crash into them (take that Drifter X! xD), fix loop far away from the main track so that damaged cars get either detoured and severely penalized or disencouraged to fix themselves, a few big ramps with small/medium ramps as an alternative (like what happens in some of the big ramps of The Gun Run), inevitably I'll use some places with ramps followed those ramp-platform-wall things turned the wrong way (like what exists at the end of The Gun Run or at the beginning of He's Coming for You Next) because they just do their friggin' job for at least one dude in five xD. And a low lap count, but I'll probably not make 1-lappers since I'm bad at fixing my own s**t in a single lap (if I land upside down or crash into a wall or do a long curve and lose time).

That's about it.
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Rage007
Sp3c1al1s3d
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PostSubject: Re: Multiplayer - Tracks   Fri 10 Sep 2010, 10:46 am

That wont be fun. I would put Crash & Burn by MDX. That would be epic.
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Dovenaz
Half Life
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PostSubject: Re: Multiplayer - Tracks   Sat 11 Sep 2010, 6:41 am

7 radical ones in crash & burn =EPIC!

(something mdx said some time ago..)
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Guest
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PostSubject: Re: Multiplayer - Tracks   Sat 11 Sep 2010, 7:03 pm

My tracks in NFM 2 will be HELL!!! Twisted Evil Twisted Evil Twisted Evil Want the codes??? Just pm me
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Alex Kirchu
Nu Radical
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PostSubject: Re: Multiplayer - Tracks   Sun 12 Sep 2010, 5:08 am

Gonna make a new arena track for my version, but I'll enter it in NFM Multi for sure.
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LegnaK
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PostSubject: Re: Multiplayer - Tracks   Sun 12 Sep 2010, 9:21 pm

@ksm314 wrote:
Medieval Clash is definately going inside the multiplayer list!

And the music in the stage will be creppy, like this one.

dang, thats sounds like it'd be good for my end game.
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ddm999
Rogue Gamer
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PostSubject: Re: Multiplayer - Tracks   Sun 26 Sep 2010, 3:03 pm

I'd probably put my Exploding Excitement 2 in... Once it's done.
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Mighty Eight
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PostSubject: Re: Multiplayer - Tracks   Mon 27 Sep 2010, 6:20 pm

I'd make a track like the Gun Run but a lot more complicated, sky darker and MUCH bigger end wall... Gun Run the Second or The Tiebreaker?
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ddm999
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PostSubject: Re: Multiplayer - Tracks   Mon 27 Sep 2010, 7:36 pm

Is it just me, or are we all just thinking about wasting tracks?

But I might also edit EE2's lap number to 2, making it good for racing and wasting. And I just realised, I'm a F7 specialist. It's not good if I keep making wasting tracks...
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Mighty Eight
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PostSubject: Re: Multiplayer - Tracks   Mon 27 Sep 2010, 7:39 pm

dandman999 wrote:
Is it just me, or are we all just thinking about wasting tracks?

But I might also edit EE2's lap number to 2, making it good for racing and wasting. And I just realised, I'm a F7 specialist. It's not good if I keep making wasting tracks...

I didn't make a wasting track but the wall is MASHEEN in a much bigger scale.I'm gonna make the wall bigger by sticking it together so there's no way through and making it a 75% box.

Then MASHEEN swoops in and hurts.
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Guest
Guest


PostSubject: Re: Multiplayer - Tracks   Wed 29 Sep 2010, 3:01 am

i will make a hardcore racing stage that will be a sprint. i will then out run u with my nixon special!!! (gold + black f7) my stage will have lots of twists and jumps. and spikes everywhere! Very Happy
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Sky
King Of Fools
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PostSubject: Re: Multiplayer - Tracks   Fri 29 Oct 2010, 4:46 pm

Right now im making the stage 1 EPICER! than Omars (Seriously he makes em boring >_<)
its going to have a spike in the beginning and walls too :p

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A9
Mercenary
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PostSubject: Re: Multiplayer - Tracks   Sun 16 Jan 2011, 7:18 am

i'm going to put my Twisted Cyberworld...coz that is the most epic track i've ever made...and hardwork too...
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