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 TMA | Technicolor

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AT   1:23:16.534 |  Stadium / CarSport   |   Intermediate 
ID  193756 
  Endurance    
 
 Visible (approved) |  Released 
 aazah — 119 blocks
 speedtimeMP — 13 blocks
 Chickeninab0x — 267 blocks
 Numberplay — 284 blocks
 orbittall — 302 blocks
 Ydop_ — 50 blocks
 Vst²m — 51 blocks
 MR.omkes — 51 blocks, scenery
 NielsDewitte — 60% of scenery
 Cobla — Project Manager, 2166 blocks, 25% of scenery
 MarsyJ3 — Project Manager, 374 blocks, scenery
 xPPHx — scenery
 Huhlolnvm — scenery
...and 3 unapproved co-authors.
 Featured in Community Videos
 undefined  |    Cobla
 Cobla  |    Cobla
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 Author Comments
"Technicolor" is the result of a community project led by Marsy and Cobla. The goal of the project was to create a map that uses at least one of every single block in vanilla trackmania to build a route. Unfortunately this is not completely possible as trackmania doesn’t allow a map with multiple starts to be played, but excluding them all other blocks were used on this map. We even made a spreadsheet to make sure. A huge shoutout to Drevokocúr for his help with that!


Quick facts:
Number of different blocks used: 3708/3718 (10 starts excluded)
Map weight: 43535
Checkpoints: 250
Final version: v73
Mappers: 17
Project start: Feb. 1st 2024
Mapping Finished: Aug. 20th 2024
Blocks added to the game while mapping: 702 (83 rally, 619 desert update)
AT: 1:23:16.534 by Cobla
Gold: 1:30:29.414 by Ydop_

FAQ

Q: Did you also use all the items?
A: No, we wanted the map to be at least somewhat drivable, using items would have prevented that.

Q: How is the FPS?
A: Not too bad. I (Cobla) generally run COTDs at ~50FPS on my laptop. Technicolor still runs at 30FPS in the worst areas. This is mostly because of how simplistic the scenery and how spread out the map is. Because of the spread, tweaker also helps a lot on the map.

Q: Scenery? You made scenery for this map?
A: Yes we did… It took a while. A solid 6 out of the 8 months it took to build this map were spent on scenery.

Q: If building took that long, how long is the map even?
A: AT is an hour and 23 minutes, but my best no-respawn is an hour and 12. My guess is that WR will end up at around an hour flat. It's really more about not messing up rather than driving every element fast.

Q: If the map is that long, how did it all fit?
A: We used a 128^3 base map, which was filled quite a lot by the end. We could’ve still expanded to a 256^3 base map, but we wanted to avoid that to prevent FPS drops.


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 Embedded objects1 Objects
Object IX? Object author
Logo3D32.Item.Gbx Juice
 1 / 1 items are available on IX View on ItemExchange
 Track Feature

I'll have one of everything please

Feature time: -  agrabou.wp
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