I'm back with another Stadium-Map!
When I got back into Trackmania a few months ago, it took some time to get that old feeling back in the editor: To not just place some blocks next to each other, but rather to catch some sort of imaginary flow and make it real. To shape a route by connecting different ideas like you cut a map out of marble. Once that old feeling was back, I began to create Volt Driver, but during the building process I had developed so many ideas that I could actually build another map out of it. That is why Indigorange basically follows the same concept as the previous map: It's an easy fullspeeder with many turns where you can gain or lose some time to make it fun to hunt. Both were built in the same time period. This means that this map was almost finished back in September, but I haven't found the time during the final weeks of my master's thesis to give it the final touch and now it's almost three months later
(time flies...).
As Volt Driver this is a transitional fullspeeder that is actually fun to hunt, because it's not about scratching the last hundredths by taking each turn a little tighter. Instead, it has some tricky parts that take some tries to get right and a lot more to master them. But I think the short length of the map (43-45 seconds) makes up for it, so it's not too intimidating. I tried to find the right balance between being too hard and frustrating and being to easy and boring. But in the end it depends on the player, so I'm looking forward to see your replays! Again this map is only built with the vanilla editor: no blockmix, no mesh modeling and no custom objects. I might change that one day in one of my future maps, but for now I don't feel like missing out on something and I think there is not a single thing I would've changed in this map, if I had used one of those features.
As in most of my maps I tried to get as much versatility into the map as possible: there is road, platform, dirt and even a grass part, a looping, a wallride and a whole lot of creative ideas to combine them into something whole. With Volt Driver I had some problems to build the scenery (normally one of my favorite parts), because Stadium is a lot more artificial than Canyon. In Canyon I always had fun to combine nature with technical/industrial elements to give it an overall organic look. This is not possible in Stadium, because there is no nature, but I like the final look and at the end I had so much fun building the scenery that I really needed to contain myself to keep it below 5000 coppers. But even though I've found my style in Stadium and the next map would be much easier to build than the first two, I think I will leave Stadium behind me for now and give Valley or Lagoon a try. I'm really looking forward to enter a new environment to discover and experiment with new ideas and possibilities.
The last thing I want to remind you of is that you can click on the heart next to my author name to get a notification for all my future releases. I wish you all a nice Advent season and have fun with this map!
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