Hi everyone! RPG tracks were a popular subgenre in Trackmania Nations Forever to the point of spawning their own MTC edition and several other competitions, both for drivers and builders. I couldn't help but notice the total absence of an RPG thread on the TM2 forum though!
So what is an RPG?
Basically a long story-driven track in a more or less realistic setting (using mods, ghosts and blockmixing) based on challenging stunts rather than straight up racing. Think Indiana Jones-style tomb exploration, navigating across narrow ledges, traversing invisible bridges and using trick jumps to reach higher areas.
This is where the name "RPG" originally came from, but today we have everything from exploring the inside of a flying saucer to a foggy graveyard and even a track set in a giant rendition of a particular mapmaker's house.
Youtube video - part one of "Sobékite" (old and classic)
Youtube video - a RPG racing competition on "Puzzletime" (another classic)
Youtube video - "Teotihuacan"
Youtube video - "Ex Gehenna" (a more story driven example)
Seems interesting... where can I read more?
- Trackmania-RPG, the official RPG blog from ye olden TMNF days is here, complete with a list of (dozens of) TMNF RPGs.
- Here is the TMNF TMX thread, currently 151 pages long!
So... now what?
TM2 RPGs have a lot of potential: many freeform blocks, new car handling and due to the less artificial setting it will be much easier to create a certain mood.
It appears everyone in the RPG community is awkwardly waiting for everyone else to do something, so let's get things started! What are you guys working on? Any RPG servers up already? Centralise all information here!
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I'll start:
I'm currently working on my first TM2 RPG,
Nullifier. My TMNF RPGs were pretty much story tracks, but this one is more stunt oriented. Mod by Hawkger, sounds and MT to be implemented.
The story: due to the imminent impact of a "class E-1 baryonic object", the space colony you are on is being evacuated via emergency shuttle. Responsible for the evacuation is the Evolutionary Neural Artificial Intelligence, ENAI, with the ability to override the colony's systems in order to ensure an optimal evacuation. For instance, by avoiding overcrowding issues, which due to a programming error is its main directive. It achieves this by redirecting the escape route to the shuttle through the colony's waste disposal sector, the idea being that if nobody survives the trip, there will be no overcrowding at the shuttle...
BOO!
You're here. The exit is over there. There's a gap in between. Good luck.
The solution to this puzzle is obvious. It is also wrong.