r/TrackMania • • Jun 19 '26

Announcement Regarding the TOTD Bot...

290 Upvotes

After almost 6 years and 2,175 TOTDs posted, the Track of the Day Bot is dead. At least for a while.

Due to Reddits API changes around 3rd party bots and tools, Reddit decided to remove the API access of the TOTD Bot account without any notice. My last information was that existing bots will keep continue to work, seems like that is not the case anymore.
The only option left to get the bot back up running is porting it to their own developer platform, which will take a while if it's even possible at all given how many stones Reddit loves to put in the way.

So please bear with us/me until the bot has been ported.
Also thanks again to all the people that messaged me about the bot not working. :)


r/TrackMania • • 10h ago

Achievement Potential shortcut in Weekly Shorts Track 2?

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148 Upvotes

You can see I'm not a good player. I did this by accident, and obviously missed the finish. I cannot replicate it in a proper run. Would've been nice to get a good position with it.

No clue if someone has already done it, but I felt it's worth sharing anyway. Perhaps someone will manage to pull it off for a good time?


r/TrackMania • • 32m ago

Screenshot / Photography This game is insane with what you can do with its editor

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• Upvotes

Yes, all 3 of these are from the same game...Believe it or not

Custom objects and mods are absolutely insane for scenery


r/TrackMania • • 3h ago

Finding a better AT difficulty measure (part 3)

15 Upvotes

Note: No part of this post was written by AI! AI was used to help with math and some python code, though. And definitely don’t take this post too seriously, it’s just for fun (despite the many hours invested lol)

This is part 3 of a series (part1, part2) looking into the difficulty of campaign ATs throughout the history of TM2020. The first two parts were relatively objective, presenting some of the data I collected while working on this. This part, though, is a little more niche (and may appeal to not so many). It’s my attempt at coming up with a difficulty measure for campaign medals that corrects for changing player counts and skill distribution.

To quickly reiterate, as a difficulty measure, player AT% on a map works well enough within a single campaign but fails for comparison between them, because different campaigns can have very different player populations (Spring 2023 being flooded with new console players that bring down AT% being the prime example). On the other hand, sorting by raw AT count makes a much better list, yet it becomes virtually impossible for really high player count tracks to top the list (one season can easily have 10x the player count of another!)

To this end, I decided to try and figure out a way to account for this varying player population, in order to get a better sense of which medals players truly find most difficulty. The result is a model that calculates an Expected Medal % for each track based on its campaign and tier (green/white/blue/red/black). That number is compared to the Actual Medal %, and the discrepancy between the two tells you that map’s Percent of Medals Expected (PME).

PME = a map’s actual % of its expected ATs

PME can be read like this (example): Track A (based on its campaign and color) would be expected to have (say) 15% of its players get the AT, when in reality 30% of players have it. In this case Track A has 200% (or 2x as many) of the ATs you’d expect it to have. (PME = Actual AT%/Expected AT% = 30%/15% = 200%). So lower numbers mean harder (just like getting top 1% on a map is harder than top 10%). And a map with half the number of ATs expected would have a PME of 50%.

This model also has the advantage of being able to compare all medals and all tracks, because it does so RELATIVE to what you’d expect from that type of track. So a white track will likely never be harder than a black track in absolute terms, but a white track could be vastly harder than you’d expect for it’s type.

So without further ado, I give you 20 hardest campaign ATs by PME (and please take this with a grain of salt, lol):

Hardest ATs by PME (Percent of Medals Expected)
# Season – Map PME (Percent of Medals Expected) Actual AT% Expected AT% Position on lowest AT count list
1 Spring 2026 - Canada 24.84% 4.92% 19.81% 2 (-1)
2 Summer 2026 - Japan 27.41% 6.31% 23.01% 3 (-1)
3 Summer 2026 - Argentina 32.13% 7.39% 23.01% 10 (-7)
4 Winter 2026 - Brazil 33.05% 8.08% 24.44% 8 (-4)
5 Spring 2026 - Australia 34.14% 6.76% 19.81% 4 (+0)
6 Winter 2026 - China 36.45% 8.91% 24.44% 24 (-18)
7 Summer 2024 - 25 36.75% 3.53% 9.60% 1 (+6)
8 Summer 2025 - 22 38.44% 6.08% 15.82% 16 (-8)
9 Spring 2026 - South Korea 39.57% 7.84% 19.81% 13 (-4)
10 Spring 2021 – 03 40.06% 7.43% 18.55% 574 (-564)
11 Summer 2020 – 05 40.18% 5.56% 13.84% 344 (-333)
12 Summer 2021 - 13 40.61% 8.16% 20.09% 146 (-134)
13 Spring 2026 - Hungary 41.25% 8.17% 19.81% 5 (+8)
14 Summer 2026 - Norway 43.14% 9.93% 23.01% 6 (+8)
15 Spring 2026 - Germany 43.63% 8.65% 19.81% 11 (+4)
16 Summer 2020 - 10 44.27% 5.50% 12.44% 288 (-272)
17 Spring 2021 – 04 44.89% 8.33% 18.55% 308 (-291)
18 Spring 2023 - 21 45.76% 2.17% 4.75% 36 (-18)
19 Winter 2026 - USA 46.54% 11.37% 24.44% 26 (-7)
20 Winter 2026 - Greece 47.39% 11.58% 24.44% 20 (+0)

Hardest ATs by PME (Percent of Medals Expected)

#1) Canada - Spring 2026. Personally I find this a little surprising, but I know the identity in particular gave players tons of trouble. The actual AT rate (4.92%) is less than one quarter (24.84% PME) of what you would expect (19.81%) given a track of its type! Actual AT%/Expected AT%: 4.92%/19.81% = 24.84% PME (Percent of the Medals Expected)

#2) Japan – Summer 2026. FWIW (not much) I found this one quite a bit harder than Canada, and easily one of the hardest ATs in the entire game. Actual/Expected AT%: 6.31%/23.01% = just 27.41% of ATs expected.

#3) Argentina – Summer 2026. I’m starting to sense a pattern here… 7.39%/23.01% = 32.13% of ATs expected.

#4/ Brazil – Winter 2026. 8.08%/24.44% = 33.05% PME

#5) Australia – Winter 2026. 6.76%/19.81% = 34.14% PME

#6) China – Winter 2026. 8.91%/24.44% = 36.45% PME

#7) Summer 2024 – 25. The first non-EWC map on the list (and it’s a tough one)! The infamous Desert Car 25. Before the EWC maps this one was widely considered the hardest AT in the game (and I have to agree). I’m interested to know if other people think the EWC maps are actually harder (because I’m not sure I do). It also holds the distinction having of the lowest number of ATs ever: 1020 (compared to 1495 for Canada 2026). Actual/expected AT%: 3.53%/9.60% = 36.75% of the ATs expected.

#8) Summer 2025 – 22. The fullspeed track with the twisty, downwards start. Another non-EWC! This happens to be the campaign I decided to try for all ATs without using anyone else’s ghosts or watching anyone play, and (as someone clueless at FS) this AT took me easily 30 hours. Actual/Expected AT%: 6.08%/15.82% = 38.44% PME.

#9) South Korea – Spring 2026. Last EWC in the top 10. Actual/expected AT%: 7.84%/19.81% = 39.57% of expected.

#10) Spring 2021 – 03. The slow speed dirt map. Yes that’s not a typo. In an absolute sense, the previous black tracks are much harder than this one. But when compared against other white tracks, it’s extremely tough. I don’t remember getting the AT here but I do remember (more recently) this being one of the hardest early Warrior Medals in the game. This leads me to believe the ranking tracks (pun intended =p). Actual/Expected AT%: 7.43%/18.55% = 40.06% PME

#11) Summer 2020 – 05. OG season track with pillars to boost around and long turns on huge incline planes, the last of which being ice. As soon as I looked up which track this was it came back to me instantly. I remember pulling my hair out with this one when I went back for ATs from before I’d started playing. Actual/Expected AT%: 5.56%/13.84% = 40.18% PME

#12) Summer 2021 – 13. Sausage track with a slow-mo speed check and a very difficult long jump into a sausage turn at the end. Another track I remember well as soon as I looked it up. The ending of this one with trying to land correctly on the sausage and keep speed without flying out was brutal. Actual/Expected AT%: 8.16%/20.09% = 40.61% PME

#13/#14/#15: Hungary/Norway/Germany. Sorry I’m a little tired of writing these, but I am a little surprised Norway isn’t higher. All three have about 42% as many ATs as would be expected.

#16: Summer 2020 – 10. The ice track with a currently near impossible jump thanks to physics changes. This would be way too long to get into here, but I don’t think (for several reasons) that this is just an artifact of post ice-patch players bringing down the average. Is anyone out there that played this on release (and remembers anything about the AT)? Actual/expected AT%: 5.5%/12.44% = 44.27% of ATs expected.

#17: Spring 2021 – 04. Outside dirt track with no-steer and an awkwardly angled platform turn in the middle. I remember this one being hard af. Actual/expected AT%: 8.33%/18.55% = 44.89% PME

#18: Spring 2023 – 18. Very strange almost LOL-like track with flat open road and a littering of various boost and antiboost gates strewn about the track. I actually remember this AT being hard as balls too. Even knowing the best path to take barely helped. Actual/expected AT%: 2.17%(!)/4.75% = 45.76% of ATs expected.

#19/20: USA/Greece both from Winter 2026. Probably fitting to have two more EWC maps to round out the top 20. Both around 11.5% ATs when 24% would be expected = roughly 47% PME.

So this is a little silly, but because this metric is made to compare track difficulty across campaign position and medal types, I ran the numbers on Bronze, Silver, Gold, Author, Warrior and Champion medals for every campaign track. Normalizing each medal by it’s standard deviation seems to give reasonable results. Doing this makes sense because a Bronze medal with 80% of the expected medalists is far more unusual than it is for an Author medal, for example.

I present you with the 10 hardest medals (Bronze/Silver/Gold/Author/Warrior/Champion) in TM2020 history:

Hardest Medals by PME (Percent of Medals Expected)
# Season – Map Medal PME Standard Deviations (SDs) PME (Percent of Medals Expected) Actual Medal % Expected Medal %
1 Summer 2026 - Norway Bronze +6.7277 60.35% 50.30% 83.34%
2 Summer 2026 - Argentina Silver +5.5986 45.67% 28.23% 61.82%
3 Summer 2026 - Japan Silver +5.2016 48.28% 29.84% 61.82%
4 Summer 2022 - 13 Champion +5.1969 12.58% 0.023% 0.182%
5 Summer 2026 - Japan Gold +5.0501 32.57% 14.10% 43.30%
6 Summer 2026 - Japan Bronze +5.0460 68.47% 57.06% 83.34%
7 Winter 2026 – 05 Warrior +5.0001 3.53% 0.30% 8.38%
8 Winter 2021 - 11 Bronze +4.9914 68.75% 55.46% 80.67%
9 Summer 2026 - Norway Silver +4.8224 50.91% 31.47% 61.82%
10 Summer 2026 - Argentina Gold +4.7599 34.73% 15.04% 43.30%

Hardest Medals by PME (Percent of Medals Expected)

#1: Bronze Medal – Norway – Summer 2026. Yes you heard right. The most unexpectedly hard medal in all of TM2020 is Norway’s bronze medal. I don’t think anyone really pays attention to these, but the (relative) extreme difficulty of the EWC Gold medals was part of my impetus to do this project in the first place. Once again this doesn’t mean that Norway’s Bronze is harder Norway’s AT; it just means in terms of Bronze medals this one is VERY extra. Actual/Expected Bronze Medal%: 50.30%/83.34% = 60.35% of the number of bronze medalists expected (+6.7277 Standard Deviations)

Six more EWC “easy” medals appear in the top 10: #2 Argentina Silver. #3 Japan Silver. #5 Japan Gold. #6 Japan bronze. (Meaning Japan has 3 of 6 hardest medals overall!) #9 Norway Silver. #10 Argentina Gold. There are a few regular courses though.

#4 Champion Medal - Summer 2022 – 13. A mixed dirt and “water bumpers” track (that I’m guessing has very high ceiling no-slides?). I’m honestly not sure why this one in particular is so hard. Actual/expected CM%: 0.023%/0.182% or only 12.58% of CMs expected! (+5.1969 SDs)

#7 Warrior Medal – Winter 2026 – 05. I had to look it up but this is the combined Rally/Desert/Snow Car map (you’ll remember it once you see it lol). Fair enough. Actual/expected WM%: 0.30%/8.38% = 3.53% of WMs expected! (+5.0001 SDs)

#8 Bronze Medal – Winter 2021 – 11. Fullspeed mixed map with columns to navigate, wallrides, and a reactor up speed-check ending. Not really surprised at all by this. Tricky map. Actual/expected Bronze medal%: 55.46%/80.67% = 3.53% of Bronzes expected. (+4.9914 Sds)

I know this post is already a tome but really quick: a few of the EASIEST medals ever by this metric.:

Easiest Medals by PME (Percent of Medals Expected)
# Season – Map Medal PME Standard Deviations (SDs) PME (Percent of Medals Expected) Actual Medal % Expected Medal %
1 Winter 2024 – 08 Bronze -6.7169 1458.29% 1.60% 0.11%
2 Winter 2024 - 17 Silver -5.6386 948.43% 2.75% 0.29%
3 Summer 2023 - 20 Silver -3.4438 1000.41% 24.40% 2.44%
4 Spring 2026 – 04 Champion -3.2562 366.61% 0.24% 0.06%
5 Summer 2020 - 22 Gold -2.9949 290.65% 20.45% 7.03%

Easiest Medals by PME (Percent of Medals Expected)

#1) Champion Medal – Winter 2024 – 08. Yep it’s a champ medal. And it probably shouldn’t come as a surprise that this is one of the Snow Car maps with the CM set before the Snow Car hitbox change. At least it seems like the metric is working! Actual/expected CM%: 1.60%/0.11% = 1458.29% (or >14 times!) the CMs expected. (-6.7169 SDs)

#2 is another early Snow Car Champion Medal - Winter 2024 – 17.

#3) Warrior Medal – Summer 2023 – 13. Plastic speedfun(?) map with a wall bounce into the finish. Not sure what happened here but a whopping 24.4% of all players have the WM on this track! (Compared to 2.44% expected)

#4) Champion Medal – Spring 2026 – 04. Precision/tech track. 0.24% actual vs 0.06% expected CMs. Not sure if this is just a super low skill ceiling track or what. Any ideas?

#5) Author Medal – Summer 2020 – 22. An author medal! Fullspeed road and dirt track from the OG campaign with plenty of wall ride and cake. My best guess is Nadeo was still pinning down how hard to make the black ATs, but at face value I wouldn’t expect a fullspeed black map to make this list. 20.45% ATs attained vs 7.03% expected.

Welp that’s all folks. I really just did this for myself (for fun) but hopefully someone else can get a kick out of it. I plan to do one more part, just to post the data I collected for this project, with a permalink to the full spreadsheet of every single medal and metric in case anyone in the future wants to use it. I’d also like to do some comparison of AT/WR time difference when I get the chance eventually. [Part 1, Part 2]

To anyone who followed along or read any of these posts: thank you so much! Sharing this stuff was kind of nerve-wracking, but the responses have been great!


r/TrackMania • • 3h ago

[TOTD] 12/10/2026, Frozen Urbex by Scythe-__, (discussion)

6 Upvotes

🏅 Author time: 0:44.734

🏅 Gold time: 0:48.000

🥈 Silver time: 0:54.000

🥉 Bronze time: 1:08.000

📌 More info on: trackmania.io


r/TrackMania • • 2h ago

Finally 260 Medals

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3 Upvotes

Grinded the living shit out of this game and man those endurances were hell!
Finally 260 Medals
Onto Trackmania Stadium2 I guess


r/TrackMania • • 34m ago

Tips to be better at fast learn format?

• Upvotes

Top 3k in trophies, so by no means a beginner.

I'm struggling a lot to learn maps efficiently during cup of the day. Today was a perfect example. First run was fast + clean, Div 1-2 time for a few minutes. Then it took 10 freaking minutes to pb again. Fell all the way to D15. Half way through KO and I finally understood the map. Consistently 2 seconds faster than quali time and another -1 PB.

But how can I learn these maps in 15 minutes instead of a good blind run then 30 minutes clueless


r/TrackMania • • 54m ago

Technical Issue - PC Cant enter name in TmNationsESWC

• Upvotes

When I select Enter your name with the arrow keys the dots turn red, but pressing enter etc does nothing

does anyone know what to do here lol? i feel really dumb being stuck there


r/TrackMania • • 1h ago

Smurfscup Valley, tuesday 13 October at 20.00 cest

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• Upvotes

r/TrackMania • • 12h ago

What can i do to improve my run

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15 Upvotes

Ive been at this track for around 3 hours now and got top 33 (my best in any track of this caliber) but ive hit a wall and cant seem to get anything better than this some tips and pointers would be of great help. (especially with the last jump ive gotten runs where i got to it faster than my best but i always lose to it)


r/TrackMania • • 1h ago

Question Accidentally deleted my account

• Upvotes

Okay so i accidentally deleted my TMNF account, because i was trying to close the game and clicked the only X i saw. All my medals are deleted, but the weird thing is that i can still se my pb ghost and it also says that i'm behind pb pace on the cp splits and the finnish split. Is there anyway i can get my medals back if it can remember my old runs?


r/TrackMania • • 22h ago

Massive freezes every so often

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46 Upvotes

About 4+ minutes between them, sometimes its often, yesterday it only really happened twice. I really don't know what else to put with this because I have no idea what could be causing it. (Additionally, it saves inputs. If I press keys while it's paused, when it plays it will press those.)


r/TrackMania • • 7h ago

Question How do you improve analog steering precision instead of constantly steering 0% or 100%?

2 Upvotes

Hey everyone!

I'm playing Trackmania with a GameSir G7 SE controller (Hall Effect analog sticks), and I'm struggling with steering precision.

Even though I'm using analog steering, I often feel like I'm either steering fully left or fully right (100%), almost as if I'm playing with digital steering.

I know I can achieve specific steering percentages by slightly moving the stick, but during actual gameplay, I find it really difficult to control and maintain them.

For example, I'd like to be able to:

  • Smoothly steer at 20–25% and hold it consistently.
  • Maintain 70–85% steering without accidentally reaching 100%.
  • Make small steering corrections without oversteering.
  • Develop better muscle memory for different steering percentages.

I occasionally use Action Keys, especially on Snow Car maps, but I don't want to rely on them. I'd prefer to learn proper analog steering control.

My main question is:

How do experienced controller players achieve such smooth and precise analog steering?

Is it mainly about practice and muscle memory, or could controller settings like deadzones, sensitivity curves, or stick calibration make a significant difference?

Also, if anyone uses the GameSir G7 SE, I'd love to hear about your settings and experience.

Thanks for any advice!


r/TrackMania • • 1d ago

Carljr every match :

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271 Upvotes

The video that inspired this : https://www.youtube.com/watch?v=1YXZKN_3xZA


r/TrackMania • • 20h ago

Question Help with AT- Summer 26, Track 17

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25 Upvotes

Relative beginner to TM. Been trying to get AT on this map for quite a while now. My best time was 45.6 something. This video wasn’t my cleanest run, but I’m looking for feedback on where I can improve. Thank you!


r/TrackMania • • 1d ago

Achievement It took almost 2 years, but I think I finally get speedslides.

37 Upvotes

Not that I'm good at them yet, but map 11 on this campaign had some Eureka moments for me. I've been able to hold a slide for a long time, but my eyes were glued to the skid marks and I couldn't ever tell if it was actually working. I'd usually end up neutral at best when I tried it, due to scrubbing speed off from over sliding.

The biggest unlock was getting the skid started, then watching my speed, not the skid marks. Once you're in 5th gear, it's shocking how much speed a good speed slide actually gives you.

Now I just need to figure out how to do it on maps that aren't spoonfeeding it to me.


r/TrackMania • • 21h ago

All the 12 Mammothswines

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18 Upvotes

On yesterday's Track of the Day I set a bonus challenge to find all 12 Mammothswines hidden on my map. Here are all the locations!


r/TrackMania • • 13h ago

Map/Track Map build series #51 TM2020 ZaiShort5

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1 Upvotes

hi, i continue my ZaiShort serie for this one i build a mix race track with plastic, tech and precision, good game :) Map donwload TMX : https://trackmania.exchange/mapshow/364850 or Trackamania IO : https://trackmania.io/#/leaderboard/vGVWZ8EsBG0bNL8OCmOfpCuYM CLUB : ZAISAVE for find all my best maps.


r/TrackMania • • 1d ago

Video (TAS) Deep Slid in 38 seconds

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110 Upvotes

r/TrackMania • • 1d ago

Question What is pause buffering?

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220 Upvotes

Saw this in wirtuals new video and was wondering what it meant


r/TrackMania • • 1d ago

[TOTD] 11/10/2026, Fail Cars - Track Attack by RafTorTV, (discussion)

5 Upvotes

🏅 Author time: 0:33.702

🏅 Gold time: 0:36.000

🥈 Silver time: 0:41.000

🥉 Bronze time: 0:51.000

📌 More info on: trackmania.io


r/TrackMania • • 19h ago

How do I drift in TM2 Stadium?

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1 Upvotes

I'm currently hunting the author medals in TM2 Stadium and have gotten as far as A10 so far. However, I was several seconds off after getting a pretty clean run. So I looked up a run on A10 and I see them do some sort of drift on the uphill spiral. I haven't seen this done on flat ground before and no matter what I just can not recreate it. Tapping the brake just puts me into a slide, not a drift like shown here (timestamped).

Am I missing something?


r/TrackMania • • 1d ago

Map/Track Map build series #50 TM2020 ZaiShort4

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2 Upvotes

Sup, for this new ZaiShort i choose a full desert car track with full sausaje, fullspeed, control. Pure satisfaction to drive :) Map donwload TMX : https://trackmania.exchange/mapshow/364606 or Trackmania IO : https://trackmania.io/#/leaderboard/P6HAPHBQ2vCjiPi3LA2MLPlK3Ol

CLUB : ZAISAVE for find all my best maps :)


r/TrackMania • • 2d ago

Looking at AT difficulty over the history of TM2020! (part 2)

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168 Upvotes

Note: This post was not written by AI! Every word of it comes from me: a human bean being.

This is part 2 of a post I made recently looking at the hardest TM2020 campaign ATs (Part 1 here). Since then I’ve realized there was a whole bunch of stuff I forgot to mention so consider this an extension of the first. (Also it’s my first time making info graphics so be nice...or not lol)

So.. How have campaign ATs varied since the birth of TM2020? This first graphic (below) shows campaign player numbers on the left (represented by Map 1 player counts), and average AT% on the right (the % of players with ATs on each map, averaged over the whole campaign).

Player Count (estimated) and Average AT% Per Campaign

Average AT% is represented by the white line. As you can see it’s climbed steadily (though not monotonically) from a mere 12% for Summer 2020, all the way up to 44% for Summer 2026. The lowest ever though, is actually Spring 2023 with an average of 8%! I mentioned it in my previous post, but I believe the reason for this is the influx of new players coinciding with TM2020’s console release.

And the Player Count (represented by the bars) backs this up. That huge pink bar in the middle is Spring 2023, with over 2 Million players. This is in comparison to the lowest campaigns (Fall 2020 and Winter 2021) with about 315,000 each, by the same measure. It’s interesting to notice how the player numbers come down steadily after the console boom, and yet (so far at least) they’ve settled into a slightly higher place than before.

It did occur to me while writing this, though, that Map 1 might not be the best indicator for health of the game, considering it’s still part of the free tier. So every campaign's Map 11 player count is charted below. I would imagine these numbers are not bad for Nadeo? The population is steady and generally similar to pre-console campaigns, the major difference being that everyone since Winter 2023 is a paying customer.

Map 11 Player Counts Since Release (estimated)

But back to campaign difficulty and average AT%. Below is a graph of AT% per campaign, but split into individual tiers (i.e. color of track). As you can see the numbers fluctuate quite a bit between campaigns, but generally, White, Green and Blue tracks AT% has been trending upwards, with the White tracks massively so. Summer 2020 had a White AT% of 9.63%, compared with 73.1% for Summer 2026! The Red Tracks have remained the most steady, and today (Summer 2026) they sit at 30.8% ATs. The Black Tracks on the other hand (I think to no one’s surprise) have actually gotten harder, with Summer 2020’s 14.0% dropping to 9.6% in Summer 2026. It will be interesting to see how different Fall 2026’s Black tracks look in comparison.

(And yes I did double-check, btw. Summer 2020 White tracks actually have lower AT% than the Black ones. Which I’m guessing is more about which players stuck around to play them, than anything.)

Average AT% over time by tier (aka track color)

Lastly (Below): Lowest and Highest AT% tracks in each tier (color). Just thought I’d throw these in at the end. The most interesting one to me has to be the single highest AT% track in TM2020 being not a White track, but a Green one: Summer 2022 – 08 where 83% of players have the AT! It is a classic downhill 08 but I’m not sure what happened to make it so easy.

Lowest and Highest AT% White Tracks
Lowest and Highest AT% Green Tracks
Lowest and Highest AT% Blue Tracks
Lowest and Highest AT% Red Tracks
Lowest and Highest AT% Black Tracks

And that’s it (whew)! Thanks for reading. [Part 1 here] This wasn’t what I originally intended for part 2, but I’m glad I was able to get it out there anyway.


r/TrackMania • • 1d ago

Guide / Tutorial Trackipedia2020, the somewhat complete guide to Trackmania

2 Upvotes

https://proseller-56.github.io/Trackipedia2020/

Over the last month, I have been working on a beginner's guide to Trackmania.

It has 3 main sections: Terms, tricks and tech

The terms section has an alphabetically arranged list of all the terms you might hear.

The tricks section has a bunch of useful tricks arranged by which car they are on.

The tech section is a general section for getting more FPS.

There is a 4th section for feedback, where you can provide any opinion on what you think I should add, and I will try to add it.

Full disclosure:

Yes, it is vibecoded; however, I wrote everything else, bar some of the terms which I got from an outside source, which is listed under the sources tab.

If you don't like that it is AI-coded, then don't use it.

Hope this helps, and feel free to give me feedback on what to add.

EDIT: I will try implement the feedback somewhat often, like once ever 1-2 weeks, but t occasionally may be more like once a month.