Maniaplanet 4 #Preview 1 – Performance and rendering

Hello everyone,

After three months of development on Maniaplanet 4, it’s time now to start our preview phase. Until the release of the beta, we’ll be posting previews, highlighting the key elements we are working on. For today, our preview 1 focuses on performances and rendering in Maniaplanet 4. Hope you’ll enjoy it.

Maniaplanet 4 will show major technical improvements to the Maniaplanet engine and especially on:

  • processors and GPU performances,
  • building blocks optimization,
  • loading times,
  • lightmaps rendering.

All theses changes will result in a faster and more powerful Maniaplanet system which will enlarge player’s possibilities of creation and offer a better gaming experience.

Better performances

We’ll switch the engine’s graphical API from DirectX 9 to DirectX 11. This change added to a better use of processors (especially multi-core processors) will allow better general performances in Maniaplanet 4.

As you can see in these pictures, there is a visible gain of frames per second***:

You can also count on an improvement of performances and a better framerate in Virtual Reality.

Building blocks optimization

In Maniaplanet 4, environments blocks will be optimized to reduce the size of maps and their loading times, framerate and lightmaps computing times.

1/ Blocks size will decrease.
You can see in the table below, the block size variation between Maniaplanet 3 and Maniaplanet 4*.blocks-size-table

2/ In Maniaplanet 4, depending on the distance between the block and the player, the LOD (level of details) displayed on the block will vary.

3/ The quality of blocks modelisation will change too. If you choose “Very fast”, blocks will slightly be of lesser quality than in Maniaplanet 3. But, the “Very nice” option will ensure a better quality with no additionnal ressources than before.  At last, in some situations, non visible sides of blocks will be deleted.

Maps faster loading times

Maniaplanet 4 will significantly improve maps loading times, mainly during the first loading**. These gains on time are possible thanks to:

  • operations taking advantage of multi-core processors, such as decals generation or script compilation.
  • several modifications made on the very process of loading maps,
  • the increase of datas precalculated when you open an environment.

Further more, it is notable that this loading time optimization comes with a greater computer data storage which will accelerate loading times between maps.

The table below gives examples of loading times. Durations are estimated and vary with computer configuration and alpha status of Maniaplanet 4. Here are averages after 3 tries.


Lightmaps rendering

Lightmaps rendering will be changed in Maniaplanet 4, following the upgrade from DirectX9 to DirectX11. For now,  lightmaps rendering varies with the map itself and the quality of selected shaders. At that moment, lightmaps rendering is optimized for “day” maps only. We are still working on this subject to make this optimization available on all moods, the objective being to to get lightmaps with a quality at least equal or superior to the one in Maniaplanet 3.


*Maniaplanet 4 is still in Alpha, numbers can change at the release of the update.

**PC configuration used to calculate loading times:

  • CPU : Intel Xeon W3550 @ 3.07GHz
  • GPU : Nvidia Geforce GTX 480
  • RAM : 24Go DDR3
  • Resolution : 1920*1080 @ 60Hz
  • OS : Windows 10 Pro
  • Maniaplanet settings : Very Nice

***Work in Progress


Hello Planet #6

We are in 2016 and this is the 6th edition of “Hello Planet”.

This is a big Hello Planet we have prepared. And this thanks to the Nadeo team becoming bigger and stronger those latest years. And if i put the emphasis on it, that’s because it’s the most important for the future of Maniaplanet at which we are committed for numerous years.

Some will realize that the dynamic is beautiful and much stronger through what is presented here, furthermore we keep elements on which we work for a dedicated communication later, like a major project on eSport for Trackmania & Shootmania and another more general dedicated to Shootmania. The organization explained last year allows us now to have several teams who move forward the projects on several fronts, for the creators, the players or the competitive part.

For Maniaplanet 4, here is the elements on which we are working on:



We work to expand the number of actions possible for Shootmania while being careful to keep the consistency of one gameplay in depth. We’ll be able to communicate on these once we have the feeling that they fit well in the game. Besides, we’ll open up the gameplay for Trackmania for the creation by the players.


A 64-bit version made available, DirectX 11 enabled, more multitasking, improvement in the speed of lightmap calculations and several others optimizations such as game loadings or scripts.


We work at improving the engine on some aspects such as adding some visual effects to enhance immersion. We wish to work on the rendering of projectiles & explosions. We alse work on the general rendering of the map, with the generation of modifications on a large scale linked to the different blocks laid, or on a smaller scale to improve the light junctions in some cases, and add procedurally generated detailed elements.


It’ll be now possible to put Trackmania vehicles and the Shootmania character on the same network game and to interact and to commute from the control from one to another. We’ll work too on the network side for some elements on which we’ll rarely communicate for obvious reasons, linked to diverse embezzlement which exist on multiplayer games (anticheat).


We develop the systems which will allow us to enable official tries in solo for custom titles. Those official tries could use the rule of “always official” which will prevail with the Maniaplanet 4 update.


Still to be confirmed, we have a compatible solution with external game software management solutions to allow to commute environments without needing to restart the application (for Steam versions).


In order to move forward more efficiently and to evolve, we made the choice to break some upward compatibilities. At the same time, we work to allow to Maniaplanet 3 to launch itself in good conditions in order to give access to older elements more easily.


Creation of diverse editors

It’ll be much easier to create editors, for us and for the players themselves. The gamepad track editor of Trackmania Turbo is an example of editor done in Maniascript and Manialink, and we have expanded this concept on several domains, with three majors novelties:


The 3D object modelling and the creation of operation of procedural texturing.

The modules

Menus, scoretables, skill shops, etc.

The titles

There will be titles which could be dedicated to the titles creation and so enable more expert players to propose to the less expert users the possibility to use their canvas to compose others campaigns integrating others data created by others players for example.

Improvement of the Maniascript and the Manialink

Debug & performance tools

To simplify the debug of the script, the callstacks in script are now visible if there is an error. For the performance part it is now possible to check the time spent in each line of the script after its execution.

Interface management

The whole interfaces of the Maniaplanet project have the ambition to be replaced with the Manialink system, we regularly do improvements in order to allow the development of more beautiful interfaces more efficiently. For instance, we did set up an improved depth system, as well as an API for the realization of efficient animations.

Dedicated editors: modes, plugin, etc.

To make the development of the modes, plugins and others easier, we wish to create dedicated editors allowing to easily configure the contexts of the execution, manage the dependencies in term of resources or simply indicate directly in the game mode, the changelogs without having to make the script longer. It’ll allow us to easily propose cross-services.

Possibilities for items

We work to develop some types of items like, as first important examples, a turret or drone system, allowing to more easily imagine the design of solo training experiences for Shootmania.

Map Editor

We have the project to improve the map editor in connection with the use of items to improve the combinatorial edition and enjoy the possibility which will be given to the players to create their own items in Maniaplanet.



To ease the communication between different groups of players, we work at integrating the concept at the scale of the Maniaplanet system. We’re revamping the buddies chat interface, which will integrate more features for the chat with several players, and some early features to help playing in groups or communities.

The events

In the same mind – and in the context of a bigger project on which we’ll communicate later and where we need to determine if we can make it for Maniaplanet 4 – we’re already integrating an events system, allowing organizers to make live reports of ongoing events for players or spectators. It’ll be also possible for groups to join these events. The events could have multiple steps, like weekly cups or qualifications on several stages.

Titles websites

The titles creators will have a generated website, dedicated to their title, easing the download of their experience and allowing to communicate information to an external public who will continue to have access at the titles for free in demo mode for a duration of one hour per day or for a solo content of the first maps of the campaigns.

We also work on the development of the Maniacredits so the contribution of each creator can be relieved and added to the credits of the titles. Each title can also give access to its collection of creations publicly, making the exchanges between creators easier.


For 10 years, Nadeo has been designing and honing ESport concepts and tools, going on events to feel the direction to take, and observing the evolution on different ways to practice this activity. Trackmania & Shootmania players got several events last year from dozens of competitions done each month online with what we can find on ManiaCalendar to the Paragon League, or big rendezvous offline with this year’s ESWC, the Gamers Assembly or the ZeratoR Cup from this month where 40 000 viewers have been able to attend to the great accessibility of an eSport-thought game like Trackmania, where we find champions that we know and yet who can also conciliate this with a normal activity outside of the game.

It’s one of our biggest pride, compatible with the sportive spirit, including in the universe proposed. And in this spirit, we’re reopening the project to develop the clubs that we have started several years ago, since we wish to follow our belief more than ever to make the eSport a model, for everyone, whether it is the player or the spectators, and with champions always more and more incredible at the top of all of it.

Tools will also be developed to allow even more simplicity for the organizers, who are those that these champions can congratulate so much in return. And they’re also the champions in their domain and few games can be as proud to have tools as good for the competitions. And it’s in this positive spirit that we’ll continue to support without failing.

Documentation, tips & support

As this Hello Planet witnesses, the creators should have more and more possibilities of creations. Moreover, as it’ll be possible to make tools for other people, we think that a kind of simplification/transfer of expertise between the players could occur. And for those inventors, at the very beginning of the chain, we work to revamp the documentation, we move forward on the fact to being able to communicate directly in the game to bring tips or to make reference to the documentation.

And we organize ourselves to become as efficient as possible on the support, with Cerovan at the heart of the measure, and a lot more members of the team who could be able to answer directly to your questions on the forums from the moment we’ll be in beta.

It’s also for this that we wish the forums becoming only a place of good relationship and debates, positive and constructive. We are several dozens now at Nadeo, there is a lot of players too who like to help the others and this could give a place of good exchanges, from the moment where those who want to do it will be in the good spirit. And count on me to be sure of it ^_^


Optimizations and new blocks for Trackmania Canyon, Valley and Lagoon. It’s an important work that is done and which require a lot of time and involve to come back on the blocks to optimize them, complete them with some missing variants and to add new collection that we’ll unveil later in the previews which will take place before the beta.


Trackmania & Shootmania Maker

The team works on two things at this level: on one hand a revamp of the menus of existing titles, on the other hand the possibility to create titles with titles themselves dedicated to their creation. In reality, we are going to do the Nadeo titles with these same titles to ease the evolution.

And the players themselves could do their own title creators. If it seems complex, it’ll be the possibility for those who wish to define a genre, like the idea of the Raid titles, and to allow others to make their own Raid. And we think that each time that we allow the collaboration between the players by creating transitional steps, we can see things going higher.

Trackmania² solo campaigns

It’s at the occasion of this update that we’ll officialize the records done in the solo on Trackmania and we’ll launch a new season on the campaigns of Canyon/Valley/Stadium/Lagoon which will integrate the modifications of the tracks, also allowing to integrate some new blocks and rules changes like the switch to the “always official”.

Warlords & others experiences

To test the possibility to create diverse experiences, we have developed several prototypes internally. One of them stand out from the others and we’ve been refining it for a while. At the occasion of Maniaplanet 4, we should be ready to release it. It’s a game mode which mixes a strategic and diplomatic game at a high level, in a spatial map, and Shootmania battles during the control point phases of the opponents fortress.

This experience is in “polish” status and we are eager to give you a preview. We think that it’ll also be a good example, so that other players can themselves imagine larger experiences. There are also tools like a map creator which could be useful for others types of experiences too.


Maybe some items will never get done and that’s the price to pay for talking about projects early. Doing that also lead to rising expectations. That’s why I’ll attempt to talk about release rythm, some know that you must take that with a grain of salt since it’s really difficult to be sure about a precise timing concerning technological projects. One thing is sure : we want to favor a regular schedule, even if it means to adapt the contents released, instead of stretching the period between releases.

Here’s how we intend to organize this schedule: 6 months of development on the major version, 3 months of beta, 3 months of updates and we start again with 6 months of major development, etc. And to reduce the waiting time during the 6 months, i’ll try to bring some previews on the last 3 months before the beta.

So, we would like to have years cut in 4 periods: 3 months following the Hello Planet, 3 months of previews, 3 months of beta and 3 months of updates.

Stadium & Storm players, and they are many, may have prefered more additions of blocks on DATA level. This is because we are working on long term plans, due for Maniaplanet 5. Of course, most of the features introduced here will also be useful to those environments. But I wanted to underscore that for us, these two gameplays must be the references in the race & shoot esport games, and we intend to support them by engaging the means on the long run.

By the way, a nice World Cup for Trackmania Stadium and Shootmania Storm in Elite mode is being organized and will take place at the end of the year around November. We look into the possibilities for the qualifications, and we would like them to start at the beginning of September. That’s when we’ll unveil more information about the final event. This summer should allow to define the rules, including the mappools.

Also, I know that some people wait more in-depth work about the finishing touches or the interfaces. It’ll be the purpose of the betas, and a bigger focus will be given to that on Maniaplanet 5, because there are too many systems changing right now, and we need them to be stable before investing time on UI.

We have spent a lot of time underwater and we know that’s difficult to wait, including for us. That’s why it’s also very important to stay positive in difficult times. There is only a few months to hold on, and i hope that the ascending slope of the unpcoming years be more clearer as we get there. We are also working on production and visuals, but this will take more time before we’ll be able to show this work. Ubisoft is fully behind this project, and thanks to the players who have been there all those years is seems obvious that there is something amazing to do with Maniaplanet.

Thanks everyone,


Hello Planet #5 – Nadeo, Maniaplanet and Trackmania Turbo

This is 2015, and this is the 5th edition of Hello Planet.


It’s one year later, and while the communication was minimal, our work was going at maximum speed. I already said it many times: 2015 was a year dedicated to Trackmania. We are still working on things for Shootmania and Maniaplanet, but they are going to be more our focus on 2016.

Trackmania Turbo

We have finally released the information that we are working on Trackmania for consoles! The whole studio is looking forward this big release. And I hope that Trackmania Turbo will be like a classic game that we can boot again in many years, with the same hardware & software, and enjoy both from good memories and always renewed stuff, thanks to the huge campaign, map editor or random generator. Somehow, I wish this game to be like a pool table, flipper or a babyfoot for families. It’s still in front of a screen, or in virtual reality, but there is something really simple, pure and infinitely skilled that makes it somehow like an object more than a spectacle.

Since the foundation of the studio, we have avoided to work on something else than the personal computer because the PC is well adapted for what we do and what we will do. But there were just too good reasons to make console versions and I will try to explain them, as well as to answer the difficult questions.

The good reasons

  1. After E3 2013, thanks to the console specs, we knew we could do it while keeping the studio focus on Maniaplanet for the future.
  2. Reach even more players with Trackmania thanks to the game quality, launch and lasting appeal
  3. Take time to work on the Lagoon environment
  4. Take time to work on the living room aspect of Trackmania, to play with relatives and friends in front of the big screen!
  5. Improve the Trackmania API for Maniaplanet: the game is all done with manialink & maniascript.

And probably the best we got out of it is also the opportunity to build a stronger team that should help a lot for our next Maniaplanet steps.

The difficult questions

  1. Trackmania Turbo is standalone on PC. It will create another additional place of community, instead of all in one place.
  2. Lagoon will release only next year on Maniaplanet, to take time to adapt content at best.
  3. We intend to make a commercial move for players who wish all TM envs in Maniaplanet & the TM Turbo game.
  4. A restricted choice of consoles, since it’s the same team working on Trackmania Turbo & Maniaplanet, for reasons of time.

For me, dividing is the only big question, and seems to be a counter part of looking to have best of both worlds: TM Turbo for a finished product & Maniaplanet in a constant evolution by players & us. So, it will be a challenge, we have some things to do to help, including the release of Maniaplanet 4, but it’s also partly in the hands of the community players to transform this division in addition.

Many other questions will have to be answered later, like the question of a beta or the way the online will be done, but we have to wait and come back with more info later!


Some people talk about it as only what has been released. But for us, Shootmania is more global and includes many steps. The next one is to offer wider range of gameplay. It should be skilled at all levels but with various types and accessibility entry points. The result should be a game that is open, diverse, fun, highly skilled, with good matchmaking and beautiful visuals. And once it’s ready, we will go in the beta of Maniaplanet 4 and take more time to look at the highly skilled players wishes regarding the released version or upcoming new things made for them as well. Shootmania will benefit of the Nadeo stronger team in the years to come.


On the Maniaplanet side, we are deeply working on the foundations of the next years of work on UGC & esport. To explain the work we are doing at the moment, I am going to explain how the studio is organized. Since the number of people at the studio has nearly tripled since we arrived at Ubisoft, we went from a single team to five teams: CORE, LIVE, SOFT, DATA and GAME. So let me introduce each one of them and talk about their work:

CORE : Core technology R&D of Maniaplanet
During the last 12 months, they had to make our specific technology to be able to handle multiple hardware systems. It required us to work on 64 bits and DirectX 11-like evolutions, opening the door to easier port to others platforms potentially in the future like SteamOS, Vulkan or DirectX 12 if it becomes a priority. A specific attention was given to virtual reality, which combines really well with Trackmania. They also introduced the concept  of achievements for Trackmania Turbo, but in a way that Title makers would be potentially able to make them later. Among other things are that the loading times that has been decreased and the video technology around WebM has been improved by making more multi-threaded. Some more specific work has been done on car special effects, sound and animation. And finally, a huge work was to make the Trackmania script API for Trackmania Turbo to be capable to make the best game as possible in the more agile way as possible.

LIVE : Online services for players.
It is now a team of engineers working to invent and develop online services for Maniaplanet. Over the last year, they had to set up a whole new architecture. While the goal was to support the hosting for Trackmania Turbo, including UGC & game sessions, it should enable us to develop in a more faster way and robust way the upcoming services. Among some services that are already designed & developed at the moment for Maniaplanet 4 are elements for help and for stats. And again, the specific aspect of our technology is not to only make it for one game, but enable this for used made titles to benefit of these features as well.

SOFT : Creative software for players
They are here to imagine the instrument of video game creation of tomorrow. Their mission is to provide software dedicated to video games, usable by amateurs or pros, to make gaming experience. At the moment, they are working on various parts, such as the Module Studio, which is intended to provide the place to create components that you can easily share or reuse in various creations. As an example, it could be a score table, an inventory or a menu. The Item Editor & the Action Maker are also being deeply improved. Some experimental work is being done on animation interface or finding way to create 3D directly from within Maniaplanet. At the same time, the import of 3D models is getting a dedicated and helpful interface. Another big work is also to enable new actions for Shootmania, by us or made by players more easily and with more possibilities.

DATA : Design & create the data of the virtual worlds
Their role is to provide worlds for Maniaplanet experiences. Lagoon work started nearly a year and a half. They also took time to do specific work for the console edition. After, they will have to move toward Maniaplanet 4, including work on making the right split of what to push into it and what belongs to Trackmania Turbo. Some specific work will also be done on Storm. This team is getting bigger and better, and you should be able to see it nicely in the times to come!

GAME : Gaming experiences & showcases for Maniaplanet
This team combines technology & data to make the games, with their contribution being about the rules, the interfaces, cars or characters, levels, musics etc. They are working on Trackmania Turbo since last year. And while they are making these experiences, it helps to improve the technology and data required to make them for the players. For Maniaplanet 4, they already started to work on cool samples for Shootmania that we intend to release, with sources, at the same time or a little while after. The sources could be scripts or assets, to be re-used by users for their own experiences.


Even without much updates since last year, there is now 15K daily players vs 10K at that time. I know it still has to improve, and in all places, but I wished to thank the players, their tremendous energy to make the place alive and some youtubers & streamers as well. While it’s part of our engagement and hard work to make this possible, it’s always fabulous to see how creative players are, like the recent nice & strong projects on various aspects from the community. And it’s obvious that we want to contribute as much as possible at all of this in many ways, with small steps or big ones.

Maniaplanet is designed as a big project, because I believe that we need to concentrate on big things, big ambitions, such as making the players prove how much they can bring by being different, passionate, positive, respectful and creative. And that’s just good to work for this, on Maniaplanet with the great Nadeo team. And I wish to say that Ubisoft is really behind us on this, on the same goal and for a long time. For me, it’s more than a big company, it’s a great company!

Florent Castelnérac, Managing Director of Ubisoft Nadeo.

Feel free to talk about it on the forum!


“Run Your Tournament” at the Gamers Assembly 2015

Hello everyone,

The Gamers Assembly is in a few weeks and we have a great news for the Maniaplanet community. An open area exclusively reserved for the Maniaplanet players, “the ManiaFanZone” will be very soon available where you can run fun tournaments either on the gamemodes either on the title packs you want! Winners will be rewarded with Maniaplanet goodies.

Registrations will be opened on the Gamers Assembly website very soon: There is no restriction to the modes you can play on this area.

Those tournaments will be organized according to the number of players registered on each gamemode.

For the Maniaplanet players already registered to an official Maniaplanet tournament, you’re free to participate as well!

As soon as the registrations on the Gamers Assembly website are open, we will post a thread on the maniaplanet forums so that you can suggest your tournaments and invite other players to join them:

So stay tuned to run your tournament at the Gamers Assembly 2015!


Road to Gamers Assembly

From Paris to Poitiers!

After the presence of Trackmania & Shootmania at the Electronic Sports World Cup occuring at the Parc des Expositions of Paris, Nadeo announce several tournaments at the Gamers Assembly of Poitiers in April 2015 and several online tournaments by then on the famed competition plateform of the ESL.

The Gamers Assembly is at the heart of the esport in France, and is a privileged place for the Trackmania & Shootmania community to meet. Only racing game and FPS with the most number of teams, the 2014 edition has been the occasion to meet a lot of players around very high quality tournaments in a very good ambiance. With seven tournaments planned this year, Nadeo hope that the players will find a competitive and human experience stronger than before.

That’s why Nadeo launch the operation “Road to Gamers Assembly

  • From now, a free unlimited access to the Trackmania² Stadium & Shootmania Storm multiplayer until the Gamers Assembly
  • Prized online tournaments on ESL Go4 for Trackmania² Stadium & Shootmania Storm Elite
  • Prized LAN tournaments at the Gamers Assembly on at least 7 Maniaplanet titles

Online tournaments on ESL before the Gamers Assembly

  • Go4 on Trackmania² Stadium in December, January & February
  • Go4 on Shootmania Storm Elite in December, January & February

LAN tournaments at the Gamers Assembly

  • Trackmania² Stadium 1vs1vs1vs1
  • Trackmania² Canyon 1vs1vs1vs1 & Trackmania² Valley 1vs1vs1vs1 (one per day)
  • Trackmania² Stadium Dirt 1vs1vs1vs1
  • Shootmania Elite 3vs3
  • Shootmania Battle 5vs5 & Siege 5vs5 (one per day)
  • And more following the evaluation of others potential requests of the community

To get the demos, the players can go directly on the websites and

To get the free multiplayer access on Steam, simply install the demos on these address:

May the best gamers win!

Feel free to discut about it on the forums!

Do some Platform on ShootMania!

With the recent release of Maniaplanet 3 and the Universal Demo, you can now easily download and play for free to a great diversity of experiences.

For both Trackmania 2 and Shootmania, creators or players can easily share a setup to any player to install their favorite title. These titles can include new or customized maps, weapons, effects, moods, sounds, textures, gamemodes, map editor tools, ladder, replay editing, rankings etc.

And to showcase some of these new features, we are releasing a sample gamemode for Shootmania, called Platform. Platform, still in beta, is a mode where you must gather all the fuel and gold as quickly as possible by using your dexterity and skill to get the highest score. It has been designed to get you familiar with the various moves of Shootmania Storm in a simple solo experience before going online for battles on other titles of the same Universal Demo.


The simple mode will stay fully free for the summer and can be downloaded from

For Steam users, you can access it by installing the Shootmania demo:

In addition, we are releasing the source of this Title Pack, in that way you’ll be able to understand how structure your own Pack or if you want only to grab some code or assets of it. Please go to the forum to download the sources and feel free to ask questions about the pack:



The ShootMania Storm Universal Demo is released!

We’re happy to tell you that now it’s possible to play to ShootMania Storm for free from today with the Universal Demo!

We want that as many players as possible enjoy the ShootMania and the Maniaplanet experience at their best level. Which means that now you have access to the following features:

  • 3 multiplayer ranked modes: Battle, Elite & Siege

  • Full multiplayer experience (Nadeo and user-created gamemodes and Title Packs)

  • Access to all editors (Map, MediaTracker (Video), Actions & Weapons, Items)

  • Custom Titles: solo & multiplayer innovative modes

Several improvements have been made to ShootMania the last months like a better netcode, many tweaks of gameplay, new blocks. It’s also possible now to embed 3D objects in the maps of any title!(1)

All these features are available for free the first 48h for the environments you don’t own and then for an unlimited amount of time for titles with less than 100 concurrent players OR one hour per day otherwise. Download the setup on

While you can play for free, you have also the possibility to buy, through Uplay, the ShootMania website or Steam, ShootMania Storm to unlock several features such as:

  • Unlimited play

  • Allow you to customize your nickname, horn and your character (both skins and 3D models)

Have fun and see you soon on the servers!


(1) Following several limitations.


The TrackMania² Universal Demo is released!

We’re happy to tell you that now it’s possible to play TrackMania² games, including TrackMania² Canyon, TrackMania² Valley and TrackMania² Stadium, for free from today with the Universal Demo!

We want that as many players as possible enjoy the TrackMania² and the Maniaplanet experience at their best level. Which means that now you have access to the following features:

  • 45 white solo tracks

  • Access to the TrackMania² multi-environment title (Canyon + Valley + Stadium at the same time!)(1)

  • Full multiplayer experience (Nadeo and user-created gamemodes and Title Packs)

  • Access to all editors (Map, MediaTracker (Video), Actions & Weapons, Items)

  • Up to 3 user made solo & multiplayer experiences

Several improvements have been made to TrackMania² the last months like the ability to use the Stadium car in the Canyon or Valley environments as well as the Canyon & Valley cars in the environment of each other. It’s also possible now to embed 3D objects in the maps of any title!(2)

All these features are available for free the first 48h for the environments you don’t own and then for an unlimited amount of time for titles with less than 100 concurrent players OR one hour per day otherwise. Download the setup on

While you can play for free, you have also the possibility to buy, through Uplay, the TrackMania website or Steam, one or all the TrackMania² games to unlock several features such as:

  • Unlimited play

  • Access to all the tracks of the campaign of the TrackMania² games (for the ones you have paid) which represent 195 tracks in total!

  • Allow you to customize your nickname, horn and your car (both skins and 3D models)

Have fun and see you soon on the servers!

(1) You can load Canyon, Valley and Stadium tracks on the same server.

(2) Following several limitations.

Hello Planet #4

This is 2014, and this is the 4th edition of Hello Planet.

Someone at Ubisoft said that something is defined by its top priority, because when you make a decision, you do it with this priority in mind and must be ready to make some sacrifice for others things. I believe that our priority at Nadeo is about the amateur, for creation, sharing or competitions, and that our motivation comes from that we believe into them to be great at it.

And to reach the amateurs, we are soon going to release the universal demo. For them, it will mean to be able to release their own demo, for their own title, and this is why I believe that it is Nadeo most significant release ever.

The universal demo

It all starts when a player is positive about a game and invite someone else to play it. And our role is to empower them to make it as easy, comfortable and interesting as possible to invite them, thanks to 3 pillars: the accessibility, the diversity and quality.


With Maniaplanet 3, we had to make the distribution platform with some known features, like the Store, but with less known like the Content Delivery Network that save the bandwidth and improve the players quality experience when they want to get an amateur title, or to update the inside files to help manage new versions by creators and decrease download size for players.

Now, with the demo, players will be able to play for free, on any title, on the first 48h after the registration on Maniaplanet. After, it will be unlimited for titles with less than 100 concurrent players or one hour per day for the others. The access includes all multiplayer servers, all solo white maps of campaigns and all editors.

In addition, players will even have access directly to the titles you would like them to discover thanks to the universal setup to give a single download link for a setup that will suggest to create two shortcuts on the desktop: One will be for the Title you wish that will automatically install itself; The other is for Maniaplanet, where the 6 primary stations (Stadium, Canyon, Valley, Storm, Elite and Siege) and 3 empty stations for custom titles will welcome any new player.

And thanks to all this, we are finally reaching, after years of work, the goal to enable to have on Maniaplanet, the «do it yourself Nations»


With Maniaplanet 3, we made mixmapping, advanced items support, atmospheric settings or simply more blocks in Storm to enhance the mapping diversity.

With the demo, diversity is taking the biggest step in the last decade, since items will directly be usable in any title, as long as they respect some constraints, such as using the title materials or size limit. And with this, we expect even more items for title pack creators to have even more choices of items to add to their packs. And when a custom pack will add more textures, more items can pop up using them directly, since we are working to enable the mods of the custom items.

In addition, as with the mediatracker, it will be possible to edit directly the items parameters and so the actions inside of it.


Quality depends of many things like the maps, modes, titles, settings, network conditions, moderation, anticheat, services, interfaces, gameplay etc. But all of these depends mainly on 3 things: the system, the server and the game.

The game operating system has deeply improved with Maniaplanet 3. You can now reach the station menu directly from the home button in the system bar, you can browse servers from the overlay of stations or the buddy system keep your messages received when offline etc. These are works that required a lot of our time. For the demo, it was easier to go toward a more welcoming interface like a simple welcome frame and a more homogeneous interface style

The server is key since it is about a host that look to select quality, and part of the challenge of Maniaplanet 3 was to make the hosting of matchmaking simpler. It was a key step also to enable future expansion of Maniaplanet around the world, where others players can host in their country, in their own language, with their own choice of maps, with their own rules, server manager etc. And until then, for the demo, we will have a specific attention to host first servers where there is a need of an entry level of quality to welcome the players.

For the quality of the games, I expect both Trackmania & Shootmania to make gap thanks to the demo. For Trackmania, it shall greatly benefit from the accessibility to the Trackmania 2 title in demo, as well as track diversities thanks to the embedded custom items in maps, as well as the various great titles made by the community. And for Shootmania, which is still younger, a next big step will be to carry out an operation named “Power Up!” in memory of the first major update for Trackmania made for it’s international release.

Next Big Steps

Shootmania Storm “Power Up!”

This operation will start this week, with some key components such as gameplay update, competitions abilities to provide ladder points and works on major modes. After, it will be based on regular updates and adjustments up to next year. The goal is to have an indisputable FPS champion to welcome the noobs, gamers and competitors from around the world.


It’s still too early to talk. I can only say that the Nadeo team is bigger and stronger than ever to bring you these next steps and that being at Ubisoft helps us a lot to reach our vision. It is a great company, and thanks to it, the whole project is more ambitious than ever to go forward and toward progression of the games, us, you and all the others we expect to welcome one day into Maniaplanet.

Some of the current more popular games in the world originally comes from amateurs passion for innovation. These are are the ones that we all wish to see contribute since “amateur” comes from « love » and to love is just cool: end of story!



Maniaplanet 3 is available to everyone!

After 9 months (almost 10) of work, we are happy to tell you that the biggest update ever on Maniaplanet is finally out! A lot of things have been cooked and we’re now ready to give you most of them right now! Please note that this Maniaplanet 3 update is an early-release and all the content planned for this update will be fully released by end of June. Let’s see the major changes:

  • Maniaplanet as a better game operating system
    • Improved user interface for news, buddies & servers browser
    • A central store to easily explore & play user made titles
    • Improved support for custom data like 3D objects
    • Optimizations: CPU, GPU, loading times
  • Maniaplanet to allow more diversity for:
    • Modes: Thanks to many features for the script
    • Actions: thanks to a dedicated tool, the ActionMaker, including weapons fabrication AM_CustomProjectileTrail
    • Maps: Thanks to the ability to remove constraints from the editor (mix-mapping) MP3_mixmapping
    • Atmospheres: Thanks to mods or real time ambiance track
  • TrackMania upgrades
    • Multi-environments possible and a TrackMania 2 title with all modes (Canyon + Stadium + Valley)
    • Car-mixing possible in multi-environments title: select any TM² car in Canyon or Valley
    • Scripted mode all redone to open to even more custom modes
    • Solo: add ghost & medals to custom campaigns
  • Shootmania upgrades
    • Netcode: major improvement thanks to an innovative netvision layer
    • Gameplay: new freelook key (space key), progressive walljumps, more stamina, etc…
    • Many more gameplay blocks: teleport, force field & gates, slides, sound blocker, etc… SM_gameplay_blocks
    • Many more visual blocks: for bunkers, fences, woods, stones, walls, signs, etc…

And it’s just a part of what’s coming for Maniaplanet today, to read the full changelog, please  go to the forum. We want also to thank all the beta-testers for their great work, you’re awesome!

Stay tuned for more surprises in the coming weeks ;)

As bonus, here is some screenshots by the Community about the Maniaplanet 3 update: