Warning: There will be no priority. People are free to rank what they like to see the most and the least added but things will be added/worked on when I have time and energy. I will generally hold no feature favourite over another unless I think it is something that is drastically needed.
List updated on 8/2/2026
Drags:
- fix the stadium/backdrop thing for mtm1 drags when loaded in mtm2 - fila done
- fix the dark textures resulting of the DX9 transition - fila done
- add the drag weekends from mtm1 (as in, qualifying and knockouts) - fila, bjcon
- Modify the current rigid form of MTM1's Drag code to where certain race formats, like Chicago Style (O), St Louis Style (OO) racing, and just about any other race format that exceeds the boundaries and limitations of the MTM1 Drag code are now possible. Being confined to purely just Straight and J Drags isn't always going to be fun in the long term. - ford-chan, Wii
- For Drags, maybe something like an 18 truck format as opposed to the 8 truck format, with Fast Loser brackets in between. Both PENDA and Monster Jam tend to run those race formats depending on certain events. - ford chan, Wii
- Should you or the AI roll over and crash during a Drag race, you automatically lose, no questions asked (only rolling over and crashing after crossing the finish line is acceptable). - ford chan, Wii
- Make the AI come to a dead stop once crossing the finish line in a Drag race, would be a lot better than just seeing them drive off elsewhere and run into the wall of an arena. - ford chan
- This is in reference to the collision boxes for the AI trucks that I pointed out 8 years ago on the Drag beta patch thread, not suggesting that you should completely outright change it to where AI can hit them like the player can, as you'll essentially end breaking hundreds of tracks as a result, much like Arizona Dreaming with collision boxes used for the Spirit Gates for AI to pass through, and not yourself, but would it be possible to at least introduce some setting in Traxx to where you can change collision box types to something like (AI collide)? I only ever bring this up again, mainly because, be it drag conversions of existing tracks from two decades ago where collision boxes are used for ramps and such, but also for certain jump obstacles and cars that the ramp boxes themselves can't cover, that's practically been my main concern surrounding it all, and it would be nice for something add in so that the AI can jump over certain ramps and obstacles that exceed the limits of ramp boxes. - ford chan
- Drags longer than 30sec - Wii
- Introduce Lane Checkpoints as a feature in MTM2 itself and in Traxx 1.6+ builds! ( I think it would be great to have Lane Checkpoints be a feature only in Drag type tracks. (not sure about other type tracks) For example, in 2 truck Drag racing, we have "Lane 1" and "Lane 2" with their own checkpoints... ) - Wii
- Chose your own late - Wii
- In tournament mode, top seed should chose their lane and second seed has to suck it up - Fila
- Drag Weekend in Multiplayer?????????????? Pipe dream? - Fila
- Drag Weekend with more than 8 trucks - Wii, Ford Chan
- Drag Weekend, single trucks get a BYE run for fun - Wii
- If every drag weekend in multiplayer, add above - Fila
- Different bracket choices for drag weekends - Wii
- More penalty options for drags rather than straight DQ (What if knocking any pole over can be decided by either 5 second penalty OR instant DQ? How 'bout if not all two wheels hit the dirt ramps as well that there would be a penalty too?) - Wii
- 3 truck drags - Wii
- For drags (and maybe freestyle) have all entry trucks not racing during rounds to stay parked while other trucks racing can move! - Wii
UI:
- move towards a full hardware renderer menu + game, dropping the current menus. They look nice but they are troublesome when paired with hardware accelerators. Was a big source of the crashes for earlier versions. - fila done
- somehow add cockpits back - fila, bjcon, wii somewhat done, 2D are back but upscaled and in 4:3 only so far
- 16:9 cockpits - fila, schockwave
- 3D cockpits covering 4:3 and 16:9 - wii, shockwave, fila
- fix the instant replay page - fila done
- either move to a full 3D cockpit or a minimalist vectorized cockpit. Maybe disable cockpit view on HD resolutions? - kmaster
- Have a visual course line drawn in front of you by the press of a key during a race, which would be extremely helpful for driving on certain addon tracks for the very first time. (The Courses tick box that shows the lines in Kmaster's JSTrackViewer will do nicely.) - ford chan
- Customizable Monster Manual themes? - wii
- Customizable UI for other screens? - wii
- Add truck page stuff in truck pods? (This would be great if it can be done! Allow me to explain. Rather it's the vanilla trucks OR addon trucks, I say all MTM1 and MTM2 trucks should have their own truck page on the Monster Manual such as info, maybe even pictures and 1 short video. Their truck page would have to say "(MTM1)" or "(MTM2)" in the start of their truck names as given in their .TRK files just guessing. For all MTM1/MTM2 stock trucks, they all need their photos and videos together.) - wii
- Add track page stuff in track pods? (same as above) - wii
- Restart Race feature! (pause menu) - wii
- Race Again feature! (For the same trucks and tracks again in the next session) - wii
Technical
- increase the ramp boxes count limit - fila, ford chan, Wii
- increase objects count limits - fila, kmaster, Wii
- increase texture count limits - fila, kmaster, Wii
- increase lights count limits - fila, kmaster, cale, Wii
- actually, maybe figure out a way to make lights as their own thing rather than tied to a moving train - fila, cale, Wii
- add model support other than .BIN - fila, Wii
- porting the game to openGL - kmaster
- Remove palettes - bjcon done
- Support for 24bit truecolor textures, no more palettes for tracks! this should be applied retroactively and let us see objects, ground boxes, textures and trucks the way they were really meant to be seen by their original authors. - kmaster
- support for 24bit truecolor textures going forward - kmaster, fila, Wii
- add support for higher res textures such as 512 and 1024 - fila, kmaster, Wii
- support for 512x512 and 1024x1024 maps - kmaster, Wii
- add support for windows (full transparent/opaque). maybe new face type in the BIN format? Also, is there any way to keep the current transparent textures hack? which doesn't work on DX9, - kmaster done, looking into adding shiny transparent for the remaining suggestion
- Make the game fully independent from the TRUCK2.POD file without it crashing, on condition that at least 8 addon trucks are podded in for it to launch, just for the sole purpose of having a certain roster of trucks without the stock trucks getting in the way. - ford chan
- Full controller support for Xbox and Playstation controllers, as of right now, Steam Input is the best workaround for it, but it would still be nice to have full support in the Controls menu. - ford chan ongoing
- Full reworking of MTM2's collision model with other trucks, certain nuisances as far as landing on top of one another to where you end up getting catapulted over to the other side and crash, it's not just annoying, it's rage inducing. - ford chan
- Ability to turn on/off 2 pixel overlap would fix a TON of tracks. - cale
- Demystifying top crush. - cale
- Fixing the darker textures when reversed faces share the same vertices. - cale
- Controller rumble - rudee, shockwave, bjcon ongoing
- Traditional rumble support for any controllers that lack force-feedback systems. - shockwave, rudee, bjcon ongoing
- FPS slider separate from vsync that lets you choose your FPS. - rudee done
- increase character limit for files above 8 - Wii
- more accurate Scrape Points for all objects - Wii
- .smf and .tiff support with bump maps for this format, mainly for truck makers. - rudee
General
- bring back the tournaments where a user can manually add races/drags together and score points based on final positioning. Preferably also to be able to save the tournament state so one doesn't have to do it in one go - fila, ford-chan, wii
- tinker with the AI trucks to make them more competitive - fila, Wii
- maybe find a solution to completely change the way AI trucks are written <- this is a big task, not sure it is feasible. - fila
- make rumbles playable offline <-- probably tied with improving AI trucks for races - fila, kmaster, Wii
- make headlights work during daylight... especially needed for really dark caves with advanced shadows. - fila
- have more accurate crash messages (for example, mention that it is missing a .pod file at startup instead of asking for the mtm2 cd) - fila ongoing
- Offline rumbles, with dumb AI (no more annoying warning). No need to add a special AI for it, just let trucks follow course. This is just to ease testing and not having to go into gold-slew-z mode to test rumbles. - kmaster
- increase checkpoint limit - kmaster
- Add support for track type 0 tracks (Hillclimb practice) - kmaster
- Display SIT track location in the new UI track selector - kmaster done
- increase number of available computer trucks (interestingly this is done in CPR) - kmaster
- Introduce a Free Roam mode (equivalent to that of both 4x4 Evo, and that scrapped feature from the Metal Crush beta) where you can drive just about anywhere without having to remove computer opponents, or in the case of Army Armstrong having a go at you for missing checkpoints.
- Decouple the driving aids from the Skill Levels in the Driver Check-In menu, those Skill Levels should only ever affect on how the AI drives, not with how your truck handles when driving, don't know why TRI thought it would be a good idea to tie the driving aids with the Skill Levels? At worst, those specific driving aids should only ever serve their purpose in the Driving Assistance options in the Game Options. - ford chan
- Implement a Restart Race button in the Pause menu, - ford chan
- Have some external mirror HUD for Chase cameras, - ford chan, wii done
- Fix this delayed input when trying to shift over to reverse gear quickly, - ford chan
- Some in-game / pre-game track mounting / unmounting, similar to Evo.
- How about the ability to save one or many favorite computer opponents lists? Also a button to randomize the computer opponents list. In lots of races I'm often racing against the same computer trucks. - rudee, Wii done
- Toggle Yee-Haw and Horn on and off - Wii done
- Customize Yee-Haw/Horn with more options - Wii
- More than 8 trucks in a race - Wii
- Smoother replays! (just like gameplay but keeps the information of what all happened so far in the replay) - wii
- Increase the length of replays! Beyond 1 minute. - wii done
- Unrestricted camera! in replay (maybe in offline play too) - wii
- Toggle option feature to turn ON/OFF the word "Instant Replay" present during replays. (including "Press ESC To Exit") - wii
Visual
- increase darkness intensity in terrain shadows (too soft to my liking) - kmaster
- Visually, have the trucks be subjected to certain road and weather conditions, as in, mud and snow appearing on the trucks, from bodywork to wheels, raindrops appearing on the trucks in wet weather, plus once driving out of the water. - ford chan, Wii
- MTM 1 style dirt particle effects! I think these would look great at higher resolutions. - cale maybe done? cale, this was always in the game but an ongoing bug stopped them from appearing, check driving in the rain or at the edge of water with the latest build
- Partial* transparency for windows / water / etc... - rudee
- Inertia view (One of my favorite parts about Evo2!) - rudee
- Option for camera tilt relative to truck rather than terrain. - rudee
- MTM2's reflective water added to MTM1 maps that have water; there was a POD that possibly did this already, but has since been lost to time. - shockwave
- Redone near/far-chase camera positioned above the player's truck, so as to avoid blocking the view of the road. - shockwave, ford chan
- Would it be feasible to add a slider for how far objects can load in similar to what you have implemented for water reflections? - rudee done
- Separate weather and time of time (snow in the night) - bjcon
Trucks
- support for true double rear axle vehicles - kmaster
- shock height fix for small tires (ST) vehicles - kmaster
- Different front and rear axles. - cale
- Similarly, ability to place the axlebar pivot points independently front and rear. - cale
- Brake balance: front vs. rear - rudee
Potential Pipe Dream?
- Introduce two physics types. (Classic) the current old school MTM physics for such disciplines like Circuits and Rallies. And (Modern) Basically the same integral physics, but modernised to allow things like, wheelies, backflips, donuts, saves, pretty much free roll and movement in the air in general. Best used for disciplines like Drags, and Free Roaming freestyle. On condition that the simcade integrity of MTM2's physics is maintained. - ford chan, i DID always dream about this... who knows, but this is further down the line as this will be something that will take a long time just on its own
- powerups from MTM64, or even Mario Kart - EVERYONE! (:D
- Shatter Objects - Wii
- Free style scoring - Wii (goes together with the physics dream above)
- Make trucks do donuts better, maybe cyclones too, wheelies, and backflips plus front flips? (players only) - wii
- Timeline editor stuff (for fan-made broadcast MTM2 racing shows) - wii
Tracks
- Introduce a Sprint Race type mode, basically, Point A to Point B racing, much like 4x4 Evo 2's Pikes Peak track, - ford chan this can already be done, just there are very few tracks that have done it, I think Paris to Dakar is the only one I know
- Rather than the AI trucks needing a helicopter to right themselves back on to their wheels, they should have the ability to auto self-right themselves like the player can - ford chan
- Perhaps completely scrap the helicopter for good, in favour of a respawn on track should you or the AI fall of a cliff, or in the case of the AI driving into a wall where they are unable to reverse. - ford chan, wii
- maybe have helicopter option behind a toggle - wii
- Fix that truck snagging/stuck behaviour when landing on certain things like bridges. The fully decoupled FPS/Physics has only half eliminated it, but not fully to where it's completely gone. - ford chan i did actually sneakily added a newer fix to this in the latest build...
- Fix that god awful bug in MTM1's B.C Place and RCA Dome where hitting the second set of cars causes the truck to become stuck/snagged on the cars to the point of losing as a result. - ford chan ongoing. i think it's better but i don't think it's 100% yet
- Somehow force certain MTM1 tracks with bright lighting and HOM backdrop bugs to transform in the same way like other MTM1 tracks (TRI ones included) when loaded into MTM2. This may not be possible considering how they deliberately built those tracks that way by the track makers themselves at the time (Certain tracks with NKA Duuks packs have those problems). - ford chan
- A tweak in the physics to where the truck, once it jumps off the terrain, it's not always going into a nose up/sky wheelie position once up in the air, the only problem with that, is if there are some tracks out there made with that quirk in the physics in mind? - ford chan probably not, some tracks are made with this on purpose, will require further testing when I have extra time and less features to work on
- MTM1 track overview - shockwave
Other
- add support for CPR maps (race track layer + increased object & terrain precision + more trucks). This one is not that important but i'm actively reverse engineering this in Jtraxx. - kmaster
- Either completely overhaul MTM2's primitive Win95/Win98 installer to where it's now easier to install on Win11 or any other future versions, or at the very least, make it so that you no longer have to put up with the installer and just simply get the game working without it. The current state of the installer in it's primitive time is nothing but a crash/freezeathon, to not being able to run it without the SETUP.exe telling you to run it on Win98 comp mode, which that alone is just about impossible once Microsoft starts phasing these sorts of things out as time moves on. Grubs! >:( - ford chan, Wii
- A user track player in the Sound menu for choosing whatever MP3 format song you want to race to. - ford chan, wii
- Scrap the 8 Bit Mono 11khz restriction to where anybody can now use MP3 format songs in their tracks without being forced to use something like Audacity to convert song formats to meet with MTM2's demands for songs used in tracks right now. - ford chan, wii
- Reinstate Army Armstrong voice lines that haven't been used in the full retail version of the game. For e.g, Army Armstrong when crashing into a train... "If you wanna ride that train, you'd better buy a ticket!" Army Armstrong when doing the final lap of the race... "One more lap to go!" Army Armstrong when jumping in the air... "Look out below!" Army Armstrong during the start of the race... "Prepare yourself, this ain't no funhouse!" etc. - ford chan, wii
- Load whatever different shaped stadium/arena model as a backdrop, as opposed to being confined to having stadiums/arenas needing square walls/boundaries for it to comply with the game's requirements for a working stadium/arena backdrop, basically stadiums ranging from circles, triangles, or whatever uniquely shaped model that exceeds the boundaries of square walls (For e.g, Houston Astrodome, Seattle Kingdome, etc.) if that's even possible to code in? - ford chan not sure this is an issue in mtm2, the arenas are now proper objects that can have various forms. the issue though is the invisible wall blocking you to exit the arena, it's easier to get it to work than it first looks, but i need to work together with a few drag makers to come up with a standardized solution to this
- A Sandstorm weather option, how cool would that be on certain desert tracks like MTM2's Tumbleweed Flats, or even Fila's Holiday?! - ford chan, Wii
- All kinds of new weather conditions? - Wii
- In game Binedit Truck Editor style vehicle customisation, whether it be interchanging wheels, adding flags, all sorts of that cool stuff. - ford chan, Wii
- Give MTM1 trucks a coded label (MTM1) next to their truck names when loaded into MTM2. Three reasons... 1, they actually work! 2, to prevent truck duplications with other stock trucks with the same name, and 3, just for their own identity of being an MTM1 truck. - ford chan, Wii
- Highly unlikely, given that you already answered that question to LegendOfWii 8 years ago, I'm not sure what the circumstances are now? But a Freestyle mode would be cool to see, the problem is, it's not as easy with the limitations of MTM2's physics (you can't do donuts, nor backflips, or any other advanced physics modeling of that nature compared to something like Rigs Of Rods) - ford chan
- MTM1's CD music being converted to a usable .POD, perhaps retroactively fitted alongside the POD containing MTM2's music. - shockwave
- Monster Manual gets re-worked so it's integrated directly into MTM2 (no more old busted Windows Help format) - wii, shockwave
- VR support - wii
- Host player sharing their truck/track addons with players that joined during online gaming sessions? - wii
- AI army armstrong voice - wii (wii has the option)
Traxx spin off
- Label feature in Traxx 1.6+ builds for track textures? (mainly suggesting for Kmaster if he sees this) - Wii