Z-Kart Community Project - Sprite slots now open.

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Discordance
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Re: Z-Kart Community Project - Now Recruiting!

Post by Discordance »

scalliano wrote: I was more concerned about extraneous detailing
Well, now I'm really glad I chose the relatively overdetailed map :P
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Batandy
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Re: Z-Kart Community Project - Now Recruiting!

Post by Batandy »

Heh, GooberMan pointed me that mid textures in my map looked weird in the software render, sooo...

Phobos Anomaly V2
http://www.mediafire.com/download/edc48 ... nomaly.wad
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ledillman
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Re: Z-Kart Community Project - Now Recruiting!

Post by ledillman »

Well, good thing i'm not going too much into detail for the map! I'll probably post some shots tonight , been a little busy.
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scalliano
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Re: Z-Kart Community Project - Now Recruiting!

Post by scalliano »

Sgt. Shivers wrote:I've been working on the layout for the wolfenstein map, but I might make it cross over itself a bit more. I'm also thinking of putting in pushwalls as hazards, what do you guys think?
It fits IMO, given they were in the original game. Try them out and we'll see how it flies.
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kevansevans
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Re: Z-Kart Community Project - Now Recruiting!

Post by kevansevans »

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GooberMan
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Re: Z-Kart Community Project - Now Recruiting!

Post by GooberMan »

Latest version is up. Workaround for the camera bug is in (ie the cvar is not read and I just give it a distance I want).

Both ChronoSeth's and kevansevans' version of the Entryway is in this build. And from a gameplay perspective, I see issues with the both of them. ChronoSeth's version is more in line with the spirit of the project, but the map layout is confusing. kevansevans' feels like it tried to cram a race track in to every navigable square inch of the original Entryway layout and is boring for long stretches but at least I always know where I'm supposed to be going.

EDIT: Also, stop embedding custom resources in your map WADs please. If you just can't live with what's in the current build, make a separate PK3 for the resources so I can evaluate them.
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kevansevans
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Re: Z-Kart Community Project - Now Recruiting!

Post by kevansevans »

GooberMan wrote:Both ChronoSeth's and kevansevans' version of the Entryway is in this build. And from a gameplay perspective, I see issues with the both of them. ChronoSeth's version is more in line with the spirit of the project, but the map layout is confusing. kevansevans' feels like it tried to cram a race track in to every navigable square inch of the original Entryway layout and is boring for long stretches but at least I always know where I'm supposed to be going.
I want to point out that 'knowing where you're supposed to be going' is something all our tracks should convey. I played around with some of these maps, and a few of them I felt really lost while zooming through, while others made it clear or relative that I was navigating a linear path. I purposefully tried to 'cram every square inch' with track because I knew having a familiar layout would be easier to navigate than something that simply looks akin to the level. I even tried avoiding using the arrow markers as much as I could, because to me (and no offense to anyone else using them) that's a sign of a poor map design, because even you as a designer had a hard time seeing where to go. I can understand arrows being used to designate split paths for the player to follow, but the player shouldn't have to be told "there's a turn here, watch out", the player should be able to see that from the design alone, or with subtle hints via guard rails or texturing that stands out. With that said, I will be taking another look at my map. I don't like the arrows I have placed there, and the one I submitted was only a beta, I just wanted to see how I was doing compared to everyone else. Up to you guys which submission you want to use. I'll move on to another map if there's still room.

I'm keeping the cramped feeling though, need at least some variety in design.
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scalliano
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Re: Z-Kart Community Project - Now Recruiting!

Post by scalliano »

One thing to bear in mind though is that if the TERRAIN features do get approved, you may need to reexamine what textures you use for the actual track. The reason I say this is because (actually, in both versions) a lot of the time is spent racing on grass. This may well involve rejigging the outdoor sections (which could do with a bit of streamlining anyway, if I'm honest - the area where the shotgun would be is particularly contrived).

A couple of aesthetic things: I'd remove the scroll from the Z-Kart sign. I see what you were looking to do, but it just strikes me as unnatural looking. The other thing is I'd use something other than that step texture for your barriers. Given how much it is used, it looks somewhat bland. I'd recommend one of the actual railing textures instead, like the one normally found in the chainsaw area.
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GooberMan
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Re: Z-Kart Community Project - Now Recruiting!

Post by GooberMan »

kevansevans wrote:I even tried avoiding using the arrow markers as much as I could, because to me (and no offense to anyone else using them) that's a sign of a poor map design, because even you as a designer had a hard time seeing where to go.
And what if you get turned around while battling another player? No offense, but relying on player knowledge of the original map is bad design.

Arrows indicating the direction of the map aren't a bad thing. But I don't like the current arrows. They're fairly garish. Consider them placeholders.
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Mav3rick
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Re: Z-Kart Community Project - Now Recruiting!

Post by Mav3rick »

The only suggestion that i can think off is, why no give the car some look and property based on the caracter??
Doomguy is the balance car and normal car style
Pinky will have better grip and better armor with a fleshy bulk style of car
Revenant will be faster and light but whit less armor and bony style car
and so on and on and on ;)
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agaures
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Re: Z-Kart Community Project - Now Recruiting!

Post by agaures »

Oh well then. Consider me out of mapping. Still up to help with whatever else you need.
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zrrion the insect
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Re: Z-Kart Community Project - Now Recruiting!

Post by zrrion the insect »

If it hasn't been claimed yet, I'll go ahead and claim "Circle of Destruction." I should have a map of it in a playable state here before too long.
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GooberMan
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Re: Z-Kart Community Project - Now Recruiting!

Post by GooberMan »

Just a note, by the way - if you're mapping for the last map in a cup (ie the third map, not the secret map), then you must include some mechanism for players to trigger the secret level.

As an example, the Icon of Sin level currently requires a player to get on a certain lift, which triggers a secret door open further down the track and a further switch activation. The race leader then triggers Doom Guy firing a rocket in to the Icon's brainspace. Three laps, three rockets, and on death of the Icon the secret map is triggered (at least it will once the code is in for it).
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Tormentor667
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Re: Z-Kart Community Project - Now Recruiting!

Post by Tormentor667 »

Tormentor667 wrote:Well, despite the fact that other projects are still running at the moment which aren't even finished (HPack e.g.) this is so fucking interesting that I am willing to join as a mapper (Phobos Base Race 2, not sure which one yet) and graphics artist :) I am dreaming of this kind of project since I had my hands on Super Mario Kart the first time and playing around with "Zoom" years ago... this might be interesting :)
Guess Jimmy was quicker than me :) I'd like to take the bonus map then, "Phobus Labs" :)
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GooberMan
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Re: Z-Kart Community Project - Now Recruiting!

Post by GooberMan »

wmull labs? Oh dear lord no.

(Yeah, it's Phoebus, but it still reminded me enough.)
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