Z-Kart Community Project - Sprite slots now open.

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scalliano
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Z-Kart Community Project - Sprite slots now open.

Post by scalliano »

Image

Z-Kart is a (G)ZDoom modification which aims to bring the quirky world of weaponized racing to Doom. It is still very much at the pre-alpha stage, but enough interest has been generated over on the discussion thread that it's time to make it official. Z-Kart needs YOU!

And we're not simply discussing vapourware here, either. Thanks to the already incredible contribution from GooberMan, we have a tech demo available here (requires absolute latest dev build of ZDoom) which showcases the as-yet unfinished kart physics and AI, along with the currently finished kart sprites. Goober is also currently developing a GUI program which will aid in the creation of characters' stats.

On board so far are:
Spoiler:
If I missed anyone, please let me know!

Map delegation (so far) is as follows:
Spoiler:
Additional credits go to solarsnowfall and Vader for the default kart templates (Doomguy and Zombieman)

MAPPING RULES - PLEASE READ!

* UDMF format only.
* Supporting textures (checkered flags, direction arrows etc) will be created for the entire mod and are the only exception to the "stock textures" rule. Doom 1 textures are provided in the development build.
* All karts are considered monsters by the engine for special activation purposes.
* All player and deathmatch starts are to be contained separately in off-map 0-brightness boxes.
* Karts do not step. positive change in height that isn't a slope is to be considered blocking.
* The circuit flow is determined by a Racing Line Map Marker and supporting Racing Line Waypoints. These are just path nodes. The race finish line MUST HAVE A THING ID OF 30101. Waypoint TID's must follow in sequence and each must have and argument referencing the TID of the next waypoint (eg waypoint 30102 must have an arg value of 30103 and so on).
* The starting grid consists of the Starting Grid Position 1-8 things. Their TID MUST CORRESPOND TO THEIR THING NUMBER. So Starting Grid Position 1 with a thing number of 30001 must have a TID of 30001.
* Low friction and Sector_SetFriction is not to be used. Friction settings are to be exclusively handled through the TERRAIN lump.
* This project is intended primarily for software Zdoom. Use 3D floors responsibly!

Now, we are well on our way to filling the characters roster, but we need your help. Everyone who has signed up for sprite contributions can take a look at the list below and let us know what character they wish to claim. Also, if anyone whose name is down already cannot fulfill their slot for whatever reason, please let me know and I will open it up to someone else. Ideally, we'd like to include as many of the original Doom characters as possible, but if anyone has a decent contribution to add to the bonus roster, please feel free to share it!
Spoiler:

IMPORTANT: Kart sprites MUST have either 9 or 16 rotations. 5 or 8 rotations are fine for a shooter, but not for a racing game.

You can join in the discussion here

Screenios:
Spoiler:
So, sign up now if you're a mapper, sprite artist or coder interested in doing something a little bit different with the ZDoom engine. Even if you think you could help out in any other way, make yourself known. Let's make it happen!
Last edited by scalliano on Sun Aug 10, 2014 9:17 am, edited 65 times in total.
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kevansevans
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Re: Z-Kart Community Project - Now Recruiting!

Post by kevansevans »

Oh man this looks like fun, I'd so like to make maps. Can't guarantee I'll finish one, but if I do I want it in!

EDIT: Are there any base files I could use to use while I make these? for testing and stuff.
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Discordance
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Re: Z-Kart Community Project - Now Recruiting!

Post by Discordance »

scalliano wrote: So, sign up now if you're a mapper
Came here after seeing the picture on DW, and I see this.
God that's tempting. How much of this is relying on (G)ZDoom? I can't run it, so if I did make something hopefully that wouldn't get in the way.
Expect to hear back from me on this.
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scalliano
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Re: Z-Kart Community Project - Now Recruiting!

Post by scalliano »

@kevansevans: The only base files for so far are the tech demo linked above. For the most part, we're sticking to stock Doom/Doom II resources as the maps will all be themed around areas from the original games.

@Discordance: For the base mod, we're aiming for ZDoom compatibility. Trying to keep it as universal as possible, although Zandronum is looking like a distant dream right now :P
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Hetdegon
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Re: Z-Kart Community Project - Now Recruiting!

Post by Hetdegon »

Oh god it's happening. Karts in Doom. *puts driving gloves*

Uh...amusing this comes out now, because the OBLIGE developer is precisely working on a random track generator... ( http://oblige.sourceforge.net/forum/ind ... opic=348.0 ) Just letting you know in case it's of any use.
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Re: Z-Kart Community Project - Now Recruiting!

Post by Claudio »

Oh that sounds amazing, and the more funnier thing for me , i was developing a racing wad for zandronum but i cancelled it because i didnt have anyone to support me and help me, so its cancelled and lol. I cant wait for play Z-Kart!

Here is the cancelled project: http://www.**LINK_DISABLED**.org/download?file= ... -alpha.wad
(You can grab anything from here, Scalliano, uhhmm... The Laps Script? idkr)
Greetingz. :D
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Re: Z-Kart Community Project - Now Recruiting!

Post by Cardboard Marty »

There's no way I can not contribute to this! I think I could do some voice acting and sprite work (of soooommme kind). I just did some Zandy announcer files with a style that I think could work.

I'm excited to see where this goes and hopefully to be part of the process in some way!
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Re: Z-Kart Community Project - Now Recruiting!

Post by IMX »

Spriter
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kevansevans
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Re: Z-Kart Community Project - Now Recruiting!

Post by kevansevans »

Threw together a concept track that's a modified MAP01 https://www.dropbox.com/s/z7ye0yh5a1qyv ... .33.11.png

I'd provide some more shots, but it's so bare boned it's not worth looking at right now

EDIT: Actually I can show the overhead view https://www.dropbox.com/s/s3wtdcn9dgkqn ... .43.11.png
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Re: Z-Kart Community Project - Now Recruiting!

Post by .+:icytux:+. »

Icytux wrote:Here's a little demonstration of low-friction racing for those whose interested, and also a super-early WIP of my deimos anomaly, no area is done and the layout is just a draft at this point. Testing out some mechanics merely. The blood slows you down a bit for example (this is thanks to the rest of the track being low-friction though).

The kart goes a bit too fast here, but then again, it's quite a lot more interesting when you can't just hold full throttle constantly, but have to ease on the gas not to fly straight into the walls. (it's a bit annoying atm when the camera gets stuck in all the obstacles, should have the setactorposition on the camera be forced so it just clips through everything instead.)

https://dl.dropboxusercontent.com/u/939 ... omWIP1.wad

Just load up this wad along with goobs latest kart wad and it replaces his testmap so just start it up like you normally would.

Image
Posting this in here aswell from the discussion thread. Shows some more high-speed racing with different physics and a much more difficult track.
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Ravick
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Re: Z-Kart Community Project - Now Recruiting!

Post by Ravick »

Hey, I can map too. D:
icelink256
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Re: Z-Kart Community Project - Now Recruiting!

Post by icelink256 »

Woah! This is a pretty nifty idea!

Yo! Spriter here! ...What would be needed, exactly?
...and, Doom2 has a palette bitmap, right? I can't remember.
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Guardsoul
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Re: Z-Kart Community Project - Now Recruiting!

Post by Guardsoul »

AWESOME! NOW THIS IS BECOMING REAL! Just a couple of questions before starting the maps:
- Are all map formats allowed?
- Can I use custom textures?
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Re: Z-Kart Community Project - Now Recruiting!

Post by Jimmy »

I would like take Phobos Base Race 2. It'll be a Toxin Refinery type thing. :P
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Re: Z-Kart Community Project - Now Recruiting!

Post by XutaWoo »

Soul wrote:AWESOME! NOW THIS IS BECOMING REAL! Just a couple of questions before starting the maps:
- Are all map formats allowed?
- Can I use custom textures?
I would imagine the first is a case of "why wouldn't you use UDMF", and the second I won't say for certain but I think sticking to textures from both vanilla DOOMs would be preferable.
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