Speaking of which:

I didn't make this, by the way., just a reference.



Well, alrighty then.scalliano wrote:Please continue!
Use trianglular sectors. If you don't use GZDoomBuilder, it's probably a good idea. Just keep in mind that you can't use sloped 3D floors in software.Discordance wrote:Is it possible using slopes to be going uphill and round corners at the same time?
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Mapping standards
* UDMF format only.
* Supporting textures (checkered flags, direction arrows, Doom 1 textures etc) will be created for the entire mod and are the only exception to the "stock textures" rule.
* 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 Raceing Line Waypoints. These are just path nodes. The race finish line MUST HAVE A THING ID OF 30101. Waypoints are unrestricted by TIDs.
* 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.Make a good circuit, then make it look similar to the original map. The Deimos Anomaly map really is a good example at the moment. It reuses elements of the map wherever it wants, fills it out with the map theme, and makes sure the actual circuit is worth racing.ChronoSeth wrote:On the other hand, the original map's design doesn't leave me with much to work with.
You're right. Just tried adding an empty script. Something's going wrong. Will investigate.ChronoSeth wrote:for some reason adding any scripts at all to the map causes the cart controls and camera to fail.