Z-Kart Community Project - Sprite slots now open.

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

Post by GooberMan »

Care to upload a WIP? We can all give feedback/suggestions.
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GooberMan
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Re: Z-Kart Community Project - Now Recruiting!

Post by GooberMan »

Alrighty. So I've had laptop power connector issues again. This time, I've decided to solve it with lego.

Image

But now I've gone through and added all the resources I think aren't in there. Let me know if I've skipped something. It has the Corvus kart and fixed Dopefish, as well as Soul's Refinery map (I'll give feedback on that later).

CaptainToenail. Your map is off to a very solid start. But this is why I have been saying you should map out a circuit and then make it look like the map you are basing it on. It looks like you've painted yourself in a corner, which I guess is where your lack of inspiration comes from. I do, however, see quite an easy way out there.

I've attached a new version of the map with my proposed solution for your circuit blocked out. It will of course require many refinements, but this layout is certainly on the right track. Especially that jump I've got in to the crusher area. If you alter that geometry just slightly, you end up catching anyone coming around that corner wrong down in the slime pit. Definitely play with that area to get it right. In fact, if we want to keep that element it will unfortuantely need to be one of those things that needs a revision once I've got the physics in a more complete state.
Attachments
map01.wad
Now with a complete circuit! And visual clues as to what I think should go where.
(215.52 KiB) Downloaded 48 times
CaptainToenail
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Re: Z-Kart Community Project - Now Recruiting!

Post by CaptainToenail »

Alright, that looks like it could work. I'll mess around with it later and see what happens.

If there is going to be booster pads I would plop them in front of the ramps.
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scalliano
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Re: Z-Kart Community Project - Now Recruiting!

Post by scalliano »

Really liking that track so far. Definitely looks the part, and is really in the spirit of what we're trying to achieve. Some ramps out of the slime are needed, but other than that, the layout is dead on.

@Soul: Also gave Refinery a quick spin. Definitely liking what I see so far, although some of the tighter corners could do with being a bit more obvious. Also, it's a bit cramped in places, but you're definitely on the right track.
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GooberMan
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Re: Z-Kart Community Project - Now Recruiting!

Post by GooberMan »

scalliano wrote:Some ramps out of the slime are needed, but other than that, the layout is dead on.
I've also got some work-in-progress teleporter functionality in the Icon of Sin that I'll upgrade to the full API once I've tested them thoroughly and cleaned them up. There's a thrusting teleport (which thrusts your kart after teleport) and a line teleport that does a complete translation to the target angle (using my anchor trick from Prime Directive, although it doesn't do the velocity correctly yet).

tl;dr - Don't be afraid to plonk teleport pads down either. But, like Icon of Sin, you'll need ramps up to the pads.

EDIT: By the way. I was filling out the translations file and noticed we have two free map slots - both in the Industrial cup (the final map and the secret map). And we really need to sort out the two Entryways we have. kevansevans has no other map currently.

EDIT2: And there's a new version too. Promoted The Crusher to the new game menu. Languages.txt is filled out with map names and authors. Oh, and I've got a countdown in there.

There's also error reporting for the maps. Don't worry, this is normal. Map authors will eventually update their maps once I've got the API complete. Of course, the sucky thing is that it's only ever my maps that are up-to-date whenever I update functionality. For mappers, the setup of my maps are an example. For everyone else that isn't mapping, well, just pretend everyone else's maps have the new functionality too.
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scalliano
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Re: Z-Kart Community Project - Now Recruiting!

Post by scalliano »

If nobody else is willing, I'll take on Underhalls for the bonus race - I have an idea on how to implement the water tunnels without bringing the pace of the race to a crawl.

As for Entryway, as it stands, I'm finding myself coming down on the side of Chronoseth. While kevans' version is nice and wide, the whole thing feels a bit shoehorned in and unnecessarily padded. Chrono's map still needs some work too, though - the ashbrown corner where the paths meet could do with being smoother and I'm really not sure about the translucent SHAWN2 3D floor - but overall it feels a lot more inspired.
Last edited by scalliano on Fri Jul 25, 2014 7:37 pm, edited 1 time in total.
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ChronoSeth
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Re: Z-Kart Community Project - Now Recruiting!

Post by ChronoSeth »

scalliano wrote:Chrono's map still needs some work too, though - the ashbrown corner where the paths meet could do with being smoother and I'm really not sure about the translucent SHAWN2 3D floor - but overall it feels a lot more inspired.
Speaking of which, I guess I should actually post an updated version of the map.
entryway.zip
(61.68 KiB) Downloaded 38 times
ChronoSeth wrote:I've removed the third path and changed the way the two remaining paths meet up so it's much more clear where you're supposed to go. I've also added a small border next to the water on the map's edges to make it more obviously inaccessible, along with adding bars in front of the health bonus room and moving one of the doors in the window room to be close to the wall rather than set into a hallway.
I've also made the teleporter shortcut actually work, and the shortcut in the ASHWALL3 tunnel doesn't snag the camera as badly anymore.

I'm not particularly fond of the SHAWN2 3D floor either, but I'm not sure what to do with it. The map still needs detailing but I don't want to do too much with that before the kart physics are finalized.
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Breezeep
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Re: Z-Kart Community Project - Now Recruiting!

Post by Breezeep »

Any status update on how the project is going?
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GooberMan
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Re: Z-Kart Community Project - Now Recruiting!

Post by GooberMan »

Uh, yeah, just download the version I linked a few posts up and that's the project status.

Too long; didn't play - From a code point of view, I can't push much further on the kart physics without the friction feature implemented. That will get it away from the very simplistic model on display right now. We have eight kart sprites, two of them are bonus sprites. There was a complete baby spider sheet, but they're not in yet. Quite a few maps have first passes on them.
scalliano wrote:IAs for Entryway, as it stands, I'm finding myself coming down on the side of Chronoseth.
Alright, so I guess we'll go with Chrono's map. kevansevans, that leaves you without a map. Do you want to take the final Industrial Zone slot?
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GooberMan
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Re: Z-Kart Community Project - Now Recruiting!

Post by GooberMan »

Yeah, I'm double posting. Wanna know why?

Because the lap counter is in.

In a future build, completing the number of laps defined by SetCircuitLapCount will result in you finishing the race. Right now, SetLeaderCrossesLapLineScript also triggers the NAMED script that you pass in whenever the race leader crosses the finish line. Basically means that any old monster can't trigger the Icon of Sin rocket firing at the moment. Anyone else that wants to do fancy stuff on race leader completing a lap, hook in to that script. If there are other events that are needed, let me know.

The kart testing grounds and Icon of Sin are the go-to maps for an example of how to lay out your waypoints.
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Slax
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Re: Z-Kart Community Project - Now Recruiting!

Post by Slax »

GooberMan wrote:Alrighty. So I've had laptop power connector issues again. This time, I've decided to solve it with lego.

-snippo-
The prize. You win it.
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kevansevans
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Re: Z-Kart Community Project - Now Recruiting!

Post by kevansevans »

GooberMan wrote:Alright, so I guess we'll go with Chrono's map. kevansevans, that leaves you without a map. Do you want to take the final Industrial Zone slot?
Sure, I think I'll take a shot at refueling base or the factory.

I'm also thinking this mod might benefit from some arena styled maps. Since this is about racing combat, a pure combat map would be fun to have. Any thoughts?
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GooberMan
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Re: Z-Kart Community Project - Now Recruiting!

Post by GooberMan »

It would be fun, but I haven't thought one bit on how to handle the AI for an arena. I'll need to think on it.
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scalliano
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Re: Z-Kart Community Project - Now Recruiting!

Post by scalliano »

Great stuff! I'm in the process of tweaking Hell Keep, but the cameras and waypoints are in and working Should be uploaded before the weekend's out.
kevansevans wrote:
GooberMan wrote:Alright, so I guess we'll go with Chrono's map. kevansevans, that leaves you without a map. Do you want to take the final Industrial Zone slot?
Sure, I think I'll take a shot at refueling base or the factory.

I'm also thinking this mod might benefit from some arena styled maps. Since this is about racing combat, a pure combat map would be fun to have. Any thoughts?
GooberMan wrote:It would be fun, but I haven't thought one bit on how to handle the AI for an arena. I'll need to think on it.
With regards to Battle Mode, in SMK it was purely multiplayer, so I would imagine that AI needn't be a major concern, as nice as it would be to have.

@kevan: I'll put you down for Refuelling Base, as Factory is part of the Hometown episode, and that's currently full.

And that's it! All mapping slots are full, unless icytux has actually declared himself out ...
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