Z-Kart discussion

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XutaWoo
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Re: Z-Kart discussion

Post by XutaWoo »

Probably should be instant disqualification.
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ledillman
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Re: Z-Kart discussion

Post by ledillman »

Hey, just lurking around here :p should I post some screenies here?

Also, about what ChronoSeth said:

-"Powerups are something that should be worked out as well. How will they be acquired? Should the mod use random powerup pickups (as in Mario Kart), or have set powerups placed by the map author, or something else entirely? How will the powerups function?"

I think random pickup power-ups should be used (for example, the random sphere from skullag/zandronum).

-"How should liquids (water, nukage, etc) function? Slowing the player is obvious, but should nukage and lava cause direct damage to the player's cart?"

Nukage and lava should make some damage, but not too much.

This is my own opinion of course, so feel free to count it Image
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Shiny Metagross
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Re: Z-Kart discussion

Post by Shiny Metagross »

ledillman wrote:-"How should liquids (water, nukage, etc) function? Slowing the player is obvious, but should nukage and lava cause direct damage to the player's cart?"

Nukage and lava should make some damage, but not too much.

This is my own opinion of course, so feel free to count it Image
Your cart should blow up unless you're driving over shallow water, shallow lava and nukage should drain your health really quick. Other wise yeah you should just go boom.
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ChronoSeth
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Re: Z-Kart discussion

Post by ChronoSeth »

I got bored, so I decided to write down some ideas for how the weapons and powerups might work.
Spoiler: Wall of text
As for map hazards...
Spoiler:
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raymoohawk
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Re: Z-Kart discussion

Post by raymoohawk »

sorry for being absent, im still alive! here is the dopefish with b frames:
dopekartwithb.PK3
(45.17 KiB) Downloaded 32 times
also i don't know if its still necessary but here is a tweaked version of the pinky i was doing

Image

and a baron attempt

Image
Last edited by raymoohawk on Sat Jul 19, 2014 11:00 pm, edited 3 times in total.
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raymoohawk
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Re: Z-Kart discussion

Post by raymoohawk »

Dreadopp wrote:Made these because I could. :P

Image
those are friggin awesome!
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XutaWoo
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Re: Z-Kart discussion

Post by XutaWoo »

I don't really like the idea of that weapon system, to be honest. Think it'd be preferable to just go with single use / up to three items. Especially outside of health mode - all things would need to cause spin out / knock up, and having hitscans, especially in the totals of 50 shots, seems really bad for that.

Also, limiting it only to weapons is, well, limiting, especially considering that a lot of monsters are being turned into racers. Perhaps also take inspiration from monster attacks, reinterpretting them into forms that are more useful in a karting environment ( as in, imp balls could be the green shell of the game, arachnotron plasma and plasma gun send bursts of plasma in different patterns. )

Taking inspiration from hitscan weapons is fine, but ultimately almost everything should probably be a projectile.
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Shiny Metagross
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Re: Z-Kart discussion

Post by Shiny Metagross »

XutaWoo wrote:I don't really like the idea of that weapon system, to be honest. Think it'd be preferable to just go with single use / up to three items. Especially outside of health mode - all things would need to cause spin out / knock up, and having hitscans, especially in the totals of 50 shots, seems really bad for that.

Also, limiting it only to weapons is, well, limiting, especially considering that a lot of monsters are being turned into racers. Perhaps also take inspiration from monster attacks, reinterpretting them into forms that are more useful in a karting environment ( as in, imp balls could be the green shell of the game, arachnotron plasma and plasma gun send bursts of plasma in different patterns. )

Taking inspiration from hitscan weapons is fine, but ultimately almost everything should probably be a projectile.
Yeah but there's always those stupid racers who run over like 50 oil slicks, trust me, it would be funnier that way!
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ChronoSeth
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Re: Z-Kart discussion

Post by ChronoSeth »

XutaWoo wrote:Especially outside of health mode - all things would need to cause spin out / knock up, and having hitscans, especially in the totals of 50 shots, seems really bad for that.
To be honest I didn't put much thought into the actual numbers. The pistol could be implemented entirely differently, but I'm not sure how else the chaingun or plasma rifle could work.

Not everything has to completely disable a player - in theory, outside of "health mode" the chaingun would only screw up a player's driving with sustained fire.
XutaWoo wrote:Also, limiting it only to weapons is, well, limiting, especially considering that a lot of monsters are being turned into racers. Perhaps also take inspiration from monster attacks, reinterpretting them into forms that are more useful in a karting environment ( as in, imp balls could be the green shell of the game, arachnotron plasma and plasma gun send bursts of plasma in different patterns. )
Monster attacks wouldn't really add much variety, though, other than how they look. Almost all of them are either based on the player's weapons or only involve a simple melee or projectile attack, which means they'd have to have completely different behaviour compared with the originals to be interesting.

It depends on how much Doom's influence should be emphasized. I don't really have a strong opinion one way or the other, though. :shrug:
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raymoohawk
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Re: Z-Kart discussion

Post by raymoohawk »

maybe the pickups that give a marine weapons give monsters an additional attack, kinda how in Bdoom baron has fist, fireball and clap
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XutaWoo
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Re: Z-Kart discussion

Post by XutaWoo »

Like I said, the imp fireballs could be like the green shells - they bounce around wildly and generally can still be usable if you aren't too accurate with them. Which is important in a fast-pace game where you don't have perfect control over your orientation.

As for more examples, plasma gun fire could be fired in the general direction of the kart with some spread while arachnotron plasma fires all at once and in a perfect circle. Cacodemon gasballs could be lobbed a set distance, and explode rather catastrophically and probably over time - think the smart bombs from Brawl. Noble projectiles could probably spray out for a couple seconds with set range for a flamethrower-like attack.

There's plenty of possible interpretation in the generic projectiles the monsters fire. No need to just make them straight projectiles like they are in the source games.

Edit: For example.
Spoiler:
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0bsidian
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Re: Z-Kart discussion

Post by 0bsidian »

Is there an unlockables system? Say you don't unlock the Cyberdemon kart until you beat him at the Tower of Babel, or something to that effect. This is probably my CTR experience talking, mind you.
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ledillman
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Re: Z-Kart discussion

Post by ledillman »

I tought the same! at first, my ideas were this:

Unlocking "phobos" when Phobos race is completed (the skin should be like the doomguy, but with a different color representing the episode... maybe the same color as the one used in skulltag?)

Unlocking "deimos" when Deimos race is completed (same as above, a color representing the episode, probably grey or dark red?)

Unlocking "cyberdemon" when Tower of Babel is completed... in a record time maybe?

Unlocking Romero's head when all of doom 2 races are completed
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GooberMan
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Re: Z-Kart discussion

Post by GooberMan »

0bsidian wrote:Is there an unlockables system? Say you don't unlock the Cyberdemon kart until you beat him at the Tower of Babel, or something to that effect. This is probably my CTR experience talking, mind you.
Dopefish is a secret/unlockable kart. So yeah. The mechanics are unknown, but there is unlockables.

Also a word on power ups - as they're (I believe still) being categorised in to offensive and defensive (I'm thinking primary fire triggers offensive and alt fire triggers defensive) then there'd be separate box types for both. More tactical options that way instead of just random box powerups.
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Dreadopp
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Re: Z-Kart discussion

Post by Dreadopp »

raymoohawk wrote:those are friggin awesome!
Thanks. :)

Here's another that I forgot to include with that set:

Image

@scalliano: When I'm done doing the sprites for these karts, should I send them to you and GooberMan, or post them here?
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