Z-Kart Community Project - Sprite slots now open.

For Total Conversions and projects that don't otherwise fall under the other categories.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.
User avatar
GooberMan
Posts: 1336
Joined: Fri Aug 08, 2003 12:57 am
Location: Helsinki, Finland

Re: Z-Kart Community Project - Now Recruiting!

Post by GooberMan »

Ah, sweet. I suppose some kind of Arena cup would be a good addition. I hesitate to suggest adding arena maps to the other cups if we won't do AI for them.
User avatar
scalliano
Posts: 2867
Joined: Tue Jun 21, 2005 1:16 pm
Location: Ireland

Re: Z-Kart Community Project - Now Recruiting!

Post by scalliano »

Those modes tend to be separate entities anyway. Could probably even get away with standard Doom deathmatch rules.
User avatar
Dancso
Posts: 1906
Joined: Wed Oct 11, 2006 10:39 am
Location: at home.. Status: lazy like hell

Re: Z-Kart Community Project

Post by Dancso »

I can hardly wait for this project to mature :)
So much that I spent my afternoon creating a track of MAP15 for the lulz.

Here it is in case anyone wants to take a look for inspiration. It's largely incomplete with railings and ramps missing, but the track is completable.
https://dl.dropboxusercontent.com/u/372 ... _dan15.wad
(It's actually on map01. Some of the 3d floors are only visible in gzdoom cuz I'm a dumdum)
User avatar
GooberMan
Posts: 1336
Joined: Fri Aug 08, 2003 12:57 am
Location: Helsinki, Finland

Re: Z-Kart Community Project

Post by GooberMan »

Alright, so there's a new version available.

With Actual Kart AI(TM).

The tracks Hell Keep, Icon of Sin, and Kart Testing Ground now have karts that can drive around and complete the course(!). This requires all mappers to place down AI path nodes to help the AI shine. If you don't, it'll follow the normal track layout nodes and that is pretty ugly.

The plan with the AI is to make them work; make them accurate; and then make them stupid. The first step is on its way there.
User avatar
scalliano
Posts: 2867
Joined: Tue Jun 21, 2005 1:16 pm
Location: Ireland

Re: Z-Kart Community Project

Post by scalliano »

DEVMAP!

Love that :laff:

Have to say, it's great to see the AI following the route. It's really beginning to take shape now.
User avatar
IMX
Posts: 791
Joined: Sat May 11, 2013 9:20 am
Location: Frogland, Mexico
Contact:

Re: Z-Kart Community Project

Post by IMX »

If anyone needs help at polishing any kart sprites they have (or even sprites from scratch) let me know. I'm all open!
User avatar
GooberMan
Posts: 1336
Joined: Fri Aug 08, 2003 12:57 am
Location: Helsinki, Finland

Re: Z-Kart Community Project

Post by GooberMan »

Pick a monster that hasn't been done/claimed yet and go for it ;)

The only other monsters I know of that is being worked on is the Lost Soul and Revenant. Cybie is done but not in the build.
User avatar
scalliano
Posts: 2867
Joined: Tue Jun 21, 2005 1:16 pm
Location: Ireland

Re: Z-Kart Community Project

Post by scalliano »

I'll be updating the first post with a full list of characters and their status later today.
User avatar
Jeimuzu73
Posts: 1667
Joined: Sun Jul 03, 2011 8:44 pm
Location: Dropping today in Station Square.

Re: Z-Kart Community Project

Post by Jeimuzu73 »

Does Z-Kart work with teleports? Just curious.
User avatar
Mikk-
Posts: 2274
Joined: Tue Jun 30, 2009 1:31 pm

Re: Z-Kart Community Project

Post by Mikk- »

Definitely, in the Icon of Sin map there's a telelporter, same with the Tower of Babel map.
User avatar
GooberMan
Posts: 1336
Joined: Fri Aug 08, 2003 12:57 am
Location: Helsinki, Finland

Re: Z-Kart Community Project

Post by GooberMan »

I am writing new teleport script functions to preserve velocity, but they're otherwise fine.
User avatar
scalliano
Posts: 2867
Joined: Tue Jun 21, 2005 1:16 pm
Location: Ireland

Re: Z-Kart Community Project - Sprite slots now open.

Post by scalliano »

Right, first post has been updated with a list of the characters we have and those we still need, as well as the bonus characters either finished or in the works. Spriters, please take the time to check it and get back to me regarding which ones you'd like to have a stab at.
User avatar
Ringman
Posts: 206
Joined: Fri Feb 21, 2014 10:42 am

Re: Z-Kart Community Project - Sprite slots now open.

Post by Ringman »

If no one claims the Mancubus, and IF I get a good idea for him, I MAY claim him.

Furthermore, my Arachnotron was originally supposed to be the Spider mastermind anyway, so people can reuse him as a base if they'd like.
User avatar
idGamer
Posts: 322
Joined: Mon Jul 29, 2013 12:19 pm

Re: Z-Kart Community Project - Sprite slots now open.

Post by idGamer »

I'll take a shot at the hell knight.
User avatar
scalliano
Posts: 2867
Joined: Tue Jun 21, 2005 1:16 pm
Location: Ireland

Re: Z-Kart Community Project - Sprite slots now open.

Post by scalliano »

Good stuff! Added.
Post Reply

Return to “TCs, Full Games, and Other Projects”