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Re: Z-Kart discussion
Posted: Fri Jul 18, 2014 11:46 am
by scalliano
Right, map delegation is underway, what about this driver roster? We have four so far (my avatar doesn't count), five if Dopefish makes it into the base mod (unless he's a bonus character), but we need at least eight. idGamer is currently working on the Imp, and we have some ideas for the Pinky and Cybie Jr, but right now I'm still open for suggestions.
Speaking of which:
I didn't make this, by the way., just a reference.
Re: Z-Kart discussion
Posted: Fri Jul 18, 2014 12:16 pm
by GooberMan
Dopefish should be a secret/unlockable character since he's not a part of the stock Doom bestiary.
We would, however, need to hand in our Internets badges if we exclude him.
Re: Z-Kart discussion
Posted: Fri Jul 18, 2014 12:21 pm
by scalliano
Agreed. So we have:
DoomGuy
Zombieman
Shotgun Guy
Heavy Weapon Dude
in place already. Obviously, the more we can have, the merrier, but at least another four would fill the grid. The Imp is a must, as I would say is the Pinky, but that still leaves two slots that need to be filled before we can start thinking outside the box. Still, I'm open to submissions from the floor.
Re: Z-Kart discussion
Posted: Fri Jul 18, 2014 12:23 pm
by Dreadopp
I couldn't help but give Heretic some love (not sure if someone was already doing one).

One on the left is in Doom's palette and the one on the right in Heretic's. I have a feeling it might be more useful down the line though.
Re: Z-Kart discussion
Posted: Fri Jul 18, 2014 12:34 pm
by scalliano
Personally, I love it! It won't go to waste, I assure you. Please continue!
In fairness, I'm planning a ZDoom protagonist pack at some point, featuring the player characters from the likes of TSP, Winter's Fury and LoS, so everything is welcome.
Re: Z-Kart discussion
Posted: Fri Jul 18, 2014 12:39 pm
by Slax
Gonna be fun to see more Heretic classes.
Re: Z-Kart discussion
Posted: Fri Jul 18, 2014 12:40 pm
by Discordance
Stuff like this is why I love ZDoom.
Is it possible using slopes to be going uphill and round corners at the same time? Seems like some trickery is needed to get it to work.
Re: Z-Kart discussion
Posted: Fri Jul 18, 2014 12:46 pm
by Dreadopp
scalliano wrote:Please continue!
Well, alrighty then.
I'll go see if I can finish it up.

Re: Z-Kart discussion
Posted: Fri Jul 18, 2014 12:47 pm
by GooberMan
Discordance wrote:Is it possible using slopes to be going uphill and round corners at the same time?
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.
On another note. This needs to be put somewhere visible for every mapper on the project to see.
Code: Select all
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.
I will update them periodically.
EDIT: For example, I updated the clause about Doom 1 textures.
Re: Z-Kart discussion
Posted: Fri Jul 18, 2014 1:12 pm
by mallo
So, 3 more? How about Pinky, Cacodemon and Cybie?

Re: Z-Kart discussion
Posted: Fri Jul 18, 2014 1:16 pm
by GooberMan
How would an Arachnotron look as a kart?
(I only say this because every other kart is based on the Doom 1 lineup with nothing from Doom 2)
Re: Z-Kart discussion
Posted: Fri Jul 18, 2014 1:18 pm
by mallo
If we want Doom 2, I'd say Revenant.

(He'd have big speed)
Re: Z-Kart discussion
Posted: Fri Jul 18, 2014 1:21 pm
by GooberMan
I'm just imagining the spider chassis replaced entirely with a kart chassis. Or perhaps the wheels are mini legs instead of wheels. Something like that.
Revenant would be an easy choice though.
Re: Z-Kart discussion
Posted: Fri Jul 18, 2014 2:06 pm
by ChronoSeth
Very WIP shot of entryway:
http://i.imgur.com/flY0Mo2.png
About how long should the tracks be? Right now I can complete three circuits in under a minute, which feels a bit short. On the other hand, the original map's design doesn't leave me with much to work with.
Another thing: for some reason adding any scripts at all to the map causes the cart controls and camera to fail. I hope that's because I'm doing something wrong...
Re: Z-Kart discussion
Posted: Fri Jul 18, 2014 2:24 pm
by GooberMan
ChronoSeth wrote:On the other hand, the original map's design doesn't leave me with much to work with.
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:for some reason adding any scripts at all to the map causes the cart controls and camera to fail.
You're right. Just tried adding an empty script. Something's going wrong. Will investigate.
EDIT: The scripts appear to be launching fine except for the camera script from enter. Hurm.
EDIT2: It only fucks up when you launch your in-development map from GZ/Doom Builder. Wut? I think we may have ourselves a ZDoom bug.