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Re: Z-Kart discussion
Posted: Fri Aug 08, 2014 1:40 pm
by Dreadopp
GooberMan wrote:I believe the story is something like "Imagine if Doom and Doom 2 were a combat-oriented kart racing game."
Heh, fair enough.
What about episodic end screens with text (much like in Ultimate Doom)? I suppose they wouldn't be totally necessary in the end.
Re: Z-Kart discussion
Posted: Fri Aug 08, 2014 1:58 pm
by mallo
I believe they are placeholders
Re: Z-Kart discussion
Posted: Fri Aug 08, 2014 2:57 pm
by scalliano
Archie's done.
Logan MTM wrote:Where do i click to join this? ^^
Sign up on the Projects thread with whatever contribution you'd like to make. There's one map slot left and a decent whack of sprite work still to be done at the moment. Resources are still under discussion.
Re: Z-Kart discussion
Posted: Sat Aug 09, 2014 10:37 am
by Dreadopp
I've completed the Undead Warrior kart and attached it here. If you want to quickly see what it looks like in-game, summon h_undeadwarriorkart.
Re: Z-Kart discussion
Posted: Sun Aug 10, 2014 3:28 pm
by scalliano
Quick update to Cybie to fix a couple of issues. Arm cable was missing from the D rotations and there were a few stray green pixels here and there.
Re: Z-Kart discussion
Posted: Mon Aug 11, 2014 8:03 pm
by Athel
Hi,
Not sure if this post will make me an idiot, but are you still taking maps? I can try making a ZDoom Kart map. And is this GZDoom compatible?
*awaits the "you're an idiot, look xx posts before yours!" Posts*
Re: Z-Kart discussion
Posted: Mon Aug 11, 2014 9:30 pm
by Caligari87
Re: Z-Kart discussion
Posted: Tue Aug 12, 2014 1:46 am
by Athel
That, um... doesn't answer the question

Re: Z-Kart discussion
Posted: Tue Aug 12, 2014 1:54 am
by GooberMan
Re: Z-Kart discussion
Posted: Tue Aug 12, 2014 7:25 am
by Ringman
scalliano wrote:Quick update to Cybie to fix a couple of issues. Arm cable was missing from the D rotations and there were a few stray green pixels here and there.
Speaking of which, there are several art bugs I noticed in some of my sprites and of others. For example, my mancubus has some transparent pixels in some spots that he shouldn't and some frames parts of his wheels aren't turning. I noticed the Hell Knight has some issues with one of his back frames where he appears to "bump" up and down. There is still some issues with the rotation frames of my Arachnotron, that I did correct before, but have never made it in to any updates. Correcting them would be easy, but I don't want to keep posting updates to the pk3 and have some fall through the cracks. Its probably really hard to manage all these different versions of individual character pk3s. So, I suggest we wait until all the main character art is finished, and then comb through the sprites and look for little glitches and bugs, and correct them all in one go with one update. Most could be fixed by a single artist unless there's something grossly wrong that would require some serious redrawing, but I'm certain we would've noticed that.
Thoughts?
Re: Z-Kart discussion
Posted: Tue Aug 12, 2014 7:32 am
by GooberMan
One thing I want to highlight is the size difference between all the karts. The big ones like the Arachnotron is alright, but then the Lost Soul is bigger. Er.
Re: Z-Kart discussion
Posted: Tue Aug 12, 2014 10:26 am
by NeuralStunner
I would think the "heavy" racers could be physically larger, so even though their starting speed is slower, other racers would have to steer wider to avoid bumping them.
Re: Z-Kart discussion
Posted: Tue Aug 12, 2014 10:58 am
by diegomula
Wow this project looks so amazing. I was thinking in a racing game mod for Doom but not at all like this. Actually I'm a zandronum user because it's easier to host servers on it than the other ports, so, I don't know how many players can play in Zdoom simultaneously. Just imagine a 32-players full armored karting last man standing, in a map like Dead Simple. Absolutely awesome.
The idea of making maps is not too good for me. I would have preferred to use the original maps or megawads like Alien Vendetta or similars, and make our own circuits with a checkpoint system, displayed in spectator mode. Just an idea.
Anyways, I aprecciate all the dedication of this project, and can wait to play it with my friends. Excellent work guys.
Re: Z-Kart discussion
Posted: Tue Aug 12, 2014 12:48 pm
by raymoohawk
should I change the size of the pinky and baron? i think they do look a bit small in game
Re: Z-Kart discussion
Posted: Tue Aug 12, 2014 1:19 pm
by scalliano
Nah, they're fine as-is. The characters were always going to be smaller anyway.
GooberMan wrote:One thing I want to highlight is the size difference between all the karts. The big ones like the Arachnotron is alright, but then the Lost Soul is bigger. Er.
Also, there might need to be a little bit of manual

tweaking of the Lost Soul's DECORATE lump as the flames don't animate until it starts moving, which looks a bit awkward. Might need C and D frames (alternate flame/tyre anims) to look decent ingame. But, yeah, as a (I'm assuming) featherweight class a la Toad in SMK it could do with being scaled down a bit.