Z-Kart Community Project - Sprite slots now open.

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

Post by kevansevans »

Got my Entryway map done. Didn't realize we were calling out what maps we wanted to make, but I already had posted my screenshot before anyone had called MAP01 way back ago, so nya nya.

Image

https://www.youtube.com/watch?v=o-9XltsCZeg
Last edited by kevansevans on Fri Jul 18, 2014 11:51 pm, edited 1 time in total.
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Sgt. Shivers
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Re: Z-Kart Community Project - Now Recruiting!

Post by Sgt. Shivers »

Could I make the Wolfenstein Map?
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Batandy
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Re: Z-Kart Community Project - Now Recruiting!

Post by Batandy »

I'd like to claim Phobos Anomaly, if it's possible.

Btw I should have some checkered flag textures ready very soon, along with the directional arrows i've posted yesterday

EDIT:
Image

I've already packed everything in a wad, they are doom paletted:
http://www.mediafire.com/download/29fjb ... ources.wad
osjclatchford
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Re: Z-Kart Community Project - Now Recruiting!

Post by osjclatchford »

great stuff here! I'd be happy to assist with sprites or textures if desired?
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everamzah
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Re: Z-Kart Community Project - Now Recruiting!

Post by everamzah »

Yeah, I think you would anyway.
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scalliano
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Re: Z-Kart Community Project - Now Recruiting!

Post by scalliano »

@kevansevans: Oversight on my part, sorry. Just watched the video and I have a couple of pointers. Not sure about having stationary monsters everywhere, it just strikes me as a bit jarring. That said, as it stands there's less risk of getting lost in your version, although your "short cut" could use some work.
CaptainToenail
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Re: Z-Kart Community Project - Now Recruiting!

Post by CaptainToenail »

Ooh, sign me up for a map slot please! I could do a 'The Crusher' themed track for the Industrial Cup. :) (are crushers implemented?)

Can we do a Jungle Cup with Plutonia themed maps?
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Jeimuzu73
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Re: Z-Kart Community Project - Now Recruiting!

Post by Jeimuzu73 »

For the sake of contribution, I can make a few tracks, sprites and stuff.
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Minigunner
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Re: Z-Kart Community Project - Now Recruiting!

Post by Minigunner »

I'd like to work on one of the hometown maps; that is, if I can get one done quick enough.
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GooberMan
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Re: Z-Kart Community Project - Now Recruiting!

Post by GooberMan »

The oversight is unfortunate, but I want to test both versions of the Entryway to see each plays better.
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kevansevans
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Re: Z-Kart Community Project - Now Recruiting!

Post by kevansevans »

scalliano wrote:@kevansevans: Oversight on my part, sorry. Just watched the video and I have a couple of pointers. Not sure about having stationary monsters everywhere, it just strikes me as a bit jarring. That said, as it stands there's less risk of getting lost in your version, although your "short cut" could use some work.
The monsters aren't stationary by choice, they need to hear some form of shot being fired. I'd love to make some of the trapped monsters move around and attack the players (less aggressively than vanilla) just to add some variety around, but I can tell we're not in that phase of the project. Also that wasn't meant to be a short cut, it's meant to be an alternative route. Having a shortcut in an online match wouldn't be very fair, because as soon as everyone knows about it, everyone will most likely use it, defeating the whole purpose of the shortcut. I'll still take a look at changing it around though, just wanted to share my progress, I really appreciate the feedback.
Last edited by kevansevans on Sat Jul 19, 2014 12:07 pm, edited 1 time in total.
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TehRealSalt
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Re: Z-Kart Community Project - Now Recruiting!

Post by TehRealSalt »

A shortcut is perfectly fine in an online match as long as it's tricky to get to and/or tricky to stay on. If it's badly balanced, then the shortcut will just become the main route. As long as you balance it well, then shortcuts are not game breaking.
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GooberMan
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Re: Z-Kart Community Project - Now Recruiting!

Post by GooberMan »

kevansevans wrote:The monsters aren't stationary by choice, they need to hear some form of shot being fired. I'd love to make some of the trapped monsters move around and attack the players (less aggressively than vanilla) just to add some variety around, but I can tell we're not in that phase of the project.
The karts aren't actually players. They are monsters.

Environmental hazards is something we'll need to discuss as a team before I try out any code. We know karts have health, we know they can lose health with weapons fired from other karts, but beyond that there has been precisely zero discussion. Needless to say, the results of such discussion will make their way in to the mapping guidelines.
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scalliano
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Re: Z-Kart Community Project - Now Recruiting!

Post by scalliano »

I'm out right now, but I'll get the new contributors added to the first post when I get home tonight.
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Re: Z-Kart Community Project - Now Recruiting!

Post by .+:icytux:+. »

MAPPING RULES - PLEASE READ!

* UDMF format only.
* Supporting textures (checkered flags, direction arrows etc) will be created for the entire mod and are the only exception to the "stock textures" rule. Doom 1 textures are provided in the development build.
* 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.
There are a few things I want to adress with theese Mapping rules here that I think needs a bit of discussion.

* Low friction and Sector_SetFriction is not to be used. Friction settings are to be exclusively handled through the TERRAIN lump.
This here, will it really work well this way? What if i use a gravel flat in my map that is supposed to be really safe to drive on, and in some other map, it is supposed to slow you down really much, it is texture dependent if we do this the TERRAIN way and has to work the same way in all maps. Especially considering we base our maps on stock doom maps, they use their flats really inconsistently, it is going to be hard to have universal friction values for all textures here. What if i decide to use a wall texture on the floor that hasn't a friction value?

* Karts do not step. positive change in height that isn't a slope is to be considered blocking.
This is really really really limiting down mapping posibilites. I'd seriously suggest making 8px steps climbable. It has been this way in all kart games since pretty much the first mario karts that had steps etc. Lets not shoot for realism here but instead for awesome gameplay. The way it is right now, it even stops you from making steep slopes because the zdoom physics take the slope as a step if it's too steep.

* Supporting textures (checkered flags, direction arrows etc) will be created for the entire mod and are the only exception to the "stock textures" rule. Doom 1 textures are provided in the development build.
I know this rule is here to keep people from cramming in all kinds of different sets of textures that don't even fit in with the stock theme at all etc just taking up space. But this really limits down the mapping capabilities again, I need a few textures for my map. http://i.imgur.com/qBUMgLy.png Here, I'd need a grate texture for the floor and a new railing texture cause the steptop texture is ugly as fuck. This is just an example, and while you could say that "we'll just add a grate and a railing texture", situations like this is going to pop up for a lot of the maps and having to make an exception every time is just not going to be a viable solution. I'd say allow custom textures but definitely have some quality control on this part, force them to be doomy, and ofc being paletted.
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