Z-Kart Community Project - Sprite slots now open.

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

Post by Batandy »

Phobos Anomaly alpha
Image
Image

If you think that it's too short or something needs to be changed, please tell me :)


My directional arrows and starting line textures are required, but if they don't get approved i'll remove them from the map
http://www.mediafire.com/download/29fjb ... ources.wad

Map download:
http://www.mediafire.com/download/1ws12 ... alpha1.wad
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Sgt. Shivers
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Re: Z-Kart Community Project - Now Recruiting!

Post by Sgt. Shivers »

Image
I've been working on the layout for the wolfenstein map, but I might make it cross over itself a bit more. I'm also thinking of putting in pushwalls as hazards, what do you guys think?
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agaures
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Re: Z-Kart Community Project - Now Recruiting!

Post by agaures »

Are there only 4 maps per episode?
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GooberMan
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Re: Z-Kart Community Project - Now Recruiting!

Post by GooberMan »

Yes. Three main circuits and one secret that is triggered by in-map actions on the third race OR as a sudden death single lap in the case of an overall cup tie.
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agaures
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Re: Z-Kart Community Project - Now Recruiting!

Post by agaures »

Dunno where my map fits into then.

(not done yet btw)
http://i.imgur.com/SGqpnUs.png
http://i.imgur.com/ZdrrWY1.png
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XutaWoo
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Re: Z-Kart Community Project - Now Recruiting!

Post by XutaWoo »

Probably either an extra map ala SRB2's maps for its other game modes or in its own map pack. Not sure how scalliano's organizing the non-story maps.
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agaures
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Re: Z-Kart Community Project - Now Recruiting!

Post by agaures »

XutaWoo wrote:Probably either an extra map ala SRB2's maps for its other game modes or in its own map pack. Not sure how scalliano's organizing the non-story maps.
Non-story? Nobody ever mentioned that there was a story i had to follow.
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GooberMan
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Re: Z-Kart Community Project - Now Recruiting!

Post by GooberMan »

Then you should probably read the discussion thread. That is where all the development stuff is being discussed.

The six cups are representative of the Doom/Doom 2 story. Phobos, Deimos, and Inferno cover Doom. Industrial Zone, Hometown, and Return to Hell cover Doom 2.
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scalliano
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Re: Z-Kart Community Project - Now Recruiting!

Post by scalliano »

TehRealSalt wrote:Probably done with this for today; still got a lot of things left to do though!

Image

As you see, I'm attempting to make it not a tedious drive through a weird shape.

Also those monsters are there to spice up the room a bit; I might remove them later. (EDIT: And they cannot interact with racers! They only stomp around and make noise.)

(also p.s. im not on the list, thanks in advance)
Looking the part, from what I can tell from a DB2 shot, anyway! Having monsters on the map isn't an issue in itself, but what I would say is that it might be a good idea to have them taking pot shots at the racers, especially since it's for race 3. Taking them out with the kart weapons could trigger the bonus round, I dunno, just throwing ideas out there.

Anyway, you're added to the map roster. Only 6 spaces left!
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Guardsoul
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Re: Z-Kart Community Project - Now Recruiting!

Post by Guardsoul »

E2M3 layout, here we go!

Influences by Torm´s refinery are there :P
Image

Now it´s time to detail!
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scalliano
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Re: Z-Kart Community Project - Now Recruiting!

Post by scalliano »

Soul wrote:Influences by Torm´s refinery are there :P
This worries me slightly.

If you mean purely in terms of layout, that's not an issue, but the idea is to make the actual maps themselves look at least similar to their vanilla counterparts. Don't get too carried away here.
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GooberMan
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Re: Z-Kart Community Project - Now Recruiting!

Post by GooberMan »

I nearly threw a "No Torm levels of detail" in to the mapping guidelines, but I was hoping that one would just be understood implicity :P
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Guardsoul
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Re: Z-Kart Community Project - Now Recruiting!

Post by Guardsoul »

It was just the caves part just as a little tribute but I can remove them. All other rooms are like the original E2M3 ones but slightly modified to adjust them to the circuit.
GooberMan wrote:I nearly threw a "No Torm levels of detail" in to the mapping guidelines, but I was hoping that one would just be understood implicity :P
Cant reach Torm´s level with only Doom and Doom 2 textures, I´m just making the rooms a bit better looking (little borders here and there, some slopes in the ceiling and so on) so dont worry.
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scalliano
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Re: Z-Kart Community Project - Now Recruiting!

Post by scalliano »

Soul wrote:It was just the caves part just as a little tribute but I can remove them. All other rooms are like the original E2M3 ones but slightly modified to adjust them to the circuit.
That's fine, as I said before, nothing wrong with a bit of artistic licence. I was more concerned about extraneous detailing ie having a mod consisting entirely of vanilla-style maps and then one KDiZD one. Still not sure about adding borders, but I'd need to see the map first. Like I said, don't get too carried away.
mallo
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Re: Z-Kart Community Project - Now Recruiting!

Post by mallo »

Sgt. Shivers wrote:I've been working on the layout for the wolfenstein map, but I might make it cross over itself a bit more. I'm also thinking of putting in pushwalls as hazards, what do you guys think?
I like the idea, what about the project owners?
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