[Open Assets] [SRB2 Riders] D00D Kart 64 - Mario Kart Level Pack!

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What are the Clonies, exactly?
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And they're all looking in the same direction!!!!

It's like they're mind controlled...

Some are facing the other way, but this is mainly because I thought it'd be funny to replace ALL of the flowers and trees in Flower Hill with clonies. It was, but since there are SO MANY CLONIES, I couldn't bother re-angling ALL of them.
 
I just want to say, Derpy Hooves in Desert Hills is totally accessible, despite the fact that your list said it was impossible. Metal-Rawr and I pulled it off, with the Magic of Friendship. And Science.
 
I just want to say, Derpy Hooves in Desert Hills is totally accessible, despite the fact that your list said it was impossible. Metal-Rawr and I pulled it off, with the Magic of Friendship. And Science.

Yeah, I edited it in the last update. All Derpy locations are accessible now.
 
Aw come on. Just ruin the moment why don't you? And I thought I did something great. :<
But wait, how do YOU get to her? Cause I thought the way we got there was incredibly genius.
 
I was the one that seen the spring in the first place, Mr. knowitall.

Yes, but without me you never would have GOT to that spring in the first place. THAT is the magic of friendship. Without both of us, it wouldn't have been possible.
 
So, I was playing SRB2PlayerFan/SuperChris/BlackStarChris's alleged casino levels, and not only are they not very good, but they're almost nothing like casinos!




Okay. Was it really necessary for you to call out my level like that? The level Lovely Night needs to be worked on for the following reasons:
  • First, use the wall arrows instead of making your own. Arrows on the ground can be helpful, but it looks flat and not right.
  • Second, go easy on the curves. Don't make curves so big. It doesn't feel right, and putting them near areas where jumps occur next will make the course harder because players would then have to "grip" the corner to avoid falling into the abyss.
  • Don't make the level so that players should know where to go. Use wall arrows instead of making arrows on the ground.
  • Work more on the track instead of working on visuals. Adding too many visuals on a track may take the fun out of it. Stop spending time working on visuals and work on the course. Save the visuals for later. I always work on the track before I spend time on visuals.
  • Make some sectors more wide because some players use the Mushroom or Star that gives them speed can fly over the sector after riding a spring, and they fall into a death pit.
I like the level, but there are problems (Listed above). I took the time to say that all Mario Kart tracks have their own way of directing the player. Heed this advice and you'll make better levels.

Here's a tip: Just because someone's level sucked doesn't mean you could make your own to make the person who made that level look like a joke. If you don't like the level, just don't call out the level when making it. You know yours won't look any better, so don't even try because no one will win.

EDIT:
Do you even know what "alleged" means?

EDIT:
My casino levels are not bland. This comment is coming from the guy who can't make tracks with a decent amount of visuals. You went way too overboard with the visuals in Lovely Night.
 
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  • First, use the wall arrows instead of making your own. Arrows on the ground can be helpful, but it looks flat and not right.
This. Almost. I don't like your sector art arrows in the least, they're not very much help until you're right on top of them. Wall arrows aren't the only solution, though. Take some clues from Race Alley on this issue. I certainly am in my Kart Level, Andalusia Abbey.
  • Make some sectors more wide because some players use the Mushroom or Star that gives them speed can fly over the sector after riding a spring, and they fall into a death pit.
This. Completely. There's a number of places where stars, or even drift boosts, completely mess you up. The springs on Ribbon Road are one example. Every time I play that, I crash into the wall, and fall onto the track below. Not fun at all. If you're not gonna do something about it, at least put an invisible death sector in the air, to stop you from failing the entire race if you pull it wrong once.

WHERE ARE MY DERPY-HOOVES SPEECH SCRIPTS?
 
This. Almost. I don't like your sector art arrows in the least, they're not very much help until you're right on top of them. Wall arrows aren't the only solution, though. Take some clues from Race Alley on this issue. I certainly am in my Kart Level, Andalusia Abbey.
This. Completely. There's a number of places where stars, or even drift boosts, completely mess you up. The springs on Ribbon Road are one example. Every time I play that, I crash into the wall, and fall onto the track below. Not fun at all. If you're not gonna do something about it, at least put an invisible death sector in the air, to stop you from failing the entire race if you pull it wrong once.

WHERE ARE MY DERPY-HOOVES SPEECH SCRIPTS?

I agree with you completely.

Side note: Were you talking to me or D00D?
 
Okay. Was it really necessary for you to call out my level like that?

Yes: It is both true and the reason I made a casino level. Your levels were bland and didn't live up to what casinos are really like, and while SRB2 lacks the pinball elements for much of one, I tried my best at a casino level.


  • First, use the wall arrows instead of making your own. Arrows on the ground can be helpful, but it looks flat and not right.

Frankly, I never understood everyone's beef with navigation here. There's only one real way to go. Where else are you gonna head off to? The wall? The OTHER wall? The pit? Behind you? To space? It also doesn't seem like you'd lose navigation more than once. I can understand maybe getting mixed up on the first lap, but by the second and third laps of your first race there, you should surely get it by then.

Aside from perhaps the enterence to the second building, the level is linear enough that you shouldn't have issues on where to go, at least after one lap. Also, the default wall arrows strongly clash with the level, and after putting in the arrows I made for Retro Maze, it looked awful there and I removed them. Also, I cant help but feel you're just parroting Fawfulfan here, since "not right" doesn't seem like an honest reason.


  • Second, go easy on the curves. Don't make curves so big. It doesn't feel right, and putting them near areas where jumps occur next will make the course harder because players would then have to "grip" the corner to avoid falling into the abyss.

Again with "not right". I fail to see what is "not right" about giant curves where you catch nice drift to contrast the other sharper turns of the course, and its not like Mario Kart proper doesn't do this. That, and again, there is only ONE area where there is a big curve you must drift through, and lots of time to boost and straighten your course as you hit the jump.


  • Don't make the level so that players should know where to go. Use wall arrows instead of making arrows on the ground.

This again? You JUST remarked about this.


  • Work more on the track instead of working on visuals. Adding too many visuals on a track may take the fun out of it. Stop spending time working on visuals and work on the course. Save the visuals for later.

Oh, THIS coming from YOU? Your casino levels (all 5 of them, possibly more) are ALL (ugly) Scenery Porn, with cardboard-thick buildings and 2 texture blocks that are allegedly casino things. And its not like I spent a lot of time on visuals either. If you pay attention, I'm just copypasting shit around with no real order or direction, and just put that stuff around after making an area or to block off nasty HOM, with the slot machines taking about 5 to 7 minutes to actually make one of before copypasta was served. And Casino levels ARE scenery porn. That's one of the main draws of the whole thing. Also, I have no idea how making a level look nicer takes the fun out of it, especially something that demands OOH PRETTY like a Casino map.

  • Make some sectors more wide because some players use the Mushroom or Star that gives them speed can fly over the sector after riding a spring, and they fall into a death pit.

Most of the track is 640 units wide, not counting the borders. Speeding items wont do much since they move along rather than across.

As for length, there are many straightaways and easy turns to use speed items on. If you see that jump coming, you probably shouldn't be going so fast off the thing in the first place. The only place I know you can overshoot with a star or Megashroom is the part after the second building; there are blue DIAGONAL springs near the circle of item boxes if your powerup persists. Anywhere else in the map should be fine.


There's a number of places where stars, or even drift boosts, completely mess you up. The springs on Ribbon Road are one example. Every time I play that, I crash into the wall, and fall onto the track below. Not fun at all. If you're not gonna do something about it, at least put an invisible death sector in the air, to stop you from failing the entire race if you pull it wrong once.

The original map was the same deal. I didn't want to do a damn thing about it whatsoever. Screwing people out of that area is one of the most satisfying parts of that map, and a death FOF would literally take you back to the same place, but with MORE time lost due to Lakitu, sealing your fate. However, you can also take that massive shortcut the map also shares with the original, bypassing that area completely with plenty of time to spare... if you can pull it off.


WHERE ARE MY DERPY-HOOVES SPEECH SCRIPTS?

Most likely not happening. Emblems were placed, but Riders breaks them.
 
The original map was the same deal. I didn't want to do a damn thing about it whatsoever. Screwing people out of that area is one of the most satisfying parts of that map, and a death FOF would literally take you back to the same place, but with MORE time lost due to Lakitu, sealing your fate. However, you can also take that massive shortcut the map also shares with the original, bypassing that area completely with plenty of time to spare... if you can pull it off.
Perhaps. I never actually looked at it in Doombuilder, to see HOW far it was putting me back, I just figured it was a lot, because it always took me forever to catch up. Even still, I'd swear I've just been driving normal and hit that wall, sending me into the wrong track. Even if the original DID share this, I don't see why it is a big deal to fix a flaw from the original.
I don't know about this shortcut, though. I may have to check this out! :p




Most likely not happening. Emblems were placed, but Riders breaks them.

What do emblems have to do with scripts?
 
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