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[SRB2 Riders] D00D Kart 64 - Mario Kart Level Pack!
![]() Developer Last Online: Feb 2018
![]() So, I was reading the forums when I realized something: I have way too many topics for submissions! Seriously, I had tons of them! Too many, infact, for them to be split apart and such, so here's a level pack with all of my pre-released stuff! However, in addition to them all being in a pack, some courses received adjustments and will continue to be updated within this pack! ...Least, this is what I said when I first made it. But now it has grown into a HUGE pack with tons of courses! Ports, new courses, and courses made by other members! There's tons of track to tear up, so get on it! LAST UPDATE: NOVEMBER 15TH 2011 CURRENT VERSION: 2.2.2 NOTE: Picture updating in process! Spoiler: Lots of images and such! Oh yes, quite a bit of Kart Kontent there. OKAY ENOUGH TALK TIME FOR SOME ACTION MIRRORS NOTE: Both music wads are required, as the music is split among them. HOPEFULLY, this will mean I only need to update one or the other if I really need to. M1 is for the ports, and M2 is for custom maps. If you're going from 2.1.1 to 2.2, be sure to grab Music WAD 2! Both text files were updated as well. Also, if you have both music wads, but enter a server, the music wads wont load themselves in, but just type "loadup" in the console, and the game will do the rest! Levels WAD: http://dl.dropbox.com/u/7986587/k_DKart64_v2_2_2.zip Music WAD 1: http://dl.dropbox.com/u/7986587/k_DK64M1.zip Music WAD 2: http://dl.dropbox.com/u/7986587/k_DK64M2.zip Cup Listing: http://dl.dropbox.com/u/7986587/k_DK64L.txt Cheats: http://dl.dropbox.com/u/7986587/k_dk64c.txt (type exec [filename] to use .txt files) If you'd like to use Derpy for something, here: http://dl.dropbox.com/u/7986587/DerpyCameo.wad Thing number 2803 ![]() Download Now
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#42 | ||||
A "rather brash" indivisual
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EDIT: Also, after changing some of the skies in some levels (after seeing four levels in a row with the same sky), I also decided to make Riverside Park look more like its GBA counterpart... ![]() I think I did quite well here. Much nicer. I may give Donut Plains 3 similar treatment.
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Last edited by D00D64; 07-13-2011 at 08:40 PM. |
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#43 | ||
A "rather brash" indivisual
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UPDATE 1.6!
Made some fixes to the maps, and added a new one; Sky Garden! ![]() There, now people on IRC can stop asking me to make it. Blech. NEXT update'll probably be the missions one. Who knows? Also, the map count is now... 9 Ported levels 3 Original levels 16 Riders/Sonic R Ported levels 28 maps TOTAL! This combined with the preinstalled 10 maps, and that's 38, more than the DS and Wii Mario Kart titles! This is obviously not counting the unfinished maps, the Bleeding Green placeholder map, and Block Fort (which was made in preparation for Battle mode, if it comes up). That's quite the amount of maps! A far cry from what we had in 1.09, eh?
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Last edited by D00D64; 07-14-2011 at 04:14 PM. |
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#44 | |
CRIMES.
Developer
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This pack is great fun when you've got about ten people all playing. Have some quotes from our netgame;
Spoiler: KART RAGING GOODNESS Some of these probably aren't near as funny without the context of the game, and I apologize for this. Also, as you can tell, we eventually got bored of racing and started searching out the cameos. Edit: Also, have the full log here if you want.
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Last edited by fickleheart; 07-15-2011 at 03:09 AM. Reason: There weren't ten servers of it up, sorry. |
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#45 | ||
ANNIHILATE.
Developer
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This pack is amazing, but some of the ports are very bleh looking, and sometimes too wide open.
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MERRY EGGS-MAS 2012 EVERYONE! Quote:
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#46 | ||
A "rather brash" indivisual
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Oh yes.
![]() It was quite the game. We had about 8 to 9 guys in here at any given moment. It was awesome. ![]() It also involved swimming. Kinda. ![]() We played for AGES. This is why having tons of maps is awesome.
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#47 |
The Tortured Planet guy
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...where's my F1 map list?
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#48 | |
CRIMES.
Developer
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If only there was an option in the Esc menu...
Something like "Change Map..."... Maybe it would let you choose a map to play...
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#49 |
Tyler52 Forever
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I quite literally star raped, EVERYONE.
EDIT: Oh, and Scoot was a very frustrating challenge, all I could manage to catch up to was his drifting dust. Last edited by Iceman404; 07-14-2011 at 11:27 PM. |
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#50 | ||
A "rather brash" indivisual
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After thinking about it, not only would the maps be difficult to fit on one f1 image, it'd be annoying to update. SOOOOOOOOOO...
http://dl.dropbox.com/u/7986587/k_DK64L.txt Grab this, and "exec k_DK64L" to use! ![]() Basically, CUPLIST says the cups and the cup aliases say the maps. There were wayyyyy too many maps for a single list, so I had to split it up. Also, in this latest version, all Kart mas are now compatible in single player, so no need for "-force"! Future versions of the pack will have this file included in the ZIP, and the wad will execute the txt file on startup, ensuring you get your list at the ready right away!
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#52 | ||
A "rather brash" indivisual
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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! Something had to be done! So I dug up my Cosmic Casino textures, strangled Blade for his textures, gave my textures a bit of polish, aaaaaand...
![]() I got an early beta for stuff! and before you ask, yes those pillars are animated, no Sonic is not a ghost and is just on invincibility frame blink, and no, we wont be using Sonja art as a placeholder for anything and accidentally leave it in. ![]() Also contains those slot machines that spin around! (The red block texture has got to go, I know.) And I'll make sure I use those new sideways springs in a way that'll hopefully not bug the fuck out like pretty much every SOCced sideways spring ever. As for mission mode, that's going along pretty slowly, but thanks to CZ64, the puddles in Luigi Circuit (GBA) now cause spinouts! There's a bug involving stars that gets you stuck until star power runs out though. I'll fix it eventually. But next update will still have plenty of other things for you guys, so keep holding on!
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#53 |
Tyler52 Forever
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Thank god, an actual casino level. Great job, I can't wait to drift--I mean play it out!
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#54 | ||
A "rather brash" indivisual
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![]() I wasted my time adding these. Why. and this is a different room than the last pic and its about halfway in i actually did stuff honest
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#55 |
Excelsior
Judge
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...What on earth is that Diddy Kong Racing Balloon doing there?
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#56 | |||
A "rather brash" indivisual
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UPDATE TO 1.7
Oh boy, here we go. First off, something minor: ![]() Along with bugfixes, I went ahead and not only fixed more zoomtube alternate wiewpoint cams in the Riders tracks, but added some to other zoomtubes to make them less boring. ![]() The Guest Cup has begun. Only one map so far, but it's Simsmagic's Darkvile Castle! There will be a few more Guest Cup levels on the way, you can be soon of that. My dominence over all Kart mods will soon begin! ...okay, it already did, but whatever. ![]() And finally, Lovely Night is complete! And I... am not entirely sure I like the result. I dunno. Least its better than those other alleged casino maps. No missions yet, but they'll come eventually! Possibly! Also, sadly, I had to remove the spinout pads I just added to Luigi Circuit GBA, as gaining a star and running over them caused you to be stuck in invincibility listening to the same few miliseconds of the spinout noise untill the star power runs out and you THEN spin out. Untill this is sorted out, puddles are back to non-functionality. I did learn a new gimmick for Lovely Night out of it though, so that's something! Quote:
EDIT: Oh crap, the texture2 is incorrect, since CRASHC1 isn't in there. Can't I have ONE update without at least one dumb error? Well, it has been patched for all downloads just now (both MB and Dropbox), since the update has only been up for about 40 minutes anyway. Filename is the same, so just grab the levels wad if you downloaded the ZIP already.
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Last edited by D00D64; 07-18-2011 at 08:33 PM. |
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#57 |
wow im old
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You modified flower hill?
PONIES are back! AHH
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#58 |
The Tortured Planet guy
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Okay, I've gonna say something you won't like to hear.
Lovely Night is terrible. Absolutely terrible. I mean, yeah, visually it is stunning. I'd love to see those textures used for a straight-up Single Player level. But gameplay is just awful. It suffers from the same problems as Cloud Cradle K and Monochrome Road: you are operating under the assumption that the player knows exactly where to go and what to do. And that is not going to be the case for beginners. You can't see those arrows on the floor until you are right on top of them (you should have used wall arrows instead). There are a crazy number of 90-degree turns, including ones that occur right before jumps. And besides that, the level is really too long as well; It's really all just jumping and drifting, and while the visuals are nice and shiny, they are homogeneous, so you have no idea where you are on the stage. The real problem is that the level is so gorgeous that it is terribly distracting. And also, there is no real way to tell the track from just-for-show areas, either. Just using a special floor texture to outline the track would have made this stage much better. Last edited by Fawfulfan; 07-19-2011 at 12:37 PM. |
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#59 | ||||||
A "rather brash" indivisual
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The only saving grace of the level being that many of the items are placed in a Risk vs Reward way; using the pink pad (called the Max Pad) instead of taking items, items being placed in a way where it would be quicker to skip them, items in tight places... There are a quite a few items, but its too risky to get them all... Unless you feel lucky. Which you should be if you're going to a casino. As for wall arrows, I never did like those very much, but since sector arrows don't work, I think I know what else to use... Quote:
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#60 |
The Tortured Planet guy
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I've had time to think about it, and I think I have a more specific explanation of the problem. Any decent Mario Kart track uses its own design to direct the player along the path quite naturally, without a need for too many arrows or other artificial cues. Your levels don't really do that too much; the actual route is not made obvious by the general design of the track.
Also, Darkvile Castle Kart was pretty good, but I wasn't big on the spring section. It's pretty awkward. And while we're on the subject of the Guest Cup, I'd love to see Tortured Planet represented...that is, if you can look past your personal dislike of it. ;) Last edited by Fawfulfan; 07-19-2011 at 04:48 PM. |
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#61 | |
CRIMES.
Developer
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I hosted another netgame. QUICK, MATCH THE NAME TO THE PLAYER;
![]() As you can tell, we never have the attention span to play a whole netgame with actual racing. We also played a bit of Lovely Night, and once you figure out the course, it isn't too bad. Not my first choice for a course to time attack though. This one was also quite short, so we didn't do much in the way of funny business. I set the items to Lightning Only on a few rounds, though. Great fun. I swear, I'll stop posting these so often. I just like documenting fun netgames.
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Last edited by fickleheart; 07-19-2011 at 05:44 PM. |
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