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[SRB2 Riders] D00D Kart 64 - Mario Kart Level Pack! Details »»
[SRB2 Riders] D00D Kart 64 - Mario Kart Level Pack!
Version: 2.2.2, by D00D64 (A "rather brash" indivisual) D00D64 is offline
Developer Last Online: Oct 2017

Version: SRB2Riders Rating: (12 votes - 4.42 average)
Released: 07-02-2011 Last Update: 07-22-2011 Installs: 14
Multiplayer Levels SOCs Scripts Sprites/Graphics



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!

Ported Maps

Shell Cup
Luigi Circuit GBA
Ribbon Road (GBA)
Delfino Square (DS)
Ghost Valley 2 (SNES)

Banana Cup
Donut Plains 3 (SNES)
Mario Speedway (N64)
Riverside Park (GBA)
Shroom Ridge (DS)

Lightning Cup
Sky Garden (GBA)
Desert Hills (DS) [Thanks to Blade for this one!]
Retro Maze (Pac-Man World Rally)





Custom Maps

Lovely Cup (WIP)

A series of tracks set on the island of Lovely, where all four seasons run simultaneously in different places. How? Who cares?

Lovely Sunset (Coming Soon!)
Lovely Afternoon
Lovely Night
Lovely Day (Possibly also coming soon!)



Eagle Cup(WIP)

The hardest of the hard, the stages are just as aggressive as the most hardened of opponents!

Black Bliss (May be moved)
??? (Coming Somewhat less soon!)
Cloud Cradle K
Monochrome Road



Guest Cup

The next step in this Kart pack's dominance over SRB2 Riders, this pack is almost literally devowering other maps! Is there no end in sight?!

Darkvile Castle (Simsmagic)
Forgotten Ruins (Blade)
Blue Mountain (Chrome) [NOTE: This map replaces DK Cavern, and is not technically part of this cup]
Thunder Piston (ZarroTsu)



Battle

Block Fort (N64)
Peach's Castle (Battle version)




What's that? STILL not enough Kart action? Well, those Riders and Sonic R stages were gathering dust, so I converted some of them to Karts mode! They can be found starting from "MAPRA".



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

File Type: zip k_DKart64_v2_2_2.zip (8.49 MB, 2520 views)

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  • This addon may not be copied, reproduced or published elsewhere without the author's permission.

Comments
Old 07-28-2011   #102
Virt
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What are the Clonies, exactly?
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Old 07-28-2011   #103
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Quote:
Originally Posted by RedEnchilada View Post
HEY D00D64, THIS HAS A SMALL BUGFIX. YOU MIGHT WANNA LOOK INTO IT.
Yeah, and figures I remember it too late <_<

Fixed for next version.


Quote:
Originally Posted by Virt the Fox View Post
What are the Clonies, exactly?
Clone ponies, obviously. Red SOCced them so they come in randomly selected color+mane combos. The ones in D00D Kart can be killed.
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<RedEnchilada> I remained ignorant to a set of titanic breasts for 17 years!
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<SpiritCrusher> Nobody would doubt that it's a dead Jew child
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Old 07-28-2011   #104
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Quote:
Originally Posted by Virt the Fox View Post
What are the Clonies, exactly?
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Old 07-29-2011   #105
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Now THAT is a lot of ponies.
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Old 07-29-2011   #106
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Agreed much?
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Old 07-29-2011   #107
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Quote:
Originally Posted by Virt the Fox View Post
Now THAT is a lot of ponies.
And they're all looking in the same direction!!!!

It's like they're mind controlled...
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Old 07-29-2011   #108
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Originally Posted by Tyler52 View Post
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.
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<Nekoishi> HOW DO YOU JUST NOT NOTICE GIGANTIC BREASTS
<RedEnchilada> I remained ignorant to a set of titanic breasts for 17 years!
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<SpiritCrusher> But I wouldn't say "dead Jew child" is incorrect
<SpiritCrusher> Nobody would doubt that it's a dead Jew child
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Old 07-30-2011   #109
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I have a problem,i dont know how to show derpy in levels.
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Old 07-30-2011   #110
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...Are you adding the WAD? Are you using thing 2803? Are you sure it's in the right spot?
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Old 07-30-2011   #111
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Yes but i wanna add it in SRB2DB,im using thing 2803,and its on the right spot.
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Old 08-04-2011   #112
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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.
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Old 08-04-2011   #113
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Originally Posted by Charybdizs View Post
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.
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<Nekoishi> HOW DO YOU JUST NOT NOTICE GIGANTIC BREASTS
<RedEnchilada> I remained ignorant to a set of titanic breasts for 17 years!
Quote:
<SpiritCrusher> But I wouldn't say "dead Jew child" is incorrect
<SpiritCrusher> Nobody would doubt that it's a dead Jew child
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Old 08-04-2011   #114
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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.
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Old 08-04-2011   #115
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Originally Posted by Charybdizs View Post
And I thought I did something great. :<
I was the one that seen the spring in the first place, Mr. knowitall.
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Old 08-04-2011   #116
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Originally Posted by Metal-Rawr View Post
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.
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Old 08-07-2011   #117
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Quote:
Originally Posted by D00D64 View Post
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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Last edited by SRB2PlayerFan; 04-22-2012 at 04:15 AM. Reason: Other reasons on another post.
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Old 08-07-2011   #118
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Quote:
Originally Posted by SRB2PlayerFan View Post
  • 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.
Quote:
  • 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?
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Old 08-07-2011   #119
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Originally Posted by Charybdizs View Post
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?
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Old 08-07-2011   #120
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Originally Posted by SRB2PlayerFan View Post
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.


Quote:
Originally Posted by SRB2PlayerFan View Post
  • 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.


Quote:
Originally Posted by SRB2PlayerFan View Post
  • 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.


Quote:
Originally Posted by SRB2PlayerFan View Post
  • 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.


Quote:
Originally Posted by SRB2PlayerFan View Post
  • 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.

Quote:
Originally Posted by SRB2PlayerFan View Post
  • 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.


Quote:
Originally Posted by Charybdizs View Post
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.


Quote:
Originally Posted by Charybdizs View Post
WHERE ARE MY DERPY-HOOVES SPEECH SCRIPTS?
Most likely not happening. Emblems were placed, but Riders breaks them.
__________________
Quote:
<Nekoishi> HOW DO YOU JUST NOT NOTICE GIGANTIC BREASTS
<RedEnchilada> I remained ignorant to a set of titanic breasts for 17 years!
Quote:
<SpiritCrusher> But I wouldn't say "dead Jew child" is incorrect
<SpiritCrusher> Nobody would doubt that it's a dead Jew child
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Old 08-07-2011   #121
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Quote:
Originally Posted by D00D64 View Post
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




Quote:
Most likely not happening. Emblems were placed, but Riders breaks them.
What do emblems have to do with scripts?
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