![]() |
![]() |
||||||||||||||||||||||||||||||||||||||||
Welcome to the Turbo Pack Mega (or TPM for short). This pack has currently 8 maps in it:
MAP82 Frozen Lake Zone A snowy circuit where contestant must carelessly drive on thin ice and hazardous caves. Don't fall down in the water! Spoiler: MAP83 UAC Racing Facility IT'S HELL ON EARTH! WHY DON'T WE ORGANISE A KART RACE? Map based on the original Doom game. UPDATE From version 1.4, this map is in map hell Spoiler: MAP84 Windy Hilltop Zone A really high place, with a lot of currents that propel karts upward! Physicist hate this trick! Spoiler: MAP85 Crash Course Zone Did someone forget to install Counter Strike: Source? Try to reboot. Spoiler: MAP87 Salt Factory Zone Directly from the mines, the salt here is crushed and sent to the world. The only problem, there is no warehouse! Spoiler: MAP88 Tux Raceway For once, a track that is an actual race circuit! A short 5 lap track. Spoiler: MAP89 Shinigami Valley Zone You are dead! The god of death is watching now the race, maybe if you win he will let you return to the world of the living? Spoiler: MAPS8 Horrible Roundabout Hidden map. First experiment with the editor. Put in just for fun. Changenote: Quote:
Download Now
Screenshots Show Your Support
|
Comments |
![]() |
#2 |
Probably Responsible
Moderator
|
Welcome to releases!
|
![]() |
![]() |
![]() |
#3 |
|
i like the designs of these maps and the idea behind the UAC one is a really creative one that i've always wanted seeing get made in kart so, it's good to see someone making it! tho i have an issue with the maps, the roads are way too tight and hard to navigate on both of the maps, and the directioning isn't that great either, which would be really bad to deal with in a netgame i'd imagine, and also, the red spring panels you have in the maps act like yellow spring panels so, you should change their sprites, otherwise, this is a pretty decent map pack
|
![]() |
![]() |
![]() |
#4 |
|
also, frozen lake has the same mapid as monochrome rift, so, you should fix that
|
![]() |
![]() |
![]() |
#5 | |
|
Released V 1.0.1, with some important fixes
Quote:
Thanks a lot for the feedback, I will try to enlarge the maps if it's possible without breaking to much the layout and add more signs |
|
![]() |
![]() |
![]() |
#6 |
|
Interesting designs. Here's a bit of feedback.
Both of these are quite small. I had to add "MobjScale = FRACUNIT*87/100" to the map header to make them not be pinball with my 8 player game. I'd suggest trying decreasing the mobjscale like this to give some room on the track for multiplayer. Love the UAC Facility. The outside section is great and I like the cliff with boosters. The inside is a bit bland however. Could use some more doom inspired architecture, like the metal doors or computers, barrels, etc to make the interior more interesting to race through. Maybe a little height variation inside. Great music choice. Frozen Lake is alright. It has one section with a very thin bridge that is almost impossible to drift cleanly through at the default scale. The icy hairpin after that gives quite major issues to any heavier/faster characters. Try using E-102 Omega to see what I mean. Perhaps it's supposed to be a braking drift for those types? Could also use arrows on the dangerous turns where there are cliffs/water into death planes on the outsides. Nice work overall. I'd love to see future updates and improvements to these, as well as newer tracks from you! |
![]() |
![]() |
![]() |
#7 |
|
Yeah, these tracks could definitely do with some enlarging; the stairs at the start of UAC especially suffer from this, since coming in on a second/third lap requires you to hit a relatively narrow line or else miss them and lose a ton of time.
__________________
(The artist formerly known as Eggman Dr - like over a decade ago.) |
![]() |
![]() |
![]() |
#8 |
|
Release V 1.1, hopefully it's better to play online. Made some minor changes in layout of frozen lake zone, but there isn't a lot I can do without screwing to much the circuit
|
![]() |
![]() |
![]() |
#9 |
|
I'm not sure if this issue is unique to me or what, but for some reason with this pack loaded, some textures in other courses get broken, for example, green hill zone is ruined.
Heres what I mean: ![]() |
![]() |
![]() |
![]() |
#10 | |
|
Quote:
No it's not unique to you, I forgot to remove some unused texture from my resources and some of them had the same name of the base resource, causing some conflicts in other tracks. I've updated the pack, there shouldn't be any more conflicts, but in the chance I've missed something I will eventually update again. Thanks a lot for telling me the issue. |
|
![]() |
![]() |
![]() |
#11 |
|
Realeased V1.2, with a new track, Windy Hilltop Zone.
EDIT Hotfix realeased in v1.2.1 for a crash issue Last edited by turbofa; 02-02-2020 at 09:38 AM. |
![]() |
![]() |
![]() |
#12 |
|
Released v1.3, new track + minor layout changes to UAC Racing Facility
|
![]() |
![]() |
![]() |
#13 |
|
Released v1.4, with not one, not 3, but 2 new tracks! Also, various modification in all the tracks, details in the changelog.
|
![]() |
![]() |
![]() |
#14 |
|
Released V1.5, more maps, more signs and minor changes to layouts.
|
![]() |
![]() |
![]() |
#15 |
|
Released an hotfix for a bugged vertex
|
![]() |
![]() |
![]() |
#16 |
|
Windy Hilltop and Tux Raceway have become a couple of my favorite maps!
Some feedback on Shinigami Valley: I think you need more color variation. Many players complain about the overbearing amount of grey in the map when it comes up on my server. This low contrast is especially detrimental in the indoor cave section where the walls, floor, and cieling are all grey. Make it really hard to tell where you are going and I've observed many people just driving straight off due to poor visibility in there. Lining the edges of the track with contrasting colors would help an absolute ton here. Especially the edge of the cliff in the cave cliffs section. Overall good work and I'd love to see future improvements and tracks! |
![]() |
![]() |
![]() |
#17 |
|
Yea! Turbo Time!
|
![]() |
![]() |
![]() |
#18 |
|
Where exactly is the music for Tux Raceway from? I know the name of the song is Rush.it, and the original version was done by somebody named Jimmy before being replaced by a remastered version by that guy named Oravell. But trying to do an Google/YouTube search on the song does not work, and I can't get any results that even vaguely resemble what I'm looking for. It's just that the song is really good, and I would love to find the source of it.
|
![]() |
![]() |
![]() |
#19 | |
|
Quote:
It's by Jimmyoshi (or jimmy.oshino, which is his current Soundcloud username); my guess is that Oravell sent the remastered version, and was wrongly credited as the author (the metadata should say "Rush.it - jimmy.oshino (remastered by Oravell)", I guess) Also, if anyone wants to check Oravell's other stuff (mostly remasters), check it out: https://soundcloud.com/oravellmusic Last edited by raphaelgoulart; 07-01-2020 at 03:48 PM. |
|
![]() |
![]() |
![]() |
#20 |
|
Realeased V 1.5.2, mainly bug fixing and modified credits for rush.it, a bigger change in the last area of salt factory, all details in the changelog.
|
![]() |
![]() |
![]() |
Thread Tools | |
|
|