[WIP] Doom Kart

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Lord_of_D:
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[WIP] Doom Kart

#1

Post by Lord_of_D: » Wed Feb 03, 2016 3:25 am

We have always had lots of fun custom game modes, from more advanced invasions to Soccer, Minigames and even Parkour, but we have never had a decent Race mod, so im attemting to change that by making a Doom version of one of the funniest racing games ever: Mario Kart. The objective is to make a game based on Mario Kart with all the possible features from it, including Items, Turbos and different kind of Karts, but that will require a lot of coding, and im still an amatuer at it, so im asking for people that can help me with the next Objectives:

-Make a stable code that portraits the game style of Mario Kart.
-Once the essential coding is complete, Mappers that make tracks.
-Custom Hud
-Sprites for different kind of projectiles, karts and etc.
-Artwork for the Menu, intermission screens, etc.

Status: Very Early Progress

For the momment, the mod is very early, theres no actual maps(besides a test map i made) cause im focusing on making the gameplay elements first, so im looking for someone who can teach me and advise me.

Screenshots:
[Spoiler]Image
Image[/Spoiler]


Credits to:
-Scalliano, Vader and the unknown user for the sprites of the karts Scalliano posted on the topic "Spriting Carnival".
-SGTMarkIV for the Motorcycle i used as a base for the Karts.
-Nintendo for everything related to Mario Kart
Last edited by Lord_of_D: on Wed Feb 03, 2016 3:30 am, edited 1 time in total.
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CallCenterHero
 
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RE: [WIP] Doom Kart

#2

Post by CallCenterHero » Wed Feb 03, 2016 4:19 am

This looks really cool. Gonna play it once I get home in a couple hours. Are you going more for the SNES style flat Mario kart racing? Or the more modern games?

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RE: [WIP] Doom Kart

#3

Post by Lord_of_D: » Wed Feb 03, 2016 5:19 am

CallCenterHero wrote: This looks really cool. Gonna play it once I get home in a couple hours. Are you going more for the SNES style flat Mario kart racing? Or the more modern games?
The mod hasnt been released yet, but im aiming for a 64-like format, with the jump and mini-turbos and, if we get to such thing, small differences between characters
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CallCenterHero
 
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RE: [WIP] Doom Kart

#4

Post by CallCenterHero » Wed Feb 03, 2016 7:32 am

Lord_of_D: wrote:
CallCenterHero wrote: This looks really cool. Gonna play it once I get home in a couple hours. Are you going more for the SNES style flat Mario kart racing? Or the more modern games?
The mod hasnt been released yet, but im aiming for a 64-like format, with the jump and mini-turbos and, if we get to such thing, small differences between characters
woops... i didnt read the part where it wasn't released. But that sounds awesome. Can't wait to see the finished product :)

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Blast98
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RE: [WIP] Doom Kart

#5

Post by Blast98 » Thu Feb 04, 2016 11:21 pm

Now speaking of this mod, there's a SRB2 Kart. SRB2 stands for Sonic Robo Blast 2 if you didn't know.

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RE: [WIP] Doom Kart

#6

Post by Lord_of_D: » Sat Feb 06, 2016 2:01 am

Blast88 wrote: Now speaking of this mod, there's a SRB2 Kart. SRB2 stands for Sonic Robo Blast 2 if you didn't know.
interesting, never knew about it, if the coding is not too different from decorate, maybe i can learn 1 or 2 things from it, thanks for the info. But anyway, im aimming to make one that works in Zandronum, so it can be played in its servers online in multiplayer.
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FoxBoy
 
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Re: [WIP] Doom Kart

#7

Post by FoxBoy » Wed Aug 24, 2016 4:24 am

Well, I was actually involved with the team in SRB2 Kart for a good while, so I think I'll give you all the information you can:

"if the coding is not too different from decorate, maybe i can learn 1 or 2 things from it"

It is. The code in the game itself was changed manually to allow for new feature to do such a thing. However, this project also gave birth to a few new SRB2 Devs, so that was really productive. It requires the main SRB2 files to use, and SRB2 v2.0.6 for that matter.

"but im aiming for a 64-like format, with the jump and mini-turbos and, if we get to such thing"

SRB2 Kart did it differently. It's code made its own variant of control and movement that the developers felt comfortable with. IT's really unique and feels much more "Doom-y" than actual Mario Kart which is why it has a certain glamour in our hearts at SRB2 to this day. However, I've been told that it's getting new movement code and is going to feel more like Super Mario Kart, and not have items ripped from the Mario Kart series.

https://mb.srb2.org/showthread.php?t=36732 Here is the topic in question, if you want more info.
Sometimes you have to stop and smell the roses you know. It's part of being natural, everything has a tone of beauty to it however you see fit. <3

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