Talk:N64 Choco Mountain (Yoshidude4 & FunkyDude15)

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Nice track, but where are the falling rocks? And why this jump ramps? However. Hope to see the falling rocks as like on the original version on v 1.0 and a little more animations. Happy christmas.--Snake 19:22, 24 December 2013 (UTC) - Unsigned comment by Snake

Thanks for the feedback. We were experiencing issues with the DKrockGC object hence why it is not present in the Beta. However, we will be sure to fix the issue for v1.0. The ramps were made to resemble the GCN DK Mountain ramps as we thought this was more appropriate. As for the animations, I'm not quite sure what you mean. If we were to add any more animations, the track would look silly. --Yoshidude4 (talk) 15:58, 24 December 2013 (GMT)
With little more animations i mean only the falling rocks. Sorry it´s my fail. If you fix it done on V 1.0, the track look be perfekt and players have much fun. I like the track. Don´t worry. Have a nice day Dude´s team. Do continue. --Snake 19:23, 24 December 2013 (UTC) - Unsigned comment by Snake
I agree with Snake, glad to see that's gonna be fixed :) however, I think the halfpipe in this version looks really sketchy, if you could curve the ground leading up to them, they would look a lot better. Also, the ramps should be placed higher up so the player actually goes off of them instead of leaving the ground right before them. Overall though, the track looks nice, best port by far :) invis (talk) 23:44, 15 January 2014 (UTC)
I have to say, Invis has a point. The halfpipe section does look a little odd (and slightly too high to be worthwhile perhaps?). In my opinion it would be much better if the halfpipe was smoothed off a bit and made slightly lower, but I appreciate the fact that it was only a beta version and that it was probably set to change anyway. Am I to assume that Yoshidude handled the model again? If so, his skills are definitely improving! Nowadays any track with Yoshidude listed as one of the authors seems to have a pretty high level of polish, so keep up the good work! -- WorldsBoss (talk) 00:00, 16 January 2014 (UTC)
Thanks for the feedback everyone! We are currently working on v1.0, and Yoshidude has already much improved the halfpipe. I would have to agree with WorldsBoss. Yoshidude is going from on of the good CT Creators to one of the great CT creators, and I'm happy to be working with him :) The only problem that's holding us back is the falling rocks. We have both tried making them a few times and asked someone for help and still no luck. --From FunkyDude (talk) 00:25, 16 January 2014 (UTC)
Hmmmm. Boaulettes is the only person i think how to make the falling rocks. But he wan't tell us. That's the information, we are missed and need. --Snake 07:10, 17 January 2014 (UTC)

Almost nailed it

First off the update fixed pretty much everything- smooth halfpipe, DKM ramps that you actually get to drive on (lol) and textures/colors around the speed boosts. At this point, I'd say the only issue is that the halfpipe is really too too high up to be worthwhile. Minor issue, not really worth releasing a whole update for. If you do find bugs or something, however, that should be fixed as well. Great job, 9/10 from me! :) --From invis 04:20, 3 February 2014 (UTC)


Personal opinion: I really love this track, but I have a defect on the ramps. The first ramp doesn't seem really needed because you can just trick up at the top of the hill, and the 2 ramps near the end can also do the same. Other than that, I really have no problem with the track. --Michael (talk) 05:50, 3 February 2014 (UTC)

Next Version (Suggestion)

You should scale the model 5% bigger (as racer starting 12th starts at the lowest part of the last bump), move some of the DKM ramps a bit closer (like the first ramp moved to at the peak of the first bump), and lower the half-pipe a bit, as I was having trouble getting up there. Just some ideas...--Michael (talk) 01:35, 26 April 2014 (UTC)

Why. No. The track is perfekt. Amazing. Please don`t scale it. --Snake 15:32, 26 April 2014 (UTC)