Difference between revisions of "User:Jefe"

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==About Me==
 
==About Me==
I began making levels for Mario Kart Wii in Fall 2011, but I've been modding Unreal Tournament 2004 for years, and run an [http://www.gametracker.com/server_info/68.232.165.172:7777/ RPG invasion server].  (You fight against waves of monsters, pick a class and learn skills as in an RPG.) You can see some of my custom skins [http://www.gametracker.com/clan/D-E-K/forum.php?thread=45164 here] and maps [http://mapraider.com/member/?memberid=7506 here].  My nickname is pronounced with an '''H''' like this: ''Heh-fay''.  I'm not actively making custom tracks at this time, but I still keep an eye on the Wiiki.
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I have made six Mario Kart Wii levels, creating the first one, Rooster Island, in Fall 2011.  Most of my modding experience is with [http://en.wikipedia.org/wiki/Unreal_Tournament_2004 Unreal Tournament 2004.]  You can see some of my custom skins [http://www.gametracker.com/clan/D-E-K/forum.php?thread=45164 here] and maps [http://mapraider.com/member/?memberid=7506 here].  I also run the [http://www.gametracker.com/server_info/68.232.165.172:7777/ Disastrous Consequences RPG Invasion server].  My nickname is pronounced with an '''H''' like this: {{IPA|ˈhɛfeɪ}} ''Hef-ay''.   
  
====Links====
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<br clear="all">
  Xfire: [http://profile.xfire.com/jefejefejefe jefejefejefe]
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<div class="float-right">
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{| class="wikitable"
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|- <!-------------------------------------------------->
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| colspan=2 {{opt|'''Links'''}}
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|- <!-------------------------------------------------->
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! align=left| Site
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! align=right| Link
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|-
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| YouTube
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| [http://www.youtube.com/reidevjord ReiDevJord]
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|-
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| Steam
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| [http://steamcommunity.com/profiles/76561197999620365 jefejefejefe]
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|-
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| Miiverse
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| [https://miiverse.nintendo.net/users/reidevjord ReiDevJord]
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|-
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| XBox Live
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| [https://live.xbox.com/en-US/Profile?GamerTag=Reidevjord ReiDevJord]
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|-
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| Epic Forums
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| [http://forums.epicgames.com/members/1318069-jefe jefe]
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|-
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| UT2004 & MKWii Downloads
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| [http://www.vgmp3.org/ vgmp3.org]
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|-
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|}
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</div>
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{{youtube-box||FzxrBQgcKCY|Jefe's Mods}}
  
  Epic Forums profile: [http://forums.epicgames.com/members/1318069-jefe jefe]
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==Mario Kart Projects==
 
 
  MarioKartWii.com profile: [http://www.mariokartwii.com/members/jefe/ jefe]
 
 
 
  YouTube channel: [http://www.youtube.com/reidevjord reidevjord]
 
 
 
  YouTube playlist of my custom tracks: [http://www.youtube.com/playlist?list=PLDF7385B4F4A9AF11 watch]
 
 
 
  YouTube playlist of some of my UT2004 stuff: [http://www.youtube.com/playlist?list=PL356EDD0A1492A5F8&feature=viewall watch]
 
 
 
I maintain a [http://sketchup.google.com/3dwarehouse/cldetails?mid=4f00cc649f1c3c5716f4e7364e857caf collection of CT models and components] on Google 3D warehouse. If you'd like me to add any of your models to the collection, upload it to the warehouse and post a link to it on my [[User_talk:Jefe|talk page]].  You can also find my components listed on the [[Model Database]] where they are free for CT makers to reuse.  You can also reuse textures and other parts of models from my levels.  If you do so, please credit me in the track's readme and on the track's page on the wiki.
 
  
 +
I don't consider the majority custom levels, texture hacks, or character hacks to be actual "hacks" but instead ''modifications'' or ''mods'' for short.  While the first few custom levels to be made for Mario Kart Wii were indeed created by hacking the game, most levels since then have simply used the tools created by the people who initially deciphered the game, [[MrBean]] and [[Chadderz]], or more recent tools by [[Wiimm]], [[KHacker35000vr]], [[Vulcanus2]] and others.  I approach creating content for MKWii in much the same way I would with Unreal Tournament 2004, which shipped with an official level editor.  In both cases I try to make quality mods with the tools available to me.  I am proud that all of my levels perform well in split screen multiplayer without slowdown unlike many other custom tracks.  Optimization is important!
  
==Mario Kart Projects==
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I am no longer actively creating Mario Kart levels.  If you are interested in updating one of my tracks, please contact me before releasing it.  
 
 
I don't consider the majority custom levels, texture hacks, or character hacks to be actual "hacks" but instead ''modifications'' or ''mods'' for short.  While the first few custom levels to be made for Mario Kart Wii were indeed created by hacking the game, most levels since then have simply used the tools created by the people who initially deciphered the game, [[MrBean]] and [[Chadderz]]I approach creating content for MKWii in much the same way I would with Unreal Tournament 2004, which shipped with an official level editor.  In both cases I try to make quality mods with the tools available to me.
 
 
    
 
    
 
====[[Rooster Island]]====
 
====[[Rooster Island]]====
 
[[File:RoosterIslandv1_0.jpg|200px|thumb|float right|[[Rooster Island]]]]
 
[[File:RoosterIslandv1_0.jpg|200px|thumb|float right|[[Rooster Island]]]]
My first Custom track, which took about a week to model.  It took another two weeks to completely finish.  I wasn't sure what from-scratch custom tracks were capable of and what limitations there were in terms of poly count and textures, so I aimed for something simple, with an intentional N64 vibe.  Since there aren't any tools for lighting levels properly, I also picked bright, vibrant colors.  I based my textures and colors on Mario 64, another game that didn't have light sourcing.  I am mostly happy with the results, although I am disappointed in [[SketchUp]]'s lack of texturing options, and had to change some of my texture choices to simple textures that wouldn't show alignment errors prominently.  Otherwise I really like the program.
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Rooster Island was my first custom track. It took about a week to create the initial model.  It took another two weeks to completely finish the level.  I wasn't sure what from-scratch custom tracks were capable of and what limitations there were in terms of poly count and textures, so I aimed for something simple, with an intentional N64 vibe.  Since there weren't any tools for lighting levels available, I also picked bright, vibrant colors.  I based many of my textures and colors on Super Mario 64, another game that didn't have light sourcing, and the beach sections were inspired by Koopa Troopa Beach from Mario Kart 64.  I am mostly happy with the results, although I am disappointed in [[SketchUp]]'s lack of texturing options, and had to change some of my texture choices to simple textures that wouldn't show alignment errors prominently.  Otherwise I really like the program. People often assume this track was inspired by or based on The Legend of Zelda: The Windwaker due to confusion with the name Dragon Roost Island, but it was not.<br clear="all">
 
 
 
====[[F-Zero White Land I]]====
 
====[[F-Zero White Land I]]====
 
[[File:WhiteLandJefe1.jpg|200px|thumb|float right|[[F-Zero White Land I]] v2.0]]
 
[[File:WhiteLandJefe1.jpg|200px|thumb|float right|[[F-Zero White Land I]] v2.0]]
Even though I grew up in the era of the SNES, I didn't get into F-Zero until GX came out.  I wanted to pick an easy project for my second track and I wanted to do something from a MODE 7 SNES game that hadn't been done yet.  I choose this level based on the map images on [http://vgmaps.com/ vgmaps.com].  The layout looked good for Mario Kart, unlike many of the other tracks, which are dominated by long straightaways.  A cool feature of this track is a series of nine jump ramps surrounded by off-road sections, which translate quite well to MKWhee, but are challenging. This level received a substantial revamp after I was finished with Rezway II.
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Even though I grew up in the era of the SNES, I didn't get into F-Zero until GX came out on the Gamecube, so my experience with the first game was almost non-existentEven so, I wanted to pick an easy project for my second track and I wanted to do something from a MODE 7 SNES game that hadn't been done yet.  I choose this level based on the map images on [http://vgmaps.com/ vgmaps.com].  The layout looked good for Mario Kart, unlike many of the other tracks, which are dominated by long straightaways.  A cool feature of this track is a series of nine jump ramps surrounded by off-road sections, which translate quite well to MKWhee, but are challenging. This level received a substantial revamp after I was finished with Rezway II. <br clear="all">
 
 
 
====[[F-Zero Big Blue]]====
 
====[[F-Zero Big Blue]]====
 
[[File:MKWII-BigBluebyJefe1.jpg|200px|thumb|float right|[[F-Zero Big Blue]]]]
 
[[File:MKWII-BigBluebyJefe1.jpg|200px|thumb|float right|[[F-Zero Big Blue]]]]
My third track.  I wasn't going to do another F-Zero level originally, since I don't want to be strongly associated with making just one type of level.  Big Blue is a bit longer than White Land I at the same scale, but is also an easier track.  The original level has no jumps or boosts, just a few sharp turns, a very long straight away, a few rough spots and one slippery bend.  In my remake, I added several boosts and increased the amount of sand in the rough areas to provide some challenge and shortcut opportunities. I also decided to make some [http://sketchup.google.com/3dwarehouse/details?mid=838ac40416e37e90a0ffdb048cdaf89c futuristic dome structures] to flesh out the level. I'm very happy with how this level turned out.  I later went back to White Land and added similar structures.  
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My third track.  I wasn't going to do another F-Zero level originally, since I don't want to be strongly associated with making just one type of level.  Big Blue is a bit longer than White Land I at the same scale, but is also an easier track.  The original level has no jumps or boosts, just a few sharp turns, a very long straight away, a few rough spots and one slippery bend.  In my remake, I added several boosts and increased the amount of sand in the rough areas to provide some challenge and shortcut opportunities. I also decided to make some [http://sketchup.google.com/3dwarehouse/details?mid=838ac40416e37e90a0ffdb048cdaf89c futuristic dome structures] to flesh out the level. I'm very happy with how this level turned out.  I later went back to White Land and added similar structures. <br clear="all">
 
 
 
====[[Rezway II]]====
 
====[[Rezway II]]====
 
[[File:RezwayRemake.jpg|200px|thumb|float right|[[Rezway II]]]]
 
[[File:RezwayRemake.jpg|200px|thumb|float right|[[Rezway II]]]]
Prompted by a discussion on Youtube, I had recently written a tutorial on how to [[Remaking_Paint_Levels_In_SketchUp| remake paint tracks with SketchUp]], while keeping the original scale and and KMP layout.  I asked [[Trent Rez]] if I could take a stab at his remaking his old paint level, and the result was my fourth level for Mario Kart Wii. The billboards I made for Rezway II are available [http://sketchup.google.com/3dwarehouse/details?mid=a8aa2c6cab12e17f2a761b53bf467584 here]. 
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Prompted by a discussion on YouTube, I had recently written a tutorial on how to [[Remaking Paint Levels in SketchUp|remake paint tracks with SketchUp]], while keeping the original scale and and KMP layout.  I asked [[Trent Rez]] if I could take a stab at his remaking his old paint level, and the result was my fourth level for Mario Kart Wii. <br clear="all">
 
 
====[[Kitchen Ace]]====
 
[[File:MKWiiCTKitchenAce01.jpg|200px|thumb|float right|[[Kitchen Ace]] W-I-P Preview]]
 
My fifth track will be another original level. Its working title is [[Kitchen Ace]], sharing its name (and only the name) with the song from the [http://www.youtube.com/watch?v=M4pZ7I5qnro DOOM level E1M4.]  Unlike the DOOM map, this level ''is'' set in a kitchen.  It's a mini-me level and will feature racing over pieces of a toy track and a counter top.  I was getting tired of doing remakes, all of them being flat, so expect plenty of jumps.  This project is on hiatus.
 
 
 
===Possible Future Tracks===
 
''
 
(In rough order of likeliness)''
 
 
 
* Another original design. 
 
 
 
* A reverse Rooster Island, possibly set at a different time of day.  (I actually had this in mind when originally modeling the level.)
 
 
 
* Another F-Zero level or something from another Mode 7 game.  Possibly something very unexpected based on another SNES game.
 
 
 
* A mini-me level.  Your character is about the size of a mouse inside of a normal sized room.  These are very popular in FPS games, but I haven't seen any CTs like this yet.  Waluigi Pinball and the Block Fort/Plaza battle courses are the same concept.
 
 
 
* A mini-me level based on building blocks or legos.
 
 
 
* A from-scratch remake of a Stunt Race FX level, a game I did play a lot.  (I really need to locate another cartridge for easy reference.)
 
  
* An iconic level from a FPS game like DOOM's E1M1 or GoldenEye 007's DamStory or mission levels tend to have a linear structure, these could be adapted for racing with a little ingenuity.      
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====[[Psyduck Cliffs]]====
 +
[[File:PsyduckCliffsPreview.jpg|200px|thumb|float right|[[Psyduck Cliffs]]]]
 +
My fifth released track.  After not working on custom tracks for several months, I decided to start a new project.  I wanted to create a relatively straightforward and simple level. Originally it was going to be very short like Rezway II except have some height variation.  Early on I noticed that part of the mountain area resembled a duck's head when viewed from above, and thought that would be a great way to make this a sequel to Rooster Island, which resembles a rooster.  I couldn't decide on a name until after I asked [[ALPHAMARIOX]] if he could port Psyduck to Mario Kart Wii, since he had ported several other Pokemon recently.  A fairly unique feature of this track is that it has smoothly banked turnsVery few parts of the road are actually flat. <br clear="all">
 +
====[[Slot Circuit]]====
 +
[[File:SlotCircuitScreenshot.jpg|200px|thumb|float right|[[Slot Circuit]]]]
 +
My sixth custom level is a slot race track set on a coffee table in a living room. I think this level suffers from a lack of lighting more than my other releases due to a more realistic setting, but I am otherwise happy with the results.<br clear="all">
  
* Something like [http://www.youtube.com/watch?v=ra2B8cnSL2U DM-Hyperblast2]. I will probably never end up doing this exact level, because there are so many limitations to doing the animated texture effects, but the exterior of the ship would be fun for racing.   
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==3D Warehouse==
 +
I maintain a [http://sketchup.google.com/3dwarehouse/cldetails?mid=4f00cc649f1c3c5716f4e7364e857caf collection of CT models] and a [http://sketchup.google.com/3dwarehouse/cldetails?mid=12edfdd0b2ebcc3a2f0dce64c393d5a2 collection of CT components] on Google 3D warehouse. If you'd like me to add any of your models to the collection, upload it to the warehouse and post a link to it on my [[User_talk:Jefe|talk page]].  You can also find components listed on the [[Model Database]] where they are free for CT makers to reuse.  I also allow CT makers to reuse textures and other parts of models from my levelsIf you do so, please credit me in the track's readme and on the track's page on the wiki.
  
{{User-Jefe-link}}
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{{User-Jefe-Link}}
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[[Category:People]]

Revision as of 14:20, 14 April 2017

About Me

I have made six Mario Kart Wii levels, creating the first one, Rooster Island, in Fall 2011. Most of my modding experience is with Unreal Tournament 2004. You can see some of my custom skins here and maps here. I also run the Disastrous Consequences RPG Invasion server. My nickname is pronounced with an H like this: /ˈhɛfeɪ/ Hef-ay.


Links
Site Link
YouTube ReiDevJord
Steam jefejefejefe
Miiverse ReiDevJord
XBox Live ReiDevJord
Epic Forums jefe
UT2004 & MKWii Downloads vgmp3.org
Jefe's Mods

Mario Kart Projects

I don't consider the majority custom levels, texture hacks, or character hacks to be actual "hacks" but instead modifications or mods for short. While the first few custom levels to be made for Mario Kart Wii were indeed created by hacking the game, most levels since then have simply used the tools created by the people who initially deciphered the game, MrBean and Chadderz, or more recent tools by Wiimm, KHacker35000vr, Vulcanus2 and others. I approach creating content for MKWii in much the same way I would with Unreal Tournament 2004, which shipped with an official level editor. In both cases I try to make quality mods with the tools available to me. I am proud that all of my levels perform well in split screen multiplayer without slowdown unlike many other custom tracks. Optimization is important!

I am no longer actively creating Mario Kart levels. If you are interested in updating one of my tracks, please contact me before releasing it.

Rooster Island

Rooster Island was my first custom track. It took about a week to create the initial model. It took another two weeks to completely finish the level. I wasn't sure what from-scratch custom tracks were capable of and what limitations there were in terms of poly count and textures, so I aimed for something simple, with an intentional N64 vibe. Since there weren't any tools for lighting levels available, I also picked bright, vibrant colors. I based many of my textures and colors on Super Mario 64, another game that didn't have light sourcing, and the beach sections were inspired by Koopa Troopa Beach from Mario Kart 64. I am mostly happy with the results, although I am disappointed in SketchUp's lack of texturing options, and had to change some of my texture choices to simple textures that wouldn't show alignment errors prominently. Otherwise I really like the program. People often assume this track was inspired by or based on The Legend of Zelda: The Windwaker due to confusion with the name Dragon Roost Island, but it was not.

F-Zero White Land I

Even though I grew up in the era of the SNES, I didn't get into F-Zero until GX came out on the Gamecube, so my experience with the first game was almost non-existent. Even so, I wanted to pick an easy project for my second track and I wanted to do something from a MODE 7 SNES game that hadn't been done yet. I choose this level based on the map images on vgmaps.com. The layout looked good for Mario Kart, unlike many of the other tracks, which are dominated by long straightaways. A cool feature of this track is a series of nine jump ramps surrounded by off-road sections, which translate quite well to MKWhee, but are challenging. This level received a substantial revamp after I was finished with Rezway II.

F-Zero Big Blue

My third track. I wasn't going to do another F-Zero level originally, since I don't want to be strongly associated with making just one type of level. Big Blue is a bit longer than White Land I at the same scale, but is also an easier track. The original level has no jumps or boosts, just a few sharp turns, a very long straight away, a few rough spots and one slippery bend. In my remake, I added several boosts and increased the amount of sand in the rough areas to provide some challenge and shortcut opportunities. I also decided to make some futuristic dome structures to flesh out the level. I'm very happy with how this level turned out. I later went back to White Land and added similar structures.

Rezway II

Prompted by a discussion on YouTube, I had recently written a tutorial on how to remake paint tracks with SketchUp, while keeping the original scale and and KMP layout. I asked Trent Rez if I could take a stab at his remaking his old paint level, and the result was my fourth level for Mario Kart Wii.

Psyduck Cliffs

My fifth released track. After not working on custom tracks for several months, I decided to start a new project. I wanted to create a relatively straightforward and simple level. Originally it was going to be very short like Rezway II except have some height variation. Early on I noticed that part of the mountain area resembled a duck's head when viewed from above, and thought that would be a great way to make this a sequel to Rooster Island, which resembles a rooster. I couldn't decide on a name until after I asked ALPHAMARIOX if he could port Psyduck to Mario Kart Wii, since he had ported several other Pokemon recently. A fairly unique feature of this track is that it has smoothly banked turns. Very few parts of the road are actually flat.

Slot Circuit

My sixth custom level is a slot race track set on a coffee table in a living room. I think this level suffers from a lack of lighting more than my other releases due to a more realistic setting, but I am otherwise happy with the results.

3D Warehouse

I maintain a collection of CT models and a collection of CT components on Google 3D warehouse. If you'd like me to add any of your models to the collection, upload it to the warehouse and post a link to it on my talk page. You can also find components listed on the Model Database where they are free for CT makers to reuse. I also allow CT makers to reuse textures and other parts of models from my levels. If you do so, please credit me in the track's readme and on the track's page on the wiki.

By the same author: Jefe