Difference between revisions of "User:Jefe"

From Custom Mario Kart
Jump to navigation Jump to search
(Updating page. Don't want to say I'm retired from MKWii per se. Never say never, right?)
Line 1: Line 1:
 
==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 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:  ''Heh-fay''.   
 
 
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 levels.  If you do so, please credit me in the track's readme and on the track's page on the wiki.
 
  
 
<br clear="all">
 
<br clear="all">
Line 12: Line 10:
 
! align=left| Site  
 
! align=left| Site  
 
! align=right| Link
 
! align=right| Link
 +
|-
 +
| YouTube
 +
| [http://www.youtube.com/reidevjord ReiDevJord]
 
|-
 
|-
 
| Xfire
 
| Xfire
| [http://profile.xfire.com/jefejefejefe jefejefejefe]
+
| [http://classic.xfire.com/profile/jefejefejefe/ jefejefejefe]
 
|-
 
|-
 
| Steam
 
| Steam
 
| [http://steamcommunity.com/profiles/76561197999620365 jefejefejefe]
 
| [http://steamcommunity.com/profiles/76561197999620365 jefejefejefe]
 +
|-
 +
| Miiverse
 +
| [https://miiverse.nintendo.net/users/reidevjord ReiDevJord]
 
|-
 
|-
 
| XBox Live
 
| XBox Live
 
| [https://live.xbox.com/en-US/Profile?GamerTag=Reidevjord ReiDevJord]
 
| [https://live.xbox.com/en-US/Profile?GamerTag=Reidevjord ReiDevJord]
|-
 
| YouTube
 
| [http://www.youtube.com/reidevjord ReiDevJord]
 
 
|-
 
|-
 
| Epic Forums
 
| Epic Forums
Line 29: Line 30:
 
|-
 
|-
 
| MarioKartWii.com
 
| MarioKartWii.com
| [http://www.mariokartwii.com/users/44882/ jefe]
+
| [http://www.mariokartwii.com/members/44882-jefe jefe]
|-
 
| My Custom Track Playlist
 
| [http://www.youtube.com/playlist?list=PLDF7385B4F4A9AF11 watch]
 
|-
 
| My UT2004 Mod Playlist
 
| [http://www.youtube.com/playlist?list=PL356EDD0A1492A5F8 watch]
 
 
|-
 
|-
| My UT2004 Server Playlist
+
| UT2004 & MKWii Downloads
| [http://www.youtube.com/playlist?list=PL_RXREBuOq_OP8uJvrGh0ca3m16MA7yFa watch]
+
| [http://www.vgmp3.org/DLs vgmp3.org]
 
|-
 
|-
| Kingdom of Loathing Wiki
 
| [http://kol.coldfront.net/thekolwiki/index.php/User:Megustalapasta MegustaLaPasta]
 
 
|}
 
|}
 
</div>
 
</div>
Line 68: Line 61:
 
[[File:SlotCircuitScreenshot.jpg|200px|thumb|float right|[[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. <br clear="all">
 
My sixth custom level is a slot race track set on a coffee table in a living room. <br clear="all">
 +
 +
==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 levels.  If you do so, please credit me in the track's readme and on the track's page on the wiki.
  
 
{{User-Jefe-link}}
 
{{User-Jefe-link}}

Revision as of 16:55, 25 June 2014

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: Heh-fay.


Links
Site Link
YouTube ReiDevJord
Xfire jefejefejefe
Steam jefejefejefe
Miiverse ReiDevJord
XBox Live ReiDevJord
Epic Forums jefe
MarioKartWii.com 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.

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.

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. 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.

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.

Template:User-Jefe-link