Difference between revisions of "User:JorisMKW"

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Hello,
+
{| class="textbox float-right grid"
I am Joris and I make texture's and custom tracks for Mario Kart Wii.
+
|+ JorisMKW
+
|-
[http://www.youtube.com/user/Jorisjv2000/videos My youtube channel]
+
! Avatar:
 +
| [[File:JorisMKW Profile Pic.png]]
 +
|-
 +
! YouTube:
 +
| [https://www.youtube.com/user/jorisjv2000 JorisMKW]
 +
|-
 +
! Discord:
 +
| JorisMKW#5475
 +
|-
 +
! Skype:
 +
| Joris.jv.2000
 +
|}
  
[http://www.mariokartwii.com/f100/jorismkws-textures-122277.html#post5711280 My texture list]
+
Hello there!
 +
My name is Joris and I am a 19 year old texture hack and custom track creator from the Netherlands.
 +
I have been active in the Mario Kart Wii modding community since 2013.
 +
I'm trying to create tracks in which it is easy to understand where you have to go, so people don't get screwed the first time they play them. I hope you like my work! I appreciate feedback, so I can improve my tracks. If you are a custom track creator and want to edit one of my tracks, I would appreciate it if you would ask for permission first.
  
== '''My Custom Tracks''' ==
+
== My Custom Tracks ==
{| class="wikitable sortable"
+
=== '''New tracks''' ===
 +
{| class="wikitable"
 +
|-
 +
! style="width: 500px;" | Name
 +
! style="width: 50px;" | Version
 +
|-
 +
| [[Lava Lake]]
 +
| V2.2
 +
|-
 +
| [[Desert Fort]]
 +
| V2.1
 +
|}
 +
 
 +
=== '''Old tracks''' ===
 +
{| class="wikitable"
 +
|-
 +
! style="width: 500px;" | Name
 +
! style="width: 50px;" | Version
 +
|-
 +
| [[Autumn Forest]]
 +
| V1.2
 
|-
 
|-
! width="1%" | Name
+
| [[Birthday Party]]
! width="1%" | Status
+
| V2.0
 
|-
 
|-
| [[Ghost Circuit]]
+
| [[Goomba Cave]]
 
| V1.0
 
| V1.0
 
|-
 
|-
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| [[The Nether]]
 
| [[The Nether]]
 
| V1.0
 
| V1.0
 +
|-
 +
| [[Grassland Lake]]
 +
| V1.0
 +
|-
 +
| [[F-Zero Big Blue|F-Zero Big Blue (No cactus KCL version)]]
 +
| V1.0
 +
|}
 +
=== '''Currently working on''' ===
 +
{| class="wikitable sortable"
 +
|-
 +
! style="width: 500px;" | Name
 +
! style="width: 500px;" | Status
 +
|-
 +
| [[Desert Fort]] update
 +
| Modeling.
 +
|}
 +
 +
=== '''Upcoming projects''' ===
 +
{| class="wikitable sortable"
 +
|-
 +
! style="width: 500px;" | Name
 +
! style="width: 500px;" | Description
 +
|-
 +
| Ghetto Geldrop
 +
| A big exploration track based on a real life place.
 +
|-
 +
| [[Autumn Forest]] remake
 +
| Nerf some shortcuts, add a shadow map, add plants and forest elements.
 +
|-
 +
| [[Goomba Cave]] remake
 +
| Add animations, add a shadow map, redo some sections.
 +
|-
 +
| [[Grassland Lake]] remake
 +
| Change the road to have more height differences, change the visuals to be less generic, remove the mushroom section.
 
|}
 
|}
  
== '''My Texture Hacks''' ==
+
== Texture Hacks ==
 +
=== '''Released''' ===
 
{| class="wikitable sortable"
 
{| class="wikitable sortable"
 
|-
 
|-
! width="1%" | Name
+
! style="width: 500px;" | Name
! width="1%" | Status
+
! style="width: 50px;" | Version
 +
|-
 +
| [[Koopa Ruins (Koopa Cape Texture)|Koopa Ruins]]
 +
| V1.0
 +
|-
 +
| [[Hyrule Castle (Bowser's Castle Texture)|Hyrule Castle]]
 +
| V1.0
 
|-
 
|-
 
| [[Autumn Falls (DS Yoshi Falls Texture)|Autumn Falls]]
 
| [[Autumn Falls (DS Yoshi Falls Texture)|Autumn Falls]]
 
| V1.0
 
| V1.0
 
|-
 
|-
| [[Blue Castle (GBA Bowser castle 3 Texture)|Blue Castle]]
+
| [[Blue Castle (GBA Bowser Castle 3 Texture)|Blue Castle]]
 
| V1.0
 
| V1.0
 
|-
 
|-
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|-
 
|-
 
| [[Wario's Ice Mine (Wario's Gold Mine Texture)|Wario's Ice Mine]]
 
| [[Wario's Ice Mine (Wario's Gold Mine Texture)|Wario's Ice Mine]]
| V1.0
+
| V2.0
 
|-
 
|-
 
| [[Green Circuit (Luigi Circuit Texture)|Green Circuit]]
 
| [[Green Circuit (Luigi Circuit Texture)|Green Circuit]]
| V1.0
+
| V2.0
 
|-
 
|-
 
| [[Grassland Circuit (SNES Mario Circuit 3 Texture)|Grassland Circuit]]
 
| [[Grassland Circuit (SNES Mario Circuit 3 Texture)|Grassland Circuit]]
 +
| V1.1
 +
|-
 +
| [[Christmas Garden (DS Peach Gardens Texture)|Christmas Garden]]
 +
| V1.1
 +
|-
 +
| [[Handy's Garden (DS Peach Gardens Texture)|Handy's Garden]]
 
| V1.0
 
| V1.0
 
|-
 
|-
| [[Christmas Garden (DS Peach Gardens Texture)|Christmas Garden]]
+
| [[Snowy Hills (DS Desert Hills Texture)|Snowy Hills]]
 
| V1.0
 
| V1.0
 
|-
 
|-
 
| [[Snow Beach (GBA Shy Guy Beach Texture)|Snow Beach]]
 
| [[Snow Beach (GBA Shy Guy Beach Texture)|Snow Beach]]
 +
| V2.0
 +
|-
 +
| [[Night Beach (GBA Shy Guy Beach Texture)|Night Beach]]
 
| V1.0
 
| V1.0
 
|-
 
|-
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|-
 
|-
 
| [[Night Wario's Gold Mine (Wario's Gold Mine Texture)|Night Wario's Gold Mine]]
 
| [[Night Wario's Gold Mine (Wario's Gold Mine Texture)|Night Wario's Gold Mine]]
 +
| V1.0
 +
|-
 +
| [[Grassland Resort (Grumble Volcano Texture) |Grassland Resort]]
 +
| V1.0
 +
|-
 +
| [[Lunar Path (Moo Moo Meadows Texture) |Lunar Path]]
 +
| V1.0
 +
|-
 +
| [[Sunset Valley (N64 Sherbet Land Texture) |Sunset Valley]]
 +
| V1.0
 +
|-
 +
| [[Midnight Gorge (Mushroom Gorge Texture) |Midnight Gorge]]
 +
| V1.0
 +
|-
 +
| [[Choco Summit (DK Summit Texture)|Choco Summit]]
 +
| V1.0
 +
|-
 +
| [[Night Desert (Dry Dry Ruins Texture)|Night Desert]]
 +
| V1.0
 +
|-
 +
| [[Starlight Castle (N64 Bowser's Castle Texture)|Starlight Castle]]
 
| V1.0
 
| V1.0
 
|}
 
|}
 +
 +
== Thoughts about Custom Track Design ==
 +
I think that the perfect custom track is a track that is at least drivable (and not punishing) for beginners but has advanced strats and shortcuts that make it so that people that know the track well and are better at the game in general will still have an advantage. Custom tracks shouldn’t be created for a specific group of players in the community (like competitive players or Daisy mains for example); they should cater to everyone.
 +
 +
Completing a lap on a custom track should take ~40 seconds and just like Nintendo tracks there should be 3 laps in total. Although tracks that only take 2 (or even 1) laps to complete can be great to race on when designed well; most 2-lap tracks were made 2 laps afterwards, because races would take too long with 3 laps (and I think that is bad track design).
 +
 +
I think that the perfect custom track is original in a way that its theming is executed in an original way, that there are original sections on the track and that the texture combinations used are original. There have been enough generic custom tracks for every theme that can be thought of.
 +
 +
Tracks should be fun to race on and this can be accomplished by making the playability of the track in a way that it’s challenging, feels satisfying to drive on and has great visuals.
 +
* With challenging I mean that tracks shouldn’t be made too easy; areas where you can fall off, hard shortcuts that require practice or enemies that are hard to avoid are ways to accomplish this.
 +
* With feels satisfying to drive on I mean that the way you have to drive the track makes you want to play it again. This can for example be accomplished by adding variation of sections, making certain things trickable, adding shroomless shortcuts that feel satisfactory when taking them and more. In my opinion it is more satisfying to drive on Toad’s Factory than on Sherbet Land, because Toad’s Factory has a great variation of sections, a shroomless shortcut and a low trick at the end that feel very satisfactory when you pull them off, while on Sherbet Land there is like nothing but straights where you have to wheelie. 
 +
* With has great visuals I obviously mean that the theming and visuals are on point. Custom tracks that look good are generally nicer to play on than tracks that look bad, although this isn’t always the case. Custom tracks shouldn’t ónly focus on visuals; gameplay is also really important. Great visuals are very important to make a nice custom track though. It would be a waste if a track would play amazingly but looks like trash. The perfect custom track has great playability and great visuals, i.e. a balance between the two ideals.
 +
 +
 +
{{User-JorisMKW-Link}}

Revision as of 10:41, 20 June 2019

JorisMKW
Avatar: File:JorisMKW Profile Pic.png
YouTube: JorisMKW
Discord: JorisMKW#5475
Skype: Joris.jv.2000

Hello there! My name is Joris and I am a 19 year old texture hack and custom track creator from the Netherlands. I have been active in the Mario Kart Wii modding community since 2013. I'm trying to create tracks in which it is easy to understand where you have to go, so people don't get screwed the first time they play them. I hope you like my work! I appreciate feedback, so I can improve my tracks. If you are a custom track creator and want to edit one of my tracks, I would appreciate it if you would ask for permission first.

My Custom Tracks

New tracks

Name Version
Lava Lake V2.2
Desert Fort V2.1

Old tracks

Name Version
Autumn Forest V1.2
Birthday Party V2.0
Goomba Cave V1.0
Desert Raceway V2.0
Sunset Rocks V2.1
The Nether V1.0
Grassland Lake V1.0
F-Zero Big Blue (No cactus KCL version) V1.0

Currently working on

Name Status
Desert Fort update Modeling.

Upcoming projects

Name Description
Ghetto Geldrop A big exploration track based on a real life place.
Autumn Forest remake Nerf some shortcuts, add a shadow map, add plants and forest elements.
Goomba Cave remake Add animations, add a shadow map, redo some sections.
Grassland Lake remake Change the road to have more height differences, change the visuals to be less generic, remove the mushroom section.

Texture Hacks

Released

Name Version
Koopa Ruins V1.0
Hyrule Castle V1.0
Autumn Falls V1.0
Blue Castle V1.0
Volcanic Stadium V1.0
Wario's Ice Mine V2.0
Green Circuit V2.0
Grassland Circuit V1.1
Christmas Garden V1.1
Handy's Garden V1.0
Snowy Hills V1.0
Snow Beach V2.0
Night Beach V1.0
Night Toad's Factory V1.0
Night Wario's Gold Mine V1.0
Grassland Resort V1.0
Lunar Path V1.0
Sunset Valley V1.0
Midnight Gorge V1.0
Choco Summit V1.0
Night Desert V1.0
Starlight Castle V1.0

Thoughts about Custom Track Design

I think that the perfect custom track is a track that is at least drivable (and not punishing) for beginners but has advanced strats and shortcuts that make it so that people that know the track well and are better at the game in general will still have an advantage. Custom tracks shouldn’t be created for a specific group of players in the community (like competitive players or Daisy mains for example); they should cater to everyone.

Completing a lap on a custom track should take ~40 seconds and just like Nintendo tracks there should be 3 laps in total. Although tracks that only take 2 (or even 1) laps to complete can be great to race on when designed well; most 2-lap tracks were made 2 laps afterwards, because races would take too long with 3 laps (and I think that is bad track design).

I think that the perfect custom track is original in a way that its theming is executed in an original way, that there are original sections on the track and that the texture combinations used are original. There have been enough generic custom tracks for every theme that can be thought of.

Tracks should be fun to race on and this can be accomplished by making the playability of the track in a way that it’s challenging, feels satisfying to drive on and has great visuals.

  • With challenging I mean that tracks shouldn’t be made too easy; areas where you can fall off, hard shortcuts that require practice or enemies that are hard to avoid are ways to accomplish this.
  • With feels satisfying to drive on I mean that the way you have to drive the track makes you want to play it again. This can for example be accomplished by adding variation of sections, making certain things trickable, adding shroomless shortcuts that feel satisfactory when taking them and more. In my opinion it is more satisfying to drive on Toad’s Factory than on Sherbet Land, because Toad’s Factory has a great variation of sections, a shroomless shortcut and a low trick at the end that feel very satisfactory when you pull them off, while on Sherbet Land there is like nothing but straights where you have to wheelie.
  • With has great visuals I obviously mean that the theming and visuals are on point. Custom tracks that look good are generally nicer to play on than tracks that look bad, although this isn’t always the case. Custom tracks shouldn’t ónly focus on visuals; gameplay is also really important. Great visuals are very important to make a nice custom track though. It would be a waste if a track would play amazingly but looks like trash. The perfect custom track has great playability and great visuals, i.e. a balance between the two ideals.