Talk:DS Nokonoko Beach (Ermelber, Yoshidude4 & Turbo Yoshi)

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Freeze

The course freezes on the loading screen (old_heyho_gba) RemyInTheSky 01:07, 3 February 2013 (UTC)

Most of the tracks don't work on old_heyho_gba, old_sherbet_64 or ridgeway_highway. Read this: Special Slot.--Gilc 04:23, 3 February 2013 (UTC)
Fixed Boost animation, some trasparency issues and Heyho Ship. It's supposed to go over GBA Shy Guy Beach, but it freezes anyway.
ZillaSpaz 04:35, 3 February 2013 (UTC)
I really don't know why it crashes. I'll try to fix it today.
Ermelber 13:02, 3 February 2013 (CET)

New Gameplay Idea

Yes don't bother to tell me this, I know that you want this track to work with the "Heyho Ship" object and that you won't replace it with the "PSea" object but yes I understand that the "Psea" object will just provide a new look of the track which isn't really necessary. But what I want to ask you guys is, have you ever took into consideration to eventually try to use the "venice_nami" object ? This object if you don't already know it, is the rising water found in Delfino Pier. The reason why I'm asking you this is that after a long set of playing this track again and again, I realised that although the fact that this track has many different routes that can be taken, not all the routes of the track are really used, in fact only one route is taken on this track, the one that is the closest to the center water section (the fastest way obviously) but what if in the second lap the water center part was rising and that the route was entirely flooded ? The players would take the second fastest route of the track but, what if in the final lap that route was also flooded ? they would take the last route that can be taken.(Yes I counted 3 possible routes that can be taken while taking into consideration the rising water). I'm going to the conclusion that having "venice_nami" object on this track would have a good impact on the gameplay of DS Nokonoko Beach I mean, just look at the layout of the track ! It's like it was bound to have that object on it (well I'm exagerating a little bit now). And that would proove that this object can really be a fun addition to a track (This object was a little bit controversial when it was firstly used). Now I'm not telling you to do what I just said but please JUST try to take that idea into consideration and not answering me (if you do) by a "If they don't want to take this route that's their problem, we got the job done anyways" because I know that you guys did a really good job but I'm just trying to make the people enjoying your work and not making it a "these layouts are tactically useless, useless track anyway". Thinking of this won't give you any work anyway (I think ?). So, well, that's all I wanted to say, good luck for everything ! Avenir (talk) 22:22, 18 February 2014 (UTC)

Start/Finish Line

Why does the start/finish line have a small KCL-like ramp when passing over? I have a suggestion: Next update, remove the KCL on the start/finish line, so it's more of a texture. --Michael (talk) 22:22, 24 February 2014 (UTC)

V 2.0

hi. Did you finished this track yet some day?? And DS Bowser Castle too?? I see the tracks are long in progress. That`s why i ask. have a good time. --Snake 17:17, 17 August 2014 (UTC)

It seems like the v2 for this track is kinda dead... seems like a real shame considering how nice it looked in that screenshot :/ Is there any chance of it getting completed one day? -- WorldsBoss (talk) 09:37, 18 April 2016 (UTC)

My question about this track is now 2 years old. For 2 years ago i have ask Ermelber about v 2.0 and he told me he has allready quit MKWII. So he did never work on it again. All is fine. I know it now. --Snake (talk) 14:18, 18 April 2016 (UTC)