Difference between revisions of "User:Jefe"
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====Possible Future Tracks==== | ====Possible Future Tracks==== | ||
− | A from-scratch remake of a Stunt Race FX level, a game I did play a lot. | + | * A reverse Rooster Island, possibly set at a different time of day. (I actually had this in mind when originally modeling the level.) |
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+ | * Another F-Zero track, probably Big Blue or Sand Ocean. | ||
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+ | * A from-scratch remake of a Stunt Race FX level, a game I did play a lot. | ||
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+ | * [http://www.youtube.com/watch?v=ra2B8cnSL2U DM-Hyperblast2] I will probably never end up doing this, because there are so many limitations to doing the animated texture effects, but the exterior of the ship could be fun for racing. | ||
{{User-Jefe-link}} | {{User-Jefe-link}} |
Revision as of 03:23, 22 October 2011
Links
Xfire: jefejefejefe [1]
YouTube channel [2]
YouTube playlist of my custom tracks: [3]
About Me
I just started modding Mario Kart Wii, but I've been modding Unreal Tournament 2004 for years, and run a rpg invasion server [4]. You can see some of my custom skins here [5] and maps here [6]. Here is a YouTube playlist of some of my older mods: [7]
Mario Kart Projects
My first Custom track is Rooster Island, 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.
My second track is 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 and 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.
Possible Future Tracks
- 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 track, probably Big Blue or Sand Ocean.
- A from-scratch remake of a Stunt Race FX level, a game I did play a lot.
- DM-Hyperblast2 I will probably never end up doing this, because there are so many limitations to doing the animated texture effects, but the exterior of the ship could be fun for racing.