Difference between revisions of "User:Jefe"

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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 [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.  
 
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 [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.  
 +
 +
Track number three will be [[F-Zero Big Blue]].  I wasn't going to do this one next originally, since I don't want to be strongly associated with making just one type of level.  Still, this should be another quick track and fun.  It's a bit longer than White Land I at the same scale, but that shouldn't be a problem.  I'll likely modify this one a bit more than the last one, since it is a simpler design with no jumps or boosts in the original, just a few sharp turns, a very long straight away, a few rough spots and one slippery bend. 
  
 
====Possible Future Tracks====
 
====Possible Future Tracks====
 +
''
 +
(In rough order of likeliness)''
  
 
* A reverse Rooster Island, possibly set at a different time of day.  (I actually had this in mind when originally modeling the level.)
 
* 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.
+
* Another original design. 
 +
 
 +
* A level based on building blocks or legos.
 +
 
 +
* Another F-Zero level or something from another Mode 7 game.  Possibly something very unexpected based a SNES game.
 +
 
 +
* A mini-me map.  These are very popular in FPS games, you're about the size of a mouse in a normal room of some sort.  I haven't seen any CTs like this yet, but the Block Fort/Plaza battle courses are similar in concept.
 +
 
 +
* 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.)
  
* A from-scratch remake of a Stunt Race FX level, a game I did play a lot.
+
* An iconic level from a FPS game like DOOM's E1M1 or GoldenEye 007's Dam.  Story or mission levels tend to have a linear structure, these could be adapted for racing with a little ingenuity.      
  
* [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.  
+
* 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.
  
 
{{User-Jefe-link}}
 
{{User-Jefe-link}}

Revision as of 10:27, 6 November 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.

Track number three will be F-Zero Big Blue. I wasn't going to do this one next originally, since I don't want to be strongly associated with making just one type of level. Still, this should be another quick track and fun. It's a bit longer than White Land I at the same scale, but that shouldn't be a problem. I'll likely modify this one a bit more than the last one, since it is a simpler design with no jumps or boosts in the original, just a few sharp turns, a very long straight away, a few rough spots and one slippery bend.

Possible Future Tracks

(In rough order of likeliness)

  • A reverse Rooster Island, possibly set at a different time of day. (I actually had this in mind when originally modeling the level.)
  • Another original design.
  • A level based on building blocks or legos.
  • Another F-Zero level or something from another Mode 7 game. Possibly something very unexpected based a SNES game.
  • A mini-me map. These are very popular in FPS games, you're about the size of a mouse in a normal room of some sort. I haven't seen any CTs like this yet, but the Block Fort/Plaza battle courses are similar in concept.
  • 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 Dam. Story or mission levels tend to have a linear structure, these could be adapted for racing with a little ingenuity.
  • Something like 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.

Template:User-Jefe-link