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Vulcanus2



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PostSubject: Custom Track ideas   Sun Oct 24, 2010 2:01 pm

This is a topic for everyone to tell your CT ideas you can't make (for now) (too complex, some objects doesn't exist, etc. )
This way you could claim an idea and maybe inspire other CT builders.

It need to be a almost complete idea, so not: "a road in the jungle"

and please don't give reactions as: 'haha', and: 'nice', that just ruins the topic.


Last edited by Vulcanus2 on Mon Oct 25, 2010 11:52 am; edited 1 time in total
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dniMretsaM



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PostSubject: Re: Custom Track ideas   Sun Oct 24, 2010 2:36 pm

Does this include port requests? I figure it would be best to clarify before there are tons of them if they aren't supposed to be here. Anyway, I had some great ideas written down, but I lost them... =( If I can think of any/find my ideas, I'll post them.
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Vulcanus2



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PostSubject: Re: Custom Track ideas   Sun Oct 24, 2010 2:50 pm

Let's start with an idea:

It's a race in the galaxy (like smg(2)) taking place on five planets. It has many cannons (launch stars) to connect the planets. This is a 'simple' draw:


The first planet is a banana shape planet, jungle style, some offroad around it,
at the end, jump on a higher metal platform, a lower one, and fall on the launch star.
The second planet is a maze, and at the end you need to aim and jump (trick) to the launch star, it will shoot you to another one bringing you to planet 3.
The third planet: a simple planet, water style (almost everthing is water road), find the hole where the launch star is, and go to the next planet.
The fourth planet is bowser's home, jump on one of the platforms, if you miss, you'll land in lava. On the platform you drive to a trick ramp, jump to the launch star.
You'll enter the first space station, went to the middle, and go to the yoshi planet.
on this planet (the 5th), just drive to yoshi's head, turn around the wall with the platform, and go to the launch star on his tail that shoot you via another space station back to the first planet. The yoshi planet is grassland (weak offroad) with a small dirt path.

This is an example for a (almost) complete idea, less detailed idea's are also welcome.


and @ dniMretsaM:
No requests, but if you plan to do one, you can say it.
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Johnny



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PostSubject: Re: Custom Track ideas   Mon Oct 25, 2010 10:30 pm

Cool. A SMG themed one. Nvr thought about that.

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Vulcanus2



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PostSubject: Re: Custom Track ideas   Tue Oct 26, 2010 4:22 am

yes, but I can't create objects, that would be needed for the launch star. I hope the new kmp editor will be able to create new, and the brres editor too, so I can make the launch stars.

But I think it would be a very challenging track.


someone else with an idea?

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dniMretsaM



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PostSubject: Re: Custom Track ideas   Tue Oct 26, 2010 3:11 pm

I have an idea that I'm still working on. I'll post it when it's finished.
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ALPHAMARIOX



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PostSubject: Re: Custom Track ideas   Tue Oct 26, 2010 8:59 pm

That looks nice.
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Johnny



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PostSubject: Re: Custom Track ideas   Thu Oct 28, 2010 7:44 pm

Maybe change a cannon shape to look like a launch star?

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Vulcanus2



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PostSubject: Re: Custom Track ideas   Fri Oct 29, 2010 7:59 am

that's what I mean

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Johnny



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PostSubject: Re: Custom Track ideas   Fri Oct 29, 2010 4:30 pm

cool.

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ALPHAMARIOX



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PostSubject: Re: Custom Track ideas   Wed Nov 03, 2010 6:39 pm

Like from Rainbow Road? Razz
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Johnny



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PostSubject: Re: Custom Track ideas   Wed Nov 03, 2010 7:18 pm

Yeah! :O

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ALPHAMARIOX



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PostSubject: Re: Custom Track ideas   Wed Nov 03, 2010 7:28 pm

Well, it does give realism to the overall track that you'd like to design.
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Vulcanus2



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PostSubject: Re: Custom Track ideas   Thu Nov 04, 2010 7:33 am

ok, enough about this idea, it's not possible until brres expension and kmp object creation is possible.

I want to hear more idea's

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igorseabra4



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PostSubject: Re: Custom Track ideas   Thu Nov 04, 2010 7:21 pm

Really? I thought that making a low-poly model into Maple Treeway + Using the launch stars from RR (I THINK I can put multiple cannons in a course, but I havn't tested. It's already possible to add some to the KMP).
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Johnny



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PostSubject: Re: Custom Track ideas   Fri Nov 05, 2010 12:14 pm

You can put more than 1 cannon in the KMP, you just need to Hex Edit. I mean, look at Cannon City.

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igorseabra4



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PostSubject: Re: Custom Track ideas   Fri Nov 05, 2010 3:05 pm

Okay but how can we make each different cannon activator load a different cannon? KCL varation?
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Johnny



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PostSubject: Re: Custom Track ideas   Fri Nov 05, 2010 3:18 pm

i dont know =\

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ALPHAMARIOX



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PostSubject: Re: Custom Track ideas   Sat Nov 06, 2010 2:55 pm

Try the KCL for Rainbow Road's Cannon.
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igorseabra4



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PostSubject: Re: Custom Track ideas   Sat Nov 06, 2010 4:39 pm

I think that the KCL variation for 0x11 control which cannon it'll use. Coincidentally, Rainbow Road has three cannons -two unused; the used one is the third- and it's cannon activator variation is 3.
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ALPHAMARIOX



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PostSubject: Re: Custom Track ideas   Thu Nov 11, 2010 2:23 pm

Yes. But you can hex edit the other 2 cannons on the SZS Modifier as well.
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Friedslick6



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PostSubject: Re: Custom Track ideas   Fri Dec 03, 2010 2:28 pm

Wow, there aren't enough custom track ideas here.
Here's some I can think of.

A Portal Themed Track:
Clinical rooms and hallways connected by portals that seemingly bend space at will. Easily done when you think about it. By taking an room, copying it, moving/rotating it and placing a portal inbetween it and the original room, you can make it seem like the player is warping into different areas of the same room at different angles or directions.

A Human Digestive Tract:
From Top to bottom, oesophagus to... The end. I don't know how you could get back to the top though.

The Pac-Man Maze:
à la Pac-Man World Rally: http://www.youtube.com/watch?v=gGGHaah1cr8

A Metal Gear Solid Themed Track:
Heliport>Tank Hangar>Heliport, through the ventilation system. Obviously, the track would need to be resized to be big enough for two lanes to fit inside the vent. I think it'd work.

The level "Hangar" (E1M1) from Doom 1:
I can see a clear oval-like path in this level, if you count the secret doors by the starting room with blue carpet and at the end of the winding hallway. http://pauked.com/blog/files/E1M1_2DIan_2DAlbert.jpg

Most of these seem plausible, some through model capture or conversion and other's through simple model making. So I figured I'd throw them out there. Might even try to make these if the importer becomes easy enough to properly work with imo.


Last edited by Friedslick6 on Sat Dec 04, 2010 1:14 am; edited 1 time in total
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ALPHAMARIOX



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PostSubject: Re: Custom Track ideas   Fri Dec 03, 2010 10:21 pm

Sounds Spontaneous enough. Let's give it a whirl.
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LemmTK



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PostSubject: Re: Custom Track ideas   Wed Jan 05, 2011 1:05 am

GCN Mushroom City
N64 Toads Turnpike
GCN Dino Dino Jungle
GCN Wario Colluseum(Some 1 already made it but it looks as crappy as hell)
N64 Rainbow Road

Battle Course time!!!
GCN Tilt-a-Kart
N64 Block Fort
DS Tart Top
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MRbuttCHINSx11T7



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PostSubject: Re: Custom Track ideas   Wed Jan 05, 2011 3:19 am

LemmTK wrote:
GCN Mushroom City
N64 Toads Turnpike
GCN Dino Dino Jungle
GCN Wario Colluseum(Some 1 already made it but it looks as crappy as hell)
N64 Rainbow Road

Battle Course time!!!
GCN Tilt-a-Kart
N64 Block Fort
DS Tart Top
n64 rainbow road has already been done, and dino dino jungle and tart top are being worked on
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