This is the best track you done! The additions of the track really work well with Double Dash. I noticed someone mentioning that the scale of the track should be smaller but I think we can get away with it as it is because we made it 2 laps only. I also see people saying how awesome a 2-lap race is. You've completely outdone yourself this time and your skills are improving with every track you make. Fantastic Work all-round mate.
Awesome !I've never played Daytona USA but it's funny how well the circuits fit in MKDD. I like that there are only 2 laps because the circuit is big. Also another comment says there are "added shortcuts", did you 3d model them in or were there already there in the original Daytona USA model?
No. These were additions that were done for the Port to Double Dash such as the 4 shortcuts and the opening and closing gate that leads to shortcut 1. In the Original game, the other routes were there but they were sealed / closed off and if opened, would have just lead the player out of bounds and into the void below but what the designer did was place warp-pipes in the two out-of-bound routes and made them into shortcuts. The 4th wall shortcut was not a drive-able on the original game either.
Hey! Would you ever consider making a quick 1min tutorial on how to use mkdd track editor? I've been trying to figure how to make a custom track with it but I don't even know where to start LOL I'm only able to put random objects and that's pretty much that XD
You mean putting tracks from those games into MKDD, or putting daytona usa 2001 tracks into daytona 2/scud race? The former depends on the existence of tools that can export models from those two games, the latter depends on tools that can convert models into the format used by those two games. Neither of which I'm familiar with
The original game was 4 laps long but what we plan to do is make the Double Dash versions the same scale but half the number of laps, hence why it's 2 laps long.
The original game was 4 laps long but what we plan to do is make the Double Dash versions the same scale but half the number of laps, hence why it's 2 laps long.
@@wonderfulwardy The thing is that because the track is huge there is not much action going on and the track ends up being really boring (aka dessert bus). On the original game the track was packed full of action because of the speed of the cars
@@thanos_x23 I'm sorry but I just don't see it the way you do. I think with DebugYoshi's carefully crafted work and my added additions / ideas to the level such as the shortcuts etc, I feel like it's an amazing track to race on. However, we do plan to eventually downscale 1 of the 8 Daytona USA 2001 tracks. That one being Sea-Side Street Galaxy as the issue we tend to get with the Double Dash engine is that if the skybox is too big, it can disappear out of sight in some replay angles so to be honest, it would be required to down-scale that track due to it's overall size. Personally I also think Sea-Side Street Galaxy would be better down-scaled regardless because I want to make the tracks corners much tougher to drift around with little room for error. So stay tuned for that one.
@@thanos_x23 mmm, I could also think about asking Debug Yoshi to eventually update the exsisting Daytona USA track ports he's done by adding fast traffic A.I. cars on the level and maybe changing their models to actual daytona stock cars and speed them up.... an idea I got cooking in my mind for a possible ver.2.0?
This is the best track you done! The additions of the track really work well with Double Dash. I noticed someone mentioning that the scale of the track should be smaller but I think we can get away with it as it is because we made it 2 laps only. I also see people saying how awesome a 2-lap race is. You've completely outdone yourself this time and your skills are improving with every track you make. Fantastic Work all-round mate.
There's a mod called Double Dash Extended, which has a 200cc mode which would work really well for the bigger tracks like this
This is incredible! I love the added shortcuts
The drifting was exquisite fam 👌
Great video^~^
This is beautiful. Makes me excited for Double Dash Again!
Awesome !I've never played Daytona USA but it's funny how well the circuits fit in MKDD. I like that there are only 2 laps because the circuit is big.
Also another comment says there are "added shortcuts", did you 3d model them in or were there already there in the original Daytona USA model?
No. These were additions that were done for the Port to Double Dash such as the 4 shortcuts and the opening and closing gate that leads to shortcut 1. In the Original game, the other routes were there but they were sealed / closed off and if opened, would have just lead the player out of bounds and into the void below but what the designer did was place warp-pipes in the two out-of-bound routes and made them into shortcuts. The 4th wall shortcut was not a drive-able on the original game either.
That's amazing! Never lose all your sponsors! (obscure reference)
DAYTONAAA
Lets go away!!! 🗣️
DAYTONAAAA
Let's go away!!!
My double dash love is so back because of this
Sick!! You should add this map to CTGP
Now what about Seaside Route 765 AKA Ridge Racer Novice?
Hey! Would you ever consider making a quick 1min tutorial on how to use mkdd track editor?
I've been trying to figure how to make a custom track with it but I don't even know where to start LOL I'm only able to put random objects and that's pretty much that XD
Seaside Street Galaxy would be a challenge.
All that’s left is Seaside Street Galaxy!
DAYTOOONNNAAAAAA
Happy with this track, Sad that it only works in single player mode for me.
if you use cheats that seems to cause a crash with this track, without cheats it should work fine
Wow nice job
LEEEEETSSSSSSSSSSSSSSSSSSS GOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
Would it be possible to port over Seaside Street Galaxy to Mario Kart?
Let's goooo, you used the Daytona USA 3 version!
DAYTONAAAA
No sign easter egg?
incredible! could anything like this be done for daytona 2 or Scud Race?
or are the emulators harder to work with?
You mean putting tracks from those games into MKDD, or putting daytona usa 2001 tracks into daytona 2/scud race? The former depends on the existence of tools that can export models from those two games, the latter depends on tools that can convert models into the format used by those two games. Neither of which I'm familiar with
Daytoonnaaaaaaaaaaaa
Back again
Daytona USA on gamecube
GAY BONEAAAAAAAA!
Love the track! But this needs to be scaled down
The original game was 4 laps long but what we plan to do is make the Double Dash versions the same scale but half the number of laps, hence why it's 2 laps long.
DCS Dinosaur Canyon
Congratulations! You’ve just lost your sponsors!
It's WAY too big it needs to be scaled down
The original game was 4 laps long but what we plan to do is make the Double Dash versions the same scale but half the number of laps, hence why it's 2 laps long.
@@wonderfulwardy The thing is that because the track is huge there is not much action going on and the track ends up being really boring (aka dessert bus). On the original game the track was packed full of action because of the speed of the cars
@@thanos_x23 I'm sorry but I just don't see it the way you do. I think with DebugYoshi's carefully crafted work and my added additions / ideas to the level such as the shortcuts etc, I feel like it's an amazing track to race on.
However, we do plan to eventually downscale 1 of the 8 Daytona USA 2001 tracks. That one being Sea-Side Street Galaxy as the issue we tend to get with the Double Dash engine is that if the skybox is too big, it can disappear out of sight in some replay angles so to be honest, it would be required to down-scale that track due to it's overall size. Personally I also think Sea-Side Street Galaxy would be better down-scaled regardless because I want to make the tracks corners much tougher to drift around with little room for error. So stay tuned for that one.
@@thanos_x23 mmm, I could also think about asking Debug Yoshi to eventually update the exsisting Daytona USA track ports he's done by adding fast traffic A.I. cars on the level and maybe changing their models to actual daytona stock cars and speed them up.... an idea I got cooking in my mind for a possible ver.2.0?
@@wonderfulwardyThat sounds cool actually! also I thing that the track is better with a 200cc cheat code