11-28-24 Nitro "Scorching Escapade" CT Test V2

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  • Опубліковано 13 січ 2025
  • If anyone's wondering about the result of the poll, I still will get Vanilla Glacier out first, I just haven't found out how to finish the model yet. I have been working on other CTs and I hope you guys will look forward to it.
    Btw Ive gotten into modding karts Cact X from 7 is goated

КОМЕНТАРІ • 8

  • @Turbo-vo6hh
    @Turbo-vo6hh Місяць тому +4

    Really cool! The sandpit, to me, is like a mix of shy guy falls' waterfalls + mario galaxy 2's sand boss fight. If this is only early on, I can't imagine the final product. Keep it up

  • @TheUberAdventurer02
    @TheUberAdventurer02 Місяць тому +6

    Ooh, this is super neat! I like that sinkhole turn a lot. I've never seen anything like that before!

  • @Ludwigarum
    @Ludwigarum Місяць тому +2

    What veichle is replacing the Catc X?

    • @thecheezyfox8238
      @thecheezyfox8238  Місяць тому +2

      It replaces one of the GLA karts, the 300 SL Roadster. I have yet to align the tires properly, but I will get to it.

  • @bobalinx8762
    @bobalinx8762 Місяць тому +2

    What’s your process for designing the layout of a track?

    • @thecheezyfox8238
      @thecheezyfox8238  Місяць тому +5

      Usually I try to think of an interesting concept first, or if I can I'll repurpose one from Mario Kart Live Home Circuit, like with Crafty Tropics. For this track, the idea has changed a lot overtime, first being a desert temple themed around thwomps, but it was too similar to thwomp ruins and dry dry ruins. the only thing that survived from the original concept was the giant sand pit turn. I'll sketch out a rough layout of it keeping in mind the concept, and where to place the obstacles. I also try to avoid making it look like the map of an already existing track, or another track that I have planned. Then I'll make a basic layout in blender and import it into Track studio, with the obstacles too, to get a sense of scale. Then I go back to blender and make adjustments to the track's layout. For this track, the first section and last turn had to be heavily adjusted since I felt they dragged on for too long. Then once i feel like the layout is good, I fill in the offroad and add decorations, whilst updating the model in Track Studio. It's usually here where everything gameplay-wise will be finish, and the rest to work on is just visuals. There's one big hiccup when it comes to making tracks though, and that's baking the lighting. It's extremely tedious and I don't like doing it, which is why most tracks I work on they end up coming to a halt on progress. Thank you for the inquiry though. I was hoping when I get some equipment that I could share my insights on the track creation progress in videos, but at the moment I can only show progress videos.

    • @bobalinx8762
      @bobalinx8762 Місяць тому +2

      @@thecheezyfox8238What are some tips on making a good layout? What’s a good balance between turns and straightaways and such?

    • @thecheezyfox8238
      @thecheezyfox8238  Місяць тому +3

      @@bobalinx8762 That's kinda difficult to explain kinda. I kinda just wing it most of the time. It depends on how difficult you want your track to be, and also how many obstacles will be in that section. If you want there to be a bunch of ramps for example, you'll want to have it to be in a straight as there's a lot less control of movement when in the air. Its why excitebike and sky high sundae are both very long ovals. Turns should be utilized to either break up a filled straight or to raise difficulty. You can still have obstacles on turns, like goombas or piranha plants, but keep in mind they might be harder to dodge since you'll also be drifting. Another thing to keep in mind is the sharpness of a turn. Take a track like dk mountain or dk pass, they have lots of winding turns and can be difficult to stay on the road if you turn too wide. It's all about how difficult you want your track to be.