Author Topic: The SuperKart Gamemode  (Read 57650 times)



superkart is interesting


















I seriously have no idea what just happened there, I've seen that happening before on SpeedKart as well.

Loading issues, likely caused by the quantities of 64x modter bricks in Terror Mansion. This also causes people to lag or crash when it clears, so I'd reccomend removing all of the bricks that people can't see, such as ones that hold up the terrain.

Loading issues, likely caused by the quantities of 64x modter bricks in Terror Mansion. This also causes people to lag or crash when it clears, so I'd reccomend removing all of the bricks that people can't see, such as ones that hold up the terrain.
the problem is that's an insane workaround considering that MOST maps would have to be edited

it'd be better to find another way to delete the bricks in a slower less laggy method

Loading issues, likely caused by the quantities of 64x modter bricks in Terror Mansion. This also causes people to lag or crash when it clears, so I'd reccomend removing all of the bricks that people can't see, such as ones that hold up the terrain.
But those are chunks from Bingo Hills not Terror Mansion

But those are chunks from Bingo Hills not Terror Mansion
Loading issues
They probably occur during the loading of new maps, particularly from Bingo Hills to Terror Mansion or vice versa, maybe something with the way the maps are built prevents them from being cleared in time? Bear in mind I'm just assuming I know what I'm talking about, 90% of what I say is probably wrong / stupid.

clearing should work on a manual loop slowly going through the bricks using a schedule (maybe 50ms?) and removing the big chunks first (64x and 32x), then just default-clearing the rest

on a separate loop, a schedule would be used to check current brickcount and only initiate loading next map once its empty. that schedule can run on .5s or 1s delay

and of course, extend time on first round to ensure everyone is ghosted. or at least like on the original speedkart, make the prep time really long to make up for any discrepancies.

make the prep time really long to make up for any discrepancies.
plus then you'd have the time to modify your kart with /customhelp or support_garage

That would be me, sir. And practically all of these have been addressed before.

Difficulty: I designed it to be fun for myself, I'm sorry for your poor flying skills. To rectify this, I am currently designing an easier plane track themed after early 20th century air races.
Getting back into the air: This is a problem with the checkpoints currently, they were not designed for planes (soon to be fixed).
Hard to tell which direction you're going: I kind of forgot about this one while building it, as it's hard to get lost in your own map. Will be rectified soon. Maybe.
Missing checkpoints: Do you mean the lack of checkpoints on the lowest parts of the map? Fly, don't drive.
The music: I think it's good, sorry. Nor am I to blame for it.

You know, with all the people having difficulty flying, maybe I should write up a brief tutorial on how to fly properly.
In all fairness, the vast majority of players aren't video game flying prodigies like you. If you hit a tree in your map, the punishment is real. That's just too harsh for a racing game, man. It's coupled directly with the checkpoint problem with flying.
And to the missing checkpoint thing, i was talking about physically missing checkpoints. I don't think I delved into it enough though.

On an unrelated note, if you join a game late/die, you should be able to (re)spawn and play anyway, unless there's a conflict with car spawning.

I designed it to be fun for myself, I'm sorry for your poor flying skills.
first step to level design hell lmao

People who have difficulty on Aerohead Jungle, rejoice!
I have completed* a new SuperPlane track that is much easier. All difficult narrow sections are optional.
Hopefully this will help you learn how to maneuver the plane without as much punishing difficulty.












*functionality not included yet

Coming Soon-ish


In all fairness, the vast majority of players aren't video game flying prodigies like you. If you hit a tree in your map, the punishment is real. That's just too harsh for a racing game, man. It's coupled directly with the checkpoint problem with flying.

Not only are checkpoints with planes going to be fixed, I have encountered several people who thoroughly enjoy the map as it actually challenges them. Fortunately, I have made a map more your speed so you and others can learn to fly the planes without being pushed into the deep end. Also, the early Mario Kart games were rather difficult, and required that you practice to get better at them. Aerohead Jungle is different in one aspect: it is the only plane track in the gamemode as of this writing.
« Last Edit: January 02, 2016, 09:22:39 PM by Magus »

Aerohead Jungle is different in one aspect: it is the only plane track in the gamemode as of this writing.
i think that was the real issue
i did like it for being challenging, but nobody else could do it and felt wrong in a way. just a big learning curve was all it was.

-Uh oh-
Oh crap that's my server and I may know the cause.. An admin could of placed down a block which when the next map load, it magically makes them own that part of the chunk, leading to what you guys' experienced..