PSA: If you're a fan of racing games, I'd highly recommend checking out Distance by Refract.
v1.0 just now released on PC after roughly 4 years in open beta. It's an atmospheric racing game with unique and interesting driving mechanics, stunning cyber-punk visual design, and a killer soundtrack. Give it a try!
Random map update! Both versions got their own update, meaning they're now skewing in slightly different directions, which is kind of weird but this is how things will have to be until MCEdit updates to support 1.13 world format.
v1.5.6 is out, and it finally re-adds some old, scrapped tracks from previous versions that people have been requesting-- so there are now 9 bonus tracks! The unlock conditions for the bonus tracks have also changed a bit. Some minor bugs were fixed, too (such as infinite anvils on certain fussy server clients... yikes).
NEW (OLD) TRACKS
[Nether Fortress]
[Classic Dragon]
[Hurricane Islands M]
NEW (NEW) TRACK
[Donut Plains 2] (because Mushroom Cup needed representation in the Bonus section... and I also wanted to fill all 9 bonus slots)
v1.6.1 is also out, and it features many 1.13 bug fixes as well as a new "Marathon" mode and re-worked points system. This stuff was developed for something special coming soon! This version is not getting the new v1.5.6 tracks because MCEdit isn't 1.13 compatible yet... boo
[edit] small issues with the new points system are now fixed, as well as "force race end" option not working in Grand Prix
I have never played minecraft & My son saw this map on youtube and wants to play - can some one help me understand how to load this map? I have winrar and I extracted the fives dragged them into the saves folder but every thing comes out separated in some sort of edit mode where you can fly through every thing, even tried the latest pack from august 20th 2018 .
Could some one give me some basic maps for idiots instructions?
It sounds like you extracted the file into saves correctly and the map loaded, but the map didn't function when you joined the world and you were left in "creative mode". This might be because you're using the wrong Minecraft version. If you downloaded map version "MKMC v1.6.0", you should set your Minecraft launcher to play on 1.13.1 (the default as of right now), and if you downloaded "MKMC v1.5.5" you'll need to play on Minecraft 1.12.2. If you opened the world on the wrong version, you'll probably need to re-install the map.
The two map versions exist because Minecraft 1.13 made huge changes to how maps are programmed. If you mis-match the map version and Minecraft version, the map won't function at all.
If you had the right version and the map simply didn't respond to you joining the world, that's a bug on my part. Try landing on the floor of the stone box you spawned in, that should hopefully get things running.
I don't know exactly why, but after me and a friend of mine have finished with the same points, the next grand prix started to have opposite results. Who had the least points won, instead the one who had the least points got 2nd
Interesting, I've never seen that happen before. It might be due to lag? The way the Grand Prix results are calculated is this: all players get blinded and then teleported upward 1 block for every point they have, and the 3 players nearest to the top of the world are chosen as the winners. There's probably a better way to do this, I'll look into it
Hey man, I love this map, been playing it for a while now. Just wondering, are you ever gonna make a Bonus track of Mirror Hurricane Islands? I remember really liking that track, bummed I can't play it
Thanks! Wow, I'm surprised by how many players have requested Hurricane Islands M be re-added. It was definitely the weirdest track in the entire map and I wasn't terribly fond of it, but I might consider re-adding it considering people keep asking about it... I'm also happy to hear that people enjoy the mirror tracks since they are rarely talked about. I might re-add Nether Fortress to the bonus section as well. I rigidly stuck to having only 5 bonus tracks for some reason, but in reality I don't think adding more would cause any harm. Unfortunately, these would be exclusive to v1.5.5 (not in v1.6.0) since MCEdit currently doesn't support 1.13 worlds. I'll see about re-adding the tracks to the 1.12.2 version, though.
Hi there Feedback :
1/ 5 bananas are too much, 3 would be better i think. (Race mode)
2/ And how do you get the boosted start on 1.13 ? D:
3/ Why didn't u add the "mapper medal" :c Bugs
1/ After leaving (End Race) the gauntlet on v1.5.5 the map got glitched and i can't do the gauntlet anymore
2/ On Highlight Stadium Mirror, when i try to warp from checkpoint 3 to checkpoint 4, sometimes i warp after the checkpoint 4 so it doesnt trigger it :c
3/ After making a custom race, every checkpoint of every races became glitched, the respawn location became where you were when you triggered the checkpoint (making me respawn above lava on some tracks lol)
4/ Animal crossing in Time Trial : Silver 1:05 Gold 1:25
I made a remake of Yoshi Circuit, if anyone wanna put it in a Grand Prix
Thanks for the feedback and reports! Here are responses:
Feedback:
1 - I felt comfortable giving players bunches of 5 bananas since there's usually only a 1/20 chance of getting them (making them a little less common than normal Mario Kart) and there are many ways in which players can negate them, such as using shields, using golden apples, using a mushroom immediately after hitting one, simply dodging them, etc. I could still change this if 5 bananas prove problematic with higher player counts, but I haven't noticed any such issue as of yet.
2 - Sprint and hold forward between "1.." and "GO!" during the starting countdown. It works for me, but sometimes this feature can be dodgy on servers or on slower computers.
3 - By "mapper medal" I'm assuming you mean a fourth Time Trials medal earned by beating the mapmaker's best time (similar to the Author Medal in Trackmania). I considered it, but I chose not to include it since I thought 4 par times on each track would be a bit much both for mappers and players trying the complete everything. I usually just consider the Gold Medal to be the mapper medal, and I try to make them more meaningful by making them harder to obtain (although admittedly many of my Gold Medals have been toned down since v1.0 due to user requests).
Bugs:
1 - I wasn't able to replicate this on either v1.5.5 or v1.6.0, can you describe what happened?
2 - This sounds like an issue with render distance/loading distance. If you attempt to warp to a checkpoint that is not in a chunk loaded by Minecraft, the warp will fail. I might consider adding an error message when this happens?
3 - Checkpoints are supposed to set the player's spawnpoint once they activate it. When a player respawns, they're normally teleported right to the checkpoint node the very instant they respawn-- it sounds like the teleport part of this system broke. I'll look into this! It could potentially be a server issue (similar things have happened before on servers with plugins).
4 - Whoops, that's a goof. I'll get that fixed!
Sadly, I'm no longer accepting track submissions for MKMC. I'd love to see it, though!
The resource pack was changed v1.6.0 to fix some issues in 1.13. All current resource pack links are fixed and will work on both 1.12 and 1.13. I also changed the resources.zip in MKMC's world file since a few of the songs didn't work due to me forgetting to reference them in sounds.json... whoops!
Very well done! I was super impressed with the physics, sound design and general details in the bowling alley. The gameplay is surprisingly deep as well, giving the player a lot more options than most bowling simulations... an impressive feat in Minecraft!
No new content, but everything has been converted to work in Minecraft Java 1.13. There might still be some bugs lurking around, please report them if you find any!
This new version is for MC 1.13 only, but the latest 1.12 version will remain available for a while.
Anyway, I wanted to ask you something. At the end of the track I have to have these TNT droppers dispensing TNT from the sky. I know what I need to do, but I don't know how to implement it. I successfully made a redstone clock where every 5-10 seconds or so it should randomly drop TNT from an armor stand named "knightmare" The clock works perfectly, the command, not so much.
The command looks fine, but your coordinates after "/summon tnt" might be out of loading distance. If you want to summon the tnt right where "knightmare" is, you should use "/execute @e[name=knightmare] ~ ~ ~ summon tnt ~ ~ ~ {nbt...}" instead. You might have been sending the tnt to River Valley by accident!
Development on the 1.13 version of MKMC has been progressing quickly, but over the next month or so development will slow significantly due to life stuff.
So before I take a bit of a break, here's a "PTR" (public test) version of the map for Minecraft 1.13. It has not been tested very thoroughly and might be unstable in places. Bug reports are very helpful since there's SO much stuff to test now... pretty much ALL of the command blocks in the map have been tinkered with! The Level Editor isn't ready for this version, sadly, but everything else should be functional.
[Download 1.13 Test]
[EDIT] The 1.13 version of the map is available now, so no need to test anymore.
Well, I saw you were trying to update the map for 1.13 when I visited Planet Minecraft. That's pretty awesome.
Well I made a little comment on that, and then I thought of a couple bugs you might want to take a look at while/after you're updating the map:
While I was playing through the mirror tracks, I noticed that the jump pad at the end of The Dragon M didn't work. I only played it once, but I figured while/after you're done converting the map you could take a look at that. Also the Rainbow Road M Thwomps didn't work (except the one that goes sideways)
(I was gonna add this to my Planetminecraft post, but I didn't know how often you go there, considering the MCForum post is more active than the planetminecraft post.....
I'll look into what you mentioned. I never ran into that thwomp problem in testing, I'll have to investigate what happened there. This kind of thing is suddenly a really minor issue in comparison to all the things that need fixing in the 1.13 update . I'll probably put up a "PTR" version of the map soon for testing, since there's a ton of stuff that can potentially go wrong in 1.13 and it needs lots of testing. The automatic command converter I used was pretty good, but it wasn't perfect (doesn't try to update any NBT stuff... argh).
Current 1.13 progress: the Tutorial and Menu are up and running, Grand Prix/Versus/Time Trials are... playable, at least? Haven't touched Battle, Level editor, Arcade Mode, or the Item system yet. Music system worked right out of the box, which made me soooo happy!
Releasing v1.5.5 a little bit early! The full original soundtrack didn't pan out, so I took things in a different direction. This update has a bunch of balance changes, a new "speedrun" gamemode, and one last batch of community tracks.
If you're looking to get a head start on Saturday's tournament, you can practice using the new "speedrun" gamemode (found in the Time Trials section). We'll be playing the "All Normal Tracks" category. I won't be competing, but my best time in testing was 26:01:0
New tracks:
Carrot Cup (race)
[Animal Crossing] by ReflectedMantis (Mario Kart 8)
[N64 Sherbet Land] by ReflectedMantis (Mario Kart 64)
[Grumble Volcano] by ReflectedMantis (Mario Kart Wii)
[GCN Rainbow Road] by ReflectedMantis and Flamingosaurus (Mario Kart: Double Dash!)
Community Battle Arenas
[Chao Garden] by Darkbrine (based on Sonic Adventure 2)
[End Battle] by Darkbrine
New mode:
Speedrun
> A variant of Time Trials. In this mode, all tracks are played in order with no interruptions.
> Predetermined item sets are given to all players. No item blocks.
> All players' total times are tracked throughout the run. All player times are announced in order at the end.
> 4 categories: "All Normal Tracks", "All Community Tracks", "All Developer Tracks", and "All Tracks"
Balance Changes:
Item Balancing has been re-worked
> Now much more intelligent, actively reacts to both player count and race position
> More restrictive with rare items (gone are the days of getting 3 Golden Apples in 1st place)
> High player counts are less of a disaster now
Totem of Undying no longer appears randomly in race gamemodes
Lightning is now less common
Shields no longer give full invulnerability in battle mode
Battle Mode Sudden Death no longer kills players immediately, instead brings everyone down to 1 life
Added a few new rare items
If two players spawn on top of one another in battle mode, both players will receive a brief shield effect
Elytra is now less common in singleplayer
Elytra and Fireworks now cost more credits in Time Trials
Fixed many checkpoints which had vertically over-extensive hitboxes (mostly in tunnels and roofed areas)
Fixes:
Nodes (armor stands) no longer have hitboxes during gameplay, meaning they can no longer block projectiles. Hooray, finally!
Fixed resistance pads not taking priority over shields and golden apples
Fixed an Elytra bug in arcade mode
Notifications for missed checkpoints are now a bit more noticable
Thwomps can no longer drill into the ground
Fixed the "Use City Hub in Arcade Mode" option causing problems outside of Arcade Mode
Redstone/worldspawn is now less prone to crashing players
Hey, Flamingosaurus, love your map! I'm trying to host it on a server of mine (using Multiverse), but I'm having a problem - I'm stuck on the tripwire screen. On server.properties, command block usage is activated and everything seems pretty normal to me, is there something I'm missing? It works fine enough on a singleplayer map. Again, keep up the good work!
Hmm, not quite sure what happened there. You might want to go into creative and inspect the redstone system around -498 68 -526 since that handles checking the game version and sending newly joined players to the menu. You might also try "/scoreboard players reset @p" and then "scoreboard players set @p join 1".
Just a list of things... Server must be 1.12.2 (no 1.13 or higher), the "maxCommandChainLength" gamerule should be 65536 (the default value), and as always enable-command-block=true in server.properties.
If none of this helps, can you describe what's happening in the map, if anything?
0
PSA: If you're a fan of racing games, I'd highly recommend checking out Distance by Refract.
v1.0 just now released on PC after roughly 4 years in open beta. It's an atmospheric racing game with unique and interesting driving mechanics, stunning cyber-punk visual design, and a killer soundtrack. Give it a try!
http://www.survivethedistance.com/
0
Random map update! Both versions got their own update, meaning they're now skewing in slightly different directions, which is kind of weird but this is how things will have to be until MCEdit updates to support 1.13 world format.
v1.5.6 is out, and it finally re-adds some old, scrapped tracks from previous versions that people have been requesting-- so there are now 9 bonus tracks! The unlock conditions for the bonus tracks have also changed a bit. Some minor bugs were fixed, too (such as infinite anvils on certain fussy server clients... yikes).
NEW (OLD) TRACKS
[Nether Fortress]
[Classic Dragon]
[Hurricane Islands M]
NEW (NEW) TRACK
[Donut Plains 2] (because Mushroom Cup needed representation in the Bonus section... and I also wanted to fill all 9 bonus slots)
v1.6.1 is also out, and it features many 1.13 bug fixes as well as a new "Marathon" mode and re-worked points system. This stuff was developed for something special coming soon! This version is not getting the new v1.5.6 tracks because MCEdit isn't 1.13 compatible yet... boo
[edit] small issues with the new points system are now fixed, as well as "force race end" option not working in Grand Prix
0
It sounds like you extracted the file into saves correctly and the map loaded, but the map didn't function when you joined the world and you were left in "creative mode". This might be because you're using the wrong Minecraft version. If you downloaded map version "MKMC v1.6.0", you should set your Minecraft launcher to play on 1.13.1 (the default as of right now), and if you downloaded "MKMC v1.5.5" you'll need to play on Minecraft 1.12.2. If you opened the world on the wrong version, you'll probably need to re-install the map.
The two map versions exist because Minecraft 1.13 made huge changes to how maps are programmed. If you mis-match the map version and Minecraft version, the map won't function at all.
If you had the right version and the map simply didn't respond to you joining the world, that's a bug on my part. Try landing on the floor of the stone box you spawned in, that should hopefully get things running.
0
Interesting, I've never seen that happen before. It might be due to lag? The way the Grand Prix results are calculated is this: all players get blinded and then teleported upward 1 block for every point they have, and the 3 players nearest to the top of the world are chosen as the winners. There's probably a better way to do this, I'll look into it
Thanks! Wow, I'm surprised by how many players have requested Hurricane Islands M be re-added. It was definitely the weirdest track in the entire map and I wasn't terribly fond of it, but I might consider re-adding it considering people keep asking about it... I'm also happy to hear that people enjoy the mirror tracks since they are rarely talked about. I might re-add Nether Fortress to the bonus section as well. I rigidly stuck to having only 5 bonus tracks for some reason, but in reality I don't think adding more would cause any harm. Unfortunately, these would be exclusive to v1.5.5 (not in v1.6.0) since MCEdit currently doesn't support 1.13 worlds. I'll see about re-adding the tracks to the 1.12.2 version, though.
0
Thanks for the feedback and reports! Here are responses:
Feedback:
1 - I felt comfortable giving players bunches of 5 bananas since there's usually only a 1/20 chance of getting them (making them a little less common than normal Mario Kart) and there are many ways in which players can negate them, such as using shields, using golden apples, using a mushroom immediately after hitting one, simply dodging them, etc. I could still change this if 5 bananas prove problematic with higher player counts, but I haven't noticed any such issue as of yet.
2 - Sprint and hold forward between "1.." and "GO!" during the starting countdown. It works for me, but sometimes this feature can be dodgy on servers or on slower computers.
3 - By "mapper medal" I'm assuming you mean a fourth Time Trials medal earned by beating the mapmaker's best time (similar to the Author Medal in Trackmania). I considered it, but I chose not to include it since I thought 4 par times on each track would be a bit much both for mappers and players trying the complete everything. I usually just consider the Gold Medal to be the mapper medal, and I try to make them more meaningful by making them harder to obtain (although admittedly many of my Gold Medals have been toned down since v1.0 due to user requests).
Bugs:
1 - I wasn't able to replicate this on either v1.5.5 or v1.6.0, can you describe what happened?
2 - This sounds like an issue with render distance/loading distance. If you attempt to warp to a checkpoint that is not in a chunk loaded by Minecraft, the warp will fail. I might consider adding an error message when this happens?
3 - Checkpoints are supposed to set the player's spawnpoint once they activate it. When a player respawns, they're normally teleported right to the checkpoint node the very instant they respawn-- it sounds like the teleport part of this system broke. I'll look into this! It could potentially be a server issue (similar things have happened before on servers with plugins).
4 - Whoops, that's a goof. I'll get that fixed!
Sadly, I'm no longer accepting track submissions for MKMC. I'd love to see it, though!
0
A little bit late, but I've updated the resource pack information on the download page (the sha1 has changed).
resource-pack=http://resourcepacks.stickypiston.co/mariokart-lite.zip
resource-pack-sha1=3769ebf9518061d3544eee4e570b14afae660a75
The resource pack was changed v1.6.0 to fix some issues in 1.13. All current resource pack links are fixed and will work on both 1.12 and 1.13. I also changed the resources.zip in MKMC's world file since a few of the songs didn't work due to me forgetting to reference them in sounds.json... whoops!
0
Very well done! I was super impressed with the physics, sound design and general details in the bowling alley. The gameplay is surprisingly deep as well, giving the player a lot more options than most bowling simulations... an impressive feat in Minecraft!
2
MKMC version 1.6.0 is out now! Here's the changelog.
No new content, but everything has been converted to work in Minecraft Java 1.13. There might still be some bugs lurking around, please report them if you find any!
This new version is for MC 1.13 only, but the latest 1.12 version will remain available for a while.
0
Nice! Let me know if you need any information on stuff. If it catches on, I'll feature it on the download pages here and on PMC.
This old design document might help, although a lot of the information is old and outdated.
https://docs.google.com/spreadsheets/d/1_BWTzUq-hv1dSqJhl1wA0L5IoyK14bNBIDPTsM2C3rk/edit?usp=sharing
1
The command looks fine, but your coordinates after "/summon tnt" might be out of loading distance. If you want to summon the tnt right where "knightmare" is, you should use "/execute @e[name=knightmare] ~ ~ ~ summon tnt ~ ~ ~ {nbt...}" instead. You might have been sending the tnt to River Valley by accident!
0
Development on the 1.13 version of MKMC has been progressing quickly, but over the next month or so development will slow significantly due to life stuff.
So before I take a bit of a break, here's a "PTR" (public test) version of the map for Minecraft 1.13. It has not been tested very thoroughly and might be unstable in places. Bug reports are very helpful since there's SO much stuff to test now... pretty much ALL of the command blocks in the map have been tinkered with! The Level Editor isn't ready for this version, sadly, but everything else should be functional.
[Download 1.13 Test][EDIT] The 1.13 version of the map is available now, so no need to test anymore.
1
I'll look into what you mentioned. I never ran into that thwomp problem in testing, I'll have to investigate what happened there. This kind of thing is suddenly a really minor issue in comparison to all the things that need fixing in the 1.13 update . I'll probably put up a "PTR" version of the map soon for testing, since there's a ton of stuff that can potentially go wrong in 1.13 and it needs lots of testing. The automatic command converter I used was pretty good, but it wasn't perfect (doesn't try to update any NBT stuff... argh).
Current 1.13 progress: the Tutorial and Menu are up and running, Grand Prix/Versus/Time Trials are... playable, at least? Haven't touched Battle, Level editor, Arcade Mode, or the Item system yet. Music system worked right out of the box, which made me soooo happy!
1
Tournament's over! Congrats to our winners:
1st >> ReflectedMantis [28:11:04]
2nd >> Darkbrine [29:48:01]
Here are the full results
1
Releasing v1.5.5 a little bit early! The full original soundtrack didn't pan out, so I took things in a different direction. This update has a bunch of balance changes, a new "speedrun" gamemode, and one last batch of community tracks.
If you're looking to get a head start on Saturday's tournament, you can practice using the new "speedrun" gamemode (found in the Time Trials section). We'll be playing the "All Normal Tracks" category. I won't be competing, but my best time in testing was 26:01:0
New tracks:
Carrot Cup (race)
[Animal Crossing] by ReflectedMantis (Mario Kart 8)
[N64 Sherbet Land] by ReflectedMantis (Mario Kart 64)
[Grumble Volcano] by ReflectedMantis (Mario Kart Wii)
[GCN Rainbow Road] by ReflectedMantis and Flamingosaurus (Mario Kart: Double Dash!)
Community Battle Arenas
[Chao Garden] by Darkbrine (based on Sonic Adventure 2)
[End Battle] by Darkbrine
New mode:
Speedrun
> A variant of Time Trials. In this mode, all tracks are played in order with no interruptions.
> Predetermined item sets are given to all players. No item blocks.
> All players' total times are tracked throughout the run. All player times are announced in order at the end.
> 4 categories: "All Normal Tracks", "All Community Tracks", "All Developer Tracks", and "All Tracks"
Balance Changes:
Item Balancing has been re-worked
> Now much more intelligent, actively reacts to both player count and race position
> More restrictive with rare items (gone are the days of getting 3 Golden Apples in 1st place)
> High player counts are less of a disaster now
Totem of Undying no longer appears randomly in race gamemodes
Lightning is now less common
Shields no longer give full invulnerability in battle mode
Battle Mode Sudden Death no longer kills players immediately, instead brings everyone down to 1 life
Added a few new rare items
If two players spawn on top of one another in battle mode, both players will receive a brief shield effect
Elytra is now less common in singleplayer
Elytra and Fireworks now cost more credits in Time Trials
Fixed many checkpoints which had vertically over-extensive hitboxes (mostly in tunnels and roofed areas)
Fixes:
Nodes (armor stands) no longer have hitboxes during gameplay, meaning they can no longer block projectiles. Hooray, finally!
Fixed resistance pads not taking priority over shields and golden apples
Fixed an Elytra bug in arcade mode
Notifications for missed checkpoints are now a bit more noticable
Thwomps can no longer drill into the ground
Fixed the "Use City Hub in Arcade Mode" option causing problems outside of Arcade Mode
Redstone/worldspawn is now less prone to crashing players
A bunch more...
0
Hmm, not quite sure what happened there. You might want to go into creative and inspect the redstone system around -498 68 -526 since that handles checking the game version and sending newly joined players to the menu. You might also try "/scoreboard players reset @p" and then "scoreboard players set @p join 1".
Just a list of things... Server must be 1.12.2 (no 1.13 or higher), the "maxCommandChainLength" gamerule should be 65536 (the default value), and as always enable-command-block=true in server.properties.
If none of this helps, can you describe what's happening in the map, if anything?