We've been listening to feedback (and observing gameplay and reactions on Youtube), and we've got an update (v1.2) out now that addresses many common issues and complaints!
Items no longer need to be dropped to activate
Checkpoints have a larger trigger area (elytra friendly)
Teleporters now act as psuedo-checkpoints
The map will automatically detect and fix problems with entities dropping scoreboard values
Added water boots which automatically deploy in water
Fixed item balancing
Added a new item: Ghast
Map now includes a small resource pack (automatic in singleplayer)
The tracks are exceptionally well-designed, but there's a few nitpicks I have:
I spawned on the wall of your tripwire area instead of on the tripwires themselves; instead of using tripwires to spawn the player into the map, you should instead use the stat.leaveGame objective (contrary its name, it actually adds 1 when a player logs into your world)
Whilst I noticed no bugs/issues with the mechanics in the map, the redstone is very inefficient and looks rather old-school, which could negatively impact performance (although I had no problems)
There is nothing to warn the player that they're going the wrong way, nor anything to put the player back on the track if they go off-course - I'd recommend using execute detect to damage a player that's off-course
The enderpearl item kinda sucks due to the damage received from using it (come to think of it, I'm not sure I like the fact that you can take damage in a map about racing...)
Any items that need to be dropped to use (e.g. mushroom, banana peel, etc.) are a little awkward if you're already holding ctrl to sprint, one possible way around this would be using a fishing rod (retextured to be invisible) in the player's off-hand slot, then checking for the item the player has selected in their main hand as they right-click with their off-hand (where the rod is) in order to activate the item
Keep in mind though that I'm really reaching to say anything negative here, as this map is honestly superb. It deserves more attention.
Hey, thanks a bunch for the feedback! The full version of the map is just days away from release and a few of your points have been addressed:
I used stat.leaveGame to initially teleport players and prevent that spawn bug from happening. I actually didn't know that stat was a thing, thanks for bringing it to my attention! I'm still using the tripwires, though (too lazy to overhaul the initial scoreboard setup nonsense I did).
Yeah, the redstone is pretty odd and outdated at times (mostly due to this map starting development in 2013), but I've put a lot of effort into minimizing the amount of commands being run at any given time. I test the map with my friends on my own fairly weak server, so I've had to make a lot of changes to make the redstone efficient enough to run on my machine. It's not amazing, but it works.
I'm not sure how I could notify players that they're going the wrong way without greatly increasing the amount of commands being run at any given time. I also want to use the same tools for track creation that players will have when they create their own, and adding triggers for that kind of thing might be a tad complicated. I did, however, add notifications to checkpoints that will tell players if they've missed a previous checkpoint (this was a common issue in playtesting). I also added some more "kill planes" that immediately reset players if they fall off a cliff or something.
The health/damage slowdown mechanics haven't changed, but I added two options to the menu that allow you to disable the health system and the acceleration system if you prefer to play without them. The ender pearl item still deals damage, but I added a hidden feature that negates damage slowdown when you take damage from the teleport.
The invisible fishing rod solution sounds really smart, I had no idea that was possible! I didn't get around to changing the item mechanics for the full release, but I'll definitely give it a go afterward! If the changes work out, I'll probably update the full release with those changes implemented.
So is this multiplayer or singleplayer or both?
Looks fantastic, by the way.
Both! It's mostly intended for multiplayer but it's fully playable in singleplayer. The next update is going to have Time Trials fully implemented, a gamemode which will greatly improve the map's singleplayer offering. Time Trials will have an item loadout system and par times to beat for each track. I'm hoping to push that update within the coming weeks!
[edit] As of 5/23/17, Time Trials is implemented. Hooray!
PERFORMANCE WARNING: This map requires a beefy computer with respectable processing power. If this is a problem, try uploading the 1.14+ world to your Minecraft Realm or use StickyPiston to host a MKMC server for free.
This is the definitive version of the map. It's stable (performs best) and has extra content. Highly recommended you go for this one instead of the ones below.
These versions were (somewhat haphazardly) ported to later versions of Minecraft. They're less stable and harder on performance. If you want a good MKMC experience on modern Minecraft versions, play Sprint Racer instead.
Includes texture fixes and the soundtrack (not needed for singleplayer)
Image gallery:
Image credit to user ReflectedMantis
So yeah, there's our map. It's been in development since early 2013 (with several massive hiatuses) but it's finally done!
Feedback is welcomed! Map can also be found on Planet Minecraft and minecraftmaps.com. This map has been downloaded 100,000 downloads between all three sites!
Also check out Sprint Racer on Java Minecraft Realms! Made by the same people (us) and is basically this exact map - minus copyrighted stuff - plus a bunch of cool new stuff and some major improvements.
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We've been listening to feedback (and observing gameplay and reactions on Youtube), and we've got an update (v1.2) out now that addresses many common issues and complaints!
0
The full version (1.0) is now released! Here's what's changed:
0
Hey, thanks a bunch for the feedback! The full version of the map is just days away from release and a few of your points have been addressed:
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Both! It's mostly intended for multiplayer but it's fully playable in singleplayer. The next update is going to have Time Trials fully implemented, a gamemode which will greatly improve the map's singleplayer offering. Time Trials will have an item loadout system and par times to beat for each track. I'm hoping to push that update within the coming weeks!
[edit] As of 5/23/17, Time Trials is implemented. Hooray!
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PERFORMANCE WARNING: This map requires a beefy computer with respectable processing power. If this is a problem, try uploading the 1.14+ world to your Minecraft Realm or use StickyPiston to host a MKMC server for free.
STICKYPISTON TRIAL SERVER:
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https://trial.stickypiston.co/map/mariokart
You can host a temporary free server here to quickly and easily play the map with your friends!
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WORLD DOWNLOAD:
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MKMC [v1.5.7] for Minecraft Java Edition 1.12.2
This is the definitive version of the map. It's stable (performs best) and has extra content. Highly recommended you go for this one instead of the ones below.
_________________________________
MKMC [v1.6.2] for Minecraft Java Edition 1.14+ (1.15 might work, 1.16 is sketchy)
MKMC [v1.6.1] for Minecraft Java Edition 1.13
These versions were (somewhat haphazardly) ported to later versions of Minecraft. They're less stable and harder on performance. If you want a good MKMC experience on modern Minecraft versions, play Sprint Racer instead.
_________________________________
Image gallery:
Image credit to user ReflectedMantis
So yeah, there's our map. It's been in development since early 2013 (with several massive hiatuses) but it's finally done!
Feedback is welcomed! Map can also be found on Planet Minecraft and minecraftmaps.com. This map has been downloaded 100,000 downloads between all three sites!
Also check out Sprint Racer on Java Minecraft Realms! Made by the same people (us) and is basically this exact map - minus copyrighted stuff - plus a bunch of cool new stuff and some major improvements.