Source Filmmaker

Source Filmmaker

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MARIOKART2 B3 SFM
   
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Universe: Team Fortress
Map
Tags: SFM
File Size
Posted
Updated
144.850 MB
15 Aug, 2021 @ 4:29pm
30 Sep, 2022 @ 12:16pm
11 Change Notes ( view )

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MARIOKART2 B3 SFM

In 1 collection by Thespikedballofdoom
DL to make this map easier to work with [B3] [Torches, Cannons, Bombs]
5 items
Description
This is a port of Archanor's INCOMPARABLE mariokart map for TF2.[gamebanana.com]

I'm aware that a version for it exists, but there are changes from the main TF2 version and some moving entities like the blimp were unrecordable on it.
Note that when recorded here the lighting will be messed up until an animationset is made for them.

Due to SFM, ambient_generic (ie the river flowing sounds) will not play when the map is loaded from the viewport dialog. Use mp_restartgame 1 once the map is loaded to fix this.

Some useful commands when working with this map:
Remove (non-recorded) karts, blimp, pow blocks, dispensers, beach ball ent_remove blutank; ent_remove blukart ent_remove redtank; ent_remove redkart ent_remove blimp ent_remove pow_block1 ent_remove pow_block2 ent_remove pow_block3 ent_remove pow_block4 ent_remove quickdisp ent_remove quickdisp1 ent_remove quickdisp2 ent_remove quickdisp3 ent_remove quickdisp4 ent_remove quickdisp5 ent_remove volleyball Recolor light beams like those in disco.
The different variants are specifically targetable, point_spotlight affects all at once.
beam = all non-strobing (this actually works on most maps I find)
spot1 = strobing green
spot2 = strobing purple
ent_fire point_spotlight color "R G B" ent_fire spot1 color "R G B" ent_fire spot2 color "R G B" ent_fire beam color "R G B" Recolor sprites (bubbles around lights), alpha controls transparency only ent_fire env_sprite color "R G B" ent_fire env_sprite Alpha "100" Disable light beams (Right click viewport show entities > uncheck beams works too) ent_fire point_spotlight lightoff ent_fire point_spotlight color 0 Remove light bubbles around lights (you'll see them if you disable lightbeams) ent_fire env_sprite hidesprite Show light bubbles ent_fire env_sprite showsprite

To disable the disco lights, right click the viewport and uncheck beams. You could also ent_fire color them with "0 0 0".

The beach ball model used for bombs and the water minigame in world 2 is broken in SFM.
To fix it right-click the animationset, Utilities > Bake Procedural Bones, right-click the animationset, Import > Sequence, Open (ref), and it should be visible.
Or just download this

To deal with the colors if it was a bomb, add override colors and fade it from 0 0 0 to 255 0 0 across 1.3 seconds with .5 delay. It starts changing colors .5 seconds after it was lit.
(In the game, it's actually stepped in increasing 30 on the red channel every .1 seconds.)
You can add override colors with something like Doc's script or do it manually

I can give vmfs if theyre wanted

This is all with permission.

Includes:
MARIO_KART2_B3_SFM.bsp
7 Comments
R3DREVO 13 Aug, 2022 @ 8:47pm 
F
Mystic Monkey 28 Nov, 2021 @ 11:32am 
I know I'm of an unpopular opinion but... I wish there was a Sonic version of this map. Though I can't imagine how it would look myself.
israel100israel (o.W.n) 8 Sep, 2021 @ 11:21pm 
never forget kitty for what he been giveing us
Giovanni Nero 18 Aug, 2021 @ 1:37pm 
@Naro
I bow my head for my fallen comrades.
zenny 17 Aug, 2021 @ 8:09am 
Poogas
JustSomeDog 16 Aug, 2021 @ 11:23am 
such a fun map
Naro 15 Aug, 2021 @ 8:03pm 
may we remember the fallen comrades