Park / [NEDC] Archimedes - #1/9 (Winner)
- 24-October 11
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85.77%(required: 65%) Design
Maverix 100% Kumba 95% Liampie 90% robbie92 90% turbin3 90% wheres_walto 90% Wicksteed 90% JDP 85% SSSammy 85% BelgianGuy 80% CedarPoint6 80% nin 80% posix 80% Roomie 80% RMM 65% 85.77% - 4 fans Fans of this park
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27 Comments
Comment System Offline
Wicksteed Offline
RRP Offline
Levis Offline
prodigy Offline
Definitely the best entry.
Steve Offline
Magnus Offline
Congrats on another great contest win Dave.
Hope to have some time the next couple of days to view this ingame.
posix Offline
I really enjoyed this entry for its uplifting 5Dave atmosphere trademark, its convincing theme execution and strong park flow. I was impressed with the underground ride you added. It made a lot of sense and I loved how you designed its entrance. Sometimes the buildings seemed a bit cramped together. You could have allowed a bit more space, no? I assume you were going for a dense and busy building arrangement, yet I don't think overall park clarity should ever be sacrificed for this.
My absolute favourite part of this was the station, especially the shrub work you did there. For me, the atmosphere is by far the strongest here as the colour harmony is explosive. I was especially impressed at how it is completely unnecessary for you to zero-clearance every full tile tree to put 1/4 shrubs unter it. The effect of the overgrownness is still completely alive and the lack of hacking makes everything much more organic. Very amazing, and a good example that more details and more hacking are not always desirable.
I hope you will keep delighting us with your RCT abilites, Dave!
JDP Offline
-JDP
Liampie Offline
I will post some 'little things'-screens soon.
Turtle Offline
5dave Offline
@Steve: Yeah I think it's time for a solo of me someday, let'ssee if I can find time
@Magnus: With combination you mean path in front and leading behind the coaster, right? I was surprised too that noone else did the path layout the same way, as it's really 'hugging' an area quite well.
@Posix: Thanks. Yeah I always seem to have the path-building ratio slightly too small, need to work on that. I was going for the crammed look and the buildings should work as gangways too for the crowds but that didn't worked out quite well. Y
@JDP: Yeah it was pretty tricky to hack them on but it was really worth it. The only downside is that the ride sounds like a steel coaster now
Thanks to all!
"MFG"
AvanineCommuter Offline
Congratulations!
Pacificoaster Offline
Midnight Aurora Offline
5dave Offline
@MA: A tragic mess? How come?
"MFG"
Midnight Aurora Offline
I suppose because it doesn't make sense to my eyes and because I can't figure out what you were trying to get me to see.
(Clearly I'm doing these pics from the overview... sorry that they aren't better angles.)
Top left, I see what's going on, but I guess I just don't understand why it would be like that in a realistic sense. Why would it be overgrown next to the coaster, where they're more likely to keep things from growing on the supports? And why would the natural tree line continue through a fence? Am I looking too hard? absolutely. But I wouldn't be if it was a little cleaner on the eyes. Like the top right. I understand why the hedge is there, but they just look terrible and it catches my eye for all the wrong reasons. That one is more to do with the object than your placement, I think.
I have no idea what's going on here, but it doesn't look like a lot of thought went into it. This wasn't your focus, and it shows.
...But again, the buildings and atmosphere were fantastic.
posix Offline
5dave Offline
The cut in the landscape shown in the 2nd screen wasn't really necessary, I agree. But it's just the map edge and I really didn't put much thought in that, that's true.
Thanks for clarify!
"MFG"
chorkiel Offline
I'd like to compliment you on all the logos as well.
Liampie on the great write-up.
To the design, I hadn't expected more of you, than this great piece of work.
It's very nice and you used great foliage and colors.
Gratz again !