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Milo
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  • Accolade Panelist

  • Nice idea. I’m down.
  • Saving from discord,

     

    Thanks @Liampie and @CC9 for all of your hard work.  It has been quite the journey,  especially for Liam.  Lots of ups and downs in the last 12? years,  and you've gone above and beyond for the community in that time,  steering through some turbulent waters as RCT as a viable hobby seemed to be fading...  all while achieving within the game at the highest levels.  Thanks to you two for your service and a special thanks to all the current and past admins for your leadership and sacrifice.

  • I like the crescent shape motif that creeps in.  Haunted Harbor does kind of have a "dark Luna" vibe so if that was the intention or just a happy accident,  it works well.

  • Dambusters
     
    - I wavered on this but settled on voting for GoL after repeat viewings,  it is flawed and undercooked... probably fatally so,  but overall it won me over in the end.
    - Before the reveal I wasn't even sure of hoobaroo's involvement since it's more sparse and missing some of his trademarks.  Andrew and alex are heavy hitters but it just seems like a situation where a lot of talent just does not have the time to fully gel.  It's a shame Cocoa couldn't contribute as he often brings a fun and kinetic element to the table - such as colors dripping out of the washed out buildings/foliage and off the edge of the map.  As is,  it's a little cold.
    - It feels a lot like not knowing what to build so you guys steered into creating something about not knowing what exactly to create. Something about the grid effects reminded me of synapses firing.
    - The duelers are a fantastic addition,  as are the iridescent colors as a set piece.  The section over the canal with the monorail layered in was cool and had a timeless,  turn of the century shoot-the-chutes combined with a modern ride look.
    - I enjoyed the animals popping up as a motif,  as well as the swiss cheese holes with the fish and with the gravestones.  Perhaps expanded use of the white void holes,  neon grid/lighting effects and iridescent colors may have helped tie things together but it's tough to say for sure on a map like this.  It's a strong effort in a style I typically take a little bit to warm up to.  It's too bad about the music but it does add a lot even through the old school external listening.  I would be curious to see something like this in a solo or group park format with a little more breathing room for additional rides.
     
    Soda Jerks
     
    - I am not a Nintendo fan. This impacted SNW's ability to resonate with me and left the door cracked open for GoL to find its way in.
    - That said;  this is a worthy contender,  a worthy winner,  and an admirable achievement to bring a new art style into the game so effectively.  It looks great,  from the landscaping blocks to the game-specific items.
    - The peeps being plain RCT didn't bother me as they looked good against the bright primary colors of the base blocks.  Some more crunch in certain interiors,  such as the theater,   could have been an interesting contrast. I understand time was a factor and keeping things consistent helped push this along.
    - Mario Kart is one game I'm more familiar with and I liked the use of the race car vehicle here.  Exploring different tracks was a good idea.  Some dummy racers in character could have been cool,  or the go karts speed up and slow down effect.  The building is a little bulky to accommodate it all but the false foliage is a good solution.
    - The water looks really cool and the DK area has a lot of great ride design and set pieces,  like the boat and cranes.  The little light shaft on the sword near the Link meet and greet is a nice little highlight.  Overall this goes far beyond a simple proof of concept and captures the spirit of the environments of several different IPs to the extent that even someone like myself can appreciate it.  It also keeps an energetic amusement park atmosphere with things like the meet and greets.  I look forward to seeing how the cel shaded objects are used in the future.
  • Lonely Hearts Club
     
    - BaB is a really fun idea and executed at a very high level.  It's a formula I can appreciate,  very ambitious cinematic storytelling and detailed set pieces both large and small. 
    - This walks a fine line that can be tough to pull off,  there is a little dissonance with the overall direction;  is it a "park"? a movie set? an actual sci-battleground?  Do rides really fit?...  It's a tougher tightrope to walk than one would expect and ultimately the execution plus the fun factor wipes all of those questions away to make an engaging atmosphere that is just fun to sit back and appreciate.  It's the type of H2H map I've struggled to execute in the past so it's awesome to see it pulled off here so masterfully.
    - Details like the battle bots, machinery, and Alien Ant Farm are executed so smoothly it's almost criminal
    - There is a slight lack of polish and the upper layer of the main structure is a little too cold and industrial.  Other than a couple of Enlist Now posters,  there was a slight lack of personality to the environment,  something where a more obvious barracks, canteen, or training area might have helped add a human element to the nameless and faceless soldiers.
    - Other than some minor gripes,  I could go on for a long time about how much I love the vehicles, sculpture work,  the labs,  the bug lairs,  the ride design (especially Sulfur Soaker) etc.  It's cool that a variety of weapons, not just machine guns, but bombs, flames and creative uses of mining equipment are showcased and it was probably the product of many fun brainstorming sessions.
     
    Canes
     
    - Much like Valley of the Kings,  I was a little underwhelmed at first, but it was clear there was going to be more beneath the surface.  I'm not the biggest cutaway view fan,  as it can feel a little clunky,  but this is one of the most rewarding uses for it that conveyed the excitement of exploring a museum as a kid.  It felt like there was going to be something new around every corner, and it delivers on that promise.
    - There is an abundance of subtle,  clean and effective hacking.  I'm not exactly sure what is a new CTR or an effective use of an existing CTR because of how great the hacking is.  What is clear is there was a major focus on the exhibits as well as general path/peep level detailing and it is seriously impressive.  The Amphitheater and Planetarium stand out but even the more generic functional benches and tables really shine here and they will all likely be popping up in numerous future projects.
    - It is always a good sign when I'm scouring the Rides window and every corner of the map just to see if there are things I have missed.  There are certainly some things I have not yet discovered on this map and I have been very thorough.
    - Bugs and Bots represents fantastic macro level sculpture,  but the sculpture at the micro level here is equally as impressive.  Even the static sculptures in each exhibit are great but to go the extra mile and have peeps interact in some way with a large amount of them adds a lot to the fun factor.
    - Effective interior roof structure and HVAC was not on my bingo card but the cutaway layers are impressive.  It is just slightly fiddly to get the "perfect" view of certain things or remember what floor of what building a certain set piece is to see it again.  That's a limitation of the game and the craftsmanship on this is so high it makes it worth it.
     
     
    Two really great parks,  probably one of my favorite overall matches in recent memory.  Bugs and Bots will be something I return to often,  just to soak in the atmosphere.  I'll return just as often to the Canes' park to pick it apart and learn from the all of the techniques used.

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