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Fluorineer Go to post #724042
Sounds good to me, I'm going for it!
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Fluorineer Go to post #724019
I intended that originally as well, but as soon as there will be actual rides on the roof, I'd encounter problems with this solution. I want to make this decision as early as possible because it will widely affect my approach to spots on the map that aren't very well visible (for instance, I would make support structures right beneath the roof if I make a cut-view-map, if I just make a roofless version instead, those would be pointless). Even if I don't put rides on the roof or only place them at the edge, I really want to focus some attention to that because usually roofs are pretty boring. For example, the very back of the hall will be slightly elevated to fit in a coaster which will be slightly higher than the rest, and that way I could build a big panorama-window from the terrace into the hall. I would enjoy if the player could explore all these things in one single map, rahter than having to swap savegames inbetween.
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Fluorineer Go to post #724012
Hey guys. Once again not really sure whether this is the right place but this is related to an actual park in progress so I guess I just post it here: how much would you guys like a map that actively requires the cut-away-view feature to fully explore everything? I'm currently building an Half-Indoor-Half-Outdoor-Park and initially I didn't bother with a roof because well, otherwise you wouldn't see shit. But now I'm actually pretty fond of the idea of building a sun-terrace with maybe some flat rides on the roof. Also I could do interior of the restaurants while also theming the outside and giving them a roof. And if I'm really bored, I could add sewage and technical stuff into the basement of the hall. Do parks exist that have implemented that idea already, would you like to see an experiment like that or do you dislike the cut-away-view too much to enjoy actively using it?
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Fluorineer Go to post #723982
thanks guys, your points will be adressed!
I actually knew that elevator-lifts would be possible, but I chose against one in this layout. Mainly because the point of the very first helix is to turn the wagons around, so that the peeps go up the lifthill in a turned position, not really able to see what's going on. Also, the chain is operating at 14 kph, so it's pretty swift anyway. Since this is an indoor coaster, I like the impression of going right benath the ceiling (like Toverland's Bommerang) and an elevator would kind of take that away. But there's probably going to be a 2nd coaster with an actual vertical lift.
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Fluorineer Go to post #723961
Not to put it wrong, I actually have a theme area and theming ideas for this thing, I just don't have found a way yet to actually make it look like something reasonable. Hopefully, at least the layout is something.