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Wacked Go to post #780145
Really great atmosphere, I pretty much agree with Xtreme in that there are a few weird quirks here and there which are noticeable, but don't overly detract from the park as a whole. Love these kind of spooky parks, so I'm happy to see this!
Thank you kindly! It'd be cool to know which choices I could have done differently with what was given =)
Building shantytowns in RCT requires finding a difficult balance between cohesive and ramshackle, and you've pulled it off quite nicely here. Occasionally there is one wooden post or steel fence too many, but overall, the use of textures is thoughtful and helps sell the theme; even if you did not tell us which time period this is meant to represent, we would be able to figure it out largely based on your architectural choices, many of which are subtle but still distinctly late 1700s.
Most of the questionable object choices are a result of a restrictive bench, but you've managed to make it work well enough despite the limitations. I particularly enjoy the shapes you create with flowers and rocks on water. Keep doing that!
You're developing a style that is instantly recognizable as your own. Looking forward to seeing more distinctly Wacked parks!Shantyyyyy! And yessir, late 1700's towards 1800's was a goal, but forgot to look up historical buildings early on xD
Aye, I do like lots of macro layers. But It was toned down from what I practiced building before this. Also having fewer trackitecture-roofs helped this park.
I do like placing the flowers to become beds of vegitation so glad it is appreciated ^^ -
Wacked Go to post #779757
I found this pretty enjoyable. Super atmospheric, aided by the palette, which I think works with the colours and textures well in a way some palettes don't. The coaster is pretty nicely made, with cool supports. Don't really love the weird s-shaped curve after the zero-g roll, nor the placement of the loop being hidden between two buildings, but the rest flows pretty well between the elements. The recolourable ncso thing kind of bothers me because it holds the park back in some places, such as the use of the grey bullrushes where a smoke object would have worked much better. Guess that's down to the contest restrictions. The archi overall is pretty great however, good variety of textures but still feels cohesive.
Aye, the loop was not as hidden early on building this, and is something I do regret sticking through with.
And wholeheartedly agree that the smoke i this case, could have been replaced. Either with crashed vechicle trickery or me being able to locate an object in time.
I appreciate that you like the textures!
Thanks man =)
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Wacked Go to post #779687
Yeah, I can dig this.
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Wacked Go to post #779669
I liked the dark and gloomy atmosphere in this park, a lot of gritty textures as well. Also, the coaster supports, I don't think I've seen those objects used before, interesting. Overall, Definitely one of my favorites from that contest.
Thank you! -
Wacked Go to post #779535
I was less impressed with the coaster supports than I was with the rest of the map. There are just too many shapes and textures between the box formations, slanted poles, freefall and observation poles, and WW/TT oil barrels. Between all of these, I found the standard steel support poles to be the biggest source of clutter, likely because they appear grayer than every other support type here even when painted black, and the use of full-tile concrete squares as footers for these is the only visible instance on the map where NCSO's limitations truly surface. Those holes, however, are a top-notch "I wish I had thought of that" feature.
If you can simplify your wall textures without sacrificing the realistic look you've created here, you'll both have some high-scoring works on your hands before you know it!
Aye, the supports were rushed by me and more of an afterthought due to the deadline coming up.
And I love that people approve of the holes as they were one of the first things that were built and stuck with the park from the beginning.Cheers! =D