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deanosrs
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  • Yeah this is wonderful, I really like the church, detail level of feel of the graveyard. Very nice. The only thing I see to maybe tweak is the pink trees. They don't feel to the same scale as the rest of the foliage.

  • I love it, it's really high quality and looks amazing. My only question is - where is the dock? The anchor looks really cool. But without a waterfront and boats the theme feels strange to me.

  • This is such an enjoyable piece of RCT. I'll go area by area!

     

    Babylon first, because why not! Maybe the blue is over-played just a little here, but there are so many wonderful moments. The Rivers of Babylon ride's drop out of the tower with the path underneath it is wonderful. Some great "back stage" details around there too. The flatrides in this area are done to a really high standard too. The boats play on Turtle's in herakleia with some lovely variations. I love the path patterns throughout - the G outside the Gilgamesh queue is a nice one too. The coaster flows very well but I wasn't totally sold on the RMC/woodie track mix.

     

    Between Babylon and Atlantis it's a close call for me for area of the park. Abyssus I think is the coaster I enjoyed the most. The facade for Quest is wonderful too, with great little splashes of colour and texture.

     

    Arabia feels to me like a really solid foundation that has some really nice details, that just needed to be threaded together a little more. For instance, there are a few different pergola styles in this area, and the one right next to the lake is to me by far the best. I'd have loved to have seen more of that throughout. The density of the foliage is really nice and some of the architectural forms are refreshing and very pleasant to look at. The water rides in this park are a highlight and Wild Wadi might be the best of them all - simple, but effective!

     

    The Viking area to me is close to being great but in places washed out with too much of the dark brown. Where there are red and white splashes it comes to life, and some more great boats here, especially around the swinging ship. Again some lovely pergolas by the lake that I'd have loved to have seen echo'd at the back area of the park some more. The duelers remind me a lot of the 'phobia duelers in the original RCT scenario (forget which!) and that's a great moment for this park which does a lot of older styles modernized with better, newer objects.

     

    The landscaping throughout is largely "LL"-style, but then there's also the tolsimir rocks, which to me creates a little bit of an inconsistence, and it doesn't help for me that they are one of my least fav objects. This was probably not one of the park's strengths, but I can also personally testify to the amount of time landscaping can eat up in the game, and I have a lot of respect for playing the game the way you want to and if that isn't using half diagonals or spending hours on landscaping, more power to you Fred!

     

    Most aspects of that approach is so lovely to me and create a more classic viewing experience. It's a more straightforward but enjoyable build style; perhaps the relative lack of detail to the "meta" could have been countered with a larger map and more content, in chasing the spotlight?

     

    Great work, I really enjoyed this and was so excited to see it drop - it didn't disappoint! This is a park anyone would be proud to have in their catalog.

  • For me, this park lacks cohesion and feels a little bit rushed. There's some object spam, blinding use of color and the landscaping could use some work.

     

    There's promise in the coaster layouts, Ligma Ball is fun to watch. Some of the flat rides are quite nice.

     

    I must confess, this corner of RCT-world does not particularly well receive WW/TT objects, myself included. This is because these releases to the game when they first came out wre highly anticipated and disappointed because the objects don't match the style of the base RCT2 objects. They're a little jarring to look at. The yellow trees here are hard on the eyes.

     

    Overall, I'm just not totally sure what this is going for. I could have used a shorter description to the park to set the scene a little more concisely. I think a more concise intro there would help.

     

    I think you are a promising builder and I've really liked some of your Six Flags Owl City screenshots. When you focus on exaggerated realism, fun things happen. I think this park might be what happens when your focus is not based on consistent source material.

     

    I would say: carry on building what you enjoy! Don't feel like you have to adapt it to the "requirements" of New Element. But, if are so inclined, ditch the WW/TT objects, invest a little more time in macro planning and landscape, and build from a focused singular inspiration. Don't try to give us a park that's changed ownership 17 times - that's really difficult to convey. Just give us a straight up Six Flags park set in some US city like, for instance, Owatonna Minnesota, and keep it simple!

  • Babar, I don't know how you crank out parks this quick.

     

    I'd get it if they were quite sparse in detail, but the opposite is true: if anything, they would benefit from some more negative space!

     

    The entrace is classic Babar. I love the curved shade structures in the car park - such a unique shape in-game. The tarmac and rock crunch game over there is strong, too! Headed through the gates, this area reminds me a lot of the village area in Troubadours, and the way the Studio Tour starts right here is really cool, with the ride advertised so well to guests as they arrive.

     

    The Flintstones area to me is probably the weakest of the park. I think it just needs an injection of red, perhaps. Guests seem to agree and don't venture over there too often!

     

    In Scooby-Doo, you're using those marquee pieces like a true Evergreen Gardener going crazy on h2hx round 2! Using cutaway, I'd have liked to have seen some more themeing around the ride itself. Interiors generally I don't really expect in game, but for rides, it's a little dissapointing to lower down the roofs and just see track.

     

    As a francophile, the Asterix area gave me great vibes. Love the geometric shapes, the A-frame building, and the scene setup over there.

     

    The 2x2 facade architecture around the Tintin feature building is just classic Babar. That lovely moment when you recognize someone's style so clearly and just love it for what it is.

     

    At the back, your Madagascar area really shines. The ship serves as a really nice contrast to the rest of the area. Again would have liked to see more themeing on the adventure ride, but this area does a great job of capturing the feel of the movies while also looking great in-game.

     

    The mine train does waht you put it there for - it's a decent family-style mine train coaster which doesn't blow me away but definitely ticks a box for the park. Avoiding crashing down into the rocks on the first drop is a nice moment.

     

    I'm grateful that the Smurfs is a lot easier to spell in English!! I remember getting these out of kinder eggs on Brittany holidays way back when.  The way the paths point to the Smurf sculpture out front is a great touch - those sculptures are super tough to do, and it's very recognizable. The buildings around here again capture the feel of the cartoons really well, sticking to roundness and textures to get the job done. The ride is nice but could be longer.

     

     The Haribo area is where I would be bound to spend most of my time in the park watching kids try to injure themselves! I need a nice bench to sit on somewhere where you can a) block off the entrance to the area and b) see most of it haha! The area is a little on the plain side and could have used maybe a touch of crunch to liven it up. But the giant ball pit is a moment.

     

    The next few areas from Rick and Morty through to Kung Fu Panda blend together really well. It reminds me a lot of the Toon Lagoon area at IoA, it's brought to life here really well - lots of guests, a fantastic spongebob sculpture, and otherwise typical Babar architecture. The krusty sculpture was another good one!

     

    There's so much here that I can't imagine myself being capable of doing, and so much I enjoyed seeing. 

     

    It feels like there's tons of content, on, for a full size park, a relatively small map. I'd love to see what a Babar map looks like with a pre-planned macro that's more spaced out - maybe with a forced central lake or something like that. But, perhaps the way you build is simply a celebration of how you work and think, and that should be embraced, not criticized.

     

    I really enjoyed checking out the park and definitely will revisit, as I do all of your work, especially when I need to steal ideas on how to work on half diagonals!

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