Park / Sea World Brisbane
- 05-March 06
- Views 16,626
- Downloads 1,191
- Fans 9
- Comments 81
-
79.38%(required: 70%) Gold
G Force 90% Liampie 85% Sulakke 85% trav 85% CoasterCreator9 80% posix 80% bigshootergill 75% SSSammy 75% Jaguar 70% ][ntamin22 65% 79.38% - 9 fans Fans of this park
- Download Park 1,191
- Tags
81 Comments
Turtle Offline
iris Offline
Phatage Offline
sloB Offline
heh i dont think they count that.
and for the record steve, this park looks awesome. makes me wish i had rct on my computer now. i agree with all the shit posix said, naturally.
Ride6 Offline
ride6
Phatage Offline
Turtle Offline
Corkscrewed Offline
Phatage Offline
dammit my powers are dwindling...blah blah blah FOOZYCOASTER blah blah...
Panic Offline
Not to be testy, but "natural beauty" doesn't equal "looking like an amusement park" just because this is RollerCoaster Tycoon. Many an amusement park is the antithesis of natural beauty - worlds of concrete, parking lots, tacky shops, and long lines - and particularly when they try to fake a natural feeling by theming their areas to far-off places. Take some gorgeous location somewhere in the world, Alps, Grand Canyon, whatever. More beautiful and natural than your average-joe amusement park, yes? Then why can't they be more beautiful and natural in RCT too?
Edited by Panic, 08 March 2006 - 08:42 PM.
posix Offline
of course, yosemite is more beautiful than six flags.
but this is not the point.
i was talking about nothing else but the park-perspective.
how do i word this properly ...
you know, what i think makes people truly like parks is when they can understand them. and they do so when what they see makes sense to them. in our case, as we are making parks in a game, the more something looks alike real life parks, the more sense it makes. people go "aah, with that he meant to recreate that one ride i've seen at parkx". okay?
so the more sense a park makes, the more it resembles the original nature of a real life park. hence, it's more natural.
and i believe the more natural a park is, the more beautiful people judge it.
now this is gets exciting with the parking lots you mentioned.
sure, in real life, they are nothing but a huge area of concrete. they look dead and grey and boring.
why would people create parking lots in a game when they are something so ugly?
because they love recreating the nature of parks. and people love looking at it because we're park-fans. (now admittedly, parking lots are something hardly any parkmaker got to look good)
nevertheless, the point is the same and i hope i got it across.
you see how exciting this can be? i mean you can do the "in real life" ugliest things, like the back of fascades or six flags style coasters with zero/low theming that seem very sterile and just thrown into a boring area and still have them look cool, if you manage to recreate them naturally it will be extremly park-ish and realistic, and therefore easy for a viewer to comprehend and understand. (--> "wow, this park is amazing!")
i think this is the reason why cafés are so popular.
i mean you look at the building, you see the tables around it and boom you know "this is meant to be a café/restaurant".
same with service ramps, transfer devices, queue line vending machines or ticket booths. all these things that give away their identity the moment you look at them.
something that can never be the case in a fantasy park unless you read a 30pages readme and dig into the insanity of a certain parkmaker's brain.
(cbass is an exception here. take his escher park. there you could also directly understand what he made. i guess it's always a question of recreating things...)
(the following will sound disgustingly cocky, i know that. please bear with me.)
my point that what you build has to make sense, has to have this infamous "meaning behind it" is something that many people who want to make realistic parks aren't even aware of, and steve is no exception. it was the same with me in all my rct stuff i have created. the result is semi-realism.
these parkmakers simply don't know parks well enough to really make them. and what's more important is the look, rather than the sense behind things. so we semi-realism-ers lose ourselves in landscaping, colour combinations, rock forming, shrubs cluttering, etc. we want to make things look nice by the design of it. and that is something extremly hard and time-taking. in fact it takes a lot of practice and you won't be able to do it properly unless you have finished a few projects before. or, you could be slob also. he could do it very soon. i sometimes tend to call him the master of semi-realism.
i'm kinda losing myself here. i need to get to an end.
the kings of true realistic parkmaking of the new age in my opinion are.
phatage, supreme screamer, meretrix and iceman.
if i should ever play rct again their parks will definitely influence me much
Edited by posix, 09 March 2006 - 08:28 AM.
Nevis Offline
posix Offline
Geoff Offline
iris Offline
is right
chapelz Offline
Now all we need is Mala to show up.
posix Offline
i got it from that chinese instant messenger qq. they have websites full of the weirdest animations for im-ing. so fantastic
Xeccah Offline
I don't really mind this not cracking 80. I think steve's older work was niche in areas, and while half the map was definitely over 80% work, the other half kind of wasn't.
Cocoa Offline
I always loved it tbh. so classy and atmospheric- i spent a lot of time enjoying the atlantis water ride.
Louis! Offline
should have been spotlight