Park / KnoxVegas
- 15-October 16
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- Downloads 926
- Fans 9
- Comments 26
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78.13%(required: 70%) Gold
trav 85% Cocoa 80% Faas 80% G Force 80% Louis! 80% Stoksy 80% bigshootergill 75% Dimi 75% Liampie 75% chorkiel 70% 78.13% -
Description
Welcome to KnoxVegas! The Smokey Mountains premier amusement destination!
- 9 fans Fans of this park
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26 Comments
bigshootergill Online
Just to explain my 75%, sadly it's a short review, but I want to at least say my piece.
I really enjoyed the coaster layouts, they were incredible! I wish I could build a coaster half as good as Mav, holy crap! You can build all my rides from now on! It was so enjoyable to watch the coasters, I got a little bit lost in them!
After have a good look around, I thought the archy was definitely gold quality, but perhaps a bit too repetitive and plain in their style. There was a bit of lack of atmosphere to really get immersed in the park, some areas were lacking lights, benches etc. Not that the park was bad, but a bit more would have pushed it over the top for me.
As for everyone thinking it should have scored higher than 80%, only one panelist actually voted above 80, and 4 voted below 80. If you think a park deserves a higher vote you're allowed to give it one.
Congrats on the gold!!! Glad you were able to finally get this whole park put together and released for us to enjoy!
FredD Offline
I didn't give this the proper review yet you deserve. So my thoughts, while viewing the park.
I think KnoxVegas proves ultrarealism and themed areas can fit together really well, it's a bit of a relief to see those two finally combined this much and well. It's clear where you got your inspiration from. Never visited Dollywood though but I guess it's kinda similar to Silver Dollar City, which I did visit and I can recognize a bit of it in your park.
Archy is high quality overall, except for the American zone around the RMC. I feel it's a bit too bare in that area. I really enjoyed the blue building between the Tennesee twister and Smokey Mountain Falls. Fucking gorgeous. The landscaping is great too, and the way you placed the rides it really adds to the park.
The coaster layouts are all very good. I think it's safe to say one of the best coaster line-ups at a NE park, maybe even the best. They are all so flowing, believeable and got that 'I want to ride that' factor. Well, except for the kiddie coaster but yeah, a park's has to got one of those too. The Tennesee twister has a beautiful placement on those mountains with the Smokey Mountain Falls going under/through it. Actually seems like an Arrow coaster you wouldn't be afraid of to ride it.
I love that you made Firechaser, not easy to make that in game I think. It is rather slow but that's ok for a family coaster. I felt more like the Crank Shaft lacked speed and power. For a B&M this size, I expect it to be more powerful, the train should rage on his circuit. Shot Rod is absolutely one of the best coasters in the park, close call with Zefaurus for me, and gives the RMC awesomeness and crazy, sick airtime oriented lay-out. Not a fan of the way you (and others) use B&M or other steel track on wooden supports, because to me it is more a woodie than a steelie and I think it would look way better in game too to use the wooden coaster with the inversions merged.
Siege is a standard coaster. Nothing wrong with it, it could be themed better to it's area. I have to pull a Faas one over here: the steel roofs are way out of context here and don't fit at all. Bloodhound looked intense and I love the way the rapid river is next to it. Normally I skip rapid rivers but I'd do this one to get that view on Bloodhound. The rapid river lacked some rapids and other effects, and while you did listen to the feedback of not letting the rapid river go in the lake by cutting the lake a bit off, it still does look a bit weird.
Fire in the hole is recognizable from the one in SDC, but shouldn't it be a woodie?! Save the best for last: Zefaurus. Absolutely one of the best (Nemesis inspired) inverts on the site, and it fits the park very well. I hope SDC sees this. Great use of the terrain which will add so much to the ride experience.
Overall a high quality park and I think it got a nice score. I'd give it 80%, 78% is really close to that. You are a great builder and you still have room to improve.
Maverix Offline
Thank you all for the replies! I'm really proud of this park and happy to have it finally released. This has been almost 2 and a half years in the making and it's weird that it is finally done. I am a bit disappointed that it didn't win spotlight as I know it will be a long rode for me to finish another park of this size, but this is still my highest scoring submission ever so progress is being made! There are certain things I would want to change about the park sure, but the object limit and my desire to finish and release the park pushed me to submit it as it is, not that it isn't finished. Every park could always be tweaked and improved but you either get stuck in a cycle of going back and changing things, or release the park. I felt it was time to finish and move on to new projects.
That being said I am excited to get to working on new things. I am in the midst of finishing school and job hunting so it might be a while before I show anything but this will not be the last thing you see from me!
- Mav
Stoksy Offline
Coasters were so good I voted 'yes' for spotlight on this.
Entrance
Some nice subtleties with tarmac colour. I can't quite put my finger on why the entrance area didn't quite do it for me. It might be a combination of the use of wooden textures (probably perfectly fitting the setting, but I personally don't like those objects used in bulk like this) or maybe the almost 'hidden' positioning of the turnstiles and mainstreet. I mean, again, probably makes a lot of sense realistically but I missed that sense of direction guiding peeps from wherever they're coming from to this iconic entrance saying "boom, this is KnoxVegas".
No real complaints about the mainstreet other than above, maybe another suggestion for future work would be differentiating between your main pathing and queues. You've done it for buildings, but the sprawl of tarmac (which I use all the fucking time to be fair haha) probably shouldn't extend into queues as well just from an aesthetic standpoint. It's a think one of the biggest offenders of 'too much tarmac' problems. Signage around the area is great though, eg around the oak tree it was a great subtle touch which I think actually adds a lot.
Tennessee Twister Area
Fantastic layout, great interaction with the splash boats, and I loved the mess of supports. I especially adored the arcade under the station, and the games in the area (and throughout the park to be fair) were phenomenal. Even though it was only a small area I am a little meh about the dirt pathing, I personally think that it shouldn't be used at all for main pathing but I can't deny it does fit the area. I guess the transition from tarmac to dirt seemed a bit strange for me.
I think you ended up with some strange architectural 'sections' and one of which was the block of buildings before the queue of Firechaser. I actually think, despite my dislike of the dirt path, you might have been better off expanding that area and the wooden 'style' into that block of buildings. Then you wouldn't have needed the oddly placed 'pond' and it would have felt more like a themed area rather than a themed coaster.
I thought Firechaser was very cool, if only for its uniqueness. The station and housing for the final track transition were fantastic! I do wish the tower was a little more solid, and the burning building less blocky but no real complaints about this ride (custom sign is another plus). Also, topple tower <3
Mining Area
Had some brilliant elements, panning for gold was brilliantly executed, I actually really liked how Fissure turned out (I remember you were concerned about it turning out too blocky but I think you executed it very well in the end). The wooden 'viewing' platform was a bit awkward and might have been better had you not raised it, or used a different texture.
Now we get to Crankshaft, which is phenomenal iconic coaster with great colours and exciting transitions (that swooping turn under the queue <3). The station building is massive, flat, and black roofed and I thought it was great haha. Also goes without saying that despite essentially just being landscaping the surroundings are really well executed. Some great subtleties like the wooden framework, digger, and gem cave.
There was a kids area, it was well done but nothing overly exciting for me. Of course it's not supposed to be, the problem is absent a theme ala china in BGA it's difficult to differentiate kids areas from different parks.
Art Deco + Shot Rod
The architecture in this area was really solid (maybe because it didn't use so much of the wooden texture). Granted, it suffered a bit from one-storeyness (which was one of my main critiques of WoF) but by the same token it doesn't really take anything away from the execution. Unfortunately, the gazebo felt very out of place and I think you would have been better off not including it.
Shot Rod is another amazing coaster. I thought the texture work on the station worked wonderfully and despite the obvious intention to differentiate the station from the rest of the architecture I think it might have been cool to try and use that style a little more in the area. Unfortunate that the layout and surroundings (from memory) coincided with object limit struggles as there are some bareness/minimalism 'problems' I think. It would have been cool to see you take the tracking a step further and use several different ones to get an accurate feel rather than just sticking with the B&M and wooden coaster layering. Still, actual layout is *that* good it doesn't really matter too much.
Car rides always confuse me a little with their lack of surroundings more than trees. You did some bits here and there, (and I guess maybe this is just how they're done in real life), but it would have been nice to see more elements like the gas station.
Medieval Area
Contrary to Liam I actually thought the block of buildings in this area were some of the best. The style and theme came across quite strongly. I do think the rapids ride was a little boring though, just a loop around the area. Great touch of colour with the drop tower though, and no complaints about the impulse coaster.
Lakeside
Big Orange Twist was well-executed, but I question its positioning, kinda breaks up the pathing transition in an awkward way imo.
Bloodhound SUCH a brilliant GCI, double-ups, gorgeous parallels, and it even interacts quite nicely with the rapids. Fire in the Hole was a really great indoor ride. The interior had some great elements like the broken train track, and although there's arguably something lacking from a viewing perspective its strategically 'unfinished' (just because I can't think of a better word) from the peeps' point of view.
Adding peeps to the lakeside walk was a great touch, and added some much needed life to what would other be quite a dead area. The awning sections were good, but I think adding some actual seating areas would have really helped this area even more.
ZeFearus completes one of the best coaster lineups in any RCT-park. The black on black on black is just perfect for the setting, and the interaction with the landscaping is on point. Maybe if I had to critique this at all I would maybe say the station doesn't quite do enough, but by the same token its possible anything more might have been overpowering.
Summary
This park was good, real good. But for me the setting and textures struggled to really come together for me. I still think the coaster lineup was good enough to warrant spotlight and its tough comparing this to other golds which are imo a step down from this (*insert accolade debate*).
Regardless, fantastic to see this completed Mav and I really hope you find the time to finish something similar to this and grab that much deserved spotlight!
G Force Fan Offline
Better late than never:
https://www.youtube.com/watch?v=UMFlCZTDlO0
https://www.youtube....h?v=UMFlCZTDlO0
Faas Offline
Did you say catapult at 9.18?! That's not a catapult that's a trebuchet! Or do you reckon it can launch a 90kg projectile over 300 metres?!
nicman Offline
Im surprised this wasn't at least an 80.