Park / [H2H8 Semifinals] Allegheny Adventures

29 Comments

  • Steve%s's Photo
    I know CedarPoint6 has access to the site still, but being abroad in Europe, I’ll say some things on his behalf since he’s a bit preoccupied.

    Thank you all for the reviews of the park! Can’t say I disagree with any of the critiques. I could address them all individually but I feel like in the scheme of this contest you can’t always get everything right and things can be overlooked. I feel we had minimized that, as towards the final days of this Brian was an absolute beast and tidied everything up best he could. Regardless, we’re grateful for the response this has received.

    As far as who did what on the park, it was very much a close collaboration of Brian and myself with CHE and Ion closing some gaps. It’s honestly a little tough for me personally to tell where one of our own work ends and the others begins. Brian did all the coaster layouts, as well as all the tracked rides I believe. For me, the entrance was mostly me, with the help of Brian. I did some work in every corner of the park really (all four of us did), so until we have the means to get a dot map going that’s the best I’ve got. Couldn’t be more thankful for the amount of work everyone had put into this, though.

    Replacements, sorry to see the forfeit. Was genuinely looking forward to seeing your product this match. You’ve been consistent as hell all season. Thanks for the win I guess? Hahah.

    Hope to see more thoughts on this park soon. I know I owe my fair share of reviews — apologies!
  • FredD%s's Photo

    What a shame to see Replacements forfeit. They brought some pretty and enjoyable parks to the competition, a bit bad luck with their opponents most of the time. 

     

     

     

    Heavens Gallery

    This park really reminds me of Silver Dollar City in some way, take that as a huge compliment because I consider SDC as the most beautiful park of the world (or at least the most beautiful of the 128 parks I've visited). I love how the entrance is just a village, sets you immediately in the right atmosphere.

     

    Architecture is really, really good. Zidane-esque. It looks very beautiful, yet simple to execute until you try yourself. Than you realize doing that is an art. Creating atmosphere in rct is an art, and this is an artwork. There's so much atmosphere in this park thanks to great archy, texture work, foliaging, composition,... 

     

    The Stormchaser is easily the best coaster of the park and it has such a high fun factor to it. Shame this type of coaster isn't build irl anymore. The integration of the coaster and its surrounding and a school book example of how to create interesting rct. The GCI looked pretty good, fits great on the terrain but seemed like it had a bit of a pacing problem. 

     

    The diver is indeed one of the best coasters of H2H8 lay-out wise. A pity it goes so slow into his last barrel roll, otherwise great coaster. The mine train coaster seemed fun and very realistic. Also a lot of SDC charms here with the ending being a chain lift to the station! Props to who ever did the jetski ride. Way better executed than my try in FUCK.

     

    This park is so charming. So good. Def on my fav parks out of H2H8 and 3d best from HG (after DKS and Forum). 85%

     

     

     

     

  • Ziscor%s's Photo

    This park is definitely on my top H2H8 parks list. I keep coming back to it to find more and more since it was released and keep finding new respect for this 'detailed-only-when-necessary' style of execution. You guys have done this for a while now, but this park somehow takes it to another level for me. Right ahead of DKS and besides Forum Caeleste. Such efficient use of objects. The ride design is fantastic too, never got overwhelming.

    I wish I could go on more and I promise I will, just wanted to say this park is definitely one of the greats in the season as far as I'm concerned. HG's parks never cease to amaze. Not that I expected any less from their semis!

  • Tolsimir%s's Photo

    Finally I find some time to post my thoughts.

     

    Great park guys! For my likings not the best one of the season but still very pleasent to look at and tons of stuff to discover. I really like the setting of the park in that hilly/mountaineous landscaping. I'm always a sucker for great height changes and this park has tons of it and makes very good use of it. Really brings some kind of new dimension to parks imo. Overall the park has a very quaint atmosphere, nothing hectic and everything seems well thought out, I think nothing you won't expect from a park by CP6. The archy overall is nicely done and all buildings seem really to server their purpose. Only thing I didn't like were the bland bricks walls on the buildings in the entrance village. Their were boring to look at and didn't quite fit colourwise to the rest of the houses. Other than that the archy was solid. Nothing really stood out as centerpiece here, but I think it would not be what this parks needs, so that's nothing to remain desired. Still some highlights for me were the diver's station because I liked to roofwork on that one with those little overhangs and the "Joseph & Son" building. Another highlight from detail and execution aspect was the train depot with the turning rail piece. Really awesome! Rides were good, I liked the woodie most. Especially the nice little lodge building at it's side had a perfect spot governing over airfield area with its lake. Another area I want to point out is the broken dam and flooded town. It's the only part of the park that is actually a little more unconventional as it is an actual heavy themed area while the rest is just traditional archy with rides around. You could say it doesn't quite fit into the concep of the park but for me it was a refreshing change and a cool area. Nice details like the cables connecting the power plant and the dam!

     

    Overall the park really does not have any weak spots. The only thing that bothers me is the palette, what GForce also already pointed out. I think I can't really become friends with the english palette. I mean there are some colors but now really everything blends together a little too much. Especially the green-brownish color in the deep pink spot is really an eyesore and you used it a lot! The problem with this color is, that it takes less colors from the palette and therefore you have less contrast in the object pieces. This makes textures washed out and hard to look at. I already mentioned it in DKS on the mansion and here it is still a problem. So, not hating on the use of palettes in general (how could I after Mobray's) but I just don't like this particular one.

     

    Nonetheless still it doesn't change the greatness of this park. I really enjoyed this one and it is a shame this park didn't get a proper matchup as it would really have been interesting how it would have played out against the opponent and I'm sure, the opposing park would have needed to be damn awesome to beat this one.

  • Xeccah%s's Photo

    this essentially is the perfect realism H2H park. relying on ride design and unique charm to seperate it from the uninspired seas of gray that often show up as realistic parks. this park towed the line between polished and raw so well that there's this extra level of immersion that i believe even geewhzz's triple crown of h2h realism parks failed to reach. steve's architecture is on-point here; being able to create a cohesive whole while telling this story of a central pennsylvania located park and each structure having its own character is not something easy to do. 

     

    really, this is a park that derives on the strengths of HG's best, and it is my favorite realistic park from this season. humble, charming, and atmospheric. it knows not to take itself too seriously (al' a tubaio) and has something or two to say to the parkmaking trend of trying to recreate things with a little too fine of a brush.

  • Royr%s's Photo

    https://www.youtube.com/watch?v=5R3wwIPmWGY

  • Fisch%s's Photo

    Oh wow, I can't believe your song choice. I'm always listening to Ennio playlists, including unknown tracks like "i crudeli". That one is a personal favorite of mine. I was super surprised when the music started playing.

    Great great video!

  • CedarPoint6%s's Photo

    I kind of disappeared on doing these reviews, but Royr’s excellent video was a nice kick in the pants to finish these up. 

     

    Allegheny (Al-uh-gain-ee) Adventures was a lot of fun to build.  The initial park concept started long before me, however, as Steve began a Civil War themed park for one of the round robin weeks.  This had some nice work, but never got beyond some initial layouts and a couple strong areas.  I jumped on to that after Feira, but I don’t think any of us felt we could take it across the finish line conceptually.  From that point, we tossed out a lot of ideas.  This park arose out of my interest in building a Herschend style Silver Dollar City and Dollywood cross with some significant landscape height differences.  Really I was picturing a bunch of cool industrial train bridges of different heights which morphed into the park as a whole. 

     

    More than anything else, the park started around the railroad.  I wanted a 2 way loop like Dollywood and knew that to get a decent length I needed to lap almost the whole park.  Another key feature is that I didn’t want any elevation changes on the train.  So the landscape needed to work around the ride layout to get the heights I wanted for the various bridges.  A center mountain ridge formed, hoping to make the park feel bigger and put a coaster on top like Wild Eagle.  Early on we chose the English palette which has ended up being my favorite palette to build with.  It’s just lovely. 

     

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    The early layout was based on this being a week 5 park and was sized as such.  We were rushing to the finish and I’m not entirely convinced we would have made it.  But the initial park had a few areas including this area with the old fort which was intended to be a migration of Steve’s fort from the Civil War park, which was absolutely the best thing on that map.  It may be my favorite thing on this map too. 

     

    Attached Image: aa_2.png

     

    The fort became smaller as we moved it over to this park since there wasn’t as much space, which hindered us initially.  It was on flat ground until pretty late in the going which I suggested putting it on a big cliff to accentuate one side and expand it.  Thankfully Steve liked this too and made an absolutely killer structure.  The dark ride underneath was intended to have full interiors and to be viewed with cutaway, but time got the better of us, even building for the semis. 

     

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    The Thunderhead style wooden coaster in a valley was what I used to pitch the park to the team initially.  Having a coaster on the hill was a must, but you find really quickly that an H2H map is not enough space for this type of park.  It needs room to breathe.  That’s my biggest complaint with the final version: it’s far too tight.  But given what it was, I still wanted a big coaster.  Initially we were going with a wing, but Liam ruled that out on account of the Fenix clone in BW, which meant we would have had 2 wings in a row.  We went through a lot of variations including some that were just terrible (first one below), but eventually I got to one that sort of had a Fenix look before we decided to go with a DM.  I was actually really happy with how that layout was shaping up initially, but couldn’t figure out an ending, so perhaps it’s best that it went by the wayside.

     

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     The back corner of the map with the rapids was always intended as sort of a backwoods Appalachia type theme.  Initially I thought I could get a coaster, flume, and car ride in there, but with the lack of space and the DM station it quickly became apparent that it wasn’t going to work.  The first attempt was a Gerstlauer triple launch coaster that actually had a decent little layout I thought.  Steve started to theme that up as well.  The theme was a moonshine still gone wrong with some kind of explosion that created the launch.  We decided a little later that we might have a few to many coasters and I think it was Steve suggested a rapids ride.  I put a quick layout together and he got to work doing area development, which turned out really nicely.  The theme is actually pretty involved for this one—it’s below in the notes.

     

    Attached Image: aa_6b.png

     

    At this point we had been assured of a postseason so the decision was made to expand the map.  Everything was already awfully square, so it took a bit of doing to expand in a way that didn’t just feel like an extra 20 squares over.  I went through a couple iterations of the suspended coaster and the little airfield, but I was pretty happy with the result.  I liked the crossing lifts like Iron Dragon and that big signature drop like Big Bad Wolf.  The storm damage theme came later as sort of a rush to the finish.

     

    Attached Image: aa_7.png

     

    This park came together pretty well and I’m happy with the result.  Steve was a lot of fun to work with and I hope to have an AA Part 2 at some point.  I’m still not sure how, but Steve did almost his entire portion on his phone using classic.  I had to be careful about various hacks which meant we waited until the very end to do a number of things.  Not the way I’m used to playing, but fun to adapt.  I did a few pieces of area architecture to set the theme and Steve took care of the rest including a majority of the entry area.  CHE helped clean up lots of stuff, do some hacks, and really make the rapids look beautiful.  Ion covered some theming in the splash battle and the mine train station.

     

    Attached Image: aa_workmap.png

     

    Here’s a number of the details I had fun making or enjoyed from the others:

     

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    A lot of themes have more behind them than shows unfortunately.  The idea with Beaver Battle is that the beavers are mad at the townspeople for building this dam and are now fighting back by chewing through power poles, and causing flooding.  The finale is a showdown inside the beaver’s dam. 

     

    Attached Image: Allegheny Adventures 2018-12-20 19-57-01.png

    The little town was going to be a sort of turn of the century industrial town, but again the lack of space hindered us.  I did get my roundhouse in there.  There was a mini golf course set up to simulate tours through it, but the thing was glitching with the invisible track of the static cars so we had to pull it. 

     

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    Moonshine run is the story of rum runners breaking into the distillery to steal the booze and trying to get away in their homemade barges down the river.  In front of the station you can see Cleetus and his partner trying to break in.   Wyatt is nearby at their moonshine hideout.  Guests take a wild ride down the river chasing after the bandits before catching them in the end.  Sgt. Brown is waiting at the end of the ride to thank you for your help in catching the gang.

     

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    This is obviously ripped off of Wild Eagle.  I had to laugh with North Fork was released since it had the same kind of structure with the coaster there.  Ours was already built and I didn’t really want to change it.

     

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    Love the fort so much.  Steve did a great job with this.  The dark ride was a late addition and I really wish I could have given it the spooky West Virginia theme it deserved. 

     

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    Honestly this whole ride was built around the crossing lifts.  Thanks to Liam for the fantastic suspended supports which I had been wanting for ages.  The drop under the railroad bridge turned out nicely too with CHE doing the supports on that thing. 

     

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    Tornado Alley was one of the last things I did—fitting a shooting dark ride with some coaster elements into a tight little space on the side.  There was meant to be more agrarian theme initially, but that got taken over by storm damage.

     

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    Roomie made these awesome custom vehicles to do a Zierer Jet Skis.  The seats swing out as the ride spins.

     

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    Some nice back of house detail.  I get that this coaster wasn’t a favorite.  I wanted the Thunderation style lift hill last kind of ride.  But you run out of space pretty quickly and anything post lift was too big.  So it’s a short ride, but I was still reasonably happy with it.

     

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    One of the very first buildings in the park.  The Grist Mill has the famous cinnamon rolls, which are a must-do at Dollywood.  This anchors the end of Craftsman Valley right under the big train bridge.  The sluce coming into the waterwheel breaks off to other buildings along the way powering other equipment for the blacksmith and other tools used for demonstrations in the area. 

     

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    The Mack Twist n Splash was another custom ride that turned out rather well.  The lowering floor can be a bit glitchy at times, but that’s ok.  I’m pretty proud of how the Joseph and Sons building turned out. 

     

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    These planes were a pain in the rear to build.  I do not have the model building skills that some of you do.

     

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    The Offroadin’ kids ride is around a moonshine still (family friendly!) and there’s a food truck next door where you can sample some yourself!

     

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    One of the first buildings Steve made.  I can picture sitting along the water having some food.  I think it’s very pleasant.

     

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    Another of Steve’s buildings as part of the queue of the rapids ride.  I love the custom Coke machine on the back side of this building.  But the whole thing is great.  Very rustic.

     

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    The DM is a little funky compared to how B&M might usually do things, but I thought the splash high up on the hill and the roll at the end fit their newer style of mini DMs.  If there’s any lag, this comes across a little slow, but I think the pacing is about right.

     

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    This whole entrance area is very Steve and has a great feel.  I like the bolder colors on some of the buildings, especially that dark green. 

     

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    This was a last minute Steve-build too to fill in the side of this hill. 

     

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    I kind of like how this area is terraced with the diagonal hill and the few buildings at different levels.  Again with that lovely green.

     

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    This is based off of Tennessee Tornado’s station and has the variety of roof peaks and slopes and a gift shop up underneath.  I think this coaster layout turned out well too.

     

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    Returning to the fort one more time for the drop tower.  The theme was that you were sneaking in to get some fireworks for the big town celebration.  The guard is asleep as you walk past through the queue.  But everybody gets a bit too excited to put on a big boom and soon you’re rocketing up into the air.

     

     

    As I mentioned above, the deadline did cost us some details I would have liked to have added.  Dark ride interiors—really full interiors in general—were a big one.  A more developed theme for some of the rides with more small detailing.   Potentially even heavier landscaping.  But the biggest thing we missed out on was wanting to set this up as a holiday park.  We had a plan to build the whole thing and then set it up like a Winterfest with snow and Christmas decorations and everything else.  I think it could have been really nice looking, but there was never enough time to execute it properly.  Something for later, perhaps!

     

    But for now, please enjoy Allegheny Adventures and I very much appreciate the comments we received thus far.   Thank you!

     

  • saxman1089%s's Photo

    What a great writeup on the basis for the park! Love how thought out all the theming elements were! Makes me appreciate the effort so much more.

  • Cocoa%s's Photo

    wow, I appreciate so much of that more now. great writeup and a beautiful park.