Park / Attack on SS Infinity
- 25-December 21
- SS Infinity Universe
- Views 1,823
- Downloads 320
- Fans 6
- Comments 12
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Description
Excerpt from Captain’s Log
For the attention of the World Space Agency
On May 28th, 2046, at a distance of 1.1 lightyears from Eos, S.S. Infinity was assaulted by three midsized warships. They began firing highy destructive laser weapons, threatening the complete annihilation of S.S. Infinity and the thousands of people aboard. It is unclear at the moment whether these ships came from Eos or from elsewhere. At any rate, it is humanity’s first contact with an alien civilization, and it is not a friendly encounter. Attempts by us to establish intercommunication channels for opening negotiations have not been answered. This means confrontation is our only option. As a vessel built for peacefully bridging the vast void of space, S.S. Infinity is not well equipped for battle, but we have dispatched the reconnaisance ships Iris and Hermes, which possess rudimentary laser cannons mainly intended for asteroid destruction, in order to combat the attackers. We have put our best pilots to the noble task of defending humanity’s interstellar ark from these aggressors.
For the record, these are the instructions the pilots are referring to for efficient engagement:
- The enemy ships move in a complex pattern. The pilot has to identify which of the three laser turrets is capable of striking each enemy ship.
- Each turret is operated by clicking on it and navigating to the “operating options” tab. From there, the pilot has to uncheck “wait for full load” for the laser projectile to launch.
- Each turret needs some time to recharge, as indicated by the bar at the bottom of each turret. The pilot needs to check the “wait for full load” option unless they want the turret to keep firing as soon as it is recharged.
- S.S. Infinity is calculated to be able to withstand six hits by the enemy weapons. The condition of S.S. Infinity is indicated by the health bar in the top left corner. The pilot must destroy the attackers before they deplete this health bar, or S.S. Infinity will be obliterated.
Captain’s Recommendations:
- Set window resolution to 1920x1080 or higher. If this is not possible, window scaling could be used.
- Turn off ride breakdowns, sound effects, and messages.
- Add the CrashEffects Plugin to your plugin folder.
- Open the game in pause mode.
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12 Comments
Comment System Offline
Gustav Goblin Offline
You're a madman and I love you. It's awesome seeing you continuing to completely warp what RCT2 is supposed to be and turn it into a completely different game even after H2H.
Liampie Offline
Yeah, this is pretty insane. Pretty important to read the read-me and follow the instructions though. Takes one minute to set it up, but it pays off. Didn't do that at first because I wanted a quick look. That doesn't work here.
Astroturd Offline
Mental. I love the stuff you're doing to bring interactivity into the game.
Lurker Offline
Just... wow. Nothing like booting up RCT, loading this park and playing a game that's in a whole different genre. I barely even start to imagine the technical wizardry that went into this, amazing.
Recurious Offline
I have no idea how you made it but this was fantastic. Really fun and so creative. Great work!
CoasterCreator9 Offline
Totally wild concept, you're quickly becoming a master at pushing the limits of the game. Obviously very unique, and quite well designed. Very impressive.
Xtreme97 Fan Offline
This is mind blowing, huge props on making something like this work! Can't even imagine how you did it, seems like so much fine tuning would have been involved and getting the music and messages to sync up with the crashes is incredible. Never would have thought a real mini-game would be possible to play in RCT but here we are.
Deurklink Offline
I showcased the park in a video: https://www.youtube....h?v=Y-4F6rgC_fg
Stellar work, I absolutely love it!
Daremyth Fan Offline
Best. Park. Ever. Wow..it is so amazing. Thank you for making it and inspiring others.
G Force Offline
You know most of my thoughts already Split but this is even more incredible than the version I saw. Just works flawlessly which is insane considering what it is and that its RCT.
I love that you continue to push the game forward with your innovations even if no one else has any idea how you do it.
Honestly one of the craziest RCT experiences ever created, well, next to Gangland of course
Did manage to win on my first try by the way!
FK+Coastermind Offline
Slowing circling back on the releases I've missed over the past few months and this was top of my list. This was somehow entirely unexpected, and yet with Split that's kinda the brand. Crazy, incredible ideas executed in ways I've never considered. Just the idea of making a game inside a game, and all the time fine tuning something like this requires to get it operating is so impressive. Where others have endless patience for detailing or architecture or composition, you've applied that to what feels like a new style of rct - sort of a mix between the hack-focus of NCSO, the abilities to totally change the game that openRCT gives us, and the styling/aesthetic of CSO. This reminded me a lot of Roomie's designs in the last year that focus on exploring an idea or concept in rct. I'm happily surprised no one has come in here and screamed gimmick all over the place. I don't see this as a gimmick, I see it as an innovation. And it is these kinds of innovations that lead to things like Gangland. So excited to see what you do next and to see how the stuff you're doing might inspire new ideas in the community. Congrats on the release Split, truly epic.
Cocoa Offline
what in the actual fuck am i doing here, this was crazy
i do not comprehend how you make this work
insane