Park / Wildfire

7 Comments

  • Comment System%s's Photo
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  • Hex%s's Photo

    Upon first look I thought that you were going for something like Manta (the multi-launcher, not the flyer) so that translated very well here.

     

    I loved this when I saw the version submitted for the contest, but I was worried about the pacing the first time around.  I am super happy to see that the pacing on Wildfire has been fixed - it's so great now! Love all the hangtime and slowed down bits around the tighter transitions.  

     

    Great interaction throughout; plenty of places for the guests to view and appreciate the ride as a spectacle.  Also, that little bridge of seats is a great little area!

     

    Incredibly clean work with a lot of path, but it's broken up well with some delightful planters of various shapes and sizes; always been a fan of the diamond shape planters in NCSO.

     

    Great to see you back and building! I hope you continue! 

     

    NCSO park from you when?

  • Jens J.%s's Photo

    Yeah this is awesome Suormot! Solid pacing, great hang time in the inverting top hat and I love the tunnel section.

     

    The curved pathing looks great and I love love love the custom stairs. Landscaping and the foliage are a banger as well. Some buildings like the staff building near the coaster station feel a bit simple and could've used some extra polish but there is lots to like in this design. Great job!

  • J K%s's Photo

    This looks so nice! Excited to download it and take a look!

  • Lurker%s's Photo

    A good coaster (With improved pacing from the contest version) with some nice support work, and I really like the path work (Also those stairs,great idea there), it's all very cleanly done with some nicely placed planters. Also like the object selection and good use of a few add-on pieces.

    I like cleanly done stuff like this, and I also like how there's almost no glitching even on hardware mode, some excellent polish.

  • Xtreme97%s's Photo

    Lovely work, feels very cohesive in its design. The coaster is good, I haven't seen the previous version of this or the reference its based on but it has a nice flow. Some quite novel uses of vehicle hacking too - notably to me the air powered front car being used on the enterprise hut. I also find the foliage/grassland style nice in how it complements the theme, which itself is quite minimalist here. Perhaps my biggest hang up is the bridge over the two short launch sections which looks a bit roughly put together and clashes with the rest.

  • Suormot%s's Photo

    Perhaps my biggest hang up is the bridge over the two short launch sections which looks a bit roughly put together and clashes with the rest.

     

    Thanks for the kind words Xtreme (and previous commenters). The tunnel/bridge over the double launch section was kind of intended to look artifically made and themeparky, but I can understand how this is a bit hit or miss and I probably could have done it better/differently. Perhaps I should have leaned either into a more realistic cave or a fully boxy/fake tunnel only to be experienced from the coaster pov. 

  • Terry Inferno%s's Photo
    Nice to see NCSO realism return to the big screen. Tons of great tricks that prove the limits of NCSO can still be pushed, and some of them, like the path stairs, are so subtle and natural that you don't even notice anything out of the ordinary at first. Also great to see more Vehicle Editor usage with the enterprise hut and and cafe awnings. Your architecture is always a pleasure to view, and while there still might be a few too many wooden post fences in certain places, overall it is a very clean and approachable look. Favorite building would probably be the bistro just because it's so unusual, but Leon's and the bar overlooking the coaster are realistically straightforward in a very satisfying way.
     
    There is a lot of path on this map. It doesn't quite reach the threshold where it feels excessive, but it's a curious design choice to include so much when one side of the path only contains a small restaurant and a wild mouse entrance with nowhere to sit. It does allow for some nice planter placement, and you've used both diagonals and curves very well for this. The path blending creates nice natural wear-and-tear, and I was wondering how you got it to blend so smoothly until I saw that this palette includes a staggered gray swatch that allows base blocks, steel blocks and tarmac path to all "sync" to the same gray tone. You've put this path-painting palette to good use!
     
    Wildfire looks like it would be a great coaster to ride. Nice variety of elements taken at different speeds, allowing for some suspenseful moments. One or two more interaction points wouldn't have hurt, but it's also a legtitimate realism choice to place the layout in its own desginated area away from the path. I can only see that one brown bush from the NE overview since it's straight out of WW/TT, but it looks as though you've gotten great mileage out of it whatever it is. I'm not convinced you really needed the Mayan(?) stone objects, as you pretty much get the same effect without them (as I see it ingame), but it's very effective blending otherwise with the ruins, base blocks and sand terrain mixed with jungle bushes.
     
    Great to see that you're still building!