Park / Porto Encanto
- 25-March 24
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82.00%(required: 80%) Spotlight
RWE 90% yes Cocoa 85% yes Mulpje 85% yes pants 85% yes Terry Inferno 85% yes chorkiel 80% yes G Force 80% no Liampie 80% no Recurious 80% yes Scoop 80% yes Xtreme97 80% no SSSammy 75% yes 82.00% 75.00% -
Description
Welcome to Porto Encanto! Our lively harbour town is the home of the brave Captain Lionheart. Will you join his crew on an adventure beyond your wildest dreams?
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14 Comments
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Cocoa Offline
quick thoughts---absolutely incredible. some of the most refreshing and original realistic european theme park design we've seen in a long time, full of brilliant ride design and themeing. very clean, excellent traffic, really fantastic from me.
Scoop Fan Offline
Someone's h2h stock just rose significantly!!! What a fantastic park. As Cocoa said, super refreshing. A massive improvement from you in both your parkmaking ability and your style in general. Super excited to see what you do this season!
arvalleycoasters Fan Offline
I'm mostly a lurker on here but this is amazing. Love the blend of creativity and realism. I also particularly am amazed at the coaster designs. Excellent work.
G Force Offline
High quality park, you clearly put a lot of thought and intention behind your theming and planning which I respect a lot. You're great at creating memorable scenes and viewing angles which works well with your more macro style. Few quick comments... I think your archy scale is a little on the small side, I get this is sometimes a creative choice but I couldn't help but notice it a lot here. Second, some of the surroundings maybe weren't quite up to snuff with the park interior, a little disappointing but overall they added more than they took away for sure. From a pure realism perspective I think there is a lot missing here too, but if I don't think that was really your intention here either. The coasters were all distinct and very memorable so that is a big plus for me, really felt like a classic NE park in that way.
As a whole this is a really solid park. not sure exactly on my vote yet but overall you should be really proud of it, and regardless of where the score ends up I hope you can produce more just like it.
Gustav Goblin Offline
I know I said this a million times while doing the custom music but this is one hell of a release. As Cocoa said, this is some of the best highly themed European-style realism we've seen in a while, probably since Riverland. A wide diversity of immersive themes with incredible detail and definite Efteling vibes throughout. IMO the standout moment is the troll area, specifically the view of the mountain with the log flume and the coaster. Honorable mentions include the fantasy swamp area, Aquatica and that incredible Gerstlauer layout, Ritual, and the shop areas in the outskirts. Also it only took me until now to find out everything has interiors?! The dedication is unreal. Definitely Parkmaker material, hopefully Elite.
RWE Offline
I absolutely love this. This release was definitely a surprise for me, but a very welcome one.
When first opening the park my eyes interestingly haven't focused on the park itself first, but in the outskirts. You did a very well job on all the infrastructure. It was so good, i didn’t even mind the Steve tree spam. Not many of us can build it at this level at the moment. I also really liked the hotel buildings. You used the half diagonal walls here to your advantage to create a unique and fantastic building shape. My mind blew away when i found out you also included indoors. This shows some dedication to world building, i really appreciate it. The little mall section next to the hotels worked quite well too, although i needed a moment to figure out what it was and why it is here.
After i spent a crazy amount of time admiring the outskirts i was finally able to get to the entrance area, which isn’t less fantastic. A bit more variety on the buildings especially looking at the roofs might be wished here, but all in all it’s a very nice and very fitting entrance to the park you’ve built. I love the gate situation you have when coming from the parking lot and i also really do appreciate the way you opened up the paths once the guest comes through the mainstreet. It’s very immersive, i’m sure the view on the lake would be spectacular as a guest.
Aquatica and the Kraken is an area we all know and love very much from your screens. I really appreciate that you took your time to polish it and created a very unique coaster layout. With the ride sitting above the area nicely you’ve showed some impressive ride design skills here. I also really like the marine themed flat rides throughout this area, very nicely done!
The botanical area is very awesome too. You sculptured those giant flowers very well and i think that the rafting ride might actually be one of my favorite ones ever. From queue to ride exit that ride was an incredible experience to view. I feel like especially compared to the marine area this one might be a bit too messy on the foliage in some places, overall foliage and landscaping are very well done here, the little sprinkles of odd flower objects work quite well.
If someone would ask me to describe the medival area with one adjective, i would definitely say „cute“! I really enjoyed the little walls you built here with the draw bridge. The sunflower ride was pretty cool too, it almost feels like a modern day version of J Ks area in Dreamport here. I alo really liked the playground. Curse of Drachenburg is a crazy main ride for this area that creates a nice contrast to the calm and cozy village situation you have going on here. The castle is a spectacular piece of architecture and the heartline role entrance to it feels quite iconic.
The viking area is my favorite area of the park. I spent quite some time on it since the release. The mountain together with the mine train and flume ride is amazing, probably one of my favorite scenes i’ve seen on this site for a long time. I especially admire how this looks clean and amazing from all angles.
I enjoyed a lot of the incan/mayan area too. The spaghetti spinning coaster was well made, with the ride entrance definitely being a highlight. I also loved that you went for some more wacky ideas in this area, for example with the ferris wheel and the purple colors. I felt like the later was a bit too much for my personal taste though, especially compared to the other areas you have in this park this one stood out a bit too much for me. You did a great job on the playground again though.
To conclude this is a fantastic release i definitely will come back a lot to for inspiration. I feel like your future is big, Jene!
zxbiohazardzx Offline
Where to even start:
Edges:
- Hotel & Malls and highway are great addition. they detail is really well and the angles and balconies are executed to perfection
- Parkinglots are nicely dense and compact
- loving the detailed options to enter the park, and the pre-entrance promenade especially
Entrance/Main Street:
- loving the main gate, and the extra ticket-booth stalls just before the main entrance gate and the securitychecks. amazing details on the main street after it too, and a smart integration of some luxery poolside hotel spots
- also like the water feature and plaza opening up towards the lake!
The lake:
- my eyes got drawn to it and i like the boat and the simple yet well detailed swing ride. all feels like this is an actual themepark by size and execution. loving the details
Kraken ara
- lovely coaster design, cool theming buildings that make alot of sense. Loving the terrainwork here too
- Going around the lake, i got immediately drawn to the theather. great architecture, lovely composition of the crowd too,
following it further we end up in the incan/mayan area. great spinning coaster layout and lovely entrance theming. The purple was a bit much for me, but does work given its consistently used in the same way and the purple/gold works well to draw your attention
Back to the north, we find the vikings. what a great theme and again so well executed. the mountain, the logflume and minetrain, great landscape, great achitecture and themed queues, overall i feel this was a really strong area
The Castle area was really nice too. supergood archy and really nails the town and big castle with a coaster vibe i love.
strongpoint in this area is for sure the water coaster and the outer defensive wall for the main castle, and the supersmart use of the horse&minecart for a themed trackride was brilliant. the curby path and the kiddy playground being another amazing detail
final portion is the river-rapids portion where i really like the pagoda shaped roofings that are in the area. the chateuax du Perrault feels like a reference im missing bug overall the park was amazing so thank you and for me the best release of this year already with h2h to come
Lurker Offline
I really like the choice of themes and how they were done, great immersive atmosphere all around (Custom music helps with this - good choices there). And the pathing, love the way the path edges are done and the overall layout, it makes it look very natural and it all flows so well. And that moment coming out of the winding street at the entrance and coming out into that grand plaza area would be a really cool moment from a peep's perspective.
I like the ride design, solid coasters and the flats rides are really well done, both the custom shoestring ones and the way the base game ones were enhanced and decorated. Also, I really like the use of cut-away inside and outside the park, some fun stuff and nice extra detail.
The surroundings, the highway infrastructure is really well done as well as the parking lot complex (and I like how it's on the edge and implies the lot is larger without having a ton of it on screen. A nice entrance complex too.
Also, smooth presentation. Almost zero glitching even in hardware mode, a nice starting point for a good reveal and I didn't see any misplaced or missing objects. Cut-outs were also pretty smoothly done, I didn't have too much trouble telling inside from out which is something I seem to struggle with.
Overall a great park, I'd give this one a "Yes" if I had a say in that, because of the size of the park, consistent quality and the well placed surroundings for context.
chorkiel Offline
This park was great! Good job and congratulations on becoming a parkmaker!
There was so much to explore in this park. One of my favourite things was how the areas blended while also standing out from each other. The incredible sights were also great with the pretzel entrance to Drachenburg standing out in particular.
Ge-Ride Offline
I first viewed it yesterday. I looked at it again today and I like it a lot still since there's so much for repeat viewings. I like the caricaturist or painter, whichever that is. The dragon in the lake is fun, as is the singing pirates. I liked the underground detail in the shops in the upper right. The coasters were good too. It seems though that this park is more about the overall experience than having the most thrilling coasters. Good work and I consider it Spotlight worthy not that my layman's opinion means anything in that regard. I'm eager to see the next thing you make, even if that should mean getting demolished against it in an H2h round.
Gustav Goblin Offline
A lot of NE users have trouble figuring out how Jene is pronounced. Just remember that it rhymes with green, much like he is now and much like I knew he'd be when he first sent me the save. So proud of you Jene!
Jene Offline
Very honoured, proud and grateful for Porto Encanto getting spotlight and earning the status of NE Parkmaker. I want to thank Gustav, AvanineCommuter and Xtreme97 for all their help and feedback! Their feedback together with this community and its culture of constructive feedback helped me to keep motivated and to push this park past the finish line. Thanks to Josh for providing such an amazing logo. Also, thank you everyone who has send me PM´s and have been kind enough to leave comments. I love reading those. I´ll post some background information on the building process later on.
Sephiroth Offline
I mean what else is there to say? This release is incredibly readable and easy on the eyes too, which is impressive. In an age of ever-increasing texture in RCT, this has just enough for me. I love the open spaces, plazas, and the fact you gave everything space to "breathe." Even the "busy" areas with more foliage feel like they have the room to not feel crowded by another area.
Fantastic. Congratulations on the Spotlight!
Jene Offline
So a little later than planned, but here´s some background on the building process.
On the 28th of November 2020 I casually started this new park named ‘Island of Enchantment’. Not expecting it to take me more than three years to finish. I just needed a break from my never-finished solo Disney Studios Paris.
I had been playing the Witcher III DLC Blood & Wine for some time and was really charmed by the city of Beauclair. I decided to make a small entrance area in a similar(ish) style. Having visited Port Aventura in Spain as a kid, I really loved it’s entrance area called ‘Mediteranea’. Especially how the entrance street has a curve, blocking the view of the rest of the park at entering. I can remember how excited I was when I first walked past that curve and the park ‘opened up’ in front of me and my family. That memory and feeling of discovery shaped this first area.
It was also the year where my son was born and when I was given the chance to start another training-program so ‘game-time’ was really sparse. I didn’t touch the save until almost three months later. By that time I discovered Brian’s Amusement Academy and Hacking Tutorials on Youtube. It got me so excited that I pushed through the baby-induced sleep deprivation to dive into custom attractions.
At that time H2H9 was near. I played around with some different ideas and workbenches. I didn’t expect to really get drafted, so I was quite surprised and unprepared when I did. Still happy you took a chance on me Steve! One of those try-out sessions had some influences from Mayan, jungle, Dias de los Muertos in it. It wasn’t a clear concept, more like a cloud of vague ideas. I once posted a snippet in the Logan’s Run Discord, but without much context or elaboration it understandably didn’t catch any momentum. H2H9 had my full focus, so I didn’t do any work on this park for some time.
After H2H9 ended I picked up on the park again and this weird little test of purple temples and jungle popped into my mind. I had also been experimenting with rollercoaster layouts. Layouts had never been my strong-point, but one spinning coaster layout stood out and seemed to match the area.
At the time I was still switching on and off on this park versus Disney Studios. Until a visit to Slagharens’ ‘Gold Rush’-coaster and a Youtube-tutorial about how to make a triple launch coaster in OpenRCT2 inspired me to build the ‘Kraken’-layout. After that, I decided to fully switch to this park as my primary solo. When I made the layout it somehow reminded me of an octopus and I thought it would be a fun macro-design choice to make an octopus-shaped plaza in front of it. From that, a backstory about ‘an under-water society where the water suddenly disappeared’ formed.
During H2H9 I learned a lot about macro-planning and I tried to incorporate my lessons learned in what later would become the ‘Troll Mountain’ by combining a log flume and a minetraincoaster. Even though this is the fourth area I started on, it was the last one to fully get finished. The feedback I got on Discord really helped me to push through on this area.
During H2H9 I build ‘Droomvlucht’ with Six Frags and Mr. Brightside. Before Six Frags came up with his beautiful white/blue/pink architecture that would dominate the centre area of ‘Droomvlucht’, I did some try-outs with a floral-themed building. Using a dark green base, with a red bulb and some yellow and pink accents. It didn’t made the cut for H2H9, but it remained somewhere in the back of my mind. When I reached a ‘dead end’ on the Troll Mountain area, I decided to focus on the other corner of the park and to give the floral theme a second chance. I loved the look of the giant flowers, but it was very hard to find fitting architecture for the area. Looking around for some original ideas, I stumbled on the tales of Charles Perrault. It inspired me to combine the giant flowers and bugs with classic French mansion architecture and to make a dark-ride based on one of his fairytales. I also thought it would be a nice macro-touch to show the life-cycle of the flowers beginning down the valley and working up to the rapid river.
Early on in the proces, I came to some sort of background story for the park around a harbour town with a hero looking to find a castle-like object on the other side of a central lake. In earlier versions I tried to copy the German Schloss Drachenburg, but later on I thought of adding a medieval/haunted town-area with a castle at the backside of the park. Having two similar shaped castles so close to each other seemed weird.
It was the Witcher III DLC again that inspired me to create the centre castle. It started quite chubby and after some feedback from the Discord’s WIP channel I changed it to its final form. Also, Ethan had the awesome idea to use the concave side for a theatre. Bless him.
After the castle was finished I was struggling with what to do with the remaining area. I had this vague idea of doing some medieval/ haunted town in the backside, but also wanted to create a buffer between the two castles. The park also needed an extra family-attraction too. I had a vague concept to add some old Dutch-style buildings with a little windmill and a small coaster, but it didn’t work. On my bi-weekly trip to the Efteling I saw a small medieval town in the Diorama attraction and it inspired the shape of the Drachenburg and Sunflower Fields area.
Around that time I visited a Turkish all-inclusive hotel with my in-laws. My memories on that hotel form the basis for the ‘Royal Palace Hotel’. There were also some quite impressive two-layered shopping malls in that area that formed the basis for the ‘Endeavor Shopping Mall’.
December 2023 I started to finish up the park. Still took me three months to round up on details and interiors, but in the end, I’m very glad I pushed through and got it in right before the H2HX draft.