Park / Bugs and Bots

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  1. Bugs and Bots by The Lonely Hearts Club 30 votes [58.82%]
    • RWE
    • CedarPoint6
    • Pacificoaster
    • G Force
    • Suormot
    • Scoop
    • wheres_walto
    • Lebzinski
    • A n d r e w
    • Recurious
    • Mulpje
    • pants
    • Babar Tapie
    • Lowenaldo
    • Thethrillman
    • Gustav Goblin
    • AJ-
    • Turtle
    • Bubbsy41
    • MorganFan
    • saxman1089
    • FredD
    • WhosLeon
    • Milo
    • Hobeon
    • alex
    • In:Cities
    • AvanineCommuter
    • chorkiel
    Percentage of vote: 58.82%
  2. Millennium Discovery Museum by the Hurricanes 21 votes [41.18%]
    • roygbiv
    • Goliath123
    • Ling
    • Liampie
    • _jj
    • Mulder
    • olddtfan51
    • SupraSix
    • Sulakke
    • Roomie
    • GammaZero
    • Six Frags
    • Fisch
    • Ge-Ride
    • Lilith
    • Lurker
    • Ethan
    • ultro
    • spacek531
    • SWAGTITTIES
    • Jene
    Percentage of vote: 41.18%

32 Comments

This park shares comments with 1 other park(View Park)
  • Xtreme97%s's Photo
    Match conclusion
    Loneyl Hearts Club Logo Winner

    The poll is now closed. The final voting score was:

    29 > 21

    The Lonely Hearts Club have secured a vital second victory, putting both teams level on wins and blocking the Canes from a clean path to the playoffs.


    Creators
    Map1
    Map2
    Bugs and Bots
    Millenium Discovery Museum
    3 nin 50 % 3 mamarillas 40 % 1 Camcorder22 10 %
    3 Kumba 40 % 3 Terry Inferno 30 % 1 Congoy 20 % 3 ottersalad 10 %
    7 total
    2.8 weighted
    10 total
    2.6 weighted
  • Kumba%s's Photo

    Bugs

     
    Such a cool theme. Great comic battle feel. I was a fan of Starship Troopers and got that vibe here in a good way. Enjoyed the effects all around and all the detail put in. So much dark humor too, the dead peep dragged around, the peep taking pictures of a bug zapping, ect... Really enjoy when parks work in details like that and don't take themselves too seriously. Great work on the giant battle robot and all the tech/weapons around the map. All the rides were pretty good even if they felt a little out of place. Overall, a great fun park. 
     
     
    So the museum... I had hoped to lead a park this season and had a similar idea to MDM. Congoy suggested doing a museum and I instantly jumped on it (I should mention that the museum I have semi-planned for DR3 would not have been like this, that will be smaller and not have a coaster). Later that day, it had its channel. The main influence for the museum is the Frost Science Museum in Miami, which I have visited in the past. I went there soon after and had a fun day sketching and taking my own reference pictures. The elevators and two building footprint with bridges come directly from it. The rest is either from various other museums we found on searches or custom. We stayed pretty true to the day 1 planning, just the building itself never became the "architectural gem" I hoped for. Terry was excited by the idea and it was decided early that he would focus on interior exhibits. I messed with the coaster layout for about a week before the final version was in place early in the build. Congoy did some revisions on the layout and I would say Momentum's layout was a true 50/50 effort by us. Terry did a good amount of the supports, most notably the turnaround supports over the roundabout. 
     
    The team almost immediately tried to figure out a way to have the switch track operate. Congoy drafted a prototype of the hack while Splitvision created the CTR and discovered the spacing properties to make it all work. Once the CTR was ready, Congoy integrated it on the map and did the remaining coaster timings/hack with the door (CTR from Levis) and show scene. He's got to go down in H2H history as one of the best last round picks ever. He's been awesome! Otter joined as a perfect fit to round out the 10-point lineup. 
     
    It might not have been too wise for me to lead this or take on such an ambitious project. I am a teacher at an alternative school and work with 3rd-5th grade students, most of whom have histories of serious behavior issues. That job was my top focus and I had a good school year. Still, I often had no energy to build on weekdays and I had only one holiday off during the whole build. I picked up the slack on weekends and would build for many hours. I was pretty focused on the macro and might have done the entire exterior of the two main buildings (Terry did the entire Planetarium).
     
    To some extent, we ran out of time on this, even with the extension. Terry built for insane hours to get it done and so did Congoy. I was amazed when they would reply on discord that they were still building at hours that seemed crazy. Myself, I was taking naps to have more energy to build, but just skipped them in the last week to try to be as determined as my co-builders. I would have loved to have another week to add layers of detail. I still cringe a little at the huge building exteriors I placed. I did not have the time to add to them when other things had to be done like having nice rooftops (mostly done by Terry and Congoy) and a finished Earth Science exhibit. There are other gaps too and I hope to fill them after the contest, just for fun. Despite having so much else going on during the build, I loved this project and hope to revisit it someday.
     
    The 29-21 loss... I think I can safely say I am one of the most competitive people at NE and I want to win. It being close feels like a bit of a consolation, but really wanted to lead my team to a win. I feel some letdown, mostly because I had small amounts of time to build. Still, this is freakin H2HX and we put out a park that was competitive with one of the best parks of the contest. I am very proud of the 42% we earned over J K's squad. We took on a massive task and mostly pulled it off. 
     
    Thanks to our whole team for help and feedback. Kenos was amazing with his ability to answer all our CTR requests which I think were a huge help all over the map. Levis provided the QR code and made the website and in general was very dedicated to helping with everything. BSG did some great work on all image related needs. Split did quite a few CTRs and some hacking tests. X97 was great with the object requests and made the cinder/storage bins walls happen. The whole team was great with feedback and encouragement. Biggest thanks to Terry, Congoy and Otter. They were outstanding partners on this and dedicated to getting it done. 
     
    Who did what...
     
    Kumba: The building macro on the two main buildings, almost all the pillar placement, steel beams, stairwells and restrooms. The original coaster layout, about half of which is unchanged. Most of the Earth Science exhibit, the Art Gallery (meh), gift shop and lower café, 1/3 of the dino exhibit, the parking complex, the roundabout area and atom, the elevators, the Earth mural, bay, road and most of the exterior garden displays.
    Terry: The flight, space, physics exhibits, the majority of the rooftops, the auditorium, the planetarium and almost all the other small room and office interiors. He did most of the dino area and some landscaping around the edge of the map.
    Congoy: All the momentum effects/hacking and placement of the switch track. He also did about half the layout while tweaking what I did. The show scene was his idea and I think he did most of it with Terry adding some details. He did the rooftop Skywalk (CTR from kenos) and many other peepable CTRs such as the benches and binoculars (also CTRs from kenos)Other things around the map include the rotating MDM fountain sign, traffic, garage vehicles, mars rover, and his signature dino fossil.
    Otter: The entire History floor, gems and tide pool in Earth Sci, the amphitheater, bike shop and some exterior landscaping

     

  • RobDedede%s's Photo

    MDM

     

    Excellent work, Hurricanes. I love this map. For starters, Terry's custom music really sells the theme so well. I could imagine hearing it as I walk into the IMAX theater at a giant science museum. A lot of people have been commenting how this park feels "dated" or "retro." I'm not sure if I see that. Sure, there are places, particularly the edges of the map near the water, that maybe could have benefitted from some more precise object usage, but that's about it for me. Even if this park isn't executed in the most advanced way, it doesn't need to in order to be successful. The sheer amount of incredible hacking, great coaster, atmosphere, and highly-detailed cutaway views are what push this park to success, for me. I was pretty worried when I first saw the match! I knew this map would bring a serious challenge to Bugs & Bots, and it certainly was a worthy opponent.

    Some more highlights (not comprehensive and in no particular order): the rotating sign, the particle sculpture, the skywalk, the little outdoor theater area, the many awesome CTRs by kenos (especially the elevators), the layered half-diagonal bridges connecting the two main buildings, the switch track, and just all the interiors. One other thing I really appreciate was how you had one building as the science building and one as the humanities building. That feels like something a real museum would do. Also, the website + QR code was such a cool touch!

    Excellent work Kumba, Terry, Congoy, and Otter!

  • deanosrs%s's Photo

    MDM

     

    Exteriors: I get it. Buildings exist like this in real life. People will have a field day with this when my opryland park gets released. Not every building IRL has a ton of trims and textures. Some are simply monotoned/monotextured and have an interesting shape. There's a "what looks good in the game" versus "what it looks like in reality" debate there and I tend to find that viewer appreciation leans to the former but builder satisfaction goes for the latter. Some of the glass windows being inset help a lot. The geometric shapes in orange/blue/green hurt a little! Again though, I get it for the theme. I have spent a ton of time in these places in the last 9 years of my life and this is largely true to how they look.

     

    Coaster: I do wish, however, that they had coasters this cool IRL. I love how the coaster duels with itself and the switch track, of course. It's exactly how a coaster in this setting would look.

     

    Roofs: the skywalk is the standout attaction here. Very cool, will definitely be stealing that! Imitation being the highest form of flattery and all that. The gardens on the other roof felt a little blocky and jarring with the asphalt. 4-way lift shaft - super cool.

     

    3rd floors: zero gravity moon bounce is a really neat idea. The walls over here felt like they needed a little more love, perhaps a purple in there. Good to see a solid planetarium done well. The other building feels more lively. Love the RC track, crunch labs is a thing my kiddos have enjoyed so love to see that there too. The ballpit is fantastic. Pretty sure I'd be buried at the bottom of that contracting hideous diseases!

     

    2nd floors: starting with the momentum station, I love the little water area. The B&M supports as pipes work really well. The laser prism is really good as well, although I wish the object didn't have a 3d edge along its top (I'm being picky I guess!). History lessons over on the other side are my favourite area of the museum. The foliage is a little more messy, which I like, and there's a really good setup to the exhibitions, and their explanatory signs in from of them. This part really came through well for you guys with a really high level of execution. 

     

    1st floors: underneath the history area, this felt a little unfinished to me. The other building has some lovely floor patterns to guide guests around. I love all the details here like the paper airplanes, jet engines, zero g ride, and of course the brontosaurus. This feels like an area where you guys really had the time to fulfil your vision.

     

    One last thing! I can't help but note this was a really good H2H idea. Often I feel like votes are cast through looking at a park for quite a short period of time. No-one could in good conscious vote on this matchup without first looking through each layer of the museum - across both buildings - level by level. This was a great shout and a really good idea for the contest. Great job hurricanes! Really enjoyed it.

  • MrTycoonCoaster%s's Photo
    Millennium Discovery:
     
    Brilliant idea, I really liked 'discovering' everything.
    I love these big ones, the proportion/scale is very good. Great details. I loved the atom.
    It's charming. I loved the spinning letters.
    Nice job :)
  • MrTycoonCoaster%s's Photo
    BUGS and BOTS:
     
    Sometimes I'm afraid of you guys haha ??(that's a compliment).
    What you guys created is so absurd that I can't even describe it.
    Simply magnificent. Very creative. The use of spiders is impressive, in fact everything drove me crazy. I honestly don't know how you manage to make this happen. The details and colors are perfect.
    Excellent job for sure.  :D
  • ottersalad%s's Photo

    Bugs and Bots

     

    First let me say I knew we'd go up against a nin park, and I was dreading the day that this park was released. This park is insane. Easily the best park of the contest so far, well besides Lostileth of course. The storytelling, the atmosphere, the placemaking, ride design, details are all extremely well executed. Everything is where it should be, nothing seems out of place. I think concise and cohesive are the best ways to describe this park. 

     

    The bug invasion is really well told through all the various scenes of battles/fighting between the troopers and the bugs. We got mechs, bots, troops, vehicles, turrets, cannons, there's so much going on. You think you've seen one amazing set piece to rotate the screen and find one that is even better. The giant 4 legged mech walker thing is stupid cool. 

     

    The dueling coaster is superbly well done. The support work alone I give massive props for. Not easy to pull off and it was definitely worth the effort. Also really good layering here, you have the flyer coaster, the splash boats, and the dueler all using the same tower structure. Really neat.

     

    Attached Image: Track Layering.png

     

    In terms of the architecture and world building, there is quite a lot to enjoy and take in. The ant farm looking thing was really cool and alludes to the base I'm guessing initially exploiting or harvesting them, only for them to get out of control? Either way, it's a great map edge filler. 

     

    Attached Image: ant farm.png

     

    Lastly wanted to point out a great case-in-point for how good this park is. The detailing of things like lift supports are so extra in the best way possible. This over-engineered alien world is so reminiscent of some of the best environments in other video games. Reminds me a lot of Mars in Destiny 2 and all the structures around the Warminds in D2. Or even Armored Core - this feels like something in that sort of architectural style. 

     

    Attached Image: bridge.png

     

    Really want to applaud you guys for building such a wonderful park. I'm so jealous of it and wish I had a helping hand in making it! Parks like this inspire me to boot up the PC and play RCT not something else. My score might surprise a few, but genuinely think this park is something special.

     

     

    MDM

     

    Just want to quickly say that I am proud of the work that went in to MDM. The ancient history exhibit was a lot of fun to add. The ancient artifact exhibits were simple, but immersive I think. The mummy sarcophagus was a fun addition along with the Alexander the Great ride. Was really fun to try to jog my memory of Alexander's life without using Wikipedia. Wish I could've done more with the amphitheater, but oh well. 

     

    Shoutout to Kumba for the ambitious idea. I think the idea was great, just came up against the wrong kind of park. A full cutaway park is out of my comfort zone, but was definitely worth the effort. Was amazing to see the wizardry of Terry and Congoy. The painstaking work to do the micro detailing on the murals by Terry was incredible. Wish more people recognized the work that went into just the dinosaur face! Congoy also really stepped it up on this park. His hacks of course were creative and new, but I think what really shined was his thoughtfulness, attention to detail, and willingness to help anywhere he could. 

     

     

  • AvanineCommuter%s's Photo
    This was a difficult decision with two parks that excel in completely different ways.

    With the Museum, I felt the fun nostalgic vibes in both the music selection and the object usage itself reminding us of a past life at NE and in our childhood science museum trips. The park really shines with its extra detailed interior scenes that bring so much joy to the viewer with the process of discovery; I felt as if I were a guest exploring an actual science museum! Digging through all the little scenes and great set pieces throughout the different levels was so much fun, and there’s a ton of great work with unique object usage and great mural / exhibit design present on all floors. Some of my favorites include the rocket / airplane exhibit, the prism scattering light, the planetarium seating (so smooth!) and the RV racing. Momentum was also a great coaster, perfectly fitting in with the museum vibe; I get Desperado / NYNY / Thunder Dolphin vibes with how the coaster is a feature attached to a building. Where the park suffered slightly for me is the exterior planning - the overall massing was a bit undercooked and I wish the building wasn’t just curvy geometry in a sea of surrounding parking and roads, but perhaps section-sliced at one view to allow for it to be larger, signal to the viewer that it’s fully cutaway friendly, and also provide a cleaner overall design for the building that also extends the fantasy off map. You could have used an architect on the team to help direct this ;)

    Bugs and Bots screamed “I HAVE A VISION!” - because this was such a clearly realized map with lead builders who definitely had a very clear idea of what they wanted to build. The biggest draw for me is the huge verticality of the landscaping and the architecture of the military base. You all know I LOVE mega structures and tall builds, so this really satisfied my sweet tooth. The style of parkmaking is also right up my alley, with a very heavy world-building focus that was immersive through the many detailed battle scenes and little corners with narrative elements that created a fully believable world. The mechanical spider-machines are so cool with its incorporation of CTR to create shapes you couldn’t make with just CSO. My favorite bits have to be the ant farm, the main setpiece of the mechanical spider, the excavator and drill, and the integration of the base with all the rides weaving in and out. There were some really bold macro decisions that stood out, with the giant conveyor lifts and the jungle boats riding the edge of the cliffs, super cool stuff that really created unique forms on the map. The dueling coasters had some super cool moments with some great sightlines, but it did suffer from too many underground “connections” that were hard to follow; I lost the trains multiple times trying to follow the layout. As a slight detractor, the landscaping felt overly reliant on fisch rocks in a way that made it look blocky and fake instead of smooth and organic; it’s hard not to compare with Sambhava’s which did more with the same object set. I also think although the color scheme was great as a whole, it did become a bit drab in certain areas with so much gray and dull colors. However, overall this park was stylish and visionary, and won my vote in the end.

    Congrats to both teams for some really really fun work this match.
  • alex%s's Photo

    As a slight detractor, the landscaping felt overly reliant on fisch rocks in a way that made it look blocky and fake instead of smooth and organic; it’s hard not to compare with Sambhava’s which did more with the same object set.
    I believe It's supposed to look excavated rather than organic, I thought it was a clever touch.
  • Cocoa%s's Photo

    alright, finally got some time to check out the parks, been pretty much on the road since the start of r3

     

    bugs n bots: awesome park, bombabstic, explosive, etc. I love the concept and more importantly i love that you actually made yellow and purple look good together. I agree with alex that the fisch rocks actually work here as excavated walls, and the landscaping in general is top notch. coasters have a really fun layout with a particularly great narrative piece as they enter the hatching grounds for the second launch, although I admit I kept losing track of the trains in that second half. one tiny awesome detail is the gearing on the centrifugal ride, it works so perfectly. i think the back half with the water ride is a tad weaker than the front, maybe too much piss or something---i wanted the yellow on the robots to really stand out. on that note, man, they're great. that giant robot is exquisite, easily the best large scale mech/thing i've ever seen in game.

     

    museum: on first glance I thought it would be hard to compare, but actually, this came close for me. maybe I would have even voted for it, its immensely likeable. first, that coaster is maybe the best in the comp. the way it duels with itself is perfect, and obviously that transfer track. I love the happy, optimistic energy, boppy music, and silly things like the ted talk. all the floors are pretty well executed, theres a lot to see. this would be such an amazing museum if i was a kid. cool murals, cool structures, lots of layers and elevation, really a great park and a genuinely solid contender against an awesome park

  • chorkiel%s's Photo

    These parks are so different it's wild. Bugs 'n bots was very extravagant. It impressed me immediately because of the big set pieces. MDM is much more reserved and started impressing me more upon viewing because of its detailistic approach. Wouldn't say this is micro vs. macro because the micro in BnB was obviously great and MDM was also great on the outside. In the end I just preferred BnB.

  • Ethan%s's Photo
    Bots and Bugs :ninja:

    Absolutely epic leg game! :huey:

    Love the Jurassic Park vibe in that giant geometric structure, and how it translates to the conveyor thing by the mech zaddy. Nin slays the dueling coasters so hard, so much iconography. Underrated coaster supports. One of my favorite concepts in the contest for sure. I love the ant farm, OMG! :wub: The logo iconography is brilliant—such a complete design package. The dynamic mechs make me so jealous. :lol: :devil:

    Millennium Discover :et:

    I love this idea so much; it's so wholesome! :party:

    The peepable everything is incredible. Each layer of the park is absolutely brilliant. The coaster is completely genius. The bench CTR and the skywalk are absolutely taint-tickling. The structural integrity is awe-inspiring. Love the classic RCT feel of this park overall. The website is such an awesome feature. The exhibits in the park do justice to themselves without words. It's just an amazing layer of confirmation and some of the best extra material so far for sure. :birthday: :peace: :angel:
  • CedarPoint6%s's Photo

    Here are the reviews for this march!  This was a tough one to vote on-- both super high quality entries.

     

    Millennium Discovery Museum:

    https://youtu.be/LSGFE8AHd-o

     

    Bugs and Bots:

    https://youtu.be/NhiDga6ypXY