Park / DZATA
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03-March 25
- Views 0
- Downloads 73
- Fans 10
- Comments 28
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82.50%(required: 65%)
Design
chorkiel 85% CoasterCreator9 85% J K 85% Mulpje 85% posix 85% Turtle 85% G Force 80% pants 80% RobDedede 80% RWE 80% Scoop 80% deanosrs 75% 82.50% -
Description
You come seeking the mighty DZATA... But has the hunter become the hunted?
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10 fans
Fans of this park
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Full-Size Map
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Download Park 73
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Objects 1
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Tags
Finally had the chance to check this out and wow, best NCSO I've seen in a long time. The blend of classic NCSO and even LL tricks with modern techniques is something I envy and really want to capture myself. An RCTClub user said it feels like you understood what made Age of Sail work so well and iterated on it with new motifs instead of just taking elements at face value, which is a lot harder to do well than it sounds. The detail is there where it needs to be, but you also let those open spaces sing. I love intentional nothing.
I don't think I will ever be able to open anything with the name SSSammy attached to it and expect a less than excellent layout. While it is a bit tight, it has a ton of great interactions with the peep and surrounding landscape. The perpendicular launches and the huge turn over the water really give it character. The supporting ride lineup is nice, but I want to give special mention to Ahom La which is the best NCSO top spin I have ever seen. Wild stuff.
One thing that really tickles me about this design is that even though there's a ton of Alex in the architecture, especially where mine train track gets involved, it has a unique identity. Really great use of totem poles throughout. Landscaping is very nice throughout, especially the dense foliage with the purple flowers and that cool custom tree in the path island. The peep and staff scenes are a great finishing touch, especially the Tyre which is just crazy.
Good job Sammy, you got Gustav to gush again. Huge congrats to my awards co-presenter for the fancy green name. Absolutely deserved with this release.
Congrats on Parkmaker sir!
Really a wonderful design here, further cementing you as one of the best design builders in our community. The overview and screenshots didn't do this park justice.. so to finally open this park in game was a treat. So much color and liveliness throughout. The foliage blend here felt unique, as did the architecture.
In terms of the layout, it really packs a punch, and I was quite surprised given how little elevation changes when I first saw the overview. Amazingly themed in such a tight, compact area.
Congrats again!
Congratulations Sammy on delivering one hell of a design and off course on getting that well deserved green name! I´m normally not that into NCSO, but some parks just really grab my attention. Mostly Alex's NCSO parks, but this did too in a similar way, though with a clear unique and personal touch. The way you used the new track pieces and invisible colors to create this speaks volumes on how creative you are.
First of all, huge thanks to the admins and graphic design team for this release. BSG, the logo is gorgeous (and even better after you fixed it, despite the fact i didnt notice it was broken lmao). I wanted to make sure that the kind words of posix and Xtreme97 weren't lost, so i have copied them here:
"There are certain members in the community who sit very close to NE's heartbeat, and @no1coolSSSammy is definitely one of them. He joined NE some 16+ years ago and was a keen observer from day 1. As someone who proved great sensibility towards the developments both in the game and the community, he built great integrity in no time, and I remember him stealing the hearts of then brand new admins @geewhzz and I.
He approached the game on a smaller scale, typically attracted to compact or mid-sized formats, naturally including himself in a couple of H2Hs too. But especially the :design:Design category is where Sam has been a constant since 2009. In fact, he has 10 (and a half) competitive Design submissions to his account, of which astonishingly 6 have not met the 65% requirement. Tonight's release is Sam's 11th solo Design submission, and I am perfectly comfortable to predict will be far above that threshold.
DZATA is a trademark SSS production: an organic British style ground hugging coaster with lots of inversions, traditional "RCT-native" stylistic choices celebrated, brought together in a powerful fresh package of a visibly improved creator. Sam champions NCSO in a way that is instantly relatable to the goat @alex. And it doesn't need to be shy doing so. In this day and age it's hard to make trackitecture reach a sufficiently high level, as it's been done all too many times. Sam has visibly cracked the code however. But also in terms of ride design, which had already been his forté, he demonstrates a so far unseen skill which is now further enhanced and elevated by @X7123M3-256's most immaculate new track pieces. Add to that an added development in his theming and macro, which is reminiscent of another RCT great @cocoa for me, you have yourself an entry that in my eyes is Sam's best work to date.
So, will we see our dear Sam with a big and new green shiny feather added to his hat after all these years? To break the 80% mark required for ? NE Parkmaker Status with a Design is a difficult and thus rare achievement, but I'd like to think the game is on with this one ? ? ?
Regardless of the outcome: Congratulations @no1coolSSSammy on such a strong map. We need you and your RCT always, and I'm genuinely so happy to see your parkmaking land on this level. A trajectory I've silently wished for for years."
"@posix's latest announcement has already said a good deal about @no1coolSSSammy and how much his presence means to the community, both as a consistent builder of warm, inviting RCT and an expert provider of good feedback that strengthens us all. Until now his qualities in the game - notably his gorgeous layout-making, engaging atmosphere and stellar foliage - haven't converged on a release that could break the Parkmaker threshold for him. But with his latest map DZATA he achieves just that, landing a design win with a comfortable score of 82.50%, among the highest scoring NCSO releases. It's been a good while coming Sam, congratulations!"
Humbling, and something I certainly want to be archived here
I'm old school, so im going to do a classic reply to everyone's comments
Therty - thanks! looking forward to seeing your green name, shouldnt be too long away considering your recent output!
Liam - Wawel was a huge influence, perhaps moreso than alex
J K - Could not have done it without you cap! your relentless lobbying for custom supports paid off big time
94 - Thank you for the detailed reply! Im very glad you enjoyed it despite its brownness, and thanks once again for the technical help you have provided in the discord, I hope you enjoy your mechanic hanging out on Ahom La
Cocoa - thanks! although you haven't done much ncso of late, the stuff you have built has always been a good source of inspiration. a good layout has to have drama, and i think path interaction is a well that we haven't yet felt the bottom of yet
BSG - thanks! i also hate doing supports!!! i would say it is my biggest weakness for modern rct. I spread the task out over several months with J K poking me frequently
Hex - literally what is stopping you. we won best woody together last year which means you can also do this
CC9 - thank you! i also think alex's work is no fun at all!
MrTycoonCoaster - thank you my friend! it feels very good to know that someone has noticed all the tricks i spent so long making!
ballpitwarrior - ride entrances are something that i definitely needed to step my game up with, thank god it worked! thank you
Scoop - what a humbling review, thank you! i do struggle with knowing where to cut off the map, sometimes because i truly dont know what the fuck im doing full stop. but i think what i truly value is having enough stuff in there to contextualise the coaster, and enough negative space to not choke it. i would however be interested to see how you would cut the map! theres probably a lot of right answers. im also very grateful i didnt have to call on you to dish out violence (which i definitely would have)
Robdedede - thanks! i hope you arent lying about being inspired because we need more work from you!
TimmyTuner - another humbling detailed review! forums arent dead! unlike those peeps the delivery truck ran over. i wish i could have figured out how to make the top spin not desync - i made several adjustments using minigolf holes, but it would appear to be good, then stop working as intended. im glad i could get it to a point where it wasn't causing any problems, and very grateful for my first ever shoestring, and a custom one at that.
G Force - thank you! From such an influential builder such as yourself, im glad to keep hearing that comment from you. trying not to keep saying humbling!
Turtle - thank you! gratifying to know all the trial and error and adjusting resulted in an effective result! impressing turtle is a reward in and of itself
Jaguar - a worry that a builder can sometimes have (as you have no doubt experienced) is the thought that people wont notice all the effort that went into getting the results, so i am very glad for people like yourself who took the time to drink it in. some of the mechanics in the park are simply around, but some of the specific ones like the roofers are from when i have plead for help and those builders have helped me!
Lurker - thank you! now all i need to do is get into the lurker grindset to make as much high quality stuff as you
RCTNW - thanks! you and i have discussed the cursed nature of peeps, and i definitely learned a lot about their behavior in this park. something that people may not have noticed is that there are park entrances at every place the peeps can leave the map, and i truly think that helped with their balance across the map, as well as them not getting too lost. the trick is to give each entrance their own entry point isolated from the other entrances, so the guest generation is split across those entry paths, and they dont simply go to the closest entrance on the path. also never give them maps! it only makes them covet what they cannot possess!
FredD - such kind words! thank you!
Gustav - thank you very much! i hadnt thought that other communities might see it, i hope rctclub enjoyed it! again i am glad that you have taken the time to read into what is there, it truly makes the process of building it all the more rewarding. looking forward to seeing your name in green soon!
ottersalad - another inspirational ncso player! thank you for the kind words
Jene - thank you, hopefully we can convert you to an ncso believer yet! the invisible colours add a whole new dimension, one of the top additions to open for sure
thanks also to everyone who left comments in the discord, i saw many of them and its always awesome. espeically that flurry of discoveries that happens once a park is first revealed. was so fun seeing people posting screens of little details. I STILL cant believe no one has found steve and xtreme. what i really should have done in hindsight was make a game like i did with the big little where stuff can be found around the map. that should definitely become part of the meta!
and finally, not to get banned for spamming my own topic, but here is a video i made during one of the final sessions i spent on this park - it also discusses what goes into finishing something to a quality we are proud of - I will be making another video soon about the process of iteration that went into the design, too.
https://www.youtube...._LS9Ddqp4AaABAg
The trackitechture roofs here work really well, the aesthetic you’ve created just screams “rct2”. I love the entrance curved roof with the totem poles, such great object usage throughout the park. Love the stall roofs and the blended texture they give the walls peeking through the wooden wall objects. I’m not sure there’s much about this technically that I can say that hasn’t already been said.
The biggest takeaway I have here is how teeming with life this park feels. We’ve seen great layouts, great architecture, good macro, etc over a ton of parks over the years but the biggest standout is how alive this feels. It’s amazing what a frozen peep here or there can make, or what a little maintenance truck driving along the paths can do to lift a park. I’ve taken a lot of stock of your peep editor use here, I really love the effect you’ve created.
I watched, and loved, the video you presented - it’s always very neat to see and get to experience the thoughts of the builder - this sort of behind the scenes/wip stuff I really love, and I feel like it makes the work so much more meaningful. I hope I can share more in a similar fashion, either though streaming or screens to bring the community along with me. Inspiring, Sammy - congrats on the green name.
Gorgeous work!
thank you therty! im glad all the work paid off! it takes a long time to do the peep editor stuff but you can fully get into a flow while listening to a podcast etc. you've just got to invest a lot of time into it. hopefully as the editor continues development we will get even more quality of life features to help with that aspect though
many thanks Goliath, cool to see you around!