Park / [NEDC6] Cerulean Breeze

10 Comments

  • Comment System%s's Photo
    comment below
  • posix%s's Photo
    NEDC6 Release NEDC6 Logo
    12 US Flag Milo
    Design Logo 67.00
    D E S I G N W I N N E R

    The first Design Winner of the contest, and your first solo accolade in 14 years, since the well remembered Tempest that won you NE Parkmaker status back then Milo. Congratulations.

    J K
    RWE
  • RWE%s's Photo

    Was very excited to see RCT2 work from you, Milo! I really loved the coaster color choices and the old-school vibe running through the map. The theming is simple but very effective, and I really appreciated how the empty spaces were used intentionally to give the map room to breathe. While Cerulean Breeze definitely struggles to keep up with the standards of the modern meta in some aspects, it’s still a solid and charming release that absolutely deserved its design win. Great work!

  • J K%s's Photo

    Oh jeez another PT2 style park! Bringing the classic back and in style!

     

    + Coaster colours were great, support work was stellar

    + Gif Posters beware was pretty funny and probably a new meme about to happen

    + The tarmac section under the cobra roll was great! So simple but I really appreciated it breaking things up.

    + Landscaping and foliage were on the money, elements of this whole design reminded me of Titans work at times.

    + The queue through the heart of the coaster was great, a lot to like and would be so exciting for the guests.

    + Coaster station was great, classic in approach but a few newer tweaks like the void area on the chain return

     

     

    -I just wanted a bit more archy around the map, and some more supporting rides to take that score much higher. Still a park of this style but bigger would be great to see! Just crack that archy and we'd be seeing a PT2 style spotlight imo.

     

    70%

  • CoasterCreator9%s's Photo

    Charming, classic feel about this one. It’s fun seeing the use of older objects and building styles merged with newer techniques. Landscaping and foliage really popped for me with this one. I really appreciate the coaster being the focal point; more of a traditional Design feel. 70%

  • ottersalad%s's Photo

    Really cool stuff here. Love the colors first off - bold and bright. The workbench was a fun choice too. The coaster is really well done... cool station, big chunky supports.. and an AMAZING queue! Love it. 

     

    I think where this map shines is with the unique architecture.. really fun style. 

     

    Only thing that perhaps I would've liked to have seen done differently was the big hillside with the waterfalls. It provides a wonderful scene from the queue, but then the coaster doesn't interact with anything similar. Rather would've seen more landscaping as opposed to the grass field with Lawnmower Man 1. 

     

    Nitpick aside, this is a very tasteful design. Well done sir!

  • Terry Inferno%s's Photo
    As far as that classic RCT look goes, you've nailed it! It's a fun game to try and spot things on this map that didn't exist before 2010, especially because you've blended more recent objects in so well with the elder pieces. The mix of full and quarter-tile rock pieces evokes the early days of CS landscaping, and while there's a bit of the "jagged rock trap" in the middle of the map, the forms are strong and nostalgic overall. Usually I'm not a fan of the capped pipes as supports, but you've worked them in remarkably well with the thick'uns in a manner that evokes realistic coaster supports.
     
    But what is going on with those railings? Why do we have black railings separating plain grass from more plain grass, creating a bunch of unnecessary right angles within the serenity of the negative space? Is this a play on some early 2000s trope that I'm unaware of? Was there going to be more to this side of the map that just didn't get finished in time? Between this and the queue line that appears to be floating, I'm wondering if there was more planned that just didn't make it onto the map in time. Regardless, it doesn't feel unfinished - I just feel it would have actually been a stronger choice to forgo the railings entirely and keep the grass... grassy.
     
    Transitions between grass types are rather abrupt around the grey maintenance path, and I think more could have been done to smooth out those lines at least in some places so that it feels more natural and less gridlike.
     
    I am enjoying seeing this era of RCT--and someone who was actually on NE back then will have to tell me which era this is exactly--make a comeback, especially with more modern objects mixed in, and I really hope this is not the last time we see you tackle what has become a timeless style!
  • Gustav Goblin%s's Photo

    Milo my dude. So glad to see you submit something. I'm a huge fan of your recent RCT2 work and this is no different.

     

    + Landscaping takes the cake for me. Love the top section with the rockwork. PT2 foliage mixed with invisible flowers and CHE swaying trees and grass looks really good. Palm trees extending through holes in the paths and down onto the sand is such a cool idea.

     

    + Archi feels very classic. I'm gonna have to steal the back-to-back canvas awnings.

     

    + Coaster has some great interactions, especially with the diagonal zero-G roll and the cobra roll.

     

    - Back section near the end of the layout feels a little empty, especially the fenced-in area where the lawnmower man is. I really appreciated your use of negative space in The Lily Temple, but this feels a bit too much at times. Some frozen mowed grass land may have helped.

     

    - Some objects must have glitched out before you saved. The towers with the House - MT objects at the top are made of glitchy grass objects with unfinished-looking black supports peeking through.

     

    - Dark brown footpath isn't exactly singing to me. I think the vanilla dirt path may have blended in a little more naturally instead of creating a lot of extra contrast.

     

    ? Where the hell is that waterfall at the top coming from?!

  • Jaguar%s's Photo

    It's funny that your last design was 14 years ago... this submission is definitely emblematic of the past but with some modern scenery choices.

     

    Compositionally, this is great. I love how there are messy, detailed areas like the haunted house and spider's nest, as well as extremely clean areas like the open grass fields. The placement of the foliage and rockwork is perfect.

     

    If I had to nitpick... I wasn't a fan of the zig-zag fences, I know this is going for a classic look but diagonals would've looked a lot better. The wind-swaying foliage was also a good fit for the theme but seeing moving plants next to static plants looked a little jarring.

     

    As for the coaster itself, it has some amazing interactions with the queue line and the dodgems. I also might be in the minority here but I much prefer those old-school, capped pipe supports over the much thinner newer ones. They look very nice here.

     

    Overall, this is a great entry, the architecture and object choices are all very nice, this has a perfect blend of detail and negative space, and I love the pastel color scheme. This is the quintessential "classic" design.

  • SSSammy%s's Photo
    As part of this series reviewing the fantastic NEDC6 entries, I will enter into a commentary on how the builders have decided to approach using Pacificoaster’s layout, and how those decisions compare and contrast one another. I encourage reading all my reviews on NEDC6 to get the most out of this more fragmentary commentary you will find interspersed here if you find this interesting or desire clarity.

    Excited to see a Milo entry on the list, and as expected there is a tasteful classic approach. In a confusing moment, the park opens up in a pretty unappealing way which accents the low moments of this entry. Broadly, I would encourage builders not to split their paths longways. There’s really never a good reason to do it as it robs you of the opportunity to properly contextualise the vivisected path. Including the other side of the path and allowing the peeps to walk on it would have done wonders.

    Additionally the random fences in the otherwise serene field do little to contribute to the atmosphere, especially when not a few paces around the corner you have context-specific fences which nail what you need them to do. The concrete texture, as well, does more harm than good. I think replacing all of it with dirt path would have done wonders for its integration while still allowing you that realistic note you were going for. The concrete beneath the cobra roll should be a capital offence. In my initial viewing of the park I replaced it with sand and it looked fifty bajillion times better, and required far less contrivance. Truly a baffling moment.

    I’m glad I can get the roasts out of the way quickly, as the rest of this entry was so appealing for me. The moment we hit the steps out of the vivisected path the quality goes from “why” to “of course”. I believe the main viewing angle of this entry is “Inside L”, where we look into the turn of the predrop over the cobra roll. There is, of course, a queue over the top of the cobra roll entrance and exit track. The layout is really well staged within the landscape which gives the ride a great sense of “inevitability” - the ride has no choice to dip in this moment and leap in another, as the landscaping has provided no other option.

    I think the greatest moment of this particular interpretation for me was the queue which out-and-backs beneath the loop, framed alongside the waterfall and dive loop. That would be such an outstanding experience for the guest to enter into this secluded moment and look up at the loop. The diveloop over the sand is a great moment of framing and contrast.

    The choices of colours and textures in this entry are outstanding. They contribute to the strength of the simplicity of the 2005 era design decisions. There are no real stand-out moments of architecture etc, but a very strong pattern of decisions which make for a delightful experience.

    I think the biggest remaining roast of this park is a broad macro decision. You simply don’t need the lower path, the one which has the “gif posters beware” sign (lol). In my initial reaction video I delete that entire patch of footpath and the balance of the map immediately goes through the roof. I think if you had had another ride down there to balance it out, or perhaps another entry to the map, the footpath would be less of an issue, but as it stands replacing that footpath with some of the excellent landscaping exemplified on the top of the park would have done you a world of favours.

    Which I suppose leads me into the landscaping. Who on earth needs modern landscaping innovations when we can have this. Outstanding work Milo, that top edge around to where the “unnecessary” bottom path begins is chef's kiss.

    I think the simplest thing that would have heightened this entry would have been more significant supporting rides. Imagine this entry, except with a splash boats that interacts with the coaster. Need I say more?

    All in all, a very appealing submission. I very much want to see you build more in this style, as you will always have an audience member in me.

    Score: 75%, with great expectation
  • Lurker%s's Photo

    I've always liked the PT2 look so I love seeing it enhanced with modern objects like this. Support work is nice, really like how the PT objects are used there, very heavy and solid looking.

    I really like how the rockwork is done here, the mix of base land and the 1/4 pieces works really well, especially with how they transition smoothly from fulltile to the 1/4 work around the waterfalls, the foliage also complements it well.

    Also, love how the base game haunted house is decorated. Definitely hope we see more work in this style in the future, especially a full sized park.