It's sad that this match-up isn't getting as much attention as it warrants. Do people not realise that this is the perfect opportunity to learn how they can improve their RCT through innovation and technical refinement?
People dont download parks, they look at screens and make up their mind...which is a pity because Cajamarca was a nicer park.
IMO, they need the win more than the IIIcons do at the moment. A loss puts them all but out of the playoffs, while the IIIcons wouldn't necessarily be as bad (I think).
Seriously, though, I totally agree with Mantis. Both parks are the definition of pushing the boundary for both games.
WME, that's a perfectly respectable opinion to have. I see your logic entirely.
My take on it is that the materials that enabled Ghost Cell Crisis to be made, e.g. land blocks and cBass' black background, are relatively recent developments. They are custom scenery that have both arrived on the scene in the last 14 months. Meanwhile the tools that make Cajamarca what is have been around ever since LL has, which is what, four and a half years maybe? They're in the game and have been there since day one. Still few have thought to use them in such a way as Cajamarca. That LL has gone so much longer without these ideas surfacing suggests that it takes more genius to think of them, and that only someone with true skill and genius could have thought of using them. Maybe I'm wrong on that account, though.
In addition the RCT2 park's great idea and concept lies in the overall expansive arrangement of the park based on these new tools, whereas the LL park relies on their subtle placement within buildings. The tools do not stand out in the LL park, do not define it. They play their part to evoke a larger scheme, ironically one that is supposed to look fairly normal (albeit normal in terms of looking like everyday RCT2 stuff). I have a knack that it's more rare that someone has a flash of inspiration of how to make the scenery play a subtle part in a scheme, than to affect it altogether. I'll give you an example. As Hobbes said, he too came up with the idea of floating islands after seeing The Cave. Now Hobbes is a good parkmaker, I'm not saying that's an intuition that anyone could have had. But the fact that both Hobbes and the guy/s that made Ghost Cell Crisis had that idea suggests that the LL idea is rarer, and that Cajamarca is more truly special.
Well, I finally have the time to download these parks but I don't have either my LL disc or my RCT2 disc. So I can't check either out. Otherwise, I would post my comments and who I voted for. This has been the problem with voting for me all year: Either I didn't have enough time to view both parks before voting was over, or I would only view one and have LL unistalled, or something. Too bad. I do realize this is a matchup of the ages. I would be glad to take part in voting, so sorry.
And like what slob said, it's a shame that these parks are in fact facing off against each other. That both are such pinnacles in the history of the respective games is both a reason why they should be long remembered as that and a possible reason why they might be remembered as less than they should. Each seems to challenge the other's greatness, and because each park must be looked at subjectively, rather than objectively, the individual achievement of each park can be less appreciated on its own without encountering an equal of some sort in the other park.
Meanwhile the tools that make Cajamarca what is have been around ever since LL has, which is what, four and a half years maybe? They're in the game and have been there since day one. Still few have thought to use them in such a way as Cajamarca. That LL has gone so much longer without these ideas surfacing suggests that it takes more genius to think of them, and that only someone with true skill and genius could have thought of using them. Maybe I'm wrong on that account, though.
Technically, the Beast Trainer didn't come out until like... three years ago. And that's a huge part of the park.
WME, that's a perfectly respectable opinion to have. I see your logic entirely.
My take on it is that the materials that enabled Ghost Cell Crisis to be made, e.g. land blocks and cBass' black background, are relatively recent developments. They are custom scenery that have both arrived on the scene in the last 14 months. Meanwhile the tools that make Cajamarca what is have been around ever since LL has, which is what, four and a half years maybe? They're in the game and have been there since day one. Still few have thought to use them in such a way as Cajamarca. That LL has gone so much longer without these ideas surfacing suggests that it takes more genius to think of them, and that only someone with true skill and genius could have thought of using them. Maybe I'm wrong on that account, though.
In addition the RCT2 park's great idea and concept lies in the overall expansive arrangement of the park based on these new tools, whereas the LL park relies on their subtle placement within buildings. The tools do not stand out in the LL park, do not define it. They play their part to evoke a larger scheme, ironically one that is supposed to look fairly normal (albeit normal in terms of looking like everyday RCT2 stuff). I have a knack that it's more rare that someone has a flash of inspiration of how to make the scenery play a subtle part in a scheme, than to affect it altogether. I'll give you an example. As Hobbes said, he too came up with the idea of floating islands after seeing The Cave. Now Hobbes is a good parkmaker, I'm not saying that's an intuition that anyone could have had. But the fact that both Hobbes and the guy/s that made Ghost Cell Crisis had that idea suggests that the LL idea is rarer, and that Cajamarca is more truly special.
Well,
I think the idea to use land blocks and black background possibly could have been someone else's. I don't suspect though that hobbes' idea was much the same as our IIIcon park as it was as much as a vision as a logical way to go with the objects. But really, even though everyone in favor of the ll park seems to think otherwise (claiming the ll park just to be 'better' seems to make no sense to me, at al) I think its a very personal question of what you weigh more. If its the classic landscape with innovative one-of-a-kind buildings (i'm hinting towards the parkmaker, but hey.. someone else did it in a way more obvious way and i think its way way obvious anyways) that you like then you vote Cajamarca. If its the creative idea that looks superb its Ghost Cell Crisis. Whatever.
And creativity? if i make a park that looks just like Cajamarca that would still be more creative than something NEVER done before? Because if you find anything totally new in Cajamarca, i bet its nothing major. If you think the rapids track on buildings is new you haven't looked at its predecessors. I'm not saying that Cajamarca is a bad park, it's lovely, but saying the "idea" of Cajamarca is rarer, and its more truly special, seems like ack! i feel like cursing... There isn't even a clear crisp idea that i see you're describing and comparing to the one of Ghost Cell Crisis. And if someone says i suspect the next thing that will happen in rct2 is something like this: (insert vague description here) the first one that actually does it, with more point than just making it float (there was a very clear description of what the parkmakers wanted to achieve from day one, about when i became captain), without hearing the "suspection" even, isn't creative for pulling it off in an amazing way? Sorry, panic. Your logic escapes me..
Sure. But you also have to take the respective limitations of the games into account. If you use the abilities of both games at once as a reference (is it creative in relation to the RollerCoaster Tycoon series as a whole), sure Ghost Cell is more creative.
But if you think about the parks in proportion to the respective abilities and limits of the games they were created in...it becomes hard to say.
If you have a rubber band that can stretch a maximum of 7 inches (LL) and one that can stretch a maximum of 10 inches (RCT2), is it not more impressive that you can stretch the first one 6.8 inches than being able to stretch the second one 8.5?
but if the maximum time available only allows you to stretch it 8 inches, then is it more impressive that you stretched the 7 inch maximum stretchable 6.8 inches, or is it more impressive that you stretched the other rubber band 8.5 inches being the first to ever stretch a rubber band more than 8 inches?
but if the maximum time available only allows you to stretch it 8 inches, then is it more impressive that you stretched the 7 inch maximum stretchable 6.8 inches, or is it more impressive that you stretched the other rubber band 8.5 inches being the first to ever stretch a rubber band more than 8 inches?
Am I the only one a little freaked out by the terminology being used here?
I'll look at the parks when I have time, but neither idea seems completely original to me. Cudos to the parkmakers for taking the massive amount of time involved in completing them, though.
To the LL people, WinHack makes it so much easier to do that kind of thing....
Am I the only one a little freaked out by the terminology being used here?
I'll look at the parks when I have time, but neither idea seems completely original to me. Cudos to the parkmakers for taking the massive amount of time involved in completing them, though.
To the LL people, WinHack makes it so much easier to do that kind of thing....
Look at that... all the rct2 noobies came in a voted for the Crisis'. That's it for the Vehemences... Dammit, there goes my favorite team in h2h, except for my own of course...
scratch that, they could make a comeback if they win both of their remaining matches. It's unlikely though.
The score of this match at the time it was called is: IIIcons 53 Vehemences 41
The IIIcons improve to 2-3-0 The Vehemences drop to 1-4-0, assuring that the Hurricanes clinch a spot in the playoofs.
And now, what you've been waiting for... The IIIcons' Ghost Cell Crisis was made by Blitz-Sama and Dark Janus.
The Vehemences'' Cajamarca was made by CoasterEd and tracidEdge. This parks Ed's first loss in H2H history, and it was his former teammates Blitz and Janus who did it. And to think these three could have been on the same team if Iris hadn't redrafted. And of course, tracid put in some nice stuff too, but we all know he'll be overlooked. You're doing a good job in Olympics tho!
Everything that needs to be said has been said. It's a shame that one of these had to lose, but H2H rarely gives us matchups this good. Usually, they're slaughterfests. Two games behind the Mollesters with two games left, the Vehemences will have to play absolutely mistake-free ball down the stretch and hope for some help from the Hurricanes if they are to have any chance of making the playoffs. Meanwhile, the IIIcons pick up a much needed win to stay tied with the Flying Germans. If this holds up, that last week of matches will become very important.
102 Comments
sfgadv02 Offline
mantis Offline
sfgadv02 Offline
Corkscrewed Offline
IMO, they need the win more than the IIIcons do at the moment. A loss puts them all but out of the playoffs, while the IIIcons wouldn't necessarily be as bad (I think).
Seriously, though, I totally agree with Mantis. Both parks are the definition of pushing the boundary for both games.
tracidEdge Offline
Panic Offline
My take on it is that the materials that enabled Ghost Cell Crisis to be made, e.g. land blocks and cBass' black background, are relatively recent developments. They are custom scenery that have both arrived on the scene in the last 14 months. Meanwhile the tools that make Cajamarca what is have been around ever since LL has, which is what, four and a half years maybe? They're in the game and have been there since day one. Still few have thought to use them in such a way as Cajamarca. That LL has gone so much longer without these ideas surfacing suggests that it takes more genius to think of them, and that only someone with true skill and genius could have thought of using them. Maybe I'm wrong on that account, though.
In addition the RCT2 park's great idea and concept lies in the overall expansive arrangement of the park based on these new tools, whereas the LL park relies on their subtle placement within buildings. The tools do not stand out in the LL park, do not define it. They play their part to evoke a larger scheme, ironically one that is supposed to look fairly normal (albeit normal in terms of looking like everyday RCT2 stuff). I have a knack that it's more rare that someone has a flash of inspiration of how to make the scenery play a subtle part in a scheme, than to affect it altogether. I'll give you an example. As Hobbes said, he too came up with the idea of floating islands after seeing The Cave. Now Hobbes is a good parkmaker, I'm not saying that's an intuition that anyone could have had. But the fact that both Hobbes and the guy/s that made Ghost Cell Crisis had that idea suggests that the LL idea is rarer, and that Cajamarca is more truly special.
postit Offline
Panic Offline
Corkscrewed Offline
Technically, the Beast Trainer didn't come out until like... three years ago. And that's a huge part of the park.
(just playing annoying devil's advocate)
chapelz Offline
Evil WME Offline
I think the idea to use land blocks and black background possibly could have been someone else's. I don't suspect though that hobbes' idea was much the same as our IIIcon park as it was as much as a vision as a logical way to go with the objects. But really, even though everyone in favor of the ll park seems to think otherwise (claiming the ll park just to be 'better' seems to make no sense to me, at al) I think its a very personal question of what you weigh more. If its the classic landscape with innovative one-of-a-kind buildings (i'm hinting towards the parkmaker, but hey.. someone else did it in a way more obvious way and i think its way way obvious anyways) that you like then you vote Cajamarca. If its the creative idea that looks superb its Ghost Cell Crisis. Whatever.
And creativity? if i make a park that looks just like Cajamarca that would still be more creative than something NEVER done before? Because if you find anything totally new in Cajamarca, i bet its nothing major. If you think the rapids track on buildings is new you haven't looked at its predecessors. I'm not saying that Cajamarca is a bad park, it's lovely, but saying the "idea" of Cajamarca is rarer, and its more truly special, seems like ack! i feel like cursing... There isn't even a clear crisp idea that i see you're describing and comparing to the one of Ghost Cell Crisis. And if someone says i suspect the next thing that will happen in rct2 is something like this: (insert vague description here) the first one that actually does it, with more point than just making it float (there was a very clear description of what the parkmakers wanted to achieve from day one, about when i became captain), without hearing the "suspection" even, isn't creative for pulling it off in an amazing way? Sorry, panic. Your logic escapes me..
Panic Offline
But if you think about the parks in proportion to the respective abilities and limits of the games they were created in...it becomes hard to say.
If you have a rubber band that can stretch a maximum of 7 inches (LL) and one that can stretch a maximum of 10 inches (RCT2), is it not more impressive that you can stretch the first one 6.8 inches than being able to stretch the second one 8.5?
Evil WME Offline
posix Offline
Midnight Aurora Offline
I'll look at the parks when I have time, but neither idea seems completely original to me. Cudos to the parkmakers for taking the massive amount of time involved in completing them, though.
To the LL people, WinHack makes it so much easier to do that kind of thing....
hobbes Offline
Corkscrewed Offline
Evil WME Offline
Ride6 Offline
scratch that, they could make a comeback if they win both of their remaining matches. It's unlikely though.
ride6
Corkscrewed Offline
IIIcons 53
Vehemences 41
The IIIcons improve to 2-3-0
The Vehemences drop to 1-4-0, assuring that the Hurricanes clinch a spot in the playoofs.
And now, what you've been waiting for...
The IIIcons' Ghost Cell Crisis was made by Blitz-Sama and Dark Janus.
The Vehemences'' Cajamarca was made by CoasterEd and tracidEdge. This parks Ed's first loss in H2H history, and it was his former teammates Blitz and Janus who did it. And to think these three could have been on the same team if Iris hadn't redrafted. And of course, tracid put in some nice stuff too, but we all know he'll be overlooked. You're doing a good job in Olympics tho!
Everything that needs to be said has been said. It's a shame that one of these had to lose, but H2H rarely gives us matchups this good. Usually, they're slaughterfests. Two games behind the Mollesters with two games left, the Vehemences will have to play absolutely mistake-free ball down the stretch and hope for some help from the Hurricanes if they are to have any chance of making the playoffs. Meanwhile, the IIIcons pick up a much needed win to stay tied with the Flying Germans. If this holds up, that last week of matches will become very important.