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9 Comments

  • Comment System%s's Photo
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  • alex%s's Photo

    The way you've used the elevated dirt path to represent floor boards is genius! I haven't seen that before.

    Main problem here is too much path and a lack of foliage/planters/trees.

  • RCT2day%s's Photo

    ^It's been done before in tons of NCSO parks.

     

    Looks pretty good. I would say try to make the carousel more grand by adding some flowers/bushes around it, and considering getting rid of the queue line or hiding it better.

  • Austin55%s's Photo

    Yeh agreed, whats a carousel without a fountain or flowers or something? Good start.

  • bigshootergill%s's Photo

    Great start! It needs some greenery, it will bring it to life!... same thing with your other screenshots.

  • nin%s's Photo
    The building to the far right of the entrance with the flowers is the most interesting to me. It's a nice combination of textures and objects to keep it interesting. Many of your buildings are falling into the "blocky because ncso" trend and just need something extra to move them to he next level.

    And the carousel needs everything mentioned above. Screen looks good otherwise.
  • Stoksy%s's Photo

    Nin's right, you can have flat roofs in NCSO you know.

     

    I appreciate what you've tried to do with those teal arches but I'm not convinced that they work purely because of scale. Unless you scale everything else in the park down to 3-4units per floor then those arches are always going to look too small in comparison.

  • zxbiohazardzx%s's Photo

    pretty good screen, but the gray is overdominant for me. Break up the huge grey pavement with some flowerbeds, trees or different style paths

  • Liampie%s's Photo
    Apart from fixing the concrete ocean, I think your work would benefit from simpler and more focused architecture. Looks like you tried to make your buildings as detailed as possible by repeating patterns of random wall layering endlessly. At lot of these layers don't make sense (poles blocking windows?), it is repetitive and uninteresting, and with each building having a different set of layers, colours and textures, your area ends up being very very generic. Two simple golden 'rules' of RCT:
    - Not every wall needs a window
    - Less is more
    Not really a golden rule, but still something I strongly recommend: pick a theme or a setting and keep that in mind when doing architecture. Large stretches of connected buildings like this feels urban. But one of the buildings looks like a barn. I don't know what I'm looking at!
  • Chocotopian%s's Photo

    I like the way the buildings are staggered, but I agree there may be a few too many windows on them. Removing some of them would allow more wall space, which could be used to better define the purpose of the structures (even if it's space to put a "gift shop" sign or something like that"). Other than that, I'd suggest breaking up the grey path as others have said. I think a fountain or perhaps a larger planter with a variety of foliage would look nice and would help at a bit more colour.

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