Screenshot / Nightmare (a la Steel Phantom)

36 Comments

  • F0ndue%s's Photo

    Honestly, I'd advise you to not care too much about the real life sizes. I used to adhere to that stuff to, and it only caused frustrations and made my coasters look bad. RCT scaling is a thing of it's own. 

  • SSSammy%s's Photo

    https://www.nedesign...2/hunterwizard/

  • sneakyfrankie94%s's Photo

    @ GForce - That's understandable. If I could do a large swooping upward turn a la Steel Phantom I would. Still playing around with the terrain at the moment.

     


    Honestly, I'd advise you to not care too much about the real life sizes. I used to adhere to that stuff to, and it only caused frustrations and made my coasters look bad. RCT scaling is a thing of it's own. 

     

    I think Hyper coasters are really the only ones that take issue to real life sizes. It's unfortunate cause they're quite beautiful, and it's a real challenge making them in the game unless they're 150-- feet.

     


    https://www.nedesign...2/hunterwizard/

     

    I like your style and have always been a huge fan of it considering how unique it is.

  • Lotte%s's Photo

    Whilst I love this type of coaster, your execution could be a lot better. That second hill is way out of proportion. Your mix of low-ground and an enormous hill really makes this stand out negatively, I'm sure you can make this look better if you played around with the landscaping a bit more. Definitely take some inspiration from ghostliner, its very well done, and this type of coaster can have proper custom supports in ncso :)

  • SensualEthiopianPolice%s's Photo

    What sells me on Steel Phantom and Phantom's Revenge irl is the interaction with the wood coasters. If you built this with interaction in mind and built it up a bit, that would be neat-o

  • sneakyfrankie94%s's Photo

    Attached Image: Sandbox 2018-04-01 09-26-10.png

  • Cocoa%s's Photo

    having the transfer shed be inside the station building is an unusual choice

  • sneakyfrankie94%s's Photo


    having the transfer shed be inside the station building is an unusual choice

     

    Yeah, it's a little strange. On Steel Phantom, it looked like this:

    http://www.coasterga.../2000/kw14.html

    I just made a bay separated by walls on the inside of the station.

  • Impulse%s's Photo

    Not a fan of the roof, I think having it not flat at the first half of your trackitecture would help. 

    I think the stationairy transfer track in the entrance building looks dope. Looking forward to see what you're going to add next.

     

    ...Also, I'd like to add that your layout feels very stretched out and therefore not that good. Use the tips people have been giving in this thread, it will help you out in the end, I believe.

  • inthemanual%s's Photo

    that transfer track doesn't look like it works 

  • sneakyfrankie94%s's Photo


    that transfer track doesn't look like it works 

     

     

    Can you explain your reasoning? All it has to do is slide left and right...

  • G Force%s's Photo

    I like it, keep it how it is.  Transfer track works, just a little awkward I guess, not unusual for an arrow like this though.

  • inthemanual%s's Photo

    To use it now, it looks like you'd have to slide it left, load the train onto the black rails, slide it right, then unload the train. Without the extra black rails, couldn't you have a smaller table that just slides a train loaded on the normal rails? It works it just seems more complex than it needs to be.

  • SensualEthiopianPolice%s's Photo

    I would just add more depth to the walls of the station, things like more trim, some variation in the shape, color variation also. I like the roof though

  • CoasterCreator9%s's Photo


    To use it now, it looks like you'd have to slide it left, load the train onto the black rails, slide it right, then unload the train. Without the extra black rails, couldn't you have a smaller table that just slides a train loaded on the normal rails? It works it just seems more complex than it needs to be.

     

    If it didn't have the straight bit on the table itself it would function a lot more "normally" 

  • Sephiroth%s's Photo
    Don't tell me I'm the only one that noticed the layout was mirrored since the latest layout update? It's a good idea actually, and it adds some uniqueness to your design.

    I guess I'm not much of a archy person, so I'll leave that to others. Comments on the transfer being more efficient if the extra track was removed to allow for one less step in train transfer are true, but one has to ask if it really matters haha.

    The layout.... I like pretty much everything....except the ravine portion. You're setting yourself up for a very challenging build in that area, sadly due to the game's lack of.... well, large scale handling for lack of a better term. However, that section is a great opportunity to show us what your skills are and wow the viewer. So I'm hesitant to just dismiss it at the moment and can't wait to see how you handle that.

    Just don't be afraid to change things if they aren't working.
  • sneakyfrankie94%s's Photo


    I would just add more depth to the walls of the station, things like more trim, some variation in the shape, color variation also. I like the roof though

     


    I like it, keep it how it is.  Transfer track works, just a little awkward I guess, not unusual for an arrow like this though.

     

     

    Thanks! My biggest weakness in my building is depth depth depth... can you give me some examples on how to improve this with NCSO? It definitely is difficult to prevent flat surfaces using NCSO objects.

     

    Don't tell me I'm the only one that noticed the layout was mirrored since the latest layout update? It's a good idea actually, and it adds some uniqueness to your design.

    I guess I'm not much of a archy person, so I'll leave that to others. Comments on the transfer being more efficient if the extra track was removed to allow for one less step in train transfer are true, but one has to ask if it really matters haha.

    The layout.... I like pretty much everything....except the ravine portion. You're setting yourself up for a very challenging build in that area, sadly due to the game's lack of.... well, large scale handling for lack of a better term. However, that section is a great opportunity to show us what your skills are and wow the viewer. So I'm hesitant to just dismiss it at the moment and can't wait to see how you handle that.

    Just don't be afraid to change things if they aren't working.

     

    Thanks as well! Previously someone told me to switch the direction to make it different from the others, and I think it is definitely a good idea.

     

    I'm keeping the big ravine/valley and taking the challenge to see how I can make it work. I have a couple ideas, and I'm going to keep that area to myself for a while.

     

    As for the transfer track, it's just what Steel Phantom happened to have (seen here: http://www.kumbak.nl...st/phantom3.jpg) Since this is an inspired project, I intend to keep it.

     

    This is going to be a very slow build, we'll see what happens.

    Thanks! My biggest weakness in my building is depth depth depth... can you give me some examples on how to improve this with NCSO? It definitely is difficult

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