Overall i like the flow of the ride, there are some strange choices for my personally but they dont really bother me that much as you can obviously theme them. maybe id swap the orientation of the roll on the first inversion (you currently have a loop, then a roll to the "normal" and then a corner to the same side, might be better to roll and then flow into the drop-curve but im not sure i envision that correctly....
The section after the 2nd immel feels a bit forced and crosses itself, but i do like the shape and flow of it so good stuff. Largest pet-peeve with the layout is the finale, where you obviously twist and turn before brake run, but it feels a bit odd at this moment from this angle. seems like a large bend into a small bend and THEN the brakerun, bit odd... great work overall though
Layout is amazing. The track colour is a little off for me though. Try using something lighter than this type of aqua blue and I think it'll do wonders.
for the people asking why I did specific roll directions, I build coasters to mimic the way they'd be built in real life, so if I roll in the same direction as it's going to go down, in rct it indeed seems counteracting to flow but it's basically making an element that's as close to real elements as possible, you'll rarely see the amount of roll in real life as you'd use in rct to have it appear to "flow". As for the amount of turns it's basically to give every side of the vehicle as much of the same ground hugging and high turn feeling as the other side, if you look at thunderbird (coaster this one was inspired by) you'll see that it does these back to back turnarounds too and the both have a different turn direction for the reason that you have a left and right side to your vehicle and I wanted to do this too as little coasters actually only turn right or left. Also wanted to give that real flying high or low feeling to the coaster so I wanted it to interact with either path or terrain more than I'd usually do as the train type really accented this...
It's a nice layout, well thought out wing rider layout. It does seem like there is 1 too many turnarounds, the last one perhaps would be better as a lower turnaround, a helix maybe?
Roll directions are correct and look good, the zero-g one is the wrong way round for the pull out, unless this is one that you want to have that extra bit of roll as its a wing-rider.
With the immelmanns, the side the half loop leans towards is wrong, that is the only thing in terms of roll direction. The lean should be leaning away from the direction of the roll, not leaning into, so in these cases, the lean is wrong, but not many people care for that, only dickheads like me.
7 Comments
Comment System Offline
zxbiohazardzx Offline
Overall i like the flow of the ride, there are some strange choices for my personally but they dont really bother me that much as you can obviously theme them. maybe id swap the orientation of the roll on the first inversion (you currently have a loop, then a roll to the "normal" and then a corner to the same side, might be better to roll and then flow into the drop-curve but im not sure i envision that correctly....
The section after the 2nd immel feels a bit forced and crosses itself, but i do like the shape and flow of it so good stuff. Largest pet-peeve with the layout is the finale, where you obviously twist and turn before brake run, but it feels a bit odd at this moment from this angle. seems like a large bend into a small bend and THEN the brakerun, bit odd... great work overall though
ChummyCheese9 Offline
Impulse Offline
Layout is amazing. The track colour is a little off for me though. Try using something lighter than this type of aqua blue and I think it'll do wonders.
CoasterCreator9 Offline
BelgianGuy Offline
for the people asking why I did specific roll directions, I build coasters to mimic the way they'd be built in real life, so if I roll in the same direction as it's going to go down, in rct it indeed seems counteracting to flow but it's basically making an element that's as close to real elements as possible, you'll rarely see the amount of roll in real life as you'd use in rct to have it appear to "flow". As for the amount of turns it's basically to give every side of the vehicle as much of the same ground hugging and high turn feeling as the other side, if you look at thunderbird (coaster this one was inspired by) you'll see that it does these back to back turnarounds too and the both have a different turn direction for the reason that you have a left and right side to your vehicle and I wanted to do this too as little coasters actually only turn right or left. Also wanted to give that real flying high or low feeling to the coaster so I wanted it to interact with either path or terrain more than I'd usually do as the train type really accented this...
Louis! Offline
It's a nice layout, well thought out wing rider layout. It does seem like there is 1 too many turnarounds, the last one perhaps would be better as a lower turnaround, a helix maybe?
Roll directions are correct and look good, the zero-g one is the wrong way round for the pull out, unless this is one that you want to have that extra bit of roll as its a wing-rider.
With the immelmanns, the side the half loop leans towards is wrong, that is the only thing in terms of roll direction. The lean should be leaning away from the direction of the roll, not leaning into, so in these cases, the lean is wrong, but not many people care for that, only dickheads like me.
Nice layout.
BlazingEmpireHD Offline
Something about this is just fascinating to me. The layout is beautiful and I love every bit of it. Finish this, mate!