This is cool, but I think your scaling for this park is waaaay off. That yellow building is 4 blocks too high; the white building could be literally half the height; the dodgems building is okay but still feels a bit too tall.
The Ghost Train and the green building look like they're built on a completely different scale to everything else.
i agree with trav about the scale, it makes the path feel claustrophobic with the buildings towering over on either side. the archy and detailing is really beautiful though, especially the haunted house
Yeah, I'd maybe redo the Schwarzkopf, but other than that kudos. I just love boardwalk parks like this, they're also so cramped but somehow that's a good thing in context
Scale is definitely too tall for most buildings. When making a park like this you have to ask yourself about the function of the structure you're intending to build, and letting your scale be dictated by that. With more "permanent" buildings you can get away with having a 6-7 scale, but otherwise it may be better to stick to five.
I'd also recommend that you're doing this weird thing with the first 1-2 units where you create a "foundational" layer (it's really bad with the red "foundation" on the yellow building); It's actually not very realistic and making it stick out from the actual thickness of the walls.
The 1x2 wooden tower on the dark ride looks bad. It's overlayered where really I doubt you'd need any more detail beyond the wall and the windows itself.
Last issue I have with this is pathing. I feel it would probably be better to keep it all one pathtype.
In this case I don't really feel that the buildings being too tall is a big issue, kind of helps play into the wacky feel and exaggerated atmosphere. Not to mention makes it feel a bit more cavernous which is nice too.
Obviously if you're going for a 100% realistic approach you can probably re-consider some of the heights. But personally I like what you have and the vibe it gives off enough to not believe you need to make any adjustments.
I think that generally speaking you're doing a great job at breaking away from all your Jappy habits that made all your other parks kinda look like different variations of the same park. In that sense the tan building is a step backwards again. Tear it down!
Also not a fan of the crazy paving/concrete path mix, another classic Jappyism. Tarmac is a poor choice in general to line the castle; the diagonal wall texture blends in! How about grey crazy paving?
I also recommend the corsican pine tree instead of the fuller ones you have behind the basketball court, they're so sparse looking it's great. You can use it for foliage without losing the dense urban feel you're probably going for in a park like this.
A small positive note: cool no entry signs for the woodie exit.
I am going to be on the opposite side of the spectrum. I love the steel coaster. I really do. This whole screen is colourful, lively and has pure heart poured out into it, and that's what I appreciate here. Keep it up!
Oh boy! What a load of comments! Thanks guys! I'll try to reply to each one.
@saxman1089: I wanted to use a mix of tarmac and crazy path in this park as I believe it does work. What you see o the screen is actually the border between one half of the park that's mostly crazy path and the other that's mostly tarmac.
@trav: really? That's something that shouldn't be as I used the same standard throughout this entire park. Anyway, I lowered the white stall a unit.
@Merzbow666: well the park is based on Bumbly Beach, which in turn is based on Blackpool. And Blackpool is very cramped with lots of stuff built over each other. A feel which in a certain extent wanted to recreate here. Thanks for the nice comment though!
@Coasterbill: like I said to Merz, Blackpool influences... I've messed too much with that coaster to make it fit and it works for me in the total picture so it stays. Sorry.
@G Force: see reply to trav
@Sens: thanks for the comment, glad you like it!
@Faas: I'm trying to keep a balance between grittyness and cleanness. I'm adding backstages which will be dirtier and messier than the park itself.
@Liampie: not tearing the tan building down, I think I'm gonna allow one Jappy-ism in this park! The tip about path is actually really not a bad idea! But I'm worried the entire park might become too dull and grey, something I'm always fearful of. Do you know if the grey crazy path exists in a full tile version apart from the path block? The foliage is an easy fix. Thanks for the tips!
I think you can make all paths a full-tile path nowadays using the tile-inspector. But I reckon the grey crazy paving exist in a full-tile version as well.
18 Comments
Comment System Offline
saxman1089 Offline
Looking great Jappy! I'm not sure about the crazy path here, but not sure what you'd use instead.
trav Offline
This is cool, but I think your scaling for this park is waaaay off. That yellow building is 4 blocks too high; the white building could be literally half the height; the dodgems building is okay but still feels a bit too tall.
The Ghost Train and the green building look like they're built on a completely different scale to everything else.
Lilith Offline
Coasterbill Offline
I love everything except the steel coaster. It seems shoehorned in and doesn't really fit.
G Force Offline
SensualEthiopianPolice Offline
Yeah, I'd maybe redo the Schwarzkopf, but other than that kudos. I just love boardwalk parks like this, they're also so cramped but somehow that's a good thing in context
Xeccah Offline
Scale is definitely too tall for most buildings. When making a park like this you have to ask yourself about the function of the structure you're intending to build, and letting your scale be dictated by that. With more "permanent" buildings you can get away with having a 6-7 scale, but otherwise it may be better to stick to five.
I'd also recommend that you're doing this weird thing with the first 1-2 units where you create a "foundational" layer (it's really bad with the red "foundation" on the yellow building); It's actually not very realistic and making it stick out from the actual thickness of the walls.
The 1x2 wooden tower on the dark ride looks bad. It's overlayered where really I doubt you'd need any more detail beyond the wall and the windows itself.
Last issue I have with this is pathing. I feel it would probably be better to keep it all one pathtype.
G Force Offline
In this case I don't really feel that the buildings being too tall is a big issue, kind of helps play into the wacky feel and exaggerated atmosphere. Not to mention makes it feel a bit more cavernous which is nice too.
Obviously if you're going for a 100% realistic approach you can probably re-consider some of the heights. But personally I like what you have and the vibe it gives off enough to not believe you need to make any adjustments.
Xeccah Offline
This screen also shows why i hate that spandrel wall object hahahaha.
RWE Offline
I like the scale, maybe except for that white building. Great map racks usage overthere!
Poke Offline
I too enjoy the exaggerated scale. Far more exciting, atmospheric, and makes sense thematically.
Louis! Offline
nice
SensualEthiopianPolice Offline
oh man, i just noticed the sunken in bumper cars; I love that!
Faas Offline
I think it's a bit too clean. Generally seaside locations in the UK look a lot more gritty and run-down.
Liampie Offline
I think that generally speaking you're doing a great job at breaking away from all your Jappy habits that made all your other parks kinda look like different variations of the same park. In that sense the tan building is a step backwards again. Tear it down!
Also not a fan of the crazy paving/concrete path mix, another classic Jappyism. Tarmac is a poor choice in general to line the castle; the diagonal wall texture blends in! How about grey crazy paving?
I also recommend the corsican pine tree instead of the fuller ones you have behind the basketball court, they're so sparse looking it's great. You can use it for foliage without losing the dense urban feel you're probably going for in a park like this.
A small positive note: cool no entry signs for the woodie exit.
BlazingEmpireHD Offline
Jappy Offline
Oh boy! What a load of comments! Thanks guys! I'll try to reply to each one.
@saxman1089: I wanted to use a mix of tarmac and crazy path in this park as I believe it does work. What you see o the screen is actually the border between one half of the park that's mostly crazy path and the other that's mostly tarmac.
@trav: really? That's something that shouldn't be as I used the same standard throughout this entire park. Anyway, I lowered the white stall a unit.
@Merzbow666: well the park is based on Bumbly Beach, which in turn is based on Blackpool. And Blackpool is very cramped with lots of stuff built over each other. A feel which in a certain extent wanted to recreate here. Thanks for the nice comment though!
@Coasterbill: like I said to Merz, Blackpool influences... I've messed too much with that coaster to make it fit and it works for me in the total picture so it stays. Sorry.
@G Force: see reply to trav
@Sens: thanks for the comment, glad you like it!
@Faas: I'm trying to keep a balance between grittyness and cleanness. I'm adding backstages which will be dirtier and messier than the park itself.
@Liampie: not tearing the tan building down, I think I'm gonna allow one Jappy-ism in this park! The tip about path is actually really not a bad idea! But I'm worried the entire park might become too dull and grey, something I'm always fearful of. Do you know if the grey crazy path exists in a full tile version apart from the path block? The foliage is an easy fix. Thanks for the tips!
@BlazingEmpireHD: thank you!
Faas Offline
I think you can make all paths a full-tile path nowadays using the tile-inspector. But I reckon the grey crazy paving exist in a full-tile version as well.