I like the landscaping and especially the interaction of the coaster with the river.
I'm not a huge fan of the archy though. The scale seems off (the buildings seem to tall to me) and they are a bit underdetailed imo (especially the side walls).
I like the landscaping and especially the interaction of the coaster with the river.
I'm not a huge fan of the archy though. The scale seems off (the buildings seem to tall to me) and they are a bit underdetailed imo (especially the side walls).
Very elegant and believable, that shoreline looks really pretty. The transition in color of the water outlet as it hits the darker sand works great. The interaction of everything with the woodie is awesome. I'll echo that the buildings could use some more love though, while still retaining that simple look which is probably fitting for the setting.
I gave the buildings a bit more life since a coastal snack bar would have a bit more of a pseudo-haphazardly decorated look to appeal to a traditional tourist crowd. The smaller building on the left is merely a crapper, so I left the less-visible wall (from a visitor's perspective) blank and blocked it instead with an inconspicuous juniper.
There are two things bothering me about the initial screen.
First of all, the blue--> brown water and brown water--> sea transitions forming hard, straight lines. You can use the white water objects to make these transitions a bit more jagged and irregular. Break that grid.
Second, for a steep, fast flowing stream like this, especially considering it flows over a beach where the water turns brown from all the dirt, there is surprisingly little sedimentation (none) where it meets the sea. This sounds like nitpicking but this is the underlying reason for why I think the stream looks off. You need a small delta made of river deposits there.
The "braided river" effect is one of the more difficult water features to pull off in RCT2, especially with just two blocky 1/2 whitewater pieces. The small delta is already there, but the illusion of mostly-clear water gently flowing over sand and sediment within these confines may not come across perfectly.
The hard perpendicular line between the sand and the sea is definitely a bit off, and that may be an issue of depth--the transition between the sea and the delta is the same transition between the sea and the rest of the beach, and this cutoff should be much shallower (and probably less linear). A few well-placed underwater land blocks may give this a more natural appearance.
11 Comments
Comment System Offline
Milo Offline
Great landscaping transitions, I like all the detailing there.
Recurious Offline
I like the landscaping and especially the interaction of the coaster with the river.
I'm not a huge fan of the archy though. The scale seems off (the buildings seem to tall to me) and they are a bit underdetailed imo (especially the side walls).
Faas Offline
inthemanual Offline
Splitvision Offline
Very elegant and believable, that shoreline looks really pretty. The transition in color of the water outlet as it hits the darker sand works great. The interaction of everything with the woodie is awesome. I'll echo that the buildings could use some more love though, while still retaining that simple look which is probably fitting for the setting.
][ntamin22 Offline
the water effect is excellent
MrTycoonCoaster Offline
yeah i agree "the water effect is excellent"
Terry Inferno Offline
I gave the buildings a bit more life since a coastal snack bar would have a bit more of a pseudo-haphazardly decorated look to appeal to a traditional tourist crowd. The smaller building on the left is merely a crapper, so I left the less-visible wall (from a visitor's perspective) blank and blocked it instead with an inconspicuous juniper.
Liampie Offline
There are two things bothering me about the initial screen.
First of all, the blue--> brown water and brown water--> sea transitions forming hard, straight lines. You can use the white water objects to make these transitions a bit more jagged and irregular. Break that grid.
Second, for a steep, fast flowing stream like this, especially considering it flows over a beach where the water turns brown from all the dirt, there is surprisingly little sedimentation (none) where it meets the sea. This sounds like nitpicking but this is the underlying reason for why I think the stream looks off. You need a small delta made of river deposits there.
Faas Offline
Terry Inferno Offline
The "braided river" effect is one of the more difficult water features to pull off in RCT2, especially with just two blocky 1/2 whitewater pieces. The small delta is already there, but the illusion of mostly-clear water gently flowing over sand and sediment within these confines may not come across perfectly.
The hard perpendicular line between the sand and the sea is definitely a bit off, and that may be an issue of depth--the transition between the sea and the delta is the same transition between the sea and the rest of the beach, and this cutoff should be much shallower (and probably less linear). A few well-placed underwater land blocks may give this a more natural appearance.