H2H4 / Favorite Park Of Week 2?
- 16-July 06
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Six Frags Offline
I can't see why people dislike the invert so much.. All these people posting they dislike it, probably didn't read Emergo's reply in the MSM topic, but it comes down to it, that it was alomost impossible to build a coaster on the map, with the architecture ideas and overall feel we had in mind; It must not ruin any of that and still flow and look nice.. If you take the time to let it run without lag, I think it's fairly decent..
I probably should've build the coaster first rather than the architecture to get a longer and more interesting lay-out, but that's the risk we took, so no more un-argumented replies on that..
If you people not liking it, still don't don't like it after knowing the circumstances I would like to hear arguments rather than bashing all the time I put into it.
SFEdited by Six Frags, 17 July 2006 - 11:48 AM.
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mantis Offline
If you only build a coaster so that it doesn't spoil the surroundings then I think you can expect some criticism. -
Six Frags Offline
Yeah, that's the risk we took, but what bugs me most is that people say they don't like it and not give any argument why..
Is it the flow, the supports, the lay-out?
It's just very easy to just say 'I don't like it' after we've put all the time into it.. I'm just looking for an argumented reply, that's all.
SF -
rainbow connection Offline
i rank the parks in this order.
Strangelove
Demigods
Bandits
Stallions
i liked them all, though, even though i found faults for each one. and yes, Slime Meridian is one of the best LL creations of all time.
fun fact:it's name came from a novel, not the Prime Meridian, by the way. i'll spout more until i can't come up with any. -
Panic Offline
I don't think what's there for the ride is at all bad, and I think it is exceptionally well themed. I just wish there was more of it. What bugs me is that the total "action time" of the ride is like 30 seconds and the final brake run is where the mid-course brake run would be on most inverts - the ride cuts out a few seconds after an 80-foot cobra roll, which is a lot of speed and potential wasted. I wish there was a second half with a couple more elements, or just a more extended layout. It's actually quite good considering you put it in after planning/doing some of the theming, but I just never go that route because unless I'm REALLY lucky it usually ends up injuring the quality of the coaster.
That and the fact that the 30 seconds of invert is it for major rides in the park at all, no offense. I'll be honest, Mont Saint Michel is a theme I've wanted to do for a couple of years now in LL because the landscaping of the place is glorious for terrain coasters. I pictured a mine train winding its way down the side, a water coaster falling out of the abbey towards the ocean, perhaps an Intamin giga with the first hill inside the abbey and the first turn out over the water, later winding through the village - you name it. Part of it, then, may be my own personal disappointment in that regard, because the theming of this park is stunning but there is so much untapped coaster potential.Edited by Panic, 17 July 2006 - 12:34 PM.
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rainbow connection Offline
you know, my father used to say to my mother, when speaking in reference to me, "don't try and dick up something with a vagina." what would the purpose of a coaster be, other than to please a few assholes that go through parks with checklists... the atmosphere and concept never screamed "i need a coaster" to me while i checked it out, so the coaster was rather defeated and pointless from my perspective. i would have left it out. i don't think that the results would've been different if it was out of the park, but of course you didn't know about that prior to the matchup. -
Panic Offline
Well when I've considered ideas for themes like that I've often wondered what the point of putting a coaster in is. My answer is that this is RCT, and if you want to just do the theme then you can use some architectural modeling program or Sim City or something, but I think it's pretty cool to have imaginary coasters interacting with the theming. Building coasters is about 80% of the fun of the game for me anyway. -
Coaster Ed Offline
Part of the fun for me with RCT parks is trying to think of the perfect rides to match any theme. It doesn't necessarily need to be a coaster, but any theme worth building is worth building right -- and that means it needs rides. Even when I decide to go for a crazy concept park like "the whole thing is underwater" or "let's make one whole themed area be a giant pirate ship", the second thing I ask myself is what the ride is going to be. If I can't find the right combination of theme and ride, then I don't do it. You're right 'kiri that not every theme needs a coaster. But you could instead make an adventure ride, a flatride, a go-kart ride, a raft ride, a boat ride. Maybe something as simple as an elaborate monorail system. The rides are what take you through the park. That's something I haven't liked about a lot of popular RCT2 parks. If it's all architecture and theming, you might as well just take screenshots. If I'm going to go to the trouble of opening it up in the game, put some rides in there. And put some thought into them. Don't just slap in 'an invert over here, a hyper coaster there, a little Arrow corscrew coaster'. That's almost as bad as not having rides. -
Panic Offline
I also think that the single most detrimental thing to parks being interesting to look at over the last few years has been the unwritten "only one coaster per themed area and it can't be too out there" rule. That results in a lot of RCT2 parks I've seen (and a few LL, but this is more of a 2 problem) having a total of about three minutes of coaster action, about which 2 1/2 minutes I've already seen in other parks because the coasters are so damn similar to each other nowadays.
Whatever happened to the coasters that don't give a shit about being "proper" or modest or realistic, but just are there, take them as they are. Or the parks with like three major coasters in one section. You know why Mala is so worshipped these days with regards to coasters, it's about 50% because he's a genius and about 50% because hardly anyone seems to have the balls to build something out of the ordinary, like a B&M that's NOT a spinoff of Kraken/Medusa, while he goes and builds Psycho Speedway.Edited by Panic, 18 July 2006 - 05:11 PM.
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ACEfanatic02 Offline
Too be perfectly honest, the fact that you didn't plan ahead and build the coaster before the architecture doesn't make the ride any more appealing.I can't see why people dislike the invert so much.. All these people posting they dislike it, probably didn't read Emergo's reply in the MSM topic, but it comes down to it, that it was alomost impossible to build a coaster on the map, with the architecture ideas and overall feel we had in mind; It must not ruin any of that and still flow and look nice.. If you take the time to let it run without lag, I think it's fairly decent..
I probably should've build the coaster first rather than the architecture to get a longer and more interesting lay-out, but that's the risk we took, so no more un-argumented replies on that..
If you people not liking it, still don't don't like it after knowing the circumstances I would like to hear arguments rather than bashing all the time I put into it.
SF
It looks like an afterthought, just thrown in around the rest of the park. And while the layout itself wasn't all that bad (though I will never like those narrow cobra rolls) it didn't take advantage of its surroundings.
Both parks had exceptional themeing and architecture. But SM had a great ride as well, while yours is mediocre at best.
-ACE
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