(Archive) Advertising District / Dump-Place
- 19-April 07
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Dark_Horse Offline
You know what? I'm done. This is just gonna keep going on. Maybe if all of us (including myself) didn't say stupid shit, I could get along better. I seriously thought this was somewhat different than my other work, but guess not since I didn't include a gazillion details. -
J K Offline
The thing is it is actually better than your current work yet when tweaked it would have been quite good. It just didn't seem like you were willing to accept the fact you needed to make changes. -
Wolfman Offline
This is like the third or fourth time I put supports on a coaster. It's a small track, Just learning the ropes right now. Do people just make this up as they go along? Or are there actually a specific way to assemble supports according to specific track elements?
I mean, does the supports for the corkscrews look alright? And I decided that intersecting supports between cobra roll inversions was ok. Some supports don't look as though they connect. But to raise them further would cause them to look like they overlap the track.
I just left the supports under the stations gray. I thought if I painted them yellow or orange, it would just blind everyone with a "big wall of color". Also, I did not notice until just now that short "V support" just at the back. And I think I need another support at the last turn before entering the stations. -
John Offline
Louis, it looks very promising.
Wolfman, looking nice. I like the colors. A tad over-supported in areas, but really nice nonetheless. I try and look at real coasters with all of the elements I have in mine to come up with an idea, keeping in mind the manufacturer and the like. Usually it pans out, but sometimes some improvising is necessary. I'd take a look at Shockwave for some ideas. It's a stand-up and has all of the elements your coaster does (sans the cobra roll which, btw, ouch), so it should provide a good base. As far as stuff not lining up, there's just a lot of trial and error to go through to get things looking perfect, like always looking at all four angles before finalizing the support. And sometimes sacrifices are to be made like having a support continue onto the track, colored the same as the track, etc. Keep at it and it gets easier! -
Dark_Horse Offline
Put an iartime hill or two in that really long straight section. Other than that, nice layout. -
Liampie Offline
I really like that, except for the part where the post-launch track crosses the lifthill.
Is it a (attempted) 1:1 recreation? If so, forget what I said... -
Splitvision Offline
Louis, I hope that's just a triple dueler with different colours on the trains, otherwise, lol.
Wolfy, I like that, it flows nicely and I love those colours. I'd just place a piece of track between the loop and the small cobra roll, right now they seem really crammed together in contrast to the rest of the layout. Also the station feels unecessarily long.
Lowenaldo, I like the part from the lift hill to the long straight section. I really think you should modify the latter one for a bit. The section after the long bit is alright, but not quite as nice as the first part. But overall it's a nice start.
EDIT: Oh, is it a recreation? If so, I can't really comment as I have no idea what you're basing it on -
Splitvision Offline
^^If we would still have the member titles thing I'd have it say "Doesn't know shit about real life coasters", so that I wouldn't have to explain that every time.
EDIT: Hey I could put it in my sig. I'll go do that right now. -
Lowenaldo Offline
my only question is if there is actually a third inversion, has any one been on the coaster recently to let me know if you do actually turn upside down on that segment? I cant find it on any websites and the pictures leave it a little unclear. -
Wolfman Offline
Also the station feels unecessarily long.
The station is two - 5 section stations with a track section between them. One is for loading, (entrance) the other is unloading, (exit.) Five sections allow the maximum of seven cars. There are four trains using a block brake/chain system.
The coaster can have a breakdown, and all trains on the circuit will end up on the brake run with room to spare even if a fifth train is added. This pretty much means no crashes, and no trains get stopped out on the circuit that have to somehow "limp" back home.
I noticed that the tracks never seem to run like they do in test mode. So the trains always have some peeps in them, but are usually waiting to get into a station to unload. I wanted to eliminate the "train waiting to unload" BS because waiting sux! And there are other things for the peeps to do besides waiting to get unloaded. Like waiting in line for another ride.
The added station unloads the peeps, then the trains advance when the next block area or station is clear. It behaves pretty much like a real coaster. The first station just waits for an empty train to roll in. -
magmoormaster Offline
It doesn't fully invert, but doing it like that ^ is pretty much the only way to do it.
Good looking Maverick recreation. Maverick is my all-time favorite ride(at least, so far). Few things... Right after the track goes under the first drop, does it go under the first turns? It's hard to tell when it's zoomed out. I hope it doesn't... And also, the bit around the cutback looks a little rough. Too much straight track. I know there isn't much you can do (I've tried to make a recreation myself and couldn't think of it) but IDK, it just looks like it needs a bit of work.
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