(Archive) Advertising District / Dump-Place
- 19-April 07
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Maverick Offline
That looks really good.... Now I gotta figure it out.
Anyone up for a invisible hut class? I know there's a thread on general hacking, but this one in particular can change the look of the entire park. We could have follow-along pictures and instructions and have people post their results and questions along the way. -
BelgianGuy Offline
read hack like a winhacker by geewhzz in ask the experts forums
there you'll find all the help you'll ever need when it comes to hacking... -
Lowenaldo Offline
So something funky is going on with this land tile, it keeps changing heights and when i can actually move it back to its original height a land block 5 tiles away starts changing heights.
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Any help would be appreciated. -
turbin3 Offline
I'm positively surprised, that looks pretty good.
8Cars - Landscape - Cap Land at max height will solve your problem. -
Cena Offline
Hey,
As Rct-guide is over, I decided to go to NE and go on showing my rct-work at this site. I am working on a project, called ''De Dwezelaar''. It is meant as a small dutch park, inspired by the style of De Efteling. (for those who know this Dutch themepark) I would like to show you some random screens to see how you guys at NE like my work.
A simple theatre, combined with a small gift shop
This is meant as the station for a viking-themed rapid river
And this is a small park entrance.
I hope you guys like it and have some tips and reactions for me!
Give me a ... Hell Yeah!
It looks awesome Ruben -
RamSam12 Offline
Ruben, that rapids ride station looks fantastic. Elaborate, yet realistic.
Lowenaldo, I'm excited to see more of that coaster. Looks exciting from what's there. Though I would recommend changing the trim of the station roof to something that is both straight and diagonal so it can be consistent all the way around. -
Cena Offline
8Cars - Landscape - Cap Land at max height will solve your problem.
To me this looks more then like a corrupted landtile Yannik. -
BelgianGuy Offline
Just wanted to show this...
I'm experimenting with peepable stuff since I finally got the entrance/exit huts out of the way and mastered the hack needed
Hope you all like it
Just bringing it over since a lot of people seemed to miss it... -
AvanineCommuter Offline
Just bringing it over since a lot of people seemed to miss it...
Looks fantastic, but that station seems a bit bare bones. Are inverted boomerang stations really like that?
btw, can you teach me the hack? I know how to make them invisi, but I don't know if they work properly like for train stations etc. -
nin Offline
Okay, worked on this for a bit, somewhat recreating "El Capitan Theater". Added in some much needed texture. This is the last screen for a while until a topic is made, if it even is. To the right is Stitch, Live! with his space ship parked so elegantly.
Somewhat unfinished, just missing some small road work. -
disneylandian192 Offline
Okay, worked on this for a bit, somewhat recreating "El Capitan Theater". Added in some much needed texture. This is the last screen for a while until a topic is made, if it even is. To the right is Stitch, Live! with his space ship parked so elegantly.
Somewhat unfinished, just missing some small road work.
Nin, you are the breath of fresh air here. -
dr dirt Offline
From a little project of mine:
inspired by a Criminal Minds episode.
EDIT: Oh yeah, nice work Rubben, BG, and nin. Quaint stuff. -
Austin55 Offline
The one where the train gets stuck in texas with emily (I think?) and Reid has to convince the guy the government isnt planting micro-chips in the dude's arm?
If so, Awesome. haha. -
Six Frags Offline
nin definitely is one of the best non-Spotlightmakers (my new terminology for NE Parkmaker ) atm.. I love your detailedness in there.. I've found recently that building on small scale with the freedom of not having to worry about the map data limit is amazing and gives a whole new inspiration to me personally after having to delete an object in order to place another object in epws..
The downside of this small scale work though, is that I don't think you ever could become a NE Spotlightmaker
SF -
Steve Offline
BelgianGuy, that is looking real nice. I really dig the colors and how clean your work is.
nin, I'm speechless as always dude. I don't know how you do it.
dr dirt, I enjoy what you do so I'm interested to see where it goes. Looking good so far, though. -
Sey Offline
ruben: Very pleasant and nice architecture!
nin: Albeit your latest screens show an incredible skill, to me they are all very oppressive, unlike your Zoo that had even atmosphere that I search here in vain. Perhaps you should go for less art deco pieces. -
Louis! Offline
nin - the screen is much cleaner, which is why its so much better than your other screens.
BelgianGuy - your screen is good, but it doesnt seem to be your style.
Dr Dirt - looks interesting -
Wolfman Offline
Ok Wolf.....first of all, I realize that you aren't into the ultra-realistic style of parkmaking that some people strive for. That being said, I think that you, yourself can see a few obvious flaws in what you have here.
You know me all to well. So why continue? Oh nevermind... I know why. That's OK. I'll stand up for my track and back up my statements with facts aganst your "opinions".First off...unless the foundation for your station is constructed of balsa or carbon fiber and has absolutely no mechanical devices which would be necessary to make it functional, there's no way the track can pass beneath the station like that in such close proximity.
Actually, the station was lowered as a suggestion by Austin55.Youre going to have a hell of a time trying to build a station on that thing with it being so high of the ground and the tracks being right underneath it. The layout is pretty meh, but I dont think your going for all out realism. If the corkscrew went the other direction it would be alot better.
>EDIT< Oh, and the stations were also dropped 10 FT. But thats just enough for the track to pass beneath twice. >/EDIT<
OK, if truth be told, there is enough room for a full tile base block beneath the stations (Base blocks in red in this screen shot.) W/O the use of ZC of course. And we all know base blocks are half the height of 5 ft. (5 ft. being the height increments of the game.)
So if a base block is half, (2.5 ft.) Then there is still the additional clearance of 2.5 ft. in addition to the normal clearance required by the game for a normal sit-down coaster. So I actually made the station thicker than normal. Because I thought it was too thin. So we're on the same page there Bro.Also, with the magnitude of the ride itself (not that it's overwhelmingly large), having simplistic, canvas awnings for the station(s) like that just isn't convincing in any way.
I tend to agree, canvas roof isn't very realistic. But the only other station I like for steel tracks is the Abstract or Glass station. And not many people favor that as well. So my hands are tied. Good point though. But it's just visual. Nothing more.Most of your layout is ok...but, as mentioned before, you need to utilize a straight piece between the corkscrew parts of the cobra roll (look at the screen that you provided to imagine how painful that transition is without it) and you could probably benefit a good deal by eliminating the upwards curve after the second part of your interlocking corkscrews and running it at ground level (thereby giving riders a chance to catch their breath) before going into the helix.
Actualy, what was mentioned was the straight track sections between the virtical loop and the cobra roll. Nobody said anything about straight track sections in the interlocked corkscrew configuration.
As suggested by Splitvision...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.
I based this configuration on Kumba, of Busch Gardens, Tampa. As you can see, there are no straight track sections on the real attraction. And you say I don't go for realisim.
But lets take a look at the game data on Vertical G's. Safe to say this explains it all.
The fastest the trains go, at the bottom of the corkscrews. is 40 MPH. The uphill rise slows the trains, and theres a bit of airtime to be snagged there actually. Then the trains enter a small drop curve, and the helix gradually increases speeds to 37. Not much different than real tracks. But then, these trains never reaches a very high top speed... Only 43 MPH.
Let's take a look at the Lateral G's, just because we can...
The area that you brought up, (corkscrews and helix,) were already changed due to a suggestion by Splitvision. (I hate doin' double work for two different opinions. Someone is going to loose out. OK, not fun.
To be continued...
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