(Archive) Advertising District / Dump-Place

  • posix%s's Photo
    Deano, I think it's lovely and I love multi-storey architecture. In its outset, it's just a little too simple, and thus feels empty, because you I guess had too little idea of what goes on inside the building. I also must ask what about this is Caribbean? It doesn't strike me as that one bit, I'm afraid. An idea might have been to add an open terrace with tables on the first floor. Then inside, one could imagine a long stretched self-service counter for people to get their food from. Next time, I would also suggest to remove the little white walkways. Once people have decided to have a meal there, they should not be given the chance to leave quickly. The longer they stay, the more likely they are to order dessert.

    Just some thoughts. I'm glad to see you active again. Looking forward to seeing more screens.
  • JoeZia%s's Photo
    ^It would have looked more like the theme if he used pirate shake rooves or hispanic arches/tile rooves.
  • SSSammy%s's Photo

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    Work in Progress on the Portal Ride


    yo!
  • magmoormaster%s's Photo
    No. I refuse to believe that LL can look that good.
  • J K%s's Photo
    Deano I like the first attempt you had. I Can't wait to see your new work.
  • Milo%s's Photo

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    Work in Progress on the Portal Ride


    This was a triumph

    I'm making a note here: huge success

    It's hard to overstate my satisfaction
  • SSSammy%s's Photo
    HA!
  • K0NG%s's Photo

    @Kong... why post a layout then say you'll ignore anything anyone says about it? Because there isn't anything else to comment on! And I for one would say there could be improvements made. If I saw that in game the word "cliche" would come to mind. Unless it's some kind of ultra realistic park, in which case, good job.

    Firstly, I just wanted to show that I'm actually working on something new. Secondly, I said that any 'advice' would most likely be ignored. Meaning that the possibility exists that if someone posted an idea that could have a large, positive impact on the layout, I could conceivably take it into consideration. I probably could/should have used a different term such as "pondered but ultimately disregarded". And I usually do build "ultra-realistically" so, thank you.

    While trying to make a better version of Wildfire, all you actually did was conform it to the pacing that most flat-ground B&M's share. Congratulations, you turned something unique into something standard and because you like how it looks from the one view depicted, you're unwilling to listen to any advice to make it better even though listening doesn't necessarily imply compliance. The diagonal lift-hill especially seems unnecessary for it appears as though you had it initially come straight out of the station seeing as they share a grid coordinate, but it looked too standard for you so you added all that pre-lift track (unless you had something like a skyscraper there that a 60 degree lift hill couldn't overcome). I would rather see a designer strive to stay away from standard ride experience (unless that's what is desired) rather than standard bird's-eye appearance.

    Considering that I've never seen, nor do I have any knowledge of Wildfire other than I've heard that it exists, I'd have to seriously disagree with your first statement. Also, the fact that this is basically intended to depict a B&M "Wing Rider", (which I believe is, at most, in the planning stages) and obviously not any form of an existing Intamin, I'd hardly say that it's in any way "standard". It actually looks pretty nice from all angles and has phenomenal flow throughout. That's the main reason that I'm "not likely" to change anything. I just happened to take the screen from this angle because it best displays the entire layout. The layout itself is strictly out of my head (as are the vast majority of my coasters) and the pre-lift runout was actually the very first thing built as it conforms to the vision I have of the overall look and feel of this particular project. So, initially, it was just as it appears now. There is, in fact, a reason for the steep, diagonal lift which should be readily apparent in the finished product. The one thing that I find slightly offensive in your post is your assumption that I'd built something that was based off of an existing attraction, wasn't particularly fond of the "standard" aesthetic of it and altered it to be more pleasant to the eye. As if you have the uncanny ability to surmise my thought process simply by looking at an overhead screen of a layout. This entire project has been meticulously thought out and planned....from the interaction of the coaster and terrain to the architecture and path layout. I think when you see the finished product, you'll find that there's really nothing "standard" about it whatsoever. Of course, that's just my opinion...I could be wrong.


    Edit: Funny thing. I looked up Wildfire on RCDB and it turns out I've fucking ridden it a few years back when visiting Mrs. K0NG's fam back in Arkansas. I'd just forgotten the name. So, it's entirely possible that, subliminally, I put some of that experience into this layout. But, it surely wasn't intentional so I'll stick by my previous reply.
  • Phatage%s's Photo
    "any 'advice' along that line most likely will be ignored."

    Firstly, the one thing that I find slightly offensive in your original post is above, and of course it's going to illicit a response like the one I gave. Secondly, I said it appears as though you did that whole diagonal lift hill thing. Meaning that the possibility exists that you read too much into the word choices of other people while having to defend your own choices in the midst of all your overly-verbose posts.

    For somebody who builds "ultra-realistically", just some potential "advice" that could have a large, positive impact on the layout: B&M coasters' transfer tracks do not double as primary brake runs, which means that either your coaster has a very short brake run with no transfer track or no brake run with a transfer track. With the added weight of the new trains, the brake run will probably be longer than usual B&M's, but that may affect your phenomenal flow.
  • K0NG%s's Photo

    "any 'advice' along that line most likely will be ignored."

    Firstly, the one thing that I find slightly offensive in your original post is above, and of course it's going to illicit a response like the one I gave. Secondly, I said it appears as though you did that whole diagonal lift hill thing. Meaning that the possibility exists that you read too much into the word choices of other people while having to defend your own choices in the midst of all your overly-verbose posts.

    For somebody who builds "ultra-realistically", just some potential "advice" that could have a large, positive impact on the layout: B&M coasters' transfer tracks do not double as primary brake runs, which means that either your coaster has a very short brake run with no transfer track or no brake run with a transfer track. With the added weight of the new trains, the brake run will probably be longer than usual B&M's, but that may affect your phenomenal flow.


    Ok, other than me picking up on the sarcasm, I've already explained/justified that initial quote. Bad choice of words on my part. But, you'd already know that if you'd fucking read anything but your own bullshit. As for the transfers, any idea how "finished" that is? Of course not. I know you think you're some kind of "icon" here..... How about you "fix" my layout to your satisfaction? You're so fucking good, it should be easy.

    God, I hate when 'has-beens' show up and talk shit to people that actively build the shit out of things.
  • Coupon%s's Photo
    Posted Image
    My new six flags park :) (its all peepable)
    WIP
  • RMM%s's Photo
    K0NG, how is it possible that you haven't took a step back and realized how ridiculous your initial post was? These are forums... where people comment, criticize, and discuss other posts. It's just plain stupid post something and tell everybody to disregard it. What would've been your reaction if nobody said a damn thing about your layout? And yea it's cliche to tell you to get a life after reading your last line, but come on man. Think.

    And as for the layout... oh, wait, nevermind.
  • J K%s's Photo
    It's a good thing you're good at the game K0NG because you have the attitude of a N00B.

    Coupon it's a good start for a six flags park but it does need a lot more detail to give it some more character. Also don't be afraid to make your architecture bigger as it will have a more dominant feeling than the smaller structures you have.
  • posix%s's Photo
    k0ng, wtf is wrong with you ...
  • Liampie%s's Photo

    wrong


    wr0ng :SA:





    I haven't read all the replies since k0ng posted the screen, I don't see the problem anyway... I think it's fine that k0ng doesn't want any criticism. He's just sharing, right? I do the same with Brediuskwartier. The only person who can help me with Brediuskwartier is myself (and verti, apparently by pure chance...), but I'm sharing it anyway. Take it or leave it!
  • Stanman%s's Photo
    heavily unfinished semi-rec of nemesis:

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  • RRP%s's Photo

    heavily unfinished semi-rec of nemesis:

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    should have used custom scenery
  • nin%s's Photo
    Even without custom scenery you have the objects necessary to create supports in other ways rather than track. The rest is too unfinished to comment on. (well, other than the layout, which I'm really no good at.)
  • SSSammy%s's Photo
    i agree with rrp in the sense that i think you could achieve a more effective result if using custom scenery.
  • posix%s's Photo
    I saw the supports and catwalk and rejoiced in belief it was LL, only to be disappointed soon after.

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