H2H5 / [H2H5] Semifinals | Match 2
- 02-July 09
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Casimir Offline
It's not the quality of the computer that matters here.
The RCT2-Engine simply cannot show a certain amount of moving objects simultaneously. If it's forced to, it produces lags. -
Louis! Offline
disneylhand it was finished, but a little bit rushed.Edited by Louis!, 05 July 2009 - 04:25 AM.
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Brent Offline
Removing the guests helps.
I got an error trapper everytime I tried doing that using 8Cars 1.3.2 -
Fisch Offline
I thought both parks were fantastic and each in its own way.
I admire how realistic Southpool is and the same goes for the creativity in Roman Vice. Who else could have come up with 2 parks like these are.
All in all I think that this round just shows how great this H2H is! -
Casimir Offline
@ Beta Factor:
Try another version of 8cars. I had the same problem once with another park. -
Xophe Offline
Roman Vice was stunning - so many things to look at and so many ideas crammed into a small park. However, it was so overwhelming that I soon got frustrated at the lag and not being able to see things properly - the duelling coasters had absolutely superb layouts but all that fire and smoke around them made them run SO slowly that it took all the fun out of watching them. Yes, it is an incredibly creative park, but I felt that you ought to have toned it down a bit and refined your ideas a bit more such that the park is actually enjoyable to look at.
Southport pleasure beach on the other hand really appealled to me, having visited Blackpool a few years ago. It really brought back the memories of the fun times I had there - you captured the atmosphere really really well. The coasters all intertwined and the concept of the history of the park, ie that the big Arrow coaster was built after all the woodies. There were lots of nice touches like the working Whip ride and the Eurofighter was a nice modern touch. The main thing that bugged me was the fact that you had this nice British seaside resort atmosphere but with all those ugly cs signs for American chain shops like 7 eleven and Barnes & Noble that we don't have in the UK! But that a fairly minor point haha.
Anyway, congrats to both teams. The quality and effort put into both parks really shows. -
JJ Offline
To be honest I found the germans park very boring, but that's more based on my tastes of what I preferred in the game and just like ^ I also felt it was a little odd going for a british atmosphere but americanising, the two just didn't mix for me. Cane's park was a little overpowering but it kept my interest a lot longer and i actually had fun viewing it. -
Steve Offline
I don't know how anyone could look at both parks and not want to vote for Southport. Fantastic jobs to both teams, though. -
gir Offline
I also felt it was a little odd going for a british atmosphere but americanising, the two just didn't mix for me.
I'm probably being naïve, but how so? -
Fatha' Offline
Southport Pleasure Beach
I respect the attempt at creating something like this, so I can't bash you too hard even though there were some problems with the design. The Arrow coaster was done really well, although the color schemes chosen here are not good in spots, particularly the pink spine supporting the turnaround (albeit it is nicely placed). Overall I might have preferred a darker yellow tone for the track, but thats a personal preference. The coaster design was good, although the second half was a bit to twisty and windy for me, it seemed all over the place. The Cyclone was well done, very out of control and it was nearly impossible for me to follow in game (which is kind of a good thing imo, only for this kind of ride). The other woodies were good, but two of them seemed redundant (both out N backs, and you in fact used the same turnaround for both....thats a no no). The one next to the Big One lacks presence imo, and is totally dominated in a VERY negative way by the hypercoaster. It winds in an out of the area near the coaster a bit too much, a smoother instance of this is the way Goliath is built over Collossus. I think the critical mistake here was having the part of the coaster go over the lift hill (towards the beginning of the woodie's lift), leaving that out would have allowed the woodie to breath a little bit more. The Wild Mouse was very well done, simple in design and execution, very believable (one of the better things about the park). I also love the detail in other thrill rides (particularly the water ones). Here is where I might sound harsh, but hey im honest and I'll tell you how I feel. The concept of this park seems to be carnival in nature. Small setting, lots of thrill rides (which you definitely have), and a certain FUN and VIBRANT atmosphere. You pulled this off SO PERFECTLY on the streetscape where the games are, the advertisements, the flashing lights, etc etc. Somehow you lost that when creating the actual theme park, which is unfortunate. Each rollercoaster station has the same pitched canopy, only different colors. Two of the flat rides have identical enclosure systems (waltzer and the carousel). The park as a whole seems a bit unimaginative in that regard, and if you would have asserted the brilliance you did on the streetscape throughout the rest of the park, you might have actually won this round. There are bits and pieces that do this in the amusement park (the chutes ride, the log river ride, the station of Space Invaders), but overall the park as a whole lacks the character it should have. Also, the station roof that is bisected by the drop on the wooden coaster its a great idea, but don't like the execution of it. Overall, good effort that needs a LOT more refinement and focus.
7/10
Roman Vice
Very good effort here. I could not view the epilogue as my computer was just crying for mercy when I opened the file. I checked out the non epilogue version instead. Unlike Southport Pleasure Beach, this park maintains its focus for the most part throughout. It is a hodgepodge of random ideas that at times is hard on the eyes, but its understandable given nature of a park this size. Phatage's Busch Park from the Pro Tour had this problem as well, but it worked out for him and it works here as well I think. Couple things I love about this park: The Duelers and the vine coaster. Great job on both, especially the duelers. Watching the floorless dive down its first drop while being held over the edge of the vertical drop is brilliant coastermaking. That's designing a coaster from a rider's perspective which is SO rarely done. Another part of the coaster I love is the lift hills, especially how the meet at the top. The duels were pretty standard fare, interlocking loops, etc. The best interactions between dueling coasters are suspense moments (the part I mentioned about the veiw watching the floorless drop is one, the racing portion on the hill is another). I kind of wish the coaster had more, but again maybe I am being to critical of it. For the space it took up, it did a good job with duels. Some other details I liked: The theatre with the clouds, castle, lights, etc....awesome job. The River Rapids....amazing, one of the best I have seen. Awesome effect with the large drop on the dam break. Now, each park takes its lumps from me so this will too, although the lumps here wont be as painful sounding. One issue I have with the park (that might not be u guys fault because the RCT color engine is not broad) is the coloring of the white buildings. They look too pristine, to bright, and just stick out like sore thumbs. Part of the problem is the color choice (which i CANT blame on you guys, you are stuck there), but the other part of the problem is perception. You guys placed a lot of dark tone areas around some of these structure (especially the coliseum), and thats a no no. The taller white structure with the coaster track symbol is much better, as it doesn't look so harsh against its environment. Speaking of the coliseum, I don't know if I like it too much. Im not really a fan of stacking wooden track to form the shape. The columns are great though, which almost masked the wooden coaster effect. The Torture coaster I don't like, only because I don't like unrealistic coasters (where the car dives through track). Thats just a personal preference though, otherwise it was neat. All in all a much better effort then the latter, produced with more focus and direction.
8.5/10 -
JDP Offline
Okay, total with the teams not in this, it should be at least 40 votes or more. It is 29 votes right now so where are the other 4 teams.... come on guys, it takes not even 10 minutes to look to look at a park..
-JDP -
Camcorder22 Offline
Nice to see a complete review finally (Fatha).
I will refrain from choosing one park over another (unlike some people) since I can't find my cd either .
*cough*IF ROMAN VICE DOESNT WIN I WILL SHIT BRICKS.*cough* -
Cocoa Offline
As cool and interesting as these types of parks may be, I am getting sick of ultra-realistic detailed parks. -
geewhzz Offline
Southport Pleasure Beach
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Loved the park. While it was a bit lacking and unfinished, the simple idea and simple execution of it brought a huge smile to my face. I put good ratings on The Big One to watch guests ride it over and over, so awesome. I loved how you made use of the two different top texture sidewalk blocks to give off a more lifelike feel to the park. Very clever there, and glad I could be of use by making that object.
I seriously almost lost it when I opened the park and saw The Big One. Fantastic. I've been waiting for someone do a decent Arrow hyper, and while not perfect, it came very close. It was a bit annoying how unfinished some of it was, mainly the catwalks, and the station area seemed to be too simple and incomplete. I loved the extra spine supports on the turnaround and drop. The regular box supports could have used some more work making them more flush. The end half of the ride could use some work. I liked how it weaved in and out of different rides, but the zero-clearance to get the track to connect was pretty obvious and riders would lose their heads on that part. I really didn't care for the pre-lift portion of the ride, it was too burried in other rides and made the ride unnecessarily too long which will hurt overall capacity in the long run.
The Southport Cyclone was my favorite out of all the woodies. I loved the picture-perfect turn over the lift hill from the angle the aerial shot was taken. Beautiful. The rapids ride and shute the chutes were both brilliant. The mouse was great also. I also greatly enjoyed the Giant Dipper's diagonal portion over the station/queue. The parachutes were well done, although short. I might be ignorant on that front but I can't recall any of these types of rides that are this short.
The wishing well was also a nice touch, although I'm not sure that's what it actually was. The entrance to the actual park was beautiful with the giga-track arch and stars.
Overall, the park was nice, but it left me wanting more. I can't wait to see what the parkmakers here can do when not under deadline pressure.
Congrats guys.
Roman Vice
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There were just so many details in here it was ridiculous. Almost to the point where it was too overwhelming. I wish the people who worked on this could put all of the fantastic ideas into a more realistic park just to please me, but I'll settle for this. The torture area was great and the details on the guillotines were great. I feel like your parkmaking is totally stuck in semi-realism and it's quite annoying. It just gets to me that there are portions of this park that pretend to be a real park, but then there are things that are just totally out of this world.
The rapids station area was brilliant. I loved the detail there. The ride itself was just too out of this world for me to like. Like zburns said, it goes down a huge drop and whips into a turn.
Echoing Fatha', the duelers were so brilliant. The holding brakes on the drop would clearly be one of the best parts of the diver. The hillside and foliage was brilliant too, leading up to the wonderful architecture on top of the hill. I loved the hedges along the land, it's very signature and brings everything together. The flame cluttering was a bit annoying and made the lag almost too unbearable.
I liked the rock climbing game and the harnesses. Yet another example of 'realism' in this semi-realistic park. The large structures on the building seemed a tad out of place and overpowering. The dinner theater was great, too. Reminds me of Excalibur hotel & casino in Vegas where you can do something similar. I think the custom sword on a building was one of my favorite details, very clever there.
Overall, the park didn't make me feel as good as the other even though it took more time, skill, and good ideas to build. Maybe I'm just too attached to realism, but it's the only way I find enjoyment out of this game.
Thanks for making me a governor, hah.
Overall, great job stepping up and producing a great semifinals park for this contest. -
Brent Offline
Even though I voted for the other park, congrats to the Canes. Good luck in the Final.Edited by Brent, 07 July 2009 - 09:44 PM.
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Wanted Offline
J K, Robbie92, Fisch, Gwazi, JDP, Mifune and Dr Dirt still have yet to go.
Kumba(unable), Robbie92 and Gwazi went together 1st round
Fisch and JDP went together 2nd round
J K went with nin(unable) in 3rd round
disneylhand(unable), Fisch, and Mifune went together in 4th round
JDP, Gwazi, and dr dirt went together in 5th round
My guess is that for the Hurricanes final park it will be a combination of J K + Fisch + Robbie92. Or J K + Robbie92 + JDP. In my opinion the Hurricanes are definetly going to need J K for the finals.
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