(Archive) Advertising District / Montu - Busch Gardens, Tampa

  • Dotrobot%s's Photo
    uhh no. The multi dimension coaster would be ugly as hell.. While it is still an option the woodie looks way better.
  • Wolfman%s's Photo
    I noticed something about the end of the catwalk in this image. It sort of curves down, then ends in a platform, and there's a support for it. So I tried to recreate that here. There may even be a ladder an another platform on top of the track. I see some sort of fence up on top there. But it's a small & lousy photo. I'll have to reference it to see if I can find a better POV.

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    The wooden hill looks best to me. It even had space to clear the support bars I made. I left a bit to give the feeling of some other structure used to adapt the catwalk to the supports beneath. I think it turned out great.

    Also, that final support for the curved drop was added (after I deleted another support) as suggested by Louis.

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  • Welshcraft%s's Photo
    looks much better.
  • Dark_Horse%s's Photo
    Agreed. Although, I know you are against glitchiness, but I thought the whole point of those crossbeams under the catwalk were to support the catwalk.
  • Bolliger & Mabillard%s's Photo
    Looks awesome, Wolf!
  • Louis!%s's Photo
    looking a lot better now. although with the platform, i would make it 1/4 tile.

    I'd show you a screen of the top of my batman lift as an example, but I can't seem to find the screen now.

    but yeh, deffo make it 1/4, it looks more realistic. also there is a ladder on the side to a platform on top of the track at that point too.
  • ][ntamin22%s's Photo
    now we're getting somewhere.
  • RRP%s's Photo
    Have a look at some of the realistic B&M inverts on this site, they will show you how to do the chain return,catwalks etc
  • Wolfman%s's Photo

    Agreed. Although, I know you are against glitchiness, but I thought the whole point of those crossbeams under the catwalk were to support the catwalk.

    I tried to bring the crossbars up closer to the catwalk. Even with ZC it was glitchy. The crossbars could be seen through the wooden coaster track. So they stay the way they are. The wooden support structure meets up with the crossbar pretty well here. I'm not going to mess with it anymore.

    Thanks for the suggestion. It just didn't work out properly.

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    looking a lot better now. although with the platform, i would make it 1/4 tile. >EDIT< also there is a ladder on the side to a platform on top of the track at that point too.


    Yes I got that. Not knowing the exact location and position of the ladder, I took a wild stab at it. I also had a bit of a problem with it too.

    At first, I tried the ladder with the brackets on the back and it's non-bracketed twin. But being a "wall object" it was centered on the edge of the tile and did not line up with the vertical support which is a 1/4 tile object. (Probably why we don't see that ladder on too many Beemers.)

    So I tried the 1/4 tile version (1KVERLAD) I didn't have one with the brackets. Doubt if the brackets would of looked like they were attatched to the support anyway. I tried it the first time so that the object was next to the vertical support. But it glitched with the inverted track.

    Not one to give up, I tried to turn it around 180 and ZC it WITH the vertical support and BINGO! No glitch. If it had brackets, they would be turned around backwards anyway. So it worked out I guess.

    I got the catwalk at the "trim brakes" together. The stairs suck, but I'm out of empty slots in the ? tab because of the fences and ladder. I have three slots open, those are reserved for the objects that K0NG is making.

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  • Welshcraft%s's Photo
    You are doing well on montu Wolfman. I like the loop too
  • Louis!%s's Photo
    I know this is wayyyy to late to say lol, but the MCBR seems really low down. In real life it seems to be at around the same height as the zero-g roll. Also it's placement should really be closer to the first drop, only just realised this, but too late now.
  • Maverick%s's Photo
    That was a result of the lowered batwing as he trimmed off speed after the zero-g roll.
  • Airtime%s's Photo
    http://www.nedesigns...19

    There not perfect but there tons better than your current layout. But on a brighter note this is an improvement from your stuff.
  • Wolfman%s's Photo
    If you tested the track with peeps as often as I did, you would know that the peeps would ride more often with the MCBR in it's current position before the batwing. It makes quite a difference trimming off just 10 MPH. I got a lot of "opinion" for making that change and sticking to my decision. It's not like I don't know how to design a coaster. I've been doing this in one game or another since 1999.

    Sure, guest would ride Montu when the MCBR was in the original position, but they wouldn't ride it again. So what you want to see? A perfectly recreated attraction, that guests MIGHT ride once then walk away? OR an attraction that the guests ride time and again? I like it when they ride again and again and again.

    I do recall having height problems with the original MCBR position. I'd get rollback. So somehow I thought it would be better that the trains actually made it back to the station. As it is, it just barely does that much. But it doesn't matter where the MCBR is located. It would still be slow at the curved rise up to station level after the corkscrew.
  • Wolfman%s's Photo
    In a close by area of the park, I decided to include Rhino Rally. This is a ride that takes guests through a few animal exibits (crocs, elephants and Rhinos) on an oversized Land Rover on steroids.

    Eventually, the Land Rover finds itself on a floating bridge, and the part of the bridge that the vehicle is on, breaks loose and "floats" down a "river". Eventually, it is stopped by a bridge that has been damaged by the flashflood. And it drives onto the road again only a block from the loading station.

    In this recreation, it's not as perfect as the real thing as I had area size restrictions. But I have several hacks here that I have to master. First, merge the two track types. The railroad tracks were used because it had better assortment of turns than the miniature car ride track. I can run the course on an angle as well.

    The second track is the River Rapids, which I hope would cause the vehicles to spin on the water and whirlpools, and bob up & down over the rapids. At this point, I'll be happy that the vehicles move down the river rapids track. Because I seriously doubt I can get the vehicle to stop on a section of floating bridge and remain on that section as it floats down the river until it reaches the end, and it drives off safely.

    Third... the merged tracks have to become invisible. And finally... I have to change vehicle types to use Methusalem's Jurassic Park car ride vehicles as they come closest to the land rovers used in the real ride.

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    Since I've never merged two different track types before, and have hit error trapper after error trapper trying to change vehicles, and tried to make tracks invisible using the crooked house command, without satisfactory results... I have to ask how can I do this and it'll actually work as I envisioned it?
  • SSSammy%s's Photo
    you can't use diagonals.
  • Jaguar%s's Photo
    or S-Bends, and is your sig off-white on purpose?
  • SSSammy%s's Photo
    you can use s bends.
  • Jaguar%s's Photo
    really? Well, I have also noticed that banked turns or track on a downward slope isn't allowed either.
  • Wolfman%s's Photo
    When was the last time you saw a banked curve an a railroad track in RCT? Or for that matter, a River Rapids?

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