(Archive) Advertising District / Thrill Point Worlds of Adventure

  • BelgianGuy%s's Photo
    ^Nice to hear that nin, we schould talk about this a little more detailed next time on msn, thanks to everybody that posted and I'll try to shrink the dick^^ and review the floiage a little...
  • Louis!%s's Photo
    The 2nd update isnt as good as the first, but still a good update. The park looks good, especially the Wild West area. Good to see you two teaming up.
  • BelgianGuy%s's Photo
    Time this got from the shelf again...

    Posted Image
  • Louis!%s's Photo
    Fantastic screen.

    The only thing that brings it down is the awkwardness of the non-inverting loop, however I believe you have done it as best as possible, so great stuff all round.
  • Insanity%s's Photo
    that screen is absolutely Gorgeous.
    Glad to see this isn't dead! this'll be another release I'm looking forward to.
  • mardy%s's Photo
    Some great shit BG , keep it going!
  • Luigi%s's Photo
    Fantastic screen! I only don't like the structure around the waveswinger.
  • tdub96%s's Photo
    I agree with Louis here. This screen is beautiful, but only held back just a bit by the Rock-It non-inverting loop. But, with rct, you cannot do it any better so I commend you for that.
  • chorkiel%s's Photo
    Awesome screen !
    At what % is this now ? :o
  • BelgianGuy%s's Photo
    Reply time, wow that was quick!

    @Louis: thanks man, it was really the only way I could make this element in the game and while it looks a little akward I think it's a solid representation of the element for the limitations of the game...

    @Insanity: thanks and I really hope we'll be able to finish this!

    @mardy: Thanks

    @Luigi: I kinda wanted it to be quite open as you see in real life aswell so I thought this was a nice structure with the flags and stuff also the sword is one of my favourite ideas for this section

    @tdub96: as I replied to Louis, it's the only way I can make that element in the limits of the game, I think it did turn out nice and thanks for liking the rest of the screen

    @Chorkiel: considering this has gathered dust for over 8months and it was at +- 35% back then and I've only resurrected the project last week but in less than 2weeks I've added somewhat of 40game years and completed 2 fully themed areas, I'd say this sits at a generous 65% at this point, I am a fast builder when I have a solid vision in my head and I can envision the entire park already so it's just a matter of how fast I can implement it all right now...

    I might throw in another screen by the end of the week depending on how this progresses, no promises though.
  • Austin55%s's Photo
    That's inspiring, man!
  • posix%s's Photo
    I think this is one of your weaker screens to be honest. The positioning and spacing of coaster, path and buildings is all over the place for me. The path seems to slam into the building, and the red coaster too is way too close. I suggest you add more space and maybe a viewing platform to have people look at the coaster. The way you have it now the path just doesn't "communicate" with any of the objects around it, which I think is not what you want, because the path is what guides the viewer's eyes, so it should be most communicative. I interpret it as a medium that tells the viewer "here we have this, and over there you can see that. Please turn your head now and look here, then there", etc.
  • djbrcace1234%s's Photo
    If you're going for realism on the Vekoma Invertigo, the catwalks are above the track.
  • robbie92%s's Photo

    'posix', on 24 Aug 2011 - 11:11 PM, said:

    I think this is one of your weaker screens to be honest. The positioning and spacing of coaster, path and buildings is all over the place for me. The path seems to slam into the building, and the red coaster too is way too close. I suggest you add more space and maybe a viewing platform to have people look at the coaster. The way you have it now the path just doesn't "communicate" with any of the objects around it, which I think is not what you want, because the path is what guides the viewer's eyes, so it should be most communicative. I interpret it as a medium that tells the viewer "here we have this, and over there you can see that. Please turn your head now and look here, then there", etc.



    I fully agree with this. This area just looks so awkward to me, and Posix pinpointed a lot of why I feel that way. Everything is either crammed in or barrenly open; there seems to be little balance. Guests are either cramped or fully out in the open, both of which are not fully comfortable for any person.
  • Cocoa%s's Photo
    white supports on the rip ride rockit, higher fences/ terrain changes so peeps can't wander into rides, and tidy up some of the foliage a bit and it will be a surefire winner.
  • BelgianGuy%s's Photo
    Posted Image

    little unfinished in the top corner but I felt like sharing...
  • posix%s's Photo
    Overfocus on landscaping but rather pretty nontheless.
  • chorkiel%s's Photo
    I'm getting the feeling that all your screens are getting rather the same instead of something refreshing to break up the usual..
  • dr dirt%s's Photo
    ^^there's actually hardly any landscaping at all. But what's there is blended in beautifully with the greenery.
  • posix%s's Photo
    greenery, foliage, water stuff, that's all landscaping to me.

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