(Archive) Advertising District / Thrill Point Worlds of Adventure
- 01-November 10
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BelgianGuy Offline
the horses are based on pony express in Bobbejaanland I think is where I saw it, it's like a DIY monorail with pedal cars... it's also suspended above the area it is in, also seen this type of viewing ride in phantasialand near winjas, I wanted to mimic that experience so maybe that makes more sense then... -
BelgianGuy Offline
Big news,
i've just came to realise the reason why I was very demotivated to build on this atm
the mexican area was poorly planned and lacked cohesion, flow and overall quality, also with a western theme right next to it it was kind of redundant so I scrapped the mexican area to make room for a new theme...
this does take away a solid 20% of the park but this'll be filled rather soon now that I can see the new area in my head, be on the lookout for stuff... -
posix Offline
- Avoid being too perfectionistic.
As much as I appreciate how people get so passionate about their projects that they just have to have them absolutely perfect and to their very best amazing ability, be a bit more modest and convince yourself that it is OKAY if something you've just built doesn't please your expectations 100%. You have good days and bad days, and time-wise you simply can't afford to only keep stuff that's been built on one of the few good days. It is better to move on quickly and study your mistakes with the help of feedback from others, so that you may even have the chance to understand what you did wrong. You will become more aware of your style and abilities. If you decide to demolish your work to rebuild it better, and because demolishing and rebuilding is annoying so you just open a new blank map to nurture the vicious circle of project cancellation, you only lose time and insight. -
BelgianGuy Offline
I know but the lack of aesthetic and path layout flow from that part prevented me to work on it since I didn't see how I could finish it without completely restarting it... -
posix Offline
By accepting that it won't be perfect and just building in your "new" style from now on. Really, you have to use the old SV6 and finish it. Try to see every park not as the ultimate achievement but as a process of you improving little by little. Six Frags did the same in EPWS and it earned him a Spotlight. -
CedarPoint6 Offline
^ This is a true statement. Every park I've submitted I wanted to do more on and change but I thought that I should get it out there and learn for the next time. It benefits your growth in design. -
K0NG Offline
While these statements may be true, don't you get the same benefit, personally, from re-starting a project as you would from submitting/releasing one and then undertaking something new? Other than the obvious lack of points/recognition. You've acknowledged your mistakes, learned from them and can apply this newfound knowledge to the project you're re-starting. I realize that finishing something is a skill in itself...but it's often hard to finish something that you're not happy with. When there are parts of a project that you know could be better, your motivation often dwindles to the point that it's actually more productive to start over and get it right.
I mean, I think I'm pretty decent at this game and it certainly didn't come from finishing projects that I became disenchanted with and releasing them only to be able to look at my page now and say "God, I sucked back then".
Of course, that's just my opinion...I could be wrong. -
BelgianGuy Offline
While in most cases I'll agree with you posix and CP6 I have to take the side of K0NG here as it really bugged the hell out of me to the point I wanted to drop the park entirely just because that section didn't have anything to it that I liked, as K0NG said I've learned from that and decided I wanted freakin quality and I don't care how long it'll take tbh,I mean I filled 2/3 of the map within 2weeks in august, I think I can manage to do something similar if I have the actual motivation and vision in my head, I've always been a fast builder when inspiration hits me and this is going to be the case here I'm sure... -
deanosrs Offline
If you're going to play it in such a way that you refuse to release anything short of what you consider perfection at a given point, you have to be fairly confident that:
a) the room for improvement is zero in your RCT game
and b) that your opinion of RCT "perfection" is going to stay 100% constant throughout the development of the park.
Unlikely I think on both counts!
I think the better way to do it is to decide just not to delete whole areas or constantly restart. A building here or there, maybe, but don't delete whole areas. When you finish the park, and you have a complete map, and feel compelled to rebuild something then, sure, at least you're guaranteed a finished product! If you must, just build a big black box over the offending area so you can't see it anymore and its as good as blank grass. -
posix Offline
What deano said.
BG, I can totally understand this feeling of frustration when looking at what you consider your old and inferior work. I have a plethora of unfinished projects on my hd, too, you know. The skill to finish something is modesty. When you see your old work you don't like, smile at it and be happy that you feel you have improved now, but don't try to eliminate it as if it were some farce you're "ashamed" of or that could be interpreted as an indicator of your low skill.
If you really really really really need to remove loads amounts of work, I would say the best thing to do is to be consequent by just releasing what you have unfinished, so the project is out and over, AND NOT LOST, and you can truly move on to new things from there. It will be easier on your mind than always having all these projects that on one magical day you will turn to and finish to great perfection by removing all their failures. It's just too much to ask of oneself. It doesn't ever work out. -
Cena Offline
Stop the discussion and just post screens of the new area. Thank you
Was looking forward to it though, 20% is a lot ... -
nin Offline
The buildings just seem to unorthodox with their collage of textures, blocks, and track to look good. The entire area just seems too unorganized. -
JDP Offline
i love the trackitecture but that turn after the drop on that coaster sucks man, too unorthodox
-JDP -
Wicksteed Offline
I like the texture mess you have in that screen. and the trackitecture roof is amazing.
Still it does look unorganised. Maybe you could use the foliage more to your advantege, so it guides the eye. Right now it is mainly blocking the view. Also you might consider using the same trackitecture for the station roof. That would make the area more coherent.
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