Related Games / Planet Coaster
- 17-June 15
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CorriIIo Offline
https://www.youtube.com/watch?v=I9WvtluG_Z4
my first recreation I've created the whole Russian area of Europa Park.
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trav Offline
Started building on a Challenge Park and really enjoying it!
Still trying to really get to grips with everything, but I'm starting to get used to the objects so becoming a little more adventurous in how I build.
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G Force Offline
Very nice Trav, I enjoy the peep level screenshots with guests much more than the other angles people have used.
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Turtle Offline
http://steamcommunit...yworkshopfiles/
Started a new park so not really working on this so much, but uploaded it anyway.
By the way the new park is interesting.
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Six Frags Offline
Had the same idea kinda, only then to recreate BOMB or Ghost Cell Crisis.. I just couldn't figure out how to make a nice all black backdrop work..But guess just box it in with black panels and put some lights as stars would do the job when set in nighttime mode. Just when set to daylight it doesn't look as good.
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Louis! Offline
So what's this game actually like? Is it as complex and long winded to build as RCT3? What are the base objects like? Give me information lol
Really wish there was a demo.
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trav Offline
It's really simple and easy to use on a base level. However, to go into more detailed builds, it takes a lot of work. Watch some of Silvarret's stuff and you'll see how to create certain objects can be a massive pain.
Base objects are good for a few themes and are probably pretty similar to Rct2 in the way that most textures are reusable in many environments, but I definitely think we need more coming into the game.
The main issue is the lag and frame rate drop. I can get to about 2k guests in my park before it starts to lag, which isn't at many guests as you'd think. I have a 'park' with 1 coaster, 3 flat rides and 1 track ride and that's enough for me to hit 2k. In other words, it'd be awesome to create Design style parks, but building a full scale park would get difficult later in.
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5dave Offline
IMO it is complex to build stuff, which is why I hadn't the chance to start a design/park with it yet, but I also think it should be more simple than RCT3 was. I think it's best you watch some let's plays from people that are no uber-nerds like Silvarret to see how beginners act.
The base objects are similar to those in RCT3, with different wall heights & textures, windows, decorations and signs to pop on instead of walls with fixed windows. And the props are standard medieval, western, sci-fi, fairytale and now christmas items, which range from barrels, fountains and particle effects to animatronics.
My plan is to soon start a design-ish project to see how the building itself goes. For the simulation aspect, I already played through the 'scenario', which was rather easy.
"MFG"
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][ntamin22 Offline
It's like RCT2 except that you no longer have the convenience/crutch of the permanent 3-axis grid. Every object you place has to be considered and rotated and positioned in every dimension. That's a lot of control opportunity but can also be overwhelming.
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Cocoa Offline
correct me if I'm wrong but doesn't it actually have a sort of grid system, only its not fixed? when you build a building, or any piece of scenery, you can select it to function as the new grid, and then you can use that grid to place pieces until you get sick of it. then you can place a new object and use that as the grid, and you can always come back to old grids if you need. so you still get the ease of objects snapping nicely if you so desire. sounds like a good compromise to me
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][ntamin22 Offline
Oh, yes. I mean more in the sense that since you now get to pick where the grids go, there's no easy fallback of 2x2 buildings, quarter-tile as your stock window / bock size, etc. The kind of thing that lets you autopilot a bit.
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