(Archive) Advertising District / New NL Releases
- 17-February 04
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Blast Coaster Offline
Release time again! Pardon the new topic, but the old one was too out of date...
LIGHTNING
Designed by Blast Coaster
I had this layout around on paper for a couple years before finally pulling it off in NoLimits, and it turned out better than I could have ever expected. I consider this one of my best layouts to date, with a flowing multi-inversion twister layout interacting with itself in every possible way.
Lightning features five inversions: a first vertical loop interlocking with a final corkscrew and inclined loop, and two dive loops - one crossing under the station, the other under the lift hill.
The ride contains almost completely custom supports.
Clck here, and hang on tight!
Screens of Lightning:
Now, if you've been looking forward to my upcoming tracks...
Progress has been swift and on schedule lately. First off, let me get to a couple new screens of my F5 track showing the unique support structure for the funnel:
http://www.coaster-n...m/de/nl/F55.gif
http://www.coaster-n...m/de/nl/F56.gif
Now, the screens you've all been waiting for... Volcano: the Blast Coaster:
Let me just say that Volcano has turned out better than I ever hoped for. I've tried to make everything - every support column, every section of track - exactly where it is on the actual coaster. And also, I've timed everything so that it behaves just like the real ride, and all of the statistics, even the length, are exactly where they should be. So I'm extremely happy that this has turned out the way it was. Currently, all that's left to be done are 16 supports in the back and on the last dive, a little smoothing, and then the actual mountain, which should be fairly easy to recreate now that I have the columns in place for reference. So now, onto your screens for today:
http://www.coaster-n...volcanotbc1.gif
http://www.coaster-n...volcanotbc2.gif
http://www.coaster-n...volcanotbc3.gif
http://www.coaster-n...volcanotbc4.gif
Hope that you've enjoyed... More this weekend. -
Steve Offline
i need to get this game. i must have it.
great coasters too. i would download them if i had the acual game. -
Tech Artist Offline
I should be able to download these in a week and 6 days which will be the 1st of March.(this is when i will get NL finnaly, yay! ) -
Rhynos Offline
I've got the game, but how do I save them into the right folder so that i may ride them later? -
rK_ Offline
lmao, wow, i have NL but i cant make anything, this is so nice, excellent job.
do you know any tutorials about how to make simple coasters in NL, if so post a link, i would love to make a coaster! -
gir Offline
The inversions are too gradual- they shouldn't be so drawn out, you missed that entirely. Your loop was not very good, it shouldn't be so wide, unless it's a Schwarzkopf, and it isn't. The turn into the lift was terrible, and overbanked. The turn after the lift was overbanked at the start and shouldn't ever veer off to the left like that. You used way too many supports, and that blue makes them look really frightening. Choose a softer color next time that doesn't hurt your eyes. The lift hill was too steep in my opinion. The elements should be tight but smooth, and it seems that you missed the tight part. Also, the layout is too long for a stand-up (in my opinion) unless you're doing something like Mantis or Chang, but this really didn't hit it for me. Sorry for being so critical. -
Blast Coaster Offline
Thanks, thanks a lot for the comments!
Gymkid dude, that isn't any way to talk about my Volcano But I admit, without the mountain, it is ugly. I'm starting on the mountain next week.
Rhynos, just save them into the Tracks folder within the NoLimits Program File folder, and they'll load. But you can just open a track from any folder and click the button to ride it in the simulator if that's easier for you.
Hey Gir, really, what do you think I expect from you? It's okay, you're just being yourself... Now I could debate most of what you said as being personal preference, but I would just like to point out that the lift hill / first drop / loop turned out very similar to B:tDK, which has a steep lift for a B&M, similar-shaped drop, and more roundish loop than most B&Ms.
Thanks again guys... New track this weekend... -
zach Offline
I do agree on some points....
Lift was fine, turn off the lift into the drop was very awkward. Loop...although forces were ok, still seemed too wide. And I could tell almost where each track node was because of the jolt from node to node.
Nice, compact layout though. Hope you take these comments into consideration. -
CoasterkidMWM Offline
The lift was fine, but you banking was too sharp at the top of the drop, it was slipped though. You need to work more on smoothing, I saw a drastic improvement, but I think you could get it smoother. I'm not screaming, just making what I'm about to say more obvious because I don't feel like using bold type. ANGLE YOUR BRAKES! I've said this about every ride, and I'll say it again. ANGLE YOUR BRAKES! Brakes are not perfectally horizontal. Your loop seemed to circle like, you might want to thin it out next time. Banking was also off in the inversions, try to make the laterals either .1 in either direction or zero.
This will help make or break Volcano. Make your supports look like the screen below, it wil remove that right angle of space between the horizontal and vertical supports on Volcano, this is only necessary on rides with supports that look like yours did with the gaps. I'll circle the gaps and repost the image so you know what I mean. The blue MSpaint represents track, so you can see where it connects. I'll post the circled gaps picture, if you're confused, just say that you're confused and I'll show you. Or talk to me on AIM, you know my screenname and it's in my profile.
When I get home I'll put up my standup so you can see what I'm talking about. make sure when I put it up that you look at the ANGLED BRAKES!
Alos, Alchemist7, sorry I can't spell it via memory, you too should talk to me online, it's in my profile.
The game can be bought at <www.nolimitscoaster.de> Make sure you download the demo to make sure it functions on your computer!Attached Images
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CoasterkidMWM Offline
I don't feel like wasting board space by posting up my ride, so I'll just shown a screen of the angled brakes so you know what I'm talking about lol. I'm not mad at you screaming at you or anytihng lol.Attached Images
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Blast Coaster Offline
Thanks, thanks! I had wondered how to solve the support connections problem. It's a nuisance though that those gaps aren't automatically filled in in NL, since doing that to all supports requires a lot of additional time.
As for angled brakes, I think that you'll be vry proud of me on my Volcano recreation. Mainly because Volcano's station and brakes are inclined in real life... But if it makes such a big difference to you, I'll try and angle all of my brakes from now on. B&M and S&S from the top of my head though, use drive wheels rather than angling on their coasters. -
Blast Coaster Offline
Here is the update from the weekend:
Velocity Rails is released.
VELOCITY RAILS
Designed by Blast Coaster
Another layout from the archives of Blast Coaster. This is a fantasy Thrust Air model from S&S Power that expands on the designs of Dodonpa and HyperSonic with a layout of nearly 4,000 feet.
Building on what S&S did in 2001 with their first Thrust Air coasters, Velocity Rails features not one, but two major hills of 250 and 225 feet interlocking with each other, and with the second plunge being the largest. Also, these ascents and descents go just beyond vertical for an even more extreme ride.
This operates just like a real Thrust Air coaster. After rounding a bend out of the station, you'll pass through the emergency brakes and park right before the launch strip. A little while later, wham - you're out of here! At well over 80 miles an hour, you'll fly straight towards a steel column for a narrow-miss headchopper dive.
You'll find a custom station and supports as well as a full midway running parallel to the launch, and a realistic queue line.
Click here, sit back, and please keep your arms down during the launch. Thank you.
Now, if you've been waiting for Volcano, you might be happy to see screens of the fully completed ride other than the mountain. These are the last screens you'll ever see without the mountain in place. I plan on releasing Volcano on Leap Year day. Here you go:
http://www.coaster-n...volcanotbc1.gif
http://www.coaster-n...volcanotbc2.gif
http://www.coaster-n...volcanotbc3.gif
http://www.coaster-n...volcanotbc4.gif
http://www.coaster-n...volcanotbc5.gif
http://www.coaster-n...volcanotbc6.gif
Finally, if you would like to test Volcano plus some other tracks in the works, please drop your email if I don't have it already, and I'll try and send them out in a few days. Thanks. -
CoasterkidMWM Offline
I'll rate the Velocity Rails ride when I get home. I love how you incorporated the copper fins. Your supports still need those connectors I showed earlier, or the connectors need to be farther out from the main supports if you have constructed them. I'm very interested in testing this ride.
Coasterkidmwm2003@yahoo.com
Your Rate:
Your G's were still too high in the tophat. I'm not sure if you ride in the backseat, but the G's in the backseat are different then the G's in the front seat. The ride had some really noticeable pumping because of the high speeds, however it wasn't super terrible or anything. You had brakes going down the airtime hill, which is very bad. I forgot if you slanted your brakes, but do it if you're not. The layout was interesting, and the supports weren't bad at all, but some more custom supports would have been great. I liked your little line, it was quite cool, I try to make one of those on everyone of my rides lol. I also loved the pop of airtime before the tophat, very cleverly done, I didn't see it coming. Maybe you could throw in a terrain with your next ride? Keep building and work on smoothing coasters, and send me Volcano lol. -
Blast Coaster Offline
Coasterkid, I tested it from all seats, but the g's were unavoidable. I tried different launch speeds, and if the launch were only 1mph slower than it is now, it wouldn't clear the top.
Glad that you enjoyed it! I was hoping that the beginning might be a "what's happening here."
Terrain... Yes, terrain. Well, good news is, I've just gotten into the terraformer (or been forced into it through Volcano ). So you'll be seeing a lot of terrain from me in the future. I've had some inspiration for uses of the water with rides...
Testers, I'll send it all out TOMORROW! Thanks! -
gymkid dude Offline
As for your launched coaster, I think the launch straightway is too crowded by the other track. I think long, open straightayays are the most effective to give that WOAH feeling. Maybe its just the angle of that screen makign ti seem crowded. -
Blast Coaster Offline
I didn't get time to post an update here for last week's release, but my newest original track Wooden Rage went up last weekend, and now I am releasing my recreation of Screaming Squirrel.
Let's start off with Wooden Rage...
This wooden coaster started out innocently enough, but the twister layout just kept growing and growing, until it reached nearly 3,000 feet of track packed into a compact area.
You won't find any tricks or gimmicks to this coaster, or even any steep drops or hills - just a pure old-fashioned wooden twister with a layout that gives it most of its punch. Over a dozen curves make up this unique track path - retracing, crossing under and over itself unpredictably.
I felt like taking a little break from all of the steel coasters and bringing you a nice wooden twister to add to the mix. Also, I would like to note that this will probably be my last original track to be released without terrain.
Click here to download
Screens:
http://www.coaster-n...woodenrage1.gif
http://www.coaster-n...woodenrage2.gif
http://www.coaster-n...woodenrage3.gif
http://www.coaster-n...woodenrage4.gif
http://www.coaster-n...woodenrage5.gif
http://www.coaster-n...woodenrage6.gif
http://www.coaster-n...woodenrage7.gif
Now onto Screaming Squirrel...
This concept hasn't come to any park yet, but it was insane enough to be worthy of a NoLimits recreation. The latest coaster concept from S&S Power, the folks that brought us the Thrust Air coaster, Screaming Squirrel can best be described as a wild mouse turned to the sky.
Hairpin drops take you down and under 180 degrees, in a series of downwards maneuvers. And there's almost as much inverted time on this ride as time spent above the track.
Let's all hope that this concept finds its way into a major park soon!
Click here for Screaming Squirrel
http://www.coaster-n...ngsquirrel1.gif
http://www.coaster-n...ngsquirrel2.gif
http://www.coaster-n...ngsquirrel3.gif
http://www.coaster-n...ngsquirrel4.gif
http://www.coaster-n...ngsquirrel5.gif
http://www.coaster-n...ngsquirrel6.gif
I'll try and have something ready for next week, along with some screens of some never-before-seen projects I've taken on. -
Drew Offline
I don't have NL anymore, but the screens look good.
Were you basing the Screaming Squirrel off of pics? I have not seen one showing the support structure. It looks as if it's going to collapse any moment now.
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